1000 years ago a calamity rained from the heavens; a cataclysmic being whose only desire and drive is death and destruction. Millions of human lives were lost at the hands of this goliath's terrible power, and countless more will die if nothing is done. The people of Ivila look to a select few; they look for hope in Summoners' strength. The only hope for the future and the destruction of the evil that threatens the world, is the The Esper of Light. Only with the strength of the Esper of Light can they seal the goliath away for good, and only by banding together will the Summoners of Ivila have a chance of reaching Gaia's Horn, the grand alter where the Final Summoning may be preformed; yet these summoner's are not yet aware of their destiny. . . their truth strength wanes until thier will to fight is born.
* * *
You are a citizen of Ivila, a grand and lush continent in a world of myth and spellbound wonders. The continent is divided into five nations as well as a myriad of unidentified villages, cults, abbeys, ruins, or ports. Most stuctures including castles and some homes and shops have been standing for incredible lengths of time; built by ancient Summoner civilizations. As such, much of the continent's architecture both standing and ruined share a similar concept in design [Mayan design elements mixed with romanesque stonework; perhaps with a persian art deco based on Summoner lore and culture.]
Nestled in the center of the continent expansive forests, lies Alexandria, a regal and wealthy castle, with a busy and prosperous town at it's base. Alexandria is renown for their military might and retain control of the largest amount of territory. Thier king, the revered and loved Altair Mahrah, is a proud and fair man, but an aged man. His heiress, refuses the stipulations of arranged marrage and so stubbornly renownes her claim to the throne. As a result, King Mahrah set his affairs in order through the aid of an all too trusted advisor, Prash Aulute. Prash is a loyal advisor, but sees his own bidding into the king's will more and more as the Kings ages.
To the north, following a winding river that connects the two, Serrucia is a mountainous yet still heavily forested region that adjoins the northern mountain ranges to the eastern ranges of Ghar-Urighan. Serrucia is a fast paced nation with cunning advances in magic, engineering, and alchemy; intelligent minds flock to Serrucia to take advantage of the many ether springs present in the region. Prime Minister Altana sees that foreign relations are kept at a plus, but increasing animosity between a righteous Altana and the wormtongue Aulute strains their alliances.
The eastern provence of Ghar-Urighan is an ancient and desolate city built into a hidden gourge. Little is known about the city, and seldom to people venture out. Some believe it is the last refuge of a dying summoner tribe but none have ever ventured within it's borders and returned to tell what they had discovered.
To the South of Alexandria is the Port city of Esta Ro Sol. The nation is a commerical hotspot for the continient as most waterways lead to or very near to it's spacious ports. Tourism is a flourishing buisness as guests flock to exchange the forested scenery for salty air, sand, and blue skys. Esta Ro Sol isn't a land ruled by ancient monarchal norms. An acting govenor attents to the day to day of politcal buisiness. A youthful, cunning, and notoriously hansdome man by the name of Reeve Talkoon is the current acting govenor.
And finally to the West, a young nation allied with Alexandria, Madeen is a smaller farming community carved out of the forest. Their citizens are hardworking, and resourceful and though young Madeen has positive outlook for the future. Building is commonplace as expansion begins to flourish. Madeen is still in transistion as far as government is concerned. They still pay taxes to Alexandria's coffers but an elected comitee serves for the bulk of decision making.
All these nations co-exist in peace as they are united against a common foe; an ever present threat, never seen but always dreaded. The Goliath chooses his target on a whim, but no nation has ever escaped a strike. He is born in the lifeforce of the world; and stews with malice and destruction; and once every other century his power awakens to wreak havoc again. It is only during the bedlam he appears; only during the bedlam can be be felled. The new cylce nears but far and few between, Summoners live in either close knit and secluded tribes or as hermits, alone in the wilderness. Still, one seeks to unite them; and bring an end to the Chaos. Success teeters on the edge of oblivion yet she aims to prevail and to trust what wisdom has passed to her...
Gaia Breach
../'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''..Rules & Regs: We all know the do's and dont's; god-modding, flaming, etc.
There is a lot of creative freedom in this game. Summoners; your summons can literally be anything you want them to be so I'm eager to see what everyone comes up with. Simply paste the additional fields set aside for defining your Summon below to the bottom of your character sheet.
+ Post Character at the bottom of Gaia Breach Character Sheets.
+ OOC posts and discussion ONLY in this thread.
+ A seperate thread of the same name will be made in the Roleplay Sub-forum when the RP is ready to start.
+ Find me on Skype or send me a PM with questions. [inMadness]
''................................................................................................................./''
[CLASSES]
Summoner: Draw on the worlds energies to call forth powerful allies from the nether-realm. Summoners can have any combination of amateur fighting and magical skill-sets, but must focus their own actions around the use of their summons.
{Summons}
All summoned creatures, whether Djinn, Esper, Eidolon, or Avatar, have inherit combat ability not defined by their skeleton; what you actually want the summon to look like, [humanoid, beast/creature, flyer, spirit, elemental, or any combination of these] will determine what sort of natural ability they possess [this includes weapon mastery]
Djinn - Are typically grand in stature and possess immense physical power; These Djinn use pure strength or agility to defeat their foes and protect their summoners. Though their attacks can be imbued with elemental energy, they cannot attack from a distance without the use of a projectile weapon either summoned with them or supplied later by the summoner.
{Name}:
{Class}: Djinn
{Element}:[Lightning, Ice, Fire, Wind, Earth, Holy, Chaos, or Non-Elemental]
{Appearance}:
.{Type}:[humanoid, beast/creature, flyer, spirit, elemental, etc.]
{Gambit}:[How does this Djinn behave in battle?]
{Skills}:[Create up to three attacks/techniques that this Djinn can preform based on their Element and Gambit.]
.{S.a: }
.{S.b: }
.{S.c: }
Espers - Benevolent and mystical creatures. They typically assume the form their summoners find most soothing, gentle, or protective and possess great ability over the lifeforces of the world. As such, they can heal mortal wounds, bolster the physical or mental strength of their human allies, and through gifted summoners, even reverse death.
{Name}:
{Class}: Esper
{Divinity}:[Healer or Buffer]
{Appearance}:
.{Type}:[humanoid, beast/creature, flyer, spirit, elemental, etc.]
{Gambit}:[How does this Esper behave in battle?]
{Skills}:[Create up to three spells/techniques that this Esper can preform based on their Divinity and Gambit.]
.{S.a: }
.{S.b: }
.{S.c: }
Eidolons - Incredibly inteligent and wise beings with unrivaled mental ability. They can cast a variety of elemental magics that serve to strike foes from a distance; though their abilities are incredibly powerful, their statures are not, and so are not apt at close-range combat and best serve summoners traveling with companions.
{Name}:
{Class}: Eidolon
{Element}:[Lightning, Ice, Fire, Wind, Earth, Holy, Chaos, or Non-Elemental]
{Appearance}
.{Type}:[humanoid, beast/creature, flyer, spirit, elemental, etc.]
{Gambit}:[How does this Eidolon behave in battle?]
{Skills}:[Create up to three attacks/techniques that your Eidolon can preform based on their Element and Gambit.]
.{S.a: }
.{S.b: }
.{S.c: }
Avatars - Mythical beings that live in the mortal realm along side humanity. Most are elusive and agrressive towards people, but in rare instances shine their favor on unique summoners. When a Pact is formed, summoners gain the ability to possess the body of their Avatar in order to utilize their abilities from a safe location. Their abilities can focus on physical, healing and buffers, or magical skills but must choose one skill set to focus on. i.e., like Djinn, Espers, and Eidolons, Avatars have only one skill-set type.
{Name}:
{Class}: Avatar
.{S. Set}:[Physical, Healing, Buffing, or Magic]
{Element}:[Lightning, Ice, Fire, Wind, Earth, Holy, Chaos, or Non-Elemental]
{Appearance}
.{Type}:[humanoid, beast/creature, flyer, spirit, elemental, etc.]
{Gambit}:[How does this Avatar behave in battle?]
{Skills}:[Create up to three attacks/techniques that your Avatar can preform based on their Element and Gambit.]
.{S.a: }
.{S.b: }
.{S.c: }
{Non-Summoning Classes}
Knight: Mounted soldiers with advanced melee combat training. Skills focus around close range combat
{Equips}: Swords, Lances
Dark Knight(or Chaos Knight): Rare Knights who, either through natural ability, or torturous training, are able to wield Choatic abilities.
{Equips}: Swords, Relic
Rogue/Pirate: Deviant masters of stealth and subtrefuge who bend the law to earn their living.
{Equips}: Daggers, Shortswords
Assassin: Masters of the silent kill. Loyal only to themselves and the highest bidder.
{Equips}: Hidden Blades, Poison
Mage: Callers of the arcane arts; wielders of elemental magic. [Lightning, Ice, Fire, Wind, Earth, Holy, Chaos, or Non-Elemental]
{Equips}: Relic, Rods
Cleric: Divine healers calling on the world's energies to heal mortal wounds.
{Equips}: Relic, Staves
Sniper: Agile and skilled archers specializing in felling distant targets.
{Equips}: Bow and Arrow, Hand-bombs
Fighter: Stout footsoldiers with overwhelming strength. Skills focus on close range combat
{Equips}: Axes, Hammers
Character Skeletons:
{Summoner}
[Basic Info]
Name:
Age:
Birthday:
Appearance:
Personality:
Back Story:
{HomeTown}:[Ghar-Urighan, Esta Ro Sol, Madeen, Alexander, or Serrucia; these are the cities with the largest populus or noteriety. Players are not barred from originating smaller villages.]
[Battle Info]
Class:[Summoner, Knight, Rogue/Pirate, Assassin, Mage, Cleric, Sniper, or Fighter]
{Summons}:
{Skills}:[Create up to three skills/abilities that your character can preform other than Summoning]
.{S.a: }
.{S.b: }
.{S.c: }
-----------------------------------------------------------------------------------------------------------------------
{Non-Summoner}
[Basic Info]
Name:
Age:
Birthday:
Appearance:
Personality:
Back Story:
{HomeTown}:[Ghar-Urighan, Esta Ro Sol, Madeen, Alexander, or Serrucia; these are the cities with the largest populus or noteriety. Players are not barred from originating smaller villages.]
[Battle Info]
Class:[Summoner, Knight, Rogue/Pirate, Assassin, Mage, Cleric, Sniper, or Fighter]
.{Weapon(s)}:
{Skills}:[Create up to six skills/abilities that your character can preform based on Class]
.{S.a: }
.{S.b: }
.{S.c: }
.{S.d: }
.{S.e: }
.{S.f: }
POST CHARCTER BIOS IN Gaia Breach Character Sheets;
PMing the thread creater is not nessacary in this instance
PMing the thread creater is not nessacary in this instance
