A
Aldriem
Guest
Original poster
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[BCOLOR=#3366ff]H[/BCOLOR]ounds of [BCOLOR=#3366ff]G[/BCOLOR]alereThe Aether, an inter-dimensional no man's land that houses nothing but a vast stretch of spiritual energy that goes on endlessly in every direction for miles and miles. Strangely enough, exploration and tampering with spirit magic led one man to this anomaly and it was here that he set up what would go on to become a prime stronghold in the War that was to come.
The Spirit War was a war started by some malevolent spirits who wanted to take over the human realm too. It was in light of this War that Marcus Aldriem, an exceptional hunter accidentally opened a rift to the Aether and he decided to set up the Hunter's Guild here, away from any being's reach. The Hunters are fighters who have the ability to form links with Spiritual Beings by means of Link Bracers mounted anywhere on their bodies and can thus use the power of these beings to fight.
However, there was one thing that Marcus hadn't accounted for, that if he could chance upon a place such as this, so can others.
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The Rules for this RP are as follows:
[BCOLOR=transparent]1. No Godmodding, Bunnying, or spamming the OOC and absolutely NO SPAMMING the RP thread. [/BCOLOR]
1.5. No "Gary Stus" or "Mary Sues". These are characters that are perfect in all aspects and are as such frowned upon. Please avoid them.
[BCOLOR=transparent]2. Please have patience after you have posted your applications. It may take me up to 2 days to see your application and complete the analysis. [/BCOLOR]
[BCOLOR=transparent]3.(IMPORTANT) Hounds of Galere is a free-roam RP, however, you don't have the liberty to do whatever pleases you. Mild language is allowed but scenes that are of a highly sexual nature must be faded to black. This RP is not an "everyone lives" kind of RP. There's a chance your character might die right off the bat if he makes risky moves. As you climb through the ranks, survival gets tougher. Upon your death, you may make a new character and start immediately upon approval.[/BCOLOR]
4. You are at the liberty to make as many characters as you want or even twins for that matter but kindly keep in mind that NPCs, should you wish to create any must be passed by me so that I may approve them. Also state whether only you can play that NPC or can other players too.
5. Posting Requirements(IMPORTANT): Do try to keep a certain level of clarity and proper grammar when you are writing. The writing level for this RP is "Intermediate" so I believe one can keep with it. Your posts must be at least 8-10 lines long as a lower limit. There is no upper limit except, just make your post readable. Avoid walls of text. You must post at least once every 5 days. In case you miss your 5 day period, you will be notified for a total of upto 3 misses before your character is killed off. Can't have one person holding everyone up. In case you need to carry out a conversation with another player, just go into a collaboration with them and create a big post instead of several small posts.
6. ENJOY...!!! :)
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The Bio format for Hunters is as follows:
Name: (Your character's name.)
Zodiac: (Taurus, Gemini, Aquarius, ect ect. For fun, not required.)
Age:(Your character's age.)
Race: (What race is your character...? You may use any custom race but make sure you put in a small description explaining the race's qualities.)
Physical attributes: (Your character's body type and his fighting style comes in this section.)
Dress: (What does he wear...?)
Voice: (What does your character sound like...?)
Facial Details (Explain your character's facial structure, whether he has any facial hair or any scars, etc.)
Personality: (What is your character like as a person...?)
Link Bracer: (What does your link bracer look like...? A complete description.)
Position:(Where do you wear your link bracer...?)
Spirit
Spirit Name:(What is your Spirit called...?)
Element:(Your Spirit's Element.)
Appearance:(What does your spirit look like in it's corporeal form...? Remember, spirits usually take animal forms. A complete description.)
Weapon: (What does your spirit look like in their weapon form...?)
Personality: (What is your spirit's nature...?)
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Skills: (Your skills MUST pertain to your element, unless stated otherwise.)
Rank E: (This being the lowest rank will have you using just one special power, the weakest one.)
Rank F:(A bit stronger than Rank E, this power will be stronger.)
Rank D: (Stronger than Rank F, this power is even stronger)
Rank C: (This power is stronger than Rank D)
Rank B: (Rank B will give you access to your 5th power.)
Rank A: (This power is a passive skill which will automatically get activated upon your entry into Rank A. As an example, consider the power "Dissonance" which naturally causes a bit of uncoordination among multiple enemies if you are near them letting you focus on one enemy at a time without having to worry about multiple attacks from all sides. Choose accordingly.THIS SKILL NEED NOT BE ELEMENTAL.)
Rank S: (Rank S gives you an overwhelmingly strong special power)
Rank X: (Having reached the top of your form, you can now access the strongest of all your attacks.)
Character List:
Marcus Aldriem/Cain- Aldriem[/hr]
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Name: Marcus Aldriem
Zodiac: (Taurus, Gemini, Aquarius, ect ect. For fun, not required.) Libra
Age: 27
Race: Human
Physical attributes: Marc is a speedster-type who relies chiefly on his speed in order to make his hits in a battle. His lean, thin build further complements his style. Accompanying this speed is precision, Marc does not care for strength as long as he knows the target. He believes in getting the job done by wasting as less energy as possible.
Body Type: As stated before, Marcus has a thin, slightly muscular and lean build, furthermore, he is of an above average height, if not taller than most. His arms appear to be longer owing to the shape of his upper torso, when in fact, that is not the case. Long legs help him build speed faster than most making him an excellent sprinter.
Dress: Marcus wears a full-sleeved black trench-coat over a crimson half-sleeved vest that has a high neck on his upper torso. A leather belt adorns his waist while for lower garments, he wears tight black leather trousers with high boots.
Voice: Marcus, as he is still quite young has a bright, cheerful voice with a certain feel-good factor about it. However, upon closer inspection and listening, one could detect all the nervousness that he hides within that also makes his sentences come out in whispers.
Facial Details Marc has long brownish-black hair that fall down over his eyes. His complexion is of a slight tan with a hint of fairness about it, apparent at his forehead. He has a well-defined jawline considering how his face has a long-ishness about it. His eyes are a dull brown color and he has somewhat thin eyebrows. His lower face shows traces of a beard, even if he shaves it, albeit not so often. He has thin lips that are a dull pink color. His sideburns are well-trimmed.
Personality: Marc has a cheerful personality, he is cocky, bright and surprisingly accommodating when it comes to favours. One of his best personality traits are he seldom lets any kind of nervousness or stress get to him. On the rare occasion that he does, he also does a terrible job of hiding it. Rarely feeling down or depressed, he gets along well when interacting with fellow Hunters and such. He is a person that while few develop an immediate liking for, others grow suspicious of his cockiness.
History: (How did you get to where you are today? A summary of your life beforeand during the academy with decent amount of detail to explain how you became who you are.)
Link Bracer: Marc's Link Bracer is a bangle made wholly of small brownish beads that white spots on them.
Position: This bangle, wholly made of beads starts at his wrist and winding its way up his forearm, circles once just under his elbow and travels back down in a motion just opposite of the winding motion as when it goes up.
Spirit Name: Cain, and his alter ego, Kuro.
Element: Wind
Appearance: Cain(the real one) is a 4 foot tall, big wolf with a silky greyish-black fur. He has a white scar running diagonally down across from his upper jaw, and ending all the way down at his chin. When his alter ego Kuro takes over, all of his black fur turns snowy white and the formerly white scar on his jaw turns black even as his otherwise grey eyes develop a crimson glow.
Spirit: (Please refer to the Appearance Section)
Weapon: Cain's weapon form is a pair of foot long daggers that have dual-edged blades. The blades are of different colors, one is of a shiny, jet black color with white outlines while the other is just the opposite.
Personality: Cain is the polar opposite of Marc. While Marc is a quick-to-react, happy-go-lucky person, Cain is patient, and somewhat slow-moving under normal conditions. He assesses any situation very carefully before advising Marc or reacting himself. Kuro is the darker version of Cain with an ever-present intent to cause violence. He goads Marc to become ruthless and go on killing sprees often confusing the Hunter. Even so, Marc chooses to heed Cain more than Kuro under situations requiring presence of mind.[/hr]
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Skills:
Rank E: Wind Tunnel: Marc gets a burst of speed helping him dodge fast attacks even faster.[/hr]
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Rank F: Wind Cutter: Marc's blades replicate into thousands and fly at the enemies when and however he wishes them to.
Rank D: Wind Cannon: Marc charges fairly strong balls of concentrated wind in the palm of his hand and shoots at his foes, stray cannon balls can hurt unintended targets. These balls will explode upon contact. Overusing this skill will lead to exhaustion.
Rank C: Wind Chain: Marc gains power to explode the air near a foe, the first explosion sets off a minor chain reaction of explosions which are limited to the area around the enemy, closeness to the explosions can hurt unintended targets, if Marc pushes his limits, it may take a toll on his stamina. He can chain this attack on only upto 3 targets at a time, and even then it's vastly exhausting.
Rank B: Blade Gust: The daggers dissolve into the wind and strong sharp gusts of wind start blowing at the enemy, again, Marc needs to clear out of the way to avoid getting hurt. This attack is almost undodgable.
Rank A: Wind Fall: Marc calls down high pressure pillars of wind to crush his enemies, the area is large and unintended targets may get hurt.
Rank S: Sense: Marc can sense the presence of enemies and predict their numbers and location accurately whenever a gust of wind blows. Passive skill.
Rank X: Aldriem Executor: Marc's eyes go black with brilliant white pupils and black tattoos appear all over his face. The enemies are bound to their spot by invisible wind chains while Marc unleashes the complete power of the element on them.
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Arno Morioni/Tyrius- Redgrave
Shiori/Kageyi-Karakui
Shadrak/Malek-jeshem
Timothy Chase/Id-potatotots[/hr]
Hounds of Galere
Index of Topics:
1. Rank System
2. The Guild house and its rooms
3. Missions & Rewards
4. Storyline Arcs
5. Major & Minor Characters
1. Rank System
2. The Guild house and its rooms
3. Missions & Rewards
4. Storyline Arcs
5. Major & Minor Characters
•Rank System
Upon joining the guild, you start off as a low rank hunter who has to work his/her way up the ranks and with each rank, attain greater strength and access to even greater magical powers. The Ranks are as follows:
Rank E-(You start here.)
Rank F
Rank D
Rank C
Rank B
Rank A
Rank S
Rank X
In order to climb the ranks, one must obtain a certain number of Rank Points so that they may prove themselves as being eligible for the next rank. The rank points required to climb ranks are as follows: are as follows:Rank F
Rank D
Rank C
Rank B
Rank A
Rank S
Rank X
Rank E: 0 Rank Points
Rank F: You need 5,000 Rank Points to reach here.
Rank D: 15,000 Rank Points
Rank C: 50,000 Rank Points
Rank B: 80,000 Rank Points
Rank A: 1,10,000 Rank Points
Rank S: 1,30,000 Rank Points
Rank X: 1,60,000 Rank Points
Rank F: You need 5,000 Rank Points to reach here.
Rank D: 15,000 Rank Points
Rank C: 50,000 Rank Points
Rank B: 80,000 Rank Points
Rank A: 1,10,000 Rank Points
Rank S: 1,30,000 Rank Points
Rank X: 1,60,000 Rank Points
Upon rising a rank, you will have to face a Ritual of Elevation upon completing which, you will be raised to a higher rank. The themes of the rituals shall be decided by the Guildmaster and a panel of high-ranking Hunters.
• The Guildhouse
The Guildhouse is located in the midst of nowhere in a plane known only as the Aether.
• The Guildhouse
The Guildhouse is located in the midst of nowhere in a plane known only as the Aether.
On the outside, the building is nothing too ostentatious looking more like a castle than anything else. However, since there's no exit that lets the residents out of the building, no one really knows how the guildhouse looks on the outside.
The Portal Room
The Portal Room is one of the most important rooms in the Guildhouse. It houses two Portal pads and can teleport only upto 2 people at once. It is by means of these portal pads that you can teleport to your mission locations and come back the same way.
The Sparring Hall
The Sparring Hall is where Hunters can train themselves and take on one another in friendly duels. There are wooden weapons provided here in order to maintain a level of safety. Wooden dummies and other training equipment is also provided for the Hunters' use. For special occasions, the Hall also becomes a Tournament and Duelling Arena.
Guild Courtyard
The Guild Courtyard is the central part of the Guild that has an open roof giving the residents an open view to the Aether's purple skies. It is from the courtyard that corridors start off leading to the different rooms of the Guild. The courtyard has benches and tables for people to rest and just chat.
The Tavern
The Tavern is another room of the Guild that resembles an actual tavern complete with counter and drinks for the Hunters' pleasure. There are tables and chairs where the Hunters might sit and eat or drink and just generally make merry.
The Dormitories
The Dormitories for men and women are different. Two separate set of stairs lead up to the different dormitories where rows of beds line the walls. Washrooms and bathrooms are located at the far end of the Dormitories with as many bathing stalls as there are beds. The men are not allowed to enter the women's dormitory side.
The last room in the Guild is the Guildmaster's office.
[WIP]
[/hr]The Portal Room is one of the most important rooms in the Guildhouse. It houses two Portal pads and can teleport only upto 2 people at once. It is by means of these portal pads that you can teleport to your mission locations and come back the same way.
The Sparring Hall
The Sparring Hall is where Hunters can train themselves and take on one another in friendly duels. There are wooden weapons provided here in order to maintain a level of safety. Wooden dummies and other training equipment is also provided for the Hunters' use. For special occasions, the Hall also becomes a Tournament and Duelling Arena.
Guild Courtyard
The Guild Courtyard is the central part of the Guild that has an open roof giving the residents an open view to the Aether's purple skies. It is from the courtyard that corridors start off leading to the different rooms of the Guild. The courtyard has benches and tables for people to rest and just chat.
The Tavern
The Tavern is another room of the Guild that resembles an actual tavern complete with counter and drinks for the Hunters' pleasure. There are tables and chairs where the Hunters might sit and eat or drink and just generally make merry.
The Dormitories
The Dormitories for men and women are different. Two separate set of stairs lead up to the different dormitories where rows of beds line the walls. Washrooms and bathrooms are located at the far end of the Dormitories with as many bathing stalls as there are beds. The men are not allowed to enter the women's dormitory side.
The last room in the Guild is the Guildmaster's office.
[WIP]
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