- Posting Speed
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- Writing Levels
- Adaptable
- Preferred Character Gender
- Primarily Prefer Female
- Genres
- Fantasy, Sci-fi, Superhuman
In-character thread
The Village Fountain by Jermilex
Welcome to Darkwater Village!
'Tis a village of goblins, necromancers, werewolves, secret vampires, vigilant paladins, and very brave priests, surrounded on all sides by ghouls and wraiths! It is contested territory, sitting right on the border between Moryveil (a small nation of goblins and necromancers), and Viradyl (the large and mighty human nation). Will their war be rekindled in full force?
Viradyl
The human kingdom of Viradyl is ruled almost equally by two powers: the king or queen, whose claim to the throne is believed to be divine right derived from the will of Benemon, and the Archbishop, who is the highest religious authority and leader of the Church Of Benemon. It's difficult to say who is really more powerful.
Together they sanction an elite group of inquisitors and soldiers called the paladins to lead their armies. The paladins are ruthless and efficient in pursuit of the enemies of the church and kingdom.
Some elves and dwarves live in Viradyl relatively undisturbed, although they are closely watched. Orcs living in Viradyl are second class citizens, or dignitaries from Orinmarr visiting on business.
The symbol of Benemon
The predominant religion of Viradyl is called Benemism, and it revolves around the Book Of Benemon. Benemists believe that Benemon created all things good and teaches his followers to be merciful, kind, and generous. Opposite him is the deceiver, who they say breathes evil into the world and whispers temptations into man's ear. Although the paladins, the church higher-ups, and the royal family may have lost their way, most priests and benemist citizens are good people at heart.
Viradyl is also the original home of the goblins. The peaceful goblin tribes shared everything, and believed everything was meant to be shared. Not understanding human concepts of property, they gained a reputation as thieves. A contingent of mercenaries ambushed a tribe in retaliation and called it a battle. This defeat of the "aggressive" goblin "savages" was the final spark the church and kingdom needed to eliminate all goblins, and they sent their paladins to attempt exactly that.
Western Viradyl is also where the magical practice of necromancy originated. In secret, necromancers learned the ways of the dead and of the soul. Vilified by the paladins and accused of consorting with the deceiver, they too were hunted and culled.
Moryveil
The peninsula of Moryveil had always had the highest concentration of necromancer activity, and that is where necromancers and goblins alike fled. For years, Moryveil and Viradyl raged war at the border, but eventually they reached a stalemate and Moryveil earned its independence.
Moryveil is ruled by the Black University, led by the powerful archmage Varil Nenmor. Its army consists mostly of necromancy-using warriors called Spellswords. The Black University has a very egalitarian and accepting view of the world.
Darkwater
Today, two hundred years have passed since the Moryveilan War of Independence ("Necromancer Uprising," if you're a paladin). Moryveil is still ruled by Varil Nenmor, who became a lich. Modern Viradyl is ruled by the tyrants King Charles Hillindine and Archbishop Miranda Aunier.
Darkwater Village sits right on the border between Moryveil and Viradyl, and is contested territory. The corrupt and ineffectual Mayor Alec Burnhope spends most of his time and money trying to appease both powers, and has no time to worry about the people's safety. The border is covered in ghouls and wraiths just waking up, born from the aggression of the war. The village is occupied by both spellswords and paladins, trying to maintain the peace in their own ways. The brave benemist priest Ordan Abney runs a church there, which is a beacon for missionaries of Viradyl looking to make a difference. An assassins' guild called the Phantom's Palm makes its base in the village. Many sorts travel to Darkwater.
Nations
This RP just takes place in Darkwater Village, but here's a brief description of the nations.
Human
Humans are masters of commerce, diplomacy, and warfare. They are native to Viradyl, where they are led by the Church Of Benemon as a religious authority and by the King Of Viradyl by divine right.
Lifespan: 90 - 120 years
Magical aptitude: High
Goblin
Goblins are masters of agriculture and hunting. They are native to Viradyl, where their old societies were peaceful tribes that shared everything. Not understanding private property, they sometimes stole small amounts of food from the humans. The kingdom and church responded by hunting them. Many human necromancers, who were also being persecuted, escaped to the peninsula of Moryveil and most of the goblins who survived the massacres escaped there with them.
Lifespan: 130 - 160 years
Magical aptitude: Moderate
Dwarf
Dwarves are master artisans, smiths, and miners. They prefer to travel through the ground rather than over it, and their native Furenborough has many underground cities.
Lifespan: 90 - 120 years
Magical aptitude: Low
Elf
Elves are masters of horticulture and medicine. They prefer the canopy to the ground, and their native Ellenway has many tree cities.
Lifespan: 170 - 200 years
Magical aptitude: Very high
Orc
Orcs are masters of discipline and warfare. The ascetic hordes of Orinmarr crave precision and propriety. There are many conflicting sects of inquisitors slaughtering their ideological enemies.
Lifespan: 90 - 120 years
Magical aptitude: Moderate
Giant
We do not speak of giants.
Anatomy of a Mortal
A mortal is divisible into two main parts: the body and the soul. The body is an ever-consuming machine of muscle, tendon, bone, and internal squishy bits. The soul is every part of a mortal which is imperceptible by the senses. It cannot be seen, nor touched, nor heard. It is itself divisible into three parts, outermost to innermost:
Therianthropy
Therianthropes have the ability to transform into more powerful versions of mammals. There are many different strains of therianthropy, such as werewolves, wererats, wereboars, and werebears. They can do this at any time, not just under the full moon. They retain their mental faculties in all of their forms. A therianthrope has three forms: mortal, hybrid, and dire mammal. Take a human wererat, for example: she is usually in her human form, but if she wills it she can transform into a human/dire rat hybrid and then into a dire rat. The dire rat is a larger, more powerful version of a rat with the same amount of mass her human form had. In their their hybrid and dire forms, therianthropes are weak to silver. Therianthropy has about a one in four chance of spreading when another mortal is bitten.
Character Bio
Name:
Alias: (a title or alternative name your character has, sometimes something they give instead of their name to protect their identity)
Race: (Human or goblin is recommended, but you may also be a dwarf, elf, or orc)
Appearance: (Feel free to put a picture over your bio and leave this blank. No photographs though, please)
Affliction: (eg. Vampire, werewolf, revenant, ghost)
Age:
Sex and/or Gender:
Birthplace: (Which nation, or Darkwater itself)
Alignment: (Moryveil, Viradyl, Other)
Sexual Orientation:
Romantic Relations:
Familial Relations:
Friends:
Enemies:
Servants/Followers/Underlings:
Pets/Animal Followers:
Skills: (Allocate 500 points into skills of your choosing, eg.: 150 Spectral necromancy, 140 Gourmet cooking, 100 Knowledge (Architecture & engineering), 50 One-handed weaponry, 30 Flesh necromancy, 20 Two-handed weaponry, 10 Rock climbing. These are just example skills. You're allowed to make your own skills. These numbers are completely relative. They're a basic indicator of who's better than who at what.)
Main Weapon(s):
Secondary Weapon(s)/Tools:
Armor:
Clothing: (any clothing that isn't protective armor)
Accessories:
Other Inventory:
Fighting Style:
Weaknesses: (General weaknesses that can be exploited by your enemies, not counting affliction related weaknesses like silver)
Affliction weaknesses:
Personality:
History:
Other/Additional:
Rules
1.) Be respectful
2.) This is not a mature roleplay. Romance etc. is permitted, but fade to black before anything happens. Cussing/cursing is fine though.
3.) If you attack someone or something, do not assume your attack was successful.
4.) Basic grammar and spelling is appreciated. Be descriptive, capitalize the first letter of the first word in a sentence, and use punctuation.
5.) Necromancy is the only kind of magic in this roleplay. Other kinds of magic can be inferred to exist in the setting, but they won't be touched on.
6.) If three or more characters are interacting, each character must be allowed to post at least once every four posts. The first post of each new character which joins the interaction does not count toward these four posts. Some character interactions take precedence over others, so exceptions are allowed if you use your best judgement.
Accepted Characters
Character name / Alignment / Player username
1.) Thadeus Kallen / Viradyl Leaning / Tanstin
2.) Serai Reteck / Neutral Necromancer / Raimei
3.) Adalynn Wayfarer / Moryveil / Yukari455
4.) Semira / Neutral Lich / Raitoningu
5.) Legothgen Emomur / Moryveil / N0VA™
6.) Kelsey Allison / Moryveil / Kitty
7.) Vincent V Varimathrass / Moryveil / Deshwitat
8.) Wyld Blaze / Moryveil / Krazaz
9.) Reserved for DuskyWolf
GM's characters (pseudo-NPCs)
10.) Juliana Armistice / Viradyl / State Of Bedlam
11.) Alb'leblesk Tuhonna / Moryveil / State Of Bedlam
12.) Ordan Abney / Benemist Priest / State Of Bedlam
Important named NPCS / State Of Bedlam
The Village Fountain by Jermilex
Welcome to Darkwater Village!
'Tis a village of goblins, necromancers, werewolves, secret vampires, vigilant paladins, and very brave priests, surrounded on all sides by ghouls and wraiths! It is contested territory, sitting right on the border between Moryveil (a small nation of goblins and necromancers), and Viradyl (the large and mighty human nation). Will their war be rekindled in full force?
The human kingdom of Viradyl is ruled almost equally by two powers: the king or queen, whose claim to the throne is believed to be divine right derived from the will of Benemon, and the Archbishop, who is the highest religious authority and leader of the Church Of Benemon. It's difficult to say who is really more powerful.
Together they sanction an elite group of inquisitors and soldiers called the paladins to lead their armies. The paladins are ruthless and efficient in pursuit of the enemies of the church and kingdom.
Some elves and dwarves live in Viradyl relatively undisturbed, although they are closely watched. Orcs living in Viradyl are second class citizens, or dignitaries from Orinmarr visiting on business.
The symbol of Benemon
The predominant religion of Viradyl is called Benemism, and it revolves around the Book Of Benemon. Benemists believe that Benemon created all things good and teaches his followers to be merciful, kind, and generous. Opposite him is the deceiver, who they say breathes evil into the world and whispers temptations into man's ear. Although the paladins, the church higher-ups, and the royal family may have lost their way, most priests and benemist citizens are good people at heart.
Viradyl is also the original home of the goblins. The peaceful goblin tribes shared everything, and believed everything was meant to be shared. Not understanding human concepts of property, they gained a reputation as thieves. A contingent of mercenaries ambushed a tribe in retaliation and called it a battle. This defeat of the "aggressive" goblin "savages" was the final spark the church and kingdom needed to eliminate all goblins, and they sent their paladins to attempt exactly that.
Western Viradyl is also where the magical practice of necromancy originated. In secret, necromancers learned the ways of the dead and of the soul. Vilified by the paladins and accused of consorting with the deceiver, they too were hunted and culled.
Moryveil
The peninsula of Moryveil had always had the highest concentration of necromancer activity, and that is where necromancers and goblins alike fled. For years, Moryveil and Viradyl raged war at the border, but eventually they reached a stalemate and Moryveil earned its independence.
Moryveil is ruled by the Black University, led by the powerful archmage Varil Nenmor. Its army consists mostly of necromancy-using warriors called Spellswords. The Black University has a very egalitarian and accepting view of the world.
Darkwater
Today, two hundred years have passed since the Moryveilan War of Independence ("Necromancer Uprising," if you're a paladin). Moryveil is still ruled by Varil Nenmor, who became a lich. Modern Viradyl is ruled by the tyrants King Charles Hillindine and Archbishop Miranda Aunier.
Darkwater Village sits right on the border between Moryveil and Viradyl, and is contested territory. The corrupt and ineffectual Mayor Alec Burnhope spends most of his time and money trying to appease both powers, and has no time to worry about the people's safety. The border is covered in ghouls and wraiths just waking up, born from the aggression of the war. The village is occupied by both spellswords and paladins, trying to maintain the peace in their own ways. The brave benemist priest Ordan Abney runs a church there, which is a beacon for missionaries of Viradyl looking to make a difference. An assassins' guild called the Phantom's Palm makes its base in the village. Many sorts travel to Darkwater.
This RP just takes place in Darkwater Village, but here's a brief description of the nations.
- Viradyl, land of the humans (Veer-uh-dil)
- Moryveil, secessionist peninsula of goblins and human necromancers (More-ee-vale)
- Furenborough, land of the dwarves (Fur-in-bor-oh)
- Ellenwey, land of the elves (Ell-in-way)
- Orinmarr, land of the orcs (Or-in-mar)
- The Giantlands, do not ever go here or you will be killed by giants
Human
Humans are masters of commerce, diplomacy, and warfare. They are native to Viradyl, where they are led by the Church Of Benemon as a religious authority and by the King Of Viradyl by divine right.
Lifespan: 90 - 120 years
Magical aptitude: High
Goblin
Goblins are masters of agriculture and hunting. They are native to Viradyl, where their old societies were peaceful tribes that shared everything. Not understanding private property, they sometimes stole small amounts of food from the humans. The kingdom and church responded by hunting them. Many human necromancers, who were also being persecuted, escaped to the peninsula of Moryveil and most of the goblins who survived the massacres escaped there with them.
Lifespan: 130 - 160 years
Magical aptitude: Moderate
Dwarf
Dwarves are master artisans, smiths, and miners. They prefer to travel through the ground rather than over it, and their native Furenborough has many underground cities.
Lifespan: 90 - 120 years
Magical aptitude: Low
Elf
Elves are masters of horticulture and medicine. They prefer the canopy to the ground, and their native Ellenway has many tree cities.
Lifespan: 170 - 200 years
Magical aptitude: Very high
Orc
Orcs are masters of discipline and warfare. The ascetic hordes of Orinmarr crave precision and propriety. There are many conflicting sects of inquisitors slaughtering their ideological enemies.
Lifespan: 90 - 120 years
Magical aptitude: Moderate
Giant
We do not speak of giants.
Anatomy of a Mortal
A mortal is divisible into two main parts: the body and the soul. The body is an ever-consuming machine of muscle, tendon, bone, and internal squishy bits. The soul is every part of a mortal which is imperceptible by the senses. It cannot be seen, nor touched, nor heard. It is itself divisible into three parts, outermost to innermost:
- The Tethers, which connect the soul to the body and send the body signals
- The Shell, which shields the spirit
- The Spirit, which operates the body through the tethers and is the mortal's most basic, truest self
Undead
An undead creature is that which is dead, but behaves as though it is alive. Undead are divisible into two main groups: corporeal (eg. zombies) and incorporeal (eg. ghosts). All incorporeal undead (except poltergeists) are vulnerable to silver.
Thralls
Undead under the control of a necromancer are called thralls.
- Zombie
corporeal
Zombies are corpses whose tethers are being manipulated by a necromancer. The longer a necromancer maintains a zombie, the stronger their connection becomes and the more powerful the zombie gets.
incorporeal
Ghasts are shells under the control of a necromancer, given shape and dimension. They can become invisible and intangible again whenever the necromancer wills it. Like zombies, ghasts grow in power with time (although less so). Like most incorporeal undead, ghasts are vulnerable to silver.
- Wraith
incorporeal
In life, a person's shell becomes charged with the emotions of the spirit. If the person was filled with cruelty and anger in life, so to is their shell. After a few centuries, this shell may gain the capacity to interact with the world and wreak its terrible wrath as a wraith. They aren't self-aware or intelligent in any way.
- Archon
incorporeal
Same as above, but with positive emotions. Wherever they go, they raise spirits and heal the sick.
- Will o Wisp
incorporeal
Same as above, but with more neutral or erratic emotions. They usually don't do much of anything unless disturbed.
- Ghoul
corporeal
Sometimes tethers don't break away from the shell when the spirit leaves. A ghoul is essentially a wraith with a body. This is usually the result of some kind of curse, and the taint that tightened the tethers tends to corrupt the shell, so "good ghouls" are rare.
- Ghost
incorporeal
Some lingering spirits learn how to interact with the world too. Ghosts are the still present spirits of the formerly living. Most ghosts are confused and continue to linger around the homes they had in life with no understanding of the passage of time, but a select few manage to lead an abnormal life in living society.
- Revenant
incorporeal
The soul didn't leave the corpse at all. A revenant is essentially a living person in a dead body. Like with ghouls, this is usually the result of a curse. Unlike ghouls, there isn't corruption involved. Revenants are immortal unless killed by a necromancer, but they have a lot of difficulty keeping their body intact. Older revenants have a lot of stitches and thread holding them together.
- Lich
both corporeal and incorporeal
Liches are necromancers who've bound their spirit to an object (this object is then called a "phylactery"). This process kills the body, but the spirit is able to continue controlling it from the phylactery. Because the spirit was a necromancer in life, they can also control their own shell, giving the lich an ethereal aura, powers of flight, and greater necromantic prowess. The phylactery can be any distance from the lich. As long as the phylactery isn't destroyed, the lich is immortal. The body can be broken and their shell can be damaged by silver weapons, but they will always recover with time if their phylactery is intact. Should the phylactery ever be destroyed, the lich would perish.
Non-Soul Undead
Undead who were never a part of anything living.
Poltergeist
incorporeal
Poltergeists are ethereal entities who can attach themselves to objects. Sometimes a table, sometimes a pot, sometimes a sword, and so on. They have no tangible or visible form, so they are the only incorporeal undead not vulnerable to silver. They commit to an object until that object is broken in some way, and can be defeated by capturing said object. They are as intelligent and self-aware as mortals, and can speak to them. Most of them consider poltergeist business much more important than mortal business and do not choose to bind themselves to objects or interact with mortals.
Vampires
corporeal
Vampires are ravenous, blood-drinking corpses with a parasite spirit in place of the original spirit. The vampire spirit reproduces, producing a second vampire spirit. When a vampire kills a mortal, the vampire sometimes transfers the young vampire spirit into the mortal. The parasitic vampire spirit consumes the mortal's spirit before it can escape, absorbing the mortal's memories. Thus the corpse becomes a new vampire, thirsty for the blood of mortals. Vampires develop fangs and enhanced strength and speed to better aid their hunt. They are as intelligent and self-aware as mortals, albeit usually amoral. They are hurt by daylight and garlic, and are cut easily by wood.
An undead creature is that which is dead, but behaves as though it is alive. Undead are divisible into two main groups: corporeal (eg. zombies) and incorporeal (eg. ghosts). All incorporeal undead (except poltergeists) are vulnerable to silver.
Thralls
Undead under the control of a necromancer are called thralls.
- Zombie
corporeal
Zombies are corpses whose tethers are being manipulated by a necromancer. The longer a necromancer maintains a zombie, the stronger their connection becomes and the more powerful the zombie gets.
- Low zombie
- Lesser zombie
- Greater zombie
- Zombie warrior
- Zombie champion
- Zombie warlord
incorporeal
Ghasts are shells under the control of a necromancer, given shape and dimension. They can become invisible and intangible again whenever the necromancer wills it. Like zombies, ghasts grow in power with time (although less so). Like most incorporeal undead, ghasts are vulnerable to silver.
- Low ghast
- Lesser ghast
- Greater ghast
- Gloom ghast
- Wraith
incorporeal
In life, a person's shell becomes charged with the emotions of the spirit. If the person was filled with cruelty and anger in life, so to is their shell. After a few centuries, this shell may gain the capacity to interact with the world and wreak its terrible wrath as a wraith. They aren't self-aware or intelligent in any way.
- Archon
incorporeal
Same as above, but with positive emotions. Wherever they go, they raise spirits and heal the sick.
- Will o Wisp
incorporeal
Same as above, but with more neutral or erratic emotions. They usually don't do much of anything unless disturbed.
- Ghoul
corporeal
Sometimes tethers don't break away from the shell when the spirit leaves. A ghoul is essentially a wraith with a body. This is usually the result of some kind of curse, and the taint that tightened the tethers tends to corrupt the shell, so "good ghouls" are rare.
- Ghost
incorporeal
Some lingering spirits learn how to interact with the world too. Ghosts are the still present spirits of the formerly living. Most ghosts are confused and continue to linger around the homes they had in life with no understanding of the passage of time, but a select few manage to lead an abnormal life in living society.
- Revenant
incorporeal
The soul didn't leave the corpse at all. A revenant is essentially a living person in a dead body. Like with ghouls, this is usually the result of a curse. Unlike ghouls, there isn't corruption involved. Revenants are immortal unless killed by a necromancer, but they have a lot of difficulty keeping their body intact. Older revenants have a lot of stitches and thread holding them together.
- Lich
both corporeal and incorporeal
Liches are necromancers who've bound their spirit to an object (this object is then called a "phylactery"). This process kills the body, but the spirit is able to continue controlling it from the phylactery. Because the spirit was a necromancer in life, they can also control their own shell, giving the lich an ethereal aura, powers of flight, and greater necromantic prowess. The phylactery can be any distance from the lich. As long as the phylactery isn't destroyed, the lich is immortal. The body can be broken and their shell can be damaged by silver weapons, but they will always recover with time if their phylactery is intact. Should the phylactery ever be destroyed, the lich would perish.
Non-Soul Undead
Undead who were never a part of anything living.
Poltergeist
incorporeal
Poltergeists are ethereal entities who can attach themselves to objects. Sometimes a table, sometimes a pot, sometimes a sword, and so on. They have no tangible or visible form, so they are the only incorporeal undead not vulnerable to silver. They commit to an object until that object is broken in some way, and can be defeated by capturing said object. They are as intelligent and self-aware as mortals, and can speak to them. Most of them consider poltergeist business much more important than mortal business and do not choose to bind themselves to objects or interact with mortals.
Vampires
corporeal
Vampires are ravenous, blood-drinking corpses with a parasite spirit in place of the original spirit. The vampire spirit reproduces, producing a second vampire spirit. When a vampire kills a mortal, the vampire sometimes transfers the young vampire spirit into the mortal. The parasitic vampire spirit consumes the mortal's spirit before it can escape, absorbing the mortal's memories. Thus the corpse becomes a new vampire, thirsty for the blood of mortals. Vampires develop fangs and enhanced strength and speed to better aid their hunt. They are as intelligent and self-aware as mortals, albeit usually amoral. They are hurt by daylight and garlic, and are cut easily by wood.
Necromancy
Flesh Necromancy
Flesh necromancy is dominion over the tethers of corpses. The basics of this are the first thing a novice learns. Afterward they usually begin to learn spectral necromancy alongside it, but some continue to pursue flesh necromancy in particular as their specialty. Flesh necromancers control zombies, see Zombie under Undead for more information. Specialists in this school have very limited abilities with ghasts, but their zombies grow in power much faster.
Spectral Necromancy
Spectral necromancy is dominion over the disembodied shells that drift through the world. The average necromancer has about roughly equal practice in flesh and spectral necromancy, with flesh necromancy being the easier of the two. Even so, some necromancers neglect the flesh school and pursue spectral as their specialty. Spectral necromancers control ghasts, see Ghast under Undead for more information. Specialists in this school have somewhat limited abilities with zombies, but their ghasts grow in power faster.
Lichdom
The spirits of others cannot be controlled, but many necromancers pursue the art of binding their own spirit to a phylactery and becoming a lich. It takes a lot of training, research, and expertise to do this right. See Lich under Undead for more information.
Other
In direct combat, necromancers can hurl green blasts of necromantic energy at their opponents. These blasts hit souls with kinetic force and generally knock opponents back, but more powerful blasts can be lethal.
Flesh Necromancy
Flesh necromancy is dominion over the tethers of corpses. The basics of this are the first thing a novice learns. Afterward they usually begin to learn spectral necromancy alongside it, but some continue to pursue flesh necromancy in particular as their specialty. Flesh necromancers control zombies, see Zombie under Undead for more information. Specialists in this school have very limited abilities with ghasts, but their zombies grow in power much faster.
Spectral Necromancy
Spectral necromancy is dominion over the disembodied shells that drift through the world. The average necromancer has about roughly equal practice in flesh and spectral necromancy, with flesh necromancy being the easier of the two. Even so, some necromancers neglect the flesh school and pursue spectral as their specialty. Spectral necromancers control ghasts, see Ghast under Undead for more information. Specialists in this school have somewhat limited abilities with zombies, but their ghasts grow in power faster.
Lichdom
The spirits of others cannot be controlled, but many necromancers pursue the art of binding their own spirit to a phylactery and becoming a lich. It takes a lot of training, research, and expertise to do this right. See Lich under Undead for more information.
Other
In direct combat, necromancers can hurl green blasts of necromantic energy at their opponents. These blasts hit souls with kinetic force and generally knock opponents back, but more powerful blasts can be lethal.
Therianthropes have the ability to transform into more powerful versions of mammals. There are many different strains of therianthropy, such as werewolves, wererats, wereboars, and werebears. They can do this at any time, not just under the full moon. They retain their mental faculties in all of their forms. A therianthrope has three forms: mortal, hybrid, and dire mammal. Take a human wererat, for example: she is usually in her human form, but if she wills it she can transform into a human/dire rat hybrid and then into a dire rat. The dire rat is a larger, more powerful version of a rat with the same amount of mass her human form had. In their their hybrid and dire forms, therianthropes are weak to silver. Therianthropy has about a one in four chance of spreading when another mortal is bitten.
Character Bio
Name:
Alias: (a title or alternative name your character has, sometimes something they give instead of their name to protect their identity)
Race: (Human or goblin is recommended, but you may also be a dwarf, elf, or orc)
Appearance: (Feel free to put a picture over your bio and leave this blank. No photographs though, please)
Affliction: (eg. Vampire, werewolf, revenant, ghost)
Age:
Sex and/or Gender:
Birthplace: (Which nation, or Darkwater itself)
Alignment: (Moryveil, Viradyl, Other)
Sexual Orientation:
Romantic Relations:
Familial Relations:
Friends:
Enemies:
Servants/Followers/Underlings:
Pets/Animal Followers:
Skills: (Allocate 500 points into skills of your choosing, eg.: 150 Spectral necromancy, 140 Gourmet cooking, 100 Knowledge (Architecture & engineering), 50 One-handed weaponry, 30 Flesh necromancy, 20 Two-handed weaponry, 10 Rock climbing. These are just example skills. You're allowed to make your own skills. These numbers are completely relative. They're a basic indicator of who's better than who at what.)
Main Weapon(s):
Secondary Weapon(s)/Tools:
Armor:
Clothing: (any clothing that isn't protective armor)
Accessories:
Other Inventory:
Fighting Style:
Weaknesses: (General weaknesses that can be exploited by your enemies, not counting affliction related weaknesses like silver)
Affliction weaknesses:
Personality:
History:
Other/Additional:
Rules
1.) Be respectful
2.) This is not a mature roleplay. Romance etc. is permitted, but fade to black before anything happens. Cussing/cursing is fine though.
3.) If you attack someone or something, do not assume your attack was successful.
4.) Basic grammar and spelling is appreciated. Be descriptive, capitalize the first letter of the first word in a sentence, and use punctuation.
5.) Necromancy is the only kind of magic in this roleplay. Other kinds of magic can be inferred to exist in the setting, but they won't be touched on.
6.) If three or more characters are interacting, each character must be allowed to post at least once every four posts. The first post of each new character which joins the interaction does not count toward these four posts. Some character interactions take precedence over others, so exceptions are allowed if you use your best judgement.
Accepted Characters
Character name / Alignment / Player username
1.) Thadeus Kallen / Viradyl Leaning / Tanstin
2.) Serai Reteck / Neutral Necromancer / Raimei
3.) Adalynn Wayfarer / Moryveil / Yukari455
4.) Semira / Neutral Lich / Raitoningu
5.) Legothgen Emomur / Moryveil / N0VA™
6.) Kelsey Allison / Moryveil / Kitty
7.) Vincent V Varimathrass / Moryveil / Deshwitat
8.) Wyld Blaze / Moryveil / Krazaz
9.) Reserved for DuskyWolf
GM's characters (pseudo-NPCs)
10.) Juliana Armistice / Viradyl / State Of Bedlam
11.) Alb'leblesk Tuhonna / Moryveil / State Of Bedlam
12.) Ordan Abney / Benemist Priest / State Of Bedlam
Important named NPCS / State Of Bedlam
- Mayor Alec Burnhope - Mayor Of Darkwater
- Varil Nenmor - Archmage of Moryveil
- King Charles Hillindine - King Of Viradyl
- Archbishop Miranda Aunier - Archbishop of the Church Of Benemon
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