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Topics - AbbyJoyce

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Cherubs, Fairies, Soul Keepers, Angels; They've been deemed them all. Even considered evil in some beliefs. Alas, the truth has remained hidden from humanity. Until now...

Not a creature of god, or a mystical being of earth, Angels are truly known as an entirely different species. Fallon; angel-like creatures taking residence in an entire different realm and time. Our beliefs have tricked us..

Fallon are known to be the image we have drawn them to be. Humanoid beings possessing large wings. Unlike what we've learned, their wings are a large source of their power and presence. There are many things to these beings we have been mislead about. Residing in the realm of Nisroc, a land of different time, Fallon are creatures of intellectual strength. They reside in civilizations they have built, golden and marble castles. Ruling the realm, is the king; Muriel. Beneath him, is the royal adviser and the royal family, the princes and princesses of Nisroc. The ranks or classes differ little from humans, and with each class, comes a different wing color..

1. King/Queen; Rulers of Nisroc. Celestial wings.
2. Royal Advisor; Runs the chores of the castle and the staff. Takes orders from the king, and keeps the royal family out of trouble. Glass wings.
3. Royal Family; Princes&Princesses of Nisroc. Pure white wings.
4. Royal Guardians; Archangels of sorts. Protect the castle and run the armies. Golden wings.
5. Guards/Militia; Warriors of Nisroc. Brown wings.
6. Victorians; Upper class angels. Often found in the castle during the day and are usually friends with the royal family. Silver wings.
7. Middle Class; Shopkeepers, workers, normal Fallon. Different wing colors. Limited to; Blue, purple, pink, Green.
8. Lower class; Castle staff, servants, the poor. Rather unattractive wings, usually dark brown.
9. The Whispers; Vile, malice-filled beings. Some believe they aren't even Fallon. Normally hide in the darkest depths of Nisroc's land. Some dwell beneath in the sewers. Evil&dangerous predators. Bat wings.
10. The Fallen; Rebellious Fallon. Betrayers and back stabbers. Most are notorious villains and murderers. Wings are black.
11. Outsiders; Fallon left out by others due to their mutation; Mixed colored wings. Most Fallon have an array of different hues of ONE color in their wings. Such as, Guardians have light golds mixed with dark golds. But, on a rare occasion, a Fallon will be born with two completely opposite colors in their wings, sometimes more. They are hated by most due to their mutation. It is not due to parents, as a guardian can mate with a middle class, and the child will be born with the higher classes color. It's a random mutation, only 4 cases have been recorded, but there may be more.


Nisroc consists of large, open lands with rivers, mountains, canyons, valleys, snow, grasslands, deserts, etc. The creatures within Nisroc's lands are mythical of course. Griffins, water serpents, etc. But, are not limited to them. It also is home to regular animals such as deer and horses. Nisroc has a rather large, center village known as Soaringstone. The village is large, cobbled, and old fashioned with shops and stables. Towering over the village, is Castle Nisroc, home to the Royal Family. It's golden depths and marbled details glimmer beneath the sun.

The Realm is hard to access from other times in space, but simple to leave. No one dares leave, however, for it is forbidden unless the king says otherwise. There are the occasional banishments, done to those worthy. To access Nisroc, you must beg the gate keeper, Lurien, to allow access, though he is ordered to keep all out unless the king says otherwise.

Fallon's most prized possession is their wings, which are different than believed. The wings are visible constantly on Nisroc, but in other realms, only appear when in use, a power is being used, or when chosen to be shown. Other than that, they are invisible. They hold much power, which is why Outsiders are so fiercely degraded.

But alas, even godly kingdoms have faults. A traitor hides within the kingdom, spilling secrets to the Fallen and to the whispers. A rebellion is rising, and even some citizens have been convinced to join against the king under an unknown leader. Whispers have grown more.fierce, and though the fallen take residence on earth, or on another realm, most fear the unknown leaders powers, and rumors of a spell being found can return the fallen to Nisroc, leading to the entire kingdoms downfall.


3
Human & Humanoid Roleplays / Dovah Sinka (Open&Accepting!)
« on: August 17, 2014, 06:59:16 pm »
Born of the Gods, a soul shared by two. Dovah and man will rise, Fod hi xkhatic mu.

"Hush now. Remain still, I am aware you must be skittish and afraid." The voice you hear is loud and deep, but you have just awoken in such a strange place, you remain cautious, and continue frantically looking about for danger. "Now, hush!" A sudden crack of the man's staff upon the golden floor pulls you to a stop, and you face him, for the first time you truly take in your surroundings.

It's a beautiful place. A castle of gold, a dream of sorts you've never had before. But that's what this is right? A dream..

The man before you seems older, much older. He sports white hair that is royally pulled back, and facial hair to match. He is much larger than you expected, inhumanly large compared to you, but your dreams have never been too normal before now have they. His fist remains tightly clenched around his staff, which seems to carry an odd aura of magic about it. He is leaning forward within a large, golden throne. He must be a king of sorts. Your eyes flicker to his one eye patch, but other than that, you remain still.

"Brush this off as a dream, dovah sinak, that is something I can accept. But there is much you must know. Now listen, your time is coming along with countless others. You are much more than a mere midguardian, you are something of legends. Find your dovah, find your path, and take it. I cannot permit anymore obstacles to stand between Asgard's heroes and it's fate. We will perish soon without an army, now go!" You step forward to yell a question when he raises his hand and waves you away. Before you can react, you sit up in bed, a thin glaze of sweat covering your body as your chest heaves. Your dreams have grown weirder and weirder as you aged. With a sudden sigh, You raise a brow, "What the heck is a dovah sinak?"


"Welcome dovah sinak to your new and terrible life!" You frown and take a step back as a small, knee-high creature appears before you. He sports long ears and a teddy-bear like body. He opens his mouth to continue when another being appears, a woman. She sends small kick the creature's way before smiling gently at you. "Ignore your kiprife. They are not all this way." She apologizes. The 'Kiprife' growls lowly at the woman, before receiving a sharp glare from her. "Sit!" She barks, and with a hesitant groan, the kiprife does so. "Now, do forgive my distraction. Shall we?" She steps aside, holding a hand out for you to walk beside her. You do exactly that as you begin strolling down the long, golden hallway before you. It's walls are littered with artworks unlike any discovered before. "You must be very confused, I am aware that my husband visited you just nights before. This however, is not like that, this is no dream, dear child. This is a vision, sent by me. You may call me Frigg."

You pause, furrowing you brow at the woman, before continuing. "You see, humans have spent their existence on the brink of another realm. They believe in things they cannot see, yet they turn an cold shoulder when we attempt to show ourselves. There are things beyond your world that you could not imagine." Her hands wave at a painting as you pass it. It sports a large, solar-system in the shape of a tree. "There are realms and creatures beyond your comprehension. Yet, you stem from it all. You are no simple human, my child. You are a dovah sinka. A dragon soul." You freeze, you eyes staring skeptically at the woman. "This has got to be the weirdest dream yet.." You mutter, but you don't remember falling asleep, matter afact, you remember heading for the market when this all began,..but how is that possible.

"I understand you will grow skeptic, this must be a lot to take in. Please, just come." She beckons your forward, and hesitantly you follow. "Dovah Sinka's are legends within our realm. Legends within all realms, actually. Though you midguardian's have come to call them dragon riders. Sadly, you have dumbed the legend down much. You are much more than a simple rider, my child." You stare at the paintings around you, this has got to be the result of some sort of drug a friend must have slipped you. Dragons? Realms? "Dovah Sinka's are demigods bred by a god, birthed by a human. Since you were not birthed here on Asgard, you remained on Midguard. Yet, you always were something different than those around you, whether it was you smarts, your reaction time, you speed, etc. You are part god, part man. This, results in your being something far stronger than any human. But, Odin couldn't allow such a powerful creature to live among humans, but you weren't permitted to live upon gods either."

You have tuned the woman out considerably due to the breath taking artwork around you, but they seem to match her words perfectly. Paintings of realms and dragons, the golden castle from your dreams, etc. "So, to take away potential threats of you revealing Asgard's true form to the humans, he split all the dovah sinka's souls at birth. You've felt alone all your life, as if you have lacked a certain aspect of yourself..well that is a result of your soul's shattered pieces. You only possess half of your true self. The other, was placed within what you humans refer to as dragons, but we call them Dovah. The legends are true, this your world knows, but what you lacked knowledge of, is that Odin places part of your soul and power within an egg when you a birthed. As you age, so does the dragon. Only to hatch when it comes into contact with the power within your body."

You pause at the painting before you. It is a person, much like you, standing before a dragon who seems peaceful and calm which is something your world is not used to. "Midguardian's deem dovah as dangerous creatures, when they react only on instinct. You see, Asgard isn't all that it once was. We have been through two wars with the Jotun's and yet here we are again on the brink of another war. This time, much different. Titans are creatures even Odin shows fear to. Large, monstrous beings that live within all the realms. Different types, and they have banded together beneath the ruling of on of Asgard's greatest enemies. Hel.." You begin to recognize much of the words she says, you've heard of them from a certain mythology. Norse perhaps..

"Isn't she the daughter of-"

"No." Frigg cuts you off quickly, "My son did not birth that beast, that is a legend I do not wish to speak of." You pause, but nod. "Hel is the goddess of death within our realm, and she has raised an army to overthrow Odin. With Asgard's throne in her possession, all the realms will surely fall to her will." You raise a hand, "Pardon me, but I have on question If I'm going to play along with this weird dream. What does this have to do with me?" Frigg smiles, "Pardon my storytelling. Child, you are a dovah sinka, you are destined to save Asgard within the dragon army. You will save us when it comes to it, now go."




You are a teenager within the ancient times of villages and cities made of stone. Horses are modes of transportation and dragons were once legends..but are now known to be real. People fear them, and rely on their beliefs to save them. Many believe in greek, and roman, some even norse mythology. King Arthur rules over all of Albion, which is the large section of the world you live in. There are four different cities within Albion; Oakvale, the second largest city just south of the castle, The Fade, the worst and the poorest section of Albion, West of the castle, Marshpit, East of Albion, a decent city, and Bridgestone, the largest and richest city containing the castle. Albion is made up of rivers and mountains, streams and rolling hills.

You are also, a dovah sinka, a dragon soul. You are part god, part human, or demigod for short. For this, you are powerful. Far to powerful to live among humans as a whole, to sedate your power, your soul was split in two and shared amongst yourself and a dragon egg. Dragons are fearsome creatures that all of humanity wishes were gone. No recordings of humans have been able to approach a dragon and live to tell the tale. But you, have a much deeper destiny. The dragon egg will only hatch once it comes into contact with you, and once it does, you will begin to realize that this dragon is much more than a simple reptile. It is a part of your true self. The creature will, despite personality differences and all else, become your best friend. It's power stems for your own as a demi-god and the dragon will grow to adolescence but only mature once both you and your dragon's powers are fully grown.

Asgard, Norse mythology's main realm, has fallen into war with the titans. Their legends say the Dovah Sinka's will rise as an army and save Asgard as a whole. Will the story's rain true, or remain a simple legend?


Oakvale; the largest of the three smaller cities, Oakvale is beautiful and large.



The Fade; the poorest of the cities, The Fade has the highest crime rates and everyone lives within small houses.



MarshPit; a small village located within the midst of a marsh. They have a deep belief that no one should be outside at night due to the dangers of the marsh.



Bridgestone; Largest in all of Albion, contains the castle and the richest of the rich.

[/size]

There are several different types of dragons in Albion.


Light Dragon eggs are anywhere between golden and
light cream. They glow with a slight electric hue.
Rarely, there will be blueish eggs due to their power
dealing with blue lightening.

Light Hatchlings are not colored dependent upon their
power. They can be any color, but show a significant
fascination with electricity. They eyes almost always
show a bright spark of white or gold. Their wings do
not quite work well yet.

At adolescence, the dragons wings begin
to allow them to actually fly. As their power matures,
they will dramatically grow and show signs of power.
Light dragons deal with electricity and light and have some
amazing powers.

Nature dragon eggs are always a hue
from brown to green. They are commonly found within the
forest or in rocky nests and are often covered in vines or
scales.

Nature dragon hatchlings will bring a trail of foliage
and beauty behind them. Their birth literally brings life as they
show a fascination to secluded, untouched by humans, areas.

Nature dragons mature and often have vines or foliage
growing about their body despite their color. They are large, brutish
beasts with much strength.

Fire dragon eggs are hues between brownish red and dark crimson.
 They are always warm to the touch.

Fire dragon hatchlings are truly cute and tender despite
their flaming temperament when they get angry. They are
adventurous and often get into mishap. They also have a hot body temperature.

Fire dragons are the most fearsome looking and dangerous
of the dragons. They live in the hottest regions and often can cause damage
unlike any other.

Water dragon eggs are always white or blueish. They
usually remain stuck to the bottom of a body of water until the weight of the dragon baby
breaks the mold holding them and they float to the surface where they hatch.

Water dragon hatchlings often hatch in caves or on beaches.
They love water and often break pipes just to find it. They usually fear fire.

Water dragons can swim beneath the water for an unlimited
amount of time. They retreat to bodies of water when upset or scared.

Wind dragon eggs are white to silver and usually are nested atop the highest mountains where the wind is strongest.

Wind dragon hatchlings have wings that work far better than other dragons
at their age. They enjoy running to feel the wind hit their face.

Wind dragons are the best flyers of the dragon race.
They are the fastest when flying but lack speed on foot and strength.

Healing Dragon eggs are always purple to blue to grey.
They glow with a magic hue.
Healing dragon hatchlings often enjoy treasure and will
steal when others aren't looking.

Healing dragons are the most magical of all. They possess
a special ability to heal others. Sadly, the greatest tails of the dragons come
from these dragons as when they're rider dies, they attempt to heal them
only to use their life force in the process. Most riders will only live shortly after their
dragon does this, for they take their life in guilt and remorse.

Dark dragon eggs are always silver to black. They may
have different designs on them of different colors. They always seem to
be nested in the oddest of places, and carry a dark aura about them.

Dark dragon hatchlings often enjoy getting into trouble.
They show a deeper connection to their riders than any other species of dragon.
They usually sleep during the day and are awake at night, causing much trouble.

Dark dragons usually have the most unique patterns and colors of
all the dragons. They are the most intelligent and speedy, but have been known
to have their wild, dark nature cloud their judgement along with their rider's.

Things to know
-Dragons only hatch when the egg comes into contact with the rider
-Dragons are all hatched white. They can be any color despite the species, the color depends on what food they eat as they age.
-Dragons eyes remain the same color from birth to adulthood. (ex: All dragons are born white, but may have any color eyes)
-As your dragon's magic advances so does yours
-This is based on Norse Mythology, if you are unsure of it, just google ^^
-All NPC's will be played by me unless you create one of your own!
-This is back in the day when horses were the only mode of transportation and knights existed and castles
-Dragons are real, everyone knows this, so you fear them.
-Mother dragons can sense when one of their eggs have been chosen to be one of the dovah sinka's so they usually abandon those eggs making them easier to find..usually.
-There is a secret society dedicated to training these chosen humans and dragons, though this is just a legend of course..but they say the only way to find it is for them to find you.
-You may chose to live in any of the cities.
-You are a demigod of one of the Norse-god's or goddesses. So, chose a human as a parent and a god from the mythology.
-In the legend, every Dovah Sinak is gifted with a servant-like creature called a kiprife. They are small and gremlin like, but can be very cute. See picture below
-(I will add more if they come up)

Rules

-No godmodding, powerplaying, etc.
-Do not multi-post. Await for others to reply before you post please, if they do not reply within two days, you may post again.
-Do not go crazy with your powers.
-Odin and Frigg may not be your parents they are married so you must choose a lesser god or goddess.
-Your dragon will not age right away, give it time and enjoy the roleplay as the story unwinds
-Cussing is allowed, but keep it minimal
-Romance is allowed, but no sex or birth or anything like that, you may have children and do such stuff, but do not roleplay it on the board.
-I wish for this to be a long term roleplay so take your time with the storyline, I will not let this roleplay die out, so enjoy it.
-Posts must be atleast five sentences.
-If your grammer is constantly wrong and you continue to mess up, you will be warned.

Form

Code: [Select]
[img][/img]
[b][size=20pt]Name
[i]"Quote, song lyrics, etc."[/i][/size][/b]

Nicknames
Age
Gender
Description (optional)
Personality
History (optional)
Godly Connection (Which god is your parent and what are they the god of)
Relationships (friends, family, etc)
Powers (Try to relate them to your parent)
Dragon Species
Flaws (Every person has atleast 3 flaws whether it be disease, physical, or mental)
Kiprife
Other

[img][/img]
[b][size=20pt]Dragons name
[i]"Quotes, song lyrics, etc."[/i][/size][/b]

Nicknames
Gender
Personality
Species
Rider
Powers
Description
Flaws (Yes, even dragons have flaws)
Fear (Every dragon is brave but has only one main fear)
Other

Roleplay Sample


Extra

Kiprife

4
Human & Humanoid Roleplays / Revelations (Open&Accepting)
« on: July 19, 2014, 08:28:04 pm »


"Humanity is not lost when we do not think twice when looting the dead, when we turn our backs on one another, or have to the silence the moans and groans of a fellow brethren. We have already mastered these sins. Humanity is lost when we raise the dead, disturb the very spirits of man just to watch them take their last breath over and over again. Brethren this day has come and I wish not to be a part of it no longer."
-Last written document of Edward Alfrey, a poet and suicide victim.


Who would have thought there was a fate worse than death..

No one expected the war on terrorism would blossom into total warfare. A Terrorist group, known as the Grimm arose from the ashes of the latest war's conclusion, using the weakened state of the country to wage war across American soil. With fear spreading throughout America, the Government put high tabs on the Country's security. The Grimm knew America's strength was greater than most, and with thought, they came up with a plan. What better way to destroy an enemy, than to turn it on itself. Americans always feared the power and capabilities of the Government's labs. What did they hold behind their walls? What secrets did they keep?

The Government ran off of the insight, that to beat a disease, they must create it before it can create itself. Hundreds, thousands of man-made diseases and viruses were held captive in small vials within the Government's watch. None quite as deadly as the latest creation known as the Reap. A virus built to travel amongst the Blood stream and take control of the brain. The Grimm planned strategic Bombings amongst the country's largest cities, and they did not fail. On March 19, 2014 hundreds of explosives were dropped in the country's most populated areas and largest labs. Most diseases were disintegrated amongst the flames of the wreckage, but the Reap's strength surpassed the damage, and it's contents spread amongst the nearest victims.

The Virus spread amongst hundreds, thousands, and with hectic fear, the Government ordered immediate evacuation of the country's largest areas and hundreds of helicopters were aired off, filled with fearful citizens. Hours later, all outgoing connections with the world were cut off, and everyone had little hope but to pray for America..

The Reap

The Reap is a man-made virus held captive by the American government for pure scientific purposes which would soon backfire on all of America. The virus is the leading cause of what most know as "the walking dead" which are not an outcome of 'magic' or  'supernatural force' The origin stems from the virus. The Reap works by traveling through the bloodstream, from the initial point of entry to the brain. The virus uses the cells of the frontal lobe in the brain for replication. It uses the cells of the frontal Lobe to Replicate destroying them in all in the process. During this time, all bodily functions cease, or stop. By stopping the heart, the infected subject, is rendered 'dead'. The brain however, remains alive. Though, it is dormant, while the virus mutates into a completely new organ. The most critical trait of this new organ, is it's independence from Oxygen. It does not require air to live. By removing the need for Oxygen, the undead brain can utilize, but is in no way dependent upon, the complex mechanism of the human body. Once mutation is complete, The new organ reanimates the body into a form that bears little resemblance to the original corpse. Of course, speaking of emotions and such. Some bodily functions such as walking and grabbing, remain active, others remain shut down completely. This new organism is a 'zombie'. Unfortunately, extensive research has yet to find a cure for the virus. During the first hour of the infection, there is pain and discoloration of the infected bite, if that is of course how the subject was infected. The wound clots, quickly stopping any bleeding. Within five hours, the subject will grow a fever ranging from 99 degrees Fahrenheit up to a hundred and three. They will grow chills, slight dementia, they will begin to vomit, and there will be acute pain in the joints. By hour eight, There will be numbing of the extremities, increased fever, increased dementia, and loss of muscular coordination. By hour eleven, the subject, will have paralysis of the lower body, overall numbness, and a slowed heart rate. By hour sixteen, they will fall into a coma. Within twenty hours of the bite, the heart will stop and the subject is considered dead. There is zero brain activity, and within 23 hours, The subject will reanimate and the process is finished. The Reap is 100 percent fatal. Fortunately for us, the virus is neither waterborne nor airborne. Infection can only occur through bite, which it is not limited it to that, but research has yet to find another source of infection. Other than eating infected flesh, of course. The virus is fatal to all living creatures, animal or human, Reanimation, however, only occurs in humans. My studies on non-human subjects have shown animals infected with the virus, will die within hours of initial contact with the virus. A deer,  for example, if bitten, will die within hours. If a hungry, desperate man were to wander across this freshly killed deer, and were to eat it, he would die, as the infected tissue will not infect him with the disease but is highly toxic. "Good question, Once a human is infected, there is little that can be done. Since it is not a bacteria, antibiotics can not help. The only way to avoid the transformation if infected, is both unpleasant and fatal. Suicide. Though if one was to choose this way out, they should remember the brain must be dealt with. There are records of infected dying within five hours of their bite from means other than the infection, not finishing the process, that will reanimate none the less. If the brain is not dealt with, neither is the infection. Now, the odd straggling walkers most are used to knowing, are not the only source of danger. The virus has led to other forms of what you call 'zombies'. Those are what I like to call mutants. They carry a mutated part of the virus that affects less of the brain than the original, meaning they are more intelligent than your normal zombie. They are, obviously, smart enough to carry weapons, though are not intelligent enough to wield a fire arm. There have been stories of zombie being lightening fast, being able to scale walls, that is simply not true. While the mobbers can run, they are not faster than a normal human running. Now, the brain is controlling the body after the subject is infected, so it has tools such as the arms and legs at it's disposal. It can use them all it wants, and even push them beyond human limits, but it is incapable of creating new tools. Now, the eyes of a zombie are no different from ours. As are their other senses. Their brain is still able to receive transmitting signals from all senses of the body, but how they interpret them is a different matter. My studies show that they are excellent hunters, being able to spot prey at distances using just eyesight. Now, how they distinguish one from their own, no one is sure of yet. Now, they are profound night hunters, even ones without eyes. Their other senses grow stronger with lack of sight. Hearing for example, They have excellent hearing, not only can they detect sound they can determine it's direction far better than we can. Though a weakness of theirs is that they are attracted to any sound, not just ones made by humans. This proves that they use all their sense equally explaining how they can hunt, feed, and fight in darkness. Now, smell is another story. They have an elevated sense of smell, able to distinguish the smell of prey from all others. They are able to smell a fresh corpse from a distance of more than a mile with the right wind conditions. They also rely on taste, as they are able to distinguish the taste of human flesh, from animal flesh, preferring the first option. they lack the sense of feel or touch. A wound will go un-noticed and therefore will not deter an attack. While a zombie does feed off of flesh, it does not digest it. It's bodily functions including digestion are all dormant. Their food lies in it's original state in all sections of the tract. The flesh will continue to accumulate until it bursts through the intestinal lining. Even then, they will continue to feed. To sum this all up, the only way to kill a zombie is to finish off the brain.

Enviorment

Cities are in ruins due to pillaging and fights between the dead and the living. Structures are intact for the most part but have sustained damage whether from raids or bombings done by Grim's Order. Roads scattered with empty cars and corpses within those cars. The countryside being least affected by the apocalypse most zombies found within cities or roads.

Types of Undead

The undead come in many shapes and fashions. The first, is the most generical creature known as a Crip. They are your general walkers which slow reaction speeds.

The second, is a Mobber. A more advanced predator with higher intelligence. They are capable of holding small weapons, not firearms, but planks and chains. They live only within the larger cities and travel in small groups.

The third, is a hunter. A fast, running zombie that lives within the forests. It has the speed of a trained track runner and is incapable of holding a weapon.

The fourth, and most dangerous, is the siren. Zombies only consisting of children. They lack strength and bruteness but make up for it in intelligence. They stroll about, seeking prey and once found, they let out a high pitched shriek that carries much like a siren across miles, attracting all zombies in the immediate area. Once their prey is brought down by the other zombies, they sneak in and have their share before strolling off.

Plot

The year is 2015, A full year after the outbreak of The Reap. It is June, so it is quite hot outside and all contact with the outside survivors it cut off. You must fight, survive, and prevail amongst the ruins of humanity as you know it. Find Romance, search for family, find a cure, fight the undead, and live on as a survivor, or die as a predator.

Rules

1. No god-modding, power-playing, etc.
2. No detailed sexual content. Romance is allowed, but please keep it mild.
3. Cursing is allowed, the world has ended, afterall. Just keep it mild.
4. Each post must be at least a paragraph long. And please try to make sense.
5. Allow atleast two others to post, If you have read the rules put undead in your other section, before you post again.
6. Keep fighting in character and keep ooc to a minimum.
7. I am hoping for this role play to be long term and soon develop into it's own website, so please be active as much as possible. If you acquire writer's block, tell me and I will help or don't be afraid to make up smaller scenarios.


Code: [Select]
[img][/img]
[b]Name Here[/b]
[i]"Quote or song lyrics here"[/i]
[hr]
[b]Alias[/b]
Nicknames, etc.

[b]Age[/b]

[b]Gender[/b]

[b]Personality[/b]

[b]History[/b]
(optional)

[b]Skills and Traits[/b]
Choose from the list. Atleast three, no more than five. Add special skills. Don't go crazy though.

[b]Weapon of choice[/b]

[b]Family/Friends[/b]
I encourage you to add other characters as friends, not required.

[b]Habits[/b]
Not everyone is perfect. Pick atleast three, no more than five.

[b]Other[/b]
Crushes, diseases, etc.

Trait List

Aggressive:
Strong: Priority given to events regarding physical strength.
Marksman: Dispatches threats with firearms easier. Also improves aim.
Adept Fighter: Fighting skill is exceptional with melee weapons.

Passive:
Agile: Ability to get around faster, increases likelihood of escaping danger.
Gunsmith: Decreases credits needed for accessories by 50c.
Pack Mule: Adds more pouches to your equipment, allowing for extra ammo and one extra gun.
Medicine: Helps you heal your and other characters' wounds.

Special:
Intelligent: Priority given to puzzle or strategy events. Likely to trigger warnings in dangerous situations.
Social: Invokes positive response from Non-Player Survivors.
Dumb Luck: Allows good things to come your way randomly even if you don't have the skill for it.
Psychic: Allows you to know what others think/feel, and warns you of impending danger.

Handicaps:

Non-Aggressive:
Weakling: Less-than-average strength makes you more likely to fail Strength events.
Bad Shot: Decreased aim and skill with firearms.
Inept fight: Decreased skill with melee weapons.
Non-Recoil Tolerant: You can't take the kick. Bad for shotgun and Raging Bull fans.

Overly Passive:
Sloth: Likelihood of failing Escape events increased.
Gun Idiot: Makes weapon repairs more difficult, allows your weapon to be jammed easier.

Common:
Narcissist: Likehood to fail encounters with survivors.
Unintelligent: Decreases strategy skill and lowers chance of warnings.
Unlucky: This makes you more accident prone, and will make your chances of death higher. Random accidents are more likely.


5
Human & Humanoid Roleplays / The War Of Aeridale (Open And Accepting)
« on: June 22, 2014, 02:31:53 am »

6
Human & Humanoid Roleplays / The Legend (Open&Accepting)
« on: June 10, 2014, 07:08:53 pm »


All those who dare defy the rising economy and the changing world, will bow to it's will. Or break beneath it's weight.

Villages went from small shacks, to brick houses, Hammers and Screws to factories and smoke. Yes, my friend, the Industrial Revolution is on the rise, and you will Revolutionize with it. You will change, you will shift for it's will.

Times are changing, and so is your world. The kingdom of Almar is shifting, and so are it's several, smaller regions; Cinmark, the smallest of the regions, Bravewell, a large, coastal town, Houndstone, a small village within the dangerous marshes, Rayville, a sunny village east of Centerstone, and Centerstone, the largest and main village of Almar, with the castle In the middle of the kingdom.

With the Queen's death still causing grief, The king has spiraled into a tyrant, allowing the rise of child labor and harsh work conditions. The center of the destruction? Centerstone. Factories stand about, all run by several different figures of authority. Running the entire operation is a notorious Figure by the name of Rooker. Gaining millions from the revolution, he manipulated the king into agreeing to the Revolution. Yet, even he is unprepared for what is to come.

Kiernan, a sophisticated and intelligent man, works below the King as second in command. With the king bearing several children, it would be difficult to murder all and the king without being noticed, which is exactly what Kiernan wants. Anyone who knows anything, knows the Kings fighting ability, and Kiernan craves more than the throne. He craves power. He craves the crown. In order to gain the throne, he would need to rid of the king but only after having his own men, the entire kingdom of Lurnan, replace the authority figures in Almar. This would not only assure him the throne, but give him control of all of Almar.

Which brings us to your current state. Of course you just be frightened, I would be if I had just awoken in a strange room. This, is your new home young one, but only if you agree to what I ask of you. All of you, were chosen. Not by I, but by someone we far beyond my knowledge. You all have simple lives, but today, they change. If Kiernan succeeds in this overthrow, the entire fate of Almar, will be destroyed. As we speak, Kiernan's allowed his men to sneak into the kingdom. They hide within sewers and caves, like creatures. Now, I ask of you, are you prepared to fight till the end to save this world?



You have awoken in a strange room. You glance around as candles and oil lamps light up, illuminating the walls. It seems to be some sort of secret society, a guild perhaps. Around you are several of other figures just now waking up. Before you can speak, a woman appears, seemingly out of nowhere. Her words strike you, the kingdom is falling apart? Of course you wish to help, but you have a simple life, whether it be a merchant, a fisherman, or a housewife. You are no fighter, but you are not going to refuse becoming a hero.

In this rp, you are a simple figure. A person of no importance, with a bright future of action, mystery, and more. The kingdom is in danger, and it is up to you and your group to save it. Do what you must, whether it be fighting, stealing, sneaking, traveling to the castle or even to Centerstone, where no one with no importance dares go. But as you get closer and closer to Kiernan, he will become aware of your actions. Be careful, for a war is the last thing you want. You must fight to gain allies with the most skilled of people; Shards. Shards are beings that are the best of the best at their ability, but are nothing compared to what you are capable of. These shards, only have one ability. While your group, is capable of all.

There are five shards; The warrior, the trickster, the shadow, the light, and the whisper. Each shard is capable of one of the five abilities. The warrior; A fighter of legends. Capable of killing with one slap. The shard of strength. The trickster; A sharpshooter like no other. Capable of killing with a single shot from miles away, his speed and accuracy are matched by his thieving and manipulative ways. The shard of talent. The Shadow; The darkest of magic users. Their ability is purely in the dark arts. The shard of dark magic. The light; A user of pure magic, the light is capable of spells that can destroy an entire city. The shard of pure magic. The whisper; An assassin at worst, the whisper is notorious for killing the best of the best with no noise. The shard of sneak. Whether it be a notorious fighter, or a lowly merchant with no knowledge of his abilities yet, each shard is in the kingdom of Almar. And you need them to activate your true powers. Once your army is formed, gather evidence, Grow your magic, and find a way to overthrow Kiernan before he does so to the King. Your the new hero, and we need you..



Things to know

The Kingdom of Almar is vast. It includes Marshes, valleys, cities, rivers, lakes, mountains, forests, etc.

Each city contains cobbled roads and market stalls. Carriages carry most about. Technology is nonexistent.

The rules are simple. No godmodding, powerplaying, etc. Pg 13 cursing and romance is allowed but not to descriptive. Must have at least a paragraph in each post.

Magic and mythical beasts are real. People know this and avoid them both as not everyone has magic.

You must make a character for the hero group, but if you wish you may also make a shard character and be one of the five. You do not have to post for the shard character every time unless you wish to, you can post for them only when they are found also.


7
Human & Humanoid Roleplays / The Fallon (Fantasy rp/Open&Accepting)
« on: May 31, 2014, 07:07:05 pm »


Cherubs, Fairies, Soul Keepers, Angels; They've been deemed them all. Even considered evil in some beliefs. Alas, the truth has remained hidden from humanity. Until now...

Not a creature of god, or a mystical being of earth, Angels are truly known as an entirely different species. Fallon; angel-like creatures taking residence in an entire different realm and time. Our beliefs have tricked us..

Fallon are known to be the image we have drawn them to be. Humanoid beings possessing large wings. Unlike what we've learned, their wings are a large source of their power and presence. There are many things to these beings we have been mislead about. Residing in the realm of Nisroc, a land of different time, Fallon are creatures of intellectual strength. They reside in civilizations they have built, golden and marble castles. Ruling the realm, is the king; Muriel. Beneath him, is the royal adviser and the royal family, the princes and princesses of Nisroc. The ranks or classes differ little from humans, and with each class, comes a different wing color..

1. King/Queen; Rulers of Nisroc. Celestial wings.
2. Royal Advisor; Runs the chores of the castle and the staff. Takes orders from the king, and keeps the royal family out of trouble. Glass wings.
3. Royal Family; Princes&Princesses of Nisroc. Pure white wings.
4. Royal Guardians; Archangels of sorts. Protect the castle and run the armies. Golden wings.
5. Guards/Militia; Warriors of Nisroc. Brown wings.
6. Victorians; Upper class angels. Often found in the castle during the day and are usually friends with the royal family. Silver wings.
7. Middle Class; Shopkeepers, workers, normal Fallon. Different wing colors. Limited to; Blue, purple, pink, Green.
8. Lower class; Castle staff, servants, the poor. Rather unattractive wings, usually dark brown.
9. The Whispers; Vile, malice-filled beings. Some believe they aren't even Fallon. Normally hide in the darkest depths of Nisroc's land. Some dwell beneath in the sewers. Evil&dangerous predators. Bat wings.
10. The Fallen; Rebellious Fallon. Betrayers and back stabbers. Most are notorious villains and murderers. Wings are black.
11. Outsiders; Fallon left out by others due to their mutation; Mixed colored wings. Most Fallon have an array of different hues of ONE color in their wings. Such as, Guardians have light golds mixed with dark golds. But, on a rare occasion, a Fallon will be born with two completely opposite colors in their wings, sometimes more. They are hated by most due to their mutation. It is not due to parents, as a guardian can mate with a middle class, and the child will be born with the higher classes color. It's a random mutation, only 4 cases have been recorded, but there may be more.


Nisroc consists of large, open lands with rivers, mountains, canyons, valleys, snow, grasslands, deserts, etc. The creatures within Nisroc's lands are mythical of course. Griffins, water serpents, etc. But, are not limited to them. It also is home to regular animals such as deer and horses. Nisroc has a rather large, center village known as Soaringstone. The village is large, cobbled, and old fashioned with shops and stables. Towering over the village, is Castle Nisroc, home to the Royal Family. It's golden depths and marbled details glimmer beneath the sun.

The Realm is hard to access from other times in space, but simple to leave. No one dares leave, however, for it is forbidden unless the king says otherwise. There are the occasional banishments, done to those worthy. To access Nisroc, you must beg the gate keeper, Lurien, to allow access, though he is ordered to keep all out unless the king says otherwise.

Fallon's most prized possession is their wings, which are different than believed. The wings are visible constantly on Nisroc, but in other realms, only appear when in use, a power is being used, or when chosen to be shown. Other than that, they are invisible. They hold much power, which is why Outsiders are so fiercely degraded.

But alas, even godly kingdoms have faults. A traitor hides within the kingdom, spilling secrets to the Fallen and to the whispers. A rebellion is rising, and even some citizens have been convinced to join against the king under an unknown leader. Whispers have grown more.fierce, and though the fallen take residence on earth, or on another realm, most fear the unknown leaders powers, and rumors of a spell being found can return the fallen to Nisroc, leading to the entire kingdoms downfall.



9


Millenniums ago, the realm Dovahdein was created by the king of gods Valharr. Upon creation, the realm was a bliss among the war, a light among the wicked. Created to hold those worthy of salvation from the raging wars among the other three realms, Gol (Earth), Rahdein (Gods Keep; where the gods live), and Fahliil (Elves; Former home). Fahliil was the formee home for those that nowadays are classified as 'elves', though we prefer Fahliil. The gods grew weary of our kind as poisons began to taint us. Greed, hatred, envy. War was waged as the gods attempted to eradicate us for good. Gol, being the middle realm, was the war ground, and soon was destroyed. Valharr, angered by the destruction of one of his kinder species, ordered extermination of the Fahliil. But, he saw hope in us. And so, he birthed Dovahdein, where the few that begged for forgiveness were allowed to go. In due time, Fahliil was lessened to nothing but an ashland of destruction. With only two realms remaining livable, Dovahdein flourished.



Over the next several hundred years, the Fahliil took residence in Dovahdein and made use of it. A kingdom was soon built, along with a golden castle upon the awe inspiring land. Due to tension between the growing numbers of Fahliil three kingdoms were built to keep control over the land. Drogjunaar, the royal castle towering over the rest of the land atop the thickest tree that's branches entwine the castle walls. It's base is hollowed to hold a large, spiraling staircase that leads not only to hundreds of rooms with different purposes but to the castle , Jurjunaar, the East Kingdom standing three days travel from the royal kingdom. It consists of the kinder Fahliil that have adapted to live peacefully amongst the thick, exotic forests of Dovahdein, and Bromjunaar, the North Kingdom standing 5 days travel North of the royal kingdom. It consists of the larger, tougher Fahliil that adapt to live amongst the mountainous terrain of Dovahdein.



As the years passed, creatures of the realm made themselves known. From the small, friendly Kaaz of the forests to the wild, lethal Dovah of the air. Even herds of wild steeds were sighted. Within years, they were domesticated and commonly used as transportation. Not only were the horses chosen for each Fahliil at birth, but the Fahliil often found close championships with their steeds.



As time went on, King was declared and King Alberic claimed his queen as Queen Vena. Alberic's brother, Algar ruled over Bromjunaar in settlement of the throne. Algar grew jealous of his brother, finding little comfort in the fact that Vena had birthed a daughter who would surely take throne after Alberic. In rebellion, Algar declared war on Drogjunaar, his armies vastly outnumbering Alberic's. In last resort, Alberic traveled to Zeinrah, an ancient temple 10 days travel from Drogjunaar, hidden within the depths of the forest, for it is said to have a direct line to Valharr. Praying to his god, Alberic begged for an advantage, a secret weapon. And to his surprise, he was granted just that. The day of war, the two armies faced off on the barren grasslands of the realm, and just as the last of Alberic's men struggled against the waves of dark Fahliil, a shadow was cast about the war ground. The never before friendly or even slightly approachable Dovah came in waves, taking out only the dark Fahliil. In fear, the remaining Dark Fahliil retreated to Bromjunaar.



As the remaining Fahliil settled and the dust fell, the Dovah remained close, and though no one is sure how exactly it occurred, but over the next hundred years the Dovah grew more domestic, splitting into two different species. The Drako's, the wild and lethal dragons, and the dovah, the domestic companions. Valharr grew weary of the treaty between the Fahliil and the Dovah, creating a council to keep peace. The council consists of 8 dovah. Each represented the seven poisons that ruined the realm Fahliil, designed to consume the poison so it couldn't harm Dovahdein. The eighth council member, ran the council himself. The king of all dragons, dovah and drakos alike. Junsil, the first and oldest dovah to exist. The council has never been seen by any eyes before, some even claim it a myth, but how else would the dovah remain so peaceful? The council became known as the Deinmaarlein, or the world keepers.



Algar grew dark, his land demolishing with him. Once a lushes, green land, the North grew barren and grey. As time went on, the war settled, but the rivalry never did. Vena gave birth to two more daughters, and the sudden friendliness from the Dovah was revealed. The middle child, whose eyes sparkled an ever changing hue, grew with an odd magic within. Though all Fahliil sport a magic of their own, the child's was specifically devoted to the Dovah. This child was the link between the Fahliil and the Dovah. The only being able to speak the Dovah tongue, she was an outcast amongst the rest. Meanwhile, the eldest grew cherished by all, soon to take the throne. The youngest, was ignored, tossed aside. The three were viewed differently, one loved, one hated, and one ignored. As Algar grew more angered, the eldest began to rule beside her father as secret messages were sent to the youngest in the midst of the night from none other than Algar.



But this wasn't the only trouble sprouting in Dovahdein. Within the council, Graat, the dovah of greed, struggled to hold his poison, and soon grew weak to it. Secretly sneaking off, Graat began meeting with Algar, though Graat did little speaking, Algar understood the small nods or shakes he did in response. As word of a secret weapon began spreading to Drogjunaar, The royals began worrying for another war. As tensions grew between the three siblings, the youngest fled the castle, disappearing. With her two sisters fighting and a war being waged, the middle child too left, taking residence in the depths of the forests.



10
Human & Humanoid Roleplays / <.Apocryphal Mythology.> Open&Accepting
« on: April 19, 2014, 07:46:34 pm »

Mythologies have for centuries been around giving way to legends and beliefs. Greek, Norse, etc. We've heard of them all. But when the words of a lone fisherman give way to new legends, a new mythology is discovered. Apocryphal Mythology. The news spread fast, and soon, it's beliefs were used and praised all over the world. But soon, just like the rest, it fell quiet. Though most know of the mythology, it's beliefs were worshipped by few just as Norse and Greek.





Apocryphal Mythology is a belief rooting from both Greek and Norse Mythology. The god of success, power, and leadership is Krotin, much like Zeus, he rules over the rest. Krotin has two sons and two daughters. His eldest is Boldar, god of Strength and Humbleness. His second eldest is Malice, god of trickery and intellect. Krotin is courted to Lusentia, goddess of fertility and love. There are dozens of gods and goddesses, all ruling over their own category.

In Apocryphal Mythology, the gods live in the realm Joseim. There are six realms; Orgard (Earth), Joseim (Home of Gods), Fernund (Realm of evil), Narheim (Realm of good), Halvana (Realm of the Honorable dead), and Darheim (Realm of Dead evil).



Orgard is self explanatory. Earth.



Joseim is the realm of Gods. To enter Joseim, you must be accepted by the gate keeper, Jarva. He is ordered by Krotin to keep the gates shut unless told by Krotin otherwise. The gates are a large portal powered by lunar light that can charge enough power to break the barriers between realms and allow beings to pass. Upon entering Joseim, you will pass the gates and Jarva who might eye you suspiciously. You will travel down a large, golden staircase that leads down to a bridge that crosses over a large, descending waterfall on one side and a large lake on the other. The bridge is made of solid magic, making it illuminate with each step, though crossing it can take some time. So, to summon a carriage or steed, you must stomp upon the bridge, sending a wave of energy down it's length to the stable master, Gersund who will send one immediately. After riding down the bridge, you will come upon a Large gateway with intricate details carved within it's copper depths. Behind those gates are a large, brick and gold palace. Houses and shops lined about on the cobblestone roads. Workers, slaves, cooks, Stablehands, etc. All live here in the village. Towering over the palace upon a large hill with golden stairs leading to it's large, golden gates is the castle. Beyond the gates, is the courtyard, a large, stone yard with foliage lined about in an array of awe inspiring colors. Ahead are a sma set of stairs that lead straight through large, open barriers into the throne room as if almost a balcony with walls on each side. The room is large, open, and filled with merriment as this is where the celebrations are held. It's lined with decor and golden fabrics. Down the middle of the room is a long, red carpet leading up to the raised throne that is occupied by Krotin. On each side of the room are doors leading to different parts of the castle. The kitchen, library, dining hall, meeting hall, chambers, slave quarters, middle courtyard, training room, garden, stables. Joseim holds few creatures, the usual birds and small animals. Each god or goddess has a cherished steed.



Fernund is the realm of evil. Entering the realm will place you in a random part of the realm. Most of Fernund is dry, cracking volcanic rock with burning air that would scorch mortals within seconds. The creatures and beings inhabiting this realm are known for their poisonous and evil ways. Most of Krotins enemies, if not killed, are banished here. In the midst of the realm, os a deep, demented forest filled with mythical creatures such as evil trolls, snake-like beings, twisted animals. There's even a swamp behind the forest filled with demented creatures.



Narheim is the realm of good. The realm is filled with grassland, luscious forests, lakes, river, and mountains. Creatures such as friendly trolls, griffins, herds of pegasus, and even a few unicorns, small creatures and sweet beings.



Halvana is the realm of good dead. It's practically impossible to visit this realm unless dead. It is rumored to be the most beautiful and awe inspiring of the realms. This is where Joseim's dead warriors go.



Darheim is the realm of the evil dead. This is where killed enemies and evil beings or creatures go. Gaze at it as purgatory for this mythology. Once again, nearly impossible to visit.




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