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Re: Worlds of Hesym (Fantasy ISRP)

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Tikobe is not online. Tikobe
Joined: 12 Aug 2011
Total Posts: 6366
07 Aug 2016 02:16 AM
(Yeah, there are probably errors and forgotten information in this. It took me longer than expected to write all of this and by the end I decided to skip the proofread. If I forgot something important, oopsie. I'm just gonna hope that after all this time it doesn't get filtered. If it didn't you'd know because you wouldn't have been reading this foreword otherwise. If it did, I would've just given up on this whole thing. Don't know how to make a pirate pad and so there's no way to save this if it fails.)

The story of this world's recreation began long ago. At a time where there were nine. They each were different, each with a different geography, culture, and problems. Their names were Fahnry, Tandra, Seon, Chyn, Ashawn'Re, Nide, Harth, Daruuk, and Truheim, and together they were collectively named Hesym. Each of these nine worlds were wondrous, even though the Travelers, the only ones with the power to travel to each of these worlds, were the only ones able to see all nine.

And one day, each world had a very bad day.

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Plot And Explanation
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This ISRP actually only begins as an ISRP. There are nine worlds. Each of these nine are their own ISRP, with only one person for each. After you finish your world you will, by means yet to be revealed, travel to another and help the people there. When we have enough people done with their world, I'll place anyone who's done in a new thread called Climax, where everyone works together for the ending of the RP.

Each of the nine worlds will suffer a change. What these changes are are yet to be revealed. Every so often I will post on this thread an update of what's occurring on each world so I can make a timeline of each RPers progress and so even the worlds who don't have anyone on their can progress so they don't fall behind. If an RPer on one worlds get inactive for too long, I will allow someone to join that world and they can pick off from where the previous RPer was with a new character. If the previous RPer makes a come back, I will allow the thread to be shared, but no one else can join in unless both RPers are deemed to be too inactive.

As for characters, you can be whatever you want to be as long as your race is allowed in the world you're in and you don't take the title of king or the leader of any organization (You can still be princes or higher ups or whatever. It's just I need some of those leaders for the plots. It was very hard to come up with nine different worlds, each with their different stories, find ways to make them tie into the climax, and still be able to make it so no matter what station, no matter how difficult, I could find a way to tie people into the story. I can't really go with changing those plots because someone wants to be king.). You'll find available races down below the Advanced Explanation.

With that, I'll present you with information on certain key things in Hesym.

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The Worlds of Hesym
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(I didn't want to go to deep into detail so I don't hit you guys with too large of a word wall. Just ask if you have further questions about any worlds you're interested in.)

Fahnry, the Land of Kingly Games - Fahnry is a land that's entirely covered in forest. It's map always needs to change because it's covered in kingdoms who use dirty politics and war to claim territory and dominance. It's not considered a hazard zone for Travelers, but it still considered dangerous terrain nonetheless.

The roleplayer in this world will find their story takes place in what is known as the Healing Forest. Sixty years ago, the two kingdoms who rule this section of Fahnry, Ovar and Leir, entered into a ten year war with each other. In the process, the land was destroyed and many thought it would stay dead. But much to their amazement, the forest, thirty years later, began to regrow, thus earning it's name, the Healing Forest.

While the forest may, however, be in an iconic stage of recovery, however, it is far from safe. The nature not only brings bears and wolves, but trolls, rocs, and dragons. But not only that, from the neighboring Bleak Woods, where curses and horrors of all kind come from, werewolves and ghouls creep into the forest, and that's not even mentioning sometimes the spirits of fallen knights reenact their battles on this realm.

Tandra, the Land Where Wanderers Rest - Tandra is a world that is mostly covered in sea. While there is definitely some strong influence on the little land of Tandra where the humans and elves of the world build their cities and kingdoms, it is said most of the action occurs under the seas, where the seafolk build theirs. It is here, on this world, the Traveler's Guild, which is comprised of dedicated Travelers who wish to keep balance in the nine worlds and maintain their safety, is headquartered. It is also where the sirens originated, and the only place where they naturally live in.

The humans here are incredibly religious, many forming cults or inquisitions to their deities. The sirens, however, could care less, and prefer to keep to themselves, using magical songs only they can sing to lure misguided sailors into their lands, where they usually meet some grisly fate. As for the rest of the seafolk, they respect the human deities, but really only seek to promote trade, using their life under the waters as a means to bolster their economy.

Seon, the Land Where Thought Was Discovered - Seon is a world covered by jungle, swamp, and rainforest. There are only three powers in this world: The Human Empire of Lingsei, the Zitchinn Hive, which is made up entirely by the insectoid Zitchinn, and the Elion kingdom of Aaliyah. Aaliyah is built on tall trees that Lingsei and Hive can't reach, allowing them to practice isolationism. However, Lingsei and the Hive have warred on many occasions. The last war was forty years ago, ending when the Great Wall that surrounds Lingsei was finally built.

In Seon, magic is only available to monks who have fully dedicated themselves to one philosophy, and their magic is based on their philosophy. The Zitchinn Hive, as it is ruled by their Queen, lacks philosophies, and therefore monks. Aaliyah, as it is unconnected with the rest of the world, however, has a vast number of monks and philosophies, however it lacks a main one. As for Lingsei, while other philosophies do exist, two stand well above all. The first is called Nahao, whose monk wear green and advocate that above all we should strive for peace and equality. Nahao monks have access to magic that calms down others around, affecting, if not stopping, fighting. The second is Wei Qi, which preaches that order stands above all. While in basic concept, it does not stand against the belief of Nahao, it preaches that Aaliyah, the Hive, and all none human races are below humans and Lingsei, which cause a bit of conflict between Wei Qi and Nahao. It's monks wear red, and their magic summons chains to restrict their enemies movements. It should also be noted that Lingsei monks, due to the number of bandit races that live in their walls, have knowledge of and are quite skilled in martial arts. (If you wish to role a monk character who follows a different philosophy than Nahao or Wei Qi, describe the beliefs of that philosophy and then say what kind of magic it's monks can use. Keep the magic something that resembles the philosophy).

Chyn, The Land of Divine Thunder - Chyn is a world that is incredibly mountainous. It is also the only one of the nine worlds where there has been confirmed to be a divine being of sorts, who the natives call Telanne, the Great Mother. The land is divided between six tribes, the human tribe of Keli, the lizardman tribe of Alliz, the giant tribe of Tarkeg, the ettin tribe of Uveg, the orc tribe of Dokner, and finally the tribe that takes the criminals, outcasts, and traitors of all the other tribes, Sani. War between these tribes is quite frequent, particularly with the Sani's aggressive ambition to have complete control over the entirety of Chyn.

In most of the other worlds there are giant birds named rocs. In Chyn, while there are rocs flying about, there are versions of them called thunder birds. These are considered sacred by most of the tribes as they are the favored creation of Telanne. Magic here is incredibly rare. It is only used by shamans, who, even in Sani, are few and far between. Shamans can summon spirits of their ancestors to aid them by using chants and incenses, and are also capable of a type of magic based on their clan. Keli shamans, who are incredibly devoted to Telanne, are capable of summoning lightning and powerful ones can evoke storms. Alliz shamans don't have a secondary magic. Rather, their spirit summoning is well above and beyond the other tribes, and so their spirits are stronger. Tarkeg shamans are capable of manipulating earth. Uveg shamans can make the attacks of others stronger, and are capable of throwing enemies into a blind, reckless rage. Dokner shamans are capable of controlling fire. Sani shamans are capable of any of these, depending on their origins. For each tribe, there is a Great Shaman who is the favored shaman by that tribe's Chieftain and the shaman that gets to place the rules over the other shamans in his tribe.

Ashawn'Re, The Land Where Genius is the Standard - Ashawn'Re is covered in vast, rocky desert, people forced to build their cities in the many oasis that cover the land. It is a lush culture, and many great ideas are born in this swelling heat.

Magic is incredibly difficult to use in Ashawn'Re. Actually, the Ashyans have never even trained a mage. Travelers visiting this world report that their magic is incredibly hindered, and the ones who dabble in necromancy claim that it is impossible to use it in this world. Rather than casting spells, Ashyans have discovered a new use for the arcane: A power source. In caves all around Ashawn'Re there are crystals which are made of pure arcane energy. The Ashyans use this to power their "magi-tech", advanced machines that run on the energy provided by these crystals. Many people have used this to make "engineers" as much of a fighting style as it is a craft on Ashawn'Re by building and using magi-tech devices designed for combat to take down their foes. Ashawn'Re also is adept in the art of research. Discoveries that sometimes even affect the whole of Hesym are made on this world. As a matter of fact, Hesym itself was discovered recently by a man considered the greatest researcher of his kind, Zahreed Hes'Ra, a researcher that specializes in the physics and logic of the nine worlds.

Nide, The Land Which Counts It's Days - Nide, while not as mountainous as Chyn, is definitely mountainous, and it's covered in snow. And a gigantic blizzard that has covered the entire world since the beginning of known time. Not once has a single resident of this world ever seen the sun. And, like many things locked in perpetual winter, the human population is dying.

No plantation grows in the snow, so everything, even the native human Nidan residents, have turned into carnivores. And man-eating mammoths are not even the worst of the problems on Nide. There is a massive population of demons named hellions running all about. These hellions are so powerful that everything on Nide instinctively knows to avoid them. The hellions are run under a system where they divide themselves into three "hordes" led by each led by a hellion the underlings call their Lord. The three hordes are the aggressive Jusnik Horde led by Lord Unthral, the massive Shadro Horde led by Lord Feril, and the enigmatic and surprisingly peaceful Granis Horde led by Lord Aljin. Humans have survived in these conditions by building city-states, but in time, most of these have fallen and been destroyed. By coincidence, only three remain, each led by a king: Rin ruled by King Rivan Sardal, Frel ruled by King Kelran Nal, and Vasland ruled by King Herslan Creed. To aid in their protection, two guilds were formed with a base in each city. There are the Hunters, who specialize in slaying the beasts of Nide and surviving in her cold wilderness so they can ward off animals from the walls of the city-states and provide them with a constant food source. Then, there are the Stalwarts, who specialize in slaying hellions to thwart incoming invasions by the Shadro or Jusnik.

Harth, The Land Where Peace is Reality - Harth is by far the weirdest of the nine worlds: The entire world is covered in farmland. And one doesn't even need to take care of these crops, for they seem to take care of themselves naturally. If one needs to build a house, they only need to go to an orchard and cut down trees, and these are by no means difficult to find. The residents of Harth find that everything they need is simply provided to them. They just gather in groups and community and hold festivals to pass time. There is no thing as a government or war on this world because there is no need. Steaders, the term for people from Harth, just need to simply exist, for the world takes care of everything else. The only weapons you'll ever see on a person are wooden swords and clubs used by Travelers.

This being said, there are, as with any world, dark sides to Harth. The first stems from the briarmen, weird people made from thorny vines. The briarmen keep to themselves, but any who stray into their territory they kill without hesitation. Considering that the only other native sentient species in Harth are humans, the humans have grown severely distrustful of non-human races, this distrust sometimes bordering on the violent and extreme. The other is merely a legend, however. It is said that a Traveler and his two friends wished for real swords, and so they gathered enough metals to forge three swords. However, it seems as if the peculiar properties of Harth had made these swords a little more than ordinary. The first sword, which was named Summoner, could summon thorny vines much like the ones the briarmen are made out of to aid it's wield. The second, which was named Caller, could, at it's user will, attract animals and command. The last, named Shifter, could change it's form, once more at it's user will. However, the Steaders were uncomfortable with these three swords and soon, realizing the pointlessness of swords on this world, the Travelers hid these three swords around the world of Harth. Most aren't even sure if this legend about what are now called the three Scourges of Harth is even true, but it has made the Steaders extremely distrustful of Travelers, and so Steaders don't give metal to them. Granted, it would've been unavoidable anyways, metal is a rare resource on Harth and the Steaders need to make their pots.

Daruuk, The Land of Eternal Turmoil - Daruuk is also a rather unique world. However, this is because the four elements are actually alive and so what many would consider natural disasters are actually common place here. As humans and elves and what not try to survive the constant tsunamis, earthquakes, eruptions and everything else, the elementals rule over Daruuk, divided into four territories rules by the Four Elemental Kings. The Kings don't really like one another, however, and their conflict is what causes most of the natural disasters.

In Daruuk, due to the strength of the elements, people don't use ordinary weapons. They use a much convenient one: shards. Shards are crystals filled with the energy of one of the four elements that can be attuned to a person. Using this, they can control the element of the shard's alignment. And if they so choose to, they can have more than one attuned to them. It's not uncommon for people who like to practice in the elemental magics to use two of the elements. However, even though a person can, in theory, use all four elements, the more shards attuned to a person the weaker their ability to control the elements is. Shards however also have a secondary function: They can transform into swords and axes and other weapons. This weapon is made out of the same element of the shard, and while it may not be able to control the elements as well as it did in it's ordinary form, it still has some basic control. Most people who use their shards as swords and what not generally only use one shard because multiple shards still affect the quality of their weapon.

Truheim, The Land Where Thought Breathes - Truheim is a world that is completely underground. There is no known surface, and many of it's residents are afraid of what would be up there if there was a surface. But the caves are not the reason why the world is so incredibly dangerous, nor is the fact that the world is ruled by elves and dark elves that are constantly on the brink of war, and would've wiped each other out by now if it wasn't for this dangerous fact. In Truheim, your mind can affect the world.

The most basic of this mind affecting the world business are the essences. An essence is a living being made out of the strong emotions of a single person. They are all, without exception, hostile. Even worse are the fragments, which are the combined emotions of several people made manifest. The most commonly thought of fragments are the Fragments of War, which are born during war from the pain, tears, and blood lust from soldiers, which is why the elves and dark elves war a lot less than one would think. As of current only two Fragments of War exist, but both are colossal beings who draw weaker fragments and essences to them to form an army, and both are locked in war with each other. In addition to fragments and essences, there are also monsters known as Living Thoughts, which are born from imagination, and their more aggressive versions, the Crawling Nightmares, which are born from dreams. Of all the nine worlds, Travelers think of Truheim to be the most dangerous and often avoid it.

The Lost Worlds: In addition to the nine worlds, Travelers feel connections to other ones, ones that even they can't reach. These have been named the Lost Worlds. There is nothing to confirm that they exist, but not only is nothing to confirm the reverse but there are riddles that imply the existence of other worlds. One, for example is the lost home of the Erudite race: Eanus. Travelers have searched all corners of the nine worlds for evidence of Eanus but not once have they found any trace of an Erudite civilization. It's as if the Erudites merely popped into existence at some random point of time.

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Advanced Explanation
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(You don't need to read this part. It's just some information I worried was to complex for some of you to understand and by saying some other things I hoped to cut down on this thing's size. The information here will be important, but not until Climax.)

The following is an excerpts from the Journals of Zahreed Hes'Ra, Volume One: Defining the Nine Worlds and All Objects Related.

Many ask me "Why is it that the Travelers can move from world to world yet we normal men are confined to one?". To begin, I need to clear a common misconception that until recently even I hadn't known: There aren't nine worlds. There are nine realities. Each of the nine realities overlap one another. According to my research, there actually is only one world, which I have named Hesym. My evidence of this claim is is that on all nine worlds there are landmarks that are shared, all of them in the same place you would find it in the other worlds. Take, for example, what is called on my world of Ashawn'Re the Bahdi Mountains. The Bahdi is a giant mountain range, and it exists in all nine worlds, even in Truheim which is underground, although in that world the Bahdi is a collection of cave walls and giant stalagmites and stalactites and other obstacles. In addition, in some worlds there are doubles of us regular men. I've been told that there is a likeness of me on Fahnry, where I'm also a scientist but I study the local fauna and flora of that world. And I've heard that there is another me who leads a cruel and often times criminal religion on Tandra. But there is never a double of a Traveler on other worlds, and that is because of the means by which they can go between worlds. When a Traveler is born, even though they are born exclusively to the mother on their home world, their existence all of a sudden appears in the same location they are in all of the other worlds. This existence, while it cannot be seen, felt, or even proven to be there (Bear in mind this is all my theory, after all), is at the same place as the Traveler is and grows with them. To go to another world, a Traveler needs only to change his perception. His existence is in a physical form exclusively on the world that he chooses to perceive. Unfortunately, it seems as if Travelers are blocked from doing this wherever they wish, as if there is some unknown magic that is restricting them. They must go to one of the 16 Traveling Stones of whatever world they're on and then go to the corresponding stone on the world they wish to perceive. This also comes with the side effect of they can't bring any items and clothes with them from the world they were on to the world they go to. Any items on their persons join their formless existence when they leave that world, and the items that were last on their persons when they left that world would materialize with their existence on that reality (As a forward to new Travelers visiting a world for the first time, the Traveler's Guild wishes me to inform you not to worry for they always have men ready with clothes, blankets, and guides to living on that world just in case.).

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Races
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(Keep in mind there are more races than these, these are just the ones I decided it'd be okay to roleplay as (The ones that I didn't have certain problems...). I divided these into Traveler races and world exclusive races. Feel free to skip world exclusives from worlds you aren't interested in. (To save you trouble, there are only world exclusives for Tandra, Seon, and Chyn.))

Traveler Races: These races are the only ones that the world has seen as Travelers. Unfortunately, while the gift is exclusive to these races, they are not inherited. So if two giants, per say, decide to have a kid on Tandra, the child could not be a Traveler and would be a giant on Tandra even though giants are only native to Chyn. In short, you can be any one of these races on any world.

Humans: Pretty self explanatory. While they aren't always the dominant race, there is a native human population on each world. I won't go into details with the exception of the Keli and Sani tribes on Chyn so that someone who's interested in taking Chyn has this knowledge. If you want knowledge on details about humans on other worlds, ask and I'll answer. The Keli tribe is by far the most devoted to Telanne among all the other tribes. At age 18, they take a ceremony where they are sent into the wild to hunt, and receive a second name based on how honorable the hunt they made was. The most honorable is not a kill but to bring the egg of a thunder bird, which is a forbidden kill in the Keli tribe, and hatch and raise it and then release it into the wild. It is from the Keli tribe that Telanne chooses her Chained Thunder birds, men who carry out the express will of Telanne. The Sani tribe was started from humans who disliked Telanne and were rejected by the Keli as heretics. They take in any and all peoples who wish to join their numbers, but their chieftain, their great shaman, and most of their nobles are humans. Sani shamans are not restricted to a type of shamanism based on race, and some Sani shamans were even taught by two different shamans and can perform two forms of shamanism. An example is the Sani great shaman, who, while human, can perform Uveg and Dokner shamanism.

Elves: Elves, appearance wise, are self explanatory. Their race is native to the worlds of Tandra, Daruuk, and Truheim, and on all worlds have an affinity towards magic. How this affinity is utilized, however, is based on their home. On Tandra, the elves keep to themselves and stay on what are called the Mana-Wise Islands, where they study magic on the world of Tandra. On Daruuk, they use their affinity to calm the raging elements and make it just a little more survivable for the little guys. On Truheim, they use it as a means of war.

Dark Elves: Basically elves, but with purple skin and white hair. Dark Elves are only native to Truheim and lack their cousin race's affinity for magic. According to their myths and legends they were once normal elves but were altered when a great champion dispersed a mighty and powerful Fragment into thin air. Thanks to surviving on Truheim, they seemed to have develop some control over their emotions, and are incredibly focused, increasing their capacity for agility, stealth, and battle strategy, allowing the dark elves to keep pace with their cousin race during a skirmish.

Half Elves: The result of human-elf relationships. Obviously only native to the worlds where elves are native to. They lack their own culture and share in either human or elven culture.

Blue Skinned: The result of elf-dark elf or human-dark elf relationships. They have the same white hair as dark elves, but their skin is blue, not purple. They have the same culture issue as half elves. Only native to Truheim.

Giants: They're like humans, but they usually average 8 ft tall, and are tremendously bulky and and muscular. They're only native to the world of Chyn. The giants' tribe of Tarkeg is a docile tribe, only going on the aggressive you attacked first. They live high up on the mountain and maintain connection to the earth, which is why Tarkeg shamanism allows it's user to control the earth. It seems this may be why that regardless of what world they're on, giants have an affinity towards earth magic. They revere Telanne, but are not as devoted to her as the Keli are.

Sirens: Sirens, while an aquatic people in nature, look similar to humans with the exception of the fact their "skin" are scales the color of human skin, and the outlines of some of their scales are visible. They are also exclusively all females. They're only native to the world of Tandra, where they serve a queen. Tandrian sirens use weird song magic written by a god-like being of theirs they call the Composer. These magic songs, which only the siren race can sing, act as their self defense mechanism. Sirens are viewed as dangerous and looked down upon, so to escape persecution they formed an isolationist kingdom and use a song that lures sailors to them as a means of scaring off other races, and to continue the survival of their kind as sirens can mate with any race but can't produce a male. They also, obviously, are good swimmers and can breathe underwater.

Erudite: The Erudite are a strange people. There seems to be no sign of their civilization or home that they call Eanus. It is believed by many that they come from a Lost World. Erudites share a body structure with humans, but have purple bodies like the Dark Elves and weird runes of different colors on their skin that were there when they were born. The Erudite are incredibly intelligent and are in high demand in Ashawn'Re as assistants.

Tandra Only Races

Merfolk: Merfolk share a body structure similar to a humans but they have ebbed hands and toes, and are covered in scale of different colors. The merfolk, unlike the Tandrian humans, are disinterested in religion and act as traders and guides for sailors as a means to boost economy. Most of their societies are underwater and they make up for the majority of the population of Tandra, even though a Traveler wouldn't see them as much as they would a human because most of that population is in the sea.

Seon Only Races

Elion: The Elion are a race of bird people. They stand like a human and share many characteristics, but they have talons for feet, are covered in feathers, they have beaks, and they have wings that are capable of flight. There are no Elion in Lingsei, for their race prefers to remain in their tree top cities under the kingdom of Aaliyah. The Elion, who have kept out of matters like war involving the Zitchinn Hive and Lingsei, make poor warriors. On the flip side, however, their time alone has given them plenty of time to develop philosophies and boast a great number of monks.

Rakshasa: Rakshasa are tiger men who live in the empire of Lingsei. They are one of Seon's three notorious bandit races, called so because their kind is usually found as none other than bandits, which gives even the polite and honest members of their kind who try to live in society a bad reputation.

Daoli: Daoli are agile and quick monkey men who live in the empire of Lingsei. They are another bandit race, which face the same issues as the Rakshasa.

Chyn Only Races

Lizardmen: Lizardmen are not as large as humans, their kind usually only averaging 4'5". They are also scrawny and with curved spines and long tails, and like their name suggests, they are human lizard hybrids. The Alliz tribe pays it's respects to Telanne, but only acknowledge her. They hold much dearer reverence to their ancestors, which may be why the Alliz shamans are often viewed as priest and lack a secondary magic in favor of holding much greater spirit summoning power. Many Travelers who wish to learn necromancy actually pay the Alliz a visit to train among them.

Ettins: Ettins are almost exactly like giants, only bigger. Usually a foot taller than giants, actually. And they have two heads, each with their own personality. The ettins of the Uveg tribe hold their relationships close, most likely a result of having to live as a pair their whole life, and are rather an exclusive club, lashing out at almost anything and everything, even Travelers, which the other tribes allow to visit them. Perhaps this is why their shamanism can not only evoke rage but empower their allies. They are probably the third most likely tribe to start a war, just under the Dokner and the Sani. Unlike most tribes, they scorn Telanne and view the slaying of a thunder bird as a great honor worthy of a feast. They're also rare, though not impossible, sight in Sani numbers, mostly because the Uveg loathe to betray one another.

Orcs: Orcs are a race with very few settlements because they are usually out riding their war boars. They are larger and beefier than humans and usually have blue-greyish skin. They are usually very aggressive and their shamans practice fire magic as a tool for raiding. The chieftain of the Dokner tribe usually decides his nobles on the number of successful raids they've led and the number of people they've killed. The nobles are renowned for they are given the honor of riding war drakes instead of boars. While they have no particular hatred of Telanne like the Uveg and the Sani, they don't even acknowledge her as a divine like the Alliz, the Tarkeg, and the Keli do.

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Rules
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I ain't gonna say them. There's nothing new. Just the same usual don't god mod don't do this don't do that. I don't have the will nor the patience to list them.

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Character Sheet
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Name:
Race:
World:
Appearance:
Items:
Do you know any magic?:
Bio:
Other:
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bigbriangoad is not online. bigbriangoad
Joined: 27 Sep 2012
Total Posts: 5076
07 Aug 2016 02:20 AM
this thread reminds me of holes

Fried not Baked
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LNG257 is not online. LNG257
Joined: 13 Jun 2012
Total Posts: 11767
07 Aug 2016 02:38 AM
I express my interest to you.
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jennapenna2 is not online. jennapenna2
Joined: 03 Dec 2010
Total Posts: 10335
07 Aug 2016 02:47 AM
Interesting...

Maybe I will make a character sheet.
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Tikobe is not online. Tikobe
Joined: 12 Aug 2011
Total Posts: 6366
07 Aug 2016 02:47 AM
Thank you. It's glad to know someone like sit. I spent two days trying to write it and by the end I was both anxious that no one would like it and incredibly nauseous. I'm not writing about an entire multiverse ever again.
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Darkprophecy22 is not online. Darkprophecy22
Joined: 15 Jun 2016
Total Posts: 6109
07 Aug 2016 02:48 AM
Maybe after my story's done as a ######### I'll check it out
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Timepockie is not online. Timepockie
Joined: 14 Oct 2013
Total Posts: 3071
07 Aug 2016 04:22 AM
Marked. I will most certainly write up a CS.
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Timepockie is not online. Timepockie
Joined: 14 Oct 2013
Total Posts: 3071
07 Aug 2016 04:29 AM
Could I play an elemental in Daruuk?
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Tesero is not online. Tesero
Joined: 01 Jan 2013
Total Posts: 340
07 Aug 2016 10:29 AM
Marked again; Timepockie is dead. Fallen Ascendants is a great ISRP, therefore you have proof that I'm Tim if you need it.
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Tikobe is not online. Tikobe
Joined: 12 Aug 2011
Total Posts: 6366
07 Aug 2016 12:52 PM
Nah, fraid not Tim. I really considered making elementals a world exclusive, I really did, but A) they share the same problem with the Zitchinn, another race I was considering, in which they're mindlessly loyal to their leader and just barely have anything we can consider an intelligence, and B) the story for Daruuk just wouldn't allow it.
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
07 Aug 2016 12:55 PM
Do we have to end up playing with other people, or can we just stay on our planet forever and never leave and talk to others?
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birmie123 is not online. birmie123
Joined: 08 May 2014
Total Posts: 5893
07 Aug 2016 12:57 PM
could i join without reading the world part and choose a random one

im not lazy i swaer, i just want to be surprised when i go into it
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Tikobe is not online. Tikobe
Joined: 12 Aug 2011
Total Posts: 6366
07 Aug 2016 01:04 PM
Zorrow) No. I have reasons for it, but I don't care to share them.

Birmstirm) You could... But each world has it's own cultures and rules to play by and it's a world you've lived on your whole life so you should be aware of them. I put all of that information there to help with character creation.
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Z0rr0w is not online. Z0rr0w
Joined: 06 Jul 2008
Total Posts: 14027
07 Aug 2016 01:06 PM
That's too bad. Good luck with this RP.
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kitrain is not online. kitrain
Joined: 10 Aug 2013
Total Posts: 3353
07 Aug 2016 01:47 PM
Going to make a cs, is it okay if I get a magi-tech weapon via father because, surprise, i'm going to have a pirate captain
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LeBlaster200 is not online. LeBlaster200
Joined: 29 Mar 2015
Total Posts: 3267
07 Aug 2016 01:48 PM
Coolio
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birmie123 is not online. birmie123
Joined: 08 May 2014
Total Posts: 5893
07 Aug 2016 01:51 PM
hmmm okay

ill read it and make my CS when I get back on the comp
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Tikobe is not online. Tikobe
Joined: 12 Aug 2011
Total Posts: 6366
07 Aug 2016 01:51 PM
Eh. Sounds legit. You'll have issues coming up with magic crystals to power it, but there are such things in other worlds, I just thought it was only gonna be relevant on Ashawn'Re because that's that origins of magi-tech.
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kitrain is not online. kitrain
Joined: 10 Aug 2013
Total Posts: 3353
07 Aug 2016 02:28 PM
noooo, the bio iz taking too long, I might not join...because i'm lazy...
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LeBlaster200 is not online. LeBlaster200
Joined: 29 Mar 2015
Total Posts: 3267
07 Aug 2016 02:32 PM
^
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kitrain is not online. kitrain
Joined: 10 Aug 2013
Total Posts: 3353
07 Aug 2016 02:44 PM
Name: Eve Harkken
Race: Human
World: Tandra

Appearance:
Eve is a blonde girl without that much beef on her bones due the the lack of protein that is eaten on ships. Her hair is tied in a ponytail in a way which reveals her left ear, which has an earrig with a small arcane crystal hanging from it. She is a lanky gal and stands at 5'4, but still has the strength to do every-day work. Her eyes are the shade of aquamarine, the color of when the sun shines upon the waters.

She wears a white cloth shirt that ends at her elbows with cuffs studded with two golden buttons. Over that she wears a brown vest with golden buttons going down one side, She has a leather belt to try and keep on the slightly baggy brown pants that she has, as her waist is not exactly large enough to accodmodate for the size.

Items: A few coins and her trusty magi-tech explosives launcher Harkken. Harkken appears as a one handed gun with an unusual finger-accodomated handle design with a square trigger. There is a caniser on the back which can be taken off in order to insert arcane crystals, which leads to the explosives rack that goes around the bottom section of the gun, with numerous thermite shells. The explosives go up the rack and into the barrel which it will be shot out of in order to deal amassing damage.

Do you know any magic?: Eve technically is unable to use magic, but she can draw out small concetrated bits of arcane crystals in minerals.

Bio: Eve Harkken was a generic child of the time, nothing happening of importance. Things turned for the better as her father afforded enough money to buy a ship of his own and start transporting people from island to another for cash. Eventually they started transporting goods as well, which would bring horrible fortune upon them. One day a fairly rich man asked if he could have us transport his goods to another island, and of course they agreed. Halfway through a hidden band of pirates quickly came out of the dark of the night and battered the side of the ship, sending a few passengers overboard. Her father took the emergency flintlock and started shooting at the ship trying to ward off the pirates, with no avail.
They quickly shot him once, twice, three times, before he fell. Eve ran underboard and hid behind the empty barrels of food, to survive as the pirates didn't bother taking them. After thinking the massacre was over though, the ship was set aflame and she had jumped overboard, before going unconscious due to the lack of air. She soon found herself on the shore of a large island booming with humans, not knowing how she survived but she suspected it was the mer-folk. From that day she assembled a band of pirates from rivalies and alliances, hoping to find the people that had killed her father. On the way back to her home for the last time, she had found a weapon in the back of her father's work area, which she promptly named after her family name and hoped to put it to use. (Hope iz nawt edgi / lazi)

Other: Pirates thought it was taboo to have a crewmate or captain that knew how to swim, and therefor Eve is unable too, while also being mortally afraid of water.

I'm sorry if this is like, the worst, I had to make this out of scrap in 30 minutes
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Tikobe is not online. Tikobe
Joined: 12 Aug 2011
Total Posts: 6366
07 Aug 2016 03:58 PM
@Kitrain

Nah bruh, ain't too edgy. Accepted. I'll make the Tandra thread soon.
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rsbcnototo3 is not online. rsbcnototo3
Joined: 21 Oct 2009
Total Posts: 2546
07 Aug 2016 04:35 PM
I will be joining later today; family dinner tonight and that sort of thing...

It also takes me a while to come up with a character.

[Hiss]
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TheLegoGamerDudeAlt is not online. TheLegoGamerDudeAlt
Joined: 15 Nov 2014
Total Posts: 663
07 Aug 2016 04:44 PM
May or may not join once I read through all this sh.it

"DUPLO!? I'LL 'DUPLO' YOU IN THE NUTBAG!" | Term'd. Add 12k posts.
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xenoman90 is not online. xenoman90
Joined: 25 Jul 2011
Total Posts: 1949
07 Aug 2016 05:03 PM
it's fun to read the likes and differences of everyone's Fantasy Lore

i really need to change my own lore up, there are more likes than i originally thought
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