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The Shifter War ravaged the earth, taking its toll on anything living and forcing the war's survivors underground, into vast caverns now known as the Zones. But just because the war is over doesn't mean battles must also be. Shapeshifters have revealed themselves, but not all humans are happy. Though the war is over, there are some who still dislike - even hate - the ones who are not like them. But if another full on war breaks out, it could mean the last light of life for all of Earth will be extinguished. The inhabitants of the Zones are stirring, and sides are being chosen. Will the change be too great, or will the last survivors of a dying world triumph over the darkness?
All of Metamorphosis, including its setting, storyline, etc., was created by Kitriana and Terion.
All characters and images are copyright to their respective owners.
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General Information Welcome to Metamorphosis, a post-apocalyptic, dystopian future science-fiction/fantasy roleplay. This is where you'll find information on the rules, staff, and history of the site. Please make sure to read all information before you begin character creation, as much of the information within will be important for you!
Auditions and Applications Once you've read all the rules, back-story, and anything else you think you might need to know, and are ready to create your first (second, third... whatever) character, then here is where you do it. Please use the provided template and follow the guidelines, or your application won't be considered.
Characters So, you've made your character, and it's been accepted. Here is where you can make history updates, add to their equipment, appearance changes, and anything major you've done with the character. Make sure to keep your character's history up to date, even if you forget everything else!
Plot Domain This is where you can create threads that belong to your character's plot-line but don't fit within the time-line of the story itself. Character history that needs to be played out, not just typed up into the profile background, can be done here, where it can be stored and linked to for all to see. You can also work out future plot ideas with other characters and store them for when they become important. Have fun with it, but be sure to follow the rules!
Ground Zero A vast wasteland awaits those who venture here, the remnants of the war that destroyed the planet and dangerous to all due to the lingering pockets of nuclear radiation. What was once obviously fertile land has been reduced to desert, with only broken earth thrusting into the sky to alleviate the very sameness of the surroundings. Here is where people come to die, either of their own free will, or in battle against an opposing group.
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Ghostlands Once a sprawling metropolis, a center of civilization, this ruined city only barely survived the war. Skyscrapers that once towered above all have crumbled and collapsed, broken reminders of what the world was once like. A handful of survivors, unwilling to give up their pasts, live the remainder of their lives in this ghost city, while some of the newer generation commute to the city to conduct business that might often be seen as illegal, but which the resident "ghosts" turn a blind eye.
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Lothlórien Here stands a beautiful forest, somehow untouched by the ravages of the nuclear war. A river, fed from a crystal clear lake, springs from the very center of this wood, which was named after the beautiful Elven forests from Tolkien's myth by the awed survivors of the lands. This area is considered a holy place, and is generally left untouched save for occasional semi-religious ceremonies, usually conducted by the different Shifter species.
Gateway Dystopia The only public and well-known entrance to Topside, Gateway Dystopia, otherwise known simply as "The Gate", opens out directly onto ground zero. As such, the gate is made up of several inches of thick steel with a lead core and set directly into the rock face that makes up the original entrance to the great caverns that became home. The gate is opened for the public only four times a year, for the observance of each solstice and equinox. Otherwise, the gate is opened only for those with the appropriate authorization. While heavily guarded, this is to ensure the protection of the residents, lest someone attempt to open the gate without appropriate paperwork.
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City Prime City Prime, so named because it was the first true city built in the sprawling caverns now known as the Zones, houses the bulk of the human population. Sprawling parks, workplaces, shopping centers - everything that once could be found in a typical metropolis now can be located here. Daytime sees children playing or in school and adults at work, while nighttime brings romance and, in some areas, intense danger.
Heilung Hospital Smaller than its counterpart in Zone 2, Heilung Hospital - staffed entirely by humans - is still an impressive building. Although they do accept non-human patients in dire emergencies, their primary patient base is entirely human. Non-human patients are shunted to the Light's Reach as soon as they're able to be moved.
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Empire Housing District Located in a large cavern just off City Prime, the housing district is where the bulk of the humans live, in various apartments, houses, and the like. Rent is expensive, however, so single residents often live with one or several roommates in order to split the cost, or take up work at one of the hotels or larger houses where they are granted free room and board.
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First Station This railway station allows those in Metropolis to board the Venari Rail, the only way to travel between Zones. The Rail runs every half hour, twenty-four hours a day. The only way to board the Rail is with an ID chip.
First Station is so named because it was the first station built, in the first zone, and was where the Venari Rail itself was designed and engineered.
Zion Life in the booming undercities of the Zones is, to some extent, no different from what life was like when people still lived topside. That is to say, there is still a government, formed to regulate and maintain the sanctity of what remains of terrestrial life. Peace, as it has always been, has been difficult to maintain over time, but is still kept with varying degrees of success.
Zion - the name of the foundling government - has its headquarters here, in what appears to be a large corporate building with smaller surrounding structures, housed in its own cavern within Neutral. While the area seems open to all - and in some areas, is - most areas are off-limits without special access, usually granted from the leaders of each race (known as The Eight), or their immediate subordinates. Trespassers will be removed from the premises. Any attempt to resist will incur hostile reaction from The Hammer, Zion's main military task force.
Botany Prison The Botany prison complex is a uniquely designed system of caverns, designed to be lived in without requiring aid from the rest of the Zones. Prisoners sent here are often expected to be permanent residents - murderers, smugglers, drug dealers, and other criminals considered "dangerous" are placed here, often for the remainder of their lives. Because of this, there are often children born to parents within the compound. Usually, the parents will opt to foster their children out, giving them the chance at a normal life. However, it is not required, and some children grow up without ever knowing anything beyond Botany, despite their non-criminal status.
It is possible for prisoners to be released on parole, but it is not common, and few take the option to leave, especially if they have a new family life within Botany.
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Wonderland Square Located in the central cavern that makes up Neutral, Wonderland Square is less of a true square and more of a park, somewhat designed to reflect the now destroyed Central Park of New York City. While much of the plant life is artificial, there are small sections of it where real plants taken from Lothlórien are carefully tended to. There is also a man-made stream that winds through the park and the stream bed itself has been constructed in places to mirror small waterfalls.
Walking through Wonderland is jokingly referred to as "falling down the rabbit hole" by those old enough to remember before the War. And, at certain times throughout the year, members of the traveling Strayfang Pack may be found in the open, flat areas of the Square amongst tents and pavilions, bargaining happily with those that happen by.
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Light's Reach Hospital The largest hospital in the Zones, Light's Reach is host to both a widely varied staff and patient base. From humans to Shifters and Altereds to Demis, the staff gives every patient the best care they can. All patients unable to be given aid at Heilung Hospital or Aider Clinic are sent to Light's Reach
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Tranquil Housing District Located off of Wonderland Square, it's not only the housing district for residents of Neutral but also for much of the personnel of Zion and Botany Prison. While the apartments, houses, etc, are not as expensive as their counterparts in Metropolis, the rent is still high enough for most occupants to live with one or more roommates.
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Fairway Station This railway station allows those in Metropolis to board the Venari Rail, the only way to travel between Zones. The Rail runs every half hour, twenty-four hours a day. The only way to board the Rail is with an ID chip.
Fairway Station is the central hub of all the rail stations, with the largest station house and 'indoor' market. Here all species mingle in relative peace while waiting to board the rail or while disembarking.
Mythos Vitalis The heart of Myth, where all the commerce takes place, lies not at the center of the zone, but at its edge. Mythos Vitalis is crammed against the rim of Myth, creating a circular fairway that begins and ends at Fey Station.
But be wary, for pickpockets aren't the only things to fear in this crowded market...
Resplendent Vale This area of Zone 3 is completely under the control of the various clans of the race of Werecat folk, and those with Werecat genes or abilities are accepted as well, be they Altereds or Demis. Resplendent Vale is a world within the world, full of beautiful architecture, soaring hills, sweeping valleys, and lush forests.
Those not of Werecat descent, tread cautiously amongst these cunning shifters.
Howling Weald Here wild forests dominate the landscape, dotted by the occasional rocky outcropping and small open areas. These are the lands controlled by the Werewolves and they welcome visitors but do take care to keep a careful eye on them. It is always wise to be sure of which pack lands one is traveling through, however, as there are some that do not take kindly to those not of their kind.
Have a care how your actions may be viewed as Werewolves do not take possible threats to their kin lightly.
Sumeru Canyon This canyon, which has a deep, wide stream running down its center, opens in a broad and grassy valley. Here is where the proud and spiteful race of Naga live. These serpent beings are all of TrueBorn heritage and will have nothing to do with anyone outside of their "pure blood" distinctions. Unlike those of the Werecat, Equine, and Loup Garou tribes, Naga consider those of the Altereds and Demis to not only be disgusting creatures of low standing, but some of the more radical Naga believe that they should be wiped out completely.
Beware of the Naga, for they are viciously cold and disdainful, quick to anger and even quicker to act on their distaste.
Equus Veldt An area made up of rolling plains dotted with scatterings of trees, the Veldt is populated by the wild herds of the Equines. While some do not welcome visitors, none have ever been driven to outright assault and it is likely the safest of any of the Shifter lands.
The noble Equines are always ready to lend aid but have a care for their somewhat stubborn nature.
Heaven's Grace At the very center of Myth lies Heaven's Grace, the Kitsune home. At its heart is a miniaturized replica of Mount Fuji from their Japanese home, and on the borders of their area are thousands of sakura trees, which appear to be constantly in bloom. Sweeping architecture reminiscent of Asia dots the landscape, and Zen gardens can be found nestled against cliff faces alongside bonsai trees. The Kitsune home is beautiful - but be careful. Can you tell the illusion from reality?
Should you wish to visit the Kitsune, be sure to stop by the Inari shrine and pay your respects... and be ready, because there just might be a trickster among your friends.
Divergent Haven A tiny city within Myth, this cavern is called home by Altereds and Demis who have either been abandoned by their kin or felt they did not belong with those they shared traits with. Because of this Divergent Haven is a proverbial melting pot, sheltering any that come to the city looking for a place to call home no matter their background. The rent is a little cheaper than that in neighboring Chimera District as everything is run by Altereds and Demis but there are still some fairly expensive places that might require a roommate.
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Chimera Housing District Nestled in a cavern next to Divergent Haven, Chimera earned its name from the starkly mismatched décor of its various apartments, houses, and hotels and not - as widely thought - the menagerie of its various occupants. The rent here is not as expensive as its counterparts in the other Zones, which makes it much easier to find a place without requiring a roommate.
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Fey Station This railway station allows those in Metropolis to board the Venari Rail, the only way to travel between Zones. The Rail runs every half hour, twenty-four hours a day. The only way to board the Rail is with an ID chip.
Fey Station boasts a variety of verdant gardens, from desert steppes to a miniature rainforest, which the Shifters who frequent the rail station can wander and enjoy while waiting for the Venari Rail to arrive.
Arrant Perception Sophistication is hard to find in Hell but if any location has it, that place is Arrant Perception. A combination of night club and strip joint (as well as a few other things on occasion), it opens its doors to everyone no matter species or lifestyle and will ply customers with drink, food, and music from open to close. And the management is loose on what's allowed within the building's confines so long as none of the staff is touched wrong or Perception property damaged.
The Night Market While legal goods and services can be found here to escape taxation, the Night Market is more sought out for the prohibited goods sold within it's confines. Anything and everything illegal can be found here: from drugs to prostitution to even fake ID chips. This place isn't for the faint of heart, however, and those that sell their goods here don't take kindly to being cheated so anyone that ventures here should tread carefully.
The Arena Constructed in the likeness of the now lost Roman Colosseum, the Arena provides entertainment to those within Hell as well as those from other Zones. Built of steel and stone, it does not sport the trap doors of its predecessor but does have an underground section known as the Bloodworks for the fact that blood shed on the grounds above trickle downward into it, staining the floors a muddy red. Above both doorways in the Bloodworks that lead above to the fighting floor is the phrase "Uri, vinciri, verberari, ferroque necari.," the ancient oath of gladiators which means, "I will endure to be burned, to be bound, to be beaten, and to be killed by the sword."
Combatants are those that choose to fight for blood lust or glory in the Arena and while fatalities do occur, most matches end when one signals defeat. Any spectator is welcome to bet on any of the combatants before the matches - these can be made to Arena staff in the outer ring of the structure who are found lurking amongst the various concession stands arranged there for those with strong stomachs.
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Chirapsia Salon On the outside, this establishment seems to be a massage parlor and day spa. In fact, it does cater to those simple desires, but those are merely a front, helping in the masquerade for what the Salon truly is.
Chirapsia Salon is a brothel, where prostitutes carry on their business, some even choosing to live in the rooms they conduct business in, saving money and allowing for longer work periods.
Be careful what you ask for, unless you're willing to pay the price.
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Aider Clinic Small and not incredibly well-funded, the Aider Clinic doesn't boast that large of a staff - though most are all excellent medical professionals. While they welcome everyone through their doors, there are those patients they simply are not equipped to help and have to be shunted to Heilung or Light's Reach for treatment.
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Stygian Housing District Cramped with sin is possibly the best description one can put to this housing district. Like much of Hell, just about anyone can be found living here from dealers in the Night Market to the common "man". The more expensive areas of the district can boast a slightly safer atmosphere than the less expensive but, no matter what, it's still a good idea to follow the general rule of Hell: watch your back.
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Final Station This railway station allows those in Metropolis to board the Venari Rail, the only way to travel between Zones. The Rail runs every half hour, twenty-four hours a day. The only way to board the Rail is with an ID chip.
Final Station is, of course, the last of the railway stops. It is also decidedly the most dangerous. Pickpockets loiter the station house while muggers and other ruffians wait just outside the doors. It is best to keep your eyes open in this station, and your valuable close.
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The Desolate Path Besides Gateway Dystopia, the Desolate Path is the only way to reach Topside and is rarely guarded. Traveling through the Path, however, is highly dangerous as it is made up of series after series of labyrinthine tunnels that stretch towards the surface. And, while there are many things to salvage in the dark that permeates the Path, none too many have lost their lives trying to find as well as get back with such salvage, leaving only bones behind for other travelers to stumble over.
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