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Digimon Idylls: Fracture (SU)

Discussion in 'Sign Up' started by storymasterb, Apr 22, 2019.

  1. storymasterb

    storymasterb Knight of RPGs

    Digimon Idylls: Fracture

    The world's name is Idyll.

    Eons ago, Yggdrasil reached into the void. Its roots touched the nothingness and reshaped it, forming matter from a sea of chaos. Eight roots burrowed deep into the sea of entropy and made from it a globe, with landmasses and oceans coming into existence. The eight roots sprouted saplings, mirrors of Yggdrasil's embodiment of the world tree, and from them sprang digital life. Digimon grew in their shadow, evolving, multiplying, and advancing. They built civilizations, venturing beyond the nurturing shade of Yggdrasil's saplings to found cities and empires. The eras passed as those empires rose and fell, a line of successive kingdoms stretching from the era of creation right to the present day.

    The most recent of these was that of Rome, ruled by the god-emperors of the Olympos XII. Roman authority covered much of the world, reaching from its capital and Mount Olympus within in the nation of Italia as far as the distant shores of Takamagahara in the east and the Technocracy to the west. But in their centuries-long rule, the Olympians grew distant from their subjects, their god-like power and authority eroding their empathy and morality. The merest slights were met by terrifying retribution. Excessive taxes and harvesting of resources were used to fuel their appetites for luxury, and where their aid was required, often the cries for aid would be dismissed by remarks about 'a higher calling'. The Olympians came to be regarded with bitterness and their rule preserved by fear, until a lord of Albion named Uther Pendragon came to their court to protest the cruel slaughter of men who had the misfortune to glance upon the lady Diana bathing. He was struck down by the lightning of Jupiter as a punishment for his 'arrogance'.

    This cruelty, however, ultimately sparked the end of Olympus. Uther's son Artorigus came to rule his territory, and when Olympus refused his call for aid against a fearsome invasion of Norsemen, he was granted victory by drawing a mysterious blade named Caledfwlch, granting him strength rivaling that of the Olympians. With such power in hand, he declared Albion independent of Olympus and gathered the nation's divided realms to his banner. To represent the alliance, knights from the realms were appointed his generals and champions, to sit at his Round Table as Royal Knights. With these great men at his command, Artorigus fought the might of Olympus for a decade, his example inspiring more kingdoms and nations to throw off their chains. With each passing year the scales tipped in his favor, more knights taking seats at the Round Table, more rulers choosing his humility and nobility over the cruelty and scorn displayed by the Olympians. Even the angels who had served for centuries came to join him.

    In a great final battle, Artorigus slew Jupiter at the pinnacle of Olympus, driving Caledfwlch through the core of his father's murderer. Since, he has ruled the island of Albion as king, his knights extending justice and hope across the globe. Idyll's scars have healed, its broken lands rebuilt, its chaos returned to order. What few conflicts have arisen have been swiftly ended by the efforts of the Royal Knights and the wise rule of Artorigus. Soldiers once drilled harshly in preparation for a war of gods and kings now rest easy, their arms needed only to deter bandits. Fortifications erected to guard from invading armies now play host to the war games of excited children.

    From his court at Camelot, Artorigus has seen peace reign with him, protected by the edge of his Caledfwlch, its shards bestowed upon the thirteen Royal Knights, and the flights of angels who now serve at his command. Sylvania, Rome, Dragonstone, Takamagahara, Jerusalem, and countless other cities owe their rest to the king's watchful eyes. Though Artorigus does not rule an empire as the Olympians did, it often feels to the world that he rules all but the likes of the Norsemen who reject all such authority.

    But all is not well in Albion of late. Though the Royal Knights maintain their castles upon the island kingdom of Artorigus's birth and though their garrisons are well-stocked, still whispers abound of strange occurrences. Digimon are vanishing, it is whispered, going into the woods or into dark alleyways and never emerging again. In the misty forests, strange plants grow, unknown to even the oldest of the kingdom's wise men. And some speak of treachery and revolt being planned in secret, under the cover of night.

    You are one of many who have travelled to the kingdom of Artorigus. Perhaps you came because of the troubling rumors. Perhaps you sought to see the king's birthplace for yourself, or perhaps a friend or family led you to Camelot. But regardless, you now walk amongst the castles and in the bustling streets, catching glimpses of legends in the flesh and hearing those same troubling rumors.

    Today is a particularly important day, however. It is the anniversary of Olympus's downfall, and so a great parade is being held. All the Royal Knights are said to be in attendance, drawing all manner of Digimon to the heart of Camelot to catch even the merest glimpse of their heroes. Much of the city is quiet away from the action, and such a time is perfect for dark deeds. Hunters are chasing prey they eagerly wish to silence, and by chance or perhaps Yggdrasil's will, you are about to come between them and their quarry.

    Albion:

    A mist-shrouded, rain-lashed island nation, Albion is a land of chivalry and knighthood. Its proud knights have long defended it from the ravaging of the Norsemen who come from across the sea to plunder its shores, supported by the peasants who repay their protection and patronage with hard work and loyalty. Once but a minor fiefdom of Olympus, since King Artorigus overthrew the Olympians, Albion has become the seat of power in the world. Rulers from across Idyll send their envoys to curry favor with the great king and request the aid of his Royal Knights in enforcing the peace and arbitrating disputes. Despite the wealth that now flows through its ports and into Camelot, Artorigus's capital, Albion retains much of its rustic charm. Its forests are still misty, its hills still rain-lashed. Castles and cities rise as islands of civilization in an ocean of the wild.

    Albion's centre of power is Camelot, a citadel at the centre of the island. It is in Camelot that Artorigus sits his throne and holds council at his Round Table, planning strategy with the Royal Knights. Each of the Knights in turn arbitrates a province of Albion, carrying their king's will to their own castles, be it to Caerleon in Gwent, the fastness of Ser Cei, to Joyous Gard, the bastion ruled by Ser Lancelot. Most of the Knights oversee the province from which they came, though the brothers Gwalchmai, Agravaine, Medrawd and Gareth were each assigned separate provinces so as to leave the realm equally represented at the Round Table. The fourteen provinces of Albion are as follows:

    Logres: At the centre of Albion sits Logres, the smallest province, concentrated around Camelot and ruled directly by Artorigus Pendragon, the Imperialdramon Paladin Mode. Heavily developed, much of Logres is city, as though the people of Albion flock to be near their king. As such, the king's knights are always evident, watchful for any sign of trouble.

    Astolat: North of Camelot is Astolat, a heavily forested section of the realm which is the heart of Yggdrasil's worship. Ancient fanes lie deep in the forest, some devoted to a tree, others to a wise old man, but all ultimately dedicated to Yggdrasil. Fittingly, Astolat's affairs are arbitrated by Ser Galahad the Alphamon, who spends much of his time in meditation and introspection within the castle-church of Siege Perilous.

    Gaul: Lying on Albion's southern shore, Gaul is one of the warmest parts of the island, the perpetual mist and rain giving way to sunlight more often. The nobility often come to this place to recuperate, and its ports are swelled by the profit of trade with the mainland. Ruled by Ser Lancelot the Omnimon from his regal bastion of white stone, Joyous Gard, Gaul is critically important to Albion.

    Lothian: Perched at the northernmost tip of Albion, Lothian is the coldest, most windswept region of the island, its shores and cliffs harsh and unforgiving. Such surroundings breed discipline and strength, and the knights born to Lothian are well-regarded across the realm, honed by the constant fear of Norse raids from across the stormy ocean. Lothian is personally ruled by Ser Gwalchmai the Gallantmon, son of the old lord Lot and the lady Morgana, who sits a throne in the castle of Dunpeldyr.

    Corbenic: East of Logres and nestled on Albion's eastern shores, Corbenic is often regarded as a holy land, some whispering that a certain white tree within its forests was planted from a seed taken from Yggdrasil's sapling in Jerusalem. While the clergy more often tend to Astolat, many priests and monks hold their prayer in Corbenic under the watchful eye of Ser Bors the Magnamon, who holds the castle of the same name.

    Gwent: The original birthplace of Artorigus Pendragon and seat of the Pendragon bloodline, Gwent lies in the west of Albion, rainswept and misty. Its deep forests hide many secrets and its mountains rise taller than any other in the nation. Ser Cei rules Gwent as his father Ector once did, holding the ancestral bastion of Caerleon.

    Gaunnes: Between Logres and Gwent lies Gaunnes, a hilly region that rises into foothills for the mountains of Gwent. Long ruled by dragons, Gaunnes retains this heritage in the form of the Royal Knight who watches over it, Ser Bedwyr the Examon, fearsome despite having lost an arm in the revolt against Olympus. Bedwyr's fortress is named Wyrm's Watch, fitting for one with eyes so keen.

    Orkney: Scattered off the shore of Lothian is a small cluster of islands, oft overlooked but for the precious Digizoid buried within their rock. Such metal demands protection and so Orkney stations a garrison to defend the miners from Norse incursions, this garrison being led by Ser Medrawd the UlforceVeedramon, whose castle is Storm's Keep.

    Venta: Formerly the capital of Albion under the Olympians, Venta now stands as one among equals, though its major settlement retains the Roman architecture brought by its former conquerors. A major port lies within Venta and it is also one of the breadbaskets of Albion, for the weather is more amenable to growing crops. Venta is defended personally by Ser Peredur the Jesmon, newest of the Knights, whose castle was once the fortress of the Roman governor, Venta Belgarum, now named Winchester.

    Gorre: Between Corbenic and Lothian on the north-eastern cost of Albion is Gorre, land of rock and blood. Before Artorigus took command of Albion, Gorre was ruled by the bloodthirsty Maleagant, who waged war upon his neighbours without relent, and the land retains a reputation for breeding the aggressive and violent. Fittingly, Ser Agravaine the Craniamon is Gorre's governor, inheriting Maleagant's Castle of Glass, so named for its ornate stained glass windows.

    Thanet: The south-easternmost point of Albion is Thanet, once ruled by the lord Vortigern before he betrayed the nation to Norse invaders. His son Vortimer rebelled against his father and held the Norse back for a time, before suffering an untimely death and leaving the Norse to be ultimately stopped by Artorigus wielding the newly-drawn sword Caledfwlch. Fortified heavily against another Norse incursion, Thanet is defended by some of Albion's finest, led by Ser Palamedes the Gankoomon, whose unorthodox tactics and fighting style have seen many a foe defeated.

    Lyonesse: On Albion's south-western tip is Lyonesse, a land of sunlight and sea, protected by Ser Drystan the Sleipmon and his lady Iseult from the castle of Michael's Mount. Lyonesse is renowned for its bards and poets, often credited as the majestic landscape offering much inspiration, and its lord is no different, being the envy of many with his beautiful playing of the harp. Regardless, the warriors of Lyonesse are not to be mocked.

    Rheged: Between Gwent and Lothian is Rheged, a mountainous region of Albion known for its fine blacksmiths and correspondingly the well-equipped forces within its borders. Though inhospitable, Rheged is home to many who come to learn the arts of shaping metal and wielding blades, and its lord Ser Gareth the LordKnightmon excels at both in spite of his effeminate appearance. Gareth's stronghold is the castle Carlisle, where it is said he often attempts to forge a blade akin to Artorigus's Caledfwlch to no avail.

    Cameliard: Bordered by Lyonesse, Gwent, Gaunnes and Venta, Cameliard is the birthplace of Artorigus's bride Gwenhwyfar and also the home of Ser Lucan, one of the first knights to swear allegiance to Artorigus. Its great moors are known across the kingdom for their eerie beauty, and its roads are well-travelled by artists and musicians who are passing through to Lyonesse or making pilgrimage to some spot of natural beauty across the island. Defended by Ser Lucan from the castle of Tintagel, Cameliard often receives royal visits from the king and queen when they come to see Gwenhwyfar's aged father.


    The Royal Knights:
    Artorigus's foremost warriors, champions and officials, the thirteen Royal Knights are legendary heroes both in Albion and across the face of Idyll, their skill, valor and might respected by all. As individuals they are formidable, as a group, they are unmatched. Though their personalities and ideals may clash, Artorigus's kingship sees them united as a brotherhood of warriors, bound by loyalty to their king. Each of the thirteen was presented with a shard of the sword Caledfwlch when Artorigus knighted them, broken from his great blade to imbue them with a measure of its power and symbolically cast them as one of his own swords. These shards took the shape of a weapon befitting the Knights they were bestowed upon, granting the Royal Knights power beyond that of a typical member of their species and making them instantly recognisable. The thirteen are as follows:

    Ser Lancelot (Omnimon): Once considered the unquestioned strongest among the Knights, Lancelot's claim to such is threatened only by the poorly understood power of his son Galahad. Regardless, Lancelot is still easily one of the mightiest beings in the world, crushing many enemies of Albion with his fearsome strength and keen mind. Lancelot is the exemplar of a knight, chivalrous and honorable, but beneath his gleaming armor is a man who struggles with his oaths, as shown by his fathering of Galahad by Elaine of Corbenic. Though he considers Artorigus a brother in arms and recognises the great feats the Imperialdramon has achieved, at times, Lancelot sees Artorigus's absolute devotion to the ideals of justice and peace as unsustainable. The shard of Caledfwlch bestowed upon Lancelot empowered his weapons, reforging the Grey Sword into the blade Arondight, which shines like cool moonlight on the water's surface when drawn.

    Ser Galahad (Alphamon): Aloof and distant, Galahad has few true friends among his peers, with only Ser Peredur being truly close to him. Second to last of the Knights to join their brotherhood, his lateness was joined by an unnerving maturity for one so young. Even by their standards, Galahad was strange, and if he was bothered by being held at arm's length, he didn't show it. He spends much of his time in meditation, pondering Yggdrasil and the nature of the world, and entering the fray seemingly upon a whim or when he is asked directly for help. When he does personally tend to affairs, it is a certainty that they will be put right, for no foe to date has stood against the so-called Lord of the Empty Seat. The shard of Caledfwlch bestowed upon Galahad took the shape of a dragon and was bound to him, granting him a mighty sword and blazing wings when he chooses to manifest it.

    Ser Gwalchmai (Gallantmon, pronounced GWALKH mye): Ser Gwalchmai is widely considered the shining star among the Royal Knights, likeable, courteous, courageous and chivalrous beyond doubt. His shining armor reflects a noble heart, one that protects the weak and vanquishes the wicked. He is fiercely loyal to Artorigus and loves his brothers Agravaine, Gareth and Medrawd keenly, and if Artorigus binds the Royal Knights with purpose, it is Gwalchmai who is their heart. Though he rules a cold and harsh region of Albion, Gwalchmai radiates warmth like the sun, always with an encouraging word or gesture for those in need. The shard of Caledfwlch bestowed upon Gwalchmai empowered the lance Gram, sharpening its edges and transforming it into a mighty blade that Gwalchmai dubbed Galatine. Galatine's edge shines like sunlight and when Gwalchmai unleashes his Lightning Joust, the attack blazes with the very intensity of a corona.

    Ser Agravaine (Craniamon, pronounced Ag-RA-vain): A dark knight among knights in shining armor, Agravaine always stood out among his fellows from the start. But he is not one to bitterly regard his status as the designated 'villain', rather he embraces it. To Agravaine, his place is to be the terror to the other Knights' admiration, to do what they cannot. Pragmatism is the way of Agravaine, for it is the knight who shuns knighthood who understands the limitations of honor and chivalry. Some would call him brutal, even cruel, but Agravaine takes pride in serving his kingdom in a way others cannot, and this pride is like armor protecting him from the judgments cast by others. Agravaine's closest friend is his younger brother Medrawd, with Agravaine attempting to mentor the younger knight in his own ideals. The shard of Caledfwlch bestowed upon Agravaine empowered his spear, making it a fearsome barbed weapon that rips plain through flesh and armor alike.

    Ser Bors (Magnamon): A deeply devout and noble Digimon, Bors is a pious believer in the faith of Yggdrasil, having been raised in its tenets since birth. This piety has seen the faith flourish in Corbenic under his watch, and such is Bors's devotion that he makes a point of visiting each new church and shrine to join in prayer with his subjects. Though some might call him self-righteous, Bors's compassion is without question, for the homeless of Corbenic are quickly taken into the warm and fed by the Magnamon's command, if not by him personally. Perhaps ironically, Bors is closest to Ser Lancelot of all the Knights, the result of the two having fought a particularly taxing battle together during the war with Olympus. The shard of Caledfwlch bestowed upon Bors takes the shape of a pair of mighty gauntlets, augmenting his great punches to devastating effect.

    Ser Cei (Dynasmon, pronounced Kay): The very first of the Royal Knights, Ser Cei grew up with Artorigus when both were boys. He is the king's oldest friend, having consoled him after the death of Uther and seen him grow from grieving boy to victorious king. As such, Cei's loyalty is absolute, and it has been rewarded with his position as the king's seneschal. Irreverent to a fault, Cei often cracks jokes with his fellows and enjoys the banter of brothers, but in combat, he is an implacable enemy. Of all the Knights, Cei enjoys a unique perspective of their king, one which sees him serving as the advisor Artorigus can most trust. The shard of Caledfwlch bestowed upon Cei, which he chooses to use it over his bare hands, takes the shape of a monstrous bone-white claymore wreathed in white fire, almost a lesser reflection of Caledfwlch itself. Digicode runes run up the blade, spelling the word 'Future', and Cei's monstrous strength allows him to wield it one-handed.

    Ser Gareth (LordKnightmon): Energetic and elegant, Gareth was nicknamed "the Fair Hands" when he first joined the Royal Knights for his effeminate appearance and graceful fighting style. While his prowess soon put paid to the nickname, Gareth was still regarded as the finest of the Knights in grace. His mastery of the blade saw him cut down many foes during the war, and now he rules Rheged, his might have silenced any objections. Arrogant but kind, Gareth cares deeply about the people of Albion and seeks to improve their lot as much as he can. Outside of combat, Gareth delights in the creation of aesthetically pleasing yet functional items, most especially weapons. His obsession with the craft has won him the belief of many that he is Idyll's greatest living blacksmith, but such an accolade is not enough. Gareth will only be satisfied when he creates a blade that surpasses Artorigus's Caledfwlch in power, quality and beauty, even if such a feat may be impossible. Fittingly, the shard of the blade he was given took the form of a sword, a thin elegant weapon that strikes with great speed in his hands.

    Ser Medrawd (UlforceVeedramon, pronounced MAY drowd): Brother to Gwalchmai, Agravaine and Gareth, Medrawd is an anomaly among his brothers. There is no doubt that he is their brother, yet it is felt he is haunted by a different shadow than that of the lord Lot. Quiet, insightful and calculating, Medrawd spends much of his time in social gatherings of the Knights observing and thinking, measuring his words as a banker weighs gold. He is closest to Agravaine of all his brothers, and the Craniamon's pragmatism has rubbed off heavily on Medrawd, leading him to fight 'dishonorably' as truer knights would put it. Some say this is why he was assigned Orkney as his realm, as a slight, but if Medrawd feels slighted he does not show it, merely doing his duty to Albion without concern. The shard of Caledfwlch Medrawd received saw his Ulforce Sabers transfigured into a physical blade by the name of Clarent, a cunning weapon whose blade is all but invisible to the naked eye.

    Ser Drystan (Sleipmon, pronounced DRIS tan): Noble and cultured, Drystan is a warrior who fights to preserve the joys of peacetime. Like his wife Iseult, he delights in the arts, enjoying all aspects of music, painting, theatre and more. His patronage has seen many a promising musician, artist and actor catapulted to fame, particularly in his home of Lyonesse, and he himself practises all such disciplines. But he does not shirk the battlefield, for when it is necessary to fight, Drystan is a match for even the likes of Lancelot. At court he is whimsical and encouraging, often offering deadpan critique and warm laughter to the atmosphere, while on the battlefield his arrows mow down the enemies of peace without relent. The shard of Caledfwlch given to Drystan transformed his Muspellheimr crossbow into a great longbow that the Sleipmon dubbed Failnaught, for its arrows of light never miss their mark.

    Ser Lucan (Duftmon): A keen strategist and a dedicated knight, Ser Lucan was one of the first to join Artorigus after receiving a vision of himself kneeling before the future king. This led him to become one of the first of the Royal Knights, helping to craft some of Artorigus's greatest victories in his time. While some dismiss him as the king's 'butler', Lucan's strategic mind serves to organise the logistics of Albion in more than war, helping to craft castles, cities and all manner of efforts to help the nation advance. As such, Lucan is not one for public appearances, throwing himself wholeheartedly into his work as both a Royal Knight and as a civic genius. The shard of Caledfwlch given to Lucan took the form of an elegant buckler which can project a shield of light, allowing Lucan to defend himself from projectiles and melee while maintaining his agility.

    Ser Bedwyr (Examon, pronounced BED oo-eer): The marshal of Albion's armies in times of crisis, Bedwyr came to join Artorigus alongside Ser Lucan at the dawn of the revolt against Olympus, a war in which he lost his right hand. A skilled leader of men, it is often said that Lucan crafts the plans of attack, while Bedwyr provides the will to see them through. His booming voice commands the loyalty of many knights and soldiers, roaring the words that send them into a righteous fury. Loyal to the dream of what Artorigus would create, Bedwyr sees in his king the potential for a brilliant world, like a dream made reality. As such, he is ever watchful for those who would despoil that dream, rooting out the lingering remnants of Olympus's loyalists with watchful eyes. The shard of Caledfwlch given to Bedwyr takes the shape of a replacement for his lost hand in the form of mighty Digizoid talons crafted of the same white Digizoid that composes Caledfwlch itself.

    Ser Palamedes (Gankoomon): Originally from the far east, Palamedes came to Albion upon hearing rumors of a rebellion against Olympus. When he met Artorigus, intrigued by the young lord, he swore allegiance and came to serve as a Royal Knight. His unorthodox fighting style saw him win much glory in battle, while his lighthearted and quirky personality won the admiration of Albion's people. Ill-content sat on a throne, Palamedes retains his wanderer's spirit, often taking to the roads to work beside the common folk and see their grievances first hand. This humility led him to take Ser Peredur under his wing and train the last of the Royal Knights personally, forging a strong bond with the Jesmon which still endures despite Peredur taking his place at the round table. Though Palamedes has considered taking his leave of Albion, he remains intrigued to see what Artorigus will make of the world, and he feels duty-bound to see the dream of Camelot through to the end. The shard of Caledfwlch given to Palamedes takes the shape of a silvery white staff in his hands, at first a simple-seeming weapon, but the Gankoomon wields it with speed and power that makes apparent his mastery.

    Ser Peredur (Jesmon, pronounced peh RAY deer): The thirteenth Royal Knight, Peredur's childhood was spent isolated. His father had perished in a battle between rival provinces and in her grief, Peredur's mother raised him in seclusion within the forests of Astolat so her son would never become a knight and meet the same fate. But the boy's curiosity was indomitable, and as the war with Olympus raged, it disturbed their tranquil existence. A wounded knight encountered Peredur by chance within the forest, captivating the SaviorHackmon even with that smallest of meetings. His wish to learn more led him out of the forest and towards Camelot, where he learned the ways of the knight and the manners of the kingdom. As he was taken under the wing of knight after knight, it became apparent that knighthood was simply in his blood, until finally word of the prodigal squire came to Camelot and he was entrusted to Ser Palamedes. It was Palamedes who made Peredur into a Royal Knight through hard work and dedication, and Peredur still feels much gratitude and kinship with his teacher. His humble beginnings gave Peredur a different perspective of the world, leading him to race to help even the smallest of Digimon in their times of need, and his idealism still burns brightly. The Jesmon genuinely believes that Artorigus and his Royal Knights will transform the world into a paradise through their efforts, and he strives endlessly to see that dream realised. Besides his mentor, Peredur is closest to Ser Galahad, for the two share a heightened insight into the mysteries of the world that others lack and which they bonded over during their first meeting. The shard of Caledfwlch entrusted to Peredur granted him a fourth guardian spirit, Artagnan, further enhancing his already formidable offensive and defensive prowess.

    Beyond Albion:
    Important though Albion is in the reign of Artorigus, many nations lie beyond its borders. Travellers and emissaries come from many to the court of Artorigus, asking for trade deals, the aid of his forces, counsel in the ways of kingship, and all many of other things. Eight such nations are some of the oldest in existence, having originally sprung up around Yggdrasil's eight saplings, great trees that each embody a Field of Digimon and brought that kind of Digimon into existence. Among these nations, some of the largest are as follows:

    The Vespuccian Technocracy: To the west of Albion, across a mighty ocean, lies the Technocracy, one of the kingdoms that sprung up around Yggdrasil's saplings. In the Technocracy's case, the sapling was most unusual, for it grew of metal and filament, and the Digimon which came to be around it were also imbued with metal, creating the Metal Empire Field. This came to shape the nation as it grew, making it a place of cold Digizoid. In modern times, the Technocracy is a reflection of cyberpunk aesthetics, dark skyscrapers lit by neon, the skies near-constantly shrouded with rain clouds, and cities sprawling across the landmass. Despite their great technological advancement, such that the Technocracy was never brought under the Olympians' thumb, it remains largely aloof from the rest of Idyll, preferring to keep its own affairs to itself and not interfere with the world past its borders. As the name suggests, the Technocracy is governed by a council of political, civilian, military and economic experts, all sharing their knowledge for the good of their society, though some say that the corporate bodies who organise and control their manufacturing sectors have more influence than is healthy.

    Amazonia: South of the Technocracy, the jungle rises unchecked. It swallows all, mountains, rivers, all dominated by unending forest. Beneath the canopy, plants and insects grow in the sweltering heat, nurtured by a rainforest that grew from Yggdrasil's greatest sapling to swallow an entire continent in its grip. The nation of Amazonia is testament to this, composed of those descended from the Jungle Troopers Field. Monstrous insects roam the forest, devouring all they regard as prey, while valiant plants fight back against them and compose the druids and dryads of the Amazon. At the border between the Technocracy and Amazonia, their worlds collide, with a cybernetically-enhanced hive prowling the territory.

    Italia: Formerly ruled by the Olympians, Italia was devastated by Artorigus's uprising, such that in the three decades since it has only barely recovered. A land of culture and elegance, much of Italia is untouched by cities, left wild in respect to the Olympians in times past, but now because the nation's people have suffered a break in their spirit. While Jupiter and his kin were cruel rulers, their sheer power and the pedestal on which they elevated Italia were a source of national pride, and with them gone the people are uncertain of their place in the world, unaided by the scorn of those nations who suffered greatly at Olympus's hands. For thirty years, they have tried to rebuild and find themselves again, a task that proves challenging for many.

    Sylvania: Foremost of the mainland kingdoms on the continent closest to Albion, Sylvania grew around a dark sapling of Yggdrasil in the continent's east, from which came shadowy and sinister Digimon of the Nightmare Soldiers Field, and in time a cold and gothic kingdom. For centuries Sylvania was ruled by the Olympians from afar and made into a bastion against Norse raids. Its ruling family, the line of Dracul, were known as bloodthirsty but effective rulers who performed their task of defending the land from the Norsemen well. However, when Artorigus rebelled, the Sylvania garrisons were slowly bled dry as troops were called to the war with Albion, and the Dracul were left stretched thin against Norse raiders seizing this advantage, until finally demons from a subordinate family stabbed their rulers in the back and seized control. Now Sylvania is lost, the stomping ground of those very demons, with the Dracul line either executed or banished from their kingdom.

    Draconia: West of the Technocracy, a great chain of volcanoes rings the ocean that separates it from Takamagahara, and the continent to the south and its islands harvests a bounty of fire and fury from them. This is Draconia, a land where Yggdrasil's sapling is burnt yet still grows proud, reflecting the Dragon's Roar Field that sprung from it. Fierce and mighty, the dragons have only been conquered but once in their history, when Jupiter's lightning shattered their scales and cast them to the earth. With Olympus gone, Draconia is again free, and its rulers regard Jupiter's slayer as their brother in spirit if not blood. As such, though it is far from Albion, many natives of Draconia go to serve under Artorigus or just to be trained by his knights, especially the likes of Ser Bedwyr, Ser Cei and Ser Medrawd. Due to the proud and haughty nature of dragons, there are many princes among their number who struggle for supremacy, with the current foremost being Tyrion Sunfang, a renowned and mighty Slayerdramon.

    Israel: Nestled in the desert, Israel is the nation of angels, founded around a sacred white sapling from which the first of their kind was born, the embodiment of the Virus Busters Field. Its primary settlement is the city of Jerusalem, a citadel of worship from which the angels spread their faith across the planet, while smaller settlements cater to Digimon who come to this land to be close to Yggdrasil's centre of authority in the world. Though many angels serve Artorigus directly in Albion, the majority of their number operate from Israel in some fashion. Israel is ruled by Yggdrasil in a sense, for the council of archangels who most directly lead it from Jerusalem merely operate according to Yggdrasil's wishes.

    Takamagahara: North of Draconia and offshore of its continent, Takamagahara is a land of cherry blossoms and honor. Spirituality and tradition reign strong on the island, but ambition too has had its days, with rival daimyos struggling for supremacy. Though a minor nation compared to those around it, Takagamahara's size has seen it breed an enduring determination in its people to compensate, with its samurai every bit the equal of Albion's knights on the battlefield. The goods the nation trades bring much wealth to its coffers, used by the emperor to ensure the loyalty of feuding daimyos where they might consider overthrowing him. The current emperor is Ogimachi.

    Cathay: The greatest kingdom of the east, Cathay is a monolithic realm, ruled by a mighty emperor who is believed to be blessed by Yggdrasil. Its armies are vast and fearsome, its territory ringed by a great bastion that only the Olympians have successfully breached, and even then only after a decade of siege. At the centre of Cathay's capital is a revered tree, the Yggdrasil sapling which gave life to the Wind Guardians Field of Digimon. Though the paths may be long and treacherous, Digimon come to Cathay from across Idyll to trade for valuable commodities in its markets and to seek enlightenment in its temples.

    Kanem-Bornu: To the south of Italia is a continent of grassland and canyons which nature runs free. The grasslands are home to the mightiest of beasts and dinosaurs, predator and prey living out their lives in a complex harmony. But there is one place where the law of kill or be killed does not apply: a massive tree deep within the grasslands, visible for miles all around. This is where the first of their kind came into being, the Nature Spirits Field of Digimon who reject the trappings of cities and walls. Despite this, the Digimon of the grasslands of Kanem-Bornu do not seek war with the rest of the world, for in their eyes all are equal under the eyes of Yggdrasil and to kill for a reason other than survival is foolish and misguided. Some of their number tire of their existence and choose to seek out a new life in the rest of Idyll, and many have travelled to Albion after hearing tales of the great king and his Royal Knights.

    Atlantis: The oceans of Idyll teem with life, as full of Digimon as the landmasses, and in the depths of the ocean that separates Albion from the Technocracy is their greatest city-state. Atlantis, a miraculous city built on the seabed, once ruled by Neptune of the Olympos XII, now by the people of the city in a great democracy. Trade with the surface brings treasures up to the land above and valuable supplies to the city far below, and in the age of Artorigus, Atlantis is firmly sided with the king who released them from Neptune's terrible grip. They were all slaves under the Neptunemon's grip, held captive by his foreboding Abyss Sanctuary, and once freed their passion led them to eschew notions of rulers entirely. The greatest treasure of Atlantis is a seaweed-like sapling at its heart, the Yggdrasil sapling from which grew the Deep Savers Field.

    Norsemen and the Spirits:

    Raised in a savage cold land, the Norsemen eschew the trappings of great kingdoms and empires, instead holding to their traditions in their harsh dominion. Occupying the icy north, they are a perpetual thorn in the side of the nations to the south, raiding and pillaging in order to win resources and glory. In the time of legends, their ancestors fought beside the Great Ten against a calamity that might have snuffed out Idyll in its infancy, breeding a proud warrior spirit in those born in the Norselands. Despite this, the tribes of the Norse war among themselves sparingly, preferring to test their mettle against the 'decadent' peoples to the south who they view as ungrateful for the sacrifices made by the Great Ten long ago.

    The shattered remnants of the Great Ten, the elemental Spirits are powerful artifacts that were bequeathed to the Norsemen. Over the centuries, however, they have been scattered across Idyll, either lost in battle by the Norse champions who bore them or stolen in raids to be sequestered in the treasuries of kings and emperors. But the Spirits are no mere trinkets: a worthy wielder can use their power to take forms imbued with the might of the Ancients, though none but the Norse truly remember the tales of these great heroes.

    Each of the ten Ancients left behind two Spirits upon death, a Human Spirit that contained the greater part of their intellect and knowledge, and a Beast Spirit containing the greater part of their instinct and power. Those who bear a Spirit and are able to wield its power share their mind with the lingering consciousness of the original Ancient, gaining knowledge of a time eons ago when the Ten still walked the world, but they must struggle not to be overwhelmed by such a mighty consciousness.

    The Spirits are as follows:

    Fire: The Spirits created by Odin Allfather upon death.
    Light: The Spirits created by Baldr Odinson upon death.
    Thunder: The Spirits created by Thor Odinson upon death.
    Wind: The Spirits created by Freyja Valfreyja upon death.
    Ice: The Spirits created by Skadi Kaldr upon death.
    Darkness: The Spirits created by Heimdall Vindler upon death.
    Water: The Spirits created by Frigga Fjorgynnsdottir upon death.
    Metal: The Spirits created by Loki Farbautison upon death. The Spirits of Metal were lost long ago and no living soul can recall knowing of their location.
    Wood: The Spirits created by Freyr Njordson upon death.
    Earth: The Spirits created by Tyr Valtyr upon death.

    Angels:

    Yggdrasil's chosen children, the angel Digimon are closest to the deity of any Digimon on Idyll's surface. Though they maintain much of their presence in their holy city of Jerusalem, built around one of Yggdrasil's great saplings, their reach can be felt across the globe, with a significant force maintaining garrison at Camelot. The angels once served the Olympians, enforcing their tyrannical rule without question, but at the height of Artorigus's rebellion they joined his cause to a man. None but they and Artorigus can truly say what caused their change of heart, but now they serve the dragon king as faithfully as they once served Olympus.

    In truth, the angels were engineered to be Yggdrasil's chosen servants and physical avatars through which it could exert control over Idyll. As such, at any moment an angel might be controlled by Yggdrasil, made to do its bidding without any possibility of disobedience. Though Yggdrasil does not control the angels at all times, for that would be a wasteful use of its power, it has the ability to do so should it be necessary. It controls how the angels act, how they breed, how many children are born to them, and it uses them to support the rulers of the world it considers to be worthy. From birth, angels hear Yggdrasil's voice in their head, a voice that sounds like the chiming of crystals.

    Digivolution:

    As is standard for these RPGs, Digivolution is generally a temporary transformation, allowing characters to achieve a temporary height of strength. However, retaining this enhanced form for extended periods is exhausting and will leave characters drained, likewise, characters who take a lot of damage in battle may well revert to a lower form to conserve their energy. As usual, Mode Changes (Gallantmon Crimson Mode, Beelzemon Blast Mode etc) are treated as regular Digivolution.

    DNA Digivolution, involving two Digimon merging together into a single powerful entity, will result in a Digimon stronger than most others by nature.

    Digimon who possess and successfully commune with the Spirits of the Ancients may use them to take on the hybrid forms descended from that Ancient's elemental power, though they may only achieve the highest of these forms by having both the Human and Beast Spirits of that Ancient. One who becomes so close to the Spirits that their minds are one with the consciousness of the being within can achieve Ancient Evolution, becoming a reborn avatar of the original Ancient in all their former glory. EmperorGreymon, MagnaGarurumon and Susanoomon, the forms held by ancestors of the ten, may be channelled temporarily by an experienced wielder of the Spirits but in diminished and temporary forms, requiring the use of all of the Spirits that originally composed them to be maintained and regain their full strength.

    Sign-Up Form:

    Name: (Your character's name)
    Species: (What Digimon species is your character's main form? For the purposes of this RP, generally main forms should be Ultimate or Champion-level, but Megas are allowed)
    Age: (How old is your character? Some Digimon may live naturally longer than others, but on Idyll, lifespans are generally equivalent to that of a modern human for most)
    Gender: (Is your character male, female or neither?)
    Appearance: (Does your character have any features that distinguish them from a regular Digimon of their type?)
    Personality: (How does your character behave? How are they as a person? What do they like and dislike?)
    History: (How did your character become who they are today? Where are they from, and how/why did they come to Albion?)
    Higher Form(s): (What forms can your character evolve into? Wikimon has lists of 'canon' higher forms for all Digimon that can be useful for this purpose)
    Lower Form(s): (What forms did your character have before their current form? Characters may regress to a lower form upon taking heavy damage in combat.)
    Other: (Is there anything you think I should know that doesn't fit into the other sections?)

    The following Digimon species are off-limits as player characters:

    Any Dex/Death-X Digimon
    Apocalymon
    Milleniummon (all variants)
    Megidramon
    Grandracmon
    Bagramon
    Chaosmon (all variants)
    Lucemon (all variants)
    Chronomon and other video-game exclusive Digimon
    Azulongmon, Zhuqiaomon, Baihumon, Ebonwumon, Fanglongmon
    All Appmon

    Chaos-prefix Digimon (ChaosGallantmon, ChaosGreymon etc) are not off-limits but are plot-relevant, so if you wish to play one then you will need to PM me so we can discuss how to work your character into that plot.

    While the individual species of the Seven Great Demon Lords, besides Lucemon, are available as playable characters, the Seven Great Demon Lords themselves do not currently exist in Idyll.

    Rules:
    1: No god-modding or bunnying.
    2: No killing another character's characters without permission, whether they're a PC or NPC.
    3: All posts must be written with good grammar and put through a spellchecker.
    4: Please try to post at least once a week, but I do understand that things come up in life.
    5: This RPG is rated PG-13 for violence and some language. If it wouldn't fly in a PG-13 movie, don't do it.
    6: Have fun!

    Accepted Characters:
    Shamsiel (Meicrackmon) storymasterb
    Yamato Takeshi (Cyberdramon) storymasterb
    Dakkon Redblade (SaviorHackmon) Kamotz
    Gideon Ddraig (MetalGreymon) Kamotz
    Sorin Tolovar (Cerberumon X) Kamotz
    Traft Ostegard (Aegiochusmon) Kamotz
    Ragnar Ulrich (WereGarurumon) Kamotz
    Reynard Pentagast (Matadormon) Kamotz
    Katarina Akerman (Duramon) TheSequelReturns
    Magnus Strand (RaijiLudomon) TheSequelReturns
    Yuel Nyctus (Phantomon) TheSequelReturns
    Caius Osmund (Knightmon) TheSequelReturns
    Colossus Rhodes (Bulbmon) TheSequelReturns
    Tsukiko Hisakawa (Airdramon) TheSequelReturns
    Averitt Drayce (ChaosGallantmon) Solsabre

    Reservations:
    ChaosGallantmon (Solsabre)
    Wingdramon (Solsabre)

    Name: Shamsiel
    Species: Meicrackmon
    Age: 36
    Gender: Female
    Appearance: Shamsiel is mostly a regular Meicrackmon, except for a red birthmark on her cheek in the shape of a talon.
    Personality: Shamsiel walks with the look of one used to being scorned and looked down upon. Her head is always bowed, her gaze lowered and her tail resolutely lowered. She speaks softly and meekly, ever reserved and polite. Beneath her downtrodden facade is a warm, kind heart, and she genuinely cares for those around her and wishes to protect them, such that she reaches out to help even those who have heaped their scorn on her since the day she was born. But that kindness struggles with the bitterness of such a life, leaving Shamsiel torn between her sense of duty to others and the ever-growing desire to reject a world that views her as a mistake at best, an abomination at worst.

    Never understanding exactly why she was cast out of Jerusalem and treated so her whole life, she nonetheless soldiers on in the hopes of earning approval from others through sheer devotion and hard work. She deeply admires Artorigus and his knights, seeing them as beacons of light in the world due to them valiantly defending the abbey in which she was raised during the war even at great cost to their forces. Beyond her duties to the abbey, Shamsiel delights in music, which she has a great talent for, playing a lyre given to her by a musician from Lyonesse.
    History: Born in the first half of the war between Artorigus and Olympus, Shamsiel was the daughter of an angel in Jerusalem. However, at birth, she was immediately cast out, taken from the city of angels far away to a distant abbey in the region of Astolat within Albion. When she was old enough to begin asking the questions of parents and birth, she was told coldly that she was a mistake, not meant to be, and that Yggdrasil in its infinite mercy had nonetheless spared her. Such coldness left the girl feeling she had somehow done wrong that she had to repent for, driving her to do her duties about the abbey with uncommon zeal.

    In the war's closing years, Olympian forces led personally by Mars assaulted Albion, terrorizing the populace in a fit of rage at being defied so long, and their advance threatened the abbey. However, as the god of war drew close, Artorigus personally descended to the fray with several of his Knights at his side. The king and his men fought valiantly, Shamsiel watching with baited breath from the abbey's tower at a clash of gods. Though many brave knights perished before the fury Mars unleashed, the Olympian was driven away, and Shamsiel never forgot their heroism. Surely, she thought, such bravery showed the inherent good within all Digicores, a sentiment she clang to even despite the scorn she still suffered from the others in the abbey.

    Shamsiel never left the abbey even as she grew into adulthood, for it was all she knew and she still wished to give what she could to her home. She offered that devotion for decades, cooking, cleaning and praying even as the other residents continued to view her as an aberration. Occasionally she would go with the monks when they made their way to Camelot to seek supplies, taking in the beauty of Albion's forests and the glory of the capital with wide eyes each time. It is one such trip that now brings her to Camelot.
    Higher Form(s): Rasielmon
    Lower Form(s): Salamon, Meicoomon
    Other: Unlike other angels, Shamsiel cannot hear the voice of Yggdrasil in her head and has never been controlled by the deity. However, she is unaware that this is unusual.

    Name: Yamato Takeshi
    Species: Cyberdramon
    Age: 33
    Gender: Male
    Appearance: Yamato has a red scarf tied around his neck that he always wears, but is otherwise a normal Cyberdramon. The scarf is retained in his Justimon form, giving him a total of two.
    Personality: Perpetually cheerful and affable, Yamato is the sort of man it's very easy to like. He speaks in a soothing voice at odds with a Cyberdramon's vicious appearance and exudes a quiet confidence in himself and his abilities. One always gets the impression of a wide smile beneath his visor as a result of this light-hearted nature. Occasionally his demeanour slips and betrays a darker past, but that past is never allowed to dominate his nature, only to inform his compassion for the downtrodden and determination to protect others. Very much the hero of justice embodied, Yamato's stated reason for fighting is 'for love and peace', and he has many energetic and goofy-sounding catchphrases to deliver while he fights.

    If Yamato has a darker side, it is that he still feels the longing for battle of a Cyberdramon deep down. In a world at peace, he feels somewhat out of place, travelling the world in search of adventure and expressing a wish to have been born sooner so he could have participated in Artorigus's revolt. He is ultimately a weapon and without evildoers to fight, he isn't sure of his place in the world.
    History: Originally born in Takamagahara, Yamato was raised among the cherry blossoms of his homeland as the son of an official alongside his younger brother Takeru. He was born three years before Artorigus's victory and did not hear of the distant conflict until it was over, for although the war shook the world, its impact was mostly upon Albion and Rome and the regions immediately near. Once he was old enough to understand, however, he wished to have taken part. To fight to topple a tyrant in the way Artorigus had was a dream Yamato never relinquished, for the idea captivated him. While his family wished him to study and follow in his father's footsteps, as was the traditional way, Yamato had little time for tradition and wished to train in combat to be a hero, supported by his exceedingly wise and wry grandmother.

    When Yamato grew into manhood at eighteen as a Strikedramon, Takeru heard tell of a group named The Foundation working in Takamagahara, conducting some sort of experiments according to rumor. Curious and suspicious, Yamato attempted to investigate, only to be captured. The Foundation's so-called Great Leader was impressed by Yamato's boldness and informed him that his reward for it would be to be among the first to be 'enhanced' by the group, who sought to create powerful soldiers enhanced by cybernetics developed in the Technocracy to the east. Restrained, Yamato was experimented upon, his body further augmented with cybernetics and his mind bombarded with indoctrination programming. However, while his body took to the enhancements, his mind could not be broken. Evolving into Cyberdramon for the first time, he lashed out at his captors, defeating them and escaping the facility. Horrified by what he had become, he almost broke there and then, unsure how to reconcile himself with his transformation into a living weapon. It was only the fateful intervention of a passing monk named Ruriko that saved him, for the Sanzomon brought the wounded Yamato into her home and patched up his injuries. Through her spiritual guidance over some time, Yamato overcame his self-doubt and accepted his new power, reasoning that even if the cybernetics were evil in origin, he could use them as a tool for good.

    In a rage, the Great Leader sent the Foundation's successful super soldiers after Yamato in repeated attempts to recapture him, but each time the hero was victorious. Again and again he slew the monstrosities that threatened him until at last he tracked the group to their new headquarters, fought and slew the Great Leader in a fearsome final battle, and destroyed the Foundation. From its ruins he rescued Tachibana, a Datamon scientist from the Technocracy who had been imprisoned and forced to put his scientific expertise at their disposal, and in gratitude the Datamon swore to aid Yamato in his pursuit of justice. Saying his thanks and farewells to Ruriko who had given him hope and resolve, as well as to his family,Yamato departed to realise his ambition.

    Their travels across the world saw Yamato permanently evolve to Cyberdramon. In the Technocracy he found the Foundation's twisted suppliers and put their business to an end with his bare claws. In the great cities, he stalked the night, hunting down criminals and bringing them to justice. But soon he tired of preying upon common thieves and began to travel, doing good deeds as he went. This wandering with Tachibana in tow eventually led him to the shores of Albion, for he wished to look upon the man whose exploits had inspired his crusade to begin with.
    Higher Form(s): Justimon
    Lower Form(s): Monodramon, Strikedramon
    Other: Yamato's cybernetic enhancements grant him increased strength and speed compared to a regular Cyberdramon, to the extent that he can compete with Mega Level Digimon to a limited extent.
     
    Last edited: May 22, 2019 at 9:48 PM
  2. Solsabre

    Solsabre The Reforged Soul

    Whelp, you know most of what my plans are, but to make it official I will reserve ChaosGallantmon and Wingdramon.
     
  3. Kamotz

    Kamotz God of Monsters

    Put me down for the characters we've discussed already.

    EDIT: here are the WIPs

    Name: Dakkon Redblade
    Species: SaviorHackmon
    Age: 33
    Gender: Male
    Appearance: Standard appearance for his species.
    Personality: Dakkon is a determined, dedicated warrior. He is quiet, strong-willed, and slow to anger. When his anger comes to the surface, however, it is a sight to behold. His silence is often mistaken for indifference, but he is actually quite passionate. He is a firm defender of his beliefs, but he is not a blind follower; he is perfectly willing to keep an open mind to the universe. Dakkon is a master of martial arts and mental discipline with an insatiable thirst for knowledge. The most important part of Dakkon's character is his mind, which is central to his potential as a powerful warrior and as a pursuer of knowledge — but it happens that when utilizing the full extent of his abilities, he processes information and input differently than a lot of other people.

    Dakkon is strategic, reserved, and well-respected. Like his sometimes-friend/rival/enemy Reynard, he is charming, charismatic, and handsome. He has a disdain for those who have committed crimes and immediately took a disliking towards Reynard for his past actions. He also has a somewhat initial dislike towards Sorin as he deems him reckless. Dakkon is compassionate. Dakkon is not willing to fall in love with or have attachment to someone as he fears that they will eventually leave him and he will remain alone.

    History: Dakkon was born in Astolat in a poor farming community. Unlike his family, however, Dakkon's talents lay in his bladework. This was noticed early in his life, when Ser Galahad toured through his new lands and met with the common folk. He recognized potential in Dakkon's movements and asked his family for permission to have the child trained to defend the realm. His family was well compensated, and Dakkon was elevated out of poverty, though he would periodically visit his family when he found himself with free time.

    Though he was officially a ward of Galahad, Dakkon rarely saw the Royal Knight -- who he admitted had more important matters to attend to. Dakkon instead was raised by Galahad's court and man-at-arms, D'Artagnan. D'Artagnan took a special interest in Dakkon and trained him harshly, but Dakkon grew into a skilled and respected soldier.

    As part of his coming-of-age, Dakkon was given command of a small unit of peacekeepers and asked to travel Astolat to enforce Ser Galahad's will and the laws of the land. Other than facing the odd bandit gang or horrible monster, their unit would also assist negotiations between lawful parties, mediate disputes over land and property, and preside as Galahad's voice in the lower courts. It gave Dakkon a sense of purpose, and experience dealing with systems outside simple combat.

    During his travels one continuous thorn in his side was the so-called "bandit lord" Jack of Blades. Though Dakkon would eventually reveal that Jack was not actually a conniving bandit lord, but just had an unfortunate association with a number of bandit groups who claimed to be acting in his name.

    They would duel several more times throughout the years, but would also find themselves working alongside one another towards a common goal as they came across various beasts or particularly nasty individuals. What started out as a vicious rivalry settled somewhere into a begrudging respect.

    Higher Form(s): Jesmon, Jesmon X
    Lower Form(s): BaoHackmon, Hackmon
    Other: N/A

    Name: Gideon Ddraig, the Brightflame
    Species: MetalGreymon
    Age: 30
    Gender: Male
    Appearance: Standard appearance for his species.
    Personality: Fiercely loyal, unyielding, just, and charismatic, Gideon doesn't hesitate to enter combat to defend the innocent. There is no virtue in subtlety-at least not as far as Gideon is concerned. He's a confident, ardent, defiant soldier whose specialty is pyromancy: gouts of fire, fire, and more fire. A man of the people, he takes pride in leading his comrades towards the common good. Despite his recklessness, Gideon

    Though he is now one of the foremost warriors, Gideon came from humble beginnings, leading a gang of street kids struggling to make a living. Imprisoned by the local guards, he honed his leadership, self-discipline, weapon and use under the watchful eye of the prison warden.

    History: Born in Lothian, Gideon never knew his father, as he had left sometime before Gideon was born. He lived with his mother until her death while he was still a young man. With no better options, Gideon joined a gang, of which he soon became the defacto leader. With high ideals, he led the other boys to start stealing from the mansions of the rich, taking only what they needed to survive and giving the rest away to the poor.

    Alas, he was caught and Gideon found himself in prison, one poorly suited to keeping him. With that in mind, the local constabulary found a man able to deal with Gideon. This man took him from prison with the intention of rehabilitating Gideon by teaching him to fight for the greater good. After a few failed escape attempts on Gideon's part, he eventually settled in, finding the training fascinating and enjoying the feeling of power he was cultivating. His teacher also instilled in Gideon a warning against the Norse that had killed his former master.

    Gideon toiled for four years in prison. When the fortress came under attack by the Norsemen, Gideon's teacher freed the prisoners that were willing to defend the keep. Gideon saved the day, leading his irregulars and using his new-found strength. Afterwards, he was enlisted by Ser Gwalchmai, whose attention he'd earned when defending the city and drafted into his forces.

    Higher Form(s): ShineGreymon, ShineGreymon Burst/Ruin Mode
    Lower Form(s): Greymon, Agumon
    Other: N/A

    Name: Sorin Tolovar
    Species: Cerberumon X-Antibody
    Age: 32
    Gender: Male
    Appearance: Standard appearance for his species, though he spends more time bipedal.
    Personality: Sorin is a fiendish mercenary with a growing reputation as an accomplished bounty hunter. He is a confident, roguish fighter with the ability to track down practically anyone. He acts as though he is driven by a desire for money, but often his sense of justice is greater than his desire for personal gain. It just happens to be convenient when his personal and financial ambitions align.

    Sorin is sarcastic, with a black sense of humor, and a pragmatic, amoral philosophy for life. As an unscrupulous sellsword, he is willing to kill more-or-less anyone for the right price. However, he is not completely heartless, nor is he sadistic. When once asked if he would murder a baby in front of its mother without question, Sorin denies it and claims that he would ask for a price, implying that he would demand a very high price for such a despicable deed. Despite Sorin's avaricious nature, which is sneered at by more honorable knights, he is a skilled and dangerous fighter.

    Despite his flaws, Sorin is very loyal, cares about certain people, and even shows quite a bit of remorse for the mistakes he made. Sorin has gained a penchant for using his powers for good rather than evil, not only punishing sinners but also gaining justice for the innocent in the process. Hence, while at times ruthless, Sorin is not actually malevolent, and is rather just and fair in his own way.

    History: Sorin was born in Gorre and...well...gore -- as the war between Artorigus and Jupiter escalated to its conclusion. His first memory is one filled with blood and violence, of his parents being slaughtered by bandits and raiders on the run from the soldiers of the realm. These early events shaped him into a bitter and angry child with a ferocious drive to survive. He was also instilled with an unrelenting desire to punish the guilty. He left his home early on and was taken to an orphanage in Camelot during the final years of the war, and the horrors of abandoned imprinted themselves onto him.

    He grew up alone and abandoned -- he found it exceedingly difficult to bond with anyone, even his fellow orphans, who seemed to care more about fitting in and belonging, rather than his wholesale pursuit of the guilty. This was recognized early on by the brutally pragmatic Ser Agravaine, who toured the orphanage shortly after being installed as Gorre's lord. He collected Sorin and some similarly-dispositioned children and began training them, instilling in them a pragmatic moral code they could relate to rather than something pillowy and flowery. In doing so, he believed he could prevent them from turning into monsters and bandits themselves and create an effective, if brutal, group of enforcers and peacekeepers.

    For some time this group was successful. They were raised and trained together. Whatever difficulty they had forming bonds with others seemed circumvented by their like-mindedness and respect for each others' martial capabilities. Sorin in particular became a skilled hunter, tracker, and fighter, though he continued to have a disdain for any authority forced upon him or offered to him.

    Higher Form(s): Cerberumon Werewolf Mode, Plutomon, Tactimon
    Lower Form(s): Dobermon X, Elecmon (Virus)
    Other: N/A

    Name: Traft Ostegard
    Species: Aegiochusmon
    Age: 32
    Gender: Male
    Appearance: Standard appearance for his species.
    Personality: Traft is very head-strong and self-righteous. Sorin describes him as "major power-hungry dick", though he admitted that he looked up to Traft in some respects. He is extremely loyal to his faith, and has shown great determination to complete whatever task he believes God wants him to do. Traft shows disdain towards non believers. He looks down on them and once called the digimon who were with Sorin "poor creatures" who "know not what they do." While generally trying to do "good", Traft has at times deviated. However, Traft is not without remorse; when he realized his actions had led to people being hurt, he felt guilty and sought to make things right.

    History: Traft was born in Venta before the end of the war. His family was a staunch supporter and worshipper of Jupiter and the Olympos XII. When the Olympians were routed and Rome collapsed, Traft's family fled Albion, but left him behind, believing that he would both slow them down and be given a mercyful fate as a mere child.

    They were right -- the noble forces of Artorigus took pity on the abandoned child and brought him (and others like him) to an orphanage in Camelot for the final years of the war. In the orphanage, Traft discovered just how wrong his family had been in their claims and their beliefs. They had abandoned him for the sake of their god-emperor, but Artorigus's forces treated even their captured soldiers with mercy and respect.

    In the orphanage, Traft bonded closely with the others, and even attempted to do so with the "outcasts" in their group, to mixed results. He often butted heads with Sorin in particular while they were very young. But Sorin was taken from the orphanage early on by Ser Agravaine, who took Sorin and a few others on as wards. Traft and the more well-adjusted children stayed in the orphanage, which was attached to a church of Yggdrasil worship, and Traft learned much about the teachings of Yggdrasil.

    Traft became a devout follower of his new god and journeyed across Albion, performing good acts in Yggdrasil's name, all in an effort to erase the stain of his family's betrayal and weakness from his soul. These travels have often led him into conflict with the dregs of society and the morally ambiguous, like Sorin -- who he often crossed paths with throughout the years. While they started out as bitter enemies, their rivalry has cooled over time.

    Higher Form(s): Aegiochusmon Blue/Green/Dark/Holy, Jupitermon, Jupitermon Wrath Mode
    Lower Form(s): Aegiomon, Elecmon
    Other: N/A

    Name: Ragnar Ulrich
    Species: WereGarurumon
    Age: 36
    Gender: Male
    Appearance: In addition to the standard appearance of his species, Ragnar sports a tattered travelling cloak.
    Personality: Ragnar embodies the Norse ideals of devotion to the gods; taking for his patron the god of light and wisdom, Baldr. This veneration also takes with it a degree of ancestor worship, for Ragnar claims kinship with the Baldr. Thus leading to his utter faith in the plan of the Norse gods, and his frequent attribution of the twists and turns in his life to their whims. He also shows a deep knowledge of Norse legends. Ragnar also embodies the grim fatalism of the Vikings, in that he fully believes and submits to the will of the gods and to the fate that was spun for him by the Norns. As a result, Ragnar will often go into battle without second-thought, for his fate is already decided.

    Ragnar abides by the Nordic ideals of courage, as well. He is brave in battle, and respectful to worthy adversaries, whom he honours with great funerals. Ragnar also keeps to his word without fail, even when it would disadvantage him. However, while to a fellow Northman Ragnar an exemplar of virtue, his beliefs and his devotion to his beliefs makes him appear as a bloodthirsty force of nature to outsiders like the Royal Knights; to whom his cultural nuances are terrifyingly alien. Predictably, Ragnar intentionally plays up this conception for the purposes of psychological warfare.

    Despite his qualities all pointing him as a fearsome warrior and bloodthirsty conqueror, Ragnar is a family man as well. Ragnar deeply cherishes the lives of his friends even when they hurt him and kill one another.

    History: Ragnar was born in the North, to a line that claimed ancestry with Baldr, the Norse god of light. While the empire of Rome expanded and Artorigus fought his war the Norse fought, raided, and plundered the nations to the south.

    Ragnar was born and raised in the lands near Kattegat, in the southern Norselands, and earned a reputation as a clever boy. When Ragnar was 15, King Froh invaded the Norselands with his armies. Ragnar joined with loyalists to drive out Froh. King Froh was an Orochimon, whose additional heads would bite his enemies while he fought them, making him a difficult opponent. For the purpose of fighting Froh, Ragnar relied upon the mythril-like coating of his Garurumon fur. In the battle that followed, Ragnar faced off with Froh and the serpents could not bite through the hide. This earned him the respect and admiration of the other Norsemen.

    As he got older, Ragnar's ambitions grew. Frustrated by the restrictive policies of of his Jarl in refusing to authorize further raids into the South and instead raiding poorer (but less-defended) lands to the East. In open defiance of those orders, Ragnar led raiding parties south into Albion and was among the first to set foot again on Lothian's soil. Though only a young man, Ragnar was well respected by his fellow Norsemen, and his daring reignited their campaign of southern raids.

    As he raided, Ragnar came into closer contact with the citizens of Albion. In doing so he began to learn more about them -- first as a way of evaluating their defenses and capitalizing on their fears and weaknesses -- but then out of genuine curiosity. Whereas his teachings had taught him Yggdrasil was the cosmic axis that bound the world together, the people of Albion venerated Yggdrasil as their god entirely. Intrigued, Ragnar spent less and less time with raiding parties and more time venturing off on his own to explore inland Albion.

    But this defiance and then abandonment of the raids also earned Ragnar the ire of his Jarl, who decried Ragnar as a traitor and called for his exile and banishment.

    Higher Form(s): MirageGaogamon, MirageGaogamon Burst Mode
    Lower Form(s): Garurumon, Gabumon
    Other: N/A

    Name: Reynard Pentagast, "Jack of Blades"
    Species: Matadormon
    Age: 33
    Gender: Male
    Appearance: Standard appearance for his species.
    Personality: Unlike his sometimes-friend/rival/enemy Dakkon, Reynard has dedicated his existence to following his whims, and this easy life of pleasure has brought him detachment and easy confidence. Having seen hundreds of cities and towns over the years, he has become a sort of bon vivant, seeking novelty and new diversions. But despite his fundamentally hedonistic nature, Reynard does feel the pull of more lasting concerns and this tendency has resulted in an arcane schedule of engagements and forays to far-flung places. As a result, Reynard is a busy man, traveling frequently to pursue concerns known only to him. Reynard always seems to have business elsewhere.

    Due to his wandering nature, Reynard is completely out of step with the social norms and societal rules (or, more likely, he simply chooses to ignore them). As a result, Reynard tends to be brutally honest with everyone he comes across and enjoys acting inappropriately in any situation, regardless of the circumstances. Others typically perceive Reynard as sarcastic, rude, boorish, insensitive, completely inappropriate, arrogant and incredibly irritating, even though they feel compelled to tell him their darkest secrets, due to his powers of coercion.

    History: Reynard is from Rheged -- a land stepped in admiration for the sword. Despite his culture's reverence for martial prowess, Reynard spent just as much of his time focused on the arcane. He was in awe of Ser Gareth's capability to merge devastating swordsmanship with grace and motion and sought to likewise mold himself in that style. Utilizing his knowledge of the arcane -- of the trickery he and his family were known for, he worked to emulate Gareth's style. What he ended up with, however, was something very different: a graceful dance of swords and death.

    In doing so, however, Reynard found himself bored with the mundane day-to-day of Rheged. He began exploring beyond Carlisle; venturing into the wild and less-civilized parts of Albion. It was there that his deadly skills were put to real use. He found more enjoyment from living in the moment among bandits and cutthroats than he did among the highborn, and so he took them as a sort of "second family" -- he had no real attachment towards them, of course, but he did find them enjoyable to be around.

    He took a cutthroat name: "Jack of Blades" -- both in recognizing the power revealing his true name gave others over him. In his travels from bandit camp to bandit camp he amassed a sort of following: other cutthroats who took up his banner and his cause, spurred on by his almost-accidental magnetic personality. He found it more novel than anything else, and didn't put much stock in it, until their actions in his name drew the attention of Ser Galahad and the knights of Astolat. Galahad sent his men after Jack, who slew or evaded them at every turn. Until he was confronted by Dakkon Redblade. They dueled, and neither emerged victorious. This shocked Jack, who until then had never failed to emerge victorious through his swordsmanship or trickery.

    They would clash several times over the next several weeks, drawing each and every time. As Dakkon lead Galahad's force in removing Jack's bandit troop, he came to learn that Jack was only tangentially even involved with the bandits and that they were only acting in his name. While Jack was pleased to no longer be dogged by Royal Knights, he found his bandit-less life rather boring by comparison.

    He did his best to keep entertained: joined a traveling circus, opened up a bar, became a police consultant. But after a carefree life of doing what he wanted whenever he wanted it was all rather boring. So he sought out Dakkon once again and dogged the knight at every turn, determined to finally get the best of him.

    They would duel several more times throughout the years, but would also find themselves working alongside one another towards a common goal as they came across various beasts or particularly nasty individuals. What started out as a vicious rivalry settled somewhere into a begrudging respect.

    Higher Form(s): Piedmon, Voltboutamon
    Lower Form(s): Jokermon, Dracmon
    Other: N/A
     
    Last edited: May 11, 2019
  4. storymasterb

    storymasterb Knight of RPGs

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  5. Kamotz

    Kamotz God of Monsters

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    storymasterb Knight of RPGs

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  7. TheSequelReturns

    TheSequelReturns Phantom Thief

    Name: Katarina Akerman
    Species: Duramon
    Age: 29
    Gender: Female
    Appearance: Standard for the species.

    Personality: To call Katarina driven would be an understatement. She lives for the challenge. Always ready to try her might, no matter the obstacle in her path, she treats each day as a chance to better herself. To improve. To achieve. And once she hits her goal she sets another. Headstrong to a fault, it often falls to Magnus to keep her from pushing herself too hard. His presence has become such a given for her that she often goes on until he intervenes. The thought of relying so heavily on another doesn’t sit well with her either, but her strong sense of loyalty keeps her from pushing anyone away once they’ve become a friend, much less someone special.

    When faced with a task she cannot solve on her own Katarina is more likely to ignore the issue than actually admit she needs help. The same applies for when she’s become aware of a mistake she’s made. She’ll dodge the question rather than openly admit fault. Because of her normally direct and clear manner of speaking, this is usually pretty obvious. Likewise, she’s a terrible liar. Katarina prefers things to be as simple and straightforward as possible and is always looking for ways to be more efficient or productive. She can’t stand laziness.

    Though she can come across as intense or harsh on the first meeting, Katarina is a steadfast ally who will always back up a comrade. When it comes down to it though, she loves to battle it out one-on-one. Winning an honorable duel between warriors is what she lives for. Both in and out of combat, she favors quick, precise solutions. The more complicated the plan the more likely she is to disregard it and improvise. Katarina doesn’t let much get under her skin, but if she’s ever in a bad mood she’s likely to take it out on the nearest tree. Seeing her sneak off towards the woods is a clear sign to give her some space.

    History: Born in a village near the southern reaches of Norse territory, Katarina’s clan spent as much time raiding the lands to the south as they did defending against their retribution. This duality shaped the village into a fortress and its people into staunch warriors. Rare is the season when the clans were not involved in some sort of conflict. No respite between raids. No week long feasts. Only attack, preparations, defense, repairs. Over and over again.

    Katarina’s clan held Loki Farbautison as their patron, and as such were skilled not only in the combat arts, but in other tricks of war. Espionage, deception, strategies, nothing was out of the question for their battle plans. Katarina on the other hand, wished she had been born into any of the other clans. She had no patience for tricks, no memory for convoluted schemes. She wanted to fight head on. With full honor and fury. She took to dueling in the sparing pits, training until her arms felt like they would fall off. And every chance she got, she volunteered to be at the front end of a raiding party.

    Though this earned her a lot of respect from her peers in the other clans, many of the elders didn’t see it that way. Especially her own parents, who felt she was casting aside her birthright as a member of their clan by shunning their ways. She found herself a rising star among her friends and an outcast in her own family. But that was when she met Magnus. Though born into a clan that claimed descent from Thor and wore that name proudly into battle, Magnus was soft spoken, kind, and thoughtful. And he had a mind for strategy. He helped her reconcile with her clan and has been a steadfast companion ever since.

    One day, after a meeting of Jarls in the northlands, her clan leaders proposed a new plan. The raiding parties had long since had issues breaching Albion’s borders. But if the door could be unlocked from within… And so, Katarina’s clan had proposed a solution. Set up a string of underground contacts inside Albion. Norsemen, sympathisers, anyone they could get. One year later, Katarina found herself assigned with checking up on their progress. And to her shock, she was given the authority to call the plan into action, should she deem it ready.

    Now, her and Magnus are headed for Albion’s shores, under the guise of travelers from the lands east of Italia. Both eager to see the long-spoken of kingdom with their own eyes.

    Higher Form(s): Durandamon -> Ragna Lordmon (DNA with Magnus)
    Lower Form(s): Sakumon -> Sakuttomon -> Zubamon -> Zubaeagermon
    Other: N/A

    ===

    Name: Magnus Strand
    Species: RaijiLudomon
    Age: 29
    Gender: Male
    Appearance: Standard for the species.

    Personality: Magnus is calm and reliable, the sort of guy who always has your back. Rarely one to lose his cool, Magnus can be counted on to be the level head in any debate. Though a skilled fighter by trade and by choice, Magnus is not fond of needless conflict and prefers to keep problems as contained as possible. He can also be rather hard-headed and has difficulty changing his paradigm. This is especially true when it comes to how he engages others, often falling back on familiar expressions or making safe comments that don’t really add to the conversation at hand. Some people see this as him putting forth a fake persona, and that’s partially true. He simply isn’t comfortable around strangers.

    Thoughtful and tactful in his speech and mannerisms, Magnus tries to put a good foot forward at all times. Better to avoid conflict entirely than let his ego get in the way. He also has a chivalrous side, and is quick to leap to someone’s aid. Especially if that someone happens to be a child or a damsel. And even if help isn’t exactly required. Despite this, he will often refuse to accept a reward. He would say that it's the least he could do is help. If it wasn’t for Katarina, he would have a much harder time paying for his travels.

    Magnus is particularly fond of quiet moments, be it sitting around a campfire at night, relaxing at a hot spring, or just enjoying a sunrise before breakfast. It's times like this that he seems the most comfortable, and the most talkative.

    History: Magnus was born as the fifth child of the Jarl of his village. Youngest of five brothers, he grew up constantly in his sibling's shadows. Even from an early age, he knew he’d have to do more than earn mere victories to catch his father's eye. He’d have to be crafty. Not just stronger than his brothers. But faster. Smarter. Greater. This led him down a path of studying not only the ways of war, but the mind of it. How to counter attacks. How to render your opponents efforts null and void and not only defeat them, but humiliate them. He didn’t know that rather than earn his father’s respect, this would only put a rift between him and the proud warrior.

    With his efforts dismissed as “tricks”, Magnus found himself at a loss. He took to frequenting the sparring pits with his peers, eager to see what he was doing wrong. But even there he found himself on the outskirts. His skill respected, but his methods scoffed at. It wasn’t long before many outright refused to duel him, claiming that it would do them no good. That is, except for one girl who seemed determined to beat the scowl off of his face.

    Katarina would go on to become his best friend in the village. She would teach him how to fight with honor. And he, in turn, would teach her how to apply his clever tactics. They both learned from each other how to better fit into their own clans.

    In time, Magnus found a place where he belonged. Katarina would go out with the raiding parties, and he would stay home and man the walls. There was less honor in it, he knew. It would do little towards earning his father’s admiration. But perhaps, he might earn his respect. And that would be enough.

    Until one day, when Katarina would approach him with a mission. She had been given a task that seemed too big for her. And she wanted his help. It wasn’t in him to say no. So the two of them set off for Albion as agents, knowing full well what might happen if they ran afoul of the knights of Albion.

    Higher Form(s): Bryweludramon -> Ragna Lordmon (DNA with Katarina)
    Lower Form(s): Cotsucomon -> Kakkinmon -> Ludomon -> Tia Ludomon
    Other: N/A

    ===

    Name: Yuel Nyctus
    Species: Phantomon
    Age: 31
    Gender: Male
    Appearance: Standard for the species.

    Personality: Yuel is as unreadable as he is unpredictable. Without any facial features to give away his thoughts or feelings, Yuel delights in springing strange sounding questions on any who speak with him. A collector at heart, he is always looking for something to snatch, steal, “borrow”, or trade for to add to his ever growing stockpile. The stranger the better. A truly rare item is something he will be unable to pass up. If you want to get on his good side, any kind of gift will get you there. And Yuel will make a bargain over just about anything. He’s been known to make a handshake deal, forget about it for years, then show up demanding his end of the bargain. Occasionally with interest.

    Items aren’t the only thing Yuel collects. He also likes to gather information. Doesn’t matter the source. Facts are just as valuable as gossip, if spent correctly. This makes him something of a spook. He can often be found sitting quietly in the shadows of a room, a campsite, a garrison, a dungeon, a tavern, a tree, or a back alley without anyone knowing when he arrived or how long he’s been there. And there he can sit for hours, absorbing small talk, careless whispers, making trades and signing contracts, until he leaves as quietly as he arrived.

    Yuel keeps no friends. No family to speak of. He’s never seen reveling or merrymaking. He never picks fights nor does he seem to have any nominal routine. His temper is almost non-existent. He can be extraordinarily patient. Yeul has impeccable manners but also displays a flagrant disregard for social status. To the people of his town he is a mystery wrapped in an enigma. But he doesn’t cause any trouble and his services are often relied upon so he keeps a good reputation.

    History: Where Yuel comes from and who exactly he is are both nearly legends around Albion. The truth would probably bore the bards and wordsmiths who use his mystique as story fodder around campfires. Yuel's earliest memory has him in a band of mystics in the woods of Gwent. He wasn’t born there, he’s certain of that. The fortune teller who raised him made certain he knew that much. But that wasn’t the only oddity of his childhood.

    Being raised by witches, fortune tellers, mystics, and druids in the midst of ancient ruins and misty woods had a peculiar effect on the young Yuel. He grew up with an intimate knowledge of the arcane. Of finding the hidden value in things so often looked over or disregarded by the daywalkers outside their woods. And as a ghost digimon, he could do things even his caretakers could not. Before long, he could walk even the hidden dark corridors between the lines of data that shaped the world, appearing and disappearing in the flicker of a candle’s flame.

    But there was also something… off in the young Yuel’s mind. He made no friends. In fact, he seemed to eschew the very idea. No one could get him to open up, nor did he seem inclined to do so. Instead, he lost himself in the inner workings of the arcane. Sometimes literally vanishing into the darkness for weeks on end. As he grew, he began to outpace even his elders. And with that knowledge came boredom. The mist covered woods of his home had suddenly become far too small a place for his ever wandering mind.

    And one day, he was gone. Never to be seen by his “family” again. Yuel had discovered the outside world. And what a place it was. He found himself fascinated by the endless tedium of everyday life for the people of Albion. Day in and day out, working to eat, to pay their debts, to make a living. He began to talk to them, these strange people, and learned many things about the life of a commoner that he had never known. He was hooked on the endless variations, the infinite tiny details of life that made these farms, these towns, this country tick.

    A few years later, a small shop quietly opened its doors in an alleyway of Cameliard. No one could explain when it had opened how long it had been there. But as the Phantomon named Yuel began to haunt the area at night, making deals and trading in all manner of currencies, the shop became infamous. Rumors began to spread about the shop that could grant wishes. It was a stretch, but not too far from the truth. Yuel had collected thousands of oddities and curiosities, and would gladly trade them for just about anything he considered valuable. Everything was a currency. Money, items, debts, oaths, rumors, information, you name it, Yuel could cut yo a deal for it. But in time, the shop would vanish as suddenly as it had appeared, only to open up again in a new town. Always tucked in an alleyway. Always open only from sunset to sunrise.

    The strange curiosities shop would eventually appear all over Albion before settling in its current location of Logres. Despite being seen so often around various parts of Albion, no one truly knows who Yuel is or what he really wants. And he isn’t inclined to share. He has no friends, only customers. He has no family, only memories. He has no goals, only a mischievous glint in his eyes. And this doesn’t seem to bother him in the slightest. Don’t be fooled by his apparent willingness to engage in small talk, help with mundane tasks, or tag along with a group. Its just his way of finding more things to collect. More oddities to ponder over. More deals to make.

    Higher Form(s): Metal Phantomon -> Pharoahmon
    Lower Form(s): Kiimon -> Yaamon -> Impmon -> Bakemon
    Other: He has a habit of using his scythe the way one might use a hand, to open doors, retrieve items, etc. Sometimes he forgets this when going for a handshake.

    ===

    Name: Caius Osmund
    Species: Knightmon
    Age: 35
    Gender: Male
    Appearance: His armor is considerably more battered and worn than the standard Knightmon. Including his greatsword, one-handed sword, and shield which have noticeable battle damage.

    Personality: Caius is intense in most aspects of his life. He gives himself little room or time for luxury. Rest is a weakness, attachments are vulnerabilities, desires are burdens. His life is spartan in as many ways as he can make it. Even so far as living out of a tent that he carries on his back. He neither wants nor expects to have companions. His journey, if it could even be called that, is simply one of action. He does. Any work that needs doing, he will volunteer. As such, when he isn’t working he is often at the local guild hall waiting to be hired or for someone to post an open job. If you ask him why, he will simply shrug and decline to answer. His true feelings of aimlessness kept private.

    Caius has little patience for laziness, thievery, greed, or other such sins. Much of the fighting he’s done outside of mercenary work has been against such dregs. Occasionally, this means moonlighting as a vigilante. But he’ll just as likely draw his blade in the middle of the day and level it and harsh words at the offender. His goal is never to defeat or humiliate his target, but to spur them to the proper action. Through intimidation if necessary. This isn’t always appreciated, so Caius never sticks around the same town for long.

    Being always on the move, no one to travel with him, does take its toll on Caius no matter how strongly he denies it. It wouldn’t be a stretch to call him lonely. But that’s one problem he doesn’t want to face because he has no one to blame but himself. The only way he knows how to deal with people is by pushing them away.

    History: Caius was five years old when Olympus fell. Born the only child of a Roman general and a priestess in the temple of Mars, Caius had set before him a legacy of honor, tradition, and purpose. A lifetime of glory and conquest, set in place by the mere fact of his birth. But the moment that Artorigus slew Jupiter, that life died. Orphaned by the war, Caius was forced to live with his only remaining family, his grandfather, a retired military man and a survivor of the great conflict.

    Caius’s grandfather, Septimius, was a proud and exceedingly bitter man. The fall of Rome had broken him to his core. He was consumed by his rage against Artorigus, against Albion. And unfair as it was he saw the young Caius as little more than a tool for his retribution. Not a child to be raised, but a weapon to be forged.

    The years that followed were filled with as much harsh training as Caius could endure. His childhood was exceedingly Spartan. No toys. No treats. Nothing soft. He was raised to despise such things as weakness. To not only turn away from frivolities, but to hate them. Everything in Caius’s life was either a sword or a target. A weapon, or an obstacle. Something to shape his will, or something to cleave in two. And Caius absorbed the lessons well. He became a dedicated pupil of his grandfather’s teachings, all the while burying and ignoring the voice in the back of his mind that wanted more.

    But despite it all, Septimus was not entirely cruel. He would push Caius to his limits, but no further. He denied him simple comforts, but would freely dispense praise when earned. And Caius grew to respect him as much as he feared him. But Septimus was an old man. Beaten down and made older still by his long suffering years in the army and in the despair of Rome’s fall. And when he finally passed, Caius buried him with in the ways of old, a funeral procession of one. One last gasp of Roman pride for an old soldier.

    And then, Caius set off to find the land Septimus had hated so much. But when he finally made it to Albion’s shores, he found not the scourge of the earth his grandfather had described, but a glorious kingdom that knew not the despair of his homeland. Not only was his mission of vengeance an impossibility for one man, but now he found himself doubting that it even had to be done. But what else was there? He didn’t know.

    And so, Caius has wandered the countryside of Albion for years. Never staying in any one place for long. He doesn't know why he wanders. Perhaps its to find some kind of purpose in this life. But he lives off only what he can carry on his back.


    Higher Form(s): Skull Knightmon -> DarkKnightmon
    Lower Form(s): Mokumon -> Caprimon -> Kotemon -> Gladimon
    Other: N/A

    ===

    Name: Colossus Rhodes
    Species: Bulbmon
    Age: 40
    Gender: Male
    Appearance: Standard for the species, though often wears an appropriately sized conductor’s cap when on duty.

    Personality: Colossus is a cheerful sort of man and a hard worker who knows the value of a good day’s work. He’s up with the sun and isn’t one to waste a hour of sunlight. Laziness is a trait he has no patience for but he has respect for anyone who isn’t afraid to work up a sweat. He’s also a man of habit, and keeps essentially the same routine day by day, week by week. So regular in fact, that his morning greetings are a familiar staple in his hometown and it's never hard to track him down if you need a favor.

    Best described by words like ‘sturdy’ and ‘dependable’, Colossus is a well respected member of his community due to his stern but helpful nature. He’s also a responsible businessman and is quite proud of his admittedly small shipping company. Despite being the company owner, Colossus has no issues acting as transportation himself if the job is big enough. It’s not in him to pass off work to another. Though helpful, he can be frugal with both money and time.

    Colossus treats his employees well, perhaps too well, and is quite accommodating so long as they show up on time and do good work. His kind nature can get the better of him and he is vulnerable to being emotionally manipulated. Especially if someone acts down in the dumps, Colossus will do his best to cheer them up. He can’t abide a frown. While this earnest kindness has earned him a lot of respect, it might also be the cause of his company staying small. Hard to turn a profit when you cut your rates at every tale of hardship.

    In many ways, Colossus can be stubbornly positive. Even to the point of ignoring clear downsides to an issue just so he won’t be a downer. Simple puns and old proverbs alike fill his repertoire of responses to use to lift the mood around him. His results vary, but he keeps at it. He can be adverse to fighting as well, preferring to talk things out or trying to dissuade his opponents rather than defeat them.

    History: Colossus had a relatively uneventful childhood. His father built walls. His mother looked after the home. Which was no easy task with as many siblings as Colossus had. Three brothers and two sisters, with Colossus smack in the middle of the boys. Everyone had chores and responsibilities, and everyone pitched in. Colossus learned a lot about taking care of a home. About responsibility and money management and other mundane but vital skills.

    Time passed and Colossus grew into a respectable member of his community. First working with his father, laying bricks and stones. Then trying his hand at a variety of other jobs, from blacksmithing to fishing. This gave him a wide, but shallow skill set. But nothing seemed to fit. But when he digivolved permanently to a huge Bulbmon, truly growing into his name, he had an idea.

    It was around this time that Colossal Shipping was born. It started small, with Colossus doing little more than moving things around using his storage compartments. Loads of bricks for his father’s builders. Produce from the farms to the market. Whatever needed to go from one place to another. But as his list of customers grew, so did his good reputation. Before long, Colossal Shipping employed a dozen employees with Colossus himself still moving the big loads. Business was booming.

    But attention of one kind always attracts attention of the other. It wasn’t long before bandits and other outlaws started to prey upon his shipments, aiming to steal the valuable goods for themselves. And so, Colossus had to learn to defend himself on the road. And learn he did . His fearsome strength combined with a desire for customer satisfaction made him a bandit’s worst nightmare.

    And now, Colossus is gearing up for the festival. His crew has been busy all week, moving things into town for the grand event. Not knowing exactly what he was about to get himself into.

    Higher Form(s): Deckerdramon
    Lower Form(s): Bommon -> Missimon -> Hagurumon -> Guardromon
    Other: Colossus is comfortable regressing into his Guardromon form to fit into places too small for his gargantuan Bulbmon form.

    ===

    Name: Tsukiko Hisakawa
    Species: Airdramon
    Age: 25
    Gender: Female
    Appearance: A large, durable satchel is slung over her shoulder at all times.

    Personality: Tsukiko is a free spirit in many ways, more at home on the open road than anywhere else. Brave to a fault, there’s no adventure prospect she will shy away from. She is always open to new experiences, perhaps a bit too much on occasion, and can sometimes be led on a wild goose chase. This doesn’t get her down however, she’s all about the experience, not the destination. Tsukiko is oftentimes pleasant and jovial. Quick to joke or sing and never taking things too seriously. She also rarely loses her temper, and instead will try to change the topic or go unusually quiet. She makes friends easily, no matter where she goes, but she also doesn’t bond easily and thinks little of hitting the road again and leaving the current town for the next.

    Tsukiko is no stranger to conflict. Being on the road, often alone, as long as she has has taught her how to look after herself. She is resourceful and can find a use for just about anything. She is also good at finding work, as she’s had to rely on hospitality and odd jobs to pay her way since leaving home. Her flight or fight response is also well honed, and she knows exactly when a fight is not worth starting. Honor is also not something she cares too much about. Fleeing from a fight doesn’t cause her any shame, nor does using underhanded tactics or relying on others for protection.

    Tsukiko might be a social butterfly on the surface, but she doesn’t like to stick around too long. Doesn’t like to let others get to close. Better for everyone if she keeps them at a distance. No attachments. No expectations. She doesn’t seem to mind leaving a long string of acquaintances in her wake, nor does she fret over the trail of hearts she’s broken.

    History: Tsukiko was never one for a mundane life. Chores bored her. The thought of getting a job or getting married or looking after a home felt like a death sentence. Why should she waste away her life sitting in a little town when there was an entire world out there to see?

    It didn’t help that while her mother was native to Takamagahara, her father was from the Technocracy, far across the ocean. It might as well have been another world entirely. And all the sparse stories of his homeland did was fuel the travel bug in Tsukiko’s heart even more. And so, everyday that she remained in her little house, in her little town, was spent in quiet trepidation. Anticipating the day when she could finally spread her wings and fly away from this island and see the world for herself.

    When that day finally came, she almost didn’t believe it. It was common for folks around her village to go on a pilgrimage. But not like the one she was planning. Not this big. But, she said her goodbyes and with a tear on her cheek and a smile in her heart she took flight and set out to see the rest of her homeland. And from there, to the rest of the world. A pilgrimage is supposed to last months. Tsukiko left home seven years ago and hasn’t looked back.

    In that time, she’s crossed from Takamagahara all the way to the shores of Albion and covered everything in between. Air travel making her journey far easier than it would be on foot. She’s had her fair share of adventures and run ins with danger as well. As a solo traveler, she’s frequently been a target for bandits and other ruffians. Even scammers. She’s had her supplies stolen more times than she can count, but with each mistake, she learned a valuable lesson. And now, she’s a well traveled adventurer, with all her wits about her.

    And now, Tsukiko finds herself in Logres, excited for the parade. Little does she know that she’s about to embark on an adventure that she never could have predicted.

    Higher Form(s): Gigadramon -> Metal Seadramon -> Giga Seadramon
    Lower Form(s): Petitmon -> Babydmon -> Dracomon
    Other: Tsukiko’s bag contains an assortment of travel necessities, from snacks to a compass.
     
    Last edited: May 13, 2019
  8. storymasterb

    storymasterb Knight of RPGs

    Sorry for the late reply, long day at work. All characters are Accepted.
     
  9. Solsabre

    Solsabre The Reforged Soul

    Name: Averitt Drayce
    Species: ChaosGallantmon
    Gender: Male
    Age: 32
    Appearance: Standard ChaosGallantmon appearance. Wears a heavy gray cloak with hood to hide his inverted form.
    Personality: Noble and selfless, Averitt often puts the concerns of others before himself, going so far as to send most of his earned wages to his parents to help raise his younger sister. Known among his friends and comrades as Averitt, the Warmhearted, he is a fair-minded and gentle soul. Averitt is naturally caring and supportive of his friends and sister-in-arms, Caldera. He is much calmer, than most members of the Guilmon species, as he belongs to the less common Data (orange) line.

    Despite once being a massive orange WarGrowlmon, Averitt could easily be forgotten in crowd, especially in the presence of his ‘sister’, Caldera. He carries himself with a quiet humble demeanor, rarely voicing his own opinion, unless necessary and rarely taking credit for his own deeds. Averitt has a love for lore and music, often seen with a book in hand during his free time.

    Averitt's courage in battle is often incorrectly judged as lesser, when compared to Caldera, given his gentle-nature and love for lore and music. But he is no less fierce, when the need arises. He does not live for the thrill of combat, but rather fights to protect that which needs protecting. He fights on the battlefield with swift, but hardy judgement., He never hesitates to risk his own life or to show mercy to another.

    However, Averitt is a shadow of his former self. Recent events left the changed knight scarred, disoriented, and confused in a form he does not recognize. He remembers very little his previous life, so Averitt is fearful and distrustful of others due to wary, and often hostile, encounters with many digimon he crossed paths with. He does not understand what happened to him and struggles with the fear that he will or has become a monster, as other digimon see him as.

    At times, Averitt’s selfless nature will rise to the surface when faced with a choice of doing-the-right-thing or looking after himself. This is part of himself is often in conflict with his current circumstances and most often backfires when digimon response hostilly to his abnormal Gallantmon form.

    History: Averitt was born in Ser Bedwyr’s Realm, Guannes, at the crossroads city of Corinium. The son of the Mayor’s gardner and head cook, Averitt might have taken up a similar position with the household staff if not for his close friendship with the Mayor’s spirited daughter, Caldera. The Mayor treated his house staff as family, since Caldera was entrusted to the care of Averitt’s mother, the head cook. The two young dragons grew up together as siblings and best friends, both inseparable.

    Though Averitt was the son of servants, he didn’t lack in education. He was permitted to sit in with Caldera’s private tutors and had access to the Mayor’s respectable library. The young guilmon developed a love for history, lore, and geography. Originally, Averitt never really aspired to joined the honored ranks in service to the Knights, but supported his ‘sister’ in her goals to do so and helped her train daily. In their late teens, competitions of strength and skill were being held near Corinium for prospective recruits. Averitt never expect to gain the attention of Ser Bedwyr or his retainers, but his skill and character in combat where highly regarded. A short while later, he and Caldera joined Ser Bedwyr’s Company at Wyrm’s Watch.

    Averitt trained harder than he even did before in the coming years, transforming from a raw recruit to a skilled soldier. Between training, the occasional mission against bandits, and War Games, Averitt spent most of his time on the Night Watch at Wyrm’s Watch. The Night Watch shift was considered an undesirable shift, but Averitt truly didn’t mind. Eventually, he would volunteered to take the shifts or duties few soldiers cared for. It was one such occasion, that would forever change Averitt’s life.

    Volunteering to carry an important message to a city in the north, the WarGrowlmon left Wrym’s Watch will little concern. Albion was in a peaceful era.

    In a series of events he doesn’t remember, Averitt found himself stumbling blindly in the rugged backcountry of Albion. He fled desperately from relentless pursuers, for reasons he doesn’t understand. Disoriented and confused, Averitt attempted to get help from the first digimon he encounters, but instead they respond in unexplainable fear. The pattern repeated as digimon either run away from him or outright attacked him to drive him. Averitt would look at his hands, covered black and blue armor. He was a perversion of the noble Gallantmon form. He has no recollection what happened to him. This harsh truth
    was driven home when a chance encounter with a band of Royal Knight soldiers. Perceived to be a danger, Averitt was forced to defend himself and fled for his life.

    Months later, Averitt continued to run, moving only at night and far from any cities or towns. In a form he does not recognized, the scarred knight struggled to stay ahead of his original pursuers and away from the keeps of the Royal Knights. Exhausted, injured, and alone, Averitt was desperate to know the truth of what happened to him and his memories, but at the sametime he was terrified to find out.

    Previous Lower Form/s: WarGrowlmon (Orange), Growlmon (Orange), Guilmon

    Other: Even though ChaosGallantmon is a canon species, in Idylls, Averitt's appearance is considered abnormal and never seen before. Many digimon that Averitt has cross paths with after his memory loss have reacted negatively with fear, distrust, and hate. They recognized his noble Gallantmon form, but instinctively regard him as either a perversion of his species or just 'wrong'. Digimon don't know why they react this way or realize they do, only that they sense danger upon meeting him. You character will not identify his species as ChaosGallantmon.
     
  10. storymasterb

    storymasterb Knight of RPGs

    Averitt is Accepted
     

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