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Mechanisto 08-21-2007 08:14 AM

The Chronicles of Zelda (Interest and Signup)
 
I bid you greetings, strangers, and humbly thank your hospitality as I enter your forum. Long has it been since I have taken part in the art and science of forum RPing... and though I am a stranger to your lands, I feel as though we are siblings in cause and interest. Or... something.

Sooo... I've had a strong hankering for a forum RP in the Zelda universe, and wanted to know if anyone's interested. It'd take place some time after Twilight Princess, and deal with events a few years after. It will be a little on the serious side of things, but I'm flexible (properly done seriousness makes wierd or oddball characters stand out more, anyhow). I'm looking for four or five regular and dedicated posters, and will gladly bend over backwards to give people the characters they want... within reasonable "power levels." I'll manage NPCs and nudge the plot when nesecary, and will arbitrate actions and combat myself, but your characters are free to do whatever they wish as long as they mostly stick together.

I still have some planning to do, so I'm just sort of tossing it out there for now. Any interested parties?

Or has this sort of thing been done to death?

EDIT:

Yay, someone responded!

You each get a cookie. Here's a quick summary of the plotline currently in my head, for those who are curious. I'm going to assume you've played both Ocarina of Time and Twilight Princess through to the end, so there may be subtle spoilers involved. (Like... link eventually saves Hyrule! Gasp!!!)

For those who have never played Twilight Princess, note that it is a somewhat darker and more mature setting compared to other games. Monsters are not cute and cuddly, and victory is often a hard won, bittersweet thing...

---

A few years have passed since Zant and his monstrous army have been quelled. The land of Hyrule is in a state of disarray, as the scars of war and strife slowly begin to heal. The castle and its surrounding villages are relatively safe, but the lands and roads between them are still haunted by the savage, straggling remnants of a dark and terrible army. Travel is a hazardous thing now, and the tribes have slowly become more and more aloof as they hide behind their borders. With the common enemy seemingly destroyed, paranoia and fear have begun to chip away at the age-old alliances. Saving the world isn't exactly on anyone's mind, though; the only present concern is to survive and rebuild.

The heroes and legends responsible for saving the land have resumed their duties; Zelda has taken to the throne once more, and her little-known champion returned to an anonymous life of simple pleasures and occasional adventure. The champion of Courage was seen infrequently within the castle town's walls, and his absence is a routine thing. The champion has now been absent for well over a month now. No news of him has been heard from any corner of the land.

But time marches on.

Whoever you are, and whatever your fate, you share a destiny with a handful of others. Your destiny is intertwined, due to one simple, fundamental reality: You're stranded in Kakariko Village. Whatever your business is, whatever drives you, whatever promises or dreams you must fulfill, there ain't no caravans around. And that... sucks.

The last caravan you were scheduled to travel with is already several days late. While this may be the result of simple sloth or incompetence, a recent howling can be heard... distant and intermittent through the dusty streets of Kakariko. If this caravan has met an ill fate, you may have no choice but to investigate its disappearance.

Little do you realize that in so doing, you may uncover the first few threads of a strange and tangled plot… one that may lead to either doom or salvation.

---

Your characters have only one real starting condition: you start off in the dusty red canyon of Kakariko village. You might live here, or you might be passing through. You might love it here, or you might hate it completely. Either way, you want to be on the next caravan that leaves. Very badly.

Krylo 08-21-2007 02:06 PM

I think I've seen one Zelda RP done before, and it was a humor RP... but yeah, I've always kinda wanted to see something like this. Interested for now, but I'll have to see the sign up to be sure.

Masked Jedi 08-21-2007 07:43 PM

I might play.

Zanarkan 08-21-2007 09:54 PM

ZELDA!?
 
This looks like it would be cool, but it would take awhile for me to get used to the zelda thing, I haven't played twilight princess, but i could probably manage, I'm going to wait to see a character go up first.

NMR 08-21-2007 10:07 PM

I'll join, I've played nearly every Zelda, aside Majore's Mask. I'm ashamed of it to. Can we choose our items, PLEASE!

Mechanisto 08-22-2007 09:51 AM

I've edited my first post to include some introductory plot description. Here's how I'd like your character profiles to be organized. For an example of a completed character sheet using an NPC, skip to the very bottom of this post, and click the last spoiler button (I only used spoiler buttons to keep things organized).

Of course, if you have any questions or concerns, let me know!

--- PROFILE ---

Name: You'll figure something out, I'm sure. :)

Tribe: Your character's tribe or species. The four common tribes are Humans, Hylians, Zoras, and Gorons. Other less common races are permitted as well... with some plot-related strings attached. See the section on Tribes below for details. If you want to be a half breed of any sort, then you must be half Human and half something else. In either of these cases, PM me so we can sort things out.

Profession: The job your character has trained in, probably since childhood. All jobs tend to fall into three categories: Warriors, Craftsmen, and Scholars. Be practical! A job is for making a living... not being a badass. You are going to end up being a badass anyway, so go ahead and be a merchant, caravan driver, engineer, street-performer, librarian, or tailor. Even a lowly goat-herder can be deadly when cornered! :D

Patron Diety: Optional. The divine or spiritual patron your character worships. Can be one of the Goddesses, or any spirit you can think of. It might even be a particularly powerful person or creature who you think is a god… even if they aren’t really one. You might quietly contemplate their nature, or perform elaborate hour-long rituals every morning. Up to you.

Magical Style: The field of magic you study, or a type of magic your tribe is usually associated with. This could be fire, ice, wind, illusion, shadow, light, telepathy, enchanting, summoning, plant magic, Faerie glamour, geomancy, oracular divination, or just about anything else. Describe how your magic works, and what you can do with it... but note that every useful or powerful spell you memorize must be taken as a "Special Gear" item! Most characters will start with only very minor effects, unless they specialize in magic.

NOTE: All PCs start off with a pool of magical energy that can be used to fuel powerful spells or magic items. This energy is drained through magic use, but is recovered by drinking certain elixirs. Few people possess this magical gift and without it, you can't cast spells or use magic items at all!

Backstory: Summarize your character's life and history. What have they been up to? How did they learn their skills, or find their equipment? Do they have friends and family? Are they beloved or hated by others of their tribe? How has the recent trouble in Hyrule affected them?

Description: How others perceive the character. Their Appearance is an obvious element, but feel free to describe how they move, what their voice sounds like, what sort of mood they're usually in, etc. Be rich and vibrant!

--- STATISTICS ---

There are three statistics, corresponding to the three points of the Triforce: Power, Wisdom, and Courage. All are equally important, but they tend to have a rock-paper-scissors relationship. List each of the three aspects in order from best to worst and describe how they actually apply to your character.

The three stats can have very complex relationships. Here's some examples over what each aspect might be useful for:

Power represents physical brawn and toughness, but also endurance, fortitude, resistance to poison and disease, emotional passion, and physical size and attractiveness. It also determines the brute force your spells can deliver.

Courage represents bravery and willpower, but also charisma, faithfulness, patience, cunning, and manipulation. It also determines skill and dedication, which is closely linked to agility and reflexes, and thus one's ability to wield light or agile weapons. It also allows you to use magic more easily while distracted by pain or combat, and makes you more resistant to the magical spells of others.

Wisdom represents raw intellect and moral judgment, but also perception, problem solving, negotiation, leadership, and study. Wisdom is also the most important aspect for using magic; it determines how easily you learn new spells, and your capacity for the magical energy that fuels them.

--- EQUIPMENT ---

Everyone starts off with a small wallet that holds up to 50 Rupees, a journal for making maps and notes, and a basic weapon appropriate for their fighting style. You also start with two complete changes of clothing, a sturdy backpack or carrying case, and a suit of armor no better than a leather adventurer's tunic. This is just the bare bones gear, though…

Weapon Style: Describe the melee weapons and fighting styles your character is most familiar with. Don't worry about stats or numbers here... this is meant to give people a strong idea of what your weapon is usually useful for. Do you use swords, hammers, or spears? Do you hold one in each hand, or use it with a shield? Do you use a giant weapon that requires two hands, or a light and nimble one for precise strikes? Can you fight unarmed, using martial arts? Do you adhere to a strict code of honor, or do you sling mud and stab backs?

Special Gear: The meat and potatos! Characters may choose two pieces of "special gear" they have become very familiar with. This could be anything you've ever acquired in any Zelda game you've ever played... though particularly powerful or useful items may be restricted at first, and your choices should be appropriate for your character's backstory and profession! I might make you start off with a very basic or simple version of the item, but you'll likely find upgrades or replacements for them as you travel. Special Gear can include heavy or magical armor, bows, slingshots, giant hammers, bomb bags, boomerangs, bottles, iron boots, masks, big wallets, suits of armor, Titan-Strength Gauntlets, books of hidden lore, memorized magical spells, portable rafts and ladders, magic wands and canes... the list goes on and on. Each powerful or combat-related spell you memorize must also be taken as separate "Special Gear" items.

Many pieces of special gear are unique; No two players may have the same type of gear if it's rare enough. If you have the hook-shot, nobody else has one! If two people want the same rare item, I'll give it to whoever best integrated it with their backstory and profession. (No, really... please don't fight over the hook-shot. I know it's cool.)

Note: Your special gear represents not only an item, but familiarity and mastery with that type of item. If you start with a bomb bag, you know all about how to use different kinds of bombs. If you start off with a magic wand, you know how to use all sorts of wands and canes.

--- TRIBES ---

The different civilized races of Hylia are generally referred to as "Tribes." Most are neighborly (if a little disinterested) with outsiders, but some are hostile, and others are almost completely mysterious.

I've summarized of all the tribes available for play, including both common and uncommon ones. If you want to be something really weird, like a Stalfos or a Dragon, well... PM me and we'll talk. But don't hold your breath.

Click here for a list of the four common races:
Humans
By far the most populous of all tribes, humans are individually weak, and have short life spans. They are often the standard by which all other tribes are measured. They rely almost entirely on community and hard work, and are versatile craftsmen. They have no particular advantages, but can learn anything with enough effort and study. With enough hard work and dedication, Humans can rise to the rank of hero just the same as any other tribe.
Pros: Humans are populous, and generally hospitable to each other.
Cons: None.
Common Professions: Any. Usually farmers, construction workers, merchants, and traders

Hylians
The chosen race of Farore, Goddess of courage and wind. Hylians are almost identical to Humans, but their pointed ears and commanding presence often sets them apart. Most legends indicate that Hylians were the first intelligent tribe created by the Gods, and their natural talent for magic and exploration cannot be denied. Hylians often live among humans as heroes, adventurers, teachers, judges, or scholars, but tend to live solitary and lonely lives. Mystery and destiny flow in their veins, and they are often compeled to travel about like a leaf blown through the wind. Though Hylian inventors were responsible for many wondrous items, it is usualy the other tribes who improve and refine such inventions into established and reliable technology.
Pros: Magical talent and awareness. Often involved with destiny and fate.
Cons: Extremely low population; tend to lead very solitary lives.
Common Professions: Adventurers, Knights, Teachers, Kings, Archaeologists

Gorons
The chosen race of Din, Goddess of Power and Fire. Known for their rocky hides and punishing fists, these giants are believed to be made of living rock. Though stubborn and aggressive, most gorons are also gentle and patient. Most of them care little for outsiders and gaining their trust can be enormously difficult, but they make stalwart allies.
Pros: Massive natural armor and strength. Immune to bleeding, poison, and disease.
Cons: Unable to use almost armor or weapons, relying instead on unarmed combat.
Common Professions: Blacksmiths, Miners, Brawlers, Stonemasons, Architects

Zora
The Chosen race of Nayru; Goddess of wisdom and love. Graceful and swift, this race of mer-people are the undisputed masters of the water. The Zorans have a haunting and enigmatic beauty that few tribes can deny, and their enlightened scholars are among Hylia's wisest. Their technology is advanced, but generally used for trade; Zorans themselves often have little use for complex tools, and they can sometimes seem primitive to uninformed outsiders. Though generally peaceful, the Zorans will defend their waters fiercely if threatened.
Pros: Can breath and move swiftly under water; skilled at delicate crafts
Cons: Vulnerable above water; harmed more severely by fire and ice
Common Professions: Hunters, Fishers, Wizards, Musicians, Artists, Diplomats


The following rare races are, for the most part, incognito... but their presence in the world of Hylia may yet be felt. Click here to view the list:
Kokiri
Ancient stories persist of a tribe somehow linked to the deeper woodlands. The legends depict them as a child-like race resembling Hylians, as tiny living plants, or as capricious tricksters wearing skull-shaped masks. Whatever they are, these sprites supposedly lived in harmony and innocence and held strong connections to faeries and spirits, but nothing else is known. If they ever existed, all that remains are stories. For every tale about their innocence another tale portrays them as cruel, deadly tricksters. Some legends even state that Kokiri "pranks" once brought the whole of Hylia to the brink of cataclysm.

Faeries
Mysterious, peaceful and flighty, Faeries are spirits of life and love incarnate. They come in several shapes and sizes, but are generally portrayed as either winged orbs of light or stunningly beautiful women. They have royalty, but no perceivable culture or society. They are peaceful by nature, and have been known to give magical gifts to those of virtue. All Faeries possess the ability to sense emotions and lies, and even the smallest of them can heal mortal wounds with but a touch. They are invulnerable to physical harm, have the gift of flight, and are sensitive to any flow of magic. Their methods and agendas are completely inscrutable. Everybody knows about Faeries, but nobody understands them in the slightest.

Gerudo
None of the tribes are old enough to give first-hand accounts of these hardy desert warriors. A tribe composed entirely of beautiful and passionate women, the Gerudo were supposedly wiped out during a cataclysmic war a thousand years ago. They were known primarily as nomadic cutthroats and brigands, interested only in raiding neighbors and warring amongst themselves. They are remembered as savage and cruel; a tribe of criminals and warlords with no concept of peace or mercy. Though their society is unknown, their existence was certain; recent archeological studies in the desert hint at ancient ruins of Gerudo origin.

Sheikah
Though shrouded in mystery, all humans know of this strange tribe. The Sheika are a shadowy order of spies and assassins dedicated to protecting the Royal family from unseen threats. They are not a tribe as such, and are rumored to be ghosts in physical form, or the reincarnated souls of ancient knights who fell in the line of duty. They have no culture and no society; they have only their duty to the throne, and to the people of Hylia. Some Sheika are very public figures, acting as administrators, mayors and judges. Most of them never see the light of the sun, and strike only from the shadows with hidden razors and fearful spells. Many Sheikah were slain during the war, but since nobody knows how many there were to begin with, nobody knows how much of this order was lost.

Twili
To the common folk of Hylia, this name holds nothing but menace. Zant and his leigons of monsters were apparently members of this strange and alien tribe, and most people see them as savage monsters drunk with magic and madness. Nothing whatsoever is known of them, save that their war against the Kingdom of Hylia was lightning swift and very nearly successful.


Here's an example profile using a prominent NPC you'll probably encounter. Yeah, I know it's really long... yours doesn't have to be quite this long winded.

Click here for the example character profile:
--- PROFILE ---

Name: Tesha
Tribe: Sheikah
Profession: Royal Courier
Patron Spirit: Princess Zelda
Magical Style: Shadow Illusion

--- BACKSTORY ---

Though most Sheikah are secretive about their roles and duties, a few of them lead very public lives as administrators, judges, and special diplomats. Tesha is one such person, and the highest ranking public figure of her entire order. Though her origins are shrouded in mystery, she is always eager to discuss her career with any interested party. Much of her youth was spent training in subterfuge and politics and many of her original duties involved carrying letters of correspondence between Zelda and the leaders of various other tribes. Though her people fought valiantly against the invading Twili, Tesha was ordered to escape into hiding when it became obvious the castle would fall. While laying low, she spent much of her time observing the new enemy, studying troop movements and watching for weaknesses.

She returned soon after Zelda regained the throne and was immediately given the duty of re-organizing the surviving Sheika. She has since become their public figurehead, and is now well known and even loved by the people of castle town. She recently urged Zelda to resume her correspondence with the neighboring tribe's leaders, and volunteered to take up her previous duty as a covert courier. She was last seen leaving castle town with a bundle of letters and is expected to return in the coming weeks.

--- DESCRIPTION ---

Tesha is instantly recognizable as a Sheikah by her blood-red eyes, stark white hair, and tanned skin. She wears her hair ankle-length and thickly braided with silver ribbon, and has dull red tattoos around her eyes and cheeks. She is very tall and slender with no body fat to speak of, and moves with a liquid grace. She wears a mixture of blue-tanned leather riding gear, with a white shirt and loincloth of fine make and quality; the shirt bears the traditional eye emblem of the Sheika. She wears fingerless gloves and knee-high boots, both made of blue leather and strapped with several rows of silver buckles. This outfit is a strange melding of leather riding gear and fine courtly garb, and she's never seen wearing anything else. She carries no visible weapons of any sort.

Despite her severe garb, Tesha is almost always smiling and pleasant. People quickly discover that she is a very personable sort, and her friendly charisma almost never fails to charm even complete strangers. People who speak with her for the first time are almost always taken aback, as her friendly nature seems to contradict the Sheika's reputation as a tribe of invisible, cold-blooded killers. Despite her charisma, though, she does exhibit strange quirks of behavior; an odd sense of humor, and a strange sense of insight in conversational topics. This only reinforces the subtle and alien qualities of her tribe.

--- STATISTICS---

Courage: Mentally and physically, Courage is her greatest strength. Tesha possesses both an infectious charisma, and an iron-clad will. She is also highly agile and balanced, often relying on acrobatic and flexible maneuvers in combat. She has no particular sense of adventure or curiosity, except where her duties lie.

Strength: Tesha's strength and fortitude is notable, but not exceptional. Instead, she believes that true power comes from inner strength and serenity. She claims that her ability to shatter wood and stone with her bare hands comes not from brawn, but from an inner strength and harmony that anyone can learn.

Wisdom: Possibly her weakest trait, Tesha has little use for sagely knowledge. She does possess acute senses and perceptions, and has a keen mind for political skullduggery, but she's generally content to leave the thinking to the sages. She's learned one particularly useful spell out of necessity, but has no strong desire to learn more.

--- EQUIPMENT ---

Weapon Style: Unarmed. Tasha is a master of hand-to-hand martial arts. She has been known to shatter wood and stone with her bare hands, and send people twice her size crashing to the ground. She spends much of her free time teaching others these skills, to better defend themselves from criminals.

Armor: Her clothing is finely crafted and suitable for both travel and court proceedings, but it offers minimal protection. It's no more tough or durable than an ordinary adventurer's tunic, and primarily serves as a uniform.

--- SPECIAL GEAR ---

Spell of Disguising: This potent magic enables the caster to assume nearly any shape or form she wishes, shrouding her from the eyes of others. This spell affects all the senses, and can be used to duplicate the appearance and voice of another person flawlessly. Acting and quick thinking is still be required to maintain the ruse in the presence of others, and the illusion is largely cosmetic, and will vanish if the caster suffers even light damage.

Messenger Bag: Made of a durable material and emblazoned with a potent magical emblems, this messenger's bag is used to transport letters between Princes Zelda and her many correspondents. The bag is heavily locked and sealed, and cannot be opened or damaged without powerful magic. Anything placed within it cannot be detected through magic or divination of any sort. It bears the royal crest of Hyrule.

Lunaknight 08-22-2007 02:51 PM

I'd be interested and I need to start RPing again. Leave a spot open for me.

Mechanisto 08-22-2007 03:06 PM

I shall need to hear your character idea before I reserve a seat, good sir. :)

If you have an idea that might be wierd or controversial somehow, send me a PM with a brief description and I'll let you know if there is any chance it'll fly. That way you won't have to write up two pages only to have me say "Mmm... no."

NMR 08-22-2007 04:09 PM

My Character
 
Alrighty, posting my character.

---Character---

Name: Ashton (24, male)

Tribe: Hylian

Profession: Professional Swordsman

Deity: Farore

Magical Style: Enchantment, Lighting based
--Essentially, I use my magic for enchanting things, like weapons and items. Also, I can control lighting fairly well.

Backstory: At a young age, I discovered my natural knack of swordsmanship. I also was preceded as fairly intelligent. Later on an old swordmaster discovered my talent for the sword and I became his pupil. He moved to a nearby house, so I could stay near my father and sister. My mother died at a young age. For nearly 10 years, I trained, picking up many skills, and techniques. As the old man grew dangerously ill, his last gift to me was his treasured sword, Augreaston. Within a year, I left to travel, and to hone my skill, occasionally returning back to visit. Currently I'm 24.

Note: My sister and father are alive. My father is an old man, yet healthy, and my sister is a competent archer. She's one of the villager hunters.

Next Note: My village's name is Rexistra

Description: Five foot three inches. Scraggly black hair. Worn pear of armor my sister made me. Blue Eyes. My sword, Augreaston, and its hilt attached to one of my two scabbards. New pair of Goron made boots.

---Statistics---

Power: Average, I'm not over the top, yet strong enough. I'd say about Link's strength

Courage: Very High, for obvious reasons. I'm built to be very fast.

Wisdom: Above Average, as I'm smart, but not a genius.

---Equipment---

Weapon Style: A sword, duh. My style revolves around fast attacks, and tricks to catch opponents generally off-guard. I have general difficulty against heavily armored foes though. Also I can use minor lighting for misc. things if I desire.

Special Gear:

---Augreaston: The sword my mentor gave me, It's a silvery blade made of similar materials used in the Master Sword. A bright Emerald shines in the middle of the hilt, signifying Farore's great blessing upon it. This allows me to unleash sonic blasts, though see-able, a short distance using some of my mana. The scabbard is made of blessed Deku-Wood, and adorned with an ancient, Hylian carving stating, "Farore's Wrath."

---Teleport: A simple, instant teleport spell that sends me farther depending on the amount of mana I use upon activating it.


DONE!!! Anything wrong, just say.

Bailey 08-22-2007 05:10 PM

I am very interested and would like a spot.

I am planning on making a human farmer who spends his nights in the goron dance hall and prefers to fight unarmed, but can use staff weapons such as rakes.

I will begin editing this post now.


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