Your Origin - backstory
How did you join Kyros' army?
Today, you are a Fatebinder - agent of the Archon of Justice. You are by no means free, but as a warrior-scholar deputized with discretionary powers to interpret and execute the laws of the Overlord Kyros, you are freer than most.
One does not apply to be a Fatebinder, one is called by Tunon the Archon of Justice, and to decline is death. Millions of men and women live in the dozens of realms ruled by the Overlordhow did you stand out from amongst this teeming mass of desperation and insignificance and gain the Archon's notice?
Not wishing to pay to feed and house two, the madam that purchased your mother sold you to the Proving Grounds, the Northern Empire's bloodiest, most notorious fighting arena. Given only enough training to assure the show isn't over too soon, your natural prowess and survival instinct led you to one victory after another. There was no elegant swordplay, no formalized duels - just brutal melee and the stench of blood, shit, and bronze with each day's gruesome necessities.
It is said that any fighter that slays a dozen others in the grand melee is given her freedom, but in three hundred years, only three warriors have ever walked away from the Provin Grounds. When the closing horns sounded and thirteen corpses lay about your feet, you became the fourth to be granted freedom to thunderous applause - but this autonomy was short-lived. Within days, word of your accomplishment made its way to the Archon of Justice.
When the leader of your home village spoke out of turn one time too many, agents of the Overlord put the whole town to the torch to contain the spread of insubordination. The Bounding Viper tribe came across the smoking ruins of your village, and when the Beasts matriarch found you frozen but unafraid, the mighty leader took you in and raised you with the protection of her tribe.
For years you lived with these wild Beastmen in their migratory homes throughout the mountains, but the Bounding Vipers were a dying breed. Each long winter took a greater toll than the last, and once the dwindling tribe was too weak to defend its lands, Disfavored soldiers came to dispense of the ravenous scavengers your tribe had become. Finding a human amongst the wild tribe, the Disfavored soldiers made a point of taking you alive. News of the wild child of the North eventually spread to the Archon of Justice - and he ordered you released from captivity and delivered unto his court.
Deeply proud of your intelligence, your parents always knew you were too smart for a life spent with your hands in the soil. Looking to secure a better future, your parents struck a bargain with the Seven Tree Guild, a small magical order willing to teach you letters, numbers, and magic - if you proved capable.
For several years, you learned much from the mages, mastering reading and writing faster than the rest, and eventually learned the basics of mystic theory and spellcraft. Your magical studies came to an abrupt halt when the Voices of Nerat, Archon of Secrets, deemed the Guild "a peacetime distraction" that must be disbanded or the upcoming war, its mages assigned to proper armies. While your peers went on to other guilds, your mind was seen as too valuable to be wasted on the armies - instead, your life was claimed by Tunon, Archon of Justice.
Born to noble parents, you were groomed for leadership - your youth spent on letters, history, rhetoric, and other matters of culture and statecraft. Though you had wealth and creature comforts, you were expected to grow up quickly and bear the honor of shepherding others through prosperity and war.
When your parents came under accusation of sedition, you were sent to the court of Tunon, Archon of Justice, to defend your family's actions. Your parents were found guilty - their sentence: the dissolution of the treasonous estate. Eloquently pleading your own ignorance on your family's actions, you negotiated your most important deal yet - immunity from the crimes of your family for the simple cost of swearing fealty to the Archon himself. Despite the unwilling induction, your education and savvy made you a valuable addition to the Archon's cadre of enforcers. And so long as you remain in good standing, your family just might be allowed to live.
Unable to settle the year's accounts with grain, your parents offered you as a tithe to the Overlord instead. Seeing your first battles as a child, you've known all your life how to fight, how to stay calm at the sight of blood an disembowelment, and how to rely on your fellow warriors, Deemed smarter than the average killer, you were groomed for command and given an education in letters and numbers.
With rumors of war, it seemed recruitment into the Disfavored legion would be the obvious match for your skills, but the Archon of Justice is known to say that good iron is not used for swords, and good minds are not used for soldiers. Claimed by Tunon, you were instead drafted into the Court of Fatebinders, where your martial skills were put to use in the enforcement of Kyros' laws.
Accused of a crime you most certainly did commit, you stood before Tunon the Adjudicator, Archon of Justice, and argued your case with eloquence and conviction. Impressed by your logic, reason, and confidence, he found you guilty anyway.
It is rumored that Tunon selects many of his ents from his prisoners - who better to catch the wicked than those versed in such ways?
In his mercy, Tunon offered you the choice of two sentences; decades languishing in prison or a lifetime serving him in the court of Fatebinders. The choice was an easy one, and instead of seeing the inside of a cell, you were trained in letters and numbers, magic and war. The laws you once broke are now yours to interpret and enforce.
Few have the combination of wits and courage to be accomplished casters and warriors, an those cursed with such a combination of talents are invariably pulled from their mundane lives and assigned to the armies of the Archons. Your earliest memories are a painful slog of training, study, lecture, and exhaustion - all the elements of being groomed for battle. You knew better than to ask what became of your family, nor to question the missives allegedly penned by their hand that were part of your earliest lessons in reading.
When you reached adulthood, Tunon the Adjudicator came to the barracks and laid claim to your life. Seeing you as too valuable for the crucible of battle, the Archon of Justice deemed your life better spent dedicated to the art of punitive legal remedies, Though you had much to learn in matters of civil discourse, none could deny your bright future as Tunon's next great enforcer.
Though they would never tell you why, Kyros bestowed great wealth upon your family for some unmentioned service, and your parents used this wealth to have you raised far from home-your childhood was a nomadic tour of Terratus with hired tutors and fleeting friendships. Where others had stability and routine, you had a worldly and varied education.
A careless word in a far-flung city landed you in legal trouble, and you were taken before Tunon the Adjudicator and made to stand trial. Not only did you plead your innocence, but you turned the accusations around on the accuser for wasting the Court's time, and the Archon of Justice concurred. Amused by your wit, wisdom, and adaptability, Tunon claimed you as his newest enforcer.
Primary & Secondary Expertise
You were trained in the following combat style (two to select):
As one of Tunon's Fatebinders, you received training in the arts of war, the intrigue of magic, and the inexhaustible depths of Kyros' Law. Across the Northern Empire, the education of a Fatebinder is second to none. Those bearing the title are expected to read instructions and understand the economies of the Realms in which they operate. Literacy and mathematics - skills rarely found on Terratus - are essential skills in the execution of law. Subtler talents like speechcraft or tactics are honed with time and experience under Tunon's guidance.
Sword And Shield
Wielding a sword and shield puts you in the front line of combat, standing between enemies and your allies. Holding a shield will slow down your attack rate slightly, but give you good defensive bonuses.
- +6 One-Handed Weapons
- +5 Parry
- +4 Athletics
Wielding a two-handed weapon puts your focus on power rather than speed. This is a slow attack style, but the damage you deal will often overcome the armor of your enemies.
- +6 Two Handed Weapons
- +5 Parry
- +5 Athletics
The shortbow is the weapon of choice for those who choose to attack from a distance, avoiding direct engagement with their enemies.
- +6 Bows
- +3 Dodge
- +5 Subterfuge
- +3 Athletics
Wielding a javelin is a good compromise between melee and ranged. Thrown weapons deal more damage than bows, but cannot attack from as far away. They also have the benefit of being able to switch between ranged and melee attacks depending on the enemy's distance.
- +6 Thrown Weapons
- +3 Dodge
- +3 Parry
- +5 Athletics
Wielding two weapons gives you the advantage of versatility as each weapon can deal different types of damage.
- +6 Dual Wield
- +5 Parry
- +5 Athletics
- +3 Subterfuge
Unarmed fighting is one of the more challenging combat styles. Damage is generally lower, but this is offset by the speed of your attacks. A good style for someone interested in being challenged.
- +6 Unarmed Combat
- +5 Dodge
- +5 Athletics
- +3 Subterfuge
Mages skilled in shock magic can frequently interrupt their enemies, preventing them from executing their attacks.
The School of Vigor is a utility branch of magic that focuses on granting bonuses to yourself and your allies.
Atrophy magic drains the skills and attributes of your enemies, their attacks and making them easier to kill.
Frost magic is an offensive school that focuses on slowing enemies as well as dealing cold damage.
Might determines the physical strength of a character. Increased Might leads to more powerful attacks and stronger abilities, as well as increasing the Endurance defense.
The Finesse attribute describes a character's physical and mental precision. Finesse is used to determine accuracy of attacks and spells, as well as increasing worn armor's chances to reduce a hit type (e.g. a critical to a hit, or a hit to a gaze)
Quickness determines how often a character can use their abilities and spells in combat, reducing cooldown durations.
Vitality determines a character's physical health and their strength of personality. It also increases the Will defense.
The Wits attribute describes a character's mental acuity - their ability to observe their environment and pick up on clues. Wits is used to increase spell strength as well as increase the Magic defense.
Resolve determines a character's ability to endure physical and mental challenges. Resolve is the primary attribute used to derive the Endurance, Will, and Magic defenses. It also increases the durations of Afflictions applied by the character.
Determines effectiveness of attacks using a magical staff. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes. The accuracy of magical attacks is determined by both the Magic Staff skill and the magic skill used by the equipped staff.
Determines effectiveness of attacks using weapons wielded in a single hand swords, axes, daggers, and maces. Higher skill values lead to more accurate attacks, increasing the chance of critical strike.
Determines effectiveness of attacks with thrown weapons. Higher skill ranks lead to more accurate attacks, increasing the chance of critical strikes.
Determines effectiveness of attacks using large weapons wielded in both hands - greatswords, war hammers and axes. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes.
Determines effectiveness of unarmed attacks. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes.
The Dodge skill defends against attacks from bows, javelins, or magic spells. Higher skill ranks will reduce damage taken, or even cause enemies to miss their attack altogether.
Lore skill determines a character's ability to decipher information and put together clues from fragments of information. This skill is critical for magic users who wish to learn new runes to power their spells. Lore is also used in dialogue to determine what you know about the history of the world, or to impress others with your intelligence.
The Parry skill defends against melee attacks and spells. Higher skill ranks will reduce damage from enemy attacks and may lead them to miss altogether.
Determines a character's ability to traverse difficult terrain, as S their ability to execute complicated moves in combat. Athletics is also used in dialogue to determine your ability to intimidate or overpower someone.
The Subterfuge skill determines a character's ability to move unseen through their environment, to detect and manipulate hidden traps and devices, and to open locked chests and doors. It is also used in dialogue to determine your ability to deceive or trick the person you're speaking with.
Determines a character's ability to evoke and control spells that use the Sigil of Frost. Higher skill values increase the chance of Hits and Crits.
Determines a character's ability to draw and control spells that use the Sigil of Lightning. Higher skill values increase the chance of Hits and Crits.
In the Northern Empire, where you were born, men enjoy equal protections under the laws of the Overlord Kvros. In the southern lands of the Tiers, only men may own or captain ships, but real estate is restricted to women - men may lease, but durable ownership of the land in the Tiers always passes to eldest daughters or sister.
Most sons enter their father's profession by their mid-teens. Those without a profession or family lands to work can find purpose by pledging service to one of the Overlord's mighty Archons. Criminals, derelicts, and others are often conscripted into the armies of the Archons - if a child cannot forge his own skein, he will certainly find one in battle.
In the Northern Empire, where you were born, women enjoy equal protections under the laws of Overlord Kyros. In the southern lands of the Tiers, women may crew a ship, but only men may own or captain a vessel. While these customs give the oceans to the men, the lands are trusted to the women - men may rent and lease, but only women may own land and bequeath it to their daughters and sisters.
While following a parent's profession is standard, many women choose to pledge service to one of the Overlord's powerful Archons. Those without a viable trade or lands to call their own are often drafted into the armies of the Archons, where it is assumed they will rise to glory or vanish in obscurity in accordance to their worth.