ミ☆ winnie's plot chambers

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winnie

Protesting summer
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Speed of Light
  2. Multiple posts per day
  3. 1-3 posts per day
  4. One post per day
  5. 1-3 posts per week
Writing Levels
  1. Adept
  2. Advanced
  3. Adaptable
Preferred Character Gender
  1. Male
  2. Female
Genres
fandom, slice of life, modern, fantasy
do not steal pls



DIRECTORY
coding lab | character dump | plot chambers | face claim dump


hello, this is my space to jot down scattered thoughts for roleplays, both group and 1x1, as well as potential story ideas. it's more of a storage thread. pls don't post here. if you have any queries, pm me! can't guarantee all of these ideas will go live, or even make an appearance any time soon, but this is just where i can store my thoughts until then.
 
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RESERVED FOR SMTH
 
RESERVED FOR SMTH ELSE
 
PROJECT: CURSED ORACLE


every post henceforth is in relation to the group roleplay project 'the cursed oracle'.

status ; not yet implemented / in the works
estimated time of implementation ; mid june

 
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TOPIC: ROLES

Child of Iris, Goddess of the Rainbow and Messenger of the Gods
power ; telepathy & scrying
the child of iris has the uncanny ability of projecting their thoughts onto others

Child of Asclepius, God of Healing and Medicine
power ; regeneration & healing
the child of asclepius can tba

Child of Harmonia, Goddess of Harmony and Concord
power ; accord manipulation & peace inducement
the child of boreas can tba

Child of Morpheus, God of Dreams and Sleep
power ; dream walking & sleep inducement
the child of morpheus can tba

Child of Bia, Goddess of Power and Compulsion
power ; remote possesion & subliminal messaging
the child of bia can tba

Child of Erebos, God of Darkness and Mist
power ; shadow travel & fog generation
the child of erebos can tba

 
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TOPIC: LORE & setting

THE CABINS
every cabin is devoted to a god or goddess and their demigod children reside there. there are even honorary cabins, that belong to those gods and goddesses that do not have children, such as hera and artemis. the cabins appear to be a two storey villa, and inside each is a small lounge with a fire place and couches. it doesn't seem that big on the outside but it is quite spacious on the inside. each floor has six rooms which house two people each. electronics are discouraged at camp since it attracts unwanted attention and alerts monsters of demigods whereabouts.


LAKE ICHOR
one of many lakes in the camp, mainly because it is the largest and also is home to the didymaion grove. nature and water spirits can often be found either close to or in the lake but they are harmless. in fact, they help out at camp. several activities take place around the other lakes in camp, but lake ichor is off limits unless someone wishes to approach the grove in the center of the lake.


THE DIDYMAION GROVE
the didymaion grove is where one goes to get a prophecy for a quest. the tress whisper and present you with words that will help you on your way. the grove knows when someone seeks a prophecy, and only then will it speak. otherwise, there is absolute silence. as of late though, there have been no voices from the trees, despite the urgent need of a quest.


THE DINING PAVILION
the dining pavilion is where everyone eats. all three meals are provided, along with two snack breaks ; one after breakfast and one after lunch. people can sit wherever they please and the food is served by nymphs, dryads and satyrs, all nature spirits and creatures that are devoted to helping the camp. they are very friendly though, and often join the campers for some meals.


THE ARENA
the arena is used mainly for duels and sword fighting practise. a lot of sparring is done here, but other tournaments take place here as well, not just pertaining to sword fighting. there are rows of rock, shaped to appear like extremely long benches, so that people may sit and witness whatever happens in the arena.


THE PIT
every friday and saturday night, there is a bonfire that takes place at the pit where there are campfire games and singing. every friday before the bonfire is usually a game of capture the flag, while every saturday before the bonfire, on cabin is tasked with forming a new activity/competition that the rest of the camp takes part in.


THE AMPHITHEATER
the amphitheater is supposed to be used for productions and plays, but as of late is has mostly become a meeting ground when the camp director has something to announce.


THE ARCHERY RANGE
for campers to practise archery.


THE LOUNGE
the lounge is a place for campers to unwind and relax. there are plenty of normal sports grounds inside the lounge, like basketball or tennis, and there are recreational activities as well like gaming machines, darts, foosball. there are very few electrical appliances, so not many video games, but there are other things like board games.


THE TRAINING GROUNDS
the training grounds has a number of different obstacles that helps a camper improve various skills. it is also another place one can spar.


THE CLIMBING WALL
for campers to enhance their agility and speed.


THE WEST WOODS

the west woods are used for a number of camp activities, like capture the flag. it is also home to the boulder of hephaestus and the eye of delphi [see below]. all the nature spirits and the satyrs reside here.


THE EAST WOODS
the east woods are forbidden for all to enter. someone had attempted to explore it a long time ago, but never returned, and since then, anyone that has ventured inside, has never been known to come back. there's at least twenty feet of free land from the entrance of the woods, as the camp director decided it was best nothing was nearby. the whole area has a very eerie vibe to it and nobody's really that keen on entering anyway, after getting a look at it. nobody even knows how far it stretches.


THE CELESTIAL GARDENS
tended to by some of the demigods with an affinity for nature, the celestial gardens grow a number of fruits and vegetables, as well as flowers and godly plants that help tremendously for healing purposes.


THE NATURE LABYRINTH
also dubbed the 'above ground' labyrinth, this is not nearly as deadly as the labyrinth built by daedalus but one could still get lost. it is large, with many twists and turns, and nobidy truly knows how it came to be since it was not sculpted by demigods, nor placed there when camp was first set up. it was just always there. it is unknown if the whole maze has been fully explored since people keep finding new places and things. it is rumored to have the actual entrance to the actual labyrinth -- the one underground and built by deadalus. however, if this is true, nobody has found it.


THE STABLES
tba


THE FORGES
tba


THE ARMORY
tba


THE EYE OF DELPHI
tba


THE BOULDER OF HEPHAESTUS
tba


THE CONSUL'S GATHERING
tba

 
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THIS MARKS THE END OF THE CURSED ORACLE PROJECT
 
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PROJECT: OCTEM


every post henceforth is in relation to the group roleplay project 'octem'.

status ; implemented / failed / keeping for possible story idea
estimated time of implementation ; n/a

 
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topic: synopsis

Octem. A divided world that has seen many leaders, and in turn, many wars. The people of Octem were once raised to have special abilities, courtesy of the Giving Tree. They were to use these special abilities, to work a particular field, and do all they could to keep their world hidden, and most importantly, keep their world safe. Those stories you hear about witches, warlockes, vampires, they're all true. Of course, they never reveal themselves to the humans. For years, they've been wanting to take the people of Octem for themselves, in order to get to the Giving Tree at the center, which could grant them more power than it could to the normal people of Octem. So, these citizens were raised to believe that other species were a threat to their peaceful living, and for that, they needed to be hunted.

The world order has never changed, with everyone having a similar upbringing. Of course, somewhere in between, amid the numerous wars, the people of Octem decided that having one leader wasn't enough. And so, they divided Octem into eight fractions, each one speciailising in something different to contribute to the safety of their world. The fractions have peace with each other, but as always, there is politics, and there are rumours that people are stirring, forming a rebellion so that Octem can go back to what it once was, instead of staying divided. Everyone wants power, but not everyone can get it.

The divison of Octem was a big moment in history, but a bigger moment for nine young children. They had been a group, when younger. A bunch of friends, always together, always having fun. But the division forced them apart and they never saw each other again.

That is, until one of these nine children, now grown up, goes missing, and the rest of the eight begin to notice that something is wrong with them. They have the abilities that the Giving Tree gave them, but they have other abilities as well... Abilities that, as far as they knew, belonged to the supernatural, the monsters they were supposed to hunt.

They have no explanation for it, but they need to hide it as much as they can. Each of them receives a letter, asking them to come to the Giving Tree in order to understand the meaning of this. Once friends, the eight must meet again. Will they reconcile? Will there be differences? It's hard to tell. But the most important question of all?

Are their lives in danger?


 
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TOPIC: LORE & setting

THE GIVING TREE
the giving tree is the source of octem's power. it was the first thing standing, before things were slowly built around it. it holds immense power, and forms a shield around all of octem, keeping it hidden from other species and the other humans of the world. the sap from the giving tree is what gives the residents of octem their powers, depending on what division they come from. there are keepers in charge of taking care of the giving tree and to harm it in any way, is one of the biggest crimes.


THE COUNCIL OF ELDERS
the council of elders is made up of one representative per division. they oversee matters among all the divisions and engage in trade or alliances, if ever needed. their headquarters is at the top of the tallest tower right at the center of omenia.


OMENIA
omenia is the city center, the heart of octem that contains the headqarters for the council of elders, as well as the main hub for the railways. omenia also has various shops and stalls. it can only be accessed by civilians from eight in the morning to six in the evening. after that, citizens must make use of the shops, stalls and restaurants in their own division. the council of elders can access it at any time.


TRANSPORTATION
citizens of octem travel through the railways that are both overhead and underground. the railways will not cross over into other divisions directly. in order to do so, people must first get off at the main hub in omenia, and then take the train to the division they wish to go. entering another division is usually discouraged, unless for official business. usually, before getting onto the train, an access key will be required. unless a pass has been given by an official, a citizen will not be allowed to board the train to another division.


REPRESENTATIVES

DIVISION 1 REPRESENTATIVE
Zachary Levi

DIVISION 2 REPRESENTATIVE
Anabelle Lewis

DIVISION 3 REPRESENTATIVE
Jacobi Asakhov

DIVISION 4 REPRESENTATIVE
Hailey Kowalski

DIVISION 5 REPRESENTATIVE
Anders Vincenzo

DIVISION 6 REPRESENTATIVE
Genevive Castillo

DIVISION 7 REPRESENTATIVE
Michael Langley

DIVISION 8 REPRESENTATIVE
Aria Jansen

 
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TOPIC: species

VAMPIRES
Vampires need blood to live, and naturally, human blood is the best, but they can survive off of animal blood as well. Vampires are not immune to sunlight but after a treaty with the warlocks, they received charmed rings that would allow them to walk in daylight for a certain amount of time each day. Vampires have enhansed senses, speed and strength, and some vampires have telekinetic powers, though it is quite rare.

= In terms of the character that inherits the traits of a vampire, since they wouldn't actually be one completely, they will be more vulnerable and very sensitive to sunlight. This character would also have telekinetic power and a mild thirst for blood, but not overwhelming, and they would still be able to eat human food.


WEREWOLVES
Werewolves live in packs, around Octem. Werewolves eat most anything, but prefer meat. Werewolves can, for the most part, phase at will once they've mastered the ability, however when it's a full moon, even the most controlled werewolf will be unable to stop themselves from changing. It lasts a whole night. When they get angry, there is also a possibility for phasing, for those that have less control.

= in terms of the character that will inherit the traits of this species, they will find that they will be more aggressive, especially on full moon nights. They will also have incredible strength, more so than others, but are weak when near silver. the character will only be able to phase when angry or on full moon nights.


FAIRIES
Fae people appear like normal humans, but are exceptionally good looking. They generally have mischievous behaviours and one physical feature of theirs is usually different, like a different eye colour, or slightly pointed ears. They eat normal food like any other humans but they do get cravings for sweets ever now and then and when they satisfy their craving, they can get a bit more devious. Fairies, being quite mischievous, are quite persuasive naturally and are great tricksters.

= the character that inherits the power of this species will have an ability known as lie detection. Since fairies are quite mischievous, this will allow the character to be able to tell whenever a person is lying, and apart from this, the character will also develop a taste for sweets. this chracter will also be able to persuade people using something known as charmspeak.


BANSHEES
All banshees look like normal humans all the time. They have the ability to tell when a person is going to die and they also can kill people with a sonic scream that they emit. Banshees have been known to be primarily female but a male banshee is not unheard of, around Octem.

= the character inheriting the traits of this species will be able to sense when someone nearby is going to die, but they won't be able to tell who it will be exactly. They can also, to an extent, communicate with the dead. apart from this, they have enhanced hearing and a sonic scream that may not kill people, but can incapacitate them.


WARLOCKS
Warlocks are magical beings. They too appear human but they practise spells and magic. All Warlocks are required to keep a wand which is the source of their power. It is merely to keep their power strong when casting spells, they do not use it for every day tasks. If a wand is broken -- and it takes a lot for a wand to break since it isn't ordinary wood -- a Warlock will be unable to continue practising magic.

= the character that inherits the trait of this species will be able to cast spells -- but not all spells. The most they can do is healing, and the ability to control one of the four elements, apart from fire. they do not require a wand like other warlocks, as the spells they can cast is limited, and one of their weaknesses is fire.


SIRENS
Sirens are creatures that live in the lakes that surround Octem. They are known to be quite beautiful, but can also be quite devious in the way they use their incredible singing voices to lure their prey to their death. They are quite strong, and sirens can be both male and female. They are, however, allergic to most metals, and can thus be harmed easily if they aren't seated among the rocks in the middle of the lake, where they can't be reached.

= the character that inherits the traits of this species will include the incredible singing voice, that will put people in a trance and allow the character to move around unnoticed till the victims wake up from their trance. The character will also have an affinity to water, finding healing powers in it and being able to control it slightly.


SHAPESHIFTERS
Shapeshifters come in two types. There are those that can transform into animals. They have the ability to communicate with animals in their human form and animal form. The other type of shapeshifter is one that can transform into other human beings, but only ones they have seen before. Once they do, they only gain the person's appearance, and nothing more. If not changed back within a certain time period, it can become harder to change back later, and this applies to both sets of shapeshifters.

= the character that inherits the abilities of this species, will include the power to change their form into another, mainly animals. It would be easier, however, for them to simply change a few of their features, like their hair, or nose, etc. The animal they change into can only be one, not all like most shapeshifters.


NYMPHS
Nymphs can be male or female. When born, they are given a small vial that contains a part of their family tree -- in the literal sense -- which acts as their life source. If they are away from that life source for too long, they will become mortal and they could possibly die. Tree Nymphs control most nature and earth related sources.

= the character that inherits the abilities of this species will gain influence over nature, the ability to control it to an extent. they will also be able to heal with plants, but will not require a life source as they are not true nymphs. They have a weakness for fire, as it burns away nature and harms it quite a bit.

 
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TOPIC: the divisions

Octem was divided into eight parts, also known as divisions, with each one specialising in a particular field. They are as follows:

DIVISION 1: MEDICAL
This division contains some of the smartest in Octem. They contribute to producing some of the most important medicines and serums that the residents of Octem need if ever injured or ill. The people here are natural healers and receive such abilities from the Giving Tree.

DIVISION 2: TECHNOLOGY
The next division with smart residents. They focus on the technology that is present in all the divisions and make sure that electricity is supplied to all the divisions. They are primarily respnsible for making sure they aren't attacked electronically. The people here receive immunity from being electrocuted or burned from the Giving Tree.

DIVISION 3: INTELLIGENCE
This division focuses mainly on research. They are the ones that retain almost all the information of how Octem came to be so they can help the council of elders make decisions for the future, while also helping the technology and medical divisions respectively. The people here all achieve a power that allows them to retain everything they see or read, like a photographic memory, from the Giving Tree.

DIVISION 4: AGRICULTURE
This division is focused on providing fruits, vegetables, grains and other food items to all the other divisions. These people are hard workers with great stamina as they work for long hours every day. The people here are granted an ability from the Giving Tree, to make sure their crops never rot.

DIVISION 5: TEXTILES
The textile division is focused on providing most necessities like clothes to the other divisions. They are heavily relied on, producing the basic necessities. This division is relatively poor, compared to the intelligence divisions, and comes right along with the agriculture division. The people here were granted a power from the Giving Tree that allowed them to work at an increased pace so they could get more finished in a day.

DIVISION 6: MINING
The mining division is again, one of the poorer divisions, as it contains the most number of unskilled workers. They work in the mines, recovering minerals and other things, while also digging out tunnels that act as Octem's main transport system. The people from this division were granted powers that relate to earth manipulation, so they can prevent the tunnels from crashing down on them, and minimise injuries. It also helps them identify where all the minerals and valuables lie.

DIVISION 7: ARSENAL
The people from these division are skilled with most weapons as they are the ones that make it from scratch. They know what each thing does in a specific weapon and are the driving force behind the defense division. People from this division were granted the ability to create force fields, to protect themselves while working and prevent fatal injuries.

DIVISION 8: DEFENSE
The defense division is one that keeps Octem safe, and their have the best warriors, those that are well built and can carry their own weight. People here are trained in combat and practise every day till they are eve called upon. They're basically soldiers, disciplined harshly into doing only what the council of elders tells them to do. The Giving Tree granted the people here with enhanced strength, so they could wield all weapons and shields and hold their own in battle.

 
this marks the end of the octem project
 
PROJECT: good old days


every post henceforth is in relation to the group roleplay project 'good old days'.

status ; implemented / ongoing
estimated time of implementation ; n/a

 
topic: synopsis

In high school, you were the best of friends. All seven of you, though different, came together because of one person. And his name is Adrian Kane.

Well, his name was Adrian Kane.

Your group of friends was well known by everyone in school and out of it. You may not have been the popular socialiser but people knew who you were anyway. You all had your own niche, but you all had your wild sides too. You all shared a lot together. Tears, romance, and of course, lots of in house drama.

After high school, a lot of you went your separate ways. Some of you may have kept in touch. Some of you probably left that life behind to pursue your career. But now, five years later, you find yourself all coming together again due to the mysterious death of the very successful Adrian Kane.

In his memory, all six of you remaining decide to head up to a beach house you used to hang out in as teenagers. It used to belong to Adrian. You decide to spend a week there and catch up, though the main aim is to disperse his ashes into the ocean, like he had always declared he wanted.

Now that you’re all back together again, will secrets you’ve kept hidden come out? Will pent up feelings bubble to the surface? The possibilities are endless...

 
this marks the end of the good old days project
 
PROJECT: the students of westbrook


every post henceforth is in relation to the group roleplay project 'the students of westbrook'.

status ; implemented / crashed and burned and swept away
estimated time of implementation ; n/a

 
topic: synopsis

Welcome to Westbrook, a part of land in the middle of a large forest that is dedicated to keeping supernatural species away from the real world, until they can master their powers and control their urges. Westbrook is like a town of its own, surging with people from all walks of life... The supernatural life, that is. It contains shops, homes, restaurants and all the things you'd find in a normal suburban town. And on the outskirts, closer to the forest line, is Wesbtrook Academy, the school for those supernatural creatures. Once graduated, you'd be free to travel the world, as long as you stick to the word of the High Council.

The High Council is a group of Elders -- one from each species that exists in Wesbtrook. They oversee the town and they make the rules. Break one, and you will face punishment. Break two, and you will face immediate death. A town full of supernaturals is hard to control, so extreme measures have to be taken.

But those are just minor hiccups in this lovely town. You're all here to learn and to have experiences at Wesbtrook Academy. Put aside those rumours of something more dangerous that haunts the woods around your school castle, and focus on getting through the school year that will most likely be packed with action and a lot of drama.

 
topic: classes

These are the classes offered to all students. Section A is filled with the mandatory classes while Section B contains electives. Every student must take a minimum of two and a maximum of four electives.

SECTION A
- English (Spoken and written)
- Wildlife Survival 101
- Stealth and Agility
- Team Sports
- World History

SECTION B
- Beast Taming
- Cultural Studies
- Dueling
- Spell-Casting
- Human Psychology
- Astronomy
- Home Economics
- Healing

 
topic: activities

Like any ordinary school, Westbrook Academy tries to give its students the proper experience with various sports teams and activities, though not all sports and activities are things that normal humans participate in. Students are allowed to be in up to three clubs and can participate in up to three sports.

SPORTS/ACTIVITIES
- Soccer
- Basketball
- Pegasus riding
- Capture the Flag
- Swimming (water nymphs and water elementals have a separate competition)
- Chariot Racing
- Cheerleading
- Gymnastics
- Dueling
- Hunting

CLUBS
- Photography club
- Music club
- Theater club
- Human studies club
- Cooking club
- Support club (like a support group to vent)
- Friendly Alliances club (where species that aren't friendly come to make peace if they wish to)
- Hiking club
- Gardening club
- Writing club
- Reading club
- Debate club

 
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