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Ralae
11-06-2008, 01:05
Purple Quater - 8th Day.

Dreams. What -are- dreams? Some people believe dreams are the wishes of people. Their most hidden desires, hiding within their hearts, within their souls. Others believe dreams are the imagination. The imagination creating a world for your very self to live in for your few hours of slumber. A land of peace, mystery and magic... I used to believe this. Dreams... A land I would never reach, but always wanted.

A nightmare and a dream. What is the difference? Is there a difference? Is a nightmare just a conflict happening in your world? Or is there more to it?

I was once the same as those entering our world. A 'whisperer', as they are known. Those who enter the world lost. Those who claim this land is their dream. How is such a thing possible? We are all here. We are all alive. We are real.
And then I think for a while... Are we?

It matters not. Ever since these 'Whisperers' have appeared, Tarrice is changing. The Gods have willed the appearance of these men and women. They are here for a reason, and I am determined to find out what that is. Until then, they shall be welcome in the capital.

-Lady Sienna.
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Ok! So, i've decided to create a Roleplay for those wanting to join one. I'm not sure how it's going to turn out, but I do hope some of you will be willing to join in! The above is - hopefully you figured it out - a type of diary entry from the Lady Sienna. It gives a few hints to the story of the RP, which i'll be explaining more in due time! First, I just wanna clear some things up, such as characters, limitations, and the land of 'Tarrice' and such!
So, first thing's first, i'll start with the idea of Tarrice.

Tarrice
Tarrice is a land that exists next to our own. Yes, i'm talking about Earth! While Tarrice is directly next to our own world, we are never able to see it. The existance of Tarrice has never been proven, and in fact, it is an incredibly small number of people from our world that have even been able to see a glimpse it. Those who have witnessed the beauty of Tarrice usually keep to themselves, as they have only seen it within their dreams, and when they wake, however real it may seem, they convince themselves that Tarrice is just a small part of their imagination.

Races
There are five races found within the world of Tarrice. All five races hail from a different land, but they are mostly peaceful towards each other, though there are a few conflicts between certain pairs.
Humans: Humans are... well, humans. They are almost always curious, friendly to others, and skilled in different things. Yet, as a whole, they are very good at everything. Humans, in the land of Tarrice, are usually capable of anything. The Royal Family, consisting of the Lady Sienna, are all made up of humans, and rule the land of Tarrice from the capital, Celestia. The Humans of Tarrice have no specialty, and many become students of the magic arts, or seasoned warriors.
Korun: The Korun are usually a violent and short tempered bunch. This is also represented in their appearance. The Korun often have features of dangerous animals found on Earth, such as the Korun may appear to have scales upon their skin, or a face shaped similar to that of a crocodile. The Korun are mostly located within the Gorgana Marsh, in the villages scattered throughout. The Korun are usually well built - including the females - and are often incredible fighters, with a select few studying the magic arts.
Waeun: The Waeun are a winged race, and is the most secluded race within Tarrice. They live on the sky continent of Wae, and try not to communicate with most other races unless it is required. While the Wae are shy and quiet around others, there are those who have left Waeun to explore the land themself. The wings of a Waeun are similar to that of a dove, and do not grow too large. While their wings are small in appearance, they are suprisingly able to lift themselves with them and fly quite swiftly. The Waeun are often seen as a frail race, and it is the main reason why the majority of the University of Magic Arts is made up of this race. However, there are a select few who move away from such arts, and instead train for years to master their archery skills, using their ability to fly to their advantage.
Felixin: A race mainly made up of thieves and bandits. This race is possibly the most disliked within Tarrice, as they are the race that performs the most crime throughout the world. This race has features of agile and cunning animals, namely they usually have features similar to a monkey or a cat, such as a tail to help their balance. They are also well known for their running speed, as catching a Felixin is a problem for even the most seasoned Law Enforcer. The Felixin are a very agile race, but also very skinny, and are usually found within their homeland, the Juap Jungle. They struggle in the magic arts but their speed allows them decent movement in close combat, fine sneaking abilities, and also a mastery of archery and marksmanship.
Half-Breed: The Half-Breeds are looked down upon by most of the other races, as inter-racial relationships are a crime. Due to this, most Half-Breeds live their life away from the other races, staying in their small village in the Serumbah Desert. Very few Half-Breeds leave their home, scared of the outside world. There are rumours of the Lady Sienna working on destroying the racism shown to the Half-Breeds, but her reasons are still unknown. Half-Breeds, like Humans, are usually able to peform well in anything, but are not as skilled in certain fields as the other 3 races. Half-Breeds are only made up of a Human and another race, and only usually receive half of the traits of the other races, such as one wing, or just a tail.

Lands within Tarrice:
For the start of the RP, there will only be a few areas i'll be describing. This is to allow people to get involved in the RP with each other, but also a feel to if they will enjoy this roleplay. Feel free to drop out if you aren't enjoying yourself, I don't mind. Though I would like people to give it a chance!

Celestia: The Capital of Tarrice, founded by the Humans. Celestia is similar to most capitals. A huge, bustling city with a variety of faces to be seen, and many places to see! While it was founded by the Humans, Celestia has visitors of all the races. There are even Half-Breeds found within the city, though some citizens, and even guards, are violent and rude towards them. There are several shops within this city, and also schools. The University of Magic Arts is found within Celestia, as well as a Training Program, lead by the High Guard to train those wishing to master in close combat.
Celestia Ruins: A small part of Celestia that has been reduced to ruins from a War long past. These ruins are controlled by the High Guard, and those who are able to gain permission may use the Temple found within to travel to the sky continent, Wae.
Wae: Wae is the floating continent, found almost directly above Celestia. Many people believe that the Waeun are descendants of the Gods, which is why they live within the sky. While Wae is home to the Waeun, it is also home to many ruins, several dangerous. Outsiders are not allowed to enter these ruins, as they have been overrun by 'Sacred Beasts', guarding the treasures of the Gods.
Gorgana Fields: A large grassland that surrounds Celestia. Heading to the North leads to the coast and to the West leads to the Port, currently being worked on. Throughout the Fields live several monsters, waiting for their prey who foolishly travel alone. To the South is the Croaking Canyon, and to the East lies the Gorgana Marsh.
Gorgana Marsh: The homeland of the Kuron. The Kuron are a violent race who are used to living in such harsh conditions, which is why they are not alerted by the majority of the monsters that live within the Marsh with them.
Croaking Canyon: A barren canyon filled with giant bones. The bones have never been explained, apart from small rumours of dragons living on the cliffs, watching for a suitable sized prey. To the south of the Croaking Canyon is the Juap Jungle, home of the Felixin.
Juap Jungle: A large jungle found south of the Croaking Canyon and home to the agile race, the Felixin. Many people are known to have travelled deep into the Juap Jungle, only to never exit again. It is rumoured that the bandits and monsters throughout the jungle are violent to anything and even each other, and are at a constant battle with the Felixin village in the centre of the jungle. Also, it is a well known fact that the Jungle can not be fully explored without the help of a Felixin, as their improved senses allow them to make sense of the 'maze' that the land creates.

So, that's the basic area you RPers will be exploring in for the first while of the RP. Just until people get involved and seem like they're ready to move on with the RP!
Right, next i'll be describing the idea of specialties for characters in Tarrice. I'll start with close combat specialties.

Close Combat Specialties:
Well, as it's a bit obvious, these are for characters that prefer melee combat over ranged. There are a few different ways characters in Tarrice can fight up close.
Fighter: Fighters pretty much use all the brawn they have. They favour any weapon they can get their hands on - even their fists - and can hold their own in a fight. While Fighters can hit incredibly hard, and take a bit of a beating themselves, they aren't very sneaky and their magical skills are quite slim, if they train to have any at all.
Shade: A Shade is the name given to the close combat specialists who prefer doing their business quickly and quietly. They are well known to be able to hide incredibly well - even in broad daylight - and they make up the majority of bandits and assassins throughout Tarrice. While Shades are skillful at sneaking, they do not have a lot of strength to withstand many physical or magical attacks.
Engineer: An Engineer, while possible to act from afar, is a lot more useful up front in a fighting situation. Engineers, not as strong as Fighters or as sneaky as Shades, are able to perform decently in both to help their own skills. Engineers, with materials, are able to create several explosives which they can use to help them in different situations. However, one must note that when becoming an Engineer, you close yourself off from all magic found within Tarrice, making it impossible to learn even the simplest spells of the Magic Arts.

Ranged Specialists:
Characters that prefer fighting from afar, harming their enemies from a safer distance, or aiding the party from a distance.
Archer: One skilled with bows, arrows, guns and bullets. Very vulnerable when up close, but with a deadly aim and fast arm, they can make quick work of some enemies. Archers are very skilled at travelling the land, and are often known for taking aim at their opponents from hard to reach places, such as up tall trees.
Weaver: Masters of harmful spells, they are able shoot spells of different elements from dangerous distances. As most masters of magic, they are unable to fight well in close combat, and they are also rather frail.
Soother: These are also masters of magic, however, they focus on the opposite of the Weavers, namely healing severe wounds from themselves and comrades, but also protecting them from harm through the power of protective spells.

Specialist Hybrids:
Characters who prefer a mixture of abilities, making them useful in close combat, but also from a range.
Cleric: Wielding a large mace and a small selection of magic arts focused on healing, these characters hold their own decently in a fight, but are also able to support themselves and friends with their magic. Note, that while Clerics fight and cast magic, they are not as strong at close combat as Fighters, and not as potential healers as Soothers.
Battle Mage: The Battle Mage is skilled at close combat, and also have skills in the elemental magic arts. While a Battle Mage is not able to fire his spells from a distance as far as a Weaver, the Battle Mage can enchant their weapons with the elements to create an interesting result.
Alchemist: The Alchemist is similar to the Engineer, only they are more focused on supporting their allies with the elixirs they create instead of harming their enemies. While an Alchemist can unleash the abilities of their elixirs from a range, monster blood is a common ingredient to their potions and elixirs, so they also need to get close to their enemies to collect the fresh blood samples. Many frown upon the actions of Alchemists, calling it a barbaric specialty, however, many others - those who don't mind drinking the many interesting ingredients placed into a potion - see them as valuable allies.

Note: These are just ideas of character specialties! There are three 'archetypes' which are pretty much Close Combat, Ranged Combat and Stealth Combat. You are allowed a Hybrid, but I would prefer one of the following ideas for a Hybrid, otherwise they might be very strong. >_> A hybrid should have decent skills in two of the "archetypes", instead of focusing strongly in one and less in the other two.
For example, Cleric, has decent skills at Close Combat, and Ranged Combat (through healing magic arts). Battle Mage has the same, only through their elemental magic arts. I don't mind people making up their own specialties, but would prefer a PM about it before hand so I can check it's alright, and i'd prefer it to focus on the three main archetypes, though any ideas for a fourth are welcome!

Between Earth and Tarrice:
As mentioned before, the way people enter into Tarrice is through their sleep. This means, unless under special circumstances, that your character will not be in Tarrice 24/7. This means that you will be RPing someone on Earth as well! Your character on Earth should be your 'main' character, and when they enter Tarrice, the race they become should suit their own wishes and what they would prefer. Your character on Earth will be just an ordinary human, with a job, or they could be a lazy bumb!

Character Sheet:
A pretty basic Character Sheet. If you've read this far, i'm hoping you're interested! Ok, here we go.
Name: Name of your character!
Age: The age of your character, which should stay the same when they enter the land of Tarrice as well.
Occupation: Occupation of your character when 'awake' on Earth.
Race in Tarrice: The Race your character becomes when they enter Tarrice. Your choice is free!
Description (Earth): The description of your characters appearance when they are 'awake' on Earth.
Description (Tarrice): The description of your characters appearance when they are in the world of Tarrice.
Specialty: Close Combat, Ranged, or a Hybrid of some sort, like the examples given. You are allowed to create your own specialty, just try and stick to the Archetypes i've given.
History: A small history of your character's life on Earth, just to give the Earth side of RP a stronger feel, such as where he lives, any major events in their life etc.

Any questions, then feel free to PM me! Any suggestions, also PM me! I just want to see how many are willing to get involved and if it'll be a RP worth working on for some extra enjoyment on the forums, so post away! If enough people get involved fast enough, we'll start this up pretty soon!

Grae
11-06-2008, 20:13
Character Sheet:
Name: Jack

Age: 29

Occupation: Network administrator for a large corporation.

Race in Tarrice: Hybrid, human looking but with the ability to retract cat like claws, a tail and cat like eyes.

Description (Earth): Usually dressed in Black trousers, white shirt and black tie, except for Fridays when it's Wacky Tacky Tie day at the office, then he usually wears his Spiderman tie. Short brown hair, kind of messy, glasses, not tall but not short, slouches a lot, unfit but not heavy.

Description (Tarrice): Straight back, no glasses, cat-like eyes. Appears taller but isn't really, hair is longer and more wild, tail has a tribal-design gold rign on it, as do his arms, and a pendant with some unknown design is draped around his neck. He wears a white raggedy t-shirt and a green/brown leather waistcoat (think THF AF from FFXI,) 3/4 length trousers and sometimes a pair of gloves which are kept in his pocket when he's not using them.

Specialty: Close Combat: Shade

History: Growing up in a small suburban town, Jack never knew his father. His mother raised him solely on her own but deep down Jack always knew his mother kind of blamed him for his father leaving. She had many partners, father figures for Jack but none of them were ever any good. When Jack was 18 he left home and got a job to fund himself through local college where he studied networking and administration. When he was 21 he decided to try a startup company with some friends but the idea fell through, Jack was left pennyless. He found himself a job at a large company when he was 25 and has remained there since, mostly undisturbed and ignored in a corner by all whose jobs seem far more important. He's quiet and lives alone in a 2 room apartment (one room is the bathroom) spending his nights and free time watching DVD videos and surfing the web, that is when his boss isn't making him work weekends with no overtime.