- Local time
- Tomorrow 3:48 AM
- Messages
- 43
- Age
- 27
Desolation rolls over the lands like a frost-barren wind. The lawless and forlorn track the ice-wracked expanse. To flee the Blood-Baron Rylek, they crawl the plains or cower in the cracked earth. North, where the wind is born, lies Hoftburg; storm-piercing spire-city of black glass. Within stands a castle like a waterfall of white stone -- throne of the Baron. He, as pale as his castle walls, as youthful as a drop of melting ice, Eternally young, some say. The gulls cry names of those who sought his hand. They did not return, and the Baron lost lines from his face that day. But who listens to a gull? And in the north, even gulls freeze in the cold that rolls from the dreams of the Baron.
He is well aware that time is short. Neuroses plagues him. Out loud he calls for color, warmth; "Why is everything so pale? So cold?" He weeps. His eye, his breath, his touch, drain the world of both. Those who bring him vibrant life are promised great rewards. All fear to do so. Excuses are made, explanations found. The feelings of the Baron are fragile, his power absolute. Court life excites and challenges the mind.
Don't let the rumors fool you, I am actually a pleasant individual all things considered. The people call me the Blood-Baron out of affection and not out of any fearful notion that they may have of me. After all, that would be silly, no?
But enough of all that, I'm sure you didn't come here to discuss the truth -- or lack thereof -- behind those vile rumors against my character. You are here to seek a reward, yes? Then you've come to the right place. Though before that, I'm afraid you'll have to do something for me first. You see, this courtly life bores me to no end. This cold and dreary existence is no way to live, and I offer rewards only to those who come here offering warmth and excitement. Provide me with those two things, and I will make sure to grant whatever it is you wish for so long as it is within my power to do so.
So come, don't be afraid. Approach the throne and make your offer known, but make sure you do not disappoint me. Many have done so, and their shrunken skulls now adorn my trophy room.
What to expect?
- Someone who wants to create content for the roleplay as much as you do.
- Someone who is active and doesn't shy away from posting.
- Someone who puts quality over quantity. I tend to write 3-5 paragraph long posts [with word counts ranging from <500 up to >2000 on a good day], but can and will adjust with whoever I'm writing with.
- Someone who loves to chat and discuss things in OOC, regardless of whether or not it is related to the RP.
- Stories focused on interaction, which is in my opinion, is the lifeblood of an RP.
- Stories that are open to additions, lore and criticism.
- Stories not entirely centered on smut. [Think a 70:30 | Plot:Smut]
- Worlds that are open for creative freedoms, but that is filled in enough so that you can work with anything you want.
- Someone who will constantly put up with 'I'll post later this week' if you've already said that 5x.
- Someone who will see it as his sole purpose to create your entertainment whilst sacrificing his own.
- Someone who will always push the story along all on his own. Roleplaying is a collaborative effort, and I will rapidly lose interest if it feels like I'm the only one doing all the work.
- Someone who will bail out during an RP without giving a proper reason for it. I'm not a fan of ghosting and I will never do it myself. If I feel like the RP is just not clicking with me, I will say it outright.
[Current Roleplays: 6/6]
Not accepting any new stories at the moment
And thus, with all that, here's my obligatory list of plots and whatnot. I'm not particularly craving anything at the moment, so anything goes. Feel free to message me ideas if you have them as well, as I'm always happy to collaborate and come up with new plots or discuss existing ones with potential RPing partners.
Genres that I thrive in
- Cyberpunk
- Noir/Neo-Noir
- Dark/Low Fantasy
- Sci-Fi
- Historical
- Medieval
- Slice of Life
- Vanilla
- Foreplay
- Dirty Talk
- Rough
- Oral, Facials
- Just about anything that isn't in my Turn-Offs list, to be honest. I'm pretty open to anything.
- Scat
- Gore
- Toilet-Play
- Torture
- Exaggerated/Unrealistic Anatomy
Worlds and Plots
[Updated:04/07/2019]
Genre: Cyberpunk, Neo-Noir
Plot:
Almost 3 centuries have passed since the Great Fall. More so than ever before in human history, knowledge is power in a world ran by ideas. Biotechnology and Cybernetic enhancements have become the norm in this new era, providing near-infinite physical and psychological advantages to those who can afford it. Vast mega-cities reign over the majority of the Earth, leaving little natural space on land mass other than a few pockets and artificial habitats. Following the collapse of conventional governments during the Great Fall, powerful Mega Corporations have ruthlessly consolidated power over the world; influencing every aspect of modern-day society and making everyone, from the smallest wage-slaves to the most powerful leaders, dance to their tune.
The Detroit Mega City (DMC), a vast urban sprawl located in the Midwest, is only one of many other places under the dominion of the powerful Mega Corporations. Stretching from the western borders of Minnesota all the way to Ohio, the DMC is an extremely large Megalopolis and home to nearly 456 million people. Split into various chunks of vast territories by some of the most influential Mega Corporations in the world, the DMC is considered by many to be the center of 25th Century Civilization. With 456 million people cramped into claustrophobic beehive apartments and housing complexes, roughly a third of the population is affiliated in some ways to the Mega Corporations while the rest barely gets by.
In this era of Corporations, the criminal underworld flourish under the uncaring watch of the world's numerous Mega Corporations. From large Cyber gangs to powerful Drug Cartels, these organizations have thrived underneath the massive shadows cast by the Corporations. Exploiting the weak and operating (mostly) without repercussions, these criminal syndicates have grown extremely large as their vast networks are able to provide just about anything anyone could possibly hope for. In an era filled with shady backdoor dealings, corporate espionage and cutthroat business, these criminal syndicates are considered to be nothing more than just another aspect of everyday life. But, in the eyes of the Corporations, these Syndicates are also a very valuable asset to their business.
Nothing ever exists without reason, and the reason these Syndicates are allowed to go on with their business is simply because they are the only ones able to provide the Mega Corporations a service that cannot be found elsewhere: Professional Criminal Contractors. Whenever the Corporations want something done, but are reluctant to get their hands dirty, they almost always turn to the elite criminal operatives within the underworld.
Commonly referred to as Rogues in the DMC, these elite criminal operatives are specialized criminals-for-hire hired by the Mega Corporations to do their dirty work for them. More than just petty criminals and mindless thugs, these Rogues are the elites of the criminal underworld. Usually former Spec-Ops and ex-soldiers from Megacorp PMCs, these Rogues are not at all the same as your typical thug-for-hires or Mafia enforcers. What separates these Rogues from common criminals is the fact that they are by nature skilled soldiers, saboteurs, spies, and hackers. Contracted by the Mega Corporations to fulfill just about every type of underhanded task imaginable, Rogues often work by themselves or in small teams of 3-6, and are more often than not loyal only to either themselves or their employers.
The Detroit Mega City, a large urban sprawl controlled by many of the world's most powerful Mega Corporations, is considered to be an ideal location for Rogue operatives. Numerous criminal syndicates fight over the blood-soaked streets while the Mega Corporations compete against one another over the city's many sectors. In this turmoil-filled zone, many opportunities and chances for fortune lie in wait for those with the brains and balls to seize them.
It goes without saying that life in the City is harsh and unforgiving, but such is life for Rogues and the rest of the Criminal Syndicate. One man could strike it rich by accepting a contract from a well-known Corporation one day, to finding himself in the gutters with his throat slit the next day. The life of someone working in the Criminal Underworld isn't easy nor particularly long for that matter, but many people would argue that it is a much better existence than that of a wageslave of a Mega Corporation.
Pairings and Plot Hooks
- Two Rogues reluctantly work together after a job gone wrong.
- Two Rogues who have been partners for a while take on a job that prove to be too much for them to handle.
- A Rogue falls in with a Corporate Employee for whatever reason.
- A Rogue is forced to care for a Civilian caught in the crossfire of a job they took.
The Orcish Vise
Genre: Dark High Fantasy, Medieval
Plot:
As long as humans remember there have been tensions with the wild Orc tribes that roam the surrounding lands. Orcs live as nomads, constantly on the move to support themselves by hunting, gathering and raiding anyone weaker than their tribe. They do not possess knowledge of agriculture or mining, relying instead on taking what they need from others. Indeed, Orcs are quick to take up weapons, and in Orc culture, he who spends time gathering, crafting or building when it is easier and faster to just take these things away from others is considered simple-minded. Life for an Orc, then, is to a large part establishing dominance over others and taking things for him or herself.
Although there are many distinct Orc tribes out there, they have a lot in common. They usually are ruled by the most powerful Orc in the tribe, a Warlord, that ascends to leadership by brute force and has to defend his claim also by leading the tribe to greater spoils. Therefore, different Orc tribes are constantly feuding each other and any alliances are usually short-lived. As human settlements began to spread out, confrontations with the Orcs started to escalate quickly from smaller skirmishes into a full-out Orc invasion and subsequent war. The war ended with a costly human victory which had the Orcs withdraw from the settled lands and back into the wild. There, it didn't take long for the Orc tribes to begin feuding each other again and lose sight of the human lands.
This is where they stayed until now, except for occasional raids on outlying farms and villages. Yet, many a man and woman live in fear of the day that the Orc tribes unite again and start an invasion, leaving nothing.
Pairings and Plot Hooks
Plot:
As long as humans remember there have been tensions with the wild Orc tribes that roam the surrounding lands. Orcs live as nomads, constantly on the move to support themselves by hunting, gathering and raiding anyone weaker than their tribe. They do not possess knowledge of agriculture or mining, relying instead on taking what they need from others. Indeed, Orcs are quick to take up weapons, and in Orc culture, he who spends time gathering, crafting or building when it is easier and faster to just take these things away from others is considered simple-minded. Life for an Orc, then, is to a large part establishing dominance over others and taking things for him or herself.
Although there are many distinct Orc tribes out there, they have a lot in common. They usually are ruled by the most powerful Orc in the tribe, a Warlord, that ascends to leadership by brute force and has to defend his claim also by leading the tribe to greater spoils. Therefore, different Orc tribes are constantly feuding each other and any alliances are usually short-lived. As human settlements began to spread out, confrontations with the Orcs started to escalate quickly from smaller skirmishes into a full-out Orc invasion and subsequent war. The war ended with a costly human victory which had the Orcs withdraw from the settled lands and back into the wild. There, it didn't take long for the Orc tribes to begin feuding each other again and lose sight of the human lands.
This is where they stayed until now, except for occasional raids on outlying farms and villages. Yet, many a man and woman live in fear of the day that the Orc tribes unite again and start an invasion, leaving nothing.
Pairings and Plot Hooks
- A Villager finds themselves the captive of a particularly peculiar Orcish Warlord and is taken to the latter's tribal stronghold. Things are not as they appear however, and the Orcs proves to be something more than the savage, mindless monsters people make them out to be.
- An expeditionary party of soldiers are sent to wipe out a known Orcish camp, but are ambushed along the way. The skirmish prove to be costly for both sides, and by the end of it all, only a lone Human Scout and a wounded Orcish Warrior remain. With a rival Orcish war party coming their way after having spotted the battle from afar, the two must reluctantly work together in order to survive.
- Two Rangers scouting the wilds are cut off from their only path to safety by an Orcish warband and must use every skill and items at their disposal to escape and avoid being hunted down.
- An Orcish Warrior exiled from his tribe descends from the wilds to enter civilization. Along the way, they encounter a Ranger and the two somehow avoid killing one another to from a strange kind of friendship, but who's to say it will last?
Honor and Tyranny
Genre: Medieval, Low-Fantasy
Plot: The world is in chaos. The flames of war spreads over the Known World, drowning the continent in death and despair. The Southern Kingdoms are buckling under the pressure of the Vailian Empire's conquest of their northern provinces, and only the presence of the mighty river Foltem keeps the Empire in check. While the Empire and the Southern Kingdoms fight for supremacy over the few river crossings over the Foltem, chaos is brewing elsewhere in the South. Monsters, once confined to the wilds thanks to the stability of the realms, have now come back to plague the world. The Angvells, raiders from across the Endless Sea, have also returned to wreak havoc on the coasts, slaughtering and enslaving as they please. On top of all that, there are also reports that roving bands of criminals and ne'er-do-wells have taken to the countryside, terrorizing villages and settlements unguarded by the armies of the South. It is a time of great calamity, a time where only the strongest or the most desperate can survive.
Pairings and Plot Hooks
Plot: The world is in chaos. The flames of war spreads over the Known World, drowning the continent in death and despair. The Southern Kingdoms are buckling under the pressure of the Vailian Empire's conquest of their northern provinces, and only the presence of the mighty river Foltem keeps the Empire in check. While the Empire and the Southern Kingdoms fight for supremacy over the few river crossings over the Foltem, chaos is brewing elsewhere in the South. Monsters, once confined to the wilds thanks to the stability of the realms, have now come back to plague the world. The Angvells, raiders from across the Endless Sea, have also returned to wreak havoc on the coasts, slaughtering and enslaving as they please. On top of all that, there are also reports that roving bands of criminals and ne'er-do-wells have taken to the countryside, terrorizing villages and settlements unguarded by the armies of the South. It is a time of great calamity, a time where only the strongest or the most desperate can survive.
Pairings and Plot Hooks
- A Robber Knight leading a band of bandits and raider comes across the Daughter of a Noble that they slew during their raid on the noble's homestead.
- Two Sellswords travel the lands to ply their trade while being haunted by their past that may or may not one day finally catch up to them.
- The Prince of a dying realm seeks the help of a renowned Sorceress, hoping that whatever knowledge the latter holds would be enough to stop his eventual downfall.
- Knights of a holy religious order embark on a quest to cleanse the world of evil, but soon finds that such an undertaking is easier said than done.
- A band of Elite Warriors from the Southern Kingdoms are sent north across the river Foltem to wage a guerrilla war against the Vailians, but as the war rages on, are they truly still willing to do whatever it takes to complete their mission?
Escalation: The Coldest War
Genre: Modern, Historical, Intrigue
Plot: The year is 1982. The cold war is reaching its peak, and the two superpowers of US and USSR are butting heads for supremacy over the world. While the Vietnam War has ended, the Soviet-Afghan conflict has now just started. Meanwhile, in Africa, Asia and South America, proxy wars are waged between the two superpowers as the world stands there and holds it breath, praying that these conflicts would not one day lead to a nuclear war. But, somewhere else, an entirely different kind of war is being waged behind the scenes. Intelligence Agencies from both sides of the Iron Curtain are busy undermining one another in service of their respective nations. Countless agents, tasked with collecting vital data and disrupting enemy attempts to do the same, work in the shadows all over the world, playing a dangerous game with one another outside of the eyes of the public. And some of these games are all that stands between an uneasy peace and complete nuclear Armageddon.
Pairings and Plot Hooks
Plot: The year is 1982. The cold war is reaching its peak, and the two superpowers of US and USSR are butting heads for supremacy over the world. While the Vietnam War has ended, the Soviet-Afghan conflict has now just started. Meanwhile, in Africa, Asia and South America, proxy wars are waged between the two superpowers as the world stands there and holds it breath, praying that these conflicts would not one day lead to a nuclear war. But, somewhere else, an entirely different kind of war is being waged behind the scenes. Intelligence Agencies from both sides of the Iron Curtain are busy undermining one another in service of their respective nations. Countless agents, tasked with collecting vital data and disrupting enemy attempts to do the same, work in the shadows all over the world, playing a dangerous game with one another outside of the eyes of the public. And some of these games are all that stands between an uneasy peace and complete nuclear Armageddon.
Pairings and Plot Hooks
- A new CIA Agent is sent over to Europe to investigate the disappearance of a CIA informant. With them is an experienced Spec Ops Soldier who's there to act as security while the agent investigate. However, their case soon proves to be something more than just a simple disappearance, and soon the two of them are involved in something entirely above their pay grade.
- Two Agents from different sides of the Iron Curtain are forced to work together following a botched operation in a third world country. Hunted by the local military force and already considered dead by their respective nations, they must work together to find a way out.
- Two Russian Sleeper Agents, brought over to the US during their childhood and having been raised there their entire lives, have just been awakened by their secret code words and find out that they have the task of assassinating the French ambassador to the US. With limited resources, they need to work together to complete their mission or face retribution from the KGB.
- An American Spec Ops Team is sent to South America to extract an important target: a Civilian who has vital intel on the USSR's involvement in the region. However, their helicopter is shot down and only one member of the team barely manages to survive the crash. Alone in hostile territory, they must find a way to complete their mission and return back alive.
Slice of Life
Genre: N/A
Plot: There are no particular themes or settings for this 'world'. This section is used merely for me to dump all the fleshed out Slice of Life story ideas into one place and keep it organized. Assume that most of these stories are set in our modern world during current time, but that can be adjusted as well.
Pairings and Plot Hooks
Plot: There are no particular themes or settings for this 'world'. This section is used merely for me to dump all the fleshed out Slice of Life story ideas into one place and keep it organized. Assume that most of these stories are set in our modern world during current time, but that can be adjusted as well.
Pairings and Plot Hooks
- WIP
Unspecified Plots
[Roles that I'd play are in bold]
[Roles that I'd play are in bold]
- Detective x Client
- Android x Android Hunter [Cells within cells interlinked]
- Sci-Fi Smuggler x Fellow Smuggler/Client
- Mobster x Prostitute
- Bodyguard x Client
- Lawman x Bandit
- Friend x Friend's Significant Other
- Prisoner x Prison Guard/Warden
- Criminal x Criminal [Think Bonnie and Clyde type deal]
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