To Fell A Tyrant God: A Minecraft Story
1.All standard Serebii forum rules apply
2.NO godmodding etc
3.Keep bunnying to a minimal
4.Enforcement and punishment of all rules is solely up to me
5.No arguing with the GM (Me)
6.This RP has standards, so please don’t half-do this
7.Unexcused prolonged absence will result in a ban/strike
8.3 strikes and you are out… PERMANENTLY
9.No Duckens allowed
10.Not really a rule, but if you have any questions, please, don’t be afraid to ask me or any other experienced rpers
The plights of man have always been petty. Squabbling over the smallest plot of land, to every last nugget of gold. Each side of a skirmish pretended their intentions were noble and justified. But truly it all boiled down to avarice.
Soon enough, man's petty greed overwhelmed the planet. In their tussles, they caused fire to rain down on the earth. Soon enough, their cries were silenced... For the most part. The few humans left emerged from the ash and rubble, and found themselves alone.
...Of course, that is ancient history. The Age of Rain was centuries ago, and most knowledge of it was lost in the flames. The only remnants of that time are the creatures that roam the darkness. Bodies and bones, and fire from the Age of Rain walk the soil in the absence of light. Their sole purpose is to spread the anguish they felt in life into this new age of plenty.
And yes, this is an age of prosperity. The Earth that protected the remaining humans from the Rain of Fire, also provides plenty to their descendants. Small communities of humans live by digging and tunneling and harvesting what little they can take and sharing it amoung their comrades.
...But stories tell of a man, still rich in greed. His true name was lost to time. He lusted for the wealth below the surface more than any man before him, even before the Rain. Day after day, night after night spent in the mines lost from the Sun. He feared no monster that dwelt in the shadows. His digging lead him to a relic from the ages past; a ceremony.
'Find the hardened blood of Gaia and form it into a gate to light ablaze. There you will find the wealth of demons and the key to the heavens.
Taking his only trusted friend, the man formed a gateway to the Nether. A hellish world filled with darkness, fire and monsters. They spent weeks seeking the treasure the legend spoke of. Tired and defeated, the friend begged to return home. But the man would here nothing of it. His greed consuming him, he began suspecting his friend of treachery--that he already had the treasure and was driven mad. In blind rage, he murdered his friend and in that age of wrath, he found the treasure. His fury consumed him and burned hotter than the Hell around him. The Nether itself responded and blessed him with the demonic strength he desired.
On that day, the blight on humanity named Herobrine, was born.
His malice towards those who would tread on his perspective treasure did not just extend towards humans. There was another race who fancied the riches of the world, but for a different reason.
It was said a portal to their world was opened during the Age of Rain to find a weapon to tip the scales amoung human factions. All they found was a world of void and twilight and a race perplexed by humankind. The End is a realm untouched by light and can only be accessed by one with the heart of an Enderman. The Endermen are a race of living shadows of a thousand evenings. They collect and hoard earth and stone to bring to their world. They would watch humans from afar, more curious than hostile. But if a human ever laid eyes on an Enderman, they would be thrown into a fit of rage after seeing the remnants of light in their gaze
A heart that a Demon can easily obtain. Herobrine hunted down Endermen young on their nightly strolls in the human world. Taking the eyes that lay in their heart, he opened the portal to The End and brought his malice with him. Using his godlike strength, he conquered the End easily. He took the core of the world; the Final Gem, hostage. The End was now his fortress and the Enderman became the helpless subjects under his rule.
Most Enderman fled to the darkened corners of the human world, seeking sanctuary and refuge wherever they could. But the humans fared no better. With Herobrine's legions of the undead constantly at their doors, families sleep in fear.
Hope was found in an unusual discovery. Using a lens infused with diamond and obsidian, a human could make direct eye contact with an Enderman without sending them into a fury. Armed with goggles with these lenses, an unusual alliance was formed. The humans brought their ingenuity, their ability to build and craft to the Enderman's supernatural abilities and strengths. Together, they swear to finally bring down Herobrine and his rule.
Key Areas and Terms:
Bastion: The largest city in the world. The town is more like a fortress than anything else and it's market is widely acclaimed. It is ruled by King Victor.
King Victor: A man wise beyond his years. He helped forge the alliance between mankind and the Endermen.
Gilde: The common currency in the world. While resources are traded freely, Gilde is the common currency when iron, gold and gems aren't available.
Pross Forrest: A lush jungle to the east of Bastion. Rich in life and a terrific source of lumber. Unfortunately the locals are hostile, mutated and cannibalistic.
Prossian Cannibals: Their skins are dyed blue from chewing on Lapis stones they find under the rich earth. They've mutated extremely sharp teeth and dexterous tendril-like appendages from their wrists that they use to snare their prey.
Chief Gourm: Leader of the Prossians. By normal human standards, he is morbidly obese, but he can operate solely by the multitude of tendrils sprouting from his back.
Lacon Valley: To the north, a snowy valley lies between two mountain peaks with a perpetually frozen lake that is too cold for the undead to operate. The valley is cursed with perpetual silence from the constant snow fall that can whip up into a snowstorm at a moments noticed. Many brave souls have died from exposure.
Chief Cherish: The leader of the Lacon people. A hardened soul, she is easily suspicious of outsiders as other humans represent a greater threat than the wolves and bears of the tundra.
Auric Desert: To the west of Bastion, a the desert sun beats hardest on the soft sands of Auric. On the surface, it looks as though nothing but below the sands, the city of Aurion lays. The people are friendly and rely on the underground lakes to survive.
Lord Jovial: The young leader of Aurion. He is argued to be naive, but he is a stubborn man of principal. He has faith in the guardians of the desert that they will protect his people from the hostiles.
Ambros swamp: The southern-most point on the continent is swampland, rich in life. Many small fishing towns down the landscape, but occasionally one will find a stray witch to deal with.
Queen Vitri: The Voodoo queen of the swamplands. A friendly and kind soul, but always willing to lend her prophetic visions for the sake of peace.
The Nether: A hellish realm filled with fire and ghasts. Only the brave enter and only the brave can remain. If anyone weak of spirit or mind remains for too long, they risk corruption much like Herobrine.
Miners: They feel at home in the labyrinths of the earth. They are primarily resource gatherers, but they take the most risk delving into the darkness of the caverns. Each miner has a specialty they have instinct to search for, but all seek the treasure known as diamonds.
Loggers: The opposite of Miners in terms of where they feel at home. They love feeling the sun on their faces and vegetation easily in their grasp. Some risk the cannibals of Prossians and make their homes in the treetops of the jungle.
Engineers: Give them redstone and they can create anything under the sun. They absolutely love the resources that Miners bring in. They rival farmers for their desire to automate crop and animal harvesting. They have very little experience in combat themselves.
Farmers: A hardy bunch of people. They've experienced more combat than one would think, but most start out outside the city walls and defend their livestock and crops themselves. They bring in bounties of food for the city, something that is sorely needed.
Hunters: These guys go looking for troubles. Armed and armoured, they venture out of the city at night to look for monsters and defend their homelands. The goods that can be harvested from the mobs are valuable resources.
Scholars: Academics with some fighting experience themselves, but mostly work to improve technology and enchant weaponry for others. It was their research that allowed the End Goggles to exist. They work translating Ender-text to find any secrets behind the Finale Gem and Herobrine's power.
Endermen: Unable to craft, mine, or travel in light, these refugees bring supernatural power to the table. They are required to partner with one human in their endeavours. Most commonly a Miner or a Hunter. They have incredible physical strength, magic and mobility, but they are physically hurt by water and daylight.
Role: [Human specialty or Enderman]
Age: [Human: 13-28, Enderman: 13-500]
Appearance: [1+ Paragraph; Enderman may have tribal marks or accessories]
Personality: [1+ Paragraph]
History: [2+ Paragraph]
Equipment: [Don't go overboard. Not everyone can have a diamond sword]
Amber Chabyls [Killer-Squirtle]
Mora Zambrano [SteelKing 2012]