Hidden 10 yrs ago Post by Avanhelsing
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Uhh was I just not wanted here? I loved the old rp before it died suddenly. Can I return?
Hidden 10 yrs ago Post by Nallore
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Nallore RPG's Grope Master & Taco Hunter. :P

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I'm doing well thanks. :) I would post but i'm waiting on Tsu's post but i'll be on for most of the night.
Hidden 10 yrs ago Post by Vicier
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Vicier Demigod at heart <3

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GROUP TITANPAD everyone, here you go https://titanpad.com/pCk0aKeS67 Hop in, choose your color! Dark Red, Green, and Purple are taken already!!
Hidden 10 yrs ago Post by YoshiSkittlez
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Hey, co-gm here... @Avanhelsing *Points to roleplay title* Invite only. Please and thank you!
Hidden 10 yrs ago Post by Nallore
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Nallore RPG's Grope Master & Taco Hunter. :P

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Good morning every one. :)
Hidden 10 yrs ago Post by Vicier
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Vicier Demigod at heart <3

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New character guys, Kida is up and ready to go! Check her out in the Characters page if you want!
Hidden 10 yrs ago Post by Nallore
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Nallore RPG's Grope Master & Taco Hunter. :P

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Kida is awesome Vic. :)
Hidden 10 yrs ago Post by Nallore
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Good afternoon everyone. :)
Hidden 10 yrs ago Post by YoshiSkittlez
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Name: Mwoga Other Names: Prince of The Pride Lands, The One True King, Little Lion Real Name: Simba Lionhart Age: 20 Occupation: None Appearance - Thirteen Years Ago (Age Seven): Appearance - Today (Age Twenty): Personality Traits: As a child, Simba was a very curious, adventurous and almost foolishly brave young man, always looking for something fun to do. He was exceptionally energetic and rambunctious, turning even the scariest of places into a fun adventure. Feeling like he always had something to prove to his father, Simba would sometimes throw himself into dangers way for no reason other than proving his bravery where his arrogance, mischievous and cheeky attitude often times got him into a lot of trouble. Born a royal, he was brought up knowing that one day he would be king and reveled in the knowledge that one day he would rule everything, looking forward to the day when he could order around his subjects. Despite his rather pompous attitude, Simba also had a good heart and longed to become the wise king that he saw his father as and hoped that one day he could become just like him, feeling absolutely beside himself any time he managed to disappoint his father. However, everything about Simba changed when he witnessed his Uncle murder his father in cold blood. Suffering from severe emotional trauma, blaming himself for his father's murder, Simba became withdrawn and depressed, no longer putting value in his own life. It took a few years of isolation outside of The Pride Lands for him to forget about his past and move on with his life. Over the years Simba picked up a happy, carefree lifestyle, thinking nothing of his responsibilities back home. He developed somewhat grotesque habits such as burping and eating bugs, becoming sedentary and stubbornly refuting of his past life. Years of isolation made him no longer see the need to help others (humans), preferring to lock himself away in bliss with his animal friends rather than face the harsh reality of day-to-day life in civilization. Any time he is reminded of his past, Simba is quick to become defensive and oftentimes has bouts of anger that isn't directed towards anyone but himself, but ends up hurting others anyway making him feel more guilty than before.
Skills: Simba is incredibly fit and athletic, making the mundane tasks of day to day life fairly easy on him as well as harder tasks such as lifting and throwing heavy objects, scaling difficult terrain such as rock walls and steep inclines, and running great distances without tiring almost second nature. He's got a powerful second wind so long as he can control his energy though he can't always depend on it. He's very proficient and can fend for himself in almost any part of the world so long as he has the means to make tools for his survival. One of the more unique skills Simba possesses is a particular gift he was given at the young age of seven years old. On his right palm lay a scar in the shape of a lion cub that when near any living, breathing animal, glows a soft blue color alerting Simba that he is near someone who he can bond with. This bond gives Simba the ability to enter the mind of an animal and control it's actions, though controlling the animal is much easier to do if a bond has already been created and strengthened over time. The animals harder to bond with are those of their own strong will, such as lions, leopards, crocodiles and so on, as the easier ones such as jack rabbits, birds, and hippos have a lesser mind and though may not be able to hold as good as a conversation as the others, are easier to control. The interaction between Simba and the animal he is currently bonding with will influence both personalities, for example Simba will take on the characteristics of a lion (such as a true roar) while the lion in turn could have a hankering for some fruit rather than meat. This gift has only been tried on animals, as Simba has not yet had the opportunity to test it on another human being. Simba can reach out his mind to bond with animals he has already created a link with, and can converse with them over large distances; the stronger their link, the further they can communicate. So long as this bond is in effect, Simba can see, feel, taste, hear, smell everything the animal can; as if his soul and the animals soul have become one being. If the animal in which he is bonding with is killed, Simba feels the pain and is forced back into his own mind where the traumatic experience of death will remain in his mind though only 'true death' can be achieved is if Simba is completely and fully within his own mind at the time of the strike. Biography (Before Earth): Born the first and only child of King Mufasa and Queen Sarabi, Simba was brought up in a very rich, provided-for life, never having to want for anything. He was a curious young boy, always wanting to soak up any and all information he could as well as trying to walk in his father's every footsteps so that one day he could become a great King like him. At the age of seven, Simba was put into his father's army to begin his training; the age in which all eligible boys were able to join. At first Simba was excited; he yearned to learn how to fight and defend himself, not to mention the War General was his very own Uncle Scar who he looked up to considerably. But then everything changed when Simba stumbled upon a meeting between Uncle Scar and a few other of the higher ups, planning the murder of The King - Simba's father. Frightened and unable to understand his Uncle's reasoning, Simba returned home to tell Mufasa everything he had overheard, giving the King plenty of time to prepare for Scar's attack. True to their plan, Scar did indeed attempt to take over the castle but Mufasa was ready and Uncle Scar was apprehended and put into an isolated prison. A feast was held in Simba's honor that night, but Simba didn't feel very heroic. His Uncle had betrayed his trust, something the seven-year-old boy couldn't quite comprehend but to keep from disappointing his father, he put on a face and tried to enjoy the festivities anyway. His father's Shaman, Rafiki, called the attention to the room to bestow the young prince with a gift; a blessing. After Mufasa's approval, Rafiki approached Simba and took both of Simba's hands in his own. The Shaman murmered a few things which Simba did not understand completely, but being taught the ancient language of his people he was able to pick out a few choice words such as 'blessing' 'hope' and 'life.' Something changed in Simba then, a slight tickling feeling in his palm which forced the young prince to look at his hand. A wash of blue light encased his entire palm and with a sudden flash of white light it had all disappeared, but in it's stead was a scar in the shape of a lion cub that seemed to pulse with an energy that he did not understand. Over the next couple of months, Rafiki took it upon himself to teach Simba the ways of life, how everything was connected and about the gift that he had since bestowed upon him; the ability to bond. His training with Rafiki was cut off short, however, when one night as Simba was sneaking about to play in the halls of his castle, he caught the shadow of a hulking figure heading towards his father's throne room. Curious, Simba followed. Catching up to the shadow, he realized suddenly that it was his Uncle Scar, who had since been banished from The Pride Lands but Simba said nothing, trusting that his Uncle had been invited so that he and his father could work things out and everything could be the way it was before. But he was wrong. Watching from the shadows, like the coward he realized he was, he saw his father fall as Uncle Scar withdrew the blade from his ribs. His mother was screaming, begging for mercy but Simba didn't stick around any longer to see what happened. He ran, and he never stopped. Thirteen years later, Simba now has a very comfortable, isolated life on the outskirts of the Pride Lands where he has very little contact with other humans. He has made a series of friends over the years, his first and best friend, a red warthog named Pumba (who he had learned about through his bonding skill) provided to be a constant companion, as he and Pumba had very much in common with having deserted their families and their near-constant companion Timone. Simba has a deep connection with all the land around him, but more specifically it's wildlife. He only hunts when he has to, and only animals of which he hasn't already bonded with (mostly fish and other small-game) and has no plans of returning home to see what has become of his home or his family, constantly blaming himself for his father's ultimate death. Biography (Life On Earth): Simba never went to Earth, and has no idea the place even exists. Other: Simba wears a ring on a necklace, a gift he received as a child from his mother with his name inscribed on the inside as well as the name of his father and mother, all interconnected in what his mother calls 'the circle of life'. He wears it to this day as a reminder that everything has it's beginning and everything has it's end, but the time in-between is entirely up to him. Theme Song: "Life Won't Wait" By Ozzy Osbourne.
Hidden 10 yrs ago 10 yrs ago Post by tsubasa
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Name: Aurora Rose Other Names: Briar Rose Real Name: Princess Aurora of England Age: 19 Occupation (If Any): N/A Appearance - Thirteen Years Ago (Age 6): Appearance - Today (Age 19): Personality Traits: Aurora is a very kind and friendly person, she is loved by all those she meets as the fairies said when she was born. She is quite poised for a girl who has spent most of her life as a captive of an incredibly twisted woman. However, she has not been unaffected by her ordeal. She is quite shy and is very easy to scare. Aurora is ultimately a very loving person, willing to trust most anyone, even the woman who easily threatens her life. This has gotten her into some sketchy situations but Maleficent has often swept in saved her, which might be part of the reason that she does trust her. Skills: Aurora has a lovely singing voice thanks to the second gift from the fairies. Biography (Before Earth): A celebration was thrown after Aurora's birth to King Stefan and Queen Leah where all were invited to meet their new Princess. All but one. When the festivities began three fairies, by the names of Merryweather, Flora, and Fauna, approached the crib annoucing that they wished to bless the child with their gifts. Flora approached first and blessed the Princess with the gift of beauty and grace before Fauna blessed the young girl with the gift of song. As Merryweather moved to bless the child, a dark figure entered the large throne room with a wicked grin. Maleficent, a dark witch, was unimpressed by her lack of an invitation to the celebrations. She laughed darkly as she approached the crib informing those who looked upon her that she had a gift to 'bless' the child with. King Stefan placed himself between his daughter and the evil woman and commanded her to leave his castle. The woman thought little of his orders and after tossing him to the side, looked down on the baby giggling in the crib. She smiled before commanding the attention of those in the room, "Listen well, all of you. The princess shall indeed grow in grace and beauty, beloved by all who meet her. Before the sun sets on her sixteenth birthday, she will prick her finger on the spindle of a spinning wheel, and fall into a sleep like death! A sleep from which she will never awaken!" Then she left, leaving the King and Queen in horror. Merryweather quickly moved to Aurora's side and informed her parents that she could not lift the curse but she could change it to avoid death causing the girl to merely fall asleep until True Love Kiss found her. Still, in fear, King Stefan banished all spinning wheels from his kingdom to keep his daughter safe. The safety did not last long though for on her 6th birthday, Maleficent returned again. With much resistance, she managed to steal away the Princess and brought her back to her palace after she lost the woman she viewed as a mother (although, she never shared this fact with Aurora). Aurora spent ten years of her life fearing the day when she turned sixteen as she remained trapped in the clutches of the very woman who her parents hand been trying to protect her from. However, when her birthday came around the corner, Maleficent changed her mind about the girl's curse. She called the girl to her and informed her that she would not be falling asleep on her sixteenth birthday but that did not mean she was removing the curse. Instead, Maleficent chose to modify her curse to allow her to choose when it was that Aurora would fall asleep and has been holding that very fact over her for the last three years. Since Aurora has not once dared to escape and even when permitted out of the palace walls to run messages or errands for her Queen, she does dare tred off the path that Maleficent set in fear of her curse. Biography (Life On Earth): Aurora was stolen away from her family by Maleficent before she had the chance to be sent to Earth by her family. Theme Song: Gravity by Sara Bareilles
Hidden 10 yrs ago Post by Vicier
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Hey everyone! Please take another look at the first OOC post! There have been some additions! I have added in a map to the Fairy Tale World, and plan on doing one for Wonderland, and another land (can't remember the name of it while I am typing this up). As the roleplay goes on and new characters come into it, (if they are unable to be in any pre-made lands) I will be sure to add in the land they need! So please, let me know what you think about the map! I hope that it helps out a bit more when it comes to seeing where the characters are and what they need to do to get to where they have to go! OH!! And remember!! If you're travelling by ship... Watch out for Monstro!! He never stays in the one place!! Thanks for your time! Vicier~
Hidden 10 yrs ago Post by YoshiSkittlez
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Alan's reaction upon hearing the name Monstro:
But yeah, map looks good baby :) Though, you forgot Pleasure Island. Alan: Don't tell me Pleasure Island isn't real!
*Also I might have a slight idea for a villain based there for further down the road
Hidden 10 yrs ago Post by Vicier
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Vicier Demigod at heart <3

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Wonderland Map is up to look at!
Hidden 10 yrs ago Post by Vicier
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Halloween Town World Map up to look at!!!
Hidden 10 yrs ago Post by tsubasa
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Name Robin Hood Real Name Phillip de Monte (He has not gone by this name since he was a child) Age 24 Occupation (If Any) Thief Appearance - Thirteen Years Ago (Age 11) Appearance - Today (Age 24) Personality Traits Robin is brave and at times shows lack of care of his own life. This being said he is incredibly protective of those who he deems close to him, even those who are older and are more than capable of protecting themselves. He would gladly throw himself in the way of a bullet and sacrifice himself for anyone he holds dear. These feelings are not unrequited though for those who stand beside him would quickly show him the same courtesy. He is quite intelligent and calculating but he is quick to think on his feet which has gotten him out of many scrapes before. Robin is still young and from that he can be juvenile and despite his brain he sometimes doesn't think before he does. He is fueled by revenge which does, at times, cloud his judgement. Despite the anger inside him, he keeps quite a cool head but is more willing to fight it out verse talk it out. Having been raised to the age of eleven as a noble man's son, some noble mannerisms have stuck with him. Chivalry being one of the major ones. Skills Robin Hood is a master at archery as well as fighting with a sword, the latter of which he began to learn from a very young age. Although, hand to hand combat is not his strong suit, he is capable of fighting without a weapon. Hood has a soft footed walk, allowing him to easily sneak around without detection. He can pick locks with easy and is an escape artist. Robin is a natural leader has easily convinced men and women much older than himself to follow him. Biography (Before Earth) Phillip de Monte was once a nobleman. He once had land to his name and a title before it. However, thirteen years ago, Maleficent's men stormed his home and killed everyone inside. His father had little warning and quickly set to protecting his son. Phillip might have died as well, had his father not hidden him away in a hidden room behind a bookcase, allowing himself to be struck down in an attempt to fight in the other room. When silence washed over the house, no screaming or yelling to be heard, Phillip snuck out. He ran to his father and pulled the dead man's head into his chest as he cried quietly. He did not understand why they had been attacked... Why they had taken his father from him. He started to walk around the castle, searching for any living soul. He found nothing but the dead bodies of his mother, sister, and their loyal servants, all who had attempted to resist the men. As Phillip ventured down the stairs he heard laughter and quickly hid himself. Clad in black armor, Maleficent's men sat at his table, drinking his father's wine and cheering to their death. "The boy... did we find him?" He had heard one of them say in a gruff voice before another replied "Just tell The Queen he's dead with the rest of then." Phillip did not stick around much longer before he snuck into the kitchen and out the back door. He sprinted with all his might to the trees and disappeared into the forest. He spent months alone in the forest, starving and blaming himself for his family's death. When he stumbled upon gathering of rather jolly men. The men took pity on the young boy, who refused to give them a name, and took him into their fold, naming and teaching him to hunt with a bow and arrow. Phillip picked up on the task quite quickly and within a few years had mastered the art. However, Phillip was not happy living his days in hiding. As him and the merry men, traveled through the woods, they often came upon towns and villages that were in near ruin thanks to the Queen's men or taxes. At the age of 18, Phillip took it upon himself to help the people and looked to the men he was living with for help. It took a bit of convincing, offering to be the one without a horse for a full week or to make their shelter and fire for the next few times they found a place to stop. So the next time the men came, Phillip and the jolly men were ready for them and showed them resistance they had not been expecting. With little fighting, the soldiers retreated and the town celebrated. The celebrations did not last long before the soldiers were back with more men and beat Phillip and the men to a pulp. Seeing Phillip as the leader, they took him into custody as they burned the town leaving the people to burn with it. It was then that Phillip learnt that fighting might not always win. The Queen had an army with more trained soldiers than most any town that they attacked could supply. These people didn't need an army... They needed money. Dragged to some outpost, they tied Phillip to a chair and beat him brutally, trying to beat him into some kind of submission. However, when they finally let the boy be, he threw himself out of his chair and slowly dragged himself across the ground until he reached a table with many blades laid out on it. Struggling to his feet slightly, Phillip turned and grabbed one of the knives and cut into the ropes that held him captive. Once free, the boy had every intention to escape but thought back to his revelation hours prior. With a grin on his face, he quietly snuck around the room, grabbing a bag and stuffing anything that looked to have some kind of value into it. Being a cocky, he did not leave with his bag full of treasure just yet. He slipped out into the hall and began to steal the bounty of riches that the outpost held. When his bag became so heavy that he feared he would not be able to carry it back to the village, he snuck into one last room where he found a beautiful bow and quiver. Smiling, he gathered them both onto his back and ran to the window to look below at what the fall held for him. Grinning as he found the stables and a kind pile of hay, he tossed his bag down before him and climbed into the window when he heard a man yell, "Hold, villain." In quick movement, Phillip removed an arrow from his new quiver and notched it before he turned, pointing the weapon at the man who stood at the other end of the room, brandishing a sword. Phillip smiled, "The Sheriff of Nottingham, I presume," he said as he pointed with his arrow head to the man's rich attire, "Sir, have you any pocket change for a lowly thief?" "I will give you nothing!" The Sheriff yelled back before he advanced forward. Phillip pulled the string on his bow back a little further, "Ah, ah, how much time do you think it will take me to put this arrow between your eyebrows? Enough time for you to stop me? I think not." The Sheriff growled before unhooking his coin purse from his belt and tossing it to Phillip. The boy released the arrow into the Sheriff's sword arm's shoulder before catching the bag. The man howled, "Who are you?" Phillip laughed... The nobleman he had once been was long dead. That boy was assumed dead by the entire world, "Robin Hood," He said simply, taking the name the merry men had given to him years age, before he jumped out the window into the hay below and gathered his bag before taking a horse and racing off with his riches. When he returned to the town, he found it to be in better conditions than he had expected. The people had managed somehow to put out the fire and were doing their best to fix the damages that had been done. The happy men ran to surround Phillip's horse when he returned. Phillip smiled to them, battered and bloodied as he was, "What... You didn't actually expect me to walk while you rode," He joked before he rose his bag into the air, "I bring riches from the kind Sheriff of Nottingham for the people." He tossed it in front of himself, allowing the silver and gold to spill out, "May that cover your taxes." It was from that day on that Phillip forgot about the boy he had once been and became Robin Hood, the thief who stole from the rich and gave to the poor. The Queen had robbed him of his family, now it was his turn, with the help of his band of merry men, to rob her of everything she owned. Biography (Life On Earth) Robin never made it to Earth and is unaware of its existence. Other
Hidden 10 yrs ago 10 yrs ago Post by Lord Wyron
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Name: The Cheshire Cat Other Names: Katts, The Cat, The Assassin, Trickster, The Faceless Man, etcetera Real Name: Alexander Katts Age: 37 Occupation (If Any): Royal Spy & Assassin Appearance - Thirteen Years Ago (Age 24): Appearance - Today (Age 37): Appearance - Cat Form: Height: 6'2" Wardrobe Style: Katts' clothing is both elegant yet practical, consisting of various sleeveless coats and under-tunics made of varying materials with leather vambraces and greaves. During more casual times he prefers a lighter outfit that grants him comfort and freedom of movement while also allowing him to hide his various weaponry and be prepared for battle. When performing an assassination, however, his outfit, though remaining light, becomes far more defensive in nature, consisting of a longer leather coat and metal plates on the forearms, shoulder and legs for added protection. Personality Traits: Thoughtful, manipulative, farseeing and restrained, Katts is the perfect assassin. Known for his precision and rate of success in his work, Katts is a devotedly patient man who will often spend many days or weeks studying a target before finally striking, going to extraordinary lengths to make such assassinations look like an accident. Sharp, measured, attentive and thoughtful, Katts shows a distinct detachment, coupled by a lack of remorse or pity when it comes to assassinating his targets, showing no prejudice or restraint. However, he has a tendency of seeing the worst in people and situations, though this may be a defense mechanism to spare his psyche the pain of killing (oftentimes) innocent people for money or on Maleficent's command. Cunning, devious and highly manipulative, Katts is a talented actor and an even more talented liar, using such gifts to his advantage in his occupation when dealing with targets or those capable of giving him information. He always seems to have a plan up his sleeve and never shows signs of weakness in front of others in fear of possible exploit. Katts possesses a certain amount of ruthlessness in how he conducts his assassinations, never second-guessing or questioning himself when it comes to assassinating his targets. He doesn't care if the target is younger or older, has a family or doesn't, or whether they're regarded as a good person deserving of death or not. Detachment is necessary. Despite being a cold-blooded killer, Katts is not without positive traits. He has a distinct love of animals that belie both his personality and occupation, and he can oftentimes be found showing affection for, or even temporarily caring for stray animals he finds, in which he adopts an open, warm, almost human demeanor; though this fades the instant another person notices or picks up on it. He also holds his own soft spot for children, stemming from his own less-than-loving childhood. As such, Katts will frequently anonymously donate his own personal finances towards orphans or children in poverty who can't afford food, clothing, toys, or proper schooling. Katts holds torture in extremely low regard and, despite being a professional killer, does his job quickly and effectively, believing that torture or otherwise drawing out death to be a monstrous and brutal practice that no one should be subject to, no matter their crime. However, Katts is not above using intimidation or threats to achieve his goals, his own reputation helping him in this regard. Lastly, Katts is still human, despite his cold and detached personality. He is not without feelings of guilt or internal pain and will sometimes harbor feelings of self-doubt or confliction in regards to how his life has headed. Perhaps part of him seeks true love, or maybe even a life not so riddled with murder, but for the time being, Katts knows who he is, and doesn't intend on changing anytime soon. Magical Skills: Though being primarily an assassin, Katts nonetheless possesses a certain skill when it comes to magic. He has the ability to change his physical appearance, clothing and voice at will, with seemingly no limit to how he can change himself. He utilizes this power frequently in his job, ensuring that not one identity can be spotted committing a string of assassinations, always a different person. This is what granted him the title of 'The Faceless Man' in Maleficent's court and beyond. Katts also has the ability to shift into a large black cat at will. While he is unable to talk in this form and lacks any sort of magical power, he is granted all the senses, reflexes and abilities of a cat. Other Skills: A highly trained combatant nearly unmatched in skill, Katts is truly a formidable foe. Trained to mastery in the use of throwing knives and daggers, Katts is capable of matching nearly any other weapon with his skill in short blades. Using his skills and talents to his advantage in combat, Katts is capable of taking on multiple foes at once with just his Vorpal Blade and throwing knives, using a mixture of quick, deadly strikes and various hand-to-hand maneuvers to cripple and disarm his foes with deadly precision. Katts is a master of stealth and acrobatics, trained both in mind and body to master the art of remaining unseen when needed. He is said to be so skilled in such practices that some pass him off as being able to teleport or become invisible. Branching off from this, Katts' speed, reflexes, agility and dexterity are remarkably heightened, if not inhuman. This is due to advanced training, inherent talent and residual effects of being a cat. Katts is a highly talented observer and reader of people, able to tell one's emotional state through their body language and even the most subtle of facial expressions, as well as an uncanny ability to tell if one is lying. Trained to utilize each of his senses to their full effect without relying on any single sense alone, this gives him an almost heightened sense of perception, allowing him to pick up on even the tiniest of details. This attention to detail also makes him highly effective in his job, as he's able to make nearly every one of his assassinations look like an accident of some kind; with little-to-no indication of foul play. Katts is quite experienced in the use of various poisons and alchemy, frequently utilizing such toxicants in his work for a quick, clean kill. Believing in efficiency, Katts exclusively trains in the crafting of extremely deadly poisons without focusing on other types of poultices or salves. Lastly, Katts is a well-read individual who prefers to keep a sharp intellect and acute mind; finding philosophy and psychology to be favored topics. Biography (Before Earth): Alexander Katts' history is a rather complicated and sad one. The son of a single father, a Carpenter by trade, Alexander had very little in the way of an actual childhood. When he was about 8 years old, his father (who had taken one too many loans from a rather unscrupulous moneylender) had a rather large bounty put on his head. A notably dangerous assassin, known only as Hatter, took the contract and quickly dispatched of the Carpenter. Alexander caught the assassin in the act and bravely (if foolishly) tried to attack the assassin. Though easily defeated and knocked down, Hatter took something of a keen interest in the boy, and, in a rare moment of guilt, took Alexander under his wing as an adoptive parent of sorts. Giving Alexander the last name/moniker of Katts, Hatter and the boy shared a close, though unloving relationship; lacking in affection but ample with mutual trust. Hatter taught Katts everything he knew about combat, assassination and stealth, with the boy picking up on such skills easily and effectively. Enough so that Hatter even allowed Katts to take the occasional contract of his own. The two of them journeyed from town to town for many years, becoming quite wealthy from their exploits but never spending their riches on anything other than basic necessities (though notably higher in quality). When Katts was 18 years old and wielding skills to rival Hatter's, the older assassin finally revealed an ultimatum to the young man: that they now had to fight to the death. There was no room in the Fairy Tale World for two equally skilled assassins, and Hatter stated that whomever was the victor would be considered the successor of the mantle. The two dueled in an extremely dangerous battle that seemed to never end, with the each of them knowing and countering the others moves. Eventually, though, Katts struck down his former mentor and set off on his own, taking his teacher's favored dagger as a keepsake. Katts journeyed off into the strange and mysterious land known only as The Wildes, a land reputed for being rife with dark magic and filled with unnatural creatures and powerful witches. It was here he encountered one of the Witches, who picked up on a talent for magic that even he was unaware of. Remaining in The Wildes for nearly 8 months, Katts emerged into the land of civilization a fully realized shapechanger. Katts saw this as a sign from the gods that he was truly meant to be an assassin. Now making quite the reputation for himself in a short period of time, Katts was eventually contacted by King Uther of Camelot, who had heard tales of Katt's skill and sought him to hunt down magic users in his kingdom. Accepting the offer, Katts, now just shy of 19, journeyed to Camelot as King Uther's Royal Assassin. It was here where he met the Sorcerer, Merlin, and the King's Ward, Morgana LeFay. Feeling something of a strange attraction towards the Ward, Katts and Morgana shared a mutual flirtation that resulted in many late night meetings for which they could share their attraction (though never reaching the point of making love). King Uther found out that Katts had been seeing Morgana, and promptly had him exiled from Camelot. Saddened but undeterred, Katts spent the next few years of his life continuing his work as an assassin for hire, maintaining a vast amount of wealth and a highly-justified reputation. When Maleficent eventually took over the Fairy Tale World as its Dark Queen, Fate decreed that she would meet up with Katts once again, the both of them older, wiser and more skilled. Maleficent took Katts on as her own personal assassin and spy, granting him a high place in her court, as well as political immunity. Katts now operates out of her castle, fulfilling contracts and spying on potential troublemakers, ensuring her rule is defended. Biography (Life On Earth): Katts never traveled to Earth, and thus has no history there. Other: Katts is always prepared for nearly any situation, and thus is always equipped with blades at the ready around his person. Consisting of his Vorpal Blade, a seemingly endless amount of throwing knives, and various daggers for different types of combat. Katts has a rather unsettling habit of widely grinning whenever the whim strikes him, the display being what earned him the moniker of 'The Cheshire Cat'. Theme Song: Katt's Theme
Hidden 10 yrs ago Post by Vicier
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Vicier Demigod at heart <3

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We've already spoken about Chesh, and his accepted honey! Also for any interested, Gaston and Belle are both up for you all to read!! The only things that aren't done on them are their bio's before earth, and I will get to them once I get more up for Audrey!! (<- Her face claim and some details are up if you wanna check her out)
Hidden 10 yrs ago Post by Nallore
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Nallore RPG's Grope Master & Taco Hunter. :P

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Name: Hans Bourdelle Real Name: Prince Hans Bourdelle of the Southern Isles Age: 25 Occupation (If Any): Prince. Appearance - Thirteen Years Ago (Age 12): Appearance Today (Age 25): Personality Traits: Cold, calculating and cruel, Hans is a proud, devilish prince with a hunger for admiration, power, obedience and chivalric honor. Being the youngest sibling of thirteen princes, Hans spent a large portion of his life being ignored and abused at the hands of his older siblings. The constant belittling, bullying and neglect from his family and peers eventually proved to be the breaking point for Hans over time as he got older he became more manipulative and he would secretly get his brothers into trouble while he played innocent. He eventually learned how to get what he wanted through his parents due to him being the youngest and became rather spoiled. Skills: While his brothers focused more on learning more about the courts and other things how to rule a kingdom Hans took up sword skills he became very well with it learning from the best swordsmen in both Arendelle and The Southern Isles. Biography (Before After Earth): (Has never been to Earth so he wouldn't know anything about it.) Biography (Life Before Earth): Growing up as the youngest of thirteen older brothers Hans was the child who was looked down upon the most he always wished growing up that he would eventually become the ruler of The Southern Isles, he was teased and belittled by his older brothers as he grew up he grew more and more resentful towards them. Feeling bad his parents set him up with master swordsmen around The Southern Isles as well as Arendelle. Still it was not enough for Hans his older siblings grew older and eventually started marrying, when Hans was twelve years old his parents took Hans with them to Arendelle to discuss trade agreements between the two kingdoms. Getting rather bored Hans strayed off from his parents as they discussed matters he didn't really understand or careful at the time, as he walked around the castle which was much larger then the one he grew up in he heard some giggling in one of the ballrooms curious what it was Hans opened the door to watch Arendelle's two princess' playing together and having fun. Wishing he had the same relationship the two of them had he just watched them for awhile when the two stopped playing they looked at him, before Hans heard his name called and walked back to his parents. At age twenty five Hans was eventually able to visit Arendelle's court having interest in it now he grew jealous of how successful the kingdom was while The Southern Isles never got the recognition he thought it deserved, he sought out Maleficent for help with taking over the kingdom for himself. Hans took the lead in a rather quiet coup imprisoning all of the members of Arendelle's courts when he was satisfied that all of Arendelle's possible leaders had been taken care of he crowned himself the new king of Arendelle ruling it with an iron fist. Other: He is also known to become mentally unstable if something does not go as planned and has been known to have killed someone in his rage. Theme Song: Sick Cycle Carousel-Lifehouse
Hidden 10 yrs ago 10 yrs ago Post by YoshiSkittlez
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YoshiSkittlez Roleplay Master

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Dr. Armand Facilier
Name: Dr. Facilier Other Names: The Shadow Man, Witch Doctor, Voodoo Man Real Name: Armand Facilier Age: 32 Occupation: King of The Bayou - Voodoo Master Appearance - Thirteen Years Ago (Age Nineteen): Appearance - Today (Age Thirty-Two): As The Shadow Man -Makeup- Personality Traits: Armand is a scheming bokor who has no friends but those on 'the other side." He oftentimes tricks his victims into making deals with him by reading their past, present and future with tarot cards. Oftentimes he over dramatizes the future reading and offers to help change their otherwise 'inescapable' future. He isn't exactly dishonest with his readings, he tends to embellish the bad and hide the good, but there is always a spark of truth in the cards he wields but has learned over the years that the human race is a greedy one and tends to overlook the good and strive only for what he can offer them. However the deals Armand makes usually backfire on the victim like telling someone that he sees 'green' in their future and though the victim automatically thinks 'money' is turned into a frog instead. Armand is also very intelligent and is able to come up with a rather complicated plan in a relatively short period of time. He can be very patient despite how angry he can oftentimes be. He is a suave, smooth-talking man and is oftentimes charming, but on the other side his true colors reveal him to be cruel, remorseless and sadistic. He is a very charismatic performer, a smooth-talker of drama and showmanship. He's also quite the glutton for power. He's controlling and vindictive, doing whatever he can to get what he wants even if that means double crossing those he knows to be more powerful than him, but does so with a cool and collected head to keep from being exposed and will work with anyone who can promise him more power. Armand does not underestimate the powers of nature either, and knows that animals can talk and have minds of their own just like humans do, and yet he has no problems squishing bugs or sacrificing baby animals for his own voodoo experiments. He has a complete lack of morals and has a treacherous nature, though his true intentions of what he is exactly about remain hidden to everyone but himself... and of course his friends on the other side. Skills: A true boker with the exceptional talent for left-handed (Petro) Voodoo, he taps into the darker side of magic so very few are able to do genuinely. Both a conjurer and a sorcerer of sorts, he possesses powerful dark voodoo magic capable of accomplishing nearly anything. He can see into the past of a person and see what people desire the most. He is proficient in sleight of hand, effortlessly shuffling, twisting and manipulating his deck of tarot cards given to him by the spirits of the other side personally. Being a skilled conjurer as well, he is able to pull his staff and tarot deck (among other small things) out of nothing at all (though could arguably be tracked back to his ability of sleight of hand). The tarot cards themselves possess strange properties: the images on their face seem to change depending on the person who he is reading, reflecting the desires of Armand's victim's for a more visual effect. The images usually show his victims their future in a positive light, however they are unable to corrupt the truth entirely and usually include a clue as to the victims real fate. Armand also has his use for a strange pink powder, the effects of this powder include (but are not limited to) reversing a curse he has cast upon a victim, making a man spontaneously grow a head of hair, producing puffs of smoke that display memories and desires. His Voodoo Emporium holds all sorts of strange objects, half of which he hasn't even tried, including (but not limited to) shrunken heads and voodoo dolls that can 'come to life, chant, and beat drums' to create a more unsettling mood for his 'clients.' The dolls also serve a practical application for the intended purpose of inflicting pain on the person the doll is modeled after. Armand's abilities are primarily derived from his 'friends' on the other side. These 'friends' of his are in fact a multitude of dark spirits (also known as Loa) which appear to 'give life' to the otherwise inanimate objects in his Emporium like the voodoo dolls and shrunken heads. These shadow spirits come to his every call, forced to do his will as they are trapped between this world and the next, and through Armand, are able to come into our world by special means as more than just shadows. Vulnerable to light, these 'shadows' (and even his own shadow) they grow in power the darker the area is. Sometimes, in complete darkness, the shadows can pull themselves free of their confined walls or floors and become more 3-dimensional, whether it be an arm, a head, a leg, or their whole body for a short amount of time. These shadows are able to affect the real world in which we live, as they are in limbo in a place called 'The Shadow Land' where everything in our world is paralleled, but with shadows. If Armand commands one of his 'friends' to bring him back a physical stray dog, the shadows seek out the dog's shadow and bring it back to Armand, and the physical dog is affected accordingly. Strangely enough, despite having this great power that is unlike anyone ever known, Armand can't conjure anything for himself. Instead, he must rely on trickery and guile to manipulate other people into doing what he wants. The nature of his power seems to stem around making deals; he only gains full access to his voodoo when fulfilling someone else's wishes (although he most often twists them to suit his own ends) or by tempting them. Lucking for Armand, he is a master of lies, deceit and cunning with hypnotic charismatic and vocal persuasion being second nature to him. Biography (Before Earth): Born in the backwater region of a remote land known as The Bayou, Armand Facilier learned what poverty truly meant ever since his birth. The family of which he was born into was not 'well-off' by any means, and in fact had no sense of bringing in a child into the world as they were not able to even care for the two of them most of the time. Armand's father, a fiscally struggling laborer named Ambrose, did whatever he could to provide for his small family, but his efforts were almost in vain as he hardly made enough to put up a decent meal on the table a few days out of the week, let alone being able to afford a nice house, clean clothes and toys for young Armand and a few years later his sister, Magnolia. Things took a turn from bad to worse when Armand's father received a letter, drafting him into the army in a war that The Bayou had no purpose being in the first place, however as it was law, Ambrose had no choice but to leave his wife and two children. Armand's mother, pregnant with her third child, was forced to take up the mantle in getting a handful of different jobs to keep them from starving to death, though ultimately the small family ended up on the streets. It was at this point where the Facilier's couldn't have fallen lower, it seemed, and with Armand just old enough to know that things were bad... very bad in fact, life just wasn't quite finished with them yet. Nearly a year after Armand's father had left for the army, the family was delivered a letter from his station, alerting them that Ambrose had fallen in battle and would not be returning home. The pension for his services gave them very little, and was used up in the matter of a few short months putting them right back where they started, and father-less. Overcome with stress, grief and foul thoughts, Armand's mother finally went into labor, only to have a still birth, and Armand would never get to know what was to be his second little sister. Having reached her limit after this point, Armand's mother placed both him and Magnolia under the care of her husbands mother, Armand's grandmother they called Mamma Odie, a seemingly senile old priestess who thought she could talk to animals and had a knack for 'natural remedies' for almost everything; but never seemed to work. Still just a young boy, Armand was forced now to raise both his sister and grandmother (who Armand was even amazed to begin with that she was able to fend for herself and a home to begin with). He spent the next couple years of his life doing a variety of odd jobs where he could, oftentimes spending grueling hours on the streets of the Bayou, getting no real education and making very little in return, being forced to beg or steal just to keep himself and his even smaller family from starving. The Facilier family's problems weren't over just yet, however. Magnolia, at the very young age of eight, mysteriously came down with debilitating symptoms, later examined by a traveling physician and diagnosed as the fatal blood disease, Ebola. Without proper treatment, Armand's sister would surely die within a few weeks, but the Facilier's just couldn't afford the treatment and so Armand was forced to watch as his sister grew worse and worse until ultimately, he found himself digging her grave and placing her lifeless body inside. Now hardened and cynical, Armand became closed off to the world entirely, finding things like love, empathy and compassion to be a fool's waste; no longer worth his time or attention. Even for Mamma Odie, who desperately tried to reach out to him when he came back home at night was given the cold shoulder, as he wanted nothing to do with her or anyone else he had once cared for ever again and eventually left the safety of her little home to go out on his own. Still working hard each and every day, Armand, now nineteen years old, contracted a rare and life-threatening disease himself, later diagnosed as Babesiosis. Figuring that it was just his luck, as his entire family seemed to have some sort of 'bad blood' within them, Armand kept this revelation to himself entirely and waited for death's sweet kiss that would take him away from this horrid life and to reunite with his two sisters and father in a much, much happier place. Somehow, Armand managed to hold on for another five years during the time in which he had refined his skills of thievery, lying, deception and sleight of hand, eventually opening up his own shop of Voodoo to give him something to pass the time by in which most (if not all) of his acts were faked; but faked convincingly. It was also during this time that word had spread like wildfire of Maleficent and her band of villains had otherwise taken over their entire world, leading it into darkness but Armand couldn't find it in himself to care; he was a dead man anyway. The Bayou, small as it was, went without notice and his land was otherwise left to the (comparingly) peaceful villains that of crocodiles and large snakes. One fateful, stormy day as Armand was headed back to his Voodoo Emporium (which doubled as his home), he was finding each and every step to become more and more difficult. Finally, the moment in which he hadn't believed would ever come had arrived. He could feel his entire body shutting down, one organ after another, one limb at a time until he completely collapsed down in an alleyway of the small city. As he lay there, staring up at the rain coming down on his face, Armand could only smile weakly, for his time had finally come. Finally, finally he would be taken from his horrid life and placed into a much better place. Laying there, waiting, his vision was the last thing to go but before he managed to shut down completely, there was a hard pressure on his abdomen. Weakly looking down at his stomach, he watched as a large black mamba slithered across his stomach, it's head coming straight at him. It's fangs were bared as it hissed threateningly at Armand, copious amounts of venom dripping from it's open mouth. Sighing in relief, knowing that death would come one way or another, Armand closed his deep brown eyes and waited. The Black Mamba struck, clenching it's powerful jaws on the juncture of his hand between his thumb and forefinger and filled Armand's toxic blood with it's own venom. The poison, however, was something else entirely. Armand's eyes flew open, now a soft lavender color; a striking difference from his soft browns. That wasn't the only thing that changed, however. Life was being pumped back into him, his body becoming more and more capable until there wasn't any pain or suffering left. His mind was severely affected, however. It was as if another being had entered into his head, battling with Armand for control over his body until the demon won out in the end, thus creating the link between himself and The Shadow Realm and with the new and proficiently learned skills of real voodoo. Getting up from the rain gutter, Armand dusted himself off and took his first few steps, no longer himself, but the new and improved Shadow Man. Years later, after perfecting his craft and taking over the Bayou by his own means and even expanding the territory quite a considerable amount, Armand was found by no one other than Maleficent, who demanded his loyalty in exchange for her services; of which Armand took up almost too eagerly. Now working for Maleficent, there is very little that can get in the way of The Shadow Man, because no one, not even The Queen of the entire land could cross over to the other side like he could. Biography (Life On Earth): Armand never went to Earth, and has no idea the place even exists. Other: Armand is one of the few 'reigning Kings' who was not given power by Maleficent, however this did not stop him from pledging his loyalty to her after she managed to track him down a handful of years after her dominating reign. Theme Song: "Serenity" By Godsmack.
Zarina Alteri
Name: Zarina Alteri Other Names: The Pirate Fairy, Captain Z Age: 149 (physically mid-twenties) Occupation: Pirate, Smuggler Appearance - Thirteen Years Ago (Age One Hundred and Thirty-Six): Too Much Pixie Dust! Appearance - Today (Age One Hundred and Forty-Nine): Personality Traits: Free-spirited, brave and bold, Zarina possesses an outspoken, 'all-out' personality that can be both attractive and overpowering. Many who first meet her find themselves either loving her fiery demeanor or hating her with nothing in-between. She acts with her conscience, oftentimes letting her heart guide her instead of her head. Because of this she is kind and benevolent, believing in doing the right thing. Yet her free-spirit does also makes her disdainful of laws and regulations as she believes such concepts restrict her freedom. Zarina hates seeing people use intimidation or extortion to get what they want, even more so than when she herself is subject to such methods. She knows how to handle herself in these situations but seeing another person being threatened lights a blazing fire inside her that is nearly unquenchable. Zarina keeps her own moral compass to guide her life by. This compass, while good, may not agree with society's views as society has no place for a free-spirited woman like her. Curious by nature with an adventurer's spirit, Zarina has a tendency of going her own way, which usually involves straying off 'the path'. This tends to land her in a mess of trouble more likely than not, but Zarina's high spirits and an almost uncanny amount of luck allow her to wriggle her way out of almost any predicament. Zarina never takes anything at face-value, always having to find the answer on her own. Likewise she's incredibly stubborn when it comes to taking advice from others, preferring to drown them out or simply forget anything told to her in favor of adhering to her personal beliefs to reach a conclusion, no matter who it is who's trying to help her. Despite her perky, bubbly nature, Zarina is prone to emotional lows at very rare times, during which she spends her time in the local tavern drinking her sorrows away but never allows herself to get intoxicated enough to impair her judgement too greatly, simply taking the ambiance of those around her to give her a place and time to think. On the other hand, in her usual fun-loving mood, Zarina does have a penchant towards challenging fellow sailors to a variety of drinking games, and prides herself at being the center of attention amidst her fellow drunks. Skills: Working as a pirate and smuggler for many years, Zarina has developed a certain set of skills that make her a natural at her job. She possesses a sharp wit and acute resourcefulness that only come from an ample amount of experience, making her prepared for nearly any situation that should come up. Sexy and attractive with a rocking body, Zarina has no qualms against using her body as a weapon in itself, though she hardly reaches this point. She possesses a certain cunning about her that can make her quite dangerous should the need call for it, using her looks, words and street smarts to her advantage when it comes to manipulation. Yet behind her exterior of a simple smuggling adventurer is also a skilled warrior. Zarina is highly trained in the use of short, quick blades and throwing stars in combat, using her lithe frame and inherent quickness to her advantage. Branching off of this, Zarina is also quite skilled in the art of stealth and concealment, able to hide almost anywhere she pleases using her resourceful, quick mind and coordinated movement. But Zarina is still a pirate captain and as such possesses a high amount of skill when it comes to sailing ships, able to pull quick maneuvers and sharp turns with relative ease. Her explorer's instinct and natural curiosity also make her a skilled survivor and a quick learner, her years spent at sea have granted her a diversity in methods when it comes to all of her skills; whether it be a better way to hold a dagger, a better way to tie a knot, or a better way to hunt for food in the wild. Where Zarina's natural curiosity really shines is her ability to work with and invent new things. Gifted with the mind and hands of an inventor, Zarina spent much of her life as a fairy working on creating new things to make life better in Pixie Hollow. Biography (Before Earth): Born from the very first laugh of a newborn baby, Zarina opened up her eyes for the first time to find that she had been placed into a wonderfully enchanted world called Neverland. She was given a name and a job almost immediately and thrust into a small group of fairies who were just like her in skill-set. It was this small group of fairies that became her immediate family and helped her to learn all that there was to learn about Neverland and what it was that they did to help the flow of life on this land. For many, many years Zarina did her duty to the fairies, spending her time with her best friend Tinkerbell as they were both top-notch inventors. Between the two of them, they had come up with so many new and wonderful things, fairy life in Pixie Hollow flourished. The arrangement was simple. Zarina experimented, and Tinkerbell tinkered. However, one day when Zarina took her experimenting just a little too far, she was brandished an outcast. Each fairy is given a limited amount of Pixie dust to help make their days just a bit easier with flight or other (smaller) means, but Zerina's curiosity got the better of her and began to horde her portion of Pixie dust until she had a collection large enough to begin experimenting. These experiments were both illegal and dangerous, as she tried to change the colors and powers within the magical dust. She pushed the danger aside, however, as she was on the brink of discovery, finding that when mixed, Pixie dust can change color and be infused with the power of a certain talent. For example, when a small amount of blue pixie dust and a purple feather is mixed, the pixie dust turns purple, representing the fast-flying talent. If pink flower petals are added instead, it turns pink and it represents the garden talent. Tinkerbell found out about these experiments, however and went to the higher authorities to deal with Zarina accordingly. The Blue Fairy, leader of all fairies, banished Zarina from her tinkering position and ordered her to live on the outskirts of Pixie Hollow within Neverland so that she could no longer put the other fairies in danger. Perplexed, but finding no way around it, Zarina did as she was told and left the safety of her home to explore the outside world. Upon her explorations, Zarina met and saw a great majority of wonderful things. She met the Indians, the Lost Boys, and even the pirates that inhabited the area, all of which were off limits to the fairies as they were dangerous, but Zarina did not see any danger, only fun new friends and spent a great number of years playing and learning about them, adopting different traits and skills from each group. However, it was the pirates she became most interested in, and shortly began her own life at sea. Having befriended some of the pirates beforehand, it wasn't at all difficult to have them accept her as one of their own. The pirate Captain's First Mate, James Hook, was a particular close friend of Zarina and was able to put in a good word to their captain, and Zarina was quickly made pirate (so long as she stayed life-size on deck). It was here that Zarina really started to learn. About navigation, about survival, about dueling and scheming and manipulating. About duels and drinking, tattoos and partying. She adored this life, there were no rules set down to follow so long as she did as James and their Captain said and did her daily chores, the rest was on her with what to do, and she didn't squander a single moment. She spent a great number of years as a pirate, traveling through and around each and every ocean, seeing the world and exploring all it had to give them. The world was her Pixie Hollow now, and she never had to look back. That is, until the position for the new captain came up. Their former Captain overcame a sudden illness while traveling around El Dorado. They returned with great haste to Neverland (where they could never grow old) but they were too late. Naturally, James Hook should have stepped up to take place his place as Captain but the crew had other ideas, unsure if he would be a better captain that Zarina or not. So they went about it in a contest, both of them having to find ways to prove to the crew on who would make a better captain. It was done in good sport, as Zarina and James' friendship came first, and so they took the competition as a game... but Zarina really wanted to be captain. So bad enough, that she devised a plan to return to Pixie Hollow, steal their supply of Pixie dust, and revel in the spoils with her fellow friends. And that is exactly what Zarina did. She knew Pixie Hollow like the back of her hand despite having been gone for a great number of years, so stealing the dust was easy, and the fairies were none-the-wiser, having never seen Zarina since she had been banished. Zarina's plan paid off in the end. The pirates loved the display of magic and what Zarina could do with it, and so she was promptly made captain and kept James Hook as her first mate, best friend, and eventually her lover. However, there was a jealousy in the air that Zarina was unaware of. As it turned out, James had wanted the pirate captain position just as bad, and had devised a plan of his own to get it. In what Zarina later found out, James had thrown the competition, knowing that Zarina's desperation would have taken her back to her home so that she could steal the fairy dust. Now with a seemingly endless supply on their ship, all James had to do was wait and strike at the precise moment. After a number of years as Captain, Zarina had quite the reputation throughout the land for her modest band of Neverland pirates, as well as picking up a small friend during one of her voyages to The Bayou. A baby crocodile, she promptly named 'Sweetie' was added to the pirate clan, becoming a pet to all but most loyal to her 'Mother.' Finally, after a few more years experimenting with the dust, Zarina finally managed to do what James and the other pirates (who had been in on it the whole time) were waiting for, and granted their ship the ability to fly. Now, with no more use for Zarina (personal relationship feelings aside) James and the other pirates performed a mutiny, taking the remainder of the dust, the ship, all the treasure Zarina had led them to and left her to die on a small deserted island after James literally cut her wings from her body (to keep her from being able to follow them) and made himself the rightful captain. He took all that was now his and returned to a life at sea, leaving Zarina completely heart-broken and emotionally wounded. James didn't get away with it cleanly, however, as Sweetie had made a last stitch effort on her mother's behalf and ripped James' hand from his body with her sharp teeth and powerful jaws and turned it into a tasty snack after James had cut off Zarina's wings. Now alone, save for Sweetie, Zarina lay there on the beach, unwanting and unwilling to go on for the time being, letting the high tide sweep in to take her away. Fate, however, was not done with Zarina, for the island she had been marooned on was near a small and mysterious town known to the public as The Bayou. It was here where the bokor, Dr. Facilier, typically called The Shadow Man practiced his art of voodoo and shadow magic. The Shadow Man's shadow minions spotted Zarina from her place on the island and returned to their 'master', notifying him of the presence of a fairy not far away. Attending to the island in person, the Foul Doctor quickly found the unconscious, wing-less fairy and, deciding to seize this opportunity, collected the befallen fairy's wings and sent them back to his Emporium with his shadow minions while he attended to the fairy. Waking her up, Dr. Facilier promised Zarina that he could and would reattach her wings...if she worked for him for awhile. For the last six years now, Zarina became The Shadow Man's smuggler, at first being placed in charge of incoming cargo, but eventually gaining enough trust and becoming a captain of her own ship once again, in charge of smuggling goods from the surrounding lands of Arendelle, Russia, Oz, El Dorado, Italy, Province and Maldonia back to The Bayou, becoming an invaluable member of The Shadow Man's business. She has yet to venture back to Neverland to exact her revenge on James Hook, but it's on her to-do list. Biography (Life On Earth): Zarina never made it to Earth and doesn't even know of it's existence. Other: Zarina has a small assortment of tribal style tattoo's across her body, mainly limited to her ribs, back and thighs. Some of these tattoos are as follows: Back of the neck and upper back Hips Left Ear Left Ass Cheek and various other designs in various areas across her body. Theme Song: Try - P!NK
Hidden 10 yrs ago 10 yrs ago Post by tsubasa
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Name: Tinker Bell Other Name: Tink Age: 145 (Physically in her twenties.) Occupation (If Any): Tinker/Adventurer Appearance - Thirteen Years Ago (Age 132): Appearance - Today (Age 145): Personality Traits: Tinker Bell was born sassy as can be with a feistiness that could hardly be matched. She is an incredibly brave individual as she is willing to do just about anything anyone asks of her without fear. This plays into her heroic tendencies, as she jumps into the fray to help a friend without hesitation. She’s always a selfless and dedicated friend who is incredibly loyal, willing to stick by your side through think and thin (part of this is due to feelings of guilt about betraying Zarina). Tinker Bell is helpful, always willing to lend a hand to anyone who might need her help with tinkering or anything else. Due to her talent and her own interests, Tinker Bell is very intelligent, creative, and inventive, easily being able to put together spare parts to make something entirely new. She is not all good though, she tends to blame things on other people when she's frustrated, even if it is her fault. She often allows her temper to get the better of her and can become quite jealous when it comes to things that she wants. Tinker Bell is incredibly stubborn and begrudgingly admits to being wrong, although she tries her best to be nice about it. Tinker Bell has a mischievous side to her that she picked up from being around Peter Pan and the Lost Boys and it almost goes hand in hand with her adventurous side. Tinker Bell loves challenging work, she is generally a hard and determined worker but she likes to take time now and again to play games. Skills: Tink has a knack for building, she can make anything from anything. Her favourite things to build with are the lost things that she finds around Pixie Hollow. Tink knows her way around a sword from her time with the Lost Boys and can make many different weapons as needed. Since she makes these weapons, she has a basic knowledge of how they work but is more of a jack of all trades with them rather than a master of one. Biography (Before Earth): Tinker Bell was born when a baby laughed for the first time on a winter's night. The laugh was carried on a dandelion seed to Neverland, where it was guided by fast-flying fairies to a special area in the Pixie Dust Tree. Terence poured a cupful of pixie dust on the seed, and it turned into a small blond fairy. When searching over the items presented by the fairies to find her talent during a special test to determine her talent, the tinkers' hammer was the only one she passed over. However, the hammer floated toward her and glowed brightly when she touched it, indicating great skill, and the Blue Fairy dubbed her "Tinker Bell." She accepted her role as a tinker until learning that tinker fairies do not visit the Mainland she grew unhappy with this role. It was then that she attempted to change her role, only to cause more problems for the fairies. It was then that she ran away to try and explore the mainland. She met a boy named Peter Pan and became very good friends with him. She joined him and the Lost Boys, playing games, sword fighting, and just having fun. They wrecked havoc for pirates and meet Indians, saw mermaids, and stayed up well into the night. Tinker Bell became infatuated with Peter and even gifted him a large supply of her own fairy dust to allow him to fly, despite not having much left for herself. She grew very jealous of anyone that Peter showed any kind of affection toward and could be quite rude. However, somewhere along the line, she realized that Peter did not love her as she loved him and it hurt. It was a kind of pain that only got worse when she was around him, so she left. She returned to Pixie Hollow and asked the Blue Fairy for forgiveness, to allow her to return. The kindhearted woman allowed Tinker Bell to return to the hideaway and live among the fairies once more, so long as she didn't try to change the talent that chose her again. It was in this time that she met Zarina, another tinker fairy, with a knack for making Tink's inventions extraordinary. The two became fast friends as the worked away, Tinker Bell making inventions for Zarina's experiments that Zarina used on Tink's inventions. For the first time, Tinker Bell truly accepted her talent and did not mind staying in Pixie Hollow. However, this did not last long. One night, Tinker Bell stumbled upon Zarina experimenting with Fairy Dust. She had heard from Terence about the sudden disappearance of Pixie Dust and feared that it had been Zarina. As she watched on, Tinker Bell noticed that Zarina was somehow managing to change her own talent with the dust. Although it intrigued the tinker in her, Tinker Bell could not let her continue... Not when she was stealing Pixie Dust... She regretfully went to the Blue Fairy and told the woman what she had found, turning her best friend in and playing a big part in her banishment. A guilt that she will have to live with forever. Tinker Bell has gone on many adventures since, the Blue Fairy saw use to send the tinker on different jobs to help the other fairies if they found themselves in spots of bother. Tinker Bell continues to build new inventions to make life easier for those in Pixie Hollow as well as travelling throughout the world for the Blue Fairy as she needs. Biography (Life On Earth): Tinker Bell has never been to Earth and doesn't know of its existence. Other: Let Your Heart Sing - Katharine McPhee
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