Some of you may remember the huge round-robin created by Alex 43, The War Of The Worlds. It was very successful, with some brilliant authors writing for it, and we probably reached around 120,000 words total. I cant be bothered to count them all... but at page 4 of 24, we had 21,000 words.
Unfortunately, It died off, probably because of me, tbh; as I was somewhat inactive in it towards the end; although now, I shall make sure that does not become the case.
Ok, let us begin.
What is a Round-Robin?
A round-robin is a story in which many people input little sections, and in the end a huge story is built up. Its a bit like a role-playing game.
Rules
1. No god-moding.
'God-moding' is effectively being invincible. Basically, if your character get hit with a huge beam of pure death and fire and burning and stuff, he/she will get hurt. So dont make them invincible.
2. No killing off other people's characters.
You may NOT kill of another person's important character. Some characters are created as unimportant, in which case you may kill them, but others are important to the plot and may not be killed. For example, if I make a huge army for some really important king, and you kill off one of the army, that doesnt matter. But if you kill of the king it does matter; so dont.
3. Keep to the plot.
As Alex said in the last RR: "You make a plot, you keep to it. It's not good to be searching for the legendary iron ore, then your character meets up with an elf, and together, you travel to the great waterfall of Chinrela. It just doesn't make sense and ... let's face it, it kind of kills the round-robin's plot. Let's try to make this into something memoriable."
4. For goodness' sake use decent grammar and spelling.
This is not a basic, rubbish old RPG in which people use bad grammar and spelling or things like '*my char slashes at your char*' - it is a story, written in continuous prose, with decent grammar and spelling. The idea is that at the end we could potentially compile it all together into one huge story, in a PDF or something.
5. Read the summary, and only join if you're not interfering with the plot in a severe way.
Reading the summary (at the bottom of this post) is one of the most important things to the whole round-robin. Having someone join who has absolutely no idea what is going on is not only annoying, it makes you look like an idiot. And joining in a huge and annoying plot-disturbing way is equally as annoying.
6. The RR is set in RuneScape... but things can be different.
There are a couple of new runes. Spells that dont require runes are popular. Abyssal demons can walk on this plane. Generally, the map is very much like that of RuneScape; although there are a few things that will be unfamiliar to you. If you like, you can make your kinds of things. If you want, make yourself an amulet of fire or something. Just because this story is based on RS does not mean it follows RS down to every fine detail.
7. Some more rules set by CreepyPirate:
-No double posting
-No comments on other peoples storys (you write your own part and that is all, no comments are needed.)
-No less than 20 words per post
-No sexual, bad language or adult posts (You'd be surprised.)
8. A few things for when writing.
When you write something that is for the story, write it in a colour. I will use Orangered, although others will use other colours. When you are saying something that is outside of the story, make sure it just stays white.
If you want a certain person to make their part of the story after you, at the end of the post say 'TR' (stands for
Turn Request), then the name of the person you want to go next. For example:
TR: Alex 43
If you do not specify a TR, then anyone can go next. Only specify this if you absolutely want a certain person to write their bit after you.
At the beginning of your post, specify the location of where it is happening in this format:
9. You may not use a Canon character as your main character.
A Canon character is one who is in the main RS game and plays a (relatively) important role. All the Gods, the Kings, etc, are Canon chars. You may not use any of these characters as your main character. It is preferred if you invent your own character.
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Varrock, East Bank
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The Story so far...
As you might have realised, this is the War Of The Worlds
2. That implies there was a
1, does it not? Yes, it does. The entire story is long and complex, and summarising all of it would be an incredibly difficult task. If you have a desire to know exactly what happened,
read it yourself. We're restarting it from about half way down page 20.
Here is a little description to set the screne, though.
The mastery of the White Dragon is a secret organisation, built by some incredibly skilled individuals, to protect the world. The main threat is that of the Zarosian monks, and the Abyss, and other worlds.
The Mastery is led by seven individuals. Maeteru (an elven mage, also known as
The Wanderer), Alex 43 (a kind of... spirit... thing... in Adamant armour), Gia (a white dragon, without Wings, though, because he lost them in a war), Tom (a powerful Water Elemental), Karl 67 (an elven void Knight made of crystal), Da Devil (another powerful Elven mage), and Arasa (yet another elven mage, friends with Maeteru).
Created to protect the world, the Mastery is a group of incredibly elitest people. There are around 1200 people in the Mastery, and they live in a vast and complex city, which sits in its own little pocket of space time. It is accessible though various methods, including teleportation, a portal deep underneath Varrock, another Portal under White Wolf mountain, and the last portal, which is in the sky, four hundred feet above the Agility Pyramid. Each of these portals is protected by magicks that prevent anyone who is not in the Mastery entering their HQ.
Within the Mastery itself, there are many people of many different races. Upon entering the Mastery, everyone is trained to an exceedingly good level with Magicks, Ranged weapons, and martial arts forms. There are more than fifty martial arts forms in the Mastery, although four main ones. Zharok, a member of the Mastery who has proved himself many times, created the first, an incredibly violent single-person martial art which garauntees the death of anyone within ten feet within six seconds. There are other popular martial arts, like that which Maeteru and Arasa practice, which allows more cooperation between people, while being equally effective.
The Mastery is not only a place of extreme martial arts, however; there are many powerful forms of magic and ranged combat. The ranged weapons that come out of the Mastery are incredibly advanced, with the ability to pierce even the strongest of armours, and shoot arrows and projectiles hundreds of metres.
The magicks of the Mastery, however, are some of the most incredible.
Three new kinds of rune exist within the Mastery. The first, and most important, is the Wanderer's Rune. Wanderer's runes are only entrusted to some of the most powerful of mages, Maeteru and Arasa being at the top. They are powerful, but can be somewhat unstable. The wanderer's runes are used primarily only be the Heroes of the Mastery, the leaders, although there are around 20 other mages who are allowed to use them.
The second kind of rune that exists in the Mastery is the Masters' rune. This is available to everyone in the Mastery, and is easily forgable and obtainable. There are four altars within the Mastery HQ which can be used to make them, and all four of these altars are used frequently. The Mastery runes are incredibly stable, and as such can be used by anyone, although bending their power to the will of the mage is a difficult feat. They dont generally do anything but the spells they were created to do.
Masters' Rune spells list
Orb of Defence - makes an orb around the user that will hold 500 points of damage before dissipating. Only magical attacks can be made out of the orb during that time.
Enchant Arrow - enchants 15 arrows such that they never miss. (Magic dissipates after use)
Enchant Blade - enchants a sword such that every hit has increased accuracy and strength. (Magic dissipates after 20 hits)
Teleport to HQ - teleports to the mastery HQ. Has five options - Centre Square, Farmlands, Personal Quarters, Training Areas, or Crafting Realms.
Curse Beast - does exactly half damage against any monster, demon, etc.
Drain - does medium damage. Half of all damage done is sapped back to heal the user.
One masters' rune and a single elemental rune will allow the user to do any one of the 16 normal magic attacks.
The third, and most powerful kind of Rune, is the Abyssal rune. Only six of these exist in the entire Mastery, and all six are within a secret vault only accessible by Maeteru. When used with a Wanderer's Rune, they can be used to charge Maeteru's powerful amulet, which gives him powers above and beyond even the gods for two minutes. He rarely uses them, however, and is reluctant to remove them from the pouch in his vault.
And in the Mastery, magic is not bound by runes. Within the Mastery, magic can be performed without the need for Runes, using
Free Magic. This can be bent to perform any action, anywhere, although is incredibly unstable and difficult to master. As well as that, Da Devil has developed a kind of Soul magic that draws power from the soul of the user, and can be incredibly powerful.
To start
Ok, assuming you have read all of that, It's time to begin. If you want to join, just post a character profile. You may not take any of the characters mentioned in the above description, as they are already owned by people. Please make clear whether your character is in the Mastery Of The White Dragon or not.
Here are my character profiles:
Name: Maeteru, aka The Wanderer
Race/Class: Elven Sorceror, Fire Semi-Elemental
Age: 40 (he's an elf, though, so looks around 20)
Description: Around 6'8" tall, with purple eyes and long dark brown hair. There is always a dagger and a shortsword at his side, as well as one small pouch containing magic tree ashes, and another pouch with various magic stones in. He usually has a staff with him as well, made of magic tree wood, with three stones at the top - one dragonstone, a diamond, and a piece of onyx. He wears deep blue and purple robes, and a black cloak.
Bio: He was outcast at a young age for accidently killing an Elder with magicks. Over time, he developed his magical skills to a level far beyond that of any normal person. He learnt how to use Normal, Ancient and Lunar magicks at the age of eight. His runes, the Wanderer's Runes, are some of the most powerful magical runes in existence. After meeting Alex 43 and Gia on Entrana, he now helps lead the Mastery, particularly the magical parts.
Weapons: A staff he made himself, a violently curved dagger, and a 2-foot long shortsword.
Strengths: Magic, of any kind. When teamed with Arasa, can be very good at martial arts, too.
Weaknesses: Only has his robes for protection (well, some magic, too), and isnt very good at close combat fighting. Prefers long-range magical attacks.
Position in Mastery: Hero, Chief Sorceror of the first Legion of Mages.
Name: Arasa
Race/Class: Elven Sorceress
Age: 40
Description: Around 6'0", with long light brown hair and yellow eyes. Wears white and yellow robes, with a long white hooded cloak. Like Maeteru, has a sword and dagger at her side at all times, as long as a pouch with a few magical stones in. She usually has a staff as well, which contains many fragments of diamond, with a small onyx stone at the top.
Bio: She was friends with Maeteru, in the same tribe, before he was outcast. She is also highly skilled at magic, although has not made her own magicks. After Maeteru left, she developed the normal magicks she knew to make them more powerful, boyond their normal limits, for example, making a wind strike do 12 damage (omfg).
Weapons: Staff, curved dagger, 2-foot shortsword; same as Maeteru - except the staff is different.
Strengths: Magic. When teamed with Maeteru can be very effective with martial arts.
Weaknesses: Like Maeteru, only has the protection of her robes, and isnt too great when in close-combat fighting on her own.
Position in Mastery: Hero, Chief Sorceress of the second Legion of Mages.
Summary
After research and a meeting, the Mastery has decided that the Tome of Seven Worlds, a book believed to hold the secrets that could banish Zaros to another dimension, must be found. Their research has pointed them to the ice plateau, and some Mastery members are now there.
After solving a little riddle, they found they must use fire against the ice. Maeteru casted a huge fire spell, revealing a large hole, which they moved down. With some help from Valence, they got through a door into a huge First Age Elven City. Some Elves were left there, who identified themselves as Blaze Elves, who used more powerful crystal, enfused with Lava. The Blaze Elf Elders challenged Karl 67 to a duel, and he annihilated some of their best warriors.
The Blaze Elf elders handed over the cover to the book of Guthix - and by reading some symbols on the inside of the cover, and trying to tease some secrets out of it, Arasa realised they must go to a world through the Realm of Death. They arrived there, fought against some trees (with PureBlade), and reached a dark house. In there, they found a portal to another world, a world Zaros had already destroyed. They met Gargaros there, the Guthixian protector of that world, who handed over the next page to the book of Guthix.
Meanwhile Valence had left them just before moving into the realm of Death, and gone to join a Dwarven Assault against the Abyssal Penance in a huge war machine.
The Heroes returned to the Mastery HQ to monitor the situation further, and plot the next move. Alex and Gia have left to go and meet with the Queen of the Thunderbirds, as the Thunderbirds may be necessary for the next parts of the plan - they have been a powerful ally for thousands of years.
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Ok then. If you want to sign up, go ahead and post a character profile, but im going to say:
TR: Alex 43