All is well in the lands, but equines are starting to act strange. More and more seem to be seen with the Mark. Most of the equines were already corrupted equines, but this made them more powerful. There are no lights, neutrals, or darks, no... there are just the corrupted beings and those who have morals. The corrupted herds bring chaos while the pristine fight to see the light of day.
Well now, you have a glimpse of what is happening. Will you join and choose the path of the corrupted, or will you fight alongside the pristine to keep one another safe? Will you kill or will you live? Will you use your powers for good or evil? The choice is ever so certainly yours. Come join us.
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Calendar Info
Year: 1 Week: 1 Month: January Conceiving Rate: Low Weather: It is a very cold winter this year. The lows are around -10°F (-18.3°C) at night with highs around 40°F F (4.4°C) in the daytime when the sun is up and is hitting the land directly. The winds tend to be cold and sometimes very gusty. Snow is unlikely to fall on most days due to the dry weather. There is only a 10% chance of snow this week. Conditions: Equines should seek warm places in their herd to stay at night due to the lows. Grass is not covered with snow this week making vegetation easy to get to. Be wary of small ponds since they may look like their frozen solid, but could crack under any weight.
The Enchantments « Thread Started on Dec 21, 2008, 1:45pm »
The Enchantment Powers Information/Guidelines and Examples
--All characters have the liberty of either having control of one element or having one psychic power when they are created. They may also have the ability to shift into one animal only or with either one of the elemental or psychic abilities.
-To add on to your character's elemental capabilities, you must buy the extra element.
-To add on to your character's psychic capabilities, you must buy the extra powers.
-To add on to your character's shifting forms, you must buy the extra forms.
-The powers listed with an asterisk (*) are examples shown here that they must be bought.
-You can make up your own Enchantments in either of the elemental, psychic, or shifting categories and explain them, staff will either accept or deny your Enchantments.
Elemental (Anything to do with the 'Elements'.) -Fire -Water -Earth -Air
Psychic (Powers relating to anything that is involved with the mind.) -Creating Illusions -Mind reading *Creating Illusions that deal with the Senses *Talking through a 'mind link'
Shifting (Shifting abilities involved with animals.) -Arctic Wolf -Gray Wolf *Mexican Gray Wolf *Manned Wolf -Snake -Bluebird -Cardinal *Eagle *Raven *Crow *Owl -Bear -Fox *Arctic Fox