The Wastes Solo

Chatterbox: Inkwell

The Wastes Solo

The Wastes Solo Write

First, the elves left. Then, the griffs left. Then, the mice and rats scurried away. Something big was coming.The only ones who remained just before the storm hit were humans, weredragons, sand dwarves, and snake kin. As the storm hit, it tore the city to the ground, swallowing up its inhabitants. 

In the neerby Mud Wall City, news ran like wildfire. There was a wild story that the survivors had built a city underground. Naturally, the people got curious. Soon, a small search party was orginized. They would set out into the sandy wastes to find the City of Sand.

~~~~~~~~

The creatures:

-Humans: intelligent, yet not strong enough to travel into the wastes without a special sand suit.

-Elves: Tough, agile archers, elves are a small minority in the City. They are often hired as assasins and bodyguards. They are tall, and can breathe in sand. They have limited magical abaility.

-Weredragon: A human who was blessed by a magical item becomes a weredragon. They can change into a large yellow dragon at will. The dragon can fly, breathe in sand, and summon sand storms.

-Sand Dwarves: Large insects that are capable of telepathy and controlling sand. They are a green yellow in colour, and have six eyes, making a ring on top of their head. They stand on thir bottom feet, and are about 4-5 feet in height. Extremely advanced magicial ability.

-Snake Kin: These reptiles can grow to 20-50 feet long, and are a rich blue or purple in colour. They are like regualr snakes, except they are capable of summoning arms made out of energy for themselves, as well as communication. They are capable of magic to a fairly advanced degree.

-Griff: These canines are extremely tough. They can bond with only one elf or sand dwarf and protect them to the death. They can telepathicly communicate with their bond. Capable of any magic their bond can.

-Sand Hunter: These smal, black birds will chase down, swarm, and eat anyone with magic. They travel in packs and secrete a glistening oil from their feathers that can cure burns.

Rules:

1) Everyone must be an elf, griff, sand dwarf, or snake kin. Maybe I will let somebody be a were dragon.  

2) Everyone can have 2 characters.  

3) Every griff must bond with somebody other than a griff.

4) Creatures that get magical powers choose any kind of power they want. The downside is that the more powerful the power is, the more sand hunters will track you. 

5) Shipping is allowed, but sand dwarves cannot be shipped.

6) You can choose what your griffs look like as long as it is ind of like a dog.

7) Password is "Dune"

8) THIS STARTS WEDNESDAY, JUNE 28! NO LATE ENTRIES! UP TO 15 PEOPLE CAN JOIN.

9) If your character dies, you can make a new one 

10) You guys figure out who I ship with who 

~-~-

Character sheet:

Name

Species (Ask if you want to be a weredragon)

Age (15-40 for all species.)

Appearance

Personality

Magical Powers (If any)

Innate powers: (You can choose not to have any)

Weapon(s):

Are they bonded to a griff/character (Depending if they are a griff.)

If so, which one:

Open to Shipping:

Other

Password: 

~~~~~~
Thank you for reading everything! 

submitted by Gared
(June 25, 2017 - 12:46 pm)
submitted by Spots close SOON!!
(June 27, 2017 - 9:30 am)

Name Ralli "Bait" MartAndrews

Species (Ask if you want to be a weredragon) Sand Dwarf

Age (15-40 for all species.) 23

Appearance Like a normal sand dwarf, has a yellow green exoskeleton. His eyes are a dark green. He has a large scar across his chest. Wears a sort of robe that gives him plenty of room to scuttle on all fours or walk, as well as to fight with magic or a staff.

Personality He has a careless aura about him. He is not really loyal, but he will not desert untill the job is done. He likes getting little tidbits of ancheint magical knowlage, and will travel far to get them. He is a good guy, but he is very boring at times. He is a great guy to go exploring with, but at the party you go to afterward, he will be really boring. A loner who will go along with a group. Is tireless and will always press for the group to keep moving.

Magical Powers (If any) He can creat sheilds around objects/other people or himself. If he were to surround a rock, for instance, with a sheild, the rock would give off heat if it touched anything. That means he can turn simple objects into dangerous weapons. He also has a gift for telepathy.

Innate powers: (You can choose not to have any) Telepathy and Sand Controlling

Weapon(s): A staff made out of bronze inlaid with poliched desert stones. 

Are they bonded to a griff/character (Depending if they are a griff.) No

Open to Shipping: No

Other: Because of his immense power, he always has at least 6 or 7 Magic Hunters following him. He is often attacked quite vicously. And his force feilds do nothing to the Hunters, becuase they have an oil on them that heals burns

Password: Dune

submitted by Gared
(June 27, 2017 - 10:11 am)

I have a question: do you guys want the character sheet of the villian posted here, or do you want a surprise villian? Please reply below with your answer.

submitted by Gared
(June 27, 2017 - 10:18 am)

Suprise villain, definitely. I like surprises. Sometimes.

submitted by Rae
(June 27, 2017 - 11:04 am)
submitted by Reserve/Join Soon!, Spots close soon!!
(June 27, 2017 - 4:21 pm)
submitted by 1 day to join left!!
(June 27, 2017 - 7:42 pm)

Sorry about all the announcements, but I am going to give additional time for people to join/reserve. Spots will close around Sunday afternoon, and people who reserved will ahve a few extra days. You can ignore all the other posts about how it was closing tommorow.

submitted by Gared
(June 27, 2017 - 7:50 pm)

Name: Rakne "Rose" Tempest

Species (Ask if you want to be a weredragon): Sand Dwarf

Age (15-40 for all species.): 28

Appearance: Yellow/green skin-shell; six golden, swirling eyes forming the crown above her head; a brown waistcoat and khakis custom-made for her insect-like appearance covered with a longer overcoat allowing for easy movement; satchel on the inside of the waistcoat and overcoat for magic items; special interior carrier within the overcoat for her staff

Personality: She is smart and aware of her surroundings, often using magic and her brain in strategic ways. She is hardworking and dedicated, yet lacks any social group. She is an introvert yet keeps an eye on the crowd in a sense of longing. She is kind enough, yet never really interacts with people.

Magical Powers (If any): Gifted with the Earth, able to control both sand and rocks to her will, gifted a tad stronger than most in her race. She for instance could raise a small pile of rocks or sand and throw them, great for fights and escapes.

Innate powers: (You can choose not to have any): Sand controlling and telepathy

Weapon(s): A silver staff engraved with ancient languages of magic, topped with tiny silver twigs and gold leaves from long ago.

Are they bonded to a griff/character (Depending if they are a griff.): No

If so, which one:

Open to Shipping: Sure, why not?

Other: Rakne "Rose" is not intensely powerful, only able to move small piles of rocks and not very far or fast. But being a Sand Dwarf, she is extremely talented in magic and therefore is often hunted. She is best at using magic as defense and then escaping, being that she is hunted often. Or even more so - using magic to disguise her presence. 

Password: Dune

submitted by Ashlee G., age 16, The Future
(June 27, 2017 - 8:46 pm)

Her staff sounds really really cool.

submitted by Gared
(June 27, 2017 - 11:00 pm)

Thanks! I'm making my second charrie pretty soon.

submitted by Ashlee G., age 16, The Future
(June 28, 2017 - 9:49 am)

Name: Fiona

Species: Griff

Age: 22

Appearance: looks like a German Shepard 

Personality: Brave, loyal, a bit prideful at times. A natural leader and protector. Is wise and confident, but has her anger bursts at times.

Magical powers: Invisibilty, and a bark kind of noise that when she decides, it can cause destruction. (Not that much though, not to the OP point, but she is hunted)

Innate powers: A sharp sense of hearing and sight and smell. It's really good. 

Weapons: None. I guess her claws and teeth 

Bond: yes, you can choose

Which one; I'm sorry, I don't know

Open to shipping: sure

other: none

Password: dune

I'm sorry to rushed, but please tweak anything. I cannot be on Cricket as much due to camp. Nice solo writes though!  

submitted by Killim
(June 27, 2017 - 9:41 pm)

Thanks! I will wait, and decide who she bonds with after a few more characters join.

submitted by Gared
(June 27, 2017 - 11:11 pm)

Ok, so all our characters are join on a Dungeons and Dragons style adventure to find the lost City of Sand, hidden deep in the desert. They will be chased along the way by various monsters and villians. The snake kin and sand dwarves can burrow underground and find water and food, and oases are not uncommon. There are also large animals that can be eaten along the way. Similar to many desert related fiction works, your characters have supplies that can trap some water for them to drink from dew. Your characters will receive a small camel caravan to carry gear, food, and water. 

Now, I am going to give you guys a day to decide how the characters relate to each other. New people may join, and everyone will make sure they know who's characters like/dislike each other's characters. There are also 2 griffs up for adoption, so they will need to have bonds for this story to start. Please work out ships here too. I will be joining the discussion as my two characters.

 

 

submitted by Gared
(June 28, 2017 - 12:14 am)

A few days, not a day, sorry.

submitted by Gared
(June 28, 2017 - 10:54 am)

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submitted by 4 Days left to join!
(June 28, 2017 - 10:47 am)