Hidden 8 yrs ago Post by FujiwaraPhoenix
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Prologue

The continent of Stalmir is at peace. After centuries of war, beings of all races, be they human, monster, or otherwise, have laid down their arms to compete in ways heedless of their prior disregard of life. While some animosity remains, the advent of newer technologies and advancements has led to better ways for these beings to spend their time.

Like sailing the deep blue seas that surround them, for example.

The human nation of Tawken, known to all as the catalyst of all these changes, had developed a prototype seafaring vessel, dubbed 'The Arrowhead', in the decades following the final years of constant war. It's maiden voyage, with men and women who had since become weary with the peace of life thereafter, was a huge success. When the ship returned a few years later with plants and animals never before seen by those on Stalmir, every nation on the continent was thrown into chaos. Eager to stake their claim in what the original sailors claimed to be 'a new land full of strange life,' the leaders gathered once more in the capital of Tawken to discuss the issue at hand. In essence, though, it was nothing more than an attempt to pressure the humans in order to obtain the knowledge to create more of these ships.

What nobody expected, though, was the human king's proposal.

"My fellow leaders, instead of desperately bidding for the designs for this new technology, why not let us cooperate before you seek to expand? Let us send off our countrymen, our people, as one group to this new land; let them create a singular port, under control by none of us, so that you may guarantee a safe point from which you may grow your empires? If this succeeds, then I shall give these plans out to all of you. No cost shall be made thereafter. Would this not be beneficial to all of you moreso than it would me?"

The leaders, of course, were shocked; even if the era of war was over, each was ready to wage their own war... Well, war of a more economic nature. The king of Tawken was known to be abnormally strange, but in the end there was a reason as to why everything ended as they did.

Negotiations continued, until at last a compromise was found. Each nation would send a group of settlers to Tawken in a year's time, with whatever goods they wished, and the voyage would commence soon thereafter. Once the port on the other side of the ocean was set up, some group onboard would return with the news, and the human king would henceforth release the information everyone else so desired. If nobody did so in three years' time, then the king would be forced to release the information regardless. Though not all sides agreed to the resolution, those that did (the human king included) signed a magical contract that bound them to their word. And thus, the meeting ended without incident.

A year afterwards, the representatives sent by each of the approving nations gathered at the port town of Lezan, at the western end of the continent where 'The Arrowhead' had originally set forth on its journey. These beings, many of whom were prospective settlers to take this new land, set forth on the ship, now improved in the time following its return. Their journey was to be a grand spectacle, and though each nation would have to wait a while longer, they could at the very least preserve their relations with the nation of Tawken. Humans did, after all, have a way with being creatively insane, and it would do no good to have them removed from the world.

Not all things go as planned, though; nearing their destination, the group about 'The Arrowhead' met with a freak storm en route to their destination. The ship, which was unprepared for the ordeal, tossed and turned about, until finally...

It capsized.

The morning after, the shipwreck (or part of it, at least) washed up on the shores of this new continent. A multitude of survivors, too, found themselves waking up with a face full of sand.

Will they be able to make this new land their home and succeed in their goal, even with this monumental setback? This is, after all, no longer about politics or nations.
This is about their survival, and their lives.



Well, at the title (and the prologue) clearly state, this RP is a FANTASY SURVIVAL RP... But, well, with a few twists.
First off: I've left a LOT of the nations blank, save the humans. This is to allow people to drag whatever generic race of fantasy beings they want into the RP... That make sense, of course. Why would something like a dragon, for example, want to ride on a boat?

That brings me to my next point: MONSTERS ARE PEOPLE TOO. Well, not really, but you know what I mean. 'Monster' is a tag that we use to denote beings that generally aren't friendly to humans and their allies, but this is a situation where they're NOT hostile. Things like ogres and orcs and goblins and stuff? Yeah, they can on board. Not everyone's gonna like them, but they've reached at least some degree of understanding by now. As long as they're not feral or whatever, it should be fine.
Just don't try eating your fellow survivors or anything. Things don't work well if that sort of thing happens.

Next: If you want to play one of the races mentioned above, it's recommended that you write out some sort of lore about the nation they're from. I don't care the origins in OUR world, but this fantasy world works by its own rules.
Also, the Tawken humans aren't the only humans out there. Just saying.
By the way, this also means that you're free to make a character from a race that's not generally seen in Western mythos. Oni and other such youkai are the easiest examples to place, but there's nothing wrong with taking liberties with a race of generally bestial race, either. It's not like a lot of recent media hasn't done that, anyhow.

Following that... The technology of this world is, as expected, about early Age of Exploration-level, if comparing it to that of our world's; the only exception is that guns aren't anywhere near as prevalent... And, if you couldn't tell already, the RP is based heavily upon that era of human history. Magic exists, but there are two real 'types': innate and catalyst-based.
Innate magic is based on race: some races, obviously enough, have a higher affinity for the mana in the atmosphere than others. This magic is generally weaker than catalyst-based magic, and thus is used more in domestic situations or things based on the user's craft. This is also MUCH rarer in the world at large.
Catalyst-based magic uses crystallized mana, which is formed under certain specific conditions (which I'm not gonna disclose right now) in order to achieve a desired effect. Crystallized mana can either be 'pure' or have an element affiliated with it, which will determine what it can and cannot do. The larger the crystal, the more it can accomplish. When fully depleted, these mana crystals can be replenished, but only with the same-natured mana (unless it us pure, in which case it is effectively a blank slate).

Finally: This continent is not the platform for your everyday survival. Things are not going to be easy.
In fact, Mother Nature's going to be a hell of a lot more sadistic here. Each day will bring around a new challenge, and it's up to YOU GUYS (the RPers) to find ways to circumvent and/or overcome them.
Oh right, and with this being a new continent and all, only the people who came around the first time will have any clue about the area, seeing as how they picked it out at all. They were only around for about a season at absolute best, though, so there's still the other 3 to worry about.

I shouldn't need to worry that much about rules otherwise, I think; there's the standard PG-13 rules (no problems with relationships, etc;), no Sues/Stus/godmodding/powerplaying/etc;...
Oh, right. Remember how I said Mother Nature was gonna be sadistic in the last paragraph up there? Be prepared to have your characters deal with hell of a lot of crap in the near future. They can get hurt, sick, etc;. But I won't kill them or cripple them without a player's permission, obviously. Just be aware that survival is sure as hell not going to be a breeze. I would say 'not for the faint of heart', but if you're still here, I guess you can already see that.
I'm not going to be a complete sadist GM, though. That's just frustrating to deal with. There's going to be a lot more than just survival in the RP after a while, so don't expect to have to be dealing with the struggles thereof all the time.



So, one thing I need to mention here for the sake of convenience: The characters will start with the shipwreck nearby to salvage from. The 'salvaged item' in the form below is not counted among the following items, so no need to worry too much about what follows. Pick something else that isn't too... Absurd for the situation. Like, no super-value tools or items or anything. In the end, I'll be the judge of what goes and what doesn't, after all.

Starting Items (Group): Two days' worth of rations for however many people survived, a set of seeds for wheat, barley, soybeans, and rice (enough for a quarter of a 10' x 10' of land each, though remember that each crop grows under different conditions), and a small fire mana crystal, approx. 1 cubic inch in size.



Any questions? Problems? Things left unanswered? Let me know if any of these issues pop up.
Hidden 8 yrs ago Post by VitaVitaAR
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Interest so yeah!
Hidden 8 yrs ago Post by Tojin
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Looks neat! I'm in!
Hidden 8 yrs ago Post by Rune_Alchemist
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Obviously in~
Hidden 8 yrs ago Post by FujiwaraPhoenix
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FujiwaraPhoenix Archer Inferno

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Three people already? I'm liking these odds so far.

More would be nice, though. Kinda want more before I make an OoC.
You're all free to create forms early and drop them off for examination whenever, though.
Hidden 8 yrs ago Post by Rune_Alchemist
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Three people already? I'm liking these odds so far.

More would be nice, though. Kinda want more before I make an OoC.
You're all free to create forms early and drop them off for examination whenever, though.


Already working on a CS~

Just one question. Thinking about playing an Alchemist (fancy that!~) that may branch into some catalyst-based magic later.

Would alchemy be a thing here? Like potion brewing and stuff to make antidotes, things similar to health potions, etc. (probably won't actually be health potions, more like something that could speed up the healing process over time) Would that fall under Innate magic, or no? Probably gonna end up being the guys healer of sorts.
Hidden 8 yrs ago Post by FujiwaraPhoenix
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@Rune_Alchemist: Alchemy is just magically-infused chemistry, imo, so yes, some degree of innate magic control would be necessary. Remember, though, that the new continent will likely have flora and fauna that were yet unknown to the world, so there's gonna be a lot of trial and error involved. Furthermore, they need the tools to perform their actions (the classic beakers, distillation flasks, etc.;), so do keep that in mind.
Hidden 8 yrs ago Post by Rune_Alchemist
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Yep, all taken into account. Thanks!~
Hidden 8 yrs ago Post by Decker126
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This sounds interesting, I'll try and keep an eye on it.
Hidden 8 yrs ago 8 yrs ago Post by Rune_Alchemist
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@PKMNB0Y
And there we are.

Do tell if there are problems, or if there's anything I need to change/add or if you have questions or concerns~
Hidden 8 yrs ago 8 yrs ago Post by VitaVitaAR
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  • Name: Irial Romyre
  • Age: 30. High Elf growth rates mean that her youthful, short appearance is likely as old as she will ever look. In addition, she's considered quite young by High Elven standards.
  • Race: High Elf
  • Appearance: Face and some of her upper body. Irial is very short and rather youthful-looking, and has a slender build, though her physique could be described as kind of pear-shaped. She has little to no muscle on her body at all, and could easily be described as delicate.
  • Personality: Irial is a proud and confident mage. She has studied since her childhood, when she was very young, and has continued to do so for her entire life. She is overjoyed at the opportunity she has been granted, as she is quite young by the standards of her kind. But thanks to her parents being unable to travel, she was begrudgingly allowed to travel. However, Irial dislikes company. She does not have any prejudices against other races, rather she treats anyone she sees as foolish with the same level of irritation and contempt. Unfortunately, Irial sees many people as foolish. She is rather sarcastic and possesses a short temper. At the same time, her attitude is in part a result of her belief that stupidity gets people hurt, and she should stop anyone she sees as being foolish from acting as such as quickly as possible. That, and it's very annoying to her. Irial is easily flustered or exasperated, and can quickly go from sarcastic comments to angry shouting if irritated enough. She is very proud of her knowledge of magic and arcane creatures, and of her capabilities as a mage for her young(for a high elf) age.
  • Abilities: Irial is a high elf, meaning she naturally has extensive magical capabilities. As a high elf, death from aging is not an issue, though disease, violence, starvation, or any other such causes of death are still dangerous to her. Irial herself has a wide library of spells, largely centered on Destruction, Defense, and Utility. Destruction spells include Fireball, Lightning Strike, and various other such spells. Defense features magical barriers. Utility is simply spells such as a small light for dark areas, or a spell designed to temporarily repair broken objects. Her innate magical skill is very high, allowing her to cast a variety of low-level spells without need for a catalyst. Due to her extensive capabilities she can cast very quickly, chaining two or three spells together to amplify or combine their effects. Irial is also highly studied in matters of supernatural creatures, but her knowledge of the mundane is remarkably lacking. Indeed, Irial is rather useless when it comes to mundane tasks, and is physically very weak. As with all elvenkind, however, she is much lighter then she looks and can move quickly in short bursts(more athletic elves can obviously do so for longer).
  • Salvaged Item: Irial's Reinestange, a polished wooden mage's staff with a pure mana crystal mounted on the tip. She's very upset none of her books survived.
  • History: Irial was born as the only child of the Romyre family. Due to very low elven birth rates, this is not exactly uncommon. From young childhood her parents desired for her to become an excellent mage, just as they had. After all, as the Archmage of Aman Duun, the High Elven mage's academy, her father certainly desired to have a child just as accomplished as himself. Her mother, too, as a court mage, desired a similar result. And so, even at such a "young" age of thirty, Irial become highly accomplished and knowledgeable about magic. Naturally not to the status of a truly powerful mage, but for a young elven girl it was impressive. It was not long after her thirtieth birthday that her parents were approached about the expedition to the uncharted continent. However, their duties were too important to allow themselves to leave. And their daughter, they initially asserted, too young. However, after much consideration and testing of Irial's skills, they eventually allowed their daughter to go in their stead.
  • Nation of Origin: Aunen Gaeth, the last land of the High Elves.
  • Nation Lore: Long, long ago, the High Elves ruled many lands, having split from the wood and dark elves even further in the past.. While they were excellent to their own kind, an arrogance plagued them, made them believe themselves better then other beings. This state persisted for many years, and the arrogance of High Elves drove them further and further, to greater and greater lengths to show their superiority. Naturally, such things can only end in disaster. A magical experiment to pierce the veil of reality into another world caused a catastrophe that swallowed the High Elven capital of Gehaer Leth, and wreaked havoc upon their lands, killing many high elves. The remaining elves retreated to their ancestral home, the last land relatively unharmed, Aunen Gaeth. Many of their former lands were swiftly claimed by other races. The disaster humbled the high elves, and they began to reconsider themselves. After all, they had made such a horrible mistake, perhaps their feelings of superiority were utterly undeserved? They, as a result, did not seek to reclaim their old lands. Even if they had tried, they were far too few in number to do such a thing. Indeed, it almost appeared as if the High Elven race would have died out... if not for their newly-bustling trade with humans. Some scholars believe that interbreeding with humans is the only reason there are High Elves at all today. Most modern high elves possess a small percentage of human blood, even if they do not show any human traits and possess the endless lifespan of their race. Today, the High Elves still hold pride in their work, but never will they forget the disaster their past arrogance brought upon them.

    Aunen Gaeth lies to the southwest. It is a fertile land, with short winters, and holds the current High Elven Capital of Miur Taenn. The high elven population is low, but stable, as age cannot fell an elf, but birth rates are quite low. While in the past, other races were not allowed free passage into High Elven lands, today's High Elves welcome their modern allies, though few live within the borders of Aunen Gaeth.

    The High Elves are ruled by the High Elven King and Queen, Tenneth Myryn and Eslieth Myryn. A large mage's college is held within the borders of the capital, and is a respected place of education.
  • Other: Irial is largely useless at any physical exertion. However, she can bake, due to a personal love of pastries.
Hidden 8 yrs ago Post by Rin
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Um maybe interest if I can figure something out and actually get anything done I guess.
Hidden 8 yrs ago Post by Zapdos
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This is an interesting roleplay idea. My first idea was for some kind of doctor, but I feel like Rune_Alchemist's alchemist kind of does a lot of what a doctor would do anyway. I'm getting an idea for some kind of farmer character who would be a basic fighter/swordsman, that or some kind of adventurer person who is there to see more of the world. I'll have to work on a character sheet.
Hidden 8 yrs ago Post by FujiwaraPhoenix
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@Rune_Alchemist: I see no problems with the character per se, but I have to clarify:
They just gave her the clothes to look good for the trip, right?

@VitaVitaAR: Looks fine, but remember: for advanced magic, you're gonna need mana catalysts of the corresponding affinity and with enough power stored to fire whatever it is off. Since I assume you'll be using a mix of both innate and catalyst-based magic...
Right. Question. How strong is her innate magic?
Oh, and secondary note: Pure mana crystals will act as one half of the recharge mechanism on elemental mana crystals, but can also amplify effects based on size and purity. I'll get to that at a later time.

@Rin: Well, so long as it is done, it is done.

@Zapdos: Good luck to you there.

Oh, right. I almost forgot.
Two characters max. Aiming for at least a few paragraphs per post if possible, just so nobody gets stuck with any puny amount of text and has to fill in the fluff on their own. The more you give, the more you get. Equivalent exchange, guys.

I have two of my own characters in the works right now, so yeah.
Anyways... Right, interest. I think that we have a decent amount so far, but I'll put off the OoC until tomorrow.
Hidden 8 yrs ago 8 yrs ago Post by Rune_Alchemist
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@Rune_Alchemist: I see no problems with the character per se, but I have to clarify:
They just gave her the clothes to look good for the trip, right?


Her clothing, yes. Gotta look presentable to all those uncultured barbarians outside of their walls, after all~

Normal attire is fairly simple most of the time, unless you hold a fairly high rank position within Astril. Older Scholars and the Deacon, mostly.

The cloak is fairly standard attire, (though most are a bit less decorative) since its fairly cold up north, though.
Hidden 8 yrs ago Post by Sabotage
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Definitely interested.

If I can find some time, I'll make a CS.
Hidden 8 yrs ago Post by General Scales
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Liking the look of this. I'll see if I can't put something together soon.
Hidden 8 yrs ago Post by VitaVitaAR
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@PKMNB0Y: She's probably nearly as good as you can be with innate magic.
Hidden 8 yrs ago 8 yrs ago Post by Heyitsjiwon
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Name: Caelis Wolff
Age: 29
Race: Human
Appearance:

Personality: Practicality, that is the word that can best describe Caelis in terms of how he thinks. He isn't the one to make friendly small talk for no reason. That said he isn't a particularly mean or cruel person, but on the flip side he isn't someone who has never told a lie in his life for some sort of benefit. So, don't expect him to be the paragon of good or evil. He is just looking out for his own best interests and sometimes it collides with acts that people can consider to be morally right or wrong.

Abilities: There is no one skill that Caelis is particularly very skilled at. As a merchant, one has to be proficient in many areas. Thus, Caelis is a very capable negotiator and businessman. His years of travelling has exposed him to numerous languages that he picked up along the way... not to mention he had to learn how to handle a sword while on the road as even during times of peace there are desperate people who are willing to kill for profit. Thus, Caelis is capable in many regards, but one skill does not really stand out. However, he does have some innate magical abilities that Caelis isn't aware of.

Salvaged Item: His personal cutlass that he had commissioned for this expedition. Although it had been intended to serve more of a ceremonial/decorative purpose, it is a well forged blade.

History: Caelis was born to a single father. He had never met his mother, or at least has no memories of her. No, all he remembers is being raised by his father who never told him much of his mother. However, many of the adults in the small town that Caelis was born in gossiped around him whenever they saw him. Mentioning "Demon-spawn", "Half-Incubus", or "Succubus' bastard" among other curses, the towns people seemed to abhor him. When he brought it up to his father, he told him to ignore them and that they were going to leave the town soon anyways. The towns people were just spiteful and his father assured Caelis that his mother did love him very much.

His father was a merchant as well who had temporarily stopped travelling to raise Caelis. At 12, he was old enough to start to learn his father's trade. Thus, he traveled with his father and amassed wealth. It seemed that Caelis was just a natural born, charismatic merchant as he did very well. Hence, they expanded their business and started their own company after several years. The Wolff Trading Company grew into naval expeditions as well and established itself as a major trading company. It took a lot of work, but the Wolff Trading Co. was eventually chartered to supply, and help with the newest expedition to the new world. In return, the company would receive a share of the exotic goods that the 2nd expedition would bring back. Thus, Caelis joined the expedition as a representative of the company to ensure that everything would go smoothly.

Nation of Origin: The Republic of Lothringa

Nation Lore: The Republic of Lothringa is a merchant republic where the wealthy hold much sway over the nation. However, due to its nature as a Republic, Lothringa welcomes people of all races but is primarily occupied by humans. Humans hold the majority of the council seats, 7/10. With 2 Dwarven and 1 Elven representative taking the other seats, the Republic is known for being a economic hub where goods from all reaches of the known world pass through. However, racism and religious zeal is ever present in the Republic. Few people trust the orcs and even fewer trust those of occult or dark origins such as the dark elves or minor demon spawn. Historically, the Republic of Lothringa used to be a strong hold of the Faith and Crusaders who launched expeditions against the historical enemies of god and man. However, the long centuries of peace and its ideal location made the Crusader state turn into a merchant republic.

Other: He enjoys good food. So much so that he learned how to cook and might be able to make some of the best tasting food people have had. That is if he had proper ingredients.
Hidden 8 yrs ago Post by Rune_Alchemist
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Heads up~

I feel like making a second character.

So I'ma do that~

Might...go for a Harpy. Maybe a Kitsune or an Oni. Unsure yet~
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