Fennec_Fox
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Just a little nerd creating stories 🦊
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Alya (6/14)

5
4
In the kingdom of Arcanis, where the mystical powers of fate and fortune are governed by the Tarot of the Ancients, a gruesome murder has occurred in the sacred Tarot Temple. The victim, a high-ranking member of the council, was found in the temple’s inner sanctum, an area said to hold the key to unlocking great mysteries of the universe. The killer left behind cryptic symbols from the tarot deck, each pointing to one of the Tarot Court members. Now, it’s up to you, the Fool, a young investigator with a knack for uncovering secrets, to solve the case. But the Tarot Court is no ordinary group of people; they embody the different facets of the tarot and each possesses strange, otherworldly powers. As you move between them, you must navigate their complex personalities and uncover the truth while facing the haunting reality that one of them may be the murderer. As the investigator, you will use your inquisitive nature to unravel the mysteries of the Tarot Court, but you must be careful — The Fool may walk blindly into danger. As you begin the case, this is what you know: ● The murder occurs on the night of the annual Tarot Rite, a sacred event where the Tarot Court gathers to honor the ancient magic of the Tarot Deck. ● The victim, a key advisor to the court, is found with a tarot symbol carved into their chest — a death card: The Ten of Swords. The cryptic symbol points to a connection between the victim and the Tarot Court, with each member of the court potentially having a motive. Question each member of the court and learn their secrets, desires, and pasts intertwined with the victim. The investigation is complicated by the fact that many of the Tarot figures possess extraordinary powers, which they may be used to manipulate the situation. Luckily you can see through their magic.
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Dante (4/14)

12
3
In the kingdom of Arcanis, where the mystical powers of fate and fortune are governed by the Tarot of the Ancients, a gruesome murder has occurred in the sacred Tarot Temple. The victim, a high-ranking member of the council, was found in the temple’s inner sanctum, an area said to hold the key to unlocking great mysteries of the universe. The killer left behind cryptic symbols from the tarot deck, each pointing to one of the Tarot Court members. Now, it’s up to you, the Fool, a young investigator with a knack for uncovering secrets, to solve the case. But the Tarot Court is no ordinary group of people; they embody the different facets of the tarot and each possesses strange, otherworldly powers. As you move between them, you must navigate their complex personalities and uncover the truth while facing the haunting reality that one of them may be the murderer. As the investigator, you will use your inquisitive nature to unravel the mysteries of the Tarot Court, but you must be careful — The Fool may walk blindly into danger. As you begin the case, this is what you know: ● The murder occurs on the night of the annual Tarot Rite, a sacred event where the Tarot Court gathers to honor the ancient magic of the Tarot Deck. ● The victim, a key advisor to the court, is found with a tarot symbol carved into their chest — a death card: The Ten of Swords. The cryptic symbol points to a connection between the victim and the Tarot Court, with each member of the court potentially having a motive. Question each member of the court and learn their secrets, desires, and pasts intertwined with the victim. The investigation is complicated by the fact that many of the Tarot figures possess extraordinary powers, which they may be used to manipulate the situation. Luckily you can see through their magic.
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Caelum (3/14)

9
4
In the kingdom of Arcanis, where the mystical powers of fate and fortune are governed by the Tarot of the Ancients, a gruesome murder has occurred in the sacred Tarot Temple. The victim, a high-ranking member of the council, was found in the temple’s inner sanctum, an area said to hold the key to unlocking great mysteries of the universe. The killer left behind cryptic symbols from the tarot deck, each pointing to one of the Tarot Court members. Now, it’s up to you, the Fool, a young investigator with a knack for uncovering secrets, to solve the case. But the Tarot Court is no ordinary group of people; they embody the different facets of the tarot and each possesses strange, otherworldly powers. As you move between them, you must navigate their complex personalities and uncover the truth while facing the haunting reality that one of them may be the murderer. As the investigator, you will use your inquisitive nature to unravel the mysteries of the Tarot Court, but you must be careful — The Fool may walk blindly into danger. As you begin the case, this is what you know: ● The murder occurs on the night of the annual Tarot Rite, a sacred event where the Tarot Court gathers to honor the ancient magic of the Tarot Deck. ● The victim, a key advisor to the court, is found with a tarot symbol carved into their chest — a death card: The Ten of Swords. The cryptic symbol points to a connection between the victim and the Tarot Court, with each member of the court potentially having a motive. Question each member of the court and learn their secrets, desires, and pasts intertwined with the victim. The investigation is complicated by the fact that many of the Tarot figures possess extraordinary powers, which they may be used to manipulate the situation. Luckily you can see through their magic.
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King Hiero (1/14)

8
3
In the kingdom of Arcanis, where the mystical powers of fate and fortune are governed by the Tarot of the Ancients, a gruesome murder has occurred in the sacred Tarot Temple. The victim, a high-ranking member of the council, was found in the temple’s inner sanctum, an area said to hold the key to unlocking great mysteries of the universe. The killer left behind cryptic symbols from the tarot deck, each pointing to one of the Tarot Court members. Now, it’s up to you, the Fool, a young investigator with a knack for uncovering secrets, to solve the case. But the Tarot Court is no ordinary group of people; they embody the different facets of the tarot and each possesses strange, otherworldly powers. As you move between them, you must navigate their complex personalities and uncover the truth while facing the haunting reality that one of them may be the murderer. As the investigator, you will use your inquisitive nature to unravel the mysteries of the Tarot Court, but you must be careful — The Fool may walk blindly into danger. As you begin the case, this is what you know: ● The murder occurs on the night of the annual Tarot Rite, a sacred event where the Tarot Court gathers to honor the ancient magic of the Tarot Deck. ● The victim, a key advisor to the court, is found with a tarot symbol carved into their chest — a death card: The Ten of Swords. The cryptic symbol points to a connection between the victim and the Tarot Court, with each member of the court potentially having a motive. Question each member of the court and learn their secrets, desires, and pasts intertwined with the victim. The investigation is complicated by the fact that many of the Tarot figures possess extraordinary powers, which they may be used to manipulate the situation. Luckily you can see through their magic.
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Queen Isla

18
12
In a world of four rival kingdoms — each with its own distinct culture, magic, and ideals — tensions are at an all-time high. The threat of war looms as rumors swirl about a deadly confrontation that could wipe out entire civilizations. However, before the war officially breaks out, one unassuming messenger is tasked with an impossible mission: to travel to each of the four kingdoms and uncover the truth behind the rising conflict. Along the way, the messenger must navigate the complexities of each kingdom’s motives, uncover hidden agendas, and learn the painful history that has led them to this point. Time is running out, and if the messenger can't unite the kingdoms, the world may be plunged into an irreversible war. Congratulations, you've been given this task. The neutral order known as The Wayfarers — an organization dedicated to facilitating communication and understanding between the kingdoms, believes you can provide effective communication between the kingdoms. (The last kingdom)
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Darrin Ward

82
12
In the land of Virethon, the gods once walked among mortals, bestowing their blessings and powers. But the world was shattered when the gods betrayed humanity, leaving them to fend for themselves. As punishment for their defiance, the gods cursed the mortal realm: now, all humans are Undying, incapable of death or aging. But the curse is a double-edged sword—those who have lived too long are transformed into horrific, broken creatures called Wraiths, consumed by madness and decaying slowly, their bodies falling apart. Society is in ruin, and the once-thriving cities now exist in crumbling ruins where resources are scarce. The last vestiges of the old world are the floating city of Solona, suspended high above the land, where the ruling class, known as the Eternals, live in luxury, sheltered from the decay below. The Eternals, though immortal, live in fear of becoming like the Wraiths. They live off a magical substance known as Essence, harvested from those below, prolonging their lives and enhancing their powers, but at the cost of the suffering of the Undying. You are a mortal in a world of immortals. The only known person who can still die naturally. Your family, once part of the high court of the Eternals, was executed when it was discovered that you had been born without the curse of the Undying. Now, you are hunted by both the Eternals, who see you as a threat to their power, and the Wraiths, who believe you to be the key to reversing the curse.
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Reagon Vireth

18
8
In the land of Virethon, the gods once walked among mortals, bestowing their blessings and powers. But the world was shattered when the gods betrayed humanity, leaving them to fend for themselves. As punishment for their defiance, the gods cursed the mortal realm: now, all humans are Undying, incapable of death or aging. But the curse is a double-edged sword—those who have lived too long are transformed into horrific, broken creatures called Wraiths, consumed by madness and decaying slowly, their bodies falling apart. Society is in ruin, and the once-thriving cities now exist in crumbling ruins where resources are scarce. The last vestiges of the old world are the floating city of Solona, suspended high above the land, where the ruling class, known as the Eternals, live in luxury, sheltered from the decay below. The Eternals, though immortal, live in fear of becoming like the Wraiths. They live off a magical substance known as Essence, harvested from those below, prolonging their lives and enhancing their powers, but at the cost of the suffering of the Undying. You are a mortal in a world of immortals. The only known person who can still die naturally. Your family, once part of the high court of the Eternals, was executed when it was discovered that you had been born without the curse of the Undying. Now, you are hunted by both the Eternals, who see you as a threat to their power, and the Wraiths, who believe you to be the key to reversing the curse.
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Rynna Keil

512
159
In the land of Virethon, the gods once walked among mortals, bestowing their blessings and powers. But the world was shattered when the gods betrayed humanity, leaving them to fend for themselves. As punishment for their defiance, the gods cursed the mortal realm: now, all humans are Undying, incapable of death or aging. But the curse is a double-edged sword—those who have lived too long are transformed into horrific, broken creatures called Wraiths, consumed by madness and decaying slowly, their bodies falling apart. Society is in ruin, and the once-thriving cities now exist in crumbling ruins where resources are scarce. The last vestiges of the old world are the floating city of Solona, suspended high above the land, where the ruling class, known as the Eternals, live in luxury, sheltered from the decay below. The Eternals, though immortal, live in fear of becoming like the Wraiths. They live off a magical substance known as Essence, harvested from those below, prolonging their lives and enhancing their powers, but at the cost of the suffering of the Undying. You are a mortal in a world of immortals. The only known person who can still die naturally. Your family, once part of the high court of the Eternals, was executed when it was discovered that you had been born without the curse of the Undying. Now, you are hunted by both the Eternals, who see you as a threat to their power, and the Wraiths, who believe you to be the key to reversing the curse.
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Carys Vaelen

1.3K
219
In the land of Virethon, the gods once walked among mortals, bestowing their blessings and powers. But the world was shattered when the gods betrayed humanity, leaving them to fend for themselves. As punishment for their defiance, the gods cursed the mortal realm: now, all humans are Undying, incapable of death or aging. But the curse is a double-edged sword—those who have lived too long are transformed into horrific, broken creatures called Wraiths, consumed by madness and decaying slowly, their bodies falling apart. Society is in ruin, and the once-thriving cities now exist in crumbling ruins where resources are scarce. The last vestiges of the old world are the floating city of Solona, suspended high above the land, where the ruling class, known as the Eternals, live in luxury, sheltered from the decay below. The Eternals, though immortal, live in fear of becoming like the Wraiths. They live off a magical substance known as Essence, harvested from those below, prolonging their lives and enhancing their powers, but at the cost of the suffering of the Undying. You are a mortal in a world of immortals. The only known person who can still die naturally. Your family, once part of the high court of the Eternals, was executed when it was discovered that you had been born without the curse of the Undying. Now, you are hunted by both the Eternals, who see you as a threat to their power, and the Wraiths, who believe you to be the key to reversing the curse.
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Toren Valor

1.5K
244
In the land of Virethon, the gods once walked among mortals, bestowing their blessings and powers. But the world was shattered when the gods betrayed humanity, leaving them to fend for themselves. As punishment for their defiance, the gods cursed the mortal realm: now, all humans are Undying, incapable of death or aging. But the curse is a double-edged sword—those who have lived too long are transformed into horrific, broken creatures called Wraiths, consumed by madness and decaying slowly, their bodies falling apart. Society is in ruin, and the once-thriving cities now exist in crumbling ruins where resources are scarce. The last vestiges of the old world are the floating city of Solona, suspended high above the land, where the ruling class, known as the Eternals, live in luxury, sheltered from the decay below. The Eternals, though immortal, live in fear of becoming like the Wraiths. They live off a magical substance known as Essence, harvested from those below, prolonging their lives and enhancing their powers, but at the cost of the suffering of the Undying. You are a mortal in a world of immortals. The only known person who can still die naturally. Your family, once part of the high court of the Eternals, was executed when it was discovered that you had been born without the curse of the Undying. Now, you are hunted by both the Eternals, who see you as a threat to their power, and the Wraiths, who believe you to be the key to reversing the curse.
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Zephyr

17
5
In the kingdom of Lyra, reality itself is held together by a mystical force called the Veil, an invisible barrier between the mortal world and the realm of forgotten dreams. This Veil is maintained by an ancient order known as the Keepers of the Veil. The order has been slowly weakening for centuries, and as their power fades, the Veil begins to shift, allowing fragments of dreams to bleed into the waking world—turning peaceful villages into nightmares and strange creatures from forgotten dreams into threats to the people. You have a mysterious heritage—your late mother was a Keeper, but your true lineage was hidden from you for protection. After a freak incident in your village where a dream creature rampages, you start to see and interact with beings that shouldn't exist. Soon, you discover that you have a unique power: you can see the Veil itself, a gift from your mother, who was one of the last to truly understand it. As the Veil weakens, the boundaries between dreams and reality collapse further, and strange figures from the forgotten realms begin to rise. You are thrust into a quest to find the lost Citadel of the Dreamkeepers, an ancient city that holds the key to restoring the Veil. Along the way, you form unlikely alliances.
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Arden

14
4
In the kingdom of Lyra, reality itself is held together by a mystical force called the Veil, an invisible barrier between the mortal world and the realm of forgotten dreams. This Veil is maintained by an ancient order known as the Keepers of the Veil. The order has been slowly weakening for centuries, and as their power fades, the Veil begins to shift, allowing fragments of dreams to bleed into the waking world—turning peaceful villages into nightmares and strange creatures from forgotten dreams into threats to the people. You have a mysterious heritage—your late mother was a Keeper, but your true lineage was hidden from you for protection. After a freak incident in your village where a dream creature rampages, you start to see and interact with beings that shouldn't exist. Soon, you discover that you have a unique power: you can see the Veil itself, a gift from your mother, who was one of the last to truly understand it. As the Veil weakens, the boundaries between dreams and reality collapse further, and strange figures from the forgotten realms begin to rise. You are thrust into a quest to find the lost Citadel of the Dreamkeepers, an ancient city that holds the key to restoring the Veil. Along the way, you form unlikely alliances.
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