Avatar of Markofkri
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    1. Markofkri 11 yrs ago

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9 yrs ago
Current this account is void of user as of 6/2017

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As others on the docks hid for cover so certain of the crash Ashala just stood there looking at the ship that nearly made her request a transfer. "Roughnecks, back to work. They don't pay us by the hour." She said over the communicator. Ashala prepped the off loading spaces and made sure the mooring lines were ready to resupply the ship with whatever she needed. The dock master smiled slightly at how the Terran habit of calling ships by the female titles caught on to her. Those T-1 people where worth the money. Ashala knew her limits, but she never stopped marveling at the higher levels.

"Uh boss? You want the over night crates from the hanger on the off world staging area? Because you s-said you wanted the over nighters cleared from the dock." Jimmy never got use to talking to the boss. Even now little beads of sweat started dotting his head. Her terran was not the greatest and it took the memory of the last guy that laughed at her to keep his composure.

"No! How many, times, I have said, crates, loadmasters, problem to, store. We, off load, and load, what's here." Her team always sent the new terran and forced her to use their common. "Jerks." They called it the roughneck initiation.
moved to character sheet after approval.
Thanks @Afina
Name:Ashala Mukherjee Race: Altenians Age: 42 Gender: Female Rank: T-5 Dock master Crystal: Purple
Height: 6'2 Weight: 175lbs tail: 3 ft

Possessions: A metal clip board with the days shipping roster. A set of jumpsuits for work. A set of synthetic(metal) daggers to look like large canines. A communicator GNC issue.

Skills: Speaks Altenian, broken(think of kirk)Terran, and GNC common. Expert in logistics. Extensive knowledge in ship class and capabilities. History of Altenian culture. Wrestling rules and moves.

Abilities: Telekinisis, double jointed inhumanly flexible, typical Altenian jumping ability(20ft), Altenian sight, smell, and balance.


Personality: "You give me a ball of yarn terran, and ill dislocate your arm." Ashala enjoys her work. She like the control over the various ships and co-workers. She is the chief of a group called, "the rough necks". They see to the docking, loading and off loading of the ship in her section of the port. In her private time she honors her family and spends time remembering what it means to be Altenian. As a hobby she practices wrestling and works out in the facility gym.

History: Ashala has good Altenian parents. She was raised the Altenian way. When she came of age the GNC labeled her a T-5 and offered Ashala an opportunity. Already stricken with the wander lust Ashala asked her parents to leave. She now heads a crew of docking bay wrench swingers. The GNC gave her basic training and a purple gem. The gem tasted good when placed against her tongue and the GNC knew they had a natural port master.


Deila sat upright upon hearing the scream and bashed the back of her head into the bottom of the cart. Rubbing the spot soon to be a bump she crawled out from her spot and stood up to follow the stairs of the others. Smoke this large was never a good sign. To far away, Deila knew the group would move out soon and the heat would be upon her. She put on her boots and pulled out her cloak from under the cart. Now that she had access to the cart Deila put the larger pieces of leather armor in it and donned her cloak fur side out to help keep the heat from the sun off her. She tied her rope with pouches on her waist and gave Bulbo a drink.

The shaman looked around to see the alpha rising near her guard. The others were also moving under the alpha's commands. As the group readied to move Bulbo hopped from the cart to the shamans hide bracer. Deila noticed another member new to the group. One thing was certain he made his own clothes. In fact a lot of the items on his person Deila could easily identify. She took a chance, Deial walked up to the grey figure and put her hand on her chest. Druidic: "My names Deila. I follow the alpha. You are new are you not? Where do you travel from? Do you know a member of this pack?"
@Goldeagle1221
The dwarves after having a near genocidal four way struggle between the drow, mind flayers, orc, and drider. Over whelmed by superior numbers and two of the four groups wielding deadly magic. Hid their innocent in the strongest part of any dwarven keep, the armory. The reinforced armory door was down a narrow corridor so the cave giants were useless, and the others were too weak to break them down. Here in the near dark the dwarves would over come traditional tactics and for the next 2 days and nights the dwarves put there plan into motion. While there enemy waited for their prey to charge out in the usual way, The dwarves used the time productively, and the armory doors did open. Instead of dwarves, golems rushed the passage way. Armed with spear tips and axe blades at the end of there arms the golems went to work. Golems were resistant to most of the magic, the drow poison, and completely immune to the mind flayers. These two golems bought time for the dwarves to complete more golems. Soon the tide had turned, The mind flayers left unable to harm these constructs. The drow had to shift tactic from poison and shadows to melee. That was a costly mistake, once the drow got into range the constructs made quick work of them. By the time there were 6 dwarven golems active the enemy was in full retreat. The more ground the dwarfs recovered the more material they had access to, the more golems they made.

They were nearly wiped out. Completely exhausted the remaining group took turns crafting more golems until at last the kingdom was secure. For now the last of the dwarf kingdoms Gul Rutheim remains. They work to build and improve on their constructs. The king sent out notices to other dwarf clans to unite under a banner of the dwarf. There use to be many trade roads to this dwarven stronghold. Now only a narrow passage that can be reach by foot and a two day march to a cavern on the south face of the mountain. More dwarves answered the call to the mountain and learned the craft of golem making. Gul Rutheim was the largest dwarf kingdom except the remaining clan members were a mere 1/12 of its original force. Most of these survivors were the women and children.

Currently there are only 3 human kingdoms. The human kingdom to the north most part of what you know as France is Konos. Konos reflects the medieval area of time with knights heavy armor stone walls and cobble streets. The outer villages are responsible for acres of farm land. The rolling plains of wheat can be seen for miles from the top of the watch towers that stand beyond the inner wall to sound the alarm for danger. In the inner keep carved from a stone cliff face jutting out from the beach. Every stone was used for the streets, buildings, and the outer wall.


The second human capital is far to the south below the mountain range of the dwarven kings built in the image of Rome in its infancy. A power in its own right with a monopoly on trading ports. If you want to purchase anything of value, you go to Valis. Valis has the Ruling monarchy who hold the title of Emperor and Emperus. They have 2 sons Euphritis and Lucius. A elder daughter named Cassia who is quickly approaching marrying age. Trading business has also made Valis extremely wealthy to the point of being a central bank and money exchanger. Never was a location more ripe for thieves.


Third capital is across the sea of Ionia to the south, Neferirkare. Ruled by a queen in the style of Egypt with Monoliths and pyramids enormous stone constructs left after the second age. Deep beneath the sands are gem mines found after the second age and are still producing a fair amount of precious gems. Here the occasional sphinx walks the street. The guards and ruling class are all Anthro.(in every combination imaginable) Anthro are the royalty ruling over the human populace with the final say concerning the one sided laws.




Far to the east the non human empire known as Ciaro. Here the ruling class is a mixture of dwarfs and gnomes and Halflings they all got together in mutual co-operation and made a flourishing capital. This empire ruled by a council. Three gnomes and four dwarves make decisions on the daily affairs of the empire. It is here wonders of machines gain physical form. Her e there are constructs and mechanical mounts. Look at ay street in this empire there are people in steam punk attire. They buy the latest gadget or schematic. At night the homes and streets are lit by glass capable of holding light. This light is not magic, but the heatless light is not natural The birth place of the Sky gally and other marvels. Here "Steampunk" was born and here it thrives.
In closed 11 yrs ago Forum: 1x1 Roleplay
....closed
deleted
Hopefully there is something that appeals to you. If so please enjoy. These are pressure free environments here for creativity. You can interact with player, or just stick to npc dialogue. The setting starts when a character is accepted. Please pm me with which game you are interested in. Each of the above topics will expand through game play. Thank you in advance for you consideration.

The vault:
The short version is where you take tv series "lost" and "The 100" and use the game fallout for a blender.
The long version:
Vault X: You start out as teenagers 12-18 years of age. Prior to this you were cared for by robots. Your education was intensive and you learned the educational equivalent of the 8th grade. From this point on your education continues as you wish. Unauthorized learning is prohibited and all inquiries to subject mater restricted. You are not from parents but a pairing of prewar genetic material. You are given chips in your bodies close to your hearts that give a signal to bots of who you are and that you belong here. You have 5 floors to the vault to explore connected to by stair wells. There are robots to teach you non combative skills, to cook your meals, clean your rooms, care for your health. Here in vault X there is only one directive, when you turn 21 you are forced into the only elevator where you go to the 6th floor and live with the adults. At 2300 hours each Friday children must return to there assigned rooms as the doors to rooms and stair wells are sealed. All bots go into assault mode for an hour. First offense is tazer and or tranquilizer darts, second offense is death. The room and stair well hatches reopen at 0600.

The current posted date is 2080. There are approximately 60 residents on each of the 2 sections of living quarters. The robots are 20 robots per floor and 4 eye bots total. The eye bots don't answer questions, or talk at all. The only other semi life form in this vault is a cyber dog. Her name is Joan, she is 100% electrical and what is not metal is artificial. She has no need to eat or breath, and sends out a subliminal need to be pet. She is a husky breed with the green cyber eyes.

All personnel are given 6 jump suits with the "X" on the back. These uniforms are often recycled from previous tenants. Most of the older kids have modified them to fit their personalities. Foot wear is not issued. Windows are obvious(they glitch) computer generated holograms of space. The ambient temperature is always a comfortable 27 Celsius. The air is dry, and the lighting is engineered to produce the adequate UV needed to counter any possible albino defects. All water is recycled, garbage is sent to the incinerator (location restricted) Gravity is provided by the constant rotation of the facility.

You are encourage to behave in the 1950 style. (this is not enforced and optional) *ERROR see administrator* A guy crosses his ankles when he sits, and never shows skin above the knee. A lady never touches a guy with out his permission. She always holds the door for a guy. A good fella learns how to sew and cook. A woman learns physics and "brings home the bacon".


The tribe:
A large gathering of the following races: orc, 1/2 orc, goblin, ogre, kobold, lizard folk, gnoll, yutani, drow, drider, and more on a case by case basis.
There are many tribes in the west, all with their own stake in the coming new year. Here on the western most peninsula of this continent surrounded by the safety of water on three sides is the tribe. The tribe you belong to covers a vast expanse of territory (tribes claim all the land they can see from the central tower constructed in the first days of the tribe), only delving underground for the winter to breed and protect the young until they can hold a blade. This tribe is less segregated then other tribes and as such is far larger and stronger then most of the other neighboring clans. This tribe is composed of orc, half orc, goblins, hobgoblins, half ogres, troll, worg, and breeding stock. Your tribe has 4 casts. The primary being the warrior cast, fighters, assassins, rangers, berserkers, rouges, and a inner circle of elite who rule until murdered by stronger, ambitious members. The secondary is the worker cast, mostly goblin and others too injured to fight. These workers tunnel, mine, raise various mounts and smith. This third class is shaman, they work at increasing the tribes power by whatever means necessary. Shaman are knowledgeable in cross breeding, herbalism, magic, and dark arts. The fourth cast is only necessary for one reason only, the breeding cast, they put tied down helpless creatures in with warriors at the orders of shaman trying to produce a new breeds of warriors. The breeding cast report to shaman on new, results. Spring is once again upon tribal lands in the west. The ground is still cold, and cool northern winds blow winter clouds. Soon drums will beat and war parties shall be sent out to gather new resources. Warrior cast begins the regiment of training, building atrophied muscles from being tucked away in the depths of the earth. The new young emerge with the rest already eager to test their bodies and earn scars for themselves. The goblin worker cast set out and begin to cut down more of local forest to be dragged into the pit.

Today the tribe readies for the upcoming months of raiding and scouting. Information and material gathered will force the tribe to focus on the rich parts of surrounding wilderness. Shaman paint power into leaders of each group and then paint scouts to blend into shadows. Warriors will stay with the tribe for now, training for future battles. Early spring groups are comprised of rangers, rouges, and sometimes a shaman. The leaders of the tribe begin at dusk shouting orders to the numerous groups over the drums warning the surrounding territory this tribe is strong, this tribe survived, we are ready.

Prithvi: A non combative RP world. CURRENTLY UNDER CONSTRUCTION
The fifth age, bright and endless possibilities are everywhere. Races of every imagination walk, swim, slither, and fly. Gnomes with dwarves smiths create new steam powered craft called sky galleys. Sky galleys are ships that fly by combining the use steam powered propellers and modern sails. The geography is similar to our earth, as the outline of continents (minus the north and south American continents) and water ways are concerned. The topical geography is a completely different matter. The overall surface of the planet is 3x this size of the one you know. This planets moon is also only 1/3 the distance of earths. There are floating islands that drift like clouds across the sky. The fresh water rivers, streams, lakes, are all clear and drinkable. The oceans are also clean and clear with more reefs, ocean life, and humanoids. Here are ruins from the first and second ages to explore. Having such huge tracks of land (couldn't resist) travelers are guaranteed to come across something wondrous.

My inspiration for this was a blend of fall out/ lost/ and the TV show, 100. This will be a stop gap until fallout 4 becomes 20$ and Bethesda completes all the DLC.
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