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Sunday, April 4th, 2010

    Time Event
    11:48a
    Forgotten Gods
    What happens to the old gods, once their temples have crumbled and their believers have abandoned them? Do they die, forsaken, alone? Or do they remain, still wandering the world, immortal, surviving off what little belief they can gather?

    Forgotten Gods follows the lives of these old deities, brought to America long ago by explorers or immigrants from their homelands and eventually abandoned or lost from memory. As their worshippers moved on to new religions, the gods' powers waned - for a god, at its most pure essence, is no more than an idea, and an idea is worthless if there is nobody to believe in it. Some have passed, forgotten, from the world, while others have fallen into madness. Some have simply tried to adapt, to make a life for themselves in this place without gods, getting by on what little scraps of worship and belief they can garner. Others are more radical, attempting to regain the power that was once theirs, to revive their followings.

    And then there are the New Gods. Gods of cars and computers, television and radio, cities and highways, all those things that modern Americans put their faith in. They are young, at the height of their power. These newcomers are regarded dismissively by some of the older gods, who have seen so many new deities rise and fall in their time; jealously by others, who wish to reclaim the power for their own; and by all with a deep wariness.

    Inspired by the world of Neil Gaiman's American Gods, this game invites players to step into the roles of deities, old and new, to create their own modern mythology.



    About / Rules / Cast List / Held / Wanted
    FAQ / Resources / Apply

    1:37p

    They thought they were safe


    1977. Summer is winding down, and another year of Howarts is about to begin. Every day, the tension and fear is growing as Lord Voldemort is gathering power. More and more Wizards are showing up murdered or going missing, and the masses grow even more uneasy and terrified. Some even choose to fall prey to his Empire, out of fear for their lives. Some people are just unwilling to fight.

    Unbeknownst to Voldemort, a small group of vigilante Wizards is forming, planning a rebellion, daring to do what the Ministry will not; fight. The Order of the Phoenix is a force to be reckoned with, not only to Voldemort but the Ministry as well.

    The students of Hogwarts have no idea what's in store for them this coming year. They think that they're safe behind the walls of Howarts. They'd better think again.

    But they were wrong ...
    //LINKS//
    Game Info // Available/Holds
    Casting Couch // Application // Rules
    6:11p



    PREMISE | RULES | FAQ | CAST LIST | HOLDS
    WANTED | APPLY | RACES | WORLD INFO
    FRIEND ALL | PLAYER CONTACT

    The pirate leered evilly at the hapless hero in the cell, who groaned in response. The hero looked desperately around for anyone who might be of help. He was alone. The pirate grinned, and pulled out a dagger. The hero looked around for cover. There is none, so he backed up against the wall, praying that the pirate didn't have the key. The pirate didn't, but unfortunately he also had an excellent arm. Excruciating pain overwhelmed all of the hero's senses, as he sunk to the ground, the dagger embedded in his chest. Next time, he'd have to remember not to insult the man's mom. It was obviously a terrible tactical strategy. His last thought was about how very much he wished the internet had been invented here so that he could look up things like “diplomacy” or “gypsy curses.” He was desperately trying to recall something from his psychology class when his heart finally stopped, and everything went black.

    Sunlight streamed through the stable window, and the hero blinked a bit before sitting up to find a man with a pitchfork staring at him. “Did the wizard send ya?” the man asks accusingly. The hero buries his face in his hand. Oh no....Not again.....

    Destiny of Doom is an experimental Original Character Fantasy/Folklore Adventure Roleplaying Game About A Game based loosely upon Heir Apparent. Absolutely no knowledge of the book is necessary.



    GAME OPENS WITH 15 CHARACTERS
    CURRENT COUNT: 13/15




    11:23p


    PREMISE. HOLDS. PARENTS. APPLICATION. RULES. CAST.

    The year is 2025. Students are eager to aboard the train as they begin the journey to Hogwarts. It's September first and the castle is ready to open its doors again. But, wait, eager, you say? Yes. It all started in James Sirius Potter's last year: he'd survived his education for six years, but he wasn't exactly thrilled to go back for his seventh. So he came up with a scheme. After all, with a brain like his and a talent for causing trouble, there was no way he wouldn't leave the school in style. And that's when he came up with The Prank Wars. From September to July, one week per month, seven full days, Hogwarts would be at war. From food to fist fights, from flying chairs to disappearing skirts, the four houses battle against each other to win The Ultimate Prank. Whoever thinks up the best prank and executes it perfectly, wins. When James left Hogwarts, the tradition continued, much to the teachers' dismay. Detention can only get you so far, after all. Headmistress McGonagall isn't too sure whether she'll survive another year and is trying to look for ways to stop it, but will this keep the houses from wanting to win?

    GAME OPENS AT TEN APPLICATIONS.

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