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Ashi-Plakei - Rifted-In Introduction
  • Ashi-Plakei Introduction For New Characters

    North Pole Hangar


    You find yourself in an exceptionally large room, every inch of the cavernous space covered in an ivory white metal. Bright unnatural lights that make the sun seem like a candle fill the massive room and hurt your eyes as they adjust to the new environment. Workers can be seen bustling all around at the far section of the room, they seem to be mostly carrying cargo and working on various spaceships that have been parked in the area. You realise this must be some sort of hangar.

    The sound of the workers combined with the massive area creates a cacophonous echo all around you and it’s hard to even hear your thoughts. Off in the far side of the room is a large platform Where you can see a large cargo ship where several passengers get off and the dock crew Start to offload the ship. After the ship is offloaded and one of the dock workers checks the manifest, most of the ship's crew returns go back inside to their ship and the platform it had landed on starts to rise up above to a grey metal hatch using some sort of gear system embedded into the walls.

    The hatch opens up and the platform continues it’s way further up it’s rails before disappearing as the hatch closes again. There doesn’t seem to be any way to see outside from where you are, no windows and even what you could briefly see while the hatch was open was just more of the same metal walls you see all around you. In the nearest corner of the room though is a door to some sort of office.

    On the wall beside the door you can see the word “Customs” written in a variety of languages, big enough to be read from where you’re standing, though a lot of the languages you see look completely alien to you. An older impatient looking man stands near the door, and while looking straight at you starts to beckon you over. Following him, he takes you into the office where there are several booths. They make you fill out a handful of forms and declare any high value possessions you might have before waving you through.

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    Past customs you find yourself in some sort of subway or metro station. It’s crowded with people trying to board onto the monorail at the far end of the platform, but a teenage boy spots you coming out of customs and tries to wave you over. You also spot two notice boards by the wall beside you. One detailing the monorail schedule and where each one is going, the other board looks like it has some sort of job offers.
     
    Ashi-Plakei - Arriving from Colonium Introduction
  • Colonium Departure and Ashi-Plakei Introduction

    Up until the moment the trolley arrived for loading out the passengers, everything seemed to be following as planned. Then, an oddity.

    The lamps flickered, dousing the group into brief darkness. When they returned, the lamps themselves, as well as the tram, would begin shaking. It was subtly at first, creaking sounds and specks of dust abound, but it wasn’t long before the tremor evolved into something capable of sweeping even the hardiest off their feet. Then a shrill noise would cut through the air unannounced, a sudden siren, loud and unceasing. The sound seemed to put the locals in a hurry, panicked steps, openings of doors and even the rumble of ships joining into the cacophony. Something was happening, and no one stopped to tell you what.

    Before long, several ships took off in anticipation of the anomaly, leaving anyone left behind to fend on their own. As Colonium’s people watched, the ships shrank as they entered the atmosphere, turning darker as they wasted no time abandoning the planet. It was either those lucky enough to get inside, or them. Eventually, the ships disappeared, and soon the remaining inhabitants were left to the planet’s mercy.

    And then, it was dark. Now, nobody knew what was happening, nor were they sure about their surroundings. From the swamp ahead erupted a sudden rumble, followed closely by the quickly distancing screams of the tour’s guides as they vanished into the void, leaving the visitors all on their own to face what awaited them next.

    From the darkness, light emerged. Imbued with all the colors of the rainbow, mixing and matching and twisting upon itself, they overwhelmed each and every sense of those caught in the turbulent rift, lasting a moment that felt like an endless gaze into infinity itself.

    It was followed rather abruptly by a shock of reality as shapes and colors took form once more right before their eyes: a floor, ceiling and walls, all made from an advanced ivory white alloy. Artificial lighting shining brightly over them from the top. Sliding doors at every other step, some manned by crew walking frantically around. And just like that, the entire world of Colonium had been replaced with the entrails of a spaceship.

    After a brief moment, the humans inside the ship took notice of the odd gang's sudden appearance and stopped dead on their tracks, eyes widened and mouths agape. Some scrambling ensued until a tall man with a vast black beard entered the room and calmed everyone down. He raised an eyebrow at the group and said:

    "Stowaways? Or Thieves? Eh, either way, stay right put. We're far too late to turn back now,” the man groaned with annoyance, “Someone else will deal with this mess once we land..." The man mumbled something into a headpiece and tells the helm about the unexpected guests before turning back to you and grumbling, “This ship’s heading to Ashi-Plakei. Shut up and behave and we won’t have any problems.”

    Some time later, the cargo ship approaches the planet as the sun disappears behind what is supposedly Ashi-Plakei, but from your view through the windows of the ship, the planet doesn’t look lived on at all. It looks like a grey lifeless rock, no greenery, no clouds, there was one crater of liquid but whatever was in it probably wasn’t water. There was nothing that seemed to indicate that there was life on this planet at all, that is until the ship begins to make its approach towards the north pole and dozens of large metal discs could be seen across the planet’s horizon. The ship you are on starts to make its way towards the largest of the discs you can see and with a heavy shudder, you can see the disc open up to reveal a landing pad for the cargo ship.

    The ship touches down onto the landing pad and through the window you can see the barren grey landscape of the planet with the sun just barely peeking out at the horizon. Suddenly the ship shakes before the landing pad starts to descend beneath the surface of the planet. You can feel the clicks as heavy gears bring the ship further and further down, until the ship is fully underground. The metal hatch above closes back up firmly and the elevator starts to vent air back into the shaft like an airlock. After travelling a significant distance down the elevator passes through another hatch just like the one above, and beyond the hatch is a massive and bustling hangar with walls covered in clean, ivory-like metal. The whole scene drowning in a sea of bright artificial lights and cacophonous sound from the hundreds of workers down below.

    The elevator finally reaches its terminus and several of the ship’s crewmen come to escort your group out of the ship and into the hangar. Once you’re out and with feet on the ground again, one of the crewmen gets your attention, pointing you towards a far corner of the hangar where you can see “Customs” written up above the door in big bright lettering. It also seems that the information there is repeated in a variety of other languages too, some of them looking downright alien.

    A tired seemingly grey-haired man meets with you once inside the office and hardly saying a word takes you to one of the booths. He asks some simple questions such as name and date of birth before typing the info into the computer and waving you through with a sigh. Under his breath you can hear him mutter something along the lines of “They don’t pay me enough for this…”

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    Past customs you find yourself in some sort of subway or metro station. It’s crowded with people trying to board onto the monorail at the far end of the platform, but a teenage boy spots you coming out of customs and tries to wave you over. You also spot two notice boards by the wall beside you. One detailing the monorail schedule and where each one is going, the other board looks like it has some sort of job offers.


    @jigglesworth (Captain Rex) @PolikShadowbliss (Odessa) @marc122 (Roman Torchwick) @Jezza (Noveran) @SmallPopTart (FLLFLL Alfa) @2Bornot2B (Remalia)
     
    Reocopia's Introduction
  • ddro6yz-5d366d55-ab97-40c4-9c55-273a07421376.png
    Two things should stick to our newcomers as they arrive in their new location: first, the enormous quantity of background noise, motors rumbling non-stop, screeches of metallic machinery echoing from the areas all around them, the zoom of flying ships overhead, angry, emotional, everyday chatter and rambling of the people coming and going.

    Secondly, a distinct lack of color in the environment. No sight of natural life anywhere, an urban bloated city painted in decimating shades of black, grey and brown. The native’s clothing too seemed to stick to those colors, very rarely with a brighter happier tone thrown in, immediately drawing attention. Despite these which were rather depressing views, a welcoming light blue sky adorned with comfy-looking pearly clouds stood overhead, as if smiling down on the new arrivals.
    They’re in luck, it hasn’t started raining yet.

    After a moment to take in the jarring and contrasting elements of their location and a whiff of the oddly smelly air, our guests would come to realize that they have landed in some kind of complex building. Now whether they have arrived in the platform properly, inside one the smaller rooms or even on top of the roof, the building in question was… interestingly open.

    Lacking any sort of walls other than ones of the shops located inside of it, this terminal-esque construction was covered by a structure that could only be described as a stretched irregular pyramid, held up by three thick parallelepipeds of concrete and its own corners where they encountered the ground. It was certainly a much modern-looking building than the rest of town, evidently new. Well, surely the banner on top alluding to an ‘inauguration’ could have helped our guests reach that same conclusion…

    "Welcome all to Pryden!"

    A distorted recorded voice would begin, flooding the entire complex and its surrounding with the sound of bad quality audio. In fact, it had been playing the same message over and over again, but it had taken our newcomers a while to discern it from the rest of the cacophony of the streets and passers-by:

    "Please direct yourselves to your left, where you’ll be able to get your very own ID made. These allow you to cross the turnstile into the rest of the town and may be asked at various points of your stay, so please do not lose it!
    Feel free to wander through the complex and visit our shops by the right, why not buy a souvenir to take home once you return?
    Wait, can they return?
    ...........
    We hope that your stay is to your liking!!"

    Once over, silence would reign in the building for a couple of minutes before the same message would restart.

    What was that about a turnstile you say? Oh, the entire building is apparently enclosed by iron gates, with the only exit being through an array of turnstiles standing in front of the gap. Beyond that space, gathered in front of the opening are grouchy, indifferent looking adults, surely workers on their breaks. Some of them even wrinkle their noses at some of the newcomers, huh. But don’t be discouraged for together with them are a more excited group of Reocopians, children and teenagers vibrating at the front gates, amazed at the assortment of characters that were stranded in the town!

    Seems like one of the kids, in particular, is repeatedly jumping and waving energetically at them, trying to call everyone’s attention:

    "HEY! OVER HERE~!! HEEEEEEEY~"

     
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    Wray's Introduction (GM PC for Reocopia)
  • RCPNHPD0004820

    latest
    Age: 14

    Height: 159 cm (5' 3'')

    Profession: N/A (Amateur Tinkerer)

    Motivation: Making frieeeends~!!

    Current Mood: Pumped up

    Original World: Reocopia
    Location: Space Airport, by the exit
    Mentions: ---​

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    Dressed up in shades on coppery brown, stained white and some grey was the owner of that voice, hopping around like a hyper bunny, trying to overpower even the noises of the background with their call. Ah, it had been such a relief for the effeminate boy in suspender that he had made to the event on time! Well, sorta, he had missed the whole speech much earlier, but hey, he was here!

    And why Wray wouldn't have made it in time, you ask?

    Because HE FORGOT!
    It was only the very first SPACE AIRPORT of all of Reocopia, built with assistance for other planets and their aesthetic choices and... and borrowed tech! Truly a historical event of epic proportions ever since the problem with worlds merging and he, Wray Arth Davenport, tinkerer extraordinary had completely forgotten it...

    Okay, maybe 'tinkerer extraordinary' was an exaggeration... Definitely an exaggeration, but hey! Someone had to show these new people around! And who better than the teenager that had such a diverse adventuring party once, right? RIGHT? Oh Lord, he could barely contain the anticipation!

    Rushing through his chores like a hurricane, making sure to take a bath and leaving with his half-eaten lunch still in his hands, the excitable invertor-wannabe had hopped on the trolley, finished eating his lunch during the trip to the big center and then pushed through a multitude of individuals so that he could get a spot right by the gate. It had been hard work, and he was sure one of them had stepped on his foot at some point, -that hurt!-, but Wray had managed to accomplish such a feat! And without accidentally electrocuting anyone on the way, yay progress!

    Which of course, brings us all to the current time...

    "HI I'M WRAY, I CAME TO OFFER A TOUR OR SOMETHING BECAUSE EVERYBODY IS NEW AND THIS SOUNDS LIKE FUN!!!"
    , jeepers, there were so many people in here! He sure hoped his yelling could still be heard over all the murmurs and complaints all around...

    Hnnnnnng, he was so hyped! He could show them around, and have nice chats, and show them cool places he liked, and food he liked and-and-and he could make friends with them! Ohhhhh, he could form a new party and finally be able to travel beyond Pryden because he was too young to go on the big ships... OHHH SOMEONE OLDER COULD GET HIM IN, YEEEEEESSS~

    This was going to be awesome~!
     
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    Neon Haven - Polar Cap's Introduction
  • Neon Haven - Intro 1
    Polar Cap (North)
    (General info: Peaceful difficulty, recommended for those landing on Neon Haven with a spaceship, access to everywhere except Neon Community Republic)

    It was a rather smooth landing, passing through one of the holes in the junkyard belt to arrive at the planet’s ice caps. Next to the hangar where the landing took place, a long tunnel with glass walls and metal frame guides the way. It is a chilly environment, surrounded by snow and ice in every direction, the strong winds howling as they caress the walls. The entrance gradually dives into the snow and into the ground, heading directly towards the faint treetop horizon that marks the South.
    Standing in the middle of the entrance tunnel, a young boy buried in winter clothes muffles a sneeze under his sleeve. He’s shaking and he has a runny nose, but otherwise seems friendly.

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    “Welcome to Neon Haven; my name’s Hazor1010.” He tells you. “Come on down before we all freeze up here, yeah? We can get you some hot chocolate with marshmallows once we’re there.”
    Shortly after disappearing into the snow, the glass in the tunnels gives way to dark, somber metallic and concrete walls, tight corridors with sharp turns, valve handle doors and heavy air-conditioning tubes running at the ceiling. You’re brought in to a small desk, with Hazor walking right past it to await you in the other side.
    “Sign this form for me. It states that you mean no harm to the Players here and that you’ll abide to the rules of whatever city/nation you happen to pass by. Do you have any legendary NKO weapons in your possession? If you do, describe them here. If you don’t even know what that means, just leave it blank. Welcome to our home.”
    After the quick pass through customs, you arrive at what seems to be a hub of sorts for the settlement, with multiple tunnels sprouting in varied directions. Makeshift signs tell their destinations - resident housing, visitor hotels, train stations, maintenance room - NO ENTRY - and hot springs. Hazor1010 is here again, and he hands a pamphlet to everyone while saying:
    “Alright, from this point forward, you’re free to roam wherever. This here is a basic guide to all the main cities of the… ACHOO! ...Pardon me, of the main world.. There ain’t that much to do around these parts and the train is free, so I’d get a ticket soon if I were you. But if you want to stick around a bit first, though, get out of the space lag, that’s cool. You can book a room in hotels for cheap and that hot chocolate I promised is waiting for you at the Hot Springs section, to the right. Enjoy your stay in Polaria, and in Neon Haven.”
     
    Neon Haven - Temperate Strip's Introduction
  • Neon Haven - Intro 2
    Temperate strip (North)
    (General info: Easy difficulty, access to Neon Community Republic, Newerth, Platinum and Ironworks)

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    You see yourself in a room. Or, well, what’s left of it, anyways. It has been long torn down and worn by centuries of abandonment, leaving nothing but a deteriorating concrete frame, scattered with trees, flowers and vines sprouting from each nook and cranny possible. A few shy rays of sunlight pierce through holes in the ceiling to wash over spots of the room, giving off a nice sense of warmth that contrasts the slight chill in the air.
    Near one of the corners of said room, a part of the wall has caved in, offering a sight of the world outside: Buildings like the one you just landed in spread out in just about every direction, their interiors all obscured by shadows. Could there be others in the region? It’s hard to tell without a thorough exploration. At this first glance, the only sign of civilization seems to be right at the edge of the horizon, a tower standing out even amongst the buildings with its height and mystical shine.
    Then, a noise. A small rumble sound, cruising down a street below. It’s filled with humans - some wield swords, some guns, one even a bow. Their clothes are modern, yet ragged, and they’ve got their eyes and aims roaming around the vicinities, looking for any strange sign. They haven’t spotted you yet, however, and probably won’t if you’re careful enough. It’s an endless maze out there with surprises at any corner. Which path will you take?
     
    Neon Haven - Tropical Strip's Introduction
  • Neon Haven - Intro 3
    Tropic strip (North)
    (General info: Moderate difficulty, access to Genesis Labs and Laurelia)

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    As soon as you arrive, you are bombarded with a myriad of colors and smells from just about every direction. It’s hot and humid, the ground is soft and fluffy and every corner seems to be covered with a thick and lush forest. Buzzes, chirps, snarls and howls erupt from just about every place, chaotic, yet harmonious at the same time, life’s orchestra at work.
    Looking up, you can see the gorgeous blue skies of this new and foreign land you are in and, out in the distance, the silhouette of what seems to be a floating piece of land. The keen eye may also spot the occasional piece of technology sprouting from the otherwise boundless forest; Outposts and fences mostly, many of which have been heavily damaged and broken open by what must have been a fearsome creature.
    Before you can properly plan a path, however, one of the noises starts to jump out from the others. They grow from a lone source into a choir, building up as their twisted, horrid shapes emerge from the vegetation. Long, thin and dark-skinned, these demonic creatures screech at you, drawing closer with intent to kill. It’s fight or flight time, so don’t freeze!
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    Neon Haven - Equatorial Strip's Introduction
  • Neon Haven - Intro 4
    Equator Strip
    (Generic info: Hard difficulty, access to Blacksea and a secret location)
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    Upon crossing the Rift, you’re greeted with a bright, hot light - here, the blinding, scorching Sun dominates the blue skies. Dunes of sand stretch in every direction, hypnotic in their sameness as they blend into each other on the shimmering air. At the distance, the occasional rock pillar can be seen, as well as some daunting grayish brown clouds of dust forming in the distance. There’s no sign of where to go, or even any semblance of life.
    At least at first.
    It began silently. A shift in the sands, building up in the general vicinity. It seems to follow a pattern, slithering swiftly, closing in to your location. Then, finally, an geiser of dust erupts from the ground! And from it, a massive wurm made of ragged metallic scales leaps off of it. On the tip of its head, a gaping mouth reveal a multitude of teeth spinning wildly and scraping against themselves like a mincer, spitting out sparks as they do. This thing - whatever it is - has got its eyes on your and is getting ready to lunge.
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