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A Cosmos Of Terror [FANTASY ZOMBIE RP][OOC][OPEN]

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Flarbinia
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A Cosmos Of Terror [FANTASY ZOMBIE RP][OOC][OPEN]

Postby Flarbinia » Sun Aug 19, 2018 3:31 pm

It is the year 2036. It is a time of despair and discord. On Earth, a plague has caused the dead to come back to life and devour the living, destroying entire nations and reducing civilization to a few small pockets. In their deathlike slumber, the Great Old Ones sense the stars beginning to align. In Hell, souls are arriving faster than anticipated, forcing the Devil to send many of the damned to other Underworlds. In the Dreamlands, catastrophic earthquakes ravage the realm, causing great evils that should remain buried to stir once more. In the Fay Empire, the wheels of progress, having barely moved since the seventeenth century, turn once again, spelling potential doom for King Oberon. On Olympus, the Gods debate how to deal with the crisis engulfing the Mortal Realm without breaking the Masquerade that protects their children from superstitious and ignorant Mortals. In their underground cities, the Dwarves prepare their armies to march against the zombie hordes in Norway. Regardless of the outcome, the universe will never be the same again.

IC: viewtopic.php?f=31&t=448582
A World Of Secrets: viewtopic.php?f=31&t=405710
Rules
1. I and my Co-Op's words are law.
2. No Godmodding, Flaming, or Trolling. This is an RP, not your personal soapbox.
3. There is no limit to your characters, however only control as many as you can handle.
4. Your characters can die, especially if they are non-werewolf characters who are being overwhelmed by zombies (this includes Gods). However, a human character bitten by a zombie will become one unless they are shot in the head. Characters can be resurrected through the use of rituals or magical items, provided that there is a piece of that character left. A dead God can be resurrected by spilling the blood of a mortal virgin on an enchanted statue of that God (the size of the statue or amount of blood does not matter). Resurrections are limited to five per Player Character. This prevents players from Matt Warding their way out of a demise being permanent. Angels and Demons cannot be resurrected, as it is unnecessary due to their connection to the Afterlife.
5. This is not Twilight. Vampires only seduce mortal women to create a false sense of security before they either drink their blood or turn them into another Vampire or conceive a Dhampyr (though the chances of the third outcome succeeding is only ten percent and the only Vampire that would attempt it would be an Elder Vampire). Vampires do not sparkle in the sun, although Elder Vampires (the vampires with pale white skin) can stay out during the day for twelve hours and exposure to direct sunlight only weakens Ancient Vampires (though Ancient Vampires are extremely rare). Vampires drink human blood because drinking animal blood is not enough to sustain them (Dragon Blood being the only exception due to its magical properties). Werewolves can only turn into their beast forms during a full moon.
6. All Fay, Dwarves, Vampires, Werewolves, Wizards, Witches, Gods, Demigods, Deep Ones, Golems, Elementals, Angels, Demons, Nephilim, Half-Elves, Half-Orcs, and Half-Giants must maintain the Masquerade. Breaking it will result in them being hunted down and killed.
7. Control of races/factions and their leaders is reserved for CO-OPs.
8. No one liners.
9. No Mary Sues. All Demigod characters must have a believable backstory (Example: a Demigod can be the son of Zeus and a Vestal Virgin or the daughter of Freya and a German warrior, but they cannot be the son of Odin and Marie Curie or the daughter of Hera and Napoléon Bonaparte). God characters must be a god that was part of a Pantheon that was actually worshipped at some point in human history (this does not prevent players from playing Forgotten Gods, provided that their backstory cannot contradict the lore).
10. Werewolves can't use weapons in wolf form and they can only be killed by silver, mercury, Wolfsbane, drowning, and any lethal blow that they receive if they lose the ability to regenerate from their wounds. However, weapons and ammunition made from silver and mercury can only kill a werewolf if it hits a vital organ or severs their head from their neck (otherwise it just makes it impossible for Werewolves to regenerate from wounds until they are removed) or blows them to smithereens.
11. The zombies in this RP may be the traditional shambling zombies that are created by a virus that only infects humans due to the small yet significant genetic difference that prevents it from reanimating animals, but that does not mean that a character can underestimate them. If a character goes in guns blazing, then the wannabe Rambo will end up as zombie chow (Werewolves will regenerate from their injuries unless they are exposed to mercury or have a piece of silver stuck in their bodies. Vampires gain a healing factor at year one hundred, but that healing factor only lasts as long as they still have enough blood in them, so no unnecessary theatrics.
12. While a character (player or otherwise) can have the same name as one from a previous RP, they are entirely different characters with different backstories (even being a different gender in some cases) unless the OP decides otherwise.
13. If a player is creating a Fay character, they are not limited to creating Elves. A Fay character can be an Elf, a Fairy, a Pixie, a Nymph, a Leprechaun, a Mermaid/Merman, a Siren, a Minotaur, a Centaur, a Satyr, a Gorgon, a Hobgoblin, a Goblin, an Orc, a Harpy, a Troll, an Ogre, or a Cyclops. However, a Fay character must have the type of Fay in parentheses.
14. No Creepypasta characters. This is an Urban Fantasy Zombie Apocalypse RP, not Tumblr.
15. The only Gods of Evil that are still alive and not, in the case of Kakia, the Greek and Roman Goddess of Vice, kept on a short leash, are Apep/Apophis (who the Ancient Egyptians preyed against), Simargl (a Slavic Deity that seeks to devour the constellation Ursa Minor), Whiro (a Deity said to bring about the apocalypse in medieval Maori religion), and Ama-no-Kagaseo (embodiment of chaos and destruction in Shinto). This is an Urban Fantasy Zombie Apocalypse RP, not Supernatural.
Last edited by Flarbinia on Sun Apr 07, 2019 5:19 pm, edited 11 times in total.

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Player APP

Postby Flarbinia » Sun Aug 19, 2018 3:32 pm

APPLICATIONS

(Remove everything in parentheses!)
Name:
Age:
Gender:
Description (height, weight, hair color, etc.):
Image (optional):
Personality:
Backstory (min. of two paragraphs):
Race(Vampire, Werewolf, Fay, Dwarf, God, Demon, Demigod, Half-Demon, Genie, and Natural) (if Vampire Hunter is a human, then ignore):
Skills:
Powers (ignore if Natural. Optional if Vampire Hunter):
Equipment:
Ambitions (optional):


(Remove everything in parentheses!)
Name:
Age:
Gender:
Race (Ignore if Vampire Hunter is Human):
Image or Description:
Personality:
Backstory (one paragraph only):
Role:
Equipment:
Ambitions (optional):

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Flarbinia
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CO-OP APP

Postby Flarbinia » Sun Aug 19, 2018 3:32 pm

Code: Select all
CO-OP APP
Nation Name:
Race/Faction Name:
Previous RP experience:

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Race: Vampires

Postby Flarbinia » Sun Aug 19, 2018 3:33 pm

Descended from Cain, Vampires are creatures of the night that predate human civilization (hence why holy water, religious icons, garlic, silver, and Wolfsbane do not work on Vampires), although the first Vampire Clan to be recorded in the Sceleratis Mihi ex Lamia (the Unholy Tome of Vampires) originated in Ancient Babylon. For the next few centuries, the Vampires preyed on Babylonian villagers, spreading to all corners of Modern Day Iraq. When the Persians conquered the Chaldeans, the Vampires expanded their ranks from Egypt to India, causing the creation of Clans in the regions controlled by the Persian Empire. However, the Persian Empire was inevitably conquered by its neighbor to the west and the leader of the invasion wasted no effort in hunting down and exterminating every vampire his spies and armies could get their hands on, resulting in the destruction of the Babylonian and Persian Clans. It took the Vampires that survived Alexander the Great's purge the decades following his death to recover from their losses, a clan of Vampires being formed in Greece during that time. Rome's victories in the Punic Wars drew the attention of the Greek Clan and when one particular Roman became Consul, they used it as an opportunity to revitalize their dying race. Everywhere the legions under the command of Julius Caesar went, new Vampire Clans were formed where no Vampire had set foot before, only for the new clans to reject the Greek Clan's proposal to unite all Vampires under a single banner. During the reign of Commodus, the Germanic Clan went to war with the Germanic Werewolf Confederation (the Werewolves that had migrated to Modern Day Germany from Modern Day Belarus prior to Roman expansion) and pushed them all the way to Saxony by the Tenth Century, sparking a hate-fueled rivalry between Vampire and Werewolf. Centuries later, fortune once again turned against the Vampires. The French Revolution had caused the destruction of the French Clan and the resulting Napoleonic Wars had shattered the unity of the Germanic Clan, causing it to devolve into several smaller and weaker Clans. Dracula, seeing the negotiations of what would become the Pact of Secrecy as an opportunity to put a temporary end of hostilities between Vampire and Werewolf, united the Clans under his leadership through diplomacy, backstabbing, and the occasional show of force. He then arrived in the White House just as Helios signed the treaty, everyone except for Abe Lincoln and himself having signed the Pact of Secrecy prior to his arrival. Now, in the 21st Century, Vampires will face their greatest challenge.
Last edited by Flarbinia on Sun Aug 19, 2018 3:34 pm, edited 1 time in total.

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Race: Werewolves

Postby Flarbinia » Sun Aug 19, 2018 3:34 pm

Afflicted with the Curse of King Lycaon, Werewolves have given up on trying to cure their condition and are proud to be warriors who can become beasts. After Zeus cursed Lycaon, his offspring, and his retainers to be Werewolves, they fled to Belarus and split into different packs, creating several nations hidden in the deeper parts of the forests. During the conquests of Genghis Khan, new packs of Werewolves were formed in Russia, Mongolia, China, and the Ukraine, the battles between the Chinese Werewolves and the Indian Clan intensifying tensions between Vampire and Werewolf. While Damarchus had reluctantly signed the Pact of Secrecy, this did not prevent the rivalry from flaring up from time to time. However, in the wake of the existence of zombies becoming public knowledge, Werewolves have abandoned their rivalry with the Vampires to focus on limiting the size of the hordes that they are facing since the plague spread to Europe.
Last edited by Flarbinia on Fri Jan 25, 2019 4:13 pm, edited 1 time in total.

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Race: Fay

Postby Flarbinia » Sun Aug 19, 2018 3:36 pm

Lead by King Oberon, the Fay rule an empire that controls Eden, Avalon, Thule, Hyborea, Atlantis, Jotunheim, Muspellheim, Svartalfheim, and Alfheim. During the Late Roman period, the Fay were raiding human settlements in Northern Europe as revenge for the injury inflicted on Polyphemus centuries earlier, inspiring the myth of the Wild Hunt. However, during the reign of House Tudor, the Oberon began to rethink his views on humanity, spending the next three centuries attending humanity's greatest plays, operas, and concerts. Whereas Oberon would have used military force against the undead if it had occurred centuries ago, Oberon is now content to close the borders of his realm to all outsiders. However, that will change as the Fay Empire begins to progress both technologically and socially on a scale not seen since the 1600's.
Last edited by Flarbinia on Thu Jul 11, 2019 6:32 pm, edited 1 time in total.

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Race: Dwarves

Postby Flarbinia » Sun Aug 19, 2018 3:41 pm

Born during the Creation of the Mortal World, Dwarves have managed to remain prosperous despite no longer being able to sell their wares and/or services to Naturals due to the Pact of Secrecy. Notorious for being the best blacksmiths and architects in Norse Mythology, Dwarves have managed to survive wars with Giants, Dragons, Fay, and even the Slavic gods. The Dwarves, lead by Emperor Alvíss, the son-in-law of Thor who is a fan of a Natural with a similar name, managed to retain both their warrior culture and their standing army. Although they have retreated behind their walls and closed their borders, unlike the cowardly Fay, the Dwarves will march against the shambling hordes once they are prepared for war, Pact of Secrecy be damned.
Last edited by Flarbinia on Fri Jan 25, 2019 4:15 pm, edited 2 times in total.

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Race: Gods

Postby Flarbinia » Sun Aug 19, 2018 3:43 pm

As old as the universe and responsible for both the Creation of the World and the creation of the Human race, the Gods have watched over humanity, sometimes in secret and sometimes not. Helios, Elagabalus (a Sun God worshipped in Roman occupied Syria whose worship later spread out through the Roman Empire and whose face was on Roman coins during the reign of the Roman emperor who had the same name), Sol Invictus (a Sun God worshipped in the Late Roman Empire prior to the reign of Emperor Constantine The Great), Sol (the Etruscan God of the Sun), Ra, Amaterasu, and Sunna (the Norse Goddess of the Sun who is sometimes called Sól), with the help of the Mesopotamian and Mesoamerican Gods, created the Sun. Khonsu/Khonshu and various other Moon Gods created the moon. Poseidon, Pontus (Primordial God of the sea), Tefnut, and Varuna (Hindu God of the Sea), with the help of the Celtic and Chinese Gods, created the seas and oceans of the world. Nut (Egyptian Goddess of the Sky), Uranus (the father of Giants, Nymphs, Furies, Aphrodite, and the Titans), and Quetzalcoatl, with the help of the Canaanite and Slavic Gods, created the sky. Odin, Vili (Odin's brother), Ve (Odin's brother), Atum (Egyptian God of Creation), Gaia (mother of the Giants, Nymphs, Furies, and Titans), Pan Gu/Pangu (creator of all in Chinese Mythology), and Geb, with the assistance of various Native American and African Gods, created the Earth and the stars. Odin, Vili, and Ve, shaped the Dwarves in their own image. Ptah (Egyptian God of Creation, Fertility, Craftsmen, and The Arts), with the assistance of Prometheus and Epimetheus (who sided with Zeus during the Titanomacy), Yig (the Great Old One referred to as the Father of Serpents), and the Incan Gods, created the animals of the world. Esus/Hesus/Aisus (Gallic God of Vegetation), Silvanus (Roman God of Forests and Fields), and God, with the help of various African Gods, created Eden, Avalon, and the Fay. However, while the rest of the Gods were debating over who would create the human race, God created Adam and Eve in secret, hiding them in the Garden of Eden, the home of Oberon. After God banished Adam and Eve from Eden, the other Gods were royally pissed at God for not giving them a say in the decision, the only thing preventing a war among the Gods was God agreeing to let them create their own humans. During the centuries leading up to the Death of Christ, the Gods had relationships with mortals, resulting in the creation of Demigods. However, after Jesus Christ was crucified, the Gods (with the exception of the Mesoamerican Gods and the Outer Gods) voted to not have anymore relationships with Mortals, some Gods and Goddesses turning to other Gods and Goddesses to fulfill their desires. Recently, they are more concerned with how to deal with the zombies than Lucifer returning to the mortal world, as their children are also in danger.
Last edited by Flarbinia on Tue Sep 17, 2019 4:19 pm, edited 2 times in total.

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Race: Demons

Postby Flarbinia » Sun Aug 19, 2018 3:44 pm

Having been banished to Hell after their rebellion against God was crushed, Demons are only honest and trustworthy when it suits them. Despite what "Naturals" might want to believe, Demons have rarely needed to influence and tempt man into committing sin, preferring to watch carnage unfold when they get bored with torturing the damned for all eternity. Hell is divided into nine circles, which circle a soul goes to being determined by the sins they committed in life. However, once a soul goes to Hell (outside of a near-death experience), it cannot escape. Two weeks before a reporter at Fox News revealed the existence of zombies to the world, Lucifer returned to Earth and found humanity's inability to take zombies seriously disgusting at best, burning a truckload of copies of Twilight and Atlas Shrugged to a crisp in anger.
Last edited by Flarbinia on Tue Apr 02, 2019 12:57 pm, edited 1 time in total.

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Race: Demigods

Postby Flarbinia » Sun Aug 19, 2018 3:44 pm

The offspring of Gods and mortals, Demigods have remained in hiding for centuries, whether it is hiding in plain sight (if they weren't famous) or hiding in the caves of Crete or Northern Italy (depending on which of the two consuls is in charge during that time of the year). In the centuries following the Death and Resurrection of Christ, the European, Middle Eastern, and African Demigods began to hide their existence from the world, knowing that Christianity would inevitably supplant paganism and that the Christians would hunt down and kill the children of the pagan Gods (Demigods have longer lifespans than mortals, so they would naturally live long enough to see their beliefs be replaced with new ones). The majority of these Demigods easily blended into society due to not being famous or even infamous, while Heracles/Hercules, Perseus, Theseus, Castor, Pollux, Hippolyta, Rhesus of Thrace, Eryx, Aeneas, Romulus, and Gilgamesh all went into hiding in Crete. After decades of debate, the Demigods made a compromise proposed by Aeneas: the Demigods of Europe, the Middle East, and Africa would be ruled in secret by two consuls with each consul having undisputed rule for half a year. Theseus would be in charge during Summer and Autumn while Jesus would be in charge during Spring and Winter (he would spend the rest of the year in Heaven). After the Pact of Secrecy was signed in 1860, the rest of the Demigods of the world, already hidden from the "Naturals" by arcane wards or hiding in plain sight, accepted the rule of the consuls in order to protect themselves from potential threats.
Last edited by Flarbinia on Wed Oct 10, 2018 1:31 pm, edited 1 time in total.

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Race: Deep Ones

Postby Flarbinia » Sun Aug 19, 2018 3:45 pm

Arriving with Father Dagon and Mother Hydra centuries before Adam and Eve were banished from the Garden of Eden, the Deep Ones are an ancient and reclusive race that dwells on the bottom of the ocean, living on a diet of fish, kelp, sea cucumbers, octopi, squids, sharks, Jellyfish, and occasionally whales. At some point in their history, a catastrophe occurred that made it impossible for Deep Ones to mate with each other, forcing them to make pacts with humans living on coasts and islands to ensure that their race does not go extinct, massive fortress cities being built in the Pacific and Atlantic and even the North Sea to reduce travel time (though they avoid Orkney due to it being located near Finfolkaheem and Hildaland, the two homes of the Finfolk), the offspring of a Deep One and a Human gaining the "Innsmouth Look" once they hit puberty and continuing to change until they become a Deep One. However, during the Roaring 20's, Y'ha-nthlei, the capital city of the Deep Ones, was attacked by the United States Military during the Siege of Innsmouth and while the city was only damaged, the Father Dagon ordered that the Capital be moved to Yc'thoggo, a Deep One stronghold off the coast of Japan, in the aftermath of the assault. Once the initial chaos caused by this pragmatic decision had ended, business continued as usual for the Deep Ones: gold and fish being provided to isolated coastal settlements and secluded island tribes in exchange for mates and human sacrifices. However, with the number of coastal settlements dwindling and zombies being unaffected by water pressure, the future of the Deep Ones remains uncertain.

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Race: Golems

Postby Flarbinia » Sun Aug 19, 2018 4:27 pm

Originally created in Lemuria using the Tome of Cronus, a grimoire of great power written in the blood of Ymir and bound in the flesh of Tiamat by the King of the Titans himself, as a desperate attempt to repel the invading Atlantean legions, Golems have been known throughout the centuries as protectors. In China, the process was rediscovered by Lao Tzu/Laozi, the Golems he created protecting a remote village from bandits and raiders. After centuries of being passed from one set of hands to the other, the Tome of Cronus ended up in Prague, Judah Loew ben Bezalel using the ritual described in the grimoire to create the Golem of Prague. Adam Weishaupt, founder of the Illuminati, bought the Tome of Cronus during his time as a professor of law, creating several Golems from iron and stone rather than clay and bronze, only for it to be lost when his secret society was banned in 1784. In 1943, the SS attempted to create an army of Golems through science rather than magic, only for a Shapeshifter to destroy the only scientific Golem, kill everyone involved, and burn their research to ashes. The Golems that have survived to the modern day are the last of their kind, but they are bound by the enchantments placed upon them to defend their creator's people from harm.

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Race: Dhamphyr

Postby Flarbinia » Sun Aug 19, 2018 4:31 pm

Dhampyr. Day Walkers. Half Breeds. The offspring of an Elder Vampire and a willing Mortal woman are conceived through a mix of occult ritual and sexual reproduction (though there is only a ten percent chance of a Dhampyr), born with all the powers of a Vampire (except for mind control) and none of the weaknesses (though the mother of a Dhampyr needs to drink the blood of the father for the duration of the pregnancy to survive). Shunned by all Vampires and hated by Dwarves and Werewolves and Vampire Hunters for their heritage, many Dhampyr have distanced themselves from the Supernatural out of spite, the modern ones listening to Nine Inch Nails and managing tribute bands while several of the older ones have been working as contract killers or private investigators. Those who associate themselves with the Supernatural act as Sheriffs, enforcing the laws of Fay communities in North America, Demigod Communities in South America and Australia, and Half-Demon communities in Japan while bumping heads with other Dhampyr over territory and jurisdiction. A few even become Witch Hunters. However, due to the zombie apocalypse, these little niches are threatened at best and non-existent at worst (Witch Hunters being the only ones not affected).

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Race: Djinn/Jinn/Genies

Postby Flarbinia » Sun Aug 19, 2018 4:48 pm

Granters of wishes. Tricksters that twist man's greatest desires to their whim. The Djinn/Jinn, known in layman's terms as Genies, are spirits with the ability to warp reality to the whim of whoever releases them from the confines of a lamp, bottle, or diamond. However, there are limits to how a Djinn can do this. A mortal cannot wish for more wishes, wish to undo a wish, wish to go back in time to prevent themselves from making a wish, make someone fall in love, intentionally kill anyone with a wish, or bring back the dead. A Djinn cannot alter the past unless the one who makes the wish is certain that's what they want. Every wish must have a consequence, though Djinn are not required to inform mortals of this third rule. Once the final wish is made, the mortal who made it will become a Djinn and the former Djinn will be free to walk the Earth as mortal, though the Djinn will be reduced to burning ashes if it does not get food or water before dawn of the second day of its freedom.
Last edited by Flarbinia on Fri Sep 20, 2019 6:28 pm, edited 3 times in total.

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Race: Nephilim

Postby Flarbinia » Sun Aug 19, 2018 6:54 pm

Descended from the children of Angels and Humans cursed to live only two hundred years, the Nephilim are renowned as warriors, their journey to Hyborea marked with bloody battles that left many worlds scarred and entire religions uprooted. When God decided to flood the Earth, Búri, King of Asgard and grandfather of Odin, chose to save a group of Nephilim from a watery grave, giving them a newly formed realm that became known as Nephilimheim. However, during the Bronze Age, an unspeakable evil began corrupting the realm, forcing the Nephilim to flee, Búri sealing off Nephilimheim to ensure that the corruption could not spread the rest of the cosmos. Decades of war followed the evacuation, many Nephilim being slain on the battlefield or sent into the vacuum of space. The Nephilim, weary from war, eventually settled in Hyborea, sticking to warmer areas until the Hyborian Ice Age ended. When an Elf scout discovered a gold deposit and the Fay Empire began setting up colonies, the Nephilim negotiated an alliance with the Fay Empire. After the Giants died out, a sizably large group of Nephilim attempted to settle Jotunheim, but they were slain by Athena, the Goddess of Strategy, having been deceived into doing the deed by Prince Puck. As revenge for this betrayal by the heir to the throne, the Nephilim sided with the loyalists in the civil war that followed the Fay Empire's defeat in the Fay War, cutting down many of the Mad Prince's supporters.
Last edited by Flarbinia on Wed Oct 10, 2018 1:36 pm, edited 1 time in total.

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Races: Elementals

Postby Flarbinia » Sun Aug 19, 2018 8:11 pm

Denizens of the Elemental Realm, Elementals are ruled by the Council of Elementals, an oligarchy that maintains order in the Elemental Realm. How the elemental Realm and its denizens came to be is a mystery, as the history of the Elementals are shrouded in myth and legend. All outsiders know of the Elementals is that they have three castes: solids, liquids, and gases. Solids are the working class, their strength and durability making them perfect for construction and other labor intensive work. Liquids are the middle class, serving as law enforcement, lawyers, teachers, and accountants. Gases are the upper class, working the best jobs. The only Elementals exempt from the restrictions of the caste system are the Elementals on the Council of Elements. Elementals living outside the Elemental Realm serve as bodyguards or shock troops for the Wizards that summoned them.
Last edited by Flarbinia on Tue Aug 20, 2019 2:10 pm, edited 1 time in total.

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Race: Naturals

Postby Flarbinia » Sun Aug 19, 2018 8:14 pm

While a select few know of the existence of the supernatural (the Pope and the Queen of England among them), the majority of humans in the modern world do not. These humans are referred to as Naturals by those who are connected to the supernatural because they live boring mundane lives in a natural world where everything that cannot be scientifically explained can be safely dismissed as superstition, urban legend, or religious mumbo jumbo. The Pact of Secrecy was created to maintain the illusion of normalcy that prevents the Naturals from hunting down and exterminating Vampires, Werewolves, Fay, Dwarves, Gods, Demons, Vampire Hunters, and Demigods out of fear and misguided zealotry. However, the mediocre calm created by this illusion has been shattered by the recent revelation that zombies are real and their only desire is to eat you alive.

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Faction: Wizards and Witches

Postby Flarbinia » Sun Aug 19, 2018 8:18 pm

Humans born with magical powers, Witches and Wizards fled to Kazakhstan, Nepal, and the Ukraine to avoid persecution by the Catholic Church. However, with the majority of their archives destroyed by the inquisition and the Fay Empire refusing to share their secrets, their knowledge of magic is limited to what they can learn from the few Grimoires that could be saved from the zealots who hunted them in Western Europe. The Wizards and Witches, becoming isolationist in order to protect themselves from Witch Hunters, stagnated for centuries while the outside world advanced in technology and the belief in the existence of Wizards and Witches waxed and waned, the only Wizards and Witches knowing about the modern world being either Silver Sentinels or those exiled from their Enclave and never allowed to return on pain of death. Every Enclave sends Silver Sentinels to retrieve Wizards and Witches and lead them back to that Enclave, replacing all memories of the magic user they were sent to recruit with false ones if they agree and erase all memories of magic from the mind of the potential recruit and place rings with Rune of Anti-Magic on their fingers if they refuse. In order to become a part of Wizard society, a Witch or Wizard, after months of training under the tutelage of a Magus, must complete the Turas an inntinn, a ritual that has existed since the Celts discovered how to harness primitive magic. The aspiring Witch or Wizard will touch an ancient tree that has been decorated with runes made of enchanted ash. If the runes glow blue, then they are allowed to enter society. If the runes glow red, they are burnt to a crisp on the spot by the tree's magic. Although they are located away from any major cities, they will soon have to face the shambling hordes that are ravaging many parts of the outside world.
Last edited by Flarbinia on Tue Aug 20, 2019 2:12 pm, edited 1 time in total.

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Faction: The Order Of The Witch Hunter

Postby Flarbinia » Sun Aug 19, 2018 8:19 pm

The night is full of terrors and to protect the human race from what goes bump in the night, organizations that, while they officially do not exist, exist to combat them from the shadows while hiding the truth from a populace that, despite all the achievements and technological progress of the human race, remains superstitious and ignorant. The Vampire Hunters Guild deals with Vampires and Werewolves whose actions threaten both mortals and the masquerade. The Knights Templar battles Eldritch Horrors and Ancient Evils straight out of Lovecraft. The Order Of The Witch Hunter hunts Wizards, Witches, Warlocks, Necromancers, and Blood Mages.

During the reign of Ramses II, a Wizard named Taf-nekht conspired to overthrow the pharaoh, only to be slain along with his co-conspirators by twenty bodyguards, all of whom had fought in the war against the Hittites. For taking the initiative in dealing with the conspiracy, Ramses awarded them by creating the Soldiers Of Set, a secret society of elite warriors who would protect the pharaoh from magic users by any means necessary. However, as its ranks grew, the purpose of the Soldiers Of Set expanded to protecting the people of Egypt, allowing them to outlive Cleopatra. When Muslims conquered Egypt, the Soldiers Of Set, now known as Brotherhood Of Saint Paul and under the leadership of the Vampire Amun-Ptah (the only Vampire to be a member of the Brotherhood Of Saint Paul), fled to Europe with the relics and knowledge of their order. After centuries of selflessly defending mortals from magic users, they were approached by Pope Gregory VIII who offered to fund and sanction their hunts in exchange for their loyalty. Antonio De Milan, the leader of the Brotherhood of Saint Paul and successor of Amun-Ptah, not only agreed to the terms, but changed the name of the organization to The Order Of The Witch Hunter.
Last edited by Flarbinia on Tue Aug 20, 2019 2:13 pm, edited 3 times in total.

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Faction: Knights Templar

Postby Flarbinia » Sun Aug 19, 2018 8:19 pm

Sanctioned and funded by the British Crown, the Knights Templar protect the human race from Eldritch Abominations and Ancient Evils. However, it was not always this way. The Knights Templar, founded to protect pilgrims from bandits that continued to plague the countryside after the First Crusade, once served as bankers and shock troops. Dwindling support for the Knights Templar and the accusations of a former member of the order led to the death of Grand Master Jacques de Molay and the disbanding of the Knights Templar, though a few still referred to themselves as Templars in private. During the reign of King George IV, several coal miners accidentally broke the seal on the doors of an ancient temple, unleashing a monster that could not be slain by cannon, musket, bayonet, or sword. Using an ancient ritual learned by deciphering a scroll retrieved from Antioch by the Knights Templar, a local scholar manage to seal the monster back in its prison, though he could not save any of the witnesses. King George IV, not wanting a repeat of the incident, secretly reformed the Knights Templar, with the scholar as its first Grandmaster. During the 1920s, the Knights Templar began recruiting Demigods into its ranks to replace the members that had died fighting in the trenches (unlike its medieval predecessors, the modern Knights Templar are not exempt from such laws, hence why its ranks were depleted during World War One), causing its ranks to swell to twice its prewar size. During World War Two, the Knights Templar were deployed to Greece, Norway, and Manchuria to prevent the Axis from retrieving artifacts that could unleash an ancient evil or eldritch abomination. During the Vietnam War, the Knights Templar opened its doors to Witches and Wizards, adding their discoveries to its knowledge of the occult. Prior to the truth about zombies becoming public knowledge, the Knights Templar were assigned to deal with small scale outbreaks in Scotland and Northern Ireland due to the need to eliminate such a threat without causing a panic.

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Faction: Vampire Hunters Guild

Postby Flarbinia » Sun Aug 19, 2018 8:20 pm

Founded by Benjamin Franklin after a highwayman saved him from a Vampire (whether it was the highwayman's intention to save one of the Founding Fathers or not is highly debated amongst the intellectual members of the Vampire Hunters Guild) during his visit to France, the Vampire Hunters Guild has protected the rest of Humanity from the shadows, striking down any Vampire and Werewolf that crosses their path. However, they had to reluctantly give up some of their autonomy in 1860 due to financial problems, signing the Pact of Secrecy in order to avoid bankruptcy and their dissolution. This decision has proved detrimental in recent years due to advances in cellphone technology making it difficult for the United States government to cover up the Vampire Hunters Guild's activities.
Last edited by Flarbinia on Tue Aug 20, 2019 2:15 pm, edited 1 time in total.

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Vampire Faction: Aboriginals

Postby Flarbinia » Sun Aug 19, 2018 8:21 pm

Vampires hailing from the various tribes of the Americas (defunct cultures such as the Aztecs and the Incas included), Aboriginals constantly tread the thin line between retaining their sanity and giving into their animal instincts, a struggle that causes outbursts of violence that can threaten to expose the existence of Vampires if they cannot keep their anger under control. Gentle giants by nature, Aboriginals do not seek conflict, but will fight to death if attacked or provoked by others, whether they are Vampire Hunters trespassing on their territory or a Vampire seeking to steal said territory. When speaking to Mortals, they talk like stereotypical Native Americans and refer to themselves in the third person in order to trick rogue Vampire Hunters into believing that they are oafs. While they are not masters of magic, they can use magic to a degree, making them dangerous enough that the Vampire Hunters Guild keeps them under twenty-four hour surveillance to ensure that they do not go rogue or turn Feral.
Last edited by Flarbinia on Fri Jul 10, 2020 4:44 pm, edited 5 times in total.

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Vampire Faction: Jiangshi

Postby Flarbinia » Sun Aug 19, 2018 8:22 pm

Vampires hailing from the Far East, Jiangshi are the most honorable and uptight of Vampires, maintaining the values that they held when they were still human. Preferring to use the weapons they wielded in mortal life over modern firearms, the Jiangshi have left themselves at a disadvantage when it comes to fighting Vampire Hunters who do not share their distaste, their slender frame making this disadvantage worse. Wiser than their North American counterparts, they are masters of hiding in plan sight, making rogue Jiangshi the second most dangerous prey a Vampire Hunter in heavily populated areas will have to deal with, though they mostly stick to the predominantly Asian neighborhoods.
Last edited by Flarbinia on Wed Oct 10, 2018 1:51 pm, edited 2 times in total.

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Vampire Faction: Völuspá

Postby Flarbinia » Sun Aug 19, 2018 8:22 pm

Scandinavian warriors who accidentally stumbled on a Vampire's resting place when they were mortal, Völuspá are the loan sharks and bankers of Vampire society, controlling the nightclub that conceals the only bank that Vampires in North America who were declared legally deceased by the government have access to when they need money. Once a Vampire borrows money from a Völuspá, he is indebted to that Völuspá for the rest of his immortal life and if a Vampire dies, any Vampires they sired will inherit the debt for the rest of their immortal lives. If a Vampire fails to pay a Völuspá back by the third Full Moon, compounding interest and all, there will be nowhere to run and nowhere to hide from the Vampire Hunters a Völuspá keeps on their payroll. If the Vampire Hunters on the payroll of a Völuspá are killed, the Vampire Hunters Guild will eliminate the Vampire in retaliation for the death of their comrades (any Vampire Hunter on the payroll of a Völuspá keeps the backdoor deal a secret that will die with them) and once the dust settles, the Völuspá who made the loan will fleece whichever Vampire was unfortunate enough to inherit that debt. If the Vampire Hunters on the payroll of a Völuspá kill the debtor, then the Völuspá will have one less deadbeat wasting his time with excuses and empty promises. Either way, a Völuspá will collect their due, no matter the cost. However, their greed can come back to bite them in the ass from time to time.

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