PLACEHOLDER Maybe your main pitch can go here? Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam lobortis ornare suscipit. Suspendisse sit amet pharetra risus. Proin et mattis enim. Pellentesque vulputate urna vel lacus lacinia, vel cursus ante convallis. Mauris vulputate sem nec lacus consectetur, eu pellentesque elit pretium. Pellentesque vel semper nisl. Nulla varius ex risus, eu porttitor nisi sodales suscipit. Curabitur id est eu dolor sodales sagittis. Integer aliquam at purus ut accumsan. In hac habitasse platea dictumst. Aliquam pretium facilisis efficitur. Suspendisse a fringilla sem. Donec ultrices fringilla facilisis. Suspendisse vitae mi sit amet tellus pharetra vehicula id a libero.
PLACEHOLDER Stuff about the setting or whatever, I don't know. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam lobortis ornare suscipit. Suspendisse sit amet pharetra risus. Proin et mattis enim. Pellentesque vulputate urna vel lacus lacinia, vel cursus ante convallis. Mauris vulputate sem nec lacus consectetur, eu pellentesque elit pretium. Pellentesque vel semper nisl. Nulla varius ex risus, eu porttitor nisi sodales suscipit. Curabitur id est eu dolor sodales sagittis. Integer aliquam at purus ut accumsan. In hac habitasse platea dictumst. Aliquam pretium facilisis efficitur. Suspendisse a fringilla sem. Donec ultrices fringilla facilisis. Suspendisse vitae mi sit amet tellus pharetra vehicula id a libero.
PLACEHOLDER Info on the characters you're looking for? Do what you want, I'm not your dad. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam lobortis ornare suscipit. Suspendisse sit amet pharetra risus. Proin et mattis enim. Pellentesque vulputate urna vel lacus lacinia, vel cursus ante convallis. Mauris vulputate sem nec lacus consectetur, eu pellentesque elit pretium. Pellentesque vel semper nisl. Nulla varius ex risus, eu porttitor nisi sodales suscipit. Curabitur id est eu dolor sodales sagittis. Integer aliquam at purus ut accumsan. In hac habitasse platea dictumst. Aliquam pretium facilisis efficitur. Suspendisse a fringilla sem. Donec ultrices fringilla facilisis. Suspendisse vitae mi sit amet tellus pharetra vehicula id a libero.
E X T R A S T U F F
Fuckin ....... Whatever. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam lobortis ornare suscipit. Suspendisse sit amet pharetra risus. Proin et mattis enim. Pellentesque vulputate urna vel lacus lacinia, vel cursus ante convallis. Mauris vulputate sem nec lacus consectetur, eu pellentesque elit pretium. Pellentesque vel semper nisl. Nulla varius ex risus, eu porttitor nisi sodales suscipit. Curabitur id est eu dolor sodales sagittis. Integer aliquam at purus ut accumsan. In hac habitasse platea dictumst. Aliquam pretium facilisis efficitur. Suspendisse a fringilla sem. Donec ultrices fringilla facilisis. Suspendisse vitae mi sit amet tellus pharetra vehicula id a libero.
In the forested realm of the Elves there are trees that stand taller than any castle, with fields of flowers so vibrant they defy any painter's palette. In the lands of Men, they build sprawling cities like the flow of a river, life and prosperity spilling from it's banks to coat the world with exuberant wonder. The Dwarves nestle grumpily in their mountain homes, polishing ancient monuments built by ancestors made immortal in memory, sitting atop vaults overflowing with the world's riches.
This story has little to do with those places.
Torvelt was a land abandoned by rational creatures long ago. It was a blasted place, a festering stinking one, that the rest of the world rightly forgot and moved on. A line of harsh mountains dominate the land, while the rest is equal parts wasteland and swamp. It is by no means a beautiful place, though some say it has a certain mean charm. For, eventually, some poor souls did decide to live there. They were the outcasts, the criminals, the so-called 'monstrous', and all of them with no other choice. The first king of Torvelt was little more than a bandit chief, but a crafty one at least. He claimed this unwanted place and decreed to the civilized lands, send your unwanted and hated here. In Torvelt, all debts and criminal records were forgotten, so long as one used their second chance wisely.
One hundred and fifty years passed from that time. That ancient contract still exists, welcoming those that need another chance, so long as they are prepared for hard work. Life in Torvelt is anything but easy. It crafts it's people into cunning, resourceful, and tough survivors. They are no stranger to horrible winters, famine, and plague. But now, a strange new malady besets the land of Torvelt, one never seen before...
It began in the villages. In the night, the inhabitants would change, sometimes by the townful and sometimes one by one. The afflicted could be known by the light of their eyes, a pale green glow like luminescent fog leaking from their eyesockets. Their skin would become sallow and all trace of their former selves would be gone. Some would be found outside, staring up at the sky, or huddled on their knees sobbing softly. Most would simply be gone, wandered off into the darkness and never seen again. The plague became known as the Fog, and there has been no cure found.
While the Fog ravaged villages, it had yet to travel to the densely populated area of Torvelt. Particularly, the capital city of Koprust, perhaps the only thing that could be called a city in Torvelt's inhospitable land. Even that bit of comfort was soon stripped away, when the King's own heir disappeared in the night. The only clues left behind were servants striken by Fog, unresponsive.
The next day a decree went out to the people. Assemble in the King's court, those brave enough, for a quest to find the prince and bring him home.
S E T T I N G
T O R V E L T , L A N D O F T H E D A M N E D Compared to other kingdoms, Torvelt may be considered sparsly populated. It has a single city, it's capital of Koprust, and much of the land is uninhabited. Arable land is rare in Torvelt. Much of it's countryside is either stony cliffs, overgrown forest, or marsh. While the mountains at the center of the country are rich in metals, mining them is quite a dangerous occupation. Forester is a more common profession, though not without it's dangers to be sure. The true export of Torvelt is it's mercenaries. While it may not be a beautiful place, it is beloved by those that have survived it's dangers.
K O P R U S T, T H E C A P I T A L C I T Y Wood, stone, and mud are the best words to describe Koprust. It's great walls are made of the wood of Torvalt's ancient forests, palisades of dark hardened lumber stretching for miles. Within is a city of tents, then wooden stores and houses as you grow closer to the center. In the heart of the city, past another set of walls, is a great stone castle that serves as the seat of the royal family. It is an old building, showing cracks in the masonwork like the wrinkles of a harsh matron, scowling down on the rest of the city. Koprust is a dangerous place for the complacent, but very rarely murderously so. Crime and punishment is taken seriously in the King's city. Most of Torvelt's citizens are on their second chance already, so a third is rarely given.
K I N G B R A N D T H E B R A V E The king of Torvelt is the latest in a line of royalty spanning centuries back, to the very first bandit chief that united the other roving gangs of the land. They are a notoriously scrupulous family. Their feast hall is plain, their silverware worn, and their clothing practical. In the land of Torvelt, it is both rude and unwise to show off one's wealth. King Brand is respected by his people, both as a warrior and a leader, after his numerous victories against invaders over the years. He does not take the battlefield any longer after suffering a hunting wound, instead raising his son Owen along with his wife Lianna.
M A G I C Arcane magic is a tangible resource of the world, that some people are able to tap into and shape into specific forms through intense study. Even sorcerers that are born with some magical heritage still must train themselves to shape that power into a form to control it. These forms can be seen as arcane words, hand motions, components such as crystals or powders, even a wand is just a form of focusing device to give the magical spells life. Without these things, magical spells cannot be cast at all. At worst, skipping any of these things can result in a surge of unforseen 'wild' magic, that can leave it's user permanently impaired or dead. It is no mistake that most powerful wizards or sorcerers have decades of study under their belt.
In Torvelt, however, magicians of any sort are quite rare. For one reason, there are no formal colleges or places of study devoted to the arcane. This is simply out of prudence. The majority of Torvelt's residents are warriors without much interest in the field of the arcane, and such arcane colleges are expensive and dangerous. A healthy bit of superstition has cropped up among the commoner populace as well, but not unfounded. A single nefarious wizard can do far more harm than any number of brigands. Those that do practice magic are wise to keep themselves on good behaviour while in Torvelt... at least in public.
Players choosing to play a magic-user will have to complete a few extra steps to character creation. This is just to ensure that everyone understands the added responsibilities of wielding literal magic in the setting.
Sorcerers, Warlocks, Bards and Wizards are all Magic-user classes. If playing one of these classes, you'll have to fill out a little extra section of the CS. This section is for selecting your spells.-
Each character will begin the roleplay with three 'known' spells in their arsenal. These won't be plot-breaking spells, such as calling down meteors or ressurrecting dead people, but still powerful. I'm thinking more akin to shooting a bolt of lightning, turning invisible briefly, or some things along those lines. If you aren't sure, just ask if your idea is alright. If you're familiar with D&D, I'm talking 3rd level spells, basically.
Never use magic to control the actions of other players or NPC's unless given express permission.
C H A R A C T E R S
R A C E S Torvelt is a land with a very strange make-up of peoples, compared to other kingdoms. Where certain beings are despised for being more 'monsterous' than others, they are welcomed in Torvelt as long as they live peacefully and contribute to society.
H U M A N The most numerous species of the realms, possessing no great physical aspects and relatively short-lived, but prone to feats of greatness through sheer determination. Most common.
H A L F - E L F A common pairing, as humans and elves often mingle with one another. Half-elves are largely human, but possessing a fragment of elven longevity and grace, as well as traditionally being more slender. Fairly common.
E L F The People, as some simply call them. Elves are known for being ancient protectors, philosophers, and poets. They live far longer than humans, are unbelievably graceful, and are also quite slow to act or even show emotion. A bit rare.
D W A R F Stalwart miners and warriors of the mountain realms. Dwarves don't live quite as long as elves, but still for multiple human lifetimes. They are short, very stocky, and hairy. Their moods are notoriously dour, but they hold their agreements as sacred. Uncommon.
H A L F L I N G The small folk, humanoid beings usually shorter than a dwarf. They're known for being excellent scouts and sneaks, with large feet and larger appetites. Uncommon.
H A L F - O R C Often the progeny of unfortunate circumstances, half-orcs are tall and muscular humanoids that often struggle with complex human emotions. This doesn't mean they're more prone to violence. They can still be the most valuable of friends. A bit uncommon.
M I N O T A U R Bull-headed, gigantic, and hooved beings that are feared in other realms for their immense strength and hot tempers. Minotaurs are stoic creatures with simple beliefs, until raised to anger. Enraged minotaurs are terrifying forces of nature, rampaging with abandon. Rare.
B I R D F O L K Winged and feathered creatures, that stand with humanoid bodies and bird-like heads. The birdfolk are known by many other names, and have a mystical and secretive culture. They are less resilient than other races, but their agility in the air is dazzling. Quite rare.
T I E F L I N G Those with some measure of demonic heritage in their bloodline may, sometimes, be born as Tieflings. In Tieflings, normally dormant demonblood manifests itself in strangely colored and scaled skin, tails, and even horns. Uncommon.
H A L F - G I A N T Those with a bit of giant's blood in them are, predictably, larger than other humans. They are powerful and tall humanoids, sometimes with oddly colored skin, but this is in exchange for a very slow and simple intelligence. Very rare.
D R A G O N B O R N Imposing humanoid figures, with scaly skin and reptilian heads, the offspring of dragons and men. Some can breathe fire or spit acid, as well as be more resilient to certain things, depending on their heritage. Rare.
C L A S S E S These have absolutely no mechanical aspects to them at all, they are merely for flavor.
B A R B A R I A N A wild warrior with little formal training, but no less dangerous for their intense battle rage and strength. Not uncommon to find in Torvelt.
B A R D A musician of a sort, with such a talent for music that they have crafted it into a unique form of magic. Somewhat uncommon in Torvelt.
C L E R I C A priest, serving any number of deities of the land, calling upon it's blessings and rites to aid others. Somewhat rare in Torvelt. (Create your own deity, will require approval before playing)
D R U I D A person so devoted to the ways of nature that they have abandoned most vestiges of civilization, and serve ancient nature gods or spirits instead. Not totally uncommon in Torvelt.
F I G H T E R A more traditional soldier that has trained ceaselessly with nearly every variety of weapon one may find on the battlefield. Rather common in Torvelt.
M O N K An ascetic warrior, one that trains their body not just for combat but for understanding of one's very limits, often forgoing weaponry altogether. Somewhat rare in Torvelt.
P A L A D I N A crusader, a warrior directly serving a deity and doling out it's wishes with the end of a sword. Somewhat rare in Torvelt. (Create your own deity, will require approval before playing)
R A N G E R A hunter, one more at home in the woods than the city, that is quite adept at the bow and very difficult to spot. Quite common in Torvelt.
R O G U E A thief, a thug, an underhanded ne'er-do-well, a rogue is all manner of sneaky and dishonorable person that uses subterfuge for gain. Quite common in Torvelt.
S O R C E R E R A magic user that harnesses an inborn power of some sort, usually from their bloodline, often volatile by nature. Somewhat rare in Torvelt.
W A R L O C K A magic user that has gained magical power in exchange for contract with some otherworldly being, normally devilish in nature. Uncommon in Torvelt.
W I Z A R D A magic user that has spent many years carefully studying the intracicies of magic in order to cast a wide array of spells. Quite rare in Torvelt.
C H A R A C T E R S H E E T
stuff here
R U L E S
1. Don't be a dick. This is my first rule for all the roleplays I run, and the most important. Be cool to others and have fun. Still not sure when you're being a dick? Don't worry, I'll let you know.
2. While this is an 18+ rp, that rating will mainly be for violence and some adult themes. Romance is pretty unlikely in this plot, and definitely not a focus.
3. Remember to follow all the normal rules of the Guild, and any RP forum you've been on. I'll be playing the role of GM mainly, which means I'll be controlling several NPC's throughout the course of the story. I'll have full control of their actions. Don't control any characters unless you've been given permission.
4. There will be no posting order, but just trying to give everybody a chance to respond to whats going on before you make more posts and move on. Some people don't post as often as others, that's fine, but we're all trying to make a good story together. When it's time to change scenes, I will make a GM post to move us along.
Q: Can I play a character of a race that's not on the list? A: Your answer here.
Hi my name is Ebony Dark’ness Dementia Raven Way and I have long ebony black hair (that’s how I got my name) with purple streaks and red tips that reaches my mid-back and icy blue eyes like limpid tears and a lot of people tell me I look like Amy Lee (AN: if u don’t know who she is get da hell out of here!). I’m not related to Gerard Way but I wish I was because he’s a major fucking hottie. I’m a vampire but my teeth are straight and white. I have pale white skin. I’m also a witch, and I go to a magic school called Hogwarts in England where I’m in the seventh year (I’m seventeen). I’m a goth (in case you couldn’t tell) and I wear mostly black. I love Hot Topic and I buy all my clothes from there. For example today I was wearing a black corset with matching lace around it and a black leather miniskirt, pink fishnets and black combat boots. I was wearing black lipstick, white foundation, black eyeliner and red eye shadow. I was walking outside Hogwarts. It was snowing and raining so there was no sun, which I was very happy about. A lot of preps stared at me. I put up my middle finger at them.
“Hey Ebony!” shouted a voice. I looked up. It was…. Draco Malfoy!
“What’s up Draco?” I asked.
“Nothing.” he said shyly.
But then, I heard my friends call me and I had to go away.
Morbi vitae neque urna. Curabitur in efficitur nunc, ac egestas justo. Nam vestibulum rutrum dui, nec tincidunt turpis dignissim non. Suspendisse ultrices pulvinar purus eleifend ornare. Nam sed sodales diam. Sed sapien enim, bibendum eget aliquet nec, euismod eu tellus. Integer a nisi a metus lacinia sagittis vitae vitae ligula. Nunc laoreet eu velit fermentum sollicitudin. Curabitur suscipit, ex nec fringilla tincidunt, quam massa suscipit justo, mollis malesuada ex odio quis enim. Praesent non dui enim. Pellentesque congue mattis libero quis pellentesque.
....................
Morbi vitae neque urna. Curabitur in efficitur nunc, ac egestas justo. Nam vestibulum rutrum dui, nec tincidunt turpis dignissim non. Suspendisse ultrices pulvinar purus eleifend ornare. Nam sed sodales diam. Sed sapien enim, bibendum eget aliquet nec, euismod eu tellus. Integer a nisi a metus lacinia sagittis vitae vitae ligula. Nunc laoreet eu velit fermentum sollicitudin. Curabitur suscipit, ex nec fringilla tincidunt, quam massa suscipit justo, mollis malesuada ex odio quis enim. Praesent non dui enim. Pellentesque congue mattis libero quis pellentesque.
....................
Leader Second in Command Rebel Loyalist Protector Detached Traitor Double Agent Diplomat
OCCUPATION
OWNER This role has already been claimed by yours truly so toooo baaad. Her name is Miss Black and she's a witch. Can you tell I'm waffling so I can fill in this little paragraph of filler text? I really just want to see how it looks once I've got more stuff here, that's all. I swear. Okay maybe this is enough now, let's hit preview and see.
RECEPTIONIST
BARTENDER
COOK
MAINTENANCE
HOUSEKEEPING
BELLHOP
GUESTS
....................
◆ Rule number one
◈ Sub-rule number one ◈ Sub-rule number one point two
◆ Rule number one
◈ Sub-rule number one ◈ Sub-rule number one point two ◈ Sub-rule number one ◈ Sub-rule number one point two
We've all heard the story of Atlantis; that of a utopian island said to be inhabited by a nation of people in possession of advanced knowledge and the favour of the gods. But it didn't last ... Eventually they were punished for their hubris and Atlantis was sunk into the ocean deep, never to be seen again.
At least, that's the Muggles version. The truth is a little different.
In reality the island of Atlantis was a land of wizards, it's city a bastion of magical research and philosophy. However, at some point in time, the non-magical world became a bit too aware of the mystical place off their shores. That was when it was decided that the island had to be moved, far away from prying eyes.
Atlantis was transported to the Atlantic ocean, to a place that would come to be known as the Bermuda Triangle. It sat in isolation for many years, before slowly being forgotten. Time moved on and the wizarding world did too, before an enterprising group of wizards remembered the mythical island. It would be the perfect place for their dream, an entirely international and neutral wizarding school for any wizard in the world to come learn.
Ten years ago, three wizards from different corners of the world met together on the abandoned island of Atlantis. Now a place of empty buildings and tropical overgrowth, it's school of magic was still largely intact. The School of Atlantis was quickly set up to cater to all wizards, from anywhere in the world, regardless of everything except a willingness to learn.
SETTING
THE WORLD AT LARGE The year is 2010. It's been twelve years since the defeat of Voldemort at Hogwarts, and ten years since wizards returned to the island of Atlantis for the first time in centuries.
ATLAS ACADEMY At the center of the island of Atlantis is a grand tower and various outbuildings, what has become the grounds of the school of magic. Though ancient, it is surprisingly well-kept and beautifully designed. Teal, taupe, and coral at the dominant colors of the school, with rounded, smooth buildings that evoke the feeling of flowing water.
THE CITY RUINS A large city of empty, dilapidated buildings surrounds the school grounds. In recent years a few members of the wizarding community have started to repopulate the island, mostly business owners who cater to visiting students. But much of it remains uninhabited, and it can be unwise to wander about alone... which of course doesn't stop a few of the more rebellious students from doing so.
THE ISLAND Outside of the ruined city is a large tropical island of great beauty, with a lush landscape and pristine beaches. It's also inhabited by many varieties of magical creatures that are drawn to the island.
ATLAS ACADEMY
Since day one, Atlas has been focused on catering to a worldwide selection of students. Rather than being selective or elite, the school seeks out those that need a fresh start for any variety of reasons. On top of this, the island of Atlantis is welcome to any werewolf wizards, commonly shunned from other parts of the magical world. The three founders, Velile Tambo, Felicia Stoica and Matt Shui, dedicate themselves to fostering a place of inclusivity and redemption for their students. The three of them form a council to lead the school equally, rather than having any one headmaster as is traditional. As of 2010 there are 226 students registered at Atlas Academny, a number that's growing with each passing year.
HOUSE TAMBO Velile Tambo, a wizard hailing from southern Africa, leads her house with zeal and focus. Their house color is teal, and their emblem is the great white shark. House Tambo is known to be full of the courageous and those with strong moral codes.
HOUSE STOICA Felicia Stoica, from Romania, prizes knowledge and curiosity in her house. Their house color is coral and their emblem is the octopus. House Stoica is synonymous with students top of their class, those that are often found nose deep in a book.
HOUSE SHUI Matt Shui is an American wizard with a notoriously large heart and big smile. Their house color is taupe and their emblem is the seagull. House Shui are the glue that brings the other two houses together, those selfless people that put others first.
SCHOOL GROUNDS In the center of the campus is the great tower of Atlantis, a gorgeous spire of smooth rock, where most of the classes and learning takes place. About it are many connected buildings, the largest of which serve as the co-mingled dorms. Rather than separating the houses into their own living areas, students are encouraged to mingle with each other and foster a sense of community. The mess hall is at the base of the tower, a large room of four tables set into the ground.
REEF'S END QUIDDITCH PITCH The quidditch field of Atlas Academy isn't actually a field at all, but rather rings floating above the raging ocean itself. Many a quidditch player has gotten a surprise bath after losing their seat from the impact of a Bludger.
CLASSROOMS & STAFF QUARTERS With the exception of Herbology and Care of Magical Creatures, all classrooms are located inside the tower of Atlantis. They boast a gorgeous view of the entire island and the ocean beyond, as well as a small but comfortable suite of rooms connected to each one. This is where the teachers sleep and spend their free time.
These are the teaching positions available for you to choose from. Please note that if you decide to play a teacher, they must be of an appropriate age to hold this position. When deciding on their age and history, consider the education and life experiences needed to even be considered for the job.
Astronomy
Charms
Defense Against the Dark Arts
Flight Instructor / Quidditch Coach
Herbology
History of Magic
Potions
Transfiguration
Electives (third-years and up)
Arithmancy
Care of Magical Creatures
Divination
Muggle Studies
Studies of Ancient Runes
Sixth and Seventh Years
Advanced Arithmancy Studies
Alchemy
Ancient Studies
Apparition
Counselor
Caretaker
Gamekeeper
Matron
Nurse
Librarian
Security
RULES
◆ Guild rules apply.
◆ Players must be 18 or older in order to join. Although this is not a dark-themed roleplay, I encourage plots with deeper and potentially difficult subject matter.
◆ All characters must be;
◈ Completely original. There can be no relation, however distant, to existing canon characters. ◈ 18 or over. Students are strictly NPCs and will therefor not be playable. ◈ Of an appropriate age to hold their current staff position.
◆ You may play up to 3 different characters.
◆ Don't break the world. Stick to canon in terms of past events, spells, etc.
◆ All images used must be of either real life, well-known celebrities or realistic artwork. Anime images will not be accepted.
◆ Posts must be a minimum of one paragraph long, written in third person, past tense.
◆ There will be no set posting order. I simply ask that you give others a chance to respond before posting again.
◆ And most important of all, be nice to each other. OOC drama will get you hit with a Howler and expelled from the roleplay.
CHARACTER SHEET
[hider=CHARACTER NAME] [center][indent][ hr][b][color=bc8dbf][center][h3][sup]YOUR CHARACTER QUOTE GOES OVER HERE[/sup][/h3][/center][/color][/b][ hr][/indent] [indent][img]AND YOUR CHARACTER IMAGE GOES HERE[/img][/indent][/center] [indent][ hr][b][color=bc8dbf][center][h3][sup]DETAILS[/sup][/h3][/center][/color][/b][ hr][/indent]
[indent][indent] [b]Name:[/b] Their full name, including any nicknames they may have. [b]Age:[/b] How old are they? [b]Pronouns:[/b] He/she/they/them? [b]Blood Status:[/b] Pureblood, half-blood, muggle born, etc.
[b]Nationality:[/b] Where are they from? [b]Alumni:[/b] School name, house (if applicable) [b]Wand:[/b] Length, wood, core, flexibility. [/indent][/indent]
[indent][indent] [b]Occupation:[/b] What is their official title? [b]Class:[/b] Which class do they teach? [b]Club:[/b] If they wish, teachers can run a club. Feel free to make one up or pick something as seen in the novels. [b]Years At The School:[/b] How long have they held their current position? [/indent][/indent]
[indent][indent] [b]Appearance:[/b] One paragraph minimum.
[b]Personality:[/b] One paragraph minimum.
[b]History:[/b] Two paragraphs minimum. [/indent][/indent][/hider]
Please PM me your completed character sheet. Do not post it in the Character tab until you've been approved.
When filling out your character sheet, please make sure to remove the spaces from the hr tags in order for them to show up properly. If you need any help with the code, don't hesitate to PM me and I'll be happy to fix it for you.
Thank you to my wonderful husband @Jeremor for helping me out with this when writer's block kicked my ass.
Let him not vow to walk in the dark, who has not seen the nightfall.
Welcome, weary traveler. It appears you've stumbled onto an original medieval fantasy roleplay. Big beasties, dangerous magic and a post-apocalyptic world are just a few of the tasty treats waiting for you. Add to that a sense of realism, balanced characters and more grit than you can shake a stick at and you've got yourself a little something called Nightfall. Read on to find out more.
Setting
Morbi vitae neque urna. Curabitur in efficitur nunc, ac egestas justo. Nam vestibulum rutrum dui, nec tincidunt turpis dignissim non. Suspendisse ultrices pulvinar purus eleifend ornare. Nam sed sodales diam. Sed sapien enim, bibendum eget aliquet nec, euismod eu tellus. Integer a nisi a metus lacinia sagittis vitae vitae ligula. Nunc laoreet eu velit fermentum sollicitudin. Curabitur suscipit, ex nec fringilla tincidunt, quam massa suscipit justo, mollis malesuada ex odio quis enim. Praesent non dui enim. Pellentesque congue mattis libero quis pellentesque.
The Plot
Text here.
Lore
Text here
Characters
Text here.
Rules
◆ Play nice. This is a blanket rule that covers everything from harassment and discrimination to basic dick-ishness. Don't do it.
◆ Character creation;
◈ All characters must be over the age of 18. ◈ For their appearance, an image and text description is required. Real-life face claims or realistic art only. ◈ When creating your characters, keep a balance between power and weakness, success and failure.
◆ Posts must be a minimum of one paragraph long, written in third person, past tense. There is no maximum length, but I value quality over quantity - especially in fast-paced scenes when it's more important to keep things moving at a steady pace.
◆ For now there is no posting order. Simply make sure that at least 2 people have posted in the IC before making another post yourself.
“All cities are mad: but the madness is gallant. All cities are beautiful, but the beauty is grim.”
Plot
━━━━━━∘☽༓☾∘━━━━━━
This is a test.
test
Setting
━━━━━━∘☽༓☾∘━━━━━━
This is a test.
test
Aurora's Realm Shop
+ 4 GOLD Information on the building.
Blackstaff Tower
WIZARDS Info
Builder's Hall
+1 BUILDING Info
Castle Waterdeep
+1 INTRIGUE CARD info
Cliffwatch Inn
+1 QUEST +2 GOLD Info
Field of Triumph
WARRIORS info
The Grinning Lion Tavern
ROGUES Info
The Plinth
CLERICS Info
Waterdeep Harbour
PLAY INTRIGUE CARD Info
Characters
━━━━━━∘☽༓☾∘━━━━━━
This is a test. Blah blah.
CLERIC
This is information about the cleric class.
WARRIOR
This is information about the warrior class.
ROGUE
This is information about the rogue class.
WIZARD
This is information about the wizard class.
HUMANS
Information on humans.
DWARVES
Information on dwarves.
ELVES
Information on elves.
HALFLINGS
Information on halflings.
HALF-ELVES
Information on half-elves.
GNOMES
Information on gnomes.
Half-Orcs
Information on half-orcs.
Tieflings
Information on tieflings.
Name Image Quote
Race: Class:
Age: Pronouns: Sexuality:
Appearance: One paragraph minimum. A thorough description of their physical appearance, including details such as height, eye colour and any distinguishing marks such as scars or tattoos.