《 Original Sin 》

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Liztopher

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oʀιɢιɴᴀʟ sιɴ




fantasy based literate role play




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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:
 
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Name:
Gaspereaux Laeonidas Clämintine
Age:
19
Gender:
Male
Level:
15
Race:
Elf
Rank:
C Rank
Class:
Dark Knight
Group:
Shard of Apathy
Personality:
Gasper is a calm person. His father was narcissistic, arrogant, and had the shortest temper known to man, so no one in the household was ever allowed to say much. No matter what it was, they were in the wrong, and he was right, so he quickly learned to keep his mouth shut around him. Since Gasper is so reserved and disciplined, he is also very observant, always keying in on little details. His normal peers never bother to approach him, let alone speak to him, so he has had all the time in the world to sit back and watch people. Reading someone's body language and the fluctuations in the tone of their voice has practically become second nature to him, and even though he may seems as if he's just not aware and daydreaming, he is always constantly aware of everything that is going on around him. It is nearly impossible to catch Gasper by surprise as he is so in tune with his surroundings. When it comes to interacting with people he is not very well acquainted with, he can be highly skeptical of them but gives them a chance anyway. Naturally, his first impression of a person is that they are probably scum, in one way or another. In this world, people are greedy, and each and every one of them carries a number of sins on their shoulders. Gasper rarely opens up to people, and it takes a lot of effort on their part to earn his trust. It's a very fragile thing, trust. Something that can be broken in one single instant, and it can never be repaired. That is why he doesn't just go about handing it out to just anyone. He must be sure that they won't abuse it. It's because of this cynicism that Gasper has such difficulty building relationships with others. His friend count is very low, and his love life is pretty much non-existant. But, this is by choice. He is a humble man, with a bright personality hidden beneath that strong outer shell of his. So many legends and tales have been created about the beauty of human emotions such as benevolence and love. Though, no story has told about the true nature of humans -- that human survival instincts always prevail. When he was young, he believed wholeheartedly in the glorified fairytales about heroes and knights who would come to save anyone in distress. Once he became older, he wants to make a difference, and be ones of those heroes.
Appearance:
A silken, midnight black mane adorns his crown, tumbling down in a careless manner. It's frequently trimmed short to dissuade the unruly locks from falling into his startlingly feral-looking icy-grey eyes. He won't let his hair feather across his neck and ears, no further. But, it's decent length, thinning upward in a thick faux most of the time, unless it has been wetted. Beneath it, lie strong and supple features, portraying an almost domineering presence; captivating a mysterious aura. His skin had been slightly tanned from many years spent under the sun, only adding to the tone and obvious ripples of muscle beneath smooth flesh, but even under the sun-kissed rays, he still gives off that white glow. Despite his slenderness, he has a very athletically fit body. This seems to be the regular for most of the Elf men, but he has honed his for the sole purpose of being able to perform to the best of his abilities. Lithe shoulders are slightly broadened to give off a sense of adulthood, and his squared jawline is masculine and demanding as it forms a strong but somewhat pointed chin. With a slender, slightly curved, nose, and bowed lips - it's easy to identify him as the Elven kin without spotting his pointed ears. There is nothing so agonizing to the fine skin of vanity as the application of a rough truth. Gasper might've heard someone say that once, but he needn't hear it. Vanity and pride were two different things. Vanity dies hard; in some obstinate cases it outlives the man. Elves need not worry themselves with such fallible sentiments. They weren't humans; busying themselves with powders, rosy cheeks and and hidden veils. They wouldn't age or change for a long time to come, and he wasn't particularly interested in his countenance, anyhow. Gasper appreciates beauty, but does not see himself as anything other than homely. Large, graceful steps exude an elegant patience of a rather tall man whose feelings are bound down like tightly-wound coils.
Other:
-
 
Name:
​Faelyn Juillet Castor
Age:
Seventeen
Gender:
Female
Level:
8 [Eight]
Race:
Hussar
Rank:
D Rank
Class:
Ninja
Group:
Guardians
Personality:
Faelyn is a reserved, disciplined, quiet soul. Being raised, she was taught that in order to succeed, she had to do what she was told - and nothing else. Since Faelyn tends to stay on the quiet side, she doesn't know many people - and in turn, many people don't know her. She doesn't enjoy large crowds, and gets extremely nervous, causing her to leave most of the time. Faelyn prefers heights, she enjoys being able to look down on people - not at an emotional stand-point, she just prefers being tall, seeing as how she stands at a meager five foot. Her home is in the trees, up high, hidden in the branches and darkness of the shade. Faelyn is all about business, completing her task, and receiving her award. If people back out on her, or don't give her her share of something, she tends to get extremely mad at them. No, she doesn't become completely malicious and go out to kill them, she just doesn't do another deal with them again. However, if she does agree to do work with the person again, and they jump out last minute, she will kill them. Faelyn isn't friendly, she is kind , she will deal with people, she will not openly want to converse with them. She doesn't have multiple layers, once you break her shy layer, she still is conservative, reserved, quiet, mysterious. Faelyn tends not to open up to people very easily, actually, she prefers not to open up to people at all. She keeps her emotions bottled up, her thoughts a secret, her wants known to none. So if Faelyn happens to open up to you - don't count on it - you should feel special, because it means she trusts you, and the only person Faelyn trusts right now is herself and no one else. She tends to tell the truth, however, she will lie and she won't think twice about it - if it means protecting someone or something she finds dear to herself. Her personality was one of the few reasons people recommended her becoming an Adventurer - as a Ninja. The other was because of her grace, her agility, how light she was when she walked, ran, and jumped. Faelyn prefers to fight with her hands, using her skill in fighting to help her win, however, when she gets her hand on some, she enjoys shooting with a bow and arrow.
Appearance:
Faelyn has a just-lighter-than-olive skintone, and she walks around with piercing bright green eyes. She is slender, sleek, and small - a good build for her line of practice. She has mid-back length thick, heavy auburn brown hair, that has a slight wavy look to it. Her hair is usually pulled up, into a tight ponytail, however she will wear it down on special occasions, such as when she gains a new level or would move up a rank, etc. Her teeth are on the nice side, they appear straight, but at close inspection they aren't straight entirely. Faelyn doesn't bother herself with the human goods, the items they say could make her look more ravishing, such as their gels and facial scrubs. Her nails are trimmed short, level with the end of her finger - maybe shorter. Her nose, which is called a celestial or a turned up nose in some cases, is relatively small, like her other features - so it compliments her face. She has small hands and feet; thin, long legs; thick, wavy hair; striking green eyes; and a small waist.
Other:
N / A
 
Name: Silus Esbern Markarth

Age: 29

Gender: Male

Level: 13

Race: Iali

Rank: C Rank

Class: Black Mage

Group: Hunters

Personality: To the outside world, Silus is a snobby, guileless person. He's outgoing, and never fails to make an acquaintance. He completely doesn’t care what the world thinks of him and isn’t afraid to speak his mind; unless there's someone ruefully frightening lurking about. His temper is quick to flare, but quick to extinguish. He’ll also be the first to apologize if he realizes he’s wrong. And he understands that the majority of the time, he's always wrong. If he doesn’t have an apology cocked and ready, however, he’ll stick to his argument like a stubborn child and resort to petty pouting. Silus appears to see a lot of the world in black and white. He has a strong sense of right and wrong that he adheres to, though not always strictly. He’s often getting herself in more trouble than he should. He sneaks about, pokes about things and places he has no business with, gets caught out of bounds at all hours and is rather high-handed with authority figures from time to time. He’s completely reckless when he drives and doesn’t always think his decisions through.

Appearance: Messy tresses of silver-white tumble in careless, choppy locks that might've been cut by Silus himself. Y'see, he doesn't really like hairdressers or barbers, so he's cultivated an appreciative art to cutting his own hair, and helping his siblings' with their own haircuts; he really doesn't mind doing it. Now, his bangs are a little less intricate, falling in choppy lines to obscure his turquoise-coloured eyes beneath. Due to his slow aging, he has the body of a seventeen year old. He is thin and fragile, mostly underweight and beneath his typical height. But that doesn't stop his raging temper.

Other: n / a

 
_
Away from the sun, inside the cathedral, the air was cool. Perhaps it was almost too cool. It was clammy and corpse-like, the air sticking to him like millions of little gnats so small they couldn't be seen were clinging onto the warm, sun-kissed flesh that Gasper maintained. Ever still, hope and anticipation glimmered in his wise eyes. He tenderly bite his bottom lip as his thoughts consumed him. This was the big one. Gasper was not one to worry, and he was certainly not one to be afraid, but he couldn't seem to shake the hesitation gnawing at his stomach. What both the groups were asking him to do- to find the other shards, something just so recently found out he was seemed ludicrous. He had so many questions and so few answers; they were always sure to keep the important information away from him. Such thoughts were not befit for him, so he decided in that moment, and began to meditate instead, in front of a statue dedicated to the God.
 
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The sunlight filtering in the window had been hitting Silus squarely in the face for fifteen minutes. Futilely, he attempted to ignore it and go back to sleep. He'd been up a little too late drinking and playing poker with the boys in the tavern at the bottom floor of the inn; really, you think they'd have given up early on given Silus' occupation, but they just kept playing into the wee hours of the morning. He didn't mind, though - he had walked away with four times the money he had started with.

He was regretting it now, though.

Rolling over and dragging the pillow over his head, the black mage groaned and tried to ignore the fact it was time to get up. He would much rather sleep for another fifteen minutes.. or four hours. Whichever. He knew the other Hunters were probably awake and getting ready to gather for breakfast, but Silus just couldn't find the motivation.

With one last groan, the mage shoved himself up to a sitting position; his groan quickly evolved to a growl of frustration when his silver hair flopped over his face, one large tangle of knots. Shoving at it irritably, he swung his legs over the side of the bed. Silus scratched at his head idly and wondered where the hell he left his clothes. It was hard to miss the ensemble of a black robe he had been wearing, but there was no signs of it anywhere.

 
Faelyn was inside her home, or at least - the place she wanted to consider as her home. There wasn't much here, besides her family, if one wanted to include them. Faelyn, being so reserved, preferred not to talk to any of them. Keeping her head low, ducking away from their glances, their attempts to create conversation. She didn't want to talk to them, and they knew that. They've known that. Yet, they still try and get her attention, having hopes that maybe one day she'll turn and wave, happy to participate in the conversation. A dream, that's what that thought was - and they all knew that's what it would ever be. Faelyn had no wishes to talk with any of them, and if she ever did talk to them, it was because she needed them to do something. Yes, it sounds selfish, but why waste your breath?
Leaving her home, she kept a steady pace walking down the streets, glancing at everyone around her. She should be training, or learning. Helping towards the cause of guarding the shards. She ached for action, something to get her out of this pitiful place where she was raised. She respected everyone hear, don't get her wrong, but she always craved a place bigger, with more action. Even though Faelyn preferred the silence of the world rather than the hustle and bustle of everyday life in the larger communities, she always wanted to at least experience it. Not that she wanted to stay there for a long while, but only about the duration of a short lived visit.
Faelyn knew she would have to start doing some work today. She planned on training, or at least attempting to go find a shard. She needed to find one, the Hunters were after them... and as a Guardian it was her responsibility to protect them. Walking down the streets, she turned into a small shoppe, purchasing some items for her family. She planned to bring them back before training. Faelyn needed to improve her combat skills, since she had already done her defensive skill training only but a day ago.
 
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