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Fantasy Four Suits: Of Gods & Devils - Lore (Vol. 4)

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The Grand Blademaster
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Marillys stood idly as an old man walked out of a dilapidated shed out in the woods of the Western Mountains outside of the Argossian Capitol. The homunculus found it odd that the Empire's greatest soldier lived in isolation rather than revel in the glory in the city. A forest, cold and distant, but yet it seemed to fit the elderly man well given his demeanor as he approached Marillys. The man looked down upon the Homunculus and spat on him in disgust. "What do you want," he asked.

Marillys slightly annoyed, wiped the spit off his face and replied, "the Emperor sent me to learn the ways of the sword from you."

"Go away, I don't take on students anymore, especially not at the behest of that goddess damned Emperor."

"I won't leave until you do."

"Well then you're welcome to stay here a few more days until I die.

"What's your deal old man, scared of someone taking your title so you'd rather die in the woods without a successor."

"No, there's no one in this world worth a damn," the man sighed, "so yeah, I would rather this title die with me, than hand it off to some pawn of the Emperor."

Marillys drew his sword in response, and replied, "I'll show you, and I fight for myself. " He stood at the ready, waiting to display his current skill to the Grand Blademaster.

"So you are not that fools toy. Then, do you want to die boy?"

"I do not fear death for I cannot die."

"What is your name, boy?"

"Marillys of Argossia."

"Well, Marillys, I, Khyros son of Shayron, shall put the fear of death in you. That will be your first lesson." The old man pulled himself up from his slouched stance, showing that he was a mountain of a man. He was easily the size of two men and emanated an aura that showed the strength of an entire army. Even in age, the Grand Blademaster was someone to be feared, but Marillys was competent in his enhanced abilities as a Homunculus. The man however tossed aside his blade and pulled out a pocket knife from his belt. Marillys was puzzled, but soon realized that this man was going to challenge him with the knife as he raised it above his head as if he was going to strike with it like a normal sword.

"You're delusional, old man, pick up your blade and fight me seriously."

"I am fighting you seriously, now come, boy. Show me that you're worth teaching."

Marillys repositioned himself holding his blade out in front of him at a ready position. He gripped the sword tightly as he tried to gauge the Grand Blademaster. However, this proved to be a fatal mistake. Marillys could not see any weaknesses. Instead all he visualized was a wall of certain death awaiting his first move. The man radiated killing intent, and his presence was so great that it shook the Homunculus down to his very soul. Marillys could not move a muscle as much as he wanted. Fear began to seize his mind. Somehow there was no winning this battle, even if Marillys had the upper hand in every conceivable way. "Come on, move." Marillys kept telling himself.

Marillys gripped his sword even tighter, the handle now crumpling beneath the pressure. His hands trembled as he tried to gather the resolve to strike the Grand Blademaster, but with every step he took. The mountain he needed to climb seemed to grow exponentially taller. Marillys then felt something snap within him and he launched his attack, a wild swing aimed towards the old man's neck. But the Grand Blademaster simply swung the blade of his knife down to meet and parry the attack, deflecting it in an awkward way which caused Marillys to fall backwards and land with a hard thump onto the hard ground of the mountainside. Marillys then saw the Blademaster hovering above him, sword in hand. Marillys for the first time in his life cowered in fear, but he pushed aside those fears and as the man sunk his blade onto him, the Homunculus grabbed it. "I won't lose," he told himself, gritting his teeth and desperately worked to stop the blade from piercing his throat, barely able to shove the blade off into the ground a hair's width away from his neck.

"Boy, maybe you will be worth my remaining years on Terra," Khyros smiled. He held out his hand to help the Homunculus onto his feet.

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Marillys now in Khyros's place, dragged Twig off the ground, and shoved him back onto his feet. "Again," Marillys stated right as Twig stood right back on his feet and launched another flurry of attacks. The young mage flew around the battlefield, his movement speed boosted by the use of wind magic as he practiced the Kite Form of YL Fenca Di Argossia. He used a rehearsed sequence of strikes at different areas of the body that Marillys blocked in quick succession forcing his apprentice to fight faster and more precisely in order to break the Homunculus's unwavering defense. Marillys carried a smug face, knowing that he was now carrying on the old man's legacy.
 
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Timeline of Yune
Timeline of Yune

The following is a complete timeline of all major events that have occurred up to the present. This solely includes events to the knowledge of the Four Suits Kingdoms. Further historical research and present day events will appear on the timeline as they occur.​

BSF refers to Before-Suits-Founding.
ASF refers to After-Suits-Founding.


Events By Date

10000 BSF - Tribal Era begins. Not much is known about civilisation then aside from various legends recovered from ancient scriptures.

9000 BSF - The Legend of Jerin the Lifemaker is said to have occurred around this time.

3300 BSF - The Legend of Denri the Rangeless is said to have occurred around this time.

2500 BSF - The Legend of Kinshar the Sandstriker is said to have occurred around this time.

0 ASF - The Colonisation of Ornare by James Stryker and his followers. Consequently known as the Founding of the Four Suits Kingdom and the start of the Mago Era in Ornare.

2 ASF - The existence of magical creatures and races is officially recognised. Establishing peaceful relations with them, Stryker works to integrate the native races into the Suits Kingdom.

10 ASF - The Suits Kingdom finishes the spread of its colonisation and makes significant progress into establishing villages and towns with thriving populations. With the help of the native-race locals, acclimating to the new lands progresses smoothly.

13 ASF - The discovery of Darigaas the Destroyer. Many locations in Ornare are destroyed by the Dragon God, as well as much of the Argossian Empire’s countryside. James Stryker attempts to defeat Darigaas and is forced to retreat.

15 ASF - The Dragon Pantheon awakens and begins wreaking havoc across Ornare.

44 ASF - The death of James Stryker. Many Suits citizens mourn the loss of their great, inspirational leader. Stryker’s Four Aces assume rulership and a Ranking System is put into effect.

50 ASF - The foundation of the Four Suits Kingdoms. After 6 years of joint-leadership, the collaboration between Stryker's Aces breaks down and each establishes their own Kingdom by dividing up the Kingdom of Four Suits’ territories.

65 ASF - Hostilities between the Four Suits Kingdoms flare into conflict and the first inter-kingdom war of Ornare is seen. This marks the start of the Supremacy Ethos and further cements the aggressive traditions of Suits culture for years to come.

81 ASF - The Rise of Khaoul incident. The Hellmaw Realmgate is constructed by Bekarr the Blazesmith of the Dragon Pantheon. It is activated and connects the Demon Realm to the Mortal Realm. Demon armies led by Devil-God Khaoul, Of Scourge invade Ornare from the Spades/Hearts border and an apocalypse ensues. Villages, towns, castles and cities across the continent are destroyed.

127 ASF - The Demon Armies are betrayed by Devil-Goddess Hespar, turning demon against demon and causing mass casualties for Khaoul, Of Scourge's forces.

133 ASF - The Rise of Khaoul apocalypse ends as the Demon Armies are beaten back by the Four Suits Kingdoms. The Hellmaw is deactivated and documentation of its location is erased from all records.

142 ASF - Following The Rise of Khaoul, reports of minor demon outbreaks spring up all over the continent. The existence of demon-worshipping cults are revealed and Four Suits Kingdoms' Royalty order their Lords to destroy them.

197 ASF - Djer the Artificer constructs the first ever Suits Artefact: The Sword of Eternal Fire.

200 ASF - The Great Magic War begins. Following decades of smaller skirmishes, all four kingdoms go to war simultaneously and many lives are lost.

232 ASF - The Hero Delegarre is given The Deep Piercer by Djer the Artificer.

234 ASF - The Great Magic War ends. No clear victor is declared as each Kingdom is too devastated by attrition and magical destruction. Skirmishes continue for many years to come and no official ceasefire is agreed.

238 ASF - Djer the Artificer constructs The Soulstealer. It is stolen soon after completion and goes missing.

241 ASF - The Common Revolt. Citizens of the Four Suits Kingdoms revolt against their leaders across the continent. The Aces are deposed from power and a new Royalty System is put into effect.

253 ASF - Darigaas the Destroyer kidnaps Djer the Artificer and constructs the Helm of the Dragon God artefact. Djer goes missing.

259 ASF - God-Giant Ghorn, The Devourer is loosed upon the Clubs/Spade Kingdoms. Many villages, towns and even cities are destroyed.

262 ASF - The Hero Delegarre defeats the God-Giant Ghorn, The Devourer. The artefact The Devourer's Buckle goes missing.

290 ASF - Darigaas the Destroyer is defeated by the Four Suits Kingdoms with the help of the Argossian Empire. Both nations sustain heavy losses. The Dragon-Sealing Ceremony tradition is created to seal the Dragon God in a newborn every generation to ensure his continued capture.

304 ASF - The Argossian Crusades begin. Following the weakened state of the Four Suits Kingdoms, The Argossian Empire declares a war of reclamation on Ornare to fulfil the Emperor’s mandate of Imperial Unity. A large-scale naval invasion occurs in East Ornare.

322 ASF - The Diamond Kingdom capitulates. All of their territories fall under imperial control as the Empire claims a quarter of the continent.

349 ASF - The Argossian Empire claims control of half the continent. The Hearts and Clubs Kingdoms begin working together by sharing supplies in the Treaty of Ishveil, mediated by the Spades Kingdom.

367 ASF - The First Coalition of Ornare is founded in Ishveil by the remaining three Suits Kingdoms. Their terms agree to liberate the Diamond Kingdom and drive off the Argossian invasion together.

412 ASF - The Diamond Kingdom’s capital and surrounding territories are finally liberated from imperial control. Counterattacks are executed to continue driving back the Argossian forces.

444 ASF - The last remnants of Argossian military encampments are removed from Hearts and Clubs territories. The fight is taken to the isolated imperial bases in the North and South of the Diamond Kingdom.

454 ASF - The Argossian Empire calls for a ceasefire and agrees to withdraw their forces from and around Ornare. The ceasefire is to be honoured for 537 years.

460 ASF - A national emergency is declared in each Kingdom over the following 9 years, starting with the Diamond Kingdom. With attrition proving debilitating on the Kingdoms' economy and manpower, rebellions and raider attacks become increasingly difficult to crush by local or even government forces. Without the money, equipment or soldiers to adequately fend off the enemy, nobles begin acting independently so as to ensure their own survival before their Kingdom's.

469 ASF - The Burnt Flame depression occurs. The Four Suits Kingdoms, all bordering on national bankruptcy, turn over complete financial autonomy to the Nobles. They are ordered to improve industry infrastructure and income independently. With many Nobles impoverished following the war with the Empire, severe rebellions and insurgencies occur. Entire villages starve, soldiers are refused pay and many Lords are thrown out of their castles or killed by their peasantry.

475 ASF - The introduction of counterfeit coins through illegal minters. Nobles and Barons looking to boost their wealth begin pressing metal coins to kickstart infrastructure and taxation improvement. The governments of Ornare fail to intervene. Minor wars between Nobles are fought for control over mines rich in precious metals.

498 ASF - A coup is staged in the Hearts Kingdom and an entirely new set of Royalty is crowned. Counterfeit coins are banned and illegal mints are seized by the Royal Hearts Military. With these mints and mines under government control, new coins are pressed with magical authenticity in each. The Royalty in other Kingdoms catch on to this and quickly act in a similar manner.

500 ASF - The Feral Purge begins. Due to financial and political instability, the Four Suits Kingdoms agree to support each other in the eradication of all non-humanoid magical creatures. Mercenaries and Nobles are tasked with this duty, to be paid for their service by the Royal Treasury.

502 ASF - Hostilities and prejudice towards the native-races, now known as Subhumans, rise due to the national agenda against non-human races. The governments of Ornare fail to address this situation.

506 ASF - The Mercenary Guild is established, first originating in the Diamond Kingdom. Independent from any one Kingdom, mercenary groups band together to begin registering an official organisation to better administrate contracts and generate income. Despite claiming autonomy from government management, the Four Suits Kingdoms allow its business to bolster their economy.

513 ASF - The Feral Purge ends. The economy in Ornare stabilises and the reward for hunting beasts is officially withdrawn by the Royal Treasury in each Kingdom. The Mercenary Guild continues to accept Beast Hunter contracts.

541 ASF - The Merchants Guild is established. First originating in the Spades Kingdom, various merchants and Barons organise a series of import agreements, trade routes and guildhouses in wealthy cities.

554 ASF - The Merchants Guild begin working with The Mercenary Guild for protection from raiders. The overall economy in Ornare improves and the Clubs Kingdom sees a golden age of entertainment industry and tourism.

836 ASF - The Hellmaw is activated by means unknown and several demon armies are loosed into the Hearts/Spades countryside. The Realmgate is quickly closed by a Hero before another apocalypse can occur. The Hearts and Spades Royal Military are dispatched to destroy the escaped demon armies over the next five years. Demon cults rise in strength and numbers during this time.

991 ASF - News of the potential return of the Argossian Crusades spurs the meeting of the Royalty from the Four Suits Kingdoms. In Ishveil, they agree to reform the Coalition of Ornare to fight off the impending invasion. Atria is attacked by The Royal Flushe and the Soul of Darigaas is stolen.

992 ASF - The Argossian Empire launches a surprise naval invasion on the Diamond Kingdom starting on the island of Jann. Ace of Spades Quillon Downs wipes out the city of Parma in an attempt to defeat the Argossian forces.

993 ASF - Ace of Spades Quillon Downs is charged for war crimes against the people of the Diamond Kingdom. He is stripped of his rank as Ace and is forced into exile, to be carried out by Ace of Diamonds William Rundell Haus Code.

995 ASF - The Diamond Kingdom loses all of its territories to imperial control. The final battle of the war occurs in the Hearts city of Valencia to determine the fate of Ornare, to which the Coalition proves victorious. The Hofund’s Blade Artefact is discovered.

1000 ASF - Since the defeat of the Argossian Empire five years ago, the Four Suits Kingdoms have spent time rebuilding and recuperating after agreeing to temporary non-aggression. They receive a warning from a mysterious person.
 
Personal Growth
Personal Growth

Medieval Professions
There are many ways to amass wealth in Ornare, some requiring stronger mettle than others. While the nobility profit from the taxation of their holdings

Questing
Adventuring, scouting, investigation, hunting monsters or aiding locals/nobles in battle. Most quests will be accepted through the Mercenary Guild, unless the circumstances are unique.
Requirements: Mercenary Guild Membership, Rank 4+
Pay: 50s/month (avg)

Assassination
Accepting kill-contracts from the Assassins Guild.
Requirements: Assassins Guild Membership
Pay: 2g/month (avg)

Espionage
Infiltrating holdings, spying on targets, recording troop movements, seizing sensitive information or reporting on politics. The pay is highly variable depending on the employer and one's success.
Requirements: Espionage skills
Pay: 50s/month (avg)

Raiding
Stealing from those who make a slightly more honest living.
Requirements: A band of friends, some weapons, your life
Pay: 20g/month (avg) - Attributed to the whole Warband. Individual pay is determined by your leadership.

Military work
Serve in the kingdom's grand standing army, or follow a noble into glorious battle against your enemies.
Requirements: Formal training in a barracks, Rank 6+
Pay: See "Upkeep & Taxation" for a break down of military pay.

Tradecraft
Peddling your goods and services across the kingdoms. Everything has a price, and you are the one to determine it.
Requirements: Merchants Guild Membership, Wealth
Pay: Ornare's economic climate waxes and wanes invariably. A merchant must play the game well to make a profit.

Telepathy Courier
Nobles seek telepaths to act as messengers. The greater your range, the higher your pay.
Requirements: Telepathy Magic
Pay: 1g/month (avg)

Magical and Physical Improvement
Through rigorous training, one can improve their soul and body to unprecedented heights. The only limit is your tenacity.

Learn New Magic
Learn a new magic and its spells from scratch, up to your magic level.
Requirements: Magic texts/knowledge/teacher
Train time: 3 Years
Substat Gain: +50 mana/year

Learn New/Improve subspell
Learn a new subspell for a magic, or improve a pre-existing one.
Requirements: Magic texts/knowledge/teacher/creativity
Train time: 1 Year
Substat Gain: +100 mana/year

Learn martial arts
Learn a new martial arts of one of the varying breaths.
Requirements: A teacher
Train Time: 3 Consecutive Years / 5 Non-consecutive Years
Substat Gain: None

Learn New/Improve Unique Technique
Learn or improve a unique martial arts technique, of which no other practitioners can use.
Requirements: A teacher/creativity
Train Time: 1 Year
Substat Gain: None

Physical Training
Train your body and improve your strength. Simple, but effective.
Requirements: None
Train Time: 1 Year
Substat Gain: +100 phys/year

Addendum 1: You can’t split any training 50/50. Each year has to be dedicated to one thing.
Addendum 2: Inventing or improving forgotten/forbidden/new magicks, martial arts or normal abilities is highly variable and dependant on the situation, resources and assistance. Contact a GM for more information.
 
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Essential Guide to the Argossian Language
The official Argossian language, better known in the Empire Argossy , is still very much the same spoken language as the Kingdom despite their separation for the last 100 years. However where the two languages depart when written. Argossy is incredibly different in its written language due to the loss of the letter "E" in the alphabet, which only sees use to write the words "Empire" and "Emperor" to display reverence to their glorious leader. Because of this the letters "Y" and "I" have become replacements for wherever the letter "E" was originally used.

Short e (ie bet, kept, get) is translated to "iy" ie Biyt, Kiypt, Giyt
Long e (keep, beat, sheep) is translated to "y" ie Kyp, Byat, Shyp
Long a (resume) is translated to "ay" ie Riysumay
Unstressed (enemy, eleven) is translated to "yy" ie Iynyymy, Yylyyviyn

Some names known so far and their written forms + pronunciatons
Marillys Argossia - Mah-rill-EE-us Aar-goo-shee-ah
Khyros - Kee-roh-ss
Garriyt Vallyrhyan - Gehr-eht Vahl-EEr-EE-uhn
Byllarmont - Bee-larr-mohnt
Myles Ryin - M-Y-els - R-ee-ihn (note the name Myles is an exception)
 

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