Final Fantasy X
Return of Sin
Return of Sin
This RPG is basically going to be like the game but with a few changes that I have made. These changes have been made for originality.
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Introduction
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Introduction
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The world of Spira has been in a peaceful state for several hundred years after the defeat of Sin, an evil being whose mention would send shudders down one’s body.
Hundreds of years before this peaceful state, Sin was a force that would punish the many lands of Spira for its usage of machina, or machines. Many citizens of Spira believed that Sin was sent upon them for going against for going against the teachings of Yevon. Yevon was, to the people of Spira, the leader of the Far Place where the deceased, once they have had a Sending, lived in everlasting life, as well as guide and teacher on which the ways one should live their lives. Many citizens, such as humans, Guado, and Ronso, have embraced Yevon’s teachings and now they work to live their lives the way Yevon would want them to. They do this by praying to the fayth, or souls that have died but can still come freely from Spira and the Far Place to help the people of Spira, and by listing to the words of the Masters or the high leaders of the teachings of Yevon.
There was only one way to defeat Sin and that was for a Summoner to take a pilgrimage across Spira and in the process defeat Sin. A Summoner was a chosen follower of Yevon who had the power to come in direct contact with the fayth as well as Summon powerful beings know as Aeons and ultimately defeat Sin. Aeons were powerful beings that would come to the aid of Summoners to help them on their pilgrimage. The Aeons would come into the pilgrimage from the time they were called from their respective temples scattered across Spira. There was a total of five Aeons that the Summoner must have been trusted with before he/she could defeat Sin. Also helping Summoners on their pilgrimage are the Summoner’s guardians, a group that the Summoner could trust with their lives which is ironic because the code of the guardian is to protect the Summoner their lives. A Summoner could have as many guardians as he/she wanted but it is normal to travel with as few as possible. With the help of the Aeons and the guardians a Summoner would travel across Spira and its temples until reaching Zanarkand, which was the first place to be destroyed by Sin due to its usage of machina.
A Summoner would always end their pilgrimage at Zanarkand, as it was the resting place of Sin. Once in Zanarkand a Summoner would enter Sin alone and make his/her way to its core and due battle with Sin. In the battle, the Summoner and his/her Aeons would come together and make a “Final Summon” that would destroy Sin but also the Summoner with it. With the destruction of Sin, a ten-year period known as the Calm would come to bring Sinless years to Spira. At the end of the Calm, Sin would come back due to a rebirth or sorts. This rebirth would happen because when Sin was destroyed, one Sinspaun, or piece of Sin, would remain and grow during the Calm and the process would repeat itself.
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Plot
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Plot
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Hundreds of years ago, there was a Summoner who went on a pilgrimage to defeat Sin. Now as legend says, instead of entering Sin alone, the Summoner’s guardians came with her and without the help of the Final Summon, defeated Sin for good and brought an Everlasting Calm to Spira, or so they thought.
The Masters of that time caused Problems for the Summoner and her guardians and in a way, helped Sin. But now during the time of the Everlasting Calm, the Masters have been enjoying Sinless lives along with the rest or Spira. But with no Sin, the people of Spira have gone back to using machina. Most Masters have been all right with this but the current ones have been annoyed by this disgrace to Yevon.
In the temple of Zanarkand, only known to the Masters, one small price of Sin still lives on and has been growing during the hundreds of years of the Everlasting Calm and is almost finished with its rebirth. The current Masters have decided to release Sin, instead of destroying it, once again onto Spira to wreak havoc.
Two new Summoners have been chosen to take the pilgrimage to defeat Sin and bring the Everlasting Calm back to Spira. As one fights for Spira, the other works foe the Masters. The Summoner fighting for Spira knows nothing of the other’s motives but only wishes to have a normal pilgrimage to defeat Sin. The Summoner fighting for the Masters will still travel to the temples and receive Aeons, but with his/her guardians and Aeons will try to stop the other Summoner from defeating Sin.
This is where you come in. You will choose to be a Summoner, guardian, or Master and play your role the way I have described above. The “good” Summoner will have four-five guardians and the “bad” Summoner will have two. There will also be four Masters. The “bad” Summoner must begin with his/her pilgrimage with both guardians and the “good” Summoner must start with two but can start with more. I’ll be doing a sort of “god” post by playing the role of Sin. I will also be one of the “good” Summoners guardians.
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Places and Summons
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Places and Summons
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On your quest you will travel to theses places and receive these Summons.
Besaid: A small island full of tropical plant life and fiends far away from the main landmass of Spira. Also home to one of the temples of Spira, located on top of the village of Besaid, where the Summoner will receive the wind Aeon, Valefor.
Kilika: A port city also far away from the main of Spira where one will find nice hospitality. On this island is also a dense wood full of exotic fiends and plant life. Beyond the wood is a temple, where one will receive the fire Aeon, Ifrit.
Luca: The biggest city in all of Spira due to its seven ports and large space. Here you will find many cultures of the Races of Spira. There is also a stadium used for battle tournaments. Luca connects the sea to the biggest landmass of Spira making this a must stop for pilgrimages.
D’jose: The biggest landmass in Spira, consisting of many terrains as well as a temple. When you arrive in D’jose, you will be on the Highroad, a long grassy road with two levels. At the end of the first level you come across a Chocobo farm and receive a free Chocobo ride. The Chocobo will take you down to the bottom level and you will reach Mushroom Rock at the end. Mushroom Rock is a mountainous region growing many types of fungi and at the top you will reach a temple and receive the thunder Aeon, Ixion. From here you take a bridge to Moonflow, a big lake containing moonflowers surrounded by a forest. You can either cross the lake on a Shoupuff, a big water lizard or travel around the lake using the woods and exit D’jose.
Guadosalam: At the end of Moonflow there is a forested crystalline path that takes pilgrimages into Guadosalam, home of the Guado. In the time before the Everlasting Calm, the Guado were friendly towards other Races and followed the teachings of Yevon, but since then they have become anything but friendly to other races and have also dropped the teachings of Yevon. Even though this place is now dangerous, the pilgrimage must still travel through this area if they ever wish to defeat Sin. There are two roads out of Guadosalam but one has been blocked of to everyone but the Guado.
The Thunder Planes: The other path not sealed off will take you to the Thunder Planes. As its name suggests, the Thunder Planes is where there is everlasting thunder and lighting, making this a dangerous place to travel.
Macliania: At the end of the Thunder Planes, one enters a crystalline path to take you to the frozen plane of Macliania. This vast plane is covered with snow and ice except for a portion of the Great Lake that sits in the center of the plane. There is a small settlement of Al Bhed at the entrance, where one can rent Snowmobiles to travel across the frozen tundra to reach a temple, where you will receive the ice Aeon, Shiva. The settlement also hosts a daily ferry to take you to a desert isle, home of the Al Bhed.
Sunbia Desert/ Home: The desert is really a desert isle that serves as a home to the recovering Al Bhed tribe. Before the Everlasting Calm, the Al Bhed was a dying race hated by almost everyone for their everyday usage of machina. Now they are loved for their knowledge and sale of machina as everyone now uses them. In the center of Sunbia, the Al Bhed thrives in a large industrial machina-using city known simply as Home. Home was once a small settlement but has grown into a bountiful city. Here one can rent an airship to travel the skies of Spira.
Bevelle: High above the clouds, this religious city houses the Masters, nuns, and monks of Yevon. Also here is an air dock for airships, as a pilgrimage must come to this city to reach the final temple and receive the powerful Aeon, Bahamut. At the bottom of Bevelle, there is an underwater prison known as the Via Purifico.
Calm Lands: Beyond Bevelle, there is a vast area known as the Calm Lands. Before the Everlasting Calm this place was barren and dry, now it is a machina using amusement park and stadium where warriors gather to fight the toughest enemies of Spira. There is also an air dock for airships to land.
Mt Gagazet: This high mountain is home to the Ronso as well as the only path to Zanarkand and Sin. The Ronso are a tall horned blue furred race with animal like appearances. The Ronso are a proud race and don’t like to be disturbed but they do allow pilgrimages thought their mountain. Within Gagazet, a pilgrimage must face many challenges and if they can make it through the mountain, they will arrive in Zanarkand. With no airship dock one must travel across the Calm Lands to reach Mt. Gagazet.
Zanarkand: Zanarkand was once a highly advanced city, but due to its usage of machina, was destroyed beyond repair by Sin and is now a city of rubble. Since then, this has been Sin’s resting place and here a Summoner and his/her guardians must enter and defeat Sin.
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Rules
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Rules
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No Spamming
No Fighting
No Bunnying unless you ask me and the person it affects
No god like characters
You can use minor vulgarity only if you clearly state it is in you post.
No “sexual” acts whatsoever
Any disregards of the above rules will result in the “three strike rule”
I can reserve you a spot but only for two days
I have the right to deny you from this RPG
You have the right to know why you have been denied so you can edit your sign up
HAVE FUN
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Sign up Form
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Name:
Age: (14-42)
Gender:
Race: (Al Bhed, Ronso Human, ect.)
Character Choice: (Summoner, Master, Guardian)
Weapon Choice: (Sward, Javelin, ect.)
Starting City: (One of the cities listed above)
Special Skills: (Black Magic, Lancer, ect.)
Description: (3 to 4 lines)
Personality: (3 to 4 lines)
Other: (Additional info. On your character)
My Sign up (use it as an example)
Name: Mako
Age: 18
Gender: Male
Race: Human
Character Choice: Guardian
Weapon Choice: Sward
Starting City: Besaid
Special Skills: White Magic
Description: Mako has spiky black hear that he wears in a light blue bandana. He has crystal blue eyes in the center of his tanned face that has a scar on his left cheek that he received from a rejected girl. He wears a blue unbuttoned button down shirt and gray shorts that are ripped on the bottom with brown sandals.
Personality: Mako is an athletic youth with a strong mind and likes things to go his way. He has a reputation of getting in trouble for stealing. When not in trouble, Mako prowls the streets looking for a new girlfriend. He is also very completive and never backs down from a challenge.
Other: Mako will do anything to protect a girl
If you have any questions, contact me via PM.
LET’S GET THIS SHOW ON THE ROAD (It’s not really a show, it’s just a figure of speech)
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Summoner for Spira:Cenodoxus(Ive Etrusque)-Accepted
Guardian 1: lisalover(Mako)-Accepted
Guardian 2: Aether(Taylor Zin)-Accepted
Guardian 3: Suteki Kishi Saber(Alcelia Drakeraid)-Accepted
Summoner for Masters: Saffire Persian(Kethurah Lynara)-Accepted
Guardain 1:Shadows Follower(Gallack Guado)-Accepted
Guardain 2:Kev Chi(Kev Chi)-Accepted
Master 1: lisalover(Lord Noctus)-Accepted
Master 2: Saffire Persian(Varhi Ronso)-Accepted
Master 3:Shadows Follower(Khazar Guado)-Accepted
Master 4:
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