master_sinclaire
Jungle Girl
- Joined
- Aug 22, 2012
- Messages
- 18
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- 1
Basically I'm bored, slightly stoned and I had a few ideas I wanted to try out. I actually wasn't going to post this until I had the story figured out, but then what's the point? If it's a CYOA I'll the need the pressure to come up with something good.
And I've also been having a slightly nihilistic view with humans in CYOAs lately. Don't want them in mine; so we go a step further, and leave elves behind, too. Wanted something new, so here you go, enjoy. Comments and criticism appreciated.
So this is my first experiement! It's called The Rite. For reasons I can't get into right now.
*
There is a light shining in the darkness of the void, and like a moth to a flame, you are attracted to it. Although some part of you knows that this cycle has been repeated, time and again, there is a child-like tendency to keep returning; like a smoker to his favourite tobacco, or a sheikh towards a prize courtesan. You have gone through so many lifetimes and have forgotten your original identity; but it does not matter. As long as the cycle continues, your few months' worth of freedom is more than enough to assuage your thirst for the Material Plane.
And out of the darkness, comes a voice, sweet and golden:
Following that chant, your spirit rises, summoned by ancient blood magic. Although there is a cycle that must be repeated, again and again, there is still some freedom to be had, despite the rules it imposes upon you; the very same rules you once agreed to in your hot-headedness.
You see before you four bodies bound in chains, sleeping, as in the agreement. All female; with that rich sweet blood only the eldritch races possess, with their own memories, their names, and a longing for adventure; or they would never have come here. It is as in the agreement.
Which does you choose?
1. Siren: Sea monsters in the shape of lovely, full-chested, wide-hipped women, who lure sailors to the briny depths with their songs of love and loss. As a siren you are able to use the racial power, sirensong, five times a day, to lull your enemy into a state of half-consciousness and gullibility. Although not magically gifted, sirens can create poisons from their own blood, which is the only other magical ability they possess in addition to their sirensong. Sirens feel strongest near water, because that is this blood's element. This body is a prime example of their kind; with retractable gills, a full-breasted, curvaceous body, and a slightly slutty dress sense that can easily attract either sex.
2. Nymph: Nymphs, the beautiful forest-bound servants of nature. As a nymph your character is more empathic, more fanatical towards protecting nature, less towards mortals. Although nymphs, unlike dryads, are not bound to trees, they still feel safest and strongest in the forest. They also resemble the younglings - human and elf- the most, since the only thing to differentiate them from is their green-tinged veins. Their racial power is bloodsap; they can call into them the essence of the forest, growing claws, tough skins and developing quicker reflexes, five times a day. Although not as voluptuous as sirens, Nymphs are nowhere near petite; think C-cup to the siren's D. More conservative, less likely to consider sex as a means of persuasion. Easily the most proficient with magic.
3. Harpy: The living wind, harpies are the smallest of the elder races, reaching barely five feet in height. Their bloodlust and razor-sharp claws more than make up for their lack of height; no one in their right minds ever messes with a harpy. Harpies can fly to dizzying heights, crossing obstacles far easier than any other race; but that comes at a price. The physique of a harpy is built for agility and quickness; despite being petite and almost delicate to look at, they still make for the best assassins, but they aren't very strong, or very durable. Harpies have no racial power besides their flight. Which can give them an edge in combat anyways. Easily distinguishable from mortals because of their wings (obviously), talons and bird feet. No magic whatsoever.
4. Rukh: Half-demons forged from fire. Rukhs are found, and are most comfortable, near volcanos, geysers, and generally near extreme heat. Their skin is orange-tinged, and their eyes are completely red. Rukhs can conduct and manipulate fire; although they can't create fire out of nothing, they can use even the smallest cinder to create a roaring inferno. This racial power, Pyromancy, comes at a cost - it makes rukhs less sensible, less sane, a tad more pyromaniacal, if I can use the term. All that heat goes to the head, after all. Pyromancy can only be used if there is a source of fire within five feet of a rukh, and they have to make sure that it doesn't go out, and must remain near it. Rukhs and sirens share the same physique. The term 'smoking hot' didn't come because sirens lured sailors to their deaths; its because a full-blooded rukh can potentially burn a mate down to the base proteins. Yep; there's that too.
*
You run your hand over the siren's soft skin, feel the harpy's feathers, the rukh's burning desire; the nymph's solid presence. All of them, ready and waiting! But once you enter these bodies, take up residence, you will lose all feeling of self; your sentience sacrificed to their memories, their will lost for eternity, to be a mere puppet for the very aims your eternal soul upholds.
Although this time the selection is not as good as the previous millennia's, they will have to do. You must make your decision fast; your precious spirit essence runs out by the minute.
*
And I've also been having a slightly nihilistic view with humans in CYOAs lately. Don't want them in mine; so we go a step further, and leave elves behind, too. Wanted something new, so here you go, enjoy. Comments and criticism appreciated.
So this is my first experiement! It's called The Rite. For reasons I can't get into right now.
*
There is a light shining in the darkness of the void, and like a moth to a flame, you are attracted to it. Although some part of you knows that this cycle has been repeated, time and again, there is a child-like tendency to keep returning; like a smoker to his favourite tobacco, or a sheikh towards a prize courtesan. You have gone through so many lifetimes and have forgotten your original identity; but it does not matter. As long as the cycle continues, your few months' worth of freedom is more than enough to assuage your thirst for the Material Plane.
And out of the darkness, comes a voice, sweet and golden:
"Come my spirit, to this light, come and be hosted in this new age, in your new body.
"Four I have prepared for you, for your pleasure and your use. Come to me, for I am deliverance, and I am sin;
I welcome you with open arms, as I consign your soul once again to hell."
"Four I have prepared for you, for your pleasure and your use. Come to me, for I am deliverance, and I am sin;
I welcome you with open arms, as I consign your soul once again to hell."
Following that chant, your spirit rises, summoned by ancient blood magic. Although there is a cycle that must be repeated, again and again, there is still some freedom to be had, despite the rules it imposes upon you; the very same rules you once agreed to in your hot-headedness.
You see before you four bodies bound in chains, sleeping, as in the agreement. All female; with that rich sweet blood only the eldritch races possess, with their own memories, their names, and a longing for adventure; or they would never have come here. It is as in the agreement.
Which does you choose?
1. Siren: Sea monsters in the shape of lovely, full-chested, wide-hipped women, who lure sailors to the briny depths with their songs of love and loss. As a siren you are able to use the racial power, sirensong, five times a day, to lull your enemy into a state of half-consciousness and gullibility. Although not magically gifted, sirens can create poisons from their own blood, which is the only other magical ability they possess in addition to their sirensong. Sirens feel strongest near water, because that is this blood's element. This body is a prime example of their kind; with retractable gills, a full-breasted, curvaceous body, and a slightly slutty dress sense that can easily attract either sex.
2. Nymph: Nymphs, the beautiful forest-bound servants of nature. As a nymph your character is more empathic, more fanatical towards protecting nature, less towards mortals. Although nymphs, unlike dryads, are not bound to trees, they still feel safest and strongest in the forest. They also resemble the younglings - human and elf- the most, since the only thing to differentiate them from is their green-tinged veins. Their racial power is bloodsap; they can call into them the essence of the forest, growing claws, tough skins and developing quicker reflexes, five times a day. Although not as voluptuous as sirens, Nymphs are nowhere near petite; think C-cup to the siren's D. More conservative, less likely to consider sex as a means of persuasion. Easily the most proficient with magic.
3. Harpy: The living wind, harpies are the smallest of the elder races, reaching barely five feet in height. Their bloodlust and razor-sharp claws more than make up for their lack of height; no one in their right minds ever messes with a harpy. Harpies can fly to dizzying heights, crossing obstacles far easier than any other race; but that comes at a price. The physique of a harpy is built for agility and quickness; despite being petite and almost delicate to look at, they still make for the best assassins, but they aren't very strong, or very durable. Harpies have no racial power besides their flight. Which can give them an edge in combat anyways. Easily distinguishable from mortals because of their wings (obviously), talons and bird feet. No magic whatsoever.
4. Rukh: Half-demons forged from fire. Rukhs are found, and are most comfortable, near volcanos, geysers, and generally near extreme heat. Their skin is orange-tinged, and their eyes are completely red. Rukhs can conduct and manipulate fire; although they can't create fire out of nothing, they can use even the smallest cinder to create a roaring inferno. This racial power, Pyromancy, comes at a cost - it makes rukhs less sensible, less sane, a tad more pyromaniacal, if I can use the term. All that heat goes to the head, after all. Pyromancy can only be used if there is a source of fire within five feet of a rukh, and they have to make sure that it doesn't go out, and must remain near it. Rukhs and sirens share the same physique. The term 'smoking hot' didn't come because sirens lured sailors to their deaths; its because a full-blooded rukh can potentially burn a mate down to the base proteins. Yep; there's that too.
*
You run your hand over the siren's soft skin, feel the harpy's feathers, the rukh's burning desire; the nymph's solid presence. All of them, ready and waiting! But once you enter these bodies, take up residence, you will lose all feeling of self; your sentience sacrificed to their memories, their will lost for eternity, to be a mere puppet for the very aims your eternal soul upholds.
Although this time the selection is not as good as the previous millennia's, they will have to do. You must make your decision fast; your precious spirit essence runs out by the minute.
*
Note: T&C, of course, applies. Once the majority vote decides which race, I'll tell you what rules our girl is going to have to adhere to.