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Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sat Oct 01, 2011 10:34 am
STOP RIGHT THERE, CRIMINAL SCUM!

You do not have permission to recreate/copy this role play under you name.
You do not have permission to edit/alter this role play and call the work your own.
If you wish to recreate this role play speak with me first.
 
PostPosted: Sat Oct 01, 2011 10:35 am
When man first emerged into the world of Chels, they were weak, inferior. Compared to the already existing creatures of the land, mankind was another insect and snack.

But mankind was stubborn, and refused to be at the very bottom of the food chain. It was through this stubbornness, the new species survived, but just barely. The outright refusal to die kept humankind alive, but only by a thread as stronger animals still dominated in power and number.

But, something happened. The Gods and Fortune smiled upon the humans, and the struggling species was granted an ability that would give them the advantaged they needed to grow, thrive, and expand.

Humans evolved to have extraordinary powers over various elements of the world. With these new powers and control, they divided and conquered the lands in their own unique ways.
Finally, humans started to climb the ladder.  

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sat Oct 01, 2011 10:36 am
Humans developed a variety of powers and controls over the elements of the world. These gifted people are known as Elemi.
While not all people are capable of these powers, there are enough Elemi in the world that they are not an uncommon. Roughly every one in four people are gifted, for Common Elemi. Uncommon Elemi are a bit rarer, at a ratio of one in ten.

Common Elemi
Water
Water Elemi have control and manipulation over water, in all it's forms. Liquid, solid, or gas, all forms can be controlled by a Water Elemi. Depending on location and personal talents, Water Elemi may have easier control over one form than another. Water Elemi can also change water's form by concentrating on the element.
Water is one of the many kinds of elements that cannot be 'summoned' by the Elemi. While they can extract water from plants, humid air, or even other liquids (which some Elemi have been observed controlling as if it were water), they cannot bring forth water when there is none present.


Fire
Fire Elemi have some control and manipulation over fire. Fire is a very difficult element, as it has a mind of it's own. If an Fire Elemi is not careful, they could easily hurt themselves, another, or let a large fire go loose with no control. Managing a flame is tricky, and it doesn't get easier the larger the flame is.
Fire is one of the elements that can be 'summoned' by Elemi. The source of their flames come from emotion, a passion that drives the Elemi. While their purpose for the flame may not be always related to their passion, having a strong drive helps bring forth flames. In turn, having no drive within their life makes summoning a flame harder.


Earth
Earth Elemi have control and manipulation over the ground and soil, otherwise known as earth. Earth is not meant to move, and is seen as a very stubborn element. The best way for an Elemi to use their power is to be just as stubborn and forceful with the element. Once a person has learned to move the earth, it's fairly easy to do so from then on. Softness (or hardness) of soil does affect how well an Earth Elemi can move. Only the most powerful, experienced, and trained Earth Elemi have been observed actually controlling metal (which is refined earth), and the feat was a struggle for them.
Earth is an element that cannot be 'summoned'. Though rare to be disconnected from, Earth Elemi have to be actually near earth in order to control it.


Air
Air Elemi can can control and manipulate air currents, either made by nature or made from themselves. The easiest element to master, due to it's lightness and fickle nature, Air Elemi can use air currents and wind to not only help themselves, but others as well. A steady breeze can keep a sip from being stuck in the water, or a strong enough force of wind can push an object around.
Air can be 'summoned' by the Air Elemi. Their abilities do not rely on current winds or breezes, as they can make their on should the need arise.


Nature
Nature Elemi have control and some manipulation over plant life. Much like earth, nature is one of the harder elements to control as the plants do have their own life force. Nature Elemi can move and use plants to their advantage, but controlling a plant and it's growth is a bit more difficult. It's easier to control a plant through tradition methods for most Nature Elemi.
Nature is another element that is not 'summoned'. Life cannot be made from thin air, therefore Natue Elemi cannot make plants appear when they have none around them.


Electricity
Electricity Elemi have some control and can manipulate over electrical currents. The fast and fickle nature makes the element very hard to control, and very dangerous. Attempting to control the element from nature is not only extremely dangerous but difficult as well, and can easily lead to disaster if not done correctly.
Electricity can be 'summoned', either from energy within an Elemi or high amounts of energy in the air. While no Elemi can make or bring forth a true or whole lighting bolt, they do have the ability to use small amounts of electricity. Most commonly, they're seen using their powers in coop with their fists or weapons.


Uncommon Elemi
Body
Body Elemi are people who have been gifted with the unique ability to heal and reverse damage made upon a human body, either on the Elemi themself or another being. Some people have reported Body Elemi reviving the dead, but this only works if the person had recently died from wounds.

Necrotic
Necrotic Elemi are seen as the opposite of Body Elemi. Rather than aiding life, they aid death. Necrotic Elemi can summon and contorl over spirits of the dead, and sometimes the corpses and skeletons. In turn, other Necrotic Elemi can place curses upon others to hinder one's health or abilities.

Psychic
Psychic Elemi are one of the rarer elemi, but are highly respected by the Juns and government officials. Psychic Elemi have the ability to read minds, manipulate another person's senses, or even see into the future. However, each Psychic Elemi only has ability. Not even the most powerful of these Elemi possesses all three abilities, and the determination of what ability a child may come to possess is impossible. The Psychic Elemi have also been noted to lack the ability of speaking to someone else within their own mind, thus making long distance communication stuck with only letters and notes.

Crimson
Crimson Elemi are a strange kind. By touching an object, a Crimson Elemi can turn any non-living object into an explosive. Objects turned into explosives are set off at the will of the Crimson Elemi. Unfortunately, this power is not controllable, so every object touched by the bare hand of a Crimson Elemi is set to explode. It has been proved, however, Crimson Elemi cannot set items that have been altered by other Elemi with their own abilities. As such, every Crimson Elemi is given a set of gloves from Fire Elemi, that resist heat, cannot be set, and allow Crimson Elemi to grab other objects at will without immediately setting them to explode.  
PostPosted: Sat Oct 01, 2011 10:37 am
The Dragons of Legend

Every Elemi knows the story of their Dragon of Legend. They are credited for making the Elemi, for better or for worse. Though dragons are a common creature of Chels, these particular dragons are revered like Gods by the people. And unlike they're less popular kin, they're extremely hard to find, even for the most experienced tracker.
Those lucky enough to find these dragons will quickly find they are not met with immediate savage hostility like most dragons. The Dragons of Legend show no hatred or violence towards mankind, and are seen as guardians and teachers to humankind. On the rare occasions they are found, the Dragons of Legend will offer aid to those who have found them, or lessons to help better the skills of Elemi. On even rarer occasions, the Dragons of Legend will also grant a gift of power to those they deem worthy of it - The Ascension.
The Ascension is when the Dragons of Legend willingly share their own blood with an Elemi, thus granting the Elemi a great boost in their power, and extending their life by hundreds of years, depending on the amount of blood shared. While a great honor, the Ascension also turns an Elemi less human. In most recorded cases of Ascended Elemi there are changes to the physical appearance, commonly their eyes, teeth, or skin tone. More severe cases, caused by being given more blood, could result in change of anatomy, such as sudden wings, scales, or claws. Because of the drastic change Ascension has upon Elemi, it is rarely ever given. Those who are blessed enough to receive such a gift are highly revered among society.

The Dragon of Water
Melkore is perhaps one of the more gentler spirits among the dragons. She has been known as a great sympathizer to all of humankind, and has become something of a saint amongst fishermen and sailors. However, should she be mistreated, Melkore is quick to react with the wild violence seen in dragons.
Lesson Requirements: No test upon meeting; Views the lucky act of finding her as she travels across the seas as the test.
Theme of Melkore.
Dragon Size: Huge


The Dragon of Fire
Atma has been observed to be one of the quieter and more serious personalities with the dragons. With a long life and history, she has become an observer to the world and humanity's growth, and holds a great value to honor, though she does not place honor as the most important thing in the world.
Lesson Requirements: Judgement of character; Those who work to better the world around them pass, those who seek to better themselves fail.
Theme of Atma.
Dragon Size: Small


The Dragon of Earth
Jargon is a typical brute; Simple, strong, and loud. In the debate of Brains versus Bronze, he's a strong supporter (and example) of Bronze. While not one of the most brilliant amongst his legendary brethren, Jargon's superb strength is highly valued.
Lesson Requirements: Sends potential students up into the air via earth pillar, and then causes the pillar to crash. Those who survive receive lessons.
Theme of Jargon.
Dragon Size: Medium


The Dragon of Air
Gramzon has been known to be whimsical and childish at heart. Playful in nature, he's a relaxed individual when it comes towards life. Very rarely is he upset by things, though he seems to have a bit of hatred towards humans who try to achieve flight through unnatural means.
Lesson Requirements: Managing to touch Gramzon grants lessons. However, he is a killed flier and will use his abilities to knock back potential students to keep them from making contact.
Theme of Gramzon.
Dragon Size: Huge


The Dragon of Nature
Burx is quiet and shy individual, and an extremely rare find. Typically he spends in his time lost in the forest purposely moving the plant life to conceal himself, even when in the company of others.
Lesson Requirements: Potential students are left standard in the middle of the Feykro Forest, and given a strict amount of time to find and reach civilization. Success leads to lessons, failure leads to an immediate repeat of the test.
Theme of Burx.
Dragon Size: Medium


The Dragon of Electricity
Arboth is a trickster at heart. With the gift of electricity, its easy for him to surprise people. Despite his childish behavior, Arboth is also quite intelligent. He just enjoys a good laugh over a good debate.
Lesson Requirements: A trickster at heart, Arboth wishes to only see a well thought out and funny prank played upon someone (even if its himself).
Theme of Arboth.
Dragon Size: Large


The Dragon of Body
Pronttikor is a quiet and kind soul. A renowned healer to all, she spends her life traveling across Chels, offering healing to all in need regardless of who they are.
Lesson Requirements: No test is required, by lessons will only go on until the stroke of midnight. Once midnight comes, the lessons end.
Theme of Pronttikor.
Dragon Size: Large


The Dragon of Necrotic
Purgo is calm as he is kind. Being the embodiment of death and the afterlife to humanity, he treats people with gentle touch and something of a friend to those he meets. He is quick to be provoked however, and will often meet his angry with swift violence.
Lesson Requirements: A battle of the undead. Those who fail will join the undead army to test future potential students, victors receive lessons.
Theme of Purgo.
Dragon Size: Huge


The Dragon of Psychic
Sonje is quiet and takes everything seriously. She's a careful individual, who will put years of planning and thinking in to her decisions. Quick and brash actions annoy her. Sonje has also been recognized as the only creature to possess all three physic abilities.
Lesson Requirements: Create a mental block to prevent Sonje from reading the mind.
Theme of Sonje.
Dragon Size: Medium


The Dragon of Crimson
Celtor is a prideful being, who highly values and honors the unique abilities of the Crimson Elemi. A bit arrogant at times, he's often quick to show off his abilities and look down upon others' abilities.
Lesson Requirements: Potential students are to put on a display of explosions (via their powers) to entertain Celtor. Unique or colorful displays end with success.
Theme of Celtor.
Dragon Size: Large
 

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sat Oct 01, 2011 10:37 am
User Image


Note: These are not all the settlements of Chels. Each territory has respectable amounts of settlements within their borders, and if one were to look at a map of a single territory these settlements would be shown on the map. However, for this world wide map only notable and important settlements are shown. This prevents clutter and confusion on the map, and my editing skills are not wonderful enough to get away with adding extra settlements.  
PostPosted: Sat Oct 01, 2011 10:38 am
The Cities, their Territories, Trade, and Politics.

Chels is a large and vast land filled with very much diversity between the people, the terrains, weather patterns, and animals. With so much laying in the world, it's extremely difficult to hold it all under control. Although seemingly independent, the different lands of Chels depends greatly about the neighboring lands, creating a strong bond and system with the land. And this is just with nature.
Men have sought several times in the past to conquer all of Chels. Whether the idea of total control was born out of greed, anger, or wanting to ironically enforce wide spread peace, every total control conquest has ended prematurely and failed horribly. Too much diversity in the land makes it hard for one person to rule single handedly.
As the course of history has proven several times over, having multiple leaders to control the territories has been much more effective than total control. Having a leader who knows the land he rules because he lives and experiences its glories and tragedies is much better than appealing to a far away ruler.
Each territory is controlled by the city of the land. Though villages may grow up and thrive to the size of cities themselves (earning them notable points on the world map), they are still looked upon and viewed as villages. The title of City goes to the settlement that holds the leader, called the Jun (title becomes part of the name, such as Jun Astaroth). Most often, the Jun will remain in the city their predecessor ruled in before them, though history shows the Jun can and will move the throne if they so desire.

Eckant and its Army
Found in the Feykro territory, Eckant is the current city of Feykro with Jun Kalidas Romolo Pander as the leader. The untouched lands of Feykro are a thick, old, and great rain forest that are filled with a variety of plant and animal life. Climate in Feykro has a tendency to be humid, cool, and clouded near the coast. Inland, the humidity remains but heat rises the tempature and if one can see the through the thick plant life that cover the sky from the sun is seen more often than it is near the waters.

Heading north toward the mountains, the land changes it's shape. In the small area between and around Athan, Anar, and Enst, between Eckant and Illyas, and to the far western side, are swamp lands. Much like its cousin the Feykro Forest, the Feykro Swamp has its own brand of plants and animals, many of which are dangerous to human kind.

Parts of the Feykro Forest and Swamp have been completely wiped out by the hands of man through war and agricultural. Most often, little to nothing of the original life remains in these cleared areas, as the people of Feykro wish to keep it this way for agricultural purposes. Though many of the wild life has been destroyed in those areas, it provides clearance and ease for man to survive, who would have to fight just to have a chance with their stock and crops.

Going further north and to the mountains, the land remains as dead as the man-cleared areas. Most often rain clouds have exhausted themselves out by the time they reach the mountains, leaving little to nothing to give beyond that point. Some life does exist on the mountain, but very little. Men tend to steer clear and reside more in the forest, swamp, and clearings.

Jun Kalidas Romolo Pander has been known to be a fiercely independent man while ruling Feykro. Tropical storms and heavy rainfall can have dramatic effects upon the land and people, and very often are these effects felt. Rather than relaying on other territories for supplies and aid, Jun Kalidas has worked to make Feykro almost entirely as independent as he is personally. Through his command, many of Feykro's settlements have been rebuilt to survive storms and floods. Lumbering has also been put under a strict control by the Jun as to prevent further deforestation, often only put into use during times of repair should storms and floods be too strong for settlements to withstand, with very little going out for trading with other territories.
Aside from trading a little lumber and crops, the Jun has traditionally welcomed the Nessa tribe to venture into his land whenever they please. The Nessa Tribe is given full freedom and rights to hunt or capture any animal they can within Feykro, so long as they report everything they have harvested from Feykro for recording and pay fees for every animal taken. Keeping records helps give the Jun an idea of how large or small a species' population is, and thus raise or lower the price of an animal depending on how rare or common it is (generally, the rarer a creature the more money it is worth).

Inkin and its Army
Found in the Pindaar province, which is currently ruled under the righteous Jun Silvius Gevorg, the current (and traditional) governing city is Inkin. Pindaar is broken in to two pieces, 'seperated' by the twin lakes, Briinah and Zeymah. The Feykro Forest spreads out across most of the southern land. The rest of Pindaar is left empty with wide open plains, with rich soil and tall grasses, providing ideal farm lands.

Weather in Pindaar tends to be mild. Most of the severe weather is felt on the coast and in the ports from the gulf, though these storms are only felt during the cooler seasons as the desert heat of Dilon will create havoc in the air. Going inland, most of Pindaar is met with sunshine and a mild dryness. Rain and showers sustain plant and animal life enough in the area, but not so much that there is an over growth or flooding as seen in Feykro.

In the southern half of Pindaar, the Feykro Forest spreads out across the entire land, with fewer and smaller clearings in between trees for settlements and farming. Also found in the south is Inkin's famous port, the central hub of all things trading and sea venturing. Hardly anything passes through territories without first passing through the Inkin Port, as most of the ships available are renowned for their speed, size, and-or efficiency in getting stock traded safely with no loss to piracy.
On the flip side, the Inkin Port is also highly renowned for it's black market dealings. With it's size and fame, it's only natural for pirates and thieves to flock there looking to loot and make an easy pay check.

To the north, much of Pindaar remains wide open and flat. Most of the settlements to be found are more or less a collection of farmers, looking to tame and rule the wild and windy grass lands. With a bountiful amount of food, some of Chels' larger animals (herbivores and carnivores alike) can be found here. This in turn gives the Nessa Village a bountiful amount of animals to capture and trade out, when they're in the area.

Perhaps being one of the boldest Juns of time, Jun Silvius Gevorg has been described often as a zealous man who righteously holds his views and beliefs, and will sometimes show another just how devote he is to his causes, whether they want to or not. Inspiration to some, ignorant to others, Jun Silvius proudly rules over his province. While his personal behavior may be at times inappropriate, Silvius has a very diplomatic mind. Much of Pindaar's success relays on the port, which in turn relays on good relations with other provinces. As Jun, Silvius must maintain the good relations with the other Juns, often having festivals to celebrate important matters of Chels, and large and private dinner parties for higher authorities. Through festivities and parties, Jun Silvius will discuss, debate, and sometimes even bribe his fellow Juns to continue trading through Inkin. While relations will fail, it's rare for the failure to last.
In case of the Krif Islands, Jun Silvius still remains bitter and angry to the loss as he was unable to recapture the island after his forces were driven out. Most attempts to reestablish control were stamped out, and it was made clear that he would not regain control in a timely or sensible fashion. For now, the Jun's only hope of reclaiming the island solely remains on the idea that their civil disputes will cause them to realize they need him back, or they'll kill each other enough to be too weak to stop his second attempt to regain the islands.

Anocona and its Army
Sot lands are, for the majority, cold lands and under rule by the dubbed 'Ice Queen', Jun Malandra Dijkstra. Snow, ice, and rock make up most of the land, while only a small portion of the territory has temperatures above freezing and can continually sustain plant life.

The frozen lands of Sot hardly ever change. The snow and ice that cover the rocky ground and earth are unending, and some mountains are believed to be undisturbed since the dawn of time, the snow never touched by man or beast, and never melted by the sun. While storms aren't frequent within the mountains, they are quite common and to be expected at any given point within Sot's mountain range. Most snow storms can be described as mild - presenting no immediate danger, and adding to the height and depth of the snow. Severe blizzards are rarely seen, but they can easily cripple settlements and travelers alike, and will last for days.

Fortunately, not all of Sot's territory is not frozen, providing just enough land for farmers of sensitive crops and animals to settle and establish, providing food and trade products used for the homeland. The eastern greens of Sot experience warm and uneventful weather, making it ideal weather for sensitive crops and farmers. However, the western greens are more susceptible to oceanic storms, if they are drawn in towards Sot.

While Sot does not offer much in the ways of growth and agriculture, it uniquely holds minerals and ores in an abundant amount in comparison to its neighbors. Miles upon miles of mining tunnels lay just beneath the snowy surface of the mountains, to point a commonly made joke of Sot claims "most everything living is underground." Alongside this, Sot is also a bit infamous as being the land of weapons and arms. Mining and metal work go hand in hand, and where there's a team of miners in Sot, there's a blacksmith crafting something with the ores dug up.

Living in a land that is only seconded by Strunmah province in harshness, Jun Malandra Dijkstra can easily seen as a selfish or cold woman. Trading or negotiating with her is quite difficult, as her primary concern is always to care for herself and her lands. This comes partially from the fact that food is difficult to maintain in a steady supply. Too many storms in the western greens can ruin any harvests there, which alone puts a massive dent in nation wide food stocks. Having to rule such a sensitive land, Malandra has chosen to primarily focus upon herself, and will completely ignore the others around her, even in their time of need, unless they offer something back immediately.

Ortme and its Army
One of the driest and hottest lands in Chels belongs in the Dilon territory, and is harshly and bitterly ruled by Jun Benedetta Gail Német. The lands are divided by rocky mountains to the west, and seemingly endless sandy hills in the east. In the northern corner just past the rocky mountains, there is a small stretch of dry but fertile land, that is filled with agriculture.

Weather is stagnant, aside from the occassional sand storm in the eastern half of the province. Most of the weather felt is along the coast, with rain and tropical storms, which both help and hinder the farmers.

Much of Dilon's population is found within the sandy western regions, working in underground mining operations which acts as most of Dilon's income. Workers are venturing westward, searching for new mines in the dry mountains, or trading and fishing in the oceans.

Years ago, the lush lands north were once under Benedetta's control, but it was seized from her through war with Jun Malandra who had turned desperate to gain more farmable lands. Benedetta's people were allowed to keep their homes if they would swear loyalty to Jun Malandra and Sot. Those who agreed were allowed to stay and farmed for their new rulers, but those who refused were executed and their homes were immediately occupied by others willing to farm. Since this, Benedetta has become extremely bitter and angry at the loss of her land and people, now struggling to recover from her losses. She had been planning to initiate war with Malandra once she was able, but in the wake of Silvius' war Benedetta has seized the oppurtunity to use her new found allies for her own personal gain.

Pyrius and its Army
Pyrius is the governing city within the Strunmah province, a God forsaken stretch of volcanic land under the rule of Jun Syriiat Astaroth. Plant life is scarce in Strunmah and rarely achieved by nature alone. Most of Strunmah's life comes from the humans who inhabit the lands, and the predators who stalk them.

Surrounded by mountains, Strunmah rarely sees changes in the weather pattern. While the mountains lock out most of the clouds, the open land basks in the heat of the sun, creating some of the highest temperatures seen in Chels. Temperatures will escalate more in certain areas of Strunmah, where magma lays dormant beneath the surface, waiting for a chance to spew out and escape. Pyrius has been noted as one of the hottest locations, sitting at the base of the volcanic mountain Elemis.

With the extreme lack of rainfall, extreme heat, and ashy soil in the ground makes it near impossible to sustain plant life, forcing unfortunate farmers of Strunmah to constantly rotate their crops to maintain a steady growth and income. With its lack in plant life, Strunmah has become a predatory land in nature. The beasts will feed upon each other, and humans.

With the many difficulties that come with living in Strunmah, settlements and their people tend to be very harsh, and treasured by their government. With life on a thin line, the law of Strunmah has been reduced to a simple system - unless proven to be done by justified means, criminals who have committed serious offenses are sentenced to death. What few jails there are in Strunmah are used only for minor offenses, such as assault or public indecency. Time spent in jail rarely goes beyond a day, as no one cares to care and feed someone for free.
In an effort to help defend against the predatory creatures, at least one child in every family is drafted into basic training under the military. The children are not dislocated from their families though. Local guards provide lessons every day, and will dismiss the children one by one when they seem fit enough to survive on their own. Usually a child ends their basic training in their mid teens, though some will graduate earlier or later. If others wish to participate and learn, they are welcomed.

Much of Strunmah's financial survival comes from mercenary work, and unique hunter opportunities. The harsh land breeds a harsh people, whose fierceness in battle - and sometimes just general life - are rarely matched by outsiders. Typically, the Strunmah mercenaries make and keep homes within Strunmah, so whatever money they possess is cycled in through purchases. However, not every mercenary owns a home in Strunmah, or anywhere. To counter this loss, there is a mercenary tax applied to those who hire. Mercenaries by law are required to inform potential employers how much they will owe in taxes for hiring them, and are to escort their employers to the nearest tax collecter so that the tax is paid before the agreed work is done. Failure to pay the tax, because the employer simply chose to ignore it, results in authorities simply taking every coin they have on person. Failure for a mercenary to mention the tax in order to gain work will result in a long session of jail time, with food and expenses paid for by themselves.
High stakes hunting is also offered by government officials to anyone seeking a challenge. The predatory animals of Strunmah offer a unique danger to anyone brave enough to attempt hunting them. For a fee, a hunter will be escorted to known areas of what creature they paid to hunt. The more dangerous the animal, the higher the fee. For additional fees, hunters are offered escorts and assistance, should there be a mishap with the animals.

Jun Syriiat Astaroth rules over Strunmah from his seat in Pyrius with a strict, yet fair hand. While most laws of this land are governed by its people, a few instances still exist in which he must take control of a situation. In which case, he will always take on both sides of a certain circumstance before coming to a decision.
Most see Astaroth as a rather distant person. Always having something on his mind, yet never expressing anything. Always distracted, and often placed in an awkward situation whenever around the other Juns. Unlike others Juns, he rarely goes with any ideas of social excursions at will.
The procedure for becoming the Jun in Strunmah is not as simple as the Lineage approach, or a vote. A candidate must prove themselves a great warrior not only with a sharp blade, but a mind as well. Astaroth has proven himself more than just a ruler of his lands, and while certain Juns may not like him, they have no choice but to take note of his capabilities. After all, it is not exactly simple to make a land comparable to Hell habitable by humans..

Notable Villages and Places

Varos is the official village to the Crimson Elemi. Seen as the true home to all of the Crimson Elemi, despite where an Elemi may actually live. Though under Pyrius' control, Varos has always taken a neutral standing point in war and politics. Most of this neutrality comes from the fact that Varos is a mercenary town, and to take sides would discourage employers.

Zydan is the village of the Necrotic Elemi. An unusual amount of spirits and skeletons are found near the ancient shrine, Emor, located not far to the North. With this high amount of death, the Necrotic Elemi have more than enough spirits to summon and command, for their own purposes. Zydan remains loyal to it's commanding city of Anocona, but the people are not afraid to leave the village in support or whoever they believe in.

Kureta is home to the Body Elemi. Though aligned with Inkin, Kureta takes it's own stand to heal everyone who may come into the town, offering better healing with it's numbers than any lone Body Elemi may do. In a sworn duty to help all humanity, Body Elemi are sent out to every village and city, in ratio to population.

Nessa is a tribal village of mixed Elemi. Unlike other villages, Nessa moves often throughout the edge of the forests, to the open plains in the Northern territory of Inkin. Most goods of Inkin comes from the village of Nessa, as they're renowned trappers, hunters, and wild animal tamers.

Emor is as mysterious as it is ancient. The empty stones of the shrine have stood since before recorded history, it's original purpose a secret forever lost. Some evidence suggests that the shrine was once dedicated to the worship of a dragon, but nothing specific can be found as time has damaged much of carvings found around the shrine. Because of this, many scholars speculate that the shrine was once used for the dragons of legend as a location and meeting point for humanity. What went on when the legend dragons touched down is up for debate.


The Fighting Islands

In the south-western corner of Chels is a small collection of islands, called the Krif Islands. Many battles and wars have been fought to gain and keep control of these islands as they act as gateways and ports for any ships coming or going from the open waters. Recently the natives of these islands stuck up against their latest ruler, Jun Silvius Gevorg, and won independence from the Jun and all others who sought to control them.
The taste of victory and freedom were short lived however as leaders in the top villages have started to quarrel over who should become Jun of the islands, leaving them in a long and bitter civil war of control. As of now, the war has come down to three villages - Makai, Xaden, and Ogite. All others have either been absorbed into control or were supporters to begin with.
Similar to Pyruis, the Krif Islands are slightly volcanic. Though time has slowed the mountains, lava can still be seen spewing and oozing out every once in a while. Most of the work and life for the Krif Natives are found in the waters with fishing and trading, though a fair amount of income to Krif Islands also comes from minor mercenary work. The Krif Islands are recognized as the home of Psychic Elemi, who are often hired for their unique abilities. Oddly enough, the dominant powers have been noted to typically have one kind of Psychic Elemi than the others, putting more strain on their civil war.

Makai is highly renowned as the home to Psychic Elemi with the gift of mind reading. When the people aren't busy looking into each other's minds, they're often hired by outside Juns and civilians alike to act as mediators for disputes, or an investigator to gain knowledge and truth from others.
Between the dominating villages, Makai is one of the more calmer villages in the civil dispute with its neighbors. Jun Frida Dot Breitbarth has been described as a careful and cautious woman, often taking her time to make decisions. Having only won the Krif Islands' independence not so long ago, Jun Frida is reluctant and slow to make hasty decisions, as the fear and terrors of the revolution Jun Silvius Gevorg from still haunt her mind.

Xadan not only has the largest population, but is also the dominant village of Psychics with the ability to manipulate senses of another person. This gives Xaden a powerful army, as it could easily cripple any mentally weak enemies and allow quick and easy victories. However, Jun Filip Marquering is just as cautious as Jun Frida, but is only like that for personal reasons. He worries that if he flexes the strength of his military too much over the other villages, the people may end up revolting against him for supremacy, or worse yet, the other Juns inland take worried attention to his strength and intervene on the civil war. While Jun Filip is stronger compared to his Krif siblings, he is no match for the armies on Chels' mainland.

Ogite is home to the Psychic Elemi who are blessed to see into the future. Despite being the rarer kind Psychic, Ogite still has a respectable amount of these Elemi amongst its population. Jun Volker Elias Perko has taken advantage of this by making his own war council, made entirely of seers. Jun Volker consults with the seers on a daily basis, asking for their visions on possible outcomes to upcoming battles he plans. If the odds are in his favor - either by the entire council seeing victory, or the majority of them seeing victory - the Jun strikes, and hard. And with this war council, Ogite is extremely hard to invade, as the war council is also in charge of keeping a watch for any possible attempts planned or made against Ogite. Should they be sensed, Jun Velkor is quick to snuff out the problem, and continue on with his own expansion.  

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sat Oct 01, 2011 10:39 am
Countless people have been lost
No explanation has been given


The Juns of Strunmah have a long history of being secretive and reclusive from their neighbors. It was at first thought the harsh land bred equally harsh people, so the Strunmah Juns were rarely questioned and left to themselves.
Lately Jun Syriiat Astaroth has taken the secretive nature to an extreme, putting his city on a total lockdown from outsiders of his land (and it is rumored even his own people are banned from entering or leaving the city freely).

Alongside a long history of secretive Juns, Chels has suffered long from a pattern of disappearances. Elemi have periodically disappeared throughout Chels. Some widespread investigations would find that Elemi would be taken in a specific pattern, over and over again. However, the investigations would hardly find anything else, and would end before a conclusion could be drawn. With so many possible explanations, many of them natural, people began to ignore the disappearances. Some would even claim it was the work of the Dragons, claiming that the missing Elemi were taken away for a higher purpose only known to the Dragons.

Recently the strange disappearances have changed pattern and grew more frequent, arousing suspicion in the people. Jun Silvius took a special interest in to these disappearances as a close friend of the Jun had a family member disappear. Silvius started a full investigation in to the disappearances on behalf of his friend. While the investigation was made publicly known, most of the information found was kept between the Jun and his investigators.

During the investigation, Astaroth fell in to a deeper seclusion with himself and his province, arousing attention by the other Juns. Silvius took special attention to Astaroth's odd behavior, as his investigation showed all the missing people have been spotted within Strunmah during their disappearance. When Astaroth was questioned of the missing people being within his province, he had no solid answers to give.

Suspicious and angry, Silvius declared war against Astaroth, boldly and wildly accusing him and his successors for the disappearances of countless innocents. Alongside his declaration of war, Silvius revealed the people of Chels his findings to justify his cause and rally supporters against Astaroth.

In efforts to further his cause, Silvius started to declare himself the High Jun, and all warriors under his commander as Warriors of the Light. In turn, Silvius also attempted to demonize Astaroth, calling him a monstrous man who was making demonic sacrifices with the missing people, and a menace to Chels and her people. Whether in acceptance to Silvius accusations and name calling, or in an attempt to reverse Silvius' insults, Astaroth began to identify his own armies as the Dark Warriors and himself as the Dark Lord.

Chels quickly became divided between Silvius and Astaroth. While all were shocked of his findings and his accusations, not everyone was willing to join Silvius side in the war. Enraged, Silvius began to call anyone who was not with him against him and his forces, and supporters of Astaroth's demonic ways. Inadvertently, this gave opportunities and support to Astaroth, who was quick to defend those who were attacked by Silvius for simply being neutral in the war. In turn to his act of kindness, and angry to Silvius' attacks, Astaroth quickly gained his own allies and supporters.


As it stands now, Silvius is supported by Jun Kalidas Romolo Pander of Eckant and Jun Benedetta Gail Német of Ortme.
Jun Kalidas Romolo Pander respects and values the long standing relationship that his people have had with Silvius', both present and from the past. Admittedly, Kalidas would like to see more evidence to prove that Astaroth is at fault, and his faith in Silvius' findings are shaky.
Jun Benedetta Gail Német fights in Silvius name simply on a promise. With the long tension that has gone on between Ortme and Anocona over the fertile lands, Benedetta was quick to join Silvius when Malandra joined Astaroth. She hopes that by the end of the war, she can conquer and control these fertile lands.

Astaroth is supported by Jun Malandra Dijkstra of Anocona and Jun Frida Dot Breitbarth, Jun Filip Marquering, and Jun Volker Elias Perko of the Krif Islands.
Jun Malandra Dijkstra had been reluctant to believe Silvius' findings and head into war. Anocona was unfortunately placed between the two main warring forces, and was going to end up has a gateway between the lands. When Malandra questioned Silvius' findings, she was answered with war against her province. As quick as Silvius was to attack, Astaroth stepped in to defend her people. Humbled by his kindness, and enraged by Silvius, Malandra joined forces with Astaroth.
Jun Frida Dot Breitbarth, Jun Filip Marquering, and Jun Volker Elias Perko haven't been able to settle their own war, let alone come to peaceful terms. When word had reached them that war was breaking out the mainland, they hardly cared enough to join on it. When it was further revealed that one of the warring provinces was Silvius, the three Juns quickly became interested. While they were at each other's throats, they all still held a deep hatred to Silvius. Without care or a question, the three Juns called a temporary truce between each other and joined in support of Astaroth only to get one more stab at Silvius.  
PostPosted: Sat Oct 01, 2011 10:40 am
The Rules of the Role Play


Zahzi and I hold the power to remove or add rules when necessary.
Zahzi and I hold the power to enforce the rules and-or ban players when rules are disobeyed/ignored.


(1. The GaiaOnline Terms of Service are always in effect, and will be enforced here. Keep them in mind in this role play, and in everything you do.


(2. As part of GaiaOnline's ToS, sexual things are to be toned down to a non-pornographic level. Perverse behavior is fine, perverse activities need to be careful, and the beast with two backs needs to be made outside of role play posts.


(3. Please following the role play's writing standards.
XXXXX-Third person in past tense. (Jim walked across the beach.)

XXXXX-Posts need to contain at least one paragraph (five sentences together in a bunch, not spaced out).
XXXXXXXXXX-If you wish to write beyond a paragraph, feel free to do so. Also, do not be intimidated by larger posts. Some players are long winded, while others are not. As long as you meet the minimum, you may post as long or as short as you want.

XXXXX-Use proper grammar, spelling, and punctuation. We should be old enough to understand and know the differences between there/their/they're and to/too/two.


(4. Posting formats are neither encouraged or discouraged. Coloring texts, adding pictures, and-or adding decorative characters are optional.
XXXXX-It is asked though that formats with pictures and decorative characters are not made wide enough to stretch out and distort the pages. Formats found doing so will be asked to change and will be guided to a proper width. Failure to thin the format will result in elimination of the format. Return of the format after elimination and still stretching the page will result in removal of the player.
XXXXX-If you choose to color your text, please use colors that are easy to read. Bright colors, such as cyan or yellow, should not be used even the text is made bold. If your text is too bright, it will be asked that you change colors. Failure to change colors will result in banning.


(5. There are power limits to these things. No one person can become a God like figure.
XXXXX-Godmodding/Powerplaying is rather self explanatory. You are not an all powerful being, so don't even attempt being/making one.
XXXXXXXXXX-Creating a Mary/Gary Stu like character is very similar to Godmodding/Powerplaying, and will be counted as such. Characters that come off as a Mary/Gary Stu will not be allowed into the role play until they have been revised down to a believable level. For more information on what a Mary/Gary Stu is, click here.

XXXXX-Autohitting and autododging are forms of Godmodding. These are also not allowed.
XXXXXXXXXX-Autohitting is when you write out that you attack was successful and had it's intended affects upon another character, thus putting you one step ahead. Autohitting yourself is fine, but do not autohit someone else.
XXXXXXXXXX-Autododging is the magic of every blow being thrown your way somehow missing. No one can never be hit ever; everyone takes some blows.

XXXXX-Mind control, mind reading, and seeing into the future are tricky and frustrating things to do. However, these actions are not banned, just asked that they are done carefully. There needs to be a give and take system with these abilities. It is asked that you make contact with another player before you try to play with their mind. For matters over seeing into the future over major plot lines, contact either Zahzi or myself please.

XXXXX-Ghosting is the act of temporarily taking minor control of another character. It can be used to brush a character away when the player has gone, such as when they must leave their internet access for an extended amount of time, or when someone logs out while many other players still remain and the role play is in full swing.
XXXXXXXXXX-Do not ghost another character if the other player is still online, or to finish off an action they were doing. Use is only for getting them out of the way so things may still go.

XXXXX-Murdering/Killing another person's character is strictly forbidden. Any act of killing someone without asking the player's permission will result in an automatic and permanent ban from the role play.
XXXXXXXXXX-For acts of murder/killing, player one must make contact with player two and ask for permission to kill the character. If an agreement is made, both player one and two must message me about the upcoming death. I will not accept only one player messaging me about the agreed death.


(6. To the best of your ability, try not to fall behind in the role play. At the same time, do not bury other players with your posts.
XXXXX-I understand we sometimes need to go for a long time. However, I won't stop the whole role play because of one absence. So I kindly ask that if you must go you try to remove yourself from the scene. If you can't do this, you shall be ghosted out.

XXXXX-Private sessions are when a small group of players begin to post one after another, typically branching away from what was originally going on and making a new situation for them to deal with so they have something to post while others are away. These private sessions often bury the others with a massive amount of posts that usually have no affect upon them, and are frustrating to navigate through. It's asked that private sessions are limited down to the completion of the page. Once a new page is created, even if there was only one or two posts made, the private session needs to end.  

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sat Oct 01, 2011 10:41 am
Miscellaneous Information

If there are any important things that Zahzi or I feel need to be shared, it will done so here. So please, be sure to check on this post once in a while to see if there are any updates. You never know what will happen, or how it might affect you.
To distinguish notices between myself and Zahzi, we will color code our words. Randomly Gone Insane's words will be lefted uncolored/gray. Zahzi's words will be colored dark blue.

Dragon Information
Dragons can be fickle creatures. And I'm not speaking behaviorally. People will bend and alter dragons to their needs and will (as we most certainly have for this role play), and so how they come to work really all depends on who you're asking.
While diversity is great and I for one strongly encourage its practice, it can make things pretty difficult and-or frustrating, such as when two people's ideas collide and it becomes a battle of who's right and who's wrong. So, to prevent arguments and long going discussions about what is or isn't, I'm going to have to establish some ground rules for how dragons work. Everything else is left to the imagination of you when it comes time to use it.
Dragon Sizes Determining the size of a dragon based on a picture alone can be a little tricky. Especially when you have to use words in order get other people on the exact same page as you. Using words like large or huge can do the job, but it doesn't specifically show just how big. One person's large can be another person's huge. And huge could be an elephant for one person, or a mammoth for another.
In order to counter this struggle of describing the size of a dragon to someone, I've found this chart on deviantART. There we have a clear and easy to follow scale how a dragon's size based on the use of words (huge, large, medium, and small). So, if you want to bring up a dragon in the role play, please refer to this when deciding its size. Also, if you're not the one bringing in the dragon check the chart anyway, that way you know how large the dragon is.
Life Span/Mortality The Dragons of Chels have been observed as tough and long living creatures. With scales that can be tougher than known metals, sometimes ending a dragon's life can be very difficult, but it is not impossible. Dragons can and will die at the hands of another.
As for how long a dragon can live, no one really knows. Some say hundreds, other say thousands, and a few say they live forever. The latter is not true. Dragons are as much alive as you and I, and although they age in a slower process, they still age. So, theoretically a dragon could die from old age. Chances of it happening are slim, as someone is always looking to kill a dragon for boasting rights, but it's possible. And seeing how dragons out live people by a long shot, no one has been able to properly record how long a dragon's full life span can be.
Elemental Powers and Species Like dogs and cats, dragons share the same name, but come in different variations - or subspecies (luckily, not in the hundreds like dogs and cats). In fact, dragons come in ten different subspecies, which are categorized by their elemental power (water, fire, earth, air, nature, electricity, body, necrotic, psychic, or crimson). And like humans, dragons with the common elements are seen more often than those who possess the uncommon elements. Unlike humans however, all dragons possess elemental power.
Appearances of one dragon species may different from another, and this natural. Dragons will sometimes have a physical characteristic relating to their elemental power, thus distinguishing them from their brethren. The elemental-physical characteristic will vary between dragons too, often leading no two dragons looking the same.
When breeding, dragons will usually mate with another dragon of the same kind, as each species has their own breeding rituals (all the species though have some sort of competition between the males for breeding right to the desired female) and crossing rituals often gets tricky and messy. It has been observed though on rare occasions for dragons of different species to breed. The outcome of the baby is random, leaving no way to determine if it'll take after the mother or the father's appearance and ability (meaning there's no such thing as a dragon that can control two different elements).
All dragons follow the size chart, meaning no species/element of dragon grows smaller or larger than the others.
Intelligence Though dragons can come off very easily as mindless creatures and monsters in the world, they are quite intelligent. They rival humanity, and are fully capable of speaking not only in their own language but in human speech as well. However, most dragons tend to be quite hostile towards humans, viewing them both as prey and threat. With the exception of the legendary dragons, making contact with a dragon is quite difficult and sometimes impossible to do.
Breeding, Birth, and Parenthood Dragon breeding works roughly the same as many other animals in the wilderness. Males will compete in a variety of ways until there is one remaining, who then takes his victory rights to mate with a female - if she'll have him, and females will fight against the winning male for whatever reasons she may have. And sometimes the true winner is not the one who won the battles, but the one who took advantage of the other males being distracted and mated with the female when no one was paying attention.
After six months of carrying, a pregnant dragon will lay an egg in her desired home and nest, and may become pregnant again less than a week after the first lay. After a year the dragon egg will hatch. From there, the newborn dragon will live with its mother, learning and training under her guidance, well into its adulthood until it becomes sexually matured. Once the young dragon is able to breed, it sets out into the world, leaving its mother's territory and care.
Sometimes, a fathering dragon may stay with the mother. Some will stay with the expecting mother until she lays the egg, to ensure no other males breed with her. Others may stay with the mother to help raise and teach the single newborn, and will part ways with the family once the newborn has matured. Male dragons may even mate for life with a female, spawning multiple young dragons over the course of their partnership.
Dragons versus Wyverns There are dragons, then there are wyverns - a lesser form/subspecies of dragons. Wyverns aren't quite a full dragon by their own rights, and are simply related. In mythology - and this role play - wyverns have two back legs and a set of wings (which may or may not have a set of hands/claws on them), while dragons are four legged and (mostly, but not necessarily always) winged. Wyverns also do not grower any bigger than a Large Dragon, as they are a lesser and somewhat weaker subspecies. They still are quite formidable however, so do not underestimate them.

Time Era and Weaponry
Without going into massive detail of Chels history and tech evolution, it's simpler to compare Chels' point of time to our own. Chels technology is equal to the technology found in the 1500's of Europe.
In other words - swords, axes, spears, bows, crossbows, throwing knives, and anything else of the sort were still a practical use. While black powder was being put into use for rifles and pistols (if one was crafty enough to make such a small weapon) the new form of weapons were not commonly seen. Accuracy in the weapons was shaky at long range, even for a good trained soldier. Rifles and the rare pistols were better used in close range, as the chances of the bullet veering off decreased. This, however, also gave the enemy a better chance to kill you before you could get a shot off.
So, guns and cannons ARE around in Chels, but are not commonly seen outside of times of war. The study, works, and building of these creations are still going on so they can be used more effectively during times of great bloodshed. This doesn't entirely mean no one is allowed to have a gun, but that it's just a bit difficult to use one.  
PostPosted: Sat Oct 01, 2011 10:42 am
Questions and Answers

If you have any questions about the role play, please send them in a private message to either myself or Zahzi. We will both answer the best we can. Some questions may not be able to be answered for plot purposes, as we do have secrets planned into this role play and we are not going to reveal them until the time comes.
All questions asked will be shown here.

Question: Why is Crimson an Element?
Answer: Unfortunately, this is a plot related question. I cannot explain it too openly, but I can promise it will be fully explained when the time comes to do so in the plot. All I can ask is that you let it be, and trust Zahzi and I.

Question: What sort of animals are in the world of Chels?
Answer: I see Chels being very much like our world, in the sense of animals. They have horses, cattle, sheep, dogs, house cats, and any other Earth animal you can think of. If the land fits their natural habitat, then they're there. Mythical creatures are fine as well, so long as you show specifically what kind of creature you bring up as they tend to come in a variety of flavors.

Question: Crimson Elemi have special fire gloves. Does this mean the gloves are enchanted?
Answer: That's exactly what it means. The gloves Crimson Elemi use are enchanted by Fire Elemi. While they could use any other pair of gloves enchanted by another kind of Elemi, it's more practical to go with Fire Elemi gloves as they're the closest in relation of powers, and therefore the gloves would be more effective with handling the explosions made by Crimson Elemi.

Question: So if there's fire enchanted gloves, does this mean there can be other items enchanted, and by other Elemi?
Answer: Of course! How effective an enchanted item may vary depending on the enchanter's skills. While enchanting is not an extremely difficult process, it's not an easy feat. Picking up on how it works and enchanting something is easy, but mastering the skill and making efficient items is the tricky part.
And naturally, only Elemi can enchant an item. They're the only one with abilities. This does not mean non-Elemi people can't use enchanted items though.

Question: How are the Jun elected?
Answer: For already established Juns, the title and power typically is passed down to their favored child. Even if the Jun dies early and the favored child is deemed too young to rule, they will have full rights to rule once they do come of age.
When a Jun passes and there's no favored child (either because they're too young or none were chosen) the Jun's spouse will take the title. In the circumstance the deceased Jun did not choose a predecessor, the Spouse is given the rights to choose (meaning they can pick existing children, or remarry and choose a completely different child).
Should the Jun and Spouse die with no predecessors, family members of the Jun and Spouse are called in to rule, starting with the Jun's family. Again, they may choose the existing children of the original Jun or their own children.
Should all members of the Jun and Spouse's family be eliminated alongside them, I'm under the assumption that there was a civil war in the province. And chances are, the leader of the revolution will be announcing themself as Jun and either kill the children or strip them of their royalties.

Question: Do all Juns follow this?
Answer: No, they don't have too. Juns are free to do whatever they want to select their next predecessor, if they even want to choose. The style of picking their favored child is just the common practice. And some Juns may even put possible predecessors under tests to prove they're worthy to rule after them. It just depends on the Jun.

Question: When a Necrotic summons the dead, does a skeleton, rotten body, or ghost come back?
Answer: That all depends. People are attached to bodies, specifically their own body. If a Necrotic is just raising someone out of the blue, chances are they'll get a ghost. Now, if a Necrotic is raising someone while in the presence of the the body of the individual they're trying to raise, then the spirit of the person will go to the body, repossess it, then come to the Necrotic. And depending on the state of the body upon repossession is what the Necrotic gets.
It is possible for a spirit to possess an entirely different body or even an empty suit of armor, but this takes on a lot of energy. Usually, a spirit will have to be bound to the body/armor they're possessing in order to conserve energy and still be effective for their summoner.

Question: I noticed you have linked pictures of armies to each of the provinces and cities. Does this mean that's what their armies wear?
Answer: Yes, that is exactly what it means. Not every nation in our world wears the same uniform, therefore it makes sense that not every province in Chels would wear the same armor for war and guardsmen.

Question: So, wait, the guardsmen wear the same armor as the soldiers?
Answer: Yes, because they're apart of the same force. The army makes up the guard, the guards are the army. Get it?
When a province is at peace, there are only guards. Some are on duty, while others are not. They'll rotate, through time shifts and locations.
When a province is at war, there are guards and soldiers. All are on duty, and most are sent out into battle. A portion remains behind to cover guard posts and defend the villages and cities from home invasion from the enemy. Soldiers and guards will rotate between duties, thus putting everyone on the battlefield at some point, and giving soldiers a break between battles. If assigned to guard duty, one may visit family between the shifts, but will eventually have to return to duty.

Question: So everyone in a province's army will wear the same thing?
Answer: Yes, typically. Mercenaries are not required the wear the armor of a province. In fact, they're usually asked to bring their own (though most do; it's not wise to be a weapon for hire without defensive gear).
And sometimes, high ranked officers are permitted to wear armor that is not the province wear. So long as it has a resemblance to the usual wear, an officer is allowed to wear different armor. Lower ranked soldiers very rarely are allowed this privilege.

Question: Can I have an elf/dwarf/mythical species character?
Answer: As much as I would love to have them, I'm going to have to say no this time around. Chels is a human land, filled with humans. Sorry.

Question: Is there anyway for a Crimson Elemi to tell if something is set to explode?
Answer:I'd imagine it's a mixture of mental noting and sensing.
Obviously, as a Crimson sets an object to explode they would make a mental note of which object exactly. But let's say the Elemi forgot, or they stumble upon something set by another Crimson Elemi. That's where the sensing kicks in, acting similar to a 'sixth' sense if you will. How the sense works may vary between each Elemi, but anyone who's Crimson has this sense.

Question: And how long can Crimson Elemi delay an explosion?
Answer: The Crimson Elemi can delay objects from exploding as long as they want, or can control it. The element is quite unstable, hence why all Crimson Elemi wear enchanted gloves so not everything they touch is automatically rigged to explode. With enchanted gloves, Crimson Elemi actually have to want the object in their hand to explode. Triggering an object to explode on exact command all comes down to mental strength.

Suggestions

If you have a suggestion for the role play, please send a private message to myself or Zahzi. We will discuss and consider your suggestion. Once we have come to a conclusion, you will receive a message on your suggestion if has been accepted or rejected. If rejected, we will provide our reasoning.
All sent in suggestions, accepted or rejected, will be shown here.

Suggestion: An Element for Sound/Music.
Answer: The Element of Sound/Music will not be added onto the list of Elements. Sound is related to Hearing, which is a sense. If we were to add in that, we would need to add in either the other senses (Taste, Touch, Smell, and Sight) or something related to them. Senses are not Elements; Elements are not Senses.  

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sat Oct 01, 2011 10:44 am
Limitations and Availability of Elemi

If it is at all possible, I would like to fill out all Element slots for both the Dark and the Light. I realize there is a large list of Elements and so the idea may not be accomplished, but I would still like it to be done if it's possible. In order to do this, I must lay down some ground rules on a few things.

There will not be more than two Common Elemi of the same Element per side. There will also be no more than one Uncommon Elemi of the same element per side. This prevents everyone from being the same Element, making it over used and annoying.
Meaning/Example: There can only be two Fire Elemi for both Light and Dark, and there can only be one Crimson Elemi for both Light and Dark.

For people who send in multiple characters, they are allowed to pick any Element they wish to have as long as it has not met it's limit. For people who send in only one character, they must pick an element that is not occupied by another, even if it hasn't reached it's limitation of two people.
Meaning/Example: Player 1 sends in two profiles. One is a Fire Elemi and the other is a Water Elemi. The profiles are approved. Player 2 sends in one profile, another Fire Elemi. They will be asked to pick another Element that is not already being used (in this case, Fire or Water), or asked to make another character so that may keep the originally sent character.

If a certain Element has met it's limitations, for either Light of Dark, it will be shown here, with a clear statement on what side it is full on.
Meaning/Example: Element X has reached it's limit on the Light.
Meaning/Example: Element Y has reached it's limit for both Light and Dark.

Characters made by Zahzi and I that are important to the plot, such as Silvius and Astaroth, will not count against the availability. Characters made by Zahzi and I that are not important to the plot will count against the availability.

Element Availability
For the Light
The Crimson Element is no longer available for the Light.
The Air Element is no longer available for the Light.
There is one Earth Elemi for the Light, leaving one available spot.
There is one Electric Elemi for the Light, leaving one available spot.

For the Dark
The Crimson Element is no longer available for the Dark.
There is one Electric Elemi for the Dark, leaving one available spot.
There is one Water Elemi for the Dark, leaving one available spot.


Black List

The Black List is where banned players will be marked and shown. The following on this list are forever banned from this particular role play. Banning may occur if one breaks too many rules, purposely angers other players, or argues too much with myself or Zahzi over role play matters.
In an effort to keep down repetitive issues, reasons for black listing will be shared beneath a banned player's name. With luck, their banning will act as lessons and warnings to others.

Banned Players
The black list clear! emotion_awesome  
PostPosted: Sat Oct 01, 2011 10:44 am
Character Skeleton
Send your character(s) to Zahzi or Randomly Gone Insane for approval. Do not post until you have gotten confirmation that your character(s) have been approved.
We have the right to disapprove of characters for any reason we find to do so.


[b]Username:[/b]
[b]Character Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Attire:[/b]
[b]Equipment/Weapons:[/b]
[b]Height:[/b]
[b]Elemi:[/b]
[b]Hometown:[/b]
[b]Light or Dark:[/b]
[b]Pet(s):[/b]
[b]History:[/b]
[b]Extra(s):[/b]
[b]Theme Song(s):[/b]


Username: Obviously, put your current Gaia name here, so we know this is your character.
Character Name: Obviously, put the name of your character here. First and Last, if they have a last name. If they have a nickname, write it out quotation marks between their First and Last name, or after the First name if they have no last name.
Example: Robert "Bob" Smith; Robert "Bob"
Gender: Is your character a male or female? NOTE: This is not affected if they appear as a certain gender.
Age: How old is your character? Keep it realistic. Normal and Elemi live the same average life span.
Appearance: Give me a linked picture if you can. Descriptions are fine if a picture is not available.
Attire: If your character wears certain cloths, list them here. If you're happy with what is on in the picture, just post See Appearance.
Equipment/Weapons: We are at war, and weapons are advisable. Not required, but highly recommended.
Height: Please state your character's height in feet and inches. This will prevent confusion about who's taller and who's shorter
Elemi: If you're character is an Elemi, please state which kind they are here. If you want an ordinary character, just post N/A.
Physic characters need to be specific here of which ability they have.
Hometown: Which town are they from?
Light or Dark: Do they fight for the Light or the Dark?
Pet(s): Do you have any companions? This is optional, so if not, post N/A.
History: Give us some insight on your character's story here. No mysteries.
Extra(s): If there was something else you wanted to share, but had no place to do so, share it here. This is optional, so if there's nothing else to share post N/A.
Theme Song(s): Is there a song that your character fits into? Share it here with a link. If there's no songs post N/A.
If you later find a song that does fit, you can ask Zahzi or myself to edit the song in on your behalf.  

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Mon Jun 04, 2012 12:02 pm
Warriors for the Light


Username: Randomly Gone Insane
Character Name: Silvius Gevorg
Gender: Male
Age: 27
Appearance: Silvius
Attire: Casual Wear; Armor
Equipment/Weapons: A fire enchanted sabre. The enchantments prevent the metals in the sword from melting, and acts similar to a lighting rod towards flames which are can be redirected away from Silvius.
Height: 6 feet
Elemi: Earth
Hometown: Inkin
Light or Dark: Light
Pet(s): An Andalusian stallion, Aomori
History: Silvius was born and raised all in preparation to be the next Jun of Pindaar once his father, Norwood Gevorg, was ready to step down from his leadership. Those days were far away though, so Silvius had occupied himself more in trivial matters and parties than he did politics and leadership, much to his father's annoyance. Despite the many attempts to set his son straight though or forced him into work, Silvius never seemed to settle down much from his playful antics.
A few years back, Norwood had forced Silvius into acting as Jun for Inkin and Pindaar while he went out to the Krif Islands on business. Silvius was practically tied down into the throne by his father's loyal subjects in his absence and forced to maintain his province, much to his displeasure. The substitute ruling wasn't suppose to last longer than two months, but it quickly became permanent. At the time his father was suppose to be returning, Silvius received a blood stained letter from the islands declaring not only his father's murder but independence. The young Jun was quickly introduced to the full force of politics and war at the beginning of his new career. His lack of experience and childish behavior ending up costing him the revolt of the islands, and turned the once playful boy into a bitter and vengeful man.
Extra(s): Some rumors circulate around Silvius that the war made against Astaroth is more focused on strengthening his own faith and ego, rather than finding and avenging the missing people the other may possibly be connected to. After his humiliating defeat from the Krif Revolt, Silvius spent more time brooding than he did enjoying life as he once had. While he could always smile be joyful, those who new him personally said he merely wore appropriate masks, he never felt any happiness or joy.
Theme Song(s): This Is War


Username: Zahzi.
Character Name: Johnathan Cain.
Gender: Male.
Age: 43.
Appearance: Cain.
Attire: Look up.
Equipment/Weapons: Cain uses a broadsword he has had with him for many years. The nicks and scratches on the blade are quite evident, but he refuses to put it down for another.
Height: 6' 1''
Elemi: N/A.
Hometown: Illen.
Light or Dark: Contracted by Light.
Pet(s): N/A.
History: Cain, as people have come to call him instead of his first name, has only been focused in combat ever since he was able to wield a weapon properly.
Cain grew from a farmhouse on the borders of Illen and Inkin. His upbringings were nothing Abnormal. He was the only son of farmers, and was....Less than content with that life. After long enough, he wanted to do something less tedious, and more dangerous. At the age of eighteen, he joined the Eckant Military, trained long and hard, but eventually fell out of even their ranks due to 'failure to obey authority'...
While not in the military, Cain took the lessons of War and Combat to heart, and began training on his own. After many years, he began offering his skills off as a Mercenary to those either with enough coin, or those he deemed 'worth his time'...
Many view his abilities as invaluable, not only for his skill with a blade, but his mind as well. A blade alone will never win a battle. Tactics must be played out as well.
Extra(s): Cain has authority issues, and will only follow the orders of someone who has proved themselves, or paid him enough for his services.
....At the moment, Silvius has paid him a rather generous amount to just have him around...
Theme Song(s): Frontline.


Username: Zahzi.
Character Name: Vos Tal'roshi.
Gender: Male.
Age: 24.
Appearance: Vos.
Attire: Aside from the Standard-Issue Crimson Gauntlets, created to keep him from turning EVERYTHING into a bomb, he wears Leather pants, boots, and a tunic, he wears wrappings all over his body and limbs. Likely covering injuries from previous experimentation with his powers..
Equipment/Weapons: N/A. He's prone to use anything he finds on the ground as a bomb...
Height: 5'7''
Elemi: Crimson.
Hometown: Varos.
Light or Dark: Light.
Pet(s): N/A.
History: Vos was born in the traditional lifestyle in Varos. At least traditional in the sense of a Crimson. Many people who knew him as a kid would say he became a Mercenary before he would even say the damn word..
His upbringing with his family was lax at best, seeing as most of his family were either Mercenaries as well, or had little time to devote to him.
Only one sibling was always around to keep him company as a child. A twin sister whom shared the same Elemi as he did. Through thick and thin, they remained together until it came time for Vos to make the push as a Mercenary. His sister stayed behind in Varos, keeping their home from falling apart, which, when you have a family of Crimsons, is hard to do....
Whenever he could, he would return from his jobs to visit her, but three months ago, he returned to discover she was nowhere to be found. Those he asked told him she had gone to Pyrius for a special errand, and never returned. When he went to Astaroth's capital, he found no trace of her whatsoever..
When he heard of Silvius rallying call, he knew what needed to be done.
This was not a regular job. He would have taken this duty without pay, but money doesn't hurt in the long run..
Extra(s): Vos is a bit of a hot-head when it comes to talking to people.
By now, most of his powers have come to fruition, aside from the few flukes every now and then.....
Theme Song(s):


Username: cptflint
Character Name: Flint Dalichid
Gender: male
Age: 23
Appearance: Flint
Attire: see appearance
Equipment/Weapons: A spear measuring six feet in length, crafted by Dojime
Height: 5'10"
Elemi: air
Hometown: Junus
Light or Dark: light
Pet(s): none
History: Flint had always been a free spirit and a wanderer since before he could even remember. He taught himself how to defend himself using a spear combined with his ability to manipulate the air at an early age, developing his own effective style of fighting. He wandered the cold lands of Sot many times over, going higher up the mountains each time and became incredibly athletic in doing so.
When word got around to him that Elemi were starting to mysteriously disappear he was quick to investigate Sot though he was no investigator and never found anything worth sneezing at. Shortly after meeting Dojime did the war start and he was quick to take some real action against the dark forces despite what they have done for his beloved homeland of Sot. Flint will never officially join under Silvius' name for so rashly declaring war on Sot, but he does claim to be a warrior for the light and will help their forces when ever he can, often being the first to volunteer for dangerous missions knowing he was not expected to come back, but so far he always has.
Extra(s): Flint is a charismatic and friendly individual rarely harboring anger for anyone except Silvius himself and he has yet to express his hate in the man's presence save for the occasional glare and quiet brooding.
Theme Song(s): I Walk Alone


Username: cptflint
Character Name:
Gender:
Age: 24
Appearance: Dojime
Attire: See appearance
Equipment/Weapons: none
Height: 6'5"
Elemi: Earth
Hometown: Freit
Light or Dark: light
Pet(s): N/A
History: Dojime spent many of his year underground, moving earth as soon as realized he could. Such work made him a very skilled earth Elemi and also made his body tough and hard as the rocks he moved. When he turned 18 he was removed for arguing with the supervisors about where to dig next always insisting that another direction was richer then the path they were currently on. Such fights even came to blows and combat with the other earth Elemi which Dojime always won despite the fact that most of the time the supervisors were right and they always dug on their paths despite his disruptions.
After that he took to smithing, trying for 2 years to be able to manipulate metals and eventually he was able to, though he has yet to perfect this art and it's something that takes him days to do depending on what he's trying to make.
When Dojime first met Flint, the two fought often for one reason or another. For what ever reason, eventually the two became close friends and not really having many close friends himself, Dojime decided to follow Flint on his wanderings and was quick to go with him when Flint decided he was going to join the warriors of light.
Extra(s): Carries no weapons or armor and only ever uses his hands or his powers when fighting, perfecting such fighting to an art.
Theme Song(s): The trooper


Username: Randomly Gone Insane
Character Name: Tret Ad'rak
Gender: Male
Age: 33
Appearance: Tret
Attire: Armor, see above; Casual
Equipment/Weapons: A single sword (as seen in the picture), enchanted by Arboth himself
Height: 5' 7"
Elemi: Electricity
Hometown: Ytahg
Light or Dark: Light
Pet(s): A red tail hawk, used primarily for messaging
History: In his youth, Tret grew up in plains found between Dilon and Sot, somewhat happily living his life on the farm his family owned and worked. For the most part of his life, Dilon held control over the lands. That quickly began to change though when Sot forces invaded and seized tight control over the plains. Tret's family farm had been closer to the sands of Dilon, placing them in one of the last areas to be attacked.
In his mid teens, while smoke blanketed the horizon at his family's home, Tret's parents ordered him to escort his four younger siblings to Ytahg, to live with his aunt and uncle until further notice. While unable to ignore the meaning behind their request, Tret obeyed and said his final farewell to his parents before venturing off to Ytahg.
Suddenly free from the long list of chores in farm life, Tret became very out going and adventurous in the village. On the farm, he had little use for his abilities and only used it for the occasional prank upon his siblings. Now free from chores, Tret began lightly shocking and pranking just everybody he saw, and for better or for worse earned himself notoriety in town. And when he wasn't up to his playful tricks, Tret was out flirting with the many girls now laid out before him.
In his mid twenties, Tret was eventually "sent" out of his aunt and uncle's place, and the rest of the town, forcing him into venturing the world. Not long into his new travels, Tret was approached by Arboth - the Dragon of Electricity - himself. Arboth admitted he had started to hear about Tret's infamy in Ytahg, had come to investigate Tret's tricks for himself, and offer lessons to the young trickster. Tret happily accepted the ability to further his still young skills, and ending training with the dragon for about a year in Anar (and his lessons eventually got him kicked out of there as well).
Once his training was complete, Tret began to wander Chels aimlessly. As he ventured through settlements he'd play his pranks and find a cute girl, and as quick as he came he'd leave and start wandering again.
When war was announced once more in Chels, Tret had originally intended to stay clear of it and avoid confrontation. However, when word spread that Sot had been invaded, Tret felt bittersweet revenge in the act, despite having no part of it. At that moment, he decided to become involved, and quickly raced to Ortme and joined the forces. Despite his reputation, Tret's training from Arboth had earned some reputation and respect by his commanding officers, who issued and allowed Tret a unique set of armor and as a way to show off his previous training.
Extra(s): During his traveling days, Tret encountered accidentally ran a young hawk over with his horse. Curious of the damage - and the mess - Tret was quite surprised to find the creature alive, and pissed. After being bitten several times on the fingers when he tried to grab it, Tret finally wrapped his small cloak around the hawk and carried it with him into the next town. From there, Tret focused his attention on nursing the hawk back to health, and then training it to carry letters and messages for him. Once training was done, Tret resumed his usual behavior, only now with a hawk sitting somewhat obediently on his shoulder.
Theme Song(s):


Username: Randomly Gone Insane
Character Name: Bathsheba Sungve
Gender: Female
Age: 26
Appearance: Bathsheba
Attire: Standard Pindaar Armor
Equipment/Weapons: Claymore (as seen in the picture)
Height: 5' 11"
Elemi: Air
Hometown: Inkin
Light or Dark: Light
Pet(s): N/A
History: Bathsheba grew happily and content within the Pindaar capital, her father a Water Elemi and fisherman, and her mother an Air Elemi and ship captain. Bathsheba related more closely with her mother, learning most of her tricks and abilities with control and precision. Despite her pleas and protests though, Bathsheba was never allowed to venture out with her mother in the open waters, and was left with the choice of fishing with her father.
When the Krif Islands revolted against Pindaar through war, Bathsheba's mother volunteered herself and her ship in to the army. Bathsheba attempted to join as well, but was forced to stay home and continue living and working with her father. Bathsheba angrily and bitterly accepted her order, and waited for her mother's return so she could try once more to tag along. Unfortunately, her mother never returned home.
Left with only her father, Bathsheba quietly accepted her place at his side in fishing. For what felt like years, she silently went through life, putting air and life in the sails of their boat as her mother had taught her years ago. After a few years of grieving, Bathsheba managed to move past her mother's death and began to have a somewhat bright out look in life. That out look quickly turned in to more grief, panic, then anger when her father disappeared without a trace or reason. A handful of witnesses reported he was seen heading out for an early morning fishing routine, alone, but no one ever saw him reach the docks. Bathsheba searched for answers and her father, finding nothing but fuel for her anger and denial. When Silvius suddenly announced that Astaroth had been abducting people, Bathsheba followed the Jun's words and blamed Astaroth for her father's disappearance. With an answer, and a lot of anger, she quickly joined the Pindaar army, ready to serve, and more importantly kill.
Extra(s):
Theme Song(s):
 
PostPosted: Mon Jun 04, 2012 12:02 pm
Warriors of the Dark


Username: Zahzi.
Character Name: Syriiat Astaroth.
Gender: Male.
Age: 36.
Appearance: Astaroth without his helmet.
Attire: Every Ready for Battle.
Equipment/Weapons: Along with his solid armor, he carries a single, massive Claymore into battle. The edge of this blade is imbued with his own power as an Elemi. Bleeding never occurs when cut with this blade. The wound is sealed as soon as it cleaves through you.
Height: 6'11'.
Elemi: Fire.
Hometown: Pyrius.
Light or Dark: Dark.
Pet(s): N/A.
History: Astaroth's upbringing was as harsh as the land he grew up in. His family was generous and caring, but it is hard to live off of the slums of a land that is more likely to take your life than sustain it.
His Adolescence was spent in the Pyrian Military, as all his age did, as a way to be capable of survival in their lands. He proved himself more than capable on the battlefield for both combat ability and control of his Elemi to such a degree, that when the previous Jun's health began to falter, he was one of many chosen to be a candidate for succeeding him. The elimination process of which the candidates all went through included combat, strategy, and even carrying the lives of the countless on his shoulders.
Astaroth himself wanted little to do with this task, but had little choice, as doing this would mean his family would be able to rise from the slums..
Being molded into a Jun was both tedious and demanding, going from how a Jun acts, to how he leads. While the process was grueling, many of the other candidates being turned away left and right, he had aid of multiple people, most of whom he knew next to nothing about. Only one, did he actually know: Darius Grimm, the Grand Advisor of the Pyrian court. He had taken Astaroth under his wing, and proceeded to teach him what the others could not get past. Not Honor, or Compassion, everyone had that aspect down. True Sacrifice was something that was needed from every Jun who wore the Pyrian Crown. When he was named as the new Jun of Pyrius, it was Darius who handed him the Crown, as the Jun's health was failing rapidly.
Between taking the Crown and where he stands now, he has taken a more somber change than he used to be. The duties of a Jun can tax one's very soul, it seems.

In an effort to make ties between Stranmuh and Makai, a matchmaker was sent to unite both Atsaroth and Issasa, both of whom, denounced the idea in the same manner, yet, this alone brought them to see each other as friends before too long.
One forced marriage later, and the two were hitched and sitting on the Pyrian throne.

His relations with the other Juns was never very bright, but never dark either. It was only when Silvius became a Jun, and question everything about anything, did Astaroth become more self-isolated than before. He saw it as just a nation putting a child in a seat of power.
When both war and accusations against him were waged, he merely saw it as the child throwing a tantrum over his own insecurities. He would show this child his place..
Extra(s): In public, Astaroth comes off as a quiet individual, not as a weak-willed person, but always in thought...
Theme Song(s): Dawn of Battle.


Username: Randomly Gone Insane
Character Name: Issasa Astaroth
Gender: Female
Age: 31
Appearance: Issasa
Attire: Long and loose fitting gowns in a variety of colors
Equipment/Weapons: N/A
Height: 5 feet, 10 inches
Elemi: Mind Reading Psychic
Hometown: Makai
Light or Dark: Dark
Pet(s): N/A
History: In her youth, Issasa lived in Makai with her mother and father during the Krif Revolution. Her mother, Frida Dot Breitbarth, was one of the generals of the Krif armies and her father, Draden Breitbarth, a high ranking soldier. Despite the militaristic background and childhood, Issasa never showed any interest in her parents' careers. She focused more on the people around her, playing with and comforting with other children who suffered indirectly from the war.
Years later, in what would be the final and winning battle Issasa's father died, causing devastation to both her and her mother. In the wake of his death, Issasa vowed she'd never feel such depression again. Unfortunately, the three leading generals, that included her mother, had began arguing over power to rule the islands, and war came back all too quickly. As she grew older, Issasa supported and aided her mother the best she could in her cause, as Frida often struggled to make decisions as her husband's death still haunted her. In some ways, Issasa acted more as Jun of Makai than her own mother. But she never made any attempts or thoughts to take away the title from her mother, and always focused what time she could to help her mother with her grieving, and become more active in the situation they were in.
Once her mother had gotten to a stable state of mind, Issasa pulled away from the politics and focused more on directly helping the people of Makai, and the surrounding villages. A few years in to her charity work, Issasa was approached by a match maker who had been sent on behalf of Frida. Issasa had been reluctant at first to be married, preferring to meet and choose her own man when time allowed, but complied with her mother and the match maker's wishes. Through the anonymous match maker, Issasa met Syriiat Astaroth. Upon meeting the Jun, Issasa was surprised to find him sharing similar feelings to the match maker's arrangements. Through the laugh that followed, Issasa quickly became more of a friend to Astaroth than she did a potential wife. While he normally a troubled and distant Jun, Issasa would pull him away from work as often as she could, helping him relax and calm down from his work. Eventually, after Astaroth and Issasa never announced their own marriage, Frida and the match maker arranged one for the two. Again, they were reluctant, but happily complied since they would at least be stuck together in an unwanted marriage.
Extra(s): Despite all that has been said about and against her husband, Issasa still remains at his side as a happy and loving wife. She completely disregards the claims against him, calling anybody who repeats it a fool for believing in what they were told.
The only thing that Issasa has been noted to love more than her husband is their child, whom she is still pregnant with.
Theme Song(s): You Are My Diamond


Username: Zahzi.
Character Name: Darius Grimm.
Gender: Male.
Age: Sixty-Seven.
Appearance: Darius.
Attire: Look up.
Equipment/Weapons: The only 'weapon' he carries is a staff, in which he uses more like a walking stick. Not for old age, but as he puts it 'Style'. Not surprisingly enough, the center of the staff is followed out, and carries a blade...
Height: 5'4''.
Elemi: Necrotic.
Hometown: Zydan.
Light or Dark: Dark.
Pet(s): N/A.
History: Darius grew up in a noble house in the city of Zydan. To him, and everyone in his city, Necrotic powers were seen as normal as day-to-day conversation, so it was here many Necrotics, such as himself, learned to use his powers to the best of his abilities. While not the worst Necrotic, he was not the best either. He was more focused on the process, and study of the Necrotic art, than the actual practice. While many saw this as impractical, it actually served a greater purpose than most would think at first. Normally when one summons the dead, they must choose at random who is brought fourth. Many times, that roulette would end in the Necrotic's death, if they summoned the soul of a peasant to fight at their side to fight off a monster.
After many years of study, and isolation, he suddenly left his home and journeyed far into the mountains to find answers his resources could not find. He needed the Source.
He needed Purgo.

Suffice it to say, he won Purgo's gambit, and underwent the training all Necrotics aspire for.
With the knowledge he had been granted, he chose not to return to Zydan, but instead made the journey to Pyrius, to offer his aid. In a few short years, he had entered the Pyrian court, and ascended the ranks through loyalty and tact. It was here he met a young boy by the name of Syriiat Astaroth. He took a shining to the boy, seeing the previous Jun in this child, and began tutoring him alone. Some saw it as coddling, but others saw it more as finding the diamond in the rough, and sharpening it down.
Darius remains at his position to this day, looking no different than when Astaroth first entered the throne.
Extra(s): Darius has been in the Pyrian court longer than most seem to live. His age and shade of skin have been questioned time and time again, yet he never answers plainly. So far the only answer anyone has gotten that wasn't just to make them leave him alone, was a single word.
'Ascension.'.
Theme Song(s): N/A.

Username: SoujiAtsumi
Character Name: Fidel Alverez
Gender: Male
Age: 26
Appearance: Fidel
Attire: See above for usual attire; Special performance outfit
Equipment/Weapons: Daggers; Juggling balls made to explode in a variety of ways
Height: 6'1
Elemi: Crimson
Hometown: Nessa
Light or Dark: Dark
Pet(s): A stray collie that he cared for during his travels can usually be found trailing after him; he's named it Angel.
History: Fidel was born in Nessa but didn't stay there for more than a year of his life. One day his parents had a big argument that ended with his father taking him and leaving the settlement. He was never told what the argument was about and he never bothered to ask. After leaving Nessa his father traveled all over Chels, just as he did when he was younger. Whenever they needed money he would pick up odd jobs from the places they stayed at; it was a simple and happy life that Fidel enjoyed.
When he was eight his father found a woman much like him who loved to travel as well and joined them, for the first time he knew what it was like to have a mother and not long after a sister as well. The small family never settled down in one place for long and Fidel wouldn't have had it any other way, while he was still young it was during their travels that he found his interest in life. While his family visited Illen he ended up lost in the market. The boy quickly panicked, not sure what to do or where to go. Before he could do anything drastic or completely break down he stumbled across a street performance; a fire Elemi using her power to entertain a crowd of people.
The performance mesmerized him and as soon as it was over he wasted no time in approaching the woman to tell her just that. However the woman quickly noticed that he was alone and after learning that he was separated from his family helped him find them. Since then Fidel was interested in learning all he could about the performing arts. His parents encouraged the hobby, getting what they could with what spare money they had to help him. He started slowly with juggling then learned various magic tricks along with playing the guitar and various acrobatic skills.
By the time he was eighteen he had learned to take care of himself and soon separated from his family in their travels. Since then he had continued to move from place to place, performing on the street or at inns and theaters. Because of his travels Fidel is neutral when it comes to political standing, having experienced many different places made it difficult to choose just he he favors, so when war broke out he kept this standing for as long as he could until he was given no choice but to side with Astaroth.
Extra(s): Fidel rarely shows his face in public, preferring to keep it covered unless he's in private. In his spare time he enjoys making various mixtures of things to blow up during his performances to add flare and excitement to the act. He doesn't know much about fighting but can use daggers well enough and usually has something on him that he can use as an explosive. He keeps in touch with his family via a messenger pigeon his sister keeps.
Theme Song(s):N/A


Username: SoujiAtsumi
Character Name: Boris Lutz
Gender: Male
Age: 23
Appearance: Boris
Attire: See above; occasionally wears simple silver light armor for combat.
Equipment/Weapons: Dual Long Swords
Height: 5'10
Elemi: Electricity
Hometown: Pyrius
Light or Dark: Dark
Pet(s): N/A
History: Boris is the only son to a family of mercenaries, born in raised in Pyrius. Just as many children he was forced to learn how to defend himself at a young age, though even without the law his father would have trained him. The training was hard for him but he learned as best as he could until he was dismissed at the age of sixteen; his training didn't end there however. As soon as his basic training ended his father started to train him to fight. The training done by his father was tougher but somehow he made it through, learning how to wield two swords by the end.
On his own he learned to use his powers, now completely mastering them but learning enough to put them to use in battle, and by the time he was twenty his father ended his personal training. From then on Boris was on his own for the most part, his parents allowed him to stay at home but required him to pay for rent and his own expenses; forcing him to become a mercenary to make ends meet. At first he only took small jobs but as he became more accustomed to the work he accepted a wider range of tasks and the occasional hunter opportunity. Not long after her started to work his mother fell ill, making it impossible for her to work. Any money he could spare went to her medical expenses while his father took on extra jobs to help support them. When the whispers of war started up it was a blessing for them and Boris wasted no time in accepting work from the army when they requested mercenaries for hire.
Extra(s): N/A
Theme Song(s): N/A


Username: Zahzi.
Character Name: Barix Evard.
Gender: Male.
Age: 31.
Appearance: Barix
Attire: Pyrian Armor
Equipment/Weapons: A pair of spiked gauntlets.
Height: 6'9''.
Elemi: Earth.
Hometown: Ortme.
Light or Dark: Dark.
Pet(s): N/A.
History: Barix was a War-Orphan of the Sot/Dilon war. No one was able to find which nationality his family belonged to, but Ortme had no reservations of claiming him for themselves.
Growing up, Barix's power over Earth became an asset in the mines, being able to get through the stone itself without the tedious use of tools, and keep the tunnels from collapsing from all the movements. This line of work bore him to his very soul, however.
Because he was so useful in the mines, he was never allowed the chance to try other vocations, such as Smithing, or become a Dilon Militant. Infuriated at this, he eventually left his home and set off north. Not to Sot, as he himself had no intentions of going BACK to his same kind work. He wanted combat. He proceeded to Strunmah.
In Strunmah, he was granted his chance to become a militant, and showed great promise in most areas. What he lacked in tactfulness, he made up for in brute force.
This kept him from ever becoming higher than a foot-soldier, but this suited him just fine.
Extra(s): Barix respects Power and Honor over Money and Caution. On the field of battle, it has been noted that if pushed over the edge, he will fly into a rage where any enemy in his path may be torn down, brutally..
Theme Song(s):


Username: Randomly Gone Insane
Character Name: Leorine Lowon
Gender: Female
Age: 30
Appearance: Leorine
Attire: Armor, see above; Casual/Traveling
Equipment/Weapons: Weapon and Shield, as seen in the picture
Height: 5' 5"
Elemi: Water
Hometown: Anocona
Light or Dark: Dark
Pet(s): N/A
History: Born from a miner and a guard in the Sot capital, Leorine grew up learning to value hard work and honor throughout life. When she was young, Leorine spent most of her time with her father while her mother worked in the mines during the day. Through her youth, she grew very close with her father as a child, and came to admire his role as a guard of Anocona and Sot.
When Leorine turned ten, her mother started to take her down into the mines in Anocona. Leorine started off doing light weight work, such as carrying messages and supplies throughout the mine. As she aged and gained strength, Leorine was eventually given a pickaxe of her own and started work as a true miner. While mining was hard and honest work, Leorine was never really happy with the job. After a few months of throwing a pickaxe, she quit and followed in her father's footsteps in becoming a soldier. Still a bit young at the time, Leorine's father settled training her on his own, building up her skills and strength so she would be fully prepared once she was of age to become a guard.
Once she was sixteen, Leorine joined the Sot forces, starting off as a local guard due to her youth and inexperience. Shortly after her career started, Sot waged war against Dilon for land control. Leorine's father was one of many to be sent out to conquer the lands, leaving her and her mother alone. Desperate to join her father, Leorine began to work longer and harder as she guarded Anocona, and sought advanced training not only in sword combat but with her abilities as well. By the time she was trained enough for war purposes, the war had ended and Leorine's father returned home, alive but crippled by war injuries. Angry at herself for not being there, Leorine continued her training and extra work. Her perseverance was paid off in the end, and Leorine was recognized as guard captain for all of Sot.
Not long after Leorine became a captain, tensions rose between Sot and Pindaar. As others grew wary of what might happen, Leorine was assigned to guard and lead the forces in Junus, with orders to prepare the men and the city for a possible attack. Before she could even leave the city, Anocona was attacked by invading Pindaar forces, and the surprise attack left civilians and soldiers alike in a panicked state. For days, Leorine fought alongside her fellow soldiers as they tried to ward off their attackers and save Anocona from being sacked and controlled. It was an uphill battle though, and when all seemed lost a new waves of soldiers stepped in, from Pyrius. Among the new forces of soldiers was Astaroth, who fought off the Pindaar soldiers and saved Anocona from complete destruction. After witnessing the attack and rescue of her home, Leorine gained a burning hatred for Jun Silvius, and a deep admiration towards Jun Astaroth. As an alliance was formed between Sot and Strunmah, Leorine was one of the first to volunteer herself to join Astaroth's forces to fight against Silvius personally.
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Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Mon Jun 04, 2012 12:03 pm
What's Happening Now

Roughly at the end of each day, based on Pacific Coast Time, this post will be updated with the current on going events of the role play. Both the main story and personal side stories will be logged as they go on through the role play. However, only the main story events will remain in this post after completetion so that newcomers will know where they're coming in on the main story. Once a personal side story is completed, its updates will be removed.

Main Story Events
The Light is launching an attack against Junus, while a small team of Dark forces are going to disrupt a blockade set up at sea.

Personal Side Stories
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