Nov 4, 2018 19:30:08 GMT -6
ANNIVERSARY CELEBRATION & UPDATE
A YEAR OF ENJOYMENT & NIGHTMARES!
Hello, members! Welcome to the first year anniversary celebration of TDOM. With those celebration, we have some updates and new things that will be released today! Some of these updates are related to the rules that needed changes, thus we ask you read carefully! Furthurmore, the function of the Who's Who template has changed on account of a new style and method for its maintenance. Since we have the anniversary here, posting/thread yields will be doubled for all of November! You will receive $10 per post and $20 per thread made for your enjoyement, We appreciate all of you who stuck with us through our first year and we hope to have some fantastic years in the future! Thank-you all for making this year wonderful and helping us make TDOM an amazing community~!
ADDITIONS
New Templates - As you may have already noticed, some new templates have been popping up around the site which have been made by Fleur for the personal use of TDOM! Feel free to look around and check the latest changes. Currently, the species templates have received changes along with the who's who. We may possibly have more template changes in the future!
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Who's Who - The Who's Who has received a template change and function change. There will be the main template for everybody to use which will be posted in the central claim. Each member will post in the thread to post their Who's Who which are now meant to updated by the player. This will allow you to update without having to personally message and wait for staff to change images, ages and whatever else! OOC accounts will still be optional despite this change. You can fill out the new who's who info here.
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New Species - As usual with these larger updates, we have some new species arriving in Lorsette for your enjoyment! This includes 3 new Hell species and 1 new Undead species. For Hell, we have kitsunes, boogeymen and djinni and for Undead we have skinwalkers joining the mix! Unfortunately, with this variety, we will have to limit the colour codes to make certain names and such are visible. Each group of species (Hell, Earth, Undead & Heaven) will each have their own hex colour.[break]
These are the hex colours that will be used: [break]
Earth: #42c03b[break]
Heaven: #92c8ca[break]
Hell: #f0844a[break]
Undead: #5656c4[break]
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Sirens - A species update for sirens! Depending on how much closeness the creature gets, they can live for centuries as a result. While they are not necessarily immortal, they are capable for living for extended periods of time.
RULE CHANGES
New Face Claim Protocol - Recently, the staff and myself have found that the current reserve method has been abused at times, thus we will be putting a limit on how many face claims members can have reserved. Each member may have 10 personal reserves and 10 wanted ad reserves to make for a total of 20. Anybody surpassing the total in either category will be asked to drop a few of their reserves so other members may use them. Furthermore, with this rule, anybody that has 10 personal reserves must use their personal reserves and NOT take a new FC. Those 10 reserves are there for your using, thus we ask you use them first instead of letting them float.
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Face Claim Reminder - If you reserve a character, please try to make certain you at least have a rough character idea for them. This rough idea can be as simple as having the character basics. The staff and I have been under the impression that some members reserve without an idea then keep the face claim for months and never use it. Thus if you have no remote ideas for some of your reserves, we ask that you drop them so people who have ideas and specific face claim requirements can perhaps use them.
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Same Face Claim Ruling - A somewhat newly added rule is that members cannot have the same face claim, unless, they have agreed to have identical twins. This should be the only situation where same face claims can be used. We have had problems with members attempting to use similar face claims, thus this rule will have a formal statement in the face claim now.
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Character Acceptance Cooldown - Once again, the staff and myself have been finding that characters are not being provided with the opportunity to settle. Thus, after your first 5 characters on the site, there will be a one-week cooldown between when the next character can be accepted. This being said, members may still use the pending area as a work desk unless we feel it is being abused. We do want characters to have the opportunity to settle and gain plots, thus the reason for this cooldown in hopes of avoiding the abuse of our unlimited creative freedom.
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Three Strikes for Discord - Due to the high amount of floaters in the Discord, we will be establishing a three strike activity rule for non-citizen members in the Discord. If you do not have a citizen role and miss 3 activity checks (without messaging staff to tell them your accounts are active), you will be kicked from the Discord to avoid cluttering. This being said, you are free to join back any time if you are still planning to be apart of TDOM.
MADE BY ★MEULK
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NEW SPECIES
LET US RISE, FOR WE WILL NOT BE IGNORED!
NEW SPECIES
LET US RISE, FOR WE WILL NOT BE IGNORED!
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These are the newest species to be added to the species groups on the site. Some were requested while others were created because of the inspiration that the staff members had. Either way, we hope you enjoy the newest species and use them.
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[attr="class","adspec"]boogeymen
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These creatures are frequently known for giving people nightmares, making them disliked by the populace. Old rumours state that boogeymen hide beneath the beds of sleeping children, waiting to strike in their dreams. Whether or not this is a true statement is unknown. During night hours, boogeymen are powerful creatures that are capable of: dream manipulation, illusion manipulation, curses, night vision, self-sustenance and fear inducement. These creatures are known to be rather fearsome because of their abilities.
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Daylight is the natural enemy of boogeymen, the light blinding them and oftentimes driving them mad. While in light, the abilities of a boogeyman are cut in half because of the effects of it. Similar to vampires, these creatures burn easily in sunlight and are susceptible to fire. Burns takes an extreme amount of time for boogeymen to heal. These creatures require immense sunscreen and sunglasses to leave their home during daylight, but even they can only remain outside a few hours and are still weak. These creatures also feed solely off of fear, thus without fear they can go hungry and die.
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Boogeymen are renown for occasionally having peculiar appearances. Some do occasionally do not look human, although, usually have vaguely human traits. There are boogeymen who possess human appearances, a majority having a human look to them. While not specifically born in Hell, boogeymen aligned with Hell during the War of Traitors, which resulted in them being labelled under the group. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
These creatures are frequently known for giving people nightmares, making them disliked by the populace. Old rumours state that boogeymen hide beneath the beds of sleeping children, waiting to strike in their dreams. Whether or not this is a true statement is unknown. During night hours, boogeymen are powerful creatures that are capable of: dream manipulation, illusion manipulation, curses, night vision, self-sustenance and fear inducement. These creatures are known to be rather fearsome because of their abilities.
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Daylight is the natural enemy of boogeymen, the light blinding them and oftentimes driving them mad. While in light, the abilities of a boogeyman are cut in half because of the effects of it. Similar to vampires, these creatures burn easily in sunlight and are susceptible to fire. Burns takes an extreme amount of time for boogeymen to heal. These creatures require immense sunscreen and sunglasses to leave their home during daylight, but even they can only remain outside a few hours and are still weak. These creatures also feed solely off of fear, thus without fear they can go hungry and die.
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Boogeymen are renown for occasionally having peculiar appearances. Some do occasionally do not look human, although, usually have vaguely human traits. There are boogeymen who possess human appearances, a majority having a human look to them. While not specifically born in Hell, boogeymen aligned with Hell during the War of Traitors, which resulted in them being labelled under the group. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
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[attr="class","adspec"]djinni
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Frequently, these creatures are referred to as thieves because of how their “wish-granting” functions. Oftentimes, djinnis are believed to be materialistic and greedy creatures. Greed grants them power, these creatures being able to read the desires of others. It is believed they try to entice others by manipulating them with their desires, making them known as a deceitful and untrustworthy species. Despite this belief, there are some pleasant djinnis who are forced into thievery to sate the individual who rubbed their lamp. These creature’s abilities consist of: teleportation, flight, desire reading, sand manipulation and greed inducement.
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Unlike in fairy tales, djinni cannot grant any wish. These creatures grant wishes by teleporting the correct item or person to fit the individual’s desires. This teleportation is limited to the dimension they are on and they can only teleport existing items. Djinnis are bound to lamps, their lamps being greatly important to them. Should somebody rub their lamp, the djinni must grant them three “wishes”. To escape this binding, the djinni must steal the lamp back or somebody else who has not made three wishes already must rub it
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People can only rub a djinni’s lamp once a year for three “wishes”. Should the lamp break, the djinni will die after a few days unless the lamp is fixed or replaced. In this timeframe, they are unable to use their abilities. Furthermore, being around too much generosity can have mild effects on a djinni’s power, making them weaker. When a djinni’s lamp is rubbed, they get teleported to it automatically. It is very rare for a djinni to resist being teleported at the rubbing of their lamp.
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Djinnis are nearly impossible to spot among a crowd since they appear human. Most people notice them since their lamp emits a faint glow in their presence. Humans can be transformed into djinni if they have an immense greed and are cursed. If the curse is not broken by five days, the human turns into a djinni. Djinnis are capable of ceasing the ageing process.
Frequently, these creatures are referred to as thieves because of how their “wish-granting” functions. Oftentimes, djinnis are believed to be materialistic and greedy creatures. Greed grants them power, these creatures being able to read the desires of others. It is believed they try to entice others by manipulating them with their desires, making them known as a deceitful and untrustworthy species. Despite this belief, there are some pleasant djinnis who are forced into thievery to sate the individual who rubbed their lamp. These creature’s abilities consist of: teleportation, flight, desire reading, sand manipulation and greed inducement.
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Unlike in fairy tales, djinni cannot grant any wish. These creatures grant wishes by teleporting the correct item or person to fit the individual’s desires. This teleportation is limited to the dimension they are on and they can only teleport existing items. Djinnis are bound to lamps, their lamps being greatly important to them. Should somebody rub their lamp, the djinni must grant them three “wishes”. To escape this binding, the djinni must steal the lamp back or somebody else who has not made three wishes already must rub it
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People can only rub a djinni’s lamp once a year for three “wishes”. Should the lamp break, the djinni will die after a few days unless the lamp is fixed or replaced. In this timeframe, they are unable to use their abilities. Furthermore, being around too much generosity can have mild effects on a djinni’s power, making them weaker. When a djinni’s lamp is rubbed, they get teleported to it automatically. It is very rare for a djinni to resist being teleported at the rubbing of their lamp.
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Djinnis are nearly impossible to spot among a crowd since they appear human. Most people notice them since their lamp emits a faint glow in their presence. Humans can be transformed into djinni if they have an immense greed and are cursed. If the curse is not broken by five days, the human turns into a djinni. Djinnis are capable of ceasing the ageing process.
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[attr="class","adspec"]kitsunes
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Oftentimes referred to as creatures of mischief, a majority of people believing kitsunes to be extremely deceptive. These are frequently the thoughts about kitsunes, when really the species is very at one with the fox inside. Each kitsune has two forms, a human and fox form that they can shift into. Their fox forms are known for having unique colour patterns and multiple tails going up to 9 tails. There are two types of kitsunes, fire and water which have some unique abilities pertaining to the element. Fire kitsunes are immune to being burned while water kitsunes can breathe underwater. Both elements of kitsunes share the following abilities: illusion manipulation, curses (only in human form), enhanced senses, enhanced speed (only in animal form) and immortality.
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While kitsunes are powerful creatures, they do have low endurance and stamina, making it difficult for them to take many hits and use their abilities for extended periods of time. Similar to other hell species, kitsunes are vulnerable to both holy water and blessings. Holy water can burn their skin, making it difficult to use other abilities while blessing can make them sick. It takes roughly 30 seconds for a kitsune to shift forms and in that time they are vulnerable to attack. These creatures also have luxurious pelts, oftentimes making them the target of crime since people desire their warm an unique pelts.
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These creatures are capable of displaying their animal traits, such as their tails and ears in human form. Otherwise, kitsunes can be difficult to spot in a crowd since they would appear human. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
Oftentimes referred to as creatures of mischief, a majority of people believing kitsunes to be extremely deceptive. These are frequently the thoughts about kitsunes, when really the species is very at one with the fox inside. Each kitsune has two forms, a human and fox form that they can shift into. Their fox forms are known for having unique colour patterns and multiple tails going up to 9 tails. There are two types of kitsunes, fire and water which have some unique abilities pertaining to the element. Fire kitsunes are immune to being burned while water kitsunes can breathe underwater. Both elements of kitsunes share the following abilities: illusion manipulation, curses (only in human form), enhanced senses, enhanced speed (only in animal form) and immortality.
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While kitsunes are powerful creatures, they do have low endurance and stamina, making it difficult for them to take many hits and use their abilities for extended periods of time. Similar to other hell species, kitsunes are vulnerable to both holy water and blessings. Holy water can burn their skin, making it difficult to use other abilities while blessing can make them sick. It takes roughly 30 seconds for a kitsune to shift forms and in that time they are vulnerable to attack. These creatures also have luxurious pelts, oftentimes making them the target of crime since people desire their warm an unique pelts.
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These creatures are capable of displaying their animal traits, such as their tails and ears in human form. Otherwise, kitsunes can be difficult to spot in a crowd since they would appear human. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
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[attr="class","adspec"]skinwalkers
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Skinwalkers are the result of Necromancers attempting to use forbidden magic to become immortal. The spell has never been successfully performed, yet the allure of being the first to do so has led many to attempt it.
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Skinwalkers are undead, however, unlike most undead, their bodies are capable of normal living functions; digesting food, bleeding, converting oxygen into CO2, and even reproduction. Born Skinwalkers may be evil or good, depending on their personality, however, most Transformed skinwalkers are at the least power hungry, if not outright evil.
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In their true, unshifted, form, they appear to be tall, very thin humans, and those who view their blank, featureless face will see a watery reflection of their own, as if looking at a mirror with running, but not rippled, water flowing down the surface. Those who view a Skinwalkers unshifted face will suffer 24 hours of bad luck, the longer they view their ‘doppleganger’ the more intense the bad luck. This effect is passive, and cannot be controlled by the skinwalker.
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Skinwalkers can also shift their form into anything they ate the skin of. Be it animal, or human, becoming an exact replica of that individual, this change also alters their physical gender/sex. They also receive the weaknesses of that individual.
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Skinwalkers cause humans and animals to feel a sense of unease, but not outright fear, making them anxious and jumpy.
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Skinwalkers MUST feed on raw flesh at least once per day, however other than this, they can sustain themselves with normal food.
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Skinwalkers possess strength equal to that of Vampires and speed comparable to a Lycan.
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On top of this, they have a powerful healing ability, that makes the healing abilities of many immortal species with a healing factor look slow and agonizing. Few hours is all it takes to heal from most wounds.
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Their most noticeable weakness is to Flint, and animal product weapons, such as horn and bone. Bone Steel, made by forging Iron with bone fragments also has some effect on them. Weapons made with these materials will act on Skinwalkers in much the way Silver acts on Lycans.
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Skinwalkers are thought to be the first Undead to come into being on Earth, the result of ancient shamans trying to become immortal.
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Skinwalkers are capable of walking in dreams, those with darker intent use this to hunt their victims, often choosing those who have few close connections, making assuming their life easier.
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Skinwalkers, unlike most supernatural beings, have been regarded as legends, and to this day have been thought of just stories, only recently, sightings of Skinwalkers have increased.
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Written & Created by Dremulf
Skinwalkers are the result of Necromancers attempting to use forbidden magic to become immortal. The spell has never been successfully performed, yet the allure of being the first to do so has led many to attempt it.
[break][break]
Skinwalkers are undead, however, unlike most undead, their bodies are capable of normal living functions; digesting food, bleeding, converting oxygen into CO2, and even reproduction. Born Skinwalkers may be evil or good, depending on their personality, however, most Transformed skinwalkers are at the least power hungry, if not outright evil.
[break][break]
In their true, unshifted, form, they appear to be tall, very thin humans, and those who view their blank, featureless face will see a watery reflection of their own, as if looking at a mirror with running, but not rippled, water flowing down the surface. Those who view a Skinwalkers unshifted face will suffer 24 hours of bad luck, the longer they view their ‘doppleganger’ the more intense the bad luck. This effect is passive, and cannot be controlled by the skinwalker.
[break][break]
Skinwalkers can also shift their form into anything they ate the skin of. Be it animal, or human, becoming an exact replica of that individual, this change also alters their physical gender/sex. They also receive the weaknesses of that individual.
[break][break]
Skinwalkers cause humans and animals to feel a sense of unease, but not outright fear, making them anxious and jumpy.
[break][break]
Skinwalkers MUST feed on raw flesh at least once per day, however other than this, they can sustain themselves with normal food.
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Skinwalkers possess strength equal to that of Vampires and speed comparable to a Lycan.
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On top of this, they have a powerful healing ability, that makes the healing abilities of many immortal species with a healing factor look slow and agonizing. Few hours is all it takes to heal from most wounds.
[break][break]
Their most noticeable weakness is to Flint, and animal product weapons, such as horn and bone. Bone Steel, made by forging Iron with bone fragments also has some effect on them. Weapons made with these materials will act on Skinwalkers in much the way Silver acts on Lycans.
[break][break]
Skinwalkers are thought to be the first Undead to come into being on Earth, the result of ancient shamans trying to become immortal.
[break][break]
Skinwalkers are capable of walking in dreams, those with darker intent use this to hunt their victims, often choosing those who have few close connections, making assuming their life easier.
[break][break]
Skinwalkers, unlike most supernatural beings, have been regarded as legends, and to this day have been thought of just stories, only recently, sightings of Skinwalkers have increased.
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Written & Created by Dremulf