Have youever felt trapped? Caged? Barred? Have you ever looked up from your average, normal life -out from the tedium of normality and sanity- and felt that somehow, some way that you were chained down? Can you ever feel yourself sealed in your own body, stuck in a constant cycle of life that bores you to tears at the very thought of it? And, have you ever, ever, felt the need, so incredibly overwhelming, to simply escape it all?
That, my freind, is the wild calling. It is the animal nature inside of you, wakened, once sleeping, rising from repose to feel the need of excitement and freedom and passion beyond all humanity. That is the furred beast wanting to spread its paws in the crisp winter snow, it is the winged bird wanting to spread its feathers and soar undaunted through the skies.
And, it is exactly what you will find here, in this hallowed place.
The only question is, are you willing to fight for that freedom?
Announcements Right >.> It's been a while, but I think some changes are in order! 2BW is back in business, and that means a nice new layout and some good ol' fashioned advertising! ^^ WIP~
Joined: Mar 2009 Gender: Female Posts: 95 Location: hunting in the forest... Karma: 6
The Tale of the Wild and the Nature of the Beast « Thread Started on Apr 7, 2009, 2:20pm »
The Legend Long ago, in the time before men rose out of the wilderness and claimed civilization as their own, there was nothing to distinguish the lowly man from the wild beast. They lived together, in harmony, and all was well with the world...
Then, man discovered sentience. He clawed his willing way out of the wild, and formed with his hands fire, metal, machinery. All things new and shaped for the man's benefit, and all things made in spite of his former home, his fellowship with the wild things and the wilderness they still thrived in. Man grew to manipulate his surroundings, not work with them, and all the while man was growing stronger, more complex and industrialized, the wilderness that once spawned man was being cut down. Devoured whole to make room and raw material that would be man's new empire. Man was advancing, his strides turning to leaps as he bounded into the new age of technology and society. But, still deep in the wild, man's long lost brethren, the wild things, still existed, and still worked within their wilderness homes in their ancient and primordial ways.
Man had forgotten the wild things, but the wild things had not forgotten man. They were long in remembering, just as man was forgetful, and, seeing their world divide into not one unified place, but two: The wilderness, and man's new dominion. They did as they always had done. They adapted. They changed...
From the archaic lives of the wild things arose a single desire. The desire to persevere. As their world divided into old and new, wild and civilized, so too did they that felt the need to survive. They took on not one nature, but two. The nature of the old world, sealed into their natural bodies, and the nature of the new world, personified by the very things that had the power to divide the world: Men.
Henceforth, some of the creatures born from the wild developed this split nature, and this split gift, enabling them to be of either the old world or the new. Either man, or beast.
We call these creatures the Dias, or the double ones. They, and only they, can walk the line between the heritage of the world, and its becoming.
And, maybe, only they can seal the rift forged by those that would bound forward, and those that would stay behind...
Now, will you join the future in Civilization, or stay true to your heritage in the Wilderness? Or, you can always take the middle road and do both. The gift of a Dias is to freely walk the line, after all. Just be wary of men, who do not yet know of your existence. They may be jealous of what they have left behind, and what you can still go back to. Or, worse, they may despise what you are, and where you come from. Then their only goal would be to see your extinction. Either way, be wary. Being wild is as equally a curse as it is a gift...
The Plot
Who are you? Dias, or human? Man or beast? Old world or new? You do not have to be a Dias to like the old world, and you do not have to be human to enjoy the modern technology. Be what you will, man or beast, and be happy with your lives while you can...
For, just like all Dias aren't tribal, and all men civilized, all things old and new are not peaceful like you. Some of them are terrible, and some of them don't like you. Some men will hunt the Dias, fearful of their new split gifts, and some Dias will bring forth packs against the men, terrified of their mastery over technology.
So, live happily while you can. Make families, have litters of little Dias. Because soon, the two worlds will collide, and you will be forced to choose which side you are on.
Bestiary/Critter Gallery
Here is our critter gallery, otherwise described as a list of the creatures you are allowed to roleplay in To Be Wild. The most prominent, of course, is the classic shapeshifter, but there are many others, including ones not listed at all. If you have any suggestions as to a new creature, submit it to me in Wolf's Den and I'll consider adding it to the list. Know that you may be anything, as long as it is not godlike and has powers within a reasonable range.
Shapeshifters/the Dias
The Dias are ancient branch of animals that have taken human form in order to seal the rift between the human and animal worlds. It is said that Dias and human ancestors were one and the same, and that is the reason that the Dias can take the form of a human at will, but it is only one of their many myths, and nothing as of yet has ever proven that claim. All Dias are born with both the instinctual nature of an animal, and the drive of man to be dominant. They are not magical creatures, but tend to believe in the old Spirits as benevolent guardians of their fates and may practice such things as primitive witchcraft(very rare). The Dias are also renowned for being extremely organized among the ranks of the supernatural folk, building "packs", or close-knit family groups, in order to function surprisingly similar to the Sicilian and American Mafias. The leader, or Matriarch/Patriarch of the group, is an unusually gifted Dias that brings together others under one code and creed in order to strengthen him/herself and secure power and authority over a certain area of land (a territory). Dias territories can be anywhere, in the wild or civilization, and Dias packs can be any size, ranging from a massive hundred to a mere three to seven individuals. The pack size and location have much to do with the personal tastes of the leader, as they organize the very nature of the pack. Packs may be peaceful, remaining neutral in any war, or violent and aggressive, stealing land, food, and anything else from the humans, the supernatural creatures, or even another pack. Leaders choose their members carefully, with unchallenged cunning and care. A pack with only seven members does not sound like it would be successful, but what if that pack were made of the strongest Dias in the area? Decisions within would be quick and deadly, and all around would suffer at the wrath of precision attacks. Likewise, the pack positions - even the lowliest - are coveted by lone Dias. Most on their own would do anything to join pack status, and often times they do, happily swearing life and limb over to the wills of power hungry leaders. This form of organization, governed by power and wit, is extremely successful, and some Dias packs are so influential that they control the heads of cities, and so secretive that none know of their existence. Make no mistake, Dias packs are dangerous, and the leaders so shrouded in mystery and control are more so. Join a pack and enjoy the spoils of family, but betray one and gain a life long nemesis.
Abilities:
shapeshifters possess abilities based on animal form(ex. strength from bear form) usually have better senses than humans incredibly resilient, therefore hard to kill heal faster than humans, but not instantly average lifespan 100-200 years
Weaknesses/Limits:
senses easily "overloaded"(as in blinded by bright light, etc.) natural predators of animal form carried into human form (usually as a fear of that animal) weaknesses of animal form carried over (bears can't run fast, so no overly fast bear shifters)
Additional Info:tend to be more violent and unpredictable than any of the other races (they are wild animals, after all) Note:to avoid future complications, shapeshifting requires your character to have clothes as they turn into their form, and after. no shifting to human form and being naked.
Humans
Humans are the most technologically advanced race. They are rumored to have split from the Dias' bloodline long ago, but even the humans that understand what that means think it is just another Dias myth. Humans in general do not know much about the Dias, and are perfectly content to move about their lives as normal, continuing to be unaware. Most of them, anyways. The ones that don't, and actually do know about the Dias, tend to not like them, and retaliate against the packs that form inside their cities with guns and other man made weapons. Interestingly enough, the Dias are afraid of these things, and, with their keen sense of animal instinct, they know enough to stay away from an armed man, or risk the wrath of weapons they prefer not to understand. Men, likewise, know that the Dias can harm them, and a smart one will be careful around the growling tiger or the baying wolf they are trying to chase off their front lawn.
Abilities:
Humans don't have abilities, but can have any profession and specialize in any human thing they'd like. You can be ex-army, and know hand to hand combat enough to be an ace assassin, or you can be a vet, and know which sedatives to load into the tranquilizer guns that have become more popular now than in previous times when the Dias weren't too well known. Heck, you can be a construction worker, if you have to defend yourself from the angry packs with a well aimed hammer. Be creative!
Weaknesses/Limits:
Humans (obviously) have all the weaknesses of... well... humans. They can be bodybuilders of you'd like, but you have to back it up with a shiny gym membership, or they can be witty enough to outsmart a pack leader, but they have to have the degree in psychology to prove it.
Additional Info:humans are not always aware of the Dais, nor of any other supernatural creature. They are, however, very good at coping with the craziness of the other races once they know what they're facing.
Vampires
Yes, we have vampires, but we are not going into details with their abilities or history, as this is not primarily a vampire site. As the site expands, I may recede this rule, but for now we will all have to live with it. As for the synopsis, obviously they are dead and have untold powers of darkness. They are also immortal, and cannot go out in sunlight. The classics, really.
Abilities:[list] strong fast may have better senses than humans heal faster, or if older instantly from wounds(except those made with weaknesses) immortal
Weaknesses/Limits:
light kills wooden stakes wound and can kill to the heart or head silver burns on contact blood must be consumed, or weakness occurs
Additional Info:usually secretive, and may form small families. tend to side with civilization.
Elves
The magical folk from the forests. We all know who elves are. Gifted with the talents of the lost arts, these creatures appear almost human, save their slight builds and pointed ears. Once again, I have to point out that they are not a primary race, but only a nice ad on I might expand later.
Abilities:
strong fast have better senses than humans can see in the dark lifespan 100-200 years magic-users(limited to small spells)
Weaknesses/Limits:
bruise more easily than humans affected by the plight of the wilderness(they hurt when the forest hurts) affected by all things that humans are
Additional Info:tend to prefer the forest life, and are solitary
Werewolves
Alright. We're all thinking the same thing. What's the difference between a werewolf and a shifter? Well, there is a big one as far as I'm concerned. First off, werewolves are not perfectly blended, like shifters are. Their wolf and human forms are completely separate, the wolf form is not a complete wolf but more a man-wolf, and the two forms have no connection with one another. Second, they cannot shift at will, and are forced to shift at the sight of the full moon. Third, the werewolf shift is magic-based, where the shifter change is not.
Abilities:
strong in wolf form fast in wolf form have better senses than humans in wolf form extremely resilient in wolf form heal quickly in wolf form
Weaknesses/Limits:
has no control over shift affected by all things that humans are driven forcibly by the moon's schedule silver kills
Additional Info:usually solitary and plagued by their dual nature