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    [Perspective is Key] Part 1 (intro)

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    Post by Guest 6th October 2017, 7:59 pm

    Job Title: [Perspective is Key] Part 1 (intro)
    Rank: 10 year
    Player Requirements: 30,000 words. Legal or Neutral Wizard.
    Job Requirements: Investigate the ruins, Pass the trials, Claim the Relic.
    Job Location: Joya, Desierto, Iceberg
    Disclaimer: This is a RP heavy mission, fighting can occur and enemies made up by those partaking within it to help create a memorable thread and help to fill in the word gap. However the mission objective is based around posts regarding one’s own character having their will broken until they forsake all they regard as holy. Explore what your character would truly fear, what the worst possible scenario you could imagine your character going through… only to have that become like heaven through fade to black/off screen events they face when finally breaking. Do what you will ;D but in the end all shall break.

    Job Description: Be it through rumor, recommendation, or a job listing those participating have found themselves employed by a little-known historian called Quade. What few bits of information that could be discovered if researched have them purchasing equipment and hiring mages for a variety of tasks relating to exploration and recovery of objects within the wilderness, if the sites they claim are even there in the first place for the mages to explore.

    However this time, like so many others the note that Quade left behind is full of conviction and determination. Speaking of how during the past investigations the hired parties have been going on, the presence of sinister forces have been discovered pursing the same goals.

    The request is simple, follow the directions given by a strange, old parchment which creates a map within the mind of a one whose soul is akin to that of a holy saint. Find the ruins, whether they are buried in sand, ice or lava. If they are ontop of a mountain of howling ice and guarded by monsterous ice beasts, or within jungles where even the trees themselves seek to crush its invaders. Pass through any obstacles, climb any walls, and return with a relic said to contain a fragment of a god’s dying wish.

    Player Knowledge: This job is not truly a combat focused job, at large it is a roleplaying/character dependent job. It is entirely possible to achieve the victory conditions of it without ever casting a spell, or fighting; which is why it is vague in terms of enemies and location.

    Not all of those participating must pass the trials, only one is truly required to. Which is why it comes with the requirement of one amongst them whom could be considered a saint in order to achieve victory.

    Upon entering the ruins, eventually a presence shall make itself known, a presence known as a Dreamkeeper. It shall question the mages, asking why it is that they have came. Upon hearing their answer it shall inquire as to if they are truly deserving, and know the true meaning of placing one’s dreams in a stranger’s hands.  In the end, it shall only offer to give what the intruders seek so long as they pass its trials.

    In order to complete the mission the Dreamkeeper shall send the mages through trials, bending reality and forcing them to their limits to discover just what kind of creatures claim to seek its sacred treasure.  Not all events that it forces the mage to endure must be played out, they may be glossed over or hinted at as a specific scene is played out. For the end result is meant to be the breaking of a person, to find their limit and judge their worth by what they may endure.






    Enemies:
    Weak: Unlimited or Absent: The wilderness and ruins long in disrepair can often lend to dwellings of dangerous predators, or merely animals seeking shelter. Whether or not the mages face such insignificant obstacles cannot be said, for not all ruins are alike.

    Normal: Unlimited or Absent: The wilderness and ruins long in disrepair can often lend to dwellings of dangerous predators, or merely animals seeking shelter. Whether or not the mages face such insignificant obstacles cannot be said, for not all ruins are alike.

    Strong: Unlimited or Absent: The wilderness and ruins long in disrepair can often lend to dwellings of dangerous predators, or merely animals seeking shelter. Whether or not the mages face such insignificant obstacles cannot be said, for not all ruins are alike.

    Boss: The Dreamkeeper: It is bound to remain within the ruins, incapable of escaping or interacting with the world outside it. However with its great limitation within the ruins it is beyond the reach of mages, as it can freely control everything within as if it was a lucid dream.

    Its form changes, and can even appear to be different things to different people depending upon their thoughts. To one, it could be an angel of death, to another a criminal that murdered their families. The most beautiful creature in the world or the thing which they dread most, for the dreamkeeper is but the thought of a god. A byproduct of a divine dream safeguarding what fragmented remains it can until a holy creature can fulfill it.

    No matter what is done within or to the ruins, the Dreamkeeper cannot be defeated. If it even senses a true danger to itself or that which it guards, the dream shall end. Vanishing and leaving all within the wilderness.


    Trial of Will: In the face of this trial, all hopes and dreams shall turn to ashes in one’s mouth. One’s deepest, darkest fears which they had thought long hidden. Horrors which they could never imagine shall befall them and all they care for. The world they know, no longer exists. The trials, the dreamkeeper, all the events leading on this mission are wiped from their minds as all knowledge of it are purged.

    Instead it is replaced with a different reality, one in which their deepest fears come to life. Where ignorance and innocence is no excuse and horrors befall them. Poverty, death of loved ones, torture, terminal illness. The mage must suffer tradgedies, being forced to the ground by life’s events one after another. An evil seeking to shatter their will, and each time an option shall be given to them. Sacrifice that which could be considered holy to them, that they never imagined they could possibly do… and do it.

    Only upon finally breaking, to being pushed to their limit and beyond as the mage gives in to evil shall their trial end. And their reward for the mindbreaking torment to be endured, shall be for the majority of their memories of it locked away. Some may slip through in dreams, or remain as fading thoughts hard to grasp. Or even vague ideas of what happened, but their sanity would be preserved in a way that lasts beyond the ruins. However, they shall remember once thing… that they had been broken.

    The one whom can endure the most, who holds onto their sacred beliefs throughout the most horrors shall be gifted with the fragment of a dream, in the form of a fragment of a plain, grey stone. It appears to be like any normal stone, as if one could just smash a rock and pick a fragment for it. However if it ever leaves the chosen one’s person, they can sense it and feel compelled to pursue the stone as strongly as they do their own sacred beliefs.  Only placing the stone in a special lockbox which Quade has prepared at the drop-off point can negate the effect.

    Reward:

    300k Jewels, The ability to pursue other jobs in the series, Potential character trauma/development!

    -- credit to Vox Nihili

      Current date/time is 4th November 2024, 10:41 pm