Legends speak of two worlds, two different planets coexisting side-by-side.
The planet of Vexeria was gifted in the art of magic, many of it's inhabitants had the powerful ability to cast elemental spells, healing powers, or summoning a formidable ally.
The planet of Zenith on the other hand, boasted talent in combat and weaponry. Zenithians are born with high endurance and strength, making them prime candidates for warriors.
Once every century, for a span of one month, a path between the two planets were formed, allowing access to one another. Every one hundred years, the planets would line up, and the Tower of Geld, rising from Zenith reached the lands of Vexeria. Although Vexerians and Zenithians led completely different lifestyles, it seems that they were friendly with each other, exchanging information and skill in their time of limited interaction.
According to legend, one day, a powerful Vexerian unleashed his wrath upon his home planet, crazed with the desire to control it. The Vexerians fought back with their own magic, but they weren't able to reach the crazed mastermind due to the ferocity of the enhanced monsters that now roamed the lands. the evil mastermind was cunning. Knowing the magical aptitude of his people, he created new breeds of monsters that were immune to magical attacks.
Many Vexerians were slaughtered, and for a brief amount of time, it seemed as if the inhabitants of Vexeria would be wiped out. However, in a stroke of luck, that year happened to be the 100th year when the two planets connected, allowing the Vexerians to enlist aid from their Zenithian allies.
In the short span of one month, the allies managed to keep the beasts at bay, and a group of three Zenithians and three Vexerians sealed the mastermind of the attack away in Vexeria. The six later became known as the Six Sages.
Although the mastermind was gone, Vexeria remained hostile. The enhanced monsters still remained, and they continued plaguing the land with their deadly attacks. The monsters multiplied, and eventually, they became too much for even the combined power of magical and physical attacks. The monsters have evolved, rendering many attacks against them futile. The Vexerians and the Zenithians were once again in danger.
In order to avoid annihilation, Zenithians welcomed their Vexerian friends to the planet of Zenith with open arms. The Vexerians immigrated to Zenith, leaving the once mighty planet of Vexeria in ruins.
The Tower of Geld was sealed off as well, once against by the combined powers of the Six Sages. In order to completely avoid the powerful monsters, none of the Vexerians could return home.The path to Vexeria has been permanently closed off, and eventually forgotten.
Thousands of years have passed since the Vexerians have moved to Zenith. The people barely remember the history of immigration, let alone the existence of another planet. All that remains are the whispers of a legend, echoes of a myth, and the shadow of the truth.
The word Vexeria, the race of Vexerians forgotten, the occasional trace of the name have been diluted by generations, the acknowledgement of the Vexerians have faded. However, they still remain in the shape of their descendents.
Mages and warriors mingle as if they were never divided. Why would they? The tales of another planet seems to be just a myth. The Vexerians faded into Zenithians, magic becoming a daily part of their life.
For thousands of years the Zenithians lived in harmony. Everyday, there were skirmishes with monsters, but it was manageable. Every day, many weapons were forged, many warriors trained, many mages studied.
Among the remnants of an ancient tale, a new one is about to emerge.
A descendent of the Six Sages has been murdered. Then another. Then another. When Elylia's brother was murdered by a mysterious figure, she had no idea why. Nobody did. Nobody remembers, or so it seemed. But someone does. And Elylia's going to find out who and why.
As Elylia journeys to find out the truth behind her brother's murder, she gets swept up in an ancient battle, dating back to the very days when Vexerians still existed on their home planet. Throughout her journey, she uncovers various cover-ups, unearths the very secrets of the world, and ultimately, the fate of the world lies on her shoulders when she discovers that what seemed to be the greatest threat, is actually only the beginning.
Style/Levels: (this will show the character when s/he is at his/her most powerful)
Mystic Arte: (name and descriptions)
Appearance: (picture or description, either is fine!)
(For Protagonist Players)Reason for supporting/joining Elylia:
How did you join/how did you meet Elylia?:
(For antagonist players)Reason for opposition:
Please individually PM me the abilities (in what levels) you wish to use!
Be sure to be detailed, especially with back stories because it would be really cool to mix elements of the RP!
Note for antagonist characters: the guidelines are a bit different so please PM me if you would like to play an antagonist.
Styles and Level explanation
Styles and levels are what determines your character's fighting style. Each style has 5 levels, starting at level 1, all the way to level 5. Everyone can have up to a maximum of a mastery of 12 levels. (ie: lvl 5 mage+lvl 4 fisticuffs+lvl 3 summoning=mastery of 12 levels) Have fun with this! The combinations are entirely up to you.
All abilities/spells/special thingies are called artes.
Keep in mind that abilities, styles and levels don't necessarily determine if someone is powerful or not. Remember: Be creative!
PLEASE read the various styles and guidelines! It's a bit long, but they will be very important!
For reference, the abilities and magic used in Dragon Quest and Final Fantasy would be a good guideline for the different artes and their levels. Please look it up or ask me directly!
Another note: For the most part, I'm leaving the different abilities and the level classification up to YOU. Which is why I'm asking you to list them on here, or PM me about them so I can go over them and make them better or something! Thanks.
Combat MagicGuidelines:combat magic is largely centered around offensive elemental spells. This means no telepathy, psychokinesis, teleportation, invisibility, or any other type of ESPN-style abilities. Although the magic is elemental-based, you can only do so in the form of artes. While you can use artes to have limited control over an element (like create a fireball) you cannot control the elements in a way that a waterbender can manipulate water. Every move must be backed up by an arte. You also cannot have an arte that allows you an ability to control an element. You don't have to specialize in an element, but you most certainly can if you'd like.
Level 1: small fireball, wind sickleLevel 2: small tornado, small earthquakeLevel 3: medium explosionLevel 4: lightning boltLevel 5: Small scale tsunami, large explosion, ice storm
Healing MagicGuidelines: Users of this style have the ability to heal comrades and use supporting artes. There will be absolutely no resurrection artes in this realm. Once you're dead, you're dead. Support artes also need a limit. if someone used a support arte on you, include it in your RP. It will last for 3 rounds of everyone posting. Even level 5 healing artes can't heal a fatal wound. use your common sense when you use and describe healing artes!
Level 1: Heal superficial wounds.Level 2: Protect from one elementLevel 3: Raise attackLevel 4: Heal medium sized woundsLevel 5: Heal major wounds
SummoningGuidelines: the number of summons you can have corresponds to what level you are. The artes for a summoner will be used by the summon itself. For summons, fill out a "Summon Sheet" to post and PM to me for approval. The higher of a level your summoning becomes, the more powerful your summon becomes. you can summon once per battle, with the exception of boss battles, where you can summon two.
Level and abilities:
How they became your summon:
Level 1~2: one summonLevel 3~4: two summonsLevel 5: three summons
WeaponryGuidelines: Users of the weaponry style are people who can use special artes with a weapon. Due to the vast numbers of weapons, most of this will be up to you, the weaponry style user. Using the weaponry style does not grant you the artes in all weapons. As a rule: One weaponry-style for one weapon. If you have one weaponry level five and two weapons, you can only use the level five mastery on one of your weapons. you're more than free to use your other leftover levels for your other weapon as well. You can use artes with elements (ex: flame slash as a level three sword arte) or come up with your own. The weapon artes from the Tales series and Dragon Quest series are encouraged.
FisticuffsGuidelines: Fisticuffs are the art of hand to hand combat. Because artes and moves are hard to measure, the fisticuff style levels will be a measure of strength. It will be up to you to limit the strength based on your level. Be reasonable.
Maximum strength/level 5: Lifting heavy boulders/breaking stone.
PuppetsGuidelines: Basically, this style is based off the puppets in Naruto and Tales of the Abyss. There are two puppet types:Large and small.
Large puppet: Based off of Tokunaga, Anise's puppet from Tales of the Abyss. Normally carried around in a small form, during a battle, a puppeteer can use their puppet magic to make it grow. Grasping and climbing on the puppet, using puppeteer skills, the puppeteer can control the puppet to use physical attacks.
[indent]Go to this site and control-F Anise and look at her melee arts for some ideas Large Puppet Skills
Small puppet: See Naruto puppets for reference. Controlling the smaller puppets with magical puppet strings, the user can attack enemies by manipulating them. You can also conceal weapons within them and unleash them at an enemy. Smaller puppets in general packs less of a punch compared to a large puppet.
Levels determine how many puppets you have.
Level1~2: One small puppet or one large puppetLevel3~4: two small puppets or one upgraded large puppet. (meaning more strength)Level5: two small puppets AND one large puppet
ClassesClasses are optional. I don't want to limit OCs by listing off specific classes. Feel free to classify your character in whatever class that exists in an RPG world. This is just to get a better idea of your character. Again: optional.
WeaponsBe reasonable! This is a realm with no guns/planes/high-tech stuff. Use weapons that exist in a medieval period. If you're not a weapon-style user, you can still use weapons, just not the artes granted by the weapon style. there is no limit on how many weapons you can carry. Remember, just because you're not using a weaponry skill doesn't mean you can't use weapons! Think outside the box! You can mimic various artes by coating the blade of a sword in poison, or setting arrows on fire.
Mystic ArtesYes, this is based off of Tales of the Abyss. A mystic arte is a special arte that you can use, and you can come up with your own, regardless of what your styles are. you will have one mystic arte that will grow more powerful as you become more powerful. After a certain point, you will be able to unlock a second mystic arte.
This is the one thing that can be OP. however, there are still guidelines and limits.
-Your mystic arte cannot grant you the ability of element manipulation
-Can only be used once per dungeon
For more information on mystic artes, look at Mystic artes. This is the same site used for puppets. Each Abyss character has a few mystic artes, so look to them for ideas!
Links and references
weaponry skill ideas look at multi-class skill types.
Magic ideas Click on each spell for more information!
So let's get started shall we...?
once enough people post here, we will get started!
Every character starts with a mastery of two levels. it can be from any of the styles you choose. This means that the most powerful level your character can be in the beginning will be level two.
I actually have no idea how people are going to meet up! I'm relying on you guys to come up with something cool. Keep in mind that the RP isn't just about Elylia and her brother. She is just the catalyst for the RP to start. Be creative! You can start as a friend of hers, or a hired mercenary, but come up with your own reason for joining Elylia with her quest! Do you have an ulterior motive? Are you someone who has information that you shouldn't have? Go wild!
I'm so excited! I'm sure I missed somethings and some things are confusing, so feel free to ask me about anything for clarification.
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Style/Levels: Level 5 combat magic, level 5 healing magic, level two weaponry (bow)
Class: sage, dancer/minstrel
Weapons: Bow/arrows, sword, throwing knives, whip
Personality: Elylia is a very bright girl with a strong sense of justice. She has a very strong will, and once she thinks something is right, she forges on ahead and it is often difficult to change her mind. Her passionate nature allows her to be empathetic and compassionate, but this means that she allows her emotions to lead her instead of reason at times.
History: Elylia was born as a descendant to one of the Six Sages on the Vexerian side. As a result, many of her family members are skilled in magical artes. There seem to be some Zenithian blood mixed in as well, judging from her skill with weapons.
She was born in a small village named Lurais, living a very simple and fulfilling life. Elylia grew up in a small community within Lurais, never setting foot outside it's borders. Her father was very protective of his daughter, believing her to be fragile and unprepared for the world, while he allowed his son more freedom. Elylia and her older brother were very close, despite the 8 year age difference. Her older brother, Alistair was the one who taught her how to wield weapons, and she idolized him. Alistair was her hero, and always will be.