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Tell stories and roleplay in the world of Flight Rising.
TOPIC | A New World (Post-Apocalyptic RP Open)
1 2
A series of missteps of humankind made the end of the world as we know it almost inevitable. Escalating tensions mixed with a lack of level-heads brought threats into action. For the third time the world went to war and the world seemed hellbent to very well make it the last time. The bombs fell, sparing no densely populated areas. Governments crumpled in an instant. The war was over but there were no victors: only survivors.

The radiation mingled with a micro organism that was being experimented with in a research lab, causing it to mutate into something unlike what it was before. The first few organisms crawled their way into a nearby corpse. It was there they began to grow and multiply into a colony. A blue glow began to radiate from the corpse as the colony filled the corpse. Then, the arms and legs began to twitch, the head lolled back and forth, and the the body began to rock. Slowly but surely the glowing corpse stood and began to walk. Perhaps a bit stiffly, but walking it did. It was the first of what would come to be known as The Glowing. In a world now filled with the dead and dying, it isn't hard to see how such organisms would thrive.

In the pacific northwest of America, a small town called Summerset Hollow was lucky enough to escape the majority of the devastation. In response, the remaining members of the town occupied a portion of a neighborhood called East Hills. They began to fortify the area around a set of six houses, the people have built up a perimeter wall cobbled from anything they could scavenge from the surrounding buildings. The occupied houses too were built upon as more space was needed with various workplaces and homes were needed as the group grew and accepted the occasional wandering survivor into their fold. The walls are patrolled by the volunteer guards, who are the settlement's first line of defense against raiders and the Glowing. Water purifiers and a small farm make the settlement relatively stable and a stockpile of food and water that have been looted from nearby stores. Expeditions do occur at times for scrap, but they are usually only made when it is necessary.

Amidst the usually small spats with the Glowing and the rare raider attack, this little settlement is in for a lot more than any of the people there could imagine.

@WolvenWitch
A series of missteps of humankind made the end of the world as we know it almost inevitable. Escalating tensions mixed with a lack of level-heads brought threats into action. For the third time the world went to war and the world seemed hellbent to very well make it the last time. The bombs fell, sparing no densely populated areas. Governments crumpled in an instant. The war was over but there were no victors: only survivors.

The radiation mingled with a micro organism that was being experimented with in a research lab, causing it to mutate into something unlike what it was before. The first few organisms crawled their way into a nearby corpse. It was there they began to grow and multiply into a colony. A blue glow began to radiate from the corpse as the colony filled the corpse. Then, the arms and legs began to twitch, the head lolled back and forth, and the the body began to rock. Slowly but surely the glowing corpse stood and began to walk. Perhaps a bit stiffly, but walking it did. It was the first of what would come to be known as The Glowing. In a world now filled with the dead and dying, it isn't hard to see how such organisms would thrive.

In the pacific northwest of America, a small town called Summerset Hollow was lucky enough to escape the majority of the devastation. In response, the remaining members of the town occupied a portion of a neighborhood called East Hills. They began to fortify the area around a set of six houses, the people have built up a perimeter wall cobbled from anything they could scavenge from the surrounding buildings. The occupied houses too were built upon as more space was needed with various workplaces and homes were needed as the group grew and accepted the occasional wandering survivor into their fold. The walls are patrolled by the volunteer guards, who are the settlement's first line of defense against raiders and the Glowing. Water purifiers and a small farm make the settlement relatively stable and a stockpile of food and water that have been looted from nearby stores. Expeditions do occur at times for scrap, but they are usually only made when it is necessary.

Amidst the usually small spats with the Glowing and the rare raider attack, this little settlement is in for a lot more than any of the people there could imagine.

@WolvenWitch
fancy_sixgill_shark_by_scryzzethekat-dbgpc9o.png
Extra Information:

The Glowing:
- It is not known by the people of the settlement what the Glowing actually are nor what caused their appearance.
- Appear as shambling corpses that give off an eerie blue glow from beneath the skin. Easily spotted at night. Yet it is possibly more terrifying the amount of hobbling lights visible from the settlement at night, knowing that each one of them is a potential threat.
- The Glowing are not intelligent beings and do not work together. Nor are they able to formulate any sort of strategy. However, they act on instinct and that instinct can often attract them to the same prey. As you might expect, they can be very overwhelming in large numbers.
- It would seem as though the Glowing only are interested in fresh meat for sustenance and will hunt down living prey to fuel the colony of micro organisms within. It also seems that the colonies will only take residence in the bodies of those already deceased they come across.
- While it may cause a slight fever, being bitten or scratched by a Glowing will not cause a living person to become one of them.
- The best way to kill a Glowing is to take out the limbs to prevent it from moving. The colony will soon die to either the elements or starvation.
- Can occupy things other than humans.

East Hills:
- Forty years have passed since the bombs fell.
- There is a small farm and a water pump with a purifying system that provides most of the settlement's need. But there is a large stockpile of both in a secure reserve that is kept just in case of hard times.
- Things like actual guns, meaning not handmade, are primarily reserved for the use of the settlement guards and the same goes for most of the ammunition for those guns. Those who leave to go on scavenging missions will be given firearms and ammunition as well, however they are expected to turn them in once they return. Such pre-apocalypse guns are usually things like handguns, revolvers, hunting rifles, and shotguns as the majority were civilian homes before the bombs fell. Handmade guns with low ammo capacity are much more common among the other people of the settlement.
- Due to the finite amount of ammunition in the settlement, melee weapons are far more common. Settlement guards are told to use their firearms only when absolutely necessary and primarily use their melee weapons. There aren't many pre-apocalypse weapons used as many are knives. Some people keep them for personal protection but such short weapons are usually not favored against something with more reach, given that the usual enemies faced are the Glowing. Much of these weapons are cobbled together from various things readily available.
- As far as armor goes, it is primarily used by the settlement guards and those who go on salvage missions. Usually, they is made from scrap metal, leather, cloth, and occasionally a piece of sporting equipment. Most of the time, all of those materials are present in one set of armor. Helmets are usually those commonly available before the bombs fell, like biking helmets, baseball helmets, and on the very rare occasion military-grade helmets.
- The settlement functions by having a yearly election of a leader who has the final say in how the community functions.
- The Hunter role is one of the few not a part of the guard or scavenging parties to be allowed outside of the settlement regularly and access to a weapon and ammo.
- Electricity is used primarily for the water pump and purifier, other than that it is pretty limited in its usage. Gas powered generators are used to generate the electricity for the settlement. Fuel is fairly easy to come by as cars and gas stations are usually within reach. The reason why it is limited stems from not wanting to attract too much attention to themselves rather than a limited amount of resources.
- As it has only been around forty years since the apocalypse, most technology and cars can probably be convinced to work with a bit of work put into them. However, the noise from a car would no doubt attract attention from both Glowing and raiders.
- There haven't been too many major mutations in animal and plant life. The occasional extra limb or lack of limb in animals and things of the life are more common now.
- Other communities exist, however it is mostly the wanderers who have ended up settling in East Hills who have seen those other settlements.
- Acid rain is a common and deadly occurrence. The general temperature is generally warmer since the bombs dropped.
Extra Information:

The Glowing:
- It is not known by the people of the settlement what the Glowing actually are nor what caused their appearance.
- Appear as shambling corpses that give off an eerie blue glow from beneath the skin. Easily spotted at night. Yet it is possibly more terrifying the amount of hobbling lights visible from the settlement at night, knowing that each one of them is a potential threat.
- The Glowing are not intelligent beings and do not work together. Nor are they able to formulate any sort of strategy. However, they act on instinct and that instinct can often attract them to the same prey. As you might expect, they can be very overwhelming in large numbers.
- It would seem as though the Glowing only are interested in fresh meat for sustenance and will hunt down living prey to fuel the colony of micro organisms within. It also seems that the colonies will only take residence in the bodies of those already deceased they come across.
- While it may cause a slight fever, being bitten or scratched by a Glowing will not cause a living person to become one of them.
- The best way to kill a Glowing is to take out the limbs to prevent it from moving. The colony will soon die to either the elements or starvation.
- Can occupy things other than humans.

East Hills:
- Forty years have passed since the bombs fell.
- There is a small farm and a water pump with a purifying system that provides most of the settlement's need. But there is a large stockpile of both in a secure reserve that is kept just in case of hard times.
- Things like actual guns, meaning not handmade, are primarily reserved for the use of the settlement guards and the same goes for most of the ammunition for those guns. Those who leave to go on scavenging missions will be given firearms and ammunition as well, however they are expected to turn them in once they return. Such pre-apocalypse guns are usually things like handguns, revolvers, hunting rifles, and shotguns as the majority were civilian homes before the bombs fell. Handmade guns with low ammo capacity are much more common among the other people of the settlement.
- Due to the finite amount of ammunition in the settlement, melee weapons are far more common. Settlement guards are told to use their firearms only when absolutely necessary and primarily use their melee weapons. There aren't many pre-apocalypse weapons used as many are knives. Some people keep them for personal protection but such short weapons are usually not favored against something with more reach, given that the usual enemies faced are the Glowing. Much of these weapons are cobbled together from various things readily available.
- As far as armor goes, it is primarily used by the settlement guards and those who go on salvage missions. Usually, they is made from scrap metal, leather, cloth, and occasionally a piece of sporting equipment. Most of the time, all of those materials are present in one set of armor. Helmets are usually those commonly available before the bombs fell, like biking helmets, baseball helmets, and on the very rare occasion military-grade helmets.
- The settlement functions by having a yearly election of a leader who has the final say in how the community functions.
- The Hunter role is one of the few not a part of the guard or scavenging parties to be allowed outside of the settlement regularly and access to a weapon and ammo.
- Electricity is used primarily for the water pump and purifier, other than that it is pretty limited in its usage. Gas powered generators are used to generate the electricity for the settlement. Fuel is fairly easy to come by as cars and gas stations are usually within reach. The reason why it is limited stems from not wanting to attract too much attention to themselves rather than a limited amount of resources.
- As it has only been around forty years since the apocalypse, most technology and cars can probably be convinced to work with a bit of work put into them. However, the noise from a car would no doubt attract attention from both Glowing and raiders.
- There haven't been too many major mutations in animal and plant life. The occasional extra limb or lack of limb in animals and things of the life are more common now.
- Other communities exist, however it is mostly the wanderers who have ended up settling in East Hills who have seen those other settlements.
- Acid rain is a common and deadly occurrence. The general temperature is generally warmer since the bombs dropped.
fancy_sixgill_shark_by_scryzzethekat-dbgpc9o.png
Available Roles:

Community Leadership
- Mayor (0/1)
- Secretary (0/1)

Settlement Guards
- Head Guard (0/1)
- Guard (Unlimited)

Community Members
- Blacksmith (1/1)
- Repairs (0/1)
- Farm Workers (0/3)
- Rations Distributor (0/1)
- Cook (0/1)
- Builders (0/2)
- Tanner (0/1)
- Hunter (1/1)
- Doctor (1/1)

Other roles possible, all you have to do is ask me for approval for them :3
Available Roles:

Community Leadership
- Mayor (0/1)
- Secretary (0/1)

Settlement Guards
- Head Guard (0/1)
- Guard (Unlimited)

Community Members
- Blacksmith (1/1)
- Repairs (0/1)
- Farm Workers (0/3)
- Rations Distributor (0/1)
- Cook (0/1)
- Builders (0/2)
- Tanner (0/1)
- Hunter (1/1)
- Doctor (1/1)

Other roles possible, all you have to do is ask me for approval for them :3
fancy_sixgill_shark_by_scryzzethekat-dbgpc9o.png
Rules:

1. No GMing/PPing
2. No one-liners. Please reply with at least a paragraph to give people something to reply to.
3. No perfect characters
4. Make your character's skill level believable for their age. If your character is eighteen they won't be some kind of amazing sniper who can hit a fly from a mile away or something.
5. Maximum of 3 characters per person.
6. No having your character be meta
7. Weapons won't be some medieval era sword your character randomly managed to find.
8. If you have any questions, feel free to ask me!
9. Roles are first come, first serve.


Character Sheet Format:

Name:
Age:
Gender:
Sexuality:
Role:
Gear: (Just a little description of their weapons and armor if they have any)
Appearance:
Personality:
Backstory:
Other:
Rules:

1. No GMing/PPing
2. No one-liners. Please reply with at least a paragraph to give people something to reply to.
3. No perfect characters
4. Make your character's skill level believable for their age. If your character is eighteen they won't be some kind of amazing sniper who can hit a fly from a mile away or something.
5. Maximum of 3 characters per person.
6. No having your character be meta
7. Weapons won't be some medieval era sword your character randomly managed to find.
8. If you have any questions, feel free to ask me!
9. Roles are first come, first serve.


Character Sheet Format:

Name:
Age:
Gender:
Sexuality:
Role:
Gear: (Just a little description of their weapons and armor if they have any)
Appearance:
Personality:
Backstory:
Other:
fancy_sixgill_shark_by_scryzzethekat-dbgpc9o.png
(WIP Character sheet for me)

Name: Thatcher Cartwright

Age: 30

Gender: Male

Sexuality: Bisexual (Female/Non-Binary)

Role: Blacksmith/Weaponsmith - In charge of making various tools, metal building supplies like nails, armor, and weaponry for the settlement

Gear:
Carries a handmade "shotgun" which is made from a scavenged trigger mechanism from a shotgun, a metal pipe, and an improvised stock. It only shoots one shell before having to be reloaded and it isn't the safest gun to use. Also carries a makeshift blade from taking one half of a pair of gardening shears and separating it from its handle before fastening it to the other half, edge sides out, with a thin metal strip and bolts. Both edges have been sharpened.

Appearance:
Tall at about 6'0", Thatcher has muscle built up from his years of work. Mainly focused on his arms and back from the swings of his hammer and use of other tools needed for metalworking. While he does have skin tanned from exposure to the sun, it is lighter in places where he has sustained various scars from smithing. After all, who doesn't accidentally burn themselves here and there or occasionally stick themselves with some pointy end of something metallic while trying to attach barbed wire to something. In addition, his hands are calloused and rather rough. Hoping to avoid any workplace accidents, Thatcher keeps his tangled mess of curly brown hair pretty short and tends to shy away from growing a beard; preferring to keep any facial hair to a pleasing amount of stubble. His features are rather boxy with a square jaw and a flat nose, with thin lips as well as slightly larger than average, amber eyes.

While he will wear pretty much anything that's available, as one can't be very picky in the apocalypse, usually Thatcher likes to wear a patched-up, red flannel shirt, blue jeans with some slight repairs, and a pair of worn boots. This is all when he isn't working, of course. He tends to wear clothing he is significantly less fond of when working at his makeshift forge. While he doesn't leave the settlement much, there is some spare improvised armor stashed away in his living quarters. Both of his weapons are usually secured on straps across his back when he needs to use them. When not needed, they can be found at his forge or living quarters whenever he is in either.

Personality:
(Working on it, this is just a placeholder)
- Acts crabby but really cares
- The kind of guy who will help you out but do it in a way where it gets done but you don't know who it was that helped you
- Tries not to get attached to people but always gets attached to people
- Definite dad friend
-

Backstory:
WIP

Other:

(Oh and if anyone wants some ideas for a weapon, I have some neat ideas of things my character would totally make)
(WIP Character sheet for me)

Name: Thatcher Cartwright

Age: 30

Gender: Male

Sexuality: Bisexual (Female/Non-Binary)

Role: Blacksmith/Weaponsmith - In charge of making various tools, metal building supplies like nails, armor, and weaponry for the settlement

Gear:
Carries a handmade "shotgun" which is made from a scavenged trigger mechanism from a shotgun, a metal pipe, and an improvised stock. It only shoots one shell before having to be reloaded and it isn't the safest gun to use. Also carries a makeshift blade from taking one half of a pair of gardening shears and separating it from its handle before fastening it to the other half, edge sides out, with a thin metal strip and bolts. Both edges have been sharpened.

Appearance:
Tall at about 6'0", Thatcher has muscle built up from his years of work. Mainly focused on his arms and back from the swings of his hammer and use of other tools needed for metalworking. While he does have skin tanned from exposure to the sun, it is lighter in places where he has sustained various scars from smithing. After all, who doesn't accidentally burn themselves here and there or occasionally stick themselves with some pointy end of something metallic while trying to attach barbed wire to something. In addition, his hands are calloused and rather rough. Hoping to avoid any workplace accidents, Thatcher keeps his tangled mess of curly brown hair pretty short and tends to shy away from growing a beard; preferring to keep any facial hair to a pleasing amount of stubble. His features are rather boxy with a square jaw and a flat nose, with thin lips as well as slightly larger than average, amber eyes.

While he will wear pretty much anything that's available, as one can't be very picky in the apocalypse, usually Thatcher likes to wear a patched-up, red flannel shirt, blue jeans with some slight repairs, and a pair of worn boots. This is all when he isn't working, of course. He tends to wear clothing he is significantly less fond of when working at his makeshift forge. While he doesn't leave the settlement much, there is some spare improvised armor stashed away in his living quarters. Both of his weapons are usually secured on straps across his back when he needs to use them. When not needed, they can be found at his forge or living quarters whenever he is in either.

Personality:
(Working on it, this is just a placeholder)
- Acts crabby but really cares
- The kind of guy who will help you out but do it in a way where it gets done but you don't know who it was that helped you
- Tries not to get attached to people but always gets attached to people
- Definite dad friend
-

Backstory:
WIP

Other:

(Oh and if anyone wants some ideas for a weapon, I have some neat ideas of things my character would totally make)
fancy_sixgill_shark_by_scryzzethekat-dbgpc9o.png
Name: Ishara Brant
Age: 33
Gender: Female
Sexuality: Bisexual (with male preference)
Role: Hunter
Gear: (this changes slightly depending on when she's inside or outside the compound, basically adding the firearms and armor)

- Armor: made entirely of the skins of animals she's killed, their hides tanned and layered to offer her very minimal protection. The armor is more of a camouflage thing, being that all of the hides she's used are in shades of brown.

-Rifle: this is to be used ONLY in emergency situations. Given to her to defend herself if something (like a bear) comes at her, it has the appearance of a baker's rifle though it is loaded like a modern gun. Comes with ammo, but it is frowned upon severely if she actually uses it to hunt.

-Bow: A hand made wooden bow with a string made of some kind of animal sinew. This bow and the string are frequently replaced due to how often they are used.

-Arrows: These are made from a number of different objects and items. The shafts mostly being made of wood with the tips being made from scrap metal, stones, shells, and bone while the ends are tipped in fur, leaves, and feathers for stabilization. There is only one composite arrow remaining from when the bow was initially found. (these arrows are stowed inside a 'quiver' which is basically just a awkward looking backpack made of leather).

-Machete: A medium sized weapon that was fashioned by the blacksmith with different types of scrap metal. Its an ugly thing, but it gets the job done in a pinch.


Appearance:
Standing at a bit below the average for a woman her age, Ishara at first glance doesn't seem the hunter type. A petite woman with a sinewy, willowy body which seems like it would be more suited to anything other than hunting. However upon closer inspection, one would find that, for her size, Ishara sports quite a bit of muscle.

Her heart shaped face is framed by reddish orange hair which is hacked close to her head to keep it out of the way while she hunts. She has dark brown eyes which are a bit small for her face, making her look like she's always squinting or glaring. This is offset by a bunny nose and a wide, expressive mouth. With skin on the more pale side, whatever is showing is covered in a rather extreme amount of freckles and assorted scars.

As clothing goes, she wears clothing that is hand me downs from the stuff her mother brought to the compound. A pair of weathered tennis shoes, mismatched socks, and dark blue jeans. As for shirts, she usually can be found walking around with a tank top with a faded and cracked picture of something on the front and a zip up hoodie overtop. The jeans as well as the hoodie have been patched up with other scraps of clothing.

When she's out hunting, she dons her armor and slings the rifle and bow both over her chest. She keeps her 'machete' at her left hip.

Backstory:
Ishara's parents were born and raised in norther Oregon. Closer to the border of canada, they often experienced intense snowfall. Enjoying a simple life, the two of them were actually hunters and trappers. In this place, they had their son.. but not long after the world fell to ruin. Their home was destroyed in the explosions which rocked the world.. and their son did not survive the chaos that reigned that fateful day.

Traveling south, her parents did their best to survive in more pressing circumstances. Never really having to use their hunting to feed themselves, they were less successful than one might think. So when Summerset Hollow slid into view, they were relieved to be able to find a place they would be able to settle down safely. (just because they can hunt, doesn't mean they know how to build a shelter). Allowed to join the small community of Summerset Hollow, her parents settled in and became the joint hunters of the community, deciding not to have any more kids in the meantime.

Ishara as such was an accident. One that neither hunter was pleased with considering the issues with the first pregnancy. However there was not much they could do about it given the circumstances. Despite their concerns the pregnancy came to term and Ishara was born without any negative effects.

Returning to hunting while another watched their child, the two hunters came face to face with the Glowing. Killing one seemed to attract two more and in the chaos that ensued, Ishara's father did not survive, and her mother scarcely managed to return with her share of scars and a missing left hand.

Returning home a much more bitter person now that her lover was dead, Ishara's mother rather obsessively started training Ishara to follow in her footsteps. Forceful and even cruel at times, her mother refused to let her play with other kids in favor of training her to become the perfect hunting machine. Teaching her to step silently, follow trail markers and footprints, create traps and snares, and to kill without remorse, Ishara grew up fast and wasn't allowed to goof off or have fun.

After Ishara caught her first deer out in the wilds, her mother left the compound and never returned.

And thus, Ishara has been the hunter for most of her life, expected to bring back food and furs at regular intervals or face the village's wrath. Carrying all that weight and responsibility on her shoulders at a young age, she came into her role and did her best to inhabit it.


Personality:
Ishara is calm, cool, collected, and professional. Taught from a young age that smiling, laughing, and cracking wise were a waste of time, she can come off as rigid and unapproachable. However if one listens rather closely, she does have a sense of humor and has been known to crack very VERY subtle jokes from time to time.

She is not one to come to for advice, because nine times out of ten she's just going to tell the other person to 'get over it' or something of the like. However that doesn't mean that she doesn't care about that person's feelings or trouble. And often times she will in secret try and figure out something to solve whatever issues they have.

preferring for the most part to stick to herself and do things on her own, she's very independent and self-reliant, though her lack of camaraderie with others means that she can be very lonely from time to time.


Other:
-can't bring herself to hate her mother even though she abandoned her, and every time she's out hunting she does keep her eyes peeled to see if her mother is still around.
Name: Ishara Brant
Age: 33
Gender: Female
Sexuality: Bisexual (with male preference)
Role: Hunter
Gear: (this changes slightly depending on when she's inside or outside the compound, basically adding the firearms and armor)

- Armor: made entirely of the skins of animals she's killed, their hides tanned and layered to offer her very minimal protection. The armor is more of a camouflage thing, being that all of the hides she's used are in shades of brown.

-Rifle: this is to be used ONLY in emergency situations. Given to her to defend herself if something (like a bear) comes at her, it has the appearance of a baker's rifle though it is loaded like a modern gun. Comes with ammo, but it is frowned upon severely if she actually uses it to hunt.

-Bow: A hand made wooden bow with a string made of some kind of animal sinew. This bow and the string are frequently replaced due to how often they are used.

-Arrows: These are made from a number of different objects and items. The shafts mostly being made of wood with the tips being made from scrap metal, stones, shells, and bone while the ends are tipped in fur, leaves, and feathers for stabilization. There is only one composite arrow remaining from when the bow was initially found. (these arrows are stowed inside a 'quiver' which is basically just a awkward looking backpack made of leather).

-Machete: A medium sized weapon that was fashioned by the blacksmith with different types of scrap metal. Its an ugly thing, but it gets the job done in a pinch.


Appearance:
Standing at a bit below the average for a woman her age, Ishara at first glance doesn't seem the hunter type. A petite woman with a sinewy, willowy body which seems like it would be more suited to anything other than hunting. However upon closer inspection, one would find that, for her size, Ishara sports quite a bit of muscle.

Her heart shaped face is framed by reddish orange hair which is hacked close to her head to keep it out of the way while she hunts. She has dark brown eyes which are a bit small for her face, making her look like she's always squinting or glaring. This is offset by a bunny nose and a wide, expressive mouth. With skin on the more pale side, whatever is showing is covered in a rather extreme amount of freckles and assorted scars.

As clothing goes, she wears clothing that is hand me downs from the stuff her mother brought to the compound. A pair of weathered tennis shoes, mismatched socks, and dark blue jeans. As for shirts, she usually can be found walking around with a tank top with a faded and cracked picture of something on the front and a zip up hoodie overtop. The jeans as well as the hoodie have been patched up with other scraps of clothing.

When she's out hunting, she dons her armor and slings the rifle and bow both over her chest. She keeps her 'machete' at her left hip.

Backstory:
Ishara's parents were born and raised in norther Oregon. Closer to the border of canada, they often experienced intense snowfall. Enjoying a simple life, the two of them were actually hunters and trappers. In this place, they had their son.. but not long after the world fell to ruin. Their home was destroyed in the explosions which rocked the world.. and their son did not survive the chaos that reigned that fateful day.

Traveling south, her parents did their best to survive in more pressing circumstances. Never really having to use their hunting to feed themselves, they were less successful than one might think. So when Summerset Hollow slid into view, they were relieved to be able to find a place they would be able to settle down safely. (just because they can hunt, doesn't mean they know how to build a shelter). Allowed to join the small community of Summerset Hollow, her parents settled in and became the joint hunters of the community, deciding not to have any more kids in the meantime.

Ishara as such was an accident. One that neither hunter was pleased with considering the issues with the first pregnancy. However there was not much they could do about it given the circumstances. Despite their concerns the pregnancy came to term and Ishara was born without any negative effects.

Returning to hunting while another watched their child, the two hunters came face to face with the Glowing. Killing one seemed to attract two more and in the chaos that ensued, Ishara's father did not survive, and her mother scarcely managed to return with her share of scars and a missing left hand.

Returning home a much more bitter person now that her lover was dead, Ishara's mother rather obsessively started training Ishara to follow in her footsteps. Forceful and even cruel at times, her mother refused to let her play with other kids in favor of training her to become the perfect hunting machine. Teaching her to step silently, follow trail markers and footprints, create traps and snares, and to kill without remorse, Ishara grew up fast and wasn't allowed to goof off or have fun.

After Ishara caught her first deer out in the wilds, her mother left the compound and never returned.

And thus, Ishara has been the hunter for most of her life, expected to bring back food and furs at regular intervals or face the village's wrath. Carrying all that weight and responsibility on her shoulders at a young age, she came into her role and did her best to inhabit it.


Personality:
Ishara is calm, cool, collected, and professional. Taught from a young age that smiling, laughing, and cracking wise were a waste of time, she can come off as rigid and unapproachable. However if one listens rather closely, she does have a sense of humor and has been known to crack very VERY subtle jokes from time to time.

She is not one to come to for advice, because nine times out of ten she's just going to tell the other person to 'get over it' or something of the like. However that doesn't mean that she doesn't care about that person's feelings or trouble. And often times she will in secret try and figure out something to solve whatever issues they have.

preferring for the most part to stick to herself and do things on her own, she's very independent and self-reliant, though her lack of camaraderie with others means that she can be very lonely from time to time.


Other:
-can't bring herself to hate her mother even though she abandoned her, and every time she's out hunting she does keep her eyes peeled to see if her mother is still around.
want to learn about project egg? Click HERE!
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Name: Russell "Rusty" Bernard
Age: 28
Gender: Male
Sexuality: Pansexual
Role: Doctor
Gear: Not a very violent person, the only weapon that Rusty carries around is a wooden baseball he found in the settlement. He carries on a homemade sling on his back for easy access. He also has an assortment of knives and surgical tools, but he keeps them locked up in his room.
Appearance: Standing at 5'4" with an average build and slouch, Rusty isn't a very intimidating person. He has messily styled, medium length dark red hair, which has a slight curl to it. His skin is a warm color, and is covered with freckles, especially on his arms. His dull green eyes sit in an oval shaped face, which usually has a tired expression on it.
Rusty usually dresses in warmer clothes, such as long sleeve shirts and flannels. His clothes are in slightly better shape than most, as he takes the time to fix small holes and stains on them. He likes to wear sturdier pairs of shoes, such as hiking boots, and keeps them clean from mud. His favorite article of clothing is a old Irish Fisherman's sweater that his mentor gave to him. Whenever he's treating a patient, he wears a doctors coat that he simply slips over what he's wearing.
Personality: Rusty is a pleasant person to be around, cheerful and polite. He tries to help everyone to the best of his ability's, and feels guilty if he is unable to solve their problem. He's submissive to others, and tries to please people even if he gets hurt in the process.
Rusty is an insomniac, and usually stays up at night working or reading. Because of this, he reacts slowly to things and often seems spaced out. While still polite, he is a tad more touchy when tired and snaps at others. But after he gets some sleep he goes back to his regular self, if feeling a bit guilty that he was mean to someone.
He takes his job as doctor very seriously, and is always trying to learn more about the human body so that he can help others. While he lacks training by an actual doctor, his mothers training and his own research has given him enough skill to handle most cases that he gets presented with, such as broken bones and removing bullets.
Backstory: Born inside the settlement, Rusty has had a pretty normal life, if you can call life after the apocalypse normal. His father dying in a raider attack before he was born, Rusty was raised by his mother, who was a certified veterinarian before the apocalypse, and acted as the settlements doctor. She raised her son to follow in her foot steps, teaching him the best that she could with the limited supplies they had. It made Rusty feel important, knowing he would be an essential member of the community, and he started to develop an ego as a result.
That was quickly deflated at the age of 16 however, after his mother got hit with a stray bullet in a raider attack. It hit her right in the stomach, and Rusty was unable to save her. Shocked, Rusty had a break down, devastated that he couldn't save his mother. This experience actually helped him however, as after Rusty recovered from the initial grief, he started taking his job more seriously, reading any books that scavengers found about medicine, and finding ways to improve his set up. He know helps the other settlers, always striving to due his best in an attempt to make up for not being able to save his mother.
Other: Doubles as the settlements vet if anyone's animals get sick
His office is a master bedroom in one of the houses, which also doubles as his own room.
He always hoards and catalogs any medicine or doctors tools that scavengers pick up in his office.
Interested in the Glowing, and wants to figure out how they work.
Scared that people will get sick or hurt with something he'll be unable to fix.
Name: Russell "Rusty" Bernard
Age: 28
Gender: Male
Sexuality: Pansexual
Role: Doctor
Gear: Not a very violent person, the only weapon that Rusty carries around is a wooden baseball he found in the settlement. He carries on a homemade sling on his back for easy access. He also has an assortment of knives and surgical tools, but he keeps them locked up in his room.
Appearance: Standing at 5'4" with an average build and slouch, Rusty isn't a very intimidating person. He has messily styled, medium length dark red hair, which has a slight curl to it. His skin is a warm color, and is covered with freckles, especially on his arms. His dull green eyes sit in an oval shaped face, which usually has a tired expression on it.
Rusty usually dresses in warmer clothes, such as long sleeve shirts and flannels. His clothes are in slightly better shape than most, as he takes the time to fix small holes and stains on them. He likes to wear sturdier pairs of shoes, such as hiking boots, and keeps them clean from mud. His favorite article of clothing is a old Irish Fisherman's sweater that his mentor gave to him. Whenever he's treating a patient, he wears a doctors coat that he simply slips over what he's wearing.
Personality: Rusty is a pleasant person to be around, cheerful and polite. He tries to help everyone to the best of his ability's, and feels guilty if he is unable to solve their problem. He's submissive to others, and tries to please people even if he gets hurt in the process.
Rusty is an insomniac, and usually stays up at night working or reading. Because of this, he reacts slowly to things and often seems spaced out. While still polite, he is a tad more touchy when tired and snaps at others. But after he gets some sleep he goes back to his regular self, if feeling a bit guilty that he was mean to someone.
He takes his job as doctor very seriously, and is always trying to learn more about the human body so that he can help others. While he lacks training by an actual doctor, his mothers training and his own research has given him enough skill to handle most cases that he gets presented with, such as broken bones and removing bullets.
Backstory: Born inside the settlement, Rusty has had a pretty normal life, if you can call life after the apocalypse normal. His father dying in a raider attack before he was born, Rusty was raised by his mother, who was a certified veterinarian before the apocalypse, and acted as the settlements doctor. She raised her son to follow in her foot steps, teaching him the best that she could with the limited supplies they had. It made Rusty feel important, knowing he would be an essential member of the community, and he started to develop an ego as a result.
That was quickly deflated at the age of 16 however, after his mother got hit with a stray bullet in a raider attack. It hit her right in the stomach, and Rusty was unable to save her. Shocked, Rusty had a break down, devastated that he couldn't save his mother. This experience actually helped him however, as after Rusty recovered from the initial grief, he started taking his job more seriously, reading any books that scavengers found about medicine, and finding ways to improve his set up. He know helps the other settlers, always striving to due his best in an attempt to make up for not being able to save his mother.
Other: Doubles as the settlements vet if anyone's animals get sick
His office is a master bedroom in one of the houses, which also doubles as his own room.
He always hoards and catalogs any medicine or doctors tools that scavengers pick up in his office.
Interested in the Glowing, and wants to figure out how they work.
Scared that people will get sick or hurt with something he'll be unable to fix.
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Howdy :o)
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@AbyssRanger
Finished my profile, thought you would want to know.
@AbyssRanger
Finished my profile, thought you would want to know.
__________________________ ART
ART SHOP
Howdy :o)
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