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[Other FULL] Final Fantasy: Alternate [M][OOC]

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Posts
11
Years

Final Fantasy: Alternate
The world of Midiri is fantastical, full of magic and monsters and is keeping hidden within it many secrets. It is a land of wonders, inhabited by many different races, with much to explore and experience.

Midiri is far from paradise though. Separated by a river, the northern nation of Othon and the southern nation of Kestria have a long history of war and violence between them. For many years now, tensions have been on the rise between the countries again. In a last ditch effort to prevent open warfare between the two powerful countries, the smaller nation of Ascana in the east is hosting the leaders of both for peace negotiations.

You may not expect it, but soon you will be caught up in a dispute between superpowers and the fate of Midiri may well rest in your hands.

Nations of Midiri

Othon
Othon is a large, very powerful and ecologically diverse country with a bloody history. Originally there was no formal nation here, only numerous warring tribal groups constantly fighting among themselves. However, under the leadership of Sidriel Othon, now a folk hero, the Othon tribe eventually conquered and united the other tribes and a nation was born.

Now a true threat to the Kestrians in the south, it didn't take long for Othon to seek expansion, to bring the Kestrians under their control. Many wars followed as the Othonese found themselves perpetually in a stalemate.

Kestria
Kestria was originally an oligarchy led by the Church of Shermos. The Church still plays a central role in governing Kestria, but has since slackened its control of the nation. Now Kestria is ruled by a council of seven elders, three of whom are always Priests of Shermos.

It was this history of religious dominance that Othon used to justify its wars. However, nothing could ever justify the horror that Zophiel Othon unleashed in what became known as the Calamity War. Zophiel's attack left Kestria permanently corrupted. Eastern Kestria is covered in vibrant meadows and grasslands but the west is a grey wasteland, plagued by contaminating mana and in the centre is a swirling vortex of darkness known as the Void Hole, constantly spawning monsters.

The corruption caused by the Void Hole is slowly spreading, held at bay by the Priests of Shermos. Much of the tension between Othon and Kestria right now is because Othon will not help provide resources and relief from the Corruption.

Ascana
Ascana is a small nation to the east of Othon and Kestria. They have tended to keep to themselves and have historically stayed out of the conflicts between the larger nations. Much of Ascana is covered in desert, but unlike the desert in Othon, Ascana is still considered a beautiful place. This is largely because of its impressive architecture, the enormous waterfalls that flow from its partially floating capital and the enormous Spectrite formation in its north.

Ascana lacks access to many resources, but the island nation has access to vast quantities of a glowing, magic mineral called Spectrite which possesses many useful qualities.

Races

While you are welcome to play as just about any race that is common to the Final Fantasy series, or create your own, there are five primary races found in Midiri. Those races are as follows:

Human
Humans are the most populous race in Midiri and are, for all intents and purposes, much the same as humans are in any other fantasy media. Humans are the more middling race having no particularly strong proclivity to any one ability, although outliers exist.

Bestial
Bestials come in a great many different appearances depending on the environment they live in. They are generally somewhat larger than humans, averaging about 8ft in height and are essentially anthropomorphic beasts. They rarely have much magical ability but tend to be a lot more physically powerful than the other races. They also inherit the gifts of the animal they resemble. They are more common in Othon than anywhere else.

Sylvan
Sylvans are elf or fae-like humanoids. They are slightly shorter than humans on average, usually being 4'8"-5'2" in height range with some outliers being a bit more on either end. They are typically thin in stature with large eye, angular features and pointed ears. The sylvan are usually physically weaker than the other races, Moogles excluded, but are the most inclined toward magic abilities. They make up over half the population of Ascana but are less common in the larger countries.

Demi-Human
Demi-Human is more a broad category than a specific race. There are two varieties of demi-human, part-bestial and part-sylvan. Part-bestial demi-humans will usually have more animalistic ears and sprout tails and also frequently have claws or unusual eyes. They have the same height range as humans. Part-sylvans are usually very hard to distinguish from humans but tend to be short for a human and have slightly elven features. The abilities of a demi-human usually sit somewhere between human and their other ancestral race.

Moogle

It wouldn't be Final Fantasy without Moogles. Moogles are a race of small, somewhat feline creatures. They are covered in light-coloured fur and have large ears that resemble a hybrid between the ears of a rabbit and a cat. They are characterised by their bat-like wings and the fluffy pompom or antenna that is always present over their heads.

Moogles are, on average, more intelligent than other races, although not usually dramatically so. They are however naturally inclined to be cunning and ingenuitive. This comes in handy since they are the smallest and physically weakest of races with only an average inclination to spellwork. Moogles are fairly common everywhere, but are particularly numerous in Kestria.

How it Works

FF:A is a semi-sandbox, chapter-based RP. There is a prominent storyline to be involved in throughout the course of the RP that will often be at the forefront of things, however you are also free to explore each location as you see fit as well and explore personal storylines. In fact, you will be able to influence how the plot actually plays out based on personal arcs you explore.

This RP is focused around a small group who will end up traveling together for the most part. This means that things will be extremely interaction heavy with a lot of focus on characters. Each character in the group will also fit a specific combat niche in the group. There is a predefined list of these roles and while as we progress it will be possible to develop abilities outside your original role, it is important to keep this in mind. Because of these factors, it is extremely important that you are reliable and communicative if you participate.

This is an original setting, but I want to make an effort to keep the FF feeling and aesthetics alive, so be mindful of that also.

Money
The currency in Midiri is the standard Final Fantasy Gil. This is important to remember because there is a money system in play. Defeating enemies, theft and completing jobs for people are all ways to increase your Gil. Gil can be used to purchase new equipment for your character which can make them more powerful or help them learn new abilities.

The amount of Gil you gain, outside of jobs with set payouts, is RNGd. You can start with up to 1000 Gil, depending on your background.

Spells and Skills
Magic and skills are fairly similar in FF, seeing as they are both special effects that require mana to use. For the purposes of this RP, they are generally considered to be more or less the same thing. A loose distinction would be that magic is generally metaphysical while skills are totally physical in nature, but this isn't always an explicit difference.

You are welcome to come up with spells and skills of your own, but you are also encouraged to, if not outright use canon FF abilities, take cues from them. Everyone begins with access to up to four spells/skills but this number can be increased if you show your character learning these new abilities.

One method of gaining new spells or skills is through an item called a Memory Sphere; Spectrite orbs enchanted with the memories of someone, often memories of an instructional nature.

Roles

Warrior
A jack-of-all trades physical attacker who is capable of a lot, but not as good at specific tasks as other roles.

Knight
Not necessarily an actual knight, but a physical fighter who is strong and tanky at the expense of agility and speed.

Dragoon
Dragoons are highly agile and acrobatic, although not necessarily super fast. They tend to specialise in weapons like polearms and spears than can be used up-close or thrown.

Ranger
A fighter with a good aim who specializes in physical ranged attacks like with a bow or thrown weapon.

Thief/Rogue
Thieves are rarely powerful but are very agile, fast and sneaky which can help them get the drop on someone or collect information.

Black Mage
A mage who specialises in offensive magic that hurts or enfeebles the enemy.

White Mage
A mage who specialises in defensive magic or magic that buffs themselves and others.

Blue Mage
A weird type of mage who is focused on mimicking the abilities of others. I won't lie, this is here because I want it.

Spellblade
Spellblades are not your traditional mage. They prefer close combat and will channel spells through their weaponry.

Summoner
Summoners call forth Aeons, powerful magical beings, to fight on their behalf. They usually dabble in the early stages of white magic for buffing their Aeons. An aeon requires ten spirits to create. Spirits can be collected throughout the RP.

Technology

Technology in Midiri is more or less equivalent to what you'd see in earlier Final Fantasy titles like VI or IX. Essentially, technology is generally medieval or renaissance with the general understanding of science and the world being geared more to the latter.

That being said, there are areas of much greater scientific progress. These areas are generally more steampunk in nature with simple machinery being powered by steam being present. In other places, technology is influenced by magic which can create technology of a more advanced nature. The overall general scope and aesthetic though remains medieval/renaissance with a little fantasy and steampunk flair.

Transportation
As a side note, horses aren't really a thing and technology hasn't hit cars yet. So if you want to get from point A to point B, then chances are you either walked there or you rode on, or in a cart pulled by, Chocobos or Gargants (google them if you don't know).


Long distance travel and freighting can also be accomplished by sea on ships or through the air is spectrite powered airships. Both look pretty similar but the latter tends to have canvas wings instead of sails.

Sign-Up Sheet

Name: Choose something that wouldn't feel out of place in a FF game. No, not Cid.
Age:
Gender:
Race:
Role:

Appearance:

Personality:

Backstory: It doesn't have to be super in-depth, but it should give me any important details.

Spells/Skills: Feel free to be creative with how these are applied.

Rules

1. All PC/RPT rules apply.
2. GM word is law.
3. Rated M but no need to go too wild with it.
4. Communication and activity are mandatory.
5. So is fun.

Players

I'm going to keep this fairly small since we're talking about a group that will be spending a lot of time travelling together and JPing. So there are five slots, one of which I'm taking. That being said, I can be persuaded into opening additional spots if there's enough really interesting characters. I'll be choosing the group of characters I feel works best together at the end of about a week.

gimmepie as Ekha Pellere
Magnificent Magilou as Azure
PastelPhoenix as Vidar Highwind
Juno as Lumi
Cyaloom as Rayen Blackthorn
Godzil as Cho
Sephear as Adair McGiula
 
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25,507
Posts
11
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Location Information
Below is the map we are using to represent Midiri. Othon is the kingdom north of the large river on the western continent, Kestria is to the south of it. Ascana is the smaller landmass to the east.

Spoiler:

A few locations have been added to the list to start with, and the list will get gradually filled out as we travel to new places. A perk of this, is that if you decide to select a place on the map to be an important part of your backstory and it isn't yet explained in the information below, you get the pleasure of developing it yourself.

Please note that the map image should be considered a condensed version of Midiri. The distances between the landmarks are much larger than they appear as are the cities, especially if represented on the map only by a single landmark. Smaller settlements may not appear on the map at all.

Othon

Zholal
Zholal is the Othonese capital, located in the northern tundras the entire city is one enormous, grand palace, hence it is also often called the City Castle. Zholal towers over the landscape, larger than everything else in Midiri bar mountains and cuts an imposing figure with its plethora of blue metal spires.

Inside, Zholal is grand in appearance. It is divided into various districts, divided based on purpose. Each dwelling or business is essentially a huge room in an even huger castle, most with several rooms of their own within.

Titan Shrooms
Located on the edge of the eastern coast of Othon, Titan Shrooms is a section of forest created entirely out of mushrooms, many of which tower larger than most buildings. The area is infested with insectoid monsters who feed on the nutritious mushrooms… and those stupid enough to wander here.

The Sprawl
The Sprawl is a vast tent city located in the Othon Desert's west. It is a conglomerate of many different cultures and by its nature is constantly shifting in layout and sometimes even location. It is not a very wealthy place and can sometimes be dangerous, but it is known for its abundance of merchants and for the very lively atmosphere.

Kestria

Alora
Alora is the capital of Kestira, located in the central south-west. It is surrounded by forests and vibrant green fields, and represents a much more typical fantasy city. The north of the city is more upper class, home to the large grand dwellings of the wealthy, art galleries and extravagant churches. The south is humbler, being home to the homes of tradesmen and farmers and simple markets.

The Void Hole
An enormous swirling vortex of darkness. Nobody knows where it leads to, but great amounts of mana are concentrated here and it spreads a horrible magical corruption across the landscape. Terrible monsters are frequently spawned from its depths, so it is likely some other world exists on the other side.

Ascana

Estryn
Estryn is a large city of grand gold buildings and beautiful architecture and serves as the capital of Ascana. Thanks to the power of spectrite, much of the city floats above the landscape below with the tallest of its buildings being surrounded at their apexes by clouds.Stunning waterfalls add to the appeal of the city, flowing down into the oceans below. This is where the RP starts.

The Pillars of Divinity
The Pillars of Divinity are enormous, mountainous formations of crystal spectrite and the source of most of Ascana's wealth and power. They glow faintly and at night can be seen all the way from Estryn in the south.
 
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865
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13
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  • Age 38
  • Seen Feb 24, 2024


Azure
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--=-- ?? =--= Female =--= Thief =--= Human --=--

Appearance

Azure stands at a petite height of 5'2". She sports a thin body build and though she doesn't appear to be very strong, she is not so brittle that she would break and does have a bit of tone to her. Azure has flowing, long, white hair that easily cascades down to her lower back. More often than not however, she tends to keep it pulled up into a rather ornate updo. Her fair skin complexion is offset by her pale, blue eyes. Her stature combined with her softer facial features make her appear as if she's around her late teens to early twenties.

In terms of clothing, Azure prefers to dress as lightly as possible. Although this leaves little to the imagination, it allows her to move more freely and stay quicker on her feet, as opposed to being weighted down by heavy armor or layers. A pair of black shorts usually adorns her hips, held in place by a large, pale, tan belt wrapped around her waist. Azure wears a matching black top to cover her breasts, but chooses to leave her torso exposed. A pair of baby blue, thigh-high stockings adorn her feet, with knee-length brown boots over top of those. A cloak of similar color rests over her shoulders. It is sleeveless and quite long in length, going all the way down to a bit past her knees. Azure decorates her hair with a flower worn in the left side, with two red hair ties as well.


Personality

Azure is a very optimistic girl who is rarely seen without a smile on her face or a spring in her step. She tries her best to always look on the brighter side of things, offering words of encouragement or a silly (and often terrible) joke whenever she can to try and lighten up the situation. A determined individual, Azure can be headstrong at times, often feeling that giving up is worse than an outright defeat. A very easy going girl, there tends to be very little that seems to ever grate the girl's nerves or upset her.

Azure is a curious girl at heart. She loves to try and learn more about the world around her, solving various mysteries about how and why things work the way they do, as well as trying to learn more about the past in the process. Azure can come off as a bit of an airhead at times. She is prone to daydream and let her mind wander off when thinking about various things, often letting her imagination get the better of her at times. She is prone to speaking of weird things, often seeming as if she is in a dreamy state or seeing things in a completely different light.


Backstory

Azure has resided within the Sprawl for as long as she can remember. She was found wandering the tent city at a young age, with no recollection of her past before that point, or even her real name or age. The girl would have most likely die from starvation and the elements had she not been taken in by Talon, the leader of a renown group of thieves dwelling within the Sprawl known as the Crimson Zuu. Despite their shady natures and rather unsavory acts, the group of thieves looked upon each other as a family. All of them came from various backgrounds and walks of life, each having traversed their own series of ups and downs, yet they still treat with respect and a general sense of camaraderie.

The girl was brought up no differently. Even at a younger age, she was taught the way of the thieves' guild. She looked up to Talon as some sort of a fatherly figure, but the man truly gave her no special treatment, other than the fact that he was the one who took it upon himself to give the young child the name of Azure. Even during her early years of training, Azure quickly developed her skills as a thief with ease. It was almost to the point that many would figure that the art of stealing was some sort of second nature to the girl, and in some regards they wouldn't be wrong either. However, stealing wasn't all she needed to learn to be able to survive in the harshness of the world. Azure was also taught the art of combat and self-defense. Oddly enough, the girl seemed to be apt for sword fighting, in particular when armed with a rapier as opposed to a cutlass or basic broad sword. Thankfully, Talon himself had at the very least the basic knowledge of handling the slender blades and was able to teach the girl how to wield one properly and more efficiently than she most likely would have on her own.

As Azure aged, she began to slowly work her way up through the ranks of the Crimson Zuu. Before long, she was regarded as one of the more higher ranking members and while there were always a few who thought that this sort of power was bestowed upon her due to her upbringing via Talon, most within the organization knew that it nothing to do with that and was more of a testament to her own hard work and determination. As time passed within the guild, she truly developed a love of the art of thievery. Naturally, the girl had an appreciation of Gil and the finer things such as rare jewels and valuable weaponry and armor. However one thing that stuck out for her more than her other allies and family within the Crimson Zuu was that of her appreciation of Memory Spheres. Whenever the girl happened to come upon on, whether seeing it sold via a merchant or in the possession of some unsuspecting traveler, the girl would and to this day still does, put an emphasis on acquiring one above all other objectives. While this does put Talon and herself often at odds, there is a sense of understanding between the two. While Azure is appreciative of all that the master thief and his organization has done for her, Azure longs to finally discover her lost memories and piece together just who she was before she became Azure in the first place.


Spells And Skills

Steal - A bit self explanatory, but Azure uses her stealth and agility to attempt to loot an opponent or target of their goods. While this can be used to alieviate her opponents of their hard-earned or ill-gotten Gil, Azure can also use this skill to walk away with other goods such as Potions and Ethers, Antidotes, or even pieces of valuable equipment.

Detect - Using a keen-eye and careful observation, Azure is able to see what sort of items and cash a potential target might be carrying. After all, there's no point in being a master thief if all you're going to walk away with is garbage.

Flee - A skill used to create a crafty retreat. Azure unleashes a flash of light and loud noise to distract her opponents. Using the confusion of the moment, the white-haired girl, as well as any nearby allies, are capable of making their escape when simply making a run for it isn't an option.

Gil Toss - Azure tosses a handful of Gil at an unsuspecting opponent. Why Gil? The girl can use it as a distraction to help her or her allies escape from a dangerous situation, or in a more likely situation, she can use the hard, metal coins to inflict some surprising damage on those foes when normal swordplay isn't an option.


 
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25,507
Posts
11
Years
Ekha Pellere
Human | Male | 18 | Blue Mage

Appearance

Ekha is fairly average in height, standing at about 5'8" and has a lithe and athletic, but not very beefy build. He has tanned skin, made tanner by endless hours spent out in the sun and unkempt sandy blonde hair. Ekha's eyes are a distinct and vivid green.

For his attire, Ekha typically dons a grey-brown shirt with mid-length sleeves and a half-turtleneck and loose slacks in a somewhat darker shade that tuck into his high-necked and open toed shoes. Over this he wears a thin, sandy-coloured vest bound by a brown and red sash. From this hangs a large, conspicuous bottle.

















Personality

Ekha has a friendly and lively personality. He prefers to see the best in people and isn't quick to pass judgement. After all, everyone is the hero in their own story with their own reasons. This can cause people to get the impression he's an eternal optimist, but it's more his own off-brand version of realism. He knows that the world is often harsh, but he's also aware that it's full of wonder. It's just impractical to waste time worrying about things that are out of your control, it's better to just accept your situation and make the best of it.

Of course, this philosophy can become problematic when he finds himself in the face of something he can't ignore or accept. In this case he can become erratic, conflicted and downright negative as these moments shake his worldview to their core.

Sometimes, doubts creep in on Ekha's mind. He's a wanderer by nature, compelled to explore the world and experience as much of it and its people and cultures as he can. However, he lacks direction and sometimes finds himself questioning what he's doing. It's in his moments of crisis that these doubts surface to the forefront.

Backstory

Ekha grew up in the sprawl as a part of one of the many merchant families. He is the second oldest of four children with a deceased older brother and a much younger brother and sister.

Growing up, Ekha had always been told that he would help with the family business when he was older, but he never really believed it. He had always dreamed of exploring and seeing the world. It was true that The Sprawl was a lively place to live, but Ekha saw past that and new that while this was true, it was also stagnant and the community there was always set in their ways and seemed determined never to progress in any way.

Unfortunately, Ekha's dreams were dashed when he accidentally lead a monster into the Sprawl from the desert beyond. He and his brother fought it off, but his brother suffered a poisonous wound that eventually killed him. After that, Ekha's life got rougher. He not only had to process the guilt for his brother's death, but he was forced to fill his shoes and his ambitions were quickly squashed. His parent's held his brother's death over his head to keep him on the course they wanted him on.

Eventually, Ekha couldn't take it any more. A little over a year ago he snapped, argued fiercely with his parents and ran off to see the world. He has been on the road ever since, never settling down anywhere and paying little attention to the idea of going back to the Sprawl.

Spells/Skills

As a Blue Mage, Ekha's skillset is based on using the abilities of monsters and other enemies, converting them to spells. In the case of Ekha, he does this by capturing this in his Djinn Bottle, an enchanted artefact that can capture just about anything that isn't physical matter. He can then replicate that spell by injecting his own mana into the bottle.

1. Capture: Ekha attempts to catch an enemies attack or spell in his Djinn Bottle. If it is successful, he can then increase its quantity by pushing his own mana into the bottle and then release that spell from the bottle indefinitely.
2. Aero: Releases a damaging gale of wind magic.
3. Aqua Breath: Releases a torrent of water from the bottle.
4. White Wind: A magical wind that is laced with healing energy. It affects Ekha and his allies but its effectiveness is based on Ekha's own potential vitality.

 
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PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022

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Vidar Highwind || Human Dragoon || 22 || ♂️​




Appearance:
Tall and slender, Vidar stands at an even 6 feet tall and built for acrobatics. His hair is long, auburn in color, and curls at the end. He usually keeps his hair tied behind him, out of the way and out of mind. While he's normally fairly pale, he usually sports a light tan due to his time outside and out of his armor. His facial features are overall young and full, with somewhat-thin lips and a roman-style nose. His eyes are soft and kind usually, without seeing him in action most would find his out of armor appearance relatively non-intimidating.

Not from money of any kind and with no real interest in fashion, Vidar usually just sticks to earthen-tone, loose, long-sleeved shirts with a loose collar. He usually sticks to his light-gray pants and keeps his most important items (including Gil pouch) on his belt, while everything else is in a small knapsack. He's also often seen carrying a large canvas bag with his armor when he can't secure transport to his next location.

His dark-gray armor has been modified and repaired so often it is almost unidentifiable as Othonese armor. His helmet leaves his mouth and chin exposed (in true Dragoon fashion), but the horns originally part of the helmet helmet have been cut down to nubs. His breastplate at this point is a mismatch of repair jobs and buffed scratches, and the patches often do not entirely match in color. He wears a red sash around his waist, helping to bind his armor a little more to him and the end of which trails a little behind him. His gauntlets and boots possess small wing-like protrustions (on his upper forearms and right above the ankles). One of his pauldrons is missing entirely

Personality:
Vidar is a good spirited man with a strong protective instinct. Growing up as one of the few protectors of his village has given him a drive to end the suffering caused by monsters where he can. His time spent wandering Kestria has led him to enjoy the sense of freedom that comes with wandering, as well as the rush that comes from acting the role of hero. Despite this, he has no trouble being patient when the time calls for it. Fighting monsters is a patient man's game, and rushing headfirst into battle is a sure way to get hurt. He's fond of stories, and easily impressed by nature, cities, magic... really anything he wouldn't see in his own village.

He is, however, naive and trusting. His view of the good in the world is skewed by small villages under threat of monsters, much like his home, and unexposed to the more corrupt or the crime in big cities. He can be both very stingy with money, and somewhat paradoxically too quick to give it away to someone who he feels needs it more than him. While he is quick to the catch, his experiences are very limited and relatively little exposure to the outside world leaves him uninformed about Othon and Ascana, the former possibly intentional by his Father. There's a small, but growing curiosity about Othon, and just what Dazda Highwind was leaving behind.

His primary interests involve arms and armor, monster habits and anatomy (and specifically strategies for dealing with them), cooking (curious about the edibility of monsters, yet also unsure if it is a good idea and how people will react to him asking), and the flute.

Backstory:
25 years ago, Vidar's father was just another soldier in the Othonese conquests before cutting all ties with Othon and running to Kestria. Vidar never found the exact reason that caused his father to abandon his people for the enemy, but it earned his father the title of deserter and the scorn of the Othonese. Knowing he would never be trusted in any Kestrian village close to the border, Dazda Highwind left for a town he felt he would be able to hide in; a small village near the lands corrupted by the Void Hole by the name of Emberbell. Not long after, Dazda Highwind found himself unexpectedly married and ready to settle down.

Vidar was born in Emberbell and for most of his life was sure he'd never leave. Trained by his father early on in fighting with the halberd, Vidar quickly grew into a capable fighter in his own right. While never able to best his father he was more than enough for the small threats that wandered into the village from the corrupted lands. When there was no fighting or training to be done he usually took to doing odd jobs around the village to keep busy.

He was 17 when his father fell ill and became bedridden after just a week. Vidar spent months taking up his father's jobs in the village while watching Dazda wither away. His father never spoke of why he left Othon, nor was Vidar able to ever best him in sparring. Dazda passed after a year of extended illness, leaving one last request for Vidar to see Kestria beyond Emberbell. Not longer after the funeral, Vidar left Emberbell with his father's armor and halberd to fulfill his father's last wish, and maybe bring a bit more peace to villages like his.

After a few years of wandering he got news of the peace conference in Ascana. Although he had no real reason to go, he set off for the small nation to maybe catch a glimpse of what he father ran from.

Spells/Skills:
Jump - With a running start and vaulting off his halberd, Vidar vaults high in the air to deliver a powerful downward stab with his halberd.

Lancet - A precise and sudden jab generating power from the whole body. Enemies feel weakened from the precise hit, while the explosive energy of the attack gives the Dragoon a second wind.

Leg Sweep - Suddenly swinging for the legs, Vidar seeks to knock his opponent off balance or onto the ground.

Arm's Length - Taking advantage of his halberds reach, Vidar takes a defensive stance and looks to parry any attempts to close the gap or force him back.​


 
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4,683
Posts
10
Years
  • Age 29
  • Seen Mar 22, 2024
16 ★ Female ★ Moogle ★ Black Mage


Lumi stands at about 2'6" excluding her ears and pompom. Her fur is a creamy, off-white shade, and her leathery wings and pompom are both a reddish hue. She wears a lot of matching outfits that are the same color from head to toe, typically a pastel color of some sort.

PERSONALITY

Lumi is mischievous and a bit of a trickster, but never intentionally malicious. She likes to play pranks on those around her, usually involving magic, which can get her into a bit of trouble when encountering those who can't take a joke well. Perhaps due to the fact that Moogles are a longer living species and therefore mature slower, Lumi is still quite childish; this could also be because she has been quite spoiled by her adoring adoptive grandfather and sister.

Lumi has above-average intelligence as well as a natural gift in the arcane arts, which aids her study of magic and spells. Her cleverness is a bit of a pitfall for her at times though, as she believes in herself a bit too much and acts recklessly in situations where she may be in over her head. She is clever, but not brilliant, something she has yet to understand.

Socially, Lumi attaches herself to people quickly and is loyal to those she considers close friends and family. Because of her upbringing, she greatly values relationships formed through bonding and interactions, rather than through blood or heritage. While she believes in her own abilities very much, she appreciates the companionship of others, even if they may not be "useful" to her. She gets lonely very quickly and does not like being by herself.

At the heart of it all, she is just someone who does not take life too seriously, which manifests in her playing potentially dangerous pranks on people who may be more cautious than her, taking risks in the face of threats and occasionally thinking herself above the law and authorities.

BACKSTORY

Lumi does not know her real family, and while it was never explicitly stated to her, she had always known that her adoptive family was, well, adoptive. Not that it took a genius to notice this—the only family Lumi has known her entire life is Mercer Bastille, a stoic but kind human alchemist and merchant who raised the Moogle as his own, and his biological granddaughter, Clara. Not being related to the Bastilles has never presented a problem for the small family, and as a result, Lumi has never felt the need to ask about or find her "real" family.

Mercer is a quiet man who does not like to share more than he feels he needs to, even with his closest and dearest granddaughters; he does not talk about Clara's parents, nor does he talk about where he found Lumi. Lumi has always had the suspicion that the old man has suffered through more than he lets on, but does not bug him about his past out of respect for him. Clara is the same age as Lumi, but primarily takes on the "big sister" role in their relationship. The more mature and contemplative one, Clara is often the one to hold Lumi back from her impulsive decisions, or at least try to.

The Bastilles are not extravagantly rich, but they live comfortably in the heart of Alora. Mercer is a hardworking man, and his potions business has kept food on the table and a roof over their heads for as long as the girls can remember. Clara takes after her grandfather and has a knack for alchemy, but Lumi finds the craft quite boring, taking up an interest in spellcasting, more specifically Black Magic, instead.

In their spare time, Lumi and Clara like to explore the vibrant outskirts of Alora. They had been doing this since a young age, much to Mercer's dismay in the beginning. Having to work most of the day, though, he often could not stop them from sneaking off on adventures together. One time, they stumbled upon a mage's home deep within the forest. Lumi brazenly approached the strange house while Clara protested, but the Moogle's boldness was rewarded, as the mage turned out to be a kind, little old lady named Ezra, who invited them into her home. They were shown many weird and wonderful things and learned a lot, but most invaluably, Ezra would teach them about the magicks, and show them how to cast various spells, and the girls would return to the strange house frequently to learn more.

While Clara picked up a handful of spells as well, mostly ones related to healing and salve-making, it was apparent Lumi was the more gifted spellcaster, able to learn and cast spells much quicker than her sister could. It was these lessons with Ezra in the woods that made her crave more magical knowledge, and prompted her to set off on a journey around Midiri in the hopes of learning more.

SPELLS/SKILLS

Lumi does not have a staff or weapon yet, but she can cast spells without the use of one, just rather weakly. She uses these spells regularly for fun with no real intent to harm, as she has not had the need for

Thunder: A small jolt of lightning is conjured and shot through a target.

Blizzard: Conjures a storm within a small radius where the target is pelted with bits of hail. Can be used to freeze small amounts of water.

Water: Conjures a wave of water that rushes towards target(s).

Fira: Intermediate fire magic. Conjures flames to engulf target(s), or can be thrown at a target. Lumi is able to control the size of her flames within her power, ie. she can still cast minor fire magic.

 
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Eleanor

Princess Era 🎀
6,562
Posts
7
Years
Currently working on a Ranger! This time I'm sure I can finish her before the deadline!
(I'm just motivating myself hahahahahaha)
 
1,660
Posts
13
Years
Not many tanks or healers, eh? Thinking of playing a white mage. Is it okay to be a Bestial? Something tough, with healing skills?
 

Eleanor

Princess Era 🎀
6,562
Posts
7
Years

Rayen Blackthorn
26 years old // ♀ // Ranger // Demi-human (part bestial: european hornet)
Appearance:
Rayen stands at about 5'8'' and is fairly well-built for human standards (but is not as strong as some other demi-humans she knows). Her dark red hair is usually styled in a somewhat messy bob cut that lines a heart-shaped face, with a small nose and a sharp jawline. Previous fights and injuries left her with a few small scars around her body, the most noticeable one is a cut on her left forearm.
However, it's safe to say that Rayen is most recognizable because of her demi-human features.

First, her brown, arched, about 6 inches long antennas on her forehead, which usually point outward and act as additional sensory organs for things such as chemicals, humidity, or even mana. When they're not needed, Rayen can conceal her antennas in her hair, often helping herself with a hat, but this strategy is not foolproof.
Second, her peculiar eyes: while still looking identical to those of humans in shape and size, they're bright red - and this includes even the white of the eye. While they grant her an above average eyesight, they give Rayen's demi-human nature away for good, and are almost impossible to hide.
There are other minor details, such as an unusually thin waist with what look like black stripes on her skin and a somewhat raspy voice, that almost surely come from her bestial ancestry. After all, her family has tried to preserve and pass down their heritage for the most part, well aware of the advantages it could bring.

For the longest time, Rayen has never worried about her outfits, as long as they'd work well when she was hunting. This implied earth tones clothing, various kinds of boots, and most notably, a large amount of bags and utensils she could quickly grab from her duty belt. During her stay near the western border, she usually could be seen wearing her standard armor set, given to her when she enrolled in the Kestrian armies.

After all, Rayen is much more keen on her weapons of choice. The first one is a small dagger that she carries with her at all times, usually in a sheath attached to her belt, but is only taken out as a last resort.
The second one, and the one she's most proficient with, is a bow. Now, Rayen has owned or borrowed different bows and crossbows, some of which she still keeps in her house, but the one she uses the most is a hunting shortbow, which is more practical to carry around.
Those weapons are paired with various accessories such as arm-guards, quivers, and gloves. Rayen can also add a gil pouch, a canteen, and a beret hat. Either this or something like a hood can also help her with concealing her antennas, as once the hat keeps them folded down they can be somewhat covered by her hair. Rayen has tried hair clips to hold her antennas in place, too, but with underwhelming results.

As suggested by a friend, Rayen has actually spent some time planning out her outfits for her journey to Ascana. After all, she wouldn't want to look out of place in such an important occasion! Her basic outfit for the journey will therefore include a green, padded cropped jacket over a white blouse. She's also opted for a pair of black shorts, held in place by her usual duty belt, and a pair of lace-up, almost knee-high, leather boots. An additional strap around her right thigh gives more space to attach other items and pouches.

Personality:
The Blackthorn family is quite tight-knit, and is known for their remarkable teamwork when fighting. Rayen herself is, in fact, always loyal and honest towards her family, even when she disagrees with them, and takes pride in her heritage and demi-human abilities.
Such traits haven't always been helpful, however, especially when it comes to interactions with "pure blood" humans, so to speak. While most children, and sometimes even adults, would treat her nicely or even find her looks somewhat charming, she was frowned upon and thought to be quite suspicious by the majority of people. This has lead her to having a somewhat low self-esteem, to seek approval and recognition from others very often, and to develop internal conflict. Now, however, Rayen is sure of one thing: she'd never disown her ancestry just to please others.

The Blackthorns' job, for lack of a better term, also contributed to Rayen's personality. When she was younger, her family's little income came from day jobs and treasure hunting: they had to be careful not to be exploited, and try to get the best possible reward for their efforts.
For all of the demi-human families living this way, this had to be achieved by any means necessary, including blackmail and theft - all things that eventually gave them a bad reputation. Rayen, somewhat aware of this, would therefore prefer manipulating people with embellished mission reports, straight up lies, or simply by looking like an innocent, good girl. This plan worked for the most part, fueling her desire for others' approval even further, while turning her into an habitual liar with passable acting skills to boot. It really acted as a double-edged sword.
Not to mention, her family needed to travel quite a lot, making it hard for Rayen to keep in touch with her friends. The only exceptions were her older sister, and a few other demi-humans who would also prefer this kind of lifestyle.

Overall, Rayen is now a quite curious, easy-going young woman, who is good at starting conversation but is not quite able to keep them going. She's actually kind of a tomboy in the eyes of most humans, due to her appearance and occupation, but this doesn't bother her too much - and is actually understandable, given her family traditions.
She's also quite fond of history and geography, despite not being very knowledgeable, and is eager to hear about new monster being discovered and what powers they have. What she loves the most, however, are flowers: she's accustomed with medicinal plants and even poisonous ones, and adores the smell and colors of the more eye-catching flowers.

And yet Rayen still feels like there's something missing from her life. Maybe it has to do with her family, and their mixed feelings about her departure. Maybe it has to do with her short-lived friendships not always going the way she wants. Maybe, it has to do with her family name not getting the praise it deserves.

Backstory:
Rayen, the youngest of two sisters, was born in a small settlement in Northern Kestria. Like other demi-humans living in the area, her family were skilled hunters and scavengers, but were often defamed and frowned upon, not necessarily for their looks but for their Othonese descent. While the Blackthorns had always cherished their heritage, by now Rayen thought of herself as a Kestrian, in spite of the other people's prejudice.

Such bad reputation wasn't completely groundless, however. While it wasn't her case, some groups of Kestrian demi-humans really were involved in illegal activities and lived in isolation. And not even the Blackthorns were completely innocent, even though they had an actual job, so to speak. Rayen's family used their abilities to gather rare and useful items, or get rid of unwanted monsters all across northern Kestria, essentially acting as "bounty hunters" for powerful creatures: but even the brave soul who asked for their help would be in for a bad time if the reward wasn't deemed good enough for the efforts made.

As a child, Rayen travelled a lot through different base camps and small houses, following her parents and learning from them how to hunt and fend off for herself. Still, that didn't stop her from getting to know many different people, especially human children, along the way. Eventually, the monsters started to grow in numbers and power, to the point that in some cases the reward wasn't worth the risk: for the first time, Rayen felt unsatisfied with her life.

And so, at the age of 21, she changed things up a bit. She decided to move west and enrolled in the Kestrian armies, in order to fight off and seize the monsters that the Void Hole would continuously spawn. Thanks to her demi-human skills, she climbed the first few ranks relatively quickly and became especially good as patrolling, spotting new monsters and acting as the first line of defense. Of course, her lifestyle also changed: her friends and sources of income were more reliable, and she had her own stable house. Even the others' opinion of her seemed to have improved, and the environment was positive overall.

Now, about five years after she moved in, the peace negotiations between Othon and Kestria have started. Rayen has took the chance to travel one more time and come to Ascana: not just to find out if there's a way for her to contribute to her homeland, but also to see with her eyes a brand new Kingdom.

Skills:
Analyze: using her demi-human abilities, Rayen focuses on her enemy to gain knowledge on its weak points, mana and overall strength.
Barrage: Rayen hits her enemy several times in a row, using mana to improve her own reload and aiming speed.
Nettle Sting: Rayen's next shot will poison the target, dealing damage over time.
Critical Shot: Rayen concentrates, in order to hit her enemy in its weak point with a powered up shot. This attack will be less affected (if compared to a normal shot) by the enemy's armor and magic defenses.
 
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1,660
Posts
13
Years
Cho
Bestial | Male | 30 | White Mage

Appearance

As an Orc, a pig-like beastman, Cho is larger than the average human at 7'8". His body is largely humanoid, albeit heavy and fat, with big burly arms and cloven hooves for feet. His skin is a light brown, with bristly black hair atop his porcine head. He has a hoggish face, with small eyes nearly hidden under heavy eye ridges, and a pair of tusks growing on either side of his snout.

Most clothing fits him as it would a human, though he forgoes shoes altogether. He typically wears a simple white shirt and red vest, with slacks and a rope belt. He'll wear the traditional White robes over them for formal occasions.


Personality

In contrast to the bloodlust of a typical Orc, Cho is rather soft spoken and kind. He's the optimistic sort who always looks on the bright side, rarely gets anxious, and doesn't fluctuate much emotionally. He's seen his fair share of hardships and horrors, but somehow, life keeps going and something shiny and new will always come along, so he sees no point in being dour and depressed. Of course, coming from a society that valued strength and ruthlessness, he was pretty low on the proverbial totem pole, so respect is hardwired into his mind. He will be on best behavior and act warmly to those of higher rank, those who perform great deeds, or those that prove themselves valuable.

But his jovial exterior isn't the entirety of his character. He can be lazy, greedy, and a little short sighted. As the proverb goes, "eating is the most important part of daily life". By that metric, Cho is the best of the best, willing to eat just about anything he can fit in his mouth. And despite his natural strength, he doesn't bother to exercise, and in fact often holds back so people don't expect more of him than he's willing to deliver.

Even with all that, though, he has a hard time saying "no". As he is often reminded, he wouldn't be where he is now without the kindness of others, and he should be proud of his ability to give back to those in need. Whether it's moving some furniture, bandaging an injury, or rushing to defend when monsters are at the gate, Cho will always lend a hand, even if he complains about it later.

Backstory

Born in the generic wilderness of Western Othon, Cho was the runt of his litter. Some of his tribe were hunters and gatherers, going into the forest in search of food. Most of them, however, were raiders, attacking human towns and caravans for food, weapons, and shiny things.

The tribe was always moving, making sure not to over hunt any one area, and keeping away from more fortified targets. As a child, Cho never questioned where his food came from, or why some tribe members didn't come back, merely accepting that this was the way of the world, and enjoying the scenery. He started training to be a warrior, but his heart wasn't in it, and he was bullied by the other Orc children, which he took in stride.

As a teenager, he was pressured by the other kids into joining them on a raiding party on a small town. None of them were experienced, but figured they could handle some farmers. What they didn't expect was the adventurers that were passing through the town. Cho didn't join in attacking the villagers, but still got hit by a Ranger's arrows. In his panic, he took shelter inside the local church, hiding in a broom closet and passing out from his injuries. He awakened hours later in a daze, stumbling out of the closet and almost running into a priest. The priest was surprised, but saw the arrows still in him, and based on his mere six feet of height, correctly deduced Cho was just a kid.

The priest removed the arrows, bandaged Cho's wounds, and let him stay in the church while he recovered. After a few days, word came that the Orc tribe had moved on. With nowhere else to go, Cho begged to stay in the church, and the priest eventually relented, seeing Cho as an orphan, and started treating him as such. He taught Cho how to act around company, how to be a productive member of society, and even some White magic, which the boy was surprisingly adept at. He faced hardship from other members of the town, dealing with their fear, prejudice, and occasional bullying, but he was used to that.

Spells/Skills

Orcs are stronger and tougher than humans, sylvans, or moogles, but Cho isn't much of a fighter. His real strength lies is White Magic, the art of healing and defense. This is why he carries a hammer, a tool for building up, rather than tearing down. (But it's still pretty good at breaking things, too. It's symbolic, really.)

1. Cure: The definitive White Mage ability. Cho can heal injuries with just a touch and a whispered word.
2. Protect: A defensive ward against physical harm, reducing incoming damage. Not effective against magical attacks.
3. Haste: Increases speed and reaction time, allowing extra actions and increased evasion.
4. Flash: An offensive, yet non-damaging spell, Cho creates a burst of bright light in front of a target. The target it temporarily blinded, making it much harder to attack or dodge.

 
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Sephear

Believe in the you that believes in cheese
1,319
Posts
13
Years


Adair McGiula
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--=-- 19 =--= Male =--= Spellblade =--= Demi-Human --=--

Appearance

Adair is an aesthetic abnormality amongst both Sylvans and Humans, his features almost entirely Sylvan but his height defying their usual physicality thanks to his human blood and tall father. His face has an elfin beauty to it, especially when he smiles. His silky raven hair flows all the way to the small of his back and frames his face underneath his wide-brimmed hat. Adair usually wears either a brown or red tunic and light cream-colored pants. Whatever else he wears, Adair is never without his wide-brimmed hat, light coat, belt and pointed toe shoes. All a matching forest green with a band around the hat matching his belt perfectly, buckle included.


Personality

By the standards of most adventurers, warriors, and macho men of the world Adair would be considered...a pansy, a coward perhaps even a fop. He is gentle, shy, and soft-spoken. Rarely does he ever approach anyone to spark up a conversation without some practical purpose he considers important as the impetus. It is because of this shyness that he spends most of his time in solitude, practicing his singing and playing, the only living things Adair can interact easily with aside from his parents are Chocobo, especially Bub. Though he is generally a very kind and considerate person, his nervousness and fear of being a bother to others doesn't often let him show it.

The only time Adair really comes to life and shows his potential for confidence and grace is when he performs. Playing instruments and singing practically transform him into a different person, losing himself in the music and throwing everything he has into it, even dancing and bringing other people into his performances. His talent for music matches his enthusiasm as well, he knows how to play several different instruments masterfully and is okay at many others and his voice has unbelievable range. The one other area of his life Adair shows some sort of backbone is money. Adair takes his finances and economics in general very seriously and even if in most situations anybody could roll right over him if Gil he has or intends to earn is in question his will is unshakeable, life as a merchant is almost as important to him as music. PS: Adair's talent for performing music does not extend to writing songs, he is very much a novice at writing.



Backstory

There isn't really very much to the events of Adair's life so far, to the point where it's better if I just start with his parents. Adair's father is a half-sylvan born in Othon. He's also been a pacifist his whole life. Need I say more about why he left home? Upon becoming an adventurer (of a sort) the man quickly found a powerful wanderlust and took to journeying like a fish to water. His lack of desire to fight monsters or go anywhere especially dangerous kept him from ever being a big success, but he did well enough for him and eventually found a nice village in Ascana that made a great base to return to whenever he took a break from his adventures, after all, he couldn't go back to Othon and no Othonians would ever be welcome in Kestria. Whenever he went out on another trip he would always rent a Chocobo from the same little ranch at the outskirts of town, Windrunner's Wake.

The woman who owned and operated Windrunner's Wake was as knowledgeable and interesting as she was beautiful, owing to spending her entire life raising chocobo and selling or renting them to adventurers, whom we all know are always eager to share tales of their own exploits and any other great stories or songs they come across on their journeys. As you've likely already guessed, this woman is Adair's mother. She grew closer with this Othonian pacifist adventurer who kept making use of her services time and again, and after a number of years, he thought he'd rather spend the rest of them settled down with her instead of on the road.

The rest, as they say, is history. Specifically, Adair's history. He was born only a year after his parents married and grew up at Windrunner's Wake, learning to breed, raise, and train Chocobo under his parents' shared tutelage. His mother taught him all of the stories she'd learned over the years and even sang all the songs she'd heard for him...though, to be honest, she was never any good at singing. His father taught him everything he knew about the places he'd been to, especially the economics of other cities and even what he could of the other nations. It was only a matter of time before it became clear Adair shared his father's wanderlust, and he began to set off from home time and again to see more of the world, hear more stories and songs, maybe even find the inspiration to write some of his own. He used his father's economic lessons to bring things with him on these trips that might be more valuable where he was going than where he came from and after a few successful trades, decided he liked it and set his sights on becoming a merchant. His parents couldn't spare any of the adult chocobo to help transport goods, but they surprised him with a gift: the ranch's prized Black Chocobo, Reginald Bubbers Windrunner. Years of careful and smart breeding had lead to this chocobo's birth, it was easily more valuable than anything else on the ranch and already as big and strong as most adult chocobo even though it hadn't grown into its special traits yet.

Adair was blown away by the generosity of his parents and immediately set out for his first real trip on a caravan wagon he'd bought with his personal savings, ready and eager for his first true great adventure with Bubbers at his side.


Spells And Skills

Enchant Weapon: Adair can channel his magic directly into nearly any tool he holds, reinforcing it to be as durable as any weapon and causing it to strike with the impact of his magical power instead of physical strength.

Loony Lute(Confusion Blade): Inflicts the target with the Confusion status, severely hampering their ability to reason and possibly even turning them against comrades.

Reinvigorating Rondo: Stance. Adair begins a song filled with a love for life and a call to action while channeling magic into his instrument. The Bard and any allies within earshot are slowly healed of their wounds over time and filled with energy as they hear it. Can be pumped up to restore the MP of allies at the cost of the user's. Adair cannot attack while using this stance.

Bruiser's Ballad: Stance. The Bard belts out a ballad of victories and beatdowns, strengthening his and any nearby allies' attack and defense as well as weakening those of any nearby enemies. Adair can still attack in this stance.


 
25,507
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Spoiler:


Okay, so. Originally, the plan was to accept four people for a party of five. The trouble is, I couldn't find a group of four of these characters that worked better than any other possible combination. So, screw it, I'm accepting all six of you. The same requirements about being engaged and communicative stand though :p

There is a Discord server here for the RP. Please join it.​
 

ShinyDiamond

[b]The Other Promise[/b]
2,701
Posts
13
Years
Are you still accepting new applicants If you already have a party of 6? I'm mighty interested in fantasy n' all!
 
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