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.
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Post by Shaizen Latross on Jun 2, 2017 14:44:24 GMT -4
((Any information that you wish to know of Luniel that is not in this thread can be asked directly and then added))
Luniel is a world balanced between Light and Darkness. The two powers act as the poles of the world, with Light being the northern pole and Darkness being the southern pole. In between the two is a strip going across the middle of the world, a piece of land that is completely silent and void of creatures.
The Tirealians are those who have learned to thrive in this world, both the Dark and Light sides. They are strict in their belief of balance between the two, they themselves being balanced as such. The only ones who are not balanced are the bandits, who take the side of wherever they are based.
World Areas
Light's Landing: Light's Landing is what many would call the northern part of the world. It is covered in Light which shapes the area into a peaceful and beautiful paradise
Light's Center: The very center of Light's Landing and the origin point of the Light creating Light's Landing. Light's Center itself is a large crystal made of pure Light that appears to generate and resonate Light at a constant pace
Darkness'es Domain: Darkness'es Domain is the area that is considered the southern half of the world, completely covered in Darkness. The Darkness twists and morphs all things in this area into creatures of mass destruction and anger, the plant life being turned into swaying and pulsating masses of hunger
Darkness'es Core: The origin point of the Darkness within Darkness'es Domain. Like the Light's Center, the center of this area is a large crystal made of pure Darkness that generates and resonates Darkness at a constant pace
Land of Silence: The area located directly between Light's Landing and Darkness'es Domain. This area is completely silent, void of creatures of any kind. The land here is twisted into swirling formations of sinister Darkness and soft Light.
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Main Locations
Yolin: (Located within the Light's Landing) Yolin is the city which provides food and clothing to the Tirealian community. It is a more upbeat and colorful than other cities, and filled with cheerful people
Direk: (Located within the Darkness'es Domain) Direk is where the technologies and and magics of the Tirealian civilization is made and perfected. It is a city mainly made of metals from the world, filled with more intelligent people who are usually too 'busy' to deal with others.
This city is where the Scribes are based
Salos: (Located within the Darkness'es Domain) The city where weapons and armors are made, Salos is darkened by the ash in the air, yet lit by the fires of the forges. The city is made from stone and brick, filled with burly mean and woman who all are skilled at the forge and with the weapons they make. Despite their rather intimidating stature and appearance, they are all rather nice.
This city is where the Phoenix Guard is based
Brayza: (Located within the Light's Landing) The city where all educational learning is done, it is mostly filled with younger citizens, the teacher and staff of the schools being the only older people there. Most rush around, busy trying to get to one school organization or activity
This city is where the Wigs are based
Tireal: (Located within the Land of Silence) The hub city, where all trading between the cities are done, and all the major markets are kept. The center has a tower where the Council has their meetings.
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Minor Locations
Bandit Camps: Those who are found guilty of more disturbing or serious crimes are often banished from the cities, forced to live within the outside world. These bandits make fortresses out of primal material, and usually target travelling merchants and supply caravans
The Tower within Tireal: The shining tower within the very center of Tireal. It is the meeting place of the guild heads, also used as a hub for the city's technological magic. Anyone can go into the ground floor of the tower. Only those summoned by the Council can enter the top.
Tireal Market Place: The dozen or so blocks that make the store center and market area. Hundreds of kiosks and farmer'smarkets can be seen lining the streets in front of stores and restaurants
The Main Office of Brayza: The very center of Brayza, this building serves as the main offices and activities hall of the school system. Many school officials can be found here
The Wigs Headquarters: The main quarters of the Wigs, where their offices are located along with their extensive library and their apartments
The Magma Forge of Salos: A forge run solely from the strongest fire magics, as big as a house and hotter than standing at the edge of an active volcano. Only the most skilled workers can be found here, and the strongest weapons are forged here
Phoenix Guard Base: The main base of the Phoenix Guard, where all barracks and operations centers are. Many offices can be found in the center, with the barracks closer to the edge
Testing Chambers of Direk: The area where the technologies and magics used to power the cities are tested. Inside the chambers are dangerous, only those with proper clearance are allowed inside.
Scribe Hall: The main study hall for the scribes, and the location where lesser or less powerful spells and technologies are perfected. The main office of the Grand Scribe is found here, on the top floor
Fields of Yolin: The main area where the city of Yolin grows its crops. Fields of all types of crops are here, filling areas of land. The farmers here are rather territorial, and usually chase off strangers.
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Groups of Interests
The Scribes: The Scribes are the ones who run the magics and power of the city. In a city that is almost completely run by a magic used by the Tirealians, the Scribes constantly look for ways to improve the ways to power the city. Magic powers the transportation, the electronic devices, including lights, automatic doors, and other day-to-day objects. Most transportation around the city is done by teleportation devices, as the streets of the city are used mainly for kiosks. A Scribe is chosen by the Grand Scribe, and is chosen for either their natural abilities with magics, their cunning and skills with technology, or their ability to think of new ways that out-do the old. Once chosen, a Scribe is put through a school of sorts, learning the basic magics a Scribe must know in order to perform their duties. It take only a few months, but by the end, a Scribe has learned near the entirety of how the city runs, what magics power the city, and how to take care of the city. Afterwards, the new Scribes are sent on their way to their new lives within the city.
The Current Grand Scribe is known as Amber
The ranks for the Scribes are as follows
Scroll: ones who have been initiated into the Scribes but have yet to prove their potential
Tech: Those who have proven themselves useful with technology are placed among these ranks
Head Tech: One who has proven them self skilled in every way in terms of tech, surpassing others of the Tech rank
Mage: Those who are adept in the more arcane aspects are placed in this rank, tasked with forming new magics to better run the technologies of the city
Sage: One who has proven them self to be a master of magics with a skill above that of others is given this rank
Grand Scribe: The head of the Scribes, one who has showed experience and mastery with both tech and arcane abilities. This one is aided by the Head Tech and the Sage, the two acting as their second-in-commands
The Wigs: The Wigs, as they are called by the civilians of the city, take care of the city's own law systems, making sure peace is kept within the the city. The Wigs are actually a rather comedic bunch outside of their duties, thus their comedic names. They make laws that are fair to everyone, uphold the laws in court, and are actually few in numbers. One is chosen to be a Wig when they have learned and understand every law, and show the promise of wishing to uphold the laws. The Head of the Wigs, known as the Big Wig, takes the advice and suggestions of his council, who make up the rest of the Wigs and number around twenty. As a council, they decide the verdict, they decide how to best run everything that is fair to everyone.
The current head of the Wigs is Cid
The ranks of the Wigs are as follows
Script: Those who record and keep all the happenings of court hearings and trials
Keeper: Those who keep records of any who access the records and also take care of the records
Hammer (Judge): Those who lead the trials and hearings, often older members
Big Wig (Supreme Judge): The head and supreme judge of the higher court, dealing with the hearings that would affect multiple cities or guilds
Phoenix Guard: The Phoenix Guard protect the city from harm and have extreme training regimens. Trained by the head of the Phoenix Guard, know as the Phoenix Captain, a Guard-in-training is forced to go through vigorous training, being able to get only a max of four hours of sleep in a night before being woken up to begin training. On a daily basis, they train for 3 hours non stop with weapons, against each other most of the time. Afterwards, they run the length of the city, aiming for the highest time due to certain rewards given to the one with the best time. After the run is lunch, in small proportions followed by durability and stamina training, the routine different every time. Once the trainees have graduated and are made full fledged Phoenix Guards, they are given three days rest to prepare for the fight, usually also given money to buy all the food they want. A Guardsman is respected though-out the city, and can handle near any weapon he is given to use, remaining level headed and calm in almost any situation
The current Phoenix Captain is known as Talon
Ranks for the Phoenix Guild are written below, along with their pre-requisites
Trainee: Must enroll into the Phoenix Guard
Guardsman: Average member of the guard, fresh out of training
Blade: One has to have been through at least five large-scale battles and must have lead at least 2
Phalanx: One must prove them self in the Flame Arena during the annual Brawl. Only Blades may participate, and only three may raise to the rank of Phalanx
Council: There are only a total of five members within this rank, all chosen due to exemplary and outstanding work in the field. They serve as the Captain's council and give him advice
Phoenix Captain: The head of the Phoenix Guard, he is chosen directly by the Captain that came before him.
Bandits: Outside the city, dotting the landscapes, are fortresses built by those who have been banned from the cities. These bandits work together to survive outside, usually targeting and raiding trading caravans, using the foods and tech found to give them more of an edge