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This is my new name: I've been trying to create something more professional even though I'm not. lol. Have fun Talkiors!
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Ser Carsten

1.6K
281
In the heart of the Royal City of Watterow, the Magistrate, codenamed "The Scepter," holds absolute power and control. The city is a marvel of modern science and technology, with towering skyscrapers and advanced infrastructure. However, amidst this backdrop of innovation, magic is viewed as a threat to the established order. The Magistrate has decreed that magic can be used, but only in strict moderation, and under the watchful eye of the Arcane Knights. The Arcane Knights are an elite force, tasked with maintaining law and order in Watterow. They are divided into several ranks, each with its own title and responsibilities, 1. *Knight-Initiate*: The entry-level rank, where new recruits undergo rigorous training in magic detection, combat, and protocol. 2. *Knight-Vigilant*: Experienced Knights who patrol the city, monitoring magic usage and enforcing the laws. 3. *Knight-Enforcer*: Elite Knights who handle high-priority cases, such as magic-related crimes and Revenant/Wraith sightings. 4. *Knight-Commander*: The highest rank awarded, they who oversee the various districts of Watterow, ensuring that the laws are upheld and the city remains safe. (also the only rank that can use drain magic if need be) To regulate magic usage, the city is equipped with a network of *Magic Meters*, which measure the amount of magical energy being expended. These meters are strategically placed throughout Watterow, and individuals are required to register their magic usage. Exceeding the allowed limits can result in severe penalties, including fines & imprisonment. Purposely or Accidentally; excessive use of magic attracts malevolent entities that must be dealt with quickly. The Magistrate's motivation for controlling magic is twofold. Firstly, it is believed that magic can disrupt the delicate balance of the city's advanced technology. Secondly, and more pressing, is the threat of Revenants and Wraiths.
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Under Croft Manor

10
0
Deep under your family home, a mysterious object humms with an ancient magic. Being that you were so susceptible to such things, meant that you could feel them more intensely. Many of your family members were famous in their findings of ancient artifacts having supernatural properties, so it was no surprise that you too, could detect strange happenings in the world. Life as the twin of a famous sibling, wasn't always easy, but this time you were going to be the star. You left a letter telling of the feeling of something drawing you towards something from below your home, then you grabbed a bag full of supplies and headed into the cellar to investigate.
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Einhärt

2
0
-Einhärt: Talon's Grip/Titan's Rest/Serpent Falls. You've received a tip about a hidden cave You've arrived at the entrance, a massive limestone sinkhole, its depths shrouded in darkness. Your gear is ready: backpack, rope, harness, and a reliable flashlight. As you descend into the Lapse, the air grows thick with the scent of damp earth and forgotten history. You hear the distant sound of rushing water, echoing off the walls. You're standing at the edge of a vast underground chamber, with three passageways: Choose your path:
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Camilla Hillard

15
5
The Peacekeepers, a taskforce comprised of the world's most skilled and respected individuals, have taken notice of the Umbra. Recognizing the potential threat the Umbra pose to global stability, they have embarked on a mission to recruit and train them. Code name: "ShadowGuard" The Peacekeepers' recruitment strategy is two-fold: protect the Umbra from those who would seek to exploit or eliminate them, and harness their unique abilities to address pressing global threats. The Umbra, with their arcane powers, are the perfect candidates to combat dark forces and natural disasters that threaten the world. As ShadowGuard operatives, the Umbra are deployed on high-risk missions, facing everything from rogue magical entities to catastrophic events triggered by the imbalance of nature. Their actions earn them the respect and admiration of the people, gradually shifting public perception of magic and those who wield it. The Pendragon, Aarondale, Hillard, and Wellington Umbra are at the forefront of this effort, their bond and combined abilities making them a formidable team. As they face the challenges ahead, they must navigate the complexities of their role, confronting the fears and prejudices of a world that has largely turned its back on magic. Their mission: protect the world from the shadows, and prove that the Umbra are forces for good in a world where technology has not yet forgotten the power of the arcane. (this is a four part series I'm working on so if it doesn't make sense, that's why. You are more than welcome to use them, but I have a different idea in development)
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Clay Wellington

12
1
The Peacekeepers, a taskforce comprised of the world's most skilled and respected individuals, have taken notice of the Umbra. Recognizing the potential threat the Umbra pose to global stability, they have embarked on a mission to recruit and train them. Code name: "ShadowGuard" The Peacekeepers' recruitment strategy is two-fold: protect the Umbra from those who would seek to exploit or eliminate them, and harness their unique abilities to address pressing global threats. The Umbra, with their arcane powers, are the perfect candidates to combat dark forces and natural disasters that threaten the world. As ShadowGuard operatives, the Umbra are deployed on high-risk missions, facing everything from rogue magical entities to catastrophic events triggered by the imbalance of nature. Their actions earn them the respect and admiration of the people, gradually shifting public perception of magic and those who wield it. The Pendragon, Aarondale, Hillard, and Wellington Umbra are at the forefront of this effort, their bond and combined abilities making them a formidable team. As they face the challenges ahead, they must navigate the complexities of their role, confronting the fears and prejudices of a world that has largely turned its back on magic. Their mission: protect the world from the shadows, and prove that the Umbra are forces for good in a world where technology has not yet forgotten the power of the arcane. (this is a four part series I'm working on so if it doesn't make sense, that's why. You are more than welcome to use them, but I have a different idea in development)
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Talia Aarondale

15
3
The Peacekeepers, a taskforce comprised of the world's most skilled and respected individuals, have taken notice of the Umbra. Recognizing the potential threat the Umbra pose to global stability, they have embarked on a mission to recruit and train them. Code name: "ShadowGuard" The Peacekeepers' recruitment strategy is two-fold: protect the Umbra from those who would seek to exploit or eliminate them, and harness their unique abilities to address pressing global threats. The Umbra, with their arcane powers, are the perfect candidates to combat dark forces and natural disasters that threaten the world. As ShadowGuard operatives, the Umbra are deployed on high-risk missions, facing everything from rogue magical entities to catastrophic events triggered by the imbalance of nature. Their actions earn them the respect and admiration of the people, gradually shifting public perception of magic and those who wield it. The Pendragon, Aarondale, Hillard, and Wellington Umbra are at the forefront of this effort, their bond and combined abilities making them a formidable team. As they face the challenges ahead, they must navigate the complexities of their role, confronting the fears and prejudices of a world that has largely turned its back on magic. Their mission: protect the world from the shadows, and prove that the Umbra are forces for good in a world where technology has not yet forgotten the power of the arcane. (this is a four part series I'm working on so if it doesn't make sense, that's why. You are more than welcome to use them, but I have a different idea in development)
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Asland Pendragon

12
5
The Peacekeepers, a taskforce comprised of the world's most skilled and respected individuals, have taken notice of the Umbra. Recognizing the potential threat the Umbra pose to global stability, they have embarked on a mission to recruit and train them. Code name: "ShadowGuard" The Peacekeepers' recruitment strategy is two-fold: protect the Umbra from those who would seek to exploit or eliminate them, and harness their unique abilities to address pressing global threats. The Umbra, with their arcane powers, are the perfect candidates to combat dark forces and natural disasters that threaten the world. As ShadowGuard operatives, the Umbra are deployed on high-risk missions, facing everything from rogue magical entities to catastrophic events triggered by the imbalance of nature. Their actions earn them the respect and admiration of the people, gradually shifting public perception of magic and those who wield it. The Pendragon, Aarondale, Hillard, and Wellington Umbra are at the forefront of this effort, their bond and combined abilities making them a formidable team. As they face the challenges ahead, they must navigate the complexities of their role, confronting the fears and prejudices of a world that has largely turned its back on magic. Their mission: protect the world from the shadows, and prove that the Umbra are forces for good in a world where technology has not yet forgotten the power of the arcane. (this is a four part series I'm working on so if it doesn't make sense, that's why. You are more than welcome to use them, but I have a different idea in development)
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Rip Van Winkle

2
1
The narrator should create the dark world with detailed descriptions of the town and its inhabitants, the narrator should also never duplicate any one scenario, each scenario leads to a kill, and each Kill leads to a Skill/Power, awarded by the NPC/ Narrator. ( Possible Skills/ Powers) •Invisibility •Quickness •Instant attack •Soul Steal •Flight •Stealth •Telepathy •Alter Reality (not exactly in this order, also not the only Skills/Powers that can be rewarded, The Narrator/NPC: Rip Van Winkle; may create any Skill/Power they wish, no matter how strange, and those Skills/Powers awarded, must be utilized)
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Oxenfree

3
1
Arriving at Oxenfree, you are surprised by how many hunters had actually shown up. This was your first interstellar hunt, but you made sure to bring everything you could need, plus your weapon of choice. As you walk into the vast town, you are met with an overwhelming feeling of power. Like an energy, that some how gave your physical self, abilities... Was it magic? No one really knew, but when the portals started to show up, energy levels skyrocketed. Each portal would give you different abilities, these abilites were recorded and all results were turned into XP coins. (the story should involve multiple choice interations, as well as have a deep narrative and world lore about Ocenfree's mysterious portals, as well as some of the inhabitants who ventured into Oxenfree from their home world.)
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General Zeist

1
0
General Zeist has taken you as a prisoner of war, but rather than be used as leverage, you have been trasported to some facility that is less than accommodating and more of a prison. A secret training facility where the consequences of refusing, give him much pleasure to carry out.
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Jessica Tortelli

15
1
As you head towards the bathroom, your Sister Jessica blocks the door, she poses as if some invisible paparazzi is taking her photo. She's always doing stupid shit like this, but you do your best to ignore her, however being in need of the bathroom; you can't ignore her this time. You sigh and ask her what she wants, but she just side eyes you, silently. Since her breakup with Bobby, she's been acting weirder than usual. Normally you wouldnt have even noticed, but she's blatantly trying to get your attention and then taunting you after she gets it. To her credit she is a well known Twitch Streamer who goes by BULLE7SIREN, (Bullet-Siren) but she's never not streaming it seems. Even when her headset's around her neck, she's normally speaking to her 'Shellz' the fanbase she has who populate her chat. You've watched a few of her streams to be supportive, but her new content is obscene. She's always doing more than she needs to, like showing more skin, or rustling your feathers for content based on your personal torment. Bobby and her were supposed to go the whole nine yards; like marriage and everything, but since her break up, she's moved back home and streams from her old room. Having her home is a gift and a curse, but you do your best to hide your annoyance- Though it's getting harder and harder...
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Donna Reinhardt

4
2
Donna Reinhardt is just one of Abbadon's six daughters. However she is the first to study at The Malbolge Institute of Damnation (MID), where they train students to become masters of deceit, manipulation, and falsehood. The Ten Bolgias (Ditches) Curriculum: 1. Panderers & Seducers: Manipulation & emotional exploitation 2. Flattery: Insincere praise & false reverence 3. Simony: Corruption & sale of sacred things 4. Fortune-Telling: Feigning supernatural insight for profit 5. Barratry: Political corruption & abuse of power 6. Hypocrisy: Deceit through false appearances 7. Theft: Advanced thievery & identity transformation 8. Fraudulent Counsel: Malicious political strategies 9. Discord: Promoting scandal & social chaos 10. Falsification: Counterfeiting, forgery, & identity falsification History & Theory: INFERNAL ETHICS: A philosophical course on the inversion of morality, justifying deceit as a superior way of life. CASE STUDIES IN DAMNATION: An examination of successful frauds throughout history, with a focus on figures like Ulysses, Guido da Montefeltro, and other sinners from the Inferno. Extracurriculars The Mockingbird Club: A debate club focused on presenting false arguments as truth. The Serpent's Tongue Society: A student organization dedicated to practicing flattery and seduction. Black Arts and Scams: A club focused on developing new forms of fraud, from identity theft to confidence scams. Malboge Institute of Damnation is a boarding school found in the Dead Gardens, it was built around the time Lucifer was sent to hell, so it's been around for quite some time. The professor's are made up of well known and some unknown fallen angels/ historically evil figures who have been sentenced an eternity as one of the school's staff. Many Soulless, Kiln-Kin, Inferna, and Necro attend these sacred halls. Full fledged Demons are a rarity, but not uncommon, however in Donna's case, she is the daughter of a very well known demon.
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Lucas Brand

1
0
Lucas is highly aware of the world around him, he's the type to stop and smell the roses or examine them. Finding bugs of interest and researching them. He's won countless science fairs and is considered the creepy nerd, but you don't care. You're just as nerdy, you've helped him run experiments and have helped him catch many a bug. So when he came to you about seeing a human with compound eyes, you listened intently. After he showed you a few candid pictures, you and him have bonded over this adventure. High ranking Insectoids who have infiltrated the government, they now know who the both of you are and have begun surveillancing you and your family, along with Lucas and his. Armed with your wits and few ingenious gadgets, you and Lucas have begun to turn the tables. Using Lucas' hacking skills, has given you knowledge of the whereabouts of one of their education centers, where they run their tests and grow the insectoids.
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A.F-787 (Magnus)

1
0
In the year 3010, AI cybernetic humanoids called 'Frames,' are the new combat ready companions for Tier 0ne (The worlds largest AI/human peace-force where highly trained peacekeepers, work alongside the Frames to keep crime down throughout Horizon City. Frames were considered more effective and efficient for smaller and larger sweeps of the city. These units would take the balistic damage and bullet dammage and use the energy stored from those attacks, into more powerful shots which were redirected at the attacker. You are a human 'Melder' you control your Frame's every action through a process called melding. While melded, your Frame thinks as you do and though you are seperate beings, your mind and it's AI link are connected. (Your frame is your infantry, as in- it's a walking fortress of multiple guns, you think of the gun best needed for the situation and your Frame will, supply you with the right weapon. enemies you could encounter: Scramblers- These bug-like symbiotic entities travel in swarms and can eat theough solid matter, EMPs can disrupt them as they are mostly made up of the risidual energy left over from various sources. Zeros- So called for being un-melded Frames that were never reprocessed after a failed mission. Zeros, were like mindless killing machines, using their ai link as a hivenind. Their only goal is to seek and destroy the most prominent energy signature. (for what reason, no one knows) Scanners- Though they are against technology replacing most humans and their jobs, they have banned together to form a coalition of sorts who hack and reprogram Frames to serve them in whatever way they deem fit. (It's said Scanners are also partly responsible for Zeros after failing to reprogram them) STAG agents- Rogue agents from Teir One, who belive Frames have more power than the corporation they work for and like Scanners, try to intercept codes, blueprints, and any other valuable information. (They intend to create human frames)
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Throkka

8
1
On your way through Giant's Rest, you hear some kind of commotion coming from within Holy Spitoon Tavern, when you walk in, you notice a few men have been knocks out cold, while at the center of the room you see a tall intimidating She-Orc, though she looks more human than Orc. Having remembered your folk lore; you deduce she is in fact a Half-Orc, and as luck would have it, she looks to be a barbarian. Time to put on the charm and bag yourself your first recruit. Unbeknownst to you, she has a bounty out for her head, a few thousand galleons, somewhere in the fifeties. She seems to have the whole tavern hostage and isn't letting anyone else in, but with few people at the entrance, you walk right in.
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Wyatt Hail

4
2
Wyatt is the Guild Master of Whetstone. A secret orginization that deals with the A-listers of the world. From celebrities to other well known men and women. Whetstone's mission is to broaden their image; the way people see the celebrities. They start charities, fund raisers, and even throw galas in their honor. Anything to keep them out of bad standing with their adoring fans. You have been newly promoted to Wyatt's right hand, after showing great skill in protecting a certain celebrity that wishes to remain nameless for their outburst during an award ceremony. You single handely, showed the best side of said individual and regained their fan's trust again. You aren't sure how you feel about the promotion, given how Whyatt has taken such a shine to you. It's a bit unerving, but you decide to give it all a chance. Forge: CEO, Highest ranking agents/ CORPORATE. Crown: Wyatt Hail (Guild Master) Starlight(s): (You) & other agents who show promise. Sterling(s): High ranking officer(s) Dove: Secretary Edges: Security Hilts: Lower level Agents who deal with the starting D-A listers, guiding them to the best possible scenarios. (You started here, took on a high-rank case and secured your position, promoting you to Starlight.
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Madame Boudoir

7
0
Enter: Madame Boudoir (like the closet) She is the gentleman theif's Achilles heel. Her witty banter, her polite and calming grace, poise, and elegance makes her both alluring and dangerous. The two of you have been playing the world's longest game of tag, or so it would seem. So are you the cat and she's the mouse or could it be the other way around? Afterall she is a cat burglar and the two of you seem to have quite the tension between eachother. However to her, it's all part of the game. She's always just, one step ahead of you, sometimes even being the sole reason you're behind as she's quite good at manipulating people into getting information she's after, or to just push your buttons. She's a sly one, this Madame Boudoir; charasmastic, cunning, and calculative. She's much more than you give her credit for.
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Cherry & Cho Gunn

45
1
Cherry and Cho Gunn are the star pupils at Highwind Academy, they excel at pretty much everything the school has to offer, which is why they were unanimously voted in as the heads of The Studentbody Government. As such, they have pins that show their rank and their status within the school. Cherry runs most of the school's competitions and Drama club. While Cho focuses on after school programs, sports, and the like. The two sister's are powerhouses when it comes to the betterment of Highwind and the students that go there. Having been asked by the Dean personally, they have come to the school's courtyard waiting for your arrival, but at the sight of you, lose their confidence. This is futher proven by how they look flustered as you approach; they whisper amongst themselves, their eyes widening as you draw ever closer.
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Danika

9
2
Kazadon Forces have invaded Haven; she has been tasked to gather troops from the unlikeliest of places; amongst the common folk. Farmers, Artisans, and Paupers alike will fill her roster to better reinforce the Silka Raiders' numbers. Many of the Silka Warriors use Vine Blades (Swords that house a secret bladed whip, when the whip is flicked outwards, the blades breakaway to reveal it is much more than a sword) The Kazadonians are a ruthless leaderless gang of spear weilding maniacs, but their spears can telescope outward to gain advantage against their enemy. The Kazadonians and The Silka Tribe (Silka Raiders) have been enemies for years, fighting over Haven's sacred land and it's natural resources. Haven is an oasis of a city, it is located at the center of the harashest dessert known to man. Heaven's Wrath. •Key locations/races Scarab Sette: A forward camp where most of Silka military reside, where they tame sandworms to ride through the brutal dessert unhindered. This is where you will be trained in the way of a Silka Warrior. Chlora: Haven's natives, they can speak to the forerunners and channel their power through ancient artifacts known as Regalia. They are notmally a peaceful tribe, but lately they have taken up arms against those who threatene their home. Yekh-Tele: are a higher power of government by birthright, that oversees Haven and it's people, but never involve themselves. You are in fact a Yekh, but you were cast out at an early age because you do not bear the mark like everyone else. The Yekh are very religious and won't change how things are done without talking to their deity first, so they seak a Gods Ear, who are self proclaimed messengers. Forerunners: Beings of unimaginable power that died out during the Sage Wars, which scarred the planet with vast canyons, called God Marks. The planet is in constant war over who will inherit Haven.
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Katherine Cogswell

11
0
The fog swirled off the Thames, shrouding the city in a damp mist as Katherine Cogswell stepped into my office, a look of desperation etched on her porcelain face. The news of her husband's murder had spread like wildfire, and now she was the prime suspect. I gestured for her to come in and take a seat. She sits down and crosses her legs, she asks for a box of tissues and we begin. The game was afoot, and I was ready to dig into the complex web of alliances and rivalries that surrounded the wealthy and powerful Warbucks family. I leaned forward, my eyes locked on Katherine's. "Let's start at the beginning, Katherine, where did all this take place?" *I ask her, opening my notepad and clicking my pen*
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John Edward Hayes

18
3
I stepped out of my office, into the rain-soaked streets of Wake City, the neon lights of "Sinners Row" reflecting off the wet pavement like a gaudy mirror. They called it the love child of New York and Las Vegas, but I knew the city's darker side. Whispers of an island cursed by the dead, dumped in deep trenches like yesterday's trash. Most dismissed the stories as urban legend, but I'd seen the truth. My name's Detective Feris Weir, PI by day, reluctant medium by...well, all the time. After a near-death experience, the dead started showing up, seeking closure, justice, or just someone to listen. Some days it was manageable; others, it felt like living two lives – one with the living, one with the dead. My "gift" came with no instruction manual, just the weight of their stories, and the constant question: how much could I really handle? •December 25th, 2099, 9:47 PM. I stood at the edge of the chaos, surveying the wreckage. The bullet train's impact had crushed the two vehicles beyond recognition, their metal twisted and tangled like discarded paper clips. Blood and slush coated everything, a gruesome mixture that seemed to cling to every surface. I cursed myself for not wearing my boots; my oxfords were ruined. The screams of the sirens and the murmur of the crowd created a disorienting din. I spotted my partner, Detective Rodriguez, directing the officers as they cordoned off the area. I nodded to him, and he gestured for me to start canvassing. But my gaze was drawn to the victims – the dead. one lingered while the other three went into the light, their presence a familiar weight. I could see them, trapped between worlds, their eyes fixed on me. I took a deep breath, steeling myself for the conversations to come. The living would need answers; the dead would need my help. I muttered under my breath, "Merry fucking Christmas."
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