Demondaze 0 Report post Posted January 10, 2007 Introduction For thousands of years, the stars have decided the fate of man. Their Scions, the Destined, have shaped mankind's future for generations, appearing only when the world needs them most. And now, they are appearing faster and in more quantity than ever before. Whatever the future holds, it does not bode well for the children of man... The epic battle to save the Island State has come to an end. Riou, the dark emperor of Hanterra has been banished back to his own realm, and the rest of the world can now rebuild. But chaos still rules over much of the land. Rondarr had been largely destroyed and evacuated during the conflict, and has only now dragged itself back from the brink of destruction. The spell that Riou kept over his country and over his castle, which kept the souls of the long dead Agorianis royal family captive, has finally been broken. But still the souls do not rest, but have been freed to wander the castle and the countryside unhindered among the other souls liberated from their bodies during the terror that the last war caused. The once powerful country is now little more than a handful of shattered kingdom, between which lay miles of haunted graveyard. But all hope is not lost. Helena, the new Empress, and a protector of the royal blood, has been organizing efforts to restore the country by making alliances with other lands and requesting resources to rebuild. But the other nations are reluctant to help Hanterra because of past grudges, and also because they will not lend their support to the rebuilding of the once ruthless country. Instead, many nobles from other lands have begun to fight over who may rule in the divided Empire. Some countries are already making claims on the abandoned land, only to find themselves troubled by the angry spirits that dwell there. The spirits have made it clear that they will not tolerate any but one of their own to rule the land. However, the Agorianis blood seems to have run dry. The entire dynasty seems to have been wiped out, either killed or lost. If any survive, they must have fled and gone into hiding. And to make matters more difficult, a new group of the Chosen seem to have arrived on the scene, awakened by the release of power caused by the evil Riou. They are far more powerful than their predecessors. Called the Chaos Generation, they are quickly beginning to manifest their powers. Whether or not they will be used for good or evil yet remains to be determined. The power to shape destiny lies in your hands. Where will your story take you? Nations Rondarr A small, mercantilistic nation that used to be a part of Hanterra, but seceded from the empire to form a new nation a short twenty years ago. Headed by an elected senate, trade and merchants are a cornerstone of Rondarrian society. Rondarr has advanced further then the Island States Alliance, but they are regarded by Hanterra as little more then an offshoot of an Island tribe. The military forces of Rondarr are separated into private teams managed by the Council, but the most well-known is the Knights of Rondarr, headed by the majestic Six Knights. Stonehold Castle On the eastern border of Rondarr, Stonehold Castle is the destination of many caravans before heading east to Hanterra or south to Augorland. Stonehold Castle is the frontier defensive line against Hanterra, but it is a generally open and accessible city. Gallione The capital of the Rondarr Federation. It is a seaport, and the Council and the Knights of Rondarr are based here. It is the center of commerce and diplomacy in the region. Island States Alliance The Island States Alliance, is a loose, decentralized group of islands to the west of the area known as Rondarr. During the Island Liberation War, they unified to repel the Hanterran Empire for the first time, and formed the Island Nations Alliance. Home to several different tribes of people, known as the Six Island Clans. The Kobold, Chang-ka humans, Lizard, Kulook elves and Wingly races all have representatives here. The government is very decentralized and confederated: The tribes are allies and help each other; they interact on a daily basis, but there is no central government to rule them all; the Kulook tribe governs Kulookan land, the Lizards govern Lizards, and et cetera. Bash-kal An island known for their strong warriors, Bash-kal contains two settlements, Chang-ka and Wingly, that co-exist, although not very happily. Each settlement secludes themselves from the other, and there is much distrust. The island was taken over early into the Hanterran invasion during the Island Liberation War. However, the commander chose to take the island peacefully, and so very little harm was done to the villages when the Hanterrans were driven out. Bal-Wah On the island of Bal-Wah exists a kobold village with colorful, often cat-shaped buildings, and inhabited with easygoing Bal-Kobolds who happily coexist with the humans on the island, even if they don't often venture into their settlement. The "North Cave" connects the kobold settlement to the human port. Hanterra Hanterra is the largest nation in the world of Destiny Star, not only by size but also by the vastness of its military and political power. Historically it is the oldest known nation in existence, officially created on the year 26 after Riou defeated the Agorianis Kingdom. Riou has been the head of state ever since with the aid of the mysterious Rune magic. Thus, Riou has been ruling Hanterra for a little over three and a half centuries, feared by many as "The Crimson Emperor," until the Island Liberation Wars, during which he was cast from his throne. Hanterran society is governed by a strict hierarchy, where those born in a certain rank generally stay in that rank for life. Pure Hanterrans, such as the aristocrats, are called "First Class Citizens," and enjoy a vast array of privileges not available to the rest. First Class Hanterrans always have blonde hair and blue eyes, due to strict marriage practices. "Second Class Citizens" are members of nations who have surrendered to the rule of Hanterra. Second Class Citizens generally enjoy similar privileges as First Class Citizens, but are only rarely members of the aristocracy. "Third Class Citizens" are members of nations who have resisted Hanterran rule, and are treated like slaves. Children of Third Class Citizen families are routinely sent to First Class households as servants. Another unofficial rank is that of "sub-human" which is used against non-human races. They perform various menial tasks and are considered to be disposable property. There are a few exceptions to the above ranks, such as the priests, who exist entirely outside the social structure, and the Howling Voice Guild, who choose their members based on skill rather than social rank. Szordria A citadel in the eastern edge of Hanterra that acts as frontier defense against Rondarr. This is the base of the Hanterran Defense Force, commonly called Sheild, a group of special op mercenaries. Set high up in the mountains, it is nearly impossible to attack head on. Little more than a military outpost, Szordria has more soldiers than citizens and more taverns than shops. Rouen Rouen is the capital of Hanterra. It is where the "Black Library" is located and where the bulk of Hanterran politics take place. The city is said to be extremely huge--one person described that it would take a horse-drawn wagon two days to get from one side of Rouen to the other side. Rouen is also the location of many academies, including the Grand Academy of Military Science and schools on arcane mastery. Augorland Augorland, also known as the Witch Queen Nation, is located on a continent south of the Island Nations. It is separated into regions by its main geographical feature, the Broken Sword River, which is used as the easiest method of traversing the Queendom. It is the second largest nation in Destiny Star. Over time, the Queendom developed several peculiar traits. Despite being ultimately ruled by a Witch Queen, the Parliament and its nobles grew quite powerful. The Endless Games, a fighting contest held to decide the husband for the next Queen, developed in the then capital, Shatterhand. The winner of the contest would, in addition to gaining the Princess' hand in marriage, would become the next Commander of the Queen's Knights. Soon nobles began to train gladiator slaves to fight for them in the Games, giving them the right to the spoils, without the need to fight. These gladiators were legally abused, and given no rights, trained their whole lives simply to fight for their noble masters. Through this method, nobles from the powerful Parliament factions were able to stay in power in Augorland. Even when the capital was moved to Sol-Augorland, the Games stayed in Shatterhand. Shatterhand This stronghold in the northwest corner of Augorland is rich in history, having once been the capital of the Queendom, hundreds of years ago. The castle and both sections of the city are completely surrounded (not to mention separated) by a moat, giving it a great natural protection against invading armies. Shatterhand's own Endless Games were arguably the most important events in the country, picking royalty and shifting power between factions every time a future queen needed a husband. The Games are tied so closely to the city (possibly because of the large arena), that they continued to stay in the city, even after the capital was moved to Sol-Augorland roughly 237. This gives whatever power reigning in Shatterhand a guaranteed sense of authority and importance, which nobody else can have. The city is divided into the old town, filled with the old residents and hardline supporters of the monarchist faction, and the new town, which houses the younger and more moderate populace. There are some tensions between the two groups. Raftfleet Aptly named, Raftfleet is a collection of small fishing ships that have banded together to form a 'fleet' of sorts - really more of a floating town, one that can move along the Broken Sword River as often as it wants, for any reason. Although not isolationists, the inhabitants of Raftfleet are a laid-back bunch, who don't care much for the internal squabbles of the Queendom. This brings contempt from hardline, militaristic factions. The flagship of Raftfleet is the Rhakshas, a large boat with a feirce-looking tiger on its bow. Raftfleet is led by Raja, the former commander of the Augorland Royal Navy, who protects the interests of Raftfleet with great cunning and wisdom. Share this post Link to post Share on other sites
Demondaze 0 Report post Posted January 14, 2007 Character Guidelines Character races:Your character is limited only by your own imagination. These characters are the Chosen Ones, the Destined. A blue Dragon in human guise would not be unbelievable. A vampire could very well find himself a Scion of the Stars. A unicorn, a gryphon, an Oni from the realm of Nibbelheim, or a talking sword are all fair game. As long as you do not choose to play as some sort of god, then I have no reason to disallow it. As a general rule of thumb, if you intend to play as anything other than a human, let me know at first, and we can work out the details together, instead of me just sending back your P-sheet and telling you to redo it. Furthermore, it has come to my attention that some people do not know what a Kobold or a Wingly is. Thus, the descriptions for the two are below. Kobold: A race of dog-like humanoids, the Kobold are a playful, inquisitive and loyal people. Most Kobold are warriors, living at one with nature and rarely venturing outside the borders of their own strange towns. Those who do are often met with a sense of wonder. The Highland Kobold, who live in the mountains in and around Hanterra and Rondarr, usually have long, shaggy hair and long tails. The Island Kobold, however, are known for their short hair and stubby tails. Both clans find little acceptance outside their own borders, and even less in Hanterra. Wingly: There are three distinct clans of Wingly, all of which are native to Augorland. The Dove clan are known to be especially small, standing at just barely two feet in height and weighing just a little over fifteen pounds. Their wings are snow white, and they are better known for their works of art and magical prowess than they are for physical achievements. Next are the brave, proud Eagle clan. At nearly three feet and forty five pounds on average, the Eagle warriors are the largest of the Wingly clans. Last are the shadowy Ravens, the most balanced of the clans. Neither especially diminutive or large, they are the mysterious, shadowy side to the Wingly race. Character name:Character name is another thing I do not limit at all. As a general guide-line, Augorland names tend to be Greco-roman, Hanterran names are often English, Island State names are Hawaiian, and Rondarran names are most commonly Germanic. A useful trick I use is just changing the spelling of a common name. Joey becomes Jowy, Chris becomes Krihss, Paul becomes Pohl. Another useful trick is to ignore the guidelines and make it up as you go. Weapons:Weapons are very important in Destiny Star. Weapons often have histories all their own, and have existed in one family or another for generations. As a result, a person's weapon is taken very seriously, and should one break or get lost, it is not uncommon for the warrior to over-react or go on long, pointless quests to get their weapon repaired. As a result, weapons often have names and even personalities all their own. In addition, weapons can be as huge and unwieldy as you like, as long as you consider the ramifications. How could Sephiroth not have hit innocent by-standers on a crowded street, for instance. Think these sort of thing's out before making up your mind. Equipment:Clothes make the man. Everything your character wears or carries goes here. This includes armor, shields, earrings, and the like. Have fun with it. As long as it mostly fits the period, I don't really care. So if your character wears a fur-lined, urban camo jacket and a pair of gauntlets, more power to you! Anything extremely high-tech is automatically out. This does include cell-phones, Ipods, lap-tops and the like. Sorry. Special abilities:Things like the Dragoon's jump ability of FF fame are okay. Cloud's Climhazzard is not. Similarly, it is okay to set your enemies on fire with a fire-ball. It is not okay to summon the dread dragon Niddhogg from the nineteenth level of hell to devour your enemies for you. Summoning may be allowed, provided you contact me and we work out the specifics. Otherwise, use common sense. Insta-killing is out of the question, without my consent. The Destined are powerful, but they are not gods. Background:I have just one thing to say: use some creativity here. How many orphaned, hard-edged wandering mercenaries does one story need, after all? Interesting and little seen concepts:- Warrior Priest - a holy man prepared to kick rear for the lord! - A Talking Sword - The sword is the character, and the swordsman the annoying sidekick. - Circus Performers - a clown, a strongman, a knife thrower, a fortune teller, whatever you want. - Mythical Creatures - Gryphons, Unicorns, Sphinx, Harpies, Manticore; something intelligent but inhuman. - Kobold Pirate - A German Shepard Jack Sparrow! - A Weakling - a lowly foot soldier who gets bossed around and makes mistakes - Zorro - A vigilante outlaw who hunts other outlaws. And last but not least...Have fun! If you don't what's the point? Share this post Link to post Share on other sites
Satiel 0 Report post Posted January 14, 2007 I sent in my profile sheet. What now? Share this post Link to post Share on other sites
madanchi 18 Report post Posted March 5, 2011 Hi welcome to rmxpu! Share this post Link to post Share on other sites