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Posted 28 Apr 2013Ever wondered how the life would be as a demigod? Well, here's your chance!
Deigods, or half-bloods, are children to a human and a god. Because these children are part god, they have above average reflexes, an affinity for the greek or latin language, and may have some level of control or skill over the realm of their godly parent.
While most demigods are created just like regular humans, children of Athena are born from their mother's thoughts merging with the father's. In this way, Athena remains a virgin giddess and it reflects how she herself was born, sprouting from the head of Zeus.
When a demigod reaches a certain age, normally early teens, their abilities will start to manifest. At this time, demigods will release a scent that monsters will be attracted to. This scent will become stronger if the demigod is the child of a powerful god or when a child learns they are a demigod. If the child never learns they are a demigod or are a child of a minor god, monsters may overlook them. It is around this time that they are escorted to Camp Half-blood, usually by Satyrs, where they are placed into one of the cabins. Most demigods wait to be claimed. The children of Athena are claimed at birth, while others have to demonstrate some form of their parents' traits to be noticed, either through cunning, powers, skills like for example archery, or even beauty. Otherwise, they are placed in Hermes' cabin, as he is the patron to travelers, anyone is welcome there, including children of minor gods who aren't important enough to have a cabin. Many demigods didn't get claimed, but Zeus have changed that law, and all gods have to claim their children atsome point. When a demigod is claimed, the god(dess) sends a hologram of their symbol of power to apppear above the child's head (except for Aphrodite), and this helps in sorting that child into the right cabin. For example, Poseidon's symbol of power is a green trident, and Hephaestus' power of symbol is a fiery red hammer. Aphrodite's claiming is refered to as Aphrodite's blessing by her children, and it makes them glow with a pink aura for a while, and immediately after makes them look very beautiful.
Demigods are completely indistinguishable from humans. They don't have a divine form, however they do inherit some traits from their god parent's divine form, for example hair color and/or eye color etc. The children of Aphrodite inherit her beauty and appeal, the children of Hermes inherit his elfish facial features (and some his blue eyes), children of Ares inherit his sneer and tall, bulky apperance and children of Hephaestus inherit his skill with mechanics, resulting in them norally having large muscles and calloused hands (from working in the forges all day long).
Demigods' personalities tend to vary based on their divine parenthood; for example reckless and rebellious (child of Poseidon and his untamed seas), witty and inteligent (child of Athena), or violent and warlike (child of Ares). Demigods have also been diagnozed with dyslexia and ADHD, and are relatively stronger, more agile, and more durable than regular mortals, and they also have more resistance to diseases.
* Children of Zeus
Zeus' children have command over the domain of heaven as their father is lord of the sky. Born to one of the Big Three, they are more powerful than other demigods. In addition to natural leadership ability, they are known to possess great bravery and strength. Zeus' children may also have Electrokinesis and Aerokinesis.
* Children of Hera
Hera does not have mortal children as she is the goddess of marriage.
* Children of Poseidon
Poseidon's children are stronger than most demigods because their father is one of the Big Three. They have power over his domain with the capacity to generate earthquakes and hurricanes. They also possess supernatural affinities for equines, as Poseidon created them, and seamanship.
* Children of Demeter
Demeter's children are altruistic and passive half-bloods. Demigods of agriculture, they are diligent workers and have naturally have a green thumb. They can manipulate crops among other forms of flora.
* Children of Ares
The children of Ares are more aggressive and martial than most demigods. As offspring of the war god, they have power over weaponry with an extensive knowledge of warfare.
* Children of Athena
Although she is a virgin goddess, Athena conceives offspring through a meeting of minds with her lovers. Demigods of battle and wisdom, Athena's children excel in intellectual pursuits, and have exceptional skill in warfare. Children of Athena are masters at invention and stragety and have a high knowledge on weaponary knowledge
* Children of Apollo
Apollo's children are superior archers, healers, and musicians. They are additionally shown to be able to afflict others with curses such as rhymed speech due to their father's position as the god of poetry. In ancient times, many of Apollo's children were blessed with foresight. Some descendants of Apollo can interpret the will of the gods.
* Children of Artemis
Artemis has no children as she swore to remain a maiden. However she does have a group called the Hunters of Artemis.
* Children of Hephaestus
Like their father, children of Hephaestus are greatly skilled builders and craftsmen. Their talent as engineers are second to none and they can instinctively detect as well as operate any piece of machinery. In rare cases, they are blessed with the ability to create and control fire.
* Children of Aphrodite
Aphrodite's children are more attractive and have subtle powers compared to other demigods. With their mother being the goddess of beauty and love, they are natural experts in fashion and matchmaking with control over jewelry and makeup as well as skill in love magic. Children of Aphrodite also seem to have a greater clarity and sharper focus than most demigods. They have the same affinity for French, the language of love, as all demigods do for Greek or Latin. Some are even able to influence others with the strength of their voices.
* Children of Hermes
Children of Hermes are more cunning and nimble than other demigods. Because Hermes is the god of dexterity, his children are considered to be very versatile in skill. In particular they excel in athletics as well as business and thievery, being able to magically pick locks.
* Children of Dionysus
The powers of Dionysus' children are connected to those of Demeter's children. They promote the growth of vegetation (such as vines), especially wine grapes. Furthermore, children of Dionysus are able to both cause and cure insanity, as their father is the god of madness.
* Children of Hades
The power of Hades' children is greater than most demigods due to their father's status as one of the Big Three. As demigods of the Underworld, Hades' children have control over all that is subject to his kingdom beneath the earth. In particular, their geokinetic abilities surpass those of Poseidon's children. They can also have control of gems because they are beneath the earth.
* Children of Iris
Even though they do not have extraordinary powers, the children of Iris are exceptionally skilled as artists and communicators. Some chilren of Iris may or may not be able to manipulate light or rainbows.
* Children of Hypnos
The children of Hypnos are powerful yet underestimated demigods, possessing an intimate control and knowledge of their father's domain and the metaphysical world respectively.
* Children of Nemesis
Nemesis' children have no known powers but they are loyal to allies and merciless to enemies.
* Children of Nike
Nike's children are highly competitive and intensely driven, causing them to excel as both athletes and fighters. They probably win in things that rely on luck as their mother is the goddess of victory
* Children of Hebe
Like Iris' children, Hebe's offspring do not have any incredible powers but they do possess an ever youthful appearance and are noted for being exceptional social workers.
* Children of Tyche
Although they can be random and unpredictable demigods, Tyche's children have an uncanny penchant for both success and survival. Her children love games of chance, but don't ever bet against them, because they have an uncanny ability of winning when it seems unlikely. They always seem to somehow always come out ahead.
* Children of Hecate
Hecate's children are powerful demigods and are the only demigods who can truly cast magic. Children of Hecate are able to utilize all ranges of magic, sorcery, and witchcraft. Some may have the power of necromancy.
* Children of Boreas
Boreas' children have complete control over the cold and influence over the air as their father is one of the four winds.
* Children of Bellona
Children of Bellona have skills related to those of Ares' children in that they are natural weapon experts and fight well in battle.
- Dyslexia: When reading texts in english or other modern languages, they usually see the "words flying of the page" and creates other words. For example, arithmetic could be read as tahricietm or something similar. This is a result of their brains being hard-wired to interpret Ancient greek, and not english.
- ADHD: The demigods being labeled ADHD is actually signs of their heightened senses and their natural aptitude for battle. It also gives them greater battlefield reflexes and the ability to see where the opponent will strike due to the tensing of their muscles. In a real fight, this will keep them alive while one without the ADHD-label would be killed.
Camp half-blood is a Greek demigod training facility. The camp has a magical border, ensuring that no monster can get into the camp. It's described as being the only safe place for the half-bloods.
In the camp, the half-bloods live in cabins, one for each god, but there's also cabins for sons and daughters of minor gods and goddesses as well. They all eat together in the dining pavilion, and train in the archery field and sword-fighting arena. They have a climbing wall with lava for training, an smphitheater, stables, an armory, and the Big House.
On the camp there were originally 12 cabins (Zeus, Hera, Poseidon, Demeter, Dionysus, Hermes, Ares, Athena, Apollo, Aphrodite, Hephaestus and Artemis), but lately there have been cabins added for minor Gods/Goddesses as well.
The camp borders
The camp borders are designed to keep lots of things out of the camp, for example mortals, monsters, bad weather etc. The only ones let inside are campers, satyrs Gods/Goddesses and monsters who are given permission by the campers.
The dining pavilion
This is where the campers eats breakfast, lunchand dinner. The food served is primarily a diet of grapes, cheese, bread, and extra lean, nymph-cut barbecue, and you can ask for whatever you want to drink. Each cabin have their own tables, and the campers are not allowed to sit at other tables than their cabin's. The tables are covered with a white tableclothed fringed with purple. A bonfire is located in the middle of the pavilion, and it is lit during the dinners. At the beginning of each meal, each cabin takes turns of going up tp the fire and dropping a shareof their best food as an offering for the gods (who likes the smell).
This is where the campers gets their weapons. It's a big metal shed around the side of Athena's cabin. It has a large collection of swords, spears, clubs and shotguns. Every camper gets a weapon, but Hephaestus' cabin makes their own weapons.
There are white marble lining walls stained with soot. Chimneys on the roof pump smoke over a gable with carvings of gods and monsters. The forge is located at the end of a stream, with waterwheels spinning bronze gears. Always, campers hear machinery working, fires crackling, and the sound of hammers against metal. Inside are tables full of projects and weapons. Hephaestus' hildren are often, or always, working in the forges.
The woods are where the dryads live and monsters were stocked. It is known as a dangerous place, and no one should ever go there unless they were ormored or with a companion. The campers play capture-the-flag in the woods every Friday, and sometimes hunt for monsters to fight as training.
The Big House
This is where the activities director lives.
The camp has several traditions derived from its Greek roots. Winners and victors are given laurel wreaths and are paraded around the camp. More poignantly, anytime a camper goes on a quest, their siblings/cabin mates weave them a funeral shroud in case their sibling does not survive - if the camper has no siblings, another cabin may volunteer to do it. Should they return victorious, they get to burn the shroud.
But the most prominent tradition is the camp beads. At the end of every summer session, the senior counselors vote on the biggest event of the summer and paint it on the bead. The bead is placed on a necklace and given to every camper.
Head counselors are demigods in charge of their cabin as well as all their siblings (if they have any as some cabins have only one person) at Camp Half-Blood. They choose their activities, go to war counsels, lead them to meals, and do cabin inspection. The role of head counselor is automatically given to the eldest demigod, but if a younger camper has completed more quests, they can challenge the head counselor and have a duel with them, and whoever wins becomes head counselor.
- Relationships between characters are allowed and encouraged, but keep smut under spoilers.
- No god-modding
- No invincible characters
- Character can be demigods or any other kind of specie, as long as it is not a god, monster or anything not found in reality/Greek myth
- Activities director will be giving out quests and missions. If your character want a quest, ask the activities director
- Quests and missions should contain 3 to 5 participants
- Characters have to do other things than missions, missions will not be handed out often.
- If you want to leave the RP, please make sure your character isn't interacting with anyone or in the middle of something, and tell me either in the OOC or in a PM
- Put Olympians in Garamond (font), and colored yellow under your character sheet so I know you've read through the rules.
* - Only if your character is a demigod
*Cabin - If your character is claimed, your character will live in the cabin dedicated to that god(dess). If not, they will live in Hermes' cabin until being claimed.
** - Either a picture, or be as descriptive as you can
Posted 13 Feb 2013Last class ended for the day. It didn’t matter a year had passed, Azumi still missed Ariya, her childhood friend, who had been marked and moved to the House of Night. Azumi coughed again, seems she was getting sick. She had been coughing the whole day. School was over and she went to her locker, packed her bag, and went out to the car that was waiting for her. Her parents had gotten someone to pick her up again. She continued coughing as the car drove towards her home.
When she got out from the car at home she got changed in her room, then went to visit the horse. She spent some time with it, before making it ready, then leading it out to ride for a bit. She saw him as she got out from the stable. The vampyre tracker. He stood under a nearby tree. Then he pointed at her, and spoke. "Azumi Kimura! Night has chosen thee; thy death will be thy birth. Night calls to thee, hearken to her sweet voice. Your destiny awaits you at the House of Night." As he said it, Azumi felt a pain in her forehead, and everything went black.
But she wasn’t out for long, minutes later Azumi woke up. She sat up in the grass where she had collapsed, and rubbed the forehead where she earlier had felt the pain. It was a bit sore, and she realized she must have been marked. Putting the horse back where it belonged, and coughing taking of its saddle and reins and putting them at their place she then got inside. Just inside of the door, she called "Mama!" before coughing again. Her mother came rushing as fast as she could in the kimono. This was where Azumi differed from the rest of the family. They loved the Japanese culture, she the western (cowboy) culture. "What’s the ma…? her mother started, before seeing the blue crescent moon in her daughter’s forehead. "You’re marked. Azumi nodded, coughing. By now it felt like she was going to cough up her lungs. "I have to move to to the House of Night." Azumi said, and got the answer "Go and pack what you need. I’ll ask your brothers if anyone would like to drive you there."
Her mother left, and Azumi went into her room to back her bags. It took her a few hours to (with help from her oldest brother) choose what she needed and what she could leave, but finally they were in the car. It wasn’t far, but it still went faster to take the car. A woman was at the gates to the school, wearing sunglasses despite the sun having started to set. Her brother helped her to carry out the bags, and then left.
Shekinah prepared the last for the new student that would be arriving soon, then put on her sunglasses and went out to the gates leading to the school. The sun was setting, meaning it was not too bright light outside, but it was still painful for vampires, and even fledgling’s eyes. She hadn’t been by the gate for long when the new student arrived. She helped her with the bags up towards the school. "Welcome to the House of Night." She said, "Now, when you are beginning a new life, you have the ability to start from the beginning, even to choose a new name. Anything that comes to mind?" "Ayame. I want to be named Ayame." Azumi answered, and Shekinah smiled. “Anything as a last name?" Thinking for a second, Azumi, now named Ayame, asked if it was possible to be without a last name, as she couldn’t think of anything. Shekinah told her it was totally fine, they had had other students thinking like that as well. They arrived at the girls dorm, and Shekinah said "Classes start at eight PM and end at three AM, meaning first class will start in around two hours. Teachers are available until three thirty A.M. to give students extra help. The gym is open until dawn, the exact time of which you will always know as soon as you have completed the Change. Until then dawn time is clearly posted in all the classrooms, common rooms, and gathering areas, including the dining hall, library, and gym. Nyx's Temple is, of course, open at all hours, but formal rituals are held twice a week right after school. It seems overwhelming now, but you'll catch on quickly. And your roommate will help you, as will I." she said as they walked through the dorm, and then finally stopped outside a door. "This is where your roommate lives. She should be waking up im a few minutes, but you can sneak inside and make yourself at home." She said, and quietly opened the door.
As Shekinah opened the door, Azumi quietly got inside and put her things on the empty bed inside. Then she sat down, and gasped as she saw who was in the other bed.
Posted 9 Feb 2013“Merry meet, fledgling. Welcome to a new life, a new world, and a new you. Welcome to the House of Night!
This might seem like a scary time, Fledgling, but never fear! As you start your journey through the ancient halls of the House of Night, this indispensable handbook will aid you in your transition from human to fledgling. Within these pages you will find invaluable information about the history of vampyres. You will also come to a better understanding of your body’s transformation, as well as read words of hope from great vampyres of the past and learn essential foundations of rituals and lore. Now, Fledgling, read on. A new life awaits you; your path to that magickal future begins here!”
The Change is the phyiscal transformation that turns a fledgling into an adult vampyre. The Change begins in a fledgling's body as soon as they are Marked. The Change is a comlex thing. Some fledglings even die during the process. A Change-related death is explained as a fledging's body "rejecting the Change". There is no stopping a rejected Change, and the doomed fledging drowns in their own blood and bodily fluids.
During the Change, many phyiscal aspects about the fledgling change. Among them are:
* The ability to feel cold – Vampyres are much less sensitive to cold than humans.
*Increased sensitivity to light – The vampyres can go into the sun, but it is really painful for their eyes.
*Bloodlust in older fledglings – The sixth formers develops bloodlust. It is, however, forbidden for fledglings or vampyres to drink from humans or fledglings of vampyres. But to decrease the bloodlust, the fledglings can drink from each others.
*The ability to Imprint a human - An imprint can happen between a human and a Vampyre, Vamp and Vamp, Vamp and Fledgling. It happens when a Vampyre drinks the blood of a human, as this is a very sexual experience. An imprint becomes stronger the more times they drink. The two who are imprinted become very close and can feel each others emotional and physical pain, and feelings. Imprints are painful to break, and can sometimes wear away over time due to loss of contact, but if they arent broken they last till one of the imprintees are dead.
On adult vampyres, the crescent moon tattoo on their forehead gets filled in, and the tattoo grows to a beautiful tattoo framing their eyes. The tattoo usually depicts something related to the vampyre's personality (for example the teacher in equestrian may have horses in her tattoo).
A fledgling's body may reject the change from human to vampyre. For fledglings to survive the change, they have to be close to mature vampyres, as well as be of good health. However, their bodies may also reject the change without there being an obvious cause.
One out of ten fledglings on average do not make the change. Some even die in their early third former year. Those who do not make it, begin to show the signs quickly and easily. The first sign is a cough, and then several more coughs, each one worsening until at last they catch the attention of everyone else. At this point, it is noticably heard by everyone in a room and then the fledgling begins coughing up blood. Coughing, spitting and hacking as blood continues to pour out of every orifice: mouth, ears, nose, eyes, etc until the fledgling dies minutes later. Their body has rejected the change. When this happens, principal/high priestess gives the dying fledgling a vial filled with a liquid comparable to milk in color, which helps lessen the pain.
The House of Night is a finishing school where fledgling vampyres go while they make the change after they have been Marked. It is very much like a high school or college wherein they have four levels (classes) before the fledglings complete the change/graduation into an adult vampyre. When entering the House of Night and their new life, the fledgling have the oppertunity to change to a new name if they want to.
* The Third former is the first level of training and the subordinates that fall into this 'grade' wear the symbol of the Labyrinth of Nyx, where the fledgling begins their arduous path of Night.
* The Fourth former is the second level and is marked by the wings of Eros, and reminds the fledglings of Nyx's capacity to love, and the wings symbolize their continuous movement forward.
* The Fifth former is the third level of training and is marked by Nyx in her chariot capturing the stars in her wake, with the chariot symbolising the fledgling continuing on Nyx's journey. The stars represent the magic of the two years that have alraedy passed.
* The Sixth former is the final level of training for fledglings is marked by the silhouette of the Fates, the three daughters of Nyx and keepers of destiny and Atropos holds up a scissors, symbolising the end of school, or for the unlucky ones, the end of life.
* Professors wear the symbol of the goddess cupping the moon
Example of subjects at the House of Night
Trackers are adult vampyres who are chosen to mark young humans into fledglings.
When a human is meant to be marked, a tracker becomes aware. First, their spiral labyrinth tattoo on their right palm will begin to burn and look raised, like a brand. Then they will be hit with a uncontrollable compulsion to get to the place, time, and name that gets put into their minds.
The human is tracked down, and the tracker raises their finger at the human's forehead and says the incantation :
" [person's name]! Night has chosen thee; thy death will be thy birth. Night calls to thee, hearken to her sweet voice. Your destiny awaits you at the House of Night."
They are then marked with an unfilled crescent moon tattoo in the middle of their foreheads, which is sapphire blue.
Nyx is the goddess of all vampyres and night, in the House of Night series. She is the personification of Night and is known by many names including Gaia, the name of the Earth Mother. In vampyre history, Nyx has been worshipped by all vampyres as the goddess of night since ancient times by means of rituals such as the Full Moon Ritual, held in her honor each Full Moon. There is a temple dedicated to her in every House of Night. Vampyres also honor her by living in a matriarchal society, where women have the rule, but men are honored and respected as guardians and companions.
Once Nyx has given a fledgling or vampyre a gift (called an affinity), she never takes it back. Those who are given such abilities often excel in society, becoming high priestesses or warriors. Nyx's greatest gift for her children, though, is free will.
Affinities are gifts that fledglings at the House of Night recieve. These gifts stay with them if they complete the Change. Some examples of the types of gifts are Controlling Elements e.g. Earth, Water, Fire, Air and Spirit, Cats, and Visions of tragedies.
However, as affinities are rare, I will have a limited amount of gifted fledglings/vampyres.
Rituals at the House Of Night
A ritual begins with calling all the elements: Air, Fire, Water, Earth and Spirit. Whoever is leading the cermony will speak and call these elements to the circle by normally lighting a candle which is representing each element. Normally a yellow one for air, red for fire, blue for water, green for earth and purple for spirit.
Next, wine is passed around the circle for each to drink and then after the circle is closed, by thanking each element and sending it away. The leader will close the ceremony by saying "Merry meet and merry part and merry meet again."
The Dark Daughters and Sons is an organization of the House of Night. Only the most gifted and talented "premier" fledglings are chosen to be part of it. The most gifted fledgling is made the leader of the organisation and is chosen by Nyx. The leader of the organisation is considered a High Priestess in training. The organisation's symbol is the symbol of the Triple Goddess, two back-to-back moons against a full moon. The organisation's leader wears a silver pendant of the symbol which is encrusted with garnets and is mentored by the school's High Priestess.
Sons of Erebus
The Sons of Erebus are male vampyre warriors devoted to protecting other vampyres. They are named after Nyx's consort Erebus.
Posted 18 Jan 2013
I got the game in a christmas present, and immediately fell in love with it~
Is there anyone else out there playing? Here's a thread to discuss everything about the game.
Posted 6 Jan 2013"Where's that new lad, anyways?"
The sluddering came from the redhead on Zael's right side. Syrenne was drunk again. "I don't think Syrenne should be doing any talking tonight... Zael, you can take care of it, right? I mean, since you were the one starting out with Dagran in the first place after all..." Mirania said from the other side of the table. Dagran, the leader of the group, were away and negotiating with potential employers. "Sure, I'll do it." Zael said, and Syrenne brightened up. "Good, and now when that is taken care of," she said before shouting to the man in the bar "Oi! Barman! Get me another drink over here, eh!"
Syrenne, who soon got served another drink, was the only one of the people around the table that did not notice the boy that was approaching the table.
- Member Title:
- VO's goddess of the vampires
- 17 years old
- January 31, 1996
- You would like to know that, wouldn't you?
Listen to vocaloid, read, VO, draw (evem though I don't have any talent), writing scripts and daydreaming about my bf <3
Have recently started making vlogs for youtube.
- Favorite Producer/s:
- Akuno-P (mothy), Rerere-P
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