Tales of Graces: War of Lastalia
Valkines Cryases, the preservers of human survival on the planet Ephinea. A mineral substance like no other, cryas is the basis for electric power, transports, water, and even the provider for man's ability to fight with forms of magic. The three kingdoms of Ephinea thrived off of their own valkines cryas, an enormous collection of cryas directly powered by Ephinea's core, or Lastalia. This power was drained, however, by a very potent threat was discovered on a nearby planet: Lambda. Unlike any power Ephinea had ever contacted, Lambda was capable of draining the planet's core as well as a valkines cryas, therefore making it inhabitable to any living creature. Asbel Lhant and his companions rose to many challenges in order to secure the cryas' safety, and defeated Lambda, which returned power to the cryases. The three kingdoms, Fendel, Windor, and Strahta, had entered an era of peace. But as Lhant and his companions passed on, people began to simply forget what they had done.
Now, new troubles brew, waiting for their chance to drive the kingdoms to war. Gloandi, Duplemar, and Forbrannir, the three valkines cryas, have mysteriously gone dormant, making cryas extremely valuable. This predicament that fell upon the nations proved that a new power source was needed. Many research teams have gone looking, only to wind up unsuccessful or dead. Many propose that the central source has been cut off. Rumors spread that the planet itself is dying. Disputes over cryas territory soon followed, and the three kingdoms turned on each other, replacing trust with a bitter sense of hatred.
The planet of Ephinea has always been abundant with monsters, but, as if connected to the malfunction of the valkines cryas, monster activity has increased to a point only previously seen during the Dark Times, when Lambda was present on Ephinea. Along with raids from bandits and other kingdoms, each country is reliant now on their own group of cryas-possessing individuals known as spell casters. Spell casters, as common humans could long ago, can control a form of airborne cryas to heal wounds and bend the elements to their will.
Kingdom / character overviews:
Strahta - Despite their desert surroundings and lack of natural resources, the kingdom of Strahta has remained alive
only through trade. Large amounts of trading caravans have become recently present in the land, and many have tamed
monsters in order to construct such networks.
Fendel - Once a large dependant on cryas due to the land's bitter coldness, Fendel took a large impact at the dormancy of Fobrannir.
The government, once a strong and influential power, has nearly no control. Although the cities inside Fendel are still called a country,
they are independent in all but name. Much of the population is poor, with little food other than monsters and no heat. Natural death tolls have
Windor - Although Windor has been effected by the cease of Gloandi's power, they are still the most powerful kingdom
in all of Ephinea. Their knight academy is second to none, producing the most effective army of all. Trouble in Windor
comes solely from their geological disadvantages. Northward Fendel and westward Strahta, although weakened, are not easily
beaten. Trade embargos against Windor have also effected their economic stance.
Fighting only with weapons and no cryas ability, regular humans seem to be the weakest of the races. However, they are the most abundant,
and there is power in numbers.
Undisputed technological geniuses of Ephinea, the first generation of these people worked
as engineers on the once prosperous planet of Fodra. They are experts in the field of cryas technology and
are very efficient logical thinkers. Although they have no blood-relations, they are considered
an individual people. None of the original Amarcians are alive today, but their legacy can be found in their descendants
and in many underground ruins located in various areas around Ephinea.
Spell casters have the very crucial ability to use cryas powers to their advantage. Cryas artes can be used to heal and conjure up the
forces of nature on their foes. Due to the high concentration of cryas in monsters, they also make very good beast tamers. Although
spell casters provide protection for many cities, people tend to shun them because of their differences. A number of them have also been
used in excruciatingly painful experiments, conducted to discover how they had retained cryas usage. Now found in very small quantities,
the fear of extinction has driven most spell casters away from their homelands, in search of a place of acceptance in the world.
Mostly mindless creatures, monsters are a potential threat to anyone who lets their guard down. Although the cryas in monsters in unobtainable,
they can be used as a food source if necessary. Constant human encounters have made them more comfortable around humans, so they are
not scared off easily. Few monsters, with irregularly high levels of cryas, can think farther in-depth than average humans, making them very dangerous. These monsters can come in (mostly) any form imaginable, possessing many cryas abilities similar to those of spell casters.
((I could allow a mix of some of the races, but these cases require top-notch characters
in order to be accepted))
The objective of this RP is to have a few small groups/ individuals fighting monsters, traveling, exploring, etc. in order to do something
good for man kind, ie finding cryas replacements, saving peeps, or defending a kingdom
The other group will focus on hindering this, possibly seeking power, killing off goodie-two shoes, etc.
Experience in the "Tales of" series will help tremendously, but it's not required
Since this is my first RP in a while, plz inform me of any slip-ups I made
standard rules apply
- No Godmodding
- Be as polite as your character allows
- No killing other characters w/o consent
- Plz inform me if you are confused or seek additional info
Species: (Monsters only, just name it however you like)
Weapon Appearance: (Description is fine)
Name: Unknown, self-dubbed Finity
Age: Unknown, roughly 27 years old in appearance.
Appearance: Finity has icy blue eyes and dirty grey hair, as if dusted with charcoal. He has pale tan skin, with chromed circuits running all over it, integrated into the tissue. The metal paths squarely snake down his arms and hands, going between his fingers to meet in his palms, forming obscure occult symbols which he strives to hide, seemingly out of shame. His nails are damascus, but one would have to look closely to see it.
He wears a white cowl, the cape stopping at elbow length, it is trimmed with teal and gold embroidering. It is ridiculously dirty, a little torn even. Under the coat he sports a silvery grey woollen shirt, loosely fitted. His legs are covered by white cavalier-style pants and knee-high black boots, same fashion. To his lower back are fashioned two rapier-like swords, one silver, one gold, hilts to the right. A third one, bronze, sits on the left side of his waist.
Aside from the swords and his own skin, Finity looks worn and outdated.
Alignment: Neutral, Neutral.
Weapons: (As above) Three katanas, one bronze, one silver and one gold. The blades and sheathes are of matching metal, but the hilts and detailings are ivory.
Powers and Abilities: As a cyborg, Finity posseses heightened senses, strength, agility and intelligence. The spellcaster tissues from which he was crafted are what direct his implants, so the more ambiant/airborn cryas there is the stronger he can make himself. Also, he is able to minimally "difuse" other spellcasters' powers by absorbing some of the cryas. He can not, however, cast spells of his own.
His swords are connected to him; engineered as he was from the same flesh and circuits. He shares a mind with them and can control them through thought alone, though obviously with less force than with his hands. Though the power is the fruit of cryas manipulation, it is of such a low level that is goes undetected from other spellcasters and always passes for sincere telepathy.
Personality: Confused enough about his own past and origins, Finity tends to avoid socializing, and people in general. Due to his "skin condition" it is hard for him to conceal how different he is, which is not always well received. Though genuinly kind hearted, he has developped a non-chalant attitude towards others and has become somewhat egocentric. Finity's ultimate goal is finding answers about who he was prior to being "transformed", but has been detracted by recent developments with the cryas shortage. His functions depend vastly upon his spellcasting core: no cryas, no Finity.
Background Info: Asher Arazm was a talented spellcaster, specializing in metal manipulation and smelting. Much of his work went towards development for the Knight Academy in Windor, hand in hand with Amarcian engineers, as he was able to produce top quality steel and carbon fibers.
Flashes of that man are the first and only memories Finity has since he woke up, covered in dust and filthy like his surroundings - some strange subterranean lab under Windor. Since then he's travelled, looking for answers. Though he tried speaking to different officials, a dusty semi-mechanical humanoid crawling out of rubble gained him very little respect and mainly outbursts of "HEY! YOU! STOP!"... So he fled and avoids regimented areas. Finity spends the bulk of his time in ruins, dealing with the few little informants he has scraped together... looking for anything that would make his existence logical. Rarely straying into more baren areas, he drains cryas from animals should he feel weak. His proper functions rely on his minor ability to manipulate cryas, so the new dormancy of the valkines threaten the planet and his own life, directly. He can feel the mineral's scarcity creeping up and is slowly shifting his focus on the bigger picture, difficult as it may be to put his personal quest aside.
Last edited by Satheon; 01-06-2013 at 11:53 PM.
Reason: Finishing bio
So cute !
Name: La'aerthic Oputamia
Age: 26 (approximately 224 in human years)
Nationality: Originated in the snowy mountainous region north of Zavhert, in the kingdom of Fendel
Species: Red-Snow Dragon
Alignment: It's a dragon ... evil
Weapon(s): La'aerthic's arsenal of weapons is rather large, due to his battle experience and massive red cryas
levels, embedded in his skin. Though his teeth and claws can inflict serious damage, the cryas power of direct control
over elements allows him to shoot shards of ice, rather than fire. Although damage to environment is not as devastating,
a few hundred projectiles of ice that shred through tissue can be just as dangerous. His wings and tail also allow for additional
stability and flight. Besides the cryas shards on his chest, arms, and wings, he is all but undetectable in the snow.
Weapon Appearance: See pic
Personality: La'aerthic is typically described as a cruel, yet unseen dragon. He sticks to himself on any occasion possible, except to 'find' food in the local villages. Even among his own kind, he has proven himself a force to be reckoned with. Although fairly separated from others of his kind, even he has received word that Lastalia is being disrupted. In part, he feels a sense of importance in saving Ephinea, yet another part of him wishes to wait until the kingdoms tear each other apart, so he may rule over what is left.
Background Info: La'aerthic was created in the mountains of Fendel by a spell caster, whose name he will no longer mention. As part of an experimental project to form a monster strong enough to defend Zavhert, La'aerthic was fused with red cryas to strengthen his body. The unforeseen outcome of this experiment also strengthened his mind. After being put through war and abuse, he turned on his creator and country, and began a life of solitude. After living in the mountains for many years, human challengers eventually came for the legendary red cryas he possessed, none of which survived.
Other: As a result of his environment, La'aerthic is a very weak opponent against fire. He is also very small for a dragon, only about thirty feet in length. This creates problems in the areas of physical ability, but it also means he is able to blend into his surroundings easier and makes him more agile.
Name: Bailey Oswell
Appearance: Standing at 5' 10", Bailey has blue hair with red-tipped ends. He has a serious face, the clothes of a
Strahtan militia man, and wears combat boots. He has lean, tough muscles and white skin.
Race: Human - Amarcian mix
Weapon(s): A double-sided spear, Bailey's weapon of choice can also be separated into two individual blades. Made of a lightweight steel compound,
Bailey's weapon possesses a miniscule amount of healing cryas, provided by his family's long line of technological genius and political positioning.
Weapon Appearance: http://ecx.images-amazon.com/images/...BL._SS500_.jpg
Personality:Bailey is completely unafraid to stand up for what he believes in, regardless of what others may think of him. He isn't smart in relativity to his family's name, but he is not stupid either. He is fairly good with other people, socially interactive in Strahta's capitol city, Yu Liberte.
Background Info: Coming from a long line of intelligence and political influence, Bailey Oswell quickly realized that his dream did not involve discussing country affairs in a committee, but contributing to defense of Strahta by joining the military forces. When he was only 14, he served as an apprentice for a former knight of Windor. Shortly afterwards, he was accepted into the Strahtan military. While being the best he could be in that life, he began to take interest in the cryas malfunction in the three kingdoms, at which point was unknown to most civilians. He now travels with the army only in search of new solutions, as he finds the tensions between kingdoms to be unjust and wasteful.