Knight Title: Schwetzingen, Page of Ida; a Knight Wonder is the source of their power. This can be named after a natural landmark on Earth (such as a mountain, river, hill, forest), a manmade location (such as a city that is at least five hundred years old), or a landmark on the planet being quested (such as a crater on Mars for a Mars Knight). Make sure to include a link to your Wonder! More information on choosing a Wonder can be found in the ‘Tips’ below the form!
Wonder Description: (This section only needs to be filled out for Moon Knights; please disregard this section if you are questing for any other Knight! Because Moon Knights are newly assigned Wonders, they must reflect the themes of the Moon. Players should describe the physical location they want as well as why that area might have been symbolic or meaningful in the Moon Kingdom in the past. Players may need to work with staff to adjust Wonder description and lore to fit canon. Moon Knights named for features on the Moon should use the Latin names. When the Code chooses a Wonder for a new Knight, it will only assign locations that are reasonably able to be protected by one person. Moon Wonders will be no more than 30 miles wide in any direction; if a large feature, such as a sea, is used to name a Moon Knight, the player will need to design an important location within the natural feature that will share the name, but they will not protect the
whole location. For example, a Knight named for Mare Serenitatis would be known as Serenitatis, Knight of the Moon; they would protect a single location no more than thirty miles in diameter within Mare Serenitatis; other Wonders maybe located in the actual observable Mare Serenitatis.)
Uniform: Knights all have a different theme depending on what Planet/Celestial Body they represent. Check the Knight Information Thread to get an idea of what designs would be appropriate to best represent your Knight's planet! Each Planet has a specific color palette so make sure you are drawing from that when designing your Knight! The outfit might have a few accent colors that stray from the palette, but the majority of the colors should match it. Metallic colors are allowed for
all Knights regardless of color scheme, but the uniform must feature predominantly palette colors! Dark colors should not dominate the uniform so even if the color palette is naturally dark, please keep this in mind! You can incorporate white or gray into your design in moderation, Your Knight should have their planetary symbol presented as a major motif in their outfit, so please consider where these symbols might best appear on their uniform! These things, and more information about uniform guidelines, can be found in the Knight Information Thread and the Custom Procedures Thread! Links to these threads can be found below in the ‘Tips’ below the form!
Reference pictures may be used in place of descriptions, but please be prepared to give extra detail if your artist requires it!
Top -- Thigh-length traditional side-fastened coat? Shorter? Longer? Exposed undershirt? Cropped? Buttons? Toggles? Long sleeves, or short sleeves? Sleeves at all? What's the collar like? Is it a dress? You are generally as basic as it gets here and should be something you can be very active in.
Bottoms -- Skirt? Pants? Shorts? Culottes?
Gloves -- Got any?
Belt -- Belt? No belt?
Shoes -- What kind?
Shoulders -- Epaulettes? Shoulderpads?
Accessories -- What kind? Pages and Squires cannot have capes, so please keep this in mind!
Weapon & MagicKnights fight with a magical artifact that they can channel magic through once they reach their second stage. This artifact is called a ‘weapon’, though it cannot be bladed or lethal, cannot be anything that could not be reasonably held, and must be a single item. They cannot be a pair of items (such as a pair of gloves) ; magic can only be channeled through one item. As they grow in power, their weapon will grow, and their magic will as well. Knight weapons will have three forms and should always be timeless. These are ancient antiques that have been passed down through each incarnation. At second stage, a weapon can have magic themed on the planetary powers of the world their Wonder is located on. Tips about writing magic can be found below the form!
Page Weapon: A hand sized Peony
Squire: A vine of flowers with a larger peony hanging down, in it's center there seems to be a more solid core of crystal.
When Florian channels his magic, a sweet-smelling aura comes out from the large peony, and creates a temporary sanctuary around him. Everyone in the area will take slightly less damage no matter what side they are on. First stage magic does 50% less damage, second stage does 25% less damage, and third stage does 15% less damage, unless a player decides to take full damage.
Range: 15 feet
Duration: 45 seconds
Knight Weapon: The vine of flowers and Peony has turned into a floral censer that has petals still wrapped around it and small idea symbols etched into its surface.
Swinging the censer and channeling his magic causes a stronger sweet floral smell to come out from his weapon, and creates a temporary sanctuary around him. Everyone in the area will take less damage no matter what side they are on. First stage magic does 75% less damage, second stage does 50% less damage, and third stage does 25% less damage, unless a player decides to take full damage.
Range: 20 feet
Duration: 60 seconds