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Location Creation Madness!; July Side-Event
Topic Started: Jul 1 2013, 01:14 AM (4,662 Views)
Madge
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The Dragon of Grimiore Heart
WIP
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Luffy1045
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Let the flan flow through you.
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Location Name: Atlantis, also called "Mermen Country" or "Fishman Island"

Location Area: Kingdom of Fiore - Major Cities

Location Descriptor: An underwater kingdom, seperated in four districts. Encased by a magical bubble, the inside, while still letting the merfolks and fishmen breathing as if they were in water, also lets humans and whatnot breathe as if they were on the surface. A beautiful underwater paradise.

Location Briefing: Atlantis is the fabled underwater kingdom that has recently (10 years) been rediscovered, and though not many people have visited it, over the years, interactions between surface dwellers and Atlanteans have increased, especially after the visit of two members of the Ventus clan.

The underwater country is home to Atlanteans, humanoid people that seem half-fish and half-human, sort of. Two races of Atlanteans reside. The first kind are called "Merfolks". They are the mermaids and mermen of folklore, their upper half is that of a human while the lower half is that of a fish, though a lot of merfolks have fish-like features on their upper body.The second race are called "Fishmen". They resemble what one would call a "werefish"; they are more "fish-like" than merfolk, looking like a cross between a man and a fish of the ocean, having legs and arms, but having the color and the appearance of certain types of fish. Because of both races, the Kingdom of Atlantis is also called "Mermen Country" or "Fishmen Island". Both races of Atlanteans possess the potential to have water-based abilities.

Atlantis is constituted of four cities or districts, with a fifth one that has been cut off, of fauna and flora that mainly appears in the Sea Forest and the mighty Tree of Eve, which gathers sunlight from the surface and shines at the bottom of the sea through its roots. The five districts are called "Rainbow Borough", "Aqua Metropolis", "Fishmen District", "Mare Courtyard" and "Rapture" (which will not be covered here).

Rainbow Borough is the place where travelers, adventurers and tourists from the surface arrive (if they take the underwater sea vessels that depart from Hargean Port). In a sense, it is the kingdom's port town. It is mainly inhabited by merfolks. It's a peaceful place where people usually come to relax and socialize, such as going to the spa, chill at the cool restaurants or stay at "The Little Mermaid’s Hotel".

Aqua Metropolis, also named "Aqua Plaza", is a place resembling more like a busy city of the surface world. It is the center and main attraction of the Kingdom of Atlantis. This is where people will find most of the human visitors and tourists, since there are many shops, museums and amusement parks. In fact, humans who have decided to make Atlantis their home usually live there. Humans, merfolks and fishmen usually live there without much trouble.

The Mare Courtyard is the royal area of the kingdom. It is there that the "Ryugu Palace", where King Neptune, Queen Venus and their children live. The royal guards and many other people who work for the royal family live there. Before, it was inaccessible, but now, it has become a little more open to tourists, though seeing the king is a rare occurrence. It is seperate from the mainland, floating above.

The "Fishmen District" is the toughest part to live in Atlantis. It is a quasi-lawless district where the outcasts of Fishman Island gather, sort of like the black spot of the Kingdom of Atlantis. It’s the residence of the fishmen. It’s a rowdy and rough part of the kingdom, where fights usually break out. Rare are the humans who visit this district.
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Ravendark
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Logan Paul Dragon Slayer

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Location Name: Stairway to Hope
Location Area: Mt.Haboke
Location Descriptor: The ruins of an ancient city atop Mt.Haboke, its most notable feature are the giant stairs that bridge up into the clouds, guarding an ancient treasure. This area is plagued by the undead. Be wary though, these guardians multiply for every one you kill- yet have no fear, for they cannot follow you out of this place. Many travelers have lost themselves in the screams of the icy wind, the flood of blood, and the neverending smell of rotting flesh in search of the magic treasure said to 'Make God's Weep and Devil's Rejoice'
Location Briefing:

The Stairway to Hope was first discovered by a Light mage from Blue Peguasus already on a mission from his guild to explore the area. Naturally when he found the anient ruins which technically didn't exist on the map of the area he was given- he was quite confused.

The ruins themselves are nestled into a large flat plateau on Mt.Haboke, covered with an unearthly pale snow. There are no signs of life as if whatever once lived here had moved on or was killed. Some say that the people who lived here angered the Old Gods, causing them to cover the ruins in an unnatural downpour of sleet and snow to reflect their icey hearts. Whatever the case may be, The ruins here were abandoned to the savagery of the mountain. It is qorth noting however the the ruins have a number of unique features, such as signs that it held a civiliazation that was vastly superior to what exists now, the texts that were manageable to be thawed off claimed that the people who once lived here were great engineers and architects, the constructors of an Empire that spanned the area. These findings still flow in each day as more and more adventureors and scientists discover new artifacts about this lost civilization they never knew existed; some texts would even suggest that Mt.Haboke wasn't always a frozen and desolate wasteland! One can only wonder what REALLY happened on that mountain top, and why the people would take the time to construct a Tower so large and high that it broke through the clouds.

The Stairway to Hope is a marvel of engineering. while unnoticeable from nearly all viewpoints on the ground due to its magical cloaking. The Tower constructed is easily a few miles high of nothing buts stairs, the occasional room, and windows to the world that the traveler passses by.

Starting from the Base, the tower's entrance has the words "Let all who enter abandon this world" on the archway of the entrance. As one walks inside, you would find a large room such as a temple or church of sorts, decorated with extravegant and faded valuable and artifacts; everything from golden momuments to steer skull masks can be found here. However, the most eerie thing is the altar which stands in the middle of this temple. Stained with red despite the snow, the altar tells the tale of countless sacrafice's and reveals that whoever lived here was practicing some of the darkest magic possible, necromancy. It is unknown whether or not the people ever succeeded in mastering the elements of life that society in Fiore today has forbade, but it IS known that this dark practice was a sacred tradition for the people that were here... and the spirits and ghouls which still linger and haunt the grounds of the ruins- waiting for revenge against the living and a chance to start over by possesing a new body.

Oh yes I see that we forgot to mention that, The Stairway to Hope and the Ruins around it are infested with Zombies, Ghosts, and every sort of demon you can think of.

One can see them shuffling around the grounds of the ruins slowly, patiently, waiting. Scientist know however that due to the experimental and naive practices of Necromancy that the undead at the Stairway to Hope cannot leave the ruins or else they would be immediately destroyed. Killing the ghouls is not an option however if further research is wanted, a particularly large problem is that for every ghoul that is killed two more take its place. Even with all these fallbacks and gathered data, the Stairway to Hope is a deathtrap to all who wander in unknowingly. Yet so many do? Why?

It's simple, there is a treasure atop the Stairway to Hope

Although no one knows what it is. Many have braved the ghouls and attempted to scale the infinite tower in attempt to discover the lost treasure that might exist, but it is a fools errand. No one has gotten past halfway before both exhaustion and an endless flood of the undead claim what is theirs, a foolish traveler searching for treasure. And yet, legends claim that at the top of the tower is the treasure that will 'Make Gods Weep and Devil's Rejoice'. And so.... the flood of naive travelers continues on, braving the tower and its many booby traps only to die in vain.

Some say that the Stairway to Hope is actually guarding a gate to the afterlife, some say eternal Youth, and some....Well... They say that the treasure reflects the traveler's Hope, granting them 1 wish. So tell me...

Is your Hope ironclad? Or will you fall into the jaws of Darkness.......
Edited by Ravendark, Jul 23 2013, 06:17 PM.
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Firewoven
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Location Name: The Ruins of Darmiel
Location Area: Kingdom of Fiore - Notable Locations - Sanzibar Desert
Location Descriptor: Hidden deep in the Sanzibar desert lies this ancient ruin. Recently discovered by travelers, it was lost in the sands for many years. Much of its history is unknown, but what IS known, is the danger waiting within it, and the treasures those who brave this danger could uncover.
Location Briefing: Darmiel is an ancient temple, dating back hundreds of years. Much of the temple's history remains shrouded in mystery. All that is known is that it was once a very secretive academy, where many rare and powerful magics were taught. It is believed this academy originated several of the Lost Magics, and perhaps even some still used to this day. Though the exact nature of the magics used is unknown, it is theorized that nearly any magic was taught, or created, in Darmiel.

It is unknown how the academy came to be destroyed, but from what little investigation that was done before the area was deemed unsafe for research, indicates that the academy sank into the sands very suddenly, and everyone inside was trapped inside. It is theorized that this was done intentionally, to keep the world away from something inside Darmiel, or possibly to keep something within it.

Darmiel is not a typical academy, and is architecturally much more like a temple, and perhaps even before the academy was founded, it server a function such as that. All of Darmiel is one massive building, and much of the building itself still lies buried beneath the sand. Inside there are a few functioning Light Lacrima, but many of them are damaged and no longer function. long decayed corpses are scattered throughout, trapped when the building sank into the sand, or perhaps killed before then.

Now Darmiel is guarded fiercely by its magically powered Sentinels, humanoid beings, whose appearances vary as greatly as the magic they employ to guard their ancient home, and the magical artifacts that lay within, powerful and potentially dangerous relics of an age long past. Some take the form of a being of pure elemental energy, while others are animated suits of armor, able to Requip their entire bodies to fit a situation. Many variety exist, and there numbers are seemingly limitless. They never venture beyond the entrance to the academy, and seemingly randomly patrol the hallways and rooms within, attacking anyone that comes across them without hesitation. They will assist each other in combat, but do not seem to group up intentionally, simply joining in whenever one of them is fighting.

The relics that these Sentinels guard are ancient, powerful magical items, stored throughout the academy in various locations. Should someone come across these items, it seems the sentinels actively seek to retrieve them, and store them in one of the various storerooms, after removing those that took the item from Darmiel, of course.
Edited by Firewoven, Jul 25 2013, 03:14 PM.
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THE Cat
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Location Name: Hells Land

Location Area: Sanzibar Desert

Location Descriptor: Hells land is a field surrounded by flame and lava. It is located in the north part of the Sanzibar desert. Hell’s land consists of hard rocks while the rest of the Sanzibar desert surrounding the area has softened sand. Flames erupt from the ground where holes are located, while lava constantly flows like a stream of water through the desert; this ‘stream’ falls in a pit with no end to it (seemingly). The temperature of the desert is a constant 120F, this makes travelling through the desert without supplies hard if not impossible.

Location Briefing: It is believed that Hell's land was discovered by explorers hundreds of years ago, they just never made it back home. The explorers found the land after getting stranded in the desert, having no other choice they went inside the land hoping to find a shorter passage to their homeland; the desert gave them food up to this point, so they had no reason to believe there was danger while continuing to the new area. Suddenly the floor turned hard and before they knew it the temperature altered to a scorching 120 degrees Fahrenheit. The explorers were confused, but continued to walk forward thinking the heat was part of a heat wave that struck the desert. The ten explorers walked inside a cave after hours of searching; they sat down and enjoyed the food they found inside the Sanzibar desert. The explorers stayed inside the cave for the rest of the night and napped uncomfortably, until they all stopped moving. When the ten explorers woke up, they were surrounded by men and women with black masks made of black stone. The men and women had a tanned complexion and a remarkably sturdy body. The explorers, horrified, looked around them. They were deeper inside the strange and hot area.

There was a lava stream bellow the cliff where the group of explorers dangled. Their feet were tied with rough rope that burned worse than the heat that nearly overwhelmed the explorers; their legs were all bleeding from the rope. The clan asked questions, and the explorers answered. Hours after waking up, the explorers got dizzy; the combination of heat and the blood rushing to their head made the majority of them pass out. Those that passed out had their ropes cut, and they plummeted to the lava bellow the cliff. The explorers finally convinced the people of the land that their motives for being in the land were not impure, and the men and women of the village nodded. The ones that remained talking were put down, after several hours passed. It was nearly nighttime, and the flames that seemed to explode from the holes in the ground underneath them, and the lava that flowed like a stream through the land, continued to display their heat and presence through the area. The temperature at night stayed at 90 degrees Fahrenheit, which was cold to the people of the village. They walked inside their tents and demanded that the explorers stay with them until the sun rose and fell five times (five days), if they survived the village would allow them to leave the land. The explorers nodded, since the people of the village had weapons and magic that the explorers had no chance in fighting.

The first day, two of the remaining seven explorers died of heat-related accidents/problems. One passed out mid-way through mining for coal to burn, and ended up falling into a stream of lava. The other tried to prove his worth to the village the other way, the explorer knew magic and challenged one of the warriors to a battle. The village warrior turned into a fire demon (take over) and completely burned the explorer and broke every bone in his body. The explorer was then dropped to a fire pit, where it exploded with fire. The remaining five explorers worked in the mines, and helped the women pick dead animals from the streams of lava in the land. They had a feast at night, the villagers didn’t care that two explorers died that day.

The second day, one explorer died of dehydration. The village has little to no water, so two cups a day is all they give the people of the village. The explorer tried to ask for more, his body was sweating to the point where his clothes were soaked in what looked like water (obviously it isn’t). He was forced to work with a warrior watching over him with a whip, the warrior made him work twice as hard and twice as fast until the explorer’s body fell lifeless to the floor. The warrior didn’t check to see if the explorer was alive, he picked him up and threw him over the mine into a stream of lava.

The third day, another explorer died. This one was the only woman of the group. She was told to help the women pick dead animals from the stream of lava for the rest of the day; she couldn’t say no. She was forced to do all of the dangerous picks. The village women showed her a dangerous job they were neglecting to do for days, there was an animal in the middle of the stream of lava; the only way to get to the animal was three stones separated about nine feet. The animal’s corpse was stuck on the third stone showing itself over the lava. She picked up the corpse after an hour of preparation, she used some of her floating magic to help. She made it to the animal, only for one of the women of the village to throw a fireball at her. The explorer’s magic was weak, so when she flew, she flew slowly. The fireball hit her, and she fell to the lava. The village women smiled; the explorer was getting all of the mens attention since she was the only pale one of the village. They came back with fake tears, and explained that she fell to the lava when her magic ran out. The chief didn’t care, a dead explorer meant the explorer was worthless.

In the fourth day, the last explorer escaped. The explorer sneaked past the guards and ran in the direction he overheard one of the guards say lead to the outer desert, where it was ‘cold’ and ‘too peaceful’. The explorer ran down the mountain he was forced to live in with the village, and sprinted over the bridge that kept itself over the largest stream of lava known as ‘El Mar Del Diablo’. Behind the explorer was a group of five demons flying towards him, they all had staffs in one arm and a shield in the other. They threw fireballs at him that exploded when they reached fifteen meters. The explorer ignored the explosions that shook his body every time they detonated and continued running. His legs fell numb, but his body continued running. They eventually caught up to him, and forced him back to the village. They didn’t kill this one, the chief said there was no need for it; the explorer was now doomed to live in the village forever.

In the fifth day the last explorer died. He jumped off the cliff where his first three friends were cut down and then plummeted to the stream of lava. The villagers continued to do their daily chores, like nothing happened.

Hundreds of years later another team of explorers found the land, this time a few managed to escape and tell the world about the existence of a cruel place. The explorers that left the land came back stronger than before, since they were now used too extreme climates and believed the rest of the world was paradise compared to the place they called ‘Hells Land’.


Hells land is hundreds of miles in diameter. The land has gold, silver, coal, and rare minerals implanted in the rocks closest to the lava. The villagers take the values of strength to an extreme, they force any traveler they find to stay in their village for a minimum of five days. If the person tries to escape the village will likely catch the said person, then force the said person to live in the village for the rest of his or her life. The villagers have mostly demon take over magic, with the majority of them being fire and the remainder different types of elemental demons. The chief currently has a Dark Demon take-over. The females usually have fire as magic, while the elders usually develop lava as their element. The far elders of this village of 200 people can become lava, this makes the women elders some of the most respected in the village. They are more hostile then the chief, however, when it comes to weakness. Temperatures in this land range from 120 degrees Fahrenheit at the daytime, to 90 degrees Fahrenheit at nighttime. The land technically ‘starts’ when the floor in the Sanzibar desert turns almost black in color and becomes hard, like the person was walking on black cement or hard stone. Since its discovery many miners have attempted to grab some of the rich minerals in the mountains, but none managed to get rich, and many have died trying. Old ruins also make up this land. There are rumors that strange artifacts with even stranger powers are inside each of the ruins; however, not even the villagers dare walk inside.

The animals inside Hells land have tough hides compared to rank C armor, while the babies of these animals have rank D armor hides at birth. Animals in Hells land range from Lava Bears (Bears with tough rocks as hides and usually dip themselves in lava to cool off), to Pit Snakes(Snakes that hide inside the holes that spit out fire, they grab people or animals that are walking by and drag them into the pit until the hole blows out fire, they then feast on the burned body). Overall the species in Hells land aren't very limited, there are a lot of creatures with interesting ways of adapting to the environment, but they all have one thing in common; each of the animals are carniverous.
Edited by THE Cat, Jul 29 2013, 03:41 PM.
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Tenken
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Hoennese and proud!

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Location Name: Paaran Disen
Location Area: Kingdom of Fiore - Notable Places (OR Major Cities)

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Location Descriptor:
Situated beyond the Fuchsia Fields where the sea meets the base of the Glacial Flats the Ruined city of Paaran Disen is a place full of simultaneous history and mystery. The technology found there is incredibly advanced, yet the devastation here is so very complete from what was said in legends to be the greatest city ever built in the entirety of Earthland...


Location Briefing:
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A lost city rediscovered is a beautiful and strange thing, especially when the city itself is considered legend by almost everyone in the world. Such is Paaran Disen, a place known in the histories as one of the first cities of man in the entire world, a city that was lost during the Draconic Wars so very long ago. Believed to be only hearsay and rumour, writings from madmen or fools who were so jealous of their prosperous neighbours Paaran Disen was dismissed by almost all serious scholars as "made up" or "make-believe" due to the wonder and awe that the stories seemed to say the city inspired. Said to be an almost literal paradise it was lost and never found and as a result slipped from history into myth and from there into legends and from that? Nothing but rumours...

With the reappearance of the Queen Dragon Astrea in the city of Trillium the world shook - the public knowledge that Dragons from history not only remained but could be found in the world, specifically within Fiore and possibly elsewhere, was an intriguing thought and explorers began to navigate and push forwards into places that had once been impossible to navigate. It was almost like her reappearance caused fluctuations within the world and within the magic of the world itself. Places that had once been sealed were opened, mists that had once hung thick over places moved or dissipated entirely. Entire regions of the world that until the moment of Astrea's reappearance were locked away were opened once more, and among them was Paaran Disen.


Paaran Disen was once known as the most powerful city in the entirety of the world; the most beautiful and the most influential and, most importantly of all, the most technologically advanced. A city where everything had been possible in some form and had not only been done but perfected, Paaran Disen was said to be the "Crown Jewel of Earthland" during the time when humans and dragons lived in the world together. The city was made by fusing the knowledge of both human and dragonkind together into a wonder of technology and magic. In its heyday it was considered perfect with enormous sky-scrapers running throughout its walls that glittered like jewels, with buildings that were sculpted with magic to seem almost alive and with magical marvels that are beyond comprehension now.

It is no longer.

Now a ruin, twice the size of the city of Crocus in area and with devastation around the edges for miles around showing a city even larger than what remains, Paaran Disen is a ruined shell of its former self, destroyed thousands of years in the past during the Dragon Wars. The Crown Jewel of Earthland was said to be the place hit hardest by the Dragons when they were betrayed, the magic that made the city sundered it without hesitation at their loss. A broken shell of a place with thousands of once-beautiful buildings now broken and empty, their once gorgeous fronts reduced to rubble. If there ever truly was an empty place it is this, for Paaran Disen was shrouded in magic when Astrea herself was captured. Nothing entered, nothing grew and nothing lived there but at the same time nothing died. Trees that stood there when the city had been great remained, plants and gardens that survived its razing remain still, specimens never heard of in the world of Fiore before.

Of the city itself not much remains, of the greatness that had once been known as the most wonderful place in Fiore there is nothing but ruins and broken machines. Lachryma crystals cover the streets but broken completely, not one remains intact. All the machines that once graced the city, things unimagineable including enormous wings that were used to transport people around the city quickly and safely, lachryma orbs that could transmit messages instantly to anyone else in the world, strange mechanical things that are impossible to decipher - everything is broken. As people explore this place they will find everything is broken and unfixable, a final curse from the Dragons perhaps or maybe just the cold passing of time, for even magic has some limits.

There are some places that remain semi-intact or at least mostly so, places written about in the legends and stories. The famed university of Paaran Disen, The Vernare, is a sundered ruin, a domed area that covers roughly 1/10 of the city and could fit at least half of any major city in Fiore comfortably inside. Broken halls of learning can still be wandered through, places where the most famed scholars, engineers and mages of thousands of years ago worked and learned. It is a truly awe-inspiring place to be, though not the greatest in the city. That honour belongs to The tower of Collam, a one mile tall tower made up of 402 floors that was the crowning jewel of the Crown jewel of Earthland, a place where those who ruled Paaran Disen did so.

Ultimately the lost, empty city that are the ruins of Paaran Disen will always be worth a visit - though what was once empty will not be much longer. Treasure hunters emerge from the world with the reappearance of the ruins of the greatest city mankind ever had, as well as those who would live in a place that was once a seat of power. Not to mention the creatures who approach from the wilds now, an entire new hunting ground to settle in.
But until then Paaran Disen remains empty, terribly silent and a testament to the grandiosities and follies of man...
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Sith
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Basically Snow's b*tch


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Location Name: Chione Citadel

Location Area: Glacial Flats


Location Descriptor: A large castle-like structure built on the north-western borders of the Glacial Flats. It borders the ocean and stands on a lone island not too far from the Glacial Flats. It has four towers overall and is under constant guard. The Citadel is large, in fact, it is almost as big as the Royal Palace in Crocus. There are many hidden passage ways that not even the owner of the Citadel knows of. The Chione Citadel has many things a castle would have, a ball room, a treasury, and a master bedroom. The guests rooms are about the size of an average room in a local inn. And there are at least 20 guest rooms. The armory and torture chambers are completely off limits and is located at the very back of the structure.

Fire is not welcome in our home, wanderer. If you dare bring a being of fire into our home. Fire is the embodiement of evil, rage, and hell. Anyone who manipulates this hellish element will be executed by High-Inquisistor Glacies.

Location Briefing:
Fire is not welcome in our home, wanderer. If you dare bring a being of fire into our home. Fire is the embodiement of evil, rage, and hell. Anyone who manipulates this hellish element will be executed by High-Inquisistor Glacies.


The Chione Citadel, or better known as the Castle of Ice, is a cold, dangerous place to any outsider. Even vikings and nomads fear to tread the halls of the Citadel. It's dark and frozen. It's a literal icy hell to fire mages, who are killed on sight if found on the grounds of the building.

Only mages with the power of ice are invited to the halls of Chione. People with other elements, excluding fire, are allowed to remain outside of the gates of Chione, but cannot actually enter. The place doesn't exactly scream "This is the best place ever!". In fact, the only time you'll hear screams is when the torturer starts doing his job.

The reason why Fire mages are hated and despised in Chione Citadel is because it was built by an ice mage who had almost died by being ambushed by fire mages many years ago. The name of the man was Dagon Glacies. And ever since, he had a strong hate for fire mages. This hatred would go on for generations to come. Dagon decided to create a sort of paradise for any ice mage in need. And after 20 long years of construction, the Chione Citadel was built.

But by then, Dagon already had a family of three. Him, his wife, and his son. For a few years, The Citadel was actually served its purpose. But after a while, things started to fall apart. When Dagon Glacies died, his son took over as owner of the structure. He started taking advantage of the ice mages he housed, asking for tributes and impure tasks to be done for him. The guests soon left. And as time went by, Chione Citadel was forgotten. And the sons and daughters of Glacies became colder and darker through the years of abandonment.

The place was found once again in July by a group of travelers, but the place was now shadow of the icy paradise it once was.

The place is ruled by High-Inquisitor Mercer Glacies, a battle hardened warrior with an ice-cold heart. The Inquisitor rules the building with a frozen fist, however is almost never seen outside his chambers. But, once he speaks, the entire Citadel will echo it's masters words. The citadel is filled with constructs of ice who won't hesitate to destroy an intruder. The constructs are quite difficult to destroy considering the fact that they'll leech off any ice nearby to repair themselves. The only way to completely destroy them is by burning them.

The halls of Chione Citadel are filled with treasures and troves hidden away in secret rooms and of course, the treasury. But only the bravest of the brave can enter the halls of frozen hell, are you willing to take a step into Chione Citadel?
Edited by Sith, Jul 30 2013, 02:10 PM.
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Pumpkin
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"How do I look?"
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Location Name: Declavia

Location Area: Kingdom of Fiore – Notable Places

Location Descriptor

Declavia is the home to the haunted souls of those whom dared to enter The Forbidden Tomb and those who plan to; regardless of their reasons, if they do not prove themselves, they shall all suffer the same terrible fate.


Location Briefing

The Forbidden Tomb is the ancient ruins of an old tomb, created by ancestors that have long since passed, though the surrounding stories of what’s hidden within the tomb have lived on through the generations. Some say that within the desolated and weathered down ruins, there lies a great treasure beyond the dreams of those seeking it. Others often say that there really is nothing inside of it, other than the decayed tomb of the sole inhabitant it was created for. Though there is one thing that everyone is willing to agree on; it is a death trap, swallowing up its victims and feeding off of the souls of lost adventurers that could never return home.

Thousands have entered, few have escaped, and none have conquered The Forbidden Tomb.

The tomb itself is surrounded by the ruins of a long lost civilization known as “Declavia,” though it harbors many people that live within the city that plan to either excavate the tomb to publish their findings for science or plunder the unnerving site so that they can reap the legendary riches that lay far below. To do so, there is only one entrance and one known exit; which is at the top of the staircase on the outskirts of the old civilization. A tower, popularly known as “Death’s Beacon,” sits in viewing distance of the tomb. It is determined that it once was inhabited by the city’s guards, whom defended the city and used the watchtower to keep invaders from entering the tomb.

The city has become a rather well known, yet feared place. Rumors claim that the city is plagued with the haunted souls of the adventurers that have attempted the challenge in the past, but have not returned. They are believed to be trying to communicate with the living in an attempt to ward them off, as the only thing that awaits them is a despairing and lonely death. However, as the old saying goes, there are always two sides to a story. Many potential tourists fear that the hauntings cause people to enter the tomb, against their will, so that they may join the restless souls in the unwanted unfortunate afterlife.

Much to contrary belief, the Forbidden Tomb isn’t the standard setting in which one would be buried. Upon entering the tomb, an individual will find themselves at a seemingly endless staircase that reaches down into darkness. Once an individual can reach the bottom of those finite stairs, they’ll find that there is actually many passageways that lead into many traps and trials; which, in particular, test the condition of the adventurer’s physique, mentality, skill, as well as other unknown challenges. Now, upon first glance, someone could easily scoff at how easy it is. They might consider the Forbidden Tomb to be a location that only requires trial and error to overcome, as that individual would automatically assume that the tomb never changes nor does it reset. However, an individual such as that would be dead and wrong before he knows it. The inner maze is constantly changing, even when an adventurer has decided to enter through the looming entrance that strikes fear within the eyes of many.

It is neither been confirmed nor denied as to if the rumors are true in regards to that it could potentially hold the deceased body of an ancient ruler, though it could be the same for the praised treasures that everyone speaks of and hopes for. After all, with the amount of people that have entered the tomb, only few have even had the chance to escape. It would be a miracle if anyone could find the end, wherever it might be, and see what awaits them. To be honest, there may or may not be an ending to the maze, but instead, a journey to the end of oneself. As they say, curiosity killed the cat.
Edited by Pumpkin, Jul 29 2013, 08:13 PM.
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Sinjin
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Location Name: Zandaria
Location Area: Kingdom of Fiore - Notable Places
Location Descriptor:
A white expanse of fine grain sands that goes well to the far reaches of the north, and at first glance it would seem an empty space, but legends speak of a hidden kingdom beneath. Thus started the exploring and treasure hunting era. Now erected all over the white sands are tents of scholars and treasure hunter guild satellites, as well as general merchandise stores and medic bays. By the turn of the year since the massive influx of explorers, Zandaria has become a tent city of explorers and historians that choose to preserve than to alter the white landscape.
Location Briefing:
Zandaria is the large white expanse to the north of Fiore and most notable to be uninhabited during early years of discovery, all thanks to strange geo-conditions surrounding the area. For starters, magnetic fields in the area collide, at once energy pouring from the north and south, and rayleigh waves crashing from the west and east, which leads to disabling most compass instruments, and as discovered by the first adventurers, have led astray even those with guidance magic. Another special feature of Zandaria is its mirror-state: where the looking anywhere only provides a white expanse with no other structures (though explorers have began to put markers posts in the form of station-tents for the travelers), but it is far more dangerous than the usual desert as unlike the desert, there are no strong breeze nor chances of rain. As suggested, the sky remains an open blue at day; and only turns into pitch black at night, devoid of stars or clouds– that makes one begin to think if there is a thin layer of something that obstructs vision. It is merely a plot of white land which origin remains unknown to many.

Legend of Zandaria speak of an early civilization that governed all life of Earthland. Here, the riches of the world were at their behest and flaunted generously at every corner. Theirs was a kingdom of pillars that dare defy gravity and challenge gods above. Houses, buildings, the kingdom itself was literally made of multiple pillars, connected by footpaths and wide staircases. A vast water source was at the center of it, and water flowed everywhere. The people of Zandaria were known for early curiosities and excavation sites have shown glyphs and histories painted on rocks about the early magicians– fire spitters, water diviners, and spirit talkers.

They were the pinnacle of human progress and intellect, but they suddenly disappeared without a word. Nothing could be traced in archives and oral traditions pertaining to the destruction of the mighty kingdom. Just a legend that their pillars had brought much ire to the gods and buried their beloved land underneath a white cloud that would erase their existence. That is why the sand in this place is unlike others, fine grained but heavy, filled with static energy and deep. So far, most that researchers have found are slabs of glyphs and histories, but they have confirmed that these are mere markers of the city, usually found outside and not within the kingdom itself.

Alas! The story of the Kingdom of Zandaria has become known to all of men and the era of explorers have come.

At present time, Zandaria is a small-scale city of tents, mostly of treasure hunter guild satellites and scholars who explore the area. It should be noted that while treasure hunters, explorers and scholars roam free in their business in Zandaria, there is a treatise amongst them that forbids violence done to another. Cooperation can be called upon and neither party can object to it unless a grave matter is put in place (such as low rations, deathly excavations, etc.) As such, the tenants of this city are actually called to uphold the belief that they need one another to survive, for such was the dangerous lifestyle in Zandaria.

Food supplies cut short along the trades route at the beginning of the white plains, where daily caravans travel from there and back to Zandaria’s tent city. Water supplies also require the trades route, but recent efforts of scholars have found a deepwell, though the safety of the water is questionable as scholars have found that the water itself has magical properties of its own, though non-living, it seems to rejuvenate magic, but never the type of water that quenches one’s thirst as quoted by a scholar: “For in fact, the water does the opposite and incites more thirst in the drinker while it fills the emptiness of their soul.”

Tents are formed into a circle with watchtowers at corners or intervals. No such gates exists in the tent city but spike ditches were strategically lined facing the north. An old whisper in the white plains have made its residents believe that walkers of the night appear– larger than any man and deadlier than any beast– hence the need for a defense system but not one that would cage-in the people should the need to escape arise. Treasure hunter guilds have then been given the helm towards protecting the tent city while they can call for aid from scholars pertaining to tracing routes and discovered finds. And as part of their safeguard system, multiple landmark posts, small tents, have been erected outside the tent city– equipped with a standard medicine kit and flares– and have been erected going north, but no one has really explore past halfway north, as the white sands here begin to cling on moving objects and weigh down a traveler’s boots.

It should be noted that would-be explorers and new adventurers are required to register at the tent city for their own safety, and can only roam up to the third station tent to the north unaccompanied. Otherwise, by hiring a treasure hunter guide, they may be allowed to go past the third station tent and enter the excavation sites where scholars have set up digging sites and tunnels, though there has yet to be a great discovery aside from obsidian rock plates that served as guiding mountain rocks of the ancient times. It is also believed that it past this area that walkers appear– white-skinned, blue-eyes, and giant-sized– that can prey on any living thing even during daylight.

Much of Zandaria’s expanse remains undiscovered to this date, with promise of the buried city and treasures tempting all people across the world.
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Luna Kage
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Location Name: Haven Village

Location Area: East Fiore

Location Descriptor: Tucked away next to a beautiful waterfall is an old village. It is like stepping back in time where there was little to no advanced technology, no one was trying to get rich quick, and everyone helps out everyone else unless they had a grudge against someone. It is always beautiful year long with its flowers in the spring, the cool mountain showers in the summer that allows the trees, flowers, and plant life to survive, the changing of colors and crisp winds in the fall, and the snow falls in the winter. As some say: "It is one of the very last relics of a simpler time."

Location Briefing: As one could tell while walking into this place, it is like stepping back in time. All of the homes are made out of wood and anything that can be easily repaired by just stepping outside and cutting down a tree or some kind of plant. Even the color of the homes come from the plant life. Crush so many berries to get that color or you add so many minerals to get that other color. and if anyone would notice once they get close to the actual front doors, the only lock to the doors are chains or a wooden chair. Yep there are no key holes or deadbolts. Easy pickings for a thief.

The homes are located near the river that the waterfall feeds into. The only building close to the waterfall is actually the jail. Why is this? Well have you ever stood next to a roaring waterfall? No? Well it is very loud and very dangerous besides being amazing and pretty. Might as well give the wrong doers something to look at before they get sentenced to death...or a slap on the wrists and a stern talking to. Actually that place is never used to as a right of passage among teenagers to enter the jail and jump into the waterfall. Why do they do this? Well it was said that one young man was locked up there for some horrible crime that he was framed for. He tried to plead with everyone to prove that he was innocent. The night before he was to be killed the young man known as Ray Simons jumped into the waterfall and escaped into the night and was never seen again. Some say that he died, some say that he found a passageway to The Real City of Haven where only the pure of hearts can go. An so naturally every kid wants to become a legend and go there too.

As for the shops? Well that is always a busy place. People walking back and forth from one place to the next with goats, chickens, and pigs. Any type of shop can be found here. Live stalk, food venders, selling magical laps, or even the prized cabbages that hooligans ruin. Though the prices are steep, the sellers expect you to actually start to haggle with them. Many times you can see people haggling with not only money but also live stock, food, gems, someone's first unborn child, or even the hand of their daughter. Though there are a lot of people hustling and bustling along here, little to no crime is found. Why? Well because there is no need. Most people tend to help others in times of needs. So why steal from the very people helping you out? However there seems to be a small guild of thieves within the small village that they tolerate because these same thieving children also help them with outsiders. So what are a few apples and loafs of bread for protection?

On October 15th there is a week long fair going on. This is the Autumn Festival. This is where all the crops and live stalk come in to be used as commotions. They not only have the biggest grown things or the heaviest animal raised, but also pie eating contest, dunking stations, sword fighting arenas, as well as lots of wine and dancing. It is also a common thing to see people get married during this week. Why? Well it is also said that people who get married during this time will have good luck. And so far that has never been proved wrong. Oh did I also mention that father try and arrange marriages with their unmarried daughters? This normally happens when the male gets too drunk. However the women here don't stand for that and it is also custom to see the daughters or wives chasing the husbands/fathers through the place with some kind of sharp object trying to hurt them in some kind a way....or take them home. No one really knows for sure which it is. It varies from person to person.

The inn is a very friendly place as well. It is where everyone comes to to get drunk and have a good time. They also welcome travelers to enter this place and join in on their fun. The food is always good, the ale is always flowing, and there is no lack of entertainment. Gambling, drinking games, darts, fights, and so many other things are here. It's the type of place to hear a great story (be it true or a drunken tale) to take back to your friends. Just don't cross Jeff the owner of the inn and you'll be fine.
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