Please use these as a reference guide to the RP, on the plot, the universe, and the gameplay. Any other questions not addressed, just PM Renewal.
For untold ages, the Realm of Light and the Realm of Darkness have been at peace, with the Realm of In-Between serving as a buffer between them and the few Keyblade Wielders maintaining balance as necessary. Yet time has proven deadly to the Realms: the colonization of the Realm of In-Between and the growing belief of a few Keyblade Wielders that there can only be Light or Darkness has sparked tension. Meanwhile, as Keyblade Wielders become increasingly common, war has become more and more violent. A single Keyblade Wielder can unleash powerful magic and devastating swordplay; an army of them is nigh unstoppable. The appearance of the Heartless has also heightened suspicion of the Darkness and of their intentions, further driving the cause for war in the Realm of Light
But there has finally been an event that shattered the balance. When a Keyblade Master of the Light fought with a Keyblade Master of the Darkness for the first time, a massive power was unleashed – later identified as the power of Kingdom Hearts. Thus, those who would see the dominance of the Light, those who would see the dominance of Darkness, and those who would use this clash to finally find and take Kingdom Hearts have all converged, igniting a massive universal war. Both the Council of Light and the Dark General prepare their forces for invasion, and even the Keyblade Wielders are unable to resist the draw of war. A great Keyblade War is about to rage…
Beyond the players, there are also many key NPCs; the GM will run these characters, who will all help drive the plot:
The Council of Light: Five leaders who rule the entirety of the Realm of Light. Although each councilor may have an individual opinion, all five have decided to support the war, and are now preparing the Seat of War for battle. None of them are Keyblade Wielders, but all have some magical ability. CLOSED Includes:
Kain Abelard - the most vocal of the Council against the Darkness, and a fierce warrior; although not very popular because of his violent nature, he is well-respected for his dedication
Maria Highwind - a close ally of Kain's; however, she opposes the Darkness on moral purposes, loathing its barbaric, militaristic structure
Leonard Shinra - the only neutral on the Council, although generally accepting of war; he rose to power as a businessman, not a warrior, and so will protect his interests as his first priority
Sarah Arland - the only member with true doubts about preparing for war; although staunchly anti-Dark, she is very pacifistic, and is against excessive application of force
Barda Ito - played by CRACKADACTYL!
Lady Shimomura: The most powerful Keyblade Master in the Realm of Light, the Keyblade Lord, and the general of the Council’s army. Although personally opposed to the war, she follows her duty to the Council and leads the forces of Light.
Master Xine: The Lord of the Land Departure, and the Head of the Keyblade Academy there. Unlike Lady Shimomura, and like his descendant Eraqus, he fervently believes in the absolute power of the Light, and thus actively discriminates against the students at the Academy from the Realm of Darkness.
Yen Sid II: The master of the Tower, and the second to bear the name Yen Sid, he is an extremely powerful sorcerer, but not a Keyblade Wielder. However, he fervently believes in peace, and works closely with the Gatekeeper to maintain peace.
The Gatekeeper: The enigmatic Lord of the Bridge of Worlds, and the Head of its Keyblade Academy. Although generally isolated from the politics of the Realms, he is a staunch supporter of peace, and so works closely with Yen Sid II. CLOSED
The Dark General: The ruler of the Realm of Darkness. In order to become the Dark General, the position must be taken by force; in a realm filled with ambitious beings, the reigning General is extremely talented at managing the politics of the realm. However, for all the General’s ability, he lacks a Keyblade, and thus desires a way to achieve its power, believing it to be the only way to ensure peace in the Realm of Darkness. CLOSED
Xehanort the Tenth: A highly ambitious commander, and Lord of the Meridian. He still serves under the General, but is always looking for a way to increase his power. As the Lord of the Meridian, he is the most important of the General's lieutenants. Surprisingly, he also has a young son, Dacid.
Note: this is the universe as it is at the time of this RPG, not the time of the games themselves. Any differences you see have been written as part of the setting of the plot.
The Realms are the first and most basic division of this universe. Imagine them as different planes or floors of a building, with free access to shift through them.
The Realm of Light: the realm most familiar to us; in the games, nearly all the action takes place in the Realm of Light. Here, all the Disney worlds are found, and nearly all the inhabitants of this realm are affiliated with Light.
The Realm of Darkness: the realm opposite the Realm of Light; it is naturally filled with Darkness, but there are worlds here as well. Most of the people of the Realm of Darkness are affiliated with Darkness.
The Realm of In-Between: a newly discovered realm, it is ‘between’ the Realm of Light and the Realm of Darkness. Here, Light and Darkness are balanced; however, there are only a handful of worlds here, most of them uninhabited.
The Realm of Nothingness: a completely unknown realm, its existence is only theorized. Should one visit it, it is believed that eventually one would fade away into nothingness, its own existence erased. However, it is very real, but the Realm of Nothingness is not normally accessible from the other three realms.
Note: there are dozens of worlds in this series, but to keep the RPG relatively on track, these are the worlds that will be featured prominently in the plot. Feel free to add more Disney, Final Fantasy, or original worlds; however, their description is up to you, and they must be either based on Disney or Final Fantasy or be completely original.
Kingdom Hearts: although a world, Kingdom Hearts is completely transcendent; no one knows where exactly it is, leading to much tension in the search for it.
In the Realm of Light:
The Seat of War: the capital world of the Realm of Light; the Council of Light rules this world and the rest of the Realm of Light from here. The world features the Council’s fortress stronghold and not much else, with wide grassy plains. Twisters are known to form spontaneously on the plains, making travel outside of the fortress difficult. Notable locations:
Fortress of Light - the Council's stronghold, protected by high walls and natural cliffs.
Wild Trench - A narrow canyon that winds through the cliffs surrounding the Fortress
Sunset Horizons - the wide open plains of the Seat of War, known for their gorgeous vistas at dawn and dusk
The Radiant Garden: although the Seat of War is the capital of the Realm of Light, the Radiant Garden is its most populous world. A central Bastion has begun undergoing construction, but the most prominent features of the world are the town of Hollow and the famous Gardens surrounding it. Notable locations:
Bastion Hill - the hill at the center of the Radiant Garden. Currently home to a great library, where ongoing construction is forming a new castle around it
Hollow - the main town of the Radiant Garden; here, a bustling network of trade and commerce has sprung up, making it a key location in the Realm of Light
Fountain Court - the central garden; many tiers of garden are built around the tall fountains of the Court
Bailey Keep - the newly-built walls around Hollow and Bastion Hill; its only access point is through the Bailey Gate, and as such is heavily defended
The Outer Gardens - a large ring of smaller garden outside the walls
The Great Maw - a wide, rocky canyon, just past the Outer Gardens; the area is still very uncivilized, prone to random monster attacks
The Garden of Assemblage - a hidden courtyard, deep within the Radiant Garden; it is said immense energies are contained here, waiting for warriors to try their skill and power against it
The Isles of Destiny: a beautiful island paradise, hidden from most of the Realm of Light. It serves as mainly a place of refuge for those seeking to escape the trials of the rest of the universe. Notable locations:
Sanctuary Island - the smallest of the Isles; uninhabited, although the islander do visit; famous for hosting the largest grove of paopu trees in the Isles. A hidden cave is rumored to be somewhere on the island, protecting a great secret, although it has never been reported.
Passion Island - the primary island in the Isles; the world's only town is located on Passion Island. Renowned for its beauty, it has become a sort of resort spot for off-world visitors
The Endless Sea - the endless sea of the world; none have ever reached its ends, hence the name. Ancient treasures are rumored to be hidden its depths, though none have ever returned from searching.
The Town: a small world, home to the characters of the classic Disney shorts (in the games, Mickey Mouse, Donald Duck, Goofy, etc. are all from here). While the inhabitants of the Town are prone to silliness, they are all fiercely dedicated to the Light: their world is the resting place of the Cornerstone of Light, a spherical object that channels the Light and protects the world. Should the Seat of War ever fall, the Town has been chosen in secret by the Council as their new capital. Notable locations:
Cornerstone Hill - the most prominent feature of the world, a small hill where the Cornerstone of Light rests, protecting the world
Steamboat River - a river that winds throughout the town, and the fastest method of travel; many steamboats compete for business from any river travelers
Disney's Workshop - the home and workshop of the legendary explorer and mage Walt; after his peaceful death of old age, his home was turned into a memorial, and a new neighborhood sprung up around it. Filled with crazy inventions and machines of Walt's own design.
Hasionar:by Fwee~ a relatively small-sized planet ruled by the monarchy. Located out of the edges of the Realm of Light, the Hassi are much more advanced than the other planets. A peaceful planet, hardly anyone ever trains to become a fighter, or ‘udurru’ as they call them. Most people are either scientists, farmers, builders, or cooks; although there are also artists, musicians, nearly one of every kind of job imaginable!
The people have rejected the use of munny and instead barter with each other to get what they need; a system that may have failed somewhere else, but worked wonderfully for the Hassi. The people themselves are a kind lot, each will help each other or outsiders in times of need. They never choose sides, never take part in wars; the only reason for the monarchy is so that the whole system doesn’t fall apart.
Once, Hasionar was a savage planet, every person killing the other for but a few grains of rice. Then, one man stood up to face the people; introducing to them a new, kinder way of life. At first, the people rejected this way of life, but they gradually accepted the mans ways. This man became known as Abador de Yvann, which meant Savior of the People.
The climate on Hasionar is fair, similar to that of Earths. The planet is about 60% water, and has both thick forests and wide plains. Natural disasters are unavoidable, but the people remain safe due to the high level of technology sensing the disasters before they happen. The planet is ecofriendly, and refuses to partake with any war.
Of course, this is all before Megan de Yyvnn's brother, Archedemi de Yyvnn- Warrior of the People- took the throne.
Once Archedemi took the throne, all order of any sort crumbled as he immediately demanded that 3/4ths of all harvest be given to him. This sparked a revolt in the people, and everything just crumbled to pieces afterwards. Hasionar is currently a wasteland, resorting back to the time before Abador.
In the Realm of In-Between:
The Tower: the first world inhabited in the Realm of In-Between, it was discovered by a daring explorer and magician from the Town named Walt. He built the Tower as a place of study and sorcery; after his death, it passed to his relatives, the House of Yen Sid, who opened it to the Realms as a school of magic. Notable locations:
The Mysterious Tower - the only building on this world; it functions as Yen Sid's home, and a minor school of magic
Leap of Faith - a vast drop off the edge of the world; however, anyone with good intentions will instead step onto a magical train to Twilight Town, while the wicked fall to their deaths
The Frozen Mists - the cold underside of the Tower; its extreme cold and magical aura make it an excellent test of one's skills
Twilight Town: a world discovered by the magicians of the Tower, it is located precisely in the middle between the Realm of Darkness and the Realm of Light. With this ideal location, it is being built by inhabitants of both Realms working together, in the hope of fostering peace between the two sides. Notable locations:
Station Plaza - the first area constructed by the people of Twilight Town, a rudimentary train station. Its grand Clocktower, although still under construction as well, is already the tallest building on the world. The train from the Tower's Leap of Faith leads here, built to connect the worlds.
The Ancient Forest - the wild forest of tall trees on the world, it surrounds the hills Twilight Town is being constructed on
The Land of Departure: a hilly world, and the academy for all Keyblade Wielders, from both realms. Here they train together, learning how to fight as well as their duties to both realms. However, the Land of Departure was discovered by Wielders from the Light, and is located closer to the Realm of Light than to that of Darkness. This discrepancy has become another reason for the tensions between the Wielders of the two Realms. Notable locations:
The Academy - the main building of the Land of Departure; all new Keybearers train here and on its grounds; its Throne Room serves as a meeting place for the experienced Keyblade Masters
The Dormitories - smaller towers built on hills surrounding the Academy; every Keybearer has a room in one of the Dormitories, although residence there is not mandatory
The Watchtower - the tower on the tallest hill, it serves as an observatory, both for enemies and for stargazing
The Valley of Trials - the deepest valley of the Land of Departure, cloaked by mists; students often go there to test their strength against the trials within
In the Realm of Darkness:
Meridian: the forward military base of the Realm of Darkness, it is on the very margin of the Realm, very near the Realm of In-Between. It is a foreboding world, with a tall citadel overlooking a beach and nearly-endless sea, with the rest of its land barren and rocky. Notable locations:
The Empty Gaze - the beach of Meridian, it overlooks the Dark Sea, which eventually extends somewhere into the Realm of Light, joining the Realms; however, travel over the Dark Sea is nearly impossible
The Margin of Error - the fortress of Meridian, home to many troops, and Xehanort's headquarters. Both Xehanort and his son David live here.
The Citadel: Because of the ambitious and aggressive natures of most of the inhabitants of Darkness, many gathered together on this one world, and established it as the capital of the Realm of Darkness. Here, the Dark General oversees the forces of Darkness, and most people of the Realm of Darkness live here. Notable locations:
The Dark Fortress - a counterpart to the Fortress of Light in the Seat of War, it is the home of the Dark General, and overlooks the rest of the Citadel
The Parade Ground - a wide open space between the Dark Fortress, and the Inner Walls surrounding it; it can either serve as a buffer against invading enemies, or hold the people of the city as a refugee camp
The City of Dreams - the largest population center in the Realm of Darkness, and possibly the entire universe. Nearly all inhabitants of the Realm of Darkness live in this city.
The Outer Wall - the great Outer Wall of the Citadel; nigh impregnable, the people of the Citadel live in peace behind its protection
The Bridge of Worlds: Following growing tensions with both the Dark General and the Council of Light, as well as the increasing unfairness in the Land of Departure, Keyblade Wielders from both realms gathered to an uninhabited world in the Realm of Darkness, and formed a new academy there. Later, the Keyblade Masters at this academy combined their power, and opened a permanent corridor connecting to a world in the Realm of Light. With a secondary school built at that world, the Masters of the Bridge hope to use it foster greater understanding between the Light and Dark; however, both sides merely see it as a strategic access point into the territory of the other realm. Notable locations:
Simple Station - the academy on the Bridge of Worlds, it is structured much the same as the Land of Departure's Academy, although its Dormitories are attached to the main building
The Portal - the bridge connecting the Realms, a massive portaal leading to Betwixt and Between; it is guarded night and day, to ensure it is not misused.
Betwixt and Between - the void created by the Portal; a vast empty space, leading to the second Portal
Clean Station - the second academy of the Bridge of World, and actually in the Realm of Light; the Gatekeeper's rooms are here, although he rarely stays
Hidden Depths - a deep cave in the underground of the Bridge of Worlds, which opens into a wide open arena; a legendary power is said to have fled here long ago
Every person in this universe is born with a Heart, a Soul, and a Body, regardless of if they were born in the Realm of Darkness or the Realm of Light. However, mysterious events have begun creating strange monstrosities; thus, those people who remain whole are now called Somebodies. As the natural inhabitants of the Realms, only they can wield Keyblades.
Strange forces have arisen in the Realm of Darkness, monsters that consume other beings’ Hearts to further their power; however, they are mindless, only seeking the acquisition of more Hearts. This endless desire has led some to infer that they are lacking a Heart, and so they were named the Heartless by both realms. However, further study has shown that they are merely just disembodied Hearts, utterly consumed by Darkness, and now seek to consume other Hearts and so propagate themselves: Hearts taken by the Heartless also become Heartless.
The Heart is the essence of a person, granting emotions and personality. Thus, when a Heart is stolen, the Body and Soul left behind simply wither away and die, with no drive left. However, those rare few with strong Hearts can, through sheer willpower, continue their existence, coexisting with their Heartless. However, without a Heart, their life is empty of emotion and so meaning, and their bodies degrade into twisted mockeries of Somebodies. These empty shells, something so clearly alien to Somebodies, became known as Nobodies. However, as Nobodies become increasingly common, the most powerful ones seem to retain their drive, and nearly remain identical to their former appearance as Somebodies; indeed, some have become even more powerful because of the loss of their Heart. Lacking Hearts, they now desire above all else to find their Heart and become Somebodies once more – no matter the cost.
However, as war has begun to break out between the Realms, even stranger creatures have appeared: the Reversed. People in the Realm of Light are born with Hearts filled with Light, and those from the Realm of Darkness with Hearts full of Darkness. Yet people have begun disappearing, only to reappear later completely changed, the alignment of their Hearts reversed, completely twisting them. As the very antithesis of what it means to be an inhabitant of their home Realm, yet still alien to the other, the Reversed by nature seek to corrupt and destroy. Their powers tap into the negative emotions of people and strengthen them, creating bizarre creatures. Unlike the Reversed, who are more or less accustomed to their twisted nature, the creatures spawned by the Reversed are not accustomed to this twisted existence: they are those Unversed in their own existence.
As the War begins to spread, the people of the various realms have begun aligning themselves according to their beliefs.
The Light: They believe in the supremacy of the Light to some degree, and so will fight fervently for it. They are led by the Council of Light, Lady Shimomura, and Master Xine.
The Dark: They believe in the power of Darkness, or are at least repulsed by the growing aggression of the Light. At the very least, they all oppose the Light. They all fall under the supreme leadership of the Dark General.
Peacekeepers: They seek to reestablish the peace and balance between the worlds, and are trying to foster understanding between the realms. Their most prominent members are Yen Sid II and the Gatekeeper.
Neutral: They simply wish to remain at their worlds, keeping themselves out of the war. However, in keeping themselves separate from the war, they are most acutely aware of the growing threat of the Reversed. The neutrals are all on their own, with no distinct leader as of yet. All Nobodies are also technically neutral, as their only goal is to reclaim their hearts.
The Reversed: A complete enigma to the rest of the universe. Each Reversed works alone in spreading chaos and destruction, yet overall, as noticed by many neutrals, they seem to be working toward the common goal of forcing the Light and Dark to clash. The Reversed have no immediate goal besides causing as much destruction as possible and encouraging the war. Each Reversed works alone for now, and so they have no leader.
All players will be Keyblade Wielders (from either realm), Nobodies, or Reversed. Heartless and Unversed exist only as mindless enemies. You can choose to explore worlds and have your own adventures, or directly involve yourself with the war.
All characters can travel through Corridors, portals linking worlds together, and through the Bridge of Worlds. Keyblade Wielders and Reversed travel through Corridors of their affiliation, while Nobodies, as victims of the Heartless, can travel only through Corridors of Darkness. There is no functional difference between them.
Characters derive their strength from levels; they gain abilities on level up. Every five significant IC post will grant one level; multiple posts of only a sentence or two, or lots of OOC posts will not count. Levels exist mainly for PvP purposes and for boss fights; the GM will determine who wins based on a combination of level and quality of roleplay. For instance, if you fight a higher level enemy, but write out a brilliant and clear strategy that exploits their weaknesses and could plausibly hand you the victory, the GM will probably give you the win. Against common enemies (weak Heartless or Unversed, general NPCs), levels are irrelevant; unless the GM explicitly says you cannot win, or if you’re aiming for dramatic tension, you’ll probably win.
Bosses are the key enemies in this RP. They'll be stronger, tougher, and more powerful than any other enemies you'll encounter in the game, with special abilities. As such, they'll be explicitly marked off before the fight begins, with a stated level. Level is a rough estimate of their power; compare it to your character's level to see if you're prepared for the fight. Most bosses you'll have a chance to back away from, and fight another time.
However, some bosses are fought as part of the storyline. All players in the vicinity of the boss will be pulled into battle, hopefully evening out any discrepancies in level with sheer numbers.
Every characters has access to basic abilities: normal attacks, and the basic spells Fire, Thunder, Blizzard, and Cure. You can go through the RP without anything else. However, every even level up (e.g. on level 2, 4, 6, etc.), you can choose a new ability from this list, based on your level. You can take from any list that is equal to your level or lower.
Note: as a general rule of thumb, while higher level abilities are more powerful, they are slower than earlier level abilities. For example, a Fire spell in PvP will always be launched before a Firaga spell.
Fire (launch a small fireball at foes)
Thunder (drop a weak lightning bolt above foes)
Blizzard (launch a ball of ice and freezing energy at foes)
Cure (heal a small amount of health for one ally)
Libra (a scanning spell, revealing a boss's abilities and HP: a rough estimate of how many posts it will take to defeat)
Block (a powerful defensive block, that resists almost anything)
Strike Raid (throw weapon to strike enemy, then returns to wielder)
Sliding Dash (quickly dash up to enemy and through their normal guard)
Magnet (draw enemies in)
Aero (generate a weak gust to blow enemies away)
Water (summon a weak blast of water)
Counter (requires Block; after using a successful Block, unleash a powerful counterattack)
Air Slide (dash forward in mid-air after a jump)
Aerial Recovery (if thrown into the air, instantly recover for a quick counter)
Synch Blade (manifest a second Keyblade through the strength of your Heart; Somebodies only)
Elemental Strike (a powerful physical attack, combined with fire, ice, or lightning magic)
Elemental Raid (throw weapon, encased in fire, ice, or lightning magic)
Blitz (three powerful overhand strikes, stunning the enemy)
Aerial Slam (powerful underhand strike; sends weaker enemies flying upwards for follow-up attacks)
Thorn (a ranged attack of Nothingness; Nobodies only)
Fira (a stronger Fire spell)
Blizzara (a stronger Blizzard spell)
Thundara (a stronger Thunder spell)
Cura (a stronger Cure spell)
Heal (heal many targets at once)
Barrier (generate powerful magic barrier, temporarily protecting self from all directions)
Magnera (a stronger Magnet spell)
Aerora (a stronger Aero spell)
Watera (a stronger Water spell)
Stop (freeze enemy’s motion for a short time, allowing a small opening)
Zero Gravity (reverse gravity for a short time for nearby enemies, making them float)
Demi (dark orb of harmful energy, that takes 20% of an enemy's health; slow and inaccurate)
Drain (deal light magical damage and absorb it as health)
Aerial Dodge (avoid next attack if in mid-air; cannot be chained with multiple Aerial Dodges)
Limit Break (if severely injured, unleash a massive combo of attacks; however, being struck in use leads to instant defeat)
Sonic Blade (dash forward in a charging attack; if the first succeeds, follow up with three more dashes)
Elemental Surge (dash forward, surrounded by fire, ice, or lightning magic; all surrounding enemies get hit by a weak blast of magic)
Firaga (an even stronger Fire spell)
Blizzaga (an even stronger Blizzard spell)
Thundaga (an even stronger Thunder spell)
Healara (a stronger Heal spell)
Stopra (a longer lasting Stop spell)
Zero Gravira (a longer lasting Zero Gravity spell)
Drainra (a stronger Drain spell)
Pearl (a single blast of Light magic; Light affiliation only)
Dark Firaga (a single blast of Dark magic; Dark affiliation only)
Glide (glide through the air for a while; slowly sinks over time)
Ars Arcanum (ultimate Keyblade combo, with thirteen unblockable slashes of light; however, delayed start: if interrupted beforehand, user stunned; Light affiliation only)
Ars Solum (ultimate Keyblade combo, with nine unblockable slashes of darkness; however, delayed start: if interrupted beforehand, user stunned; Dark affiliation only)
Zantetsuken (a single strike with your weapon, for massive damage; however, very long delay)
Void (a Demi spell improved with Nothingness, taking 50% of an enemy's health; however, even slower and more inaccurate; Nobodies only)
Curaga (the strongest Cure spell, fully healing user)
Aeroga (an even stronger Aero spell)
Magnega (an even stronger Magnet spell)
Waterga (an even stronger Water spell)
Healaga (an even stronger Heal spell)
Stopga (an even longer lasting Stop spell)
Zero Graviga (an even longer lasting Zero Gravity spell)
Superglide (glide even faster through the air; slowly sinks over time)
Final Limit (a stronger Limit Break)
Time Splicer (inflict Stopga on all nearby enemies, before teleporting behind enemies in turn and slashing at them; if Stopga fails, user very vulnerable to counterattack)
Ragnarok (long delay, gathering energy; unleashes many light blasts that individually track enemies; Light affiliation only)
Apocalypse (long delay, gathering energy; unleashes many dark blasts that individually track enemies; Dark affiliation only)
Trinity Limit (must be used with one or two other partners with Trinity Limit; combine energy into a massive beam of power)
Full Heal (the strongest Heal spell, fully healing all nearby allies)
Triple Firaga (fire three Firaga spells at once)
Triple Blizzaga (fire three Blizzaga spells at once)
Triple Thundaga (fire three Thundaga spells at once)
Transcendence (the ultimate Magnet and Zero Gravity spell; draw in one enemy with crushing magnetic force, before harshly reversing gravity to send them flying far away)
Drainga (an even stronger Drain spell)
Cosmic Blade (powerful dashing attack cloaked in light; if successful, teleport behind enemies for up to five more dashes; Light affiliation only)
Chaos Blade (powerful dashing attack cloaked in darkness; if successful, teleport behind enemies for up to five more dashes; Dark affiliation only)
Holy (long delay to charge; unleash many columns of light, sending them in all directions; heals user; Light affiliation only)
Meteor (long delay to charge; call upon destructive meteor directly above enemy; Dark affiliation only)
Flare (the ultimate Fire spell; a massive fire ball that strikes all enemies; long recharge time between uses)
Judgment (the ultimate Thunder spell; a massive thunderbolt that strikes a single enemy for massive damage and stunning them; long recharge time between uses)
Glacier (the ultimate Blizzard spell; freeze all nearby enemies, before sending them flying away; long recharge time between uses)
Tornado (the ultimate Aero spell; unleash a powerful tornado that gathers up enemies and sends them flying away; long recharge time between uses)
Tsunami (the ultimate Water spell; unleash a massive wave of water to flood the battlefield and wash enemies away; long recharge time between uses)
Quake (unleash powerful earthquake, striking all enemies and stunning them; long recharge time between uses)
Rend (the ultimate Drain spell; tear apart enemies with Nothingness and absorb their energy; Nobodies only)
Firagun (rain Flares down on the battlefield; one use per battle)
Thundagun (unleash many Judgments at once; one use per battle)
Blizzagun (activate many Glaciers on multiple targets; one use per battle)
Phoenix (long charge time; resurrect a recently killed ally; Light affiliation only; one use per battle)
Warp (long charge time; banish a single enemy to the Realm of Nothingness, but very inaccurate; Dark affiliation only; one use per battle)
Ultima (very long charge time; unleash a massive sphere of power, which explodes with blinding power, striking all enemies for massive damage; one use per battle)
Upon even level ups, please PM Renewal the ability you want added.
The Keyblade Order has been thrown into great distress, already splintering from the Gatekeeper’s secession. Lord Nomura, reigning Keyblade Lord and respected Keyblade Master, has been slain by a roué Keyblade Master, affiliated with Darkness. Although a new Keyblade Lord has been chosen, Lady Shimomura, the situation remains tense between Keyblade Wielder from the Light and Dark.
Meanwhile, the inhabitants of both realms, long suspicious of each other, have been driven to new heights of passion; war seems inevitable. Although Lady Shimomura and the Keybearers still strive to maintain peace, the growing division between the worlds becomes more evident. Now, both sides prepare for war…
At the Seat of War
The Seat of War: a great fortress rising from the landscape of its world, protected naturally on three sides by high cliffs, unconquered in war for centuries--and the fitting home of the Council of Light. The Realm of Light had not seen true war for decades, and succeeding generations of Councils had slowly brought peace to all the worlds they could reach. Yet now, things were changing...
* * *
Lady Shimomura stood at the center of the Council Chamber at the heart of the great Fortress of Light, before the five Councilors themselves. "Why have you summoned me?"
The Councilor at the far right, Councilor Highwind, looked at her gravely. "You are the reigning Keyblade Lord, are you not? Lord Nomura’s death has left the Realm of Light vulnerable. We do not trust the current Dark General, and we must take the proper precautions to stop him… by force if necessary.”
Lady Shimomura merely gave the Councilors a hard look. “The Keyblade Order is in complete disorder because of my predecessor’s death. Many Wielders from the Realm of Darkness are angered by your policies, Councilors; the Gatekeeper’s secession is proof enough.”
Councilor Abelard, on the far left this time, merely shook his head. “The Gatekeeper is not our concern; the antics of your Wielders are irrelevant. We need to protect ourselves, and it is the Keyblade Lord’s duty to protect the Realm of Light.”
She glared at the five. “It is my duty to protect both the realms; you have the Warrior of Light and the Onion Knight to lead your forces.”
The one in the center, the famous Barda, grimaced. “The Warrior has gone missing; his disappearance, along with Nomura’s death, show that someone is targeting our forces. We’ve lost entire platoons of troops, even a squad of our best mages to those dark Heartless. The General will invade; it’s only a matter of time. He seeks to destroy the balance; we seek to… defend it. The Onion Knight is still too young. Are you with us?”
Lady Shimomura sighed. “Fine. I’ll lead your armies, if and only if I have to.” She gave one last look around the chamber. “But first, I have an end-of-term exam to get to. My Keybearers are still my first priority, understand?”
OOC: Expository opening, check. And the RP starts! All Keyblade Wielders start at the Land of Departure, preparing for the end of term, while Neutrals start at their homeworlds. Good luck, and let the fun begin!
Last edited by Renewal; 25th December 2010 at 11:13 PM.
Eliot sits in his dorm, studying his texts diligently. While he tried to keep being from the darkness a little under wraps, he still sought to prove that even a being from the Realm of Darkness can be a good student. Finishing a textbook, he climbs the ladder and puts it on top of the stack of books he's read. "That looks like enough." He says, climbing down and looking at the stack. "Any more and I'll have to- whoah!" He says, as he trips, knocking over the eight-foot pile. "Blizzard!" He yells, creating a pile of soft snow beneath him, as the books crash to the ground.
Brenton clears away his books from his floor. He finished studying and with his extra time he figured might as well practice his swordplay. He cleared a space about 5 feet by 5 feet (best he could do with such a limited amount of space). Brenton summons his keyblade Opposites Attract. He begins slicing the air, up and down, side to side, pretending he was fighting a heartless or some other kind of monster.
The more he swung around the more reckless he got until he swung and sliced a lamp right in half. "Whoa!" He said while dismissing his keyblade. He grabbed both parts of the broken lamp and put them on the table they were on before.
Hearing the ruckus, Eliot goes over to Breton. "Mind keeping it down? Or do you wanna spar?" He asks, summoning his own keyblade: A pin-tumbler lock one, with a three and a half foot long, cadet blue, single edged, notched blade, with a maroon hilt.
OOC: By pin tumbler lock, I mean that, like Fenrir, it resembles modern day keys more.
Last edited by Heroic Sociopath; 21st November 2010 at 01:56 AM.
"Uhhh... 1 second." Brenton said as he was trying to keep the lamp together. He casts a very weak blizzard spell to freeze the 2 pieces together. He walks over to Eliot and says, "Yeah sure, Im a little rusty right now, I could use some real practice that isn't a lamp." He looks over to his small make-shift practice area, "Might be better if we go somewhere else though. I need to get away from these books, I'm starting to go nuts." Brenton summons his keyblade again silently comparing his to Eliot's.
OOC: Do you want our characters to be friends already? I don't think it will effect our posts either way.
OOC: Sure. Can you do me a favor and describe Brenton's Keyblade? I just think it'd be cool.
"Alright, bring it on!" Eliot says, having walked to the arena the arena, taking his fighting stance, his heavy blue flame shaped key chain dangling from it's silver chain and balancing his weapon as he holds his large Keyblade in one hand. He jumps into the air, summons a wheel of blue fire from his foot, then kicks it towards Brenton, which propels him into the wall. From there, he pushes off, following his spell and firing himself at Brenton.
OOC: Yeah, but I figured maybe some people might not. I suck at KH, I didn't see it 'til I saw it on the wiki.
Eliot gets hit, and careens into the wall. "Snowblind!" He says, quickly recovering, and summons a snowstorm of blue and black snow, camouflaging himself. He circles Brenton and tries to attack him from behind with his own form of thunder, an electric punch administered with his off hand.
Last edited by Heroic Sociopath; 21st November 2010 at 02:44 PM.
Tailisu was in his room, he was waiting for the end-of-term exam. He was wondering on what he would do once he leaves the land of departure, would he return home or would he explore the other worlds that he had heard of? He briefly shook his head and decided to rest a bit in his bed.
OOC: Sorry for the wait, I'm been sick for a while now, and I'm finally feeling good enough to write a quality post.
"Of course," said Barda in a calm tone, "The children come first, the council will understand that," he paused for a bit, "But I hope you know that we will need to be prepared, let's not ignore my friend Nomura's Death, and instead use it as a sign that we need to gather forces and prepare to counterattack. You are to make that your second priority after your keybearers."
Lloyd looked out into the distorted sky's distorted sunset, whilst he was on the Isles of Destiny. Just the sight of the sunset made him clutch his keyblade tighter. He put his hood on, then walked into the cave he trained in with his teacher.
Last edited by Angad; 21st November 2010 at 05:49 PM.
OOC: Sorry for the wait; wasn't exactly sure how to put my characters in.
IC: A girl with an athletic build was sparring with a training dummy, her sapphire eyes sparkling with merriment. She dodged a blow towards her stomach and jabbed up under where the armpit would be, following with a horizontal slice to the head. The head flew off, spinning comically in the air and landing a couple of feet away. Straightening up, Alase let out a laugh, her darkened pigtails flying as she shook her head. She let out a triumphant cry and rose her keyblade up towards the sky, her silver keyblade shining. The handle was spiked on either side, a smiley face stenciled on, while the blade itself was silver and twisted forward and back at the end.
Alase smiled and lowered her arm, the keyblade disappearing in a burst of silver puffs of light. Smiling brightly, she skipped off towards the dormitories, waving to all she passed by. Humming cheerfully to herself, Alase thought over battle strategies, not too terribly concerned with the end of term.
Meanwhile, sitting in a quiet corner of the library at the Land of Deperature, a young girl poured over books; attempting to learn as much as possible on how to use magic. The girl tucked a lock of golden hair behind a pointed ear, her silvery eyes flicking back and forth. Her thin-lipped mouth was pursed in concentration, a look not unusual on her face. The young princess sighed and closed her book, slightly annoyed.
Megan de Yyvnn looked out a nearby window, her eyes twinkling with determination. Standing up, she smoothed out her poofy shirt and strode out of the library purposefully, ignoring everyone she passed by. Most of those who passed her ignored her as well, not knowing her. Megan had just recently come here, and wasn't too terribly interested in fighting with her keyblade either. The main reason she was there was because there was a library where she could learn of all sorts of things. Glancing up at the sky, she strode towards her dorm.
OOC: Alase's Keyblade is based upon the Two Become One keyblade, just for reference 'n stuff.