Nav's Dump

Discussion in 'THE TEST CHAMBERS' started by Nav, Aug 11, 2016.

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    Hatred and prejudice will never be eradicated; witch hunts will never be about the witches.
    The King's Speech
    You gather before me today, my lords, my gentleman, to listen as I fully open my views and intentions. The constant employment of my thoughts and the most earnest wishes of my heart, tend wholly to the safety and happiness of my people, to re-establish the order and tranquility of Brandkast, of whole Merith. You have seen the fruits of present disorders in a land rampant with these savages, these spawns of leviathan raised from hellish ancestry from behind the Veil, these so called Acerbus. The Acerbus whose humanity they once possessed flickers out from within them, leaving them empty, inhuman husks. They kill or men, women, and children, and I have stated to you the measures which I mean to pursue for suppressing them, nay, eradicating them. Whatever remains to be done, that may further contribute to this end, I commit to your wisdom. My most elite, these Orions as they are named, have started their ride across the lands. As bloodthirsty as the Acerbus themselves, they shall quench and extinguish these animals like the vermin they are. And I am happy to add that, as well from the assurances I have received, as from the general appearances of the affairs in Merith, I see the Orions have been successful in their summer's ride. I have ordered the proper estimates for the ensuing season to be laid before you; and I rely on your affection to me as King and your resolution to maintain just morals of this kingdom, for such supplies as the present circumstances of our affairs require. Success aside, Acerbus strongholds continue to exist amongst unavoidable ill consequences of this rebellion that has spurred amongst their ranks and for this reason, I bid war upon the Acerbus and all those who support their demoniacal way. No regret affects me more sensibly than the extraordinary burden which it must create upon my faithful subjects, but I need not dwell on the fatal effects of the Acerbus. Nigh is a time of peace; now is the time of the sword, my lords.
    -King Sephiran, 1519, in an address to his Royal Court ​
    Overview [Side=right]Level: Detailed Genre: High Fantasy, Medieval Secondary Genre: Survival Scale: 4-8 players Pace: Medium. One post expected per week. [/Side]
    1514, the veil between life and death has been broken, carpeting the Earth in new magic and a thousands of half-living creatures named Acerbus. These Acerbus look, and quite often act, human, but are incredibly powerful creatures that come in a variety of flavours. Separated by element, all Acerbus are able to control one of five elements, each possessing unique powers. Most of these creatures live relatively harmless lives and seek endlessly to integrate into humankind, yet the King, King Sephiran, trying to quench a revolt bubbling in his subject over high taxes, starvation, and disease, turns the common man's eyes to the Acerbus: accusing them of being evil magical entities that have disrupted the cycle of life and have angered the Gods. Now the year is 1519 and a war against the Acerbus had been declared by King Sephiran. He has trained and sent a métier cavalry, dubbed The Orions, throughout the kingdom of Merith in search of capturing and killing these creatures like animals, like vermin. Hundreds of Acerbus have already been eradicated by this elite force of soldiers, and the remaining few have fled into underground villages or under the shelter of the elves, some of whom have opened their dwellings in secret to the Acerbus. Others still have turned to fight for their freedom against King Sephiran's armies, but often die at the end of a blade. The people have abandoned the Acerbus, the kings have abandoned the Acerbus, The gods have abandoned the Acerbus; precious few friends exist, but so long as their is a heartbeat in their chest... the Acerbus are alive.
    Who Are You? As one of the last few hundred Acerbus remaining in the kingdom of Merith, you are hungry, terrified, and fleeing for you life from the Orion Knights who remain in your constant pursuit... biting, and biting away. You are hiding in the wild, in an elven village, in an underground refugee camp speculating how long until the Orions sweep through when, rather abruptly, a letter shows up. Perhaps it is nailed to your front door, or folded on your dining table, or slipped under the flap of your horse's saddle... but it appears, seemingly out of nowhere, inviting you to a meeting. There are precious few details, aside from a meeting place and the closing line A Friend, but in a world where the road is paved with enemies, friends are going extinct. The question remains: do you go? You are tired of running; you decide you must.
    The Letter​
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    #1 Nav, Aug 11, 2016
    Last edited: Aug 11, 2016
    • You Get a Cookie You Get a Cookie x 1
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    Please use this thread for your every Out of Character discussion need.
    • Please note that all site & roleplay rules apply.
    • Questions & concerns may be directed to @keloryn here, or in a private PM.
    • As GM of this roleplay, I reserve the right to enforce all site & roleplay rules. c:
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    Four easy steps to applying:
    Step 1: Read everything. This includes all the tabs above, especially the rules. Decide if this is a roleplay for you. If it is, proceed to Step 2.
    Step 2: Fill out the following Character CS sheet using the code provided. More detailed instructions are provided within the CS itself. Real images and digital paintings are preferred for reference images. Please do not use anime images, as this disrupts the realistic feel of this roleplay setting. You may post your CS as a work in progress (WIP), but please make a note of the WIP status above so I know not to review it.
    Step 3: Wait for Nav's review. Once reviewed, Nav will PM you the status of your application.
    • Acceptance - Congratulations, your character has been accepted into the roleplay and you are welcome to begin posting at any time!
    • Revision - Your character is almost ready to be accepted, but a few changes must be made to your character sheet. Once you have rectified the issues, please reach out to Nav and she'll review again to make sure all is in order.
    • Rejection - I'm sorry, but your character is not compatible with this roleplay. If you would like to know more specifics, please reach out to Nav in PM and she will explain the decision.
    Step 4: Roleplay like a boss.
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    #3 Nav, Aug 11, 2016
    Last edited: Jan 15, 2017 at 8:14 AM
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    The Acerbus

    Since the dawn of time, both elves and men, when they died, would have their souls transported behind the Veil that separated life from death; the veil provided an afterlife of sorts, though no Acerbus can remember what their existence was like on the other side and possess only incomplete memories of what their first lives had been like. After the cutting of the veil, thousands of Acerbus escaped before the veil closed again, blanketing Merith in human-like bodies, though with extensive and unique elemental powers. Their bodies are weak, like the living, and are susceptible to pain, damage, hunger, thirst, desires, and death in all the same way mortals are. They are a breed that is both feared and loathed by men and, to a lesser extent, elves. Like animals, they have been hunted and slaughtered in droves by an elite calvary dubbed the Orions. How an Acerbii's element was chosen upon their release of the Veil seems to be tied primarily to their personality type, as general personality traits are often seen with each elemental type; however, exceptions are always exist.
    • Warrior, builder, leader - Metals are ambitious, self-confident, deliberate, and long-range thinkers. As such, they believe in constant technological improvement. While they make excellent leaders, they tend to lead by example and less by voice. They are known for being a bit aloof, but are incredibly balanced individuals both mentally and spiritually. They believe in cut and dry concepts, especially in cases of right or wrong and winner or loser. Their powers include shaping and creating metals, liquify metallic substances without heat, build nigh unbreakable weaponry, and manipulate the movement of rock to a lesser extent.
    • Moderate, passive, and cultivator - Earths tend to be more concerned about their own problems than the problems of others. They can be a bit stubborn and set in their ways at times, but make great friends to those they trust. Overall, Earths tend to be content with letting life pass them by and don't get wrapped up in the "big picture." As such, they are probably the group with the least amount of individuals captured by the humans because they prefer a hermitized lifestyle. Their powers include controlling and manipulating earth and rock, reshaping landscape, create earth minerals, growing plants, and healing small animals.
    • Vagabond, prankster, adventurer - Air is commonly seen in individuals who are carefree and fun-loving, but known to be a bit disobedient. This doesn't make them necessarily bad or immoral people, but they do like to bend the rules a little. As people go, they tend to have short attention spans and get restless if they stay in one place for too long. As such, they are known for being incredibly nomadic and can be a bit flakey when it comes to keeping schedules. Their powers include manipulating air, wind, and gas, traveling on wind currents, controlling certain extreme weather conditions like tornadoes, and removing oxygen from an area of their choosing to suffocate a living creature.
    • Cultivator, compromiser, and phlegmatic - Waters are calm, "go with the flow" individuals that rarely get swept up in their emotions. They tend to be seen as maternal or paternal figures and are usually very passive, often to the point of being push-overs. Waters have a very clear sense of morality, justice, and custom, but are also very accommodating. They are considered the warm-climate cousins of the Ice element. Their powers include manipulating and controlling water in any form (although solid form can be very energetically taxing), breathing underwater, dehydrating other animals or plants to death, and healing.
    • Defender, avenger, and entrepreneurial - Despite what many people think, Fires are not often quick to anger. They are the type with strong emotions that display them as they are felt. That said, they are incredibly passionate and driven individuals, especially when they have their mind set on a goal. They are confident and eager, sometimes to a fault, but make up for it in sincerity. Their powers include being able to start and manipulate flames and heat, melt things, control explosions, and burn things. They can also steal heat from other living creatures to effectively freeze them to death.
    • Quiet, informant, deceptive - Shadows are the smallest group in number and the least understood of all the elements. They are incredibly quiet and would much rather keep to themselves than meddle in the affairs of others. While they do tend to have sadistic elements to their personality, this does not necessarily make them outright evil. They enjoy, above all else, spying and have been known to be informants and moles throughout history. Their powers include controlling shadows, animating one's shadow, night vision, blocking out light in a certain area, and teleportation via shadows.
    • Peacekeeper, crusader, luminary - Arguably the most humble of all the elements, Lights are incredibly loyal and strongly believe in the goodness of all creatures. They often possess a very abrasive form of self-loathing and tend to be thought of as borderline bipolar. Nevertheless, they tend to be some of the smartest individuals and enjoy spreading their knowledge. They are incredibly effective peacekeepers and will never skip an opportunity to quench a fight. Their powers include manipulating existing energy, releasing energy in the form of heat or light, steal energy away from other creatures, and dole out life energy for healing purposes.
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    The Elves

    For the extent of written history, the relationship between the Elves and the humans has been a tense one and the two have never entirely lived at peace with one another. The elves, an often diplomatic, but harsh society, is renowned for the obedience of their civilians under their former king, which once ruled a glorious elven empire. Unfortunately, under the violent expansion of King Sephiran’s armies, the Elven Empire crumbled, leaving behind only remnants of its existence. Pockets of elven communities are draped all throughout Merith, though elves are often treated with disdain and disgust by their human counterparts, and strict rules and regulations against elves have been sent in place preventing elves from rising in political power, worshiping their religions, and even visiting certain parts of cities. Like the Acerbus, they often lead lives like refugees, though pride in their race often prevents them from working together with the Acerbus against a common foe. They once had their own language, identity, rituals, and magic, but most of the Elven culture has been extinguished. Elves live extended lives, some of the eldest being four-hundred years old or older, but only the young can reproduce, ergo, the elves are an aging population that will, most likely, go extinct in time.
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    The Men

    While physically the weakest of the three humanoid species, men have wrought the world in the most pain and bloodshed. Rules by a long string of merciless rulers, men have waged war against anything and anyone who can be described as "not us." By far the most advanced in terms of military technology and warfare tactics, the kingdom of men have dominated Merith and the King Sephiran rules as the sole royal after crushing the Elven royal kingdom and pulverizing the weak nation to dust, essentially stripping elves of their identities in the process. With the elves reduced to rubble, King Sephiran has scapegoated the Acerbus for prolonged poverty, starvation, and illness of his people, allowing him to assemble and train an elite calvary for the sole purpose of seeking and slaughtering the Acerbus: The Orions. Humans have built incredibly formidable fortified cities that dominate the Merith landscape though only the select few live lives of luxury as the common man lives in squalor, fighting starvation, and blaming Acerbus for their unfortunate situations.
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    #4 Nav, Aug 11, 2016
    Last edited: Jan 15, 2017 at 8:18 AM
    • Nice execution! Nice execution! x 1
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    [​IMG] An overwhelming cold climate, Merith is gripped in long winters and short summers. The long, cold, dark winters choke out the land with heavy snowfalls, thick ice, and dismal temperatures. Spring and summer are mild, but short, though allow for cultivation of a variety of grains, fruits, and vegetables. Winds are prevalent and heavy year around with frequent precipitation, whether that be in snow or rain. Cities are most common along the central belt of the kingdom where the climate is most predictable and humane. The far North is blanketed in ice year-round, making it a harsh and hospitable land and the far South is prone to intense and unpredictable weather patterns.
    Map of Merith
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    [Row][Column=span3][​IMG][/Column] [Column=span2][Border= 1px solid #727e59]Sorvan City Sorvan City once belonged to the Elves and existed under the name Ehlark, but was burned to the ground in a territorial spat between King Sephiran's army and the elves of Ehlark. The men rebuilt the city on top of the rubble, dubbing it Sorvan City. While now under the control of King Sephiran, the elves have continued to reside in Sorvan city, often alongside refuge Acerbus. [/Border][/Column] [Column=span3]The city of starting for our roleplay, Sorvan City will home most of Merith's remaining Acerbus. The city is ideal for refugees because the original Ehlark sewer system still exists below the city, allowing for passage or escape. Most of Acerbus have flocked to the safety of Sorvan City, often living below the good graces of elven families willing to harbour them... for a price. Sorvan City is also home to the infamous pub: The Golden Scribe, which is rumoured to be ground zero for a revolt beginning to simmer against the reigning monarch.[/Column] [/Row] [Row][Column=span3][​IMG][/Column] [Column=span2][Border= 1px solid #727e59]The Golden Scribe An elven pub, the Golden Scribe is the North Star of Sorvan City. A large, old building brimming with strong, Sutton vodkas and flowing ales, it certainly does not possess a healthy reputation. The Golden Scribe booms with entertainment, ranging from card games, Jongleurs playing their instruments, and women selling themselves for an evening. [/Border][/Column] [Column=span3]The pub, doubling as an Inn, was built on top of an entry point to the original sewer system back when the city was still Ehlark. For this reason, the pub has been rumored to have grassroot movement tendencies. The original pub Golden Scribe pub that existed prior to the great Ehlark fire was the scene of a revolt against a wealthy baron choking the elven city and citizens often rumor that another movement is cooking below its roof: a revolt against King Sephiran. Though that is just hearsay, right?[/Column] [/Row] [Row][Column=span3][​IMG][/Column] [Column=span2][Border= 1px solid #727e59]Brandkast The royal city, Brandkast is an impressive fortress that houses Merith's king and most elite. The walled city is the hub of all political and military action in Merith and it is generally believed that it hosts more jail cells than it does pubs. An ominous hum rumbles all throughout the city, especially in recent years as public hangings become increasing prevalent. [/Border][/Column] [Column=span3]The walled, royal city is plopped dead-centre in the heart of the Merithian Kingdom and hosts the extravagant royal palace. Elves rarely venture into the city walls, claiming the streets thirst for blood. Likewise, Brandkast is a place Acerbus fear to tread for the city is a hub of activity for the Orion knights. Once captured by Orions, Acerbus are often transported to Brandkast to be hanged in the public square. Their corpses are left to dangle and rot as a reminder of the laws against harbouring Acerbi, and the punishment for breaking those laws. [/Column] [/Row]
    Other Locales
    • Tivan - A very remote and very poor village that survives primarily on its fishing and mining markets, Tivan is Brandkast's biggest supplier of mined raw gold and silver. Populace is very small and ruled by Baron MacLaren.
    • EastWood - Built into the mountains, EastWood had once been a fortified resistance against the Eleven regime some four-hundred years ago. The elven monarch has since crumbled to dust, much like the city. Like its neighbour Tivan, EastWood has survived by mining raw gold and silver but remains exceedingly poor.
    • Wren - A charming hamlet built to support the wealthy and social elite outside of Brandkast, Wren exists far above the standard of living in other cities. The city itself is less than fifty years old, but hosts the Wren Academy of Science.
    • Windsor - A port city that funnels goods between the East and West, Windsor functions as an hub of merchant activity. Therefore, it comes as no surprise that Windsor is one of the biggest cities in the kingdom, second only to Brandkast. A plague gripped the city about twenty years ago and devastated the population, though was controlled by the military by locking the city gates and preventing people from both entering and exiting. Many Windsor civilians died as a result, unable to seek medical attention they needed.
    • Farrow City - Built on agriculture, Farrow City hosts a number of herbalogists due to area's impressive diversity in plant and animal life. Generally, Farrow City sits on a stretch of land that is considered the most hospitable and agriculture friendly in the kingdom.
    • Duncaster - The far Northern city of Duncaster had never been important to anyone, lest of all the king, until a young child, the last of the Wichons-- an extremely powerful magic-based blood rite-- sliced through the Veil to save a childhood friend who passed away, thus allowing the Acerbus to roam free. Since the opening of the Veil, Duncaster has been condemned as a magic wasteland.
    • Norfolk - A logging and agriculture community, Norfolk is considered the capital of the East and is the center of military activity in the Eastern half of the kingdom, where Brandkast acts primarily on the Eastern half. A close advisor and personal friend of King Sephiran oversees the city and military activity-- Archduke Betharo.
    • Alnwick - The Eastern cap of the kingdom, Alnwick is not very notable aside from the fact that it hosted the biggest slaughter of Acerbus by the Orion knights. Acerbus fled to Alnwick, thinking they'd be safe in the farthest reaches of the kingdom, but were discovered by Orion knights only months after their settling, leading to a massacre of over two hundred Acerbus.
    Yes, other small towns and boroughs exist through the land. If you wish to develop your own city for your character's backstory, would like additional information on the cities listed above or unmentioned places on the map, please contact @Mordecai and we can discuss it.
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    King Sephiran | Human ​
    At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat.[/column][/row][/centerblock] [centerblock=75][row][column=span2]
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    Archduke Betharo | Human ​
    At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat.[/column][/row][/centerblock] [centerblock=75][row][column=span2]
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    Tel'Nair | Elf ​
    At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat.[/column][/row][/centerblock]
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  6. People & Places

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    Evernight

    A dream prison built by one of the world’s most powerful sorcerers, Thalia, Evernight was designed as a prison to possess her greatest enemies and her incompetent son. In the heart of the land is Thalia’s fortress, a fine castle, built with a panorama of the surrounding lands. Heartbreaking, inspiring, something so wild, Evernight embodies equal parts nightmares and dreams and traps its prisoners in a perpetual dream-like state they can escape from. In the real world, nicknamed Green Reach, prisoners of Evernight lie in coma with the only known transport between the two realms being on the coattails of Thalia herself. In Evernight, magic is abundant and the landscape is crawling with life, both in creature and plant form. With its dramatic landscapes ranging from frozen tundra to enchanted forests to desert wastelands, there are wonders beyond human comprehension: fears waiting to be faced, magical beasts waiting to be conquered, lands waiting to be explored, skies waiting to be admired, wilderness waiting to be tamed.

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    Thalia

    A powerful sorceress, Thalia, whose immense power includes the ability to jump freely from one reality to another, makes her home in Green Reach, the same reality in which planet Earth exists. Creating her own realm made in the dreams of others, called Evernight, she has the ability to cast others in to a coma and forever trap them in her Evernight prison, but her power is never great enough to satisfy her greed. When a young maiden is announced to be wed the handsome prince, set to be king, of Doyle, jealousy strikes Thalia. Though her magic prevents her from killing people in cold blood, she casts the maiden into her Evernight prison. In an attempt to rid herself of the maiden once and for all, she sends her son, also trapped in Evernight, to slay her with the promise that if he does, he will be rewarded with his freedom to Green Reach. When her son inevitably fails his quest, not having the heart (or lack thereof) to drive his sword through the maiden’s heart, she sends her Watchcrew, a group of powerful and menacing magical creatures, in their pursuit, while she remains in Green Reach using every trick in the book to woo the prince and become Queen of Doyle.

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    Green Reach

    Green Reach is a nickname given to the realm in which Earth exists. Set in a Medieval era, Earth is wrought with castles, kingdoms, kings, queens, and wars. Magic exists in Green Reach and is abundant, but mostly useless. Most humans of Green Reach are entirely ignorant to its existence entirely. The kingdom of Doyle, with its prince set to marry a beautiful young maiden, exists in Green Reach, until inevitable tragedy strikes and the young maiden quickly begins to fall in to Evernight during her dream.



    Bestiary

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    Watchcrew

    The Watchcrew are cruel, silent hunters that take on a wolf-like form. They are extremely aggressive when approached, though it may be hard to spot one at first glance. A hybrid of animal and plant, Watchcrew can acquire nutrients by both hunting prey and photosynthesizing. They serve Thalia religiously and attend as her eyes and ears in Evernight when she is away, obliging her every wish and command. They move in packs, often three or four, though they rarely congregate in large groups. Different breeds of Watchcrew exist for the different climates to be found around Evernight, though no sub-group is believed to live in the Frozen North as there is too little prey and too little sun for them to survive on. They are extremely crafty creatures, able to speak a variety of tongues, and can be subdued by being asked a riddle they cannot solve. Be warned, there are very few riddles these ancient beasts have not heard.

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    Dragons

    About as fierce as one might expect, dragons spend most of their time hibernating in hidden away places, like burrows, caves, and even underwater. They are about as greedy as the lore has made them out to be, and will daftly pursue anything shiny or bright that catches their eyes. They come in a great variety of colours: blue, black, green, white, though this gives way to no differentiation in sub-group. All individuals look more or less the same in shape and form, though sizes are known to vary. Fearsome and mighty, the dragon is truly the ultimate predator, but incredibly susceptible to laziness. They aren’t often bothered enough to stir from their dwellings and slumber, least of all to pursue prey and generally sustain themselves on unsuspecting critters that pass by their caves and dens, making them more of an opportunistic predator than a classic predator. If, by chance, you annoy one great enough to make it wish to pursue you, you best kiss life goodbye… for nothing will stop a dragon when it has its heart set on a task except death. Only two have ever been slayed by human hands, though many more men have been slayed by dragons… countless, even. As they say: “Never laugh at live dragons” and truer words have never been spoken.

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    Oilers


    Oilers are most unusual creatures. Like butterflies, they have two sets of wings: anterior and posterior sets that span about two yards in length, though they are inky black and oily, which derives their names. They lack heads and instead have chemical seeking eyes peeking out from their sleek, hairless bodies, centralized primarily on their chest and shoulders. They are blind in a traditional sense, but use chemical signals to navigate and hunt. They click to communicate, like Morse code. They’re vicious predators, but usually hunt small game—rabbits, birds, and rodents and they, themselves, make for great meals because they are one of the few animals in Evernight that are not poisonous or liable to kill you before you kill them. They seem to enjoy following humans and other big animals. Though they rarely land, even sleeping while flying, they always travel in pairs: one above, one below. Such is the way of the Oiler.

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    Roc

    Considered one of the noblest animals in Evernight, the Roc are thought to represent what good remains in Thalia's heart. These coercive birds of prey easily dwarf most other creatures in Evernight, and is intelligent, strong, and just. They can see intentions and goodness in all living things around it and judge other living creatures based on what it sees. Win a Roc's praise, and it is humble enough to carry you upon its back and serve you loyally. Disgust it, however, and it will not rest until it has hunted you down. Roc are the only creature known to exist in Evernight that opposes Thalia, though they will not openly attack her, as they are intelligent enough to understand their origin. As one might imagine, Rocs are a dying breed, though those that remain can be hundreds of years old. They are solitary creatures and often come in shades of brown or tan.

    [​IMG]


    Shivers

    Tall, spindle-like creatures, Shivers are ice-cold and only exist in the farthest Northern reaches of Evernight and reigns king in the frozen tundras. They're generally slow moving, but their incredibly capabilities to camouflage themselves amidst the snow and ice make them an apt predator, despite their lack of speed. They live on large territories and will never cross beyond the boarder of what they believe is 'their land.' Anything that wanders into their land, though? Why, they just happen to be fair game. Shivers, when hunting, will pick their moments carefully, then suddenly appear out of the snow and ice like a phantom to drag their prey away. They most kill their pray by crushing them with their powerful hands or freezing them to death. They have a tendency to hang their prey's bodies from trees until they are ready to eat, often hoarding huge stockpiles of frozen carcasses in a single tree. As one might suspect, they are incredibly liable to overheating and are scared of flame.

    [​IMG]


    Wiverunners


    "Senseless predators" is a good way to describe the way of the Wiverunner. A powerful sprinter, the Wiverunner lives more then 90% of its life running, stopping only to rest, mate, and drink water. Sleeping in small doses of only five to ten minutes every few hours, the Wiverunners dominate the dry Dunes and terrorize other creatures with their powerful jaws and four rows of razor sharp teeth. They are known to kill for pleasure and will very rarely finish a carcass, leaving a trail of half-consumed bodies behind them. They travel in stampeding packs, and weighing in at nearly 1,500lbs per adult, it's not hard to hear them coming.

    [​IMG]


    Abakers

    Distant cousins of the Wiverunners, Abakers are just as fierce, but live at a slower pace. They travel slowly for the most part, but are capable of short bursts of fast movement when hunting. They primarily hunt down small rodents and reptiles, like lizards and snakes, using the bright red 'crown' of feathers to lure prey, though they are certainly not opposed to consuming the half-eaten carcasses left behind by Wiverunners. Solitary animals, Abakers don't often travel in groups, though mated pairs come together twice a year for mating. Though their bite can be extreme toxic to humans because of the amount of bacteria in their mouths, Abakers's tough skin is often used for armor and leather products made by the Antropoes people. Their eggs contain a chemical compound that is a hallucinogen, and can be used as an anesthetic, though the Antropoes people will sometimes use it recreationally, as well.

    [​IMG]


    Lilegif


    Similar to a griffon, the Lilegifs are a charming little woodland creature that do little besides zipping around and feeding on insects. As far as animals go, they're a bit low in the intelligence department, and survive as a species because of their flight alone. They often are solitary, but seem to enjoy flying with or around pairs of Oilers. They tend to be devious, and enjoy landing on the backs or heads of large creatures-- or, sometimes if they're feeling particularly frisky, pooping on them. The Antropoes often tame these creatures to keep as pets and while they can be eaten, they are so small, they provide little in the way of sustenance for anyone to eat. In terms of shape and colour, Lilegifs are almost all identical with a hazy chestnut coloured body that is fluffed with white chrome across their chest, bellies, and face and have the most miraculous healing abilities of all the animals in Evernight. Almost every appendage, with the exception of the head, cane be removed and will grow back.

    [​IMG]


    Antropoes

    The only (known) humanoid species native to Evernight, the Antropoes are unusual little creatures who like heavy lagers, cuss words, and being crouchy. They tend to have foul attitudes, and even worse body odor, but are extremely adept at making armour, clothes, and taming animals of Evernight. They average about two feet high and have ashy skin with beak like noses and beady, yellowed eyes. There is nothing particularly attractive about these little creatures, but they're in love with anything that glitters and is precious (gold, silver, gems, etc). In exchange for favors, they are willing to craft clothes, armor, weapons, and tame beasts, though not without teasing their clients. Male Antropoes are especially keen on human females, and will eagerly and aggressively try to woo any one of them they come across. In terms of population, they live in small villages all across Evernight, though seem to be centralized throughout Tanglerot, Dry Grove, and the Ethereal Falls.

    [​IMG]


    Ghadzi

    Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.

    [​IMG]


    Selk

    Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.

    [​IMG]


    Shifts


    Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.

    [​IMG]


    Gofrees

    These unusually normal looking creatures are actually quite extraordinary. They are primary prey for a lot of predators, and survive using a combination of echolocation and infrared sensitive pit receptors that allow them to see heat signatures coming off possible predators. The sacks hanging from their chins can be flushed with blood to send heat coded messages to their herd, as they travel in groups of 12-17 individuals. They are exclusively herbivorous and they use fatty deposits around their body to store water, so they only have to visit watering holes once every few weeks. Primarily located in dry savanna, like the Dunes, Gofrees excel and paint the landscape by the thousands. Herds have been even known to travel into the forests and Outlying Territories and are extremely adept at adjusting to new vegetation and landscape.

    [​IMG]


     
    • Nice execution! Nice execution! x 1
  7. MAIN CHARACTER SHEET​

    KATZE STIEFEL



    Age: 27 | Place of Birth: Mulgrave | Inspiration: The Booted Cat | Eye Color: Blue | Hair Color: Dark Blonde| Height: 5'11" | Weight: 170 lbs




    APPEARANCE

    Katze Stiefel could truly paint a handsome portrait if he bothered to cut his hair or shave once in a while, but to describe his appearance would be to totally miss the point. He was a thief and he doesn't really give a damn of what anyone thinks about the way he looks, painfully evident in the way he presents himself. He is taller than most though isn't lanky; there is bulk to him, too. His hair is perfectly unruly and a deep shade of blonde, not so much framing his face as falling in front of it and choking out his elvish-like features. His face is built of features that aren't unappealing, but are mostly forgettable. He's attractive, but not startlingly so. A scar dissects his cheek, broad, rough, and slightly more peach toned than his otherwise tanned skin, though the cicatrice is often hidden, or partially hidden, behind facial hair. It's his eyes though that are most lovely-- indigo darts, sharp yet so full of emotion. They're not heavy or blunt, just apparent. To say his eyes are a shade of blue was like saying the sun was yellow-- sufficient, but not entire.

    His choice of attire is effective and uninspired. As his job requires utmost stealth and light-footedness, Katze often avoids heavy armor and prefers to dress himself in light, dark dyed tunics and trousers. He travels lightly and often finds new clothes as he goes along on his travels. His choice of weapons are as transitory as his clothes, and he will often pick up and throw away weapons... swords, bows, daggers... as he goes along as he sees no point in spending time or money in maintaining them when he can just steal anew. Though he doesn't seem to adamant about keeping his identity a secret from anyone, he seems partial to hoods and cloaks and dons them both quite frequently.

    .




    "In the name of the King, stop! Thief!"

    If shouts were visible, they’d be reaching over the air, strangling the life from the man in a ragged black cloak as he sprinted through the village streets and the guards in red followed. The thief, Katze, couldn’t help but wonder if the guards demands actually ever caused anyone to stop—as if a thief would think ‘oh bugger, they got me! I better stop!’

    His feet slip outward on the wet autumn leaves as he rounded a corner, the cold evening air shocking his throat and lungs as he inhaled deeper, faster. With each footfall, a jarring pain shoots ankle to knee, ankle to knee. In retrospect, perhaps jumping from the roof of the building on to the cobblestone street below wasn’t so smart at twenty-seven. His heart beat frantically, his fists closed around the small amulet, all or nothing. Fail, and his whole body would pay the price, run, and the damage was limited mostly to his shins and knees. He knew the village better than the guards did, those pigs were just pretty boys in uniform, shipped in from the nicer end of town. They were weighed down with heavy leather armor, swords, and equipment, all of them useless unless they could get him up close, which they wouldn’t.

    Already, Katze could hear them panting with the effort from three hundred yards behind, that’s how freaking noisy they were. Conditioning from a groomed military lawn would never beat real-life training on the streets.

    When Katze’s mind finally ceased it’s unproductive buzz of excitement over the rich jewel clutched in his sweaty palm, he was able to start thinking his way out of the mess he had caused. If the guards caught him, he was as good as dead, so he had only two more options: up or down. Down meant burial in leaf litter but he hadn’t the time to dig a depression to conceal his bulk; up was faster. Swinging down an alley that dropped him out on the edge of town, Katze’s catastrophic blue eyes searched for the best tree. It had to be tall, lots of branches to climb and enough leaves left from the encroaching autumn to give him some cover. His options were fairly limited but he picked a mature Beech. The rough bark scuffs at his skin but his crude pursuers didn’t have brains or dogs. All they had were blood red uniforms, swords, and clumsy feet to announce how little time he had left.

    They were closing in. His heart continued to thud more loudly that he wished it would, but he reminded himself the drum was only beating in his own ears. The guards spill around the corner and converge into the open spaces, stumbling to a halt when they see everything vacant. Above them, pressed deep against the tree’s hull and blended in to a riot of autumn colored leaves, Katze remained as still as a branch himself.

    “Where’d he go?” one of the guards, an owl-faced man with an oversized helmet dipping below his brow gnashed.

    “He nae just disappeared!”

    Ah, if only they thought to look up, but not a single neck twisted back to scan the tops of the branches.
    “Maybe he took a left atta fork, let’s go back n’ look.”

    The suspense had all but killed him, but as he watched their red coats disappear back into the heart of the village, he felt his entire body breath out a sigh of relief from deep within. At once, he slid down from the tree and landed into the grass below with a thump. His hand opened and he looked down at the jewel as it laid there as heavy as a common rock, yet in the evening sunlight it glittered like the sun-kissed ocean lapping sand. He rolled it once between his fingertips before slipping it in his burlap sack.

    When he was young, stealing meant money and money meant food, but after his trade exploded, in a good way, it just became a mode of entertainment… as slothful and indulgent as jokers or minstrels.


    HISTORY

    Like many living outside the noble cities, Katze grew up to a poor family of lowly sheep farmers in the far south of Mulgrave. Though the three-room home was often seen as a symbol of lavishness and success among the peasants, it never appeased Katze… nor did hunger. As a boy, Katze looked more like a thin tarp stretched over a rail: skinny, frail, with his honeyed brown skin covered in more abrasions than a knocked about stray mutt. He grew up fast, strong, and mean, learning the art of sheep herding and management from a young age. As the oldest boy of nine, he was expected to take over caring for the family and running the family’s farming business.

    His family’s way of life gifted him with a great number of skills. From a young age, he knew how to ride and work with horses, how to handle a sword, a bow, an axe… His father, a harsh but not unfair man, pushed his children into labor. The Stiefel children were fed rations and expected to work the fields every day except Sunday; it was the same meagre fare every day. If one of the children didn’t work hard enough, the father would hit them. If a child made a mistake, they got hit, and heaven barely helped Katze the one time he got caught trying to take a nap in a tree during working hours. The punishments were harsh, but not necessarily unfair. Like all the Stiefel children, Katze was worked in the fields from the moment he could properly hold a hoe. Six days a week he worked—rain, shine, snow, heat—and during that time, he dreamed.

    Always the dreamer, the one who had to be scolded by his parents for his larger than life ideas, did end up taking care of the family, but not in the way his parents would have hoped. It started with an apple at the Sunday market. Next, it was a loaf of bread from the Church. Suddenly, it was the bronze pence that the guards often kept in their satchels. By the time he was sixteen, enamored with the mysterious allure of the ‘wanted’ posters loitered all across town of the infamous Thieves Guild members, Katze’s fingers grew stickier and stickier. There was always an excuse for where these items came from whenever anyone asked… delicate lies he rolled out with a quick tongue and a charming smile. By seventeen, he was engaged to be married to a lovely farmer’s daughter, Matilda. After their wedding, it was his father’s will that he took over the family farm with his new wife, but he never saw his wedding day.

    It didn’t take long for his father to discover what was truly going on and, disgusted that his own blood and bone could be so treacherous in front of the eyes of God, cast him from the family home. Desperate and scared, and having never left the village of his birth, Katze begged for another chance. When he was cast aside again, his engagement to Matilda was dissolved with Matilda’s father quickly learning of Katze’s loss of the farm. Katze quickly turned back to thievery to sustain himself and his efforts proved bountiful. Quickly going from a penniless disowned farmer’s son to a moderately wealthy and highly-sought after thief with a bounty on his head and a score to settle swept through multiple kingdoms. Getting his unlawful career start in valuable jewels, gems, and metals, Katze rapidly graduated to a more sinister trade: magical artifacts.

    The risks were greater, as were the rewards and Katze flourished. In possession of more wealth than he even knew what to do with, he spent, and plans to spend, his adult life collecting a fortune in order to build himself a palace in the noble cities he was barred from as a child.


    PERSONALITY
    Generally a nondescript gentleman who is bland on the palette at first glance, Katze's most defining characteristic is putting his nose in other people's business. Despite this, he manages to go mostly unnoticed, a perk in his field of work, which just so happens to be thievery... or as he prefers 'pilfering' (it rolls off the tongue). Katze isn't stupid or lazy, but he does deliberately hide any sort of original thought or intellectual competency. As people go, he's laid-back but intense in a slow-burning kind of way. He realizes most people find him irritating in the same sense one would find a sliver in their thumb irritating. If people are able to look past his rather unsavory traits, they may find his knowledge of the world around him to be useful. He's street smart, but illiterate, and knows little about fancy wines and what fork to use at a nobleman's table.

    While his pilfering does put him on the wrong side of the law, he's not a genuinely bad human being. He's genuinely considerate to people's wellbeing though he's too self-centered to put someone's needs before his own. That doesn't mean he won't go out of his way to help someone else or do the right thing, so long as the situation doesn't negatively impact him in any way. His loyalty is easily earned and easily lost, which can make him both a great friend or a terrible nuisance depending on the moment. Chill, cool, and unshakeable in all possible ways, Katze is always a good time, especially when drinking and he frequently enjoys beverages. He's incredibly stubborn, obnoxiously jesting, impossibly set in his ways, but not at all compulsive.

    His choice of pilfering lies in magical artifacts; if you need a wolfman pelt or a Griffon talon, he's definitely your man, but if you think curiosity killed the cat, you're definitely mistaken.
     
    #7 Nav, Jan 4, 2017
    Last edited: Jan 5, 2017
  8. Three hundred years in the future, cultures and provinces have dissolved into a single nation, ruled by a sovereign governing body known as Tartarus. The ideal citizen is nondescript and doesn’t pay attention to anything except their own life and their duties in it. While not brainwashed in the typical sense, citizens of Earth are stripped of their most basic identities. Numbers are assigned in place of names and all major life choices in an individual’s life are made by Tartarus. History is outlawed. Memories, at least those not approved, are discouraged. Citizens are constantly reminded that Tartarus is good, kind, and necessary, and are reminded to the rules of the new regime… and the punishment for breaking them. A few people do break the rules, however. When someone commits a serious offense against Tartarus, they’re given a name.

    Their name and face are plastered everywhere so no one will forget it: every social media, every billboard, every TV advert. Everywhere, so no one will forget it. This makes them an immediate outcast amongst all law-abiding citizens and severs their connections to numbered people. Most of the named individuals are thrown into prison camps, but a few have made their escape and are living not-so-quietly under the radar. A rebellion begins to rise from these named outcasts and in the midst of politics and war, blooms love and hope and a thirst for autonomy. With a taste of blood in their mouths and a scent of freedom in the air, the named ones must make a decision to flee from Tartarus or strike for the independence they have longed for once and for all.

    --

    Though history books and history classes are illegal now, the oldest of the previous generation were alive when the world’s political leaders, cultures, and sovereign natures slowly collapsed inward and fell into the hands of a single governing body known once as Partheon. Partheon was a socially mute organization comprised of the world’s most brilliant minds and wealthy individuals: mathematicians, physicists, musicians, artists, chemists, politicians… They were famous. They were heroes. They were highly revered, more than any other celebrity and one night, they disappeared, but not until much later.

    Even those who lived through it couldn’t explain how or why the world collapsed in on itself the way it did. Perhaps it was just too heavy and crazy to carry on the way it always had. Perhaps it had all been planned by some greater powers and all the people were too dug into their smart phones and televisions to care. Either way, countries began to dissolve, one by one, and their ownership was tossed into the hands of Partheon. There was no violence. There were no riots. There were no backlash, no outcries, no protests. It was just like one night everyone went to bed a citizen of their country, and woke up the next morning a citizen of Partheon.

    Little changes came first and they were good: health care, a distribution of necessity wealth like water and adequate food. Only the best, most intelligent and physically suited individuals were rewarded with a career and education, while the rest were supplied with an annual ‘living salary’: enough financial means to live comfortably without working. The leaders and minds behind Partheon, fostered business, settled ancient disputes, and instilled security to nearly every corner of their far reaching power as they continued to rise in stardom. Then, they disappeared.

    In their stead, Partheon was rebranded Tartarus and it continued its operations without a spokesperson or human face to their actions. No one knew who ran Tartarus, people only knew that it ran… day in, day out, Tartarus’ great cogs continued to turn. They put soldiers on the street to maintain order. They made citizens get passports to travel outside of their designated living sector. They took away names and instead replaced them with numbers. Things changed in grand scheme, but Tartarus kept digital devices in the hands of their people and no one seemed to notice. Pacified with their things… their electronics… their devices… their foods, the numbered people lived on quite happily, ignorant to the complete lack of life they truly lived.
     

  9. OUTNUMBERED

    Three hundred years in the future, cultures and provinces have dissolved into a single nation, ruled by a sovereign governing body known as Tartarus. The ideal citizen is nondescript and doesn’t pay attention to anything except their own life and their duties in it. While not brainwashed in the typical sense, citizens of Earth are stripped of their most basic identities. Numbers are assigned in place of names and all major life choices in an individual’s life are made by Tartarus. History is outlawed. Memories, at least those not approved, are discouraged. Citizens are constantly reminded that Tartarus is good, kind, and necessary, and are reminded to the rules of the new regime… and the punishment for breaking them. A few people do break the rules, however. When someone commits a serious offense against Tartarus, they’re given a name.

    Their name and face are plastered everywhere so no one will forget it: every social media, every billboard, every TV advert. Everywhere, so no one will forget it. This makes them an immediate outcast amongst all law-abiding citizens and severs their connections to numbered people. Most of the named individuals are thrown into prison camps, but a few have made their escape and are living not-so-quietly under the radar. A rebellion begins to rise from these named outcasts and in the midst of politics and war, blooms love and hope and a thirst for autonomy. With a taste of blood in their mouths and a scent of freedom in the air, the named ones must make a decision to flee from Tartarus or strike for the independence they have longed for once and for all.


    INFO

    • Level: Detailed (3-4+ paragraphs per post)
    • Genre: Sci-fi
    • Sub-Genres: Drama, Tragedy, possibilities for slight Horror
    • Scale: 4-8 players
    • Pace: Medium. One post expected per week
    • Expected Application Opening Date: February 5th
    • Expected Start Date: February 20th
     
  10. Hello!

    My name is Nav and this is my very basic interest check because I'm lazy and yatta-yatta. Everything you could ever want to know about me in terms of roleplaying is here. As a person, I enjoy long walks on the beach, candlelit dinner, and sexy roleplay partners. ;D

    Preferences
    I’m not going to call them rules or guidelines, because they’re more of preferences than anything else. I’m really pretty flexible, but I'm not a doormat.
    • Detail: In my roleplays, I definitely prefer a detailed roleplay partner. I usually average 500-700 words a post or more. Sorry, roleplays only really interest me if I have something more than a few sentences to read. I’m not going to put a required word count, but three decent-sized paragraphs at minimum would make me a happy woman.
    • Activity: Honestly? If you get me at least one post a week, I’ll be happy. More would be awesome, but not necessary. I usually can post every day or every other day. Sometimes every third day.
    • Plots: Please participate in plotting with me! I love both discussing ideas with my partners and/or being surprised at a turn of events in a post. I don’t believe in passive roleplaying and I will get bored if you aren’t willing to bounce ideas around with me. I'm very talkative and love making friends.
    • Pairings and Genders: I do enjoy romance. I don't want to just throw two characters together and mush them together for the sake of "romance." If it happens, great. If it doesn't, great. I love exploring the dynamics of a friendship(/family/enemies/etc.) just as much as I do the dynamics of a couple. Don't get me wrong, romance does tend to spring up in most of my 1v1s. I play both genders, but have been pigeonholed into playing males a lot lately. I wouldn't mind playing a girl every now and again. :P
    • Anime: Sorry. I don't watch it.
    • OOC: Talk to me! I love to talk! :D
    • Creepy Pasta: Please don't ask about this. I don't even know what it is, really. Is it a fandom? A style of roleplay? My Italian leftovers from over a month ago that have been pushed to the back of the fridge and is now smelling a little funky? IDEK.


    Interests
    If you don’t see what you’re looking for, please feel free to suggest! I love trying all sorts of new things. I will tell you now that I love gritty, dark, emotional plots. No, I don't mean emo or tormented teen in Nebraska.
    • Golden Age of Piracy (16th century) anything {Pirate x Royal, Pirate x Pirate, etc. etc.}
    • Royalty x Royalty/Peasant/Servant/etc. {Can include fantasy. Any setting: past, present, or future.}
    • (Post)-Apocalypse {Disease, zombie, nuclear fallout, war, or whatever.}
    • 18th century American Revolution
    • Gangster x (Undercover) cop {I'd prefer more mafia-style gang to gangbangers of NY}
    • Science-Fiction
    • Fantasy {Past, present, or future setting.}
    • Gritty superhero, antihero, noir hero, etc.
    • Bounty Hunter x Bounty {Any setting: past, present, or future.}
    • Modern {with good planning and plotting}
    • Video Game Character x Video Game Player

    Also, a few fandoms I may be willing to try:
    • Lord of the Rings {OCs only.}
    • Borderlands
    • Criminal Minds
    • Witcher


    Plot Ideas
    Wanna read my endless bundle of plots?:

    Read them here: PLOTS - Nav's Plot Dump
     
    #10 Nav, Jan 17, 2017 at 5:22 PM
    Last edited: Jan 18, 2017 at 6:24 PM
  11. Kill your darlings.

    How many times have you read that before? Five? Ten? Fifty? More? The fact is, most writers have heard it or read it somewhere during their literary career. It’s a cute, fun saying that’s tossed around for centuries in various writing workshops and guides and in tutorials split seconds before a new topic is covered, but whoa, whoa whoa… slow down… what does it actually mean to ‘kill my darlings’? More importantly, what does killing your darlings do for your writing and how can it turn you from a good roleplayer into a great one?

    There are thousands of ways a writer can improve their writing and most improvement comes from practice: reading, writing, reading, writing, reading, writing over and over again. As you read more, and write more, you begin to develop skills that cannot be so easily taught. There is definitely something to be said about the intrinsic quality of writing, but as a writer progresses through their skill-set, they are often faced with new and exciting challenged and obstacles that can’t necessarily just be picked-up by routine practice. Like anything, writing is a skill that is honed and developed to the extent of the writer’s interest and desire.

    As writers, there are any number of things you can aspire to be when it comes to writing: a casual roleplayer on the weekends, a publisher, a novelist… the list is endless. That being said, one of the greatest assassins of good writing is not bad writing, but the word ‘aspiring.’ As a writer, you can only be doing one of two things: writing or not writing. Face it, if you call yourself an ‘aspiring writer’ it means you’re not writing. It means you’re not writing good material, it means you’re not writing bad material and truthfully, bad material is better than no material. Before we begin steeping deeper into our topic of the day, killing your darlings, I want you to scratch the word aspiring from your vocabulary temporarily.

    You are a writer, damnit. Aspiring writers wait for their writing to improve by means of magic, divine intervention, or luck. Writers take charge and take active steps towards honing their skills.

    So, writer, let us turn our focus back to the original purpose of this post: you must kill your darlings. The quote ‘you must kill your darlings’ is often misunderstood advice from the hand of William Faulkner, whose quote “In writing, you must kill all your darlings” has been contested over time, but whether Faulkner meant by his words what we are going to explore today, it doesn’t matter.

    Kiling your darlings is not necessarily about killing a character. Instead, killing your darlings is about removing passages, characters, or parts of a piece of writing that you most thoroughly enjoy or take pride in. Many people are often mistaken in thinking that their favorite chunk of writing is their best chunk of writing. They’re probably wrong, and here’s why. Often, the sections of prose that a writer most thoroughly enjoys was written for the writer’s pleasure, not the reader’s. Affection clouds judgement and objectivity on a piece, so a writer’s favorite passage is often proofread with less intensity than a writer deems a less favorable passage or may not even be proofread at all because in the eyes of the writer, it’s a masterpiece. The goal of this tutorial is to practice objectivity about our writing and improve our ability to edit ourselves, so let’s aim our turrets first at the most common darlings that crop up:

    • Extraneous Plot Limbs – I call them ‘plot limbs’ because they’re little branches out of a main plotline that don’t do anything for the main plot except hang off of it like a dead branch. These types of plot limbs often arise from world building. World building is incredibly satisfying, whether it’s the backstory of a character of an entirely new universe. Creating facts, a linear history, and landscape is good to ensure consistency throughout the character and/or world, but once a world is built, the urge to include ‘extra’ can be incredibly overwhelming. For example, when building a planet for a sci-fi world, it can be really tempting to dump pounds of historical information on your players or readers that they don’t need to know. Is it relevant to the story you want to tell? If not, remove it.
    • Wimpy Character – Wimpy characters are not characters that couldn’t hold their own in a fist fight. No, wimpy characters can mean one of two things: they can be unbalanced characters, or characters that don’t have a purpose. No one is all strengths or all flaws and that is true for characters as well. Infuse them with more than one personality trait and avoid shallow characters. This is not the tutorial for character development. If you don’t know what a shallow character is, follow up with another tutorial. Next, a character without a purpose. Whether a roleplay or a novel, if a character isn’t serving a purpose that feeds the plot, it’s time for them to die.
    • Description – For most writers who have a few years of experience, especially roleplayers, killing description is the hardest thing for them to do. Description is meant to expand and excite a reader, not drag down the pace of the plot. If description is not supplementing the ‘show don’t tell’ mentality (another writing quote I would like to cover in another tutorial) or is not adding to a character’s action or a scene development, it’s time to castrate that piece of purple prose. For example, writing “Joe avoided Sally like the plague” does not add any more impact to the action than writing “Joe avoided Sally”.

    Any section of prose a writer writes and loves probably isn’t half as good as he or she believes. While this might not always be the case, we are going to assess quickly several reasons why a writer might be hesitant to cut a piece of prose they feel is their best and later, we’ll review all the reasons why it should be removed.

    • Pride – It can be incredibly demoralizing and frustrating to realize a section of prose may not be as wonderful as you think it is. Often, killing your babies can lead to doubt or withering confidence, but that’s not what it’s meant to do. The goal isn’t to cut everything you like simply because you like it. The goal is to cut things because they add no value to the piece.
    • Insecurity – Writing is a huge means of putting one’s self out there. Every writer has been criticizes, some in nicer ways than others, and it does hurt to know someone doesn’t like something you wrote. This can cause writers to want to over-do plot limbs, wimpy characters, and description just so they can feel like they’re hitting every reader’s interest. I’m going to only say one thing about this: hell no. You’re never going to appeal to everyone, so stop trying.
    • Poor (or No) Editing – Though this doesn’t usually include novelists, I’ve found many roleplayers admit that they don’t edit posts at all. There is a vast difference to a post being acceptable and a post being ‘exciting, mind-bobbling, and worthy of all the ratings.’ Aim to kindly dismember any inessential piece of a post as possible, and that alone will cause a greater impact in one post than you probably would have otherwise achieved in five. Does anyone really want to read about every blade of grass for four paragraphs? Hell no!

    So, with all of that out of the way, we can get into the thick of solving our dilemma: how can we kill our babies? Our darlings? Our prides and joys? There is an endless number of ways to accomplish this and you’re going to have to experiment until you find what is best for you. Here are a few starter tricks to help avoid the over-indulgence:

    • Show, Don’t Yell – Description, metaphors, and similes should do one of two things: aid in your reader’s understanding of a scene or not be in your piece. No matter how many words you write, fifty or fifty-thousand, you will never describe a scene well enough so what you picture in your head is exactly what a reader pictures in their head. Face it, your reader will vision scenes differently than you do. Embrace it. Instead of trying to bog them down with as many details of your vision as possible, provide just the essentials and allow them to create their own version.
    • Value your Pace – A novel, or a roleplay, is more valued when a pace is set and maintained. Writers are often faced with the worry that their readers may not understand what is trying to be conveyed and will go on and add even more detail. Don’t hold your reader’s hand. They are your reader, not your toddler. The more you hold your reader’s hand, the more likely you are to lose your reader.
    • Less is More – If you ever feel even the small inkling of doubt, trust it. You have too much.

    At the end of the day, novice writers often try to compensate for a lack of confidence in either their reader or themselves by over-complicating something that shouldn’t be over-complicated. Slay your doubts with the same ferocity you slay your darlings. If you really want to challenge yourself and improve your self-editing skills, I leave you with a few true tests of courage:

    • Cut out 90% of your adverbs. Adverbs are annoying little words that are seldom necessary. They share unnecessary facts that do nothing to improve a reading experience. They are words like ‘quickly,’ ‘beautifully,’ and ‘randomly’—they modify verbs and you should get rid of them if the additional description is not necessary. For example, ‘she walked slowly ahead’ is not nearly as effective of a description as ‘she ambulated ahead.’
    • Murder anything without quantitative meaning. For example, ‘very fast’ or ‘quite slow.’ This is lazy description that adds nothing. To quote Tom Schulman, “Don’t use ‘very sad,’ use ‘morose.’”
    • Then – The word then is often used to string together actions that probably don’t need to be described. If your character is getting cereal for breakfast, it’s more appropriate to say ‘she made cereal for breakfast’ as it is ‘she got the milk then got the cereal and then made her bowl for breakfast.’

    You are a writer. You're not a future writer, not a 'someday maybe I'll publish a novel' writer, not an aspiring writer... you are a writer right now, in this moment, and it's your job to make the best of it for both you and your reader.