Never made it out from the interest check due to me getting overwhelmed by the amount of roleplays I was juggling
Patient Zero had been identified early on and was quickly contained. Doctors said it was a new genetic mutation of some sort, and that easily appeased the people. There was no reason to panic over it. While unsettlingly big, the growing tumour on the woman's temple didn't seem to affect her much. Her family said she was just as intelligent and charismatic as before the tumour. Eventually, she was released, and life seemed to continue as usual. However, more mutations started cropping up as time went on: people's skin changing colour, body parts growing out of nowhere, and complete personality shifts. Yet life carried on. None of it seemed especially dangerous. Personality shifts were managed with therapy, and the more physical mutations didn't pose any health problems.
There were still people who wanted to know what caused these 'alterations' to occur. Researchers spent years analyzing the mutated volunteers' DNA, skin, and blood samples, but nothing seemed out of place. If anything was causing this, it was impossible to detect with existing medicine.
Fifteen years later, the Creatures began crawling out of the sea. And out of forests. And from deep within the soil.
Their repulsive and unsettling appearance injected fear into the population. The creature's strength and unnatural abilities didn't help the situation either.
Their first kill was the beginning of the end.
The attacks multiplied, and people raced to prepare themselves for the end times. Individuals abandoned their families not to be slowed down by them, crime rates increased pretty much overnight, and governments slowly began shutting down. However, the mutants were affected the worst of all—the mutations were slowly making them resemble the creatures. Ten years later, while searching for supplies, you found yourself in a forest clearing. It was peaceful and silent—the kind of silence that you never got to experience—or perhaps experienced decades ago. You ventured deeper into the clearing and waited. You knew something was coming. You don't know what, but it seemed significant. You heard the leaves rustle, and more people entered the clearing one by one.
The civilization now:
It isn't surprising that the civilization pretty much collapsed under the horrors of the so-called New World. However, smaller groups have persevered through the hardship and formed new lives for themselves. Big cities now rely on electricity to survive. The apocalypse gave them a reason to develop new technologies to ensure their survival. City dwellers have access to advanced technology and weaponry not found anywhere else. However, being surrounded by flashing lights and humming machinery makes them less concerned about the horrors outside the city walls. The cities are a utopia that shelters their citizens. Yet, the willful ignorance might lead to oversights with dangerous consequences.
Smaller groups have the strength of community on their side. Everyone knows each other, and they have forged bonds that will be hard to break. While not as advanced as the city-dwellers, these factions have learned how to defend against and attack the creatures. They are also less reliant on technology, preferring to stick to the older ways of survival (meaning anything made before the New World).
Some groups prefer not to settle down and instead wander the ruined world. These range from large groups of friends to lone wolves, who don't want anyone to rely on them. They can survive in harsh conditions and have learned to survive by using whatever they find on their travels.
Finding mutants settled down with the rest of the population is uncommon but not impossible. They can most commonly be found in small nomadic groups of fellow mutants or wandering the wastelands alone. Their deaths are often caused by being forced out of their homes by fearful non-mutants or their mutation spreading too far, effectively turning them into creatures.
That's the basic premise of this RP. The main focus will be on the characters and how they deal with survival, although some mystery and horror elements will be thrown in. The characters can be both mutants and non-mutants from any of the groups listed above.
At the early stages of the mutation, the mutants are humanoid. Only in the later stages of the transformation do their bodies stop looking human.
Three types of creatures are planned (sea creatures, earth creatures, and sky creatures). They also vary in appearance and size. The size will affect how powerful their powers are but won't change what they can do. The smaller creatures can be defeated by bludgeoning or other physical means, but the more giant beings will require different methods.
They are still a work in progress, but here are some of their abilities/physical features:
Have tentacles
Hypnotism
Incredible agility
Superior strength (larger creatures only)
Ability to regenerate lost body parts or create new ones
Same as with the clearing, I took on too much and got overwhelmed. I still have my notes on the plot somewhere and would be happy to give this another shot. Revamp of Pine Hills set at a university to let me explore the darker aspects of the plot more comfortably
Everton University has a singular mission: to ensure the success of its students. Since its establishment in 1845, the university's alums have consistently achieved remarkable feats. It is not uncommon for the foremost pioneers in any field to be graduates of this university's halls.
The requirements are strict, demanding near-perfect grades, and the entrance exams necessitate a minimum of three years of preparation. It is said that only a hundred students qualify each year. However, those skilled enough to pass will discover that tuition fees are nearly half that of other prestigious establishments. Moreover, living expenses are minimal, as the university provides five complimentary meals a day, free accommodation, and unrestricted access to study materials at all times.
Although the campus is situated far from civilization, this drawback is compensated by its expansive size. Its dimensions and the abundance of commercial shops, cafes, and recreational areas could qualify it as a town in itself. The dormitories resemble houses, accommodating four students each. They feature fully equipped kitchens, spacious gardens, and four bedrooms, each complete with an ensuite bathroom. The classrooms are state-of-the-art and meticulously designed to optimize learning while providing the utmost comfort.
Naturally, as with any esteemed institution, rumours are bound to circulate. Some allege that certain students have vanished mysteriously or that individuals have returned from their experiences at Everton University fundamentally changed. However, thorough investigations into these claims have failed to produce conclusive evidence or substantiate the allegations, leaving the general public to regard such rumours as nothing more than urban legends.
This RP primarily revolves around uncovering the secret history behind the school's founding and the illicit schemes that sustain its operations. Depending on each character's classes, they will receive information about the academy or acquire skills that could prove valuable throughout the story. The outcomes of each lesson will be posted in the initial (0th) post in the IC. During the classes, we will employ a "fade to black" approach, summarising what the character accomplished during the school day while focusing on events transpiring outside of class. The exception to this rule would be if a character must do something meaningful during a class. Any time a character uncovers new information about the academy, it will be updated in the character's 0th post, ensuring that we can keep track of all the developments. Alongside unravelling the school's enigmas, characters can foster relationships with one another or devote attention to their hobbies and academic pursuits.
This RP is mostly about uncovering the secret history behind the school's founding and the illegal schemes that keep it running. Based on which classes each character takes, they will receive information about the academy or gain skills that may help throughout the story. Each lesson's results will be posted in the 0th post in the IC. The classes themselves will 'fade to black', with a summary of what the character did during the school day, and we will focus on what happens outside of class. The only exception is if a character must do something meaningful during a class.
Whenever someone learns something about the university, it will be updated in the characters' 0th post so we can keep track of everything. Aside from uncovering the mystery, the characters can form relationships with each other or focus on their hobbies and school.
More information on the classes/courses available, as well as the campus, will be provided in the actual roleplay thread :)
Another pirate roleplay of mine, this time with some defined worldbuilding. The described regions are a work in progress, and to be honest, I struggled to make each unique, so they might change in the actual roleplay thread.
This is meant to be a high fantasy RP, loosely inspired by the historical pirates. A large group is preferred, but I can also work with a smaller one. Any other information will be in the actual thread or added here once enough interest exists. It's meant to be more of a character lead, sandbox RP, with the plot and any side plots taking a secondary role.
Here's the basic premise: Lreya is a set of islands in the middle of an expansive, ever-blue sea. Its land was once ripe with resources, and the seemingly neverending underwater caves provided the island's residents with materials to build upon its fertile land. Being the only land for miles, it became a common pit-stop for traders, who welcomed the chance to rest and restock before setting off again for their destination. Soon enough, Lreyans joined in on the trade. The common gems found in the mines were rare in other lands, and Lreyans prospered in their newfound riches.
Of course, that would only last for a while. With wealth, envy followed, and Lreyans, unaccustomed yet with disloyalty, were invaded by a larger, more powerful empire of Fherd. The land was stripped bare of its resources, its former glory only reflected in empty palaces, old portraits sold overseas and what little remains of the nobility that chose to betray their Lreya to retain their power.
That's the story you know, at least.
You were born in Lreya only a few years before the invasion. Your childhood was marked by bloodshed, heartbreak and loss. Only now are you recovering from the hardship, but it isn't easy when the island has no opportunities and everything is overtaxed. That is, until they arrived. You watched them from afar, fascinated by their rebellion and disregard for the powers in charge. And they had sugar, coffee and citrus. You could faintly remember such things being served at the dinner when you were young. Once they left, you knew what you had to do. Following in their steps would bring you power, riches and freedom. Or revenge against the empire that wronged your people. Whatever your motivation was, you knew one thing.
You had to become a pirate. But first, you needed a crew.
Basic description of the regions (by no means complete, just to give a general idea!)
The Islands of Lreya, scattered across an expansive, ever-blue sea, were once a flourishing haven of resources and prosperity. The fertile land, enriched by the seemingly endless underwater caves, provided the inhabitants with abundant construction materials. Now, though, the land is mainly left alone except by passing traders looking for rest. The islands are deprived of opportunities for growth while under the thumb of Fherd. The summers in Lreya are warm, and the autumns are moist and even hotter. As such, the plants are hard to cultivate and even harder to restore with the exorbitant exports done by the Fherd. Some of the native plants could now be considered nearly endangered. The people are polytheistic, and welcoming of other religions.
Its former king, Duke Ect, has infamously been rumoured to have sold the islands in exchange for protection from the Fherd. He disappeared a year before the invasion, leaving his children to deal with the invasion and the following fallout. Their family can live in wealth at the cost of ostracisation from the community.
The magical caves under the sea had lost their lustre, now devoid of their precious gems and minerals. Some still try their luck, but most have yet to return with anything substantial. Some say the caves have begun to collapse on themselves. Some say it's sirens luring them away.
The Fherd Empire is a powerful and expansive realm ruled primarily by its Emperor Erlan and his self-appointed council. Motivated by envy and greed, the empire invaded Lreya, profiting from Lreyans' suffering. The Fherd Empire is known for its military might, imposing rule, and highly religious doctrine. Most people of this land follow the teachings of a forest god, Yfer. Fherd doesn't allow magic use without a license unlike most other lands. The government records every magic user, and the mage's magic must be specialised in one specific type.
The land consists of mountains, valleys and forests. The climate cycles between four seasons: - The season of sun - The season of harvest - The season of fire - The season of drought Its land, when fertile, can produce large quantities of average-quality crops, most of which are used to feed its people instead of being traded away.
The Emperor, despite his warmonger ways, is known for being a devoted and doting father. His only heir has more freedom than other children of his station and is kept out of the public eye.
At the heart of the Fherd Empire lies the capital, the Duchy of Flamia. This sprawling city, adorned with grand palaces, imposing citadels, and bustling marketplaces, symbolises imperial power. The Duchy of Flamia serves as the seat of authority, where imperial leaders dictate the fate of conquered territories. It is a place of luxury for the elite, and the very place where the Emperor's family is housed.
The Kingdom of Kroda is a land of seafaring people. More often than not, most of its populace can be found daring the seas while a few remain to tend to their homes. They were the first to make contact with the islands of Lreya, and the two lands shared a close-knit alliance. During the invasion, Krodans provided aid to Lreyans, but as the outcome began favouring the Fherd, Kroda retreated to protect their own. Regardless of their retreat, Kroda now has to deal with Fherd going after them in retaliation.
The blight on their crops doesn't help, and they have caught less fish than usual. A divine punishment, or simply bad luck?
Murgol is a wealthy kingdom built upon rocky cliffs and mountains. The mountains are lush with vegetation, and the vibrant colours can overwhelm someone unfamiliar. Homes are built out of marble, a stark white contrast against the land's natural state. At the bottom of the mountain is the City State of Maz, where traders bustle and only contribute to enriching Murgol. It's no surprise that such a traffic of wealth has made Murgol an ideal vacation location for bored nobles and a perfect place for diplomats to meet and discuss matters of state.
Both Murgol and Maz are ruled by councils.
Every paradise has its hidden vices, though. Crime runs rampant in Murgol, and the wealth divide is immense. The slums, hidden away from the view of visitors, are overrun with people in need.
The bustling City State of Maz is a hub of commerce. Always sunny, it is located in the west of Murgol; Maz is a melting pot of diverse cultures and influences. It houses the largest port in the realm, and its guards are willing to turn the other way when pirates port their ships after a small donation. The city is known for its grand marketplaces, where merchants from distant lands converge to trade exotic goods. Maz is also an archive of world history, with prestigious archives and libraries attracting scholars and intellectuals. The city's skyline is adorned with towering spires and elegant bridges, creating a breathtaking urban landscape. As a beacon of cosmopolitan living, Maz thrives on the exchange of ideas and the vibrancy of city life.
Magic is permitted in most places in Maz except in archives.
The Grand Duchy of Heth is a land of rolling hills, meandering rivers, and fortified castles. Once a duchy of Fherd, Heth fought for their freedom and succeeded. Unfortunately, due to civil unrest, its current Duchess Pefrel has been unable to change its status officially to a kingdom. The government is currently focusing on establishing its own trade and building up defences in case Fherd decides to reclaim the land.
Heth is a realm where chivalry and honour are held in high regard, and the ruling nobility upholds a code of conduct that values justice and fairness. Some disillusioned Fherdan knights ended up defecting to Heth during the civil war. The countryside is dotted with picturesque villages and fertile farmlands, showcasing the prosperity and stability that define Heth.
In the past, Heth was known for its exports of wine and cider and for providing skilled knights for foreign rulers' protection.
The Bazyurt is a vast and powerful group of nomads whose population stretches across expansive steppes, arid deserts and tropical forests larger than anything outsiders could've ever seen. Ruled by the charismatic and skilled Leader Arte, this nomadic society is a force to be reckoned with, with a rich history and deep appreciation of the arts, visible in any place they leave their mark on.
While their military prowess decreased over the past decades, they rose to fame thanks to their creation of the most impressive and unique tactics. They find they have little use for them these days, choosing to pursue peace over warfare. If the need arose, though, they had a draft in place to ensure they could protect their people and their Leaders are still elected through combat prowess.
Despite most of their people not settling anywhere for long, those who chose to do so managed to build beautiful and physics-defying structures. Entire cities carved into trunks of the gigantic Hund trees are able to house hundreds of people, and their art academies are envied across the realm. Water gardens are where rivers flow backwards, and flowers grow from the ceiling towards the earth. Their instruments, when played well, can cause nature to still or make the trees bend to the musicians' will.
Their attunement to nature gave them a unique ability to interact with it without magic. Some say their abilities might be the next advance in evolution, while some, jealous of Bazyurts's skill, call it a magical defect. Regardless, it can't be denied that the people of Bazyurt Plains are skilled architects, artists and intellectuals.
Rumoured to be the birthplace of Fae, Slaje is an everchanging land. Magically, it can snow one moment and be boiling the next. The streets have a mind of their own, never staying the same or leading to the same destination. It's no wonder that it became the hub for magic users.
Located in the capital, the Arcane Academy welcomes any magical user willing to dedicate their life to studying the supernatural. There's something to see for those with less academic inclinations, too. Once you have gazed upon the glowing pine forests and glass flowers growing from the stone soil, you can visit the Beastiary, a zoo for magical creatures. They have everything from imps to chimaeras. Not dragons anymore, ever since Slajel struck a deal with Cal'a.
Its ruler is a quiet and reserved Arch-Mage Hep, an orc who managed to give themselves magic through alchemy. To this day, they refuse to reveal how they did it. They're happy to teach anything else to whoever asks, but that one topic seems sensitive to them. They are a capable leader who has helped Slalej open up to different cultures throughout the years.
The weather remains moist and rainy for most of the year. The people of Slalej don't worship gods per say, but instead powerful Fey, which, according to legends, bestowed their powers onto other races.
Under the protection of Slalej. Once the homeplace of dragons, it now stands abandoned by these majestic creatures who chose freedom over servitude. Despite the illegality of enslavement, the dragons remain steadfast in their refusal to return, leaving Cal'a with an air of melancholy and loss. Those with draconic blood that remain try their best to ensure that the culture lives on and that the twelve high dragon gods are appeased and deified in an attempt not to provoke their wrath.
The weather remains steadfast throughout the year, dry and cool.
Cal'a has become a hot spot for those who want to escape from the opulence of Slalej. While the magic is just as present here within every stone, it isn't as dazzling as in the bright Slalej. No, the magic here is aeons old, shrouded in the rich history and culture left by the dragons. The presence of outsiders is a great bother to the remaining natives.
So-called the land of invention, Stiol is characterised by lush forests and only two seasons- a season of snow and a season of bloom. Magic is practised freely in Stiol, and used to boost the technological advances for which the kingdom is famous. They are welcoming to outsiders and greet the unknown with no fear. After all, their military is only second to the Empire of Fherd. There's no primary religion in this region.
Their king is a naive and idealistic elf, Maire Silas. He became a ruler at a young age and only goes anywhere with his advisor, Lord Yniol and his Queen consort, a naga called Elisane. There are rumours of an affair between the Queen and the advisor and concerns that the king is nothing but a puppet to those around him.
While it did not partake in the invasion of Lreya, it benefited the most. It's where most of the stolen gems ended up, the kingdom having discovered that they were imbued with ancient magical energy. It wouldn't be an exaggeration to say that the crystals power the entire kingdom.
Hauls was a small kingdom devoid of resources. It only had agriculture to keep itself afloat. Not anymore, though. After becoming a principality of Stiol, its land bloomed with factories and workhouses. It was finally exporting something valuable. They have always been an atheist society, which has changed in recent years as Stioll continues to push their doctrine onto the people.
The principality is governed by specially appointed governors from Stiol with one or two native Haus politicians. Stiol seems to have little regard for the land, using it as their primary means of production. Even though the factories provide the people of Haus with jobs, they're growing more tired of Stiol's rule over them each day. They're at a precipice of a revolt.
There has been an increase in earthquakes in the region. The local monks seem the most worried of all, always carrying a blindfold with them at all times.
Not pictured, west to Stiol, Cal'a and Hauls:
Not much is known about this region. It has isolated itself from the outside world, and no one has seen any Kyuetheian in decades. Gods only know what's going on there. Some Lreyan artefacts suggest a close alliance between the two in the ancient past, but no one has ever come close to decyphering what they mean.
(Note: A character can have combined roles depending on the group size, or if it makes sense for the character. Role limits can be disregarded if the roles are combined, as it's assumed that the additional roles would be performed part-time/less than the primary role (which will be assumed to be the first role listed unless stated otherwise). Roles can be added on request)
Captain (1)
First mate (1)
Navigator/Sailing Master (1-2)
Quartermaster (1)
Boatswains (Up to 3)
Carpenter/Sailmaker/Cooper (Up to 3)
Doctor/Surgeon (Up to 2)
Cook (Up to 3)
Gunners and Powder Monkeys (Up to 3 each)
Have as many characters as you can handle. Romance allowed Don't overpower yourself or others Don't metagame Don't powerplay Don't play Mary-sues Listen to the Gm and Co-Gm(s) Constructive criticism is very much welcome Post your character sheet in the OOC, and once approved, move it to the character sheets tab. A minimum of 2 paragraphs is preferred but not required
Magic/Powers: Unless it's something innate, casting or using a power should take energy or focus. How much will depend on how complex the casting is or how large the area affected is. Additionally, large spells or long-lasting spells should take longer to cast. Feel free to introduce your own limits so long as they are present.
Species: Be any species you want! So long as it can fit on a ship with other people.
(Post it in OOC, once approved, post it in the CS) Name: Moniker:(Optional, can be added later on in the story) Age: Gender:
Species:(Most fantasy races should be fine. Feel free to ask if you're unsure) Powers:(Optional, refers to any magic for characters who can cast spells or powers related to a species. Include limits or effects of excessive use) Social Class:(Lower/Middle/Upper/Nobility) Motivation for joining the crew: Role on the ship:(see roles for available roles; feel free to suggest new ones)
Appearance:(Written, images, face claims, whatever works for you) Personality:(A few sentences of what kind of person they are) Bio:(A brief summary of their life so far) Fears:
Belongings:(Personal trinkets, heirlooms, whatever your character will bring with them and what matters to them, maximum of 5) Talents and skills:(Any noteworthy skills they have accumulated so far?) Other:(Anything else you'd like us to know)
Something loosely Arthurian. Round Table knights can be OCs, completely altered from the original (female Kay? Fuck yes!). Just keeping the feel of the myths and maybe the relationships that exist. It can also be based on BBC Merlin, but I want to keep the original myth's plots/feel. * Based on my dream, Zombie Apocalypse meets the game Town of Salem. A parasite emerges, turning people into mindless drones. While their bodies rot, they seek other humans to feast on (basic zombies). However, their brains are kept alive. Not only do they work, but they are hijacked by the parasite, which uses the person's memories to replicate their regular behaviour. Could be a short tabletop or I could develop a plot for a longer roleplay. * Something GOT related (once I read through the books) * Something band-related, whether it's about starting up a music band or being in a battle of the bands sort of thing * Camp Halfblood Roleplay of some sort * A dragon age setting