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Since the events of Batman: Arkham Asylum, warden Quincey Sharp has taken credit for Batman's successful quelling of Joker's uprising and used that momentum to win Gotham City's mayoral election. The first of his broad-sweeping plans is to proclaim Arkham Asylum and Blackgate prison unfit to house criminals. Sharps buys up a large swath of Gotham's slums and walls it off, stocking the perimeter with highly trained armed mercenaries from an outfit named Tyger. All prisoners are transported to this new facility dubbed Arkham City approximately one year after the events at the asylum. They are given only one rule under threat of death: do not try to escape. No other policing takes place inside, leaving a mix of two-bit criminals and super villains to eke out an existence in this lawless, ruthless ecosystem.
[Credit: Game Informer #209; Article - Diving into Darkness, Batman: Arkham City, by Bryan Vore]
Arkham City is only loosely based on the game of the same name. Seeing as the game isn't even out yet, that's a given. If you want to explore character development in a lawless society, then you're in the right place.
Arkham City...
Is chaos incarnate. There is no law here, no structure, no civility, no God. The inmates have free reign so long as they stay within the Arkham City walls.
Tyger Mercenaries
These ruthless men and women are here for one reason and one reason alone: To keep all hell from spilling out of Arkham and into the general public. They're armed, they're dangerous and they definitely shoot first. Fuck the questions.
Criminals
These are the poor, unlucky souls who really get the brunt of things. Whether you were holding up a grocery store so you could feed your family, or you were caught breaking parole, or you were dealing drugs --if you were locked up in Blackgate for it you're stuck with the crazies now. Good luck.
Villains & the Criminally Insane
The biggest reason Arkham City was formed. If you were transferred from Arkham Asylum, then you're in this category. These are the high rollers, the big bads, the people you don't want piss off. Nearly all of Batman's rogues gallery falls into this category. Oh, and hey! The mercenaries have a pool going on who'll successfully appoint them self mayor first. My money's on Two-Face.
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The essence of our stories has always existed. In the world nearest to ours, there is a population of people, growing yet eternal and immortal, who spring from us - from our imaginations, from the seed of creativity that is the new existence of a definitive fictional character. You won't find replicas there, for the movement between planes is a changing thing, and you'll need to delve deep for the essence of our originals in Musings. In Seattle, a one-way portal between planes has allowed these beings to filter into societies all over earth, where they live mortal lives and find fulfillment in the power this world offers - however short the time to enjoy it. Rumors in Musings abound, telling of generations making lives here... and the exodus has begun. Equipped with supernatural abilities that do not exist in our world, the Creations (as they call themselves) find new challenges here. Among the immigrants there are those who wish to use their abilities for power and control of others; those who wish to defend the race they have joined, powerless though humans are; and those who would prefer to live their own lives in this new promised land. |
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MODS | MAIN | LOGS | OOC | FAQ | SUGGESTED | TAKEN/HOLDS | WANTED |

...because when the sun goes down, the wolves come out to play.
It's 1890 in Texas, a small wild west town called Trinidad has some very interesting things going on. Two rival bandit gangs are fighting for territory, the poor towns folk being dragged into the middle of it all. Sure, it was normal to have a couple of bandit gangs around, but these aren't just any bandits. When the full moon rises high in the sky, they take on a whole 'nother form. The Blackmoon Gang and Parish Creek Gang have been at each other's throat for a long while now, no thanks to the constant instigating from the Cruz Negra Coven Master, Viktor Gavilán, the past couple of years.
All hell is about to break loose, can the townsfolk of Trinidad keep it together or will the bandit gangs and vampire coven destroy them completely?
![]() Welcome to Obsidian City where the sun never shines, the crime never sleeps and love never dies. A dark city in all sense of the word, Obsidian City is lucky to see one day of sunshine. If the city is dark at night, it isn't much better during the day. Too much smog and cloud blocks out the half decent light that struggles in between the skyscrapers. People make do though, possibly a little angrier than those who live under the undivided sun, a little more miserable, a little more hopeless. This is no city for the weak, and it certainly isn't a tourist hot-spot. Obsidian City was never a shining city on the hill, it was built and born as if already crumbling down. Beneath the heavy, dark clouds that rarely seem to let up, lies a sprawling mecca of theft, corruption and greed. It really is no wonder that in such sunlight starved streets, there is little light to be had in the city’s inhabitants. Each jewel-named district hardly lives up to its name: The Ruby District, a self-sufficient community of its own, ruled by whores, who are the law. The rich are safely tucked away in The Onyx Towers, far from their poorer brethren, the utterly impoverished who languish in the Ivory Narrows. Outside of The Ruby District, where the only laws are their laws, it is not the oft corrupt and always under funded police force that holds the most sway in the run of Obsidian City. No, the city is divided up and controlled by three major crime families, in close environs that seem to speak of a constant threat of war between two or more of the ruling families. The Russians led by the Petrovskii Family, from their base of operations, Duma, an upscale nightclub known for its beautiful women and for the illegal deals made in dark back rooms, lord over the Diamond District. The Irish led by the O'Donnell Family, from the Irish pub that the first O'Donnell to come to America founded, long ago, loud and busy and full of their history, control the Emerald District. The Italians led by the Pavoni Family, from their Italian family restaurant in the center of the Topaz district, and come with as much flourish and ceremony in both their illegal deeds and their lifestyle. The Families are not the only ones that the populace should fear, as there have been recent whispers that there is a serial killer preying upon the inhabitants of the city, lurking in the shadows and bringing death with them. As if the population of Obsidian City didn't have enough on their plate, they now need to look over their shoulder at every step. And so do you. Scenes • OOC • Mods Rules • FAQ • Premise • Characters • Wanted • Holds Apply • Contact the Mods • Area Info Dark Obsidian is a brand new original Noir Game. Come see if you can make it in this town...Or die trying. |

Offering a detailed, lush, medieval fantasy environment with opportunities for epic tales and excitement lurking at every turn, Laun is a haven for writers that yearn for something different from the norm.
We don't want to complicate anything. Laun simplifies roleplaying -- we cultivate an environment where the simple enjoyment of writing and storyweaving is valued above pretty pictures and pre-determined plots. Spontaneity keeps us enchanted.
So, traveller. Will you come to our land, where the only boundary is the edge of your imagination?
We are waiting for you.

| CABIN ELEVEN | ||
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Ever feel like the world's just got you down? That it's bigger than you really think? That there really might be blood-thirsty monsters on your tail? That those teachers just don't understand that you can ace a mythology test but still fail English? Well, kid, you're in the right place. Welcome to Cabin Eleven, a 'dressing room' style RP for Percy Jackson & the Olympians. Named after the infamously welcoming summer habitat of Hermes' half-blood offspring, the community is intended for those who don't want to have to deal with the stress of activity checks, taken-character lists, or application processes (though we're not stopping you). Here at Camp Half-Blood we don't sort you with any silly singing hat, you sort yourselves (because lets face it--your parents might not be up to it). We accept both book and film canons, the various greek deities, and canon!original characters. Feel free to use the community as a springboard for new characters, or even a crack-filled free-for-all. We're pretty chill here. Just please keep in mind that not only are some characters going to be pulled in from other games, but that we may have several mirrors--which is most of the fun of it! Also, while we're pretty accepting here in Cabin Eleven of all sorts of various shenanigans, keep all that lovey-dovey stuff in Cabin Ten. They're better at dealing with the mess of broken hearts. CAMP ORIENTATION:
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After traveling back home from the Oasis of Ahm Shere after the defeat of Mathayus the Scorpion King, the O’Connells finally settled back down in London. Young Alex O’Connell returned to his studies, Evelyn took the Bembridge Scholars offer and became the Head Curator of the British Museum, and Rick decided to enjoy the time off from fighting the undead. Although peace was thought to have returned after the hardships they faced, it came to a shattering end when Ardeth Bey walked upon the O’Connell manors doorstep a year later. It was Rick who had opened the door that evening and much to his dismay, he received unfavorable knowledge as the bearer of bad news entered his household. As Ardeth told the tale of the Amulets of Karawan, two powerful amulets that were capable of leading the world to its undoing, Rick knew his assumptions were right. The legend told began back in Ancient Egypt when Pharaoh Seti I requested a powerful amulet to be made by the Egyptian Goddess Hathor. It was not only to ensure his protection but his family’s as well. Hathor accepted Pharaoh Seti’s request and offered the Amulet of Khaldun, a ka necklace that had the powers of immortality and invulnerability. Pharaoh Seti accepted Hathor’s offering and wore the necklace at all times. The Egyptian God Set witnessed this transaction take place and decided to offer an amulet of his own. He created the Amulet of Setesh, a Was scepter that had the powers of time travel. After the amulets completion Set had sent a servant in order to present it to the pharaoh. The pharaoh accepted Set’s offering after the servant told him he required nothing in return. As word spread overtime about two powerful amulets that were within Egypt’s territory, armies formed throughout the known world and they traveled to Egypt in order to capture them. The pharaoh did not know that this was Set’s original intention and upon decision due to the anarchy that it caused, he activated an ability of the Amulet of Setesh. When both amulets were placed beside one another they transported themselves to the year 1934, approximately one year after the defeat of Mathayus the Scorpion King. Another tale was told as Ardeth revealed more information on Imhotep’s priests. He said that while they were mummified along with their master their descendants were still living today as an enemy Bedouin clan known as the Djed. Both clans were made unaware that the sheikh of the Djed was none other than the reincarnation of Pharaoh Seti I under a new alias and persona. As he recalled little information of his past life at the time, the sheikh successfully located the Amulet of Khaldun at Hamunaptra and retrieved the Book of the Dead in order to resurrect Imhotep and Anck-su-namun. The Egyptian God Set had transported their corpses to their original resting place along with the Book of the Dead and Amun-Ra. When they were resurrected successfully, the sheikh handed Anck-su-namun the Amulet of Khaldun so that she could not be harmed and to aid her in her return to her human state. Unknowingly to the sheikh at the time, an elder of the Djed was capable of deciphering the sheikh’s strange visions of ancient times and spoke secretly with Imhotep and Anck-su-namun. He told them that the sheikh was the reincarnation of Pharaoh Seti I and that he was currently unaware of their treason. He then advised them to act as his once faithful courtiers. As this phenomenon occurred the O’Connells were unaware that the Amulet of Khaldun was obtained by the Djed and that Imhotep and Anck-su-namun were resurrected. Furthermore, they had left for London soon after. With the O’Connells now on the move and the Djed now after the Amulet of Setesh, the journey has yet to be written, let alone the destination. What becomes of this tale is left up to you as you decide your fate, your side, along with the fate of the world! |
| ABOUT US |
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Evil Eyes: The Mummy is a player driven post The Mummy (1999) and The Mummy Returns (2001) Role Playing Game. As a globetrotting, survival horror game we celebrate the convergence of cultures and religions in a unique historical 1930s setting. Rated Mature Adult, you as a player get to decide our current game location based upon group vote and discussion; thus, we are never in one location for a long period of time. We encourage unique character histories and occupations here, as well as researching the time period. Have an idea in mind that took place in the 1930s? Don’t be afraid to try it out because we might allow it! So now the question is: do you think you can survive? Rick O'Connell (Desperately Wanted!) Alex O'Connell Izzy Buttons |
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Wanted: Banshee, Beast, Cyclops, Deadpool, Freakshow, Gunthries, Havok, Mystique, Nightcrawler, Quicksilver, X-Men, Acolytes and OCs Premise | Rules | FAQ | Teams & Cast | Timeline Holds & Taken | Wanted | Apply | Drop Box | Site Map |