The armies of Ishgar are mobilizing
Tensions between the nations have been on a steady incline over the past few weeks, months, even years and decades. Distrust, envy, ambition, revanchism, or the simple lust for power have always inspired and motivated strife among the great players on the stage of Ishgar, and the fact that, at the center of these confrontations, Bellum and Pergrande stand against one another yet again, is unsurprising to most people that hear of it. Dark clouds gather on the horizon, and while the fragile peace between the two historical rival states has lasted for a little longer than a decade, this period of cold war has given them both enough time to more than thoroughly prepare for their next battle. New alliances have been forged, new powers acquired, weapons stockpiled, soldiers trained, and with the powderkeg standing ready, all it needs is a spark to ignite the inferno.
No one can really say who began the skirmishes all along the border between Bellum and Pergrande some few weeks prior, though the situation has already begun to escalate. Both nations are on full alert, Bellian agents reporting that Pergrande is beginning to move absolutely massive numbers of troops south towards the mountains near Bellum, as well as other important strategic locations, while Pergrandian infiltrators of the Paladins have informed the Emperor that Bellum is equipping an unprecedented number of their mages with new arcane weapons, armors, items, all containing previously unknown enchantments and magic. It didn't take long for one side to push into the territory of the other, with the other side immediately retaliating in kind, more and more troops being committed to spontaneous skirmishes that are spiraling out of control more and more. Though a formal declaration of war has not yet been made by either side, it is clear for all to see that there is little hope of extinguishing the swelling flames of conflict.
Bellum has sent out messengers to its allies, especially its most important ally, the Magic Council of Fiore, claiming a surprise attack by the Empire of Pergrande and invoking defensive pacts that would force other nations to mobilize against the Empire as well, while Pergrande itself, seemingly willing to limit its own commitment to the conflict, at least for the time being, and paradoxically calling to any who will listen to its offer, mage or not, has brought up enormous amounts of gold to hire mercenaries, ... and whoever else is willing to fight and destroy Bellum and its forces in the area. With these events now set in motion, both nations, and indeed, all nations of Ishgar look towards the contested border regions, many people holding their breaths to wait for the outcome and consequences of the conflict, consequences that are bound to change the fate of Ishgar.
No one can really say who began the skirmishes all along the border between Bellum and Pergrande some few weeks prior, though the situation has already begun to escalate. Both nations are on full alert, Bellian agents reporting that Pergrande is beginning to move absolutely massive numbers of troops south towards the mountains near Bellum, as well as other important strategic locations, while Pergrandian infiltrators of the Paladins have informed the Emperor that Bellum is equipping an unprecedented number of their mages with new arcane weapons, armors, items, all containing previously unknown enchantments and magic. It didn't take long for one side to push into the territory of the other, with the other side immediately retaliating in kind, more and more troops being committed to spontaneous skirmishes that are spiraling out of control more and more. Though a formal declaration of war has not yet been made by either side, it is clear for all to see that there is little hope of extinguishing the swelling flames of conflict.
Bellum has sent out messengers to its allies, especially its most important ally, the Magic Council of Fiore, claiming a surprise attack by the Empire of Pergrande and invoking defensive pacts that would force other nations to mobilize against the Empire as well, while Pergrande itself, seemingly willing to limit its own commitment to the conflict, at least for the time being, and paradoxically calling to any who will listen to its offer, mage or not, has brought up enormous amounts of gold to hire mercenaries, ... and whoever else is willing to fight and destroy Bellum and its forces in the area. With these events now set in motion, both nations, and indeed, all nations of Ishgar look towards the contested border regions, many people holding their breaths to wait for the outcome and consequences of the conflict, consequences that are bound to change the fate of Ishgar.
Border Clashes - Description
Fighting is already taking place in the region where Bellum's border meets that of the Pergrandian Empire, the snow-capped mountain peaks and steep, frozen cliffs becoming a battleground. Both parties are eager to seize the opportunity to gain dominance in the area and take the initiative by any means necessary, both parties hiring and committing outsiders to the battles and skirmishes in the hopes of limiting the involvement of their own nation in order to prevent the outbreak of a full-blown war, at least, for the time being, and both offering considerable rewards to draw uninvolved parties into the fight on their side.
This Event is an official site-wide Event that will affect both the official site canon and in-game region of Ishgar, having real consequences for the world and the events that will occur within it, depending on its outcome. Players can choose to participate in the border clashes on the side of either
the Holy Council of Bellum (Link)
OR
the Empire of Pergrande (Link)
Depending on the side players back, they will receive not only a different reward but also participate in the border clashes against either Bellum or Pergrande, facing a different challenge depending on the faction that they engage. Details on the enemies one will face can be found below.
The individual Word Count per participant is set at 4,000 Words.
Players can complete the event in groups of 1-6.
To receive the additional reward, stats are required for this event. Players are expected to work with and keep track of their stats (like damage dealt to opponents, damage received, spells, their own HP and MP, etc.) within their event threads. Magic or equipment are not strictly required, though all enemies must be defeated using stats in order to complete the event if this way to complete the event is chosen. If any of this is not a given in a player's event posts or event threads as a whole, the event turn-in will be denied. Similarly, an event turn-in will be denied if a player's use of stats breaks the current Magic Rules until the issue in question is resolved.
Statless players, i.e. players who do not have access to an up-to-date stat magic, stat magic in general, or other abilities that use stats, may forego the use of stats in their event threads, but will not receive the additional reward for completing the event successfully.
This Event will run until the 9th of April, 2021 (7pm CEST, 1pm EST)
Sign up for the Event here
Turn your Event in here
This Event is an official site-wide Event that will affect both the official site canon and in-game region of Ishgar, having real consequences for the world and the events that will occur within it, depending on its outcome. Players can choose to participate in the border clashes on the side of either
the Holy Council of Bellum (Link)
OR
the Empire of Pergrande (Link)
Depending on the side players back, they will receive not only a different reward but also participate in the border clashes against either Bellum or Pergrande, facing a different challenge depending on the faction that they engage. Details on the enemies one will face can be found below.
The individual Word Count per participant is set at 4,000 Words.
Players can complete the event in groups of 1-6.
To receive the additional reward, stats are required for this event. Players are expected to work with and keep track of their stats (like damage dealt to opponents, damage received, spells, their own HP and MP, etc.) within their event threads. Magic or equipment are not strictly required, though all enemies must be defeated using stats in order to complete the event if this way to complete the event is chosen. If any of this is not a given in a player's event posts or event threads as a whole, the event turn-in will be denied. Similarly, an event turn-in will be denied if a player's use of stats breaks the current Magic Rules until the issue in question is resolved.
Statless players, i.e. players who do not have access to an up-to-date stat magic, stat magic in general, or other abilities that use stats, may forego the use of stats in their event threads, but will not receive the additional reward for completing the event successfully.
This Event will run until the 9th of April, 2021 (7pm CEST, 1pm EST)
Sign up for the Event here
Turn your Event in here
Location
Pergrande (If fighting for Bellum)
Bellum (If fighting for Pergrande)
Enemies
In order to successfully complete the event, each player must roll the Monster Dice at least 10 times. All enemies encountered in the event thread must be rolled for. Depending on which side the player/s choose, they will encounter different enemies through the roll of the Monster Dice. All enemies spawned in this event are classed as "Event NPCs". The usage of spells and abilities that require OOC permission against them is denied and not allowed in any way (with the exception of Statless Magic in general). Rolls must be performed in the event thread itself. If siding with Pergrande, players will fight enemies listed under "Bellum". If siding with Bellum, players will fight enemies listed under "Pergrande".
- Bellum:
- Weak:
Council Mage x3
HP: 200 HP
Melee Damage: 40 HP per hit
Movement Speed: 30 m/s
Mages of all sort are the core of Bellum's armed forces, standardization, in this aspect, being unheard of. The vast majority of people in Bellum are capable of using mages, and while not everyone is capable of utilizing the stronger spells or unlock higher tiered abilities, almost every one of these mages are at least somewhat useful in combat, and one decidedly advantageous fact about Bellum is that all of these mages, men and women alike, are willing to die for their country and their god. Mages enlisting into the Army of the Holy Council of Bellum can cast a few spells, but apart from their magical prowess do not possess much fighting strength. Some of them may carry weapons like shortswords or staffs that can be used in melee combat, but their proficiency with these types of weapons is limited at best, relying on their superiority in arcane matters to deal with mundane foes. Every roll of a "Weak" Monster spawns 3 of this type of enemy. Council Mages have access to the following spells and abilities:
Name: Fireball
Rank: B
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 50 m
Speed: 50 m/s
Duration: 1 post
Description: The Council Mage points an open palm at an opponent or area within 100 meters of themselves, firing a ball of flame at the intended target from their hand. If the fireball hits an obstacle while within 100 meters of the Council Mage, it burst into an explosion of flame which spreads out up to 50 meters around the point of impact, moving outwards at 50 meters per second. If the projectile encounters an obstacle after leaving that range, the fireball will disperse without dealing damage or exploding. Can be used once per post max.
Name: Lightning
Rank: B
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: 200 m
Speed: 200 m/s
Duration: 1 post
Description: Pointing a finger at their intended target, the Council Mage fires a bolt of lightning at them after a brief moment of charging electricity. The bolt of lightning scorches material upon impact, sending electrical energy through its target and dealing damage. Can be used three times per post max.
- Normal:
Crusader Knight x2
HP: 300 HP
Melee Damage: 80 HP
Movement Speed: 40 m/s
Crusader Knights are more experienced combatants, known for their devout faith in the god of magic, Arcanos, as well as their fighting ability in bringing this faith to any heathens that dare to insult him. The Crusaders of Arcanos are an organization of men and women that have devoted their lives entirely to the service of Arcanos, and his worldly representation, of course, fighting for the Holy Council of Bellum with great fervor. Trained in both physical combat and holy magic, often light magic or fire magic, they are quite fearsome opponents to the average magus and experienced fighter alike. Their strong, full plate armors and hand-picked weaponry are enchanted with a plethora of lower-tier magical effects that, when combined, can spell trouble for most fighters and even mages. Every roll of a Normal" Monster spawns 2 of this type of enemy. Crusader Knights have access to the following spells and abilities:
Name: Plate Armor
Category: Auxiliary
Type: Passive
Description: Crusader Knights of Bellum are warriors clad entirely armor, their armor bearing enchantments that offer protection against both magical and physical damage. The armor possesses a durability of 300 HP that deflects incoming damage before the user is harmed, though this armor can be pierced by spells containing piercing effects.
Name: Holy Smite
Category: Offensive
Rank: A
Type: Single Target
Damage: 200 HP
Range: Melee
Speed: Melee
Duration: 1 post
Description: Raising their weapon high, the Crusader Knight coats it in an aura of arcane magical energy without any particular elemental affiliation, though it possesses a holy attribute. The Crusader Knight swings down their weapon, which is reinforced by magical power, at a target within melee range at their own movement speed, resulting in a powerful blow that, while limited in effectiveness at range, can prove devastating in close quarters. Can be used 3 times per post max.
- Strong:
Cleric of Arcanos
HP: 500 HP
Melee Damage: 120 HP
Movement Speed: 50 m/s
Clerics in service of the Holy Council of Bellum are warriors who are known as the elite fighters of the Theocracy. Years of training in both divine as well as elemental magic, combined with a relentless martial drill, transformed the men and women undergoing this process into some of the best soldiers devoted to the god of magic, Arcanos, and the Council that, according to their own words, represents him in worldly affairs. Clerics of Arcanos are picked by the church, selected from the strongest of Crusaders in order to serve as guard troops, the strongest of the ordinary ranks among Bellum's forces. Their skill with their swords is unmatched among their peers, making even their swordplay equivalent to the effects of some high-tier magic, the fact that they are equipped with enchanted heavy armor and shields forged from Mythril, as well as various magic items, forming the basis of their sheer combat ability. The clerics of Bellum are foes best not to be underestimated, for the only thing greater than their sheer prowess in the field of battle is their zealous fervor for their god and their undying loyalty to their homeland. Clerics of Arcanos have access to the following spells and abilities:
Name: Mythril Plate
Category: Auxiliary
Type: Passive
Description: Clerics of Arcanos are equipped with some of the best equipment ordinary people can obtain in adequate amounts, their armors, as a standard, being forged entirely from Mythril. Stronger than steel and far lighter, the material does not hinder the agility of the Clerics much while providing superior protection. The armor possesses a durability of 400 HP that deflects incoming damage before the user is harmed and cannot be pierced by spells with piercing effects.
Name: Brilliance
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/a
Range: 100 m
Speed: 100 m/s
Duration: 1 post
Description: The Cleric of Arcanos points their sword upwards, the tip of the weapon, from one moment to the other, bursting with an overwhelmingly bright golden light that spreads out around them. Anyone within the range of this spell around the Cleric is consumed by the light, which is bright enough to fill the vision of anyone affected, apart from allies of the Cleric, with blinding radiance, even if an obstacle is blocking line of sight or affected parties close their eyes. Targets hit by the spell are blinded for the duration of the entirety of their next post and can be blinded once every post, though they must be hit again. Can be used once per post max.
Name: Elemental Pillar
Rank: S
Category: Offensive
Type: Single Target, Burst
Damage: 400 HP
Range: 400 m | 100 m
Speed: Instant | 100 m/s
Duration: 1 post
Description: Pointing their blade at a single point or target within 400 meters of themselves, the Cleric of Arcanos can instantly create an elemental explosion on the ground beneath the designated point or target which shoots skyward and spreads out around said point. The elemental explosion is heralded by the appearance of a magic circle, which persist for a single second before the explosion takes effect. Further, the explosion also pierces through defensive spells lacking an anti-piercing effect as well as armors. The Cleric can choose from 4 different elements as basis for the explosion: Light, Fire, Wind, or Water. While only one element at a time can be used in the spell, the element chosen is imbued with holy energy, making Dragon Slayers and God Slayers unable to consume it. If an opponent is a Slayer and the Cleric using the spell knows this, the Cleric will choose an element the Slayer presumably cannot consume to create the explosion of the spell is used against the Slayer in question. Can be used twice per post max.
- Boss:
Archpriest of Arcanos
HP: 700 HP
Melee Damage: 40 HP
Movement Speed: 100 m/s
Archpriests are known as some of the strongest mages in Bellum, considered as something comparable to nobility in other nations where such hierarchical structures exist. Archpriests are individuals occupying high positions in Bellum's society, acting as town or city governors, landholders, army commanders, and other such things. Hand-picked by the Cardinals that form the Holy Council of Bellum, all individuals holding the position of Archpriest are not only unwaveringly loyal to their god, their council, and their country, but also the most gifted casters Bellum's magical academies and private institutions can produce. It is only natural for Archpriests to focus on the development of their magical abilities over their physical ones, and while they are usually wearing ornamental uniforms befitting of their station, their equipment, apart from any magical items or enchantments, does not provide much in the way of protection, nor are they proficient in hand-to-hand combat. Still, they are, even by the standards of the Magic Council of Fiore, very high ranking mages that can easily overpower groups of weaker foes and even stronger opponents, their bodies altered by the influx of their own powerful magic. They possess a reputation on the battlefield for their excellent prowess in the arcane arts, both in theory and in practice. Archpriests of Arcanos have access to the following spells and abilities:
Name: Arcane Resistance
Category: Auxiliary
Type: Passive
Description: Archpriests are skilled mages that can easily make use of protective magics and enchantments, using things such as these to strengthen themselves in combat. The Archpriest of Arcanos is surrounded by an invisible shield of magic that acts as a reflective "bubble" around their person, repelling magic with great effectiveness. This bubble possesses a durability of 500 HP and cannot be broken through by piercing effects. Further, the durability of this bubble returns to full at the beginning of every post. Lastly, the Archpriest of Arcanos also possesses a 50% damage resistance against magic damage.
Name: Light of Arcanos
Rank: H
Category: Supportive
Type: Burst
Healing: 300 HP
Range: 200 m
Speed: 200 m/s
Duration: 1 post
Description: With a warm glow of golden light around their body, the Archpriest of Arcanos emits a wave of soothing arcane magic that permeates throughout the range of the spell, targetting all allies of the Archpriest (cannot target players or player-owned NPCs). Those that find themselves within this magic are blessed by Arcanos. Their pain will be soothed, their wounds will heal, and any poison or paralysis affecting them will be removed instantly. All allies of the Archpriest, as well as the Archpriest itself, will receive 300 HP. If targets are already at full HP, they will instead receive a 50% buff to magic damage resistance for the duration of 5 posts, although this does not apply to the Archpriest. The duration of this buff is not refreshed if hit again by the spell. The buff received from this spell cannot be stacked. Can be used once per post max.
Name: Judgement of the Arcane God
Rank: H+
Category: Offensive
Type: Single Target
Damage: 500 HP
Range: 300 m
Speed: 500 m/s
Duration: 1 post
Cooldown: 1 post
Description: The Archpriest of Arcanos points their finger at a target within range, a golden magic circle appearing at its tip before firing a laser-like beam at the target in question at incredible speeds. The beam is non-elemental, comprised entirely of arcane energy, though infused with a holy attribute. This beam can pierce through any defensive spell not containing an anti-piercing effect, any armors a target possesses, and ignores the damage reductions of the target. Can be used once every other post max.
- Pergrande:
- Weak:
Imperial Army Recruit x3
HP: 200 HP
Melee Damage: 40 HP per hit
Movement Speed: 10 m/s
Infantry is the backbone of the Imperial Army of Pergrande, innumerable soldiers forming the basis of Pergrande's overwhelming military might. Still, while there are many positions one can hold within the strictly stratified and disciplined fighting forces, being a recruit is one of the lowest positions one can hold, if not the lowest. Whether the men and women of Pergrande were conscripted or volunteered for the Imperial Army does not matter, as the outcome is the same in the end: One starts out at the bottom. Despite this, however, recruits are not weak, even by the standards of the magical world that Pergrande rejects, any lack of training being compensated by specialized equipment and dangerous weapons. Every soldier carries gear that is adapted to terrain and temperatures, advanced headgear, and body armor further protecting against blinding flashes, poisonous gases, and impacts. Their headgear also allows for the use of night vision and infra-red vision respectively. Further, every Soldier is equipped with firearms that differ depending on their role, though every Soldier in the Imperial Army carries an automatic pistol sidearm as well as a blade of some kind, the recruits carrying a combat knife that doubles as a bayonet. Recruits are equipped with advanced personal defense weapons that are specialized to combat at relatively close quarters, lacking penetrating power at range, but possessing a very high fire rate, and a group of these troops can quickly dish out enough firepower to easily overwhelm even stronger mages. Every roll of a "Weak" Monster spawns 3 of this type of enemy. Imperial Army Recruits have access to the following spells and abilities:
Name: Body Armor
Category: Auxiliary
Type: Passive
Description: The body armor Pergrandian Soldiers are universally equipped with provides a good defense against incoming melee attacks and physical projectiles, granting them a passive 50% reduction to melee damage. Their specialized headgear makes Imperial Army Recruits immune to blinding effects as well as any poisonous gas.
Name: Burst Fire
Category: Offensive
Type: Multi Target
Damage: 40 HP per hit
Range: 50 m
Speed: 340 m/s
Duration: 1 post
Description: Imperial Soldiers are equipped with personal defense weapons that can fire a stream of pistol-caliber projectiles with every push of the trigger. Firing at least a dozen projectiles per second, each of these bullets moves at high speeds, and while possessing little in terms of stopping power, they deal much damage en masse. Each magazine contains 30 bullets, which can be emptied in only two seconds. Once a magazine is empty, it takes a couple of seconds to reload the weapon, though apart from this, all the user has to do to keep firing is keep pulling the trigger. The projectiles, if hitting targets within 50 meters around the users, deal full damage, though their range extends to up to 100 meters around the user. If hitting a target between 50 meters and 100 meters around the user, the projectile only deals 20 HP of damage per projectile. Every soldier has access to 13 magazines before running out of amunition, 12 on their person and one loaded. This ability is not magical, dealing physical damage, and can thus not be negated, reflected, redirected, or copied.
- Normal:
Imperial Army Officer x2
HP: 200 HP
Melee Damage: 80 HP per hit
Movement Speed: 20 m/s
Lower-ranking officers are guaranteed to be competent Soldiers, Pergrande's military recruitment system placing emphasis on qualities such as leadership skills, tactical understanding, as well as technical and practical knowledge, with ideological purity being a secondary concern. While this means that officers are often somewhat more open-minded and free-thinking than the average Pergrandean, measures are taken to ensure they don't dissent too much from state doctrine. Still, this means that those promoted in this system of merit have earned their place as the leaders of squads, platoons, and even companies. After completing their training in one of Pergrande's many military academies and schools they have been shaped into the perfect fit for their role as leaders and combatants, and even though they lack the ability to utilize any magic in combat, they can be fearsome opponents. This fact is based on their skill as well as advanced and high-tech equipment, which is specialized and of better quality than that of regular Soldiers. Not only are the alpine troops used in the border regions equipped with a uniform and helmet that is easily distinguishable from that of other Soldiers, but their gear is also more optimized than that of lower-ranking military personnel. Including all the functions of the headgear recruits wear, the helmet Imperial Army Officers are provided with also includes a combat HUD that allows them to contact and direct every Soldier under their command as well as advanced targeting systems, improving their accuracy, and auxiliary computers that assist in the collection and processing of relevant combat information. As opposed to recruits, they are also equipped with better body armor and a standard-issue Assault Rifle most troops from Pergrande carry. Every roll of a "Normal" Monster spawns 2 of this type of enemy. Imperial Army Officers have access to the following spells and abilities:
Name: Advanced Body Armor
Category: Auxiliary
Type: Passive
Description: Equipped with an upgraded version of the body armor issued to recruits of the Imperial Army, Imperial Officers are somewhat more resilient to damage, and while their unquestionably mundane equipment is not much when confronted with magic, it offers at least marginal protection against the arcane based on the quality of the materials and technology used in its construction. Imperial Army Officers benefit from a 50% melee damage resistance and a 10% magic damage resistance. Their specialized combat suits make them immune to blinding effects, poisonous gases, as well as burn/drain effects resulting from heat or cold.
Name: Full Auto
Category: Offensive
Type: Multi Target
Damage: 80 HP per hit
Range: 300 m
Speed: 600 m/s
Duration: 1 post
Description: Imperial Army Officers carry the same assault rifle issued to regular Imperial Soldiers. This firearm is a reliable and versatile weapon, which can be used in almost all environmental conditions and types of terrain. The projectiles fired from the weapon possess high penetration based on their speed, being able to shear through even thin layers of steel with ease. Each magazine contains 30 projectiles, though the overall firerate is about half that of the personal defense weapons the recruits carry. Still, the stopping power and accuracy of the weapon are far greater. Once a magazine is empty, it takes a few seconds to reload. The projectiles, if hitting targets within 300 meters around the users, deal full damage, though their range extends to up to 600 meters around the user. If hitting a target between 300 meters and 600 meters around the user, the projectile only deals 40 HP of damage per projectile. Every soldier has access to 7 magazines before running out of amunition, 6 on their person and one loaded. This ability is not magical, dealing physical damage, and can thus not be negated, reflected, redirected, or copied.
- Strong:
Imperial Guard
HP: 200 HP
Melee Damage: 100 HP per hit
Movement Speed: 50 m/s
Guard troops are part of formations known as guard units, this title being awarded to military units of the Pergrandean Empire after distinguishing themselves in battle as a way to decorate and honor them. Considered to be the elite among the fighting forces of the Empire, they undergo especially tough physical training procedures as well as an unknown form of psychological training with the goal of obtaining abilities which, among the citizens of the Empire of Pergrande, have gained an almost mythological status. In the Empire's quest to bridge the gap between the power of magic, which is, of course, outlawed and prosecuted in Pergrande, and that of their own forces, other supernatural powers were focussed on in their stead in addition to the nation's technological developments, powers that do not nearly receive the same attention in the magical world. Among these powers is psychokinesis, the power to use one's mind to exert physical pressure, induce movement in an object, to influence the physical world without direct physical interaction, which is heavily favored by Pergrande as a means to rival magical abilities. Anyone, with the right training, can learn psychokinesis, though it requires time and considerable effort to learn and immense concentration to utilize effectively, especially in combat situations. Further, to exceed a certain limiting threshold on one's psychic abilities, one must be born with a talent for the use of such abilities. Still, Guards belong to the small percentage of people within the Empire that can utilize this power, albeit within limits, augmenting their physical strength and speed as well as general fighting style through its use. Additionally, Guard units are also equipped with some of the best equipment Pergrande has to offer, namely receiving not only a full suit of combat armor, but also a weapon to match. Their armor and sword are coated in a very thin layer of a metal known as Oblivium, an element only found in the rough, cold mountains of Pergrande's far north. Oblivium is a substance not only know for its nearly unfathomable toughness, but is also known to instantly destroy any magical energy or similar supernatural abilities, such as curses, blessings, etc., that come into contact with it, making it, while admittedly hard to handle, not only extremely rare in Earthland, but also extremely valuable, especially for Pergrande, the Empire readily exploiting the limited quantities of Oblivium they can obtain. These factors, combined with the combat prowess of Imperial Guards, make them opponents that are easily able to defeat mages en masse, specializing in combat against magic users and the arcane. Imperial Guards have access to the following spells and abilities:
Name: Anti-Magic Coating
Category: Auxiliary
Type: Passive
Description: While their armor is not made entirely from the metal known as Oblivium, only covered in a thin coating, it still possesses considerable anti-magic properties. While this small quantity is not able to negate all magic entirely, it provides a strong resistance against it, their full suit of combat armor granting Imperial Guards not only a 75% melee damage reduction, but also a 75% magic damage reduction. Their magic damage resistance cannot be debuffed or lowered.
Name: Blink
Category: Auxiliary
Type: Burst
Damage: N/a
Range: 200 m
Speed: Instant
Duration: 1 post
Description: Using psychokinetic abilities, Imperial Guards can propel themselves in a given direction at incredible speeds, making their movements appear instantaneous, a move often paired with "Psychokinetic Strike" to close the distance between themselves and an opponent before striking them with an incredibly powerful blow. This ability is using psychic energy as its basis and can thus not be negated, reflected, redirected, or copied. Can be used three times per post max.
Name: Psychokinetic Strike
Category: Offensive
Type: Single Target
Damage: 500 HP
Range: Melee
Speed: 400 m/s
Duration: 1 post
Description: Imperial Guards can use their psychic abilities to greatly enhance the otherwise mundane swing of a sword at a target within melee range around themselves, performing a strike that is not only incredibly fast, but also incredibly powerful. As their swords are covered with the same layer of Oblivium as their armor, it can effortlessly penetrate magical barriers, shields, or armors created by magic, even those with anti-piercing qualities, by simply destroying and dissolving those barriers. Physical armors, however, cannot be automatically destroyed by this strike. This ability is not magical, dealing physical damage, and can thus not be negated, reflected, redirected, or copied. Can be used three times per post max.
- Boss:
Imperial Paladin - Private
HP: 300 HP
Melee Damage: 120 HP per hit
Movement Speed: 120 m/s
Imperial Paladins from Pergrande are an organization that possesses a matchless reputation within the Empire, and even outside of it they are both feared and respected. Separate from the Imperial Army, they are almost akin to an army of their own, possessing their own structure, hierarchy, facilities, supplies, and all other necessities for a large and organized fighting force. Serving as the Empire's secret police, this organization is tasked with exterminating any trace of magic, mages, and the arcane in general within the Empire's borders, and now, with conflict once more being guaranteed, outside of the borders of Pergrande as well. Highly trained and highly specialized, Paladins are recruited and conscripted from among those deemed to have supernatural abilities such as psychic powers and more, and as opposed to Guard troops, which are part of Pergrande's army formations, their training is adapted to the individual. Almost all Paladins are raised from childhood to be instruments to be used by their nation, combat machines that are without equal and in both strength and loyalty. Still, even among the ranks of the Paladins, differences exist, and once one completes their basic training, they are inducted into the Paladins of Pergrande as an official member, holding the rank of Private, while also being bestowed the badge of the Paladins. Though Privates are new members, they are immensely powerful when compared to regular human beings, their movement speed rivaling that of high-tier mages. Their fighting style is based on the use of agility, martial arts, and unarmed combat to overwhelm opponents, and with their bodies enhanced by supernatural abilities, punches and kicks easily possess the power of impacting cannonballs. Further, the Paladins are an organization supported by and in support of their Empire, being granted the resources to equip their members with uniforms that are made from both heavy plates of Oblivium and threads of metallic nature, while heavy, granting them extreme durability, though the weight is offset by the Paladin's strength or psychic abilities. Through the enhancement of psychic abilities, most of these men and women are also highly intelligent and capable of processing information at an exceptional rate, making them rather capable tacticians and combatants alike. Imperial Paladin - Privates have access to the following spells and abilities:
Name: Oblivium Plates
Category: Auxiliary
Type: Passive
Description: The uniform of the Paladins contains plates and threads of Oblivium, making it not only very sturdy, but also highly effective at warding off magic. Their combat gear contains enough Oblivium to utilize the metal's full effect, granting the Paladin Private a 75% melee damage reduction and a 90% magic damage reduction. Their magic damage resistance cannot be debuffed or lowered. Further, the first spell that hits the Paladin Private in a given post is instantly negated without cost, no matter its rank or the limitations of effect as specified in the "Effect Rules".
Name: Psychokinetic Control
Category: Auxiliary
Type: Passive
Description: Through the use of their psychic abilities, Paladings may pick up any of the weapons not in use they can see and use them as if they were their own, even without physically interacting with the weapons, directing them with their mind. If using a weapon from a fallen Imperial Army Recruit, Imperial Army Officer, and/or Imperial Guard, the Paladin has full access to the abilities of the enemy whose weapon has been picked up through the use of this ability. The Paladin can also pick up any unused object within a radius of 400 meters of themselves and use it as a projectile to be launched at an opponent at 400 m/s, dealing the Paladin's melee damage upon successfully hitting their target. The Paladin is not limited in the number of weapons and objects that can be picked up at a given time. All conditions of any abilities used in this way apply. Projectiles launched through the use of this ability deal physical damage and can thus not be negated, reflected, redirected, or copied.
Name: Psychic Focus
Category: Offensive
Type: Multi Target
Damage: 400 HP per hit
Range: Melee
Speed: 500 m/s
Duration: 1 post
Cooldown: 1 post
Description: The Paladin Private focusses, using all of their concentration briefly bring the full potential of their psychic powers to bear. Though the ability possesses no physical cues to its activationg, this not only increases their movement speed to that of this ability, but also multiplies the power of any melee strike performed by them to deal this ability's damage with every hit that successfuly strikes a target. In this state, they seek to bring down their foe swiftly, pursuing them at incredible speeds and engaging them in melee combat with the skillful use of incredibly powerful punches and kicks. After the duration of the ability is over, this ability cannot be activated again for the duration of 1 post due to the strain it puts on the user's concentration. This ability is not magical, dealing physical damage, and can thus not be negated, reflected, redirected, or copied.
Reward
Upon successfully completing the event, players will receive 1.5x EXP of one rank higher than their own rank. D and C Rank Players will receive 2x B Rank EXP. Players ranked S Rank and above receive 100y EXP. Players will also receive a reward of 50,000 Jewels. Further, players will receive an additional reward based on the faction they supported in the event:
Charged Lacrima (If supporting Bellum)
A lacrima containing a great concentration of pure arcane power, which can be absorbed by most people to unlock greater magical potential. This item can be consumed when handing in a job to receive an additional amount of EXP equal to the user's rank. Players ranked S Rank and above receive 100y EXP.
Oblivium Coin (If supporting Pergrande)
A coin forged from the immensely valuable metal known as Oblivium, widely known to negate any and all magic as well as certain supernatural powers that touch it. This item can be consumed when handing in a job to double the number of base jewels gained from the job in question, which is then modified by any bonuses that may apply.
Charged Lacrima (If supporting Bellum)
A lacrima containing a great concentration of pure arcane power, which can be absorbed by most people to unlock greater magical potential. This item can be consumed when handing in a job to receive an additional amount of EXP equal to the user's rank. Players ranked S Rank and above receive 100y EXP.
Oblivium Coin (If supporting Pergrande)
A coin forged from the immensely valuable metal known as Oblivium, widely known to negate any and all magic as well as certain supernatural powers that touch it. This item can be consumed when handing in a job to double the number of base jewels gained from the job in question, which is then modified by any bonuses that may apply.