Villainous || Test Thread

Villains

My dear sweet nothing, let's start anew.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Slow As Molasses
Online Availability
Evenings.
Writing Levels
  1. Advanced
  2. Prestige
  3. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.

For testing.
 
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[fieldbox="Info:, goldenrod, dashed, 8, Tahoma"]Phae is currently unaffiliated with any current RP thread.[/fieldbox]


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Name: Phaerakaus "Phae" Tamorae
Gender: Female
Orientation: Hetero inclined.
Race: Auroun/Rasmodian
Age: 26 Earth Years
Hair color: ☷☷☷☷☷
Eye color: ☷☷☷☷☷
Complexion: ☷☷☷☷☷
Height: 5'6"
Weight: 132lbs
Notable Features: Her hair and eyes contrast with her skin tone. Visible when undressed, she has a full torso tattoo of a massive sea creature (similar to an octopus). Her nails are long, manicured, and most often painted in soft pastel shades of blue, green, and yellow.


Marital Status: Single.
Immediate Family: Khalun'era Tamorae (Mother), Euripedes and Zuriphes Ahalla (Father(s) - unknown to Phae).
Allies: N/A
Enemies: N/A
Followers: N/A
Friends: N/A
Heroes: Her mother.
Pets: N/A


Lures: Cats, Rasmodian music (which sounds an awful lot like Kpop), clean places, dark places.
Savvies: Psionics, flirting, holding a conversation with practically anyone, cybernetics.
Ineptities: Low alcohol tolerance, self-absorbed, horrible with numbers.
Temperament: Sanguine.


Profession: Cybernetic machinist's assistant.
Education: Galactic equivalent to 'a year or two of community college'.
Hobbies: Conversing, drinking, billiards (and other similar galactic counterparts), dancing, singing, painting, traveling.
Religion: N/A
Located Currently: N/A
Location of Birth: N/A
Location of Death: N/A


Superstitions: Phae used to believe she could see things moving in the Umbra when she traveled through, but she never stopped to investigate the possibility of life in the Umbra. Something about creatures potentially living on the wrong side of the dimension scared her.
Virtues: Patience, Diligence.
Vices: Pride, Lust, Greed.
Likes: Spaceports, spaceships, broad men with facial hair and rugged smiles, teasing, clubbing, her job most of the time, being chased and sought after.
Dislikes: Gossip, most arguments, bland food, abuse, being stalked, being interrogated or harassed.
Affiliations: Auroun, Rasmov Prime (Unknown to Phae)

Addictions: Possibly Alcohol.
Handicaps: Minor damage to her hearing from working in the cybernetics depot.
Medical Conditions: Slight case of insomnia, bee allergy.

Abilities/Powers:

  • Phase Shift (Type One):: The user can pass through corporeal barriers/objects while in an incorporeal state. They travel via small jumps through incorporeal space (by way of the Umbra), though the act is often seen as a teleportation skill.
  • Clone:: Matter is pulled from the environment and condensed in a rapid particle effect, creating a carbon copy of the user.
  • The Copy's lifespan is dependent on the skill of the user. Some copies have lived long enough to be considered individuals, though most die within a few days of creation.
  • Clone's only have memories the user has made in a 12 hour period prior to the Copy's creation, though they will believe themselves real and are capable of acting in their creator's stead.
  • Clone's are tethered to the collective consciousness of their creator and will follow orders given to them by their creator as well as the primary objective they were created to accomplish.
  • LDT (Long Distance Telepathy):: Short range telepathy is often found in alien species, but the Auroun have mastered using telepathy at great distances. Dependent on the skill level of the user, it is possible to speak through channels fabricated within the Umbra. These channels are typically narrow, so messages move distances of 10 to 30 miles instantly, but a greater user has the ability to widen the channel, making it possible to speak through telepathy at distances comparative to intergalactic means of measurement.
  • Flicker:: Dependent on the capabilities of the user, an illusion is created, and it has an accompanying persuasive aura to it that can be used to draw attention. From creating a scenario of fear, or calm, or arousal, or anything the user chooses to create, these fictional fantasies can last days depending on the imposed will of the user. Typically, they last anywhere from 10 minutes to 2 hours.
  • Dissolve:: The user vanishes into the Umbra. How long the user can remain hidden is determined by the skill of the user. This is an act of stealth, and life signs from the user cease to extend to the fleshlands for the duration of their Dissolve.

The deets/bio blurb: [I'll work on this soonish]

Definitions:
Psionics || [soon]
Umbra || [soon]
Fleshlands || [soon]
 
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  • [bg=#852240]
    A literate group roleplay moderated by Villains.

    Perspice, divided by racial tensions and countless differences found in the six cultural hub sectors, struggles to subdue threats outside the city walls.

    This is a far future, low technology post-apocalyptic cityscape meets dark fairytale RP.

    Requirements - Longterm commitment. Slow pace, but hopefully consistent. 2+ paragraphs each post. YOU MUST BE OKAY WITH THE CHANCE YOUR CHARACTER CAN DIE. This is an 18+ roleplay due to the graphic nature of the contents. Life in Perspice is messy.
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  • [bg=#852240]
    1. Please be 18 years of age, or older, if you intend to join Perspice. All characters in this thread must be 18 years of age or older. This includes player controlled NPCs.
    2. Respect your fellow players. IC drama should stay IC, and OOC scuffles shouldn't reflect on in-character actions.
    3. If you wish to speak OOC with someone, please use the OOC thread or the Perspice Discord.
    4. Don't advertise in this thread, please and thank you.
    5. No Gods, please. This means, while I try not to limit what people play, I would like to assume your character has weaknesses and isn't omnipotent and all-powerful. If you're curious what weaknesses your race may possess, ask me.
    6. In addition to rule five, I'd also like to address auto-hitting and godmoding. These actions are not allowed.
    7. Quality writing is expected and encouraged. This doesn't mean you need to write novels, but instead, it means you proofread what you write to ensure others can understand what you're saying. 2+ paragraphs are the expected length of a post.
    8. You may play as many characters as you like, but it's recommended players don't take on more than two at a time so not to become overwhelmed.
    9. Villains is the DM and her word is law, but site rules always apply first. Please acquaint yourself with the site rules before applying.
    10. Rules may be added if they seem needed. Any questions or concerns with the rules can be issued to Villains.
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  • [bg=#852240]
    Once upon a time, the city had been the epicenter of life on Earth. A bustling metropolis full of technological marvels and advancements; wondrous and progressive. Housing millions within its seemingly endless boundaries, there was no doubt the city was built to survive even the most widespread of attacks from outside forces. The irony was, within the massive walls surrounding the city, a silent killer would devastate the human race. A worldwide epidemic spread, wiping humanity off the face of the earth, leaving only their structures and inventions in its wake, though even those would crumble over centuries of disuse. The elements tore the last traces of humanity from their home countries, causing several millennia of silence across the lands.

    Then, from the wreckage of the world, there came rebirth.

    Whether from mystical forces of the newly rejuvenated lands or from forgotten experiments left by humanity, creatures of all variety emerged from the evolutionary process changed. Some were creatures of lore from days predating humanity's fall from grace, and others entirely new species devised by the darkness of the realm. No one knows for sure what caused this shift in the tide of creation, but one thing was certain from the earliest days of the New Age: Each race considered themselves superior to the other races. Endless conflict rose from the small core groups of mythological entities, ended only when the once grand city of humanity's legacy was divided into six sections.

    To the Elves, they received land which would come to be known as Dôr Vala. To the Faeries, the Court of Seasons would spring to life. To the moon worshipping Therians, The Wilds. To the intellectually inclined Djinn, Jannah would be their home. To the builders and tinkerers known as the Dwarves, they would receive the subterranean catacombs known only as Subway. Finally, the last of the races would receive the district of Darkside; a place of filth, debauchery, and violence.

    But, despite the disagreements amongst the city's citizens, greater threats resided outside the barricades. Monsters crawling the vastness of the uncharted realm, keen to hunt and devour those unprotected. The races have seen the horrors just beyond their lands, and know the threat is always looming in the background of their fighting. A loose alliance has been formed between the six, an attempt to put the greater good above pettiness concerning racial differences. Even so, every district holds rules for outsiders - some stricter than others.

    For now, a semblance of peace exists. Only time will tell if this peace will hold.

    Welcome to Perspice, Adventurer. A world of magic and glory centered around the eternal struggle between predator and prey.
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  • [bg=#852240]
    The Court of Seasons

    - An extravagant and heavily magically influenced place, the CoS takes place in the ruins of Uptown. Comprised mostly of a whimsical fairytale cityscape, and the Faeries of the Perspice welcome most visitors so long as they mind their manners. Faeries of all variety are very honest creatures and take grave offense to lying or be lied to. Their word is their bond. Because of this, Faerie are very careful about what they say - their language, or use of language, can be tricky.

    Types

    Fae: The ruling class of the Fae, Fae possess large and colorful wings similar to those of Butterflies, Dragonflies, and Moths. Tall for Faerie, the women are usually the size of standard humans, and the men slightly taller than their female counterparts. They possess tipped ears - a trait they share with Elves.

    Pixies: Smaller versions of Fae, none much taller than a person's thumb, Pixies are the unseen military of the Faerie people. While not terribly helpful in combat, they're masters of obtaining secrets and infiltrating the districts of other races. That, paired with the sheer amount of Pixie in Perspice, makes them formidable adversaries. One Pixie may be weak, but thousands of Pixie can do great deals of damage.

    Sprite: Incredibly fast and agile, Sprite are the casters of the Fae, best known for their magical prowess. Some have wings, and some are without, but each moves like they are one with the wind. Deadly precise, they fight with weapons crafted by magical means, and swear allegiance only to those of Faerie blood. They're in the same height and weight range as their Fae counterparts.

    Leprechaun: Short in stature and in temper, Leprechauns are possessive of their property and naturally lucky. Most tend to the markets and trade of the Fae, even traveling to other districts with little issue.

    Fawn: A newer addition to the Fae, Fawn are the offspring of a union between a Satyr and a Fae. Fawn are similar to Satyr in appearance, though less wildly inclined, and are capable of learning magic.


    Dôr Vala

    - Regal and clean, the Elves home district is located in Midtown, the center of Perspice. Somewhat similar the Court of Seasons in their choice of architecture, Elves rely less heavily on magical elements in their district and prefer building their homes and community buildings by hand. One would consider the Elven district to be regal and somewhat human in appearance, reflecting their archaic roots by their furniture design and their clothing style. The Elves are often considered philosophers and poets, as well as an orderly race of able-bodied citizens. Their acceptance of outsiders varies based on the race of the approaching subject.

    Types

    Avariel: The ruling class of the Elves, the Avariel possess large wings similar to those of birds, typically of Doves, Falcons, and Owls. They are led by an assembly of three Elders, who tend to the needs of the people and uphold the laws of the district. They are the judge and jury, the last in the line of an individual's judgment or the creation of a new law. Tall and slender, the males of the Avariel stand well over 7ft tall, while the women stand at 6 to 6 and a half feet tall. All Elves, including the Avariel, have tipped ears.

    Drow: Considered the most deadly of the Elves, Drow are pitch black in appearance from the tip of the heads to the bottoms of their feet. Only their red eyes show any inkling of coloration otherwise, giving an almost demonic element to their general appearances. Not at tall as the Avariel, they also lack the wings of their leaders but make up for it in their ability to cloak their actions when in darkness. No creature blends into their surroundings quite as well as the Drow under the cover of night. Drow are the covert operations of the Elves, naturally inclined to the art of assassination because of how difficult they are to detect.

    Lythari: Skinwalkers, as they are called, are warrior Elves able to change their appearance to that of various animals. Most commonly, they choose very large and monstrous beasts when in combat, though they have the luxury of shapeshifting into creatures as small as mice when the need arises. Outside of their shifted forms, the Lythari are defined by hulking physiques, more muscular than the rest of their Elven counterparts, though slightly shorter than the average height of other Elven variations.

    Halflings: A halfling is an offspring that comes from the union of an Elf and a creature of another race - this doesn't cover mixed lineage within the types of Elves listed. Halflings vary in height, build, and abilities based on the other race involved in their creation.

    Merfolk: In essence, aquatic Elves who had adapted to have gills along with a set of functioning lungs. The Merfolk are capable of living anywhere the rest of their brethren are, though obviously prefer to live in locations close to the water (or in the water as perfect conditions might allow). Other than their ability to live aquatically, the Merfolk lack magical capabilities of all varieties and physically vary from the Avariel only by the lack of wings, the wild coloration of their hair, and the blue tint to their skin.


    Jannah

    - By far the most technologically advanced territory in Perspice, Jannah is the southern home of Djinn kind and is under constant renovation. Never quite satisfied with the way of their world, the Djinn are scientists of the new age, working tirelessly to unlock the secrets of the science behind creation. In such, their lavish portion of the cityscape is a mecca unto itself, full of experimentation and grounds for discovery. In a mix of middle eastern meets the magical world, Jannah is considered both beautiful and confusing to outsiders with their newest addition of 'lightning power', but Djinn accept visitors to their realm within reason. Meaning they expect a reason for the visit, and they expect an open mind from the visitor.

    Types

    Si'lat: The highest class of Djinn, they make up the ruling class and are best known for their ability to mimic the appearance of other races. They vary in size, build, and temperament, though their magical prowess is considered well above that of their Djinn counterparts. The sultan of the Djinn is an ancient Si'lat and rumors have proposed he was alive at the time of the ancients, though he has denied these claims. Si'lat can change their gender, as can the rest of Djinn kind, so all sexes are recognized in Jannah.

    Marid: The closest the Djinn have to a group of warriors, Marid are massive Djinn who can harness the elements to empower themselves. Their natural form is that of the traditional 'genie' figure, consisting mostly of a magical body with a tapering tail of spectral significance. While they can take the form of a more humanoid shape, they rarely do.

    Ifrit: The scientists of the Djinn, and the core of the intellectual minds at work in Jannah, the Ifrit are fire based beings who can take the shape of embodiments of flame when provoked, though generally appear humanoid otherwise. They are alchemists, physicians, and new age thinkers, considered the least moral of the Djinn because their curiosity often knows no bounds and they are more than prepared to make sacrifices to further their pursuit of knowledge.

    Jann: Making up the vast majority of the Djinn population, Jann are the working class, covering the day to day needs of their people. Anything required of them by the Sultanate, they do. They're a cooperative and passive people, content to work and live beneath those more capable of ruling. As with the rest of the Djinn, Jann can change their physical shape at will to appear more humanoid in nature, or less so.

    Khajit: Traditionally, Therian races live in the Wilds with those more akin to beasts, but the Khajit are a special case. Allowed to move freely through the area of the Djinn, they pay for their freedom by providing the sultanate with secrets gathered from their travels. Khajit
    are persuasive merchants and quick of hand, which gives them the reputation of thieves by those outside of the Djinn. Even so, they are allowed relatively safe travel through much of the city, and have a knack for finding rare and valuable items from the past. Khajit are cat-like humanoids with features of similar to various feline varieties. They are roughly the same height as the average human, with the addition of fur, tail, and cat-like ears.


    Darkside

    - Everyone has their price. Such is the motto for Darkside, the western chunk of the city where the morally ambiguous beings of the New Age reside. Considered a strange wonder of magic and hedonism, Darkside is cloaked in metaphysical darkness regardless the time of day, allowing the undead citizens a freedom they would otherwise be unable to enjoy. The goal of the citizens of Darkside is to live every day as though it was their last, and in doing so, they revel in all manner of filth and debauchery. Brothels, torture parlors, slave trading, casinos, bars, and a fair deal of demons looking to make contracts - there's something for everything in Darkside, so long as they're willing to pay the price.

    Types

    Elder Demons: Standing at nearly 9 feet tall, and being broad of shoulder and chest, Elder Demons rule Darkside because they're the most formidable of the residents. Their appearance mirrors the classic rendition of the 'Devil', complete with large horns of varying styles and lengthy prehensile tails. Some even possess hooves, much like the Satyrs and Fawns of other districts. Their coloration varies, some as pale as ivory, while others sporting complexions of burnt red, pea green, or ash gray. Rarely, Elder Demons are ebony in shade. Their eyes, though, regardless of their skin tone, are bright colors such as yellow, white, and blue. Elder demons are typically male, though there are a few notable females among the patriarchal society. They run their clans as a family unit, and each family attends to their own members according to their personal philosophy. In some ways, Elder demons are the mob bosses of their 'family' and attend to the managing of the enterprises they are in control of.

    Vampires: Vampires, similar to Elder Demons, exist in tightly knit communities ranging from ten to hundreds of members, known as covens. These collections of the undead come in a close second for control of Darkside, though the two groups rarely fight among themselves, as Vampires want the blood of their victims, and Demons prefer the flesh or soul. Vampires are beings of the night, unable to leave Darkside when the sun is out unless specifically guarded against its effects. Vampirism can be passed from a Sire to a Fledgling, though the two must share blood, and Vampires often make false promises to do so with their victims, only to deny them their half of the bargain in favor of turning them into Thralls. Blessed with supernatural speed and strength, Vampires are capable of fighting for themselves, though rarely have a reason to take up arms.

    Succubi: A working variety of demon, Succubi often make up the majority of prostitutes and attendants to patrons in both Elder Demon and Vampire run establishments, including but not limited to Brothels and Bars. Succubi are best known for their sexual prowess and much of their magic is based on appealing to the opposite sex. All Succubi are female and belong to an Elder Demon's lineage.

    Incubi: A working variety of demon, Incubi often make up a small minority of prostitutes and attendants to patrons in both Elder Demon and Vampire run establishments, including but not limited to Brothels and Bars. They are less in number than their Succubi counterparts, though are better with a variety of magic. Incubi are best known for their sexual prowess and their persuasiveness toward the opposite sex. All Incubi are male and belong to an Elder Demon's lineage.

    Thralls: Thralls are the unfortunate individuals taken by Vampires are their property and can be any race capable of being fed on. Often times, Vampires prefer to enthrall Faerie folk or Elvish individuals, but there are many possibilities otherwise.


    The Wilds

    - Those in the Wilds are as free as they choose to be, expected only to tend for themselves, and beyond that, to enjoy a life unshackled by the courts and standards of other races. Therians, worshippers of the Moon, are beasts and predators who exist for their own purposes among the overgrown forests encroaching upon Perspice. Alongside them are the Ents and the Satyrs, the Nymphs and the Naga; all very content to practice their hedonistic praise of the Moon above without involvement from the rest of Perspice's population. On occasion, during especially heated festivities, they welcome outsiders to their home in the treeline, but an outside must prove themselves as an equal if they intend to be treated as such.

    Types

    Therians: There are two different types of Therians to roam the Wilds, one of which being the Shifter, and the other of which prefers to be known only as Beast. Shifters are human appearing for much of their time, only showing their wild nature when under the full moon. Then, and only then, can a Shifter transform into an anthropomorphic version of the animal they are aligned with. Most Shifters are aligned with Wolves, Bears, Elk, Rabbit, and similar forest creatures. Beasts, on the other hand, are always in this anthropomorphic state, appearing as a cross between a human and whatever animal they are aligned with. Beasts have far more variety in their appearances than Shifters do.

    Ents: Tree folk, generally the size and variety of trees, who are slow to move and slower to speak. They are ancient and know many of the secrets beyond the walls, though getting them to speak of such things is an almost impossible task. Ents are often where Nymphs live.

    Satyr: Half men, half goat or ram, Satyrs are very sexual in nature and are generally accompanied by a flock of Nymphs. The two live with the Ents, the Satyrs sleeping beside the Tree beings while Nymphs sleep within their bark. Satyrs are best known for their musical abilities and make excellent bards and minstrels, perfect addition to any celebration. They are also renowned winemakers, which they sell to those travelers willing to visit them in the Wilds - Usually to Khajit and Leprechauns.

    Nymphs: Said to be Faerie who defected, the Nymphs mostly appear as beautiful young maidens, and spend much of their time playing in the trees and seducing the residents of the forest. They are magical in nature, though, and can move through solid objects as a ghost might, which they do to Ents when they claim the Tree folk as their home.

    Centaur: Of the races living in the Wilds, Centaur are the most lawful, wishing to keep what few laws they've to deem appropriate from being broken. Centaur warriors are fierce, while Centaur poets and philosophers are equally stalwart even in prolonged times of peace. Centaurs are best known for having the upper body of a human, and the lower body of a horse. Unlike Naga, this isn't considered unnatural to other races outside of the Wilds, and Centaur have been known to live in other territories when given reason to do so.

    Naga: No one is sure where the Naga came from, nor how they came to be in a state so unfamiliar to any of the other Therians. Rather than be a mix of two things, Naga
    appear with an upper half that is human and a lower half that is serpentine, clearly defined as meeting at the waist, but never mixing. Because of this, Naga are widely unaccepted by those outside the Wilds, no matter what their ancestral history might be. In turn, Naga are cunning and persuasive, said to be slippery enough to sneak past even the best defenses in place, and quick with their tongue so any trespasses they are caught making can be forgotten. Mostly, Naga barter in secrets and lies.


    Subway

    - Named for the aged traffic signs located at various points through the subterranean underground, Subway represents a series of tunnels and under roads passing below the city of Perspice. Dwarves run the day to day activities of the tunnels, ferrying mixed passengers from one territory to the next, as well as keeping a vigilant watch over the deep roads, as it's said that is where abominations from the outer realm are most persistent in attempting to breach the city's defenses. Subway accepts any traveler with the coin to cover their fare or a skill they can offer to the vast sprawl of shanty town. Many consider Subway the most organized and free of the territories, even if it isn't the prettiest to look at, and all manner of races live beneath the surface of Perspice.

    Types

    Dwarves: Running the territory of Subway, Dwarves are short, stout, and bearded. Even the women. Dwarves are known to be blunt and forthcoming, best when working with their hands. Blacksmiths, carpenters, mechanics, and the like; anything that isn't related to magic. Dwarves have no natural capabilities toward magic, thus refrain from allowing it used in their presence. Dwarves typically stand at 4 and a half feet tall, though are far broader than any of the other short races.

    Gnomes: Usually, Gnomes are seen as being best used as fodder or food, though the Dwarves have taken them into their care and taught them the basics of the underground trades. Of course, at 3 feet tall, there isn't much Gnomes excel at besides animal husbandry. For some unknown reason. Gnomes are the best at breaking and taming wild beasts, which is how the Dwarven caravan route continues to thrive.

    Boglings: Precocious creatures with squished features resembling a frog, Boglings are known to be fast learners and shameless thieves. The Dwarves tolerate the small beings - who stand at a meager 12 inches in size - because they can be taught almost any trade skill within a relatively short period of time. Unfortunately, Boglings live a fraction of the time their Dwarven counterparts
    do, and rarely receive equal treatment for equal or greater amounts of work. Other territories have been known to eat Boglings, even though they are acknowledged by and large as sentient beings.

    Tieflings: The offspring conceived of a union between a variety of demon and another race, Tieflings are rarely accepted outside of Subway, as the creatures are considered odious and repugnant in nature. Whether this is true obviously varies from individual to individual, but the public image of the race isn't a very flattering one. Most Tieflings are 4 to 5 feet tall, with horns and tails like their demon counterparts. For Subway, Tieflings are best suited for information gathering and subterfuge. Their magic focuses mostly on stealth and limited distance teleportation.
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  • [bg=#852240]
    Neutral Territory

    While race run districts collectively cover the majority of Perspice, there is gray area to the city that allows for mixed involvement between races for business or leisure purposes. Here, beyond the gates of the six districts and their individual choices for law and government, Neutral Territory is governed by something called Citizen Law. In essence, Citizen Law dictates that the consensus of the majority is what is considered 'right' and the minority opinion is considered 'wrong'.

    An example of such would be: If Joe kills Kate, it's murder. The majority agrees this is wrong. The minority thinks it's fine. Since the majority believe it's wrong, Joe is punished by the citizenship of Neutral Territory.

    Locations of interest within Neutral Territory are:




    Balderdashing Brokerage

    Run by an oddly dressed Fae by the name of Bixby Rigel Arthur Minoan Casper Harmonia III, with delicate moth wings in dark shades of gray, the brokerage offers services to those seeking to buy or sell very limited items. Mostly, Mr. Harmonia sells the relics found by explorers and hunters who dare the wilds, acting as the middleman for their affairs so they remain anonymous.




    The Bounty Board

    In several locations throughout both neutral and race oriented sections of Perspice, there are bounty boards with various jobs listed. See the Bounty Board for more details.




    Danou's Bathhouse

    Danou An'tova, a retired Marid guard, opened his bathhouse with the intention of living a quiet life away from the hustle and bustle of his native Jannah. The bathhouse is a vast indoor pool surrounded by standing pillars and marble benches, considered unisex, and is lightly guarded to keep those bathing safe from unwanted physical attention. Most of the attendees, like Danou, are Djinn of some variety.




    Generalities

    Like the title states, Generalities is a store that sells... generalities. Everything from meal ingredients to travel supplies to fabric swatches to low-end weapons, Generalities has it all. No one knows who actually runs the store, though most of the employees appear to be Boglings and Gnomes.




    The Golden Lyre

    Run by the Therian Nyla, The Golden Lyre is a clothing store with a variety of fashion pieces ranging from moderately priced to luxury wares. The shop is small but feels accommodating, and at times, Nyla seeks outsider's assistance for various supplies and journeys around the city for deliveries.




    The Moon Bridge

    For some, the Moon Bridge is a holy site where those who worship the moon congregate. For others, the area is used as a stretch of market space similar to a very crowded bazaar. In reality, the Moon bridge is a Truss arch suspension bridge that survived the countless years since humanity's disappearance. Another relic of times long past.




    Omens

    A demon run brothel similar to the bordellos and clubs within Darkside, Omens is considered a tamer, more outsider friendly destination. People aren't as likely to be abducted, at any rate, and the shows are less gruesome in nature as their policy is to follow Citizen Law as best they're able. The establishment is run by Opus Hines, an Elder Demon.




    Riley and Sons' Lodging and Tavern

    Those looking for a place to stay, for a night or longer, would be most comfortable in Riley Tanborne's Lodging and tavern - named aptly as Riley and Sons' because of the young men who aid their father in his running of the Inn portion. The rooms are decently priced and include a free meal each day, making the Lodge and Tavern a popular destination for those seeking to start anew within the Neutral area of Perspice.




    The Taft Tinnian Library

    Taft Tinnian, one of the Elven Pioneers of Perspice, is long dead. In his wake, the Library was given his name and bears several images made in his likeness, though the current head librarian is one of his ancestors: a Ms. Lahsset Tinnian. No books can be taken from the grounds of the Library, but anyone is free to enter and read the materials available so long as they're careful.




    Vex's Hexes

    Madame Vex, a lovely Ifrit, runs the local magic shop. From simple potions to old tomes, Vex's Hexes is the premier location for those who practice magic, and offers a great deal to learn for even the most talented of casters.




    The Zoo

    Diago Appan Nettle Canterburrow Vargas, an adventurous Pixie with a hoarding habit, owns something of a menagerie dedicated to wild mythical beasts. The exhibits are (mostly) free to view, funded by the Vargas fortune, though contributions have been made from outside sources to further the expansion of the attraction. It is said Mr. Vargas has the largest collection of captive beasts in the world.
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  • [bg=#852240]
    The Bounty Board

    If you have ever played an RPG before, you're familiar with the bounty board concept in one way or another. Essentially, jobs and tasks will be listed when they become available. Whether there are posters lining ruined city blocks, or messenger's scooting about on foot looking for professionals in their field, plot options are always going to be available to players. Some will be mundane tasks from higher up citizens, and others will be more interesting quests to attain or, occasionally, slay something. Keep your eyes peeled for new bounties.

    Current Listings

    RUNNERS WANTED:

    Tired of sitting on your ass, not doing jack all? Sign up with Skip's Runners in Subway for fast pay. You carry the news, we dish out the pay. Only speed freaks and silent types need apply.

    Seeking Treasure? Join the Expedition!:
    Beginning in the next two days, I'm leading an expedition to the Outer Limits! For those who wish to test their mettle, accompany me! I'm in need of strong men and women, as I hope to bag a few beasts to add to my collection! Visit me at the Zoo and we'll discuss my terms and conditions! I look forward to all applicants!

    Signed,
    Diago Appan Nettle Canterburrow Vargas
    [/bg]
  • [bg=#852240]
    1. Discord:
    2. OOC Thread:
    3. Lore Dump:
    [/bg]
 
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Reactions: junebug
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    The Court of Seasons

    An extravagant and heavily magically influenced place, the Court of Seasons takes place in the ruins of Uptown in the northernmost post of the city. Comprised mostly of a whimsical fairytale cityscape, with four seasonal sections, the Faeries of the Perspice welcome most visitors so long as they mind their manners. Faeries of all variety are incredibly honest creatures and take grave offense to the act of lying or to being lied to. Their word is their bond. Because of this, Faerie beings are very careful about what they say - their language, or use of language, can be tricky.

    Their government is a monarchy with several layers of nobility, though the royalty is segmented into four distinct courts that all fly beneath the banner of the collective Court of Seasons.

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    The Winter Court - Ruled by Prince Andes Pharon Roan Michel Kellen, the Winter Court deals with matters of law and order within the Court of Seasons. Those who align with the Winter Court tend to be cold, cool, and methodical thinkers. The palace of the Winter Court is forever surrounded by snow, captured in what one might compare to a Christmas card landscape, with a cozy village surrounding it.



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    The Spring Court - Under the rule of Princess Irene Priscilla Camille Tania Yearning, the Spring Court embodies the belief that magic and art should be the highest priority for the Faerie people, and the responsibility of learning these traditions is left to those aligned with the Spring Court. The members of the Spring Court are genial, beautiful, and colorful. The palace blooms with new life, created from the lush plant life of the surrounding woods.



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    The Summer Court - The twin siblings Prince Rory Heron Tyber Fields and Princess Peridot Cote Kara Fields rule the Summer court. Appointed the task of tending to the military activities of the Faerie people, the Summer Court is best suited for those dedicated to their skills concerning combat and physical performance. The palace was created with the intention of outdoor activity, built with an open roof so the constant sunlight within the area covers the grounds.



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    The Autumn Court - Ozmonde Halton Darian Rhodes, Prince of the Autumn Court, rules the working class of the Faerie world. From the production of crops to the task of animal husbandry, the Autumn Court is charged with the day to day needs of the Faerie people, meaning they are the most populous court and are pivotal to the continued prosperity of the Faerie people. The Palace is settle near a vast pond, surrounded by the homes of craftsmen and farmers.



    The leaders of these four courts all comprise the hierarchy of the Court of Seasons, equals who determine the rules and regulations for the citizens.

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    Dôr Vala

    Regal and clean, the Elves home district is located in Midtown, the center of Perspice. Somewhat similar the Court of Seasons in their choice of architecture, Elves rely less heavily on magical elements in their district and prefer building their homes and community buildings by hand. One would consider the Elven district to be regal and somewhat human in appearance, reflecting their archaic roots by their furniture design and their clothing style. The Elves are often considered philosophers and poets, as well as an orderly race of able-bodied citizens. Their acceptance of outsiders varies based on the race of the approaching subject.

    The Elves, under the rule of their Avariel comprised council, have become exceptionally xenophobic in recent times, going so far as to deny entry to their district based on an individual's race alone. Their thoughts on the subject vary from individual to individual, but the consensus seems to agree that without outsiders to dilute their gene pool, the Elves are better off. The structure of Elven society is rigid, and those born to a class remain within that class for the entirety of their elongated life, with little to no room for improvement to their station. Of all the varieties of Elves, the least appreciated are Halflings, who have been the subject of prejudice from within the society for countless generations. Their existence is used to back the arguments against outside interference, their differences cited as cause for concerns.

    Elear - The common name for Dôr Vala's court, the location is closely guarded and is as close to impossible to infiltrate as a location in Perspice can claim. The current council of Avariel are Morier Thyme, Vanya Kestrie, and Rhom Ariven.

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    Wilco's Trading Post - The closest the Elves have to a visitor's center for outsiders, the trading post is run by Gurney Wilco, and would-be adventuring types are welcome to pass through the outpost for supplies and trading opportunities. Also available on site: A Bounty Board, a small inn for weary travelers, and smart-ass remarks free of charge.

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    Jannah

    By far the most technologically advanced territory in Perspice, Jannah is the southern home of Djinn kind and is under constant renovation. Never quite satisfied with the way of their world, the Djinn are scientists of the new age, working tirelessly to unlock the secrets of the science behind creation. In such, their lavish portion of the cityscape is a mecca unto itself, full of experimentation and grounds for discovery. In a mix of middle eastern meets the magical world, Jannah is considered both beautiful and confusing to outsiders with their newest addition of 'lightning power', but the Djinn accept all visitors to their realm within reason - meaning they expect a reason for the visit, and they expect an open mind from the visitor.

    Jannah is a peculiar mixture of the old and the new, appearing at first glance as a great collection of far eastern architecture and strange lights strung through the streets. At closer inspection, the busy district is teeming with life and the signs of affluence. There isn't a beggar in sight, and the roads are clean and open to the travelers walking them. The Palace of the Si'lat Raj is open to visitors, and the royalty has been raised with a respect for their subjects. In Jannah, the mind is considered the most attractive asset an individual possesses, and the most intelligent of the Djinn are held in high regard. Ifrits make up the brunt of the great thinkers of Jannah, left to their own devices by particular biases by the Raj, and thanks to their efforts, Jannah is the first of the districts to harness the ancient ability to channel electricity.

    Kha'tan's Traveling Circus - As the name hints, Kha'tan O'lah runs the traveling circus, boasting attractions such the world has never seen before. Half the year, the circus is stationed in Jannah, and the other half, it moves about the districts for the citizens to enjoy.

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    The School of Thought - Headmaster Ifrit Kar Al Jessan oversees the School of Thought, the first college of its kind in hundreds of years. The classes cover all curriculum associated with an establishment of higher learning, and strangely enough, are a free service offered to any race of the intelligence required.

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    The Barracks - Marid operated, the Barracks are overseen by the head of the royal guard Jazier Bin Issad, and the occupants are those in service of the Raj. On occasion, the location is converted into an auditorium of sorts to show off the physical feats of those looking to compete against the guards.

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    The Palace of Sharn Kurai - The ruling Sultan of Jannah is Sharn Kurai VI, father to countless Djinn and patron of the arts and the sciences. His palace rests in the southernmost point of Jannah, surrounded by citrus groves and botanical gardens, with similar architecture to the rest of the district. While the Raj is a sociable being, few know what he truly looks like beneath the ornate mask he wears.

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    Ira's Phylactery - A store dedicated to charms and magical solutions, Ira Lang offers the best deals on her home brew concotions, as well as juicy details on the happenings in Jannah.

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    Darkside

    Everyone has their price. Such is the motto for Darkside, the western chunk of the city where the morally ambiguous beings of the New Age reside. Considered a strange wonder of magic and hedonism, Darkside is cloaked in metaphysical darkness regardless the time of day, allowing the undead citizens a freedom they would otherwise be unable to enjoy. The goal of the citizens of Darkside is to live every day as though it was their last, and in doing so, they revel in all manner of filth and debauchery. Brothels, torture parlors, slave trading, casinos, bars, and a fair deal of demons looking to make contracts - there's something for everyone in Darkside, so long as they're willing to pay the price.

    The most prominent of the Elder Demons and master Vampires own several businesses frequented by travelers and locals alike.

    Better's Alley - A strip of road dedicated solely to gambling, Better's Alley is run by the Elder Demon Peru Vega, and typically requires a pound of flesh (or more) to gamble with.

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    The Tattered Garter - A bordello run by master Vampire Carmine D'estron, the staff is primarily Vampires, Ghouls, and captive slaves.

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    The Broken Promise - A bar on the south side of Darkside, the Broken Promise is owned and operated by master Vampire Raphael Botacelli.

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    Sanctuary - Purely for those plagued with the most savage nature, Sanctuary is a snuff club, geared toward very rich patrons and their very peculiar tastes in bloodshed, torture, and on occasion, murderous intentions. The establishment is owned by master Vampire Delilah Rae.

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    Circle and Cross - A collaborative effort between the Elder Demon Kuan Li Croix and the master Vampire Angel Reins, the Circle and Cross is a club near the southern outskirts of Darkside, close to the wall gating the district. Strictly BDSM oriented, those who venture here would do well to appreciate the acquired interests of the native patrons.

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    The Red Palace - A bordello run by Elder Demon Zella Vaxelles, it often is seen as competition to Circle and Cross simply due to its ownership. The venues offer wildly different delights, however. The Red Palace is about as straightforward as one would expect from a whorehouse, providing a pretty selection of Succubi and Incubi for a much prettier penny.

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    The Wilds

    Those in the Wilds are as free as they choose to be, expected only to tend for themselves, and beyond that, to enjoy a life unshackled by the courts and standards of other races. Therians, worshippers of the Moon, are beasts and predators who exist for their own purposes among the overgrown forests encroaching upon Perspice. Alongside them are the Ents and the Satyrs, the Nymphs and the Naga; all very content to practice their hedonistic praise of the Moon above without involvement from the rest of Perspice's population. On occasion, during especially heated festivities, they welcome outsiders to their home in the treeline, but an outside must prove themselves as an equal if they intend to be treated as such.

    While much of the Wilds is safe for travelers, some parts are less accepting of those considered lesser beasts. Travelers would be careful to avoid areas notorious for unpleasant behavior as the rumors hold a great deal of truth.


    The Glade of Whispers - In the Glade of Whispers, Naga slither about without a care in the world, far from the chaos and mania of the festive forest denizens. Here, it is said there resides a Naga by the name of Horus Pyre who will divulge secrets at a hefty fee.

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    Eerie Hollow - The most active of the debaucherous locales in The Wilds, Eerie Hollow is a strange and magical epicenter of hedonism and irresponsibility. Common law ceases to exist, replaced instead by the philosophy that the strongest are most suited to make demands, while the meek will serve their betters. It is said the location is best avoided if an individual respects their worth as a living being.

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    Ramskin's Tavern - One of the very few businesses with an actual storefront in the Wilds, Ramskin's Tavern is a quaint cottage renovated to suit the needs of a small patronage. Payment is done through bartering, the owner being a fawn named Tak Marik.

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    Subway

    Named for the aged traffic signs located at various points through the subterranean underground, Subway represents a series of tunnels and under roads passing below the city of Perspice. Dwarves run the day to day activities of the tunnels, ferrying mixed passengers from one territory to the next, as well as keeping a vigilant watch over the deep roads, as it's said that is where abominations from the outer realm are most persistent in attempting to breach the city's defenses. Subway accepts any traveler with the coin to cover their fare or a skill they can offer to the vast sprawl of shanty town. Many consider Subway the most organized and free of the territories, even if it isn't the prettiest to look at, and all manner of races live beneath the surface of Perspice.

    While Dwarves are the ones 'in charge', Subway is run with business in mind, and all are welcome to try their hand at setting up shop. In fact, it is heavily encouraged that anyone looking to stay in Subway for prolonged periods of time take up a craft or occupation as soon as possible, as the citizens of the district frown upon those unwilling to work.


    Poplar and Periwinkle - For those looking for a piece of literature, magical or otherwise, Poplar and Periwinkle's catalog is extensive and some titles date back close to a thousand years. The proprietor, Garik Flowers, is known to be stingy and shrewd, but his collection is second only to the Taft Tinnian Library.

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    Porter's Forge - While there are other forges in Perspice, Kip Porter is the blacksmith most acknowledge as being the best. The Gnome denies it, stating his work is shoddy and cheap, but he certainly charges a hefty sum for his custom weapons and armor regardless.

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    Skip's Runners - The best courier service in Perspice is run by a Tiefling named Skip Hartly, and those in her employ are dedicated to discreet service at a reasonable price. From parcels and packages to secret correspondence, Skips' Runners is the most reliable.

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    The Subway Transit Station - Claiming to be the most efficient mass transit system in Perspice, great underground caravans led by cattle and beast are under the watchful eye of the Dwarf Armin Garth Thunderhorn, providing a means to travel the length of Perspice at minimum cost to travelers.

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    The Outer Limits
    (This is where cool info goes eventually)
 
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  • This is the part where I discuss details of the role play to those unfamiliar.
    Here are some frequently asked questions. More can be asked in the ooc thread/Discord.

    Q: Where is Perspice?
    A: Eurasia.

    Q: What is the timeline for Perspice?
    A: Humanity has been MIA for roughly 3,000 years. When humanity "vanished", it was around the year 2291 A.D.
    None of this is known in-character.

    Q: Can I make a new race?
    A: Sure. Just give me a decent reason why they're different from the many races already available in the RP.

    Q: Can my character come from somewhere outside of Perspice?
    A: From the Outer Limits, yes. That's a stretch of unknown that is technically known to some of the more adventurous folks in Perspice.

    Q: Are Therians furries?
    A: Yes and no. Full animal Therians are anthropomorphic animals of all variety, yes, but I would consider them to be less cartoon-y physically.

    Here's an example of what I mean:
    [spoili]
    30nm8X8.jpg
    [/spoili] vs [spoili]
    8gjPGqU.jpg
    [/spoili]

    The first image is what I would expect a Wolf Therian to look like. The second image is not.

    Q: Can I play a member of Royalty/Nobility?
    A: Yep.

    Q: Can I make Bounty Board plots for people to participate in?
    A: Definitely. If you're confident in your ability to DM, this is ALWAYS an option. Just give me the info to post on the board, and you'll be golden to lure in your fellow players to their doom... :'3


  • Code:
    Name:
    Aliases: (nicknames, titles, etc.)
    Gender:
    Orientation: (Optional.)
    Race:
    Age:
    Hair color:
    Eye color:
    Complexion:
    Height:
    Weight:
    Appearance: (Written description or links only)
    Notable Features: (Scars, tattoos, outstanding physical features like a broken horn or a tail or whatever would be uncommon or unique to their person. Ask me if you're not sure.)
    
    
    Marital Status:
    Immediate Family:
    Allies:
    Enemies:
    Followers:
    Friends:
    Heroes:
    Pets/Vassals/Slaves/etc:
    
    
    Lures: (What draws your character to a location or a job? Money? The opposite sex? Power?)
    Savvies: (Your character is great at...)
    Ineptities: (Your character is terrible at...)
    Temperament: (Four temperaments is a proto-psychological theory that suggests that there are four fundamental personality types:, sanguine (enthusiastic, active, and social), choleric (short-tempered, fast, or irritable), melancholic (analytical, wise, and quiet), and phlegmatic (relaxed and peaceful). Pick one. Description courtesy of Wikipedia.)
    
    
    Profession: (How they make bling - Be reasonable. If it doesn't make sense, I'll tell you. If you have questions, ask me.)
    Education: (The poorest of Perspice are at a disadvantage when it comes to education, but this also depends on the district. If you have any questions, feel free to ask me. If you want to use a 1-10 chart to tell me how intelligent they are, consider 1 to be a Lemming and 10 to be Stephen Hawking/Genius status. Idk. Be reasonable.)
    Hobbies:
    Religion: (If you have a question, feel free to ask.)
    Located Currently:
    Location of Birth:
    Location of Death: (For the occasional death, or for Vampires. /shrug)
    
    
    Superstitions: (Old wives tales your OC might believe? Fears that are uniquely their own? Myths and legends they've always adhered to?)
    Virtues:
    Vices:
    Likes:
    Dislikes:
    Affiliations: (Districts, individuals, religions, whatever. Who are they tied up with?)
    
    Addictions:
    Handicaps:
    Medical Conditions:
    
    Abilities/Powers:[spoili]
    [LIST]
    [*](Race related: Ask if you don't know.)
    [*](Race related: Ask if you don't know.)
    
    [*](Profession related: Ask if you don't know.)
    
    [*](Profession related: Ask if you don't know.)
    [/LIST]
    [/spoili]
    
    The deets/bio blurb: (For the sake of plot, keep this brief. We want to learn as we go.)

  • Name: Ima Example
    Aliases: The Big Example, Big E
    Gender: Prose
    Orientation: Diction-sexual.
    Race: Words.
    Age: Ten minutes.
    Hair color: Ruby Red.
    Eye color: Violet.
    Complexion: Bright Orange.
    Height: 5'1"
    Weight: 94lbs
    Appearance: Ima Example stands shorter than most, with large curious eyes that seek the faces of their readers. They keep their hair short and rarely bother to tame the mess of red locks atop their head. When they smile, they're missing precisely two of their upper front teeth. Some would venture Ima Example looks like a cross between a tomboyish Oompah Loompah and Pippie Longstocking.
    Notable Features: They are the color of a tangerine.


    Marital Status: Single.
    Immediate Family: Alsoan Example (father), Another Example (mother - deceased)
    Allies: Mr. Diago because he's a real swell guy.
    Enemies: No one. Ima Example is probably the least disliked citizen of Perspice.
    Followers: None.
    Friends: Everyone!
    Heroes: Ima's father, Alsoan Example.
    Pets/Vassals/Slaves/etc: None.


    Lures: Friendship.
    Savvies: Ima Example is good at setting an example.
    Ineptities: Ima Example is terrible at being an original character.
    Temperament: Phlegmatic.


    Profession: Shoe shiner.
    Education: The equivalent to a 3rd-grade education.
    Hobbies: Shining stuff, looking for shiny things, making friends.
    Religion: Ima Example is agnostic.
    Located Currently: Neutral Territory.
    Location of Birth: Subway.
    Location of Death: Just after this is posted. RIP.


    Superstitions: Ima Example is afraid of monsters in the dark because they're said to kill off little example OCs when they're no longer needed.
    Virtues: Patience.
    Vices: Gluttony.
    Likes: Yarn, buttons, milk, warm bread, sleep, their friends.
    Dislikes: The sense of foreboding hanging over their head that something terrible happens soon...
    Affiliations: Neutral Territory

    Addictions: Milk.
    Handicaps: Nearsighted.
    Medical Conditions: Nearsighted, so Ima Example wears glasses.

    Abilities/Powers:[spoili]
    • Words: Can read and write!
    • Language: IN ENGLISH!
    • Shoe shining: Can shine shoes.
    • Mediocre cooking: Can make bread.
    [/spoili]

    The deets/bio blurb: Ima Example was born into a happy home where they were the apple of their father and mother's eye. Alas, they would become the unfortunate pawn in Villains' grand scheme, and would succumb to a case of your work here is done.
  • [fieldbox="Tread lightly Adventurer!, goldenrod, dashed, 10"]I'll get to this soon.[/fieldbox]
 
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  • Perspice: It's a big city. Think megacity. Said city is segmented into portions, with narrow unclaimed areas encircling the portions. Each portion is a district. The unclaimed area is neutral territory.

    There are many races in Perspice. All of them are different in their own way. You can play any of the races you're interested in, or none of them if you want to make something new. Some things are not in Perspice because PLOT REASONS. This includes, but isn't limited to:

    • Humans
    • Trolls
    • Orcs
    • Dragons
    'But Villains,' You say rather dramatically, 'What about *insert this thingymabob that is vaguely similar to something in the thread, but not too much that it's the same*.'

    Sure. I'm not against that sort of thing. I'm here to RP and stuff, too. If people want to DM portions of the plot, please step up and let me know. I'm just one sort of not busy person, but help is always appreciated. Encouraged even. D:

    Anyway, the general plot of Perspice is that some bad shit really shakes up the city, and a collective of adventurers is formed to take care of the bad shit. That's vague as hell, but it's true. You should definitely read the plot. I know I've rambled a bit here and there, but the plot is a necessity.

    Everyone will start thrown together, but where you go from there will be up to you. To follow the collective or to set off alone into the unknown of Perspice.

    Races: As mentioned, play what you want. All the races have advantages and disadvantages. If you want the full scoop on a race and I didn't get into it too much (or not enough for you to get a proper understanding), just ask.

    Technology: Low-tech is a nice way of saying this is at best similar to a steampunk setting. How? Because we're working off rudimentary electricity with the Djinn in Jannah, Steam power for a few large pieces of machinery (PLOT STUFF), and the rest is magic and manpower. Darkside might seem like a film noir with stogey smoking demon mafiosos and seedy speakeasy bars, but it's by candlelight. Jannah has electricity in some places, like the laboratories of the Ifrit, but a local cantina is probably still cooking their meals over a fire while the patronage sits in basic as hell wooden seats. The Dwarves have a few steam-powered machines leading carriages through the expensive routes, but the average citizen would just take the cars drawn by oxen and mare and beasts of that type.

    Most correspondence is done by courier or bird.
    Clothing is handmade by seamstress and tailor and cobbler.
    Food is most fresh prepared, aside from precious few food they've learned to preserve and can. Examples: Fruit preserves, Jerked meat, etc.
    Magically adept individuals are highly sought after for services as simple as ice production as well as more complex ventures.
    In parts of Perspice, slaves are a common sight.
    If you're often traveling, you would probably frequent Inns and Taverns rather than own your own place.
    Great families and their names carry political and social weight in their districts. It's not always good.

    Assassins are available for hire EVERYWHERE. The less ties someone has to their community and the city, the easier they are to dispose of.
    Cutpurses and pickpockets are even more common. Thievery is a way of life for some.

    Being armed isn't too cautious. It's just the right amount of caution. In Perspice, children learn early that anyone can die. Better someone else than you.





  • District Name: The Court of Seasons
    Main Import: Stone and Glass, Metals
    Main Export: Wood, Fuels, Textiles and Clothing, Plastic, Rubber, Chemicals, Vegetables
    Leadership: The Court of Seasons (Four courts form one monarchy: Winter Court, Spring Court, Summer Court, Autumn Court).
    Population: 31% Fae, 44% Pixies, 10% Sprite, 9% Leprechauns, 6% Fawn, Less than 1% foreign races
    Police Presence: Visibly minor.
    Main Religion: Druidism: A belief in nature, the mother earth, and living alongside the spirits of the wild.
    Political Inclinations: Extremely Liberal - distant from the quarrels of other districts.
    Strong Points: Healthy economy, self-sustaining resources, a happy citizenship
    Weak Points: Lax taxes, considered weak by other districts
    In one sentence: Like walking into a fairytale, only every female is a princess and every male is a prince and every beggar deserves love just as much as the nobles do, but one lie from your lips and you're suddenly a traitor being chased off with fire and pitchforks.

    District Name: Dôr Vala
    Main Import: Animals, Vegetables, Food Products, Fuels, Minerals, Machinery
    Main Export: Metals, Stone, Textiles, Clothing, Footwear, Weaponry
    Leadership: Elrear: The current council of Avariel is Morier Thyme, Vanya Kestrie, and Rhom Ariven.
    Population: 9% Avariel, 16% Drow, 24% Lythari, 21% Merfolk, 30% Halflings
    Police Presence: Heavy.
    Main Religion: Light of the Holy Divine: Followers believe they are the chosen people of their one true God and are waiting for the rapture. Runs in a similar fashion to the Catholic church in the time of the crusades, but with a dash of the inquisition added in.
    Political Inclinations: Extremely Conservative
    Strong Points: Disciplined army, fairly healthy economy
    Weak Points: Ignorance breeds fear, and Dôr Vala is afraid of most of the other districts they're surrounded by.
    In one sentence: Elves who are righteous and angry and don't really know why, but are really good at stabbing people so no one argues with them much.

    District Name: Jannah
    Main Import: Food Products, Vegetables, Animals, Textiles, Clothing, Wood, Stone
    Main Export: Glass, Plastic, Rubber, Hides and Skins, Machinery, Fuels, Minerals, Chemicals
    Leadership: Sultanate under the rule of
    Population: 10% Si'lat, 20% Marid, 30% Ifrit, 35% Jann, 5% Khajit
    Police Presence: Moderately Liberal.
    Main Religion: Mysticism: A belief in the lingering spirits of ancestral powers in the four major elements. As the district advances scientifically, less of the citizens keep up with their mystic roots.
    Political Inclinations: Moderately Liberal
    Strong Points: Technologically advanced, happy citizens, wealthy citizenship
    Weak Points: Reliant on imports - food, building materials, etc.
    In one sentence: When life is good, life is great - but when life is shit, it's probably not any fault of the Djinn of Jannah.

    District Name: Darkside
    Main Import: People, Animals, Fuels, Textiles, Clothing, Footwear, Stone, Wood, Glass
    Main Export: Hides and Skins, Food Products, Chemicals
    Leadership: Divided amongst an underworld of demon mafia bosses and vampire coven leaders. They fight and power shifts between figureheads, but it's consistently five or six big families at the helm.
    Population: 5% Elder Demons, 34% Vampire, 16% Succubi, 11% Incubi, 22% Thralls. 12% Foreign visitors
    Police Presence: Nonexistent. Everything is regulated by the owners of streets and establishments.
    Main Religion: Diablerie: The belief that consuming the flesh of more powerful beings will enhance one's strength. It's an ancient belief, and while few openly practice it, small pocket cults exist that perform cannibalistic rituals.
    Political Inclinations: A healthy dose of liberal and conservative values.
    Strong Points: Healthy influx of tourism, appeals to young Perspice citizens
    Weak Points: Filled with addicts of all variety, crime is rampant
    In one sentence: It's the school of hard knocks, but with demons and vampires and other boogeymen lurking about, and no one wants to fix the core problems because they're what make Darkside fun.

    District Name: The Wilds
    Main Import: Machinery, Textiles, Clothing, Stone, Glass
    Main Export: Animals, Vegetables, Food Products, Wood, Hides, Skins
    Leadership: N/A
    Population: 12% Therian (shifter), 8% Therian (beast), 24% Ent, 16% Satyr, 20% Nymph, 17% Centaur, 3% Naga
    Police Presence: Centaur patrols are common. They cover as much as they can.
    Main Religion: Druidism: A belief in nature, the mother earth, and living alongside the spirits of the wild.
    Political Inclinations: A healthy dose of liberal and conservative values.
    Strong Points: Strong citizens, much more space than the other districts
    Weak Points: Uneducated citizens, Survival of the fittest pushes out many of the citizens
    In one sentence: It's like a group of well-meaning Centaur telling a crazed mob of alcoholic woodland types (mid-orgy) to keep it down.

    District Name: Subway
    Main Import: Animals, Clothing and Textiles, Vegetables, Food Products, Hides and Skins, Stone, Wood, Glass, Fuel, Plastic, Rubber, Minerals
    Main Export: Machinery, Weaponry, Footwear, Chemicals
    Leadership: Dwarves are the owners of the caravans, so they're the leaders of Subway (which is built around the caravan pathways).
    Population: 12% Dwarves, 18% Gnomes, 61% Boglings, 6% Tieflings, 3% Foreigners
    Police Presence: The Dwarves are the foremen, the conductors, the governing race, and the police.
    Main Religion: Mysticism: A belief in the lingering spirits of ancestral powers in the four major elements. Gnomes still believe very strongly in the mystic forces of the elements and that their ancestry can be found in the earth.
    Political Inclinations: Moderate. More liberal than some, less than others. Fair is fair.
    Strong Points: Hard working citizens, the only transit system in Perspice greater than a horse and wagon/palanquin, makers of most of the weapons circulating around Perspice
    Weak Points: No military force, dependent on imported food and fuel
    In one sentence: Dwarves take in all the orphan races but make them earn their keep, and everyone earns the respect they're given, or they're given no respect at all.




  • This is a humorous topic that isn't meant to be taken too seriously, but it stems from what limits are in place for players. There are some, sure. You can't play a dragon, for one. Unfair of me? Probably - but you can't play a dragon.

    Now, in this vein of thought, there might be other things I won't let you do. You'll ask, 'But Villains, why can't I-' and I'll tell you what I say when I can't tell you the whole reason without giving away too much:

    BECAUSE PLOT. BECAUSE PLOT, SO STOP ASKING ME.





  • Welcome to another exciting episode of Villains explains shit about how she runs an RP. This is an adult RP, yes, but you can ALWAYS fade to black. No one can force you into running a scene you are uncomfortable with. Our Discord might be filthy and our characters might be sleazy, but we're decent people here. At least, I am, and I would never ask a player to play out a scene they aren't willing to do.

    Gore, Sex, etc.

    If you want to fade to black, you need only to do so, and all your fellow players will respect this decision if they intend to stick with Perspice or any of my future projects.



  • So, you're running into wall concerning all this content. What do you do with it?
    Well, first: Who is your OC? Think about them in your mind. A kind cobbler? A ragtag traveling bard? A rugged woodsman? A fearsome knight? A devout follower of an ancient god?

    Now, with that, do they like rain? Are they left-handed? What is their favorite childhood memory? What's their favorite food?

    You're creating an OC from the ground up in this world someone else created. I've been where you are now. It's a bitch, but it's a hump we all need to overcome to get invested in an RP. I find the people who spend the least time making their OCs are the ones who drift away from the group first. It's hard to stay interested when it's an OC you didn't love.

    I want you to love the OCs you make for Perspice. Take your time and create a character you want to play for a while because I would rather see a cliche of some sort that makes the player happy than see you play an obscure concept you're not terribly interested in. Believe me, the RP and the other members will love a character made with the purpose of enjoying interactions more than they'll like something meant to drag plot along.

    You enjoy the ride. I'll get us there.


 

  • The draft.

    Everything in Perspice changed with the draft.

    It wasn't more than a year ago on this day that Perspice was full of hatred for itself. Feuding pockets of race struggles, bordered by neutral territory unpoliced and under the lazy eye of the public's law. It was a dangerous life to live, but the citizens found ways to survive - and to thrive.

    But nothing lasts forever. A small blessing or a large boon, it makes no difference. The rich send the poor to fight their wars.

    Only this war is the blind leading the blind. The enemy? A force unknown. Humans, who were thought to be extinct, suddenly prove a threat to Perspice. Not enough of a threat to send a real army - no, it's too soon for that. Instead, a civilian militia was established.

    The Exploration Committee.

    Unknown to the general public, the members of this unit are not adventurers expanding the known boundaries of Perspice. Instead, they are the enlisted men and women foolish or naive enough to be caught in a political web. Contracted, no training was given prior to the launch date. There was no way to be prepared for what would meet them outside the protection of Perspice's walled perimeter, and their captain told them this repeatedly.

    Come as you are, Adventurer. You have a long way to go.

  • You are here because you want to be, or perhaps because you were told to be.
    You could have been persuaded by the offers of wealth, or the promises of land.
    You might be here because it was either this or a jail cell, or worse; the hangman's noose for your crimes.

    For whatever reason, you arrive at the outskirts of neutral territory in the east. It is the border of the Wilds and Jannah, scrubland before the overgrowth of the massive treeline. You aren't alone.

    "This mission is one of grave importance," You hear, and upon looking forward, you are met with the speaker who addresses not only you, but the other members of your party. "One we cannot prepare you for." That's something you'll need to get used to. Your band of adventuring brothers and sisters from all walks of life in Perspice; equals in the eyes of the Exploration Committee. They are strangers.

    Three covered caravans led by four oxen each are stationed behind the captain of the mission. He is speaking of the benefits of travel, but you have your focus on the others. Their eyes, their faces. You take them in one by one until the captain announces it's time to load up.

    Your group is herded into the second wagon in the line, and once all of you have been seated, the wagon drives forward.

    Off into the outer limits. The unknown.

    "Why?" You remember asking when you were drafted, forcibly or otherwise, and the answer had been clear as a bell. It never leaves your memory.

    "A human appeared in the Elrear council chambers and declared themselves hostile to the Elves. Councilwoman Vanya Kestrie was gravely wounded. The details are unknown, but we are looking at a war with an unknown enemy."

    So your adventure begins. Not with a bang, but in the whispers of those whose company you now keep.

  • In his lifespan of centuries- no, more than that- millennia, Rhom Ariven had known sacrifice and loss and for these reasons, he was the only member of the council who did not flinch at the mention of Man.

    Vanya Kestrie did as her perfect features rearranged to tell of her unspoken distaste. Morier Thyme also twisted in his seat with unmentioned disgust, his dark arms bare and folded across the thin fabric of his sleeveless tunic.

    At present, the curia regis had been cleared of those untrustworthy of a taking part in the council's emergency meeting. The minstrels, the maidens, the nobility and the archons, as well as their advisors and their bastards and their appointed spouses and their political allies and rivals alike, had been dismissed abruptly in the wake of messengers arrival. Even the guards were kept sparse with only a precious few stationed outside the entrances and in the halls of greater Elear. Those who remained were of the council who reigned supreme over Elven kind - and an outsider to their kind.

    If his claims were true, he was a child of Man.

    "Forgive us for our skepticism," Morrier would say unapologetically, his nostrils flaring, "But you are claiming something heretical within Dôr Vala as well as much of Perspice. A grave sin which I would urge you to think very carefully about repeating in earnest to this council."

    "Hm. I am still in consideration of how you were able to bypass this castle's security. Perhaps you bribed your way in? Magic? Indulge me this before I am to imagine you as anything more than an intruder in our midst." Vanya may have purred while issuing these inquiries, but her figure was tense as the nocking point of a well-made bow. She would draw her sights from the stranger and seek Rhom's eyes, asking silently that he press forward with his questions as well.

    It was unfortunate that Rhom was the oldest of the three as this status would often earn him the position of loudest voice in the Elear. Even then. Even in the presence of what had been thought extinct.

    Rhom was motionless; a statue of polished porcelain flesh in the grandiose expanse of elven court. He was as the divine intended, and more, but he knew not what to ask of this ghost. He loathed considering his message to be a truth. He dreaded being more curious than angered by this violation of Elven law. "Why have you come?" His posture eased as he breathed but he dared not look at the person standing apart from the seated council. "What do you want of Dôr Vala that might bring you to our court?"

    "Some might say this is an auspicious occasion. One of great importance." The man would nod in his normality, appearing as nothing so majestic as the Elves he stood before, yet there was purpose in his posture. A confidence his counterparts were lacking. "Some might see the great gift they have been given. Ask the right questions and get the right answers."

    With a sigh, Vanya asked, "Have you a wish to be introduced with the dungeons of Dôr Vala? They have no place for the penitent, but you have made yourself into something of a thorn in my side rather quickly, so I will choose to believe you have no need for penance."

    "Dungeons?" The man laughed and then sighed, drawing a strange object from his waistband. It looked to be made of silver or another ore of that shade, with notches and dials and foreign design plated around the outward shape. He pointed it at Vanya with a smile. "Made by the hands of my creators, only to be stolen by the likes of you." His thumb cocked back the hammer to his pistol. "A waste."


    BANG-​
 
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"For better or for worse? That sounds like a threat." - Wyatt Nyobi


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P R O F I L E


Name: Wyatt Ilya Nyobi
Gender: Female
Orientation: Pansexual
Race: Human
Age: 25
Hair color: ☷☷☷☷☷
Eye color: ☷☷☷☷☷
Complexion: ☷☷☷☷☷
Height: 5'2"
Weight: 110 lbs
Notable Features: Pastel hair (usually pink or purple). Cccasionally wears a septum piercing (hoop).


Marital Status: Single.
Immediate Family:
Allies: N/A
Enemies: N/A
Followers: N/A
Friends: N/A
Heroes: N/A
Pets: N/A


Lures:
Savvies:
Ineptities:
Temperament:


Profession:
Education:
Hobbies:
Religion: N/A
Located Currently: N/A
Location of Birth: N/A
Location of Death: N/A


Superstitions:
Virtues:
Vices:
Likes:
Dislikes:

Addictions:
Handicaps:
Medical Conditions:

Abilities/Powers:
  • xxx
  • xxx
  • xxx




B I O G R A P H Y




E T C E T E R A

 
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  • There are 30 playable races I've constructed for Perspice and this is where their information is housed. While I'm sure there are even more combinations and creations to be made by players, this is the essential guide to the races originally devised to be citizens of Perspice. Please take a look to see which of these races fit best for your idea for a character. Any questions or concerns can be directed to me by PM, the OOC thread, or the Discord server for Perspice.

  • Fae: The ruling class of the Fae, Fae possess large and colorful wings similar to those of Butterflies, Dragonflies, and Moths. Tall for Faerie, the women are usually the size of standard humans, and the men slightly taller than their female counterparts. They possess tipped ears - a trait they share with Elves.

    Strengths - Flight, elemental attunement (earth). Longevity. Glamour.
    Weaknesses - Cannot tell a lie, physically weak.
    Lifespan - 300-400 years
    Racial Abilities - Flight, Contract (which is the ability to seal a deal with a contract - this allows the Fae to tie themselves to someone else by use of an oath or promise, and should the Fae or other party involved break their end of the deal, the offended individual can take the worth of the contract out of their counterpart in the form of flesh and blood.), Glamour (The ability to create powerful illusions that cause the user of the Glamour to appear a certain way to those in their presence).


    Pixies: Smaller versions of Fae, none much taller than a person's thumb, Pixies are the unseen military of the Faerie people. While not terribly helpful in combat, they're masters of obtaining secrets and infiltrating the districts of other races. That, paired with the sheer amount of Pixie in Perspice, makes them formidable adversaries. One Pixie may be weak, but thousands of Pixie can do great deals of damage.

    Strengths - Quiet. Flight. Capable of entering and exiting most normal means of containment and imprisonment. Sheer numbers.
    Weaknesses - Small, weak. Easily killed. Lacking in magic potency.
    Lifespan - 25-30 years
    Racial Abilities - Subterfuge, Flight.


    Sprite: Incredibly fast and agile, Sprite are the casters of the Fae, best known for their magical prowess. Some have wings, and some are without, but each moves like they are one with the wind. Deadly precise, they fight with weapons crafted by magical means and swear allegiance only to those of Faerie blood. They're in the same height and weight range as their Fae counterparts.

    Strengths - Magically potent, elemental attunement (earth, air). Some can fly. Agility. Glamour.
    Weaknesses - Physically weak. Reliant on magically forged weaponry, which drains their own reserve of mana/energy.
    Lifespan - 120-135 years
    Racial Abilities - Telum Arcana (The ability to forge a sword, a scythe, or a bow with the energy/mana a user possesses. While in use, the forged weapon drains the user's energy/mana, but is treated as a metaphysical object, and cannot be destroyed by physical means.), Glamour (The ability to create powerful illusions that cause the user of the Glamour to appear a certain way to those in their presence).


    Leprechaun: Short in stature and in temper, Leprechauns are possessive of their property and naturally lucky. Most tend to the markets and trade of the Fae, even travelling to other districts with little issue.

    Strengths - Intelligent, cunning. Fortunate (Better luck than most).
    Weaknesses - Short in stature, easily driven to anger. Lacking in magic potency.
    Lifespan - 600-650 years
    Racial Abilities - Contract (which is the ability to seal a deal with a contract - this allows the Leprechaun to tie themselves to someone else by use of an oath or promise, and should the Leprechaun or other party involved break their end of the deal, the offended individual can take the worth of the contract out of their counterpart in the form of flesh and blood.)


    Fawn: A newer addition to the Fae, Fawn are the offspring of a union between a Satyr and a Fae. Fawn are similar to Satyr in appearance, though less wildly inclined, and are capable of learning magic.

    Strengths - Adaptable, hearty disposition. Capable of learning magic.
    Weaknesses - Lower perception, weak senses. Prey/pack mentality. They are a timid group, by and large, and are easily led by more dominant groups.
    Lifespan - 70-80 years
    Racial Abilities - Greater Fortitude (A healthier body because of their mixed heritage).

  • Avariel: The ruling class of the Elves, the Avariel possess large wings similar to those of birds, typically of Doves, Falcons, and Owls. They are led by an assembly of three Elders, who tend to the needs of the people and uphold the laws of the district. They are the judge and jury, the last in the line of an individual's judgment or the creation of a new law. Tall and slender, the males of the Avariel stand well over 7ft tall, while the women stand at 6 to 6 and a half feet tall. All Elves, including the Avariel, have tipped ears.

    Strengths - Tall, physically strong. Flight. Intelligent.
    Weaknesses - Xenophobic. Lacking in magic potency.
    Lifespan - 280-300 years
    Racial Abilities - Flight


    Drow: Considered the most deadly of the Elves, Drow are pitch black in appearance from the tip of the heads to the bottoms of their feet. Only their red eyes show any inkling of coloration otherwise, giving an almost demonic element to their general appearances. Not at tall as the Avariel, they also lack the wings of their leaders but make up for it in their ability to cloak their actions when in darkness. No creature blends into their surroundings quite as well as the Drow under the cover of night. Drow are the covert operations of the Elves, naturally inclined to the art of assassination because of how difficult they are to detect.

    Strengths - Stealth. Undetectable by sight/sound in darkness. Tall, physically strong.
    Weaknesses - Universally untrustworthy. Unable to use magic.
    Lifespan - 250-270 years
    Racial Abilities - Stealth (darkness), silent movements.


    Lythari: Skinwalkers, as they are called, are warrior Elves able to change their appearance to that of various animals. Most commonly, they choose very large and monstrous beasts when in combat, though they have the luxury of shapeshifting into creatures as small as mice when the need arises. Outside of their shifted forms, the Lythari are defined by hulking physiques, more muscular than the rest of their Elven counterparts, though slightly shorter than the average height of other Elven variations.

    Strengths - Shapeshifting (animal). Physically strong, heightened senses.
    Weaknesses - Unable to use magic. Shorter life spans than other Elves.
    Lifespan - 120-125 years
    Racial Abilities - Shapeshifting (animal): Lythari can change their appearance/physical form into that of an animal/beast form.


    Halflings: A halfling is an offspring that comes from the union of an Elf and a creature of another race - this doesn't cover mixed lineage within the types of Elves listed. Halflings vary in height, build, and abilities based on the other race involved in their creation.

    Strengths - Adaptable, intelligent. Depending on the combination, incredibly powerful.
    Weaknesses - Taboo. Often bought and sold. Less credible than other races. Depending on the combination, incredibly weak.
    Lifespan - 90-200 years
    Racial Abilities - Greater Intelligence (A gifted mind because of their mixed heritage).


    Merfolk: In essence, aquatic Elves who had adapted to have gills along with a set of functioning lungs. The Merfolk are capable of living anywhere the rest of their brethren are, though obviously prefer to live in locations close to the water (or in the water as perfect conditions might allow). Other than their ability to live aquatically, the Merfolk lack magical capabilities of all varieties and physically vary from the Avariel only by the lack of wings, the wild coloration of their hair, and the blue tint to their skin.

    Strengths - Flexible, tall, and capable of breathing on land and underwater.
    Weaknesses - Unsettling colorations. Considered hideous by their Elven counterparts. Incapable of practicing magic.
    Lifespan - 190-210 years
    Racial Abilities - Underwater breathing.

  • Si'lat: The highest class of Djinn, they make up the ruling class and are best known for their ability to mimic the appearance of other races. They vary in size, build, and temperament, though their magical prowess is considered well above that of their Djinn counterparts. The Sultan of the Djinn is an ancient Si'lat and rumors have proposed he was alive at the time of the ancients, though he has denied these claims. Si'lat can change their gender, as can the rest of Djinn kind, so all sexes are recognized in Jannah.

    Strengths - Magically potent. Physically able to change their form to be anything they wish to be. Elemental attunement (Air). Levitation.
    Weaknesses - Holding a physical form drains a Djinn of their mana/energy. Physically weak.
    Lifespan - 1k+ years
    Racial Abilities - Shapeshifting (any): Si'lat can change their appearance/physical form into anything they wish. Levitation.


    Marid: The closest the Djinn have to a group of warriors, Marid are massive Djinn who can harness the elements to empower themselves. Their natural form is that of the traditional 'genie' figure, consisting mostly of a magical body with a tapering tail of spectral significance. While they can take the form of a more humanoid shape, they rarely do.

    Strengths - Magically potent. Physically able to change their form to be anything they wish to be. Elemental attunement (Air, Fire, Water, Earth). Levitation.
    Weaknesses - Holding a physical form drains a Djinn of their mana/energy. Physically weak.
    Lifespan - 1k+ years
    Racial Abilities - Shapeshifting (any): Marid can change their appearance/physical form into anything they wish. Levitation. Magical conversion (elemental): The ability to convert an element into raw magical energy.


    Ifrit: The scientists of the Djinn, and the core of the intellectual minds at work in Jannah, the Ifrit are fire based beings who can take the shape of embodiments of flame when provoked, though generally appear humanoid otherwise. They are alchemists, physicians, and new age thinkers, considered the least moral of the Djinn because their curiosity often knows no bounds and they are more than prepared to make sacrifices to further their pursuit of knowledge.

    Strengths - Magically potent. Shapeshifting (humanoid). Levitation. Elemental attunement (Fire).
    Weaknesses - Holding a physical form drains a Djinn of their mana/energy. Physically weak.
    Lifespan - 600-650 years
    Racial Abilities - Shapeshifting (humanoid): Ifrit can change their appearance/physical form into any humanoid shape. Levitation. Greater Intelligence. Immunity (Fire).


    Jann: Making up the vast majority of the Djinn population, Jann are the working class, covering the day to day needs of their people. Anything required of them by the Sultanate, they do. They're a cooperative and passive people, content to work and live beneath those more capable of ruling. As with the rest of the Djinn, Jann can change their physical shape at will to appear more humanoid in nature, or less so.

    Strengths - Magically potent. Shapeshifting (humanoid). Levitation.
    Weaknesses - Holding a physical form drains a Djinn of their mana/energy. Physically weak. Lower perception, weak senses. Prey/pack mentality. They are a timid group, by and large, and are easily led by more dominant groups.
    Lifespan - 500-530 years
    Racial Abilities - Shapeshifting (humanoid): Jann can change their appearance/physical form into any humanoid shape. Levitation.


    Khajit: Traditionally, Therian races live in the Wilds with those more akin to beasts, but the Khajit are a special case. Allowed to move freely through the area of the Djinn, they pay for their freedom by providing the sultanate with secrets gathered from their travels. Khajit are persuasive merchants and quick of hand, which gives them the reputation of thieves by those outside of the Djinn. Even so, they are allowed relatively safe travel through much of the city and have a knack for finding rare and valuable items from the past. Khajit are cat-like humanoids with features of similar to various feline varieties. They are roughly the same height as the average human, with the addition of fur, tail, and cat-like ears.

    Strengths - Sleight of hand. Quiet. Heightened Senses. Agility. Persuasion.
    Weaknesses - Nomadic. Declining population. Considered a subservient race.
    Lifespan - 65-70 years
    Racial Abilities - Silent movements. Always land on their feet unless incapacitated. Ear to the Ground (Khajit excel at overhearing gossip, rumors, and the occasional important pieces of information.)

  • Elder Demons: Standing at nearly 9 feet tall, and being broad of shoulder and chest, Elder Demons rule Darkside because they're the most formidable of the residents. Their appearance mirrors the classic rendition of the 'Devil', complete with large horns of varying styles and lengthy prehensile tails. Some even possess hooves, much like the Satyrs and Fawns of other districts. Their coloration varies, some as pale as ivory, while others sporting complexions of burnt red, pea green, or ash gray. Rarely, Elder Demons are ebony in shade. Their eyes, though, regardless of their skin tone, are bright colors such as yellow, white, and blue. Elder demons are typically male, though there are a few notable females among the patriarchal society. They run their clans as a family unit, and each family attends to their own members according to their personal philosophy. In some ways, Elder demons are the mob bosses of their 'family' and attend to the managing of the enterprises they are in control of.

    Strengths - Physically powerful, large size. Magical attunement (Blood).
    Weaknesses - Each Elder Demon reflects a vice correlating with the seven deadly sins (Pride, Wrath, Greed, Gluttony, Lust, Sloth, or Envy), so many of their enterprises and interests will relate to their personal brand of sin. This means an Elder Demon will typically avoid dealing with anything unrelated to their idée fixe, or personal obsession.
    Lifespan - 1k+ years
    Racial Abilities - Pact (which is the ability to seal a deal with a pact - this allows the Elder Demon to tie themselves to someone else by use of an oath or promise, and should the Elder Demon or other party involved break their end of the deal, the offended individual can take the worth of the contract out of their counterpart in the form of flesh and blood.), Blood Ties (The ability to enthral an individual to serve you).


    Vampires: Vampires, similar to Elder Demons, exist in tightly knit communities ranging from ten to hundreds of members, known as covens. These collections of the undead come in a close second for control of Darkside, though the two groups rarely fight among themselves, as Vampires want the blood of their victims, and Demons prefer the flesh or soul. Vampires are beings of the night, unable to leave Darkside when the sun is out unless specifically guarded against its effects. Vampirism can be passed from a Sire to a Fledgling, though the two must share blood, and Vampires often make false promises to do so with their victims, only to deny them their half of the bargain in favor of turning them into Thralls. Blessed with supernatural speed and strength, Vampires are capable of fighting for themselves, though rarely have a reason to take up arms.

    Strengths - Enhanced senses. Preternatural speed, strength and healing capabilities. Night vision.
    Weaknesses - Require blood to sustain themselves. In direct sunlight, powerless and vulnerable (Vampires will slowly burn to death in sunlight over the course of a few hours).
    Lifespan - 1k+ years
    Racial Abilities - Blood Ties (The ability to enthral an individual to serve you). Sire (The ability to convert other races into Vampires - Most abilities possessed before the conversion are retained (IE: Avariel Vampires retain flight, Merfolk Vampires retain water breathing, etc.)).


    Succubi: A working variety of demon, Succubi often make up the majority of prostitutes and attendants to patrons in both Elder Demon and Vampire run establishments, including but not limited to Brothels and Bars. Succubi are best known for their sexual prowess and much of their magic is based on appealing to the same/opposite sex (based on the preference of the individual being seduced). All Succubi are female and belong to an Elder Demon's lineage.

    Strengths - Seduction. Persuasion. Magical attunement (Blood). Glamour.
    Weaknesses - Almost entirely owned by Elder Demons. Physically weak. Vice (Lust).
    Lifespan - 200-250 years
    Racial Abilities - Pact (which is the ability to seal a deal with a pact - this allows the Succubus to tie themselves to someone else by use of an oath or promise, and should the Succubus or other party involved break their end of the deal, the offended individual can take the worth of the contract out of their counterpart in the form of flesh and blood.), Glamour (The ability to create powerful illusions that cause the user of the Glamour to appear a certain way to all individuals in their presence).


    Incubi: A working variety of demon, Incubi often make up a small minority of prostitutes and attendants to patrons in both Elder Demon and Vampire run establishments, including but not limited to Brothels and Bars. They are less in number than their Succubi counterparts, though are better with a variety of magic. Incubi are best known for their sexual prowess and their persuasiveness toward the same/opposite sex (based on the preference of the individual being seduced). All Incubi are male and belong to an Elder Demon's lineage.

    Strengths - Seduction. Persuasion. Magical attunement (Blood). Glamour.
    Weaknesses - Almost entirely owned by Elder Demons. Physically weak. Vice (Lust).
    Lifespan - 200-250 years
    Racial Abilities - Pact (which is the ability to seal a deal with a pact - this allows the Incubus to tie themselves to someone else by use of an oath or promise, and should the Incubus or other party involved break their end of the deal, the offended individual can take the worth of the contract out of their counterpart in the form of flesh and blood.), Glamour (The ability to create powerful illusions that cause the user of the Glamour to appear a certain way to all individuals in their presence).


    Thralls: Thralls are the unfortunate individuals taken by Vampires are their property and can be any race capable of being fed on. Often times, Vampires prefer to enthral Faerie folk or Elvish individuals, but there are as many possibilities as there are Perspice residents.

    Strengths - Obedient, loyal. They retain the abilities of their race prior to enthrallment.
    Weaknesses - Owned by Vampires or Demons. Little to no free will. Lower perception, weak senses. Prey/pack mentality. Expendable.
    Lifespan - 40-50 years
    Racial Abilities - Greater Fortitude (A healthier body because of their enthrallment).

  • Therians: There are two different types of Therians to roam the Wilds, one of which being the Shifter, and the other of which prefers to be known only as Beast. Shifters are human appearing for much of their time, only showing their wild nature when under the full moon. Then, and only then, can a Shifter transform into an anthropomorphic version of the animal they are aligned with. Most Shifters are aligned with Wolves, Bears, Elk, Rabbit, and similar forest creatures. Beasts, on the other hand, are always in this anthropomorphic state, appearing as a cross between a human and whatever animal they are aligned with. Beasts have far more variety in their appearances than Shifters do.

    Strengths - Enhanced senses. Preternatural speed, strength and healing capabilities. Night vision. Shifters are strongest in the nights leading to, and of, the full moon.
    Weaknesses - Weak against elemental magic. Many are so far detached from the rest of Perspice, they retain very little of civilization in their attitudes, behavior and mannerisms. Shifters require great amounts of energy to change into (and maintain) their bestial forms. Beasts are often considered subservient races by races outside the Wilds.
    Lifespan - 75-80 years
    Racial Abilities - Shapeshifting (Shifters): Animals.


    Ents: Tree folk, generally the size and variety of trees, who are slow to move and slower to speak. They are ancient and know many of the secrets beyond the walls, though getting them to speak of such things is an almost impossible task. Ents are often where Nymphs live.

    Strengths - Magical attunement (Life), elemental attunement (Earth). Longevity.
    Weaknesses - Fire, "dark" magic. Slow movement.
    Lifespan - 1k+ years
    Racial Abilities - Eidetic memory (Photographic memory), Green Thumb (The ability to nurture growth in nearby flora).


    Satyr: Half men, half goat or ram, Satyrs are very sexual in nature and are generally accompanied by a flock of Nymphs. The two live with the Ents, the Satyrs sleeping beside the Tree beings while Nymphs sleep within their bark. Satyrs are best known for their musical abilities and make excellent bards and minstrels, perfect addition to any celebration. They are also renowned winemakers, which they sell to those travelers willing to visit them in the Wilds - Usually to Khajit and Leprechauns.

    Strengths - Clever, cunning. Healthy libidos. Persuasive. Natural musicians.
    Weaknesses - Unable to learn magic. Short. Prone to alcoholism and other addictions.
    Lifespan - 50-60 years
    Racial Abilities - Tall Tale (The ability to spin a story so elaborate and convincing, listeners will find it impossible not to believe without outstanding proof of the contrary.)


    Nymphs
    : Said to be Faerie who defected, the Nymphs mostly appear as beautiful young maidens, and spend much of their time playing in the trees and seducing the residents of the forest. They are magical in nature, though, and can move through solid objects as a ghost might, which they do to Ents when they claim the Tree folk as their home.

    Strengths - Magical attunement (Life).
    Weaknesses - Fire, "dark" magic. Physically weak.
    Lifespan - 200-250 years
    Racial Abilities - Green Thumb (The ability to nurture growth in nearby flora).


    Centaur: Of the races living in the Wilds, Centaur are the most lawful, wishing to keep what few laws they've to deem appropriate from being broken. Centaur warriors are fierce, while Centaur poets and philosophers are equally stalwart even in prolonged times of peace. Centaurs are best known for having the upper body of a human, and the lower body of a horse. Unlike Naga, this isn't considered unnatural to other races outside of the Wilds, and Centaur have been known to live in other territories when given reason to do so.

    Strengths - Physically strong. Large size. Intelligent, cultured. Heightened senses.
    Weaknesses - Weak against most forms of magic.
    Lifespan - 100-120 years
    Racial Abilities - Foresight (The ability to sense danger in the immediate area).


    Naga: No one is sure where the Naga came from, nor how they came to be in a state so unfamiliar to any of the other Therians. Rather than be a mix of two things, Naga appear with an upper half that is human and a lower half that is serpentine, clearly defined as meeting at the waist, but never mixing. Because of this, Naga are widely unaccepted by those outside the Wilds, no matter what their ancestral history might be. In turn, Naga are cunning and persuasive, said to be slippery enough to sneak past even the best defenses in place, and quick with their tongue so any trespasses they are caught making can be forgotten. Mostly, Naga barter in secrets and lies.

    Strengths - Silent movement. Heightened senses. Night vision. Persuasive. Two sets of genitals.
    Weaknesses - Universally untrustworthy. Considered a subservient race. Unable to learn magic.
    Lifespan - 200-225 years
    Racial Abilities - Silver Tongued (The ability to entrance listeners who possess willpower weaker than the Naga.), Quick Reflexes (The ability to dodge most projectiles).

  • Dwarves: Running the territory of Subway, Dwarves are short, stout, and bearded. Even the women. Dwarves are known to be blunt and forthcoming, best when working with their hands. Blacksmiths, carpenters, mechanics, and the like; anything that isn't related to magic. Dwarves have no natural capabilities toward magic, thus refrain from allowing it used in their presence. Dwarves typically stand at 4 and a half feet tall, though are far broader than any of the other short races.

    Strengths - Physically strong. Immune to most illness and disease. Elemental attunement (Earth).
    Weaknesses - Short. Slow movements. Unable to learn magic.
    Lifespan - 450-480 years
    Racial Abilities - Stone Skin (Ability to ignore superficial/light wounds), Artisanship (Dwarves are inherently talented at one industry or construction trade skill).


    Gnomes: Usually, Gnomes are seen as being best used as fodder or food, though the Dwarves have taken them into their care and taught them the basics of the underground trades. Of course, at 3 feet tall, there isn't much Gnomes excel at besides animal husbandry. For some unknown reason. Gnomes are the best at breaking and taming wild beasts, which is how the Dwarven caravan route continues to thrive.

    Strengths - Elemental attunement (Earth). Intelligent, excellent memory. Good with animals of all kinds.
    Weaknesses - Small. Physically weak. Unable to learn magic.
    Lifespan - 650-700 years
    Racial Abilities - Stone Skin (Ability to ignore superficial/light wounds), Quick Reflexes (The ability to dodge most projectiles), Nature's Whisper (The ability to communicate with animals).


    Boglings: Precocious creatures with squished features resembling a frog, Boglings are known to be fast learners and shameless thieves. The Dwarves tolerate the small beings - who stand at a meager 12 inches in size - because they can be taught almost any trade skill within a relatively short period of time. Unfortunately, Boglings live a fraction of the time their Dwarven counterparts do, and rarely receive equal treatment for equal or greater amounts of work. Other territories have been known to eat Boglings, even though they are acknowledged by and large as sentient beings.

    Strengths - Quick learners. Fast. Indecipherable native tongue.
    Weaknesses - Small. Physically weak. Unable to learn magic. Lower perception, weak senses. Prey/pack mentality. Expendable. Some races consider them a food source.
    Lifespan - 17-20 years.
    Racial Abilities - Savant (A Bogling can learn any construction, industry, or service trade skill as long as there is someone to teach them), Gibberish (No one but a Bogling can understand the Bogling native tongue), Army of One (Boglings outside of safe areas travel in groups of 3-5).


    Tieflings: The offspring conceived of a union between a variety of demon and another race, Tieflings are rarely accepted outside of Subway, as the creatures are considered odious and repugnant in nature. Whether this is true obviously varies from individual to individual, but the public image of the race isn't a very flattering one. Most Tieflings are 4 to 5 feet tall, with horns and tails like their demon counterparts. For Subway, Tieflings are best suited for information gathering and subterfuge. Their magic focuses mostly on stealth and limited distance teleportation.

    Strengths - Agile, quick. Heightened Senses. Night vision. Able to scale vertical surfaces as easily as horizontal ones.
    Weaknesses - Physically weak. Short. Considered taboo. Unwelcome in Darkside, otherwise reviled by non-Subway races. Universally untrustworthy. Prone to vices like Elder Demons, though to a lesser degree.
    Lifespan - 250-300 years
    Racial Abilities - Blink (The ability to teleport up to 300 feet in any direction), Shadow Stalk (Tieflings can blend into darkness as long as they remain still).
 
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"You know me today, but tomorrow? Well... We'll see."


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P R O F I L E


Name: Ishraq Oraib
Aliases: Ish, Isshy, ALCHEMIST! (Which is almost always shouted angrily)
Gender: Both. Neither. Depends on how Ishraq feels.
Orientation: Demisexual, Panromantic.
Race: Ifrit.
Age: 74 (likes to appear in their early to mid-twenties)
Hair color: ☷☷☷☷☷
Eye color: ☷☷☷☷☷
Complexion: ☷☷☷☷☷
Height: (f) 5'8" (m) 6'4"
Weight: Varies
Appearance: Take a good look. No, really- A good, loooong look.
Notable Features: When flustered, whether male or female at the time, Ishraq flares with energy. In doing so, intricate designs covering the entirety of Ish's body become visible as a full body pattern.


Marital Status: Complicated. Ish would probably say single.
Immediate Family: Erius Oraib, parental figure. Lives in Jannah, works as an Alchemist. Kahdaan Oraib, older sibling. Works with Erius.
Allies: Aurem.
Enemies: None Ish can remember.
Followers: Aurem.
Friends: Mostly Aurem.
Heroes: Erius, but Ishraq would never admit it.
Pets/Vassals/Slaves/etc: ...Aurem sort of?


Lures: Potential for experimentation, information, or free drinks.
Savvies: Small talk, ranting, complaining, critical thinking, arguing, being right even when they're not right, etc.
Ineptities: Compromise, anything to do with animals, reasoning with certain logic that seems illogical, multitasking, keeping themselves busy, cooking, cleaning, most forms of manual labor, etc.
Temperament: sanguine


Profession: Traveling alchemist - drafted.
Education: Tutored when young. Apprenticed in alchemy, taught by Erius.
Hobbies: Talking, people watching, rock collecting (but not just any rock - really shiny, good looking rocks), dressing up.
Religion: N/A
Located Currently: Nowhere for very long.
Location of Birth: Jannah
Location of Death: N/A


Superstitions: Ishraq has claimed once or twice (or several hundred times) that they can read minds. Sometimes.
Virtues: Patience
Vices: Lust, Sloth
Likes: Summer, warmth, hot beverages, campfires, seashells and pretty rocks, coconut, kebabs.
Dislikes: Cold weather, snow, ice, anything to do with rain and storms, bugs, animals, being yelled at, losing an argument, having to explain themselves, etc.
Affiliations: Exploration Committee. Aurem. Jannah. The Alchemists Guild.



Addictions: Sometimes drinking, sometimes gambling, sometimes whores. It comes in waves.
Handicaps: N/A
Medical Conditions: Allergic to fur and feathers (dander/dandruff).

Abilities/Powers:[spoili][/spoili]
[spoili]
  • Shapeshifting (humanoid figures only)
  • Immunity to fire.
  • Levitation
  • Alchemist (Trained, licensed in Jannah.)
  • Basic medical training (required of licensed scientists in Jannah)
[/spoili]




B I O G R A P H Y

He is the smoke, she the flame.
He is the heat, she the burn.
He is the cinders, she the ash.




E T C E T E R A

  • ---
 
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"A trick, you see. A simple, albeit charming, illusion."


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P R O F I L E


Name: Meadow Sawyer Charlotte Wren Lanre
Aliases: Mea, Mimi, Little Bird. Meadow works just fine.
Gender: Female.
Orientation: Demisexual, heteroromantic.
Race: Sprite.
Age: 41
Hair color: ☷☷☷☷☷
Eye color: ☷☷☷☷☷
Complexion: ☷☷☷☷☷
Height: 5'9"
Weight: 130 lbs
Appearance: Unseen, unknown. A ghost of the snow.
Notable Features: Snow white hair, striking blue eyes. On her back just between her shoulder blades, there are scars- scars one might associate with something that was once attached being unattached... violently.


Marital Status: Single, she claims.
Immediate Family: None, she claims. None at all.
Allies: N/A
Enemies: N/A
Followers: N/A
Friends: She'll take any friend she can get right now.
Heroes: N/A
Pets/Vassals/Slaves/etc: Boglings: Merrup, Kerru, Nertu, Reeru, Skieru. She can't remember who gave them to her, but they've done more for her than she can ever thank them for- not that anyone actually thanked their slaves. Not really. Thanking them would mean she would be better off releasing them, though perhaps they were actually better off in her care. She didn't really know with Boglings, and their use of the common tongue was lacking.


Lures: Peace and quiet. A place where everyone doesn't know her name.
Savvies: Getting into small spaces, carrying a tune, listening, writing and calligraphy, navigating, understanding broken common tongue.
Ineptities: Making small talk, opening up to people, debating, resolving conflicts, sleeping around people, etc.
Temperament: Phlegmatic.


Profession: Bard - drafted.
Education: Court educated, tutored. Later taught to play the Lute, Guqin, and Cithara while tagging along with a Khajit run circus.
Hobbies: Playing her instruments, sewing, singing.
Religion: N/A
Located Currently: In transit.
Location of Birth: The Winter Court.
Location of Death: N/A


Superstitions: She thinks there must be somewhere to go when someone dies, but she isn't entirely sure where. Somewhere, she believes, between here and elsewhere. As vague as that might be, she's certain it's something like that.
Virtues: Charity
Vices: Envy
Likes: Music, taverns, walking and running and singing, deer and rabbits and chipmunks, melons and berries, swimming and hiking, snow and making snow angels and snowball fights, hot cocoa and cold cider and fresh flowers to wear in her hair.
Dislikes: Crying, feeling like crying, being bullied, being lied to, any and all sorts of violence, trash and refuse and mud, bogs and swamps, fish or any food that still has eyes.
Affiliations: Exploration Committee. The Winter Court.



Addictions: N/A
Handicaps: N/A
Medical Conditions: Mild peanut allergy.

Abilities/Powers:[spoili][/spoili]
[spoili]
  • Glamour
  • Telum Arcana (with which Meadow is not very good at conjuring, but she can manage an alright projection of a sword. It's a sharp green blade of roughly 20 inches, and the weapon only wavers slightly. She's out of practice.)
  • Bard (Lute, Guqin, Cithara + she sometimes sings - 3 years "training".)
[/spoili]




B I O G R A P H Y

And she was running,
running,
running-
But where did she hope to go?

There were liars,
liars,
liars,
Even on the open road.




E T C E T E R A

  • ---
 

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    Godslayers
    The public (and private) lives of the Universe's greatest warriors

    Genres: Science fiction, supernatural, fantasy, slice of life, drama
    Content: Mature (graphic language, violence, sexual themes, sexual scenes, drug and alcohol use, etc.)
    Concept: On the battlefield, elite warriors vie for superiority in four-on-four matches fought within the confines of a league sanctioned arena. Off the battlefield, these same warriors are signed to five-year contracts that state they are to remain within a dimension specifically crafted to house competitors.
    A world apart, they live as they would anywhere else, but with neighbors who they harbor grudges against and friends they must publicly denounce for the sake of their galactic fanbases adoration.

    No rules, no regulations; no supervision required. As long as competitors make it to their scheduled matches, anything goes outside of the public's eye.
    Mod(s): Villains

    fantasy-banner.jpg.918d283a67482d1d5623b1183c1679a4.jpg


  • Your character has signed a five-year contract to take part in the greatest battle arena known to the Galaxy. At least, the flashiest battle arena- but you knew not to look a gift horse in the mouth, and agreed to their terms. You have several sponsors you endorse between matches who sell anything from home insurance to tentacle implants to exotic perfumes. You, the warrior they have chosen to fund, live an outrageously comfortable life outside of the arena. Of course, inside the arena, you will live (and die) countless times to ensure victory for your team. To most watching your progress, it's just a game. To you, it's about survival and conquest. This is your life.

    The battlefield (or arena) are well-maintained dimensions roughly the size of a small town. The Godslayer league uses two standard arena maps. One is a 3v3 map and one is a 5v5 map.

    Vainglory_Halcyon_Fold_map.jpg

    The objective of the 3v3 map (Apex) is to push down the singular lane to destroy the enemy base crystal while the enemy team attempts to do the exact same thing.

    new-vainglory-map-concept.png

    The objective of the 5v5 map (Warhowl) is to push down one (or more) of the three lanes leading to the enemy base, destroying enemy obelisks (siege turrets) along the way. The goal is to destroy the enemy power crystal at the center of their base while dealing with the enemy team attempting to do the exact same thing to your base.

    Matches will be planned at random. The members of each team will be selected at random. Death in the arena/on the battlefield will cause your character to respawn at your team's base. There is no permadeath on the Godslayer maps.

    Questions? Feel free to ask.

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  • DD



    A Damage Dealer is the one who provides the most raw damage for their team. On the 3v3 map, Apex, there is typically only one DD. On the 5v5 map, Warhowl, there is typically three DDs. DDs can be ranged or melee, using a variety of weapons as well as brands of magic and metaphysical powers. Archon is the term for a magic-wielding DD. Hulk is the term for a melee DD who uses their body as a weapon. Bloodletter is the term for a DD who uses melee weapons. Renegade is the term for a DD who uses ranged physical weapons. Harbinger is the term for a DD who uses metaphysical means.












    Support



    A Support is the one who provides their team with utility, healing or shielding. Supports can be ranged or melee, and while their damage is less than that of a DD, they aren't defenseless. What they lack in raw damage, they make up for in speed and versatility. Scout is the term for a utility support. Mender is the term for a healing support. Safeguard is the term for a shield-based support.












    Tank



    A Tank is the one who provides the frontline for their team and is capable of soaking, enduring, or negating portions of damage. A tank does some of the least damage on the battlefield, but they have far greater health, armor, endurance, and resistances than their DD and support teammates. Dancer is the term for a tank who dodges or negates attacks, rather than taking them head-on. Titan is the term for a tank who endures or directly soaks damage.










    Warriors



    This is the general term used for a member of the Godslayer league. There are several hundred members in total, 20% tank, 20% support, and 60% DD. Each is unique in their talents, thus able to claim that they are the greatest in the galaxy at what they do. The Godslayer league goes to great lengths to scour the entirety of the known universe for their warriors, so all types of sentient beings exist within the battlefields.









    fantasy-banner.jpg.918d283a67482d1d5623b1183c1679a4.jpg


  • Oasis - A World for the Warriors

    The life of the Warriors isn't all battle and glory. Really, much of it is laundry and luncheons and hitting the gym. Training periods, relaxation methods, and of course, life outside of the constant threat of death. You're not entirely free, but you're free enough to live as you wish to live in the dimension known simply as Oasis. The world houses only the Warriors of the Godslayer league, though an entire population of artificial life serves to maintain Oasis and its countless facilities.

    The two most popular spots to visit in Oasis are Halcyon, a nightclub closest to the Paragon, and the Paragon itself, which is a massive gym and training facility.

    It is believed that the Warriors are given full freedom in these periods between matches, able to do what they wish with who they wish privately... But what if their time in Oasis wasn't so private after all?


    fantasy-banner.jpg.918d283a67482d1d5623b1183c1679a4.jpg





    • The Godslayers discord: Here
    • Idk what else I might need:
    • More of what I might need:

 
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Testing



Where the heart wanders
and where it sometimes sings.
 
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Who promised you freedom
knows nothing of being free.
 
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I N T R O

The year is 2319 and the world as we know it ceases to exist. What remains is a pale shell of comparison, hardly recognizable in its future state; yet those living in Metropolis count themselves the lucky ones.

War ravaged the Earth. Whole continents were left uninhabitable, wiped clean of their people and their history and their very substance. By the time the third world war had finished, there was no declared victor. Instead, there was a quick consolidation of remaining peoples in a hope to save the last of humanity. In the year 2067, just 24 months after the end of the last great war, Metropolis was formed in the very center of what had been the US as that was where the least damage had been done.

Intended to house the refugee population, the city doubled in size over the course of a few years and grew larger still as more people flocked from the uninhabitable parts of North America. Foreign countries also congregated there, as their own continents were laid to waste in the fallout, and their only option was living in new settlements such as this one. A world federation was formed, allying the remaining countries as they worked tirelessly to right the wrongs of their predecessors and ensure the remnants of humanity would survive through the worst of nuclear winter.

A dome was built over the city, containing the residents in the sterilized containment it provided, and for a time, there was quiet within Metropolis. The world was starting to settle down, and life began to ease back into a state of consumerism and complacency. It wasn't until the War of the Five Points that people began to notice the massive city being segregated, but as violence erupted between the gangs, people soon found themselves caught in the thick of conflict for the first time in hundreds of years. A civil war in a megacity as small in area as Rhode Island meant mass casualties, and as the numbers climbed over the course of a year and a half, no one could imagine an end to the destruction.

Eventually, the acting leaders of each gang agreed to meet in the heart of the city to attempt a peace treaty.

All five agreed that Middle Metropolis would always be known as a safe zone, and in that section, there would be no violence promoted by the five gangs. The rest of the city was divided into five relatively equal portions; one for each prominent organization labeled as a gang. Still, questions would remain. How did these gangs come to be? What was their purpose? Some would say gangs were the population's defense mechanism against foreign pressures.

When a city is built so quickly, and the citizens are all from different cultures, there gets to be a sense of xenophobia.

Yet, it wasn't racial or ethnically based. These gangs were diverse, their members coming from historically different backgrounds, (with one exception) were comprised of both genders, and had very little in common besides their personal beliefs concerning how the city should be run. Over time, these beliefs had taken root in the foundations of a small group but were preached, and with a whole neighborhood cheering for these shared beliefs, a mob mentality took over. Weren't you safer if you could trust your neighbors and your community? But could you trust other neighborhoods? Other communities? The differences would never sit well, and that was why the Point system was desperately needed.

Sometimes, it's best to keep differences separated.

Of course, this didn't truly end the conflict at large. When one gang saw corruption in the government, another gang was part of that very corruption. One gang sought equality where they saw none, and another gang was perfectly happy with peace so long as no one tried to shake the status quo. So on and so forth, with no real end. Add into this equation the addition of genetic alterations, augments, Psionics, and a population of close to 31 million human beings - there would always be a new reason for strife among the Five Points.

So, that begins our story. Metropolis, a great city considered the last refuge of mankind, and its struggle not to unravel at its seams.​
 
[fieldbox="Info:, goldenrod, dashed, 8, Tahoma"]Rhailo is currently unaffiliated with any current RP thread.[/fieldbox]


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Name: Rhailosiobhan "Rhailo" Destros
Gender: Female
Orientation: Hetero inclined.
Race: Auroun
Age: 49 Earth Years - appears 28-30.
Hair color: ☷☷☷☷☷
Eye color: ☷☷☷☷☷
Complexion: ☷☷☷☷☷
Height: 5'8"
Weight: 137lbs
Notable Features: A trail of pale pastel pink "fawn" spots begin just behind her ears, and they follow the curve of her figure, adding color to her otherwise milky complexion. They are most prominent circling her areolas, outlining her labia, and accentuating her knuckles on both her hands and her feet.


Marital Status: Single.
Immediate Family: Braxiskroi "Brax" Destros, twin brother.
Allies: Brax Destros.
Enemies: Pretty much anyone of Roth Khaanian descent on Nar Shaada.
Followers: N/A
Friends: N/A
Heroes: N/A
Pets: N/A


Lures: Fresh food, cold drinks, easy money.
Savvies: Lying, cheating, thievery of all sorts, creating life-like illusions
Ineptities: Making long-term friends, keeping significant others, being faithful, being productive.
Temperament: Sanguine.


Profession: Hustler, thief.
Education: Peacekeeper trained - Equivalent to a human therapist in terms of education.
Hobbies: Shopping, jogging, gambling, making throwaway friends.
Religion: N/A
Located Currently: Deep space.
Location of Birth: N/A
Location of Death: N/A


Superstitions: Like most Auroun, Rhailo is convinced that overuse of her abilities will dissolve her presence in the fleshlands, trapping her between dimensions.
Virtues: Kindness, Humility.
Vices: Lust, Greed, Sloth.
Likes: Men who manage to balance their dominance with her wayward lifestyle (Haha. You know, the unicorns of the universe), skimpy clothing, pouting, being coddled, getting away with whatever she wants to get away with, Brax (sometimes).
Dislikes: Meat, slavery, being clung to, being ignored, being told to get a real job.
Affiliations: Auroun, mostly. Some underground circuits and syndicates. Some sleezier bars. Some amorous fellows she met along the way. Nothing substancial.

Addictions: Kleptomania (or something similar). It's a rather strong compulsion, regardless whether she needs what she is stealing.
Handicaps: N/A
Medical Conditions: Anemia, prone to migraines. Gluten allergy (slight).

Abilities/Powers:

  • Phase Shift (Type One):: The user can pass through corporeal barriers/objects while in an incorporeal state. They travel via small jumps through incorporeal space (by way of the Umbra), though the act is often seen as a teleportation skill.
  • Clone:: Matter is pulled from the environment and condensed in a rapid particle effect, creating a carbon copy of the user.
  • The Copy's lifespan is dependent on the skill of the user. Some copies have lived long enough to be considered individuals, though most die within a few days of creation.
  • Clone's only have memories the user has made in a 12 hour period prior to the Copy's creation, though they will believe themselves real and are capable of acting in their creator's stead.
  • Clone's are tethered to the collective consciousness of their creator and will follow orders given to them by their creator as well as the primary objective they were created to accomplish.
  • LDT (Long Distance Telepathy):: Short range telepathy is often found in alien species, but the Auroun have mastered using telepathy at great distances. Dependent on the skill level of the user, it is possible to speak through channels fabricated within the Umbra. These channels are typically narrow, so messages move distances of 10 to 30 miles instantly, but a greater user has the ability to widen the channel, making it possible to speak through telepathy at distances comparative to intergalactic means of measurement.
  • Flicker:: Dependent on the capabilities of the user, an illusion is created, and it has an accompanying persuasive aura to it that can be used to draw attention. From creating a scenario of fear, or calm, or arousal, or anything the user chooses to create, these fictional fantasies can last days depending on the imposed will of the user. Typically, they last anywhere from 10 minutes to 2 hours.
  • Dissolve:: The user vanishes into the Umbra. How long the user can remain hidden is determined by the skill of the user. This is an act of stealth, and life signs from the user cease to extend to the fleshlands for the duration of their Dissolve.

The deets/bio blurb: [I'll work on this soonish]

Definitions:
Psionics || [soon]
Umbra || [soon]
Fleshlands || [soon]
 
[fieldbox="Info:, goldenrod, dashed, 8, Tahoma"]Iman is currently unaffiliated with any current RP thread. Album of Iman stuff[/fieldbox]


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Name: Iman Ekko
Gender: Female or Male (Never both at one time)
Orientation: Demisexual, panromantic.
Race: Ifrit
Age: Hah. Iman appears in their late 20s/early 30s.
Hair color: ☷☷☷☷☷
Eye color: ☷☷☷☷☷
Complexion: ☷☷☷☷☷
Height: (f) 5'5" (m) 6'3"
Weight: (f) 131lbs (m) 215lbs
Notable Features: Iman often changes between male and female forms, but what stands out is a) their golden eyes, and b) their intricate tattoos indicating they are Ifrit despite being in a humanoid form.


Marital Status: Single.
Immediate Family: N/A
Allies: Sam O'dwyer, Saudi Royal family (long story).
Enemies: N/A
Followers: N/A
Friends: Sam O'dwyer
Heroes: N/A
Pets: N/A


Lures: Intellectuals, pseudo-intellectuals, and anyone interesting.
Savvies: Discussion, debate, critical thinking, appearing cultured and knowledgeable, being polite and considerate.
Ineptities: Commitment, feeling dependent on anyone else, using computers/the internet (omg Iman is terrible with this jfc)
Temperament: Sanguine.


Profession: Librarian. Former secretary, former flight attendant.
Education: Degree in library science.
Hobbies: Reading, designing patterns, sewing, pilates, clubbing, literary discussions, all kinds of debates and discussions.
Religion: Previously Islamic, currently agnostic? Iman is open to discussion when it comes to religion and belief.
Located Currently: Some miserable eastern hemisphere city where there is no sand or heat or anything worth mentioning, and Iman abhors it.
Location of Birth: N/A
Location of Death: N/A


Superstitions: Iman believes in Karma, in reincarnation, and in a higher power than the lesser dieties inhabiting the earth.
Virtues: Kindness, Diligence.
Vices: Lust, Pride.
Likes: Open minded men unafraid of masculine Iman, those willing to accept either form Iman enjoys taking when human in appearance, libraries, books of all variety, musicals, Bollywood, Thai dishes, friends with benefits who understand what that actually means, being treated like an educated individual and not just a pair of tits on legs, Starbucks.
Dislikes: Cold weather, uncomfortable clothing, yelling or loud talkers, cold food or beverages, most television programs, the internet.
Affiliations: Saudi Arabia International Airlines, O'dwyer Enterprises, some old deities here and there. Iman gets around.

Addictions: Cigarettes.
Handicaps: Iman chooses to be nearsighted, or perhaps they simply haven't perfected humanoid eyesight. They wear glasses or contacts.
Medical Conditions: Aversion to water when in any form aside from their humanoid one.

Abilities/Powers:

  • Made Flesh:: An Ifrit takes on a humanoid shape for prolonged periods of time. They still bear the markings of the Ifrit, the runic tattoos visible over much of their humanoid form.
  • Of Cinders and Smoke:: An Ifrit takes on a smoky, hazy ethereal shape; intangible.
  • Of Flames and Ashes:: The Ifrit takes on a form consisting of fire and heat. Dangerous, but contained and controllable.
  • Of Basalt and Scoria:: The Ifrit takes on a form consisting of magma and other volcanic material. Their presence in this form is dangerous as well as horrifying because there is no containing their overabundance of energy; this is the embodiment of nature's wrath.


The deets/bio blurb: [I'll work on this soonish]

Definitions:
Ifrit || Fire aligned Djinn. Unlike many Djinn, they are tangible in most forms aside from their base energy form. Also unlike most variety of Djinn, Ifrit cannot grant wishes.
Djinn || Genie/Quareen subspecies. In modern day, they take on a human guise (or multiple human guises) to function in greater society. It's common practice for a Djinn to have a male and female persona, as Djinn outside of a humanoid form is sexless (being that they're beings of elemental creation), therefore there is no attachment to one sex in particular. They wear the skin that suits them.[soon]
 
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Employee 020561-AUR-F




[hr=grey][/hr]
Personnel File

Crew Member
Full name:
Alias/Nicknames:
Gender:
Species/Race/Breed:
Birth Date:
Age:
Last Known Residence:
Job/Profession:
Title:
Allegiance/Alignment/Clan(s):

Visual Identification
Height:
Weight:
Build:
Eye Color:
Hair Color:
Skin Tone/Color:
Scars/Tattoos/Piercings: [link to an image or give a written description]
Description: [link to an image or give a written description]

Social
Sexuality/Preference:
Allies:
Enemies:
Likes:
Dislikes:
Hobbies:
Personality: [give a written description]

Equipment
► Weapons: [link to an image or give a written description]
► Combat Attire: [link to an image or give a written description]
► Accessories/Miscellaneous: [Personal effects, sentimental possessions, etc.]

Fighting Style
➣ [General/Preferred Style]: [description of style]
➣ [Weapon of Choice]: [description of weapon]
➣ [Special Abilities/Affinities]: [description of ability/affinity]

Psionic Path
Path of [Name of the path]:
☆ [ability 1]: [ability description]
☆ [ability 2]: [ability description]
History

Relationship Status: Single.
Family:
Known Languages: [Race languages can be noted as (race name) standard. IE: Auroun standard, human standard, etc. The universal language is galactic standard]
Personal History/Background: [3+ paragraphs backstory. Feel free to write more than the expected amount.]



Employee 020561-AUR-F








Crew Member
Full name:
Alias/Nicknames:
Gender:
Species/Race/Breed:
Birth Date:
Age:
Last Known Residence:
Crew Position: [see list for available options]
Allegiance/Alignment/Clan(s):

Visual Identification
Height:
Weight:
Build:
Eye Color:
Hair Color:
Skin Tone/Color:
Scars/Tattoos/Piercings: [link to an image or give a written description]
Description: [link to an image or give a written description]

Social
Sexuality/Preference:
Allies:
Enemies:
Likes:
Dislikes:
Hobbies:
Personality: [give a written description]

Equipment
► Weapons: [link to an image or give a written description]
► Combat Attire: [link to an image or give a written description]
► Accessories/Miscellaneous: [Personal effects, sentimental possessions, etc.]

Fighting Style
➣ [General/Preferred Style]: [description of style]
➣ [Weapon of Choice]: [description of weapon]
➣ [Special Abilities/Affinities]: [description of ability/affinity]

Psionic Path
Path of [Name of the path]:
☆ [ability 1]: [ability description]
☆ [ability 2]: [ability description]

Personal
Relationship Status: Single.
Family:
Known Languages: [Race languages can be noted as (race name) standard. IE: Auroun standard, human standard, etc. The universal language is galactic standard]
Personal History/Background:
It was in her best interest to run. Not just to run, but to flee - to escape in every sense of the word. Forsaking a world she knew for one she didn't, for the sake of her secrets. If only to continue to see the stars where they burned, bright death across the dark recesses of space, she left willingly. It started as a minuscule task, shrouded in pretentious talk of empowerment. A better Ixxin'lo, released from the burden of constant animosity and fear. Live for tomorrow. Rio had been a Peacekeeper since her adolescence, assigned to the profession because it was what suited her personality, and as she grew to appreciate her capabilities, she also learned to maneuver with the subtleties of the art.

Minds were meant to be deciphered; Noonajirakoh E'vrio broke them.

Her guardians lied to her when they set her on this proposed path of salvation. Why she was appointed the mission and the possession of the key, how the key might be used, and where their history as Auroun intertwined with the Gates - nothing but fabrications. A series of lies so sordid and contemptuous, she wasn't proficient in recalling their existence. Forces beyond her comprehension ensured she asked fewer questions than she wished to ask, as they knew she would have countless, but Rio thought only of the instilled obligation and what was at stake. Pretending to be the perfect vessel was required only for as long as the journey endured.

A departure done in secret would serve to provide no solace for her family, but the guardians placed their agenda much higher on their list of priorities than Rio's emotional wellbeing. She was instead promised safe passage, but what use was safety when her heart could only mourn the emptiness of uncertainty? They put her on the run, a refugee with little in the way of value - a key carrying victim - and washed their hands of their methodical strategy. The Galactic Trading Guild intercepted her as was planned, the necessary flaw in the design of her escape, and to them, she issued her distressed message from the mouths of the high council on Ixxin'lo. The key, she expressed, was hers to offer to their cause... for a price.

And once more, Rio played with the minds of those in her propinquity for the gain of the galaxy. At least, this is how she handled these charges when her guilt reared a monstrous head.
 
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C R E W


Captain - [open]
Second-in-command - [open]
Navigator - [open]
Pilot - [open]

Communications Officer - [open]
Linguist - [open]

Chief Medical Officer - [open]
Cybernetics Specialist - [open]
Psychologist - [open]
Nurse - [open]

Chief Engineer - [open]
Weapons Specialist - [open]
Ship Weapons Operator - [open]
Soldier - [open]
Mercenary - [open]

Xenobiologist - [open]
Gate Historian - [open]
Geologist - [open]
Astrologist - [open]

Key Holder - Noonajirakoh "Rio" E'vrio (Villains)


G A T E S



Little is known to determine the actual purpose of the Gates, but what is known was enough to spark the Gates conflict between the NGR and the FGA. As stated by the Zydrosi (the most technologically advanced of the galactic races), the Gates predate even their race. Their first users, recognized now as the "ancients", constructed the objects with the intent of funneling vast amounts of energy through a Gate to one directed point. Whether the energy is for travel purposes such as a means teleportation for large amounts of individuals, or if the energy was meant to destroy worlds, there isn't any way to tell after such a long period of time between uses.



P S I O N I C S



In place of magic, Telluric allows certain races with the capability to have Psionic Powers. Psionic users can use various forms of psychic/mental abilities/powers based on the path they follow.

Path of the Fist (Aru'Tohsa) - A school of psionics that teaches abilities relating to physically manipulating and altering objects and the environment.

Examples:
► Levitation - To lift an object, e.g. raising a pitcher several inches into the air.
► Orbital Field - To make objects and possibly energy orbit around the user.
► Telekinetic Combat - to use telekinesis in physical combat. (Psionic Speed, Psionic Strength, Telekinetic Pull/Push)

Path of the Flame (Aru'Qes) - A school of psionics that teaches abilities relating the creating and manipulating the elements of nature.

Examples:
► Psionic Healing - To heal others with one's own telekinetic powers.
► Elemental Manipulation - Alter the natural elements of existence at a sub-molecular level.
► Telekinetic Blast - Emit telekinetic energy to make a blast that destroys anything in the user's path.

Path of the Dreamer (Aru'Edaph) - A school of psionics that teaches abilities relating to reading, manipulating, and controlling the mind of others.

Examples:
► Hypnosis - The ability to make suggestions to the subconscious of others.
► Illusive Appearance - To camouflage the user, or alter their physical appearance to look like someone or something else.
► Decoy Creation - The power to create a decoy or replica of the user.

Path of the Shadow (Aru'Vinsade) - A school of psionics that teaches abilities relating to traveling and evasion.

Examples:
► Teleportation - The ability to move instantaneously from one location to another without physically occupying the space in between.
► Subspace Travel - Teleport into and out of subspace (also known as the Umbra), an "alternate" space adjacent the "normal" space and integral to the space-time continuum.
► Dowsing - The ability to locate people, objects, and resources without the use of scientific apparatus.



C Y B E R N E T I C S



"A cyborg is a cybernetic organism, a living being whose biological functions are intertwined with artificial ones."

In Telluric, cybernetics goes as far as the imagination of the writer, but certain races are excluded from being cybernetically reconstructed. This is because cybernetics in Telluric is a human science, so only races with anatomy close in nature to Humans can benefit from the advances. Races incapable of being cybernetically altered are the Aquuadians, the Avians, the Foa, and the Zydrosi.

Common procedures include limb replacement, facial augmentation, occular implants, neural implants, and CPU chip implants.



E U P H R A T E S


"On the other hand, we denounce with righteous indignation and dislike men who are so beguiled and demoralized by the charms of pleasure of the moment, so blinded by desire, that they cannot foresee the pain and trouble that are bound to ensue; and equal blame belongs to those who fail in their duty through weakness of will, which is the same as saying through shrinking from toil and pain. These cases are perfectly simple and easy to distinguish. In a free hour, when our power of choice is untrammelled and when nothing prevents our being able to do what we like best, every pleasure is to be welcomed and every pain avoided. But in certain circumstances and owing to the claims of duty or the obligations of business it will frequently occur that pleasures have to be repudiated and annoyances accepted. The wise man therefore always holds in these matters to this principle of selection: he rejects pleasures to secure other greater pleasures, or else he endures pains to avoid worse pains."


L I N K S

Telluric Race Compendium
Discord
Telluric pt. I
 
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P R O F I L E S



Anything in [brackets] is something you need to take out and replace with whatever it says to replace it with.
Profiles are to be sent via PM to Villains. Accepted profiles are to be posted in the profile thread. Declined profiles will be given reasons why they have been declined, most of which are fixable. Feel free to do what was asked to fix a denied profile, and then resend it.
Any questions can be directed to @Villains on Iwaku or on Discord.

Code:
[b]Crew Member[/b]
Full name:  
Alias/Nicknames: 
Gender: 
Species/Race/Breed: 
Birth Date:  
Age: 
Last Known Residence: 
Crew Position:  [see list for available options]
Allegiance/Alignment/Clan(s):  

[b]Visual Identification[/b]
Height: 
Weight: 
Build: 
Eye Color: 
Hair Color:   
Skin Tone/Color:  
Scars/Tattoos/Piercings: [link to an image or give a written description]
Description: [link to an image or give a written description]

[b]Social[/b]
Sexuality/Preference:  
Allies: 
Enemies: 
Likes: 
Dislikes: 
Hobbies: 
Personality: [give a written description]

[b]Equipment[/b]
► Weapons: [link to an image or give a written description]
► Combat Attire: [link to an image or give a written description]
► Accessories/Miscellaneous: [Personal effects, sentimental possessions, etc.]

[b]Fighting Style[/b]
➣ [General/Preferred Style]: [description of style] 
➣ [Weapon of Choice]: [description of weapon]
➣ [Special Abilities/Affinities]: [description of ability/affinity]

[b]Psionic Path[/b]
Path of [Name of the path]:
☆ [ability 1]: [ability description]
☆ [ability 2]: [ability description]

[b]Personal[/b]
Relationship Status: Single.
Family: 
Known Languages: [Race languages can be noted as (race name) standard. IE: Auroun standard, human standard, etc. The universal language is galactic standard]
Personal History/Background: [3+ paragraphs backstory. Feel free to write more than the expected amount.]

 
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