The Executors of Aetolia
The Executors are an ancient assassin cadre that once served Severn personally. As such, the profession's past is a sordid one, their vicious fighting style historically turned toward the obliteration of the Ankyreans after the Manipulator had deemed them no longer necessary.
Trained as expert trackers and taught practical forms of shadow charms, they operate with fluid grace and brutal agility in pursuit of whatever quarry that catches their eye.
Executor Skills
An ancient art practised by Severn's Executors in the era of the second Ankyreans, Shadowdancing involves the use of a large, circular blade compatible with acrobatics, agile feints, and complex trickery. Known as the most graceful of killing arts in that bygone era, a skilled shadowdancer was rumoured to possess awe-inspiring control of their own body and the shade they cast. Whispers tell of mystical techniques that allow an Executor's shadow to act independently from the greater whole that casts it, ensuring that these fabled assassins were never alone on the battlefield. Trained in those elder days as magehunters, the first Executors hunted down renegade Ankyreans and utilised their perfect control of their own silhouettes to double their numbers and thus their odds at comparative demigods.
Modern practitioners of the martial school recognise now that its practice requires expert contortions, blinding speed, and a supernatural oneness with their shadow to achieve the greatest effects. Woe betide those that incur the wrath of those that wield the ringblade, for Executors one and all possess a grim determination to see their enemy reduced to ribbons in order to complete their mission.
Shadowdancing
-
Dance
DescriptionSyntax: RINGBLADE DANCE <target> <initial> <follow-up>
This ability allows you to unleash a swift combination of attacks with a single command.
-
Repose
DescriptionSyntax: REPOSE <ON|OFF>
By embracing the cooling sanctuary of darkness, you allow your body to recover endurance faster.
You may only enter such a state when within a natural environment, which are limited to:
Forests, Mountains, Hills, Beaches, Grasslands, Valleys, Swamps and Rivers.Any other area is not suitable for an Executor to seek such a bountiful state of rest.
-
Lithe
DescriptionSyntax: LITHE <ON|OFF>
In a fight it is essential to stay on your feet. Using this skill, you will be able to occasionally avoid being knocked to the ground. This will tax your mana and willpower in order to upkeep.
-
Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
-
Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block. -
Limberness
DescriptionSyntax: LIMBERNESS
From your constant training you have learned how to remain limber even in the face of adversity. While under the effects of an affliction that lengthens balance recovery, they will only extend your balance by half as much.
-
Poise
DescriptionThis ability is passive.
Your proficiency with the ringblade has heightened to the point that you can strike successfully with a single crippled arm. Having both arms crippled will still leave you helpless, however.
Additionally, should your target have the arrhythmia affliction, then any attack with your ringblade cannot be parried.
-
Contravene
DescriptionSyntax: RINGBLADE CONTRAVENE <target>
If your opponent parries your attack you can instantly answer with another, though it will be weaker. This ability cannot deliver venoms.
-
Somersault
DescriptionSyntax: SOMERSAULT
By tensing your legs, you can somersault away the next time you successfully dodge an attack, providing you dodge within the next few seconds of activation. You will leave in the direction you originally came from, bypassing any obstructions in your way, however if you were magically transported or were moved in a fashion that wasn't through an exit then you will be unable to somersault.
- You can use the following single attacks
-
Brandish
DescriptionUsage: RINGBLADE BRANDISH <target>
After utilising certain abilities, you may follow the attack with a swift slice of your ringblade in a graceful motion. You may make use of this ability while off equilibrium for no extra cost.
Brandish will work with the following abilities:
Artifice: Verglas, Accost, Pester.
Subversion: Kindle. -
Incise
DescriptionSyntax: RINGBLADE INCISE <target> <LEFT|RIGHT>
With this single attack you are able to target one of your opponent's legs. This will first cripple the limb, and then if it is left untreated, it will then break it causing damage to the bone.
-
Dissever
DescriptionSyntax: RINGBLADE DISSEVER <target> <LEFT|RIGHT>
This skill can be used to target arms and cripple them. This first strike will leave the arm crippled, then if left untreated, the second will completely break the arm and damage the bone.
-
Brutalise
DescriptionSyntax: RINGBLADE BRUTALISE <target>
RINGBLADE HAUL <direction>If your opponent is prone, you can use this ability to drive a sharp side of your ringblade deep into their stomach. Your victim will be unable to act until they writhe free. Once impaled, you may drag them in a direction if you so wish.
You may WITHDRAW RINGBLADE to remove your ringblade from your opponent should they be unable to writhe free, allowing you to act once more.
-
Terminate
DescriptionSyntax: RINGBLADE TERMINATE <target>
This move can be used to deliver a whirling coup de grace to your opponent, finishing them off in an efficient spectacle of crimson violence. To be able to use it, the opponent must be confused, prone, both legs crippled, and affected by arrythmia.
-
Twinraze
DescriptionSyntax: RINGBLADE TWINRAZE <target>
With this swift move, you can raze two of your opponent's defences at once. The second raze will only work on rebounding aura or magical shields.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Stifle
DescriptionSyntax: RINGBLADE STIFLE <target>
By forcefully slamming your ringblade against your opponent's throat you can efficiently remove his ability to swallow properly. This will additionally prevent the Fitness ability from being used, should they have it.
-
Saw
DescriptionSyntax: RINGBLADE SAW <target>
If you have someone impaled upon your ringblade, you can saw through their innards to cause significant damage.
-
Pirouette
DescriptionSyntax: RINGBLADE PIROUETTE <target>
This difficult manuever will first strike your opponent with your ringblade, similar to Beguile or Contrive. After a short delay, and while you are off balance, you will strike them again - leaving only a small window before your next attack. If you are hindered while performing this advanced motion, the second attack will not strike.
Should your opponent's rebounding aura come up, or should he shield, then the second strike of Pirouette will raze it instead.
- You can use the following initial attacks
-
Contrive
DescriptionSyntax: RINGBLADE CONTRIVE <target> [venom]
Your deceptive dance allows you to draw near enough that you can run your ringblade along the exposed flesh of your mark, delivering a venom and physical harm. The attack will position you for a follow-up attack with the other blade.
-
Ploy
DescriptionUsage: RINGBLADE PLOY <target>
With a very precise cut above your opponent's eyes, you can cause blood to flow into their eyes and leave them blind. Afterwards you can easily position yourself for a follow-up attack.
-
Ruse
DescriptionSyntax: RINGBLADE RUSE <target>
By simply threatening to strike and moving forward in a complex motion of the vaunted shadowdance, you can sow confusion and discord within your mark's mind. Your movements also make it possible to strike with a follow-up attack, allowing you to continue your graceful onslaught.
This ability deals no damage and is not affected by the aura of rebounding.
-
Gambit
DescriptionSyntax: RINGBLADE GAMBIT <target>
Using the the flat of your ringblade, deliver a brutal slap that leaves your mark momentarily stunned. This will allow you to follow-up with another attack.
-
Phlebotomise
DescriptionSyntax: RINGBLADE PHLEBOTOMISE <target>
This long slice across the target's body will induce impairment alongside substantial damage. If the target is already impaired, you will induce addiction in your assault as well as additional bleeding. This will position you for a follow-up attack afterward.
-
Impair
DescriptionSyntax: RINGBLADE IMPAIR <target> <LEFT|RIGHT> <ARM|LEG>
You may slice at your foe's muscles, inducing lethargy if the legs are struck and dropping their parry if the arms are struck. This will position you for a follow-up attack afterward.
-
Shave
DescriptionSyntax: RINGBLADE SHAVE <target>
This attack will allow you to strip the defences of your foe, prioritising magical shields and then the aura of rebounding. Afterwards it will strip at random. This attack will position you for a follow-up strike.
-
Gambol
DescriptionSyntax: RINGBLADE GAMBOL <target>
Tangling your weapon between your opponent's legs is a sure way to make him fall. This will allow you to make a follow-up attack afterwards.
-
Perplex
DescriptionSyntax: RINGBLADE PERPLEX <target>
Spinning your weapon, you can strike them in the head with the flat of your ringblade causing blunt trauma. This advanced motion will create confounding, shadowy shapes, causing the epilepsy and laxity afflictions in your opponent. You may perform a follow-up attack afterwards.
-
Waylay
DescriptionSyntax: RINGBLADE WAYLAY <target> [venom]
This ability allows you to attack your opponent from an adjacent location, destroy the aura of rebounding if they are protected by one, and then follow-up with a second attack.
- You can follow up your first blow with these attacks
-
Beguile
DescriptionSyntax: RINGBLADE BEGUILE <target> [venom]
Only after an initial attack can you manage this quick slash at your opponent.
This will deliver a venom.
-
Wile
DescriptionSyntax: RINGBLADE WILE <target> [venom]
Positioning yourself properly with an initial attack, you can smoothly direct the other edge of your blade towards your opponent's torso to cause massive bleeding and deliver a venom.
-
Inveigle
DescriptionSyntax: RINGBLADE INVEIGLE <target> [venom]
This brutal, saw-like slash into the opponent's torso will knock their pill balance should the victim be suffering from an arrhythmia. Additionally, it can deliver a venom.
-
Conciliate
DescriptionSyntax: RINGBLADE CONCILIATE <target>
Using sharp blows to the wrist, you are able to pry your opponent's weapon from his hands. You need to position yourself properly with an initial attack to be able to use this attack.
-
Muddle
DescriptionSyntax: RINGBLADE MUDDLE <target>
With clever, deceptive motions, you can slash into your opponent's head, causing damage and turning them rather impatient.
-
Desolate
DescriptionSyntax: RINGBLADE DESOLATE <target>
You can shear into your target's ribcage with this brutal blow, inducing arrhythmia.
-
Razor
DescriptionSyntax: RINGBLADE RAZOR <target>
This very precise follow-up attack will cripple your opponent's throat, making it difficult to speak or make use of abilities that require the throat.
Ready to play an Executor?
Create your character and play for free today - no download required!
Class Overview
As the final years of the Age of Conflict came to a close, Severn meticulously engineered the Second Ankyrean War to achieve the complete extermination of the Ankyreans. Yet for all His machinations, not every Ankyrean was caught within His deadly web. Some fled from the horrors of war, while others discerned the deceit of the God and chose to escape. To these elusive few, Severn assigned His Executors - a cadre of zealous assassins with a single, unyielding purpose: to fulfil Severn's divine will.
Forming compact units - for no lone rellyw could rival the power of an Ankyrean - the Executors fanned out across the continent. Through their mastery of Shadowdancing, Artifice, and Subversion, they relentlessly pursued their demigod adversaries. Into the deepest corners of the wilderness they ventured, where their targets sought refuge away from the prying eyes of man and God alike.
Wielding ringblades, Executors practised the deadly art of Shadowdancing, seamlessly working in tandem with their partners to execute their targets with deadly grace. With Artifice, they navigated the wilderness with stealth, tracking their quarry and conjuring inked creatures to hunt alongside them. Employing Subversion, the Executors set deadly traps to waylay their targets, making use of precise bolts to harass them from a distance.
As the final Ankyrean fell, Severn's plan was at last complete. He enacted the Grand Artifice - a great veil to rob the world of its memories - and granted His faithful Executors reprieve in the form of a new existence. Many settled in the tranquil village of Nuunva, living their subsequent lives as Indyuk warriors.
Following Severn's demise some centuries later, the cryptic inheritance the fallen God bequeathed His city of Spinesreach guided the mortals to the village of Nuunva. Here, they unearthed and rekindled the dormant memories of the Executors. Thus reawakened, the Executors reaffirmed their commitment to carry out their God's dying will.
How are the powers of the class accessed?
Shadowdancing is a martial style that hinges upon focus, physicality, and the subtle manipulation of one's own shadow to supernatural ends. Employing annular weapons known as ringblades, users of this combat school shift and turn as if they were the shadow of a candlelit flame, tearing through their foes with ethereal poise and single-minded determination. Each movement and each fell strike ensure that the user's shadow properly positions itself to lash out and aid the Executor in battle, usually through manners of trickery, distraction, or vexation. Consummate masters of the art often display the ability to entirely separate from their shadow for a brief time, effectively doubling their own killing prowess in legendary displays of bellicosity.
In an effort to support their offensive arts, Executors of old followed in the footsteps of their Immortal master and delved the secrets of Artifice - a field of deceptive charms, mind-over-body resilience techniques, and other shadow magic. The defining technique of a practitioner of Artifice is the ability to render accomplices through ambient shadow and mental imagery, allowing them to fabricate terrifying beings rooted in the deepest, most psychological fears of mortal minds. An Executor is often accompanied by a coterie of these creatures, ensuring they are never alone in battle. Unstable and vicious, these beings are never considered friends or allies and even those that command them look upon them with a suspicion that necessitates the knowledge of banishment and binding charms to keep them under control.
Finally, Executors practice the art of Subversion. Steeped in strategy and philosophy related to clever ambushes, this school of thought expounds upon the importance of bleeding an enemy into weakness before engaging them. A varied selection of archery techniques, tracking know-how, mechanical traps, and alchemical toxin production fills out the entirety of this diverse practice, ensuring that an individual agent is never at a loss for options.
Visual style of the class
Owing in part to their function in society of ancient and modern ages, an Executor is often clad in clothing that best suits clandestine operations. This typically means no hanging or loose folds of fabric, nothing that could snag or tear during infiltration, and sturdy boots or other footwear that serve best for a long journey. Jewelry or trinkets that make someone highly identifiable were considered outright forbidden in the elder days. However, the evolutions of enchantment and adventurer protocol necessitate being more lax with this standard in the current era, meaning that Executors of the current age might sport rings or amulets invested with magic but very little cosmetic embellishment as a compromise. They favour dark materials that blend into the shadows they are known to manipulate, including the metal of their annular, exotic weaponry.
In combat, an Executor moves with chilling grace and terrifying efficiency. Every movement serves a purpose, for each movement manipulates the shadow that serves as their silent companion in all attempts upon their foe's life. Flourishes, dizzying heel turns, clever feints, and tricksome slashes conspire into the ancient shadowdance, allowing them to tear an opponent into bloody tatters with swift, successive strikes. As if possessed of a mind of its own, the fighter's shadow often shifts and moves of its own accord, creating distractions and confusion that allow yet more dangerous assaults.
Never operating alone, each agent is accompanied by constructs birthed from mortality's most primal fears, all of whom lurk within their master's shadows as a fierce coterie capable of breaking the body, mind, and spirit of whosoever the Executor stands against. These creatures emanate the inky darkness of ambient shadow's manifestation, lending them the appearance of psychologically horrifying art that has escaped from its canvas.
Executors are lithe and graceful, with a small degree of muscle evident due to the physically strenuous activity that comes with their trade. Though they lack the intense physical regiment of other battlefield-dwellers, their repetitious review of Shadowdancing forms often ensures they stay in excellent physical shape.
Side effects of use
Due to their continual association with primal embodiments of terror, an Executor might display behaviour others would display as 'unnerving' or 'on edge'. Haunted by the constant presence of these beings due to the needs of their profession, they might grow desensitised to normally terrifying displays or topics. They are utterly at home in darkness and might recognise shapes or patterns where there is naught but the void of absolute darkness. Continual usage of Artifice's arts might also affect a user's memory or cause them to question their own reality at times, especially if they are adepts or novices just coming into their power.
Subversion's constant application of traps and ambush tactics often means that Executors display single-minded, mechanical thinking that aids in formulating battle strategies. In spite of this, the field does come with some downsides - early students might find they burn or scar their hands when working with freshly concocted toxins, or else injure their fingers when catching them in the components of their traps.
The constant need for stealth and subtlety often ensures that Executors develop into very closed-off, private individuals who divulge very little of their own feelings, thoughts, or plans. This can make them slightly standoffish in social situations.
Roleplaying the class
Executors are, for the most part, soldiers meant to further the cause of the Theocracy. They are warriors of darkness and shadow and were well-equipped in ancient days to tackle the threat of renegade Ankyreans. This translates to the current era, where they are especially capable of hunting down sorcerers and ending their lives in a blink and a breath. They are indiscriminate in their haunting violence and reject self-limitations such as chivalry or honour in favour of fulfilling their duty no matter what lengths they must go to. Driven by service and purpose, they often exhibit little care for much else so long as they have a task set before them.
Some Executors choose to adhere to their ancient heritage and put themselves in the employ of a god or goddess as a forgotten echo of a time when the Manipulator dictated their every move. To be an Executor is to face any danger and dispense with all threats and obstacles - even those that could utterly unmake them.
Guidelines for customisation
When customising any Artifice accomplice, please keep in mind that these creatures are primal embodiments of terrors and phobias. Essentially demons, they possess a great deal of ambient shadow within them that eats away at their free will and renders them unwilling, barely controlled thralls for the Executor who summoned them. They are not meant to be cute, as this would directly detract from their power due to a lower recognition of the fears they represent. They are not viewed as companions or friends even by their users and thus they will never possess special trinkets, clothing, or other things one might dress actual pets with. They must always adhere to the aesthetic of art, with a suggestion of leaning towards chiaroscuro appearances. All of them should appear as if they are made of ink in proposed customisations, representing the root of the manner in which Executors summon them.