Savoirs of the Isles {Sign-Ups}

in Roleplaying

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thebrokenvibe • 12 August 2017 at 1:27 AM

Author's Note

This is technically a rework of my prior RP, The Unquiet Dead, but I'm working to completely fix the issues that were in the original RP.

Intro

The Shattered Isles has been a shaky land, constantly under strain from the many leaderships it has endured. The most recent leadership happens to contain a single person dedicated to keeping the Shattered Isles secure from threat. The Guardian, a person who holds a very significant amount of power gifted to them by the Staff of Defense. The current Guardian was the first to witness the beginning of the threats plaguing the Isles. He was also the first to die as a result.

After the death of the Guardian, the Staff of Defense went missing. Swiped away from the ceremony halls after a savage storm nearly wiped the capital city of Wyven’s Court off the map. As a result darkness has set to plaguing the Isles, monsters attacking houses, subjugating citizens into working with them.

Recently a new lead on the person behind has sprung up. The Minister of the Isles, worried for the people of the Shattered Isles, has gathered a group of citizens to undertake the journey to stop this once and for all.

Rules

- No perfect characters, no characters in which the plot and world bends to them, no overly powered characters
- Every character needs a weakness that is a result of outside affects, so no character only having inner limits, in this world all powers have a negation substance. Find one, use it.
- No controlling others characters and no having fights in which you don't give the other a reaction time. You can't have your character break Character B's nose without Character B's owner doing something to either move out of the way, block or react
- No omni-powers, invisibility, invincibility, mind-reading or controlling, life and/or death manipulation, unnumbered shapeshifting, time manipulation, unconditional immortality, and no powers that can one hit kill others
- The only exception to the above rule and I mean the only exception, is omnilingualism. That's it.
- No overdramatic weaknesses like a bloodlust only satable by killing x amount of (things), or they must sleep for x amount of hours in which x ≥ 2, or they lose x amount of (personality aspect or normal human trait) every time they use their powers.
- Being a semiliterate RP I must ask that you post at least a 2+ sentence paragraph every post that isn't just dialogue.
- If you understand the rules put a fun fact about your character in the other section.
- The group characters are all bound together and as such they have to work with one another. So as a result I will say that if you're characters in the group you can't kill other's characters without proper reason(other character tried to kill your character or something) or have a character that is a mass murderer pretending to be friendly only to turn on everyone one and a half pages into the RP. Again limited to characters within the group.
- Ping everyone in your posts for the first page. Regardless of whether or not you subscribe. You will be pinged and you will ping. This will change once everyone has responded at least once
- If you're using first person state whose POV you're using when you use them.
- Follow all forum rules and all EggCave site rules.
- Please try to avoid starting major drama until at least page two. This allows for people to develop relations and to establish their character.
- The main antagonist will be controlled by me. But their henchmen can by made into playable characters once the time arrives to use them. The henchmen cannot deviate from following Antagonist if you make one.
- No unnecessary drama such as a character being needlessly upset over some simple thing. Or a character simply being a drama queen in general.
- Avoid using all caps and excessive punctuation. A simple exclamation mark followed by a statement of how the character said it angrily is sufficient enough. A lot of caps kind of gives me a lot of anxiety.
- Please post when possible. I understand that life comes up and makes it harder to post. Believe me I have been there a lot. But please if you can and are replying to other threads try and drop in here for a response.
-Everything on the form is required, unless your character does not have powers, at which point both powers and weaknesses are not required.
- The time is modern enough for clothing but not for technology. The clothing is up to date. But technology is no more advanced than crossbows.
- Max of five characters at any given point. Once the antagonist becomes a bit more prominent this might change.
- Please don't use species in the “Don't Use” section. They all have very strict reasons for being there. So don't even ask.
- If you break these rules more than 3 times you will be removed from the RP.
- If you agree to these rules put your characters zodiac in code

Species to Not Use

Angels Angels at this point in the world, physically do not exist. Meaning that they haven't been created yet.
Demons Much like angels, demons haven't yet been created in this world. As such they do not exist and cannot be used.
Sea Dwelling Species The most of this journey takes place in land, so unless said sea dwelling creature is capable of surviving for extended periods on land without access to whole bodies of water, I would not use them.
Cybernetically Enhanced Anything This one is pretty obvious. The technology in this point of the world is literally not advanced enough to even begin to make any cybernetics.
Wraiths At least until a more stable RP progress is made. Wraith’s are creatures under the control of the enemy, they will not be used until suitable plot development is made.
Subjugated Citizens Again for obvious reasons. They are under the control if the wraiths and by default of the enemy.

Forms

Name:
Age:
Gender:
Pronouns:
Species:
Looks:
Clothing:
Weapon(s):
Power(s):
Weakness(es):
Past:
Personality:
Other:
Code:

My Forms

Name: Muse Petrell
Age: 20 years
Gender: Female
Pronouns: She/Her
Species: Half Trickster Sorceress
Looks: Muse is fairly tall, around six foot four, with short brown hair. She has pointed ears, glowing orange eyes, and is outrageously gangly.
Clothing: Muse usually wears a light brown buttoned shirt, black khaki pants, a blue neckerchief and black shoes. She has a bag which contains her belongings, weapons and various provisions.
Weapon(s): She wields a bow and arrow, as well as daggers.
Power(s): Muse can teleport, conjure creatures and objects out of thin air, won't die of old age, can channel most types of magic, she can speak to animals of magic and natural origin, use telekinesis and is able to levitate.
Weakness(es): Steel and iron negate her powers. Muse can only teleport to areas she can see, she can only conjure things she has seen before, and they last near half an hour to an hour at most, Muse can still die of normal means, she can't pick up things larger than 50 pounds with her telekinesis and she can only levitate a few feet off the ground.
Past: Muse was born to a single mother who already had to deal with two other children. Muse never knew her father, and her mother never spoke of him. Muse grew up believing she was human after her powers refused to manifest, despite her mother being a sorceress. As a result Muse was often made fun of. Muse eventually made a friend with the Xula, Quin, although there was only so much they could do to avoid being made fun of by others. Muse eventually met her father, the Trickster who served as the Guardian when he was killed. Muse learned of his past and of what her own powers held. She was devastated by his death, and at the ceremony to pick a new Guardian Muse was nearly killed as the storm swept through the town. She saved Emry after the half fae was nearly killed refusing to leave the Staff of Protection alone in such a savage storm, and set forth to go and find the person who killed her father and stole everything he had stood for.
Personality: Muse, despite everything, is a very caring person. She's willing to help others and will even risk her own life to do so. She can be irrational at times, and can come off as rude and snappish. Because she is. Muse has set up a wall of prickly defenses and despite her best efforts to be an extrovert she always ends up hiding behind those walls.
Other: Muse doesn't have full control over all her powers yet. Only like 3 of them. Namely her animal communication, telekinesis and her aging.
Code: Libra

Female
60 posts

     

theelevatorcat • 12 August 2017 at 2:04 PM

@nightmaremoon12

Name: Venus Black
Age: 19
Gender: Female
Pronouns: She/Her
Species: Elf
Looks: brown eyes, and pure black hair that reaches her waist. She also has tan skin and pointed ears.
Clothing: a silver colored jacket on top of a white shirt. white boots and pants. wears a silver headband.
Weapon(s): A silver colored bow carved with intricate designs or felines, and a daggers with a wooden handle with plants carved onto it.
Power(s): Able to "fly," if you can call it that. She is better at levitating, and can also communicate with most mammals.
Weakness(es): Can't control her flying at the moment. Has to be tied down with a rope whenever she does. She can't think when panicked and is allergic to bees.
Past: was adopted by humans and grew up believing she was one. Eventually, she discovered her abilities. She still lives with the humans but now knows of her elven heritage.
Personality: very strategic, and thoughtful. She is very shy when you first meet her, but eventually becomes friendlier after a while.
Other: has a soft spot for cats
Code: Aries

Gender Fluid
1,075 posts

     

thebrokenvibe • 12 August 2017 at 6:56 PM

@neko-sama Froggie is missing something in her form, and both are closer to shapechangers than humans. As humans don't have any powers.

@theelevatorcat Your character is missing something in weaknesses.


One of my other forms:
Name: Quin
Age: 21
Gender: Agender
Pronouns: They/Them
Species: Sea Serpent and Basilisk Xula
Looks: Quin is covered in thick dark blue saw scales. They have a human shaped torso, and a snake lower half, laying flat from tail tip to head Quin is maybe 8 feet. Quin has finned ears which hide gills behind them, and has loosely webbed fingers. Quin’s fingernails are hard and sharp, and they have a set of six sharp fangs at the front of their mouth, and a forked tongue. Quin has very messy black hair, solid colored and sideways slit pupiled green eyes. Their eyelids, rather than folding downwards instead close from the innermost corner of their eyes and meet in the middle.
With legs Quin looks exactly the same, but with scale covered legs instead if a tail. With legs Quin is maybe six foot eight.
Clothing: Quin wears a baggy dark red shirt and scarf. When taking on legs they wear shorts and no shoes. Quin also wears a set of glasses that help to dull their eye powers.
Weapon(s): Quin chooses to fight hand to hand, and with their magic. Their scales are sharp enough to regularly draw blood just in general, and so they have no need for weapons.
Power(s): Quin has nature magic, is covered in razor sharp scales, can commune with reptiles of all sorts, can breathe underwater, is able to stun/paralyze others for a few seconds(4) by making eye contact, has venom filled fangs and is able to trade out their tail for legs.
Weakness(es): Silver negates Quin’s powers, save for scales and fangs. Quin can only control the nature around them. They cannot shut off their stunning and so can never actually look anyone in the eye unless said person is being very difficult, their fangs are fragile and take a while to grow back when broken, and their legs only stay in leg form for like an hour.
Past: Quin was always sitting on a dangerous ledge with their own powers. They had learned from their parents to take special caution to avoid hurting someone unnecessarily. Over time they began to withdraw from most people after an incident in their hometown. Along this time Quin became friends with Muse, and accompanies her on her journey because they fear Muse will get into severe trouble without someone to back her up.
Personality: Quin is very quiet, they choose to stick close to their friends and don't really interact with others that much. Quin despises personal interaction because they fear that a lack of eye contact makes things confusing. Quin is fiercely protective over their friends, and often has to keep Muse rational lest she do something stupid.
Other: Quin tends to use their legs more when traveling despite hating having to use them.
Code: Taurus

Deleted • 12 August 2017 at 8:04 PM

@thebrokenvibe
Okay, bye!

Female
60 posts

     

theelevatorcat • 13 August 2017 at 6:08 PM

@thebrokenvibe
Edited

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