THE Tales of RP

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Re: THE Tales of RP

Post by Grunge Hamster on Wed Aug 28, 2013 1:13 pm

okay. well since we'll probably be visiting places in grados and my guy comes from a warring-states style environment anyway i can change his origin to keep things neat. I suppose I'll just work with James in order to have my guys home-kingdom included in the map?

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Re: THE Tales of RP

Post by Rise: The Game on Wed Aug 28, 2013 1:14 pm

Yeah that should work. From what I hear Grados is gonna have a bunch of different nations n such cause, well war.

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Re: THE Tales of RP

Post by Arc on Sat Aug 31, 2013 7:05 pm

I dont have a great track record with RPs but im willing to give this one a shot as long as it stays simple. Been going back and playing other tales games lately.

My character will be named Walker Ryder.
Age: 28
Weapon: Transforming Guns (Two pistols which can be configured into repeaters, a shotgun or a rifle)
Appearance: Short guy, short brown hair wearing an olive drab trenchcoat.
Occupation: Private Investigator
Backstory will have to wait until nations are formed. I've already got an idea but everything needs to be fleshed out a little more first.

You should know that im online every night. During the day is spotty because of bizarre class and work schedules.
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Re: THE Tales of RP

Post by Rise: The Game on Sat Aug 31, 2013 7:07 pm

Arc wrote: as long as it stays simple
You've come to the wrong place sir.

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Re: THE Tales of RP

Post by Bacon'N'grits on Sun Sep 01, 2013 8:20 pm

Here's mah update character bio!!

Name: Nathan Vysler
Body type: Athletic/ripped body
Age: 20
Hair Color: Charcoal and Ivy League haircut
Eye Color: Platinum Silver
Skin tone: Cream
Outfit: Wears a Leather Navy Blue musketeer hat with a white bell flower symbol on the right side of it. Wears a Chocolate/black colored sleeveless robe (large kinda like a cape) with a frost like design over a Silk Navy Blue sleeveless top.  The robe has a fireball like logo on the back of it but radiates a light blue and the shoulder parts of the robe are feather/wing-like. Wears MMA style gloves which are navy blue color. Black or Chocolate colored Leather pants and have a vial case for herbs and other things attach to the belt(Which is black) on his waist. Wears boots with a wing design on them and those will will be chocolate and the wing outlines will be light blue like the symbol on the back of the robe( I'll post pics of the designs on here.)

Weapon and fighting style: Pistol Sword and hand-to hand. He mainly fights with his gloves and can switch between the sword. The sword has an in built gun mechanism so he can hack away and shoot at his enemies. Hes good at parrying and countering. He has high endurance and mobility when utilizing switches with his weapons.
Origin: Kaigor - Village of Aptitude(Ferridan)
Likes: Marshmallows, Boxing or any martial art, Medicines, Books and Unique blades
Dislikes: Nuts, Well-Endowed Women, Dishonorable acts of violence
Bio- A young man born and raised on Kaigor well known for his huge intellect. Nathan is what you'd consider the foreigner of his land in terms of how he was raised. His mother and father are believed to have come from Fortunica for a change of pace and decided to have a child there. Most of the people in Kaigor were taught to live off their instincts through power and dominance. Nathan not only learned to use power of use through fists, but also advanced magic. Nathan was taught to keep to himself a bit because his parents felt that some of the teachings of the Judge in their local area might have been to strict for Nathan. Nathan read tons of books about strategic maneuvering, magic, unique swords, and desserts. Despite his parents advise, Nathan would go to other kids to expresses his learning of things they weren't taught out of sheer knowledge. Sometimes he was a bit of a rebel about things but despite that, he had a gentle heart. One day, Judge Wendel of Kaigor heard talks of a child going off the ways of his guidelines and went to locate Nathan and his Family....

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Re: THE Tales of RP

Post by Grunge Hamster on Sun Sep 01, 2013 10:31 pm

Bacon'N'grits wrote:
Dislikes: Nuts, Well-Endowed Women, Dishonorable acts of violence.
It's all about that DFC.

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Re: THE Tales of RP

Post by Rise: The Game on Mon Sep 02, 2013 10:26 pm

Bacon'N'grits wrote:Here's mah update character bio!!

Wrong topic. A character topic exists for a reason

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Re: THE Tales of RP

Post by RESSURECTED LYLE DAYEK on Mon Sep 02, 2013 10:47 pm

So, to clarify, cause some people seem to be confused, this topic is set aside for specifically story and geographical aspects of the RP. Character discussions can be found in the character rp topic.

Should we have separate topics for geography and story rp topics?

Also, question, is there a specific name for Mana in this world? I know Symphonia just went for straight mana. But say Abyss called it "fonons." Do we have/want a specific physics of mana structure involved in this? Magi-technolgy and the like?

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Re: THE Tales of RP

Post by Rise: The Game on Tue Sep 10, 2013 5:31 am

(Dunno yet Lyle, also its 5 am so imma just get in what I worked on and i'll get back to your questions later in the day after i've slept. Yes, this is pretty much a "Im  not ignoring you" disclaimer lol)

Alright professional mode is in between the lines

-----------------------------------------------------------------------------------------------------------------------------------------

Alrighty you Fortunicans out there. Fortunica is a very old fashioned "By the book" type of world. And imma get out really important details since they heavily affect characters.

Fortunica is the world of Spirits. Pretty much everything is run off of and powered by spirits here. Spirits=Mana. So long as humans exist, spirits will also exist for they are not expended when used, they are merely recycled. Also when one dies on Fortunica, they are converted into a spirit. Since Spirits dont vanish when used with spells and such, with generations of people passing by, the land actually flourishes and grows more and more with said past generations of people all becoming spirits to keep the world rolling. The only thing that would end the world, is the end of humans. Because that means no more spirits (and thats only if someone ended up making something that did NOT recycle spirits after using them AFTER the end of every human on Fortunica, which would mean the only way this could possibly happen is if Fortunica were taken over by an outside force.)

There are 4 types of spirits in the atmosphere of Fortunica. Fire, Water, Wind and Earth. Obviously they're all tied to the 4 great spirits, Efreet, Undine, Sylph and Gnome. A person is born with a specific " Elemental Wavelength" flowing through them, which determines what element they can control. It also determines their hair color. People from the Efreet family have Red hair, those from the Undine family have blue hair, Sylphs have green hair and Gnomes have brown hair. This has been the case for the past few centuries. Though there are some who procreate outside of their family, which goes against the teachings of the gods. Said children end up with both elemental wavelengths from the two parents, and are referred to by the people as "Duals"

A Dual is normally easily distinguishable, through either having a hair color that is not Red,Green,Blue or Brown, or by having Heterochromia. The opinion on duals is very mixed among the people of Fortunica. Some just see them as oddballs, some think nothing of it, supporting that one should marry and have children with whoever they truly love, and some treat them like they will be the very end of the universe. The old Holy Teachings of the Golden Cross only help to add to the animosity towards Duals, as they taught to never disobey the words of the gods, and to stay within your family. (Not literally family, just elemental family) So far the only seemingly valid reason to believe that a Dual would cause a calamity, is that since they can control two types of elements, thats more of one element being used. For example, if everyone on Fortunica had children, and an Undine was involved with all of them. Everyone on the planet is now using Water spirits, which there may not be enough to be used by EVERYONE on the planet. But its a very extreme outcome with next to no possibility of happening, therefore rendering that excuse to hate on Duals invalid. A few thousand people who can use two elements wont kill anyone. Or the world for that matter.

The old teachings also strongly emphasize on a world known as Ferridan, and how its of absolutely zero worth. Its a land full of carnage and mindless savages. Things are however, alright with the world known as Grados, as they trade materials exclusive to said worlds often. Some are even beginning to learn the language of Grados: Xiaolex for blasphemous reasons that a member of the Maxwell family is giving. "Because its a sign that we wish to continue to get along with them through understanding them." He makes it sound like he just wants the worlds to continue being on the imaginary friendly terms they're on, but he's actually wary about a possible betrayal leading into war due to Grados' ever growing intelligence and machinery, and wants to do everything possible to prevent such misfortune to befall both worlds.

---------------------------------------------------------------------------------------------------------------------------------------------

I then look back to see that I actually answered Lyle's question about mana. Goddammit I hate me lol.

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Re: THE Tales of RP

Post by Bacon'N'grits on Tue Sep 10, 2013 6:32 am

Update to Ferridan!

I may update my character weapon but not sure yet.


Ferridan is on the southeastern side of world divided in to masses of land. Three of the masses are governed by 3 of the judges. One rules by law, one rules by Instincts an power, and the other rules by deities. Long ago before the Judges came to changes the lands, These lands were inhabited by Vanquishers, tribes of great power who believed in true strength determines your right to rule. For years, Vanquishers of many tribes came together to resolve their disputes through demonstrations of power until one day, something went terribly wrong and resulted in the death of a leading tribesmen thus, leading to a massive uproar. For years, war and violence was used to determine the ruler of the all the land. Vyndigrar, a man known for his inhumane destruction ruled over Ferridan for many decades. His dominance knew no bounds and one by one, he slaughtered all who got in his path. Vyndigrar was challenged by three judges 10 years later, the judges possessed great skills and powerful magic that decimated all of Vyndigrars men. Rumor has it that Vyndigrar lurks in the shadow of Ferridan, waiting for his opportunity to strike.

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Re: THE Tales of RP

Post by Turret Slayer!!! on Thu Sep 12, 2013 2:16 pm

Grados Overview

Grados is best described as a "world without gods."  While myths and legends about divine beings exist, there is no definite proof of spirits and gods like Fortunicia or Ferridan.  However, mana does exist in the form of ambient energy produced by the planet called anima.  However without spirits to aid in molding the mana, the inhabitants of Grados cannot cast magic naturally.  Instead, many of the nations research different methods of manipulating anima, most commonly through the application of lachryma, a crystaline material formed of highly compressed anima.  Nations that make great strides in such fields are considered to be superpowers of Grados.  Such nations include the Oerupan Republic of Nations (Wingsleth, Eirasiam, Frecois, Speish, Porgratz and Bajeel), the Kingdom of Du Yi, the Veilstrum Empire and Etelia.  The most common language of Grados is Winslen, although other nations have their own variations of the language.  Attitudes regarding the other worlds varies between countries.  Du Yi and the Republic of Nations seem to favor Fortunica and maintain peaceful trade relations, while Etelia and the Veilstrum Empire prefer to interact with Ferridan, even going so far as to recruit Ferridens for their forces.

Anima

Anima is a form of magical energy that is produced by the planet itself. On its own it is harmless, although high concentrations may prove harmful to people born of Grados or Ferridan. However Fortunicans will suffer no adverse effects as they are accustomed to being surrounded by magical energy. Although anima is most commonly utilized through use of lachryma, some countries are researching ways to manipulate anima directly from the air/nature/planet.

Lachryma

Lacryma is a crystalline material made from highly compressed anima. In its purest form it is an ore that radiates anima. It is commonly mined from places with a high concentration of anima and processed into usable energy sources. Lachryma are not infinite energy sources, however, and must either be recharged or replaced once the anima has run out. It is possible to use spirits as a substitute for anima, however doing so will convert the spirit into pure energy and kill it.


Last edited by Akune Kouki on Thu Sep 19, 2013 2:12 am; edited 1 time in total

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Re: THE Tales of RP

Post by Bacon'N'grits on Wed Sep 18, 2013 10:31 pm

Ferridan Revamp

Ferridan is known as the, "savage" country of the world. Fortunica wasn't particular fond of this world and taught its people to keep away from it if you valued your life. Occasionally, Grados and Ferridan would trade materials and spices as well and recruit soldiers. As of the current present day, Ferridan has become more civilized and has made much progress despite being war filled. Grados conitnues to interact and with Ferridan but despite the changes to Ferridan, Fortunica remains ever so careful of interaction because of its previous history. 500 years ago, Ferridan was nothing but a war ground, filled with much bloodshed and violence. Throughout the years, the tribes of Ferridan fought endless to prove dominance as the figure out who the rightful ruler would be. The tribes were known as the Dalminbras and the Granbrals, each known for their relentlessness but each tribe had a slight difference. The Dalminbras believe that through sheer power and endurance, that gives you the means to rule while The Granbrals believed in a deity known as Karias, the Great Goddess. While using sheer power, they believed that when all else failed and their power began to wain, the great goddess would come to their aid and grant them the strength to eliminate their foe. Whether it was true or not, the Granbrals never gave up on her and believed in her to the end. The great leaders of the tribes rose up to settle their disputes through. Vyndigar, leader of the Dalminbras and My'goti, leader of the Granbrals fought prove their dominance. The tribes were even in power most of the time, resulting in many a tie until one fateful, the war to end all wars had begun. Vyndigar and My'goti proposed a battle to the death to prove once and for all who the real ruler was. There was no mercy for anyone in this war as warriors began to slaughter each other, each continuously gratuitous as the next. Vyndigar proved to be victorious has he cut of the head of My'goti as prove of his dominance to his people. Vyndigar ruled over Ferridan for years on end with no one wanting to end his reign as its rightful until a mysterious group of warriors appeared. Judges came upon the land of Ferridan to free it from Vyndigars tyranny. The Judges quickly dispatched the majority of his men and had Vyndigar on his knees. The Judges decided to end Vyndigars tyranny and banish him from Ferridan to bring about the grand change to Ferridan that it needed. Now, Ferridan ruled by the 3 great judges Wendel of Kaigor, Shersa of Roggrasha, and Vygris of Grealland ruled their lands each in there own prospective to prevent this to ever happen again. Shersa used her ability to speak with deities to guide her people, Wendel used strict law and authority, and Vygris used Instinct and Power for his people. Despite Vyndigar banishment, he still had followers that would try to kill civilians and the judges but easily were dispatched. Rumors began to start that despite Vyndigars banishment, he lived from all the wounds he suffered rather than dying from them from being banished. Not knowing what truly lay ahead, the judges and the people of Ferridan remained ever so watchful for an uprising.

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Re: THE Tales of RP

Post by Grunge Hamster on Fri Sep 20, 2013 8:19 am

so I have an idea regarding the distribution of mana among the three worlds. Of course the final decision falls to Bacon, James and Masu whether they want to use it.

Basically all three planets have Anima which is natural energy from each element, kind of like fonons from ToA.

In order to manipulate Anima the Fortunicans use the spirits of the dead. This makes an excess of Duals a bit more of a legitimate threat because while the spirits of the dead are an inexhaustible resource, Anima being nature itself is a bit more limited in that the planet/nature takes time to produce more fonon-like materials that make up Anima. Neither are totally exhaustible but on Fortunica if too many people are manipulating the same element, it's not so much the spirits that are stretched thin (cause again there will always be more dead people than alive) but rather the life force of the planet will be thrown out of balance. This would also put emphasis on the threat of Masu's big bad he told me about holding a monopoly over all the ice, light, dark, and lightning in the world.

On Grados there is Anima, but there are no spirits to manipulate them. Dead Gradosians either stay dead or reincarnate or refuse to help their descendants or whatever James decides on but regardless spirits are not a means of manipulating Anima. this would make things for Fortunicans on Grados very difficult unless they have a close connection to a specific spirit that would travel with them to the world. Because there are no spirits to handle the Anima on Grados, the locals sometimes suffer from "Anima sickness". That is to say exposure to areas of high Anima without spirits to regulate the effects can take a toll on the body. This would be a common ailment among Lachryma miners, and symptoms would be something like exhaustion and skin discoloration. It also means most Gradosians who haven't learned to contact the spirits would have trouble on Ferridan because...

...Ferridan has an abundance of both spirits and Anima. Being the Jungle/Savage planet, nature runs wild on Ferridan. There is so much natural energy that it is difficult even for some Fortunicans to suppress the Anima sickness. The locals feel no ill effects but at the same time none of them are spirit users and few even know that spirits exist. Instead they are incredibly durable and strong even able to physically tank weaker magical attacks. A Fortunican or Gradosian who trains sufficiently on Ferridan would become a spirit user of incredible power while living there as the ambient Anima is so strong. This is also a potential origin for Bacon's Judges. They could be off-worlders who used the magic rich environment of Ferridan to their advantage in taming the more primitive inhabitants.

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Re: THE Tales of RP

Post by Grunge Hamster on Fri Sep 20, 2013 12:11 pm

The country of Di Yu:

Many years ago a man who called himself Yanluowang appeared in world of Grados. He possessed a mysterious power which allowed him to control fire and wind, and because of this, the people of Grados called him the Phoenix. Under the banner of the Phoenix, Yanluowang amassed a great army that marched across the land reducing all in their wake to ash. But the inhabitants of Grados did not allow their homes to burn easily, and during the long and terrible war that followed both sides were brought to the brink of total annihilation.  In exchange for peace, Yanluowang was given the all the land his armies had burned. The great Phoenix, his strange powers exhausted by the war, was reduced to an old Crow, his once mighty wings stained black by the soot of conflict. However, from the ashes of the scorched lands a prosperous new country arose...


Culture and Resources
The name of the game in Di Yu is “merit.” Nothing is inherited only earned. Even among the royal descendants of Yanluowang, one’s status is determined by personal ability (though royals do have the advantage of upbringing and in many cases natural talent). All government positions with the exception of Qinguangwáng and Zhuanlunwáng are determined by royal examination and anyone may test for any position from minor official to Wáng of an entire province. A large country, Di Yu’s traditions and culture is varied, but overall remains very spiritual in comparison to the rest of Grados, and in some ways more similar to the world of Fortunica. Though real spirits do not actually dwell on the world of Grados there is a strong tradition in Di Yu of asking one’s late ancestors for help and guidance. Family lineage is almost as important as personal merit, and many times untalented individuals are disowned in order to maintain the merit of the entire family. While some countries on Grados suffer from a shortage of Lachryma this is less of an issue in Di Yu, as the country’s traditions and spirituality have led them focus on developing technologies which either do not rely on Anima or which draw it directly from the environment to extend the usability of existing Lachryma. A common technique among Di Yu warriors is to implant Lachryma directly into the body of a person to create a “living spirit”. This allows them to draw Anima from the environment at the cost of draining one’s life force especially when they find themselves in an area with a low concentration of Anima. In order to stay some of the effects of implanted lachryma there has also been a rapid development of medicine in Di Yu, and many people who do not use lachryma in this manner enjoy relatively long lives.


Provinces and the Ten Wáng
Di Yu is divided into 8 provinces each of which is ruled by a King or Wáng. There is also the specially appointed Zhuanlunwáng who has power equal to the 8 provincial Kings but does not preside over a particular area. Instead the Zhuanlunwáng is a wanderer who maintains the balance of relationships between each of the provinces and also serves as ambassador between Di Yu and the rest of Grados. Both the Zhuanlunwáng and the 8 other Wáng directly serve under the Qinguangwáng or Emperor. While the other offices may be held by anyone deemed worthy the position of Emperor is reserved only for direct descendants of Yanluowang.
The ten Wáng and the eight provinces are as follows:

Qinguangwáng Jiǎng: born Jiǎng Zǐwén, he is the current Emperor of Di Yu and great-great-grandson of Yanluowang. He resides in Youdu City which is not part of any province. While his father and grand-father before him built the prosperity Di Yu on peaceful terms with the surrounding nations of Grados, Wáng Jiǎng is not as diplomatic and in fact has very little interest in politics leaving much of Di Yu’s internal policy to the other Wáng. Instead he is an extremely adept warrior and tactician and has recently resumed his great-great-grandfather’s conquering mission by invading the smaller nations surrounding Di Yu. While he is infamous for being undefeated in combat he also has a reputation as a voracious womanizer and drinker. A man of many wives and even more offspring, the house of Jiang is large and complex.

Zhuanlunwáng Xue: The mysterious and ancient Xue is the first person to ever hold the title of Wáng, a title given to him at the age of 17 by Yanluowang himself when Di Yu was first founded. This wizened old man has been advisor to the Yanluowang line for over two centuries and has remained alive through unknown means. Privy to every secret within Di Yu and many secrets outside of it, he wanders around Di Yu with his select group of High Priests the Wū dú mùshī subtly influencing the flow of history.

The Eight Provinces are:

Yì Lián- The smallest province but also the center of medicinal research in Di Yu. Many new technologies and medical techniques have been produced here. Of all the Provinces it is also the least traditional and there is a growing call among the people of this province for the modernization of Lachyrma-based technology in Di Yu like the other Gradosian nations.
Ruled by: Xiāngděngwáng Lu

Jiārè Bō-
Ruled by: Dushiwang Huang

Lán huǒ lián-
Ruled by: Taishanwang Dong

Jiān jiào hǔ-
Ruled by: Bianchengwang Bi

Huò huò pó- Best place for tourists/travelers in Di Yu. Be sure to try the soup and visit the hot springs.
Ruled by: Yāowáng Bao

Pòsuì lěng-
Ruled by: Wuguanwang Long

Hēi xiàn-
Ruled by: Songdiwang Yu

Xī sù fùsū-
Ruled by: Chujiangwang Yi

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Re: THE Tales of RP

Post by Bacon'N'grits on Fri Sep 20, 2013 8:47 pm

Update to Ferridan!

The people on Ferridan can be easily distinguished from the countries and worlds. For Example. Ferridans are seen wearing these outfits. There are specific outifts to tell which Ferridan is from which Village however in case of needed details. Although, people from Grealland have known to be a bit burly than most people on Ferridan, including women. Grealland shows their people have strength and like to reveal their bodies a bit more. People of Kaigor are kind but extremely wary people when it comes to suspicious activities or something of the unknown occurring. Roggrashans can be kind but are bit stuck up compared to other areas of Ferridan. You can say that out of the 3, Roggrasha is the most modernized of the 3, Grealland is more of the forest-like sorta how Ferridan was originally except not completely Jungle, and Kaigor is a mixture of the 2 but has a little more of the Jungle area.


General outfits
Spoiler:


Kaigorians
Spoiler:


Roggrashans
Spoiler:


Greallandians
Spoiler:

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Re: THE Tales of RP

Post by Bacon'N'grits on Fri Sep 20, 2013 10:10 pm

Ferridans are slightly darker than most. Think of the color caramel and slightly darker beige color for most people. Light skinned people are a rare site to see on Ferridan mostly because people still either fear or ignore Ferridan. Each person is different upon which village they are from as well. Roggrashans are the lightest of their skin tones while the other two are darker.

Kaigorians

*Black or Dark gray hair mostly for Women and Men
*Thin almond eyes,with small Iris and tend to be either green, dark blue, or grey eye color
*Heights vary between 5'7 to 5'10
*Caramel skin-tone
*Mesomorph, Endomorph, and Ectomorph body types for men, Hourglass, pear, and tube bodies for women, Toned and slightly toned bodies


Roggrashans
*Dark blue or brown hair
*Hooded eyes, big iris and dark purple, black and light yellow eyes
*Heights vary between 5'10 and 5'11
*Wheat skin tone
*Ectomorph and Mesomorph types for men, Tube and Houglass shaped women, slightly toned bodies

Grealland
*Light brown, dirty blonde, or pitch black hair
*Rounded-Almond eye, Droopy Almond eyes,  big iris, Light blue or Hazel eyes.
*Heights vary between 6'0 to 6'4
*Fallow skin tone
*Mesomorph and Endomorph body types for men, Apple body types for women, Veryyy toned and ripped bodies

Body types
Spoiler:


Women body types
Spoiler:

Spoiler:


Eye types
Spoiler:

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Re: THE Tales of RP

Post by Grunge Hamster on Wed Jan 01, 2014 10:21 am

I was talking with James and Masu and the idea came up that we should make a sort of guide book to the three worlds, the point being that having the setting all hammered out should make it easier for the final versions of our characters to jump right in. The guide book would have maps, world history, and short summaries of all the weapons, magic, races, etc. all in an easy to reference graphic format. I think everyone has tweaked their character at least once and i think the reason for that is because we didn't really have a clear idea of what abilities were available or what our hometowns/countries really worked/looked like. This should remedy that without providing too many spoilers or overly controlling the story of the RP.

It occurs to me that having your ideas reorganized and synthesized into one project can feel an awful lot like retconning, and as comic book fan I hate that shit too, so while I'm putting together this thing I think we should be open about what ideas work and don't work so as not to trample on anyone's feelings.
All that said I've made the first two entries for this thing. The first is just a silly diagram of Fortunica's magic castes. The second is a timeline of universe history which fits together the work Masu, Bacon, James, and I have done on the three worlds. I took some liberties with the pre-history because we really didnt have that hammered out, so it's all open to final tweaking.

Fortunica Doodle:
https://drive.google.com/file/d/0BzKLAo9u0RlDSmFFXzl6d3ByUk0/edit?usp=sharing

Timeline:
https://drive.google.com/file/d/0BzKLAo9u0RlDUTZjNE0yUXZiUm8/edit?usp=sharing

EDIT: This emphasizes what I said about tweaking. I just posted this not 5 minutes ago and I realized that Shersa actually has a last name, which I overlooked since Bacon is still finalizing the judges and I didn't read. On the timeline I just gave her a fancy placeholder title, but it should read Shersa Curell.

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Re: THE Tales of RP

Post by Grunge Hamster on Fri Jan 03, 2014 1:53 pm

Third entry of the guide book. Credit to gen8 on deviantart for the chibi-maker.


Spoiler:

https://drive.google.com/file/d/0BzKLAo9u0RlDTkJUTGgzWHEtUlE/edit?usp=sharing

Life on the three worlds is supported by each planet's core energy or "Anima." All life requires Anima in order to grow and thrive, and in turn a planet that is rich in life replenishes its Anima more readily. Life begets life, but it is a delicate cycle. Too little Anima and the planet's life cannot maintain itself. Too much Anima and life becomes cancerous, growing out of control. The three worlds possess different levels of Anima, and the inhabitants of each world have developed differently because of it.

In terms of raw Anima consumption and replenishment, Fortunica is the most balanced of the three worlds. (However the individual elements that make up the world's surface have long been out of balance, so the levels are not ideal.)
Fortunicans enjoy average length of life, about 70 to 80 years. The amount of Anima on the surface is usually consistent, so while Fortunicans possess decent magic resistance, many are overly sensitive to rapid changes in Anima levels, taking a long time to readjust.
On Fortunica, Ferridians suffer no ill effects, and since almost all Ferridians do not use magic, they are rarely sensitive to the change in Anima level.
Gradosians are used to a wide range of Anima concentrations, and prolonged exposure to the consistent levels on Fortunica often causes fatigue in those without extensive magical training.

The world of Grados has varying levels of Anima scattered across its surface, and in recent generations the overall levels have been waning. Reflected in the volatility of their environment, the average  lifespan of a Gradosian is also varied. Some die inexplicably from natural causes as early as 30, while others can live almost indefinitely through the use of medical magitech. Both over-exposure and Anima deprivation are common ailments on Grados, and as such, Gradosians possess the most advanced techniques for dealing with different Anima levels.
Depending on the type of life a Gradosian lives, they can be quite resilient to rapid changes in Anima, though most have very little magic resistance.
A Fortunican on Grados will become sensitive to the initial drop in Anima, as well as the constant fluctuations which causes headaches. Usually they will not suffer from more acute Anima sickness, but magic users will find it extremely difficult if not impossible to cast spells due to the constant changes. A Spirit familiar can aid in stabilizing casting, but this taxes the Spirit's own energies.
Ferridians, while usually oblivious to changes in Anima can still sense the extreme difference between Grados and their homeworld. Prolonged periods of stay can result in eventual loss of a Ferridians normal superhuman strength.

Ferridan is overflowing with Anima, and as such is teeming with life. Millions of species and massive verdant jungles spread across the surface. Gigantism is common among animal species and even Ferridian humans tend to tower over other-worlders. Implementation of magic and magic-tech is a foreign concept and was nearly non-existant two generations ago. The Ferridians have a tradition of adorning themselves with tattoos with ink made from powdered naturally occurring Lachryma. It is believed these tattoos help one harmonize with nature, but other than primitive superstitions like this, the Ferridians possess nothing resembling magic of their own. Instead they have enormous strength, and their constant exposure to the planets rich Anima means they can shrug of most types of magic.
Ferridians have relatively short lifespans of about 40-50 years, however they mature quickly and do not age. A senior Ferridian remains just as strong as s/he was when young.
Both Gradosians and Fortunicans tend to find the Anima levels on Ferridan to be overwhelming. Even the most resilient Gradosian will be completely incapacitated for a few days at least.
Fortunicans take longer to adjust, but have somewhat milder symptoms, usually including lethargy and an inability to focus. Magic users can easily lose control of their spells as the increased Anima super-charges magic.

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Re: THE Tales of RP

Post by Grunge Hamster on Sun Jan 12, 2014 6:09 pm

Fourth section of the book! Magic and Spirits! With this we're ready to finalize our characters. The only thing I can think we might need are some maps and we’re good to go. When everyone's done I'd like to collect all the finalized bios, guide pages, and maps, into one or two posts/a new topic for easy reference:
_______________________________________________________________________________________________________________________
A planet's core releases pure life energy as Anima, but it rarely stays in this unadulterated form for long. As Anima comes in to contact with various forces, it takes on the properties of the individual elements which make up the world: earth, fire, wind, water, ice, lighting, shadow, and light. These elements gather together and propagate in various concentrations to form the different types of life and different biomes of a planet.
Spoiler:

When any form of life comes to an end, it releases what can be described as a residual psychic  imprint of its existence. The intensity of this imprint varies with the type of plant or creature it is released from, and each imprint resonates with different elemental types of Anima. When enough imprints resonate with enough corresponding Anima, an aggregate consciousness called a “Spirit” forms. These beings of pure Anima and consciousness freely interact with Anima, coaxing it into the elemental forms that they resonate with and generally protecting the biomes they and their elements belong to. While most smaller spirits only possess limited intelligence and are invisible to the naked eye, larger, more powerful spirits can become sentient and manifest on the physical plane as they choose. In extremely rare cases, a particularly strong willed human will release an equally powerful psychic imprint. This imprint maintains all the memories of its previous life and will assume full control over whichever aggregate consciousness it becomes a part of. Conversely, the imprint of a weaker willed life will be overwhelmed by the other members of the aggregate consciousness and the spirit will become a wild and/or emotional creature made of many minds.
Spoiler:

Besides being the driving force behind life on the three worlds, Anima takes a variety of forms and can be used for a variety of purposes. The three worlds each possess unique ways of harnessing the power of Anima.
Spoiler:
Of the three worlds, Ferridan does not possess anything that can be classified as true magic. However, the Ferridian’s unique physiology allows them to tap into ambient Anima in order to boost their physical attributes to superhuman levels. This innate ability is further enhanced by some Ferridian tribes through the use of special tattoos.

Fortunicans have a long tradition of Magic. Through various rituals, talismans, and incantations, Fortunican Mages invoke the Spirits of Earth, Fire, Wind, and Water. As long as there is enough ambient Anima, the Spirits can manifest as “Elementals” to perform various tasks. Due to the esoteric and complex nature of this type of magic, only members of certain bloodlines can invoke the Spirits.

Grados employs the most complicated and varied techniques in harnessing Anima. For whatever reasons, aggregate consciousnesses do not coalesce on Grados and the world has no nature Spirits. The main (and in most cases only) source of Anima manipulation on Grados comes in the form of Lachryma based Magitechnology.

When a large amount of Anima gathers in one place without resonating with a particular element, it forms crystals called “Lachryma Mundi” (literally “tears of the world”). These crystals are Anima in solid form and can be used in many ways. Artificial Lachryma can be made and/or imbued with specific elements using magitechnology, but it is a difficult process requiring a large amount of resources, so most lachryma is non-elemental in nature.

Magitech comes in many forms and performs many different functions, but all devices, from multi-function household “Dispensers” to weapons-grade military “Launchers”,  require three things in order to work: (1)Anima (either from the surrounding atmosphere or a Lachryma power cell), (2)Lachryma circuitry, and an (3)Output Module. Lachryma circuits filter and program Anima, which is then released from the Output module in the form of a spell. Because Lachryma is made of Anima, it can be used as the power source of a device, however, it is more valuable as part of the filtering circuitry. As such, the best/most efficient devices are capable of drawing Anima from the atmosphere, only relying on internal Lachryma as a back-up.
Spoiler:

The non-elemental properties of Lachryma, mean that Gradosian magic focus more on manipulating the state of existing matter, rather than conjuring Elementals to perform tasks. “Modern Magic” as it is sometimes called, is divided into categories depending on how the matter is affected. There are 4 categories (w/2 subcategories each) of common physical magic: Speed and Weight, Movement and Vibration, Convergence and Diffusion, and Absorption and Emission.
Spoiler:
All other non-physical magic is categorized as “Exceptions”. Exceptions include things like Anima manipulation, mind reading, or technologies which try to emulate/recreate Fortunican Elementals.  This fifth category of Magitech is relatively new and quite rare, only being available among certain researchers or military personnel.

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Re: THE Tales of RP

Post by Bacon'N'grits on Tue Feb 04, 2014 6:40 pm

Revamp to Ferridan

Ferridan- Everlasting World of Unity: Ferridan is the smallest of the 3 worlds and is known as the "Jungle World", due to many forests and major agriculture that goes on there. There are also numerous hunts to determine which clan is the most dominant of all. Ferridan believes to maintain peace through 3 Chieftains of power and that these Chieftains would determine the lives of all who follow them accordingly. To do this successfully, they split the people into 3 clans to differentiate each other using animals to represent their tribe.

Roggrasha- The people of Roggrasha believed in the might of the Sabretooth Tiger, for their peoples nimble and precise fighting prowess. Using speed and ferocious tactics to catch their prey with ease, most people feared them. Among the Roggrashans, Shersa ruled over them. Roggrasha consisted primarily of the women who wished to establish complete dominance over all males of the world. There are men there but not as many as the other 2 lands. They overcome their prey with quick speed, stealth and deadly strikes to incapacitate their enemy quickly as well as crafty charms. You will find many of the inhabitants use the tigers as mounts, pets, or observes to spot unwanted guests.

Kaigor- The people of Kaigor believed in the silver wolf, for their elegant style of fighting above the other tribes. Among the Kaigorians, Wendel reigned over them. Through strict teachings and sticking to law created by him, Kaigorians are not only the most inept fighters, but also some of the smartest. Kaigorians use traps and the environment itself to give them the edge in battle. They tend to be in packs to ensure a quick victory as well as working off each other in battle to ensure victory. Straying from the group is not advise unless a member is the Alpha of that pack gives the word. It can be dishonorable and lead to death or banishment of the tribe. You'll find many wolves and occasional birds being used throughout Kaigor as pets, messengers, and observers.

Grealland- The people of Grealland believed in the dragon, for its unmatched raw power. Among the Greallands, Dygris ruled over them. Dygris believed that through instinct and power, that's all he needed to gain victory upon his foes when catching prey. Grealland consisted of males who enjoy the thrill of the hunt as well as a good fight amongst themselves. Dygris lets his people do what they want at their own discretion as long as they realize the consequences they face if it involves him. Some of his people like to go to Roggrasha just to stir up the trouble with the ladies and fight with them. It's rumored that some of the vanquisher tribe rests in Grealland because Dygris converted them to a more suitable path than pure bloodshed. You'll find a few dragon-like creatures among the Greallands and the bigger ones lay underground because of their size. There is also a colosseum underground as well.

Vanquisher tribe and Vyndigrar- A tribe that follows Vyndigrar and Vyndigrar alone. His people made their base upon the two separate territories before it was disbanded. One was set near Kaigor Swamplands, and the main base was set on Drog Isle. They knew nothing but brutality and power, as their ruler dictated that power determined the rightful ruler of any world or nation. They believed in the power of the Hydra, a beast known for its destruction and fear throughout many legends. Vyndigrar once ruled over all of Ferridan and any who opposed him met their end. Anyone who've proved weak with no chance of survival or improvement would meet their end by him or the beast itself the lies dormant under Drog isle. Vyndigrars tyranny met its end when the 3 powerful warriors , Shersa, Wendel, and Dygris opposed him. Arden, who looks over Ferridan had to do something to end him from spreading his evil throughout the land to other places so she granted the warriors her blessing to aid them in their fight against Vyndigrar. In return for their services, she granted them each a part of Ferridan for them to control in their own way to restore balance to Ferridan. Vyndigrar was banished to Drog Isle deep underground where he could no longer be on Ferridan soil as well as his land upon the Kaigor Swamplands. Vyndigrar vowed that one day he'd return to seek retribution upon Ferridan, specifically Kaigor for Wendels disgusting treatment towards him and claim his life.

Ferridans trade with Grados for materials, raw goods and a few soldiers here there.

Ferridans are slightly darker than most. Think of the color caramel and slightly darker beige color for most people. Light skinned people are a rare site to see on Ferridan mostly because people still either fear or ignore Ferridan. Each person is different upon which village they are from as well. Roggrashans are the lightest of their skin tones while the other two are darker.

Kaigorians

*Black or Dark gray hair mostly for Women and Men
*Thin almond eyes,with small Iris and tend to be either green, dark blue, or grey eye color
*Heights vary between 5'7 to 5'10
*Caramel skin-tone
*Mesomorph, Endomorph, and Ectomorph body types for men, Hourglass, pear, and tube bodies for women, Toned and slightly toned bodies


Roggrashans
*Dark blue or brown hair
*Hooded eyes, big iris and dark purple, black and light yellow eyes
*Heights vary between 5'10 and 5'11
*Wheat skin tone
*Ectomorph and Mesomorph types for men, Tube and Houglass shaped women, slightly toned bodies

Grealland
*Light brown, dirty blonde, or pitch black hair
*Rounded-Almond eye, Droopy Almond eyes,  big iris, Light blue or Hazel eyes.
*Heights vary between 6'0 to 6'4
*Fallow skin tone
*Mesomorph and Endomorph body types for men, Apple body types for women, Veryyy toned and ripped bodies

The people on Ferridan can be easily distinguished from the countries and worlds. For Example. Ferridans are seen wearing these outfits. There are specific outifts to tell which Ferridan is from which Village however in case of needed details. Although, people from Grealland have known to be a bit burly than most people on Ferridan, including women. Grealland shows their people have strength and like to reveal their bodies a bit more. People of Kaigor are kind but extremely wary people when it comes to suspicious activities or something of the unknown occurring. Roggrashans can be kind but are bit stuck up compared to other areas of Ferridan. You can say that out of the 3, Roggrasha is the most modernized of the 3, Grealland is more of the forest-like sorta how Ferridan was originally except not completely Jungle, and Kaigor is a mixture of the 2 but has a little more of the Jungle area.


General outfits
Spoiler:


Kaigorians
Spoiler:


Roggrashans
Spoiler:


Greallandians
Spoiler:

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