@Rune_Alchemist: Well, I believe she should be fine, but... Actually, you know what? I was going to say something about flight being OP (that 35mph flight is pretty silly), but then I remembered that we'll be starting in autumn and it's not gonna be helpful for a good season, give or take. Accepted.
@Heyitsjiwon: Good to go, since those edits from the IC went through. And hey, appearance! Though... That being said, even if you've already been accepted... More nation lore is always nice. :3c
@Stekkmen: Should be fine; accepted. Though like I asked jiwon just now, more lore would be nice. owo;; Also a location relative to the continent.
Name: Hiyama Masaru (In traditional fashion, family name first here.)
Age: 23
Race: Oni
Appearance: That one took a while... Standing at about 6' tall, Masaru's build still only somehow manages to show a fraction of the power that he's able to put out. While not training his body or taking the occasional small drink, he usually dons a red haori over his upper body. He generally retains the shorts, though. He's not quite stocky, but not quite lean, either. What he IS, though, is well-built. When in 'demon mode', Masaru gains a pair of black horns, about an inch in height, that protrude from the top of his head, and his skin turns a shade of red that his race is most known for. During the colder months, steam may also become visible upon and during activation, though to no extreme extent.
Personality: While it would be apt to call Masaru a bit of a musclehead, that term doesn't quite do him justice. While he DOES love to train and fight, those terms do not define him as a whole. While he may be incredibly hotblooded at times and jump into action at the drop of a hat, he is also a generally jovial guy who can relax just as well as he can work. The influx of humans around the time he was born also led to him picking a few more tricks on the side. While he is honest and loyal and generally doesn't like being tricked (or tricking others, for that matter), he's not unwilling to outwit an opponent in the style of a famous Hamon user if it comes down to it. Honestly, though, at the end of the day he really just wants a good fight. Given the nature of oni and his upbringing, Masaru also has a tendency to make random small talk if he's bored out of his mind. He also loves tests of strength, but he's not a complete idiot and won't go into something that is clearly out to get him. That isn't to say, though, that he isn't curious at times...
Abilities: As an oni, Masaru has strength that transcends that of most humans, and is able to do things that seem absurd to most (for example, punching boulders into rubble). He also has an increased regenerative capability, but depending on the wound(s) and his condition this may diminish over time. There's also that classic oni alcohol tolerance, but with a lack of alcohol that's not going to be relevant any time soon. As an oni, he also has what he calls 'demon mode' (though the name varies among the race as a whole); when active, Masaru seems to grow a pair of horns from his head and his skin seems to tinge itself a shade of red and become increasingly heated the longer it remains active. During this time, Masaru has increased strength and agility, at the cost of a 'cooldown period' during which his stamina and strength are reduced. He does retain his sanity during this time, though, at the very least. Outside of that, Masaru is also well-versed in having to fight in hand-to-hand combat, often matching a few of the more experienced fighters blow-for-blow (though he also loses, more often than not). He has also dabbled slightly in the ways of blacksmithing, though he grew tired of it in about a half a year or so. At the very least, he knows the bare basics of the craft, but cannot forge anything particularly noteworthy.
Salvaged Item: A pair of steel knuckles, rounded off at the ends.
History: Masaru comes from a long line of oni, who have themselves had a pretty love/hate relationship with humans... And well, pretty much every race they come into contact with. Though born in the era of peace, the young oni never really found any 'peace' at home. An influx of people from all over the continent began to mingle about every which way, tinging Masaru's ideals with a sense of wonder and creativity. He was still raised in classic oni fashion, though; alcohol, brawls, and healthy competition made up a good chunk of his childhood, and even as a child he could match the strength of a fully grown human. This strength was honed further as the concept of 'training regimens' became spread throughout the town he was born in, and so he began to build his strength. His efforts came to fruition one day when he entered the most prestigious annual fighting tournament of Shoushu at age 22. Seen as the 'dark horse' of the tournament, Masaru came in fifth place by the end of it all, which was notable considering how many of his opponents were more experienced than he. This prowess at his age was what caused him to be chosen to be among the representatives of his nation, a fact that he has since held with honor in his heart... Regardless of the circumstances he now finds himself in.
Nation of Origin: Shoushu, a land of both men and oni.
Nation Lore: As mentioned prior, humans and oni did not have... The best of relationships. Or the worst, actually. Shoushu, as a whole, is fairly mountainous, which leads to a strange bit of convenience for both sides; the humans, more often than not, lived on the arable land down below, while the oni staked their claim in the mountains above. Humans were often fearful of the strength of the oni, who always lived so close that it probably wouldn't take more than a day to make a trip up and down any specific mountain from its base. This, of course, led to war. Fighting was... On and off. On some occasions, the humans would win and take some land, while on others, the oni would win and push the humans back. It was, in the strangest sense, a perpetual stalemate. This was before any of the other nations came into play, though. Once humans began to travel throughout the land, they found others like themselves, and so they traded. They gained technology, arms, and most importantly: magic. From then on, the tides of war slowly shifted in favor of the humans, who were rapidly descending upon the oni and methodically taking them out. Unwilling to go down without a fight, though, the oni sent out envoys to seek help from other races; it wasn't long after until both sides of the nation were involved in the political turmoil that had consumed the continent. When every other nation fell to peace, the residents of Shoushu had to uneasily lay down their arms. Animosity remained high, however, until the king of Tawken forcefully intervened (citing it to be 'within the nation's best interests') and assigned a group of advisors to each side to attempt to broker a peace deal from which everyone benefitted. As things turned out, the oni were absolutely AMAZING at brewing alcohol, on par with that of the dwarves (the two races still compete every so often) and found friends in the ogres and orcs (who also turned out to love strength). Because of these quick-forming alliances, the humans of the nation had little choice but to accept one of the most valuable economic resources there. From then on, the relationship between the two races began to defrost (though once again with a bit of force thanks to the efforts of the king of Tawken) and we are left with what we have today. As a nation, Shoushu is well known for their metalworking and alcohol production, which often puts them in competition with the dwarves, who take pride in their work just as much as the oni do in theirs. Every other race loves the competition, though, because it means higher quality products and cheaper prices. What sets them apart is the metal that they use, though; while dwarves have access to and can make outstanding works with mythril and oricalcum that can pierce the strongest defenses, the oni have access to what they call 'star steel' (which is not, in fact, found in meteorites as people so often claim it to be). Rather than the ultimate offensive metal, it would be more apt to call it the ultimate defensive metal; when the armor of the oni meets the weaponry of the dwarves, only the skill of the smiths and the strength of the wielders can determine the outcome. 'Star steel' has the ability to mitigate even the strongest of blows otherwise, though it is still prone to the regular faults of the designs of the armor itself.
Other: Actually couldn't care less about alcohol, but admits it is occasionally enjoyable. Prefers to eat a balanced diet if possible.
The continent of Stalmir is at peace. After centuries of war, beings of all races, be they human, monster, or otherwise, have laid down their arms to compete in ways heedless of their prior disregard of life. While some animosity remains, the advent of newer technologies and advancements has led to better ways for these beings to spend their time.
Like sailing the deep blue seas that surround them, for example.
The human nation of Tawken, known to all as the catalyst of all these changes, had developed a prototype seafaring vessel, dubbed 'The Arrowhead', in the decades following the final years of constant war. It's maiden voyage, with men and women who had since become weary with the peace of life thereafter, was a huge success. When the ship returned a few months later with plants and animals never before seen by those on Stalmir, every nation on the continent was thrown into chaos. Eager to stake their claim in what the original sailors claimed to be 'a new land full of strange life,' the leaders gathered once more in the capital of Tawken to discuss the issue at hand. In essence, though, it was nothing more than an attempt to pressure the humans in order to obtain the knowledge to create more of these ships.
What nobody expected, though, was the human king's proposal.
"My fellow leaders, instead of desperately bidding for the designs for this new technology, why not let us cooperate before you seek to expand? Let us send off our countrymen, our people, as one group to this new land; let them create a singular port, under control by none of us, so that you may guarantee a safe point from which you may grow your empires? If this succeeds, then I shall give these plans out to all of you. No cost shall be made thereafter. Would this not be beneficial to all of you moreso than it would me?"
The leaders, of course, were shocked; even if the era of war was over, each was ready to wage their own war... Well, war of a more economic nature. The king of Tawken was known to be abnormally strange, but in the end there was a reason as to why everything ended as they did.
Negotiations continued, until at last a compromise was found. Each nation would send a group of settlers to Tawken in a year's time, with whatever goods they wished, and the voyage would commence soon thereafter. Once the port on the other side of the ocean was set up, some group onboard would return with the news, and the human king would henceforth release the information everyone else so desired. If nobody did so in three years' time, then the king would be forced to release the information regardless. Though not all sides agreed to the resolution, those that did (the human king included) signed a magical contract that bound them to their word. And thus, the meeting ended without incident.
A year afterwards, the representatives sent by each of the approving nations gathered at the port town of Lezan, at the western end of the continent where 'The Arrowhead' had originally set forth on its journey. These beings, many of whom were prospective settlers to take this new land, set forth on the ship, now improved in the time following its return. Their journey was to be a grand spectacle, and though each nation would have to wait a while longer, they could at the very least preserve their relations with the nation of Tawken. Humans did, after all, have a way with being creatively insane, and it would do no good to have them removed from the world.
Not all things go as planned, though; nearing their destination, the group about 'The Arrowhead' met with a freak storm en route to their destination. The ship, which was unprepared for the ordeal, tossed and turned about, until finally...
It capsized.
The morning after, the shipwreck (or part of it, at least) washed up on the shores of this new continent. A multitude of survivors, too, found themselves waking up with a face full of sand.
Will they be able to make this new land their home and succeed in their goal, even with this monumental setback? This is, after all, no longer about politics or nations. This is about their survival, and their lives.
Well, at the title (and the prologue) clearly state, this RP is a FANTASY SURVIVAL RP... But, well, with a few twists. First off: I've left a LOT of the nations blank, save the humans. This is to allow people to drag whatever generic race of fantasy beings they want into the RP... That make sense, of course. Why would something like a dragon, for example, want to ride on a boat?
That brings me to my next point: MONSTERS ARE PEOPLE TOO. Well, not really, but you know what I mean. 'Monster' is a tag that we use to denote beings that generally aren't friendly to humans and their allies, but this is a situation where they're NOT hostile. Things like ogres and orcs and goblins and stuff? Yeah, they can on board. Not everyone's gonna like them, but they've reached at least some degree of understanding by now. As long as they're not feral or whatever, it should be fine. Just don't try eating your fellow survivors or anything. Things don't work well if that sort of thing happens.
Next: If you want to play one of the races mentioned above, it's recommended that you write out some sort of lore about the nation they're from. I don't care the origins in OUR world, but this fantasy world works by its own rules. Also, the Tawken humans aren't the only humans out there. Just saying. By the way, this also means that you're free to make a character from a race that's not generally seen in Western mythos. Oni and other such youkai are the easiest examples to place, but there's nothing wrong with taking liberties with a race of generally bestial race, either. It's not like a lot of recent media hasn't done that, anyhow.
Following that... The technology of this world is, as expected, about early Age of Exploration-level, if comparing it to that of our world's; the only exception is that guns aren't anywhere near as prevalent... And, if you couldn't tell already, the RP is based heavily upon that era of human history. Magic exists, but there are two real 'types': innate and catalyst-based. Innate magic is based on race: some races, obviously enough, have a higher affinity for the mana in the atmosphere than others. This magic is generally weaker than catalyst-based magic, and thus is used more in domestic situations or things based on the user's craft. This is also MUCH rarer in the world at large. At weakest, they work as very weak miniature tools, while at strongest, they work at the lowest level of catalyst-based magic. Catalyst-based magic uses crystallized mana, which is formed under certain specific conditions (which I'm not gonna disclose right now) in order to achieve a desired effect. Crystallized mana can either be 'pure' or have an element affiliated with it, which will determine what it can and cannot do. The larger the crystal, the more it can accomplish. When fully depleted, these mana crystals can be replenished, but only with the same-natured mana (unless it us pure, in which case it is effectively a blank slate).
Finally: This continent is not the platform for your everyday survival. Things are not going to be easy. In fact, Mother Nature's going to be a hell of a lot more sadistic here. Each day will bring around a new challenge, and it's up to YOU GUYS (the RPers) to find ways to circumvent and/or overcome them. Oh right, and with this being a new continent and all, only the people who came around the first time will have any clue about the area, seeing as how they picked it out at all. They were only around for about a season at absolute best, though, so there's still the other 3 to worry about.
I shouldn't need to worry that much about rules otherwise, I think; there's the standard PG-13 rules (no problems with relationships, etc;), no Sues/Stus/godmodding/powerplaying/etc;... Oh, right. Remember how I said Mother Nature was gonna be sadistic in the last paragraph up there? Be prepared to have your characters deal with hell of a lot of crap in the near future. They can get hurt, sick, etc;. But I won't kill them or cripple them without a player's permission, obviously. Just be aware that survival is sure as hell not going to be a breeze. I would say 'not for the faint of heart', but if you're still here, I guess you can already see that. I'm not going to be a complete sadist GM, though. That's just frustrating to deal with. There's going to be a lot more than just survival in the RP after a while, so don't expect to have to be dealing with the struggles thereof all the time. Two characters maximum, and please try to get a few paragraphs per post minimum. The more you give, the more you get. Equivalent exchange.
So, one thing I need to mention here for the sake of convenience: The characters will start with the shipwreck nearby to salvage from. The 'salvaged item' in the form below is not counted among the following items, so no need to worry too much about what follows. Pick something else that isn't too... Absurd for the situation. Like, no super-value tools or items or anything. In the end, I'll be the judge of what goes and what doesn't, after all.
Starting Items (Group): Two days' worth of rations for however many people survived, a set of seeds for wheat, barley, soybeans, and rice (enough for a quarter of a 10' x 10' of land each, though remember that each crop grows under different conditions), and a small fire mana crystal, approx. 1 cubic inch in size.
@VitaVitaAR: Since we took to PMs and discussed this for... A while... Just make the corresponding edits and we should be k.
@Heyitsjiwon: Well, for one, you're missing appearance. But let's put that to the side for now... We have a mage and an alchemist who will eventually sub into a mage, if what I'm reading is correct. So having another mage added onto that... Aren't you putting a bit too much onto the guy's plate there? Merching skills, swordsmanship, carpentry, and latent magic... Though he isn't a specialist in anything, he's also got the ability to fit a lot of stuff, and that's kinda worrying. Three as a jack-of-all-trades is fine, but... No magic. That's more or less all the issues I have there.
Oh, right, I should be giving a character as well.
Name: Hiyama Masaru (In traditional fashion, family name first here.)
Age: 23
Race: Oni
Appearance: That one took a while... Standing at about 6' tall, Masaru's build still only somehow manages to show a fraction of the power that he's able to put out. While not training his body or taking the occasional small drink, he usually dons a red haori over his upper body. He generally retains the shorts, though. He's not quite stocky, but not quite lean, either. What he IS, though, is well-built. When in 'demon mode', Masaru gains a pair of black horns, about an inch in height, that protrude from the top of his head, and his skin turns a shade of red that his race is most known for. During the colder months, steam may also become visible upon and during activation, though to no extreme extent.
Personality: While it would be apt to call Masaru a bit of a musclehead, that term doesn't quite do him justice. While he DOES love to train and fight, those terms do not define him as a whole. While he may be incredibly hotblooded at times and jump into action at the drop of a hat, he is also a generally jovial guy who can relax just as well as he can work. The influx of humans around the time he was born also led to him picking a few more tricks on the side. While he is honest and loyal and generally doesn't like being tricked (or tricking others, for that matter), he's not unwilling to outwit an opponent in the style of a famous Hamon user if it comes down to it. Honestly, though, at the end of the day he really just wants a good fight. Given the nature of oni and his upbringing, Masaru also has a tendency to make random small talk if he's bored out of his mind. He also loves tests of strength, but he's not a complete idiot and won't go into something that is clearly out to get him. That isn't to say, though, that he isn't curious at times...
Abilities: As an oni, Masaru has strength that transcends that of most humans, and is able to do things that seem absurd to most (for example, punching boulders into rubble). He also has an increased regenerative capability, but depending on the wound(s) and his condition this may diminish over time. There's also that classic oni alcohol tolerance, but with a lack of alcohol that's not going to be relevant any time soon. As an oni, he also has what he calls 'demon mode' (though the name varies among the race as a whole); when active, Masaru seems to grow a pair of horns from his head and his skin seems to tinge itself a shade of red and become increasingly heated the longer it remains active. During this time, Masaru has increased strength and agility, at the cost of a 'cooldown period' during which his stamina and strength are reduced. He does retain his sanity during this time, though, at the very least. Outside of that, Masaru is also well-versed in having to fight in hand-to-hand combat, often matching a few of the more experienced fighters blow-for-blow (though he also loses, more often than not). He has also dabbled slightly in the ways of blacksmithing, though he grew tired of it in about a half a year or so. At the very least, he knows the bare basics of the craft, but cannot forge anything particularly noteworthy.
Salvaged Item: A pair of steel knuckles, rounded off at the ends.
History: Masaru comes from a long line of oni, who have themselves had a pretty love/hate relationship with humans... And well, pretty much every race they come into contact with. Though born in the era of peace, the young oni never really found any 'peace' at home. An influx of people from all over the continent began to mingle about every which way, tinging Masaru's ideals with a sense of wonder and creativity. He was still raised in classic oni fashion, though; alcohol, brawls, and healthy competition made up a good chunk of his childhood, and even as a child he could match the strength of a fully grown human. This strength was honed further as the concept of 'training regimens' became spread throughout the town he was born in, and so he began to build his strength. His efforts came to fruition one day when he entered the most prestigious annual fighting tournament of Shoushu at age 22. Seen as the 'dark horse' of the tournament, Masaru came in fifth place by the end of it all, which was notable considering how many of his opponents were more experienced than he. This prowess at his age was what caused him to be chosen to be among the representatives of his nation, a fact that he has since held with honor in his heart... Regardless of the circumstances he now finds himself in.
Nation of Origin: Shoushu, a land of both men and oni.
Nation Lore: As mentioned prior, humans and oni did not have... The best of relationships. Or the worst, actually. Shoushu, as a whole, is fairly mountainous, which leads to a strange bit of convenience for both sides; the humans, more often than not, lived on the arable land down below, while the oni staked their claim in the mountains above. Humans were often fearful of the strength of the oni, who always lived so close that it probably wouldn't take more than a day to make a trip up and down any specific mountain from its base. This, of course, led to war. Fighting was... On and off. On some occasions, the humans would win and take some land, while on others, the oni would win and push the humans back. It was, in the strangest sense, a perpetual stalemate. This was before any of the other nations came into play, though. Once humans began to travel throughout the land, they found others like themselves, and so they traded. They gained technology, arms, and most importantly: magic. From then on, the tides of war slowly shifted in favor of the humans, who were rapidly descending upon the oni and methodically taking them out. Unwilling to go down without a fight, though, the oni sent out envoys to seek help from other races; it wasn't long after until both sides of the nation were involved in the political turmoil that had consumed the continent. When every other nation fell to peace, the residents of Shoushu had to uneasily lay down their arms. Animosity remained high, however, until the king of Tawken forcefully intervened (citing it to be 'within the nation's best interests') and assigned a group of advisors to each side to attempt to broker a peace deal from which everyone benefitted. As things turned out, the oni were absolutely AMAZING at brewing alcohol, on par with that of the dwarves (the two races still compete every so often) and found friends in the ogres and orcs (who also turned out to love strength). Because of these quick-forming alliances, the humans of the nation had little choice but to accept one of the most valuable economic resources there. From then on, the relationship between the two races began to defrost (though once again with a bit of force thanks to the efforts of the king of Tawken) and we are left with what we have today. As a nation, Shoushu is well known for their metalworking and alcohol production, which often puts them in competition with the dwarves, who take pride in their work just as much as the oni do in theirs. Every other race loves the competition, though, because it means higher quality products and cheaper prices. What sets them apart is the metal that they use, though; while dwarves have access to and can make outstanding works with mythril and oricalcum that can pierce the strongest defenses, the oni have access to what they call 'star steel' (which is not, in fact, found in meteorites as people so often claim it to be). Rather than the ultimate offensive metal, it would be more apt to call it the ultimate defensive metal; when the armor of the oni meets the weaponry of the dwarves, only the skill of the smiths and the strength of the wielders can determine the outcome. 'Star steel' has the ability to mitigate even the strongest of blows otherwise, though it is still prone to the regular faults of the designs of the armor itself.
Other: Actually couldn't care less about alcohol, but admits it is occasionally enjoyable. Prefers to eat a balanced diet if possible.
@Rune_Alchemist: I see no problems with the character per se, but I have to clarify: They just gave her the clothes to look good for the trip, right?
@VitaVitaAR: Looks fine, but remember: for advanced magic, you're gonna need mana catalysts of the corresponding affinity and with enough power stored to fire whatever it is off. Since I assume you'll be using a mix of both innate and catalyst-based magic... Right. Question. How strong is her innate magic? Oh, and secondary note: Pure mana crystals will act as one half of the recharge mechanism on elemental mana crystals, but can also amplify effects based on size and purity. I'll get to that at a later time.
Oh, right. I almost forgot. Two characters max. Aiming for at least a few paragraphs per post if possible, just so nobody gets stuck with any puny amount of text and has to fill in the fluff on their own. The more you give, the more you get. Equivalent exchange, guys.
I have two of my own characters in the works right now, so yeah. Anyways... Right, interest. I think that we have a decent amount so far, but I'll put off the OoC until tomorrow.