The Tyranny Of House Magi

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The Tyranny Of House Magi

Postby Bomberman101 » December 8th, 2013, 8:03 pm

THE TYRANNY OF HOUSE MAGI


Standing among them, three are chosen, sword in hand.

One of them, controlled by fading memories.

Magic skills once mastered, replaced by blades.

Motivated by the death of a loved one.

Slowly tied together by the world's greatest power.

Weaving tale of their fates, it can now be told.

The story of House Magi


What's this about?
This RP is based off a novel I was working on... In which I decided to change it into an RP instead. Thus, this game will be putting a heavy emphasis on the story i'm trying to tell. As the GM, i'll be controlling all NPCs and events and enemies. All you guys have to do are interact with the environments and choices I give you.
The Magi royal family members are a group of people who were born with a "sun's mark" and thus have the ability to use magic. Magic that derives from the power of the sun itself, a live being that people believe has "blessed" the Magi family. You know you're part of the royal family if you have the spiral sun shaped birthmark on the back of your neck and can use magic naturally the moment you're born. This has been passed down genetically for generations.
House Magi has gained control of the world due to being able to create advanced technology with their magic, powering machines and providing a source of energy similar to electricity. This, however, has introduced the world to pollution and is one of the reasons why House Magi is gradually killing the planet itself and is hated by many. Another reason House Magi has control over the world is due to it's own military army made up of soldiers enhanced with artificial magic planted from the family members themselves. This powerful army is dubbed the MMU, short for the Magi Military Units. The MMU has soldiers that serve as guards or fight in wars. Not all of the world has accepted House Magi, and thus the Magi World War was fought. Mergesia, the country House Magi has named which carries most of the world itself, won.
Rebel groups such as CORPSE surfaced throughout the world, in hopes of destroying House Magi, freeing the countries, and saving the world from the poison that slowly saps the life out of it. Presently, House Magi and it's MMU are trying to fight back the rebels in order to prevent another catastrophic war that could place the world in chaos as well. Several people do not know who to believe in and who to aid.
Even though the time period is medieval, House Magi has given the world a technological makeover. Well, only it's country, Mergesia, has technology. Mergesia has currently most of the countries in the world and is under House Magi's rule. Only a few, small, stray countries have escaped the House's grasp and have retained their original medieval style of life.

The game is split into several chapters, different depending on the storyline you're placed in. Between some chapters i'll also put in a few side chapters to do and a few other things.


PART II

The events in Dunon that night sparked something huge, something terrible.
SOL, new leader of the CORPSE rebels after Warrence's own group fell, has been hypnotizing and controlling people all over.
Their persistence in the riots against The House has forced the end of the world to come: The Second Magi World War.
Locked in eternal combat, the bloody battle between the two has ended the lives of several people. Everyone is confused about who to side with:
- The rebels, who control others to do their bidding?
- Or The House, whom people claim their magic is rotting the world?
The very fate of the world is chaos. Is everyone destined to live like this for now on?


... And what of our protagonists: Karen, Galze, and Dustin?
Karen and the prisoners managed to fly over to Ryunka's own hometown... With the cost of Ryunka's life at a shooting.
Ryunka... So happy to finally get a chance to return to his family...
Dustin and Ralio never saw the rest of CORPSE ever since... And with the group now disbanded and the rebels now led by SOL, Ralio's been very confused. The two end up together with the former prisoners at Ryunka's home. Both groups under the care of the Mizu family. Yet Ralio's confusion messes with his head, he falls ill with a terrible disease.
As for the royal Magi family and The Academy, Galze's group has been punished. Blaming the Academy for the start of the war, everyone has been sentenced to the deepest floor of The Grand Castel. Floor 0, a new prison. The Academy has been left there to die, to be forgotten forever.
With The House posing it as an accident, few know what has truly happened. Harry, along with Argun, have turned their back on The House and left. The royal family are preparing Igni to be the new ruler of the world, and although Igni wishes to do so, he does not want to have the war left on his shoulders, and cannot live with the fact his friends are all gone.


HOW TO PLAY
Spoiler: show
This game plays like a RP, you control your own character according to what I, the GM, says. I create the scenery and control Non Player Characters and enemies.

- Basics-

When you post you perform an action using the information I have given you. Be creative, but don't play unfairly and become an invisible god of sorts.

- Items/Equipment-

You can have up to 10 items at any given time. You may carry a weapon, or two if you're able to. You can equip anything on you, but not two of the same things. For example you can't carry two sets of armor at a time.

- Fighting-

When in combat, your goal is to survive and defeat your opponents. Or run if you want. The key is to work together along other players and characters to win. Everyone is allowed to block and dodge attacks if it's logically possible.
When it's your turn, you post your action. You may attack or use an item etc. If you get hurt or injured it SHOULD be affecting you in combat. For example if your leg gets hurt, you should have trouble walking. You die by getting blown to the head, heart, and stuff. Defend yourself by not leaving yourself open too much.

- Spells/Casting Level-

You're allowed to use any spell in your spell list. Your casting level lets you add an extra effect to your spell. For example, at LV.1 you can only have one effect which is the spell itself. At LV.2 you may add an additional effect such as shoot two blasts of fire etc. Some spells require a specific casting level, for example Shieldus H can protect more people according to your level. I consider these things effects too.

- Support-

When you build up your relationship with other NPCs, that NPC may support you in battle. For example, an NPC might care about you more and will focus on healing you. NPCs may also join in on one of your attacks or take a hit for you.
There are no more Support Levels like before, instead relationship building will be more fluent and natural...
Simply put, make another person care for you and show me your character cares back for said person.
Actually that's the key to support: Make another NPC care for your character, and show me your character cares back. That is the best way to show me the support between you two.

~ Making A Character ~

Here's the character sheet:

Name:
Bio: (Backstory, Personality, etc)
Spells: (List a starting spell, anything you want really. Only if your character uses magic.)

Items: (Choose any items you start off with)

Weapon: (Choose your equipped weapon)

Equipment: (What you're currently wearing.)
Last edited by Bomberman101 on September 1st, 2014, 7:38 am, edited 39 times in total.
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Bomberman101
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A Good Start

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Re: The Tyranny Of House Magi

Postby Bomberman101 » December 8th, 2013, 8:04 pm

The Players

Harmless:
- Aero (Past)
Glitch Palace

- Aero
Marlev Island

Nan:
- Ryunka Mizu
DEAD

Chaosyoshi:
- Dustin
Marlev Island

- Dustin (Past)
Glitch Palace

1018Peter:
- Galze
The Sanctuary Of The Sun

- Bracket
Marlev Island

- Bracket (Past)
Glitch Palace

MegaR:
- Karen
Marlev Island

- Karen (Past)
Glitch Palace





NEW Player Stats link using Google Docs: https://docs.google.com/document/d/1r-ZM4r3hxpyYJxMQ-SxSh6Mu61J9LQ0pW97IZA9GKbA/pub Stats will be updated here for now on.

NPC Stats: https://docs.google.com/document/d/1znH_wl0lReAAK-5hiOeeIewuv3J91qc5WbjeJ-ARWEE/pub
Last edited by Bomberman101 on July 25th, 2014, 9:47 am, edited 48 times in total.
User avatar
Bomberman101
Code: Awesome

 
Posts: 462
Joined: March 27th, 2011, 10:03 am
Location: USA

A Good Start

Thumbs Up given: 11 times
Thumbs Up received: 14 times

Re: The Tyranny Of House Magi

Postby Bomberman101 » December 8th, 2013, 8:04 pm

THE JOURNAL

Info regarding NPCs. locations, story, and all kinds of things are placed here.

THE INFORMATION SECTION

Page 1: CORPSE
Spoiler: show
CORPSE is the name of the rebel organization trying to throw back House Magi. It is composed of several smaller groups scattered throughout the world House Magi has captured. These groups have their own name and reasons for standing against the House such as their home destroyed from the war or their home country captured by the House. Some rebel groups, such as SOL, have darker means of getting the job done such as kidnapping and assassinating. The main rebel group that leads CORPSE is a group named CORPSE itself, providing a kind of.. Symbol for the retaliation. CORPSE has a hideout in the Magi capital Sundas, in it's neglected Under District. The CORPSE group and organization is led by Warrence Balke. The CORPSE rebel group fights in order to save the world from House Magi, who Warrence believes the House's magic is draining the power of the sun itself.
Here's a list of the CORPSE groups so far (more to be revealed later):
- CORPSE
- SOL
- NATURA
- COMBATE

As of Chapter 4, the CORPSE rebels are now being led by SOL as Warrence has disappeared. The new leader of the rebels uses mind control techniques to recruit people against their will. This has sparked The Second Magi World War.


Page 2: Mergesia
Spoiler: show
Mergesia is a huge country that has gained control over the rest of the countries in the world save for a few tiny ones. Mergesia is House Magi's country, thus giving the House technical dominance over the world. Mergesia is huge, and has too many cities to count. That is why House Magi divided Mergesia into nine parts, three in each of the three continents. These parts, named Provinces, have their own generator of magical power except for the Magi province, which carries eight generators in the Sundas capital. Each province also has a castle that looks over it's respective Province. It is very difficult for two provinces to get into a conflict without House Magi interfering to end the conflict, either by giving away resources or taking them, usually the latter. Because of this, Provinces have kept wars to a bare minimum between each other and will turn to the House for any arguments that need to be resolved.


Page 3: Crime and Punishment
Spoiler: show
The House always takes the people it hates as prisoners. These could be rebels or bad guys or rebels. Did I ever mention rebels? Basically the jail cells are set by the magic generators that provide the world energy. Prisoners are always sent there by train, which passes the Underground Edge, an underground tunnel system for prison trains made specifically to make jailbreaks harder.


Page 4: GP
Spoiler: show
Ever wondered what GP stood for? GP is this world's currency, and it's one of the only things that the House has not changed. GP is short for Gold Pens, hence the small little "pen" symbol on the face of the coin.


Page 5: Magi World War
Spoiler: show
A huge worldwide war between Mergesia and the last remaining countries in the world that did not want to be
part of House Magi's rule. This catastrophic war ended countless lives. Another war like this could result in
the end of the world, or near it. Even though Mergesia won and gained total dominance of the world, rebel
groups such as CORPSE are forming and plan on freeing countries from House Magi, thus having the
potential of sparking Magi World War II.


Add On Page: Magi World War II
Spoiler: show
The Second Magi World War, sparked by the ever growing clash between the House and the Rebels, is a deadly that can quite possibly end the world.


Page 6: The Grell Gang
Spoiler: show
A dangerous gang made up of hardened criminals that terrorizes the streets of the Under District in Sundas. Their group is rather large... And vengeful. People say that the Grell Gang always gets and does what it wants. Always.


Page 7: The Church Of Sol
Spoiler: show
A church hailing from the Shina Province on the Esta Continent. It believes in the Sun itself is actually a divine entity that gave the House with the power of magic. The church worships this "Sun Goddess" and uses the Sun's Eye as their own symbol. The CORPSE group sort of believes in the Church but has tweaked it's teachings differently, declaring that the House is sucking away the Sun's energy by continuing to consume magic, and that the Sun is not a Goddess. SOL has formed when inspired by the two, believing that the Sun is a Goddess and that House Magi is killing it.


Add On Page: Death
Spoiler: show
After you're life ends, your soul is freed and turned into an Angel. Angels are spirits made up of nothing but pure light. Where they go is a mystery, but the Church believes Angels may either stay here or traverse to The Sun Goddess.


Page 8: The Nine Provinces
Spoiler: show
Here are the currently known Provinces:
NORTA CONTINENT
- Magi Province (Capital: Sundas)
- Trada Province (Capital: Dunon)

ESTA CONTINENT
- Shina Province (Capital: Limberre)
- Emblem Province (Capital: Grellio)

WESTA CONTINENT
- Tallinus Province (Capital: Nacer)



LOCALES

The World Map
- Which will be updated for each new locale discovered!-
Image
(I made the map a lot bigger to fit in a lot more places in it. I know you can't see the location numbers anymore, i'll edit it later to see if I can fix that.)

Page 1: The Sundas Capital
Spoiler: show
The capital city, Sundas, houses the Grand Castel which is where House Magi's main operations and royal family are
held. It is a grand structure made up of a central castle building in which the royal family lives. This
central castle supports the rest of the building. A large wall surrounds the castle center and is connected to
it. The rest of the castle actually has part of the city. This part of the city is called the Sunset District.
House Magi always focuses on the Sunset District and gives it protection and a ton of magical technology such as
a complex train system. Several factors give the Sunset District high protection such as it being elevated by
the castle and a high wall surrounding the area, guards and weapons stationed on it to fight off any attacks.
The Grand Castel that supports the Sunset District from below is actually where the magic is turned into
energy for the city. It has eight different ''generators'' housed beneath eight different points of the
district. Other cities under House Magi have their own castle with generators. The Sunset District has some of
the world's most powerful men and women, economically.
Surrounding the Sunset District lies the Under District. This is where the poor people of Sundas live. It
consists of a decaying neighborhood with all types of crime. Most of the buildings here are houses, small
apartments, and a few businesses. It's not all bad here and not a complete slum, just that the neighborhood
here is much more dangerous than the Sunset District and does not look as good. Due to this, the Under District
lies right below the Grand Castel and it's own district, isolating it from the Under District.
The city of Sundas is the capital of House Magi's huge Mergesia country, which powers over most of the world.
It is home to House Magi and the MMU. The MMU controls the city. Capital Sundas also carries the MMA, ''Magi
Military Academy'', in which new soldiers are trained for the MMU. Whoever graduates from the MMA are given
magic powers for themselves. MMA is located east right beside the wall that protects Grand Castel's central
castle.
Image


Page 2: The Duskdawn Fort of the Emblem Kingdom
Spoiler: show
This fortress, located on the Emblem Kingdom's southwest region, the Moonlit Forest, is used to house soldiers for the war against House Magi. The Magi World War. It features two walls on it's east and west side that act as defensive barriers against enemies. The fortress itself is a maze in order to confuse invaders, and the Throne Room to the north carries an arena where the general or other important people hide, protected by a biological monster. The area around the fortress, the forest, gets it's name for shining brightly during nights the moon is full and the sky is clear. The heart of the forest features the Moonlit Cliffs, a beautiful view during full moon nights in which a blue-ish light radiates around the area.


Page 3: Lake Crysta
Spoiler: show
A vast, crystal clear lake right above Sundas.... It was once crystal clear though. Nowadays the lake is dirty and polluted ever since the House began to use it. At first the House obtained water from the lake but once it got too dirty they stopped using it. It is now just a place where water from around the Norta Continent ends up, one way or another. It's name derives from two reasons: Because it was once crystal clear and because it sparkles like a crystal during snowy weather.


Page 4: Marlev Island
Spoiler: show
A beautiful island located southeast on the sea. It's pretty small, featuring only one single town. Marlev Town has several locales such as the Mermaid's Coast, a beautiful beach that overlooks the sea. Restaurants with exotic seafood. The Marlev Hospital and labs. Refreshing coconuts and smoothies. A really nice hotel. As well as several other points of interest for the local tourist. Marlev Island is owned by Ryunka's family. Thus the family are the most wealthy people here. Lately they have been stealing supplies of energy from The House in order to provide the island with electricity. This might draw attention to the once small and little known island.

Things to do at Marlev Island:
- Visit The Mizu Hotel (Open all day)
- Visit Marlev Hospital (Open all day)
- Visit The Mermaid's Coast (Open all day)
- Visit Seabreeze (Open Afternoons, Evenings)
- Visit Mermaid's Banquet (Open Evenings)


Page 5: Baltara Village
Spoiler: show
The ruins of what was once Felkor, Santer, and Exis's hometown before it was bombed by the House for reasons kept from the public. It has an old abandoned factory over the northern part of town. Nothing really else of interest lies here.


Page 6: Fillia Village
Spoiler: show
A small little group of houses and stores that uses the natural water from a nearby river as a resource. Sulvia lives here, and she works at the local Church of Sol located in the center of town. People may take the Northroad Highway from here to reach the Capital.


Page 7: The Northroad
Spoiler: show
A highway that connects Capital Sundas with rural town Fillia.


Page 8: The Eastroad
Spoiler: show
A highway the connects The Northroad with Sundas and leads to Kyle.


Page 9: Resting Town Kyle
Spoiler: show
A town often used as a pit stop for people traveling between Sundas and Dunon. It also marks the boundary between the Magi and Trada Provinces. A post office can be found here which utilizes the shipping of goods between the two provinces. Not much of interest can be seen here other than natural scenery.


Page 10: Capital Nacer
Spoiler: show
A huge city by the ocean that serves as an expensive amusement park as well. This is the Tallinus Capital on the Westa continent. The capital castle is actually a large wall that surrounds one side of the city, an expensive and luxurious hotel. The province prince loves entertainment and thus turned Nacer into this. There are several different districts in Nacer:
- The Eventorium
- Rush District
- POW District
- Random District
and the Overlook District
Compared to Sundas which only has two districts. Each district has its own different theme of amusement park rides, with the Random District being very diverse and often changing in entertainment. The Overlook District is often called the "Mature District"(Not for those reasons...) because this is where the castle is located, as well as a park that overlooks the sea, hence the name "Overlook". Apartments and houses can be accessed from here, which are located below the city as supportive pillars that keep it up in the sky. This district has the least amount of entertainment compared to the other ones.
Nacer uses up the most magical energy next to Sundas. Few people know where the Generator is located, but it's the heart of the city and it's attractions.


Page 11: The Central Highway
Spoiler: show
The ultimate road system in the center of the Norta Continent. It connects all the other highways and provides access to Dunon, Nacer, Fillia, Kyle, and the Ratfecth Desert.


Page 12: Capital Dunon
Spoiler: show
The city of Dunon features tall highways and buildings everywhere. Orange is the color here, especially at night. You'll find orange lights and walls, orange bricks, the city gets it's nickname "The Orange City" because of that. Most people get around using the highways. unlike Sundas in which people use trains and Nacer in which people walk everywhere. There are countless districts and areas here, however the main two areas to pay attention to are the Downtown and Trading areas. Pretty much, the part of the city overlooking the ocean has a huge wall which separates the two. The Downtown Area never ever gets to see the ocean unless they pass the House's wall and head to the Trading Area. There are buildings and houses on the wall which make up where people in the Trading Area live. The Dunon Castle is also found on the wall, which is a big structure located on top of it.
The two areas have their own uses:

Trading - The seaside harbor area with most of it's inhabitants living on the Wall. This place is mostly used for trading with other Provinces overseas and the people that live here pretty much live here because they have to work here, either by the port or in the castle.

Downtown - This is the real meat of the city and where most ordinary people live. It has several different districts, too many to name. A few well known districts are the City Center, the Downslum, the Sun District, and the Shopping District.



THE STORY

Page 1: Prologue - The Planning Of A Disaster
Spoiler: show
House Magi has just obtained every single, well almost every single, country in the world and has recently ended the Magi World War. From the ashes of the war, a rebel organization called CORPSE has begun to fight back against the House to free the countries it has "imprisoned".
CORPSE plans on bombing one of the magic generators below the Grand Castel that powers the Sundas Capital, deep within the Underground Edge, a prison that the House uses it's prisoners for experiments. CORPSE recruits Dustin to join them on their mission, which will be led by Warrence Balke and joined by Ralio Alyr and Ashlei Shelle.
Meanwhile, a prison train rides on towards the Underground Edge full of prisoners that some haven't even committed crimes. Ryunka Mizu, Karen Asterisk, Farre Winters, Ashel Heinz, and several other prisoners attempt to break out and ultimately end up exploding the train, now stuck inside the dark tunnels of the Underground Edge. Little do they know of what lies ahead and what CORPSE is planning for them...
The Academy of House Magi, or the Magi Military Academy, during this have been issued a mission to check up on CORPSE in the Under District of the capital after sparring. Led by Ms.Elhead, the academy consisting of Galze, Prince Magi (Igni Magi), Prince Magi #2 (Harry Dalish/Harry Magi), Tarra Jamel, Rick Enne, and Forel Henre. What's in store for the Academy down in the dangerous district owned by CORPSE, and will they discover their plannings of a disaster?


Page 2: Chapter 1 - Terrorists
Spoiler: show
The CORPSE group begin to make their way to the Sunset District, passing by the Academy along the way.The two didn't know each other. During so, the prisoners reach the center of the Edge, where several train paths cross. They take off their tracking units only to turn on a security system. As the prisoners begin to run once again, they realize that other prisoners from other trains have begun to make an escape as well. Soon after they find out that these people are fighting back against the House and have joined the COMBATE rebel group, led by Carret Valler, whom Farre seems to know. Farre reveals that she used Ryunka, Karen, Ashel, and the others in order to help her save her sister from the prison. Since the small little group she formed has little use anymore, she leaves them to join Carret and COMBATE. Ashel and the others, upset, decide to escape from the Edge without Farre's help, however they only get dragged into a mess caused by a crossfire between prison guards and COMBATE.
CORPSE made their way to the Edge and got dragged along with the COMBATE and guard fight as well. Several prisoners and guards die in the fight, with Karen mad at Carret for what he's done. The three groups join together and decide to finish what has started inside that prison. CORPSE joins in order to bomb the generator inside the prison. Farre and Carret wish to save their loved ones. (Carret's wife is trapped in the prison as well.) Karen, Ryunka, and the others just want to get it all over with.
Back with the Academy, they have made it to the Under District and get into a situation with the Grell Gang, a gang who 'always gets things done'. The Academy emerges victorious but the gang swears revenge. One by one the Academy members mysteriously disappear as they search for clues about CORPSE. Soon, the mission changes from an investigation mission to a rescue mission as what's left of the Academy searches for a missing Forel and Ms.Elhead. During this, they find that the SOL rebel group has sent a woman pretending to be a spider to attack them. Soon after Rick is killed by one of the Grell Gang's ambushes. Once the ambush was over, a man kidnaps Harry and Igni, leaving Galze and Tarra chasing after him back at the Under Station, into a train. SOL was behind the kidnappings and wants to hypnotize the Academy members, just like they did to other civilians by turning them into animals. Galze and Tarra fight back, but SOL escapes and leaves them on a runaway train heading straight towards the Sunset Station.
Meanwhile, the rebels who entered the prison find that the prison itself is part of the generator. Even worse news, the generator uses dead prisoners to generate energy for the city, along with the dead prisoners are Farre's sister and Carret's wife. The rebels began to fight back against the generator but it proved to be too powerful. However, the runaway SOL train the Academy was on (after jumping off of it) crashes into the station, digs under it towards the Edge, and strikes into the generator, weakening it so Warrence can bomb it. Though the bomb explodes prematurely... With everyone, including the Academy, caught in it.


Page 3: Chapter 2 - Winterstorm
Spoiler: show
The next morning, everyone finds themselves split off across various places, while a snowstorm goes on. Karen, Ryunka, and Co. wake up by Lake Crysta. They meet two kids: Noel and Diaz, who were caught up in the prison rebellion. They lost their parents and have nowhere else to go, so they chose to pair up with Ryunka and Karen's group. Farre and Carret were devastated about their losses, but kept their heads up high. They knew they had to get as far away from the Capital as possible, but in order to do that some preparations had to be made...
CORPSE was separated, with Dustin and Ralio waking in the hands of a young girl named Sulvia at a church in the town of Fillia. Making Sulvia think that Dustin and Ralio's families were in danger back at the Capital, they convince her to drive her there.
The Academy wakes up back at the Grand Castel. After the explosion, medics came by and took them there, healing their wounds overnight. Galze, Igni, Marrie, and Igni's brother Din decide to eat at a restaurant called Orants. Over there, they find a man from the Limberre Capital who was seeking help. Prince Elvore, ruler of the Shina Province, has been kidnapped by SOL. The man, Argun, asks Din to let the House help them. However, Delcarle is the only true royal brother prince that has power over the House and thus they all go ask him.
As it turns out, Delcarle and Din had plans to bomb the Under District since they suspect CORPSE was behind last night's explosion. Since they were already busy with that, Delcarle chose to send out a few band of soldiers to rescue Elvore, which maddens Argun. Later, the House begins their bombing operation and proceed to send out planes that drop several bombs at the Under District for retaliation. Karen, Ryunka, and co. are forced to cut their preparations short in the district as they try to escape the explosions. Carret was left behind, but they couldn't go back in there anymore and risk getting caught by the House.
Dustin, Sulvia, and Ralio arrive at the Capital only to find the Under District covered in flames. To make matters worse, a band of Magi Soldiers trap them. They take Sulvia, as well as several other innocent civilians. They relentlessly attack Dustin and Ralio, almost killing them. With their last bit of energy they make it out of the city and get in a car that conveniently had it's keys in it. The duo chose to drive to Dunon, where they think Warrence might be at. (Ralio also wants to go there to see if they can rescue Sulvia, who they saw was taken over there.)
After Galze and a group from the Magi Family watch the "fireworks" going on at the Under District, Din convinces Igni, Harry, Argun, and Galze to drive over at Dunon and rescue the prince themselves. Apparently some SOL members were recently seen over there. The four also convince Forel to join in, and the five get in Argun's car and drive to Dunon overnight. Hopefully before the others find that they're gone.


Page 4: Chapter 3 - SOL
Spoiler: show
The prisoners, now consisting of Farre, Noel, Diaz, Karren, Ryunka, and Ashel, make their way to the ruins of Baltara. During their trip they combat against a drill robot they found back at the Underground Edge. After the fight they walk just a little longer and eventually make it. The team chose to split up and search the town for any area that was good enough to stay the night in for. Karen and Ryunka found an old, abandoned factory. They also found one of the House's Airjets inside, apparently this factory made them. Now all they need is a key...
Ralio and Dustin arrive at Dunon, and so does The Academy. Both groups eventually meet at Dunon Plaza to see SOL gathering up a large group of people. Getting themselves spotted, a fight ensues.


Page 5: Chapter 4 - Memory Sequence
Spoiler: show
Months pass, and a lot happens during that time. The Second Magi World War has begun, The Academy has been thrown into a prison named Floor 0, blamed for the cause of the war. The prisoners, Dustin, and Ralio all end up in Marlev Island. However, all of the confusion has made Ralio fall ill, making him unable to awaken. (More on this explained on the game's first post.)
A young woman named Aero is hired to travel inside Ralio's head to fix him from the inside, as the confusion has tangled his memories. Karen, Dustin, Farre, Ashel, and a man named Bracket will also help and will join the next evening.

Prologue - Taking place years before the present time, Aero arrives at the time when Ralio worked as a soldier for the Magi Military Units. She soon learns that "bugs" have popped up in Ralio's head caused by the corrupt memories. It is her job to stop them. After killing a monster that appeared out of the bugs that attacked the Grand Castel's medical floor, Aero was hired by President Ken as a tactician for the upcoming battle against the Emblem Kingdom in the Magi World War campaign. Joining her on her mission are Ralio Alyr, Santer Plickles, Felkor, and Max. The mission begins after Ralio recovers from an injury he has.

Chapter 1 - Aero, Ralio, Santer, Max, and Felkor plan out their mission strategy before setting out. They'll bomb a part of the fortress from the outside and storm it from there. Once they arrive a group of assassins attacks them, and as it turns out the assassins were actually clones of one of Santer and Felkor's childhood friend, Exis, who dies years before. The clones say Exis wants Felkor killed, though they fail at their mission and vaporize into data. Aero realizes the clones are another glitch in Ralio's head and the group continues on to the fort. Just as they planned the Emblem Army falls one by one after the House bombs the fort. When the battle was over, Santer has gone missing. Ralio and Aero are attacked by another memory glitch monster and are separated from the group, however the House finds them and takes them back to the Grand Castel. Ralio and the others get more suspicious about the bugs and glitches, and the House tries it's best to search for Santer, who Felkor says has betrayed the MMU.

Chapter 2 - Weeks after the end of the war, Aero and Ralio were given a mission to investigate the abandoned village of Baltara: Felkor, Santer, and Exis's hometown, for any clues detailing Santer's disappearance. They were tasked with speaking to the town's single inhabitant, Santer's mother Tailin. They do so and realize that Tailin was a crazy old woman who almost stabbed Ralio with a knife before getting stabbed herself by her own son. Ralio gets slightly mad at Santer, but then they find Exis was with him as well. He goes on and on talking about random things that made little sense such as Aero being an "invader" who bought a virus into the world that Exis and Santer have contracted. Aero knows what's going on for real. This "virus" is in fact. the glitches in Ralio's head. They seem to be getting worse and Exis is somehow controlling them. He forces Santer to unwillingly turn into a monster of sorts and attack the two. The battle was easily, since Santer was holding back. Aero and Ralio return to the House to report their mission: Explaining to the President what happened and that Santer was not himself anymore...

Chapter 3 - After returning from a date with Ralio, Aero was surprised to see that Sundas has been invaded by Exis' clones. The duo crash into the city and meet Farre Winters. She helps take down a very difficult clone. They're getting stronger... Afrer that they retreat into the sewers to search for Felkor, whom they believe is in a lot of danger.

Final Chapter - The group wakes up on top of The Grand Castel. Ironically, Felkor saved them which was the complete opposite of what they had to do. The bug behind the attack waits on the top floor, and the team destroys it.

Aero wakes up, it's been a full day already. Dr.Alvador, the man who hired everyone for The Memory Sequence Operation, lets the others join Aero as well. Farre is not allowed however, since there'd run a risk of the two Farres meeting each other and ruining the entire operation.
Aero, Ashel, Karen, Dustin, and Bracket enter Ralio's head, however things were not like before. Ralio's head was completely blank, glitching everywhere. Exis, the true culprit behind the memory destruction, welcomes the party to Glitch Palace - a majestic fortress Exis has built for him to stay. The Operation's final battle looms near...



RECORDS

Page 1: An Interview Recording
Spoiler: show
The real question is, why not? We here at NATURA have our reasons just like every other rebel group, though ours makes much more sense than "the sun dying". I guess fighting for revenge and freeing your home makes sense, but our reason is simple. We fight against the House because it's magic is polluting our world. Are you all blind? Have you not seen the wilderness die around the House's generators? Have you not noticed the trash in our roads and waters? NATURA fights to prevent the pollution caused by the House.

House Magi has been causing pollution around the world, according to rebel group NATURA.
Last edited by Bomberman101 on July 16th, 2014, 9:22 am, edited 108 times in total.
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Re: The Tyranny Of House Magi

Postby Bomberman101 » December 8th, 2013, 8:04 pm

a
Last edited by Bomberman101 on April 27th, 2014, 12:42 pm, edited 52 times in total.
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Re: The Tyranny Of House Magi

Postby Harmless » December 9th, 2013, 10:49 pm

Name: Aero
Bio: A calm and sarcastic diplomat who has had years and PhD's in Diplomacy, Treaties, Government, and Lawyer/Prosecutor experience. She loves a good sword, lance, or bo in hand (the wooden staff), but prefers to settle through with Diplomacy or out of combat cases. She's not a half-bad strategist, however, and can maneuver from "bad" situations into "good" ones in the blink of an eye with either well-executed battle formations or diplomatic actions against enemies. She even happens to have 16 years experience of Chess and strategy under her belt, and has read "The Art of War" twice. Currently at the age of 27.

Aero happens to wear a white button-down shirt, glasses, a brown ponytail, blue pants, a green jacket, and green shoes.
Plot: Memory Sequence
Special Attacks:
- Diplomatic Que (A diplomacy "attack" that allows Aero to touch her opponent with either Ethos, Pathos, or Logos. Each one has varying effects.)
    - Ethos Que (Influences an enemy with character and moral values to fight for their side temporarily. Works better the more health Aero has. [You can change these if you like.])
    - Pathos Que (Deprives an enemy of emotional value and forces them to rethink their purpose for fighting, allowing them to be influenced to stop fighting and run away. Works better if the teammate being attacked is heavily injured.)
    - Logos Que (Sends a logistical message to the enemy, questioning them with logistics regarding the current fight. This lets down their guard, preventing them from dealing max damage or increases the amount of damage they take due to the amount of info entering their head. This is the only Que that works on Bosses or important enemy characters.)
- Eloquent Ambassador (This diplomatic maneuver allows Aero and a teammate to prevent from being attacked by all enemies for a set amount of time. During this time they cannot attack, however.)
Best Paradigm: Intimidator
Worst Paradigm: Specialist
Items: A journal compiling Lawyer and Diplomat stuff, an Ash and Hickory reinforced Bo, a First Aid kit, a Backpack for all this stuff, and yeah.
Last edited by Harmless on December 13th, 2013, 9:51 pm, edited 3 times in total.
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Re: The Tyranny Of House Magi

Postby Bomberman101 » December 10th, 2013, 5:32 am

(Yeah just create your own, remember special skills are anything not physical based. Anyone who uses magic is part of the House.)
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Re: The Tyranny Of House Magi

Postby NanTheDark » December 10th, 2013, 6:05 am

Huh. Cool. I'll join this one.

And I might as well use a new character...

Name: Ryunka Mizu
Bio: The first child of a family of farmers, he has spent his life training himself in the way of the sword (and by sword we mean a sword... shaped stick. Can't really afford proper swords :P ), as well as attending school in a nearby city. He's lived away from the whole Magi-CORPSE conflict, so he barely knows anything about it. One day, the young man was on his way back from the city to his house, when a small fight took place, where he was forcibly involved. Without being given a chance to explain, he was thrown into prison. He overhears some fellow prisoners talking about breaking out...
Plot: Battle Against Fate. For some reason it sounds like the most awesome one to me. :3 It better be
Special Attacks: Not sure, I shouldn't be starting with any... If I somehow find a way to use magic, limit it to basic attacks like Fire, Thunder, I dunno. Or maybe ways to enhance my weapons.
Best Paradigm: Attacker
Worst Paradigm: Medic
Items: I'm in prison, so I shouldn't start with anything really... However I'd like to procure a sword during the prison break. Say... the Guardian Blade. :3
Some day I'll fix my sig.

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Universal Dueling ArenaInto The ShadowsMy SM63 Levels

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Re: The Tyranny Of House Magi

Postby Harmless » December 10th, 2013, 11:49 am

Er, my special attacks are more focused on Diplomacy and non-magic stuff... can they be an exception to the Specialist Paradigm, or will I have to change it?
Expect something cool here soon!

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Re: The Tyranny Of House Magi

Postby Bomberman101 » December 10th, 2013, 2:43 pm

They'll be used for the Intimidator role instead then, except for Eloquent Ambassador, which makes more sense as an Agilist move instead. I'll list what they mean in the Journal later.
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Re: The Tyranny Of House Magi

Postby NanTheDark » December 10th, 2013, 4:02 pm

Is my char ok?
Some day I'll fix my sig.

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