Welcome to Gaia! ::

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[Rules]
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[The World]
-History-
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[Towns]
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[Towns] -Cont-
-Areas/Places of interest-
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[Legends and Lore]
[Important People]

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[Laws - Technology - Knowledge]
-Laws-
-Money-
-Weaponry-
-Technology-
-Method of Travel-
-Magic-

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[Character Creation Rules]
-Stats-
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[Combat Rules]
-Initiative-
-Attacking-
-Special weapon options-
-Magic attacks-
-Saving throws-
-Defense and Magic defense-
-Making your turn-
-Status effects-

Limit Breaks
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[Special Abilities]
-Dice targeting rules-
[Magic rules]
-White Magic-
-Black Magic
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[Items]
-Equipment-
-Weapon Strength table-
-Medicine-

[Chocobo]
-Colors-
-Greens-

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[Links]
[Updates]
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[Character Stats]
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[Player Characters]
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[Player Charcters] -Cont-





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(Sprites made by Haro~)
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~Literacy is a must in this Roleplay. That is why you do not resquest joining, we find you! Chat speak is reserved for the OOC thread.

~No godmodding, your stats are there for a reason, as it helps you know your characters strengths and weaknesses.

~Please keep in the Gaia ToS and keep it PG-13. If you want to indulge on romance with characters, take it to PMs or somewhere else. Final Fantasy is known for always having relationships, and it’s encouraged, but anything too much should be done offscreen please. Of course, jokes and innuendos are aloud, mostly to a comedic effect.

~This is a long term related RP, and we’re trying to maintain the same members from start to finish. If something is wrong and you can not post for awhile, please let us know. This isn’t just an RP, but a group of friends.

~Each player only can have one character; Chachamaru V2 and ShadowOfIce as hosts control the NPCs

~Please send a PM in advance or even speak in the OC thread about any vacations that will be taken.

~There will be some dice rolling for combat to keep things balanced. The rules listed for spells and abilities are a lot simpler than they look, and are only made to keep combat like the real FF games. The RP doesn’t revolve entirely around combat, but there will be wild creatures, bosses, and of course, the ultimate baddy.

~Death of enemies of course can occur, but is determined by the two hosts for plot.

~Please leave room for development in characters. A character should grow and change through out the RP, that is a huge theme in all Final Fantasy games. Don’t expect to the strongest from the beginning. Final Fantasy is known for starting small, and gradually becoming something grand, also changing the characters.

~This RP is Yaoi/Yuri friendly, but please remember to keep in the Gaia ToS

~The OC thread is also usable for making suggestions, asking questions, and so on.

~Following close to the Final Fantasy theme, there will be leveling up, spells, abilities, classes, ect.

~This isn’t a ‘never ending’ RP. All Final Fantasy games have an end, however this one is planned to run on for a long time, so please be ready to at least have some dedication. If something happens and you can’t post for awhile, it is understand. Just please send notification and we’ll try working around that.
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History


The year is 1290, it has been that many years since Humanity was ‘born’. Though no one knows the truth behind how humanity came to be, fairytale and legends have risen to explain this.
When humanity found itself on Hesperia, it was not alone. Creatures and monsters already ventured the lands, the world had already seen its share of scars, marked along the worlds wildlife, as if something else had existed here, and humanity even had the ability to manifest magic.
Quickly, mankind did what it could to make shelter, starting up in a few, simple towns, collecting food, raw materials, and creating housing. Over the years, mankind rapidly expanded, finding ways of using the world around them to function better, mostly in raw materials and even harnessing the use of chocobos. Even to this year, humanity continues to try expanding, attempting to go beyond just the few towns and ‘checkpoints’ that are scattered around Hesperia. But humanity continues to discover markings and relics from time long since past, dating back even before the time of humans. Many speculate what happened before mankind made it’s mark on Hesperia, but it’s clear that the world is much older than it looks.

By now, Hesperia has over 20 landmarks and cities that humanity dwells at, but the main focus still has been expansion. There is speculation of another race as well; Elves, but they are rarely seen, and their home town is unknown to mankind. As well, there are still ruins being discovered, and the mysteries of the world have yet to be solved. But people focus almost solely on expansion and just surviving, and only rarely are there people who go on expeditions.

Sadly, not everyone has that same goal in mind. Between expansion, fending off monsters, and just trying to make a living, people have learned to take advantage of all these distractions to make a living in their own ways, from as simple as stealing, to even attempting to take over other townships. It was the quick up rise of crime that gave birth to more laws, guards, and stronger practice in spells to help protect the world from not only the monsters, but other humans as well.

To this day, the world is finding itself more stable and still people continue to expand. But the large separation from each town almost makes each and every one of them seem like their own world. To keep the world unified, there have been made the ‘laws of Hesperia’, this way no one deviates too far from what humanity desires. However, that doesn’t change the fact that some towns that go unwatched have deviated from the ideal of just expanding, and instead concoct their own nefarious ideals. At this point, some places have been considered a threat, like Shalitah, Sai-Zhin, and Tanninstala, bringing people on edge and the concern for war even breaking out. Mankind continues to focus on expansion, but as of lately, tension has gotten high, especially with all the mysterious and unknown that still circulate the world.
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Cryth

Politics/Law: Overall, Cryth is seen as a peaceful town with some of the lowest crime rates in all of Hesperia. Using the standard law system of Hesperia, only it doesn’t have a mayor, and instead has a ‘town hall’ of ten select citizens who help keep the town order; even though it’s rarely needed. It has a less than the average amount of guards since it’s rarely needed, and doesn’t even tax travelers who come to the town.
Landscape: Cryth has a little bit of everything mixed into one. Close to the ocean, it’s possible to see it from the west of town, where most of the wealthy people live and own their own docs. To the east It’s very close to the forest, where dangerous creatures lurk, preventing the ability to build a railway between Cryth and Vuurta. Overall it’s generally lush grassy lands with many single story housings, but there is a single, large mountain that is actually a dormant volcano known as Mt. Pheara, which is only inactive because of a powerful gem that rests inside it known as the “Eye of Ifrit.” Overall, the maze of small buildings makes the town comfortable for living and working, but some find it to be genuinely dull overtime.
Current Fashions: Though Cryth doesn’t get many normal travelers, it actually gets its share of merchants in from out of town, selling all sorts of goods, including different apparel and clothing.
It’s a bit of a mix, mostly with people in casual wear, and few judging people for their clothing no matter how obscure, but there are a share of richer folk to the west of town, often dressed in a Victorian style, rather than the more free and easygoing folks who have no preference or care.
Main Export: Processed materials from Vuurta such as weapons, machinery.
Places of Interest: Docks to the West, mostly private owned.
Mt. Pheara- A permanently dormant volcano thanks to a magic gem.
Processing plans- From scrap iron to silver
Inns: Old Yellah- Though more of a bar than an inn, it does have a few cots for people who get too drunk to get home.
Pheara’s root- An inn located at the base of the mountain. Quite average aside from the nice site and slightly warmer, almost feeling like it’s heated because of the location.
History: Cryth was built shortly after Vuurta. When Vuurta’s mines were discovered, it was realized that a better location was needed for manufacturing the raw materials. Cryth was a prime location because of the water source, the heating source from the volcano, and the lack of dangerous creatures. Quickly Cryth was created, and is constantly shipping between Vuurta and remains as a quiet, but busy town.
Chocobo Ranch: Cryth’s ranch is genuinely small and not used often since Cryth isn’t traveled to often. Because of this, it has no rare chocobo, and they are slightly below average in their training.
Notes: -People from Vuurta often go to Cryth for an education, since Cryth is known to have a better education system.
Between Vuurta and Cryth, many monsters ravage the lands, so it became impossible to build a railroad. Thus, supplies are shipped from large chocobo carrieges.



Vuurta

Politics/Law: Vuurta’s political system is standard to most of Hesperia. A mayor is elected to help keep the town organized, and the law is generally the same as most places, and has its own share of guards. Vuurta has had a slightly below average crime rate, and is generally a safe mining town lead by a solid plan that has worked for years.
Landscape: Because it’s a mining town, Vuurta has a very rough and graveled terrain. Though it has its share of trees, plantlife, and general fauna, there are scattered, and the main sites come from the mines which produce a strong scent in the air. Close to the water though, Vuurta is surprisingly cleanly despite being a mining town.
Current Fashions: Due to being a mining town, it’s not uncommen to see people care very little for cleanliness, and numerous people are covered in soot and oils. Mostly denim or heavy leathers, even overalls and slacks, there is no real general fashion here, but it is easy to see from all the workers that most people dress in durable clothing and dull colors so the dirt doesn’t show as much.
Main Export: Steel, iron, silver, minerals.
Places of Interest: Mines- Most of the mines are underground and take a trolley or large elevator underground. The mines are safe and rarely have accidents.
Inns: Shining Coal- Though cheap and has a slightly overbearing scent of coal and ash, it’s a pretty comfortable place to stay.
Ruby Rock inn- More reputable than the Shining Coal, it’s also a bit more pricy. More rooms, more comfortable beds, and you certainly get what you pay for. Especially known for the use of light magic inside precious gems of all sorts of colors to provide beautiful lighting and ambiance for the rooms.
History: Vuurta was built generally the same time as Crythe once the discovery the rich mines was made. It was quickly occupied and rather than just shipping the materials or simply using the establishment for labor, workers decided to start living closer to the job, building housing around the mines. Overtime, Vuurta quickly became populated and has grown into a large, satisfied town focused completely around the mines, but with a very casual and humble environment. The materials are almost always shipped to Cryth for processing, so Cryth and Vuurta have been known to really share eachothers wealth, people, culture, and are sometimes seen as one large town had they not been so many miles apart.
Chocobo Ranch: The chocobo here are all common, but with a wide vairiety of colors and are well trained. Vuurta’s chocobo are known to be highly reliable.
Notes: -Though technically it’s a mining town, few people would realize it from the center. The outskirts of the town is where all the mining is, the center is where the townsfolk stay.
-They’re an average of only 4 mine collapses a year out of the 7 mines they have.
-It’s not uncommon for people from Cryth to go to Vuurta for work and stay for many months.



Amnis

Politics/Law: Amnis is a bit stricter in laws than most towns, but because of this, it’s kept the town safe. Ruled by King Eizenburg who has watched over Amnis for 35 years, the old King has kept the busy ton running smooth for a long time. Though crime is at an average rate, it is severely punished as the law is upheld by the Judges. Judges are supreme commanders and upholders of the law, cladded from head to toe in armor, holding up the law to an extreme as they guard both the King and the town itself.
Landscape: Amnis is just above sea level, and because it’s a peninsula, it is almost completely surrounded by docks. Hundreds of buildings, from single story slums to large, multiple story buildings and even in the center; the kingdom itself that looks similar to a large, marble and stone castle. As well, the waters around are fresh enough to help grow crops that are normally very difficult to grow, leaving a few farmlands by the docks as well.
Current Fashions: Amnis is known as the melting pot of all the towns in Hesperia. So, from the wealthy to the poor, people from rags to riches are seen walking the streets. Most commonly, people are seen adorning their weapons, sometimes even in full armor, since Amnis has no restrictions against weaponry and encourages people to defend themselves. Because of the large docks Amnis has, it’s not uncommon to see people in sailing attire as well.
Main Export: Various and exotic foods, clothing, textiles.
Places of Interest: Ports: Along with the public ferry ride across the seas to Tralst, the docks stretch on for miles, surrounding Amnis.
Kingdom of Elza: The current king, Eizenburg resides here. He is kind enough to allow guests to enter the kingdom under certain circumstances.
Inns: The Watering Hole: A popular inn/bar mixture, known for their famous “Phoenix Up” Drinks, a secret recipe from the owner, Lance Starla, also a rare elvin race. The inn once run by his wife has recently been expanded, and is a growing, popular hang out place for all sorts of people in Amnis.
Eighth Heaven: Possessing a karaoke and harder liquor, the rules here are a bit more rugged, and even runs contested fist fights that people can bet on.
History: The town has always been ruled under the watch of the Kingdom of Elza, safely protected by it’s Judges as well. Amnis was one of the first towns that was created in Hesperia known since the beginning of it’s time, human civilization nearly starting around this peninsula. Interestingly enough, the kings have always been chosen from an election, not by family name or royalty. The king remains until either death, or usurped, but so far, the kingdom has had virtually no corruption over all of history.
Overtime, Amnis has continued to expand, occupying nearly a 100 x 100 mile radius, becoming a utopia under its kingdom and mixed with all sorts of travelers over the years.
Chocobo Ranch: Amnis has a very large chocobo ranch to fulfill the constant need for the many travelers and people who live there. However, due to how many are needed, it’s a bit of a risk, some chocobo are well trained, while others are a bit sloppy and lost in the need for just so many. Overall, they come in a huge variety of colors, but their training is just as ranged.
Notes: -Amnis has almost no unemployment, since it’s constantly growing and is always in the need of people working and filling in the new jobs needed.
-Due to King Eizenburg’s old age, right now there is preparation for a new king.
-One of the five Airships is owned by the King.



Titrel

Some form of restricted magic from the Erebos originally done to stop the Aeon, but it failed. Instead, it created a massive crater where Titrel is.
Afterwords the Aeons built a memorial, and it stands to this day to their defiance against the Erebos.
Politics/Law: Though there is no politics. The only real law is simply not to touch the ruins, as it is just for site seeing only.
Landscape: Titrel is a massive, crater, spanning out over 150 feet in radius, and said to be unable to support any life at all for plants or any creatures. The smooth, dark rocky surfaces are easy to traverse, and even has a tourist attraction to the ruins at the center of it.
Current Fashions: None
Main Export: None
Places of Interest: The Obelisk of Retribution- A large, standing ruin that stands at the center of the ancient crater. No one knows its source or why it’s there, but it was clearly made shortly after the crater.
Inns: There is one basic inn nearby for tourists. It’s a bit of a distance off, 5 miles south, but the Midnight Star inn is a sub-par inn, mostly meant just for people to rest at and have a decent meal.
History: The true history to the Obelisk of Retribution is unknown. Scientists date it to being around shortly after the crater was formed, but no one knows who actually built it. What is clear though is that it radiates with a powerful magic that is untouchable by human hands. For now, the ruin is visited by site seers, travelers who believe it’s good luck to pray to, or scientists to study.
Chocobo Ranch: None
Notes: -Tourists are free to see the ruins, but not only is getting to close to it not permitted, but there is a barrier around it that prevents anyone from actually damaging it in any way.



Imil

A small village for travelers to stop in and relieve themselves from the cold. It’s a cozy place with several inns, and a rather famous clinic who has been said to be able to cure even the worst of diseases. A lot of travelers come through her when up north.
Politics/Law: In Imil, due to it’s low population and the smaller size of the village, the laws are most basic, and barely have any guards to uphold it. There is also no official political branch, mostly just people following the common law in Hesperia and generally trusting one another in town.
Landscape: Covered heavily in drifts of snow and almost constantly being snowed upon, Imil is not far from the mountainous areas of the Mercuis continent and is nicknamed the snowflake paradise for a reason.
Current Fashions: Gloves, boots, fluffy jackets with hoods; it’s not a surprise to see everyone in Imil garbed in heavy clothing to keep in the warmth.
Main Export: Pure ice/water. Minerals, pelts, fur hides.
Places of Interest: Snow arena- To keep up with the winter sports, Imil has an area just north of the town filled with courses for the sports.
Inns: Frost-bit- A cozy fire, hot chocolate, and cozy, wool blanket covered beds, the inn is not only a great escape from the cold, but is actually one of the most comfortable inns in all of Hesperia. Quite a surprise from such a small town, and even a reasonable price.
History: Imil was created later in history of Hesperia, mostly as a place for people to stop at as a check point in the snowdrifts of the Mercuis continent. However, overtime, the ‘Snow Games’ were soon created, starting to become a well recognized sport in Hesperia. Not only that, but due to the water shortage in some towns and the massive amount of snowfall, they’ve also been shipping glaciers, snow, and fresh water for other towns.
Chocobo Ranch: Only a few chocobo are here. Well trained for traversing in the snow, and only found in the colors of white, grey, and blue, helping them remain well disguised in the snowy environment.
Notes: –Snow sports are common in and around Imil. From Skis, snowboards, to even ‘snow wars.’ The people of Imil know how to really pass the time and use the environment to their advantage and as a hobby.
-Has a port to Rastifar and Naribwa
-It is said that there is a doctor in Imil that is able to cure any disease. It’s only rumored, but people travel all over Hesperia to find the doctor.



Naribwa
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Politics/Law: Naribwa is known to follow ‘the way of bushido’, accustomed to the old way, and preferring the older ways over the basic laws of Hesperia. Ruled by the Diamyo, Masa Zenboro, he has made the laws strict, and severely punishes those who break it. Outsider are gladly accepted, but only if they are willing to temporarily accept their ways and adapt. (For RP purpose, it’s very similar to ancient Japan)
Landscape: Naribwa is a mixture of grassy plateaus, thick, lush forests, and even a historical battlefield. With a share of obstacle and training courses as well, Naribwa is a place you need to be constantly aware of your surroundings, or you might end up getting hurt.
Current Fashions: Kimonos, yukatas, sandals; generally they wear an older fashion, garbed like samurai, geisha, ninjas similar to the old ways.
Main Export: Exotic Naribwa weaponry, education, militia.
Places of Interest: Tower of Zenbora- The oldest building in Naribwa, it is said to be haunted by ancient spirits of the old warlords in Naribwa and because of this, a festival is held once a year in memory of the dead to help calm their spirits.
Naribwa Dojo- Naribwa’s combat training dojo, it is reknowned for taking even the most undisciplined fighters and forging them overtime into powerful, deadly fighters with enough training.
Inns: Cherry blossom ridge- With a beautiful view and respectful customaries, (And tea that’s to die for!) the inn is known to be a calming place to stay, even with a spa and hot springs.
History: When Naribwa was first formed, there was a long argument between the two sons of the Zenboro family after their father (Kenji Zenboro) had passed on. The two sons had gotten so much into a conflict on who would rule the land that war was waged. In the end, after thousands of casualties, neither son had truly won the battle, and found peace after realizing how much death had been created over something so pointless.
Now, Naribwa pays honor to those who were lost, and pays respect to the old ways that were carried out, believing that it is more efficient and the discipline is needed among every soul. Once a year, they also hold the Festival of the Dead in respect for all the lost souls and hoping to calm the angry spirits.
Chocobo Ranch: The chocobo from Naribwa are well disciplined and trained. Faster than your average chocobo, and less fearful than most when the rider encounters a monster. The rental of chocobo here are pricy, but certainly worth it for the brave travelers.
Notes: –Naribwa weaponry is one of a kind here, and they have their own unique forges and ways of creating different styles in their weapons.
-Naribwa is one of the only towns that actually allows duels, even to the death under certain circumstances, and can even be known to attract crowds.
-Has a port to Imil and Rastifar.



Shalita

Politics/Law: An Empire ruled by King Gintara, the people of Shalita have a saying; “The law is as unbreakable as the cold steel of our hammer.” Theft; your hand will be smashed and broken from a hammer. Speaking ill of the king; branding of the tongue. Murder; thrown into the forge to melt. Shalitah isn’t very welcoming of visitors, and rules over with an iron fist. So travelers rarely come here or get involved.
Landscape: Shalitah isn’t necessary a land as it is just a giant forge. Spanning for 20 miles in all directions, massive stone buildings are settled in the iron walls and over the bubbling hot magma that makes up the kingdom. Chains support the weight of the massive, land over boiling lava, the tension in the chains forever keeping the land uplifted. Because of the water source just north, it makes the smithing, iron, and steel work a lot easier to work with as well.
Current Fashions: Males are often shirtless or in overalls, females in just a small top and shorts, due to the intense heat from the forges, clothing is near a minimum to help keep the workers cool.
Main Export: Railroads and trains, top of the line weaponry, and armor. Almost all the weapons and armor in Hesperia come from here.
Places of Interest: Airship factory- Though there are only 5 airships that have ever been created, it is said that a sixth is being worked on right now.
Forges- Technically, Shalitah is just one giant forge, its still quite an amazing site to see, and can process most metals.
Krull Castle- In the center of the empire lies the massive castle where King Gintara resides, and even has a personal port for his airship. It’s heavily guarded, and doesn’t allow any visitors.
Inns: Diamond heart inn: It’s hard to find any comfort in Shalitah, even in an inn. The beds aren’t very comfortable, the rooms feel like a heatbox, and the sounds of the forges make it difficult to sleep at night.
History: Shalitah was created early on in Hesperia’s history, mainly because of the natural open fissure in the land, creating a massive, 20 mile hole of magma. This became an ideal climate for a natural forge, and the Empire was quickly built around it. Often, Shalitah’s ways are questioned, but the Empire is too powerful and releases enough weapons and exports to the rest of the world that people don’t get involved.
Chocobo Ranch: None. Chocobo have trouble living in this climate.
Notes: –Has a railroad for Lestuis, Mistros, and Glith.
-King Gintara owns one of the five airships in the land.
-Visitors who haven’t adjusted to the heated climate find it nearly impossible to remain here for more than a few hours. And because of this, many even suffer from heat stroke or leave.



Glith

Politics/Law: The books are the law. The people in Glith are so focused on the research that often, crime goes overlooked. The law follows Hesperia’s standards, but the eccentric lifestyle of everyone here tends to dehumanize many social norms, even the law. To uphold the law, Glith has SAGA as well; a well respected group of powerful guards meant to help protect the scientists and the information from outsiders.
Landscape: Glith hardly has any wildlife around it. The moment someone enter the town, people find themselves stepping on pavement rather than the luscious grasslands. The fashion of the buildings are a bit more Victorian and mostly wooden a bit more old fashioned to the rest. Nearly everywhere you look in the town it’s nearly impossible to not see a research facility or someone studying in the name of magic and science.
Current Fashions: Lab coats, scientific attire, safety equipment, and robes. Many mages and the best of minds gather here, and so they dress the part as well.
Main Export: Research data, books, scientific equipment, potions.
Places of Interest: Magical research labs- The mystery of how magic exists in this world has yet to be solved even to this day. And in many research labs, the desire to understand and test out all sorts of magic is done here.
SAGA Headquarters- Where the troops of SAGA mainly reside. The training and recruitment is also done here. Newcomers are welcome, but are expected to pay the utmost respect.
Inns: The Knowledge Well- A cozy and comfortable inn, the only downside is that it’s less on ‘love’ and more on just business. Decent food, good lodging, but the biggest aspect is the large library downstairs that people are allowed access for as long as they pay the lodging fee.
History: From the day humanity was brought into Hesperia and the potential of magic was witnessed, mankind has always been curious about how it works and how to use it. Finding Glith to be a prime, relaxing location for studies and research, the place has always been known for its studious activities, constant research, and occasional inventions and discoveries that help benefit mankind. Overtime, the studies of alchemy, creating potions, ether, and phoenix down’s have originated from here as well, spreading to the world and helping people all over.
Chocobo Ranch: The Chocobo’s here are a bit less in variety in color and sometimes are all rented out due to the fact that they just don’t have too many. However, the Chocobo are known to be a bit more intelligent than most, and could even bring a rider to a specified location even if the rider was asleep.
Notes: -Has a railroad for Lestuis, Mistros, and Shalitah.
-Glith has one of the best education systems in the world.
-Glith has the largest library in Hesperia, known as the ‘Minds Eye.’



Hylph

*Note: The location of Hylph is not actually shown on maps.
Politics/Law: Hylph is a land of the elves, and is hidden from the outside world, it’s entire existence unknown to Hesperia. People are aware that Elves do exist, but seeing one outside Hylph is a rare occasion, nearly a chance of a lifetime.
Keeping humans outside of its hidden forests is a main priority in Hylph, paranoid that humans will taint their blessed lands.
Landscape: Hylph is a large town, nearly the size of a county, shrouded and lost in the magical forests that keep it hidden from human eyes. The canopy of trees create a beautiful scene, complete with a long stream, waterfall, stone buildings built into the bases of the massive trunks of the trees. Overall, the Elves are one with the nature here, learning to live alongside it, rather than simply in it.
Current Fashions: Simple tunics, slacks, robes, or even adorning parts of branches and leaves in their clothing. The elves usually dress very simple since they care more about nature than even themselves.
Main Export: None
Places of Interest: The Throne of Eclipse: High elf Veraduun is here along with the Elvin council.
Inns: None
History: Hylph has been around for as long as humanity has, even said to be around before humans. Despite this, the Elven race has never been known to deviate from Hylph or get along with humans, choosing to remain hidden and remaining in tune with nature. The Elves of Hylph seem to possess some knowledge of what the world was like before humans, but keep this hidden to themselves, and only among the Elvin high council. So far, the Elves have hardly deviated from the path of what they’ve been doing for eternity, however as of lately, a few elves have been known to start traveling, only to return back to the Hylph to report on the changes in the world.
Chocobo Ranch: Though there is no actual ranch since they don’t allow outsiders to the village, quite a few chocobo are here in the village. In fact, the elves even possess a rare chocobo of silver and bronze here as well.
Notes: -It is said that your aging is nearly half to what it would normally be in Hylph, slowing your aging.
-The existence of Hylph is known, but its location is not, hidden in the forests and by magical illusions. Elves have been seen outside of the village, but for the reasons of being banished, or negotiating with humans or learning about them to report back to Hylph.
-Elves that are banished end up getting their ears hacked off to prevent humans from identifying them.
-Hylph uses a different form of currency known as Crystals among the elves.
-Elves refer to humans as 'Humes.'



Tralst

Politics/Law: Tralst follows the basic laws of Hesperia, and is even a bit more forgiving than most. The “Blue Star Amusement Park” has the standard rules most people would expect for a park. The environment is so relaxed that people hardly even realize the security, and are often too busy enjoying themselves to even consider breaking the law.
Landscape: Tralst is a beach paradise, covered in tropical palm trees, fine, clean sand of the beach, and a beautiful blue sky that never seems to rain. With the calm blue ocean waters at the shore, it’s not surprising to see what Tralst is said to be the perfect getaway in Hesperia.
Current Fashions: Shorts, bikinis, swimwear, sleeveless shirts. Due to Tralst’s hot temperature and being a beach paradise, people don’t wear much beyond what is needed to cover up, and to keep open and cool in the intense heat.
Main Export: Minerals, toys, hobby kits, ocean gear.
Places of Interest: Blue Star Amusement park- With a huge arcade with a variety of all sorts of games, over a dozen roller coasters, the worlds largest ferris wheel, gondola rides, and just about every sort of ride you could imagine, the amusement park is known as the best escape for people to go to.
Crystal beach: Tralst’s beach is not only clean and safe, but is remarkably beautiful. With the sun seeming to never be shrouded by clouds, the warm tempature, and gentle ocean rifts, it’s a place people go all the way to Tralst just to be at.
Inns: Ocean dream- The inn provides a beautiful view of the ocean, a massive, indoor heated pool, and luxorious, grand rooms, it’s one of the most comfortable inns in all of Hesperia.
History: In the early years of Hesperia’s history, humans worked hard to build up the world around them. But overtime, generation after generation, the stress continued to build up, and humanity needed to find a way to break free from all the tension. Between the battles, the constant struggles to build up around the world, and the monsters that inhabited the land, a break was needed from it all. So, after picking out the most ideal environment for a natural paradise, Tralst was soon created. Overtime, even an amusement park was made, and Tralst has become one of the top tourist locations in Hesperia.
Chocobo Ranch: Tralst’s chocobo ranch is surprisingly average. More focused on the paradise and attractions and wanting to keep people there as long as possible, the ranch is understaffed, but the chocobo are at least trained decently enough.
Notes: Has a railroad for Sai-Zhin, Alfaria, and Tolbis.
-Has a port to Amnis and Halthia
-Blue Star Amusement park is known for being open twenty four-seven, and is reknowned for having no accidents, and is ‘kid friendly.’



Tanninstala

Politics/Law: None shall enter. None shall leave. Because of the disease, this place has been quarantined, and anyone who tries escaping and is suspected of infection is immediately killed.
Landscape: A barren, vile land encased in a giant dome of magic to prevent any part of the infection from escaping. The lands have grown corrupt from the Arkine disease, and are nothing more than scattered abandoned buildings, ooze covered streets, and infected plants that vibrate with a vile purple.
Current Fashions: None.
Main Export: None.
Places of Interest: None.
Inns: None.
History: Tanninstala started as a town that served as a checkpoint and mining facility before Tralst came around. Several common but useful ores and minerals were mined here, but one day, deep inside one of the mines, a strange gas started to leak over 90 years ago. This toxin quickly spread through out the entire town, and begun infecting the people at a rapid rate. Before it spread outside the town, the toxin was quickly quarantined with a massive, reverse effected Barrier spell that is constantly maintained to this day.
The toxin quickly became known as the ‘Arkine disease.’ Those who get infected rapidly begin to lose their flesh and bone as it doesn’t just deteriorate, but slowly becomes an ooze almost identical to that of a Flan. Those who ‘die’ from the Arkine disease become nothing more than an ooze in the end, seeming to have some form of intelligence as well.
Chocobo Ranch: None.
Notes: –Glith and Halthia’s studies have also been shifted to trying to cure the Arkine disease.



Vemues

Politics/Law: Vemues law structure is a bit more open and carefree than the normally found in Hesperia. With few connections to the rest of Hesperia, Vemues seems to follow it’s own cultural structure, everyone in the town having their own little code and connections, almost like the town feels like it is separate from the rest of the world.
Landscape: Vemuis is the warmest part of the Mercuis continant, being one of the few places not entirely covered in snow, or suffering snowfall every day and night. Mostly flatlands, it’s mixed with light snow and occasionally grass peaking through and snow covered pine trees. The buildings are mostly log cabins or brick buildings, all closely placed towards one another.
Current Fashions: Heavy cloths, coats, wool, and leather. Though they dress to keep warm in the colder climate, most where longer, almost shady sort of attire.
Main Export: Ice/water, mountain/adventuring gear.
Places of Interest: None.
Inns: Sleeping log inn- Rather than being one inn, there are multiple, small, two bedroom log cabins. There are two dozen of these, basically giving people their own little log cabin house rather than just a room.
History: Vemues was made later on in Hesperia’s history as a bit of a checkpoint for people in north. With travelers, and more particularly, mountain climbers who still try to scale heaven’s peak, a town was created to keep travelers from the cold and having a place to stay.
The odd part is how there is a very small amount of wildlife around Vemues, and it’s a miracle with such a small food supply that people can even live there.
Chocobo Ranch: A small ranch is here, with only a handful of averagely trained chocobo. They tolerate the colder climate better than other chocobo, but have no other special quarks.
Notes: -Vemues has a very limited food supply, yet the people there still seem to live cozy lives despite this.
-Many people call Vemues “The town of first steps,” because people who go to scale the mountains of the north always stop at Vemues first before going on their adventure.



Rastifar

Politics/Law: Crime, death, murder, and a stench that reeks of a rotting corpse, Rasitfar is the worst city on the planet. Rastifar is known for having the poorest standard of laws in all of Hesperia. Crime has become so underlooked, and the cities corruption has increased further and further ever since the uprise of gang wars. Rastifar once had a strong political branch, but ever since the rise of the gang wars over the past 50 years, people have gotten to scared to take a stand, and the city has been plummeting into a pitiful, poor state.
Landscape: A concrete jungle that has been beaten down to rubble, Rastifar is amaze of broken streets, dilapidated buildings, and constantly has a heavy cover of thick smog over it at all times.
Current Fashions: Hoodies, jump suits, and baggy clothes, the people of Rastifar dress without a care, many sporting on a ‘gang’ like attire that reflect there darker attitude.
Main Export: Clothing, coal, construction, medicinal drugs.
Places of Interest: Essex lane- The main street of Rastifar that spans through all 15 miles of the city, it has every store imaginable down the largest ‘shopping strip’ in all of Hesperia.
The forgotten mind asylum- Hesperia’s mainstay for those who have lost their minds or are said to be simply crazy/insane. Treatment here is harsh, and it is rumored that those who are truly lost end up as test subjects for Halthia.
Inns: Riff-Raff Hotel- Not exactly the most… pleasant place, and often used as a place for people to indulge on their lustful urges rather than to sleep at, this hotel is not a place anyone wants to stay at for more than one night.
History: Rastifar was once a calmer, urban town that was created around the lands because there were many herbs found usable for Glith’s alchemical studies, potions, medical drugs, and so on. But as of recently, young adults and even teenagers have started ransacking these facilities, and even the mines and shops, using it all for their own personal benefit. No one truly knows how or even when the gang wars started exactly, but with the results of it all by now, people have just learned to accept it, boarding up their houses as the fights continue to pave the streets with violence and bloodshed.
Chocobo Ranch: None. There used to be one, but the chocobos have all been stolen for uses of the gang wars.
Notes: –Has a port to Naribwa and Imil
-The two gangs are known as the Kobolds and the Gnolls.



Alfaria

Politics/Law: Alfaria follows the most basic laws of Hesperia, and looks over a few commen, simple crimes if it’s for a good, just reason. Because of the union between the people of Alfaria and the Cactuar, there is also a law that outsiders are not allowed to talk to the Cactuar in any way, because it upsets them from the tasks they are given.
Landscape: The entire village is surrounded by the desert sands, but built up around a large oasis so there is a liable water source.
Current Fashions: Desert style attire, turbans, tunics, even rags or wraps
Main Export: Sand, rare desert herbs, jewels.
Places of Interest: The Oasis- The largest in the Suhala desert, the town was built up around it and the location was chosen because of this Oasis. The water seems to never dry up or end, and helps keep the entire town satiated.
Inns: 99 needle inn- A cactuar themed inn that has been recently. established for the comfort of travelers. It even has an emergency treatment facility for people who were lost out in the sands for too long and managed to find Alfaria before the sands swept them away. The beds have a special sand filled in them to provide a very unique but comforting sleep experience.
History: Years ago, a group of travelers from Tolbis had gotten lost in the deadly desert heat of the Suhala desert. But with luck on their side, the travelers came across a large oasis, and an escape from all the desert storms. Never managing to find the supplies to have a safe travel outside of this location, the group decided to begin making a settlement here. Overtime, Alfaria grew, and has now become a large city in the middle of the Suhala desert.
Recently, the people of Alfaria decided to make peace with the Cactuar that live in the sands of the Suhala desert, and work alongside one another. The Cactuar have been known to do the harder labor, while the townsfolk exist to keep things in check and harvest the herbs and mine the precious desert jewels. Outsiders still don’t understand how the people of Alfaria were able to communicate with the Cactuar, but for the past decade, it’s seemed to work so far.
Chocobo Ranch: The chocobo here are mostly colored in yellow, brown, and tan to match the environment, and are very tolerant of the intense heat. Their training is slightly above average, and have no problems traveling though the sands.
Notes: –Has a railroad for Tralst, Sai-Zhin, and Tolbis.
-The people of Alfaria have their own language of speaking with the Cactuar.



Tolbis

Politics/Law: Tolbis doesn’t follow the standard laws of Hesperia, instead going by an honor among thieves. Tolbis is largely known for being the most popular place for thieves, pirates, and criminals to stay at. However, despite all the criminals, there is surprisingly almost no violence, the laws simply following by no one getting inside anyone elses business, and turning a blind eye. Visitors know better than to get involved, however the pirates are actually welcoming to travelers, and even give a fair warning not to get involved with their business. However, for those who do, often find themselves wearing cement shoes at the bottom of the ocean.
Landscape: Tolbis is built pretty similar to Amnis, only without a kingdom. In fact, people blame the lack of any leadership. A long stretch of docks, hundreds upon hundreds of small, single story buildings, and the well maintained spread of plants and fauna, it’s generally a pretty lush, beautiful town. The waters are known to be cleaner than most shorelines in all of Hesperia, supporting it’s rare fish species, but all of this becomes overshadowed by the crime that has risen in Tolbis.
Current Fashions: Casual, often dirty or torn attire. Occasionally some adorn more elegant fashions. The range of clothing styles is as open as the crime that occurs in Tolbis.
Main Export: Ships, wood, fish.
Places of Interest: Red bay Lighthouse- The Lighthouse is abandoned and hasn’t been used by people for years, but there’s a reason for that. Every night, the lighthouse actually works by itself, even though there is no possible way to have a light source. It’s believed to be haunted, but after investigating, no one knows the source.
Inns: Shark-tooth tavern- More of bar than an inn, there are bar brawls, cheap liquor, and ‘rooms’ that are more like a cot rather than being somewhere comfortable to sleep at.
Starboard dream- On the outskirts of the docks, the inn is just above average in services, and is one of the few and only places in town that isn’t corrupt. However, the downside to this is that the pricing to stay is absolutely unfair.
History: Tolbis was originally a docking town, planned to be a traveling route between Amnis and Tolbis. Due to the living storm, this never seemed possible, but Tolbis became a docking town none the less as a checkpoint for any sailors, and for their exotic fish and sea life. Overtime, what originally was planned as just a fishing town became made for docking, ships, and trading. Eventually, the confusion of the towns true purpose was taken advantage of by earlier pirating. This expanded rapidly, and in only a few years, the town was completely lost to the crime of pirating, illegal trades, thieves, and so on. People have learned to accept it, and because of this, even citizens are more rugged than even your average soldier.
Chocobo Ranch: The range of Chocobo here are quite a wide variety, from nearly every color possible. There is the rumor that a few silver and bronze chocobo are being illegally traded too between the pirating.
Notes: –Has a railroad for Tralst, Alfaria, and Sai-Zhin
-Though the pirating is unspoken about, it’s usually common to see occurring, and bribery occurs often from this to keep others quiet.
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Sai-Zhin

Politics/Law: Despite Sai-Zhin being a dark magic town cast away from most of Hesperia, it still follows the basic laws of Hesperia. There is no king, just the unspoken law among the people. They do have one law though that is spoken to visitors the moment they walk in: No White Magic. The reason for this is because it is said to taint the purity of their Black Magic, and could corrupt their rituals.
Landscape: Sai-Zhin has a rather dark appearance to its city, almost constantly shrouded in a darker atmosphere. Somewhat medieval in style, it strangely clashes with modern buildings. It’s not surprising to see a small citadel right beside, modern stone or brick building. Overall, the entire city is a mix of old and new, but overall has a dark, almost haunting theme to it, like the people obsess over the darkness.
With a bit of woods to the east and mountain regions to the west, the landscape is entirely on a hillside as well. This has made the need for large, flat platforms for buildings and rituals throughout the town.
Current Fashions: Gothic, almost all black. From the most armored of knights to the most fragile of gothic lolita, Sai-Zhin has an obvious theme to it shrouds itself and the people in darkness. Lighter colored clothing is actually frowned upon.
Main Export: Magical research data, new spells.
Places of Interest: The Focus point- The place where the ritual for the new spell Sai-Zhin is creating is done here, closed off north of the town. Only the people of this town know its true purpose and what it’s being made for.
Valket Peak Castle- A large, ‘Transylvanian’ style castle on the hilltop of Sai-Zhin. Infected with undead, they never seem to actually go outside the castle or harm the people of Sai-Zhin. It is believed that someone is in the castle controlling the undead.
Inns: Dark embrace- The inn is called with for a good reason. The rooms have the ability with the simple flick of a switch to be placed in a Darkness spell, allowing people to sleep at any time they desire. Surprisingly cheap and comfortable, it’s a good deal despite being surrounded by such a dark own.
History: Sai-Zhin has always been a town a bit more cast off from the rest of the world. Said to be the first location where humans ever casted magic, it is known as the birthplace of magic; black magic. Cultists, mages, and even Black Knights have been known to come from here, worshiping the darker side of Black Magic over White. Because of this, Sai-Zhin has often been viewed as a darker, more vile town over the rest of Hesperia, but most of those rumors fall short of the truth. Only those who come from Sai-Zhin know the truth towards the towns ways, and are known to have a bit of a distorted view on the world over most.
As of recently, it’s been speculated that the people of Sai-Zhin have been attempting to bring birth to a new spell. People from all over Hesperia fear the worst of what kind of spell it is that’s being brought to life, and some even think it’s time that the rest of Hesperia unites to stop Sai-Zhin before anything comes from the dark magic rituals they are working on.
Chocobo Ranch: The Chocobo’s from the ranch here are well trained and are above average, but a bit pricy. They seem a bit less fearful of magical spells and aren’t shaken at all by its rider casting magic.
Notes: –Has a railroad for Tralst, Alfaria, and Tolbis
-There are very few people from Sai-Zhin who leave the town or travel. But surprisingly, the natives from Sai-Zhin are quite friendly.



Lestius

Politics/Law: Lestuis may be a town that follows the basic laws of Hesperia, but has it’s own, secondary set of laws relating to gambling and the activities that occur. With the help of the Merchant King from Halthia, Lestuis has found laws to help prevent scamming, bribery, cheating, and anything to make their ‘honest’ games seem rigged.
Landscape: Lestuis is a mixture between being a big city, and letting the beauty of nature harmonize with it. Scattered with some trees and flatlands, there are handfuls of multistory buildings. Along the Lucky XIII Royale strip though, it’s clearly a city of sin, and looks somewhat like Halthia, never seeing darkness as the lights are on even at the darkest hour of night. (Picture like Las Vegas)
Current Fashions: Suits, vests, khakis, expensive and fashionable dresses and even some that are rather revealing. People aren’t afraid to show off their riches, or their skin.
Main Export: Several factory products, processed foods.
Places of Interest: Lucky XIII Royale- Gambling, races to bet on, pit fights, strip club, brothels, you name it, the long lane of ‘adult entertainment’ is one of the lagest attractions in Lestuis.
Inns: The Krakens Tenticles: The inn is rumored to be one of the few places in town that is a bit cleaner and less sinful than the rest of the city.
Cait Sith Casino- An expensive, 10 story hotel in the middle of Lucky XIII Royale’s strip, the rooms are extravagant, with a built in pool and it’s own Casina on the bottom floor, but few can find it affordable.
History: Originally, Lestuis was built up as a town for having processing plants and shipping foods from the wildlife to the world. It started as a town where hunting had taken place due to the large amount of wildlife. But overtime, as more towns in Hesperia were established, the need for such a massive shipment of food supplies wasn’t needed, and Lestuis’s ways changed.
With the success of Tralst’s beach paradise and amusement parks, Lestuis decided to take an attempt for its own vacation and getaway. However, they chose something a bit more adult, giving birth to gambling and Casinos. The money made has helped expand the town, and has even been donated to Halthia and Tralst, the three towns having a bit of a share in tax dollars.
Chocobo Ranch: The ranch here is just barely above average. But having almost no variety in color, simply the most common yellow hue. However, it’s rumored that there is a grand prize in the chocobo races for a rare chocobo.
Notes: –Has a railroad for Mistros, Glith, and Shalitah.



Mistros

Politics/Law: Like most towns, Mistros follows the basic laws of Halthia. However, these laws also apply to the chocobo in the town, the bird-like creatures being seen just as important and respected as humans are. The Chocobo is seen like a symbol and even an idol to the town, and mistreating one in any way is the equivalent in doing so to a human.
Landscape: Grassy, green plains make up the town itself, but quickly beyond the outskirts of the ranch are lush, thick forests lurking with monsters. Chocobo are actually protected in the town from the creatures that venture in the forests.
Current Fashions: Overalls, farming gear, shorts and sleeveless shirts, simple patchwork clothing,
Main Export: Greens, foods, Chocobos, chocobo riding equipment.
Places of Interest: Chocobo breeding grounds- It’s not a mystery what goes on here, but it’s said that the chocobo bred here are going to be better than the average chocobo.
Inns: Gold feather inn- A large inn for all the travelers who come by this location, with slightly above average service. It’s the only inn known to have rooms for chocobos as well, rather than a simple stable, treating the chocobos just like a guest as they would to humans.
History: The first Chocobo was discovered here, and humans almost immediately grew attached to these creatures. It became no surprise that humanity civilized here to find ways of raising this wondrous bird. But overtime, simply raising them was not enough, as by now, the town sees the chocobo almost as a symbol and more than just a pet or a way of travel.
Chocobo Ranch: Obviously, being a town dedicated to chocobos, the ranch has top of the line chocobos, well dedicated, trained, and in a variety of all colors. The prices for purchasing and renting them here are just a little cheaper as well.
Notes: –Has a railroad for Glith, Shalitah, and Lestuis.
-Outside the town, hidden among the forests, are rare chocobo-eating monsters that disguises themselves as firmly rooted trees.
-Located in and around the forests of Mistros are not only many chocobo loved greens, but a rare Kefku root. The root, if planted with other crops is said to double the growth potential of all the crops in the same field as this root.



Halthia

Politics/Law: Halthia, also known as “The Town of Tomorrow” follows a very strict code of laws, keeping their research a secret. The wealthiest town in the world, it is run by a man simply known as “The Merchant King,” who believes money talks more than the person who holds it. It’s possible to even bribe your way out of a crime here.
Landscape: The land of Halthia is seen less as ‘land’ and more like a separate world from Hesperia. Not a single plant, even so much as a tiny flower is seen in this massive, futuristic setting. Skyscrapers spanning to the clouds, streets that stretch on for miles, magic used as freely and common as simply breathing, and the constant influx of money being circulated in Hesperia’s wealthy town, it’s not hard to see what makes this town so different from the rest of the world.
Current Fashions: Modern clothing, robes, lab coats, rich clothing. People in Halthia are not afraid to flourish their wealth, often flaunting their lavishing clothing and jewelry.
Main Export: Newest technology, upgrades to existing things, blunderbusses, energy sources.
Places of Interest: The Merchant King- The man is a trader of all sorts of goods and wealth, and will accept anyone willing to make a trade, even for imformation. Though he possesses almost any item known to humankind, his trades are usually unfair and one sided.
Inns: Halthia doesn’t necessarily have an inn, but apartments scattered among the hundreds of skyscrapers. Expensive, small, and universally identical, they’re not exactly homey or comfortable, but it at least serves as a place to stay, and people can even pay weekly, monthly, and yearly if they choose to live here.
History: When the island of Halthia was discovered, there was something else found here that humanity never would have expected: Orichalcum, a rare and rich, powerful mineral/metal that was found to be difficult to harvest. Instead, the town was built around it, as the precious metal radiated a power that acted as an energy source. Because of this, humanity had high expectations, and started to create ways to harness this energy source. Overtime, Halthia became a grand and wealthy town thanks to the Orichalcums energy, and eventually was known as the grandest in all of Hesperia.
Chocobo Ranch: Halthia has numerous chocobos to offer, but because people find themselves too busy with research and work, the chocobos are below average in training, and even somewhat lazy.
Notes: -One of the five airships are here, owned by the Merchant King, who often visits Lestuis by using the airship.




Areas/Places of interest


The Living Storm: The storm is a never ending hurricane that circulates the two large land masses of Hesperia. Going in a figure-8 around the continent of Osenia and Angara/Cindra, the storm never actually touches land or creates destruction. At most, it’s an inconvenience that boat travelers need to plan around. No one knows what the storm exists, but it has never caused too much trouble to the people.

Suhala Desert: The Hottest place in all of Hesperia. The hot sands are occupied with thousands upon thousands of Cactuar. Several Oasis are in it, but people have been known to die of dehydration in it. People see illusions and get lost and die here if they aren’t careful, or don’t discover Alfaria or the railroads.

??? The lone island: There is a stone circle in the ground at the center of this island with 7 obelisks surrounding it in nearly a perfect circle. The text upon the obelisks are the same as what is upon the ruins in Titrel, but no one knows the purpose of it. As well, the Living storm never seems to have effected this land even though it passes over it.

Battlegrounds: A large, dome like coliseum where battles from adventurers all over Hesperia go to fight. Occasionally, criminals can fight for their freedom here, but overall, the coliseum is here all for good sport. There is also an inn and chocobo ranch here.

The Worlds scar: The largest canyon in all of Hesperia, it spans for hundreds and hundreds of miles, dropping down nearly 800 feet below sea level. Rumors have it that dark creatures lurk below, so no one dares to go into the darkness.

Mercuis mountains (Heaven’s peak): Said to be at the highest point in the northern continent is a mountain that goes so high, it is rumored to pierces the heavens. No one has ever reached the top, but several have tried.

The World Tree: The worlds largest tree in Hesperia, said to be around since the day humanity was born. The tree itself radiates faintly with magic, but no one has ever been able to discover its purpose.

The Black Ruins: Shaped like a massive pyramid made of pure black stone, it has been around for many centuries, nearly as long as the World Tree, but few travelers are able to get far into it before they either run away scared, or don’t make it out alive at all… Plagues of undead and a poisonous miasma lurks along the island, keeping humanity away from it at all times.
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All of these legends and lore are made to provide background and beliefs to the world. Many things have a multitude of beliefs of their origans, providing a variety to characters and debates even. What’s truth and what isn’t is unknown. But then again, as a Final Fantasy game, truth eventually is discovered, and in time, so will the answers to many mysteries.

“With truth comes understanding…”


*Important and common/well known terms or phrases have been put in bold for easy reference.

Aions and Erebos: Many fairytales are spoken of to help a child go to sleep, or to entertain another person. But there is no other tale greater than the one known as ‘Awakening,’ and it comes up often, most people even believing there may be some slight truth to it since there are still so many mysteries to this world.

The tale tells of two great races, the Aions, and the Erebos. The Aions were an angelic race of light, and the Erebos were a demonic race of darkness. Both races walked the land long before humanity, and were even the first races to walk this land, along with Espers, (though the existence of Espers or not at the same time of these two races gets twisted or some don’t even include them in the fairytale).

The two races constantly waged wars against one another, the Aions wishing to turn the land into a paradise or their kind, while the Erebus desired one of destruction for them to exist on. Two goals that were the same, but carried out in different ways as the two races never saw eye-to-eye.

No one can say for sure how the war was stopped. Some say a third race arrived; killing them both of and eventually became what is known as humans to this day. Some say elves existed as well, getting rid of them with magic, and eventually humans branched off from elves, which is why they are so similar. Others say the Espers put a stop to it, and then created humans themselves (as mentioned in the tale of Espers). Some even say that the Aions created something to stop both races, and sacrificed themselves to stop the war altogether. Whatever the case, no one knows the truth, some even refusing to see this few. It has been branched off into two religious aspects: Aionian, and Eresbo. Though there are no ‘churches’ and simply just a personal belief, this tale has become widely speculated, twisted into different versions, but overall, accepted by all as a testament and sort of truth to explain how the world was formed. After all, when humans arrived to this world, it looked like something had already happened here long before we arrived, so something must have happened…

Life after death: The boundaries beyond life and death are impossible to see past. However, people have speculated what happens, (similar to Heaven and Hell) There is the Underworld, said to be where the dead Erebos live and thrive, accepting evil humans (and elves) as they die. And the Skyline, where the deceased Aions rest, accepting the good souls after death.

Elves: Few know the truth to where elves originated from. In fact, there are still a few naive skeptics who don’t even believe elves exist. Elves in fact do exist, but are extremely rare. It’s nearly a 1 in 500,000 chance to ever see an elf among common people, as they are all said to be living in Hlyph. As well, the life expentancy of elves is also rumored to be more than three times that of a human. And, because only a few ever leave the land, and the land of Hlyph’s location is a mystery. Those who see an elf by seeing past their disguise often are either at a loss or words, or bombard the elf with so many questions, seeking their knowledge, believing that elves know far more than humans do.

Living Storm: Though the purpose of the storm is unknown, many have attempted explaining what it’s purpose is. Because it circulates the two large continents in a figure eight pattern, never touching land, nor growing or shrinking in size, the storm has not been seen as a threat so long as people just plan their water/travel routes around it as it moves, but since it moves this way, everyone knows there is more to it than simply being a storm, hence the name.

Some say that Aions and Erebos rest there, the last of their kind, protecting themselves in the storm no man has ever been able to enter. Some say it was created by the Aions before passing away to keep out some despicable creation from ever rising from the sea, while others even believe it is filled with mana and magic, spreading it constantly to the world.

Judges: In the town of Amnis, there is a special brigade of guardians known as the Judges. Garbed heavily in magical plate armor from head to toe, few have actually seen what lies beneath the armor, and who or even what they really are, aside from the King of Amnis; King Eizenburg, and the judges themselves.
People have been rest assured that the judges are only there to protect the town with a righteous enforcement, and they have never done anything to harm an innocent. But they way they carry through the law can be seen as a bit extreme. The judges are trusted and are seen as a figure people look up to in Amnis, but people still speculate what they are. Some say they are enslaved demons, some rumor they are lost Aions or Erebos in disguise, while some even say they are no more than a magical essence imbued in armor, with a face similar to that of a black mage; gold eyes, and a dark, black aura around the face. Whatever the case, Judges have never done any wrong to Amnis or the world around them, but some people do get paranoid that one day, once powerful enough, there time will come.

Titrels ruins: A giant crater marked permanently in the land even before humanity came to be, the source of this is unknown, nor why the Obelisk of Retribution stands at its deepest point, but may have tried explaining it. Some say it a scar from the battle between the Erebos and Aions, and the Obelisk was all that stood left through the destruction. Some claim it was the birth place of Espers, coming from the sky as they impacted into the earth, born from the Obelisk, and others believe that it is the birthplace of magic; a large eruption as mana was infused into humans souls. Some even say it was where humanity was born from, sent from the sky, similar to the belief of Espers coming from there instead.

???Lone island: Many have wondered what the purpose of this island, and why even though the Living storm rages right through its path, the island remains untouched, and unharmed. Many have studied the ruins and its 7 points that circle around it around the island, but none have been able to find the real cause. Overall, the island has no more than rumors spreading around its purpose, most people claiming that it has to do with the legends of the Aions and Erebos. But everyone has come up with their own reasoning, and most just turn a blind eye to it by now except for scientists.

Espers: Also known as the Phantom Beasts, the art of summoning an Esper has never been possible in Hesperia. (Basically, no summons are capable in this game.) Their names are still known and people know they once existed; Shiva, Ifrit, Ramuh, ect. But none know what happened to them in reality.

The largest speculation is that it was the Espers that actually helped awaken humanity. The Espers gave their power in order to create another life in this world, which has become humans to this day. Once their task was done, the Espers had almost no energy left in them, and are resting in slumber until their time comes. There is no proof of this, but it has become widely speculated as beyond just legend, and mostly seen as fact despite no evidence.



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The Doctor of Imil: Rumor has it that a mysterious doctor in Imil can cure any disease or ailment, even restore life to those recently deceased. Few have been able to seek him out, and it is said that he is a very hard person to work with to get what is wanted. However, it is seen as fact that he really is able to cure anything.

King Eizenburg: The current king of Amnis, Eizenburg is a loved and praised king for how well he has taken watch over Amnis, and kept the judges in check to protecting it as well. He is a hearty and humble individual who has even welcomed people into his kingdom, even so much as giving the poor and hungry shelter in his kingdom when needed. He has ruled the kingdom for nearly 35 years, but has grown old, and is aware that his time has come. He does not let this fact bother him though, as he is currently in search for a new king.

It is rumored that the king is a bit of an avid gun lover too, and has done a lot of hunting in his past, this being proved by the ‘gallery’ of his victorious hunts he has scattered through the kingdom, even owning one of the Airships. Though he apparently lost an eye as well to a failed hunt, and has many scars and battle experience, the King now sits peacefully at the throne inside the Kingdom of Elsa, delegating tasks, signing forms, and keeping the massive town generally intact and well maintained for the most part.

Merchant King: The current leader of Halthia, he reached this position almost solely for being the richest man in all of Hesperia. His wealth came from all his investments in the right resourcing, and also because he was the man to discover the use of guns. Some speculate he stole the idea from another scientist, but with how much wealth he has now, few have the courage to make such claims.

Nearly everything in Halthia and Lestuis is owned by the Merchant King, and it is said that nearly every item in the world, the Merchant King has at least one of. This fact has made many people who seeked rare things to just see the Merchant King, and make a trade. The Merchant King is known for being quite a gambler, and absolutely loves the thrill of a game, especially of chance. Some question though if he makes an effective political figure at all, and simply say he is a man who has everything, and can not stop his greed.

Chief Engineer Cid: The man often most credited with the airship technology, Chief Engineer Cid was famous for dedicating the majority of his time on the huge constructs, finishing up with his finest work, The Invincible. Despite being a household name, even those who were associated with the airships knew little about the man, only that he was in his early fifties, and had a brilliant mechanical mind. He was killed 8 years ago during the crash of the airship, The Invincible.

Masa Zenboro: A strict ruler of Naribwa, Masa is a powerful Daimyo and experienced Samurai warlord who keeps the town unified under one rule even after the battles that plagued this land once before. Masa makes sure the town follows the path of the old ways, never wanting to forget the code, nor forget the many losses that occurred in the war in Naribwa.

Masa follows the code of Bushido to the strictest point, and is said to have a stare as sharp as a katana, enough to make an entire army of undead back down just from a glare. Surprisingly, as strict as he is, Masa is very welcoming to newcomers, gladly teaching the old ways and history of Naribwa to all who enter. A bit of a two-face in that sense, being harsher to his own townspeople than guests, Masa is still liked as a ruler, and the people of Naribwa believe that if he wasn’t so up tight with the law, a second war could have broken out by now, so they are thankful of his presence and leadership.

King Gintara: The current leader of the Empire in Shalitah who resides in the Krull castle. King Gintara rules over Shalitah with an iron fist, making sure that nothing intrudes on the work and progress made in the empire. Despite his harsh laws, severe penalties, and powerful authority, the people of Shalitah warship him as more than just a leader, but practically a god in his own way.

Gintara is said to be a large, powerful man who could fight an army on his own, and doesn’t take well to any travelers, often preferring to keep the entire town sheltered from the rest of the world, like their empire is above all else. He also owns one of the Airships, and it is said he’s even working on a second one, building it to become an aerial fortress.

Gervasios Nazarus: One of the most famous scientists in the history of Hesperia. Gervasios is currently in charge of ‘The Mind’s Eye’; the largest library in the world located in Glith. Said to be one of the most intelligent men in Hesperia, Gervasios has developed a few strange quirks, but is all around respected and revered for his great mind, solid leadership, and ingeniously clever ideals. He is currently trying to study the mysteries of Titrel, but is always widely accepting of other information and artifacts. People often come to Glith just to see him to seek his knowledge which he is always happy enough to offer, or even give him relics or artifacts discovered for him to study and find the answers to. Most people come to him when something new or mysterious is found in the world.

SAGA: With all the information that has been gathered in Glith, there has been a need to protect both the data, and the scientists. Gervasios and a band of scientists, along with the mayor of Glith all decided to create a band of guards known as SAGA. The guards adorned heavily in armor and with faith as strong as their sword not only protect the data and scientists, but have also watched over the entire town. But most of all, they await what is thought to be an imenant attack from Shalitah. Outsiders and other towns think that Glith is paranoid for thinking Shalitah would ever attack, but the researchers do not wish to take their chances.

Powered by strong magic, special weaponry, and advanced training, SAGA is one of the most powerful guards assembled in Hesperia. Had it not been for the existance of the Judges, they would infact be the strongest. Unlike the Judges though, SAGA is more trusted and the people look up to them like heroes of legend adorned in magestic armor and carrying a blade of rightous fury.

Joseph “Cloud walker” Karmel: Joseph’s name is known to all who decide to travel the world, practically being a man of legend for his accomplishments. Having traveled the world of Hesperia over a dozen times, visiting every town, said to be the only human to see the village of elves, and knowing the great mysteries of Hesperia, Joseph is looked up to by travelers around the world. Many have trouble sorting out fact from fiction, but people have seen the kind-hearted traveler pass by, often riding in his golden chocobo-pulled wagon, helping any stranger he sees.
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Laws


The Basic laws of Hesperia are used in nearly every town, unless spoken otherwise, and have become common knowledge to humans. The laws are similar to the real world, and what one would often expect, such as; ‘Do not steal’, ‘Do not kill’, and so on, but there are a few other laws to be expected.

-Magic can only be casted inside a town for the purpose of helping another person, White magic obviously most common. Black Magic can only be used for attacking a monster invading a town, or defending yourself. Circumstances can change this, but it is left up to the judgment of the person, so long as they do not break any other laws.
-Weapons may be carried in town, just so long as they remained sheathed or out of harms way.

Due to how the law is upheld by the guards of every town, a clever person can certainly get away with a crime if they are skilled enough though.
When someone is convicted of a crime, penalties can be as simple as public service, to as severe as death. Trials are held quickly, usually the followinf day the crime happens.



Money


Gil is the currency in Hesperia. A very rough, solid coin, they weigh very little, but feel as solid as steel. The value of Gil isn’t set the same in all the towns of Hesperia. Where as one town may charge 100 Gil for a potion, another may charge 500. On average, a person usually has about 150 – 200 Gil at most common.
It has been known that throwing Gil can actually really hurt a person because of how tough it is.



Weaponry


Basic Weapons: The weapons in Hesperia come in all shapes and sized. From basic swords, to massive great axes, small slingshots, to repeating crossbows, Hesperia has developed all sorts of melee weapons overtime. People often say, if you could pick it up ad swing it, then you have yourself a weapon. Commonly, swords have been most seen, wielded by town guards and adventurers, but people are never mocked for having the strangest of weapons, as it is accepted that just about anything can be used to defend ones self. Most commonly, wood, steel, and iron are used for making weaponry, and nearly every town has some sort of shop that sells them.

Armor: From leather and hide, to steel and iron, Armor comes in all shapes, sizes, and weight. Most commoners are seen wearing nothing more than a bit of leather, or even just bracers in town, not expecting any sort of attack. Where as guards are often in suits of light, metal armor, with the exception of the Judges who are wearing full plate. People who live on the outskirts of a town commonly have a bit of armor on most of the time, and adventurers would be suicidal if they didn’t consider wearing some form of armor.

Exotic weapons: There are uncommon but effective ways to building weaponry. For instance, Naribwa is known for having a more time consuming way, but it is known to making their weapons more fine and sharp, deadlier than your basic Hesperian weaponry. The Elves have their own unique blades and use of magic, and even casters are known to wielding magical staffs through the ritual of ‘Magic Binding.’ Exotic, or one of a kind weapons are usually noticed, and usually tell people around the wielder not to agitate that person, because wielding a rare or exotic weapon usually means that person has a far above average skill.

Magic binding: This is a process and ritual in which a mage manages to imbue a weapon with a magical ability, usually passive that strengthens the wielder in some way. Such rituals are expensive and difficult to do, even finding someone who can do it is a task in itself. Most of the time, weapons with an ability to them are often found in the wild, or from intelligent monsters who had done it themselves, since it seems that occasionally a monster’s natural abilities grow into a weapon if they ever wield one.

Firearms: Guns have been developed in Halthia nearly 20 years ago, and have grown more common in use and rapidly developled in such a short time. They irst started as blunderbusses, but in only ten years, the use of better ammunition and an easier to use design has been developed. Skilled fighters have learned how to evade and deflect bullets, leaving gun fighters at a terrible disadvantage in close range, but skilled shooters, or even automatics, have been known to give melee combatants a challenge. In Hesperia, guns simply help those who are incapable at using a blade have a better chance, or are even given to the public to help the weak defend themselves against monsters. However, there are a few shares of true gunslingers out there who know how to make gun use into a beautiful art.
-Pistols: Usually composed of six shots before needing to be reloaded. (The design is similiar to a revolver.)
-Rifles: Often composed of wood along the stock and barrel, rifles are more powerful and accurate, but often are more difficult to reload and require two hands and a steady aim.
-Automatics: Since the discover in steam power use, automatics have been created. Though most have find it difficult to wield because of the repetative kickback, they are being distributed to some soldiers in specific towns that have been able to produce them, and help even the weakest of fighters compensate and have an edge.
-Explosives: Also known as grenades, these have only been made in the last two years, and are still being tested. However, the devisation it causes is enough to rival a good Fira spell and can give people who don't use magic a competative edge against foes, and even save them from using mana for a spell.



Technology


As of now, common technology includes the effective use of electricity, for machinery and light bulbs. Railroads and the use of coal and steam power. Guns, radios, the use of gears and clockwork, and hydraulics. (For RP purposes, it’s very similar to FF8 )
A few examples
-Record players are used for music (though CDs are recently out, but only owned by the richest)
-No computers.
-Cameras exist, but are most commenly black and white. Colored photos exist but are only owned by the wealthy. Photos are developed in as quickly as 24 hours.
-No cell phones. Though towns do have lines within it. Lines from town to town are terrorized by monsters, so ONLY the towns connected by railroad have phone lines that can be connected since the railroads were built where monster activity is non-existant.
-Though cell phones are not around, there are radio waves that have been harnessed. There are a few radio stations, and even short-wave, single channel walkie-talkies have been created.
-Hand clocks only, not digital.
-Batteries do exist, but not the handheld ones we know and love. Only larger, more undustrial sized. Nothing for compact, on the go.
-Fire created from gaslines, so burners/stoves exist.
-Electricity and lighting are lightbulbs.
-Outlits, plugs exist.
-There is television, but the channels are only up to 14 (including channel 1). Towers exist in towns to recieve the signals from other towns where it's broadcasted.
-Video games do exist, but only larger, arcade style. The technology is not advanced enough to have them small and portable or home size.
-Bicycles, and early model (around 1950) cars exist. Only the rich are known to have an automobile.

(If any questions come about the technology, it will be added here afterwords. smile )



Methods of Travel


Chocobo: There are multiple Chocobo stations, most major towns have one. Chocobos can be rented, and then dropped off at the next Chocobo station. There are fairs for the distance from one station to the other. As of right now, the most popular way of travel is by using a Chocobo. Travelers should be careful though near monsters, because chocobo that aren’t trained well enough have been known to run away in fear, and the price for replacing a lost chocobo is heavy.

Railroads: These aren’t as common as one would think. This is because monsters constantly terrorize the tracks and destroy them. However, there are five major towns that the railroads travel from.

Boat: There are ferry rides from one large continent to another. But boats can be rented, or some pirates or rogue-riders are willing to take travelers anywhere for a fee. Of course, the more dangerous the travel, the higher the price.

Airships: Only 5 in the world have been created so far, mixing with powerful air magic and the latest technology available to Hesperia. Only the most genius of minds know how it works, and creating just one takes nearly an entire year. This is the newest method of travel, but almost all are privately owned.



Magic


Since the moment Humanity came to be, magic had also existed. Black Magic; harnessing the elements of the world and manifesting it to create destruction, and White Magic, using these same elements to aid or fix the damage in the world. If used responsibly, both forms of magic are socially acceptable, but the great mystery is where it comes from. Those who have studied magic still have not been able to understand exactly where it comes from though. Most speculate it is from a person’s soul, the energies known as ‘Mana.’ This is the most common and most backed up belief. Some speculate otherwise, saying they are from ancient gods, or surrounding the world, or many other concepts, but the most socially accepted is from the soul.
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When you create your character, you have 30 Stat points to spend. The average human statistic is a score of 5, with the absolute maximum Human potential is 10; although it is entirely possible to surpass the limite of 10 with magical enhancements.
At level 1, the maximum that any stat can be is 8.

There are a total of Six Stats to distribute your points amongst. You do not have to spend all of your points, but any points that are not spent are permanently lost.



[Strength]

Strength measures a character's ability to carry, hit, and break things.
Strength...
...determines your effectiveness in melee combat
...determines the types of weapons that you are able to wield


[Agility]

Agility is how fast, dextrous, and reactive a character is. Agility...
...determines your effeciveness with ranged weapons
...can be used as a defensive stat.


[Vitality]

Vitality is how tough and overall how healthy your character is, as well as how resilient they are to disease and poison. Vitality...
...determines your Health Points (HP)
...affects your resistance to certain effects such as paralysis and blindness
...can be used as a defensive stat.


[Intellect]

Intellect is how knowledgeable your character is. A high Intellect represents a high level of intellegence and knowledge.
Intellect...
...increases the effectiveness of any Black Magic spells you cast
...is used with Mind to determine your Magic Defense
...is used with Mind to determine your Mana Points (MP)
...also affects resistance to certain effects such as Confusion and charm.


[Mind]

Mind is your character's common sense and perception. A character with a high Mind stat is often good at reading people, and tends to pick up on things that other characters might not necessarily have noticed.
Mind...
...increases the effectiveness of any White Magic spells you cast
...is used with Intellect to determine your Magic Defense
...is used with Intellect to determine your MP
...affects your resistance to certain effects such as Silence and Blindness


[Luck]

Luck is simply that - how lucky, or unlucky, your character is. A character with a luck of less than 5 is generally unlucky, while a character with a luck of more than 5 is generally lucky.
Luck...
... determines the likelyhood of your chocobo running away during combat
... deteremines a variety of other chance-based effects


Once you have allocated your Stat points, you can determine your HP, MP, Defense and Magic Defense.


[HP]

HP is a measure of your character's health. If a character's HP ever drops to 0, they are unconscious and unable to act.
-Every level, you gain a number of HP equal to your Vitality.
-At level 1, your HP is equal to your [vitality x 2]


[MP]

MP is a measure of your character's magic power. Even if they don't have the ability, everyone has the potential to cast magic. If a character's MP ever drops to 0, they suffer no ill effects as far as game rules are concerned, but they will feel drained and tired until they recover at least 1 MP.
-Every level, you gain a number of MP equal to the [average of your Intellect and Mind].
-At level 1, your MP is equal to the [average of your Intellect and Mind x 2]


[Defense]

Defense is your characters ability to avoid injury. This could be by attempting to dodge any blows thrown at them, or by simply bracing themselves and taking the hit as best they can.
- Your Defence is equal to half of either your Agility or your Vitality
- Your Defence can be raised through shields, armour and helmets.


[Magic Defense]

Magic Defense is your character's inherent resistance to magic. Often Magic Defense is something that just happens rather than being trained, but this is not always the case.
- Your Magic Defense is equal to half of the average of your Intellect and Mind
- Certain accessories and equipment can raise your Magic Defense

*When determining averages and dividing stats by half, the value is always rounded down if it does not make a whole number.

It is important that you include all of the above stats when you send your character profile.
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I have tried as hard as I could to make this combat system as uncomplicated as is physically possible, with a minimum of tedious Dice Rolling. If there is anything that isn't particularly clear, go right ahead and ask, and I'll do my best to clarify.

[Initiative]


The turn order, or Initiative, is not decided by any specific rules. When it comes to Initiative, the general rule is, don't act until the enemy has. At the start of combat, it's essentially just a case of who posts first goes first, but should generally be the person most aware of the threat first - use your own common sense here. Try to avoid taking another combat turn until everyone else has. The enemies will always go last; so any time you see the enemies taking their turn, you know that you can go right ahead and take another turn.
Of course, there will be exceptions, such as surprise attacks, when the enemy will act first.



[Attacking]


In this system, every attack is considered to automatically Hit (unless afflicted with the Blindness Status ailment), and so the only thing that you need resolve in combat is your damage.
If you are using a melee weapon, your damage is equal to the Weapon's Damage, plus your Strength. If you are using a Ranged Weapon, your damage is equal to the weapon's damage, plus half your agility.
It will be for your weapon's damage that you will need to make a roll, as weapon damage will always be a dice value, such as 1d4 (a four-sided dice) or 2d6 (two six-sided dice).



[Special Weapons options]


If a character is wielding a weapon in two hands, they add 1.5x their strength to the damage.
If a character is dual-wielding melee weapons; or using unarmed or knuckle weapons, they make make two attacks in one turn, but they add only half of their strength wich each attack.
Dual-wielding Ranged Weapons has no penalty assosciated with it, but ranged weapons small enough to be dual-wielded aren't often particularly powerful.



[Magic Attacks]


Magic attacks function based on the type of magic. This is explained in detail under the Magic Section.


[Saving throws]


There will be times when you will need to make a saving throw to resist a status ailment. These will be referred to as either an Intellect Save, Mind Save, or Vitality Save, A save consists of a single d10 roll plus whichever stat is relevant. A save's 'Difficulty' is the number that must be rolled to succeed. For instance, a save with a difficulty of 10 requires a total of 10 or more to pass. You will be told whether or not the result of your roll was enough to successfully resist the effect.


[Defense and Magic Defense]


When you are struck by a physical Melee or Ranged attack, the total amount of damage dealt by the attack is lowered by your Defense. Whenever you are struck by a magical attack, the total amount of damage dealt by your Magic Defense.
Both Physical and Magical attacks will always deal a minimum of 1 damage.



[Guarding]


If you chose to do no other action, you can Guard, which doubles your current Defense and negates the 'Minimum 1 damage' rule.


[Making your turn]


At the end of every post in combat, make sure to include:

[IMG]A copy of your character's statistics sheet[/IMG]
[b]HP:[/b] Your character's Maximum HP/ Current HP,
[b]MP:[/b]Your character's Maximum MP / Current MP,
[b]And whatever action they are taking (E.g. 'Bob attacks the Wolf, Jim casts Fire at the turtle.)
Total: [Add the total damage of your attack here, Dice roll + Whatever stat, for example][/b]


[Status Effects]


Below is a table of common status effects, and their impact on your character's combat ability.

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There may be other Status effects; you will be told their effects as they occur.

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There will be four levels of Limit Breaks:
- Level 1 [Obtained at level 1]
- Level 2 [Obtained at level 6]
- Level 3 [Obtained at level 12]
- Level 4 [Obtained at level 18]

Every time your character is damaged, the amount of damaged sustained will go into their 'Limit pool'. Once the amount of damage in the 'Limit Pool' equals 150% of their Maximum HP, they can use a Limit Break of any level that they know.
Once your Limit Pool equals 150% of your Maximum HP, any further damage sustained will not contribute towards it any more.
If you are ever reduced to 0 HP, your limit pool resets.
Do not worry about keeping track of your Limit Pool! That's what I'm here for!


When coming up with your limit breaks, try to think more about how they look rather than how they work mechanically. If you have no idea how they'll work mechanically, all the better. Just send the description, and I'll work my little head around it for you. Writing mechanics is fun for me, so don't worry about it being a chore~
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At every level, your character gains Three Ability Points that can be spent on special abilities and magic spells. Unlike Stat Points, however, Ability Points can be saved and spent at a later level if you should so wish.

[Ability List]

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[Dice Targetting Table]
This table shows the target of the Dice ability (See above).
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Each spell only costs 1 point to buy. However, a character must be of a high enough level in order to learn the spell. Although there is no requirement besides this, use your common sense. Theorhetically, you could go right ahead and take Ultima and Holy at level 1 after knowing no other spells, but I would trust you enough to not do that sort of thing.

Spell descriptions will often refer to an amount of 'plus' something. Such as '+1d4'.
In the case of Black Magic, it refers to your Intellect stat.
In the case of White Magic, when it refers to 'plus' something, it refers to your Mind stat.

Spell descriptions will also often list two figures, such as '+1d4 / -2'. In this case, the value before the slash is the damage dealt when using the spell on a single target, and the value after the slash is the damage dealt when using the spell on multiple targets.
In the example above (+1d4/-2), you would add 1d4 to your Mind or Intellect when using the spell on a single target, but subtract 2 from your Mind or Intellect when using the spell against multiple targets.
Spell damage can not go below 1 in this way.


[White Magic List]
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[Black Magic List]
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[Equipment]

At character creation, your character begins with two pieces of equipment. This could be any mixture of:

- Weapons
- A Helmet
- Armour
- A shield
- Accessories


I will decide personally the stats of your starting equipment; but if there is something in particular that you would like, then feel free to go ahead and mention it. I will also give you the stats of any other pieces of equipment as and when they are found.

One thing you should consider with regards to your weaponry is that the type of weapon you will be able to wield is determined by your strength:


[Weapon Strength Table]

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The numbers on the table indicate the number of hands your character will need to use to wield the weapon, with an 'x' indicating the weapon is too heavy for your character to use effectively in combat. You could still use two hands on a weapon you could use 1-handed, however. In addition, the Weapon Strength Table only applies to melee weapons.
A Small weapon is classed as something that would typically be wielded one-handed, such as a Dagger or a Hand Axe
A Medium weapon is classed as something that could typically be wielded either one-handed or two-handed, such as a Longsword or a Baseball Bat
A Large weapon is classed as something that would typically be wielded two-handed, such as a Greataxe or a Spear.


[Medicine]

Due to the varying value of Gil in different places, and the availability of certain items, the cost of various potions and items will change from town to town. However, unless noted otherwise, the effects are the same.

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There may be other items that can be found; you will be told of their effects as needed.



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Although Chocobo are more or less similar in appearance, there is one feature that varies amongst them - their colour. The colour of the chocobo can also give you an indication of how you can expect it to perfor.

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When it comes to feeding your chocobo, there are a variety of different greens available on the market. Again, the price will vary from town to town, and some towns might not have all of the greens available at all.
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At creation, a character can either have 500 Gil to start, or 100 Gil and a non-rare Chocobo of their choice.
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Limit Breaks
Level 1: Yellow Blur
A grin crosses Alison's face as she rushes towards the enemies. A yellow blur streaks across the enemies. As the girl returns to the party and the blur fades, each foe has acquired one headache and about fifty yellow lines.
[Attacks every foe at once, dealing standard damage and using Highlight on them all at once]
Inventory
35 Gil
Old Aluminium Bat [+1d6 damage]
Highlighter Belt [Raises bonus damage from Highlight ability by 1]
Thick leather jacket [+1 defense]
Yellow Chocobo, "Chocybo"




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Limit Breaks
Level 1: Hammerfist
Her punches powerful enough to punch to the bone, Seraphim clenches both fists together like she’s wielding a massive blade, and charges at the opponent. Imbuing a bit of magic into her fists just to add to the edge, Seraphim slams her fists into the opponent with the power of a cannon.
[Counts as two attacks that do normal damage, without the penalties for dual-wielding. This attack ignores 2 points of the opponent's defense for this attack]
Inventory
515 Gil [+40 Gil given by Kaoru]
Old Leather Gloves [+1d2 damage]
Heavy Leather Belt [+1 Defense]




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Limit Breaks
Level 1: Dancing Daggers
Kaoru pauses a moment, then dashes towards the enemy—his speed enhanced with magic. He strikes with a flurry of blows, before gracefully landing away from the target.
[Counts as double the number of standard attacks one target.]
Inventory
75 Gil
2x Iron Dagger [+1d4 damage]
Green Chocobo, "Freya"




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Limit Breaks
Level 1: Trigger Happy
His eyes dilating into a hexagonal shape, Atrozeon's reflexes are enhanced by the magic coursing through his veins. With keen precision, he unleashes magic bullets onto his opponent(s), leaving no time for counterattacks in-between.
[Unleashes attacks equal to his agility; Can attack multiple foes]
Inventory
33 Gil
Revolver [+1d4 damage]
Leather Ammo Pouch [+1 Defense]
Leather Bracers [+1 Defense]
Potion x 2
Antidote x 1
Purple Chocobo, "Soryuju"




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Limit Breaks
Level 1: Double-Down
Azel envelopes his black magic of fire around his sword and rushes towards a random two enemies, sending a fiery slash to the two. Jumping back, the two targets explode in a burning sphere of fire simultaneously. If only one enemy is present, Azel slashes it twice.
[Deal either two standard attacks to one foe, or one standard attack to two foes; plus a free Fire spell using single-target effects on any foes attacked]
Inventory
528 Gil
Potion x 1
Jewelled Scimitar [+1d6]
Swashbuckler Belt [+1 Defense]

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Limit Breaks
Level 1 - Dark Scar
Seig grasps his scythe and delivers a backhand slash up the enemy leaving a black scar in the air, then quickly swings the weapon in a windmill fashion and delivers an overhead slash into the black scar. Imbued with dark energy the scar bursts into the enemy and disintegrates into black dust as it fades.
[Counts as a single attack that adds Seig's Intellect to the damage, and reduces the enemy's defense by half of Seig's Intellect for this attack]
Inventory
110 Gil
Ark's Scythe [+1d8 Damage]
Steel Gauntlets [+2 Defense, -1 Agility]
Black Chocobo, "Zeid"

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Limit Breaks
Level 1: "The Magician"
Standing casually, Tomoko simultaneously draws three cards from her deck and fans out the cards in front of her. She throws the card and they float towards the enemy, encircling them. Each card then casts a random black magic spell on the enemy.
[Casts three random black magic spells without using any MP]
Inventory
105 Gil
Tarot Deck [+1d2 Damage]
Skull Hairpin [+2 MP]
White Chocobo, "Jinx"

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Limit Breaks
Level 1: Rushing spirit
Wulfgar essentially bull rushes his opponent. Bringing his weapon up from a low position and feigning an attack to one's side, before swinging the sword down upon his opponent's head.
[This counts as a single attack, the damage for which is maximized. For this attack and for the rest of the battle, the target's defense is lowered by 1]
Equipment
110 Gil
Phoenix Pinion x 1
Steel Greatsword [+1d8 damage]
Leather Bracers [+1 Defense]
Orange Chocobo, "Esen"
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Username:
Name:
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Hometown:
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Username: Chachamaru V2
Name: Alison Melissa Owen
Age/Height/Weight: 18 Years Old, 5' 5", 120 lbs
Hometown: Rastifar, Currently living in Cryth
Appearance:
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Personality: Alison is a young woman with the mind of a small child. She generally spends most of her time in an over-the-top excited state with a huge grin plastered across her face, during which she has a tendancy to cover things in fluorescent yellow highlighter marks and throw her arms around people with even the mildest of provocation. This is the side of Alison Owen that the world generally sees, and for this reason, most people that do know her tend to think of a generally annoying, somewhat overexcited little pest who needs to sit down and calm down.
Then there is the 'other' side of Alison. The side that most people rarely, if ever see. The truth about Alison, as anyone who really knows her, is that her smile is rarely genuine. Often, she's smiling to try to force herself to be happy, rather than smiling due to any genuine feeling of happiness. In the rare occasions that Alison isn't smiling - happy or not - she's very quiet and often does little besides curling up in a ball and crying. There are now shades of grey with Alison's emotions - only Black and White.
Strengths: Alison's only hobby - as well as part of her job - is climbing. Unlike most people, however, who might go to a gym to climb bars or something, Alison climbs whatever seems like a fun idea at the time. Trees, lamp-posts, buildings, just about anything vaguely vertical can be turned into something to climb. Due to this, she's naturally become quite physically strong from hauling herself up onto building and up the brances of trees.
Even before she started climbing, she had a natural talent for running. One of the few things that she was ever any good at for the few years that she did attend school was atheltics, where she would often finish first at running races. This only continued as she started climbing, and it was her natural fleetness of foot that originally gave her the idea of starting a delivery service.
Weaknesses: Alison is, to put it very bluntly, stupid. She was never very academic and while she was at school would often be near the very bottom of the class. Even what some might consider basic knowledge and others might consider common sense tends to elude her, and to this day she still fears using an oven for fears that she would cause a fire with it again.
Like a small child, Alison is scared of quite a few things. The dark, particularly when she's alone, tends to make her tremble, and even things as basic as simply having a bad dream has been known to make her seek the comfort of having someone else nearby.
Alison's biggest weakness, however, is her eyesight. Her glasses are far from being there simply for decoration. Without her glasses, Alison is all but blind, being able to make out the vaguest of shapes and colours, but often missing even very obvious objects. More than once has been the case that she'd dropped her glasses and walked into a lamp-post trying to find them and pick them up again.
In addition to being short-sighted enough to have difficulty counting her own fingers, Alison has a thought-to-be-unique condition, that has been named 'Brain Colour Identity Misinterpretation Disorder' - or BCIM Disorder. In effect, this means that every time Alison's eyes are deprived of light for any length of time about five minutes, her brain 'forgets' how to interpret the various colours of light, and as a result, she sees every colour differently each day. One day she'll see Red as Green, the next it might be Blue, or even Grey. The only colour to which this doesn't happen is Yellow - which always appears correctly, and is one of her many reasons for having such an obsession with the colour.
Background: Alison was an accident born in Rastifar; but a very loved little accident she was. Back when she was born, Rastifar wasn't quite as bad as it had been - although the gang culture and violence was very much present, there were still parts of it that were still more or less suitable for a couple to raise a child. Her father worked hard, and often would have to spend months on end far away or even abroad, only occasionally getting paid, but getting paid vast sums when he did. As a result, Alison's mother, a hairdresser, had to work just as hard to make ends meet between her father's huge paychecks, resulting in the young Alison Owen spending a lot of time alone. When she was six, her father had given her a fluorescent yellow highlighter pen, telling her 'If you ever get lonely or sad, draw something with this. A person, a dog, even just a line - just draw something, and think of me, and I promise that I'll be thinking of you.'
Following the instructions from her father, Alison began drawing lines on things whenever she was feeling sad or lonely. At school, this habit was quickly picked up on by the school bullies, who made her life miserable, calling her the 'freaky yellow girl' and making fun of her, often even going so far as to hit her. At home, Alison was very vague with the details of her bullying, telling her parents only that they were picking on her and calling her names, to which her mother told her not to let them get to her, and to 'Just keep smiling'. Like her father's message with the highlighter, this is something that Alison took right to heart, often telling herself aloud to 'just keep smiling'. Although this allowed her to smile more or less whenever she wanted to, it had the adverse affect of slowly, over time, separating the feeling of happiness from the smile. It eventually became an empty, blank thing that just crossed her face whenever she had little other emotion to convey. Her parents weren't stupid, but at the same time, they weren't around enough to realize in how much of a terrible state their daughter had gotten; and they never would find out.
8 years ago, Alison and her parents had been travelling to Cryth on the Airship 'Invincible'. It was the largest and most advanced airship ever developed, large enough to enshadow a small town, and with enough space on it's many decks to carry a measurable percentage of the population of Hysperia. It had only been flying for six months, with a total of only five trips, but was for all intents and purposes, an amazing feat of technology. On that day, however, something went wrong. Alison can't remember much of the event, being only ten at the time, but she remembers three things clearly - a sound of a fierce, monstrous beast growling at her, a flames licking up all around her, and a pair of horrific, soulless yellow eyes glaring at her from the darkness, glaring into her very soul. To this day, she hasn't mentioned any of these things to anyone.
When she awoke, she had found herself being treated by the Eleven-year-old Seraphim Harmonia. Alison had sustained a few minor lacerations to her arms and legs, but had managed to escape with only minor injuries. As far as either of the two girls knew, they were the only survivors of the disaster. The smouldering remains of the Invincible were in pieces around them, as well as several bodies, most charred beyond recognition. The two gathered up what Gil they could from the remnants of the airship, and used it to rent out a small single-bedroom apartment in Cryth.
For almost a year, Alison was a completely different girl. She felt like she wanted to just retreat inside herself, and pretend that none of this was happening. For almost an entire year, she remained inside, talking only to Seraphim. Whenever a guest would come, she would hide upstairs, irrationally afraid of other people. She wanted everything to go back to how it had been, to go back to living in Rastifar with her parents, to go back to her old school and go back to how her life had been before.
However, no matter how much she wished it, the future would never be like the past, and on her eleventh birthday, she drew a long, hard breath, and for the first time in almost a year stepped outside of the house, standing and staring at the world around her for a moment, before disappearing back inside.Over time, the girl learned that the real world was much harsher and far less pleasant than she could ever have known, and there were many times when the girl had cried herself to sleep from grief, stress, or both.
As time passed, she slowly managed to return to her normal self - or about as 'normal' as she could actually manage. Over time, she stopped putting yellow lines on things because she was sad or lonely, as the act steadily lost all meaning, becaming just a simple empty habit, that she did without any thought or meaning, even admitting herself that she didn't know why she did it - just that she felt somewhat happier when she did it. When she was 13, she set up her own delivery service to help towards rent on their apartment. She couldn't do anything practical, like cooking, about all she was good at was covering things in yellow stripes, running, and climbing up things - so she took the latter two, turning herself into a same-day delivery service 'for when the mail is too slow'. She's been doing this for about five years, and has a few regular customers, but her little 'business' in reality does little towards their rent, with most of it being paid by Seraphim, who has never told her how little Alison pays in relation to her.
Class: Pest
Gear: Alison had little belongings with her during the accident 8 years ago - her family's luggage had been destroyed along with almost every other piece of cargo on the airship. She only owns about three whole outfits, all of which include the same belt that she made herself. Her belt is little more than a simple basic leather belt, but the design incorporates five loops to allow her to carry five highlighters with her at all times. At any time, Alison owns exactly thirty-one yellow highlighter pens. She replaces any that no longer work or are damaged. The reason she has thirty-one is because thirty of them are for writing and drawing with, while the extra one is the one that her father gave her. Even though it no longer works, the sentimental value alone ensures that she will never part with it.
In order to protect herself, she has an old aluminium baseball bat that serves as a weapon. She didn't have quite the skill or patience needed for another weapon, but even someone as dumb as her could master the art of smashing things around the head with a bat. Of course, it's only done for self-defence, and although she's had to bash in the skull of the occasional giant insect, for the most part she's avoideded any sort of real conflict.
One curious item Alison has is a piece of yellow string, wrapped around her upper arm. She defends this piece of string as if her life depended on it, but whenever anyone asks her about it, she simply smiles warmly and replies "It's a present from my best friend."
Alison owns a yellow chocobo that she nicknamed 'Chocybo', who she often rides if she has to make a delivery to a particularly far away part of town. Although he's quite loyal, and a very fast chocobo, he can't maintain his speed for very long.
Misc information: As well as her little highlighter habit, Alison has quite a liking for various Chocobo greens. They're the perfect food in her opinion because they're cheap, tasty (at least, in her opinion), and very low in fat.



Username: ShadowOfIce
Name: Seraphim Harmonia
Age/Height/Weight: 19 Years Old / 5’3” / 128 lbs
Hometown: Rastifar, but now resides in Cryth
Appearance: Seraphim is quite pale, her unscarred, soft skin colored almost to the point where it’s unnatural, and she possesses an exotic color of hair as it fairs to the color of a gentle snowfall. As well, her eye color is quite odd; being a rose, almost crimson red, but she only has one eye, as her right is covered by a black patch. She is a little thin, but lean, making it clearly obvious that she watches her weight and figure, while possessing a rather average body structure, bust, and size for a thin girl of her age. But compared to some of the other girls, one might say she’s below average in bust. Despite how her body looks though, Seraphim is well toned and is as resilient and hard as steel.
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Personality: The mix between a pure bred tomboy, a foul mouth, and a lack of pity for most around her, many people find Seraphim to be a rather cruel girl at times. It’s a wonder why someone like her would be so gifted as a healer.

When Seraphim isn’t happy with something, she often lets it get known, stating her negative thoughts on nearly anything, often unsatisfied with the world around her. At times though, when she’s conflicted about something or confused, she either stays quiet and tries sorting it out in her mind, or lashes out in anger, both generally having negative results on either herself or someone else. Overall, she’s rather up tight and is known for making foul comments over positive ones, being more of an insulting pessimist, making it pretty obvious why few people ever get along with her.

In a fight she can be ruthless, even sadistic against her opponent, not afraid to let her fists make things as painful and lasting as possible, believing to “Strike hard, strike fast, but make sure the pain lasts.” Having a strong tolerance for pain, and using her experience on the streets to keep her going, she’s street smart from growing up as a street rat, and is not afraid to do something shady or bend rules a little to get what she wants.

With Alison around though, Seraphim is a bit more responsible and mature though. Knowing she needs to be the more level headed of the two of them, and looking out for the two. She has proven to be wise and understanding with people a bit more with Alison’s presence, not as much of a ‘loose cannon’ as before. Even at times being a bit more forgiving and caring, but only on the rarest of occasions and with her friend around, afraid to show her darker side in Alison’s presence.
Strengths: -Seraphim’s greatest asset is her skill with her body itself. Fists of steel, a body of rock, and a spirit like a raging fire, Seraphim’s past in growing up on the streets has taught her how to live for herself, and how to fend for her life using only her bare hands. Seraphim’s fighting has a bit of finesse to it, proving to have even made up her own style, similar between a mix of boxing and Maui Thai, decimating her opponents with her bare hands. As well, she can take a beating just as well, having been beaten down plenty before by the gangs who picked on street rats like her just for laughs, Seraphim has grown pretty tolerant for pain, even using it as an adrenaline rush to push herself.
-In irony of her last name, Seraphim’s rather casual and sometimes sharp and cruel words can be turned into an instrument of beauty when she sings. Seraphim is too embarrassed about it, but she has a wonderful mezzo-soprano voice when she sings.
-Seraphim’s greatest knack has been or her healing spells, also studying medicine because of this. She doesn’t know why she was gifted as such a powerful healer, especially since she doesn’t get along with many people, but whether she likes it or not, Seraphim has the potential of being a truly powerful white mage.
Weaknesses: -Seraphim’s missing right eye has given her a bit of a blind spot, which can became a massive opening for her when she’s not careful. In close range combat, she has learned how to adapt pretty well to this. But when it comes to projectiles or magic from her blind spot, she doesn’t see it coming
-Probably one of Seraphim’s largest issues is her short temper. Not afraid to lash out and hurt someone at even the smallest insult, Seraphim has been known to ruin many moments with her attitude.
-A large problem Seraphim has grown to notice is that she feels she’s been cursed with a horrible luck. For the most part, it goes without saying that her entire past is filled with enough misery and sadness to think she is unlucky. But, when animals run away from her for no good reason, things seem to fall on her or break for no good reason, and genuinely she hasn’t had a good thing happen to her in her entire life, Seraphim has started to believe that luck is more than just a superstition, and she has the epitome of bad luck.
Background: Seraphim was born and raised on the streets of Rastifar as a child. Having her scumbag of a father, Alastor, walk out on her when she was only three, her mother was at a loss on how to take care of her child. Having a poor job in the suburbs and living in the slum district of Rastifar where crime was high, Seraphim’s mother, Dominique could barely support herself, never mind a child, and did all she could to raise Seraphim. Unfortunately, when Seraphim hit 6 years old, her mother had lost her job, and had no way of raising her child. So with the promise to return, Dominique told Seraphim to wait for her to come back, but just left Seraphim, alone in a poor shelter that barely could even be called a house with its rotting walls and ceiling.

From there, Seraphim became a street-rat. Living among other children who stole food and ran for a living at an abandoned shelter, Seraphim and about 8 other homeless children had grown up together, the oldest only being 10 when Seraphim was only 6. It was during these harsh times that Seraphim became quick, and learned how to defend herself. She would stand outside stores that sold televisions, and would watch the boxing matches they would show, mimicking what she saw until she was booted off for loitering. Fighting became Seraphim’s hobby in her miserable, homeless life, and it was what kept her alive in one nasty encounter, allowing her to stay alive and just lose her eye, rather than lose her life.

In the five years as a street-rat, Seraphim lost a lot of friends. Dying of starvation, illness, or just beaten to death from gangs as they tried stealing to survive, moving from shelter to shelter, often living in no better than a dilapidated, leaky abandoned house. And that was on a good day, others times she had no more than a newspaper and half a cardboard box to shake off the cold. After losing nearly her entire group of friends, even having an ‘accident’ where she killed one of them herself, Seraphim was nearly ready to give up when she was eleven. But one day, she overheard things about an Airship leaving Rastifar, and thought this could be her one chance to escape the hellish slums and start her life somewhere else.

Having stolen herself a ticket, Seraphim managed to sneak aboard the airship ‘The Invincible,’ hiding herself away and barely slipping by as a passenger, despite her ragged clothing. At some point during the ride though, she heard a ferocious roar, and with instincts kicking in, she tried to find the source. It was then that she realized the panic, as the airship was in flames, and was coming down to the ground hard and fast. She knew she was going to die, but in a sick twist of fate, completely ready to just give up and accept death as an escape from her miserable life, Seraphim had found herself still alive in the rubble.

It was here that Seraphim learned her first healing spell, coming to her naturally, and quite powerfully for someone her size, restoring herself before bleeding to death, and even finding one, lone survivor among the wreckage. Seraphim didn’t know what compelled her, perhaps it was pity, or maybe she just didn’t want to be alone, knowing how dreadful that feeling was, and so, she helped the other girl who came to be known as Alison Owen, and started to take care of her, even though Seraphim has barely been able to take care of herself.

With Cryth nearby, the two settled there, getting aid from the townsfolk as they helped the two young girls settle, even setting them up or schooling too. Seraphim’s life was only then finally taking a turn for the better, but things still felt empty for her, like she already felt dead despite existing, hating life in general, and growing malice towards the world. It wasn’t uncommon for Seraphim to pick a fight or even venture out to fight a monster solely because she needs to vent her frustration, or wants to feel the thrill of her life on the line.

Nowadays, Seraphim lives together with Alison, only able to afford a small apartment with one bedroom they share, a tiny kitchen, and bathroom, barely even something at all. But Seraphim doesn’t complain, it’s better than anything she’s ever had before. Seraphim has never told Alison the truth though how she grew up in Rastifar, even lying in saying she lived in Vuurta instead. And now, Seraphim works hard in the factories of Cryth’s processing plants, working shifts that range anywhere from eight to twelve hours just to get by. But, so long as she has a roof over her head, Seraphim doesn’t let it bother her, because she has seen what it was like to be at rock bottom before, and would do anything to keep herself from being there again.


Misc information: -Preferring simpler tastes in food and trying to manage her budget, Seraphim has been known to make and even carry around in a small bag of several sandwiches, which can actually come in handy for travels. Her favourite has been known as peanut butter and jelly, or as she calls it, ‘PB and ooze.’
-Seraphim has never been a morning person. In fact, late at night, and early in the mornings, Seraphim’s behaviour is a little odd. Sometimes groggy and slow, occasionally even a bit clingy and perverted, Seraphim’s actions when she is really tired is unpredictable, but often slow and sluggish.
-Knowing it’s an expensive habit, Seraphim is a bit of a smoker. Though to maintain the tight budget, she often steals these, even going for expensive brands. She prefers going for ones that have a unique taste, especially craving the chocolate laced ones, and avoiding the ‘chocobo grass’ brand ones at all times. More often, she only bites on the cigarette rather than smoking, but will light it up occasionally if she’s stressed enough.

Class: Divine Fist
Gear: No more than her own fists and the cloths on her back, Seraphim doesn’t carry much else. Occasionally she’ll have some basic medicines and herbs since she secretly likes to practice her healing magic, and of course she often has a sandwich or two if she gets hungry. She also carries papers around for Alison, or to create origami out of to pass the time. Sometimes, she’ll also carry a book too for passing the time, and her precious cigarettes.



Username: Hiwa Kaoru
Name: Kaoru Hiwa
Age/Height/Weight: 19 years old; 5'8"; 127 lbs.
Hometown: Hylph, currently wandering someplace
Appearance: Kaoru's hair is dark, with a green-tint to it, almost like he has moss in his hair. His eyes are a soft vermilion hue. Besides that, he's rather lithe.

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Personality: Shy, effeminate character. Generally very polite. He can get really embarrassed around girls he finds attractive, or in awkward situations and is a bit of a spazz. Besides that, Kaoru is pretty carefree and lazy, only doing things he wants. He's usually quiet and reserved—especially in large groups—but opens up after some time with a person. He does like to help people, especially his friends; he's quite generous. More of a follower, not enjoying having to make decisions. Slightly rebellious streak. Like most Elves, he's rather calm and collected most of the time. Has a hatred for wasteful usage of Nature, but is rather acceptable of most Humes and their technology—excluding guns and explosives.

Strengths: He's magickally attuned as most Elves are, and rather agile. Faster than even most Elves. Dexterous and adaptable. His good traits are more to do with smarts then strength. He seems to focus on healing magicks as well as less harmful spells, such as Water instead of Fire.

Weaknesses: His main weaknesses lie in the fact that he's physically very useless. He's also somewhat of a pushover, and can at times be lazy. Kaoru also can easily be manipulated, especially so by his friends. Pacifistic and generally only fights to protect someone or defend himself. He's a bit weird when in close quarters, and above all else keeps his ears hidden with a combination of long hair and a bandanna.

Background: Kaoru was born, as with most Elves, in their city‑kingdom of Hylph. He was raised by his parents and lived a normal, pleasant life. However, he was always one of the more care‑free children and was often disciplined as a result. He showed much promise as a child controlling magicks, but was physically among the frailest. His mother was doting, and his father gave him his strong sense of Naturalism.

At the age of 11, he and two other Elves wandered out of the city and into the area where Humes were exploring. The Humes had—in a strange coincidence—been searching for the Land of the Elves. Upon finding the three Elven children, the men harassed them to lead them their. Not letting a word out, they murdered one of the children. Witnessing the death of his own friend, Lei, made the boy hate Humes. He attacked them, but wasbeat back. A few minutes later to be saved from death by a pair of Elves returning to Hylph.

They killed the Humes, and scolded the two. Once back home, the two children were severely punished for wandering too far. However, seeing the boy's dislike for Humes having grown, they elected him to join the training for their own 'spies' as it was. They weren't really spies, but Elves given permission by the council to travel outside the lands of Hylph and keep an eye on the outside world. Needless to say, Kaoru joined wholeheartedly.

His intentions originally to see how bad Humes were and make a case for destroying them—if it couldbe done—he soon learned that those were an anomaly from the average. He soon met kind people in every town he traveled to. He made acquaintances, and even a few friends. In particular: Alison Owen and Seraphim Harmonia. On one of his longer stays in the town of Cryth, Kaoru had stayed in the same apartment as the girls. Seeing their rather substandard conditions, he donated some of his own gil to help them. When he finally left, he promised to return.

Months later, indeed he did. And with gifts from the lands he'd traveled to. He ended up making this a task of his own, to help the two. Kaoru has done so for the last year and a half, and among all the people he knows, even Elves, he considers these two as the closest he has to friends.

Class: Adept

Gear: He's almost always dressed in raggedy, dark-coloured clothes. A plain tunic, loose-fitting slacks and a bandanna—to hide his ears from any curious onlookers—worn underneath a beige, hooded cloak. Outside of this, he has a side-worn rucksack with anything he needs inside, including: a pot/pan, two knives and a spoon, a fishing net, and often some bread or recently picked fruits—the ones that don't bruise, of course. In addition, he has his gil there. Within each sleeve he carries a dagger, in case things do happen to get a little rough.

Miscellaneous Information: He seems to be hiding something, on occasion. That would be the fact he's an Elf. Being that they're rare, he doesn't exactly tell anyone that secret. Not even his 'friends'.



Username: Soryuju Ryutetsin
Name: Atrozeon Hyloras
Age/Height/Weight: 21/6'2"/150lbs
Hometown: Halthia; currently traveling
Appearance: Atrozeon's tall, lithe frame allows him to easily stand out in a crowd, or just as easily get lost in it. With his fair complexion (he's not quite pale, but not quite tanned either), he also has an oddly vanilla-colored hair, which he keeps at medium length and completely unkempt- tending to grow unpredictably (with small spikes, even), he doesn't bother trying to tame it. What makes him stand out, however, are his eyes- the irises are a bright, steel-blue which slowly slip into a shade of silver around the pupil; the attention grabber, however, are the pupils themselves- shaped like a pointed trinity, they fill out into a complete triangle when dilated.

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Personality: A nonchalant man if there ever was one, Atrozeon's personality rarely deviates from a calm indifference; he very rarely shows a hint of enthusiasm or frustration, and sorrow- well, you'd have better luck milking a rock. Laid-back to the point of laziness, the older male just doesn't seem to give a damn about the world around him- so long as he's got Gil in his pockets, what else is there to worry about?

The source of this nonchalance is his refusal to make emotional bonds. A good businessman knows that emotional bonds only hurt business; he is no different in battle, only looking out for himself and not caring a bit for his allies. The only time he might help someone is if their well-being directly affects his own well-being. To add to this, he is a complete, utter a*****e. You're hurt? Is it fatal? No? He won't care. It is fatal? Well, what can you give him in return? Nothing? He'll find someone to bury you.

The only exceptions to this rule are Chocobos- an exception even he doesn't quite understand. He just knows that he loves Chocobos.

His nonchalance doesn't stop on the battlefield, treating it all like just another average situation in every-day life. And to the mercenary, it sort of is. His carefree attitude, however, has nothing to do with his thought process. Always analyzing, always trying to figure out the situation and come up with possible plots for self-gain, nothing slips by this gunner's eye, and he makes sure to take note of every little detail.

Strengths: Having lived in the city of Halthia, Atrozeon was raised knowing only two things- the value of Gil, and the value of having Gil. So, seeking to make himself happy, Atrozeon learned to acquire Gil using whatever means necessary- legal and not. He taught himself to be both street and book smart, allowing him to become a great businessman, always haggling and getting the better price; when that didn't work, however, he trained himself in his flexibility and stealth, giving him enhanced agility so that he could pick the pockets of passerby.
Weaknesses: Living in a city of business, Atrozeon's least concern was his physical strength, and as such, he never really worked out, causing his physical build to be lacking. He does, however, have a bad habit of overestimating his own ability, giving him an over-confident flair. If there is one thing he's critical about- one weakness he actually cares about- it's his bad luck. It tends to pop-up in streaks of unfortunate events, and when two or three things go wrong, he immediately stops bothering to try anything so he can wait the streak out; if in the middle of battle when the 'streak' starts, he flees- why test the Goddess of Luck?
Background: Conceived on one of his parents scientific expeditions to the Obelisk of Retribution (thought to be the reason his pupils are misshapen), Atrozeon was always around some sort of technological research. Though his early childhood years were spent in a comfortable fashion, never needing or wanting, it all came crashing down as his parents were caught off-guard by a failed experiment, supposedly killed, leaving Atrozeon all to his own. Their final will was twisted by the businessmen of Halthia, and Atrozeon was left without a penny, forced to live on the streets and learn how to fend for himself.

As the years passed, Atrozeon began to learn and adapt to the ways of business. It started with simple jobs working for others, going from job to job, but he soon came across the twisted activity known as 'gambling'. For months, Atrozeon would blow entire paychecks on gambling activities, and when he finally realized his luck was too bad to really win anything, he dedicated himself to beating the system. Finding loopholes, cutting corners, and reading the people he gambled against were all skills, he soon discovered, that could be applied to every day business. Within a few short years of practicing his business schemes, Atrozeon found himself close business companions with none-other than the Merchant King himself, who decided to put the younger male's cunning and analytic skills to better use- treasure hunting.

Atrozeon was soon traveling the world, looking for rare mineral deposits here, uncovering hidden caches there, doing business with all sorts of locals to obtain whatever the Merchant King desired. If he needed to cross continents, he had free access to the King's Airship, making traveling that much easier.

A few short years before the present time, however, Atrozeon had been searching for clues of mineral deposits around a small local farm which used a number of Chocobos to do the harder labor. There was no particular law against such a thing, but the master of the house, he discovered, was a particularly cruel man, abusing the Chocobos despite them doing good work. Deep down, Atrozeon had felt disgusted at the sight- an odd sensation he wasn't used to, and didn't know how to deal with. The metaphorical dam broke, however, when he noticed a purple Chocobo, somewhat scarred from previous abuse, finish pulling a plow and look to the owner for appraisal while releasing a cheerful 'wark'; the owner had no hesitation in violently whipping the poor creature, and in a burst of anger, Atrozeon shot the man dead on the spot. Releasing the captive Chocobos, the same purple Chocobo from before refused to leave his side, affectionately following him around- they've been nigh inseparable since.
Misc information: -Despite his generally selfish attitude, Atrozeon has a soft spot for Chocobos. He doesn't quite understand it, but Chocobos have been the only things to get through his emotional guard.
-Has a Purple Chocobo named Soryuju
-His magically-altered pupils allow him to catch details easier than average pupils, but don't really affect anything else.
-He caries ammo in his belt pouches, along with the occasional potion and grenade, if he happens to have one at the time.
Class: Hexagunner
Gear: Atrozeon's signature weapon is an 6-chambered revolver. He wears a deep-purple trench coat with small belt buckles from the abdomen to the chest and black, low-weight shoulder pads; the arms have slits from the middle of the forearms to the cuffs, allowing for his arms to have a little more freedom; once it gets to the waist, it has more a tunic-style in that it drapes over the front and rear instead of the sides, allowing for more flexibility. The top few buckles are left undone, revealing a black shirt with a collar large and high enough to cover his mouth if he held his head low. On his head, he has a small pair of green sunglasses. He wears black leathers gloves with metallic bangles around the wrist. He wears very dark blue jeans (almost black) to compliment the jacket. Around his waist, he has black belt with a number of small pouches attached to keep supplies in. He wears black, buckled combat boots.


Username: Haro Starwind
Name: Azel Zephyr
Age/Height/Weight: 22 - 5"10 - 186lbs
Hometown: Tralst
Appearance:
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Personality: One word sums him up quite well: Unpredictable. Infact his life has been much compromised by the whisk of a dice. As his nature is, many of his decisions are made on the fly and never incorporate too much thought or serious reinforcement. Some would call him a bit of jokester, mainly a pervert, but he's just incredibly easygoing and risky. He relies on his amazing luck to get him out of tight spots and doesn't think of the consequences. He is incredibly social and somewhat energetic with his unmatched suave and charm. All in all, he's sort of a hard person to dislike because of his positive nature born out of Tralst culture.
Strengths: His most notable strength is his amazing inset luck, which has countlessly saved his a**. Though it can also be his weakness, to depend on Karma can be a dangerous thing. His quick wit matched with his unpredictability allow him to fool enemies and others easily. Some times he may fool even himself. Though he doesn't posses much strength for physical combat, he has a high intellect due to his witty personality. Therefore he takes up magic with powerful nukes to do his damage. Mixing that with his Gambling abilities can be a deadly force.
-Quick wit.
-Fooling enemies.
-Knowledge of ships/sea
-A natural inborn luck
Weaknesses: To say he relies on Luck a lot is an understatement. A lot of times this dependence on this unforeseeable object can get him into trouble more times than often. With his unpredictability comes a lack of seriousness, which could result in him messing up when a certain condition must be fulfilled. As stated before, his melee combat is lacking. Lacking too much muscle mass can result in him taking extremely hard hits.
-Relying solely on luck
-Being serious
-Melee combat

Background: Born in Tralst, it's safe to say Azel is use to the easygoing life and rich culture of the paradise variety. As with many Tralst natives he had a fairly good aesthetic to move him places. Mixed with his charming and perverted nature he became a ladies favorite among the town. Well recalled for his fun unpredictability and unmatched social awareness, he was well known for being a good time, both to the native girls and to the wives of couples on tour... He was mostly known for his luck. Since an early age he became the proprietor of many games, gaining fame for hardly ever being beat in games of chance. Other than earning the under the table money he did, he also worked for the ferry between Amnis, Halthia, and Tralst. (Mainly because he wanted first dibs at the touring singles)
His love for the sea grew and grew until one day he rounded up a crew and made off with the ferry ship. Turning the ship into a sort of pirate vessel, Azel and his crew sailed the seas and explored the world. In cities they would trick the particularly wealthy out of huge amounts of gil thanks to Azel's luck. Drinking alcohol, scoring women, and gaining fame was their game and they were on top of the world. However one day the ship was unexpectedly pulled into the living storm as it circled Osenia. Caught in the mighty vortex, it did easy to rip the ferry ship to pieces and sunder the crew and Azel into the abyss of the sea.
Later Azel would awaken to the interior of a strange underwater cave. Lit by strange luminescent flowers the cave stretched in a wondrous fashion.
Thanking his luck as he always did he wandered the strange artifact littered cave. Immersed in the world of the cavern he came across a strange key laying on the ground. Holding onto the object he looked ahead to the inside walkway, unsure of what to think by the strange markings the cave had been covered in. Thinking it to be important he scoured the cave until he came to a blinding light of the day sky. Emerging from the sea cave he found a strange rock-like walk way leading to a ancient building seeming to float in a maelstrom of water. Engulfed by wonderment Azel slowly made his way to the building, it's design and markings were nothing of the world he had ever seen. As his mind wondered over the possibilities he was suddenly ambushed by a mighty sea creature. Unable to react the creature knocked him unconscious in a single swipe and with a large wave Azel was taken far off from the unmarked ruins. Swallowing back into the sea as Azel drifted along the ocean.
It is once more that his luck brings him to a sand bank as he awakens. This time the patch of land was attached to a large land mass. Turning his head to the mysterious ocean he grasped the key in his hand, wondering what secrets the strange building could hold and what the strange key may hold. Traveling to the nearby Vuurta he would take the rest and food he needed to return to his old self. Now a little curious about his adventure he had a small plan to re-attain a ship and a loyal group of friends to search once more for the ruins as he had a strange hint that it may hold something more important. However as time went by he seemed to care less about this and though he holds the key around his neck to remind him, he now wanders to Cryth mainly to service his old needs. Hoping to make his way back to Tralst to live his life once more he holds inside a bigger want for adventure. After tasting it, he knew he wanted a little something more but he wasn't sure what it was. He would just float along with where the wind took him, as it always did.
Class: Red Gambit
Gear: Wears a red overcoat over a bare upper torso. Much like a pirates coat, it serves for a different style than most others see and is lined with fur on the collar to help in colder weather. Has white creased pants and white fingerless gloves to match a red and white footwear, all made out of a durable cloth. Adorns his head with a red bandanna and a white feather white various beads. Has a jeweled scimitar for protection, though mostly relies on his magic.
Misc information: Wears the key to the ancient ruins/cave he found around his neck, for hopes it may lead to a bountiful treasure or important feature. Has a black tribal looking tattoo on his left cheek that slithers up the side and over his left eyebrow.
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Username: Keiayo
Name: Seig Darkscar
Age/Height/Weight: 26 / 6"1 / 204lbs
Hometown: Sai-Zhin
Appearance:
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*Without sword and cape.*
Personality: Well renowned for being an anti-hero. He appears as the Silent tough guy type and comes off as having a harder outer shell. However Seig seems to retain a lighter personality from his life before the 'events' made him a bit bitter and of a darker perspective. He's kind of a pushy smart a** full of sarcasm and retort, indifferent to a lot of things and usually in a fowl context. He's the sort that means good, but this seems to get lost in context of his actions. More than often when he's alone he can go to a rather sorrowful state over his losses. Other times he can get lost in his head, doing battle with the enemies that torment him and this can cause him to show hatred of love or any feelings that show him pity. His normal person stems from his past as an infantry man, which means in combat he is a natural born soldier and serves well as a leader if need be. Due to a key past event, he is very protective of friends and acquaintances. Having a sort of phobia for death, he may throw himself into perilous things, risking his own life to save another.
Strengths: Seig is well built muscularly for anything that requires strength. From heavy-lifting to taking hard hits for his friends. Having a past as a soldier has given him a bit of mastery over many weapons, however he prefers the exotic two-handers such as Scythes and two-hand swords. With his knightly attitude he is very courageous and shows not much, if any fear to things other than things wrong with his psyche. With this can give him a bit of an intimidating look, which can be used to shy creatures and patrons from a fight. He was imbued with magic thanks to SAGA, so could possibly have a much higher affinity for dark magic.
Weaknesses: Though Seig is a soldier worthy fighter, he shares many aspects that make him imperfect. His first is his natural born Stubbornness that has coined his Anti-hero title. Another may be his lack of subtlety, he is not exactly the quietest of fighters or the most stealthy. The events that carved themselves into his head could also randomly come up at times, distracting and keeping him from his best of abilities. This may include his attempts to risk his life for others in foolish ways. Some would also say he's trapped in the past.
Background: Like most natives of Sai-zhin, Seig grew up around the black magic and secretive society it held. Unlike many, he was born with a blonder hair and strange set of blue green eyes. Some would say these were the traits of a boy born of the light, born of white magic. Because of his appearance solely, he was much of an outcast in the society. he desperately clung to it by following the black magic way. This route never did him to good and still he found himself to be a burden on his society. His older brother, Ark, seemed to show pity on Seig. With a bit of gil the two hopped on a train to Tolbis. Upon it the two left Sai-zhin at night, never to return. During the journey the two would speak of the possibilities they would have now that they escaped the society. The spoke of dreams and many adventures. With a smile of brotherly love, the two agreed on their future.

Arriving at Tolbis, the two would then spend their last bits of gil on supplies and two chocobo to take them to Naribwa, where they would enter the infantry. On their journey they meet many travelers and creatures, and the place where Seig's dreams on the train would come to their end. Passing by the Worlds scar on one afternoon, Seig's brother seemed to take an unusual interest in the large scar. Stopping at the edge, Ark would stare down in strange ways as if he was drawn to it. Uncomfortable by the strange canyon Seig urged the two back on track, where they eventually would reach Naribwa. Taking many other routes and their chocobos along, they would eventually reach their desired destination, Glith. As their dreams had directed them, they would apply and join the mighty force of SAGA as soldiers. However something seemed strange about his brother, who seemed to think more and more about the Worlds scar. Thinking it jsut to be a traveling sickness, Seig continued on with his brother through the rigorous training. Becoming soldiers in the organization they quickly rose in ranks enough to become fronts-men. In SAGA's light, the two would take up the authority to explore unexplored places, combat monsters that terrified towns, and in general search and preserve knowledge.
However, during Seig's stay he would meet a woman in the city of Glith that would change his look on life. Her name was Zara, and she was a wonderful woman full of a warm charm which Seig had never before met. It wasn't long before the two were inseparable, and any time Seig was required to go on a trip for SAGA the two would keep in constant touch. Zara was the light in Seig's heart that had been denied in his home town of Sai-zhin, and in the most possibly way he loved her and she loved him.

Seig's brother seemed to grow stranger and stranger by day. On each mission the two were sent out on his brother would constantly speak of The Worlds scar and how SAGA should explore it. Seig always seemed to brush it off. When the two had finally reached the proper rank they were imbued with magic as all the top soldiers of SAGA had been. This only seemed to outset Ark's compulsion farther, and on a faithful day he'd finally confront the higher-ups of SAGA to send him and Seig on a mission to explore The Worlds scar. After many trials the mission was accepted and the two were set to return to The Worlds scar with a group of other SAGA soldiers. On the night before his leave, Seig would meet up with his beloved Zara for his occasional good bye. However this time Zara couldn't stand to see him go, and secretly the next day she would sneak onto the Airship used to transport the soldiers to The Worlds scar.

Upon arriving at the site she would reveal her presence to Seig who hesitated for her to come along, but let her under a SAGA soldier's disguise. Under Ark's lead, the SAGA force arrived at The World's scar and located a sort of slope into the abyss of the canyon. Through the course of the days the group would journey into the dark canyon without much luck. However something strange filled the air, with the darkness growing, the number of soldiers seemed to diminish over the nights of sleep. It continued on until only Seig, Zara, and Ark were left. Scared for Zara's safety and the good of the mission Seig confronted his brother to return to the surface. However Ark was confident in his journey and they continued on into a side bridge that loomed over an abyss of jagged rocks and ledges... the deepest part of the scar. With his SAGA issued sword Seig finally put his foot down to his stark mad brother... "Dammit Ark, we won't go any further. Me and Zara are leaving..." Without knowledge he gave away his girlfriends position. Seig's outburst seemed to make a gash in Ark's psyche, and with knowledge of Zara's presence it broke the final straw. Turning with fire in his eyes the odd tempered Ark drew his signature scythe and sent the hooked blade straight into Zara's stomach. Pulling it out with hatred he let her fall and turned away from Seig, blood dripping from the blade of his scythe.
"Gyah! ZARA!" Seig yelled as he laid in shock to his brother's actions. Running to her aid he pulled off her SAGA helmet to reveal her identity.
"Foolish brother... the scar demands her blood." Ark spoke crypticly as Seig coddled the painfully injured Zara. "What the hell's wrong with you brother!? Zara... no..." Seig said, unable to find proper ways to convey his feelings. Slowly Zara slipped away and in final breaths said her good byes to Seig, who now was overcome by rage and tears. Unable to accept her death Seig let out a loud roar of rage that echoed through the abyss. Her blood on his hands and on the ground below him sept into his nerves. Now that Zara was gone forever, Seig took the rage he felt for his brother and drew his sword. "Goddammit brother... why!?" With his back still to the venting Seig he repeated his same sentence as before but this time turned with a grin. Unable to hold back Seig rushed in anger towards his brother.
The two then commenced in a great battle. Seig for his vengeance and Ark for his distraught belief in whatever laid in the scar. However Ark was far superior in skill to his younger brother and would eventually cut him down. "BROTHER! Don't chain yourself to mortals like some dog! We are superior now! The scar tells me so!" Ark explained to the fallen Seig. "You... b*****d..." Seig muttered in angered tones. Grabbing his sword he sent a final stab into his insane brother's chest.

Dropping the scythe he held he began to laugh maniacally as he pulled the weapon from his body and backed up to the edge of the bridge. "Hahaha...Now...I...Descend...with the power... of the erebos! To... the underworld!" Ark said hysterically as he stepped back and fell off the edge and into the black abyss.
Pained indefinitely by his brother, Seig still cried out for his fallen family member as he disappeared into the infinite darkness. As more tears formed Seig hobbled over to the fallen Zara. Heart broken he gave her one last kiss as he took the necklace from around her neck. Overcome by sorrow, he grabbed his brother's scythe and turned his head from his fallen love. Barely able to move as it was, he was forced to leave her on the bridge as he ascended back to the surface. The magic imbued in him seemed to keep him alive. Not much else was known as how he returned to Glith, but when he did he was almost completely wrapped in a bitter darkness. Instantly quitting SAGA, he would not speak of the events that happened and moved out of Glith upon his black chocobo, Zeid.

As years would pass he would travel to Amnis to live off his fresh pain, and like his name suggested he was eternally scarred by the darkness of that tragic event. It's the one thing that snapped something inside him, causing the bad memories and lifestyles of Sai-zhin to flood back into him like a torrent. The magic imbued into him by SAGA would become tainted by the dark powers he locked away from Sai-zhin and this would mark his ascension to the Dark knight he is now. This is where he would gain his reputation and much of his past would fade away, though it constantly stuck to him. However he felt something was missing. Unable to stay in one place for long he hopped on Zeid and took off once more for another town to suit his needs. Little would he know that destiny would move him to Cyth, where a fantasy like no other would begin...

Gear: Seig is garbed in mostly mail and plated armor due to his soldier past. Being a warrior mostly dependent on physical ability, he has adapted the use of heavy armor to protect himself. However under this armor is the heavy scarring of his bout between his brother and of battles the two had endured. On himself he carries a large scythe, his weapon of choice. Though he is capable of wielding many other types of weapons, his preference is in the two-hand category. The scythe he carries at the moment is his brother's and is dulled somewhat by repeated use, making it easy to replace.
Misc information: Blames himself for Zara's death. He is somewhat unsure of his feelings for his brother, he seeks vengeance, but at the same time is unable to think to harshly of a person to his same blood. Something inside him tells him that he may still be alive....
Still dwells on the memories of the 'better times'.
His black chocobo is the same one he's had since Tolbis and has grown rather comfortable with Seig's heavy armor.
Is an ex-Saga soldier, having left it after his incident.

Class: Dark Knight
Gear: Ark's Scythe, Steel Gauntlets, Black Chocobo "Zeid"


Username: Altral
Name: Tomoko Okasawa
Age/Height/Weight: 18 years old/ 5'4" (5'6" with heels on) / 122 lbs
Hometown: Sai-Zhin
Appearance: Tomoko is a small framed girl with a slightly curvy figure, giving her a decent sized chest and nicely sized hips. Her hair is nothing extraordinary, being long and a dark black in color. The color of her skin is fairly pale and her eyes are a deep purple. Normally her attire is filled with gothic skirts and dresses, but for traveling she finds that pants are much more practical. Often she will wear various accessories to express her own personal style, one similiar to the kind in Sai-Zhin.
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Personality: It's nearly impossible for Tomoko become angry with someone. She believes that most people have the best intentions and she often looks at things from a pyschological standpoint, understanding that we are only human and make mistakes or somehow she finds that it must be something she did to cause someone to act a certain way. She rarely puts anyone at fault and likes to analyze people, study them and their habits thinking that it will give her a better unstanding of everyone. Tomoko is normally soft-spoken, but she is not shy. If you talk to her you will see that she has many opinions and beliefs about the people and world around her that lean toward and open minded view. She believes in all possibilties and truly believes that just about anything is possible if one sets their mind to it or is willing to discover it. She likes to give everyone the benefit of the doubt.

She loves creativity, admiring things like fashion, cuisine, writing, music, and art. Even though she is not shy, Tomoko will keep most emotional things inside and her only true outlet to express these emotions is through her writing. There have only been a select few times where she has showed any strong emotions, but those moments hardly ever happen and it is more likely that you will only get a water-downed version of what Tomoko is ever feeling.

Strengths: Tomoko is best know for her fortune telling abilities. Without an actually steady job, she uses her hobby to make a little cash on the side to get by. She doesn't like to use it for financial gain but doesn't have much of a choice without a source of income. Her main way of doing fortune telling is through her tarot cards, but she has also been known to dabble in other forms like palm reading. Having taken care of herself mostly after her mother's death, Tomoko has also taught herself how to cook, which comes in handy with how much she loves different cuisines. She can write well and loves to do so.

Her black magic is her biggest strength. Sai-Zhin is a well known place for that, which helped Tomoko learn it quickly and effieciently.
Weaknesses: Never one to usually resort to violence or exert herself too much in physical labor, Tomoko is a little on the frail side. Her appearance is strange in most places outside of her own time and it often gives people a bad first impression of her, making them distrust her and associate her with bad things. Contrary to that, Tomoko is an overtrusting person and too friendly to the people around her, putting their needs before their own.
Background: From the start, Tomoko's fater was never a part of her life and Tomoko never knew why and thought that somehow that is for the best. Somehow destiny decided that she would not know her father for a beneficial reason, maybe to give her more time with her mother. She was raised by her single mother who was truly the most kind woman in Tomoko's eyes, not having a single bad bone in her body and she just radiated goodness. She showed Tomoko to love and appreciate everything around her and taught her that everything happened for a reason. Gentle and kind, Tomoko admired her mother dearly and wanted nothing more than to be just like her.

That's why it made it that much more sad when her mother passed away.

Tomoko doesn't talk much about her mother's death, simply because there is nothing to talk about. Her body was found with nearly nothing left of it, mere pieces spread around to the point where they looked like a pile of parts, having been disassembled poorly and ripped from their sockets. No one knows who or what it was that killed her mother and Tomoko has been unphased by death since, seeing it as an inevitable possibility. She did have her moment of grieving of course, having been the one to find the body at the tender age of eight. There are a few cruel people who thought that it was actually Tomoko who killed her, but most people wouldn't even consider the idea and the thought was quickly shunned. Common belief was that a monster came late in the night and killed Tomoko's mother. She did know Black Magic, but it's a wonder how she wasn't able to fend a monster off and it's known that she was against using black magic on people. There are many things left unanswered to her death, but Tomoko has asked that it be left alone and to leave her mother in peace so that she may rest. Tomoko no longers seems disturbed by her mother's death, which leaves people even further to wonder what really happened and if Tomoko was there to witness it.

It was after her mother's death that Tomoko become more interested in the supernatural and even gained an interest in death's itself. She began to study dark topics involving such subject matters more indepth and she even began to take up a practice as a fortune teller in Sai-Zhin. It was also how she made her money since she was now on her own, only being able to live off the money her mother had for so long. Her main way of doing fortunes was through tarot cards. Like how everyone is when they start a new hobby, she sucked. Majorly. The young girl did pick up quickly though and soon people were asking left and right to have their fortunes told. It was a way to make some quick money and even Tomoko's generosity had it's limits when it came to her stomach. She didn't charge much, but just enough to feed herself and have a comfortable life style.

Later on, she met her best friend and possibly her only friend, Yomi. The two had an interesting first encounter. Tomoko was well into her teens and was naive...well, she still is. But she was even more naive then if that's even possible for the poor girl. She came across Yomi who was outside the castle. The girl started to talk to her and Tomoko started to listen about her tale about how she used to live in the castle. Of course with just the way Tomoko was, she had no other mindset than to believe her. This took Yomi off guard and she almost didn't believe that this girl believed her. So to test her trust, she invited the girl into the castle to look around, thinking that she wouldn't go in with her.

Tomoko, being obsessed with death, and curious about how the undead live, decided to go with her.

Now Yomi was just stuck in a lie that she couldn't seem to escape and she was even starting to wonder what she was trying to prove. Still, she went further into the castle, testing this girl's trust who just followed her like some faithful dog to it's owner. So far into the castle, she figured she was pushing her luck and the two started to leave. They then ran into an undead. Having very little practice in black magic, Tomoko wasn't actually able to cast a spell by normal means. After reaching desperate measures, she finally tried throwing a card as she cast a spell and low and behold, it worked. Even the undead seemed to be stunned by the turn of events. Quickly the two hightailed it out of there, but not after grabbing the card. Needless to say, somehow or another the two became close friends afterwards...somehow. Possibly because Yomi liked to have a loyal follower around.

After the encounter, Tomoko started to practice black magic more thoroughly using Tarot Cards, having become skilled with the few spells she learned.

A decade passed from the date of the death of her mother and her best friend left, she had nothing keeping her to the city. It was a wonderful place really, but things that were going on in the town didn't sit well with Tomoko and she thought it was best to distance herself from it. Besides, she wanted to explore the world anyways now that she was an adult. She decided to go ahead and explore the continent, writing about the different places she saw and the different people she met.


Misc information: Tomoko casts her black magic using Tarot cards. She is the only person to do so and it's unknown whether she actually uses certain cards to casts certain spells or if they are random. With the way she throws them, they do come back to her though and now she's even able to non-magical damage to opponents.

Tomoko also writes in her journal almost every single day, writing them out like letters but never actually sending them to anyone. One bag of hers is completely filled with papers.
Class: Tarot Mage
Gear: Tarot Cards, Gothic Accesories, a Journal, and a White Chocobo named Jinx.


Username: Na-Ki
Name: Wulfgar Ogden.
Age/Height/Weight: 29/6'6"/230 lbs.
Hometown: Tolbis, now living in Cryth.
Appearance:
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Personality: In essence, Wulfgar is quite the stoic person. Bearing that in mind, he often acts with little to no hesitation, in either his words or his actions and is quick to get to the point. He's quite confident of himself also, but not to the point of appearing arrogant or brash. Moving past his stoic self, Wulfgar does tend to speak rather often and the majority of the time, he hardly sugarcoats his words. Speaking the exact truth and nothing less than that. Furthermore, he has a great dislike for those who happen to display a sense of cowardice. Wulfgar greatly believes in that being your own self and growing a spine are two of the best things one can do in life.
Strengths: The main extent of Wulfgar's ability is in his strength. Physically, he's in great shape and able to keep up with the best as a result. He also keeps his mind open and often, expects the unexpected. If it's called for, Wulfgar also knows how to survive well out in the wilderness.
Weaknesses: One weakness of his, is that Wulfgar often believes too much in his own strength, thinking that's all he'll need to push past a problem. He also is a bit of drunkard, not that he drinks 24/7. But when he does, he tends to overdo it by a wide margin. Wulfgar is a bit sore over his own banishment and keeps this fact well hidden from anyone. Lastly, Wulfgar doesn't have much luck in terms of magic, nor does he really care for that lack of skill.
Background: Born into a sect of Barbarians, whom had been living within the forests nearby the city of Tolbis. Wulfgar, from a young age, was taught how to fend for himself and how to fight from his peers as he grew older with each passing year. Along with the typical Barbarian customs. When the nineteenth year of his life had come around, Wulfgar had been chosen to lead a ritual hunt, that would supply his tribe with plenty of food to live upon for a few years.

The hunt had been rather successful, like it had been before many times in the years past. But while he and the other four men with him had begun to return, it was apparent that something was amiss among their camp. The sight that they had seen was none other than the bodies of their own clan, some dead, some alive but in pain. Looking around for the Elder of their clan, Wulfgar had listened to the tale of what exactly had happened here. A no name gang seeking respect had come to their lands, with nothing but threats that at best were half true and intermingled with a bunch of false facts.

With the Elder's tale and description of the foolhardy gang fresh in his mind, Wulfgar had left his clan's land under the cover of darkness and entered the city of Tolbis. Wulfgar had soon found out that finding the one who ran the gang that threatened his own people, was an easy task in itself. The novice leader had hardly been one to cover his tracks, allowing Wulfgar to track him to a nearby inn. Showing patience, Wulfgar had lurked outside in the shadows until his target had left the inn. Taking the opportunity that presented itself, rushed out from where he hid and assaulted his opponent. Decapitating him in one swift swing of his sword. He then had fled back to his lands, arriving just as the sun had begun to rise.

When Wulfgar had returned, he had found the Elder and a few others awaiting his return. The Elder had explained he was well aware of Wulfgar's plan the moment he had left to carry out the plan. The Elder continued, explaining that such actions could only be rewarded with banishment. Hardly surprised by the Elder's words, Wulfgar knew and understood what the results of his actions would bring upon himself. Taking what little the Elder offered to him, he had then left his lands that very morning. Wulfgar had then wandered around from place to place for roughly ten years, before when he, at the age of twenty-nine. He had reached the terrority known as Cryth and decided on settling there in that city.
Misc information:-In his travels, he has rescued an abused, green Chocobo. And he hardly carries around a large number of Gil, thinking that doing so is mostly useless.
Class: Barbarian.
Gear: Wulfgar is the type to hardly carry around much, believing that the little belongings you have to carry, the better. With that, he often is wearing a set of leather armor (Gloves, fur-lined boots and a chestpiece.), which has been treated to withstand most of the stresses the wearer happens to put upon it. Other than that, the rest of the stuff he carries around is a steel great sword, forged by his own hands, a small knapsack for only the essentials and a gray, tattered cloak complete with a hood. Also, he owns a orange chocobo named Esen.

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