In a cataclysm known as the Nightfall, the worlds were almost completely destroyed by a harrowing surge of darkness.
In the shadows of the ensuing chaos a new group has taken shape. Led by an Aegyl named Kalos, the 11th Hour touts an esoteric knowledge of how to combat the darkness and restore the worlds. They might be the worlds’ best chance at survival; but nobody really knows enough about them to confirm or deny their claims.
On the brink of collapse, the universe holds its breath in anticipation. Of restoration? Of destruction? It is up to individuals like yourself to decide.
A special thank you to ChasingArtwork of Deviantart, who allowed us to use this stellar banner image.
There aren't enough praises in the world I'd like to give to wonderful coders for the Proboards community. The following have contributed to World Destiny in some way: W3 Schools for countless how-tos and countless of other souls who have helped get WD up to where it is.
The icons you see across the site are from FontAwesome, an amazing icon library.
All images on this site belong to their respective owners or creators. Kingdom Hearts: World Destiny does not claim ownership of anything except our unique story.
All Original characters are the intellectual property of their respective RPers. Do not steal any characters or other creative works.
All Canon Characters belong to the Kingdom Hearts franchise, Square Enix and Disney.
Once a profile has been reviewed, the staff member who reviewed it will PM the RPer with a rank: either Tier 1, 2, or 3. The staff will NOT give details about how good or bad a person did. The ranking is sent simply and secretly to ensure fairness and kindness to all players.
1: While World Destiny is not an elitist community, we do want to have some manner of structure and give members an opportunity to cultivate their creative skills for the duration of their stay on World Destiny. An individual does not have to have a flawless handle on the English language or its comprehension. We intend to award profiles based on a blend of story portrayal, story comprehension and diligent effort.
2: For those wondering, while we have a system set up in order to regulate how profiles are reviewed, profile review is still open to interpretation. Your results may depend on who reviews your profile.
3: If you rank below what you would like to achieve, please do not take it personally. Instead, take it as an opportunity to achieve better, and work yourself toward what you desire to achieve.
Additionally, all awards achievable here may be obtained via the Shop. Your first item is just a spring board, our gift for your dedication to the World Destiny community.
Tier 1 - Spell Materia
This tier is for everything from the bottom rung to good. These are either profiles with the most room for improvement but have made it through passable level, or they may be above the bottom rung, but deemed to be below tier 2.
MATERIA: Star-shaped materia may be added to a character's inventory to give them those types of magic abilities. This level of materia is the most simple. A person, for instance, may not cast a poison-imbued fire spell with these. They may, however, cast a pure fire spell (like Axel does).
This level of materia is also eligible as 1 out of 2 required materia for synthesis.
Tier 2 - Weapon Augments
This tier is for profiles between pretty good and very good. These profiles show a good amount of story comprehension and storytelling skills. They may not be perfect, but they are still very good. There may be a few story holes in these profiles, but they are minimal.
WEAPON AUGMENTS: Weapon augments are magical gem-like materia which a person may infuse their weapons with. Presently, only one weapon augment may be attached to a weapon at any given time.
An individual dual-wielding may attach a different augment per weapon.
Tier 3 - Armor & WeaponCharms
This tier is for hands-down walk-on-water profiles. These individuals have put a ridiculous amount of time and effort into their character profiles. These profiles show great story comprehension and great storytelling abilities. There are virtually no story-holes in these profiles.
Tier 3 profiles do not have to be a specific length, but they must be overflowing with nothing short of absolute excellence. These RPers are an excessively rare breed, and they may be entrusted with small plot-related concepts, depending on their chosen reward.
CHARMS: Charms may be attached to weapons or armor, or stuck into a pocket, it's really up to the RPer to decide how their character equips them. They add small quirk-abilities to your character, from reviving them from death (Phoenix Down style), to making your character feel a little faster and several other things in-between.
Apply the element of Wind to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
THUNDER AUGMENT
Apply the element of Electricity to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
WATER AUGMENT
Apply the element of Water to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
ICE AUGMENT
Apply the element of Ice to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
FIRE AUGMENT
Apply the element of Fire to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
EARTH AUGMENT
Apply the element of Earth to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
LIGHT AUGMENT
Apply the element of Light to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
FOG AUGMENT
Apply the element of Fog to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
SHADOW AUGMENT
Apply the element of Shadow to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
POISON AUGMENT
Apply the element of Poison to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
GRAVITY AUGMENT
Apply the element of Gravity to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
REFLECT AUGMENT
Apply a Reflect coating to your weapon. * Only one weapon augment may be active at a time. * If struck in combat, the recipient RPer decides if the applied effect lands.
Allows the wielder to cast one minor illusion once per thread. The illusion may not damage the opponent, but may allow for an escape, lesser confusion, or to buy the wielder some time.
DEEP EARTH CHARM
Encases the user in a layer of stone armor, making them immobile, but impenetrable for 1 round, once per battle.
WILDCAT CHARM
Enables the wielder to go into a berserk mode for 3 posts when their health is critically low.
STONE OBELISK CHARM
The obelisk charm protects you! Your character may take 1/2 an attack's normal damage once per thread.
PHOENIX HEART CHARM
This charm may raise a character 1 time in the event of character death. After that, its magic fades. *Counter-effect: Elemental strengths and weaknesses may shift permanently for the raised character.
CRYSTAL BALL CHARM
Casts Protect on its wielder for one turn. Useable once per thread.
CRUMBLING TOWER CHARM
Gives the character an added chance to dodge or reflect an attack one time per thread.
STAR CHARM
This item fills an individual with emotion, and gives them an endurance boost! Useable once per thread.
FIRE LILY CHARM
Slightly masks the scent of the wielder's heart from the Darkness.
MOOGLE CHARM
Absorbs one magic attack as a minor HP boost once per thread.
THIEVES' PURSE CHARM
This charm allows you a chance to steal an item from an NPC enemy. Only useable once per thread. *A Dice-Roll from the Dice-Roll button above the post section must be used for this item.
BLUE FEATHER CHARM
Makes you feel lighter… (Your character can jump a little higher. Constant effect; does not considerably improve a character's ability to fight.)
CHOCOBO CHARM
Makes you feel faster… (Your character can move a little faster. Constant effect; does not considerably improve a character's ability to fight.)