Story of La'Soulle
the untold chronicles of a land drifted away by time and space
Soulle woke up from the terrible nightmare again. The ground is trembling, the flesh is rotting, and the beautiful crimson sky is darkening. The Dawn of the Shadows is rising, and the fate of humanity befalls upon their hands. The creatures of darkness will dominate their only home, and the only thing left for us to do is hope it's not the end.
And yet it is still not.
WHAT CAN YOU EXPECT IN THIS RP BEFORE PROCEEDING INTO THE REST OF THE INFORMATION?
- A whole new environment of futuristic setting: advanced technology, teleportation panels, flying mediums, and the rest will be upon your discovery. Be creative, cause anything in this self-imagined world can be created by you.
- A new role-playing game where it guarantees character development throughout its progression. This is where anything develops. And it's not limitless.
- The game master/s will be compromising as much as possible. Let us treat each other with fairness. (:
The lives of every human being in the future revolves around the country of La'Soulle, also known as Greece in the other universe. Apparently, the said country is currently recovering from the damages brought to them by those filthy and merciless beasts called spurs−monsters who're scavenging on souls from decaying matters. And recently, there are numerous reports that the spurs were now killing humans for their own advantage. These things already happened hundreds of years ago.
Several years had passed, a Utopian community is now lying upon the lands of La'Soulle−a peaceful hamlet where everyone feel at home and safe. There are almost no crimes every year. The industries were prosperous and the government was loved by its people.
Buildings are usually built for commercialization, while some for public consumption. Some are for giving services, and some are build for "protection". The Department of Rendezvoused Outsource and Nacreous Esperline Society, also known as D.R.O.N.E.S., is a private government organization that is held responsible for the safeness of everyone in La'Soulle. They're basically the country's police forcenot against criminals or fugitives, but against the spurs.
D.R.O.N.E.S. are said to be working at the same page with the espers, "super humans", since time, and they both wanted to defeat the evil forces of the shadows. They've been fighting only with weapons and armors before until they grew envious of the abilities exemplified by the espers. By the end of the last century, the population of these super humans started to decline (some said because of aging, some are assassinated by D.R.O.N.E.S. scouts, and the only way the D.R.O.N.E.S. Commander thought of "saving them" was to give them their DNAs and they promised to save the heritage of the powerful human beings.
However, because of the immensely incredible power, some had gone against the D.R.O.N.E.S., and some left their homeland. Most scouts who were granted the gift of the espers had been blinded by the power, and wanted to have more. The lost esper lineage had come to cease until only a few artificial espers had come to exist.
And then they realized there are still a few living pure-blood espers around the country. One of them is Soulle. And now, according to the La'Soullean people, she is runaway fugitive.
CHAPTER ONE: THE ROLE-PLAYING UNIVERSE
The role-play can happen in three different timezones: the Past, the Present, and the Future. These TZs are separated by a thin sheet of barrier which is created so that no one or nothing can pass through spheres of time. There are only a few people who are given the ability to travel through years and seconds (Dexterity is 20 BB. Will be discussed later). Apparently, it seems that people had already discovered how to do it with technology.
The Past is the sphere of time where everything that had happened happens. It serves as a library of all memories, by all means, that once had been a moment. However, the privileged to go to the past is limited by the restriction of changing or altering it to change the Present and the Future. (Everything that is happening in the Past should be 'italicized'.)
Present is the main timezone of the role-play. Everything that happens in the game will be set in Present times.
Future is a shallow place that even technology could no longer manage. There are several strands of the Future that one could foresee, and all of these strands are just some of the possibilities. What you do today is what it is tomorrow. Somehow, this sphere of time is still accessible, but keep in mind that everything you see in the future is just one of countless possibilities.
- 'Ghost of the Future' is what you call to a time traveler who goes to the Past. No one should have a sight of a Ghost of the Future or else that person will be in a state of coma in the Present.
- Only a pureblood esper can travel through time without support. This can only happen if his/her Dexterity is at least 20 BB. Humans and artificial espers, don't lose hope! D.R.O.N.E.S. has this kind of time machine that can do it for a limited amount of time. However, you'll need ticket for that, and it is very expensive.
- No one likes time traveling. Really. Although it sounds so fascinating and exciting, the process gives you nausea and symptoms of seasickness, only worse. Take my advice: don't do it so often.
This is the map of La'Soulle. Behold!
Area One, the "Metal City", is significantly located at the Northeastern part of La'Soulle. It is divided into two major regions: the Mines and the Residential District. The Mines is where most minerals that the country exports came from. A1 people are wealthy enough to create mansions and palaces. Kings and Queens from faraway lands create their resthouse here. If you think the mines make this place toxic, fear not! The contaminants are already made organic ten years ago and is really good for the crops.
Area Two compromises a group of islands far south of Metal City, earning the name, "Isles of P' Xaidann" in honor of their Water God. The inhabitants of this place are the oldest of all La'Soulleans, as it is seen in their traditions and clothing. Temples were built on each island for they believed their God Xaidann will protect them tidal waves and high tides. The area's Great Temple stood on its largest island located in its northern region. The monks protect one of the country's most important relic, the Orb of Water.
Area Three is called the "Eighth Moon" because of the islands' arc-shape structure. The climate in this place is unbearably hot. Houses here are built with mud and they are formed with large windows. Area Three people wear lesser clothes, sometimes naked. The Great Temple of P' Eliott, in honor for their Sun God, is found at the Eastern Island. Here they protect the precious Orb of Fire.
The Northern Outpost has a rainforest biome. The trees here are unusually tall and this is the reason why there are many wild animals living here. This woodland is kind to all hunters and runaway fugitives, giving them all foods and necessities they need. You can still survive here even when you're away from the civilization. This, they call Area Four.
Area Five is reputed for being the most populous area in the country. This is the center of all industry and commercialization, of agriculture and technology. It is surrounded by skyscrapers and all kinds of flying cars, teleportation panels and time machines. Any sort of advanced knowledge! People who wanted to make a significant change in their lives go here and struggle for living.
Area Five Downtown, Area Six, is where you put those things that didn't make it. A lesser-class replica of Area Five, they say, where people most wanted to make a significant change in their lives but less struggle for living. D.R.O.N.E.S. Headquarter is found here because they wanted to keep in touch with the government and be isolated from public pressure. T. Panels that bordered the area leads to the temples, but one of them, the Great Temple of P' Ayros, the Monsoon God, keeps the Orb of Wind.
Area Seven, "The Fork", serves as the port for large ships and water vessels. This place looks like an extension Area Six, for there is no relative differences. The Temple of Gaea, their Mother Goddess, stood at the island south of the fork's eastern peninsula.
- Later you'll learn that orbs will be important to close the Doors of the Shadows. But as a matter of fact, the last ob in the list, the Orb of earth, is missing. As the story progresses, you should be able to find it all around La'Soulle. That's the hint! All around La'Soulle. And this is an OOC knowledge.
D.R.O.N.E.S. Headquarters is found at Area Six. The entrance can be found in a narrow path rooting from Road 34, a rusty metal door on the red brick wall. It will lead through a dark corridor where there is another door sealed by password, and once you get it right, it will guide you to the Common Chamber.
Planet Le'Noir, literally the home of the shadows, is the place where the colony of shadows is located. It serves as the cocoon of the Shadow Lord while it is still in a deep slumber, regaining strength, regaining power. The only way to get through here is by the Door of the Shadows, though no one could ever track it.
This is the home of all the living gods and goddesses. They provide the source of power of everything that goes by the logic of energy. The only way to La'lumière is when the Door of Paradise was opened by the orbs.
- To get the facts straight, the orbs can open the two doors of the astral realms. One is the Planet Le'Noir, the other is La'lumière.
- The Door of the Shadows is also the portal of the spurs from their home to our world, but it only exist for a matter of seconds. The non-fading Door of the Shadows can be opened by the orbs.
CHAPTER TWO: THE LEGEND AND ITS CREATION
Hundreds of years passed, and everyone thought peace would come so fast. They didn't know that spurs are only taking their first steps to conquer the world. The Planet Le'Noir, home of the spur colony, is rotting. It's trembling. It's getting darker. And they think that their only salvation is our home. They will soon dominate over our planet, and their Shadow Lord will get stronger than before. The Doors of the Shadows is open. And the only way to lock it again is to gather the keys of the ancients.
The Story of La'Soulle will focus on gathering all the elemental keys that once ruled among the lands of the superior human race to lock the Door of the Shadows and defeat them with all our will. These keys were considered the Lords of the esper lineage concealed in the form of orbs, and they have the only power to match against the Shadow Lord.
The major plot will be divided into arcs and arcs will be divided to episodes.
ARC 1: The Dragon that Breathes Stone; STATUS: TBA
This arc will be about the location of the Orb of Earth. Plot is still in-progress.
P.S. Anyone may submit their opinions or suggestions to improve the plot. The proposal will be checked if it is allowed or is subject to some changes or not. And I appreciate cooperation and dedication. TYVM.
CHAPTER THREE: WHO ARE YOU?
THE SEVEN CLANS
Espers of La'Soulle came from the seven ancestral clans who practices magic a very long time ago. They have a mastery of controlling elements, bending them to make weapons, manipulating them to create strong armors, and such things beyond our imagination.
The first one is the clan of Olor, which was sometimes referred to as the "Henchmen of Boreas" for their fantastic ability to create cyclones and whirlwinds with just a snap. Their signature combat move is the Dance of Blades, where tons of weapons are carried by the wind and levitate around them, and a flick of their fingers will drive those edges towards the enemy.
Laguilhons were called the "Pacifiers of the Maelstrom" because of their strong control towards the flow of water. Incidentally, young Laguilhons were thought Kung Fu at the age of three. Their water manipulation plus their Kung Fu stance creates a strong weapon of destruction: the Water Dragon of Laguilhon.
The clan of Meirte excels in the nature of fire. While Laguilhons learn Kung Fu, they learn Taek Won Do. These, with a lot of practice and synchronizing both abilities, they're able to summon their clans' counterpart for Laguilhon's weapon: the Fire Dragon of Meirte.
The Thiers clan earned the name "Golems of Avalon" because of their exceptional skills in Karate. They can break large rocks with a finger. Their sense with nature is extremely high that they can make earth levitate, to the point that they could ride it and make it explode without being harmed.
Peloux is a clan of time-travelling espers. They've known for their high dexterity, super-enhanced speed, and superior senses. They can be great dodgers too, and is one who would pick fight as their last resort.
The lineage of clan Zesta ended when the heiress bore twins: Heinn and Allonde. This separated the two, for those who're born of Heinn are called the Van Heinns, while those of Allonde are called the Van Allondes. Both are superior races of espers to ever exist. They exemplify balance of strength, intelligence, senses, dexterity and endurance. Clan Van Heinn are the strongest in days; Clan Van Allonde are the strongest at nights.
Creating a character is the exciting part in this role-play. You do have at least three general options: and there is no one who can be a pure-blood spur.
Once you choose an (1) Esper, it can be branched out to (a) Pureblood and ( B) Artificial. The pureblood lineage came from the seven ancestral clans who discovered the lands of La'Soulle (one is Olor which is the ancestral clan of Soulle). I will put all the ancestral clans later. On the other hand, artificial espers are genetically-made. The blood from which esper they inherited the power is not traceable, due to the fact that only a strong esper blood can identify itself with distinction. There is also a huge difference between a pureblood and a artificial esper when it comes to their abilities. Each seven clans has their own element of specialty, which can be Air, Water, or Fire, etc. GMs, however, could not control any of these seven elements. They're only perfected in terms of strength, dexterity, endurance, intelligence, and senses. Purebloods were almost immortal, living a long span of life than the ordinary human. Artificial espers live of the same life span of an ordinary human.
Like I said, pureblood pedigree has decreased, and there are only a handful of them left. There will be 10 slots for them (including Soulle) and to qualify, you need to make a very detailed 'Background' of your character. On the other hand, Artificial espers, I will accept them if they're all clear of my given requirements.
The next race would be (2) Human. Yes I know there would be no something special about them. They don't breathe fires, or summon water dragons, or cyclones, or run like a torpedo. They are simply normal like what everyone should have been. However, do not lose hope. Of all the races, humans are those who could develop more easily than the rest. They've feel, sympathize, cry, mourn, smile, and anything. They fear death of aging, which espers don't because they have a pretty long life. Whereas those artificial ones know they could protect themselves from anything. Or even half-spurs who felt everything seems to be conflicting, humans are just normal.
But the thing you might miss is that, they could fight. Katanas, machine guns, revolverswhen a person is trained to fight, he would fight. Maybe not for himself, but for someone. Maybe not for someone, but for everyone.
As introduced a while ago, the third playable race would be (3) Half-spurs. They're classified as (a) Spur-Human, or ( B) Spur-Esper. And let me get it straight to you, they don't dare to experiment on Spurs, so these species are not genetically-made. Spur-Human combination can be confusing. These can only happen when a certain person was exposed to an atmosphere brought by spurs, and that certain person passes the "virus" to its offspring (by means of birth). The one who passes the "virus" is the 2nd Degree of Spur-Human combination. The offspring would be the 1st Degree. Meanwhile, Spur-Esper combination happens when a weak or severely injured person was being entered by a spur, and that the power of the shadow lies within the person (This can only happen to a pureblood, and not an artificial esper).
So this is the Character Skeleton. You can make up to any number of characters you want. Just make sure to make them active, and no Mary Sues.
Name: Put the character's full name. If it has any aliases, put a comma after the surname, and then quote the alias.
Age: Only number. It will specify a year. Otherwise, if it will be months or days, indicate.
 Esper− Pureblood Esper, specify which clan: ________  Artificial Esper
 Half-Spur− Spur-Human  Spur-Esper
D.R.O.N.E.S. Scout:  Yes  No
Rank: Ranks are only for scouts. It determines their capability to hunt down spurs. In simpler words, this is like their status in the department. Ranks also specify which platoon are they in. Default is I (1). Highest is VII (7).
Appearance: Images work for me. Put them in link text. Description is okay.
Background: Put her everything about your character. About their history and personality. About their hometown. About their family. About their teenage years. About their life. Be descriptive!
Weapon: You can only bring a maximum of two weapons at a time. When you wanted to keep something, then you may put it in the 'Inventory'.
Items: 'Items' is different from 'Inventory'. You put her things the character will bring in his/her journey. 'Inventory' keeps things that she/he will not bring.
Inventory: This is where you keep those things you won't bring in your journey. Splendidly limitless.
Abilities: Be appropriate of the abilities your character could do. More specified abilities will come from Esper, since they're the only one who can do magic. Be creative! You can name them if you wanted too. Describe it as the character uses it for a fight. Otherwise, put here your character's specialty. Esper abilities, by default, are limited to five. You can only add another esper ability when your character's 'Intelligence' increased by five.
Skill Meter: Put a Boost Bar−BB (Symbol: |)−to enhance your character's skills. Purebloods will have a default of 25. Artificials will have 20. Humans will have 15. Half-Spurs will have something of what their other side has. The good thing is that, you can improve this.
*How will you gain BB? It's just simple. This works when (1) You're able to kill five spurs. Of course that won't be easy. I need to see how creative you killed them with all of your character's expense. (2) You underwent a serious training and finished it with an A Grade from you're commander (if you're a D.R.O.N.E.S. scout) or the training is just pretty bloody hell. now you've done it, how will you get your reward?
Of course every good work has a price. Even if it's not that good. I'll be the one to judge it, so here's the deal:
Excellent − 5 BB
Good − 3 BB
Fine − 2 BB
Needs Improvement − 1 BB
When you have it, you'll just tell me where you add it and the work's gone.
Example: A Pureblood-Esper skill meter
EPILOGUE: EVERY END HAS ITS BEGINNINGHTML Code:[b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Race:[/b]  Esper− Pureblood Esper, specify which clan: ________  Artificial Esper  Human  Half-Spur− Spur-Human  Spur-Esper [b]D.R.O.N.E.S. Scout:[/b]  Yes  No [b]Rank:[/b] [b]Appearance:[/b] [b]Background:[/b] [b]Weapon:[/b] [b]Items:[/b] [B]Inventory:[/B] [b]Abilities:[/b] [b]Skill Meter:[/b] Strength (#) [ Dexterity (#) [ Endurance (#) [ Intelligence (#) [ Senses (#) [
This is where all accepted characters lie. Unfortunately, I have to go to edit my character's CS. So yeah, I'll be waiting for your characters first. (:
Owned by Lancelot
Name: Denver July G. Athelstan
[x] Esper−[x] Pureblood Esper, specify which clan: Meirte  Artificial Esper
 Half-Spur− Spur-Human  Spur-Esper
D.R.O.N.E.S. Scout:  Yes  No
Rank: I (1)
Background: Denver is the only child of the Athelstan residence. He was raised by his parents with a normal life as a normal teenager. Bother Mr. and Mrs. Athelstan realized that the only way to protect their son from the esper-despising community is to keep their bloodline a secret. Things had changed when Denver reached six. It happened the last time his family visited a relative's grave and Denver was really pissed at them for not telling something about his grandparents or any of his relatives. The only ones he knew was only his father and father. His foul mood attracted all of the candle lights that glittered around the cemetery. The whole graveyard went dark, as he's the only one who was shimmering in flames, yet he doesn't know. He just passed out and forgot everything happened that night. But then, his powers never failed to show him the truth about his identity. There's this one time that he almost killed his bestfriend when he learned he'd been only hanging out for money, and Denver was put into a great emotional stress. His parents cannot do anything but to tell him the truth about him and his ancestral clan of Meirte. Ever since, he became afraid of any connection to people. He's afraid of making friends. Afraid to love. Afraid to meet new people. This kind of introvert Denver continued to live through his highschool years until there's this one boy named August who keeps on irritating him. The reason they became friends was when Denver was being bullied by the school jocks, but he's afraid to get angry because of his situation. August helped him out of the situation, and Denver gave up from his restraint of trusting someone. This time, he had a bestfriend who lived for him to be his companion, and not a sugar daddy of some sort. He began desolating himself in his personal shell and learned how to be around with people again, because he was thought to. Not by anyone, but himself.
He is living at the Laccaran Heights in Area Five, his house is a few blocks away from August's. They attended Laccaran School of Excellence for the past nine years. Last vacation, he received his personal invitation to attend the D.R.O.N.E.S. It is not compulsory actually, though he had an idea of joining because he realized he might learn how to control his abilities. At first his parents didn't agree on his plan, but later they considered what's best for him, and warned him to not reveal his true self to others until it is time.
He agreed on his parent's conditions and told August his plans. He supported him all the way and they both attended
He agreed, and brought August with him and they both moved to Downtown.
Weapon: Katana y' Lazaro−His parents gift for his fifteenth birthday is a handmade katana from the famous blacksmith Lazaro. They told him that this would be his shield, his protection, and salvation.
- Leather jacket
- Utility belt
- Tear gas
- Denver has a large collection of clothes bought from Area Five Shopping District. He don't have time to wear all of them (except for the ones he liked), and sometimes he use them for gifts and others.
- Astra Model 900
- Denver has the tendency to absorb fire when his mood is very foul. He will release a large blaze eventually and he will pass out afterwards.
- Sword skill—Denver learned his sword skill from his father. He's a very good katana-user.
- Fire balls—The ability to use fireballs is something Denver has discovered in his personal training. However, he could only do it when there's the presence of flame around him, and it's not the flame that he could make.