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On the mysterious demi-plane of Tartarus, a greedy werewolf named Wulfgang XI has announced a fighting competition unlike any other. 

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Atrox Saint

PostPosted: Wed Feb 25, 2009 6:20 pm


A (Brief) History

Welcome to Tartarus, home of Wulfgang's Arena. The plane of Tartarus was purchased by Wulfgang VIII and strip-mined for alchemical resources. When he discovered the strange network of caves beneath the surface of the plane, he decided to stop the operation in favor of exploration. Unfortunately, he was killed by Wulfgang IX before any such exploration could occur. Wulfgang IX (and his eventual successor, Wulfgang X) were too preoccupied with other holdings to pay attention to the plane. It became a multiversal slum, a place where refugees and fugitives came to build a shabby home. Conflicts were inevitable and the roots of The Arena were set as make-shift fighting rings sprung up.

And we come to the time when Wulfgang XI took over the line. From the moment he realized he owned his own plane, this Wulfgang threw his money into building a complex for him to live and work in. The massive hole where strip mining had begun became the foundation for The Arena.

About Tartarus and Wulfgang's Arena

Tartarus is a demi-plane which stretches out in a 200 mile radius from the Arena. Despite being perfectly flat, it functions in the same way as a rounded world like Earth. It does not drop off at it's edges, but rather loops back to the opposing side. How this functions is still a great mystery as no one can be exactly sure where the true edges of this plane are (The Arena is an artificial center). The sky is in constant twilight, any sun or moon concealed by think smoggy clouds. It rarely rains, but when it does the water is oily and gross. Wealth on Tartarus is easily determined by one's proximity to The Arena. The wealthy patrons and supporters of Wulfgang live in the grand hotels and structures immediately surrounding it. Wealth steadily declines as you move away from there, until it reaches the poorest of the poor: the shanty town slums that stretch for miles around the edges of the plane.

As was mentioned, The Arena is constructed in the gaping hole left over from an abandoned Strip Mine. Before the Arena was constructed, it looked something like this. The structure rises up and out of the crater, making it larger than most can imagine. The Arena is part of a larger complex of hotels, nightclubs, and a massive casino.

The Wishing Stone

First prize in the tournament is the fabled "Wishing Stone." Mined by the gnomish people of Far-Reach, this pinkish diamond has the power to grant almost any wish. The only thing the stone can't do, it seems, is grant a wish for more wishes or a wish that would result in the wisher gaining access to more wishing stones without earning them. Which is just fine, really, since most people agree those wishes are lame.

The Tournament

Of course, earning the Wishing Stone will not be easy. Word of this competition has spread across the Multiverse, bringing champions of all kinds after this most prestigious prize. Fighters can come from all races and all walks of life. They can be willing participants or those forced to fight against their will (Wulfgang has been known to be especially ruthless in acquiring "entertainment" for The Arena). Fighters join as either solo entrants or two-man teams. They are expected (but not required) to have a manager who takes care of affairs when the fighter is unable to. The first step to joining a tournament is to stop by the Registration desk and fill out the paperwork with Ringmaster.

Matches

Matches are where the fighters meet and writers are pitted against each other. Each writer will be given 10 days to write a short story including (but not exclusively) a fight between their characters and their opponent's. Yes, this means you will be controlling another writer's characters. Try to respect them. You'll want to make sure it's engaging and well-written, as the Guild will vote on winners.

Match Types

Match types are determined at random from the list below. There are a handful of ways to win a match: Knock Out is when your opponent falls and is unable to stand for a ten-count by the referee. Pin is when you pin (hence the name) your opponent for a ten-count. No holds are barred (if you don’t know what this means, don’t worry. You can pin however you want). A few types of match also allow for a Ring Out when an opponent leaves the designated area.

1-2 Beast Pit: A fight in the arena is spiced up with the introduction of wild animals. Lions and tigers are the classic choice, but feel free to get creative. Match is ended by knock out, pin, or vicious mauling.

3-4 Handicap: A straightforward match, but both combatants are somehow limited. Exactly how is up to you. Match is ended by knock out or pin.

5-6 Cage: The fight takes place inside of a cage. The exact nature of the bars (electrified, spiked, beams of energy) is up to you. Match is ended by knock out or pin.

7-8 Battlefield: The arena is scattered with weapons of every type. These range from the deadly and badass to the ungainly and impractical. Match is ended by knock out or pin.

9-10 Water: The arena is flooded, leaving only a handful of floating platforms for standing room. Whether or not the water is occupied (sharks, crocodiles, etc) is up to you. Match is ended by knock out, pin, or drowning.

11-12 Fire: A circular platform is raised in the center of the arena. A wall of flames is ignited around the outside. Match is ended by knock out, pin, or ring out.

13-14 Air: Powerful magnets hold a large central platform and a handful of smaller platforms high above the arena. Match is ended by knock out, pin, or ring out (don’t worry, there’s a safety net).

15-16 Earth: Beneath the arena complex is a network of narrow, man-made tunnels and caves. Match is ended by knock out or pin.

17-20 Off-site: The match takes place away from the arena complex in one of the following areas. More exact descriptions will be given before match. Unless otherwise noted, all off site matches are ended by knock out or pin.
  • Abandoned Amusement Park
  • Diamond Mine
  • Military Base
  • Graveyard
  • Clock Tower
  • Sewers
  • Lost City
  • Factory
  • Jungle
  • Elemental Field


Judgment

When the dust clears and the deadline for the round passes, all members of the guild are encouraged to participate in the judging of the winners. Polls will remain open for three days. Winners will be posted on the end of the third day.

Prizes

Obviously, there is no such thing as The Wishing Stone. Prizes for writers depend on the number of participants.

For a Small (16) Tournament:
50,000 Gold First Prize
25,000 Gold Second Prize
15,000 Gold Third Prizes (2)

For a Medium (32) Tournament:
100,000 Gold First Prize
50,000 Gold Second Prize
25,000 Gold Third Prizes (2)

For a Large (64) Tournament:
200,000 Gold First Prize
100,000 Gold Second Prize
50,000 Gold Third Prizes (2)
PostPosted: Fri Feb 27, 2009 8:01 pm


Frequently Asked Questions


Q: When will this start?
A: The Arena will start once it has enough competitors and not one second sooner.

Q: You're hosting this and competing? Is that really fair?
A: Since you'll be the ones voting, I hope it is. Keep in mind that I'm paying the prizes so I can't actually win anything. All I can do is try to minimize my own loses. And the more gold I keep, the more tournaments I can host.

Q: So my opponent and I have ten days to role-play a battle between our characters?
A: No. You and your opponent have ten days to each write your own version of a fight between your characters. Each entry should be a short story which advance your own plot in addition to depicting your victory.

Q: Is there anything not allowed in a match?
A: Anything that can be written on Gaia may be included in your piece. You may curse up a storm and chop up babies if you want to (keeping in mind that your piece needs to be appealing enough to get people to vote for it) but there's no description of sexual acts what so ever. Such writing will get you disqualified.

Q: Why are live ammunition and poison barred from The Arena?
A: The Arena is an entertainment venue above all else, and a good entertaining round is a must. Anything that ends a round too quickly is unsportsmanlike, and you'll want to put on a good show for your adoring fans that will be voting for you (or not...) Keep in mind that these in-game rules might be broken. If your character is sneaky enough, they might get away with using poison (I can't see you using a firearm unnoticed, sorry). Just don't ignore the fact that, if caught, your character would be thrown out of the tournament (and/or perhaps killed)

Q: Does The Arena have it's own over-bearing plot which I will have to compromise my own ideas for?
A: The Arena does have it's own plot of sorts, but it always takes second to a writer's designs. As long as you don't compromise any pre-established facts (such as claiming The Arena is made from candy or that Wulfgang is a platypus) you should be fine. Little things that effect your character can and will happen, so be open to those. A good example might be a mandatory physical/equipment screening before the semi-finals (hint hint).

Atrox Saint


Atrox Saint

PostPosted: Mon Mar 09, 2009 12:18 pm


A Sample Round:

What will follow is an example of a round between myself and Nivedita Vidula. We will each post our Character Profiles and an example of the round between them. The only thing missing will be the writing sample that accompanies the registration form. The major purpose of that is to acquaint your opponents with your character and she and I have talked about our characters to each other instead.

Some Tips

Before we get started with that, here's a few things you should try to include in your submissions (as well as what to look for while judging). None of this is by any means required, but it is a good idea.

  • Character Growth: It is vital that you continue to develop your character and their story. This will keep the audience engaged in your story and increase your chances of making it to the next round. Plus, it's just good storytelling.

  • Closure: You should also try to provide some sort of closure for your rival's story. This may be very difficult or impossible to do, however. It's always more important to respect the other writer's characters and story than it is to slap some superficial "band aid" ending. Killing the other character does count as a form of closure, by the way, but it isn't something you should make a habit of. If you're going to kill your opponent's character, write it with absolute respect.

  • Raise the Stakes: This one can be a little tricky. As you progress through the tournament, there is a temptation to let the action level off. Don't fall for it! Every round should bring new uncertainty and should shake things up for your character. Even if your characters' motivations and goals never change, the circumstances around them have to. They're in a fight for their lives after all.

  • Reference the Setting: The Arena is a pretty distinct place, don't forget to use it. Of course this means talking about the buildings and the plane, but don't overlook Arena NPCs. The Referees are there almost exclusively for this purpose. You could even reference (gasp!) other writer's characters beyond your opponents! Don't forget, everyone's together in a (relatively) small space, it's not out the question that they'd bump into each other.
PostPosted: Sun Apr 19, 2009 6:00 pm


User Image - Blocked by "Display Image" Settings. Click to show.Name: Alice Jacobs
Gladiator/Team Name: Femeninja/The Feminine Mystique
Age: 27
Height: 5’4”
Weight: 160lbs
Eye/Hair Color: Blue/Black
Other Notable Features: Femeninja dresses entirely in a soft black fabric which makes little to no sound when she moves, and always wears a mask to conceal her identity. She wears well-worn shoes with a soft suede bottom to be durable, protective, and silent. She has a tattoo circling her right wrist in script font of 'Non Illegitimi Carborundum' (Don't let the bastards get you down).
Weapons: Usually has her Nekode (fighting claws. Think of Wolverine…) ready for battle. She also carries a small supply of ropes, flashbombs, and Chinese fighting stars… Sometimes poisoned…
Fighting Style: Stealth and patience. She waits for her prey to fall into her trap before springing for their throat. Femeninja is often unseen until she is ready to strike, but is weak in open combat.
Special Abilities: Ninja Skills! Femeninja hides well, and is very good at striking suddenly and without warning, sometimes leaping from quite a distance to do so. She can also disguise herself as another person and has a wealth of knowledge of poisonous substances. Finally, she is quite tough and can often get herself out of bonds or tight spaces with only minor inconvenience.
Personality: Alice is a feminist (go figure) and hates men with a passion. She will quickly defend against any mysoginistic or woman-negative comments. More than her hatred for men, Alice hates fairy tales, early disney movies like Cinderella and the Little Mermaid, Daphne from Scooby Doo, Barbie, etc. She does however love strong, intelligent female characters such as....such as....well, disney doesn't really have any that don't need saving at some point.
Brief Background: A decendent of Susan B. Anthony, Alice Jacobs was raised in the feminist clan. There was however, a small faction of this clan trained in the ways of the ninja. From an early age, Alice was trained in strength, suppleness, agility, potions, explosives, and fighting. Later she fully adopted the ninja path and began to train in more advanced ninja skills. Today femininja fights the oppressors of women and litterally works to take down the man.

Though originally from our world, Femeninja has moved to Tartarus and has been working as a masked vigilante and protector of other women on the central streets of Tartarus(which is ironically more dangerous for women). She hopes to win the Wishing Stone and make herself sole heir to all of Wulfgang's assets before the Amazon assassinates him, putting her in charge of the Arena and thus all of Tartarus (among many other things).



User Image Name: Zalika Markuu
Gladiator/Team Name: The Amazon/The Feminine Mystique
Age: 19
Height: 5’8”
Weight: 150lbs
Eye/Hair Color: Blue/purple
Other Notable Features: You want a more notable feature than purple hair? Zalika is incredibly beautiful, with a curvy waist and long slender legs. She wears next to nothing almost constantly, preferring to feel air against her dark skin. Being sexual is something she is very comfortable with, and she wants to make sure everyone else knows it.
Weapons: Only those things she has learned to use while belly dancing, including sabers, fans, and scarves. She can get pretty creative.
Fighting Style: Zalika is generally a distraction first and foremost, but is incredibly awesome at hand-to-hand weaponless combat. She will disarm an opponent quickly so that Alice can sneak up behind them and finish things. Additionally, she has some practice outside of the Arena as an assassin who uses her feminine wiles to lull men into a false sense of security before finally snapping their neck (or some other fun method of death) and fleeing the scene.
Special Abilities: Zalika learned to fight in the slums of Tartarus, and so she packs a mean punch and an even better kick. Her dancer’s training has made her incredibly agile and flexible, so Zalika is capable of taking out people in some rather interesting ways (scorpion kick a la Trinity from The Matrix, for example). She can also handle a saber (or two), and is not uncomfortable taking off her clothing to use to strangle anyone if necessary. Hey, it’s all about putting on a good show, isn’t it?
Personality: Though Zalika originally struck out on her own, she is now more of a follower of Femeninja. She doesn't mind using her sass to taunt her opponents and is very very comfortable in her body and with her sexuality. She hopes to use how comfortable she is in her body to empower other women to have confidence in themselves and to enjoy their sexuality. She is all about empowering other women to enjoy life the way she has learned to love and embrace it.
Brief Background: Zalika was raised in the outskirts of Tartarus, where the people are the poorest of the poor. Her parents and five younger siblings lived in a shantytown inside a shack constructed of metal sheets and a makeshift thatched roof. Times were hard, and the family often would have gone without the basic necessities of life it weren’t for the surprising generosity of those out on the rim. Of course, violence was also common, as it tends to be when people don’t have quite enough and get desperate for more than there is, and Zalika quickly learned to defend herself. This would come in handy, because as the girl reached puberty it became apparent that she was going to be stunningly beautiful. When she was old enough to take a crack at living, Zalika embraced her sexuality and took her chances; traveling toward the center of Tartarus to try to get a job in one of the gentleman’s clubs. Theoretically, things would be safer there, and she could maybe make enough money to send home to her family so they could move off the rim and closer to safety.

As luck would have it, things were not that much better in the city region, and Zalika struggled to find work, finally settling on a smaller club where she could dance a few nights a week to earn some cash for better costumes and props in order to audition at bigger venues. The city was full of men with too much money looking to sate their lusts on a young piece of a**. One night, a particularly drunken fellow propositioned Zalika, and when she declined he followed her on her way home to her apartment on the outskirts. I’m sure I don’t have to tell you what he and his buddies attempted as she passed by a particularly dark alley on a particularly secluded street. Luckily for Zalika, Femeninja was watching and rescued Zalika from her would-be peril. The two became good friends and Zalika was empowered by Alice to take charge of her life. The two now fight together to show that women are just as powerful as men and to bring equality for them in a world where women are second-class citizens. Zalika hopes that by joining the Arena they can empower other women to take fate into their own hands rather than relying on men to take care of them.

ReverbRaven


Atrox Saint

PostPosted: Sat Apr 25, 2009 9:00 pm


Name: Joshua Baroob
Gladiator/Team Name: Captain Pasty/The Awesome Avengers
Age: 18
Height: 5’11
Weight: 172 lbs
Eye/Hair Color: Hazel/Blond
Other Notable Features: Wears obnoxious yellow/blue Hawaiian print swimsuit and a yellow shirt with “CP” emblazoned on it. Has a striped towel tied around his neck.
Weapons: None
Fighting Style: Charge them and hope for the best?
Special Abilities (Self or Weapon, please describe in detail): Captain Pasty’s skin is so white it actually reflects light. This allows our hero to blind people with flashes of light and he can also use it to deflect laser weapons. In addition, Captain Pasty can use “white-speed:” a sudden burst of speed accompanied by a flash of light. His asthma makes overuse of this ability a bad idea, however.
Personality: Josh is inspired by the super heroes of the “golden age” and strives to emulate them in any way he can. He will never take an unfair advantage in a fight and would never dream of killing an opponent. He is kind with just a hint of sarcasm.
Brief Background: One of the young heroes of the New England town of Delmor, Josh was no stranger to the unusual. But when a saucer slammed into a local duck farm, not even he was quite sure what to expect. When the visitor identified itself as his “biggest fan,” Josh agreed to protect him from the military as best he could. By working together, Captain Pasty and Zark were able to recover the saucer and get Zark home. But before he could even get off the ground, Zark’s saucer was scooped up by yet another threat. This time, it was Zark’s evil uncle Zade. Zade sent Zark and Captain Pasty to Tartarus, saying he would “have the Wishing Stone or their heads.”

Name: Zark Zard XVII
Gladiator/Team Name: Cadet Pasty/The Awesome Avengers
Age: 8
Height: 4’6
Weight: 100lbs (Difficult to Weigh, head is largely supported by own Telekinesis)
Eye/Hair Color: Black/Bald
Other Notable Features: Zark’s head is roughly twice the size of a human’s, while his neck is almost one quarter of the thickness. His skin is significantly spongier and colored a dull grey. He is dressed in his best representation of Captain Pasty’s costume (which won him top prize at Andromeda-Con ‘04451).
Weapons: None
Fighting Style: Dumb luck and boyish charms.
Special Abilities (Self or Weapon, please describe in detail): Zark’s species has extremely limited telekinesis that is mostly used to keep their large heads from snapping their necks. He can move small objects and perform simple tasks at range, but could never do something so dramatic as throwing a car. His race also communicates almost exclusively through their powerful telepathy. One of the most difficult things for Zark to adjust to in human society is their total aversion to mind reading (which is an insult among is people).
Personality: Zark’s race ages almost five times faster than humans, making him forty in human years. His personality is much closer to that of an eight year old. He is driven by equal parts curiosity towards this new life he’s been thrust into and adoration towards his boyhood hero. Zark doesn’t have a mean bone in his body, but his total ignorance of how people and things behave makes him dangerously unpredictable.
Brief Background: Zark is a galactic prince driven into exile following his uncle’s hostile takeover of the throne. With barely any knowledge of piloting, he took off for the only place he could think of. Despite his best efforts to hide on Earth, his uncle tracked him there and sent him to The Arena, believing his nephew would be killed and he alone would be heir to the throne.
Atrox Saint rolled 1 20-sided dice: 5 Total: 5 (1-20)
PostPosted: Sat May 02, 2009 12:53 pm


(This is a sample sportscast which will allow Nevi and I to figure out what type of match we will be fighting)

User ImageGreetings, sports fans, I'm Hank Thomas and this is Wulfgang's Arena. Our match tonight is a challenge between two nerds and the women they'd never touch otherwise. Here with the details is my partner in crime, Tobias Wimple.

User ImageThanks, Hank. The partnership of a super hero and an alien may seem like something we've seen time and time again, but The Awesome Avengers are a class all their own. Captain Pasty's ability to reflect light and move at super human speed makes him a serious contender. His teammate, Cadet Pasty, is an alien with telekinetic power and the mind of a child. Don't underestimate him, though, as he'll do anything to protect the Captain. I think these two are a solid choice for the win.

You think that because you can't pick a winner, Toby. My bet is with their opponents, The Feminine Mystique. Femeninja is an experienced fighter who is at home in combat. Since she happens to also be a ninja, my vote goes to her by default. Rumor has it she voiced some complaint over the banning of her poisons, but there's no way that was the only trick she's packing. Her teammate, The Amazon, is a belly-dancing hottie of death. She's got an arsenal of sharp and pointies and the knowhow to dispatch any enemy. Feminine Mystique is going to stomp the Avengers into the ground.

We'll have to wait and see, Hank. This will be a cage match, so we can expect an intense fight.

Atrox Saint

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