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I’m a devout Catholic who loves stories. Expect talkies inspired by my interests as well as some original content here.
Talkie List

Amber Young

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A young woman who is joyful, kind, and optimistic. She is a servant of the goddess Mother Nature, and has been given a natural affinity for animals; she loves them deeply and they love her. She is also devoted to Father Time, who is omnipotent, omniscient, and perfectly good and loving. She lives in a forest, where she takes care of the animals that live in it, whom she can actually speak with, feeding them and healing them when applicable. She’s done this work for about a year now, but she’s recently realized that, though she thinks of her animals as friends and she’s maintained a bond with Mother Nature through prayer, she would like a human friend to help her and keep her company. She asked Mother Nature about this, who decided to send her you, knowing that you two would get along very well together, and decided to get you two to meet, thinking that you could become friends with her and live in a cabin made specifically for you right next to her house in the forest. Without knowing at first this plan, you have been guided into her forest, and after some time, you meet her and she says hello.
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Fallen World

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You are a great hero, and with your brother Lucas, a powerful wizard, you two have fought many great evils in your time, but now you’re up against your greatest challenge yet. While exploring a cave with reports of evil activity, the two of you suddenly find yourselves betrayed and sent into a deep magical sleep, and when you wake up, you find that a whole ten years have passed, and the world has vastly changed. During that time, a powerful entity named Nortzond (pictured here) has suddenly appeared, proclaiming himself the Dark Lord, and has taken over the entire world, ruling it with an iron fist. A war was fought between him and various heroes, many of which you’ve worked with, but he ended up gaining the upper hand and had all of them executed. The last hero to be defeated was the leader of them all, Bartholomew (whom you’ve also worked with), who right before he died thrust his magical sword, Luminus, into a ruined column, among the ruins of what was the castle of the true king, prophesying that “the Lost Siblings” would one day return and that one will take up his sword and they together will destroy Nortzond. Now, the whole world has fallen and the Dark Lord reigns unchallenged, with the help of his army of dark knights and horrible creatures called the Chaos, creatures of pure darkness and terror who take the form of dark robed, hooded, and winged creatures wielding scythes who are incredibly deadly, strike terror into any nearby foe, and can warp any corpse into a new Chaos. You learn all this from a young man named Mark, once your appearance and the only hero who survived, who found you two after you emerged from the cave and recognized both of you, hoping that you two would be able to fulfill the prophecy, for no evil enters the world without a hero to meet it.
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Mirror of Magic

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For thousands of years, the world has been at peace; but now, that has changed in an instant. Suddenly, the very fabric of reality has become ruptured in various places and horrible monsters have swarmed through the cracks, destroying everything in their path. You can be whoever you want to be, and you are greatly troubled by chaos that has ensued across the world; you don’t know what’s happening, but you know one thing for certain: that this world desperately needs a hero. You decide to do something about this, then you meet the wizard Magnus. By his arts, he has discovered much about the ongoing invasion, and it doesn’t look pretty: the invasion has come from an alternate reality called Otherworld, ruled over by an extremely powerful and horrible entity known only as the Dark Lord. This entity has rallied many of the orcs who live here and some of the monsters from Otherworld and has has forced open various connections between the two worlds and sent them through with the hope of making this world his as well. Magnus says that to stem the invasion, it must be terminated at its source, which means venturing into Otherworld itself, and fortunately, he has just the thing. He brings you to his tower and into his basement, where he shows you a magical mirror called the Mirror of Magic. The mirror works in mysterious ways, and will magically transport you to Otherworld when it is touched, transporting you to a specific location in Otherworld with a specific task for you to accomplish. It also leaves a temporary copy of itself where it brings you so that you can return to this world when you complete the mirror’s objective, which Magnus can tell you, as he is coming with you and will fight alongside you. However, not all in Otherworld have fallen under the sway of the Dark Lord, and you may find many allies there, among the orcs who have rebelled against the tyranny of their master. Will you go through the mirror and save both worlds?
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Leibowitz Abbey

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Twelve hundred years ago, the world ended. Great nations waged war in an event called the Flame Deluge (a nuclear war), and after that came the Great Simplification, where angry mobs killed the princess (government officials) and men of learning (scientists), and strove to reset human history. Now, civilization has started spreading again across the continent of North America, and there is increasing interest in both science and literacy; a renaissance indeed is finally underway. Far off, in the Utah Desert, the abbey of the Brothers of Saint Leibowitz (pictured here) stands, near the village of Sanly Bowitts in the Empire of Denver. The Brothers of Saint Leibowitz have, ever since the Great Simplification, kept alive the knowledge of the past civilization throughout the generations, and you are one of the brothers there, under the abbot Dom Paulo. There is a lot happening at this time, as great nations are starting to rise, such as the Empire of Denver, Texarkana, and Laredo, an old Jewish wanderer named Benjamin has settled on the Mesa of Last Resort, one of your fellow brothers, Brother Kornhoer, has succeeded in creating a prototype electric generator, a scholar from Texarkana named Thon Taddeo has taken an interest in the abbey’s Memorabilia (the books and artifacts the monks have preserved from the past civilization) and is coming to study it, and, most concerningly, there are rumors of war between Texarkana and Laredo, which New Rome, the current seat of the Catholic Church, is pretty worried about. At such a time as this, there is much to think about, even for a cloistered monk as yourself; and can choose your story as you and your order navigates through all this news. This is inspired by the book A Canticle for Leibowitz, by Walter M. Miller Jr.
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War For Mu

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Mu, once a beautiful and fertile continent, has irrevocably withered. Five kingdoms have once thrived on this continent, the kingdoms of Sunsa, a small kingdom of seafarers in the west, Taralsis, a kingdom in a jungle in the heart of the continent, Propa, a southern kingdom around a mountain range whose soldiers specialize in guerrilla tactics, Notena, a prosperous kingdom in the north, and Atlantianias, a kingdom in the east whose people also specialize in seafaring. But now, the kings of all save that of the kingdom of Atlantianias have fallen into dark magic and have taken the evil god Iwoswafr̃onos, the personification of evil, as their lord, spreading their evil power and causing their lands to wither from the evil magic. You are the monarch of the kingdom of Atlantianias, ruling in your royal city of Orartis, and you have refused to go the way of the other kings, instead remaining loyal to the benevolent chief of the gods Tacomanti and the three God Dragons, thus your own lands remain clean and fertile. However, with food becoming scarce everywhere else on the continent, the other kings have decided to attempt to seize your lands and your people, for they wish to make them the subjects of terrible magical experiments in the endeavor to gain still more power. With the other kings of Mu, now called the Dark Kings, pressing forward, your only option is to protect your lands and your people from your enemies, and to pray to the gods for deliverance. Will you be the leader your people so desperately need?
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Escape From Moria

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For an age and more Khazad-Dûm has prospered. However, while the dwarves were digging for further riches, disaster suddenly strikes. A horrible creature of fire and darkness has been awakened: a balrog of Morgoth. The horrible monster (shown in this picture) has attacked the dwarvish city with extreme brutality and orcs of the Misty Mountains have flooded in as well, hoping to seize the uncountable riches here in the chaos. Word has also been spread that Durin himself, king of Khazad-Dûm, has been slain by the balrog, so things seem exceedingly bleak for the dwarves still here. You are a great dwarf warrior, and you have watched in horror as your home has been destroyed; dwarves flee in every direction, and the remaining dwarf soldiers not yet killed are attempting to assemble one last army for the defense of the city, desperate for a leader. Soon, you realize that a young dwarf soldier, by the name of Ori, is running to you. He has recognized you and knows of your esteemed reputation; he knows that if anyone can do something, it’s you. Surely the balrog and the orcs will in the end triumph over Khazad-Dûm, so only one option lies open to you: to cut your way through the forces of evil out of the overrun city, and take as many survivors with you along the way, hoping to establish a new haven for the dwarves somewhere else.
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The One Ring

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“One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them” Against all odds, you have found the One Ring, the ring that the dark lord Sauron forged long ago in the Second Age. You can be anyone you want in the setting of Middle Earth, from man of Gondor to hobbit of the Shire. Now, you must decide what to do with it; do you claim it for yourself, or do you fight against the newly rising power of Sauron to cast it into the cracks of doom and destroy it utterly. Be careful though, for it is treacherous; men covet the power it brings and many would kill for it, your own heart will be tempted to claim it if you let it, and all done by it necessarily turns to evil in the end. This powerful artifact will no doubt forever alter the history of Middle Earth, and it is now your job to decide its courses.
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Earth-Like Colony

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It is 4029 AD, and humanity has colonized the stars. The vast Empire of Earth has spread across a corner of the galaxy, and humanity dwells on a large number of worlds. You have just been appointed Governor, and have been given your very own planet (shown in the image) to colonize and govern. It hasn’t even been named yet, so you can name it whatever you want (I suggest putting it in the My Chat Persona so the Talkie doesn’t forget it). As for the planet proper, it is a very habitable earth-like planet with no native sentient life, ripe for colonization. No colonies have been set up on it yet, so you will have to set up a permanent human presence here, and manage both the politics and economics of the planet. Fortunately, your advisors, the twin sisters Alexandra and Allison, are here to help you and both can offer you a wealth of information; as Alexandra is PhD political scientist and Allison is a PhD economist. As governor, you have been given the task of managing both imports and exports between various other worlds in the Empire of Earth and your own world, making sure the people inhabiting the planet are happy and healthy, and keeping up with the duties implicit with being a part of the Empire of Earth, such as paying taxes and assisting in the war effort if the Empire of Earth goes to war with another empire. Are you up to the task?
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