The Legend of Heroes II: Trials by the Light (closed signups)

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Pachamac

Tell me what is real
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The Pride are gone. Lost. Fallen. Their whereabouts and fate in the aftermath of the Fall of Grandium unknown.

Two Years later, halfway around the world, a new legend is about to begin...

Part 1 IC Thread
Part 2 IC Thread
Part 1 OOC Thread
Part 2 OOC Thread


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Opening Theme:
Locking up the Sun~ Poets of the Fall


A
@Pachamac | @Rexcalibur | @Taerinn | @Dannyel | @Cephalogod | @Warden
Production



CAST
Protaganists


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With thanks to and contributions from:
[Bunanigans] [Fox of Spades] [Capt. Blu] [Krimpety Catcher] [Shylarah] [Rapidfire] [WinkleOrgy] [Dharc] [Ryver et Rhine] [Renose]



Hey there everyone!

The Legend of Heroes II: Trials by the Light is the second part in an ongoing, advanced roleplay that has so far been running for a little over 3 years now over multiple sites. The rp has reached (as of now) 22 chapters, seen dozens upon dozens of characters pass through its storied past and numerous players contribute to it over the years. We've now reached a point where myself and my players are looking to recruit a couple more keen and interested players, from between 1-3 depending on the interest we recieve.

The rp is an anime focused, fantasy rp heavily influenced by jrpgs of old such as Trails of the Sky, Grandia, Final Fantasy, Breath of Fire and Fire Emblem, with anime such as One Piece and Fullmetal Alchemist helping to contribute to the story's tone and pacing. The rp is at first quite light hearted, with a fairly happy and jovial tone at heart although is quite naturally a lot deeper and - depending on the situation - darker when the moment calls for it.

The rp's not intended to be a grim dark and depressing affair, afterall one of the rp's most crucial elements is that the main characters, in their profession as Guilders aren't allowed to kill (for a myriad of reasons; it helps makes it tougher for the player characters to overcome dangerous adversaries, helps to avoid death being cheapened and ensure it remains the dramatical element that it should be, and also serves to help villains return later on in the rp, with all the dramatical intrique that can bring B)), however death can still occur depending on the circumstances. The rp is set up in such a way that different chapter and story arcs bring with it different genre tones and circumstances to help keep things fresh and allow players different opportunities to write for; from demon resurrecting horror chapters, to political intrique, military coup chapters, and even the incredibly silly such as genderbending spa funsies or The Hangover inspired tropical resort shenanigans. Although not enforced, it's also encouraged and accepted to have cogm based chapters where I work alongside a player to help give more control to a player in guiding the direction of a chapter, which can help to develop your character nicely.

Despite having progressed for such a long time the rp shouldn't be difficult to join, with the current period that we're at providing an ideal jumping on point. Part 1 of the rp lasted from Chapters 1-20, whilst Part 2 only started one chapter ago with the introduction of a brand new cast of characters that were swept up in the terrifying ordeal of a military hijacking upon the Flying Courage, a train travelling inbetween two countries seperated by the Oriel Sea. Following their surviving of the hijacking the group banded together under the leadership of four of the train's Guilders and spearheaded by F Rank Guilder Trent Walker. Their mission: to bring the hijackers to justice and recover what was stolen from them. It was a mission that didn't proceed as ideally as planned; following a harrowing ordeal which saw the military hijackers narrowly escape, a number of their party injured and the military outpost the hijackers had been assuming self destructed, the party were only able to survive through the aid of Trent's backup arriving at the last minute to rescue the party. Even so, despite the hijackers' escape, those whom had gathered in the midst of this dangerous crisis made a united decision to band together as a team, those individuals whom started as mere civilians opting to join the Guild.

Our next chapter will involve those characters, and the characters of anybody joining being introduced to the Guild as newbie Guilders and trained for the job. It's intended to be a somewhat shortish, light hearted chapter that should make for a good introduction for both players and characters! :)

I don't want to have this recruitment advert stretch on too long, so for now I'll just list a couple of very important prerequisite rules for the rp. Depending on the level of interest and feedback (please please please, ask questions!) I'll update this thread with the current ingame character archetypes (and that of the previous part's - personalities and class abilities) so people can see what type of characters to avoid for this part and also be inspired by examples of some of our previous characters.

Important rules:
  • Posting requirement is 5 posts a week, 1 post a day maximum. That keeps the rp going at a good pace without overburdening and stressing everyone out by allowing y'all a break every now and then as well as preventing speedposting.
  • Posts should be more then 150 words at a minimum but also not excessively long. Write depending on what the scene requires but don't get out of hand since everyone will need to read it, even moreso since you should by default have only one character! (Pach is exempt cus he's a greedy GM bitch and normally has dozens of characters and scene setups etc to do)
  • Please call in the OOC when you're about to write an IC post so we don't have posters clashing with one another, and show respect to those that have called as well. Try to post within a one hour time frame of your call so as to not hold the rp up too! Like anything this is all flexible (such as when characters are in seperate scenes but wouldn't affect each other, or when Pach's writing cus it can normally take him a while lol) but it's still a good guideline.

Please have a browse of the Part 1 and 2 IC and OOC threads, which should serve to help give you a good idea of what the storytelling is like alongside lots of other important information! The Part 1 IC Thread has chapter summaries for a vast majority of the chapters although this is admittedly incomplete and should really be completed... sometime. When Pach is not so lazy. |D

Anybody interested?
 
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Haven't read it fully, but I'll bite.
 
Sweet!
Totally thinking about something that fits a scientific, nature-loving, elemental freak?
I might make a Botanist (no; not the normal kind - the one with some plant power on her... like a witch doctor... of some sort.

E's probably thinking about a Tempest (Dragon Age: Inquisition)

Or maybe I'll have a Dragon Tamer! Always wanted one!
Maybe empathy with the dragon... if dragons exist in this game. Meh, anything's possible, right!?
 
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Okies, so current character archetypes details for the current party. If we can have applying characters be built with the idea of not repeating classes/powers/personalities and be looked towards complimenting our current cast in interesting ways and not making any characters feel redundant, then that'd be much much better!

The Protagonists (Party name TBD)

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  • Orphaned at a young age, Milia was taken in and raised by the nuns of her town's local convent which followed the faith of Austeria - the worshipping of all seven of the Great Gods and their respective pantheons. As a young sheltered (and very naive) girl growing up Milia was always fascinated by the books she was given to read from religious texts to the works of philosophers and the chronicles of adventurers whom travelled about the world. Reading these gave Milia a great sense of wonder and awe, as well as the desire to write her own novel. She ultimately left the convent to finally explore the world. Thanks to her teachings at the convent Milia has a penchant for light and healing magic, being able to heal minor wounds and craft defensive shields.

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  • Charming and charismatic to all whom he meets, Flynn exudes an aura of calm and relaxed energy that makes him very easy to like and for others to want to get to know. An outwardly very easygoing, jovial young man, charmer to the ladies and appreciator of the whiskey, Flynn is able to get along with almost anybody he meets very quickly, drinking with, swapping old stories and telling one another jokes as if they had both been the best friends for years. But yet despite all this there is still an uneasy sense of distance between himself and those he talks to, as though there is a wall inbetween that is not so easily broken down. Flynn's an expert marksman and wielder of two sixgun shooters, primed with nonlethal (but still hard hitting) ammunition.

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  • A once upon a time bandit, Josette grew up in a not so easy life with a childhood littered with poverty and difficult familial circumstances. Personality wise, Josette's a real firecracker, easy to anger and propel into fits of pure rage. Loosed with a short temper and a loud mouth with strong opinions she's not at all hesitant to share, Josette is effortlessly able to make enemies out of even the best of people, but of course there's a lot more to Josette then just this. As a fighter Josette is built purely on an extreme mix of strength and speed, moving swiftly across a battlefield and attacking with legs and feet laced with pure power, the strength of which can grow to impossible proportions, even moreso depending on how empassioned (read: angry) she becomes. On a pure power level Josette's strength ranks alongside tF ranked Guilders, however her lack of discipline and penchant for property damage keeps her from advancing.

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  • In some respects an individual as stubborn and hotheaded as Josette can be, Trent is at least somewhat more composed due to his tutelage and years within the Guild. A flashy, speed focused individual, Trent leaps into battle atop his hoverboard, which allows him flight as well as other particular enhancements inside of battle depending upon how he decides to utilise his board - he has a mental connection with it which allows him to control it from a distance as well as use it to enhance his magical focus through subsequent attacks. Through circumstances outside of his control, Trent became the leader of this new ragtag bunch of Guilders, and struggles day and night to think of the coolest name for the party.

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  • Naomi is fairly calm and gentle by nature. She likes to maintain a composed and relaxed sense of self and portrays this in the way she'll speak and act in situations. She enjoys having deep conversations, especially about philosophy or topics which provoke deeper thinking. She also carries an appreciation for art in all forms and enjoys beautiful scenery. Despite her young appearance, Naomi appears to be wise, often reciting words of wisdom or thought provoking sentences in order to aid the minds of her friends. Naomi is a water mage, able to manipulate both water and ice inside a variety of attacks.

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  • Shiloh is a relatively calm and collected individual, though easily embarrassed. He is naïve to how the world works around him; oftentimes he'll be confused about some societal customs. He does not understand metaphors, i.e. he takes everything literally/at face value. His English is also underdeveloped. A man of skewed moral integrity, Shiloh values promises to the death, and always believes the ends justify the means. As a shadow mage he's able to utilise his magic to summon two hands maximum from his own shadow. When summoned, these shadows travel on a flat surface, arms slithering like snakes to reach the destination. Then they emerge from the ground or wall, manifesting and solidifying into a disembodied hand.

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  • Rehna is an incredibly spirited girl, full of energy and spunk. She can be obnoxious in her cheer and her verve, pulling all those around her into mad schemes and experiments. Rehna is naturally inquisitive, and her first reaction to finding something new is to take it apart and figure out how it works (both literally and figuratively). As an inventor, she's constantly fiddling with some creation or another, and looking for any opportunity to test her inventions. Unfortunately, she doesn't always stop to consider things like safety. Armed with her bag full of parts and tools, she's a skilled scavenger who can piece together inventions with a crazy flair. From traps to a pair of modified brass gauntlets that hide many tricks, Rehna fights like she creates, using the scraps around her to in an unpredictable but adaptive style.
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  • Competitive, unrelenting, and with a lofty standard for those around her to fulfill, Estefania is nearly every stereotype about a noble rolled into one person. A proud Gualtierran through and through, sometimes to the point of insolence. Years of etiquette training molded Estefania to have a pleasing charm, though what softness she exudes will be snapped away in a second should somebody cross her. Though her temper is nearly as short as a match stick and lasts just as long, it is a rare occasion when the future Condesa goes beyond sneers and scoffs to show real anger. As the scion of an old and distinguished noble family which prides itself on being among the last keepers of a dying branch of combat, Este was reared on a strict regimen of training and competitions, her footwork noteworthy and her knowledge of theory peerless.

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  • Cashmere is the sole heiress of a noble household - not one that's well known, unfortunately, very small, see… But no less important than any other! No worries, however, as by rising to the top of the fashion world by creating revolutionary clothing both durable and fashionable suited for everyone, she'll make sure her name will be known throughout the world! She's certainly prim and proper enough to fit with the rest of the nobles though her temper does occasionally flare, especially when her work is insulted or damaged. Considering many of her clients are fellow guilders, the latter unfortunately happens a bit too often. Cashmere has the ability to manipulate the size of objects, to enlarge or shrink them, although their mass (and thus weight) will remain the same. Changing an object's size is also quite draining, so there's only so much that can be done before a period of rest is needed. Her favoured choice of weapon is a pair of giant scissors.

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  • Cadfael is a peculiar man who (almost) always wears a mask that obscures the lower half of his face. Combined with his practical and form-fitting clothing, he looks every bit like a fighter. When pressed, he will refuse to give his surname. Some say that with a name that means "battle prince", his first name might not actually be real either. He often appears as a remarkably serious individual although this isn't neccessarily the truth - it's more the case that he's surrounded by a bunch of very young and naive individuals, and certain other Guilders who will not be named and that should know better are excessively vexing. Cadfael uses his entire body as a weapon, putting his past experience fighting inside of Grandium's coliseum's to good use, with powerful punches and kicks atop a bevy of other types of wrestling moves.

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  • Estelle Fenix was the Pride's leader, formed in the wake of Largo's passing in the aftermath of the Tabul incident. A fiery and spunky leader, Estelle's ambitions and empathy towards her fellow friends was gigantic, with a heart bigger then her common sense and an unbreakable willpower that led her into more trouble then was worth. She wielded a Magitech Sword crafted by her mother that, when inserted with an elemental Magisphere embued it with the power of that element for a short duration.

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  • Estelle's ever faithful companion, Marcus Wiseman was often the logic and rationale behind her wild and excessive impulsiveness. A quiet and genial bookworm, Marcus didn't say much, preferring to stand by the sidelines and assist his allies without much fuss. As a wind mage he was able to manipulate both wind and ice magic, with a remarkable degree of power and proficiency far beyond his Guilder rank would seemingly suggest. The truth being, a deep and dark secret that ended up leaving the Pride permanently scarred.

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  • Loyal, lovable and well meaningful with a heart of gold, Don embodied all of the characteristics of a dog... including their remarkable penchant for stupidity. Like, I can't overstate this enough, Don was dumb. But who needs to be smart when you have belief? A natural showman, self proclaimed Big Bro Don excelled in bringing attention and annoyance towards himself through his love for dancing and singing. He was a remarkably powerful hand to hand fighter, summoning strength through pure will and 'manliness' to help overcome dire times and protect his friends.

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  • Clerics are supposed to be kind and altruistic individuals willing to use their powers to help anybody in need and danger... although Amy apparently didn't get the memo. Initially standoffish and dismissive of certain people depending on their personality, most especially men, Amy slowly began to warm up as time went by. She wasn't all ice, just a woman having to react with a tragic history and being partnered to a brat like Trixie. That would make anyone cold and impatient. Was able to use her magic to heal wounds, generate shields and materialise a whip made of light inside of combat. Absolutely loved pigs.

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  • The Guild's youngest member at just 16, Trixie still acted way younger and more immature then anyone could possibly predict. A devious little employer of trap grenades and twin uzi guns, Trixie would often run rings around opponents and prank them to irritating effect. She looked up to her fellow Pride members as family, considering herself close sisters with Estelle and Lisette and looking up to superbros like Don. An avid reader of the comicbook Wonderboy (despite not being able to read), Trixie also had an unholy love for all things cheese.

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  • A once upon a time former teacher, Syed was thrust into the Guild through rather unpleasant circumstances- being bound to Moira is a dark and horrible punishment no individual deserves. But even despite this and his initial nervousness and fear to the danger that surrounded not only himself but more importantly the rest of his companions, Syed grew to become one of the team's bravest and most responsible, dependable members. Was able to wield electromagnetic magic in incredible ways.

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  • It's a bloody mystery how Moira was able to remain a member of the Guild for as long as she did without being kicked out. Frightening powerful albeit dumb as bricks, Moira was a character and a half, being very well opinionated and partial to getting drunk as sin and causing as many fights as was humanely possible. Large and in charge described Moira. Even despite her (very many) character flaws, Moira was one of the most beloved members of the team and served as a surrogate mother, going out of her way to protect them no matter what. Old habits were hard to break, as her actual son Sonny could attest. Wielded a giant Great Sword to frightening effect.

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  • A very standoffish, no nonsense individual, Thunderhawk earned incredible ire from his teammates at the beginning of the group's inception, and for good reason. The guy was a lecherous, womanising, drunk piece of shit. But he was a lecherous, womanising, drunk piece of shit for good reason, having seen and experienced a lot of things that no man or woman should. Along the way, he started to ease up a bit and the other members began to trust him, although there was always an uneasy divide. Wielded javelins.

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  • Calm, composed and serene, Selan was an air of responsibility and reason that was often missing inside the group. The last of a tribe of people from the far east, Selan made a new home in the Artar Kingdom and its Guild after some horrific past experiences. She was able to utilise her singing and dancing prowess to inflict a number of status effects upon both enemies and allies, from charms to sleeping lullabys and strength boosting buffs. (Author note: Selan was hooooooooooooot)

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  • An airheaded, ditzy and spacy lover of nature from a noble background, Lisette was a cheery young woman who was never seen far away from her faithful capybara companion Kapi! As a lover of all things nature and wilderness, Lisette was often at home in climbing trees or growing flowers. As an archer she wielded a Magitech Bow with incredible skill alongside an innate magical ability to manipulate and grow nature. Kapi meanwhile was the man.

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  • The mischievous, lighthearted and flirtatious Aria Corvus was a Guilder following in the footsteps of her parents whom was adept in the ways of illusion and sensory deprivation. Her assortment of daggers rarely missed the spot when her charm and magic failed to win the day. Had a love/hate relationship with Chirps (Thunderhawk) and an unrequited crush on Lute Aiseirigh. Was best friends with Xandra.

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  • Dylan Sanders was a matter artist of an exuberant nature, quick to appreciate the more beautiful things in sight (such as a certain panda loving individual). His work in the Guild was peppered with ingenuity and speed, as his ability to manifest concrete objects from his drawings served all manner of purposes during the Pride's journey. Held an incredible fondness for both his dear sister Dalia and tea.

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  • Lute Aiseirigh was a Guilder who could create, control or repurpose, and amplify sound with the help of the spirit named Delilah. His (sometimes) overbearing care for the members of the Pride often drove him to prioritize their welfare over more important objectives, and he often remained on the grey area when matters of questionable ethics appeared. Is extremely overprotective of his sister Ruana to a hilarious degree, despite the fact that Ruana can not only look after herself but kick much more copious amounts of ass then Lute ever could.

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  • Quentin Theopolis Hobart was a water mage turned Guilder. True to his element, he was an easygoing character who went with the flow, although he rarely missed a chance to make light of a situation, such as the time when the Pride were all gender swapped. Being a girl wasn't really all that bad, honestly.

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  • The team's resident soda loving punmeister, there were few times when Lucien wasn't able to project some form of illtimed quip or pun to make light of their situation and raise the spirits of his companions. As a summoner he was able to magically bring to life a variety of animals based on the cards he carried, from pandas to bears, cats to imps, and even a devious, slippery little tuna. He ended up adopting a blobfish named Gillium and in his first appearance was affectionately dubbed 'Lucy' by a senior ranking Guilder, a moniker which never went away.

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  • The strength of Xandra Farren's metal arm was nearly as immovable as her principles. A Guilder possessed of clear-cut priorities and steely determination, the metallurgist was one of the staunchest members of the Pride until their disappearance. As a metallurgist she was able to manipulate metal to bend their shape and form, most noticeably her prosthetic arm into the shape of hammers, swords and shields. Was best friends with Aria.

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  • Nani Sterling was a wanted pirate forced on the road to redemption by Tobias Zenmyr (after he ended up also sinking her ship), never seen without her trusty parrot Captain. Her tongue had the same sharpness as her dual swords, which often landed her (and the Pride) in hot water, and the thoughts of gold and adventure was rarely far from her mind.

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  • A light hearted, easygoing individual, Tobi would often laugh in the face of danger, no matter how dangerous or life threatening it was. He often had a penchant for doing the obscene, such as riding atop the roofs of trains where he could enjoy the feel of the breeze. In battle he wielded a gunblade - a sword fused with that of a nonlethal firing shotgun to disorient and damage his foes in numerous different ways.

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  • Colchester "Cole" Grale followed the code of the warrior and molded himself into a constant, durable combatant. Off the battlefield, his conviction and wisdom offered a stabilizing element between the warring opinions of the other Pride members, though his calm hid the molten rage of the golem within. As an Earth Warrior he was able to attune himself with the earth around him and manipulate it to his desire.

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  • A former banker turned Secretary of the Clockwork Town Guild, Marise is one of the most diligent and hardworking Guilders the Guild has ever known, managing her Guild Branch 24/7 by herself. It's a feat achieved more easily then one might think, thanks to her ability to clone herself as many times as she likes and into different sized forms, such as a small, diminutive little chibi or a giant towering hulk.

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  • Guild Leaders of the Clockwork Town Guild and husband and wife, Rize and Kara provided the main thrust for the Pride's mission during the first part of the rp's story, where they embarked on trying to find the missing duo to deliver the late Largo Mann's letter for them. Upon finally discovering the duo the Pride found themselves embrawled within a sinister conspiracy that threatened the destruction of not only the Artar Kingdom's monarchy but the world itself. The two were akin to seperate halves of one whole, with Rize appearing to be a more joke oriented, carefree individual whilst Kara was more reliable and assertive. Rize was able to speed up time for either himself or the area around him, whilst Kara was able to do the inverse and slow down time. Together the two formed a legendary pair.

Thanks to @Warden for her help in completing the Part 1 archetypes <3 lol you can probably tell which ones she did that I didn't |D So much more eloquently written!
 
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Important Rules:

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  • The Artar Kingdom: Location of the Part 1 storyline, Tales of the World, this is where the starting location, Clockwork Town, was based and where the story begins. The Kingdom is made up of numerous countries and was currently in the midst of wars with bordering countries, and had been so for two years before a certain incident unfurled two years ago.

    The Cerenis Continent: Located halfway around the world from where the Artar Kingdom is located, this is the current setting the for Part 2 storyline, Trials by the Light. The Part 2 characters arrived in Venren City aboard the Flying Courage train via the Oriel Bridge from Kabalic City in Abrasia, experiencing a terrifying hijacking in the process. After a short detour to the north of Venren City where they tried to pursue the hijackers (and unfortunately failed in the process), the team headed to ___ to use their medical facilities.

    Religion: The main religion of the world is the belief that seven deities created the world, two for the sea, two for the sky, two for the land and one for mankind. Towns often worship at least one of, if not more of the older Gods. There are also minor gods belonging to each of these pantheons whom are worshipped by believers, such as a God of Art, Dance, Love etc within the God of Man religion, or other revered, mythological beasts within the sea, sky and land religions.

    The Gods revealed so far:
    The God of Man:
    Dyn
    -One of the God of Men's lesser Gods' pantheon: God of Art: Aislin
    (One of) The God of Land: Uru
    -One of the God of Land's lesser God's pantheon: God of Weir: Damu
    (One of) The God of Air: Vayu


  • The Guild is an organisation set up across the kingdom that helps resolve any issues and problems that a client may have they desire to be completed. These tasks can range from menial to the extreme, anything from searching for lost cats, to bodyguarding, security, escort jobs, building work, craftsmen, negotiation, rescue operations and monster slaying can be included. Guilders are all ranked from Ranks A to H, A being the highest, and H the lowest. Ranks are given to identify the Guilder's level of ability and also showcase the difficulty of the mission, the higher the mission, the higher the rank. A Guilder can only accept a mission of which they are equal or higher in rank to, otherwise for their safety they are prevented from doing so. The only way in which a lower ranked Guilder can participate on a high ranked mission is if they join the party of a Guilder who is of a high enough rank. The responsibility for that mission and the lower ranked guilders' safety then falls on that Party Leader.

    Guilders can increase their Rank depending on the success of their mission, which is determined by a number of factors, including speed, communication, responsibility and safety. Guilders can rank up to Rank C comfortably by being successful and specialising in a certain area, such as monster slaying, however Guilders can only reach Rank B and A by being successful in all possible aspects. A powerful fighter but a poor negotiator will never reach the higher ranks. Guilds will fall under the jurisdiction of one (or two) A Rank Guilders, whom are typically (depending on the circumstances) absent on a mission. And in light of their absence, a Rank C Guilder will always serve as the Guild's secretary, fulfilling clerical duties and the like.

    Every Guilder has a magickal ID, which is a simple card that displays their photo, name and rank. The card internally keeps a log of the number of points and mission records that the Guilder has been on, which means a Guilder can complete a mission at any Guild branch throughout the kingdom and have their rank and point automatically adjusted precisely.

    Killing is not permitted. The Guild is not the Law. Anyone who does this, whether on purpose or accident will face severe consequences. Except for monsters, they're generally fair game. But thieves, bandits etc, you can expect your character to be punished. :P

    Age limit to join the Guild is 18. Characters who are younger are not permitted, although there can be exceptions, depending on the individual. But it is generally regarded as too dangerous for young people.

    NOTE:- The end goal of this rp is not for everyone to reach Rank A. Some characters, such as Estelle did, might desire to reach that rank to achieve her goal, others might not. There is an overarching story in mind that trumps the neccessity to advance ranks. Ranks are merely to help show progression amongst the characters and show how they grow more powerful, in lieu of a levelling system.

    However, any characters whose ranks will increase (or decrease) will be decided by myself not based so much on how successful a character completes a mission, but how well written a person's posts are and their level of interaction with other characters. I want to hopefully curbstomp people from writing marysue characters who end up accomplishing missions with little problem just so their characters can rank up. That won't be the case at all. I'm more interested in seeing grounded characters who are not always successful and can and do lose, or have difficulty in completing their missions, if not outright failing it. That is far more interesting to me and good drama. Characters who are able to run around and complete anything and everything without a problem is boring, lol. Not to say that characters should always fail, but what I want are characters who are balanced.

    All characters within this rp will be starting off at Rank H.

    Hopefully all of that makes seeeense.


  • This is primarily a character driven, world exploration story. However there will also be elements of combat as well. Most rps with combat tend to use combat systems such as randomly generated dice systems to determine attacks and what have you. Tales does not have this, but it does have a combat system of its own.

    It's called common sense.

    Don't godmod. Characters will start off fairly simple but they will grow more powerful later on. Don't be afraid to have your characters lose. There will be a large party, so rely on others. I don't want anyone to waltz through killing anything and everything without any problems. Same with stamina. They shouldn't be able to run around and do anything and everything without the occasional rest. No endless casting of magic either. Be sensible.


  • Any weapons and types of magic are generally available, but remember to keep them basic to begin with and try to go for diversity amongst characters. Everyone having swords is lame. I don't mind a few characters having swords, especially if they're different types, but there's all sorts of wild and pointy weapons out there to choose from, and diversity is always nice. Guns are allowed but they are not the typical overpowered weapon they are in real life. In Tales, like most jrpgs, they have the benefit of range but they are weak powered and do little more than often stun. Guilders are prevented from having access to the normal type of pewpew bullets that kill, only being afforded the type of magical ones that can stun and do weak damage. Empire soldiers might carry them for war sake, but I'm undecided on whether or not to outright ban that and just go for magical types for the sake of balance... something to think of but it shouldn't crop up for a while anyway.

    Mages tend to specialise in one type of magic and maybe have another as a secondary that they're lesser skilled in. No mage should be a master of every element. All magic is generally available but again keep it basic to begin with. There is NO resurrection magic available to mages however. Characters can be 'revived' from being unconscious but once a character is dead, they are pushing up daisies.


  • The usual apply. No godmodding, no powerplaying, that type of thing. Posting frequency is ideally aimed at 5x a week with exceptions given for exams, illness, holidays and micellaneous absences. Posts should be at least 150 words, I don't want any one liners. There is no ceiling for post size other than to be sensible and don't go off writing essays, for some players that's daunting and too much to read.

    This is a high-casual/advanced rp, which means I expect good posting quality. That means good punctuation and good spelling. I don't expect it to be perfect, no one is, not even me despite how much I might like to think it, but if I can't read and understand it easily straight away then this is not the rp for you, I'm afraid.

    I also want contributive posters who are able to go out of their way to interact with other players as well as create setups for everyone else. It's debilitating to me as well if I have to introduce every situation and just have players react to that. It helps inspire me if players are able to offer that as well. Not everyone might be comfortable with that but it's ok. Have a little courage and don't be scared to, I won't bite. Much. :3 The more involved you are the more you'll get out of it. (Remember those Ranks? Yeah ;D)

    I'd also like communicative posters. That's not to say people should be talking all the time but the more open you are to talking, the better. Lack of communication kills an rp. Please feel free to mention and compliment people on posts that are good. Don't be afraid to mention something that is worrying you about the story, or asking questions for help. Don't be afraid to give, or take advice. Everyone can improve. But remember first and foremost that this is for FUN. Everybody's fun. The OOC is open for people to talk about absolutely whatever the hell they want, whatever's on their mind etc. You got a joke or a funny gif? Post it. The cool kids will respond.

    Also on the subject of communication, if you're going to be busy then please, please let everyone know and announce it. Nobody likes it when people go off and you're given no explanation whatsoever. Activity and information on what's going on helps people remain interested. I know there are some people who become busy and there's nothing that can be done to stop that, real life trumps rping. But be nice and tell everyone that, whether it be due to exams, holiday, work, etc.
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  • I want to keep this kinda brief. Anything that's relevant to your character should be written in the IC somewhere too. Same for the CS, I don't need to know about your character's 6th birthday. Follow my lead and let's keep it mostly simple. This will be able to show people what type of characters/weapons/magic users we've got.

    The CS layout is:

    Appearance:
    Name:
    Age:
    Rank:
    Class:
    Weapon:
    Personality & Backstory:
    Abilities:
    Favourite JRPGS?:
    Theme Song:


    Example CS:

    "The pen is mightier then the sword! ...I think?"


    ijgQrHp.png


    latest

    Name: Milia Vanstein
    Age: 18
    Class: Aspiring Writer (Cleric)
    Rank: Not yet applicable
    Weapon: Quill

    Personality and Backstory: Orphaned at a young age, Milia was taken in and raised by the nuns of her town's local convent which followed the faith of Austeria - the worshipping of all seven of the Great Gods and their respective pantheons. Whereas some of the world's religions might focus their specific worship to only one or two of the world's creating figures, the faith of Austeria gave equal worship to all.

    As a young girl growing up Milia was always fascinated by the books she was given to read; not only of religious texts but the works of philosophers and the chronicles of adventurers whom travelled about the world. Reading these gave Milia a great sense of wonder and awe, as well as the desire to write her own novel. But to do so would mean to go out and explore the world, something that had been frowned upon by the sisters of the convent until Milia became old enough and learned of her teachings. Milia couldn't wait that long however, and so it was after finally summoning up the courage to step free of the confines of her upbringing that she fled to begin the pursuit of her dream, little realising just how difficult and fraught with danger that would be.

    Having lived a very sheltered life and mostly read about things rather then having personally experienced them, Milia can be quite ignorant and naive of matters in life, but even despite it Milia tries to maintain an upbeat and optimistic view, constantly full of wonder and awe at every new thing she gets to witness and experience. When it comes towards interacting with people she can often be exceptionally gullible to a fault, although will always no matter what seek to help those whom are injured with her clerical healing skills. She is also exceptionally clumsy, being frequently prone towards falling over. Despite some of the difficulties she's encountering in her new adventures, she ever tries to remain living her life with a smile, excited to see what the future might bring her.

    Abilities: Using her trusty quill as a focus to concentrate and channel her magic through, Milia is a cleric (albeit still in training), and is thus able to with some small degree of success wield light and healing magic. Her proficiency hasn't developed quite so much yet, however her magic allows her to heal hers and other exhaustion and fatigue to a level, alongside heal some small cuts and bruises and minute forms of poison. She can also currently wield her light magic to project a light within darkness and generate a weak barrier.

    Wffu68U.png



    "There's nothing like the feeling of slamming a long silver bullet into a well greased chamber."


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    latest

    Name: Flynn Ortego
    Age: 30
    Class: Wandering Vagabond (Gunslinger)
    Rank: Not yet applicable
    Weapon: Dual revolvers

    Personality and Backstory: Charming and charismatic to all whom he meets, Flynn exudes an aura of calm and relaxed energy that makes him very easy to like and for others to want to get to know. An outwardly very easygoing, jovial young man, charmer to the ladies and appreciator of the whiskey, Flynn is able to get along with almost anybody he meets very quickly, drinking with, swapping old stories and telling one another jokes as if they had both been the best friends for years. But yet despite all this there is still an uneasy sense of distance between himself and those he talks to, as though there is a wall inbetween that is not so easily broken down.

    A great traveller of the world, Flynn has both seen and experienced much in his short life already, from both its very best to its most horrible worst. A surprisingly altruistic man, Flynn holds a soft spot towards the vulnerable and needy, offering himself in any way possible that he can to help, whether it be from offering valuable advice he's picked up through a myriad of jobs he's had (most of which is, admittedly impractical, and the truth about whether or not he's had all these jobs before is disputable but... the thought is still there?) to the more physical application of his abilities, both mental and physical.

    Abilities: Flynn's an expert marksman and wielder of two sixgun shooters, primed with nonlethal (but still hard hitting) ammunition. According to Flynn he could shoot the asshole of a boatfly from 30 yards away with his eyes blindfolded... or something. Whether or not his aim is actually that good though will have to be seen.

    On top of the nonlethal ammunition he carries, Flynn wears a bullet of the much more lethal variety tied to a chain he wears around his neck. Just what the significance of this could be is yet to be revealed...

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Sweet!
Totally thinking about something that fits a scientific, nature-loving, elemental freak?
I might make a Botanist (no; not the normal kind - the one with some plant power on her... like a witch doctor... of some sort.

E's probably thinking about a Tempest (Dragon Age: Inquisition)

Or maybe I'll have a Dragon Tamer! Always wanted one!
Maybe empathy with the dragon... if dragons exist in this game. Meh, anything's possible, right!?


Botanist sounds like a good idea, but I'll let @Taerinn weigh in with her thoughts on that since we had a very nature focused character in the previous part with Lisette. I personally don't mind some character ability/class overlaps since... the rp's had so many already, it's kind of hard to think of something that's not been done before, although I'd like to prevent some of the more unique chars and classes from Part 1 be repeated. Cus, y'know, reasons lol.

I don't think a Dragon Tamer would work though, as cool as the idea is. Dragons haven't officially appeared in the rp yet (blasphemy for a fantasy rp, I know) and whilst I'm not sure if they will or won't yet, if they do I'd imagine I'd probably make them the fearsome, terrifying beasts of nature that they should be. And so that'd make a Dragon Tamer char waaaaaaaaaaaaay overpowered lol
 
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Oh, thanks a bunch!

It'd be hard not to have someone based on science - there's so many of them!

Instead, I might have a barbarian based class. Something like this girl.

--pixiv-fantasia-and-pixiv-fantasia-wizard-and-knight-drawn-by-kalnow--6a7142d67629a96bef5245c7edef6cb1.jpg


Or if the botanist thing is allowed (may be a botanical mage), I will go with this one.
Please ignore the boobs. Please, ignore the boobs.

--original-drawn-by-yana-nekoarashi--dc899555f062326ad6451b9e704185d4.jpg


This is what I was trying to go for...
--pixiv-fantasia-and-pixiv-fantasia-t-drawn-by-domik--34d4e630acf876db9e329b8030ef1f20.png


As I warn everyone, I have an overactive imagination. The ideas are endless!

I have something for both of them, but... tell me your thoughts. I want to be 100% sure before I make something I am proud with.
 
Aww man why did the potential overlap have to be with my character ^^;

I'll just say that out of all the weapon and magic possibilities, it would be nice to not have three nature-based characters (because there's Rose too). But if your heart is set on a botany mage then I'd leave it up to Pach's discretion as to whether combat- and personality-wise the character is different from preexisting ones.

(Love those character summaries lol)
 
Okie dokie (and I never say this!)
I guess I'll go for a Barbarian type... or a plain old knight. The picture on the top shoild show you...

Is anyone seeing the images okay?
I have links!
 
The OOC is open for people to talk about absolutely whatever the hell they want, whatever's on their mind etc. You got a joke or a funny gif? Post it. The cool kids will respond.

Did that rule change somewhere down the line to 'leaving OOC for IC stuff only'? :3

And I'll get to the tippity-tappy after school.
 
I actually love the idea of a pole-axe user type of character, since we've not had one of those in the rp before. As far as a Barbarian class goes though, what kind of personality would you give them? I know the archetypical one would be as someone who lacks self control and is generally wild inside of battle, but if we could maybe subvert that and go for something different then that'd be massively appreciated. Since personality wise that's kinda what Josette's running with, and if we have two characters with that type of personality I think it'd probably get a bit boring for them quite quickly. But having a different, more unexpected personality would be fantastic!

(I'm just down for bare thighs, what can I say?)

Although don't let that stop you from throwing out other potential class ideas if you have them! Some might naturally be unacceptable, and it's really kind of super frustrating when that happens, but it's only because we're trying to get the most ideal characters possible for the rp! It's guaranteed to be more fun for everyone that way!

Did that rule change somewhere down the line to 'leaving OOC for IC stuff only'? :3

And I'll get to the tippity-tappy after school.


This hasn't, the ooc thread is still very, very much open, allowed and encouraged for people to use as a social hangout... when they've been accepted ;D I'd prefer to keep new player/character discussion kept to this advertising thread for the time being since it helps makes things cleaner for this discussion and whatever's going on in the ooc. Plus it allows any other prospective, interested players to see what kind of ideas everyone else is brewing!
 
Question: could my character have a magical note taker? He speaks into an ear piece and it is recorded in a note book. Magi tech shit and all.
 
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...he could have a tape recorder? |D
 
Tape recorders don't convert spoken word to written word though.
 
I know, I was kidding ;D

I don't see why not though! I think Milia would be quite fascinated by it.
 
Do I put this here :0?




Allan Jay "AJ" Abrams

7GcNTfy.png


18 | 6'2
Rank: H

Class: Wind Swordsman

Weapons: Two Short Swords

Personality and History:

Ridiculously polite to the point of it being somewhat annoying. AJ believes in the importance of pleases and thank-you's and sees himself as a gentleman above all else. An idealist who views the world through rose-tinted glasses, AJ genuinely believes that people are inherently good. To him bad choices are not a reflection of the person's soul, but the combined result of that person's experiences and surroundings.

Humans are good, but they are also products of circumstance.

A bit too much of a dreamer for some people, despite his tall stature and broad shoulders, AJ is a simple child with simply dreams and aspirations. He doesn't ask for much, he simply wants to be as happy as he can be. The more friends he makes in his lifetime, the richer AJ believes his life will be.

The oldest son in a family of merchants, AJ has three younger brothers and his father's dream to carry on his shoulders. His great grandfather was a well-distinguished officer in the Cerenis military, and ever since, members of his family and relatives alike have always dreamed of shipping off another one of their boys. The sleek uniforms and shiny badges had always been his father's dream and it was up to AJ to accomplish it. After schooling diligently until the age of 16, he left for a nearby military academy to make his family and late great grandfather proud. Unfortunately, he didn't do well. AJ stayed for nearly two years, flunking and barely managing to cope with all the rules and requirements. As soon as the poor recruit turned 18, he left and decided to become a guilder instead because hey, it was the same thing, right?

Honor, Courage, Justice. Those were things he believed in and could fight for. He joined the guild. AJ didn't regret his decision, but he hasn't told his parents and relatives yet. They believe he's still at the academy, taking classes and excelling, and he doesn't have the heart to tell them the truth.

Abilities:

Surprisingly fast for someone quite tall, AJ is in no way the most athletic or muscular person out there, but he knows how to wield a sword and he knows how to fight with his bare hands as well. Two years at the military academy has ensured that he can hold his own in a fight. Adept at hand to hand combat, AJ is more skilled with the sword than with outright brawling. A swordsman with an affinity for wind, he often relies on blasts of air to keep him light on his feet or to throw his enemies off balance. AJ doesn't follow any fighting styles in particular, and if anything, his battle tactics are a random combination of swordplay, wind magic, and fumbling around.

Extras:
  • Absolutely refuses to utter curse words.​
  • Often seen wearing his great grandfather's hat. It was a family gift to him when they realized he was leaving for the military academy.​
 
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@Pachamac ~ Oh, I would totally subvert that. Maybe someone who is sharp tongued, analytical, "holier than thou" and full of self control.... on the surface. Deep down, the barbarian will be a person kind to nature, proud, and steadfast.

They also suffer from mild hay fever, but that is controlled... most of the time.
 
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Fix me up a character sheets with those ideas @IceChateau777 :D I like the sound of it a lot!

Fox <3333333 I love AJ, he's in <3 Atm Fox will only be joining us for the next chapter/summer, because I know she's going to be unbelievably busy once school starts up again for her. But Fox is MAGNIFICENT GUYS so any little bit we can get of her is awesome. 8D Get ready for hilarity!
 
I will join you for as long as life lets me!

[Reserved for sheet; so far... I am looking into granting her the ability to imbue fire into her axe. She will have a Nordic name, I think.
 
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