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Emmaleth

Omnipresent Fairy

PostPosted: Mon Sep 27, 2010 4:10 pm


In the world of Luridaul, harmony has always been key. Humanoid creatures of all different races and species lived among one another in peace. While all "people" were different, they each had one thing in common with everyone else and that element was magic. Whether elf or human or dwarf, there were a few select beings born with the ability to harness a single element and use it at will. These were special beings, often revered by their people. It didn't take long for temples to rise all around the world in honor of these Mancers. The temples became homes to those that practiced magic. They were places where they could practice freely with other Mancers who shared their same abilities. Often, when their training was complete, they would return to their people and use their magic for good.

However, with all good, comes evil. Roughly three generations of Mancers were born into the world of Luridaul before the virtue of their powers became tarnished. It was a single young elf named Baelisar who first began the Dark Movement. As a child, he often posed the question of, "Why should I use my abilities to serve? If I'm so revered, shouldn't others be serving me?" Baelisar was the first Mancer to have such egocentric thoughts, and, as he posed his questions, others began to nod and agree with him. It took only a few years for him to gather loyal followers and begin the Dark Movement. Other small bands here and there also sought out his goals of wanting power instead of virtue. These rouge groups became known as Baghast Groups, gangs that were part of the Dark Movement but did not serve Baelisar .

The major populous of Luridaul then split. There were those that began to believe that all Mancers were a threat to life and peace. They believed that any Mancer could turn and join the Dark Movement at any time. Thus, they should be destroyed. Sadly, this view began to take hold and spread like wild fire as the Dark Movement grew larger and larger. Many of the temples were destroyed by those that were once peaceful. They sought to exterminate all Mancers and even went as far as drowning their young if they showed any signs of magic. Luridaul fell into chaos as the war began to rage.

Sadly, only a small percentage of the populous realized that normal beings could not defeat these Dark Mancers. They were far too developed in their abilities for any average man to near them, and they were raising young to follow in their place. There were those, though, that knew that preserving young Mancers would be the only way to defeat the Dark Mancers.

Today, only four of the original fifteen Mancer temples still stand. The Aero Temple; The Hydra Temple; The Lumo Temple; The Chrono Temple. Why? you ask. Why these temples? Well, the answer is because, of the fifteen temples, these four are the most difficult to reach. The Aero Temple is never in the same place, as it moves throughout the skies. The Hydra Temple rests deep within the sea. The Lumo Temple travels Luridaul along with the sun. The Chrono Temple resides in the fourth dimension. Because access to these temples is so limited, they have remained protected.

Two decades have passed since the Dark Movement began. Baelisar is fast approaching his 40th birthday, and, on that day, the planets will align in just the right way to give his power ultimate strength. It's time for the young Mancers to come out of hiding, for if they do not try and stop the darkness now, Luridaul may never see the light of day again.
PostPosted: Mon Sep 27, 2010 4:17 pm


• Emmaleth wears the pants 'round here!

• Obey all of Gaia ToS: PG-13, No Flaming or Trolling, etc.

• This is a literate role-play and could even be considered semi-advanced. Post length is a minimum of two paragraphs containing at least five sentences each (ten sentence posts).

• This is also a serious role-play. Do not make a character if you do not intend to stick around! If you're going to be gone for longer than three or four days or jsut can't keep up anymore, just let Em know so they can do something about your character and continue on with their lives.

• PLEASE no excessive violence, language, or graphic make-out scenes. Ugh~

• Decorative posts is not required but always adored.

• If you chose to make a decorative post, please do now over-do it. An image or two, a couple icons, some banners and a quote. Just nothing overly goddy.

• Please do not QUOTE previous posts.

• Please refrain from using OOC in the IC thread. It's okay if it's just like ((sorry for the short post)) or a simple comment, but don't have conversations in the IC thread.

• Do not stretch the page or use colors that are hard to read or put strain on the eyes!! I cannot stress this enough!

• Font size is preferred at 9, 10, or 11.

• Posting is to be in third-person limited point of view.

• Profiles are to be written in third-person limited point of view and be PMed to Emmaleth.

• Do not post until you've been accepted and your profile is up in the profile thread!

• This is an adventure RP. Romance is allowed and encouraged but please do not make that the center of the RP.

• Rules are subject to be added, removed, or changed as needed.

Emmaleth

Omnipresent Fairy


Emmaleth

Omnipresent Fairy

PostPosted: Mon Sep 27, 2010 4:18 pm


User Image
Click image to enlarge.

Welcome to Luridaul.

There are two major cities;
Torido is where the Dark Movement is settled.
The forces that reside in this city rule over their whole continent.
Naudoria is one of the few cities left standing.
It's very heavily fortified and still prosperous.
Most of the land is either grass or forest and there are a few
scattered lakes, deserts, and wastelands.
All of the mountain ranges, except the ones to the south, are
made up up enormous mountains.
The southern mountains are slightly small in comparison to the
rest of the world's mountains and are hollow on the inside.
The island that makes up the Pyro ruins is actually an under-water volcano.
The area where the Hydro Temple rests is the deepest sea level.
There are small village and towns scattered all over the continents and islands.
The ice and tundra to the north and south is mostly uninhabited.
PostPosted: Mon Sep 27, 2010 4:30 pm


About the Mancers

There are fifteen different types of Mancers. This list provides the different types along with short descriptions of their abilities. The list is in alphabetical order. Also note that no one is starting the RP with the abilities of a "skilled" Mancer. Those are something your character may be able to work towards, but we're not going to have any insane prodigies to begin with.

01.] A e r o m a n c e r
    • Bends air and wind at will
    • Generally peaceful but often have either alignment
    • Skilled Mancers can go as far as creating hurricanes


02.] A t r o m a n c e r
    • Bends shadows at will
    • Often neutral but sometimes have negative alighment
    • Can not create shadows, but only use those around them


03.] C a r n o m a n c e r
    • Can manipulate and destroy flesh or create golems
    • Generally negative alignment
    • Skilled Mancers can take control of other's bodies and even heal


04.] C h r o n o m a n c e r
    • Can teleport and time travel within 48 hours of present day
    • Either alignment or neutral alignment
    • Very difficult to master; Skilled Mancers can exceed the normal 48 hours


05.] C r y o m a n c e r
    • Can freeze things and manipulate ice
    • Generally neutral and isolated but may join a cause if amused
    • Skilled Mancers can summon ice storms and freeze (others and self) to sub-zero


06.] E l e c t r o m a n c e r
    • Bends electricity and energy; adrenaline junkies
    • Alignment is whoever will pay them
    • Difficult mastery; Skilled Mancers can control and manipulate raw energy


07.] F l e c t o m a n c e r
    • Magic of innovation and animations; can bring objects to life
    • Generally positive alignment
    • Only skilled Mancers can manipulate objects they, themselves, did not create


08.] H e r b o m a n c e r
    • Bend and manipulate plants
    • Generally peaceful but often positive alignment
    • Skilled Mancers can create new species of plants that can cure or poison
    (this is difficult because without skill, one cannot know what they are creating)


09.] H y d r o m a n c e r
    • Bend and manipulate water
    • Often positive alignment
    • Skilled Mancers can create massive storms from water vapor and control tides


10.] L u m o m a n c e r
    • Bends and manipulates light and can banish darkness
    • Generally positive alignment
    • Skilled Mancers can heal to perfect heal from an inch of death (only class that can heal near death)


11.] N e c r o m a n c e r
    • Have the power of reanimation (usually skeletons)
    • Generally negative alignment
    • Skilled Mancers can summon souls to add to their reanimations, making their slaves enhanced


12.] P y r o m a n c e r
    • Bends and manipulates fire; control is based on temperment
    • Generally neutral but can have either alignment
    • Skilled Mancers can even create their own fire and make volcanoes errupt


13.] S p a t i o m a n c e r
    • Bends and manipulates objects of the third dimension (alchemy)
    • Alignment is whoever will pay them
    • Skilled Mancers can teleport, as teleportation is manipulating two specific points in reality


14.] T e l e m a n c e r
    • Essentially they are psychic somehow (telepathy)
    • Either alighment
    • Skilled Mancers can preform mind control


15.] T e r r a m a n c e r
    • Bends and manipulates earth (rocks, dirt, wood, etc.)
    • Generally positive alighment, but can be negative or neutral
    • Skilled Mancers can cause severe earthquakes

Emmaleth

Omnipresent Fairy


Emmaleth

Omnipresent Fairy

PostPosted: Mon Sep 27, 2010 5:02 pm


User Resources

OOC Thread
Profile Thread
PostPosted: Mon Sep 27, 2010 5:04 pm


Profile Skeleton

[align=center][img] url here [/img]
[size=18]CHARACTER NAME[/size]
[size=14]Title if application; if not, delete this[/size][/align]

[size=10][b][color=postcolor]Goes By[/color][/b]:
[b][color=postcolor]Gender[/color][/b]: Male or Female
[b][color=postcolor]Age[/color][/b]: How oooold. Be reasonable.
[b][color=postcolor]Race[/color][/b]: Human, elf, dwarf, etc. No anthros please
[b][color=postcolor]Mancing Abiltiy[/color][/b]: What type of Mancer are you? Not all characters have to be Mancers
[b][color=postcolor]Alignment[/color][/b]: Positive, Negative, or Neutral (if neutral you can be leaning toward + or -)
[b][color=postcolor]Occupation[/color][/b]: What does your character do for a living?
[b][color=postcolor]Accessories[/color][/b]: Weapons or other things they may carry
[b][color=postcolor]Strength[/color][/b]: No more than 4
[b][color=postcolor]Weakness[/color][/b]: No fewer than 2
[b][color=postcolor]Likes[/color][/b]: List 4
[b][color=postcolor]Dislikes[/color][/b]: List 4
[b][color=postcolor]Personality[/color][/b]: One Paragraph (5 sentences)
[b][color=postcolor]History[/color][/b]: Two Paragraphs (Five Sentences each) Also note here that your character must have some reason to be going on the quest. No random tag-alongs please.
[b][color=postcolor]Other[/color][/b]: Other things about your character; scars, tattoos, odd tendencies, peeves, etc.
[b][color=postcolor]Played By[/color][/b]: Your Gaia Username Here[/size]

Emmaleth

Omnipresent Fairy


Emmaleth

Omnipresent Fairy

PostPosted: Mon Sep 27, 2010 5:08 pm


Player Positions

Postitive Alignment
Gray names mean Neutral leaning toward
01.] Tolle Zekarn
02.]
03.]

Negative Alignment
Gray names mean Neutral leaning toward
01.]
02.]
03.]

Neutral Alignment
Solidly neutral characters
01.]
02.]
03.]
PostPosted: Mon Sep 27, 2010 5:10 pm


NPC's

Baelisar: Leader of the Dark Movement. Very strong and powerful Telemancer.

Emmaleth

Omnipresent Fairy


Emmaleth

Omnipresent Fairy

PostPosted: Mon Sep 27, 2010 5:11 pm


Blacklist
PostPosted: Mon Sep 27, 2010 8:10 pm


User Image
T o l l e - Z e k a r n
The Breakneck Moxie-Valor


Goes By: Tolle (tole-ee)
Gender: Female
Age: 26
Race: Human
Mancing Abiltiy: Electromancer
Alignment: Neutral leaning toward positive
Occupation: Does odd jobs as she travels
Accessories: She wears gloves that have flexible metal plates on the outside that have rubber in between the metal and cloth so that she can harness electricity without harming herself. She also carries small smoke bombs and several small knives or daggers hidden about her person.
Strength: Thinking on the fly, elaborate schemes, mind games, and high endurance.
Weakness: She cannot use her powers when went or else she'll risk harming herself; She can get easily distracted and has a hard time keeping to "the plan"
Likes:
•Danger
•Helping others
•Food
•Dry storms
Dislikes:
•Rain
•When things are too calm
•Lazy people
•People who are too cautious
Personality: Tolle has a very loud personality. She's very bold and isn't afraid to show it. She's a natural thrill seeker, which goes along with her Mancing abilities. Like electricity, she is unpredictable. She's always looking for something exciting and borderline dangerous to get her adrenaline going. Near-death experiences are all fun and games to her. She always makes big elaborate plans but, halfway through, she strays from them just to purposely cause herself more trouble. Because of this, she's become a master at improvising. She can be a bit moody sometimes and has a fearful temper once she's pushed past a certain point. Because of her reckless personality and lack of feminine curves, she can be mistaken for a man at times. In the troubled world she lives in, she doesn't think it's bad to be mistaken as a man. Both lacking curves and being tall give her that advantage (as she ties what bits of breasts she has down). Aside from it all, she is still female and has a hard time shaking her maternal instincts. She loves to help others and is very, very protective. It's also hard to gain her approval, as she is quick to judge and scrutinize others.
History: Born outside the Electromancer's Temple, Tolle has very vague memories of life before Baelisar began the Dark Movement. She can picture in her head what the temple looked like before it was attacked. It was tall and glorious, reaching high into the heavens. Both of her parents had been Electromancers, but they had a hard time getting Tolle to gain control of her powers without shocking herself. By the time she was sick, she could generate small sparks, but couldn't hold or control them. It was, at that time, that Baelisar began the Dark Movement. That Autumn, people of all kinds came from the nearby town. They argued with the Electromancers, telling them that they were just too dangerous. The Electromancers did not want to battle the people because they didn't want to prove their point; they wanted to try and remain peaceful, but the people were the ones who attacked.

Tolle's people tried their best to drain the energy from the attackers to slow them down without harming them, but they proved to be far too much. The Electromancers had no choice but to flee. In the chaos, Tolle got separated from her parents and soon found herself in the hands of the enemy. The small girl struggled to get free, but the man seemed almost rabid. He was squeezing her skull as tight as he could, his thumb pressing against her right eye. Tolle's screamed and then fell hard against the ground. With a loud crack, the attacker landed next to her. Through the blood, she saw her father standing over her. He yelled for her mother who swept in and scooped up her daughter. The two females fled, Tolle's father staying behind to protect them. As her mother ran, Tolle looked back just in time to see her father get swarmed by the mob. With one last burst of lightning, bodies flew everywhere, but one body was missing: her dad.

For several years, Tolle and her mother lived as nomads, moving from town to town taking on odd jobs and doing what they could so that they were safe and so that Tolle's father's sacrifice wouldn't go unappreciated. Wearing an eye-patch her whole life, she became accustomed to stares from others. At first it bothered her, but she soon learned that, with or without the patch, she was going to be stared at. At least with the patch people were less mortified by her empty eye-socket. By the time she was thirteen, her mother could take their silence no more. Out into the forest they went, where they could have privacy. They built a home and Tolle's Electromancing lessons continued. Seven more years passed and Tolle had finally reached the level of Electromancing her mother had had the day their temple was attacked. Shortly after, her mother contracted an illness and passed on.

Unable to continue living in solitude, Tolle set out to continue the way of life she had been accustomed to before: moving from town to town taking on odd jobs. Really, she did this because she was sick of hiding. She'd lost both of her parents and didn't want to be alone. She loved her powers and wanted to show them to the world! The only way to do so was to defeat Baelisar and stop the Dark Movement. So, on her travels, she's kept her eyes out for allies, but she's still suspicious of everyone she meets. By the age of twenty-six, she's become accustomed to being a solo act.
Other: She wears an eye patch over her right eye, of course, but she also has a tattoo of a lightning spiraled around her upper left arm.
Played By: Emmaleth

Emmaleth

Omnipresent Fairy

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