Spoiler! :
The building blocks of life and all creation. In ancient science, it was believed to be the essence of soul matter. So let's roll with that theory.
You are an adventurer from the land of Mu. Your hometown and region is for you to decide--as it'll play a narrative role when we get there--but you have come to the capital city of Lemuria at the behest of an adventurer's guild that has recently opened its doors for new comrades.
However, during your stay in Lemuria, a great earthquake struck the entirety of Mu, and from great fissures in the earth seeped a dark, corrupted aether.
Our adventure will begin on Day One, as the few of us remaining and willing to venture out into the ever-darkening world face an investigation into the source of the devastation.
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You will play as one of the following Classes. There are no tanks, healers, or DPS-only classes. Each discipline yields its own utility and survival skills through time. As the meat of the classes tends to be a large burden at once to process, I will allot spells and abilities after classes have been chosen. Once profiles have been submitted, you will be given your own character sheet to manage on your own.
The master of the longsword and voted most-likely-to-be-spat-upon-in-a-crowd-of-citizens, the Blackguard is a force to be feared, reckoned with, feared, and avoided. His magic stems from a pact made with whatever force wanted this fleshy prison in the first place, and as such provides the Blackguard with many powers over status effects and diseases, quite literally carving the enemy apart while eating him away from the inside. The mastery of a Blackguard is one of manipulating your tricks and tactics and making the most of every move...because what you dish out in offensive power may not quite reflect what you can take.
With light steps, light armor, and light attacks, one would be soon to underestimate the Vagrant. After all--she can't take a hit, can she? One good swing of the sword and she's out! That's common thought, and statistically speaking in the Vagrant community, it's also a common final thought. Vagrants are masters of undermining enemies. Tiny blows to places the enemy doesn't expect to cause harm--but over time, after building and stacking, the enemy suddenly finds himself with a ruptured everything. Vagrants specialize in wielding knives and knuckle dusters. And smirks.
Hello, I can build a robot. See the nice robot? I've got guns. Aren't they shiny? The Machinist tends to be a breed apart in that their eccentric behavior seems almost tactical as a distraction while they deploy machines, turrets, gadgets galore to carve down enemies. But truth be told, the Machinist is quite straightforward. Guns, machines, tactics. Schematics. Blueprints for days. Handwriting no one can read.
Surprisingly well-adept at wielding a multitude of weapons, the Mesmer is a curious subject. Equal parts psychic wizardry and swordsmanship, it's difficult to put the Mesmer in a box. Quite masterful at replenishing mana and avoiding damage via use of duplicates, the Mesmer is capable of holding his own against anyone--as long as his wits stay about him. As such, let it be known that the Mesmer is only as good as his first hit taken--for if the enemy knows well enough to hinder him, the Mesmer's days may be well-numbered.
A caster-type who channels the energy of light-based aether as energy, the Luminier is, without contest, the most publically-respected of adventurers. Mothers want their children to grow into respected Luminiers and priests--and for good reason. Mastering the brand of magic closest to the heart of the public naturally places you in a revered position, and this often plays out in the world of adventuring as well. All that said, the Luminier is only as good as his own willpower. How much light energy is he willing to manipulate? Is too much power abuse? And what, exactly, is the nature of the power he wields?
The power of the living knows boundaries at each turn. The body is frail but the soul is mighty. The soul craves power. The soul craves victory. And yet the populus would have you cast your dead into the soil to rot into nothingness. No! The restless soul yearns for carnage, and the Necrolyte is the studious mage who has realized this horrendous truth. The Necrolyte excels at unleashing plagues of damage and calling the fallen to do his bidding. It's funny, he thinks, how the sweet smell of victory and the stench of death blend so well after years of battle.
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You will fill out your profile as follows. Bear in mind that you are allowed to have a minor character with lesser responsibility for entries if you so wish. I'd rather the main cast be no more than 5 members. For the profile's sake, the rough draft nations are:
Highwind, a meadow and farm nation to the east.
Caraflores, a nation to the southeast built on the wealth of oil among their plateaus.
Amani, a tropic jungle to the far south.
Redwind, a desert-faring nation to the southwest.
Svetagrad, an isolated frozen nation encompassing much of the north.
Horizon, the gorgeous coastal nation covering the western sea.
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[bebas]Name[/bebas]
[b]Gender:[/b]
[b]Age:[/b]
[b]Class:[/b]
[b]Home Town and Nation:[/b]
[b]Tropes:[/b]
[b]Power Level:[/b] Rate your character's power on a scale of 1 to 10. This will be important.
[bebas]Appearance[/bebas]
This should be no longer than a few sentences. Anthro attributes are allowed. Include physical habits.
[bebas]Personality[/bebas]
This should be no longer than a few sentences. Include quirks and speaking habits.
Cast
1. Anberlin Romany - Lumi
2. Aerie Romany - Nutty
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Minor Characters
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Gender:
Points: 1626
Reviews: 745