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Storyteller's Circle

Roleplaying Forums - The Place Where Stories Come To Life

Throughout time, man has been at war and each time, man has survived, though many died. But, everyone knew that it would not always go that way. In medicine, doctors and scientists strives to create cures to everything, but how far would that go? Viruses adapted and gained resistance after a while, and man strives to find a new cure/vaccine. Again, that had a downfall, just like war did. Man continued to fight, using bigger, better machines and getting more advanced in technology before finally it just went too far.

Between 2080-2100, a third World War crippled humanity, bringing them to the verge of extinction along with many animals and plants. Man practically destroyed the planet. Despite having vaccines and cures for a lot of diseases and viruses. With the outbreak of the third World War, and the advance in nuclear weapons, radiation caused mutations and mutations caused new variants of old viruses.

Today, in the year 2200, with adults dying out at the age of 25 from this new virus called ADV423 (Adenovirus) which attacks the respiratory system, homo-sapiens are struggling to survive. It is unknown what causes the virus to activate but people up until 21 aren't affected. The life expectancy of people in this day and age is now between 23-25. The people around today are trying to find a cure, but its a race against time for some. Cure's take time, and time is something a lot of people don't have.

Since the war, many cities have been destroyed, and yet to be rebuilt, but with limited resources, people and knowledge around, it's hard. Not to mention, with the virus killing people from 23 onward, it's harder. But there is hope. Passed down through the generations of survivors was what most would call a prophecy, or a legend others would call it. Either way, it's given a lot of people hope. Hope that one day things can return to normal and mankind can pull through this dark time. The prophecy speaks of a key that will solve many of the problems. But with the many people that believe, many also think it's just a story. And with the good people out to find the key, to cure the deadly virus, there are also people out there to exploit it's power, or even destroy it.
Orc soldiers with darkened faces enter a tavern. With one hand clutching their swords, they glare at the other races, electing not to speak during their trek. It was clear to see they were tired, but they will not be resting here despite their perilous adventures. Nothing about their demeanor makes you think they consider you a ‘friend’, or that you should to them.​

After they post up a large sheet of paper to the interior wall, they leave as quickly as they came.



The great Kezh Uruk’sh declares hereby a call to all monster-hunters and mighty warriors of Aelora to slay a Great Beast known simply as ‘Skeerch’ in the fair and prosperous land of Mighty Urugar – His Greatness demands the safety of his people!

For this courageous act of selflessness, upon the successful return of the beast’s unblemished head, the slayer will be given twelve pounds of gold in Imperial Pence.

The wretched beast may be found on the northern border of His Greatness’ Kingdom, on the northern tip of the Devils Back Mountains in the woods of Kul. MAKE NO EYE CONTACT AT ALL COST. The creature appears to be insectoid, recognizable by its considerable size.


Mighty Urugar is a small, distopian/totalitarian nation in Aelora natively inhabited by Orcs. It is a dangerous and cruel place where the powerful few receive whatever they want - and the poor feel the pinch. Be weary of entering; poor and rich alike share a fear and hatred of the foreign interloper, and border are open now only to rid themselves of the creature Skeerch. so do not draw attention to yourself...
The year is 1921 and things are heating up in the bustling metropolis of Cross Timber, Pennsylvania. The name suggests a picturesque town possibly something found on a Hallmark card, the truth is far from it. Beneath the picturesque appearance of this lovely city lays a dark underbelly, which has only gotten larger with the Prohibition. Many of the city’s resident that had to leave due to the draft and other reasons have returned to the city recently. Several Private investigators have made offices and hired locals. Many of the returnees to Cross Timber have joined them for the steady job, and work it can bring. In the years following WW I, many immigrants from all over have come to the US, some of a less savory nature than others.

Cross Timber is little different from most Cities in the US, especially now with the increase in its residents since the end of WW 1, this comparison is only skin deep. As the newer businesses have established themselves, the city has prospered and grown, but it has also started to rot. Not many can see this, most are too enchanted by the city and its pleasures to notice. Some have however, the Police of the CTPD have noticed and have long been combating this encroachment on their fair city. the others to notice are those who live a life on the edge, between light and darkness, among them the Private Eye's of the city.
The Masquerade

There is much more to this world than you realize. While you may consider yourself safe from harm, wrapped up in your blankets at home, you are not as safe as you'd led yourself to believe. You are but a fragment of a world that grows larger still, a world which consumes and replenishes itself in the same breath. You are but a single piece of this puzzle which can never be solved. But what is this world I speak of? It is the World of Darkness, and you are officially invited to become a part of it. You are invited to explore this world, though whether or not you will make it out is left to be seen.

Welcome to the World of Darkness. Set in modern-day, humans are not the only thing that lurk the streets of London. Little do they know, there are Vampires who prowl the nights, stalking, waiting, feeding. Based on Vampire: The Masquerade, players are able to create human, Vampire, or ‘Ghoul’ characters. With several clans and abilities to choose from, players are able to mold their character into one that they will not only play, but continue to mold and change over time. Humans may become Embraced into a fledgling Vampire. Alternatively, humans may become entangled in a Blood Bond and made to serve Vampires as Ghouls. Vampires themselves may turn against one another, unite for a cause, or continue living on in peace among one another, despite their differences.

There are three Vampire organizations / societies known as Sects; The Camarilla – Firm believers in upholding the Vampire Traditions. The Sabbat, who reject the Traditions and reject what is known as The Masquerade (hiding the existence of Vampires from their human prey). There are also the Anarchs are Vampires who uphold The Masquerade, but wishes to topple the Camarilla as a whole. Will your character protect the very fabric of the Traditions, the laws that have kept Vampire alive for centuries? Will your character despise the laws as foolish, believing themselves superior to their prey, and spitting upon The Masquerade? Will your character instead maintain Masquerade, but aspire to bring about change within the Vampire society? The choice is yours.

Welcome to the World of Darkness… come find what awaits you.
Treasure Hunters Wanted!

Are you in need of an adventure?

Do you desire a life of excitement?

Do you dream of fortune and fame?

Look No Further!

Hermingild Inquiries is in need of adventurous men and women to quest for objects of great and rare value across the Greater Parishes. Don't have a Gun Dog's license, don't be discouraged! H.I. employs a wide variety of individuals from Crackles to Martialists. The work is dangerous, but the rewards are measureless!

If you are one of these brave souls, please see Lorn Hermingild of Gattletowne in the Morningtrill Parish.

TIBU is going to be a mixed-genre RP. The Greater Parishes is a civilization foraged out of the shadow of a long lost and technologically superior civilization. Technology is present, but much of it is ancient and too esoteric for current understanding. I'm thinking of dark fantasy meets steampunk. The industrial revolution of the Parishes is just beginning, and the lands are rife with taboo and forbidden knowledge.

It has been 90 years since humans have retreated completely underground on a global scale, flocking to caverns by the thousands. Subway tracks became home to a flood of refugees, underground mines became fortresses. City by city, country by country, they disappeared into the dark and quiet, fleeing in mobs, too terrified to look over their shoulder at the things that move, slink, prowl.

Nobody knows where they came from, only that the light is their ally. Over the years, the memory of them was relegated to a ghost story told to children, down here in the dark. Humanity created infrastructure out of things they brought with them, built upon the bones of projects long dead - digging through the dirt and rock to connect underground theme parks and experimental laboratories. Governments formed. Military rose. Twice, they tried to take back the sun, and twice they failed, beaten back by a smarter, stronger enemy. They've remained content, complacent, in their darkness.

Until now. Now, 90 years later, you and your team discover that outposts scattered around the entrances to Humanity's haven are going dark. The enemy that stole the sun is becoming restless.

And learning how to see in the night.​
The year is 1929, 31st President of the United States of America, Herbert Hoover, has just charged Andrew Mellon, the Secretary of the Treasury with bringing down Al Capone and the notorious Chicago Outfit. The fight against organized crime in Chicago began immediately, with investigators, police, and Prohibition agents conducting raids and arrests on any of Capone's men and associates no matter where they were.

Leading the charge on the streets was Prohibition agent Eliot Ness and his incorruptible team of agents known as The Untouchables. Known for their remarkable ability to harm Capone's business and immunity to bribes, The Untouchables were seen as a force to be reckoned with.

The Untouchables' reputation lead to them inspiring their fellow law enforcement comrades to answer the call of duty and take on the Chicago Outfit as well. One such group of mob fighters decided that fighting the mob within the law was a much slower process and didn't often yield the results they wanted to see. They made the choice to fight the mob both within the law and outside it.

They began a crusade against organized crime in Chicago using vigilante justice in the wee hours of the night. But, eventually their vigilante antics would catch up with them and, in some cases, would destroy lives.

Untouchable is the story of the night-time vigilantes and how they weakened the mob using mob tactics. How they fought fire with fire and got burned.
Greetings and welcome to our roleplaying community!

To ensure a smooth transition into Storyteller's Circle, all new arrivals are required to participate in our introduction forum. We understand that one of the hardest things about joining a new site is simply getting integrated into a new community and forming connections with strangers. This process ensures that we can get a feel for who you are and what you're bringing to our site, as well as for you to get a feel for who we are and what we can offer you. What we don't want is for our new users being faced with a wall of threads and user names that they don't recognize, only to get lost in the shuffle and move on as they go unnoticed. For us community is foremost, so connecting with the community is the first step to joining Storyteller's Circle.

You may browse our forums at your leisure, but you won't have access to posting outside of our community threads and chatroom until after an Admin approves your account. The swiftest way for that to happen is simply to engage other users in a positive manner. Tell us about yourself, what type of roleplays you're interested in, or what you're looking for in a roleplay site. If you have questions about how our forum is setup or are curious about any roleplays in particular, this transition period is the best time to ask.

We understand that this may be seen as an inconvenience to some, but our goal is to cater to those who are patient, friendly, and genuinely interested in becoming a member of our community.

In the meanwhile, welcome once again and please do make yourself at home.
Friendship is the harbinger of happiness, innocence; but the slightest shake, the slightest bruise destroys everything. Only one, one small flicker has the possibility to be the catalyst for disaster to sneak its way in and cripple the delicate threads of bonds. Friendship is fragile, just like glass. Love & hate builds the everlasting acquaintances, but make a mistake and it's all over. Cherish it, protect it, just do whatever you can to maintain your connections with the people who are like your second family. Because when they go away, it's more painful than a heartbreak. Don't let go- don't let go. Please, don't go.​

As the first installation of what will hopefully be many tournaments to come, I would like to extend an open invitation to players of all skill levels to join us in The Cataclysm.

This arena event tournament will be a mid-tier double elimination event based around Storyteller's Circle's revised edition of the T1 Eden Era rules. These rules are available here.

Match winners will be determined by KO. In the event that neither combatant is KOed before the allotted match time, then the matches will be judged on a mixed criteria of damage, tactics, roleplay, and grammar.

Combatants should not exceed the mid-tier bar for this tournament. To give a rough guideline of what this entails, non-prepped abilities are capable of duplicating the power levels necessary to total small vehicles or physically toss them. At its highest limitation magic and metahuman abilities are capable of duplicating the power levels of natural disasters such as earthquakes or meteor impacts, but it is expected that reaching such feats would require several rounds of preps, and are the fullest extent of one’s limitations. Advanced technology on par with these levels of magic and metahuman abilities also falls under mid-tier limitations.