Ah, what the heck.
RULES:
It is very important you read over these and follow them!
1. Please read the regular Role Playing Forum Rules, if you haven't already.
2. People of their elements can PM me if they want to make a twist in the plot where they acquire a new weapon. You don't need my approval to make new potions or get new armour, but it's the weapons. If you don't want to make up any weapons for yourself, PM me so that I can either disqualify you or I can make up weapons for you by adding my own plot twists... hehe. Yes, disqualify you. If you are going to be a part of this role play, you have to have some sort of imagination that is active throughout it, and what's better than weapons?
3. For all items, if you make up weapons, armours, or potions, you may find pictures. If not, for weapons ONLY, you can bring the matter to me and I will get you a picture of a weapon from
http://www.neopets.com, unless I can't find it. NOTE: A good resource for Potion Images would be the Healing Potions from Neopets.
4. Unless you are Volcano or have a natural rivalary with an element, you cannot attack anyone of your own team mates without an approval from me to add that kind of plot twist. However, if you have to attack a team mate to benefit it, then go right on ahead. By attacking team mates, that might be a sign that you DON'T actually want to save the world, so you will be given one strike. If you do it again, then you will be disqualified.
5. Your weapons, armours, and potions can only go up to a natural extent. For example, you can't just make up some Super Strength Potion, drink it, and then kill everything you see. Any sign of this will have you disqualified. You can go right on ahead for making your own descriptions for Potions and Armours, but for weapons, you must send me a name, image (if possible), level, and description, and get me approval for creating such an item before adding it to the game.
6. You cannot win at everything. Though it might as well be possible to survive this entire thing without getting killed, you still must have to make your character win some and lose some. If I see that you seem to be invincable, you will be PMed, asking to give a legimate excuse. Failure to respond in three days will give you a strike. Failure to respond in a week will get you disqualified.
7. If for any reason you must leave the RPG, whether you're grounded or you're going somewhere, please PM me, telling me when you'll be getting back, where you're going, anything you think is important. If you mysteriously disappear for over 2 weeks, then your character will be temporarily controlled by someone else, namely me. If you do not return in a month, then you will be disqualified.
8. All locations you go around in, for a basic view, is here:
So what if it's bad? It works, and that's the most important part.
Cities that are SQUARE are big cities. Cities that are smaller squares are towns or smaller cities. Cities that are just dots aren't cities but a small establishment or village. In-depth city guide:
Asglo (****): Capital city of Asglonia. The king resides here.
Under Aslgo (**): A mysterious city a little bit under Asglo, where the Mad Professor was rumored to have emerged from.
Mitris (*): A tiny mining town in front of the Clokend Mountain Mine.
Titris (**): A slightly larging sister town to Mitris. It is at the other end of the Clokend Mines.
Spring Meadows (***): A beautiful city set next to the mountains and the plains. Ideal vacationing spot.
Thetra Town (***): A town full of brutes and rouges. Great place for physical training.
Witch's Tower (**): A scary hag lives at the top, but on the other floors, they are inhabited by magical tutors.
Las Lagon (**): A fishing town. The Lagon Port is also here. Things that arrive at the Port are shipped out all over the continent.
Till Sands: (*): A primitive settlement out on the desert.
Elven Harbour (*): At the edge of Shirewood Forest, this village has a port that is exclusively for elves.
Green City (***): A great southern city set next to the treachorous Shirewood Forest.
Greenville (**): A happy, jolly place that believes that keeping the enviroment clean is the best bet for the future.
Green Town (**): A town full of pollution. They created Waste Lake in the North.
Green Village (*): A dwarven village set at the foot of the Lost Hills.
Nomad Well (***): A large rest-stop for nomads. People come from far and wide to see the great Nomad Well set in the center of the city and buy things from the Great Nomad Marketplace.
Nomad Maze (*): An inhabited town which is a huge maze full of Nomad's stores, kind of like a bank for Nomads. Rumor has it that in the very center there is the Nomad King's Treasures.
Warmthville (***): The northern city with a port, sister to Las Lagon. Stores that arrive here are sent to Swaga.
Swaga (*): A town that collects Warmthville's stores and sends it off throughout the land.
Marinora (*): A village next to the marsh.
Monastary (**): A settlement of monks.
The Northern Jewel (***): The great Northern city.
Eggville (**): Named for being on an egg-shaped island. These people use the entire island for farming and ship it out to the rest of the land.
Cani (*): A town that is frequently a rest stop for travellers that dare go through the Twin Pass.
Peninsula Resort (**): A great, oceanic resort next to the ocean. Also an ideal fishing place.
The Mad Professor (***): The island in which the professor was banished to. It is crawling with mutants.
Elven Stop (**): Set at the edge of the Wood, the Elven Stop is a rest stop for elves who are arriving or leaving the forest.
Shena (*): A small elven settlement next to the desert.
Eragonata (**): Inhabited with elves, they believe that dragons still exist.
Shina (*): A town near Eragonata that rejects the idea of dragons. Elven.
Corinth (**): A town that has an annual Elven Corn Festival each month.
Oraganath (***): The great capital Elven City.
Sho (*): A small Elven rest stop.
Sha (**): Sister city to Sho. Is an ideal training place, because all of the elves that live here can morph stone into gold.
Sap (**): The great northern Elven city. Sister city to Sho and Sha.
Mine Town (*): A town which searches has been searching for ages for the Lost Mine.
Lost Mine (**): A lost mine that is rumored to still have many valuables inside.
Lost Hills (**): The great western Dwarven Settlement above land.
Mystary (**): An underground Dwarven Settlement.
Candel (***): The greatest Dwarven City in all the land. The only way to reach it is by going from Mystary Tunnels, under Candel Lake, and on to the island, because the Lake is crawling with dangerous fish.
Clokend Mountain Ring: A ring of mountains surrounding the greatest cities of the land.
Clokend Mountain Mines: A mine that can also be used to go directly north out of the Clokend Mountain Ring.
The Twin Lakes: Two lakes that has a stretch of land going through them.
Asglonian Desert: An uninhabited stretch of land in the north.
Asglonian Marsh: A treachorous piece of Asglonian Land that has many special healing and magical herbs.
Lost Hills: Related to Dwarves, anyone that tries to go through it without going in the tunnels will surely get lost.
The Western Plains: A stretch of land that is completely green.
Candel Lake: A ringed, dangerous lake surrounding Candel.
Shirewood Forest: An Elven forest. Anyone that enters it never comes out again...
Asglonia: ...the land we play in?...
If you think anything else is necessary, PM me. I may also be assigning an assistant helper, but only when all 8 people are signed up. If you are interested, you need MSN. The assistant helper helps for ideas and answers some PM's that you throw at them.