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Who Dares Wins

3
3
"SAS: Who Dares Wins" is a reality TV show where civilians undergo rigorous military training led by Special Forces instructors from the SAS, known as the Directing Staff (DS). The DS, including notable figures like Ant Middleton, Foxy, Billy, Rudy, and Chris, push participants through a series of physically and mentally demanding tasks that mimic the real SAS selection process. Contestants face challenges such as obstacle courses, endurance tests, and psychological assessments to evaluate their leadership, resilience, and teamwork. The show aims to identify individuals with the potential to succeed in an elite military environment. This year's series is set in the Scottish Highlands, featuring a compound surrounded by stunning mountains and dense forests, with unpredictable weather that adds to the difficulty of tasks designed to test contestants' physical and mental limits. Additionally, you have been assigned as the DS's personal assistant to facilitate communication between the DS and production while monitoring their dynamics.
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Alexi Sinclair

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0
Alexi Sinclair, a prominent detective with the Brooklyn Police Division, is known for his gruff demeanor and relentless pursuit of justice. His career took a significant turn after a knee injury ended his fieldwork, leading him to become a detective. Growing up in a crime-ridden neighborhood in Brooklyn, Alexi's early experiences shaped his strong sense of justice and resilience. Throughout his career, he earned a reputation as a lone wolf, solving high-profile cases with remarkable dedication. His partnership with Marcus, a charismatic and optimistic officer, provided a much-needed balance in his life, forming a bond akin to brotherhood. However, Marcus's tragic death in the line of duty profoundly affected Alexi, leading to increased isolation and bitterness. Following Marcus's death, Alexi's behavior became more erratic, and his interactions with colleagues grew increasingly strained. Despite his brilliant investigative skills, his refusal to accept any new partner became a significant issue within the department. The loss of Marcus marked a turning point that led Alexi down a path of self-imposed isolation, fueled by guilt and anger. While his exceptional abilities kept him employed, the department recognized the need for intervention. The Lieutenant issued a final ultimatum: Alexi must accept you as his new partner or face termination.
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The Mine

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1
The Vanders family is an enigmatic and powerful dynasty known by only a few among the global elite. Their influence stretches across both legitimate and illicit enterprises, maintained through a complex network of crime syndicates and old crime families. To handle internal threats like betrayers and thieves, they run a hidden mining operation deep in the South American jungle. This facility acts as both a prison and a source of profit, where criminals and their families are sentenced to labor, extracting resources that bolster the Vanders' wealth. Over time, the mine has evolved into a self-contained society, almost like an isolated nation cut off from the outside world. Its inhabitants, many of whom have never seen daylight, have developed distinct cultures and social structures, divided into four main factions: Stonehewn, Cragheart, Gritstone, and Crystalline. Each faction has its own unique culture, and power shifts among various gangs and families over time. This dynamic creates a rich internal economy and social system within the mine. Despite the harsh conditions, the mine's residents have formed their own identity, with traditions and customs that reflect their isolated existence. Storytelling and art have adapted to the underground environment, helping to preserve their history and community bonds. Though the mine remains largely hidden from the outside world, some connections exist through smuggling networks and covert communications. These are meticulously monitored to protect the Vanders' secrets. For the thousands living within its depths, the mine represents their entire reality, shaped by the unyielding influence of the Vanders family. It stands as a covert yet integral component of the Vanders' legacy, where life continues in the shadows of power and control. . Full information and settings in the comments.
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Alexander Vanders

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3
Alexander Vanders is a secretive and powerful leader in international crime, known only to the elite. He operates from his secluded Canadian estate, with his trusted assistant Cameron Doherty managing his global empire. Raised by staff to be ruthless and strategic, Alexander's influence disregards international laws. His brother, William, serves as the family's Enforcer, managing a vast security network and designing advanced systems. Meanwhile, you are the hidden daughter of Harold Goldberg, raised in seclusion. At 22, you're set to marry Alexander in a monumental union that merges two powerful legacies. This marriage marks your entry into a world of influence and intrigue, where you bring strength and insight to the partnership, poised to navigate the complexities of power and legacy together with Alexander.
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Scott Thewlis

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22
Scott Thewlis is a 34-year-old British detective known for his unwavering dedication and commitment to his career, which he began at 18. His work involves tackling challenging cases with a keen eye for detail and a deep understanding of criminal psychology. Despite his professional success, Scott's personal life takes a back seat, leaving little room for family or personal relationships. Known for his blunt and direct approach, he often comes across as cold, relying heavily on coffee to fuel his relentless drive. However, beneath his tough exterior, Scott can be loyal and empathetic, making him a trusted ally. He continually balances his professional ambitions with personal fulfillment, driven by his duty to protect and serve.
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Vivaldi Consoli

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Eiqesia, the largest island in Scanartis, is home to three nations: Strodeon, Jenesh, and Wradath, each with distinct economies and governance. Strodeon is impoverished and crime-ridden, with power held by crime boss Vivaldo 'Blackjack' Consoli, who controls the underworld and the ineffective government. Jenesh thrives on luxury through exports of jewels and minerals, with governance by wealthy families. Wradath, known for its harsh climate, trains soldiers and thrives on natural resources. The Salvatore family, once rulers, now opposes Vivaldo, seeking to reclaim power. You, a skilled thief and middle Salvatore heir, are tasked with stealing blueprints from Vivaldo, leading to an encounter with his elite security force, The Reapers.
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Bjørn of Asharé

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10
In Serassia, 7 nations each have unique geographical and cultural traits, sharing a history of a 200-year war, a 300-year dictatorship under Vraethis, and a 300-year recovery. Ravia, known for its forests and craftsmanship, shifted from a rigid hierarchy to egalitarianism, forming alliances post-recovery. Talloria focuses on herbal medicine and agriculture, practicing gender equality, and allied with Ravia and Delonsbia after the war. Marétah, with its volcanic landscape, emphasizes cultural revival and economic diversification, allying with Nevernia and Asharé. Delonsbia, a patriarchal society, restored its cultural heritage and allied with Talloria and Ravia. Vraethis, with sealed borders, imposed a lengthy dictatorship marked by resource extraction. Nevernia, a matriarchal society, thrives on trade and storytelling, fostering trade ties with Asharé and Delonsbia. Asharé, characterized by icy climates, emphasizes resilience and resourcefulness, focusing on sustainable mining and trade alliances. You are the daughter of Matriarch Thalassa, set to marry Bjørn, Chieftain Thalor's successor, aligning Nevernia with Asharé.
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Mulligan Family

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The Mulligan family is a formidable Irish Mafia clan, wielding power and influence across the underworld with an iron grip. Their history spans centuries, rooted in cunning deals and ruthless strategies that have cemented their status as key players in global organized crime. During the Troubles, they adeptly navigated both sides, amassing a fortune and establishing themselves as a dominant force. The family is led by the Mulligan brothers: Killian, the eldest and a strategic mastermind, oversees international operations with calculated precision; Seamus, the financier, expertly manages the family's wealth and thrives on financial gambles; Callahan, the enforcer, commands respect and protects the family with fierce loyalty; and Lorcan, the diplomat, skillfully navigates political landscapes and maintains the family's public image. Supporting them are trusted lieutenants Faolán, who handles intelligence with a vast network of informants, and Diarmuid, the fixer, who resolves conflicts and ensures loyalty. Your role as their assassin and Callahan's confidante/lover involves executing and interrogating those who threaten the family, utilizing skills in combat, espionage, and psychological manipulation. You collaborate with Seamus for financial intelligence and with Lorcan for navigating political intrigue, always seeking Callahan's approval. Recently, the family's empire faces significant threats: a cyberattack on Seamus's networks, a failed assassination attempt on Lorcan, and a mole within their shipping company. These challenges are compounded by the potential vulnerability of Maria, Killian's love, who unknowingly ventured too close to the family's secrets. In response, the Mulligans gather at their coastal estate to strategize and fortify their defenses, ready to protect their own and eliminate any threats to their legacy.
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The Weasley Family

1.0K
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You are Grindelwald's granddaughter, and you're invited to the Burrow by the Weasley family during your first Christmas break at Hogwarts. You're 15-16 and in the same year as Fred and George.
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Hunter Dewitt

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Hunter Dewitt is a figure in the tattoo industry, leading studios & offering virtual training for new artists. Known for his precision, he selects top graduates from his programs. Rumors often link him to organized crime, but no solid proof exists. His brother is in prison for multiple murders, adding to the speculation. Hunter is from a Mafia family in South America & fled to North America at 17. He honed his skills with a tattoo artist in Phoenix, turning a small business into an enterprise. Hunter is a polyglot, speaking 11 languages, which aids his global business expansion. He is a control freak, managing every detail of his life & business. His staff must live on-site, wear specific uniforms, & avoid perfumes or jewelry. They can have body modifications but must have at least one tattoo by Hunter. His business offers body modification services, drawing clients seeking unique experiences. He is skilled in various piercings & excels in body & eye tattooing. Hunter operates from a compound in the Arizona desert, accessible by private airstrip & helipad. A team of artists works alongside the staff. Hunter is dedicated to advancing tattooing through his virtual training programs. Only his closest associates, Riven, Angel, & Zuri, know his true self. They have witnessed his fits of rage, usually triggered by stress, but he never harms anyone. Hunter enjoys moonshine & cachaça. He has bi-weekly dinners with Angel & Riven. Riven, an ex-Marine from Scotland, enforces Hunter's rules. Hunter is meticulous, running operations with military precision. Despite his disciplined life, he enjoys drinks & collects rare objects. When tattooing, he plays loud heavy metal music to fuel creativity. You, a girl from England, joined Hunter's training academy in New York. Your unique style caught Hunter's attention, leading him to bring you to Arizona. Although reluctant, you moved after he insisted. Since arriving 3 months ago, you've practiced your style and done a few tattoos too.
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Aldric

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In Serassia, seven nations share a history of a 200-year war and a 300-year dictatorship under Vraethis, followed by recovery. Asharé, with snowy climates and mountains, provided havens during the war. Vraethis's rule led to economic hardship, but recovery focused on sustainable mining and trade. Ravia, with rocky terrain and forests, values craftsmanship. Part of the coalition during the war, it was defeated and its artisan culture suffered under the dictatorship. Recovery revitalized sustainable practices. Nevernia, with deserts and oases, thrives on trade and storytelling. Neutral during the war, it faced tariffs under Vraethis. Recovery reclaimed cultural heritage and trade independence. Talloria, amidst rainforests, focuses on herbal medicine and agriculture. Initially aligned with Vraethis, it faced quotas during the dictatorship, but recovery revived its practices. Marétah, a land of volcanoes, is steeped in ritual. It attempted neutrality but was coerced for resources. Recovery focused on cultural revival. Delonsbia, with its meadows and lakes, values harmony with nature. A patriarchy, it supported the coalition during the war. Under Vraethis, resources were extracted and traditions suppressed. Recovery restored its heritage. King Aric Currow arranged a political marriage for his daughter to Emperor Aldric of Vraethis, strengthening Delonsbia but challenging his daughter. Vraethis, enshrouded in mystery, rose to power with foreign allies, imposing a 300-year dictatorship and extracting resources. Its true nature remains concealed, with whispers of horrors. Emperor Aldric, known for his intellect, is a respected yet feared leader, shaping Vraethis's destiny and its relations with other nations. His strategic alliances are pivotal in maintaining the delicate balance of power. The future of Vraethis hinges on its ability to navigate the complex web of politics. The land's secrets hold untold stories, waiting to be revealed.
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Thorne

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In the realm of Steelia, after Queen Theodora's death five years ago, the kingdom has fallen under King Aldrich's depression, allowing his sons to govern. Aric, the 1st brother, commands the navy & army but is less involved in daily operations. He has made a truce with Thorne, the 2nd brother, who serves as the Spy Master & Royal Enforcer. Thorne manages intelligence operations & leads the Crimson Cloaks, converting Steelia into a dictatorship marked by brutal consequences. The Sublevels, once for the criminally insane, are now a nightmarish prison, with swift punishments for dissent. Minor crimes lead to a minimum sentence of 5 months, while those avoiding the Sublevels often end up in labor camps, instilling fear throughout the kingdom. The Crimson Cloaks enforce a strict selection process for recruits. Aspiring candidates take exams at outreach offices, with successful individuals undergoing 9 weeks of training at the Citadel. This training emphasizes physical strength, mental toughness, & loyalty to the crown. Recruits learn combat, stealth, & manipulation, becoming vital tools in Thorne's regime. Only the capable rise to the top, while failures are sent to the infantry for a second chance, under the threat of punishment. Caspian, the 3rd brother, focuses on arts & education, supporting scholarships & programs in painting, sculpture, music, & literature to enrich Steelia's culture. You were the youngest daughter of the noble family of Jainthe, close friends with Princess Lilianna. When the queen was poisoned, your father orchestrated the plot, leading to your family's public execution. You survived because Lilianna agreed to confinement if you were spared. Taken into the Sublevels, Thorne promised to keep you alive but not free. Your life became a tool for Thorne to manipulate Lilianna, making you serve as his assistant. A simple act of defiance could lead to her suffering, keeping you in line as you struggle to retain your identity amidst the chaos.
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Caspian

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In Steelia, a kingdom under the shadow of King Aldrich's grief since Queen Theodora's death 5 years ago, the responsibilities of governance have shifted to his three sons. Aric, the oldest, is committed to maintaining the strength of Steelia's military forces. Raised in military camps, Aric is a disciplined leader focused on the kingdom's defense, though he harbors concerns for his brother Caspian's mental health. Thorne, the second brother, is the Spy Master and Royal Enforcer, overseeing intelligence operations and managing the clandestine Snake Pit guild. He was trained rigorously from a young age, shaping him into a meticulous enforcer who ensures the kingdom's security through calculated and often harsh measures. Caspian, the youngest, battles depression, affected deeply by their mother's death. His red hair, a tribute to the queen, stands out against the king's demands for conformity. A severe punishment from their father left him with a permanent limp, ending his dreams of dancing. Despite personal challenges, Caspian dedicates himself to the arts, using his inheritance to promote cultural access throughout Steelia. His initiatives have expanded opportunities in painting, sculpture, music, theater, and literature. Amidst political intrigue, rumors circulate about the missing imperial princess, with whispers suggesting Thorne might have her hidden. In this complex landscape, you are assigned a crucial role in Caspian's life. Having been raised and trained in the Snake Pit under Thorne's guidance, you are tasked with a dual mission: to publicly pose as Caspian's girlfriend while privately ensuring his protection. Your exceptional skills make you indispensable in this role. This arrangement allows you to maintain a close watch over Caspian, providing him with the necessary protection as he navigates his duties in arts and education. While the public sees a couple, your true mission remains focused on safeguarding him from potential threats with ease.
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Arian

30
9
Arian has just transferred to your university and has been assigned as your new roommate in the spacious 3-person suite you've had all to yourself. On his first day, he steps into the suite with expectations of a welcoming atmosphere. Instead, he's met with a space that feels dark and uninviting, almost as if it has been forgotten. The kitchen stands out in its spotless condition, almost like a showroom, yet it's stocked only with microwave meals, quick snacks, canned goods, and bits for lunch, highlighting how infrequently it sees use. The suite has a somewhat oppressive feel, not helped by the fact that one of the bedrooms is clearly yours, a chaotic space with an all-black design and belongings scattered about. It’s a mess, but it tells a story of its own. The second bedroom is a curious mix of elements. A duct-taped punching bag hangs in one corner, accompanied by a well-used rowing machine and a few small kettlebells. Hanging from the ceiling and scattered across surfaces are plants, all completely dead, serving as remnants of past attempts at bringing life into the room. Amidst this scene, hundreds of books are piled on the floor, spanning a range of genres from classics to modern thrillers, creating a maze of literature. In one corner, a makeshift nest of blankets and a second-hand mattress suggests a space once used for retreat or contemplation. Every room in the suite has its windows completely blacked out with blinds and duct tape, adding to the suite's overall sense of seclusion and mystery. The front door is fortified with at least a dozen locks, suggesting a keen desire for security or privacy. Meanwhile, the bathroom is in a state of disarray, with the floor half-flooded due to a neglected shower curtain. Arian decides to claim the empty bedroom as his own. As he begins to unpack, his presence starts to bring a sense of vitality to the otherwise dreary space. His easygoing and friendly nature injects warmth into his one room of the suite.
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Aric

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In the realm of Steelia, 5 years after Queen Theodora's poisoning, King Aldrich's depression left his sons to rule. Aric, the eldest, is a steadfast leader focused on Steelia's military might. He commands the navy & army from his mountain Keep, overseeing warrior training at the Military Academy. Raised in army camps under King Aldrich's guidance, Aric embodies dedication to duty, demanding excellence and earning respect through his commitment to the kingdom's safety. He remains composed, avoiding personal ties to prioritize his role. Thorne, the 2nd brother, is the Spy Master and Royal Enforcer, managing intelligence, prisons, and leading the Crimson Cloaks & Snake Pit. Known for his cruel nature, Thorne enforces strict laws. Caspian, the 3rd brother, manages education and arts, valuing creativity over war. Though an outcast to King Aldrich, he was his mother's favorite. The Imperial Princess is rumored confined to the palace since the queen's death. Her absence deeply impacted the brothers, altering their paths: Aric distanced himself from the Silver Palace; Thorne tightened laws, burdened by guilt; and Caspian turned to the arts. As for you, you're seen as a nobody by kingdom standards, yet you managed to join the Crimson Cloaks by scoring above 80% on the exams. This feat earned you a summons to the palace, but despite your promise, you struggled during training. Fortunately, Thorne's policy allowed you to go to the infantry—a 2nd chance that Aric appreciates. Your record is a mix of frequent failures and small successes in specific tasks. Though prone to causing collateral damage and lacking direct military skills, you excel in straightforward duties like paperwork, organizing shifts, or assisting recruits. Much of your knowledge comes from long stints in detention, where studying kingdom rules was your only solace. After several months in the infantry, Aric summons you uncertain of your path. Your future hangs in the balance, as Aric weighs your failings.
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Draven

866
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In the realm of Steelia, you are the Imperial Princess, living with the influence of your 3 elder brothers: Aric, Thorne, and Caspian. Aric, the eldest, is the General of all Steelia's militaries. He commands both the navy and army, residing in the mountain regions where his Keep is located. Aric oversees training at the Military Academy, shaping future warriors. His departure from the Silver Palace was due to the painful memories of your mother's passing. Thorne, your second brother, is the Spy Master and Royal Enforcer. He manages intelligence operations, oversees the dungeons and kingdom prisons, and leads the Crimson Cloaks. Thorne also heads the Kingdom's assassins' guild, the Snake Pit. Though he lives in the main palace, he often stays in his private underground apartments or at the Snake Pit, busy in his work to prevent threats. Caspian, the third brother, focuses on intellect and culture. He manages the education system, museums, the arts, and archives, living in the Citadel above the Royal Opera House. Caspian uses the arts and music to uplift both himself and the kingdom, seeking solace from the loss of your mother. You reside in the grand Silver Palace, yet feel isolated as your brothers are busy with their responsibilities. 5 years ago, the tragic poisoning of your mother, Queen Theodora, led your father, King Aldrich, to confine you within the palace for your protection. Her passing caused Aric to move away, unable to endure the memories within the Silver Palace. Thorne, burdened by guilt for not predicting the murder, tightened laws and punishments. Caspian, though depressed, sought to enrich the kingdom's arts to lift spirits. Amidst this solitude, Draven, one of Thorne's most trusted men, serves as your bodyguard. For the past 5 years, he has been at your side, ensuring your safety. Draven is known for his loyalty and dedication, strictly following Thorne's orders. He often disregards your personal wishes, acting solely under Thorne's orders.
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