Yu-gi-oh! Legend of the Charmers [Uten & trouble.muffin] [M]
YU-GI-OH!: Legend of the Charmers
Setting: In a world of men, monsters, magic, and technology 6 children were born with incredible potential, each gifted with magic and charisma alike. They were raised by differing tribes and taught their ways. These children, despite how well they fit into their tribe, had always felt like there was something greater for them in the world. So with mournful hearts they set out on a journey with their familiar partner, forsaking their family for the call of destiny. They traveled across the kingdoms, spreading their culture and influence wherever they went as they continued to grow stronger. Eventually these children of destiny began to attract one another and they began to band together in something of a caravan. Their paths intertwined they continued to scour the lands together to discover the mysteries of the world whilst resolving countless conflicts. Eventually they came upon legend of 7 artifacts with which they could be granted a wish. So naturally they set out to find these treasures before uniting them at the tip of the world. But sadly, as all precursory tales go this one was inevitably doomed to failure. Their leader, Eria, had to abandon their quest to try and save her runaway familiar. A quest that would as previously mentioned ruin all of the charmer's progress up to that point. The remaining 5 reached their destination, the first and last one's to find the sacred altar. Regardless of what they found, Lyna & Dharc never did return from that trip. Leaving the last 3 charmers, Hiita, Aussa, and Wynn to relocate each of the 7 treasures in various corners of the world, to lock them away for their successors in the future before the last of the charmers faded into obscurity. Ever since various tribes, wanting to better spread their influence, and been more receptive towards charmers and hope to raise one amongst them for their own purposes, whether that be for their selfish gain or in the hopes that the truth the previous generation tried so hard to discover eventually be laid bare. You are a 2nd generation charmer, and your legend, for glory or tragedy, begins here!
What is a Charmer?:
Known by many names these spellcasters are looked upon with both awe and fear by many. No one knows where they come from, but they are occasionally found in the wilds as children with a familiar whom protects them during their infantile years until they find a suitable tribe for the child to be raised. Depending on the tribe the charmer is raised in, they grow to develop certain values and interests that tend to coincide with that of their given tribe. Leading them to be something of "champions" for a given tribe. So it is after they come of age and have crafted their own staff that they go off on a journey across the lands to spread the influence or ideas of their tribe whilst simultaneously being exposed to varying cultures. All the same charmers are very powerful entities with latent abilities that allow them to: Form contracts, summon those they've contracted, and cast spirit arts. On their journey a charmer will be faced with many a hardship, and their greatest foes can even be each other as they are all competing for the 7 artifacts.
Spoiler: Map
Fire Kingdom: This zone is dotted with prairies,mountains, volcanoes, and deserts. It is one of the most powerful and primal of the kingdoms. Holding strength to be something of a virtue. In terms of culture it can be equated to western fantasy. They treasure strength, emotion, and passion. Wind Kingdom: A kingdom that has even vaster expanses of desert then the Fire Kingdom, but also has a good share of plains. Here it is common to "go where the wind takes you". People here prioritize freedom and spirituality. So it isn't uncommon for hermits and ascetics to be born here. Light Kingdom: Probably the most out of place amongst all the kingdoms. It is a kingdom that took to prioritizing the passing of both information and skill to each and every generation. As such it has the most technology of any other kingdom. One can find cities, schools, laboratories, and all sorts of modern facilities in this kingdom. They've even taken to engineering artificial life. Or at least so they say, as there are rumors that the kingdom had founded ancient sentient technology that aided in their advancement. They prioritize justice, community, education, and technology. Dark Kingdom: This kingdom is a mixture of boneyards as well as swamps. The people here pride themselves on pragmatism and one's ability to be resourceful. Most kingdoms misunderstand and even despise this kingdom for what they consider to be "disrespect of the dead". But in actuality most denizens do infact bury their dead unless they figure another purpose for their remains. What most find to be "desecration" is merely what their culture considers recycling. They argue that when one kills an animal for food, one dines on the flesh and should make use of every last part of the remains in some fashion, otherwise it be returned to nature, to do any less for them would be considered "wasteful" and thus make the deceased's sacrifice in vain. So they are probably some of the least spiritual of the other kingdom's, figuring that when one is dead either the spirit goes on somewhere else or dies with the body, all the same the remains are their and should at least be put to good use. That cultural issue aside the swamps of the area are teeming with all manner of exotic herbs, and thus also a hot-spot for alchemists. Earth Kingdom:
By far the largest of all the kingdoms. It has the greatest diversity of people, cultures, and landscapes. So it can be said that it has a good mix of everything. Water Kingdom: Most would say that this is by far the smallest of all the kingdoms, but this isn't exactly true as the Water Kingdom expands beyond the borders of it's island-like landmass and has many a kingdom under the sea. So in reality it actually makes for one of the larger kingdoms. Beyond size, this kingdom is known to be rather secretive and prefers a level of solitude. Due to this isolation they aren't well acquainted with the technology and cultures of the other kingdoms but have found lost technology beneath the waves. Since which they took an interest in replicating such innovations. They prize tradition and innovation evenhandedly Icy Wastes: An area that is not found on any maps, but is well known to stretch both above and below the Fire and Wind Kingdoms. This land is by far the least inhabited due to it's intense ice storms and long stretches of tundra. But over time some settlements, tribes, ascetics, and historians have opted to take residence in these desolate wastelands. It is said that there is a sacred alter somewhere in the zone known as "the tip of the world", but none are sure of it's exact location or how to get there. But it is said that this is the last stop on a charmer's journey.
Spoiler: Character Sheets
Spoiler: Example
Name:
Age: should be around 15
Appearance:
Attribute: (The same as your tribe. If your tribe has multiple attributes, then pick whichever one you want.)
Tribe:
Staff: If you want to describe your staff you may, but not necessary.
Familiar: The little guy that follows you around. Must match your attribute and can only be about as big as a dog. They don't have to be a member of your given tribe.
Summon(s): a list of entities that you can summon at will. Keep in mind that doing so costs mana like a spirit art, and that the cost is primarily dependent upon the level of said creature. By default you can summon all members of your tribe save for fusion, ritual, synchro, or xyz monsters. You will eventually gain access to spirit art(s) that allow you to summon such powerful beasts.
Spirit Arts: Unlike most spellcasters, you can cast more ritual-like spells that can have any number of effects. You start your journey with 2 custom arts and all the basic ones but as you grow stronger you will learn more of them. You do not need to waste a Spirit Art slot for any minor magical effects that add flavor or fun to the situation, nor do they have any real prerequisites beyond what you deem necessary at the moment of usage. For example if you're a fire charmer you could probably heat up a door-knob at will or something.
Bio: A mixture of your character's backstory, personality, ideology, etc.
Miscellaneous: Anything else you want to add.
Spoiler: Characters
None yet.
Spoiler: Spirit Arts
Here is a list of all the Spirit Arts every charmer starts with/learns over the course of their journey.
Spoiler: Basic Arts
- Summon Staff: Allows you to absorb your staff and pull it out whenever you wish.
- Monster Reborn: Allows you to mend the wounds or revive a familiar/summon. How much mana is spent is reliant upon how much damage is being healed. Revival costs about as much mana as re-summoning the monster itself.
- Empathic Link: A more passive ability that allows charmer & familiar to relay emotions between one another and share energy.
Spoiler: Learnable Arts
- Empower Familiar: Pretty self explanatory. You pump large amounts of mana into your familiar to cause them to temporarily grow older and more powerful. Leading them to not only be able to better defend their partner, but to also empower them through their empathic link. Allowing both entities to become much stronger through their shared energy.
- Elemental Release: The Charmer draws in large amounts of their respective element, allowing it to swell inside of them. At which point they begin to attempt assimilating this energy with their own to unlock their latent elemental powers before releasing it in an almost explosive burst. Doing so temporarily boosts the charmer's mastery over their element to nearly arcane levels. Allowing them to manipulate said element practically at will to create any number of catastrophic effects. Doing so doesn't cause the familiar to age, but does cause them to become stronger, but not nearly as much as the previous art.
- Fusion Summoning: Allows the charmer to convert two or more of their summons into colored balls of light depending on their attribute. After which the charmer directs all the orbs of light to smash into one another to create a proper fusion monster.
- Ritual Summoning: The charmer creates a spell-seal on the ground to act as a dimensional gate. They then offer up the mana cost to summon forth a ritual monster from the seal.
- Synchronized Summoning: The monsters turn into colored orbs much like fusion summoning, but instead a tuner monster transforms into a series of rings that wrap around the other entities. This is considered "synchronizing" where the tuner causes the pulse of the other entities to link up before they all combine and transform into a synchro monster.
- XYZ Summoning: The charmer creates enough spheres of mana before tearing open a dimensional hole and sending the mana in. After which the energy swells and an xyz monster bursts forth from the dimensional tear. Very similar to ritual summoning.
- De-fuse: The charmer defuses a fusion monster.
- De-synchro: Same as above but undoes synchro summons instead.
I'm surprised at how quickly you were able to put this together and am blown away by its awesomeness!
I can't wait to put my character together! This definitely gives me motivation to get my history essay done quickly so I can shift my focus to this.
♥This set was made by my dear, sweet Ru.♥
Spoiler: my poetry thread
I write stuff sometimes. Too bad it isn't any good!
I'm glad you like it so much. I look forward to seeing your CS. ^ - ^ Also sorry about the few spelling/grammatical errors in the text, I'll be sure to fix that up. Also I forgot to mention that your familiar doesn't have to be a monster of your chosen tribe, and that by default you can summon any members of your tribe that are not a: fusion, ritual, synchro, or xyz monsters. You'll eventually gain access to a spirit art that allows you to summon such powerful entities. And there will be other power-ups along the way, but that's for later. :P Expect my cs up when I wake up in the morning, and feel free to use it as an example. :P
Name: Drake Age: 15 Attribute: Fire Tribe: Hazy Staff: It appears similar to a torch in appearance. But the crown of the staff is adorned with cannabis leaves that release a hazy gas when lit. Familiar:Fire King Avatar Garunix Chick Summon(s): Hazy Flame Griffin, HF Hydra, HF Mantikor, HF Cerbereus, HF Sphynx, HF Peryton, HF Hyppogrif Bio: He was taken in by the Hazy tribe as a child and raised amongst them. They lived in the harsh deserts of the Fire Kingdom, a place they considered home. It was here that Drake's love for imagination and spirituality would blossom forth amongst the fabled flaming beasts around him. He grew to love his bestial family and was a rather cheerful young lad who loved playing with them and soaring through the skies on the back of Griffin. But when the time came, he scoured the land for materials and crafted a staff to call his own before being summoned by his tribe's elder. Once he was ready he met with Hydra. The ball of flames burst forth with a multitude of heads and began to prepare Drake for his pilgrimage. Drake had always known that this day would come one day, but now was finally his time. Once the two had finished conversing Hydra would wish the youth luck for the coming journey and promised that their bonds would remain strong regardless of the distance between them all. Ever since Drake began travelling with his partner Garunix.
Miscellaneous:
Spoiler: Spirit Arts
- Hazy Mirage: He lights the crown of his staff and infuses his energies into the created gas. With that he can control the hallucinations of his target(s). - Burning Spirit: He heals/revives his familiar/summon using less energy then the basic charmer healing art. He does so by simply empowering the spirit of his fallen ally to cause their spirit to erupt in a glory of flames, leaving it's body behind like an empty shell. After their spirit blazes forth it solidifies into a new fully restored body.
♦Crystal Shield- Minerals are pulled from the earth to form a barrier. Any nearby gems would be used first, giving the shield its crystal appearance.
♦Crystal Spike- Much like the shield, a crystal spike is formed with minerals drawn from the earth, favorably crystals. These can formed quickly nearby with a brittle base, so the spike can be snapped off and used as a lightweight spear. Forming them further away and with stronger material takes longer, but with proper focus and timing, it can prove lethal.
♦For each of these abilities, additional mana can be used to produce synthetic gems in the instance that no minerals are present in the nearby environment. This is costly, but possible.
Bio: Adelina was raised in Crystal Gorge deep in the Earth Kingdom, close to the extensive mines from which gems of all qualities have been extracted for centuries. This is the homeland of the Crystal Tribe, worshipers and battle companions of the Crystal Beasts. They value their bonds with each other and the Crystal Beast above all else. To die either alongside a Crystal Beast or protecting a fellow tribesman is the greatest honor a member of the Crystal Tribe can attain. Upholding justice and defending those in need are values the tribe lives by, and because of this they have historically had few enemies, if any. Adelina strives to embody the values of the tribe. Through this she has won the elders' favor, and they are convinced that the strange dreams she's been plagued with since childhood are a sign that she is destined for great things. Adelina can never remember what has happened during such dreams, but wakes up in a cold sweat at least a few times per month. In addition to the Crystal beasts, she loves all animals and befriended a dark cat with a white tail as a young girl. The two have been inseparable ever since Adelina rescued her from a trap.
Last edited by trouble.muffin; 10-23-2014 at 03:37 PM.
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