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Roleplaying

Fulfil all your roleplaying fantasies here.

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James woke up. He was being carried by something. Where am I, he asked. James then could smell the female vampire. She was unconscious, or pretending like she was. James could smell a camp. He didn't like was going on. James snarled and leaped out of the arms of his carrier. He could see that these were Shawhones. The Shawhones tried to calm James. James growled and leaped on the Shawhone carrying the vampire. Let her go! James yelled in his mind. The Shawhone made a call and James's ears went back. He whined as more Shawhones came. James howled and shook his fur. The Shawhones grabbed him. He then growled and attacked them. He picked up the female vampire and charged into the camp. James looked around as more Shawhones came. This isn't good, James thought. He braced himself for an attack.
"Stop!" Elleina cried as she watched the werewolf, with a powerful grace she had never seen before, swoop down and attack the Indians before picking her up. She wiggled out of his huge jaws and stood in front of him. Shawhone men with bright berries smeared across their faces like war paint raced forth, spears in hand.One let out a wild cry, but before the snarling werewolf or scared vampress could do anything, a whinny suddenly screamed out, echoing around the forest. A huge, beautiful mare, bright gold with black spots patched across her fur like a leopard, leaped out of nowhere, her huge bright hooves pounding across the ground. Then she was a leopard, huge a snarling, a whirlwind of claws and flashing teeth. The Shawhones paused. That was just what Elleina needed. "C'mon' let's go!" she screamed, before blurring away, scattering pine needles and dirt behind her heels. She hoped the werewolf was okay, because though her kind and them were usually enemies, he had rescued her, and though most werewolves would probably go back to their own doings, a life is a thing that, if saved, creates a bond so deep that niether can seperate until the person saved can pay off their debt. The werewolf had saved her and tried to protect her. Elleina knew all this, as it was going through her head. "werewolf?" she called timidly, for she did not know his name. Elleina thought she saw amber eyes glinting through the brush for a second. She shivered as the forest went quiet, for she could have swore it was the eyes of the very leopard/horse that had came out of nowhere back there; it had been very ferocious-looking. "hello?" Elleina's lip trembled as the leaves lof the bush shook.
James was amazed to see the shapeshifter. He then saw the vampiress run off towards the shapeshifter. She called to him, yelling, "Werewolf". James looked at her for a second and then back at the oncoming Indians. The vampire called to him again. James snarled and ran over to her. He raced into the trees, throwing the vampiress on his back. The shapeshifter followed him. James knew what he was doing was foolish. Rescuing a creature that his kind hated. Although James knew that he was a werewolf, he had no choice but to be a good samaritan. James cut around corners, boulders, and trees until finally stopping. He could hear the Shawhones coming. Of all the werewolves in the world, why me? James said. He looked around. In front of him was the rapid river that James had saved the vampiress from. The shapshifter swam across real fast. James couldn't bare to swim. The vampiress on his back could get swept away. James backed up as the Indians were coming. He growled and sprinted forward. James leaped over the rapids. He made it to the other side, satisfied.


Magic Viens
Setting

In the countryside of british Columbia. Your parents have moved or are here with other magical beings, so you don't attack, or get attacked by mortals, until you can control your powers.


Exjun: The town nearest to the Stables (explained later.) There is the prison, also known as the Lab by the people of Exjun, where the Myth Hunters assemble and prepar to capture you, or keep you. The town is pretty small, but houses are all grouped in a big circle, as though to leave as much space as possible, which has been acheived. 


Lab/Prison: If you are somehow captured here, while doing the tests, you are placed in a chained electrical chair. All magical beings dread and are scared of it. You cannot escape, as when you are caught, a temporary "collar" is put on with a key, which drains your powers into it, so you are pretty much a mortal with it. The sleeping Quarters is where you are locked in a barred door, and a tiny slot near the top with a ledge underneath, bread and butter in a dog bowl, with a plastic cup of water is thrown in three times a day. The point of the "tests" are to permanetly take your powers, and put it into one of the testers (One of the ambitious leaders of Myth Hunters,) but luckily, they haven't yet found a way to permanetly take your powers, as the bond with you is too strong.


Stables: Some random stables in the middle of the circle of houses that you live in. This is pretty much your school, though some young mortals go to it, too. There are magic horses, though they don't look anything magical, except the power to ghost walk. Ghost Walk is when the horse's spirit steps out of it's body as a shimmering, unsolid horses that can only be seen by those with vampire blood, or a vampire. Some orphans live here. (With no parents, or parents to far away or to mean to see them) The stables are run by a man who knows about magic, a mortal named Zuke.

Red Creek: A long, winding, almost impossible creek to follow. It has red sand, due to it being a long-ago, hot spring/volcanic river, so the sand is red from the old dust from the rim of the volcano. It is like a canyon with depth as the edges get gradually deeper, but the width is unpredictable. Sometimes, it is very wide, then it is really skinny. It is always fast flowing, though when skinny, it just trickles through the red sand. The creek is surprisingly warm, due to late volcanic action, though now it is steadily getting colder, but at the moment it is about the temperature of the gulf of Mexico.

Old Volcano: A crusty, reddish, high mountain covered in snow at the very peak, yet is an old, nonactive volcano. The sides of it are shiny and black with obsidian, though underneath is bright red sand. It became sand when the solid rock, after sitting there for so long under the pressure of the obsidian, crumbled, and lots of it fell into Red Creek and spread alongs it's banks. When the rock underneath gave way, loads of sheets of obsidian fell from the Volcano, making billion of small holes, dens and caves, so it is very easy to climb in, and the tall volcano that rises over the forest looks like a cone, speckled in salt and pepper. Due to the loads of holes in it, it is a very good place to climb, escape and hide in.

Forest: A decidous and coniferous forest with mostly tall, old trees and where most Seasondrey families live. It is full of plant life, though surprisingly little animals. The ground is carpeted with moss, logs, roots, pine needles, old leaves, dirt, rocks, grass and flowers. It is kind of hard to walk through fast, due to all the hidden rocks, roots and logs yet the trees themselves are truthful and don't hide danger from you, they expose it.

Lava Meadows: The Old Volcano's lava fields, though they are so old it doesn't seem like lava fields anymore. It is a hard, bumpy and rocky land where lava used to flow for miles. Now, it seems like a badly plowed, rocky farmer's field, plain or giant meadow that goes on for what looks like forever. It is more of a meadow than anything, though and so flowers, different grasses, moss and fungi grow here, yet no trees because the ground is too hard and rocky to support them. Very little families like or live here, as it is too open, but some with witch and wizard mothers like it, as it is not crowded, and they can let their child play in and open, exploring meadow while the parents just conceal the house with magic.

The Shawhonea Waterfall: The Red Creek goes to the Indian Reserve, so they own the large, fast-flowing water fall that means "Flying Eagle" In the Shawhone language. The Red Creek goes through the Forest, cut out of the Lava Meadows, then falls out on the other side of Old Volcano, which alarmingly cuts off straight on the other side, with only a slight angle to keep the whole Volcano from falling. The Shawhonea Waterfall goes straight into the Crystali Pool, then into the Riopan Lagoon.

Crystali Pool & Riopan Lagoon: The Crystali Pool is a large, perfectly circle, crystal-clear pool. The edges are surounded by a "rim" of crystals and obsidian. The Shawhones consider it this freezing pool spiritual, and it is said that if you bathe in it's waters, you will have the power to see the future, yet no one has dared yet, due to the legend of Ashiu, the giant catfish that guards these precious waters. The most use the Shawhone use the Crystali Pool, is to get fresh, clear, untained spring water. There is a small, natural "bridge" where there is a hole underneath, that flows into the Riopan Lagoon. Crystali means "spirit waters" in the Indian's Language. The Riopan Lagoon is a large, greenish-blue, bright turquiose lagoon. The waters are lukewarm, yet the Shawhone don't go anywhere near these dangerous waters, due to the large amount of huge, freshwater crocodiles. There is a suction in the hole that pulls you under and through it, so children of the Shawhone are told thrilling tales of their own people being vicously attacked by the crocodiles, and over and over again about Ashui. These stories are actually mostly told to keep them from playing near the water and drowning.


Plot

You are a magical human. You have magic in your blood. You are rather a vampire, shapeshifter, werewolf, faceshifter, phys, seasondrey or "mutt"(mutts are a combanation of a bunch of magical beings.) Most of the time, you are in hiding from "Myth Hunters," so sometimes your parents will make your house invisible, to hide from them. You don't know what your powers are, or sometimes that you even have them, until you are 12, unless your parents tell you. Here is a short list of what some of the speicies described above, are.


Myth Finders:


Appearence: Just a normal human mortal, but almost always wearing a navy blue collared long-sleeve, and straight black pants. There is a white sqaure on the right-hand corner of there shirt, which lables their name, and small golden badges of different acheivments they've done.


Personality: Usually ambitious, overconfident, arrogant, sometimes ignorant, sometimes cunning mortals.


Phys:


Appearence: The same as any mortal, very hard to detect, but most have blueish skin and odd-colored eyes. If they can't control their magic very well, if they feel a strong emotion, they will hover a couple inches or more in the air.


Powers: The ability to read minds, telikeneisess, controlling minds and air, sometimes illusions if powerful enough (illusions such as fake walls and cloning) also, if very powerful, the power to turn invisible.


Seasondrey:


Appearence: Mortal-looking, but with nature-colored hair and eyes. (ex. greenish hair+ rock-grey eyes) loves nature, animals and anything else to do with the natural world. Can be found pretty much anywhere, and are usually quite gentle.


Powers: The power to change weather/seasons, make plants/animals/people grow faster than usual. (ex. in five minutes, a five-year old will be 10 years old.)


Faceshifter:


Appearence: Anything, because they can change their appearence. Until they are 12, they look like any mortal.


Powers: The power to change their hair, eyes, skin, age, length, gender, weight, facial appearences any color, shade, shape and size they want. They can also do this to other people. (ex. turning a black-haired, 12 year old girl, to a orange-haired, 13-year old boy.)


History
For centuries, the magical beings have lived in the Columbian Valleys in peace, but as the modern times begin, troubles begin to arise, and the threat of capture is now everywhere. A tale full of mystery, discovery and sacrifice, the beings must start to move, changing mortals and getting freindships on the way. Who will stay, get captured, and maybe have no future- good luck!
Rules

1. No godmodding


2. Same as the RP guide


3. No swearing, sweating, or breathing (JK ;D) Ok, just no swearing


4. Mild romance is allowed, but no details


5. Have fun!


6. If you are a mutt, please don't say your powers, as I would prefer if you learn them on the way, as it would be more fun to learn.


7. I would prefer if you are 12 or below, as you can find out on the way what your powers are, instead of knowing them before.


8. If you are a horse, please put your age in horse years, as the horses are normal, apart from having ghost walk.


9. You are not allowed to capture, kill, or conrol another's character, unless you have permission.


10. No text language, please!


11. If you are an orphan, please mention it in the character additional notes


12. You can only just move here, if only one of your parents is a magical being.


13. Last of all, werewolves and vampires are like the ones from Twilight, so that everyone as at least one unique power, or different wolf.



Word Minimum
100 words per post.

Joinable Species
faceshifter
half-breed
magic horse
mortal
mutt
myth hunter
Phys
seasondrey
shapeshifter
vampire
werewolf
Witch/Wizard

Second RP Master
Ninja of Destiny (#283)

Current Characters
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