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Balance Saga: Book One, The Great Mother

Balance Saga: Book One, The Great Mother

a part of “Balance Saga: Book One, The Great Mother”, a fictional universe by Twain Solemnheart.

With the nations settling after an elemental world war, there is an uneasy peace. Can six denizens of the elements uphold it as shadowy powers move to seize every throne for their own?

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Balance Saga: Book One, The Great Mother”.
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Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Fri Nov 01, 2013 2:56 am

Welcome one and all to the OOC! In the following posts I shall be making the skeletons for characters clear, as well as some more explanatory things like the magic system, rumors, and such. Once that is done, feel free to post away!

But first, let's start with this.

~Magic System~



There has been some question as to the magic system within this roleplay. I will admit, I did not elaborate on a clear enough level here, as I suspected. I will now elaborate further on the classes of magic, and types that may be used.

~Augmentation~
This is my personal favorite and the one I understand best. Augmentation magic is just as it sounds, using your element to augment something connected to you. For instance, Twain Solemnheart, my character, uses his power of Light to augment his sword when the going gets rough. This causes the three and a half foot long edge of steel to gain attributes of the Light element. The metal may shimmer, glow, or shine of its own account, the apex of which will be the diamond in his sword, to which there is great significance to be explained at a later date.

Augmentation magic is not limited to just weaponry though. It can be employed to nearly anything touching your character's body. For instance, say you are the fire user. It is possible for you to be in a fight and grab hold of someone's weapon. Using your element you can quickly heat the weapon, causing your foe to drop it. This however would be considered godmodding against another player, unless permission is given. If we wind up in a brawl with a bunch of NPCs however, it's fair game. Just a few augmentation examples will follow.

Light: Twain's blade glowing brighter, causing more damage. Light is energy in its purest form. This will allow the blade to slice easier and perhaps even spark when clashing with another weapon or object.
Shadow: Coating a blade or self in shadow, becoming nearly invisible durring the night. Shadow can act as a type of poison when coating a blade.
Earth: Works better with weapons made of wood. Can create barbs that drip poison or acid.
Water: Ice a weapon, so that when it breaks the skin, instant freezing of local tissue occures.
Fire: Cause weaponry or self to catch fire, without harm to self or weapon. Extra damage here is self explanatory.
Wind: Guess who gets a slight electrical charge? Wind. Added weapon damage is easy to understand here.

~Alchemical~
The art of alchemy in this world is about the same as any other. An added feature in this world is that while in transmutation, the alchemist may put a bit of their element into the mix, changing the end product slightly to hold a bit of their own essence and element. Here's and example.

Twain needs to transmute a small ball of bronze into something else. He's out in the middle of no where, and it's dark. The sky is overcast. Little to no light is available. Durring the transmutation, he could easily invoke some of his magical power, causing the new end product, let's saw a staff or something, to glow lightly, giving him just enough light to see, and increasing damage if used as a weapon. It does however, take an extremely large toll on him, since the item will hold the enchantment by itself when away from him for up to a month. While touching him, it will leach from his magical energy, and thereby, his life force. In that one instant it was like he cast a very large spell. He might feel weak at the knees or even sick to his stomach. He may vomit. It's the price of magic. Alchemy also does take energy from the body normally, without elemental addatives. It is very risky to add your element. As stated before, the element will linger in the new item, where in augmentation magic, once you let it go, the object returns to normal.

~Projection~
This is what a lot of us think of when we think magic. It is, by my definition, projecting the element outwards, as in the case of a fire using throwing a fire ball, a water character throwing a spear of ice, earth hurling a boulder, wind causing a gust, you get the idea. This is the second most common class of magic in the world, with a close tail on Augmentation. This requires the caster to put in 100% of their own energy to create the spell. It can be instant or a build up. If you build up you can create larger spells at less of a cost, but if you work instantly, it's a higher cost for a weaker spell, at least in the ratio. Here is an example.

Let's say Twain is fighting against a spell user. The spell user is slowly building up a powerful spell. It is draining his magical ability at a slow and steady rate, but one he can measure. Twain uses only instant spells, which are weak in comparrison, but much faster. They do battle. Twain shoots out blades of light instantly, like throwing knives that fly in a straight line. This takes a quick toll on him, because it instantly saps his energy, without time to recharge. If he keeps this up, exhaustion will quickly overtake him, and he wouldn't get anywhere near the potency of the enemy mage, whose magical energy has the slightest ability to restore itself as he works on the spell. It is a net loss, but not as severe as an instant cast.

~Manipulation~
This is not only the rarest class of magic, but also the most difficult. Here, you literally manipulate the element. Low level spells are easy enough to do, such as taking a camp fire and molding the blaze. However, if your element is more one of spirit than one of a concrete matter, this is a particularly risky field. High level manipulation magic is the most lethal to use. It has strong ties into Augmentation magic at this stage, but you no longer need to be in contact with the object you are working with. For an example, high level Augmentation magic allows you to create high potency concentrations of elemental power in an object. Manipulation magic lets you make that same object out of pure element, right on the spot. This is going to be endgame stuff for the most part.

An example of this can be used in the history of the Three Drakes of Light. The first to come and rise as a Light Drake, Lucien, fought a great battle before his ascension. Durring this battle, he went from wearing only white robes, to becoming encased within reflective armor, made of concentrated element. Not only was there armor, but he also had a large array of weaponry made of pure light, as well as angelic wings. Normally, such a spell would consume nearly the entire body within minutes, leaving nothing but a dried husk. To achieve this form requires the aid of the elemental dragon your element corrisponds with directly
, meaning without them there with you, this is not possible. There is no other way, since it simply requires far too much energy.

A forbidden field of this magic may be known as Necromancy, which is only available to the character of Shadows. If you want this power ((necromancy)), you and I will be talking. A lot.

~Added Information~
Most everyone should see this one coming. Crystals play a large part in magic use in this roleplay. Are they required for magic? No. But, they do amplify it. Think about the sun and a magnifying glass. It's the same concept here. Your magical power is the sun and the crystal is the magnifying glass. The higher quality crystal, the more amplification. Crystals can amplify magic up to five times, but most only add a little bit to someone's base power. Quality can be measured in the size and clarity of the crystal. If they are cut, so is the power. Naturally occuring wonders are what make this magical world go round. Crystal types for the elements are as follows.

Light: Diamond
Shadow: Jet
Earth: Emerald
Water: Sapphire
Fire: Ruby
Wind: Topaz

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Fri Nov 01, 2013 3:42 am

~Races~


There are two playable races in this roleplay, the Drakes and the Humans. Human cultures differ from country to country, and Drake cultures from tribe to tribe. Here are some examples. Most of you can probably understand the human culture from the main page, so I will not elaborate further unlessed asked to do so. However, a question has come up about the Drakes. What are they? Well, I'll tell you about my little brain children.

Drakes are a type of mix between Humans and Dragons. They stand on two legs, have a tail, claws, scales, a snout, and fangs. Only the Fire tribes inherently breathe any form of element. Their scales often act as a type of natural armor, rivalling sturdy leather. Clothing is more for the sake of being decent in public than protection. The males are generally the ones who look a bit rougher around the edges, gaining much large spines and crests. The crests of their heads are generally just horns or something of that nature. They aren't too overboard, considering how helmets are indeed a part of their armory. Females tend to be a bit shorter and of lighter build than the males, and have no spikes. They are the only ones who possess the ability to control magic outside of Augmentation and Manipulation. Drake Chieftains however, are gifted by their Dragon, and are allowed to possess both the physical prowess of the males and the magical ability of the females. Outside of the Wind Drakes, they are the only ones who may also grow wings, which they can retract at will, and fly. Fire Drake Chieftains are exclusively male, and Naga Chieftains are exclusively female. Wind, Earth, and Shadow are all equal opportunity employers. There is no Chieftain with the Three Drakes of Light.


~The Map~


Here is a horribly hand drawn map by myself. It is meant more for the book that I am writing than this roleplay, but it will do until I can make a revised copy. There are some things that I ask you to ignore, as they are not in this roleplay. Please ignore all skull marks, claw marks, falcon marks, and fin marks. You'll see them, trust me. The key to the map shall follow.
Image


.... : Dotted Lines - Roads
___ : Solid Lines - Rivers
--- : Dashed Lines - National Borders ((now color coded!))
Crowns - Capital Cities
Hollow Circles - Large Settlements. Small ones are not marked.
Ships - Ports and Port Cities
Diamond Shapes with Cross in Them - Drake Tribes ((long symbal explanation, huh?))
Flat Line with Three Lines Sticking Out of It - Marsh Land
Upside down V's - Mountains
Fuzzy Lines - Forest Areas
Temple Looking Symbols - Temples
Symbol that Looks Kind of Like This, /oI - Ruins ((you'll figure it out...))

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Fri Nov 01, 2013 3:48 am

~Weapons System~


There are traditional weapons in this roleplay, but don't let that limit you. Your character is free to use whatever they please, though certain things may amplify your elemental ability or have more cultural significance to your character. Here are some examples.

Earth: The Earth tends to be an overwhelming element when in battle, choosing raw power over speed or accuracy. Suggested weapons here are clubs, maces, warhammers, and staves. Earthen swords tend to be a bit shorter and broader than normal, as well as fairly heavy. Bows are generally kept to the short bow area. Throwing weapons are seen here quite a bit, though it is generally in the form of axes, which tend to get a bit bulky, limiting the number you can carry. Shields are also a large part of the armory, some of them being specially crafted to double as weaponry. Tower shields are not a rare sight.

Fire: Fire tends to be something that is fast and brutal. Weapons in this country are generally light, fast, and sharp. Daggers, swords, and axes are the preffered weapons here. Archery is also a large pastime here. Their bows are second only to that of the Wind nation. Weapons here are made to be held in one hand, and generally come in pairs. Shields are rarely seen, unless made of wicker or some light metal.

Water: The Water nation uses momentum as their weapon, and as such, their fighting styles reflect that. Spears, tridents, chains, and short swords are the traditional weapons here. Nets are also employed, though more in the arenas. They also enjoy using dart weaponry, such as blow dart guns and throwing darts. Shields are used in moderation, and are generally of fair to large size. Think small versions of the Roman shields.

Wind: The Wind nation tends to stick more to a distance, using long bows that can be up to six feet tall. They are master archers. When in close quarters they tend to use metal fans, knives that can be used hand to hand or thrown. Swords tend to be longer and single edged. Shields are a rare thing to see, though when they are, they tend to be more like bucklers, small things that barely cover the forearm.

Light and Shadow: These two elements don't really have any traditional weaponry. Lucien used a sword, and the two after him used a mace and staff, respectively. So, for Light, there is no defined, traditional weaponry. The same can be said for Shadow. The only hint towards weaponry here is that they like being subtle. Hidden things are their love, but it isn't like they don't know how to use a sword or a mace or bow or something. They just prefer to stay hidden, where as those of the Light are much more frontal.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Fri Nov 01, 2013 3:50 am

~Current Politics and Rumors~


An' Tirian Politics and Rumors


King Edwin Mountainsong is a direct descendant of a legendary An' Tirian hero, Craven Mountainsong, the first Wolf Warrior. He's 28 years old and has recently adopted a "Open Room" policy meaning he is almost constantly in the throne room, taking cases from the peasantry. He's doing his best to have a transparent government while still maintaining good faith and standing with the other nations, at least that's how it seems to be. Few political figures know how he truly works, and those that do either greatly respect, or fear my character. He is neither married, nor does he have any children, which is of great concern at this point, especially because of his new open door policy, which leaves him extremely vulnerable to assassination, or so it seems.


Annaffiaren Politics and Rumors

Other major political figures would be Empress Alessia and her husband, Emperor Constantine. Though typically the husband would rule, Alessia was once a priestess and a good friend of Twain's. Though in her early career she was painted as a heretic to the Queen Serpent, she proved a key figure in the Western Rebellion as well as one of the greatest seers of her time. She rose from peasantry, was arrested, spent her time in the arena, and rose to power through the usurpation of a corrupt ruler, Emperor Montrell. She is on good terms with Edwin, and often visits Craven Hollow with her husband, who often serves as a messenger of Her Majesty. He's dutiful, but also stubborn and unbound to anything but his own love for his empress.

Al' Kimeshan Politics and Rumors


Malik ((or King)) Aashir is the crowned ruler of Al' Kimesh, though he holds little real power as mentioned before. Several different warlords control raiding bands along the nation's rivers and border. Among the most notable are Shah Hasib, Kabir the Terrifying, and Mubdi of the Blazing Sky. Each control a vast portion of territory in the sands with their own methods and ideologies.

Shah Hasib is arguably the most intelligent, seeking to enter treaties with An' Tir to function as a type of strong arm in the region. Although that offer is tempting, Edwin is steering clear of it for now, knowing that it could spark issues with other tribes and his own people.

Kabir the Terrifying runs the most successful band of raiders the sands have known in near on three hundred years. His vast wealth is accumulated through the slave trade, spice trade, and theft of mercantile ships heading up or down the river. He's not a big fan of either the Malik or Shah Hasib.

Finally, Mubdi or the Blazing Sky acts as a type of warrior priest. He is the most openly opposed to An' Tir and the other nations, and had a sizable force under his control back in the day. He is currently locked away in a high security location somewhere in the Agrius province of An' Tir. Rumors are circulating that he is being used as an informant to help the trade ships escape Kabir's assaults, or to provide more accurate information so An' Tir can launch a full scale invasion of Al' Kimesh. Neither of which have much validity with the common folk, and only radicals still function in his name, harassing Al' Kimeshian and An' Tirian settlements up and down the border.


Tochikazen Politics and Rumors

Chosen Akihito is an elderly ruler who has recently lost his wife. He is the crown ruler of Tochikaze. His son, Kenzo Okitsugo, is eagerly awaiting his rise to power, and this has many diplomats on edge. Kenzo earned a name for himself in the few conflicts that Tochikaze was involved with in the past. Kenzo the Tempest, he was called. It was rumored that in one confrontation with a nameless An' Tirian and his comrades, his sword breathed lightning and his voice broke out with such force that it shattered nearby boulders. Of course, there is a lot of mysticism running rampant about Tochikaze.

And the reason they haven't been smashed by An' Tir is simple. Though they are a small country, they're very well defended by nature herself. Long, narrow mountain passes make it next to impossible for a full regiment to march through unless they go in rows of five or less, making them ample targets to the world's best known archers. Think Switzerland meets Bushido. You're not getting through there.

An interesting rumor going around is also that their military is only partly made up of human soldiers. Stories of metal men run wild in the north western section of the world. Men and women who tick and click like a hundred clocks going all at once, whose eyes glow as if a strange lantern behind glass, and who don't speak, but screech a metallic cry before ripping their opponents to shreds with clawed hands and feet.

World Wide Politics and Rumors

As the four countries have begun to restitch themselves from the massive war of the past decade. Nine years of bloodshed and treachery have left certain nations with more of a thirst for blood than ever, while others have settled even further into their niche of the world. Although there is a rough peace being maintained between the four nations, there are spiteful rumors floating through every country that An' Tir is thinking of spear heading invasions world wide to establish a greater empire and do away with elemental divides. Some agree to this idea of unification, others do not.

Radical groups in every country have their own causes, wounds still not healed after two years of quiet and peace. An' Tirian guerrilla groups have been accused of harrassing the Gypsies, a nomadic people that act as Gilavar's main presence in the world. Their logic simply stating, "They move too freely. When Stoneguard fell to all that time ago, it was the Gypsies who had last been seen! Twas they who had the most range over these lands, and it should have been they who wet the fields with their blood instead of turning brother against brother and father against son."

Annaffiare has expressed concerns around these rumors. King Edwin Mountainsong has promised not only Annaffiare, but the other nations as well, that there will be no sanctioned invasions of their territories, and that any aggression from radical groups will be met with the full force of An' Tir themselves.

Several war bands from Al' Kimesh have taken advantage of this instability and the reconstruction to bolster their size and embolden their raids. Tensions between Earth and Fire have always been high, though now they seem to be higher than ever. Along the border, many people are wondering who will start the next blood bath, An' Tir or Al' Kimesh.

~ ~ ~ ~ ~


A new tradition has arisen in several more rural areas of all the nations. Where as once it was customary to bury the dead, now fetid smoke fills the air as they burn those who pass on. Although this resurgence of cremations into mainstream death-rights should be of no real notice, the strange part is roughly half of the people who were burned had some part of them preserved, namely either the heart or the head, and that would be entombed in a small casket to be buried at the family's leisure and location. This practice has been going on for roughly the past three years, and although no one can pin-point an exact cause as to why this trend is, one name seems to rustle behind the origin story of a man who did this, and could there by release his loved ones' souls while still maintaining the heart and speech of their essence. His name was Rodrek Thumberlin, a local of the Agrius province. He is rumored to pay visits to those practicing this strange sort of burial, giving them solace either through a beating heart or spoken word from those who should have long since past.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Iezobel on Fri Nov 01, 2013 6:03 pm

Ok I'm going to make a shadow character! I should have her up for Sunday night(away on Sat so cant submit then). Now... The hard part... Necromancy... *Evil laugh* Ahem.
Follow me down the path
I will walk beside you
Guiding and showing you the way
I will not leave you
I will be standing on the path watching you
If you ever feel alone
Close your eyes
You will see 6 sets of foot prints
2 belonging to you, 4 to me
Then you will know that I have not left you

For the strength of the Pack is the Wolf...
And the strength of the Wolf is the Pack

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Fri Nov 01, 2013 9:56 pm

Iezobel wrote:Ok I'm going to make a shadow character! I should have her up for Sunday night(away on Sat so cant submit then). Now... The hard part... Necromancy... *Evil laugh* Ahem.

Well, I'm a terrible person. I haven't figured out how to set up call orders and I do regret to inform you that I was IM'd earlier with a reserve for Shadow v.v

Water and Earth are parts of the same triumvirate, though. And if you're doing shadow, I would strongly recommend water. They're very similarly linked. Feel free to quote me or PM me for more info.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Iezobel on Sat Nov 02, 2013 7:43 am

Would air still be available is so could I reserve that. If not I'll stick with water!

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby TCDinNYC on Sat Nov 02, 2013 8:45 am

Well, I was wondering if Fire was still open? If not, which ones are left? This RP looks interesting.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Sat Nov 02, 2013 6:22 pm

The two open spots as of now are Earth and Fire, as I also got PM before for both Wind and Water and am a terrible person >.>

Earth is part of the same triumvirate as Shadow, too! In fact, it actually boosts shadow magic later on. Weird, right? It 'll make sense, I promise!

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Iezobel on Sun Nov 03, 2013 7:32 am

Ok I'll go with earth. Also I'm a tiny bit confused but ok? I'm not sure how it will boost it, trying very hard to get my brain to work it out.
~Edit~
Could th weapon include a scythe?

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Shadow's Servant on Mon Nov 04, 2013 8:47 am

Hello, I would like to ask which spots are still open, and where can I find the codes for making a character? I don't see them anywhere in the OOC. (Sorry, but I'm kind of new to this site, but definitely not new to RP)

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Wed Nov 06, 2013 2:52 am

The last two spots, which are Wind and Water, are currently in a bit of a debated state. I haven't received contact from either of the people interested in a couple days. I had believed them to be working hard away at their profiles, but with a lack of knowledge I am now inquiring. Once all primary spots are filled I'll be opening up secondary slots for those who aren't "Chosen". Arguably, it will give you more customization to your character, but let me inquire a bit further before you take a definite answer from this.

TLDR: Idunnoritenao but I'm finding out.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Beach-Born-Boy on Wed Nov 06, 2013 1:41 pm

So i'm in class for another ten or twenty minutes but i'd love to join with whatever I can, chosen or not. Is it alright if I throw one in for each?
"I saw the traveler make his way toward the monolith,
That thin gash amidst the clouds;
An open seam between heaven and earth that eluded the Eye of God.

Or perhaps it had not; perhaps it beckoned from one realm
To the other, wedded And ruled as one;
For look how clean it splits the horizon 'twain, absorbs it,
Makes it Strange,
An indomitable beam,
A Tower of Heaven."

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Twain Solemnheart on Wed Nov 06, 2013 3:40 pm

Feel free. If no one responds I'll have two open slots. I'll be giving them another forty-eight hours before I open them back up, so there's that.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Beach-Born-Boy on Wed Nov 06, 2013 10:48 pm

I'm going for a fire drake if that's cool.
Edit: Not a chosen, just a fire drake. Better with non human characters.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Beach-Born-Boy on Thu Nov 07, 2013 12:52 pm

And he's done!

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Clear Cut on Thu Nov 07, 2013 3:30 pm

Drake, Drake, I really need to create one for this.

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Beach-Born-Boy on Sun Nov 10, 2013 10:22 pm

So what's the verdict? This thing still good?

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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby DemonDante on Mon Nov 11, 2013 6:46 pm

I hope so. I was looking forward to this one. Maybe you should remake this one Twain?
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DemonDante
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Re: Balance Saga: Book One, The Great Mother

Tips: 0.00 INK Postby Beach-Born-Boy on Mon Nov 11, 2013 9:17 pm

If he doesn't I might do a spin on it. Btw demon, fantastic sig choice

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