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    Lizard Librarian FedoraChar's Avatar
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    Mar 2013
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    Kingdom Hearts: Unwritten





    [Sign Up and Discussion]






    Cast

    Light

    Rush Peterson(Recruit)--FedoraChar
    Baltaire and Frago(Apprentices)--Comatose
    Miku(Master)--Sieses
    Daisuke "Die"(Apprentice)--Sanctus
    Kokoro "Koko" Maimi and Kumori(Apprentices)--Winter
    Celeste Piper (Apprentice)--FedoraChar


    Dark

    Vanessa Garrick (Master)--FedoraChar
    Chase Owens
    (Ex-Apprentice)--FedoraChar
    Amaranth(Ex-Elder)--Sieses

    Undecided:

    Kaiden "Ghost/Spectre"(???)--Saraibre Ryu



    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)






    The Keyblade Guild
    Faces and Places


    Spoiler:

    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:

    Spoiler:


    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
    Spoiler:

    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.







    _________________________
    Last edited by FedoraChar; 04-18-2015 at 03:04 AM.


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