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 Fantasy Gaiden: Guide

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NineTailedTrickster

NineTailedTrickster

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PostSubject: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeMon Jan 12, 2015 10:40 pm

Fantasy Gaiden: Guide Guide10

This guide is full of information regarding things such as magic, equipment, races, monsters, etc.

Each Post will be dedicated to one of these categories.


Last edited by NineTailedTrickster on Tue Mar 31, 2015 12:18 am; edited 6 times in total
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NineTailedTrickster

NineTailedTrickster

Posts : 326
Join date : 2014-08-22
Age : 23
Location : Turn around...

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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 1:11 am

Fantasy Gaiden: Guide Races10


STILL WORKING ON SOME STUFF HERE.

The races of Fantasy Gaiden fall into three categories.

The Basic races, native to Antarion, Seyaylia, Morgaria Soltia, and the neighboring islands.

The races of Shima, one of the Far Eastern Isles.

And the races of the desert island of Zaghlool.

Most races of Fantasy Gaiden fall into many different forms of sub-races, each with their own strengths and weaknesses.
___________________________________________________________________________

<::BASIC RACES::>

HUMANS:
Humans are the most basic Race on Antarion and cover almost as much of the continent as Elves do.
Humans are balanced among all things, as they are quick to pick up any talent they set their eyes on.
They are quite good at fighting and can become masters of weapons.
Humans are capable of living for up to 250 years of age.

Pros: Highly adaptable to many situations. Can be almost anything they set out to be.

Cons: Not as open minded as other races. Jack-of-all-Trades, Master-of-None.


Elrians:
Elrians are the most basic of Humans and they populate most of the world.
Unlike most races, Elrians have an almost unequaled amount of courage, though not all of them take it to the point where they would be perceived as stupid.


Pros:

Cons:


Maonians:
Maonians are sailors who have made their home on the coasts of Antarion.

Pros:

Cons:


Zidien:
Zidiens are a group of Humans that managed to make homes on and around the large mountains of Antarion.

Pros:

Cons:


Valmara:
The Valmara are a people who live in settlements all around the lakes and rivers of Antarion.

Pros:

Cons:


Soltians:
Soltians are Humans who come from the far western isle, Morgaria Soltia.
The Soltians crave power and conquest, and will go to any length so as to increase their power and dominance.

Pros:

Cons:


Borgians:


------------------------------------------------------------------------------------------------------------------------
ELVES:
Elves are the second most basic race in Fantasy Gaiden and are also the most magical.
Elves cover most of Antarion's surface and are usually more geared towards magic or agility rather than strength.
Antarion is ruled by the Archannian Royal Family of Imperial Elves, making Elves the rulers of Antarion.
Elves cannot die of age, and they are immune to all diseases and poisons.

Elves are tied in appearance to their sub-race.

Pros: More magically inclined than most races. Cannot die from age.

Cons: Not as strong as other races. Usually prefers speed and intellect to strength.


Autumn Elves:
Autumn Elves are Elves whom live in forests and prefer melee combat rather than ranged or magical.
Their skin colors range from bright tan to dark tan; their eyes are usually brown but can be green; their hair is brown or some other form of Autumn coloration.

Pros: The physically strongest race of Elves.

Cons: The least magical of Elves.


Spirit Elves:
Spirit Elves are Elves whom live wherever they can go.
They prefer magic over melee combat and don't like to engage in violence as much as other races.
Their skin color is pale and their eyes are usually ice blue or silver. Their hair is white or silver.

Pros: Great magical potential, has great self restraint and a calm demeanor.

Cons: Less prone to violence than other races, even if it's called for.


Imperial Elves:
Imperial Elves are the rulers of Antarion and are sometimes known as "Royal Elves".
They don't have a specific method of combat.
Imperial Elves are tan skinned, with black hair and golden eyes.
They can see through illusions and mirages.

Pros: Balanced and the Jack-of-all-Trades of Elves.

Cons: Due to Antarion being ruled by Imperial Elves, they are sometimes condescending.


Dawn Elves:
Dawn Elves are Elves who love to sail around the world.
They prefer ranged combat and are happiest when sailing, when the wind is blowing or when the sun is rising.
They're appearance usually reflects the dawn of a beautiful morning.

Pros: Good with ranged weapons and empathetic. Can see better during the dawn.

Cons: Weaker than some Elves. Sometimes a bit too empathetic.


Crystal Elves:
Crystal Elves, sometimes known as "Water Elves", are Elves who live around water or are at least around water often.
They prefer to heal people and are careful on the roads, as their eyes and skin fetch a high price among Trolls.
They usually have eyes that are some shade of brilliant blue, and their skin has a very light cyan hue to it.

Pros: Strongest Elf in terms of Divine Magic.

Cons: Physically weakest Elf.


Dark Elves:
Dark Elves are Elves with jet black skin and snow white hair.
Dark Elves can teleport up to five feet, but only if they are in total darkness.

Pros: Can easily blend into dark surroundings. Has the ability to teleport in the dark.

Cons: Usually selfish and commonly known as backstabbers.


Winter Elves:
Winter Elves are a race of Elves from the Ice Fields of Seyaylia, the second continent.
They are, as the name would imply, strong at wielding ice based magic and are resistant to the cold, even becoming physically, mentally and magically stronger in cold climates.

Pros: Resistant to the cold and even becomes more powerful in the cold.

Cons: The heat weakens them, though not enough to make them worthless.


Pale Elves:
Pale Elves are the most brutal race in Fantasy Gaiden, so far as anyone else knows.
Pale Elves are natural fighters and rarely leave their opponent alive without some form of serious injury that will never go away.
Pale Elves can will their bodies to keep fighting, even if they are on the brink of death.

Pros: Capable of pushing themselves further than any other race.

Cons: Almost all Pale Elves are sociopaths.


Dusk Elves:
Dusk Elves are the opposite of Dawn Elves, having appearances that match the dusk rather than the dawn.
They are usually reclusive, choosing to work alone rather than in groups.
Dusk Elves are rarely outright hostile to those that aren't their enemies or that haven't stepped on their toes in some way, and are well versed in dark magic.

Pros: Skilled with dark magic. Can see better during the dusk.

Cons: Weaker than some Elves. Sometimes a bit too reclusive.



Horned Elves:
Horned Elves are a mysterious sub-race of Elves that appeared over three hundred years ago.
As their name implies, they have a small downward curving scarlet horn growing out of each side of their head above their ears.
They wear blindfolds so that their eyes cannot be seen, and their hair, no matter the color, has small touches of red here and there in it; their skin is tan or pale.
Horned Elves can see the heat of Humanoid and animal bodies at night.

Pros: The ability to see heat signatures at night.

Cons: Their strange behavior causes a lot of people to be weary of them.

------------------------------------------------------------------------------------------------------------------------
DWARVES:
Dwarves are short humanoids that stand around three-and-a-half to four feet tall.
Dwarves are short tempered and love to fight and mine.
They are strong warriors and very determined in what they do.
Dwarves tend to turn a blind eye towards magic.

Pros:

Cons:


Stone Dwarves:
Stone Dwarves are the most basic of Dwarves, and like all other Dwarves, are short tempered and have a love of fighting and mining.

Pros:

Cons:


Forge Dwarves:
Forge Dwarves have the shortest temper of all Dwarves.
They have little ties to mining, they are instead, fighters.

Pros:

Cons:


Mountain Dwarves:
Mountain Dwarves are the most passive out of the Dwarven sub-races.
They have no personal preference between fighter or miner.

Pros:

Cons:

------------------------------------------------------------------------------------------------------------------------
HALFLINGS:
Halflings are short Humanoids who stand at around two to three feet in height.
Halflings love comfortable living and will go so far as petty thievery if it makes them better money.
Though they can't use magic, they can use magical items.

Pros:

Cons:


Hill Halflings:
Hill Halflings are the most common Halflings, living among the hills and usually stealing from those that dare to camp anywhere near them.

Pros:

Cons:


Road Halflings:
Road Halflings are less common than Hill Halflings, but not by much.
They are quick and effecient at their work, and make silent getaways.

Pros:

Cons:

------------------------------------------------------------------------------------------------------------------------
ORCS:
Orcs are tall, muscular and hairy, green-skinned humanoids who have thick jaws and muscles, large tusk-like teeth, pointed ears, and flat snout-like noses.
They are very strong and prefer to fight rather than talk out differences, and their culture mostly focuses on warfare and reproduction.
They often have a burning desire to mate and rarely beget children out of genuine love.
Orcs are hardly ever self concious and have little to no shame in what they say, do, or show whilst amongst civillized people.
Most might see them as crude and disgusting people, yet if one spends enough time among them in their own soceity, they may learn that there is something much deeper to them than first meets the eye.
They can live for up to 700 years, though due to battle, they usually don't live past 500.

Race Pros: Strong and very fertile. High tolerance to physical pain.

Race Cons: Quick to anger. Incapable of using any kind of magic.


Orcs of the South:
Orcs of the South are much calmer than the Orcs of the North and have some sense of honor.
They are still fairly tempermental, yet are still capable of listening to reason if they feel there is reason for it.
The Orcs of the South are more accepting towards outsiders than their Northern kin, knowing that they need to show themselves in a positive light, rather than a negative one.
Their skin tone ranges from Moss-Green to Olive Green, while their hair colors range from brown to black.

Pros: Less of a temper than the Northern Orcs. Has a little sense of honor. More accepting towards others.

Cons: Physically weaker than Orcs of the North. Temperment can still cause problems.


Orcs of the North:
Orcs of the North are much more violent than the Orcs of the South and have little to no sense of honor.
They have a temper that they make no effort to control, and their urges to mate are stronger than any other Orc on the planet.
They are foul mouthed, petty, and enjoy the pain of others.
Orcs of the North are feared by many and looked down upon as savages by the rest.
Their skin tone ranges from Forest Green to Dark Green, while their hair colors range from dark brown to black.

Pros: Very strong. Brutality makes them effecient on the battlefield.

Cons: Very tempermental and won't listen to reason. Can barely control their own urges.

------------------------------------------------------------------------------------------------------------------------
HALF-BREEDS:
Half-Breeds are a people who are the result of two different races bringing new life into the world.
Half-Breeds inherit one of their parents' traits and abilities.


Half-Elf:
Half-Elves are the result of a Human and Elf pairing.
They are normally outcasts of soceity and are usually shunned by those even outside of soceity.
Half-Elves look like Humans, though they have the pointed ears of Elves and have the lifespan of Elves.
They gain the appearance of their

Pros: Gains the pros of both races. Can see past ignorant and simple-minded views.

Cons: Gains the cons of both races. Is an outcast of everyday society, hated by some.


Half-Giants:
Half-Giants are the results of humanoid races pairing with giants.
Those few women that do survive a night with a giant will more than likely die giving birth due to the size of their child.
Like other Half-Breeds, Half-Giants are usually outsiders among soceity, though they are more welcome than others due to simply looking taller than the natural height of whatever race they are part of.
It is unknown how long Half-Giants live for, though the only Giant-Dwarf in the world, Nicolas the Bold, has been thought as living for thousands of years.
Half-Giants can grow up to 14 feet tall, but never over; they are very strong and mantain the magical abilities of their none-gigantic parent.

Pros: Very strong and tall enough to reach or see things that others can't.

Cons: Their height can make it difficult to move about in enclosed spaces, find fitting clothes, or weapons of the right height.


Half-Orc:
Half-Orcs are the result of an Orc and Human pairing.
They are almost always outcasts of soceity, even moreso than Half-Elves, and are shunned by Orcs as inferior and by Humans as abominations.
Half-Orcs look like Orcs, though their skin tone and hair colors match those of a Human.
Although their appearance may be the same as an Orc, they are different in nature, retaining both Human and Orcish traits.

Half-Orcs may have stronger urges than Humans, but they are smaller than those of Orcs. While they may have the patience of Humans, it is also significantly shorter, like that of an Orc.
Half-Orcs often find friends only in the likes of other Half-Orcs, Half-Elves or Fiends, as each can relate to the other.

Pros: Gains the pros of both races. Can see past ignorant and simple-minded views.

Cons: Gains the cons of both races. Is an outcast of everyday society, hated by most.


Fiends:
Fiends are strange humanoids with monstrous features, such as clawed hands and feet, reptillian tails, etc.
Fiends are not Demons, despite the natural belief; they are instead, usually just the result of a monster of some sort pairing with a Human or Elf.
They are usually blue skinned or furred, with pale hair and large boar-like tusks protruding from their mouths; though having blue armor-like or scale-like skin is not unheard of. Uncommon colorations are red and green.

Pros: Can regrow limbs if severed.

Cons: Hated by almost all other races, and usually attacked on sight.

------------------------------------------------------------------------------------------------------------------------
OTHER RACES:
Other basic races that don't fall into any specific category.


Dragonkin:
Dragonkin are an unknown race of dragon people, hailing from the Valley of The Fallen and falling into two types, the Firstborn and the Secondborn.
They are descendants of a woman who exchanged her heart and blood with that of a dragon, causing her children to be born as a new race of draconic people with the powers and abilities of a dragon.
Though the Dragonkin are attuned to both the ways of war and magic, they are weak against magic due to their Human heritage.
They can live up to two-thousand years.
Their feet are plantigrade and they are incapable of growing hair, be they male or female.

Pros: Strong and Magical. Can breathe fire and fly. Versed in Dragontongue.

Cons: Weak against dragon-slaying weapons.


The Firstborn:
The Firstborn are the rulers of the Dragonkin.
Though they have no wings, they are capable of breathing fire and sprouting wings of flame to fly for a short time; making them attuned to the ways of both magic and war.
The Firstborn live in the city of Morelth, located in the Valley of The Fallen, and are ruled by Maagakhen, the king of the Dragonkin.
The Firstborn males have names that end in "khen", whilst the females have names that end in "kha".
Unlike the Secondborn, they are capable of speaking the Draconic language.

Pros: Strong against magic.

Cons: Weak against diseases.


The Secondborn:
The Secondborn are a sub-race of Dragonkin who broke away from the Valley of the Fallen and chose their own path away from their sibling race.
Unlike the Firstborn, the Secondborn were born with wings and have no rulers or polotics. They live simple lives on the outskirts of the valley, considering themselves to be self exiled from their sibling race.
The Secondborn don't have names that end in "khen" or "kha".

Pros: Strong against diseases.

Cons: Weak against magic.



Minotaurs:
Minotaurs are a race of tall bull people, originally hailing from the Maldorie Plains.
Minotaurs stand from 7'1" to 7'5" and weigh around 320 to 350 lbs.
They are covered from the tops of their heads to just above their hooves in fur, and they are incredibly muscular, dwarfing even Orcs with their muscles.
Minotaurs are powerful people who usually live a simple and progressive life.
The coloration of their fur ranges from black to white, brown to red, or variations or blends of the colors. Their eye colors are usually warm colors, though cold colors have been seen on rare occasions.
All Minotaurs have a strong paternal and maternal instict to children, whether they are their own or not, as well as whether they are even of the same race or not.
Minotaur children are the most precious things a Minotaur could possibly have, and harming one of them or even attempting to do so, could cause an all out war.
Minotaurs are incapable of growing hair on their heads, be they male or female; they have hooves rather than feet, making it impossible for them to wear shoes.
It is rare for a Minotaur to show romantic interest in anyone other than another Minotaur.

Pros: Strong and durable. Usually humble and gentle.

Cons: All Minotaurs, be they male, female, young or old, suffer from the "Wrath of War".


Tribal Minotaurs:
Tribal Minotaurs are Minotaurs who still live on the plains.
They are proud warriors and druids, who care for nature and respect it's ferocious might. Tribal Minotaurs have strict rules about their respective tribes, and they all respect their wise chieftans, viewing them as an example of how Minotaurs should act.
The children of the Tribal Minotaurs are raised by the entire tribe, while still be recognized as the child of it's parents. This ensures that the child will have an easier time learning all of the life lessons that the rest of the tribe has.
It is not uncommon for a Tribal Minotaur to take a child of another race into their tribe and raise it as their own, as they are very trusting of outsiders and welcome them.
Tribal Minotaurs wear very little clothing, opting to wear simple loincloths and small mantles if need be, but they never fully cover themselves up, as they believe that since they are born without clothes, they shouldn't wear them at all. Though due to moral and ethical reasons, they cover themselves somewhat, so as to not disturb outsiders.

Pros: Attuned to magic moreso than Civilized Minotaurs.

Cons: The teachings of their tribes make them far too kind and caring for their own good.


Civilized Minotaurs:
Civilized Minotaurs are Minotaurs who moved into civilization and became citizens of Antarion.
Civilized Minotaurs, unlike Tribal Minotaurs, are willing to wear clothes, as their tribal counterparts tend to mortify travelers with their (sometimes complete) lack of clothing.
They are less open minded to strangers as Tribal Minotaurs, as living in towns and cities has taught them to be weary of strangers, though they are still friendly enough to most.
Though they are not as hardened as their tribal counterparts, due to being handed food, rather than working for it, they have managed to aquire skills that Tribal Minotaurs have not, and will not hesitate to use them if the situation calls for it.

Pros: Can use a wider range of skills than Tribal Minotaurs. Gained street smarts long ago.

Cons: Not as magical as Tribal Minotaurs. Is more quick to suspicion than Tribal Minotaurs.



Bugbears:
Bugbears are a race of bear people said to live in the deepest parts of the deepest forest.
They are ruled by Tapio, the Runic Bugbear, and though they are physically strong and highly muscular, they are more than likely sneaking about and hunting, rather than all out fighting.
Bugbears are capable of reading the runes on many ruins and stones found throughout Antarion, so much so that they can read the writing of both Dragons and Ancient Dwarves.
Many Bugbears are stubborn and refuse to aid outsiders of their culture, and they must either be beaten in a wrestling match, or do their ruler a favor if outsiders truly wish for their aid.
Bugbears are tribal in nature, usually wearing breechcloths and vests made from the fur of wolves.
They are incapable of growing hair, be they male or female, and their feet are plantigrade, allowing them to wear shoes.
Their fur color ranges from brown to russet, and black on very rare occasions.

Pros: Stealthy and strong.

Cons: Stubborn and sometimes arrogant.


Soae:
Goblins of the sea.
The Soae have faces that are somewhat lizard-like in shape, long ears and tails, and skin that feels like that of a whale.
They are very friendly and enjoy the little things in life, prefering a quiet village over a bustling city.
Their sensible and open-minded nature makes them ideal for any job or practice, as they are quick learners and patient people.
Genders are easily distinguished by skin color, as females are typically a celadon color, while males are often a pale brownish green.

Pros: Patient and sensible, able to pick up many skills and talents with ease.

Cons: A little too eager to learn. Weak against physical attacks.


Gnomes:
Gnomes are intelligent and thoughtful people who stand at the same height as Dwarves yet can't grow out beards as long.
Gnomes typically opt to build magical artifacts, such as runestones; though they are also fighters, prefering to use their magic from a safe distance.
Gnomes usually work alongside Dwarves, enchanting what the Dwarves forge.

Pros: Capable of making runestones and enchanting items.

Cons: Physically weak and can't endure too much punishment.


------------------------------------------------------------------------------------------------------------------------

<::RACES OF SHIMA::>

Hito:
The Hito are the Humans native to the Far Eastern Isles.
They are an honorable people, and most of them do not believe in any form of dishonorable acts, opting to take their own lives instead of performing such deeds.
Friendly to most and well versed in the ways of spirits and demons, the Hito are intelligent and skilled, they are formidable foes and strong allies.
The Hito mostly have black hair, though it can also be red; they are capable of living slightly longer than most Humans, making it up to 300 years of age.
A dishonorable Hito is hated by their own people, often becoming an outcast of their own society.

Pros: Longer lifespans than most Humans, knowledgeable about spirits and demons.

Cons: Their honor limits their ability to fight and dictates their lives.


Kitsune:
Nine tailed trickster foxes.
Kitsune are a race of anthropomorphic fox people, with an affinity for using odd weapons.
They are immune to normal weapons and all manner of ailments, though they are weak against magical items and are plagued by a fear of dogs.
The Kitsune are incapable of growing hair, and are unable to wear shoes due to being digitgrade, though they are capable of changing their shape to that of a human.
The only way to tell if a person is a Kitsune in disguise, is to check to see if they have fox ears or tails, or both.
They start life without a tail, in which every one hundred years, a Kitsune grows a new tail.

Pros: Ability to float and pass through walls. Immune to all forms of physical attacks and ailments.

Cons: Weak against magical items. Deathly afraid of any non-vulpine canine.


Oni:
Oni are ogre-like creatures that, over time, became more and more Human until their horns were the only thing that could help distinguish one from the other.
Oni are incredibly strong and are capable of wielding even the largest of weapons with ease.
They are strong against most basic elements and darkness, but are weak against light and water based attacks.

Pros: Great strength and endurance, able to push their body to the worst of physical and magical punishment.

Cons: Weak against light and water based attacks.


Shisa:
Shisa are a race of Half-Dog, Half-Lion people who are guardians of families throughout the Far Eastern Isles.
Strong, agile and with a command over spirits, Shisa have undying loyalty to the family they serve, and will do everything in their power to protect them, even if it means sacrificing their own lives.
The roar of a male Shisa will repel evil spirits and dragons, while the smile of a female Shisa will draw in good spirits.

Pros: Very strong, agile and capable of repelling or drawing in spirits.

Cons: Loyal to a fault. They will never betray their ward, even if there is good reason to.


Tengu:
Though they look like Humans, the Tengu are a race born with the wings of birds.
Like the Oni, the Tengu were said to have looked more monstrous, but the longer they interbred with Humans, the more they began to change.
Former warmongers who sought to become protectors, the Tengu are a dangerous people with a fierce reputation.

Pros: Able to fly, bird-like vision.

Cons: Disregarding of people outside of their race. Easily loses focus in battle due to a lust for violence.

------------------------------------------------------------------------------------------------------------------------
<::RACES OF ZAGHLOOL::>

Insaan:
The Insaan are the people of the desert.

Pros:

Cons:


Djinn:
The Djinn are a race of powerful magic users and warriors that hail from the vast Deserts of Zaghlool.
Though they may appear to be humanoid, they are made from an unburnable and fast regenerating golden-brown wood called "Desertbark".
The Djinn all hail from a single tribe, lead by their Sheikh, Hakeem Jabara.
They are incapable of growing any type of hair, be they male or female.

Pros: Masters of magic and fairly good warriors.

Cons: Can't breed as quickly as other races. Naive when it comes to the lands beyond their own continent.


Ifrit:
The Ifrit are a race of red-skinned beings created from fire itself.
They are very strong and immune to all weapons and races, yet are highly vulnerable against magic.
Though ruthless and violent, some Ifrits are calm and willing to help outsiders.
They live underground and have created their own sultanate.

Pros: Immune to all forms of physical attacks Has great strength.

Cons: Severely weak against magic.


Aqrabuamelu:
The Aqrabuamelu are a race that are pretty much the centaurs of Zaghlool, though instead of horses, they are half-scorpion.
Standing three feet above the normal height of Humans, the Aqrabuamelu make an imposing sight, their skin is hard and bony, rendering slashing weapons useless.
They are incapable of growing any type of hair, be they male or female, and they tend to sleep under the sand.

Pros: Their eight legs make them fast, and their tails are good at puncturing armor.

Cons: Though fast and strong, their pincers make it impossible for them to wield weapons, and their bodies are incapable of wearing armor.

------------------------------------------------------------------------------------------------------------------------
-----
<::ENDANGERED RACES::>

Ivory Orcs:

Iniss:

Amber Elves:

Grey Orcs:
Grey Orcs are a type of Orc from the island of Ismare; a strange island with blue grass and purple leaves.
The Grey Orcs are a strange race of orcs with grey skin, slightly longer and more pointed ears than most Orcs, grey or blue eyes, and the previously thought impossibility of having magic in their blood.
Grey Orcs are strangely peaceful for Orcs, preferring to settle situations with words rather than fists, and are very gentle towards not only their own kind, but to others as well.
Though they used to live on Ismare, they were all captured by the Borgians fifty years ago, becoming slaves to the people and becoming weaker over the years.
The Grey Orcs are now used as the Borgian's personal "animals"; put in armor, given a weapon and forced to run through the forests until they are worn down and killed.
Over the years, their numbers have dwindled and they have all but given up hope.

Pros: The kindest and most gentle of Orcs. Somehow inherited magic.

Cons: Years of slavery has lead them to become weaker. Depression has nearly broken their spirits.



-----
<::EXTINCT RACES::>

Iymora:
The Iymora were the first Elves to have been created.
They were a powerful race, capable of projecting purple energy out of their body into large cohesive beams or other such things.
It is unknown how they went extinct or what their name was in the Human Tongue.


Ebony Orcs:
The Ebony Orcs were a race of Orcs with jet black skin.
It is unknown how they came to be, though it is suspected that Dark Elves paired with Orcs.
The Borgian people thought that Ebony Orcs were a sign of evil, so they attacked them during the Plagueyear, wiping the entire race off the face of the planet.


Valince:
The Valince were a race of Humans who were alive before the Gates of Hell was opened and it's horrors unleashed upon the world.
By the time the Dark Elves had opened the gates, there was only one-hundred left in the world, fighting on the front lines along with a young nobleman of the same race.
The nobleman would later become the fabled "Prince of Vampires" and would eradicate his own people.


Dramier:
The Dramier were a race of Dwarves that were sometimes known as Steel Dwarves.
They were excellent smiths and masters of weaving magic into their creations, making some of the most magical and potent items in the world.
They all mysteriously vanished after an earthquake that destroyed several cities across the continent of Antarion.


Magi:
The mysterious Magi were a people that had complete and utter control over magic. It is said that they were born under a full moon under the Spell constellation on a warm summer night.
They could use every spell known to exist in the world without any kind of drawback to themselves.
The Magi all died during the year Plagueyear, taken by the Great Plague.


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Fantasy Gaiden: Guide Empty
PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 1:40 am

Fantasy Gaiden: Guide Classe10

There are four categories of classes in Fantasy Gaiden.
A character's class does not limit what sort of equipment they can use, but rather shows what they are most capable with.


Melee


Ranged


Magic


Profession


Each class has it's own special abilities.


Melee Classes

Warrior:


Berserker:


Paladin:


Thief:


Rogue:


Assassin:




Ranged Classes


Ranger:




Hunter:




Strider:




Stalker:




Whisper:



Magic Classes

Mage:



Inquisitor:



Druid:



Cleric:



Warlock:



Summoner:



Enchanter:



Mime:



Illusionist:




Profession


Bard:



Dancer:



Alchemist:



Scholar:[/center]


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 6:53 am

Fantasy Gaiden: Guide Equipm10

Equipment is anything that can benefit your character in and out combat.

Characters can have as much equipment as they are capable of carrying, depending on their size and strength. So while a Halfling can't carry much, a Minotaur can carry more than most.
___________________________________________________________________


The currency of Fantasy Gaiden is a green coin known as Jade.

___________________________________________________________________

Materials:
Materials each have a value and the more valuable, the more rare it is.
The prices of materials are to make sure that players don't decide to go crazy with their equipment.

Metal:

Iron:
Heavy and primitive, iron is the metal used by most, if not all, tribes in the world.


Steel:
Lighter and more durable than iron, steel is one of the most universal metals, used by those that are not tribal.
Their price ranges from 2000 to 5000 Jade.


Ripplesteel:
Though it is exactly the same as steel, Ripplesteel is unique, in that it has strange wavy, water-like patterns on it. Due to this, the metal is very expensive and a weapon made from it would cost anywhere between 5000 to 8000 Jade.


Obsidian:
A strange black metal that is similar in performance to steel.
Obsidian is very shiny and beautiful to look at, though its shine and beauty do not hinder its ability as a metal. Obsidian costs anywhere from 10000 to 12000 Jade.


Silver:
Even more expensive than Ripplesteel, silver is a metal that is not only durable, but it can also injure spirits and elementals.
Due to this fact, silver fetches the very high price of 15000 Jade.


Mithril:
The rarest of all metals, Mithril isn't as durable as steel, but it is a metal that when worked into weapons, armor, and clothing, creates works of art.
Mithril is one of the only things on the planet that is capable of harming Demons.
A single Mithril nugget is worth 50000 Jade, and anything made from Mithril is beyond insane in price range.


Wood:

Oak:

Yew:

Ash:

Ebony:

Mithril:

<::WEAPONS::>

Please Note: Your weapon does not have to look like any of the ones listed below, but you should look them up so as to see what type of weapons you're dealing with.

Example: Modern media often portrays the longsword as a longer bladed sword that has room for only one hand.
That is not the case though, as the longsword is actually considered a two-handed weapon, as while it can be used with a shield or another weapon, it is meant to be used with two hands and is most effective with two hands.

The sword media is often thinking about, is actually an Arming Sword, which is a sword with a grip meant to be used with only one hand.

If one of the weapons has been commonly misinterpreted by the media, I will give a brief description about it.


Universal Weapons:

Club

Sling

Spear

Shortbow

Longbow

Greatbow

Dagger


Western Weapons:

Stiletto

Main Gauche

Dirk

Shortsword

Arming Sword:
Often mistaken for a longsword, the arming sword is a double-edged sword often used with a shield or dagger in the other hand. It's grip has room for only one hand.


Messer

Falchion

Bastard Sword

Broadsword:
Often mistaken for a sword with a very wide blade. While sometimes this can be true, the broadsword is actually a cutting sword made with a basket-hilt.


Rapier

Flamberge:
Almost always mistaken for a large wavy-bladed greatsword, the Flamberge is actually, unbeknownst to the media, a wavy-bladed rapier.

Longsword:
Often mistaken for an arming sword, the longsword is technically a two-handed sword, as while it can be used with one hand, it's easiest to control with two hands as well as it was meant to be used with two hands.

Greatsword:
Often thought to be gigantic weapons that weighed about fifty or so pounds, the greatsword was actually a lightweight weapon, weighing only 4 to 7 pounds.

Flammard:
Almost always mistaken for a flamberge, the flammard is a wavy bladed greatsword.


Montante

Claymore

Bearded Axe

Great Axe

Partisan

Voulge

Lucerne Hammer

Bardiche

Halberd

Morning Star

Flanged Mace

Flail

Two-Handed Flail

Warhammer



Far Eastern Weapons:

Bokken

Tanto

Hachiwara

Wakizashi

Kodachi

Tachi

Chokuto

Katana:
Often mistaken as a durable sword that could do everything other swords could, and then some; yet the katana was actually a very fragile sword that was used for one thing, and one thing alone. Cutting.

Nagamaki:
Often mistaken for an odachi, the nagamaki is a basic katana with a very long grip to add to it's cutting power.


Odachi

Kama

Kusarigama

Kyoketsu-Shoge

Tekko

Tessen

Kunai

Shuriken

Bo

Tonfa

Naginata

Tsurugi:
A straight bladed sword with two-edges.
It looks like a western sword.


Eastern Weapons:

Katar

Janbiya

Scimitar

Khopesh

Kaskara

Shamshir

Shotel

Pata


Other Weapons:

Holy Symbol:
A mirror shaped symbol of light that can produce a strong beam of light to illuminate dark areas.
Clerics can utilize the symbol to generate javelins of pure light, lances of pure light, chains of light and a circular blast of light that can send foes flying backwards.

<::ARMOR::>


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 6:54 am

Fantasy Gaiden: Guide Magic10


Please Note: This is area is still heavily under construction. I am adding usage rates and more spells.


<::Magical Catalysts::>

Magical Catalysts are the objects that magic users depend on to use their magic, and they come in three forms.

<::Object::>

Objects as catalysts ensure that both the magic and the ability to use it are medium at best.
Almost any object can be a catalyst, from a weapon to a ring.
Using an object as a catalyst puts no strain on the caster's body or mind, but due to this, it is easy to pour too much magic into the object, causing it to explode.


<::Body::>

The body as a catalyst ensures that the caster has the most control over the power and force of the magic they are using.
Due to this however, the use of magic through the body causes a great deal of stress on the magic user.
Using too much magic with the body as a catalyst can kill the caster.


<::Voice::>

The voice as a catalyst ensures that the caster can cast spells more quickly than most, yet the power of the magic isn't as strong.
Using too much magic via voice can damage the caster's vocal cords, though they can be healed.


If a non-magical person uses a magical item, it counts as an object as a catalyst.


<::LEARNING MAGIC::>

Magical classes can learn any type of spell except for the Mime spell.
Though they can not learn them instantly or right on the spot, they can find books on them, use Magic Tables to help harness the power, or can learn from an instructor.



<::CREATING MAGIC::>

Magical classes can create their own spells by [insert undecided method here.(I'm still thinking. Stopit.)], though the spell can not exceed their own magical strength.

For example, not even the most powerful Magi could summon a tsunami to strike and decimate an entire kingdom, nor could they call the moon from the sky to crash onto the battlefield, or raise someone from the dead.
Simple magic users can however create spells that are within the realm of reason, such as a circle of fire, or turning the air around them into toxic fumes.
No matter the spell, the magic user should always think about their comrades and themselves when creating the spell.

The greater the spell is in power, the less it can be used in a day.

For example, a simple ball of pure electricity could be used up to eight times a day. On the other hand, causing pillars of lava to burst from underneath every enemy on the battlefield, would only be able to be used once a day.

------------------------------------------------------------------------------------------------------------

<::Mage::>

Spell Type - Offense

Fireball:
The mage blasts a ball of fire from their magical catalyst or hands. If enough concentration is poured into the spell, three fireballs can be fired out from the catalyst. It is possible for the fireballs to come from the hands, but the mage runs the risk of injuring themselves.

Lightning Bolt:
The mage summons a bolt of lightning from the sky to strike at a targeted area. The lightning bolt can only be used outside.

Ice Shards:
The mage shapes five shards of ice in front of them, firing them in any direction they see fit.
Can not be used in overly hot areas.

Combustion:
The mage causes the ground beneath an enemy to explode, setting them on fire and propelling them into the air at the same time.

Ice Spire:
The mage makes a giant icy crystal erupt from the ground, impaling and freezing enemies.

Thunderwhip:
The mage summons lightning to strike their catalyst, ripping it off and using the electrical bolt as a whip soon afterwords.
Dangerous to use, should never be attempted if the mage is wearing metal.

Poison Cloud:
The Mage strikes the ground with their catalyst, causing a cloud of poisonous gases to erupt around them.
Dangerous to use, but can do the job.

Dome of Glass:
The mage makes a large circular dome appear at a targeted area of the mage's choice, turning allies that step into it invisible.
The invisibility effect only lasts for one minute.

Shroud of Silence:
The mage creates a small bubble around their body, masking any noise they might have made.

Fire Affinity:
The mage enchants a weapon with the power of fire, making the weapon glow red with heat.

Ice Affinity:
The mage enchants a weapon with the power of ice, making the weapon freeze and become misty.

Lightning Affinity:
The mage enchants a weapon with the power of lightning, making the weapon hum and absorb electrical currents.


------------------------------------------------------------------------------------------------------------

<::Inquisitor::>

Spell Type - Crowd Control

Blast:
The Inquisitor fires a small blast of energy from their body; which travels outwards like a sphere, sending enemies and/or allies flying backwards.

Void of Distortion:
The Inquisitor creates a void around themself and/or their allies.
This void distorts sound, protecting them from noises that would harm them.
It can also be used on enemies.

Stone Bolt:
The Inquisitor fires a small grey missile of energy from their hand.
Upon striking a foe, they will slowly turn into a stone statue.

Sphere of Storms:
The Inquisitor creates a sphere of lightning around them, letting bolts of electricity jump out at enemies.
Once the Inquisitor feels the spell has been used long enough, they can make the sphere explode.

Eruption:
The Inquisitor causes huge chunks of earth to burst from the ground, sending enemies into the air and causing them to come crashing back down to earth.
If the fall doesn't kill them, the boulders that fall after them probably will.

Meteor Storm:
The Inquisitor calls a shower of meteors down from the heavens, each one exploding on impact with the ground.
There is no control here, making it a very dangerous spell to use.

Glacier:
The Inquisitor causes three large branch-like icicles to erupt from the ground and fly forward twenty feet.

Maelstrom:
The Inquisitor brings down a giant black tornado from the sky.
The tornado stays in one designated place, but is still dangerous to use in the heat of battle.


------------------------------------------------------------------------------------------------------------

<::Druid::>

Spell Type - Advantage

Grasping Roots:
The Druid causes roots to burst from the ground and grab the ankles of an enemy, holding them in place.

Thorn Prison:
The Druid summons five thorn branches that form a tall and narrow tube like prison.

Shape Wood:
The Druid can change wood to a shape of their liking.
Does not work on large structures like fully grown trees or houses.

Cat Eyes:
The Druid gains the ability to see in the dark.

Eagle Eyes:
The Druid gains the ability to see farther than mortal eyes.

Nature Command:
The Druid gains control of any plant or nature based monster.

Earth Spire:
The Druid causes a sharp stalagmite to burst from the ground, impaling an enemy.


------------------------------------------------------------------------------------------------------------

<::Cleric::>

Spell Type - Supportive

Light:
The cleric creates a small light around themself, illuminating dark places.
Can only be used eight times a day.

Heal:
The cleric heals lesser wounds.
Can only be used seven times a day.

Bless:
The cleric makes the Arcane and Mental resistance of an ally go up for one RP minute.
Can only be used twice a day.

Cure Poison:
The cleric cures Poison and Venom.
Can only be used three times a day.

Cure Paralysis:
The cleric cures Paralysis and Petrification.
Can only be used three times a day.

Remove Curse:
The cleric removes a Curse from an ally.
Can only be used three times a day.

Heal All:
The cleric heals all allies. Heals moderate wounds.
Can only be used twice a day.

Purify Air:
The cleric destroys toxic fumes, clouds of smoke, etc.
Can only be used twice a day.

Banish:
The cleric banishes the undead and other dark forces.
Can only be used once a day.

Restoration:
The cleric restores all allies to full health, and cures any abnormal conditions.
Can only be used once a day.


------------------------------------------------------------------------------------------------------------

<::Paladin::>

Spell Type - Defensive

Light Affinity:
The Paladin enchants a weapon with the power of light, making the weapon glow and emit a holy presence.

Protection from Undead:
The Paladin creates a barrier that protects allies from the undead.

Protection from Demons:
The Paladin creates a barrier that protects allies from Demons.

Protection from Darkness:
The Paladin creates a barrier that protects allies from dark attacks.

Creator's Aura:
The Paladin emits holy light, illuminating the area around themself.

Werewolf Ward:
The Paladin places a ward on a person, preventing them from turning into a Werewolf for 24 hours.

Demon Ward:
The Paladin places a ward down, preventing lesser Demons from coming into the area.

Undead Ward:
The Paladin places a ward down, preventing the undead from rising anywhere near the ward.

Spirit Ward:
The Paladin places a ward down, preventing certain spirits from entering the area.

Angelic Strike:
The Paladin strikes with the holy power of one of The Creator's Angels, instantly destroying almost any undead creature.


------------------------------------------------------------------------------------------------------------

<::Warlock::>

Spell Type - Singular Control

Dark Affinity:
The warlock enchants a weapon with the power of darkness, making the weapon cry with the voices of the dead.

Vampiric Hands:
The warlock grabs an opponent and uses it's dark power to give it's wounds to it's enemy.

Eclipse:
The warlock conjures a dark veil to appear over an opponents eyes.

Summon Shade:
The warlock summons a Shade to their side.

Grand Void:
The warlock shoots out a burst of magic from their body, creating a dome that completely nullifies almost all forms of magic.

Dark Nether:
The warlock creates an aura of darkness in a specified area, inflicting anyone that steps inside with a random curse.

Silent Void:
The warlock creates an aura of darkness in a specified area, preventing magic from being cast.

Shift:
The warlock grabs an object and throws it, turning it into a portal that can teleport them a short distance.

Burial Tomb:
The warlock sacrifices their own stamina and health in order to instantly kill a large group of enemies. This spell is rarely successful and is highly dangerous to use.


------------------------------------------------------------------------------------------------------------

<::Summoner::>

Spell Type - Conjuration

Summon Clay Golem:
Summons a Clay Golem to fight for the Summoner.

Summon Mimic:
Summons a Mimic to fight for the Summoner.

Summon Marionette:
Summons a Marionette to fight for the Summoner.

Summon Wraith:
Summons a Wraith to fight for the Summoner.


------------------------------------------------------------------------------------------------------------

<::Enchanter::>

Spell Type - Enchanting and Enchancing

Fire Affinity:
The enchanter enchants an object with the power of fire, making it glow red with heat.

Ice Affinity:
The enchanter enchants an object with the power of ice, making it freeze and become misty.

Lightning Affinity:
The enchanter enchants an object with the power of lightning, making it hum and absorb electrical currents.

Light Affinity:
The enchanter enchants an object with the power of light, making it glow and emit a holy presence.

Dark Affinity:
The enchanter enchants an object with the power of darkness, making it cry with the voices of the dead.

Aether Affinity:
The enchanter enchants an object with the power of aether, making it glow and flow about like a flame.

Rune Mark:
The enchanter marks an object with one or more runes. Too many or using the wrong runes can lead to disaster.

Enchant Food:
The enchanter enchants food, giving it a status effect.

Enchant Liquid:
The enchanter enchants a liquid, giving it a status effect.

Remove Enchantment:
The enchanter removes an enchantment that isn't greater than their own capabilities.


------------------------------------------------------------------------------------------------------------

<::Mime::>

Spell Type - Copying

Spell Steal:
The mime touches an enemy and gains the spells the opponent has.
[This spell does not work on Magi]


------------------------------------------------------------------------------------------------------------

Illusionist:
Spell Type - Illusions


------------------------------------------------------------------------------------------------------------

Certain types of armor can disrupt magic.

------------------------------------------------------------------------------------------------------------

<::Weapon Enchantments::>

Elemental Affinity:

Bane:

Runes:


<::Armor Enchantments::>

Elemental Protection:

Protection Against:

Ward:
------------------------------------------------------------------------------------------------------------

More to come.


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 6:56 am

Fantasy Gaiden: Guide Creatu10

This is a list of creatures to be found throughout the world of Fantasy Gaiden, though this isn't a full list.


<::Undead::>

Vampires

Draugr

Skeletons

Zombies

Dullahan




<::Spirits::>

Banshees

Ghosts

Wraiths

Spectres




<::Shadows::>

Shades

Black Dogs

Brollachan

Grinners

Contortionists



<::Creatures of The Night::>

Werewolves

Will-o-the-Whisps

Hags

Redbones

Marionettes

Anzas

Ogres

Succubus

Incubus



<::Creatures of The Forest::>

Fauns:
Fauns are goat men who roam the forests, looking for fun and guiding adventurers.
Many Fauns are perverted womanizers, while some are just trying to help others.
Basic Faun Appearance:
 


Treants:


Dryads

Centaurs


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 6:56 am

Fantasy Gaiden: Guide Guilds11

The Guilds and Factions section are a section for explaining not only the Guilds and Factions for benefit of character, but also in case you want your character to be in a Guild or part of a Faction.


The Dragon Mercenaries
Description Here:
 


The Lion Knights
Description Here:
 


The Paladins of Harmonia
Description Here:
 


The Citadel of Magic


The Dark Sant


The Darksingers


The Gryphon Knights


The Hammerhearts


The Ranger's Guild


The Redeaters


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 6:56 am

Fantasy Gaiden: Guide Locati10

ANTARION

Fantasy Gaiden: Guide 10984238_1095078153852354_4171466846831601364_n


THE MAD ISLE

Fantasy Gaiden: Guide 11076231_1095078277185675_3107647108428798108_n


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeTue Jan 13, 2015 6:57 am

Fantasy Gaiden: Guide Charac10

There is no limit to how many characters can be made. Due to how many races and classes there are.


<::Character Sheet for Races with Sub-Races::>

Character Name: First Name and Surname required.

Character Age: Your character's age. Depends on the Race.

Character Gender: Male or Female?

Race: Your character's Race.

Sub-Race: Your character's sub-race.

Class: Your character's Class.

Equipment: Your character's equipment. This is for weapons, armor and other things.

Appearance: Describe your character in detail. Don't include armor here. Don't grab a random picture off of google and place that here either. That's just being lazy.

Personality: Your character's personality. Try to Roleplay inside this personality.

Bio: Your character's Biography. Be detailed.

Strengths: The pros about your character. This is for personality, not physical skills or abilities.

Weaknesses: The cons about your character. This is for personality, not physical skills or abilities.

Other 1: Something else about your character. Not for off topic or "theme songs".

Other 2: Something else about your character. This is only for things significant to the character. not for little random snippets of conversation you want to add.


<::Character Sheet for Races without Sub-Races::>

Character Name: First Name and Surname required.

Character Age: Your character's age. Depends on the Race.

Character Gender: Male or Female?

Race: Your character's Race.

Class: Your character's Class.

Equipment: Your character's equipment. This is for weapons, armor and other things.

Appearance: Describe your character in detail. Don't include armor here. Don't grab a random picture off of google and place that here either. That's just being lazy.

Personality: Your character's personality. Try to Roleplay inside this personality.

Bio: Your character's Biography. Be detailed.

Strengths: The pros about your character. This is for personality, not physical skills or abilities.

Weaknesses: The cons about your character. This is for personality, not physical skills or abilities.

Other 1: Something else about your character. Not for off topic or "theme songs".

Other 2: Something else about your character. This is only for things significant to the character. not for little random snippets of conversation you want to add.


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeWed Jan 14, 2015 12:45 am

Fantasy Gaiden: Guide Lore10

The world of Fantasy Gaiden has had many events shape it into what it is today.
These events will be described in this area.


<::The Plagueyear::>
Open for Lore:
 



<::The Fall of Ardna::>
Open for Lore:
 


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PostSubject: Re: Fantasy Gaiden: Guide   Fantasy Gaiden: Guide I_icon_minitimeWed Apr 01, 2015 7:24 pm

Fantasy Gaiden: Guide Hints_10

These are hints and tips for you to read in the event that you don't know what to do/post, or for any other needs.

<:: Tip: If a problem can't be solved one way, try another. [Still in progress]::>
If you find that you can't solve a problem with one method, try using another. That mage keeping you from getting too close with your sword? Throw something at him or have a ranged character do something.
Trying to stay covert in enemy territory but that pesky bard won't leave you alone until you tell him who you are? Lie to him.

Thinking outside of the box can lead to success, and always throwing out that insult or punch might not be a very good idea all of the time.
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