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Old 06-06-2013, 09:11 PM

Welcome To Terra...

The world:
Terra is made up of many different islands, but is separated into six main areas.


Kōri- An arctic tundra, Kōri is always covered in snow, and ice. This area is constantly plagued by blizzards and ice storms. Large glaciers and ice caverns cover the area, and large ice spears jut out of the ground. This is more common in an area of Kōri known as the ice fields, where there are spears of various sizes from shrub sized to cliff sized. Various things over the years have become frozen and lost within the spears, for they are always growing and new ones are always forming. The ice fields form a circle, and in the middle, there is a large area of frozen ice that was once believed to be a lake. It is impossible to see how far down it goes, but below the surface, fish can be seen swiming around. There is no plant life here, since the weather is to harsh and the tmperature is to low most of the time. Cities usually are made up of large ice baised houses or buildings. Three months out of the year the blizards stop, this is referd to as their summer, even though the temperature is still low enough to where the snow and ice does not melt. During this time, some people will come to vacation in the cooler weather and enjoy the sparkling snow and ice in the sun.

Taiyō- This area is covered in volcanoes, the area itself is believed to have formed by the land at the base of the various volcanoes fusing together. The soil here is rich with nutrients and such, especially around the baise of the volcanoes, so they are good for crops. The climate here is usually hot and dry, due to the active volcanoes. Hot and spicy food is usually very popular here, and the people do not have to bundle up at all. They do not have a winter, but at times are plagued by ash rain from the volcanoes. Dark clouds hang high over the area, so there is little sun most of the time if any. The cities are often founded around metal baised buildings and such, since wood would burn to easily. There are what residents refer to as volcanoe walls around the buildings. Due to the volcanoes errupting at times, they block and divert the lava out into the waters of the ocean, where it cools. This area is known for it's spas and hot springs, due to the waters being heated by the volcanoes and such. There is a huge resort here, that is centered around large craters that are filled with bubbling hot water, heated by underground volcanic activity.

Fumō- A desert area, Fumō is known for sandstorms. It is barren and covered mostly in sand and rock. The style here is more of what people would refer to as old western. The towns here are small and spread out, due to the sandstorms. Plantlife like cactai and such that does not need much water is common here. Fumō is known as the rebel area, for it is rumored to have an outlaw town, where many of the rogue and dark surgers of Terra reside. It is known for producing many strong and powerful surgers though, due to its' tough training terrain. Water is scarce here, other then the beaches, that do have exotic palm trees. The sun shines here, so it is hot usually during the day, but at night it becomes very cold. Its' winters consist of two months of off and on rain, but being a desert is dry the other portion of the year.

Rōmu- The most desireable place to live in Terra, therefore the most populated. It is known for its beauty, and exotic plants and fruits. It is the largest space as well, and most of the cities are near the bays and the docks, where tuorists will have easy access. There are many resorts here, and the building work is a mix of metal and wood. Farther into the depths of the island, is mostly forests that give way to large grassy valleys at times. There are high cliffs that are perfect for sight seeing or rock climbing, The climate is warm and sunny most of the time, with clear skies. They have the normal seasons of spring, summer, winter and fall. During spring the plant life is usually budding with fresh flowers and baby guardians. The breezes during this time are known to carry petals around the island, and the air is full of the scents of the plantlife. Summer is never to hot, but is perfect for vacationing, and is the most tuorist populated time. Fall bathes the island in a variety of rich colors, and the breezes usually blow leaves and such around, while winter does bring a light snow and ice. There are times of rain here as well, but it usually does not interfear with the life of the inhabitants or tuorists. Many shops and buisinesses are here, and the trade center is here due to the large tuorism market.

Jōki- This area is a mystery to much of the people down below, for it is not on the level with the other islands at all. Jōki is a large floating island like area, that is up in the sky over the vast oceans. It is covered in large plains and clifs, though there are few trees, they are there. There are many vines, and the island is constantly surrounded by the clouds. It is known for stronger winds, that at times result in wind storms, and at times lightning storms. The only way to reach it, is by a flying guardian. Jōki has a lake in the center of the island that runs off into four streams that run off the edges of the island and down into the water below of the ocean. It is mysterious why the lake never runs out of water. The higher altitude of the island does take getting used to, and is not easily survived for many beings. The buildings here are thought to be stone baised, so to not attract lightning, but to be sturdy and able to hold up to the wind and elements. Jōki is the center of many fables and such, but is the producer of a vast amount of knowledge within the Terra world.

Sōru- This area was once believed to be inhabited by the origional citizens of Terra, and it is believed that all life came from this area. It has terrain from all of the other areas, living in harmony, which is why these stories are believed to be true. There are high clifs which are plagued by thunder storms, an area of rough desert, forests and a volcanoe area as well. Most of the main area though is covered by ruins of this old civilization. No one knows what exactly happened to them, but their heratige has been left behind. Large cavrans and such tunnel through the clifs and the ground and much of the area. Most of the major turnaments of Terra are held here in Battle City. Shops and the Battle cooperation headquarters are located here, and the cultures from all of the other areas come together. It is known for its' feastivals and these tournaments. There is rumored to be an extention of the origional people here, living on through the monks that live here. They are rarely seen, and their villages and such are hidden to the point where many believe the monks are merely rumors.



Technology:

Terra's tech is complex. They do not have huge modern establishments or gadgets like the normal world. Most houses and buildings are simple and slightly more primative in design. Stone, straw, wood, and metal are typically used. The major cities and resorts are a bit more advanced, and it goes down from there, the slums are the worst. They do not have TV or CD players or all those things. They have radios and ships, but no cars. Most people get around on makeshift motorbikes or on guardians. Their tech goes more towards Surging. They have weapons such as spears, swords, bows and arrows and such. There are advancements in guns that shoot a sort of lazer or energy type bullet. Capsuls are made as well, to house guardians when not in use. They use mail usually to get things around, or a messager. The mail is usually distributed by the flying guardian post however, located on Rōmu. They are advancing, and the most industrial place where new teck is being produced is on Taiyō, due to the volcanoes, forges and blacksmiths are quite common.

(If you have any questions here, you can always run an area of tech by me and I can give you a better answer if it would be found here or not)





Guardians:

Guardians are considered the animals of Terra. They are very important in many ways, from travel, to food, to mail and working. Each area has their own unique types of guardians, so surgers are usually travelers, and the types of guardians they have are often a reflection of the places they have been. On regulation, a surger is allowed to have five guardians with them at any given time. There are what is known as guardian banks all over Terra, that house and can even raise/train exess guardians while not in use by a surger. There are also daycares for eggs and younger guardians..


Kōri- The most promanent guardian here due to the terrain is ice type. It is not unusual to find Psychic type and water type here as well.

Taiyō- The most promanent guardian type here is fire type due to the volcanoes. Rock types and dragon types can easily be found her to, due to the heat and the volcanic rocks.

Fumō- Ground types are the most promanent here, due to the desert terrain. There are powerful steel types here as well as dark type guardians.

Rōmu- The promanent guardian types here are a mix of plant type and beast type, although poison types are very common.

Jōki- Lightning and wind type guardians are the most promanent types here, though it is said that light type guardians can also be found here.

Sōru- The most promanent type here is fighting type guardians, there are many bug types around here as well. The ruins are crawling with ghost type guardians as well.






Capsuls:

Capsuls come in the form of wristbands, necklaces, and rings. Each has a gem in the center that starts out clear without any color. They are used to house guardians, by reverting a guardian to their most basic energy like state and containing the energy within the gem for easy travel and access. When a guardian is called into the gem, it takes on a color that is specific to the type of guardian. The colors are as follows:


Ice
Water
Fire
Rock
Ground
Shadow/Dark
Plant
Beast
Wind
Electric/Lightning
Psycic
Ghost
Light




Surging

Surging is the main pass time and ultamite sport of Terra, people enjoy and it utilizes strength, body, mind, spirit and a bond between a Surger and their guardian. It is a way of connecting with a guardian and the power that lives within Terra through its' guardians. Surging in many ways is the law around Terra, going with the strong survive, and the weak fail. Within surging, there can be simple battles beween surgers, or there are tournaments that consist of one or more of the following:


Race: Only surgers with larger riding able guardians can compete within this type of competition. There is usually a designated route on which the riders and guardians must follow. It is up to the guardians or the tournament directors to set the rules on if there is a time limit, or if attacks can be used during this one. Winning is usually made by crossing the finish line first, and in many tournaments, getting knocked off of your guardian disqualifies you, but in some this does not happen.


Battle: This is the most typical form. It is usually done in a statium during a tournament, or within a designated area. It can be done outside of a tournament between surgers whenever though. These usually happen in a one on one or a two on two match. Three on tree is very rare, but does happen. The surgers give their guardians orders on which attack to use or move to make, and the guardians follow them out. Killing or overtaking the battle is illegal here, and winning usually intailes that whoever's guardians either get knocked out first or get sent back to their capsuls first lose. This one can also be done in a time limit.


Course: This is simmilar to a race. It can be on a set length or course of terrain, but this goes more in depth. This form incoorpetates various obsticals that test speed, strength, agility, stealth, and other various tallents of guardians. It usually also tests the bond between surger and guardian, and can push them often to the limit. If used in race form, it can be won by completing first. It can also be timed, and the surger completing it in the best time with the fewest mistakes can win. It can also be scored, baised on time and how well the course is completed. Best scores win.


Challenge: A challenge is similar to a course or a race. With a challenge, participants are usually required to seak out a particular object or item along or at the end of the challenge. It can be used simply as race form, in which the first to obtain the item wins, or it can be combined with a course, where the people have to overcome obsticles along the way. It can also be used as a sort of scavanger hunt form, in which finding an item or clue unlocks the next part of the hunt.

A turnament can consist of various styles of these components, and rules or how a winner is chosen is unique to each tournament.
.




Teams:

To compete in normal everyday Surging, no team is really needed, sincee it takes place all over Terra all the time. To compete in most tournaments however, a team is needed. Some events may allow all members to compete, but others may divide it up to where a new member of the team must compete in each event.Within Terra, the terrain and guardians can be dangerous, so often times travelling in teams or in groups is highly benificial. There are registries all over Terra, in each area, where teams can register. Battle City, keeps a record of all teams, and is where the C.T.R is located, or the Central Team Registry.Teams help with credit and status in the world, and there are many high powerful teams throughout Terra.



T.D.U:

The Terra Defense Unit is also called the Police of Terra. They are a large team of surgers who act as peace keepers all throught Terra. Each region usually has their own base and uniforms or laws to keep the peace. All of the T.D.U units though work together to keep the peace and such between the areas. The main base and academy for training new recruits is located on Rōmu. They act as a defense, and keep rebel surgers and illegal activity to a minimum all throughout Terra. Some believe that in certain areas the Defense force is becoming corrupt, but for the most part they take great pride in what they do, and follow a code of always promissing to help and protect both people and guardians alike. They are usually often used in tournaments as well, to make sure no rough housing or illegal activity takes place within this time as well.





Prizes:

Prizes for surge matches varry. In everyday usual ones, no prizes are won. What is called a noble bet is often made among Surge teams however. This bet is recognized by the council, and therefore must be followed through. The terms of this bet could be to never return to an area, paying a fee, or even handing over a guardian to the winner. In recognized tournaments, the prizes varry as well. There may be a trophy, food, money, or a rare guardian given as a prize. Fame, popularity, and status also come with winning, since it is a popular sport in Terra, news travels quickly, and many people often have their favorite surgers. Prizes are usually only limited to the imagination of people, for if it is agreed upon, either through a noble bet or a tournament, it is followed through on.



Code:

Most partakers of Surging often follow a code, typical of a good warrior. They agree not to use their guardians for evil, and to uphold the law to their best. They also agree to treat not only people, but their guardians with respect, as they are their partners. They agree to fight with honor and with heart, following the rules and not cheating in anyways. Most of the code of a true Surge worrior is unspoken, but all follow it. They fight with all their might, and help eachother out whenever they can. They do whatever they can to protect and help the world around them, and its' people and guardians. Going against this unspoken code most of the time is highly looked down upon and they are often seen as cowards or outcasts, and shunned in many cases. There are those who go to extreams with not following this, and use their guardians as tools to do whatever they want. They use it for stealing or hurting others, believing that guardians give them the right and power to do whatever. In fights, they often do not stop merely when they would normally have won, but they push it into what could highly be called as overkill.



Bonding With A Guardian.

Most of the time children are given a guardian at a young age to grow up with, others are not. To capture a guardian and make it a part of your team you must either defeat it in battle, win it, or bond with it. A bond between a guardian and its' surger is very important. The stronger the bond, the stronger and harder a guardian will work with it's surger. When bonding with a wild guardian it is important to remember they are a strong and wild race. They can sense the feelings and intentions within people's hearts and may decide one of three things: Run, Come willingly, or fight. If they choose to fight you can either battle with a guardian of your own, or take it on on your own. It is better to try a weaker or newer guardian if you decide to take it on on your own. Some guardians are deemed to dangerous to try and work with and bond with, so they can not be tamed. Others are banned from many battles and tournaments for various reasons, so they are often avoided. A bond is also fragil, it is a strong friendship that often takes a long time to build, but that does not mean it can not be torn down as well. A bond and trust can be lost through mistreatment of a guardian, losing constantly or by losing the respect or trust of your guardian. It can also be lost by the things they sense in your heart. Some guardians are forced to fight against their will by use of force or painful 'correctional' machines like collars. This is illegal, and also goes against the code.



Training:

Guardians gain experiencee throughout their lifetimes and as they grow. They learn from either being in the wild or traveling with a surger. They gain experience through battles and interacting with not only surgers but other guardians as well. They also get stronger and learn through bonding with their surgers. As they train new abilities and attacks may arise. Training can be done by battling wild guardians, by practicing various moves or combinations, or such on their own or with others. They can also gain experience through battling in surging matches or through competing with others in tournaments. It isn't just the guardians who learn and need to train, but the surgers as well. Both need to be in sync and on a similar experience level in order to work together. A weaker surger can not often handle a stroger more experienced guardian with easee. It takes training and bonding to gain the level needed in order to work together and win.




Cuisene and Trade:

Kōri- Beautiful fur products are produced here, being their main source of income. They are known for fishing as well. They produce beautiful jewlery as well, and are usually credited for the styles and such that capsules come in. They do not have plants here, so their diet usually consists of what they find in the sea, being fish and at times aquatic plants. They also are known for producing delicious ice cream or shaved ice.

Taiyō- Known for ritch and exotic crops and plants due to the volcanic soil. Most of the food is spicy or heat based. They are known for their bold cuisine and bold flora and fauna. Their major trades are in fact in their crops and plants. They are also the main makers of weapons and various other things within the world. Fordge and blacksmiths are common here. The spas and hot springs bring in money as well.

Fumō- Known for it's tough guardians, and its' beer. This place attracks many training people, so the hotels and taverns are the main source of income They are also known for their odd stone caverns. They have a few training areas here, that help to strengthen guardians, and help earn money. Their main food source is meat and cactuce made in various ways.

Rōmu- Known for it's tourism and the trade in the cities. A lot of vegetable and fruit baised dishes come from here and is what their main diet consists of. Their main base of trade is in fact their fruits and such, though their income is from the tuorists and the trading that comes through. The resorts found here are also a good source of income.

Jōki- A lot of jewlery and feather products come from here. They feed on fresh fish and home grown foods such as grains and such. They are also the lead producer of books and knowledge. Their foods are normally very light and yet filling.

Sōru- Battle City is the main source of income here, bringing in touorists and surgers from all over the world. Many shops are set up for this reason, including foods from all over and souvenires. The ruins and the guardians/training opportunities often attract many people as well to this place.


Guardian Type Matchups:

The types follow the normal matchup guidelines. In this chart a blank square means the matchup is reletively equal and the attacks will vary in power. The green + means the type would be super effective against the other, and cause a lot of damage. An orange - means that the type is not really effective and attacks would do little damage to the opponent. A red X means that the type is not effective at all, and would be useless in a fight against it. For this type, substitute Normal types as Beast types, and go from there. Any questions, just ask me.



Another Chart



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#2
Old 06-06-2013, 09:15 PM

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OOC

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Old 06-06-2013, 09:32 PM

Reserved:

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Old 06-06-2013, 09:32 PM

Reserved 2:

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Old 06-06-2013, 09:32 PM

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