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- Once, a legend was whispered among the weak and humble…
- For eons, the Six Blades have kept the world in balance. Each one, a shard of the holy weapon that saved humanity from destruction long ago.
- Once, there was a noble king who enshrined the BLADE OF LIGHT in his kingdom, who ruled with peace and justice.
- But the highest of angels beneath the CREATOR saw this with jealousy and destroyed this kingdom.
- Cast out of THE TOWER OF HEAVEN for his sins and becoming the king of demons, MASTEMA now looks to CORRUPT the blades and drown the world in darkness.
- If all Six Blades were to be turned to shadow…
- The waters will cease to flow…
- The wind will cease to blow…
- The world’s wisest and strongest would know defeat…
- And the heart of the world will cease to beat.
- Already, Five Blades have been buried in evil. Only the BLADE OF SHADOW remains. But, once, a legend was whispered at world’s end.
- “At shadow’s edge, THE BRAVES OF LIGHT will return, holding the DRAGON SWORD’s shards in their hearts, and shatter the ANGEL’S REVERIE.”
- After a long journey, at the edge of ALLESTONE, six adventurers have arrived, bearing a strange mark on the back of their hands, one and all…
- But, the tale of the Braves isn’t necessarily your own. After all, you’re just visiting. Even so…
- Welcome to the world of Dragon Sword!
- +1000 CP
- *Location
- You will have to discover where you begin this journey. You may roll a d8 to determine this or choose one as you like – each has its own features and threats.
- >1. Allestone: Known as the "Kingdom of Survivors", Allestone is shrouded in the ruin-forest of Teyr, large enough to cover most of the southern part of the continent. The great Alvan civilization of Serannia stood here, but in a long forgotten war was destroyed, leaving crumbling spires overgrown with plant life and dangerous beasts - making it beyond the light of Zandipore's law even in the kingdom's heyday. As such, it was a perfect destination for exiles and rejects of every description. Every town in Allestone is independent, often run by exiled rulers, retired adventurers, and warlords, as strength is the only way to maintain order in the forests. Allestone is favored by the land's adventurers as the ruins hold secrets and treasure, and the beasts are fantastic quarry for valuable hunts. The 'capital' of the kingdom is around the eldest tree in Teyr Forest, where the Blade Of Darkness rests buried within - guarded by the Great Sage. The Emissary of Eclipse, Ahriman, plots to claim the Blade of Shadow and finally bring calamity upon the land in the name of Mastema.
- >2. Pal-Ul-Don: The "Drowned Kingdom", Pal-Ul-Don is made up of a series of islands, 'floating towns' and underwater sanctuaries in Lake Cicero, also known as the Cicero Sea for it's grand size. Beneath the blue waters of Pal-Ul-Don lay the drowned ruins of the City Of a Thousand Saints. The eldest of the land say that the kingdom was named for the three goddesses who founded Pal-Ul-Don, and that the Saints were in facts gods venerated by the old kingdom, submerged by a jealous Creator. Even so, the sailors and fishermen of Pal-Ul-Don are fiercely superstitious regardless of the divinity or not of their patron saints and ancestors, and follow a number of traditions. Buccaneers, Lake monsters, mad cultists and Drowned Spirits all infest the deepest and darkest parts of the lake. The sunken temple of the three goddesses holds the Blade of Water, guarded jealously by the vain Emissary of Abyss, Rahab - demanding worship or else bidding the waves to destroy defiant towns.
- >3. Lagado: The "Shining Kingdom", Lagado, is based in the Scirocco Desert. Each city in Lagado is built around the towering Red Pyramids built by the ancient Lagadite kings, advanced facilities channeling oasis water and underground springs in the scorching desert to grow verdant "hanging gardens" ripe with delicious fruits, spices, and vegetables to sustain the peoples of the kingdom. This wealth of food and water allows the Satraps of these cities to gather gold and power - even with the Pyramids drawing less and less water with every passing year, the kingdom still is the closest to Old Zandipore in its prosperity. However, with the oasis water growing fewer and food growing scarcer, more and more are exiled from the Pyramids to ensure the life of the old princes - with the people within scrabbling for whatever influence and power they can to avoid this fate. Exiled bandits roam the desert, desperate for anything they can take, and forming small baronies of their own in whatever oases can be found beyond the Pyramids. Lagado is secretly ruled by the Emissary of Ruin, Ptolemy, who fashions himself the God-King of this declining paradise out of a castle built atop the Blade of Earth.
- >4. Vulpina: The "Echoing Kingdom", Vulpina, was once a colony meant to act as the first wave of an invasion beyond the Sunset Ocean, arriving in the coastal jungle of Rauu. For reasons unknown, the Rakasha of Vulpina decided to settle and become part of the land's people, despite initial bloody battles with the kingdoms of the land when they first arrived. While Rauu is normally wild and untamable due to its variety and ferocity of dangerous beasts of every shape and size, Vulpina was the first to introduce what would become Bardic and Taming arts to the land - they are able to subdue and even control the flora as well as fauna of Rauu using their songs and traditional medicines. Vulpina has very little in the way of truly constructed buildings, instead singing trees and large mushrooms into domiciles, or travelling the jungle as nomadic tribes lead by a duo of "Eagle" (The Wisest) and "Jaguar" (The Strongest) of their respective tribes. Singing Stones are left in some areas to tell tales of great victories and tragedies, or the history of a tribe in the area. The only true standing fortress is the BLADE OF FIRE, which rests at the landing site of Vulpina's original invasion. The Emissary of Hellfire, Gerra, seeks to destroy the Vulpine tribes and their arts the best way they can - bouts of vicious fire tearing scars into Rauu, leaving scorched earth that refuses to grow again until they are defeated.
- >5. Grim Tartary: The "Silent Kingdom", Grim Tartary, rests at the far north of the land in the Edelweiss Mountain pass. Grim Tartary was an ancient place of crypts, monasteries, and archives. Edelweiss was considered an old and sacred land even before Old Zandipore and the Lagado kingdom was a twinkle in someone's eye - making it a prime spot for hermits and wise men to contemplate and gather insights. However, every sanctuary had to be built strong not only to last the bitter cold and winds but also the constant raids from the Moreau invaders and Snow Giants hailing from the Worthless North. When Zandipore rose to prominence, Edelweiss became a place of great focus for the kingdom, with towering bastions and bulwarks built along the mountain pass. The Moreau became part of the land's people through this, and eventually the civilized Moreau taught their arts to the wise men and magi of Zandipore, enhancing the defense lines of Grim Tartary - as the fortress network was called. With Zandipore fallen, the remaining defenders have used the dark magics of Northern magicians to raise the fallen as eternal guardians, slaying and killing all who would trespass the mountains. Grim Tartary is filled with undead sentinels, guarding a kingdom long destroyed. The highest peak of Grim Tartary holds the BLADE OF AIR, where the Emissary of Illwind, Stribog, guards the deepest secrets of this land and the CREATOR's actions.
- >6. Old Zandipore: The "Old Kingdom", Zandipore. What can be said about this kingdom in the picturesque meadows? Once a bright and noble kingdom ruled over by the Order of Zandipore, Zandipore's knights and lords had a seemingly inborn talent and prowess for magic, allowing them to defeat threats that would otherwise destroy entire cities at once. They claimed that they and their followers would be blessed by the Creator's will, forming the Church of the Light. The Knights of Zandipore wandered the land, gathering followers until they established Castle Yalding at the heart of what would become Zandipore. As the blood of the Blessed spread and Zandipore's influence shone across the land, peace and harmony became the rule of the land. Zandipore's zenith could rightly be known as a golden age, as their great power with magic and combat meant that the threats of this world were becalmed. A benevolent church, wise rulers, clever merchants and humble folk allowed Zandipore to act as a beacon of peace. However, upon the discovery of the Blade of Light, the King enshrined the Blade with Barchester Cathedral in the name of the Church. This lead to Mastema creating the Corrupted Lands out of spite, flooding Zandipore with cursed magic and demonic beasts. Despite the power of the knights, the king was corrupted and became Picrochole, the Wicked Lord - defeating many of the superpowered knights and allowing the kingdom to fall into chaos. Old Zandipore is still a picturesque, fairy tale land of castles and villages - but the meadows are now tainted, the earth itself spawning demons and cursed undead. Picrochole guards the BLADE OF LIGHT even now, as the Emissary of Nebula.
- >7. New Zandipore: When Mastema destroyed Zandipore in a fit of jealousy, as his crowning achievement he corrupted Yalding Castle thoroughly and forced it to fly in the air, a constant darkness over Zandipore. The Castle itself has been outfitted to be a den of sin and luxury, flashing signs and fixtures stolen from Serannia's olden days - the hallways and courtyards resembling a twisted and dark city of dazzling lights. Demons and worse patrol the streets and revel in the coming darkness, while Mastema sits from a thorny throne in wait for any 'Braves' who would dare stop his designs to drown the world in calamity. Mastema himself is the guardian of this hive of evil, named "New Zandipore" as a final insult to the fallen eden.
- >8. Tower of Heaven: A spire that cuts through the clouds, the Tower has been there for as long as people can remember. Adventurers from across the land often climb the tower, only to be devoured or destroyed by the bizarre creatures and structures within - but not for lack of reason, as great treasures of divine power and rarity can be found there. In the deepest parts of Grim Tartary, a legend can be found - that the Tower of Heaven is in fact the legendary Dragon Sword, slumbering. Whether or not this is true, what is known is that at the highest level of the Tower rests the Creator and their angels. They say whoever can reach the Creator will be granted a boon. It's in fact rumored among those who know that the Lionheart blessing that created Zandipore was the result of such a gift. In any case, small camps and traders await at the base of the Tower awaiting those brave or foolish enough to seek the top and reach paradise.
- *Races
- >Human
- >Alv
- >Moreau
- >Rakasha
- *Role
- >Drop in
- -1 Whispering Legend - prophecy and rhyme maker
- -1 It's Morphing Time! - you're...weirdly familiar yet also difficult to pin down.
- -2 Psychokinetic Style - non-Job related spell-like PSI abilities that fluctuate between battles randomly. (think Espers from SaGa)
- -2 You look pretty strong! - you can pick out "worthy opponents" at a glance
- -4 Collector of Unique Treasures - Find 'hidden items' like the chicken knife or other optional treasures, and can eventually 'find' knockoffs of unique weapons and gear
- -4 Machina Master - Steampunk tech. no final fantasy ripoff or cid is complete without magitech
- -6 Outsider Element - A 'weird' element, list will be given!
- -6 Champion from Beyond the Rift - local multiverse walking,though in this case it's via going through what is basically Hell filled with not!demons/voidsent each time you do it and the locations aren't going to be marked clearly. it basically going to erquire exploration and mapping to regularly use it effectively
- >Brave of Light
- -1 Pots and Bushes — You can find cash in the most unusual places
- -1 Free, Restricted: Brand of the Brave *Elemental Brand, giving innate magic and empowering abilities based on the element. Can also allow you to gain the Exceed form by attuning to the proper Blade, as that Blade's brave. Exceeded elements are stronger and allow for greater control of the element (Horizon allows for gravity control, Storm can produce lightning, Flare can do non-elemental blasts and damage, Aurora allows for unique buffs/healing, etc..)
- [Fire - > Flare, Air -> Storm, Water -> Ice, Earth -> Horizon, Light - > Aurora, Darkness - > Midnight]
- -2 Once, a legend was whispered... - Flashbacks and hints, allowing you to get information you wouldn't otherwise be able to get about
- -2 Sleep it Off - Trauma Inn noises, allowing you to recover greatly from near mortal wounds and shake off anything but explicitly supernatural wounds or diseases with bed rest
- -4 Signature Tech - Get a super move that allows you to break/bend what your 'job' can do, or enhance it.
- -4 Brave Break - Limit Break and special moves/combination attacks, allows you to create ultimate attacks in any combat style
- -6 Inheritor of Legends - Grants you up to 4 additional Job Choices and grants 800 points to spend specifically on Job Perks. You get the 100-point perks for your chosen jobs for free as well.
- -6 Heroic Spirit - Able to call upon guidance from spirits(actually Old Gods from before the Creator took over who embedded themselves in the Dragon Sword and its shards) in combat techniques, magical abilities, and provide both advice and static boosts
- >Emissary of Shadow
- -1 Wicked Whispers: Evil charisma - fear and seduction
- -1 Listen Well: Able to hold back enough to bring someone to 'near defeat' where they can't stop you, but where they're still alive to witness or tell the tale
- -2 Dancing Shadows: Able to create intimidating illusions and effects
- -2 Princess Taker: Kidnapping skills
- -4 Flood of Demons: Monster creation based on your Blighted Blade element, corrupting existing life or crafting corrupted elementals
- -4 Invulnerably Expendable: you have a tendency to get spared by heroes when your schemes are thwarted and seen as too pathetic to kill by villains, as long as you don't actively break this, for lack of a better term, 'trust'
- -6 Blighted Blade: Dark elemental powers, also allows for you to forcibly 'corrupt' magic/artifacts/people to be more conducive to you, though reducing its power output as it works against its former nature
- -6 My Mask, Cast Aside:
- Estuans interius
- Ira vehementi
- Estuans interius
- Ira vehementi
- SEPHIROTH
- >Hero of the Land
- -1 Just an Old Man: Able to downplay yourself Old Ben Kenobi style as a mere humble man of the land
- -1 The Living Legend: Conversely, those in this world who are interested in your field of work know you at a glance when you reveal your face
- -2 Passing the Torch: Mentorship noises
- -2 Beast Hunter: You've killed damn near every non-unique beast in this land and know how they operate
- -4 Dungeon Master: Dungeon crawling is so ingrained to you that you can easily read and figure out ancient keeps, castles, and trapped crypts despite having never touched one
- -4 Master of Ceremonies: Able to optimize parties of adventurers and create a trim fighting force from even the most rag tag groups, growing vagabonds with swords and minor magics into heroes with a careful hand
- -6 Legendary Adventurer: You gain 800 points that can be spent to buy Job Perks from any job, even ones you don't have.
- -6 Warrior of Dawn: Gain all of the perks of your chosen job for free, immediately unlocking MASTERY of that Job. In addition, you can teach others to gain your Job and its basic skills directly as well as create Job Crystals of that job that teach directly. You may teach Job Perks you have that are not from your chosen job.
- *Job
- >Bard: Some people bring staves or swords to battle, but not the Bard. These charming men support their allies with the music they make, raising their spirits and their abilities with rousing harp solos. The Bard is often accused of not taking things seriously enough, but the carefree Bard is only following his heart's desires, and why shouldn't he? There's a whole world out there, and it's a world full of music.
- -1 Harping On: Musical Attacks and instrument usage
- -1 Take a Melody: Basic bardic spells - a sonic blast, and some songs that enhance people's defenses and magical potential as long as your song continues.
- -2 Performance Artist: You can perform Bardic Spells using your movements and gain some skill with dancing and acting, allowing you to maintain a bardic spell without vocalization or sound
- -2 Simple as Can Be: Median Bardic spells, allowing you to inflict status effects like Stop or Silence as well as regenerate health over the course of the healing song, or deal great damage to wicked beings such as demons or undead
- -4 Words and Sweet Harmony: The strongest tier of Bardic spells, this grants a powerful earthshaking sonic attack song, a song that gives allies herculean strength and a surge of fighting strength, a song to confound enemy senses, and a song to allow people to move with great haste and precision.
- -M Mockingbird: You are able to 'echo' an ally's Job ability, mimicking them to the point of being able to actually use an ability that your ally has just performed - though the timing window is tight and requires perfect tempo.
- >Berserker:
- -1 Get Angry - Berserk status. You know what this does. Attack everything, but you gain the strength to chop a tree in one swing of an axe without slowing
- -1 Get Tough - Status effects are much easier to shake off and you can take mortal wounds and still keep fighting
- -2 Out of my Way: Your strength can easily be leveraged into tossing, shoving, and otherwise forcing people to move where you want them, able to toss full grown men like potato sacks.
- -2 Tamed Beast: You can't be forced to attack allies due to confusion, anger, or mind control
- -4 Go Nuts: Your rage allows you to expend stamina to create lightning-quick bursts of rapid attacks while berserk, striking three times where normal combatants would only strike once
- -M Avatar of Rage: Mental effects such as fear, mind control, forced sleep, or confusion don't work on you as long as you're Berserk. While you're berserk, your body is naturally as tough and difficult to damage as if you were fully armored, like attempting tos trike a solid stone boulder.
- >Black Mage
- -1 Presto: weak black magic, mostly elemental damaging spells - flame is a torch, aero is a stinging sirocco, stone is basically a fist sized hunk of rock hitting your head, etc
- -1 Fun with Shapes: Able to shape your magic into 'beams' rather then single target blasts as the baseline black magic gives
- -2 Abracadabra: Mid tier black magic, able to inflict basic status effects such as poison, frog, and sleep as well as gaining stronger elemental attacks - flame becomes a massive bonfire, stone is a man-sized boulder flung, aero is a howling wind that can pick someone off their feet and fling them a few yards
- -2 Finesse: You can either weaken a spell(while still taxing more mana in order to control this process finely) in order to give it more targets and allow you to 'home in' on them with your spells, or 'pump' a spell to boost its potency. You can combine these, but the cost of a spell increased by 30% for each specific alteration, meaning a pumped targeted spell is nearly 60% harder to cast, for most.
- -4 Alakazam: The strongest black magic, allowing you to petrify enemies, directly absorb mana and vitality from a target, and call upon elemental magic that would qualify as a minor natural disaster - conflagrations that can swallow castles, small hurricanes, and lightning bright and strong enough to drive deep splits into stone.
- -M Avatar of Black Magic: you are able to freely shape and spread your magic's targets with no reduction in power or addition in cost. In addition, you have twice the amount of magical potential as any normal adventurer in this world, allowing you to call upon much more power than they.
- >Chemist
- -1
- -1
- -2
- -2
- -4
- -6
- >Dragoon
- -1
- -1
- -2
- -2
- -4
- -6
- >Fighter
- -1
- -1
- -2
- -2
- -4
- -6
- >Geomancer
- -1
- -1
- -2
- -2
- -4
- -6
- >Mechanist
- -1
- -1
- -2
- -2
- -4
- -6
- >Red Mage
- -1
- -1
- -2
- -2
- -4
- -6
- >Summoner
- -1
- -1
- -2
- -2
- -4
- -6
- >Thief
- -1
- -1
- -2
- -2
- -4
- -6
- >Trainer
- -1
- -1
- -2
- -2
- -4
- -6
- >White Mage
- -1
- -1
- -2
- -2
- -4
- -6
- *Drawbacks
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