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Blood Moon - OOC

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Post by xraineyesx Sun Jul 04, 2010 1:29 am

Blood Moon
________________________________________



THE STORY

Two age-old groups are war with one another as they have been for centuries. Both are learned in ancient magics, but the first, the Wulf Clan, possesses and protects a deep and dangerous black magic, which the Foxx Clan has sought for their own malevolent purposes.

The first group were originally humans, practicing white magic for good; however, because of their sinful manipulations
of God's earth and creations, they were condemned to a wolf form for eternity. In this punishment, they can never enter Heaven and are to remain on Earth forever.

The second group, those who used black magic and had destroyed their souls with black smut, spent all of their time competing and generally losing to the white magic. When the second group was punished, they willfully entered into a new form, that of a fox, to attempt to keep up in their competition using deep black magic secrets.

The Wulf knew of an ancient black magic secret that would enable the Foxx to become all-powerful and unstoppable. The second wage their war in an effort to gain dominion over all.

Each group suffers certain parts to their punishment, such as having to hide even in human society. Once a month, the Wulf is forced through a horribly painful transformation into a full-fledged wolf during which they become nearly uncontrollable with lust for human blood. Using their magic, they have prevented any attacks for many years.

The Foxx Clan, too, is faced with such transformation during which they lure humans to their doom and devour them without hesitation. However, the Foxx can bring about their transformation regardless of the moon at any point in time through very dark magic, which is both draining of their energy and difficult to preform.

Because of these attacks, a group of purely human magi exists and hunts both parties in an effort to destroy them. They use a combination of magical skills and weapons to defeat their enemies. This group is deemed the Blood Moons.

It has been twenty years since the Wulfs were first cursed and slightly less than that since the Foxx willingly entered
into a curse upon their very souls. The Blood Moons have only bound themselves together in the past three years, slowly growing into a collective Clan, instead of a loose group of random wanderers wanting revenge for fallen loved ones, fallen loved ones who have been taken by either the Wulf or Foxx.

Although it has been fifteen years since any Wulf has attacked a human, the Blood Moons still seek them and seek their
destruction. They do not discriminate between Wulf or Foxx; if it isn't human, it is a sin and needs to be wiped from the earth. The Wulf are desperately trying to find a way to permanently hide their secret magic – and failing – and they are desperately trying to keep it away from the Foxx who attack now more than ever. With the combined pressure from the Foxx Clan and the Blood Moons, the Wulf are rarely stationary.


THE SETTING

The story takes place in a very medieval European-esque setting. The land, called Arathia, is full of hills and fields and forests. To the north, there are mountains and to the south, a sandy coast that meets the Sea Tinsley. It is criss-crossed with streams and rivers and dotted with ponds and lakes. It is very green and full of vegetation. There are only three major cities: Astridan, Raitia and Sulthin. The only other settlements range from one-person farms to larger villages. But in most places there are small clustered villages that serve as a communities for large stretches of farmland.

Astridan is in the northeastern foothills of the Herradan Mountains. The people there are even paler than the rest of the lot and are used to harsher climates. It is almost always cold there and it snows in the winter, which is longer than the rest of Arathia's winter, and rains in the spring/summer/fall time. It is even known to snow into the spring and start in the fall. The people here are generally not friendly to strangers though they are not hostile, and their many source of business is their sea port (exports) and the gems they mine out of the Mountains.

Raitia is in the southeast corner of Arathia, the temperate coastline. It is warmest here, though not overly warm. The people are very friendly, open people, and are primarily fishermen. They, too, make much trade via sea, but
they bring in more imports than the export goods. Most of Arathia's fruit is grown in this area.


Sulthin is in the midwest of the country. It is the capital city and a shining hub of activity, trade, and importance. The King and Queen reside here in their royal palace which is in the far north of the city. The entire city is surrounded by a huge stone wall, except for the sprawling, expanding suburbs, which surround it, as the increasing population has required expansion. A new wall is in process of being built. All are welcomed into Sulthin but they must pass through the gates and an inspection of the guards there. The interior of the city is always busy, day and night, and a person can find anything – anything – that they need here, legal or not.

Each Clan has their own permanent, highly secret residence, a headquarters so to say, and of course, every individual has their own personal homes. The Wulfs headquarters is far to the west and deep in the forest, in between the mountains and the coast almost nearly in the middle. It is slightly closer to the north, however. The Foxx hide themselves away in the foothills of the Herradan Mountains. They are nearly straight north from Sulthin in the middle of Arathia. And the Blood Moons keep themselves in a small village named Manarr. It is to the south and east of Sulthin but is not in the suburbs.




CHARACTERISTICS

Shared Characteristics
All three tribes share some basic characteristics: they are all intensely loyal to their fellow Clan members; they are skilled warriors; they are all ambitious for some reason or another, purpose-driven; and they all hate everyone else. However, they are all unique in their own way.


WULF
The Wulf live in a society much like the wolves themselves. There is a hierarchy of power and the alpha male's word is law. They consider themselves a family with Wulf and Kendall being the parents of their children, the sister and
brother of the other adults, etc. They are cool and rational, level-headed, for the most part, and are slow to violence, but quick to protect each other. Their main goal is to avoid the Foxx and the Blood Moons and protect their secret; however, they will not hesitate to engage in battle, which they fight with their all, one-hundred percent, and their heart and soul. No Wulf ever gets left behind, even if they are slain.



FOXX
Clever, tricky people, they are sly and fierce. They are very proud people and squabble a lot amongst themselves; however, all squabbling is immediately forgotten if another threat is present. They are generally obsessed
with proving themselves the best and winning the game, even amongst themselves. They don't always follow orders and many times number one is number one on their list, but if their own tail isn't in trouble, they will fight tooth and claw for their fellow Clanmates. They actively seek a fight and get bored easily in general.



BLOOD MOONS

The human Blood Moons are a very devout group and rely on God and only magic that won't taint them to prove themselves. They are a nomadic group, living mostly in portable tents, and relying onhorses to carry them. Otherwise they cannot keep up with their prey –the Wulf and the Foxx. They seek to destroy them, for the Foxx and
the Wulf are purely evil in their eyes, a sin that must be eradicated. They plan everything in advance and have very detailed plans for their hunts. They protect innocence before their own lives as they feel it is their solemn duty and often pray.




Continued in next post


Last edited by xraineyesx on Sun Jul 04, 2010 2:44 am; edited 12 times in total
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Post by xraineyesx Sun Jul 04, 2010 1:56 am

MAGIC

  • Each person has a specialty in one of the magical arts: white, black, healing, or elemental. Elemental is broken even further into categories: earth, fire, wind, water, electricity, mineral, fauna, flora.

WHITE
White magic is pure magic that leaves no smut on the soul and does not taint the user. It never harms or kills anything while drawing the energy necessary to use it and is not used for devious purposes. If the intentions of the user are for evil or harm, the magic will be weak and possibly even fail. It is the strongest type of magic and the hardest to work skillfully.



BLACK
Black magic is wicked and does taint the user. This is its greatest downfall. It will doom the user's soul to Hell and is only removable through drastic, almost-forgotten measures. It can be used to kill and to maim but it works regardless of the intentions. It is a quick, easily performed magic, but it comes at a price: one soul. It is generally the magic
of choice of Foxxes.



HEALING
The name says it all. Healing is a branch of white magic and is used for good. It is very draining on the healer, but the effects are not permanent. Most healers are very skilled at their art but are very lacking in other forms of magic. (Note: All the Clans need a Healer.)


ELEMENTAL
As stated, elemental magic deals with neither black or white magic. It uses strictly raw elemental power and has no effect on the soul. Elemental magic users can use an elemental to their advantage, but they specialize in utilizing one type as their strong suit.



    • EARTH: This is the most common type of Elemental Magic as it has the most material available to the user at any given time. The user manipulates the earth to do their bidding.

    • FIRE: This is the least common form of Elemental Magic after Electricity due to its lack of accessibility. For a Fire Mage to use fire, there must be fire present, and in dire situations when magic is called for immediately, it is not always readily available. This is certainlythe downfall to Fire Magic because it is highly manipulative.

    • WIND: The fifth most common type of Elemental magic, it grants the user the ability to control the wind and air currents. It has a limited range of use but for a creative Mage, it can be used to one's advantage.

    • WATER: The second most common form of Elemental Magic, as water is almost always available, the only downfall to this is the fact that on dry land it might take some time to collect sufficient water for use.

    • ELECTRICITY: The least commonly used form of Elemental Magic, it is stunningly powerful and hard to control. The materials for it can be found almost anywhere but only a truly skilled Mage can draw them out and
      control them. It is unpredictable and dangerous to the point of fatality in an under-trained Mage and most never even approach it.


    • MINERAL: The sixth most common type of Elemental Magic, this form allows the user to manipulate minerals, such as those found in rocks and metal. It is a strange, complicated form of magic, but can be highly useful,
      such as when crafting weapons or armor or things of that nature. It is a slow magic but can be used by anyone without much danger; however, only someone highly trained in it can shape the minerals into working objects like knives or armor.


    • FAUNA: The fourth most common type of Elemental magic, it grants the user control over the beasts that roam the earth. The more skilled a Mage is of this magic, the more creatures they can control at once.


    • FLORA: This is the third most common type. It involves plants and vegetation, however, rather than animals, and works nearly the same way.



THE CLANS



  • It is important to note that while I have supplied the names and positions of the characters it is solely up to the player to create their personalities and backgrounds. It is also important to note that I will consider name changes. See other notes.

    The Wulf Clan [/color]
    Wulf - the male leader of the Wulf Clan --> xraineyesx
    Kendall - the female leader of the Wulf Clan
    Torr - male member
    Willow - female member
    Kinsey - female member
    Drake - male member
    Isabelle (Izzy) – female member
    Aryn - male member


    The Foxx Clan[/color]
    Foxx - the male leader of the Foxx Clan
    Tandr - the female leader of the Wulf Clan
    Blake - male member
    Elleree - female member
    Paxton - female member
    Sigga - male member
    Arleigh – female member
    Fenwick- male member


    The Blood Moons
    Faine- the male leader of the humans --> Kingmaker
    Audra- the female leader of the humans
    Blagden - male member
    Nola - female member --> xraineyesx
    Magda - female member]
    Landon - male member
    Leighton – female member
    Slade - male member



Continued in next post


Last edited by xraineyesx on Sun Jul 04, 2010 2:28 am; edited 1 time in total
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Post by xraineyesx Sun Jul 04, 2010 2:15 am

THE RULES

1] You may play multiple characters. In fact, it is encouraged, but not required.
2.] I will consider changing the name of a character if it is fitting. All of these names are old English, old Irish, etc, as far as I can tell.
3.] Please be reasonable if playing a character. Foxxs do not have morality, for instance. They are blackguards who are hellbent on getting their hands on the black magic the Wulfs protect.
4.] The only races are the ones specified. I will consider adding in any race, common or made-up, if you can make it fit into the story and if I like it. I will ask, however, that if you wish to make up a race/add in a race that you play one of the already-made characters.
5.] I will consider the addition of anything creativity-wise, whether it be character, plot development, etc. Just propose your ideas.



NOTE: This came from another site and the rules got cut in half coming from there to here, because I didn't even need to state them. Feels so good. Lol.



CHARACTER SHEET


Name:
Clan:
Gender:
Age:
Appearance:
Personality:
Magical skills/expertise:
Background/history:
Other:



OTHER NOTES OF IMPORTANCE



1.] The roleplay cannot start without all of the leaders, male and female, and at least two other characters in each
Clan

2.] The heads of the Wulf and Foxx Clans are mate; it is between those who choose to play the Blood Moon heads to decide whether or not to be lovers.
3.] Faine is the leader of the Blood Moon Clan; he started it. His sister is Nola. Basically, this means, no one was born into the Clan.
4.] The Wulf and Foxx Clans can turn more members if need be, so you're story can be either you were one of the original users or you were turned. To be turned involves a complicated process and a lot of dark magic.
5.] The Foxx are not moral characters. They will do anything to gain what the want and care nothing for others; however, they have a fierce loyalty to one another.
6.] The Clans all three hunt each other down; however, not that much killing takes place. (If it did, they'd be wiped out in a week.) The more likely outcome is injuries ranging from severe to minimal. This is why every Clan requires a Healer.
7.] As far as Magic goes, your character may have one kind that they are a master of, two that they are proficient at, and two that they have dabbled in.
8.] Magic is a complicated process and involves words and energy to use. You cannot use it immediately or endlessly. This is why the Clans carry traditional weapons and prefer to resort to those.
9.] All three Clans are deeply loyal to their members.
10.] The setting is a medieval time. Be reasonable when it comes to clothing.
11.] All three of the Clans have their own unique tattoo branding them as a member. The Blood Moons have a crimson crescent moon, the Foxx have a black fox's head and tail done in minimal thick lines, and the Wulf have a Celtic-y looking knot. The tattoo may be placed anywhere, and the characters may have other tattoos or piercings.


Last edited by xraineyesx on Sun Jul 04, 2010 2:24 am; edited 2 times in total
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Post by xraineyesx Sun Jul 04, 2010 2:16 am

reserved for characters
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Post by Kingmaker Sun Jul 04, 2010 3:15 am

Name: Faine

Clan: Blood Moon

Gender: Male
Age: 27

Appearance: Faine has slightly long, brown hair. He has numerous scars over his body, and one over his nose, going from his left eye to the other side, before trailing back (like a shepard's hook). He stands at 5'7", and has slightly pale skin. He wears a necklace with a finger from a Wulf clanmember on it. His clothes are red, designed in the styles of the Eastern countries. They're red silk, with trailing golden moon designs on them. His pants are loose-fitting white silk. His body is rigid with muscle, from his nearly-constant training. His left hand has the mark of the Blood Moon on the palm, a red crescent moon. On the back of his right, is a red half-moon. On the palm of his left hand is a red 3/4th full red moon... And on the palm of his right hand is a red full moon.

Personality: Harsh, and manipulative. Faine is not above using others to end the Foxx and Wulf clans. Besides that, if you're in the clan, he might use you, but he'd give his life to protect you. When he's not in combat, he'll be pushing you to train or pray.

Magical skills/expertise: Fire: Master. Earth: Proficient. Mineral: Proficient. Healing: Dabbled

Background/history: Faine grew up with his sister, Nola. Ever since birth, he'd been told to "protect your family, then your friends". Naturally, anywhere Nola went, Faine was there. Armed to the teeth. He was devoutly devoted to his religion, for it was most literally beaten into him by his slightly abusive father. The oldest scars he has are from his father, but his sister will never know. To her, their home life was idealistic and pristine. Faine knew his father, and his almost always slightly drunk mother, weren't the perfect family. But it was a home, a safe place. Then... When Faine was 15, the Foxxes attacked. They had heard, mistakenly, that Faine and Nola's father was a wizard of some note. They came, black magic rolling from their tongues as they leveled their tiny house. Faine grabbed the only weapon he'd ever seen his father touch, a machete with a thicker-than-normal blade. He charged a Foxx, swinging it as hard as he could. He remembered seeing a blast of magic, and crawling to protect the prone form of his sister...

When he awoke, she was still passed out, and the house was burned completely to the ground. His right arm was scorched from the bicep to his mid-chest. But it was okay, he'd kept his sister alive and warm. From that day on, he and his sister traveled the lands, praying and taking charity when they could. Across the lands, they heard stories of Wulfs and Foxxes hunting and killing humans... Faine got an idea. He started frequenting bars and archery ranges, forges and armor shops. He asked everyone if they were sick of these impure monstrosities slaying God-fearing humans.

Soon, he had followers. Young as he was, and armed with his father's now-reinforced and sharpened machete, and his constant determination, he gathered warriors to help him fight. Over years, they've only killed few of any clan, but they each got their mementos from combat. Faine cut a finger from a Wulf, and kept it as a necklace.

Now 27, Faine is determined to wipe out the monsters, and make a world worth living in for Nola.

Other: His machete is now thick, heavy, and sharp. It's easily large enough to block with, wide and heavy as hell. It's a weapon suited for cutting through thick bone and sinew.


Last edited by Kingmaker on Sun Jul 04, 2010 3:27 am; edited 1 time in total
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Post by xraineyesx Sun Jul 04, 2010 3:24 am

Two thumbs up. I don't think you need to change a thing.

Just a reminder that you can also have magic you've dabbled in, which is to say you know a couple of tricks with it.
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Post by Bellatrix_Moonlock Sun Jul 04, 2010 4:30 pm

Name: Audra

Clan: Blood Moons

Gender: Female
Age: 23

Appearance: Audra is a short girl, approximately 5'2" tall. She has very long, waist-length blond hair. Her eyes are rosy pink and sad. She wears a black ribbon in her hair and has pale skin. She wears dresses that are always black. When she is not fighting or training her dresses are layered and in the style of women at the time, when she is fighting or training her outfits are plain black silk dresses. She also wears a ruby necklace. The beads are alternative black and red.
It has two silver dragons facing one another with the ruby in the center.

Personality: Audra is a sad quiet girl. She has been very religious her entire life, but she is very secretive about her past. She doesn't take orders from anyone she feels is beneath her, such as people who are just members of the Blood Moons. The only exception to this is Nola, who is like a sister to her and is the first person Audra opened up to about her past, because when Audra first joined the Blood Moons the only members were Faine, Nola, and herself.

Magical skills/expertise: healing: master, wind: proficient,
fauna: proficient, fire: dabbled.

Background/history: Audra was and only child raised by her father. Audra's mother died in childbirth and her father never remarried, having loved his wife more than anything. Audra's father was a wealthy scribe who taught his daughter to read and write. He was a philanthropist who often checked on a widowed woman who lived in the forest. One day when Audra was 8, she went with her father to check on the woman and she watched in horror as a pack of Wulfs attacked and killed her dad before her eyes. Her dad was the Wulfs' last victim 15 years ago. Audra lived the next 8 years of her life at an orphanage ran by nuns, intensifying her religious conviction. At the age of 16 she picked up a pair of twin daggers, and left the orphanage dressed in mourning and vowing to continue dressing as such until all of the Wulfs and Foxxes were dead.
Other: She met Faine and Nola about six months after leaving the orphanage. She had just killed two Foxxes and they began talking. Audra has been with them since that day.
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