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The Void Moonhaven Castle [TBD] The Lumen Rite [TBD] Helio Corp. / Fast Trax Laboratories The Keep All Else
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@thedarkestlightrpg-blog
Blog Thread Directory
The Void Moonhaven Castle [TBD] The Lumen Rite [TBD] Helio Corp. / Fast Trax Laboratories The Keep All Else
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The Rebels
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The Rider, Kai Blackrider
Kai's Profile
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The Militant, Vivian Foxworth
Vivian's Profile
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The Bengal, Delanie O'Malley
Delaine's Profile
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The Dragon, Tucker Morgan-Kettleburn
Tucker's Profile
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The Dingo, Tate Luca Dumas
Tate's Profile
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Saphir's Stream
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Saphir's Statuses
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Saphir's Blogs
Prologue: A Creation Story (The Lore)
One: The Change
Two: The Queen
Three:
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Five:
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The Sun Siblings, Apollonia & Icarus
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The Priest(ess)
This is a Grey Area role.
The Priest/ess is a part of a trio. (The Crone and The Prophet) Each of the three can only see part of the future and prophecy. They can give hints, cryptic and vague, but they can never reveal the whole portion they know to whomever asks. The three cannot talk about their respective parts to each other because they are bound to never know the whole truth, if they did, that would cause either side to push or pull in order to change the future to win in their favor. They can make assumptions on their own about what they think may happen and advise whomever is asking based on their ideas and their parts of the future.
In order for a person to get a piece of the future, they must know, they can only ask one of the three and if they choose to ask more than one, the seeker will go deaf for a moment and it would prevent them from hearing the whole truth. Their memory will also be tampered with so part of the answer may be forgotten. After choosing one of the three, they are given a mission by the particular third that they must complete in order to receive what the third knows. This can be anything from a petty theft, or bringing a particular rare item to murder, genocide, and changing the tides in a war that they wish to have a different outcome than they see. Only one specific question can be asked at a time. This question can be only answered once by one of the three. But, it is warned that the seeker must interpret the clues and vague descriptions on their own. No help from the three will be given.
The three are always together and inseparable. They are ageless, they never ail, they never die. They are the living legend.
The Priest/ess is the fairest of them. They are the most honest and nurturing and genuinely want to help the Seeker. They haven't lost a sight of what their purpose is or have let time color their views of people. Their tasks are relatively simple and have to do more with bettering the seeker as a person than personal gain.
*For The Darkest Light prophecies, you will need to speak to moderators. Other than that, you can create them on your own and if a question is posed from another member that doesn't effect the larger storyline, you can create your own.*
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The Prophet
This is a Grey Area role.
The Prophet is a part of a trio. (The Crone and The Priest(ess)) Each of the three can only see part of the future and prophecy. They can give hints, cryptic and vague, but they can never reveal the whole portion they know to whomever asks. The three cannot talk about their respective parts to each other because they are bound to never know the whole truth, if they did, that would cause either side to push or pull in order to change the future to win in their favor. They can make assumptions on their own about what they think may happen and advise whomever is asking based on their ideas and their parts of the future.
In order for a person to get a piece of the future, they must know, they can only ask one of the three and if they choose to ask more than one, the seeker will go deaf for a moment and it would prevent them from hearing the whole truth. Their memory will also be tampered with so part of the answer may be forgotten. After choosing one of the three, they are given a mission by the particular third that they must complete in order to receive what the third knows. This can be anything from a petty theft, or bringing a particular rare item to murder, genocide, and changing the tides in a war that they wish to have a different outcome than they see. Only one specific question can be asked at a time. This question can be only answered once by one of the three. But, it is warned that the seeker must interpret the clues and vague descriptions on their own. No help from the three will be given.
The three are always together and inseparable. They are ageless, they never ail, they never die. They are the living legend.
The Prophet has a "holier than thou" complex. They think because they are an ancient and one trusted with the future that they are better than anything else on Earth, possibly even in the whole expanse of things. This makes them hard to deal with. Seekers who choose the Prophet will have their patience tested and their wills questioned. Even though the Prophet is hard to deal with, their answers are the most muddled. Their own pride gets in the way of their telling. Unlike the Crone who tries to be straightforward, the Prophet sees the universe revolving around themselves and ideas, but their vague hints are easier to decode and straightforward. If the Seeker keeps in mind the Prophet's intentions and ideals, they will find the end of the puzzle and hopefully the answer they seek. The tasks the Prophet gives are self serving and are for personal gain more so than anything.
*For The Darkest Light prophecies, you will need to speak to moderators. Other than that, you can create them on your own and if a question is posed from another member that doesn't effect the larger storyline, you can create your own.*
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The Crone
This is a Grey Area role.
The Crone is a part of a trio. (The Prophet and The Priest(ess)) Each of the three can only see part of the future and prophecy. They can give hints, cryptic and vague, but they can never reveal the whole portion they know to whomever asks. The three cannot talk about their respective parts to each other because they are bound to never know the whole truth, if they did, that would cause either side to push or pull in order to change the future to win in their favor. They can make assumptions on their own about what they think may happen and advise whomever is asking based on their ideas and their parts of the future.
In order for a person to get a piece of the future, they must know, they can only ask one of the three and if they choose to ask more than one, the seeker will go deaf for a moment and it would prevent them from hearing the whole truth. Their memory will also be tampered with so part of the answer may be forgotten. After choosing one of the three, they are given a mission by the particular third that they must complete in order to receive what the third knows. This can be anything from a petty theft, or bringing a particular rare item to murder, genocide, and changing the tides in a war that they wish to have a different outcome than they see. Only one specific question can be asked at a time. This question can be only answered once by one of the three. But, it is warned that the seeker must interpret the clues and vague descriptions on their own. No help from the three will be given.
The three are always together and inseparable. They are ageless, they never ail, they never die. They are the living legend.
The Crone is the agitator. Because of the inability to see all, know all, and tell all, their clues are particularly harder to decode but if decoded correctly will give the most clear and near spot on prediction of the future. They are incredibly aware but also incredibly bitter and sarcastic. They also are the ones who provide the hardest tasks. Even a simple answer could put the seeker's morality at stake. The Crone likes to make seekers as twisted as themselves.
*For The Darkest Light prophecies, you will need to speak to moderators. Other than that, you can create them on your own and if a question is posed from another member that doesn't effect the larger storyline, you can create your own.*
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The Trickster
This is a Moon Child role.
The Trickster is a bit ambiguous. Though they are a child of the Moon, they do not really subscribe to either side. They do, however, like to cause problems for the pure fun and enjoyment of it all. Though they are similar to Dmitri Ishiki in that regards, they will never be tied to one side or the other because they feel it is too limiting. Their goal is to mess things up, throw a wretch into every plan, and they also have a twisted hobby to account for their spare time, the creation and distribution of snuff films. The murders in the films aren't just human, they are also supernatural which makes this character a bit grey but definitely not by any means "good". This character's powers help them be hard to catch, hard to find, and hard to kill. These will be discussed with the moderators. This character is also the one that killed the Militant's loved one. who is up to the two writers.
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The Whitelighter
This is a Sun Child role.
Much like Apollonia and Icarus, the Whitelighter despises the Moon Children and think of them as filth in the world that could be perfect under the rule of the Sun. Unlike the two, this character thinks that they should be the one sitting as a right hand. The Whitelighter as not been able to access the Void, but they know that as soon as they can, they can force their way to the Sun's side. They are obsessive, manipulative, and disturbed. Think of the Whitelighter as basically the one that wants to be "King/Queen". They will do whatever it takes to please the Sun and achieve their own goal. The Sun is not unaware of this whole scheme and uses it to her advantage though knowing full well that the Whitelighter will never achieve their goal but keeps this a secret in the dark. They do not like Apollonia and Icarus but will utilize them if need be.
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The Militant
This is a human role.
The Militant is a soldier by trade. They have worked for the US government for years before they retired and there was just an itch that civilian life couldn't scratch. So, looking for a new career and passion in life, they stumbled upon the CEO. Having lost a close, loved one (to be determined by the writer and the Trickster since that character is the one that killed him/her), the CEO's offer could not be refused. High tech weaponry, specialized gear, and a change to exact revenge? Game on.
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