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    Lizard Librarian FedoraChar's Avatar
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    Kingdom Hearts: Unwritten [ SU and Discussion ]







    In ancient times, no such buffers kept the larger World divided; there were no walls of light enclosing each smaller world the way they do today. Nothing prevented one from physically interfering with the next.

    At that time, the World was filled with light, and a great many Keyblade wielders. But without buffers, the worlds began to squabble over ownership of the light. You see, they learned of the Keyblade’s true use. War broke out as each of the Keyblade wielders struggled to lay claim to an almighty entity known as Kingdom Hearts.

    Kingdom Hearts could be described as an aggregate of hearts. Worlds, too, have hearts, just like people; each world’s heart is concealed from sight, beyond a hidden door. By gathering all the hearts of all the worlds in a single place, one may complete Kingdom Hearts.

    -Xehanort’s Report 3

    The course of history has greatly shown that with great power comes great corruption. Greatness springs from the heart that bears that burden with humility, yet darkness is born from the weaknesses of men who fall into temptation’s path. Such was the case of the legendary Keyblade Wielders. At one time, they were as common in the wide World as the stars in the sky, each chosen by the strength of their heart or by inheritance from a true master. They were given the keys to wondrous powers of peace… or destruction. For a time, the light of the World was protected by the wielders, but soon darkness was born in the hearts of greedy men. With all their power, the key bearers could not stop its spread, and some became corrupted themselves. After all, they, too, were only human.

    A great and terrible war erupted, devastating the World of Worlds. Those who remained loyal to the light clashed against they who had accepted the darkness, yet either side was giving in to the thirst of power. Equally matched, no victories were made. The only thing the Keyblade War achieved was the separation of worlds, and the near-destruction of the bearers themselves. Eventually the War was brought to an end, and its account slowly faded from the pages of history. With their numbers diminished, the Keyblade wielders chose to fade into the background. Much knowledge of their own potential had been lost, yet what was remembered was silently and secretively passed from one generation to the next.

    Within time, the numbers of the Chosen began to steadily rise once again, but there was a shortage of Masters available to teach the new wielders. Realizing this new dilemma, a group of veterans decided to come together and create a place to foster learning and growth, a place where it would be easier to teach large groups of hopefuls. Together, they searched the stars for a place they could give their vision a home, and found it in a world covered in vast forests. It seemed uninhabited by intelligent life-forms, the perfect place to keep their work secret.

    The Masters dubbed the world Everlastia, in hopes that the ways of the keyblade would ever endure there, then set to work building the Keyblade Guild. Not long after they laid the foundation did remarkable things occur. A peculiar tree with leaves of white and bark of silver sprouted at the heart of the Guild. At night, its boughs were alive with light, which the founding Masters took as a good omen for their future. From then on, it was called the Tree of Blessings, and it was shown to reflect the spirit of the people who resided there. Yet this world did not cease to amaze its new occupants. The other trees surrounding the Guild grew massively large, but when made into paper and bound into a book, a special magic was born. Any who read an Everlastian book could be literally whisked away to another world. The founding Masters saw much potential with these books, ways to aide them in the continuing battle against the darkness.

    After becoming firmly established, the Masters’ vision became a reality. New keyblade bearers were recruited by Seekers venturing through the books to other worlds. These students were given training on a general level, then paired with a Master for personal instruction. Once they were proficient enough, the students were allowed to use the books to travel to other worlds to fulfill what the Founders thought was the best way to combat the darkness: find and seal the worlds’ keyholes. When the time would come, the student would be examined for the Mark of Mastery; should they pass, they would become a full-fledged Master, and have the choice to stay and train others, or leave to fight the darkness on their own initiative.

    The Keyblade Guild thrived for several decades, even after the Founding Masters passed away. The torch of the Keyblade Wielder was passed from one generation to the next, with knowledge growing and their light growing stronger. Yet all could not remain peaceful, as the hunt for more knowledge and power continued. Light casts shadows, and darkness found a way into the hearts of few. As the one hundred year anniversary of the Guild’s founding approached, a great division occurred within its halls as a handful of Masters began to question the old ways. So much was still unanswered, forgotten in the tides of the great Keyblade War. Was it truly their calling to fight the unending darkness? Surely, there had to be more to the Keyblade then that. With such questions in their minds, these Masters began to believe that there was no real way to eradicate the forces of darkness. Some thought that it could only be kept at bay, and that the best way to do that was to somehow control it. The Elders and those undeniably allied to the light flat-out refused these notions, and banished the dark wielders from the Guild.

    Despite their departure, seeds of corruption have already been sown. The apprentices of the dark wielders secretly continue to practice what they had been taught under the noses of the Elders, and rebellion is growing in their hearts. Doubt and distrust are quickly spreading as darkness begins to thrive within the Guild. The Elders and Masters are finding their hands full these days as they discover that a new threat is endangering the order of the worlds: creatures of the shadows known as Heartless. They have started appearing in other worlds, threatening the lives of the peaceful natives, and it seems that the Keyblade is the only way to defeat them. Though problems are starting to grow within the Guild itself, the Elders are sending Masters—and even Apprentices and Recruits—to other worlds to investigate this disturbing outbreak of monsters.

    Yet on the home front, things will never be the same. For so long, the keyblade bearers were fighting the darkness in the outside world, but they never expected the darkness to be spreading within their own. The time is quickly approaching when the bearers will be force to pick a side. Will you fight for the light? Or will you join in the pursuit of power?

    Note: In regards to the Kingdom Hearts timeline, this RP occurs after the events of Birth by Sleep—but before Sora’s first great adventure, and after the fall of Radiant Garden.

    The Keyblade Guild
    Faces and Places


    The Guild is built like a series of mini castles, crafted from white marble. Circles represent towers (except for the Tree of Blessings, of course), and the left and right side of the Guild are surrounded by forest. To the north lies the Training fields, and to the South is the Journey River—which can only be crossed at the main bridge leading into the Great Hall. Down that river one can find the quiet village known as River Town, where some of the world’s non-wielder citizens live.

    The Great Hall: This is the main entrance to the Guild, just across from a bridge that spans over the Journey River. Here, one finds the ballroom and the throne-like Council Room where the Elders often work. On either wing of the Great Hall building are classrooms where both Apprentices and Recruits alike are taught. Unlike modern classrooms, these studios are wide and roomy, used for both lectures and fencing practices. Here, too, one may find the Healer’s Wing.

    The Library: Across the courtyard directly behind the Great Hall is the massive Library. Two stories tall, the entire building is dedicated to the books leading to other worlds. Most of its halls remain empty, still waiting for books to be crafted to fill their shelves. Currently, both floors in the middle section are full, while the west wing houses some non-magical books for the enjoyment of students. The Library’s solitary tower is strictly off-limits to students, being the private housing for the Elders.

    Mess Hall: Here one can find the cafeteria, food stores, kitchens, and so on. It’s one of the newer buildings in the Guild, and lacks the castle-like design of the other buildings.

    Armory: Sitting before the field students call “the Arena”, the Armory is run by—you guessed it—the Moogles. Here, weapons, armor, and such are forged for wielders young and old. The Arena is a field where students can practice sparring, though most often it is used for rivalry challenges. Other fields are cleared around the Armory, used for instructions and obstacle courses.

    Dorms and the Apprentice Halls: These buildings are the housing for the students, and look quite cathedral-like in architecture. New recruits who have yet to gain an apprenticeship reside in the dorms, while apprentices live in the halls. Rooms are assigned three students apiece. Masters who stay within the Guild live within the towers, getting much more private rooms.



    Rankings:

    Within the Guild, wielders are separated into several different groups. New students are given the rank of a Recruit, and after becoming apprenticed to a Master they can achieve several other titles: Supporter, Locker, Seeker, Master, Keeper, or Bookbinder. The highest group is the Elders, who are basically the main staff of the Guild.

    --Recruit: The entry level. Students in this category have just been discovered by a Seeker, and are new to the ways of the Keyblade. Here, they receive education on their newfound abilities and other matters surrounding the Keyblade in a formal classroom setting. Those not experienced in swordplay are given basic training in that area.

    --Apprentice: The second level. Students in this rank have been apprenticed to a Master (who must formally ask the Elders permission to train this student), and are expected to learn how to apply their new knowledge. The Master personalizes the next level of teaching to his or her pupil, so that their inner abilities may be discovered or unlocked. After being through enough training, the pupil can go to other worlds to assist in locking the keyholes or seeking new recruits.

    --Seeker: Apprentice or Master task. Seekers, well, seek. They are sent out to search out the worlds when a new Keyblade bearer is detected by the Elders. After finding them, they are responsible for bringing the new bearer back to the Guild. Most often newly fledged Masters who have yet to take on an apprentice are given this task, though some of the oldest, most experienced Apprentices can be picked as well.

    --Master: Highest level granted by the Guild. After being examined for the Mark of Mastery by the Elders (and hopefully succeeding), these wielders get the fancy title of Master. They have been taught everything the Guild can offer about the ways of the Keyblade, and are thus able to act on their own initiative—so long as they don’t interfere with the Guild’s order. They may take on their own apprentice (they can have several at a time), or pass the key to someone they find worthy. Now and again, they might be given assignments from the Elders of the Guild to lock keyholes, seek new students, or investigate problems with darkness. A group of Masters known as Keepers stay to defend the Guild from harm, or take care of its land, or work within the Library.

    --Elder: One of the leaders of the Guild. The Elders make up a council of seven who dictate and manage the many aspects of the Guild. The oldest, wisest, and most experienced of Masters, these men and women are granted authority over the Masters who stay within the Guild. They have the last say in every matter, save it be the Bookbinder’s choices.

    --Bookbinder: Mysterious craftsmen within the Library. They are secretive and rarely seen, but it is they who create the books and choose Lockers. Bookbinders are usually Masters, and they can have apprentices, but usually they keep to themselves and their work.

    The Library

    As years passed by, the art of book-making became a well-kept secret within the Guild. Those responsible for creating those books became just as secretive—most rarely being seen by the rest of the Guild. When a new book to a new world is crafted, the bookbinder seeks out the keyblade bearer they feel is best suited for locking the world’s heart. Since they prefer to stay unanimous, most don’t actually hand the books over in person. Rather, they leave the book some place where they knew the chosen bearer will find it. On rare occasions, younger apprentices may receive a book, but the Elders never question the bookbinder’s decision (even if they don’t like it).

    After the world’s heart is secured, the book is stored in the ever-increasing Library, where they can be accessed again with special permission. Most often, it is the seekers who re-enter books, though Masters are allowed to use them as they please. Nowadays, the books are being used to investigate the spread of the Heartless by bearers of all ranks. However, it is utterly forbidden for wielders of any rank to interfere with the affairs of these worlds. Indeed, they must interact as little as possible with the inhabitants. Librarians working within the library regulate the usage of the books, though are not affiliated with the binders.

    The books’ magic activates as soon as one opens their pages. Anyone touching the book’s holder at that time joins them as they jump to another world. The world’s book itself travels with the bearer, and when the Keyblade wielder’s task is done it can transport him/her back to Everlastia. Bearers are warned to keep a close eye on their book, because if they lose it they have no way to return back.

    Rules:

    1-Follow typical RP rules (meaning no godmodding, bunnying, flaming, teleporting, ect)

    2-Follow Forum Rules, of course (no double posting, ect)

    3-Please use proper grammar, spelling, ect.

    4-Posts must be at least two paragraphs long

    5- Feel free to create characters from any fandom, so long as it makes sense, but I would ask that you refrain from using “canon” characters, and limit yourself to three or four individuals.

    6-Keep things PG-rated, meaning no excessive gore, profanity, sensual material, ect. It’s Kingdom Hearts, ya know.

    7-Only sign up if you plan on being active. If something comes up where you are unable to post, please be sure to inform the rest of us. Ask someone to bunny your character if you must leave for a brief period of time.

    8-Place titles above your posts that tells your character’s name, alignment, rank, and place. Something that looks like:

    Rush Peterson
    Light, Recruit
    Everlastia, Library


    9- Be courteous and polite to other RPers, and have fun.

    (*Rules may be subject to change)






    _________________________






    Character Sign-up:


    Name: (First, Last optional)

    Gender: (Male or Female)

    Age: (Be reasonable with this)

    Alignment: <Light, Dark, or Undecided>

    Rank: <Recruit, Apprentice, Master, Elder, or Bookbinder>

    Appearance: (What your character looks like; pics allowed, or descriptive paragraphs)

    Personality: (How your character acts, weaknesses and strengths, ect)

    History: (How your character became who she/he is; Be sure to describe their home world, and how they came to the Guild, their training so far, so on. Two or three paragraphs at the least)

    Keyblade: (pictures or links, as well as powers and such)

    Other: (Any other details you feel are needed; here you can say who your character is apprenticed to—if they’re an apprentice, that is—or details you might need to add to describe the fandom you pulled your character from)
    Last edited by Saraibre Ryu; 04-15-2015 at 03:25 AM.

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