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About This Club

Picture the Sons of Saint Coinach with a little sprinkle of the Scions of the Seventh Dawn. The Lore Seekers is a group of researchers, mercenaries, and regular people trying to seek the truths of the past wherever it may show up. Defending Eorzea by bringing the past back into the present!

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Scholastic Adventurer's Guild

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  1. What's new in this club
  2. Name: Ever'ard Coy Alias(es) and/or Nicknames: Lieutenant Coy, Gamemaster Coy Race: Miqo'te (Keeper of the Moon) Gender: Male Nameday: 13th Sun of the 4th Astral Moon Alignment: Neutral Good Guardian: Althyk, The Keeper Homeland: Thanalan Age: 25 Affiliation(s): The Immortal Flames, The Scions of the Seventh Dawn, The Lore Seekers Class Information: Spellsword. Ever'ard has a imbalance of aether within his body, making him produce more than the average person, and he utilizes this aether to enhance his weaponry. He can cast either beneficial or harmful spells, though focusing on such can easily deplete his energy, which can result in a self-KO. If he tries to bottle the aether up, it can result in an aether burst, so it is a delicate balancing act. Crafting/Gathering Information: Ever'ard is quite handy at working metals. Goldsmith, Blacksmith, Armorer, Miner. Additional Abilities: Has an Echo, but it never seems to really trigger or activate, possibly due to his personal aether pool causing interference. It does prevent him from being enthralled still, however. Biography: Biography: Born as the eleventh son of a miqo'te, he was always treated as the runt of the litter. With how matriarchal his kin are, he was bullied and ridiculed for being born a son, instead of the daughter his family needed. He did eventually flee home at a young age to avoid the abuse, and if anyone asks, he'd just say he was orphaned. Rather than let the abuse sour his outlook on life, he saw his newfound freedom as a gift. Living as a homeless cretin, he scavenged and fought for his food, never calling any one place home, oftentimes swapping between Thanalan and The Shroud for his hunting grounds. One day, something miraculous happened, once he came of age. With a fresh kill, he was busy cooking meat over a fire in one of the many camps of homeless people stationed outside of Ul'Dah, looking around as he did, before spotting someone sitting by themselves. Something about them caught his eyes... and before he knew it, he had a splitting headache, the world dizzying around him, falling back... before suddenly watching... a memory. His Echo had become manifest. This individual was someone else down on their luck... someone that the vision showed hadn't been able to eat for weeks. Coming to shortly after, he felt compassion for the person. For the first time, he was looking outwards rather than inwards. Meat cooked, he approached the individual, and offered the food. Thus started a new life with a more selfless outlook, keeping an eye out for people in need, and offering aid where he could. Now that he was an adult, he'd enter Ul'Dah and proceed to chat with a few of the guilds within. The Adventurer's Guild was more than happy to take another new leaf under their wings. The Thaumaturges took a rather high interest in him, able to perceive something within that he could not... A case of inner aether that'd work wonders in casting spells. They insisted he take up the rod, and he obliged. Casting spells would be far easier than fighting tooth and claw for his food... or so he thought. During one such hunt in The Shroud, Ever'ard had the misfortune of being in the wrong place at the wrong time... Odin was about. He never saw the primal, but the air was thick with aether, and the longer he stayed in The Shroud, the worse he felt. Eventually he had to flee, a splitting headache taking him. He'd only make it to Camp Drybone, before collapsing, and passing out. His innards were aflame with aether imbalance, from using his own inner aether while the palpable aether from outside was clawing at him. He was in a feverish sweat... For two days, he was bedridden, the priests of the Church of Saint Adama Landama watching oer him, trying to help stabilize him.. but ultimately, that aether spark the Thaumaturges saw within him was what pulled him together in the end, taking control of the aether imbalance, and balancing it within him. He was aether heavy now, but he was able to wake. Where his eyes had once been brown, they now glowed, left a white glow, right a black. Returning to the Thaumaturges, he explained the events that had happened. Concerned with his account, as well as the thicker aether around his form, something that was palpable to even initiates, they ultimately recommended seeking the Conjurers in Gridania, as their nurturing magic may be able to help. The journey was predictably long, and the travel draining on his spirit... He had to paws at times to fling out spells, just to keep the edge off, but he did eventually reach the Conjurer's guild. Sharing his story, they recommended asking the aid of the elementals, complete with enrolling him as a novice conjurer. He did take to casting their spells with ease due to his inner aether... though still felt something off inside. The answer did come before long though, from one of the elder conjurers. He had an overabundance of aether. At their recommendation, they had him just... release, casting spell after spell to try and remove the excess. It was draining, and ultimately he ended up going light headed and passing out. Waking the next day under the watchful eye of the conjurers, his aether had built up again. At this point, it was recommended that he seek not a cure, but a method of balance, an outlet to keep him at healthy levels without draining too much. And so came the long trek to Vesper Bay... He knew there was a school of magic there, one that might be able to offer a third opinion. Scavenging coin, he managed to purchase a ship ride to La Noscea for the first time in his life. He was fortunate that the Arcanist's Guild were literally right next door to the ship dock, it meant not wandering lost in the spiraling city-state. They taught him about sculpting aether into what you imagined, letting it become a living, breathing thing... a Carbuncle. The casting of a carbuncle was a lovely bit of edge taken off, but they were nearly self-sustaining, not a thick enough drain to keep things on average. After some consideration, they suggested something not as refined as that practice, but could feasibly work, considering what others that have done such have gone through... Summoning weapons. Raw hardened aether created for combat, for hitting with and taking hits, was far more taxing on someone's aether, but may be just enough to keep him at balance. Sure enough... it was. With conjured weaponry, he could use his aether to fight, and defend, all while keeping his personal levels on par. So he started his own self training, refining a unique fighting style. Nothing as refined as something taught under the tutelage of one of the Guilds, but something that worked for him. With his new calling as a self-dubbed "spell-sword," he renewed his vision of helping others. He never seemed to have any visions any more... but that didn't stop him from aiding where he could. Seeking to better his own defenses, and potentially his weaponry, he eventually sought out metal working as a craft. Mining seemed to fit in hand in hand with his origins of being self sufficient, so in off time he'd work on pounding, smoothing, and polishing metals and ores, eventually getting quite potent in the craft. His work caught the eye of the Scions and the Flames both, and he happily joined both companies, soon enough calling Ul'Dah home sweet home. His Scion work has pit him against the primals of Eorzea several times, and his echo has proved beneficial in ensuring that he didn't become enthralled. In the aether rich realms of primals, his personal aether would spike... it made going all out with his spells quite advantageous. Eventually finding a flyer for the Lore Seekers, he'd decide to join their merry band... One of the first associates, and steadily, becoming the Grandmaster in the Free Company.
  3. [Version 1.1] Name: Loran Toussant Alias(es) and/or Nicknames: Loran Race: Hyur Midlander Gender: Female Nameday: 22nd Sun of the 5th Astral Moon Alignment: Neutral Good Guardian: Rhalgr Homeland: Ul'dah, Thanalan Country-side (formally) Age: 19 Affiliation(s): Arrzaneth Ossuary (The Thaumaturge's Guild), Ul'dah, Eorzea, The Moonlight Blades (FC), The Lore Seekers Class Information: Black Mage (Secret), Thaumaturge Crafting/Gathering Information: - Additional Abilities: - Biography: Loran is a kind-hearted Black Mage who handles the Black in order to bring peace to the realm. She enjoys exploring, adventuring, meeting people, eating, gambling, swimming, collecting pets, chocobo riding, and also does odd jobs on the side for money. Loran first came to Ul'dah from out in the Thanalan countryside with Zale, her older cousin, after their home was destroyed during the calamity. When they arrived, Zale took Loran to the Arrzaneth Ossuary, also called the Thaumaturge's Guild. Zale was already an accomplished member of their ranks and had been teaching Loran from home for years now, but it was time for her to truely pick up the mantle of a Thaumaturge. Years passed and Loran had bloomed into a talented and well-trained Thaumaturge. However no long after Zale had left Ul'dah, leaving nothing behind but a strange gem and a note for Loran. Loran, It is time I reveal to you this secret. I am not a normal Thaumaturge, but instead an agent of the old art of the black. I am a Black Mage. I have felt the power and seen the consequences of weilding this power. It is the key to ascending thaumaturgy. I am trusting you with this gem, the soul of a black mage. With it, you will find the power beyond what you thought possible. This power is a secret that I share with you. I trust that your heart can take the black and use it for the good of all. Without death, there could be no life. -Zale Zale knew with Loran's kind heart that she would not abuse the Black's destructive nature. She was the only one he could trust with it. Now Loran learns Black Magic in secret in order to become worthy of Zale's trust.
  4. Name: Nisah Liseh Alias(es) and/or Nicknames: Ni-ni (By younger sister) Race: Miqo'te Gender: Female Nameday: 5th Sun of the 1st Astral Moon Alignment: Neutral Good Guardian: Menphina Homeland: Old Gridania Age: 25 Affiliation(s): The Lore Seekers Class Information: Adept Summoner. Self Taught through trial and error research. Currently can summon Ifrit Egi. Crafting/Gathering Information: Botany, Fishing, Culinarian Additional Abilities: Echo (Power to Transcend Sight -- The ability to see the world as others see it as aether.) Biography: Nisah is the middle child, she and her siblings, Satoh'a and Sobi, were raised by her two loving parents, her mother, Nyara, who works for the Botanist guild and her father, Sata'li, a member of the Sons of Saint Coinach. He lived in Mor Dhona until he met Nyara and moved to Gridania to start a family with her. Greatly influenced by her father's career, Nisah wanted to grow up to be just like him. She became fascinated by the notes and books he would bring home after months of being away on excavations and became enamored with the stories he would tell the family of the Allagan Empire. Upon his death, Nisah inherited all of his notes and research, discovering his own studies on the Summoner Class the Sons of Saint Coinach had recently discovered. Entranced by these mages of old and seeing the potential for good it could bring to Eorzea's fight against the Primal threat, Nisah left home to try and learn to become a Summoner. With her Echo ability, allowing her to see aether and thus track Primal aether, she was able to safely come in contact with some of the Primal, Ifrit's, aether and take one step closer to achieving her dream. Her journey has taken her all over Eorzea and she has added to her own personal experiences and research to her father's notes. Throughout her journey, she decided to form The Lore Seekers, a company of adventurers and scholars who use history to aid in Eorzea's fight against Primals. She leads this company while continuing to be a living embodiment of her father's research.
  5. The following missions are available for members to accept and do with other members: 1) Job Title: Haulin' Glass Job Description: The Armorer's Guild of Limsa Lominsa is in need of Belah'dian Glass, a rare reagent found only in the Sunken Temple of Qarn. They are unable to overcome the obstacles, both physical and intellectual, and have requested the aid of the Lore Seekers to retrieve the glass they need. Contact: Nisah Liseh OOC Information: Duty can be run unsynced, contact Nisah Out of Character if interested in job. 2) Job Title: Good to Node You Job Description: A small information Node has been unearthed by the Sons of Saint Coinach and is lacking components to restore it to working order. They've requested the aid of the Lore Seekers to recover useable parts and deliver it to Garlond Ironworks for repairs. Contact: Nisah Liseh OOC Information: Contact Nisah Out of Character for more information if interested in job. 3) Job Title: Waddle I do Without You Job Description: Oh no! A group of Lalafell researchers are testing their products on the poor Apkallu of Costa Del Sol and are in need of your help! We members of the Multitudes for Ethical Animal Treatment, M.E.A.T. for short, are looking for you to help us save these poor creatures from the vile researchers! Contact information is below! Contact: Wes Allen OOC Information: Contact Wes Allen via discord private message if you are interested. I'll give the run down and you can go from there. As of now, there is no scripted ending.
  6. The researcher Nisah plasters advertisements wherever she can for assistance in solving a string of thefts involving irreplaceable relics. The advertisements gather many interested in helping for either profit or personal reasons. All interested meet at a tavern when Nisah is waiting, and discuss their interest and what the job might entail. After agreements, and a few drinks... a down payment is given to those who agree to help, and well as a linkshell, and our story begins. The next time the group meets is again in a tavern, though in a different area then last time. The group sits down to discuss their next move... though, they are interrupted by even more people wanting in on the job, and the group grows even larger still. The group discusses about the possibility of luring out the thieves, and finding the answer that way. They agree, and assign various roles to the crew, gathering a caravan and supplies for a proper facade... They then decide on what day to follow through with their plan, and the group parts again for the time being, each member making their according preparations. Finally the day came. And the plan was put into action. The group met at Mor Dhona, then proceeded to their rented caravan, glamoured to look much more valuable of course. However, the group had ended up agreeing, only using fake supplies could end up having the plan go sour. So they did mix in some actual valuable items to entice their unwelcome friends even further. While walking down the road, the group posed as guards or merchants of the caravan... and sure enough, the plan lured out the thieves! However, they were surrounded! The group prepared for battle, and while it was a bit back and forth, finally the tide began to turn in the groups favor! But then... things changed. The one Pugilist had been suspicious from the beginning, but their attacks didn't seem to injure him yet... they slowly did break something. His glamour. The petty thief was much much more than a petty thief in truth, but a powerful Ascian! The group's leader, Nisah, quickly ordered the group to flee... but some were cornered, and had to fight their way past. However the Ascian was charging some sort of dark spell, and Wes leaped into action! In a flash of darkness the Ascian was gone... but they had grabbed Wes to bring along for the ride. The group was devastated at their loss... not sure what to do next... The group eventually retreated to Mor Dhona, though tired and upset at what had happened. Nisah collapsed to the ground saying that there was no obligation for the group to help further, but if they did she would surely pay them. Most of the group agreed quickly to continue helping, but others were not so eager... Eventually, when Nisah calmed, they arrived at a Tavern in Mor Dhona, and began discussing who was staying on for the ride, and who was not. And what they were going to do next.... However they weren't alone and were approached by strangers overhearing the mention of Ascians. And while the group at first didn't trust them... eventually with the strangers explanation, they group agreed for the strangers to join them, and the group had grown yet again. Eventually agreeing to continue their plans soon, the group split apart for some well deserved rest. With a plan the put together the night before and a fierce determination, Nisah, Ever'ard, and Briaya traveled to the location that Wes sent them with the destruction of his linkpearl. Briaya had paid off Aro and Chakha to aid in the rescue and the three of them set bombs inside the bandit base, luring the majority of them into their trap with help from Nisah's Ruby Carbuncle. They valiantly fought off what forces remained, some sustaining injuries, and managed to capture the bandit boss alive. They found Wes, beaten up and tired and took him to Camp Drybone to recover. The prisoner was taken to Mor Dhona where he awaited trial for his crimes.
  7. Members! Go ahead and comment with your Character Biography using the approved Template!
  8. Name: Alias(es) and/or Nicknames: Race: Gender: Nameday: Appearance: (provide photo or as much detail as possible) Alignment: (Dungeons and Dragons terms) Guardian: Homeland: Age: Affiliation(s): Class Information: (Please provide as much detail as possible if using a special/unique class and make sure to run special/unique class by the officers) Crafting/Gathering Information: Additional Abilities: (i.e. Echo, Blessings, etc.) Biography:
  9. 1) All of the following can and will be adjusted as seen fit as we progress through the rp and is deemed necessary. The following information is up to date as of: 8/11/2017 Battle will be done in DnD style. We will use the /random to compare rolls against opposing forces. E.I. Wes wants to attack with his daggers and rolls a 525. The npc is rolled by the dm and rolls a 600, Wes' attack misses. As we go further into the story and character designs, profiencies and faults will be added to bios. For now, we will keep it a straight number to number system. Hit points will be determined by participation points in story battles, participation, and by the current story master. All adventurers start off with a base of 5 hit points. When an attack is landed upon you (non critical) you'll lose 1 hit point. Vica versa, when you land a non critical attack on an enemy, they will lose 1 hit point. Actions such as protect, esuna, cure, will have effects up on this in the way of absorbing, removing dot, or healing lost hp. Current level will not be taken into consideration on how powerful a character is, but will take the current move set that you are qualified to use. While it may help with animation purposes, All moves do not have to be of your current class, nor are you only restricted to the OOC class you are currently set as when you rp. In the bios, we will ask you to mark your class as you would like to be known as and with the leaders (Nisah, Eirira, Wes Allen, Druish Knight, Ever'ard Coy) discretion we can give permission to classes not currently in the game (example: Chemist, Geomancer, Oracle, etc.) 2) Members are allowed to make their characters a Echo User under the stipulation that no information from the Main Story Quest (Expansions Included) or Class Story Quests be used in their backgrounds and so long as the power of their Echo does not make their character too powerful. This is so we can avoid any overlaps that tend to occur when MSQ and Class Story information is used. EX of MSQ character: Jane Doe is a Hyur who wanted to be an adventurer for riches, so she first joined the Ul'dah Adventurers Guild and met Thancred after saving Nanamo Ul Namo's life. After helping out in Ul'dah, she went on to become a Scion of the Seventh Dawn, defeated all the Primals, found Cid and his airship, and was the key to defeating Gaius and his Ultima Weapon. She also defeated Lahabrea. 3) Classes that have only just recently been founded in Eorzea will be limited in how many people know the class. If you were to RP one of these classes, players must submit a viable backstory explaining how they attained the knowledge or Soul Crystal to the officers and await approval. Class Examples: Summoner, Scholar, Black Mage, etc. 4) The Consent Rule: What characters do together is their own business in terms of romantic relationships. However, it in imperative that both players consent to any interactions OOCly before engaging ICly. At any point if a player says OOCly they want something to end, then respect their wishes and leave it at that. If anything you're not comfortable with is transpiring and you feel the need to report it to one of the officers, please make sure to provide screenshots. Copy and Paste text will not be looked over as it can be easily forged. Because I recently had to go over this at my college, I will also include a video to explain consent. https://www.youtube.com/watch?v=oQbei5JGiT8(edited) 5) Godmodding Rules: Godmodding is taking control of another player’s character during roleplay. It’s frowned upon and with good reason: you only control your character and no one else’s. The best way to explain it is by example. Let’s say that I’m playing as Pikachu and my friend is playing as Charmander. This is my friend’s post: Charmander inhaled deeply, summoning as much power as he could handle. Then his wild gaze focused on his attacker and his jaws opened. Bright orange flames burst forth as both a warning and defense. And this is mine: Pikachu jumped out of the way of Charmander’s attack and dashed behind him. “Pikaaa!” he cried; a flash of lightning shot towards Charmander’s back and knocked him forward, twitching and dazed. He couldn’t get up. How do I know whether or not Charmander could get up, or whether he fell at all? It’s not my responsibility to control Charmander - I only have control of Pikachu’s actions. A better response would have been this: Pikachu jumped out of the way of Charmander’s attack and dashed behind him. “Pikaaa!” he cried; a flash of lightning shot towards Charmander’s back, making a loud CRACKing sound. This makes it so that my friend can respond to my attack - whether or not they choose to get hit is completely up to them. It’s usually fair to allow your character to dodge two of every three hits when doing combat roleplay. That makes it fair and a little more realistic. Keep in mind that godmodding doesn’t apply only to combat: it applies to every day interactions as well. Be cautious when typing posts. Make sure to keep it fun and fair. 6) The Lore Seekers is a Lore Friendly FC/LS. Meaning, members must adhere to the laws of the land and not break the unique tapestry of history this game and its creators have made for us. Uniqueness is great, but if you're attempting something that doesn't coincide with the game lore, you may want to run it by the officers first, to make sure it's not breaking lore. 7) Players CANNOT be a master of every class In Character! (This of course does not apply to outside Roleplay) There is a limit of two battle classes and three crafting classes that players can Master in character. This rule applies to everyone, including the officers. This is to prevent Over Powered characters. Players are allowed to come up with a unique class after discussing what it involves with the officers who will then make sure it is lore friendly and not overpowered. Gathering Classes are exempt from this rule.
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