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9 yrs ago
Happy 10th Anniversary, RolePlayer Guild! Its been one hell of a ride (Definitely didn't misspell that as "help" the first time, and have to re-post it)
4 likes
9 yrs ago
Thank the lord for the Roleplay Guild. Otherwise I might actually have to pay attention in lectures
3 likes
9 yrs ago
"Remember the times you could have pressed quit - but you hit continue" Hope everyone's having an alright day. If not, I hope things pick up for you
3 likes
10 yrs ago
You shot Church, you team killing fucktard!
3 likes
10 yrs ago
My sister saw me watching the Co-Optional Podcast and thought I was skyping my friends. How ridiculous! I don't have friends.
4 likes

Bio

The Dyslexia is strong with this one.

Most Recent Posts

A man has made the requested changes to his application (Just to clarify, I did discuss them with raven before posting in the CS tab)

I'm pretty damn hyped to eat people get going with this one




N A M E / A L I A S
Jaralia Xavfoukari Al-Yoreed Kamihaliuss

The Night Thirster



M Y T H O L O G Y
The Khamihaliuss line were a lineage of supposedly god-appointed desert kings and queens who ruled over the kingdom of Vasihelios; a domain of holy cities and vast barren wastes, situated in what is now the Plains of Dust.

Jaralia was the seventh born child of the thirteenth King of Vasihelios, and was brought up with her every need and whim being attended to by harmes of slaves and loyal followers. As was befitting a princess of Vasihelios, Jaralia was educated in one of the three schools of the desert people’s culture. Out of Economics, Faith, and Magic, Jaralia chose magic, and was trained in the ways of the sorceress. From a young age, it became evident that Jaralia’s magical capabilities were immense, with her area of expertise being the Law of Vicissitude.

Whilst the people of Vasihelios slaved away in the Plains of Dust, sweltering beneath the boiling rays of the twin suns, the royal Khamihalians remained tucked away, cool and pale-skinned, within the confines of their vast pyramid palaces, which was where Jaralia furthered her arcane education.

As time went by, Jaralia became drawn towards increasingly dark and twisted schools of magic, and began to conduct monstrous experiments from within the safety of her scared chambers.

It was whilst conducting a particularly dark ritual, that Jaralia had the misfortune of bringing Canistuju the Devourer, an otherworldly being with an insatiable thirst for flesh, into Ansus. Jaralia defeated the creature, but in doing so shackled a splinter of the demon’s soul to her own, and began to develop her own horrific appetite. In doing so, she developed her own school of magic: Taberyat (meaning hunger of a thousand souls in Vasihelian). By devouring the flesh of men and women alike, Jaralia became imbued with extremely potent dark magic. Over the years, Jaralia had slaves brought to her private chambers where she would dine on their quivering bodies, causing her magical abilities to grow and swelter in power.

One night, beneath the cover of a full moon, a sickly red mist swept through the Pyramid Palaces of the Khamihalians, snuffing out the other members of the royal family, until only Jaralia remained amongst the living. It would be many years before the historians of the future would discern that Jaralia’s horrific blood magics had been responsible for this mysterious plague.

Crowned as the God-Queen of Vasihelios, Jaralia now had all the resources she needed to further develop her mastery of the dark arts, with a piece of Canistuju perched on her shoulder the whole while.

Jaralia was a tyrant if ever there was one, pushing her people to breaking point in order to grant herself a deeper understanding of blood magics. She waged war on the surrounding kingdoms, stripping them of their magical artifacts, and turning their people into slaves, as her dark empire grew and grew, spreading out into the green lands beyond the desert.

By the time revolution swept through Vasihelios, Jaralia was ruling over an empire which stretched across the roof of the world.

Despite her unparalleled magical prowess, Jaralia could not compete with the sheer vastness of the mob which rose up against her. As the rebels drew closer and closer to the gates of her palaces, those few soldiers who still remained loyal to the crown threw down their banners and joined the masses.

Jaralia was dragged out into the sunlight, kicking and screaming, and cast down the side of her own pyramid, her body dashed against the rocks below

Jaralia lived on as a sort of dark superstition, her vast assortment of forbidden tomes becoming quite popular amongst the occult groups of Ansus. In the time leading up to her resurrection, Jaralia existed as a mythological figure amongst some of the land’s more sinister religions. .


A P P E A R A N C E


Jaralia is a huge, heavy young woman, who carries most of her weight in her stomach. Her plump face bares a double-chin, and she has soft arms. Her thick legs have an element of muscularity to them. She has dark lips which conceal glistening white teeth, and bright maroon eyes shimmer on either side of her stout nose. An explosion of fiery red hair cascades down her shoulders, falling in loose tangles.. Her cheeks are rosy and puffy, and she is reasonably large-breasted. She has a relaxed and casual stance, with slopped shoulders and a slightly curved spine.

Her teeth are one of her more noticeable features, as they take on a sharp, fang-like appearance. She has eerily pale skin, which is bewitched to a ghostly pale quality, glistening like water beneath the light of a full moon.


A B I L I T I E S / E Q U I P M E N T
Taberyat magic is Jaralia’s most devastating weapon. She consumes the flesh of her enemies, and uses their very essence to fuel her dark powers. Provided she has enough sustenance, Jaralia can bend people to her will, getting inside their heads and forcing them to do her bidding. She can conjure bolts of shadow magic, create arcane explosions, and unleash terrible conflagrations upon her enemies.

Equipment wise, Jaralia dresses in the royal garb of her people, with a few adjustments. A long purple silk veil covers her lower mouth, and an ornate headdress rests atop her fiery tresses. Her large form is wrapped up in a stunning robe-like dress, encrusted with all manner of rich gems and jewelry.


A G E O F L E G E N D
15,000 years.


@Kingfisher: I don't know how to feel about this yet... Please don't take us into your magical realm.

@Dextkiller@rivaan: Very nice, very nice. Go ahead and post them in the tab.

@DeltaV: I approve! He'll fit right in with Altim and his ilk.

@Dead Cruiser: Accepted! I'm ready for that Volkimir blood-sucking goodness. ;) /s Jokes aside, I can't wait to see how you play him this time around.


Should I take that in a bad way?
Welcome back




In a world where humanity has evolved alongside all manner of mythical creatures, Santa Somabra is a sleazy, crime ridden city in the American West; a filthy metropolis caught in a seemingly unending whirlwind of gang wars and criminal activity. Cars whiz past, and gawking passers-by shamble aimlessly down grimy roads, as unseen mob bosses plot to destroy one another. Santa Somabra is a bleak, soulless city, where the strong pray on the weak, and those who have been spat out by civilized society turn when they have nowhere left to go.

The great crime families and ruthless gangs dominate Santa Somabra, with the law enforcement sat comfortably in their pockets –either brought or scared into submission-. Nyxvira Bloodbloom, is the all-powerful Faerie queenpin of the Bloodbloom syndicate, and Somabra’s most prominent crime lord. Having spent hundreds of years carving out her criminal empire, Nyxie’s devious cunning and underhand tactics were instrumental in her takeover of the city, in the wake of the collapse of the Martovanni family.

Those who make it in Santa Somabra do so by leaving all laws and moral codes in the dust, and stomping on whoever they can to climb up another crooked rung in the twisted social ladder.

Three years have passed since the death of the Canoness, and the dissolution of her so called ‘Forlorn Disciples’. Between bloody riots, twisted xenophobia purges, and demonic pacts with otherworldly beings, Santa Somabra was pushed to the point of splintering.

One hot summer evening, a working girl by the name of Joanna Calhoun is found dead in her apartment in downtown Santa Somabra. No more than a day later, a gun-for-hire called Hugh Blackwood turns up on the sidewalk, his head caved in. The one thing connecting these two individuals is their previous affiliation with the Forlorn Disciples, a history which they had both tried to shake off. But Santa Somabra is a cruel and merciless mistress, who isn’t one to let the past remain buried.

The pattern continues, and with each passing week it seems that a larger number of those who have ties to the Disciples are winding up dead.

At first there is little sympathy for the victims, but when the mayor of Santa Somabra, former police commissioner Dennis Murphy, is found dead in his apartment, eyebrows are raised.

Known Nyctari enforcers, and Rat drug dealers come next, followed finally by Cops.

Media attention around the case skyrockets, and the so-called “Somabra Slayer” becomes something of an internet sensation.

Wanting to close the case as quickly as possible, the Santa Somabra Police Department call on the help of everyone they know, from sanctioned officers to private detectives, in order to bring the slayer to justice.

OOC




The game takes place in a dreary noir setting, incorporating elements of the crime drama and fantasy genres, with the players able to choose from a wide roster of different mythical creatures, or play as a human character. Players may choose to take on the role of any member of society, be it a lowly thug, officer of the law, or a simple shop owner caught up in the struggle of getting by in Santa Somabra.

The growing threat of the Somabra Slayer presents a danger for everyone in Santa Somabra, and extends to every echelon of society. This does not, however, mean that every player must engage in the hunt for the serial killer. Players are free to explore Santa Somabra, and all it has to offer, but the city’s newest psychopath will constantly be lurking in the shadows, threatening to run rampant if they are not dealt with.

The original game can be found here; roleplayerguild.com/topics/82124-welco..

Useful bits of information




• Magic is a risky and unpredictable business, with most preferring to use physical means to get their dirty work done. However, a few occult groups exist within Santa Sombra, giving sacrifices to otherworldly beings in return for demonic powers, and the occasional down-on-their-luck gambler will pray to some obscure trickster god in an attempt to fix a poker game. The most common use of magic is in distilled manners, such as placing charms on weapons to increase their lethalness, or reinforcing bank vault doors with protective wards.

• Large mythical beasts (Dragons, Gryphons, giants etc) tend to stick to more rural areas, and are very rarely found in large urban zones.

• Whilst real-life drugs exist in this setting, many fantasy-based illegal substances are prominent in Santa Somabra. Fairy Dust, Demon’s Blood, and Runez are a few examples.

• Whilst dabbling with demonic entities has always been a taboo subject, the Nazi’s use of hellish magics in World War II cemented the world’s view of witches and warlocks as being something to be shunned and hunted.

The Factions


The Rats- A combination of different street gangs, the Rats have no specialized area, and make their money from selling a wide variety of different guns and narcotics. Notorious for using the vast sewer networks beneath Santa Somabra as a means of moving their goods back and forth, the Rats are only a real threat in the more poverty-stricken parts of the city.

The Nyte Kyngs- An unruly faction of vampires who broke away from the larger crime families, The Nyte Kyngs are a small but vicious gang of nocturnal bloodsuckers, who control the Fairy Dust dens.

The Brotherhood of Rot-A formidable mob-like gang, the Brotherhood was formed after the collapse of the Reaper and the Rotface gangs. With the arrival of the Pale Circle (Powerful Eastern Necromancers) in Santa Somabra, a whole new plague of undeath swept across the city. Intent to spread their sick and twisted concoctions throughout Santa Somabra, the Brotherhood of Rot specializes in poisons and chemical warfare.

The Hunters-Seemingly a group of feral homeless people, when the moon is full the Hunters reveal their true, savage nature. The werewolf community of Santa Somabra tend to stick to the outskirts of the city, only traveling inwards to organize their monthly hunting sessions, where they chase their pray throughout the cracks and crevices of Santa Somabra. After the death of Den Mother, Ameilkas, and her right hand Brunkas, the Hunters have struggled to recover from the crippling losses of the failed hunt.

The Nyctari family-An ancient society of vampric aristocrats, the Nyctari family have existed since the earliest days of humanity. Evolving alongside mankind, the Nyctari have spent an eternity praying on their weaker cousins; using the “inferior” races as thralls to further their malicious goals. In the modern day the Nyctari are a strictly organized crime syndicate, using their dark powers to extend their reach over Santa Somabra. The Nyctari control the red lights district, and the majority of the city’s human (and nonhuman) trafficking operations.

The Bloodbloom Syndicate- Originating in rural Surrey, England, the Bloodbloom Syndicate now has a vast empire which stretches across the continents. Nyxvira Bloodbloom took over the Runez and demon’s blood trades, after the collapse of both the Reapers and the Martovanni family, and has only become richer and richer as a result.


Drugs and narcotics


Fairy dust- A bright yellow/gold powder, fairy dust induces an incredible high, which floods the nervous system with a euphoric flying sensation. Sending the user into a temporary comatose state of unageing, prolonged use of the drug can result in a permanent comma, with the victim remaining in the exact state they were in.

Runez-Injected through the neck, Runez grant the user the ability to unstably shift in and of a corporeal form, and to teleport short distances. Whilst incorporeal the user becomes invulnerable, however there is no way to control when this process happens. Runez junkies are characterized by the eerier tattoo-like marks that spread across their skin after prolonged use of the drug, which have a bright blue hue to them.

Demon’s Blood- A thick, dark red liquid, Demon’s blood is ingested by drinking, or being injected straight into the blood stream for a more potent high. Blustering the user’s strength, speed, and agility, first time users become practical super soldiers, whilst also experiencing an overwhelming sense of greatness and self-importance. However, over the time the prideful sensation is replaced by an intense rage, as users begin to hear the whispers of otherworldly beings in their ears, usually drawing them into a state of extreme paranoia.

Races


This is not a definite list of every mythological race that players have the option of portraying, although if you do wish to play a species that isn’t listed then please run it by the GM first. Humans are also a viable option, and make up the majority of the population of Santa Somabra.

Vampires- Dwellers of the night who feed on the blood of the races they deem beneath them, Vampires possess superhuman strength, keen regenerative abilities, and the ability to travel at speeds unachievable by humans. Permanently frozen at the state their body was in when they became a vampire, these nocturnal creatures are seemingly impervious to ageing, or dying of age-related ailments. Elders of vampric society have lived long enough to develop potent blood magic, being able to imprint their will upon those susceptible to suggestion; gathering their own harems of thralls who are fiercely loyal to their dark masters.

Whilst not, as the stories would have you believe, vulnerable to garlic or running water, the sun’s rays are lethal to all vampires –forcing them to operate exclusively during the night-. It is rumoured that those of exceptional faith can ward off these blood-suckers with icons of their respective gods, but this is most likely just hearsay.

Technically considered a disease, official law enforcement guidelines state that Vampires should be hunted with extreme prejudice. Despite their enhanced capabilities, most smart Vampires tend to keep their dark secret guarded, for fear of attracting unwanted attention. Despite this, the Nyte Kyngs openly flaunt their vampirism.

Werewolves-Vicious half-man/half-wolf beasts, Werewolves are few in number, but possess immense animalistic speed and strength, making them a force to be reckoned with. Blessed with formidable senses, Werewolves can track their prey with ease, but prefer to stay away from urban neighbourhoods, mostly due to the fact that the huge variety of potent smells and noises overwhelm them, leaving them potentially vulnerable.

All Werewolves, whether they wish to or not, transform into their lycan form on the full moon. If presented with life-threatening danger, most Werewolves will involuntarily shift into their lycan form. Those who have poor self-control may find themselves transforming into their true forms when angered.

Despised by almost all of Santa Somabra, the monthly raids that the Hunters lead on the citizens of the city has given them a monstrous reputation, and law enforcement agencies well pay handsomely for known werewolves, alive or dead.

Elves-Tall and graceful, these humanoids generally resemble –what most would consider- to be extremely attractive humans, but with pointed ears. Possessing a lifespan several times that of a human, the Elves have evolved alongside mankind, with most communities housing a fair balance of Elves and humans.

Considered by some to be father-figures to humanity, and by others to be elitist fascists, attitudes towards elves vary depending on the community.

Undead- Reanimated by the most shunned form of magic, Necromancy, the undead are rotting husks of their former selves, forced to shamble through their miserable un-lives. Whilst mindless undead do exist, players will take control of sentient undead, who’ve managed to obtain their freewill, or were raised as being free willed to begin with.

The lowest of the low, Undead are almost universally rejected by all but the most benevolent of society.

Orcs-Brutish, rough-looking, creatures, Orcs have an appearance considered monstrous by most humans. Tall and hunched, with great tusks and sickly green skin, Orcs often find themselves filling the roll of enforcers in the criminal underworld. It has taken society many hundreds of years to allow the Orcs to dwell within their midst, and it will be hundreds more before they become properly accepted.
Having become known for being lazy and prone to violence, many Orcs find it difficult to shake the scummy reputation that the worst of their species have given them.

Goblins-Small, gremlin-like creatures, Goblins have huge pointed ears, stubby limbs, and knife-like teeth.
Considered to be dishonest and heartless, Goblins are regarded as untrustworthy rodents-like creatures by most of Santa Somabra.

Ogres- Ginormous beasts of monstrous proportions, these creatures tower above the other races. Ogres love two things; Fighting and Eating, and tend to be immensely strong and fat. Most Ogres are extremely dim-witted, although there are some intelligent Ogres. A few Ogres have been known to have multiple heads, each one possessing its own personality.

Generally considered little better than mongrels, Ogres are accepted as a necessity in terms of security work, but are rarely welcomed into non-Ogre communities, with a few exceptions.

Character Sheet


To begin with, each player may submit one character sheet. Once they have ‘proven’ themselves (by engaging in roleplay, being active OOCly etc) they may apply for a second character. You may play up to three characters.

Name/Nicknames:

Race: (The species of the character you wish to play)

Age:

Appearance: (Short, physical description of your character/picture/both)

Personality: (A couple of paragraphs to describe how your character behaves, and what drives them)

Bio: (A brief synopsis of what got your character to this point, and where they fit in to Santa Somabra)

Other: (Any other notes, pieces of information, etc that you wish to include)
<Snipped quote by Kingfisher>

I guess I shouldn't be too harsh, I technically live in Surrey.

As such, I shall be watching this game with interest.


Likewise! Although I live in the shittey part, so I feel no real devotion to it.

As ya were, then.
I never thought I'd see the day when a roleplay would be set in Surrey.

The end times are upon us, indeed.


Pretty much this gist of this roleplay, right there
@Kingfisher I like it! I can see a lot of interesting interactions in the future with the more wholesome legends. ;)


Many thanks!
Hope y'all are fans!



A man shall begin work on his Character Sheet.
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