[center][img]http://i.imgur.com/qHuFI8q.png[/img][/center] [center][url=https://www.youtube.com/watch?v=804sVdB4-Cw&feature=youtu.be]Click me first[/url][/center] [h1]FINAL FANTASY[/h1] [h2]Navire is but one Kingdom in this world[/h2] [h3]And there are many stitching together roads and boarders across the vast expanse.[/h3] Navire is the Kingdom greatly benefited by a Patron. The Patrons are deities who are the fragments of the Goddess who bound the parts of the world together. The Patron of Navire specifically chooses one unborn soul in the cycle of reincarnation as the ruler of Navire. With but one in each generation, this role is open to any child who is born upon its soil. So it is only natural that anyone family walk into the kingdom and have a child that could one day be king. Thus a great deal of people from all corners of the world have found themselves on the doorstep of Navire. But as of recently there was been a wash of blood on foreign soil, forcing many to abandon their ancestral homes and find a new kingdom to live in. For many it has been Navire, the Kingdom of the Hidden King. The Patron chose Yu Vei Bein, a Fairy boy as the previous generation's ruler. His peaceful nature pushed Navire out of harms way politically, making it one of few neutral kingdoms in the war brewing and cooking. With destruction in the nearby future one can only hope that the next ruler is suited to defend Navire from disaster while also harboring new refugees. Jobs are scarce as of now, Yu Vei Bein has been working with the Wizard Court to establish new residence, farmland, and schools but resources are not abundant for a population increasing overnight. The untrained portion of the workforce is assisting with new construction while schools are rejecting many applications due to lack of space and teachers. Cid II is making a great deal of effort in finding new methods of education while also handing many of Yu Vei Bein's problems. The two of them are perhaps the most valuable people in Navire as of this moment. A new king is excepted soon, however knowing is most of the problem since they don't display signs of patronage until the age of 13. Such a sign would be powerful magic afflictions surfacing around him. Everyone's keeping their eyes open for a protector and guardian in the darkening days. [h2]Heroes to Hire[/h2] It's obvious to the members of Navire's older generation that economics are heading downward due to resource. So rumor has it that Cid is asking for help finding something the kingdom can claim as its own and then sell for economic balance. So far one resource is clear yet claiming it has been the challenge of the ages. Magicite is found in the mountain forest of Lux Mau. Located far to the north through dense wilderness, no kingdom has been successful in creating a stable trade route, excavation, or recovery of much more than 1 kilogram per year. Navire has been out of this business since the start of the political trouble between Tarva and Shuben who are both kingdoms near the mountain. With escalating tension between them neither can run a route to Lux Mau for Magicite and instead have been researching Nethicite. The Magicite Mine is no ones, instead brave parties of adventures go in with their own gear, secure as much as possible, then escape before nightfall. They say a great demon breaths a dark mist of ice that freezes everything in the mine. It's reasonable to assume that no one really wants to take care of the problem since its very much a death trap. So if you're willing to risk your life for your country and your people you'll be rewarded for your efforts with food, luxury, and education from Navire's greatest farms, refineries, and schools. [h2]Here's an application.[/h2] [b]Name[/b]: (just to make sure you're not an escaped prisoner or something like that.) [b]Job[/b]: (We need to know what you are offering your fellow Navire Citizens on this journey.) [b]Stun[/b]: (Describe an ability of your own technique which can stun an opponent. Please make sure it is primarily a stun instead of focusing on harm.) [b]Strike[/b]: (Describe an ability of your own technique which can inflict harm toward an opponent or structure. Please make sure it is primarily a harmful technique which only focuses on this aspect.) [b]Defense[/b]: (Describe an ability of your own technique which can prevent harm to yourself or others. Please make sure it is primarily focused on preventing harm, not just healing it.) [b]Disable[/b]: (Describe an ability of your own technique which can cause an affliction on an opponent where they may be unable to use a particular aspect of their Job or natural skill such as the spell Slow.) [b]Enable[/b]: (Describe an ability of your own technique which can enhance an aspect of yourself or another in their job or natural skill such as the spell Haste.) [b]Skill[/b]: (describe a skill which you can apply to this journey.) If you are unable to answer any particular question due to lack of ability then do not hesitate to ignore a question as specialists are more than welcome. [h2]Back to ooc![/h2] So confused yet? Well I hope not! What I'm asking for right now are the people interested to create an application as if applying for the job. It doesn't have to be very much at all but what I want the level of power to be is around hmm well examples are scarce... Ok so lets say that the average adventure is level 15 with level 2 spells at their disposal such as fira, cura, etc. Stats don't matter so it's more about flavor, number of targets, and "functionality" over numbers so stun is just as valuable as a damaging attack. I'll be the judge of encounters when they happen so don't get too fluffed up if something appears impossible to win. Afterall, whomever doesn't cover key aspects of the party, I will cover with myself and NPCs. ONTO specific classes. I shall elaborate on the Military and Non-Military classes. If you want a deviating class then I ask for you to be from a different country which I will also explain. Sky Wizard, with access to weather spells you can utilize basic elemental spells and such like Cure, Fire, Thunder, Ice, etc but your true abilities are for you to create in this era of magic. Think weather domain: lightning, storms, mists, wind. Your weapons are wands and other magical trinkets. Perhaps you are a well established wizard with Magicite at your disposal. Since power level is no more than flavor, you're free to "wing" spells based on the functions: Stun, Harm, Prevent Harm, Debuff, Buff, Heal, and simple act skills like "dig a hole." Flavor them as weather spells please. Paladin, the Patron's guardians and zealots you utilize holy attributes of Navire's unnamed Patron. S/He grants healing and guidance among things such as healing. Paladins of Navire utilize the holy element most but only the oldest Paladins can actually cast the Holy spells so most are borderline clerics with the Cure and Ensuna families. If you need damage then more often than not you have a two handed weapon or a sword and shield. Newer recruits be wary of your faith for the Patron of Navire is misinterpreted because the aspect of the Patron is unclear. Not even the Kings can tell you what it is. Dragoon, representing a newer job in Navire, Dragoons are spear men who can leap from one corner of the castle to the other in a single bound. As the quickest force they respond as police in the Navire Kingdom, often outshining Paladins. Their magic is non-existent especially because they have no long history in Navire. Those who are of first entered this job have just now been accepted as military elites. With physical powers at your hand, you'll need to be very creative with your few tools. Ranger, more than just a man of many talents, you are a guide through the darkness of the forests and protector of the farms. You have access to weaker magic, some ranged techniques, and physical techniques, but that is where you excel. You are a master of many talents therefore you adapt quickly and can respond quickly in any given situation. With many predecessors there's no doubt you were trained well and can train new recruits even better. Archer, a refined job of ranged masters you have the tools necessary to protect the kingdom against creatures of flight as well as Warbirds that enter Navire territory. Magic is not your talent but you are excellent with strategy as your teachers have nothing but perspective from their lives of staying on the high ground to coordinate the forces. Finally Summoner, responsible for piety toward the Patron. Long has Navire been the outcast kingdom. Its summoners are left without vision like summoners of other kingdoms. They say it is because Navire's Patron is formless that its offspring appear in many shapes yet each weak in comparison to the other kingdoms. Yet Navire Summoners possess the talents necessary to fulfill any roll by trusting the Patron and its direct children. That being said, no offspring of has ever possessed the Darkness element or a variation of evil. Rarely does a summer have magic due to the Patron's less than communicating behavior. Trusting would best describe a summoner since they are the ones who reach into the dark void to pull out the Patron's children. With Street classes there is the common thief adept at sneaking and various skills associated with trickery. To be kept short, you've got no mentor. But often having the upper hand, a thief is capable of great feats even if they are just for their personal gain. Monks are from the temple, often taking on a unique weapon and an oath to neutrality as is the (suspected) aspect of the Patron. You have access to a great deal of physical techniques refined by time and discipline. Last we have the Mage who specializes in a form of magic. Within your hands is a power to change a great deal of daily life as long as you can design something useful for Navire as well as find the right resources and skilled workers to make it happen. Mages often associate with a particular color such as Blue, Red, Green, Black, and White. [h2]Races[/h2] Human and Moogle are the most common species on the planet. Followed by the custom races of this RP. The most uncommon are canon races who appear so little that many are the last of their kind. Those wishing to be from a different Kingdom will need to describe the location, culture, race, Patron (the aspect too), and how kings are chosen. Please do not copy Navire's king choosing method (which is random). Feel free to say how powerful this nation is or how bad the economy is since I may include it in the RP later. Also if you're getting a custom class then please use this too since no other classes are available in Navire. Custom races should note appearance, origin, and any lore pertaining to the race such as a legendary figure. Add: "Kingdom:" and "Race" to the application if it's custom. Post them in this tab then I'll give you the approval to post it in the CS tab if everything turns out fine. [h2]Now to hear from you[/h2] So tell me, what do you think Navire looks like? What comes to your mind when I say refugee, castle, Dragoons jumping from one part of the castle to the next, a temple, a church of paladins, a sanctuary of Summoners, and schools of Wizards and Mages. Put it in a hider at the top of your post. Those filling out this question will receive a Fate Point for your efforts. You'll know what it's used for later.