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Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 09:50 PM


Overthink101

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Posts: 12234
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TOC

Post 1; TOC + Links

Post 2; Rules

Post 3; Plot

Post 4; Races

Post 5; Foes

Post 6; Masterlist

Post 7; Character Sheet

Links

Sign-Ups; You’re here.

Discussion; https://wolfplaygame.com/forums.php?f=36&t=86577

RP Thread; N/A.


Edited at July 29, 2023 09:58 PM by Overthink101
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 09:50 PM


Overthink101

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Posts: 12234
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Rules

  1. Eve’s Rules.
  2. Cursing is fine, just don’t do it in every sentence of every post.
  3. LGBTQIA+ friendly and supportive. Don’t like it? Don’t join. Easy as that.
  4. No OOC drama, RP drama is encouraged. Extremely encouraged.
  5. Romance is fine, though it isn’t the focus of the RP, just no explicit scenes! Skip them or take it to PMs.
  6. This is a literate roleplay, 4 paragraphs (400 words) every post, at least. Please PM me or one of the other people if you won’t be able to post that week/next week. Writer’s block is understandable, just let me know if that’s the case.
  7. Two strikes, and you’re out. I don’t do third chances, just second chances.
  8. I control the weather/time- Usually. Anytime I don’t will be discussed beforehand, just don’t assume I’ll greenlight something.
  9. As a little check-in to make sure you are reading the rules- PM me your character’s Dark Secret. This is also to make sure we don’t have ten of the same secrets.
  10. PM me if you no longer want to be in the roleplay, we’ll figure something out.
  11. Be diverse with your characters please, I don’t want five of the same thing.
  12. Do not kill/gravely injure someone’s character without permission. That being said, your character cannot dodge/land every hit.
  13. Reservations last for 2 days/48 hours. I will most likely round the time up to the nearest 5 or 0 in the minutes. If you need more time, PM me.
  14. Don’t clog the sign-ups, affiliations and questions can be discussed/answered in the discussion or PMs.
  15. No Mary/Gary Sues, John/Jane Does, or any of those sorts. Please. If you’ve read this far, put ‘Did you read?’ in Other. Don’t try to shoehorn your character into being the center of attention, everyone will get their time- Don't worry.
  16. Two characters per person max for now, if there aren't enough people signing up then it may change.
  17. The characters should be adults, exacts are up to you. Given how the races have different lifespans, just make sure they’re adults. And would count as adults in their race. So, like, 21-30 for humans and tieflings. 121-130 for elves and mages. Follow mixed lifespan guidelines to figure out if they should be 21-30 or 121-130, or ask me.
  18. A lot of this roleplay will be character driven. Keep that in mind!
  19. Have fun!

Edited at August 1, 2023 02:29 PM by Overthink101
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 09:51 PM


Overthink101

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Posts: 12234
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Plot

Over the past few months, there has been an increase of ghosts, demons, and the undead. No one is quite sure why, and all most can hope to do is survive. But you? You are a hunter of these beasts, specializing in one of them particularly, whether it be demons or the undead or ghosts. You hunt these creatures. And with the insurgence, you’ve been loaded with work to do.

--

A couple months ago, however, you received a letter from the Zauberei Corp.. A ghost hunting business run by one of the most influential noble elven families, the Zauberei.

--

Dear Hunter,


Us at the Zauberei Corp. would like to offer you a position on a team in our newest expansion of our company. This newest expansion shall contain not only ghost hunters, but demon and undead hunters as well, in order to respond to the current insurgence.


And, after reviewing every hunter in the records, we have decided that you are among the ten that will be allowed the honor of joining such an elite team.


If you choose to accept this offer, we will see you at our residence in two weeks. Please bring whatever you think you’ll need.


We look forward to seeing you,

Zauberei Corp.

--

In the end, for whatever reason, you decide to join. You pack up your things, if you have any, and take the offer. But your luggage isn’t the only thing you carry. Secrets run deep in your bones, and you can’t shake the feeling that the Corp. knows what you’re hiding. Why else would they choose you? You’re not a particularly high ranked hunter, after all. And you’re certain that the same could be said for the others brought onto this team.

--

Now, it’s been two weeks since you arrived at the residence. The last two weeks have mostly been settling in and meeting your new colleagues. The feelings you had when you first arrived have not left- But now, it’s time to start what you were called here to do. Your job, hunting the foul creatures that plague the world.

Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 09:52 PM


Overthink101

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Posts: 12234
#2913959
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Races

There are four distinct, sentient races in this world. Humans, Elves, Tieflings, and Mages. Along with these four races, some have mingled with other races and created mixed races as well.

Human (2/2)

Known to be the least diverse of the four races and more than that, for being the only race that cannot use magic without the aid of sigils. At times, though rare, they may have an ‘aura ability’ that allows them to sense different kinds of magic, which also causes their hair to be an unnatural color.

*~*~*~*

Overview

Hair; Natural colors unless they have an aura ability or the hair is dyed.

Skin; Natural colors.

Eyes; Natural colors.

Height; On average they’re anywhere from 5’4” to 5’9”, but they can be taller or shorter.

Lifespan; Lives to 80s on average, can live up to 150.

Magic; Sigils.

*~*~*~*

Navarre Kingdom

This kingdom houses the majority of humans in the land, other than a few settlements away from it from humans that wish to get away from the corruption that rots it. The kingdom is wealthy, and every building in the center of the kingdom looks beautiful and well developed. Despite the kingdom’s wealth, as one gets further out the kingdom, the more poor and rundown it becomes. The only buildings that keep their glory are the churches scattered about.

Culture

The Navarre Kingdom puts a heavy focus on trade, even within its culture. It is a popular place for pop-up markets with merchants from around the continent as well as circuses, traveling theaters, and other forms of temporary entertainment. A love of the land is a staple for humans in this region and common people are taught to take care of the land for the next generation even if nobles do not help this cause.

Government

The kingdom is rot with political corruption and as such any money earned is spent on lavish parties and improving the homes of nobles. The kingdom is a feudal monarchy with rich nobility and richer royalty. While the nobility can advise the king on some decisions, the king has total power over the land, the people, and, of course, the money. As a result, the further out from the main city a human travels, the more… ‘unsavory’ it is. Houses sunken in the ground from poor infrastructure and sinkholes, a single, packed orphanage since others had burned down, and beggars and thugs littering every alley and street.

Beliefs

The Navarre Kingdom believes in a singular, all powerful God. Despite the church and king not being affiliated with one another, the church still holds a lot of power over the people by promising the eyes of god will burn them if they do not donate and pray regularly.

Climate/Geography

The Navarre Kingdom is a beautiful land with a diverse landscape despite its rather small size. Being on the coast, it is prone to misty fog and cold nights, especially during winter. Meanwhile, during the summer it’s always warm and humid, though with a refreshing salty breeze along the coast. The plains where crops are grown are good at holding the right amount of refreshing, sea air and dry, inland air for just about any crop you could think of.

Elf (2/2)

Elves are an extremely diverse race known for their long, pointed ears and even longer lives. They are less diverse in appearance only when compared to tieflings. Despite being limited in their magic compared to mages, they are more diverse in their magic. No elves have the same magic, though within each family the magic is similar. Depending on how much a family uses their magic, the stronger or weaker it gets throughout the generations.

*~*~*~*

Overview

Hair; Natural and Unnatural colors.

Skin; Natural colors. Rarely seen, are shades of black and white.

Eyes; Natural and Unnatural colors.

Height; On average they’re anywhere from 5’0” to 6’0”, but they can be taller or shorter.

Lifespan; Can live up to 750.

Magic; Hereditary with some evolution/de-evolution over generations.

*~*~*~*

Kingdom of Umbris

The Kingdom of Umbris houses the majority of elves in the realm. Out of every kingdom, they are one of the largest, and one of the most secure.

Culture

The Kingdom of Umbris has a strong culture centered around perfection in all areas. Through this culture, they try to ensure that the kingdom and its people are all perfect. This idea includes career, emotions, spirituality, intellect, physical strength, magic, and whatever else you could think of.

This being said, they are also very centered around familial tradition. This means that every family has their own tradition, and not following the tradition of your family can result in rather severe punishments.

Hair is also a huge part of elven culture, and is used to show many things. Long hair is part of every tradition, and it must be well taken care of, otherwise many elves will tend to think less of you. Short hair is used by elves to either reject tradition during times of civil unrest, or as a punishment to elves with long hair that have been taking care of it for their whole lives in response to a crime or dishonoring their family tradition. Braids in an elves' hair will show how many major victories they’ve had in any aspect of their life, for each major victory there will be a braid.

Government

The Kingdom of Umbris is ruled over by several noble families, all of which are of the highest wealth and power in the kingdom. These noble families meet up every so often to discuss and keep the kingdom running smoothly. Despite this easily corrupted way of doing things, the kingdom hasn’t had many problems with civil unrest in the past and it would seem as if the kingdom is in good condition all around.

Beliefs

The Kingdom of Umbris encourages religious freedom, as long as each family sticks to whichever religion is chosen. Most elves believe in either a large pantheon of Gods and Goddesses or believe one singular Goddess.

Climate/Geography

The Kingdom of Umbris is one of the largest kingdoms in the realm, spanning across mountains and forests. Within the mountains and forests, there are several rivers and waterfalls as well. These conditions make the kingdom perfect for an array of activities and economic opportunities. The temperature fluctuates but is often on the cooler side of things. Rain and snow are both quite common occurrences.

Tiefling (2/2)

Tieflings are perhaps the most diverse of the four distinct races. They can have different kinds of tails, wings, horns, and ears depending on where they’re from, their parents, and their magic. As such, they have five different kingdoms based on their magic in order to use it to the best of their abilities.

As a whole, tieflings use piercings, jewelry, and tattoos to express themselves and show major life events. One may get a matching piercing when married, or tieflings may get a tattoo upon reaching adulthood.

*~*~*

Overview

Hair; Natural and unnatural colors.

Skin; Natural and unnatural colors.

Eyes; Unnatural colors.

Height; On average they’re anywhere from 5’6” to 6’2”, but they can be taller or shorter.

Lifespan; Can live up to 400.

Magic; Elemental magic, usually with one or two strong suits.

Fire and Earth both have harder/tougher skin without adding muscle mass/losing speed, and the other three (Water, Air, Shadow) weigh less/are lighter on their feet without losing any muscle mass.

*~*~*~*

Emparal Kingdom

The Emparal Kingdom is the kingdom of tieflings that have fire magic. They are the largest of the tiefling nations, and have the second largest population of tieflings, second only to the Cait Federation.

Culture

This tiefling nation is very centered around passion, as such they encourage their citizens to do whatever makes them feel alive. Not happy, per se, but alive. This distinction in particular has led to many corrupted businesses and livelihoods amongst its citizens. One such example is the coliseum where people fight to the death. They’re also known for having extremely spicy food that most outsiders complain about, much to the chagrin of the Emparal Kingdom.

Government

The Emparal Kingdom is ruled by a wealthy group of people, one of which is titled Oligarch. These people rule the kingdom altogether, though they often look towards the Oligarch as the supreme leader. This Oligarch is usually, if not always, the most wealthy of the group and of the kingdom as a whole.

Beliefs

The Emparal Kingdom follows one deity, ‘The Goddess of Fire and Light’. They admit that the Goddess they worship used to be part of a pantheon but that they have no desire in worshiping the other gods or goddesses from it.

Climate/Geography

The Emparal Kingdom spans an entire desert, making them easily the largest tiefling nation. There are also several plateaus in their nation as well, allowing some residents to have a cooler climate if they can afford it. Sandstorms tend to happen at least once a year, but the kingdom has adapted to the best of their abilities. The climate is hot and dry during the day but gets rather cold at night. Rain is rare, but the nation gets its water from a cool spring they found within a plateau.

--

Nysa Dynasty

The Nysa Dynasty is the tiefling nation that houses all tieflings with water magic. They are third in size and the second smallest tiefling nation in population.

Culture

This dynasty puts a strong emphasis on tradition, and to break tradition is to disgrace your family and yourself. This causes many families to disown anyone who causes disgrace by breaking tradition, making the Nysa Dynasty the second likely tiefling nation to have people leave or flee persecution to another nation. They are second only to the Korgon Empire in that regard. They also put a strong emphasis on religion, and everyone in the dynasty is expected to follow the same traditions, religion, and culture.

Government

The Nysa Dynasty is ruled by the head of the Nysa family, who are believed to be divine messengers of ‘The Wave’. They are expected to rule according to ‘The God’s word and carry out His will.

Beliefs

The Nysa Dynasty believes in one higher power, whom they have dubbed, ‘The God’ or ‘The Wave’. They do not believe in any other deities, and this deity is not part of a forgotten pantheon. Not only this, but they scorn those that try to say that He must have been worshiped alongside the Cait’s religion.

Climate/Geography

The Nysa Dynasty spans along a coastal front, making a great place for ports and trading. They don’t often deal with tsunamis or hurricanes, though they are a possibility. The climate is usually very humid and tropical plants are abundant. Rain is very common and floods are something that the dynasty has adapted to due to frequency.

--

Derfir Tribe

The Derfir Tribe is the tiefling nation that houses all tieflings with earth magic, though they also have the largest population of tieflings with other types of magic as well. They are the second smallest nation, and have the third largest population.

Culture

The Derfir tribe have a culture centered around nature. If one is to kill an animal, it is to be done humanely. This mindset is used in everything, they believe in being kind above all else. This is why they accept all types of tieflings within their nation and not only ones with earth magic. It’s also why many fleeing from other tiefling nations to escape punishment come here instead of other nations.

Government

The Derfir Tribe is run by elected officials that are supposed to represent the majority of those living in the tribe during any and all meetings. Usually, these officials have one in particular that they tend to look towards as a sort of chief, this is usually the most unbiased official in order to make sure everything decided is fair.

Beliefs

The Derfir Tribe believes in many druidic gods and goddesses that help them with many things, though in the end, they most worship nature. A few gods and goddesses from their pantheon are the ‘God of Harvest’, the ‘Goddess of Rain’, the ‘Goddess of Life’, and the ‘God of Travel’. There are also animal deities in this pantheon.

Climate/Geography

The Derfir Tribe lives in a thick forest great for hunting and lumber, though they all mostly live a druidic lifestyle. The forest has multiple streams and rivers allowing access to water for the Tribe. There are few environmental risks here, and any that arise are easily solved by the tieflings living in the nation.

--

Cait Federation

The Cait Federation is the tiefling nation that houses all tieflings with air magic, though they are also the tiefling nation that has the second largest population of tieflings that do not have the magic the nation was made for. They are the second largest nation, and have the largest population of tieflings.

Culture

The Cait Federation have a culture centered around freedom and independence, they do not tell their citizens how they must think or behave, what they can wear or do. Due to this, it’s hard to put any hard, concrete definition to their culture. Most accurately, they’re a mesh pot of different cultures all coming together that allows their citizens to express themselves however they wish to do so.

Government

This tiefling nation takes a slightly estranged approach, they have divided their nation up into several smaller states each governed by a small group of people. These people then meet up in the heart of the Cait Federation every few months in order to govern the entirety of the nation and keep the internal peace.

Beliefs

The Cait Federation believes in one higher power, whom they have dubbed ‘The Goddess’. She is not part of a forgotten pantheon, and is the only deity they follow. The Federation especially scorns those that say that their Goddess and the Nysa’s God must be connected.

Climate/Geography

The Cait Federation spans along a mountain range in the northern part of the world, snow and freezing temperatures are extremely common and it only gets colder during the winter months. Blizzards and avalanches aren’t common but can occur. The most common source of water for the Federation is from snow or a nearby waterfall.

--

Korgon Empire

The Korgon Empire is the tiefling nation that houses all tieflings that have shadow magic. They are the smallest of the tiefling nations, and have the smallest population of tieflings.

Culture

The Korgon Empire values strength more than most, if not all, the other tiefling nations. Their culture is built around the idea of being strong, whether it be physically, mentally, magically, emotionally, or spiritually. Strength is what everything comes down to here. As such, tieflings are expected to master their element(s) and use their magic to its fullest potential.

Government

The government in the Korgan Empire was once an absolute monarchy, but nowadays civil unrest is so common that the empire just seems to be in a constant state of disorder and civil war. Military officials are often in place as leaders instead of any real government.

Beliefs

The Korgon Empire worships one deity, the ‘God of Darkness and Strength’. It’s unknown if this god is part of a pantheon or not, as he is the only one they worship.

Climate/Geography

The Korgon Empire is hidden underground, in cave systems that allow the empire to be harder to attack and keep their location undisclosed to any that have never been there. Not to mention that to outsiders, it can seem like a maze with no way to keep from getting lost. The climate tends to be cool in the cave systems and there is a nice underground spring used as the empire’s water. Cave-ins are rather rare, though not unheard of.

Mage (2/2)

Mages are said to be relatives to humans, and are a race of what humans would be like if they had magic infused to their very being. That being said, they’re a shorter race but no doubt the best with magic.

*~*~*~*

Overview

Hair; Unnatural colors unless dyed.

Skin; Natural colors.

Eyes; Unnatural colors.

Height; On average they’re anywhere from 5’1” to 5’8”, but they can be taller or shorter.

Lifespan; Can live up to 700.

Magic; No limitations, though there are specializations.

*~*~*~*

Mementos Empire

The Mementos Empire is the nation that houses the majority of mages in the realm, known mostly for its integration of magic use in everyday life.

Culture

hhh

Government

hhh

Theocracy

Beliefs

hhh

Polytheistic

Climate/Geography

The Mementos Empire spans across a forest and plains, with several large rivers and streams that act as the empire’s main sources of water. Many flowers are able to be grown and there are meadows full of wildflowers as well. Temperatures are rather warm during spring and summer, but they cool down during the winter and autumn months. However, the nation rarely sees any snow during the year.

Mixed (2/2)

The mixed race is when couples of two different races have a child together. This child is of mixed race. They are the most diverse in the fact that they can have traits from both of their parents’ races.

*~*~*~*

Overview

Hair; Natural and Unnatural colors.

Skin; Natural colors, unless part Elf or Tiefling with Unnatural colors.

Eyes; Natural and Unnatural colors.

Height; They can be as short as the shortest average height for their parents or as tall as the tallest average for their parents. Or shorter or taller.

Lifespan; They take the higher average of their parents.

Magic; There is a rule of thumb with Mixed. Elf magic will always be inherited by the offspring. If no Elf parent then Tiefling magic. If no Elf or Tiefling parent then Human magic, and then Mage magic is rarely ever seen among Mixed.

*~*~*~*

Culture

The mixed race tends to stay with their parents, so wherever their parents stay, they tend to have the same culture. Or a blend of their parents' culture if taught by both races.


Edited at August 2, 2023 11:46 AM by Overthink101
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 09:55 PM


Overthink101

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Posts: 12234
#2913960
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Foes

These are the enemies that you will be hunting. Ghosts, Demons, and the Undead. Each hunter should have one that they specialize in hunting out of the three.

Ghosts

Ghosts are the spirits or energies of people that have died, they do not have a physical body and are instead tied to anchors that must be destroyed instead. The only ghosts that can possess people are spectres, shades, and wraiths. In the case of possession, do not attack the possessed as it does not harm the ghost. Instead, use magic to drive them out depending on what type of ghost they are. To prevent possession, each race has a specific sigil for each different type of ghost that is able to possess people.

*~*~*~*

Allips

These are the ghosts of scholars or intellectuals who have died and feel that when they died that it wasn’t their time and someone had purposely caused it. Often, these ghosts are simply still trying to continue their research or learning, and solve their deaths to get revenge. The longer an allip is in existence, the more twisted they get. If they believe you to be trying to get rid of them, they will fight against the hunter (or anyone). To get rid of an allip, you must destroy their anchor. The fourth easiest of ghosts to get rid of.

-

Apparitions

These ghosts are incorporeal orbs of light, with the color varying. Apparitions don’t fight back in any way against hunters (or anyone) and are harmless as long as you do not try to interact with them. Trying to touch them causes visions, sensations, and/or feelings to wash over you. To get rid of them, you must destroy their anchor to this world. The easiest of ghosts to get rid of.

-

Banshees

These ghosts are strictly female, and often lure people to their deaths by wailing a lament of a dead loved one near water where the person then drowns. To get rid of them, you must destroy their anchor to this world. The fifth hardest of ghosts to get rid of.

-

Ghouls

These are the ghosts of dead soldiers and warriors who died with a burning resentment for their enemies. They hover stoically above the ground they died, entirely motionless as they seethe with rage. Often, ghouls are harmless until they perceive even the slightest amount of hostility. When they do, they will use their unique ability to interact with sharp metal to launch an attack. To get rid of them, destroy the metal that they use to attack, which is their anchor. The fourth hardest of ghosts to get rid of.

-

Phantoms

These are ghosts that are stuck reliving their deaths over and over again. They do not see people, not unless they get in the way of them repeating their scene. If a person interrupts their scene, the scene is carried out with the person in their place. This will kill them. Destroying the phantoms anchor will get rid of them. The fifth easiest of ghosts to get rid of.

-

Poltergeists

These are mischievous ghosts mostly looking to simply cause chaos and have fun, not hurt people. Unfortunately, what they do to have fun often hurts people anyways. If they feel threatened, they will attack with intent to harm. Destroying their anchor will get rid of them. The third easiest of ghosts to get rid of.

-

Shades

These ghosts are recognizable through the fact that they always seem to be a black mist capable of taking the form of what they looked like in their past life. These are ghosts that have killed, even in their life before death. And they will continue to kill, unless disposed of properly. They are also one of the three that can possess people. If faced with possession, use any magic that can create light to drive out the shade. The second hardest of ghosts to get rid of.

-

Spectres

These are vengeful ghosts, ones that were brutally killed when they were alive. Upon seeing anyone alive, bitter resentment on the person being alive but not themself will cause them to attack the living being. In some cases, they will also possess someone. In the case of possession, use any type of mental or elemental magic to drive the spectre out. Destroying their anchor using silver will get rid of them. The third hardest of ghosts to get rid of.

-

Spirits

Most often spirits are the ghosts of young children, innocent and helpful. It’s most common that a spirit will actually help a hunter (or anyone) in finding their anchor, as long as the hunter (or anyone) makes a game out of it and doesn’t tell them that they plan on getting rid of the spirit. If they do find out or are told, the spirit most often does attack in whatever way they can. To get rid of them, you must destroy their anchor using silver. The second easiest of ghosts to get rid of.

-

Wraiths

These ghosts are beings of pure hate, evil incarnate. Ghosts of people that used dark magic during their lives. And oftentimes, you don’t even realize you’re dealing with a wraith until it’s too late. Wraiths often disguise themselves as spirits, as friendly and innocent ghosts that only want to help. There are very few ways to tell them apart, all dependent on how good the wraith is at pretending to be a spirit. They are one of the three ghosts that can possess people. Destroying their anchor using silver will get rid of them. The hardest of ghosts to get rid of.

Demons

Demons are perhaps some of the hardest to find out of the three types of foes, though that isn’t due to them not being visible without mediumship in the same way as ghosts. No, it’s because they tend to be the easiest to mistake for an actual person. They are masters at hiding, at blending in. They have a physical body, and some may even have beating hearts, but they do not carry a soul and are creatures made from pure negativity. They can be killed the physical way, or they can be banished from this realm.

*~*~*~*

Futakuchi

hhh

-

Goblins

These are evil and mischief-ridden demons who like to play pranks and set traps for humans and hunters alike. Killing though, doesn’t really seem to be a goal of theirs. Just mischief, which means they don’t have much skill in fighting. Due to their typically more grotesque features and smaller size, they are rather easy to see as long as they aren’t hiding. They can be killed by any kind of silver like any other demon. Third easiest of demons to spot, easiest demon to kill.

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Harpies

These demons are actually rather easy to spot, though they often hide away where it becomes much harder. They have the body of a bird and the head of a woman, after all. Their talons are razor sharp, however, and they are incredibly cunning. They can pick people up and carry them away, and their speed is surprisingly quick. Despite this, if you manage to keep them on the ground, they are rather easily killed. They can be killed with silver like any other demon. Second easiest of demons to spot, second easiest of demons to kill.

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Incubi/Succubi

Incubi and succubi have the innate skill to allow them to shift their appearance to help them feast on the desire of humans, mages, elves, and tieflings, making it impossible for anyone to distinguish them apart from whatever species they appear as unless an aura sensor is present. Incubi and succubi are some of the weakest of the demons. Able to be killed by silver like any other demon, incubi and succubi are rarely able to defend themselves to the fullest because their true forms are often weaker than even humans. Second hardest of demons to spot, third easiest of demons to kill.

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Jorōgumos

hhh

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Kappas

These demons seem like regular alligators or crocodiles at first, and while hiding they often hide in the same places as one would expect to see those animals. But their teeth are sharper, their eyes are keener, their skin is much harder, their claws are sharper… And they are much, much faster. Especially when they’re hungry. They can be killed with silver like any other demon. Fourth hardest of demons to spot, fourth easiest of demons to kill.

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Nāgas

These half-snake, half-humanoid demons are known for their deadliness for a reason. Upon being spotted, it is immediately apparent that they’re a demon because of their long, snake-like tail that is used for clinging to trees, coasting quickly on the ground, and constricting around prey. Being able to calculate strategies, nāgas often travel in groups and are able to fight using their tails… Or with weapons they have fashioned themselves or stolen. They can be killed by any kind of silver like any other demon. Easiest of demons to spot, third hardest of demons to kill.

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Ogres/Ogresses

These demons are hideous and human-like that are usually pretty big, with incredible strength. The only reason they can be difficult to spot is because some can be mistaken for tieflings due to their unnaturally coloured features and heights. Oh, and how they tend to eat people, that tends to be a red flag too. They can be killed by silver like any other demon. Fourth easiest of demons to spot, fourth hardest of demons to kill.

The Undead

The undead include creatures that, by all means, should be dead but aren’t. Creatures that have defied death and risen from the grave. They’re missing things that actual living beings have while still retaining a physical body that can be killed and/or destroyed.

*~*~*~*

Liches

Very similar to Skeletons, only they have magic infused in their bones and are able to use it as well as any living mage can. They are most often found working together in groups. While you can find them by themselves, always assume there’s a group and the rest are nearby. They can be killed by being burnt or with any weapon made of silver as long as you crush the skull. The second hardest of the undead to kill.

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Skeletons

Skeletal systems of people and/or animals that were somehow reanimated. Some can carry weapons, but most don’t. You can find them in groups that work together or by themselves, and they are not hive minds. They can be killed by being burnt or by attacking them with any kind of weapon, just so long as you remember to crush the skull. The easiest of the undead to kill.

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Vampires

Vampires can blend in just as uncannily as demons at times, but there are also many tells. No beating heart, pale to blue thin almost translucent skin, thin hair, sharp fangs, and red eyes are just some of them. They can be found in groups or by themselves, but always assume that they are in a blood coven and will be able to communicate with others within it if alerted to your presence. They can be killed by being burnt or with any weapon made of silver. The third hardest of the undead to kill.

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Wendigos

Even experienced undead hunters hope they do not face a wendigo in their lifetime. Why? They’re decaying and spindly bodies of an anthropomorphic stag able to stand on four or two legs, with claws for fingers and sharp hooves for feet. When on two feet, they can be taller than even some of the tallest tieflings. Their face is completely decayed into a skull other than the ears and back/down, with sharp antlers of any kind resting atop. They move faster than any other undead, can wield weapons, and have the best senses out of the undead. They are most often alone but they can be found in groups or herds. The only way to kill them is burning them. The hardest of the undead to kill.

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Wights

Very similar to zombies, only they are much more capable. They often are reanimated corpses of soldiers, wearing armor and carrying weapons, and knowing how to use them. They’re faster than zombies, but slower than other undead. If you alert one, you alert the rest of them, as they are a hive mind and there is never only one. To kill them, you can either burn them or attack them with any weapon. The third easiest of the undead to kill.

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Zombies

Decaying bodies of people and/or animals that were somehow reanimated. These creatures are slow moving, hive minds that feast upon the flesh of living beings. If you alert one of your presence, you alert the rest of them. And there is never just one of them. To kill them, you can either burn them or attack them with literally any weapon made out of anything. The second easiest of the undead to kill.


Edited at August 10, 2023 03:58 PM by Overthink101
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 10:00 PM


Overthink101

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Masterlist

(Name | Gender | Age | Race | Sexuality | Mono/Ambi/Poly | Specialty | Pack — Page)

Hunters (10/10)

Reserved for Overthink101

Reserved for Fenrir

Reserved for Spellbound

Reserved for iArema

Reserved for Adapa

Reserved for Overthink101

Reserved for Spellbound

Reserved for Fenrir

Reserved for Adapa

Reserved for Ceres


Edited at August 2, 2023 11:45 AM by Overthink101
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 10:01 PM


Overthink101

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Posts: 12234
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Character Sheet

I don't care how you do your form as long as you have these within your sheet.

Name:

Gender:

Age:

Sexuality:

Race:

Magic:

Hunting Specialty (Ghosts, Demons, Undeads):

Preferred Weapons:

Appearance:

Personality:

Relationship Status?:

Significant Other:

Crush:

Exes:

Kin:

Affiliations:

Other:


Edited at July 31, 2023 11:12 PM by Overthink101
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 29, 2023 10:02 PM


Overthink101

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Posts: 12234
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Res for my character Jäger
Not Dead Yet | Dark Medieval Fantasy | Lit | DNPJuly 30, 2023 12:21 PM


Overthink101

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the just in case res lol

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