Welcome Guest. Please Login or Register. Dec 1, 2008, 10:35pm
While Sora and his friends returned to Destiny Islands, the organization of high-Nobodies he eliminated on his journeys rose from death by unexplainable causes. Continuing to be half whole and heartless, the Nobodies rebuilt Organization XIII, making the group more powerful than before.
However, not all was the same. A wavering trust to those that had betrayed the Organization before during the age of Castle Oblivion, including the Flurry of Dancing Flames. Tension seemed to always be in the atmosphere, and new enemies arouse for past events – but the forced peace was quickly shattered…
Driven by jealousy for his power, an unknown member murdered Xemnas in cold blood. With the death of their Superior, the Nobodies blamed and pointed fingers and one another, and the question of who would be the next leader was aroused. Trust was shattered altogether, and slowly, different sides began to come forth, one against the other.
Before Xemnas died, however, he proposed the idea of apprenticeships to make the Organization grow to its fullest – young, new Nobodies that they could train to be members. Each member is responsible for their own assigned apprentice - to make them powerful enough to survive.
Shall you brave the life of an Organization XIII member, and take sides against your comrades, or as an apprentice, maneuvering through a building war while learning to become a member yourself? You must choose your destiny to survive.
October 28, 2008
The site's had a clean up and looks ... well, cleaned up! Go compete in the contest, and tell your friends... and uhm, post!
September 13, 2008
Please check the new thread "Training & Skills" for the new info on apprentice + mentor training.
September 11, 2008
We are in dire need of Organization XIII members. We really need them to start off the plot, as well as give our poor apprentices mentors! Speaking of apprentices... there is only TWO apprentice slots left! After that, they will be CLOSED. -- Staff.
` the creation. (1 sub-board) The applications should be sent here, where they will be CAREFULLY judged by the staff. The template for it can be found inside.
` character archive. (4 sub-boards) All characters that have been accepted will have their profiles stored here. They are sorted by different groups for more organization.. Hurray.
` character relationships. Post up those wonderful, colorful relationship plotting threads here for your characters to help interact with others, and keep track of who you know.
` center of shadows. Like all the other parts of The World That Never Was, the sky is dark with night forever. This is the center of the city, and a few metal benches are lying around. The streets looked bricked or cobbled; it's hard to see with the little light there is.
0
0
` street of nothing. This is one of the more main streets of this dark world. It barely has any light, and it leads up to an over-look of the world itself. From here, you can see the whole city, and even the Organization's Headquarters.
0
0
` alley of darkness. The alley isn't called the "Alley of Darkness" for nothing. Seperating from the street, this narrow alley leads to a back, seemingly-enclosed room, littered with empty boxes and such.
` the hidden passage. Take a turn off the road leading to the overlook, and you'll find yourself facing a brick wall. Press a certain brick that stands out, and this wall will "evaporate", and you'll find yourself in a secret room that can vary in what you want it to be used for.
0
0
` twilight view. In other words, right outside the entrance to Organization XIII's headquarters. Like its name, it overlooks the darknened, twilight-ish town of The World That Never Was.
` hall of empty memories. Go up the glass-like steps, and you'll find yourself in the middle of the headquarters. With an extrememly tall ceiling, above it has an overlook of the bottom, which is flat and looks like an empty living room.
0
0
` the training room. (1 sub-board) The training room is quite enormous, fit to occupy a lot of people. Red and white targets, beat up looking things, line the wall on one side; on the opposite to them lay cloth dummies. Apprentices and mentors are often seen here, working on their skills.
` crystal library. The Crystal Library is one of the many rooms of the headquarters. It's theme, like the title says, are crystals. The tables are see-through, but the real wonder of the room is the amount of books. Rows and rows are stacked up on the shelves, and many contain "interesting" information.
` the council. Clad in subdued tones of white and light blue, thirteen enormous throne-like chairs are placed in a jagged, circular order. Discussions and meetings are held here, as you can imagine.
0
0
` jail cell. The jail cell is gated with silver bars, the gate locked shut and only openable if you have the key. It's quite plain for the victim, only having a cement floor and what not.
0
0
` member rooms. The member's rooms are filled with whatever that Nobody is interested in, and each one has a bed and some furniture.
0
0
` the basement. Like Castle Oblivion, deep below the headquarters lies the basements. Some floors are used for storage, others for experimentation, and others for scheming.
0
0
` tram commons. The Tram Commons usually has groups of people either hanging around or going something. It's one of the more social areas in Twilight Town, and one of the loudest.
0
0
` station heights. The station heights, are, well, what they're called. The station heights. Climb up a series of steps and you'll find yourself there. It looks over the town and the horizon, and the building of the train station is located here as well.
` train station. The train station is quaint and plain - Nothing out of the ordinary resides are happens here - Usually. The train itself leads to downtown, and there is even rumoured that there is a ghost train.
0
0
` sandlot. The sandlot is set near the center of the town; in the middle, however, is a large arena, and many contests and events are placed here, such as the annual event, "Struggle".
0
0
` abandoned mansion. To get to the abandoned, "haunted" mansion, you have to walk through the woods. The gate is barred shut; And in the inside, most of the things are dusty or broken. But not all things are what they seem.
` port royal. This certain world is set in the area of the tropical Caribbean. Ye' be warned, for here you can run into pirates and the like.
0
0
` halloween town. This town is named after what it celebrates - the holiday of Halloween. This world is not for the faint hearted, and is full of monsters and what not.
` wonderland. This world is.. to say the least, a mad house. Watch where you go, because it's easy to get lost, and don't lose your head to the Queen of Hearts.