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Idora Tales: Nothing Gold

 

WARNING- lots of text. Everything that you don't have to know is marked as optional, and will give extra information for the plot, to help you write bios, and to tell about mechanics. I did try to make it enjoyable, though.

Stuff you do have to know is marked "Important." It gives information that is essential in order to create your character and participate in the Role Play.

 

Story (important):

Our story begins in Roselake Fortress, the main base of operations for the Spirit guardians of Idora, brave warriors of light who keep the monsters and Demons of the world at bay. Recently the fortress lost contact with several of their other bases, and the scouts sent to determine their conditions have all disappeared, except one who staggered back, critically wounded. He left only the words, "Castow has fallen. The shadows have returned," before departing from this life a few hours later. It is assumed that the other scouts and the two larger groups of warriors sent to find them weeks later met similar fates. Forts destroyed, many warriors dead, and with few options in the face of another disastrous war, the Spirits decided to put together a small, covert group in order to track down the Staff of the Lady, a legendary magic artifact from their deity with the power to stop the Demons in their tracks. That's where you come in. To take up arms in a final, desperate stand against the darkness, or to destroy the light and take control of the planet. Idora's fate rests on your actions. Make them count.

 

Places (optional):

Idora- The world on which our story takes place. There is one main continent and several islands from large to small sizes, and climate varies on location.

Spirit:

Roselake fortress- The main spirit base of operations near the center of Idora's continent. Mostly inhabited by younger Spirits and leaders, with a few seasoned third generation warriors as well.

Castow- a fort to the west of Roselake. A wet climate with lots of rain and a river. It shares the name of a small human town next to it, a tight knit farming community with a few fantastic restaurants. They also protect two cities that grew from small farming towns as the kingdom grew more wealthy. Fort Castow has fallen, the village remains unharmed so far...

Trifield- A fort to the southwest of Roselake. It is relatively close to the fortress, only ten miles away. There are three towns within their protective range, and many farmers due to the rain and fertile soil, hence the name. The spirits have lost contact with this base.

Leton- A small base in the heavily wooded land far to the east. Moderate climate. There are only a few spread out human dwellings in this area aside from a small city called Bastow at the west edge of the forest. The city is populated mostly by hunters and merchants, but has some very lovely inns. The spirits have lost contact with this base.

Khaalag- The castle built in the cold, northern region of the continent. They watch over the cabins in the mountains to their east as well as a small lighthouse and fishing town slightly to the north on the coast, some mining towns, and a city. The spirits have lost contact with this base.

Human Kingdoms:

Gosa- An oligarchy in the north of the continent. They specialize in fishing and mining, and have many raw materials that are traded for food, as their less fertile ground isn't good for much more than purple potatoes.

Doliene- A central/ western kingdom on the continent. They have good farming resources, abundant water, fishing, deciduous forests and a lot of rain. They also have many thriving cities and skilled craftsmen.

Sirine- A small democracy on the east coast of the continent. They are very wealthy and serve as a trade country link to the islands, with many ports and fishing towns. They make excellent boats and purple potato stew.

Iliegron- The large, eastern kingdom of the continent. They have many forests, both deciduous and coniferous, as well as multiple fiefs and castles. Once a dark and feudal place, this country has begun branching out and has many skilled smiths who use imported ore from Gosa as well as their countries own mines. They are known for their skilled warriors and metal workers, but have good carpenters and farmers too.

Demons:

Vepaz- The main base of operations of the Demons, hidden in the freezing mountains of the north.

Wraiths:

???

Landmarks

Cotuhn- formerly known as cape Cotuhn, now an island due to the spirit demon war. A medium sized, barren, storm swept island in the south.

(I will add more as they become important. The map will be put up later as well.)

 

Legends and History (optional):

Events:

10000 years ago- Creation of the Spirits and Demons (legend...?)- The spirits were created by the Lady of the Light (the deity of the humans and Spirits) in order to protect the mortal creatures that she had created from monsters. The Fates created Demons as a counter balance to the Spirits.

7000 years ago- The kingdom of Idora (Legend)- The first human kingdom and namesake of the world, a land of harmony and peace protected by the guardians and blessed by the Lady. It was broken by war over the centuries and became the countries that we see today.

3500 to 3000 years ago- Shatter Point War (Also known as the Spirit and Demon war) (history)- hence called because it took place in the southern region of the continent, the farthest tip of which was literally shattered into several islands by the destruction. This has been the worst event of the demon vs spirit clashes, and drastically cut the populations of both sides. No one really won, although the final victory of the Spirits at cape Cotuhn ended the war. The demons have stuck mostly to smaller scale attacks since the end of this war, rebuilding their civilization and power.

Items:

The staff of the Lady- supposedly given to the first Spirit by the Lady of the Light, the staff was a great power source that was used to protect Idora. It was lost to time, and Spirit scholars still debate if it was real or legend.

Stormbringer- the sword used by a legendary knight under a political rival to end the life of the sixth king of Idora, marking the fall of the kingdom. Apparently it was crafted with magic to be able to pierce any armor.

Ring of Truth- the belonging of a judge of the first kingdom Idora. The wearer could unveil lies just by hearing them spoken. According to legend it was hidden when the wise judge neared his death, as he realized what a danger it could be in enemy hands.

Phoenix Wrath- a spear belonging to one of the first fire core Spirit mages. It conducted fire magic and made the already explosive attacks even more lethal, to the point of risk of harming non fire core allies if they were too close. Lost in the Shatter Point War.

(To be continued as we progress.)

 

npcs (optional):

npcs will be marked for you by color and name on the maps. Keep an eye out and try to have positive relationships with them, they can be helpful.

Plot (red)- These guys give important information and items that move the plot along.

Shopkeepers (green)- The people that you can buy things from. They carry medicinal herbs (not as effective as healing, but helpful), sleeping bags, tents, antidotes, books, food, pencils, piñatas, and purple potatoes. And probably anything else you need.

General (blue)- The random people who live around town. Talking to them can give you hints at current events and history and stuff, but isn't essential.

 

Players (important):

WARNING- I want to try and have a good balance here with more protagonists than antagonists, so I might close wraith and demon sign ups early if they get too full. I could open them again later, though...

Also, if you play a villain you can not play a hero, but you can play two villains of different species. Villains get extra information that heroes aren't allowed to have yet.

 

Spirits: The protagonists. Spirits protect humans from Demons and other threats. They are not permitted to reveal themselves to humans in spirit form or interfere with human affairs like wars, but can interact with people in their human form. There are two main groups of spirits, the second generation and third generation. Few second generation Spirits remain due to a huge war with the demons three thousand years ago, which decimated what remained of the first generation. They are most likely to be magic specialists, and many help with the leadership of the Spirits. They can be up to six thousand years old. Third generation spirits were all created in the last three thousand years. They divide pretty evenly into magic and weapon specialists, and most fill positions as warriors. The youngest of the third generation, those who are two hundred years old or less, spend more time learning in the bases, in order to perfect their skills and knowledge. The Spirits are lead by Orali, a four thousand year old second generation survivor who took over as one of the Generals near the end of the war.

 

Demons- (more information will be provided to those who message me and want to play a Demon. First come first serve though, if there are too many Demons I can't tell you a thing.) Demons are the embodiments of darkness and evil in Idora. They can destroy people's soul (human) or Core (spirit, wraith, or demon) if defeated badly enough, making them terrifying opponents. Destroying Cores makes them more powerful. Demons have been around as long as the Spirits, and want nothing more than to enslave the entire world, seeing themselves as a superior race made to rule over the pathetic, weak human population of Idora. They are currently lead by the five thousand year old Demon, Hayden, a general who killed his predecessor at the end of the war.

 

Wraiths- (more information will be provided to those who message me with the intent of playing a wraith. First come first serve.) Not much is known about Wraiths. They are fallen Spirits who have similar goals of world domination to those of the Demons, but the two groups don't get along well. The first Wraiths appeared after the end of the spirit demon war, and all but vanished five hundred years ago.

 

Specializing (Important):

Your character can be a magic or weapon specialist. Weapon specialists get two or three weapons (but be realistic on what weapons your character could carry and know how to use, please. Your character can not carry a scythe and a giant axe and a sword that is taller than they are.) Magic specialists get two secondary elements in their cores. For more on that, see below.

 

Cores (important):

You can choose a base depending on species, a primary element, and a secondary element. If you are a magic specialist you may have two secondary elements.

Base:

Light- spirit

Dark- demon

Shadow- wraith

Primary element:

self explanatory. The element can be created if not already in place, and uses energy depending on how much of the element is used (a cup of water or a tsunami?) and what you are trying to do with it (drop a rock on someone or start an earthquake?)

Water

Fire

Earth

Air

Secondary element

(let me know if you have an awesome idea that should be on here. Chances are I will say it is great and you should go ahead and do it!)

Ice (available to water)-self explanatory, operates on same rules as primary elements.

Fade (available to air)- become intangible for a short period of time. Energy expended depends on what you go through during that time (a feather or five fortress walls) and how long you keep it up. Two post max if going through lots of things for now.

Flash (available to fire)- a distraction technique to blind enemies for a short period of time. Energy expended depends on number of targets and brightness.

Diamond (available to earth)- defense becomes impenetrable for two turns. Downside is it takes a lot of recharge time.

Lightning (available to fire or air)- see ice, but keep in mind that as this is a fantasy style RP, we are killing anatomy. Shooting someone with lightning won't stop their heart.

Flight (available to fire or air)- Uses fire or air to fly for a limited amount of time. Energy expended depends on speed and length of use.

Dart (available to water and air)- A dramatic increase in speed, agility and evasion. Energy expended depends on length of use.

Magma (available to fire or earth)- like lightning in that there are limits on how this affects targets (they won't be burned to ash or irreversibly scared on contact).

Summoning (available to light or shadow)- Choose a summon type (dragon, djinn, whale, wolf, purple potato, but remember that you can only choose one) that can be called into battle for three turns. Energy expended depends on if you try to keep the summon out for over three turns or the power of the summon, sort of like in Naruto.

Vanish (available to shadow or dark)- become invisible for a period of time. Energy expended depends on length, three posts in a row max for now.

Necromancy (available to shadow or dark)- summon skeletons. Operates on the same rules as summoning, but you can expend more energy to make multiple skeletons.

Poison (available to shadow or dark)- Make objects poisonous or add it to an element for an attack (your own or a friend).

Healing (available to light or shadow)- can not bring back dead people or fix... Actually, I can't tell you that yet, never mind. Can also cure poison. Energy expended depends on the size of the wound and what it is (paper cut or dismemberment? Yes, you can fix dismemberment, but only if they haven't died of blood loss yet and you have the missing limb.)

Enhance (available to all)- raise defense, attack, healing powers, summoning, etc on self or ally. Limited by scope and strength. If your character tries to raise two peoples defense to the point of taking absolutely no damage, they will pass out.

 

More on Cores (optional)-

Fire comes with an attack boost, Water with a resistance to magic, Air with increased speed and Earth with high physical defense. Lightning bypasses Water's magic resistance and does high damage to water, earth can control plants to a degree (like earth adepts in Golden Sun), Poison can decrease Air's speed. Water increases damage to Fire, Fire to Air, Air to Earth (if that doesn't make sense, go look up pictures of what is left after a tornado...), Earth to Lightning, and Lightning to Water. This works opposite, too, as those elements do less damage to the ones that damage them most.

 

Weapons (important):

Keep it basic. Axes, swords, hammers, knives, scythes, spears, etc. No guns, but small scale explosives are ok (if a bit irrelevant as some characters will control fire...)

 

More on Weapons (optional):

Many Spirits, Wraiths, and Demons use their weapons in human form as they tend to have better hands in that form (and it is convenient for Spirits when they have to fight in front of Humans), but some creature forms have better hands than others. (Keep that in mind while you design your character if you want to use swords while in Spirit form or something.)

 

Creature Appearances (important):

All spirit and wraith ideas I came up with are a mix of real animals, Zelda, and Golden Sun Djinn. The demons are similar with a bit more humanoid features and non functioning wings thrown in for show. Detail color should be chosen to the characters personality, and doesn't depend on element or species. Be creative! If you can't draw it (and I suggest you at least try, I want to see your art!) then write a detailed description and ask me or a friend to do it. If you really can't think of anything, you can borrow one of my example pictures. :(

Spirit ideas

post-53311-0-27316100-1457748780_thumb.jpg

Wraith ideas

(Basically Spirits with gray where the white goes.)

post-53311-0-15474000-1457748833_thumb.jpg

Demon ideas

post-53311-0-27971000-1457748896_thumb.jpg

 

Designated Driver (important):

I would like to implement a "designated driver" system to keep up the pace of the RP. If you are unable to post for over a week, this player will control your characters for you. If possible, let them know beforehand. Since this person will have to know all your characters information, if you are an antagonist player then they must be one too. If someone doesn't mind spoilers and wants to be my designated driver/ second in command, let me know. I need you!

 

Rules (important):

-Follow the KH13 rules.

-Please don't swear. You can say holy purple potatoes if you want to, though.

-Two character max for now.

-Romance and violence are ok, but keep it PG13.

-If you read the rules, put your favorite fairy tale at the bottom of your sheet.

-Put your designated driver (see above) next to your fairy tale, but double check with them first. It's ok if you don't have one now, but you must have one before the game starts.

-Follow this thread and the RP thread, I will update npc, general, and map information here.

-Don't be too over powered, I will notify you if there is a problem.

-Don't kill or seriously maim characters without their player's consent.

-Have fun!

-Five rule violations, and you're out. I will try to be nice, but rule breaking makes this no fun for everyone else.

-Keep in contact with me, If you have a plot idea or question or something that you think would be fun, I would love to hear it. My goal is to make this as fun for you as possible.

 

Signup sheet (Important):

WARNING-

Antagonists- If your character is a villain, you have two signup sheets. One goes up on this thread, the other you message to me. The info you put under public is stuff that other characters are likely to know, but you can omit information if they wouldn't know it. You do have to put everything about your character on the sheet that goes to me, though, so I can plan accordingly. You can also message your information to those whose characters would know it.

Everybody- These characters can be thousands of years old, so they are likely to know each other. Feel free to message other people and establish relationships between them and stuff, you can include this in your bio if you want. :)

 

Spirit sign up sheet

Name:

Age:

Spirit form appearance:

Height (normally 3 to 6 feet):

Human form appearance:

Height:

Specialization:

Core:

Weapon:

Personality:

Bio (optional):

Theme (optional):

Anything else?

 

Demon sign up sheet

Public

Name:

Age:

Demon form appearance:

Height (normally 3 to 7 feet):

Human form appearance:

Height:

Personality:

Theme (optional):

Anything else?

 

To me

Name:

Age:

Demon form appearance:

Height (normally 3 to 7 feet):

Human form appearance:

Height:

Specialization:

Core:

Weapon:

Personality:

Bio (optional):

Theme (optional):

Anything else?

 

Wraith signup sheet

Public

Name:

Age:

Wraith form appearance:

Height (normally 3 to 6 feet)

Human form appearance:

Personality:

Theme (optional):

Anything else?

 

To me

Name:

Age:

Wraith form appearance:

Height (normally 3 to 6 feet):

Human form appearance:

Height:

Specialization:

Core:

Weapon:

Bio (optional):

Theme (optional):

Anything else?

 

Example signup sheet:

Name: Orali

Age: 4162

Spirit form appearance: post-53311-0-13137200-1457841402_thumb.jpg

Height (normally 3 to 6 feet): 4'

Human form appearance: post-53311-0-61326800-1457841322_thumb.jpg

Height: 5' 2"

Specialization: Magic

Core: Light- Air- Flight- Dart

Weapon: A black hilted dagger with a blue gem embedded in the pommel.

Personality: Slightly reckless when it comes to her own health, but polar opposite as to her "tiny people," the younger Spirits. Clever and determined at best, manipulative and obstinate at worst, the leader of the Spirits is a force to be reckoned with when angered.

Bio (optional): Orali, like many other second generation Spirits, was created during the tension leading up to the Shatter Point war. As more and more of the strategists and leaders of the Spirits were taken out in the war, Orali was promoted for her quick thinking and leadership skills. By the battle of Cotuhn she had been a General for a century, the longest a person had held the role since the war began due to assassins and battle. When the ashes cleared and the Demons retreated, with both their King and the Spirit Leader dead, it became only logical that the air spirit took up the mantle. She still slightly resents being thrown into the position, and on occasion swears that the stress is going to kill her before any Demon gets close.

Theme (optional):

Anything else? Orali is afraid of water, and can't swim to save her life. She has a miniature garden in her office that she cares for when she gets stressed. It is a very well attended garden.

 

Character list:

Ruddy Infratel the Craftsman- Vaude

 

Thanks for getting all the way to the bottom of the page! Sign up if you can, I would love to have you!

Edited by Kingdom Key D

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*whistles*, this is quite the amount of information to digest, but colour me interested!  I'm a sucker for deep fantasy immersive worlds, probably because my very first RP was based on one, and I like the addition of spirits, though it surprises me that humans aren't the main protagonists but rather the spirits are.  Now, to attempt a character profile:

 

 

Name:  Ruddy Infratel the Craftsman
Age:  1500 years of age
Spirit form appearance:  Has the wings of a blackbird, along with a red-spotted white body and head of a corn snake.  A shout-out goes to the deviantArtist KingOvRats for the picture.

 

Posted Image

 

 

Height (spirit):  3 foot 10 inches (1.16 metres)
Human form appearance:  With untamed dark hair, pale skin, a wiry frame, a predatory red gaze, and a dressage of dark rags which droop from his shoulders like a loose robe, Ruddy does not offer much appeal towards the average individual, and several would call him a beggar or castaway upon first glance.
Height (human):  5 foot, 5 inches (1.65 metres)
Specialization:  Magic
Core:  Light-Air-Dart
Weapon:  Gladius (Roman short sword)
Personality:  Aloof, mischievous, oily, and flighty, Ruddy is very much like a bird or a serpent, as slippery and dodgy of trouble as he can manage.  He takes what he can and leaves behind the rest, never returning to a location unless he knows that something of service awaits him.  This makes him difficult to track for friend and foe alike unless they have a serpent's stone, a hand-carved rune which he gives others to track him down.  Deep down, he is an artisan, a lover of all crafts and a provider for most, and his most prized possessions usually are things that he makes himself.  Not many know this of him, and those that do usually have something he made in their possession.
Bio:  Since he was born into the world, he had a deep-rooted love for the beauty of manmade and natural objects, fostered and nurtured by adoptive parents.  He kept close ties with them as he wandered the earth, travelling north, south, east, and west to sate his lust for inspiration, but rarely did he feel a need for friends.  Instead, he had allies or associates with little ties to him beyond name, but all things are subject to change.
Theme:

 

 

Anything else?:  Ruddy likes horses, though they don't like him much in return.

 

The Story of the Youth Who Went Forth to Learn What Fear Was (Mystics Apprentice, if joining)

Edited by Vaude

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*whistles*, this is quite the amount of information to digest, but colour me interested!  I'm a sucker for deep fantasy immersive worlds, probably because my very first RP was based on one, and I like the addition of spirits, though it surprises me that humans aren't the main protagonists but rather the spirits are.  Now, to attempt a character profile:

 

 

Name:  Ruddy Infratel the CraftsmanAge:  1500 years of ageSpirit form appearance:  Has the wings of a blackbird, along with a red-spotted white body and head of a corn snake.  A shout-out goes to the deviantArtist KingOvRats for the picture.

 

Posted Image

 

 

Height (spirit):  3 foot 10 inches (1.16 metres)Human form appearance:  With untamed dark hair, pale skin, a wiry frame, a predatory red gaze, and a dressage of dark rags which droop from his shoulders like a loose robe, Ruddy does not offer much appeal towards the average individual, and several would call him a beggar or castaway upon first glance.Height (human):  5 foot, 5 inches (1.65 metres)Specialization:  MagicCore:  Light-Air-DartWeapon:  Gladius (Roman short sword)Personality:  Aloof, mischievous, oily, and flighty, Ruddy is very much like a bird or a serpent, as slippery and dodgy of trouble as he can manage.  He takes what he can and leaves behind the rest, never returning to a location unless he knows that something of service awaits him.  This makes him difficult to track for friend and foe alike unless they have a serpent's stone, a hand-carved rune which he gives others to track him down.  Deep down, he is an artisan, a lover of all crafts and a provider for most, and his most prized possessions usually are things that he makes himself.  Not many know this of him, and those that do usually have something he made in their possession.Bio:  Since he was born into the world, he had a deep-rooted love for the beauty of manmade and natural objects, fostered and nurtured by adoptive parents.  He kept close ties with them as he wandered the earth, travelling north, south, east, and west to sate his lust for inspiration, but rarely did he feel a need for friends.  Instead, he had allies or associates with little ties to him beyond name, but all things are subject to change.Theme:

 

 

Anything else?:  Ruddy likes horses, though they don't like him much in return.

 

The Story of the Youth Who Went Forth to Learn What Fear Was (Mystics Apprentice, if joining)

Accepted! Your character seems very fascinating, and thanks for introducing me to a new fairy tale.

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Correct! Three free medicinal herbs for you should you choose to sign up.

Awesome!  I love Robert Frost's work.  Also, how many players were you hoping to acquire before starting the roleplay?  I was uncertain if I should join because of my full schedule, but seeing as Vaude is joining, you don't have many players, and I'm being offered free herbs I may as well give this a go. ; )  I was thinking to create an aquatic-like spirit, similar to a Zora.  Would that be acceptable for a creature?

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Awesome!  I love Robert Frost's work.  Also, how many players were you hoping to acquire before starting the roleplay?  I was uncertain if I should join because of my full schedule, but seeing as Vaude is joining, you don't have many players, and I'm being offered free herbs I may as well give this a go. ; )  I was thinking to create an aquatic-like spirit, similar to a Zora.  Would that be acceptable for a creature?

Anywhere over three protagonist characters would be great. (I have a full cast of antagonists for if no one decides to do those...) I will put my own up, and I'm trying to recruit a RL friend, but anyone you would like to add would be welcome. Your idea sounds awesome!

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I'm deeply saddened that there aren't many players in this roleplay because it seems like it would have a lot of potential, but even if we start small the RP should bolster in time, whether it be in posts or in roleplayers or both.  I concur with Kingdom Key that your idea sounds awesome, Mystics, and I look forward to seeing this water spirit critter!  I hope you'll have time to join.  Lastly, thank you very much, KKD, for considering my character fascinating, and you're very welcome for the new fairy tale.  There's nothing better than finding a new gem, and Grimm's Fairy Tales is full of them.

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