Introduction
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Do not fear me,
For I have been sent by G-d.
Do not tremble in my presence.
They had wings as wide as the sea.
In their left hand, a trumpet and in their right, a sword.
Do not fear me, they begged.
And yet, their very presence demanded to be feared.
Not an angel, but a seraph.
They came to earth with a thunderous roar and left with a flash of light. They were no angels, there was no kindness in their face or a gentleness in their tone. When they spoke, the earth shook and when they flew, the oceans quaked. From their trumpets they blew and it created a wind so thunderous that it moved homes. With their swords they slashed and felled whole trees. You could say nothing in thier presence, for you would be frozen in shock and fear. Do not fear them they asked, but there was no alternative.
They left in the blink of an eye, leaving nothing behind save for a clump of feathers. They bore a warning to humanity, that they must change, less they would like to face the wrath of the seraphs. Humanity heeded their warnings, they changed their ways. Pollution ceased, the air became breathable once more, and the humans began to tolerate one another.
Promises are lies. Even with their oath, humanity could not help itself. Upon the visit of the seraph, a handful of feathers had drfited to earth. The feathers were meant to dissolve, the feathers should never have been found. Located in the sand of a sleepy sea side town, the beautifiul sunny city built a building close to the sea, should they ever find the need to remove the evidence of their treachery quickly. It was not a simple plan, nor was it a swift one. They asked for male and female volunteers from far and wide, screeing them one by one, for an optimal match. While they had only intended one yileding one, the egg split in the artificial womb and instead of one hatchling, there were two.
With bright eyes and vibrant hair, they were received into the world. Curious little creatures, neither fully human nor seraph. Their genetics were a cautious balance. They were raised with human intelligence. Kept isolated from the world, their only education was what had been deemed relevant to their lives. They were like pets, praised when good, punished when bad. Like rats, they were kept in rooms, separate from one another, only allowed to interact when it was deemed appropriate.
And like rats they had no free will. They ate when scheduled, used the bathroom when told to, were forced to wear collars and be shown off to whomever they wanted to show them to. The two girls had not even names to call themselves by, but had grown used to this life, having been raised this way. At least until n explosion sounded in the building and their lives were turned upside down.
Fiona Helena || 34 || Head of Shield and Councilor of Healthcare || Dorothea || NPC
Xavir Crumb || 35 || Councilor of Finances || Richard Dvorpian || NPC
Alexi Von Lexicorp || 30 || Councilor of Pulic Relations || Daisuke Kanbe || NPC
Penny Darling || 29 || Soft-Hearted Psychologist || Tohru Honda || NPC
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.
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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 » 1 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!
Add Group » 0 Factions to align with
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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 Seraphim. 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) |