Introduction
Which makes it a perfect place for a little experiment, doesn't it?
One of many creatures watching Earth from somewhere near and far is the mysterious Nyarlahotep. It believes that humans are perfect fodder for its army of tedlars and wishes to turn the planet into a farming planet. It's been plotting this for so long, it seems like forever and recently, it has made its move.
Another creature watching Earth is the curious Demiritashotep. It seeks to protect the creatures on Earth, though the reasons behind this are unknown. After scanning the planet for inspiration, Demiritashotep creates creatures that it calls angels in order to protect Earth from harm.
Demiritashotep and Nyarlahotep clashed somewhere, away from the knowledge of Earth and its inhabitants and their war might've been long or short-- it doesn't truly matter which it was, as in the end, no one creature came out on top. So it was decided that the only way to decide Earth's fate was to allow Earth to decide on it's own. If Earth is able to protect itself from Nyarlahotep's attack with Demiritashotep's backing, then Earth is safe from Nyarlahotep. However, if even with Demiritashotep's backing, Earth happens to lose, Nyarlahotep is allowed to attack the planet and change Earth how it sees fit. However, anticipating that Nyarlahotep would destroy the infrastructure of Earth, Demiritashotep creates three failsafes to protect Earth.
1) In order to minimalize the overall damage, Demiritashotep specifies that the area of battle can only be in Port City and on it's surrounding island. Further, to prevent the rest of the world from noticing this battle, they will wage battle within the mind of a Dreamer. The Dreamer creates a Dream World called Asphodel Meadows, which looks exactly the same as Port City.
2) Secondly, in order to decrease the number of people affected by this, only a chosen few humans can view Asphodel Meadows. The chosen humans are given a Gift in order to protect themselves, since they will not all be privy to powerful weaponry. When in Asphodel Meadows, normal people who are walking around are represented as either male of female placards, depending on their gender and are not affected directly by anything.
3) Lastly, the chosen humans share their souls with a warrior belonging to Demiritashotep or Nyarlahotep. This partner warrior has a gift of it's own and offers help to the humans, who cannot hear Nyarlahotep or Demiritashotep. Nyarlahotep's warriors are tedlars and the partners to Nyarlahotep's followers are Grand Tedlars. Demiritashotep's warriors are angels, and the partners to Demiritashotep's followers are Greater Angels
Nyarlahotep agrees, but only with these stipulations:
1) The chosen humans who fight in Asphodel Meadows cannot stay within Asphodel Meadows forever, lest their souls be lost. Therefore, if they do not exit the Dream World, they become inhabitants of Asphodel Meadows and lose their partner.
2) Asphodel Meadows's Dreamer can affect the environment of Asphodel Meadows and Nyarlahotep will choose the Dreamer.
3) Events that occur in Asphodel Meadows can affect reality. Therefore, if a chosen human with a fire gift uses the fire gift nearby one of the placards, then the placard could overheat, meaning the person in reality could die. Furthermore, damage to buildings and so forth will be reflected in reality for the most part. The more people interact with an object, the more likely damage done to it in the Meadows will show in reality.
Because neither of these creatures can interact with humans, they created a familiar, Sirius, who is the only means of conversing with either Demiritashotep or Nyarlahotep.
With these rules in place, the object of the experiment is to reach the top of the tower where the Dreamer resides.
With that, Port City's fate is set in stone. Will Port City save the world... or condemn it?
___
Who will win? You need friends to be able to reach the Dreamer... where ever the Dreamer is. In order to reach the Dreamer, you need to complete quests set by Sirius and diminish the numbers of your opponents! All the while, keep the damage in reality low to prevent the bystanders in Port City from just leaving.
You enter Asphodel Meadows by calling a number on your cellphone, but you leave by going to sleep. When you wake up, you'll always be in the same place that you entered from, so try not to zone out in the middle of a busy intersection.
___
This is where your story begins. You're a citizen of Port City, aren't you? I wonder... are you chosen or a bystander? Who sways you, the nefarious Nyarlahotep or the curious Demiritashotep? Who shares your soul? Fill out the following form to join the rankings in my book.
Have you viewed a tedlar or an angel that I do not currently have in my book? Fill out the following form so that I may add them!
Name: Alp
Description: A small, bat-like creature. When it takes on a human form, it has a long tail with a heart shape at the tip. The female versions have tiny wings, the male versions have giant wings. Their wings are leathery and tough, and block most elemental damage. They latch onto people's bodies and suck nightmares out of their victims with their tails.
Special attacks:
-Fitful Hypnosis: Can put people to sleep with prolonged touch. If they latch onto a human, it will only take a few minutes to put them to sleep. The sleep always results in a Nightmare.
-Nightmare Vortex: Using their tails, they suck Nightmares out of people. This leaves people incredibly tired. Powerful Alps often wrap their tails around their victims necks, killing them with the pressure of the vortex.
Weaknesses:
-Physical attacks Alps are weak against physical attacks. A straight on melee attack will knock them back. Weak Alps can be killed in one hit.
-Anything else of note: Alps travel in mobs and accompany other tedlars often. Alps are able to speak with humans, but they often spend most of their time taunting humans. If tortured, Alps will just kill themselves rather than out the plans of their partners.
Name: Bajang
Description: An American Shorthair cat. They are all female and turn into beautiful vampires in their human forms. They retain some catlike features.
Special attacks:
-Violent Damnation: Their hands become claws. Their claws are unbreakable and can cleave through steel.
-Perfect Seduction: They charm people to do their bidding via seduction. If seduced, a person will do anything they're ordered to until the Bajang that seduced them is killed.
Weaknesses:
-Holy: Any type of holy move will harm them.
-Water: Any type of water move will harm them.
Anything else of note: All of the Bajang are female and their human forms are all beautiful. Unlike conventional vampires, they only need love in order to live. As such, they tend to stay in human forms unless aggravated. They do not come in packs. They are master manipulators.
Name: Jikininki
Description: A corpse like creature that feeds on dead tissue.
Special attacks:
-Mummy: Paralyzes its victim with a banshee cry.
-Necrosis: Kills a paralyzed person instantly.
Weaknesses:
-Life: If you give a Jikininki life, it will become a human in incredible pain.
-Death: If you kill a Jikiniki, it will eat itself.
Anything else of note: Jikininki are rare. When they appear, it's usually alone. if they appear in a group, they will perform a group Mummy/Necrosis that is unstoppable. When given life, Jikininki are in extreme pain. They writhe about until they die from an overload of pain.
Name: Grimm (Animal)
Description: A zombified animal. It is almost always a domesticated pet.
Special attacks:
-Faith: Will blindly follow anyone follows Nyarlahotep.
-Boundary Cross: Can slip out of Asphodel Meadows to send and receive messages.
Weaknesses:
-All attacks: They are extremely weak. Any type of attack is enough to kill them.
Anything else of note: They look like decomposing animals. They figure out who they're looking for by smell. They will often stick close to people who look like their previous master.
Name: Ammit
Description: A female tedlar in ancient Egyptian religion with a body that was part lion, hippopotamus and crocodile—the three largest "man-eating" animals known to Ancient Egyptians. If made undead, they grow even more powerful.
Special attacks:
-Eternal Restlessness: Prevents human from falling asleep, meaning they can't leave Asphodel. Can't use very often.
-Gore: A powerful bite attack. Strong enough to take out most armor. Disables the victim for a little while.
-Heavy Armor: Vomits up blood and other liquids as armor. This armor is almost impenetrable. A concentrated attack should break it.
Weaknesses:
-Morality: People who can speak to animals can turn the Ammit away. It will listen to reason.
-Hypnosis: When put to sleep, it stays that way for a while. Not only will it not wake up from being put to sleep, it will not wake up if attacked in its sleep.
Anything else of note: The name "Ammit" means "soul eater". It is known for dragging people to their deaths. It eats the hearts of its victims.
Name: Illusive Spider
Description: A large black and white spider. On its back, there are multiple runes on rare crystals. It has hundreds of beady red eyes, but is more or less blind.
Special attacks:
-Oasis: Causes a hallucination in which the victim believes they're safe.
-Webbed House: Creates a cocoon around itself and its comrades. The webbing protects them from attacks, but not for long. Those inside the webbing can heal, but the Illusive Spider can move between its webs using this cocoon.
Weaknesses:
-Time: Slowing it down will keep it from escaping.
-Fire: The webbed house burns easily. The Illusive Spider, however, is immune.
Anything else of note: Illusive Spiders don't like to fight; they just run away. They live in one area of the city and, for the most part, don't bother anyone. They will heal Nyarlahotep's followers, but when they see a Lesser Angel, they'll run away. They do not let humans get very close to them.
Name: Blood Bug
Description: A sentient boil of blood. It has hundreds of eyes that burst when touched. They function like turrets and cameras. If the body isn't destroyed, it keeps memory of the actions it sees. Their eyes can transmit memories into other people's minds, and can be two miles from the main body before they just burst.
Special attacks:
-Scarlet Havoc: Fires eyes in multiple directions. These eyes act like cameras, with the added benefit of splattering whatever bursts them with a sticky, coagulated blood. If enough of this blood pools in one spot, then a new Blood Bug is born.
-Blood Ritual: Sacrifices itself to create a defense of coagulated blood. Usually the smell alone is a repellent.
Weaknesses:
-Flora: Any rooted plants can suck up Blood Bugs, but eventually will become a Blood Bug.
-Telekinesis: The eyes can be moved without bursting via Telekinesis
Anything else of note: Blood Bugs cannot transmit memories to other Blood Bugs. As long as blood has fallen, it stands the chance to become a Blood Bug.
Name: Remnant Zombie
Description: A zombie made of pieces of scrap meat and other zombies. Extremely stupid, these creatures will search for more pieces to add to its body. Powerful ones have multiple heads. They do not often have bones. They are swarmed by flies and maggots live in their bodies. They can have multiple heads, arms, legs... even torsos.
Special attacks:
-Death Flies: The flies that swarm them protect them with a moving shield. Can block weak attacks easily.
-Egregious Failure: Changes its body into tentacles of rotting meat, used to tie down it's enemy. The move is named this way because when in this mode, it cannot complete it's purpose of adding pieces to its body.
Weaknesses:
-Fire: Cooking its body is enough to stop it.
-Necros: While the core can't be controlled, the body parts of the Remnant Zombie can be controlled via Necros.
Anything else of note: They travel in hordes and tear living flesh to shreds. They can't be killed by removing body parts, one must find the core and destroy it.
Name: Spore Host
Description: It looks like an injured human, except that its back is covered in mushrooms. It usually crawls and although from a distance its skin looks normal, the skin of this creature is dry and cracking. It bleeds until a mushroom heals where it's injured.
Special attacks:
-Loud Moan: A cry like the sound of a human in pain. Especially confusing from a distance. It shakes spores loose from the mushrooms on its back, which either poison or paralyze nearby victims.
-Sweet Nothing: Drops one of two types of mushroom from its back. Either the mushroom is very healthy and restores the ability to fight... but makes the person who eats it extremely hungry in response, or the mushroom is incredibly poisonous and makes the victim sweat blood.
Weaknesses:
-Morphonegetic Resonance: With great knowledge, it is possible to determine the poisons on it's back prior to getting close to it. People with this ability are the only ones who can tell the difference between the poison mushroom or the healthy mushroom that this creature drops.
-Sunlight: Light blinds these creatures and prolonged light will shrivel their mushrooms.
Anything else of note: Normally are found alone in dark places. Has been known to hang on the edge of cliffs or buildings, letting out helpless cries. Setting it on fire will cause a toxic mist that is nearly incurable by conventional means.
Name: Chayyot
Description: A giant ox-like or horse-like creature made of flame. They pull chariots.
Special attacks:
-Explosive Package: A fire based attack where the items being pulled in the chariot are used to hit the enemy. Then, the Chayyot will slam itself into the packages, exploding them on contact.
-Soft Cry: When they are dying, they let out a nearly quiet sound. This will call other Chayyots to their rescue or warn them away.
Weaknesses:
-Water: Water attacks will harm them.
-Distracted by the color red: Can be distracted by items that are red.
Anything else of note: Chayyots cannot speak with humans, but will ferry those who are associated with Demiritashotep around. They can pass through objects if there is no one in their chariot.
Name: Power
Description: An all male species. Covered in white and blue armor and equipped with lances and swords. They never remove the helmets that cover their eyes. They are experienced fighters.
Special attacks:
-Radiance A powerful lunge that separates partners and Chosen Ones.
-Celtic Chant: Rallies nearby followers of Demiritashotep.
Weaknesses:
-Nega: Any force of darkness can harm them.
-Beheading: Power can regenerate limbs, but removing their heads will kill them.
Anything else of note: All Power have very protected necks. They travel alone, but can summon others when needed. They prefer to fight fairly and will separate partners and Chosen Ones only when they feel they will lose.
Name: Throne
Description: A wheel with an eye in the center of it's spokes. If it's powerful, it will be a wheel within a wheel, with the outside wheel covered in eyes. The more powerful it is, the more outer wheels it has.
Special attacks:
-Perfect Vision: Opens all of it's eyes at the same time. It cannot be hit when this happens.
-Rustling Storm: Creates a small whirlwind.
Weaknesses:
-Terra: Any earthen force can harm them.
-Spoke Removal: Removing any of their spokes will make them less powerful. If half are removed, they will no longer be able to move. If 75% are removed, they will no longer be able to open their eyes.
Anything else of note: Throne are creatures meant to guard things. Therefore, they will most often be found outside of fortifications associated with Demiritashotep. They are unable to speak or display emotion.
Name: Cherub
Description: Baby-faced archers. Often have small wings on their backs and ankles. They have extremely expressive eyes.
Special attacks:
-Charm Shot: An attack that charms the person that is hit to do the Cherub's bidding. Rather weak.
-Elemental Charge: An attack that uses nearby elemental energy to power it.
Weaknesses:
-Physical Attacks: Cherubs are extremely weak and can be downed by physical attacks.
-Animals: Cherubs instinctively trust animals. This can be fault when the animal means them harm.
Anything else of note: Cherubs always travel in packs of five or more. They protect people by circling them. Cherub can talk with humans, but only very barely, usually dissolving into giggles and baby speak.
Name: Cherubim
Description: Closely related to Cherub, Cherubim have the body and head of a man, but also the face (or sometimes head) of an ox, a lion, and an eagle. They have two sets of wings, four human hands, and their entire body, wings, hands, and are completely covered with eyes. Some carry flaming swords.
Special attacks:
-Intense Gaze: Can slow down time to stop elemental attacks from reaching their target.
-Delayed Reaction: Can separate the target's mind and body for a few seconds, so that the target feels no pain when attacked, but when the target's mind returns to its body it is in so much pain that it cannot move for a long period of time.
Weaknesses:
-Dimension: Space manipulation can mess with its time related abilities.
-Super Speed: Anything that moves faster than its time related abilities can possibly reach and harm them.
-Needled objects: Needles can harm their eyes.
Anything else of note: Cherubim are grown Cherub, but they cannot speak. They can understand humans, though. They are physically powerful, but the eyes all over their bodies make them a walking weak spot. Most of the time, their time based abilities protect them. They are extremely good archers, but do not carry archery related items.
Name: Halo Worm
Description: A creature with two bodies. The visible body floats above ground and looks like a dead cicada with a halo over it's head. Underground, there is a large worm body with powerful jaws. It can crush cars with a bite. The worm body can be anywhere within a mile of the body and has no eyes or ears. It is controlled by the visible body.
Special attacks:
-Toxic Breath: The upper body expels a venomous mist. The mist is extremely powerful against those people who have the power of fire, water, or flora.
-Tremor: The lower body causes small tremors. It can crack open asphalt.
-Unending Rage: The lower body will "enrage" if it or something it is trying to protect is being attacked. When enraged, the lower body convulses, usually ripping pieces of its body off in the process. Afterwards, it is incredibly weak, but during it is nearly unstoppable.
Weaknesses:
-Halo Removal: Destroying the upper body's halo will kill it.
-Stripped Bare: After Unending Rage, the lower body can be killed. The upper body will then be useless but will not perish.
Anything else of note: Halo Worm travel in hordes of other creatures. Two Halo Worms are never in the same area at the same time.
Name: Fortitude
Description: A spider sac with multiple eyes on it. It hangs from what looks like a stool, but are actually its legs. This creature creates webs on it's legs to protect the vulnerable sac.
Special attacks:
-Signal Beam: A distress call that is fired straight up into the air. Summons a horde. It demolishes any items coming at Fortitude from above.
-Rapid Spin: Spins around quickly to create a webbing armor. Can do this while using Signal Beam.
Weaknesses:
-Physical attacks: A physical attack can knock it out/over. But if the sac is intact, it can still use Signal Beam.
-Terra: If it isn't on stable ground, Signal Beam can become disrupted. So, any earth based moves that cause tremors will effectively stop it.
Anything else of note: Despite its weak body, it is near impossible to kill Fortitude. If the sac is burst, hundreds of tiny spiders are let loose. They will hide and grow to become Fortitudes. The tiny spiders are called Bravery. Fortitude is immune to time based moves.
Name: Bravery
Description: An extremely small spider.
Special attacks:
-Run!: Runs away. This is unaffected by time.
-Fortify: Clumps up in groups and create temporary Fortitudes.
Weaknesses:
-Being Crushed: Pretty obvious.
Anything else of note: They aren't affected by time moves. They're so small it's impossible to kill all of them. Best just to let them run away.
Name: Gabriel's Shield
Description: A Terra Elemental. Shaped like a shield, they have glowing brown eyes on the face of the shield and has ethereal energy radiating off of it.
Special attacks:
-Perfect Defense: Blocks any attack without fail. Can only use three times before the creature becomes defunct.
-Division of power: Kills itself to grant someone higher defense.
Weaknesses:
-Flora: Flora attacks deplete it's strength.
Anything else of note: They travel with Raphael's Ankh and Michael's Sword. They don't speak, but can project images into people's heads.
Name: Raphael's Ankh
Description: A Holy Elemental. It is white, with gold energy radiating off of it. Obviously it is shaped like an Ankh. It has no eyes.
Special attacks:
-Perfect Heal: Heals all physical wounds. Cannot heal poison. Can only use three times before the creature becomes defunct.
-Division of power: Kills itself to heal an entire group.
Weaknesses:
-Nega: Nega attacks can destroy it completely.
Anything else of note: They travel with Gabriel's Shield and Michael's Sword. Ankhs represent life for Egyptians, but this Ankh cannot restore life.
Name: Michael's Sword
Description: A Steel Elemental. It is a sword commanded by an invisible force. Near the hilt of the sword, a gray or blue energy emanates.
Special attacks:
-Perfect Attack: Cleaves any defense in two. Can only use three times before the creature becomes defunct.
-Division of power: Kills itself to grant someone higher attack.
Weaknesses:
-Thunder: Thunder attacks deplete it's strength.
Anything else of note: They travel with Gabriel's Shielf and Raphael's Ankh. They cannot communicate at all with others.
Name: Twilight Valkyrie
Description: A beautiful Indian woman. She carries a bow and fires arrows. Her arrows always hit their target.
Special attacks:
-Safe Haven: Uses telekinesis to bring things towards her as a defense mechanism.
-Reverse Fire: Can pull any of the arrows she's already fired back towards her via telekinesis, harming anyone who gets hit by them.
Weaknesses:
-Psychokinesis: Her attacks are easily predictable.
-Fear: She's weak physically, but not as weak as she thinks. It is possible to scare her into doing as one pleases.
Anything else of note: Often travels with either the Dawn Valkyrie or the Midnight Valkyrie. Physically quite weak.
Name: Dawn Valkyrie
Description: A beautiful Asian woman. She carries tonfas. She sees the future and will tip battles in her own favor.
Special attacks:
-Initial Claim: Attacks wildly. The first enemy hit is the one she will constantly attack, often making it impossible for them to attack or defend normally.
-Speedy Recovery: A one-use move that allows her instantaneous recovery from a hit.
Weaknesses:
-Hallucination: Can't tell the difference between illusions and reality.
-Charm: Easily manipulated by a pretty face.
Anything else of note: She is barely ever hit. She normally travels with Twilight Valkyries to be safe.
Name: Midnight Valkyrie
Description: A beautiful African American woman. She carries a spear. She can create realistic images of herself that attack with her.
Special attacks:
-Double Team: Creates images of herself to confuse her enemies. Only one is real, but they all look the same.
-Twin: Creates one perfect copy of her. It is physical and able to be killed. She can switch her consciousness between this body and her normal body. Only one can attack at a time
Weaknesses:
-Telekinesis: Is movable via telekinesis.
-Psychokinesis: Is easy to predict.
Anything else of note: Is known to travel with Twilight Valkyries. She is powerful and speaks little.
Fire: Fire Manipulation
Water: Water Manipulation
Terra: Earth Manipulation (Not Plants)
Zephyr: Wind Manipulation
Thunder: Thunder Manipulation
Steel: Metal Manipulation
Nega: Dark Manipulation (Associated with Nyarlahotep)
Holy: Light Manipulation (Associated with Demiritashotep)
Flora: Plant Manipulation (Not Earth)
Fauna: Animal Manipulation (Speaking to animals, rallying animals to join them, having animal familiars)
Telekinesis: Movement of distant matter, normally not living things (Not Telepathy/Influencing Outcomes/Future Sight)
Psychokinesis: Telepathy, Influencing Outcomes, Future Sight (Not Movement of distant matter)
Morphogenetic Resonance: Ability to reach a collective knowledge of the universe
Hallucination: Illusion Manipulation
Time: Time Manipulation
Dimension: Space Manipulation
Gravi: Gravity Manipulation
Charm: Sentient being Manipulation (forcing others to do one's bidding, changing appearance to most desirable outlook for other beings)
Toxin: Poison Manipulation
Necros: Manipulation of the Dead
Strength: Super Strength
Speed: Super Speed
Cacophony: Sound Manipulation (Vibrations used to destroy things from within)
Fear: Sentient being Manipulation (frightening others into leaving them/doing their bidding, changing appearance to worst outlook for other beings)
To enter yourself into the Chosen rankings, put this in the description portion of your character sheet (and post it in the OOC thread "Before you create your character", because I'll get back to you there!):
- Code: Select all
[b]Full Name:[/b] (Every character should have a first and last name)
[b]Nickname:[/b] (Not necessary, but if you'd like it, add one)
[b]Age:[/b] (16 - 50 preferred)
[b]Occupation:[/b] (Student is a job)
[b]Leader:[/b] (Demiritashotep or Nyarlahotep)
[b]Personality:[/b] (Your character's personality can be entered here or in the area in the designated area on the character sheet given by the website.)
[b]Description:[/b] (Pictures can go here, any formatting you'd like. I don't mind, but please also have some text too.)
[b]Gift:[/b] (Can be elemental or just super speed/super strength etc.)
[b]Spell 1:[/b] (A weak spell)
[b]Spell 2:[/b] (A medium strength spell)
[b]Spell 3:[/b] (A powerful spell)
[b]Weapon:[/b] (You most likely won't be starting out with this. It can be whatever you want, though.)
[b]Partner Name:[/b] (Partners generally do not have last names, but can give it one if you want)
[b]Partner Type:[/b] (Grand Tedlar or Greater Angel. This corresponds to your leader.)
[b]Partner Gift:[/b] (Can be elemental or just super speed/strength etc.)
[b]Partner Description:[/b] (A picture's fine, but add some text)
[b]Partner Personality:[/b] (Brief description of what your partner is like)
[b]Anything else of note:[/b]
To enter a Tedlar or Lesser Angel into the book, use this sheet in the OOC thread:
- Code: Select all
[b]Type:[/b] (Tedlar or Lesser Angel)
[b]Name:[/b] (What you'd like it to be called)
[b]Description:[/b] (A picture if you have one, a description is fine)
[b]Special attacks:[/b]
[b]Weaknesses:[/b]
[b]Anything else of note:[/b]
View All »Arcs
Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.
There are no arcs in this roleplay.
View All » Create New » Quests
There are no quests in this roleplay.
Game Master Controls
Welcome home, Promethean. Here, you can manage your universe.
Arcs
Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
Add Quest » Quests
You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
Add Setting » 10 Settings for your players to play in
Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.
Navigation
While not required, locations can be organized onto a map. More information soon!
Collectibles
By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
(case-sensitive, as usual) — this can be followed with /take Item Name
to retrieve the item into the current character's inventory.
Mobs
Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!
Current Mobs
No mobs have been created yet.
Spawns
Locations where Mobs and Items might appear.
Events
You can schedule events for your players to create notifications and schedule times for everyone to plan around.
The Forge
Use your INK to craft new artifacts in Asphodel Meadows. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
Notable Items
No items have been created yet!
The Market
Buy, sell, and even craft your own items in this universe.
Market DataMarket conditions are Quick Buy (Items Most Recently Listed for Sale) |
Open Stores
View All » Add Character » 2 Characters to follow in this universe
Newest
Asher Cunningham
The Dreamer
Sirius
The Voice Of Reason, Sometimes
Trending
Asher Cunningham
The Dreamer
Sirius
The Voice Of Reason, Sometimes
Most Followed
Sirius
The Voice Of Reason, Sometimes
Asher Cunningham
The Dreamer
View All » Places
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Port City ↪ Asphodel Meadows: Port City Owner: RolePlayGateway
Port City in Asphodel Meadows
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Ridgebury ↪ Asphodel Meadows: Ridgebury Owner: RolePlayGateway
Ridgebury inside Asphodel Meadows
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Asphodel Meadows: Seneca Owner: RolePlayGateway
Seneca in Asphodel Meadows
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Dartmouth Owner: RolePlayGateway
The Industrial Center
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Seneca Owner: RolePlayGateway
Home Of Port City's Middle Class Residents!
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Asphodel Meadows: City Hall Owner: RolePlayGateway
Oh no! How'd you end up here?
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Ridgebury Owner: RolePlayGateway
Home of Port City's Wealthiest Patrons!
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Sentry Owner: RolePlayGateway
The Commercial Heart of Port City
Fullscreen Chat » Create Topic » Asphodel Meadows: Out of Character
Discussions
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Creating a Tedlar or Lesser Angel
by OrphicTrumpeter on Thu Jan 24, 2013 12:27 pm
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on Thu Jan 24, 2013 12:27 pm
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Creating a Tedlar or Lesser Angel
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Asphodel Meadows
by OrphicTrumpeter on Thu Dec 27, 2012 12:37 am
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on Thu Jan 24, 2013 1:51 am
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Asphodel Meadows
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Before You Create A Character...
by OrphicTrumpeter on Fri Dec 28, 2012 7:53 am
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- 263 Views
- Last post by OrphicTrumpeter
on Fri Dec 28, 2012 7:53 am
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Before You Create A Character...
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