Endymion
Thing of Beauty is Joy Forever
Or is it...........
Thing of Beauty is Joy Forever
Or is it...........
Welcome to Endymion "The most beautiful planet in the universe" or so it was believed.
It was a tropical paradise full of mesmerizing and stunning views and titillating and tantalizing stimuli.
It had everything, luscious forests whose red, green, yellow put rubies, emeralds and topazes to shame, the water of lakes and rivers was azure blue as clear as crystal, the sky it's vastness stretched across everyone enveloping them with it's warmth, the shades of blue were majestic and night time was just divine with stars shining as diamonds and the people what could be said of them, the most cheerful and helpful ones you'll find across the whole universe, jolly, kind-hearted, hardworking and their hearts just as clean as new pair of whites free from any stains of malice..............
It was simply a breathtaking paradise which lured people into it's warm and tranquilizing embrace.
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Boring isn't it.
But entropy is time's arrow, the universe constantly descends into chaos that's what the forces of universe wanted to see......
The planet was struck by series of misfortunes, meteorite showers, volcanic explosions, invasions form the most vicious and powerful criminal organisation which brought with them various riches, exotic minerals and technology, but then the biggest calamity of them all happened a big bear collided with the planet....
Wait what???
Actually it was a Solar Flare which made the majority of water to evaporate but the bear one sounds more funny.....
Now what remains are a few looney locals armed to their teeth, having their territories and a few arms producing companies which produce Glorious Guns....
The Planet today is almost uninhabited, it has vast deserts filled with remnants of past, huge inhabitable toxic pools, volcanic regions, few perilous forest and all of these filled with mutated and life threatening wildlife and plants and few scattered cities filled with strong holds of bilergent local people.
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And then there is the citadel, our haven a big city where all the treasure/bounty hunters assimilate for their lunatic adventures to find old treasures left by generations before them.
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May the universe be kind on them.....................
MAP
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Locations
1.Citadel: The fortified island is the safest place on Endymion. It serves as a safe heaven/resting ground for our treasure hunters. A complete world in itself, it was created by the imperials in 800 CE, 200E after the devastating solar flare. It's filled with state of the art amenities and has all kinds of shops. It also serves as the nexus for all worlds as there are mysterious portals here to all other places of the planet as well as several hidden ones.
The treasure hunters receive all their quests here, hold meetings, strategize here and it is also the seat for the council for conflict redressal.
A constant artificial environment is kept here and is powered by solar energy which is ample.
2.Anor Londo: The city of the gods as old as the planet itself, Anor Londo is probably the first habitable region on the planet, it was created some 5000 years before the current time and has many treacherous ruins filled with traps and a huge alter of the native gods. The weather is comfortable but the sentinels guarding this place makes it difficult to traverse.
3.Frozen Waste: The barren icy wasteland was once a heaven for the space pirates arriving there but due to a curse cast upon it by the Queen Isaiah made it uninhabitable due to the ever low temperatures which reach below -60 C. It now has a lots of forgotten treasures trapped inside. Ice wraith present in the region are cruel beasts with a handful few returning alive if they have the misfortune of wandering in the place.
4.Things Betwixt: Is a treacherous forest dominated by the dark mafes of Iskadn who worship their god Kauthz, though it's a great place for learning dark magic but the magic guild is unwelcoming of others.
5.Valley of the drakes: A land filled with mysterious sentient creatures drakes which have plethora of their own curses, the place harbours a secret circle of healing which is rumoured to even revive the dead.
6.The Catacombs: Akin to it's name the region is a maze of underground caves with unhabitable environment, it is said that the caves are filled with poisons and creatures which despite being unable to see are ferocious warriors. It is believe to be one of the most beautiful part on the planet and hold traces of an old extinct race.
7.Bayford: Nothing is known about this mysterious place, some say it has portals to other worlds.
8.Arid Nexus: Endymion's biggest battle ground, In the 6000 year history of the planet,l countless battles were fought here, uncountable lives lost and seas of bloods spilled. The unforgiving plateau is one of the hardest places on the planet to traverse because of it's strange geography and ever changing terrain. It has an humongous castle of Junhh which is supposedly filled with finest weapons on the land.
9.Darkroot Basin: Biggest wilderness on the planet, has mysterious wildlife and the biggest waterfall on the planet, encloses in itself the best resources for potions.
It's also famous for it's talking trees.
10.Nionimirs: Famous for it's caustic caverns Nionimirs has the monument of the legendary Alchemist Wunhh, the best place to acquire enchantment training, if you can find and identify the monument of course.
11.Deyre: Strangely habitable and friendly place on this chaotic planet has excellent townsfolk who are willing to help weary travellers for a price, it has an excellent black market and a traders guild and a bard guild.
12.Minas Eatuss: A relatively new area om the planet harbours all the latest technology, has quite a few mercenary and hunters guilds laden with technology.
But the place has a secret past of necromancers who can conjure up thralls to their commands.
13.Dead Sands: The biggest desert in the solar system, infamous for it's nefarious thieves guild, who spare no one. It has an huge underground city for thieves.
Complete uninhabitable due to lack of water and untraversable due to it's unforgiving temperatures which reach up to 80 C.
14.Ash Lake: A huge swamp encircle a large part of the planet, it has weird creatures which can cast infinite curse upon the weary travelers,renowned for a cult of assassins which summon plethora of ghosts which help the, carry out their hits.
Bio
Following pattern is to be followed for custom bio, go creative, go nutsUsername
Name :
Age :
Gang :
Rank :
Village:
Appearance:
Personality:
Weapon:
Abilities:
Magic type:
Name :
Age :
Gang :
Rank :
Village:
Appearance:
Personality:
Weapon:
Abilities:
Magic type:
Factions
Name: The Hidden Seal
Type: spies
Motivation: money Influence: average
Reputation: somewhat poor
Age: somewhat new Leadership: individual
Size: somewhat large
Stability: fairly unstable
Enemies: multitudes
Allies: many Enemies Include: a large number of knights, an entire guild of merchants, some seers, many rangers, an entire guild of bards
Allies Include: a large number of artisans, some merchants, a large number of druids, more than a few commoners
Resources: very limited
Resources Include: a small amount of trade goods, Other: recently associated with allegations of bribery, maintains ties with many prominent individuals, highly involved in the local community
Current Leadership
Qualifications: most charismatic in the group
Bribes: will be greeted with laughter
Competence: always exceptional
Gender: any
Noticeable Trait: overwhelming cynicism
Can be Found: anywhere but home Lair
Quality: budget
Location: tavern
Interior: maze-like
Guards: armed with one-use spells
Dungeon: much-used
Traps: very few Joining
Requirement: pass ordeal
Initiation: none
Members
Identifiable By: secret signs
Common Trait: shady
Initial Contact
Relation: member
Class: spy
Found: in a good neighborhood
Mood: helpful
Gender: any
Distinguishing Trait: surprising voice
Knowledge of Group: surprisingly thorough
Reliability: decent
Competence: somewhat poor
Name: The Bronze Blade
Type: assassins
Motivation: glory Influence: strong
Reputation: good
Age: very old Leadership: group
Size: small
Stability: stable
Enemies: very many
Allies: multitudes Enemies Include: most of a guild of knights, an entire guild of rangers, more than a few nobles, some paladins
Allies Include: many fellow assassins, a large number of spies, a few monks, more than a few knights, more than a few wizards, quite a few rangers, quite a few fighters, a large number of commoners
Resources: almost unlimited
Resources Include: some old favors, some shinies, a very large amount of treasure, a decent amount of trade goods, some artifacts, a decent amount of enchanted items, a rather small amount of debtors, Other: recently denounced by a former member, rumored to own a certain powerful artifact, associated with a specific district, implicated in the recent resignation of an official, distrusted by many of those in power
Current Leadership
Qualifications: eldest members of group
Bribes: will be greeted with violence
Cooperation: fairly poor
Group Size: five leaders
Meetings: closed and secret
Meetings Occur: completely at random Lair
Quality: an architectural dream
Location: mostly underground
Interior: maze-like
Guards: very alert
Dungeon: expansive
Traps: none Joining
Requirement: highly skilled
Initiation: involves a task
Members
Identifiable By: special jewelry
Common Trait: surprisingly generous
Initial Contact
Relation: member
Class: assassin
Found: in a good neighborhood
Mood: focused
Gender: any
Distinguishing Trait: avoids eye contact
Knowledge of Group: thorough
Reliability: very good
Competence: poor
Name: The Gunners
Type: knights
Motivation: money Influence: strong
Reputation: good
Age: ancient Leadership: individual
Size: somewhat large
Stability: mostly stable
Enemies: many
Allies: multitudes Enemies Include: some assassins, some mages, a few monks, many spies, most of a guild of priests
Allies Include: a large number of fighters, some assassins, more than a few nobles, a large number of paladins, most of a guild of wizards, a few priests
Resources: many
Resources Include: nominal amount of treasure, almost unlimited contacts, some trade goods, a decent amount of debtors, a small amount of blackmail material, a decent amount of gold and gems, Other: rumored to own a certain powerful artifact, rumored to be under investigation, highly involved in the local community
Current Leadership:Senpi
Qualifications: related to previous leader
Bribes: will be greeted with violence
Competence: usually far above average
Gender: any
Noticeable Trait: always smiles
Can be Found: fairly easily Lair
Quality: an architectural dream
Location: relevant district
Interior: well-decorated
Guards: mostly for show
Dungeon: well hidden
Traps: many
Joining Requirement: highly skilled
Initiation: involves a secret task
Members
Identifiable By: special weapons
Common Trait: highly intelligent
Initial Contact
Relation: member
Class: knight
Found: at a different guildhall
Mood: suspicious
Gender: any
Distinguishing Trait: obvious religious symbol
Knowledge of Group: surprisingly little
Reliability: decent
Competence: excellent
Name: The Crimson Stave
Type: spies
Motivation: power Influence: average
Reputation: mediocre
Age: very old Leadership: group
Size: somewhat large
Stability: fairly unstable
Enemies: very many
Allies: a very few Enemies Include: more than a few wizards, more than a few merchants, many artisans, a large number of seers
Allies Include: a very few courtesans, a few mercenaries
Resources: somewhat limited
Resources Include: a small amount of important manuscripts, a rather small amount of treasure, Other: rumored to often employ very dangerous (former) criminals, racist vs a specific race, currently recruiting
Current Leadership
Qualifications: promoted because of charisma
Bribes: will usually be rejected
Cooperation: very good
Group Size: nine leaders
Meetings: closed and secret
Meetings Occur: in graveyards at midnight, mostly Lair
Quality: opulent
Location: a member's home
Interior: larger than appears from outside
Guards: a very few
Dungeon: well hidden
Traps: involve spiky things Joining
Requirement: pass ordeal
Initiation: involves a secret task
Members
Identifiable By: tattoo
Common Trait: very agile
Initial Contact
Relation: member
Class: spy
Found: in the relevant district
Mood: optimistic
Gender: any
Distinguishing Trait: surprising companion
Knowledge of Group: very thorough
Reliability: very good
Competence: very poor
Name: The Silent Tree
Type: druids
Motivation: fame Influence: limited
Reputation: poor
Age: well-established Leadership: group
Size: somewhat small
Stability: fairly unstable
Enemies: relatively few
Allies: few Enemies Include: some paladins, a few monks, some priests
Allies Include: a few courtesans, a very few nobles, a very few commoners
Resources: very limited
Resources Include: a rather small amount of enchanted items, Other: maintains ties with many prominent individuals, involved with a certain bloodline, leadership recently changed hands, racist vs a specific race
Current Leadership
Qualifications: promoted because of power
Bribes: are scorned
Cooperation: rapidly disintegrating
Group Size: three leaders
Meetings: closed
Meetings Occur: at the lair Lair
Quality: dark and gloomy
Location: mostly underground
Interior: very well lit
Guards: good at dice, bad at fighting
Dungeon: highly secure
Traps: in the ceiling Joining
Requirement: chosen by current members
Initiation: requires a fee
Members
Identifiable By: nothing
Common Trait: specific race
Initial Contact
Relation: client
Class: messenger
Found: in a good neighborhood
Mood: worried
Gender: any
Distinguishing Trait: strange tattoo
Knowledge of Group: lacking
Reliability: very poor
Competence: good
Type: spies
Motivation: money Influence: average
Reputation: somewhat poor
Age: somewhat new Leadership: individual
Size: somewhat large
Stability: fairly unstable
Enemies: multitudes
Allies: many Enemies Include: a large number of knights, an entire guild of merchants, some seers, many rangers, an entire guild of bards
Allies Include: a large number of artisans, some merchants, a large number of druids, more than a few commoners
Resources: very limited
Resources Include: a small amount of trade goods, Other: recently associated with allegations of bribery, maintains ties with many prominent individuals, highly involved in the local community
Current Leadership
Qualifications: most charismatic in the group
Bribes: will be greeted with laughter
Competence: always exceptional
Gender: any
Noticeable Trait: overwhelming cynicism
Can be Found: anywhere but home Lair
Quality: budget
Location: tavern
Interior: maze-like
Guards: armed with one-use spells
Dungeon: much-used
Traps: very few Joining
Requirement: pass ordeal
Initiation: none
Members
Identifiable By: secret signs
Common Trait: shady
Initial Contact
Relation: member
Class: spy
Found: in a good neighborhood
Mood: helpful
Gender: any
Distinguishing Trait: surprising voice
Knowledge of Group: surprisingly thorough
Reliability: decent
Competence: somewhat poor
Name: The Bronze Blade
Type: assassins
Motivation: glory Influence: strong
Reputation: good
Age: very old Leadership: group
Size: small
Stability: stable
Enemies: very many
Allies: multitudes Enemies Include: most of a guild of knights, an entire guild of rangers, more than a few nobles, some paladins
Allies Include: many fellow assassins, a large number of spies, a few monks, more than a few knights, more than a few wizards, quite a few rangers, quite a few fighters, a large number of commoners
Resources: almost unlimited
Resources Include: some old favors, some shinies, a very large amount of treasure, a decent amount of trade goods, some artifacts, a decent amount of enchanted items, a rather small amount of debtors, Other: recently denounced by a former member, rumored to own a certain powerful artifact, associated with a specific district, implicated in the recent resignation of an official, distrusted by many of those in power
Current Leadership
Qualifications: eldest members of group
Bribes: will be greeted with violence
Cooperation: fairly poor
Group Size: five leaders
Meetings: closed and secret
Meetings Occur: completely at random Lair
Quality: an architectural dream
Location: mostly underground
Interior: maze-like
Guards: very alert
Dungeon: expansive
Traps: none Joining
Requirement: highly skilled
Initiation: involves a task
Members
Identifiable By: special jewelry
Common Trait: surprisingly generous
Initial Contact
Relation: member
Class: assassin
Found: in a good neighborhood
Mood: focused
Gender: any
Distinguishing Trait: avoids eye contact
Knowledge of Group: thorough
Reliability: very good
Competence: poor
Name: The Gunners
Type: knights
Motivation: money Influence: strong
Reputation: good
Age: ancient Leadership: individual
Size: somewhat large
Stability: mostly stable
Enemies: many
Allies: multitudes Enemies Include: some assassins, some mages, a few monks, many spies, most of a guild of priests
Allies Include: a large number of fighters, some assassins, more than a few nobles, a large number of paladins, most of a guild of wizards, a few priests
Resources: many
Resources Include: nominal amount of treasure, almost unlimited contacts, some trade goods, a decent amount of debtors, a small amount of blackmail material, a decent amount of gold and gems, Other: rumored to own a certain powerful artifact, rumored to be under investigation, highly involved in the local community
Current Leadership:Senpi
Qualifications: related to previous leader
Bribes: will be greeted with violence
Competence: usually far above average
Gender: any
Noticeable Trait: always smiles
Can be Found: fairly easily Lair
Quality: an architectural dream
Location: relevant district
Interior: well-decorated
Guards: mostly for show
Dungeon: well hidden
Traps: many
Joining Requirement: highly skilled
Initiation: involves a secret task
Members
Identifiable By: special weapons
Common Trait: highly intelligent
Initial Contact
Relation: member
Class: knight
Found: at a different guildhall
Mood: suspicious
Gender: any
Distinguishing Trait: obvious religious symbol
Knowledge of Group: surprisingly little
Reliability: decent
Competence: excellent
Name: The Crimson Stave
Type: spies
Motivation: power Influence: average
Reputation: mediocre
Age: very old Leadership: group
Size: somewhat large
Stability: fairly unstable
Enemies: very many
Allies: a very few Enemies Include: more than a few wizards, more than a few merchants, many artisans, a large number of seers
Allies Include: a very few courtesans, a few mercenaries
Resources: somewhat limited
Resources Include: a small amount of important manuscripts, a rather small amount of treasure, Other: rumored to often employ very dangerous (former) criminals, racist vs a specific race, currently recruiting
Current Leadership
Qualifications: promoted because of charisma
Bribes: will usually be rejected
Cooperation: very good
Group Size: nine leaders
Meetings: closed and secret
Meetings Occur: in graveyards at midnight, mostly Lair
Quality: opulent
Location: a member's home
Interior: larger than appears from outside
Guards: a very few
Dungeon: well hidden
Traps: involve spiky things Joining
Requirement: pass ordeal
Initiation: involves a secret task
Members
Identifiable By: tattoo
Common Trait: very agile
Initial Contact
Relation: member
Class: spy
Found: in the relevant district
Mood: optimistic
Gender: any
Distinguishing Trait: surprising companion
Knowledge of Group: very thorough
Reliability: very good
Competence: very poor
Name: The Silent Tree
Type: druids
Motivation: fame Influence: limited
Reputation: poor
Age: well-established Leadership: group
Size: somewhat small
Stability: fairly unstable
Enemies: relatively few
Allies: few Enemies Include: some paladins, a few monks, some priests
Allies Include: a few courtesans, a very few nobles, a very few commoners
Resources: very limited
Resources Include: a rather small amount of enchanted items, Other: maintains ties with many prominent individuals, involved with a certain bloodline, leadership recently changed hands, racist vs a specific race
Current Leadership
Qualifications: promoted because of power
Bribes: are scorned
Cooperation: rapidly disintegrating
Group Size: three leaders
Meetings: closed
Meetings Occur: at the lair Lair
Quality: dark and gloomy
Location: mostly underground
Interior: very well lit
Guards: good at dice, bad at fighting
Dungeon: highly secure
Traps: in the ceiling Joining
Requirement: chosen by current members
Initiation: requires a fee
Members
Identifiable By: nothing
Common Trait: specific race
Initial Contact
Relation: client
Class: messenger
Found: in a good neighborhood
Mood: worried
Gender: any
Distinguishing Trait: strange tattoo
Knowledge of Group: lacking
Reliability: very poor
Competence: good
Rules
1.All official NarutoBase Rp rules apply.
2.Only members of the group "The Gunners" can be of The Gunners faction.
3.Please don't use overpowered characters for bios.
4.Please follow the forum rules.
5.Senpi is the leader of the RP.
Song
Let the wonderful Journey begin.