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Post by wanderingmagus on Jan 31, 2014 0:03:47 GMT
RP: innofwanderers.freeforums.net/thread/57/after-equestria-rpOOC: innofwanderers.freeforums.net/thread/58/after-equestria-oocOne sentence: All gods and demigods vanish as an Ice Age comes, and ponies have to figure out how to fix it. Short: Celestia, Luna, Cadance, Twilight, Discord, and sentient god- or demigod-level creatures have mysteriously disappeared. Meanwhile unstoppable blizzards suddenly take the world by storm without warning, plunging the entire land into subzero temperatures and blizzards that overwhelm even the united efforts of all the ponies of Equestria in an undending Winter. You, and the other survivors, must figure out a way to solve this mystery and bring back the Spring, and Harmony itself. Long: It began with a single snowflake that wasn't supposed to be there. Then came news that the Princesses, the Bearers of the Elements of Harmony, the Tree of Harmony, and Discord had all vanished, everywhere. After that came panic. Ponies crowded the streets, the Guard standing helpless as the Sun and Moon once again hung still in the sky, and the snow kept falling. Pegasi succeeded in pushing the first of the clouds back... but they couldn't hold the storms for long. At first most ponies thought it only a temporary thing. That thinking changed after the first year. Then the second. And the third. The world was covered in ice all the way from deep within the Arctic North down to just before the tropics far to the south. It wasn't Windigoes. It was something... more sinister. There was SOMETHING in the blinding snow, SOMETHING that survived the subzero temperatures with ease, consuming, devouring, and keeping this endless Winter in place. Ponies went underground, or the wise ones did. Almost anypony who came out of their shelters froze instantly. Canterlot was a frozen monument to an empire long gone. Ponyville was abandoned, then covered in snow, and forgotten. The Everfree Forest shielded itself with its wild magic for a while, but soon it, too, was frozen. Only a few communities survive now, most underground, besides the Crystal Empire far to the north, now cut off from the outside world without their princess to support them. Some of you will lead these communities. Others will come from them. But there is a key, one last hope to saving the world, of bringing back Spring. A letter found in Fluttershy's home. From Oak to Holly, from Holly to Oak, The tale we hide, The meaning cloak. From Smooze of old, to great Tirek, They ever come, the world to wreck. A thousand years, ten thousand more, The land was safe from shore to shore, For Princesses and Elements, Did grace us with benevolence. But now the ancient curse is come, Our bones to chill, our skin to numb. To solve this ancient mystery, Look back into your history. No longer is it endless hate, Nor arrogance, nor anger great, But snow and ice are just the same. Return to that from whence you came. ***** I'll let the first, say, five that want to do so, create factions of surviving communities. Of course, I'll have to okay them. Multiple ponies per player is fine. Leaders can't join the adventure. I'll make a "default" faction. ***** Accepted characters: Frostina "Frost" Nova (Midnight_Aurora) - Factionless Wanderer "Mr. Brown" (Wavelength) - Farm Assistant, Duchy Fancy Aldorn Ceraphil (Bane Emural) - Factionless Wanderer Asterian Élire (Asterian) - Noble, Duchy Fancy Sandy Atoll (Coffee Rush) - Factionless Wanderer Concorde Pear (Chirp) - Elected leader, Embers Rising Quill Seeker (tobyfox2002) - Factionless Wanderer ***** Factions: Duchy Fancy (Orod Khazad) - The Wandering Magus Embers Rising (The Heart) - Chirp ****** Rules: Please post 10 or more sentences per post, with 10 or more words per sentence, and try to use proper grammar and spelling. Keep OOC in OOC, Sign-ups in Sign-up, and RP in RP. No graphically detailed violence. No "inappropriate" or suggestive scenes. Romance is all right, in moderation. WAIT for others to post, and do NOT spam post. If you are in a group with others, wait for them to have a turn. This may take more than a full minute, for those of you who are accustomed to lightning RPs. Yes, it is normal in MY RPs for posts to take almost an hour to respond to each other. Apologies to those of you with short attention spans. Please do not describe the environment beyond decorative embellishment of what I have already given you, unless you're a faction leader and inside your own faction area. If you desire a particular type of building or object, simply have your character "look" for it, and if it is reasonable I will provide what you need. All injuries stay with you, unless you have healing powers or healing tools. The time it takes for injuries to heal, and how much the injury affects you, should be realistic If you are unfamiliar with another player's tools and techniques, do feel free to ask in OOC before posting your response. No real-world swearing. Ponified swears are acceptable (buck, horseapples, feather, banish, Tartarus, gelding, etc) No real-world politics/religion. No powergaming. This means no controlling another player's actions, consequences or character. If you do something that would presumably affect another character (such as throwing a pie in their face), let THEM decide how it affects them (whether they dodge the pie, for instance). If you choose NOT to be affected in an averse way, please keep the consequence realistic. One does NOT dodge a laser beam if one is an "ordinary schoolfilly" (note the word "ordinary"). Factions must be signed up. Faction leaders may not leave their faction. Players may have multiple characters. The answer to the last question in each sign-up form must be a red-colored yes in bold. No demigod or god level characters. Try your best to stick to canon "normal" abilities, and make a note of non-canon abilities in your sign-up if you have any. No moving fortresses. No portable doors back to your faction. No demigod or god level pets either. No summoning anything that's demigod or god level. No using demigod or god level abilities. Be considerate and respectful to other players. I can and will change these rules at any time if I feel someone's trying to break them or bend them. ***** Faction Sign-up: Community Name: ______ ("survival team _") Major settlements/villages/cities: Community Leader: Population: _____, ______ in regard to race or gender Currency: Strengths: Default inventory: Community Tech Level: Community roles: Special Community Abilities: Community Weaknesses: General Description & Backstory: Community Symbol/Icon: Have you read, and agreed to, all the rules?: Faction Leader Sign-up: Name: Titles: Faction: Species: Gender: Age: Physique: Appearance (image or description): Cutiemark: Talent: Abilities: Background: Have you read, and agreed to, all the rules?:
Character sign-up: Name: Gender: Age: Race: Physique: Appearance (image or description): Cutie Mark: Talent: Abilities: Place of birth/origin: Current home: Faction: Occupation: Personality: Special powers: Alignment (pacifist, chaotic, lawful, good, neutral, etc): Brief bio: Purpose/Mission: Inventory: [Default inventory], Have you read, and agreed to, all the rules?:
REMEMBER TO READ ALL THE RULES
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Post by Midnight_Aurora on Jan 31, 2014 0:31:29 GMT
Copied this from LoE
Character sign-up: Name: Frostina "Frost" Nova Gender: Female Age: 13 (Left home at the age of 11 after finding out parents died) Race: Cold Born Pegasus Physique: Athletic and Cold Touched
Mane and tail: Icy Blue and long (inside), Snow White and long (outside) Coat: Snow White (inside), frozen blue (outside) Eyes: night blue with white shine (inside or outside) {The description of her eyes is: One seems to see a beutiful winter night when looking into her eyes.}
Cutie Mark: A Frozen Blizzard Talent: Snow, Ice and Cold Abilities: Known Abilities:Minor Pegasus Abilities: Frost Armor(Passive in cold. active in a hot place/defense): With the cold around and inside of her, she can encase herself in a shell of armor. while in it she takes less damage from any attack type but fire. fire type abilities are double effective against her with this ability. While inside she looses access to her ability to fly when she activates this ability. Cold Strike(Active/Attack): Using the cold in her and around her she can deal massive damage to targets. This ability will get stronger the longer she is in the cold. This ability is temporarily nullified when she goes into a place with high amounts of heat. (More to come as RP progresses. These are her starting minor abilities.)
Major Pegasus Abilities: Cold Shield(active/Defense): This ability can only be used outside in the cold. It uses the cold to create a shield dome. She can shield herself and become immune to the cold for days at a time. She can also extend it to protect others for a very limited amount of time. Frozen Feather Darts(Active/attack): this ability uses the ice that accumulates on her wings as a weapon. she can fling only a certain number of these darts right now. but as she grows this ability will as well. (More to come as RP progresses. This is her starting major ability.)
Passive Pegasus Abilities: Cold Power: in the cold her abilities become slightly stronger. adds cold to her damage types and cold resistance to her defenses. Cold Immunity: After being unprotected by heat for so long and traveling in the cold, she has gained a sense of the cold and how best to adapt to it. Must spend at least two hours unprotected in the cold for this ability to start working. this ability changes her appearance to look like a being born of the cold. this ability stops working and the two hour timer is reset if she enters any place with high amounts of heat. Heat/Fire Vulnerability: because of her adaptation to cold, she is more susceptible to heat and fire. she looses access to all her cold based abilities when she first enters and area of high heat. Her abilities are heavily weakened after about one nights rest in heat but she gains them back. (More to come as RP progresses. These are her starting passive abilities.)
Place of birth/origin: The remnant village of Talos Current home: none Faction: Factionless Occupation: Wanderer/Cold Weather Master Personality: Reserved if not trusting. helpful to all who needs it. Will put life on line if can save a life. Special powers: Manipulating the cold around her and lasting in the cold Alignment (pacifist, chaotic, lawful, good, neutral, etc): Good with chaotic tendencies. Brief Bio/Background: a child born during one of the coldest storms of this new world. As she grew up she found that she had a very strange liking to the cold. when she was a 10 yr. old, a minor snow storm threatened to destroy her home. Harnessing the very cold itself around her, she created a dome of pure Ice to save many of the townsfolk who couldn't get under ground. the ability lasted just long enough to allow for the others to find safety. She however was caught in the storm. when she was found a day later, her mane was like the snow itself, her wings like frozen glaciers and her body like the frozen earth. On her flank was a frozen Blizzard cutie mark, where she had none before. Her mom and dad died fighting the storm with fire magic and abilities to protect the town and their child. When she found out she left the village she was in and began to travel. Two years later she has arrived at the home of "survival team 3". she is exhausted and Hungry. when she enters the place the heat returns her to a frost white Pegasus with icy Blue mane and tail. her eyes like that of a cold winter night.
Purpose/Mission: To help others and bring this nightmare to a close. Inventory: [Default inventory], 1x Snow Diamond Necklace (The necklace was a gift from her family back when she was young. This Necklace holds the once rare pure snow diamond. a gem that can no longer be found in the earth.) Have you read, and agreed to, all the rules?: YES!
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Post by wanderingmagus on Jan 31, 2014 0:32:54 GMT
accepted!
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Post by Wavelength on Jan 31, 2014 20:16:21 GMT
Character already on the accepted list. Repasting as previously accepted for reference.Standard CharacterName: Anonymous; goes by "Mr. Brown" out of a hidden grief for his lost past, as though his true name is no longer relevant. Gender: Male Age: 38 Race: Unicorn Physique: Average Appearance (image or description): Blue mane and tail, cut relatively short and tidy, with a turquoise coat. Cutie Mark: A stone showing the fiery effects of atmospheric re-entry (or, simply put, a shooting star) Talent: Comprehending star patterns, predicting meteor showers, and spotting distant star-swirls (pony term for galaxies) Abilities: Lesser solar magic, common levitation spells, lesser combat spells Place of birth/origin: Manehattan Current home: 1385 Granite Road, Orod Khazad, Duchy Fancy Faction: Duchy Fancy Occupation: Farm Assistant Personality: Somewhat stingy about being corrected, he doesn't care too much about learning the truth. "The truth abandoned us... let it stay up there and freeze. I'm doing fine down here." Special powers: Solar generation; a charge-up spell which is cast upon a magic crystal hung over an underground one-acre crop field. It will essentially turn the crystal into an artificial sun for the day, giving the plants just enough solar energy to power their metabolism. He casts this several times a day in order to power multiple crops which help to feed Orod Khazad, and while the spell isn't particularly difficult to cast, his morning runs usually leave him tired and cranky for a few hours. Alignment: Pacifist/Leave well enough alone. Brief bio: Life was all good and fine when I was younger. I was toward the top in my class, my parents were wealthy, and there was no snow. ...Goodness, have I become that biased against the common frost of winter? It's been so long since I last saw the sun... I used to study celestial bodies. That occupation has, of course, long since been taken from me. Now I make my own lights in the "sky"... pitiful things they are, they can barely please the crops the earth ponies plant. We all get by well enough, though... things could be far worse as far as I am concerned. Don't get me wrong, I miss our powerful leaders, but we seem to be doing all right... I'd rather not bother the queer forces of ice outside the mountain. Purpose/Mission: Keep calm and carry on; it could be worse. Inventory: Common household maintenance items, he doesn't usually carry much with him other than warm clothing and a moderate coin purse when he goes out in the city. The only notable thing is a telescope collecting dust in the corner of his basement. Have you read, and agreed to, all the rules?: yes Just to cause trouble, Midnight Aurora forgot to bold the red "yes"... xD
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Post by Midnight_Aurora on Jan 31, 2014 20:51:38 GMT
Acting assistant GM says. On a side note site doesn't have arial black font.
Accepted!
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Post by Wavelength on Jan 31, 2014 21:58:40 GMT
Thanks. xD
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Post by Bane Emural on Jan 31, 2014 22:37:35 GMT
From LoE: Name: Aldorn Ceraphil Gender: Stallion Age: 35 Race: Earth Pony Physique: Strong and Athletic Appearance: Without hood on: A vanilla coat with Sage green eyes and dark hair. Cutie Mark: Crossed hammer and sword Talent: Blacksmithing Abilities: Cold Resistance (except for extreme cold), Tank (can take most damages), Quick Equip/Transfer (can quickly switch over weapons and armor), and Scavenging. Place of Birth/origin: Outskirts of Equestria Current Home: none Faction: none Occupation: wanderer/scavenger Personality: Patient, Friendly, Honorable, and Hardworking Special Powers: Natural Enchantment (able to naturally enchant a weapon without enchantments, applies immediately after weapon is forged and named.) Brief Bio: Aldorn is a Master Blacksmith, one of the few that has learned and mastered the ability to forge enchanted and magical items without the need of other magical items or enchantments. He lived in a small village on the outskirts of the Equestrian territory. His forge was located near a volcano, where he could make the best weaponry and armory without having to run out of a heat source. When the Ice Age came, he was forced to go into the tunnels along with the surviving villagers. With his forge gone, Aldorn made due with whatever he can from the materials both he and the villagers brought. Sadly, it wasn't enough and both Aldorn and the villagers had to migrate to a better home. He soon met up with a friend along the way and gave Aldorn a device that would allow him to travel on the surface. With this device, he began to go on a quest to find out what happened and fix it before things get even worse. Purpose/Mission: To find why the Gods/Goddesses disappeared. To restore the world to what it once was. Inventory: Personal portable heater, Aldorn (sword), Heatsinge (customized assault rifle), scavenger pack, and cold-resistant equipment. Have you read, and agreed to, all the rules? Yes
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Post by wanderingmagus on Feb 1, 2014 1:00:12 GMT
Accepted!
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Post by Moonbacon on Feb 6, 2014 6:34:34 GMT
Name: Elsa Gender: Female Age: 20 Race: Cold born pegasus. Physique: she's a one and a half ft taller than a normal pony and she is a beutiful mare with a slender body. Appearance (image or description): who's elsa in that picture should be obvious just imagine her with wings. Cutie Mark: see image above Talent: Cold, Snow, ice Abilities: Frost magic Place of birth/origin: Unknown hints would be told as the RP progreses. Current home: None Faction: Factionless Occupation: Wanderer/scavenger Personality: Elegant, powerful, caring, fierce, reserved, protective, kind-hearted, intelligent Special powers: Cold immunity which means the cold does nothing to hinder her Ice spikes she will fire a barage of icycles at an enemy, more will be discovered as the RP progresses. Alignment (pacifist, chaotic, lawful, good, neutral, etc): Neutral good Brief bio: Elsa was born in Cloudsdale to Pegasus parents, who were living in Cloudsdale. They worked in the Weather Factory as superintendents of the lodging there and they treated Elsa like she was their most precious possion in the world. Well, she is their foal after all. Surprisingly, the young foal seemed to have been blessed with a special gift as far as winter weather manipulation goes, which caused her to be different from others. She could manipulate cold based weather on an extrodianary level. This brought a lot of unwanted attention from the ponies all around cloudsdale and the ponies thought it was a freakish thing and started calling her a monster, and her personality gradually became distant from them. So she left Cloudsdale when the ice came, desiding to flying down to ponyville. Days later, she still was trying to make her way to ponyville, since going back to cloudsdale was incredibly difficult and dangerous. Since then, she had been wondering around the snow covered everfree forest trying to contemplate what has happened and think of a way to get rid of the snow somehow. She decided to wonder around this new snowy wasteland while trying to find a way to return things to normal. She has been doing this ever sense. Not often liked very much by others because of her skills but still she survived and now seeks to bring an end to this horrible cold cycle. Purpose/Mission: To bring summer to Equestria again and find out what happened to all of the gods and demigods. Inventory: [Default inventory], She has silver hoof shoe's similar to princess celestia's hoof shoe's with Pure diamond on it she wears it all the time and helps with fighting and she might have made these herself though they might have been a gift other than that she only haves her powers. Have you read, and agreed to, all the rules?: yes
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Post by majem on Feb 6, 2014 19:07:22 GMT
Community Name: Embers Rising ("survival team 4") (What's with the numbers? Iunno, just picked one.) Major settlements/villages/cities: "The Cold", "The Welcoming", "The Heart" (capital), "The Heat", "The passion", "The Life" Community Leader: Concorde Pear Population: 2-3 million, unprejudiced in regard to race or gender Currency: None. Insiders get what they need. Trade goods or hard labour for outsiders. Strengths: Strength; Crafting; Organization; Bonding Default inventory: Sword and Buckler, repair tools, emergency heating unit, identification papers, cask filled with brandy Community Tech Level: Below average Community roles: Miner, Blacksmith, Engineer, Construction worker, Guard, Cart-Puller, Scout, Farmer, Doctor, assistant to all previously mentioned Special Community Abilities: Fight, Resist Cold, Adaptability, Short Mane and Tail Community Weaknesses: Not good in doing things solo, Slight Paranoia General Description & Backstory: The inhabitants of Appleloosa had to move into the mountains, together with the buffalos of the plains, they now reside within Embers Rising. The buffalos are very praised for their strength and do most of the hard labour, whilst the ponies do the crafting. Both races are stationed as guards, and are trained to their abilities, as well as complementing each others'.
From the outside, the relatively small entrance to Embers Rising is easy to spot, for light continuously shines from the open cave-entrance. Inside lies The Cold. An encampment of hardened soldiers, always equipped with steel armour over their warm clothes. Tents rest around an ever-burning fire, fueled by coal, wood, and molten lava. Several smaller fires are littered around the camp, to keep the stationed guards warm, cherishing the warmth, for they are routined to step outside every once in a while. One large tent has a notable red cross on it. A basic healing station to mend minor injuries and perform first-aid until more advanced healers can come, in case of more fatal injuries.
Behind the camp are large close gates of wood and stone, closing off the rest of the faction. They only open for the cart-pullers, bringing in fresh supplies for the currently stationed "outside" guards. The cart pullers will drop their carts off right outside the gates, and in case guard shifts are over, guards will immediately walk through the gates, after supplies have been brought, to keep the gates closed as much as possible.
At the side of the cave-walls are several "emergency holes". In case they are ever assaulted, a simple sphere, or a pebble even, can be thrown into the hole, and will alert all of Embers Rising.
Behind the front gates lies The Welcoming. A larger and much longer camp than The Cold, with actual houses, beds, comfort, a playground, several blacksmiths, and a training facility. The supplies here are also delivered by cart, but are bountiful, tastier, and of higher quality than the ones intended for The Cold.
Most of The Welcoming's inhabitants are guards that are about to enter their shift in The Cold. The other part are their children, and doctors/surgeons/nurses. Guard duties will never put two parents together, so that one parent will always be there for their child, and so in case The Cold falls, that they will not have lost both parents. A large portion of the ponies capable of advanced healing are held up in here, just in case.
The Welcoming also has their own emergency holes.
At the end of the rather long Welcoming lie elevators leading far down to The Heart. The elevators are only for faster transport of supplies to the upper regions, for there is a tunnel that spirals down, too. The elevators are powered by buffalos. On the way down, cart-pullers will go by hoof. This tunnel can be blown up, to keep invaders out, too.
Once one has walked down the semingly endless downwards tunnel, they are greeted by a large wall, for they would now be in front of The Heart, the capital of Embers Rising. Entering the capital through the iron gates requires either identification papers, or a letter of acceptance from both The Cold and The Welcoming.
Inside, the atmosphere is much warmer, and friendlier. Families of ponies and buffalos can be seen walking amongst the carefully laid pavements, immediately making way for any passing supply-carts. The grid of pavements is lit up by lanterns. Laughter can be heard from children playin around with the toy swords they've been handed, combined with the clattering from actual swords and bucklers from their parents, and the guards. Everyone in Embers Rising is armed with a basic sword, while guards have been given what they exceed at. Be it a spear, a bow, a crossbow, a mace, or a sword. Weapons and training is personalized for optimal fighting capabilities.
At first, one might be confused that there are no shopkeepers, despite the many stalls of edible wares across the capital. Even more so when pony and buffalo alike simply pick whatever they please. But Embers Rising is built upon Family Bonding, and everyone helps each other. They feel money would become a burden, rather than a blessing. On the downside, this means that everyone must work, including the children. Of course, pregnant women and babies do not require work, but children will have to help out as much as they can, it helps to prepare them for what they will have to do later.
All of the work is divided into shifts, everyone will have done everything at some point, though farming will always have a team of experts, it is the most important role in the faction after all.
In each direction lies another "city". When in the center of The Heart, to the South lies The Welcoming, West The Passion, East The Life, and North The Heat.
The Life is the large plot of farmable land, bearing all the food for Embers Rising. Expert Buffalos and Earth Ponies will do their best to create optimal harvest. They take their energy mostly from the warmth the underground magma gives, and the strange crystals on the ceilings. The plants are not what one would find above ground, they are mostly edible mushrooms, but with the help of some talented unicorns, the farmers have managed to plant a decent amount of apple trees and other regular foods.
The Passion is a large coliseum hacked out of the walls, where still precious metals are being mined. It has been rebuilt into a training facility where guards will undergo heavy training, including mining for ores, and given their very unique set of equipment.
The Heat is where the forges are, mostly run by pegasi and unicorns. They use the magma found within the cave to heat precious metal mined also within this part of the faction. Here, the pegasi will create rough platings and weaponry, which will then be fine-tuned and personalized for each guard by the unicorns with a finer eye for detail.
Nowhere can a prison be found within the entire faction. The inhabitants feel that it is a waste of valuable resources to keep a prisoner fed. They will be sent to The Passion where they can lose all their frustration by fighting others, though will be supervised at all times, and have two hours of therapy. If their condition shows no sign of improvement after two weeks, all of Embers Rising will decide on his or her fate.
While each part of the faction has their own "leader", through mutual agreement, Concorde Pear has been appointed leader of the faction. His quick thinking and handling under pressure has proven time and time again that he is the best choice. One might expect the sherrif, or tribe leader of the buffalos to be, but their expertise in combat made them a better choice to be stationed at The Passion, to train the recruits. Major decisions will be held by every single citizen in the faction, while lesser decisions will be made by Concorde Pear, and the currently appointed members of the council. These members are changed and chosen monthly. They will not be relieved of their duties, but they will have to do less, due to having to get together for debating. Unless appointed expert in your field, your duty inside Embers Rising will vary weekly. You will be working with the same ponies and buffalos during the different jobs for one cycle, to create a strong bond. One cycle exists of Miner, Blacksmith assistant, Doctor's assistant, Farm assistant, Training session, Scouting Party, Construction Worker, Cart-Puller, and Guard duty (which in turn consists of being stationed in every part of Embers Rising). While everyone is required to train daily, those at Training session will have a much harder training. Every job takes one week, and after every cycle, you are given a new cycle, with new group members (to increase bonding with everyone). One cycle, thus, takes 13 weeks. You may have the same job for two weeks at a time, but never will you be scouting party two times in a row.
The scouting party will go outside of Embers Rising, scouting the outside world, scavenging lost items, finding survivors, and other settlements. Community Symbol/Icon: A flame Have you read, and agreed to, all the rules?: YesName: Concorde Pear Titles: Concorde Pear (No pony or buffalo is viewed as superior.) Faction: Embers Rising Species: Earth Pony Gender: Stallion Age: 38 Physique: Buff, though less trained than other guards due to his political agenda. Appearance (image or description): A tall, golden-green Earth Pony with a long neck. His dark brown mane and tail, like everypony's in Embers Rising, is kept very short. He has stubbles on his chin. His eyes are golden. Cutiemark: A pear cut in half. Talent: Originally pear-farming. Now, it is Leadership. He has to use his talent of thinking quickly, organizing, and protecting the citizens of Embers Rising. While he is paranoid, many of his defense ideas have been carried out (the emergency holes, the explodable tunnel, and the many guards), some have been denied by the council for being too over the line. Abilities: Skilled fighter with any weapon; Diplomacy Background: A member of the large pear family, Concorde lived close to Appleloosa, in a pretty similar kind of town. They all had to flee to the ancients grounds of the buffalos. A cave-system said to be the place to hide should the world ever end, and they were right. It was bountiful of ores, and strange illuminating crystals brought forth a wide variety of unknown, but very nutritious mushrooms. Thanks to careful unicorn magic, the light these crystals bring forth made it possible for other plants to survive the underground environment, too. Including the well-desired apples for pies. Have you read, and agreed to, all the rules?: Yes
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Post by Midnight_Aurora on Feb 7, 2014 19:25:45 GMT
To Embers Rising and Elsa ACCEPTED!
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Post by wanderingmagus on Feb 7, 2014 20:20:34 GMT
both accepted :3 welcome!
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Post by tobyfox2002 on Feb 7, 2014 21:08:06 GMT
Name: Quill Seeker Gender: Male Age: 32 Race: Unicorn Physique: Larger than average Appearance (image or description): Quill Seeker is a dusty-gray stallion slightly larger than average for a unicorn. Black mane and tail that is starting to gray around the fringes. Inquisitive blue eyes look out inspecting the world trying to notice everything. Cutie Mark: A quill being examined by a magnifying glass. Talent: Finding things, be it people, places or items. Abilities: Place of birth/origin: Canterlot Ruins, Current home: Everfree (or wherever he drops asleep for the night) Faction: Faction-less, been invited to join several groups, turned them all down. Occupation: Finding lost items or ponies, Rescue, and in hard times scavenging long lost items from the ruins of various formerly occupied settlements. Personality: Somewhat self-serving, he remains out of most fights, though sometimes he'll throw a distraction in to help. But rarely gets involved unless there is something that will help him. Often seen as cold and distant. But in reality he has learned that getting close to people is most often a sure way to kicked in the flank. Has a soft spot for youngsters, and cannot stand the sound of children crying. He will go out of his way to stop the tears, and then try and play it down as having done it for a suitably selfish reason. Special powers: Sensing Auras, Reading the Past of a Place, Manifesting Visions of the Past, Various other minor divinations and by extention some illusions. Alignment: Chaotic Neutral. Brief bio: Quill Seeker was born in the icy remains of Canterlot, he learned quickly that he had a knack for finding missing items even items that were thought to be hopelessly missing. He has lead a fairly average life of hiring himself out to anyone who would need items found. Helping even those with less-than-honest reasons for looking. However, recently he has been hired on retainer to search for ponies that go missing. Every so often going back to his favorite pastime, digging up items from before the ice age. Purpose/Mission: Doesn't really have a mission, he goes where he is needed. Helps where he can, [for the right price or a hot meal]. Inventory: [Default inventory], Satchel of De-Icing Powder (magically enhanced salt), Instant Campfire, Tent Cloak, Flares, Ice Pick, Spiked Horseshoes, Spell components, trail supplies, search & rescue kit, and emergency medical kit and finally a single small Sun Crystal (generates an area of light and warmth, dissipates quickly when not contained in small area) Have you read, and agreed to, all the rules? YES
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Post by wanderingmagus on Feb 7, 2014 21:47:13 GMT
Quill Seeker is accepted!
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