Indignation is a Fire Emblem Roleplay. It takes place within the Outrealms as worlds collide and kingdoms wage an endless war. However, amongst the quarrels of men do the horrors of the Outrealm reach in to kill and destroy. Fight alone or join forces with other warriors as we create dramatic tales or wage war!
We are open to roleplayers of all skill levels. If you are interested in joining, check out the discord chat and meet some of our members. Or if you're ready to jump right in, go ahead and join the site!
Dragonstone
Rank E. MT 4, HIT 80
(Ranged weapon)
(Magic weapon. Can use MAG)
(STR +3, MAG +5, SKL +3, SPD +2, DEF +4, RES +3)
Ice Dragonstone,
Rank D. MT 4, HIT 85
Turns into an Ice Dragon.
Deals Ice Damage.
[x2 DMG from Fire Weapons]
(STR +2, DEF +13, RES +9, SKL +7, SPD +3)
Fire Dragonstone
Rank D. MT 6, HIT 80
Turns into a Fire Dragon.
Deals Fire Damage.
(STR +6, DEF +6, RES +4, SKL +3, SPD +2)
Flying Dragonstone
Rank D. MT 4, HIT 85
Transforms into a Wyvern.
Deals Wind Damage.
[x2 DMG from Wind, Arrows]
(STR +1, DEF +6, RES +4, SKL +4, SPD +15)
Magic Dragon
Transforms into a Magic Dragon.
Deals MAG Damage.
[x2 DMG from items that deal double against Magical Units]
(MAG +7, DEF +4, RES +9, SKL +5, SPD -1)
Dragonstone +
Rank C. MT 8, HIT 70
(Ranged Weapon)
Magic weapon. Can use MAG)
(STR +8, MAG +6, SKL +5, DEF +13, RES +9)
An atmospheric anomaly, an impossible possibility, a mystery without an answer… such phrases describe the unusual and unfashionable existence of this island. Surrounded by walls of mist as far as the eye can see, you are forced to embark on a journey with no visible end.
“Do you seek to end yourself by your own hands? I will not have it. You are immortal on this island, and you belong to me as a source of entertainment. Do you seek to escape by sea? I will not have that, either! You will be pushed back, or I will have you thrown into the sea! Show me that you have what it takes to survive this cruel, wretched creation of mine! Gahahaha!”
From where one stands, the island is small, but journeying within reveals that there is much more than meets the eye.
“A wise man once said: it is dangerous to go alone. Rightly so! You can only survive if you lean on another's shoulders and depend upon them! Stand together and you should withstand the most difficult of trials!”
You are not alone on this island. Creatures both small and great, innocent and hostile wander about in a natural cycle. “Beware the night, for she is no kind mistress. Powerful, bloodthirsty creatures roam about in the darkness. Beware the puppet men, my child! Shun the blood mist wolves! You who valiantly brave my island, heed my warning: you may be immortal, but your pain will remain! Your flesh will satisfy your predators, but I have denied your soul from leaving! Awaken at your last resting place, and journey out when it is safe!”
You are not defenseless. Look around you and be resourceful, for there are indeed others who had once inhabited the island and left behind useful things. Abandoned towns, stockades, and other manner of housing await the weary traveler. In places like these you will find beds, places to cook meat, and other manner of useful things to aide you on your journey through the endless island.
“See, now… there were others before you! Others who have sought to discover the mystery of my island! Who am I? Why are you here? How do I have powers over your mortal soul? Could I be your only escape from the island? These are questions you must answer on your own! Go on, seek me if you wish! I will be waiting for you!”
Odd Rhythm: If a unit equipped with this skill has their turn set during an odd number in the turn order, they get +10 to their HIT and the enemy gets -10 to their HIT.
Wyrmsbane: Deals double damage against dragon units as long as the user is in beast form.
Dragonstone
Rank E. MT 4, HIT 80
(Ranged weapon)
(Magic weapon. Can use MAG)
(STR +3, MAG +5, SKL +3, SPD +2, DEF +4, RES +3)
Ice Dragonstone,
Rank D. MT 4, HIT 85
Turns into an Ice Dragon.
Deals Ice Damage.
[x2 DMG from Fire Weapons]
(STR +2, DEF +13, RES +9, SKL +7, SPD +3)
Fire Dragonstone
Rank D. MT 6, HIT 80
Turns into a Fire Dragon.
Deals Fire Damage.
(STR +6, DEF +6, RES +4, SKL +3, SPD +2)
Flying Dragonstone
Rank D. MT 4, HIT 85
Transforms into a Wyvern.
Deals Wind Damage.
[x2 DMG from Wind, Arrows]
(STR +1, DEF +6, RES +4, SKL +4, SPD +15)
Magic Dragon
Transforms into a Magic Dragon.
Deals MAG Damage.
[x2 DMG from items that deal double against Magical Units]
(MAG +7, DEF +4, RES +9, SKL +5, SPD -1)
Dragonstone +
Rank C. MT 8, HIT 70
(Ranged Weapon)
Magic weapon. Can use MAG)
(STR +8, MAG +6, SKL +5, DEF +13, RES +9)
"The Grey Quarter" is a atmospheric anomaly that somehow travels across the ocean with the ability to disappear without a trace. From space it appears as a grey coin, hence the name. However, the name itself was not coined, per se, by an astronaut, but a gallant explorer by the name of Stephenson Wright.
Stephenson Wright was an intrepid adventurer that attempted to solve the mystery of the Grey Quarter, but wound up trapped inside of it instead. He leaves behind clues and notes of his findings in journal pages left around key points on the island, revealing interesting information that others may benefit from. Mr. Wright's fate is a mystery until further discoveries are made.
The island itself is a strange one. Travelers may find themselves in entirely new terrains as they go along, with new creatures to square off with in each of these "zones." The weather also changes sporadically. Thunderstorms and rainstorms are frequent, but there is never a clear day to be seen.
The Master of the Island
The self-proclaimed ruler of the "Grey Quarter." He only refers to himself as such, and is considered to be a he because of the voice that projects inside of the heads of his subjects. Indeed, all who stride upon this island he forcefully adopts for his own entertainment, enabling them with immortality, yet allowing them to suffer pain and agony. Benevolent some moments, malevolent in others, he keeps his subjects guessing at every twist and turn, as he is capable of summoning creatures into existence to attack them.
The Puppet Men
Consider yourself lucky if you escape the clutches of the Puppet Men. These skeletons move with a graceful bounce as they near you, making a very distinctive sound...
Clack... clack... clack...
Unfortunately, if you hear that sound... they could be right above you.
With long, spidery hands they reach down and gently take your hand, piercing the back of it painlessly with a string. Your muscle loses its strength, and you are suddenly pulled up off the ground face-to-face with them. Your captor stares back at you as they string the rest of your limbs. Suddenly, you lose all feeling, and can only watch in horror as you freely float in the air, guided away in the darkness to a place where no man ever returns from. You lose consciousness as you feel a mask being lifted onto your head.
You reawaken in your bed, your heart pounding heavily. Was that just a dream... or could it be that they have stolen away another one of your lives?
Venturing in the woods at night will often result in a Puppet Man kidnapping. Unless you'd like your character to be traumatized, don't do it!
The Mystery of the Survivors
As new survivors show up, you'll notice that they may have powerful cultural differences. How could a 13th century knight and a 16th century samurai be together at the same place at the same time? Surely, the Master of the Island must be preserving their lives with his powers...
Odd Rhythm: If a unit equipped with this skill has their turn set during an odd number in the turn order, they get +10 to their HIT and the enemy gets -10 to their HIT.
Wyrmsbane: Deals double damage against dragon units as long as the user is in beast form.
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