Post by Malefio on Jul 25, 2017 5:20:41 GMT -5
Crystals are the most powerful thing on this planet. They are the source of all magic in the world. Of course, that means these crystals are highly valuable. Which means that people will do anything to get their hands on them. This includes starting wars. Only about 100 years ago, the Fire and Water Nations launched an attack on the Purity Nation. The two hoped to steal the Purity Origin Crystal. But both of the greedy nations were heavily punished. The guardian of the crystal awoke from the fighting and was enraged. Using its powers, the guardian destroyed both nation’s forces and the Purity Nation was obliterated. All that is left of them now is ruins and rubble. However, the Purity Origin Crystal still stands. The guardian is said to now watch over it and kill any who dare to approach. But nobody really knows. Because anyone who has left to find out, never returns. Nowadays, the Purity Nation is a forgotten land and has become a thriving nest for monsters of all kinds. Sadly, as time has passed, the world has forgotten what their greed once cost them. Once again, those that seek power set their eyes on another Origin Crystal. In a story much like the one you just heard, the Dark Nation and the Earth Nation plan to attack the Light Nation and steal their Origin Crystal…
Now then, I’m sure you have many questions. And the first is likely “What is an Origin Crystal?” That is simply answered by saying the source of all crystals. Each Origin Crystal sends their power throughout the earth and from it, smaller crystals grow. If an Origin Crystal were to be removed from its position, however, it would no longer be able to produce those crystals. However, an Origin Crystal has over 10,000 times the power of a normal crystal. There are certain reasons why Origin Crystals are not easy to harvest, however. The first issue is that guardians protect each one. Ancient beasts that sleep with the Origin Crystals to protect them. They were said to be created specifically by the gods themselves for this task. And even if you get past them, there’s the fact that Origin Crystals themselves are incredibly difficult to mine from the ground they stand in. It’s not quite as simple as digging up whatever you want. You would need an incredible amount of force and power concentrated into one, small area to cut the Origin Crystal from where it stands. But if all of this is achieved, you would attain the key to unimaginable power.
Let’s go over the uses of a crystal. Do you know the different ways that crystals are used in the world? Let’s start with the most obvious.
Magic. Anyone could have magic abilities. These abilities are granted to you by the power of the Origin Crystal. So who you are does not matter as much as where you are. You see, the different nations each are built around different Origin Crystals. As such, there is one for each crystal and one Origin Crystal for each element. So, if you are born in the Fire Nation, it doesn’t matter if your parents were a couple of water mages, you’ll either become a fire mage or not a mage at all! Magic abilities can be very unpredictable. Nobody knows who will get them. Mages of this kind use their own magical energy to control their element. Each mage has a reservoir of magical energy, like a crystal. In fact, these same mages can use energy from other mages or crystals to perform even greater feats with their magic. There is a limit to their abilities, however. When a mage runs out of their own magical reservoir, they become exhausted. If pushed any further than that, they often pass out and can even go into comas.
The next use is Psyphers. Psyphers are special weapons made from the crystals themselves. These weapons often have special properties to them. For example, a fire Psypher can shoot blasts of flame or a water Psypher can control the flow of the tides. Psyphers use the same general concept as mages with their magic. Psyphers have their own magic pool that they pull from to unleash their special abilities. Unlike mages, however, Psyphers do not recover magic over time. They must absorb magic either from crystals or a living source like a mage. Psyphers come in all different shapes and sizes. The most common form is a physical weapon, as it is easiest to absorb magic energy from defeated enemies with. However, there are a few Psypher bows known to exist.
The next use is very common in and originated from the Electric Kingdom. Technology! Crystals are used to power advanced machines in the big cities. That is called Crystal Tech! Crystal Tech is not only usable to power everyday appliances like heater or elevators. It can provide power for transportation! Airships! The new way to travel in luxury! Although airships are really nice, it’s true that they are expensive. Only those that are very rich or valued by the nation leaders get to use them. But the most important use for Crystal Tech is weapons to get more crystals with! Crystal Tech guns are quite common among the lands that largely use Crystal Tech. These guns can consume crystals to launch beams, shots, rays, lasers, bombs, or any other variety of projectiles! It all depends on the weapon! Crystal Tech is very efficient and powerful, but those that use it must be careful not to waste their ammo. After all, Crystal Tech runs on crystals. If you run out of crystals, you can’t power Crystal Tech, and you can’t get more crystals to power it.
Finally, the last use for crystals. This one is much rarer in the world, but it is more commonly found in the Plant Nation. Beast Linking. The reason why it’s so rare? Well, first of all, you’d have to gain the natural link with an animal at birth through the power of the crystal. You and the animal you are bonded with share a telepathic bond. You can speak to each other using your minds and feel each other’s pain and emotions. This can be both a blessing and a curse. On one hand, it’s as if you are one person with the power of two. On the other, you are not one person. Beasts and the ones they are linked to can often argue or fight. As well as this, you both share each other’s pain. Whatever one feels, the other feels as well. And if the linked beast or human should die, the one they are linked to would die as well. This shouldn’t discredit Beast Linkers though. They can also be incredibly powerful. The one connected to the animal often has telekinetic powers and telepathy. Some even learn to teleport, but this is an advanced technique. It seems that these psychic abilities aren’t related to magic, but use the brain instead in some way. Not all the details are known, but the consequences are usually the same to overusing magic. Overuse of psychic ability will often lead to exhaustion and sometimes fainting. This appears to rely on strain of the brain and the level of focus the one using the abilities has, however. The beast themself is also incredibly powerful. They don’t have psychic abilities aside from telepathy with their linked partner, but they can use magic like the mages do. Not only can they use magic, but they can consume other sources of magic to become more powerful. Beasts will often eat crystals that their partner’s find in order to become stronger. There is also the rare case of beasts eating mages, but that tends to be less preferable to them as crystals normally contain more magic and are therefore better for them.
Now that we’ve gone over all of the uses for magic, let’s go over the people that use the magic. There are various races that live in this world.
First off, let’s talk about Humans. Humans are the least likely to gain magical powers. They rarely connect to crystals, let alone Origin Crystals. They are, however, amazing at being able to adapt. Humans invent technology to survive instead of relying on their natural abilities. In fact, Humans are the ones that invented Crystal Tech. They most commonly live in the Electric Nation and the Fire Nation.
Next up, we’ve got Verians. Verians look similar to humans, but often contain some sort of animal-like feature. Fluffy ears, a scale covered tail, even horns growing out of their head. But do not compare them to animals. Those types of comments often lead to a swift punch to the face. Verians are known to rely on their physical abilities. They are the fastest and strongest out of all the races. They mainly inhabit the Water Nation and the Earth Nation.
There’s also the Magelves. With their pointed ears and mysterious, glowing markings, the Magelves are the most common to obtain magical abilities at birth. They are known for their studies on magic and crystals. They are also known to be some of the strongest mages in the world. Magelves are typically found in the Wind nation and the Light Nation.
One of the rarer races are the Fairies. They usually keep away from the other nations and races, enjoying their lives of peace. Fairies generally have a natural connection to the earth and the life around them. They have the natural ability of flight with their wings and will normally prefer to hide from conflict than face it. They commonly inherit the Plant Nation.
Finally, we’ve got the ones that are starting this new war over the Origin Crystals. The Goblins. Originally thought to be monsters, the other races would often send them away and shun them. Only recently have Goblins begun being recognized as intelligent beings. But that’s not enough for them. After spending years being treated horribly, the Goblins are out for revenge. The difference between the Goblins can be amazing. Some are incredibly peaceful and kind while some act only out of revenge and anger. Goblins also look much different from the other races. They look somewhat like monsters themselves. They’re very short and have snout-like mouths. They resemble something like a humanoid lizard creature. They have long and floppy ears and sharp teeth. They also have paw-like hands and feet with claws. Goblins are most commonly found in the Dark Nation.
We’ve gone over the different races, so now all that’s left are the different nations.
First, there’s the Fire Nation. They are ruled by the Fire King and are a very proud and courageous nation. They are fairly large and often use Crystal Tech. The Fire Nation is located in the west of the first continent and contains a large volcano along with a few mountainous forests.
The Fire Nation is the commercial center of the first continent.
Then there’s the Water Nation. They are led by a council of five chieftains. They make the decisions. The Water Nation is known for staying calm under pressure and being full of strategic warriors. Crystal Tech can be found in some places here, but it is not incredibly common. They are located on the first continent, at the northernmost location. It’s usually very cold, snowy, and icy where they are.
The Plant Nation is the next one. They generally keep to themselves and don’t interact with the other nations much. The Plant Nation has a deep connection with nature and they are generally at peace. The use of Crystal Tech is strictly forbidden in the Plant Nation. They are located in the forests to the east.
The location of the Plant Nation is a secret very well kept.
Finally, there’s the Purity Nation. To the south, the Purity Nation once stood. It is now destroyed, but they used to be known for their healing abilities granted by the crystal. It was said they could even revive the dead or extend the length of one’s life. They were known to be pacifists and never took part in battles. This led to their quick destruction during the war 100 years ago, however. They were easily taken advantage of and destroyed. Now the southern part of the first continent contains nothing but ruins.
Rumors of people hiding in these ruins are running around. The purpose of such hiding is unknown.
On the second continent, there’s the Electric Nation. They are the inventors of Crystal Tech and it is the most common place for the use of Crystal Tech. They are known for their economic power and skills in trade. The Electric Nation is located in the west of the second continent, in the wide open plains.
The Earth nation lies to the north and also uses quite a bit of Crystal Tech. The people there are known to value strength over all. As such, only the strongest can lead the people. The terrain there consists mainly of rocky plateaus and craggy canyons.
The Earth Nation's plans to work with the Dark Nation are completely unsuspected.
To the east, the Dark Nation sits. It’s a common place for shadier people to go. Those that study forbidden magic move here as there are no rules against it. It is also a common place for thieves and thugs though. Bandit attacks happen very often here. The landscape is always dark and dreary. Areas are often full of dying trees with thick fog and a cloudy sky.
The Dark Nation is feared and considered evil as a whole. They are openly at war against the Light Nation.
And to the south is the Light Nation. The people there devote themselves to knowledge. They prefer to learn instead of focus on other things like politics or war. They are known as the best place in the world for mages to learn about magic. They also often have to protect themselves from the Dark Nation, however. The environment is usually very sunny and various flowers are known to grow in their large fields.
Finally, the very last nation in this world is on neither continent. It sits on a floating island in the sky over the ocean. The Wind Nation. The people there are known for a laid back and carefree attitude. They have very little Crystal Tech, if any, and often rely on any magical powers they gain from the Wind Origin Crystal. Most people that live there have no interest in leaving their homes and are perfectly content where they are. Only the young and adventurous ever leave either by getting a ride with some explorers on an airship or by flying off with their own wings on their back.
Everyone keeps to themselves, uncaring of whatever their neighbor could do.
That should cover everything, I think. I left a few things open or unspecified so that we could all work on this together and feel like we had a part in creating this world. So if you have any questions, I could definitely answer them. Just make sure to ask. If you have any suggestions for things to add or things you’d like to change or create yourself, also please tell me about them. Down below, you can find the character sign up sheet.
Name: (Enter in the character’s name. It could be a nickname, a full name, or only a first. It doesn’t matter. Whatever you want the character to be known as.)
Age: (How old is your character in years?)
Race: (Your options are Human, Verian, Magelf, Fairy, or Goblin. There’s also combinations and potentially some other kind if you’d like to request it.)
Explorer Type: (What type of explorer is your character? Do they use Psyphers, are they natural born Mages, do they use Crystal Tech, or maybe they use Beast Links.)
Element: (What element is your character linked to, if applicable? This is only used for Mages and Beast Links. Choices are Fire, Water, Plant, Electric, Earth, Wind, Light, Dark, and Purity. Purity is essentially just the ability to heal and restore life.)
Psypher: (What is your Psypher like? What element is it connected to? These are only used for Psypher wielders.)
Crystal Tech: (What kind of Crystal Tech does your character use? Remember that Crystal Tech can use any element of crystal. These are only for Crystal Tech users.)
Home Nation: (Which nation did your character come from? Fire Nation, Water Nation, Plant Nation, Electric Nation, Earth Nation, Wind Nation, Light Nation, Dark Nation, or Purity Nation? Please note that Purity Nation is a special one and would mean the character was born there, not from there.)
Appearance: (This is your character’s appearance. Generally more detail is good. It’s nice to know what they look like. You could also just list off physical traits. As long as the point gets across.)
Backstory: (Provide a little bit of background info on your characters. What do they do? Why do they do it?)
Beast Sheet (If Necessary)
Name: (Your animal’s name)
Species: (Your animal’s species)
Appearance: (Your animal’s appearance)
1.I've take the original idea exactly as it was. Added one line for most of the nations' descriptions. They are bolded and underlined.
2.The game will have two phases. World Building phases and GM phases. I will not join a player. In world building phases, players will build the world around them as they see fit. For example, a player living in the Fire Palace will decide what life is in the fire palace. World Building phases are what "Versers" are used to. I thought it was important to implement this into the game. After players post in world building phases, I will inform them wether they have another post in world building or if they enter the GM phase. In GM phase, I take full control of the events of the game, until I inform players they enter world building again.
PS: I am trying something here. In the case no one thinks this is a good idea, I'll just GM like I'm used to.
3.Of course, I will respect the Verse's rules. I just want to inform everyone that my method of storytelling is definitely not kid-friendly.
4.Players will decide themselves wether they want to do PVP in world building phase or in GM phase. In world building phase, players discuss with each other and decide of the outcome. In GM phase, all players involved PM me their plans, in which case I decide of the winner.
5.You have complete freedom in world building phases. My word is final during GM phases though.
6.I will be signing-up characters myself. I will of course have more characters than I sign-up, but I'm gonna sign-up some characters I feel are important and any of you might want to be connected with. Some of these sign-ups will be my characters I signed up as for the original.
7.Of course, I am answering all questions and open to all suggestions.
Now then, I’m sure you have many questions. And the first is likely “What is an Origin Crystal?” That is simply answered by saying the source of all crystals. Each Origin Crystal sends their power throughout the earth and from it, smaller crystals grow. If an Origin Crystal were to be removed from its position, however, it would no longer be able to produce those crystals. However, an Origin Crystal has over 10,000 times the power of a normal crystal. There are certain reasons why Origin Crystals are not easy to harvest, however. The first issue is that guardians protect each one. Ancient beasts that sleep with the Origin Crystals to protect them. They were said to be created specifically by the gods themselves for this task. And even if you get past them, there’s the fact that Origin Crystals themselves are incredibly difficult to mine from the ground they stand in. It’s not quite as simple as digging up whatever you want. You would need an incredible amount of force and power concentrated into one, small area to cut the Origin Crystal from where it stands. But if all of this is achieved, you would attain the key to unimaginable power.
Let’s go over the uses of a crystal. Do you know the different ways that crystals are used in the world? Let’s start with the most obvious.
Magic. Anyone could have magic abilities. These abilities are granted to you by the power of the Origin Crystal. So who you are does not matter as much as where you are. You see, the different nations each are built around different Origin Crystals. As such, there is one for each crystal and one Origin Crystal for each element. So, if you are born in the Fire Nation, it doesn’t matter if your parents were a couple of water mages, you’ll either become a fire mage or not a mage at all! Magic abilities can be very unpredictable. Nobody knows who will get them. Mages of this kind use their own magical energy to control their element. Each mage has a reservoir of magical energy, like a crystal. In fact, these same mages can use energy from other mages or crystals to perform even greater feats with their magic. There is a limit to their abilities, however. When a mage runs out of their own magical reservoir, they become exhausted. If pushed any further than that, they often pass out and can even go into comas.
The next use is Psyphers. Psyphers are special weapons made from the crystals themselves. These weapons often have special properties to them. For example, a fire Psypher can shoot blasts of flame or a water Psypher can control the flow of the tides. Psyphers use the same general concept as mages with their magic. Psyphers have their own magic pool that they pull from to unleash their special abilities. Unlike mages, however, Psyphers do not recover magic over time. They must absorb magic either from crystals or a living source like a mage. Psyphers come in all different shapes and sizes. The most common form is a physical weapon, as it is easiest to absorb magic energy from defeated enemies with. However, there are a few Psypher bows known to exist.
The next use is very common in and originated from the Electric Kingdom. Technology! Crystals are used to power advanced machines in the big cities. That is called Crystal Tech! Crystal Tech is not only usable to power everyday appliances like heater or elevators. It can provide power for transportation! Airships! The new way to travel in luxury! Although airships are really nice, it’s true that they are expensive. Only those that are very rich or valued by the nation leaders get to use them. But the most important use for Crystal Tech is weapons to get more crystals with! Crystal Tech guns are quite common among the lands that largely use Crystal Tech. These guns can consume crystals to launch beams, shots, rays, lasers, bombs, or any other variety of projectiles! It all depends on the weapon! Crystal Tech is very efficient and powerful, but those that use it must be careful not to waste their ammo. After all, Crystal Tech runs on crystals. If you run out of crystals, you can’t power Crystal Tech, and you can’t get more crystals to power it.
Finally, the last use for crystals. This one is much rarer in the world, but it is more commonly found in the Plant Nation. Beast Linking. The reason why it’s so rare? Well, first of all, you’d have to gain the natural link with an animal at birth through the power of the crystal. You and the animal you are bonded with share a telepathic bond. You can speak to each other using your minds and feel each other’s pain and emotions. This can be both a blessing and a curse. On one hand, it’s as if you are one person with the power of two. On the other, you are not one person. Beasts and the ones they are linked to can often argue or fight. As well as this, you both share each other’s pain. Whatever one feels, the other feels as well. And if the linked beast or human should die, the one they are linked to would die as well. This shouldn’t discredit Beast Linkers though. They can also be incredibly powerful. The one connected to the animal often has telekinetic powers and telepathy. Some even learn to teleport, but this is an advanced technique. It seems that these psychic abilities aren’t related to magic, but use the brain instead in some way. Not all the details are known, but the consequences are usually the same to overusing magic. Overuse of psychic ability will often lead to exhaustion and sometimes fainting. This appears to rely on strain of the brain and the level of focus the one using the abilities has, however. The beast themself is also incredibly powerful. They don’t have psychic abilities aside from telepathy with their linked partner, but they can use magic like the mages do. Not only can they use magic, but they can consume other sources of magic to become more powerful. Beasts will often eat crystals that their partner’s find in order to become stronger. There is also the rare case of beasts eating mages, but that tends to be less preferable to them as crystals normally contain more magic and are therefore better for them.
Now that we’ve gone over all of the uses for magic, let’s go over the people that use the magic. There are various races that live in this world.
First off, let’s talk about Humans. Humans are the least likely to gain magical powers. They rarely connect to crystals, let alone Origin Crystals. They are, however, amazing at being able to adapt. Humans invent technology to survive instead of relying on their natural abilities. In fact, Humans are the ones that invented Crystal Tech. They most commonly live in the Electric Nation and the Fire Nation.
Next up, we’ve got Verians. Verians look similar to humans, but often contain some sort of animal-like feature. Fluffy ears, a scale covered tail, even horns growing out of their head. But do not compare them to animals. Those types of comments often lead to a swift punch to the face. Verians are known to rely on their physical abilities. They are the fastest and strongest out of all the races. They mainly inhabit the Water Nation and the Earth Nation.
There’s also the Magelves. With their pointed ears and mysterious, glowing markings, the Magelves are the most common to obtain magical abilities at birth. They are known for their studies on magic and crystals. They are also known to be some of the strongest mages in the world. Magelves are typically found in the Wind nation and the Light Nation.
One of the rarer races are the Fairies. They usually keep away from the other nations and races, enjoying their lives of peace. Fairies generally have a natural connection to the earth and the life around them. They have the natural ability of flight with their wings and will normally prefer to hide from conflict than face it. They commonly inherit the Plant Nation.
Finally, we’ve got the ones that are starting this new war over the Origin Crystals. The Goblins. Originally thought to be monsters, the other races would often send them away and shun them. Only recently have Goblins begun being recognized as intelligent beings. But that’s not enough for them. After spending years being treated horribly, the Goblins are out for revenge. The difference between the Goblins can be amazing. Some are incredibly peaceful and kind while some act only out of revenge and anger. Goblins also look much different from the other races. They look somewhat like monsters themselves. They’re very short and have snout-like mouths. They resemble something like a humanoid lizard creature. They have long and floppy ears and sharp teeth. They also have paw-like hands and feet with claws. Goblins are most commonly found in the Dark Nation.
We’ve gone over the different races, so now all that’s left are the different nations.
First, there’s the Fire Nation. They are ruled by the Fire King and are a very proud and courageous nation. They are fairly large and often use Crystal Tech. The Fire Nation is located in the west of the first continent and contains a large volcano along with a few mountainous forests.
The Fire Nation is the commercial center of the first continent.
Then there’s the Water Nation. They are led by a council of five chieftains. They make the decisions. The Water Nation is known for staying calm under pressure and being full of strategic warriors. Crystal Tech can be found in some places here, but it is not incredibly common. They are located on the first continent, at the northernmost location. It’s usually very cold, snowy, and icy where they are.
The Plant Nation is the next one. They generally keep to themselves and don’t interact with the other nations much. The Plant Nation has a deep connection with nature and they are generally at peace. The use of Crystal Tech is strictly forbidden in the Plant Nation. They are located in the forests to the east.
The location of the Plant Nation is a secret very well kept.
Finally, there’s the Purity Nation. To the south, the Purity Nation once stood. It is now destroyed, but they used to be known for their healing abilities granted by the crystal. It was said they could even revive the dead or extend the length of one’s life. They were known to be pacifists and never took part in battles. This led to their quick destruction during the war 100 years ago, however. They were easily taken advantage of and destroyed. Now the southern part of the first continent contains nothing but ruins.
Rumors of people hiding in these ruins are running around. The purpose of such hiding is unknown.
On the second continent, there’s the Electric Nation. They are the inventors of Crystal Tech and it is the most common place for the use of Crystal Tech. They are known for their economic power and skills in trade. The Electric Nation is located in the west of the second continent, in the wide open plains.
The Earth nation lies to the north and also uses quite a bit of Crystal Tech. The people there are known to value strength over all. As such, only the strongest can lead the people. The terrain there consists mainly of rocky plateaus and craggy canyons.
The Earth Nation's plans to work with the Dark Nation are completely unsuspected.
To the east, the Dark Nation sits. It’s a common place for shadier people to go. Those that study forbidden magic move here as there are no rules against it. It is also a common place for thieves and thugs though. Bandit attacks happen very often here. The landscape is always dark and dreary. Areas are often full of dying trees with thick fog and a cloudy sky.
The Dark Nation is feared and considered evil as a whole. They are openly at war against the Light Nation.
And to the south is the Light Nation. The people there devote themselves to knowledge. They prefer to learn instead of focus on other things like politics or war. They are known as the best place in the world for mages to learn about magic. They also often have to protect themselves from the Dark Nation, however. The environment is usually very sunny and various flowers are known to grow in their large fields.
Finally, the very last nation in this world is on neither continent. It sits on a floating island in the sky over the ocean. The Wind Nation. The people there are known for a laid back and carefree attitude. They have very little Crystal Tech, if any, and often rely on any magical powers they gain from the Wind Origin Crystal. Most people that live there have no interest in leaving their homes and are perfectly content where they are. Only the young and adventurous ever leave either by getting a ride with some explorers on an airship or by flying off with their own wings on their back.
Everyone keeps to themselves, uncaring of whatever their neighbor could do.
That should cover everything, I think. I left a few things open or unspecified so that we could all work on this together and feel like we had a part in creating this world. So if you have any questions, I could definitely answer them. Just make sure to ask. If you have any suggestions for things to add or things you’d like to change or create yourself, also please tell me about them. Down below, you can find the character sign up sheet.
Name: (Enter in the character’s name. It could be a nickname, a full name, or only a first. It doesn’t matter. Whatever you want the character to be known as.)
Age: (How old is your character in years?)
Race: (Your options are Human, Verian, Magelf, Fairy, or Goblin. There’s also combinations and potentially some other kind if you’d like to request it.)
Explorer Type: (What type of explorer is your character? Do they use Psyphers, are they natural born Mages, do they use Crystal Tech, or maybe they use Beast Links.)
Element: (What element is your character linked to, if applicable? This is only used for Mages and Beast Links. Choices are Fire, Water, Plant, Electric, Earth, Wind, Light, Dark, and Purity. Purity is essentially just the ability to heal and restore life.)
Psypher: (What is your Psypher like? What element is it connected to? These are only used for Psypher wielders.)
Crystal Tech: (What kind of Crystal Tech does your character use? Remember that Crystal Tech can use any element of crystal. These are only for Crystal Tech users.)
Home Nation: (Which nation did your character come from? Fire Nation, Water Nation, Plant Nation, Electric Nation, Earth Nation, Wind Nation, Light Nation, Dark Nation, or Purity Nation? Please note that Purity Nation is a special one and would mean the character was born there, not from there.)
Appearance: (This is your character’s appearance. Generally more detail is good. It’s nice to know what they look like. You could also just list off physical traits. As long as the point gets across.)
Backstory: (Provide a little bit of background info on your characters. What do they do? Why do they do it?)
Beast Sheet (If Necessary)
Name: (Your animal’s name)
Species: (Your animal’s species)
Appearance: (Your animal’s appearance)
What changes from the first version
1.I've take the original idea exactly as it was. Added one line for most of the nations' descriptions. They are bolded and underlined.
2.The game will have two phases. World Building phases and GM phases. I will not join a player. In world building phases, players will build the world around them as they see fit. For example, a player living in the Fire Palace will decide what life is in the fire palace. World Building phases are what "Versers" are used to. I thought it was important to implement this into the game. After players post in world building phases, I will inform them wether they have another post in world building or if they enter the GM phase. In GM phase, I take full control of the events of the game, until I inform players they enter world building again.
PS: I am trying something here. In the case no one thinks this is a good idea, I'll just GM like I'm used to.
3.Of course, I will respect the Verse's rules. I just want to inform everyone that my method of storytelling is definitely not kid-friendly.
4.Players will decide themselves wether they want to do PVP in world building phase or in GM phase. In world building phase, players discuss with each other and decide of the outcome. In GM phase, all players involved PM me their plans, in which case I decide of the winner.
5.You have complete freedom in world building phases. My word is final during GM phases though.
6.I will be signing-up characters myself. I will of course have more characters than I sign-up, but I'm gonna sign-up some characters I feel are important and any of you might want to be connected with. Some of these sign-ups will be my characters I signed up as for the original.
7.Of course, I am answering all questions and open to all suggestions.