After Equestria (Sign-up)

Started by The Wandering Magus, 2013 Dec 16, 13:46:32

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Coffee Rush

2013 Dec 17, 17:48:20 #20 Last Edit: 2013 Dec 17, 18:03:16 by Coffee Rush
Here we are.
Spoiler: A signup. • show
Name: Sandy Atoll
Gender: Mare
Age: 34
Race: Earth Pony
Physique: Lean and Fit
Appearance (image or description): Atoll's coat is a sea green, almost blue, her mane a sandy beige, and her eyes the same as her coat. Now that the world is in an Ice Age, she wears a heavy trenchcoat that covers a medium layer of warm clothing and light amounts of hidden leather armor. In the open, barren wasteland she wears a set of boots, goggles, and other clothing that covers her head, not to mention a black cloak for distinction from the snow.
Cutie Mark: An astrolabe
Talent: Sailing and Astral Navigation ( I know, the first one won't really count in this winter wonderland... )
Abilities: Construction, Navigation, and Scavenging
Place of birth/origin: Vanhoover
Current home: None
Faction: None
Occupation: None
Personality: A pessimist, hardworking, and an opportunist. She isn't one for sharing in the name of survival.
Special powers: None
Alignment (pacifist, chaotic, lawful, good, neutral, etc): Neutral, unlawful
Brief bio: Atoll was born in Vanhoover, to a modest family. She was rather depressive as a child, and the only thing that would take her mind off of things was the ocean. Her father had a small sailboat, and she found her talent as a helmsman, growing up to be a merchant and, for a little bit, a mercenary.
Purpose/Mission: To stay alive, no matter the cost
Inventory: [Default inventory], a spyglass, a saddlebag, a rifle, and a knife.
Have you read, and agreed to, all the rules?: Yes.
My OC can be found here!

The Wandering Magus

Asterian Élire is now accepted :]

Sandy Atoll is accepted.
(sorry Bakasan, chose this image)
Descriptions and art of my OCs here: http://legendsofequestria.com/forum/index.php?topic=2636
my art: http://legendsofequestria.com/forum/index.php?topic=298
visiting soldier sister, be back 8/12/2013

Somebeing

It seemed that just a few days ago this

*cough*http://forum.legendsofequestria.com/index.php?topic=3141*cough*

happened.

Seen many RPs and RPers come and go...hopefully if time permits one more should do it for me.

Chirp

2013 Dec 20, 02:00:21 #23 Last Edit: 2013 Dec 20, 05:08:54 by Chirp
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:
Spoiler: The Faction • show
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.


Spoiler: The politics • show
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.


Spoiler: The jobs • show
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?: Yes


Name: Concorde Pear
Titles: Concorde Pear (No pony or buffalo is viewed as superior.)
Faction: Embers Rising
Species: Earth Pony
Gender: Stallion
Age: 28
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

The Wandering Magus

Quote from: Somebeing on 2013 Dec 20, 01:18:50
It seemed that just a few days ago this

*cough*http://forum.legendsofequestria.com/index.php?topic=3141*cough*

happened.

Seen many RPs and RPers come and go...hopefully if time permits one more should do it for me.
sad, ain't it?  but we might resume that sometime, if players find interest.  speaking of which, you're all invited.

Embers Rising is accepted!

Concorde Pear is accepted!
(sorry Bakasan, chose this image)
Descriptions and art of my OCs here: http://legendsofequestria.com/forum/index.php?topic=2636
my art: http://legendsofequestria.com/forum/index.php?topic=298
visiting soldier sister, be back 8/12/2013

Shadechaser

... ... ... (Out with it.) ... fine.

Spoiler: Sign-Up • show
Name: Shadechaser
Gender: Female
Age: (Uncertain)
Race: 'Shadow Pony'
Physique: 'strangely normal'
Spoiler: Appearance • show

Cutie Mark: N/A
Talent: Art of the Shadow
Spoiler: Abilities • show
Spoiler: Shadow Step • show
[center][shadow=gray,left]Shadow Step[/shadow]

Effect
Teleport to Target Location using the shadows as transport[/center]

Spoiler: Shadow Sight • show
[center][shadow=gray,left]Shadow Sight[/shadow]

Effect
Summons, or uses, a shadow decoy to scry for information further along[/center]

Place of birth/origin: [glow=black,2,300]Oblivion[/glow]
Current home: Somewhere under the snow
Faction: Factionless
Occupation: N/A
Personality: placid
Special powers: Controlling shadows
Alignment (pacifist, chaotic, lawful, good, neutral, etc): True Neutral
Brief bio: Before the winter started, and the first year ended, Shadechaser found a pleasant spot to rest. She dreamed, and as the snow piled up, she fell deeper into hibernation. Soon, she felt disconnected from the land, though she was buried in the snow. Eventually, she will return to the surface, seeking what changed, what was lost, and what became of the land.
Purpose/Mission: To learn the cause of the winter age.
Inventory: A dark shard from an Oblivion Golem (No real power just for sanity), Several Crystals for shadow magic restoration, A cloak (for masking the sight from others to restore her magic)
Have you read, and agreed to, all the rules?: Yes
Your Brony Personality Test reveals...
Twilight Sparkle?!
Judge not, unless thee be judged first in the kingdom of God.
Mathew 7 1:3

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