Of Dragons and Bloom: A survival quest in the 7th Dragon universe.

Of Dragons and Bloom: A survival quest in the 7th Dragon universe.
Created
Status
Ongoing
Watchers
16
Recent readers
0

Life was seeded throughout the universe by the First True Dragon, Iod, in ages past. Now, dragons wander the universe seeking out these pockets of life, and 'harvesting' them. Will you survive the genocide? Will you fight back, or perhaps flee it? Will you suffer the fate of the Strong, doomed to join the ranks of that which cannot be beaten? Or perhaps, by some trick of destiny, will you break the cycle once and for all...?
Prologue: 0/4

Ryumancer

Dragons Are Romance
You are an apprentice adventurer. One could even say it's your family trade. You've spent years learning from your parents and retired grandparents, honing your skill to a level where... well, at least you're not an embarrassment. With that said however, an adventurer going solo is dead meat unless they're an extremely skilled veteran. Thus, Adventurers' Guilds form, regulated to some degree by the local governments to avoid misconduct, but mostly free to manage themselves. Luckily enough, you have some friends who want to join you on your adventures. Tomorrow, you'll be meeting up at the Guild Management Center and registering together!

Of course, you wouldn't want to be late, so for tonight, you finish packing your gear and head to sleep. Tonight, however, you dream. It's a vivid dream, far more than usual, to the point where you're not quite convinced it's just a dream... You see fields of beautiful red flowers, and in those fields, the ruins of a town, with every nook, cranny, and crack choked by those same flowers, men and women fighting against strange monsters, a type you've neither seen nor heard of before.

Despite the flowers, the place kinda reminds you of your home...

[ ]Aizhen, an empire steeped in tradition, and as corrupt as it's rich history may imply.
[ ]Nevanplace, eternally frozen land of the Lucier, the walled city itself born from ancient conflicts with Aizhen...
[ ]Zeza, a port city west of the academic city-tower, Preloma, and south of the desert between it and distant Nevanplace.
[ ]Basho, a city in the desert, fated to fall to the dragons. Perhaps you can avert that?
[ ]A stranger locale... do none of the above sound interesting to you? Well, there are many other towns and cities that might catch the dragons' attention, and many other inhabited worlds in the vast, vast universe besides...

Among the combatants some seem strangely familiar to you. You focus on...

(Choose a party of four. Perspective character will change as needed, but default to whichever has the most votes.)

[ ](1) A valiant teen, charging towards the enemy...
-[ ](1A) He seems to be a rather rough individual, smashing up monsters with a massive axe, tearing through the creatures' defenses to open up vulnerabilities where none existed prior.
-[ ](1B) She seems to be a rather cheerful sort, her cat-like ears perky as she weakens her foes with precise swordplay. Some fall over, paralyzed, others bleeding profusely, and many seem to unable to fully utilize the sheer offensive might they had previously displayed.

[ ](2) Sneaking off to the side, a figure who seems to be...
-[ ](2A) Dual wielding daggers, with what appears to be a liquid of some sort coating them. Is she using poison, perhaps? Her attacks seem to have little effect, until her targets collapse moments later...
-[ ](2B) Sniping his enemies with a bow. His attacks are quick and surprisingly powerful but... after a dozen consecutive shots, you can tell his accuracy is gradually worsening, and he has to take a moment to correct his aim once more.

[ ](3) A swordsmaster of great skill. If you had to describe it...
-[ ](3A) His strikes are like the great beasts he's fighting, slow yet powerful. But it seems bladework isn't his only talent, for as he throws his blade to fell a distant foe, his stance changes and a monster who tried to ram him is effortlessly tossed to the side.
-[ ](3B) Her blade flashes like lightning, moving with such speed that you barely catch a glimpse of her cat-like ears... Some of the smaller monsters die instantly to even the smallest of her cuts, while others seem almost crippled, suddenly unable to use their inherent abilities.

[ ](4) A knightly figure, protecting their comrades...
-[ ](4A) She seems to be provoking her foes, flamboyantly parrying each blow as the monsters focus their attacks on her. None of the creatures can damage her, and are typically smacked with a powerful counter in response, but she seems to be getting tired, fast.
-[ ](4B) He seems to be surprisingly agile, intervening whenever a monster attempts to attack a particularly wounded ally, all while throwing up barriers to weaken the potent elemental attacks a rare few of the creatures use.

[ ](5) A scholarly fellow, casting spell after spell...
-[ ](5A) His spells seem to lack an element and aren't spectacularly strong unless he takes a moment to charge them, but he can and does use them indiscriminately. He seems to have a barrier shimmering around himself, but it can't stand up to many attacks before he has to recast it.
-[ ](5B) Her face is strangely expressionless, almost drowsy looking, as she throws around ice and lightning spells where they would be most effective, though her cat-like ears betray her emotions regardless. She seems reluctant to cast fire spells though... perhaps these enemies resist heat?

[ ](6) A kind looking individual, this one casts healing magic...
-[ ](6A) ...all while spreading poisonous gasses and striking foes who come near with her mace. This redhead's healing is a bit on the weak side, however...
-[ ](6B) ...and little else. He seems capable of healing his companions even from near-death, and parceling out mana to exhausted allies, but seems to have no combat skills whatsoever, requiring his friends' protection even as he saves lives.

[ ](7) A woman with a noble appearance. Currently, she is...
-[ ](7A) Singing passionately, imbuing her voice with magic. Her allies' wounds gradually heal, and their fatigue is noticeably waning. Beyond that, her allies even seem stronger and hardier in her presence.
-[ ](7B) Deftly wielding a whip, striking fear into the hearts of her foes. Some of them even seem to follow her commands, betraying their fellow monsters at her whim...

But, even as skilled as they've grown to be, it just isn't enough. There's simply too many enemies, too large of an area to defend. One of these brave men and women falls, and their teamwork collapses. The next dies too, and the next. A hole forms in the town's defenses, as other guilds struggle to compensate for the losses, and some of the monsters break through. The town... you can see it isn't fully evacuated yet. The casualties will be immense, you just know it. You avert your eyes...

...and wake up to the sun shining through your window. What was that dream? You can't quite recall. Ah, you have more important things to worry about, though, like making sure you aren't late for registration. Speaking of, you and your friends finally decided on a guild name yesterday. What was it again...?

[ ] Write In!

---------------------------------------------------------------------
Preferred Vote Format:

[ ]Plan
-[ ]Town
-[ ]Perspective Character
--[ ]PC's Subtype
-[ ]Party Member's Subtype
-[ ]Party Member's Subtype
-[ ]Party Member's Subtype
-[ ]Guild Name

Town can be a write-in, in which case I may either slot it into the world, design a new world, or reject it. If writing in, you have some freedom to design the town and surroundings, but please refrain from inserting OCs, Politics, etc. That would be my job, and we don't need million-word-long votes~

On that note, for brevity, please do not include the descriptions in your character vote, just the number/number+letter tags.

Votes after this one will typically be won by 'most reasonable plan' rather than strict vote count, though if voters show clear preference for a particular plan, exceptions can be made.
---------------------------------------------------------------------
QM: Welcome, viewers, to my first quest.

To those who are not familiar with the setting, 7th Dragon is an obscure Japanese game created by many of the same people who created the Etrian Odyssey series. Rather than a pure dungeon crawler, however, 7th Dragon adapted the elements introduced in Etrian Odyssey to a more traditional JRPG style. The results were... unrefined, but still held enough charm to make the whole affair as enjoyable as it was frustrating. Alas, only the fourth game (7th Dragon III Code: VFD) was ever localized, but fan translations do exist for the previous entries.

To those who would like a summary of the lore, I explain a lot of it in this post, over in the Quest Ideas thread. Beware spoilers, those of you who wish to play the games, but for the rest of you, no need to worry. I'll do my utmost to ensure that knowledge of the games is not required to enjoy this Quest, and any questions about the games that I can answer, I will. To be sure, our characters are NOT the protagonist party, though they too may become adventurers around the same time as our crew, if we end up on Earth Eden.

There is, however, just a bit of lore i'd like to make clear now. Humanity is not alone. The second main sentient species on planet Earth Eden would happen to be the Lucier, a race of dimorphic near-humans, whose males tend to look like stereotypical fantasy elves... and the females have cat ears (just ears) for some reason. Real life Japan is just weird like that. In addition to Humanity and the Lucier, however, are the Dragons, whose armies roam the universe, and occasionally remnants of other species eradicated by the Dragons make their way to Earth, such as the Hypnos, the last two of which have been pretending to be Humans for millennia.

I do not plan to rely on complicated mechanics, mostly just a fairly basic action and skill tree system. More on that during the next story update, but know that your character choices influence skill prices, rather than locking you into a certain path.

This is not intended to be an easy quest, however. I implore you, discuss things with each other. Try to find the best solutions you can. Most classes have synergy, and I'll answer any questions I can, but careless choices may well lead to an early grave. Of course, things are still relatively peaceful right now, but... you have four in-quest weeks until shit hits the fan.

Yes, I talk too much when I have things to explain, I know.
---------------------------------------------------------------------
 
Character Sheets
---

    • ------------------------------------------------------------------------------
      • Health: Uninjured
      • Mental: Excited
      • EX: 3/3
      • SP: 0/4
      ------------------------------------------------------------------------------
    • ------------------------------------------------------------------------------
      • Weapon: Basic Sword
      • Armor: Basic Medium Armor
      • Accessory: None
      • Accessory: None
      ------------------------------------------------------------------------------
    ---
    A young Rushe from Basho. Lives with her cousin, Ikurakun, and their grandparents. Their parents are currently away, training in Hyrein, the village of swordsmasters.

    POW Bonus: 0/10 (2 SP to Improve)
    -Increases Harukara's strength and overall durability.
    SPD Bonus: 0/10 (1 SP to Improve)
    -Increases Harukara's speed.
    INT Bonus: 0/10 (1 SP to Improve)
    -Increases Harukara's magic damage and magic defense.*

    Sword Mastery: 3/10 (1 SP to Improve)
    -Passive. Increases damage dealt using swords by a small amount. Raising this skill improves bonus and unlocks further skills.
    Keen Edge: 1/10 (1 SP to Improve)
    -Active. Low Cost. With a burst of speed, Harukara deals moderate damage before the opponent can act. Raising this skill will improve damage.
    Blood Blade: 0/10 (1 SP to Improve)
    -Active. Low Cost. Moderate damage, will sometimes inflict Bleed. Raising this skill will improve damage somewhat and inflict rate by a moderate amount.
    Attack Kill: 0/10 (1 SP to Improve)
    -Active. Low Cost. Low damage, reduces enemy offenses somewhat. Raising this skill will improve both damage and debuff by a moderate amount.
    Rush Edge: 0/10 (Requires 5 Sword Mastery, 1 SP to Improve)
    -Active. Moderate cost. Moderate damage, very low splash damage against enemies in a small area of effect. Raising this skill improves damage by a moderate amount.
    Fang Blade: 0/10 (Requires 5 Sword Mastery, 3 Offense Switch, 1 SP)
    -Active. Low cost. Moderate damage, will sometimes inflict Paralysis. Raising this skill will improve damage significantly and inflict rate somewhat.
    Element Follower: 0/10 (Req 5 Sword Mastery, 3 Defense Switch, 1 SP)
    -Active. Moderate cost. Skill only functions in Defense Switch. When allied Mage casts, follow up with moderate damage of the same element. Deals additional damage equal to 30% of the spell's damage. Mimics the spell area of effect as well. Raising this skill improves base damage, but not additional damage.
    Grand Buster: 0/10 (Requires 8 Sword Mastery, 1 SP to Improve)
    -Active. Very High cost. Moderate damage, large area of effect, slow. Raising this skill improves damage by a moderate amount.
    ???: 0/1 (EX Skill. Requires Tutor, maxed Sword Mastery, 3 SP)
    -Effect Unknown.


    Axe Mastery: 0/10 (2 SP to Improve)
    -Passive. Increases damage dealt using Axes by a small amount. Raising this skill improves bonus and unlocks further skills.

    Offense Switch: 0/5 (1 SP to Learn)
    -Stance. Moderate cost, infinite duration. Increases Attack slightly when in use. Required for some skills. Cannot be used alongside other Stance skills.
    Defensive Switch: 0/5 (1 SP to Learn)
    -Stance. Moderate cost, infinite duration. Increases Defense moderately when in use. Required for some skills. Cannot be used alongside other Stance skills.

    Berserk: 0/5 (Requires POW 3, 1 SP to Learn)
    -Self-Buff. Moderate cost, conditional duration. Self-inflicts Bleed; while Harukara remains bleeding, increases Attack moderately.
    Genocide Task: 0/5 (Requires POW 3, SPD 3, 1 SP to Learn)
    -Party-Buff. Low cost, conditional duration. Greatly increases party's physical Attack until the end of battle, but party can no longer use Spells nor Active Skills. Raising this increases Attack buff significantly.
    ???: 0/1 (EX Skill. Requires Tutor, maxed POW Bonus, 3 SP)
    -Active Skill. Effect Unknown.
    Meat Eater: 0/1 (Requires INT 1, 3 SP to Learn)
    -Passive. Harukara learns to prepare Raw Meat safely. When eating Raw Meat, Harukara gains a bonus based on the last Raw Meat she ate until the end of the day.
    Endorphin: 0/5 (Requires INT 3, 2 SP to Learn)
    -Active. Cures Harukara of status ailments. Increasing this skill reduces it's cost.
    Killing React: 0/1 (Requires SPD 1, 2 SP to Learn)
    -Self-buff. Moderate cost, moderate duration. Allows Harukara to immediately take one additional action whenever one or more enemies die during the buff duration.
    ---

    • ------------------------------------------------------------------------------
      • Health: Uninjured
      • Mental: Content
      • EX: 3/3
      • SP: 0/4
      ------------------------------------------------------------------------------
    • ------------------------------------------------------------------------------
      • Weapon: Basic Rod
      • Armor: Basic Clothing
      • Accessory: None
      • Accessory: None
      ------------------------------------------------------------------------------
    ---
    A young Rushe from Nevanplace. Currently living with her cousin, Harukara, at their grandparents' house in Basho while their parents are away.

    POW Bonus: 0/10 (4 SP to Improve)
    -Increases Ikurakun's strength and overall durability.
    SPD Bonus: 0/10 (2 SP to Improve)
    -Increases Ikurakun's speed.
    INT Bonus: 0/10 (1 SP to Improve)
    -Increases Ikurakun's magic damage and magic defense.

    Flame Mastery: 0/5 (2 SP to Learn)
    -Passive. Increases the damage and casting speed of Fire spells, and unlocks skills.

    Ice Mastery: 3/5 (1 SP to Improve)
    -Passive. Increases the damage and casting speed of Ice spells, and unlocks skills.
    Freeze: 1/5 (1 SP to Improve)
    -Single-target Ice spell. High damage, low cost. Improving this boosts damage further, but also increases mana costs.

    Ice Veil: 0/5 (1 SP to Learn)
    -Buff. Low cost, long duration. For duration of buff, when target is attacked, the attacker takes high Ice damage. Improving this increases damage and mana costs.
    Blizzard: 0/5 (Requires Freeze 3, 1 SP to Learn)
    -Moderate Ice damage, moderate cost, large area of effect. Improving this increases damage and mana costs.
    ???: 0/1 (EX Skill. Reqs Tutor, Ice Mastery 5, Freeze 5, Blizzard 5)
    -Unknown Effect.


    Bolt Mastery: 0/5 (1 SP to Learn)
    -Passive. Increases damage and casting speed of Electricity spells, and unlocks skills.

    Mana Mastery: 0/5 (2 SP to Learn)
    -Passive. Increases damage and casting speed of Non-Elemental spells, and unlocks skills.
    Mage's Concentration: 0/1 (Requires Mana Mastery 5, 5 SP to Learn)
    -Active. Ikurakun takes the time to overcharge her next spell, more than doubling it's damage and mana costs.


    Planet Mastery: 0/5 (2 SP to Learn)
    -Passive. Increases the casting speed of spatial spells, and unlocks leyline travel spells.

    Pharmaceuticals: 0/5 (Requires 3 INT, 1 SP to Learn)
    -Passive. Ikurakun can now increase the effectiveness of recovery items. Improving this skill raises the effectiveness of items further.
    Discerning Judgement: 0/5 (Requires 5 INT, 1 SP to Learn)
    -Passive. Ikurakun can now coordinate her allies in such a way that damage to harvestable materials is reduced when fighting monsters, and she is more likely to notice rare materials. Improving this skill improves both effects moderately.
    ---

    • ------------------------------------------------------------------------------
      • Health: Uninjured
      • Mental: Exhasperated
      • EX: 3/3
      • SP: 0/4
      ------------------------------------------------------------------------------
    • ------------------------------------------------------------------------------
      • Weapon: Basic Sword
      • Armor: Basic Heavy Armor
      • Accessory: None
      • Accessory: None
      ------------------------------------------------------------------------------
    ---
    Backstory pending.

    POW Bonus: 0/10 (2 SP to Improve)
    -Increases Kate's strength and overall durability.
    SPD Bonus: 0/10 (1 SP to Improve)
    -Increases Kate's speed.
    INT Bonus: 0/10 (1 SP to Improve)
    -Increases Kate's magic defense and the power of her Cure spells.

    Shield Mastery: 0/10 (2 SP to Learn)
    -Passive. Increases the defense and durability of equipped shields, and unlocks further skills.

    Guard Mastery: 3/10 (1 SP to Improve)
    -Passive. Reduces damage taken by a slight amount. Improving this skill barely improves this bonuses, and unlocks further skills.
    Parry: 1/10 (1 SP to Improve)
    -Moderate cost. Has a moderate chance of fully negating each instance of physical damage Kate takes during the turn Parry is activated. Improving this skill significantly increases the chances of success.

    Mana Parry: 0/10 (1 SP to Learn)
    -Active. Moderate cost. Has a moderate chance of fully negating each instance of magical damage Kate takes during the turn Mana Parry is activated. Improving this skill significantly increases the chances of success.
    Heavy Heart: 0/10 (Requires Guard Mastery 5, 1 SP to Learn)
    -Self-buff, Short Duration, low cost. Improves Kate's overall damage resistance slightly for the duration. Improving this skill significantly increases the amount resisted.
    Defenses Up: 0/10 (Requires Heavy Heart 3, 1 SP to Learn)
    -Party-buff, Long Duration, moderate cost. Moderately increases the party's defense for the duration. Improving this skill moderately raises the defense bonus.
    Guardian: 0/10 (Reqs Guard Mastery 5, Chivalry 3, 1 SP to Learn)
    -Active. Low cost. During the turn this is activated, Kate will intercept all attacks aimed at greatly injured allies, and reduces the damage Kate takes by doing so. Improving this skill will further reduce the amount of damage taken.
    Tough Heart: 0/10 (Requires Guard Mastery 8, 1 SP to Learn)
    -Self-Buff, Short Duration, low cost. Kate stimulates her vitality, somewhat raising her health for the duration. Improving this skill moderately raises the temporary health gained.
    ???: 0/1 (EX Skill. Requires Tutor, Guard Mastery 10, 3 SP to Learn)
    -Active. Effect Unknown.


    Chivalry: 0/10 (1 SP to Learn)
    -Passive. Improves Kate's damage when using swords, and unlocks further skills (more than currently listed).
    Save the Queen: 0/1 (Requires Chivalry 3, 3 SP to Learn)
    -Active. Moderate cost. Very High damage to a single target marked by Princess Orders.
    Provoke: 0/5 (Requires Chivalry 5, 1 SP to Learn)
    -Active. Low cost. Moderately raises the chances of enemies targeting Kate. Improving this skill significantly raises this chance.

    Cure: 0/10 (Requires 1 INT, 1 SP to Learn)
    -Active. Low cost. Somewhat restores the target's Health. Improving this skill moderately raises both effectiveness and cost.
    Walk Safe: 0/5 (Requires 3 INT, 1 SP to Learn)
    -Active. Low cost, very long duration. Moderately reduces damage taken by the party from out-of-combat sources. Improving this skill reduces damage further and increases the duration.
    Cure II: 0/10 (Requires 5 INT, 1 SP to Learn)
    -Active. Moderate cost. Moderately restores the target's Health. Improving this skill moderately raises both effectiveness and cost.
    Guard React: 0/1 (Requires 5 SPD, 2 SP to Learn)
    -Self-buff, moderate cost, moderate duration. When successfully triggering any Parry or Break skill during the duration, Kate may immediately take an additional action.
    ---
    • ------------------------------------------------------------------------------
      • Health: Uninjured
      • Mental: Excited
      • EX: 3/3
      • SP: 0/4
      ------------------------------------------------------------------------------
    • ------------------------------------------------------------------------------
      • Weapon: Basic Whip
      • Armor: Basic Clothing
      • Accessory: None
      • Accessory: None
      ------------------------------------------------------------------------------
    ---
    A young girl whose mother is from the isle of Marellaire. Her parents moved to Basho in order to get married.

    POW Bonus: 0/10 (2 SP to Improve)
    -Increases Maron's strength and overall durability.
    SPD Bonus: 0/10 (1 SP to Improve)
    -Increases Maron's speed.
    INT Bonus: 1/10 (1 SP to Improve)
    -Increases Maron's magic defense and the power of her Cure spells.

    Nobility: 1/10 (1 SP to Improve)
    -Passive. Increases the casting speed of Holy Voice buffs and unlocks further skills.
    Scorching Rhyme: 1/10 (1 SP to Improve)
    -Party-buff, low cost, infinite duration, moderately improves the party's physical attack. Raising this skill moderately improves the attack bonus.
    Solid Rhyme: 1/10 (1 SP to Improve)
    -Party-buff, low cost, infinite duration, moderately improves the party's defense. Raising this skill moderately improves the defense bonus.

    Lullaby of Rippling Waters: 0/10 (Requires Nobility 3, 1 SP to Learn)
    -Buff, moderate cost, conditional duration. Inflicts Sleep on an ally; while ally remains asleep, they regenerate a small amount of Health and Mana over time. Raising this skill significantly improves regeneration.
    Song of Wind and Trees: 0/10 (Requires Nobility 5, 1 SP to Learn)
    -Party-buff, low cost, infinite duration. Allies regenerate a small amount of Health over time. Raising this skill moderately improves regeneration.
    Song of Moonlight: 0/10 (Requires Nobility 10, 1 SP to Learn)
    -Party-buff, low cost, infinite duration. Allies regenerate a small amount of Mana over time. Raising this skill significantly improves regeneration.
    ???: 0/1 (EX Skill. Requires Tutor, Nobility 10, 3 SP)
    -All-Debuff. Exact Effect Unknown.


    Cruelty: 0/10 (2 SP to Learn)
    -Passive. Increases the casting speed of Unholy Voice debuffs and unlocks further skills.

    Dominance: 0/10 (2 SP to Learn)
    -Passive. Increases Maron's attack when using whips and unlocks further skills.

    Provoke: 0/5 (1 SP to Learn)
    -Active. Low Cost. Moderately increases the chances of enemies attacking Maron. She's squishy, seriously don't do this.
    Princess Orders: 0/5 (Requires Nobility 5, 2 SP to Learn)
    -'Debuff', high cost, low duration. Marks a target on behalf of an allied Knight, allowing them to use Save The Queen. Improving this skill significantly reduces it's cost.
    Princess React: 0/1 (Requires 5 SPD, 2 SP to Learn)
    -Self-buff, moderate cost, moderate duration. Whenever an ally's React skill triggers during the duration, except her own, Maron may take an additional action immediately after her ally's.

    Cure: 0/10 (Requires 1 SP to Learn)
    -Active. Low cost. Somewhat restores a target's health. Improving this skill increases both effectiveness and cost.
    Cure II: 0/10 (Requires 5 INT, 1 SP to Learn)
    -Active. Moderate cost. Moderately restores a target's health. Improving this skill increases both effectiveness and cost.
    Teachings of the Queen: 0/5 (Requires 8 INT, 2 SP to Learn)
    -Passive. Maron learns how to learn. Makes it easier for the party to gain SP. Improving this skill somewhat improves SP gain.
    ---

---
 
Last edited:
Back
Top