Revival: Time After Time [Extreme, Light Fantasy, Dash of Sci-Fi]

Started by Ceralilly, July 17, 2016, 11:26:57 PM

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Ceralilly










Threads of Revival!!!

OOC Threads:

IC Threads:



Long ago,
before the second coming, the planet was filled with only humans, or at least that’s what the stories say. The stories also tell of a great war that had almost killed the planet, and so the humans left to the heavens and made their way across the stars to a new home. But time had passed and the humans, like the infection that they are, threatened to kill off their new home. As they looked back to earth they noticed it’s changes. The land had healed itself, the trees regrew stronger and more resilient, as did the generations of humans left behind after the war. Some of the humans took to nature, and with a power unlocked, learned to wield the elements themselves! The rest of the humans, a very few left, took to the spirits of the creatures, using their powers to become brothers with the strongest of beasts! Now as the power of the Therianth begins to grow, the hearts and minds of the Artifacers quickly change to more aggressive thoughts and actions. Guarding their borders and closing their doors, tensions building higher and higher as once again, the humans threatened war!





   
•  Who are the GMs? Who do I come to with questions?

     Rafiki23, Ceralilly, & Sunshine; Feel free to message us all with questions or concerns.


• Who can write in Revival?

     Anyone! We are open to all writers that have read and can abide by our written game rules.  We welcome anyone no matter their sexual preferences or lack thereof. Two of your GMs are cross-gender writers, so that’s not a problem either! Come one, come all!

•What does the landscape look like?
Surrounding Jungle and Forest
Therianth and Artificer Main City
The city lays closely together and trades openly for supplies. The surrounding areads are jungle and some less prominent forestry. Any landmarks that you wish to name or claim as territory must be cleared with GMs so we can add it to the map that is in progress.
   
•This is not your average fantasy game. They are not witches or wizards. They are Artificers and Therianths respectively and their use of magic and shifting is well known.

•Artifacts are not precious gems. They are [please see lore] physical manifestations of the element. They are passed down from families or eith GM approval found. Precious gems may be charged by Artifacts for light sources and camera flashes as well as film development. They need to be recharged and are without value other than their practical or asthetic use. Artifacts resemble gems...but also may glow...they may also vary along the spectrum of their perspective colors in shade only. Obviously white would be mostly white...but soft peach or off white...maybe yellow would be acceptable.

•  How many characters can I play?

     There are no current character limits right now. You may create to your hearts content. However, we do ask that you only create as many characters as you can actively write. It takes a lot of time to create your characters and it takes our time to read through all of them to approve them. So be diligent when you look at what you truly have time for.


•  I'd really like to play, but the game has already started!

     Not a problem. This is going to be an ongoing game. You can write their history in their character sheet to explain where they had been and what they have been up to. However, all characters will be written as either as if previously occupied the Earth like the Therianths and Artificers OR that they came with the Ostarians on the big ship. There will not currently be any off earth players or late arrival ships at this time.


•  Can I play a bad guy?

     If by bad guy you mean that he or she is a bit nefarious or morally ambiguous, then yes.  If you are thinking more of a villain, then no. There is plenty of space for plots that could include NC, Rape, Torture, Forced Impregnation, Fighting, Feuds, and various others. If you have something that you think might be questionable, PM your GMs.


•  What writing style will we be using?

     Post should be made in the Third Person, Past Tense.


•  Will headers be used? What about tagging?

     Yes and yes. Neither are optional. Headers will be made available on the beginning of each forum topic and you are required to use them. You are also required to tag content to warn others of possible triggers within.


•  Will there be the sex?

     I think it would be safe to say, yes. While it’s not required nor overly encouraged. This is an adult game with adult themes. While we would like for writers to write out well thought out plots, sex will happen and we won’t discourage it. So just have fun and respect your writing partners wishes and On/Offs.


•  Will player activity be monitored?

      Only if it becomes an issue. While we would like our players to be able to post at least once a week, we know that life happens. We would appreciate being warned about absences as would your writing partners. If you have gone inactive, we may contact you about your characters as eventually we will release your Face claims if you are not here to use them.  We will always contact you first though and give you time to respond. So please just warn people in advance.


•  In what board will Revival be played?

     Extreme. There are many different themes already in play that while cause extreme to be the appropriate category.


•  How active are the Game Masters (GMs)?

      Fairly active. All three of us are usually online most of the time. We will all be participating in the game as well. So you will see plenty of us. However, we do have real lives and will be busy from time to time. So if you PM us, you may have to wait a day for a response.  Please just be patient.


•  Can players control NPCs?

     All MAJOR NPCs will be controlled by GM’s. Minor NPC characters may be played by anyone as long as they fit in the world and general narrative.  As long as they fit the rules and are just played as the occasional NPC then it’s good with us.


•  How will conflict be resolved?

     We encourage players to work out the resolution to conflict between themselves. If matters can’t be solved without largely effecting the game, a GM may have to get involved. We would like to avoid that at all costs. Just remember, this is an adult game for mature players. If you want to be childish, seek life elsewhere.


•  How ultra mega powerful can my character be? Can I write a boss or a big bad alpha?

The basic answer to this is not very, and the continuity of the game trumps ALL. Note that no one is superior to those created by GM’s as fail safes. Alpha Roles will be written by GMs due to the fact that we cannot have a writer leave and have to replace these roles. Heads of house, Head officials, Big Bosses or High-up Government Representatives are not playable characters- Basically ALL SECRET PLOTS and Authoritative positions are to be discussed and cleared with ALL GMs.  Since this game is plot driven, we will start the game play with everyone on the same level, with GMs taking the roles of large plot drivers and leaders until the writers are further established and show they are in it for the long haul, so to speak. We may open up leader positions on a case by case basis OVER TIME.


I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Ceralilly

Revival is a guided sandbox game, set in the very distant future.

Lore and Legend- A bit of the perspectives of those remaining:

ARTIFACT LORE and MAGICAL SOCIETY- How do Theirianths and Artificers remember the rebirth of MAGIC?

Revamping



Therianth history and sociological implication


Therianths are a proud species but cunning, their history begins back during the great divide, a time when humanity was split between those who wanted to be part of nature and those who wanted to rule it. Therianths or shifters, took to the wilds, using their magic to learn and connect with the beasts. Coming out of a world full of technology it was hard for them to adapt at first, trials and tribulations abound. So the Therianths twisted their magic, their artifacts, to do various things to make understanding their new found brethren easier. Things like, empathy, so that they could feel and sense the motives of the creatures, and a crude form of communication to express their needs and learn from the fauna.

It is unknown how many animals the Therianths communed with, but when they had learned to master the spells they had created Therianths dove into the word of beasts. As time went on the Therianths craved being closer to their new brethren and sought new ways to make their spells even more potent. Conventional means didn’t work and often left the tester either badly injured or worse. It wasn’t until an accident occurred during one of the empowerment tests that the Therianths had their first breakthrough.

During this experiment an explosion had occurred, propelling shards of the Therianths artifact in all directions. Most of these shards harmlessly shattered against inanimate objects, but a few of the shards found a more living host. The initial reaction from the innocent bystander was inert, but as the days moved on pains in the infected area’s had begun to grow. Soon the Therianth was immobilized and in a dazed, nearly delusional coma, for almost a week. One night as the nurse tending to the Therianth patient was headed in to change his bandages she stumbled upon something no one had expected.

In the middle of the infirmary stood a wild boar, this beast was a local norm and posed no threat to the Therianths, even though it seemed disgruntled. The infirmary staff lead the animal outside and it runs free, but the patient is nowhere to be found. The staff thinking that the patient had been startled and fled sent out a search party, but he was nowhere to be found. Three days later the patient stumbled back into the Therianths town, telling tales of being one with the boar and running through the jungle as their brother. Though this story was difficult for the other Therianths to believe, it was everything they had wanted and the needed to pursue it.

A Week later and more testing than anyone had thought imaginable, the scientist and scholars were no closer to proving the patients story, hope had nearly been lost. Until the one-month anniversary of the boars’ arrival in the infirmary. As the nurses stood watch over their sleeping patient, who had complained of feeling ill that day, the shift happened proving that not only could the Therianths speak with animals but they could also change into them.







Over the next few decades the Therianths worked tirelessly to perfect the use of the artifacts to administer the magic need to make shifting possible, until one day, the first natural shifter was born. Since then the Therianths have made leaps and bounds in the evolution of their species, but in the same breath have lost all ability to wield any and all artifacts. Though in a world of magic, this has been a hefty price to pay, the Therianths aren’t without their advantages.

Therianths in animal form are slightly larger than their animal brethren, they have phenomenal strength and senses. Even when out of animal form the Therianths still retain some of their enhanced attributes, but this factor varies from Therianth to Therianth and can manifest in a multitude of variations. On top of this, Therianths have gained several social and personality traits from the shifting process. In order to gain full control of the ability to shift into an animal, the Therianths had to tap into their animalistic side.

During these times of discovery, a war broke out between the Artificers and the Therianths. The Artificers had vast numbers over the Therianths and brought their population to its knees, but at a deadly cost to the Artificers. An uneasy alliance had been stricken and has held for generations and yet still always seems to be on the brink of collapsing. But the war seemed to act as more of a filter than anything, removing unwanted families and keeping only the strongest bloodlines alive.

They value family above all else, this is the reason why it is so important for them to keep clear and pure bloodlines in their families, even going as far as inbreeding, which is more common than not. It is also known that Therianths cannot breed with a normal human or Artificer, and prudes a Therianth Heir, making the act of mating with those of non-Therianth blood a social travesty. This mixed with their low population drives Therianths towards inbreeding in the hopes of maintaining a pure bloodline. Due to the shift they also tend, on average, to maintain a strong family/pack mentality, even though some families take the form of animals that are more often solitary. In fact, it can be a tendency that a Therianth might find it more comfortable to be alone when shifted, but this is a programing that can be easily over ridden.

The Therianth share a few traits that ring true for all families, one of those traits is the head of house or Alpha. This does not always mean that person will be a male or female, but there is always one person with the final say if things get out of hand. Another trait is their level of possessiveness and jealousy. Therianths, having gone through generations of losing many that they love, have developed a natural propensity for violently detouring or removing anyone they perceive as encroaching on what is theirs. But this by no means says that all Therianths are always faithful, loyal to a fault yes, but faithful not always. Some Therianth women, usually wives of the Alpha, are so loyal and faithful that their jealous outbursts border on insane. But some mates can grow to resent their husbands philandering and go out on their own to seek some, comfort.

Though, not wanting to risk their jealous husband’s wrath if they were to accidentally be bred, and the males not wanting to chance a bastard child to challenge the line, they have both found a way to decrease the dangers of infidelity. By working with the Artificers in a mutually beneficial partnership, the have acquired specially charged gems which render the wearer infertile for the time it is warn. The use of charged gems rather than artifacts, allows the Therianths to utilize the temporary prevention of pregnancy for themselves. This allows them to take lovers, slaves, and secret romances. The fact that the gems are beautiful, and can be worn in public, is a status symbol for those wearing them. A secret affair or a need to prevent said pregnancy shows a desirability, not to mention it is common place for Therianths to commission personalized settings specific to them, with which they hand out to their own specific consorts or mistresses. Therefore, it is not unheard of to show these gems off, whether or not the pairing is known. This does take care of the issue of pregnancy, though wearer beware! Therianth senses will still be as sharp as ever, make sure to wash thoroughly and pray that they do not smell the treachery on you.

Lastly the Therianths can only shift back and forth as they like, but never in between. A few have tried to break this rule and it has always ended in sadness and bloodshed. Any sane or intelligent Therianths would stay away from this idea at all costs.




Ostarian History and Social Roles

Ostarian history dates back roughly two thousand years, just at the height of The Great War. It was said that the Ostarians were Earths last hope for mankind’s survival, and with this belief they boarded a ship and were sent on the long journey to their new home, Ostara. Even with the advancements that Earthlings had made in their technologies, the voyage took just under 380 years to move the humans the nineteen thousand light years where Ostara resided. Along the way there were many questions as to why they would travel so far just to find an inhabitable planet, and why they didn’t look closer. But from their long range test and sensory equipment it was discovered that Ostara had particularly rare opportunities for scientific advancement, through metals and other resources native to the planet.

Along the journey it had seemed as though the SS Empyrean had become the ideal society, and though there were minor disputes and arguments among the passengers, the three century journey had appeared to bring humanity closer to unification than any other time in their history. However, this would be short lived as they had arrived to Ostara. Upon landing there was mass cause for celebration and the worlds was joyous with laughter and love. But as the days turned to week’s rivalries broke out quickly and lines were drawn.

In a matter of a few short years the local continent was divided, stakes claimed, governments that varied drastically, put in place and of course hatred. Though this time it was not the color of their skin that separated them but rather their ideals, and this had been found to be a much stronger enemy for peace to combat. Thus, the inevitable occurred and the first war broke out, just a small conflict between two of Ostara’s smaller countries which was easily pacified, but this lead to one universal sentiment, strength would keep them safe from the unknown. As fear had spread through the lands, that war could break out at any time, more and more of humanities older instincts bubbled to the surface, and they forgot.

Ostarians forgot how they had ended up so far from the place they had called home, forgot what it is they were running from and why they should never go back, and they forgot everything in themselves that they wanted to let go of and leave behind; Ostara was going to pay the prices. It was true that the resources of the planet had made it exponentially easier for the Ostarians to advance their technologies, but this only lead to the quick and brutal manufacturing of phenomenally powerful weapons.
Quickly the landscape was devastated by the ravages of war, and the Ostarian population that had once thrived was crippled in a matter of years. Still, humanity was an obstinate species, and they survived to devastate the planet for centuries to come, the idea always spoken that they could repair the planet as easily as they had destroyed it. This was not true of course, and in the last century Ostara shook and nearly shattered, the devastation the Ostarians had caused, threatened to tear the planet apart.

Ostarians and their governments scrambled to become cohesive, once again searching the stars for yet another new home. The same accelerated progress that had torn the planet asunder was now, finally, being used for the greater good of humanity, and thus The Remembrance was marked, the day the Ostarians realized what they had done.

Their technology had grown to the point where subspace travel was possible, though in reality it was very crude, and required the natural formation of a worm hole, in order to perform the jump. During the exploration it had not become an issue, as the Ostarians hadn’t cared where they would end up, as long as it was sustainable. Suddenly, the planet’s well-being had shifted; once more, the threat of annihilation was upon them, and sooner than they had ever planned. In the new found spirit of togetherness, a lottery was devised that would place no Ostarian above another, and simple chose the group and departure order each Ostarian would be part of, all before they had even found a destination to call home.

As the time grew shorter the fear that a new home would never be found became even more prevalent throughout the population, and then the transmission arrived. A lone, long range scout had found the original home of the Ostarians, Earth. The planet seemed to have rebirthed itself and had come back to life stronger than before, greener and even more vivacious. The decision had been made; that this would be their destination. The expedition, with their new tech, would only take them a year instead of centuries, and they had hoped this would leave the difficulties of Ostara fresh in their minds as they rebuilt their society again.

And so, the SS Revival was boarded, the planet left in smoldering ashes as it set sail, and traveled through the worm hole to earth. Still, no rest would be found for our weary travelers, just as they had entered the vicinity of planet Earth, their ship had begun to malfunction irreparably. It was all the pilots and captain could do to achieve an emergency crash landing. Many lives and nearly all of their technology had been lost in the crash, save for one transmission device that they could afford one communication back home. Once the statement had been sent the device ceased to function and the Ostarians were alone, but not for long.

Quickly after the crash, the Ostarians were met by both governing factions of Earth, the Artificers and the Therianths. The Artificers would seem like the perfect match for most Ostarians, sharing the same ideals on progression, life, and power, but they do differ on subjects like arranged marriages and servitude. The Therianths though seemed like entirely different creatures to the Ostarians, differing on many or almost all points they would consider acceptable. They are brutal and savage, yet with an intelligence and sophistication that completely contradicted their animalistic nature, their views on relationships and slaves would mostly seem appalling to the Ostarians, though their dominance and commanding confidence may be a seductive prospect to some.

The Ostarians, now grieving and war stricken, were left on a planet they knew nothing of, without an amenity or comfort to speak of. Having an even more daunting task than rebuilding a society, they have to assimilate into one that already exists. Choosing sides will be crucial for their survival in these times, as they no longer have a government of their own, nor any sign or hope that support was on its way. Thus, begins a new age in Ostarian history, the age of The Acculturation.





This stories timeline goes as follows:

The Great War – The event that had killed the planet the first time, causing humans to voyage to Ostara in the hopes of rebuilding the human population to a better golden age.

The remembrance – The period in time when Ostara is past the point of no return, humans mark this day as the time when they had forgotten, but should have remembered.

The expeditions – Humans begin making attempts to search other planets for sustainable conditions.

The Great Recolonization - Humans relocate Earth, upon realizing it has healed itself and grown even stronger, the plans for recolonization begin.

Touchdown and Connection Lost – The colony party, SS Revival, completed their voyage back into the Earth’s solar system. As they approached the planet of origin, system malfunctions ran rampant throughout the vessel and communications were lost.

Reconnect and Discover – The colony party reconnects with Ostara; describing a vastly different world than the one before. Upon hearing this new information, the leaders of Ostara decide that the best course of action would be to Integrate with the local population, observe and wait until further notice.

This is where our players pick up, with three main storyline options to follow. These options will not dictate the entire game for players but rather set them on a path that they may feel is most interesting and will fit their characters best. We ENCOURAGE character building, as long as you can write each character as in depth as the last and maintain them, build until your heart is content and please remember to check in face claims with Ceralilly. The three main positions will be, Ostarian, Therianth, and Artificer. A brief break down of each will be provided next.



I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Ceralilly


Revival Species Breakdown:

Ostarian (Colonist): These humans are from a far off planet that is on the verge of desolation. In an attempt to save their species, they were sent to scout Earth as a viable re-population option. Upon arrival they found Earth not only populated but with a budding and established form of civilization. Before arriving to the planet their vessel received severe technical malfunctions, causing them to perform an emergency crash landing, taking away from them almost everything but their clothing. With that, they also found that the greater portion of their technology has been rendered inoperable, save for the short time they had the chance to make contact with ::Planet Name:: to receive their orders. Now the settlers with little to no familiar resources and a severe need to learn the secret to the source of the other human’s magic and integrate into their society as quickly as possible, lest they be left defenseless.


When the world came out of the darkness, and mankind began dusting itself off, it came across a new residual force on the planet. This power, that only the humans seemed to be able to tap into, could be described as nothing less than magic. But as choices, in these perilous times, needed to be made, humanity became divided. One side remained to the belief that humanity belonged ruling over nature and commanding it to their will, to build a bright and glorious future for the planet. The other side believed that humans needed to use this new found power, to return to the natural world and become one with it, tapping into their primal natures. Thus the world has been divided, an uneasy peace between the two factions, easily fractured by the simplest act.

Artificer: Artificers were the people who believed humans should have control over magic and nature. Keeping it under their thumb and bending it to their will. Some believe this is a foolish notion as the simplest of spells can take years to master. But the majority became seduced with the possibility of commanding the very elements. This swayed the greater population to their side putting them into an early lead for the worlds super power.

Therianth (Shifter): Panther type and Wolf type are the two genera that we will accept to START. Therianth history tells of their disagreement with the Artificers on how the magic should be used, but the Artificers were too strong. Their numbers outweighed the Therianth by the dozens, causing the Therianth's own populations to dwindle down to nearly nothing. But this made the Therianth unbelievably strong, leaving only the strongest and purest bloodlines. This also gave them the gift they all now possess, the ability to change into the form of beast.
I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Ceralilly

Revival Rule & Guidelines
First off, we would really like to thank you all for being interested in our game. We are so happy you are here! However, we do want to remind you that this is, in fact, JUST a game. So with it comes a certain set of rules and guidelines that need to be followed.

  • The Staff and Writers of this game will follow the expressed Elliquiy Site Rules. NO exceptions.
  • Please respect your fellow writers.  While we know that not everyone is going to get along and that conflict will happen. We simply ask that you handle it as swiftly and maturely as possible. Keep drama IN character rather than out.  Just treat everyone how you would like to be treated.
  • This is a judgement free zone. Revival may/will contain many different soft to hardcore content. There will not be any degrading or ridiculing of writers for the topics they choose to participate or not participate in. Posts will be tagged for their triggering content.  If you are uncomfortable with the content listed, simply don’t read it.
  • Respect people’s On/Offs. If you don’t see one listed, just ask. We encourage writers to discuss their on/offs while in the plotting process, that way there are no surprises or hurt feelings. Keep in mind that people’s feeling toward a topic are subject to change if they so choose. So do not take offense if someone tries something and decides that it is not for them or the opposite. Do not badger people for a list, if you asked once and they didn’t answer. Take the hint.
  • Themes & Content will depend on continuity of the game. In the current storyline there are strong themes of Incest, NonCon, Breeding, Beastiality, Magic, and many more. If it fits within the world and storyline created and is acceptable by Elliquiy standards, run with it. Just use common sense. If it’s something in question, just ask a GM.
  • Weapons –Yes, even in the middle ages, the art metallurgy and forging was readily available. But, that was out of necessity, those people could not live, fight, or survive without harnessing metal.  Artificers and Therianths have had magic for almost a millennium now, this magic allows them to protect themselves, provide sustenance, and shelter. Though they would have knives and small daggers, it would not have been their primary concern to make metal weapons as they had other, more accessible means of self-defense i.e. magic.
        Now, all this being said, the Ostarians do have a need for those weapons at least until they can master some form of magic. Hence the change, so yes there would be metal, and perhaps someone in the city or one of the Ostarians know's how to forge; we can work on this if desired by perhaps working out a forge. But keep in mind, making a sword is a completely different animal than per say a necklace or a small knife, so there would have to be a reason why they had someone who knew how to do that on the colony ship. No guns, giant swords, phasers, tasers, or lasers. So use weapons accordingly. If you can fashion something with limited resources, go for it. Make a wooden spear, create a bow if you are extra handy, maybe even fashion a dagger from bones. rock or basic metal. Basically use common sense here. There may be small exceptions made but GM approval is required.
  • Technology from Ostaria is DEAD and NOT active.
  • The natives of Earth, are not primitive's or cavemen and women, they live by simpler means with lesser technology, but they are quite intelligent and resourceful. If they have made a decision as to not use something it would probably be decently reasoned, making the market for large weapons slightly smaller. In a Therianths mind I could see them asking "Why carry such a heavy piece of metal, when I can just use my claws, or teeth, or snap their necks?"
  • Face Claims must be human and be 18 years or older in the photo. For those who are shifters, you may attach an image of your character’s animal form on your sheet. No anime, anthro, furries, or cartoons are allowed.
  • All characters must be 16 years of age or older. Since family is an important theme here you may mention characters beneath that age or briefly NPC. However, they are NEVER to be mentioned in a sexual manner. There will also be no posting pictures of mentioned children.  If you want to describe how your character’s child looks, go for it. No pictures please.
  • No Godmoding, Metagaming, or power playing.
  • In-Character/In-Game consequences – If your character does something pretty outrageous or insane to a village, person, or etc., like going on a killing spree or lighting the place on fire, that is not done with the expressed consent of the GMs will have IC/IG consequences. These consequences would include that character being killed or imprisoned. Don’t ruin people plots, just keep on lid on the crazy.
  • Posting – Please post in third person, past tense.  Use the appropriate header and tag your triggering content. We ask that your posts have approximately 250 word count minimums on average. We get that some transitions and scene endings may be shorter.
  • Please be considerate to your fellow writers in Group scenes. Give slower posters a chance to write too.  Establishing a posting order is great for that. Real life comes first.
  • Timeline – While there are no time deadlines for you to meet. We would ask that you be conscientious about the dates and wrap up old threads as soon as you are able. That way the people involved can move forward as certain events in a scene may affect future interactions.
  • Shifters (Called Therianths) – Please follow the given Lore. Since Therianths are supposed to be a rare breed, there will be a set limit of Character slots to be filled. As more human characters join the board, we may increase the number of available Therianths to keep a population ratio that is proportionate.
  • Magic – Follow the written lore. (and for the love of all things holy, don’t ask Sunshine questions about it. She doesn’t know :P )
  • NO SCAT!


As always, real life comes first. Patience is everything. Good things come to those who wait.
Happy Writing!
~Cerallily, Rafiki23, Sunshine~





Table of Elemental Powers

Water|Air|Earth|Fire
Bubble|Force field|Barrier Formation|Cauterize- for wounds
Alcoholic Manipulation|Wind Manipulation|Dirt/Sand Blasting|Fire Dancing
Water Daemon|Breath Under Water|Plant Growth|Fire Daemon
Water dancing|Voice Manipulation|Boulder Toss|Heat Wave Emission
Spout attacks|Vacuum|Precious Metal Location|Flame Forging
Ice storm|Small Tornado|Healing Earth|Hand-Based Welding
Water Vortex|Air Music|Precious Gem location|Fire Breath
Ice touch|Thunder|Camouflage|Smoke manipulation
Snow| O2 Manipulation|Soil from sand|Radiate Heat
Vapor|Pressure Strike|Vine Shot|Colored fire
Rain|AIR|EARTH|Ash blind
WATER|AIR|EARTH|Molecular Acceleration
WATER|AIR|EARTH|Fire
WATER|AIR|EARTH|Fire
WATER|AIR|EARTH|Fire
WATER|AIR|EARTH|Fire
WATER|AIR|EARTH|Fire
WATER|AIR|EARTH|Fire





  • FIRE
  • Radiate Heat-To warm one’s self or another living creature n close proximity, those with years of practice might heat a room.
  • Colored fire- for pyrotechnics, entertainment, signals…
  • Ash blind-Shooting ashes from palm to create a defensive cloud…can be used as offensive as it will permeate eyes, mouth, and nose.
  • Molecular acceleration- boiling water, hardening rock..etc
  • Smoke manipulation-Create smoke from hands or manipulate existing smoke from a camp fire etc.
  • Fire breath- The ability to light a candle or set someone aflame. Depending on years practiced.
  • Hand-based welding- (Using earth based metals)-Heats up metal hot enough to weld it to another piece.
  • Flame forging- (Using earth based metals)-To create decorations, jewelry, small weapons. Weapons are to be sold to Ostarians, or used for historical decoration only by Artificers. They have no need for swords or knifes. 
  • Heat wave emission- Defensively Pushes defender BACK with a wave of heat from both hands outstretched.
  • Fire daemon- (short term used for story telling or mild to moderate attack. The ability to form figures or silhouettes out of flame.)
  • Fire dancing- an intricate form of dance that is used in seduction or artistic expression. Does not cause harm.
  • Cauterize- for wounds

  • AIR
  • Force field- A protective field of atmosphere that is moving so rapidly that it is difficult to break through. This is based on years wielded and might be more easily penetrated with a new wielder.
  • Wind Manipulation- from breeze to whirlwind depending on years studied- in a mild to moderate range
  • Breath Under Water -Short term bubble of air
  • Voice Manipulation-Singing, Echoes, or throwing your voice.
  • Vacuum- Sucks objects or living beings towards the wielder. Depends on years practiced.
  • Small Tornado- This can be used for many things, pollination, weather play, games for children, and as a wielder gets stronger, it can be a wielded in a deadly offensive maneuver.
  • Air Music-Creating Tones, High or low pitched noises from rubbing fingers or hands together…May be used as a mild to moderate attack
  • Thunder- (Not including lightning) mild to moderate Exclusive Air wielders may deafen foe temporarily but if misused it may deafen a wielder as well. HARD to master as it is temperamental and usually wants to accompany the natural source of lightning. This becomes easier in an actual lightning storm.
  • O2 Manipulation- Temporary manipulation of oxygen for assisting in fire wielding or breathing. Pulls CO2 out and concentrates O2, or visa versa. Can be useful for non-fire wielders.
  • Pressure Strike-Defensive Pushes defender BACK

  • EARTH
  • Earthen barrier- formation of earth based shield as tall and twice as wide as the wielder.
  • Dirt/sand blasting- Think sand storm in a reasonable radius at the post powerful…and tossing dirt in someone’s eyes at the weakest.
  • Plant growth- Must have a seed or life source, leave…root…etc great for farmers and food…flowers… Foliage.
  • Brick creation- for shelters from earth one at a time per weilder.
  • Boulder Toss- The ability to harden and project boulders from small rock size to the size of the wielders head.
  • Precious Metal Location-Metal is used for construction and creation of metallic objects. - Note these are only for Energy and decoration since the Artifacts have been discovered. 
  • Healing Earth- Used for farming and small patches of land that may be damaged a mild form of Terraforming.
  • Camouflage-Ability to blend with earthen surroundings.
  • Vine Shot-Shoot Trap or climbing vines from hands. Disperse from Self upon will and Stays in place with increased skill.
  • Soil From Sand-Transmute fertile soil from sand.

  • WATER
  • Bubble-Shoots small to large bubbles from hands. May be as innocent as a game for children or as dangerous as a sphere or anti-atmosphere for a foe to suffocate in easily. May also surround plants to protect them from elements.
  • Water summoning- in earth there is usually water underfoot. A wielder that practices this power can draw a small spout or a torrent depending on his needs. The water will return quickly without the skill or will to keep it in place. For example a moat may be hard to summon unless it is very close to water, but an irrigation supply would be fairly reasonable.
  • Rain-Summon  water from clouds in a mild to moderate range
  • Spout attacks-The ability to use present water or summoned water in an attack. Mild to moderate, it could be a fun game, or a dangerous projectile. Depends on years wielded.
  • Water Vortex- The ability to use present water or summoned water in an attack. Mild to moderate meaning it could lift a person with ease or rip them to shreds in a tornado of pure water force. Depends on years wielded.
  • Snow- in a mild to moderate range
  • Ice storm- in a mild to moderate range
  • Ice touch-To touch water or anything with water in it and cause frostbite all the way to flash freeze. Depends on years wielded as to how effective this would be.
  • Vapor- The ability to will water into its gaseous form. Application would be condensation for plant growth, dry drowning a foe, any place that moisture would be handy. Also used in smoking herbs.
  • Water dancing- an intricate form of dance that is used in seduction or artistic expression of water and snow.
  • Water Daemon- (short term used for story telling or mild to moderate attack. The ability to form figures or silhouettes out of water.)
  • Alcoholic manipulation-Turning water to Alcoholic beverages. Requires some fruit or starch based items for fermentation to take place. It merely accelerated this effect instantly.







  • HOW ARE POWERS EARNED?
  • Element 1
  • Learn Power 1
  • Takes 2 years to master.
  • Continue on with one Element 1 and gain a new power in 2 years OR
  • Pick Element 2
  • Learn Power 2
  • Takes 2 years to master.


  • ANOTHER WAY TO LOOK AT THIS CYCLE OF GROWTH AS AN ARTIFICER
  • Element 1- Power 1 Year 2>Power 4 | year 8

  • Element 2 Power 2 Year 4>Power 5  | year 10

  • Element 3 Power 4 Year 6> Power 6 | Year 12


How to make an Artificer:


  • Grab an Artificer Character Sheet! (max 3 elements of 4)
  • Pick Your Element or Elements
  • Remember that wielding the full 3 our of 4 elements is handy, but limits character growth as they have to evenly master all three over time.
  • It is a sign of prestige to focus on one element; more concentrated power develops that way.
  • You may pick any power from the list that you wish to learn per two years of magic wielding, however, the earliest that an artificer may be trained is 10 years old unless they are an heir to a house. This position is GM written. The number one rule here is to maintain the balance shown in the tables above. If you have more than one element you MUST disperse the powers evenly. You may not give an Artificer 6 powers of water and 2 of air. Balance is important in elemental magic.
  • Example of powers for a Artificer: Began training at 10, has Earth and Fire magic; current age 22. Each element would have 3 powers. 12 years of training, divided by the 2 year training minimum, and divided by the number of elements (in this case two).
  • MOST IMPORTANTLY HAVE FUN WITH IT, AND IF YOU HAVE ANY QUESTIONS PLEASE PM CERALILLY




How to make a Therianth: Guidlines to Remember
Our current acceptable species for Wolf Therianths are (just about any) type of nonextinct wolf. For the Panther Therianths any species of non-extinct Jaguar and Leopard may be used. There are many different types that fall under these categories that should be able to broaden your range for desired looks in order to make everyone a bit different and more personalized for each player. Please choose from a more recent genus, prehistorics will not be accepted. Your choice will undergo review by the staff to make sure it fits within the guidelines.  While families are welcome to play the same exact species type, they are not required. For example, just because big brother is a melanistic jaguar, doesn’t mean that you can’t be a Leopard. (It’s all magic and fun. Do what makes the most sense to you. If you are unsure, ASK A GM) They rule here is Panthers with Panthers and Wolves with Wolves; you belong to one family or the other. Also, since we are giving such a wide range of looks, we ask that your animal look relatively true to its natural self. While our therianths may be larger than the actual true animal in size we ask that there are no unnatural fur or eye colorations. You can have scars, wear adornment, or even wear branding but keep it somewhat realistic. If you have any questions. Just ask the staff: Preferably Sunshine or Rafiki23.




Character Building Requirements:

  • PM ALL Character Sheets to Sunshine, Rafiki23, and Ceralilly
  • Fill out completely
  • You MAY delete the connections part once we have a tracker thread going.
  • DELETE PARENTHESIZED ITEMS AS YOU GO
  • PLEASE USE PICTURES THAT ARE UPLOADED INTO THE ELLIQUIY WIKI, OR YOUR OWN PERSONAL PHOTO ALBUM NOT STRAIGHT FROM GOOGLE. SOMETIMES IMAGES BREAK. WE CAN HELP YOU WITH THIS.
  • We reserve the right to ask you to change elements so they fit the world we have created. Follow the storyline and this shouldn't be a problem.
  • Make sure the history is as stated 250 words minimum.
  • Use both Impirical and Metric converstions for height and weight. We have players from all over the world. This helps instill diverse playing and interactions. Also picking the face claim you feel most comfortable with takes precident over the character looking like their peers.





Ostarian
[center][font=Monotype Corsiva][size=28pt][u]Ostarian[/u][/size][/font][/center]
[right][img height=250 padding=13]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][/right]

[b]Character name:[/b]
[b]Character Age:[/b] (16-35)
[b]Month/Day Born:[/b]

[b]Physical Description:[/b] (Height, Weight  [Must include the metric and Imperial measurements as we have many diverse players.], Tattoos, Distinguishing Characteristics, Scars, Birthmarks, Eye Color, Piercings, Hair Color)

[center][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][/center]



[center][size=18pt][i]Magic[/i][/size][/center]

[b]Will They Be Pursuing Magic?:[/b]
[i]If so, what Element and Power?:[/i] (Max one)

[center][size=18pt][i]In Deep[/i][/size][/center]

[b]Personality:[/b] (Three positive, Three negative, Three neutral)
{Protagonist, Antagonist, Neutral? We reserve to put a cap on Antagonists if they begin to overpopulated the Artificers. Balance is important.}

[b]Habits or Mannerisms:[/b] (What are their rituals, do they bite their lip? Think about body language and particular stances they take.)
[b]Occupation or Position:[/b] (Heads of house, Head officials, Big Bosses or High-up Government Representatives are not playable characters- Basically ALL SECRET PLOTS and Authoritative positions are to be discussed and cleared with ALL GMs.  Since this game is plot driven, we will start the game play with everyone on the same level, with GMs taking the roles of large plot drivers and leaders until the writers are further established and show they are in it for the long haul, so to speak.)

[center][size=18pt][i]History[/i][/size]

At least 250 words HERE. [/center]

[b]Favorite Color:[/b]
[i]Likes: [/i](At least five)
[i]Dislikes:[/i] (At least five)
[i]Fears, Triggers: [/i](At least 1, no one is without fear)
[i]Goals: [/i](What drives your character?)
[center][size=18pt][i]Extras[/i][/size][/center]

[i][b]CONNECTIONS:[/b][/i]
[i]Family Member(s):[/i] (Feel free to add as you go!)
[i]Love Interest(s):[/i] (Feel free to add as you go!)
[i]If they are pursuing magic...Mentor?:[/i]
[i]Other connections:[/i] (Slaves, friends, enemies...Feel free to add as you go!) [Connections MAY be waived if you want to make a tracker. Either, or both are perfectly fine.]

[b]Sexuality: [/b] (If you wish to define orientation.)
[b]Sexual On's and Offs:[/b]  (Yours)

[b]Player Name:[/b]
[b]Face Claim:[/b]

Song Expression: (You may link directly from YouTube)
Extra Notes: (Stuff you missed elsewhere but think is important about the character or what led to to creating parts of a character.)






Therianth[center][font=Monotype Corsiva][size=28pt][u]Therianth[/u][/size][/font][/center]
[right][img height=250 padding=13]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][/right]

[b]Character name:[/b]
[b]Character Age:[/b] (16-35)
[b]Month/Day Born:[/b]

[b]Physical Description:[/b] (Height, Weight,  [Must include the metric and Imperial measurements as we have many diverse players.]Tattoos, Distinguishing Characteristics, Scars, Birthmarks, Eye Color, Piercings, Hair Color)

[center][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][/center]



[center][size=18pt][i]The Animal Inside and Out[/i][/size][/center]

[b]Panther or Wolf?:[/b]
[b]Description of Animal Form:[/b] (Must be true to REAL LIFE FORM)
[b]Physical Carryover:[/b] (Two attributes that represent their animalistic inclinations that are carried over in human form. I.e. Enhanced smell, sight, night vision, size, increased strength, speed... etc.)

[center][size=18pt][i]In Deep[/i][/size][/center]

[b]Personality:[/b] (Three positive, Three negative, Three neutral)
{Protagonist, Antagonist, Neutral? We reserve to put a cap on Antagonists if they begin to overpopulated the Artificers. Balance is important.}

[b]Habits or Mannerisms:[/b] (What are their rituals, do they bite their lip? Think about body language and particular stances they take.)
[b]Occupation or Position:[/b] (How long, where, what is it, what level are they. Note that no one is superior to those created by GM’s as fail safes. Alpha Roles will be written by GMs due to the fact that we cannot have a writer leave and have to replace [i]these[/i] roles. Basically ALL SECRET PLOTS and Authoritative positions are to be discussed and cleared with ALL GMs.  Since this game is plot driven, we will start the game play with everyone on the same level, with GMs taking the roles of large plot drivers and leaders until the writers are further established and show they are in it for the long haul, so to speak.)

[center][size=18pt][i]History[/i][/size]

At least 250 words. [/center]

[b]Favorite Color:[/b]
[i]Likes: [/i](At least five)
[i]Dislikes:[/i] (At least five)
[i]Fears, Triggers: [/i](At least 1, no one is without fear)
[i]Goals: [/i](What drives your character?)
[center][size=18pt][i]Extras[/i][/size][/center]

[i][b]CONNECTIONS:[/b][/i]
[i]Family Member(s):[/i] (Feel free to add as you go!)
[i]Love Interest(s):[/i] (Feel free to add as you go!)
[i]Other connections:[/i] (Slaves, friends, enemies...Feel free to add as you go!) [Connections MAY be waived if you want to make a tracker. Either, or both are perfectly fine.]

[b]Sexuality: [/b] (If you wish to define orientation.)
[b]Sexual On's and Offs:[/b]  (Yours)

[b]Player Name:[/b]
[b]Face Claim:[/b]

Song Expression: (You may link directly from YouTube)
Extra Notes: (Stuff you missed elsewhere but think is important about the character or what led to to creating parts of a character.)

Artificer[center][font=Monotype Corsiva][size=28pt][u]Artificer[/u][/size][/font][/center]
[right][img height=250 padding=13]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][/right]

[b]Character name:[/b]
[b]Character Age:[/b] (16-35)
[b]Month/Day Born:[/b]

[b]Physical Description:[/b] (Height, Weight,  [Must include the metric and Imperial measurements as we have many diverse players.], Tattoos, Distinguishing Characteristics, Scars, Birthmarks, Eye Color, Piercings, Hair Color)

[center][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][img height=150]https://elliquiy.com/elluiki/images/4/44/-Insert_image_here-.svg.png[/img][/center]



[center][size=18pt][i]Magic[/i][/size][/center]

[b]How old were they when they began training?:[/b]  (youngest 10)
[b]What is(are) their element(s) of focus?:[/b] (MAX 3 out of 4- Earth, Fire, Air, Water. Note that being proficient in ONE element is a sign of prestige. Using the total 3 elements would be show they needed to use them as opposed to it being a luxury. The more elements you chose the less proficient your character is.
[b]Artifact(s): [/b](Description of Artifact and how they are carried or mounted.)
[b]Powers Chosen:[/b] (See list in Magical information. One power may be learned every two years of training. They must be evenly dispersed. Please see chart in the same area for example. For questions please contact GMs.)

[center][size=18pt][i]In Deep[/i][/size][/center]

[b]Personality:[/b] (Three positive, Three negative, Three neutral)
{Protagonist, Antagonist, Neutral? We reserve to put a cap on Antagonists if they begin to overpopulated the Artificers. Balance is important.}

[b]Habits or Mannerisms:[/b] (What are their rituals, do they bite their lip? Think about body language and particular stances they take.)
[b]Occupation or Position:[/b] (Heads of house, Head officials, Big Bosses or High-up Government Representatives are not playable characters- Basically ALL SECRET PLOTS and Authoritative positions are to be discussed and cleared with ALL GMs.  Since this game is plot driven, we will start the game play with everyone on the same level, with GMs taking the roles of large plot drivers and leaders until the writers are further established and show they are in it for the long haul, so to speak.)

[center][size=18pt][i]History[/i][/size]

At least 250 words. [/center]

[b]Favorite Color:[/b]
[i]Likes: [/i](At least five)
[i]Dislikes:[/i] (At least five)
[i]Fears, Triggers: [/i](At least 1, no one is without fear)
[i]Goals: [/i](What drives your character?)
[center][size=18pt][i]Extras[/i][/size][/center]

[i][b]CONNECTIONS:[/b][/i]
[i]Family Member(s):[/i] (Feel free to add as you go!)
[i]Love Interest(s):[/i] (Feel free to add as you go!)
[i]Other connections:[/i] (Slaves, friends, enemies...Feel free to add as you go!) [Connections MAY be waived if you want to make a tracker. Either, or both are perfectly fine.]

[b]Sexuality: [/b] (If you wish to define orientation.)
[b]Sexual On's and Offs:[/b]  (Yours)

[b]Player Name:[/b]
[b]Face Claim:[/b]

Song Expression: (You may link directly from YouTube)
Extra Notes: (Stuff you missed elsewhere but think is important about the character or what led to to creating parts of a character.)
I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Ceralilly

I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Rafiki23


I Know the Dark Delight of Being Strange, the Penalty of Difference in the Crowd, the Loneliness of Wisdom Among Fools

Relikai


Crash

Hello.  Not a huge fan of shifters so now do I want magic or gritty survivor?  Hmmmmm....

Relikai - I am so....

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

InnocentSynn

*sits down*  So yeah I'm in.....and I'm doing shifters as we discussed.

Relikai

Quote from: Crash on July 18, 2016, 12:48:54 AM
Hello.  Not a huge fan of shifters so now do I want magic or gritty survivor?  Hmmmmm....

Relikai - I am so....

You are so.... ?

Aida Rose

I'm interested in a shifter character, unless that's all filled up.

Ceralilly

We absolutlely have Therianth (Shifter) spots available!

Welcome all!

We are working on several elememts to get this game to you as quickly an effectively as possible. Character sheets will be up soon.

Xo
I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Sunshine

Good Morning My Loves!!!!
So glad to see interested writers!

Ceralilly

I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Ceralilly

Quote from: Relikai on July 18, 2016, 12:48:20 AM
Sure am interested!

Might play a female for this RP.

This is more than welcome! I'll be playing men and women as will Sunshine.
I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Whowhatwhere

The O's and the A's --- AFK every weekend

Ceralilly

I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Sunshine


Hi Crash! Now you know why I've been busy >.>


Quote from: Whowhatwhere on July 18, 2016, 08:23:46 AM
Interested! Any of the three classes, actually.

Happy To have you!

Crash

Quote from: Sunshine on July 18, 2016, 08:31:30 AM
Hi Crash! Now you know why I've been busy >.>

Oh a little bird might have mentioned something about your involvement in this. ;)

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Ceralilly

Quote from: Crash on July 18, 2016, 08:33:35 AM
Oh a little bird might have mentioned something about your involvement in this. ;)

*whistles innocently*
I am the Mistress of Hearts, the Consort of Broken Ones, the Lover of Lost Souls, and the Queen of Goodbyes

Crash

So can someone from the crashed ship have a makeshift weapon using metal from the crash?

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Sunshine

Quote from: Crash on July 18, 2016, 08:33:35 AM
Oh a little bird might have mentioned something about your involvement in this. ;)

Those pesky Birds!

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious