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In a room star star star star halfstar


 

The sign reads


"Welcome all new travellers.

 

To continue you must go through a series of doors.

 

After going through you will pick a costume. You will then become a half- human and half that creature.

 

After a week(100 mins a hour,20 hrs a day,10 days a week) has passed you may morph and get another costume. To start of with you will only be able to become 40% human to 60% human.

 

If you put on a costume you will then become that creature, be teleported to it's home town and have to wait a week before being able to morph.

 

After 50 costumes you may change into one of your other costumes and become 30% to 70% human. When changing costumes you must wait at least an hour before you can change costumes again.

 

100 different species/gender costumes allows you to gender-morph and become 20% to 80% human

 

200 different species costumes allows you to combine costumes and become 10% to 90% human

 

400 different species costumes allows you to return to your world with no more morphing

 

And 800 different species costumes makes a polymorph and allows you to morph outside of this world.

 

Also if you have a costume like a centaur then the human part will always be human and is counted towards the human percentage.

 

Any gender/species transformation magic of yours can only change your gender(if you have at least 100 costumes) and the animal part to a different animal.

 

When you change into a different costume (that you already have) you may teleport to that species home town but you will have the week penalty where you have no costume changes.

 

If you die while wearing a costume you will be reborn at the local inn (or appropriate location ). If you have more then 100 costumes you will lose the costume you had when you died and go to an appropriate place for your next costume.

 

If you fail to make it out in 100 years(100 weeks in a year) one of your possible forms will be chosen and you will be permanently stuck in that form(apart from magic) until you die. Also there will be no possibility of going back to your world.

 

Also, one final note: should you take a female form and become pregnant, you won't be able to change your gender until the child is born, though the other aspects of your form may change (the child will change to match.) That is all, and good luck!


You realise that you have to do what the sign said to do and go through the doors and grab a costume.

 



Alternatively you could use the key system to determine the room

 

Please type in a number 1 - 18

 

Number 1:
Number 2:
Number 3:

 







Illustrated by catprog

Written by Catprog on 11 February 2004

Normal Land star star halfstar emptystar emptystar


 

You go through the door.

 

All of a sudden it slams shut and with no handle on this side it appears that you are stuck.

 

There are two more doors however and both of them have a sign on them saying

 



Costume room for
Element: Land
Type: Normal
Gender: ????

 

So which door do you want




Illustrated by catprog

Written by Catprog on 26 February 2004

Female Normal Land star star halfstar emptystar emptystar


You go through the door.

 

All of a sudden it slams shut and with no handle on this side it appears that you are stuck.<P/>There are five costumes in this room, all of them female, all of them are normal land creatures.

 

  • Snake
  • <li><span class="female">Wolf</span></li>




Written by Catprog on 26 February 2004

Kangaroo star star star emptystar emptystar


You notice a furry pouch and stick it to your body.

 

Suddenly the fur expands and quickly covers your body replacing your clothes.

 

You look down remembering this was the female room and thus down there has changed.

 

You feel your new tail stretch out as your legs reshape into the powerful legs of your new form.

 

You feel your ears go pointed.

 

You feel a change up in the chest area as it grows to a decent size.

 

You feel your inside turn to liquid and reshape and you are done.




Illustrated by dragon-storm

Written by catprog on 18 December 2007

The Dark Mists star star star emptystar emptystar


The room fades around you and you appear in a camp.

 

"Welcome newcomer" a male roo says.

 

"This is the staging camp for expeditions into the mist"

 

"It is says that great treasures lie in the darkness but great danger as well"

 

"Our last group came back saying one of it's members had found a dragon costume but she vanished as soon as it was put it on."

 

"If you want you can get some training and go on one of them yourself"



Written by catprog on 08 February 2008

Traning star emptystar emptystar emptystar emptystar


You spend time training and after a week you are told that you are ready.

 

Then you get told that you need to wait 7 days before your next costume.



Written by catprog on 09 August 2008

Leaving Camp star star star star halfstar


You decide to set off as soon as your training's done. It might take you seven days just to find a costume, for all you know, and you're starting to get bored at the camp.

 

You've had time to get used to your new body by now. Hopping seems far more natural than walking; you watch the non-roo members of the camp plodding along and wonder how they can stand it. You've learned how to balance on your tail and live on a diet of vegetables. (Why did you ever eat meat? Yuck.) Being a kangaroo seems natural. It's getting hard to remember what it was like to be human.

 

In their spare time, other people at the camp have taught you about exploring the mists. An otter explained how to navigate through the strange landscape, though you haven't actually tried it yet. A mare gave you advice on foraging. Practically everyone in the camp talks about fighting; it's impossible not to pick up information on that. You're ready to go.

 

You pack enough supplies for several weeks - who knows how long you'll be out there? Now that you're an herbivore, it should be easy to find food, so you don't pack much of that. You limit your supplies to a small sword and what can fit in a backpack. If you run into something nasty in the mists, you don't want to be too heavily loaded to fight. The things you'll need to get at quickly - a compass, a lamp, pencil and paper, and a small knife in a leather sheath - you put in your pouch. You're glad that you ended up<span class="female">stayed</span> female when you put on the costume, if only for the free pocket. Kangaroos can't really wear pants.

 

You say goodbye to the friends you've made; they wish you luck, and you set off into the mists.



Written by Chrysalis on 21 November 2008

In the mist, you find... mist. star star star star halfstar


You're excited at first; you're bouncing off into the mists for the first time, on your own, facing mysterious dangers for equally mysterious treasure! This is the sort of adventure you only read about as a human! You're ready to take on anything that comes at you!

 

After an hour or two, you start to get bored. There is nothing in the mist. All you can see is the grass under your paws - thin, greyish stuff that doesn't look particularly appetising even before you jump on it. You hop along less eagerly than before. The ground goes up and down, up and down, and remains exactly the same.

 

No one's sure exactly what the land in the mists is like. It seems to be different every time. The otter who taught you navigation once set off due west and immediately reached a lake; he swam across it, having all sorts of adventures in the water that he never tired of retelling to everyone at the camp. A few months later, he went due west again and came to a mountain instead. The land seems to change when no one's watching.

 

You're just thinking what rotten luck it is that it decided to be boring this time, just for you, when something looms out of the mists up ahead.



Written by Chrysalis on 21 November 2008

Up, Around, or Across? emptystar emptystar emptystar emptystar emptystar


The thing just looks like a large rectangle at first, but you can see more details as you get closer: mortared stone, narrow windows, a single arched door... It's a tower. What a single tower is doing out here, you don't know - it doesn't seem to be connected to anything else. It's impossible to tell how tall it is. You can see two layers of windows from where you are, but everything above that is lost in the mist. The doorway is a dark hole with no door in it. When you stick your head inside, cautiously, you can see faint grayish sunlight coming from above; the top is open to the cloudy sky. Nothing breaks the circle of light but a few rotting boards. If there's anything at the top - wherever the top is - you can't see it from here. The splintered ends of a spiral staircase protrude from the wall, but even your jumping abilities might not be enough to cross the gaps between the steps. No one has used this place in a long time.

 

You step back outside, take a few steps to the right, and nearly fall off a cliff.

 

The ground ends about a foot away from the tower. Fog swirls below your feet as you lean gingerly over the edge. It's impossible to see how high you are, so you look around for a nearby pebble and kick it over the cliff. It's about two seconds before you hear a splash.

 

There's water down there, then... or some other sort of liquid. You contemplate jumping in to see, but there's no telling if you'd be able to get out again.

 

As it turns out, you don't have to. A few hops farther along the edge, you find a wooden drawbridge stretching away into the mist. You can't see the other end. The chains supporting the bridge are old and rusted, covered with moss, but the bridge itself looks surprisingly new. The boards seem almost freshly cut. When you look closely, you notice that the end of the bridge rests on top of the thin grass that covers the ground. The tower may be abandoned, but someone has lowered the drawbridge recently.



Written by Chrysalis on 10 August 2010


The end (for now)
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