Post by Deleted on Apr 16, 2016 22:09:15 GMT
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[attr="class","ur_appdiv"]
[attr="class","ur_appava"]
[attr="class","ur_apptitle"]MORALEZ, MORANA
[attr="class","ur_appsubtitle"]DEMOGRAPHICS
[attr="class","ur_appcont"]
✚ NICK : n/a
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✚ AGE : twenty-two
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✚ GENDER : female
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✚ LOCATION : north america
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✚ ETHNICITY : caucasian / hispanic
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✚ SEXUALITY : asexual aromantic
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✚ OCCUPATION : book store clerk
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✚ ROLEPLAYER NAME : Murdoc
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✚ NICK : n/a
[break]
✚ AGE : twenty-two
[break]
✚ GENDER : female
[break]
✚ LOCATION : north america
[break]
✚ ETHNICITY : caucasian / hispanic
[break]
✚ SEXUALITY : asexual aromantic
[break]
✚ OCCUPATION : book store clerk
[break]
✚ ROLEPLAYER NAME : Murdoc
[break]
[attr="class","ur_appsubtitle"]FACE CLAIM
[attr="class","ur_appcont"]HOMESTUCK, ARADIA MEGIDO
[attr="class","ur_appsubtitle"]PERSONALITY
[attr="class","ur_appcont"]
[attr="class","ur_appconttd"]
POSITIVE TRAITS[break]
✚ curious
[break]
✚ sympathetic
[break]
✚ perceptive
[break]
✚ honest
[break]
✚ mature
[break]
POSITIVE TRAITS[break]
✚ curious
[break]
✚ sympathetic
[break]
✚ perceptive
[break]
✚ honest
[break]
✚ mature
[break]
[attr="class","ur_appconttd"]
NEGATIVE TRAITS[break]
✚ reclusive
[break]
✚ morbid
[break]
✚ cynical
[break]
✚ anxious
[break]
✚ selfish
[break]
NEGATIVE TRAITS[break]
✚ reclusive
[break]
✚ morbid
[break]
✚ cynical
[break]
✚ anxious
[break]
✚ selfish
[break]
[attr="class","ur_appsubtitle"]MORANA'S STARTING DREAM WORLD
[attr="class","ur_appcont"]
GENERAL DESCRIPTION[break]
The god took me deep beneath the waves and drowned the worthless thing I was. When he cast me forth again he gave me eyes to see, ears to hear, and a voice to spread his word, that I might be his prophet and teach his truth to those who have forgotten.[break][break]
An underwater temple of untold size or depth, known only as The Temple of the Drowned God. The ruins are sunken and sealed off from the endless ocean surrounding the dream, with only dim torchlight and bio-luminescent moss to light the way. Not for the faint of heart, only the shrewd and brave can navigate the puzzles and traverse the broken ruins to reach the inner sanctum.
[break][break]
APPEARANCE[break]
The temple is a shambling necropolis that speaks of the underwater horrors it hides. All within its confines find the place to be cramped, dimly lit, and dank with the ocean's salinity. Each turn in the temple seems to threaten a dead end, and the walls are lined with runes and messages in unknown tongue and hieroglyphics. Those that can be discerned are unsettling; lovecraftian horrors that tend to leave the viewers disturbed. The floor of the entire temple seems to be one large puddle; each step brings with it a new sensation of wetness. [break][break]
[break][break]
Many of the rooms in the ruins are the same; empty places the seem to have been raided of anything worth taking. A few rooms are worth taking a glance at; many of them still littered with unsolved puzzles and trappings galore, and none of them seem to remain in the same place upon each visit. One such room is the cage.[break][break]
[break][break]
This room always seems to have a few inches of water on the floor - salty and green in coloration. A spacious chamber, one can immediately notice the pit in the center of the room that contains a sunken cage. Ignoring the skeletal remains within - and possible the movement in the pit - you can go on to see the way the scaffolding in the rocks rises up and around the room, like a viewing chamber. The walls are covered in mossy slime and carvings depicting storms, sunken ships, and a great beast beneath the waves. [break][break]
A broken ladder looks like it would lead up to an altar-like area of the room, but you cannot reach it under normal circumstances... but should one do so, they find themselves with access to the altar, and the torn journal residing upon it. Within the journal is a myriad of notes about the reader themselves, and anyone looking at it finds that it simply describes themselves in distinct detail, albeit in a dark and eerie tone. [break][break]
Another room of note is the tall twin rooms; The room itself is impossible long - it is as wide as any other room, but seems to go up and down forever. A spiral staircase borders the entire room, and upon entry, you are free to travel up; to go down means to enter the water below, deep in the inky darkness. The walls depict a scene of humanoids worshiping a being of untold design, deep within the sea.[break][break]
[break][break]
A few flights up reveal a series of sliding-tile puzzles, in which you must construct the true form of three of the monstrous beings depicted in the temple hieroglyphics. Once two of these are solved, the water will begin to drain from the room and into the adjoining room. Solving a third puzzle drains too much water, barring access to the next room itself; you will have to unsolve the puzzle to continue. [break][break]
Draining the water allows you to descend two flights below the entrance to retrieve a fist-sized pearl, lodged into a raised pedestal. You cannot solve all three puzzles to reach it, given how raised the pedestal is; you have to have a small amount of water to float over and grab the prize.[break][break]
The adjoining room is identical to the staircase room in initial appearance. However, the carvings all depict a contrary scene; ships being raised from the ocean floor by a monstrous claw, sailors having air forced into them, and the seas splitting apart for a few men. [break][break]
The puzzles upwards are of different creatures, as well; ones depicted with grievous features and skeletal frames. Each solved puzzle drains the water, allowing one to descend to an alcove where another pearl awaits them.[break][break]
[break][break]
The largest room of them all, the cavern itself seems to be a bottomless pit of water with a few platforms floating around made of coral and rock. Moss lights up the room, showing the gap you'll have to cross from your side of the canyon to the treasure chest on the other side. A pair of ancient torches somehow burn on, acting as demonic horns for whatever lies within this chest.[break][break]
You'll have to manipulate space to get to this important treasure. There are two pedestals in the center of the man-made lake. Fixing a single pearl in one begins to flood the room, raising the water level so that one may reach the area containing the chest. Afixing a pearl on the other pedestal is key; it creates the effect of an ice bridge across the floor, freezing the top of the water solid so long as it remains. With this, one can cross the gap and reach the reward within the chest; a key, seemingly molded from bone itself.[break][break]
If you ever attain this key, leaving your current room will spit you out into a sole hallway with a single door; vast in size, concealed behind the most intricate piece of art in the temple, depicting the drowned god saving a drowned man by plunging him deep into the ocean floor, where he will reside forever. The key fits within the location of the gods' heart, and opens up a simple door leading to the central and most important room of the temple.[break][break]
The room's design varies on the nature of the person and how well they were tested by the temple; regardless, an aspect of Morana will be there to greet them. Morally good people tend to find the room pleasant and simple; often affixed like a small base camp within the temple itself; those of more ambiguous morality tend to find that the room will lend itself to the drowned gods imagery, complete with sacrificial altars and bleeding walls.
[break][break]
ACCESS[break]
Within the general dreamscape, one can find themselves within a museum dedicated to archaeological pursuits; within one of the rooms in the back is a stone slab lifted from an underwater tomb. While it original appears normal enough, staring long enough will have you see the hieroglyphs move, as if small figures entering a building of some kind. Once the last of the figures enters the temple, the viewer will find themselves experiencing a rushing sensation, darkness, and then in the top level of the Temple itself.
[break][break]
NOTABLE FIGURES (OPTIONAL)[break]
The Temple is haunted. Ghosts will whisper at you, inconceivable hints and ancient horrors, just out of hearing range until it drives you mad. You will occasionally see the spirits of drowned adventurers around the corner, but never clear enough to tell where they went once you try to follow. On rare occassion, one will be spooked by a particularly malevolent ghosts, although they can do no true harm to any visitor. They are, after all, already dead.[break][break]
The Temple is also filled with simple sea-life, such as jellyfish, lobsters, and a variety of fish. They react as expected towards many; with a shy curiosity or general ignorance, and go about their daily lives.
[break][break]
OTHER DETAILS (OPTIONAL)[break]
Visitors find themselves dressed for an expedition; usually wearing hardy clothing and equipped with basic, barely working supplies. Additionally, no attempt to exit the temple to view the ocean itself will work; trying to leave the temple itself simply ejects you from the world.
[break][break]
GENERAL DESCRIPTION[break]
The god took me deep beneath the waves and drowned the worthless thing I was. When he cast me forth again he gave me eyes to see, ears to hear, and a voice to spread his word, that I might be his prophet and teach his truth to those who have forgotten.[break][break]
An underwater temple of untold size or depth, known only as The Temple of the Drowned God. The ruins are sunken and sealed off from the endless ocean surrounding the dream, with only dim torchlight and bio-luminescent moss to light the way. Not for the faint of heart, only the shrewd and brave can navigate the puzzles and traverse the broken ruins to reach the inner sanctum.
[break][break]
APPEARANCE[break]
The temple is a shambling necropolis that speaks of the underwater horrors it hides. All within its confines find the place to be cramped, dimly lit, and dank with the ocean's salinity. Each turn in the temple seems to threaten a dead end, and the walls are lined with runes and messages in unknown tongue and hieroglyphics. Those that can be discerned are unsettling; lovecraftian horrors that tend to leave the viewers disturbed. The floor of the entire temple seems to be one large puddle; each step brings with it a new sensation of wetness. [break][break]
[break][break]
Many of the rooms in the ruins are the same; empty places the seem to have been raided of anything worth taking. A few rooms are worth taking a glance at; many of them still littered with unsolved puzzles and trappings galore, and none of them seem to remain in the same place upon each visit. One such room is the cage.[break][break]
[break][break]
This room always seems to have a few inches of water on the floor - salty and green in coloration. A spacious chamber, one can immediately notice the pit in the center of the room that contains a sunken cage. Ignoring the skeletal remains within - and possible the movement in the pit - you can go on to see the way the scaffolding in the rocks rises up and around the room, like a viewing chamber. The walls are covered in mossy slime and carvings depicting storms, sunken ships, and a great beast beneath the waves. [break][break]
A broken ladder looks like it would lead up to an altar-like area of the room, but you cannot reach it under normal circumstances... but should one do so, they find themselves with access to the altar, and the torn journal residing upon it. Within the journal is a myriad of notes about the reader themselves, and anyone looking at it finds that it simply describes themselves in distinct detail, albeit in a dark and eerie tone. [break][break]
Another room of note is the tall twin rooms; The room itself is impossible long - it is as wide as any other room, but seems to go up and down forever. A spiral staircase borders the entire room, and upon entry, you are free to travel up; to go down means to enter the water below, deep in the inky darkness. The walls depict a scene of humanoids worshiping a being of untold design, deep within the sea.[break][break]
[break][break]
A few flights up reveal a series of sliding-tile puzzles, in which you must construct the true form of three of the monstrous beings depicted in the temple hieroglyphics. Once two of these are solved, the water will begin to drain from the room and into the adjoining room. Solving a third puzzle drains too much water, barring access to the next room itself; you will have to unsolve the puzzle to continue. [break][break]
Draining the water allows you to descend two flights below the entrance to retrieve a fist-sized pearl, lodged into a raised pedestal. You cannot solve all three puzzles to reach it, given how raised the pedestal is; you have to have a small amount of water to float over and grab the prize.[break][break]
The adjoining room is identical to the staircase room in initial appearance. However, the carvings all depict a contrary scene; ships being raised from the ocean floor by a monstrous claw, sailors having air forced into them, and the seas splitting apart for a few men. [break][break]
The puzzles upwards are of different creatures, as well; ones depicted with grievous features and skeletal frames. Each solved puzzle drains the water, allowing one to descend to an alcove where another pearl awaits them.[break][break]
[break][break]
The largest room of them all, the cavern itself seems to be a bottomless pit of water with a few platforms floating around made of coral and rock. Moss lights up the room, showing the gap you'll have to cross from your side of the canyon to the treasure chest on the other side. A pair of ancient torches somehow burn on, acting as demonic horns for whatever lies within this chest.[break][break]
You'll have to manipulate space to get to this important treasure. There are two pedestals in the center of the man-made lake. Fixing a single pearl in one begins to flood the room, raising the water level so that one may reach the area containing the chest. Afixing a pearl on the other pedestal is key; it creates the effect of an ice bridge across the floor, freezing the top of the water solid so long as it remains. With this, one can cross the gap and reach the reward within the chest; a key, seemingly molded from bone itself.[break][break]
If you ever attain this key, leaving your current room will spit you out into a sole hallway with a single door; vast in size, concealed behind the most intricate piece of art in the temple, depicting the drowned god saving a drowned man by plunging him deep into the ocean floor, where he will reside forever. The key fits within the location of the gods' heart, and opens up a simple door leading to the central and most important room of the temple.[break][break]
The room's design varies on the nature of the person and how well they were tested by the temple; regardless, an aspect of Morana will be there to greet them. Morally good people tend to find the room pleasant and simple; often affixed like a small base camp within the temple itself; those of more ambiguous morality tend to find that the room will lend itself to the drowned gods imagery, complete with sacrificial altars and bleeding walls.
[break][break]
ACCESS[break]
Within the general dreamscape, one can find themselves within a museum dedicated to archaeological pursuits; within one of the rooms in the back is a stone slab lifted from an underwater tomb. While it original appears normal enough, staring long enough will have you see the hieroglyphs move, as if small figures entering a building of some kind. Once the last of the figures enters the temple, the viewer will find themselves experiencing a rushing sensation, darkness, and then in the top level of the Temple itself.
[break][break]
NOTABLE FIGURES (OPTIONAL)[break]
The Temple is haunted. Ghosts will whisper at you, inconceivable hints and ancient horrors, just out of hearing range until it drives you mad. You will occasionally see the spirits of drowned adventurers around the corner, but never clear enough to tell where they went once you try to follow. On rare occassion, one will be spooked by a particularly malevolent ghosts, although they can do no true harm to any visitor. They are, after all, already dead.[break][break]
The Temple is also filled with simple sea-life, such as jellyfish, lobsters, and a variety of fish. They react as expected towards many; with a shy curiosity or general ignorance, and go about their daily lives.
[break][break]
OTHER DETAILS (OPTIONAL)[break]
Visitors find themselves dressed for an expedition; usually wearing hardy clothing and equipped with basic, barely working supplies. Additionally, no attempt to exit the temple to view the ocean itself will work; trying to leave the temple itself simply ejects you from the world.
[break][break]
[attr="class","ur_appsubtitle"]CHARACTER HISTORY (OPTIONAL)
[attr="class","ur_appcont"]
All it takes is one near brush with death to alter your world. A swerving car, for instance. The bending of a willow until it can bend no further. The distance sound of sirens as you feel the blood rush to your head and then out. The memory remains faint but strong, and dictates her daily actions.
All it takes is one near brush with death to alter your world. A swerving car, for instance. The bending of a willow until it can bend no further. The distance sound of sirens as you feel the blood rush to your head and then out. The memory remains faint but strong, and dictates her daily actions.