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Avalon Miracles
Updates
I am working on finishing up the boards. At the most it would be done on Thursday, same with the 'About Avalon' thread. After that I should have the History of Avalon done by the weekend.
Finishing up the site is going to take a little longer then first planned. It will get done though. Most of the boards are up, hopefully the rest will be at the end of the day. Avalon's History should be put up soon, and after that I will think of a plot for the site.
Welcmone to Avalon Miracles
I am still working on the site, so don't say to me it looks lame or unorganized. Hopefully I'll be done with everything by the end of the week. Just because its not done doesn't mean joining is off limits. I am open arms to joining members. If you do join then please don't mind the few touches I have to do to finish up. I will make more boards, get a C-box, get history and plot up, and more to finish off the site to the best I can make it.
-Quest
The realm of Middle-Earth contains many stories, and not all them made it into the Redbook of Westmarch. In this RP, we explore some of the events that happened before the Fellowship was formed, and before Sauron’s plans of conquest were fully ripe. Set in the late Third Age, your character will be involved in events supporting the forces of light or dark. This board adheres to canon but characters are original creations of the writers.
The role you choose may involve you in the major plots, or minor ones, all leading up to the War of the Ring in 7-10 years Middle-earth time. Players will be encouraged to submit writing samples and character profiles in advance. Experience level at a board RP is less important than an interest in Tolkien’s world, and a good sense of storytelling.
Ghost in the Machine « Result #2 on Oct 27, 2007, 5:48pm »
"Did you know there's a ghost in the machine?" You may not know, but there is a ghost in the machine. Every machine that walks the face of Cybertron holds in its core a living spirit, a spark of life that makes them so much more than cold meshes of steel. They are Transformers, and they are caught in an intergalactic battle that makes any war on Earth look like child's play.
"Ghost in the Machine" is a Transformers play-by-post forum that holds a total of three separate RPGs: Damage Control, based on the series that started it all, Generation One; The Unknown Origin, based on the isolated battles from Beast Wars; and White Noise, based on the most recent of Transformers animations, the Unicron Trilogy.
Ghost in the Machine's central goal is to create an experienced, friendly atmosphere for Transformer fans and roleplayers alike. We believe in creative, deep storylines, experienced roleplayers who are interested and actively participate in the events, and of course an environment where everyone can get along and meet new friends.
The best part is, Ghost in the Machine is always changing. We don't like to sit around and do the same old thing every day of every week of every month. We are always coming up with new ideas, new ways to entertain our players, and new and engaging storylines where everyone is an important player. The best thing our players can give us?: They're honesty and interest. There is no better prize than to hear how much they're having fun.
Types/Kinds of Humans/Animals Allowed: Any Is magic allowed? No Difficulty: Intermediate-Advanced Plot/Intro: In the town of Malden there were secrets that were to never be exposed. There had been a secret lab away from the deepest parts of the town, a lab where they did animal testing. One day when they went to give a wolf an injection of a serum that would turn him into a human the wolf escaped and had managed to blow up the lab which caused the serum to spread into all of the town turning all of it’s residents into animals but for only one season then they would turn back without any memory of when they turned into animals and when they were animals, they didn’t actually know that they were human. Everyone that came into the town became infected but no one knew that the very air that they breathed would infect them.
The animals of the forest were not affected by this serum as they should have been which made the surviving scientist curious to know why the humans were turning when it was intended for the animals. Instead of trying to rebuild his lab he decided to make it where the residents of Malden couldn’t leave and once they got in and the animals as well. It was not certain which animal a human would turn into once they changed for the first time but once they changed it would remain that same animal every time they changed after that. The scientist continued to study his subjects, making sure that none of them had left.
The humans are starting to wonder why they go to sleep one night and feel a warm summers breeze but when they wake they freeze in the icy touch of winters chills. They are starting to wonder why none of them had been able to leave after many failed attempts. Will they discover the secret that has kept Malden from discovery for this long or will they be blinded by what is in front of them?
In the Realm of Methar many of the old bloodlines were lost in the End’var War of 576 T.Y. (Tellan’s Years), when the line of the old king came to an end and the great families of the realm scrambled to claim the throne, cutting down countless members of the nobility in order to raise up their likelihood of gaining the crown.
At the end of it the House Craen won the throne, and it was a bloody victory. The House left a trail of bodies in its wake, and some of them were closer than mere friends. But there was no need to despair, for in the many years that followed the Kings and Queens of House Craen proved themselves exceptional rulers and the realm was plunged into an era of bliss and prosperity. However, there were places where enmity still harbored amongst the nobility.
The Houses of Beldevier and Vathaer were all that remained of the old bloodlines, with the exception of the Royal House. Both had supported different families in the End’var War, and though neither had been vying for the throne their secret competition for the Regency had compelled members from both Houses to commit grave acts against each other.
The year is 1123, more than 500 years since the End’var War, and the troubled waters between House Beldevier and House Vathaer are as strong as ever. Stronger, even, for the Heir to House Beldevier has just been slain, and the Beldeviers are calling for blood.
Officially Heir Garion vy Beldevier’s death is labeled as a hunting accident, but his family knows better. The offending arrow that took his life was no crude shaft of a forester, nor was it of the slender yew used by the Beldeviers’ armorer. It was black ash, used only by the House Vathaer.
Garion’s death served as the spark to set alight the blaze between the two Houses, and the situation has grown tense in recent months. None will go about without a guard, for the risk is too great.
And for the first time in nearly half a millennium there is war upon the horizon. King Welfram IV can no longer control his nobles, and his failing health is more of a hindrance than ever before. There is even talk of a coup, something that frightens the King down to the marrow of his bones. He never married, and with no heir, no close relatives, and dissatisfied nobles, it seems likely that the long reign of the House Craen is finally coming to an end.
And in the midst of this remains the feud between the two oldest and most renowned Houses in the realm, a feud that promises no easy end.
With the fall of the Guilds, the Realm of Mystery descended into chaos, out of which rose two factions.
Noresh, place of life, preaches truth, justice, and honor.
Noctis, land of dark, tempts with the night’s honeyed poison.
Repelling and attracting, they dance on a delicate balance upon which the fate of the world rests. After all, there could not be night without day, or day without night . . .
. . . could there?
Yet now an even greater threat looms, and the two are bound in a shifty alliance that could fall apart at any one wrong move. Wanderers, unbound by pledges to either side, pursue their own agendas or seek to create their own power basis. Others choose to unite with one of the two factions and test their worth from within. The promise to all beings has always been freewill, and the choice can be made only by you.
The Realm of Mystery is a freeform rpg where characters are the ones who create—or destroy—their world. Join Noctis, join Noresh, or set out on your own. Rise through the ranks or become the subtle shadow behind the throne. Throw havoc or negotiate peace—make friends or enemies—control magic or become a master of fighting—be a leader or a follower—blur the lines of reality to suit your needs. Create your character . . . . Create your destiny . . . . Create your world.
As an advanced roleplaying site, an application is required to join. Once accepted, you will find active, supportive members who are helpful out of character and skilled roleplayers in it. Very few other sites are as long-running and creative as the Realm of Mystery, and nowhere else have individual members had the power to change and alter their world as they have on RoM. Join us, and learn the true meaning of magic.
Megan is a petite girl. Her wavy brown hair falls gracefully past her shoulders to half way down her back. She has bushy bangs that tend to fall in her eyes. Her skin perplexing is tanned. A thin scar is over her temple, just hidden by her hair line. Usually she wears a light brown tunic with a leather belt and black leggings.
Personality:
Megan is a calm and collective girl. She loves nature and its mysteries and just being outside calms her down. She is very passionate to animals- one of the things she hates most is seeing animals being abused. She is often wary of people when first met, but can quickly warm up to them and become their friend. When people hit the right nerve Megan can go off the deep end. She can get very feisty and short-tempered at any moment, probably because something goes strongly against what she believes in or insulting her and those close to her.
History:
Megan was born to two farmers in Ma`fea just a days south walk to Star Town. For the first ten years of her life she grew up a happy a simple life. She did work at the farm, usually taking care of the animals. When she was eleven years old a group of travelers stopped by the farm, asking for a quick meal before they continued south the Hydrin Aqua. That night when the travelers told stories on all the regions of Avalon, Megan had a sudden urge to explore the world like they had. It taunted her for a other year, before she told her parents she will leave to explore the world. After some convincing and begging her parents finally agreed: they knew that Megan would be able to handle it. She was given one of the farm's horses and some food to last two weeks. They told her not to forget them and visit, and have fun and be safe during her travels. Since then she explored a lot of Avalon, just living as a wanderer and hopes to see everything there is in the grand isle.
About Avalon « Result #7 on Sept 23, 2007, 1:01pm »
An isle of Legend...
An isle of Mystery...
An isle of Wonders...
Above all.... An isle of Miracles
The isle of Avalon, a place filled with Legend, Mystery, Wonders and Miracles
Avalon is a large magical island on the plains of existence. Here several races thrive in harmony. It is filled with surprises and wonders, waiting to be discovered.
The Star Tree
The Star Tree is the largest and most thriving tree in all of Avalon. Old Tales state that this tree is what opened the island to miracles and wonders it produced. It got its name because the top most branches and leaves seem to shimmer with star light. It stands high over Star Town, and is easy to see a half mile away. Its roots and stretch wide and far, few go strait down, none reach the council roomed below it. Its nickname from the areas is called 'The Great Tree'.
Ma`fae
Ma`fae is the most northern part of Avalon. During the Spring, Summer and Autumn months it is a wide moor of heather and grass, dotted with towns and cities. During the winter the lands are covered with a thick blanket of snow. The climate is crisp and cold in the Autumn and Winter: hot and humid in the Spring and Summer.
Hydrin Aqua
Hydrin Aqua is the furthest south land of Avalon. It is lively of streams, lakes and rivers. Almost all the areas of Hydrin Aqua are connected to water some way. Sea ports dot the sea far more then any other part of the island. People living and traveling here want to be more connected to the flowing water that offers life.
No`la Limbo
No`la limbo is the western lands of Avalon. It varies on life and terrain all through out the region. That is where it got its name, No`la meaning land the varies in elven language and Limbo a place neither one or a other. It varies from woodland to mountains to a plains and moors. It is one of the most prosperous and largest parts of Avalon.
Dra` Terre
Dra` Terre is the eastern lands of Avalon. Its nickname is Dragon Winds. It is mainly flat lands besides the hills that surround Dragon Valley. It is dotted with small forests and meadows. Dragons are most likely to be found here more then any other part of Avalon.
Races List « Result #9 on Sept 23, 2007, 11:04am »
Here are the Races you can make your character, please note the rarity and ages for each race. I will most likely add more to the list, since my mind is blank right now and it will take me to get out of the stage to add all the races I have planned. If you see one that is not on here and you want it added PM me with the name and the reason. I will consider it, and put it up if I agree.
Humans Rarity: Common Old Age: 80 years
Elves Rarity: Common Old Age: 500 years
Dwarves Rarity: Common Old Age: 200
Dragons Rarity: Uncommon Old Age: 350 years
Unicorns Rarity: Uncommon Old Age: 150 years
Griffons Rarity: Rare Old Age: 100 years
Phoenixes Rarity: Common but hardly show themselves to other species Old Age: Born from its ashes, ever living, oldest known 715 years
Half-Breeds Rarity: Rare Old Age: Around the Average of the two races involved