*Rise of the Guardians* The Chronicles +WatchReplies: 1614 / 5 years ago
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- [Allowed] Bloody_eve
- [Allowed] Darien
- [Allowed] Kastanstyrax
- [Allowed] northernwolves
[center ***This is an original Plot, please do not steal, copy, or use anything from this rp for personal use or your own roleplay.***]
Land of Azera. Four Provinces at war fighting the Rule of one evil man...
Four wandering travelers find themselves in The Central City. It is a bustling and busy place, centered in the middle of the four provinces. It is also where The Self Proclaimed "King" Malik lives. It was once the Holy Land for the Four Provinces, where the fabled Priests and Priestesses of the Old Gods of Azeroth held sanctuary for all. That was… until King Malik. He ran the Holy Ones from their Holy Palace and took over not only the Central City, but the four provinces as well.
Legend has it that the Four Provinces once housed their own spirit guardians. These Guardians were kept in elaborate temples, with their own contingent of temple masters and maids to attend to them. During Malik’s rise to power, he attacked the temples and slaughtered the Temple Hands. It was by the brave sacrifices of Temple Masters and Maidens that they were able to send the Spirits away. For Centuries the Spirits had not claimed a host… but with the rise of Malik, the Guardians searched out their perfect Human Host, marking them and imbuing them with awesome powers to defeat evil and restore the balance.
The Province to the North was guarded by the Spirit of the Forest, and often seen in the shape of a Caribou. Filled with thick dense forests and beautiful mountain passes to the Northern most parts, and gently sloping hills further south where farming is aplenty. Winter, however, is never kind in the North. The summers are kind and fair and allow for the Northmen to travel south and barter their furs and goods for food stuffs they will need in the winter months. This is the Province known as Caledon. The people there are hearty and Strong. Known to produce fine warriors, and are often seen as warmongering, as the Caledon clans tend to fight against Malik’s border agents on a regular basis, and guard the Dark Forest’s creatures from venturing south. Caledon is considered the bread basket of Azera. It is reminiscent to what we would have considered Ancient Germania and Scandinavia. (powers would be earth based)
The Province in the South is guarded by the Fire Spirit often seen as a massive snake. Mostly Desert lands with the occasional watery oasis. Farming takes great engineering feats involving sophisticated irrigation, and travel is usually done on Camel. Most people live nomadic lives, but there are cities where water can be found, usually along the River Nine, named so for the way the main river forks out at nine different locations and leads to nine large grandiose cities of terracotta. All of it built on the back of a lucrative Slave Trade. Most of the people in what is referred to as [i The Wastelands] are considered barbaric by many, with their nomadic lifestyle and their staunch traditions to the Old Gods –namely their patron deity the Fire-Breathing Serpent (Ouk'nu), and ritual sacrifice. Snakes are considered holy and sacred to the Nomadic people of Abdhu’Jai. The Southernmost part is unpassable as the desert goes on for hundreds of miles with no water in sight. It is also rumored that Sand Wyrms live there and those who have tried to trek across it in hopes of exploring have never been heard from again. The Jai's are reminiscent of The Egyptians, & The Byzantine Era. (powers would be fire based)
To the East is where the Mountains climb higher than even those of Caledon. Here it is said the people of Volshiv live among the clouds and are protected by the Flying spirit of Wind often seen in the form of a Dove. On a still quiet day, if you stand on the Eastern border you can hear the whistling winds careen through the highest peaks in all of Azera. Very little is known about the Volshi. They are very reclusive and rarely travel West to the Central City. They are known to be fair of face and hair, willowy and spry and some of the last humans to retain some semblance of magical power. The Volshi were the only ones to escape the mad grip of Malik in the beginning –but it did not stop them from sending their Guardian to find a host as well. (air based powers)
To the West is the Province of Fenlyk. Guarded by the Water Spirit, known to take the form of a massive Koi Fish. The Region is mostly littered with waterways and wet lands, it is the fishing capital of all Azera. More fish is produced in Fenlyk than anywhere else in the Four Provinces. They trade frequently with Caledon and Abdhu’Jai. Aside from fish and watersports Fenlyk is known for its textile and fashion. It is the most modernized Province of the four, the wealthiest and one of the most influential. Their Navy is without rival, as it should be to protect the city from the Ocean's monsters that tend to capture vessels that wander too far from the mainland. They would be reminiscent of Ancient Greeks or Atlantis. (water based powers)
One woman is tasked to find the guardians, teach them and guide them to their glorious destiny. To find them she pulls from the ancient Prophecy, one that even involves her. Her name is Aria, a native of Volshiv who was taken from her home when she was no older than three. She doesn’t remember her home, or her birth parents. Only that she was marked by the Spirit Guardians –slated by the Gods to be their High Priestess. She was destined to be the most holy and powerful figure of her time, but Malik’s invasion from across the open sea and his march across the border lands of Abdhu’Jai and Fenlyk brought him to Central City and the beginning of his reign of terror. Of course when Malik invaded she was but a small child of six, training to be become The High Priestess. She escaped with the help of an Elder Priest who raised her in hiding, and continued her training so she could ensure the Guardians would find their way. A bounty is out for Aria’s head – though Malik has no real idea of who she is, he is aware of the markings that would and do adorn her body. She realizes he will discover her soon enough, and finding the Guardians has become imperative to free the city and provinces of the would-be Tyrant. Destroying Malik and returning peace to the four Provinces is also the only way to restore the Spirit Guardians back to their pantheons and peace to the land.
A traveler from each province finds themselves in Central City. Compelled to travel and see the world, or to simply get away from their old life. For any number of reasons, Fate brings them to the Central City. What they don’t realize is: they are chosen and marked as the host of their region’s Spirit Guardian. It lives within them and gives them power. It is a comforting, and yet frightening source for the four individuals -it just needs to be awakened in them, and that is where Aria comes in.
Aria feels it in her bones that the time has come. She’s been gifted visions of the travelers to come. She only sees them as their spirit so their faces remain shrouded in mystery. The Gods guide her to come out of hiding after hiding away for nearly twenty years. The raids took place when she was only six, and now she is twenty-seven. Time has passed and the people grow deeper into oppression. Most of the Tyranny is evident in the Central City. The outlying villages and townships of the Provinces are routinely raided, and it seems Malik is constantly fighting with the Caledons. The Fennish bow down to his reign their pacifism making them complacent and easy to dominate. The Nomads –Jais of the south are raided frequently and without mercy. The Volshi remain for the most part safe, but rumor has it they have amassed a huge army and are prepared to come down from their cities in the clouds to set Malik straight. Aria knows it will be too little too late. Malik has to be cut down at the source… from his False throne: The Holy Alter that should be hers.
Aria must find the Guardians, help them discover their own powers and talents, and if need be –sacrifice herself to help them cleanse the world and usher in a new peaceful Era. She must help the Guardians restore balance, but first… she has to find them and convince them.
[center [pic http://i63.tinypic.com/16kw9ci.jpg]]
[center Cast of Characters]
[center Caledon Guardian: TAKEN]
Guardian: Caledon guardian
Personality:guardian soft hearted, peaceful, adapts to surroundings and situations quickly, reserved
Bio & History:before being chosen, Saraya was a beautiful soul that loved children of her providence. she was married to a knight that protected the temple, and they were expecting their first born... Until the ambush. her husband was taken from her, and after that, her baby didn't surviv. With the passion she felt, she thought she would never survive... Until the spirit chose her.
Weapon of Choice: Double edge sword
Primary Special Power: Air Control (force-fields & shrouding scents)
Secondary Powers (limit 3): healing, invisibility, speed
[center Fenlyk Guardian: TAKEN]
Guardian: Fenlyk- fish tattoo on neck
Personality: quiet, shy, honest.
Bio & History: She was chosen as a guardian from birth, but neither her parents nor herself knew that at all. Her parents were simple fishers, her dad going out to sea for the daily haul and her mom selling whatever fish had been caught in the markets. Everything was pretty peaceful, until Malik took the ruling of everything under his hand. Since the region she lived bowed down peacefully, nothing really bad happened there. But something was up, which came in the form of her house being raided by Malik's forces. She managed to run off, while her parents were nailed to the door of what used to be her house. Now just walks around the provinces, hiding herself from Malik's grasp.
Weapon of Choice: Staff(not the magic kind)
Primary Special Power: Hydrokinesis
Secondary Powers (limit 3): Soundless steps
Weakness and limitations to your powers: Manipulating water requires some concentration. No concentration, no hydrokinesis.
[center Volshiv Guardian: TAKEN]
Guardian: Volshiv Guardian
Personality:Witty, calculating, devious, pragmatic
Bio & History: Adimar hails from the high peaks of Volshiv. He has traveled the Sky Cities, and down in the Volishi Valleys where most Volshi tend to avoid due to the dense foliage and wild animals that haunt the forest beneath them. He is considered one of the best warriors of Volshi -bested only by the High Lord of Volshi. Having been marked a guardian since the day of his birth, at 32 Adimar is well versed in the landscape of politics and battle. He's had his skirmishes with King Malik's invading soldiers over the years. Adimar has spent his life preparing for battle against Malik -knowing his destiny from the very beginning and in order to save his people, he must go fight.
Adimar travels to the central city in hopes of finding his fellow Volshi, Aria, who was spirited away as a baby to be the next High Priestess. All in Volshiv know the name of Aria, and an army is amassed waiting to help her at the call to battle. Adimar intends to lead that army and reclaim the Holy Throne... but don't confuse his motives as one of honor -Adimar has plans of his own... to be free.
Weapon of Choice: Archer by trade, but also carries a sword of Volshi Steel passed down in his family for generations
Primary Special Power: Weather Manipulation, allows him to create any number of storms for up to eight hours. Lightning, tornado, rain etc...
Secondary Powers (limit 3):
1. Flight Assist: Allows him to use the wind to propel him upwards into the air for short bursts of time, or to surge him forward quickly.
2. Lashing Tailwind: The name of his attack where he kicks out a devastating blast of cold air to temporarily immobilize opponents.
3. Eagle Eye: Allows him to possess the body of any bird and see through it's eyes. He uses this skill a great deal for scouting.
Weakness and limitations to your powers: As with any magic user Adimar will eventually run out of Mana: or his magical stamina. He is very powerful, but the more power he uses, the more mana he uses. His powers are limited he can only make one storm a day, but can use his three minor attack powers intermittently as long as he has the mana to do so. Also, his other great weakness is a pretty woman. He does not hide his playboy like nature.
[center Adbhu'Jai Guardian: TAKEN]
Guardian: Adbhu'Jai Guardian, Mark is twin serpents, one branded into each wrist
Personality: Gruff, loyal, fierce, devoted,
Bio & History: Rhuarc is an extremely large man, standing tall at 6ft 10’ and weighing around 19st 12lbs he is an imposing physical specimen. Rhuarc is a muscled figure and very much represents the typical stereotype of a wasteland barbarian. His body is adorned with various, tattoos, brands and scars.
Born into the traditional nomadic life of the Abdhu’Jai people. At ten years old Rhuarc departed on the traditional journey to the sacred temple of Ouk'nu in the deep southern deserts, as all young men do in an effort to prove himself to his tribe and the great fire deity. It wasn't long before Rhuarc and his people grew used to the merciless raids of Malik and his forces, causing a deep distrust of anyone not from within the nomadic Jai. Rhuarc's father and brother were killed in one so called raid while his sister was taken presumably as a slave.
Weapon of Choice: A large, brutal looking great sword with a wicked looking serrated edge
Primary Special Power: Pyrokenisis
Secondary Powers (limit 3):
Increased reactions and agility (like that of a serpent)
Ability to communicate with serpents
Unaffected by poisons
[center High Preistess: TAKEN]
Name: Aria Tolshiv
Guardian: Not a Guardian, but the High Priestess of the Guardians. She is their guide and mentor. She is marked with the symbols of every Guardian in a straight line down her spine -each marked in their prospective color.
Personality: Passionate devotion, motherly, calm gentle -but a tempest of fury if invoked. A Natural Born Ruler
Bio & History: Born in Volshiv, Aria was marked from the day of her Birth as the next High Priestess wielding the marks of all four Guardians. Then they were tiny dots of color, now a woman they have taken full shape down her spine weaving one another together. Her arrival was kept as secret as possible but her coming was foreseen by the Holy Ones who came and collected her. They took her still suckling at her mother's breast, taking her into Central City before she ever knew her mother's name.
When she was six the raids of Malik's wrath arrived. He had laid claim to the throne for many years, but upon word that the new High Priestess had been born he ordered the temples and monasteries burned and destroyed. He decreed that the Old Gods, or Guardians, were no more and that he was God. He lived an unnaturally long life -one none of the Holy Scholars could figure out. It was by the handiwork of Elder Rigby that Aria was smuggled out. Since then she was raised in seclusion with nothing but Elder Rigby to teach her, and her many tombs and scrolls from which she studied preparing for the day to take her birth right. The Holy Alter. It would make her more powerful than any king or Lord of the Four Provinces, but it is not for Power she wishes to take the Alter Throne back... it is for the people. She too has suffered by Malik's hand, she wishes it to end.
Weapon of Choice: She is often seen walking with a Staff, this is her bow staff, her weapon of choice. Meant to disarm and injure but not kill
Primary Special Power: Absolute Intuition -she has a knowing about her. It is unexplainable.
Secondary Powers (limit 3):
1. Ability to enter the spirit realm either while sleeping or through meditation
2. Can whisper thoughts into the minds of men - Persuasion
Weakness/limitations: Aria is not a fighter, that alone makes her weak physically. Mentally she is strong. Her powers of absolute intuition are more like a strong 6th sense -but not always available. When she enters the spirit realm, awake or asleep she is vulnerable to attack and needs to be guarded by someone she trusts. Her powers of persuasion can be ignored by a person with an iron will.
[center King Malik: Pending]
[center *** Side characters who travel with the Guardians are more than welcome to help make up the caravan***]
1. All Standard ES rules apply
2. Have Fun
3. No insta-romance
4. This is a literate RP. I ask for a post on average of 800 words (not characters If I have to set a character limit I will)
5. Basic Grammar and Spelling please
6. PM Me with the title of the Rp: Rise of the Guardians, and a basic Character Skeleton.
7. You have ten (10) days to post. Failure to post within ten days forfeits your turn.
Please note: You may play more than one character, but you may only play one Guardian.
Your powers should not be so much that combined you are incredibly powerful and basically unstoppable. Please have ONE main power that does only a small handful of acceptable things, and up to three minor skills. All your power and all your skill -your character is still mortal and MUST HAVE A WEAKNESS. I don't want characters with god-like powers. Our group will face tasks where they are defeated, injured, or captured. No one should be capable of having fail-safes to constantly win.
Examples of powers:
Water Manipulation: can take water from the ground, the air, or even from a direct water source and create water funnels that attack, or a massive wave, or even turn that water to ice and create a spear with which to throw at enemies.
Healing: you can heal but not raise the dead -that is necromancy and would be considered a Primary power
Air Manipulation: Would be more like controlling the weather. Or maybe you can rush the air at an opponent flinging them back, take the air from them and let them choke.
Earth Manipulation: Use of the ground, make it shake, split open into chasms to swallow whole platoons, or maybe use the plant life around you, grow your own and use it to attack.
If you still have questions regarding your powers, please don't hesitate to PM me. I want these characters to be humble -not all powerful.
[center Basic Skeleton:]
[center Guardian: (are you a guardian, if so what does your marking look like?)]
[center Bio & History:]
[center Weapon of Choice:]
[center Primary Special Power:]
[center Secondary Powers (limit 3):]
[center Weakness and limitations to your powers]
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