Welcome to Gaia! ::


Silaria was once a relatively peaceful world. Though it lacked much in the way of technology, this was more than made up for by the widespread use of magic. Magical spells and items assisted people in their day to day lives, while the powers of the Archmages managed to keep most natural disasters at day.

That lasted until the day of the Sundering.

No one is quite sure what caused the disaster. Many say it was natural, others magical, and some even say it was the wrath of a vengeful god. Not that it mattered much; whatever the origin, the Chaos unleashed that fateful day was too much for even the combined might of the world’s most powerful defenders to halt. Thousands died in the initial blast, while others would soon follow in the chaotic aftermath.

Those who lived would soon find that their world had been irreversibly changed. In some places the destruction was so great that entire countries were rendered inhospitable. Others fared better, but even they soon found that they had not escaped, for now they had to contend with wave after wave of hostile new life and mutated old creatures.

Today it has been over a decade since the catastrophe, and since then the world has slowly started to rebuild. Nevertheless, society has taken a much different shape compared to what it once was. Instead of countries that span for miles, today most people live in small, relatively isolated enclaves. Travel and trade between these communities tends to be infrequent, as few dare to brave the dangers of the wastelands in between. After all, it is not only mutated creatures that dwell in the ruins of the old civilization...

Yet for those willing to take the risks, the opportunities the wastes present can be quite alluring. Magical artifacts, some quite powerful, still lie undisturbed in the ruins of abandoned towns and cities. Meanwhile, some communities will hire capable individuals to help cull the monsters in the area or protect the trade routes from bandits and thieves. In fact, in this uneasy climate mercenary companies have begun to form, and while some have only a handful of members, others are attempting to grow enough that they have a presence in all of the enclaves. And while some are reluctant to trust sell swords, others see the possibility offered by the idea. If mercenaries can create an organization that spans the enclaves, then it is possible that one day the world might be reunited.

But in any case, such plans are supposed to be years away, and Silaria has problems now. Danger perpetually lurks outside the protective walls of the enclaves, and inside of them isn’t necessarily better. And every day the Chaos appears, all while the cause of the Sundering remains a mystery. It is clear that one way or another, changes are coming and what shape the future will take remains to be seen.

Original Story Creators
Arbitrary Fate and SpiritArcanis
User Image[1] - This role play is Literate. I'm looking for quality over quantity. You can manage two to three paragraphs on average. Only one paragraph is necessary during combat. I want pretty, neat posts as well. Make a posting format in your spare time between posts, or before your first post if you want. It doesn't have to be huge and spectacular. By the way, if you don't know what a posting format is then you will probably fail rule one. If you need an example of how long a paragraph should be minimum, scroll down to my first post.

[2] - No god-modding. No cybering. There is a system for battle in place, whether or not you get hit will be determined by luck. Do not assume control of NPCs which are considered special, such as the main villains, without my permission.

[3] - If the role-play begins to slow down due to lack of posting, I reserve the right to time-skip everything for the sake of the RP's survival. If someone's character holds up the role-play for more than a full day, without reason, I will manipulate the situation to move the story/plot along.

[4] - PM all profiles to The Black Echo, titled: "Adventure." There are no other tricks or secret rules, just send your profile, any questions or reservations you have with the same title. If you plan to make a profile, send me a quick PM so that I know you exist.

[5] - If you join, be consistent in posting. I will accept a certain number of characters then close the role-play to prevent overcrowding. Let's just assume there are five guaranteed positions for now.

[6] - If you have questions about something, just ask.

[7] - If you have a problem with the way someone roleplays, a genuine problem like them potentially god-modding then speak with me on the matter. Otherwise, I don't want there to be any needless arguments here. Everyone is welcome to their own opinion or feelings.. doesn't mean you're right or wrong.

[8] - Battles are not going to have an infinite number of enemies. I don't want to see people taking out entire armies in a single post unless your character has developed into a badass. This will not happen by page ten, so be committed to the roleplay. Every single enemy you face is important in some way, whether in showing that your character needs to grow, how they've grown or they affect how the story progresses. Remember to treat enemies like actual obstacles, and not inanimate domino pieces.
Silaria

Silaria is a medium-sized world with two moons, Ireda and Ismer. There are three continents: Gantia, Callimir, and Torval. Of these, Torval is the largest and has the largest population. Since the Sundering there has been no contact between Torval and the other two landmasses. In fact, no one knows for sure whether there is anyone left alive at all…

Technology has never been a major factor on Silaria, however in the years since the Sundering it has seen something of a resurgence, especially in terms of warfare. Despite the fact that for many places it is harder than ever to acquire metal, the demand for weapons has risen greatly. This has led to the rising popularity of a weapon developed shortly before the disaster: Guns. Offering more power and about the same reload speed, guns have started to replace the crossbow, except in cases where stealth is needed. Bows have already fallen out of general use due to the amount of training required, though some arcane archers still swear by them as they are easier to enchant.

The use of magic on Silaria is still widespread, though not to the extent that it once was. While there is more work than ever for the average healer or enchanter, there are also fewer highly skilled mages. Almost all of the world’s best mages died in their attempt to halt the Sundering, a blow which society still has not recovered from. In addition, many of the mage colleges were hit hard by the disaster, resulting in a further loss of knowledge. Few mages alive today know the secrets of how to create the artifacts of old, let alone the spells needed to protect countries from famine, plague, and drought. Moreover, it is a problem that is seemingly only going to worsen, for even now there are many mages practicing that have had little or no formal training.


Glossary

Tainted - A native creature that have been twisted by the Sundering. These changes range from something minor like an increase in size and strength to turning ordinary animals into nightmarish abominations. Along with the changes tends to come an increase in hostility, especially towards other, non-tainted creatures.

Outsider(s) - These monsters are said to have first appeared not long after the chaos of the Sundering hence the title, Beasts of Chaos. They set their sights on the most vulnerable elements of civilization and sought to destroy us all. For a while, it seemed as though they would succeed as mankind had not recovered from the Sundering, however with great sacrifice the monsters were driven back. During this time, we built walls, raised barriers, and barricaded our remaining settlements from the outside world using any methods available. After this, we gained a moment of reprieve to learn about the unknown world we were thrust into.

Corrupted - Areas completely taken over by outsiders. Such places tend to be rather bleak, as the twisted outsider plants choke out all other life. They also tend to be extremely dangerous, as depending on size there can be hundreds of outsiders living in one area.

The Sundering - Widely regarded as the most pivotal event in Silarian history, the Sundering will forever be remembered as the day our world ended. On that day, Chaos, a new form of energy swept across the planet, twisting and warping all that it touched. The mysterious force arose at various focal points across the planet, seemingly with little rhyme or reason. Places at the epicenters of these outbreaks were reduced to rubble, while the surrounding areas suffered just as bad from the first waves of outsiders and the chaos that followed in their wake. Even after ten years no one has found a way to halt the planet's corruption, only slow it, and so Silaria continues to be locked in a bitter struggle between native and outsider.


The Mysterious Chaos

Believed to be the source of all the misfortune which has befallen Extalia, the Chaos appeared during the Sundering and brought with it ferocious monsters beyond imagination. Since then, mankind has endured a never-ending struggle against the monsters born of Chaos fighting off extinction on a daily basis.

Completely unpredictable, the Chaos is not a fog or mist which one can see coming. All over the world, fields of Chaos simply appear unleashing monsters from the depths like a portal from hell itself. Even behind the magical barrier which protects major cities such as Extalia, the Chaos will often appear and monsters will ransack the town until guards or citizens take care of them. As easily as it appears, the chaos will disappear as well.

On rare occasions a permanent field of chaos will appear along with an extremely dangerous outsider. If unable to defeat the monster, the field of chaos will permanently continue spawning monsters which will inevitably claim the lives of everyone in a settlement.

Remnants of the Soul

Those whom perish in the midst of Chaos are whisked away leaving nothing behind but an intangible wisp. When enough of these fragments have gathered in a single area, they become attracted to one another and combine into a solid physical fragment. This mysterious phenomenon, known as a Soul Seed, holds some significant purpose in the grand scheme of things which has yet to be discovered. Because the process can take anywhere from an instant to a year, no one has successfully managed to research this enigma. Some of the seeds which adventurers find today are combined fragments of people killed during the Sundering.

Seemingly good for nothing but decoration, Soul Seeds have been used for a number of experiments over the years. Some have produced beneficial effects, such as potions which can restore vitality to the injured. Others have been massive failures... such as the blacksmith who forged what was claimed to be the ultimate weapon. This weapon gained a will of its own and subsequently cut down the blacksmith and many other innocent victims bathing in their blood before disappearing off into the wilds. Most of the world remains ignorant to the truth behind Soul Seeds, there is a rumor which has been in circulation for months now which claims each Seed is a monster waiting to be born.
Location(s)

          City: Tulion
          Danger: Moderate
          Description: Built within an enclave of the Atlas mountains, Tulion is bordered on three sides by the environment. An ancient wall built by Tulion's founders creates the final border which completely encloses the city in the mountain's protective embrace. Once a fairly small mining town, in recent years Tulion has experienced a rapid growth of structure. In a world where trade is hard and weapons invaluable, the metal found in the area's mines has attracted not only miners, but also a sizable population of blacksmiths among other trades. With a well-known reputation as a natural fortress, Tulion was forced to host nearly a thousand refugees after the Sundering. The population has greatly dwindled over the years due to the presence of monsters, the departure of travelers, and finally the Chaos. Still, Tulion's people have persevered where other enclaves have fallen managing to carve out a peaceful existence, if not still wrought with daily attacks, shortages of resources and the threat of mentally unstable travelers.
Siren

Sirens were the first to discover the miracle of mana integrating the practice into their culture. By placing either hand over the heart, and concentrating mana to the shoulder blades Sirens can produce the wings of a bird on command. Because of the miracle of flight that they inherited, Sirens were once thought to be gods. In the past the clan established a home at the top of Silaria’s largest mountain, Galdura Peaks. Here, they towered above the other races flaunting their brief superiority. Because of the rich history of utilizing magic, coupled with the ability to fly, Sirens are often very successful practicioners of magic. When they were first discovered by human ancestors, members of the Siren race with white wings were hunted for their beauty and untrue rumors which stated that their wings would grant them magical power. Due to this Siren – Human interaction can be extremely stressful at times.

Racial Skill: The Sacred Wings
Skill Name: Flight
Incantation: None
Required Mana: [10% Per Turn]
Skill's Duration: [See Description]
Technique Damage: [None]

Description: All Sirens are born with the Flight skill, but are taught to summon and use their wings around the age of six. While this skill has no immediate offensive capabilities, Flight grants a Siren increased odds of evading non-ranged attacks. Enemies with ranged attack capabilities, such as marksman, archers and monsters who can fly or use ranged abilities are not affected by increased evasion unless they use a short-range or melee attack.

Important Note(s): When a Siren uses the flight ability, all enemies who lack a form of ranged attack are forced to roll between [1] and [3] for a successful hit. In this case, the [2] and [3] are both considered a complete miss. Enemies who have ranged attacks, but use a melee attack will still be forced to roll between [1] and [3] as well until they use a ranged attack.

Flight is a skill which lasts for as long as a Siren has the mana to maintain the skill. It has no duration, but will prevent the recovery of mana until Flight has been deactivated.

If a monster/player tries to land a critical hit against a Siren in flight, they will have to roll between [1] and [4] to determine a successful hit. Both [3] and [4] would be a guaranteed miss. If the attack is ranged, then the attacker will roll the usual [1] and [3].


Elysians

Elysians, often referenced as elves were born with an almost paternal connection to nature and the creatures who reside within her borders. Because of this relationship, Elves established a homeland deep within the Forest of Eldrasil and learned to co-exist with the monsters and animals who roamed the wood. While they were denied the ability to fly, Elysians would evolve over time to better navigate the tremendous wilderness they call home. Generating an excess of mana in the muscles of the legs, Elves are well known for their high, powerful jumping abilities and extremely destructive kicks. This evolution served the Elves by allowing them to navigate the gigantic trees of Eldrasil forest while keeping out of reach of the predators. Since the Sundering, which massacred the majority of the population residing within Eldrasil Forest, the surviving population of elves has dwindled considerably low. Due to the rarity, they have become a prize sought out by those scum who still dabble in the slave-trade.

Racial Skill: Heights of the Forest
Skill Name: High Wind
Incantation: "Burst."
Required Mana: [10% / 20%]
Skill's Duration: [None]
Technique Damage: [None]

Description: This unique skill regards the powerful legs which Elysians inherit at birth. High Wind seamlessly integrates a concentration of mana and well-placed kick into a protective counterattack. Best described as an augmented kick, the Elysian begins by calculating the force behind an enemy attack, then determines the amount of mana necessary to counterattack the incoming attack. The result is a high-speed kick which produces a sonic boom capable of repelling even an intangible attack such as a fireball.

Important Note(s): High Wind serves as a defensive skill and thus cannot be used to attack a target. High Wind cannot be used to counter any attack which persists for more than a single turn. Skills / Spells which serve as traps instead of attacks cannot be countered.

If the incoming attack happens to be physical, such as a target brandishing their weapon, then the target will still be repelled but will not suffer any damage. Consuming [10%] mana, High Wind can negate almost any attack dealing [25%] damage or lower. Consuming [20%] mana, High Wind can negate almost any attack dealing [50%] damage or lower.


Nephilim

The Nephilim are a race initially believed to have evolved from savage animals such as wolves or bears. When born Nephilim are gifted with the ears, tails and markings of the animal which represents each individual tribe’s sacred animal. Identical to the elves, they are born with a connection to nature. Because of their sensitive appendages, a Nephilim’s senses are twice as efficient as any other race save for the hearing of the Elves. While they maintain much of the savage culture they have evolved from, the Nephilim are adored by most races for their kindness and gentle natures. Valuing strength above superficiality, Nephilim have the most non-discriminating culture around. They choose mates and friends based on strength of character rather than outward appearances or social standing. Because the Nephilim covet the forest, the Elves happily share both territory and home with their furry-eared kin. This co-habitation has persisted for centuries since before the Sundering, thus most Elves have at least one Nephilim ancestor in their family tree. Sharing the forests with the elves, the Nephilim were hit hard by the Sundering as well.

Racial Trait: Evolution of the Predator
Skill Name: Blood Moon
Incantation: "Howl."
Required Mana: [20%]
Skill's Duration: [Three - Turn(s)]
Technique Damage: [None]

Description: "Blood Moon," infuses the vocals of a Nephilim with mana. Executing a piercing howl which penetrates the body of the target, this skill increases a target's susceptibility to the caster's attacks by using the Nephilim's mana within the target to boost the external damage they inflict. For the duration of this skill's effect the target will suffer from [100%] more damage from any attack / spell used by the Nephilim.

Important Note(s): This status effect is known as "Armor Break."

This spell does not stack. Blood Moon cannot be used on a target again until the duration of the first casting has expired..


Goblin

Appearing no different from a human child, Goblins are small, but hard-working people once believed to be the pre-cursor to humanity. Goblins possess tremendous upper body strength uncharacteristic of small bodies making them short, but powerful warriors. Close friends to the Nephilim whose core values brought them to recognize the Goblin's physical strength, they tend to share residence communities with their furry brethren in urban settlements. Because of the aptitude for smithing discovered ages ago, the Goblins established a capital in the tunnels which run beneath the Galdura Mountains. Hammerfell Cavern thrived as a major trade center for merchants and aspiring blacksmiths once upon a time. Creating more communities in the depths of the endless subterranian expanse, many Goblins once lived closest to the necessary ores and minerals for smithing. Nowadays Goblins remain scattered throughout the different enclaves which they managed to reach in the chaos of the Sundering. No survivors have emerged from the city beneath the mountain since the first hour of the disaster, and no adventurer has ever returned from an expedition beneath Galdura Peaks.

Racial Skill: Test of Might
Skill Name: Endowment
Incantation: "Strength."
Required Mana: [10% / 20%]
Skill's Duration: [Three Turn(s)]
Technique Damage: [See Description]

Description: This skill allows Goblins to use the full extent of the physical strength they were born with in combat. Concentrating mana into each arm, Goblins can double, or even triple the physical prowess they naturally exhibit.

Important Note(s): Depending on the amount of mana which has been consumed, Goblins can increase their general attack damage. Regardless of the amount, this skill will always last for three turns.

When [10%] mana has been consumed, the Goblin's attack strength will increase from [10%] to [20%].

When [20%] mana has been consumed, the Goblin's attack strength will increase from [10%] to [30%].


Human

The fifth and youngest clan was born without any unique features which gave them an edge over the harsh unforgiving world. Humans lack unnaturally long life-spans and had no external ability beyond the five basic senses. They were neither born to be warriors, nor born with any connection to the flow of mana through nature. Every single accomplishment made by humans is worthy of praise. They discovered mana then learned how to use magic in under half the time other races took to advance. They learned before the Sundering, the key to harnessing the essence of mana and turned it into a viable power source. Using this achievement, they progressed an era ahead of the other races, creating many things such as lamps to light the streets and people's homes at night, airships which sailed on the clouds, and numerous mechanical contraptions, even the world's first rifle. Most of that fabled technology has been lost since the Sundering.

Racial Trait: None
Heroes of Light
"The sword itself, wields no strength."

Guardians
Warriors who excel at physical combat. These warriors boast a superior physique, thus allowing them to withstand more damage than the average person and are often hired to serve as escorts or vanguards when traveling in groups.

[Health]:x██████████ 40%

[Mana]:xx██████████ 20%


Rangers
Sharpshooters whose skill in stealth is prodigal and skills in sniping are legendary. Proficient in the use of ranged weaponry, Rangers can slay an opponent before the target has even noticed them. While not as proficient as a Guardian, Rangers may carry a sword balancing skill in both melee and ranged combat.

[Health]:x██████████ 30%

[Mana]:xx██████████ 30%


Espers
Scholars who specialize in mastering the concepts of mana. Espers have spent more time than anyone reading through old tomes, researching history and experimenting with spells to unlock mana’s undiscovered secrets. Espers carry staves, tomes and other non-traditional items such as cards which can act as weapons, however there are a few exceptions to this rule.

[Health]:x██████████ 20%

[Mana]:xx██████████ 40%
xC h a r a c t e r - S k e l e t o n sxx

Esper Profile Code
[size=10]

[b]Name[/b]: [Character’s Name]
[b]Race[/b]: [ Make a Choice]

[b]Age[/b]: [12 – 16]
[b]Gender[/b]: [Male – Female]

[b]Class[/b]: Esper
[b]Weapon(s)[/b]: [Espers may use tomes, staves, or non-traditional items, but no weapons such as swords / axes. You may have unique, special, or even mythical weapon but they will not have any special traits / abilities until developed during the role play.]

[b]Identity [/b]: [Character’s Picture]
[b]The Creator[/b]: [Gaia Username]

[/size]



Guardian Profile Code
[size=10]

[b]Name[/b]: [Character’s Name]
[b]Race[/b]: [ Make a Choice]

[b]Age[/b]: [12 – 16]
[b]Gender[/b]: [Male – Female]

[b]Class[/b]: [Guardian]
[b]Weapon(s)[/b]: [Guardians will have one melee weapon, or dual weapons. Sword & Shield count as a single weapon. You may have unique, special, or even mythical weapons but they will not have any special traits / abilities until developed during the role play.]

[b]Identity [/b]: [Character’s Picture]
[b]The Creator[/b]: [Gaia Username]

[/size]



Ranger Profile Code
[size=10]

[b]Name[/b]: [Character’s Name]
[b]Race[/b]: [ Make a Choice]

[b]Age[/b]: [12 – 16]
[b]Gender[/b]: [Male – Female]

[b]Class[/b]: Ranger
[b]Weapon(s)[/b]: [Rangers primarily use bows, crossbows or items which can be thrown such as knives. May also carry one secondary sword, or dagger. You may have unique, special, or even mythical weapons but they will not have any special traits / abilities until developed during the role play.]

[b]Identity [/b]: [Character’s Picture]
[b]The Creator[/b]: [Gaia Username]

[/size]
xx T h e - R u l e s - o f - C o m b a t

Before entering any fight or using a skill, make sure you have a good understanding of how the system works.
The concepts we will be using are:

[Hit Points]
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[Mana Points]
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[Critical Hits]
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[Spells and Skills]
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[Damage Reduction]
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[Attacking and Defending]

Note: Most people aren't accustom to trying battle systems and things of that nature. Let me assure you, the most complicated part of the system consists of rolling a [1] or [2]. Everything else is just keeping track of numbers, such as when you lose health. In fact, everyone who has given the system a chance so far has told me they enjoy the fairness it adds to the roleplay.

This is not a dice-based system.

Click Here For More Information

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User Image




xC h a r a c t e r - S t a t u sxxx

                                  Since we will be using a battle system whenever fights occur, our characters will have stats to determine story details such as when you've been injured, how badly you've been injured, when you no longer have the magic to use skills and other details of battle. You should have these stats placed within your character's post whenever they use a skill, or battle. Even if you use skills on a NPC, these stats should be present and the magic bar should reflect the decrease depending on which skill is used. Health & Mana are self-explanatory, general damage will be your character's basic physical attack such as a punch or kick. It will be [10%] unless you have been instructed differently. Your stats will increase when you defeat enemies, but I will decide when you gain stats and update you when your character has achieved what can be considered a level-up. You may play with the design, but the stats need to be clearly shown somewhere in your posts. You can use the default Health & Mana design until you learn how to use the one below.

                                  [Health Points]: [10 / 10%]

                                  [Magic Points]: [10 / 10%]

                                  [Basic Damage]: 10%
The phenomenon known as magic reigns freely in this world. It has no raw visible form to the naked eye, however living creatures store this energy in their bodies in a usable form.
We have come to call this force, Mana.”

The amount of mana which can be stored within a person grows with time and experience. Efficiency comes with training one’s magical capabilities, the same way one would better themselves with weaponry. Attempting to use a spell which costs more mana than a person has remaining, or when attempting to cast a spell without any mana results in a rebound effect and failure.

After using a skill or spell, mana requires time to recharge naturally. Mana will only recharge when the caster neglects to cast a spell or use skills for a certain length of time. It actual terms, this means that you must not use or activate any new skills for two posts after using a skill. Skills which consume mana per turn, such as Flight will prevent mana from recovering until the skill has been deactivated.

At the beginning of the third post, before you actually write anything into the post, you will receive the first [50%]. This means, you can recover [50%] then start using skills again in the same post. If you wish to recover more mana, you must wait until the beginning of your fourth post which is when you will gain another [50%], unless your character's full amount is less than [100%]. For those whose mana grows beyond [100%] you would have to wait an additional turn for a full recovery.

Note, recovering mana and then using a skill in the same post can get confusing. If the system were different, you would have to post twice to reflect the amount recovered and then the decrease but since you do not pay careful attention to the addition and subtraction of mana.

Decided to leave the creation of skills in your hands. This has been done successfully in the past, so I'm confident you guys should not have trouble handling this yourselves. Be aware that while you are allowed to create your own skills, the final product will be edited by me. That means, before you're allowed to use the skill in-character, it must be submitted to me for examination and balancing. This also serves the purpose of preventing you from creating identical skills.

For now, you may create three skills for your character but they will not be available until page two or three after our first time-skip. The first pages will be used for setting the story, and making sure everyone can successfully use the Battle System.


[b]Affinity[/b]: [Which Element?]
[b]Skill Name[/b]: [Self Explanatory]
[b]Incantation[/b]: [A single word, or phrase of words which invokes the skill / spell when spoken.]
[b]Required Mana[/b]: [It'll be balanced based on how complicated the skill is e.g, Duration, Damage, Effects, etc...]
[b]Skill's Duration[/b]: [The skill will either be active for a number of posts, or have a number of uses, it's your choice.]
[b]Technique Damage[/b]: [I will balance the damages based on the skills you create and the level of power in the role play.]

[b]Description[/b]: [Self-explanatory, describe the skill in detail. If it combines with other skills, you can place that here as well or I will. The skill's description and effects will decide how much mana is required to use the skill as well as the damage it inflicts. Can be healing, or support based as well, not simply just attack spells.]

Tulion Market
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Everyone's character begins with [10] Gold Coins.
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Detail(s) of Inventory

                              [Vitality] Potion: This concoction is made using a secret ingredient which instantly revitalizes the body.
                              Effect: "Restores [30%] Health."
                              Cost: [15] Gold Coins

                              [Mana] Potion: This concoction is made from rare mana-treated herbs which only blossom at night under the light of the moon and stars.
                              Effect: "Restores [50%] Mana."
                              Cost: [30] Gold Coins
xxxxxxB e s t i a r yxxxxxx
"This is where all my wonderful little pet monsters will be placed when they're created."

Example
User Image

EldrasilxBasilisk
====================
[Health]:x████████████████████████████████████████████████████████████ 600%

[Mana]:x██████████████████████████████ 300%
====================
General Attack Damage: [35%]
Relative Date
The 10th Year since the Sundering

Time of Day
Morning x Afternoon x Evening x Night

Weather
Sunny x Cloudy x Raining x Storms

Season

Spring x Summer x Fall x Winter
xA c c e p t e d - C h a r a c t e r sxx


Created By: Foreign Honor


Name: Bastion Carvis
Race: Nephilim

Age: Twenty
Gender: Male

Class: Guardian
Weapon(s): Longsword and Shield.

Identity : Bastion
The Creator: Foreign Honor


Created By: Baron von Bloodlust


Name: [ Kaspar Szand ]
Race: [ Goblin ]

Age: [ 20 ]
Gender: [ Male ]

Class: [ Guardian ]
Weapon(s): [ Two-Handed Hammer ]

Identity : [ Kaspar ]
The Creator: [ Baron von Bloodlust ]


Created By: The Black Echo


Name: Anatolia Hawke
Race: Elysian

Age: Nineteen
Gender: Female

Class: Ranger
Weapon(s): Arrow of Eldrasil

Identity : Anna
The Creator: The Black Echo


Created By: Revini


Name: Skye Asahi
Race: Siren

Age: 20
Gender: Female

Class: Esper
Weapon(s): Tome of Lightning

Identity : Skye
The Creator: Revini


Created By: Craft_Knight


Name: Epona Whitetail
Race: Nephilim; Lynx

Age: 18
Gender: Female

Class: Esper
Weapon(s): Staff

Identity : Pon-pon
The Creator: Craft_Knight


Created By: Chantel_08jordan

Name: [Nanami Alyse Ceirce]
Race: [Nephilim]

Age: [19]
Gender: [Female]

Class: [Guardian]
Weapon(s): [Dual Kodachi]

Identity : Nanami
The Creator: [chantel_08jordan]



xC h a r a c t e r - S k i l l sxx


Created By: Revini
Character: Skye Asahi


Affinity: Light
Skill Name: Healing Aura
Incantation: "Vitae."
Required Mana: [Per Turn - 10%]
Skill's Duration: [None]
Technique Damage: [None]
Description: This advanced Healing spell can be used to support comrades or Skye herself during combat by providing instant regeneration without her needing to stop and cast the spell manually.

Important Note(s): This spell restores [15%] Health per turn indefinitely, until Skye’s mana has run out. Unless deactivated, Skye cannot recover mana naturally. Receiving damage during the process of healing does not stop the effect.
All allies within range of Skye’s spell will reap the benefits until the spell has ended, or forcibly dispelled. Within range means that allied characters and Revini’s character must be present on the same battlefield, facing the same group of opponents. If allies are within the same general area, but facing a different group of enemies they will not recover health because these battles would be considered separated from one another by distance.

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Affinity: Wind
Skill Name: Gravity Well
Incantation: "Fugae."
Required Mana: [20%]
Skill's Duration: [Three Turn(s)]
Technique Damage: [10% / 20% / 30%]
Description: This spell falls under the sub-elemental category of Force. By manipulating gravity within the target’s personal space, the victim begins to levitate uncontrollably.

Important Note(s): Gravity Well persists over a three turn duration, during which time the target slowly becomes resistant to the effects. Once the spell has reached its limits, the target will plummet back to the ground and receive damage equal to the amount of turns the target remained airborne. If attacked at all before the spell’s effects have ended, the target will be released pre-maturely. When attacked, the target will suffer damage from the attack as well as the resulting fall back to the ground.

During the first turn of Gravity Well, the target will suffer [10%] damage if the spell is disrupted or the target is attacked. [20%] Damage will be inflicted if disrupted during the second turn. Upon Gravity Well’s third turn, the target becomes completely resistant and falls back to the ground suffering [30%] damage.

Gravity Well cannot be cast twice on the same target in succession. The spell can only be used to target a single opponent at a time and Skye must wait one turn before using the spell again on a second target.

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Affinity: Light
Skill Name: Lightning Step
Incantation: "Velox."
Required Mana: [10%]
Skill's Duration: [None]
Technique Damage: [15%]
Description: As an Esper, Skye must focus on keeping the enemy at a distance while she works her magic and supports her comrades. She designed this spell to counteract targets who excel in close quarters combat. When activated, Skye can instantly move as far as thirty feet in any direction. If moving through an enemy or object, the target takes [15%] damage.


Created By: The Black Echo
Character: Anatolia Hawke


Affinity: Light
Skill Name: [Veritas]
Incantation: "Resonance."
Required Mana [30%]
Technique Damage [Per Shot - 35%]

Description: Using this incantation, the Arrow of Eldrasil will split open and the light contained within will be released taking the form of a great-bow. The arrows for the bow are crafted from the same sacred light which forms the blade. The Arrow of Eldrasil's bow transformation has a limit of ten shots which are quite powerful, but cause the weapon to revert to dormancy afterwards.

Important Note(s): After training for years to wield the legendary Arrow of Eldrasil, Anna finally learned to unlock the powerful skills embedded in the weapon. Unfortunately, she still has a ways to go before she masters the Arrow's complex design. By expending an extra [5%] Mana, Anna can notch a second arrow to the bowstring per attack. Three arrows is the maximum, for a total of [10%] Mana. This alternative causes a strain on the young's Elysian. Each extra shot causes her hand to bleed profusely, this means her health drops [5%] due to blood loss everytime she executes the double-shot or tri-shot.


Created By: Craft_Knight
Character: Epona Whitetail


Affinity: Wind
Skill Name: Wind God's Protection
Incantation: “I beseech the God of the Wind for your divine protection.”
Required Mana: [10% - 30%]
Skill's Duration: [Three Turn(s)]
Technique Damage: [None]

Description: This defensive spell summons a "God" to maintain a barrier of wind that encompasses the target and reduces damage received by [15%]. The caster can simultaneously summon up to three "Gods" total. This can be used to place a barrier upon three separate individuals or all three barriers can combine on a single asset providing the maximum amount of protection.

Important Note(s): Invoking the power of a “God,” can neither be used in unlimited succession, nor repetitively. Each barrier created by Wind God’s Protection can be considered an individual spell, thus the spell can be used on three individuals at a time and no more regardless of the circumstances. If recast, any barrier that still lies active will be deactivated and bestowed upon the new target.

Due to the superiority of this spell’s source of power, barriers created by Wind God’s Protection will also prevent the target from being inflicted with status effects while under divine protection. Damage from attacks that exceed the defense granted by the spell will not be affected, but status effects such as frozen, blind, and poison will not be inflicted. Elemental Damage, such as burn damage which occurs after some Fire-Based attacks successfully hit and leave a burning wound cannot be prevented.

Wind God’s Protection does not cure status effects that have been inflicted prior to the spell’s casting. The spell only prevents the affliction of status effects that are received after casting this spell.



Affinity: Earth
Skill Name: Golemancy
Incantation: “Imploring the blessed earth, rise my servant created from the earth: Terra.”
Required Mana: [40%]
Skill's Duration: [Five Turn(s)]
Technique Damage: None

Description: Epona creates a golem named Terra which serves as both her protector and her means of attacking. The golem's size varies from the size of human adults to that of a five meter giant; which can change even during a battle. Terra’s health becomes [50%] upon summoning. The stone body grants Terra [10%] defense, and the golem’s base damage becomes [15%].



Affinity: Fire
Skill Name: Flame Spirits
Incantation: “Spirits of fire, manifest and immolate my enemies.”
Required Mana: [10%]
Skill's Duration: [Three Turns]
Technique Damage: None

Description: Manifesting six flame spirits in the form of fireballs, these flame spirits will attack the enemies that attacks Epona. At the same time, they'll attack upon the Esper's command. Both instances provide the same chance of the enemies being set ablaze.

Important Note(s): The Flame Spirits primarily serve the role of defenders when summoned. Acting as avengers for the young summoner, enemies who attack Epona receive [10%] burn damage which is inflicted on the target’s following turn. This does not apply to enemies who use long range attacks.

When using the Flame Spirits to attack in her stead, they can inflict a total of [15%] damage to the target. When used to attack enemies who deal damage to others as a counter, Flame Spirits for example, Epona will not receive any damage.

Because Flame Spirits are intangible creatures, they cannot be harmed nor destroyed when summoned. Despite the untouchable status, enemies with adequate defense skills can still defend against an attack using the spirits. While they serve as legitimate contracted servants, Flame Spirits do not possess any stats and will only disappear after the duration of the summoning has ended.

Summoning has major advantages, as well as liabilities. The biggest of which being that summoners can only call upon one servant at a time. Therefore, Flame Spirits and Terra cannot be used simultaneously. For now… Also, there are no restrictions that prevent a Summoner from performing another summons right after the first’s duration has expired, or has been manually ended.


Created By: Baron von Bloodlust
Character: Kasper Szand





Created By: Foreign Honor
Character: Bastion Carvis


Affinity: Fire
Skill Name: [Fog of War]
Incantation: [None]
Required Mana: [25%]
Skill's Duration: [Two Turn(s)]
Technique Damage: [None]

Description: Taking a deep breath inwards, Bastion will hold it as he focus on flame of combat within him. The flame is fueled by his breath growing, causing himself to heat up in temperature, while converting the air in his lungs into fog. This is then exhaled covering a large area in a thick layer of fog. Drastically increasing the odds of his evasion, this skill also allows him to manipulate the battlefield when combining addition skills.

Important Note(s): Fog of War can be used to create an opening for Bastion to deal extra damage to his target(s) or further increases the odds of his evasion. Those who Bastion considers allies are not hindered or visually impaired by Fog of War.

When used in combination with decoy, enemies who are affected by Fog of War will automatically land an attack on one of Bastion’s illusions when rolling for a successful attack. Even if they generate a [1], the attack will always land on one of the clones.



Affinity: Darkness
Skill Name: Decoy(s)
Incantation: “Sirn'ussa. USS, DRAA, LLAR.”
Required Mana: [5% Per Decoy, Per Turn]
Skill's Duration: [None]
Technique Damage: [None]

Description: Requires Bastion to be in motion, as he moves mirror images are left behind him, running in line after he casts the spell. A moment later he stops and leaps back or into a spacious part of the room, as do the decoys before they move about rapidly changing places. Once done they stand still, this makes it difficult to pinpoint which is the real Bastion and which are illusions. Though each illusion is a perfect copy of Bastion, any damage the real Bastion sustains after creating them isn't reflected upon the decoys.

Important Note(s): When activated, each Decoy that Bastion creates increases the number an opponent must roll to successfully land an attack on the original. Creating one decoy does not change the [1] - [2] odds. But once a second decoy has been created, the odds increase to [1] – [3]. Currently, Bastion can only create a maximum of three decoys which causes his attackers to roll between [1] and [4].

Whenever an enemy rolls for an attack, every number except [1] will land on a decoy. The decoy that is hit will disappear, and the number which the enemy has to roll will decrease as well. So, Bastion has four decoys and one is destroyed then the enemy will now have to roll between [1] and [3].

Because the illusions do not reflect damage received after the Decoy skill has been activated, the moment the real Bastion takes damage the increased evasion effect of Decoy ends. Feral Instincts cannot be active at the same time as Decoy, Bastion’s increased speed cannot be mimicked by decoys.

Decoy was designed to divert individual attacks and fool multiple attackers. However, Decoy was not designed to counter attacks that target everything. Area of effect attacks hit all nearby targets, which if successful will hit the original and destroy every remaining decoy.



Affinity: Wind
Skill Name: Sonic Slash
Incantation: “Mumbaro'aeros, Ifa.”
Required Mana: [10%]
Skill's Duration: [None]
Technique Damage: [25%]

Description: This Wind-Based skill serves as a testament to Bastion’s swordsmanship. Focusing on each blade Bastion is able to gather the surrounding air into his blade. Once the blade is surrounded by a thick layer of wind, both and/or one sword is swung unleashing a powerful ranged attack.

Important Note(s): Sonic Slash can travel great distances before dispersing, which allows Bastion to attack his targets at range, even if they should take flight without a loss of damage.

As part of a three-step combination, Bastion can first use Fog of War to hide from his opponent, and then use Decoys which appear as indistinguishable shadows in the fog to confuse his target. Because his target would be unable to determine the real Bastion, when he finishes the combination with Sonic Slash, the damage which is dealt increases by [25%].

Due to the Affinity of Wind, Sonic Slash when used will cancel Fog of War, even if the skill’s duration has not expired.


Created By: Chantel Jordan
Character: Nanami Cierce

Affinity: Physical
Skill Name: Tiger Fist
Incantation: “Roar.”
Required Mana: [15%]
Skill's Duration: [None]
Technique Damage: [See Description]

Description: Infusing her palm with mana, Nanami strikes her opponent with a powerful, enhanced martial arts technique designed to destroy both body and mind. Her opponent will suffer [30%] damage to both the target’s health and mana simultaneously.

Important Note(s): During Feral instincts’ active duration, the skill Tiger Fist will become Enraged Tiger Fist. This enhancement doubles the amount of damage the skill inflicts. Instead of [30%], Enraged Tiger Fist will deal a total of [60%] damage to both Health and Mana.


Affinity: Physical
Skill Name: Battle Blades: “Claw.”
Incantation: Equip “Claw.“
Required Mana: [20%]
Skill's Duration: [Four - Turn(s)]
Technique Damage: [See Description]

Description: This skill breaks down the form of Nanami’s Dual Kodachi and reforms them into different weapons. Using the incantation [Equip: Claw] the blades of her Kodachi disperse and reform on her hands as gauntlets which reinforce her claws. This spell increases her general attack damage by [25%]. This skill can be paired with her support / enhancement spells to deal even more damage.



Affinity: Sound
Skill Name: Bloody Howling
Incantation: "Frenzy."
Required Mana: [15%]
Skill's Duration: [Three Turn(s)]
Technique Damage [See Description]

Description: The "Bloody Howling," spell infuses the natural vocals of a Nephilim with mana. Executing a howl which pierces the target, this spell decreases the victim's susceptibility to the caster's attacks by forcing Nanami's mana within the target to boost the external damage she deals. For three turns, the target will suffer twice the original damage from any attack / spell used by Nanami.

Important Note(s): This spell does not stack, using "Bloody Howling," twice will not cause the target to receive triple damage instead of double.


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xxC h a p t e rxx
"A New Adventure."

Tulion's premiere mercenary company, The Shattered Sword, has once again begun its annual recruitment.
Anyone of age who can swing a sword, stick or cast a spell and has a desire for steady work has been extended an invitation to join the company provided they can pass a brief initiation.
For novice mercenaries just starting out, training, equipment and supervision will be provided.
Pay will be awarded upon successful job completion, and work will be equal opportunity.

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