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Seear's Dance Rp [4/5]

Discussion in 'Forum Games' started by Tisaun, Aug 2, 2019.

  1. Tisaun

    Tisaun Lad HERO

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    Hey everyone, I mustered the courage to start another forum roleplay. Let's hope this one goes well.

    Welcome to Seear​

    A world home to the varied landscapes, from the freezing waters of Hymnuria to the volcanic nation of Lesdahran. Venture far and wide and discover the secrets of the land, as well as encounter many important people. Brimming with magic, the world waits for the adventurous and courageous.
    Yeah, I know, pretty stereotypical RPG stuff.

    The main plotline is pretty flexible, so if you want to roam around the world and do 'quests' or side stories, feel free to do so! All characters will be spawned in the same city though, to avoid blank posts and the likes.

    Magic system: The types of magic are divided into three main categories: Particularities, Elemental Magic and Runes. Those are as listed below:

    Particularities: Unique to humans, most people are born with abilities that are different from other types of magic in the world. Although there are high chances of an individual being born with a common one, like Healing, some people or families have unique abilities. The current Prince of the Principality of Yuhtok, in Klaril, has Magnetism as his, which makes all metal that is not in contact with him to be pushed away whenever he activates his Particularity, for example.
    Elemental Magic: Engraved into the evolution of society as it is today, elemental magic is present in many aspects of society, from the most basic activities to the highest ranks of the military and royalty. The primal elements of magic are Lightning, Water, Fire, Air and Earth, which interacts with each other in a cycle of counteracting, such as described above. Although used in day-to-day activities, over usage of elemental magic can cause many side effects to the body, as listed below:

    Drawbacks to the usage of elemental Magic:

    Air - Upon over usage of air magic, the user may experience: Lightheadedness, lack of air, severe headache and fatigue.

    Earth - Upon over usage of Earth magic, the user may experience: Severe muscular strain, concussion symptoms, headache, and in more severe cases, broken bones.

    Fire - Upon over usage of fire magic, the user may experience: Dehydration, mild to severe headaches, fever, vomiting and in more severe cases, second to third-degree burns.

    Lightning - Upon over usage of lightning magic, the user may experience: spasms, slower reasoning and thinking skills, twitching muscles and in more severe cases, the lightning may break the skin in the region of its usage, causing burn marks in patterns.

    Water - Upon over usage of Water magic, the user may experience: dehydration, dizziness, throwing up, cough, and in more severe cases, blood in the cough.
    Runes: A kind of magic discovered as the ruins in islands by Efrelain came to the public knowledge, Runic magic has ever since been a fundamental asset in multiple parts of society, such as armoury, tools, buildings and the likes. U.N.H.I.R. have been the pioneers of Runic magic for the past decades, with revolutionary techniques, although those are seen only in Iktar due to political differences with other nations. The range of use of runes are unfathomable, as research on sites in the islands of Nerrou and the Guallé Archipelago keep discovering tablets with writings of new runes of varied uses, ranging from decreasing the weight of items to creating heat out of latent energy on the surroundings.
    Derived from the Efrelain animals that fled to Plínnau and Colden in elvish ships, there are some types of magic that are unrecognized by the international community, such as Animagus, derived from distilling the magic off of the blood of magical creatures to greate powerful concoctions that with time, the mages are able to utilize as a way to transform into beasts without needing blood.

    The geography of the world is as seen on this map, and as explained by the Coldenic geographer Setrah Farin.
    [​IMG]
    Subtitles: I: Colden; II: Heril; III: Plinnáu; IV: Union of the Northern Hymnurian Independent Republics (U.N.H.I.R.); V: Lesdahran; VI: Aatsura; VII: Iktar; VIII: Klaril; IX: Hetsunai; X: Illiarel; XI: Efrelain; XII: Dameren; XIII: Opladyl.
    Thirteen nations, Eight Continents, Six Landmasses.

    Aatsura: Desert nation. Harsh environment, however, minerally rich. Buys food from other nations, as well as most building materials. Most towns located on the coasts, with buildings made of mainly Coldenic wood and a sturdy mixture of limestone, water, volcanic ashes, alongside a recently discovered lightweight metal and glass-like powder. Population: 7 million. Area: Approximately 8 million square kilometres.

    Colden: Nation with strict borders and ruled by a military regime, Colden thrives on exporting both high-quality wood and manufactured products, such as bows and spears of the highest crafting. As one of its neighbouring countries is Opladyl, territorial fights regarding mist covering entire cities have become more frequent in the past years. Population: 44 million. Area: Approximately 5 million square kilometres.

    Klaril: Weak military and economically, this nation is only visited by one sole purpose; It's allowance of the Academy methods and presence. With most of its largest cities surrounding Its Filials, Klaril's capital is fairly forgotten near those. Population: 12 million. Area: Approximately 5 million square kilometres.

    Plinnáu: An enormous jungle of endless trees and vines, only interrupted by a few cities, such as Sarmoau. Trees here reach hundreds of meters of height. Population lives of nature, in a harmony, envied by many. Population: 23 million. Area: Approximately 9 million square kilometers.

    Illiarel: A land of mountains that divides the continent with Klaril, this nation is made of mostly monks and those who seek for wisdom, going to the Library Archives, the biggest literary collection of all nations. A few towns exist as an exception to this rule of wisdom. Surprisingly, this nation still holds the territories from another time of conquest and war. Population: 16 million Area: Approximately 4 million square kilometers.

    Opladyl: In the continent of Daklem, alongside with Colden. Due to respect to traditions, the area of Opladyl consists of everything the fog touches. Mostly secluded from the rest of the world, there isn’t much information about this nation, asides from the fact that it is made mostly of foggy forests and wheat fields, and that it is the least populated nation. Population: 3 million. Area: Approximately 3 million square kilometers.

    Heril: Small passage that connects Colden and Plinnáu. With fairly good economy due the merchant towns there resided have products of both nations at cheap prices. Although small, this piece of land also contains the spring of the biggest river in the world, which flows towards and through Plinnáu, feeding the jungle. Mostly made of plains and rivers. Population: 4 million. Area: Approximately 700 thousand square kilometers.

    Dameren: Island by Plinnáu's coast. Although firstly populated by prisoners of war and used as a colony whose only goal was to bring materials to the mainland, Dameren has grown into what can only be described as a high standards paradise for the richest men and women around the world. Seen as it is still getting its independence, the island falls into Plinnáu’s jurisdiction and therefore has no set population data so far. Area: Approximately 500 thousand square kilometers.

    Iktar: Although secluded in comparison to most countries in the world, Iktar has formed a culture of itself that differs from everything else across the globe. With its capital being also the centre of their religion, the Iktarian population holds their belief high in priority, alongside the military career, one of the most honourable professions one can have inside the nation. Due to that, the country’s military force is feared throughout its neighboring nations, and in some cases, enemies. The territory consists of mostly windy mountains, with few plateaus and rivers. Population: 6 million. Area: Approximately 6 million square kilometers.

    Hetsunai: The City-State of Hetsunai, referred to as the Kingdom of Hetsunai by the natives, is a city-state near the Mountains of Bheka, inside the territory of Klaril. Although small, this city-state is respected among other nations, due to the natures of the wars this ‘Kingdom’ partakes. Due to the nature of the magic practised inside the city-state, which is able to raise the dead, the wars fought by this ‘’nation’s’’ army were endless, as their dead soldiers would rise again and keep fighting, thinning the numbers of the enemy’s army throughout the endless fights. Population: 2 million. Area: Approximately 50 thousand square kilometers.
    Disclaimer: Due to the unpredictability, I won't allow the players to be a necromancer, since I don't want people walking around and raising an army of off the dead.


    Efrelain: A completely secluded continent, home to both elves and dwarves, as it is most known for. Other magically gifted beings call the continent their home, however, it's strict policies stop anyone that leaves the nation from ever coming back. Most elves that leave have settled in Plinnáu, although a few are scattered around the world. As for dwarves, most settle in Lesdahran. Population: Unknown. Area: Approximately 12 million square kilometers.

    Lesdahran: A volcanic land of mostly mountains and mostly barren landscapes, it has been evident that Lesdahran does not have the best starting point to be a thriving nation. A few cities manage to thrive in this nation, carved into the stone of the mountains, kept alive by the money from jewels and brute stone. Population: 7 million. Area: Approximately 4.5 million square kilometers.

    Union of the Northern Hymnurian Independent Republics (U.N.H.I.R.): Stablished in the arctic lands on Hymnuria, the Union is a set of twelve republics formed by separatist groups from an array of different nations around the world, connected by the shared goal of technological advancement. Due to being a relatively controversial nation, this land is closed off to most nations of the world, apart from Iktar, from which it imports few materials, and to who they export high calibre runic equipment and items. Population: 9 million. Area: Approximately 7.5 million square kilometers.
    Church of the Last God: Based off the manuscripts from Aatsuran archaeologist and general Reneeve Saastross, from 831, this Church believes in the existence of a singular god, responsible for the winds and rain. According to what the archaeologist had written, in his studies through the ancient ruins near Lake Untha, he found proof of a singular god, survivor of a catastrophe that wiped all of the other deities. After roaming Seear alone for centuries, the winds wiped the remains of the other deities into what now are the landmasses, making their spirits free to roam in the winds and creating an entirely new world.
    The adepts of this religion believe that the manipulation of wind is directly correlated with disrespecting the souls of the dead, and so in some places, such practice is a taboo. Nations such as Colden and Aatsura have most of their population as believers of the Last God, although the first condemns the usage of Air Magic harshly, as it is seen as an impure use of the souls of the deceased. It's common for these people to believe that storms and tornadoes are enraged spirits.
    Ikarta: A series of tales that predate most modern civilizations, the Ikarta bases itself off these tales, each one telling a story of a warrior and the virtues needed for a true soldier and leader. With a total of 99 stories, the legends regarding the creation of the book Ikar talk about two soldiers, in a time where war broke among all nations and gods, causing a collapse that shattered the world into pieces. The collapse sent most of a continent to under the seas, with only Iktar remaining. The two warriors found shelter in the windy mountain of Hikath and exchanged stories of their adventures and their fellow soldiers, each with virtue and morale stronger than the other. When it came the day for them to share their last stories, the gods found their hideout and killed both. However, due to the magical nature of the Hikath, they reincarnated into a lake which fed the mountains with water, which made the life flourish again in the land, and into a tree, with their roots so embedded into the stone of the mountains, not even the gods would be able to move it.
    Due to this tale, the Ikartaneen believe in a cycle of reincarnation, achieved through success as soldiers, following the virtues of the Ikar, to truly achieve peace and unity with nature.
    Although most currencies are accepted world wide, a few nations still refrain from the usage of other cultures currency. The most accepted currencies are:
    The Coldenic Piece (Silver, copper and iron)
    The Iktarian Chipped Iron (Whole, Half and Shard)
    The Aatsuran Estren (Estren, Cent)
    Most nations accept these three types of currency, although places such as Hetsunai have their own.
    Currency equivalence:
    A Silver Piece = Five Copper Pieces
    A Copper Piece = Five Iron Pieces
    One Silver Piece = Two Iktarian Chipped Iron
    One piece of Chipped Iron = Two Halves
    A Half = Two Shards
    An Estren = A Silver Piece
    An Estren = A Hundred Cents
    Elves and dwarves, natural of Efrelain, are rare sights among the outside world, although some can be encountered in higher concentrations depending on the nation you're in. Humans have the domain over most of the world, although there is no record of humans entering Efrelain successfully.
    Elven lifespan: Unknown, oldest elf to come from Efrelain is around 3628 years old.
    Dwarven lifespan: Around 250 years, although some individuals exceed 300.
    Human lifespan: Around 90 years.
    Disclaimer: Humans in this world are more physically capable than in real life, so your average Joe has about the strength of a top athlete and the speed of an Olympic track runner.
    The Academy: With twelve Filials scattered across Klaril, the Academy is an institution of learning, veneered across the continents for the quality of the professionals it forms. It's methods though, are known to be ruthless, with the warriors training there fighting until one passes out from the pain, with the loser being transferred to the medical bay, where they are stitched back together by the medical students.
    The original building is situated by what is now the biggest city in Klaril, Sharten, although the massive buildings and residential areas built around the original Academy outshine the city.
    Museum of Art and Culture of Flet: A gallery of pieces of various artists and arts who stay around all year, with a few seasonal events. Currently, it holds the pieces of famous Opladylian artist Halrah Stravehn, well known around the world for his exhibition 'Immersion'.

    A 'little' timeline of events.

    1907: Current year. Government of Aatsura is overthrown by populist rebels.

    1856: The republic of Ghather is stablished in Hymnuria.

    1732: Is stablished in Lushou, Plinnáu, the House of Medicine and Science, founded by Helea Flunt, an elf from Efrelain.

    1689: Is assassinated the King of Opladyl, in one of the rare occasions the nation's royalty visits the world outside the country. Although making Colden less trusted by Opladyl and neighboring nations, the mist country took to action, instead secluding itself off and creating laws to stop citizens of Colden from entering the country.

    1666-1671: In the subcontinent of Hòll, a war breaks out between Iktar and it’s neighboring nation, the now-extinct Jhetak, resulting in the annexation of the latter into Iktar’s territory. Citizens that were formerly from Jhetak still hold bitterness towards the militaristic government, although aspects of its society have already been implemented into Iktar. At the same time period, a small passage that connects Colden and Plinnáu declares it’s independence from Colden, naming itself Heril.

    1440-1459: The Klaril government is overtaken by a group of separatists for almost two decades, in which the new leaders institute a parliament system, which is kept to this day. Although the money was redirected from the military to the research sectors of the country, fueling a deep fever for innovation, which fed the exponential growth of the Academy. The group later left alongside it’s best researches towards the U.N.H.I.R.

    1428: It’s caught and executed in Aatsura the serial killer Fyrila Anbsor, who had been charged for the murder of over a hundred and twenty-two people over the span of 12 years, in an area spanning four nations. Originally from Iktar, the murderer was said to have laughed at his execution, joking about the lack of an audience. He was hanged and his ashes thrown from a mountain in Colden.

    1331: Creation of the U.N.H.I.R.. The territory of Hymnuria was split from Colden after pressure from multiple neighboring nations, resulting in, over the course of the next two decades the land being disputed by nations of the north. Eventually, governments agreed that separatist groups with tendencies of overthrowing the government should be sent that, which led to the creation of U.N.H.I.R.

    1289: The tribes of Plinnáu coalesce into its first city, Sarmoau, which leads to the nation being recognized by it’s closest neighbour, Colden.

    1163: A war breaks out between a much military stronger Opladyl and Colden, resulting in the loss of the latter. Due to the mist dissipating in the battle sites though, Opladyl’s territory receeded, which led to Colden taking its territory.

    868: A fire burns half of the Library Archives, causing in a massive loss of knowledge, which is today thought to be at least three hundred years in the future of the society of the time.

    438-511: A war breaks between Illiarel and Klaril, resulting in the latter losing a third of its territory and becoming so weak that there are scars to this day in the nation.

    324: Beginning of the documenting of world-related information in the Library Archives.

    179: The tribes on the north of Illiarel get annexed to the Kingdom.

    Year 0: An earthquake of proportions unseen before shatters the cities and mountains of the Nerrou Islands, followed shortly after by a tsunami, which then drags into the ocean the remains of the civilization. This event, known as the Fall of Akh-Harad, marks the beginning of modern times.

    B.F.A: Although not much information is known about the world before the creation of the Library Archives in Illiarel, through discoveries and journals kept by a few elves throughout the centuries, it is of knowledge that the beginnings of a few civilizations, such as the creation of a rudimentary Klaril Empire, a few dozen tribes coming together to create what was later going to turn into The Kingdom of Illiarel and the conquest of high land territories by a powerful tribe in Colden are known. A few ruins in the desert of Aatsura and overgrown structures in Plinnáu indicate that civilizations existed and collapsed before the current ones had been established into the world.

    Now, for the player applications, if you want to discuss things in more depth, as I imagine Particularities will be, I recommend starting a convo. Otherwise, you can post it here if you feel like it!

    Name:
    Age:
    Gender:
    Race:
    Homeland:
    Appearance:
    Items/Weapons:
    Backstory (Optional):
    Type of magic, if any.: Particularities go in here as well.

    And some rules to prevent total anarchy.
    1. Please don't god-mode or metagame. Just some common sense.
    2. If you keep pushing your limits shortly after being injured, you're going to keep getting worse and worse until you inevitably die. And I will kill off your character if you act suicidal or do dumb decisions, like jumping from a building or some other stuff like that.
    3. If you make enemies, expect them to return. You're not going to get away from kicking the King of Godknowswhat by leaving the country.
    4. Try to stay on character.

    Name: Fraise Othima
    Age: 33
    Gender: Male
    Race: Human
    Homeland: Aatsura
    Appearance (Reference design - Primrose - Octopath Traveler ): Light, quartz coloured skin tone with just a hint of tan and neatly styled dirty blonde hair. Dark blue eyes, slightly athletic physique, and height of 5'10. Attire consists of a brothel dancer theme; flowy rose-coloured top and trousers styled that makes dancing more convenient. White and gold trimming details on the clothes as well as several golden loop bracelets around his wrists and similar necklaces around his neck. A silver circlet of light pink and white gemstones on his forehead, hair strands sometimes falling in front of it. Strapped sandals that climb a little bit up his legs.

    Items/Weapons:
    • A clipped satchel on his belt that can be taken off as needed (primarily when dancing).
    • A light brown leather whip that spans up to 8 feet. Barely used.
    • A curved dagger with embedded gemstones matching his clothing colour scheme.
    Backstory (Optional): Fraise was raised as an only child in a somewhat nice yet shady part of Aatsura. His parents never paid that much attention to him, so Fraise typically roamed around the streets and frequently caused mischief wherever he went. Eventually, when he grew into a young adult, he was caught causing commotions at a nearby brothel and was forced to pay off his damages and troubles by working or be exiled to the sands outside the kingdom. Swiftly taking the job, Fraise was taught by the brothel dancers their dancing arts and soon became a favourite for the audience. His attitude and personality eventually evolved into being charming yet cunning, a somewhat enticing mystery to those he charmed. Eventually growing tiresome of Aatsura, Fraise packed the little belongings he had and set off to make his own adventures and tales.

    Type of magic, if any.:
    Fire Magic
    Particularity: Haste ~ Aatsura's dancing techniques combined with a mischievous childhood of constant escape from trouble resulted in Fraise's impeccable and swift footwork. Whenever he activates his particularity, Fraise feels tremendously agile, able to sprint longer distances compared to most athletic, normal people and gaining a confidence boost when performing difficult acrobatics.
    Name: Deton van Heimer
    Age: 22
    Gender: male
    Race: human
    Homeland: Heril
    Appearance: green eyes,average length silver hair, casual clothing mostly red,
    Items/Weapons: a necklace with a crescent moon, small crossbow and bolts, coin pouch
    Backstory: During his childhood, Deton was treated well living a good life in a small merchant family with his father Maximilian van Heimer, his mother Valeria van Heimer and older sister Lucy van Heimer. Before Detons particularity surfaced they all lived as a happy loving family enjoying the company of each other. After Maximilian learnt about his ability he got the bright idea to use his son for personal gain, soon after he had contacts with the wealthiest merchants in Heril, and Deton became just a tool for his gains and wasn't treated like a son as he was dangerous. His mother objected about the way Maximilian treated his son but got quiet as soon as she saw how much money they had been earning. The only person in his family that treated him like he was a part of the family was his sister Lucy, she was also the only reason he hadn't run away yet. One day he got tired of all the crap his mother and father were giving him and decided to use his ability on his father to treat him like a son, but his father was clever he had asked a runic mage to make him a charm that would protect him from Detons power. When he noticed it being used on him he beat Deton so he wouldn't even think about trying it again. Some years later the van Heimers had become one of the wealthiest merchants in Heril all because of Deton, and to the public, he wasn't even a part of the family. Deton wanted to escape and he tried, but luckily was caught by his sister telling him he'd get killed if he couldn't protect himself and offered to train him a bit as she had started to learn a bit of magic out of boredom in the house, Deton learnt a bit of air magic and when he was ready to leave his sister gave him her necklace to remember her by. Suprisingly his parents didn't even care that he left as they were enjoying the rich life. Deton has been gone from his family for a year now, painted his hair silver and cut all ties with them although a bit sad about not being able to speak with his sister anymore he starts planning on how to throw his family back to where they came from, piece by piece
    Type of magic, if any: Air magic
    Particularity: Manipulation
    1. I learn basic information about someone (name, gender, race, profession)
    2. I can make anyone extremely gullible once every 6 hours
    Name: Darx Silvenhound
    Age: 17
    Gender: Male
    Race: Human
    Homeland: Colden
    Appearance: Silver hair, silver eyes, white t-shirt, brown pants, brown boots, looks polish, big backpack

    Items/Weapons: Dagger, Lots of Runes, Candle, 20 ft. of Rope, 20 pieces of paper.

    Backstory (Optional): Growing up the son of archaeologist parents, he followed and helped them throughout their studies. Their studies were on runic magic. Their son, Darx toyed around and tested the power of these runes. He learned and tested and investigated ancient runes, how they work and how to work them. However, during an investigation during the ruins (at age 12), his parents were killed in a rock-slide. From that point, he fully dedicated his life to runic research. And because of that he took up the life of an adventurer to get some money for research because his parent's inheritance is close to running out.

    Type of magic, if any: Runes
    (Is a jack of all trades)

    Rune List

    Has General Rune Knowledge


    Particularity: Memory; Makes Darx able to remember specific patterns and general information, which leads to him being able to use the below runes

    Woosh: Makes a powerful blast of wind

    Sphere-shield: Make a forceshield in a small area around the rune

    Vanish: Makes certain things invisible in a small area around the rune

    Conjure Weapon: Create a simple weapon out of runic magic
    Name: Wren
    Age: 19
    Gender: Male
    Race: Human
    Homeland: ?? (Probably Colden, since that seems like a cold place)
    Appearance: A man around 5ft 11in, with silver hair and sky blue eyes. He has pale skin and commonly wears his grayed white cloak over his dark clothing. He carries a spear from [insert name of that desert place that I forgot] on his back.
    Items/Weapons:
    - Cloak with the ability to regulate body temperature
    - Simple pants and shirt
    - Wrinkled old, unlegible paper (letter)
    - Small crystal blue key (surprise me)
    - Desert spear
    - Small bag with dried meat
    - Roll of Bandages
    - Knife
    Backstory (Optional): Woke up in the desert with no recollection of previous memories. Wandered around, collapsed from lack of food. Was found by (insert random group) and was saved. With his ability to control water, he quickly becomes an important asset to any groups that go in the desert. He wants to wander the world, to recover his lost memories. (But first, he'll repay the debt f saving his life. :L)
    Type of magic, if any.: Particularities go in here as well.
    - Magic: Control over water
    - Particularity: Freezing
    > If he or an object he is holding comes in contact with a liquid, he can crystallize all parts of that liquid that he can see, solidifying them.

    As a little Easter egg thing, I'll probably add a bunch of lyrics to varied songs in character dialogues, so if you want to have finding those as a minigame, have fun.

    I have lots of stuff I still want to add here to the main thread, but I will do those as the story progresses. As of now, thank you for reading
     
    Last edited: Dec 2, 2019 at 4:18 PM
  2. Tsuruga

    Tsuruga Smile, you're not alone.

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    in, will pm character when I make it. <3
     
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  3. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED

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    Rp crew member number two
     
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  4. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    I'll read it when I wake up, but can you save me a spot?
     
  5. Tisaun

    Tisaun Lad HERO

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    Sure thing
     
  6. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    I'll PM you when I make a character hoefully today or tomorrow
     
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  7. Tisaun

    Tisaun Lad HERO

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  8. Katoshii

    Katoshii Tea Fanatic | Complex Persona Specialist

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    This is content. Lore iconic, magic, world map van Gogh could never. I'll convo you my app, please save me a spot!
     
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  9. Tisaun

    Tisaun Lad HERO

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    Thank you so much
     
  10. Tisaun

    Tisaun Lad HERO

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    I'll keep this post as a little update tab.

    08-06-19: Added 'Places of Interest' tab; Current places of interest: The Academy, Museum of Art and Culture of Flet.
    08-08-19: Added 'Unrecognized Magics' tab; Current Unrecognized Magics: Transformation magic.
    08-10-19: Added 'Currency' tab.
    08-16-19: Added 'Religions and Cults' tab; Current Religions and Cults: Church of the Last God, Ikanta;
    Boosted the population of the world.
    09-01-19: Fixed the area of the nations, so they are more in pair with the map.
    09-29-19: Information added to Timeline. Work on improving maps has begun.
     
    Last edited: Sep 29, 2019
  11. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED

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    bumpasdadszadsadasdsa
     
  12. Comrade

    Comrade Fully Automated Luxury Gay Space Communist HERO Builder

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    Can I join?
     
  13. Tisaun

    Tisaun Lad HERO

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  14. Comrade

    Comrade Fully Automated Luxury Gay Space Communist HERO Builder

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    Creator Karma:
    Guild:
    Minecraft:
    Alright, thanks!
     
    Tisaun likes this.
  15. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED

    Messages:
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    2,859
    Trophy Points:
    164
    Minecraft:
    @Tsuharu i bet you didnt do your app yet like i did

    time to do it too
     
    Tsuruga and Tisaun like this.
  16. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED

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    Minecraft:
    Tisaun likes this.
  17. Tisaun

    Tisaun Lad HERO

    Messages:
    212
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    777
    Trophy Points:
    75
    Minecraft:
    Now that everyone has sent their character drafts, I want each of you to send me a message on the character convo or wherever we are talking, voting on a starting point. Just so you don't see what each other is voting for.
    @Katoshii
    @Tsuharu
    @BlueSlimerino
    @Valkorion
    @H0Y0Y0Y0Y0Y0B0Y
     
  18. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED

    Messages:
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    Minecraft:
  19. Tisaun

    Tisaun Lad HERO

    Messages:
    212
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    777
    Trophy Points:
    75
    Minecraft:
    Tsu needs to finish their draft and send me it.
     
    Last edited: Aug 17, 2019
    Katoshii and H0Y0Y0Y0Y0Y0B0Y like this.
  20. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED

    Messages:
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    2,859
    Trophy Points:
    164
    Minecraft:
    @Tsuharu i tag u from your sleep