Affairs of Darkness 2: Twilight Tales OOC and Signup
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Affairs of Darkness 2: Twilight Tales OOC and Signup
Affairs of Darkness 2: Twilight Tales
“Sce’ayd-wain. Translated into the modern tongue it roughly means ‘In Shadow’. In the shadow of what, precisely, is a question philosophers and scholars have pondered through the ages.
Perhaps in the shadow of death itself?
Indeed it is a dangerous enough realm. Monsters, spirits, and beings of aether move about freely and without much consequence. A world where death has always been just a moment, a single mistake, away.
And yet, there are ponies.
Gentle creatures, lacking claws or fangs or any real measure of ferocity. An ill-fit for this world. With a disposition towards harmony and abilities that at best were only means of running from death, they quickly attracted attention when they appeared in this realm. Prey. And so they were preyed upon, by monsters, and spirits, and even other sentient races. And though there were gods of great power, they did not seem particularly inclined to answer their prayers.
Their lives were short, nomadic, and fearful.
It seemed this dark world was determined to bury these creatures in the darkest shadows. But then, a mere thousand years ago, something changed. A new goddess appeared to the ponies prayers, and cast away the oppressive shadows. She flew across the land, casting down beasts, spirits, and gods alike. Beating the shadows back to the far corners of the land and establishing a safe haven for the ponies.
Safe beneath her gaze, the ponies flourished and grew. Flourishing in the light, they grew to become a force to be respected. No longer mere prey.
And for a thousand years, the shadows have waited and planned, for the day they would reclaim the world.
And cast this world in shadow once more.”
So, I’m planning to run a new game, a reworking and evolution of my original Affairs of Darkness campaign.
This game is set in an alternate mirror universe version of Equestria. Similar to the human world from Equestria girls or the mirror world from the comics if you read those. Unlike those though where the theme behind them is “Equestria but everything interpreted through a modern human school setting” and “Equestria but everyone has their good/evil alignment swapped” respectively. This one can be more described as “Equestria but history, of both the world and the characters, is completely different.”
Thus you can run into any of the characters from the show, and they’re basically the same pony, however the experiences they’ve had through their lives can be so radically different that they might behave in ways and believe things that the canon version never would.
The setting of the world itself can be compared to the Italian Renaissance in a lot of ways, from fashion and religion to architecture and technology. The world as a whole is coming out of the more traditional “dark ages”-type of setting and starting to experience a boom in artistic and scientific thought. The pony nation itself being the equivalent of Italy during the renaissance while the other nations are reacting and adapting to the rapid developments being introduced there.
Since I’m sure people are curious: firearms DO exist in this setting, but they aren’t yet in any way reliable. Things like the musket and arquebus haven’t been invented yet, though they are looming fairly close on the horizon. Instead you’re more likely to see more unreliable prototype guns with a much shorter range and a high tendency to backfire. These guns will eventually lead to the breakthroughs that would create the musket. As such, the most effective and preferred ranged weapons are still the longbow and crossbow (assuming you can’t just shoot magic at people). Cannons are VERY much a thing, how commonly they’re used varies from race to race but they’re highly prevalent onboard ships (including all but the smallest merchant ships, as sea monsters don’t tend to care if you’re not soldiers).
I’ll also be experimenting with a somewhat different combat system than usual. Mostly I’d like to try a system that encourages clever use of utility skills and the environment. As such, rather than defined combat skills with energy costs and everything like that. I’d like to try a system where you roll initiative, and when your turn comes up you simply use your utilities, skills, environment, or equipment in whatever way you feel is appropriate to the situation. Making combat more like an open-ended skill check puzzle rather than a final fantasy style encounter.
To facilitate this I’d like to borrow a feature from Wanderlust and use defenses.
Since Endurance is now a defense this will also feature a slightly modified version of the usual stats
The reason for this shift simply being that with Endurance being a defense, it would leave the former Brawn block with only Athletics as a skill, which would be somewhat unfair.
As such, in combat, a nat 1 and nat 20 are subject to the same standard rules of critical failures and success. Rather than a special move. Traits that relate to a specific combat ability (such as “gain this many energy” or “you may use this move as a minor action”) ARE NOT valid here. Traits that provide a more general effect (such as “+2 to saving throws” “+1d4 damage on single target attacks”) ARE valid. Ones that specifically mention damage will be run as the results of said dice being an additional bonus to your roll on top of your existing.rolls. (resist functioning as a bonus to your existing defenses for example.)
The races all have different histories and alliances than you might expect which I’ll be detailing below. You don’t HAVE to align to these racial standards if it doesn’t suit your character, (you can play a Diamond Dog that dislikes Dragons for example) These racial profiles are more intended to give you an idea of the kind of cultural background your character would have experienced if you choose to play that race.
In the game itself, the campaign will be starting in Ambleon. The PCs will be a group of adventurers gathered up to join a newly formed guild, the Light of Order. In truth, this is merely the face for the Affairs of Darkness, a newly created group functioning as researchers, investigators, and protectors funded by the Grand Duchess and overseen by one of her knight captains. Their mission: to take on the tasks that the Duchess and her guards cannot freely act upon.
As such, I'll be requiring PCs to have a reason why they would join an adventurers guild and the AoD. As well as why they'd be in Cavallend in general if they aren't a pony.
Just gonna ask you all to fill out this questionnaire too to better help me come up with content and work with your characters.
“Sce’ayd-wain. Translated into the modern tongue it roughly means ‘In Shadow’. In the shadow of what, precisely, is a question philosophers and scholars have pondered through the ages.
Perhaps in the shadow of death itself?
Indeed it is a dangerous enough realm. Monsters, spirits, and beings of aether move about freely and without much consequence. A world where death has always been just a moment, a single mistake, away.
And yet, there are ponies.
Gentle creatures, lacking claws or fangs or any real measure of ferocity. An ill-fit for this world. With a disposition towards harmony and abilities that at best were only means of running from death, they quickly attracted attention when they appeared in this realm. Prey. And so they were preyed upon, by monsters, and spirits, and even other sentient races. And though there were gods of great power, they did not seem particularly inclined to answer their prayers.
Their lives were short, nomadic, and fearful.
It seemed this dark world was determined to bury these creatures in the darkest shadows. But then, a mere thousand years ago, something changed. A new goddess appeared to the ponies prayers, and cast away the oppressive shadows. She flew across the land, casting down beasts, spirits, and gods alike. Beating the shadows back to the far corners of the land and establishing a safe haven for the ponies.
Safe beneath her gaze, the ponies flourished and grew. Flourishing in the light, they grew to become a force to be respected. No longer mere prey.
And for a thousand years, the shadows have waited and planned, for the day they would reclaim the world.
And cast this world in shadow once more.”
So, I’m planning to run a new game, a reworking and evolution of my original Affairs of Darkness campaign.
This game is set in an alternate mirror universe version of Equestria. Similar to the human world from Equestria girls or the mirror world from the comics if you read those. Unlike those though where the theme behind them is “Equestria but everything interpreted through a modern human school setting” and “Equestria but everyone has their good/evil alignment swapped” respectively. This one can be more described as “Equestria but history, of both the world and the characters, is completely different.”
Thus you can run into any of the characters from the show, and they’re basically the same pony, however the experiences they’ve had through their lives can be so radically different that they might behave in ways and believe things that the canon version never would.
- example:
- For example, canon cheerilee lived a pretty normal, seemingly middle class, life in the rough equivalent of the 80’s from what we’ve seen of her. Ultimately this led to her wanting to become a teacher and make her students bloom by nurturing them. Thus becoming the school marm we all know from the show.
In this alternate universe however, perhaps Cheerilee was a rich noble’s daughter who felt unsatisfied with her life despite having pretty much everything she could ever want. This led her to coming to believe that a pony needs a firm disciplined foundation to grow to their full potential. Which led her to becoming a strict no nonsense governess under the belief that the firm, serious approach would lead to the students having the firm foundation that would allow them to “bloom” to their full potential and find happiness in their adult lives.
As such, we have two Cheerilee’s who want to help their students bloom and smile. However while one is a cheerful, supportive, and nurturing pony, the other is a no nonsense, strict, and limiting one. Same pony with the same basic motivations by wildly different characters with wildly different backgrounds and environments.
The setting of the world itself can be compared to the Italian Renaissance in a lot of ways, from fashion and religion to architecture and technology. The world as a whole is coming out of the more traditional “dark ages”-type of setting and starting to experience a boom in artistic and scientific thought. The pony nation itself being the equivalent of Italy during the renaissance while the other nations are reacting and adapting to the rapid developments being introduced there.
Since I’m sure people are curious: firearms DO exist in this setting, but they aren’t yet in any way reliable. Things like the musket and arquebus haven’t been invented yet, though they are looming fairly close on the horizon. Instead you’re more likely to see more unreliable prototype guns with a much shorter range and a high tendency to backfire. These guns will eventually lead to the breakthroughs that would create the musket. As such, the most effective and preferred ranged weapons are still the longbow and crossbow (assuming you can’t just shoot magic at people). Cannons are VERY much a thing, how commonly they’re used varies from race to race but they’re highly prevalent onboard ships (including all but the smallest merchant ships, as sea monsters don’t tend to care if you’re not soldiers).
I’ll also be experimenting with a somewhat different combat system than usual. Mostly I’d like to try a system that encourages clever use of utility skills and the environment. As such, rather than defined combat skills with energy costs and everything like that. I’d like to try a system where you roll initiative, and when your turn comes up you simply use your utilities, skills, environment, or equipment in whatever way you feel is appropriate to the situation. Making combat more like an open-ended skill check puzzle rather than a final fantasy style encounter.
To facilitate this I’d like to borrow a feature from Wanderlust and use defenses.
- Wanderlust defenses rules:
- Defenses work a lot like Skills. The difference is that Defenses are used to react to or endure the dangers of the world, while Skills are used to take actions of your own. You’d use a Skill to decipher a code or climb a cliff, but you’d use a defense to endure the effects of a horrible disease or defend your mind against a hypnotic spell.
Defense Checks are made the same way as Skill Checks - you roll 1d20 and add whichever Defense modifier that your GM tells you is relevant for this particular check. You can also make Spectacular Efforts and Spectacular Blunders on Defense checks in the same way.
The Defenses
Endurance
Enduring serious damage, wounds and diseases through sheer physical toughness.
Reflexes
Quickly react to danger, dodging traps and responding to sucker-punches.
Will
Mentally resisting mind-altering effects, or similar mental assaults (from resisting body possession and charm spells to holding onto one's sanity in the face of abominations).
Defining Your Defenses
Each of your Defenses begins at 0, and you get 15 defense points to divide up among them. However, you can’t put more than 10 Points in a single Defense. The numbers you end up with are your Defense bonuses.
You cannot spend Skill Points to increase your Defenses and you cannot spend Defense Points to increase your Skills.
Since Endurance is now a defense this will also feature a slightly modified version of the usual stats
- stats block:
- Primary: 5
1: 5
2: 5
3: 5
Secondary: 5
1: 5
2: 5
3: 5
Tertiary: 5
1: 5
2: 5
Quaternary: 5
1: 5
2: 5
Athletics, Acrobatics,Mechanics,Stealth,Arcana,History,Heal,Perception,Persuasion,Streetwise.
As usual, your stats start at 5 and you have 8 skill points to spread across each block. You also get two trainings and an expert skill as a base. (utilities like specialist or I’ve read a lot about it affect this the same way they would the normal style) The only real difference is that the blocks have a set number of skill slots and you choose which skill goes in which slot. Allowing you to, for example, have one block consist of acrobatics, heal, and perception or other similarly off the wall combinations. Otherwise, same rules as usual apply.
The reason for this shift simply being that with Endurance being a defense, it would leave the former Brawn block with only Athletics as a skill, which would be somewhat unfair.
As such, in combat, a nat 1 and nat 20 are subject to the same standard rules of critical failures and success. Rather than a special move. Traits that relate to a specific combat ability (such as “gain this many energy” or “you may use this move as a minor action”) ARE NOT valid here. Traits that provide a more general effect (such as “+2 to saving throws” “+1d4 damage on single target attacks”) ARE valid. Ones that specifically mention damage will be run as the results of said dice being an additional bonus to your roll on top of your existing.rolls. (resist functioning as a bonus to your existing defenses for example.)
- Player References:
The races all have different histories and alliances than you might expect which I’ll be detailing below. You don’t HAVE to align to these racial standards if it doesn’t suit your character, (you can play a Diamond Dog that dislikes Dragons for example) These racial profiles are more intended to give you an idea of the kind of cultural background your character would have experienced if you choose to play that race.
- Playable Races:
- Ponies:
Ruler: Grand Duchess Twilight
Leaders: Countess Rarity, Duke Armor, Dame Dash, Dame Rose, other nobles
Capitol City: Ambleon
Region: Cavallend
Languages: Common(aka pony)
The Grand Duchy of ponies, third largest nation in the world, arguably the most prosperous, and without a doubt the most magical.
.
Ponies have gone from landless roving prey to one of the strongest forces on the face of the world in the past thousand years by the guiding wing of their Duchess and lady: twilight Sparkle the immortal goddess of order and magic.
While their history before this is largely lost at the teeth and claws of predators, the peace ponies enjoy over the watchful eye of their lady has allowed ponies to flourish to incredible artistic and academic heights.
But perhaps peace is not the right word? While most ponies are quite happy with the rule of Twilight, there are others who rankle under her reign. Bandits plague the roads, creatures from all manner of realms roam the night, and machinations build in shadows to see the ponies kingdom broken and its citizens returned to their rightful role as prey.
The world lays balanced at a razor's edge and there are those who would seek to push it over.
- Griffons:
Ruler: Admiral Tempest, first among equals.
Leaders: Captain Skyla, Captain Grizelda, The Council of Captains
Capital City: Sirena Airie
Region: Harpy Cliffs
Languages:Griffin, Common
Griffons once held sway over much of the lands, second only to the dragons in dominion of all that they surveyed beneath their wings. However, at the apotheosis of Twilight a thousand years ago, they were quickly and decisively driven back by the new regent of what was once little more than their preferred prey. Driven from the land entirely, their dominion now extends only to small islands and rock formations in the seas.
Their former kingdoms lost under cruel starlight, the griffons are now a nation of pirates, unified in hatred of the Grand Duchess. raiding any passing ships or coastal towns in order to eek out an existence in the world.
A thousand years can cool even the hottest flames however, and while a strong sentiment of discontent with the Duchess still runs through the griffons, most choose to focus on the present day rather than an ancient grudge.
While no longer strictly bound to piracy, centuries of it has greatly changed the griffons. Led now by a council whose members are elected from noteworthy captains of their fleet and flocks. The griffons long for a return to glory. Some by way of treaty, others by economy, and still others by war. So far, cooler heads prevail in the council, but there are those who seem invested in fanning the flames of war.
- Diamond Dogs:
Ruler: Razorback the Mountain King
Leaders: Dragons, the alphas, the speakers
Capital City: Terra Firma
Region: Dragonfang Ridge Mountains
Languages: Draconic, some can speak Common.
For as far back as even the most ancient beings can remember, Diamond Dogs have loyally served dragons. The fascination with gems from which they get their name is itself a result of trying to appease their firebreathing masters.
Rough, Tough, and superstitious. The Diamond Dogs live lives dedicated to their packs. The sacrifice of a single dog is an honorable end if it means the pack prevails. Be the pack their nation, their family, or their friends, Diamond Dogs are loyal to a fault.
The dogs or the dragonfang mountains are an especially rugged sort. Between a life in the mines and the various monsters that inhabit these peaks, a dog simply HAS to be. Valuing strength and knowledge in equal measure, they are led by their alphas and speakers, who exemplify each. And of course dragons, who exemplify both. Chief among them is Razorback the Mountain King, a titanic drake who has lived within the cauldron of The Mountain Heart for over a thousand years. With a horde composed of everything, from gold, dogs, and ponies to stories and history, the Mountain King has guided the Dragonfang Ridge through every trial.
- Dragons:
Ruler: Tiamat the Primordial Flame
Leaders: Razorback the Mountain King, Orinda, Invernus the Winter, other elders
Capital City: Feuerdrache, The Mountain Heart, Terra Firma
Region: The Dragonlands/Dragonfang Mountains
Languages: Draconic, Common, most any language in later years.
Powerful, durable, wise. Dragons are a force of nature. The single largest nation in the world and masters of all that they survey. Dragons are long lived and greedy creatures. What a dragon can look like varies from one to the next. Some are great quadrupedal reptilian beasts, while others are long slim serpent-like beings. Some bare wings and some exceptionally thick armed hides and still others are covered in fur. The only constant is their longevity and power.
Living in solitude for the majority of their considerable lives, dragons respect power, and their lives enforce it. Relatively few dragons make it to the point they can be considered true adults. The Dragon Lands are inhospitable places, and many of the creatures that inhabit them would jump at the opportunity to have one less apex predator in the world while it’s still young and vulnerable.
Dragons live in groups for the first few centuries of their lives, when they are still relatively vulnerable. Often they live in the territory of a family member or among diamond dogs or other similarly allied races during these tender years. Those lucky few who reach their second growth spurt and true maturity go to seek their own territories and hoards.
While dragons are solitary, and as likely to fight with a sibling as work together, they DO cherish family in their own way. It is often said two brothers may hate each other until the day one must be avenged.
The older a dragon is, the more powerful it gets, and the more respected it is by its fellows. Elder dragons often add powerful magic to their already impressive physical arsenal of natural weapons, manifesting a gem of their amassed magic which acts as their focus. And the truly old among them can be compared to a natural disaster given purpose.
A dragon’s hoard is the center of its life. Acting as a physical representation of its conquests and achievements. Containing all that it values and cherishes, whether these be gems or concepts. Many dragons even add living beings to their hoards. Whether as an object to be owned or as if a priceless gem to be cherished, to do so is to declare a great dedication to that being. And for a dragon to give from their hoard is an act not to be taken likely. Woe be to those who steal from a dragon’s hoard.
- Deer:
Ruler: Primavera of the Spring
Leaders: Tifawnia, the Keepers of Ages
Capital City: Wyldwud
Region: Whitetail Woods
Languages: Common, Fae
Graceful creatures of the woods, peaceful and secluded. Supposedly the children of the Spring itself, they came from faerie many many centuries ago. In the modern day there’s precious little trace of their original fae origins. An otherworldly grace and a mystical connection to the plants of the forest being the all most can claim.
Some rare few however retain their fae longevity, the Keepers of Ages, who guide their kin with their lifetimes worth of lessons learned. First among them is Tifawnia, the ever youthful, and said to be one of the direct descendents of the goddess Primavera.
They live in the woods, where the ancient gateways to faerie can be found. Listening to the voice of the forest and its lessons.Their homes are built in harmony within the trees themselves, an art borne of their connection. In general the deer are peaceful, having little grudge to bare against the other races, fighting only to protect themselves and the homes they share with the breezies. A patience born perhaps from their proximity to the true fae and their legendary penchant for mischief.
Once a rare sight outside their woodland homes, deer are becoming a more frequent sight in the modern day. Most out of simple curiosity or a sense of adventure. However some speak worrying tales of their flight from the forest, of something within faerie agitating the fae enough to make them cross the realms in greater numbers and poorer tempers in recent months.
- Zebra:
Ruler: Ununified
Leaders: Merchant lords*
Capital City: n/a (Too many)
Region: Zebrica
Languages: Common, Zebra
These striped, pony-like being hail from distant Zebrica across the vast ocean to the south. Those who leave the warm plains behind for the other nations are often merchants, bringing exotic wares abundant in their homeland to distant markets in the hope of securing their wealth and futures. As such, the zebra lack any formal leadership, simply alligning themselves to the leaders of whatever nation they choose to inhabit.
If any kind of organization were to exist among them it would be the merchant lords. The richest and most influential of the noble trade who work together to ensure that trade is fair and agreed upon, and everyone walks away satisfied, and hopefully a few bits richer.
Known for their distinctive striped coats and exotic culture, zebra are often a rare but easily spotted sight in all the major cities.
- Merponies:
Ruler: Grand Duchess Twilight
Leaders: Lady Oceana, Dame Marina
Capital City: Marelantis
Region: Wither Bay
Languages: Common
Merponies are creatures with the front half of a unicorn pony, and the back half of a fish. Formerly an independent race of pony-like beings who lived deep below the waves. A thousand years ago, with Twilight’s ascension, they were absorbed into the pony nation of Cavallend. They were once a capricious race, loved and loathed in equal measure for their mercurial moods. With the deposing of the former rulers, the command of their nation as Twilights vassals was passed instead to the heads of their knights.
Over the centuries their culture has shifted from capricious and hedonistic, to one striving towards the ideals of chivalry. Striving to hold themselves to a higher ethical code of conduct and duty, the merponies can at times seem strict and stubborn. However past the armored facade, their mercurial disposition remains. Especially among those outside the strict duty of the knights, the merponies are passionate, easily excitable, and strongly believe that there is at least some good in everyone. Many are easily swept up in tales of romance or tragedy, being very much enamored with tales of courtly love.
Though their unique underwater cities are safe from nearly all the other sentient races by virtue of their location a merpony is not free from danger. The seas of the world are filled with dangerous animals and monsters who would delight in a merpony snack. Their familiarity with the dangers of the waves mean merponies are frequently much valued guards and guides to the vessels that pass through their waters.
The sea ponies magic is tied to the sea and waves, ranging from the ability to manipulate the waves to creating portals between bodies of water. A rare few seaponies can even swap their fins for a second pair of hooves when they dry out, allowing them to leave the seas and explore.
- Minotaurs:
Ruler: Hades
Leaders: The Tartarus Guard
Capital City: Minoa
Region: Longhorn Peaks
Languages: Common, Minoan
Powerful bipedal bovines with dextrous ape-like hands.
Minotaurs are powerful, resourceful beings. Taking life as a challenge and out to prove they are more than equal to it. The minotaurs choose the most hostile environments they can find and build cities atop them, dedicating themselves to mastering the world around them. As such, they are widely regarded as some of the most skilled weapon and armor smiths in the world.
Actions speak loudest in their society, and so minotaurs from a young age are always on the lookout for some great deed or another by which to prove their worth.
It is such that Minoa came to be over two thousand years ago, when a young bull came across the gates to hell itself in the middle of a frozen mountain range. What more hostile environment could one possibly hope to find than the land of the dead itself? And it was with that in mind that he marched right in and built a cabin atop the hellmouth. Over time more minotaurs came to join him and the young bull, constantly seeking a greater challenge, marched into the depths of Tartarus and became its king.
Over the years the minotaurs descended from him have become the guardians of Tartarus, keeping the restless dead inside as best they can. Taming great beasts to stand guard and tempering their own bodies in the firey pits. Indeed, even when the king grew old and died, he remained as king. For he had built his throne in the underworld, where ELSE was he supposed to go? And if he was still there, no longer bound by the constraints of mortality, why should he EVER abdicate the throne?
- Changelings:
Ruler: Queen Chrysalis
Leaders: Princesses, the Elites
Capital City: Lovelorn Hive
Region: Forever Sovreign Forest
Languages: Common, Fae, Changeling, other things
A race of insectile shapeshifting equines who originate from the fae. Though their time in the mortal realm has diminished them from their ancestors their unique diet and lifestyle has allowed them to retain a fair measure of their fae nature.
While initially largely indifferent to ponies, the two races have enjoyed an alliance for generations. Stories say that the current Queen was lost in her youth, injured and starving, and saved on the brink of death by the Grand Duchess. After being nursed back to health and returned home, the former princess remembered her debt on her coronation.
They make their hive home in the swamp-like Forever Sovereign Forest, hidden behind the hanging Hag’s Mane moss and protected quicksand and poisonous fog. Their fae nature weakens the borders of reality in the forest, causing the gloomy woods to act as a beacon for monsters, spirits, and fae.
The changelings themselves live in a large, partially underground hive. Changelings live for the hive, even from a young age they are put to work in some form for the betterment of the whole. Divided neatly by their particular talents and ranks, the hive constantly thrums with activity at all hours. The hive is always forefront in a changeling’s mind, willing to risk injury or death in droves if called upon to do so. Community is likewise a constant in a changeling’s life, to the point that a selfish disposition can seem incomprehensible to them.
Needing to gather love to feed on, many changelings venture far from the hive. Choosing to live in other nations to gather the invaluable resourse to be processed and sent back to the hive. Traditionally a covert process, in Cavallend it’s not uncommon to find changelings out in the open, some not even disguised. The centuries of alliance and peace between the races leading to a rare situation for the former fae where they’re easily accepted. Indeed some changelings will advertise their true nature, many using their unique abilities to become successful relationship counselors, psychologists, escorts, or esteem coaches. Some rare few even find themselves in relationships of their own..
- Non-Racial Catagories:
- Fae:
Ruler: Queen Mab
Leaders: ?
Capital City: ???
Region: The Faerie Realm
Languages: Fae, Common, German, Fish, Screeching, Bird, Water, Draconic, Pig Latin
The fae are mystical beings from the realm of faerie. A plane that exists, connected yet seperate to the mortal realm, bound by mythical and often invisible gateways. Consisting of a myriad variety of supernatural creatures each with different dispositions, appearances, and abilities.
The only unifying traits among the whole of the fairy hosts being their universal aversion to iron, the touch of which is toxic to them, and a shared aversion to a variety of other seemingly unrelated plants and objects. Like their appearances, their abilities vary from clan to clan. To a one, all are seemingly ageless however, and most are capable of shapeshifting to some extent. The fae are capable of altering the perceptions of mortals, often using it to enchant them or make them simply not notice their more otherworldy nature, using an ability known as a glamour.
Each clan of fairie has its own head, and can be grouped into the somewhat unofficial monikers of Seelie and Unseelie. The balance of power among these clans shifts over time and at present all true fae bow to Queen Mab. Though as the Faire Realm is not bound by time in the same way as our own, who’s to say how long her reign will last, or has lasted.
- Witches:
Ruler: The heads of the council
Leaders: The Witches Council
Capital City: n/a
Region: Everywhere
Languages: Whatever their race speaks.
Witches are not truly one race, but instead a grouping drawn from members of all races. Defined as “beings with abilities not natural to their race” witches tend to quickly find themselves standing out in their community. What creates witches is largely unknown, though widely speculated. Most witches are born, a few are made, and some even seem to spontaneously become witches from one moment to the next. Theories range from being the next stage of evolution in their race, to being the result of a pact with Discord or some other unknowable being.
Their abilities and nature frequently label them an outcast among their kind, and as such they turn to their fellow witches for training and companionship. The general distrust they recieve lead many witches to lead the lives of nomads or hermits. While they have no true home, it is said they have many sanctuaries. The leaders of the Witches Council travel the world, looking for new witches to teach or threats to their kin to resolve. They gather twice a year in unknown locations to share their experiences and knowledge, and assign newly gathered witches to a master to learn from.
Some witches are of a poor disposition, angry and prone to using their unique magics to pay back slights imagined or otherwise. Others are friendly, using their talents to help in ways none other could. It is said that the mark of a witch is the ability to communicate with another realm. No witch has ever been able to explain to a non-witch what this ability is like, theories ranging everywhere from the fae realm, the future, and the afterlife.
A Witch, regardless of sex, gender, or sapience, is a Witch.
- Half Breeds:
Ruler: Nation Ruler
Leaders: Nation Leaders
Capital City: Nation Capital
Region: Everywhere
Languages: Whatever their nation speaks.
Beings like Hippogriffs, Dragonnel, Half-deer, Mules, and the like are all simply referred to as Half-breeds. They're typically found living in settlements of whichever parent they grew up with. They tend to be viewed as curiosities so long as the racial pairings don't carry any associated baggage.
Hippogriffs for example tend to have very unhappy childhoods and several off-color assumptions made about their parentage due to the animosity between ponies and griffons.
Half-deer on the other hand don't have any real racial issues from their parentage aside that they might get stared at in general and changelings might find them kinda creepy.
- Key Racial affinities:
- Just a quick reference of how certain races get along, mostly so you have some idea what to expect from NPCs. this is mostly just a listing of really notable reactions based on race.
Ponies x Griffons - While things have mellowed out somewhat, these two races generally do NOT get along due to their history. It's comparable to the relationship between Elves and Orcs in more traditional RPGs, except without the immediate kill on sight aspect.
Changelings x Deer - Both being former Fae, the two races get along for the most part. However as they both have very different levels of Fae-ness left to them, they tend to have an Uncanny Valley effect on each other. Feeling familiar, yet just slightly off enough to be disturbing.
Witches x Ponies - Ponies greatly distrust Witches, believing them to be the result of a pact with Discord. It's not unheard of for families to abandon foals who prove to be Witches.
Fae x Deer and Changelings - To true full Fae, Changelings and Deer are so thoroughly diminished as to be almost indistinguishable from Mortals in their eyes. As such, an individual Fae's general disposition has more effect on how they'd treat them than their race. That said, they are marginally more likely to be polite and cordial to Deer and Changelings than other races. Though not to an extent that you should rely on it.
Ponies x Grand Duchess Twilight Sparkle - The general view of the Duchess, aside from respect similar to what's seen on the show towards Celestia, can be best described as "The Chuck Norris meme, if everyone was actually pretty sure it was true no matter how ridiculous it sounds."
Grand Duchess Twilight Sparkle x Worship - You may worship her as a ruler, or as an immortal mage of great power, or even as a genius. You may NOT worship her as a goddess. Seriously, don't do it. Do. NOT. Worship. Twilight. Sparkle. As. A. Goddess. It'll make her angry. You won't like her when she's angry. You'll be hearing the lecture in your dreams for the rest of your life.
Dragons x Diamond Dogs - Diamond Dogs at one time worshiped dragons as their gods. While their race has grown out of that for the most part (with the exception of the dragons that actually ARE deities) they still display a strong sense of loyalty to them. While an adult Diamond Dog won't bow down to a Baby Dragon unless said baby Dragon is directly their superior, they will always treat them with respect and consider what they say as if they were an adult. Dragons, for their part, treat Diamond Dogs like favored underlings. using their superior power to aid Diamond Dogs as long as the task is not beneath them. While they obviously consider themselves to be better than the dogs, they likewise consider the dogs to be better than all other races besides themselves. The general consensus being that "The Dogs are at least smart enough to realize we're the greatest."
In the game itself, the campaign will be starting in Ambleon. The PCs will be a group of adventurers gathered up to join a newly formed guild, the Light of Order. In truth, this is merely the face for the Affairs of Darkness, a newly created group functioning as researchers, investigators, and protectors funded by the Grand Duchess and overseen by one of her knight captains. Their mission: to take on the tasks that the Duchess and her guards cannot freely act upon.
As such, I'll be requiring PCs to have a reason why they would join an adventurers guild and the AoD. As well as why they'd be in Cavallend in general if they aren't a pony.
Just gonna ask you all to fill out this questionnaire too to better help me come up with content and work with your characters.
- Questionnaire:
- 1) What makes your character get out of bed in the morning?
2) What keeps your character awake at night?
3) What would your character dive into fire to obtain?
4) What does your character want more than anything?
5) Who is the most important person in your character’s life? Why? Describe the most important moment in your character’s relationship with that person.
6) What is the most important place in your character’s life? Why? Describe the most important moment your character ever spent in that place.
7) How would you summarize your character in 1 sentence?
8] What do you, as a player and artist, hope to gain by playing *this* character?
9) What's a distinctive visual feature that makes your character stand out? Such as a vicious scar across a man's throat that makes him talk in a rasping voice, or the emblem of a white lion set into his ever-present armor.
10) What are you most hoping for in this campaign?
11) What secret would your character least like the world to know?
12) What is the most important organization to your character’s life? Why? Describe the most important moment in your character’s relationship with that organization. Some possibilities include a church, a guild or a political council. Feel free to create the organization yourself, or use one of the existing organizations within the world (information on that will be included in the campaign options).
13) Why do you, as a player, want to play in this campaign? What are your favorite parts of roleplaying?
14) What is this character's favorite food?
15) What does this character do in their spare time?
16) Does your character have any phobias or allergies?
17) Give a brief description of this character's living relatives that may be important to the campaign. Include name, species/race, appearance, and a simple description of their personality.
- Party:
- House Rules:
- I'll be adding to this list as things come up.
Flight= All flight utility penalties are reduced by 5 and Cloud Chaser is out. Meaning you have NO penalties to flight when you take Flight School as opposed to a -5 penalty.
Last edited by Dr Blight on Fri Jan 02, 2015 4:47 pm; edited 17 times in total
Dr Blight- Totally Not The Admin in Disquise
- Posts : 418
Join date : 2013-09-05
Age : 33
Re: Affairs of Darkness 2: Twilight Tales OOC and Signup
Chance. I'll do the bio/stuff soon. All done.
Edit: And this is Kal's character just so I can find it without scrolling through skype again. Σ Altara
Edit: Jen's character too, just cuz.
Edit: Paper's character Tindalos
and
Hum's character
Edit: And this is Kal's character just so I can find it without scrolling through skype again. Σ Altara
Edit: Jen's character too, just cuz.
Edit: Paper's character Tindalos
and
Hum's character
Last edited by Ramsus on Sun Sep 14, 2014 2:16 pm; edited 1 time in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Affairs of Darkness 2: Twilight Tales OOC and Signup
okay thanks tagging thread so it'll pop up in the thing I actually check
also character ready to be approved/ told what the finagle is this no just do it again what even are you trying to pull
(ramsus has her linked in the doobly doo)
((it's been a long day, I dunno just okay))
also character ready to be approved/ told what the finagle is this no just do it again what even are you trying to pull
(ramsus has her linked in the doobly doo)
((it's been a long day, I dunno just okay))
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Affairs of Darkness 2: Twilight Tales OOC and Signup
- Real answers:
1) What makes your character get out of bed in the morning?
The desire to see new places, the thrill of combat or other adventures, the desire to put her witchcraft to some use.
2) What keeps your character awake at night?
Very little, but if anything, excitement about the next place she's going or reliving a recent thrilling experience.
3) What would your character dive into fire to obtain?
A magical item or the power of flight (including things like a mechanical set of wings or an airship).
4) What does your character want more than anything?
To see wondrous things and places nobody has seen before.
5) Who is the most important person in your character’s life? Why? Describe the most important moment in your character’s relationship with that person.
Her witchcraft teacher, Rain, because she taught Chance how to control her powers before she could accidentally hurt herself or somebody else and taught Chance nearly everything she knows about witchcraft and martial arts and the outside world. The most important moment was several years into Chance's mentorship when one day Rain showed her in a pool of water several of the more breathtaking sights she'd seen. This sparked the flames of a desire to see the world that Chance hadn't even realized had been inside her.
6) What is the most important place in your character’s life? Why? Describe the most important moment your character ever spent in that place.
Rain's home hidden behind a waterfall. See above.
7) How would you summarize your character in 1 sentence?
A thrill-seeking luck-manipulating explorer out to see new places, people, and things who perhaps isn't as afraid of judgements and dangers as she should be.
8] What do you, as a player and artist, hope to gain by playing *this* character?
I wish to explore the difference and similarities between this version of the character and the other one, both in a roleplaying and in use of similar mechanics in very different ways.
9) What's a distinctive visual feature that makes your character stand out? Such as a vicious scar across a man's throat that makes him talk in a rasping voice, or the emblem of a white lion set into his ever-present armor.
Her red hair (probably a bit unusual for deer) and the fact that she's typically wearing clothes.
10) What are you most hoping for in this campaign?
To make some good memories, which is my goal for almost all campaigns.
11) What secret would your character least like the world to know?
The source of her magic.
12) What is the most important organization to your character’s life? Why? Describe the most important moment in your character’s relationship with that organization. Some possibilities include a church, a guild or a political council. Feel free to create the organization yourself, or use one of the existing organizations within the world (information on that will be included in the campaign options).
The witches. When she met with the council and they deemed her training complete. It was a bright and cloudless day. Sunbeams cut through the leaves of the trees above. There was dewdrops on the grass and a rainbow in the sky. The assembled witches faces showed little reaction to this and it might as well have been a dour day, overcast and winter's chill bite in the air. They asked her many questions about magic, nature, the world, and various other topics and without any sign of if she had answered well or poorly, they moved on to testing her magic, making her show them every trick she had learned and even making her come up with a new one on the spot. Then she swore the oaths and drank the brew from the bubbling cauldron (which was in fact just spiced punch) and then their smiles re-emerged and called her sister.
13) Why do you, as a player, want to play in this campaign? What are your favorite parts of roleplaying?
Because your games are very inventive and walk the ideal line between sandbox and pre-made plot. Character interactions, interesting accomplishments, striving to meet character goals, exploring new worlds.
14) What is this character's favorite food?
Fruit tarts and pizza.
15) What does this character do in their spare time?
Maintain her clothes, talk to plants, practice martial arts, and dance.
16) Does your character have any phobias or allergies?
Both: Cold iron?
Allergy: Topical allergy to spells to specifically cause order or are anti-chaos. (It makes her skin slightly itchy.)
17) Give a brief description of this character's living relatives that may be important to the campaign. Include name, species/race, appearance, and a simple description of their personality.
Father: Chaser, deer, dark brown hair, coat similar to Chance's. In his youth was one of the fastest deer amongst the guardians of their woods, fairly laid back, tends to only speak when spoken to, outside of a few words of greeting, but will then go on and on.
Mother: Erithiel, deer, red hair and coat. Somewhat shy, though proud of her appearance and loves receiving compliments, gentle.
Sister: Neith, deer, light brown hair and red coat. Affectionate yet barely speaks a word and those are in near-whispers of as few words as possible.
Mentor: Rain, deer, white coat with light blue spots, light blue hair. Calm almost all the time, terrifying when angry, usually speaks with little emotion in her voice, was a spy in her youth and still is somewhat due to scrying through pools of water, stays outside of deer society except to get supplies and visiting relatives on holidays. Nobody aside from Chance knows where she lives and even still, the house is heavily warded. Likes children.
- Silly answers:
1) What makes your character get out of bed in the morning?
That pinecone she fell asleep on.
2) What keeps your character awake at night?
Superman and the Flash making love at super sonic speeds.
3) What would your character dive into fire to obtain?
Her hat.
4) What does your character want more than anything?
Children's teeth.
5) Who is the most important person in your character’s life? Why? Describe the most important moment in your character’s relationship with that person.
Jinx.
6) What is the most important place in your character’s life? Why? Describe the most important moment your character ever spent in that place.
The inside of her bag of holding.
7) How would you summarize your character in 1 sentence?
Kleptocratic adrenaline-junkie.
8] What do you, as a player and artist, hope to gain by playing *this* character?
Freedom.
9) What's a distinctive visual feature that makes your character stand out? Such as a vicious scar across a man's throat that makes him talk in a rasping voice, or the emblem of a white lion set into his ever-present armor.
A growing trail of destruction.
10) What are you most hoping for in this campaign?
Airships. And gambling. And hookers. In fact...
11) What secret would your character least like the world to know?
Her 19 volume Tiamat X Rainbow Dash fanfiction and accompanying orchestra piece.
12) What is the most important organization to your character’s life? Why? Describe the most important moment in your character’s relationship with that organization. Some possibilities include a church, a guild or a political council. Feel free to create the organization yourself, or use one of the existing organizations within the world (information on that will be included in the campaign options).
ALL GLORY TO THE HYPNOTOAD.
13) Why do you, as a player, want to play in this campaign? What are your favorite parts of roleplaying?
To collect them all.
14) What is this character's favorite food?
Dragons, what a twist!
15) What does this character do in their spare time?
Play the lottery.
16) Does your character have any phobias or allergies?
Both: This question.
17) Give a brief description of this character's living relatives that may be important to the campaign. Include name, species/race, appearance, and a simple description of their personality.
Fuck that, that's effort. Uh.... she killed and ate all of them. The end.
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Affairs of Darkness 2: Twilight Tales OOC and Signup
- Questions:
- 1) What makes your character get out of bed in the morning?
Devotion to her work, both to the school and in devotion to her Goddess. And breakfast.
2) What keeps your character awake at night?
When she's not sneaking around the grounds performing moonlit rites and rituals, nothing. She sleeps peacefully knowing Twilight Sparkle is all knowing and all powerful, and she can and will prevent any catastrophe.
3) What would your character dive into fire to obtain?
The favor, friendship, or love of her Angel of Dusk.
4) What does your character want more than anything?
To please Her, and to be blissful and content in her worship- to spread her greatness, and swiftly and harshly mete out retribution against blasphemers that tarnish her Godliness.
5) Who is the most important person in your character’s life? Why? Describe the most important moment in your character’s relationship with that person.
Sovereign Daughter Diamond Well, head of her order. She introduced Shimmers to the true glory and beauty of Twilight. The most important moment in her life was the night she was fully accepted as a Daughter of the Sixth Star, and Diamond Well gave her her Cutie Mark Brand.
6) What is the most important place in your character’s life? Why? Describe the most important moment your character ever spent in that place.
Akasha School. While her home is very dear to her, it is far away, and here she can work, and serve and watch the Goddess of Magic almost daily.
7) How would you summarize your character in 1 sentence?
"Twilight Sparkle is my Goddess, my Icon, my Teacher and my Mistress, no matter who objects."
8] What do you, as a player and artist, hope to gain by playing *this* character?
Experiencing the distinct mindset of a true religious zealot- total devotion, and denial of anything but. I also want the challenge of playing her appropriately, and not let her become just a rabid fangirl.
9) What's a distinctive visual feature that makes your character stand out? Such as a vicious scar across a man's throat that makes him talk in a rasping voice, or the emblem of a white lion set into his ever-present armor.
Always hidden under her skirt, her Cutie Mark of feathers surrounded by a silvery mist has been branded over with a 6 point star, indicating her allegiance to her order and identity as a Daughter of the 6th Star.
10) What are you most hoping for in this campaign?
To have fun playing the role I've made for this character.
11) What secret would your character least like the world to know?
The secret shrines, rites and curses she performs at night while worshiping Twilight Sparkle.
12) What is the most important organization to your character’s life? Why? Describe the most important moment in your character’s relationship with that organization. Some possibilities include a church, a guild or a political council. Feel free to create the organization yourself, or use one of the existing organizations within the world (information on that will be included in the campaign options).
The Daughters of the Sixth Star- See #1-5, 9.
13) Why do you, as a player, want to play in this campaign? What are your favorite parts of roleplaying?
I want to play because the games seem fun, and my favorite part is introducing drama- it can be romantic drama, mature drama, or tragic, dark drama, but as long as its there the roleplaying is much more fun for me.
14) What is this character's favorite food?
Potato Bread and Honey
15) What does this character do in their spare time?
Prays, worships, performs rites, attempts to curse and hex blasphemers, and reads.
16) Does your character have any phobias or allergies?
Very mild claustrophobia, and hematophobia and Hippopotomonstrosesquipedaliophobia.
17) Give a brief description of this character's living relatives that may be important to the campaign. Include name, species/race, appearance, and a simple description of their personality.
Not counting her "Sisters" in the cult:
Little Bit- Father, Pegasus, Tan with grey mane, Pouring Moneybag Cutie Mark. Co-Owns "Bit & Bridle" department store. Jovial, light hearted and outgoing.
Bridle Gown- Mother, Earth Pony, Pink with Yellow mane, Bolt of cloth Cutie Mark. Co-Owns "Bit & Bridle". Stoic and Even-tempered.
Whitewash- Little sister, earth pony, White with pale blue mane, no CM. Playful, childish and arrogant, quick-tempered.
telebiscuit- Posts : 50
Join date : 2014-07-31
Age : 29
Location : Waiting for you...
Re: Affairs of Darkness 2: Twilight Tales OOC and Signup
It's in a spoiler not because it's long, but because spoilers. (Also, it's long.)
Look at your own risk of meta.
Look at your own risk of meta.
- Answers:
- 1) What makes your character get out of bed in the morning?
Well, she's intensely devoted to the Hive, naturally, and feels like any day she doesn't collect at least some love for the Hive is a wasted day. Y'know, unless she collected like abukkakevery large amount of love the day prior. Then that day might be okay to skimp a little.
2) What keeps your character awake at night?The Toad who stares.
I don't think she's had any particularly trying experiences that she'd continue to have flashbacks about, though if she's having a hard time gathering love she'll start getting stressed out, potentially compounding her problem gathering love.
3) What would your character dive into fire to obtain?
The Queen, obviously, if she were in danger. The Hive must survive.
Similarly, if she feels like she's gotten into a deep relationship with someone, she'd try to save them as well, though the chance to survive and continue feeding the Hive would weigh heavily if she had to throw herself into mortal peril to save them.
She's not particularly devoted to objects, though if it was something like a token of appreciation from the Queen or the aforementioned deep relationship, she'd probably try to save it as possible. Similar conditions on throwing herself into danger, much more likely with these items to just not save them if she'd be likely to suffer some form of long term.
4) What does your character want more than anything?
For the Hive to survive, as I rhymed so eloquently earlier.
5) Who is the most important person in your character’s life? Why? Describe the most important moment in your character’s relationship with that person.
Choosing the Queen seems a little too easy, and is by and far the most important character in any changeling's life, so let's create a second most important.
Altara remains close with most of the changelings that hatched in her clutch, but none have matched the bond she had with one named Vespid. However, the two had something of a falling out after Vespid had been chosen to be raised by a pony pair who had requested such a situation. Altara was moderately distressed by the new ideals Vespid returned with, mostly due to the new lack of interest in the hive's actions.
6) What is the most important place in your character’s life? Why? Describe the most important moment your character ever spent in that place.
While I opted out of the easy answer on the last one, I think it'd be tough for anything to even sort of rival the Hive in importance.
7) How would you summarize your character in 1 sentence?
The hive above all things.
8] What do you, as a player and artist, hope to gain by playing *this* character?
Eventually I will have a character who can be socially subtle and the campaign won't just quietly end after a year of just waiting.
I guess I'm aiming for some interesting social interactions, and having ways to solve relatively large conflicts that aren't combat or abject cmc's.
9) What's a distinctive visual feature that makes your character stand out?
She's not as outgoing as the changelings that straight up strut their insect form around, but she makes sure to tag most forms with some sort of indicator that she's a changeling, such as the cat eye in pony form.
She's got a little bit of a mane and tail in her natural form, beyond the actual crest that changelings have there.
10) What are you most hoping for in this campaign?Pages and pages of intensely graphic pony sex
A world that remains as interesting as it seems at the start. NPC's with more than just a surface to interact with. Things happening offcurtain at the same time as we're doing things.
Additionally, I'd like to be in a game run by DB. I know he's (you've) run several games and I've been unable to participate in them until this one, usually because I'm either in the binge or the purge of pbp games.
11) What secret would your character least like the world to know?She's secretly a changeling
She has a hard time accepting that other races are just as great or greater than the changelings. Especially when comparing leaders. Especially if asked to compare the Queen and the Duchess.
12) What is the most important organization to your character’s life? Why? Describe the most important moment in your character’s relationship with that organization.
Gotta bow out on the Hive again. Altara's most significant experience therein would have to be when her job for the hive was declared. What her job actually was for the hive was relatively unimportant to her; the fact that she had been chosen to perform a certain task for the entirety of the hive was what really mattered to her.
13) Why do you, as a player, want to play in this campaign? What are your favorite parts of roleplaying?
Well, as I said above, I like the worldbuild already shown, and I'd like to be in a game run by DB (you).
I personally enjoy building characters and seeing interactions at play inside the world. Not necessarily between PCs and NPCs or amongst PCs, but having actions cause reactions amongst the world at large.
Also I like descriptions of what's around the character(s). Nothing like it but more of it.
14) What is this character's favorite food?
Refined love is always an enjoyable commodity, but when something more...physical is needed, Altara holds a preference for peaches and baked goods thereupon.
15) What does this character do in their spare time?
If she's got free time from directly trying to gather love, she enjoys general cavorting with others. Whether eating in a café, or being up in the club, or just watching the crowd pass by in a park, she likes just being around activity if not participating in it directly.
16) Does your character have any phobias or allergies?
She's not keen on large/still bodies of water. Or being alone. Or toads. Even an image of a toad, it just feels like it's a problem and she just can't even.
No allergies she's experienced so far.
Excepting the fae-kin allergy to iron, right forgot about that one.
17) Give a brief description of this character's living relatives that may be important to the campaign. Include name, species/race, appearance, and a simple description of their personality.
<<The Queen>>
Third of twenty-seven, Sigma Vespid. Changeling, (female) nectar drone. Usually strolls about as a teal unicorn mare, with a rosy brown mane/tail and a cutie mark of a closed book with a page marker sticking out. Pretty even keel, though suspiciously interested in pony society over changeling. Doesn't have much contact with Altara anymore, mostly because of actions on Altara's side. (see important person)
Eighth of twenty-seven, Sigma Chren. Changeling, (male) nectar drone. Usually moves to and fro in the form of a earthy green pegasus stallion, with a dirty yellow mane/tail and fetlocks, and a cutie mark of a letter with wings that's been sealed with a heart stamp. One of a number of drones that carry other drones' collected love (occasionally Altara's) back to the hive for processing. Gets caught up in thoughts at times, though has traveled through the regions quite a bit. Makes a point to catch up with every changeling he can when he's out of the hive, though there's bound to be some that get missed in each pass.
Fourteenth of twenty-seven, Sigma Shiver. Changeling, (ambiguous) nectar drone. Walks around in natural changeling form, and has a reputation that's peculiarly neither good nor bad. If you've seen Firefly, Shiver plays a similar role in Ambleon as the Companions. Shiver and Altara usually meet up at least once a week for social activities.
Twenty-third of twenty-seven, Sigma Dave. Changeling, (male) outer hive guard. Despite his smaller stature, he has a surprisingly intimidating presence, and is usually terse if he speaks at all. He leaves the hive only for great occasion, and if he transforms he becomes a deep purple unicorn stallion with a deeper purple mane/tail and no cutie mark. It's been sometime since Altara and Dave had a conversation, but they last saw each other on good terms.
Last edited by quietkal on Wed Nov 05, 2014 5:46 pm; edited 4 times in total (Reason for editing : Finished?)
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
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