[center][img]https://fontmeme.com/permalink/230131/6e59aecd3e04f5bd312bf213e232deda.png[/img][/center] [color=A9A9A9]It has been six months since the Light vanished. Vile beasts plague the land and raze the earth wherever they appear. Shattered villages rot beneath the cruel sun and the blood of the innocent taints the soil. With every day that passes, Artimis edges closer to the brink of oblivion. For the time being, life goes on. People across the four nations of the continent of Ibros spend each day counting their blessings. Though monsters lurk in the shadows that creep over the planet, they know that they have to push forward. They pray to their gods and ask for deliverance as they remain stalwart in the throng of the Blight. The Divine Mother, Etro, remains silent in the face of our pleads. When the nations of Edren and Osprey were at each other’s throats and the north was embroiled in war, she had kept us safe. But where was she now? Why had she taken the Light from the Mothercrystal? Does she not hear our cries of terror and agony? All that we are faced with is the silence of her and her entourage. And now, our sworn enemies, the warmonger nation of Valheim, is taking steps to conquer us in the shadow of our plight. Lord Leonhart VII of Balmung, the capital of Edren, was the one who took the first step in rising up against the Blight. He has sent out a plea to the nations of Ibros; he requests that any individuals who think they are capable of turning the tides come to his castle to lend their aid to the planet. They may be the only ones who are brave and strong enough to purge the Blight once and for all. No one knows what Leonhart is to ask of his champions. The path before them brims with both the shades of monsters and the void of uncertainty– and on their shoulders rests the fate of Artimis.[/color] [center][img]https://fontmeme.com/permalink/230131/f5108cd941c0676ea2f49521e06fb56d.png[/img][/center] [color=A9A9A9][color=AFDCEC][b]1.) Players must be eighteen or older to join.[/b][/color] [color=AFDCEC][b]2.) If you are interested in joining, you must promise to be an active player in both the OOC and IC.[/b][/color] OOC chatter, plotting, and announcements will be held in the roleplay’s Discord server. As for the IC, please post there at least once a week. Each post should be at least two longer paragraphs in length and have decent grammar. [color=AFDCEC][b]3.) Do not ghost us. Your interest slots you as a candidate for the roleplay.[/b][/color] If you need to step away from the roleplay, please let us know. No one will judge you for your decision, and it’s better than leaving us in the blue. [color=AFDCEC][b]4.) Not every person who applies will be accepted.[/b][/color] That means you are in charge of creating an interesting character who will be a pleasure to write with. Your writing style, personality, and overall activity will also be taken into consideration when judging your sheets. We will not be accepting characters who are over-the-top, nor will we be accepting characters created by problematic players. Currently, I am looking for a group of about 8 people other than myself. [color=AFDCEC][b]5.) Please read the lore.[/b][/color] If something isn't clear, I'm always up to answer questions. [color=AFDCEC][b]6.) All ideas for side-plots must be run by me first.[/b][/color] I need to make sure it doesn't interfere with the overall plot of the story. [color=AFDCEC][b]7.) You are allowed to make as many characters as you want,[/b][/color] as long as you allocate proper amount of time to each of them. I recommend starting out with only one character before you settle on more. [color=AFDCEC][b]8.) Classes [i]are weapon locked[/i].[/b][/color] A samurai can't use a spear. A bard can't use a gun. A summoner can't use a sword.[/color] [center][img]https://fontmeme.com/permalink/230131/c7b3d977bdf7f28622146e1e8a314ae6.png[/img][/center] [center][color=A9A9A9]The planet of [color=AFDCEC][b]Artimis[/b][/color] consists of two continents and five countries that is divided by an ocean. Four of the nations resides on Ibros, the western continent, and one of them resides on Arbor, the eastern continent. Climate varies over the planet, but the general consensus is that, the more one travels northwards, the hotter and drier it gets. Please see below for information on the five nations.[/color][/center] [hider=OSPREY] [img]https://i.imgur.com/h1atmpm.png[/img] [color=A9A9A9]The northernmost and oldest nation of Ibros, [color=AFDCEC][b]Osprey[/b][/color] used to be one of the continents’ most prosperous and strongest nations. Unfortunately, their defeat at the hands of Edren at the end of the Osprey-Edren Conflict five years ago dealt them a mortal blow and deemed them easy prey in Valheim’s hungry gaze. It has been roughly a year since Valheim has occupied this weakened nation– and they currently use Osprey as their base of operations upon the continent of Ibros. Much of Osprey’s landmass is covered in expansive plains and shrubby deserts. A few small mountain regions dot the region, though they tend to be uninhabited. Most of Osprey’s villages and cities are located in the midst of seas of grass or in the depths of the desert. These hubs of commerce used to be once beautiful sights that drew in a significant amount of tourism, though many of them now lie in shambles. Much of Osprey’s farmlands have been destroyed and currently lay in shambles beneath the hot sun. Osprey’s culture is very much embedded in feudal tradition and they have never been keen on progressing their technology. Despite this, they were once considered a strong country that was up to par with Edren. At the moment, they are under the command of Valheim’s emperor, though a puppet emperor, [color=AFDCEC][b]Kenzo[/b][/color], is currently installed within its capital. [color=AFDCEC][b]PROMINENT LOCATIONS[/b][/color] [color=AFDCEC][b]Kugane -[/b][/color] the capital of Osprey, Kugane is perhaps the only settlement that bears much of its original charm. Here, one can find a variety of traders, merchants, and shops– and also the blatant presence of Valheim. It is located to the south-west of the nation, where its deserts ebb away into dry grasslands and vibrant rivers. [color=AFDCEC][b]Haani[/b][/color] - one of the few farming villages that remain somewhat in the face of Valheim’s occupation. It still bears the many scars left behind in war. Surprisingly enough, there are enough Blight-hunters stationed there to prevent the strange demons from overwhelming their beloved home. [color=AFDCEC][b]Yuiwa -[/b][/color] a desert city to the very north of Osprey. Though sparsely populated, it has remained stalwart in the face of strife. Not many choose to pass by, and even Valheim is not interested in placing a unit there due to its sweltering, brutal climate. It is here that the Blight is at its strongest– the city is currently facing a shortage of water. Yet, the people persist, and even shop-owners are well-armed against the monstrosities that stalk the deserts when the sun goes down. [color=AFDCEC][b]Aitsuragi -[/b][/color] the myriad of villages that dot a large, open plain to the middle of the nation. Most of them have been lost to either the Conflict or the Blight.[/color][/hider] [hider=EDREN][img]https://i.pinimg.com/564x/58/e0/e4/58e0e4fc858387921ec8de5e3ddf7795.jpg[/img] [color=A9A9A9]To the south of Osprey lies [color=AFDCEC][b]Edren[/b][/color], the largest nation on the landmass. Up until recently, all of its defense relied on venerable, sword-totting warriors and knights mounted upon the backs of chocobos. Thanks to its budding alliance with Skael, new forms of technology are slowly working its way across the southern border. The most prominent cities are moving away from getting around on chocobos and have turned to using cars to traverse long distances. Swords are slowly being replaced by guns and rifles, airships have begun to dot the air, and radios and television are things of the future. Though it’s quite evident that Edren has taken to embracing the future, many choose to stick to the past. It’s not unusual to see people riding around on chocobo-back and a significant portion of Edren’s army remain confident in their trusty weapons. If you ask anyone, Edren is in a cozy spot between tradition and progress. Edren’s geography consists of grand, open spaces, pristine watersheds, evergreen forests, and snow-capped mountains. The nation is led by [color=AFDCEC][b]Lord Leonhart VII[/b][/color], a young man that is highly respected across all of Ibros. [color=AFDCEC][b]PROMINENT LOCATIONS[/b][/color] [color=AFDCEC][b]Balmung -[/b][/color] the capital of Edren and located to the south-west of the nation. It is a massive source of tourism and commerce. Its looming, white-walls encompass the city that brims with buildings and nature alike. [color=AFDCEC][b]Midgar -[/b][/color] a large town that focuses on drilling for oil and mining for ores. It is located at the base of the mountains that lie to the north of Balmung. Many warriors, especially dragoons, reside there to protect it against the dragons that roam the peaks. [color=AFDCEC][b]Chocobo Forest -[/b][/color] located near the eastern coast of Edren rests a forest. It is in the center of this forest that one can find it bustling with chocobo. [color=AFDCEC][b]Lunaris -[/b][/color] the largest settlement to the very west of Edren. Nestled at the outskirts of ruins said to once be inhabited by an ancient race, it provides succor to wayward travelers who wish to take shelter from the Blight. Bright-eyed scholars often visit to study the ruins, though some are forever lost in its depths. [color=AFDCEC][b]Gold Saucer -[/b][/color] an amusement park built near the border of Skael. People from all over Ibros come to spend their money here.[/color][/hider] [hider=DRANA ASNAEU][img]https://i.pinimg.com/originals/50/1a/60/501a607d9ad6aae8fc55857413c46556.jpg[/img] [color=A9A9A9]Nestled to the southwest of Osprey and Edren, [color=AFDCEC][b]Drana Asnaeu[/b][/color] is awash in thick, green forests, dotted with sun-drenched groves, and speckled with waterfalls. There is not a city or village that rests exposed beneath a yawning, cold sky; all of its settlements are protected by the bulk of canopies and tree trunks alike. It is the only nation on the continent that is without the presence of a leader– instead, its hamlets and villages are advised by a trio of mysterious [color=AFDCEC][b]Grovemasters[/b][/color] that monitor and care for their people. All of those that hail from Drana Asnaeu are fiercely protective of the land and revel the elementals and other such spirits that reside in it. It is because of this that they remain neutral in whatever conflict that riddles Ibros. However, with the presence of the Blight, even the most beautiful parts of their home seem to wither away with each passing day, and the forests that were once their home are on their way to becoming a prison of despair. [color=AFDCEC][b]PROMINENT LOCATIONS[/b][/color] [color=AFDCEC][b]Brightlam -[/b][/color] the largest city in Drana Asnaeu is perched upon giant, flower-like structures that hover above a massive river. Its buildings are crafted from humongous leaves and tree bark fashioned into foundations. Despite its delicate appearance, it’s quite sturdy. [color=AFDCEC][b]Redwood -[/b][/color] a small village in the very thick of the forest. It is used as a halfway point between the coast and Brightlam. [color=AFDCEC][b]Cascona Landing -[/b][/color] a fishing town situated near a gargantuan river and slightly further inland from Costa del Sol. Ocean waters and river waters meet directly in the middle of the town, which means that fish that are caught here can hail from both freshwater and saltwater sources. [color=AFDCEC][b]Costa del Sol -[/b][/color] located on the western coast of Drana Asnaeu, this tropical city built for tourists is also used as a trading port. [/color][/hider] [hider=SKAEL][img]https://i.pinimg.com/564x/ec/05/d2/ec05d2c602d8e525aeafa46646104f4b.jpg[/img] [color=A9A9A9][color=AFDCEC][b]Skael[/b][/color] is the southernmost nation of Ibros and is the second largest and most technologically advanced country on the continent. Ever plagued by frost and ice, a never-ending winter presides over the land as cities thrive under the brunt of frequent snowstorms. The most prominent of its settlements are decorated with gothic infrastructure that seems to be constantly aglow with light. Every city and village is properly insulated and fortified, which gives them the ability to weather out even the fiercest tempests. Skaellans are a rather quirky bunch; they are extremely intolerant of outsiders, so much so that [color=AFDCEC][b]Overseer Baramoux[/b][/color] keeps hefty ledgers on all of the families and lineages that reside within or depart Skael’s borders. Visitors are hardly ever permitted in the country, and those that are able to step foot inside a city are promptly shunned. They are stalwart believers of the fact that any and all wayward travelers that wish to traverse their lands are merely interested in learning the secrets of their social and military technologies and the Garden both. The nation is run by an Overseer and seven lords from the most prominent Houses in the nation. With every four years that pass, the Houses vote for a new Overseer from a pool of such lords– and every year, the Houses vie for a spot as one of the Seven. Skael’s pride and joy is its Garden, a prestigious academy for youths who wish to lend their strength to their homeland. Though the country has never directly involved itself in warfare with other nations, it has sent its most talented and highly-ranked students to their allies’ aids. These students (dubbed “Seeds”) take part in covert operations as sellswords, thus garnering Skael a massive influx of money from all over Ibros. [color=AFDCEC][b]PROMINENT LOCATIONS[/b][/color] [color=AFDCEC][b]Solitude -[/b][/color] the capital of the nation located to the far south, where winter winds are reluctant to release the land from its blustering talons. Though extraordinarily cold and bordering on arctic climate, the people here are used to the harsh weather. For some reason, no one has heard anything about them for roughly a month. [color=AFDCEC][b]Falcon’s Nest -[/b][/color] a fort-city at the very heart of the nation. It was built to provide ample support to the country. [color=AFDCEC][b]Skael Garden -[/b][/color] Skael’s beloved academy for talented students that wish to lend their strength to the country. Its towering spires cast a shadow over the heart of Solitude.[/color][/hider] [hider=VALHEIM][color=A9A9A9]A country on the other side of the sea. No one on Ibros knows much about [color=AFDCEC][b]Valheim[/b][/color] other than the fact that they have their sights on conquering their homes. Their level of technology exceeds that which is found in Skael.[/color][/hider] [center][img]https://fontmeme.com/permalink/230131/3de95127164cf37ffc355060c68e08ce.png[/img][/center] [color=A9A9A9]Most of Ibros believes in [color=AFDCEC][b]the Divine Mother Etro[/b][/color] along with her entourage of seven minor deities: [color=AFDCEC][b]Danube[/b][/color], the goddess of rivers and cleansing rains. Scholars and truth-seekers pray to her for her guidance. [color=AFDCEC][b]Vania[/b][/color], the god of spring and flowers. Artists and scribes have rendered him a god of romantic and platonic love. [color=AFDCEC][b]Himstus[/b][/color], the god of passion and war. Denizens of the continent believe that those who have an inextinguishable blaze within them have been blessed by Himstus. [color=AFDCEC][b]Ilias[/b][/color], the god of wind and wanderers. They are portrayed as the breeze that ushers along dawn and dusk– beginnings and endings. [color=AFDCEC][b]Dhinas[/b][/color], the god of lightning. Those who have been subject to corporal punishment are said to have been smote by Dhinas. [color=AFDCEC][b]Imir[/b][/color], the goddess of the lost and unknown. People who have been abandoned or struggle to stay afloat often pray to Imir for company during hardened times. [color=AFDCEC][b]Ithar[/b][/color], the god of fortune, destiny, and mercy. He is said to be Etro’s lover.[/color] [center][img]https://fontmeme.com/permalink/230131/86bd8216923ee43572044b14edecf9dd.png[/img][/center] [color=A9A9A9][color=AFDCEC][b]SOLLAN[/b][/color] The typical human being. They are widespread and found all over the planet. [color=AFDCEC][b]FAYE[/b][/color] Tall, pointy-eared humanoids that resemble elves. They are also rather widespread, though not as much as Sollans. [color=AFDCEC][b]MYSTREL[/b][/color] Human-like beings with cat ears, a long tail, and eyes with slit pupils. They are slightly shorter and more petite than Sollar. They are somewhat uncommon in Ibros; most of them are found in Osprey and Drana Asnaeu, where they live in patriarchal tribes. Males are chased out when they come of age and, while females are given the option to remain in their home, many choose to journey the world in search of a higher purpose. [color=AFDCEC][b]VIERA[/b][/color] Taller than Sollans yet smaller than Faye, Viera bear long, rabbit-like ears and a snub nose. Their nomadic tribes scour out their paths across the whole continent, with the dominant females taking the lead and the submissive males following behind them. Like Mystrel, they are also found across the world, though roaming individuals are quite less common. Their names carry Icelandic origins.[/color] [center][img]https://fontmeme.com/permalink/230131/805d9993a11b6cca52788fd87fcfd2ea.png[/img][/center] [color=A9A9A9]On the planet of Artimis, magic takes two forms– [color=AFDCEC][b]it can appear naturally[/b][/color] in the aether or it can be compressed into glowing spheres known as [color=AFDCEC][b]materia[/b][/color]. [b]Only mages are able to innately draw upon the aether to cast their spells. Due to this, such incantations are much stronger than the ones that are produced by materia[/b]. Unfortunately, not much is known about how mages go about drawing their powers, which has led to the belief that the Mothercrystal’s Light has vanished due to them tampering with the aether. It is because of this that they are oftentimes met with scrutiny or fear… sometimes even a combination of both. [color=AFDCEC][b]Materia[/b][/color], on the other hand, [i]is completely man-made[/i]. Skael has created machines that compress the magic in the aether into small spheres that can fit into the palm of one’s hand. By using materia, any ordinary person can cast destructive and healing spells. Rumor has it that specific types of materia can be used to summon fearsome elementals to one's aid. While materia is a common sight in Skael and Edren, a significant amount of people believe that the process of creating materia borders on the unnatural.[/color] [center][img]https://fontmeme.com/permalink/230131/180ce6912bd9e42ae3fd09e75a2134de.png[/img][/center] [center][color=A9A9A9]Below are the currently available classes that one can choose from. Note that the ones at the bottom of the list are purely magic classes, while the ones above them are physical. Classes marked with a * are pretty rare to see and thus are limited in number.[/color][/center] [hider=CLICK] [color=A9A9A9] [color=AFDCEC][b]SWORDSMAN/WOMAN[/b][/color] Though they may be the most common warriors of the continent, their adaptability allows them to pave a variety of paths for themselves. Their weapon of choice is a decently-sized blade. [color=AFDCEC][b]DRAGOON[/b][/color] These polearm-wielding individuals often hail from the mountain ranges of Edren, where dragons usually make their homes. The sharpened blades of their weapons make short work of such beasts’ napes. [color=AFDCEC][b]BARD[/b][/color] These wandering archers’ songs imbue their allies with vigor and fighting spirit alike. [color=AFDCEC][b]MONK[/b][/color] Monks are bare-fisted fighters that prefer to overwhelm their opponents with sheer strength. Most of their power comes from their synergy between body and mind. [color=AFDCEC][b]GUNSLINGER[/b][/color] Individuals that have gotten their hands on a firearm. They are seen in the southern parts of the continent, where it is easy to purchase such weapons. Surprisingly, they make for effective monster-slayers. [color=AFDCEC][b]ROGUE [/b][/color] Generally wielding short-bladed weapons, rogues rely on subterfuge and the element of surprise to catch their opponent off-guard. It is uncommon to come across one who agrees to help others without a price. [color=AFDCEC][b]VAGRANT[/b][/color] Those who lug around massive, bladed weapons such as axes, greatswords, and scythes. They rely on overwhelming their opponents with powerful, animalistic blows that border on inhuman. There have been many stories of such individuals forging covenants with strange shades. [color=AFDCEC][b]SAMURAI*[/b][/color] A lineage of prestigious warriors that was nearly wiped out in the Osprey-Edren Conflict. Carrying their beloved katanas along with their shattered honor, they are mostly found wandering Osprey in search of new purpose. [color=AFDCEC][b]GUNBREAKER*[/b][/color] Hailing from Skael, these individuals wield legendary gunblades. Due to the fact that they are usually in service to one of the Seven or are pricey bodyguards, it is very rare to see them up north and even more so on their own. Their skills are widely celebrated due to the sheer difficulty in fighting properly with such weapons. [color=AFDCEC][b]SUMMONER*[/b][/color] A researcher that studies the elementals. Their knowledge has allowed them the ability to summon similar representatives. They are often looked down upon by society due to their abilities bordering on the taboo. [color=AFDCEC][b]WHITE MAGE*[/b][/color] Drawing upon the aether, white mages use their magical prowess and trusty staves to cast spells that heal and bolster their allies (otherwise known as “white magic”). They are sometimes looked down upon by society due to their abilities bordering on the taboo, though their ability to tend to the sickly and wounded has granted them some tolerance. [color=AFDCEC][b]RED MAGE*[/b][/color] Extremely talented spellblades who focus on dual-wielding both black and white magicks, along with a sword. There have been only a handful of red mages in the history of the entire continent. [color=AFDCEC][b]BLACK MAGE*[/b][/color] Black mages are oftentimes the bane of society due to their destructive, elemental spells (otherwise known as "black magic") that they are able to cast using staves. Though extremely powerful and rare to encounter, they are widely feared and thus shunned by most of society.[/color][/hider] [center][img]https://fontmeme.com/permalink/230131/e9c6cc52f0f7d9fe58a1c6134ddf2f62.png[/img][/center] [hider=CLICK] [code][center][img]https://static.vecteezy.com/system/resources/thumbnails/002/534/006/small/social-media-chatting-online-blank-profile-picture-head-and-body-icon-people-standing-icon-grey-background-free-vector.jpg[/img] [i]Character Quote Here[/i][/center] [hr] [h1]GENERAL INFORMATION[/h1] [b]Name:[/b] [First, Last] [b]Age:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Origin:[/b] [Where do they hail from?] [hr] [h1]COMBAT INFORMATION[/h1] [b]Class:[/b] [b]Weapon:[/b] [b]Inventory:[/b] [b]Materia:[/b] [Currently two max.] [b]Limit Breaks:[/b] [Include only one to start off with-- you will be able to add more later on. You may use preexisting ones or make your own.] [hr] [h1]PERSONAL INFORMATION[/h1] [b]Appearance Details:[/b] [Write anything not included in the attached picture.] [b]Personality:[/b] [b]Biography:[/b] [Don't make it super long; remember that some details should be revealed via interaction. If there's anything super secret you wish to add that may intrude on the plot of the roleplay, you can DM me.] [b]Traits:[/b] [You may add your character's habits and quirks here.] [b]Relationships:[/b] [Detail any relationships your character has, whether it be with NPCs or other players' characters.][/code][/hider]