Follow TV Tropes

Following

Roleplay / Koragasa Renewal

Go To

https://static.tvtropes.org/pmwiki/pub/images/428391f4-66de-4c99-8839-17a8785154ff_zpscc883048_4246.jpg
Asagorak World Map 1.4
Advertisement:

Koragasa Renewal is a Play By Post Forum Roleplay site that has been running for a few years (and is currently in its second incarnation), with a small and quiet community.

It is a welcoming roleplay site, with a multitude of arcs and characters designed to fit whatever someone wishes to do yet still creating a huge, overarching story. Each character is simultaneously both an island and a deeply interconnected character in the story. Completely player-driven, Koragasa relies entirely on imagination, innovation, and engaging story-telling. With much Genre-Busting to be had, adventure awaits.

The setting is the continent of Asagorak, in what began as a primarily fantasy-themed campaign of action-adventures and eventually broadened its scope.

Asagorak itself is a single continent surrounded by small islands, with the land being split into three main regions: The Old World (the west), The Belt (the center), and the Eastern Reaches (the east). Each of these regions have their own history and are divided between many nations. Of these nations, the three strongest nations have historically been Klor, Kermulvia, and Lunacia. At the outset of the story, the world has just emerged from the "Mithril War" between the two superpowers of Kermulvia and Lunacia. The world enjoys a temporary peace on the surface but beneath the surface there are — even at the very beginning — forces working to subvert that peace for their own gains.

Advertisement:

In the Old World, Lunacia seeks to strengthen itself, Klor begins to suffer from a food shortage, and the Goblin nation of Ulkutao spontaneously erupts into full-blown civil war. Meanwhile, in the Belt, Kermulvia is preoccupied with recovering from the war, the Dwarven nation of Wesnali finally unites its typically divided shoguns, and the agrarian nation of Altekrai is threatened by a dark cult. Finally, in the Eastern Reaches, the region is in chaos as the Elven nation of Mapleheim is grappling with the shocking disposal of its ruler and potential civil war and a new island nation to the far east are unexpectedly discovered.

And as time goes on, the greater story begins to unfold as the people of Asagorak start to slowly realize that all of these events perhaps aren't so disconnected after all...

Advertisement:

The link to the site itself: http://z7.invisionfree.com/Koragasa_Renewal/index.php?act=idx


Koragasa Renewal contains examples of:

  • Aborted Arc: Quite a few, sadly (including some of the ones mentioned in the description above, unfortunately), as a result of players being busy and/or absent.
  • Absurdly Sharp Blade
  • A Day in the Limelight: Due to the sheer amount of characters, everyone has their moment in a certain Instance (or "episode," in other terms).
  • Addictive Magic: Blood Magic, among others, functions this way.
  • Aerith and Bob: Names like Jiruga or Sorathelia pop up alongside common-place names such as Seth and Maria.
  • The Alcatraz: the prison of Eltragar, in Varia.
  • Alien Sky: The Crimson Void, always stuck in a sort of dusk, with a giant red sun.
  • All There in the Manual: The site's "Lore" section, which contains descriptions of races, history, science, magic, nations, etc.
  • All Your Base Are Belong to Us: Happens to Atropos.
  • Always Chaotic Evil: Played mostly straight by Daemons, save a few.
  • Always Second Best: The leaders of Gallorum have this attitude towards Mapleheim, which spawns their betrayal of the elven nation during its civil war. Similarly, Valkyranian magicians are viewed as wannabes compared to the practiced magi of Varia.
  • Amnesiac God: What all the reincarnated Gods and Goddesses of Gildenor are like at first.
  • Ancient Order of Protectors: The Black Priesthood, a Blood Cult responsible for guarding sacred knowledge.
  • Animal Motifs: The Coat of Arms for each of Kermulvia's Villas features an aquatic animal.
  • Animesque: Despite just being a written-word roleplay, it still manages to feel like this - particularly the Varia storylines.
  • Arc Symbol: Arguably, the Cult's insignia, an intricate triquetra design.
  • Arc Welding: Most plots get interwoven somehow or another.
  • Artifact Title: "Koragasa" refers to an ancient Evil Overlord who bound his lieutenants' elemental powers to several magical cubes that were lost to the world. Finding the Koragasa Cubes was the original point of the Roleplay, but other narratives quickly overtook them, and the cubes dissolved into a forgotten MacGuffin quest for the most part.
  • A Storm Is Coming: This is what Lysander's crew senses once they first leave the port of Valrasti. They avoid the storm only to run into a kraken shortly after...
  • Axe-Crazy: A majority of the Cult of Tertius fall under this.
  • Badass Longcoat: A popular choice of clothing, unsurprisingly.
  • Bad-Guy Bar: The Crimson Narwhal
  • Balcony Speech: Tebrinda gives one of these shortly after becoming Queen of Gildenor.
  • Banana Republic: Charybdis is a country with a backwards warrior culture ruled by corrupt trolls that try to distract from the miserable conditions by warring with their neighbors. When they decided to try invading Gildenor, a far stronger country, the results were predictable.
  • The Beautiful Elite: Kermulvia's social structure operates almost entirely on the idea that this is true. The nobility of both Varia and Gildenor also tend to play this trope straight.
  • Big Bad Duumvirate: While Jiruga is Ambiguously Evil at worst, he and the Leviathan are more or less the two driving antagonists that work in tandem.
  • Big Damn Heroes: Rarely happens, actually, as a result of most characters being able to handle themselves, though there are a few instances.
  • Blade Below the Shoulder: Wristblades.
  • Blood Magic: It involves allowing a daemon to use the mage as a host, granting powerful magic, usually at the cost of sanity and morality.
  • Blue and Orange Morality: The Archdaemon called the Fury operates on this.
  • Bond One-Liner: A few pop up in dialogue.
  • Bond Villain Stupidity: Jiruga accuses the Leviathan of this when he failed to kill Andre and Rhea when he had the chance. As this comes back to bite them later, Jiruga is right.
  • Born-Again Immortality: With Gildenor's Gods and Goddesses, though in their case of their rebirths it took centuries for each to find a "worthy" successor instead of minutes.
  • Card-Carrying Villain: The Cult is a whole legion of these, who revel in their inherent villainy.
  • Casual Danger Dialogue: Mostly averted, but pops up occasionally.
  • Cast from Hit Points: Blood Magic.
  • Central Theme: Family. Nearly every character's base motivations and actions-positive or negative-can be drawn back to family.
  • Character Focus: Occasionally employed due to the rather large ensemble cast.
  • Cold-Blooded Torture: A pastime of the Leviathan, who briefly tortures Andre and Rhea - cutting off the former's hand, even.
  • Color-Coded for Your Convenience: Most dialogue text for individual characters are typed in various colors that can clue one in to their basic characterization.
  • Continuity Reboot: The entire Roleplay underwent one due to lack of activity. In the original storyline (or R1), Jiruga faked his death in an attack, defeated his rival, and had a religious Empire built around his memory. This has since changed to push the starting point far back to Post-War Asagorak, in what is now "R2."
  • Contract on the Hitman: The Gentleman and Syl Nielander are hired to kill each other to compete for a spot in the Atropos organization.
  • Crapsaccharine World: How some people perceive Kermulvia.
  • Cult: There are several Blood Cults that worship powerful daemons, though not all of them are antagonistic or even evil. The most notable, the Cult of Tetius, however, is.
  • Curiosity Killed the Cast: A somewhat recurring instance.
  • Dark Is Not Evil / Dark Is Evil: Depends on the individual, but either can be true for Dark-Elemented characters.
  • Deadpan Snarker: Almost everyone at some point. It's really a World of Snark.
    • Any conversation involving Sorathelia (and the Gentleman to a lesser extent) will inevitably see her becoming this.
  • Demon Lords and Archdevils: The "Archdaemon" caste of the daemon race.
  • Demonic Possession: Becoming a Blood Mage requires one to play host to a daemon, which grants the actual power. Insanity may or may not follow.
  • Demon Slaying: The Ablazed were in this business, along with hunting vampires, werewolves, etc.
  • Den of Iniquity: The Cult have one.
  • Devil, but No God: Played mostly straight with the Leviathan (the resident Satanic Archetype), who has no real Good Counterpart, save for maybe his brother (whose morality is questionable) and the Gods of Gildenor or the Gods of Empiris- who're so far away from the main action that they have little input into the daemon's affairs.
  • Doomsday Device: The Moonstone Project during the Mithril War.
  • Door Roulette: How the Labyrinth functions in the Crimson Void.
  • Dramatic Irony: Prince Patrick is on his way to Altekrai, not knowing that it's in the midst of a daemonic takeover.
  • Dungeon Crawling
  • Elaborate Underground Base: The Cult's initial hideout is one of these, beneath an ancient temple in the Omega Desert.
  • Eldritch Abomination: According to some legends, certain daemons take these kinds of forms.
  • Elemental Powers: Most Spell Schools (variations of magic) are derived from these, most with their own supplemental School as well (i.e. There's Ice as the main elemental, and then Snow as the supplement). Every character is also born with an Element attached to them.
    • The eight possible elements a person can be born with are Earth, Wind, Ice, Fire, Water, Lightning, Light, and Dark.
  • Enemy Mine: Between Jiruga and the Leviathan. Their personal philosophies would otherwise put them at each other's throats, but their goals happen to be mutually beneficial.
  • Enigmatic Minion: Quite a few characters serve this purpose to someone.
  • Everybody's Dead, Dave: Basically what happens to Atropos.
  • Everyone Went to School Together: Many of the world's most powerful magi were fellow students at Varia's Academy. Examples include Jiruga, Maria, Elise, and Cierra, among many others.
  • Evil Tower of Ominousness: The Decameron, a tower in Mapleheim that was the original HQ for the original Blood Magi in ancient times.
  • Fantasy Counterpart Culture: Sort of, with certain countries, whose cultures are distinctly reminiscent of real-life nations, past and present.
    • Lunacia is Imperial China.
    • Altekrai is a Civil-War era American South, before the Leviathan's takeover.
    • Kermulvia is equal parts Italy and America (with an emphasis on Hollywood in the latter case).
    • Wesnali is Feudal Japan.
    • Gildenor is Ancient Greece.
    • Hebecil resembles the Caribbean during The Golden Age of Piracy.
    • Valkyrania is Nazi Germany.
  • Fantastic Fighting Style: The various Technique Schools are made up of these.
  • Fantasy Gun Control: Averted. Firearms are just as effective as a bow or other weapon - if a little less common.
  • Fantastic Rank System: While not militarian, The Varian Academy has one of these determining a student's magical prowess.
  • Fantastic Recruitment Drive: Jiruga sends Emile and Hope on one for people who adhere to his idea of inherent goodness.
  • Fantastic Racism: There's cases of it between almost any race.
  • Fantasy Pantheon: The Gods of Gildenor, the Gods of Empiris, the Archdaemons of the Crimson Void, etc.
  • Fantasy World Map
  • Femme Fatale: The Red Sisterhood is a Blood Cult made up of these.
  • Feuding Families: Happens in so many, many cases — not the least of which are the Eluvar and Garindel Houses of Gildenor and the Villas of Kermulvia.
  • Five-Man Band: There a few groups with this dynamic.
  • Foreshadowing: There are some cases.
    • The Gentleman sarcastically nominates Sorathelia for Queen of Mapleheim at one point, and it's later revealed she's the Princess.
    • Decades before the main story even begins, Ezra Andronicus (the first Blood Mage) predicts that "The Children are coming" referring to the Tertius siblings.
  • Four-Temperament Ensemble: Prince Patrick's group is a loose group of this.
    • Patrick is Phlegmatic, Eldacar is Choleric, Feste is Sanguine, and Pompeo is Melancholic.
  • Gambit Pileup
  • Genre-Busting: It's a wide range of Heroic Fantasy meets Soap Opera meets a Myth Arc meets everything else.
  • Genuine Human Hide: The Leviathan wears the face of his rape-victim over his own disfigured face as a mask. He keeps a personal collection of other victims' faces as well.
  • The Ghost: Several characters, mainly ones who fit in the backstories of others, never make appearances themselves.
  • Gladiator Games: The Orgeius Festival, sort of.
  • God of Evil: The Archdaemons are usually seen in this light.
  • Gold–Silver–Copper Standard: Applies to most countries.
  • Harmless Freezing: Subverted. Most ice spells (or any spells, save a few) don't have long-term harmful effects, generally only lasting throughout the battle.
  • Hellgate: Portals from the "Crimson Void" from which daemons communicate and enter Asagorak.
  • The Hero: Almost everyone counts as this on some level, some more than others, but nearly every "main" character leads their own arc(s) as playing the part.
  • How Do I Shot Web?: Younger magi have this issue to an extent.
  • Humans Through Alien Eyes: Gildenor's Elves' introduction to humans from the mainland is slightly portrayed as such.
  • Hyperlink Story
  • Immortality: There are few ways to obtain it, and those that do exist are incredibly dangerous.
  • Improbable Age: Many characters who are doing anything from being assassins to running nations are in their twenties.
    • This is also subverted in numerous cases due to either reduced aging (in the case of Jiruga, Elise, and the like) or through being the reincarnation of a dead leader (such as with many of Gildenor's gods and goddesses).
  • Indy Ploy: Unless you're actually running an Instance yourself, chances are you're making up your plan in and out of game as you go along.
  • Infant Immortality: Played relatively straight...so far.
  • In Medias Res: The story begins in the aftermath of a war in the middle of several individual characters' stories. Also, any new character will inevitably find this to be the case.
  • Knight Templar: The Ablazed became this over time, killing supernatural creatures regardless of affiliation, despite the organization's beginning being a personal feud.
  • La Résistance: Seth's rebel faction in Ulkutao, and to a lesser extent, the various factions contesting for power in Mapleheim - particularly the Zayahe (though they're portrayed more negatively than most other examples)
  • Little Hero, Big War: An interesting case. A small-scale adventure with one character will simultaneously occur alongside grander arcs with different characters entirely.
  • Loads and Loads of Characters
  • Lovecraftian: Aspects of the Crimson Void and daemons in general take some influence.
  • Made a Slave: What the nation of Yultan specializes in, leading the slave trade.
  • Mage Killer: The Zytuken in lore.
  • Magic Knight: The Knight class is more of this than it is a straightforward Melee-type.
  • Magical Society: Varia, a city-state of Magi. Visitors aren't even allowed in the city unless they have magical abilities.
  • The Magocracy: Varia, again.
  • Mage Tower: There are several dedicated to various Magics in Varia.
  • Make Room for the New Plot: Many plot threads are left hanging because they're overtaken by others.
  • Mangst: The Gentleman, among others.
  • Mark of the Beast: Blood Magi have a mark inscribed upon their palm after being bound to a daemon. This becomes a plot point later on when a group of Blood Magi graft flesh onto their palms to hide their marks.
  • Meaningful Name:
    • Atropos (an organization attempting to make the world a better place through eliminating Corruption) is also the name of the Fate in charge of cutting the thread of life, goddess of fate and destiny in Greek Mythology.
    • The Leviathan and Behemoth (daemons with a Sibling Rivalry) share the names of Biblical monsters in the Book of Job.
  • Medieval European Fantasy: Asagorak is primarily one of these settings.
  • The Mentor: Thomas' uncle, Alan. He acted as a mentor for Thomas and died in the Mithril War. The Gentleman's Elven Mentor is another example.
  • Mission Briefing: Usually done in the Atropos storylines.
  • Mithril: The story begins in the aftermath of an entire war fought over it.
  • Morality Kitchen Sink: Everyone is a little bit unique, and no one is absolutely perfect.
  • My Country, Right or Wrong: Zane Detearant operates this way.
  • Necromancer: Second only to Blood Magic as the most notorious type Spell School.
  • Non-Fatal Explosions: Most explosive Spells or Techniques are these.
  • Nonviolent Initial Confrontation: How the Gentleman confronts Syl Nielander, among other instances.
  • Our Elves Are Better: Notably averted, as Elves are about as commonplace as any other race. In Klor, they're even looked down upon by their Dwarven counterparts (as opposed to being the other way around as in most other fantasy settings).
  • Our Elves Are Different: They aren't much different than humans really; in many ways, they're actually the closest race to humanity.
  • Our Demons Are Different: Daemons, interdimensional God-like beings who make pacts to possess human magi and wreak havoc across the world.
  • Our Goblins Are Different: Goblins are actually more like cultured Orcs, being larger but still deformed and ugly.
  • Our Souls Are Different: The Souls of daemons and Blood Magi are sent to the Frozen Vale upon being killed, where they are trapped beneath layers of ice and either tortured by the Archdaemon Leviathan or left to freeze for eternity.
  • Our Vampires Are Different: The basic rules apply and not much else.
  • Our Werewolves Are Different: Standard fare, though Magic Pants is notably averted.
  • Posthumous Character: Several.
  • Powered by a Forsaken Child: Hope's earrings are powered by the disembodied essences of Warlord Nergal's children.
  • Proud Warrior Race Guy: Most Trolls are like this, particularly the Trolls of Charybdis.
  • Proud Scholar Race Guy: What the vast majority of Soleken are.
  • The Quest: Played mostly straight by Patrick and his journey to give aid to Altekrai.
  • Rape Is a Special Kind of Evil: What sets Lucien/The Leviathan apart from other morally questionable characters.
  • Rape, Pillage, and Burn: The Cult of Tertius's agenda, among others.
  • Red Eyes, Take Warning: One of the signs that a daemon is in control of a Blood Mage. Also applies to thirsty vampires.
  • Reincarnation: Gildenor's deities experience this upon death.
  • Religion of Evil: Again, the Cult of Tertius (and other Blood Cults).
  • Revenge: The driving motivation of several characters.
  • Royally Screwed Up: The dethroned (and now rethroned) Traenwa family of Mapleheim.
  • Royals Who Actually Do Something: Almost any royal character falls under this really.
  • Rule of Cool
  • Rule of Three: The Cult functions on this, "Tertius" actually meaning "Third" in Latin, named so for the three Archdaemons that the Cult worships.
  • Running Gag: The Gentleman and Sorathelia insulting each other's fashion sense (among other things) in their verbal sparring matches.
  • Salvage Pirates: Averted upon Lysander's rescuing of Dr. Benedict Raines.
  • Savage South: Altekrai to a certain extent. It's portrayed as a Wretched Hive run by warlords resembling Antebellum-era plantation owners.
    • Really most everything in the center of the Belt and downwards could count.
  • Save the Princess: Marcurio, Sabrina, and others attempt this once Princess Marta of Kermulvia is captured by the Leviathan after the Grand Feast.
  • Settling the Frontier: What's currently happening in Iviwapa, the "badlands of Asagorak."
  • Slave Liberation: The Gentleman frees Lillian (and adopts her), and later protects a man who specialized in this.
  • Silver Has Mystic Powers: Silver, while normally making for ineffective weaponry, has been shown to be supremely effective against supernatural creatures like werewolves, vampires, and undead. It remains to be seen how effective silver is against daemons, however.
  • Simultaneous Arcs
  • Sliding Scale of Idealism vs. Cynicism: For the most part, themes lean towards the idealistic side, but there's an uneven balance.
  • Soap Wheel: The plot primarily functions on this.
  • Something Completely Different: The Crimson Void arc, which takes place in a reality-breaking equivalent of Hell run by a pantheon of Archdaemons.
  • Spell Levels: Each School of Magic has Basic, Intermediate, and Advanced spells.
  • Supernatural Elite: A surprising number of nobles are secretly vampires.
  • Super Strength: A distinct possibility with stronger warriors.
  • Symbiotic Possession: A more stable Blood Mage will usually have this with their daemon.
  • Temple of Doom: As mentioned above, the Cult makes their home beneath the ruins of one of these.
  • Theme Naming: The Eleven Archdaemons each take their names from (primarily Greek) mythological monsters
  • Thirsty Desert: The Desert of Omega.
  • Those Wacky Nazis: Valkyrania is heavily influenced by them.
  • Threshold Guardians: The Archdaemons are essentially these.
  • Time Skip: A few week after the Gentleman returns from the Crimson Void, the roleplay skips forward a year.
  • To Hell and Back: the Leviathan grants Jiruga, Marcurio, and Hope passage into the daemon homeland of the Crimson Void; they are later joined by the Gentleman and Lillian.
  • Transformation Is a Free Action: While lycanthropes can transform almost instantly under the light of a full moon, a werewolf attempting to transform during the middle of the day will find out that this most certainly does not apply.
  • Trapped in Another World: Marcurio and Hope remain trapped in the Crimson Void over the Time Skip.
  • Wham Episode: There have been a few:
    • The instance "Unwelcome Developments," focusing on Atropos. To summarize, Faeron reports that Lapirn was killed during their mission. The Gentleman discovers that Lillian is ill and lost her memories of what cured her the last time this happened. Sorathelia prepares to leave Atropos - seemingly for good - while the the Gentleman leaves to go find Lillian a cure - in the process triggering an attack on the hideout by the royal battalion sent by Princess (now Queen) Celestine to retrieve her sister. All of Atropos is seemingly destroyed in the confusion, but Jaraah sacrifices himself, teleporting Lillian and the Gentleman into the Crimson Void to save them.
    • "The Grand Feast" is another instance that deserves mention; at a populated gathering in Kermulvia, an unknown party poisons half the guests, instigating a war among the Villas, and Princess Marta and the knight, Thomas, are kidnapped by the Leviathan and Jiruga.
  • Video Phone: The call locket, Asagorak's version of the cell phone. Gildenor also has its own version of this, with its own distinct advantages and disadvantages when compared to the widespread call locket.
  • Weapon of Choice: This applies not only to characters but the preferences of entire nations as well:
    • An Axe to Grind: Kermulvia, due to axes naturally favoring individual combat
    • Archer Archetype: The Elves of Mapleheim (though they only adopted bows after abandoning magic)
    • Blade on a Stick: Lunacia, precisely because polearms naturally favor group fighting.
  • Weather Manipulation: The job of the Lex family of Varia.
  • We Can Rule Together: How the Leviathan goes about recruiting allies.
  • Wild West: Iviwapa has shades of this.
  • With a Friend and a Stranger: Lysander and Androcles introduction to Benedict. Especially interesting, as Benedict is the first human the former two have ever seen.
  • With Great Power Comes Great Insanity: The usual fate of Blood Magi.
  • Wizard Duel: Very common in Varia, to the point that measuring someone's skill in such dueling is even a core component of their academy's curriculum!
  • Wizarding School: The Varian Academy.
  • World of Badass
  • Wretched Hive: What the Cult intends for Altekrai to become (though an argument could be made that the country is already one of these from the very beginning).
  • Your Terrorists Are Our Freedom Fighters: How the rebels and many people of Ulkutao view the rebel side of the nation's civil war.

Top

Example of:

/
/

Feedback