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Solidix Snike
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PostSubject: The Official Final Stand Wiki   Thu Jul 16, 2009 3:00 pm

Welcome to the FS Wiki. Here, you can learn about the fanfic, events, and terminology.

Imperial Forces
Imperial Infantrymen

Imperial Shock Troops

Imperial Archers
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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 3:01 pm

Why are the archers asian?

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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 3:06 pm

...
They have an eye disorder that makes them look asian. However, the asian eyes cause them to be, like 300% more accurate, even though they were honor graduates at the Imperial Stormtrooper School of Marksmanship. >.>
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PostSubject: Marauders and Kuryonese   Thu Jul 16, 2009 4:17 pm

Kuryon (adj. form - Kuryonese) - A continent that is roughly a week's journey by sea from the east coast of Jawari. Known for its crescent shaped jungle on the west coast, extending north and south, the soldiers from this land are rugged, tough men. Vode has plans to extend his empire across the sea, causing the Kuryonese to prepare for war. Pe Ell supposedly arrived here 50 years ago and began training men for his return.

Jawari (adj. form - Jawarian) - A large continent featured by a large lake surrounded by mountains almost exactly in the center of the continent. Currently under the control of the Emperor Vode, this land is about to be thrown into a large civil war between the Imperials and the Rebels.


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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 4:21 pm

Kuryon Shock Troops:



Description: Heavily armored troops specially trained for the expedition to Jawari. The use of the axe is favored, although a squad is equiped with pikes to deal with possuble cavalry threats.

Kuryon Swordmasters (or, if you prefer, assassins >_>):



Description: Personally trained by Pe Ell himself, these sword-users are deadly fast and incredibly skilled.

Kuryon Archers:



Description: Archers trained to hit a leaf off a tree from 600 paces, these men are deadly accurate. Also trained to use a dagger in case of close-combat situations.


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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 4:26 pm

The HunterX4:



Description: A machine developed by unknown persons supposedly working for Vaisey, one of the original Four Lords.


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PostSubject: Other non-imperial forces   Thu Jul 16, 2009 6:02 pm

Forces for non-imperial, antebellum countries:

Galvonian Mercinaries:

Galvonia, an ancient empire, formerly one of the strongest Empires in Jawari employed these in their military. After the war, when Gavonia fell, many former soldiers became private mercenaries. They are strong, and have tough armor, but they are lacking in Magical ability, and speed.

Stats:
ATT:12
DEF:15
SPD:4
MAG:0

Standard Tactics:
Sweeping Slash-a powerful horizontal slash [Steel/Earth]
Uppercutting slash-a vertically upward slash [Steel]
Rock Throw-a heavy rock is thrown at a short-mid range distance. [Earth]

Kaden Mages:

Kade, a young principality, was ruled by an oligarchy of old rich mages. While they look harmless enough, and seem altruistic, they are power-hungry, and use passive magic to attack their opponents, while maintaining their aristocratic status. After Vode took over, he instated them as governors.

Stats:
ATT:0
DEF:8
SPD:5
MAG:15

Magic:
Shielding Aura-a simple defensive spell [light]
Purifying Haze-a passive life-sapping spell [light/wind]
Holy Beam-a damaging beam of light; their only offensive spell [light]
Divine Paralysis-a paralyzing spell, designed to incapacitate their opponents [light/lightning]
Brilliant flash-a bright flash, temporarily blinding their opponents. [light]
Dazzling teleport- a long range teleport. Slow activation, so used predominantly to teleport rather long distances, as other modes of transportation are quicker for distances less than a few miles. [light]
Luminous cage-an impenetrable cage of light envelops the opponent [light/Steel]

Tarman Scientists:

In the old country of Tarma, Scientists were praised across the continent as some of the best. Despite their technology, their armies were over-run, by shear numbers. Now only the scientists remain in large numbers, now often employed by either the empire, or the resistance.

Stats:
ATT:6
DEF:4
SPD:8
MAG:12 (their tech counts as magic for the sake of stats)

Magic (Technology):
Plasma 6-shooter: A staple weapon of Tarman forces, most scientists still carry one for self defensive purposes. [Lightning]
Spider-drones: These steam-powered workshop-assistants are modeled after spiders. Their 8 legs are outfitted with tools, some of which have been modified to include weaponry, without drastically altering their repair ability. [Steel]
Hologram Caster: A set of projectors beam a realistic hologram as an illusion [Light]
Hovercraft: A large hovering platform, powered by steam. Allows fast travel, and allows a stable platform, even when in motion. [Wind]
Magnetic Polarity-Director: A device used to reverse the polarity of the neutron flow, to allow an impenetrable Magnetic force-field to be made around an object. [Lightning]
Science Goggles: a multi-lens pair of goggles allows the scientist to view their inventions to be viewed at different magnifications, and different light spectrums. Allows for superior detection abilities, such as heat vision, allowing them to see through minor stealth tricks. [Light]


Bounty Hunters:

Bounty Hunters had mostly grouped together during the war, and formed Guilds.After the war, these rival guilds sought to collect bounties on losing countries' high ranking generals, and rulers.

Stats:
ATT:14
DEF:4
SPD:12
MAG:0

Signature attacks:
Crossbow fire-a hot-iron arrow fires at the opponent [fire/earth]
Stealthy shot-their stealth allows for a quick assassination shot [darkness]
Night vision strike-This allows similar aim at night as during the day. [darkness]

Galbadian Special Forces Operatives:

They are by nature very emo, and stupid. They wield large swords, which is likely overcompensating for something...

Ageanoran Ambassador

An ambassador from Ageanor, a far-off country in a sub-continent island on the other side of the planet. They are often Diplomats and Merchants, as well as unrivaled sailors, keeping a relatively neutral stance with other nations, in order to keep trade options open.

Stats:
ATT: 6
DEF: 10
SPD: 12
MAG: 2

Attacks:
Electrical blaster-a gun designed to fend off pirates and sea monsters. It has the secondary ability to stun. [lightning]
Water Cannon-a damaging cannon designed to fire compacted water, which deals almost as much damage as a standard cannonball, however it is more abundant ammunition. [water]
Navigation equipment. Various tools allow unrivaled navigation and exploration. Determines location and direction facing. Also includes electronic map, which automatically fills in missing information. [lightning]

Magic:
Storm control-These ambassadors have some control over weather, allowing clear skies when sailing, as well as creating storms when evading enemies. [water/wind]

Glaisian Huntsman

The Hunters of the Northern country of Glaise survived the war, due to their superb ability to conserve heat in the cold mountains of their homeland. Their Body suits conserve heat, drawing cold energy to their weaponry, and magic.

Stats:
ATT: 8
DEF: 6
SPD: 6
MAG: 10

Attacks:
Frostblade slash- a frost-bite educing slash from their ice blade. [ice]
Ice Shield- block an attack with their thick, hard shield of ice. [ice]
Hypothermic Stab- a stab from their ice blade draws heat from their opponent into their body. [ice]

Magic:
Heat-burst- A small burst of heat, used to re-warm themselves, should their body-suits malfunction. It can also be used to spark a fire. [fire]
Ice Spear- The Huntsman throws a spear of ice at the opponent [ice]
Cold release- The Huntsman releases a Cold beam [ice]
Icy Aura- Their shield's ice-power expands to create an energy absorbing aura, which envelops their body, but only affects energy.
Blizzard Wave- A heavy wave of cold pulses from thee huntsman. Uses up most of their cold energy, decreasing their effectiveness thereafter.

Licheran Monk

These warrior monks, hailing room Lichera, a country in the western swamps, are renowned for their affinity with the earth, nearly rivaling that of the elves.

Stats:
ATT: 9
DEF:7
SPD:4
MAG:10

Attacks:
Craggy punch-a small jab with their rock grieves. [earth]
Mace smash- a strong swipe with their mace. [earth]
Skull-breaker- A skull smashing mace clober [earth]

Magic:
Moss infestation: Choke the opponent on tiny spores [nature]
Tree-crush: Animate a tree to smash the opponent with a heavy branch [Earth/Nature]
Nature's life: Heal himself and others using the healing power of nature [nature]
Vine-snap: Use vines and weeds so ensnare the opponent. [nature]
Hallucinogenic pollen: Spray spores of Hallucination enduing pollen. [nature]

*Note: these are classes of non-imperial forces. They can be RP'ed by anyone, and can be RP'ed as resistance fighters, freelancers, or rarely, as imperial forces. Kaden Mages, however all all imperial governors, and they must be RP'ed as such. Characters are encouraged to be distinguished from one another with names, and other distinguishing factors*

*Note 2: This list is subject to change*


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PostSubject: The Official Final Stand Wiki   Thu Jul 16, 2009 8:36 pm

TIMELINE
Here's a small timeline of the fanfic.
BE= before Empire
VE= Vode Era
5684 BE - Bandits raid Kisen and Melissa's village. No suspected survivors other than those two.
5687 BE (0 VE)-The empire begins.
1 VE-The Four Lords are assembled.
2 VE- The contient is conquered. the Gee Faks rebels are formed, as a coalition of free nations.
3 VE- Gee Faks becomes the sole free human city. Tukana is "assassinated".
4 VE- Cedrine, the Aqua Fault, is exiled by Volverein. Desert rebels are formed, and they build what becomes known as the Rebel Base.
6 VE- Rebel Base is destroyed. Cedrine is replaced by Holly, the Ageless Edge.
7 VE- Present Day.


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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 8:46 pm

4550 BE - The Overlord begins his assassin's guild, with the intent of assassinating corrupt politicians, generals, etc.
4698 BE - Pe Ell becomes famous as The Overlord's top assassin and most trusted lieutenant.
5267 BE - Hedret enters the assassination guild, quickly rising through the ranks.
5300 BE - The Overlord becomes corrupt and Pe Ell leaves to work on his own.
5350 BE - Pe Ell is "assassinated" by Hedret.
5496 BE - Hedret disappears. No one knows where he went.
5539 BE - Morgan Jax becomes the best archer, and best assassin, in the land.
5632 BE - Morgan Jax disappears, presumed to be dead.
5687 BE - The Overlord begins working with Vode to take over Jawari as they see fit. Resistance leaders begin to disappear.
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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 9:14 pm

5583-Dr Faustus is born.
5606-Dr. Faustus receives his Doctorate (2 years earlier than normal)
5624-Dr. Faustus does his 'deal with the devil, and goes insane'
5654-Scourge is born.
5672-Scourge enrolls in the Galvonian Military
5685-Scourge Quits the Galvonian Military, and severs his ties to Galvonia.
5686-Scourge is Cursed.
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PostSubject: Re: The Official Final Stand Wiki   Thu Jul 16, 2009 9:56 pm

3765 BE - Glorgendel is born.
4208 BE - Glorgendel becomes king of the elves.
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PostSubject: Re: The Official Final Stand Wiki   Fri Jul 17, 2009 11:14 am

BMWH=Before Man's Written History

20000 BMWH - The elven city of Arblont is founded.
17057 BMWH - Tark is forged and becomes the weapon of the kings.
0 BMWH (0 BE) - Tark's power is restricted for unknown reasons.
55 BE - Man declares war on the elves, eventually driving them all the way back to Arblont.
66 BE - The elven king, Andar Elessedil, also the greatest mage of the time, brings down judgement on Man, causing them to forget that the elves exist, also killing many of the invaders. However, this greatly weakens his power and, nearly 6000 years later, he has yet to fully recover.
4687 BE - The Overlord discovers the existence of the elves, then seeks counsel with Andar and Glorgendel.


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PostSubject: Re: The Official Final Stand Wiki   Fri Jul 17, 2009 1:30 pm

100000 BMWH - The Transit is created. The planets' rotations and revolutions around their star completely change. All of the planets in the system practically turn inside out with the sudden change of climate, gravity, etc. 50000 years pass before life can start anew on the planet.
20000 BMWH - Neo City is built in a day, as the mark of the Civilization. They then leave to a place unknown.
55 BE - Man declares war on the Elves. A group of humans that disagree with the war, known as the Outcasts, travel to the transit and use it to move to a different planet, leaving behind only a young couple to protect the gateway to the Outcasts' new world.
7 VE (present day) - Jack, the descendant of the young couple left behind, along with his human partner Stella, conclude that they must finally leave the Transit to assist in the defeat of the Vode Empire. By this time, the Outcasts have become a race of their own.
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PostSubject: The Official Final Stand Wiki   Fri Jul 17, 2009 3:36 pm

Four Lords: The four finest generals in Vode's army. Founded in 1VE, the original four were the Knight Terror Vaisey, Cedrine the Aqua Fault, the Zephyr Bolt Cassius, and Snike the Blazing Flash. Eventually, Cedrine was exiled in 4 VE. She was replaced 2 years later by Holly, the Ageless Edge.
The Commandants: The sucessor group to the Four Lords, not much is known about them at the moment.


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PostSubject: Re: The Official Final Stand Wiki   Fri Jul 17, 2009 3:40 pm

Kitsune: Fox spirits that have anywhere from 1 to 9 tails. The more tails, the more powerful, the harder to summon. They dwell in the Spirit World. A now-extinct clan in the Areyu Forest revered them as guardian spirits and used a Kitsune ability, Blue Fire.
Marauders: Brutish, human-like creatures who terrorize the Areyu Forest, the mountains west of it and small parts of the Sinarra Plains and Eldwich Highlands. Wield simple, heavy stone axes.
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PostSubject: Re: The Official Final Stand Wiki   Fri Jul 17, 2009 3:58 pm

The Overlord - Once an expert assassin himself, he decided to found a guild of assassins (4550 BE) to take care of corrupt politicians, generals, etc. Personally trained the 3 greatest assassins to have ever walked Jawari: Pe Ell, Hedret, and Morgan Jax. However, shortly after training Hedret, The Overlord himself fell victim to corruption (5300 BE). His guild was hired out to rich politicians, generals, etc. to assassinate their enemies. When Vode started to take over, The Overlord offered his services on the condition that he was still a "free" man. Vode agreed and resistance leaders began to disappear. He discovered the secret the elves discovered long ago on how to live an unnaturally long life (roughly 10000 years). He and his guild are also the only ones who know where the elves are.

Pe Ell - An assassin who became The Overlord's second-in-command for a long time. Known for the use of Sajina, a light, yet powerful katana. He left the guild when The Overlord went corrupt and was supposedly assassinated by Hedret 50 years later. However, the assassination was staged and Pe Ell went east to hide in a cave near Arblont. He intended to sail east, looking for Kuryon. Supposedly set sail for Kuryon 50 years before Vode took over. No one has seen him since.

Hedret - A unique assassin due to the fact he used a naginata, which he called Yazzi. His use of the naginata greatly popularized it and it became a standard weapon in some armies for a time. He disappeared 100 years after "assassinating" Pe Ell. He hasn't been seen since.

Morgan Jax - Around 5539 BE, Morgan Jax entered the guild. He quickly became the best archer in the land, and his weapon of choice was the Saracen Bow. He then became the best assassin in the land as Pe Ell and Hedret had disappeared. He then disappeared after about 100 years as The Overlord's second-in-command in 5632. Hasn't been seen since.
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PostSubject: Re: The Official Final Stand Wiki   Fri Jul 17, 2009 4:10 pm

The War - Called simply "The War" due to the sheer destruction it caused. In 53 BE, Man discovered the existence of elves. Man, however, decided it could not coexist with the elves and, in 55 BE, war was declared. The war dragged on for years, and, eventually, through sheer force of numbers, the elves were pushed back to their capital city of Arblont, deep in the Areyu Forest. It looked like the elves were doomed for extinction. However, the elven king of the time, Andar Elessedil, the best mage to have ever lived, finally entered the war. He cast the "Judgement" spell, causing many of the invading humans to perish. He then cast another, unnamed spell to cause humanity to forget about the existence of the elves. However, this great usage of magic caused him to be weakened significantly. He has yet to recover after nearly 6000 years.
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PostSubject: Re: The Official Final Stand Wiki   Fri Jul 17, 2009 5:30 pm

Pre-war civilizations:
Galvonia-An old country with a large military history. Was the first to be taken over by the empire when it rose to power.
Kade- A young, small principality, ruled over by rich mages. Fell to the empire early on, due to lack of funds; a surrender.
Tarma- An old, scientifically advanced country. Fell to the empire after a long battle in which their armies were outnumbered 100:1; a close battle.
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PostSubject: Re: The Official Final Stand Wiki   Sat Jul 18, 2009 10:59 pm

OTHER ENEMIES:
dark mech warrior-
powered by dark forces and technology, these enemies are a force to be reckoned with.
Dark assassin
agile and silent, their dark abilities make them hard to see.

these enemies are freelance, and may be employed by the empire, but are not generally assosciated with it.


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PostSubject: Re: The Official Final Stand Wiki   Sat Jul 18, 2009 11:05 pm

5686- TD260 and Raiden, the anti- empire's top allies go missing-
also, the empire seizes control and is able to reduce all opposition to small bands of rebels.


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PostSubject: Re: The Official Final Stand Wiki   Sun Jul 19, 2009 12:13 pm

The Guild- The assassin's guild The Overlord founded is simply called "The Guild". At its height, the Guild had over 1000 assassins working, either directly or indirectly, for The Overlord.
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PostSubject: Re: The Official Final Stand Wiki   Sun Jul 19, 2009 2:06 pm

The Sacred Lake: A lake in the middle of Jawari. It's blocked off by a wall of mountains. Few can climb the sheer defenses, and fewer attempt to swim to the bottom of the lake, which is so deep a bottom may as well not exist. All divers that were mad enough swam down until they drowned. It is said in the middle of the lake, a Tower of Salvation exists. Both are sacred due to the mysteries and legends surrounding them.
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PostSubject: Re: The Official Final Stand Wiki   Sun Jul 19, 2009 2:07 pm

The Gee Faks Rebellion - Shortly after Vode began taking over, many of the remaining countries, cities, and tribes began taking measures to protect their own individual interests from those of Vode. The coalition was formed, the leading city/nation being Gee Faks, the economical capital of Jawari. Thus, the entire rebellion was known as the "Gee Faks Rebellion." However, the main base of operations, unbeknownst to the Imperials at the time, was deep in the desert. The leader of this whole operation was Lord Tukana of Gee Faks. The rebellion was eventually beaten so bad that all that was left were the desert bases and Gee Faks. After Tukana was assassinated in 3 VE, the rebellion was crushed and became mere pockets of token resistance throughout the continent.
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PostSubject: Re: The Official Final Stand Wiki   Sun Jul 19, 2009 2:59 pm

The Marauder:



Description: Brutish, human-like creatures who terrorize the Areyu Forest, the mountains west of it and small parts of the Sinarra Plains and Eldwich Highlands. Wield simple, heavy stone axes.
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PostSubject: Re: The Official Final Stand Wiki   Sun Jul 19, 2009 3:07 pm

Elements (as of now): Darkness, Light, Fire, Nature (Grass related, FYI), Water, Earth, Ice, Wind, Lightning, Steel (Metal),Time, and Lunar. Will add more if they come up.


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