- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Writing Levels
- Adaptable
- Preferred Character Gender
- No Preferences
- Genres
- Science Fiction, Fantasy, Science Fantasy, Dark Fantasy, Historical, Shounen-ai and Shoujo-ai, Psychological, Steampunk and... well, I'm actually up for most kinds of role plays.
Lurking in the Dark
Everyone knows the stories of the things that lurk in the mists at night. Of creatures that are neither fully of this world, or another, but whose existence is trapped somewhere in between. Some are tall, hulking things, with jagged teeth and bulging eyes. Others are small and nimble, with claws in place of fingers, and leathered skin covered in warts. There are as many variations as there are individuals, but there is one thing we all have in common.
They call us monsters.
For centuries our presence among common man had been a well-guarded secret, and to most we were little more than faded legends, told of in cautionary tales to keep children on their best behavior. They feared us, but because they lacked faith in our existence, we were safe. Or at least, that was what we kept telling ourselves. In truth, as the society around us continued to progress and became more technologically advanced, it was only a matter of time before we would eventually be discovered.
Some of us weren't willing to stand idly by and wait for it to happen. They wanted to act; to rise up against our oppressors and defend our right to exist. And so 17 years ago, in the midst of the annual Wintertide celebrations, they struck. Hundreds of lives were lost in the attack, their screams of terror still fresh in my mind as I think back on the event of that day. Blood streaking the snow covered ground, the heat of fire, and the air thick with smoke as my kinsmen wreaked havoc upon their unknowing adversaries.
And yet for all the damage they caused, in the end, humankind still emerged victorious. What they lacked in raw power, they more than made up for in craftiness and numbers. It wasn't long before they turned the table on us -- all of us, regardless of whether we had played a part in the attack or not.
Indeed, from that day on, life for the children of the mist would never again be the same.
You know that crooked old lady walking past your window every day? Or the ugly little man rummaging through the garbage cans outside that one restaurant? Haven't you always felt that there was…something off about them? The way her heavy coat wraps around those strange bulges around her waist? Or how he always makes sure to keep his forehead and ears covered up? Well, as you've probably already figured out by now, they could very well be one of us. We prefer to call ourselves the children of the mist, but humans know us as monsters.
Because we are so widely shunned, much about our physiology remains unknown. However, it is widely accepted that we all have two states of being; domestic and feral. In our domestic form, we will appear as varying degrees of humanoid. Some of us so much that we are nearly (but never completely) indistinguishable from humans, while others can be easily identified. Nevertheless, every monster has a tell; something that marks them as different; a reminder of their true, feral forms. For some, it is oddly colored eyes or pointy ears. For others, patches of scales on their skin, an extra pair of arms or a forked tongue. These are just a couple of examples.
Every night when the sun sets and the mysterious mists come creeping across the land, our feral form takes over. Like with their domestic forms, what exactly we look like varies greatly between individuals. Some take the forms of hulking beasts; others are strangers yet, adopting the attributes of plants, fungi, or insects. A rare few even seem to have feral forms fashioned out of inorganic materials such as stone or metal, but those are not often seen.
Across the city of Gothendale, the monsters have divided themselves into four distinct factions. These are as follows:
Carnival
Born from a philosophy of hiding in plain sight, Carnival actually had its beginnings as a traveling circus and freak show. Under this pretext, they would tour the land, bringing joy and excitement to towns and villages while providing a home for monsters otherwise incapable of blending in with human society. When the faction eventually grew too large for the nomadic lifestyle to be viable, they set up camp on an abandoned amusement park outside the capital. Their objective has always been to create a climate that would allow monsters and humans to peacefully coexist, and they are the only faction that accepts humans into their midst.
After the Bloody Edensday attack, their choice of living so openly marked them as easy targets for the government as well as hate groups carrying anti-monster sentiments. Many of its members were killed, and more yet locked behind government-sanctioned bars. For a while, it truly looked like the faction was about to meet its end. The only reason they didn't was due to the legendary efforts of their leader at the time; Morgan Farrow.
It was under his guidance that a peace treaty between the government and Carnival was finally created, making them the only monster faction legally permitted to exist. As long as they fully cooperate with the government's demands, that is. In lieu of this, they are often looked down on by the other factions.
These days they no longer travel around, but reside at an amusement park at the outskirts of Gothendale.
The Aristocrats
The Aristocrats are one of the absolute oldest factions and has been around for centuries. Their members are notably difficult to identify, as the vast majority of them appear just human enough to blend in. Yet come midnight when the mist settles, and they turn into their true forms just like everyone else. Similarly to Carnival, they believe that a peaceful approach is the only way ahead, but unlike their more open and honest cousins, they aren't naive enough to actually trust mankind. Instead, they prefer a more subtle approach to bring about change, doing their best to blend in, while manipulating the course of history from the shadows.
As the name suggests, most of the Aristocrats members come from the upper echelons of society. This makes them the smallest, yet simultaneously the most influential faction of monsters. Because they're so very secretive not much is publically known about the faction and its members, and yet based on what little actually is known, they have still managed to garner a reputation of being classist, arrogant, and self-serving snobs among the other factions. They claim to have the best interest of monsters in mind but often fail to see the negative impact some of their actions may have on more marginalized members of the community.
They actually tend to look down on all the other factions, viewing The Rats as filthy savages, and Carnival as clowns. That said, their relationship to Carnival is the strongest, and it isn't unusual for monsters who stand out too much to be part of the Aristocrats, to transfer to Carnival. They are also known to have worked together on several occasions.
The Rats
Founded about sixteen years ago, the Rats are by far the youngest and most hostile of the factions. Born from centuries of accumulated frustration and an intense desire to see real change. Based in the sewers, they try to think of ways that will allow them to remove humans from power. Their objective is to take over, their method is fear and bloodshed. They are brutes who have lost far too many to even consider a more peaceful approach, and will always argue for starting a war against humans.
It was the Rats that perpetrated the attack on Bloody Friday, forever changing the course of history for monsters and humans alike. In consequence, the government began to chase down any monsters that were even so much as suspected of supporting the movement, nearly succeeding in shutting it down upon capturing their leader and founder. These days the Rats are but a shadow of their former self, small and scattered, but certainly still there. Needless to say, they've been causing more than just a little trouble for the MIB throughout the years. Except for in recent months, during which they have been suspiciously quiet. So much so that the government has reason to believe they might be planning something…
The Rats despise the Aristocrats for their obvious hypocrisy and look upon Carnival with pity, viewing them both as victims of their circumstances, and as painfully naive for trying so hard to get along with their oppressors.
They have their base of operations in the sewers under the city.
The Watchers
If the Aristocrats are secretive and therefore largely unknown even to the vast majority of even monsters, The Watchers could be considered straight-up mythological. Legend has it that an ancient group of monsters supposedly built a city underground, creating a secret haven for their brethren. If that sounds a bit farfetched, it's probably because it is. No one in recent memory has actually seen the city, and although many have set out to look for it, they either came back empty-handed -- or not at all.
Nevertheless, it is said that in the olden days, the Watchers would oversee the activities of their brethren on the surface and ensure that they didn't expose themselves to the humans. Monster parents would often scare their children into good behavior by telling stories of naughty monsters who were brought into the Watcher's court and punished for their actions.
Since most doubt the Watchers even exist, it is virtually impossible to tell what they think of the other factions, let alone humans. In the stories, they're often described as mysterious peacekeepers, with eyes and ears in every corner of the realm. They will interfere when and where they see fit, but never in ways that could risk exposing them to the world. They are truly an enigma.
The Monster Investigation Bureau was founded 17 years ago, in response to the Bloody Edensday attack. Their primary objective is to identify, monitor and apprehend monsters. MIB bases are scattered all across the country, but their headquarters are located in the capital, Gothendale.
Although it is in their interest to detain rather than kill, they will not hesitate to neutralize a potential threat if they believe it to be more trouble than it's worth. Only a select few where the monsters are taken after capture, but there are plenty of rumors floating around the staff. Nebulous mentions of a place called 'the facility' and experimentation are not uncommon.
Q: How will the role play be structured?
A: To start off I want to make clear that this will not be a sandbox. The role play will have a chapter-based structure and have a set finish line that I slowly but surely will be herding you towards. However, that does not mean you will have no influence over what happens. What story beats we hit and how I design the overarching plot will largely depend on the characters you create, and what you want to do with them. So please don't be afraid of telling me your thoughts and ideas! As GM, it is my job to make them happen.
Q: How many characters am I allowed to make?
A: Multiple characters will be allowed, but please be responsible about it. Don't bite off more than you can chew! I absolutely do not recommend not taking up more than a maximum of three characters, unless you're absolutely certain you can handle it.
Q: How often will I be required to post?
A: At least once every two weeks. If you have multiple characters, you only need to post the ones that are or are about to be involved with other characters. If you won't be able to meet the deadline, contact me! There will be opportunities for you to have your characters opt-out of a chapter, but I need to know what's going on so that I can plan for it. Inactivity is a disease that spreads among role plays like wildfire – and just so happens to be the most common cause for role play deaths. To prevent this from happening I reserve the right to remove you from the roleplay if your inactivity ends up putting a strain on the flow of the story or the other players. If you don't think you'll be able to post frequently, don't join.
There is no limit on how often you may post.
Q: Should my character have pre-established connections?
A: Yes! Since this will be a relatively sprawling role play with a large cast spread thin over various factions, I will make it a requirement that each character has some kind of pre-established link to at least one other player's character. It can be a shared past, familial bonds, or plans for the future. The sky's the limit, but there has to be something connecting them to the rest of the story and cast. Preferably also to someone outside their own faction.
If you aren't sure who to connect your character to, talk to me and we'll work something out.
Q: What are your expectations in regards to post length?
A: This will be a semi-literate to literate role play, so I will expect at least 2 - 3 good-sized paragraphs. However, I'm a strong believer in quality over quantity, and would rather you write a short post that is meaningful and moves things ahead, than long posts that do nothing. That is not to say that you aren't allowed to write long posts, however! All posts are welcome, provided they add something to the role play.
Q: I feel stuck and don't know what to do with my character. What do I do?
A: Contact me! We can work something out together. Some of the people joining are already going to know each other, other players will be brand new to the group, but I want everyone to feel welcome and included. If you're unsure about how your character fits into everything, please don't hesitate talking to me.
Q: Do monsters have to be based on specific creatures from folklore?
A: Absolutely not! While you certainly can take inspiration from myths and folklore, monsters can look like pretty much anything. So feel free to get creative!
Q: Can my monster have magical powers, like… shooting balls of fire, or levitating objects with their mind?
A: No. Any abilities your monster may have must be directly related to their physiology. A snake monster may be able to spit venom, and a spider monster could create spiderwebs, but monsters aren't really magical as such.
Q: How do monsters age?
A: Monsters do not age like humans. Whenever they are in their feral forms, they momentarily stop aging; physically as well as mentally. This means that a monster that exposes itself to the mists every night will live about twice as long as an ordinary human. How old your character should be very much depends on how many nights they've spent being feral.
Q: How technologically advanced is the setting of the role play?
A: Think 1930s. In certain areas, it will be slightly more advanced, but modern luxuries such as mobile phones or computers have not yet been invented. Radio and broadsheets are the main way people get their news. If they want to call someone, they have to use the landline. Cars exist and are already in relatively wide use, but trains and ships are preferred when it comes to long-distance travel.
Q: How different from our world is the setting?
A: The Role Play will be set in a fictional world that in some way resembles our own, but really isn't the same. In other words, certain things that have a distinct connection to specific real-world cultures may not exist (Anime & Manga for example, or brands like Starbucks and Apple), and some may have equivalents in this world, but they exist under a different name.
The general aesthetic I'm going for is a healthy blend of art deco and dieselpunk, with some gothic undercurrents. The world looks and feels old-fashioned, but since this is also science fiction, certain aspects -- especially in terms of technology -- will be more advanced. Think 1930s with sci-fi, fantasy and horror elements.
Q: Can I make a watcher?
A: Not at the beginning of the role play. There are exceptions though, so if you have an idea and are interested, contact me.
Q: Which faction may I join?
A: All factions except for the watchers are open to everyone. However, I would like to have a relatively even amount of characters in each faction, so keep that in mind when you create your character.
Q: Can I make a character who's an investigator?
A: Yes! Absolutely. As of now I will need at least two investigators before we can start the role play, but if you have an idea, I'm definitely open to allowing more.
Q: Can I make a character that's neither part of a faction nor an investigator? Like, say, a scientist?
A: I don't recommend that you make this your main character, but if you have an idea for what you would like to do with them, I will absolutely consider it.
Q: Will smut be allowed?
A: Yes, I will allow it. However, in accordance with the site rules, players may only write sexual content with members in their own age group. Furthermore, I request that these scenes are written in collaboration posts so that when they are posted they can be put into a clearly labeled spoiler tab. This way anyone who wants to avoid sexual content can do so, and the rest are equally free to partake in it.
Basics
Full Name:
Nickname(s):
Age:
Gender:
Sexuality:
Appearence
Hair Colour:
Eye Colour:
Height(cm):
Body Type:
Scars:
Tattoos/Piercings:
(Remove if human)Domestic Form:
(Remove if human)Feral Form:
Personality
Positive Traits:
Negative Traits:
Likes:
Dislikes:
Fears:
Motivations:
Brief Personality Description:
Life
(Remove if human)Faction:
Occupation:
Marital Status:
Family:
Other Relationships:
Background:
Abilities
Weapons of Choice:
Powers/Abilities:
Skills of Note:
Misc
Anything else you might want to add!
More information will be added within the next couple of days.
You know that crooked old lady walking past your window every day? Or the ugly little man rummaging through the garbage cans outside that one restaurant? Haven't you always felt that there was…something off about them? The way her heavy coat wraps around those strange bulges around her waist? Or how he always makes sure to keep his forehead and ears covered up? Well, as you've probably already figured out by now, they could very well be one of us. We prefer to call ourselves the children of the mist, but humans know us as monsters.
Because we are so widely shunned, much about our physiology remains unknown. However, it is widely accepted that we all have two states of being; domestic and feral. In our domestic form, we will appear as varying degrees of humanoid. Some of us so much that we are nearly (but never completely) indistinguishable from humans, while others can be easily identified. Nevertheless, every monster has a tell; something that marks them as different; a reminder of their true, feral forms. For some, it is oddly colored eyes or pointy ears. For others, patches of scales on their skin, an extra pair of arms or a forked tongue. These are just a couple of examples.
Every night when the sun sets and the mysterious mists come creeping across the land, our feral form takes over. Like with their domestic forms, what exactly we look like varies greatly between individuals. Some take the forms of hulking beasts; others are strangers yet, adopting the attributes of plants, fungi, or insects. A rare few even seem to have feral forms fashioned out of inorganic materials such as stone or metal, but those are not often seen.
Because we are so widely shunned, much about our physiology remains unknown. However, it is widely accepted that we all have two states of being; domestic and feral. In our domestic form, we will appear as varying degrees of humanoid. Some of us so much that we are nearly (but never completely) indistinguishable from humans, while others can be easily identified. Nevertheless, every monster has a tell; something that marks them as different; a reminder of their true, feral forms. For some, it is oddly colored eyes or pointy ears. For others, patches of scales on their skin, an extra pair of arms or a forked tongue. These are just a couple of examples.
Every night when the sun sets and the mysterious mists come creeping across the land, our feral form takes over. Like with their domestic forms, what exactly we look like varies greatly between individuals. Some take the forms of hulking beasts; others are strangers yet, adopting the attributes of plants, fungi, or insects. A rare few even seem to have feral forms fashioned out of inorganic materials such as stone or metal, but those are not often seen.
Across the city of Gothendale, the monsters have divided themselves into four distinct factions. These are as follows:
After the Bloody Edensday attack, their choice of living so openly marked them as easy targets for the government as well as hate groups carrying anti-monster sentiments. Many of its members were killed, and more yet locked behind government-sanctioned bars. For a while, it truly looked like the faction was about to meet its end. The only reason they didn't was due to the legendary efforts of their leader at the time; Morgan Farrow.
It was under his guidance that a peace treaty between the government and Carnival was finally created, making them the only monster faction legally permitted to exist. As long as they fully cooperate with the government's demands, that is. In lieu of this, they are often looked down on by the other factions.
These days they no longer travel around, but reside at an amusement park at the outskirts of Gothendale.
As the name suggests, most of the Aristocrats members come from the upper echelons of society. This makes them the smallest, yet simultaneously the most influential faction of monsters. Because they're so very secretive not much is publically known about the faction and its members, and yet based on what little actually is known, they have still managed to garner a reputation of being classist, arrogant, and self-serving snobs among the other factions. They claim to have the best interest of monsters in mind but often fail to see the negative impact some of their actions may have on more marginalized members of the community.
They actually tend to look down on all the other factions, viewing The Rats as filthy savages, and Carnival as clowns. That said, their relationship to Carnival is the strongest, and it isn't unusual for monsters who stand out too much to be part of the Aristocrats, to transfer to Carnival. They are also known to have worked together on several occasions.
It was the Rats that perpetrated the attack on Bloody Friday, forever changing the course of history for monsters and humans alike. In consequence, the government began to chase down any monsters that were even so much as suspected of supporting the movement, nearly succeeding in shutting it down upon capturing their leader and founder. These days the Rats are but a shadow of their former self, small and scattered, but certainly still there. Needless to say, they've been causing more than just a little trouble for the MIB throughout the years. Except for in recent months, during which they have been suspiciously quiet. So much so that the government has reason to believe they might be planning something…
The Rats despise the Aristocrats for their obvious hypocrisy and look upon Carnival with pity, viewing them both as victims of their circumstances, and as painfully naive for trying so hard to get along with their oppressors.
They have their base of operations in the sewers under the city.
Nevertheless, it is said that in the olden days, the Watchers would oversee the activities of their brethren on the surface and ensure that they didn't expose themselves to the humans. Monster parents would often scare their children into good behavior by telling stories of naughty monsters who were brought into the Watcher's court and punished for their actions.
Since most doubt the Watchers even exist, it is virtually impossible to tell what they think of the other factions, let alone humans. In the stories, they're often described as mysterious peacekeepers, with eyes and ears in every corner of the realm. They will interfere when and where they see fit, but never in ways that could risk exposing them to the world. They are truly an enigma.
Carnival
Born from a philosophy of hiding in plain sight, Carnival actually had its beginnings as a traveling circus and freak show. Under this pretext, they would tour the land, bringing joy and excitement to towns and villages while providing a home for monsters otherwise incapable of blending in with human society. When the faction eventually grew too large for the nomadic lifestyle to be viable, they set up camp on an abandoned amusement park outside the capital. Their objective has always been to create a climate that would allow monsters and humans to peacefully coexist, and they are the only faction that accepts humans into their midst.After the Bloody Edensday attack, their choice of living so openly marked them as easy targets for the government as well as hate groups carrying anti-monster sentiments. Many of its members were killed, and more yet locked behind government-sanctioned bars. For a while, it truly looked like the faction was about to meet its end. The only reason they didn't was due to the legendary efforts of their leader at the time; Morgan Farrow.
It was under his guidance that a peace treaty between the government and Carnival was finally created, making them the only monster faction legally permitted to exist. As long as they fully cooperate with the government's demands, that is. In lieu of this, they are often looked down on by the other factions.
These days they no longer travel around, but reside at an amusement park at the outskirts of Gothendale.
The Aristocrats
The Aristocrats are one of the absolute oldest factions and has been around for centuries. Their members are notably difficult to identify, as the vast majority of them appear just human enough to blend in. Yet come midnight when the mist settles, and they turn into their true forms just like everyone else. Similarly to Carnival, they believe that a peaceful approach is the only way ahead, but unlike their more open and honest cousins, they aren't naive enough to actually trust mankind. Instead, they prefer a more subtle approach to bring about change, doing their best to blend in, while manipulating the course of history from the shadows.As the name suggests, most of the Aristocrats members come from the upper echelons of society. This makes them the smallest, yet simultaneously the most influential faction of monsters. Because they're so very secretive not much is publically known about the faction and its members, and yet based on what little actually is known, they have still managed to garner a reputation of being classist, arrogant, and self-serving snobs among the other factions. They claim to have the best interest of monsters in mind but often fail to see the negative impact some of their actions may have on more marginalized members of the community.
They actually tend to look down on all the other factions, viewing The Rats as filthy savages, and Carnival as clowns. That said, their relationship to Carnival is the strongest, and it isn't unusual for monsters who stand out too much to be part of the Aristocrats, to transfer to Carnival. They are also known to have worked together on several occasions.
The Rats
Founded about sixteen years ago, the Rats are by far the youngest and most hostile of the factions. Born from centuries of accumulated frustration and an intense desire to see real change. Based in the sewers, they try to think of ways that will allow them to remove humans from power. Their objective is to take over, their method is fear and bloodshed. They are brutes who have lost far too many to even consider a more peaceful approach, and will always argue for starting a war against humans.It was the Rats that perpetrated the attack on Bloody Friday, forever changing the course of history for monsters and humans alike. In consequence, the government began to chase down any monsters that were even so much as suspected of supporting the movement, nearly succeeding in shutting it down upon capturing their leader and founder. These days the Rats are but a shadow of their former self, small and scattered, but certainly still there. Needless to say, they've been causing more than just a little trouble for the MIB throughout the years. Except for in recent months, during which they have been suspiciously quiet. So much so that the government has reason to believe they might be planning something…
The Rats despise the Aristocrats for their obvious hypocrisy and look upon Carnival with pity, viewing them both as victims of their circumstances, and as painfully naive for trying so hard to get along with their oppressors.
They have their base of operations in the sewers under the city.
The Watchers
If the Aristocrats are secretive and therefore largely unknown even to the vast majority of even monsters, The Watchers could be considered straight-up mythological. Legend has it that an ancient group of monsters supposedly built a city underground, creating a secret haven for their brethren. If that sounds a bit farfetched, it's probably because it is. No one in recent memory has actually seen the city, and although many have set out to look for it, they either came back empty-handed -- or not at all.Nevertheless, it is said that in the olden days, the Watchers would oversee the activities of their brethren on the surface and ensure that they didn't expose themselves to the humans. Monster parents would often scare their children into good behavior by telling stories of naughty monsters who were brought into the Watcher's court and punished for their actions.
Since most doubt the Watchers even exist, it is virtually impossible to tell what they think of the other factions, let alone humans. In the stories, they're often described as mysterious peacekeepers, with eyes and ears in every corner of the realm. They will interfere when and where they see fit, but never in ways that could risk exposing them to the world. They are truly an enigma.
The Monster Investigation Bureau was founded 17 years ago, in response to the Bloody Edensday attack. Their primary objective is to identify, monitor and apprehend monsters. MIB bases are scattered all across the country, but their headquarters are located in the capital, Gothendale.
Although it is in their interest to detain rather than kill, they will not hesitate to neutralize a potential threat if they believe it to be more trouble than it's worth. Only a select few where the monsters are taken after capture, but there are plenty of rumors floating around the staff. Nebulous mentions of a place called 'the facility' and experimentation are not uncommon.
Although it is in their interest to detain rather than kill, they will not hesitate to neutralize a potential threat if they believe it to be more trouble than it's worth. Only a select few where the monsters are taken after capture, but there are plenty of rumors floating around the staff. Nebulous mentions of a place called 'the facility' and experimentation are not uncommon.
Q: How will the role play be structured?
A: To start off I want to make clear that this will not be a sandbox. The role play will have a chapter-based structure and have a set finish line that I slowly but surely will be herding you towards. However, that does not mean you will have no influence over what happens. What story beats we hit and how I design the overarching plot will largely depend on the characters you create, and what you want to do with them. So please don't be afraid of telling me your thoughts and ideas! As GM, it is my job to make them happen.
Q: How many characters am I allowed to make?
A: Multiple characters will be allowed, but please be responsible about it. Don't bite off more than you can chew! I absolutely do not recommend not taking up more than a maximum of three characters, unless you're absolutely certain you can handle it.
Q: How often will I be required to post?
A: At least once every two weeks. If you have multiple characters, you only need to post the ones that are or are about to be involved with other characters. If you won't be able to meet the deadline, contact me! There will be opportunities for you to have your characters opt-out of a chapter, but I need to know what's going on so that I can plan for it. Inactivity is a disease that spreads among role plays like wildfire – and just so happens to be the most common cause for role play deaths. To prevent this from happening I reserve the right to remove you from the roleplay if your inactivity ends up putting a strain on the flow of the story or the other players. If you don't think you'll be able to post frequently, don't join.
There is no limit on how often you may post.
Q: Should my character have pre-established connections?
A: Yes! Since this will be a relatively sprawling role play with a large cast spread thin over various factions, I will make it a requirement that each character has some kind of pre-established link to at least one other player's character. It can be a shared past, familial bonds, or plans for the future. The sky's the limit, but there has to be something connecting them to the rest of the story and cast. Preferably also to someone outside their own faction.
If you aren't sure who to connect your character to, talk to me and we'll work something out.
Q: What are your expectations in regards to post length?
A: This will be a semi-literate to literate role play, so I will expect at least 2 - 3 good-sized paragraphs. However, I'm a strong believer in quality over quantity, and would rather you write a short post that is meaningful and moves things ahead, than long posts that do nothing. That is not to say that you aren't allowed to write long posts, however! All posts are welcome, provided they add something to the role play.
Q: I feel stuck and don't know what to do with my character. What do I do?
A: Contact me! We can work something out together. Some of the people joining are already going to know each other, other players will be brand new to the group, but I want everyone to feel welcome and included. If you're unsure about how your character fits into everything, please don't hesitate talking to me.
Q: Do monsters have to be based on specific creatures from folklore?
A: Absolutely not! While you certainly can take inspiration from myths and folklore, monsters can look like pretty much anything. So feel free to get creative!
Q: Can my monster have magical powers, like… shooting balls of fire, or levitating objects with their mind?
A: No. Any abilities your monster may have must be directly related to their physiology. A snake monster may be able to spit venom, and a spider monster could create spiderwebs, but monsters aren't really magical as such.
Q: How do monsters age?
A: Monsters do not age like humans. Whenever they are in their feral forms, they momentarily stop aging; physically as well as mentally. This means that a monster that exposes itself to the mists every night will live about twice as long as an ordinary human. How old your character should be very much depends on how many nights they've spent being feral.
Q: How technologically advanced is the setting of the role play?
A: Think 1930s. In certain areas, it will be slightly more advanced, but modern luxuries such as mobile phones or computers have not yet been invented. Radio and broadsheets are the main way people get their news. If they want to call someone, they have to use the landline. Cars exist and are already in relatively wide use, but trains and ships are preferred when it comes to long-distance travel.
Q: How different from our world is the setting?
A: The Role Play will be set in a fictional world that in some way resembles our own, but really isn't the same. In other words, certain things that have a distinct connection to specific real-world cultures may not exist (Anime & Manga for example, or brands like Starbucks and Apple), and some may have equivalents in this world, but they exist under a different name.
The general aesthetic I'm going for is a healthy blend of art deco and dieselpunk, with some gothic undercurrents. The world looks and feels old-fashioned, but since this is also science fiction, certain aspects -- especially in terms of technology -- will be more advanced. Think 1930s with sci-fi, fantasy and horror elements.
Q: Can I make a watcher?
A: Not at the beginning of the role play. There are exceptions though, so if you have an idea and are interested, contact me.
Q: Which faction may I join?
A: All factions except for the watchers are open to everyone. However, I would like to have a relatively even amount of characters in each faction, so keep that in mind when you create your character.
Q: Can I make a character who's an investigator?
A: Yes! Absolutely. As of now I will need at least two investigators before we can start the role play, but if you have an idea, I'm definitely open to allowing more.
Q: Can I make a character that's neither part of a faction nor an investigator? Like, say, a scientist?
A: I don't recommend that you make this your main character, but if you have an idea for what you would like to do with them, I will absolutely consider it.
Q: Will smut be allowed?
A: Yes, I will allow it. However, in accordance with the site rules, players may only write sexual content with members in their own age group. Furthermore, I request that these scenes are written in collaboration posts so that when they are posted they can be put into a clearly labeled spoiler tab. This way anyone who wants to avoid sexual content can do so, and the rest are equally free to partake in it.
A: To start off I want to make clear that this will not be a sandbox. The role play will have a chapter-based structure and have a set finish line that I slowly but surely will be herding you towards. However, that does not mean you will have no influence over what happens. What story beats we hit and how I design the overarching plot will largely depend on the characters you create, and what you want to do with them. So please don't be afraid of telling me your thoughts and ideas! As GM, it is my job to make them happen.
Q: How many characters am I allowed to make?
A: Multiple characters will be allowed, but please be responsible about it. Don't bite off more than you can chew! I absolutely do not recommend not taking up more than a maximum of three characters, unless you're absolutely certain you can handle it.
Q: How often will I be required to post?
A: At least once every two weeks. If you have multiple characters, you only need to post the ones that are or are about to be involved with other characters. If you won't be able to meet the deadline, contact me! There will be opportunities for you to have your characters opt-out of a chapter, but I need to know what's going on so that I can plan for it. Inactivity is a disease that spreads among role plays like wildfire – and just so happens to be the most common cause for role play deaths. To prevent this from happening I reserve the right to remove you from the roleplay if your inactivity ends up putting a strain on the flow of the story or the other players. If you don't think you'll be able to post frequently, don't join.
There is no limit on how often you may post.
Q: Should my character have pre-established connections?
A: Yes! Since this will be a relatively sprawling role play with a large cast spread thin over various factions, I will make it a requirement that each character has some kind of pre-established link to at least one other player's character. It can be a shared past, familial bonds, or plans for the future. The sky's the limit, but there has to be something connecting them to the rest of the story and cast. Preferably also to someone outside their own faction.
If you aren't sure who to connect your character to, talk to me and we'll work something out.
Q: What are your expectations in regards to post length?
A: This will be a semi-literate to literate role play, so I will expect at least 2 - 3 good-sized paragraphs. However, I'm a strong believer in quality over quantity, and would rather you write a short post that is meaningful and moves things ahead, than long posts that do nothing. That is not to say that you aren't allowed to write long posts, however! All posts are welcome, provided they add something to the role play.
Q: I feel stuck and don't know what to do with my character. What do I do?
A: Contact me! We can work something out together. Some of the people joining are already going to know each other, other players will be brand new to the group, but I want everyone to feel welcome and included. If you're unsure about how your character fits into everything, please don't hesitate talking to me.
Q: Do monsters have to be based on specific creatures from folklore?
A: Absolutely not! While you certainly can take inspiration from myths and folklore, monsters can look like pretty much anything. So feel free to get creative!
Q: Can my monster have magical powers, like… shooting balls of fire, or levitating objects with their mind?
A: No. Any abilities your monster may have must be directly related to their physiology. A snake monster may be able to spit venom, and a spider monster could create spiderwebs, but monsters aren't really magical as such.
Q: How do monsters age?
A: Monsters do not age like humans. Whenever they are in their feral forms, they momentarily stop aging; physically as well as mentally. This means that a monster that exposes itself to the mists every night will live about twice as long as an ordinary human. How old your character should be very much depends on how many nights they've spent being feral.
Q: How technologically advanced is the setting of the role play?
A: Think 1930s. In certain areas, it will be slightly more advanced, but modern luxuries such as mobile phones or computers have not yet been invented. Radio and broadsheets are the main way people get their news. If they want to call someone, they have to use the landline. Cars exist and are already in relatively wide use, but trains and ships are preferred when it comes to long-distance travel.
Q: How different from our world is the setting?
A: The Role Play will be set in a fictional world that in some way resembles our own, but really isn't the same. In other words, certain things that have a distinct connection to specific real-world cultures may not exist (Anime & Manga for example, or brands like Starbucks and Apple), and some may have equivalents in this world, but they exist under a different name.
The general aesthetic I'm going for is a healthy blend of art deco and dieselpunk, with some gothic undercurrents. The world looks and feels old-fashioned, but since this is also science fiction, certain aspects -- especially in terms of technology -- will be more advanced. Think 1930s with sci-fi, fantasy and horror elements.
Q: Can I make a watcher?
A: Not at the beginning of the role play. There are exceptions though, so if you have an idea and are interested, contact me.
Q: Which faction may I join?
A: All factions except for the watchers are open to everyone. However, I would like to have a relatively even amount of characters in each faction, so keep that in mind when you create your character.
Q: Can I make a character who's an investigator?
A: Yes! Absolutely. As of now I will need at least two investigators before we can start the role play, but if you have an idea, I'm definitely open to allowing more.
Q: Can I make a character that's neither part of a faction nor an investigator? Like, say, a scientist?
A: I don't recommend that you make this your main character, but if you have an idea for what you would like to do with them, I will absolutely consider it.
Q: Will smut be allowed?
A: Yes, I will allow it. However, in accordance with the site rules, players may only write sexual content with members in their own age group. Furthermore, I request that these scenes are written in collaboration posts so that when they are posted they can be put into a clearly labeled spoiler tab. This way anyone who wants to avoid sexual content can do so, and the rest are equally free to partake in it.
Basics
Full Name:
Nickname(s):
Age:
Gender:
Sexuality:
Appearence
Hair Colour:
Eye Colour:
Height(cm):
Body Type:
Scars:
Tattoos/Piercings:
(Remove if human)Domestic Form:
(Remove if human)Feral Form:
Personality
Positive Traits:
Negative Traits:
Likes:
Dislikes:
Fears:
Motivations:
Brief Personality Description:
Life
(Remove if human)Faction:
Occupation:
Marital Status:
Family:
Other Relationships:
Background:
Abilities
Weapons of Choice:
Powers/Abilities:
Skills of Note:
Misc
Anything else you might want to add!
Full Name:
Nickname(s):
Age:
Gender:
Sexuality:
Appearence
Hair Colour:
Eye Colour:
Height(cm):
Body Type:
Scars:
Tattoos/Piercings:
(Remove if human)Domestic Form:
(Remove if human)Feral Form:
Personality
Positive Traits:
Negative Traits:
Likes:
Dislikes:
Fears:
Motivations:
Brief Personality Description:
Life
(Remove if human)Faction:
Occupation:
Marital Status:
Family:
Other Relationships:
Background:
Abilities
Weapons of Choice:
Powers/Abilities:
Skills of Note:
Misc
Anything else you might want to add!
Last edited: