Stuff here is intended to be a springboard for ideas to lead into other ones. If you want to ask anything, PM me, I'm happy to talk!
Newest ideas will be here.
Stone by Day, Stone by Night | Tags: Medival-fantasy or modern-fantasy, gargoyle, construct, monster, magic, culture shock, MxF, D/s-possible, NC-unlikely, dubcon possible
"Sometimes you just aren't cut out for the world that you were born into. Or rather, the world you were born into isn't equipped to handle you. In a world of magic that seems more dominated with people decrying it as a sort of superstitious nonsense, the very fabric of reality is often difficult to untangle from the skein of disbelief. Still, if one tries enough one can find time to find themselves a place in this world or any other. Mine is here, of course, it always has been and always will be but that does not mean that I am precluded from searching for a satisfying way to fill this yearning, the yawning gulf within that cries out always for more." -excerpt from the journal of Beauregarde, date unknown
Created by a mage of considerable talent and boundless ambition, Beauregarde stands as one of the enduring legacies of magic in a world not quite ready to admit that it was ever more than a fairy tale. Restricted to a life haunting the dusty halls of a long-abandoned and shunned castle estate, the gargoyle is the last surviving mind given life by the magics of his long-departed creator. Driven by a need to fulfill his purpose, whatever that might be, the gargoyle spends much of his time simply wiling the hours away with study and arcane practice, though the latter does not come as easily to the gargoyle as martial skill, as he was created to be more of a bodyguard and guardian than any sort of magician.
Careful What you Wish For | Tags: Medival-fantasy or modern-fantasy, genie, jann, monster, magic, culture shock, D/s-possible, NC-possible, dubcon possible
Far to the East, not so far as the Forbidden Reach but nearer, before the Carthis' Expanse and yet beyond the Aldbright Range lies the countless tracks of the Hinjo Sandsea. There, among the exotic spice merchants and cruel taskmasters of the salt mines, amid the buzz of marketplaces and the low hum of the wind over the dunes exists a land of mystery and forgotten magic far beyond that which might otherwise be known to the rest of the world. While kings and emperors fight their petty battles over border lines and skirmishes, the sands swallow all and leave naught but weathered stones for the trouble. While the world turns and ages come and pass, the sun bleaches the bones and tans the skins of those who reside in that hard land and, try as it might, the Sandsea can never quite wring the last drop from those people.
Amid the people of Pavel, a bustling little town settled snugly against one of many oases along the route to Carthis' Expanse lives a man named Donovan. Where others ply their trades as merchants and explorers, adventurers and merchant guards, Donovan finds his calling more suited to telling the fortunes of others. Through a magic not quite understood Donovan reads the threads of fate for anyone whose money is good, stashing his takings for the day when he finally figures he has enough to get away from there. Unknown to the man though is that somewhere lies an artifact capable of harnessing not only his latent power but enslaving him to its owner, a lamp much like that possessed by the genies of legend.
Non-copywritten ideas will be here.
The Knight and the Girl | Tags: medieval-fantasy, naga, MxF, D/s-possible, NC-unlikely
Sir Ramses isn't your everyday knight, even within the Cerulean Bulwark, a knightly order known for strangeness. Still, raised within the order and trained in their ideals and techniques, Ramses has managed to become an accountable man of action even with his monstrous heritage and predatory nature.
Now Ramses is a fully-pledged member of the Bulwark and travels the land lending aid to those in need and guidance to those who are lost. Of course, the fact that he's a naga isn't lost on those he professes to help and more often than not Ramses finds himself confronted with angry mobs, torches, pitchforks and errant monster hunters.
On just such an occasion, a woman (magic-user, combatant, rakish rogue, your choice!) finds herself intrigued by the man's drive to render aid unto others (whether she finds it commendable or not) and takes pains to introduce herself to the knight.Notes: Ramses' race aren't poisonous or all that exotic when it comes to powers and abilities, though his tail is exceptionally powerful and usually used to coil around things and crush them to death. He's first and foremost a predator and carnivore; hunting and killing for food, typically animals but sometimes monstrous beings if they wind up being edible. Naga are excellent climbers (much like many snakes) though his weight would be a problem if he tried to clamber onto something too small. His favourite food is mice.
Sleep with the Fishes | Tags: medieval-fantasy, merman, MxF, D/s-possible, NC-possible
Captured long ago as a child by some poacher or another, Mesarthim (Mez) has grown up unaware of his place in the world, instead existing within the thick domed glass of his home and prison. Certainly he's been treated well, but he's a curiosity at best, the only known ocean-dweller to have ever been caught. The hows and whys aren't important, as Mez doesn't really remember his homeland, though his ownership has changed hands quite a few times. Most recently he has been purchased by an aristocrat to be the showpiece of his/her menagerie, to be kept as a trophy to impress those otherwise too jaded by the fantastic to have much else in their lives that wows them.
Still, trapped in a tiny home and bored leaves a lot to be desired and when someone (either the aristocrat herself or perhaps a daughter or maid or something, s'up to you) takes interest in Mez he immediately responds in kind. He hasn't had many friends in his life and it's nice when someone treats him as something other than a caged pet for their amusement.Notes: Mez can survive for a few hours' time outside of water but then he begins to (painfully) dehydrate, especially along his tail, which cracks and flakes in that instance. A bathtub or small bathing pool would be equally amenable to him as the giant fishbowl he currently inhabits, so prospective partners needn't be water breathers in order to enjoy him. :p
Whether AU or not, if it's owned it's here...
Chummin' the Waters | Tags: cyberpunk, Shadowrun, dub/non-con, possible-gore, possible-cannibalism, possible-death/snuff etc.
Streetshark is a beast of a troll in a world where being that sorta guy either makes you a target or makes folks give ya a wide berth. In Seattle where the streetgangs run rampant and the lust for a mechanic capable of tunin' anythin' to anythin' else runs high, you might be thinkin' that you're safe if yer skilled. 'Fraid not chummer, leastwise not if yer as conspicuous as a troll sportin' them shiny ass chrome augments that everyone and their brother'd want taken out at a back alley chopshop.
Addicted to beetles (that's BTLs for you ain't in the know) and longin' for a time before the magic came back, Streetshark's a force to be reckoned with whether he's sober or not. See, where some might think a troll'd be a big dumb asshat with a chip on 'is shoulder the size've an Ares Predator's blast signature, you'd be wrong 'bout ol' SS. See, he's the dreamer type, I'd say he wanted to be some kinda swimmer, professional-like, but then the reality set in that when yer over eight feet of hulkin', horned muscle with bones dense'nough to take a full on slam from an angry van, well, you jus' don't swim chummer. S'why he buys my beetles. Least I can do's provide muscles there with a little bit of a wakin' dream. Least he can do for me is take that monofilament saw've his to anythin' I need... disposed of. We've got a workin' arrangement, see?
Anyway if yer lookin' to get t'know Jaws there a little better I can setcha up with the right things t'say an' the right reasons an' contacts 'cause like as not he's in a business and ain't got time for no two-bit Johnson wannabes. Can't stay up all night swimmin' the sea an' then shirk yer job an' since he's got the best fingers this side've Redmond, well, guy's in somethin' of a demand when it comes to combat bikin'.
2BA Master | Tags: pokemon!verse, trainer, anthro-pokegirl, MxF, D/s-possible
Thomas "Tommy" Gallant is a rather skilled Pokemon trainer, though he has entered a rut and needs a push. He came to Kanto at a young(er) age to begin his Pokemon Journey following in the footsteps of other would-be greats like Red, Ash Ketchum and Gary Oak. Departing Pallet Town almost immediately after receiving his Pokedex from Prof. Oak, Tommy fought his way through the Kanto Pokemon League, becoming more wise and able as he went. Soon, he found that his tastes diverged from those of other trainers aiming for the Indigo Plateau, to where he began noting that he would come to do anything for his Pokemon. They were his friends, companions, guardians and wards, all in one, and were the most important thing in the young man's life.
Forsaking human companions, Tommy became more reclusive as time went on, only coming back to civilization when he desperately needed to, such as in the case of a Pokemon being hurt badly and in need of a Pokemon Center. Most of the time, he survives by hunting and gathering with his Pokemon, living a solitary life at the foot of Mt.Moon, training his friends and trying to figure out his place in the world. Given no other interaction, Tommy will likely never realize that he is in a rut, and will not continue his Pokemon Journey!
It Was a Dark and Spooky Night | Tags: vampire/vampire-like, SaGa Frontier!verse (flexible), MxF, MxFxM, D/s-possible, NC-possible
The Mystics, while not many, were varied in their personae and abilities. Common among them was an insatiable lust for the powerful emotional responses present in humanity, which could be gained in many different manners. Further, all shared a seeming immunity to the rigors of time, remaining forever powerful and full of vitality so long as they were not damaged beyond their superlative powers of regeneration. Finally, each mystic seemed to be focused on an aspect of the universe that not only shaped their powers but gave rise to powers beyond the scope of imagination, at least in those spheres. Mystics of note are Orlouge (Charm Lord) who possesses vast qualities of mind-altering magic and rules over Fascinituru from his palace Chateau Aiguille, Time Lord (prior name unknown) who invented the very concept
of magic that could effect time and rules over a region enveloped in the stasis brought about by that very magic, Virgil (Ring Lord) who infused nearly a dozen rings with earth-shaking magics and rules the Mystic-inhabited region of Mosperiburg and Zozma, a Mystic who aided a legendary half-Mystic and who possesses the gift for an enigmatic magic known only as "Evil" magic, to name but a few.
Jean de Rocca (known only to his subjects as Dark Lord) is a reclusive Mystic who has spent many years of his ageless life wandering the regions looking for what his purpose may be. Certainly skilled in the magic common to Mystics, he hasn't yet invented anything earth-shaking or enchanted anyone beyond what might otherwise be possible. He ostensibly rules over a dimly lit land on the fringes of Omble where he stewards the many lost souls who have failed in the attempt to gain the gift of Shadow Magic so blatantly that they never quite made it back to their bodies. Of course he is rarely there at any given time, though whenever he does leave he leaves behind a shadow of himself to handle affairs.
Though I Know I Should Be Wary | Tags: ghost/ghost-like, Beetlejuice!verse (combination of movie and cartoon), MxF, D/s-possible, NonCon/DubCon-possible
Before the crisis with Barbara and Adam, the ghost known as Betelgeuse (Beej to his friends) was pretty much the best thing to ever happen to the Neitherworld; amazingly topical powers, context-sensitive abilities, great at parties and with a mortal friend who pretty much got the job done whenever he couldn't, Beej surely was the Ghost with the Most! Unfortunately the majority of his adventures with one Lydia Deetz happened less in reality and more in a weird Neitherworld dimension that vanished almost as soon as Lydia would awaken from her sleep. For Beetlejuice though (that spelling's just more common, he'd agree), the memories were real and he'd do anything to get back to that girl who'd so captivated him.
Friendship turned to obsession and yes, lust, as years passed in the mortal realm and centuries seemed to drag by in the Neitherworld with Beej having no real outlet until the deaths of Barbara and Adam in the sleepy community of Winter River. Their confusion at their situation and their anger at their home being invaded by mortals led Betelgeuse to offer his services as a Bio-Exorcist and all that he had to do past that was convince Lydia to speak his name those three times. Of course he wasn't able to complete the master plan and marry the girl of his (her?) dreams, winding up banished back to the Neitherworld, but the idea always stuck with Lydia that he was there, lurking until needed, an ace in the hole.
Now the community seems to be changing. Lydia is of age and her parents have left her with the house, citing reasons like preferring the city life, Adam and Barbara have ascended to their next plane of existence and that left Lydia pretty well alone with her thoughts. Patience seems to be wearing thin amongst normally friendly people and dark magic haunts the roads. Something awful is about to happen to Winter River and unfortunately without a link to the Neitherworld Lydia can only look on unless she does what only she knows how to do anymore.Though I know I should be wary, still I venture someplace scary. Ghostly haunting I turn loose; Beetlejuice, Beetlejuice, Beetlejuice!!
Of course Beetlejuice's obsession hasn't waned in the slightest and this time Lydia must make a deal with the Ghost with the Most in order to save the little town, but what could he want of her?
No games for these ones, but lemme know if you wanna change that!
TRISTAN EUGENE KORSO
Cocksure and 'gifted' with an optimistic view of the universe. Takes things too seriously, especially when it's a slight on his abilities or skills. Egotistical but quietly, not given to bragging too much but rather the type who would do something difficult, smirk and buff his nails on his chest Darkwing Duck style. Collected when piloting, not the most put together in a gunfight. More than willing to throw a punch in a taproom brawl or galley slugfest, though unlike others he would hold a grudge based on what happens there. Passionate as youth tends to be, untempered by jaded cynicism but somewhat troubled by somewhat shallow things. Trustworthy though, not the type who would betray a friend or ally, even if he tends to look out for Number One.APPEARANCE:
Korso stands about five-foot nine inches tall and weighs anywhere between one-hundred fifty to one-hundred sixty pounds depending on the time of year. He exercises regularly and watches what he eats in order to maintain his physical health, well aware that with his heavy interest in virtual reality, that could easily slip through the cracks. He has midlength black hair that he wears swept back and combed and is typically clean-shaven, though the odd shadow of stubble happens from time to time if he's been working long hours or was otherwise distracted. Of particular note is a small tattoo that Korso has on the inside of his left wrist of a sword through a thorned ring he calls the Qu'utchaa which represents 'Victory through Persistance'. Besides that, Korso tends to err toward the side of cleanly in both his hygienic practicalities and his living conditions, aiming for a sense of professionalism without being overly worried about it. Everything in its place, he'd say, even if places aren't nonfluid.
When on duty, Korso wears a combination of flotilla uniform and casual wear. Typically he can be found wearing a fitted flight suit with sturdy boots and a faux-leather bomber jacket with the cuffs of the sleeves turned up away from his wrists and onto the forearms. Cinching the suit at the middle is a thickly woven web-belt that sees use usually to hold the man's gloves since he prefers not to wear them unless he has to. Always present whether on duty or not are a pair of goggles that, when worn, overlay Korso's field of vision with an HUD detailing various vital statistics about himself and highlighting paths and probabilities via predictive software. The goggles are built to be able to be plugged into a ship's control rig to allow for smoother pilot operation while in use and are among Korso's most valued and treasured posessions.
When in possession of his goggles and using them, the difference is like night and day. Korso moves more confidently and fluidly when he can see what the AR programs are up to and definitely uses every bit of information to his advantage, while without them he seems to be less stable on his feet, more prone to clumsiness and generally experiencing what anyone else would call vertigo. ABILITIES:
Korso's inherantly keen senses as well as his exhaustive piloting and navigation training have resulted in a cunning man capable of rather daring dogfight manoeuvres even under stress and pressure, keeping his wits about him even at the toughest times.
SimSense Savant - Korso spent much of his early life immersed in virtual reality training, gaining skills piloting anything that the flotilla had the software to train him in. As such, he gets along best when reality is augmented by virtual constructs (such as iconography and information overlays, predictive elements, a standard HUD) and finds reality without such benefits to be somewhat dull and mundane ('switched off') by comparison. Without some form of SimSense active, Korso often feels cut off from what he considers to be the full experience, which leaves him at odds with himself, snappish and anxious.
Eternal Optimist - To Korso, the clouds don't just have a silver lining, they're silver through and through. Nothing keeps him down for long and even if it's too soon, Korso always finds a way to see the light in people and situations. Sometimes this annoys others, other times they don't take him seriously, but ultimately if you want to know why a situation isn't the worst, why you'll be able to get through that maze or bypass that lock, Korso's your man.
Mad Genius - Korso spent his childhood bathed in the cold light of science and progress, rifling through the flotilla's memory banks at an advanced rate, always trying to cobble together the next great advancement in spacial engineering and space travel, though he didn't limit himself simply to subjects of interest. To that end, while the man is knowledgeable in a wide variety of subjects, he often splices words and phrases into his lexicon that don't make sense to others, not to mention when he suggests that engine output could be enhanced with a simple mixture of chemicles added to the fuel rods. The forty percent chance of parabolic combustion is worth a two percent increase in velocity, right?
I see the world more clearly than anyone else here, for what it could be, and you're tryin' to tell me that your way's the only way? Please.
Th'name's Tristan, but it'd be better if ya called me Korso.
Born and raised on the flotilla ship 'Alkaiser', Tristan lived about as normal a life as a young boy adrift in deep space, fleeing the ever-advancing tide of the Phage could. He had friends and rivals while growing up, attended what passed for school on the ship and even came out of it with a rather extensive knowledge of the inner workings of the navigation and control systems of most models of flotilla vessels. Space travel (really any kind of vehicle) fascinated Tristan from a young age and to that end he did everything he could, academically or otherwise, to secure himself a position taking the helm of the Alkaiser and seeing it to wherever the ruling bodies of the flotilla decided that they would go. This included immersing himself in the VR training programs available on the ship from a young age, at first on the down low but as his skill with VR improved the young man would write his own scenarios meant to test his skills and hone them, eventually securing himself an impressive array of piloting and navigations skills.
Still, a life sequestered on a (relatively) small spacecraft wasn't quite the same as one lived under an open sky and while many of the rigors of space travel were seen to and marginalized, a young boy with big dreams often wound up weaving hopelessly floral opinions of the world around him. Hated this but loved that, wanted to make a big change, help people, that sort of thing. Tristan even had a sweetheart, though when the time came and he actually worked up the nerve to ask a little more of the woman, she all but blew him off, leaving the headstrong boy in the dust of rejection. Keyed up on being shot down, Tristan soon heard that there was word going out that a crew was to be assembled for a mission away from the flotilla, something exciting, dangerous, right up his alley. With nothing to hold him back (his words, the dumb kid), Tristan marched off to sign up for the mission, unconcerned with such words as 'suicide' or phrases like 'never return'.