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Map of the World, found by Historians in the Masal Desert. By the great artist known as Erebus.
Spoiler: Click to Toggle the Spoiler.

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Written Segments from “Haut Atlas” found in the Archival Library of Alexgilesonia-Haliphesus.
Spoiler: Click to Toggle the Spoiler.
Masal Desert
The Masal desert is a large expanse of desert on the western coast of the world. It is a harsh land with very few cities although Myr the largest of these cities might just be the largest city in the entire world. Masal is bordered on three sides by the ocean, and a mountain rage to the east which cuts it off from the main body of the continent. The Pass of Caramas is the only readily accessible pass in the entire mountain range and is heavily defended by the city of Myr. In total the Region of Masal is huge, from the tip of the peninsula to the Starakas Mountains is almost five hundred kilometers of desert. Only three rivers dot the landscape, one of which flows through Myr and is the reason for the city’s prosperity. The entire region is connected by a series of roads built into the sand, the roads are maintained throughout the year and small outposts dot the landscape as one travels along the roads.
Cities/Towns
There are only five cities in the entire with Myr being the only non port city and Kael the only city not near a river.
Myr: The main city in the region and the Capitol of the region Myr is a gigantic city built around an acient spire of rock. The spire is now a Large citadel which has a Minas Tirith feel to it but is made entirely of sandstone. The cities population is a little over ten million which makes it ridiculously huge for a city and this population is only possible due to the fertile floodplains to the north, south and east of the city which grow crops that normally take an entire year to grow in a couple months and at the end of the crop cycles the river Myri floods the plains covering them in rich soil.
Myr is built on a terraced hill, and as you head deeper into the city you are constantly climbing uphill. It is home to some of the most ingenious plumbing in the world, and a huge network of sewers runs underneath the city providing water and plumbing to all but the poorest of sections. The streets of the city are a network of sandstone cobblestones and only some of the outer roads aren’t paved. 13 walls protect the city, each one larger than the one before it and hundreds of thousands of city guardsmen man the walls at all times of the year.
The city is ruled by an emperor who leaves the daily affairs of the city to a council of magistrates who manage certain sections of the city.
Kael: Kael is a small town of a few hundred Denizens on the northern coast of the Masal desert only around thirty kilometers from the Starakas Mountains. It is mostly a trader city and lacks walls of any kind.
Syrik: Syrik could essentially be labeled as the port for Myr although they are separated by almost one hundred kilometers along the length of the Myri. Goods heading to and from Myr pass through this town of about five thousand people making it the second largest city in the Masal region.
Kimbla: Is yet another port city at the mouth of the Kimli river in the north of the region. Its population is around two thousand.
Hymryr: is a city of about four thousand to the southwest of the region. It is a moderate sized fortress city which was built originally as the emperors vacation home. These days the city is mostly a port city and they live a modest life far removed from outside influences.
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Samarkand is a fairly large city in the Masal Desert, and it’s governed by a council of merchants. It has no military, only a small army of guards to keep order in the city. There is no need for a military at all, since invasion is almost impossible with Samarkand’s Eye; a massive reflecting panel that harnesses sunlight to create a beam of energy that literally vaporizes anything it is directed at. The eye cannot see past Samarkand’s Shield, though. Thus, it protects anything inside the shield. The only plausible way Samarkand could be invaded is if the invading army hid in the mountains until nightfall, and then ran all night across the desert.
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ALEXGILESONIA-HALIPHESUS
The most heavily populated city-state in the world, the most technological advanced city-state in the world, and the one with the most powerful politically, Alexgilesonia-Haliphesus is the location of several of the important peoples and places in the world.
The largest city-state stretches far with urban life, resembling 18th Prague or London. Great walls, grand structures, politicians, corrupt politicians, underworlds, mafia, jails, everything is there. Alexgilesonia-Haliphesus is also the hallmark of academia in the world, being home of the most prestigious schools in nearly all fields. Alexgilesonia-Haliphesus has the greatest cultural diversity, being the home of some of every race in existence.
NOTABLE LOCATIONS*
*(Alexgilesonia-Haliphesus has so many notable locations that the below are only a little bit of it. Things may be added.)
Governor’s Palace: The living area of the rulers of Alexgilesonia-Haliphesus, a massive tower. The level of importance rises as the floor goes up, with the highest Patrician’s office residing on the highest level. Political gatherings and reports and foreign embassies are all located in this Palace.
Wizard’s Dome: A small dome from the outside, limitless from the inside, the Wizard’s Dome is the area of schooling and living for Wizards. Though it takes up about one block of the city-state, the inside could as well be a small city or town of it’s own. Magical education, training, and anything involving Wizard’s usually start here.
The Underworld: The name is quite literal, the gathering places of the darker organizations and the mafia starts in the gloom of the back streets, but going underground, the base of all the illegal organizations and thugs is found. Not much is known, usually legal people that go down there don’t come back out.
Guild Complex: The various guilds are located in the Guild Area, quite fittingly. From Workers, to Lawyers, to Clowns, to even petty Thieves, organizations gather here and fight for their rights. Some people, some people hate them but you can find almost anything here.
Sector 21.7: The factory and machine making sector of the town, and the forefront of industrialism in the world, the best of things and the worst of things are produced here, except for weapons. Quite dirty and has really bad air. On occasion one may see things moving on their own, or a disassembled robot, but those things can’t exist, right?
University of Edumucation: The best university in the world. Nuff’ said. Is also the location of the largest multi-topic library.
Tower of Justice: The area with the prisons, watchmen and all that. With so much crime happening in Alexgilesonia-Halipheus, the most in any city, there are more cops and watchmen than any city. The highest rank is Warden Commander.
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Lome Mountains
The Lome mountains are home to the Liberi de Muntis a clan based society of swarthy humans. The mountains are some of the most impressive in the world, their peaks almost always hidden amongst the high clouds. Between the mountains are various valleys which allow the Liberi to sustain their cities inside the mountains. The Lome mountains are in the northwest of the continent, around a hundred and fifty kilometers from the northernmost reaches of Myr. To the south it borders Hasslebad, to the north the Wuntarlundan, the east Terra Sanctae and to the west the western ocean.
Cities/towns
Iroboar – The capitol of the Liberi Iroboar is essentially a small hallowed out mountain with a city made of granite and marble in the middle. Home to around thirty thousand people Iroboar is a prosperous city in the middle of the Lome mountains and for most it is very difficult to travel to and nearly impossible to find without prior knowledge of its location.
Reahak – A large port, Reahak is the second largest city in the Lome mountains and is built along the coast. Carved into the massive granite cliffs it truly is a sight to behind and many sailors make a point to visit it at least one to gave upon its splendor.
The Terra Sanctae (Holy Land) region is located in the central part of the mainland, and it’s defined by huge stretches of grassy plains and hills. The settlements in Terra Sanctae are characterized by their devoutness to Elsse, a major polytheistic religion. There are five city-states in Terra Sanctae; Bandora, Rothryn, Setgam, Apothmet, and Wesngash. Each one of them is ruled by the High Priests of each one of the Elsse Gods. Thus, they’re constantly fighting for the supremacy of their God in the Elsse Pantheon. Each city resembles those of Medieval England.
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Terra Sanctae is populated entirely by Sanctaes, which are humans with a pale skin complexion and generally dark hair colorings. They dress much like in Medieval England, as aforementioned.
Elsse is a polytheist religion which condones violence and the mistreatment of the people. High Priests are considered envoys of the Gods, and their will is respected in each city. It is said that the gods in the Elsse Pantheon fight for dominance, thus each of the five cities if Terra Sanctae have taken sides. The religion is much like that in Ancient Greece, even though the society is like Feudal England. Magic is condemned in every city-state of Terra Sanctae.
Ereleus is the God of Justice; thus the city in which he is worshipped, Bandora, has a very unique judiciary system. Every crime, even the pettiest, is punished by temporary imprisonment, followed by mass burnings at the stake in the City Square.
Leteusai is the God of Life; and it is believed in Rothryn that to maintain the God’s good will and essence, human sacrifices are needed. The offerings are sacrificed by the High Priests of the city, as they are stabbed one by one in the heart on a platform in front of the cathedral with a ceremonial dagger. And that is how criminals are punished.
Sarthen is the God of the Sun; and it is believed sacrifices are needed in order to prevent eternal darkness in Terra Sanctae. The rest is like in Leteusai.
Senthus is the God of Peace; it is believed that Peace can be attained by unifying Terra Sanctae and killing off everyone who opposes Senthus. Criminals are punished by hanging in a secluded area away from the city. Senthus is built atop a large hill in the exact center of Terra Sanctae.
Aroprem is the God of Heavens- it is believed that he wishes to guide Sanctaes that worship him to the Heavens before they die, so they may live in eternal peace and joy forever. Thus, they built a massive tower which until today is still in construction. From atop, it is possible to see a small line in the horizon; that line is in fact the Nitchfallen Mountains beyond the Masal Desert.
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Reijusuki:
A country well known for its trade in silk and beautifully decorated home forged weapons. Rumor has it though that they also induce in underground drug dealing, with a large focus on opium. It’s well known for its large trade route that runs through the length of the country. The trade route is well decorated and mainly has sakura trees running a long side the route. It gives the image of a country that is very prosperous. The multitude of islands are connected with bridges that show off the architectural genius of the country. Although behind this Façade of welfare the regions that are away from the Main Trade Route are poor and live in inhumane circumstances. The country still abides by a strong class system. It connects to the mainland with the 2 large ports at the end of the trade route.
Cities:
- Shakõ: The Capitol that is located on the largest of the islands and is on the middle of the trade route. It’s locals mainly consists of high nobles although some of the lower nobles reside in the downtown area. It is a meeting place for lots of trade and commerce.
- Ekido: The Western port at the end of the trade route. It is also a common trade place for fish and this is usually where most people arrive. It is the biggest of the two ports and offers tourist stays, albeit expensive.
- Kugiri: The South – Eastern port: A simple small one stop port, there isn’t much accommodation for spending the night so most people leave by the boat the moment they get in the city. Consists of several warehouses with storage space.
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Iranieth is a rough landscape characterized by its dark, dead soil and hollowed out mountains– which are in fact hives to the Kilit. There are no “settlements” in Iranieth, since practically the entire place is infested with Kilit and wyvern roosts. They compose of 6% of the world’s population.
Hives are organized by hollowing out mountains, in which are crudely dug a many, many corridors. In each hive there are nurseries for female Kilit to store their larva, and atop each mountain is a roost for the wyvern mounts. Specific individuals are responsible with handling them.
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Beatitis: An island located to the south of the Masal Desert. It is densely forested by a rainforest environment, and as such, is heavily populated by animals. It's climate is that of a typical rainforest, being very hot and moist. It is a favorite destination of hunters and trappers, despite the dangers presented by its fiercest residents, the Gato. The Gato protect the island from invaders, including hunters. Despite this, hunters still come, and the wildlife of Beatitis is a food source in areas close by.
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Casa: The home of the Gato. Located in the center of Beatitis. It is a small city, built into the center of Beatitis' forest. Every building is made out of wood. Looks much like a Revolutionary War-era American fort, but much larger, and more refined. This is where the majority of the Gatos live. It is also home to the Gato government, where the Tom and the Queen live.
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Eisberg: A massive iceberg located to the north of the Plains of Atheah. It is massive enough to be considered an island, and is level on top, so civilization can be supported. There is a sparse amount of vegetation covering the island, the result of small amounts of dirt accumulating over time. Not many people live here, and there are very few towns on the island.
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Gefängnis: A large prison located on the island of Eisberg. Made completely with gray materials, the foundation was soaked with water when it was built to freeze it to the ground to promote stability. Prisoners of all races are housed here. Most are serving life sentences. This prison has a reputation of being the most brutal prison in all of the world. However, it is also the most corrupt. Both the prisoners and the guards are involved in many illegal operations.
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Aeraes: The city in which the Skykin live. It's only accessible by air, since it's essentially a large plate supported by a massive pillar that rises out of the Lome Mountains. The buildings are high as well, and there are even streets for crippled Skykin. Thousands of birds nest within the city.
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AUSLEBEN
The region of Ausleben is located under and around the southwestern area of the main continent. The area is near the portion of the Nichtfallen that remained on the mainland. It is one of the medium size territories.
Ausleben have 3 distinct societies with subsets in each.
First are the vampires. The sun-fearing vampires have made the underground and mountain-side coves of Ausleben home and the majority of the more peaceful vampires are located here.
On the other side of Ausleben, within the forests full of dead trees and evergreens is a large society of werewolves.
The largest of the population in Ausleben are the Undead though. The Undead make up 66% percent of the Ausleben population, compared to the 19% and 14% of vampires and werewolves respectively. The Undead are quite sensitive regarding their former races and make up districts and other organizations based on their former races.
Other races are welcome to Ausleben peacefully, but they usually don’t feel comfortable in it’s depths.
The commercial economy of Ausleben is based on lumber, mining, and archaeological searches. The mountains are abundant with valuable gems, stones, and magical and nonmagical artifacts. Ausleben presents the safest part of going into the dangerous mountains, though it is still very dangerous.
The mountains look quite dark and plain at first sight, on and sometimes within them are built several grand castles that are the living place of the vampires. Within the forests bellow are several burrows and wooden villages that are the homes of the werewolves. Undead cities and settlements are scattered amongst the area, in the mountains, forests, and in between.
NOTABLE LOCATIONS
Blutenacht Castle: A massive castle that was built into a hollowed out part of the mainland Nichtfallen. It is the home of the majority of vampires and also the home of the center of vampire politics. The Nacht Konig, or Night King, also resides here. The Nacht Konig is the king of the Vampires and holds the highest position in the race.
Hundfort: A settlement built in the icy forests below the mountains. Though not very large, it is used not as the living place of werewolves, but the center for dimplomatic and political affairs. The Werewolf Triumvate, the Three Alpha Males who hold the highest power in the Werewold society, reside here.
Krypta: A massive underground city on the base of the mountains, that leads into pathways into the mountain range. The home of many undead and the several Undead who have positions of power. The area is protected by dark magic and the Undead military resides in Krypta.
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Name: Aequor
Cities + Notable Locations:
Poseidon: A floating city populated by humans. It is built like a giant raft. The foundation of every building is made of wood, and all materials used in construction are quite buoyant. Main methods of transportation are canals and bridges, which are everywhere in the city. The city is generally stable and doesn't move. Barring storms and high winds, it is generally found to the south of the desert peninsula. The economy reflects the city's position. The cities main source of income is fishing, and the majority of the population is made of of fishermen. The rest of the population is made up of craftsmen (who repair the city and its foundation) and boat-builders. Poseidon's boats are particuarly prized for their sturdiness and many are sold each month. The city's government is set up like a ship's hierarchy. The leader of the city is called the Captain, his right-hand man the First Mate, and so on. Fresh water is obtained through trade and the occasional pockets found in the ocean. The style of the city is much like Venice, with squat buildings, canals, and bridges everywhere.
Leviathan: The capital city of the Mer-People. Located to the west of the continent. The city is entirely underwater, and entirely populated by the Mer-People. The occasional human is able to visit the city by means known only to its inhabitants. The city is comprised of multiple rings surrounding each other. In the middle ring is the Palace, where the King, Queen, and the rich live. The palace is styled like Atlantica's. The next ring is where the middle class lives. The last ring is where the lower class lives. All rings are a half-mile wide at all points( except for the palace, where the ring is one mile wide). The rings are made up of walls, each 200 feet high with a ceiling( again, the Palace ring has no ceiling). The merchant's bazaar is set up outside of the rings. The only way to pass between rings is through gates in each wall, much like Minas Tirith. Guards patrol the outside of the palace, which has no ceiling to protect it.
Hydra: The capital city of the Cavare. Another underwater city, to the north-west of Leviathan. It is a system of caves hollowed out of an undersea mountain by the Cavare. In the center of the mountain, there is a circular hollow area which constitutes as the main city. In the center of this hollow area is where the Cavare Citadel is located. This is where the Cavare Chancellor resides. Massive pillars have been erected throughout this hollow area to prevent collapsing. Branching off from this hollow area are multiple smaller hollow "suburbs" where other Cavare live. Each suburb has an access tunnel to the main hollow and another tunnel that reaches the outside. Each suburb has multiple passageways connecting to the exterior of the mountain, as does the main hollow. All in all, there are about 300 entrances to Hydra all over the mountain.
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Hasselbad
Hasselbad is a heavily forested region to the east of the missal. South of the lome mountains and north of the Swamps of Ima life in Hasselbad is comfortable for its inhabitants. The land in Hasselbad is some of the most fertile in the world which makes it a farmers heaven. The forests also are home to a plentiful source of game and few meals in Hasselbad are without meat. The Region has a temperate climate which makes in a comfortable place to live and regular showers of rain help keep the crops in the region healthy. Hasslebad also claims control over the two islands Creti and Sreti to the west although the islands are frequently raided by the Beorites and men of Wuntarlundan.
The people of Hasselbad live in tribes, and each tribe has its own town or two which it oversees. One chieftain usually oversees each town and the position is usually hereditary so tribes don’t always have the best of leaders.
Cities/Towns
Simblud – Situated on the other side of the Caramas Pass from the Masal Desert Simblud sees a fair traffic of travelers to and from the desert. Due to this it has become a good sized merchant town and many goods from the desert and the rest of the continent can be found here.
Duru – What outsiders believe to be the Capital of Hasselbad Duru is a large town in the middle of the region. It is essentially your standard medieval village which is known for its wood working.
Hamblud – Nothing too special about this village, just a large farming community to the south of the region.
Pari – A port for the region Pari however isn’t connect to the main road system and goods generally take some time to get further inland.
Silum – The Capitol of Hasslebad, Silum is a large town hidden in the forests. Few outsiders know of the city and ever fewer have actually seen it. The chieftains of the region meet in the city each year to settle disputes and attend to inter-tribal affairs.
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Wuntarlundan
Wutarlundan is a harsh northern territory home to the Wuntarlunmen and the Beorites. The region has very cold winters and as such the Wuntarlunmen and the Beorites spend most of the winters on their ships raiding ports up and down the coasts of the land. There isn’t much else to say about Wuntarlundan unfortunately as it really is a mostly barren region with only a few sprawling hills and a couple forests.
Cities/Towns
Reyaja – The capitol of the region Reyaja in little more than a glorified port. For a couple kilometers along the coast hundreds of Wuntarlunmen and Beorites berth their ships during the summer and converge on the decent sized town. Roughly half the buildings in the town are taverns, and during the summer nights the city never seems to sleep as drunken Beorites and Wuntarlunmen roam the streets moving from tavern to tavern.
Krustev – A trading port for the region Krustev actually sees some traffic throughout the year as ships sailing from the east pass through the port to acquire provisions.
Kunri – In Kunri one can find the most able bodies of mercenary Wunarlundans. With hundreds of long ships and galleys available for sale and many more men ready to head into the most remote parts of the world for a few gold coins Kunri is a recruiters heaven.
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Segments from the “Livre du Raz” found in the Archival Library of Alexgilesonia-Haliphesus.
Spoiler: Click to Toggle the Spoiler.
ELVES AND DWARVES AND TROLLS*
*(Not to be confused with anything involving Orlando Bloom)
Rumors say that three of the Creators got drunk one day and decided to have a fun competition on who could create the best semi-midget race. So were born, Elves, Dwarves, and Trolls.
Dwarves are in essence human prairie dogs with beards. They spend most of their time underground doing who knows what. When they come above, it is usually just for political and commercial reasons. The culture of dwarves are relatively unknown by the aboveground. They have no particular region or city, living all across the more populated areas of the world. Dwarves have half the height of an average human. Little is known about their leader except he lives pretty Deep Down.
Elves are in essence short humans with long ears, long noses, and a love for bright things. Their culture is very simple and known by most educated peoples. They populate the large cities and work as merchants. They are usually seen wearing bright colored clothing, occasionally placing an article of clothing on the wrong corresponding body part. The leader of the elves is named Zanta. Elves are half the height of the average human.
Trolls were a mistake. The Creator who made them was so drunk that he made them tall and fat. Trolls are 3 to 4 times the Height of the average human. They are well known for their gullibility, naivety, and simplicity. Even with their huge bodies, Trolls do not usually enjoy fighting, a peaceful race. They usually work in a variety of jobs.
Mer-People: An odd race. They are a completely aquatic race possessing the upper bodies of humans and the lower bodies of dolphins. They are an extremely proud and fierce people. Their capital city is Leviathan. They know more about the ocean than almost any other race. They have a fierce rivalry with the Cavare.
Cavare: The Cavare are, like the Mer-People, an entirely aquatic race. They are about the size of an average human. Despite their savage appearance, they are completely sentient. They are able to speak, as well. The Cavare are the miners of Aequor, often unearthing large deposits of valuable minerals. They make their homes underground or in mountain ranges. Their capital city is Hydra. They have an intense dislike for the Mer-People.
Skykin: A species that resembles humans, except for the fact they have large russet wings and head feathers. They're of medium height and slim but muscular build. Skykin are a very dexterous species.
Gato: The Gato are a race of free-thinking cats with opposable thumbs. It is unknown how they came to be free-thinking, but it is believed that powerful magic was involved. The Gato consist of all known species of feline, but all have one thing in common. They can form coherent thoughts and are capable of speech. The Gato as a whole are highly isolated. Nearly the entire population resides on Beatitis alone. However, some can be found on the mainland and other islands. All Gato are anthropomorphic, although most prefer to walk on all fours. They have a primitive barter economy and no standard currency. Most gato fight using only their bodies, although it is not unusual to see a Gato with a weapon. They do not have great respect for scholars, clerics, and similiar types, believing that philosophical thought and study of history is useless. They instead study biology and other natural sciences. They are fierce protectors of nature, specifically on thier home island, where the hunting business is quite prominent.
The Kilit are a species of humanoid insects, standing at an average of about 5”. They stand erect; have arms and legs, a hard exoskeleton and shell, as well as mandibles and antennas. They’re considered quite hideous amongst other species. Their diet consists of soil (usually from digging tunnels) and their own feces. They can eat meat, whenever they get their hands on it (sometimes going as far as cannibalism).
Technically, Kilit aren’t capable of sentient thought since they’re part of a large collectivity and take specific orders from the Queen, who is known in the human world as Ameracath. It is even said she is capable of sentient, intelligent thought.
The Kilit sometimes need to expand their Empire, thus they invade neighbouring lands with large-scale attacks (using their beloved wyvern mounts).
The Nim
Nim are a short race, their average height is only around ten inches which makes them about half the height of an average human's lower leg. They are generally dark skinned, possible colors including gray, brown, black and occasionally a shade of purple or blue. Their eyes are generally large for their faces and their eye color can be just about anything except white. Their skin could be described as leathery, almost reptilian like but they share more similarities with humans than they do with reptiles. They are generally skinny creatures, but there are many reports of fat or otherwise overweight Nim roaming the land. With their natural slenderness comes surprisingly agile hands and feet which combined with their superb eyesight make working with machinery surprisingly easy. A nim's ears are similar to a humans but are pointed at the tips and a little bigger in proportion to a Nim's head.
The Nim are probably the most scientifically advanced species in the world, their inventions range from their giant zeppelin cities and helicopters to small repeating rifles and fully auto dart shooters. Their machines are partly magically in many cases but most of the inner workings are purely mechanical in operation with only power sources and such being of a magical nature as conventional power sources have lower capacities and significantly reduced reliability compared to their magical counterparts.
Nim Cities
The Nim cities are large Zeppelins that slowly wander around the world making stops when and where they feel like. These airships however can't be easily used by much larger beings as they just wouldn't fit in small corridors and rooms that the nim find they enjoy. For the Nim however these airships have more than enough space for their entire population and thousands of Nim reside of each of the great airships and thousands more roam the world in smaller Nim inventions.
WEREWOLVES & VAMPIRES*
*(Not to be confused with Vampires and Werewolves)
Werewolves. They look human, they always look human at first. But on the night of the full moon, they turn into a doggy, I mean, a wolf. Well, they can turn into a wolf whenever they want, but they have to turn into one on a full moon. Their wolf forms bare resemblances to their human forms. And they can’t resist meat, they love meat. Meat is good. Silver is poison to werewolves, almost instantaneously sapping them of their strength upon contact. They can also talk to dogs. Wuff Wuff. Werewolves, finally, have the most powerful sense of spell of any species, which means bad smelling things will affect them in a really bad way.
Vampires look like pale humans. Real pale humans. They love wearing cloaks and have disturbingly long fans. Anything not blood is poison for a vampire metabolism. Anything that is blood is ambrosia to the vampire metabolism. Vampires can turn into a large human-size bat at will. Their bat forms have resemblances to their human forms. Vampires can talk supersonics to bats at any time. Vampires have perfect blood sense, and blood memory. Remembering where the scent of blood is, and the ability to match blood with whoever owned the blood.
UNDEAD*
*(Not to be confused with Zombies!)
Not even the wisest scholars know the origin of the group of races and species known as the Undead, but they don’t really know how everything else came to be either.
Undead make up 4% percent of the world’s population. There are Undead from all species on the world. Though there “center” is in the region of Ausleben, some undead populate most of the major cities in the world.
The appearance of an undead is similar to whatever original species they were of. Except that the body is decayed, clammy and cold, with some parts fallen off and other falling off. An Undead spends his lifetime going through the process of decaying and regenerating. Part of its body decays while other parts regenerate.
Undead are not people dieing come back to life, they may used to have been, but not anymore. They are a fully sentient species, capable of reproduction (don’t ask), though at a rate much slower than their counterparts. The differences with their original species are the following: Ability to survive without water, food, air and things of that likeness. They also have a low tolerability to extreme lighting. The average of the natural sunlight is fine. But anything to extreme they cannot handle. Do note that Undead are able to die. All Undead are unable to swim, they would drown in water. Undead may die of old age, but their life times are several times that of their counterpart. They may also die of wounds and the like, for while they don’t have need for organs and such, for some reason they still feel the pain and the pain of Death, and likewise die.
ZOMBIES*
*(Not to be confused with Undead!)
Zombies are not really a race. Zombies are corpses that are reanimated using dark magic by necromancers. Zombie’s have no independent thought, or to that matter any thought at all, they just cater to the whims of their masters. Zombies only retain whatever ability they had when they were alive.
[Close]
Segments from “Me, Myself, I, and my Adventures” by Albert A. Ardingdale. Found in Ausleben.
Spoiler: Click to Toggle the Spoiler.
NOTE: As of now, this book is yet to be translated into an understandable tongue. Some segments seem to speak of a Cottage, Zenaku, and Magic. Ardingdale was a famed adventure in time’s past and has journeyed far and wide. If this book’s information is deciphered, it would undoubtly be priceless.
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The below Characters list is still in progress. It will infinitely be in progress. Npc’s will show up in here as the story continues, but for now, just the player characters in their base form. (Later the form will change when the character has more of a story for him/her/it/self
Spoiler: Click to Toggle the Spoiler.
Username: Erebus
Character Name: Marcus Domitius Aquilinus
Character Gender:Male
Character Race: ilaian
Undead (Yes/No): no
Character Age: 27
Starting Location: Myr
Username: Erebus
Character Name: Ruhk
Character Gender:Male
Character Race: Hassalian
Undead (Yes/No): no
Character Age: 29
Starting Location: Myr
Username: Erebus
Character Name: Gaius Tiberius Triarius
Character Gender: Male
Character Race: Ilaian
Undead (Yes/No): No
Character Age: 38
Starting Location: On the border of Ilaia and Caaire Falat.
Additional Comments: Another Character of mine, Semi-NPC but I will mostly be controlling him. He's the legate of the Legio Accipiter.
Username: Tempest
Character Name: Nicole Aquil
Character Gender: Female
Character Race: Skykin
Undead (Yes/No): No
Character Age: 20
Starting Location: Aereas
Username: Fake II (Aliath)
Character Name: Lucifer Fang
Character Gender: Male
Character Race: Vampire
Undead (Yes/No): No
Character Age: 25
Starting Location: Myr
Username: Rene
Character Name: Zane Vergudas
Character Gender:Male
Character Race: Reijian
Undead (Yes/No): No
Character Age: 21
Starting Location: Reijusuki
Username: Rene
Character Name: Alias: Zephner, Real name unknown.
Character Gender: Male
Character Race: Human, of unknown origin.
Undead (Yes/No): No
Character Age: 33
Starting Location: Hispellum
Username: Ellibereth
Character Name: Ellibereth
Character Gender: Male
Character Race: Human
Undead (Yes/No): Yes
Character Age: 16
Starting Location: Alexgilesonia-Haliphesus
Username: Sacred
Character Name: Sirius
Character Gender: Male
Character Race: Hassalian
Undead (Yes/No): No
Character Age: 29
Starting Location: Duru
Additional Comments: My standard human character.
Username: Sacred
Character Name: Yemi!
Character Gender: Male
Character Race: Nim
Undead (Yes/No): No
Character Age: 21
Starting Location: Nim City of Sedes
Additional Comments: It's Yemi the Nim! A slightly more serious version tho...
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Feel free to ask an questions, but we expect you to have read all if not most of the above writing.
Any mistakes found in this topic are of course the fault of you, the reader.

