Post by Saix on Jan 3, 2009 15:11:14 GMT -5
*~Chapter One : In The End~*~
---Book One: Wake Up!---
Apparently victorious, Sora and Riku have finally returned home; and unknowingly to them, the light of these two shooting stars streaking across the sky over the unending waves begins a new chapter. Beneath the surface of the moonlit waters, the higher Nobodies slowly make the lonely return voyage through the depths to the craggy empty beach of their birth. Time passes in the measure of weeks before the first of them finally duck their heads up out of the cool waters to take their first breaths for the first time -- in some cases for more than a year..
Demanding order, the First, Xemnas; calls for the quiet restoration of the Organization in it's glory days. A task that might seem easier said than done. Past coups, betrayals and failures lay out in memory close at their heels. Regrets and desires set aside however, they still grasp after a unified goal. To 'exist', and finally be complete beings. Plans are made to begin the arduous task of both finding a way to rebuild Kingdom Hearts, and seek out another, less conspicuous means to see to their shared goal.
Meanwhile, others --both long forgotten and well known-- are stirring into their own motion and awareness again. Many, are finding their way to one place; converging as if called there by fate whether it be as friend, or foe: to the World That Never Was. To continue to pursue Kingdom Hearts, the Nobodies must first band together and find a way to restore their final and lost number in order to double their chances: The Key of Destiny, Roxas. Elsewhere, a letter arrives on distant shores of Destiny Island, bearing the King's seal, and an unlikely accident opens a new path of possibilities for the Nobodies..
======================================
The following is a simple descriptive layout of 'Chapter One: Book One' as the main story line for reference and guide. Keep in mind while guiding your character through it and developing your own personal portion of the story, that there's no need to rush through the stages: the entirety of the main storyline was made with the intention to last a good, long while; allowing for plenty of space during and between the tasks, missions and implementation of the following story and ideas to develop said characters and where it is you want to go with them personally. Two rules apply: keep an open mind, and have fun. If you have any questions, feel free to note an admin; or the writers BlindTaleTeller and firstsilentGOD. Enjoy the read!~
1. Organization Members Wake Up and Surface from the Waters -- Perhaps the only one of the members who should be an automatically assumed wake up whether the player is active or not, is Xemnas. The reason being that OOC we need a solid reason to throw them all back together as a team (rebels and otherwise; such as Mar and Larxene, Vexen, Axel) and the threat of the Superior's power/ability over other Nobodies (whether a truth or fiction) fits perfectly. Aside from that, the reason for the Org members waking and surfacing on their own is also a way of getting around the question " why isn't 'character name' there? " when it comes to charcter slots that aren't being filled by current players.
Point in case: lets say hypothetically no one is playing Xigbar or Luxord for instance when the plot starts. This particular plot aspect gives us the out of saying 'they simply haven't woken or surfaced yet'.
-----1~a. Roleplaying out the waking/surfacing --especially if heading for the same base area any of them come across eachother-- can be a good opener and stretch of the limbs for the muses to get a feel for how they'll react to and take on the plot. Personal expansion, what their goals are as they move out of KH II after having been 'killed' and learned from those experiences are very important after all to understanding where the character is as far as mentality etc. They'll have had time in the travel to think about their past mistakes and where they might continue or how they might change things to succeed personally and or in the team this time around rather than becoming a keyblade holder again in the end.
-----1~b. The above also give reason for several roeplays to take place at the beach after the first have woken up, (think the conversation scene on the beach from the secret ending Deep Dive) in the respects that it's also likely that Xemnas would order those who surface first and who follow to take shifts watching the beach between missions/investigations for those who haven't surfaced yet. (This has also been suggested as a good place to spar between members to pass the time and keep up their skill; even if they're just horsing around: fight scenes anyone?)
-----1~c. If Xemnas' player is unavailable for role play at open, that does not neccessarily mean that the opener beach scene is not possible. The first surfacing player could take the responsibility of 'staying behind' while he goes ahead instead IC, having received orders to do so. Given that all the RP mods in EoS are known Canon as part of the 'loyalist' party, it would make sense that their following those orders --especially if face to face with him and the known threat of being turned into a dusk-- are probable and intelligable.
-----1~d. Other characters may find themselves wandering into the World That Never Was at the same time if not before the Organization returns home. After all, at that point, it's believed they've been defeated: and the place is empty.
2. Organization Restoration and Returning to TWTNW -- This portional theme often can last throught the entire storyline, even through to the very last chapter; depending on what slots are filled when and whether or not there are rebellions throughout. The last is taken into consideration for the questionable facts surrounding the 'dusk theory' that Xemnas apparently uses to control lower members. Remember, that no one VII through I mentions that Xemnas has this ability seriously. This implies that the higher members chose to portray it that way simply as a matter of control: a possibility (as per debates in FKU, GT and dA) that may have been why Marluxia and Larxene guessed at and thus thought out the possibility of their rebellion being an attainable thing, as well as a possible late realization by Axel as he was chased down by Saix in the latter half of KH II. If others percieve this possible lie (we need to decide on that for certain) they may be more prone to disobey orders, or simply defy their superiors whether thats subtly or more openly: possibly drawing out the total reformation of the group and ultimately giving us some more roelplay to that affect.
To continue though:
-----2~a. It's been recommended that lesser nobodies and portals anywhere but to the bridge leading into the castle are disabled with the exception of Dusks (Dragoons to Xaldin, Snipers to Xigbar etc, etc) until actually returning to the Proof of Existence to restor their tablets, along with the note that certain areas will likely be deactivated without the Superior's immediate presence should the player not have been present at the restart. The reason partly being layout and problem solving roleplay. Remember that the sorcerers building ability (Xemnas' nobodies) were the only way to get across certain areas in the castle. This means that until he gets his lazy emo butt home, aside from straight portalling they have to make bridges, fly, etc to get across the gorges in the architecture. Cut down to a short sentence: they have to turn everything back on manually and fix it up before they can get back to business. This also instigates a lot of team oriented RP, and inetraction even with those they probably don't like or wouldn't normally associate with right away in their number on a personal level.. insuring that no one is left out of the RP. This portion as a result can last anywhere in toality from a few days to a few weeks: solving the architectual obstacles, reaching the Proof, and then fixing things up and doing things as menial as emptying the rot and restocking the fridge with food that isn't out dated if they like.
Characters outside the Org would have to go through the same base obstacles coming into the castle, UNLESS anyone prior had made permanent solutions and left them behind.
-----2~b. First official Organization councils/meetings should be held after the castle's settled. This is yet another way to have all of the characters interacting at once, in the same room. Topics include oral progress reports on domestic matters (castle progess y'all?), any new surfaced members and what they might be assigned to help, updates on anything having to do with the current situation, unexpected visitors, guests and announcing times as to when the highers intend to continue with their previously established group goal, and any newer group pursuit that might be announced. Often, missing a meeting results in reprimand: yet another opportunity for iteraction, possible brawls if the occasion calls for it and over all RP.
-----2~c. Allies and enemies from other worlds/Final Fantasy cotinuities are best started towards establishment during this stage. External KH characters that usually live elsewhere might have heard through Sora and friends about TWTNW and choose to explore. Twilight Town, Disney Castle, Traverse Town and especially Hollow Bastion/Radiant Garden inhabitants are very likely in-game examples. Here are a few possibilities:
From Twilight Town: Pence, Hayner and Olette decide to explore DiZ's mansion, end up messing with the computer and wander through the portal to TWTNW from the fake Twilight Town which was left wide open in the basement of he Mansion's Replica. Perhaps they bring a new (or even old depending on the character) friend with them.
From Traverse Town: Formerly home to the Hollow Bastion Restoration Committee, as well as being known for bein a center where people from Heartless-ravaged worlds tended to simply show up: it's likely that many characters might start here. Cid once ran his gummi shop here, and Gepetto and Pinochio still live there at last showing. Getting a hold of or building a Gummi ship there, a character could easily explore other worlds and come across one of the Org to be taken in as a guest and hopeful ally, OR come across TWTNW on their own.
From Hollow Bastion/Radiant Garden: Whether they start at the location or end up there, Cid's former role as a gummi designer and pilot still applies. Maybe if they don't explore that way, the Committee members mention TWTNW, Nobodies and Sora's story, inspiring the character to go out and have a look at other worlds.
Otherwise, any number of reasons is viable for motion of character to place them further within interaction and establishing some sort of relationship (good or bad) with the Org and their numbers is possible.
---Book One: Wake Up!---
Apparently victorious, Sora and Riku have finally returned home; and unknowingly to them, the light of these two shooting stars streaking across the sky over the unending waves begins a new chapter. Beneath the surface of the moonlit waters, the higher Nobodies slowly make the lonely return voyage through the depths to the craggy empty beach of their birth. Time passes in the measure of weeks before the first of them finally duck their heads up out of the cool waters to take their first breaths for the first time -- in some cases for more than a year..
Demanding order, the First, Xemnas; calls for the quiet restoration of the Organization in it's glory days. A task that might seem easier said than done. Past coups, betrayals and failures lay out in memory close at their heels. Regrets and desires set aside however, they still grasp after a unified goal. To 'exist', and finally be complete beings. Plans are made to begin the arduous task of both finding a way to rebuild Kingdom Hearts, and seek out another, less conspicuous means to see to their shared goal.
Meanwhile, others --both long forgotten and well known-- are stirring into their own motion and awareness again. Many, are finding their way to one place; converging as if called there by fate whether it be as friend, or foe: to the World That Never Was. To continue to pursue Kingdom Hearts, the Nobodies must first band together and find a way to restore their final and lost number in order to double their chances: The Key of Destiny, Roxas. Elsewhere, a letter arrives on distant shores of Destiny Island, bearing the King's seal, and an unlikely accident opens a new path of possibilities for the Nobodies..
======================================
The following is a simple descriptive layout of 'Chapter One: Book One' as the main story line for reference and guide. Keep in mind while guiding your character through it and developing your own personal portion of the story, that there's no need to rush through the stages: the entirety of the main storyline was made with the intention to last a good, long while; allowing for plenty of space during and between the tasks, missions and implementation of the following story and ideas to develop said characters and where it is you want to go with them personally. Two rules apply: keep an open mind, and have fun. If you have any questions, feel free to note an admin; or the writers BlindTaleTeller and firstsilentGOD. Enjoy the read!~
1. Organization Members Wake Up and Surface from the Waters -- Perhaps the only one of the members who should be an automatically assumed wake up whether the player is active or not, is Xemnas. The reason being that OOC we need a solid reason to throw them all back together as a team (rebels and otherwise; such as Mar and Larxene, Vexen, Axel) and the threat of the Superior's power/ability over other Nobodies (whether a truth or fiction) fits perfectly. Aside from that, the reason for the Org members waking and surfacing on their own is also a way of getting around the question " why isn't 'character name' there? " when it comes to charcter slots that aren't being filled by current players.
Point in case: lets say hypothetically no one is playing Xigbar or Luxord for instance when the plot starts. This particular plot aspect gives us the out of saying 'they simply haven't woken or surfaced yet'.
-----1~a. Roleplaying out the waking/surfacing --especially if heading for the same base area any of them come across eachother-- can be a good opener and stretch of the limbs for the muses to get a feel for how they'll react to and take on the plot. Personal expansion, what their goals are as they move out of KH II after having been 'killed' and learned from those experiences are very important after all to understanding where the character is as far as mentality etc. They'll have had time in the travel to think about their past mistakes and where they might continue or how they might change things to succeed personally and or in the team this time around rather than becoming a keyblade holder again in the end.
-----1~b. The above also give reason for several roeplays to take place at the beach after the first have woken up, (think the conversation scene on the beach from the secret ending Deep Dive) in the respects that it's also likely that Xemnas would order those who surface first and who follow to take shifts watching the beach between missions/investigations for those who haven't surfaced yet. (This has also been suggested as a good place to spar between members to pass the time and keep up their skill; even if they're just horsing around: fight scenes anyone?)
-----1~c. If Xemnas' player is unavailable for role play at open, that does not neccessarily mean that the opener beach scene is not possible. The first surfacing player could take the responsibility of 'staying behind' while he goes ahead instead IC, having received orders to do so. Given that all the RP mods in EoS are known Canon as part of the 'loyalist' party, it would make sense that their following those orders --especially if face to face with him and the known threat of being turned into a dusk-- are probable and intelligable.
-----1~d. Other characters may find themselves wandering into the World That Never Was at the same time if not before the Organization returns home. After all, at that point, it's believed they've been defeated: and the place is empty.
2. Organization Restoration and Returning to TWTNW -- This portional theme often can last throught the entire storyline, even through to the very last chapter; depending on what slots are filled when and whether or not there are rebellions throughout. The last is taken into consideration for the questionable facts surrounding the 'dusk theory' that Xemnas apparently uses to control lower members. Remember, that no one VII through I mentions that Xemnas has this ability seriously. This implies that the higher members chose to portray it that way simply as a matter of control: a possibility (as per debates in FKU, GT and dA) that may have been why Marluxia and Larxene guessed at and thus thought out the possibility of their rebellion being an attainable thing, as well as a possible late realization by Axel as he was chased down by Saix in the latter half of KH II. If others percieve this possible lie (we need to decide on that for certain) they may be more prone to disobey orders, or simply defy their superiors whether thats subtly or more openly: possibly drawing out the total reformation of the group and ultimately giving us some more roelplay to that affect.
To continue though:
-----2~a. It's been recommended that lesser nobodies and portals anywhere but to the bridge leading into the castle are disabled with the exception of Dusks (Dragoons to Xaldin, Snipers to Xigbar etc, etc) until actually returning to the Proof of Existence to restor their tablets, along with the note that certain areas will likely be deactivated without the Superior's immediate presence should the player not have been present at the restart. The reason partly being layout and problem solving roleplay. Remember that the sorcerers building ability (Xemnas' nobodies) were the only way to get across certain areas in the castle. This means that until he gets his lazy emo butt home, aside from straight portalling they have to make bridges, fly, etc to get across the gorges in the architecture. Cut down to a short sentence: they have to turn everything back on manually and fix it up before they can get back to business. This also instigates a lot of team oriented RP, and inetraction even with those they probably don't like or wouldn't normally associate with right away in their number on a personal level.. insuring that no one is left out of the RP. This portion as a result can last anywhere in toality from a few days to a few weeks: solving the architectual obstacles, reaching the Proof, and then fixing things up and doing things as menial as emptying the rot and restocking the fridge with food that isn't out dated if they like.
Characters outside the Org would have to go through the same base obstacles coming into the castle, UNLESS anyone prior had made permanent solutions and left them behind.
-----2~b. First official Organization councils/meetings should be held after the castle's settled. This is yet another way to have all of the characters interacting at once, in the same room. Topics include oral progress reports on domestic matters (castle progess y'all?), any new surfaced members and what they might be assigned to help, updates on anything having to do with the current situation, unexpected visitors, guests and announcing times as to when the highers intend to continue with their previously established group goal, and any newer group pursuit that might be announced. Often, missing a meeting results in reprimand: yet another opportunity for iteraction, possible brawls if the occasion calls for it and over all RP.
-----2~c. Allies and enemies from other worlds/Final Fantasy cotinuities are best started towards establishment during this stage. External KH characters that usually live elsewhere might have heard through Sora and friends about TWTNW and choose to explore. Twilight Town, Disney Castle, Traverse Town and especially Hollow Bastion/Radiant Garden inhabitants are very likely in-game examples. Here are a few possibilities:
From Twilight Town: Pence, Hayner and Olette decide to explore DiZ's mansion, end up messing with the computer and wander through the portal to TWTNW from the fake Twilight Town which was left wide open in the basement of he Mansion's Replica. Perhaps they bring a new (or even old depending on the character) friend with them.
From Traverse Town: Formerly home to the Hollow Bastion Restoration Committee, as well as being known for bein a center where people from Heartless-ravaged worlds tended to simply show up: it's likely that many characters might start here. Cid once ran his gummi shop here, and Gepetto and Pinochio still live there at last showing. Getting a hold of or building a Gummi ship there, a character could easily explore other worlds and come across one of the Org to be taken in as a guest and hopeful ally, OR come across TWTNW on their own.
From Hollow Bastion/Radiant Garden: Whether they start at the location or end up there, Cid's former role as a gummi designer and pilot still applies. Maybe if they don't explore that way, the Committee members mention TWTNW, Nobodies and Sora's story, inspiring the character to go out and have a look at other worlds.
Otherwise, any number of reasons is viable for motion of character to place them further within interaction and establishing some sort of relationship (good or bad) with the Org and their numbers is possible.