sky's stomping grounds

skee

today is gonna feel like tomorrow someday
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Not accepting invites at this time
Posting Speed
  1. Multiple posts per day
  2. 1-3 posts per day
  3. One post per day
  4. One post per week
  5. Slow As Molasses
Writing Levels
  1. Advanced
  2. Prestige
  3. Douche
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Nonbinary
  4. Transgender
  5. Agender
  6. Primarily Prefer Male
  7. Primarily Nonbinary
Genres
futuristic dys/u-topia, contemporary slice of life, science fantasy, historical and pseudo-historical (esp 19th-20th century); anything with a sprinkling of the strange, wonderful, and terrifying
wherein i crush the code until it makes the pretty thing
 
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Caroline Bridges
Caroline Bridges
Caroline Bridges
text goes here big boy

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Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.




Søren Bridges
Søren Bridges
Søren Bridges
text goes here big boy

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Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.




lesley hart
lesley hart
lesley hart
text goes here big boy

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Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.



clair thaxton
clair thaxton
clair thaxton
text goes here big boy

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Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.



gabriel ennes
gabriel ennes
gabriel ennes
text goes here big boy

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Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
 
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text goes here big boy

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Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse faucibus magna vel vestibulum sollicitudin. Aenean fringilla velit ut mattis ultrices. Aliquam erat volutpat. Proin fringilla mattis erat eget volutpat. In velit nibh, ornare eget velit nec, lacinia facilisis orci. Ut varius commodo dui vitae tristique. Sed non turpis ultricies, pellentesque lorem ac, mattis dolor. Vestibulum dignissim lacus eget condimentum pharetra.

Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
 
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additional information here uwu
text goes here big boy

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse faucibus magna vel vestibulum sollicitudin. Aenean fringilla velit ut mattis ultrices. Aliquam erat volutpat. Proin fringilla mattis erat eget volutpat. In velit nibh, ornare eget velit nec, lacinia facilisis orci. Ut varius commodo dui vitae tristique. Sed non turpis ultricies, pellentesque lorem ac, mattis dolor. Vestibulum dignissim lacus eget condimentum pharetra.

Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
 
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  • E L Y S I O N

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    Over 300 years ago, there was a great war. Creatures of the dark and the deep rose from the shadows to claim the earth for themselves, leaving destruction in their wake. It was too easy. The humans didn't even see it coming. But there's always a price to pay.

    ELYSION WAS BORN.

    Crafted from the ruins of New York City, Elysion is the perfect city. Elysion is self-sustaining. Elysion loves its people. From the ground to the skies, it is the pinnacle of modern perfection, of economic bliss. High in the sky, air trams flit from skyscraper to skyscraper, leaving the ground below a mere memory. In the sun's light, the glistening of chrome and glass illuminates its heart. Those at Elysion's peak fly high enough they could nearly touch the stars, while those at its base can feel the rumbling of the earth itself.

    Built out of stacked towers, homes sit on offices that sit on shops that sit on markets. Pedestrian bridges cross from home to work in a spiderweb of mazes. Massive support tethers cling to the sides of buildings, shooting off into incredible glass bubbles that support the wealthiest of Elysion's people. On the earth, factories churn and beat, working away to keep the people above in the clouds. There is beauty in such chaos. Eloquence in its structure.

    Elysion is a city of contrast. At its highest point, it is a utopia, glass bubbles teeming with greenery and life, telling the tale of the affluent households within. At its lowest, it is not only a reminder of a war centuries' past, but of the city's depravity, its forgotten, its unwanted. There is something brewing there, in its heart.

    Will the city stand tall, or will it crumble?

    SIGN UPS | IC THREAD

  • E L Y S I O N
    Elysion is broken into three levels. Living in three distinct parts of the city, each one has its own culture, its own class.

    ZION
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    The wealthiest of the city, the 1% of the 1%, reside in the Zion District. Referred to as 'Privys' by the lower class, they overlook not only the city but its outskirts. Their homes floating high in the sky, tethered to the city by long steel beams, Zionites literally live in the clouds. Most of the city's lower residents dream to one day be a part of their number, their flying bubbles a constant reminder of their place in society. With access to all of the latest technology, those in Zion have access to nearly everything they could ever dream of. Mechanical servants care for their homes, personal assistants craft their schedules, and personal chefs carefully craft their diets. Their homes are lavish and warm, the air bridges floating between each capsule private and pristine.

    The money in Zion is old, composed of those who immediately climbed to the top after the war. High-ranking Government officials and owners of Elysion's most profitable corporations make up the bulk of those in Zion, their progeny basking in their wealth until either their succession or their descent. Everyone knows everyone in Zion, and while their parties are lavish, their secrets are numerous and cash-driven. But despite its pristine opulence, not all in Zion is as perfect as it appears.

    MEZZANINE
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    The Mezzanine District is, in every conceivable way, the true center of the city. Though the sun cascades off its chrome, there is still the shadow of Zion above it, and the depths of Terran below. Mezzos, as they prefer to call themselves, aren't the richest, but certainly are not the poorest. Mezzites are your worker bees, your police officers, your IT and your medical staff. Everything that's needed to keep business running that can't be automated is done by a Mezzite, and the products that result from that work is consumed by a Mezzite, too. Most Mezzos are content with their placement in life, living satisfactory lives in their small apartments and quiet desk jobs. But some wish to reach higher, reach to the clouds in Zion-- but it's far more likely to crash headlong into the ground.

    Filled to the brim with trams and walkways, The Mezzanine is a maze of bodies, rushing from work to home like steady clockwork. The morning is abuzz and the evening is serene, the air filled with the soft hum of public transport and wind rushing through the maze of skyscrapers. It is not bad to live in The Mezzanine. Some might even call it good. But it's not the top, and it's hard to forget as much.

    TERRAN
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    The underbelly of the city, perpetually bathed in the shadow of its skyward neighbours, The Terran District encompasses all of what remains of old New York City. The only district that touches earth, Terran is loud, bustling, and dangerous. So deep in the city that the sun can barely reach it, Terran is perpetually bathed in neon-- but bright lights cast dark shadows. Between the cacophony of honking horns and rushing footsteps lie dark alleys and abandoned factories. Those born in Terran stay in Terran, and those who fall from the city above find death's embrace on the cold earth. Life on the ground is rough and unforgiving, full of 80 hour weeks and backbreaking work, drugs and sex trade, and hunger and homelessness otherwise.

    Things in Terran isn't all bad though. The community is strong, and locals look after one another. Unspoken rules crisscross the streets of Terran just as bridges do above. There are certain neighbourhoods you don't enter. Certain buildings you don't enter. And the districts above? Well, you'll never go upstairs. Terran is a no man's land-- as long as the industry keeps churning, the factories and hydro farms keep producing goods, the upper districts avert their eyes. That is, until nightfall.

    If there's anything Terran is known for, it's its nightlife. Of all the places in Elysion, The Square is the place to be on the weekends, bathed in magenta and cyan and rumbling with bass and liquor. If you want to dance, want depravity, want drugs, they can all be found in its busiest and flashiest neighbourhood. Just watch your step on the way home. We wouldn't want something to happen.

  • E L Y S I O N
    THE SOULMATE INITIATIVE
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    Overseen by the Department of Families, the Soulmate Initiative has been a long standing practice within Elysion. It's poetic, isn't it? Knowing that there is someone out there destined for you? Created for you? Despite their many differences, the people of Elysion all have one commonality. Regardless of class or district, everyone has a soulmate, a match, hiding in the crowd of faces, waiting to be found. At birth, every child is given a small tattoo at the back of their right ankle-- small but distinct-- and as they move into adulthood, each person is expected to search, meet, and marry their pre-destined match. They're out there, ready and waiting after all.

    The seeking is part of the joy-- the pining, the waiting, the hunt. While many find their soulmates early, however, the Department of Families is perfectly willing to help individuals find their match through accelerated means. It's their prerogative, after all. It just may cost you, though.

    RELIGION
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    An atheist, secular state, Elysion sees religion as a waste of time. Reason and practicality take presedence over all else and leave little room for faith. Morale is kept high through media and propaganda, through constant reminders of each individual's value as a special cog in their very special machine.

    Very few households practice religion in Elysion, and only in the depths of Terran, most especially in tight-knit communities, can any faith be found. Religion is personal and quiet, rarely shared or spoken of. But in Terran, a few occult shops can be found, tucked away in quiet markets or back alleys. Talk to the right people, and you may even find an organized group.

    The most widely practised faith is Wicca, its reverence for the earth they occupy an easy place to find faith. Paganism and Hoodoo can also be found, and very rarely an individual will practice ancient monotheistic religions, referring to tattered physical books for their practice.

    THE ARTS
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    In Elysion, the arts are seen as frivolous and unproductive. Though media exists, it's heavily moderated by the government, and celebrities often pay media syndicates for their fame. Media from film to music must seek council approval before publishing. The arts are not completely out of common practice, but a passion for creative ventures is commonly shelved outside of youth. Only the brightest and most talented-- or the most wealthy-- find themselves in creative careers.

    The fine arts are almost totally obsolete, aside from the rogue painter in the depths of Terran, and due to the decline of physical media, reading and writing are rarely done for pleasure. The only books written are made to chronicle the sciences, and even those are digitized and uploaded directly to the net. The works of history have faded into the abyss of time, and though the rare space for creative ventures exists on the net, the few that do have a passion for creative arts are rarely open about it.

    BODY MODIFICATIONS
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    Despite the declination of the arts in Elysion, there is one place where creative practice shines-- body modification. Tattoo artists are coveted members of society, peircers just as well, and anyone with a talent in art seeks to become a designer, most especially for sleek cybernetics and prosthetics. They are jobs that pay incredibly well, and not only can very few do them, but very few are accepted into the schools that teach you to properly do them.

    As coveted as working to create body mods is, actually having them is the most prevalent status symbol in Elysion. From tattoos and piercings to cybernetics, the scarcity of artistic endeavours in Elysion makes them a commodity, and people are willing to pay big money for good mods. Zionites are often covered head to toe in tattoos and piercings, with cybernetically enhanced bodies and minds. Mezzites get what they can afford, be it a sleeve or a whole new arm. Terrans? Well. They're lucky to afford any of it, and those who do boast modifications often either got them through dirty money or necessity.

  • E L Y S I O N
    There's more to Elysion than just its districts. Differences are more than ideological, more than geographical.

    THE GOVERNMENT
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    Elysion revolves around politics, its government the hand that guides the lives of all its people. They are what keeps the clock ticking, the heart beating. Made up of three major departments, all major decision about Elysion and its people are made by the three department heads, which form The Elysian Council.

    First and foremost, the Department of Families manages all things relating to the people of Elysion. They are the spearheaders of the Soulmate Initiative and all its marketing, they run and contract Elysion's medical system, and they keep track of all citizens and their traversal between districts. The DoF is the department of names and faces, and they know yours just as much as you know theirs.

    Second, the Department of Knowledge spearheads all of the scientific and technological advancements in Elysion. They have medical labs working on cures for diseases, manage all of the government-own hydro farms where new farming technologies are tested, and work with tech corporations to build the newest and shiniest in computing. They manage and upkeep the net, clean it of anything unsavoury, and ensure the cybersecurity of all departments of the Council.

    Finally, the Department of Infrastructure is the clock that keeps the city ticking. Not only does it manage and maintain the physical buildings that make up Elysion, it also runs all public services, from trams, to first responders, to police and intelligence. Every officer and firefighter in the city wears the badge of the DoI, and every bus and border train bears its insignia on its side. Were it not for the Department of Infrastructure, there would be no Elysion.

    THE SPINSTERS
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    Ever wonder why soulmates are always heterosexual, always from the same caste? Why sometimes soulmates don't get along, or even hate one another? Why sometimes one's soulmate is gone long before they even go looking? Why soulmates exist at all? Well, you're not the first, and certainly not alone. It's a question that burns many and ignored by all, save a select few.

    The Spinsters, a subset of people collected by their common rejection of the status quo. Caste, color, gender, orientation -- none of it matters to them. Ranging from young to old, the Spinsters accept anyone and everyone as long as they're willing to live their most authentic life. Spinster communities are the only places it's safe to be yourself, to be queer, to be spiritual. But there's always a price.

    Spinster communities are families, sharing everything from wealth to food to burden. In the outskirts of Terran, the furthest one can be from the clouds of Zion, lie those who reject the government and its propaganda. But will they fight against it? Or will they be squashed like bugs?

    THE GHOSTS
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    It's hard to live outside of the purview of the government, but not impossible. Sometimes, children are born without its knowledge-- never given a soulmate tattoo, never implanted with an identification chip, never written down on a list to be checked and dated. These people are ghosts-- unknown to the system, but barely able to function within it. They can't use credits, so they get by without them. They can't traverse districts, so they stay on the ground. They aren't assigned a soulmate, so they have to find their own.

    THE OUTSIDERS
    t4sp31P.png
    Have you ever known someone from outside the city? Ever wondered what it's like in the forests and plains beyond Elysion? Ever considered that you've never been able to leave, know anyone who's left? Every once in a while, someone will appear on the outskirts of terran, naked and afraid, or hulking and feral. Sometimes, they have to be dealt with. Sometimes, they integrate, become a part of the city. But most of the time... well, most of the time we don't talk about it. There are some secrets too dangerous to speak.

  • E L Y S I O N
    After the war, creatures of all sort found themselves in what had once been human's domain. Elysion is filled to the brim with monsters of all types and cultures. All beings of myth are available to play in-character, and while Elysion is mostly filled with creatures, humans are also available for play. It is heavily encouraged to (respectfully!) use myths from non-western cultures. You're welcome to alter the physiology or function of these creatures to make them fit the magic-free world of Elysion, just please make sure your characters have an ethnic background that is related to the origin of their species.

    Because of the nature of a post-war society where monsters no longer have to hide in the shadows, your characters are welcome to lie anywhere on the humanoid to beast scale. All I ask is that if they have a shift, they have some feature they are unable to hide in their human forms, and that they not have any sort of partial-shift. Half-human characters may either always have monstrous features OR have human features but monstrous traits, but may not have shifts (i.e a half-werewolf could either always have fur and claws, or always be human but have an excellent sense of smell and be super hairy, but they would not shift during the full moon.)

    Some species ideas:


  • E L Y S I O N
    Please remember that there is a character limit of 15. Faceclaims may be real people or illustrations, but please make sure to credit them.

    Name: Your character's full name.
    Nickname: Your character's relevant nicknames.
    Age: Their age, and if relevant, the age they appear to be.
    Gender: Their gender and pronouns. You are not required to disclose trans characters assigned gender at birth, but remember their soulmate will be "the opposite of" their birth assignment.
    Orientation: Their sexual and romantic orientation and whether they are polyamorous or monogamous. Remember that sexual + romantic orientations may be different.
    Ethnicity: Your character's ethnic background. Should be related to their species.
    Species: Your character's species.
    Level: This will be either Zion, Mezzanine, or Terran. Also not here if they are a spinster, ghost, or outsider.
    Occupation: What your character does for a living. This can totally be more than one thing.
    Physical Description: At least two paragraphs. Please include information such as their hair, eyes, build, cleanliness, style, body mods, and gait.
    Personality: May be either in paragraph form, or bullet points listing traits. Please include at least four "positive" and two "negative" traits.
    Abilities: An in-depth description of their species. Note the myth and place of origin, their physiology and abilities, and at least three strengths and three weaknesses of their species. Please make any supernatural abilities as science-based as possible. Strengths and weaknesses are suggested in bullet point form.
    History: Optional! Your character's past. May be in paragraph form or bullet points.
    Extra: Optional! Any other tidbits, quirks, or relevant information.

    Code:
    [b]Name[/b]: 
    [b]Nickname[/b]: 
    [b]Age[/b]: 
    [b]Gender[/b]: 
    [b]Orientation[/b]: 
    [b]Ethnicity[/b]: 
    [b]Species[/b]: 
    [b]Level[/b]: 
    [b]Occupation[/b]: 
    [b]Physical Description[/b]: 
    [b]Personality[/b]: 
    [b]Abilities[/b]: 
    [b]History[/b]: 
    [b]Extra[/b]:

 
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Code:
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[b]Nickname[/b]: 
[b]Age[/b]: 
[b]Gender[/b]: 
[b]Orientation[/b]: 
[b]Ethnicity[/b]: 
[b]Species[/b]: 
[b]Level[/b]: 
[b]Occupation[/b]: 
[b]Physical Description[/b]: 
[b]Personality[/b]: 
[b]Abilities[/b]: 
[b]History[/b]: 
[b]Extra[/b]:[/div][/div][div=border-bottom:7px solid #003A3A;margin-left:9px;margin-bottom:2px;margin-top:3px;width:95.3%;][/div][/div]
 
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  • IN THE SHADOWS


    Since the beginning of time
    , stories of the creatures who go bump in the night have haunted the weary and restless.

    It started as explanations for the inexplicable, things our primitive knowledge of the world couldn't yet interpret. These cautionary tales were meant to warn us of the dangers lurking out of sight, reminders that there is more to this world than we know.

    Over time, these stories became local folklore, legends passed down from generations over campfires. As we came to understand the world, our rational and scientific minds scoffed at the idea of these beings' existence.


    But what do we really know about
    what's hiding in the shadows?
  • THE PLOT





    Set in Sarasota, Florida, What We Do In The Shadows follows the lives of a group of misfit vampires and their familiars as they try to navigate the modern human world. In order to ascend into greatness as vampires, they have been tasked to take over the "new world" by vassalizing the human race.

    With the pressure to succeed ever increasing, our group is finding the task harder than anticipated. Between domestic disputes, other supernatural creatures' interference, and the struggles of understanding this digital age, nothing seems to go as planned.​
  • THE LORE
    Taken from whatwedointheshadows.fandom.com/

    Appearance:
    • Vampires typically have a very similar appearance to normal humans, with the only outward signs of vampirism being pale skin, though some appear distorted and demonic.
    • Vampires most commonly have two fangs in place of normal human canine teeth, though some have mouths filled entirely with sharp teeth. When angry, they may reveal their true form, which often resembles a bestial version of their normal appearance with yellow irises and red sclera. They often hiss when agitated or threatened.
    Reflection: Vampires do not have reflections, but will be visible in photographs and on film.

    Body: Vampires show no normal human vital signs, such as heartbeat or breathing and their skin is cold to the touch

    Blood:
    • Even though they aren't alive, they still require sustenance and must drink human blood to both nourish themselves and help them retain a youthful body; if they go too long without drinking blood they will start to become decrepit in appearance.
    • Vampires typically prefer to drink the blood of virgins, as it often has a more appealing taste, though some vampires seem not to distinguish and only drink virgin blood because they believe it is cool.
    • Drinking the blood of humans under the influence of alcohol or drugs may cause the vampire to also become intoxicated.
    • Vampires can also consume the blood of animals, but this has less nutritional value.
    Sleep: As vampires are harmed by sunlight they will typically sleep during daylight hours. Most vampires will sleep horizontally or vertically in coffins, but some will prefer to sleep hanging upside-down like a bat.

    Creation:
    • A human becomes a vampire if they have their blood drained and then in turn drink the blood of a vampire. The start of the process is signaled by a brief flash of yellow in the irises of the eyes
    • The process of transforming into a vampire is extremely uncomfortable, beginning with flu-like symptoms which include clammy skin, fever, chills, and heavy vomiting. They may also bleed from their eyes.
    • The transforming human body eventually stops showing normal human vital signs and they become physically dead. They will begin exhibiting signs of vampirism, such as developing their fangs, paling of skin, distortion, and fading of their reflections, and they will often begin involuntarily levitating. They begin to show an aversion to religious imagery and will begin to develop sensitivity to sunlight.
    • This is accompanied by an increasing hunger for human blood, with the first consumption of human blood marking the end of the transformation
    Weaknesses:
    • Religious imagery will harm or frighten them; prolonged exposure will cause them to burn and bleed from the eyes, even references as small as crossed fingers can repel them, and their mouths will catch fire if they try to say religious phrases sincerely.
    • They burn in sunlight, with even small amounts of exposure causing them to start smoking.
    • Contact with salt, garlic, silver, or holy water will also cause them to burn.
    • A vampire can be instantly killed by a wooden stake through the heart, and decapitation.
    • They are incapable of eating human food and will projectile vomit forcefully if they consume even a small amount; this will be even worse if the food contains garlic.
    • Vampires are also physically incapable of entering new buildings unless someone invites them in.
    • Vampires who experience traumatic events may have their powers weakened. Traumatic events can also cause vampires to briefly age rapidly. Vampire bats are actually vampires who have experienced an intense humiliation, such as hosting a bad orgy, and have permanently turned into bats, incapable of flying as high as vampires in their normal bat forms
    Vampire society:
    • Vampires are expected to follow the vampire code, which forbids crimes such as killing other vampires or turning babies into vampires.
    • Vampires typically keep themselves secret from humans out of fear of being targeted by vampire hunters.
    • They generally dislike werewolves, but this is often merely due to prejudice.
    Vampiric Council: The most significant governing body of vampires is the Vampiric Council, an international organization who put vampire criminals on trial and punish them if they are found guilty, sometimes by imprisonment or death.

    Communication: Although vampires are capable of using modern technology, they traditionally communicate over long distances by using ravens as messengers

    Titles: Vampires often give themselves or receive titles after their first names, such as Vladislav the Poker, Nandor the Relentless, and Vasilika the Defiler.

    Psychic vampires:
    • Psychic vampires are the most common type of vampire. They have the ability to drain a victim of their energy, rather than blood, through conversation or certain acts.
    • They are notably the only kind of vampire that can drain another vampire of their energy, or gain energy from victims electronically via the internet.
    • They are able to exist in sunlight without issue, have reflections, and live a more ordinary experience than traditional vampires, although their eyes may glow lilac-blue while feeding.
    • They are not harmed by religious imagery or connotations.
    • They are incapable of flight but may hover during periods of intense power.
    • Psychic vampires are capable of shapeshifting into animals, but this is rarely put into practice.
    Familiars:
    • Unlike most humans, familiars are aware of the existence of vampires and choose to act as servants for their vampire master(s), in the hope that they will eventually be turned into a vampire themselves as a reward.
    • Many familiars will carry out tasks that can be difficult for vampires to do, such as covering up sunlight in their homes, helping them travel to distant places by shipping them, finding other humans for vampires to eat, and hiding the evidence of victims.
    • Due to the sociopathic nature of many vampires, it is common for familiars to be exploited, with their masters often overworking them, abandoning them, setting them dangerous tasks, and/or deliberately putting off turning them into a vampire.
    • Seeing elderly familiars who have served for years is very common.
    • Although familiars are subservient, some vampire masters will hypnotize them occasionally to avoid conflict.
    • Familiars will often network in social gatherings, although many will use it as an opportunity for complaining, and "sad hook-ups".
    • Some vampires may adopt animals instead and consider them familiars.
  • THE CHARACTERS
    In this group, there are three types of characters that the players can choose: Vampires, Energy Vampires, and Human Familiars. There is a character limit of two, and each player is only allowed to play one human. Furthermore, the group has a limit of two energy vampire spots.

    An important note about energy vampires is that they have reduced powers, and are much more limited in how much they are able to use them. For the most part, their ability to blend in with normal human society means that they are less powerful in the traditional vampiric sense. Please keep this in mind when thinking about choosing this option.

    Powers: With this roleplay being quite whimsical, supernatural powers are allowed to be played loosely. For example, deus ex machina is absolutely plausible in most situations. However, things such as Godmodding and Over Powered characters are still against the rules. Each vampire character is allowed to play with a variety of common powers. Players can pick one unique power per vampire character.

    Common Powers:
    • Immortality: The power to never die unless dictated by a specific species' weakness.
      Limit: As vampires, they have species-specific ways that would kill them such as sunlight, a stake through the heart, and decapitation. All other manners of other traumatic injuries however wouldn't be effective.
    • Agelessness: The power to stay young forever. Users of this ability never age, and as a result, and never suffer the ravages of aging.
      Limit: With the consumption of blood keeping them appearing young, if a vampire has gone without fulfilling the urge to feed, they often will start to take on an older and more worn-out appearance. Furthermore, if a vampire experiences a traumatic experience, the stress can cause them to age rapidly.
    • Levitation: Users can cause oneself/subjects/objects to hover/float in the air unassisted, allowing the user to bend the will of gravity and prevent their bodies from making contact with the ground below.
      Limit: When using this power, if the vampire is not completely focused they can often lose control of their balance or float uncontrollably. Levitating can be difficult to maneuver, and it is not uncommon to see them bumping into things or hitting their heads on the ceilings
    • Flight: Users can fly or otherwise move through the air with ease.
      Limit: This power is limited to when they transform into their bat form or any other flying animal they are able to replicate. When in use they are bound to the same limitations of that animal they are transformed into. For example, a bat can only fly up to speeds of 60 miles per hour and up to a distance of 100 miles in a single night.
    • Hypnosis: The user can affect or directly influence other people's minds to their commands.
      Limit: To perform this requires intense concentration. People who are either strong-willed or extremely ignorant have a harder time being controlled. The subject can resist this if the request is outside their area of knowledge, something extremely outside of their normal character, or physically impossible to achieve. Hypnosis also requires vocal and/or somatic gestures, which must be perceived by the one receiving hypnosis.
    • Transformation: The power to turn into bat or feline form, as well as simply taking on features of these animals, such as wings or larger fangs.
      Limit: This power is limited to sorely bats and felines. When using this ability, the person is restricted by the laws of nature for that animal, meaning that they are only able to go as fast, or as far as that species. This also applies to things such as sight or smell while in the animal form.
    • Teleportation: The ability to move instantaneously from one location to another without physically occupying the space in between.
      Limit: This power has a limit of 15 feet that the user can teleport within.
    • Telekinesis: The power to move, manipulate, or otherwise interact with objects/matter with one's mind.
      Limit: When in use, this power has a range of about 50 feet and a maximum weight of 300 pounds. Somatic gestures are required to manipulate objects. This power is voided if the object is of religious backgrounds such as a cross or a priest.
    • Regenerative healing factor: The ability to heal rapidly from any physical injury.
      Limit: This power relies heavily on the consumption of blood to work. Users who have not drunken recently will have a slower effect. As vampires, damage done by species-specific incidences, such as burns from sunlight, heal at a slower rate unless a substantial amount of blood is consumed immediately after. Pain from injuries can still be felt.
    Unique Powers:
    • Transform into a wider than normal variety of animals.
      Limit: When using this ability, the person is restricted by the laws of nature for that animal, meaning that they are only able to go as fast, or as far as that species. Furthermore, the user can only spend up to an hour in their animal form before it begins to wear them down significantly, at which point they would need to replenish themselves with blood. If the user is not fully focused or unpracticed, they can botch the transformation with strange characteristics.
    • Control and communicate with animals: The power to control and to talk to animal life forms.
      Limit: This power has a range of 30 feet, along with a max influence of 10 animals at a time. Furthermore, depending on what the user commanded, it is possible for the animals to want revenge when they regain their free will.
    • Invisibility: The power to render oneself unseen to the naked eye.
      Limit: Users of this power are required to be naked in order for them to move around undetected. Although the user is unable to see, their physical body still remains. This means that they can still be sensed through smell, or sound, along with their outline being visible in the rain. Furthermore, it takes great concentration to remain invisible, and can only last up to an hour before it becomes extremely draining for the user.
    • Elemental Manipulation: User can create, shape, and manipulate the basic elements of nature and the rudimentary, simplest, or essential parts/principles of which nature consists (ex. pyrokinesis). The four principal, basic elements are Earth, Water, Air, and Fire.
      Limit: The users of this power are only able to manipulate one of the four basic elements. As such, the user is limited to elements that are near to them. For example, if they are flying they cannot randomly spawn earth around them. Users of this ability have a range of 100 feet.
    • Wall Crawling: The power to fasten onto and climb vertical and horizontal surfaces without falling.
      Limit: Anything that covers the user's hands or feet will nullify this power. Furthermore, surfaces that are completely smooth are unable to be climbed.
    • Telepathy: Users can read or sense another person's thoughts, communicate with them mentally, or affect, and otherwise interact with their mind, consciousness, and thoughts.
      Limit: This power does not work on mindless beings such as corpses or zombies. The more intense of thought, the louder it becomes. This power has a range of 30 feet, along with a maximum influence of 10 beings at a time. Telepathy often causes the user excruciating headaches.
    • Empathetic Manipulation: Users can sense and manipulate the emotions, including feelings, moods, and their effects, whether by increasing, decreasing, causing, or otherwise channeling emotions.
      Limits: The more intense the emotion, the harder it is for the user to control while keeping themselves focused. This power has a range of 30 feet, along with a maximum influence of 10 beings at a time. All of this can often cause the user excruciating headaches. Similar to hypnosis, the user cannot make the subject experience emotions that aren't already somewhere within their psyche.
    • Psychometry: Obtaining historical memories or sensations concerning beings and objects they observe.
      Limits: In order for this power to work, the user must be able to touch the being or object to observe the memories. Furthermore, this power leaves them vulnerable while they are observing as they are not focused on their surroundings. The user isn't always able to dictate what they receive. If the user is wearing gloves, the power becomes void. Intense memories can often make the user ill.
    • Darkness Manipulation: User can shape and manipulate darkness and shadows.
      Limits: The user of this power is not able to create darkness itself, and is limited to manipulating already existing sources. This power has a range of 50 feet.
    • Blood Manipulation: Users can shape and manipulate the blood of others.
      Limit: This power has a range of 50 feet. The users of this power are unable to create blood, being limited to manipulating only from already existing sources. As vampires have no bodily functions, they are unable to produce their own blood to manipulate. However, if another vampire has recently consumed blood, that is an acceptable source.

    If you have an idea for another unique power, please consult one of the GMs beforehand.
    hook | plot | lore | characters | setting | rules | sheet
  • THE SETTING



    The story takes place in the suburbs of Sarasota Florida, where the characters share a house together. The house, which was built in the mid-1800s, is a sizable dilapidated Victorian estate with three floors, along with a dormer attic. The bottom floor is considered the "common area" with a large but mostly unused U-shaped kitchen with an island tabletop. In the corner is a breakfast nook, though in this house it would be considered the "midnight" nook. This leads into the grand dining hall where a long bloodied table sits in the center. On the other side of the house is the living room which features a stone traditional open-hearth fireplace, and the study which is covered with antique books, along with a desk and a few recliners.

    The next two floors are all personal living space, with each tenant getting their own room and conjoined bathroom. The familiars are kept either in the two rooms under the stairs, or in the attic. As sunlight can be an issue, the windows have plywood nailed to the frames outside as faux hurricane protection, while the inside has news papers pasted to the glass. The blinds are always kept closed.​
    hook | plot | lore | characters | setting | rules | sheet
  • THE RULES
    How to Join: If you are interested in this roleplay, just comment in this thread! After that, please dm me a recent writing sample or link to a recent post. As long as you meet the advanced writing requirement, I will send you a link to the discord.


    Posting requirements: The expected posting speed for this group is once every two weeks, though more frequent posts are also encouraged. This is a multi-paragraph, advanced writing roleplay, so your posts are expected to meet those requirements. Of course, if something comes up irl just dm me and we can figure something out. Repeated missed posts without a heads up will result in a warning or possible kick from the group.

    This roleplay currently has a character limit of two.


    History: In this roleplay, there is a heavy historic element. Although players are given free rein to insert their characters in whatever historic context they please, remember to respect the events and communities that are involved. Some history can be gruesome and unpleasant, so be sensitive to how others might perceive these aspects. In the event that your post contains possibly triggering content, please use a Content Warning and place it within a spoiler.

    Furthermore, although players don't need to be expert historians, some research about their character's background would be helpful. Please make sure your characters' backstories are at least somewhat accurate to real-world historical events and contexts.


    Content: This roleplay is listed in the general star section. As such, all sexual scenes must fade to black. However, some of the themes may be mature, and not suitable for those under the age of 18. Player discretion is advised. As some topics discussed may be triggering, so be sure to make use of content warnings. Such warnings may include violence, gore, substance use, sexual assault, and abuse.


    General: All Iwaku rules apply. No characters under the age of 18. No godmodding. Be respectful at all times.

    As GMs, @ MiharuAya and @skee have the right to kick any player who breaks these rules.
    hook | plot | lore | characters | setting | rules | sheet
  • THE CHARACTER SHEET
    Name
    Title
    Age
    Birthday
    Place of Birth
    Species
    Occupation

    Appearance (Hair, eyes, build, style, ect…)

    Personality(Can simply be a list, but please provide a paragraph explanation.)

    Biography (5-7 bullet points. Include before and after turning)

    Sire (Denote the Sire if known, indicate if alive or dead)
    Vampiric Transformation: (3-5 bullet points about characters transformation)

    Family
    Rivalries/Enemies
    Relationships

    Special ability
    Drawbacks



    OPTIONAL
    Roommate application

    Why do you want to live in a vampire house?

    What qualities make you a good housemate?

    Do you have any pets?

    How neat are you?

    What are some of your hobbies?

    How do you feel about sharing?

    Do you have a familiar/Master? Who?


    hook | plot | lore | characters | setting | rules | sheet

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VANYA WEBER
locations | interactions | mentions
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse faucibus magna vel vestibulum sollicitudin. Aenean fringilla velit ut mattis ultrices. Aliquam erat volutpat. Proin fringilla mattis erat eget volutpat. In velit nibh, ornare eget velit nec, lacinia facilisis orci. Ut varius commodo dui vitae tristique. Sed non turpis ultricies, pellentesque lorem ac, mattis dolor. Vestibulum dignissim lacus eget condimentum pharetra.

Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse faucibus magna vel vestibulum sollicitudin. Aenean fringilla velit ut mattis ultrices. Aliquam erat volutpat. Proin fringilla mattis erat eget volutpat. In velit nibh, ornare eget velit nec, lacinia facilisis orci. Ut varius commodo dui vitae tristique. Sed non turpis ultricies, pellentesque lorem ac, mattis dolor. Vestibulum dignissim lacus eget condimentum pharetra.

Quisque in volutpat mi. Nullam leo tellus, imperdiet at felis vitae, lobortis pellentesque augue. Nunc aliquet, neque sed ultricies elementum, sem sapien varius turpis, eget commodo odio velit nec velit. Curabitur ut metus arcu. In aliquet eu justo nec feugiat. Praesent ut viverra lectus. Donec tempor bibendum elit, tincidunt lobortis leo lacinia in. Quisque consequat urna sit amet felis mollis posuere. Nunc tristique nulla quis tellus eleifend ornare. Mauris in posuere urna. Ut facilisis sit amet felis vel cursus. Suspendisse ac quam commodo, pellentesque nibh eget, mattis eros. Vivamus non finibus metus, quis pharetra augue. Aenean quis bibendum ex.

Donec mauris risus, eleifend scelerisque pharetra ut, posuere ac elit. Morbi at egestas nisi, quis lobortis libero. Sed ac imperdiet purus. In lacus neque, vestibulum vitae purus sit amet, sagittis mollis sapien. Donec nec dolor quis ex malesuada laoreet vitae eu tortor. Fusce eros sem, tempor et risus sit amet, cursus euismod nibh. Aliquam molestie ac felis eu egestas. Vivamus ac enim mi. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.​
 
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