Nov 2, 2019 8:37:52 GMT -6
ANNIVERSARY CELEBRATION TWO
PASSING MEMORIES ON THIS ROAD
Hello, members! For two years, The Duality of Man has been open and we would love to thank everybody who joined us on this journey, even if only for a few seconds. We appreciate everybody's input and how enjoyable they have made this role-play for everybody enjoyed! We are hoping there will be many years of playing on The Duality of Man since we are overzealous about the site's success and are happy to have this community.
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In order to celebrate our site's second anniversary, there will be double post-earnings. For the entire month of November, members will earn 10$ per post and 15$ per thread created. We are also planning a Yearbook OOC event for anybody interested in order to highlight members of the community and celebrate another year. This is an optional event to join. As usual, with the coming of another year, we have updates which include some new species, boards among other things for members to enjoy. This includes a Species Overview for newly joining members to make a shortlist of which species they would like to use.
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As a new member promotion, all characters accepted in November will receive a 50$ bonus!
UPDATES
New Boards - We have decided to expand on the Communications board and include Social Media, Newspaper and Most Wanted. These are all subboards for the Communications board. There will be one Lorsette location board that will fit into these new sections, which is the Lorsette News-Press. The Newspaper and Most Wanted boards are designed for member enjoyment so members may write articles for other member's characters to read.
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New Shop Item - After some work, we have added a new item for OOC accounts. Members may now purchase a custom font for their OOC accounts only. This will not be available for character accounts to assure characters will still be readable. Please make sure your font is readable.
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Species Overview - The species overview is designed to provide a vague idea of each species for people who like to learn through role-play or for those of us who wish to take their time reading the information. This being said, the species overview WILL NOT provide an abilities list or weaknesses list, but will give a vague idea. Thus everybody will be required to read all the information related to the species they wish to use. Should we have issues with people not reading the information about the species they wish to use, we will remove the species overview.
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Discord Rule Change - Anybody without a citizen role will be kicked after they miss one activity check unless they are currently working on a character. We have noticed a lot of lurkers in our discord who join and never speak, thus we are hoping this rule change will remove that clutter. This change will operate next activity check. Anybody who is working on a character should message staff to give us a heads up.
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"]banshees
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Known for their voices, banshees are considered a species frequently associated with singing or making noises often viewed as peculiar. Some people are cursed to become banshees while others transform into them. In some circumstances, those with a singing background will be transformed into a banshee. There have been instances where people will capture banshees to listen to their singing since they are not demanding to care for during captivity. The abilities of banshees are: sound manipulation, echolocation, night vision, hymns, flight and enhanced hearing (natural).
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When light is around them, banshees have horrible eyesight, making it difficult for them to see long distances during the day. Due to their bad eyesight in light, these creatures are weak against light magic. Unlike other attacks, light-based magic causes more damage and can severely harm a banshee’s eyes. While they have echolocation to move around, banshees still have sensitive hearing, thus high-pitched noises like dog whistles can harm them.
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There are no appearance-based signs for a banshee, all appearing similar to a regular human being. Only situations where banshees are proving to have bad sight can someone get a hunch about their species. You can find more information about hymns here.
Known for their voices, banshees are considered a species frequently associated with singing or making noises often viewed as peculiar. Some people are cursed to become banshees while others transform into them. In some circumstances, those with a singing background will be transformed into a banshee. There have been instances where people will capture banshees to listen to their singing since they are not demanding to care for during captivity. The abilities of banshees are: sound manipulation, echolocation, night vision, hymns, flight and enhanced hearing (natural).
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When light is around them, banshees have horrible eyesight, making it difficult for them to see long distances during the day. Due to their bad eyesight in light, these creatures are weak against light magic. Unlike other attacks, light-based magic causes more damage and can severely harm a banshee’s eyes. While they have echolocation to move around, banshees still have sensitive hearing, thus high-pitched noises like dog whistles can harm them.
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There are no appearance-based signs for a banshee, all appearing similar to a regular human being. Only situations where banshees are proving to have bad sight can someone get a hunch about their species. You can find more information about hymns here.
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[attr="class","adspec"]gargoyles
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Frequently known for their creative statues on various establishments, gargoyles are known as a guardian of sorts. When the species came about, they were requested to protect locations as opposed to people. By performing a ritual, people can bind a gargoyle to a location in order to protect certain areas. These creatures are known for being durability, thus making them capable of taking many hits. Their abilities consist of: earth manipulation, wing manifestation, claw retraction, enhanced durability (natural), night vision (natural), regenerative healing factor (natural).
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These creatures lean slightly on the slower side, being under the level of a fit human being. Thus, their instincts are similarly slower, however, their durability oftentimes makes up for these errors when in battle. During daylight hours, these creatures tend to be weaker because of their light-sensitive eyes. They cannot see as well during the day as opposed to when night falls. Bright, strobing lights have been known to stun gargoyles because of their light sensitively.
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Amidst crowds, gargoyles can be difficult to spot. Their most defining traits being their wings when manifested and retractable claws. Sometimes, these creatures do have horns evident on their heads and longer teeth than usual. These traits are believed to be the reason behind their statue’s beastly appearance. Gargoyles have a lifespan similar to humans.
Frequently known for their creative statues on various establishments, gargoyles are known as a guardian of sorts. When the species came about, they were requested to protect locations as opposed to people. By performing a ritual, people can bind a gargoyle to a location in order to protect certain areas. These creatures are known for being durability, thus making them capable of taking many hits. Their abilities consist of: earth manipulation, wing manifestation, claw retraction, enhanced durability (natural), night vision (natural), regenerative healing factor (natural).
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These creatures lean slightly on the slower side, being under the level of a fit human being. Thus, their instincts are similarly slower, however, their durability oftentimes makes up for these errors when in battle. During daylight hours, these creatures tend to be weaker because of their light-sensitive eyes. They cannot see as well during the day as opposed to when night falls. Bright, strobing lights have been known to stun gargoyles because of their light sensitively.
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Amidst crowds, gargoyles can be difficult to spot. Their most defining traits being their wings when manifested and retractable claws. Sometimes, these creatures do have horns evident on their heads and longer teeth than usual. These traits are believed to be the reason behind their statue’s beastly appearance. Gargoyles have a lifespan similar to humans.
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[attr="class","adspec"]imps
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Known for being close to the demon species, imps have similar powers and weaknesses to their larger counterparts. They are believed to be a subclass of demons, however, due to population, they received their own name for their species. Imps are renown for being shorter than other Hell species and for being more magically inclined. By the general populace, imps are viewed as mischievous tricksters or con artists, although, not all imps follow those traits. The abilities of imps consist of: fire manipulation, hexes, curses, wall-crawling, claw retraction and fire immunity (natural).
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Due to their small physiques, imps are physically weaker than a majority of species. At peak strength, they can hardly compare to a human athlete in fit condition. Thus, they are better off depending on their abilities. Similar to their demonic cousins, imps can be burned by holy water which can leave horrific burns should they not be careful. Long term exposure can result in death. Blessings can also make imps sick, usually faster than other species because of their smaller bodies. When the holy magic is used on them, they get sick and their abilities cease working until the magic is out of their system.
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Appearance-wise, imps are known for being shorter than most species, often reaching a maximum height of approximately 5’5”. Nonetheless, their species is difficult to detect unless they have demonic traits like horns. These creatures are capable of ceasing the ageing process. More information about hexes and curses can be found here.
Known for being close to the demon species, imps have similar powers and weaknesses to their larger counterparts. They are believed to be a subclass of demons, however, due to population, they received their own name for their species. Imps are renown for being shorter than other Hell species and for being more magically inclined. By the general populace, imps are viewed as mischievous tricksters or con artists, although, not all imps follow those traits. The abilities of imps consist of: fire manipulation, hexes, curses, wall-crawling, claw retraction and fire immunity (natural).
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Due to their small physiques, imps are physically weaker than a majority of species. At peak strength, they can hardly compare to a human athlete in fit condition. Thus, they are better off depending on their abilities. Similar to their demonic cousins, imps can be burned by holy water which can leave horrific burns should they not be careful. Long term exposure can result in death. Blessings can also make imps sick, usually faster than other species because of their smaller bodies. When the holy magic is used on them, they get sick and their abilities cease working until the magic is out of their system.
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Appearance-wise, imps are known for being shorter than most species, often reaching a maximum height of approximately 5’5”. Nonetheless, their species is difficult to detect unless they have demonic traits like horns. These creatures are capable of ceasing the ageing process. More information about hexes and curses can be found here.
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[attr="class","adspec"]oni
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Frequently, oni are a feared species from hell because of their incredible strength and capabilities. They oftentimes frighten others, thus making most people dislike oni. These creatures are believed to be in close relation to demons since many of their weaknesses, however, there is some difference in their abilities. In Hell species culture, oni are often known for being powerful warriors. As they grow, an ogre-like mask with horns is bestowed upon them at the age of 12 as an ancient tradition. Their abilities consist of: fire manipulation, enhanced strength, fear inducement, hexes, enhanced durability (natural) and fire immunity (natural).
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Much like their demon brethren, oni can be burned by holy water and potentially die should they be exposed to it for extensive periods of time. Water in itself meddles with oni, making it difficult for them to manipulate fire should they get thoroughly soaked; some people use this as a method to forcefully pacify their fire manipulation. Furthermore, being bless makes an oni sick, rendering a majority of their powers null with the exception of naturally occurring abilities.
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Spotting an oni amidst a crowd can be difficult unless they are carrying their mask. While they tend to be muscular beings, they frequently appear similar to normal people. Sometimes, oni may possess horns, however, this is only reflected on a portion of the species. Oni are capable of ceasing the ageing process. You can find more information about hexes here.
Frequently, oni are a feared species from hell because of their incredible strength and capabilities. They oftentimes frighten others, thus making most people dislike oni. These creatures are believed to be in close relation to demons since many of their weaknesses, however, there is some difference in their abilities. In Hell species culture, oni are often known for being powerful warriors. As they grow, an ogre-like mask with horns is bestowed upon them at the age of 12 as an ancient tradition. Their abilities consist of: fire manipulation, enhanced strength, fear inducement, hexes, enhanced durability (natural) and fire immunity (natural).
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Much like their demon brethren, oni can be burned by holy water and potentially die should they be exposed to it for extensive periods of time. Water in itself meddles with oni, making it difficult for them to manipulate fire should they get thoroughly soaked; some people use this as a method to forcefully pacify their fire manipulation. Furthermore, being bless makes an oni sick, rendering a majority of their powers null with the exception of naturally occurring abilities.
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Spotting an oni amidst a crowd can be difficult unless they are carrying their mask. While they tend to be muscular beings, they frequently appear similar to normal people. Sometimes, oni may possess horns, however, this is only reflected on a portion of the species. Oni are capable of ceasing the ageing process. You can find more information about hexes here.
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[attr="class","adspec"]tieflings
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Being another close cousin of demons, tieflings hold similar traits to demons. In hell culture, tieflings are considered helpful servants to a majority of people and formidable fighters. Meanwhile, many outside of Hell species find tieflings to be mischievous tricksters fixated more on causing trouble as opposed to helping others. Tieflings are renown for being unique among hell species, specifically because of their abilities which consist of: water, electricity, fire, darkness or air manipulation (only one manipulation), hexes, enhanced speed, enhanced endurance and curses. Each element has their own special passive ability, water tieflings can breathe underwater, electric tieflings are immune to being electrocuted, fire tieflings are immune to being burned, darkness tieflings can use night vision and air tieflings are capable of levitation.
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Similar to their demon cousins, tieflings can be burned by holy water and possibly die should they be under long-term exposure. Similarly, blessings can make tieflings extremely sick, making it difficult for them to use their abilities until the holy magic leaves their system. Unlike most species, the healing process of tieflings is slower than most species. A lot of their injuries almost take double the time to heal when natural and even take longer to heal with exposure to magic. Thus while healing these creatures, people are forced to stick by their side longer or tieflings are forced to remain in their healing hex longer.
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The most defining trait of tieflings are their unique skin pigments they sometimes obtain. Some have shades of red, purple, green, blue and grey, however, this has been known to vary from case to case. Other tieflings look more human, allowing them to blend into a crowd with ease. Sometimes, tieflings are known for having horns, tails, pointed ears and unique eyes where the sclera, pupils and iris a single colour which makes them have a more demonic appearance at times. Tieflings are capable of ceasing the ageing process. More information about hexes and curses can be found here.
Being another close cousin of demons, tieflings hold similar traits to demons. In hell culture, tieflings are considered helpful servants to a majority of people and formidable fighters. Meanwhile, many outside of Hell species find tieflings to be mischievous tricksters fixated more on causing trouble as opposed to helping others. Tieflings are renown for being unique among hell species, specifically because of their abilities which consist of: water, electricity, fire, darkness or air manipulation (only one manipulation), hexes, enhanced speed, enhanced endurance and curses. Each element has their own special passive ability, water tieflings can breathe underwater, electric tieflings are immune to being electrocuted, fire tieflings are immune to being burned, darkness tieflings can use night vision and air tieflings are capable of levitation.
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Similar to their demon cousins, tieflings can be burned by holy water and possibly die should they be under long-term exposure. Similarly, blessings can make tieflings extremely sick, making it difficult for them to use their abilities until the holy magic leaves their system. Unlike most species, the healing process of tieflings is slower than most species. A lot of their injuries almost take double the time to heal when natural and even take longer to heal with exposure to magic. Thus while healing these creatures, people are forced to stick by their side longer or tieflings are forced to remain in their healing hex longer.
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The most defining trait of tieflings are their unique skin pigments they sometimes obtain. Some have shades of red, purple, green, blue and grey, however, this has been known to vary from case to case. Other tieflings look more human, allowing them to blend into a crowd with ease. Sometimes, tieflings are known for having horns, tails, pointed ears and unique eyes where the sclera, pupils and iris a single colour which makes them have a more demonic appearance at times. Tieflings are capable of ceasing the ageing process. More information about hexes and curses can be found here.
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[attr="class","adspec"]wylderkin
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During the height of the War of Traitors, the magic of the gods flooded the Earth, infusing the beasts, and triggering an evolutionary reaction. From this were born the first Wylderkin, known in modern times as The Ancestors.
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Wylderkin vary in appearance, from Two Legged Beast to befurred human with tails. Among the Wylderkin, the two groups are separated into classes.
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Wylderborne more resembles their four-legged counterparts. With greater physical abilities and more sensitive senses, they look down on the more human-like members of their species as being weak.
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Wyderborne Posses the strength of 2 adult humans, sometimes more if their Kintype is a strong animal. Bears will be stronger than foxes, but Foxes will be quicker. The Wylderborne are less likely to develop magic abilities but are not unable to use it entirely. They make up for this with their physical strengths.
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Wyldermen are more human in appearance, with a light coating of fur, flatter faces, and ears and tails. Although physically weaker than their cousins, Wyldermen has a greater affinity for the special type of Ritual Magic that their kind use.
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Wyldermen often look down on Wylderborne as being savages with no culture.
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In terms of breeding, any Wylderkin can breed with another, regardless of Kintype, however, the offspring will not be hybrids, rather they will be the same species as one parent or the other, rarely a Wylderkin child may ‘throwback’ to a prior crossbreeding.
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Wylderkin cannot shape-change, nor can they speak with wild animals, although they do have higher connections to the wild world, and often keep normal animals of their Kintype as pets.
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Kintype is the term coined by researchers to refer to the animal species that the Wylderkin originated from.
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Ritual Magic is the unique type of magic Wylderkin use. By harnessing the natural flow of magical energies in the world, they can cast powerful, and long-lasting spells. The downside is that these spells take time, from minutes to days, depending on the strength, and effect of the spell. Spells that cause immediate, or instant death will fail and backlash to the spell caster(s), however, spells which cause misfortune or bad luck, can be cast, at the cost of an equal exchange of luck to the caster(s). Ritual Magic operates on a Karmic Scale, too much ill-intentioned ritual magic will eventually lead to the death of the Caster.
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Breeding outside of species: Wylderkin cannot have children with humans or other races, but can have children with any other Wylderkin Kintype.
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Written & Created by Dremulf
During the height of the War of Traitors, the magic of the gods flooded the Earth, infusing the beasts, and triggering an evolutionary reaction. From this were born the first Wylderkin, known in modern times as The Ancestors.
[break][break]
Wylderkin vary in appearance, from Two Legged Beast to befurred human with tails. Among the Wylderkin, the two groups are separated into classes.
[break][break]
Wylderborne more resembles their four-legged counterparts. With greater physical abilities and more sensitive senses, they look down on the more human-like members of their species as being weak.
[break][break]
Wyderborne Posses the strength of 2 adult humans, sometimes more if their Kintype is a strong animal. Bears will be stronger than foxes, but Foxes will be quicker. The Wylderborne are less likely to develop magic abilities but are not unable to use it entirely. They make up for this with their physical strengths.
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Wyldermen are more human in appearance, with a light coating of fur, flatter faces, and ears and tails. Although physically weaker than their cousins, Wyldermen has a greater affinity for the special type of Ritual Magic that their kind use.
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Wyldermen often look down on Wylderborne as being savages with no culture.
[break][break]
In terms of breeding, any Wylderkin can breed with another, regardless of Kintype, however, the offspring will not be hybrids, rather they will be the same species as one parent or the other, rarely a Wylderkin child may ‘throwback’ to a prior crossbreeding.
[break][break]
Wylderkin cannot shape-change, nor can they speak with wild animals, although they do have higher connections to the wild world, and often keep normal animals of their Kintype as pets.
[break][break]
Kintype is the term coined by researchers to refer to the animal species that the Wylderkin originated from.
[break][break]
Ritual Magic is the unique type of magic Wylderkin use. By harnessing the natural flow of magical energies in the world, they can cast powerful, and long-lasting spells. The downside is that these spells take time, from minutes to days, depending on the strength, and effect of the spell. Spells that cause immediate, or instant death will fail and backlash to the spell caster(s), however, spells which cause misfortune or bad luck, can be cast, at the cost of an equal exchange of luck to the caster(s). Ritual Magic operates on a Karmic Scale, too much ill-intentioned ritual magic will eventually lead to the death of the Caster.
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Breeding outside of species: Wylderkin cannot have children with humans or other races, but can have children with any other Wylderkin Kintype.
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Written & Created by Dremulf
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[attr="class","adspec"]yetis
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Originally, yetis are believed to be sent down from the Heavens to assist wayward travellers in cold environments. As a result, many appreciate yetis for rescuing them from harsh conditions they were not prepared for. Yetis are renown for their beast forms which have thick fur of varying colours, under most circumstances being white, brown, grey, tan or black. In this form, the yeti is stronger. The abilities for yetis are: water manipulation, ice manipulation, cold weather resistance, enhanced strength, enhanced durability, enhanced senses and yeti shift.
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Notoriously, yetis are weak against warmer temperatures and fire because of their resistance against the cold. Overheating is something yetis must be cautious of, especially in relation to flames. Inhaling smoke causes problems and result in suffocation easier than most other species, thus potentially killing the yeti. These creatures also take time to shift into their beastly forms which take roughly 25 seconds, however, they grow larger and gain more hair. At times, this form can result in the yeti becoming more feral should they not learn to control the beast within.
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Oftentimes, yetis cannot be noticed unless they transform, although they are frequently taller than a majority of species with most members reaching around 6’ in human form. When shifted, yetis grow to around 8’, their hair grows to cover their body as their appearance changes to that of a giant ape. Yetis have a lifespan similar to humans.
Originally, yetis are believed to be sent down from the Heavens to assist wayward travellers in cold environments. As a result, many appreciate yetis for rescuing them from harsh conditions they were not prepared for. Yetis are renown for their beast forms which have thick fur of varying colours, under most circumstances being white, brown, grey, tan or black. In this form, the yeti is stronger. The abilities for yetis are: water manipulation, ice manipulation, cold weather resistance, enhanced strength, enhanced durability, enhanced senses and yeti shift.
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Notoriously, yetis are weak against warmer temperatures and fire because of their resistance against the cold. Overheating is something yetis must be cautious of, especially in relation to flames. Inhaling smoke causes problems and result in suffocation easier than most other species, thus potentially killing the yeti. These creatures also take time to shift into their beastly forms which take roughly 25 seconds, however, they grow larger and gain more hair. At times, this form can result in the yeti becoming more feral should they not learn to control the beast within.
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Oftentimes, yetis cannot be noticed unless they transform, although they are frequently taller than a majority of species with most members reaching around 6’ in human form. When shifted, yetis grow to around 8’, their hair grows to cover their body as their appearance changes to that of a giant ape. Yetis have a lifespan similar to humans.