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Old 06-07-2008
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Desperado Desperado is offline
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Default The Crystal Wars

In the land of Vana'diel, war is brewing between two factions, The Beastmen and The Alliance (concisting of four countries, Jeuno, San Doria, Windurst, and Bastok). There are so many causes of this war that not one can be set as the deffinite cause, but the main reason is territory control.

Within the vast continent and its faintly distant islands, battles of all sorts wage 26 hours a day, 7 days a week. With the vast amount of secrets held in the land, which have yet to be discovered, territories are irreplaceable and at the top of the charts for dependancy. If one side pulls one of those secrets up before the other, it could mean utter defeat for one side. For land, anything is expendable, including someones life. With the death tole rising on both sides, both are beggining to tap into once forbidden magics former scholars wouldn't even turn a fraction of their brain to.

With the most recent raid on the Archipelago of Tavnazia, one of the biggest and best armies on either side have been nearly destroyed, the Beastmen and their war machines coming out on top. In their raid, they pillaged and burned the city down to nothing, killing everything and everyone in their sights. Each of them have a killer instinct and won't quit hacking and slashing until either you or themselves are dead. Inteligence is not a virtue of theirs.

With every family living outside of the cities waking up in the middle of the night at the slightest bump in the night, Vana'diel is not safe. Will someone answer their call to end this war and drive the beastmen away once and for all? One could only hope in a time like this.


RACES

Elvaan
A race of proud warriors, The Elvaan are the founders of two legendary orders of knights in the nation of San d'Oria. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled swordfighters.

Appearence
Female -

Male -

Taru-Taru

The Tarutaru are a race of skilled magic users who call Windurst their home. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them.

Their dedication and hard work fueled the rapid reconstruction of Windurst after its destruction in the Crystal War. The Tarutaru enjoy a friendly relationship with the Mithra, who call Windurst their home as well.

Appearence

Female -

Male -


Hume (humans)

Originating from the Bastok region, Humes are the most common race and have spread to the farthest reaches of Vana'diel. They are characterized by their equally balanced abilities, moderate intelligence, and high level of skill in numerous areas. This combination of traits has played a large role in Bastok's growth into a prosperous nation of technology and industry.

Appearence

Female -

Male -

Mithra

The Mithra are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and prosperity.

Appearence



Galka

The Galka are a hulking race of powerful warriors. The Galka's capital city, located in the Altepa desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from giant ant creatures six hundred years ago. The surviving Galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race.

Appearence



Jobs


A character's Main Job is the primary job he/she has chosen to use, and which will gain or lose any Experience Points. A Support Job (subjob) is a secondary job, this gives you partial characteristics of another job.

Warrior - Specializing in the arts of battle, warriors act as shields, protecting their comrades from enemy attacks.

Theif - Specializing in covert actions, thieves aim for the perfect opportunity to attack from behind.

White Mage - By using recovery spells, white mages can ensure a party's survival.

Black Mage - Through devastating magic spells, black mages bring tremendous firepower to the battlefield.

Red Mage - These fighter-mages can utilize both black and white magic, as well as the arts of the sword.

Monk - With their bodies that double as deadly weapons, monks attack enemies with explosive strength-filled punches.

Paladin - Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield.

Dark Knight - To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black magic spells to torment their enemies.

Beastmaster - These experts in monster research have trained tirelessly to communicate with--and even control--the animals of Vana'diel.

Bard - A bright tune to soothe a party's wounds... A brisk march to raise a party's spirits... A forbidden chant to weaken a party's foes... The bards of Vana'diel use music as their weapon.

Ranger - With unparalleled tracking abilities and skill with the bow and arrow, rangers are experts in the field of hunting.

Samurai - hrough the study of Far Eastern martial arts techniques, these lone warriors have devoted their lives to their cause and to their blade, the mighty great katana.

Ninja - Strict training in the forbidden arts of the Far East have transformed these fighters into cold, hard killing machines. These fighters are able to "Dual Weild" two different weapons, and use different kinds of Ninjutsu (scroll to bottom to see different kinds!).

Dragoon - With their lances in hand and their faithful wyverns by their sides, dragoons suprise their enemies with their extraordinary jumping abilities.

Summoner - By making pacts with the legendary "avatars", these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel to unleash devastating force on their enemies.

Blue Mage - Employing the legendary arts of Aht Urhgan, these formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents.

Corsair - Descendants of the dauntless pirates that once scourged the seas of the Near East, corsairs rely on the “Hexagun", a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle.


Puppet master - These wandering performers entertain crowds and confound their enemies with a customizable puppet known as an "automaton." Puppetmasters can also fall back on hand-to-hand fighting skills that utilize the flexible movements of their art.

Dancer - With their aggressive steps, these thewy terpischoreans would weave forbidden magic upon themselves and their enemies, producing results rivaling those of even the most powerful sorcerers.

Scholar - During the Crystal War, these military tacticians often served as high-ranking officers in allied forces across Vana'diel. Extensive knowledge of ancient martial theory granted them the ability to wield dual schools of magic, between which they would alternate depending on the situation at hand.
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I hurt people.

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Old 06-07-2008
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Desperado Desperado is offline
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Weapons come as follows

Hand-to-hand (fist weapons, like knuckles, claws, etc)
Daggers
Swords
Great Swords
Axes
Great Axes
Scythes
Polearms
Katana (short in length, about two daggers lengths put together)
Great katana (what most of us refer to as a regular katana)
Clubs
Staves
Bows
Crossbows
Throwing knives, stars, etc.
Guns (single shot. No M-4's or anything xD)
Instruments


Vana'diel + Maps




Interior areas or "Zones" (We are only using "The Middle Lands")
COUNTRIES


This kingdom of proud Elvaan warriors is situated to the north of the Quon continent and was built on the ashes of a brutal civil war. It has been ruled by a succession of kings from the d'Oraguille royal family for a span of more than five hundred years.

The kingdom's capital of San d'Oria is a walled city defended by two orders of knights: the Royal Knights, who patrol the country's borders and seek to expand its territories, and the Temple Knights, responsible for protecting the city itself and maintaining domestic tranquility.




In the southern reaches of Quon lies the Republic of Bastok, a nation founded by the technologically gifted Humes. The president, elected from among the Hume population every few years, takes an active role in leading the government.

Bastok was originally built on the wealth gained from the mining of mythril, a precious metal. But with recent developments in metal refining and processing techniques, Bastok has become famous as a craftsman's town. The southern area of the city is home to many Galka, a race of hulking humanoids. They have made valuable contributions to the expansion of the mines, but despite this, there is a deep-seated tension between the Galka and the Humes.

Surrounding the city of Bastok is the inhospitable Gustaberg region, an unforgiving land of sparse vegetation.





Tribes of Tarutaru from the sweeping grasslands and neighboring islands of southern Mindartia united to form this league of states. It is governed by a council of representatives from the five ministries of magic, legacies of the five founding tribes. Their decisions are based on the prophecies of the mystic Star Sibyl who resides in the fabled Heavens Tower. In one section of the city live the Mithra, a race of natural hunters whose skills have brought a new source of wealth to Windurst.

The capital, Windurst City, was razed in the war twenty years ago, but this prominent center of learning has since been restored to its former glory.

Windurst is surrounded by the vast fields of West Sarutabaruta and East Sarutabaruta, a wild grassland home to many unique species of plants.




A booming city-state built upon Heavens Bridge, a structure that allows passage between the Quon and Mindartia continents. Jeuno's national policy is one of neutral mercantilism, and is governed by a set of relatively loose regulations. This encourages a constant flow of traders of all races, from Hume shopkeepers to Goblin merchants, to visit this colorful, cosmopolitan town. Jeuno is also the only country to retain the ancient skills required to construct airships, which provides a rapid method of travel between nations.

At the time of the beastmen invasion several decades ago, this small nation took leadership of the countries of Vana'diel. Jeuno forged those countries into the Alliance of Altana, and succeeded in repelling the onslaught.

__________________
Grass is green
Sun Shines,
And Buddy,
I hurt people.


Last edited by Desperado : 06-07-2008 at 10:12 PM.
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Old 06-07-2008
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Desperado Desperado is offline
Woogywoogywoogy
 
Join Date: Oct 2007
Location: Lewisville, Texas
Posts: 2,313
Default

Character Sheets -
Name:
Age:
Race:
Primary Job:
Secondary Job:
Appearance-
Hair Color -
Style-
Eye color-
Height-
Weight-
Body Tone/Color-
Personality:
Home Country:
Weapon(s):

Rule - PUT ALL CHARACTER SHEETS IN THE OOC AND WAIT FOR APROOVAL!!!!....!!!!
__________________
Grass is green
Sun Shines,
And Buddy,
I hurt people.

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  #4 (permalink)  
Old 06-13-2008
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Raze Raze is offline
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Reis the Red Mage, sat calmly in the in one of the more famous centers of learning in Windurst, he was reading a book called “Balance and Equilibrium”. In his profession you could never have too much balance and equality. He went and checked out the book at the main desk, there were some theories he want to try out, that the book had suggested. He pushed the door open letting the warm sun wash over him. He profession often gave him a few startled looks, because most beings expected him to be a warrior or entertainer. Reis walk to an open field and sat down, he then reopened the book and read the few final chapters.
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