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Etansel's Tears(Accepting Auditions)

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Jeimuzu Kuro
Crew

PostPosted: Thu Sep 30, 2010 8:52 pm


Legend of Mana : Etansel's Tears

{{Cue: Etansel Theme

Nine centuries ago, the Mana Tree burned to ashes. The power of Mana lived on inside Mana stones, enchanted instruments, and artifacts. Sages fought with each other for control of these last remnants of Mana.

Then, after hundreds of years of war, as the power of Mana began to wane, those who sought it grew scarce, and the world returned to peace.

After that, mankind grew afraid to desire. Their hearts filled with empty emotions, and grew estranged from my hands. They turned their eyes away from my infinite power, and were troubled by their petty disputes.

Remember me!
Need me!
I can provide you with everything!
I am love.
Find me, and walk beside me.


Contents
History
Rules
Questions and Answers
Magic Logistics
Terms to Know
Character Lists
Updates
Story so Far

 
PostPosted: Sat Oct 02, 2010 11:31 am


History

This roleplay, takes place in the mystical land of Fa'diel approximately 150 years before the game Legend of Mana, As such, direct knowledge of the game itself is not required, though of course it is helpful. This story is based solely off of the Jumi Arc.

Since the Dawn of Time, their has been a race of beings known as the Jumi. Beings who's very souls are contained within the jewel cores embedded in their chests. So long as the core remains undamaged and intact, a Jumi can live forever. Due to the sheer size and value of their precious cores, humans and other races have coveted them. The Jumi were hunted down and mercilessly killed for their cores, which humans sold and used as jewelry without regard for the life they had taken. Despite their being hunted though, the Jumi were known as the healing race, willingly crying tears of healing to help the other races in an effort to preserve themselves.

Eventually, after countless years of persecution, the Jumi disappeared, all of them gathering together in the secret bejeweled city known as Etansel, hidden within the Duma Desert. Humans were never allowed within the city walls, and the Jumi believed they could finally live in peace. However, their freedom came at a cost...

The Jumi race changed, slowly but surely losing the ability to cry their healing tears. Some speculate, it was because there was no longer the need for them because they did not need to try and preserve themselves. However, there is no proof to that theory.

In the city of Etansel, the only Jumi who is still able to cry tears of healing, is the Clarius, the symbol of hope for their entire race named Florina. In order to protect themselves from the outside world, A Guardian is forbidden to leave the city without the escort of a Knight

It is said that one who sheds tears for a Jumi shall be turned to stone... This legend is to discourage interaction with Jumi... However, there are rumors that it is true...
 

Jeimuzu Kuro
Crew


Jeimuzu Kuro
Crew

PostPosted: Sat Oct 02, 2010 12:04 pm


Rules


I. Follow Gaia ToS, Guild Rules, and all General RP Information. The person in charge of this rp is me, Jeimuzu Kuro, if I have anything to say to you, you will listen.
II. No Godmoding. I shouldn't even have to mention this since you're in the guild, but still it shall be said. Godmoding includes, auto-hitting. Auto-dodging, killing off another player's character without consent, controlling another person's character without consent etc.
III. Please be literate or semi-literate. Again, since you're in this guild this should yet again be a given.
IV. Stay in Character, if you are not acting as your profile's personality dictates, you will be warned only once.
V.All profiles will be posted in the RP Audition Thread of the Non-KH Roleplaying Forum, using the appropriate format given in the Etansel's Tears Profile Thread.
VI. Have fun, but be active. Aside from the main flow of the plot this story is pretty open ended.  
PostPosted: Sat Oct 02, 2010 3:07 pm


Questions and Answers


Do I need to know about Legend of Mana to join the rp? No, this story takes place approximately 150 years before the story of Legend of Mana, there are no artifacts, no areas to be created. They all already exist. I will be providing a list of places and a basic description of them.

How does Magic work? Magic is invoked through musical instruments, Each instrument has one spell and a specific firing pattern. A list of those will also be included, as well as the elements. The instruments are small hand sized instruments and can be anything from a drum to a flute. However, I am setting the limit at four instruments per person.

What about Special Abilities? Special abilities, are unique attacks that can only be unleashed at times of great need or critical moments in battle(Limit Breaks) I am also setting a limit of four for them. If you are having difficulties thinking of special techniques for your weapon, click here and click on the link to download and print special techniques.

What about weapons? Jumi knights of course carry weapons, while it is unorthodox for Guardians to possess weapons as well, I will be allowing it.

Do they have to be weapons from the game? I want to say yes, but that spoils the creativity of the roleplayers. So any weapon, as long as it is a period weapon(medieval like) is appropriate.

Can I dual-wield? As long as the weapons size and shape allow it then yes. Example : swords, knives, axes, etc.

Can I use more than one type of weapon? No, because the special techniques are specifically derived from the weapon, I will not allow that.

Are Jumi the only race we can play? While I prefer if most of the characters are Jumi, I will also allow humans and anthropomorphic animals most likely though, they will be core hunters.

Are there summons? No, however, you can have a pet.

Can we roam the world? As humans, certainly. As Jumi you may as well. However, if you are a Jumi Guardian, you must be accompanied by a Knight, preferably your partner if you have one.

If more questions arise then I will be sure to post them here. But for now this is all that I can think of. If you have read this, put the word "Shining" at the top of your profile.  

Jeimuzu Kuro
Crew


Jeimuzu Kuro
Crew

PostPosted: Thu Oct 21, 2010 10:18 pm


Magic Logistics

As I stated, people may have up to four spells. These spells can be whatever your imagination wills them to be. However, there are logistics that you must obey.

1. Do not make them overpowered, I do not want to see spells that blow everything to oblivion or anything like that.

2. All spells must pertain to an elemental spirit and must make sense for that spirit. The list of spirits are as follows:

Wisp - Light
Shade - Darkness
Salamander - Fire
Dryad - Wood
Aura - Metal
Djinn - Wind
Undine - Water
Gnome - Earth

3. Spells can be in any of these elements, Anything lightning based will be derived from Djinn, and anything Ice will be derived from Undine.

4. All Jumi must have at least one of their spells be of the Gnome element. Due to their affinity to stones through their cores.

5.All spells must have a set firing pattern. Once set the pattern cannot be changed. The longer a spell is held before being casted the bigger the firing pattern is in terms of it's range and effectiveness, The maximum length and width for any spell pattern is 15 feet unless otherwise specified. The firing patterns are as follows:

Line Fire - Spell fires in a straight line in front and behind you. The width of the spell is set at 3 feet and the maximum range is 15 feet.

Fan Fire - Spell fires in a fan pattern spanning out from the caster and expanding in a fan like formation.

Circle Fire - Spell erupts in a circle around the caster. Encompassing a total diameter of 15 feet in the spell.

Donut Fire - Spell fires in a donut shape. Shape is 3 feet wide forming 5 feet around the caster and forming the donut shape around them. As such, enemies that are directly in front of the caster will not be effected by the spell.

Diagram: ( ( o ) ) The o is the caster and the parenthesis represent the firing pattern.

Random Fire - Three circle fire patterns form in random places each 15 feet in diameter, there is no control over where they appear though, as such, the range is extended to a circular area of 40 feet.

5. Spells do not involve summonings of any kind, neither animal or spirit. If you have read this please put the word "Jewel" on the top line of your profile.
 
PostPosted: Sat Oct 23, 2010 4:33 pm


Terms to Know

This is a list of useful terms that you may or may not be familiar with that are relevant to the rp. I will be adding more if it becomes necessary.

Clarius - The highest stratum of the Jumi race. The Guardian of the Clarius is the figure head of the entire race.

Lucidia - The second highest stratum of the Jumi race. The Guardian and Knight of the Lucidia are the ones who are actually responsible for making the decisions regarding the city.

Clod - The lowest stratum of the Jumi race. In the Jumi race, to call someone a clod or dirt is a rather strong insult.

Core - The gem that is embedded in the Jumi's sternum. Without the core the Jumi dies, left undamaged and intact, a Jumi can live forever. If a core is damaged the only thing that can repair it is the healing tears of the clarius, otherwise eventually the Jumi will die.

Wisdoms - The seven wisdoms of Fa'diel, were called by the Mana Goddess many years ago, they exist in a physical form and offer guidance, insight, and revelation to those who they see fit to give it to. They are responsible for ensuring the balance of the world is maintained.

More will be added later if it becomes necessary.
 

Jeimuzu Kuro
Crew


Jeimuzu Kuro
Crew

PostPosted: Thu Nov 11, 2010 5:10 pm


Locations
The different places of the world of Fa'Diel.

Geo
- A city of mages, with Arabian architecture. However, that doesn't mean that the people itself are Arabian. Young students travel to Geo from around the world to study magic.
Lumina- A city of eternal night. Famous for it's lamps and dudbear inhabitants. English style architecture built in castle shaped levels.
Polpota Harbor- A port city, famous as a vacation spot. Has unique seashell architecture.
Luon Highway- A highway connecting all of the major cities. Worn into the mountain paths. Location of the Wisdom Gaeus
Gato Grottoes- Home to the temple of healing, a cliff town carved into mountain face with the temple of healing at the top.
Mindas Ruins- Ancient ruins of the past, a very Mayan style temple located at the center of the ruins, buried deep in the Jungle.
Jungle- A deep jungle surrounding the Mindas Ruins, Home of Wisdom Rosiotti as well as faeries.
Junkyard- Located near Geo, The Junkyard is comprised mostly of broken dolls used as Golems during the Human vs. Faeries wars.
Lake Kilma- A beautiful lake enclosed by soaring mountains, It houses the Gorgon, whom the faeries believe to be the Master of the Lake. Home of Wisdom Tote.
Ulkan Mines- Home of Cave Dwelling Dudbears. The caves span for miles possibly connected several locations of Fa'diel.
Duma Desert- A vast desert, spanning for miles.
Norn Peaks- A vast mountain range, home of the Windcallers who are the dragoons of the Dragon of Wisdom Akravator.
Fieg Snowfields - A vast field of snow, Home of the Ice Witch, Crystalle.
Madora Beach- A beautiful beach with white sand spanning for several miles along the coast and broken into coves by systems of caverns, possibly connected to Mekiv caverns.
Tower of Leires- The last remaining Mage Tower of old, the Moon's Mirror at the top of the tower was used to see into the past.
Mekiv Caverns- Limestone caverns that was obviously created through years of erosion by water.
 
PostPosted: Thu Nov 11, 2010 5:23 pm


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Jeimuzu Kuro
Crew


Jeimuzu Kuro
Crew

PostPosted: Thu Nov 11, 2010 6:35 pm


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PostPosted: Thu Nov 11, 2010 8:21 pm


???
 

Jeimuzu Kuro
Crew

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