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Thread: To Fell A Tyrant God [SU]

  1. #1
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    Default To Fell A Tyrant God [SU]

    To Fell A Tyrant God: A Minecraft Story
    Rated: 14A

    Rules:
    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

    Story

    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.

    Your roles

    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.

    You

    Name:
    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]

    Cast:
    Amber Chabyls [Killer-Squirtle]
    Mora Zambrano [SteelKing 2012]

    SpyroxPikachu
    thesilverwolf
    Last edited by Killer_Squirtle; 10th March 2013 at 7:38 AM.

    my random thought of the week:
    Life is full of surprises--That's what we love and hate about it. Once we think we've got things figured out, life throws us a screwball. Sure it sucks for a while, but we always come back for more.
    Now why would you want to click this?

  2. #2
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    Name: Amber Chalybs
    Role: [Miner]
    Age: [14]
    Appearance: Amber is a very modest and practical person when it comes to her attire and appearance. Her wavy black hair is kept tied back in a pony tail, and her End goggles are usually around her neck rather than on her head. Her navy sleeved, white chested shirt keeps her insulated against the cold of the caves and heat from lava if she finds any. Her tan cargo vest always has room for anything she finds if her dark backpack is full and the pockets on her jeans have a little extra space as well. Unfortunately, spending as much time as she does underground, Amber has developed a very pale complexion, as well as amazing strength in her arms and legs. But her dark green eyes are worse for wear when it comes to light sensitivity. More often then not, she'll wear her End Goggles just to protect against the sunlight.

    Personality: Amber is the opposite of the father; humble, quiet and obedient. She is easily scared by most things, particularly the sound of breaking glass due to her father's drinking habits. She enjoys quiet company, especially the echos of the caverns and the bat squeaks. When she's free from the dungeons below the earth, she'll spend her time reading or fishing at night at the glowstone-lit lake. She sometimes dreams of being a great hero like in her books, but she lacks the confidence to do so. She looks up to her braver brothers immensely and occasionally practices with a bow with some success. Unfortunately she is cursed with a horrific sweet tooth. When she gets too much sugar in her system, she wigs out and starts acting like a brave adventurer.

    History: Growing up, Bastion was a city divided. The wealthy claimed the innermost ring of the city while the more impoverished citizens are pushed to the lower rings. Most of Amber's life she spent in the middle-class rings. It wasn't perfect, but it was a lot safer than the rough streets below for her family. She lived with her mother and father and her two elder brothers. Her dad was an accomplished miner; he could practically smell out gold from the depths below their home. Unfortunately, he was a brash and arrogant man. He believed that if he could bring in more and more gold, they could move to the luxury of the top rings of the city so be began taking more and more risks to bring in the yellow metal that caught his eye. His greed hit him hard one night. While he was underground, he was attacked by a horde of monsters. He was only able to make it home with the help of a rival miner who took pity on him. He lost a leg and his ability to mine, but the family was far from heading to the lower rings.

    Amber's brothers sought revenge against the monsters that nearly claimed their dad's life, while Amber took her father's place in the tunnels beneath the city. Her father was none too happy about the conditions though. Which her brothers were off doing manly work, the only person left to continue his work was his frail daughter. He was constantly barking orders at her and her mother. She was thankful that the mines gave her a quiet place to think, but she hated leaving her mother alone with an easily angry, now-alcoholic man. Amber always brought back plenty of coal to keep her mother's bakery cooking and iron for her father to make tools out of. She doesn't have the natural knack for finding gold like her father does, but he gave up on the dream of moving to the cushy life of the upper rings once he lost his leg. One day the letters coming from Luca and Dren just stopped. Nobody is sure if they're dead or not. Amber always looks out onto the horizon of the furthest ring of the city for any sign of them. One day, she'll venture out of the walls and towards Pross.

    Equipment: 1 compass, 1 clock, 1 iron shovel, 1 pickaxe, 1 water bucket, 1 pair of End goggles

    my random thought of the week:
    Life is full of surprises--That's what we love and hate about it. Once we think we've got things figured out, life throws us a screwball. Sure it sucks for a while, but we always come back for more.
    Now why would you want to click this?

  3. #3
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    woah what. Big sis, a minecraft RP?

    I'm interested, put me down for a reserve if that's okay!

  4. #4
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    Finally a reply!! I can always trust you lil' Sis
    RESERVE KICK!

    my random thought of the week:
    Life is full of surprises--That's what we love and hate about it. Once we think we've got things figured out, life throws us a screwball. Sure it sucks for a while, but we always come back for more.
    Now why would you want to click this?

  5. #5

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    Name: Mora Zambrano
    Role: Hunter
    Age: 16

    Appearance: Mora has quite young looking, girlish features, combined with a small, unimposing stature, which can sometimes make her look much younger and weaker than she is, though this hides catlike reflexes and unusual skill with a blade. She has blonde hair, which is quite short and choppy, so as not to block her vision during a fight. Inside the city, she tries to hide this, dressing in tomboyish or punkish outfits, such as tank tops or old t-shirts, along with ripped, faded jeans. In her job, however, she uses her appearance to her advantage, wearing quite childish outfits that make her seem like an easy target to monsters, but always wearing a jacket under which she can hide her sword or bow. She always carries her End Goggles, either on her head like most people, or tucked inside her jacket. The other thing she always takes with her is a battered grey rucksack, which she's had since she was a child. Her eyes are a very dark brown, almost black, which can be startling to people when they notice it for the first time.

    Personality:Generally, Mora tries to give off a tough, unapproachable aura, just to try and avoid conversation, because inside she can feel nervous and awkward when around new people, ending up being almost silent, and coming off as being unfriendly rather than just nervous, and finding herself a loner, that doesn't really belong in any social group. If you get past the cold exterior however, she is fun-loving and confident, even cocky or overly sure of herself. She hates to lose, and may sometimes get irritated and snappy when things don't go her way,especially if she was particularly confident beforehand. Her hobbies include listening to music, and gymnastics or climbing, while her fears include heights and the more logical things, such as lava. For some reason though, she sees monsters not as things to be feared, but challenges, tests of her skill. She isn't very fond of people that are very well off, and won't hesitate to chastise them if they start to complain.

    History: Her family was quite poor, her father an unsuccesful scholar, and her mother a farmer who garnered even less success from her endeavours. In her earliest years, Mora was content enough, unaware of the deep divides between the different classes in the city. She was reasonably intelligent, and did quite well when her father taught her to read and write, but her real talent showed when, at the age of ten, she was first handed a blade. She performed each drill effortlessly, showing remarkable agility and reactions. It didn't take her long to decide on the path that she wished to take in life, and it wasn't long before she spent mot of her time outside, with a wooden practice blade that her father had given her to use. Eventually, though, spending so much time outside lead to wandering, and this was shen she became truly aware of the divide between the social classes.

    You see, she accidentaly wandered into the inner rings of Bastion, and soon ran into a gang of older children, all high class, who chased her away, calling her vile names and almost catching her more than once, for no other reason than where she came from. Since then, she built up a steady resentment for the higher classes, thinking of them as people who thought they were worth more, just because they were born with a silver spoon in their mouths. The experience did, however serve to show her an important weakness in her skills; The ability to escape from a fight. As such, she began to train her climbing skill along with everything else, as an easier method of escape from a fight.

    When she reached fourteen, she finally began her job as a hunter, and headed out of the city with a real sword by her side, as well as a bow, and some arrows. However, she forgot a very particular piece of equipment, her map, and got lost, ending up having to camp in a tree for the night, only to discover that she could still see the city in the morning, much to her annoyance. After that first unsuccesful hunt, she steadily improved, soon becoming of the most reliable hunters in the city, normally returning with some kind of loot, such as string from a spider, or some other crafting material. At sixteen, she now has a few trade contacts, who she works out deals, or even set contracts with, such as bringing in a set amount of string each month for a set amount of money.

    Equipment: 1 Map, 1 Compass, 1 Bow, 25 arrows, 1 Iron Sword, 1 Flint and Stone, 1 pair of End Goggles
    Last edited by SteelKing 2012; 8th March 2013 at 9:04 PM.

    My fave Pokemon ^.^

    Don't click this. Really.

  6. #6
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    @steel king 2012: ACCEPTEDNESS BLAST!

    my random thought of the week:
    Life is full of surprises--That's what we love and hate about it. Once we think we've got things figured out, life throws us a screwball. Sure it sucks for a while, but we always come back for more.
    Now why would you want to click this?

  7. #7
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    May I reserve a scholar please?

  8. #8
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    @thesilverwolf: RESERVEDNESS KICK!

    my random thought of the week:
    Life is full of surprises--That's what we love and hate about it. Once we think we've got things figured out, life throws us a screwball. Sure it sucks for a while, but we always come back for more.
    Now why would you want to click this?

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