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Fable 1: A New Chapter [Open]

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KoolKat94
Captain

PostPosted: Tue Dec 08, 2009 7:47 pm


If you are not familiar with the Fable series, it's about a young child who has gone through some sort of misfortune. That child is then rescued and brought to the guild where he finds that he is part of a bloodline that wields great power. From there when the child grows older it decides whether he will grow to be a great hero, a commoner among others, or the most vile villain. This is decided through the actions of the person throughout their lives.
PostPosted: Tue Dec 08, 2009 7:56 pm


Alignment


Positively (top) and negatively-aligned Heroes.In Fable, a player's Hero has a measure of good or evil alignment based on the Hero's actions. Good deeds award good points, which produce a positive alignment, while committing evil acts adds evil points, producing a negative alignment. Killing monsters or saving villagers are acts of goods, whereas killing innocents, breaking laws, or abusing a spouse will accumulate evil points. Consuming certain foodstuffs can also affect the Hero's alignment; for example, eating tofu will earn the hero positive points, while eating crunchy chicks (because crunchy chicks are still alive) will earn evil points. The alignment affects not only the responses of non-player characters around the Hero, but also the appearance of the Hero himself. A Hero with a strongly positive alignment will feature a halo and a shaft of sparkling light above his head, butterflies fluttering around him and lighter features. An evil Hero emits a red haze from around his legs, draws flies, has glowing red eyes and grows horns.

KoolKat94
Captain


KoolKat94
Captain

PostPosted: Tue Dec 08, 2009 7:57 pm


Setting


Fable takes place in Albion, a patchwork of city-states with lawless stretches of plains and forest between them. Once called the Old Kingdom, the entire land was once led by an ancient royal bloodline, bestowed with the title of Archon. The first Archon's rule was peaceful and prosperous but the source of his power was an ancient and powerful sword that gradually began to corrupt him and, eventually, his entire kingdom. By the time the events of the game take place, the world has slowly deteriorated from the days of the Old Kingdom. One of the most prominent institutions of Albion is the Heroes' Guild. The Guild is a center of learning and training for Heroes, renowned mercenaries that are active in all parts of Albion. Heroes are hired as thieves, soldiers, guards, rescuers, and protectors; the Guild makes no moral judgment on the actions of its Heroes. Guild members learn melee and ranged combat, as well as a form of magic known as Will.
PostPosted: Tue Dec 08, 2009 8:05 pm


History [optional]


The Court


Reign of The Court
The history of Albion is one that is constantly reforged in revolution and blood. The earliest accounts of Albion are purely legend, stating that it was a place of beauty and tranquility. Then three came from The Void: the Knight, the Jack & the Queen of Blades. They became known as "The Court". They coveted Albion and demanded that all men bow down before them. When the people of Albion refused, The Court burned Albion until the earth was black and the air was choked with smoke. They demanded obedience a second time, only to be refused again. As their next of punishment, The Court raised the ocean into the sky and flooded the land. A third time The Court demanded that men worship them, promising to usher in an age peace and end misery. But the few remaining people stood strong against The Court, and refused a third time. So The Court twisted their minds, until brother slew brother, parents abandoned children and friend killed friend. Finally the people of Albion conceded, and bowed to the court. Thus the The Reign of The Court began, where the few people who survived (and their descendants) toiled for many years, erecting structures and monuments to glorify those who came from the void.

Birth of William Black
In the days where people suffered under The Court's cruelty, a humble blacksmith and his wife had a boy. They named him William Black, and he would become the key to Albion's salvation. Little is known about William's childhood, but as a grown man he amazed many with his powers of mind, by which he was able to protect his village and perform feats that a dozen other men could not equal. These acts came to be celebrated as The Powers of Will.

William eventually grew obsessed with overthrowing The Court and ending their tyrannical rule. One night when he was consulting an old and mysterious tome, he was suddenly transported into The Void. Here he met Jack, who was sat on a throne surrounded by ghastly figures. Jack attempted to enslave William with the powers of an ornate sword, but William fought back - stealing the sword and escaping safely out of the netherworld. The sword spoke to William, it called itself the Sword of Aeons, and promised to help him defeat The Court, but only if he were to offer up his soul in bondage. With the Sword of Aeons, William set off to find The Court.

Fall of The Court
William scaled the peak of Ruon (Albion's highest mountain) and challenged The Court to combat. The Knight of Blades was the first to appear, and with the Sword of Aeons, William destroyed him completely. Jack was the next to appear. They fiercely struck at each other, until William broke Jack's body. Jack escaped into the Void, to fight another day. The Queen was the last to appear. For weeks their battle raged across Albion. Mountains were raised and valleys were formed by their mighty blows. Finally William slew the Queen, freeing the people of Albion from their yoke. They acclaimed William, who took the title Archon, as their king.

The Kingdom


Rise of The Kingdom
With The Court vanquished, the Archon set his mind to unifying Albion into a great Kingdom. By this time his powers of Will were so great that the world seemed to reshape itself in accordance with his wishes. Cities were built in mere weeks and marvelous machines were constructed that ran on Will alone. Through a thousand years of peace, Albion reigned as the greatest center of commerce and philosophy that the world had ever known. This was their golden age.

Exodus of the Archon
Without any enemy to vanquish, the Archon's children, who called themselves Heroes, grew petty and cruel. They used their powers of Will, inherited from their father, to terrorize the people of Albion. A younger Archon might have stopped them, but his time in the Void and his battle of the Queen had infected his body and mind with a wasting illness. Faced with this decay, the Archon wrapped his body in gold mail and a royal blue cloak before seemingly vanishing from the land. Thus the corruption of the Kingdom began.

Corruption
With the Archon gone, Albion descended in anarchy. Three out of every four people were slain in the wars, or died from disease or starvation. Meanwhile, the Archon's many descendants vied for power and the kingship. These new rulers were not as kind as the first. Each passing Archon, fearful of coup, brought fresh tyranny to Albion. A giant wall was constructed around the city, to keep citizens in and undesirables out.

The Archon's personal guard, who were encased in armor from birth, enforced their harsh paranoia-driven decrees: no citizens allowed out after nightfall, every citizen must appear when an alarm bell is sounded and any who opposed the Archon's rule were killed along with their families. The people witnessed these cruelties from behind masks that signaled their status while concealing their fear.

Fall of The Kingdom
At the pinnacle of the Kingdom, where it had grown to its greatest extent, the Archon demanded the construction of The Spire - a giant tower used to focus all the Will power in the world, to grant the user a single wish. Just after The Spire's completion the sky was filled with a bright light, and all of Albion shook. In the morning the tower was gone and the Old Kingdom lay in ruins, all its inhabitants gone, except those who lived beyond the walls. Some argue that The Spire backfired, others say that The Spire actually fulfilled the wish of the user - to rid the Old Kingdom of corruption and start anew.

Darkest Times
After the fall of the Old Kingdom, the few villagers that survived fell into isolation. Distance bred suspicion, which grew into bloodshed. Villagers fought for food, land, livestock and fresh water. Soon, they were even fighting over women of child-bearing age. Mercenaries sold their sword to the highest bidder and fought in a series of petty squabbles. If they did not like the price being offered, they extracted payment by threatening villagers. The Fallow Wars begun, an age of darkness and blood, which would bring Albion very close to extinction.

Human scavengers poked through the ruins of the Old Kingdom, finding and trading objects they did not understand as mere trinkets. Eventually the forest grew over the ruins. It was as if the rich heritage of Old Albion had never existed. The population dwindled, and those who survived would wake each day to a darker world.

Then out of the east, hope arrived in the most unexpected of forms - a Bandit and mercenary by the name of Nostro. He pledged to bring peace and prosperity to Albion, once more.

The Guild


Rise of Nostro
In his youth, Nostro was a bandit and mercenary driven by an ambition to leave his mark on the world. He was, however, not without a sense of decency. He did not reach his potential, however, until he met a wise old man, by the name of Scythe. Scythe was a wraith of man, wizened and stern. He carried an ornate sword and shrouded himself in the now tattered royal blue cloak and tarnished gold armor worn by the first Archon. He seemed to appear out of nowhere and took a profound interest in Nostro.

Scythe saw in Nostro something more than a mere bandit. He sensed that Nostro unknowingly possessed the power that all the first Archon's descendants shared. Scythe hatched a plan: if he could properly guide Nostro, this bandit could achieve great things. He might even once again unite Albion and undo the damage done by William Black's children. And so Scythe began to tutor Nostro in how to be a leader of men.

Establishment of The Guild
Following Scythe's counsel, Nostro set about returning security and prosperity to Albion. First, he gathered men and women throughout Albion and founded the Guild, where they could train to become real Heroes. Meanwhile Scythe tutored Nostro in the ways of Will. Using his new found power, along with Scythe's sage counsel, Nostro forced peace on the warring people of Albion. However, any hopes of restoring Albion to its former greatness were in vain.

While the Guild was still taking shape, Nostro commissioned a number of other great creations. One of which was the Witchwood Arena, a giant Colosseum intended to be a venue for which anyone could settle disputes in public. At the same time, Nostro's blacksmiths forged a sword known as the Tears of Avo, patterned on reports of the Sword of Aeons, which had been lost with the Archon's disappearance.

Fall of Nostro
However, Nostro fell increasingly under the sway of a power-hungry courtesan named Magdalena. Eventually she corrupted Nostro to the point where the Arena was debased into a source of popular entertainment and the Heroes' Guild became nothing more than a house of mercenaries driven by a lust for profit and fame. These developments disgusted Scythe, who could only watch as Nostro and the Guild fell into disrepute. Finally he vanished, leaving Nostro to his fate.

Death of Nostro
Near the end of his life, Nostro could finally see how power had corrupted him, and how far short he had fallen from his youthful ideals. By then his followers and even his wife had long since abandoned him. Isolated, he was easy prey for an assassin who slipped poison into his food. Nostro knew that he was dying, so called on his old mentor Scythe, to sit vigil with him in his final hours. He died, in peace with himself, with dawn's first light. However, Nostro's spirit, discontent with the unheroic nature of his death continued to haunt the world, longing for a death that would fit his image.

KoolKat94
Captain


KoolKat94
Captain

PostPosted: Sat Dec 12, 2009 1:09 pm


Will Powers (magic)


Attack Spells
Attack Spells are mainly used to deal damage. The attack spells include:

Lightning
This spell creates an arc of pure energy which leaps from the fingertips of the caster to the target. Higher levels can deal more damage and strike more than one foe at a time.

Fireball
This creates a ball of fire in the palm of the casters hand, which can be sent hurtling towards a target when released. Higher levels of this spell can charge the fireball into a bigger more explosive ball.

Enflame
This spell blasts the area surrounding the caster with a wave of fire. Higher levels can achieve a more damaging wave that covers a larger area.

Battle Charge
This spell propels the caster forward at a great speed, smashing into any in his path, and blasting all nearby aside. Higher levels can travel greater distances and deal greater damage.

Multi Strike
This spell imbues the user's blade with the ability to strike multiple times with a single blow. Higher levels allow for more blows.

Divine Fury
This devastating spell channels the white-hot fury of the gods, into concentrated beams that hit within a certain radius. Higher levels increase the damage dealt.
(Available in The Lost Chapters only)

Infernal Wrath
This formidable, dark spell calls forth vortices of energy from the nether realms. A portal opens beneath each victim, draining their life into the underworld. Higher levels increase the damage inflicted.
(Available in The Lost Chapters only)


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Physical Spells
Physical Spells that mainly affect the Hero only, like enchancing a Hero's stength or abilities. Some of these spells can only be mastered by an evil or a good Hero. The physical spells are:

Physical Shield
Surrounds the caster with a protective sphere of energy that will absorb all damage at the expense of Will, until the caster has no Will remaining. The shield will be removed if the spell is cast again. Higher levels allow for absorption of more damage.

Berserk
This spell sends the caster into a hulking frenzy, increasing speed and strength, while conversely decreasing reason and civilised manners. Higher levels allow the caster to become even more powerful, and to maintain this state for longer.

Assassin Rush
This spell propels the caster through space in the blink of an eye. If a victim is targeted, the spell enables the caster to move behind this unfortunate instantaneously. Higher levels propel the caster even further!

Heal Life
(Only good Heroes can master this spell)
This allows the caster to trade in his magical energy for health. Health can also be passed on to non-hostile entities in the vicinity. Higher levels provide more health with each use.

Ghost Sword
This spell summons an ethereal blade from the netherworld to do battle on behalf of the caster.
Multiple levels increase the power and number of swords summoned.

Multi Arrow
Once this spell is cast, each arrow fired is magically transformed into a multitude of lethal projectiles, causing much greater damage. Higher levels generate even more arrows.
One can keep track of the number of shots the Hero has left using Multi-Arrow by counting the number of light motes swirling around them. Each mote represents a shot using Multi-Arrow.


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Surround Spells
Surround Spells are spells that do not affect the Hero, but things around him, like making time slower or turning an enemy into an ally. The surround spells include:

Force Push
This spell creates a powerful blast of energy which radiates out from the caster, sending nearby enemies sprawling. Useful when greatly outnumbered. Higher levels of the spell create a more damaging force.

Slow Time
This spell affects the very fabric of time itself: slowing everything around you to a crawl while leaving the user or caster immune. Higher levels allow the caster to maintain this state for longer, and bring the world nearly to a standstill.

Summon
(can only be mastered by good Heroes)
Summon wrenches a creature's soul from the netherworld to help the caster. If this creature kills another, it is replaced by the soul of the newly fallen victim. Higher levels allow the caster to keep the creature for longer.

Turncoat
(can only be mastered by evil Heroes)
This insidious spell manipulates the enemy's mind whilst the caster is close enough, gradually turning the target into an unwitting ally. Higher levels allow control of the victim's mind for longer.

Drain Life
(can only be mastered by evil Heroes)
A singularly unpleasant spell, Drain Life allows the caster to heal himself by sapping the life force of his enemies. Higher levels drain more from the victim with each use.
PostPosted: Sat Dec 12, 2009 1:13 pm


Weapons


Melee Weapon Variants
Longsword, Katana, Cleaver, Axe, Mace, Pick hammer, Great hammer,
Great axe, Great sword, Great mace.

Iron WeaponsIron Weapons are the weakest Melee weapon variant in the entire game. Usually made by Blacksmiths, they are fairly cheap and useful against Wasps, Beetles, and weak Bandits, although is a bad matchup against stronger monsters like Bandit Leaders, Guards, and Balverines.

Steel Weapons
Slightly better then Iron. These cost a little more than the Iron and tend to be better. One augmentation is allowed in each.

Obsidian Weapons
Obsidian Weapons are a middle class, with black metals. Apparently "Evil" in nature, although they do not affect the Alignment, these weapons are very deadly against many enemies. These are a good substitute for Master and Legendary weapons, should they be unavailable to you. Two augmentations are allowed in each.

Master Weapons
The final, and most deadly class of weapons commonly found in shops. While there might be some exceptions, these weapons will destroy practically anything that opposes you. Only the strongest monsters have some chance of standing against these weapons. They also have a tendency to burn holes in Heroes' wallets due to their extremely high cost.
............................................................................................................

Ranged Weapon Variants
Cross bow, Long bow

Yew WeaponsThese are the weakest and cheapest bows available. They can be used to pick off any enemies from a distance, though cracking the skull of a Bandit Leader or an Undead Soldier will require something made of much stronger wood.

Oak Weapons
Second weakest. These things will crack the more tough nuts, and skulls, and armor, and earth, and rock. They are also somewhat cheap, so they are an excellent sniping weapon.

Ebony Weapons
In the middle, these weapons are pretty useful. A sniping weapon that will come in handy. Don't rely on them when you're surrounded by deadly monsters, though.

Master Weapons
These are in the same class as the master weapons for melee combat.

KoolKat94
Captain


KoolKat94
Captain

PostPosted: Sat Dec 12, 2009 2:02 pm


Anouncements:


Chapter 1: The Child Hood
Dec12- ...

(Everyone must start out as a child in the guild for this chapter.
PostPosted: Sat Dec 12, 2009 2:03 pm


Chapter 1: The Child Hood

KoolKat94
Captain


KoolKat94
Captain

PostPosted: Sat Dec 12, 2009 2:17 pm


A small young lad pulled back on his arrow then released it. It didn't go far, well actually it went no where. Thud was new to the guld along with many other children from all over Albion. A man around the age of 19 walked up to Thud and patted his head. "It's OK Thud, you'll get it eventually," he said with a smile on his face. The man picked up a bow and demonstrated how to use it for about the 323 time to Thud.
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