The Azurian exploration guild stood proudly in the northeastern corner of the town called Azuria, the members inside awaiting the new arrivals with a mixture of anticipation and apprehension. Two Gallades stood on opposite sides of the guild's front gates, acting as guards. The townspeople themselves were fairly on-guard for hostile activity, as the guild members tended to have plenty of quarrels with the townsfolk themselves. And Sycamore stood pacing his office, waiting with bated breath for the newcomers to arrive...
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Your Game, Your Moves
The Reqiuem Forest
People You Should Know
Rules
Character List
Maps
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Your Game, Your Moves
This RP implements a mechanic I call "decision-based alterations". In essence, this means that no single deed goes unnoticed. Your characters will not merely be pawns, railroaded into doing whatever the GM chooses. Their decisions and actions will have an effect on the gameplay, and can potentially shift the plot into a wildly different different direction. Even the most drastic of potential actions will be countered with an adaptation in the gameplay. After all, you, being a participant, are just as much a part of the RP as the GM.
That being said, however, don't abuse the mechanic or get out of hand with the plot derailing. This mechanic is one that requires cooperation between the participants involved, and pulling zany stunts that completely change everything out of absolutely nowhere with reckless abandon tend to leave everyone utterly confused and disoriented.
That being said, however, don't abuse the mechanic or get out of hand with the plot derailing. This mechanic is one that requires cooperation between the participants involved, and pulling zany stunts that completely change everything out of absolutely nowhere with reckless abandon tend to leave everyone utterly confused and disoriented.
The Reqiuem Forest
The infamous Reqiuem Forest is a truly massive place. Pretty much all of your expeditions are going to be either into the forest itself, or into one of the many dungeons that are scattered throughout. These dungeons include, but are not necessarily limited to, the following:
The Great Cyprus
A gigantic tree that towers over the rest of the forest. The tree is thousands of years old at the very least, and is rumored to have been standing since the beginning of time itself. The tree has been hollowed out by natural forces, and thus makes for a long climb upwards to reach the top of the tree.
Lagoon of the Lost
A lake that has claimed the lives of many an unwary adventurer with its deceptively low depths and dangerous inhabitants. The spirits of those who die here are said to forever wander the pitch-black surface of the lagoon.
The Fissure
What is less a cavern and more of a gigantic crack in the ground, the Fissure is an incredibly precarious environment, the descent littered with narrow cliffs, potential avalanches, and the risk of magma as one descends into the bowels of the earth. A great monster was said to have been born underground, and the Fissure was where it broke free and reached the surface.
Ethereal Plains
A wide expanse of grassland, with an almost unnatural lack of trees in the area. Various restless spirits wander these grounds, and while some might be friendly, most don't tend to take too kindly to the living.
This list will be updated with more locations and information as the RP progresses.
The Great Cyprus
A gigantic tree that towers over the rest of the forest. The tree is thousands of years old at the very least, and is rumored to have been standing since the beginning of time itself. The tree has been hollowed out by natural forces, and thus makes for a long climb upwards to reach the top of the tree.
Lagoon of the Lost
A lake that has claimed the lives of many an unwary adventurer with its deceptively low depths and dangerous inhabitants. The spirits of those who die here are said to forever wander the pitch-black surface of the lagoon.
The Fissure
What is less a cavern and more of a gigantic crack in the ground, the Fissure is an incredibly precarious environment, the descent littered with narrow cliffs, potential avalanches, and the risk of magma as one descends into the bowels of the earth. A great monster was said to have been born underground, and the Fissure was where it broke free and reached the surface.
Ethereal Plains
A wide expanse of grassland, with an almost unnatural lack of trees in the area. Various restless spirits wander these grounds, and while some might be friendly, most don't tend to take too kindly to the living.
This list will be updated with more locations and information as the RP progresses.
People You Should Know
The Azuria Guild
Azurian Townsfolk
Sycamore the Shiftry
His methods might be a bit unscrupulous, his mannerisms might be particularly gruff, and there are even rumors that he was booted out of another rescue guild and was placed at the Azurian outpost so he wouldn't cause any more trouble...but, nevertheless, Sycamore has earned himself a reputation of being one of the most efficient expedition leaders out there. He generally isn't too harsh on his members, so long as they don't get into trouble. Sycamore also tends to be a bit of a recluse, preferring to let his advisor do most of the talking for him.
Rockhopper the Empoleon
Sycamore's advisor and generally the voice of calm, methodical reason. He tends to be a bit more welcoming than his boss, though you still don't want to get this guy ticked off. Rockhopper is usually the one who's tasked with introducing the newcomers to the guild, keeping track of daily activity, and for all intents and purposes being the administrative face that Sycamore would avoid being.
Daggur the Weavile
A traveling black market salesman, the Azuria guild has established relations with Daggur and his associates. While he tends to be rather shady, even by Sycamore's standards, there's no doubt that he gets his job done well. He will make deals with individual members of the guild, but be warned; he drives a very, VERY hard bargain.
Komodo the Tyranitar
The main security force for the Azuria guild, and really, the only one it even needs. Komodo lives for Sycamore, and is essentially a walking, occasionally talking weapon. He does what he's told both out of respect for his leader and because, quite frankly, he really likes his job.
There are also various other, more minor characters, who will be introduced whenever they are met by one of the players.
His methods might be a bit unscrupulous, his mannerisms might be particularly gruff, and there are even rumors that he was booted out of another rescue guild and was placed at the Azurian outpost so he wouldn't cause any more trouble...but, nevertheless, Sycamore has earned himself a reputation of being one of the most efficient expedition leaders out there. He generally isn't too harsh on his members, so long as they don't get into trouble. Sycamore also tends to be a bit of a recluse, preferring to let his advisor do most of the talking for him.
Rockhopper the Empoleon
Sycamore's advisor and generally the voice of calm, methodical reason. He tends to be a bit more welcoming than his boss, though you still don't want to get this guy ticked off. Rockhopper is usually the one who's tasked with introducing the newcomers to the guild, keeping track of daily activity, and for all intents and purposes being the administrative face that Sycamore would avoid being.
Daggur the Weavile
A traveling black market salesman, the Azuria guild has established relations with Daggur and his associates. While he tends to be rather shady, even by Sycamore's standards, there's no doubt that he gets his job done well. He will make deals with individual members of the guild, but be warned; he drives a very, VERY hard bargain.
Komodo the Tyranitar
The main security force for the Azuria guild, and really, the only one it even needs. Komodo lives for Sycamore, and is essentially a walking, occasionally talking weapon. He does what he's told both out of respect for his leader and because, quite frankly, he really likes his job.
There are also various other, more minor characters, who will be introduced whenever they are met by one of the players.
Azurian Townsfolk
Mayor Shazaam, the Alakazam
The sole political power behind the small and fairly decrepit town of Azuria, Shazaam manages to maintain his position through not only savvy and cleverness, but by genuine compassion towards his people. He does, however, harbor the slightest bit of resentment towards the Azuria Guild, and tends to be cautious in their presence.
Deux the Ambipom
The more respectable counterpart to Daggur's more sinister deals, Deux runs the Azurian market, and makes his best effort into procuring legitimate sales. He also utterly despises both Daggur and the kinds of buying and selling he makes. Deux will usually buy and sell goods for more stable prices, but there are things that even he can't get any of his four hands on.
Bruce the Machamp
Probably the greatest reason why Azuria hasn't fallen into bits, Bruce makes certain that any stray enemies from the Forest are kept as far away from civilians as possible. Bruce and Shazaam have a long history together, which is part of why Bruce is so devoted to the town.
Just like the Guild, there will be minor NPCs mulling around the town that the players can control.
The sole political power behind the small and fairly decrepit town of Azuria, Shazaam manages to maintain his position through not only savvy and cleverness, but by genuine compassion towards his people. He does, however, harbor the slightest bit of resentment towards the Azuria Guild, and tends to be cautious in their presence.
Deux the Ambipom
The more respectable counterpart to Daggur's more sinister deals, Deux runs the Azurian market, and makes his best effort into procuring legitimate sales. He also utterly despises both Daggur and the kinds of buying and selling he makes. Deux will usually buy and sell goods for more stable prices, but there are things that even he can't get any of his four hands on.
Bruce the Machamp
Probably the greatest reason why Azuria hasn't fallen into bits, Bruce makes certain that any stray enemies from the Forest are kept as far away from civilians as possible. Bruce and Shazaam have a long history together, which is part of why Bruce is so devoted to the town.
Just like the Guild, there will be minor NPCs mulling around the town that the players can control.
Rules
- No godmodding. This includes hijacking control of others's characters, autohitting, or in the particular case of this RP, making incredibly drastic actions that would throw the plot horribly out of balance.
- As far as what's considered "drastic actions"...killing important NPCs is a definite no-no unless something plot-related merits killing them. Bringing in new characters without at the very least checking with me first is also not permitted. Also, your character can't decide to just quit and fly off, or whatever...unless, of course, you yourself actually have to quit, in which case I'll work something out so your character can disappear in a manner that still makes sense to the plot.
- Speaking of having to quit, if at any time you are going to take a hiatus, please inform me beforehand. However, keep in mind that, even if you do go on a break that you checked with me first, if you don't end up replying in the RP in three week's time, then for the sake of the RP not crawling due to the lack of a single character, I'll have to boot you. In addition, unexcused inactivity will only be allowed for a maximum of one week before you are booted. Due to the nature of this RP, I can't afford to have inactive players clogging up the progress.
- Feel free to incorporate story elements or sub-plots that involve other users. The more interaction the players have, the better. However, make sure and check with the other involved player(s) first. Also, if you're not sure if a certain sub-plot would be appropriate, check with me about it.
- Relating to that, I myself may end up having a few plot elements that require the participation of another given player. If anything like that happens, I'll PM the preferred player of my choosing and see if they're open to the idea.
- While I encourage sub-plots and such, try not to make them become the main focus of the RP.
- As far as what's considered "drastic actions"...killing important NPCs is a definite no-no unless something plot-related merits killing them. Bringing in new characters without at the very least checking with me first is also not permitted. Also, your character can't decide to just quit and fly off, or whatever...unless, of course, you yourself actually have to quit, in which case I'll work something out so your character can disappear in a manner that still makes sense to the plot.
- Speaking of having to quit, if at any time you are going to take a hiatus, please inform me beforehand. However, keep in mind that, even if you do go on a break that you checked with me first, if you don't end up replying in the RP in three week's time, then for the sake of the RP not crawling due to the lack of a single character, I'll have to boot you. In addition, unexcused inactivity will only be allowed for a maximum of one week before you are booted. Due to the nature of this RP, I can't afford to have inactive players clogging up the progress.
- Feel free to incorporate story elements or sub-plots that involve other users. The more interaction the players have, the better. However, make sure and check with the other involved player(s) first. Also, if you're not sure if a certain sub-plot would be appropriate, check with me about it.
- Relating to that, I myself may end up having a few plot elements that require the participation of another given player. If anything like that happens, I'll PM the preferred player of my choosing and see if they're open to the idea.
- While I encourage sub-plots and such, try not to make them become the main focus of the RP.
Character List
Falchion the Pawniard - Oblivion
Ghazhothi Xadduz Lodu Qojicev, AKA Gaz the Elgyem - Oblivion
Blink the Kecleon - Blathers
Duster Gonnagh the Drilbur - Stencil
Scarlett the Torchic - Agent Gryphon
Ace the Pawniard - Kyouhei!
Byron the Rufflet - Terra Fortis
Axo the Marshstomp - Dieter
Lily the Ekans - Blathers
Kanade the Kirlia - Wild Candy
Hiei the Charmander - trainer_ebony
Aria the Vulpix - Scarlet Enchantress
Eliot the Sandshrew - Scarlet Enchantress
Eve the Budew - Dieter
Jake Sanders the Chimchar - Stellar Gale
Ghazhothi Xadduz Lodu Qojicev, AKA Gaz the Elgyem - Oblivion
Blink the Kecleon - Blathers
Duster Gonnagh the Drilbur - Stencil
Scarlett the Torchic - Agent Gryphon
Ace the Pawniard - Kyouhei!
Byron the Rufflet - Terra Fortis
Axo the Marshstomp - Dieter
Lily the Ekans - Blathers
Kanade the Kirlia - Wild Candy
Hiei the Charmander - trainer_ebony
Aria the Vulpix - Scarlet Enchantress
Eliot the Sandshrew - Scarlet Enchantress
Eve the Budew - Dieter
Jake Sanders the Chimchar - Stellar Gale
Maps
Disclaimer: Maps are not necessarily to scale.
The Town of Azuria
Town Gates: The only way in and out of Azuria, aside from the back entrance situated right behind the guild. Guards can be seen patrolling the area almost 24/7, on the lookout for any intruders.
Azurian Plaza: A central plaza of the town, this stone platform situated above the intersecting rivers connects the three sections of the town.
Town Market: A place where various Pokemon, the most prominent of which being Deux, sell and buy various wares.
Town Hall: The administrative base of the town, this is where Shazaam can be seen most of the time.
The Azurian Guild
The Town of Azuria
Town Gates: The only way in and out of Azuria, aside from the back entrance situated right behind the guild. Guards can be seen patrolling the area almost 24/7, on the lookout for any intruders.
Azurian Plaza: A central plaza of the town, this stone platform situated above the intersecting rivers connects the three sections of the town.
Town Market: A place where various Pokemon, the most prominent of which being Deux, sell and buy various wares.
Town Hall: The administrative base of the town, this is where Shazaam can be seen most of the time.
The Azurian Guild
1st Floor
Stage: The location where public speeches and/or announcements are held.
Guildmaster's Quarters: The location where Sycamore spends the majority of his time. Usually, one doesn't go in here unless summoned to speak with the guildmaster directly.
Meeting Room: In the event that a private discussion is necessary, be it between guild members or between representatives from Azuria proper, this is the place in which those discussions are held.
Basement First Floor
Daggur's Store: The location in which Daggur occasionally drops by and sells his wares.
Message Board: Be it information pertaining to recent expeditions, calls for assistance in regards to a certain exploration, or perhaps a warning or two, this board holds a motley of information.
Indoor Training Area: As the name would suggest, this is the place in which guild members can train, spar with one another, and also tends to be a fairly popular location for duels.
Dormitories
Dormitories will be labeled with their occupants whenever they are claimed. There are usually two to a dorm, although due to the uneven number of characters, there might be a few rooms that only have one occupant.
Stage: The location where public speeches and/or announcements are held.
Guildmaster's Quarters: The location where Sycamore spends the majority of his time. Usually, one doesn't go in here unless summoned to speak with the guildmaster directly.
Meeting Room: In the event that a private discussion is necessary, be it between guild members or between representatives from Azuria proper, this is the place in which those discussions are held.
Basement First Floor
Daggur's Store: The location in which Daggur occasionally drops by and sells his wares.
Message Board: Be it information pertaining to recent expeditions, calls for assistance in regards to a certain exploration, or perhaps a warning or two, this board holds a motley of information.
Indoor Training Area: As the name would suggest, this is the place in which guild members can train, spar with one another, and also tends to be a fairly popular location for duels.
Dormitories
Dormitories will be labeled with their occupants whenever they are claimed. There are usually two to a dorm, although due to the uneven number of characters, there might be a few rooms that only have one occupant.
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As he walked through the town towards the gates of the Azurian guild, Falchion emitted an almost dangerous presence. His appearance on its own was enough to intimidate a few, but as he walked, he brushed his claws across a stone he had found back near the town gates. This produced a sharp scraping sound that definitely was not pleasant on the ears. Any individuals who tried to strike up a conversation with him were answered with a menacing glare that quickly shut them up. Of course, the nature of these behaviors mattered little to him. Falchion was almost obsessive about keeping his blades sharpened at all times, due to ambush, in his eyes, being a constant and dangerous threat.
Once he reached the gates of the guild, one of the Gallades spoke to him in a sharp, curt voice. "Stand still."
Falchion did not appreciate being ordered, but nevertheless, he complied. The Pokemon walked over to him, and lightly touched his forehead with his palm, closing his eyes in concentration. Falchion felt an odd feeling in his head that he couldn't quite describe, but then he managed to piece things together. This guard must have been reading his mind for identification purposes. Well, it was certainly more convenient than plain old interrogation.
Once the guard was finished, he stepped back and spoke once again. "Enter. Stay in the entrance hall for the initiation."
And with a signal from the other Gallade, the gates opened, opening the door into the guild hall proper. Once Falchion entered, he was greeted by a rather expansive, open room, with various guild Pokemon roaming around doing various things. Hear the back of the room was a ladder that led underground, presumably to a lower level of the guild.
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((For your introduction, just have your character(s) appear at the gates and go through the inspection process. The guards are considered NPCs, and can be controlled by the players however necessary. Alright, let's get this show on the road!))
((For your introduction, just have your character(s) appear at the gates and go through the inspection process. The guards are considered NPCs, and can be controlled by the players however necessary. Alright, let's get this show on the road!))
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