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Final Fantasy XI


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[color=royalblue]
First you might want to know the three nations; San'Doria, Bastok and Windhurst.

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[b][u]Prologue:[/u][/b]
The world of Vana?diel is a crossroads of magic, swords, and technology.

It is also a battlefield where those who believe in light face monsters that thrive in darkness. The struggle centers on the control of crystals: sacred stones that are the fundamental source of all creation.

The monsters showed no mercy as they laid waste to beautiful towns, ravaged the land, and polluted the streams and rivers of Vana?diel. But the people united to seize victory from the jaws of the beastmen, earning themselves temporary respite from a life-and-death struggle.

Twenty years have passed since the people?s great victory. But now, even as the memories of battle have begun to fade, a new evil grows inside Vana?diel...

And it hungers for the power of the crystals.

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[b][u]Birth of 3 Nations:[/u]
:: Ancient Memories[/b]
Long, long ago, an ancient race, descended from the gods, flourished in Vana'diel. They traveled through the sky, extracted gold from stones, and gave birth to grasslands across the world.

But one day, they decided to build a pathway to the divine entrance of paradise. Enraged by such a brazen display of insolence, the holy gatekeeper destroyed their path and cast their homes to the bottom of the sea.

Shortly thereafter, the goddess Altana awakened and saw the ruin that had had once been Vana'diel. Saddened, She wept five divine tears. When the five tears fell upon the earth, they gave life to the five races of Vana?diel.

But the god Promathia saw this from His place in the shadows. Promathia saw fit to condemn Her work, cursing the people with eternal conflict amongst themselves. He created terrible beasts and spread them across the world, commanding them to fight the people of Vana'diel and occupy their minds. Never again would they think to open the door to the gods.

[b]:: The Age of Beasts[/b]
The beastmen thrived in the ensuing era of darkness. But the demihuman Galka and Mithra, blessed with bodies powerful enough to resist the advances of the beastmen, grew in number as well. They fought tooth and nail to cast the hordes from their homelands in an age of unending battle and chaos.

The Tarutaru race grew weary of the never-ending conflict, and wandered the world in search of peace. After discovering an uncharted continent, they named the land Windurst and settled down to build a brighter future for their kin.

Several decades after the Tarutaru?s long journey had come to an end, a young Tarutaru girl lost her way in one of the mysterious towers scattered across the outskirts of Windurst. It was there that the secrets of magic were revealed to her, and this knowledge would spread to her entire race. The Tarutaru worked as one to harness and understand the mysterious power that had been given to them. So began the Great Age of Magic.

[b]:: The Age of Magic[/b]
Empowered by their expanding magical abilities, the Tarutaru united themselves as the Federation of Windurst, and worked to drive the hordes of Yagudo beastmen from their lands. The Tarutaru prospered, unified by their knowledge of magic and the solidarity of a new federation. It was a glorious age for their people.

But revealed secrets cannot be suppressed, and the knowledge of magic slowly spread to all the people of Vana'diel. Within a short time, other races ? and even beastmen ? began to employ magic techniques for themselves.

Filled with regret, the Tarutaru entered an era of isolation. They closed their borders to all but their longtime friends, the Mithra. And so, a once-proud civilization became more and more out of touch with the rest of the world.

[b]:: The Age of Power[/b]
The use of magic brought both happiness and conflict to the other races of Vana?diel. Perhaps the most satisfied were the proud Elvaan, who made their home in the Kingdom of San d'Oria in the northern reaches of the old continent. With the Tarutaru monopoly on magic broken, the Elvaan were able to create powerful orders of knights who feared no adversary.

Beastmen strongholds and Tarutaru villages alike fell before the power of the knights of San d'Oria. Within a short time, nearly the entire Quon continent had come under San d?Orian control.

But pride comes before the fall.
The nation of Bastok, founded by the Hume and Galka races, lay on the southern edge of the Quon continent. Fortified by the growing economic and intelligence-gathering abilities of the Hume race, Bastokan forces crushed the elite San d'Orian knights at the Second Battle of Konschtat. Cutting-edge firearms technology turned the tide of battle and cemented victory for the people of Bastok. This humiliating defeat sent the Kingdom of San d'Oria into an age of internal turmoil and civil war. Piece by piece, territories that the Elvaan had conquered slipped from their grasps.

[b]:: The Age of Technology[/b]
The fall of the Kingdom of San d'Oria ushered in an era of prosperity for the Republic of Bastok.

Hume tradesmen spread across Vana'diel in an unprecedented era of economic development. Bastok?s fortunes grew as Humes sold products forged from the precious metals and rare ores extracted from their mines. The trend only accelerated with the appearance of the engineering genius named Cid. Ever practical, the Humes set about creating another nation-state: the Grand Duchy of Jeuno. Jeuno had long been a tiny fishing town on an isolated island between the two continents. The construction of great bridges transformed the sleepy village into a teeming metropolis of trade and industry.
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[b][u]The Crystal War:[/b][/u]
[b]:: The End of the Age of People[/b]
The one known only as the Shadowlord appeared without warning, and his name remains synonymous with terror to this day. Consumed by hatred of all living things, he enslaved the beastmen and employed them in simultaneous attacks against the nations of Vana'diel. So began the Crystal War.

After years of peace and prosperity, the nations fell one after another, unable to halt the relentless onslaught. The nightmare spread across the lands of Vana'diel like hellfire.

In response to the seemingly unstoppable beastmen assault, Grand Duke Kam'lanaut of Jeuno convinced the people of San d'Oria, Windurst, and Bastok to unite as the Allied Forces of Altana ? and defeat the beastmen once and for all.

A stalemate ensued for some time. Finally, at the legendary Battle of Jeuno, the Allied Forces of Altana were able to gain the upper hand. They claimed total victory over the beastmen at the merciless Battle of Xarcabard. Finally, the heroes of the five races cornered the Shadowlord in his stronghold of Castle Zvahl, where Volker, champion of Bastok, delivered the final coup de grace.

Thus the Crystal War drew to an end, with victory marred by the uncountable corpses scattered throughout the devastated lands and cities of Vana'diel.

[b]:: The Dawn of the Age of Adventurers[/b]
Although the war had ended, the long-suffering nations of Vana'diel pledged to maintain their alliance. Each nation built a consulate in their sister countries. The Duchy of Jeuno unveiled enormous airships based on ancient technology, bringing the nations of Vana'diel closer together, and promising a new era of peace and prosperity.

Or so the nations of the world had hoped. In reality, the beastmen had regrouped and continued to construct strongholds throughout the world. Although they lacked the organization of previous eras, they launched a new campaign of looting, plundering, and terror against the people of Vana'diel.

Still, the three great nations continued to mistrust one another. Rather than dispatching their own forces to deal with the beastmen threat, they began to employ a new generation of independent youth to deal with the situation on an individual level.

These stalwart people are called adventurers. They are intrepid souls who follow their own beliefs, moving freely from city to city in spite of their own national allegiances. Truly, it is the dawn of a new era in Vana'diel history.
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[b][u]Sign-Ups:[/b][/u]
[b]Name:[/b] Your given name when you were born. Also if wanted, provide a nickname.

[b]Gender:[/b] Male or Female

[b]Race:[/b]
There are five races to choose from...
[url=http://www.playonline.com/ff11us/citizen/imgs/hume_img.jpg]Hume[/url]
-Originating from the Bastok region, Humes have spread to the farthest reaches of Vana'diel. This race is characterized by its equally balanced abilities, moderate intelligence, and high level of skill in numerous areas. This combination of traits has played a large role in Bastok's growth into a prosperous nation of technology and industry.
[url=http://www.playonline.com/ff11us/citizen/imgs/elvaan_img.jpg]Elvaan[/url]
-A race of proud warriors, The Elvaan are the founders of two legendary orders of knights in the nation of San d'Oria. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled swordfighters.
[url=http://www.playonline.com/ff11us/citizen/imgs/tarutaru_img.jpg]Tarutaru[/url]
-The Tarutaru are a race of skilled magic users who call Windurst their home. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them.

Their dedication and hard work fueled the rapid reconstruction of Windurst after its destruction in the Crystal War. The Tarutaru enjoy a friendly relationship with the Mithra, who call Windurst their home as well.
[url=http://www.playonline.com/ff11us/citizen/imgs/galka_img.jpg]Galka[/url]
-The Galka are a hulking race of powerful warriors. The Galka's capital city, located in the Altepa desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from giant ant creatures six hundred years ago. The surviving Galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race.
[url=http://www.playonline.com/ff11us/citizen/imgs/mithra_img.jpg]Mithra[/url]
-The Mithra are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and prosperity.

[b]Occupation:[/b]Choose one of the following.
=Warrior-Specializing in the arts of battle, warriors act as shields, protecting their comrades from the enemy attacks.
=White Mage-By using recovery spells, white mages can ensure a party's survival.
=Monk-With their bodies that double as deadly weapons, monks attack enemies with explosive strength.
=Black Mage-Through devastating magic spells, black mages bring tremendous firepower to the battlefield.
=Thief-Specializing in covert actions, thieves aim for the perfect opportunity to attack from behind.
=Red Mage-These fighter mages can utilize both black and white magic, as well as the arts of the sword.
=Ranger-With unparalleled tracking abilities and skill with the bow and arrow, rangers are experts in the field of hunting.
=Summoner-By making pacts with the the legendary "avitars," these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel.
=Samurai-Through the study of Far Eastern martial arts techniques, these lone warriors have learned to devote their lives to their cause and to their blades, the mighty katana.
=Ninja-Stict training in the forbidden arts of the Far East have transformed these fighters into cold, hard killing machines.
=Dragoon-With their lances in hand and their faithful wyverns by their sides, dragoons suprise their enemies with their extraordinary jumping abilities.
=Paladin-Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield.
=Bard-A bright tune to soothe a party's wounds... A brisk march to raise a party's spirits... A forbidden chant to weaken a party's foes... The bards of Vana'diel use music as their weapon.
=Dark Knight-To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black magic spells to torment their enemies.
=Beast Master-These experts in monster research have trained tirelessly to communicate with--and even control--the animals of Vana'diel.

[b]Nation:[/b] Which of the three are you from?

[b]Biography:[/b] A short history of your character and how they have come to join my character's team.

[b]Description:[/b] So we now know your race but what about your basic appearance?

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[b][u]My Sign-Up:[/b][/u]
[b]Name:[/b] Matrim Crystaline

[b]Gender:[/b] Male

[b]Race:[/b] Hume

[b]Occupation:[/b] Beast Master

[b]Nation:[/b] Bastok

[b]Biography:[/b] As a young boy, Matrim was always at battle with everyone and everything. Sooner or later he grew up and decided to set out on a journey of his own. He soon created a party of warriors from all different nations and they set out to fight different Avatars (bosses).

[b]Description:[/b]
[img]http://www23.brinkster.com/kelvinfantasy/ff11/ff11hume.jpg[/img]
It's the boy on the left.

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[b][u]Rules:[/b][/u]
[list=1]
[*]No one is all power, and no one can be the most powerful of all characters. Everyone is to work together.
[*]Just because the members work together doesn't mean they like one another. Add some taste to the RP by making the characters hold grudges, and the like. I mean your bound to hate [i]someone[/i] in the party.
[*]No one liners. Must be descriptive to a modest degree.
[*]If I see it necessary to boot you from the RP I will.
[*]No slug fests, beating up of several demons, and the like. This is plot driven, not fist driven.[/list]

Props to Ohkami for the rules.

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Also props to [url=http://www.playonline.com/ff11us/index.shtml]this site[/url] for most of the information and pictures.



-Lrb[/color]
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[COLOR=darkblue][B]Name:[/B] Sakura Nightengale

[B]Gender:[/B] Female

[B]Race:[/B] Hume

[b]Occupation:[/b] Red Mage

[B]Nation:[/B] Bastok

[B]Biography:[/B] Sakura discovered her powers at a young age so she had been training most of her life. When she finally became good enough she was allowed to leave her village and go on her own adventures. When she was out wandering she soon met up with a boy named Matrim. He was a Beast Master. They soon became friends and they travelled with each other.

[B]Description:[/B] [URL=http://astriaweb.free.fr/cos/paris02/hume/modele0.jpg]Female Hume[/URL]

[B]OOC:[/B] Are we supposed to add Weapons?
Hope you don't mind me joining with you Lrb.[/COLOR]
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[color=blue][size=1]Name: Niiena Katt
Nickname: Kitty

Gender: Female

Race: Mithra

Occupation: Red Mage

Nation: Windhurst

Biography: Niiena never told [i]anyone[/i] her real name. All her friends knew her as Kitty and sometimes she'd even scould her parents for saying it too loudly in their home. When she was little, her parents realized her 'talents' and began training her. As she grew older, she became more defiant and showed up for her training less and less.

One day, while she was skipping her training, she ran into quite a large beast. She didn't recognize what it was. She tried to fight it, but it was too powerful to handle without proper training. As it was about to shread her to bits, a boy and a girl seemed to appear out of nowhere.

The boy some how managed to get the beast to calm down and leave. She thanked them and returned to her home to train. She finished her training within three days of the encounter, then left to find the boy and girl. They were easy to find, for her.

Now she travels with Matrim and Sakura.

Description: See attachment, except with longer, dark blue hair.

Hope that's okay. Sorry if the bio's too long. :p[/color][/size]
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[color=royalblue]
[b]Ohkami:[/b] Everything looks fine, you're in. With the weapons we have to buy them. All humes start with a simple sword. All TaruTaru start with 2 simple daggars (also called "Onion Daggars). Everyone else does not start with anything.

[b]Kitty:[/b] Yes that's fine, you're in.

Also, everyone that signs up will end up in my "party" which can consist of up to 18 characters.

I have also decided to change my appearance by just take away that armor.. I don't like it. :/ I also found a better pic of my character so look at my sign-up! :D[/color]
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I'll give it a try

Name: Hayato Mishima
Gender: Male
Race: Tarutaru
Occupation: White MAge
Nation: Windhurst

Biography: Hayato trained allhis life in the way of magic, his grandparents tought him to protect rather then hurt anyone or anything. When he became good enough, he left his village in hope to meet new people and start an adventure of his own. Along the road he met up with a few people: Kitty, Sakura, and Matrim, they joined together and became friends and set off for their adventure.

Description:[url]http://www.angelfire.com/anime4/bekkichan/images/WW-PravaVirez.jpg[/url] (one in red)
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I'm ins! looks like we needs an old fashioned warrior!

Name:Kirin Du'gre
Gender: Male
Race Hume
occupation: warrior
Nation:Bastok

Bio: Kirin grew up the son of a noble in bastok. He was given the silver spoon treatment by everyone he met that knew him. Thos that didn't learned quickly, and Kirin hated it. He was sent to the academy to learn Swordsmanship fromt the finest of trainers in the land. More and more he resented the power his father, and his name had. Everyone kissed his feet, asking him to put in the good word to his dad. One day, when he returned home from the academy, his father welcomed him, congradulating him for his graduation. He glared at his dad saying that he hadn't graduated at all, that the only reason he had graduated was because his father had paid everyone off! His father grew angry at Kirin's ungratefullness, and in his anger, and the insult to his honor, he challenged Kirin to a duel. Kirin easily beat his father, slicing of his hand. His father lay on the ground wrapping his coat over the wound to stop the bleeding. Kirin left, in simple clothes, with a simple sword, and no coin. Using only his skill as a swordsman to make his way in the world

Description: Kirin stands at 6ft. His hair stays uncombed, and looks spiked as a result. He wears a simple brown leather vest, and cloth breeches. His white shirt, now gray, has several stains splattered acrossed it. A genuine look of contentness lights up his eyes always, and a freindly smile can always be found on his lips. A simple looking longsword hangs from an old leather swordbelt on his left hip.
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[color=royalblue]
I started the RPG. I accidently called it "...and so it begins" though and for some reason Otakuboards won't let me delete it and remake it! :mad: Anyways, Swordsaint, you're in.

[b]Mage15:[/b] You may not post in this Adventure untill you fix [i]one[/i] thing. Your picture is supposed to be of a Tarutaru.. or something that looks like it. The picture you posted looks nothing like a Tarutaru. Maybe you should look into them more.

P.S. For anyone thinking of signing-up/editing; there are not allowed any more Humes.[/color]
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[font=tahoma][size=1]This looks really fun. I'm attempting to recruit a fellow player to this thread right now. I may need to clarify, however, that beastmasters actually are not that bad with bladed weapons, just so that no one corrects me.

---

[b]Name:[/b] Alexander Roc

[b]Nickname:[/b] Kaiho (it means seaside in Kanji)

[b]Gender:[/b] Male

[b]Race[/b] Hume

[b]Occupation:[/b] Beastmaster

[b]Nation:[/b] Windurst

[b]Bio:[/b] Kaiho was born in the nation of Windurst, an irregularity, since Windurst was mainly composed of Mithra and Tarutaru. His parents were killed by a Yagudo Persecutor beastman while searching for rare herbs in the Tahrongi Canyon when he was young. He hated beastmen after that, especially Yagudos. This also drove him to become an adventurer. Growing up, he always had a fondness for the wild creatures, and so, chose his proffesion to be Beastmaster. He can be quiet at times, but will speak his mind when it is necessary.

And just beause I'm having fun, here is a pic of Kaiho shooting a Yagudo to go along with his bio. (Yay)

[img]http://www.angelfire.com/falcon/kaiho0/untitled.jpg[/img]

[b]Description:[/b]

Note: He isn't really wearing any set armor, so that's why he has different clothes in each pic. (I didn't have any good pics of him with the new armor...) However, if you just need to think about it as you RP, he's wearing the armor shown below.[/font][/size]

[img]http://www.angelfire.com/falcon/kaiho0/Kai031221200417a.jpg[/img]
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Name: Zeddrick Kieler

Age: 18

Gender: male

Race: Elvaan

Occupation: Paladin

Nation: San d'Oria

Bio: Son of a Noble family he was predestined at birth to become a great knight. However as his training as a Paladin came to a close he, left the order to seek a meaning to his life. He never really had any choices, even as a privilaged upper-class youth. So now he wishes to join a clan to help erase his old life and start another.

Description: I'll just use the male Elvaan provided if that is ok.
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There are no Galka yet! Why are there no Galka? Someone please tell me that?!

Name: Oxidda Grimclaw

Gender: Male

Race: Galka

Occupation: Monk

Nation: Bastok

Biography: Oxidda's father was a Monk, his mother...well, no one was ever sure about her.
His father said that he had met a strange, bulky, hooded figure in a bar one time and they got [b]really[/b] drunk.
9 months later, Oxidda turned up at his father's door, in a large ([b]very[/b] large) basket.
Oxidda's father taught him the ways of the Monk, and for 23 years, he learned how to bulk up at will, manipulate the air so he didn't need to be right in front of someone to hit them, and other useful techniques that most Monks learned.
3 months before his 24th birthday, Oxidda ran into 4 Humes, a Tarutaru, a Mithra and an Elvaan, who were facing off a large beast.
Oxidda was actually out to fight that beast by himself, and decided that if he was going to gain any experience in a party, now would be the best time.
The 8 different peoples faced down the huge monster, and the Galka left them to their journey.
Two months went by, and Oxidda still thought about that day he fought in a party. It was so exhilarating!
He decided to seek out the group, and found them recently.
They're still getting used to having a 7'4" Galka hulking around with them.

Description: Oxidda is 7'4" tall, has a greenish skin colour and has Emerald coloured eyes. His hair is a silvery-white, as shown in the pictures below.

[img]http://www.playonline.com/ff11us/citizen/chara/chara_big/imgs/4011.jpg[/img]

[img]http://www.playonline.com/ff11us/citizen/chara/chara_big/imgs/4002.jpg[/img]

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That's all, right? This RPG looks so good.
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