This roleplay is currently
ACCEPTING
Interest Check | Character Bin
GM: Mizuho
Co-GM: TaroAndSelia
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.
The worlds of Zenith and Vexeria are still WIP. Expect more details to be added and stuff! The information and details for these two planets will grow as they develop, and I come up with ideas.
Rules:
- All Guild rules apply. (Take sexy timez to PMs, be nice to each other etc etc)
- Swearing is allowed, but please keep it in moderation.
- This is a high casual roleplay. At the bare minimum, post two paragraphs. A lot more is preferred.
- Don't create a character who is a Mary/Gary Sue, OP, or anything else of that nature. Your character may develop into a powerful one, but everyone needs to start somewhere relatively weak!
- If there are deaths, (like you want to kill someone) be sure to talk it out with the GMs and that person! You can't be like "Oh by the way, you're dead now, lol!"
- Use common sense and courtesy! We're all friends here. Be polite, and no fights in the OOC.
- Listen to what the GMs say, we are your gods.
- There will be no posting order, but be mindful of the others and how much they're posting.
- There is a character limit of three characters
- Let us know if you can't post, if you're dropping, etc. I won't bite your head off, I promise.
- Have fun! This is a requirement. Seriously, why roleplay if you're not having fun?!
Fighting StylesStyles and levels are what determines your character's fighting style. Every 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. (For example, Combat magic lvl 2 + fisticuffs lvl 5 + weaponry lvl 4 + puppetry lvl 1 = a total of 12 levels) Have fun with this! The combinations are entirely up to you. Everyone will start with a mastery of
one level. At certain points in the story, everyone will "level up" and gain another level mastery. This is how our characters will become stronger over the course of this roleplay.
Every level has special abilities called
Etras. The number of etras you gain at your current level of mastery will be listed. You are allowed to create your own etras, and customize them to fit your needs. However, your level of mastery also dictates how powerful an etra can be. You can't have an extremely powerful one at a level one mastery, but you can have one at a higher level. Start small! You will
gain 5 new Etras every time you gain a level.
Take note that just because you don't use the weaponry style doesn't mean that you can't wield a weapon. You can, you just won't get the special abilities that come with a weaponry style.
Combat magic is largely centered around offensive elemental etras, although it includes magic detrimental to the enemy. This means no telepathy, psychokinesis, invisibility, or any other type of ESPN style abilities. Although the magic can be elemental-based, you can only do so in the form of etras. While you can use etras to create a fireball, create an earthquake, slice wind sickles etc, you cannot control elements in a way that a waterbender can manipulate water. Every move must be backed up by an etra, and each spell has to have it's limits. You can't have an etra that gives you the ability to control an element. You don't have to specialize in an element, but you can if you'd like. De-buffs also belong under this category.
I like to view combat magic as the different spells you can learn in the video games of Dragon Quest or Final Fantasy. There are different 'levels' in each of their magical abilities, like fire, fira, firaga, or frizz, frizzle, kafrizzle. They get stronger with each little name addition-thingy. In this case, both are fire spells that get significantly more powerful as they progress. This is what I had in mind, but you don't necessarily have to stick with that.
Users of this style have the ability to heal comrades and use supporting etras. There will be absolutely no resurrections etras in this realm. Once you're dead, you're dead. Support etras also need a limit. If someone used a support etra on you, include it in your RP. It will last for three rounds of everyone posting. Even level 5 healing etras can't heal a fatal wound. Use your common sense when you use, and describe healing etras!
Be creative!
The number of summons you can have corresponds to what level you are. The etras for a summoner will be used by the summon itself. For summons, fill out a "Summon Sheet". This is pretty much just a character sheet for your summon. The higher of a level your summoning becomes, the more powerful your summon is. You can summon one summon per battle, with the exception of boss battles, where you can summon 2.
The etra numbers your summons can use will still follow the numbers mentioned above. However, this doesn't mean each summon will get that number of etras. The etras all your summons can use are limited to the numbers listed above. You are free to distribute them in any way, as long as you're within the etra numbers guideline.
Level One~Two: One summon
Level Three~Four: Two summons
Level Five: Three summons.
Summon Sheet
Name:
Appearance:
Level and abilities:
How they became your summon:
Miscellaneous:
Users of the weaponry styles can use special abilities with a weapon. You can have multiple weaponry styles, but they will all count as a separate style. (For example, level five sword, and a level 3 whips use up 8 of your levels.) You can use abilities with elements (flame slash or something) or come up with your own. Your level mastery is applicable to all weapons of that type, meaning if you have a level 5 sword mastery, then you can use those abilities for any and all swords.
You are allowed to add elemental aspects to your Weaponry Etras (like imbuing your sword with fire for one slash) and you are also allowed to add de-buffs and buffs to weaponry Etras.
Fisticuffs are the art of hand-to-hand combat. By the use of Etras, it is possible to enhance your character’s physical attacks, or cause detrimental effects to the enemy.
There will be no elemental aspects to fisticuffs etras for the most part, for the will most likely fall into the Combat Magic fighting style. However, if the result of the etra is elemental, it may be considered appropriate for the Fisticuffs fighting style. (For example, punching the ground and creating an earthquake would be considered a high-level fisticuffs etra.
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: A large puppet has the ability to grow and shrink. Normally carried around in a small form, during a battle a puppeteer can use their puppetry ability to make it grow into a size approximately 1.5 times the size of a normal human. Grasping and climbing on the puppet, using puppeteer skills the puppeteer can control the puppet to use physical attacks. Although this packs more of a punch than it's smaller counterpart, it is also a great deal slower in speed.
Small puppet: Controlling the smaller puppets with magical puppet strings, the user can attack enemies. Puppeteers have been known to conceal weapons inside their puppets. Physically weaker than a large one, but significantly quicker.
The numbers of puppets you can use are determined by your level, but you don't necessarily have to use all of them. The number of etras your puppets can use are still limited by the etra limit, but you are free to distribute them in whatever way you see fit.
Level One~Two: 1 small puppet or 1 large puppet.
Level Three~Four: 2 small puppets or an upgraded large puppet.
Level Five: 2 small puppets and a large puppet.
The World of Zenith
Be reasonable. This is a realm with no guns, planes, etc. Use weapons that exist in a medieval period. If you're not a weapon-style user, you cannot use special weapon abilities, but you can still wield one. There is no limit on how many weapons you can carry. Keep in mind that a weaponry style user isn't always stronger than a non-weaponry style user. The proficiency you wield your weapon will grow throughout the RP, regardless of whether you use the weaponry style or not.
10 Copper Pieces = 1 Silver Piece. 25 Silver Pieces = 1 Gold Pieces.
Current food price list:
A small loaf of bread - 5 Copper Pieces
An apple - 2 Copper Pieces
Cheese - 4 Copper Pieces
Beef - 1 Silver piece
Chicken - 8 Copper Pieces
Pork - 9 Copper Pieces
For the most part, I would prefer characters to be human. This simply makes it easier to distinguish between monsters, and non-monsters. Races may be added in later, but at the moment, they don’t exist. If there’s a certain race of something you have to be, don’t hesitate to ask!
There technically aren't any pure Vexerians left, they have intermingled with the Zenithians and over thousands and thousands of years, they have become one race. They are simply known as Zenithians now. Although everyone is technically able to use both magic and combat-based fighting, it's possible for a person to be more skilled in one field than the other.
Various monsters roam the lands of Zenith. There are reports of various issues including monsters raiding a village's food supply, occasional horror stories about monsters attacking humans, so there are many Zenithians that don't fight, instead opting to focus on other tasks such as forging weapons, farming, etc
Character Information
Name:
Age:
Appearance:
Style/Levels: This will be all twelve levels that your character will eventually have. Seeing how your character will advance will help everyone else plan their characters as well.
Current Abilities: Choose one of your styles as your starter skill and make five etras (artes, moves, spells--an ability that is slightly magical) to go along with it.
Weapons: You aren't limited to just your skill. Anybody can know how to use any weapon. But don't use every weapon.
Personality: Again, this is a small advanced notice for the other players. A party is most fun with different sorts.
History: A good history should include what other people may know about your character, and how they came by their abilities.
Why are you on this journey?: There has to be a believable reason your character is caught up in this.
Miscellaneous: Quirks, thoughts, habits--anything that you want to add to flesh your character out a little more. This isn't necessary; anything you may put here could be worked in IC.
What does your character think about everyone else? Not required, but highly recommended.
Celosia Alesea:
Sinpher "Sin" Randol:
Zico al'Soma:
Tyrell Varn:
Nathimys Bayias:
Joscelin Voclain:
Freya Yates:
Jythrel Arbrick:
Leon Thorne:
Mayaquen:
Jitters:
Ava Zayan:
Azelius Dural
Beatrice Fendbane:
Atalee Vayshalum:
The relationship sheet isn't required, but highly recommended. It gives insight to your character and how they interact with others.
Feel free to ask any questions!
UPDATE:--Fisticuffs description has changed! Check it out!
--Accepted Characters now state who plays that character
--The Standard Price List has grown! There are now three sections of various items and prices listed: Food, Medicine, and Weapons. Not posted anywhere yet.
WORKING ON:--Etras Ultima system
--Location names and details
--"Spotlight" System
--Making a document with all details about this universe