Peephole
07-26-2010, 12:32 AM
http://i25.tinypic.com/2mesili.jpg
This roleplay could potentially have: high levels of violence, dramatic themes, blood and gore, some language, sexuality/sensuality. I don't exactly encourage these things, I'm just saying that they could happen.
http://i30.tinypic.com/23szp8x.jpg
http://i28.tinypic.com/2ykdedc.png
1. Illustria – The main continent, home to the original inhabitants of this world and where many of the older families live. Also home to the ruling city of Majish. It is carpeted with great forests, which thicken as you approach farther inland, and little past the coasts has been discovered.
2. The Maelstrom – An never-ending storm that randomly appeared about 100 years ago when explorers went into the open seas in search of another island; no one since has been able to enter the area, and the storm shows no signs of abating or moving.
3. Unbekannt – It is said that this used to be a second continent with another ruling city of its own, but now is blocked off by magical barriers that prevent anyone from reaching its shores. The Illustrian government has made no replies to any inquiries about this land.
4. Majish – Capital city of Illustria and holds major sway over the islands. Few islanders ever get to see this amazing city, home to the Majishans who teach all magics. It is supported almost entirely off of magical energy, although the source of this magic is kept secret by the High Majishans. The government is run in a threefold system; The Majish Council, The High Majishans, and The Engineers. People here have limited involvement in government, having almost no voting system and a small petitioning system, but just as well the government have limited involvement with the people, for the most part letting them do what they wish.
5. Kirillian Island and Kirillian City – The largest city on the islands, and the heaviest populated island out of them all. Also the most scientifically advanced, creating new technologies almost daily. There is no true organized government here, and the city is a mix of slums, laboratories, and scattered markets. There are also several independent militaries – mercenary armies, essentially – housed here, ready for a war at almost any time. Most of their experience is with fighting monsters, though, and few actually engage in any pillaging or malicious destruction.
6. Aluscius Island – A medium-sized, peaceable island, home to two small cities on either end. On the east lies Osten, which houses a small army of soldiers to fend off the monster attacks from the sea. To the northwest is Spunaus, which holds a small market and one of the few truly organized governments among the islands.
7. Menden Island –The dormant Gilaga volcano sits on the southern coast of this island, looming high above the otherwise low-lying forests. The island is a maze of tropical forests, filled with small villages. Master White Mages make their homes in some of these villages, having discovered sources of new spells and ingredients for potions here, sometimes bringing them back to Menden’s port city of Cherei. There are also rumors of a master synthesist (blacksmith, of sorts) living near or even inside of the volcano, but being simple rumors (not to mention the difficulty of getting there) no one has actually ventured out to check.
8. Fehlen Hafte Island – The northern section of the island is almost entirely uninhabited, though not even the islanders here are quite sure why. When asked why no one approaches it, everyone just says the don’t get a good feeling from that area. Zentrum lies in the center of the island, and holds a very good friendship with both the cities of Majish and Kirillian, receiving benefits from both and developing into a media-based city, as well as the home of several popular sports; Blitzball, arenas, card games, etc. To the west is Trost, which is one of the smallest cities among the islands, and home to the Cartographer’s Guild, a group of mappers and explorers dedicated to mapping out all of the islands completely, and finding a way into Unbekannt. They receive no support from the Illustrian government as many other guilds do, although Kirillian has been said to secretly fund their projects. Also held here is a large observatory, with two telescopes: one meant for observing the skies, the other to survey surrounding islands and possibly see things farther out at sea.
9. Weitweg Island – It is said that long ago, a group of people even more powerful than the High Majishans lived here. The Majishans have confirmed that they sense great power from that area, though it is almost impossible to explore due to the lack in connecting islands leading there. The Cartographer’s Guild in addition to a hired army managed to establish a settlement there – Abges – which has since reported progress in crossing the Weitweg Plains. Halfway across the island, however, they were suddenly stopped by a magical barrier akin to the one blocking off Unbekannt, and have mapped out the barrier and found that it curves inward throughout the island. Negotiations have gone on to attempt to acquire a High Majishan to help with this problem, though little progress has been made.
10. The Magical Barrier – The inward-curving barrier of Weitweg island, invisible and impenetrable.
11. Unknown Island – Found by The Cartographer’s Guild soon after the creation of the observatory in Trost, no one quite knows what is there. All that is visible from Trost is a desert island far off from any connecting islands.
12. Formigen River – A river with water that holds magical properties. The High Majishans are still trying to figure out exactly what these are, and have so far only been able to sense a great energy that increases as they get closer to the mouth, but have so far not been able to make it too far inland before running out of resources whilst trekking through the forests of Illustria.
13. Kanal River- A small tributary to the Formigen.
14. Gesch – What used to be a successful port city, Gesch was ravaged by the Maelstrom during its appearance, before a few High Majishans doing research there managed to create a temporary barrier around the city. This barrier has since been strengthened, and repairs to the city are still being made to this day.
15. Weitgabe – A small and slummy town with government installations, mostly meant as a passing point for islanders who wish to move to the mainland.
16. Ietzen – The only true port city left, constantly bustling with activity. There is little else to say for this town, although the crime rates are quite high here. There are supposedly arms dealers based here, but the Ietzen government vehemently denies this.
Stay away from the water. There are shadows on the coast.
Since the beginning of civilization, everyone knew that the waters of this land were dangerous. However, the forests of the land were equally dangerous, and so the coasts were their only option. The first city, then a small village called Majish, was created through the banding together of several tribes that had a unique understanding of magic. They managed to clear away a large section of forest and establish a city farther away from the coasts than most others had dared. Soon, the small villages along the coast formed into cities out of pure necessity; the monster attacks from the sea were relentless, especially against small groups.
Soon enough, the islands were discovered. The original expeditions were largely unsuccessful, most boats sent to even the first connecting island destroyed quickly by monsters, but as larger groups went, they managed to make their way throughout the islands. This gave birth to the Islanders. They were separate from the mainlanders in many ways; some had a darker skin tone due to the lack of forests that shielded from the sun, and many had an actual affinity for the water rather than a fear for it. Some even learned to tame the monsters surrounding their islands, keeping them as familiars.
The Majishan government, which held true and final rule over the rest of Illustria, left the islands mostly alone, though still held heavy sway over them. Some islands decided to form governments in their cities and ally themselves with the Illustrians, others simply stayed independent. Over hundreds of years, the islands were fairly well mapped out and discovered.
During this time of discovery, things were rather tumultuous, with many land conflicts and small wars. It is said that even Majish participated in a war, though who with and for what reason is still unclear. Many say that there is another continent, what Unbekannt used to be, but most disbelieve this.
About 600 years after time began counting (which was around the time of the creation of Majish), The Cartographer's guild formed and began its first exploration endeavour- there was an unexplored area between the yet-unexplored continent called Weitweg and the continent of Illustria. They believed there to be yet another island there, and so set off in their ships to find it. As they did, they sent back messages to Trost via dove that they had experienced very few monsters there, and as they neared the unexplored area, the attacks stopped altogether. However, soon after receiving this message, the Maelstrom appeared, and the explorers were lost forever.
100 years of relative peace have passed since that, although there have been tensions between Illustria (Majish in particular) and Kirillian Island. There have been mentions of the Cartographer's Guild planning an expedition into the Malestrom, though nothing confirmed. Kirillian city has made new breakthroughs in broadcasting technology, and many islanders now own radio systems, allowing easy communication. In Zentrum, rudimentary video cameras have even been in use. Many of these are powered by a fusion of technology and magic, with a bit of help from the guilds throughout the world.
In Aluscius though, something is happening. A gang of thieves and mercenaries is planning on something new, something much more elaborate than their petty thefts. They have their eyes set on a new technology in Kirillian City, something that could change the world. The seas have always been a problem, but what if you had a ship that didn't need water to travel?
There are several guilds throughout the lands, most of them originating from Majish, but several having halls in major cities.
The Mage's Guild was formed originally by the High Majishans to induct people they thought of as "worthy" of becoming Majishans, but eventually expanded to teach all forms of magic. With the advent of the discovery of the Islands, guild halls quickly dispersed among the land. Black and Red magics are taught in Kirillian City, Blue magic in Cherei, and White in Zentrum.
Given the great varieties in fighting classes, the Fighter's Guild doesn't sub-categorize, instead having a guild hall in almost every city throughout the Known World but for Trost and Weitweg.
A group of former scientists who research the islands and the seas, and strive to map out the entire world, rather than just the small area known by the people now. Membership is extremely exclusive, as Majishan infiltration was rather common during the early days of the Guild's existence.
A group of people who are less magic-inclined and lean towards developing technology. Alchemists, Cannoneers, and many other non-magic oriented people are often members of this guild. Based in Kirillian City.
Here are some of the classes you can choose from. PM me if you wanna suggest something that isn't on this list. I'd like, at max, only two of each class. (This info is taken from FFwiki.)
A Black Mage's primary ability is to cast Black Magic, which usually consists of attack spells, but also contains some effect spells. In later installments, Black Mages were given the Focus ability, which allowed them to store power for the next turn. However, their magic is their main focus. In this, Black Mages are one of the simplest, but most effective Jobs there is. Black Mages usually equip magical rods and staffs, but also sometimes daggers. Their armor is limited to lightweight vests and mage robes. Black Mages, as with most mages, have high magical stats but low HP and defenses.
Their equipment includes staves and maces (as well as hammers in the original Final Fantasy), but in later installments they used magical rods instead. Their armor, like most mages, is limited to lightweight vests and mage robes. Their physical stats are usually higher than those of a Black Mage (because they cannot defend themselves), but are not as high as some other classes. Their magic stats, of course, are high.
The most prominent ability of a White Mage is to cast White Magic, which usually includes healing and support magic, but may also include status spells. In later installments, they were given the ability "Pray," in which the party's HP would be restored for no cost. The HP restored would be minimal. Their ability to heal, protect, and resurrect fallen members of the party make them typically invaluable, as they are usually the only efficient way of healing.
White Mages tend to dress in white robes with red triangular lining. They tend to lean towards lighter armor, generally robes, and their robes are trimmed with red triangles that usually flare out from cuffs, around hems, or on the lining of the players hood if they wear one. Most White Mages are female, but some males have been White Mages as well. Male White Mages generally do not wear hoods; however, female ones do. Sometimes White Mages are also able to cast Summon magic.
Blue Mages, as their name implies, focus on Blue Magic, a special subset of Magic that allows them to use attacks otherwise exclusive to enemies. Blue Mages usually learn Blue Magic by seeing enemies use it, but some games have other methods to learn their magic. Blue Mages benefit greatly from the ability to Control monsters, reducing the chance involved in waiting for a monster to use their skill on the Blue Mage. Beyond this, Blue Mages vary in equipment and physical prowess. They are not as weak as other Mage classes in terms of attack or defense, and are usually capable fighters. Of course, their true strength is their magic. Blue Mages wear blue clothes and cloaks, sometimes with a mask.
Red Mages typically cast both Black and White Magic and can also wield swords and equip armor that normal Black and White Mages cannot. They are, in essence, among the more versatile characters of the series. However, their versatility comes at a high price: their stats are usually low, and they cannot cast higher level spells or use stronger equipment. They can learn many spells, but not the strongest, and equip some heavy armor, but not all of it. Thus, the Red Mage is a jack-of-all-trades, but a master of none. However, in certain games, Red Mages have a special ability such as Doublecast which boosts their spell casting efficiency. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and of course, a red cap with a white feather.
Alright, I'm going to be doing something kinda special with this class. True summoners in this world don't entirely exist; this will be explained as we progress along the storyline. There are, however, special kinds of summoners known as "tamers" in this world. That is, people who have tamed monsters and captured them magically, and can summon them to help them in battle. Most summoners also have access to small amounts of white magic. For completeness, I'll also include what FFwiki says about summoners here:
Summoners are known for their ability to summon magical beasts to fight for the party. In games with summoners as part of the storyline, there exists summoner ranks, such as Conjurer and High Summoner. Summoners generally have some of the lowest physical stats in the game and the highest magical stats. Their weapon arsenal varies by game, but most games show them equipping rods, staffs, daggers, and sometimes whips. They sometimes wear robes of green and white, and in some games Summoners bear large horns growing out of their foreheads. If this horn is natural or part of their outfit varies from game to game.
(Note: To be a Dragoon, your character MUST originally be from Majish. This is the only city where Dragoons are trained.)
Dragoons are special knights that only equip spears and some kinds of swords to attack. Their stats are weighted physically, and they can equip heavy armor that is modified to look like a dragon. Their special ability is to Jump, which allows them to do an aerial attack which does more damage than a normal attack. The drawback to this attack is that it takes longer due to the Dragoon having to Jump and then fall on his or her opponent. The advantage to this, however, is that Dragoons do not take damage while airborne (at the expense of not being able to be healed). Some dragoons can have the Jump ability upgraded to Double Jump, which allows them to strike for double damage without any extra time in the air. Another ability, called Lancet, sometimes called Lance or DragonSword, allows Dragoons to absorb HP and MP from their opponents.
Most Thieves wield daggers, but some equip short swords or boomerangs. Their armor options are limited to lightweight armor and vests. They are known for having moderate physical stats, low Defenses and Magic stats, and incredibly high Speed and Evasion. The most prominent ability of a Thief is to Steal items from their opponents. Many variations of this ability exist. With additional training, Steal can be upgraded to Mug, which steals items and inflicts damage. Other abilities of a Thief include "Flee," which allows a free escape from a battle, and "Alert", which prevents back attacks and sometimes pincer attacks. In later installments, Thieves were also given the power to steal Gil from their opponents as well as items. In some games, the Thief can be upgraded into a Ninja.
Fighters are characterized by equipping swords, shields, and armor, and having high physical stats. The Warrior is usually one of the first obtainable jobs in each game, and variations such as the Dark Knight or Paladin are built up upon its profile. Warriors' abilities include the ability to Cover for an ally, and take physical damage for them. They can also null out physical attacks and have the ability to equip a weapon using two hands, thus increasing its attack power (the downside to this is now the character cannot equip a shield). In later installments, Warriors were given the ability to lower the stats of their opponents.
(Note: I'm adding an extra feature that allows Warriors to couple with Black Mages to use a special ability known as "Magic Sword"; basically, any spell the Black Mage has can be applied to the Warrior's weapon for a temporary effect.)
Rangers are mostly known for their ability to equip various ranged weapons to attack, primarily Bows. Their most consistent special ability is called Barrage or Rapid Fire. With this ability, the Ranger can attack multiple times (generally, but not always, four times) in a single turn. They also have the ability Aim, which increases their damage and ensures a successful hit. In some games, Rangers can cast some basic White Magic, and enchant their bows with elemental or status effects. Because they wield Bows, Rangers are adept at fighting flying and bird-type enemies, which take additional damage from arrows and have their high evasion nullified by the Ranger's high Accuracy. As the games in the series have become more modern in their technology, Rangers in the main series have been replaced by Gunners, though in the world of Ivalice the two continue to exist alongside each other.
The Chemist, also known as an Alchemist, is a job that appears in various games in the series. Chemists are often characterized as wearing yellow robes. Their main weapons are daggers, guns, and rods. They are best known for their abilities involving various items in the game. Usually, this involves having an exclusive access to special items, doubling the potency of recovery items, and most importantly, their unique ability Mix allows them to combine two items into one. They also can heal party members for free.
Samurai are often depicted wearing traditional Japanese attire. Their weapon of choice is the katana, and they can equip shields and heavy armor as well. Their abilities can vary from game to game, but their signature ability is Gil Toss (or Spare Change), which allows them to damage their opponents by throwing money at them. They also have abilities that nullify attacks and can cripple enemies by lowering their stats. Bushido has only appeared in three games in the series, but those three times it is an ability attributed to the Samurai.
This class utilizes cannons and various other machines powered by clockwork, steam, or gunpowder. (small tank, submarine, etc.) Their attacks deal moderate damage and have a chance to inflict random status effects with their cannon attacks, and can also use mild curative abilities.
Monks are characterized primarily by their affinity for fighting entirely bare-handed. The few weapons they do use consist of claws and knuckles that strap onto their hands. Despite their preference to fight without weapons, Monks can deal just as much damage in battle as any other physical class like Warriors or Dragoons, thanks to their massive physical strength. Monks wear light clothing consisting of robes and hats, and cannot equip heavy armor. To make up for this lack of protection, Monks have a very high amount of HP compared to other classes. Because of the minimal use of armor and weaponry, Monks are one of the cheapest classes to maintain and require little investment in new equipment. Monk abilities include Kick, which damages all enemies, Chakra, which heals the Monk and/or their allies, and they can increase their attack strength with the usage of Focus or Boost. Monks are also able to counter physical attacks, and in later games have individual skillsets of various special techniques.
Machinists are known for their expertise with machinery and their ability to handle various devices. Each Machinist is unique in his or her own special way, and sometimes is associated with one or two additional classes. The Machinist class is usually a physical class, though its moveset usually has a theme of duality about it, such as using both physical and magical attacks.
The Berserker (バーサーカー Bāsākā) is a recurring Job in the Final Fantasy series. In all of its appearances, they wear animal furs, and tend to be more revealing on the female characters. Berserkers typically cannot be controlled by the player as they are always in Berserk status. However, their statistics, particularly their physical ones, are usually much higher than those of other Jobs.
As of right now, I haven't had any suggestions for races, really. So here are a few that I have -cough-borrowed-cough- from other Final Fantasy games. I haven't included an article on humans here, because I don't think they need a description. xD
The Ronso are a race of muscular, anthropomorphic feline humanoids. They live in the forests of Menden Island. Some are rather hostile, while others try to remain at peace with the humans.
http://images2.wikia.nocookie.net/__cb20081129145422/finalfantasy/images/thumb/e/ea/Kimahri_Menu.jpg/230px-Kimahri_Menu.jpg
(Available classes for Ronso: Blue Mage, Red Mage, White Mage, Warrior)
The Guado are elvish in appearance with long limbs, over-sized hands, prominent veins on the face, and hair resembling plants. Guado have a serious personality and are loyal to nature. Of the races in Illustria, the Guado are the fastest, able to run twice as fast as humans.
http://images4.wikia.nocookie.net/__cb20070618130206/finalfantasy/images/8/8f/Guado_artwork.jpg
(Available Classes: White Mage, Red Mage, Summoner)
In addition to being a character class, there is also a race of Black Mages, synthetically created by the High Majishans in Majish to work as an army. Some have attained self-awareness and managed to escape from Majish and into the islands. It isn't entirely uncommon to find a lone Black Mage wandering around the Islands.
http://images2.wikia.nocookie.net/__cb20071104144821/finalfantasy/images/7/7a/Blackmagesffix.jpg
(Classes Available: Black Mage, Red Mage)
Considering that this is a Final Fantasy based roleplay, there will be Chocobos. Mostly on the mainland, and also on the islands of Fehlen Hafte, Aluscius, and Kirillian. Moogles will roam around too, offering free curative abilities, sometimes giving out mini-quests, or asking for a letter to be delivered.
Monsters will also be drawn from Final Fantasy, along with a few of my own creations. As we encounter things, I'll try to keep a list so you can know what to expect if you encounter one again.
I require literacy in this RP; I don't want someone who can't write.
As the GM, I hold final authority on everything ever. In this RP, I am god. Do note, however, that I will always take any suggestions that you might have. While I am the god of this fictional world, I do want you all to have fun. So message me or suggest in the OOC if you want me to add something or have a fun idea.
All dialogue between two characters should take place in PM, then put together in a single post so as not to clutter the IC with short posts.
I'm not going to try to impose any kind of posting limit; post as often as you wish, as long as you are progressing the story and not just spamming.
Even with the no spamming rule, I do want you posting. Post at the very least once a week, or else I'll remove you from the roleplay. If you can't handle that, I don't need your inactivity holding the rest of us back.
If you read the rules, PM me with the word "illustrious" as the title, and I will accept your character. Do not, however, PM me your character; post them here and send me the PM.
I don't wanna complicate things with a HP/MP system, so instead, I'll personally regulate how much you can do, when a monster hits you, when you can't cast anymore, etc.
I reserve the right to reject and accept any character sheets that i want. Once again, I am god.
As well as controlling HP/MP, I will also control the levelling and ability-learning system. If you feel that you have done enough to warrant a level up, or just want to request a specific ability for your next one to be learned, just message me.
The story for this is going to be extremely long and detailed. I expect character development, and above all, I expect commitment to the roleplay. If you can't stay with us through the whole thing, don't join. If you're going to be here most of the time, go ahead. I can find ways to get rid of your character easily enough. But don't join if you're just in it for the short-term.
If you intend to join, I'd ask that you post here first, just so I have a good idea of how many I might have. xD This isn't exactly a rule, just a request.
The Character Sheet
Name:
Race:
Gender:
Age:
Appearance: (this can be description, real photo, or anime. or any of them combined. xD)
Sexuality:
Class:
Class Abilities: (I will allow you to choose four abilities for your class. If you need info on what these are, just ask me and I'll link you to some helpful sites. Try not to do anything too powerful to start out with; you'll gain some more later on.)
Weapons/Equipment: (basically your character's main weapon, weapon class, type of dress, etc.)
Guilds: (is your character a member of any guilds?)
Personality:
History: (I'm a little bit lenient on this one, since I myself don't like writing character histories. You don't have to make it too long, but give at least a little bit.)
Starting Location: (basically, where is your character at the start of this RP?)
RPing Example: (this is important. Put an example of your writing or roleplaying here so I know that you are literate. If I don't think that you are literate enough for this roleplay, I'll either ask you to put more effort and /maybe/ accept you, or just reject you altogether.)
None yet!
Nothing has happened yet. This will be updated as I see fit, and as things happen IC.
White magic (http://finalfantasy.wikia.com/wiki/White_magic)
Black Magic (http://finalfantasy.wikia.com/wiki/Black_Magic)
Blue Magic (http://finalfantasy.wikia.com/wiki/Blue_Magic)
Thieves have Skills (http://finalfantasy.wikia.com/wiki/Skill_(Final_Fantasy_IX)).
Knights/Warriors and such have Sword Arts (http://finalfantasy.wikia.com/wiki/Sword_Art).
Monks can use Chakra (http://finalfantasy.wikia.com/wiki/Chakra).
Berserkers don't really have much other than a standard physical attack, though they can get automatic status effects.
Alchemists can use the ability Mix. (http://finalfantasy.wikia.com/wiki/Mix)
If you'd like further information on any other classes, ask me about it, but that covers a majority of them.
For more info on the types of weapons you can have, look here. (http://finalfantasy.wikia.com/wiki/Template:Weapons)
This roleplay could potentially have: high levels of violence, dramatic themes, blood and gore, some language, sexuality/sensuality. I don't exactly encourage these things, I'm just saying that they could happen.
http://i30.tinypic.com/23szp8x.jpg
http://i28.tinypic.com/2ykdedc.png
1. Illustria – The main continent, home to the original inhabitants of this world and where many of the older families live. Also home to the ruling city of Majish. It is carpeted with great forests, which thicken as you approach farther inland, and little past the coasts has been discovered.
2. The Maelstrom – An never-ending storm that randomly appeared about 100 years ago when explorers went into the open seas in search of another island; no one since has been able to enter the area, and the storm shows no signs of abating or moving.
3. Unbekannt – It is said that this used to be a second continent with another ruling city of its own, but now is blocked off by magical barriers that prevent anyone from reaching its shores. The Illustrian government has made no replies to any inquiries about this land.
4. Majish – Capital city of Illustria and holds major sway over the islands. Few islanders ever get to see this amazing city, home to the Majishans who teach all magics. It is supported almost entirely off of magical energy, although the source of this magic is kept secret by the High Majishans. The government is run in a threefold system; The Majish Council, The High Majishans, and The Engineers. People here have limited involvement in government, having almost no voting system and a small petitioning system, but just as well the government have limited involvement with the people, for the most part letting them do what they wish.
5. Kirillian Island and Kirillian City – The largest city on the islands, and the heaviest populated island out of them all. Also the most scientifically advanced, creating new technologies almost daily. There is no true organized government here, and the city is a mix of slums, laboratories, and scattered markets. There are also several independent militaries – mercenary armies, essentially – housed here, ready for a war at almost any time. Most of their experience is with fighting monsters, though, and few actually engage in any pillaging or malicious destruction.
6. Aluscius Island – A medium-sized, peaceable island, home to two small cities on either end. On the east lies Osten, which houses a small army of soldiers to fend off the monster attacks from the sea. To the northwest is Spunaus, which holds a small market and one of the few truly organized governments among the islands.
7. Menden Island –The dormant Gilaga volcano sits on the southern coast of this island, looming high above the otherwise low-lying forests. The island is a maze of tropical forests, filled with small villages. Master White Mages make their homes in some of these villages, having discovered sources of new spells and ingredients for potions here, sometimes bringing them back to Menden’s port city of Cherei. There are also rumors of a master synthesist (blacksmith, of sorts) living near or even inside of the volcano, but being simple rumors (not to mention the difficulty of getting there) no one has actually ventured out to check.
8. Fehlen Hafte Island – The northern section of the island is almost entirely uninhabited, though not even the islanders here are quite sure why. When asked why no one approaches it, everyone just says the don’t get a good feeling from that area. Zentrum lies in the center of the island, and holds a very good friendship with both the cities of Majish and Kirillian, receiving benefits from both and developing into a media-based city, as well as the home of several popular sports; Blitzball, arenas, card games, etc. To the west is Trost, which is one of the smallest cities among the islands, and home to the Cartographer’s Guild, a group of mappers and explorers dedicated to mapping out all of the islands completely, and finding a way into Unbekannt. They receive no support from the Illustrian government as many other guilds do, although Kirillian has been said to secretly fund their projects. Also held here is a large observatory, with two telescopes: one meant for observing the skies, the other to survey surrounding islands and possibly see things farther out at sea.
9. Weitweg Island – It is said that long ago, a group of people even more powerful than the High Majishans lived here. The Majishans have confirmed that they sense great power from that area, though it is almost impossible to explore due to the lack in connecting islands leading there. The Cartographer’s Guild in addition to a hired army managed to establish a settlement there – Abges – which has since reported progress in crossing the Weitweg Plains. Halfway across the island, however, they were suddenly stopped by a magical barrier akin to the one blocking off Unbekannt, and have mapped out the barrier and found that it curves inward throughout the island. Negotiations have gone on to attempt to acquire a High Majishan to help with this problem, though little progress has been made.
10. The Magical Barrier – The inward-curving barrier of Weitweg island, invisible and impenetrable.
11. Unknown Island – Found by The Cartographer’s Guild soon after the creation of the observatory in Trost, no one quite knows what is there. All that is visible from Trost is a desert island far off from any connecting islands.
12. Formigen River – A river with water that holds magical properties. The High Majishans are still trying to figure out exactly what these are, and have so far only been able to sense a great energy that increases as they get closer to the mouth, but have so far not been able to make it too far inland before running out of resources whilst trekking through the forests of Illustria.
13. Kanal River- A small tributary to the Formigen.
14. Gesch – What used to be a successful port city, Gesch was ravaged by the Maelstrom during its appearance, before a few High Majishans doing research there managed to create a temporary barrier around the city. This barrier has since been strengthened, and repairs to the city are still being made to this day.
15. Weitgabe – A small and slummy town with government installations, mostly meant as a passing point for islanders who wish to move to the mainland.
16. Ietzen – The only true port city left, constantly bustling with activity. There is little else to say for this town, although the crime rates are quite high here. There are supposedly arms dealers based here, but the Ietzen government vehemently denies this.
Stay away from the water. There are shadows on the coast.
Since the beginning of civilization, everyone knew that the waters of this land were dangerous. However, the forests of the land were equally dangerous, and so the coasts were their only option. The first city, then a small village called Majish, was created through the banding together of several tribes that had a unique understanding of magic. They managed to clear away a large section of forest and establish a city farther away from the coasts than most others had dared. Soon, the small villages along the coast formed into cities out of pure necessity; the monster attacks from the sea were relentless, especially against small groups.
Soon enough, the islands were discovered. The original expeditions were largely unsuccessful, most boats sent to even the first connecting island destroyed quickly by monsters, but as larger groups went, they managed to make their way throughout the islands. This gave birth to the Islanders. They were separate from the mainlanders in many ways; some had a darker skin tone due to the lack of forests that shielded from the sun, and many had an actual affinity for the water rather than a fear for it. Some even learned to tame the monsters surrounding their islands, keeping them as familiars.
The Majishan government, which held true and final rule over the rest of Illustria, left the islands mostly alone, though still held heavy sway over them. Some islands decided to form governments in their cities and ally themselves with the Illustrians, others simply stayed independent. Over hundreds of years, the islands were fairly well mapped out and discovered.
During this time of discovery, things were rather tumultuous, with many land conflicts and small wars. It is said that even Majish participated in a war, though who with and for what reason is still unclear. Many say that there is another continent, what Unbekannt used to be, but most disbelieve this.
About 600 years after time began counting (which was around the time of the creation of Majish), The Cartographer's guild formed and began its first exploration endeavour- there was an unexplored area between the yet-unexplored continent called Weitweg and the continent of Illustria. They believed there to be yet another island there, and so set off in their ships to find it. As they did, they sent back messages to Trost via dove that they had experienced very few monsters there, and as they neared the unexplored area, the attacks stopped altogether. However, soon after receiving this message, the Maelstrom appeared, and the explorers were lost forever.
100 years of relative peace have passed since that, although there have been tensions between Illustria (Majish in particular) and Kirillian Island. There have been mentions of the Cartographer's Guild planning an expedition into the Malestrom, though nothing confirmed. Kirillian city has made new breakthroughs in broadcasting technology, and many islanders now own radio systems, allowing easy communication. In Zentrum, rudimentary video cameras have even been in use. Many of these are powered by a fusion of technology and magic, with a bit of help from the guilds throughout the world.
In Aluscius though, something is happening. A gang of thieves and mercenaries is planning on something new, something much more elaborate than their petty thefts. They have their eyes set on a new technology in Kirillian City, something that could change the world. The seas have always been a problem, but what if you had a ship that didn't need water to travel?
There are several guilds throughout the lands, most of them originating from Majish, but several having halls in major cities.
The Mage's Guild was formed originally by the High Majishans to induct people they thought of as "worthy" of becoming Majishans, but eventually expanded to teach all forms of magic. With the advent of the discovery of the Islands, guild halls quickly dispersed among the land. Black and Red magics are taught in Kirillian City, Blue magic in Cherei, and White in Zentrum.
Given the great varieties in fighting classes, the Fighter's Guild doesn't sub-categorize, instead having a guild hall in almost every city throughout the Known World but for Trost and Weitweg.
A group of former scientists who research the islands and the seas, and strive to map out the entire world, rather than just the small area known by the people now. Membership is extremely exclusive, as Majishan infiltration was rather common during the early days of the Guild's existence.
A group of people who are less magic-inclined and lean towards developing technology. Alchemists, Cannoneers, and many other non-magic oriented people are often members of this guild. Based in Kirillian City.
Here are some of the classes you can choose from. PM me if you wanna suggest something that isn't on this list. I'd like, at max, only two of each class. (This info is taken from FFwiki.)
A Black Mage's primary ability is to cast Black Magic, which usually consists of attack spells, but also contains some effect spells. In later installments, Black Mages were given the Focus ability, which allowed them to store power for the next turn. However, their magic is their main focus. In this, Black Mages are one of the simplest, but most effective Jobs there is. Black Mages usually equip magical rods and staffs, but also sometimes daggers. Their armor is limited to lightweight vests and mage robes. Black Mages, as with most mages, have high magical stats but low HP and defenses.
Their equipment includes staves and maces (as well as hammers in the original Final Fantasy), but in later installments they used magical rods instead. Their armor, like most mages, is limited to lightweight vests and mage robes. Their physical stats are usually higher than those of a Black Mage (because they cannot defend themselves), but are not as high as some other classes. Their magic stats, of course, are high.
The most prominent ability of a White Mage is to cast White Magic, which usually includes healing and support magic, but may also include status spells. In later installments, they were given the ability "Pray," in which the party's HP would be restored for no cost. The HP restored would be minimal. Their ability to heal, protect, and resurrect fallen members of the party make them typically invaluable, as they are usually the only efficient way of healing.
White Mages tend to dress in white robes with red triangular lining. They tend to lean towards lighter armor, generally robes, and their robes are trimmed with red triangles that usually flare out from cuffs, around hems, or on the lining of the players hood if they wear one. Most White Mages are female, but some males have been White Mages as well. Male White Mages generally do not wear hoods; however, female ones do. Sometimes White Mages are also able to cast Summon magic.
Blue Mages, as their name implies, focus on Blue Magic, a special subset of Magic that allows them to use attacks otherwise exclusive to enemies. Blue Mages usually learn Blue Magic by seeing enemies use it, but some games have other methods to learn their magic. Blue Mages benefit greatly from the ability to Control monsters, reducing the chance involved in waiting for a monster to use their skill on the Blue Mage. Beyond this, Blue Mages vary in equipment and physical prowess. They are not as weak as other Mage classes in terms of attack or defense, and are usually capable fighters. Of course, their true strength is their magic. Blue Mages wear blue clothes and cloaks, sometimes with a mask.
Red Mages typically cast both Black and White Magic and can also wield swords and equip armor that normal Black and White Mages cannot. They are, in essence, among the more versatile characters of the series. However, their versatility comes at a high price: their stats are usually low, and they cannot cast higher level spells or use stronger equipment. They can learn many spells, but not the strongest, and equip some heavy armor, but not all of it. Thus, the Red Mage is a jack-of-all-trades, but a master of none. However, in certain games, Red Mages have a special ability such as Doublecast which boosts their spell casting efficiency. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and of course, a red cap with a white feather.
Alright, I'm going to be doing something kinda special with this class. True summoners in this world don't entirely exist; this will be explained as we progress along the storyline. There are, however, special kinds of summoners known as "tamers" in this world. That is, people who have tamed monsters and captured them magically, and can summon them to help them in battle. Most summoners also have access to small amounts of white magic. For completeness, I'll also include what FFwiki says about summoners here:
Summoners are known for their ability to summon magical beasts to fight for the party. In games with summoners as part of the storyline, there exists summoner ranks, such as Conjurer and High Summoner. Summoners generally have some of the lowest physical stats in the game and the highest magical stats. Their weapon arsenal varies by game, but most games show them equipping rods, staffs, daggers, and sometimes whips. They sometimes wear robes of green and white, and in some games Summoners bear large horns growing out of their foreheads. If this horn is natural or part of their outfit varies from game to game.
(Note: To be a Dragoon, your character MUST originally be from Majish. This is the only city where Dragoons are trained.)
Dragoons are special knights that only equip spears and some kinds of swords to attack. Their stats are weighted physically, and they can equip heavy armor that is modified to look like a dragon. Their special ability is to Jump, which allows them to do an aerial attack which does more damage than a normal attack. The drawback to this attack is that it takes longer due to the Dragoon having to Jump and then fall on his or her opponent. The advantage to this, however, is that Dragoons do not take damage while airborne (at the expense of not being able to be healed). Some dragoons can have the Jump ability upgraded to Double Jump, which allows them to strike for double damage without any extra time in the air. Another ability, called Lancet, sometimes called Lance or DragonSword, allows Dragoons to absorb HP and MP from their opponents.
Most Thieves wield daggers, but some equip short swords or boomerangs. Their armor options are limited to lightweight armor and vests. They are known for having moderate physical stats, low Defenses and Magic stats, and incredibly high Speed and Evasion. The most prominent ability of a Thief is to Steal items from their opponents. Many variations of this ability exist. With additional training, Steal can be upgraded to Mug, which steals items and inflicts damage. Other abilities of a Thief include "Flee," which allows a free escape from a battle, and "Alert", which prevents back attacks and sometimes pincer attacks. In later installments, Thieves were also given the power to steal Gil from their opponents as well as items. In some games, the Thief can be upgraded into a Ninja.
Fighters are characterized by equipping swords, shields, and armor, and having high physical stats. The Warrior is usually one of the first obtainable jobs in each game, and variations such as the Dark Knight or Paladin are built up upon its profile. Warriors' abilities include the ability to Cover for an ally, and take physical damage for them. They can also null out physical attacks and have the ability to equip a weapon using two hands, thus increasing its attack power (the downside to this is now the character cannot equip a shield). In later installments, Warriors were given the ability to lower the stats of their opponents.
(Note: I'm adding an extra feature that allows Warriors to couple with Black Mages to use a special ability known as "Magic Sword"; basically, any spell the Black Mage has can be applied to the Warrior's weapon for a temporary effect.)
Rangers are mostly known for their ability to equip various ranged weapons to attack, primarily Bows. Their most consistent special ability is called Barrage or Rapid Fire. With this ability, the Ranger can attack multiple times (generally, but not always, four times) in a single turn. They also have the ability Aim, which increases their damage and ensures a successful hit. In some games, Rangers can cast some basic White Magic, and enchant their bows with elemental or status effects. Because they wield Bows, Rangers are adept at fighting flying and bird-type enemies, which take additional damage from arrows and have their high evasion nullified by the Ranger's high Accuracy. As the games in the series have become more modern in their technology, Rangers in the main series have been replaced by Gunners, though in the world of Ivalice the two continue to exist alongside each other.
The Chemist, also known as an Alchemist, is a job that appears in various games in the series. Chemists are often characterized as wearing yellow robes. Their main weapons are daggers, guns, and rods. They are best known for their abilities involving various items in the game. Usually, this involves having an exclusive access to special items, doubling the potency of recovery items, and most importantly, their unique ability Mix allows them to combine two items into one. They also can heal party members for free.
Samurai are often depicted wearing traditional Japanese attire. Their weapon of choice is the katana, and they can equip shields and heavy armor as well. Their abilities can vary from game to game, but their signature ability is Gil Toss (or Spare Change), which allows them to damage their opponents by throwing money at them. They also have abilities that nullify attacks and can cripple enemies by lowering their stats. Bushido has only appeared in three games in the series, but those three times it is an ability attributed to the Samurai.
This class utilizes cannons and various other machines powered by clockwork, steam, or gunpowder. (small tank, submarine, etc.) Their attacks deal moderate damage and have a chance to inflict random status effects with their cannon attacks, and can also use mild curative abilities.
Monks are characterized primarily by their affinity for fighting entirely bare-handed. The few weapons they do use consist of claws and knuckles that strap onto their hands. Despite their preference to fight without weapons, Monks can deal just as much damage in battle as any other physical class like Warriors or Dragoons, thanks to their massive physical strength. Monks wear light clothing consisting of robes and hats, and cannot equip heavy armor. To make up for this lack of protection, Monks have a very high amount of HP compared to other classes. Because of the minimal use of armor and weaponry, Monks are one of the cheapest classes to maintain and require little investment in new equipment. Monk abilities include Kick, which damages all enemies, Chakra, which heals the Monk and/or their allies, and they can increase their attack strength with the usage of Focus or Boost. Monks are also able to counter physical attacks, and in later games have individual skillsets of various special techniques.
Machinists are known for their expertise with machinery and their ability to handle various devices. Each Machinist is unique in his or her own special way, and sometimes is associated with one or two additional classes. The Machinist class is usually a physical class, though its moveset usually has a theme of duality about it, such as using both physical and magical attacks.
The Berserker (バーサーカー Bāsākā) is a recurring Job in the Final Fantasy series. In all of its appearances, they wear animal furs, and tend to be more revealing on the female characters. Berserkers typically cannot be controlled by the player as they are always in Berserk status. However, their statistics, particularly their physical ones, are usually much higher than those of other Jobs.
As of right now, I haven't had any suggestions for races, really. So here are a few that I have -cough-borrowed-cough- from other Final Fantasy games. I haven't included an article on humans here, because I don't think they need a description. xD
The Ronso are a race of muscular, anthropomorphic feline humanoids. They live in the forests of Menden Island. Some are rather hostile, while others try to remain at peace with the humans.
http://images2.wikia.nocookie.net/__cb20081129145422/finalfantasy/images/thumb/e/ea/Kimahri_Menu.jpg/230px-Kimahri_Menu.jpg
(Available classes for Ronso: Blue Mage, Red Mage, White Mage, Warrior)
The Guado are elvish in appearance with long limbs, over-sized hands, prominent veins on the face, and hair resembling plants. Guado have a serious personality and are loyal to nature. Of the races in Illustria, the Guado are the fastest, able to run twice as fast as humans.
http://images4.wikia.nocookie.net/__cb20070618130206/finalfantasy/images/8/8f/Guado_artwork.jpg
(Available Classes: White Mage, Red Mage, Summoner)
In addition to being a character class, there is also a race of Black Mages, synthetically created by the High Majishans in Majish to work as an army. Some have attained self-awareness and managed to escape from Majish and into the islands. It isn't entirely uncommon to find a lone Black Mage wandering around the Islands.
http://images2.wikia.nocookie.net/__cb20071104144821/finalfantasy/images/7/7a/Blackmagesffix.jpg
(Classes Available: Black Mage, Red Mage)
Considering that this is a Final Fantasy based roleplay, there will be Chocobos. Mostly on the mainland, and also on the islands of Fehlen Hafte, Aluscius, and Kirillian. Moogles will roam around too, offering free curative abilities, sometimes giving out mini-quests, or asking for a letter to be delivered.
Monsters will also be drawn from Final Fantasy, along with a few of my own creations. As we encounter things, I'll try to keep a list so you can know what to expect if you encounter one again.
I require literacy in this RP; I don't want someone who can't write.
As the GM, I hold final authority on everything ever. In this RP, I am god. Do note, however, that I will always take any suggestions that you might have. While I am the god of this fictional world, I do want you all to have fun. So message me or suggest in the OOC if you want me to add something or have a fun idea.
All dialogue between two characters should take place in PM, then put together in a single post so as not to clutter the IC with short posts.
I'm not going to try to impose any kind of posting limit; post as often as you wish, as long as you are progressing the story and not just spamming.
Even with the no spamming rule, I do want you posting. Post at the very least once a week, or else I'll remove you from the roleplay. If you can't handle that, I don't need your inactivity holding the rest of us back.
If you read the rules, PM me with the word "illustrious" as the title, and I will accept your character. Do not, however, PM me your character; post them here and send me the PM.
I don't wanna complicate things with a HP/MP system, so instead, I'll personally regulate how much you can do, when a monster hits you, when you can't cast anymore, etc.
I reserve the right to reject and accept any character sheets that i want. Once again, I am god.
As well as controlling HP/MP, I will also control the levelling and ability-learning system. If you feel that you have done enough to warrant a level up, or just want to request a specific ability for your next one to be learned, just message me.
The story for this is going to be extremely long and detailed. I expect character development, and above all, I expect commitment to the roleplay. If you can't stay with us through the whole thing, don't join. If you're going to be here most of the time, go ahead. I can find ways to get rid of your character easily enough. But don't join if you're just in it for the short-term.
If you intend to join, I'd ask that you post here first, just so I have a good idea of how many I might have. xD This isn't exactly a rule, just a request.
The Character Sheet
Name:
Race:
Gender:
Age:
Appearance: (this can be description, real photo, or anime. or any of them combined. xD)
Sexuality:
Class:
Class Abilities: (I will allow you to choose four abilities for your class. If you need info on what these are, just ask me and I'll link you to some helpful sites. Try not to do anything too powerful to start out with; you'll gain some more later on.)
Weapons/Equipment: (basically your character's main weapon, weapon class, type of dress, etc.)
Guilds: (is your character a member of any guilds?)
Personality:
History: (I'm a little bit lenient on this one, since I myself don't like writing character histories. You don't have to make it too long, but give at least a little bit.)
Starting Location: (basically, where is your character at the start of this RP?)
RPing Example: (this is important. Put an example of your writing or roleplaying here so I know that you are literate. If I don't think that you are literate enough for this roleplay, I'll either ask you to put more effort and /maybe/ accept you, or just reject you altogether.)
None yet!
Nothing has happened yet. This will be updated as I see fit, and as things happen IC.
White magic (http://finalfantasy.wikia.com/wiki/White_magic)
Black Magic (http://finalfantasy.wikia.com/wiki/Black_Magic)
Blue Magic (http://finalfantasy.wikia.com/wiki/Blue_Magic)
Thieves have Skills (http://finalfantasy.wikia.com/wiki/Skill_(Final_Fantasy_IX)).
Knights/Warriors and such have Sword Arts (http://finalfantasy.wikia.com/wiki/Sword_Art).
Monks can use Chakra (http://finalfantasy.wikia.com/wiki/Chakra).
Berserkers don't really have much other than a standard physical attack, though they can get automatic status effects.
Alchemists can use the ability Mix. (http://finalfantasy.wikia.com/wiki/Mix)
If you'd like further information on any other classes, ask me about it, but that covers a majority of them.
For more info on the types of weapons you can have, look here. (http://finalfantasy.wikia.com/wiki/Template:Weapons)