World Collapse

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World Collapse IC

This is a tale of lies, betrayal and love...

300 years ago, when the world was bright and young. A very sad man fell in love with a girl from the moon. She too, fell in love with this man of earth. However, this love was considered taboo. As the Moon God and Earth Goddess feared this to be a bad omen.

The people of the Earth sought power and control while those on the Moon became more reclusive. The very sad man became caught between the woman he loved and the world he came from. A war broke out between the two worlds as Earth wished to obtain the celestial books from the moon to further their agenda. Known as "The war that made the moon cry blood," this went on for seven years.

The war took a toll on the Moon God and Earth Goddess. Soon they fell into a deep slumber leaving behind pieces of themselves known as The Children of sight. The bridge between both worlds was severed while the lovers never saw each other again. It is believed a curse was placed on them as punishment yet there is no actual proof as they were never heard from again.

With the God and Goddess gone, the Moon remains the color of red for all but one day out of the year while Earth is plagued by the Black Knight whose chest glows red. Once the Moon is high in the sky, the Black Knight appears leaving chaos and destruction by the time morning comes. For 300 years, this Knight of Death has terrorized Earth with no end in sight.


Countries/Towns/Cities/Races/Daemons (This will be edited depending on how well the rp goes):

Valen continent: Located in the Northwest hemisphere, Valen is known as a rich continent full of green valleys and lush forests. While they do have a monarchy (The Bythesea family) the Hillpoint Church maintains control of the continent.

Sea'Tinal - A kingdom by the sea where the Bythesea monarchy resides. They have a strong Navy force which keeps most enemies at bay. The Kingdom's seal is a mermaid holding a spear.

The Hillpoint Church - The Pope resides here where they pray to the Earth Goddess, A'Dora. While there are churches throughout the land, Hillpoint is the headquarters.

Marvirn - The town of merchants is known to be one of the richest towns in the land. If you ever needed anything, no matter how rare, this is the place to go. Of course, like every rich town or kingdom, this one was filled with trouble. Cheating merchants, thieves, riots, and everything in between.

Viorek Forest - A small forest between Marvirn and Oermin. There is a deserted cave inside.

Water Temple - There have been reports of a pale woman lurking about.

Oermin - The city of sand as everyone now calls it. Known for their blacksmith skills.

Oer Dunes - A vast desert land. A gang of bandits have been reported to have a hide out within. The Methlen Caves are also located in the Dunes however, criminals are usually sent to this place due to its harsh environment.

Methlen caves - Criminals are sent here as punishment due to its harsh environment. Sandstorms attack the Dunes throughout the day and water is scarce yet there are precious minerals located in the caves. These resources are used as a source of energy as well as to create weapons of war.

Fire Temple - A place surrounded by lava. The heat can make anyone pass out.

Kali forest - A deep, dark and very old forest. This forest has remained untouched for years because everyone who goes in never comes out.

Arachi - Are giant spiders ruled by their mother, Naki.

Naki - Half woman half spider. She's also blind.

Argyros Peak village - Small village in the mountains who live off nature.

Argyros Shrine - A place where the villagers go to give to their Gods.

Kratea divide - Dark ocean between Valen and Jineer.

Kraken (sea creature) - No one is really sure what this creature looks like because no one who sees it comes back alive. It resides within the Kratea ocean taking down whatever ship crosses it's waters.

Eastern continent, Jineer: Known as The continent of death, some claim this is where the Black Knight first appeared. Monsters roam freely in this land and there are rumors of an army of the dead. The Kingdom of Guile is ruled by Queen Nepotin.

Guile - Those who live here do not do so freely. The people are enslaved to Nepotin, a fiercely beautiful woman who is known to dabble in black magic. This Kingdom has been at war with Sea'Tinal for 10 years. They are currently at a standstill due to the Kratea Divide worsening.

Wraith - It lives on the continent of Jineer and serves the shadows. This creature is feared by many on this continent.

Imp - Another servant of the shadows.

Doppelgängers - Bodies without souls. Some resort to stealing other souls in hopes of making it their own. That only makes the need stronger.

Jaquin, western continent: The continent below Valen, a heavy fog covers this land. None have been able to enter for 300 years.

Ashmeil ruins - Once a great kingdom that was destroyed over 300 years ago.

Crucia, Southern Continent: The coldest continent surrounded by a sea of icebergs. This place is not built for the weak.

Light's Veil - A kingdom of ice with impenetrable ice walls surrounding them. Not much is known about them as they keep to themselves.

Characters:
Name: Elisha "Lisha" Hummings
Age: Appears 26
Race: Elf
Gender: Female
Position: Traveler
Personality: Elisha is a bit of a hot head. She can easily lose her temper, especially if it's a hot day, and tends to end up in trouble a lot. Something that can really tick Elisha off is seeing something she would consider injustice. Traveling earth, Elisha finds their customs to be strange compared to her homelands yet one of the things she has grown to love is cake.
Appearance: About '5'5' brown hair, green eyes with pale. She wears knee high boots which are a soft brown, a flowy dark green skirt with gold trimming in the shapes of flower petals. Her top is a loose white and green blouse which hangs off her shoulders. A darker green cloak rests over her shoulders with a small gold bird holding it together. A small black bag hangs around her waist. Elisha keeps all her important items in there. She also wears a white headband that keeps her elven ears hidden.
Skills: Basic lvl 1 magic skills. Elisha relies on the elements. She is also able to deal with light magic.
Weapons: A staff handed down in her family. The base color is brown while green vines creep it's way up. At the top lies a gem that shines between red and a pale blue.

Name: Constance Frannal
Age: 15
Race: Human
Gender: Female
Residence: Viorek forest
Position: Thief
Personality: She's spunky and a bit of a flirt. But as quick as she is with her mouth, Constance is quicker with her hands. Constance enjoys the thrill of a new adventure and lives her life to the fullest.
Appearance: '5'4' short red hair with dark blue eyes, tanned lightly. She wears a white blouse with a brown vest over it and leather gloves. Her pants are black, but the left legging is cut off so it looks like a shorts meets pants kind've deal. Black shoes which fold on top.
Skills: She's charming, and can rob you blind.
Weapons: Two daggers.

Npc's:

King Loten Bythesea has been on the throne for 45 years. He is married to Seline and has two daughters and a son; Opal, Topaz and Jack.

Namel Yumin is a close confidant of the Pope. No one knows where he came from and he mostly keeps to himself.

Kimiko is a girl with no soul. She is normally found by Namel's side and used to relay information to him without words. Kimiko has the ability of Foresight which may explain why she has no soul.

Pope Anderson resides in Hillpoint Church. He is considered of higher authority than the King himself.

The Black Knight - An unknown source that has been terrorizing earth for 300 years.

Queen Nepotin is a woman who seems to never age. The grip she holds on her Kingdom has never let up yet this urge of wanting more keeps her plotting.

Izlil Lucros is a general of Queen Nepotin's army. She is also rumored to be the Queen's lover. Izlil is known as a vicious woman who feeds on the souls of her victims.

Character Sheet:
Name
Age
Race
Gender
Residence
Position
Personality
Appearance
Skills
Weapons
History (optional)

For Races: You can be pretty much anything save for Elf. Elves are from the moon and well, I have Elisha coming from the moon hence her hiding. If you really want to play an elf, PM me and we can work something out so it makes sense.

For Magic: Magic was stronger on the moon. On Earth, there is some magic but they are usually attached to an item save for the Dark Kingdom who uses blood magic. Items that came from the moon contain magical elements. This means the items on earth that have magic are infused with moon magic.

I'm pretty open about plot ideas and the likes as I want this story to grow with everyone's help. If you are unsure, ask and I'll give you my opinion.

If you want to make up a city or town, feel free to do so.

The only rules that matter are the ones that this site follows. Respect everyone and let's have fun.

If you want to do a combination post to make the flow better, I can post a google doc or a pad here so anyone can write together.

Luv u 😭
 
Last edited by a moderator:
  • Bucket of Rainbows
Reactions: Monbon
Name: Callum Arius
Age: 27
Race: Human (curse transforms him to a cephalopod hybrid being, see history)
Gender: Male
Residence: Varies, but frequently returns to Marvirn
Position: Day laborer
Personality: Somewhat distrustful by necessity, Callum is wary of other people and their intentions most of the time. He can come off as secretive due to his habit of keeping others at a distance. However, Callum values politeness and respect if only for the sake of getting by without problems. He likes to offer himself to be of help, but this is often a ploy to gain leverage and later follow up with his next move. Callum nearly always has a goal or plan in mind that he is ready to pursue as soon as possible, which he does his best to keep secret so that no one can get in the way.

Appearance: Callum is a scruffy-looking sort that doesn't usually give off a welcoming air. At 5'10, he is not exceptionally tall or imposing but he does have a wiry build that makes him appear lanky. His reddish brown hair is slightly long and unkempt, often pressed against his head by a plain brown hat with a wide, tattered brim that he pulls down low in front. His eyes are a dark grey color reminiscent of sea fog. Callum wears a loose-fitting collarless shirt that is white and faded, over which he wears a dusty brown leather vest with pants and boots to match, all in somewhat worn condition but still holding together.

Skills: He knows his way around the docks and how to negotiate with all the usual characters, both the good and bad, that frequent such places. Callum has a keen eye for identifying who presents the most promising bet in a given situation and can observe them closely to know when it is best to cash in. He has enough connections in the areas he haunts to know the first step to take to get what he or someone else wants, be it information, services, or resources.

Weapons: Sling with clay or stone bullets

History (optional)
Callum was forced to become independent at an early age when his family became refugees and were ultimately split up during a war. By the time he reached adulthood, he was well accustomed to relocating often in search of food and work. Eventually giving up on settling anywhere long enough to put down roots, Callum supported himself consistently, if not comfortably, by taking jobs on the docks of busy port towns.
Work was sometimes scarce, however, and when things got desperate Callum found himself in the company of less-than-reputable characters that were as loose with their morals as with their coin.

It was during one such occasion that he was offered the chance to garner 6 months' earnings in half the time by joining a crew heading out to sea. Callum reckoned that he was better off not asking too many questions and signed up hoping that he could finish the job and make it back to Marvirn with all his money and his limbs intact.

The voyage started off pleasantly enough, given how deadly the Kratea divide was rumored to be. Soon Callum learned that the outstanding pay was even with the risk involved, however. The ship sailed south and crewman began whispering about the haunted island ruins they would seek to plunder off the coast of Jaquin. Realizing all too late that he had joined up with pirates, Callum began to dread setting ashore and feared he might not make it back alive.

Fate would have something much different in store for him. Before Jaquin ever appeared at the horizon, the ship was beset by seemingly endless storms that battered at them day and night. Their heading was lost and it was several days before the sky cleared enough to take stock of their surroundings. Callum's blood chilled to find that they had some how drifted far off course and were now perilously close to the eastern sea approaching Guile.

Panic set in and all hands scrambled to turn back west. Callum was below deck when a cry went up that the Kraken was closing in on the vessel. Scarcely before anyone could react, the ship was rocked even worse than it had been by the storms. A pandemonium of rushing seawater and guttural bellows tore the ship apart, and Callum lost consciousness as he tumbled beneath the thrashing waves.

When he awoke, his eyes were greeted by a grey shoreline shrouded in twilight. Exhausted and nearly drowned, Callum took a few shaky steps and then it dawned on him where he had washed up. He was standing on the benighted soil of Guile and now there was little hope that he would survive. Shadowy forms started to gather where the barren beach bordered the wooded terrain further inland. As he turned to wade desperately back into the surf, the spectral wraiths attacked Callum from all sides. He prepared to draw his last breath as cloying darkness shrouded him in cold. Before his life was snuffed out, Callum felt the grasp of something sinuous wrapping around his body and whipping him below the water before he fainted once again.

Callum next came to recognizing that he was back in Valen, although he could not fathom how it was possible. He first considered it a strange miracle that he had survived and was home once more, but it quickly became apparent that Callum was not left untouched by the unholy terrors he had witnessed. A livid, circular wound on his chest seemed not to heal even after many days. On his eighth night back in Valen, the light of the blood moon brought about a horrific change in him. His human form was replaced by a tentacled monstrosity, part man and part squid or octopus. He would return to normal the next morning, but this was one of many cycles that eventually compelled him to leave Marvirn behind as rumors of a creature hunting people in the night circulated along the waterfront.

Callum resisted the urge to return to the sea that every eighth moon provoked in him as best he could. It was on one trek out to Viorek seeking isolation that he encountered a pale female figure outside a strangely pristine temple ruin. The woman possessed an eerie knowledge of his past and present and offered to ease his suffering. Unable to speak in her presence, Callum silently acquiesced as she handed him a crystalline vial of faintly luminous water. The bright phantom explained that as long as he kept it, Callum could hold off the transformations plaguing him. Providing the sole caveat that he would have to immerse it in the sea on the one night of the year without a blood moon to renew its power, the woman vanished into thin air.

After his brush with the pale woman, Callum was able to rebuild much of his previous way of life. Always wearing the vial on a cord around his neck, the transformations no longer overtake him completely so long as he avoids entering the water. With each passing week, however, he can sense its protection fading and fears he will fail to complete the ritual if the beast consumes him in a moment of weakness. His humanity now slips further away each time the sea calls to him, threatening to escape him forever if he is not vigilant.