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Morandun: Rise of the Spirits

Morandun: Rise of the Spirits Open

High-Fantasy, Steampunk, and Science meet in the world of Moran, a world populated by as many strange creatures as their are stars in the sky. Currently Aborted.

Owner: Watcher
Game Masters: Watcher
Tags: drege, fantasy, kesne, large, lumous, magic, morandun, spirits, steampunk (Add Tags »)

Introduction

~~~~~~MORA ORIGIN LEGEND~~~~~~

Time can be rewritten. The question is how large an affect a single edit can have.

225 million years ago events came to pass that have long since been unwritten. From the night sky above a sphere fell to the ground. A barren Earth, devoid of life, welcomed the object in cold embrace. Stillness engulfed the planet once more.

For the next three millinia the planet stayed silent. On the rising of the sun at the begining of the fouth the eve of our world's life began. The sphere, buried beneath the shifting sands of what we know as the Maltak Desert, became restless. In the throes of near awakening the energies from the pod were released upon the planet. The base elements of the world, affected by these strange energies, became infused with what had been previously been absent from all creation.

Life.

Isis, from Light. Ifrit, from Fire. Zorn, from Shadow.
Luite, from Sound. Seimos, from Wind. Roan, from Lightning.
Manta, from Soil. Orgoth, from Stone. Imac, from Metal.
Alion, from Air. Levia, from Water. Tye, from Ice.

A sign of things to come.

The pod opened, releasing it contents into the world. Two forms emerged from within; Origin and Morilae. Space and Time embodied in sentient form. Viewing their surroundings the two observed the stillness of the planet. This they did not deem good. So they planned, preparing to fix what they deemed broken.

First, they created the Elder Gods to create and monitor the spritual planes.

Hallinon, Goddess of Holy. Arnun, God of Soul. Hellion, Goddess of Corruption.
Wern, God of Stability. Kent, God of Balance. Loki, God of Chaos.

With the plan in motion they prepared to enact the second step, but were stopped when they were met by twelve strangers.

The Elementals.

Realizing that some of their power had already been released upon the world in the form of the Twelve forms that had collected before them, the Gods and the Elements conversed and a new plan was created. Next, the High Gods were brought in being to monitor the physical plane.

Lasheen, Goddess of Growth. Almum, Goddess of Wilderness. Hale, Goddess of Decay.
Velnish, Goddess of Life. Rarnash, God of the Body. Zelnar, God of Death.
Eveline, Goddess of Dreams. Jasmine, Goddess of the Mind. Zivid, God of Nightmares.

In doing so the basis of mortal lives could be established. All of the Flora and Fauna the world over were brought into being, generation after generation of plant and animal alike more and more refined with time. After these final preparations were made, the Elementals were left to finish the task. Thanks to the meeting of the Elementals and the Gods, the Elementals had been designated with the task of designing the new life that would inhabit the Earth. And so they did.

From Isis, the Lumous and Wood Elves.
From Ifrit, the Drakes.
From Zorn, the Kesne, Sonum, and Drow.
From Luite, the Glaziel.
From Seimos, the Sylph.
From Roan, the Humans and High Elves.
From Manta, the Gnomes and Beastiels.
From Orgoth, the Dwarves and Kriken.
From Imac, the Drege.
From Alion, the Silick.
From Levia, the Merfolk.
From Tye, the Eskin.

Given the gifts of civilization, each race began their existance on Earth and time went on. Another four thousand years have now passed since then. Each race has not only survived the tests of time but also flourished, entering their own nieches in life and claiming their homes. During this time three new races were also created by the gods to assist in their work.

By Hallinon, the Angels; the righteous gifted the power to save others. By Arnun, the Whist; those chosen to preserve the balance of both Heaven and Hell. By Hellion, the Demons; those banished to Hell save for a single loophole.

However, as time went on, new life came to being. Life none expected to appear. In every race three new classes of being were found.

The Salveck, able to change their physical bodies in ways unmatched by any magic.
The Marate, able to shape the dream world to their design.
The Tunsu, able to generate magical power internally or negate all magic cast nearby; Tunsu with only one ability or the other have been found, and the ability is always in use.

And so the plan was completed. Life was brought to the Earth, and with it perfection in the eyes of Origin and Morilae.

The question from everyone, mortal and immortal alike, is one and the same. Now what?

~~~~~~RACES OF EARTH~~~~~~

+~+~+~LUMOUS~+~+~+

The Lumous are a race of insectoid beings resembling balls of puff, standing at four feet tall. Most Lumous are shaped as a large ball-shaped main body covered in fur, supported by four very long arms that are completely hairless and resemble that of a spider; however each arm also has a human-like "hand" with two opposable "thumbs" on each hand. Two insect like wings protrude from the back of a Lumous, as well as two antennae from the front which are more rudimentary light sensing organs than anything.

Their fur is actually the more sensitive visual indentifying organ, and because there "torso" is completely covered in it, Lumous are actually more perceptive than any other race on Earth. In fact, light is there main source of food. In a process similar to photosynthesis in plants, Lumous turn light energy into caloric energy, making their home on the Bright Coast, famous as a tropical getaway now that they run it, very efficient.

The Lumous do not "speak" as most other races do, that is, with words. Instead, their fur changes color with mood. Amazingly enough, a Lumous, with enough practice, can even run letters and words across their bodies. Masters of this can even create entire mosaics of landscapes upon their bodies. Since this is a solely visual art, Lumous cannot easily get someone's attention over distances by speech.

+~+~+~DRAKES~+~+~+

The Drakes are a race of reptilian beings resembling humanoid-lizards, around the height of the average Human. Drakes can vary in color, from bright green to dull red, and even spotted variety. While very similar in shape to most humanoid species such as Humans, Drow, and Wood Elves, Drakes have no hair or ears; females do have long flaps of scaly skin on the crest of their heads that appear similar to hair in other species. Tails also range in shape, from short to long and stout to thin.

Drakes are very sensitive to the cold. While not really cold-blooded like other, non-sentient, reptilian species, Drakes still have a difficult time attempting to regulate body temperature in the cold.
When Drakes speak in a language other than there own, they can be sometimes very difficult to understand to non-Drakes. This is due to the comparatively less dextrous mouth structure and barely movable lips.

+~+~+~KESNE~+~+~+

The Kesne are a race of mammalian beings resembling Humans with bat-like wings, around the same height as an average Human. Kesne are usually very dark, neutral colors, such as black or dark-brown. However, gray or even white Kesne are not unheard of, other colors sometimes preferred in a mate. Kesne have two legs and two arms in the same way as Elves and Humans, and their ears are even wider than Elves. However, Kesne have a second set of "arms" on their backs that are spread into leathery wings used to propulsion and flight.

While mostly blind, Kesne are easily able to hear sound, and so use a type of "sonar" to look around. Some Kesne are even able to view entire fields with their hearing, able to "see" for hundreds of yards in the dark of night. Kesne even take this ability to the next level, using it to hunt and even concoct symphonies that cause what can be described as murals of beauty for the auditory senses.

Kesne speech can sometimes be hindered by their fangs, there canines growing to twice the size of the tooth found in other creatures. As such, they cannot close their mouths as fast or risk pinching their lips or tounges. The result, ironically, is a more musical sounding speech than Humans are accustomed to, making living among them feel like being trapped inside an opera house.

+~+~+~GLAZIEL~+~+~+

The Glaziel are a race of shape-shifting creatures that look remarkably like opals. Glaziel are usually clear colored but many can carry traces of other colors within themselves, such as streaks of blue or dots of red. Some Glaziel can even be seen as completely tinted, almost akin to quartz.

The Glaziel can change their shape at will, able to attain a variety of forms via the ability. However, the Glaziel are not able to change their density or volume. Further more, they cannot change the shape of the fist-sized core that houses their life or risk destroying themselves from the inside. The Glaziel most popularly use the ability in order to slip through small cracks in caves that they mine for minerals and make there home in.

The Glaziel can speak and understand speech by a very peculiar sense; vibration on their glass-like bodies. Vibration from sound waves vibrates their bodies and the Glaziel are able to recognize the different frequencies. Speech is attained in the opposite fashion; the Glaziel vibrate themselves in order to cause sound to emanate.

+~+~+~SYLPH~+~+~+
(Non-Playable)

The Sylph are a race of cultured fairy resembling Elves with various wings, the average Sylph being around a foot tall. While the main body of the Sylph is pretty much uniform for each region of Earth, Sylph with insect-like wings are much more common in warmer regions, while Sylph with avian wings can be found in colder regions. Some Sylph have even been found with bat-like wings, resembling miniature Kesne.

The Sylph, thanks to their wings, are able to obtain flight via propulsion. Also in thanks to their small size, the Sylph are very maneuverable while airborne, even hunting in small groups for prey such as sparrows or pigeons. Entire armies of Sylph can be very devastating for the mere fact that they are extremely fast and hard to hit.

+~+~+~DREGE~+~+~+
(Non-Playable)

The Drege are actually counted as an entire ecosystem, for the Drege come in many forms and only one form in particular, a humanoid shaped species, is actually cultured by common standards. The rest mimic the shapes of other animals found in nature and act in the same manner. The Drege, as a whole, are metallic beings that occupy the Thunder Mountains and gain sustenance via the ambient electrical energy and from the metal they consume from their prey.

The Drege are a very hardy species thanks to there being made of metal, the only thing able to fight a Drege bare-handed is another Drege. The only problem is that the Drege lack the ability to go a week without going into a coma when they fail to regain an electrical charge, confining them to the Thunder Mountains or another way to attain the energy.

+~+~+~GNOME~+~+~+

Gnomes look very much like shortened Elves, including the pointed ears and a shared universal sympathy. Around three feet tall at fully grown, Gnomes have a distinct lack of hair on their heads, many becoming bald at the age of twenty. Growing hair back for them is like balding for Humans.

Gnomes are a frailer species than most, but make up for it in a mischievous disposition and general curiosity. Many Gnomes become scholars and travelers in accordance to their nature, more still become religious leaders afterward. As a species, Gnomes are generally always competing with the Dwarves over a variety of areas, such as technology and politics.

+~+~+~DWARVES~+~+~+

Dwarves look like shortened Humans in the same way Gnomes look like shortened Elves, Dwarves possessing rounded ears and a will of iron. Dwarves are much more famous for their large amounts of rough hair that are grown over relatively short periods of time, and almost all Dwarven hair is black, brown, or red.

Just as curious as the Gnomes, Dwarves are much more serious about life and some perceive the Gnome-Dwarf rivalry to be more than it is. Physically strong, Dwarves are common as fighters, blacksmiths, miners, or even construction workers. As a species, Dwarves hold an affinity for alcohol.

+~+~+~HUMANS~+~+~+

Look down. Back up. There you go.

+~+~+~SILICK~+~+~+
Silick are one of the more amazing cultured races around. Resembling Dragons, the Silick are a much smaller species of wingless dragon. Very nomadic, tribes of Silick can be found throughout the world.

The Silick are able to propel them through the air dispite having no wings or other ways of propulsion evident. Instead, they twist like serpents through the air in order to fly, creating a very pleasing effect on those who witness it. As such, they are very popular as performers.

+~+~+~MERFOLK~+~+~+
(Non-Playable)

Merfolk are one of the more interesting races present on Earth, mostly because they are the only race that persists in the ocean. Being one of the few sentient aquatic species on Earth, the Merfolk live in the ocean and other deep waters around the main continent and are especially concentrated in the Pacific Lagoon, a large body of water separated from the ocean by a line of mountains encompassing the area.

The Merfolk are humanoid in shape, adapted to the open water environment with gills, fish like scales, and large webbed feet. Some Merfolk family lines are gifted with certain traits that are indicated by their appearance, such as looking akin to certain fish. For instance, Merfolk who look alike to sharks are much stronger than most other Merfolk, while those with mudskipper like gills are more adept with technology and science.

+~+~+~ESKIN~+~+~+

The Eskin are the only race that can survive within the coldest places on Earth. The Eskin, as a species, are typically nomadic and villages are mostly temporary shelters created from the winter trees prevalent wherever the Eskin are. Nowadays, Eskin are quite rare to see.

The Eskin have a thick coat of white fur covering their entire bodies, camouflaging them in the snow. The species walks on four short legs similar in structure to a wolves’ and forearms similar to a humanoid’s. Their heads are similar in shape to a wolves’, with elongated ears similar to a rabbit’s.

+~+~+~WOOD ELVES~+~+~+

Wood Elves are one of the three subspecies of Elven, including the Drow and the High Elves, living in forests and jungles the world over. Thanks to millennia of living with the plants and animals, they have an understanding of the flora and fauna that no other being could achieve, even being immune to most of the poisons and toxins created by the various life forms.

The Wood Elves look very much like Elves except for two key differences. One, their ears are about half the length of the High Elves, though still have the tell tale point. Two, their skin is tinted a green that, though not quite sickly, can be a dead giveaway as to their nature. Much more in tune with the savagery of the jungle than the calmer environment of the High Elves or the dark and brooding nature of the Drow, the Wood Elves are born survivors and agile as a cat to boot.

Wood Elves, as an option, can take a seed from any tree and attach their soul to the life of the tree. Naturally, Wood Elves only live as long as Humans, but can become Dryads by planting a tree and living as long as the tree lives, and can travel as far as the forest that the tree belongs to spreads. Any children born to the Dryad must also stay within the forest, or else the child will die along with one of the trees.

+~+~+~BEASTIELS~+~+~+

Beastiels, while similar in shape to Humans, carry the ability to change into the form of an animal. Rather than a multitude of animals to transform into, the particular beast is chosen via genetics and only one animal is possible to be transformed into in the entire life of a Beastiel. In addition, as the Beastiel matures, the marks of the beast they would be able to transform into shows themselves as early as the age of six.
Before this time the Human and Beastiel children are indistinguisable from eachother, but by age ten the ears and tails of the beast have fully come in and the difference is more than apparent. By age twenty, their famous ability to change comes in and a Beastiel's animal form is fully realized. It should be noted that all animal forms are mammals. No birds, reptiles, or other creatures have been reported as being Beastiels.

+~+~+~SONUM~+~+~+
(Non-Playable)

The Sonum inhabit swamps and dark caves; anywhere a fungus could thrive, so do they. The Sonum look almost exactly like Humans, but their skin is an ashen gray, slimy to the touch and hairless. However, their intelligence is nowhere near the extent of any other race, at most accomplishing huts made of rotten wood or crude weapons of stone and vines. Their strength, however, surpasses that of the Drakes and rivals even the power of the Drege, so do not take their stupidity to outweigh their strength.

+~+~+~HIGH ELVES~+~+~+
The High Elves are one of the three sub-races of Elven, of which the Drow and the Wood Elves are also part of. Taking up residence in citys made of a white stone somehow created from mana itself, the overall effect being akin to looking at natural mineral formations in caves, the High Elves are famously reclusive and reject investigation from other races.

The High Elves place a high standard for proficiency in magic that helps to preserve life, and so many Elven children are placed in a school for decades, small loss in comparison to their centuries long lifespan. The average High Elve lives for around five-hundred years, some longer under the right conditions. Never make fun of their ears.

+~+~+~SALVECK~+~+~+
(Non-Playable)

The Salveck are not truly a race, but are the result of a genetic mutation resulting from high mana radiation. As a result, they are natural shape shifters, able to assume a multitude of forms, though they cannot change their size. Most Salveck are pushed into roles within the illegal and unethical, such as assassination, espionage, and prostitution. Some few, however, lead mostly normal lives. Some are even public about their ability.

+~+~+~DROW~+~+~+

The Drow are famous for one of the most heinous wars in history, the Dead War. While it was only a small religious sect of the Drow that actually invaded the Dead Lands and attempted to control it, most of the race is still blamed, even after five-hundred years. Most of the Drow live underground in huge caverns alongside the Glaziel, a partnership that created an entire city of warmth in a world that had rejected them for the past five centuries.

A sub-race of Elven alongside the Wood Elves and the High Elves, the Drow are characterized by their dark, ashen skin and alabaster hair, not to mention their large pointed ears. Most Drow are also very sensitive to light, an evolutionary attribute that allows them to see underground. Because of the cramped spaces, they also lack the nimbleness of their cousins, which they make up for with brute strength.

+~+~+~MARATE~+~+~+
(Non-Playable)

The Marate are not a race, but a group of gifted people able to enter and shape the mental plane of existence, affecting the cognitive processes of entire cities. The Marate are mostly divided into two sides; one side working to serve the Goddess of Dreams, one side working to serve the God of Nightmares.

+~+~+~KRIKEN~+~+~+
The Kriken are quite possibly the strangest sentient race on Earth. They resemble, both in body and culture, bees. An exoskeleton, antennae, functional wings, and the ability to crawl along walls are the first thing one would notice about them, but the strangest them about them is how they communicate. The bulk of the race is telepathic enough to “speak” to other creatures through either pictures or fluent words. When in masse, the creatures can even form a “hive mind” and boost their mental powers to the extreme.

The queen, Jasmine, and those who earn her trust, have mental abilities that can include telekinesis, telepathy, and even clairvoyance using only the power of the mind and little magical power at all. They live in a series of hives that circle most of the continent, mostly underground except for entrances and visiting areas.

+~+~+~ANGELS~+~+~+
(Non-Playable)

Angels are what souls who can help the gods turn into, given enough spiritual power to cross-over into the physical plane. Upon arriving in Reem, the heavenly plane, they are given the choice of existing among others in a city of souls or becoming the god’s police. All races can become an Angel.

Angels look exactly like they did in life, but at an age of the Angels choice. There initial appearance can vary, as they can choose to appear in the glowing, heavenly light aura, or the appearance of a beggar on the street. You can never know what one would look like.

+~+~+~WHIST~+~+~+
(Non-Playable)

The Whist can easily be confused with ghosts, ghouls, and poltergeists, and for good reason. They are, essentially, people who have been promised the life of Angels but have rejected that to stay on Earth and act as investigators and scouts.

All Whist look almost exactly the same, covered in rags and a hood holding nothing but darkness with two glowing eyes seeming to float in the mist. They have no legs, instead they float of their own power and can go through solid objects.

+~+~+~DEMON~+~+~+
(Non-Playable except for the partners of Demon Bonders or with special premission)

Demons are similar to Angels, but are doomed to be in eternal pain because of their form and sent to Hell. Some Demons can temporarialy leave Hell either by becoming the partner of an Infernomancer or by possessing someone. They vary in form, from the downright nightmarish to the most normal looking people one could imagine. There is some lost secret to Demon Bonding that all demons strive to uncover, as most seek power to become lords of Hell, but as to the true nature of Infernomancy, none truly know.

+~+~+~TUNSU~+~+~+
(Non-Playable)

The Tunsu, like the Salveck or Marate, are not a race but collection of gifted individuals from all over. However, unlike the Salveck of Marate, they cannot control their powers.

The Tunsu come in one of two varieties. The first is the one that acts as a generator for mana, constantly generating more and more of it as time passes. The mana must be drained periodically or the Tunsu risks shorting out their nervous system. The second variety disrupts mana, making it impossible to channel succesfully and cast spells. As such, they are immune to magic and cannot cast it.

To combat both effects, another Tunsu must come into play. If Tunsu come within ten feet of eachother, both effect are cancelled out. The mana generating Tunsu no longer generates massive amounts of Mana and the mana disrupting Tunsu becomes suseptible to magic and can even cast it.

Rules

~~~~~~RULES~~~~~~

1. Follow the rules of the site. You are in no way exempt when entering this thread.
2. Respect your fellow Roleplayer.
3. Try to have correct grammar and punctuation with logical actions.
4. No Godmodding, no Power Gaming, blah blah blah.
5. Two characters per player at most, three with permission only.
6. Make sure to read the Common Jobs area to familiarize yourself.
7. Only I get to be a god. This is for moderation purposes only; maybe for a dues ex machina every once in a while.
8. Half-Breeds are welcome to an extent.

~~~~~~~MORAN MAGIC~~~~~~~

Who can cast: Anyone with practice

Levels of power: Yes. Larger levels require either more experienced magicians, or a large charge of Mana from Spirit Stones (see source of power) Some spells even require long rituals or even skill in other areas of work, such as crafting.

Source of Power: manipulation of local Mana Radiation is most common (Reliability: Terrible to Good depending on area) use of Spirit Stones can drastically increase the chance of the desired outcome (Reliability: Superb)

Time to cast spells: Ranges on the importance of the spell or the required stability (a few seconds to entire days) If a spell is not as important, such as merely throwing a fire ball or healing a small wound, a few seconds is all that is needed. However, rituals that require great care, such as summoning a dangerous creature, can be spread out over time in order to stabilize the spell more efficiently. The time can be shortened by being more experienced in a majority of the elemental components.

Spells: Improvised. Exact wording and practice are not inherently important. One can just as easily cast a fire ball by drawing upon a piece of paper in certain letters or with hand signals as with speech of magic words. In this way, Moran Magic is very similar to Musical Theory.

Material Components: Not needed, but holding an object, or even being near one, that is associated with the components of the spell can increase the power. Spirit Stones, which are somewhat precious and can be recharged after being drained of Mana, must be recharged at Mana Points, which can be found around Moran.

Drawbacks: Spells that are not stable are very draining to a person's well being. Wizards commonly keep Spirit Stones, storage for raw mana, with them to combat effects of misjudged spell power, draining the stones before they get drained themselves.

Social Constraints: Very few. Magic is very common in Moran and many schools are created for the teaching of proven techniques. Certain practices are still treated with fear and disgust, such as Necromancy or Demon Bonding.

~~~~~~DEMON BONDING~~~~~~

Now the practice of Demon Bonding might be a little difficult to understand (except maybe to those who read Dominic Deegan). Heres a small definition for it. Now, this will play a big part in the entire plot, so be prepared.

- Demon Bonding -
The practice of bonding ones self with the soul of a demon that represents a Demon Lord within Gershek, the Demonic Plane, boosting the mystical powers of the practitioner to almost obscene levels and in turn pledging the Bonder to become a demon in the service of the Demon Lord upon death. There is some unknown secret of Demon Bonding that many demons and Bonders strive to uncover, but as of yet have failed to do so.

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View All »Characters

Character Portrait: Krista Vesper Cato 5' slender, female elf, bright red hair, grey eyes, pale skin, magical abilities, healer (non magical), priestess
Character Portrait: Origin
Origin played by Watcher
Omnipotent God from the previous reality.
Character Portrait: Simon
Simon played by GreyWaters
A steampunk inventor with a less than mature attitude.
Character Portrait: Avaren
Avaren played by Cradsbury

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Places in Morandun: Rise of the Spirits

Morandun Thumbnail

3 postsMorandun

Welcome to their Reality

The Main Continent Thumbnail

0 postsThe Main Continent

The main chunk of the physical world of Morandun.

Forbidden Peninsula Thumbnail

0 postsForbidden Peninsula

The Icy Realm of the Drow

Voran Point Thumbnail

0 postsVoran Point

Capital of the Drow's Territory

Under City Thumbnail

0 postsUnder City

A large underground complex city only accisable to the Drow themselves or anyone who has their blessing... or can sneak in.

Frozen Wastes Thumbnail

0 postsFrozen Wastes

The deadly lands in the Forbidden Peninsula that give it its Forbidden Nature.

Verdun Thumbnail

0 postsVerdun

A frozen forested tundra, home to the Voosa.

Verdun Gathering Thumbnail

0 postsVerdun Gathering

The main gathering place of the tribes, it is a popular place of trade between the Voosa and the other races who join them.

Verdun Forest Thumbnail

0 postsVerdun Forest

Within Verdun lies massive forests. Here lies the largest.

Elshana Thumbnail

0 postsElshana

Elvish for "Hidden Beauty," Elshana is bordered on two sides by mountains that shelter the area from cold winds, protecting a relatively flat valley perfect for the Elves relatively peaceful existence.

Venish Thumbnail

0 postsVenish

Capital of Elshana, it holds the forest city, in which stone and brick is built in elegance and beauty only achievable by Elven hands.

Hapin Thumbnail

0 postsHapin

Also known as the River Village, Hapin lies floating on a large lake, only accesable by boat.

Calthana Thumbnail

0 postsCalthana

The Human country of Calthana, it holds the main Steampunk setting for the world.

Longrish Thumbnail

0 postsLongrish

The Capital of Calthana, it is the largest city in Calthana... and the most dangerous.

Hellmuth Thumbnail

0 postsHellmuth

Located in Northern Calthana, Hallmuth is a small humble village that experiences the same chill winds as Verdun and the Forbidden Peninsula.

Loris Thumbnail

0 postsLoris

Far in the west of Calthana, Loris is a large port city with many races inhabiting its borders.

The Wastelands Thumbnail

0 postsThe Wastelands

A huge expanse of desert, home to the hardiest creatures in the world.

Orgoth and Mantak Thumbnail

0 postsOrgoth and Mantak

Side by side territories of the Dwarves and Gnomes, both using the mountain, Corth, as a shared capital and a means of getting water.

Corth Mountain Thumbnail

0 postsCorth Mountain

The Co-Capital of Orgoth and Mantak, Corth holds huge facilities for both buisness and pleasure below the surface.

Racknon Thumbnail

0 postsRacknon

Located in Southern Orgoth, Racknon is the spiritual capital of the entire world, housing priests, shamans and druids from every walk of life.

Rarsh Thumbnail

0 postsRarsh

Located in Northern Mantak, Rarsh in the Military Capital of the World. Weapon and Gadget conventions are popular in the area.

Thunder Lands Thumbnail

0 postsThunder Lands

Home to the Drege, famous for long lasting thunder storms that can grant Drege new energy for small periods. The high mountains are perfect lightning rods for this purpose.

Thunder Mountain Thumbnail

0 postsThunder Mountain

The closest thing the Drege have to a Capital, Thunder Mountain holds the bodies of thousands of lost Drege.

Kriken Nests Thumbnail

0 postsKriken Nests

While the actual nests are underground, the above ground sections are used as a hunting ground and way for the Kriken to barter with the other races.

Hive Center Thumbnail

0 postsHive Center

The Capital of the Kriken Nests, the Queen lives here with a large army of Kriken Soldiers, using mind magic to communicate with her kingdom.

Kriken Outpost Thumbnail

0 postsKriken Outpost

The sole surface dwelling of the Kriken, the area is used as a trading post between the Kriken and the other races.

Luisoit Thumbnail

0 postsLuisoit

Mostly caves that pot mark the landscape, the Kesne use this to their advantage to surprise trespassers using their "sound sight." The entire area is comparable to a sponge with forests growing on it.

Bright Coast Thumbnail

0 postsBright Coast

The Lumous, surprisingly, run a resort of sorts around the area for relatively low costs, though it is very difficult to reach by land because of the Mantak Desert to the east.

Altamira Thumbnail

0 postsAltamira

The main center of rest and relaxation in the world, Altamira houses hundreds of casinos, playing courts and hunting areas.

Idtin Thumbnail

0 postsIdtin

A small peninsula jutting south of Verdun, usually used as a Moirtus Colony in order to stay away from the general populace, whether by choice or by force.

Lorain Archipelago Thumbnail

0 postsLorain Archipelago

Home to the Beastiels, the Lorain is a tropical paradise, holding an exotic native culture farther out and then almost an entirely different culture on the main land comparable to the Humans of Calthana.

Lorain Outpost Thumbnail

0 postsLorain Outpost

The Lorain Outpost lies on the territory within the Main Continent, providing a place for the Beastiels from farther out to trade with the other cultures.

The Dead Lands Thumbnail

2 postsThe Dead Lands

Home of the Whist, the Dead Lands house the corpses of many hereos, royalty, and religious leaders who have gained importance.

Underwater Plateau Thumbnail

0 postsUnderwater Plateau

Resembling its name sake, the entire area is a relatively shallow area that the Merfolk prefer to build their cities upon to protect them from more unsavory creatures that live in deeper waters.

Vack Thumbnail

0 postsVack

Mertian for "Big," the capital resemble's its namesake, as the city seen above the waterline would be considered big by itself, but only show one third of its size.

Wild Island Thumbnail

0 postsWild Island

Half wild jungle and half dangerous volcanic wastes, Wild Island looks like more a small continent than island.

Enkle Jungle Thumbnail

0 postsEnkle Jungle

A huge jungle that takes up two third of the island, the area is famous for man eating plants and containing almost every type of plant found in Morandun.

Home Tree Thumbnail

0 postsHome Tree

The main home of all Enkles, it is a major religious place that gives the Enkles their connection to the jungle.

Drake Volcano Thumbnail

0 postsDrake Volcano

Home to the Drakes, for which the area is named after, the Drakes use the relative hot area to keep themselves warm year round, even going as far as building huts of volcanic rock on the side of the volcano to do so.

Rarka Thumbnail

0 postsRarka

The capital gathering of Drakes in the area, Rarka holds many colosiums for fighting and is the second-most popular area for buying weapons.

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# The Dead Lands, 2010-03-21 15:20:15, as written by Watcher
The camp was quiet, save for a few pops and cracks from fires kept burning by wood and magic, the latter to keep the blaze lasting longer. The lack of any forests at all in the Dead Lands made magic a necessity to do so, the wood taken from the forests of Elshana, which was naturally long lasting anyway. A large stack of the wood was a few yards away from the Elven area of the camp, available to all the others at any time.

The various colors on the tents themselves, the light of the flames dancing across them in the weak light of twilight, revealed the great number of groups that had come to the Dead Lands. The muddy red and sickly yellow of the Dwarven and Gnomish were next to each other; yards away were the Elven multi-colored decorations of the Elshana kingdom, humorous in that their countries were separated by the most dangerous areas of the Wastelands, hundreds of miles apart.

Near one of the Elven tents stood an Elve and Kesne, talking to each other about the circumstances of the gathering; the letters to their leaders and the visitations of the Whist themselves. The prospect of the Spirits being involved came to them both, then the conversation ended and they both returned to their respective tents. The Kesne moved south, through the small light blue tents of the Sylph, some of which were flitting about and watching the other races that were nearby. A few played with Beastiels that had turned into various small animals as their pack leaders looked on with smiles next to their light brown tents.

Reaching his tent, light purple with dark purple streaks across it, the Kesne looked to his left, glancing upon the Drow’s tents, pitch black and almost magically so. The Kesne could only see silhouette of the tents with his eyes, needing to use his astute sonar-hearing to feel the contours of straps and belts that held it together. Near the Drow stood the tents of the Enkles, green as their plants and the leaves on the trees. Nearby, the Drakes stood near their fires outside of the fiery-red tents, shivering despite the relative warmness that the sun gave upon the other races.

In contrast of the Drakes, the Voosa lacked tents, preferring the ground, which they laid on lazily as they tried to cool themselves in spite of their heavy fur. Nearby, some Voosa had dipped their feet into an artificial lake, housing the Merfolk’s visitors as they spoke with the Voosa nearby. A few Merfolk had their heads showing from the surface of the water and were watching the sun set, smiling as the heat of the sun fell upon their heads.

Sharing in the splendor was the Lumous, outside their bright yellow tents. All of them were outside, unmoving, feeding off the light of the sun; this was their nourishment. Some had large lenses that turned the light into different hues that fell upon them, which most of the Lumous had gathered behind. Popular opinion stated that this was a way for the Lumous to give the light a “flavor.”

A few Kriken were scene in what looked to be a flat area, but was actually burrows covered by dirt doors to protect them from rain. The Kriken preferred to be in a natural area, to them was underground. A temporary Queen-Leader as appointed by the Kriken’s Queen Jasmine was holed up in the tunnels, sleeping in preparations for whatever they had been called to.

A short walk away were the dirigibles of the Gnomes, Dwarves, and Humans, the last of which choose to stay by their own vehicles so that they could easily organize the other races in case of an emergency. They had been voted to do so, not out of courtesy. Humans had been the original inventors of the technology anyway, and had been the main coordinators to getting all the races there.

The only race that was absent was the Drege, whose lives had been threatened when their leader, the Spirit of Lightning, Roan, disappeared. Only by staying within their mountains were they able to keep living. Instead, they had appointed a small group of Lumous to represent them. These Lumous stayed in the dirigibles, a green lens taken from one of the vehicles standing nearby with a few of the picked Lumous behind it.

A sense of anticipation hung in the air, the various races made nervous by the nervousness of the others, the wonderment that the Races felt toward each other only serving to lessen this feeling.

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# The Dead Lands, 2010-03-30 05:33:51, as written by GreyWaters
Simon helped the last of the Merfolk into the larger pool before popping the latch on his cart and letting the smaller pool of water he was towing them around in drain in after them. The least someone could have done was use some voodoo magic or something to make the whole thing easier on him, but no, nobody magic was willing to go with him to pick up the Merfolk. All the "important" magicians or wizards or whatever were far to busy to agree to that.

Simon was just glad he'd convinced someone at the camp to put a temporary enchantment on his dirigible so the Merfolk could at least ride in the main cabin on the way back. Not for the sake of his passengers, but for the sake of the dirigible itself. In order to transport those two giant pools of water he'd had to increase Sheila's (the dirigible's) lift with hot air balloons. Exposed flame that near a giant hydrogen filled balloon made him very nervous. Dieing in a giant ball of fire in the sky wasn't in his plans for this trip. Simon looked forward to tearing those deathtraps from the sides of his baby.

He would do that as soon as he landed and nothing else was happening; right now, a young mermaid was talking to him and he wasn't paying attention. "Sorry, what was that?"

"I wanted to thank you. I know you're not use to accommodating our kind." She smiled at him. Simon didn't usually find pointed teeth cute. "Your flying ship is truly amazing."

He chuckled and looked around uncertainly, she was still smiling at him, but he knew absolutely nothing about Merfolk culture. Well, the Voosa, who he'd picked up first, were now cooling their feet in the pool while chatting with them, and Simon couldn't think of any reason he shouldn't, so he smiled back nervously, pulled off his boots and slipped his feet into the water. "Thanks, I built it from scrap, but you could probably tell. You weren't afraid to fly?"

"Flying is more like swimming than walking. It's actually calming." The mermaid said as she took one of Simon's feet in her webbed hands and started to massage it with slippery fingers. It actually felt rather good, despite the awkwardness of coming from a strange amphibious girl he'd just met. Maybe this was just what Merfolk did. A sort of cultural greeting.

The giggling coming from the other young Merfolk hinted otherwise. This could get weird.... "Um, my name is Simon, by the way."

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# Morandun, 2010-04-10 06:35:42, as written by MercyKilling
Etta swooped through the air, fluttering her fragile wings around the miniature bag strapped to her back. The thing held her temporary clothing, a dress and leggings made of the finest cloth; that fit in the matchbox upon her back. She cut through the air, trying to surf the currents as much as possible, she had a long way to go yet. It had been a disappointing start to the day, her parents had forbade her from going to the camp along with her brothers, despite the fact that she had only come home for that reason. It had taken her hours to persuade her younger brother to take her stuff along with his, and even longer her elder. She could not stay mad while flying though, the freedom was to beautiful and clarifying to hold much thought. Not many birds flew beside her, they new she was not one of them in truth; but it had never mattered that she had never felt a part of the pack. She was happy being alone most of the time, never worrying about others, as she would have to in any war.

Ahead of her she spotted a dirigible, flying oddly in the sky with one to many lifts. Curious she flew in closer, knowing she would have to rest soon anyway and she could always bye her passage if they were going her way. The thing was massive compared to her, the air coming off its wake making it even harder to fly in. She landed with much difficulty on one of the outer doors and peered in. There did not seem to be anyone about, or at least not in this part, she twittered happily to herself for a moment glad to have the rest. On her second glance through the window she looked to see what kind of ship it was, it was well kept and of sturdy making, in truth that was all she could really tell, not having ever had much use of mechanics. She sat for a moment, considering her options, she could change here, opening the door with her weight and slip in; though she would need to dress quickly for fear of being seen. Otherwise she would have to find an open window, it wasn’t definite that there would be one and since it was hard to fly alongside this thing; she really didn’t fancy it.

She hummed to herself as she considered changing, knowing all to well how careful she would have to be in this precarious position. She focused on her feet first, working her minds-eye up slowly over her body. She had to remember clearly what it felt like to be human, it was so easy to get lost in her other form, even after a few days flight. Sure enough though, she felt the handle beneath her begin to lower as her weight pressed down on it. She shot out an arm, praying madly for luck as the door clicked open and she pulled her light form in. She closed the door behind her, her half human form hunched over painfully and removed her bag. She sat on the floor, listening to the snap of her painful bones, molding and re-molding to her new form. This was her most vulnerable time, if anyone walked in her now it could not be worse. Soon though the last feather folded away beneath her pale skin and she stood, hastily getting dressed for fear of being seen. She opened the small matchbox sized bag and pulled out the weightless blue dress that would fall to her ankles and some leggings for warmth. She slipped the dress over her head, ignoring the long fall of her hair, she would put it up later if she was aloud to stay onboard. She smoothed out the folds, hopping this at least made her more decent, if nothing else. The she pulled up her tight leggings, uncaring for their lack of stretch, they were there for decency’s sake, if she had to fight she could not bare the thought of flashing.

“Hello?” She called through the thing, hopping she would not have disturbed anyone to much with her presence. With no reply she began to walk about, wishing she could have bought a weapon, she hated to go unarmed. She moved with ease through the many doors and could soon hear the noise of people. She touched each door reverently, not wanting to mark or harm it in any way. Her footsteps were light due to her bare feet, making not a sound as she approached the quiet sound of giggled and talking. Pausing behind the last door she wondered if she would get in trouble for the intrusion, it had happened before, though most were more than happy to accommodate another fair. She knocked on the door lightly before sticking her head around. She was astounded to find Merfolk there, she had never in her life seen them out of water, though they were still in some, she felt it was very different. She waved at the few watching her and waited for the owner to turn and tell her to either go or stay. Her eyes were wide and anxious, she had always hated being unwanted aboard any form of ship.

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# Morandun, 2010-04-19 08:13:38, as written by GreyWaters
"My name is Silphia." the mermaid replied, flashing Simon a dimpled smile. He enjoyed the foot massage for a few moments while the curiosity of how a scaled girl could have dimples distracted him from the circumstances of that massage. It didn't really make sense; not unless the scales on her face were soft. The scales on her hands were soft after all. The weirdness of the situation was suddenly coming back. It wasn't unheard-of to hear about men being seduced by mermaids, but those were usually sailors during long voyages away from all womankind for months or years at a time. How would it even work? From the look of her, the parts seemed to line up, but... Were there diseases? EWW EWW! What are you thinking!? Stop that right now!

There was a quite knocking at the door and Silphia looked past him; a moment later her webbed fingers stopped rubbing. Not sure if that was a good thing or not, Simon twisted around where he sat to see what was so interesting behind him. It wasn't a Voosa, as he had expected, but a pretty young girl with striped hair and a soft face. Her head at least. She nervously stepped the rest of the way into the room as the social creatures all around beckoned her on with smiles and waves. They probably thought she was part of his crew, but Simon was just a bit confused as to where she came from. It wasn't often he received passengers mid flight and it was a little odd for a stowaway to walk right into a room full of people...people-ish. She was wearing an amazingly shear dress that looked rather good on her. Maybe she was younger than she looked, stowed away on the ground and decided she really didn't like flying once they got in the air. At least she looked harmless enough.

"Is there anything I can help you w--" Simon started to ask, but when she turned to look at him, her hair swung out of the way and he saw quite clearly that she had no ears, just holes in the side of her head and a few feathers. A bit surprised, Simon jumped and... "Oh sh--" SPLOOSH! ...fell into the pool.

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# Morandun, 2010-07-25 08:47:09, as written by MercyKilling
She moved in uneasily, obviously the merefolk didn't seem to mind her being here. She gave them a deep nod, knowing better than to be rude. Her eyes however stayed trained on the back of the only human she had seen on the ship; therefore in her mind the captain. She tucked her hands behind her back, trying to seem as unthreatening as possible; nothing could go wrong if she looked innocent. She turned to look at the man speaking to her, her hair flying about her head, light and fly-away as ever. Sometimes she wondered if it realised she ever landed, though she didn't have hair in her other form. Her speckled wings twitched nervously behind her, unsure if he had noticed what she was.

"Oh I am so sorry, I did not mean to shock you!" Her eyes went wide as he fell into the pool. She only hoped the merefolk did not want him to badly, she supposed it might be unpleasant for him to stay in there for too long. She moved with grace towards the pool, each movement she made precise and measured, never wasting energy. She tilted her had at the merefolk, waiting for there response, some wouldn't want her coming to close and she could not swim at all. They did not make any moves towards her, so she took it that they didn't want her. She knelt on the edge of the pool, allowing her silk dress to touch the water, it would soak up lots of water being such a fine material, but she did not have time to wait. She moved into a perfect balancing position, on leg back to act as a brace, all she had to hope was that the merfolk were not prudish people; she had never spoken to one before. The other bent to stabilise her body as she lent forward, reaching into the water. It had only taken a few seconds for her to move over so he was more than in reach, she dipped both her arms into the water. It was chilly against her skin and she hoped madly she wasn't making a fool of herself. She assumed that people couldn't swim like her, but she suspected that was more just because she had wings that were to heavy, not that others couldn't.

"Yes!" She smiled at the mermaid that had been next to the captain, her hands touching on his. She heaved up, her muscled working hard to combat gravity and the heavy water that now covered him. Her long hair dipped into the water and her pendant which glowed lightly at the contact. She pulled the man out, uncaring for his movements, dumping him on the side. Immediately she moved away, it was so inappropriate to be so close to a man. Even worse where her dress had become wet and touched her skin it was utterly see-through, even though she wore leggings beneath she was very unsure of her decency. She turned away to look at the wall behind her, then at least she could wring it and let it begin to dry if he let her stay onboard. She squeezed the water out with sure strong motions, hoping it would become dry quickly. Wet droplets covered her face where her hair touched it and she checked her locket was still safe.

"I'm sorry I shocked you, I know it was bad of me to come here unannounced, but I get so tired travelling. If you are willing I am more than happy to pay for your journey and trouble, otherwise.. I guess I will have to go. " The last bit sounded a little forlorn, she would have liked to have stayed, met the merfolk and the captain but she would do whatever he wished. She did not turn, unsure of both her own state and his.

Morandun: Rise of the Spirits: Out Of Character (OOC)

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Re: [OOC] Morandun: Rise of the Spirits

Uber Bumb. Why so quite people?


Re: [OOC] Morandun: Rise of the Spirits

well, I revamped the gods and their symbols, giving each more detail. As you will no doubt notice, all but two will have their own race that they created, hence me taking so long to revamp everything. The magic usage area in the Rules has also been edited, and the new race list will be much larger and more in depth. I'm up to the Ice Goddesses's creations, the Wupum, now replacing the Voosa in home and culture. Well, thats it for now.

Bump, I guess.


Re: [OOC] Morandun: Rise of the Spirits

I'd like to continue. I don't have steady access to a computer right now anyways, so a slow pace for Mercy's sake would work for me too.

So please. Keep it up guys. :)


Re: [OOC] Morandun: Rise of the Spirits

I don't think the need to restart is present. When I update everything, then a restart might be required. However, for the moment, you all can carry on while I finish everything else.

EDIT: I effin missed that avatar of yours.


Re: [OOC] Morandun: Rise of the Spirits

I would be fine with continueing, or restarting. Just let me know when =) I've been away from internet for a while, but I'm back now!


Re: [OOC] Morandun: Rise of the Spirits

New pretty much everything. A FUDGE based character sheet is going to be used, along with adding more races and updating pretty much anything that is there. Pain in the butt, but it'll work out eventually. For those that don't know, FUDGE is an RPG system using adjectives rather than numbers to describe aspects of skills and attributes. So, a lot. It should be done before the end of the month, but I would like you all to just carry on without me in the RP. I deactivated the need for me to OK the sheets, so you guys won't need me as much, and if you really have a problem, you can post here or PM me.

Now, to advertising!


Re: [OOC] Morandun: Rise of the Spirits

hey, sorry but i wont be coming back, im trying to pick up another rp that i feel i failed... i dont have much time, but as i love rp im always willing to try. i suppose if i was only need to post once a week i could prob continue, i liked how it was going! what changes will you be implementing? thanks rae rae


Re: [OOC] Morandun: Rise of the Spirits

I don't think Mercy has any intention of coming back and I haven't heard anything from Noctem either. If you want to keep this up, you'll have to advertise for entirely new RPers.


Re: [OOC] Morandun: Rise of the Spirits

Hope so. I'm still currently updating the ENTIRE thing to give it more detail, AND put it into an optional RPG system to see if that would help with challenges I'll throw at you guys, but you can still carry on as always. I'll definetly be around for the next while unless the site log-blocks be again.




Re: [OOC] Morandun: Rise of the Spirits

The pool was not deep: just above Simon's head. The idea of having it any shallower had been shot down outright. And even so, Simon could swim, if not very well with with all the metal he was wearing. No bracers or bag and he'd taken off his boots. The only weapon he had on was a revolver in his toolbelt, but the belt was enough to drag him straight to the bottom. Simon held in laughter on the way down. Had he really just fallen into the pool because of some girl's weird ears? Or lack-there-of? A stranger popping up on a ship mid flight you take in stride, but a funny head sends you splashing?

He hit the bottom and stared up for a few split seconds, still laughing at himself internally for making a fool of himself, but also wondering about the girl. Feathers instead of ears was not a race he'd ever heard of before and he couldn't think of any other reason those feathers would be there. Nevertheless, it was probably not best that he left her up there too long, and come to think about it, he might have just violated some boundaries with the Merfolk, too. So Simon put his hands to the ground to push himself up, but before they even got there a warning went off in his head as they passed the point where the bottom should have been. Oh shit! His brain screamed as the merfolk he'd really landed on snaked one webbed hand up and around his chest to hold him down and the other.....down his pants....

It was suddenly quite apparent that this was not and attack. The mermaid who'd been "flirting" with him earlier must has quickly swum under him while he sank and was now....oh dear....nibbling on his earlobe. That, of course, was no less reason to panic. It was not a situation one expected to find themselves in, although it was giving him a whole new layer of questions where those old sailors' stories were concerned. Simon pushed off the bottom with one hand and tried to grab some water with the other, in hopes of pulling himself away from Silphia's grasp. It was no small relief when something a little more solid caught his hand and he was dumped unceremoniously on the cargo hold's floor a moment later. That girl was staring down at him, but he hardly noticed. It was rare that one thought ever held all of Simon's attention, but this moment there was only one thing in his head. It was so loud in his mind that it spilled out his mouth in a horror-stricken tone.

"I was just molested by a fish....person."

After a moment, Simon risked a glance back toward the pool. Silphia was staring at him with the face of a child who just had its favorite toy taken away. He looked back at the ceiling and didn't blink. It took him a few moments to remember the new girl. He sat up and looked toward her as she started talking. She had little wings too. He could see them through her dress, now. Not big enough to fly, though. Not anywhere near. Had he heard about a race of people who could turn into animals before? They were supposed to keep their animal ears and tail even in human form, so they could never hide what they were. He'd thought those were just stories, though. No race could transform. Okay, maybe wizards, but that didn't count.

"I'd be glad for the fair," Simon said, his smile finally creeping back as he stood up and stepped over to the towels he'd brought down earlier in some sudden rush of forethought. "and I can even loan you a change of clothes, if you like," he continued, draping one towel over the poor girls shoulders and beginning to rub himself down with the other. "but, well, I just have to know..." Simon stopped drying off to stare at her for this one. "How in Hell did you get up here? Or in here? Or even around here?" He added the last, remembering that they were currently hundreds of miles into a lifeless wasteland.


Re: [OOC] Morandun: Rise of the Spirits

She moved in uneasily, obviously the merefolk didn't seem to mind her being here. She gave them a deep nod, knowing better than to be rude. Her eyes however stayed trained on the back of the only human she had seen on the ship; therefore in her mind the captain. She tucked her hands behind her back, trying to seem as unthreatening as possible; nothing could go wrong if she looked innocent. She turned to look at the man speaking to her, her hair flying about her head, light and fly-away as ever. Sometimes she wondered if it realised she ever landed, though she didn't have hair in her other form. Her speckled wings twitched nervously behind her, unsure if he had noticed what she was.

"Oh I am so sorry, I did not mean to shock you!" Her eyes went wide as he fell into the pool. She only hoped the merefolk did not want him to badly, she supposed it might be unpleasant for him to stay in there for too long. She moved with grace towards the pool, each movement she made precise and measured, never wasting energy. She tilted her had at the merefolk, waiting for there response, some wouldn't want her coming to close and she could not swim at all. They did not make any moves towards her, so she took it that they didn't want her. She knelt on the edge of the pool, allowing her silk dress to touch the water, it would soak up lots of water being such a fine material, but she did not have time to wait. She moved into a perfect balancing position, on leg back to act as a brace, all she had to hope was that the merfolk were not prudish people; she had never spoken to one before. The other bent to stabilise her body as she lent forward, reaching into the water. It had only taken a few seconds for her to move over so he was more than in reach, she dipped both her arms into the water. It was chilly against her skin and she hoped madly she wasn't making a fool of herself. She assumed that people couldn't swim like her, but she suspected that was more just because she had wings that were to heavy, not that others couldn't.

"Yes!" She smiled at the mermaid that had been next to the captain, her hands touching on his. She heaved up, her muscled working hard to combat gravity and the heavy water that now covered him. Her long hair dipped into the water and her pendant which glowed lightly at the contact. She pulled the man out, uncaring for his movements, dumping him on the side. Immediately she moved away, it was so inappropriate to be so close to a man. Even worse where her dress had become wet and touched her skin it was utterly see-through, even though she wore leggings beneath she was very unsure of her decency. She turned away to look at the wall behind her, then at least she could wring it and let it begin to dry if he let her stay onboard. She squeezed the water out with sure strong motions, hoping it would become dry quickly. Wet droplets covered her face where her hair touched it and she checked her locket was still safe.

"I'm sorry I shocked you, I know it was bad of me to come here unannounced, but I get so tired travelling. If you are willing I am more than happy to pay for your journey and trouble, otherwise.. I guess I will have to go. " The last bit sounded a little forlorn, she would have liked to have stayed, met the merfolk and the captain but she would do whatever he wished. She did not turn, unsure of both her own state and his.


Re: [OOC] Morandun: Rise of the Spirits

You can see it? That's weird.... Everytime I go there, I don't see anything outside the first four accepted characters... I'll try posting something in the IC. If it doesnt work, I'll post it here and let you guys know.


Re: [OOC] Morandun: Rise of the Spirits

You can wait as long as you like, MercyKilling. I actually meant to ask Noctemwolf if he's tried posting outside OOC lately. I can see your character sheet just fine, man. Usually that means you've been accepted already. But it's not like I've never been mistaken before. :/

I'm also fine with moving all the action here. That would solve the problem. Shrug.


Re: [OOC] Morandun: Rise of the Spirits

That might be an okay idea. I can repost my character stats here so you guys can read it, then continue from there.


Re: [OOC] Morandun: Rise of the Spirits

yes i can, i guess you want me to?
I was thinking, we could move it to here till the GM comes back? that way everyone's happy! but its up to you guys :)
if you want a post il do one tomorrow!



Re: [OOC] Morandun: Rise of the Spirits

Yeh that's on the front, that's people who have joined; some have been accepted and others havn't.... So what are we going to do about it?


Re: [OOC] Morandun: Rise of the Spirits

But your character just showed up on the character list the other day. A wizard named Xiadore Kiius.....