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  • Old Guild Username: Innue
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    1. Innue 12 yrs ago

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Recent Statuses

7 yrs ago
Current Re-released our creature capture thread: roleplayerguild.com/topics/…
9 yrs ago
Mostly Janna is best summoner name. Sadly, Project, that is mine.
9 yrs ago
FF12 Zodiac Age players - if you want to have the optimal party, PM me. Working on a spreadsheet to determine best party makeups and I will share it once done.
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9 yrs ago
Too many things I want to write right now, which is resulting in 0 writing getting done. Yaaaaaay.
9 yrs ago
Pondering re-releasing my western fantasy thread. >.>
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Most Recent Posts

Wanting to see if there was anyone interested in a Natrelmon Reboot?

Natrelmon is sort of a Pokemon-esque thread in that you travel a world capturing creatures. However, Natrelmon trends on the darker side.

Here is the last incarnation - here
GMs: Innue,Tuuj, Ttocs




Since Natrelmon is constantly evolving, patch notes can be found here
In the dark of endless night,
the wind would cry and scream and bite.

Each shriek a note in symphony,
A screaming and bloody cacophony.

Stained with rust of moonlit hue,
His smile reveals thine quarry true,

A dirge for the lost in Rebena’s helm,
Hidden from sight in the the sunlit realm.

Hidden from the mortal world,
coiled in the blackness swirled.

Out of dark of endless night,
the wind will cry and scream and bite.

- Author unknown, from the Lost Legends

The drums of war continue to beat even after the fighting has ceased. This is the nature of war. Each drop of blood spilled, a seed sown. This world is no different. - Rinkoo
It'd been three years since the end of the East-West Wars, brought on by the West's frustration with a lack of representation in the political games of Lifan. Victory was almost assured for the East, boasting not only the center of magical learning, but a populace far outstripping that of the West. The war was brief, in the eyes of the few Immortals, spanning only two years and ending in the three month Siege of Ward. While Ward continues to boast no enemy force has breached its walls, it is no longer done so with the gusto of old - Ward knew that once it fell, the rest of the West would fall and with time being their enemy, the West had no choice but to capitulate to the East's demands.

Strangely enough, the peace reached was largely palatable for both sides. The West gained increased representation in the centeral government. For the east, they gained trade treaties largely benefiting their causes, allowing the East to import and export an increased amount of goods. It also gave Lifan authority over the Arenas of the West, something formerly run by the cities themselves.

It was in this world the young were released, both sides making an effort to return to the traditions of old. Most trainers had put off their travels until the end of the War, some, braver than others, made efforts to complete the Eastern edge of their Rites.
The intro doesn't exactly quite answer the question; what is Natrelmon?

Well, as the name suggestions, it is a creature capture type thread set in a fictional world. This roleplay has spanned a number of incarnations and has been run on and off over the course of seven years. It is an expansive world with over one hundred original creatures for trainers to capture, each with different, unique innate abilities. However, unlike many traditional creature capture threads (Pokemon) this is much darker, as well as involving the trainers themselves directly in the combat - either as long range mage types, or the bold (and rare few) that choose to engage at close range.

The setting is slightly more advanced than modern times in terms of technology with a highly interconnected society. Arms development has been largely unnecessary so most use bladed weapons and their Natrelmon for any form of combat between each other.

Name:
Age:
Gender:
Appearance:
Hometown: See Here
Personality:
Relic Description Relics convert to the style of the trainer. Some use bracelets, some use keys on a chain around their neck, some use stones embedded into a glove.
Starting Natrelmon: See here
Starting Spell Schools: See here
History: We aren't really looking for anything too astounding. Natrelmon is very much about development as you go. The few that have trainers that are returning from last incarnation have changed a lot over the course of the thread. The history can be simple one to two paragraphs. An example can be found here.
Professions: See here - Select two professions
Noteworthy Skills: Examples of this would be having some kind of survival training, skill with computers, etc.
I realize the massive amount of information that is on this site and how daunting it is. There is a lot to take in, but do not worry. For the most part, you can ignore a large portion of it. A lot of the information is for a lot further down the road, when you have a higher leveled Natrelmon and can use more diverse strategies!

For now, here are the steps you need to take to get involved in Natrelmon. If you have questions at any point, ask in the chat box or in the Chat Forum (preferred). If all else fails, please PM and administrator.

- Read all of the Rules, Guides, and Guidelines topics.
- Select a Starter Natrelmon from the Starting Natrelmon topic in the Natrelmon Creature Database. Take note you start at level 5!
- Take note you start with spells. All Trainers start with two spellschools Refer to the Spell Database for these selections. I suggest new players start with Abjuration and an additional spell.
- Create a character by following the template within the Character Creation Forum. You can find information important to your bio in the various Databook forums (IE: Hometowns can be found in Maps, Experience, and Other IMPORTANT Data).
- Wait for acceptance/feedback on your bio - most often a bio will be accepted, but occasionally will need to be tweaked to fit within the lore of the world.
- Read through all of the Plot and News Stickies. They will contain important information about what is going on.
- Post early and often.

Currently, new Characters Receive the following:
- 20,000 N to start
- 2 Starting Natrelmon
- 2 Bonus Library Rolls
- Insta-level 15 for on Natrelmon
- 3 Bonus Wild Rolls with one guaranteed U+
- Rank III in one school of magic
+ Character List +
- Shio Enyo
- Kiken Kanden
- Drane
- Kasumi Touhou
- Kaede Sakura
- Dominic Fox
- Michelle Lee
- Gildon
I no longer need space. You are free to post questions and such.
+ Standard Kensai +



+ The Raven Command +

The Ravens only have a leader at the time. They have no true chain of command and whomever has proven worthy is given the right to lead at the time. This frequently changes after battles, based on who survives and who accomplishes what.
+ The Arlanian Empire +

Nearly all authority in the Arlanian Empire lays with the Queen. However, there are various subordinates. Many of the titles that people have are ones the Queen has just chosen solely out of whim. As they are building an Empire, many of the tasks overlap each other currently. Having a small population, their nobility is often overlapping with their fighting force.

If the Queen does go onto the battlefield, she is, of course, the authority on that unless she defers that right to one of her other subordinates. Following behind her are the 4 Lords. Each Lord has 2 people that take control should something happen to them. They are split up based on the Arlanian Sky.

The lords possess the titles of Seiryu,(Gen)bu, Byakko, and Suzaku. The Guardians, the people under the lords, have the name Kanoga, Shiboshu, Yokohama, Tiroi, Virae, Dunotori, Thifareemit, or (Sordi)chi.

The Arlanian power structure is the one that is able to be changed most easily. As it grows, it is suspected this will change.

Chain of Command:
Royal Family
Lord
Guardian
Everything else
+ UN Structure +
The UN's CIA, being the largest organization, is split into divisions. There are 5 divisions of the CIA split up by geography.

Arc – Comprised of shards 20, 22, and 24, Arc is the smallest of all of the Divisions of the CIA. The focus of this group is specialty training and they are heavily responsible for any of the more 'special' project on the entire agency. Part of it is their proximity to a test subject that is Shard 4.

Cradle – Comprised of shards 2, 18, 21, and 5, this group is responsible for most of the long term projects of the division. It is the 'nurturer' of the agency and many of the wounded to go one of the shards of Cradle.

Arrow – The fighting force of the CIA is mostly trained here. Arrow is the 'offensive power' of the agency. While all agencies are perfectly capable of protecting themselves, this group is very focused on training soldiers and keeping the military aspect of the group high.

Flag – Flag is probably the least known division of the CIA. Anything the other groups need to be done, Flag takes up.

Central – The largest division, it is made up of shards 24, 6, 28, 27, 3, 12, 19, 13, and 9. It is the group that controls all of the other agencies and is responsible for the whole creation of the CIA – the Grand Library. It is said that Central is not only the political power of the CIA, but also the true research division...

The CIA is ranked similarly to the military for the bulk of the organization. The lowest level are simply called Agents, an element borrowed directly from the government. That title is kept alone unless they are in a particular group such as a Specialist group in which they would be 'Name' Arc Operations Agent. Agents are those that are the 'ground force' of the CIA and there are not a lot of them. Most of their tasks involve computer work or various other tasks that don't require a kensai. There are exclusive groups which are not really anywhere on the scale of rank. They are a complete specialist, such as an Archiver. They have no authority, but also can only be issued orders by a Chair.

Above the agent is the pilot, at least in military operations. Pilots are not only split up by division, but by faction within the division. A common title for a pilot would be 'Name' Arc Sword. Faction names are sometimes named by the person that runs it (they are often given honorary titles like Li-ebe who is 'The Widow'). Each faction tends to have 3-10 kensai in each group. One of the most famous factions, no longer existing, was the one run by the current CIA Director – Arc's White Dragon. Individual faction leaders, of course, are the highest in pilot ranks on the field. The faction leaders, yearly, vote for their division faction leader. Often pilots do undertake standard agent tasks in addition to pilot duties.

Beyond that things progress into the chairs. Specialists will have their equivalent to faction leaders if it is a large department such as medical or research fields. They are the ones that do most of the day to day running of the organization in that area. Before the overall director of the entire agency are the Division Directors. There are 5 and they vote from their ranks for overall director. Another person will be then put in charge of that division. Anything that requires a vote, the CIA director receives 2 votes. All other decisions by this person that are not requiring of a vote are not questionable and must be executed.

Chain of Command (overall – separate for each individual class):
CIA Director
Division Director
Faction Leader
Pilot
Agent

The specialist chain of command only consists of the specialist and their 'chair'. This does not apply to all groups. Groups that only have 1-2 people will just be represented by themselves should they be called to meetings (one must be selected if there are 2) and are not given a title.
+ CIA Factions +

This is for the various military factions created by the players giving the names and other needed information.

Faction information uses the following format -

Faction Name:
Faction Leader:
Division(Arc/Cradle/Arrow/Flag/Central):
Faction Symbol:
Faction Colors:
+ Uniforms - CIA +

Unless Special Operations, uniforms are by division. Mostly, the all contain the same design.

The basic uniforms are black, with trim based on Division. The black coats are long in the back, descending to about the back of the knee. The front, however, ends about at the waist. The coat buttons up on the right side of the chest with 4 buttons in a rectangle. If the CIA member has a particular Faction or other allegiance, their patch will be on the left part of their chest.

The buttons on the uniform are always a silver color and any basic personnel will have silver trim around the edges. The cuffs of the uniform are quite stiff and always tailored to the wearer. They have bright silver buttons as well. The Trim that edges up to the stiff color runs along the side of the arm to the top of the shoulder. The number of trim lines is indicative of rank and faction and division.

Paired with this are black slacks and black boots, both which are mandatory.

Arc, in addition to the silver trim, will have yellow trim running parallel to the silver. Cradle has a white additional trim. Arrow just has an additional silver strand. Flag has a blue band of trim and Central has a golden band.

Upon special approval, additional trims can be added if a faction has attained particular status or has a particular department like Research and Development.

Special operations have their own uniforms. Most noted is the Widow's blood red jacket which has black trim instead or the White Dragon's white, gold, and blue.
+ The World +

The world is a web of floating pieces of earth. The metal pathways that once connected the shards do not remain, most of the metal salvaged for kensai production. The numbered shards are mostly covered with skyscrapers in the middle. The outer ring are usually reserved for parks with trees creating a 'wall' between the edge and the rest of the shard.

Water is pulled out of the Rift, as Ara had stored it there. It still rains and snows on occasion, water escaping from the rift and creating clouds and other various weather features.

Most things are powered by crystals, which seem to have a perpetual energy source. They do not take from anything, but will fade over time before 'resting' and restoring themselves to full power. It is unknown how they truly work but it is suspected it is due to Ara's spell.

If there are any other questions about the world, please ask. And do read the intro....
+ Gifts +

Certain people of Arlanian blood are capable of minor magic. If you do have spells, you need to clarify them with me.

Gifts, however, are something more innate. It is something that can be done over and over (particular restrictions). Only certain people have them, but they can be gained through Arina si Kasezia, who has the power to give Gifts.

Gifts should not be overpowered and should learn along the side of things like Shimi Megumi's ability to synthesize information from books, or Li-ebe's puppetry abilities.
+ Geography +

--0-------0------0-----31------0--------0-----0 >
--------16------------------30------------------ >
--------------15--------25------8-----------29- >
---1-----14-------26----10----------7--------- >
-0-----------------------------24-----------0---->
-----17---------9-------3-----6------11-------->
0------------------13--OO--27---28-----------0->
---------2------------------12------------23----->
------0-----------21----19-------------4--------->
---------18--------------------22------------0--->
0----0----------5-------20-----------0---------->
-----------0-----------0-------------0------------->

The world is made up of floating pieces of earth, suspended by a peculiar magic. The 2d image that is above only really indicates the distance between them one way. Each of those spins around the two cores in the center.

The Arlanian Empire controls the 'Southeast' part of the world, comprised of Shards 7, 11, and 4. It is consider a solitary nation.

The UN is separated into 5 nations for political purposes.

Shards 20, 22, and 23 make up the Era, being predominantly comprised of pieces of Old Japan. They are one of the few nations to maintain a name from before the Merging. The name actually stood for, at creation, Eastern Revival Alliance. The name, however, was dropped with the creation of the UN. They kept the territory as one nation and the name was changed to a word, rather than an acronym. The capital is on Shard 22.

Shards 2, 21, 18, and 5 make up Elencia, a self created name that has no particular origin. It was one of the first created after the Merging. It is rumored that Elencia was the name of the wife of an influential force in creating the nation that it is. However, there is no proof that this is true. The capital is on Shard 21.

Shards 25, 30, 10, 8, and 29 is known as the Republic of Artemis. This nation was one of the few that was not created until the creation of the CIA and the UN. As the other world 'nations' converged, they forced the mostly autonomous shards to create the nation of Artemis. They were given the name, rather than it being chosen, as a reference to their contribution to the CIA. The capital is on Shard 8.

Shards 1, 14, 17, 15, 16, and 26 is known as the Nation of Deichtine. Many of the shards that make up this nation were formerly Arlanian. They are noted for having a high prominence of those with 'gifts'. It is further rumored that this was the original birthplace of Arina si Kasezia. The capital is on Shard 1.

Shards 9, 13, 3, 19, 12, 27, 28, 24, and 6 are known as the Ouroboros. Both Elenican and Ouroboros were created at similar times and the argue of age is one that cannot be ended. Ouroboros, however, stakes the claim that it would live forever and it is one of the key elements of the people that make up the nation. The capital is on Shard 3.
+ Political Powers +

Arlanian Empire – In an attempt to prevent complete eradication of the Arlanian ways and people, the Arlanian Empire was created. The run the more 'eastern' region of the shards, taking the major shards of 11, 7, and 4. The capital is on Shard 11, their largest shard.

Unified Nation – This group, basically synonymous with the CIA, controls basically whatever it can, controlling the major shards 1-30, except for what is controlled by the Arlanian Empire, The Ravens, or are owned by private people (mostly insignificant ones). They also have very limited control of the Outer Reaches, which is controlled by a group called the Ravens. These Shards are broken into various 'nations'.

The Ravens – a scavenger group that has no 'home'. They are the shards furthest away from the center and receive very little in benefit from the UN, who they frequently take from. They have only one numbered shard - Shard 31.
+ Characters +

UN:
- Shimi Megumi, Librarian
- Ni-ki Williams, Sniper/Pilot
- Li-ebe, Faction Leader
- Trip Wry, Agent/Pilot
- Key Emok, Agent/Pilot

AE:
- Arina sor'imperia Kasezia, Queen

Ravens (Scrub Force):
- Viveca Waldemark, 'Raven Lord'
- Alexey Yerofeyev, Vassal of Viveca Waldemark

Misc:
- Rin Taiki, CEO RinCo
- Saisei, Assassin
- Richard Wagner, CEO Kampfworks
+ Rules and Creating a Bio +

- Mech combat adheres to roleplaying combat standards. If disputes arise, I will make determinations taking into considering these factors, as well as the interaction of the described technologies. More details on these features give me more material to work with and is strongly advise that you are detailed with your kensai bios especially.
- You do NOT need an official bio for Shards. Let me repeat, you do NOT need an official bio for Shards. You are permitted to use unbio'd characters providing they do not engage in combat. Just run concepts by me before you jump into posting with said characters. You are strongly encouraged if you are going to repeatedly play the character to transition that character to an official bio'd character as soon as you can, especially as you solidify the character's details in the roleplay.
+ Bio Format +
(Multiple characters are STRONGLY encouraged)

Name: (Must be different from Username, or Real name)
Age: (Character age)
Gender: (Character Gender)
Gift: (See Gift Section - Page 2)
Birthplace: (Shard and Nation)
Profession/Rank: (characters employment and area of expertise - see page 2)
Kensai Piloted: (If any, name it - see page 2 for Kensai description - last 2 posts)
Affiliations: (If with a group/power)
Physical Appearance:
Clothing/Armor: (Military has uniforms - see page 3)
Weapons: (Any weapons the character uses, no bio weapons, anti-matter, or mass destruction weapons.)
History: (Include information about their past, what events shaped their personality, and if they have one, how they obtained their Kensai.)
Other: (anything else)

+ Kensai Bio +

NOTE: Only Faction Leaders/Lords/Guardians can initially have highly custom kensai.

Kensai Name: (The name of the characters kensai)
Kensai Pilot: (Name of the pilot if any)
Kensai Weapons: (How many, and what it is armed with, go into detail on how they work, weapons rules apply, see rules)
Kensai Armor:
Kensai Engines: (Movement, speed, OS etc)
Kensai Appearance:
Kensai History: (If not a generic unit, what is its unique history)
Kensai Other: (Anything else)
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