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| Location Creation Madness!; July Side-Event | |||||
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| Topic Started: Jul 1 2013, 01:14 AM (4,661 Views) | |||||
| 博 Tenken | Jul 1 2013, 01:14 AM Post #1 | ||||
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Hoennese and proud!
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Location Creation! Do you have an idea for a great new location for Fiore here on FTG? Well, this is the event for you! If you want to make a new location for the board then you simply have to follow the template (see below) and the best five locations will be implemented onto the board! Of course, all the locations will receive rewards, but the top five will be implemented! Also please note: one submission each.
Template Explained Have at thee! |
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| 栄 Balmung6 | Jul 1 2013, 01:49 AM Post #2 | ||||
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Combat Enthusiast
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Location Name: Murk Forest Location Area: South Fiore Location Descriptor: A dark tangled mess of woodland in a region of southern fiore. Location Briefing: A thick forest of tangled trees, Murk Forest is a woodland area in the southern part of Fiore, and somewhat remote – the forest itself is accessible enough, but the twisting paths and protruding roots make travel through it on anything but foot rather treacherous. The forest is almost permanently dark due to the thick mat of obscuring foliage from the treetops over head, giving the forest its name. Even on the brightest of days, visibility in the forest is crippled noticeably. Many creatures have taken up residence within the woods, mostly bird or rodents of some kind or another, but tales tell of darker beasts lurking deep within the forest, and that you can hear their growls late at night. Near the forest’s core lays an old, run-down mansion once owned by someone before the forest grew as wild and twisted as it is today. The original owner was a very old, very powerful dark mage, who did many experiments using the remoteness of his home as a bonus, and when he passed, was buried within the grounds, a tombstone half the height of the mansion marking his final resting place behind the aging house. Few venture far enough in to see it past the rusted remains of the gate leading into the place, but it’s said that you can see a figure moving in the windows late at night, when the sun’s light has completely been snuffed. People who get lost in the forest have been said to helped back to the forest’s edge by the Guardian, who looks a lot like a feral old man with a lantern, wearing a large pair of leaves tied together as a hat, and his leaf-like cloak makes him look more like a bush with a hat and eyes than any sort of protector. Stories say he lives in the forest, not too far from the edge, though whether he actually cares about the travelers in the forest or simply wants them gone from “his” land is up for debate. Many of the plants that grow in the forest favor the dark over the light, but some have adapted a little too well to the gloom and darkness of the forest’s cycle. Travelers tell of hearing laughter when no one was around, and bushes moving with nothing hiding in them when they went to go check. Common belief is that the old dark mage who used to live there decades ago, when buried, let his magic seep into the soil, twisting the forest’s very nature and life force in the process, leaving behind trees whose branches seem more like claws, and the hollows of which seem to follow you when you’re not paying attention. |
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| Giggles-mesh | Jul 1 2013, 02:45 AM Post #3 | ||||
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Get Chance and Luck!!
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Location Name: The Nevernever Location Area: Somewhere in the Sanzibar Desert and vast through out Fiore Location Descriptor: Behind a giant wavy wall, that goes up into the sky in the Sanziar Desert that stretches across the ends of the Desert it's self. Location Briefing: In a vast place of the Sanzibar Desert, is a singular charred line across the sand, stretching across miles of the desert. There was no reason or no logic of such phenomenons occurring in this place. The Three Towns of the Desert each view it differently; the folks of Ullalia call it a bad omen, a gate that leads to hell and it's armies building and ready to take over Fiore. The Townees Ilcopai think that it's the Holy land, the gate where the dead cross to pass on and the Villagers Eleren believe that it's an eternal Illusion, where there is one way in and no way out. Only parts of their beliefs are real. Whats really beyond the wall is The Nevernever, the spirit world. It exists along side our own as a sort of alternate dimension and is a replicate of Fiore it's self, but the sky is red, the grass is purple and everything is a different color. The entire place has different inhabitants which are called the Fae. The Fae and Fae lore, consists of goblins, trolls, fairies, gnomes and everything. They all live in the same way as we would in the normal civilization. But be cautious, for the Nevernever can be a deadly place to be in, for the Fae are not human friendly and will act in different ways, whether it's territorial, skittish or even hostile, i hear being taken down by a group of faeries is a horrible way to go. There is way to avoid such tragedies, and that's by following "The Ways". "The Ways" are considered hard to follow if you do not know where they are and it is recommended to have a guide that does. In any case, there is only one way of the Never, and it's not the way you come back. The only way to leave this place "Is to find the place that is closest to you." It could be home, your Guild or a famous location. You will know when you find it, since the gate is the same as the Sanzibar Desert. Once you exit, you will end up back at the Sanzibar Desert of Fiore. The land is split in two and are controlled by different courts known as the Winter Court and Summer Court. Each Court has three Queens and a Knight. The eldest of the Queens is called either Mother Summer or Mother Winter, depending on to which court she belongs. They holds no official power over the court, but are still very powerful, with unseen connections. The ruling queen is often referred to as either the Winter Queen, Mab or Summer Queen ,Titania. She controls each court, whose power waxes and wanes with the seasons. The youngest of each court is the Lady, Summer Lady and Winter Lady. She is considered to be Queen in training. However, Faerie Queens can not kill anyone who isn't attached to the courts through birthright or bargain. They can't kill directly but the can do a lot indirectly like trick a person to do something lethal to them such as walking into quicksand, or turn them into a stag and set the hounds after them, bind them into an Enchanted sleep, among other things. Edited by Giggles-mesh, Jul 1 2013, 02:57 AM.
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| 栄 Gale | Jul 1 2013, 03:11 AM Post #4 | ||||
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Assassination Extraordinaire
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The Boneyard![]() Location Area: Sanzibar Location Descriptor: What was once a barren wasteland is now a hazardous boneyard. Here is where technomagical machinery of all kinds come to waste away. Location Briefing: The Boneyard was once a simple wasteland, a vast plain that once hosted a variety of grasses, all of which eventually died out of their own accord. Eventually, this nameless plains joined the Sanzibar desert in being a complete utter wasteland. There is no path into this wasteland, no distinguishing natural markers but the endless expanse of dirt, sand, and brown earth. The climate is dry and warm, the winds are pitifully useless for cooling down. There is literally nothing of interest here, for anyone, that is not manmade. Unless some people like to spend their days wasting away under the hot sun, baking themselves to death amongst the hot sands. Well, there is one attraction, though calling it an attraction is a stretch at the best. The Boneyard is the cemetery for machinery. Any sort of machinery that is unused, partially broken, completely destroyed, carted here in a millions parts and dumped there, still in the shipping crates it came in. From prototype lachryma-powered humanoid constructs (golems), to scrapped aircraft, to warships, to guns, to ordinary household objects. You name it, as long as it's machinery or lachryma-tech, it's sent here to rust and waste away. Disregarding the fact that some of the stuff dumped in this boneyard pell mell is still functional, the place is actually pretty safe. 'Dumpster Diving', as some people have come to call the sport, is becoming more and more commonplace, as scavengers come to the Boneyards in an attempt to find something cool and possibly worth some dough/useful. Though it was barren before, the Boneyard actually has it's host of permanent residents. There are two factions of bandits residing within the Boneyard, one of which is pretty hospitable and nice to strangers, be they mages or normal people. As long as you don't actively provoke these guys, the 'Bloodrust Bandits', they'll treat you nicely. The other faction is pretty much populated with bloodthirsty, crazy, insanely violent bandits. They have no faction name, and exsist solely to act like stereotypical bandits. These bandits live in encampments created out of the scrap they scavenged, with the larger, more intact scrap acting as bases, and the smaller scrap being scavenged and bolted together for walls and roofs. Everything they use, from weaponry to housing, they scavenge from the Boneyards. Deep, deep underground, there is a large reservoir, holding enough water to sustain both bandit factions. Each bandit faction is currently in control of one of the two passageways down under, to the reservoir, and it is the cause of many a fight between the two. But there is a third, lawless, uncoordinated faction present. Namely, the various constructs dumped there, be they Boscan scrap, or Fiorean experimental models, or the dumpings of some underground, shady weapons manufacturer. They have no concept of friend or foe, or at least, most of them do not. Varying in size, shape, deadliness, and state of repair, they will roam the large Boneyard endlessly, simply roaming, searching for a target to kill. Even if it's a fellow golem, they will attack the others on sight. As such the Boneyard is hardly a safe place to be. The two bandit factions consider it a daily chore to rid their surroundings of any golems, though the Bloodrusts do a considerably better job than the other faction. That said, the other faction has twice their numbers, and can take a few casualties. Depending on your goal, character, and most important of all, your skill and will to survive, the Boneyard can either be a place for one to prosper and grow, or a place for one to stay, rust, and pass away, claiming the numerous sands as one's final resting place. But really, enter at your own risks. Perhaps you'll awake some sleeping legends. Or perhaps you won't. Edited by Gale, Jul 5 2013, 01:51 PM.
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| 座 Fumus | Jul 1 2013, 03:12 AM Post #5 | ||||
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・。゜. ヘ(゜Д、゜)ノ
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Location Name: Mt. Aestuo Location Area: Kingdom of Fiore - Regions: North Fiore Location Descriptor: An active, partly submerged shield volcano that is known to leak lava often. The majority of the lava flows end up conveniently running down toward the ocean, while occasionally overlapping the Glacial Flats, making the landscape a great hike for daring visitors... if they don't mind the hazards and wildlife. Location Briefing: Bordering the coast of North Fiore is an active shield volcano named for the periodic blaze that follows every eruption. Its crater is elevated only about 1000ft (305m) above sea level, but the rest of its size is compensated underwater. With its submerged base reaching a depth of nearly 560ft (140m), and the water too inhospitable due to the lava drained by the underwater exits of lava tubes, people generally keep their sights on the terrestrial portion. Even so, a potential lava fountain runs the arc of the base, and sometimes, a wall of lava bursts from the sea from said fissure vent that both is a magnificent sight and an unpredictable defense mechanism that has succeeded in deterring sea attacks. Above the ground, visible lava flows are quite common from the distance. It's come to the point where a night of no light is rather rare for the inhabitants around the volcano. The fauna and flora have exploited and adapted to the constant heat and light source to better usage at night. Most have become nocturnal, prowling for unsuspecting small game in the shrubbery areas at the base. The lava flows are slow enough to escape if noticed, but a strange phenomenon unique to Mt. Aestuo generally ensures the safety of the wildlife anyway. No matter where the lava exits from the volcano, it ends up veering away from the land and toward the sea. Though frequently, the lava flow will overlap with the edges of the Glacial Flats. The resulting collision has birthed a mini ecosystem that can thrive off the steam and mix of extreme temperatures. Further inland around the base are multiple, scattered fumaroles, which are openings in the crust that emits steam and different gases. The fumaroles around Mt. Aestuo all emit a majority of steam that is non-lethal to inhale when in the area, aside from the obviously immediate heat. These pockets are generally used as a reprieve from the bitter cold of the neighboring Glacial Flats, and cause a perpetual mist to permeate the shrub-steppe area. The mist is not difficult to navigate through, and the light from both the volcano and the sun is enough to basically dispel the clouded visibility. However... if ever there was a time at night when Aestuo naps, the local predators are sure to take advantage of the hidden bounties. Of course, predators aren't always referring to the fauna. Edited by Fumus, Jul 1 2013, 04:51 AM.
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| Noxa | Jul 1 2013, 06:08 AM Post #6 | ||||
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Archive Mage in the BP
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Location Name: Land of the Pegasus Location Area: Poinsettia Location Descriptor: A wide, scenic meadow in the region inside of the Lavender Forest Location Briefing: The Land of the Pegasus is a rare area for people, who are not members of Blue Pegasus, to find. This meadow is an endless flatland (which is only due to the power of the Blue Pegasus insignia or strong) that often receives a windy and/or sunny weather every day. To people who do not wield the insignia of the Blue Pegasus guild or strong magic, it will look like the trees of the Lavender Forest. The meadow is scared for those of the guild and serves as training grounds for them, and, just like Tenrou Island, the meadow itself serves as a divine protection and enhancement to those of Blue Pegasus. Most of the land is a flat meadow with soft grass that is 3 cm. tall while the rest of it has a large, rocky building. This building is where most guild members receive a vague, foretold message from a Pegasus statue. This message tells the truth of their most enriching part of the future. Rarely, it tells a person’s death and how they die. The labyrinth is approximately 60 feet tall and 80 feet wide and has five levels filled with trials in each one. These trials are known as the Trials of the Pegasus. Each level has 3 rooms inside of them (except for the last one). The rooms are ordered from easy, intermediate, and hard (just like a video game’s difficulty to be exact). Once each room is completed, the person will obtain an item in which three of them will be sacrificed to get the message from the statue. The trials are ordered from bottom to top: Trust, Light, Humility, and Power. The rooms and items change so that different people cannot pass through easily and get the same items like the last person. Once someone reaches to the final level, they will have to commence battle against a guardian that is based on their greatest fear. The guardian will appear as a clear slime with yellow eyes at first and then transform into that fear once it notices it. Once it’s defeated, it will take the three items that you cherish and dissolve them into nothing. Yay! You have completed the Trials of the Pegasus and, from there; you will receive your message from the Pegasus statue. After that, the statue teleports you outside of the ruins and you cannot enter it again. Edited by Noxa, Jul 1 2013, 06:10 AM.
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| Levy-Chan | Jul 1 2013, 08:12 AM Post #7 | ||||
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You want Thingamabobs? I got 20.
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![]() Location Name: Ach'Var Location Area: Sanzibar Location Descriptor: A small town mostly secluded by the desert around them. Ach'Var is a natural oasis nearly as old as the desert itself.The one constant inside the Sanzibar is well sustained off a bountiful natural spring that runs deep underground. The center of town was built around the point where the main water vein breaches the surface in the shape of small geyser. Building from their a large obelisks sit on top on the geyser, directing the water high above, like a fountain, to rain down on the cobblestone square around it. Location Briefing: Started up from some initial desert explorers Ach'Var is a town where water is sacred. Every resident in town is highly appreciative of the abundant water source, that branches out to the edge of the town. As something of a tradition, the people are always happy to be rained on by the water from the smooth stone obelisk, nicknamed Water Spout to the locals. Despite a never ending source of water at their disposal, the town carries very strict regulations regarding water control. Keeping to ancestral traditions of never underestimating the desert around them, the town houses some of the most advanced equipment in regards to the desert. Whether it be measure how deep the sand is to how much sand is being picked up by the wind, the town takes careful data on it all. Using this data as a base the town's dedicated Sand Buster council constantly plans how to handle whatever conceivable threat the desert could throw at them. Everything from the most intense sandstorms to rampaging desert creatures, none to the natives here as "Danger Beasts". While as hospitable to outsiders as any town normally is, Ach'Var natives all consider themselves to be desert folk and pride themselves in being able to live through the desert with ease. This since of pride stems from the esteemed respect for the original explorers that founded Ach'Var. The original squad, led by Drake "Indy" Sterling, has descendents still within the oasis and are very respected among the community. In general the town here thrives on preparedness, hard work, and respect for both water and the desert. A popular saying in Ach'Var "The desert has the force of nature and the patience of time." It means that the desert isn't something to be tackled straight out, but you must plan, strive, and work hard to be able to weather it. While vegetation isn't abundant in the oasis they do get a fair amount of light grassy areas, a few palm trees, and most notably the the Sand Lily. This flower typically has six or seven pale orange petals that seem to be somewhat shriveled up. The steam bends downward near the bulb and dips down deep into the underground. Sand Lily's are famous for their "Drill Roots". Incredibly durable to the point that they can puncture stone, the flower is always on a quest to find more water. It is able to survive on the most barest of nutrients that would be no where near enough for other flora to survive. The Sand Lily roots sell fairly well on the market due to one flower having a lot of roots to utilize in strengthening equipment, but have two main drawbacks. The first being that they are absolutely unable to grow anywhere outside of the desert. With an hour after leaving the desert area the flower will shrivel up and die. The cause is unknown, but suspected to be that the flower takes too many nutrients from the environment and overdoses itself so to speak. Another reason is that the roots are something like super hooks and latch into the bedrock below. The effort put into pulling just one out is more likely to seriously injure yourself before getting the flower to budge. Edited by Levy-Chan, Jul 15 2013, 12:25 AM.
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| Safe-T | Jul 1 2013, 11:03 AM Post #8 | ||||
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Gif? Jif? Gyfe? Jyfe? Get a life!
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Inspiration
Edited by Safe-T, Jul 10 2013, 05:54 PM.
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| 栄 Zaber | Jul 1 2013, 12:32 PM Post #9 | ||||
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Water Dragon Slayer
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Location Name:Ravnica Location Area:Kingdom of Fiore-- Major Cities Location Descriptor:A large metropolis united by the elements-- an innovative merge of nature's primal landscapes and human urbanization. The technology and magic of this city's structure provides a self perpetuating supply of energy and resources. The city's livelihood and structure is maintained by a collection of 10 small guilds. Though the guilds maintain this marvel of magical ingenuity, there is a good amount of unrest between them over the direction of Ravnica. Location Images (All five sector example) Location Briefing:The city of Ravnica. A marvel of modern technology and magic that utilizes the natural elements of nature. It is a patchwork of grand halls, decrepit slums, maze of streets, markets, and factories, all tied in to natural resources. The structure of the city is one with the elements, showing a blend from the man-made structures and the natural environment. The prime natural lands that Ravnica was built on, comprising of volcanic areas, rivers, plains, forests, and swamps, are present among all man-made structures and buildings. The city itself is styled around more Gothic features, in design of its towers and buildings. The city is divided into many levels and sectors, forming different districts and lands respected for the city's resources. Each sector of the city is dedicated to a certain type of resources and which different purposes are used. The area of fire, the volcanic region of the city, is a collection of stone red, mountainous towers with smoke stacks. This is the city's industrial area, where factories, forges, mines, and energy needs are maintained to craft new city materials and resources. Adjacent to that is the area of the plains. This area is a more open to the sky with flatter areas and pavements. Buildings around here are lower to the ground with the exceptions of halls and citadels--some of which float in the sky above this sector. This area is where the city's legal matters are dealt with, where the law enforcement and government aspects of the city are handled. The next area is one of nature. Trees grow freely, despite the tiers of stone and rock that construct the buildings. Several layers holding park like structures where grass and trees grow freely without hindrance or restrictions from the buildings around them. Buildings of citadels and church-like structures dot the area. This sector appeals to the natural and religious minded people of the city. Those who wish to live in one with nature. This sector also provides natural resources in ways of food, such as farming of plants and animals. The forth sector is that of a series of water ways and canals, constructed around the buildings and towers. Bridges connect the structures, making access from one building or street to the next. From massive towers, water flows freely; forming aqueducts and even waterfalls can be seen flowing freely through the streets. This area is for the more artistic and philosophical minds. Colleges of magic, libraries and other academic practices are held here, as well as aid using hydro power as well as fishing resources. Finally, the areas least seen but present is the swamp region of the city. This area is held in the undercity of the metropolises, along with a collection of tunnels and sewers that bury deep underground. Buildings hang from the city's underbelly and cave systems below, parts of the original structures that lie above. Series of bridges connect the areas from the upside down hanging towers, along with bridges connecting small islands upon the murky waters of the under city. Fire stacks burn off the buildings along the water, like lanterns but also burning stations. This area is where the wastes and sewage of the city are treated. It is also a haven for the city's less popular crowd such as thieves and criminals. No one goes down to this sector unless something needs fixing or they do not wish to be found. The physical layout of the city is made upon the different sectors. The volcanic, waterways, forest, and plains, are all next to one another to form one massive circular-city build, with the swamp land resting below the city. There are many tiers and levels connecting most of the buildings, allowing many people and industries to occupy Ravnica despite the size. The city's resources are also gathered by a use of magic, alchemy and machinery. From there it is piped or transported from one sector to another. Each area of the city's natural resources perpetuates one another, providing a powerful source of magical power to maintain the city. Ravnica's most notable resources besides natural energy, allows the development of magic research and science that could almost rival that of Belladonna. Ravnica, while in the residence of Fiore is considered a small city state. It keeps a good independence with Fiore, but still adheres to the Magic Council's laws. For this to be kept so, the city is managed by ten small guilds that help run things. The guilds help by providing food production, energy needs, police force, waste disposal, information, religion, law and order. Other guilds also provide for the city, but at times do more harm than good. The guilds are as followed: Azorious Senate: Ravnica's government and legal sector. Boros Legion: Ravnica's security and police force. Golgari Swarm: Ravnica's agricultural and waste management sectors. Gruul Clans: Ravnica's conservation officers, earth scientists, foresters, and wildlife officers. Izzet League: Ravnica's alchemical and physical scientists and engineers. Orzhov Syndicate: Ravnica's aristocracy, church, businesspeople, and lawyers. However, in practice, they are rumored as those of political corruption. Selesnya Conclave: Ravnica's auxiliary constabulary, peacekeepers, and religionists. Simic Combine: Ravnica's life scientists and engineers. Cult of Rakdos: Ravnica's entertainment, food industry, mining, and other blue-collar manual labor. However, in practice, the Cult of Rakdos is also involved in criminal activity, and civil disorder. House of Dimir: Legion of spies, intelligence gathering and espionage. The silent hand of Ravnica. As such, the guilds originally work in cooperation with one another; however relationships between them are strained at best. All of them have their own goals and aspirations, each claiming dominion over the others for control of Ravnica. Now revealed to Fiore and the grand power they possess, the 10 guilds also work with surrounding cities and with Fiore as well. (Note: None of these guilds are legal Fiore guilds thus cannot be officially joined by players.) Edited by Zaber, Jul 11 2013, 01:15 PM.
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| 御 Jossle | Jul 1 2013, 07:24 PM Post #10 | ||||
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Swordsman & Swordsmith as One!
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Location Name: Tomb of the Hero Location Area: Fiore, Major Cities - Belladona, Cinnabar Range Location Descriptor: A mausoleum raised at the entrance of the Cinnabar Range where those who die in service of Fiore can be honored. The Tomb was recently restored and opened to the public to honor the men fallen during the Boscan Invasion after being in control of the Lamia Scale Guild for centuries. Location Briefing: The Tomb of the Hero is one Fiore's less know national monuments due to the fact Fiore had not seen war with other nations in a very long time but during the era of Arlan, where violence reigned supreme over the land it was one of the most known monuments. This is where thousands of men and women came to honor the sacrifice of those who gave their lives for the protection of this kingdom and it's citizens regardless if they were knights, mages or civilians. Many of this men and women's names would never be known to the public so to honor their sacrifice...Arlan rose this monument in memory of them so whatever tattered remains of their identity and legacies may be conserved and perhaps when one day serve a greater purpose. Equipped with powerful and barely understood magic field that prevents the decomposition of bodies, The tomb host countless bodies of heroes and heroines in the depth of it's vast catacombs. The inner sanctum of the mausoleum holds in exhibition the many trinkets and tools that these person were found with and had utilized to save this country from destruction. |
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2:36 PM Jul 11









