D
Drifter
Guest
Original poster
THE IC IS HERE
This roleplay will be a semi-sandbox RP with missions to keep the plot moving forward. It is set in 44 BC, in an alternate version of Rome, teeming with supernatural creatures of legend. The history is brief, but will provide a fairly clear idea of the setting.
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Romulus and Remus, the twin sons of Mars and Rhea Silvia, a vestal virgin, were in line to inherit the lands of Alba Longa from their crazed, paranoid uncle Amulius. Amulius ordered the boys to be drowned in the river Tiber, but as fate would have it, the current swept them away and they were nursed by a she-wolf until simple shepherds found the young children and took them in. They grew up unaware of their royal heritage, but those around them noticed their prowess as leaders and swordsmen. Their father, Mars, came to them in a dream and revealed that they were not only princes in their own right, but also demigods. Romulus and Remus took up arms to slay their uncle, and instead of waiting for the land of Alba Longa to become theirs through lengthy legal proceedings, the twins decided they wished to found a city of their own. They came upon seven great hills and each chose one of the seven they wished to build upon. Romulus argued for the Palatine Hill, and Remus for the Aventine Hill. After many passionate speeches, they decided neither would relent, so they fought over the right to break ground. Remus managed to take the upper hand in combat and restrained from cutting his twin down in the heat of the moment. Romulus, however, took the loss as a blow to his pride and fled towards the west, not to be heard from again for ages.
Remus reaped the benefits and broke ground on Aventine Hill with some of his devoted followers, beginning work on this new city, Remanus, only to find that not too far below the hill was a sealed gate to the underworld. He unwittingly unleashed creatures that had only existed in myth and the shadows into the world once more.
Monsters such as cyclopes, oceanids, fauns, harpies, sirens, daemons, and lamia once more roamed free, and word came to Remus that his own brother had been struck with a curse that afflicted his numerous descendants, turning them into vicious beasts by night, known as the infelix.
Centuries passed and the kingdom of Remanus had become an empire, where those of divine lineage, few as they were, oft rose to the seats of power and the supernatural creatures were viewed as a blight upon the earth.
The year is 44 BC and the emperor of Remanus is Marcus Junius Brutus, as he declared himself the emperor after stabbing the self-appointed dictator of Remanus, Gaius Julius Caesar. Tensions are high as the Emperor Brutus deals with constant threats of invasion from the Gallic Kingdom, the lands settled and populated by Romulus, which is headed by a particularly bloodthirsty infelix. In the meantime, the domestic affairs in Remanus are in a state of turmoil, to speak generously. Corruption runs rampant, crime is on the rise, roving monsters lash out against humans, and the gods have been known to get involved in interpersonal struggles that can level entire building complexes if left unchecked. In fact, ten years ago, after the untimely death of the young Cleopatra, Caesar was able to seize the lands of Egypt and add it to the Remanus' scope, but as the new border territory, it is nearly constantly engulfed in conflicts that usually require immediate attention.
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The area in red is the expanse of the Remanum Empire, and the dark green encompasses the Gallic Kingdom.
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Remanus Proper: The city of Remanus, built upon Avantine Hill and spread across the other six hills, tends not to sprawl, but it is built upwards towards the heavens. Featuring many prominent arches, careful landscaping, and layers upon layers of homes, temples, and shops, it is a nightmarish maze for outsiders, but a spectacle from all angles. Its forum, pictured above, is its cultural center, featuring merchants, government buildings, and a popular meeting spot for citizens.
Novum Comum: Nestled in the northern foothills, Novum Comum is an idyllic, rich city, including two arenas, one for combat and the other for chariot racing. It is known for its beauty and relative calm.
Apollonia: Situated on the island of Sicily, Apollonia is a mysterious place that has seen the rules of countless regimes. It is a deeply religious place, built up with high towers, almost all of them constructed for the sake of worship and converted into homes, and its strange, towering statues and air of intrigue make it unsettling even for the priests who supposedly understand every artifact found in the archaic and arcane region.
Scupi: Once a military outpost, Scupi soon took on a life of its own as a town. Not a major trade destination, and still crawling with soldiers who continue to use the barracks, Scupi tends to produce resilient youths with no ambition greater than taking up a shield for their emperor, for they think that might be their only chance to see the greater world.
Ilion: Perhaps better known as the mystical city of Troy, Ilion has been the target of numerous sieges and the site of many battles, and many abandoned the city years ago as the Empire seemed to forget all about it, refusing to rebuild it after its last battering. However, people do still lead a fruitful existence in the ruins, surrounded by stories of their glorious past, and by the waves of soldiers who stop to rest on their long journeys to the east, the rest of the Empire still hasn't forgotten them.
Corinth: Not as populous as it once was, Corinth still stands as a paragon of the Hellenistic era, being a center of agriculture, trade, and even scholarship, with famous schools still standing after all of these years. The citizens of Corinth don't necessarily feel the most connected to the empire, perhaps still feeling a little Greek, even all of these years later.
Nicopolis: Once the seat of power for a long-dead king, the huge palace that dominates the skyline has long since become a renowned university, and Nicopolis is now a center for scholars. The sprawling harbor region that makes up the rest of the city hums by happily, while brilliant minds from all across the empire congregate at the university to share their findings in the sciences and arts.
Hippos: A lavish desert city that made a fortune as a trading outlet, Hippos now stands as the crown jewel of the region. Architecturally impressive and undeniably wealthy, Hippos is surprisingly well-organized and was quick to adopt many of the customs of Remanus, becoming something of a larger, more splendid mirror image of Remanus Proper, despite its later addition to the empire. The people still have some strange customs and a mistrust of outsiders, but as any place bridging the gap between cultures, there will always be some resistance to change.
Carthage: Added to the empire during the Punic wars, nearly a century and a half ago now, Carthage still has its fair share of problems with the mainland, as is to be expected by bitter rivals who lost a hard-fought war. However, Carthaginians have proven their worth time and again in battles for the empire and many young men and women have begun to flock to the larger cities in Remanus to make a new life for themselves, leaving behind the ancient history for what they perceive to be a more progressive lifestyle.
Cairo: Cairo, being the new border of the empire, is still incredibly restless. Its strange gods, devotion to the cult of the pharaoh, and almost unmanageable distance from the strong center of Remanus' power make it something of a rough area for anyone besides the natives. Interestingly enough, some of its card games are becoming popular, even in the capital.
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The Roman pantheon is a sprawling one, but for the sake of convenience, I have narrowed it down to twenty deities who will be the focus of the religion in the Empire of Remanus. Other minor deities may be making appearances in the future, and they will be added as time goes on.
Jupiter- King of the gods, and patron of the sky and thunder. Sacred animal is the eagle.
Juno- Jupiter's wife, and goddess of childbirth, the home, and women. Sacred animal is the peacock.
Minerva- Goddess of war, strategy, and wisdom. Sacred animal is the owl.
Neptune- God of the sea, storms and horses. Sacred animal is the bull.
Mars- God of war. Sacred animal is the wolf.
Venus- Goddess of love, beauty, and fertility. Sacred animal is the dove.
Diana- Goddess of nature, wild animals, and hunting. Sacred animal is the stag.
Apollo- God of music, arts, oracles. Sacred animal is the swan.
Vulcan- God of fire, blacksmiths, and volcanoes. Sacred animal is the lion.
Mercury- God of communication, travelers, and luck. Sacred animal is the snake.
Ceres- Goddess of the harvest, prosperity, and mothers. Sacrificial animal is the pig.
Pluto- God of the underworld and the dead. Sacred animal is Cerberus.
Prosperina- Queen of the underworld and the goddess of spring. Sacred animal is the bat.
Bacchus- God of wine, revelry, and theatre. Sacred animal is the panther.
Luna- Goddess of the moon. Sacred animal is the horse.
Sol- God of the sun. Sacred animal is the rooster.
Cupid- God of lust, desire, and affection. Sacred animal is the hare.
Vesta- Goddess of the hearth, religious fire, and baking. Sacred animal is the donkey.
Janus- God of beginnings, endings, and doorways. Sacred animal is the ram.
Discordia- Goddess of discord. Sacred animal is the bee.
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Cyclopes- Giant, one-eyed monsters with a short temper, sharp senses, and dull wits. They prefer to live up in the hills and mountains, away from civilization, and they are not above throwing thick trees at trespassers. Territorial and colossally strong, even the most foolhardy do not wish to cross the path of a cyclops.
Harpies- Bird-like creatures with the torso and head of a woman, they are spirits of vengeance and destruction, and they hunt in packs. Their screeches usually forecast their descent, and harpies do not leave without spilling blood and rending flesh beneath their talons.
Daemons- The largest class of supernatural beings, daemons are spirits who can travel between the earth and the underworld at will. They tend to come in two varieties: guardian spirits, and poltergeists. Those on the latter half of the spectrum are known to haunt locations, possess human beings, cast hexes, and induce terrible, mind-altering nightmares on unsuspecting humans.
Gorgons- Twisted beings with snakes for hair and the ability to turn someone to stone with just a single glance. It is always easy to tell where a gorgon has been, as a trail of statues will always point towards it, but they are notoriously sneaky, much like snakes themselves, and their knack for ambushes has ended countless heroes' careers.
Sirens- Usually residing near water, sirens have an alluring call that few mortals can resist. They are known for luring sailors and travelers to their dooms, by drowning, if near water, or shredding them to bits with their horrid claws, if one is so unlucky as to meet them on land.
Minotaur- Described as a giant man with the head of a bull, there is only one known Minotaur in existence, and it haunts the ruins on the northernmost border of the Empire. Strong, surprisingly fast, ruthless, and experienced when it comes to pesky wandering heroes, the Minotaur is known for setting traps and stacking the odds in his favor, even when most would be outclassed by him already.
This is, of course, not the extent of the creatures you will encounter in this roleplay. Some will come as a surprise, and I don't want to ruin that right off the bat.
Introduction
Your characters have all come together to collect bounties from the local forum, whether you be hunters, commoners, consuls with something to prove, or simply hungering for adventure. High-ranking officials have been paying close attention to the bounty boards nowadays, and hunters on lucky streaks have been known to vanish into the senate to take on various missions for the emperor himself.
Rules
- This should go without saying, but all rules that apply to Iwaku apply here, as well.
- No godmodding.
- Try to proofread your posts. Spelling and grammar is important to me, and it really helps the roleplay move along if everyone can understand everyone else's posts. Just avoid chatspeak and completely garbled posts and we should be fine.
- Posting expectations will be around a few paragraphs per post. I am fine with a range: sometimes, one paragraph will be all you can produce, but I do like to see upwards of two or three under the best circumstances.
- I tend to be lenient with posting speed. I'm in school right now, so some weeks are busier than others. I would like to aim for two posts per week, but we'll obviously have to see what rhythm we fall into.
- On that note, if you are going to be gone for an extended period of time, just let me know. We can either put your character on inactive reserve, or you can sign him/her over to the control of another player. It all depends on your situation and your wishes. I just don't want to wait for weeks and risk stalling without word from you.
- Characters might die in this roleplay, depending on the actions of players in the face of large bosses and tough challenges. So, teamwork will be important and encouraged to lower the risk of casualties.
- There will be some dice-rolling in this RP, to determine random events and the success of certain decisions. This also comes into play with character death, if you have managed to leave your character in a place where they could theoretically be killed.
- Feel free to contact me and discuss things you want to see in this roleplay. Besides using this OOC and the PM system here, I would be happy to talk with you over Steam or Skype about your ideas. I will provide my info to any interested parties. This isn't a rule, but it's important to note, as a player.
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Name:
Age:
Sex:
Birthplace: (See locales.)
Species:
Appearance: (Written in addition to picture would be ideal. Don't feel pressured to try to make it fully fit the "Roman" aesthetic. You can obviously add those details in the written description.)
Biography: (If it helps, you can split it between personality and history, but both will need to be included somehow.)
Traits: (You will end up with FIVE traits in this section. ONE will be the mandatory trait found under the species tab, FOUR will be chosen from the traits section, one of which must be species-specific.)
Custom: (Your last trait is one you can make up on your own. The GM will need to approve it, of course.)
Equipment: (Things your character would have on hand. Money, tools, weapons, extra clothing, etc.)
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Humans- The most common of all the species, humans are the most widely accepted and the most populous. Not endowed with the ability to do magic, they mostly make a name for themselves as soldiers, politicians, and builders. Playing a human would give you the mandatory trait Unremarkable.
- Unremarkable- Being the least magical of all the races, you aren't seen as too threatening, but you can use this to your advantage when dealing with arrogant monsters, and it allows you to sneak around fairly easily and blend in among other humans.
Animus- The umbrella term for supernatural creatures and mythical beasts. Included under this label are the fauns, lamiae, and oceanids. While each of these species has their own custom traits, choosing any of these three comes with the mandatory trait Anathema.
Faun- Half-goat, half-man, fauns are creatures who thrive in the woods and are protective of nature, but otherwise quite gentle and mischievous. They are incredibly magical and use music and their connection with animals to their advantage.
Lamia- Female seductive creatures of the darkness, lamiae drink blood to survive. They are known as "baby-thieves" thanks to a rumour that they prefer to drain the blood of infants. Lamiae can go out in sunlight, but it impairs many of their powers and causes them to grow thirstier much faster.
Oceanids- Spirits of the seas, lakes, and rivers, oceanids must stay near water to survive. Many get around this by carrying vials of water with them, particularly around their throat on in jewelry. They have an affinity with water, of course, and their powers are directly related to the waves.
- Anathema- Humans, demigods, and infelix have a prejudice against you, so your charisma will inevitably take a hit in those situations. However, you will gain credence with other anima, both friendly and feral, and your luck with subterfuge, underhand dealings, and trickery have improved because of this.
Demigods- The child of a god and a human, demigods are fairly uncommon, but treated with the utmost respect when discovered. Known as charisma machines, most of them end up pampered and serving in the government, but some do break out of the mold and channel the heroic demigods of old. Choosing a demigod gives you the mandatory trait Divine Infighting.
- Divine Infighting- While your parent god might have your best interest at heart, despite being too busy to intercede most of the time, gods who are rivals of your parent will be more inclined to take out their grudge on you, putting you at risk of smitings, or at the very least, unlucky encounters.
Infelix- The descendants of Romulus, the infelix, transform nightly into bloodthirsty beasts, though they are more in control when the moon is less full. They are known as deadly warriors and quite primal, even in their human forms. Choosing to play as an infelix will give you the mandatory trait Bloodlust.
- Bloodlust- While in battle, there is a chance that you might berserk, losing all common sense and becoming killing machines with no sense of teamwork. In this state, you become an amazing weapon, but it would be suicide for your teammates to try to plan around this unpredictable state.
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(For picking traits, you must pick at least ONE from your particular species. The other THREE can come from either General or your species. Remember to include your mandatory trait.)
General
Soldier: Having served in the military, you are quite fit, used to the pressures of the battlefield, and able to handle swords, spears, and bows with fair proficiency, never growing more accustomed to one over the other. You're a jack of all trades in combat.
- Swordsmaster: While in the military, you became adept with the sword. You served in the infantry and have become deathly proficient with blades of all shapes and sizes. (You must first take Soldier in order to access this specialty.)
- Spearwarden: While in the military, you have become adept with the spear. You served in the infantry and have become deathly proficient with polearms of all shapes and sizes. (You must first take Soldier in order to access this specialty.)
- Bowman: While in the military, your eagle eye got you assigned to defense with the archers. You are perceptive and steady, better with ranged combat than melee. (You must first take Soldier in order to access this specialty.)
- Commander: While in the military, you showed your worth more as a commander than as a fighter. Your men would gladly follow you into battle, and your ability to keep calm under pressure is unparalleled. Your rank holds sway with the right people. (You must first take Soldier in order to access this specialty.)
- Cavalry: While in the military, you showed an aptitude for working with horses. You still have a way with the animal, and while you gained no real weapon specialization, you did gain a trusty mount. (You must first take soldier to access this specialty.)
Diplomat: You either have a position in government, or the guile to get one. You are good at negotiating, public speaking, and you know a few legal terms. Nobody can slip anything past your shrewd eye.
Slave: You either were or are enslaved, and though the soul crushing labor of being a worker or humiliation of being a house servant were certainly not great on your psyche, they obviously made you much more resilient. You also have the ability to emphasize with the common folk, and more importantly, the volatile slave population.
Charioteer: You either pilot a chariot in arena races and you are a master of these difficult vehicles. You have one of your very own which you can utilize, and the balance and quick reaction times you've learned from your sport will only serve you well.
Gladiator: Not a trained soldier, you are either a criminal or a slave, and you have weathered several grueling battles for the sake of the crowd. Gladiators use rather unusual weapons: short swords, tridents, hammers, maces and nets, and your grit and determination to survive make up for your lack of fighting finesse.
Cartographer: You create and study maps, and this attention to detail has its own unique benefits. You are able to get around without a map, and you are apt to notice geographical features or areas of interest that others may miss.
Mythologist: You know the whereabouts and the habits of all sorts of supernatural beasts, even if you've never seen them. When encountering a new creature, you will have a pretty good chance of knowing a thing or two about it that your teammates wouldn't be able to glean at first sight.
Medic: You are proficient in first aid, knowing how to bandage, splint, and cauterize your way out of any bloody mess. Your skills are rudimentary, but invaluable, and you also can identify the onset of disease.
Brawler: You weren't trained professionally, but you know how to throw and take a punch, and people remark that you fight dirty. Always on your toes, you know how to adapt and even include things like sticks and items at hand in your assault.
Merchant: You've been selling and trading for years, and you have several connections with sellers and various clients of some import. You are great at haggling, and you have an uncanny ability to spot fakes in merchandise and even relics.
Hunter: You're used to spending hours in the woods, tracking animals and loosing arrows. Your ability to be stealthy, track, and survive in the woods are unparalleled. You're also handy with a bow.
Devout: You are devoted to a god or many gods, knowing the proper sacrifices and tales and how to properly worship them. Your faith seems to give you good luck, and it can give you sway among the proper circles.
Deft Hands: You have the fastest hands around, and you use them to pick locks, lift merchandise, and lighten people's pouches. It'd be hard for someone to catch you red-handed, if you do decide to use your talents for such petty crimes.
Herbalist: You can identify all sorts of plants and herbs, able to discern which can be made into medicines and which are deadly upon close investigation. You are also able to whip up remedies and weak poisons of your own.
Perceptive: Strong-willed and attentive, you're not easily tricked, nor lied to. You can spot inconsistencies in a story as well as you can tell when there's something odd in a scene set out before you.
Faun
All-Terrain: Even for a faun, you are particularly well-adjusted to tackling all sorts of ground types, whether that be hills, mountains, deserts, or marsh. This trait makes you particularly invaluable as a scout.
Animal Whisperer: You have the ability to talk to animals. You can gather information from them and pass along messages of your own, but controlling them and getting them to reliably pass on that information is another thing altogether.
Nature's Minions: You have the ability to control animals, getting them to do your bidding for short periods of time. This can be useful for combat and clearing obstacles, but you are unable to communicate with them, besides planting the original command.
Soothing Pipes: A faun can put anyone at ease with a simple song. By playing on your pipes, you can lull an enemy into a false sense of security, or bolster your teammates.
Cast-Iron Stomach: Fauns are well-known for being able to eat basically anything. This goes double for you, being able to survive even eating suspect berries and bits of tunic if you had to. Your tolerance for poison is impressively high.
Infelix
Scrappy: If you've been beaten to a bloody pulp, that's only going to motivate you more. In fact, being pushed to your limits produces a burst of unbelievable energy that, if properly utilized, can help you overpower the foe that beat you up so badly in the first place, at the expense of doing more internal damage.
Lumbering: You strike an imposing figure, standing taller and broader than most, with the strength to back it up. Whether in your human or beast form, you can throw a punch harder and carry a heavier load than those around you.
Regenerative: You have the ability to heal cuts and even slightly deeper surface wounds if you focus hard enough on the restorative process. Greater injuries do also heal slightly faster for you, but you don't have conscious control over that.
Claws and Jaws: The claws you've been cursed with are actually quite strong, and capable of tearing through all sorts of things, including leather armor. The huge, wolflike teeth are just as strong, able to dent metal and tear limbs, if given the chance.
Padded Steps: You move silently, when you want to. You're so light on your feet that you can also lunge longer distances and charge fairly quickly. This makes you almost stealthy for a huge werebeast.
Human
Sixth Sense: While humans don't have any powers of their own, some have the uncanny ability to detect the supernatural. You can tell if there's something not quite human around you, no matter how hard it tries to hide.
Engineer: You have a knack for combining elements to suit your needs, and if someone leaves you alone with a belt, two sticks, and a few roundish rocks, they should expect to be assaulted by a miniature catapult within a few moments.
Tactician: Your plans seem to work. You have the ability to break down an enemy's weaknesses and figure out a way to press upon them to ensure victory.
Cityslicker: You've lived in a major city of Remanus for just about all your life, and being human, you never experienced any of the prejudice that might befall any other species. This makes you completely at ease in cities, able to get around with no trouble, and even knowing a few secret spots in the one where you were born.
Underdog: You've taken quite a few hits and you've learned to fight through the pain. Your pain tolerance is much higher than the average man's, and it only makes you a more formidable force on the battlefield.
Oceanid
Healing Touch: Oceanids are renowned for using water to heal wounds and remove hexes. Some can even lay hands upon an injured person and do a better job healing than any bandage and salve could ever do.
Fish Kiss: You can enchant others to allow them to breathe underwater for a few minutes, saving a non-oceanid ally the task of holding his breath, and allowing him to remain under the waves for longer. This, however, won't help them swim any better.
Lateral Line: Much like a fish in the water, you can detect vibrations and movement around you almost as if they were waves bouncing against you. It is a useful tool for figuring out if someone's hiding nearby.
Scales: A portion of your body is covered in protective scales, which act as a sort of makeshift armor in battle. For a natural covering, it is about as effective as chainmail and much easier to move in, but it does make it harder to hide your nature as an oceanid.
By Land or By Sea: Being such a powerful swimmer has actually made you into quite a fast runner. Many are surprised by your proficiency as a sprinter on land, but you definitely use their stunned stares to your advantage.
Demigod
Spitting Image: You look like a god. Not just any god, but kind of like your parent god. Your good looks can get you far, but don't expect to hide your ancestry from anyone anytime soon. For every few humans you can seduce with your glowing skin, expect to run into a monster with a familial grudge.
Visions of the Underworld: Many demigods have been to the underworld in the past, but you have settled for the ability to peer into the underworld to check goings on, which is especially useful for tracking hordes of monsters, but it comes at the cost of your sight aboveground for as long as you employ this second sight.
Divine Favor: You've prayed and prayed to your parent for a little extra help and inherited an ability related to your parent's domain as a god. It was no choice of your own, it just kinda… happened, but you've managed to make it work over years of practice. (GM will generate a useful and relevant power for you based on your parent.)
Aura of Importance: People tend to give you things and show you a lot of respect, even if you're not saying anything. You have the swagger to intimidate or to pass by unquestioned into a fancy party because you always just seem like you belong and you're in the right.
Ambrosial Speech: Your speeches move people to tears. If pressed, you tend to have no problem spinning a story to get you exactly what you want. Your charisma is above average, and you never lack an audience to pander to.
Lamia
Reflections: By a trick of the light, lamiae can appear to be in two different places at once. This magic trick can take a lot out of a lamia, but rumour has it that old, experienced lamiae can actually conjure and move many illusion copies of themselves.
Shadow Cloak: In the night or in shadowy areas, lamiae can become momentarily invisible, or close to it, to sneak past or behind enemies. It is much harder to utilize this power the closer it is to high noon.
Hypnosis: A wave of the fingers and a seductive string of words can hypnotize your intended target and you can control them for a short period of time. Eye contact is, however, required for this trick to work. You can also suggest something while under hypnosis, and if their will is weak enough, they shall carry out your bidding even after you look away.
Creature of the Night: Some lamiae have the ability to turn into a bat. You are one of these, and your ability to turn into a quiet, covert animal that would not seem too out of place in any high-vaulted room has been known to come in handy for gathering intel. You're not too vicious in this state, however.
Blood Draw: If blood is spilled and it is far away from you, you can draw it towards you to ingest it, or you can use that same magnetic pull of yours to fling it at oncoming attackers. It's your choice. At this point, you cannot pull the blood inside of another living creature… yet.
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Player Characters:
Aulus Manlius Musca | Human | dreamshell
Vitellia Urbica | Lamia | Ozferatu
Aestus Marum | Oceanid | Stopwatched
Aquila | Human | Taco Mako
Tiberius Rubellius | Son of Mars | Shattered♦Secrets™
Felix Vulcan Trīte | Son of Vulcan | Pastor ćhoi
Callidia Romula Procella | Infelix | Tempest
Iacis Apertius Ostius | Faun | Tempest
Bellatrix Achilla Romella | Infelix | Aeronfarron
NPCs:
Valens Dulcius Caecio | Human
Ianuaria Alypia | Faun
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A few weeks after the assassination of Julius Caesar, a group of widely assorted adventurers have all shown interest in a mission, requiring them to collect the bounty on a dangerous beast that is running rampant in the countryside.
If you have any questions, feel free to ask. I hope this will draw a bit of interest, and the OOC will constantly be in flux as more information comes in and more interest is expressed.
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