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Kershya
Minister
 
Posts: 2427
Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Sun Dec 21, 2014 9:47 am

The Republic of Atria wrote:
Kershya wrote:Here's the long list from the RP book.

Each Persona Trait has a corresponding element and type. Drawback types are more of a hindrance than a power but if you were able to level it up high enough, it’ll be very powerful. There are two opposing pairs, Vice and Virtue, and Personality and Talent, Drawback is on its own.

Warning, ridiculously large table in the spoiler.

























































































Name Type Anima Personality
A Weapon for the Strong Personality Stone Obedient
Achilles Heel Personality Air Boastful
Always Prepared Talent Light Organized
Arclight Talent Electricity Ingenious
Art Cast Living Talent Electricity Artistic
Artificially Sustained Personality Electricity Obsessive
Ashen Flesh Vice Darkness Callous
Babbling Talent Air Verbose
Banneret Virtue Fire Brave
Barrier Virtue Darkness Courteous
Bastion Virtue Stone Selfless
Beast Form Talent Fire Competitive
Beast Master Personality Light Controlling
Blissful Gaze Virtue Air Optimistic
Bound Virtue Light Dutiful
Carapace Personality Stone Gruff
Cartwheel Personality Fire Reckless
Clockwork Talent Stone Meticulous
Compass Virtue Light Faith
Cosmopolitan Talent Air Fashionable
Crystalline Virtue Electricity Lucid
Deathly Grin Vice Darkness Malice
Dragonlike Vice Light Pride
Duskwalker Personality Darkness Furtive
Edible Drawback Water Collusive
Endless Knives Personality Fire Relentless
Energized Talent Fire Athletic
Explosive Vice Electricity Vindictive
Eye of Flame Virtue Fire Zealous
Eye of Truth Virtue Light Honest
Featherweight Drawback Electricity Dishonorable
Festival Personality Water Jubilant
Fist of Stone Vice Stone Slothful
Forked Tongue Talent Darkness Duplicitous
Frozen Heart Personality Darkness Solitary
Gilded Vice Air Greedy
Graven Eye Vice Stone Scornful
Grey Drawback Darkness Apathy
Hand Cannon Personality Fire Headstrong
Handy Virtue Air Helpful
Healing Hand Virtue Water Kind
Heart of Iron Drawback Stone Sorrowful
Hollow Personality Darkness Detached
Hotheaded Vice Fire Wrathful
Illusionist Talent Darkness Exhibitionist
Immovable Object Virtue Stone Steadfast
Indestructible Talent Stone Determined
Indeterminate Size Personality Electricity Excitable
Insatiate Jaws Vice Water Gluttonous
Inverse Personality Stone Contrarian
Kinetic Virtue Air Fair
Lantern Virtue Electricity Demagogue
League Sprinter Personality Water Flighty
Life in Footsteps Virtue Water Charitable
Light Eater Vice Electricity Pessimistic
Liquid Flesh Talent Water Acrobatic
Living Trap Vice Electricity Entitled
Living Weapon Vice Fire Bloodthirsty
Magnetic Vice Fire Lustful
Man in the Box Vice Darkness Reliant
Many Masks Vice Water Insecure
Mimic Talent Water Adaptable
Music Box Talent Air Minstrel
Of Many, One Vice Air Gossiping
Omnidexterous Talent Fire Opportunist
Painted Vice Water Envious
Patchwork Talent Darkness Wheedling
Phased Talent Electricity Mischievous
Polluted Vice Air Odious
Portal Personality Electricity Wandering
Radiant Vice Light Vain
Sandshaper Talent Water Resourceful
Shatters Like Glass Drawback Light Cowardly
Silver-tongued Personality Water Amicable
Simulacrum Talent Light Reputed
Spiral Drawback Fire Unstable
Sure of Foot Virtue Fire Confidence
Third Eye Virtue Darkness Curious
Torn Apart Drawback Air Regretful
Touch of Dust Vice Stone Cruel
Towering Personality Air Boisterous
Treasure Box Talent Stone Secretive
Twin Virtue Electricity Empathetic
Unihorned Virtue Water Pure
Webweaver Personality Light Brooding
Wellspring Virtue Darkness Humble
Windborne Personality Air Capricious
Words Within Talent Light Academic


I have no idea what I'm looking at here.


Basically, each power has a type, an element, and a personality trait associated with it. So if my character ended up being Cruel a lot to the point it becomes his personality trait, he aligns himself to the Stone Element, the trait itself is a negative Vice, and gives the power Touch of Dust, which gives him the power to turn those my character touch into dust.
Full Name:
The United Nine Constitutional Monarchies of Kershya

Economy

Economic Left/Right: -6.88
Social Libertarian/Authoritarian: -4.72

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The Republic of Atria
Postmaster of the Fleet
 
Posts: 24431
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Sun Dec 21, 2014 10:28 am

Ah. Okay. Neat! Whatcha need help with?

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Kershya
Minister
 
Posts: 2427
Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Sun Dec 21, 2014 10:34 am

The Republic of Atria wrote:Ah. Okay. Neat! Whatcha need help with?

Well, here's what I developed.

No need to justify,
No need to explain,
We are as we are,
Such is becoming.

- Grand Cornerstone Inscription

Once, the Empyrean was whole, it was united, it was in a great golden age. Our kind has lead, guided, protected, and helped the world and its inhabitants. We helped end suffering. We taught many things to the Nascent peoples, the simple mortals of the world. We fought under our chosen ideals. We explored every nook and cranny. We balanced the seven elements of the world.

We are the Eidolons, the world’s chosen. And we failed.

The Great Calamity happened, took us by surprise, and the Grand Cornerstone, the center and foundation of the world, shattered into many pieces. It caused the world to be engulfed by the grey mists of the Aether, to be slowly eaten away into nothing. What remains are a few Realms, floating shards of reality, each different and unique from each other. But we still survive a thousand of years since the calamity, and we can still fight to end the mist and save the Empyrean from total destruction.

- Ramirez, the Guide

Mystic Empyrean is an RP where you play as a demigod charged in fixing the world, you’re power is based on your personality traits, and you can remake a piece of the world in your image, if you’re lucky enough to find a piece of the Grand Cornerstone that has a place trapped within it. And that’s the basic gist of it.

It is a story telling game but instead of static characters, the characters change in many ways. They gain new powers, grow more powerful, lose their now uncontrollable power for Anima Pearls, crystallized mana, to use in crafting new tools and equipment.

There are some things that people should know first though. Your character’s power(s) is based on what sort of personality he/she shows to other people. But I’ll let you guys choose your character’s first power. It is also a group effort. We will vote on what sort of personality trait each character shows every X (TBD) IC pages.

Rules:
Be nice in the OOC. Being a jerk gives you a power, but that’s only in the IC.
No metagaming
No trolling
No Sues of any kind

OP: Kershya

Co-op(s):


What your character is, a practically immortal demigod like being whose appearance and powers reflect your personality.


Most Eidolons were once a Nascent, a mortal being, which ended up becoming into an Eidolon. The first becoming was traumatic for the character as they realized that they change from a being limited by the world into a being that can control the world. The Becoming happens when a character slowly accumulates points in an emerging power as they continually do a particular personality trait.


Superficial Wounds – Made by any weapon or hazard, they’ll easy to heal but has to take a few minutes to do so

Deep Wounds – Made by an attack using great emotion, a wonder, or by the Aether, either temporarily paralyzing an Persona Trait or knocking out the defender

Heart Wounds – Either made by both great emotion and using of a wonder at the same time in an attack, or by violating the tenets of one’s Creed to a severe degree, it will warp a Persona Trait into its opposite and it will have a drawback no matter what level, it cannot be recovered


Pieces of the Grand Cornerstone that has a piece of reality trapped within. By returning the pieces back to what’s left of the Grand Cornerstone, it’ll release the trapped reality within. There are three kinds.

Realms – A place frozen in a moment in time. Whoever release it can make their own Realm.

Paradigm – A universal power/idea or a powerful treasure/equipment. Whoever release it can make any idea work/exist everywhere, even in places that should make it impossible.

Conceit – A special power or secret. Whoever release it will acquire the once lost power/secret personally.

Please know that you get to choose what’s in the Cornerstone. In the IC, the character thinks it’s random.


There are seven basic elements that represent many things. The seven have a Magic the Gathering style ally-enemy element pairs, in this case, ally-neutral-enemy element pairs. Everything has an element, and I mean everything.

Fire – The element of aggression, destruction, power, lust, ambition, anger, and bravery. Eidolons with fire persona traits are usually excellent fighters. Allies with Air and Light. Neutral to Darkness and Electricity. Enemy of Stone and Water.

Light – The element of knowledge, truth, discernment, religion, revelation, order, hierarchy, and pride. Eidolons with light persona traits make good priests, sages, and teachers. Allies with Fire and Electricity. Neutral to Air and Water. Enemies of Darkness and Stone.

Electricity – The element of excitement, speed, surprise, invention, change, agility, and confusion. Eidolons with a high concentration of electricity persona traits are excellent inventors and magicians. Allies with Light and Water. Neutral with Fire and Stone. Enemies of Air and Darkness.

Water – The element of nature, adaptability, life, plants, kindness, charity, compromise, and art. Useful for diplomats and healers. Allies with Stone and Electricity. Neutral to Light and Darkness. Enemies of Fire and Air.

Stone – The element of strength, stubbornness, resistance, selflessness, support, obedience, and stoicism. Makes good teachers and soldiers. Allies with Darkness and Water. Neutral to Air and Electricity. Enemies of Fire and Air.

Darkness – The element of secrets, silence, conspiracy, treachery, lies, envy, crime, and sabotage. Makes excellent spies, assassins, and thieves. Allies with Air and Stone. Neutral to Fire and Water. Enemies of Light and Electricity.

Air – The element of sound, force, communication, trade, talk, boasting, begging, intimidation, cooperation, speech, trade, and society. Makes excellent merchants and politicians. Allies with Fire and Darkness. Neutral to Light and Stone. Enemies of Water and Electricity.

These two are the special elements.

Aether – Death, nonexistence, negative aspects of the elements.

Anima – Birth, existence, positive aspects of the elements.


Known as the Great Five Societies, the five major factions were the stewards that take care of each aspect of Empyrean society. Great, powerful, and with many resources, they however fell into blaming and infighting when the Great Calamity stuck, preventing them from stopping the Aether which eventually consume them all as well. Now they are lost in the Aether’s mist, just waiting to be discovered and saved. Once found, the faction will begin trying to push back the Aether, making an impossible task less impossible.

Librarium Omnibus
Motto: Discovery – Understanding – Mastery
HQ: Citadel Library
Leader: Kulbaht, the Library Sage
Description: The oldest of the five. They are task in recording all of the world’s culture and science, and creating a permanent record of events in Empyrean.
Faction Bonus: Librarium Reliquary, allows one to take out one Wonder from the faction’s collection.
Status: Lost

Order of the Seven Heroes
Motto: Order – Safety – Power
HQ: Deep Bastion
Leaders: Voll, the Great Smith
Morell, Light in Darkness
Aurelimerulia, the Indigo Star
Dram, Hero of the Wheel
Alora, the Ashen Queen
Montekh Dar, the Straw Man
Lograve, of Gate and Key
Description: A decentralized military organization tasked to protect the citizens and to make sure their safety and the stability of life is secured.
Faction Bonus: Militia Call, allows one to call militias from the local Nascent population and Eidolons from the Order HQ’s retainer. They never have to hire or negotiate for help while on Order business.
Status: Lost

Utopian Society
Motto: Justice – Peace – Unity
HQ: Utopian Center
Leader: Merigold, Heart of Unity
Description: Promotes peace, equality, education, and health for the people of the Empyrean as well as to expand the culture and the arts.
Faction Bonus: Universal Nobility, allows one to have great social and political gravity, commanding respect even in the far reaches of the world.
Status: Lost

Servants of Balance
Motto: Balance – Equality – Stability
HQ: Heartstone Temple
Leader: Lusse Mer, High Auditor
Description: Maintains the balance and peace between the Great Spirits, and to maintain the Grand Cornerstone and keep Anima flowing freely throughout the world.
Faction Bonus: Spirit Summoning, allows one to have a spirit companion that is bound to the Eidolon.
Status: Lost

Brilliant Dawn League
Motto: Exploration – Wonder – Glory
HQ: Dawn Lodge
Leader: Jorge Jan, World Wanderer
Description: Mapping far corners of the world and exploring every frontier as well as discovering the technologies and mysteries of the world to share with others across the Empyrean.
Faction Bonus: World Travel, allows one free travel around the world and discounted supplies, guides, hired help, and lodgings in frontier lands.
Status: Lost


Powerful beings of pure anima, they represent an element and wish to spread their element all over the world in an eternal struggle. They can choose a champion which will bestow upon them a powerful wonder. The champion must represent their patron’s element and they can revoke it if they think it’ll improve their stance in the struggle or the Eidolon is no longer aligned to their element by the majority.

Name: Dreiz, Fire Elemental
Appearance: Takes the form of a flaming lion.
Description: He takes great pleasure in the act of war and battle.
Home: Dreiz’s Jungle
Champion Bonus: Dreiz’s Fang, the being who wears this fang is indestructible and can never be defeated in direct combat
Status: Lost

Name: Atamos, Light Elemental
Appearance: Takes the form of a shining stag.
Description: He is the keeper of all knowledge and offers it freely to those who seek it in earnest.
Home: Atamos’ Temple
Champion Bonus: Atamos’ Eye, asking a question to this coin reveals any knowable truth to the bearer. The knowledge comes with a price, however
Status: Lost

Name: Terelt, Electricity Elemental
Appearance: Takes the form of a capricious fox.
Description: He gives gifts of great power or creates terrible damage and inconvenience as it suits him.
Home: Terelt’s Spire
Champion Bonus: Terelt’s Claw, a paintbrush that brings into being whatever is painted with it, the creations are solid but can be washed away by water
Status: Lost

Name: Lemnas, Water Elemental
Appearance: Takes the form of a playful otter.
Description: He takes pleasure in watching Eidolons discover, learn, and marshal their own resources for the task at hand.
Home: Lemnas’ Tomb
Champion Bonus: Lemnas’ Whisker, a seemingly ordinary staff that can take on any size, shape, and properties desired by its bearer
Status: Lost

Name: Brigantin, Stone Elemental
Appearance: Takes the form of a slow boar.
Description: He gives Eidolons the strength they need to endure hardship.
Home: Brigantin’s Fortress
Champion Bonus: Brigantin’s Hoof, a drill that is capable of extracting cornerstones from realms or Anima Pearls from Eidolons
Status: Lost

Name: Orelk, Darkness Elemental
Appearance: Takes the form of a silent panther.
Description: He manipulates through shadows and proxies and a lover of treachery and conspiracy.
Home: Orelk’s Den
Champion Bonus: Orelk’s Heart, a covered lantern that shines darkness, those hit by the darkness will become paralyzed with fear as long as the darkness remains on them.
Status: Lost

Name: Kinado, Air Elemental
Appearance: Takes the form of a winged wolf.
Description: He loves games and riddles while he uses Eidolons to fight his battles and settle his disputes for him rather than engaging in direct conflicts.
Home: Kinado’s Skycastle
Champion Bonus: Kinado’s Tail, a flick of this great fan can create any type of weather its bearer desires
Status: Lost



Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism (Fire): 0
Superstition – Education (Light): 0
Stagnation – Innovation (Electricity): 0
Exploitation – Conservation (Water): 0
Mobility – Tradition (Stone): 0
Honor – Corruption (Darkness): 0
Introversion – Multiculturalism (Air): 0


Empyrean:

Only one Realm remains.

Realms:

The Hub

Nascent Tribes:

Humanity

Paradigms:

No Paradigms have been released yet.

Conceits:

No Conceits have been discovered yet.


Each Persona Trait has a corresponding element and type. Drawback types are more of a hindrance than a power but if you were able to level it up high enough, it’ll be very powerful. There are two opposing pairs, Vice and Virtue, and Personality and Talent, Drawback is on its own.

Warning, ridiculously large table in the spoiler.

























































































Name Type Anima Personality
A Weapon for the Strong Personality Stone Obedient
Achilles Heel Personality Air Boastful
Always Prepared Talent Light Organized
Arclight Talent Electricity Ingenious
Art Cast Living Talent Electricity Artistic
Artificially Sustained Personality Electricity Obsessive
Ashen Flesh Vice Darkness Callous
Babbling Talent Air Verbose
Banneret Virtue Fire Brave
Barrier Virtue Darkness Courteous
Bastion Virtue Stone Selfless
Beast Form Talent Fire Competitive
Beast Master Personality Light Controlling
Blissful Gaze Virtue Air Optimistic
Bound Virtue Light Dutiful
Carapace Personality Stone Gruff
Cartwheel Personality Fire Reckless
Clockwork Talent Stone Meticulous
Compass Virtue Light Faith
Cosmopolitan Talent Air Fashionable
Crystalline Virtue Electricity Lucid
Deathly Grin Vice Darkness Malice
Dragonlike Vice Light Pride
Duskwalker Personality Darkness Furtive
Edible Drawback Water Collusive
Endless Knives Personality Fire Relentless
Energized Talent Fire Athletic
Explosive Vice Electricity Vindictive
Eye of Flame Virtue Fire Zealous
Eye of Truth Virtue Light Honest
Featherweight Drawback Electricity Dishonorable
Festival Personality Water Jubilant
Fist of Stone Vice Stone Slothful
Forked Tongue Talent Darkness Duplicitous
Frozen Heart Personality Darkness Solitary
Gilded Vice Air Greedy
Graven Eye Vice Stone Scornful
Grey Drawback Darkness Apathy
Hand Cannon Personality Fire Headstrong
Handy Virtue Air Helpful
Healing Hand Virtue Water Kind
Heart of Iron Drawback Stone Sorrowful
Hollow Personality Darkness Detached
Hotheaded Vice Fire Wrathful
Illusionist Talent Darkness Exhibitionist
Immovable Object Virtue Stone Steadfast
Indestructible Talent Stone Determined
Indeterminate Size Personality Electricity Excitable
Insatiate Jaws Vice Water Gluttonous
Inverse Personality Stone Contrarian
Kinetic Virtue Air Fair
Lantern Virtue Electricity Demagogue
League Sprinter Personality Water Flighty
Life in Footsteps Virtue Water Charitable
Light Eater Vice Electricity Pessimistic
Liquid Flesh Talent Water Acrobatic
Living Trap Vice Electricity Entitled
Living Weapon Vice Fire Bloodthirsty
Magnetic Vice Fire Lustful
Man in the Box Vice Darkness Reliant
Many Masks Vice Water Insecure
Mimic Talent Water Adaptable
Music Box Talent Air Minstrel
Of Many, One Vice Air Gossiping
Omnidexterous Talent Fire Opportunist
Painted Vice Water Envious
Patchwork Talent Darkness Wheedling
Phased Talent Electricity Mischievous
Polluted Vice Air Odious
Portal Personality Electricity Wandering
Radiant Vice Light Vain
Sandshaper Talent Water Resourceful
Shatters Like Glass Drawback Light Cowardly
Silver-tongued Personality Water Amicable
Simulacrum Talent Light Reputed
Spiral Drawback Fire Unstable
Sure of Foot Virtue Fire Confidence
Third Eye Virtue Darkness Curious
Torn Apart Drawback Air Regretful
Touch of Dust Vice Stone Cruel
Towering Personality Air Boisterous
Treasure Box Talent Stone Secretive
Twin Virtue Electricity Empathetic
Unihorned Virtue Water Pure
Webweaver Personality Light Brooding
Wellspring Virtue Darkness Humble
Windborne Personality Air Capricious
Words Within Talent Light Academic



Realm Traits:

Not only do the elements influence the land, it also influences the people. A Realm filled with the Air element would not only be multicultural and possibly other Air traits, but its people would have wings, feathers, or more.

Desert (Fire)
Plains (Light)
Mountain (Electricity)
Forest (Water)
Caverns (Stone)
Swamp (Darkness)
Seaside (Air)


Steam (Fire) – Steampunk
Thaumics (Light) – Magic
Neotech (Electricity) – Sci-fi
Biotechnology (Water) – Genetic Engineering
Primitive (Stone) – Pre-Industrial at most, Stone Age at least
Pandoran Tech (Darkness) – Black Box Tech, Lovecraftian Tech
Electronics (Air) – Modern Day Tech, Robotics


Plutocracy (Fire) – Rule of the rich
Theocracy (Light) – Rule by the divine
Technocracy (Electricity) – Rule by a technology
Meritocracy (Water) – Rule by the most deserving of rule
Kingdom (Stone) – Rule by a constitutional monarch
Tyranny (Darkness) – Rule by an absolute monarch/dictator
Aristocracy (Air) – Rule by nobility


Dire (Fire) – Anima enhanced creatures. Align and immune to an element
Natural (Light) – Regular animals
Aberrant (Electricity) – Corrupted creatures. Short life spans but highly dangerous and powerful
Exotic (Water) – Rarer and specialized animals
Epic (Stone) – Legendary and mythical animals
Unnatural (Darkness) – Inorganic, immaterial, undead, and other forms of life
Organized (Air) – Society forming probably sentient animals


Honorable (Fire) – Values strength, integrity, and ability
Ascetic (Light) – Values peace, meditation, and introspection
Progressive (Electricity) – Values innovation, exploration, and mobility
Artisan (Water) – Values beauty, and aesthetics
Industrious (Stone) – Values hard work, self-sufficiency, and ingenuity
Militant (Darkness) – Values security, power, and self-sufficiency, believes in might makes right thinking
Commercial (Air) – Values wealth, good relationships, and mutual prosperity


Outposts (Fire) – Wild West like societies
Wondrous (Light) – Societies around man made or natural wonders
Exploitative (Electricity) – Societies built around exploiting renewable resources
Nomadic Tribes (Water) – Wandering nomadic tribes
Centralized (Stone) – Capital city based society
Underworld (Darkness) – Vast criminal networks and conspiracies
Mercantile (Air) – Trade and trade networks


God Kings (Fire) – The ruler is divine
Theological (Light) – Literal science of the divine
Rational (Electricity) – Relies on knowledge, reason, and empirical observation
Shamanic (Water) – Believes in the cycles of life and the individual’s connection between the living and spirit worlds
Ritualistic (Stone) – Rituals followed to keep nature running and the spirits appeased
Cults (Darkness) – Secret faiths that only the inner circle or the divine know their purpose
Spiritual (Air) – Seeks enlightenment and harmony through their actions and meditations


Name:
Description:
Nascent Tribe:
Heritage Site: (a Place of Power, a Faction HQ, or the Home of a Great Spirit)

Terrain:
Technology:
Government:
Wildlife:
Culture:
Society:
Creed:

Pacifism – Militarism:
Superstition – Education:
Stagnation – Innovation:
Exploitation – Conservation:
Mobility – Tradition:
Honor – Corruption:
Introversion – Multiculturalism:



Currency – All Anima Pearls in the world are immediately converted into AP which allows the buying and selling of wonders and acts as a universal currency. The one who unlocks this Paradigm gains 1000 AP. The amount of AP gained depends on the level of the Persona Trait.

Sliver (Emerging Level) – 1 AP
Drop (Superficial Level) – 5 AP
Pearl (Deep Level) – 20 AP
Crystal (All-Consuming Level) – 50 AP
Heartstone (Completely Maxed) – 100 AP

One is advised to keep their Heartstones as they’re necessary in making Masks.

Here’s the price chart for items.

Minor wonders – 30 – 100 AP
Major wonders – 1000 AP (or priceless for some)
Consumables – 3 – 10 AP
Technology goods and Spellbooks – 5 – 100 AP
Trade goods – 1 – 40 AP
Artisan goods – 10 – 50 AP

Encyclopedias – The world is filled with encyclopedias that contain all manner of items and tools. Each one holds an innumerable amount of unique copies of what the encyclopedia is typed. The items are simple mundane items since wonders can’t be compressed due to its anima. The one who unlocks this paradigm gains an encyclopedia of choice. The very obvious ones like ‘Weapons’, however, are kept in the Citadel Library and can only be accessed by the Librarium Omnibus’ high ranking members.

Masks – The world is filled with masks, which allows Eidolons to temporarily use rare traits. A mask gives the wearer a Persona Trait at the Deep Level. It can only be made by a maxed out Persona Trait as it’s expelled by the Eidolon’s heart as a heartstone. He who unlocks this paradigm gains one mask of choice.

An Eidolon that has the Many Mask (Insecure) trait can wear additional masks for every level of that trait.

Technology – Specific kinds of technology are able to work all across the world instead of just in their relevant realms. The one who unlocks this paradigm gains the mastery of whatever technology he made universal.

Universal Traits – Gives all Eidolons in the world a special power. The one who unlocks this paradigm may utilize the Deep and All-Consuming powers of the chosen trait without experiencing any drawbacks. Everyone gains the chosen Persona Trait, at either Superficial or Deep level depending on the one who unlocked it.


Abundance – The eidolon gains 2000 AP. This is only usable if the Currency paradigm has been unlocked.

Core Values – A Persona Trait becomes permanently a part of the Eidolon. The Eidolon is then able to use all of the chosen trait’s inherent abilities (Superficial, Deep, and All-Consuming) without the drawbacks in the All-Consuming Trait.

Forgotten Treasure – The Eidolon gains a major or legendary wonder of his choice, at the discretion of the rest of the party. He should describe what this wonder is and does as well as its role in the Old Empyrean.

Sealed Memories – The Eidolon gains a new trait by the player’s choice, at any level desired. The player must describe what he has experienced and why it affected the Eidolon in such a way. The player may choose to alter the Eidolon’s personality or creed as a result of this traumatic experience.

Wonder Crafting – The Eidolon is able to create wonders of any way, shape, and form. It requires an Anima Pearl and probably a mundane item. Depending on the kind of wonder going to be made, it’ll take time.

Consumables – One hour, easy to make and one-use only.
Minor Wonders – One day to make, has limited, localized effects, like a flaming sword.
Major Wonders – Five days to make, is powerful and vast-reaching effects like mind control.
Legendary Wonders – Masks and Encyclopedias, the corresponding paradigms must be unlocked first. It’ll take a week to make.

There is no set formula for a given wonder. Instead, players should consider what traits are most closely linked to the properties they wish to imbue.



Name:
Title:
Occupation:
Faction:
Appearance: (Your appearance remains mostly the same even if your powers alters your body.)
Personality:
History:
Creed: (3 simple sentences that represent unbreakable rules for the character)

Persona Trait(s): (Name – Type – Element – Personality Trait – Level – Number of Points, there are seven points in each level, the levels are Emerging, Superficial, Deep, and All-Consuming)


NPCs:

Accepted Characters:

To Do List:


Description: The Center of the Empyrean, the Grand Cornerstone Shrine is found at its center. There are eight individual regions. Travel to other cities is dangerous as the Aether spreads more and more. Each city and its surrounding region are unique to the point that each one follows their own reality. The seven outer regions are named and based on each of the Great Anima Spirits with the eighth known as Anima at the center, surrounding the Grand Cornerstone Shrine.
Nascent Tribe: Humanity
Heritage Site: Grand Cornerstone Shrine


The Regions:

Description: The region of Anima is centered on the Grand Cornerstone Shrine with Anima City surrounding it. Built by refugees of the lost Realms, the close proximity of the city to what’s left of the Grand Cornerstone has made every possibility possible. The region is saturated with Anima, making the Aether near nonexistent and a safe haven for both the Nascent peoples and the Eidolons.

Terrain: Mixed
Technology: Mixed
Government: Mixed
Wildlife: Mixed
Culture: Mixed
Society: Mixed
Creed: Mixed

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Balance
Superstition – Education: Balance
Stagnation – Innovation: Balance
Exploitation – Conservation: Balance
Mobility – Tradition: Balance
Honor – Corruption: Balance
Introversion – Multiculturalism: Balance


Description: A wild desert dotted with towns and cities in near anarchy. In this region, everyone is armed to the teeth but they follow a code of honor. In the cities, the god kings of the guilds rule as living gods, ordering the land itself to follow their wills. The towns are more wild and dangerous as powerful animals, bandits, and revolutionaries fight for control while the townsfolk fight for their rights of life, freedom, and family.

Terrain: Desert
Technology: Steam
Government: Plutocracy
Wildlife: Dire
Culture: Honorable
Society: Outposts
Creed: God Kings

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Mostly Militant
Superstition – Education: Balance
Stagnation – Innovation: Balance
Exploitation – Conservation: Slightly Exploitative
Mobility – Tradition: Slightly Mobile
Honor – Corruption: Balance
Introversion – Multiculturalism: Balance


Description: A region where Science, Religion, and Magic intertwine into one being. It is a place of faith, learning, and sorcery. A religious place, it is known for their promotion of learning and the rather scientific way of doing miracles and communing with the gods of the region. It is, however, a region of high standards. Simple living, monastic like life style, and the following of sacred law has made hidden resentment against the religious authority.

Terrain: Plains
Technology: Thaumics
Government: Theocracy
Wildlife: Natural
Culture: Ascetic
Society: Wondrous
Creed: Theological

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Balance
Superstition – Education: Mostly Educational
Stagnation – Innovation: Balance
Exploitation – Conservation: Balance
Mobility – Tradition: Slightly Mobile
Honor – Corruption: Slightly Honorable
Introversion – Multiculturalism: Balance


Description: The mountainous region of Terelt is known for its advance technology and its space program. Ruled by its guiding AI, it promotes progress and innovation by any means. It is in their rather secular belief that the world is dying and the only way to save themselves is by moving into their space colonies, because of this they are exploiting the mountains as a way to advance and improve their space-based technologies before embarking the Great Exodus. At the base and valleys of the mountains, there exists dangerous wildlife corrupted by escaped AIs, nanobots, and machinery.

Terrain: Mountain
Technology: Neotech
Government: Technocracy
Wildlife: Aberrant
Culture: Progressive
Society: Exploitative
Creed: Rational

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Balance
Superstition – Education: Balance
Stagnation – Innovation: Mostly Innovative
Exploitation – Conservation: Balance
Mobility – Tradition: Balance
Honor – Corruption: Slightly Honorable
Introversion – Multiculturalism: Slightly Introversive


Description: Between the mountains of Terelt and Brigantin, the region of Lemnas is a vast valley of forests and jungles of every climate. In it, the people are artistic shamanic nomads living in harmony with the wilderness. They alter life under the belief of balance between the material and spirit worlds, between man and nature. Only those suited to lead have a great sway over the tribe.

Terrain: Forest
Technology: Biotechnology
Government: Meritocracy
Wildlife: Exotic
Culture: Artisan
Society: Nomadic Tribes
Creed: Shamanic

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Slightly Pacifist
Superstition – Education: Balance
Stagnation – Innovation: Balance
Exploitation – Conservation: Mostly Conservative
Mobility – Tradition: Balance
Honor – Corruption: Balance
Introversion – Multiculturalism: Slightly Introversive


Description: The mountains of Brigantin are barren, leaving the civilization to exist underground. There exist a hidden kingdom of industry, and ritual, centered on their great city. Stuck in medieval period technology, the people live their peaceful superstitious lives following their place in the world. It is believed that the many rituals of the region sustains and supports the city-kingdom from falling into the Aether. The people fear and worship the great worms that dig and tunnel through the region and it is believe that the rituals prevent them from harming their city.

Terrain: Caverns
Technology: Primitive
Government: Kingdom
Wildlife: Epic
Culture: Industrious
Society: Centralized
Creed: Ritualistic

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Slightly Pacifist
Superstition – Education: Slightly Superstitious
Stagnation – Innovation: Balance
Exploitation – Conservation: Balance
Mobility – Tradition: Mostly Traditional
Honor – Corruption: Balance
Introversion – Multiculturalism: Balance


Description: The region of Orelk is a strange and secretive place. Filled with swamps, ruled by dictators of every kind, and surrounded by the monsters that took over the wildlife, it is a land of shadows and fear. Rumors of war filled the air while numerous cults to unknown masters fight for supremacy. Even their technology is tainted by hidden deals and corrupting influence. Only by joining the many criminal groups does a person have the chance to survive.

Terrain: Swamp
Technology: Pandoran Tech
Government: Tyranny
Wildlife: Unnatural
Culture: Militant
Society: Underworld
Creed: Cults

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Balance
Superstition – Education: Slightly Superstitious
Stagnation – Innovation: Slightly Stagnated
Exploitation – Conservation: Balance
Mobility – Tradition: Balance
Honor – Corruption: Mostly Corrupt
Introversion – Multiculturalism: Balance


Description: Kinado is a region of islands and boats. The technology is modern as the people live their lives for trade and commerce. Ruled by the nobility, either by the Nobles of the Isles or the Wandering Nobles, it is a highly multicultural region as even the wildlife, sentient with their own societies, join in the Great Flow. There is no organized religion but the people are highly spiritual, concentrating on one’s personal development than a rigid set of laws.

Terrain: Seaside
Technology: Electronics
Government: Aristocracy
Wildlife: Organized
Culture: Commercial
Society: Mercantile
Creed: Spiritual

Completely – Mostly – Slightly – Balance – Slightly – Mostly – Completely

Pacifism – Militarism: Balance
Superstition – Education: Balance
Stagnation – Innovation: Slightly Stagnated
Exploitation – Conservation: Slightly Exploitative
Mobility – Tradition: Balance
Honor – Corruption: Balance
Introversion – Multiculturalism: Mostly Multicultural
Full Name:
The United Nine Constitutional Monarchies of Kershya

Economy

Economic Left/Right: -6.88
Social Libertarian/Authoritarian: -4.72

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The Republic of Atria
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Postby The Republic of Atria » Sun Dec 21, 2014 11:02 am

That is pretty fuggin complicated. It could be that I'm reading from my phone but that is a lot of info to have to remember.

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Kershya
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Postby Kershya » Sun Dec 21, 2014 11:09 am

The Republic of Atria wrote:That is pretty fuggin complicated. It could be that I'm reading from my phone but that is a lot of info to have to remember.


And that's why I need help with it. i just don't know what to cut and streamline in it.
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Nature-Spirits
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Postby Nature-Spirits » Sun Dec 21, 2014 11:18 am

Imperial--japan wrote:On another note, I happen to be seeing snow for the first time in my life right now.

It's cold.

Welcome to the North, my friend.

Unfortunately, I live Beyond the Wall, but if we were on the same side of that nigh-impassable boundary I'd come visit you and make mulled wine for you.

Finland SSR wrote:
Imperial--japan wrote:On another note, I happen to be seeing snow for the first time in my life right now.

It's cold.

I think this is the first winter of my life where there is no snow by Christmas.
And I live in fucking Finland. At the southern coast, but still Finland. Home of Santa Claus.

Pfft. Come on, everyone knows that Santa Claus is Canadian. It's right in our national anthem: we're the "True North strong and free".
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Finland SSR
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Postby Finland SSR » Sun Dec 21, 2014 11:46 am

You missed Arrogant in the traits. Or is it included with Proud?
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Kershya
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Postby Kershya » Sun Dec 21, 2014 11:49 am

Finland SSR wrote:You missed Arrogant in the traits. Or is it included with Proud?


I guess so, it could be a combination of a group of traits though.
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Finland SSR
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Postby Finland SSR » Sun Dec 21, 2014 11:52 am

Kershya wrote:
Finland SSR wrote:You missed Arrogant in the traits. Or is it included with Proud?


I guess so, it could be a combination of a group of traits though.

So we pick any first power from all the Persona traits? Or from pretty much anything in general?
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Kershya
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Postby Kershya » Sun Dec 21, 2014 11:54 am

Finland SSR wrote:
Kershya wrote:
I guess so, it could be a combination of a group of traits though.

So we pick any first power from all the Persona traits? Or from pretty much anything in general?


Technically, the first power is suppose to develop during the RP but I felt that would be a bad idea, so I change it to the first personality trait based power is chosen by the player. The rest would develop naturally by how the character develop.
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Finland SSR
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Postby Finland SSR » Sun Dec 21, 2014 11:58 am

Kershya wrote:
Finland SSR wrote:So we pick any first power from all the Persona traits? Or from pretty much anything in general?


Technically, the first power is suppose to develop during the RP but I felt that would be a bad idea, so I change it to the first personality trait based power is chosen by the player. The rest would develop naturally by how the character develop.

So for the first power, we can take any single power we want?
Are things like Omni-anything or Reality Warping allowed?
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Kershya
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Postby Kershya » Sun Dec 21, 2014 12:02 pm

Finland SSR wrote:
Kershya wrote:
Technically, the first power is suppose to develop during the RP but I felt that would be a bad idea, so I change it to the first personality trait based power is chosen by the player. The rest would develop naturally by how the character develop.

So for the first power, we can take any single power we want?
Are things like Omni-anything or Reality Warping allowed?


No, it'll have to be from the list, due to how connected it all is. Also, all of the powers are reality warping in a way. From turning people into dust from touching them to being made out of food to being able to turn into a weapon, armor, or vehicle. Each power have three levels of intensity as well, with the third level having a drawback since you'll have to act like a stereotypical character with one defining personality trait for it to work.
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The Republic of Atria
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Postby The Republic of Atria » Sun Dec 21, 2014 12:05 pm

Kershya wrote:
Finland SSR wrote:So for the first power, we can take any single power we want?
Are things like Omni-anything or Reality Warping allowed?


No, it'll have to be from the list, due to how connected it all is. Also, all of the powers are reality warping in a way. From turning people into dust from touching them to being made out of food to being able to turn into a weapon, armor, or vehicle. Each power have three levels of intensity as well, with the third level having a drawback since you'll have to act like a stereotypical character with one defining personality trait for it to work.

That's more matter manipulation than reality warping. What is the tech level?

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Postby Kershya » Sun Dec 21, 2014 12:09 pm

The Republic of Atria wrote:
Kershya wrote:
No, it'll have to be from the list, due to how connected it all is. Also, all of the powers are reality warping in a way. From turning people into dust from touching them to being made out of food to being able to turn into a weapon, armor, or vehicle. Each power have three levels of intensity as well, with the third level having a drawback since you'll have to act like a stereotypical character with one defining personality trait for it to work.

That's more matter manipulation than reality warping. What is the tech level?


Any. The seven regions themselves have a specific tech level. From an underground medieval kingdom to shamanistic biotech to standard sci-fi to divine religion to modern tech to wild west steampunk to even Lovecraft-tech. Only in the region of Anima where all techs can work due to it's closeness to the source and center of the world.
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The Templar High Council
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Postby The Templar High Council » Sun Dec 21, 2014 12:15 pm

Kershya wrote:
The Republic of Atria wrote:That's more matter manipulation than reality warping. What is the tech level?


Any. The seven regions themselves have a specific tech level. From an underground medieval kingdom to shamanistic biotech to standard sci-fi to divine religion to modern tech to wild west steampunk to even Lovecraft-tech. Only in the region of Anima where all techs can work due to it's closeness to the source and center of the world.

Dibs have been called.
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The Republic of Atria
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Postby The Republic of Atria » Sun Dec 21, 2014 12:16 pm

Kershya wrote:
The Republic of Atria wrote:That's more matter manipulation than reality warping. What is the tech level?


Any. The seven regions themselves have a specific tech level. From an underground medieval kingdom to shamanistic biotech to standard sci-fi to divine religion to modern tech to wild west steampunk to even Lovecraft-tech. Only in the region of Anima where all techs can work due to it's closeness to the source and center of the world.

Hmm. So it's a world building/God rp? Sounds neat. I already have ideas. But some of the other stuff just seems unnecessary. Power growth is fine. But everything else just seems like it would be better without. The crystal thing is just ehhh. You really don't want to leave all powerful trinkets lying around. They're way too easy to abuse. Trust me I'm running an RP where some of said trinkets make you nearly omnipotent.

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Kershya
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Postby Kershya » Sun Dec 21, 2014 12:18 pm

The Templar High Council wrote:
Kershya wrote:
Any. The seven regions themselves have a specific tech level. From an underground medieval kingdom to shamanistic biotech to standard sci-fi to divine religion to modern tech to wild west steampunk to even Lovecraft-tech. Only in the region of Anima where all techs can work due to it's closeness to the source and center of the world.

Dibs have been called.


Well, technically, it's wild west steampunk with Aztec-Mesopotamian influences. The cities are led by God-King ruled guilds after all.
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The Templar High Council
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Postby The Templar High Council » Sun Dec 21, 2014 12:23 pm

Kershya wrote:
The Templar High Council wrote:Dibs have been called.


Well, technically, it's wild west steampunk with Aztec-Mesopotamian influences. The cities are led by God-King ruled guilds after all.

...

I guess it could work.
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Kershya
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Postby Kershya » Sun Dec 21, 2014 12:28 pm

The Templar High Council wrote:
Kershya wrote:
Well, technically, it's wild west steampunk with Aztec-Mesopotamian influences. The cities are led by God-King ruled guilds after all.

...

I guess it could work.


There is friction between the guild ruled cities and the more independent towns though. The towns are more wild west themed, bandits and all.
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Rob Halfordia
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Postby Rob Halfordia » Sun Dec 21, 2014 2:09 pm

Why the hell does Frodo spend 3 movies walking to Mount Doom when he could've just rode that giant bird with Gandalf?
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The Starlight
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Postby The Starlight » Sun Dec 21, 2014 2:14 pm

Rob Halfordia wrote:Why the hell does Frodo spend 3 movies walking to Mount Doom when he could've just rode that giant bird with Gandalf?

Because it wouldn't be exciting, and that would destroy the whole theme of the Lord of the Rings. Also, the Nazgul probably would be able to take one eagle down. But I know where this is going, so don't start, because believe me, I've heard it all when it comes to the
"plot holes" in the Lord of the Rings, when I'm trying to convince my friends to read the books. Anyway, if you want to get more opinions, go to the Middle Earth Discussion Thread that I created in my sig, and you can strike up a conversation there,
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Rob Halfordia
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Postby Rob Halfordia » Sun Dec 21, 2014 2:16 pm

The Starlight wrote:
Rob Halfordia wrote:Why the hell does Frodo spend 3 movies walking to Mount Doom when he could've just rode that giant bird with Gandalf?

Because it wouldn't be exciting, and that would destroy the whole theme of the Lord of the Rings. Also, the Nazgul probably would be able to take one eagle down. But I know where this is going, so don't start, because believe me, I've heard it all when it comes to the
"plot holes" in the Lord of the Rings, when I'm trying to convince my friends to read the books. Anyway, if you want to get more opinions, go to the Middle Earth Discussion Thread that I created in my sig, and you can strike up a conversation there,

I was just wondering if there was a reason in the lore that I missed. As a DBZ fan I understand "because the plot" more than anyone :p
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The Starlight
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Postby The Starlight » Sun Dec 21, 2014 2:23 pm

Rob Halfordia wrote:
The Starlight wrote:Because it wouldn't be exciting, and that would destroy the whole theme of the Lord of the Rings. Also, the Nazgul probably would be able to take one eagle down. But I know where this is going, so don't start, because believe me, I've heard it all when it comes to the
"plot holes" in the Lord of the Rings, when I'm trying to convince my friends to read the books. Anyway, if you want to get more opinions, go to the Middle Earth Discussion Thread that I created in my sig, and you can strike up a conversation there,

I was just wondering if there was a reason in the lore that I missed. As a DBZ fan I understand "because the plot" more than anyone :p

No problem. Any other questions about LOTR?
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Nature-Spirits
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Postby Nature-Spirits » Sun Dec 21, 2014 2:25 pm

Personally, I only got halfway through the second book before I quit. The narrative was too long-winded. For instance, here's an example I often quote to my friends: there's an entire chapter devoted to making rabbit stew. I continued to read the chapter, thinking that something plot-relevant would happen, but then... it ended, and all that had happened was Frodo and Sam making rabbit stew. And it wasn't a particularly short chapter, either. In the movie, that chapter is reduced to about 3 seconds of rabbit stew being shown on the screen, and that's it. But Tolkien just loved writing pointless prose, for some reason, and it turned me off the series.
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Rob Halfordia
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Postby Rob Halfordia » Sun Dec 21, 2014 3:08 pm

War Elephants are OP as fuck.
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