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Sandbox / Character Development Thread Adventure II

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Adventure II

Setting

Current Time

10:00 AM

Current Weather

  • General Setting: Sunny

Locations

Please feel free to put in links to posts containing initial descriptions of locations - and if you "break anything" (e.g. your character's tank inadvertently blows a hole big enough to take a school bus in the side of a temple) please update the appropriate description and provide a link to the relevant post.

Maps:

The Hub TownThe Wilderness

    The Hub Town 
The town is an oasis of new life and hope amid the ravaged landscape, where magic, technology and nature come together in synergy. Solar and wind power, renewable magic(k)s and a "green eco-friendly" ethos.
  • Town Square: More circular than square but "Town Circle" sounds weird. There are trees and lawns and there's a notice board in the centre.
  • Ainley's Assorted Artifacts: A curio shop on the west side of the town square, opposite from the restaurant near the hotel.
  • Hotel:
  • Solstice Café: On the edge of the circular square, near the hotel and visible from the parking lot. Standard breakfast fare, really creative with what they can do with eggs, amazing coffee.
  • The Purple Fez Tavern: First building counter-clockwise from the West Gate road. Marked with a retro-futuristic neon sign.
  • Restaurant: Next to the hotel on the edge of the square.
  • Crater: Wain Fallwen crashed his spaceship on the edge of town square next to the hotel and restaurant.
  • Dudley's: A cheap and cheerful dive bar with a boxing ring.
  • The Nattlås Dim Diner: A diner close to the north gate, kept dark day and night. A popular locale for light-sensitive folk, or those who wish to meet in shadow.

    The Wilderness 
  • Ghost Town: Moderate-sized town (formerly around 7,000 occupants) that was abandoned years ago. The place has become overgrown and wild animals have set up habitats within it - rather like Pripyat in the Ukraine. Currently under Teleport Interdiction; teleport out of it is possible, but into or within it is not.
    • General Store and Motel:: These two buildings are across the street from each other. The motel has two shot bandit corpses inside, one with his heart displaced.
    • Disused Well: This well is full of mud, hence why it's disused. One of the nearby buildings is on fire.
    • Clock Tower: A run-down tower with a giant clock missing its hands makes a decent but obvious vantage point for snipers.
    • City Hall (former): A three-story building that once stood in the center of town. Used to serve as a base of operations for Black Morgan. Was leveled by an overzealous Haydn's fire spell during a raid on the building.
  • Forest: A dark, forbidding forest populated by strange animals and scattered with overgrown ruins. There is a cave near the east edge, and an improvised leading from that cave to the edge, where all the vegetation has been either hacked down or trampled.
    • Forest Ruins: A bunker and a radio tower overrun by kudzu. Supposedly contains an ancient repository on dragons. Animals tend to avoid the place.
  • Smaller River: Originating within the Forest, the smaller river flows under The Scar and into the Harbor.
    • Edge of the Forest: Sufficiently alert trackers will be able to notice horse hair caught on the bark of the outermost trees. A few steps south into the grasslands, there's a D'voreem corpse with a broken skull lying in a trampled path of grass leading south.
    • Intersecting The Scar: The muddy riverbanks both upstream and downstream of The Scar have lots of equine hoofprints. The northern riverbank's hoofprints upstream of The Scar has the majority of the hoofprints, muddled in every direction. The northern riverbank's hoofprints downstream of The Scar point downstream towards the sea. The southern riverbank's hoofprints downstream of The Scar point upstream, but do not reappear upstream of The Scar.
    • Mouth of the Smaller River: Road Apples have been left along the beach. Discerning trackers will be able to tell the manure came from horses. The desperate, weak homunculus previously there was driven off.
  • Grasslands: In between the two rivers grows grass tall enough to tickle a horse's belly.
  • Larger River: This river has three tributaries from the Forest, Mt. Bifrons, and near the Necropolis. These three tributaries join and flow under The Scar and into the Harbor.
    • Spirit Tributary: The first and longest tributary starts in between the Necropolis and Mt. Bifrons and flows north (within sight of the Necropolis) before taking a sharp turn for a long journey east (within sight of the edge of the Forest). Its waters carry a chill that is usually described as death-like.
    • Bifrons Tributary: Originating from Mt. Bifrons' hot springs, this tributary flows north down the mountain and joins the Spirit Tributary where the river turns northeast. As the waters mingle, the last lingering warmth of the hot springs and the last lingering chill of the Necropolis cancel each other out.
    • Tricky Section:note  Caution is recommended for attempts to ford the river along this stretch. Sufficiently careful attempts will generally succeed, but getting cocky about it is Tempting Fate.
    • Exsylvan Tributary: Originating within the forest, this tributary flows east out of the forest and joins where the river turns east before flowing under The Scar.
    • Seabound Section:note  At this point, there's so much water that fording the river is dangerous and difficult, it is recommended that travelers cross at The Scar instead.
  • Hellmouth: A piece of Hell that has merged with the world, where devils roam seeking mortal souls.
  • Hollow Mounds: A cluttered group of skyscraper-sized termite nests. Its original inhabitants have been long gone, but many other beings may have made it their new home.
  • Mount Bifrons: A twin mouthed volcano surrounded by a forest where rivers of lava flow around trees that have turned to black glass.
    • The Lava Lake: A lake of lava sitting in the middle of the forest surrounding Mount Bifrons. May be home to a demon.
  • Necropolis: A hill where the dead have slept through the ages. Towering Mausoleums overgrown by vegetation, graveyards built on top of buried pyramids, labyrinthine crypts that have no end nor beginning, and even long-abandoned archives holding lost knowledge. It is a peaceful region, silent and welcoming like an open grave.
    • Avenue of Angels: A route through the Necropolis lined with ancient, uniform mausoleums, gnarled trees, and rather disturbing angel statues.
    • Cody's Cove: A series of crypts where a wayward ten-year-old has decided to take up residence.
  • Sun-Dry Sea: A dried up sea where coral and other sea life still lives, while alien jellyfish float freely through the air, and various beasts roam the ground.
    • The Salt Swamp: A shallow group of puddles made of undrinkable salt water and hardy plants, home to small flies that feast on the corpses of nearby dead animals.
  • "Ridge": A humongous canyon, filled with tough vegetation and wildlife, and rock formations in shapes possible only through erosion over time. Some of the walls sport large holes, though what made them does not seem to be around anymore.
  • Rainforest: A relatively small but heavily overgrown wooded area. It's very warm and humid here, with frequent rainfall... in fact, the place generates its own climate. Home to many birds and giant insects and various treetop critters, and dotted with suspiciously deep pools, as well as a murky river with dolphins that may or may not be friendly.
    • The Caves of the Abyss: The pools in the rainforest are just the surface of a vast network of water-filled caverns. The water is very clear and fresh but also very dark, and strange fish inhabit its depths. It also contains pockets of dry caverns above the water level, hidden within mounds in the rainforest.
    • Northwest Scar Entrance: Just beyond the trees, on the floor of The Scar is a bloodstain and thoroughly shattered bones missing their marrow. The remains are from a juvenile moufreta, but the bones are too fragmented to make that immediately obvious. A little further in, alert enough trackers will notice a light dusting of ash on the bottom of the trench.
    • Path of Dead Trees: A trail of dead trees leading away from The Scar. Presumably, the missing child walked this way and the curse on him killed the trees. Seenarnha has left a dozen blue Christmas baubles at eye level along the trail, starting from The Scar. A yellow Christmas bauble marks where a dragonhorse split from the party.
    • Mirage-Mangled Corpse: The trail of dead trees ends in a deadly mirage holding a small child's circulatory and nervous systems on display.
    • Shriveled Moufreta Corpse: A short distance off the beaten track, a juvenile moufreta has had all its blood messily extracted through a rather large rasped hole in its neck.
  • Warpfields: An abandoned battlefield warped by chaotic magics, where spellcasters must worry about magical backlash and possible mutations.
    • Petrifying Pond: On the border of the Warpfields is a tiny pond, marked with three close-together stone trees and an unfortunate petrified duck. Don't drink or swim in it.
    • Suspiciously Knobbly Ginormous Stone: Twenty miles east of the petrifying pond is a humongous stone. With the right perspective, it looks like a half-buried reptilian foot clenched into an approximation of a fist, but with too many digits that have too many joints.
  • Wasteland: Nothing has grown here in centuries, nor is anything likely to ever grow again in the sterilized soil. Water isn't hard to come by, but precautions should be taken before drinking it. Numerous magical, technological and magitech ruins.
  • Fields of Abyss: A gentle steppe pockmarked with enormous kilometer-wide holes ringed with metal that seem to drop down into the core of the planet itself. No one knows just why they're here or what they're for, but the locals- if one can even call the City's residents that- treat the area with a measure of reverence.
  • Coast of Chills: This strip of coastland has stormy seas and high, chilling winds that seem to actively leach heat from living things. The sea here is dotted by icebergs and windswept rock islands.
    • Cave of Secrets: Nobody knows where the entrance to this cave is, except that it's somewhere on the Coast of Chills. Unlike the watery caves underneath the rainforest, these are supposedly dry.
  • Harbor: Located right next to the city, it is the gateway for ocean travel around the continent. On the surface it seems benign, but who knows what hides beneath its gentle waters.
  • Kequay Island: Located at the mouth of the harbor and home to interesting flora and strange landmarks. Holds a dark reputation for some on the mainland.
    • Island Ruins: Ruins with strange topology.
  • The Scar: The Scar is an enormous concrete trench that wends a circuitous path across the breadth of the continent. Whatever process used to create it obliterated whatever terrestrial feature stood in its way without exception- forests, rivers, entire mountains- and left a uniform grey floor and slanted walls in their place. The Scar was named before the City's explorers charted it far enough to realize that it formed a closed loop, as the curvature is shallow enough so as to be unnoticeable from an individual perspective. At any given point, it appears to run straight, and those few parties that venture out from the City use it as a convenient road of sorts to get from place to place.

    Creatures 
When wandering the wilderness, one is liable to encounter any number of creatures, dangerous or otherwise. Some are animals, while others are of a more anomalous nature. In either case, their origins are unknown, and wanderers are advised to be on their guard when exploring lest they run afoul of any of the local wildlife, such as it is.

Flora

  • Aeon-bloom: an unusual plant, with an underground rhizome and thorny, twisted, entangled stalks protruding from the ground. At the top of each there is a large flower with spiral pieces, stamens becoming white petals, petals becoming green leaves and leaves shrinking into thorns as it grows, so it always seems to be blooming. The tips of the petals emit a faint, pulsating green glow in the night, as if it was sending a signal. The plant is indeed doing so, and should someone decode it they would notice that the plant is monitoring soil conditions and broadcasting said information. They are specially common in the Graveyard, and almost completely absent in the Sun-dry Sea, the Wasteland and Mount Bifrons.
  • Wild Pigplant: Basically a pig with chlorophyll in its skin. Mainly sunbathes and scavenges corpses, but also eats plants in a pinch. Can be distinguished from its domesticated counterpart by the thorns and tusks, erect ears, red eyes, Hair-Trigger Temper, and superior strength, speed and intelligence.
  • Domestic Pigplant: Basically a pig with chlorophyll in its skin. Mainly sunbathes and eats farmer-provided slop. Can be distinguished from its wild counterpart by floppy ears, green eyes, dimwitted and docile nature, slow flabby muscles gone to waste, and lack of thorns and tusks.

Fauna

  • D'voreem: Large carnivorous primates (about 1.6-1.8m tall when standing erect on hind legs, 70-90kg). Humanlike hands, prehensile feet with elongated, finger-like, toes - all digits tipped with sharp non-retractable claws. Pointed snouts with sharp carnivorous teeth; large cat-like ears. Climb very well, jump considerable distances from branch to branch in arboreal settings, run on all fours at around 50km/h on the ground. Operate in packs of 10-20 individuals, preferring to surround their prey, use relay tactics to herd and tire their prey if necessary but will attack camp sites en masse or stalk, surround and ambush slower-moving prey. Prefer arboreal settings, found primarily in the Forest and Ghost Town.
  • Flitters: Small, iridescent-feathered quadrupedal vertebrates that sport six shimmering, butterfly-like wings. Pursues small prey that it mesmerizes with its wings, and may or may not possess dangerously neurotoxic venom delivered via bite.
  • Graveskitter: An undead creature made from a collection of bones and half-rotten muscle tissue in the shape of a random number of vaguely insectoid legs, surrounding a small spherical core with a few eyes haphazardly strewn over it. They come in different sizes, but are usually never more than half a meter or so in width or height. They feed on Wild Magic, especially the kind associated with necromancy or other dark arts, and can often be seen skittering about in haunted crypts or on battlefields where spells were used, sucking magic from the corpses to sustain themselves, conveniently making them stay dead. Graveskitters are mostly harmless and tend to flee when disturbed, but have been known to occasionally attack careless magic users. They hate sunlight and loud noises. Found primarily near the Hellmouth and in the Warpfields. Mysteriously absent from the Necropolis, aside from maybe one or two that went wandering.
  • Moufreta:
    • Juveniles of the species are frail, 2 meter long, raptor-like omnivores with lanky, underdeveloped bat-wing-like arms. While highly curious, they aren't terribly bright, and can be quite aggressive.
    • Adults can grow up to 15 meters or more, with a distinct theropod build. They can fly and breath fire.
  • Sinking Demon: A rare variety of large, blob-like beasts, nearly four meters in diameter. Found near the coasts of the wasteland. It burrows beneath the sands near the shoreline, secreting a yellowish membrane which, when perforated, alerts the monstrosity to potential prey. Once alerted, the mass surfaces, causing vibrations strong enough to liquefy the sand, trapping its victims in sudden sinking pit. Victims are not devoured whole, but rather sucked towards the monster's surface by an unidentified pulling force, akin to a localized gravitational field. The creature's skin produces a dissolving agent which eats away at the victim's skin and bones until their internal organs are able to be pulled directly into the creature's body, at which point the rest is discarded.
  • Skvader: A small six-limbed herbivore that resembles a feathered hare or rabbit with two wings sprouting from it's back. While incapable of true flight, these creatures can often be seen performing impressive feats of jumping and gliding. Both the skvaders themselves and their large, oddly colorful eggs are considered quite delicious by some people. They are attracted by the scent of alcoholic beverages. Found primarily in the Forest, Ridge and Ghost Town areas.
  • Sneeder Bird: Named after their call (which sounds like "Sneeder, sneeder, sneeder, sneet!"), this stealthy bird likes to hide and sing at dawn and dusk, trying to lure predators (for example, humans) into a fruitless chase. The longer a sneeder bird can hold the attention of a predator without being spotted, the more impressed the sneeder bird's potential mates will be. The song has a psychic component to artificially boost the curiosity of other species to dangerous levels. This bird can be heard everywhere, but favors staging its chases in areas with less visibility, like forests and buildings.
  • Witch Snake: A nocturnal snake dwelling in forests, plains, or anywhere where small rodents may dwell. Identified by a purple and black diamond pattern. While they have fangs, they are not venomous... in the usual sense. Instead they provoke prey into biting them back and squirt their corrosive blood into the wound. What is even more peculiar about them is their innate magical ability; their blood contains a curse that makes it even more corrosive and also eats away at a victim's life force. Additionally, they are very difficult to kill; they are thought to become undead after reproducing. On the flip side, they are quite intelligent and easy to tame, and leave much larger creatures alone unless threatened. Due to being attracted to ambient magic, quite a few of them inhabit the Warpfields and the Hellmouth.
  • Zebreer: A herbivore with the appearance of a zebra with a deer-like head with black antlers. Usually found in Sun-Dry Sea, feeding on the hardy pale grasses that grow there, but can also be seen wandering around other nearby areas.

Humanoid

  • Gloamfeeder: These beings resemble tall humanoid figures with mottled green-black skin. Each stands at least three meters tall, with elongated limbs and necks, and they have a massive vertical gash running from their eyeless heads down their entire front, throats and bellies open as if split with a blade. They are so named because, though sightings are rare, they can most commonly be glimpsed in the twilight hours feeding on corpses of the recently deceased, tearing them apart and shoving the pieces into their open maws. It is unknown if they are aggressive or simply scavengers, but it's not unheard of for people to go mysteriously missing when out wandering at dusk.
  • Homunculus: Amorphous and vaguely humanoid masses of doughy flesh, Homunculi have the capacity to alter the shape and texture of their bodies to resemble other humanoids they encounter. They only do this however if the individual they are attempting to imitate is dead- or, in the case they are not, making sure of it themselves. Their bodies are capable of projecting chitinous spurs they use for attacking in close-quarters, and who knows what other offensive abilities. If left for long enough without a host, a Homunculus might attempt to imitate an inanimate object, though they will typically displace or destroy the original before attempting to do so- and humanoids are always preferred to objects. It is for this reason that a Homunculus that is posing as an object will attempt to kill and imitate the first living being it sees.
  • Shriver: Six-limbed humanoids dressed head-to-toe in tattered dust-colored robes, ancient sigils tracing the hems and sleeves. The only thing visible of them beneath their robes is a long proboscis that hangs down from under their hoods, and few get close enough to discover more because- without exception- they attack all others on sight. Shrivers can conjure a black mass of corrosive particles which they hurl at trespassers, and like a swarm of locusts under the Shriver's direction, these particles follow and devour their target until nought but bleached bones remain.
  • Ashwalker: These creatures resemble emaciated corpses with ashen skin, with heads like slugs, grey blobs with a single puckered orifice in the center that belches fire. Metal objects held in their grip as improvised weapons inexplicably become red-hot, and though individually they are fairly weak, their ashen nature makes them unnaturally tough and they are rarely found alone. Ashwalkers are invariably hostile to strangers and adventurers, and what's more, they appear to share some degree of collective consciousness. It has been commonly observed that if one of them notices a fresh victim, all of them become aware of the intruder.

Unknown

  • Mirage: A flicker, an odd reflection, a shimmering silhouette. These may be the last things you ever see. It is unknown whether Mirages can even truly be called creatures, but the threat they pose is mythical to the City's residents. Mirages are typically bound to specific areas, which become incredibly dangerous to traverse. Victims are found arranged in impossible positions- limbs bent at mathematically precise angles, partially phased through the environment, or even just hanging in mid-air, body sectioned and re-arranged into a collage of carnage that all who gaze upon it can't help but describe as inexplicably beautiful.

Rumors and Notices

Here is a list of all the rumors posted in the bulletin board in the town square. These rumors are the seeds for adventures the characters will embark on.

    Rumor List 
Currently barren of any remarkable, up-to-date postings. Here one can find exceptional, if not entirely reliable leads. Tales of legendary artifacts, mysterious sightings, and covert conspiracies to tantalize the daring adventurer. New rumors may be posted by characters, or may simply appear when no one is looking:

    Notices 
If recruiting for an expedition, warning of dangerous individuals, offering bounties for wanted criminals, highlighting exceptional ecological activity, announcing a local event, simply asking for help, or anything else that should be made note of, it may be made note of here:
WANTED:
Claire Magnus
Reward: 50 KG gold bullion
AGE: 20; HAIR: Light; EYES: (L)Blue, (R)Yellow; HEIGHT: 168 CM; WEIGHT: 45 KG; SEX: Female; RACE: Human (White)
WITCH, THIEF, TERRORIST, chief agent of the Vampire Lord Aria.
The above reward will be paid for positive proof of her death.
SHOULD BE CONSIDERED ARMED AND EXTREMELY DANGEROUS

WANTED:
Mist Randalin
Reward: 5 KG gold bullion
AGE: unknown; HAIR: Blue; EYES: Green; HEIGHT: 180 CM; WEIGHT: 54 KG; SEX: Female; RACE: Human (White)
ROGUE VALKYRIE, cohort of Loki Laufeyjarson and the Vampire Lord Aria.
The above reward will be paid for her capture or positive proof of her death.
SHOULD BE CONSIDERED ARMED AND DANGEROUS

WANTED:
Louella Sitri
Reward: 15 KG gold bullion
AGE: 25(?); HAIR: Blue; EYES: Red; HEIGHT: 152 CM; WEIGHT: 42 KG; SEX: Female; RACE: Demon
DEMON LORD candidate, SOUL STEALING SUCCUBUS, possesses a FORBIDDEN GRIMOIRE.
The above reward will be paid for her capture or positive proof of her death.
SHOULD BE CONSIDERED ARMED AND DANGEROUS

WANTED:
Maelys
Reward: 1 KG gold bullion
Age: 21(?); HAIR: White; EYES: Hazel; HEIGHT: 160 CM; WEIGHT: 50 KG; SEX: Female; RACE: Human (Undead)
Servant of Claire Magnus.
The above reward will be paid for her capture.
SHOULD BE CONSIDERED ARMED AND DANGEROUS

ADVENTURERS WANTED
Daytime Expedition to KEQUAY ISLAND, off the Northeastern Coastline
Opportunity to explore rarely visited island — make valuable discoveries
If interested, go to the NATTLÅS DIM DINER and speak to the woman wearing a RED HEADBAND
Expedition departs at 11:00 a.m. SHARP
ANTICIPATE DANGER

Characters

     Active Troper Characters 
In keeping with previous threads, please group your characters under a location (or sub-location) heading here so newcomers can get an idea of who is in a given location. New locations and sub-locations can be created as needed:

Hub Town

Transportation Facilities, en route from Jobe's Farm

  • Ethani aq'Iqine (Killer Clowns): A noblewoman and elite soldier of the Qorisayane Empire's military. A massive special ops soldier, she uses the magic of the Eyes and Teeth in addition to guns and blades. A pious and honorable soldier, with the willpower and devotion needed to use such dark magic and maintain her sanity, she represents the best of Qorisa's militarist faction.
  • The Void (Killer Clowns): The mysterious source of Ethani's magic, an immaterial entity somehow linked in some way to entropy, thought, and pain. Despite entirely lacking a self or anything like conscious thought, it frequently acts in ways that would seem to indicate a high level of animal cunning.

Ainley's

  • Ainley (Chortleous, but open for anyone to use): Kindly old cybernetically-augmented mandrill-person and owner of his namesake curio shop. Knows more than he lets on, but won't tell anyone exactly what it is he knows.

The Nattlås Dim Diner

Hotel

Outside Hotel

Lobby

  • David Harkness (Ryuhza): A short, white-furred otter-like man pushing thirty. Eager to share a smile, give advice, and bottle up the rest, if only he had the space. (Picture)
  • Claire Magnus (WillDeRegio): "Witch-thief" Adventurer. Well-versed in combat magic.
  • Ultra (Chortleous): Synthetic antelope-person private investigator from a dark neon-lit world of rain and steel. Quiet, stern, and hard-nosed with a detective's analytical bent, she's currently trying to assist Joseph's friends in puzzling out why he looks like a salamander.(Picture, er, well, animation. and another.)
  • Wolf (Wolf1066): A Kiwi motorcyclist who found his way here while "going somewhere, nowhere". 60 years old, long greying hair in a ponytail, mostly grey "doorknocker" beard and moustache, around 5'6"/1.67m, 214 lbs/97 kg, "dad bod". Picture Dressed in black, 2 gold rings in left ear, glasses, carved bone pendant.
  • Henry Bensen (Ryuhza): A young, human man of twenty-two whose journey of independence became one of interdependence when his new friend turned amphibianesque well out of the blue. As headstrong as he is dutiful, and as daring as he is prone to panic. (Picture)
  • Younger!Joseph T. Weller (Ryuhza): A young, twice-human man of seventeen whose body took an unexpectedly salamandrine turn over the past two days. Beset by unspoken strife—not helped by the challenges of his new mouth—and a feeling of loneliness in a growing world. (Picture, Picture [Current] )
  • Bonbon "Bonnie" Cook (WillDeRegio): A lagokin girl and Cadian Military Hunter-in-training, specialized in the healing arts.

- At the fountain

- Basement

Floor 5

- Hallway

  • Ortimartl Geccè (Ryuhza): A middle-aged man with a slender, shaggy figure, and a heart that beats through his every word. Recent companion to Rip Wilkis.
  • Roger "Rip" Wilkis (Ryuhza): The generally terse (often mistaken for ill-tempered) business partner and old friend of David's, though recently business has been diverted by personal interests.

Floor ???

- Aseyu's Suite
  • Aseyu ul'Valmoth (Killer Clowns): A socialite from the Qorisayane Empire's nascent bourgeois. A remarkably attractive woman of almost forty with extremely high innate magic resistance. She's always more in control than she lets on, and represents the best of Qorisa's capitalist faction.
  • Lancer (Chortleous): Something of a Superman analog in her home setting, she's a noble and compassionate but nevertheless immensely powerful psionic superhero who spends most of her time isolated to a fortress on the moon to keep her powers in check, but has suddenly found herself injured and marooned in this strange world. (Picture, picture, and picture.)

The Forest

Jobe's Farm

  • Mist Randalin (WillDeRegio): "Rogue" Valkyrie. Handy with a spear and lightning magic.
  • Maelys (WillDeRegio): Undead maid. Carries numerous firearms in her skirt.

Coast of Chills

The Necropolis

Angel Avenue

  • Kay (Chortleous): Quiet, rough-edged rookie superhero with magical abilities that confer control over heat and flame, among other things. Grew up in an insular cult of magic-users like herself and broke away when she discovered they'd been sitting on their laurels during numerous disasters, but still grapples with living in the outside world and has trouble opening up. (Picture)

     Inactive Troper Characters 
Please move your characters here when you are no longer actively writing for them in the thread. That means both when you are done entirely, and when you simply need to take a break. If you are inactive in the thread for long enough, they may be moved here automatically, but that doesn't prevent them from returning. It would be neat if they were listed in alphabetical order, by the name of the troper they belong to.

  • Nasur (Pyxo): A Narati exile, alone and starving. Constant hunger and isolation may have left him a little loopy.
  • Cameron-Paine Spade (KitkatKK2) A calm and collected boy(?) who is used to changing universes and homes on a dime. “Expect the unexpected” is his motto. He cares not what anybody thinks, and his chief goal is to get through another day.
  • Xhai Cëll (Palindromee): A gentle-faced, mostly human man(?) in his mid-twenties with extensive cybernetic modifications. Always seems a little lost and on edge. More dangerous than he seems. There's a bounty on his head, in some places.note 
  • Damia (WillDeRegio): A battle-priestess of the church of Rhiannon.
  • Rebecca (daird)

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