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Post by zoi on Jan 28, 2014 8:33:07 GMT -8
[About]Here you will find all information relating to characters found within Akatokiyami, such as the Tier systems for Stats and Skills, Abilities, Spells, Factions, and a history of noble families. RP Points - [link] Stats and Skills - [link] Abilities - [link] Spell Sets - [link] Gifted - [link] Natural - [link] Imperials - [link] Houses and Coats of Arms - [link] Weapon Primer - [link] Clothing Primer - [link]
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Post by zoi on Jan 28, 2014 8:33:11 GMT -8
[Roleplay Points]RP, also called Roleplay Points, are a type of currency used specifically for the tier system. Rather than grinding your character solely through trainings, RP is given through participation in regular roleplay to encourage people to be active with each other. Therefore, the more you post, the stronger you can make your character. The standard rate of gaining RP in a normal thread is one RP per post, though exceptionally well written posts may gain more, and a training thread can net you no more than five points (although this is quite rare). Also, things such as events and missions will provide RP based on how much the character actually does within them and the rules laid down by the moderator, as well as monthly awards and lotteries. Any way you slice it, participation is key!
The cost of unlocking new tiers and abilities is based on the average number of posts, and therefore points, a person will get in a regular thread, which is roughly ten. As you start with Tier One, these do not have a price. Tier Two for stats and skills requires 25 RP to unlock apiece, Tier Three requires 50 RP, and Tier Four requires 100 RP. Abilities are priced based on which Tier they can be gained at; Tier One abilities cost 10 RP each, Tier Two abilities cost 20 RP each, Tier Three cost abilities 30 RP each, and Tier Four abilities cost 40 RP each.
Once fully maxed, characters will have the option of increasing their Tier Caps at a cost. While characters begin with the maxed Tier-spreads of 4-3-2-2, the total max Tier Caps could be 4-4-3-3; therefore, the cost of increasing from cap 3 to 4 would be 125 RP, and the cost of increasing a Tier 2 to 3 is 80 RP.
RP is consumed when you use it to unlock a new stat tier, skill tier, or ability.
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Post by zoi on Jan 28, 2014 8:33:15 GMT -8
[Tier Explanation]For a roleplay forum which involves combat on any level, stats and skills – with stats referring to the attributes of the body and skills referring to the level of adeptness your character has with the associated style – are considered a necessary evil. While necessary, that doesn't mean they should be complicated, so we use four basic levels for every stat and skill: Normal, Practiced, Adept, and Excellent. They are exactly what the names suggest, though for those who need or enjoy more detailed explanations, a more detailed description can be found below.
AK uses a system of corresponding tier levels to supply one's stat levels and skill in four areas of combat as well as abilities related to each particular set. For our purposes, the Power Stat and Control are of course connected, the Strength Stat and Unarmed Skill go hand in hand, the Stamina Stat and and Weapon Skill are tied together, and finally, the Speed Stat and Footwork Skill play off one another. The higher the stat, the more you can do with or as the related skill, and with a higher level skill, the more abilities are presented. While the two relationships are, in a sense, married, they are also divorced in that a character can level his skills without leveling the related stat for a more skillfully based character over one who is a powerhouse with very little finesse. Do keep in mind, however, that there are some abilities that have more than just the requisite Skill level!
Tier One for stats and skills is often referred to as the 'Normal,' most basic level. Tier Two is the 'Practiced' level where a skill has seen some use; Tier Three is the 'Adept' or proficient level, where the character is well off in this ability, and finally, Tier Four is the 'Excellent' or 'Master' level, where the character has done all he can to master that aspect of himself. Though you will start with at least the first tier of each stat and skill unlocked, you will earn RP (Roleplay Points) to raise them to a new level and to purchase the specific abilities connected to each of the skill tiers.
Additionally, while stats and a character's skills are important, the RPer's skill is as well – simply having high stats and skills on a character does not mean you are going to overwhelm a 'lesser' opponent in combat. Making the best of what your character has at their disposal is what will win you a match. So even though you could consider the stats and skills as a guideline, as they do determine what you can do and you should RP within their bounds, they are not guaranteed to win you a battle just because they're higher.
To maintain a balance, you will only initially only be able to unlock all four tiers of one branch of a single stat or skill. Then you may raise another to three of the four tiers. The remaining two can be brought up to the level two tiers for a starting total cap of 4-3-2-2.
All primary characters during Registration will have a total of 225 RP to allocate in order to increase their Stats, Skills or to gain Abilities as they see fit, while Associated Characters will have 125 RP to allocate in the same regard. [Stats and Skills]Power/Control - Power is the basic stat, which limits a character's abilities, while Control determines how efficient he is with it. For Imperials, and Naturals who have not yet awakened their abilities, it is a Passive Stat, meaning that it is an unconscious draw, and is considered fuel for adrenaline; it is the adrenaline that acts as a catalyst and opens the body to the source of power within. For the Gifted and those with awakened abilities, it is their main focal point and it must be consciously acted upon, and thus it requires a greater degree of Control over amount.At Tier 1, characters are considered unlearned or untested with their Power, having a no more than a mediocre amount and with training and a degree of unconscious effort, be able to access it to enhance his combat abilities. For those who are Gifted in the use of their power, this allows them access to the most basic of benign spells taught within safety of the Order's walls, where they are taught to Control.
Tier 2 is where the old saying 'practice makes perfect' begins to come into play, as it is considered the level at which characters have become familiar with their Power and have gained an amount that, while perhaps not at stand-out levels, would be called respectable by their peers. For the Gifted, this allows them access to the second level of benign spells, and provides the structure for the adequate training required for their chosen sect within the Order.
With Tier 3 Power, a person's amount is considered Adept, a status that less than half of most folk will achieve. For a man of battle, this means he is able to effortless draw on his reserves in the heat of things and allow usage of higher-leveled abilities, while it allows the Gifted access to the third level of benign skills and access to the first level of the spells in their chosen sect.
At Tier 4, a person is considered to have a truly impressive amount of Power, and can begin tossing abilities or spells about with impunity, as one is considered a master of their own Power. A soldier could almost battle all day without loss of energy, while a Child of the Sun could raze an entire city to the ground – provided he had justification (and permission from [blank] herself) to do so, and then go on to heal the wounded; due to this, the Gifted are granted with the access to the most powerful of the Order's spells, benign and not, in addition to the remaining levels of spells within their chosen sect. Speed/Footwork - Speed is the basic stat, which limits a character's abilities, while Footwork determines how efficient he is with it. The Stat, like all other stats, is purely physical, while the Skill is more mental. While these seem slightly over the top, especially in comparison to the simple terms laid down with the Power explanations, it is important to note that is the individual's Power making these possible, regardless if he can consciously access it. A Tier 1, the level of speed a character will hope to achieve is the most basic of levels and is kept on par with a dead sprint – depending on his upbringing or training, a character could expect to keep the same pace on level ground as they would otherwise by running down hill, provided that he is relatively unburdened and breathing normally. And with the first tier of footwork, fancy tricks such as side-stepping or safely, rapidly stopping or starting are quite common-place – it does no good for a soldier in training to be unable to avoid getting struck in the ring.
At Tier 2, a character could expect to increase his duration, stride, and overall form to where he could keep up with a fleeing cat over a good portion of the city, which would also necessitate the equal Footwork skill, but also be able to chase down those rebellious farm animals not wanting to turn in for the night and not have to pay attention to where his feet may land (though this isn't a sure-fire way to avoid all those cowpies).
At Tier 3, characters are now able to run, without that sudden burst of power from the first of the Quickstep abilities, over almost the same distance in a little over the same amount of time; with the accompanying Skill level, the character is almost like a cat in his movements. Additionally, if the soldier is decked out in full armor, he can move at normal speeds while encumbered.
At Tier 4, characters are now considered the fastest in the land, almost on par with an Olympian sprinter, and, if pressed, could keep up with an armored horse; in the Footwork department, the character is now at one with his inner-cat, and, with proper thought, can race along vertical flat surfaces for a pace or two. Stamina/Weapon - We chose to use stamina in conjunction with weaponry because in most cases, you are carrying extra weight around that will be waved, flung, and hefted among, other things, and all of that drains stamina faster than if you were not doing these things. The Stamina Stat is what decides how much physical energy a character has to expend, and the Weapon skill determines how well you can do it. While these seem slightly over the top, especially in comparison to the simple terms laid down with the Power explanations, it is important to note that is the individual's Power making these possible, regardless if he can consciously access it. At Tier 1, characters are comfortable jogging throughout the city, though they may feel inclined to not wear their armor the next go-round, while the attendant Weapon skill leaves him with a proficiency of his own weapon greater than that of the farm boy down the way.
At Tier 2, characters are now able to run the length of the city walls in their full armor, if they wear any, and are so practiced in the use of their chosen weapon that they're finally allowed to use a real one in practice – and to take a student under their wing.
At Tier 3, where the real soldiers are made, characters will have enough Stamina to battle for what seems like a day and a half - presuming the fight even lasts that long, as these characters have reached a level of skill with their weapons that would cause other men to retreat to the mountains and meditate on their peerless abilities.
At Tier 4, characters have such a mastery of their body that they can seemingly go on for days without needing more than the odd breather to keep them fresh. They are also so in tune with their weapons that they are no matter considered to be warriors at all, but rather known as legendary artists: when they use their weapons upon the battlefield, each stroke is but a motion in creating a deadly masterpiece. Strength/Unarmed - We chose to use Strength with Unarmed because force is what the majority of hand to hand users will need for their attacks to do damage, whereas a weapon user wouldn't need it quite so much. The Strength stat tier goes hand in hand with - well, hand to hand or Unarmed skills. While these seem slightly over the top, especially in comparison to the simple terms laid down with the Power explanations, it is important to note that is the individual's Power making these possible, regardless if he can consciously access it. At Tier 1, characters would not be in terrible shape. As such, they would be able to not only pick up their body mass with little, straining effort, but be capable of moving double that as well before needing to have someone fix their back. The first tier of Unarmed would be just enough to keep them from looking like a complete fool while defending themselves, from man or beast alike.
At Tier 2, characters can now separate themselves as the men from the boys, as not only can they life double their body weight with ease, but under dire stress move up to four times that number. The equivalent Unarmed tier would, again, allow the character to do this without pulling any muscles, while starting to display an understanding of this sort of combat.
At Tier 3, the real men are separated from the man-children of before – this type of man is more than capable to bench-press tables at the pub just to show off to the ladies, for he is now able to, without any real effort at all, be able to lift up to three times his weight, and in a dire situation, up to six times of that. Unarmed characters are truly coming into their own, as they are able to not only impress, but devastate as well.
At Tier 4, the age-old question of who needs to be a man when one can arm wrestle giants is finally able to be answered; a man is more than capable of lifting a weight over eight times his body weight (or maybe even a giant!) clear over his head without so much as a grunt; when actually putting his physical might to the test, a character will find being able to move over twenty times his body weight several yards before needing a good long nap. The attendant combat skill now truly expresses a character as a master, as now he finds himself able to fend off entire groups of men and beasts alike, while still enjoying his meal.
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Post by zoi on Jan 28, 2014 8:33:18 GMT -8
[Abilities]The abilities referred to here are ones unique unto each character rather than an individual. Each ability relates to a Skill or Stat Tier; which tier they were assigned to was determined by a combination of which style needed them the most, could make the most use of them, or made some degree of common-sense. Control:Personal Ability One - Allows an individual with conscious access to their power to manifest and express it in an unique ability. Available at Control 1. Costs 10 RP.
Personal Ability Two – Allows an individual to manifest a second power unique to themselves, so long as it is somehow related to the first, in addition to creating an improved version of the first power. Available at Control 2. Costs 20 RP.
Personal Ability Three - Allows an individual to manifest a third power unique to themselves, so long as it is somehow related to the other two, in addition to improving the first two powers. Available at Control 3 and Power 2. Costs 30 RP.
Personal Ability Four - Allows an individual to manifest the fourth and final power unique to themselves, so long as it is somehow related to the other three, in addition to improving the first three powers. Available at Control 4 and Power 4. Costs 40 RP.
Power Surge - Power Surge allows the user to overcome the inhibition of broken limbs or paralysis by casting Power-formed tethers from their minds to the rest of their bodies, essentially allowing the user to wield their own body as a puppet with no regard for broken limbs. This does not, however, prevent the user feeling pain or allow them to overcome natural defections that would otherwise inhibit their limb movement, and is useable only once per thread. Becomes available at Power 4 and Control 4. Costs 40 RP.
Footwork:Quickstep One –At the first level, Quickstep allows the user to move at an above-average speed over short distances that are no longer than 10 meters. Available at Footwork 1. Costs 10 RP.
Silent Step – Silent Step allows the user to move silently, regardless of power used. Silent Step becomes available at Footwork 2. Costs 20 RP.
Quickstep Two – The second stage of the rapid movement skills, Quickstep allows the user to move at almost double-speed over short distances, where the length is dependent on the amount the user is carrying, totalling no more than 20 meters if they are unburdened. Available at Footwork 2 and Speed 2. Costs 20 RP.
Quickstep Three – This ability allows the user to use improve upon his footwork, both increasing his speed and distance travelled to no more than 30 meters. It is available at Footwork 3 and Speed 3. Costs 30 RP.
Bolstered Attack - This ability allows the user, once per post, to attack while travelling with enhanced speed. These attacks tend to be as dangerous to the user as the victim. Available at Footwork 4 and Unarmed or Weapon Skill 2. Requires Quickstep 3. Costs 40 RP.
Unarmed:Contortion - A basic ability for those practiced in Unarmed skills, Contortion grants the user a more limber body, allowing them to bend their bodies in odd, but not otherworldly, manners, thus allowing such things as curving their backs to exaggerated degrees or twisting their torso up to ninety degrees from their waist. This ability becomes available at Unarmed 1. Costs 10 RP.
Ambidexterity – Allows the user equal strength and usage with both sides of his body. Becomes available at Unarmed 2. Costs 20 RP.
Emboldened Strikes - This ability allows the user to strike at the same speed they are capable of moving at with their enhanced speed, presuming they are unarmed or using Unarmed specialized weapons. Becomes available at Unarmed 2 and requires Quickstep 1. Costs 20 RP.
Enhanced Jump – This ability allows the user to take a large leap, as though they were not wearing anything to hinder them, enabling them to jump a full three meters, regardless of worn armor. Becomes available at Strength 3 and Control 2, and requires 1 post cool-down between uses. Costs 30 RP.
Cutting Strikes - Furthering the goal of turning one's body into a weapon, Cutting Strikes allows the user to form sharpened Power along the length of the edge of their palms, as well as their shins, allowing their strikes to deal cutting damage. Cutting Strikes becomes available at Unarmed 3 and Control 2, and may only be used once every other post. Costs 30 RP.
Explosive Strikes - In an attempt to turn their fists into far more dangerous weapons, Explosive Strikes allows the user to express their Power violently with a single strike, detonating outward with great force. This ability may only be used once every fourth post, and is available at Unarmed 4 and Power 3 or Control 3. Costs 40 RP.
Weapon:Weapon Knowledge – Allows more intimate knowledge of all available weaponry, from common to exotic. Available at Weapon 1. Costs 10 RP.
Attack One - This power allows the wielder, through use of their own Power, access to their weapon's first ability. Becomes available at Weapon 1. Costs 10 RP.
Attack Two - This power allows the wielder to access the weapon's second ability while upgrading the first. Becomes available at Weapon 2. Costs 20 RP.
Attack Three - This power allows the user to upgrade the first to attacks and grants access to a third attack from the weapon. Becomes available at Weapon 3 and Power 2. Costs 30 RP.
Attack Four - This power allows user to upgrade the first three attacks and have access to the weapon's final attack. Becomes available at Weapon 4 and Power 3. Costs 40 RP.
Summon Weapon - This power allows the wielder to summon their weapon to their hand so long as it is within 20 meters. They will be able to sense the item's presence, but not it's exact location, so long as it is within range. Becomes available at Weapon 3 and Control 2. Costs 40 RP.
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Post by zoi on Jan 28, 2014 8:33:21 GMT -8
[Gifted]The Gifted are a small number of individuals who are, upon their birth, considered touched by the Gods with a small amount of Power, and as such, are revered by society; the selection is random, though it has been said that a familial history of the Gift provides a higher occurrence. Their powers manifest by five years of age, though it is not unheard of for it to happen sooner, especially in females, at which point they are taken to the confines of the castle. While they grow, they are kept within a wing of the castle in Vertholt and are taught the values and doctrines of the Order of the Sun. Upon coming of age, they are more than welcome to remain within the halls of the castle or to wander about freely to spread the Light and offer services that would otherwise be too difficult for those not in the capital to obtain.
[Order of the Sun]The Order of the Sun is the primary religious order throughout Akatokiyami, and is dedicated to spreading the Light and Warmth of the Creators. Within the walls of their home, there are several different LifePaths a member of the Order can take; within these LifePaths, there are trade secrets available to the most distinguished or the most learned.
The attire for members of the Order varies amongst the various Paths and the individual ranking of associates within them, there are only two real requirements: a humble, modest robe woven of virgin wool and a sash or shawl of the chosen LifePath. Children and those who haven't selected a LifePath are of course exempt from the secondary requirement. LifePathsProtector (Red) -
"Red: the Power to protect, to save lives without regret." The Order dictates that one must not use his Gift for causing harm to another. In the event of war or invasion, when many may perish, this ban is lifted and those of the Red can, and most often will, conjure up the elements that made life to destroy it. Reds are most often Gifted with volatile personalities.
Healer (White) -
"White: the Power of the Sun, undo the harm that has been done." Certainly the most revered by the people are those who can mend the wounded and cure the sick. They truly are the most Gifted of the Gifted, and only those of the highest caliber, or purest light, are granted the chance to do so. They are most commonly gentle-hearted.
Justicar (Blue) -
"Blue: the Power of the Moon, the herald of your doom." The Justicars are the Judges in the realm of Akatokiyami, and with the power of the Gods behind them, rightly so. Where the King fails, or more commonly, if there is discord within the Order itself, the Justicar steps in. They alone have the power to ultimately sever the connection of any individual's connection with his Power, or to restore it, as a skill only granted by the Gods. Those of the Blue Path tend to be very strong-willed and true to their beliefs.
Seeker (Grey) -
"Grey: the breath of a mourning dew, the promise of something new." Seekers are, perhaps, the least appreciated and the most important to the Order. They are the ones tasked with the Power to bring others who are Gifted back to the Tower, or to hunt down those who have fallen out of favor or have left the Order, or to persuade those who were missed to come home. As it often times is a perilous task, they are more combat-trained than the other Paths in the Order, and are often alone in life and love. There is no associated personality with the Greys, though most of them are very quiet and grumpy.
Novaliate Order -
"Gold: Swathed in the gold of Heaven's own belong those of Novalia's throne." The Novaliate Order primarily consists of women though men are welcome to join. Only females who have been blessed with the mark of Novalia, a pale gold feather twisted into a circle, can ascend the ranks to become priestess and eventually the high priestess. Those who have the mark are considered to be blessed and can directly channel a portion of Novalia's powers to wield as their own. Because of this, Novaliate priestess often end up serving in the gifted sect of the military in addition to their own duties which include tending to the sick, homeless, widows, and orphans at the various temples dedicated to Novalia. The main temple is located near a volcanic mountain south of Southpeak.
[Roster]Here you will find links to all accepted profiles of The Gifted.Gwyneth Eventine - [link]
Mhairyn "Aryn" Dirson - [link]
Mollandir - [link]
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Post by zoi on Jan 28, 2014 8:33:24 GMT -8
[Path Abilities]In addition to the four abilities a Gifted character can manifest, the Order of the Sun provides training for each respective LifePath. The first of each Path is available for anyone of the Order to learn, while the remaining three are available only to those who have pledged themselves to the specific Path.Protector:Protection I - Able to call forth a ball of fire, a bolt of lightning, or a cone of ice, or something along those lines, to cut down foes. Power 2, Control 2. 20 RP. Only one element may be chosen.
Protection II - Able to manipulate the earth beneath their feet or move the air around their bodies, though other variations are not unheard of. Power 2, Control 2. 20 RP. Only one element may be chosen. Protector.
Protection III - Allows access to all three initial elements with increases in damage dealt. Power 3, Control 3. 30 RP. Protector.
Protection IV - Allows access to all five elements with increases in damage dealt. Power 4, Control 4. 40 RP. Protector.
Healer:Healing I - The healer can heal minor injuries such as: cuts, scrapes, bruises and burns, though he is more inclined to healing soreness and intestinal ailments. Whatever pain he removes, he feels. Power 2, Control 2. 20 RP.
Healing II - ...Lacerations, simple breaks, detect internal injuries, simple infections are now able to be cured, also at the cost of feeling whatever pain is removed, though it is considerably lessened. Power 2, Control 2. 20 RP. Healer.
Healing III - ...Gaping wounds, internal injuries, sepsis, compound breaks, cauterization.. all are a walk in the park for the Healer at this stage. He is even able to dull the pain he is receiving to a simple awareness, though he seems to feel more exhausted. Power 3, Control 3. 30 RP. Healer.
Healing IV - ...Complex internal injuries, regrow skin/muscle/cellular dystrophy, repair poorly healed past injuries...anything but reviving the dead and brain-dead is in the Healers capable hands! Even if afterward he needs a long nap. Power 4, Control 4. 40 RP. Healer.
Justicar:Binding I - The most basic of the binding arts, whether it's binding arms behind backs or tying tongues. Requires Control 2. Costs 20 RP.
Binding II - Increases the strength and frequencies of the binding, allowing a singular Justicar to have three individuals bound to him. Requires Control 2 and Power 2. Costs 20 RP. Justicar.
Binding III - Increases the strength, duration, and frequency of the bindings, also allowing an increase to 5 bound individuals, and the abilities to create simple cages, temporary power disruption or sealing of abilities.. Requires Control 3, Power 3, Justicar. Costs 30 RP. Justicar.
Binding IV - Enables the Justicar to prevent one individual at a time from using their power until it is "returned" to them, either by the issuing Justicar itself or the God whose name was invoked during the Binding. Requires Control 4, Power 4, Justicar. Costs 40 RP.
Seeker:Seeking I - Able to sense those who have access to the Fourth level of their Power. Requires Power 2 and Control 2. Costs 20 RP.
Seeking II - Able to sense those who have access to the Third level of their Power. Requires Power 2 and Control 2. Costs 20 RP. Seeker.
Seeking III - Able to sense those who have access to the Second level of their Power. Requires Power 3 and Control 3. Costs 30 RP. Seeker.
Seeking IV - Able to sense those who have access to the First level of their Power. Requires Power 4 and Control 4. Costs 40 RP. Seeker.
Novaliate:Novalia I - A triangular based pyramid of golden energy is erected around the caster and generally up to five people close to them to ward off physical attacks. Power 2, Control 2. 20 RP. Novaliate.
Novalia II - Barriers are increased somewhat in durability and duration. A large dome barrier of golden energy can be formed over a wide area around the user, comfortably fitting ten people, or fifteen in a pinch. This particular barrier reflects the force of physical attacks back upon the attacker. Power 2, Control 2. 20 RP. Novaliate.
Novalia III - Barriers are increased again in durability and duration and can be cast up to 30m away from the user to protect those far from them. Additionally, barriers created at this level can maintain a hospitable climate within regardless of the outside environment. Power 3, Control 3. 30 RP. Novaliate.
Novalia IV - All barriers created by a Novaliate at this level are greatly increased in durability and duration and can be discharged by the caster before breaking in a powerful concussive blast focused outward. Power 4, Control 4. 40 RP. Novaliate.
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Post by zoi on Jan 28, 2014 8:33:28 GMT -8
[Imperials]The Imperials are the main force of populous under King Ulric's rule. They are soldiers, guardians and protectors; the are mothers and fathers, sisters and brothers, husbands and wives. They are ordinary citizens, empowered by their unique Eiphyre weapons, which are granted to them for their service to their king, and allow them to achieve almost super-human feats.
Upon joining the Imperial Army, a citizen can join one of three units. Once they are inducted, they are given a trinket crafted from Eiphyre and silver, which offers a boon in battle. Each trinket has a limited number of uses, and must be returned to the Quartermaster before a new one can be gained.
[Imperial Army]The creation of the Imperial Army has been lost to history, though the Lifers will tell the new recruits that the glory and honor of serving your king in life and death has not changed since then. It is its own life-force, having both the skill and reach to easily quell or disperse any conflict.
All people living within King's Realm are required to join the Imperial Forces between the ages of fifteen and twenty. After a span of ten years of service, all persons are granted the right to return to their homes or reenlist for another ten years' time. Switching between branches of the Imperial Forces, while not forbidden, must not only be approved by both Commanders, but the applicant must prove himself capable of his new task by a series of tests which are overseen by all Commanders before the transfer is approved.
Fighting between Members of the Imperial Forces is not permitted outside training exercises or the arena. Theft, assault, sexual harassment, rape, murder, leaking information or treason in any form are forbidden by the King. Repercussions are dependent on the severity of the crime. The death penalty may be passed down from the King or High Lord if the crime befits it.
A Commander must be able to defend their position. If one wishes to take the spot of a Commander, he must have at least 15 years of experience to prove that he is capable in what the branch specializes in, and best the current Commander not only in one-on-one combat in front of the other Commanders and King, but be able to prove he has a keen military mind as well. If the role of Commander is vacant for whatever reason, the Sergeant is promoted to the position. If there is no Sergeant as well, the remaining Commanders and King will test and then appoint the most qualified to those roles.
Sects:Infantry - The Infantry, which is the main body of the army itself, consists of men and women alike who fight the good fight on the frontlines. They are commonly referred to as The Wolf's Fangs, as they are the main destructive force of the King's army, much like the ferocity of the wolf itself, are a force to be reckoned with. For most men and women, being referred to as a "Fang" is a high honor. Their trinket is a necklace fashioned into a wicked-looking canine that has been said to deflect a fatal blow.
Rangers - The Rangers, which consist of archers, scouts, and those whose talents are better put to use through acts of subterfuge. They are commonly referred to as the Wolf's Claws, as they often strike first, and quickly, and then are replaced by the ferocity of its fangs. Their trinket is the clasp on their granted cloak that has been said to bend all light away from The Claw, allowing him to move unseen through the night or shadow.
Shadow Guard - The most esteemed unit is the Royal Guard, which is tasked with protecting the King, his family, or those of high importance, from all who would do them harm. They stand back behind, bathed in shadow and embodying their true nature as The Shadow Guard. Their trinket, a simple pin shaped in the House of Vertholt, is said to bestow a burst of adrenaline when all seems lost.
[Roster]Here you will find links to all accepted profiles of Imperial Army.Bard Alrikson - [link]
Raewynne Cousland - [link]
Malavai Eventine - [link]
Azoth Nuëmenoïr - [link]
Mallach Dirson - [link]
Joshua Watson - [link]
Cathlyn Nuëmenoïr - [link]
Steinthor Harulf - [link]
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Post by zoi on Jan 28, 2014 8:33:32 GMT -8
[Naturals]It is unknown whether this unique grouping of individuals is a merely just a late bloomer, a Gifted who hasn't been able to connect to his Power, or something more. Regardless of the reasons why these select few individuals were not sought out to join the Order, they still have the capacity to manifest their own abilities over time, though the initial manifestation usually comes at a great emotional cost. It is said that the great Heroes of Time were of Gifted caliber, but with the ferocity of a man fighting for what he viewed to be right. For some reason, they tend to not want to join the Order, but will often feel drawn to some sort of higher path, the need to forge their own destiny.
Naturals tend to have some sort of trinket or weapon that enables them to access their power when needed. Unlike the Gifted, the Natural has a larger variety of manifestation with very few limitations on what he or she can do -- Transfiguration, Manipulation, Illusion...the possibilities are endless.
[Roster]Here you will find links to all accepted profiles of these Heroes in the Making.Kuerina Darkblaed - [link]
Malleigh Duffy - [link]
Ethera Darkwood - [link]
Absi Mac'Aodha - [link]
Caius Nuëmenoïr - [link]
Ephraim of Archos - [link]
Gavin Roxburgh - [link]
Stian Hoarkson - [link]
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Post by zoi on Jan 28, 2014 8:33:34 GMT -8
[About]Here you will find a complete listing of all member-provided family information.
[Higher Nobility]The following families are considered at the top of the socioeconomic ladder:
House Name:Horselords of Nuëmenoïr - [link] [Bulgate]
Dirson - [link][Levenstead]
Watson - [link][Threeforks]
[Lesser Nobility]The following families are considered middle-class:
House Name:A - exp
B - exp
C - exp
[Commonborn]The following families are considered common or poor:
House Name:A - exp
B - exp
C - exp
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Post by zoi on Jan 28, 2014 8:33:38 GMT -8
[About]The following is a list of era-appropriate weaponry to serve as a guideline for those struggling with design.
SwordsArming Sword/Broad Sword - The Arming sword (also sometimes called a knight's or knightly sword) is a single handed cruciform sword. Typically used with a shield or buckler, the arming sword is the standard military sword of the Imperial Army.
The Arming sword is overall a light, versatile weapon capable of both cut and thrust combat; and normally boasts excellent balance. Although a variety of designs fall under the heading of 'arming sword', they are most commonly recognized as single-handed double-edged swords that are designed more for cutting than thrusting. Blades seem to vary between 30 and 32 inches in length.
Falchion - A Falchion is a one-handed, single-edged sword, this weapons combines the weight and power of an axe with the versatility of a sword. The blade designs of falchions variy widely across the continent. They almost always include a single edge with a slight curve on the blade towards the point on the end and most were also affixed with a quilloned crossguard for the hilt in the manner of the contemporary long-swords. Two examples are the following:Cleaver falchions - shaped very much like a large meat cleaver, or large bladed machete.
Cusped falchions - The majority of the depictions in art reflect a design similar to that of the großes Messer. These swords have a lower-than-average quality and status than the longer, more expensive swords. As such is also possible that these can be used as tools between wars and fights. They vary in blade length and as such can be anywhere between 13-18 inches long.
Longsword - Longswords have long cruciform hilts with grips over 10 to 15 in length providing room for two hands. Straight double-edged blades are often over 1 m to 1.2 m (40 to 48 inches) length, and weigh typically between 1.2 and 2.4 kg (2½ to 5 lb), with light specimens just below 1 kg (2.2 lb), and heavy specimens just above 2 kg (4½ lb).
The longsword is commonly held in combat with both hands, though some may be used single-handed. Longswords are used for hewing, slicing, and stabbing. The specific offensive purpose of an individual longsword is derived from its physical shape. All parts of the sword are used for offensive purposes, including the pommel and crossguard.
Claymore - The Claymore, or Greatsword, have long cruciform hilts with grips over 10 to 15 inches long, much like that of the longsword to provide room for two hands. The straight double-edged blades are often over 1 m to 1.5 meters long (40 to 60 inches). These blades can also be fitted with a leather strap called a Ricasso, which are found just above the large cross guards these swords have, and are used for gripping to turn these large hacking swords into a stabbing weapon similar to a spear. These are usually around 5 to 7 inches long.
Like the Longsword, these swords are considered to be heavy ranging anywhere between 2kg (4.5 lbs) - 4kg (9 lbs). As such these swords are seldom seen being used single handed and due to it’s large size is often used for hewing, slicing and stabbing at range if the sword lacks a Ricasso. And like the longsword, all parts of the sword can be used for offensive purposes.
Daggers and KnivesAnelaces - An anelace, also called an anlace, is a long dagger or a very short type of sword. An anelace is sharp on both sides and can be carried at the small of the back or girdle. Two anelaces can be used in a paired fighting style similar to using a sword and parrying dagger.
They’re roughly between 12-24 inches in total length.
Stilettos - A stiletto is a short knife or dagger with a long slender blade of various designs primarily used as a stabbing weapon. Its narrow shape, ending in a rigid pointed end, allows it to penetrate deeply. Most stiletti are not suited for cutting, even with edged examples. A typical stiletto has a one-piece cast-metal handle. The blade is hammer-forged in a triangular blade cross section without any sharpened edges. Other examples have round, square, and diamond cross sections.
There blades are roughly 6-8 inches long.
Poignards - A poignard, or poniardis a lightweight dagger. It is primarily used for stabbing in close quarters or in conjunction with a rapier. The length of their blades are around 5-8 inches in length and sport a cross yard similar to that of a sword.
Rondels - A rondel dagger or roundel dagger is a type of stiff-bladed dagger used by a variety of people from merchants to knights. It is worn at the waist and might be used as a utility tool, or worn into battle or a jousting tournament as a side-arm.
The blade is typically long and slim, measuring 12 inches (30 cm) or more; the whole dagger might be as long as 20 inches (50 cm).
PolearmsQuarterstaves - A simple weapon to manufacture, the quarter staff is a shaft of hardwood between five and seven feet in length, sometimes with metal tips, ferules or spikes. Mainly used as a defensive weapon the quarterstaff is held with the back hand at the butt end of the staff and the other hand about a foot above it, as a two-handed sword would be held. While mainly defensive this weapon can also be used as an effective offensive instrument.
Spears - A Spear is a pole weapon consisting of a shaft, usually of wood, with a sharpened head. The head may be simply the sharpened end of the shaft, or it may be of another material fastened to the shaft, such as obsidian, iron, or bronze. The most common design is of a metal spearhead, shaped like a triangle or a leaf.
Spears can be used as both ballistic and melee weapons. Spears used primarily for thrusting may be used with either one or two hands and tend to have heavier and sturdier designs than those intended exclusively for throwing. Those designed for throwing, often referred to as Javelins and tend to be lighter and have a more streamlined head.
Much like the Quarterstaff, these weapons are usually around 5 to 7 feet in length.
Lances - While it could still be generally classified as a spear, the Lance tends to be larger - usually both longer and stouter and thus also considerably heavier, and unsuited for throwing, or for the rapid thrusting, as with an infantry spear. Lances do not have spear tips that (intentionally) broke off or bent, unlike many throwing weapons of the spear/javelin family, and were adapted for mounted combat. They are often equipped with a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact. Though perhaps most known as one of the foremost military and sporting weapons , the use of lances has spread throughout the world wherever mounts are available. Lances are considered a secondary weapon, lancers tend to also bare swords, maces or something else suited to close quarter battle, since the lance is often a one-use-per-engagement weapon; after the initial charge, the weapon is far too long, heavy and slow to be effectively used against opponents in a melee.
Lances tend to be around 2 to 3 meters (6.5 - 9 feet) long.
Halbreds - The Halbred consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants. These weapons much like the spear can be use for trusting, however due to the edge blade of the axe, it may also be used for slashing or hacking. Additionally like the spear, these weapons tend to be around 5 to 7 feet in length. Blunt WeaponsMace - With a Mace, there is a head on the end of a handle, and differs from a hammer in that the head of a mace is radically symmetric so that a blow can be delivered equally with any side of the head. Usually, a mace is made with a strong, heavy, wooden or metal-reinforced shaft with a head either made of stone, copper, bronze, iron or steel. The head of the mace is roughly about the same or slightly thicker than the diameter of the shaft, and can also be shaped with flanges or knobs; which allow for greater penetration of armour. Length of maces vary. Foot soldier maces are usually short (two or three feet, 70-90 cm). Cavalrymen usually have maces that are longer and better designed for blows from horseback (four or five feet, 120-150 cm). Two-handed maces are usually larger than the two aforementioned. One type of mace is the flanged mace, which is different from typical maces in that it possess flanges (protruding edges of metal that allow it to dent/penetrate thick armour). A plançon a picot is a heavy and thick two-handed mace with an Armour-piercing spike on top (six or seven feet, 180-210 cm).
Morning Star - The Morning Star is a spiked club the resembles a mace, although possesses a long-spike extending straight from the top of the head with many smaller spikes around the particle of the head. The spikes are what distinguishes it from a mace, which can have, at most, flanges or small knobs. Usually, it has a wooden shaft, and is often found as two-handed forms, which measure up to six feet or more. Usually, the shaft and head are one piece together, but sometimes reinforced at the top with an iron band.
Flails - The weapon is sometimes called a mace with a ball and chain; which is depicted as one (or more) weights attached to a handle with a hinge or chain. It is also sometimes called the morningstar and chain. The "morning star" (a rigid haft topped with a spiked ball), and even the "mace" (a bludgeoning weapon similar to a morning star), which properly refer to non-chained weapons, have also been used to refer to the military flail. Another form has two spiked iron balls attached by separate chains. The flail consists of a wooden shaft joined by a length of chain to one or more iron balls or an iron shod wooden bar; either with or without spikes - heavy sword pommels have also been used as weights. It is a length of 60 inches (5 feet).
War Hammers - The War Hammer consists of a handle and a head, which the handle may be of different lengths; the longest being roughly equivalent to the halberd, while the shortest is roughly the same as the mace. Long war hammers were pole weapons [polearms] meant for use against riders, whereas the shorter ones were used in close-quarter-combat and from horseback. War hammers often have a spike on one side of the head, thus making it more versatile. War hammers, especially when mounted on a pole, are able to transmit the impact through even the thickest armour, even helmet; which in this case could easily cause concussions. The blade or spike tends to be used against other parts of the body where the armour is thinner and penetration is easier, than through the helmet. The spike end can be used for grappling the target's armour, reins, shield, or could be turned in the direction of the blow to pierce armour. The weapon is also directed at the legs of the horse, toppling the foe riding the horse to the ground where he/she is more vulnerable. The lengths can vary, usually 3-10 feet, depending on the type of warhammer.
Horseman's Pick - The Horseman's Pick is a type of war hammer that has a very long spike on the reverse side of the hammer head. Usually this spike is slightly curved downwards, much like a miner's pickaxe. The horseman's pick is often used as a means to penetrate thick armour or chain mail which the standard sword could not. It also could be used as a throwing weapon. It is usually 2-3 feet.
Axe-type Weapons
Hatchet - A Hatchet/Hand axe is a single-handed striking tool with a sharp blade on one side used to cut and split wood, and usually a blunt head on the other side use as a hammer. Most often used as tool’s, they could easily be re-purposed as a weapon when in need.
Hatchets are small, fit for either one or two handed use, are most commonly seen used as tool’s for lumber cutting. However, when one is need of defending himself, a properly sharp blade can be just as harmful as a soldiers sword. They are also light weapons given most of the time their heft is made form wood, making them good for quickly strikes. Most of the time they are rather crude weapons, but if properly crafted and balanced they can be a deadly tool in their own right. Due to their small size they could be well used as type or projectile, and one could easily hold one in each hand if he has the ambidexterity needed to wield two weapons at the same time. A small hatchet is usually 14 inches long, with the blade being approximately 2 inches long, while a two handed bigger one could reach around 20 inches with a 4 inch blade.
Battle Axe - Battle Axes are versions of a woodwork tool, made especially for combat. While still able to be used for lumbering, their size, sturdiness and build clearly show their inclination towards combat.
Standard battle axes range in size from 1 to 5 feet, though some variants could be lighter than their woodcutting versions, seeing as human flesh can be cut through somewhat easier. Regardless, the standard for a battle axe would be a solid handle and a large blade, going from 10 to 20 inches. Also battle axes often times have a blade on both sides of the head, the utility of a blunt hammer like other side not being a priority for most warriors, though there are exceptions. The blades are often times crescent shape and narrow in order to inflict more grievous wounds. While heavier variants might be harder to wield, proper force could be enough to even cut through forms of lighter armor. While larger and most costly then hatchets, one could easily use smaller battle axes in a duel wielding form or as a projectile as well.
Great Axe - Sharing the same idea as a Battle Axe, only much greater in size and power, anyone with the strength required to wield such a massive weapon is a deadly foe indeed. Some might call a larger Battle axe a Great one and wouldn’t be too far off. A weapon with a longer heft and an axe like blade on the top would fall into the category of a Pole arm. However some gather the strength to wield weapons of proportions unimaginable for other people. A great Axe can reach up to 8 feet in length, in essence being a grossly oversized Battle Axe, properly reinforced to keep such a large piece of material in place. If one has the strength to wield such a fierce weapon, the damage potential it can cause would be enormous, cutting through all but the strongest material. However, the strength of one with such a weapon would also have to be immense if he were to strike with the precision or speed of lighter weapons.
Projectile Weapons
Bows - A bow is a form of spring that projects arrows powered by elasticity of a tight string. A longbow is a type of bow that is tall [roughly equal to the height of the person who utilizes it], allowing the user a fairly long draw (to the jaw). The average length of arrow-shafts is 30 inches. A longbow has relatively narrow limbs that are circular or D-shaped in cross section. Traditional longbows are made from a single natural piece of wood, with a draw length of 28-32 inches.
One simple longbow design is the selfbow. A selfbow is made from a single piece of wood, usually yew wood. The bowstave is cut from the radius of the tree so that the sapwood becomes the back two-thirds and the belly [remaining one-third left] is made of heartwood. Yew is good in tension while heartwood is good in compression.
Flatbows can be just as long. The difference between a longbow and flatbow is that a flatbow has limbs that are rectangular in cross-section.
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Post by zoi on Jan 28, 2014 8:33:41 GMT -8
[About]The following is a list of era-appropriate clothing and armour to serve as a guideline for those struggling with design.
[Clothing]
Apron - An apron is a garment covering part of the front of the body and tied at the waist, for protecting the wearer's clothing.
Belt - Belts are a band of flexible material, as leather or cord, for encircling the waist and keeping clothes against one's frame [Similar/equal to Girdle].
Bodice - A bodice is a usually fitted vest or wide, lace-up girdle worn by women over a dress or blouse, especially a cross-laced, sleeveless outer garment covering the waist and bust, common in peasant dress. It is the part of a woman's dress covering the body between the neck or shoulders and the waist.
- Corset - A variation of a bodice, a Corset is stand-alone and sleeveless. It is a close-fitting garment, capable of being tightened, enclosing the trunk: worn, especially by women, to shape and support the body.
Bonnet - A bonnet is a hat, usually tying under the chin and often framing the face, worn by women and children.
Boots - Boots are articles of clothes, typically made of leather and furs, that cover feet and toes.
Bustle - A bustle is a pad that emphasizes the posterior. Held on the buckled waistband, the bustle was a rectangular or crescent shaped pad made of horse hair or down filled woven wire mesh. It is a pad, cushion, or framework formerly worn under the back of a woman's skirt to expand, support, and display the full cut and drape of a dress.
Cape - A cape is a sleeveless garment of various lengths, fastened around the neck and falling loosely from the shoulders, worn separately or attached to a coat or other outer garment [Also called a Cloak].
Collar - A collar is the part of a shirt, coat, dress, blouse, etc., that encompasses the neckline of the garment and is sewn permanently to it, often so as to fold or roll over. It can also be a similar but separate, detachable article of clothing worn around the neck or at the neckline of a garment.
Cuffs - Cuffs are a fold or band serving as a trimming or finish for the bottom of a sleeve, trouser. It is also the part of a gauntlet or long glove that extends over the wrist. It can also be a separate or detachable band or piece of fabric worn about the wrist, inside or outside of the sleeve.
Flounces - Flounces are ultimately an example of trim. A strip of material gathered or pleated and attached at one edge, with the other edge left loose or hanging: used for trimming, as on the edge of a skirt or sleeve or on a curtain, slipcover, etc.
Girdle - A girdle is a lightweight undergarment, worn especially by women, often partly or entirely of elastic or boned, for supporting and giving a slimmer appearance to the abdomen, hips, and buttocks.
Gloves - Gloves are coverings for the hands made with a separate sheath for each finger and for the thumb.
Gown - A gown is a loose, flowing outer garment in any of various forms, worn by a man or woman. Both boys and girls can be dressed in gowns ending just below the knee accompanied by a set of pantalettes. After age four, little girls usually wear shorter versions of women's fashions.
Hood - A hood is a soft or flexible covering for the head and neck, either separate or attached to a cloak, coat, or the like.
Hoops - Hoops are worn by girls past the age four or five, like crinolines but more befitting for young girls; can also be used for women's clothing.
Hose - A hose is an article of clothing for the foot and lower part of the leg; stocking or sock, even tights.
Kirtle - A Kirtle can be a man's coat or tunic, and a woman's loose gown, skirt or dress.
Knickerbockers - Knickerbockers are loose-fitting short trousers gathered in at the knees. Knickerbocker suits are popular for boys. Little boys past the age four wear trousers and coats similar to that of their adult counterparts. They can also be an undergarment for women covering the lower trunk and sometimes the thighs and having separate legs or leg-holes.
Leggings - Leggings are coverings for the leg, usually extending from the ankle to the knee but sometimes higher, worn by soldiers, riders, workers, etc. They are close-fitting knit pants.
Overalls - Overalls are loose, sturdy trousers, usually with a bib or bib-like piece to which shoulder straps are attached, originally worn over other trousers to protect them, as by workers or farmers. They are typically used in rural areas and worn as outer clothing during heavy labor, often worn over trousers and shirts.
Pantalettes - Pantalettes are like leggings/long drawers; the length ended anywhere from mid-calf to the ankle and it was not considered indecent for little girls and young ladies to allow the hems to peak out beneath their skirts.
Petticoat - A petticoat is also called a pettiskirt. It is an underskirt, especially one that is full and often trimmed and ruffled and of a decorative fabric. It is a woman's light undergarment in the form of an underskirt or including a bodice supported by shoulder straps. It is also a padded coat worn by men under armor.
Pinafores - Pinafores are a children's apron, worn over dresses during the day to keep children's clothes clean.
Pleats - Pleats involve a cloth or apparel that has a fold of definite, even width made by doubling cloth or the like upon itself and pressing or stitching it in place.
Skirts - A skirt is a one-piece garment extending downward from the waist and not joined between the legs, worn especially by women and girls. Multiple outer flounces and over-skirts can be used to emphasize the voluminous nature, but can be bell-shaped skirts or oval-shaped - the weight of the skirt shifted backward and appearance of a "flat-fronted" skirt emerged. As girls grow older, the skirt lengthens. By the age of 16, a girl's hemlines should be approximately two inches above the ankle.
Sleeves - Sleeves are the part of a garment that covers the arm, varying in form and length but commonly tubular. They can be wide and are usually worn under the top layer of clothing - can also be under-sleeves.
Slippers - Slippers are made of softer leather and fabrics, worn over the feet.
Smock - A smock is a loose, shirt-like garment worn by women under their gowns (also called a chemise). The smock is also a loose, yoked, shirt-like outer garment of coarse linen, used to protect the clothes; it was worn, for example, by fieldworkers.
Surcoat - A surcoat is a sleeved or sleeveless outer garment worn by men and women. The surcoat for men was usually a tunic, or simple piece of material with a hole for the head, often worn over armour. It is often embroidered with heraldic arms, worn by a warrior over his/her armour. For women, the surcoat was a more significant and characteristic garment, like a voluminous outer cloak.
Trousers - Trousers are also called pants. They are usually loose-fitting outer garments for the lower part of the body, having individual leg portions that reach typically to the ankle but sometimes to any of various other points from the upper leg down.
Tunic - Tunics are any of various hip-length or knee-length garments, such as the loose sleeveless garb worn, the jacket of some soldiers, or a woman's hip-length garment, worn with a skirt or trousers. [Armour][Arms] Besagew - Circular plate that covers the armpit, typically worn with spaulders (See also rondel).
Couter - Plate that guards the elbow, which is also articulated, and may be covered by guard of vambrace.
Guardbrace - Extra plate that covers the front of the shoulder, worn over-top of a pauldron.
Gauntlet - Gloves that cover from the fingers to the forearms, made from many materials.
Guard of Vambrace - An additional layer of armour that goes over couter, in which case it is proper to speak of the lower cannon of the vambrace which is the forearm guard, and the upper cannon of vambrace which is the rerebrace.
Pauldron - Cover of the shoulder (with a dome shaped piece called a shoulder cop), armpit and sometimes the back and chest.
Rerebrace or Brassart or Upper Cannon (of Vambrace) - A plate that covers the section of upper arm from elbow to area covered by shoulder armour.
Spaulder - Bands of plate that cover the shoulder and part of upper arm but not the armpit.
Vambrace or Lower Cannon (of Vambrace) - The Forearm guard. It may be solid metal or splints of metal attached to a leather backing. Vambrace may also sometimes refer to parts of armour that together cover the lower and upper arms.
[Head] Armet - A bowl-helmet that encloses the entire head with the use of hinged cheek plates that fold backwards. A gorget was attached and a comb may be present. May also have a rondel at the rear.
Barbute - A close-fitting helmet with a characteristic Y- or T-shaped slit for vision and breathing.
Bascinet - Originally worn underneath a great helm and had no visor, but did develop "nasals" to protect the nose. Often worn without a visor for visibility and 'breathe-ability'. Worn with an aventail then later with a gorget.
Burgonet - An open-face bowl-shaped helmet with a neck collar, a peak, a very characteristic comb, sometimes with cheek pieces. Sometimes has a buffe (a visor that is raised, rather than lowered).
Cervelliere - A steel skullcap worn underneath a great helm.
Close Helmet or Close Helm - A bowl-helmet with a movable visor, very similar visually to an armet and often the two are confused. However, it lacks the hinged cheek-plates of an armet and instead has a bevor.
Great Helm - It started as a simple cylinder with a flat top but later developed a curved "sugar loaf" pointed top to deflect crushing blows. It has small slits for eyes and breathing/ventilation, which may be decorative as well as functional. Often removed after the initial "clash of lances" as it impedes sight and breathing and is very hot. It is often worn with another helm underneath.
Mail Coif - A mail hood, often worn with a hauberk.
Sallet - When usually worn with a bevor, a sallet covers the entire head. It is distinguished by a long, sometimes pointed tail that extends to cover the back of the neck and by a single, long eye-slit. It has no ventilation holes as there is a gap where the helm and bevor meet.
[Legs] Chausses - A mail hosen, either knee-high or cover the whole leg.
Cuisses - A plate that covers the thighs, made of various materials.
Greaves - It covers the lower leg, front and back, made from a variety of materials, but most often plates of metal.
Poleyn - A plate that covers the knee, appeared early in the transition from mail to plate, articulated to connect with the cuisses and schynbald or greave. It is often with fins or rondel to cover gaps.
Sabatons or Sollerets - It covers the foot, often mail or plate.
Schynbald - A plate that covers only the shins, not the whole lower leg.
Tassets or Tuilles - Bands that hang from faulds or breastplate to protect the upper legs.
[Neck] Aventail or Camail - Detachable mail hung from a helmet to protect the neck and shoulders, often worn with bassinets.
Bevor - It is worn with a sallet to cover the jaw and throat (extending somewhat down the sternum). May also cover the back of the neck if worn with a bassinet rather than a sallet. It may be solid or made of lames, and is sometimes worn with a gorget.
Gorget - A steel collar to protect the neck and cover the neck opening in a complete cuirass. Quite unlike a modern shirt collar in that as well as covering the front and back of the neck it also covers part of the clavicles and sternum and a-like area on the back.
[Torso] Brigandine - A cloth garment, generally canvas or leather, lined with small oblong steel plates riveted to the fabric.
Cuirass - It covers the breast, not the back, however the name is sometimes used to describe the breast- and back-plates together.
Culet - Small, horizontal lames that protect the small of the back or the buttocks, attached to a backplate or cuirass.
Faulds - Bands to protect the front waist and hips, attached to cuirass.
Hauberk or Haubergeon - A mail shirt reaching to the mid-thigh with sleeves. Early mail shirts generally were quite short. Hauberks became longer, coming down to the knee or lower. A hauberk is a long mail coat. A haubergeon is a short one [Chain mail].
Pixane | Standard or Bishop's Mantle - A mail or leather collar. In common with a gorget, it is not like a modern shirt collar. Rather, it is a circle with a hole for the neck to fit through. It covers the shoulders, breast and upper back, perhaps like an extremely small poncho.
Plackart - An extra layer of armour to cover the belly.
[Various] Doublet or Arming Doublet - A padded cloth worn under a harness.
Gousset - A mail that protects areas not covered by plate.
Lame - A band of steel plate, put together separately so that several bands can articulate on various areas like around the thighs, shoulders or waist. Such pieces are named for the number of bands, for instance, a fauld of four lame.
Rondel - Any type of circular plate. Rondels protecting various areas may have particular names, such as a besagew protecting the shoulder joint.
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