Billy Mays
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Aradis Chronicles: Quest for the Sacred Gems
According to legend, a long time ago there was only gods who lived on the world of Aradis. There were three major gods: Terra, the god of the earth, elements, and all things physical, Anima, the goddess of magic, morality, and all things ethreal, and their father, a being only known in lore as "The Original". After The Original created Terra and Anima, they then created the minor gods. Terra's creations were Ignis, god of fire, Aqua, goddess of water, Ventus, god of wind, Solum, god of earth, and Tonitrui, god of lightning. Anima's creations were Lux, goddess of light, Nox, god of darkness, Mentem, god of the mind, and Tempus, god of time.
And yet, even after creating the minor gods, the two major god were still not satisfied. And so, is it said that they created life on the world of Aradis, and along with it, the final two minor gods, Vita, the goddess of life and nature, and Spiritus, goddess of spirits, death, and the afterlife. They were happy..for a time. However, they soon came to realize that these creatures were not ideal, as for every good deed that was enacted was a sin that countered it. So, Terra and Anima left the world and put the minor gods, now known as the Patrons, in charge of looking after the world. But when they left, as a parting gift they created the Divine Gems, which had the power to either bring a golden age of properity or thrust the world into chaos. Of these gems, there was also the Sacred Gems, which held the power of the the god themselves; however, they were sealed away, for generations far in the future who are much more prepared for their power to use...
At least, that's what the history books say. The land of Aradis as it is now is a land inhabited by four races: The Humans, Gaians, Psyclos, and Velox. Aradis' technology is mostly similer to that of Earth's in the mid-1800's, but many advancements have been made over the past few decades thanks to the Divine Gems. These gems come in many different colors, and are used for three main purposes: a power source, enchanments, and direct magic. Some gems are used essentially as batteries to power steampunk technology, except unlike batteries they never run out of power (they can give something a certain amount of power at a constant rate, but never give any more, or any less). Others are expended to give items special powers related to said gem. While lastly others are used more directly for spell casting.
Recently, there have been rumors of geologists descoving a large Divine Gem some where on the edge of Aradis. Some belive it to be one of the Sacred Gems spoken of in legend. Due to the rumors, the Parliment of Aradis has hired several able-bodied mercenaries (or anyone else willing to go) to investigate this. You, as the player, are one of the people who either was hired or volunteered to go and investigate this large gem at the edge of Aradis. Little does either you or the Parliment know, that the events that will take place there will change the history of Aradis...forever.
The Continents:
Naku: The center continent in Aradis, and home to the capital, Aradine. Aradine is a large prosperous city, home to the Aradis Paraliment, which rules over Aradis. Besides Aradine, most other towns on Naku are small fishing towns along the coasts. Overall, Naku's population is fairly diverse, but Humans still hold the majority of the population here. Naku is mainly either mountainous or forested, save for the tundra on the nothern coast and the plains on the southern coast. North of Aradine lies a large volcanicly active region known as the Scourged Lands, which most people tend to avoid entering at all costs due to it's danger.
Amaratsu: The northeastern continent in Aradis, and the second largest, only being slightly smaller than Rukon. Amaratsu has the highest population out of all the continents, including a large population of Verox. Most of the continent is flat, from the Lancer Grasslands to the south to the large Lucana Tundra to the north. The eastern part of it however, is fairly uneven, containing both the lowland Bangan Swamps and the tall Andreso Mountains. The town of Ridgepoint on an island off the coast os Amaratsu is a popular rest stop for sailors who've been traveling across the seas of Aradis for prolonged periods of time. The largest city in Amaratsu is Corusco.
Rukon: The southeastern continent in Aradis, and the largest of them all. Rukon may have a smaller overall population than Amaratsu, but it also has the most diverse, and is the place you are most likely to see some of the half-breed races. The large Jadewing Plains dominate Rukon, and because of it's rich soil and many farmers willing to utilize it, Rukon has become the biggest producer of agricultural products in Aradis. Surrounding the plains though on all directions is terrain unsuitable for growing crops, with the Windslash Desert to the north, the Silver Mountains to the west, the Coldstone Mountains (which also happen to be the largest mountain range in all of Aradis) to the east, and the expansive Frostwolf Tundra to the south. The largest city in Rukon is Shirazon.
Kamax: The southwestern continent in Aradis, and the second smallest. Kamax is an interesting continent, being the only one without any arctic climate, so it stays warm year round. Almost all of Kamax is either tropical rainforest or desert, with the exception of the mostly man-made Semter Plains, as well as a small portion of the Janzek Peninsula near the tip. Kamax has a high population of Gaians, as they tend to prefer warm climates. The largest city in Kamax is Sorento.
Ramdyne: The northwestern continent in Aradis, and also the smallest out of all of them. In contrast to Kamax, Ramdyne is a continent that is entirely in arctic climate, so it tends to be pretty cold there. Due to their resistance to the cold, Psyclos find Ramdyne to be very hospitible, which is why the tiny continent houses the largest population of Psyclos out of all the continents. The continent is fairly flat for the most part, but becomes more hilly as you progress inward until it becomes moutainous towards the center of it. Off the coast of Ramdyne is the Combine Islands, which houses the giant city-sized prison named The Frozen Condemmed. The largest city in Ramdyne is Erebor.
Oceans and Seas:
Angelwing Ocean: An ocean inbetween Naku from Rukon and Kamax. The Angelwing Ocean is fairly calm waters, and makes for smooth sailing; quite conveinent for the freight ships constantly shipping crops from Rukon and exotic goods from Kamax heading towards Naku.
Razoredge Sea: The apply named Razoredge Sea lies inbetween the continents of Kamax and Ramdyne, as well as the west coast of Naku. This sea gets it's name from the rocky shores that lie on the southern coast of Ramdyne and the western coast of Naku, as well as from the fact that storms frequently ravage this sea, especially during the late summer.
Cyan Sea: A sea far to the north, lying to the east of the Combine Islands and west of the Lucana Tundra. This sea is generally dangerous to travel; not because of storms, but because of the many icebergs that drift along this northern sea.
Outer Ocean: An Ocean to the east of the eastern continents. Not much is known about this ocean, as it is rarely traversed, hence why it was given the name Outer Ocean. From what is known about it however, it appears to be a relatively safe ocean to cross, but it is rumored that pirates live in fortresses they built on islands in this ocean.
There are a couple different races in Aradis, each with their own traits.
Humans: The most common race in Aradis, Humans are fairly versitile so their biggest advantage is that they can do pratcially anything. However, Humans in particular are the best race at using life and death based magics, such as restoration magic or necromancy. Human pray to both Terra and Anima equally, and their main Patrons are Vita and Spiritus.
Gaians: Gaians are the most diverse race in Aradis, with there being five different kinds of Gaians. Universally, Gains are an anthromorphic animal race, with what kind of animal they look like depending on their sub-race. Fire Gains are reptiles, Water Gaians are aquatic creatures, Wind Gaians are birds, Earth Gains are hooved mammals (such as goats, cows, deer, etc.), and Lightning Gaians are pawed mammals (such as dogs, cats, and monkies, etc.).
A Gaian child is always the same as their parents if both are the same, but if each parent is different then the child will be the kind of Gaian that the parent of the same gender is (for example, if a Fire Gaian male and a Wind Gaian female have a daughter, the child will be a Wind Gaian). Wind and Lightning Gains tend to be slightly smaller than Humans, Earth Gaians tend to be slightly larger, and Fire and Water Gains tend to be about the same height. Gaians are fairly versitile like Humans, except they tend to not be that good with magic besides elemental magic, and even then only the kind that their sub-race is associated with (for example, a Water Gaian would be good at water based elemental powers, but not others). Gaians pray mainly to Terra, and their main Patrons are Ignis for Fire Gaians, Aqua for Water Gaians, Ventus for Wind Gaians, Solum for Earth Gaians, and Tonitrui for Lightning Gaians.
Half-Gaians: Interestingly enough, breeding between Humans and Gaians is actually quite possible. The end result is a child who for the most part looks Human, but has a few animal features similer to their Gaian parent. Half-Gaians are versitile like the races of their parents, but they tend to be good with elemental magic in general rather than just one kind of it, although if they are a Fire Half-Gaian for example they are likely to be better with fire than other types of elemental magic.
Psyclos: Psyclos are an odd race, who has a special affinity with magic. They tend to be slightly taller than humans, but are very thin and frail so they are terrible at physical combat. They have skin that is a pure pale white, that doesn't change color (so Psyclos don't get tans, they don't blush, etc.). Their hair color is always a color of the rainbow (either red, yellow, orange, green, blue, purple, or pink), and their eyes have no white, no pupils, or anything. They are completely blank and are the same color as their hair, and they glow like headlights (unfortunately though they aren't bright enough to illuminate dark places). For unknown reasons, Psyclos have an extreme tolerance for the cold, so most Psyclos live close to or in the artic regions of Aradis. Psyclos cannot breed with any race besides themselves. Psyclos can use psychic-like powers by using Pink Gems, and are the only race that can do so. Due to their abilities with magic, most fortune tellers (or users of Clear Gems in general) are also Psyclos. Other then that, they tend to also be good at other forms of magic, although ther other races tend to outclass them in the forms they specalize in. Psyclos pray to both Terra and Anima, although some only pray to Anima, and their main Patrons are Mentus and Tempus.
Velox: Velox are a proud race that is very light and swift. They are fairly shorter than Humans, averaging at about half a foot to a foot shorter. They have naturally strong muscles and keen senses, so although they are short, they are also strong, fast, and perceptive. Velox have pointed ears, and their hair color is the same as humans, except it is possible for Velox to have white or silver colored hair as well. Although Velox are well suited to physical combat or stealth, Velox are absolutely terrible with magic with the exception of light and dark magic, which they tend to be fairly good at. Their light frames also make them just as easy to hurt as Psyclos, even if they are stronger than them. Velox Pray mainly to Anima, and their main Patrons are Lux and Nox.
Half-Velox: Like how breeding is possible between Humans, it is possible with Humans and Velox (oddly enough though, it isn't possible between Gaians and Velox). Half-Velox are often hard to tell that they aren't full-blooded, but there are a few differences. First, Velox have pointed ears, but they aren't as pointed as a full-blooded Velox. Second, they only have hair colors possible with humans. And lastly, they are taller than Velox, and are usually right about the size of Humans. Half-Velox are sturdier than Velox thanks to their humans blood, meaning they tend to make the best warriors, but at the cost for their skill with light and dark magic.
Humans: The most common race in Aradis, Humans are fairly versitile so their biggest advantage is that they can do pratcially anything. However, Humans in particular are the best race at using life and death based magics, such as restoration magic or necromancy. Human pray to both Terra and Anima equally, and their main Patrons are Vita and Spiritus.
Gaians: Gaians are the most diverse race in Aradis, with there being five different kinds of Gaians. Universally, Gains are an anthromorphic animal race, with what kind of animal they look like depending on their sub-race. Fire Gains are reptiles, Water Gaians are aquatic creatures, Wind Gaians are birds, Earth Gains are hooved mammals (such as goats, cows, deer, etc.), and Lightning Gaians are pawed mammals (such as dogs, cats, and monkies, etc.).
A Gaian child is always the same as their parents if both are the same, but if each parent is different then the child will be the kind of Gaian that the parent of the same gender is (for example, if a Fire Gaian male and a Wind Gaian female have a daughter, the child will be a Wind Gaian). Wind and Lightning Gains tend to be slightly smaller than Humans, Earth Gaians tend to be slightly larger, and Fire and Water Gains tend to be about the same height. Gaians are fairly versitile like Humans, except they tend to not be that good with magic besides elemental magic, and even then only the kind that their sub-race is associated with (for example, a Water Gaian would be good at water based elemental powers, but not others). Gaians pray mainly to Terra, and their main Patrons are Ignis for Fire Gaians, Aqua for Water Gaians, Ventus for Wind Gaians, Solum for Earth Gaians, and Tonitrui for Lightning Gaians.
Half-Gaians: Interestingly enough, breeding between Humans and Gaians is actually quite possible. The end result is a child who for the most part looks Human, but has a few animal features similer to their Gaian parent. Half-Gaians are versitile like the races of their parents, but they tend to be good with elemental magic in general rather than just one kind of it, although if they are a Fire Half-Gaian for example they are likely to be better with fire than other types of elemental magic.
Psyclos: Psyclos are an odd race, who has a special affinity with magic. They tend to be slightly taller than humans, but are very thin and frail so they are terrible at physical combat. They have skin that is a pure pale white, that doesn't change color (so Psyclos don't get tans, they don't blush, etc.). Their hair color is always a color of the rainbow (either red, yellow, orange, green, blue, purple, or pink), and their eyes have no white, no pupils, or anything. They are completely blank and are the same color as their hair, and they glow like headlights (unfortunately though they aren't bright enough to illuminate dark places). For unknown reasons, Psyclos have an extreme tolerance for the cold, so most Psyclos live close to or in the artic regions of Aradis. Psyclos cannot breed with any race besides themselves. Psyclos can use psychic-like powers by using Pink Gems, and are the only race that can do so. Due to their abilities with magic, most fortune tellers (or users of Clear Gems in general) are also Psyclos. Other then that, they tend to also be good at other forms of magic, although ther other races tend to outclass them in the forms they specalize in. Psyclos pray to both Terra and Anima, although some only pray to Anima, and their main Patrons are Mentus and Tempus.
Velox: Velox are a proud race that is very light and swift. They are fairly shorter than Humans, averaging at about half a foot to a foot shorter. They have naturally strong muscles and keen senses, so although they are short, they are also strong, fast, and perceptive. Velox have pointed ears, and their hair color is the same as humans, except it is possible for Velox to have white or silver colored hair as well. Although Velox are well suited to physical combat or stealth, Velox are absolutely terrible with magic with the exception of light and dark magic, which they tend to be fairly good at. Their light frames also make them just as easy to hurt as Psyclos, even if they are stronger than them. Velox Pray mainly to Anima, and their main Patrons are Lux and Nox.
Half-Velox: Like how breeding is possible between Humans, it is possible with Humans and Velox (oddly enough though, it isn't possible between Gaians and Velox). Half-Velox are often hard to tell that they aren't full-blooded, but there are a few differences. First, Velox have pointed ears, but they aren't as pointed as a full-blooded Velox. Second, they only have hair colors possible with humans. And lastly, they are taller than Velox, and are usually right about the size of Humans. Half-Velox are sturdier than Velox thanks to their humans blood, meaning they tend to make the best warriors, but at the cost for their skill with light and dark magic.
These are all the Divine Gems in the world:
Orange Gems: The most common gem. These gems don't give much besides basic energy, so they're good for general use.
Red Gems: Red Gems hold an essence of fire, and as such are used for fire magic or enchantments, or in technology that would normally require burning something to run, such as coal trains or furnaces.
Blue Gems: Blue Gems hold an essence of water, and are used for water like Red Gems are used for fire. These gems work best for powering things that use water or are underwater.
Grey Gems: Grey Gems hold an essence of wind, and are used for wind like Red Gems are used for fire. These gems can give the power of flight, and as such are used to power vehicles such as airships.
Brown Gems: Brown Gems hold an essence of earth, and are used for earth like Red Gems are used for fire. This gem is commonly used to power heavy machinary or mining equipment, as it gives a ton of power.
Yellow Gems: Yellow Gems hold an essence of electricity, and are used for electricity like Red Gems are used for fire. This gem gives off a strong electric charge, so it is mainly used for devices that require electricity.
White Gems: White Gems hold an essence of light. This gem is useful for illumination, and is said to work better for those with pure hearts.
Black Gems: Black Gems hold an essence of Darkness. This gem is good for shadow based magic and illusions, and is said to work better for those with closed hearts.
Pink Gems: Pink Gems hold an essence of a strange magic, that can be used by the mind. These gems are sacred to the Psyclos, who require these gems to use their powers.
Green Gems: Green Gems hold an essence of nature and life itself. This gem is commonly used in hospitals and by doctors, as it is good for casting healing magic.
Purple Gems: Purple Gems hold an essence of the soul. This gem is good for magic involving death such as necromancy, and it is rumored that it is possible to trap one's soul in this gem.
Clear Gems: Clear Gems hold an essence of time, and are the rarest of gems. This gem is the least often and hardest gem to use, however it is said that fortune tellers can use these gems to predict the future.
Orange Gems: The most common gem. These gems don't give much besides basic energy, so they're good for general use.
Red Gems: Red Gems hold an essence of fire, and as such are used for fire magic or enchantments, or in technology that would normally require burning something to run, such as coal trains or furnaces.
Blue Gems: Blue Gems hold an essence of water, and are used for water like Red Gems are used for fire. These gems work best for powering things that use water or are underwater.
Grey Gems: Grey Gems hold an essence of wind, and are used for wind like Red Gems are used for fire. These gems can give the power of flight, and as such are used to power vehicles such as airships.
Brown Gems: Brown Gems hold an essence of earth, and are used for earth like Red Gems are used for fire. This gem is commonly used to power heavy machinary or mining equipment, as it gives a ton of power.
Yellow Gems: Yellow Gems hold an essence of electricity, and are used for electricity like Red Gems are used for fire. This gem gives off a strong electric charge, so it is mainly used for devices that require electricity.
White Gems: White Gems hold an essence of light. This gem is useful for illumination, and is said to work better for those with pure hearts.
Black Gems: Black Gems hold an essence of Darkness. This gem is good for shadow based magic and illusions, and is said to work better for those with closed hearts.
Pink Gems: Pink Gems hold an essence of a strange magic, that can be used by the mind. These gems are sacred to the Psyclos, who require these gems to use their powers.
Green Gems: Green Gems hold an essence of nature and life itself. This gem is commonly used in hospitals and by doctors, as it is good for casting healing magic.
Purple Gems: Purple Gems hold an essence of the soul. This gem is good for magic involving death such as necromancy, and it is rumored that it is possible to trap one's soul in this gem.
Clear Gems: Clear Gems hold an essence of time, and are the rarest of gems. This gem is the least often and hardest gem to use, however it is said that fortune tellers can use these gems to predict the future.
There are five main classes to play as: Warrior, Mechanist, Marksman, Wizard, and Rouge. Although characters have to choose a sub-class of these main classes, they can choose to have two classes, and they are given a good amount of free range to make what they want with it.
Warrior: The main fighters of the group, they are the ones who charge into danger with melee weapons. Strong and resiliant, Warriors tend to be the hardest to take down. As Warriors don't rely on Divine Stones at all (unless they have enchanted weapons, which by the way you are ENCOURAGED to have), they are not hindered at all in the event that none are avalible. The sub-classes for you to choose are:
Knight: A Warrior who fights with heavy armor. A shield is recommended (make sure it can stop bullets too!), and a knight is likely to use a weapon like a sword, spear, or halberd.
Berzerker: A Warrior who fights with large and powerful weapons. Berzerkers are a force to be reckoned with, and are likely to be the most physically strong of the group. A Berzerker is likely to either use a two-handed weapon or duel wield two one-handed weapons.
Ranger: A Warrior who is knowledgable of the land and is an excellent scout. Rangers tend to use bows or crossbows, but can choose to use something such as a sword if they wish. Rangers are usually Velox, but they don't need to be.
Mechanist: Mechanists are good with machinary and Clockwork/Steampunk type technology, and often use Divine Stones to power their devices. Mechanists usually aren't direct fighters, although they can be. The sub-classes for you to choose are:
Engineer: A Mechanist who specalizes in building machines and robots to fight for him. Engineers also can build machines to pilot themselves to use or fight with. Although they aren't forced to, they can fight themselves if they want to.
Augmenter: Mechanists who turn themselves into a weapon. This can range from characters who have gadgets they can use to fight with (like Batman), or grafting or wearing mechanical gear that improves their ability to fight (like Iron Man).
Marksman: Marksmen are fighters who used gunpowder based weaponry. They have an advantage of being ranged and not needing to rely on Divine Gems like Warriors, but they are fairly easy targets for melee fighters up close and instead need to rely on ammunition. The sub-classes for you to choose are:
Gunslinger: A Marksman who fights with guns (obviously). Remember that technology is for the most part like the mid-1840's, so instead of things like assult rifles or machine guns, you should be using things like lever action rifles and revolvers.
Demolitionist: A Marksman who specalizes in explosives. Obviously, you need to be very careful if you are a Demo, as one wrong move and you accidently blow a friend's (or your own) arm off. One again, this is mid-1840's technology, so you should be using stuff like dynamite.
Wizard: To put it basically, a Wizard is anyone who uses magic. As such, there are a ton of sub-classes for Wizard. In general, Wizards either use their magic to fight either in melee combat like Warriors, or in ranged combat like Marksmen, or support their allies with magic. The sub-classes for you to choose are:
Elementalist: A Wizard who specializes in elemental magic. The elements are fire, water, wind, earth, and lightning. Elementalists are often either Gaians or Half-Gaians, but they don't need to be.
Illusionist: A Wizard who specalizes in using light and dark magic to trick and deceive. This includes things like blinding enemies with light or invisibility.
Psychic: A Wizard who uses psychic powers, like telekinesis, telepathy, etc. ONLY Psyclos can be Psychics, but a Psyclos doesn't nessesarily need to choose Psychic as their class.
Cleric: A Wizard who specalizes in healing wounds and curing ailments. Clerics are usually Humans, but they don't need to be.
Necromancer: A Wizard who specalizes in summoning the undead or using the power of spirits. Necromancers are usually Humans, but they don't need to be.
Monk: A Wizard who fights in close combat, and uses magic to enhance their power and skill. Monks generally use quarterstaffs or fight with martial arts.
Custom: There are a ton of different things you could potentially do with magic, so if you can have the choice to make your own Wizard. If it's good and balanced enough, I will most likely accept it.
Rouge: A deceptive character who uses his charm, guile, or stealth to his advantage. Rouges aren't the best of fighters generally, but often have a big advantage over their allies in one way or another.
Thief: A Rouge who is good at sneaking around, finding traps, and of course, stealing. Thieves will often use shadow magic from Black Gems to help keep them hidden. Thieves will often use small weapons such as a hatchet or short sword, or throwing weapons like throwing knives and shurikens.
Con Artist: A Rouge who is an amazing speaker, who can get anything he wants with as much as a few words. They think on the fly and are amazing liars, and will often use their charm or wits to beguile their foes. Con Artists aren't really much of fighters, but they will often carry something like a hidden knife, in case they need to protect themselves.
Bard: A traveling musician whose instument is enchanted with magic power. Bards are often fairly deceptive, but their main skill is to use their instrument effect those who hear it. Most Bards also carry a weapon such as a sword with them for defense.
Warrior: The main fighters of the group, they are the ones who charge into danger with melee weapons. Strong and resiliant, Warriors tend to be the hardest to take down. As Warriors don't rely on Divine Stones at all (unless they have enchanted weapons, which by the way you are ENCOURAGED to have), they are not hindered at all in the event that none are avalible. The sub-classes for you to choose are:
Knight: A Warrior who fights with heavy armor. A shield is recommended (make sure it can stop bullets too!), and a knight is likely to use a weapon like a sword, spear, or halberd.
Berzerker: A Warrior who fights with large and powerful weapons. Berzerkers are a force to be reckoned with, and are likely to be the most physically strong of the group. A Berzerker is likely to either use a two-handed weapon or duel wield two one-handed weapons.
Ranger: A Warrior who is knowledgable of the land and is an excellent scout. Rangers tend to use bows or crossbows, but can choose to use something such as a sword if they wish. Rangers are usually Velox, but they don't need to be.
Mechanist: Mechanists are good with machinary and Clockwork/Steampunk type technology, and often use Divine Stones to power their devices. Mechanists usually aren't direct fighters, although they can be. The sub-classes for you to choose are:
Engineer: A Mechanist who specalizes in building machines and robots to fight for him. Engineers also can build machines to pilot themselves to use or fight with. Although they aren't forced to, they can fight themselves if they want to.
Augmenter: Mechanists who turn themselves into a weapon. This can range from characters who have gadgets they can use to fight with (like Batman), or grafting or wearing mechanical gear that improves their ability to fight (like Iron Man).
Marksman: Marksmen are fighters who used gunpowder based weaponry. They have an advantage of being ranged and not needing to rely on Divine Gems like Warriors, but they are fairly easy targets for melee fighters up close and instead need to rely on ammunition. The sub-classes for you to choose are:
Gunslinger: A Marksman who fights with guns (obviously). Remember that technology is for the most part like the mid-1840's, so instead of things like assult rifles or machine guns, you should be using things like lever action rifles and revolvers.
Demolitionist: A Marksman who specalizes in explosives. Obviously, you need to be very careful if you are a Demo, as one wrong move and you accidently blow a friend's (or your own) arm off. One again, this is mid-1840's technology, so you should be using stuff like dynamite.
Wizard: To put it basically, a Wizard is anyone who uses magic. As such, there are a ton of sub-classes for Wizard. In general, Wizards either use their magic to fight either in melee combat like Warriors, or in ranged combat like Marksmen, or support their allies with magic. The sub-classes for you to choose are:
Elementalist: A Wizard who specializes in elemental magic. The elements are fire, water, wind, earth, and lightning. Elementalists are often either Gaians or Half-Gaians, but they don't need to be.
Illusionist: A Wizard who specalizes in using light and dark magic to trick and deceive. This includes things like blinding enemies with light or invisibility.
Psychic: A Wizard who uses psychic powers, like telekinesis, telepathy, etc. ONLY Psyclos can be Psychics, but a Psyclos doesn't nessesarily need to choose Psychic as their class.
Cleric: A Wizard who specalizes in healing wounds and curing ailments. Clerics are usually Humans, but they don't need to be.
Necromancer: A Wizard who specalizes in summoning the undead or using the power of spirits. Necromancers are usually Humans, but they don't need to be.
Monk: A Wizard who fights in close combat, and uses magic to enhance their power and skill. Monks generally use quarterstaffs or fight with martial arts.
Custom: There are a ton of different things you could potentially do with magic, so if you can have the choice to make your own Wizard. If it's good and balanced enough, I will most likely accept it.
Rouge: A deceptive character who uses his charm, guile, or stealth to his advantage. Rouges aren't the best of fighters generally, but often have a big advantage over their allies in one way or another.
Thief: A Rouge who is good at sneaking around, finding traps, and of course, stealing. Thieves will often use shadow magic from Black Gems to help keep them hidden. Thieves will often use small weapons such as a hatchet or short sword, or throwing weapons like throwing knives and shurikens.
Con Artist: A Rouge who is an amazing speaker, who can get anything he wants with as much as a few words. They think on the fly and are amazing liars, and will often use their charm or wits to beguile their foes. Con Artists aren't really much of fighters, but they will often carry something like a hidden knife, in case they need to protect themselves.
Bard: A traveling musician whose instument is enchanted with magic power. Bards are often fairly deceptive, but their main skill is to use their instrument effect those who hear it. Most Bards also carry a weapon such as a sword with them for defense.
Rules:
1. All standard Serebii rules apply. Redundant to say, but whatever.
2. No godmodding, or bunnying. It ruins the fun for everyone else.
3. PLEASE avoid making a Mary Sue character. Characters who only have positive traits and are perfect in every way are just boring.
4. If you are a duel class, you shouldn't be as effective in both classes as someone who's only using one class.
5. You are allowed to have up to two characters. No more than two though; don't want there to be too many characters.
6. Posts should start with this:
(Insert Name Here)
(Insert Race Here, Insert Class Here)
(Insert Location Here)
Here's an example:
Billy Mays
Human Knight
WhoCaresville, Aradis
7. Have a good time ladies and gentlemen.
Captain Richter Redheart, Male Half-Velox Knight - Billy Mays
Harvey Kingrock, Male Earth Gaian Augmenter/Elementalist - Billy Mays
Enma Sarutobi, Male Lightning Gaian Monk - SenorLaughsaLot
Cynthia Viridian, Female Half-Velox Berzerker/Cleric - SenorLaughsaLot
Leonardo "Leo" Silverstone, Male Human Monk/Illusionist - Mon1010
Lirea Marine, Female Water Half-Gaian Elementalist - Mon1010
Kareena Aslantin, Female Wind Half-Gaian Elementalist - Flame Mistress
Hawke Mason, Male Human Gunslinger - Avenger Angel
Felicity Lucas, Female Lightning Half-Gaian Thief - *Jean Grey*
Ian Blackwood, Male Psyclo Psychic/Necromancer - SoulMuse
Yuri Lazuli, Male Half-Gaian Time Mage - CandleReaper
Halt Erzit, Male Fire Gaian Elementalist/Monk - deltakirumiru4
Kristoph Coslends, Male Half-Velox Ranger - kacqn
Harvey Kingrock, Male Earth Gaian Augmenter/Elementalist - Billy Mays
Enma Sarutobi, Male Lightning Gaian Monk - SenorLaughsaLot
Cynthia Viridian, Female Half-Velox Berzerker/Cleric - SenorLaughsaLot
Leonardo "Leo" Silverstone, Male Human Monk/Illusionist - Mon1010
Lirea Marine, Female Water Half-Gaian Elementalist - Mon1010
Kareena Aslantin, Female Wind Half-Gaian Elementalist - Flame Mistress
Hawke Mason, Male Human Gunslinger - Avenger Angel
Felicity Lucas, Female Lightning Half-Gaian Thief - *Jean Grey*
Ian Blackwood, Male Psyclo Psychic/Necromancer - SoulMuse
Yuri Lazuli, Male Half-Gaian Time Mage - CandleReaper
Halt Erzit, Male Fire Gaian Elementalist/Monk - deltakirumiru4
Kristoph Coslends, Male Half-Velox Ranger - kacqn
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Captain Richter Redheart
Half-Velox Knight
Aradis Parlimental Chamber, Aradine, Naku
Richter peeked into the room first before entering. To his surprise, he could see that the entire Parliment was there to give him the mission briefing. He couldn't fathom why over a hundred different Senators in the Parliment had to be there, but he wasn't one to question authority.
Richter opened the door into the chamber all the way and walked in. As he walked towards the center of the room, he stood at attention and saluted. The Parlimental Chamber was circular, with a large open area in the middle for speakers; or in this case, someone they wished to speak to.
The rows of seats were split into five sections, one for each continent. Naku was represented by red, and was made of a mostly Human cabinet. Amarastu was represented by yellow, and had a mixed cabinet with slightly more Velox than other races. Rukon was represented by the color brown, and held the most mixed cabinet out of all of them, including the only Senator who was of mixed blood; an Earth Half-Gaian who had antlers protruding from his head. Kamax was represented by the color green, and had a cabinet with a good amount of Gaians on it. Ramdyne was represented by the color blue, and had the highest amount of Psyclos on it's cabinet, whilst simutaniously having the smallest amount of Humans on it. Thoughout the room was also the color gold, which represented the Aradis Parliment as a whole.
Directly in front of Richter was a large seat that stood by itself between the Naku and Ramdyne cabinets, which in it was the Speaker of the House. Although technically he held no power over the other Senators, the Speaker was the main voice of the Parliment and held alot of respect from his peers.
"At ease, Captain," the speaker said to Richter, who then went back to a more natural stance.
"As you already know, a mission has been ordered to go investigate claims that geoologists in the northern Lucana Tundra region of Amaratsu have discovered a Sacred Gem. We have decided to put you in charge of this mission, as we could not spare a full squad of troops at the moment to investigate, but we still wished to have someone keep those we hired in line."
Richter nodded. "What is my mission, sir?"
The speaker continued. "A few days ago, a presumablely insane man came from the south and entered town, shouting about how he was a part of a team of geologists from Amaratsu who'd discovered a Sacred Gem. We would have ignored such claims, but after some research we found out that his claims of being a part of a team of geologists held true. Not only that, but he had heard reports that the same team had gone missing just the day before. When we went to question this man however, an odd occurance happened."
Richter looked confused, but stayed silent in order to allow the Speaker to explain. "He had entered a deep coma, and we had no way to explain how it happened, or how to undo it. However, some speculate that it was from a curse."
"Whether there is a gem or not, there is no doubt in our minds that some malevolent force is at work here. That is why we have assembled this team of volunteers and mercenaries to investigate. The reason you are in charge of it though, is to make sure that if a Sacred Gem is indeed recovered, you are to make sure it comes into our possesion...by any means nessesary."
"Any questions?" The Speaker said, indicating that he was finally done speaking. Richter simply shook his head and replied, "I know my mission."
"Good. May the gods be with you Captain." Richter once again saluted, then made his way out the door.
~~~
Harvey Kingrock
Earth Gaian Augmenter/Elementalist
Waiting Room In Mercenary Guild, Aradine, Naku
Harvey had been waiting awhile, and he was beginning to get imaptient. He'd been told to wait here with any other volunteers for their supposed "expedition leader" who Harvey could assume was some stuck up Human knight who had a pole shoved up his a**. He'd been paid in advance some gold in order to pay for any equipment or other stuff he'd need to buy for the expedition, but since he was already prepared Harvey simply pocketed the gold and assumed it may come to use later.
To pass the time, Harvey began to think about the Sacred Gem. He wondered it was real, and if it it was, which one of the gems it would be. He thought about all the scientific breakthroughs he could no doubt make if even one of those gems were discovered.
Harvey got up to stretch a little check out a window. Still no one else. He assumed this is his punishment for coming a little early. He sat back down, and waited for the others to arrive.
(OoC: Players, your characters should be heading to the Mercenary Guild where Harvey is. Once everyone is there, Richter will arrive and the adventure can begin!
Oh, and don't worry about making your posts very long. Just make sure they are long enough.)
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