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  1. 48 points
    supernal

    Valucre: An Overview

    Back to Topics Estimated reading time: ~4 minutes Year 18,598 World Time | 598 World Time Abbreviated Plot Valucre is the story of your characters and how they interact with other characters in the world, whether those interactions are epic tales that span the globe or the intimate dramas of everyday life in a local town. What you decide to write, the actions you decide to take, can have as much or as little impact on your personal storyline and on the surrounding world as the effort you choose to put in. Knowledge about Valucre by its inhabitants should be taken as mythological rather than empirical. This means that what a people believe may not actually be accurate, and is subject to ongoing interpretation, debate and modification. There is no indisputable theory for how the universe came to be. Instead there are dominant and recessive theories, myths and worldviews which vary depending on where you are and who you ask. The World Valucre is twice the radius of Earth and, like Earth, is made up mostly of water. For simplicity's sake, Valucre has similar seasons, weather, atmosphere, flora, fauna, etc. Valucre's creatures are also open by design, meaning that while nations may have their own bestiary index, their own unique creatures or versions of existing creatures, players are not limited to these and can create their own as long as they adhere to mild powers. Despite a high level of scientific understanding among its people, the presence of magic has confounded efforts to get an accurate measure of the planet's age, and has complicated cartography and archaeology for eons. Different nations may keep different calendars for religious or cultural reasons but also keep track of a universal World Time. The universal calendar shared throughout the nations indicates that Valucre is in its 18,597th year World Time (WT). Colloquially this is referred to as 597 WTA (World Time Abbreviated, cutting off the millennia digits). For simplified timekeeping purposes, Valucre advances at a rate of 1:1 with the real world, usually in June. The Nations Continents and territories tend to favor a major theme while also participating in the shared game space. This means that while one location on the planet can be high fantasy (like Orisia or Alterion), another can employ magitech and airships (like Terrenus and Genesaris), and another might favor futuristic scifi (like Renovatio). Because of the complex interplay between magic and technology it's difficult to say that one nation is more 'advanced' than another since different means can be employed to similar ends, though that doesn't stop different kingdoms from trying. Keep in mind that these descriptions are not meant to isolate one setting from another and that your character can travel freely between each location, having to surpass obstacles magical and mundane. Also keep in mind that settings have a general theme but are not restricted to that theme. Considering these continents occupy the same world, expect to see some truly odd and wonderful sights. 'Fast travel' is a common plot device; you don't have to play out the travel between locations. To learn more about a location click on the name, and if you have questions visit the Ask Me Anything (AMA) of the location. Language The following is meant to be descriptive rather than prescriptive. This means that you can use it as a stylistic guide to your writing, rather than a rigid formula you have to follow to be accurate. Don't expect things like etymologies and expressions to perfectly match; don't expect to have to write in these languages Unii sounds like Russian. Unii is a constructed trade language designed to bridge communications between people who do not share a native tongue. It is employed most commonly by entities with international dealings, such as trade, diplomacy and criminal enterprise. Terrenus sounds like Spanish Genesaris sounds like German Renovatio sounds like Latin Alterion sounds like Mandarin Terrenus| AMA | Quests | Artifacts Major themes: science fantasy - religion (Gaianism) - birthplace of magitech Board Leader: supernal and desolate Geographic standout feature: Deepest body of water; Ponkapoag lake Genesaris| AMA | Quests Major themes: high fantasy - modern elements - birthplace of airships Board Leader: King Geographic standout feature: Largest desert Orisia Major themes: traditional fantasy - vampiric queen and population - local magic interferes with advanced technology Board Leader: Pasion Pasiva and King Renovatio Renovatio lies between Genesaris and Terrenus and is made up of multiple territories. Renovatio (kingdom) | AMA | Quests Major themes: futuristic scifi - floating landmass 3.7 miles in the air - airship hub Board Leader: Aleksei Geographic standout feature: Largest volcano Alterion| AMA | Quests | Artifacts Major themes: sci-fi - dark horror - birthplace of combat alchemy - home to the Crystal, a being worshiped as a god Board Leader: paradigm and Syncopy Geographic standout feature: Largest canyon The Vortex | announcement This is a gateway into what is commonly referred to as "the infinities of the spirit world", a portal which leads to endless realities and dimensions and through which come travelers from far off worlds. It can deposit you anywhere on the planet, not just near itself. Alternative Not a part of the canon world of Valucre. Alternative is where members can go to host roleplay that wouldn't fit in the world of Valucre. Roleplay that takes place on other planets, on modern-day earth, or that surpass the mild powers limitations of Valucre can be hosted here. Roleplay here must still abide by the code of conduct. As of the introduction of the vortex, characters can freely travel from Alternative to Valucre, and must adhere to the rules of the local realm. Magic and Technology Valucre is a fantasy setting where magic and science have evolved separately but in parallel. This results in areas which vary drastically from one another. In a single nation you can have locations where people use coal and oil, other areas where they use steam and electricity - one area where magic is sacred and divine, and another where it is used for convenience, or doesn't exist at all. You can read more about the laws of magic in its dedicated article. The laws are open by design to allow members to use any ability or system they please, as long as those things adhere to mild powers; actions that observe the laws are considered as having canonical backing. Board leaders may have local systems which will override or supplement the universal system. Like any system, the laws are a 'living document' and subject to change. Back to Topics
  2. 35 points
    supernal

    Terrenus Landing Page

    Terran Calendar: The current year is 30 AO = 598 WTA. All new threads happen during the current year unless otherwise stated by the creator. Setting elements cannot be ignored or manipulated City maps are guides and not authoritative sources ✪ = City | ✦ = Landmark | ✿ = Independent territory ✪ Ignatz ✪ Casper (Primary sea port) ✪ Martial Town ✪ Last Chance (Secondary sea port) ✪ Hell's Gate (Primary sky Port) ✦ Langley Keep ✪ Blairville (Secondary sky port) ✦ Biazo Isle | Bi'le'ah | ✪ Aspyn ✦ Weland Gorge; Day River ✪ Dougton ✦ Scudder Forests ✿ Selemath ✦ Hills of Noddendody ✦ Blue Hills ✦ Moonwood ✦ Ponkapoag Lake | Gaian Academy; Haunted Glen ✦ Timber Creek ✦ Great Pine Barrens | No Man's Land; Witch's Cave; Herbie's Bed; Peaceful Woods ✦ Forgotten Wood ✦ Black Ridge ✦ Hidden Valley ✦ Dark Forest | The Cedars ✦ Forbidding Hills ✦ Shawnee Glacier ✦ The Wastelands | Badlands; High Desert; Dead Peaks ✦ Blaurg Mountain ✦ Coconino Marsh | Labyrinth Forest; Coconino Creek ✦ Hills of Lost Hearts ✦ Barnstable Coast ✦ Southern Sea ✿ Predator's Keep ✿ Amalia ✿ Yh'mi ✿ Taen | Ursa Madeum ✿ Norkotia ✿ Coth | Temple City ✿ Chesterfield | Aligoria ✿ Nesthome | Anima ✿ Everrun Announcements Newer information at the top; keep up with the latest in the Updates thread. During the events of Civil War - Phase 3, a number of those factions which established themselves in the Wilds have grown in size and successfully established sovereignty over their lands. Notable stewards of their respective regions are Chesterfield and COTH Breaking news from the Symposium Against Doom - body snatchers and volatile loci Visible to the entire continent, the sun burns green for ten minutes. During the events of the Civil War - Phase 2, a number of different factions have established themselves in the greater Wilds of Terrenus and are poised to become enclaves with sovereign leadership. This has added new territories to the map: Aligoria, Chesterfield, Everrun, COTH, Temple City, Nesthome, Anima. Due to the events of the Civil War - Phase 1, transportation across the nation of Terrenus has been crippled and magical availability has been concentrated in the Shawnee Wastelands. Geography Located in the north-east of planet Valucre, Terrenus is approximately twice the size of the North American continent and has a citizen population of approximately 300,000,000 (three-hundred million) as of 24 AO. Climate A dense arcanosphere has resulted in sections of unpredictable climate and terrain. The fluctuating levels of magic also lead to random side effects on plant and animal life, and has been noted to render gunpowder unreliable in greater Terrenus (this is meant to prompt creative alternatives to basic firearms). The tip of Ponkapoag Lake will be used as the central marker for description purposes. The area enveloping Ponkapoag Lake and Coconino Marsh is characterized by warm, dry summers which average 66°F with low precipitation and cool, wet winters which average 25°F and moderate precipitation. Evergreen and deciduous trees, fig, walnut and citrus trees, and bay rosemary herbs thrive in the area. North of the central marker the weather increases sharply in temperature and vegetation becomes sparse as grassland and forest biomes turn into desert, which average around 100°F with pronounced dry periods. The desert biome is expansive but is at its north-eastern section is abruptly interrupted by arctic tundra. South of the central marker, the climate features warm summers and cool winters with a narrow annual temperature range. There is no dry season in this section, precipitation ranging from moderate to heavy, and the forests are temperate, especially in the Great Pine Barrens. In Amalia, Ursa Madeum and Biazo Isle, year round temperatures are consistently a humid 75°F and are dominated by precipitation, especially during monsoon season. Flora and Fauna Terrenus has plant and animal life recognizable to most characters, such as: flowers, trees, dogs, horses, crabs, salmon, etc. and so on. In addition to this standard there are a number of animals and plants unique to Terrenus. You can read more in the Terrenus section of the Terrenus Creature Codex, the Terrenus's Herbology Index and Herbalism 202. Note that users aren't limited to what's included in the present material and are free/encouraged to come up with plant and animal life as long as they adhere to the Mild Powers rules. Users can also make bestiary submissions if they want to formalize information about their creations and make them available for public use. Cities, Provinces, Territories Terrenus has ten megacities (originally 12, two have been lost to major ruin or a shift in politics) and numerous disparate villages, towns, baronies and lordships around the nation. The major cities are population dense and, thanks to magi-tech introduced with Odin Haze's sweeping regime, vary wildly in setting and tone. Outside of the major cities the Terrenus wilderness is mystical, savage and untamed. It is not uncommon for the citizen or amateur adventurer striking out on their own between the cities to find death as to find fortune. Culture Terrenus Quest Index Terrenus Artifact List A citizen living within one of the megacities is literate, adequately versed in magical theory to make use of Terran magi-tech, is aware of common metaphysical phenomena (ghosts, rituals, telepathy, charms, hexes, etc), and is often capable of using magic as a result of scholarly pursuit and understanding. A native from one of the towns or villages is less likely to be literate and have empirical insight into arcana and magical phenomena. Instead, their knowledge of ability to use magic is a result of hereditary traditions and cultural myths. Their understanding of magic is intuitive rather than logical, making them more susceptible to charlatans and superstitious fears. But, with generations of experience springing from tradition, the villages produce more young people capable of wielding powerful, ancient magic. A Terran from any part of the nation tends to be physically robust due to Gaian religious practices and Terran diet. They have a special love for music, having considered music the universal language before they discovered mathematics and magic, and as a consequence also enjoy indulging lavishly in food and dance. Terrans celebrate not just their history, but their art throughout their ages as well. Language Terric is the primary language of Terrenus. It is spoken in all megacities and most towns, though becomes rare in isolated villages and islands, where a pidgin form of modified Terric of varying names (Terril, Terrin, Terrie, etc) is usually the norm. Terric's primary dialects sounds like Spanish (users should treat this as a plot device and are not expected to learn how to write Spanish). Other dialects sound close to Romance-influenced language, such as Italian and French, but will also deviate into Germanic-influenced languages. The rarest language in Terrenus is Oldspeak, which is practiced by less than 1% of the population. The language requires line of sight and has no verbal components, instead communicating complete ideas between speaker and receiver. Magic The Terran federal government has published a white paper on the Terrenus laws of magic, an authoritative perspective on the laws, principles and terminology of magic as they apply in Terrenus. Also note that with events between the Wastelands and Shawnee loci during the Safeguard riots, magical availability in Terrenus has been reduced everywhere except the new boundaries of the Shawnee itself. Religion Gaianism: Quick Reference Guide Bible of Gaia The Gaian Church Gaianism is Terrenus's major religion, constituting approximately 70% (down from 79%) of the total population. Gaianists consider nature, the universe, reality, magic and mathematics to be mortally comprehensible expressions of an inconceivable deific form. Gaianism advocates peace but not blind pacifism, leaving violence as a final solution and a mechanism for self-defense. The notable exception of this rule are Unnatural (any offspring of dark necromancy, such as vampires, zombies, liches, and occasionally Outsiders). Gaians attack Unnaturals on principle unless the Unnatural has taken pains to prove themselves righteous. The Cothic church is a small but growing religion, numbering approximately 5000 faithful. The Cothic religion was born in Coth, in the land between Dougton and Blairville. The Cothic church is a breakaway sect of mainstream Gaianism with worship of a new deity and populist ideals. The Cothic church seeks to underscore the weakness of any mortal being aspiring to power and instead advances taking up a permanent covenant with the Cothic god. Technology and Development Technology in Terrenus is highly advanced, arguably some of the most advanced on the planet. Although this fact not immediately grasped by foreigners accustomed to development in the form of electrical and mechanical contrivances, Terrenus is the historical pioneer of magi-technology on Valucre, democratizing and automating a great deal of otherwise obscure and hidden knowledge. Terran tech is rooted in cores of abstract knowledge, interlacing philosophy, natural and conceptual science, and magical theory to pioneer the current paragon of magi-tech in Valucre. Terrenus has sentient golems where another country might have "robots", rock satellites powered by runes and divination lattices, and crystal-based tactile computing systems instead of console based computers one might find elsewhere. In this sense "technology" is something learned and understood rather than picked up and used. For this reason education, especially developmental and postgraduate education, is of vital importance to the government. The newest generations of children show an adept knowledge of magical theory, a strong grasp of complex mathematical concepts and explore unconventional modes of thought. Like with telecom availability (see below), technology and magi-tech is the most advanced in the cities and attenuates as one goes into towns and then villages. Communications General Information Following the introduction and proliferation of magi-tech in Terrenus, economic concerns shifted to prioritize three new markets: Energy, Information and Transportation. With the explosion of communication methods, primarily in the form of crystal storage devices and photonic relays, came the immediate concern over authentication (assurance of claimed identity), integrity (assurance data has not been altered), and confidentiality (assurance that none but specified parties can read a piece of data). To those ends, Terrenus also pioneered the fields of encryption and hash algorithms, non-repudiation practices with digital signatures, and now with the advent of the Crook, the Public Encryption Cipher System (PECS) to allow civilians and citizens the same capabilities. Military technology and ciphers are known to be highly advanced, though private and public technology is catching up as corporations invest in the Information market. Terran military-grade communication systems use quantum entangled encryption to prevent interception. Systems create entangled photons, beaming one half of each pair to the receiving system, and made secure because the "observer effect" will change the quantum state of the key pair. This would make any interception obvious and also would modify the key, making it useless. A notable outlier demographic to the conventional communication methods in Terrenus are those that are fluent in Oldspeak (.7% of the population), who are limited by line-of-sight but require no material channels for relay. Telecom Availability As with other gifts of the Empire, the most sophisticated technology and methods tend to exist in the megacities and attenuates as one radiates outwards towards the smaller, more numerous towns and villages. One notable exception are the twinned crystal relays created and distributed by the government to any signification population center. These allow for easy, long-distance audio communication between any parties with properly tuned crystal fragments and without the need for complicated training. These simple but effective radios have drastically reduced missing persons reports and increased cultural exchange. Villages: Tribes and villages use magical means to communicate where possible. Examples of this include telepathy, oneiromancy (dream-walking), divinatory practices with water, smoke and mirrors, and shamanistic practices like reading tea leaves and animal guts or bones. Where these means are not available, visual communications rely heavily on beacons, smoke signals, and flags and audio communications rely on coded drumbeats and whistles. Towns: Towns use copper and nth wires run over natural ley-lines, piggy-backing on their natural radiation to power the communications. With this method towns are able to communicate with equivalents to telegraphs and telephones. With the advent of Tia's faux-ton relay system, towns are now able to communicate with line-of-sight-limited laser communications at millisecond speeds. Cities: Communication systems in the megacities make full use of magical theory and the technological capabilities of the nation. Three-dimensional holographic arrays (holo-arrays for short) are used primarily for relay on politics, economics, weather, and criminal activity. These relay systems make use of the military satellites and are capable of radiation communication (radio and microwave). The World Fair introduced three new pieces of technology which greatly influence communications in Terrenus. The first is the LIES (Luminal Illusion Entertainment System), an immersive storytelling platform which is having a notable growth effect on the Entertainment sector. The second is the 'logical' Crook technology, which allows for the lossless interlinking of disparate crystal computing systems. This allows for the creation of ad-hoc, large-scale networks and what is being termed 'nebulous' storage. In tandem with The Storage Movement's efforts to digitize all written information, the Crook is widening information availability and increasing literacy. The third is the Faux-Ton, a materials transportation system invented by the Tia government which allows for the movement of objects at speeds many multiple that of the Lightning Rails, but limited by line-of-sight. Transportation Transportation varies between cities depending on their magi-tech saturation and biomimicry level. Below are standards found across the nation. Animal Propulsion Often used for inter-city travel. Often ridden alone or attached to a cabby. The maintenance and upkeep of a living transport makes this a largely inefficient form of inner city travel, but because a large percentage of a given city's population are short-term travelers from abroad (international foreigners, inter-city adventurers, non-natives that live elsewhere on the nation, etc), animal propulsion is still fairly common. A lot of infrastructure continues to supports this form of travel. Horses (ground), Imperial Drae (aerial) and Rider Dragons (aerial) are common mounts. Mechanical Propulsion Often used for inner city travel. Automatic wagons with steam-engines produced in Tia and gyroscopically rotating spheres with a stable core produced by Gaian engineers in Hell's Gate are the two most common examples. In densely packed city infrastructure, powered zip-lines are occasionally employed between buildings. Sea-ships and air-ships are common for travel around and between nations. Submarines, which Terrenus invented and introduced into the world as a counter to the Siren menace, are predominantly used to the military but are becoming more popular among wealthier merchants. Magical Propulsion Inter-city travel used to be served primarily via Rail and Gate, until consequences of the civil war combined with supernatural phenomena to cause catastrophic damage to both and bring them offline for several years. Tia's Faux-ton system is growing in popularity but has limited application until more pylons are built, able to serve only Tia and Biazo Isle at the moment. Lightning Rails - used to be magnetically propelled trains capable of traveling several hundred miles an hour. Currently offline. Tracks are used by slower, simpler, privately owned carts and trolleys for now. New - Rail services between Casper, Hell's Gate and Ignatz has been restored. Warp Gates - used to be stabilized portals and the only reliable method of teleportation in Terrenus. Currently offline. Faux-ton System - Tia patented technology that converts matter to energy to achieve subliminal travel speeds. Currently online but limited in presence. Government and Politics Odin Haze is recognized as the Saint of Gaianism and King of the Terran Empire. Odin's rule is one of enlightened absolute monarchy, and his administration embraces logic and expertise as the driving force for fiats and policy. The arts, sciences, education and social welfare all flourish under Odin's regime, a near polar opposite to the dark ages of King Levas and Zengi. Though Odin Haze rules Terrenus as a whole, the megacities under him are ruled over by individual regents that interpret federal law and administer local policy. Some are federally appointed, some are democratically elected, some are rulers by heritage; political states are a very fluid dynamic in the megacities. Each megacity also has a PeaceKeeper, a high-ranking military official to add balance and division of labor. There are also present in the massive Terran continent enclave baronies and kingdoms, which are independent governments. Examples include Taen, Predator's Keep, and Amalia. The Gaian Academy is a national research university located on Deepview Island, an inland island and part of the Ponkapoag Lake Archipelago. It is the premier education center in the nation, some say even globally, and has also begun to establish itself as a competitive research facility. Law Author's note: I don't have a full legal system written out and likely never will because the complexity of that endeavor doesn't interest me. In terms of what's legal reference real bodies of law for basics, so imagine that things like theft, assault, perjury, slavery, murder and so on are illegal. Each city has a local police force to operate within its limits and the military employs federal investigators who are able to enforce law anywhere in the nation. The Safeguard Act - Prohibits the use of unlicensed magic in specific cities. In each city there's a congress, which is made up of majority and minority leaders from each city. The majority leader is the elected official of a city (usually but not always), and the minority leader is usually the one who lost the elections but still represents a significant portion of the electorate. The king decides on issues which affect everyone. If regents are in conflict about any change, the king is the final word and can supersede any motion. The king also appoints chief of staff for various departments, such as the head of the military, the bureau of science, internal investigations, as well as determines who makes up the supreme court out of nominees put forward by the congress. In criminal investigations Terrenus law enforcement makes use of various forms of divination, in particular retrocognition and psychometry, as well as Gaian candles of truth and clergy to compel honesty. Each megacity has at least one maximum security prison to house the most dangerous local criminals, such as terrorists, political prisoners, the excessively violent or those with gang affiliations. With Terrenus penology skewing towards rehabilitation rather than deterrence or retribution and treating most criminal offenses as mental health issues, the megacities also have a larger distribution of minimum security prisons for non-violent offenders. Minimum security prisons populate the city at the ratio of 1:15 compared to libraries, hospitals, and schools. Terrenus also has one super-max prison in the Dead Peaks, aptly titled the Dead Peaks Prison. The Dead Peaks Prison is the most secure level of custody in the nation, purpose-built towards providing long term, segregated housing for inmates classified as posing a threat to national health (a classification that designates one a danger to people or life rather than to information or infrastructure) or international security risks. Recently the Dead Peaks Prison has gone offline with the loci event that saw the Shawnee Glacier covering most of the Wasteland. Terrenus exercises capital punishment nationwide for criminals that pose an unmanageable threat or show no potential for reform. Military Terrenus Military (Overview; Personnel; Assignments) Terrenus Military is made up of ~2% of the population (approximately 6 million). Odin Haze, as King of Terrenus, is also its Commander-in-Chief, exercising total authority over the military. Edward Brown (5-star General and PeaceKeeper handler) is Odin's right hand man and adviser, the highest military authority other than the King himself. He is involved in the day-to-day responsibilities of maintaining the military, government, and nation. The complex that stores and relays information, innovates military technology and strategy, and is responsible for national security is known as Central. Despite its name Central has no central location. It has a manifold presence throughout the nation, and those few offices that are permanently stationed and open to the public are often underground. Note that this enigmatic and transient nature applies to the most secure aspects of Central and do not apply to the various local agencies found in the cities such as Immigration, Sanitation, Education, local Law enforcement, and so on. The path to citizenship in Terrenus requires a 2 year service in the military (or ranking to Sergeant) and bestows the ability to vote for officials and own and pass down land. Foreign Relations In regards to foreign policy Terrenus is an autarky and practices a modified form of isolationism, declining to enter into alliances and international agreements, and generally attempting to make their economy as self-reliant as possible. Where Terrenus deviates from traditional isolationism is in their support of free trade, travel, and certain, limited, trade agreements with other kingdoms and nations. You can read more about Terrenus political relations in Terrenus Military - Allies and Enemies. Economy A large part of Terrenus's internal economy is dungeon based, with adventurers taking on the high-risk work of crawling dungeons for the high reward of prized cultural artifacts and items of power; although this has led to some legal conflicts regarding ownership of artifacts, these disputes are generally handled in the courts after the adventurer has been paid for his or her legal reclamation efforts. Some towns and cities pivot around this, specializing in crafted weaponry, armor, and healing potions. Others are known to offer tours through cleared levels of dungeons and vaults for tourists. Because the task of increasing the nation's food security was the first and foremost priority of the Haze regime, understanding that one cannot create if one is starving, Terrenus focused its considerable resources on agronomy and crafted several techniques and tools for high-yield farming. This has greatly increased Terrenus's ability to self-sustain without foreign aid even when its economy falls. Terrenus exports a great deal of utility (i.e. non-combat) magi-tech and magical and scientific knowledge to other countries, and supplements its national income with submarine exploration of natural resources throughout the large tracts of Valucre which are underwater. Terrenus's economic and market systems revolve around precious metals. Crystals and other minerals are valuable as spell components but are not fungible. Copper, silver, gold, and platinum are the most common precious metals traded and used for purchase. Value is determined by weight and type, not by design or origin, allowing travelers and immigrants from other countries to more easily integrate. 1 oz of Tin = .25 USD 1 oz of Copper = 2 USD 1 oz of Silver = 10 USD 1 oz of Gold = 50 USD 1 oz of Platinum = 100 USD 1 oz of Rhodium = 500 USD. Each metal currency comes in fractions as well, such as half-ounce and quarter-ounce coins. These prices are not an accurate reflection of real world costs. You can read more about special metals and materials in the Terrenus Materials List. Terrenus population demographics History Condensed Terrenus Timeline Major Historical Periods These events are from most recent to oldest.
  3. 23 points
    jaistlyn

    Bloodwatch Base OOC

    "United we stand, divided we will fall." Interest check: Roll12 rules Post summary to track things To keep easy track of things, write a summary at the bottom of your post. An example would be: (*Note: Monster players, do this for each of your monsters too! Name them as well, e.g. xxx A, xxx B, so it would not be confusing.) Posting order You can post multiple times, but you can only roll dice once per round. Extra posts can be used for narrative purposes. But don't put up spitfire posts! The round ends when everyone has posted, or when reasonable time has passed. You can post before the first monster post too, but that would be a narrative post, and you will still need to post again later for your attack. IC thread: Summary of everyone's positions and statuses: https://docs.google.com/spreadsheets/d/1w6oi2m7C7JDcY1iJE6R31ukrGqhX_Tsj8ZvqX46Pcao/edit?usp=sharing
  4. 21 points
    jaistlyn

    The Valucre Photo Album

    So, I didn't just want only generic wedding photos. We took the photos ourselves (using a tripod and self-timer, lol!), and I edited them myself! Some are actual locations shot at parks, and some are studio shots. It was a lot of effort, and I'm proud of the results. It's a cosplay of our Val characters, Dawen and Dyloceus ?(they're not a couple IC though haha) I knew @sorainvoked before I joined Val, but I still want to thank the Val community for giving us a chance to play with you all!
  5. 20 points
    The Hummingbird

    Whispernight Quests

    All quests are repeatable and subject to failure and success alike. You do not need to post for permission, just pick one and post! Have fun! Valinde The glorious city of Valinde was home to wealth and art unlike any other city, and it was also home to powerful magic. Tapestries of ancient historical events litter the floors of the ruined streets and roads, along with the remnants of small airships used for transportation and the carcasses of animals used for the same. Museums filled with priceless artifacts lie in ruin, but one holds more than just archeological prizes. A stopwatch that slows down time within a 10 foot radius and grants supernatural speed to the user lies in wait in this city. It is worn around the neck of a wailing banshee, whose cries invokes bad luck and death. Overcome her curse and remove the stopwatch from her neck and use it for your own devices- but be warned, the banshee’s cry is a dangerous thing to tamper with. There’s said to be more than one, but they lie scattered throughout the city’s towers. Talix-Egine A city run by gears, including a central gear that operated the entire city on a wheel of science and architecture seen nowhere else in Valucre. Home to more math and logic than magic, Talix-Engine’s near impenetrable headquarters that operated the entire city was overrun by doppelgangers and evil spirits. The city was in the end toppled. This ruin is one of the most dangerous, overrun with undead creatures that seek nothing but to destroy all that is left. Everyone who was gone here has died at the hands of violent geists. Led by a league of vampires wielding ancient, powerful swords capable of nullifying and reflecting magic spells, be the one to defeat the horde and free the city from the curse of Whispernight. Kuratel This leader in innovation left behind an airship filled with magically-enhanced rifles among a ruin of stone, steel, and dead bodies. Two dragons guard the city against intruders hoping to do good, one a Red Dragon and the other a Black Dragon. Both are lich lords and highly intelligent despite rotted brains, though they are more animalistic in nature and can barely talk. The airship was known as Heaven’s Mercy and is still operational. Warriors from afar have discussed grabbing the ship and fighting the dragons in the sky, suing the hsips; powerful firearms to kill them both, then flying away with the ship’s army-full of rifles and guns in hand. The problem is fighting their way through the horde of geists that surround the airship base itself. There are other airships – Warrior’s Soul, Paradise High, Hellion Sky, and more – yours to keep if you can down the guardian dragons and their army of undead. Port City This city is awash in water and the undead. Once it sat on the coast of Genesaris, proud and fierce and the head of seaships that ruled the oceans. Now it is submerged in evil and waste. The shield that guarded it from tsunamis is shattered, making this city a danger in nature as well as the undead that lurks here, unaffected by the natural disasters that now plague this city. One crashed seaships off Port City’s docks is rumored to harbor the treasure of a pirate captain, full of gold and jewels worth a great king’s weight… not to mention a few Exalta Prisms, paralyzing enchanted swords, and books full of black magic spells. All of this is guarded by wicked liches and hags, but a powerful enough warrior might be able to break through. Kaurilia This minor city was yet known for its love of culture and nature. Now even the roots have turned evil and the trees themselves attack visitors. A crossroads gate still lies in the center of the city where unwary travelers have wandered in and out off, most of them returning wounded and traumatized to the crossroad’s twin in Aelindra City. The gate is closed off, but that doesn’t stop many would-be heroes from entering anyway. An undead dragon roams the skies, breathing poisonous smog and blue fire. Within its belly is an Exalta Black Prism, a powerful version of the crystals that power airships and the mighty technology of Genesaris magic. The dragon is known to venture from its claimed home in Kaurilia. Find and kill it, and burn its remains so that it never rises again. Claim the crystal from its ashes, and use it for your own plans. There are also weapons said to be made of the shards of Exalta Prisms, each containing massive power. Telerian This leader in airship technology was blown out of the skies by a lich dragon. While it was killed, now many smaller dragons, wyverns, and drakes wander the skies, wreaking havoc on each other and the wasted city below. There are said to a few survivors who scratch out a living underground, refusing or unable to leave. Telerian prized its ownership of the antiquated but powerful war airship Godfury. Said to be huge in size and outfitted with warp speed and a massive armored shell, this ship is overcome with vampires. Slaying them would be difficult and highly risky, but the prize of taking the airship itself would make it worth it. Tie former airbase of airships, if you can’t get to GodFury, one of the many others are free to take too. Testerossa Named after a sea capital, this city also lies along the ocean line. Seaships line the bay in disarray and destruction, and the great buildings of the city are in equal disrepair. It is said that here also there are survivors, fighting an everyday life against the risen ghosts of pirates and dead seafaring folk no longer content to stay in their graves. Antique seaships that are also capable of sailing the skies lay adrift near the shore. One is said to evne contain the treasure horde of a slain dragon. If you get to one, matey, it’s yours to keep. Ballard Bay The Southern Swell’s capital city is no more. Once having an artifact museum that was the best to view ancient magic and forbidden areas of darker spellcasting, the entire city reeks of evil and taboo. Once this city proudly displayed army shields powerful enough to heal those closest to death. Those shields are now lost, and fiercely guarded by the presence of golem made out of blood-soaked chains. Towering twenty feet high and capable of spreading out their own bodies in wrathful ropes of whipping iron links, these golems are highly dangerous and show no remorse for their numerous victims. Avoid or destroy them if you can, and claim one of the shields. Some of them are wielded, somewhat ineffectively, by the undead. Lanternway This once beautiful city is overrun by geists who wield blades stolen from the Cavern of Blades and have figured out how to use them. The stonework of the city is still beautiful and the nature resplendent, while out of control. Some of the nature is possessed by ghosts, and work againt those who try to explore the city. Endless magical weapons lie in the destroyed Cavern of Blades, now sunk deep into the earth. Spears, swords, axes, polearms, knives and more containing great power are there for the taking, but beware – monsters of Whispernight have been drawn to the Cavern of Blades. Destroy what stands in your way, and take the weapon that calls to you most Talthanus This leader of famous hallucinogens and drugs lies, and it’s actually still populated by hippies who declare the Whispernight almost over. Talthanians were never much for treasure or the likes, but the drugs here are topnotch. The undead are at a minimal here, and some brave souls make a living killing a few, stealing some drugs, and selling them to safer cities Cobran Small and more of a shanty, at first it appears Cobran was left empty after the bulk of Whispernight haunts vanished. It is actually populated with white werewolves and a few humans who survived after the disaster. The humans who continue to live there have adopted the harsh lifestyle of fighting every day to survive, hunting and being hunted by the werewolves and natural white wolves who are just as fervent about eating anything that can be killed. Massive alpha white wolves live in the ruins of Cobran, commanding a warpack of 100 wolves each. Immune to magical weapons and spells, these alpha wolf pelts are said to grant the wearer the ability to call, tame, and communicate with any wolf, as well as the ability to shapechange into a direwolf. Vintel Vintel used to grow cocoa beans and valued nature. It is now filled with poisonous plants and the living spirits of evil trees. These distortions of the beautiful dryads are unwelcoming to any and all who are living souls. A mysterious plant grows in the center of the city, glowing with the light of a god’s blessing, or so they say. Save the life of anyone with this plant’s miraculous curative properties by picking its berries and feeding it to your friend or family member… or the enemy you want to continue to torture.
  6. 19 points
    Refrigerator

    Useful Writing Resources

    So today I was struggling with finding a name for a type of architectural structure when I stumbled upon Wikipedia's Glossary of Architecture. I thought other people might find it useful when they write, so I encourage you to post whatever helpful information resources you can in this thread for others to learn from. This includes writing tutorials, description aids, various how-to's (e.g. blood spatter analysis, surviving in the wilderness) and other neat information you think will help others with their writing. RULES DO post helpful resources in any form, whether it be through video, audio, infographic, pdf, or website link. Don't be afraid to recommend books as well. Feel free to also request help to find resources to aid in your writing or character building/development. DO feel free to ask for particular resources (in addition to posting a resource) or respond to other user's pleads for assistance with their writing! If the conversation should last longer than a couple posts, then please move to PM. DO NOT turn this thread into a circlejerk about "things you hate that other writers do" and instead work on providing solutions. If you want to correct someone on an incorrect resource they've posted, provide an alternative resource and leave a brief comment notifying them of their error. DO NOT litter the thread with chatter! If you have something you'd like to discuss with another user, PM them! CLICK HERE TO ACCESS THE COMPILATION DOCUMENT UPDATE 12/18/15: You can now access a fully compiled document of all the resources posted in this thread. It will be updated with every new full page that gets added to this thread.
  7. 19 points
    jaistlyn

    Claiming the Furthest Point

    Fidelitas looked over at the bustle of activity with some satisfaction. Finally, the severely limited defenders in Inns'th were saved from the brink of annihilation. It had been a month since Chastity returned from Ursa Madeum, after signing the alliance with the Allied Nations of Terrenus. With it came the promise of troops and resources. Sure enough, men started arriving from Ursa Madeum under the flag of Uldwar, and another sizable force arrived from Norkotia in a separate arrangement. Dried provisions were provided by Patia to support the growing community. The megacity had also transported stone and lumber for the Order of the White Hand's upcoming venture. Additional funding from the Taen empire had allowed them to put up calls for warriors all over Terrenus who lived on risking their lives for gold. The paladin pulled on the rope securing food and building tools onto one of the wagons, ensuring that its integrity. A group of warriors had been chosen to be the first to set off towards the Furthest Point. These warriors, led by Fidelitas, would lay the foundation for the rest of the defenders to follow. A smaller force was more agile and speedier than if they brought everyone along. What the Order of the White Hand had also strategized, but had not shared with the rest, was that the smaller numbers meant that if their minds were overcome by the corruption of Yh'mi, the rest of the majority who were defending Inn'th could hunt and strike them down. No force so large had been sent in before, and the Order had to take precautions. Especially after the corruption of Remissio, who many of the paladins had looked up to as a role model. He had been turned against them with devastating effect. Fidelitas, his full armour glinting in the morning sun, strode to the front of the line. He raised his battle hammer to catch everyone's attention. "Today, we take the first step into Yh'mi. Tomorrow, we take the whole blasted land!" The rallying cry was meant to unite those who were setting off with him; thirty fighters with various backgrounds, and with four wagons in tow. The gates of Yh'mi swung open. The vast rocky plains lay in front of them, fraught with unseen dangers. Fidelitas set off in a straight-line march towards the Furthest Point, a hill easily visible in the distance, a full day's march from their location. They proceeded in a square formation, ready for threats that might strike from any direction. - [OOC: At the bottom of your post, please choose which position your character is taking within the square formation: top left, top right, bottom left or bottom right.]
  8. 19 points
    Csl

    A Csl & Vielle Christmas Card

    I and @vielle go to universities on opposite ends of our country, so when I went home for the holidays we decided to take an IRL pic of ourselves and make a Christmas card for the fine people of Valucre because it seemed like a cool idea. So yes. From these two Asian college students who've been using this lovely site to keep in touch and help get through the torture suffering challenges of our first semester in higher education: Merry Christmas! ❤️ ?
  9. 19 points
    Do you want to die? Do you want everyone to die? If you answered "No!", then you should probably attend a round-table to discuss surviving the inevitable apocalypse. The Terran Empire is calling on citizens and their allies who have the means and the wits to discuss solutions for problems facing the modern Terran: the Unnatural Dilemma, the Body Snatching Menace, the Genius Loco, and more. Join us at SAD today, or you'll be really sad tomorrow! If there is a tomorrow. SAD will be held at the First Temple in Ignatz. All high-ranking members of the clergy and military will be present to observe the conference. IC Link: Symposium Against Doom. Thread has started and is closed on a case-by-case basis to future attendees. Hi everyone. ? I'm looking for characters that might be able to help solve many of the crises facing Terrenus today: diplomats, scientists, engineers, wizards, soldiers, neutral foreign nationals who want to survive, etc. SAD will be a dialogue driven thread. Since dialogue should keep moving, we're going to follow brevity rules (300 word max, 3 day turnaround) and characters should have something to say about the topic on every turn. The Terrenus government will implement sweeping changes based on the points raised at the Symposium. The way I imagine it proceeding: a Terrenus official will open with the ?dire? facts of life in Terrenus, and we'll circle through the round-table to present experiences, theories, thoughts, concerns, questions and most importantly how to deal with it all. Be prepared to be famous or infamous depending on what solutions you suggest. Disclaimer: any hostile or evil creatures that come within 10 miles of Ignatz during SAD will be destroyed. Attendance List: 1. Grubbistch - Elsera Elludoria (Diplomat - Terrenus) 2. Lilium - Capria Belvardi (Diplomat - Terrenus) 3. Ataraxy - Saturn (Reporter) 4. Tenkai Matsumoto - Tenkai (Order of Force Majeure) 5. Deus ex Aizen - Raveena (Regent - Hyperion) 6. supernal - Evelyn DeLamprey (Engineer - Handymen) 7. Paroxysm - Renata (Peace Keeper - Terrenus) 8. Grimmholt - Audric (Count - Grey County)
  10. 19 points
    supernal

    Elendaron changes - a spiritual death

    Elendaron’s genius loci has perished in spiritual warfare against the rest of Tellus Mater in its bid for dominance. This catastrophic event manifests in the following ways: Aesthetic Elendaron bleeds color and slides towards grayscale Elendaron has physically fractured into the spirit world. Part of it remains visible, but more of it is being consumed by black and gray vortexes pockmarking the landscape These vortexes do not draw matter in but any matter which passes through their event horizon fails to return Environment The floating islands of Athentha are pushed into Renovatio airspace Spontaneous, intense, and long-lived natural disasters: tornadoes, hurricanes, and earthquakes rampage the countryside Crops wither and buildings erode with no apparent cause Effects Magically induced mutations - Infants and the elderly are the most affected. Effects range from the odd and relatively benign, horns and transparent skin, to the dangerous, spontaneous combustion, uncontrollable teleportation, and an outpouring of prophets so seized with the power of their visions they go comatose Spontaneous animism - everyday objects come g to life. People are killed by hordes of scarecrows, eaten by their houses, and giant amalgamations of metal equipment roam the countryside Major Arcs What do you know? What do they know?
  11. 18 points
    Praetorian

    Wonderland Resort, Grand Opening!

    You know what sucks more than sitting around doing nothing? Standing around doing nothing at large events! That's why, for the grand opening of Wonderland Resorts we have activities out the wazoo! What is the Wonderland Resort? Thanks for asking! The great entrepreneur and philanthropist Ross Edmund noticed that there just weren't any super hip party spots in Terrenus and decided, "Man, this is wack." So with a generous investment from a vigilante organization, some hefty tax breaks, and a massive loan, he built the ultimate great escape! Situated in a Northwestern mountain range, Wonderland Resort features several attractions for peo...vam.... creatures of all ages and size, including all year around artificial snow! Now, I'm not going to bore you with a long drawn out description of each setting. Only because I can do that in the IC thread. What I'm going to tell you about are the super awesome crazy activities! The main event will be taking place at the jointly located Contrarier Ski Lodge and Venin Tavern and Grill. It's a super sweet Murder Mystery game, check out the details below! Fastidio Water Park is a series of wave pools connected by lazy rivers and water elevators (yes that's a thing!) Here you'll be able to enjoy the Amateur Comedy show and the Dunk Tank. The Verargem Ski Slopes make up the majority of the resort and will be hosting the super scary, super intense Ski Maze Obstacle Death Race of DOOOOOM! But that's not all, if you are brave enough to venture into the Supplice Spa you can get your fortune read! By now you might have noticed something about tournaments and ETT and some other stuff, and I'm sure you are wondering what on earth that could. Well, it wouldn't be a proper event if people couldn't punch the ever living crap outta one another. So, I figured the most appropriate place to hold a T1 tournament would be Chapel Mensonge, because nothing says worship like bloody knuckles and a broken face! If you're interested in participating in one of the events, let me know! Because @Mag is running the murder mystery event, he has asked people to to PM him to sign up. In order to simplify this so that there are minimum gaps, please include me in the PM. With regards to the other events, you can list what you'd like to do in the PM or also just volunteer in the thread. Basically just get the information out there and I'll consolidate.
  12. 17 points
    Csl

    Csl's Art Box

    In the rare moments between the drudgery of college requirements and frantic post/lore writing, I, Csl, do art. Here is a thread for me to stack them all up and display to the Valucre community. Might do commissions in the future if people are interested ^_^ House C'zirqonia Family Portraits Finished the base drawings in the blessed school-less days of Christmas break, cleaned up and added backgrounds this week. Krita + Photoshop. 2-3 hours each for the base drawings. Base drawings Final output Carina and Rozharon WIPS Titus Rozharon Carina Cassandra / Gestalt Erin
  13. 17 points
    Pasion Pasiva

    [Irene Gabriela DuGrace]

    Visual. -- identification: Irene Gabriela DuGrcace. moniker: Black Queen. -- apparent age: Twenty-five. [25] -- actual age: Three-hundred and twenty one. [325] -- race: Vampyre. -- gender: Female. -- lineage: Atitlan Royalty. -- nature of attire: Dresses according to her status, location, and situation. Favors Black. -- physical: · hair: Dark brown, nearly black. -- worn: Long, braided, and sometimes worn loose. · eyes: Golden. · complexion: White Porcelain. -- markings: None, impeccably clear completion. · height: Five feet, three inches. [5'3"] · weight: One-hundred and fifteen. [115 lbs.] · build: Petite, feminine, soft and curved. Linage. -- mother: Isabella Morcia Bartolome. moniker: n/a. -- father: Luca Bonifacio DuGrace. moniker: n/a. -- maternal cousin: Raphael Bartolome. moniker: n/a. -- paternal cousin: Desmond Ellesmere DuGrace. moniker: n/a. -- son: Lucis Angelus DuGrace. moniker: The Black Prince. -- daughter: Dollya DuGrace. moniker: n/a. -- daughter: Raspberry DuGrace. moniker: Bratberry Princess. -- adoptive mother: Kalicity Saflicia. moniker: The Dark Goddess. -- adoptive sister: Malaysia Nightreaver. moniker: The Fallen Angel. -- adoptive brother: MorceLa'Kai. moniker: n/a. -- fledgling: Vivian DuGrace. moniker: Viv. -- fledgling: Allan Barette DuGrace. moniker: n/a. -- fledgling: Hunter Ryan DuGrace. moniker: n/a. Professional. -- vocation: Governance. -- titles: · Supreme Sovereign of Orisia · LaRuta's Child · The Black Dove -- location: The Capital City of Versilla -- political abilities: · Supreme Executive Powers · Supreme Legislation Powers · Supreme Powers of Appointment · Supreme Judicial Powers · Absolute Clemency · Royal Prerogative Supernatural. -- race: Pure Blood Vampyre. A pure vampyre is a rare creature. Rather than having been sired or turned, Gabriela was born into the dark blood. While being a pure blood has granted her particular abilities that the more commonplace vampires lack it has also cemented a particular range of weaknesses. Simply put, Gabriela is a living creature and while her strength and stamina are well outside the range of a human she is still subject to conventional things such as asphyxiation, severe trauma, and even some diseases and illnesses. A pure blood vampyre is even susceptible to old age, though no vampyre has actually lived long enough for an adequate life-span to be determined. -- physical abilities: On a scale from 1 to 10, with 3 being the top level of performance for a normal human. · Strength---xxxxx · Speed------xxxxxxx · Senses-----xxxxxx · Stamina---xxxxx · Agility-----xxxxxxxx -- supernatural abilities: · umbracraft -- A gift granting mastery of the shadows, allowing the wielder to manipulate and/or conjure them as seen fit. Such abilities run the gauntlet from offensive to defensive and all possibilities in-between. · abysm shift -- A power piercing the veil between this world and the void's embrace, resulting in a vacuuous funnel into the realm beyond. · void sovereignty -- A rite giving dominion over the denizens of Tenebre’s abyss; creatures to be summoned at will who have no choice but to obey the call to service. · shadowstep -- The ability to travel across great distances, nearly instantaneously, via the abyss. Due to the planetary restrictions of Valucre, this sort of travel is extremely draining and not completely reliable—especially for world-wide travel. Personal. -- personality: Gabriela is tortured but incredibly composed. There is an easy charm to her that goes hand in hand with her seemingly regal nature. Empathetic to a fault, Gabriela has allowed a number of violent crimes against her own person to go unpunished something that has earned her the respect of some and the ire of others. Mostly, Gabriela simply believes in the duality of the individual and therefore tends to champion for the lowest of the low believing that everyone is capable of changing for the better. -- recent history: Please see Orisia’s Timeline
  14. 17 points
    amenities

    Destruction des morts

    Thickly gauzed between wake and sleep, Tia tossed in tense slumber. In the way one does the night before their death sentence, in the way an insect does on the spider's axis, it turned. Leather gloves groaned over thick hands and in bands around bridles and the horse’s quiet blow. Some smatterings of dusty shops and barns on the outskirts of Tia formed a desolate ghost town in the advent of its war. All that traveled here were scavengers and those in a hurry to get out. From afar, the village could be assumed haunted with the specters of future and present. Venture closer in the silent dusk, within a grey barn, and a specter from the past could be found. Clouds of dirt strayed from one of many paths to Tia and lurked among the bobbing cattails; among the buildings; among the Dead. Within the barn there were four carriages, black shawls concealing the eight heads of their steeds. One carriage would be a little cramped. The others, not so much. Cain was wearing a black jumper with several loops and pockets and had two backpacks strung over each shoulder, but no mask. Tossing back half of a potion and slipping its vial into a pocket, he turned to address the Dead. Had he become something less human yet, in the span of a million stolen experiences? More? Times like this, when pins and needles danced down his desensitized spine, made him wonder. He unshouldered the bags and placed them before him, appraising all the masked figures before him with a subtly pleased expression. All of the masked figures had a black circular sticker planted somewhere on their bodies which allowed telepathic communication between the circles. The doors to a carriage behind Cain swung open to reveal the barrels from nights before. “The fact that they don't know we're coming does not make you impervious. The masks are important. Concealing your identity is important. Victory, is important. Each bag has a Maleficence antidote in a syringe for each of you, one faux-ton pair and one MAL bomb. Hope you’re not scared of needles. Inject like so,” he stabbed a needle into his forearm and squeezed in the plunger with his thumb, throwing the needle aside. "We're the only ones with this antidote, so the waterborne illness won't get you. The plant's pheromone is stronger though; it will start to affect you after a few hours. Make you crazy. “Remember, plant one half of your faux-ton receiver at the shaft control center when you first arrive. Descend to the negative fifth level and find the incision vent to secure your charge to. When you receive the signal that Schrei and I have unloaded our barrels into the WAK irrigator, you get back to the elevator shaft, faux-ton yourself back up to the control center and get the hell out of there. If for some reason we fail, I will tell you, in which case we’ll make a scene at the WAK so you can still get into the shafts where security is minimal. I’ll remotely blow your charges when everyone is clear or they’ll blow themselves after a three minute timer. Make sure you beat that. Any problems are to be reported immediately, as I will you, though if we get off two of the charges we’ll still meet quota.” Members of the respective teams had been shown diagrams of the shafts they would infiltrate, so with rigorous studying their knowledge of entry and exit would be about two-thirds as thorough as a shaft employee. The features of the red-haired First Officer began to warp as he spoke via telepathic connection, gesturing in odd quiet at this and that. They never stopped warping, causing his face to become a constantly shifting anomaly. Eye color, jaw shape, nose, always different than the prior moment, turned from the line of individuals. “Schrei, you’re with me. We’ll go on ahead, the rest of you should leave in five minutes.” He paused while getting into his carriage, looking back on all of them. Though his features were in a constant state of melding into something else, one thing was uniform across all of the features. Concern. “Today is a terrible day. Be cautious.” In a black tower outside of Tia, where fateful happenings had once unseated Cain, sat a jagged throne of animal horns and hides. Upon it sat the Patriarch of Tia, Serafino Dolos. Some twenty-four feet to his left sat a giant cage embedded into the wall. Inside that, on a scraggly tweed chair, sat a perfect likeness of Cain; Nica Sero, the self-aware clone he’d once used to lord over Tia. Serafino didn’t sweat; his stomach didn’t churn; but he felt off. Aside from the dress, which could be reasonably mistaken for part of a funeral procession or just some emo, horsedrawn carriages without drivers were quite common in Tia. As a matter of fact, some high-faluters used mechanical horses powered by steam to drive their vehicles. As their two-horse carriage pulled into Tia amid the waking yawn of the kingdom, the Cain of many faces looked at a masked Schrei. “Are you ready?” he asked as the carriage rolled along with eerie smoothness down the WAK avenue. There were two other masked figures in the carriage who sat silently.
  15. 17 points
    There were some things about the world of the land-dwellers that could not be explained through lessons. There was the song of the birds; There was the taste of freshly cooked meat, and the warmth that a fire provided during the cold, lonely nights; there was the scent of wild flowers, fragrant and seductive, tickling one’s nostrils ever so lightly; And there was the arrogance of the land-dwellers, who thought themselves entitled to the world around them and never took a moment to value how easy their existence was… But most of all, the King on the Waves thought as he looked up, there was the Sun. How could the sun be explained to those who had lived a lifetime without it? How could books explain the gentle, lover-like caress of sunlight, or how life for the land-dwellers was ruled by the Sun’s rise and fall? But most of all... How many generations had paid for his father’s mistake and had never known the warmth of the sun, or held their loved ones under a tree as they basked in the sweet comfort of sunlight. Without thinking, Rxychra wrapped his fingers around the delicate golden necklace he always worn around his neck and sighed as memories of his lost love flooded him. He had been alive for nearly four centuries, but there were certain memories that stood out more than others. Memories of her. He had long accepted that he had to live on for his people. Long accepted that the weight of his mantle meant that he had to put aside the grief that always darkened a part of his heart. But… It had been in one of those warm, sunny days that he had asked Myra to marry him. Not for the first time the man began to question his actions, but banished the thoughts from his mind with a steely resolve. Today was a day for celebration. After ten years of watching the land-dwellers, it was time to come home. Rxychra Alrandwe di Firdana, the King on the Waves, was finally returning to his people after a decade and he could feel the warring emotions rising in his chest as the thoughts of his subjects, friends, and family flooded his mind. Closing his eyes the man felt the salt-scented breeze as it caressed his skin, embracing him as if to welcome him home. He felt a small, muted smile play on his lips as he opened his silver eyes and gazed at the blue horizon before him. It had taken no small amount of coaxing for the merchant vessel to deviate from its’ route, but in the end Rxychra had gotten his way. The King liked to think it was his charm that had led them to change their hearts, but… But he had glimpsed himself in a mirror before. Standing at 7’0” and heavily built with muscle, Rxychra had garnered his fair share of looks in his travels. Whether it had been because of his odd, silver eyes, or the multitude of blue hues in his hair, or the countless scars on his bared chest and arms, men and women had looked at him often enough in suspicion, curiosity, and even desire. Clad in simple black pants mostly covered by the heavy mithril, steel, and electrum net that was always in his person, the man had elected to forego shoes and shirts, bearing most of his torso saved for that which was covered by the hand-wrought leather pauldron he wore over his left arm and the thick matching leather glove, while his right arm and shoulder emitted a constant seafoam green light of its’ own as the tattooed design seemed to ebb and flow with the ocean’s tides. Sitting in taverns at night, he had heard more than one hushed inquiries as to who and what the man actually was. Ironically enough, the most outlandish humor was the closest to being true: According to one drunken, filthy man, he was a traveling runaway slave who had killed his master and now sought his place in the world. Normally, Rxychra would’ve taken note of the man and imparted choice words upon him… But his story had been so near accuracy that he found himself laughing instead. There were a couple of things to be said about the soft, craven minds of the land-dwellers: As idiotic as they were, their tales were quite creative… And they made fine, fine ale. It seemed that no matter where his feet had taken him in his travels, those two statements were held as truth. He had seen much of what humanity had to offer in his travels, and it left a sour taste in his mouth. It seemed that since the demise of his empire, humanity had sunk as far as the Nymerians had. Devoid of honor, loyalty, and courage, the dregs that lived in the world above thrived on backstabbing, plotting, and deceiving one another. Cooperation was nearly inexistent as they attempted to get ahead of one another, unless it served their own purposes. Ruled by their currency, people’s days seemed to rise and fall in search of more coin… And their rulers. Their Kings. The filth that saw themselves as fit to rule over others had enraged him more than anything else. Weak, arrogant, and unable to look after themselves, they placed their needs ahead of those whom they ruled over… And after observing blood being spilled over and over again over petty squabbles, Rxychra had come to a conclusion: If humanity’s avarice was a symptom, those who ruled over the weak cattle that roamed the lands were the source of the disease. And that left Nymeria’s purpose clear. Broken out of his mental reverie by the cries of the sailors below Rxychra began the descent from his perch at the mast, attempting to find the source of the threat. He watched the sailors scramble around him, seeking their harpoons and mumbling incoherently about a beast tailing their ship. Arching an eyebrow, Rxychra wrapped his gloved fingers around the vajra that hung beneath his net and began to head toward the back of the ship, where the sailors readied themselves to fight the ‘beast’. For a moment, he felt himself slipping back into the old warrior mindset… Until he spotted the “imminent threat” that had the entire ship in such a commotion, and he found himself smiling once again as he slipped his vajra back into place. Rising from beneath the waves was a familiar fin pierced by a golden ring. Belatedly, he watched as one of the men pointed his harpoon toward the approaching figure, and he sprung forward, grabbing the sharpened tip with his gloved hand and throwing his elbow back toward the man’s face, hearing a satisfying crunch upon impact. “Cease. The shark will do you no harm, boy.” Rxychra said quietly, silver eyes challenging them to do otherwise as he moved to stand between the creature and the harpoons. Nodding toward one of the sailors that he had come to trade stories with, Rxychra reached for the bag of golden coins he had kept beneath the net and tossed it to him. “Fetch my effects. I fear we will be parting now.” Moments later the man returned with a large pack, approaching Rxychra carefully and handing them off without looking him in the eye. Snorting quietly to himself, the man placed his belongings against his back and stood atop of the edge of the ship. Nodding toward the sailors, the King on the Waves jumped into the water, satisfied by the sheer amount of gasping sounds he left in his wake as he swam toward the hulking figure they had been so alarmed about. Reaching with his right hand, the man felt the rough skin of the shark’s nose beneath his palm and touched his forehead to his affectionately. “Hello, old friend.” Rxychra said gently as he pressed his lips to the shark’s forehead, feeling the vibrations coming from his old companion Pyxiz. Through their bond, he could hear his companion’s excitement at their reunion and found himself equally pleased. After a moment, the King moved to the side as he felt the shark submerge once more and position himself beneath the king. Holding fast against the shark with his legs, and wrapping his right hand against its’ dorsal fin, Rxychra was pulled under as the shark began to dart forward… And he realized how much he had missed the ocean. He felt the air in his lungs replaced by the water, the saltiness of the ocean around him and for the first time in ten years he felt himself again. Being connected to his domain once again felt like a second breath of life. Exhaustion he had become accustomed to, years of aches and pains that had riddled him, and the disquieted palpitations of unease his heart had felt from being separated from the ocean seemed to be washed away by the currents even as his eyes readjusted themselves to the darkness beneath the waves. He was almost home… And with home there came a host of people he had not seen for nearly a decade. He was sure of what awaited him when he reached the city, because of the reaction he had received from his brother upon sending word of his return: In true Nymerian form, his family sent word of a Festival that was to take place with his arrival. Which worried him. Immensely. It had been a long time since Rxychra had seen those who he called family in either blood or at heart… And he had hoped for a more private affair, despite the traditions of his people. He had always found joy in the… Primal aspects of Nymerian parties, but after a decade above land the only balm he sought for his tired soul was the company of those who had fueled the spark in his soul that kept him walking forward. There were his siblings, with whom he had corresponded with most often. There was his son, who despite his racial differences had turned out to be more Nymerian than many people he had met. There was the albino beauty that headed the Meraki Clan, and with whom he had found he shared a bond of interest in the arts. There were his soldiers of the Land Invasion Legion… And then there was Juni. Juni, who had cared for him when he was wounded. Juni, who had stood by his side as a friend when he needed, a confidant when his burdens got too heavy to bear alone. Juni… Who had presented him to his mate. With the ghost of the crooked smile that was a constant companion to his features and a small, mischievous glint in his eyes, Rxychra gently tugged at Pyxiz’s fin, directing him to change its’ course toward away from the main citadel and toward the peripheries of the city. It had been years since he had last laid eyes in the city, but he recognized it like the back of his hand. Ten years might have been a long time while traveling amidst the land-dwellers… But for his people, ten years were almost the blink of an eye. For all the time that had passed since he was gone, it seemed that aside from a few minute differences in landscape and the ever-growing addition of more lodgings. In the back of his mind, the King noted all of that as the warring feelings of nervousness and excitement overtook him once more. The Faliga still stood where it once had been, a majestic collection of large tents that had housed the Healers away from the city’s busy throng for centuries while they trained. After training was complete, he had learned, they were free to find other lodging as they saw fit… But Juni had never left. Dedicated to her craft, and one of the youngest Nymerians to have become head Healer at that, she had always resided in the same spacious, abnormally colorful tent. Pushing himself off of Pyxiz, the king placed a hand against the animal’s head and nodded toward him. “I’ll see you at home, old friend. Go let my siblings know that their wayward king is back.” He muttered quietly as he shouldered his pack once more and began to swim toward the collection of tents. Without looking back, he felt the shark poke its’ nose against his right arm again with something of a concerned expression on its’ face. Chuckling quietly, the king turned around and touched his forehead against his old companion’s. “No, Pyxiz… I won’t be gone for long again. I promise. Go on, now.” Appeased, the shark pulled its’ head away from the King on the Waves and began to make its’ way toward the capital. For a moment, Rxychra smiled after Pyxiz and remembered a time long ago where the shark had been gifted to him by his son. Not longer than his forearm, the shark had taken to following him around no matter where he went. In many ways, Pyxiz was as much his son as Q’myha’myha… With the only difference being that he had gotten to actually raise this one. Throughout his travels and his battles, he had never been parted from the shark for so long, and his reluctance to leave was almost endearing. Watching the familiar figure fade as it approached the old alabaster Wall of the Ancients, Rxychra turned back toward the collection of tents and resumed his swimming. Landing at the edge of the precipice that house the collection of tents where the Healers resided, Rxychra began to quietly make his ways through the tents. It had been far too long since he had even written to Juni, so he was unsure of what would be waiting for him in her tent. Had she found a mate? Had she grown to resent him for being gone for so long? Lost in his thoughts, he was surprised when his feet had taken him exactly where he had meant to go. Hesitantly, the man pulled back the curtained entrance to his old friend’s abode and stepped through. It took him a moment for his eyes to adapt to the change in lighting, but it seemed like some things remained the same no matter how much time had passed. Brightly colored and spacious, Juni’s tent was a true testament to the woman’s personality: Vibrant, full of life, and extremely welcoming. He brushed his hand against the soft, crimson satin walls of the tent, decorated by neat embroideries and lined with her sparse belongings. He felt no small amount of joy in seeing the gifts he had sent her over the years displayed on the far wall from him. Quietly, he made his way toward the wall of gifts he had given her, brushing the first totem he had ever carved reverently with his fingers. He shook his head in disbelief at the fact she had kept it for so long… Hearing a rustling from his right side, Rxychra spun around in search of the intruder only to be faced by the sleeping form of his friend. He felt a smile tug at the corner of his lips as his friend twisted in her bed, turning from the wall and facing him as she slept. For a moment Rxychra was hesitant to move, afraid of waking her. So he settled for looking her over. Light skinned and boasting of delicate, well-hewn features Juni was a sight to behold even by Nymerian standards. With hair as dark as her skin was fair, the healer was commonly sought after by hopeful suitors. Built tiny and oftentimes underestimated, Rxychra had watched a fair share of people attempt to take advantage over her, only to be utterly shamed when they realized they had bitten off more than they could chew. There were not enough words to describe what she meant to him, however. She had been his rock, his healer, his friend, and for a brief period of time she had almost become the one whom he had chosen. But it had not been meant to be. For a moment, Rxychra was conflicted in between waking her up or not… But in the end, he knew how tiring her job was. He knew how much of herself she put into it every single day. With his decision made, the man shrugged off his backpack and placed it gently on the floor beside him before sitting down and sighing. It had not hit him until then, but after nearly twenty-four hours of traveling he found that weariness had finally found him. Tilting his head toward his friend’s sleeping frame, Rxychra watched her for several hours before his own eyes became progressively heavier. Dimly, he remembered with no small amount of amusement that the last time he had managed to get a good night’s sleep wasn’t much different than this. Finally losing the ability to rationalize, the King on the Waves slipped into a deep, relaxed sleep with one final thought. He was home at last.
  16. 16 points
    Die Shize

    The Cyberpunk City

    "Cyberpunk is a Speculative Fiction genre centered around the transformative effects of advanced science, information technology, computers and networks ("cyber") coupled with a breakdown or radical change in the social order ("punk")" —TV Tropes ____________________________________________________________________________________________________________________________________________________________________ A Martial Town Terrenus roleplay project Where the neon lights are as bright as the hope for the future is dim. "The key pillars of the cyberpunk genre are advanced technology, dystopian society, and trenchcoats." —Jane Douglas, Outside Xbox Profoundly Discriminating Reading Theme "I never asked for this. They say they saved me, but I'm not sure 'saved' is the right word." —Adam Jensen, Deus Ex: Human Revolution "I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears in the rain." —Roy Betty, Blade Runner "Welcome to the desert of the real." —Morpheus, The Matrix Shall we plug our minds into the machine and wander this world together? ____________________________________________________________________________________________________________________________________________________________________________________________________________ Martial Town. A city that never sleeps, and a city that never sleeps never really wakes. During the day, Martial Town looks as dry as it feels, with a sprawling mess of mismatched buildings alongside street lamps locked in a lattice, like the twisted limbs of barbed wire. Against a bustling backdrop that suffers no silence lingers a blur of smoking vehicles and pedestrians lost in a fog of drudgery as they grind themselves into the grave. Laundry is thrown over the power lines, hungry dogs bark in the alleys at the cats that stalk the rats, workers toil for the corporate crown and crawl the streets like ants without a colony. Cyber cafes pulse with energy, shopping malls thrum with activity beneath the drums of greed that beat consumer desire into their hearts, while the harlots join the denizens in the drug dens to prepare themselves for the night's lust. Shining over it all, as though laughing from a throne so impossibly far removed from the tiny clutter beneath it, the warm sun bathes the boiler as a golden liar that hoards the gold from the poor. At night, however, when the sun goes down and the moon rises to replace it, the city of Martial Town takes on a brighter light—but perhaps a far less hopeful one. The dry and drab buildings are overshadowed by the glow of a myriad of brilliant colors. Neon lights transform the city into a whole new world, illuminating the streets amid lamps suddenly alive with vigor and the need to shine. Corporate advertisements are painted with smiling faces, their voices echoing into the alleys, as though the gods of the galaxy had been erected to remind the citizens that they were not alone. It is all a lie. A marketing deception to keep those citizens under the thumb of the true rulers of the night: Dystopia and Moral Myopia. The arcades and the bars and the clubs pulsate with a million drums of music. The drug barons and the body-sellers and the body-snatchers stalk the darkness for their next victims. The criminal organizations seek to assert their organized crime on the populace, and the black market opens after the shopping malls close, selling a cybernetic limb to the worker who lost his first one in the factory, and a pair of eyes to a thief who just wanted to replace his good ones with ones that could see in the dark. The skyline of Martial Town is lined with stone structures between metallic towers that scrape the sky. These are the constructs cast off from a dying Palgard that refused to stay down, and that serve all hours as a creeping reminder of the city's dichotomy. In the day or the night, the center of Martial Town, called the Core, is its own town within the city; a military district where the music of marching boots join the chorus of piercing whistles in a symphony of security. This protection, however, comes with a price. As far as the arms of the armed can extend, the eyes of the all-seeing can see, and the biggest threat comes from the defenders themselves. Like a mini-police state, living in the Core of Martial Town means spending many moments wondering if there might be a knock on your door, and if the people who knock on your door might just inform you that they are there for your safety and the security of the city and they will now show you this personally if you will please come with them and ask no questions. The outskirts of the city, meanwhile, are like lava surrounding a volcano. Where the thumb of the military can press down and press hard, so hard that it may as well be a boot stamping on a face forever, the gangs and clans and tribes in the peripheral parts, in the slums and the neighborhoods and the forgotten gutters, are their own power and authority. In the corporate towers that loom over the city from its core, conversely, the outer rim of the crooked circle is claimed by crime like a cancer. However, the disease is slowly spreading all over the city, seeping forward like a black ooze each time the armed forces clash with the outlaw elements. In Martial Town, nowhere is really safe, and no network is really secure. The question is, then, is there a cure? Will you find out? Will you adventure through the day? Will you journey into the night? Will you pull yourself from your familiar lands and your known realities and enter the virtual space of the Cyberpunk City? Will you plug your mind into the machine and wander within this world? The choice is yours. All you have to do is make it. Like a decision between a red pill and a blue pill. All you have to do is swallow it. But you can only swallow one. As you contemplate this choice, then, heed the words of Morpheus: "You take the blue pill, the story ends, you wake up in your bed and believe whatever you want to believe. You take the red pill, you stay in Wonderland, and I show you how deep the rabbit hole goes." The choice is yours. Choose. "The future is already here—it's just not very evenly distributed." —William Gibson The Cyberpunk City is a roleplay project currently underway for Martial Town, located aside from Palgard, Southern Terrenus. This is a "roleplay project" in the sense that it is in its early development stage, with potential updates to the lore page of Martial Town itself alongside IC canon/non-canon growth and progress. To begin this cyberpunk adventure, one and all are welcome to join me in what will serve as a 'hub' setting of sorts. Shown below, but not limited to this scope, are a small handful of locales that you can, effective immediately, participate in. Set up stories and write those stories out to your heart's content. Maybe your character is a cyber ninja. Go jack their brain into a plug in the CyberFunk Cafe! Just be home in time for dinner or mama will spank you for turning your brain into jelly. Or is your character a private detective, and you're seeking some hardboiled film noir? If you heard that the MTPD was only employing its own officers, then somebody doesn't want freelancers like you investigating them! Perhaps outside of the law is a better fit for your criminal ways. Pal's Guard is something of a private retreat for scum of all kinds, and you're sure to pick up a beer and a lucrative job there, assuming that you make it out alive... Feeling jazzy-funky-dancy-wunky? Better skip the CyberFunk Cafe. You'll find all manner of wild partying in The Purple Penguin, but don't take the wrong pill or else you might see a purple that you didn't know existed, before you pass out and never wake up again. Sometimes, however, things do go wrong and a little too crazy. You might wake up from a drunken stupor to find that your hand was chopped off by a Bessho-kai corporate samurai. Have no fear! Visit a GRAFT clinic, open 24/7, and just get a new one! Then again, your character might prefer to don suit jackets over trenchcoats. A business type, eh? A corrupt corporate executive, maybe? Well, you won't find any company headquarters listed right now, but that's awesome, because you can make one and add it to the hub! YAY! You can view the hub here. IC thread(s) listed below! 1. [MTPD] Tears in the Rain Stay tuned, folks. Turn on your telescreens, flip out your AR phones, switch on your VR housewife, put your earphones on and listen to that deep AI manly voice, because sooner or later Martial Town, The Cyberpunk City, will be hosting its very first public event! The black market, every criminal's favorite trade show, every crime fighter's biggest headache. When it comes to the government and certain corporations, they might fall somewhere in between. No place in the world seems totally free from a black market's plague but, when it comes to Martial Town, illegal commodities are booming. For the right price, a customer can get the right weapon. More than that, they can get a whole new right arm without having to go through GRAFT paperwork. They can even get a new brain. Some, however, go through a whole transformation that calls into question whether they still exist as an entity of flesh and bones and, if so, one with the same soul. Cyborgs are a growing force within Martial Town, and "force" is a correct term here. Mechanical augmentations usually make you stronger, faster and tougher in a number of ways. And not everyone likes that. More to come.
  17. 16 points
    Due to the complexities of my personal ambitions with this multi-phase plot, the below is a "living document", which means subject to radical change Want to rule over a piece of Terrenus? Introduce your own lore, culture, and influence to the continent as a whole? Here’s your chance! As a result of the tumult of the civil war and the far-reaching consequence of the events in Blairville, Hell's Gate, and Tia, the Terran nation is divided. The federal government's influence has radically centralized, resulting in burgeoning regions throughout the Terrenus landmass vying for permanent independence. These multiple regions will each house multiple factions in turn. Referencing the map above, only the regions which are colored in can house factions; the rest are off-limits, as are existing properties (no one can challenge for Selemath, as anr example). The previous government still maintains control over the center; the Shawnee region is inhospitable and will not support large, organized structure; Biazo, Patia and PK, and the Yh'mi regions also cannot be used to establish a faction at all within the scope of this event. The remaining 4 regions are in a state of flux with no clear leadership. Phase 2 is about players using collaborative roleplay to establish control of a faction in that region and plant the seed of their authority, which will be watered and flowered in Phase 3. When the civil war event is complete after Phase 3, these factions have the potential to become player-run enclaves. It could be a base of operations for a group(s), a seat of power for your character, etc and so on. Factions will be inside of towns, and represented as the town themselves for the purposes of organization. This is to standardized variables like landmass, population, and resources, which will have no bearing on the stories created now but will be controlled factors in the next phase. Players are free to establish the aesthetic, culture, etc of their faction without having to worry about the "math" of advantage. Think of this as running a plot to claim, or outmaneuver, or destroy a guildhall or company or official (for example) in a town, and by consequence of that, gaining control of the town yourself. FAQ Which region is the starting point?: The red region, in the far east How many factions can be made in reach region?: A maximum of four Is this first come, first serve?: No. I'll be hand picking players based off of their capacity for collaboration and general reliability. That said I'm also willing to take a chance on new members with no track record. I reserve the right not to pick any player for whatever reason How do I claim a faction?: Through collaborative roleplay. More on that in the section below. What happens after phase 2?: Phase 3, where factions can compete with one another for control of a region. The system for competition is, as yet, undecided. More detail will be provided at that point I already have a group/club/guild. Can I still claim a faction?: If you have what I'll call a "high level property", such as a board or point on the map, then you can't participate for a faction but you can help someone else do so. I want to share the wealth, so to speak. If you have a group but no high level property then you're welcome to claim a faction How much influence can I have on the lore of a faction and town?: As long as it adheres to the general lore of Terrenus or you can reasonably explain any extreme deviations, then no functional limit (except for MP, of course). Faction resources will be standardized in Phase 3 and so players are free to experiment with their town's lore, aesthetic, culture, etc, with that in mind How close can I be to an existing property?: Factions shouldn't start any closer than 50 miles to an existing property and it is recommended that they start further out Claiming a faction To start, these towns will be 25 square miles, a little bigger than Manhattan's 22. This is settled land and doesn't account for any farms or mining or whatever may be required to support the aesthetic and culture of the town Complete and canonize (summaries required, consequences and opportunities can be left out) 2+ pages of roleplay detailing the shifts in power Example plotlines can include the below, and can start anywhere in the potential timeline of the story (at the start, near the end, anywhere between). These are suggestions and players are not limited to these options - if they can think of another way, they're welcome to play that out: Criminal: Weapons, contraband, and drugs are being trafficked through town. You don't mind the criminal activity, you just want to make sure you're coming out on the rosy end of things. Find the biggest game in town and take their seat. Industrial: There has never been a major disruption that hasn't also resulted in rampant opportunity for profit. If someone has to get rich, why not you? You're neither criminal nor upstanding citizen. Just someone that sees a need around them and wants to make a market out of it. That's what the town is for. National: You remember the golden age of Terrenus, when magitech was at its best and brightest, the economy at its strongest, and the standard of living was unparalleled. You might even remember the dark, sad times before that. All the more reason to want to take Terrenus out of the muck and into the limelight again. You claim this town in the name of the nation. Registered players list now moved to factions OOC thread
  18. 16 points
    supernal

    Access issues this weekend

    Valucre was inaccesible over the weekend through no fault of our own. The host was having an issue with their storage network and our server was in the affected area. I maintained contact with the host until the issue was resolved a little earlier this morning As a note, I was updating the twitter regularly with updates, so Follow us or bookmark the page for instances like this: https://www.twitter.com/valucre
  19. 16 points
    As a result of the on-going civil war in Terrenus, three major cities (designated as "starter" locations for the civil war's initial phase) are experiencing radical shifts in the social temperature of their cityscape. Although criminal activity has always been a possible venture for members, these shifts provide an unprecedented opportunity to get up to all sorts of business in these three cities in particular. So check them out, start up some new threads/ventures, and capitalize on the growing bedlam. I'm not looking to GM anything outside of what I already am, just pointing the way towards cool stuff Blairville Hell's Gate Tia
  20. 16 points
    Ataraxy

    The Islands of Ursa Madeum

    Geography Ursa Madeum is a small archipelago off the south coast of Terrenus. It’s three main islands – Corinth, Misral, and Thraece - are set in a vaguely triangular formation, with several islets located in between. Corinth, the largest island at approximately 4,000 mi­2. It is in the west and holds the capital city Andelusia. It remains the most populated island of the three, as most of the noble houses’ estates are located here. Most of the cities in the center of the island, however, are deserted. Thraece, the second-largest island at 2,200 mi2, is in the southeast. Only a few coastal towns on its eastern coastline remain inhabited, with the population barely reaching a thousand. The presence of House Senaria’s Port Kyros has helped bolster Thraece’s fading economy, though the western parts of the island remain largely unexplored. It is rumored that a city of pirates and bandits exist in the far west. Misral, northeast of Corinth, is the smallest of the three islands. The smoldering peak of the volcano, Mount Egon dominates Misral’s landscape. Despite its harsh, mountainous terrain, Misral is rich in mineral resources and is home to a healthy metalworking industry. Cityscape The once-populous kingdom has been reduced to a scattering of settlements clustered around the estates of the Noble Houses. Most of Ursa Madeum's population began migrating to the areas surrounding the nobility’s domains, seeking the stability and protection provided by swearing fealty to a Noble House. These estates are now the emerging centers of trade and commerce, especially those located along the coastlines. The areas in the middle of the islands, however, are dotted with empty villages and ghost towns. Nature is slowly reclaiming these ruins at a rapid rate, boosted by the strange life magic from Taen that now permeates Ursa Madeum. Travelling between cities is dangerous, especially since the gangs of thieves and bandits that flourished during the Tyrant King’s reign remain numerous. Climate Ursa Madeum experiences a subtropical climate due to its location near Valucre's equator. The weather is fair year-long, the temperature peaking during the new year (June). There tends to be heavier rainfall from November to April and a dry season from May to October. Or is there more to it? Since the disappearance of Queen Decamron, the already hot temperature has steadily increased to sweltering levels Notable Locations Corinth City of Andelusia – Ursa Madeum’s capital city and current seat of the Veluriyam Empire Decamron Academy – a school for children aged 13 to 19 on the outskirts of Andelusia Dermont Estate – the residence of House Dermont Dali Estate – House Dali’s estate Gold Harbor – a port town, House Karradeen’s estate Hildebrand Estate – the residence, farmlands, and woods of House Hildebrand The Free Marshes – House Mythal’s estate Thraece Pirate’s Cove – a city of bandits and pirates, center for smuggling and illegal activities in Ursa Madeum. Port Thea – House Senaria’s estate and international trade port Misral Mount Egon – a massive volcano located on the western coast of Misral Port Mars – the thriving port city that houses House Uldwar’s estate Tankred Estate – House Tankred’s homestead, castle, and observatory Government Ursa Madeum is an aristocratic monarchy under the authority of the Veluriyam Empire. As there is currently no ruling monarch or royal family, Emperor Titus Demetrius and Empress Rozharon Paralios stand in as the Royal House. Ranked directly under the royalty are the Noble Houses - a class of prominent, influential families in Ursa Madeum who hold considerable land and authority. Most of the Houses are old and deeply rooted in the kingdom's history. Many attained nobility through wealth, power, or military strength, though there have been cases where nobility is honorary and bestowed by the royalty, as is the case with House Singlance and House Senaria. There are two ranks of nobility – Major Houses and Minor Houses. Major Houses are those who have the most authority as recognized by Veluriyam. They are seen as representatives of the people, allowed a say in national matters, and are given considerable freedom in ruling their territories. Minor Noble Houses are ranked lower than the Major Houses. While still allowed to own land and authority over their estates, they are subject to direct rule from the Royal House and not allowed representation in national gatherings. The heads of Major Noble Houses hold the titles of Duke and Duchess while Minor Houses, Count and Countess. Titles vary between Houses, though, with Lord and Lady used more commonly to refer to nobility. While not nobility, there are also prominent families that hold significant social and economic power, usually in the form of land. These compose the Aristocracy, a social class directly below the Nobility. The heads of Aristocratic Families hold the title of Baron and Baroness. In some cases, a family of the Aristocracy will choose to pay homage to one of the Noble Houses, swearing loyalty to them and them alone. These are referred to as Vassals. After Queen Decamron's disappearance, many Houses turned to support the Tyrant King and the abuses under his rule in desperation to retain their status. These Houses were either exiled or executed after the Veluriyam Empire overthrew Damien. Shortly after, the Veluriyam Empire granted noble status to two foreign houses: House Singlance, and House Senaria. Ursa Madeum’s Noble Houses and their vassals are as follows: Major Noble Houses House Uldwar House Mythal House Hildebrand The Taira Clan House Suffolk House De’Laire House Sheathe House Dali House Senaria House Singlance Minor Noble Houses House Karradeen House Tankred House Kholin OPEN Aristocratic Families Dermont Family History In the days of old, Ursa Madeum flourished under the rule of Queen Analea Decamron. Ursa Madeum prided itself on its culture heritage and education exemplified in institutions such as the Andelusian Opera House and the Metropolitan Library. Despite the existence of occasional internal conflicts between the noble houses, Queen Decamron kept peace between parties. Alas, the golden age of the islands did not last. In the year 591, Queen Decamron vanished. Without a head, the royal house was thrown in turmoil, and what peace the queen had brought to the islands was quick to crumble. Too soon, the throne was seized by Damien Gillick with his army of black-armored knights. These figures wielded weapons far advanced than any the kingdom had previously seen, and it was with this force King Damien took the islands under his full control. These would eventually be known as the Black Knights The following six years were the darkest for Ursa Madeum. King Damien quickly gained the moniker of the Tyrant King, exacting heavy taxes on the people, implementing forced labor, and demanding a share of all goods be turned over to the government. The once-prosperous kingdom became destitute. Many of the noble houses sided with the King, gaining his favor, riches, and avoiding the abuses inflicted on the commoners. The few that chose to fight suffered. Many became victims of the countless public executions that the Tyrant King was so fond of. Still, the Tyrant King’s hunger for power remained unsated. Despite his iron grip on the islands, he remained paranoid that an outside nation would put a stop to his madness. A year after his coronation, a Damien sent the Black Knights to round up every non-human on the islands – elves, pereds, and shifters – and sacrificed them in a magic ritual. This created a nearly-unbreakable blood barrier that enclosed Ursa Madeum, preventing anyone from getting in or getting out. Despite various efforts from the outside world, none could enter the islands to put a stop to the Tyrant King’s madness. However, rumors tell of the Suujali, smugglers who used a rare material to help refugees escape through the blood barrier and to Terrenus mainland. But not all refugees made their way to freedom: some were sold underground slave rings as part of human trafficking operations. In the year 595, the blood barrier weakened when the pocket dimension of Taen anchored itself to Terrenus. The interdimensional nature of its portals destabilized the blood barrier, allowing a group of refugees to escape. Once Emperor Titus of Taen received word of Ursa Madeum’s situation, he led his army to the islands, found the barrier weakened, and shattered it. In 596 WTA, the Taen military entered Corinth in secret and began invading the island. After a six-month campaign, Taen broke into Andelusia, overwhelming the Black Knights, and charged for the castle. The Tyrant King learned of Taen’s presence too late; he was decapitated by a Taen general and burned to ashes. The Taen Empire took control of Ursa Madeum, immediately distributing resources to the commoners and sending an influx of citizens from Lunaris to help rehabilitate the kingdom. The land of Taen’s influence began seeping into Ursa Madeum as well. The islands’ wildlife seems to grow supernaturally fast, resulting in bountiful harvests and empty cities growing into forests. Blue worldrift portals began appearing, tearing holes into other worlds, only to vanish as soon as they arrived. The Taen military’s Argonaut 002 now also protects Ursa Madeum, keeping the peace. Recent History // Canon The events below are arranged from oldest to most recent. To see the full canonized history of Ursa Madeum, see the Ursa Madeum Timeline The Veluriyam Empire, then known as the Taen Empire, takes over Ursa Madeum Emperor Titus Demetrius hosts the first meeting of the Allied Nations of Terrenus in Ursa Madeum’s capital, Andelusia The Veluriyam Empire holds its first Reverie celebration in Andelusia Ursa Madeum is a territory of the Veluriyam Empire Taen | Port Sun *Based on original UM lore written by @broken wings *Rewritten work of @Ataraxy's revamped UM lore *Credit for writing and organizing this goes to @Csl *Edited (slightly) by Ataraxy
  21. 15 points
    vielle

    House Hildebrand of Ursa Madeum

    i. overview ii. members iii. estate iv. the hinode clan v. house kinclaith vi. house cardona vii. house penderyn viii. vassal houses & other locations ix. the arborum x. threads
  22. 15 points
    OBELUS

    Where are the Obeli?

    The world as you know it is a lie. Ever since that star fell three centuries ago, the course of human history has been driven by the few who know the truth. Four wishes for four children, it made their deepest desires into reality. It told them their destiny was to have their fingers wrapped around the throat of the world. We roam the face of your planet, as numerous as grains of sand. We united Genesaris when the five lands were locked in war. We've built airships to conquer the skies. We've sent a metropolis to swim among the stars. We've held the line against the mind-rending beings that claw at the rips in reality. We were the ones to lay down the foundations of all that you know. You're welcome. We’ve watched the turns of the centuries pass us by. We've watched you grow, and learn, and build your towers of wealth and opulence. We've watched you construct cities around your ignorance, cathedrals to power and ambition and influence. We watch you gloat at your achievements, and laugh. Don't you know? We are the strings that make you dance. You have all been blinded to the truth of this world. Your petty squabbles and worthless wars pale in comparison to what sleeps within your empires. It's time to wake up, all you who slumber. Our influence is inevitable. Where is Obelus? We have been searching for millennia. Where are the Obeli? Everywhere. We are here. We have always been here. The Obelus Canon is a site-wide metaplot built on the premise that nearly every single individual instrumental in shaping human history are descendants of four siblings: Malark, Ingsol, Nomalis, and Davant. The aim of the Obelus Canon is threefold: first, to explore genres that subvert the largely fantasy/adventure themes of Valucre such as sci-fi, superhero, speculative fiction, mystery, and psychological thriller. second, to facilitate a long-term, interconnected, character-driven international plot involving as much of the original lore of Valucre as possible, giving these more depth through character actions and player contributions. third, to create a hybrid roleplay-ARG experience through OOC and IC puzzles, riddles, codes and ciphers. The Obelus Canon aims to be player-driven, with OBELUS in a facilitator role. Integration of existing plots and lore into the Obelus Canon is encouraged. Collaboration is key. Primers for each of the four bloodlines will be published soon. OBELUS is now open to collaborations with other ARG accounts. OBELUS admires all your work. Non-Terrenus board leaders not already in communication with OBELUS are also welcome to message OBELUS to discuss possibly shared storylines in their territories. The New Sanctorium rises in Genesaris.
  23. 15 points
    supernal

    New Member Guide

    WELCOME, TRAVELER . . . to the promised land - of roleplay! Valucre is a forum roleplay site. The fact that we have no central plot and don't separate our member base into silos of experience makes us a little different than your average roleplay site. We take things a step further by providing a unique and persistent global setting. A full planet capable of supporting most themes and ideas, with dozens of plots all happening at once, some large and encompassing, others small and intimate. There's so much to do and see on Valucre you could spend hours for days on end going through guides, sheets, and lore. But don't worry. No one expects you to catch up on over a decade of history just to jump in and start creating with us. Think of Valucre's body of work less like a guidebook you have to read just to make sense of where you are, and more like an encyclopedia or a reference guide that you can look to when you want to add immersive details to your post, such as the political climate of one area or the visuals of another. Below are a number of tiles which cover different topics. You can visit the page by just clicking on the tile that you want to learn about. Give our guide 15 minutes of your attention and you'll be starting on a strong foundation. If you have any questions about the site at all, ask the Outreach team!
  24. 15 points
    Twitterpated

    The Official Aleksei Fan Club

    So I had a brief conversation with a friend (@DarkHorse) in kind about a certain roleplayer on the site, in which I had no idea she had written with her before, and it dawned on me just how many folks have experienced and love the hell out of @Aleksei! So I says to her, "wanna start a fan club?", and she responded that she thought it was a great idea, and that Aleksei might enjoy it. And so here it is folks! The Official Aleksei Fan Club! This thread is open to any and all players that had had the pleasure of meeting, talking to, and/or playing with Aleksei and have an undying love for her like we do. Join us in the act of recounting the wonderful times we've had with her, as well as swelling her hubris with compliments!
  25. 15 points
    Note: the portal can deposit you anywhere in the planet and not just nearby itself Late last year I announced Elendaron's spiritual death, or "Spirit Wars" (coined by @Mickey Flash) which is much more fun to say, and how this physically manifests: https://www.valucre.com/topic/40860-elendaron-changes-a-spiritual-death/ Elendaron has been open for play since this announcement with those canon changes in mind, but I also intended to run a series of GM'd threads in parallel. I GM'd the first one, which concluded just this week: https://www.valucre.com/topic/40970-what-do-you-know-closed/ There are more in the pipe, but with the first one completed comes with what I think is the most interesting and exciting development - a permanent gateway into the "spirit world" If you visit the world article you will now see Elendaron replaced with a portal graphic (thanks to @jaistlyn!) and Elendaron removed from the body of the article as well: https://www.valucre.com/lore.html/world/valucre-overview/ So what does this mean? My intention is to have the portal as an in-character, lore-backed plot device through which people can enter and exit the Valucre setting, so as to have whacky and zany adventures of all sorts in Alternative: https://www.valucre.com/forum/75-alternative/ I'm playing hardball with the Many Worlds Theory here and basically saying that this is a gateway into infinity, into any number of settings a user may want which Valucre doesn't support. This already exists with Alternative but now characters can travel back and forth between the worlds and have a rationale for it To enhance the play setting and give people options, I even made a thread encouraging members to create settings people can take and run with, which is a still open initiative: https://www.valucre.com/topic/41469-persistent-alternative-settings/ If leveraging one of these persistent settings it's important to note your character(s) should still conform to its limits. If you bring your divine character to Valucre they adhere to mild powers - if you bring them to a reality-based setting, then same thing But the best thing about this whole infinity concept is that you don't have to use someone else's setting and can make your own, and do whatever you want with it (adhering to the code of conduct naturally). You can even take a persistent setting and go "okay that + supernatural" and have a situation where your divine character can do divine things in Detroit, or whatever I'll be adding tags for specific settings as they develop but for now have added a "spirit world" tag to Alternative basically mean that you're taking advantage of this plot device Okay have fun discussion thread
  26. 15 points
    jaistlyn

    Claiming the Furthest Point

    The group was truly diverse. There were some proper soldiers from Ursa Madeum. They were decently equipped, even if some of them were rowdy. These were the people that Fidelitas had high hopes about; something different from the gold grabbers that the White Hand had been using for a while. Those unloyal bastards had run at the first major sign of trouble. If they had stayed and helped, Diligence might still be alive now. But the Order couldn’t get rid of mercenaries just yet. This was evidenced by the jolly group behind him to his left. Women… and children, dressed inappropriately for travel. Who let them in anyway? He heard someone congratulating a “god-killer” among them. He knew that you couldn’t really judge by appearances, but this was bordering on ridiculous. They would have been warned about the dangers of Yh’mi though, so it was their choice if they didn’t heed it. He wasn’t going to mother over anyone. There were two people he recognized. Gormaric, whose role in repairing the wall was significant. There was no doubt about his fighting prowess, as he led forces to fend enemies away while the repair was ongoing. Fidelitas respected the dark knight and his willingness to continue to join them in this fight. The other was Aryssin, the healer who had helped in the aftermath of Remissio’s attack. He hadn’t interacted much with her, but her skills would be useful indeed in the coming months. He also knew there was a Knight from the formidable Force Majeure, but he couldn’t identify him or her within the group. The one that Fidelitas was truly doubtful about was the presence of the journalist. Chastity had allowed him to join them, saying that it was time for the world to see the true threat of Yh’mi. But Fidelitas never trusted the media and their selective truth. The man had better not get in their way, or he couldn’t be responsible for what happened to him. Going forward at a steady pace, the walls bordering Yh’mi gradually became a fixture in the distance. And yet nothing had happened yet. “Keep your alert up!” Fidelitas addressed everyone. “The enemy can hear us. They can come from any side!”
  27. 15 points
    Dredge

    The Battle for Last Chance promo

    Battle of Last Chance Introducing for all of you haven’t heard of the us. Legion, aka The Legion of Doom!! So a month or so ago I dropped a thread that said “I am here to burn your world.” Now when I say something, I mean it. SO! Allow me to drop Legion’s first macro level thread. The sacking and burning of Last Chance. We here at Legion have decided for our first foray into the larger parts of the game is to be a raid. Rather than the large and intense three part invasion to take the city, which lets be honest. Sounds exhausting. We want to deliver a more intimate and character driven thread than the large scale chess and tactics game that detracts from a good story. We want to keep our focus on the characters rather than the battle itself. How will this work? The thread itself will have various objectives and storylines laid out for people to join or to simply do their own thing. All of which will be laid out in the official OOC thread when it drops this weekend. All characters are encouraged to join an objective and work together to weave a story that will not only be a great read, but will allow yourself and your opponents to have fun. While you can go off and do your own thing around the battlefield, we do recommend working with your fellow writer. Also anyone is allowed to join. You don’t need to a part of the factions who are fighting. Combat & Troop Movements So as far as macro level troop maneuvering goes, all of that will be background noise which will be decided by faction leadership. This is to provide everyone with a fluid sense of a shifting battlefield and setting from an official source rather than five different guys with thousands of troops between them all doing different things. We want to provide a very seamless and cinematic experience when it comes to the macro combat for the thread. Characters will be allowed to command two squads of NPCs each for flavor and fun. Rules 1: Wheaton’s Law aka don’t be a dick 2: Treat your opponent with respect 3: All OOC squabbles need to be settled via a pm. Don’t drag your drama to the OOC thread 4: If an agreement can not be reached then faction leadership will decide. 5: If faction leadership can’t reach an agreement then and ONLY then will site staff will be involved. These people have better things to do than deal with our disputes. 6: No writing damage, character death, or mass NPC death in your post as a fact without the express permission and consent of the other writer 7: Doing a power move that can violate the Mild Powers ceilings is fine. We all love a dramatic moment. But doing so needs to come at a cost. Losing all your strength, injury, death of comrades, etc etc. pay to play baby. 8: All are welcome to partake 9: Really, just please don’t be a dick. Details We will be dropping all the official OOC thread this weekend and possibly the actual thread as well. Faction leadership will be working together to create the best experience for everyone.
  28. 15 points
    supernal

    Mostly Orchestrated Battle System

    Based off of the results that I received off of a survey I ran, I decided to make a "system" that favored orchestration with a minor element of chance rather than the inverse. As such this system will be painfully simple and will pivot on the storytelling abilities of the players involved Roll a 1D2 / coin flip. The result of this determines the winner of the battle You can determine who is heads and who is tails however you like. One simple method is going alphabetical by username, and if you plan to fight this person multiple times, then just alternate after the first time Optional. Roll a 1D3 to determine the degree of victory. This gives both sides of the battle a metric to use when determining the flow of battle. 1 = Minor | 2 = Medium | 3 = Major If the winning side is a character who is generally much weaker than the losing side, they don't become jacked up for this one battle. Rather this would manifest in ways such as NPCs or partners joining the battle, or a perfectly laid trap with information gathered ahead of time, or even just pure luck 5 round minimum per player. This translates to 10 posts for 2 players, 15 posts for 3, etc. And that's it!
  29. 14 points
    Tyler

    Norkotia

    NORKOTIA INDEX Directivism Security Technology Regent: Joseph Tynes Contact: Tyler AMA Artifacts Geography Topography Norkotia is located on the northeastern border of the Plateau of Zühl, a large, flat highland region in Terrenus's heartland. Most of the land is exceptionally flat, with the main exception coming in the form of artificial lakes and depressions that are the result of strip mining operations. Most of Norkotia's major cities are situated on the shores of Garrison Bay, a large, natural harbor connected to the larger Sidereal Lake. Natural resources are abundant in the region, particularly fossil fuels. Oil drilling has gradually become more and more common, as its uses and benefits have expanded with time. While most of the land is used for farming, strip mines for coal and minerals are fairly common in the outlying areas, while oil derricks and pumps can be found nearly anywhere. Magic is weak in the region, previously only about a quarter as strong as the Terran average, but even weaker now thanks to the changes in the Shawnee loci. The reason for this magical scarcity is unknown. Regardless, the local impotence of magic has caused the natives to invest deeply in fossil fuel and mechanical technology, instead of magictech as is found elsewhere. Likewise, the magic sensitivity of most of the citizenry is far below the Terrenus average, possibly thanks to years of being raised in an area so devoid of it. Below is a list of nearby locations and their approximate distances East: ~1050 miles to Hell’s Gate South-East: ~650 miles to Langley Keep West: ~950 miles to Blaurg Mountain Cityscape While officially considered a single city, Norkotia can be more accurately described as a sprawling, but sparsely populated conglomerate of several smaller towns, connected by a sturdy system of roads and railways. There are a few relatively tall buildings, but not as many as one would find in most major cities, as expansion of the city has traditionally gone outward rather than upward. Most of the citizens live in houses rather than apartments, with brick structures being the most common, though wood, concrete, and metal buildings also exist. The "Metro" is the most densely populated region within Norkotia, consisting of Norkotia City itself and four smaller, but adjacent towns. The largest of these is Stahlburg, where much of Norkotia's industrial power is concentrated. On the opposite end of Norkotia City from Stahlberg is Millersburg, the primary center of agricultural commerce. Outside of the metro area, the population density declines rapidly, with most cities possessing populations of less than five thousand people, many only totaling in the hundreds. The largest of Norkotia's outer cities is Arkholm, a port located several miles north of the metro along the Garrison Bay coastline. If any town in Norkotia has a reputation for hosting magic or the supernatural, it would be haunted Arkholm, which carries a long, strange history of witchcraft, occultism and unexplained occurrences. Climate At the height the summer months, the Norkotian region traditionally reached semi-arid conditions, while the dead of winter could feature brief periods of severe cold. Most of the year, the region is temperate, though dry, with drinking and irrigation water being primarily provided by the nearby Garrison Bay. However, following the expansion of the Shawnee Glacier, the heat of the mid-summer has lessened, resulting in a reduction of water shortages. This has come at the cost of the growing season's length, as well as even colder spells during the winter months. Flora and Fauna While there are few forests on the Norkotian plain, scattered tree groves can be found amidst the fields and farmland. These groves include a mix of deciduous and coniferous trees, along with numerous common types of underbrush. A particularly woody shrub grows wild in the unshaded fields and is commonly used to make paper products, reducing the need to cut down the scarce trees in the area. Most animals in Norkotia are relatively docile, with several types of deer, antelope and undomesticated cattle being common. Predators usually come in the form of roving bands of coyotes or wild dogs, though a large species of predatory cat, known as the Plains Prowler, occasionally appears in the regions outside the larger towns. On very rare occasion, the feared Green Bear has been spotted in the countryside, though these usually stick to the less inhabited coasts and oases elsewhere on the plateau. Despite the presence of these creatures, the most dangerous animal in Norkotia is the venomous rattlesnake, whose deadly bite is known to kill predator and prey alike. Some rumors exist of more monstrous species existing throughout the plateau. The most prominent one in Norkotia itself is an old legend of a sea monster in the depths of Sidereal Lake, which people have claimed to have seen in Garrison Bay from time to time. Demographics Culture The majority of Norkotian natives follow a quasi-Gaianist faith called Directivism. According to this religion, Gaia had given the Earth to mankind as a vast wilderness to tame and conquer, rather than to tend and nurture as mainstream Gaianists believe. This line of thought originates from several local scriptures not included in the Gaian Bible, though whether Odin Haze had rejected these stories from his compilation, or simply had never heard of them, remains unknown. Regardless, the local religion encourages the exploitation of natural resources, such as fossil fuels, as part of humanity’s Divine Directive to tame the world. Another element of Directivist religion is a strong stance on sexuality and marriage. Directivists believe in a strict adherence to marriage vows, with all intercourse outside of this context being considered animalistic and sinful; a violation of the Directive for humanity to transcend the tendencies of the wild. Despite this, a significant secular movement, encouraged by certain corporations and intellectuals, began to weaken the Directivist influence on Norkotian society. This resulted in a spike of infidelity and promiscuity, along with the unpopular legalization of prostitution and other unscrupulous businesses. This movement is now in rapid remission, thanks to the efforts of Joseph Tynes and the Norkotian Nationalists, though at least 35% of the population could still be considered atheist or non-practicing. Norkotian accents are generally Germanic in nature, deviating from the traditionally Romance-based dialects throughout the rest of the continent. However, these accents can also vary drastically depending on whether the speaker lives in one of the towns or in the countryside. The most common accent is the "Metro" accent, which sounds like a Midwestern American accent. Second most common is the "Frontier" accent, though some call it the "Redneck" or "Cowboy" accent, which sounds like an American Southern accent. A smaller minority possess the "Norkic" accent, which sounds like a German accent. Most who speak this way are migrants from outlying towns who still speak the old Norkic language, which may or may not be descended from a prehistoric Genesarian tongue. Economy For many years, the Norkotian economy was primarily agricultural, but innovations in the use of the region’s vast petroleum reserves has caused a gradual shift toward industry. Still, thanks to the development of the local road and rail infrastructure, and the further development of mechanized farming methods, farming has remained competitive and increasingly efficient. Despite the improvements in farming, the industrial elements of the Norkotian economy are seeing the greatest advancements. Petrogel, a semi-solid form of refined petroleum, has become a popular bullet propellant, replacing dangerous gunpowder and its expensive alternatives. Another petroleum product, plastic, has become an incredibly popular material for use in manufactured products. A hardened plastic alloy armor, petrosteel, was recently invented and is starting to see use as body armor for soldiers, as well as for aircraft construction. Companies and institutions BlackBlood Energy Incorporated: Works with petroleum and coal exploitation and refining. Officially the largest private company in Norkotia, though it is ultimately not much larger than the most of its rivals. Schmidt Arms Company: Provides popular weapons and gear to hunters, survivalists, corporate security and law enforcement throughout the area. It also holds the most government contracts of any company for military development and production. Norkotian News Corporation: Largest media conglomerate in Norkotia. Operates a TV channel, radio station and newspaper, in addition to other mediums. Most of its leadership was arrested or fired after a major corruption scandal. Government Local government In the past, most Norkic towns followed a long-standing system of having an elected mayor and appointed sheriff, with the former acting as the political leader and the latter providing for law enforcement and security needs. Towns also had their own militias, which usually included, and were led by, the sheriff and his deputies. However, this system often resulted in many of the larger landowners, energy corporation leaders and mining guild bosses taking control of the towns through threats or bribery. After the formation of the Norkotian Union, local sovereignty was reduced in order to better combat corruption and encourage cultural unity. While mayors remained an elected official, the old sheriff departments were merged into the Internal Security Bureau, or InterSec, Norkotia's new national police force. This allowed for better coordination of security and defense against the growing threats emerging across Terrenus. Federal government Just as with the preceding Norkotian Confederation, the current Norkotian Union is ruled by a council of elected members, with a chairman acting as the de jure leader of the government. The council includs multiple members from Norkotia City proper, along with at least one member from all the surrounding towns under its influence. The chairman is elected separately from the remainder of the council and is expected to mediate disagreements on the council and further balance the needs of the both the central city and the outlying towns. Following former chairman Joseph Tynes's assumption of the office of Grand Executor, the balance of power within Norkotia began to shift. The position of chairman, filled by Roland Stracht, one of Tynes's supporters, became more of a liaison between the Executor and the lawmakers on the council, while the council itself maintained legislative and budgetary powers. However, all military and police authority came under the executive branch's jurisdiction, and with exception of project funding, the Executor was no longer subject to the processes of democracy. This, in effect, made the Grand Executor the de facto ruler of Norkotia. Education Education up through high school is paid for and managed primarily by officials within the school’s immediate locality. Only the Norkotian University, the lone higher education institute in the region, receives direct funding from the central government. Higher education is not emphasized as much as life skills, and such, many children and young are allowed to pursue trade apprenticeships or on-the-job education, rather than continue through high school or college. Transportation Roads and Highways: Norkotia has a sprawling system of paved roads connecting all the towns within the greater city’s influence. The well-developed infrastructure is designed to allow the general citizenry easy travel with motorized vehicles, which are the primary means of personal transport. However, horses are still often used by those in the outer regions. Rails: A system of railways, built largely before motor vehicles became popular, weaves through the numerous towns and mining facilities, allowing for larger bulk transport of materials. Thanks to the rise of motor vehicles, its usage has declined in recent years. Shipping: Iron ore is largely shipped into Norkotia from neighboring villages on the far side of Sidereal Lake, in exchange for food and fuel. Airports: Initially, most aircraft were used either for crop spraying or specialty transport for wealthy citizens. However, advancements made thanks to military research, along with the expansion of Norkotian influence across larger swaths of territory, have made both the capability and necessity of public airlines more vital. Even so, civilian flight remains expensive, and is rarely utilized by the lower and middle-classes. Notable Residents Joseph Tynes: Youngest man elected to Chairman of the Norkotian Council. Now holds the title of Grand Executor, giving him supreme power over all Norkotian security and defense forces. Diric Redbridge: Chief advisor to Chairman Tynes. First Vulk to hold a position in the Norkotian government. Stephan Schmidt: Heir to Schmidt Arms Company and noted philanthropist. His late father was noted for inventing many popular firearm designs, a legacy he has proudly continued. Kersh Engel: Eccentric surgeon and cybernetic enthusiast. Was exiled for his unethical experiments and later arrested in Port Caelum for kidnapping and murder. He was eventually rescued and assigned to military research by the Norkotian government. (Formerly) Shane Haydes: Wanted arsonist and murderer. Fell-in with a band of pirates in Casper, but now lives as a criminal and terrorist in Last Chance. Mara Mercer: Cyborg and bounty hunter. Was among Kersh Engel's illegal experiments following a traffic accident. History Canon Past
  30. 14 points
    Mickey Flash

    DEAD THREAD ZONE

    I'm sure that most of you, if not all have been involved in a thread that had no ending. Either your writing partners were unable to continue for one reason or another, or you were unable to continue. Where do these threads go when they die? Do they just sit there, unloved and unattended? Now there is a place for these threads, a place where they can get the love and care that they deserve. THE DEAD THREAD ZONE There are many ways that these threads can find a satisfactory ending for all parties involved. All of these ways will be with the assistance of the Thread Zone Squad (TZS). The reason DEAD is not involved in their name is because they give new life to the thread long since gone. The TZS can give your writing group, or you and your writing partner, new ideas which can continue the thread to the ending. The TZS can create the ending for you, finishing the thread with your approval of their ideas, of course. The TZS can create a surprise ending, one you would have no clue would happen. This gives the squad the rights to make an uncharacteristically funny post for the ending that has nothing to do with prolonging your story. Of course this ending can be optional for keeping as an ending post, with the ideas given all in fun for crazy posts that are designed to make heads shake or spontaneous chuckling. (Only the creator of the thread is required for permission of #3, due to the option of it not being the actual ending. If it is decided by everyone in the group to make it the actual ending, then it will be added to the thread.) These endings will have their own section with links to the thread they belong to. There are a few rules to THE DEAD THREAD ZONE. Only one thread can be nominated by a roleplayer at a time. I know some of us have fifty threads or more that need to see endings, but you will have to take your turn as we go through with as much total concentration on each thread as we can. If you give the option for the third type of ending, with a squad member making the ending of their choice, there is no call for hurt feelings over the thread going a different way than you wanted it. If inappropriate arguing or angry words are given because of a post, then you are choosing not to have another thread completed by the Thread Zone Squad. Remember, the third option is all in good fun. Please, no angry criticisms of the squad's ideas or posts. They are doing this for free in their own spare time, so they deserve a little respect while trying to help you end your threads. (We reserve the right to make changes to the rules, as needed.) With this new endeavor, the idea is in need of members for the Thread Zone Squad. If you have quite a bit of writing experience, have posted many threads with endings, and have been on Val for more than six months, you are more than welcome to apply for the position. Also if anyone has more ideas on how this project can be improved, we'd be more than happy to make adjustments or changes for improvement. *** This project is a work in progress, so that means we'll be doing a check to see how many are interested in the idea, how many want to participate, and how many we can get to be a part of the Thread Zone Squad. There are a limited number of members in the TZS right now. More will help determine how fast we can get to threads. 1. Mickey Flash 2. @vielle 3. @EpicRome23 4. @jaistlyn 5. @THE_BULL 6. @Grubbistch 7. @Rin
  31. 14 points
    OBELUS

    September 20, WTA 597

    ACCEPT REJECT PARTICIPANTS LAURENT DUBOIS GRIGORI GAGARIN SETSUKO ERI ALETHEA GILYA
  32. 14 points
    one thousand posts! ? truly a personal benchmark! perhaps this means that I am here to stay for good. ❤️
  33. 14 points
    Tyler

    Claiming the Furthest Point

    Once the Norkotian squad ceased their nonsense and started to pay attention to those in their column, the presence of two attractive female knights became quite evident to the band of ruffians. A couple of old school wolf whistles were heard as Sheryl approached, while a couple men adjusted their hats to get a better look. The mix of reactions probably seemed outdated and chauvinistic to the two lady knights, but these men were not sophisticated city slickers who'd grown up in a world of social sensibility and liberated thinking. These men were old-fashioned rednecks who'd lived and thrived in the semi-arid rural wilderness that surrounded Norkotia, so expecting them to know better than to be inappropriate or offensive was wishful thinking. "We'yall, the scenery in this 'ere expedition juss got a whole lot better." one of the men remarked. "Ah'll say." Murray agreed, "You ladies are in for a treat when you get to see us at work! The major picked us for this here excursion because even an stiff with a stick up his ass like him knows real talent when he sees it! Yeah, I reckon he's back there in the camp, preparing his speech for when he decorates us all with medals! Hell, seeing as our army doesn't even have any medals yet, he's probably making plans to name medals after us!" Meanwhile, in the Norkotian encampment... "The expedition is moving through the gate now, sir." Krieger stepped away from the tents so he could get a view of the coalition force as it left the safety of the walls and entered the hellish landscape beyond. His face remained ever hardened as he watched the Ranger squad trot out the gate on their horses, none of the men seeming to be taking this situation seriously. "Those fools are going to embarrass the homeland with their undisciplined nonsense." the captain continued. "Perhaps, but they will serve as an adequate gauge of the enemy's strength. If they die, they will serve as an example to the rest of the men what fate befalls those who forget their training. If any survive, they will provide us with the important intelligence for when our main force enters wilderness." He paused as both men watched the White Hand guards close the gates behind the expedition, cutting off visual contact between the column and those within the walls. "However, I do not anticipate their survival." Even with the additions of the other armored knights, the Norkotians showed little sign of shaping up. Though, some of their horses (and even a few of the men) were made restless by the massive wyvern that Gormaric had brought into their section. That didn't mean they were totally put-off by it, however. "Whoa-ho. Nice mount ya got 'dare." one of the Rangers, a scrawny man with a baseball cap instead of a cowboy hat, and an inner-city accent instead of cowboy-like ones most of his comrades had, "Can I pet it? It ain't gonna bite my hand off, is it?" Between all the yammering, it was perhaps surprising that at least a couple men did have the sense to pay attention to the ebon knight as he attempted to brief the section on the nature of their foes. Despite his bluster, Murray was one of the only men present who had seen the supernatural in action, and while he was confident in his abilities to adapt to whatever it threw at him, he also knew it was capable of things unfathomable to minds of people never exposed to it. While it wasn't that these monsters were supernatural, this whole region seemed to be intoxicated with a haunting, otherworldly presence. The further from the safety of the wall they went, the more it became apparent. "The rest...?" Murray began to question as the Gormaric trailed-off. The sound of a distant rumble was now becoming more prominent, drawing the attention of not only Murray, but the others in his squad as well. "Heeey, what da heck is that?" the baseball cap Ranger blurted. "Shut it!" Murray barked, trying to listen to the approaching thunder. The sound was rapidly getting louder, while a murmur went through the column. That murmur suddenly erupted into a series of shouts and cries as the two creatures that looked like bizarre, oversized deer came crashing into the formation. Norkotia had a fair number of deer and antelope species that roamed the highland plains, as well as some bison and big-horned sheep in certain areas as well. Thus, nether the creatures, nor their behavior, seemed particularly abnormal or unheard of to the Rangers. The difference here was that these beasts were way faster than a charging bull, yet seemingly much heavier and more powerful than a common ram. Even so, these babies looked like potentially wondrous trophies to adorn somebody's cabin back home. "Weapons out, boys!" Murray barked, "Get ready!" "Ha ha! The man who delivers the killing shot gets the head for mounting!" another man, a rather overzealous former big game hunter (who had been put in prison for repeated pouching and other hunting law violations), proclaimed, "And that man is me!" With that, he spurred his horse forward toward the squabble, his lever-action rifle ready to fire. A couple more men, their competitive nature inflamed by the hunter's words, quickly took-off after him. Murray suddenly found his squad fracturing at the first sign of contact with the enemy, something he had apparently not anticipated. "You men, get back here!" he shouted after them, but was not heeded, "Shit! The rest of you stay together! We hit as a group!" Abandoning their quadrant, which was relatively well-defended at the least, the Rangers were soon riding full-speed into the battle zone. Focusing on one of the two creatures, the Norkotians readied their weapons to join the already impressive roar of gunfire from Challara and the Uldwar forces. Ironically, every single one of them was using Norkotian ammunition. The Homeland would be proud.
  34. 14 points
    A commercial airship braved the journey from Hell’s Gate to just outside the border of Yh’mi, containing the donations of sympathetic Terrans of dried fruits and meats along with other shows of support in the forms of letters as well. As the airship touched down, several volunteer workers began unloading several crates worth of items that would be delivered to Inns’th on behalf of the Terran people through the vehicle that was the Daily Weekly. A gruff looking male could be seen talking to the airship pilot, covered in a silver cloak and adorned with armor that looked weathered from experience. Greyed beard and hair decorated his face but did little to harden the jovial expression that was present or the extroverted gesticulations that even forced the airship pilot to smile from time to time. What they spoke of would not become public record. A small floating device hovered around him, clearly housing a camera of sorts that moved autonomously. There would also be a slight flicker in his right eye that suggested some sort of bio-augmentation but could only be distinguished by those who were observant enough and close enough to him to witness the expert craftsmanship. Boots fell on Yh’mi soil for the first time, marveling at the darkness that blanketed the area as he adjusted his concealed weaponry rather hastily before beginning his work. He had arrived here well before the departure time and had begun recording their preparations and conducting impromptu interviews that many strongly rejected as they claimed they were too busy to deal with what they deemed were worthless questions. Even his warm smile and obvious charisma did little to pierce through the sense of duty that was present within the Order or the acute focus that the importance of each task that led to this expedition held for everyone here. Given this severe lack of dialogue at this time, Soryn turned to the device that hovered behind him, adjusting himself in minor shifts until he felt he had a perfect view of the wagons being setup and the Furthest Point in the distance. Clearing his throat, he began what would be the first of many recordings throughout this journey. “Soryn Savedo here, reporting in Inns’th as the Order’s paladins make preparations for the large endeavor of claiming new land that will aid them in the fight against Yhmi’s horrors. As you can see behind me, several volunteers have come to offer their weapons, ideas, and lives to see this mission to success…” The camera caught sight of Noah and Dan in the distance. “As you can see, even children have taken upon the call, defying expectations. No one knows what fate awaits them outside of the gates but that hill you see far into the distance must be claimed if Yh’mi has any hope of being redeemed. Soon, these brave men, women, and children will depart, possibly placing the fate of Yh’mi on their shoulders and perhaps even the fate of Terrans everywhere.” Fidelitas’ armor glint caused the camera to shift once again and zoom in on the paladin. “It looks like they are ready to depart. Let’s get a closer look.” Soryn moved swiftly into the bottom right, placing himself directly beside Selena as Fidelitas began his rallying cry. “Today, we take the first step into Yh’mi. Tomorrow, we take the whole blasted land!” Soryn absorbed all of the hype that the rally brought in and gleefully continued his recording right next to Selena, the camera doing a wide pan of the entire party before settling back on Soryn with Selena clearly in frame. “There you have it my fellow Terrans. Yours truly will be joining this brave group of volunteers where you will witness the truth behind the Order of the White Hand’s efforts, Yh’mi’s shadowy mysteries, and more. Stay tuned for interviews, detailed accounts, and more groundbreaking discoveries all thanks to your efforts and your continued support toward obtaining truth. See you again soon!.” The hovering camera lowered itself into his hand where he pocketed it and then began looking around. His eyes fell upon Selena first and offered an endearing smile before he turned to Vlad and gave the man a good nod of acknowledgment. Lastly he looked at the Dermont group and offered the same. Aryssin had gone about greeting folks and just barely missed his attentions as he situated himself right near Selena. He was an experienced man with a muscular build that suggested he could take care of himself but that never meant he’d be prepared for the complexities that awaited them. Anticipation mingled with fearful expectation but one would never be able to tell from the constant smile on his face. He was here to uncover truths and the threat of death was worth the prize he sought. @P.N.See @SelenaNichole @sorainvoked @Moon Owl Brief Mention: @ChaosLord @HollowCipher [Bottom Right]
  35. 14 points
    Are you bored? Don't answer that question, it's rhetorical. You're on an internet role playing forum, of course you're bored! But luckily for you, I, Danzilla3, have seen fit to descend from my throne of pizza boxes and ammo cans, to bring you the solution to your existential enui! It's called TAEN Right now you may be asking yourself, "What is Taen?" Well if you would stop interrupting me with your thoughts; I'll tell you! Taen is a sub board of Terrenus; but far cooler and sexier than any of the other sub boards, and if anyone says different, their lying. But what is it that makes us so cool and so very, very, sexy? Our setting for one thing. You see, though Taen is technically a part of Terrenus, it isn't strictly speaking IN Terrenus, nor is it really in the same dimension! Taen is located in a pocket dimension that can only be accessed via portals, primarily the ones located in the Blue Hills region. Practically, this allows us to do things in Taen, without worrying too much about meshing with the rest of Terrenus. We have a rather laid back policy with regards to cannonization that can basically be summed up by saying if you put in the work, we'll probably let you do it. As long as your not directly contradicting existing canon, we're pretty cool with you doing what you want. And I would know! Taen was were I cut my teeth on this site, and to date, I've created an entire city, two different species, a budding criminal empire, and have characters in important positions all over the place! Whats more, the setting is still very much developing, allowing for you to help flesh it out however you wish! But maybe you prefer to join in on someone else's thing rather then start your own. In that case, we still got you covered fam! *Flashes white boy gang signs* We have a number of quests available to be undertaken by interested parties. In fact, right now the Crime Lord of my afformentioned Criminal Empire is having a huge party to celebrate his return from a business trip/ to make new business partners. Whether you want to join the festivties, or make a criminal connection, everyone is welcome! So come on down and join us in Taen! You want to be cool and sexy right?! https://www.valucre.com/forum/83-taen/ @Csl @Ataraxy
  36. 14 points
    vielle

    House Hildebrand of Ursa Madeum

    i. overview ► NAME House Hildebrand, the Queen’s Chalice ► CREED “For Peace and Plenty” ► HERALDRY A silver chalice entangled with ivy leaves. The silver chalice represents House Hildebrand's control over Ursa Madeum's food supply, and the bountiful trade that flourishes under their watchful eye. The ivy leaves represent eternity, fidelity, and strong affectionate attachment, as well as the strength to survive and thrive in even the harshest environment. ► ORGANIZATION House Hildebrand is an intimate sort of family: to be included in the hierarchy of power, one has to marry into the family and take up the Hildebrand name. Very rarely do Hildebrands marry into other families or houses, as these matches are usually for love or for desperate alliances. The House only takes a select number of foreign families into their fold, and these families in turn serve the Hildebrand family for generations upon generations as branch houses under their noble liege. ► AFFILIATIONS Allies: the royal court, the merchants and farmers of Ursa Madeum House Dali, House Tankred, House Uldwar, House Karradeen, House Senaria, House Mythal, House Singlance Enemies: N/A Neutral Parties: House Kholin ► BACKGROUND/HISTORY Since its formation from the ruins of a war-broken family, House Hildebrand has been loyal to the Queendom and the people of Ursa Madeum, enjoying their prosperity under the rule of Queen Analea. With the disappearance of the Queen and the rise of Damien Gillick, however, the House had no choice but to bend to the will of the king in order to survive. Despite their best efforts to smuggle provisions to the starving population, most of Ursa Madeum's food supply made their way onto the opulent tables and lavish dinner parties of the royal court. House Hildebrand rejoiced with the people as the Veluriyam Empire overthrew the old regime, embracing the idea of a new foreign ruler over their tyrannical king. With the downfall of King Damien, the House is poised to help guide Ursa Madeum to another era of peace and plenty. However, a few shadowy members within the House may yet have plans to take Ursa Madeum's throne into their own hands.
  37. 14 points
    Aleksei

    House Mythal

    'May the Dred Wolf take you.' Sigil An elaborate lining of a wolf with ten red eyes surrounded by a hallo of white lines and dots with a gray-blue background. The House Mythal is represented by a dark wolf created by a variety of elaborate lining which looks like branches reaching out. The symbolism represents the Mythal's outreach, their need to expand and express themselves to others. By doing so, they are spreading knowledge to those that would otherwise be deprived of it. Red eyes tell the story about the Mythal's ever persuasiveness. They've eyes everywhere, they see much and ignore very little. The House has no reason to carry elaborate colors; the black, white, blue, and red paint the picture they represent through their actions. Actions come in a variety of colors; words will always confuse description; simple representation ensures all will know who they are upon sight. Words 'May the Dred Wolf take you.' The saying was made during Alistair's earlier years of silent conquest. His ability to sway even the most stubborn mind was something to admire, and his ways only got more calculated with age. The words have a few meanings depending on the person: May you be welcome in the house of Mythal or May you be taken by the house of Mythal. Brief The House of Mythal is known for its ability to withstand turbulent change and constant political debauchery. They are outliers, preferring to use their logic and understanding on their home than half-truths and toxic political play. Often too honest for their own good, it has earned them few friends and many enemies. Such issues do not affect the family much, for they are far more concerned about the state of their home than anything else. A strong sense of self, the Mythals think of themselves before considering the thoughts of others. Hard to budge but eager to learn and teach, there has been many who've flocked to the domain of Mythal for leadership. Their self-centeredness has preserved not only their family but also those who wish to understand the elves logic. They simply wish to treat themselves with high regard that is earned and deserved, and in turn, they will share this graciousness with others - if they are not thwarted. There is no room for backstabbing in this family. They do not appreciate being treated like puppets or stopped from spreading their teachings to others. Whatever the way, they will follow the path that fixes their home for the better; even if that means bloodshed, death, and any other variation of loss. A few must die for the better to succeed; House Mythal has already lost much in the tyrannical rule of the previous King and will not waste the memory of their fallen by being stagnant. King Damien saw the House as a threat to his power and had initially stripped the entire family of their name, marking them as traitors to be killed. Soleil and Emery were his victims to the King's decree, their deaths were made a point for any who dared to go against the tyrant's rule. Alistair was not moved to bend knee, instead, he continued to fight for the people of Ursa Madeum, with his wife and children at his side. Quotes 'The world is bigger than I, even bigger than you. It laughs at all we think we know.' - Alistair to the Tyrant King before the King stripped the house of its titles. 'We stand upon the precipice of change.' - Final words of Soleil. 'I might take their lives, but I cannot take back from them what has been taken from you.' - Milorian to Marina after Soleil's death. 'Justice is a funny concept. It'll drive a man to perform noblest deeds. As well as the worst atrocities. Justice is a blade that draws blood from the innocent and wicked alike. And raised high, it can lead to a change that changes the world forever.' - Ronan to the people of Ursa Madeum in an attempt to start a revolution against their Tyrant King. 'For those who value survival, sentimentality is not an option.' - Austere to Cassia during the burial of his wife and child. 'Stand your ground; the dawn will come. The Dred Wolf sees!' - Final words of Emery. 'Anger is stronger than any pain.' - Cassia to Alistair after the loss of Soleil and Emery. Family & Titles Alistair Mythal ∾ Cassia Yarrow ┌──────┴──────┐ Ronan Mythal ∾ Terra Ames — Gawyne Mythal — Soleil Mythal ∾ Marina Haron — Austere Mythal ∾ Emery Cohen — Milorian Mythal ┌──┴──┐ ┌──┴── ┌──┴──┐ Sebastian Mythal — Whitaker Mythal Anson Mythal -- Easton Mythal Lord of House Mythal: Milorian Mythal. The head of House Mythal Milo was the primary motivator behind every action during the Tyrant King's rule; he was the loudest voice, the biggest pusher for change and stood the firmest against the face of adversity. His brother Soleil had been flogged and quartered for doing precisely what Milorian was doing; his sister-in-law Emery died protecting her young children (twin boys), unfortunately, only one child survived the attack. The Tyrant King felt threatened, seeing that the family was not going to budge and discontinue their attempts to overthrow him, he soon stripped the Mythal's of their titles. Once their name was denounced, Milorian persuaded the remainder of his family to go underground long enough to make plans to spread their word - an attempt of a revolution. Their silence bought them just enough time to gather their forces (small groups of wanna-be-revolutionists) and attack the heart of the problems within their home. Still wanted by the King, the Mythal's were seen on the streets passing out pamphlets, making significant attempts to persuade others to see the side of reason, but too often they were faced by the fearful unsure how to follow without getting killed. It's was an understandable position to have, and they did not think too harshly on the cowardly. At this point, their heads were already on the chopping block, and they weren't going to back down from a challenge. Their hard work paid off when Taen's forces came through. Milorian and his brothers were quick to assist in the siege by offering what little resources they had at the time. House Mythal is for the Taen's rule and believes the people shouldn't thwart such an opportunity. Lady of House Mythal: -- Wife of the head of House Mythal. Steward of the Free Marches: Austere Mythal. Governor of the household and estate of the Lord of House Mythal. Typically, the steward is also regent of House Mythal's lands and its seat during the absence, incapacitation or otherwise delegation of its lord. Castellan of the Free Marches: Ronan Mythal. The overseer of the Free Marches and reports directly to the Steward. Sentinel of the Crossroads: -- Captain of the guard of Crossroads, the Mythal's towers. Grand Master of the Order of the Seekers: Delaney Vulpine. Leader to the Order of the Seekers, created to protect the Free Marches and its people. Knight Commander of the Seekers: Gawyne Mythal. Second-in-command to the Order of the Seekers. Typically charged with leading militant action, such as commanding the Knights from the front, on behalf of the Grand Master, who governs the order from its headquarters at Crossroads. Location The Free Marches is the entirety of the Mythal's estate, which is located on the coast of Island Corinth, just southwest of the capital Andelusia. It is a lush area that is slowly growing back to its active roots now that the Mythal House has returned to a normal state. Boundless amounts of trade happen in the Free Marches; ships can often be seen docked on the coast, an open market's banners populate the sky, and a variety of conversations pollute the air. The House of Mythal has their hands in trades of all kind and are open to creating productive relationships with anyone wanting to sell their goods in the Free Marches. Any member of the house can be seen wandering about Eluvian and its shores, speaking with familiar and new faces to better know the people occupying their estate and to build proper relationships to continue their expansive reach. Crossroads (the Mythal home) is a large bridge that connects the small island (Eluvian) to inland. The quarters are built into the two massive towers that occupy the middle of the bridge; elaborate rooms fit for royalty and a library that can be accessed to the public make up a majority of Crossroads. There are passages that lead beneath the bridge, where there are pillows and blankets for the weary who seek shelter during their travels; often, women from the villages freckled around the Free Marches will provide food and drink here. Celebrations are often held on the bridge as it is an open resource for anyone to use. The Mythal's enjoy seeing their people enjoy the simple pleasures of life and try to promote the freedom as much as they possibly can. Milorian ensures the safety of his people and wanderers alike by keeping guards shifting around the bridge without disrupting the lives of those passing through. There are angry mountains on both ends of Crossroads, but there are countless paths and roads that will lead you to the bridge safely and without interruption. Affiliations Activity YEAR 595 AO SEPTEMBER 3rd || Tyrant King Dead. MARCH 3rd || Reclaiming rice fields and woolybug herds. APRIL 1st || Wyne Returns 25th || Reclaiming the Emerald Graves MAY 5th || Raising the walls of Eluvian 20th || Reclaiming the Mourning Roads YEAR 596 AO AUGUST 1st || House Dali Pre-Nuptial Celebration (Anson Mythal x Seldi Dali) 1st || Confrontation & minor reconciliation (House Uldwar vs. House Mythal) 2nd || A.N.T. SEPTEMBER 3rd || Engagement Agreement (Birdy Tankred x Milorian Mythal) 18th || Free Marches Celebration 20th || Engagement Agreement (Odelia Carthrage x Austere Mythal) OCTOBER 8th || Establishing Port Moon
  38. 14 points
    Hello, Valucre! It happened much later than I originally anticipated, but Book|Ends now has an official hub thread. It is located here. I'm far too much of a bloody hipster to write about a gala event as I once planned, and so Book|Ends is hosting a Read & Mead event. What is a Read & Mead? Well, my Val pal, it simply means that there are a lot of books to read and a lot of drink to mead. Mead to drink. What were we talking about again? This is a casual thread, meant for character interactions and networking. You can also use it as a place to snag one of the quests detailed on the Book|Ends organization page, or to suggest one of your own. Appropriate advertisements will be made for any mercantile character seeking work. Drop a comment here or send me a PM if you wish to join. Or not. Seriously, you can just hop in. Enjoy! Welcome to Book|Ends. If you have found this pamphlet and are reading it now, congratulations! You, my friend, are literate. As a literate person, perhaps you have found yourself longing to exercise that literacy. Do you ever find yourself longing for illustrious literature or lingering over illuminating lyrics? Do you ever whisper to yourself, "Wow, if only there was a place where I could conveniently purchase an out of print manuscript of Arsen De Bellfry's Sonnets of the Frost Maidens, a top novel on the Hell's Gate Best Seller list, AND a grimoire that could forever damn the souls of my enemies to an entirety of pain1!" My dear literate friend, Book|Ends is the place for you! New and exciting adventures await! As we are currently located in what remains of Ashville and surrounded by impenetrable wards, we highly recommend setting an appointment through the Book|Ends crystal communication hotline. Other acceptable methods of communication are via smoke signals, ritual sacrifice2, messenger imp3, and postcard. Employment & Partnership Opportunities Now Hiring: Essentially Everyone Entry Level Qualifications include basic arithmetic, knowledge of the alphabet, and decent hygiene No Murderous Rampagers need Apply Partnerships: Do you lead a small government, faction, or organization in desperate need of information and culture?4 Book|Ends board leaders are currently accepting new members, investors, and business partners. Our contact information is inscribed below. 1 Book|Ends and its associates are not responsible for its clients' actions regarding soul damnation, purgatories of pain, or related ritualistic behaviors. 2Small unfriendly animals only. We're not monsters. 3Must be well trained, will be eaten if not. 4Of course you do. We all have seen how you dress. Book|Ends, a purveyor of fine literature and beyond, is ready to get back into action, but it needs a little help to get back on its metaphorical feet. Employees are needed, as well as retrieval specialists. Threads through Book|Ends will run as such: Employees will be given a task to complete with each thread. The tone is casual, with a focus on character development. Retrieval specialists will be given quests to obtain a tome. Danger levels vary depending upon the item in question. I'll give you the setting, and the rest is up to you and your partners. Partnerships with factions are always welcome, and will give your organization access to Book|Ends' resources. This is here to sniff out some interest. Please feel free to ask any questions or send a PM to brainstorm. @TheWilySpookster
  39. 14 points
    Alexei

    Caesura

    Indeed, the Kadian reputation had been smudged, two foreign rulers had been nearly killed in his own home. Someone, or several people, were playing a political game and using him and his nation as a doormat in the process. These were undeniable facts, and a point of anger to Corvinus, yet Roen had besmirched his pride and reputation as well. He entered his home uninvited, insulted him in front of his wife and the soldiers quietly standing guard, hidden from view. Now the devil expected to win his favor with an appeal to his emotions, all the while the emperor remained calm, detached as he considered it. The more he did so, the more he came to solidify his own response. Thrice now had he been insulted, first at his own wedding by a psion, then by whatever fool played assassin, and now a devil of whom he held no love for. “Yet you believe insulting me and then asking nicely will have me eager to help you correct this mistake?” It was a rhetorical question, he did not need or wait for an answer. “I tire of these games Roen. The blatant disrespect of you and others.” His tone dropped low, large hand wrapping around Leoa’s arm. There was strength in his grip, firm though gentle. He would not have her comfort another man. “I tire of this foolish and petty love triangle of yours and Gabriela’s. It has only proven to be a constant headache, and I will not play a part in it.” Not again. He thought, Gabriela had proven to be nothing but trouble now, dredging up old problems that should have long since been laid to rest. “Aye, she is pregnant.” He stated blandly. “Given the timeframe it is more than likely your halfbreed bastard. Disgusting.” She was heavy with child when she had been here, already close to birthing whatever monstrosity now occupied her womb. He could only guess as to what the pitiful creature would look like, being the product of a vampyre and a devil. In truth, while he held no ill will towards the naive Black Queen, he would not waste any tears at her demise, or that of her child. He leveled that black gaze on Roen, there was an anger in them. Like the angry light of black suns. “Yet you claim to love her.” He scoffed coldly, pulling his lovely wife back to his side. She would know his ire had reached a point that it was better she stay by him. “What would you non-humans know of love? How could you even comprehend such a concept?” Though he questioned the devil, he did not expect the non-human to have a remotely satisfying answer. “If you loved her, you would have come, knowing better than to rely on other men to protect who you claim is your woman.” His voice did not rise, but his anger was evident in the biting tone. Gabriela claimed to love, love her people, yet abandoned them time and again to satisfy her loins with the devil. Roen claimed to love, no he could only covet, and destroy what he could not keep. Rafael could only lust, like the rest of his kind, mere beasts pretending to be human. Corvinus was growing weary of these claims of love by these beings, when everything they did was the opposite. It further proved to him that love is a wholly mortal and human concept. “I offered only one promise to your filth. That my people would bring no harm, not that they would risk themselves for your pitiful unnatural lives.” He stared Roen down, lips a hard cruel scowl on his face. The more he had considered everything, the angrier he got. “I will not be held in the same vein as Rafael, Gabriela, you, or even Raveena and her guards.” He stood straight, his right free hand clenching with the creaking of leather. Yet again the devil insulted him. “If anyone was incompetent, if was whoever executed this farce, and I will find them. They will pay, dearly.” Not just the hired gun, but the orchestrator of it. No matter how carefully planned, or how well executed, he would find the answers and he would see to it the debt was returned tenfold. No. One Hundredfold. “No, Roen.” He stated, only now did he release his wife’s arm. “I will not damage my own reputation further by taking unnecessary aid from a non-human. Especially the devil of Patia of all creatures.” He rested a warning hand on his wife’s shoulder, his right now gripping the hilt of his sword firmly. “I will not tolerate the use of warp sorcery in my capital. I will not risk you opening the veil in your arrogance and ignorance.” His patience was beginning to reach its limit. “The answers will be found by my inquisitors. Those involved will meet with swift Kadian justice.” He spoke with surety, there was no hesitation, his conviction was absolute. “Leave Roen, do not return to my Empire, and do not dare think you can do as you please here. Step foot where you don't belong, and I will have your corpse crucified above the main gate of my city.” He drew the sword, black metal that looked as though the very universe had been hammered into it. A statement of mankind's manifest destiny. “If you are truly worried about the mother of your bastard, you can find her in Veelos. If you truly could love that's where you would have gone.” He was done accommodating these creatures, playing their petty games. Time and again they believed themselves to be above his species, to be above the laws and authority of his empire. No more. His charity had been exhausted when their filth had made a mockery of his wife's long awaited wedding.
  40. 14 points
    It had been some time since she last spoke to Wayne, and frankly she was very surprised that the short, stocky man was still in Orisia. Nevertheless, he made certain to present himself just as soon as the coronation was announced and to offer his full range of services to the Black Queen. The merit of his work did not need to be tested, nor did his loyalty -- Gabriela knew that Wayne was a simple man. He would always remain in the castle, working under whatever monarch happened to be ruling so long as the pay was generous and his creativity remained relatively unrestricted. From the beginning, he had been in charge of bringing to life her most fantastical ideas for celebrations, and while this particular occasion promised to be somewhat more somber, he was no less excited to be working with his Queen once again. “I know you said subtle -- but with a theme like Winter Wonderland -- well, there’s only so much subtlety you can expect, Darling Queen.” Gabriela stood amidst a sea of flowers. They were in every shape and size. Massive bouquets that were artfully arranged in giant crystal vases that somehow appeared to be frosted, as if a deep chill were cooling the clear waters within. All the flowers were white, and the stems and leaves and drooping vines had been somehow coated in silver. The arrangements were stunning, and there were hundreds of them. Most sat at the center of large, white-leather, banquette sofas. This was the only seating she could see, there were no solitary chairs or tables located anywhere. The rest of the vases sat on stone columns that had been artfully arranged all around the throne room in varying heights and widths. Her throne room could be described as having three parts. The main doors that lead within opened directly into the center part, and therefore main part of the throne room. A wide open rectangular space, surrounded on both sides by curving arches and thick columns that make the black throne upon a black dais the focal point for anyone entering. To either side of this main area are wings of equal dimensions, large gallery sized spaces where the sofas and the majority of the flower arrangements had been placed. The ceilings here were notably shorter than that located in the center, where the throne resides, and from them hang dozen of chandeliers, all of which have been decorated with crystal snowflakes -- all in different sizes -- that hang from silver threads. “Excuse us,” said a team of men who were carrying in huge bundles of long black sticks. “What in the world are those for…” Gabriela asked, as she watched the men file into the throne room, one after the other, until nearly twenty of them had passed. Each was hard at work wrapping a thick layer of the bound, black sticks around each of her beautiful marble columns. “We’re stringing them with pearls and lights! So it feels like we’re outside...It will look beautiful when the floor gets covered in fresh snow.” “Fresh snow?” she felt jaw begin to clench, and had to struggle to maintain her composure. “You’re going to fill my throne room with fresh snow?” “We’ve coated the floors with a sealant. There won’t be any damage, and it will give everything such an air of fanciful fancy!” Wayne replied as he clutched his clipboard to his chest, beaming brightly at the queen. “Just think of it! Snow will be falling over your guests without the discomfort of cold and without a single gray cloud to do away with the warm glow of the chandeliers! It will be absolutely stunning.” His utter excitement and commitment to the vision he had come up with was far too endearing, and so Gabriela felt her annoyance slowly melt away, leaving her with nothing more than an awful sense of impotence. Of course she should have known that this would happen. Inviting Wayne into this project all but guaranteed that her small and quiet event would end up turning into some circus of pomp and glamour. She might as well have led a parade through the burning streets of Orisia… “I have to get ready,” she said as a way to excuse herself before she saw anymore. “Oh, but please, Darling Queen, tell me you love it before you go. You’ll break my heart if you leave with such a sour look upon your face. Tell me you at least like it. Think of the children! They’ve never seen snow in the capital, and now, for one night -- they’ll get to run about it and play in it. There will be sweets and hot cocoa for them. We’re going to put up charming snowmen, all done up in soft scarves, bow ties, and top hats! You wanted a winter wonderland and I am giving it to you.” How could such a simple man do away with the heavy weight of her pride. She stood there despondent for a moment, looking at him as if she were willing and able to call him out on his emotional manipulation, but then she had a thought -- more like mental image. She saw people, she saw hundreds of them, she saw them happy as they stepped in and felt snow crunch under their feet. That was such a wonderful feeling. She thought of boys and girls gathering handfuls of snow and throwing them. The somber occasion would turn joyous, surely… And this wasn’t for her, it was never for her, she didn’t care about a crown being set on her head. This was for them. “I do like it Wayne -- as always, your creativity does not disappoint.” A boastful smile spread across the man’s face. His dark eyes were pretty jewels at the center of his pudgy features. He wasn’t a necessarily handsome man, but in that moment, he was certainly quite lovely. “Go on then, make yourself presentable, Darling Queen, and return to us quickly. The party starts in a few hours.” “I’ll make sure to make my entrance when everything is in full swing.” ~*~ There was a rather large gathering of people waiting for the gates to open. These were the commoners of Orisia, which against the disparaging odds had decided to come out to celebrate the re-coronation of the queen they had once known and loved. With Lucis’ coronation, they hadn’t been invited, and the castle gates had been kept closed since word spread that the Queen had died. Most of them, oddly enough, just wanted to see if Gabriela was really Gabriela, since most of them actually remembered her from the many events that had been opened to them in the past. They were all dressed in their best, which did not mean that it amounted to much for all, but it didn’t matter. Although the snow that was falling within the throne room was magical, and the temperature regulated, there were some aspects of the occurrence that Gabriela did not want to change. She wanted the snow to be cold, she wanted it to feel cold, to melt against human warmth. On a whim, hundreds of beautifully knitted white scarves and gloves had been produced, and were given away to each and every guest as they finally allowed into the castle. Of course there was a seperate entrance, one that simply had to show reverence for those guests of high importance -- political and such. Although they would be rubbing elbows with commonors tonight, they were still entitled to a certain type of treatment, which included access to private areas that were simply roped off to the general public. Dignitaries, politicians, affluent members of society -- they would be waited on by a private collection of serving staff, to ensure that they never went too long without a drink or hors d'oeuvres. Keeping them fat and drunk seemed to be the best policy when dealing with people that needed to be won back. The throne room began to fill with people. Most were curious about the throne itself and quickly made their way towards it, sharing stories about how the Black Queen herself had carried the massive thing into the castle when she first took the throne. It a story not many believed, being that Gabriela had since then done much and more to try and pass off as human as possible. However, since the introduction of a whole vampyre society thanks to Raphael, more and more people had witness the many astounding attributes of that strange and beautiful race of creatures. The Black Throne was surrounded by four knights, all clad in black armor. They stood each corner of the dais and made sure that no one tried to get too familiar with the structure. They would end up spending the duration of the celebration there, while the Queen sat and watched the party. For now though, they appeared a bit more lax. They even answered questions when asked by curious visitors. It wasn’t until the room was quite full that the snow began to fall. No one had really understood why they had been given scarves and mittens. But it was the delight-filled squeal of a single child that gave away the beginnings of the real celebration. For it was this one child who had been admiring a chandelier when out of nowhere they saw a white speck of dust, which came floating down -- growing and growing -- until it landed right on his nose. It was cold and crisp, but it melted away the moment he tried to touch it with his warm fingertip. “Snow! It’s snowing! It’s snowing!”
  41. 13 points
    A short tutorial on how to make simple HTML tables in the Valucre editor. I came from an html-enabled jcink forum before I came to val and I am here to spread a tiny bit of coding knowledge. Disclaimer: Am not professional coder. In any way. Note: I normally use Chrome for this, but I believe this also works in Firefox 1. Start a new post/thread OR edit an existing post. Leave one line of text in the editor. 2. Right click, then click "Inspect" OR hit Ctrl+shift+I 3. This window will pop up on the right side of the screen. Click the icon that looks like a box with a cursor on it (highlighted) 4. Click the line of text in the Valucre editor. You'll see the devtools jump to the <p>text</p> element. 5. Right-click the <p>text</p> element and click "Edit as HTML" 6. Edit the HTML. Or, paste one of the simple premade codes I've posted below! After you're done, press Ctrl+Enter and the Val editor will display the code you've inputted! After this simply click Save or Post and the post will retain the formatting you've given it via devtools. Yay! I'll add more tables later but here are a few super-simple ones. <div style="width:75%; margin:auto; border-top: 1px solid; border-bottom:1px solid;"> <p>This is a table with 75% width for skinny posts. It also has borders at the top and bottom.</p> </div> <div style="letter-spacing:2px; font-family:Georgia;"> <p>This table has a e s t h e t i c letter spacing</p> </div> <div style="background: pink; color:white; margin:auto; width:75%;"> <p>This table has a pink background and white text because reasons, I guess.</p> </div> Feel free to ask questions below and/or test tables!
  42. 13 points
    Akako Akari

    Hanami - Flower Festival [OPEN]

    Flower Festival - OPEN It was that time of year again and the city was alive with activity even as the sun had barely peeked over the horizon, painting the port in a pretty display of warm colors. There was no need for decorations as the port seemed to be cascaded in pink and white flower petals from various blooms. The Regent's presence could easily be felt anywhere within the city; her yoki thrumming gently, coaxing flowers to blossom in the morning light with celestial magic. Lanterns were hung throughout Caelum in anticipation of nightfall because the festival would not end until warmed sake was sipped and the sun fell behind the horizon again. The streets were filled with vendors sporting various goods to sell that ranged from fruit to weaponry. Outside Lady Akari’s estate, there were yokai vendors with specialized items. Kitsune had toys for children that could either play music, perform some magical trick, or be manipulated with their yoki (yokai spirit energy) or chi (spirit energy). In addition, moth yokai had demonic silk and thread for sale, and next to them was a spider yokai with kimonos woven from that same thread. It was sturdier than the human stuff and self-repairing. There was also a vendor with demonic armor; however, the person manning that cart was human. Within the estate, servants moved about setting tables outside while the kitchen was in overdrive. Desserts made to look like art were being prepared for the day and left the estate smelling sweet with an obvious floral aroma. There seemed to be a parade of demons and humans alike that came into the large estate to set up for various things ranging from tea ceremonies to traditional arts. Dancers, singers, and storytellers were all making their way into the demoness’s home ready to perform for thousands of curious citizens. This was only the second year that the daiyokai hosted this event. The entire purpose was to force her kind to interact with other species and vise-versa. With recent happenings, Akako had was even more determined to show various other creatures that yokai weren't necessarily frightening, and coexisting was feasible. In addition, the Regent wanted to build relationships with various other nations to increase trade that would boost the economy. This festival wasn't intended for business though. It was intended to build something grand. The festival was a time to learn and build foundations of friendship. Beverages: - Hibiscus tea - Jasmine tea - Green tea - Oolong tea - Rose tea - Peach wine - Plum wine - Blackberry wine - Moscato - Chardonnay - Sake (warm or cold) - Yokai sake (warm or cold) Desserts: - Variety plate (Strawberry pudding, hibiscus-infused mousse, vanilla cupcake) - Blossom mochi - Éclair - Cherry blossom mousse - Raindrop cake - Matcha mushipan Activities: - Sword Dancing - Drum Dancing - The Art of Storytelling - Floating lanterns: This is a city-wide event that will start an hour after sun-down where everyone writes down what they wish for on their lantern then lite the wick and let it float into the sky.
  43. 13 points
    Wade

    Ogre Assault Mechs

    Overview Ogre Assault Mechs, traditionally known as Ogres, are heavy armour robots primarily deployed by the Terrenus Military. On average, they stand at about 20 feet tall, and possess roughly humanoid proportions to a varying degree. All units, with some exceptions, are powered by a single Exalta core, typically secreted away in the spine or somewhere along the back. They are piloted from a cockpit housed in a fortified torso, with an ejection mechanism installed to save pilots from an emergency. Pilots are outfitted with a specialized suit that establishes a direct neural interface with the mech. This link enhances their spatial awareness to match the Ogre’s bulk, in addition to lending an intuitive sense of how to operate its systems. A supporting AI permits Ogres to behave autonomously, though its true purpose is to facilitate information transfer between the pilot’s brain and the machine. Should excessive data feedback occur, pilots can suffer permanent brain damage. Profuse nosebleeds and muscle paralysis are reported as common symptoms. All Ogres, as a rule, trace their roots back to the original OAM-N (Neutral) Frame. This is to ensure equipment compatibility throughout generational development. As a result, most Ogre technology can be equipped interchangeably, with exceptions based on frame-specific requirements. Base Frames Ogres usually come equipped with a primary and secondary weapon, followed by an optional melee weapon. Sensor arrays are located on the chest, shoulders, and in head-like devices, which offer a variety of vision options, including thermal and infrared. Further equipment customization is solely dependent on personal preference. AI personalities can be modified to suit the pilot's needs. They range from vocal to silent, and anything in between. Limited Victory ASI modules provide supplementary functions. These include logistics management, communication assistance, biometric monitoring, and remote telemetry. OAM-W (Warrior): The Warrior is by far the most prolific design to have ever been produced. It is flexible in its armaments, a jack-of-all-trades, and is both sturdy and agile without excelling in either department. The frame stands at 24 feet, boasts a pair of twin auxiliary thrusters, and is a respectable choice for any aspiring pilot who aims for versatility above all else. OAM-S (Scout): As its names implies, the Scout specializes in speed and stealth. It is one of the smallest frames available, in both height and mass, peaking at 18 feet with thin, lightweight limbs. It sacrifices protection and firepower in pursuit of unparalleled mobility, frequently compensating for its frailty with auxiliary thrusters. In battle, the Scout is best suited to hit-and-run tactics, with a strong preference for medium to long-range weaponry. On the same token, more daring pilots will take advantage of its mobility to engage in close quarters. This is somewhat of a rarity, since many consider the tactic an unnecessary risk. OAM-T (Titan): Heavy, large, slow, cumbersome, the Titan was built to take a beating and give an even bigger one in return. Standing at a menacing height of 28 feet, its thickly armoured frame towers over every other model, with excessively destructive munitions being the bread and butter of its design. The Titan actually requires two Exalta Cores to operate, and can even be manned by two pilots simultaneously: one as its gunner, the other as its primary operator. Its function as an artillery unit makes it an invaluable asset on the field, but it can fill a variety of roles depending on its overall kit. OAM-C (Caster): The Caster is one of the rarer frames currently in service due to the steep production costs of its advanced magitech systems. It is best defined as a 21-foot-tall arcane artillery unit, relying on destructive spells in lieu of ballistic weaponry. It comes equipped with light armour to keep it mobile and to minimize overall energy consumption. Older models tended to deplete Exalta Cores very quickly, so engineers were forced to repurpose the majority of its energy systems. Now, the Caster is rarely a front-line unit, preferring distance where it can safely dish out damage. OAM-J (Javelin): The Javelin is similar to the Scout, in the sense that it’s small and lightweight. It reaches 18 feet on average, but a select few frames have undergone alterations to their base build. Every inch of its body has been streamlined for aerial combat, featuring stability thrusters in its hands and feet, the main engine being located on its back. The biggest draw of the Javelin is its ability to transform into a high-speed aircraft. Most frames take the form of a fighter jet, leaving bombers and helicopters in a very niche minority. External weapons, such as rifles, are not compatible with the Javelin’s transformable nature. As a consequence, its offensive capabilities are limited to built-in machine guns, rockets, and retractable blades. With flying being a vastly different experience from ordinary Ogre functions, military pilots must first graduate from flight school before enlisting in the Javelin’s unique training program. OAM-E (Experimental): Experimental frames are exactly that: experimental. There is no baseline for their design. Each frame’s properties are unique to themselves, almost always in the goal of testing new capabilities. Hybrids are not uncommon. As are non-humanoid prototypes. In terms of experiencing live-fire combat, however, Experimentals rarely see the light of day. For one, they are expensive to fabricate. Two, they are rarely suitable for practical application. There is also the investment of their singular design, which may be difficult to replicate should the frame be destroyed. Many Experimentals seen on the field are, in fact, previously retired units. They’re usually deployed during emergencies, or the common case of a pilot begging to be special. Pilots Thanks to the Ogres' neural interface, extensive knowledge is not required to effectively operate a frame. In spite of this, a year-long training program is mandatory in the Terran Military. This program will see participants spend 1000 hours in a simulated cockpit, then an additional 500 hours in a variety of basic training mechs. Once a pilot has graduated with their full certifications, they will be awarded an official callsign, as well as the opportunity to pair with an Ogre of their choosing. They retain any rank held prior to graduation, and may continue to work in their assigned department. Outside of the military, very few private companies manufacture their own Ogre frames.
  44. 13 points
    P.N.See

    Claiming the Furthest Point

    A toothless old guardsman was mesmerizing Vlad's travelling outfit, poking at each leather patch of the jacket with his bony fingers. Nassar's instincts urged him to scare away that creepy bag-o'-bones. But the folks he arrived to Yh'mi with advised not to do that. The Order is extremely strict when it comes to conflicts with the locals. Vlad sighed and clenched his teeth as the guardsman had proceeded to check his boots. Finally, with a deafened creak he stood up and stared at Vlad's unshaven face. He had been squinting and clicking with his tongue for about a minute. Then he spat out grumpily "Three minutes" and marched toward the next newcomer in the batch. "Three minutes?" - Vlad asked his neighbor, a tall man in a smoky coat. - "Is that how he measures how long we'll last behind these gates?" "Nah." - the man responded with a chuckle. - "It's how long it takes to shoot ya between the eyes from the wall before you get completely kooky. One local told me about him - one hell of a sharpshooter, they say..." "Really? Well... that's... sounds encouraging." Vlad readjusted his backpack and looked around the encampment - perhaps for the last time. He had arrived along with a volunteer group consisted of people of various facilities: builders, cooks, technicians. In other words - those who can help Inns'th's cause not with their guts, but wits. They aren't quite polite and skillful, some of them might even be mere criminals hiding from the long hand of the law. At least, they had some sort of enthusiasm (probably due to riches being promised to them) and didn't mind for a good talk. Unfortunately, the same couldn't be said about the inhabitants of Inns'th. As soon as the group had entered the encampment, Vlad felt the gaze of dozens of eyes. Guards, knights, clerics, even the lowly citizens - everyone was watching after a newcomer, inspecting his uniform unnaturally clean for this dirty place. At some point, Vlad understood the concern in the minds of townsmen. To them, he was just another mercenary, putting his interests way above the common cause, ready as ever to cut and run once things suddenly go south. And, truth be told, they were partially right. A habit to travel between the cities of Terrenus changed Vlad a lot since he had left his relatively comfy dwelling in Patia. He had lost a few pounds and got fit enough to sustain long-distance walk. Having left his stuffy workshop, he had been taking countless jobs for a sufficient price in hopes to get involved in something worthy of his skills. However, the current nation-wide crisis and some events in Tia better left unmentioned left him with a few choices - and a couple of bloodlusting thugs to have a few words with him. Yh'mi happened to be the only solace from old troubles... and the source for new ones, which are much, much worse. Vlad's trail of thoughts was interrupted when the fully armored paladin called everyone gathered near the entrance, encouraging to conquer the land unknown just behind him. Words full of zeal barely affected him and his "comrades". There was the subtle feeling among the men that the whole expedition was doomed from the very beginning and by the end of the day they would all bite the dust and no one in this hole would ever mourn for them. A fleeting thought of running away had invaded Vlad's mind. But once the gate had opened wide, the thought had disappeared without any sensible trace. They were in the same boat from now on. "Well..." - the man in a coat spoke, adjusting his cap. - "Time to find a proper place for a grave." Vlad gazed upon the barren nothingness behind the wall's arc. He knew that in this god-forsaken land lied the source of his headaches and nightmares. The unearthly spires, the mind-boggling mists... and the unfathomable force that had been calling him during several sleepless nights. He raised his right hand with a glove on it. The stone encrusted inside it shone at him, revealing his face from many of its sporadic reflection. It is unlikely that this particular stone, Cain Rose's gift, would originate from this place. But, if they succeed on establishing an outpost, it would be worth to find out more about it. If he stays sane and alive, that is. [BOTTOM RIGHT]
  45. 13 points
    Moon Owl

    Claiming the Furthest Point

    --- There they stood firmly at the edges of civilization, watching over the walls and into the untamed wilderness with vigilant gazes for the evil that supposedly lurked inside. The four individuals nodded to each other with determination and begun to make their way towards the carriage that would be their ward on their journey to the furthest point. When Cedric Dermont passed his beloved wife Nevaeh and their beautiful daughter Brianna he made sure to withhold the urge to depart from his family with a loving embrace, much to their apparent despair. Instead he imparted a simple farewell with the solemn promise of his return. For if the rumors were true, there were no room such emotions or sentiments where they were headed. “Make sure to take care of our daughter until I return.” He spoke then fell into silence as he set his eyes upon Brianna a final time before turning away from them. For only the hardened would stand to hope to conquer the land reaching beyond the walls. And only the strong would stand a chance to live to tale about the horrors of Yh'mi. And he intended to ensure that he would stand as one of them. The party gathered together before reporting to Fidelitas, the man that were leading this expedition on the behalf of the Order of the White Hand. From how he understood it, it was this organization that had been fighting these beasts and monsters. They were the only ones that actually had some previous experience dealing with the infamous rumors of horrors that they would surely find skulking about as they would attempt to colonize the land. The rest would be wise to adhere to their command, lest they would risk finding themselves in an early grave. Joining up with the rest of the expedition forces, Cedric could not deny his personal discontent upon the realization of the slim number of able hands that had been assigned for their journey. The Order of the White hand had claimed that a smaller force would allow them much needed flexibility if ambushed and would allow them to travel much more inconspicuously as to not draw unwanted attention to themselves. However as they began to make their way towards their destination with heavy steps, he could not shake the feeling that perhaps they were sent out to their deaths. But it didn’t matter much even if that was the truth of it, for he knew better than most that every living creature, graced with a free will can choose to be the master of their own fate. Taking their position at the rear of the caravan, Cedric turned to his fellow comrades. It was himself, his cousin Ezekiel Dermont, the younger brother to his wife Zacharias Farran and their older brother Isaac Farran. They looked at each other with grim expressions painted to their faces and allowed their gazes bounce within the group in silence for a full minute before they would burst out laughing as to cut the tension in the air. “Make sure to watch each other’s back out here, alright? If we get attacked, the cowardly and weak will be the first ones first to fall." He paused and allowed the grim reality of his words to sink in while a brisk gust of air swept over them. "Make sure that you're not one of them.” Cedric instructed as they pressed on. [Bottom Right]
  46. 13 points
    vielle

    The Andelusian High Tea Society

    ► NAME The Andelusian High Tea Society ► LOCATION Andelusia, Ursa Madeum, Terrenus ► DESIGNATION A teahouse in Andelusia that caters to all walks of life, including the noble elite to which they provide seclusion and luxury within the city. Despite being a friend and partner of House Hildebrand (in particular, as the house provides uncommon herbs and plants for the teahouse’s special brews), the Andelusian High Tea Society is ultimately considered neutral ground, where commoners and adventurers can enjoy a little of that magic liquid goodness, and where the nobles can meet with each other somewhere they are considered equals. ► AFFILIATIONS Small local businesses in Andelusia House Hildebrand // business partner ► HISTORY The Andelusian High Tea Society originated from humble beginnings: the dream of a once-young mechanic who fell in love with the green things of the earth, the way that water and leaves come together to blend in luscious harmony, the magic that sparks through living things. Thus, the teahouse has passed down the Chamelis family for generations, from the prosperity of the Queendom to the rise of Damien Gillick. After the teahouse was forced to shut down during the rule of the Tyrant King, the Andelusian High Tea Society is now reopening with bigger, better, and more elaborate facilities—thus, they'll be needing new baristas to replace those who have relocated to foreign countries when the teahouse shut down. Under the direction of Dahlia Chamelis, the teahouse opens its doors once more to the general public, ready to usher in a new rebirth through the power of tea and pastries, no matter the occasion. ► HUB THREAD | HERE | i. current staff ii. the establishment iii. teahouse menu iv. special items + requests v. quests
  47. 13 points
    When two loci clash By Cloise Gonzalez (TDW) - After years of monitoring the interactions between the Shawnee and Wasteland loci, leading arcanologists are confirming that the widespread dimming of arcane implementations across Terrenus are undeniably as a result of the changes taking place within these two territories. It is believed that for the past three thousand years, the two genius loci that govern the laws of magic in both regions have been in a state of conflict. That was until one month ago, when the Wasteland loci finally succumbed to the invasion of the Shawnee loci. Scientists were shocked to find that on top of the environmental changes, which saw the Wasteland area becoming a vast frozen tundra riddled with plant life that has been mutating almost overnight, there were also arcanological changes across the entire nation. The Shawnee Glacier and its newly acquired tundra have become rich in arcane energies, empowering magical manifestations there well beyond the norm, and this includes the Dead Peaks Prison, where previously magic was suppressed and therefore a prime location to house the country's most dangerous magically gifted criminals. Meanwhile, the opposite has occured in the rest of the country. Batteries used for personal devices are draining quicker and the cost of everyday spell components is climbing higher, leaving some small business owners like Duncan Agnes uncertain about their future. "People are going under out here . . . in a matter of weeks. My last supplier hiked up the prices on some of his stock three times as much from one month to the next. It forced me to look somewhere else for my components. Last week I spoke to someone from his delivery crew, said he was looking for a job because he had been laid off. It's crazy. It really is," Agnes points out. Fortunately, civil magi-tech has continued to function serviceably. Nevertheless. there are some city officials who are taking a more cautious approach by urging citizens to use up less resources going forward in preparation for whatever additional complications may arise from the Shawnee/Wasteland conflict. Government officials continue to monitor the situation closely but it is true that research into genius loci is still in its infant stages, as evidenced by the flat footed governmental response to the chaos in Dead Peaks Prison, which indicates that despite enduring research, they were still in the dark over what types of changes, if any, would take place.
  48. 13 points
    “Who cares?” Milo gave Lady Cassandra a weary look, knowing that dealing with Oscar must be difficult when he was in his element. This conversation is doing little to quell the friction between husband and wife. His outburst on Dali estates further proved his incompetence of being a person with good judgement. The good Lord had struck his wife, fracturing an already sour relationship and had threatened Milorian. None of those transgressions would be mentioned here for a variety of reasons. His voice rose high above the heads of those at the table. The elf waited for an answer from Uldwar; he wants to know what this all has to do with just one person, why he must pick the Lady of Patia out of the crowd for no other reason than to fulfill his strange agenda. Right now is not the time to pick at scabs and open old wounds. “Ethics we try to live for? You speak boldly for those you share little kinship towards.” He painted the entirety of Terrenus with the same brush used on Ursa Madeum. The collection of islands have had their problems, but slowly and steadily the people are struggling back into the light, out of the Tyrant King’s shadow. There is fear in their hearts as worry hangs heavily upon them. The wounds have yet to fully heal and here is Uldwar making sure they all feel it. While it is obnoxious that he is so free with his opinions, it doesn't make him entirely wrong. “What does their marriage, or lack of, have to do with anything? What does your marriage have to do with anything?” The man will probably make a snide comment about Milorian’s lack of marriage vows. If so, it only punctuates Uldwar’s ineptitude. “The Lord and Lady of Patia did not come here to have their timeline aired before us.” He looked at the Lady of Patia, offering her a look of kindness. In a way he understood what it was like to be the odd one out. The Tyrant King of Ursa Madeum tried his damndest to purge the islands of … nonhumans. “Refugees who can learn and teach. People, Lord Uldwar, who can be beneficial to Terrenus. Unless you've turned soothsayer and know all things, it is perhaps best you don't cross bridges before they've even been built.” Why worry about something that could already be happening? If he was truly worried, wouldn't he already have the proof? There hasn't been any mention of Terrenus turning its shoulder to travelers and wanderers, no law or rule forbidding those different to stay out. He asked if they had forgotten, the overall answer is probably an astonishing ‘no’. If the Carmine Empire decides to edge its way across the waters, Terrenus will not be at a complete disadvantage considering a multitude of individuals would fight to keep their home safe. Whatever the case, putting worry on an issue that has yet to be irritated does nothing for the current situation that has been presented by Chastity. The current, fresh threats were those the man had spoken about. “Ser Chastity has the floor now and he has boasted a most urgent need for assistance. Lady Gabriela has spoken on the behalf of her rule, as has many others. Just because she has her toes in two lands and wears multiple titles, doesn't make the Lady’s offerings inefficient.” Has Uldwar forgotten the powers that have given him his title?
  49. 13 points
    vielle

    Varda Hildebrand

    VARDA HILDEBRAND the lights go out, i am all alone; all the trees outside are buried in the snow ♦ ► R O O T S age: 33 race: human occupation: lady headship of house hildebrand birthplace: ursa madeum chosen flower: white rose [ purity, innocence, sympathy ] ► S T E M S height: 5’9” weight: 142 lbs gender: female hair: light brown eyes: glassy grey, sometimes ice blue in the right light voice: smooth and soft-spoken note: looks younger than actual age; it’s all in the genes ► F L O W E R S temperament: melancholic alignment: lawful good traits: a child at heart, shy, genuine, gullible, somewhat ignorant, kind likes: warm soil, seeds, and summer showers dislikes: socializing, politics, and immoral acts ► L E A V E S skills; ♦ managing the house ♦ proper etiquette, befitting a noble ♦ horseback riding ♦ gardening ♦ extensive agricultural knowledge ♦ extensive plant knowledge ► F R U I T S relationships; ♦ jasper ♥♥♥♥ ♦ aspen ♥♥♥♥♥ ♦ nairne ♥♥♥♥♥ ♦ esme ♥♥♥♥♥ ♦ merel ♥♥♥♥♥ ♦ kalika ♥♥♥ ♦ suri ♥♥♥♥ ► S E E D S threads; ♦ the blood we share ♦ the spokes of a crown ♦ a rose grows in concrete [dali] ♦ a.n.t. main thread 1: the arrivals ♦ a.n.t. main thread 2: the treaty of 597 ♦ a funeral with no tears [pluto x hildebrand] ♦ nothing comes from nothing [tankred] ♦ ah, me? ♦ courtesy visit ♦ penumbra ♦ 'tis the golden hour ♦ contemporary movement ♦ the reverie ball ♦ more lands 'till sheathe happens "if these are the cards fate has dealt me, then so be it."
  50. 13 points
    supernal

    Narrative Damage System

    The purpose of this system is to serve as a tool by which a player can randomize the amount of damage, or loss, a character incurs for any given storyline The needs of the story will always provide the best guidance for when, what kind, and how much damage a character or characters should take for a plot arc. When a plot has these clear parameters and the player has no question or want to randomize, then the system serves no need. But in the spirit of trying to retain elements of surprise for myself in a game where the variables can be modified at my discretion, I said to myself, I said, "lemme throw some dice at it!" So here's what I have so far. You roll using our dice roller and incorporate the damage on your character/group/etc accordingly Table Aesthetic Aesthetic Aesthetic Standard Standard Standard Standard Critical Critical Lethal Definitions Aesthetic: Scratches and bruises. Generally speaking this level of damage is mostly superficial and not of great concern. I'll emphasize again that this is just generally speaking. If, for the purposes of a plot twist or something along those lines, a minor wound leads to a greater one, that's both perfectly valid (and awesome plot engineering) and also outside of the purview of this table. There's also potential here for appearance modifications, such as scars, which can trigger memories or even PTSD episodes for your character later on Standard: As the name of 'standard' might lead you to guess, this level embodies the largest range of possible types of damage. Twisted ankles, broken wrist, severed tendon, etc and so on. At this level, the damage causes pain and impairment and is something to incorporate as a character struggle, but does not prevent you from continuing or winning the fight. Again, this is speaking generally - the right kind of severed tendon in the right kind of character can completely incapacitate them. Long term damage from a severed tendon causing a character to get surgery, or have to undergo physical therapy, are great examples of future plot engineering Critical: Damage at this level tends to be a turning point in the conflict. Losing a hand isn't a guaranteed kill, and sometimes opens up other narrative venues to explore like dialogue heavy scenes, but without medical attention or a healer, death is a very real possibility for your character. Your character can still win their conflict after receiving a critical wound, and likewise the villain might overturn your hero after receiving one themselves, but generally speaking this is a "the battle is lost, live to fight another day" scenario. For characters using NDS in a situation they’re stealing (such as materials acquisition) this means your character. Lethal: A showstopper. There is no longer a question of victory. Your character has lost. This lethal blow does not have to be the result of direct damage. Falling off a bridge can be one part of a multi-part conflict, or it can completely remove your character from the story. If you want to raise the stakes even more, use this in conjunctions with a d100 to determine if your character dies - roll a 71 or above and they do. You can deal with death by becoming a ghost, becoming undead, being resurrected, etc and so on, but now you have to incorporate that death and justify their presence after death, as a result of this system changelog 2018-11-18: capture mechanic for thieves added to critical and applies to lethal too
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