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The Legend of Zelda: Hearts of Darkness [Story-READY!]

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Jaxaelin

PostPosted: Mon Mar 13, 2006 5:36 pm


Table of Contents
Post 1: ToC and Introduction
Post 2: Rules
Post 3: List of Temples, artifacts, and songs
Post 4: Races




-Introduction-
"Peace will again reign in Hyrule... for a time."

It has been thirty years since Ganondorf was sealed into the Sacred Realm by the power of the six sages, and the Princess, Zelda, spoke those fateful words.
Unfortunatley, that time of peace has begun to wither away. Not by Ganondorf, but by something else. Something much more sinister. The forces of evil this time around are not monsters, but Hyrule's own people, of every race. When someone is taken by these beings, they reappear very soon, but amongst the ranks of evil, amongst those they have sworn to fight against.
However, there is still hope. Deep in the temples of the sages that Link had awakened so long ago have a secret, that only those with the proper ability can obtain. The Artifacts of Power.


The Corrupted
The dark forces of Hyrule's people have simply been came to known as The Corrupted. Thier most powerful abillity lies in the power to corrupt those who are captured, turning the victims into soldiers, fighting against their family and friends. The members of the dark forces look like every other member of their race, except for a few striking differences. They all have a black gem affixed to their forehead, which is believed to be the source of their corruption. They all have dark purple markings on their faces, which differ from person to person, and no two of the Corrupted have the same facial markings. However, every member of this dark army has one feature that remains uniform. Their dull, lifeless eyes, which are a deep red color, not unlike the color of blood.
PostPosted: Mon Mar 13, 2006 5:37 pm


Post 1: ToC and Introduction
Post 2: Rules
Post 3: List of Temples, artifacts, and songs.
Post 4: Races



RULES:
1. You know the drill. No godmoding, auto-hitting, etc. Pretty much expected.
2. Try to be as literate as possible. I don't care about the occasional typo or so, but if your spelling/grammar errors are consistent, I'm going to bug you about it, and if need be, ban you.
3. Try to stay away from one-liners. I know we all get writer's block, but try to get out a few sentences. I KNOW you can do it. ;D
4. The geography of the RP will be Hyrule in the Ocarina of Time. The temples will also be the same. If you haven't played Ocarina of Time, you should, because it's the best game ever created by man. That, and it might be a bit hard to follow, but if you really need to, ask, or google/wikipedia it. You cannot be any of the game characters. I'll act out the sages when the time comes.
5. YOU CANNOT BE A SHEIKAKAH. I've nothing against them, but if I let one person be one, everyone will. They're supposed to be all dead anyway, so no.
6. The chosen wielder of each artifact does NOT have to be the same race as the sage. For example, the chosen of water does not need to be a zora. But let's try to keep it logical. A goron can't be the chosen of water because goron's cant swim. More info on that stuff later.
7. I really don't much care about swearing, but if it bugs someone else in the RP, they're welcome to say so, and I'll ask you to tone it down a bit.
8. I'm fine with romance. It's all natural, and expected. But, if it comes to the point where you and your partner are needing to kiss/swoon every post, then I'm going to ask you to take it to the PMs. I really don't have much tolerance for the gooey stuff. Keep it simple.
9. Absolutley NO harrassment/flaming allowed, in or out of character. I really don't care about your squabbles/alliances, so keep it out of the thread. Take it elsewhere, anywhere, just not here.
10. Lastly, and most importantly, HAVE FUN! I want to have a good time for all with this, so let's keep it fun. : D

Jaxaelin


Jaxaelin

PostPosted: Mon Mar 13, 2006 5:38 pm


Post 1: ToC and Introduction
Post 2: Rules
Post 3: List of Temples, artifacts, and songs
Post 4: Races


THE TEMPLES

The Forest Temple
Sage: Saria, of the Kokiri. Link's childhood friend.
Artifact: The Pendant of Life - a leaf-shaped pendant, it grants its user superior healing and communication with nature.
Ability Required: Natural Magic, the ability to heal, and to revive small animals/plants.


The Fire Temple
Sage: Darunia, of the Gorons. The 'Big Boss' of the gorons, and Link's sworn brother.
Artifact: Volvagia's Tear: A ruby red stone in a pure gold braclet, fabled to have produced by the dragon itself. Grants the wearer the power of extreme stregnth.
Ability Required: Fire Magic, the ability to withstand EXTREME heat (and I mean extreme).


The Water Temple
Sage: Ruto, of the Zoras. The princess of the zoras, and Link's "fiancee." (or so she thinks)
Artifact: The Diamond Scale: Appears to be a 'scale' of the Zoras, grants the user the ability to withstand extreme water pressure and breathe underwater.
Ability Required: Water magic, the ability to purify water and to move in it at will. (think iron boots, without the boots)


The Shadow Temple
Sage: Impa, of the Sheikakahs. Zelda's caretaker who raised her from a small child.
Artifact: The Tunic of Shadow: a wispy, black tunic that seems to be made out of darkness itself. Grants the user the ability to phase through walls and contact the dead.
Ability Required: Shadow magic, eyes that can see the truth, sensitivity of the dead's spirits.


The Spirit Temple
Sage: Nabooru, of the Gerudo. Second in command of the Gerudo theives.
Artifact: Sword of Spirit: A curved blade with the Spirit Emblem and an orange gem on the hilt. Can be used to create an elemental attack of the user's choice.
Ability Required: All elemental magic, strong and optimistic spirit.


The Temple of Time(light temple)
Sage: Rauru, of the Hylians. Awakened Link after he spent seven years sealed in time in the Sacred Realm.
Artifact: Esscence of the Gods: it really isnt an object, but more of a contained spell (like Din's Fire), that, when activated, unleashes an insanley powerful light spell that engulfs everything nearby and heals allies. However, it can only be used every so often, as it takes up alot of energy.
Ability Required: Light Magic, A pure heart, the ability to purify the corrupted (person of this ability does not know they have it until the time comes)




SONGS
You don't need an ocarina to use these. You can have any instrument you wish, but try to keep it portable, I really can't see anyone dragging around a cello or basoon. And certain instruments, like the Deku pipes, Fishbone Guitars, and Bongo Drums can only be used by one race.


Effect Songs
Goron Lullaby - Causes any nearby Gorons to fall asleep (only a goron may learn this)
Saria's Song - Allows the user to contact Saria, tends to lift people's spirits (only a Kokiri May know this)
Scarecrow's Song - Calls Pierre the scarecrow to designated spots (only those who have spoken with Bonooru the scarecrow at Lake Hylia may learn this)
Sonata of Awakening - Song of the Deku royal family, awakens any sleeping person nearby (only a Deku may know this)
Song of Healing - It heals, works best for curses and magic
Song of Storms - Causes a thunderstorm
Song of Time - Opens the door of time in the Temple of Time, causes various effects if played near the emblem on the Door of Time (only members of the Royal family and the chosen of light may know this)
Sun's Song - changes night to day, or day to night, depending on when it's played
Zelda's Lullaby - Causes various effects when played near the crest of the Royal Family, proves connection with the royal family (only those with a connection to the Royal Family may know this)


WARP SONGS
Each warp song may only be known by the respective chosen of each element.
So, only the chosen of forest may know the Minuet of Forest, etc.


The Minuet of Forest - warps the user to the Sacred Forest Meadow, in front of the Forest Temple

The Bolero of Fire - Warps the user to Death Mountain Crater, in front of the Fire Temple

The Serenade of Water - Warps the user to Lake Hylia, above the Water Temple (it's underwater)

The Nocturne of Shadow - Warps the user to back of the Kariako Graveyard, in front of the Shadow Temple

The Requiem of Spirit - Warps the user to the Desert Colossus, in front of the Spirit Temple

The Prelude of Light - Warps the user to the Temple of Time, near the entrance
PostPosted: Mon Mar 13, 2006 5:39 pm


Post 1: ToC and Introduction
Post 2: Rules
Post 3: List of Temples, artifacts, and songs
Post 4: Races



THE RACES


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The Deku
The Deku are small, tree-like people who live in areas of heavy forest or swamp. They are short, most grow no larger than four feet tall. They vary in appearance, and appear to have hair and clothes made from flowers and leaves. A deku may or may not have a fairy companion.
Strengths: Can launch from large, pink flowers to fly for short periods of time, very light, can hop across water and even walk across some traps without triggering them, and certain surfaces that will sink when any other weight is placed on them.
Weaknesses: As they appear to be made out of wood, they are EXTREMELY weak against fire attacks. They also aren't very powerful in terms of stregnth.


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The Gorons
The Gorons are the rock-eating people who inhabit mountainous/volcanic regions. They are about the same height as Hylians, but are much stockier and heavier. Known for crafting bombs and blades.
Strengths: Have a very high tolerance for heat, they can even walk in lava, so long as it doesn't cover their heads. Can curl up into a ball and roll at high speeds, which can be used for offense and defense. Very strong physically.
Weaknesses: Because of their weight, Gorons cannot swim and sink immediatley in water, which causes them to avoid water at any cost. They can wade in water, but only as far as their heads. They are slow on their legs, and dont have much control while rolling. Cannot attack very quickly.


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The Gerudo
The Gerudo are a race of master theives who live in the desert. They consist entirely of women, with only one man being born every 100 years. They tend to view males as lower than females. NOTE: If you choose to be a Gerudo, you're going to be a female. It hasn't been 100 years since
Stregnths: They are very similar to Hylians, and therefore have a similiar adaptability, and be almost anything, but they prefer and are more suited for theives. They can move very quickly and silently, if needed.
Weaknesses: Although they are more agile than Hylians, they are slightly weaker in terms of strength and defense. They also tend to be stubborn.


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The Hylians
The Hylians are Hyrule's equivalent of Humans. They are identical to humans, with the exception of their long ears.
Strengths: Hylians are exremely versitale. They can be mages, warriors, thieves, or more. They have no glaring weaknesses and can use almost any weapon.
Weaknesses: The Hylian's main weakness is their lack of a strength, and the lack of racial abilities. They're pretty normal, one could say.


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The Kokiri
The Kokiri are a strange race. They are completely identical to Hylian children, except for one crucial aspect: they never grow up! They live in the Kokiri Forest, where they are told that if they leave, they will die. Most Kokiri stay in the forest out of fear for this, but a few brave souls have left the forest and lived. They are always followed by a fairy companion.
Strengths: The Kokiri are small and quick, and have more energy than adults. They can fit into small spaces, as well as master a variety of weapons. They excel at ranged combat, with the help of their fairy friends.
Weaknesses: The Kokiri are small, and often not very strong. They also, having the bodies of children, are treated like children even though they may be older than most. Some are accompanied by immaturity to complete their appearance.


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The Zoras
The Zoras are an aquatic race, living in either large rivers or oceans. They are tall, usually taller than most Hylians, and usually thin. They are excellent swimmers and are known for their various crafts.
Strengths: Zoras can breathe and move freely underwater, even walking on the bottom floor. They can use an attack which surrounds their body with electricity, causing damage by contact. They can use the fins on their arms as weapons as well.
Weaknesses: Zoras are somewhat slow and not agile on land at all. They can only use their electric attack underwater. Being creatures of water, they are weak against fire, ice, and electric attacks. They also have a very low tolerance for heat and fare badly in dry places.

Jaxaelin

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