Status: Working on OOC and Accepting Applications, work in progress, tread carefully folks
Link to Interest Check: Here
Genres: Fantasy, Quest, Adventure and Mystery
Inspired by: Fantasy Life for 3DS, Dark Dawn Golden Sun for DS and Tales of Symphonia for Gamecube
Co-GMs: Astarael42 and FrozenEcstasy
Disclaimer: The co-GMs are awesome and will both have access to me via Facebook (so on the go) and will have contributed parts of this post to me. Respect them and and what they have to say.
Light Summary: A group of people are gathered who are all connected in some small way. Perhaps they are friends or perhaps one of them helped save them when they were ambushed in the woods with supplies and daylight running low. Or perhaps they were neighbors in a small town and haven't reunited in ten years. Whatever the connection, it big or small, is tied to at least two people. And so when a decree from the capitol city of Dacara summons any and all willing to help, this group with its many mini connections is brought together. Dacara is a busy city, bathed in terracotta nestled against the country's largest lake at the center of the landmass. The summons tells a dark occurrence has been happening for two weeks. Large dark meteors have been falling from the sky and anyone who has gone near them has become weak and ill. Magic is unable to penetrate them and in fact, magic itself is being drained from the area where it collided with the earth. Decay is all that remains from these three reported meteors and though people aren't panicking, the King, Queen have much to worry about as it sparks the beginning of a long forgotten prophecy.
The Prophecy:
- Part One -
A world covered in bliss...
Lay forgotten the tears
and the strife
of centuries past.
Misery will soon be unearthed
to reveal the truth.
A sky will fall
and so will more tears.
As the world is expelled
of its waste,
a collection of souls will be gathered.
These souls have
the power to heal the wounds
inflicted by the abyss.
The prophecy has been broken into three parts and so far, Dacara has only been able to secure the first part. Our group will also be tasked with tracking down the other two which was rumored to be on the other two continents of the world.
The World:
The world has three major continents.
Dacara is the capitol of Drupali and reigns over Kassingo and Uellia who are on equal terms but Drupali is the head of trio. Drupali has many lakes and rives and waterfalls and forests. It is a lush landmass with plenty of natural resources such as livestock, fruit and vegetation. Kassingo's capitol is Kayal and it is located in the top of a sprawling collection of cliffs and mountains. Down below it is a large crater filled with lava. Kassingo is a sturdy land with temperatures and more rocky structures, volcanoes and meadows. And Uellia is a land filled with vast coastlines, desserts, meadows and valleys. It is a mix between both Kassingo and Drupali. Uellia's capitol city is located in a vast dessert and is called Unn. The king and queen of both Unn and Kayal are distant relatives of those in Dacara.
They meet three times a year at each location and are on decent enough terms with one another, as far as family is concerned.
Magic: Magic is very much alive all over the world. It is something anyone is able to harness. Magic flows through the air, is buried deep underground and lives within every person. Small runes give anyone the ability to use the aura of the world. These runes are made of a dark heavy stone that are roughly the shape of someone's palm. Each rune is about the same weight and size and each of the three continents (Drupali, Kassingo and Uellia) export certain ones under the strict guidelines passed down from generation to generation. There is fire, water, wind, rock, nature and lightning. Drupali exports water and nature. Kassingo exports fire and rock. And Uellia exports wind and lightning. In order to preform magic, a book of enchantments is needed, as the magic is only able to be used at the user's vocal command. A wave of energy with flow into the rune and then be released at the right tone and direction of the command.
To keep things simple, I am giving players free reign to make up spells, but they should be in Latin.
Classes:
Weapons can be any of the following: martial arts, a wooden staff, a broadsword, double blades, a bow and arrow, throwing knives, or an ax. Suggestions and questioned welcomed but there are not guns or explosives.
Mages - Offensive and defensive magic, uses the typical set of runes, spell book. Up to two mages will be allowed, at most four elements can be used.
Monks - Defensive magic and handlers of old lore, collectors of history and fables. May consider giving them a staff if defending themselves or others is deemed necessary. They may also have a pet but these pets are not generally used for combat.
Alchemists - People who use magic to cook up special food, potions, elixirs and other harmful or beneficial concoctions. Should you wish to equip them with a pair of double blades or throwing knives, or a bow, it will be allowed.
Knights - Only one knight will be accepted because they are overused. If you're considering being one, contact me for more information about the three capitol cities you can represent. Knights have good offense and defense but don't do well with magic typically. They use a broadsword or a simple blade and shield.
Merchants - Able to craft many objects, should have worldly knowledge of many cultures and their various imports/exports. They are likely to know of various urban legends and secret locations due to their travels and networking system.
Performers - More fanciful folks who don't necessarily have to be in the spotlight but they do have to have an air of whimsy about them. They are free to use magic and combat together and I will accept up to two of these types.
Assassins - I will only accept one or two, these are mercenaries, killers for hire who can use magic and weaponry together, however they will accepted under tense conditions as these can be done in a way that does not bode well for a group situation.
Hunters - I will accept up to three of these. They are skilled in hunting animals and collecting herbs. They work well with merchants and alchemists because of this. Hunters are very smart and tend to only defend, not get themselves into any sort of fight with other people. They are clever and know how to be swift and mindful of the world around them.
Rules:
Post once a Round. In the Interest Check, I outlined the details for how they work, if you're still unclear, ask me or look at me other group RPs.
Post from 350 to 700 words. I don't check but I know what the amount looks like. You should be giving me anywhere from three to five paragraphs. Give what you deem fit but should your posts lack compared to most others, I will end up asking you to try beefing things up a bit more.
Be active in the OOC and IC.
Try and post at least once a week which means maybe one Round a week, which would be amazing but if it takes us two weeks, I will find the issue and fix it, if that means asking someone to leave because their real life is causing them to be absent, then it's for the best from their point of view and mine. Real life is more important but you joining this is a commitment you should respect, should you leave, I expect a departing post to tie anything up.
That's about it, I may come back and edit the rules but for now let's get to the good stuff!
Character Sheet:
Name:
Appearance: Anime link please.
Age:
Origin:
Class:
Skills:
Connections: Only add this when the GMs allows, as of right now, no one is able to have anything here until we have at least six characters approved. More can be accepted after but we don't want there to be a frenzy clusterfuck when people are trying to make a character and worry about getting picked.
Sample: This is where you should write as your character and have them talk about their personality, their history and anything else. It should be around three or four paragraphs and include whatever background you wish.
Link to Interest Check: Here
Genres: Fantasy, Quest, Adventure and Mystery
Inspired by: Fantasy Life for 3DS, Dark Dawn Golden Sun for DS and Tales of Symphonia for Gamecube
Co-GMs: Astarael42 and FrozenEcstasy
Disclaimer: The co-GMs are awesome and will both have access to me via Facebook (so on the go) and will have contributed parts of this post to me. Respect them and and what they have to say.
Light Summary: A group of people are gathered who are all connected in some small way. Perhaps they are friends or perhaps one of them helped save them when they were ambushed in the woods with supplies and daylight running low. Or perhaps they were neighbors in a small town and haven't reunited in ten years. Whatever the connection, it big or small, is tied to at least two people. And so when a decree from the capitol city of Dacara summons any and all willing to help, this group with its many mini connections is brought together. Dacara is a busy city, bathed in terracotta nestled against the country's largest lake at the center of the landmass. The summons tells a dark occurrence has been happening for two weeks. Large dark meteors have been falling from the sky and anyone who has gone near them has become weak and ill. Magic is unable to penetrate them and in fact, magic itself is being drained from the area where it collided with the earth. Decay is all that remains from these three reported meteors and though people aren't panicking, the King, Queen have much to worry about as it sparks the beginning of a long forgotten prophecy.
The Prophecy:
- Part One -
A world covered in bliss...
Lay forgotten the tears
and the strife
of centuries past.
Misery will soon be unearthed
to reveal the truth.
A sky will fall
and so will more tears.
As the world is expelled
of its waste,
a collection of souls will be gathered.
These souls have
the power to heal the wounds
inflicted by the abyss.
The prophecy has been broken into three parts and so far, Dacara has only been able to secure the first part. Our group will also be tasked with tracking down the other two which was rumored to be on the other two continents of the world.
The World:
The world has three major continents.
Dacara is the capitol of Drupali and reigns over Kassingo and Uellia who are on equal terms but Drupali is the head of trio. Drupali has many lakes and rives and waterfalls and forests. It is a lush landmass with plenty of natural resources such as livestock, fruit and vegetation. Kassingo's capitol is Kayal and it is located in the top of a sprawling collection of cliffs and mountains. Down below it is a large crater filled with lava. Kassingo is a sturdy land with temperatures and more rocky structures, volcanoes and meadows. And Uellia is a land filled with vast coastlines, desserts, meadows and valleys. It is a mix between both Kassingo and Drupali. Uellia's capitol city is located in a vast dessert and is called Unn. The king and queen of both Unn and Kayal are distant relatives of those in Dacara.
They meet three times a year at each location and are on decent enough terms with one another, as far as family is concerned.
Magic: Magic is very much alive all over the world. It is something anyone is able to harness. Magic flows through the air, is buried deep underground and lives within every person. Small runes give anyone the ability to use the aura of the world. These runes are made of a dark heavy stone that are roughly the shape of someone's palm. Each rune is about the same weight and size and each of the three continents (Drupali, Kassingo and Uellia) export certain ones under the strict guidelines passed down from generation to generation. There is fire, water, wind, rock, nature and lightning. Drupali exports water and nature. Kassingo exports fire and rock. And Uellia exports wind and lightning. In order to preform magic, a book of enchantments is needed, as the magic is only able to be used at the user's vocal command. A wave of energy with flow into the rune and then be released at the right tone and direction of the command.
To keep things simple, I am giving players free reign to make up spells, but they should be in Latin.
Classes:
Weapons can be any of the following: martial arts, a wooden staff, a broadsword, double blades, a bow and arrow, throwing knives, or an ax. Suggestions and questioned welcomed but there are not guns or explosives.
Mages - Offensive and defensive magic, uses the typical set of runes, spell book. Up to two mages will be allowed, at most four elements can be used.
Monks - Defensive magic and handlers of old lore, collectors of history and fables. May consider giving them a staff if defending themselves or others is deemed necessary. They may also have a pet but these pets are not generally used for combat.
Alchemists - People who use magic to cook up special food, potions, elixirs and other harmful or beneficial concoctions. Should you wish to equip them with a pair of double blades or throwing knives, or a bow, it will be allowed.
Knights - Only one knight will be accepted because they are overused. If you're considering being one, contact me for more information about the three capitol cities you can represent. Knights have good offense and defense but don't do well with magic typically. They use a broadsword or a simple blade and shield.
Merchants - Able to craft many objects, should have worldly knowledge of many cultures and their various imports/exports. They are likely to know of various urban legends and secret locations due to their travels and networking system.
Performers - More fanciful folks who don't necessarily have to be in the spotlight but they do have to have an air of whimsy about them. They are free to use magic and combat together and I will accept up to two of these types.
Assassins - I will only accept one or two, these are mercenaries, killers for hire who can use magic and weaponry together, however they will accepted under tense conditions as these can be done in a way that does not bode well for a group situation.
Hunters - I will accept up to three of these. They are skilled in hunting animals and collecting herbs. They work well with merchants and alchemists because of this. Hunters are very smart and tend to only defend, not get themselves into any sort of fight with other people. They are clever and know how to be swift and mindful of the world around them.
Rules:
Post once a Round. In the Interest Check, I outlined the details for how they work, if you're still unclear, ask me or look at me other group RPs.
Post from 350 to 700 words. I don't check but I know what the amount looks like. You should be giving me anywhere from three to five paragraphs. Give what you deem fit but should your posts lack compared to most others, I will end up asking you to try beefing things up a bit more.
Be active in the OOC and IC.
Try and post at least once a week which means maybe one Round a week, which would be amazing but if it takes us two weeks, I will find the issue and fix it, if that means asking someone to leave because their real life is causing them to be absent, then it's for the best from their point of view and mine. Real life is more important but you joining this is a commitment you should respect, should you leave, I expect a departing post to tie anything up.
That's about it, I may come back and edit the rules but for now let's get to the good stuff!
Character Sheet:
Name:
Appearance: Anime link please.
Age:
Origin:
Class:
Skills:
Connections: Only add this when the GMs allows, as of right now, no one is able to have anything here until we have at least six characters approved. More can be accepted after but we don't want there to be a frenzy clusterfuck when people are trying to make a character and worry about getting picked.
Sample: This is where you should write as your character and have them talk about their personality, their history and anything else. It should be around three or four paragraphs and include whatever background you wish.