[HEADING=2]Protectors Of The Crystals - A Final Fantasy RP[/HEADING]
In the land of Halvor, there lived many people of different races. Some lived in peace, others couldn't stand one another. But they all still lived a somewhat peaceful life thanks to the crystals their king guarded, a duty which all members of the royal family had accepted without hesitation or temptation for generations. Living in the royal city of Alexia, they watched over the crystals and the land, making sure that everything was alright and peaceful. These crystals had been there for hundreds of years, even thousands. No one was exactly sure how long they'd been there, but no one questioned the crystals as they had helped repel the attacks of monsters along with providing with many of life's necessities and wonders, such as great fields for which to make farms on and grow crops, weather and living environment that brought many of nature's beauties and a wind for ships and airships to ride on off into the sunset.
However, things couldn't stay peaceful, for there grew a threat to this land of Halvor. The many cities and towns in it knew of it, for even though the crystals protected them and provided them with many great things, there were still tales of men who sought the crystals for their own selfish acts. Men and women of many different races. All of them were powerhungry and greedy for the crystals, a power which rivaled none other. All of them failed, but there was still the risk that someone would want the power of the crystals for themselves. The king knew about this. He also knew that a recent group of attackers attempted to raid the castle in search for the crystals, but did not succeed. That wasn't the first time they had attacked either. The power of the crystals had been weakening, and soon they would need time to recover before they could continue their work on the earth and environment around the land.
The king sent word around each of the towns and cities to send warriors, whoever they might be. He knew the crystals couldn't be kept safe in the castle underground anymore and would need to ask these warriors for their aid to keep those crystals safe until their strength returned. He couldn't ask the guards around Alexia to go after the group because he would need them to stay in the city while the crystals would be at their weakest in case the monsters around the land would attack the city and its people. He couldn't have getting his subjects killed by savage beasts. Eight cities and towns, outside of Alexia, each with warriors of varying kind and skill, who would be trusted with the protection of the crystals and be tasked with dealing with this new threat. Any moment now, they would all be assembled in the grand hall of the castle.
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Welcome, players, to this Final Fantasy RP. My co-GM for this RP is [user]PrinceOfShapeir[/user], otherwise known as Corsair. Now that I've gotten your attention with the setting above, I would like to go over a few rules.
#1: There will be no God Modding, Mary Sueing, Marty Stueing, trenchcoating or anything like those. Players who make characters like that will be rejected and characters who act like that will be kicked out.
#2: The GM's word is final. Feel free to bring up any issues you have with me or Corsair, but I do not want any arguing. If we say something is final, it is.
#3: When you're making your sheet, keep them in third person. Make sure that you use proper grammar and finish the sheet before you post it. And I want to see unique characters. No copying someone else's character.
#4: I don't want to see short posts. No one or two lines in posts. Keep them to at least a reasonable length if you can't think of anything more to add to them.
#5: I'll be allowing romance between two characters if anyone should be interested, but I want things to be kept to a minimum. Any mature content should be kept out of the RP and taken to PMs, especially when the Escapist tries to remain PG-13 at all times.
#6: Should you be accepted, it would be quite good if you got yourself Skype if you don't already have it. It's worked well for me, my Escapist friends and others that I've RPed with, working better than the Escapist groups themselves in terms of communication between players and how fast the communication can happen.
#2: The GM's word is final. Feel free to bring up any issues you have with me or Corsair, but I do not want any arguing. If we say something is final, it is.
#3: When you're making your sheet, keep them in third person. Make sure that you use proper grammar and finish the sheet before you post it. And I want to see unique characters. No copying someone else's character.
#4: I don't want to see short posts. No one or two lines in posts. Keep them to at least a reasonable length if you can't think of anything more to add to them.
#5: I'll be allowing romance between two characters if anyone should be interested, but I want things to be kept to a minimum. Any mature content should be kept out of the RP and taken to PMs, especially when the Escapist tries to remain PG-13 at all times.
#6: Should you be accepted, it would be quite good if you got yourself Skype if you don't already have it. It's worked well for me, my Escapist friends and others that I've RPed with, working better than the Escapist groups themselves in terms of communication between players and how fast the communication can happen.
Alexia, the royal city in the middle of Halvor. It's usually lively all day and night, with many different places and shows to watch and explore, from entertaining shows on the streets to theater. Very decorative, and heavily guarded from thieves who wish to steal from the people of Alexia. Even though it is the royal city of Halvor, not only rich people live in it. The king of Alexia was generous enough to provide those that could not afford the more expensive houses with places to live around the city. He makes sure that no one is discriminated against, whether they are poor or rich.
Marlon, a quiet town on the outskirts of Halvor to the south. Mainly a farmer town, it is also a great place to get supplies from when food is running low for any of the other towns. It's not the only town to grow crops, but it is the one known for the best fruits and vegetables. Some of its inhabitants have taken up arms to help defend their town along the few guards around it.
Durakia, a city to the west of Alexia known for its brilliant scholars and mages. No other place in Halvor compares to it in terms of magical power, aside from Alexia and the crystals. A great place to learn magic at, its civilians don't take kindly to those trying to learn magic only for their own benefit and selfish acts. The guards there are more magically armed than guards elsewhere due to the magic academy there, in order to help keeping it safer.
Arnetis, a town practically made for those who wish to take up arms and defend themselves and those around them. This is where everyone is sent to who wishes to become a guard, though that's not the only reason for everyone learning there. It doesn't exactly need guards due to the many people there learning to fight, but there are still at least some, if only to keep the ones learning in shape. A great place for those learning to become rangers, warriors and paladins.
Lumalna, a city that is said to never sleep. It's a city of lights, a city of coins devoted to chance and Lady Luck, noted for being a popular vacation spot. Huge casinos and resorts dot the city, while in the dark corners powerful criminals lurk in the shadows. It's noted for having a unique approach to attacks and invasions - it lets the enemy in and lets them gamble away their shirts.
Klovar is less of a city and more a village surrounding the world's largest tourist attraction, a collection of monuments, memorials, and museums. Most notable of the city's attractions are the Royal Museum, holding many great artifacts from the Kingdom's history, dating to the beginning.
Victus is commonly called the Clockwork City, a city of wonders that rivals Durakia, albeit in a much different way. Victus is home to the Royal Academy of Sciences and is a city choked with the innovations of the scientists that dwell within it. The skies of the city are choked with the smoke and smog of their great refineries, factories, and laboratories.
Ersyr is the great tragedy of the Kingdom. It remains the religious heart of the Kingdom, where the great White Ivory Cathedral stands tall and proud, shining under the light of sun, moon, and stars. It is here that the Priesthood are dominantly found. However, a terrible curse has been levied against the city, and the Priests have found themselves surrounded by the dead rising from the massive graveyards that surround the city. They continually fight a battle to keep the dead contained, but they seem endless. Most outside the Priesthood have abandoned the city, but the Priests remain determined to hold the city and protect the Cathedral.
Byron is the great trade city of the frontier. Situated far from much of the rest of the Kingdom and lying along several trade routes along both land and sea, Byron is a rich, prosperous city, filled with those of strange nations and races. Byron is guarded by the bulk of the Royal Navy and fights a continual war against pirates and smugglers.
Marlon, a quiet town on the outskirts of Halvor to the south. Mainly a farmer town, it is also a great place to get supplies from when food is running low for any of the other towns. It's not the only town to grow crops, but it is the one known for the best fruits and vegetables. Some of its inhabitants have taken up arms to help defend their town along the few guards around it.
Durakia, a city to the west of Alexia known for its brilliant scholars and mages. No other place in Halvor compares to it in terms of magical power, aside from Alexia and the crystals. A great place to learn magic at, its civilians don't take kindly to those trying to learn magic only for their own benefit and selfish acts. The guards there are more magically armed than guards elsewhere due to the magic academy there, in order to help keeping it safer.
Arnetis, a town practically made for those who wish to take up arms and defend themselves and those around them. This is where everyone is sent to who wishes to become a guard, though that's not the only reason for everyone learning there. It doesn't exactly need guards due to the many people there learning to fight, but there are still at least some, if only to keep the ones learning in shape. A great place for those learning to become rangers, warriors and paladins.
Lumalna, a city that is said to never sleep. It's a city of lights, a city of coins devoted to chance and Lady Luck, noted for being a popular vacation spot. Huge casinos and resorts dot the city, while in the dark corners powerful criminals lurk in the shadows. It's noted for having a unique approach to attacks and invasions - it lets the enemy in and lets them gamble away their shirts.
Klovar is less of a city and more a village surrounding the world's largest tourist attraction, a collection of monuments, memorials, and museums. Most notable of the city's attractions are the Royal Museum, holding many great artifacts from the Kingdom's history, dating to the beginning.
Victus is commonly called the Clockwork City, a city of wonders that rivals Durakia, albeit in a much different way. Victus is home to the Royal Academy of Sciences and is a city choked with the innovations of the scientists that dwell within it. The skies of the city are choked with the smoke and smog of their great refineries, factories, and laboratories.
Ersyr is the great tragedy of the Kingdom. It remains the religious heart of the Kingdom, where the great White Ivory Cathedral stands tall and proud, shining under the light of sun, moon, and stars. It is here that the Priesthood are dominantly found. However, a terrible curse has been levied against the city, and the Priests have found themselves surrounded by the dead rising from the massive graveyards that surround the city. They continually fight a battle to keep the dead contained, but they seem endless. Most outside the Priesthood have abandoned the city, but the Priests remain determined to hold the city and protect the Cathedral.
Byron is the great trade city of the frontier. Situated far from much of the rest of the Kingdom and lying along several trade routes along both land and sea, Byron is a rich, prosperous city, filled with those of strange nations and races. Byron is guarded by the bulk of the Royal Navy and fights a continual war against pirates and smugglers.
Name: Obvious.
Age: Min: 18
Gender: Obvious.
Race: You can choose from any existing Final Fantasy race you want so long as they aren't anything like espers or monsters.
Class: See Classes available below.
Weapons and Armor: See weapons list below for what your character's class can use, but you can use a different weapon should you choose so. Describing said weapon is highly encouraged, as is describing whatever armor or anything like that your character wears.
Magic: See magic list and classes that can use magic below. Obviously write down the magic spells your character knows if your character can use magic. Only add this if your class actually uses magic. For Black Mages, add Summons below Magic.
Appearance: Be descriptive. Describe their hair, eyes, build, clothes, possible armor, anything you can think of that others will see that may not already be in the above section.
Personality: How does your character act around others, by themselves, in different situations? Those aren't the only examples, though. Figure out how your character is.
Inventory: Aside from weapons and armor, tell us what your character is carrying. Whether it's gil, curative items such as Potions and Antidote, jewelry they got from somewhere or anything else you feel should be here, mention it here. No numbers for the amount of gil they carry is needed.
Backstory: How did your character grow up to be the person they are today? Do be descriptive, and have it be of a fair amount. 2 - 3 paragraphs minimum, with a reasonable amount in each paragraph. Also, I don't want anyone to be from an outside country or Alexia. Your character's parents can be, but your character has to be from somewhere in Halvor so long as they aren't from Alexia.
Other: Optional. Anything additional you want to add about your character that doesn't fit in the other categories.
Age: Min: 18
Gender: Obvious.
Race: You can choose from any existing Final Fantasy race you want so long as they aren't anything like espers or monsters.
Class: See Classes available below.
Weapons and Armor: See weapons list below for what your character's class can use, but you can use a different weapon should you choose so. Describing said weapon is highly encouraged, as is describing whatever armor or anything like that your character wears.
Magic: See magic list and classes that can use magic below. Obviously write down the magic spells your character knows if your character can use magic. Only add this if your class actually uses magic. For Black Mages, add Summons below Magic.
Appearance: Be descriptive. Describe their hair, eyes, build, clothes, possible armor, anything you can think of that others will see that may not already be in the above section.
Personality: How does your character act around others, by themselves, in different situations? Those aren't the only examples, though. Figure out how your character is.
Inventory: Aside from weapons and armor, tell us what your character is carrying. Whether it's gil, curative items such as Potions and Antidote, jewelry they got from somewhere or anything else you feel should be here, mention it here. No numbers for the amount of gil they carry is needed.
Backstory: How did your character grow up to be the person they are today? Do be descriptive, and have it be of a fair amount. 2 - 3 paragraphs minimum, with a reasonable amount in each paragraph. Also, I don't want anyone to be from an outside country or Alexia. Your character's parents can be, but your character has to be from somewhere in Halvor so long as they aren't from Alexia.
Other: Optional. Anything additional you want to add about your character that doesn't fit in the other categories.
Knight - Engages the enemy in close range, often using heavy armor and weapons to both slay the enemy and protect their comrades. Often their most powerful members learn to wield White Magic.
Thief - Agile and quick on their feet, able to steal with little difficulty.
Monk - Focuses power into their fists and feet which they use to attack their foes. They prefer no weapon at all, but can use claws and knuckles that strap onto their hands.
Red Mage - Can use a lot of the same spells as White and Black Mages, but not the high tier ones. Also uses a few exclusive spells not used by White and Black Mages.
White Mage - Primarily a healer, they often need the protection of others in order to be the most efficient.
Black Mage - Uses powerful magic to destroy the enemy. Has the ability to summon and control powerful creatures called Espers.
Ranger - Uses a long range weapon to attack their enemies and stays back due to lack of being unable to defend themselves in close-range combat.
Dragoons - Warriors who wield lances and use their impressive acrobatic capabilities in battle. Their strongest members often learn to wield Black Magic.
Thief - Agile and quick on their feet, able to steal with little difficulty.
Monk - Focuses power into their fists and feet which they use to attack their foes. They prefer no weapon at all, but can use claws and knuckles that strap onto their hands.
Red Mage - Can use a lot of the same spells as White and Black Mages, but not the high tier ones. Also uses a few exclusive spells not used by White and Black Mages.
White Mage - Primarily a healer, they often need the protection of others in order to be the most efficient.
Black Mage - Uses powerful magic to destroy the enemy. Has the ability to summon and control powerful creatures called Espers.
Ranger - Uses a long range weapon to attack their enemies and stays back due to lack of being unable to defend themselves in close-range combat.
Dragoons - Warriors who wield lances and use their impressive acrobatic capabilities in battle. Their strongest members often learn to wield Black Magic.
Knight - Cure
White Mage - Cure, Raise, Protect, Shell, Esuna
Black Mage - Fire, Blizzard, Thunder, Blind, Silence
Black Mage (Starting espers, unless otherwise requested so long as they start with three of them, other espers will be available through the course of the RP) - Ifrit, Shiva, Ramuh.
Red Mage - Cure, Fire, Blizzard, Thunder, Water
Dragoon - Aero
White Mage - Cure, Raise, Protect, Shell, Esuna
Black Mage - Fire, Blizzard, Thunder, Blind, Silence
Black Mage (Starting espers, unless otherwise requested so long as they start with three of them, other espers will be available through the course of the RP) - Ifrit, Shiva, Ramuh.
Red Mage - Cure, Fire, Blizzard, Thunder, Water
Dragoon - Aero
Knight: Swords (can be used with a shield or be two handed swords)
Thief: Daggers, Boomerangs.
Monk: Barehanded, Claws, Knuckles.
Red Mage: Swords, Staves.
White Mage: Staves.
Black Mage: Rods.
Ranger: Bows, Firearms.
Dragoon: Spears, Lances.
Thief: Daggers, Boomerangs.
Monk: Barehanded, Claws, Knuckles.
Red Mage: Swords, Staves.
White Mage: Staves.
Black Mage: Rods.
Ranger: Bows, Firearms.
Dragoon: Spears, Lances.
Blind - Physical attacks are less likely to hit
Silence - Unable to cast spells or call upon summons
Poison - Deals damage over time and makes the afflicted sick
Petrify - Turns the afflicted into stone
Sleep - Makes the afflicted fall asleep
Confuse - Makes the afflicted confused and makes them start to attack anyone, friend or foe
Mini - Makes the one afflicted by it small, dealing little physical damage and recieving great damage
Toad - Turns the afflicted into a toad, making them deal little physical damage and unable to cast spells (aside from Toad if said spell is known) or call upon summons
Mortal Wound - Injuries that are too serious for Cure
Eye Drops - Cures Blind
Echo Screen pills - Cures Silence
Antidote, a green potion - Cures Poison
Soft brand lotion and mosturizer - Cures Petrify
Smelling Salts - Cures Sleep
Mallet Brand Energy Drink - Cures Mini
Maiden's Kiss stones - Cures Toad
Phoenix Down feathers - Cures Mortal Wound
Silence - Unable to cast spells or call upon summons
Poison - Deals damage over time and makes the afflicted sick
Petrify - Turns the afflicted into stone
Sleep - Makes the afflicted fall asleep
Confuse - Makes the afflicted confused and makes them start to attack anyone, friend or foe
Mini - Makes the one afflicted by it small, dealing little physical damage and recieving great damage
Toad - Turns the afflicted into a toad, making them deal little physical damage and unable to cast spells (aside from Toad if said spell is known) or call upon summons
Mortal Wound - Injuries that are too serious for Cure
Eye Drops - Cures Blind
Echo Screen pills - Cures Silence
Antidote, a green potion - Cures Poison
Soft brand lotion and mosturizer - Cures Petrify
Smelling Salts - Cures Sleep
Mallet Brand Energy Drink - Cures Mini
Maiden's Kiss stones - Cures Toad
Phoenix Down feathers - Cures Mortal Wound
I'm looking for eight players including myself and Corsair. I want to see more than one person apply for each class so that I can have options to pick from, if possible, at least two people applying for each class.
If you have any questions, me and Corsair should be able to answer them.