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Footsteps Upon Grey Skies (OOC)

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Footsteps Upon Grey Skies (OOC) Empty Footsteps Upon Grey Skies (OOC)

Post by Scheherazade Wed Aug 03, 2011 8:30 am

Footsteps Upon Grey Skies

The Tower Babel. Kin to Basel, a tower like in size on the other side of the planet, created at nearly the same time. Where the builders and scientists of the Baselian Tower utilised quartz, a frail, weak mineral, to measure people's lives, that... Mistake was not mimicked in Babel's creation. Six minerals each doled out lifespans, but, upon completion, this showed to have strange-- some adverse-- effects on those who took residence within the sprawling Tower Babel. Diamond, Onyx, Ruby, Beryl, Sapphire, and Topaz. Each of them showed marked mutations from those under their respective jurisdictions. Onyx, by far, was the worst: It warped and perverted bodies of innocent infants into creatures, unspeakable horrors of laced sinew and taut muscles, every fibre of their beings screaming out for death. Thus far, Onyx has affected a select few, which were kept in captivity.

But, one thousand years later after the completion...


Miner's Log, Level 17. Darqotea Vein Mine.

I write this in haste, as I flee this mining shaft. A... Gas leak has sprung in the entire mine, killing all that enter it with violent force-- their bodies explode with one whiff of the stuff. It's... It's terrible. Whatever gemstone we might have been able to find in here proves to be elusive; only thing we've been able to find is gold, the useless junk. I don't know what those humans were thinking about, sending us in here all of a sudden. They seemed spooked. They were scared of something in this mine, and they used we Elves as cannon fodder to figure out what it is, exactly. Well, whoever reads this, te...


The message trails off, covered in blood and ink from a pen.



The current year is 1271. The government has ordered the closing of all veins near Levels 15-18. As of late, children of the human race have been born deformed more often than not, and abortion rates are at an all time high. Druids, seeking more corpses from which to draw their abilities, have recently moved much further down, and it's not surprising to see them with the heads of horribly deformed children on a necklace around their necks. The government, run as always by humans, have blamed the events in Darqotea Mine, 271 years previous. The 'gas', they accuse, is tainting their youth, and there was nothing they could do to change it; if they were to go into the sun, they would die. At this rate, humans as a race would go extinct, leaving the rest of the races in a sort of anarchical society, run by those stronger or smarter by sheer force or cunning subterfuge. Those perceptive enough-- -- or those with perceptive friends-- are readying for the downfall of society. Cults actually worshiping the terrible plague sweeping humans, and soon enough, druids as well, have been cropping up, and tensions between the Topaz vein race, the Wisps and Goliaths, and the Beryl vein race, the Druids, are tighter than ever. Elves, from their lofty heights, have been cowering away from all the turmoil and rage, as have the dwarves. Nearly everyone who can afford it carries some sort of gun with them.

And even then, it can get worse. Two of the select few under influences of the Onyx vein have escaped captivity. A male and a female, as far as the researchers could tell. Recently, it's been raining on the lower floors, as well. It is widely agreed that this is not a good thing-- it could rust the gears yet further, and anyone caught in the rain would surely die, due to the chemicals from the surface air mixing with the surface water during evaporation. Crews charged with the upkeep of Babel's lower floors are scared to go anywhere near them, due to these chemicals, and thus Babel's steam to water production could stop with the gears of the near-ground floors. Wisps and Goliaths would be working around the clock to find a way around these issues, but increased hostility from the Druids have them readying for a rather uncivil civil war.



Ed'aldem City. The only city with four of the five races inhabiting it, located on the 4th floor. It is a metropolis in size, with people of every cloth's cut and color in its brass portrait. Wisps worked to make it the second most advanced city in Babel, dwarves made the bars the most homely, Druids preached to the people, keeping them calm. The graveyards were well-kept, and the city was always being built on by Goliaths. Elves made their living there by way of the mercantile district, along with doing various odd jobs. Now, though, with the preparations of war, only the dwarves and elves reside there. Wisps and Goliaths have left, returning to their homes on Level 7's Teslan City. Druids, fled, as well, to the lower levels, harvesting the mangled and deformed. A few of both of the races remain, but their rivalries are bitter. Yet, life goes on, even with the recent adverse developments.

A select few exist that wish to truly change things, by any means.

They are those that wish to make footsteps upon the greyed skies.

~~~~~
Races
~~~~~


Diamond: Light. These would be your elves. They're very attuned to the sun, and gain energy from it. Many of those more adept in the Diamond vein's magical abilities can summon beams of light. Enhanced abilities when in sunlight include vastly increased agility, concentration, and the ability to see in the ultraviolet-- read invisible ink and stuff like that. Due to being in the sun so often, their skin tones are often colored a tan akin to a Brazilian. They are the vast majority of the low-middle classes, and couldn't be happier. They are, at heart, free spirits. 43% of the population are elves.

Ruby: Fire. Your dwarves. They gain their enhanced abilities from, well... Being piss drunk. The flammability of alcohol appears to click with the Ruby's glow... And they just really love booze. Those in tune with the Ruby vein's magical abilities, if you've not already guessed, allows them to control fire... When intoxicated. That last caveat is debated to be false, but that doesn't stop dwarves. When they are under the blessing of alcohol, they gain increased physical strength, telepathy, and can slow their heart rates at will. Contrary to popular belief, dwarves are not vertically challenged; they are within the medium height spectrum. Their skin is white, and their features are often massively exaggerated; male chins and pectorals are more pronounced and wider, females often have larger... Assets, and large eyes. They are smithies and tinkers, but are often poor, thanks to every dwarf's favorite habit. 17% of the population are dwarves.

Sapphire: Ice. Humans. They are in tune with metals and fabricated objects, and gain their power from steam and steel. Some of the most intelligent people come from the human population. They gain increased intelligence, agility, and telekinesis when in their element. They look as you would expect humans to look. Those adept in the magics of the Sapphire can control ice to their will. Only 5% of the population are human, due to their unfortunate ability to, well... Die in contact with the sun's rays. But, that 5% is also the high class. They are the richest race to come of the Six Veins of Babel. Aristocrats, politicians, government... All human. Ambitious, but short sighted.

Topaz: Lightning. The Goliaths and the Wisps. They absolutely love rain. The electrical signals in their bodies respond to it by increasing their charges, and they in turn gain vastly increased concentration, articulation, and learning capabilities. The males of the Topaz are massive creatures, the shortest standing in at about 7'9'', and all of them physically capable, but... Not always the most intelligent. Their women, on the other hand, are all incredibly mentally capable, but weak in turn. This is the only race where magics are restricted to a gender; only Wisps can correctly use magic, and are powerhouses of Lightning. 7% of the population are Wisps or Goliaths. Builders and thinkers, the lot of them. They get along well with dwarves, due to this. Absolutely hate Druids, though. Middle class, mostly.

Beryl: Earth. Druids. They are akin to normal humans, but their skin is dark as soil, and their powers lie not within intelligence, but wit. Quick, sharp, and witty, Druids gain their power when close to mold and the dead-- it's as if their body draws its power off of degrading materials. When near these things, they gain enhanced sight, agility, and the power to bend bone to their will. They are, without a doubt, the Necromancers. Their magic takes consideration of their location, and thus allows them to control mold, fungi, and corpses. 8% of the population are Druids. Most of them take odd jobs, and often find themselves at home as botanists or morticians. Wisps and Goliaths are their foil, while they often commune with humans. Lower-Middle class.

Onyx: Abyss. Demons. Nothing more is known, or... Rather, nothing more is wished to be known.*

*You cannot play as a being of the Onyx vein.


~~~~~
Notes on Magic
~~~~~

Magic has to have an inanimate channel to work, else you'll be hitting yourself with it, big time.
Close proximity to whatever magical energy you're summoning up will have the same effects as being hit by it. Thus, a weapon of some sort is required to, well, not die. The sturdier, the better. Wood holds mana much better than steel, so keep staves and bows in mind. There is a reason that crossbows still exist in Babel.

Each race gets one (1, I repeat, 1) element specific to their gem vein.

All races gain a boost to magic when 'in their element'. When in the opposing element, their magic is weaker. For example, an Elf at night is weak as a Goliath in the magic department.

~~~~~
Character Skeleton
~~~~~

Name: (Keep it simple. I don't want Pookantosherpffaffen'lerpledink Ilperdoochelnickle the IIIrd prancing about. Be imaginative, not stupid.)

Race: (Pick one of the five. I would not suggest humans by any means, but you can still choose them. They'd be forced to walk about with a huge parasol or something, though.)

Sex: (The answer is not yes or no.)

Age: (And you're... How old? Keep this in reason. No reason for a 4 year old to be toting a gun about, shooting up mans like it's Contra.)

Appearance: (Picture works~ I'd actually prefer the picture because they make it easy to pick out distinguishing features, but writing it out is fine. Photography or art, doesn't matter, as long as you look the part when you're doing photography.)

Profession: (What do you do for a living? Tinkerer? Scientist? Mortician?)

Weapon Of Choice: (This can be a gun, or some sort of weapon you'd find in a modernized steampunk society. If you say katana, I will cut you. Pleaaase be imaginative with this, I can't stress it enough. Magic REQUIRES something in your hands to be effective-- and not kill you. Going unarmed would just be foolhardy, as well. I won't say no, but I will tell you that it's a bad idea.)

Physical Proficiency: (Your ability to handle guns and other weapons. NO, you can not be both physically proficient and magically proficient. Pick one to specialize in.)

Magical Proficiency: (Your ability to blast things in the face with wizardry. Read the note about Physical Proficiency above. For both, please explain to what extent your proficiency is, and how.)

Personality: (How does your person act? You can keep this quiet if you want. Just omit it from the skeleton when you PM me.)

Sexuality: (Yes, I'm making this a pertinent point. Lesbians and gays and bisexuals and the lot are all absolutely acceptable in this RP. Considering, as well, the fact that I'm bisexual...)

Likes: (What does he or she like?)

Dislikes: (What does he or she not like?)

Biography: (No need for a wall-o'-text. You can GIVE me a wall-o'-text, and I'll read it, but you really don't need to. Just gimme where you were born, and how you got to being here.)

Other: (Because I miss things. What else do I need to know?)


Empty Skeleton:

Name:
Race:
Sex:
Age:
Appearance:
Profession:
Weapon of Choice:
Physical Proficiency:
Magical Proficiency:
Personality:
Sexuality:
Likes:
Dislikes:
Biography:
Other:


~~~~~
Characters:

(Scheherazade (Me!)Smile

Name: Alynne Ra-Yessiv

Race: Dwarf

Sex: Female

Age: 29

Appearance:

Footsteps Upon Grey Skies (OOC) SCAN0007

(Note: Those black patches aren't birthmarks. They're oil.) Her attire often consists of a simple striped shirt and jeans, along with an old pendant-- a memento of her father. She stands at 5'5''.

Profession: Ex-policewoman, Bounty Hunter

Weapon of Choice: She utilises an unmodified M9 semi-automatic pistol as a longer ranged weapon, and a cutlass for close-quarters combat. For ease of use, the sheathe she uses snaps out and off, allowing her to pull the sword out in a slashing motion.

Physical Proficiency: Her abilities are far more physical than mental; she's a terrible shot, but recoil tends not to be much of an issue for her. She can easily wield a blade single-handed, and hold her own with it quite well. All in all, she's more meant for close-quarters combat.

Magical Proficiency: If she wished, she could make a lantern with her blade's tip. Her magical proficiency is very low due to her job and training.

Personality: Prone to cursing, her tongue is sharp as her blade. A bit of an introvert, but once she opens up to you, she's sort of 'that one friend' who's terribly sarcastic and a bit of an ass, but would probably go down fighting with you, side by side. Pretty perceptive, but she has a horrid time with numbers-- she can do basic trigonometry, but anything above that just takes forever for her to get her mind around.

Sexuality: She could truly care less. She's a heterosexual that's open to 'ideas', if you will.

Likes: Reading (and bashing) cheesy romance novels, listening to oldies, drinking coffee, and has a guilty pleasure-- chocolate. Of course, she likes booze.

Dislikes: Cigars, paperwork, rashes, and womanizers.

Biography: Alynne was always Alynne. She was a unique individual, and chose her role models carefully-- namely, her father and her father alone, due to her mother dying in childbirth. She was always a daddy's girl. Her father, Aldev Ra, adored her in turn. He worked as an officer, and was a 'damn fine one', in her opinion. In her youth, Alynne would always dress like a cop-- often a pair of men's slacks and a blue buttoned shirt-- and acted as a supervisor over other children. She never 'took shit' from anybody, often getting into trouble because of her brash behaviour. A lot of boys her age would call her a 'tomboy' or 'one of the guys', due to her boyish pursuits and choices in apparel. Alynne enjoyed the attention, even if it wasn't always good.


During her teenage years, her father became handicapped thanks to taking three bullets to the knee, and was forced to a desk job after 23 years of active patrol. Alynne took this in stride, and often regaled those who would listen about her father's 'glory days'. During her 14th birthday, she was given a pendant by her father, apparently a family heirloom, which she wears even today. Two days after that, her father married Illiad Yessiv, and had her name changed to fit the marriage. Alynne had never had a mother, and was confused how to act around those of her gender. Illiad was undaunted by this, and taught Alynne the inns and outs. Alynne never truly trusted her stepmother, but she did take the advice she was given to heart.

Years later, after she'd graduated from college, she decided to try and join the police force, having majored in criminal justice. Her father had died only months previous, and her morale was dangerously low. Even though she got the job, she had little motivation. She often patrolled drunk, but she still did her work at barely above the minimum standard. She was known to hide flasks of alcohol, and her dwarven thirst for alcohol really surfaced during her time on the force. She became more and more introverted and scathingly sarcastic, diving into a social death spiral. Only recently after 'leaving' (being thrown out on her ass) the force has she tried to get her life together. She was on the police force for 5 years, and they hadn't caught wind of her drinking problem until her last few months on the force. Of course, upon finding out, they fired her.

Three years later, she is still looking for work, getting by on odd jobs and a bit of bounty hunting.

Other: N/A




(Quakernuts:)

Name: Yumi Brukan

Race: Dwarf

Sex: Male

Age: 26

Appearance: Yumi is 5'8, built thick and barrel chested as is the norm among the Dwarven people. His short cropped hair is a firey red, and his eyes a light blue. His face holds the grizzle of an almost constantly "Just shaved" beard. Minor burns scar his face and arms, side effects of his smithing work. Most of the time he wears a tight fitting T-shirt, sometimes wearing a black utility vest over top of it along with baggy cargo pants carrrying numerous things from money to smithing equipment adorn his legs. A constant smile paints itself on his face, and he carries himself around with a 'no care' attitude that just manages to bring out the happiness in other people around him.

Profession: Weapon Smith

Weapon of Choice: Custom built .44 magnum with a few special rounds stuffed with extra gunpowder meant to explode on contact when lit on fire, Steel gauntlet.

Physical Proficiency: Yumi isn't the strongest dwarf out there, but nor is he a pushover either. He can hold his ground well against any standard dwarf, human, or small goliath, but anything above that and he's going to get his ass kicked.

Magical Proficiency: A bit more proficient in magic than he is in physical strength. He easily manages to light his ammo from his magnum on fire at a whim, and by wearing a gauntlet on his left hand, is able to create small explosions with a bit of booze and a wave of his hand.

Personality: Easy going, Fun, Jokester, slightly egotistical, Slightly Lazy, Happy Drunk.

Sexuality: Heterosexual

Likes: Booze, Women, and Guns.

Dislikes: Water (Not drinking it, mainly water, rivers, swimming, etc.), non-alcoholic beverages, Hard work that isn't weapon smithing, Other men that aren't him disrespecting women.

Biography: Not too much to say here. Yumi was born to your typical dwarven parents whoere drunk half the time, and grouchy until they got drunk the other half. His parents ran their own forge in the city of Ed'aldem City. They focused more on firearms rather than swords, shields and bows. Immediately you can tell where he picked up his talent and love for making anything that shoots and goes boom. His parents loved what they did, and even from a young age, so did Yumi.

Funny thing about his name was that his father was actually completely and utterly hammered at the time of his birth. His mother kept trying to tell him that Yumi was, in fact, a boy, but the father wouldn't have it. He was so proud he had a daughter, and named her (him) Yumi. The next day he realized his mistake, but it was already recorded and he didn't have the patience to go and change it. Luckily Yumi managed to make it work in his later works, referring to himself as Yummy when in the presence of the female variety.

As for the present, his father still works in the Forge, along with his mother, but Yumi is the main weapon's smith in the workshop. His own custom magnum a symbol of how well done his work is, and how proud he is to show it off.

(Digital Muse:)

Name: Yeleni Dinmont

Race: Wisp

Sex: Female

Age: 28

Appearance:Footsteps Upon Grey Skies (OOC) Yeleni

Profession: Apprentice tinkerer, inventor

Weapon Of Choice: 2 hand-cranked mini crossbows that can be regular crossbows or if hooked up to a battery back they can be used as a make-shift taser. As a taser, the darts would trail thin copper wire delivering the electrical current at a max range of 15 feet. As a n ordinary crossbow pistol, the bolts are heavier and have a range of 15 yards. They can be tipped with explosive powder, acid, flash powder or smoke powder given enough time.

Physical Proficiency: Ambidextrous, cat-like balance, able to squeeze into remarkably small spaces, double jointed, fine manipulation.

Magical Proficiency: Very minor control of electricity (lightning). If the need is extreme, Yeleni can focus her energy through a weak yellow topaz set into a wooden child's wand and call up as much of an electrical charge as her fully-charged battery pack. But while her battery pack can last for some time, Yeleni can only call on her own energies once in a 24 hour period before she's exhausted herself.

Personality: Yeleni is a brightly cheerful, upbeat, often frenetic chatterbox. She loves a good joke, even if she is the butt of it. She can concentrate on a problem one minute and be a complete scatterbrain the next. It all depends on the topic.

Sexuality: Hetero

Likes: Puzzles! She loves to take things apart to figure out how they'll work. Sometimes, she can even put them back together again. She also adores rock candy, though it has the unfortunate affect of making her rather hyper for a short period before she crashes. She spends a great deal of time among the Dwarves as they are always willing to teach one of the 'young'uns' their knowledge.

Dislikes: Being bored. Being stuck on something she simply cannot figure out. Yeleni simply cannot stand being stumped and has a low threshold of patience. She's ruined hours of meticulous work because she's hurled something across the room in a fit of pique. She also hates Druids, as do most of her people. Druids represent decay and death to the Wisps and Giants while all other races, save for the "un-named ones" seek to build things and make things new.

Biography: Yeleni was born to a middle-class family of other inventors and builders in the midst of the city. Her mother was a respected architect, her father one of countless workers put to work lifting and rough-shaping the stones to build the buildings for the humans in the lower levels. Yeleni was educated in the normal way; accompanying her mother to her job. But, architecture was not an interest of hers. Yeleni preferred working with metals, clockwork and creating automata using the power of her people's gift of electricity. Her apprenticeship was mostly uneventful, other than a few failed items she'd dreamed up, but didn't have the training to actually build. But, Yeleni keeps working on new ideas, improving old ideas and never stops asking; "What if?".

Other: n/a

(Guilty Carrion:)

Name: Jovianne Dubois
Race: Human
Sex: Female
Age: 20

Appearance: Jovianne is a petite young woman, and her upper class breeding shows on her features. Her face is still soft and round with youth, her eyes a bright sapphire underlined with faint red from a life time in the dark reaches of Babel. Her pale blonde hair is cut just above her collar bone, and she usually fixes it in a simple bun when working or wearing the envirosuit. Her skin is pale from lack of exposure, and thin scars have begun to mark her forearms and legs from her long days of work. Jovianne has been forced to downgrade her wardrobe into a simple short sleeved shirts, or tank tops, and durable leather pants or sturdy jeans to wear the envirosuit comfortably, a style which she has yet to truly grow comfortable with.

Profession: Research Assistant

Weapon of Choice: Custom Crossbow

Physical Proficiency: Jovianne has only received training with her crossbow, and even with that, she is barely above a beginner level. The weapon was custom built for her, to be used in synchronization with her ‘envirosuit’ so it is more difficult for her to use outside the suit, as it is scaled to fit the suits hands more than hers.

Magical Proficiency: What she may lack in weapon skill, Miss Dubois makes up for in her magical abilities. She has a firm grasp of her capablities, and strives to broaden her magical ablities however she can, be it through studying of text, tutors or rigorous practice. The ‘envirosuit’ only serves to strengthen her ablities, a perk she is most fond of.

Personality: Jovianne is a nervous and timid girl at best, and horribly self-conscious at worst. She’s quick to overlook her successes to dwell on her failures. She’s passionate about both her work as a research assistant, and as a practitioner of the magical arts, and it’s one of the few things she’ll speak freely about, regardless of company. At heart, she’s a kind young woman, and she has difficulty turning a blind eye to those in trouble, which is why she has agreed to field test the envirosuit, despite the inherit risk to her own person. She is prone to over-reaction when complimented or scolded, breaking into stutters at the former, whilst the latter causes her to revert into a protective shell of quiet compliance and silence until she once again feels confident enough.

Sexuality: Heterosexual

Likes: The cold, peace and quiet, steel, friendly company, busy days, work, praise.

Dislikes: Excessive heat, alcohol, laziness, wasting time, crowds, overly-critical people.

Biography: Jovianne is a nobleman’s daughter, part of the human ruling class of Babel. Since she was little, she has worked and strived to prove herself in the eyes of her father and mother, constantly competing against her older sister for attention. Where Jovianne excels in magic and strives to better her understanding of the world, her sister is a dominant force in the political scene of Babel’s upper circles, everything her parents wished for in a child. Because of this, Miss Dubois rarely receives the praise of her parents, regardless of her accomplishments. She hopes that her work on the envirosuit will change this, and earn her the adulation and respect of her parents and their peers.

Other: Jovianne wears the prototype of an ‘Envirosuit’, a device created and developed to try and free humans from their fatal reaction to sunlight. For all extents and purposes, it functions as an exoskeleton to the human frame, with specially made ‘nerve’ interface that encases and presses againest the human so that the suit can track and move with the human within, as well as brace and support the human in emergancies that threaten to knock them over. Whilst it greatly reduces the mobility of it’s user(Basically, no sprinting, no rolling, side stepping is very tricky but manageable), the durability of the device is more akin to a tank than a suit, protecting from radiation, UV rays, most calibers of bullets, and even some munitions if one is lucky. Powered by a basic steam engine built into the machine’s back, it carries enough fuel to power the suit for roughly 24 hours of non-strenuous activity, with power dropping off the more the envirosuit is pressed to it’s limits. The user also can utilize an increase of strength that roughly doubles what they are capable of lifting/moving. The suit disengages/engages only from a command know by Jovianne and the head researcher of the project.


(Dax:)

Name: Markus Gemini

Race: Druid

Sex: Male

Age: 36

Appearance: Markus Gemini is 5’8 with skin similar to the color of bark and has short messy hair the color of dirt. He is thin and has little muscle, but he is quick. He sports goggles with various magnifying lenses bent upwards or downwards when not in use and wears a simple white shirt (although stained by various liquids), black pants and a thick brown apron that is scarred and slightly ripped. Markus often has a black residue over his face, usually the result of a chemical that didn’t mix well with the other and decided to explode.

Profession: Mortician/Chemist

Weapon of Choice: Markus has a small pistol with explosive shrapnel rounds that explode on impact and bore into the skin of its target, infecting them with a fast acting fatal poison. He also carries around a small satchel in which he carries various sorts of chemicals, small bones and herbs, some for healing, others deadly. In his pouch, he also has a small piece of wood that he uses to channel his magic, much like one would use a wand.

Physical Proficiency: Markus, through years of practicing his dark arts, spending hours sitting down next to a dead body or sitting at his lab, trying to make more and more effective poisonous hasn't really built up a muscular body. However, his aim with his pistol isn’t too bad. He uses his pistol in small skirmishes so as to not tax himself with burdening spells.

Magical Proficiency: Markus knows his way around Necromancy and druidism. Training on the field by ganking on Wisps on the streets and his fathers training made him strong. He can channel the energies through his small wooden ‘wand’. Markus is specialized in death and disease magic (including Necromancy), but he isn’t too shabby when it comes to earth magic (fungi, mold, etc.) either.

Personality: sarcastic, a joker (dark humor), confident and at times arrogant

Sexuality: Hetero

Likes: corpses, potions, chemicals, science, dirt, plants, jokes, humor, sarcasm, death

Dislikes: wisps, goliaths, lightning, light magic, wisps, other arrogant people, people that don’t laugh at his ‘jokes’

Biography: There is not much to be told about Markus Gemini. He was born into a family of morticians and chemists as an only child and was raised to live with the dead and feed off their energy. He was taught the arts of his race at a very young age. His father, particularly, was an avid necromancer who routinely substituted bodies he was tasked with embalming with less healthy counterparts so that he may feed off of the better specimen. He would also routinely secretly get a couple of his friends together to go out harass unsuspecting Wisps, usually leaving them severely beaten up and aggressed. This was the kind of household that Markus was raised in: one of racism, dishonesty and necromancy.

Once Markus was of age, he would help his father in his mortician scams and regular Wisp aggressions. Those practices, coupled with strict instruction of necromancy, disease magic and chemistry by his family, quickly matured the young Gemini boy, strengthening his magical abilities and hardening soul. He and his father, however, due to the recent exodus of druids are one of the only remaining druids in the city, his father’s friends mostly moving deeper into the lower levels, leaving the Geminis nearly racially stranded.

Markus continues to work as a mortician and still creates his own poison as a chemist while laying low, yet staying in close touch with the remaining druids that stayed at his level.
~~~~~

Should you have any questions, take it up with me in FoG IRC or PM. Please PM me with your character, too, instead of putting it here, please~! Once you've been accepted, you can start posting here. Comments and talking and all that would be much appreciated, it lets me know that you all are enjoying yourselves.

(Currently Accepting Characters)


Last edited by Scheherazade on Mon Aug 15, 2011 11:58 pm; edited 7 times in total
Scheherazade
Scheherazade
Mist
Mist

Join date : 2011-07-31
Female

Posts : 16
Age : 33
Location : I -shun- my -locale-.


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Footsteps Upon Grey Skies (OOC) Empty Re: Footsteps Upon Grey Skies (OOC)

Post by Digital Muse Sat Aug 06, 2011 9:22 am

I'm working on a character sheet, but will be out of town till Monday.
Digital Muse
Digital Muse
Guardian Ghost
Guardian Ghost

Join date : 2009-08-12
Female

Posts : 1381
Location : South Dakota


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Post by Scheherazade Wed Aug 10, 2011 11:54 pm

So, people, I've got a question for you:

Do you want to start this up Sunday this week, or later on? I've got a bunch of stuff going on this week, and I'll really only be able to check this in passing. Sunday's the only day I will actually have time to sit down and start writing up a starting post until some obscure time next week. What's your standing, everyone?
Scheherazade
Scheherazade
Mist
Mist

Join date : 2011-07-31
Female

Posts : 16
Age : 33
Location : I -shun- my -locale-.


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Post by quakernuts Thu Aug 11, 2011 2:27 am

Well, considering I have no other RP demanding my attention at the moment, I would like to vote for Sunday.

But hey, if you can't get it up, you can't get it up and we'll wait until you do manage to find time to post Very Happy
quakernuts
quakernuts
Poltergeist
Poltergeist

Join date : 2009-09-19
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Post by Guilty Carrion Thu Aug 11, 2011 3:01 am

Hey, if you can pull it off, I say Sunday. If not, no sweat.
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Post by Digital Muse Thu Aug 11, 2011 11:50 am

I'm with Quaker on this. I'd like it up Sunday, but RL first. So whenever you have time is fine too.
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Post by Scheherazade Thu Aug 11, 2011 2:20 pm

Thanks, guys. I'll see what I can do, and I'll push for Sunday.
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Post by Digital Muse Sat Aug 27, 2011 9:52 pm

Are we still going?
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Post by Dax Sun Aug 28, 2011 6:09 pm

I don't know... I would guess it is.

Let's just wait a bit more, because Scheh said she was busy for awhile, so we never know.
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Post by Scheherazade Sat Nov 05, 2011 1:42 am

Oh gosh! Oh gosh! I should have said something, but time got away from me! If-- If anyone's still interested, I'd be glad to try to get my act back together and actually start this. I am SO sorry, everybody who joined~!
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Post by Digital Muse Sat Nov 05, 2011 9:52 am

I'd still be interested if the others are.
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Post by Guilty Carrion Sat Nov 05, 2011 1:16 pm

I'm still interested.
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Post by Scheherazade Sat Nov 05, 2011 8:02 pm

Alright, so, that's three of us~ Do you two think we should wait for others, or just go with what we have?
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Post by Scheherazade Thu Nov 10, 2011 3:23 am

'Kay, so, it's been about three days~ I'm thinking that I'm just going to start the RP (finally) and let people join in at any time by PM. Fortunately, considering how residential towers like Babel are laid out, it shouldn't be hard for people to drop in~ Sound good?
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Post by Guilty Carrion Thu Nov 10, 2011 3:38 pm

Works fer me.
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Post by Scheherazade Fri Nov 18, 2011 4:24 am

It commences! ...After forever~

I PROMISE that my posts won't take such an excessive amount of time until completion; intro posts are always the worst. D:
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