_
_
The God that ruled over Messenia was a benign and great God, and it made sure its lands were cared for and safe. However, it wasn't perfect; just like everything else, it too had flaws. Its flaws were nothing unusual; the same flaws everyone carries in them. But when a God has these flaws, they are called sins.
Apathy. Arrogance. Envy. Cowardice. Rage.
And from these sins - the Original Sins - the five races of Messenia were born. From the God's apathy, the
Humes
were born; human and blessed with equivalent skill in all things, with just the faintest touch of apathy for others. From the God's arrogance, the
Elves
were born; tall and thin, blessed with great strength and an affinity for white magic, with an air of arrogance to everything they did. From the God's envy, the
Hussar
were born; a matriarchal society with somewhat savage tendencies, blessed with incredible grace and speed, but forever envious of those with more. From the God's cowardice, the
Iali
were born; a long-living and slow-aging race, blessed with a vast affinity for all schools of magic but with a cowardly nature woven into their very beings. And finally, from the God's rage, the
Demark
were born; a patriarchal society of stern male warriors, blessed with great endurance and fortitude but forever on the verge of rage.
These races were not driven solely by these inherent sins - they were people, and they lived and breathed and loved - but they forever had a touch of the God's own sin in them. And disgusted with its own flaws, the God sealed its very essence away, part of its soul, and cast the sealed parts away. However, even though it was the flaws the God sealed away, the flaws were still apart of its soul; in casting away its flaws, it caused the God to weaken.
The God fell into slumber.
However, these shards - the God's essence - had enough of a power to them even with the God sleeping to create life for themselves; in order to protect themselves, the shards created for themselves a living facade, and when that creature died, would repeat the process. Animal or humanoid alike, the shards existed alongside the races their very essence created.
The world continued to turn, progress, and grow, and the five races of Messenia found their niches and grew to excel in their own activities. The
Humes
, ever skilled and so inventive, became the masters of engineering, carving their home nation of Rabana out of mountain and stone and turning it into the center of the industrial world, creating airships and firearms like no other. The
Elves
, so proud and devout, established their Kingdom of Elias in the thick forests to the north of Rabana, becoming the one nation that still worshiped the God in all its glory. To the south, in the raging waters of the great ocean, The
Hussar
united their tribes on the ring of islands known as Belgrad, thick with jungles and teeming with the most exotic wildlife in all of Messenia; they excelled as hunters and survivors, and have become the most resilient and ferocious mercenaries in the world. The
Iali
, who still look so very young even well into adulthood, established their home nation of Fortuna on the vast plains of the continent across the ocean from Rabana and Elias, and quickly became the academic and magical center of the world. The
Demark
carved their home nation of Zeinn out of the arid deserts of an island just north of Belgrad; the sand smoothed their rough edges till they became a nation of well-oiled machines, rigid and relentless.
And while originally each race and nation kept to themselves, over time ships and horses broke boundaries, and the nations began to trade wisdom and beliefs; these days, it is not uncommon to see a Hume in the deserts of Zeinn or an Iali in the forests of Elias - though the majority of the populations still inhabit their native lands - and there is almost no hostility between the nations. However, there is hostility elsewhere; in the forests, the mountains, the savanna, the jungles and the deserts, creatures both dangerous and ferocious lurk. And with the merging of knowledge and the need to unite against these creature, the class system was born. While there are merchant and shop keepers and politicians and the people needed to keep the cities and nations running, a huge percent of the population of all five nations are adventurers - combatants who brave the wilds and the creatures there for a variety of reasons. Each adventurer has excelled in one particular school of combat and skill, and that is referred to as their "class".
However, even without the God's influence, the world still turns.
And sometimes, things go wrong.
There is a story handed down in the shadows of society that if one can find the
five shards
, bring them together, and then destroy their mortal shells at once, you can return the Original Sins to God, and awaken it. There are people who murmur dissent, unhappy with the abandonment of their God, and they have banded together, known as
The Hunters
, to find the other shards - they do not consider the shards living creatures, even if they are externally, and have no qualms about killing them off. This group, a mix of races and classes from across Messenia, have acquired a plan to find the other shards.
All is not lost, though - people have heard of this group as well, and have begun to come together, known as
The Guardians
, to try and stop them and protect the shards; they feel that they've existed long enough without the God, there's no need to sacrifice innocent people to awaken it. It won't be easy - the shards can exist as the fly on the wall or the person you pass on the street and everything in between, and the only ones who can tell the shards apart from any other being are the shards themselves. As if facing each other wasn't enough, both groups will have to face the very worst the wilds of Messenia can throw at them; crossing the world and exploring the very depths of the darkest and most unknown regions in the world.
These two groups,
The Guardians
and
The Hunters
, have a wide variety of people with their own motives, reasons, and skills in each group.
This quest is anyone's game.
______
《
SHARDS
》
Shards are sentient, living beings - but at the same time, they're not quite normal. Shards can be anyone or anything, and live normal lives, and eventually die of old age. However, the one thing that distinguishes Shards from normal beings is that in a life or death situation, the Shard can access a pooled memory; that is, the Shard can pull the memories and abilities of all of their previous lives. This can be very powerful, but it is still limited by the physical strength and endurance of the Shard's current form. The knowledge does not stay with them, either - once the crisis has been averted, they return to being just a normal person. This can be very dangerous for anyone who seeks to challenge or control a shard, especially if the Shard is in prime condition in its current form. You have five of them, based on the sins.
______
《
LEVELS & RANKS
》
The level and rank system is a long-practiced system; the more experience you receive in combat and training the higher your level goes, and once your level pushes past a certain point, your rank too will go up. The Rank system is currently broken down as follows; Those who are
level 1 to level 9 are considered Rank D
, and are fairly new to the adventurer lifestyle. Those level
10 to level 19 are considered Rank C
, and have some experience. Those
level 20 to 29 are Rank B
, and are your experienced and reliable adventurers. Those
level 30 to 39 are Rank A
, and are fairly strong; they've had at least five years of experience as an adventurer, and have seen much the world has to offer. Those
level 40 to 49 are S rank
; very powerful, and often veterans of large conflicts, S ranks are uncommon, but well established by the way they carry themselves. Those level
50 to 75 are considered SS Rank
, and are transcendent in their power and skills. Those
level 76 and above are X rank
, and there are only a half a dozen X ranked adventurers in all of Messenia; they have nearly demi-god like abilities and skills, and can single-handedly turn the course of a war.
______
《
ADVENTURERS
》
The term 'Adventurer' is not only an occupation but a title; those who are formally registered as a Adventurer and have established themselves with a class gain many benefits normal citizens do not. Adventurers receive free lodging at any government building in any of the five nations, and can cross borders with little hassle. Adventurers pay low prices for necessary goods like survival supplies and weapons, and are often given discounts above and beyond that, depending on their rank and standing. Being an Adventurer has its burdens as well though - you are expected to be able to fight on a moment's notice, and the government of your home nations - whichever you're allied to - can order you to fight not too differently from a soldier. Adventuring is a highly dangerous lifestyle; since the God fell into slumber, the world has become overrun with wild creatures that would gladly tear any hapless Adventurer apar
t.
______
《
CLASSES
》
The class system is a system accepted across Messenia to categorize the wide array of adventurers by their strengths, weaknesses, and abilities. There are no "inbetween" or "Hybrid" classes; to be considered an "adventurer" and receive the perks and freedom that come along with this title, you must declare yourself one of the established classes. Some are purely defensive or supportive, and some are made purely for combat. All have strength and weaknesses, and all have their place in the lifestyle of adventurers.
Click
https://i1006.photobucket.com/albums/af184/britishmunster/classes.pngthis
https://i1006.photobucket.com/albums/af184/britishmunster/classes.png to see the classes.
______
《
RACES
》
There are five races, each with their own individual traits, cultures, and beliefs. They all carry the faintest hint of the sin that created them, of course, but are all individuals and can be anyone and anything. Races all have physical limitations, but that doesn't mean they are limited by them - it just means they will have to work extra hard to make up for deficiencies if they choose a class that does not cater to their natural strengths. There are exceptions to the stereotypes, of course, but they are usually accurate for a reason.
Click
https://oi42.tinypic.com/qygzuw.jpgthis
https://oi42.tinypic.com/qygzuw.jpg to see the races.
________________________
《
RULES
》
I probably shouldn't even have to say this, but I'll put it here so no one calls me out on it not being a rule. Be respectful. Be considerate. Everyone's in this together! Follow Tamatalk rules, keep everything PG-13, no cybering, no pupeetering, no god-modding, no auto-hitting. Be considerate and respectful to everyone, not just me as the owner. But most importantly - have fun! First off,
this is not advanced literate
. This is simply
literate
,
2 or 3 sentences are nice
, just keep the action going. Keep in mind Messenia is a typical "high" fantasy setting.
Technology is very limited
- firearms are about advanced as it gets - and horses and carriages are the best way to travel. Boats don't have motors, they have sails and oars. There are no cell phones, no cars, no internet. Messenia is its own world, so it's not required to have played any type of fantasy game to understand it. Please, stick to the setting! I'll let it slide occasionally if the technology is a bit above average, but if your character pulls out a cell phone, I will not be happy.
Here's a hint: magic can usually replace technology!
So we've got a cast here with varying powers - everything from fireball-launching mages to lance wielding dragon-tamers - and there is a huge potential to abuse those powers. That's why there's the level and ranking systems. Now, the ranks aren't permanent - that's where levels come in. In time, fights occur, victory is achieved and experience is gained, characters will gain levels. As you achieve levels, your rank can grow. The ranks are there to lay down the difference in power - a C or D ranked character willnot be able to take down a S ranked character in one on one combat.
DO NOT GOD MOD, AND NO HIGHER THAN C RANK.
Besure to level out The Guardians and The Hunters, and the races and classes.
IF YOU WANT TO BE A SHARD, PM ME.
I don't bite. Now, go have fun!
________________________
《
FORM
》
Name:
Age:
Gender:
Level:
Race:
Rank: ( Remember, no higher than C Rank )
Class:
Group: ( Guardians, Hunters, or if I accepted you as a Shard )
Personality: ( At least 2 - 3 sentences )
Appearance: ( Descriptions are nice, pictures can be used. No anime, post in a link )
Other:
《 oʀιɢιɴᴀʟ sιɴ 》
fantasy based literate role play
_
The God that ruled over Messenia was a benign and great God, and it made sure its lands were cared for and safe. However, it wasn't perfect; just like everything else, it too had flaws. Its flaws were nothing unusual; the same flaws everyone carries in them. But when a God has these flaws, they are called sins.
Apathy. Arrogance. Envy. Cowardice. Rage.
And from these sins - the Original Sins - the five races of Messenia were born. From the God's apathy, the
Humes
were born; human and blessed with equivalent skill in all things, with just the faintest touch of apathy for others. From the God's arrogance, the
Elves
were born; tall and thin, blessed with great strength and an affinity for white magic, with an air of arrogance to everything they did. From the God's envy, the
Hussar
were born; a matriarchal society with somewhat savage tendencies, blessed with incredible grace and speed, but forever envious of those with more. From the God's cowardice, the
Iali
were born; a long-living and slow-aging race, blessed with a vast affinity for all schools of magic but with a cowardly nature woven into their very beings. And finally, from the God's rage, the
Demark
were born; a patriarchal society of stern male warriors, blessed with great endurance and fortitude but forever on the verge of rage.
These races were not driven solely by these inherent sins - they were people, and they lived and breathed and loved - but they forever had a touch of the God's own sin in them. And disgusted with its own flaws, the God sealed its very essence away, part of its soul, and cast the sealed parts away. However, even though it was the flaws the God sealed away, the flaws were still apart of its soul; in casting away its flaws, it caused the God to weaken.
The God fell into slumber.
However, these shards - the God's essence - had enough of a power to them even with the God sleeping to create life for themselves; in order to protect themselves, the shards created for themselves a living facade, and when that creature died, would repeat the process. Animal or humanoid alike, the shards existed alongside the races their very essence created.
The world continued to turn, progress, and grow, and the five races of Messenia found their niches and grew to excel in their own activities. The
Humes
, ever skilled and so inventive, became the masters of engineering, carving their home nation of Rabana out of mountain and stone and turning it into the center of the industrial world, creating airships and firearms like no other. The
Elves
, so proud and devout, established their Kingdom of Elias in the thick forests to the north of Rabana, becoming the one nation that still worshiped the God in all its glory. To the south, in the raging waters of the great ocean, The
Hussar
united their tribes on the ring of islands known as Belgrad, thick with jungles and teeming with the most exotic wildlife in all of Messenia; they excelled as hunters and survivors, and have become the most resilient and ferocious mercenaries in the world. The
Iali
, who still look so very young even well into adulthood, established their home nation of Fortuna on the vast plains of the continent across the ocean from Rabana and Elias, and quickly became the academic and magical center of the world. The
Demark
carved their home nation of Zeinn out of the arid deserts of an island just north of Belgrad; the sand smoothed their rough edges till they became a nation of well-oiled machines, rigid and relentless.
And while originally each race and nation kept to themselves, over time ships and horses broke boundaries, and the nations began to trade wisdom and beliefs; these days, it is not uncommon to see a Hume in the deserts of Zeinn or an Iali in the forests of Elias - though the majority of the populations still inhabit their native lands - and there is almost no hostility between the nations. However, there is hostility elsewhere; in the forests, the mountains, the savanna, the jungles and the deserts, creatures both dangerous and ferocious lurk. And with the merging of knowledge and the need to unite against these creature, the class system was born. While there are merchant and shop keepers and politicians and the people needed to keep the cities and nations running, a huge percent of the population of all five nations are adventurers - combatants who brave the wilds and the creatures there for a variety of reasons. Each adventurer has excelled in one particular school of combat and skill, and that is referred to as their "class".
However, even without the God's influence, the world still turns.
And sometimes, things go wrong.
There is a story handed down in the shadows of society that if one can find the
five shards
, bring them together, and then destroy their mortal shells at once, you can return the Original Sins to God, and awaken it. There are people who murmur dissent, unhappy with the abandonment of their God, and they have banded together, known as
The Hunters
, to find the other shards - they do not consider the shards living creatures, even if they are externally, and have no qualms about killing them off. This group, a mix of races and classes from across Messenia, have acquired a plan to find the other shards.
All is not lost, though - people have heard of this group as well, and have begun to come together, known as
The Guardians
, to try and stop them and protect the shards; they feel that they've existed long enough without the God, there's no need to sacrifice innocent people to awaken it. It won't be easy - the shards can exist as the fly on the wall or the person you pass on the street and everything in between, and the only ones who can tell the shards apart from any other being are the shards themselves. As if facing each other wasn't enough, both groups will have to face the very worst the wilds of Messenia can throw at them; crossing the world and exploring the very depths of the darkest and most unknown regions in the world.
These two groups,
The Guardians
and
The Hunters
, have a wide variety of people with their own motives, reasons, and skills in each group.
This quest is anyone's game.
______
《
SHARDS
》
Shards are sentient, living beings - but at the same time, they're not quite normal. Shards can be anyone or anything, and live normal lives, and eventually die of old age. However, the one thing that distinguishes Shards from normal beings is that in a life or death situation, the Shard can access a pooled memory; that is, the Shard can pull the memories and abilities of all of their previous lives. This can be very powerful, but it is still limited by the physical strength and endurance of the Shard's current form. The knowledge does not stay with them, either - once the crisis has been averted, they return to being just a normal person. This can be very dangerous for anyone who seeks to challenge or control a shard, especially if the Shard is in prime condition in its current form. You have five of them, based on the sins.
______
《
LEVELS & RANKS
》
The level and rank system is a long-practiced system; the more experience you receive in combat and training the higher your level goes, and once your level pushes past a certain point, your rank too will go up. The Rank system is currently broken down as follows; Those who are
level 1 to level 9 are considered Rank D
, and are fairly new to the adventurer lifestyle. Those level
10 to level 19 are considered Rank C
, and have some experience. Those
level 20 to 29 are Rank B
, and are your experienced and reliable adventurers. Those
level 30 to 39 are Rank A
, and are fairly strong; they've had at least five years of experience as an adventurer, and have seen much the world has to offer. Those
level 40 to 49 are S rank
; very powerful, and often veterans of large conflicts, S ranks are uncommon, but well established by the way they carry themselves. Those level
50 to 75 are considered SS Rank
, and are transcendent in their power and skills. Those
level 76 and above are X rank
, and there are only a half a dozen X ranked adventurers in all of Messenia; they have nearly demi-god like abilities and skills, and can single-handedly turn the course of a war.
______
《
ADVENTURERS
》
The term 'Adventurer' is not only an occupation but a title; those who are formally registered as a Adventurer and have established themselves with a class gain many benefits normal citizens do not. Adventurers receive free lodging at any government building in any of the five nations, and can cross borders with little hassle. Adventurers pay low prices for necessary goods like survival supplies and weapons, and are often given discounts above and beyond that, depending on their rank and standing. Being an Adventurer has its burdens as well though - you are expected to be able to fight on a moment's notice, and the government of your home nations - whichever you're allied to - can order you to fight not too differently from a soldier. Adventuring is a highly dangerous lifestyle; since the God fell into slumber, the world has become overrun with wild creatures that would gladly tear any hapless Adventurer apar
t.
______
《
CLASSES
》
The class system is a system accepted across Messenia to categorize the wide array of adventurers by their strengths, weaknesses, and abilities. There are no "inbetween" or "Hybrid" classes; to be considered an "adventurer" and receive the perks and freedom that come along with this title, you must declare yourself one of the established classes. Some are purely defensive or supportive, and some are made purely for combat. All have strength and weaknesses, and all have their place in the lifestyle of adventurers.
Click
https://i1006.photobucket.com/albums/af184/britishmunster/classes.pngthis
https://i1006.photobucket.com/albums/af184/britishmunster/classes.png to see the classes.
______
《
RACES
》
There are five races, each with their own individual traits, cultures, and beliefs. They all carry the faintest hint of the sin that created them, of course, but are all individuals and can be anyone and anything. Races all have physical limitations, but that doesn't mean they are limited by them - it just means they will have to work extra hard to make up for deficiencies if they choose a class that does not cater to their natural strengths. There are exceptions to the stereotypes, of course, but they are usually accurate for a reason.
Click
https://oi42.tinypic.com/qygzuw.jpgthis
https://oi42.tinypic.com/qygzuw.jpg to see the races.
________________________
《
RULES
》
I probably shouldn't even have to say this, but I'll put it here so no one calls me out on it not being a rule. Be respectful. Be considerate. Everyone's in this together! Follow Tamatalk rules, keep everything PG-13, no cybering, no pupeetering, no god-modding, no auto-hitting. Be considerate and respectful to everyone, not just me as the owner. But most importantly - have fun! First off,
this is not advanced literate
. This is simply
literate
,
2 or 3 sentences are nice
, just keep the action going. Keep in mind Messenia is a typical "high" fantasy setting.
Technology is very limited
- firearms are about advanced as it gets - and horses and carriages are the best way to travel. Boats don't have motors, they have sails and oars. There are no cell phones, no cars, no internet. Messenia is its own world, so it's not required to have played any type of fantasy game to understand it. Please, stick to the setting! I'll let it slide occasionally if the technology is a bit above average, but if your character pulls out a cell phone, I will not be happy.
Here's a hint: magic can usually replace technology!
So we've got a cast here with varying powers - everything from fireball-launching mages to lance wielding dragon-tamers - and there is a huge potential to abuse those powers. That's why there's the level and ranking systems. Now, the ranks aren't permanent - that's where levels come in. In time, fights occur, victory is achieved and experience is gained, characters will gain levels. As you achieve levels, your rank can grow. The ranks are there to lay down the difference in power - a C or D ranked character willnot be able to take down a S ranked character in one on one combat.
DO NOT GOD MOD, AND NO HIGHER THAN C RANK.
Besure to level out The Guardians and The Hunters, and the races and classes.
IF YOU WANT TO BE A SHARD, PM ME.
I don't bite. Now, go have fun!
________________________
《
FORM
》
Name:
Age:
Gender:
Level:
Race:
Rank: ( Remember, no higher than C Rank )
Class:
Group: ( Guardians, Hunters, or if I accepted you as a Shard )
Personality: ( At least 2 - 3 sentences )
Appearance: ( Descriptions are nice, pictures can be used. No anime, post in a link )
Other:
Last edited by a moderator: