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Messages - Sidewise

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31
Information / City Districts
« on: May 24, 2019, 08:07:31 PM »
Riverfront - The downtown/distoric district.

Business District - Skyscrapers and office space

University District - hipsters and college students

Tenderloin - outskirts, sketchy, with low income housing and artists

Industrial District - to the south east, across the river.

Tideland - A bit outside of the city bounds, where old plantation houses have turned into expensive mansions.

Beach - 20-30 minutes, outside of Tearmann proper, but close enough for a day trip.

32
Information / Magical Abilities: Creatures & Monsters
« on: May 24, 2019, 06:24:18 PM »
CREATURES/MONSTERS

Creatures and Monsters are anything with non-human blood -- or halfbreeds.

The Fae. The fae have been part of human culture for a very long time, and the name covers a very wide range of creatures. While the High fae might be gold-haired and beautiful, there are many other types of fae that are quite different. There are myths about wild creatures that hunt human beings; there are leprechauns or brownies; there are trolls and goblins and everything else. This is an incredibly wide range of creatures.

The Undead. The undead are often (but not always) creatures that were once human, but who after their death -- or sometimes not -- end up in a place between living and death. This category may include Vampires (of which there are many kinds), zombies, mummies, or many others.

Spirits. While some spirits might be wrapped up in the category of the undead, might take the form of ghosts or the lost souls of dead humans or other creatures, that is not all spirits. All that spirit means is creature not bound by its physical body. Some of them may be able to take on physical form, and other may not. There are many beings throughout history that fall into the realm of "spirit".

Demons. This is not demons or devils, necessarily, as they appear throughout western religion, though some of those may be closely related. Demons are creatures from another dimension or reality; they're beings that step into our world and, when they do, they have exceptional powers that follow them. Many of them are monstrous in appearance, but this can vary from one to the next.

Shifters. Werewolves are the classic type of shifter, but there are many others -- from people who can turn into animals to people who can take on the form of smoke and many others. Shifters are beings with two or more shapes,

Other monsters. Naturally, there are all kinds of other monsters that exist out there. These are here only as a guide; if you have an idea for something different, please, be creative!

33
Information / Magical Abilities: Humans & Near Humans
« on: May 24, 2019, 06:22:33 PM »
HUMANS/NEAR HUMANS

Near humans are beings that have a drop or two of non-human blood, but aren't obviously half breeds.

Mundanes. Mundane humans have no powers or abilities. They were born to human parents and, unless something dramatic happens in their life, they do not know that the Sidewise exists.

Psychics. Psychics are humans or near-humans who have, through birth or accident, acquired the ability to do exceptional things. Some of these abilities are small; lesser psychics might have minor abilities like the power to create a small flame, to communicate silently, to tell if people are speaking the truth, or to levitate small objects. Other abilities might be much more dramatic. Greater psychics might have a suite of powers related to emotion or thought, or might be able to fly or teleport. The thing they all have in common is that their powers are innate, and require no external elements. Sometimes, over time, these powers grow or develop.

Magicians. Magicians (also sometimes called witches, wizards, mages, or a dozen other names) are humans or near-humans who have acquired magical abilities through learning. Most creatures are born with the ability to do prop-based magic, but it takes a specific kind of mind and focus to learn how to use it. Those who have studied and learned how to hone their skill are able to use herbs and other ingredients along with incantations to create magic. Often, they have a book to keep track of what spells have worked for them and what haven't. Those who have been practicing for longer tend to be more skilled.

Magical Items. Some humans or near-humans may find magical objects or familiars that gift them with special abilities. These could include weapons, wands, armor or clothing items that attune themselves to their owners to give them minor to major magical power.

Curses. It's possible that if a person crosses the wrong creature, they may end up cursed. Naturally, curses will result in problematic effects for their victims. Somehow, though, they also give magical abilities or other supernatural elements that can be used to a person's advantage.

High Technology. While it's not magic, of course there may be people in this world who have far surpassed the standard technology of the era to create fantastic machines, or to augment their bodies, or a hundred different things.

34
Rules / Forum Rules
« on: May 24, 2019, 03:43:01 PM »
Sidewise is intended to be an open world modern fantasy RP. Part of the intention of this forum is community participation; instead of creating restrictive rules and setting information, the hope is that each member will bring their own creative touch to the city of Tearnann, building it into something collaborative and exciting.

As such, the rules are extremely limited, to begin with. Please do not be aggressive, rude, or unkind to other users. As time passes, these rules may develop, grow, and become more involved.

35
Information / The Sidewise
« on: May 24, 2019, 03:15:06 PM »
Once the veil has been parted, however, there's a second city simmering under the surface of Tearmann. Here there are monsters; there are magicians; there are secret shops and black markets. There are night clubs that serve mystical drinks, restaurants that turn dinners into incredible performances. There are communities of cults living hidden among the average human beings. Perhaps your barista has a talent for heat, and that's why your coffee is always hot; maybe your bartender is a vampire, and that's why they're always happy to work the night shift; maybe your lawyer has a dollop of fae blood, which makes them an expert at contracts. You just never noticed because you didn't want to notice. You dismissed that vision at the corner of your eye as fantasy.

It was fantasy, of course. But in Tearmann, fantasy is real.

36
Information / The Veil
« on: May 24, 2019, 03:10:25 PM »
Founded by the Irish in the early eighteenth century, somehow Tearmann avoided the puritanical madness that overtook most of the colonies. Perhaps this is because its people so enjoyed a good party, a good drink, or a good meal -- or perhaps this is because of the things that helped turn the city into what it is today.

Because there were monsters that helped settle the city of Tearmann.

If the settlers were aware of them, there's no record in any book, and in the modern city, the average person seems completely unaware of their influence. There is a veil that separates their world from the human, a shadow that covers the city and keeps humans from noticing the strange things that walk among them. This veil hides a second city below the surface of Tearmann, and this hidden world is called the Sidewise.

Sometimes, out of the corner of their eye, humans will catch a glimpse of something strange. A shadow that's too long, an alley that they've never spotted before, the sharp point of a stranger's ears. But unless they've been inducted -- unless they know it's there, unless they've been inducted into its secrets -- the veil keeps the supernatural separate, and keeps the mundane from entering into the Sidewise.

37
Information / Magical Abilities
« on: May 24, 2019, 01:04:24 PM »
The city of Tearmann is home to creatures of all kind, from the simplest of human beings to the most powerful of monsters and everything in between. Some have the simplest of magical abilities or none; others are pure magic, and could not exist without it.

Players are encouraged to play every level of character, and for the time being, there are no restrictions on what you can create. However, all characters on Sidewise will likely fall into one of these categories.

Please note: there are certain species that, for the time being, we would like to keep very rare and thus not active. These include Dragons, Phoenixes, and Gods from any religion.

38
Information / Tearmann - The City
« on: May 23, 2019, 02:25:51 PM »
Tearmann is an old city: founded early into America's birth on the southeast coastline, the river that cut through its north end set it up as a perfect port city and lead to its thriving economy and accounts for its longevity. Even centuries later, it holds the skeleton of the city that once was; live oak lined roads, brick houses and cobblestone sidewalks, wrought iron fences and balconies, Victorian homes painted in soft pastels. Downtown, the new disappears into the old, modern businesses behind historic fronts.

As you get further from the river, however, the shape of the city begins to change. Where the rules and regulations that preserve the history of the city are loosened, skyscrapers and apartment complexes and sleek, modern glass buildings begin to take over. A second downtown spring sup and this one is dirtier, less scenic. Here are the commercial complexes, the strip malls, the gas stations and office complexes. Here, the hundred-and-more year-old trees are replaced with sparser, more manicured shrubs, the wild greenery replaced with concrete.

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