Hollow Stone: Slaves of the Apocalypse
WE ARE NO LONGER TAKING APPLICATIONS!
Hollow Stone is a anthropomorphic post-apocalyptic roleplaying concept where you take the role of a individual who serves as a new or veteran "slave" under a group of organized raiders called The Terror. Hollow Stone borrows from concepts from the "escape from dystopia" cinematic/literary genre as well as the Fallout game franchise. The atmosphere and pacing is that of a character-driven story of hopelessness, despair, anxiety, and ultimately survival at the surprising end of the day as spirits rise. Players will embody this as they take the role in a work and procurement camp run by aggressive bandits who only serve their own means.
We are slaves, but you do need to know more about the world to form your histories, no?
The Terror and other slavers have a pseudo-heirarchy of slaves and this much is obvious given roles and responsibilities. But heed no mind, every walk of life in this way is awful.
Technician - A technician to say the least is a polite way to say laborer. Men and women within this caste build roads, work in mines, and are general canon fodder for monsters who creep their way into the work camps.
Manager - A manager is a "head slave" or "house slave" that work with The Terror to manage and ensure that their slave population keeps in check and to point out any ones who are prone to escape attempts. They live in better barracks, which is assuredly better than living like caged animals.
Surveyor - The Terror's indebted engineers and operators; these are slaves who see ruins and are charged with hacking and opening doors, vaults, and security systems. They get fed better than technicians and live in better barracks, but its not a quality life choice.
Informer - Living outside of the domain of the slaves? This is a dream, but informer's are spies that take residence in small communities to infiltrate, report, and exploit it's weaknesses. They are the only slaves that The Terror pays but their loyalty is expected so they are few in number.
The World is the planet Aegis, a fractured version of what the world once was as large metropolitan areas were destroyed, military factories were fractured, and large towns were buried. What happened is uncertain, but largely irrelevant as what is important is the lands that are today's Aegis. Throughout the years the lands changed and undergrowth flourished as the secondary species evolved to take a new to this world. Humanity is dead, and it's history is a foreign language that nobody can comprehend. The world's animals took shape and rose from their enviroments due to the tampering the end of the world provided. Foxes, Wolves, Raccoon, Cats, Lizards, and other species rose from their home to a world of scattered remains and constructed civilization from it's ruin.
Old world technology is scattered and contained by those with power, the only bits of it there that are commonplace are firearms that have been re-purposed or re-engineered. New world engineers are always working around the clock to understand more about the old world and few have understanding of the idiosycrancies of automated mechs, stationary turrets, and other such technologies; and most of them are held with an iron fist by factions such as The Dominion. People who have a symbiotic relationship with these engineers are called "world seekers" and fufill a scavenger/salvager's role. These people hunt for old world tech and leads on any answers to their complicated workings, however the world is dangerous and these seekers find much difficulties to survive.
The known world is surrounded by mountains, craters, and what the population calls "wasteland" that sickens the people who travel there and ultimately kills them from simple contact. These cases of wasteland explorers have scared the majority of the masses that they are best surviving where they are. In the western regions there stands an extremely large desert and to the north lies a coastline that contains one of the few unburied/lost metropolitan cities, however it is controlled by tyrants and their extremely talented engineers. Then there is the west, an area of high hills, plains, rivers, and mountain valleys. This is the "free world" and in a sense it isn't inherently incorrect.
Primitive worlds are superstious and this one is no different. Whispers of ghosts, magic, and monsters are commonplace. But what is real? Magic does exsist in Aegis, but it exsists in light magic conventions in the form of people called ghosts. Ghosts are people like the rest of the new world, but they have an hyper-evolved niche that can be described as magic.
Depending on the "metagene" that has been evolved through the old world's weapons and enviroment, these ghosts can do a number of things. Those born with fire can control their body heat and are bred to the center of the desert frontier to the west, they live and strive because of their abillity to tolerate the harsh night's climate and the most talented of them can control their magic beyond simple uses.
Fire Ghost's have internal control of body heat and advanced users can burn their enemies flesh through simple touch, Light Ghost's have internal control of their visibility in daytime and advanced users can have short-term complete invisibility, Air Ghost's have internal control of their breathing and advanced users can restrict breathing completely in no-oxygen enviroments, Water Ghost's have internal control of blood movement and advanced users can refuse water into their body making them optimal to survive underwater.
These are some example of ghosts and their typical abillity and then their abillity through advanced abillity or mastery. If you have any thoughts on this let me know if I need to expand it or you have an idea for other types of ghosts.
The League of Avalon is one of the major powers and the parallel to The Dominion; settled west of the settlements of Hope, the League of Avalon sits on the edge of the Necrosis against the southernmost mountains. Like The Dominion they have a strong understanding of the old world languages and technology; and they exploit this fact. While not tyrannical in the "invasion" sense, Avalon is led by a theocratic church and their word is the law in their district. Led by a religious council; the Avalon people find themselves frightened the most of the world of all. Between propaganda and matter-of-the-fact news, they do not want to leave their city unless they are among the select few the church deems worthy to search for old world artifacts and information; these people are part of a sub-church organization called The Vanguard of Truth. The church will train those born (or have proven worthy) in becoming such, but it becomes a chaste and zealous lifestyle. The League of Avalon allows immigrants but they are heavily mandated and debated if they are worthy into letting into the League for citizenship by the council.
The Dominion are the big bad guys of the world as they are the most advanced and the most ingenious. They are located alongside the large northern coastline called "aegia" from the few signs they have deciphered. They have one of the most practical understanding of the old world languages and have some idea of the history but only in the most basic form. Their headquarters is a metropolitan area that they have locked down through reforged walls, automated mechs, and turret control. The people born under these "highborn" are either in poverty or in decency. Few are in luxury, and those people run things control the engineering cast and have the army on their side. This is a dictatorship and it isn't not nice to live in, to escape is a challenge but it is freedom.
The Terror is the cliche-named organization that employs the best bandits, raiders, slavers, and fourth-rate engineers. Some join them only to have a life of safety within their jurisdiction, and such is a practical way of life. They lack personal honor and are in life for a profit and of course these are the overlord who have an iron thumb over our slaves, over our characters, and they are the thing to defeat intelligently.
The Ghosts are the tribes of "spooky, tricky wizard-like people" who every "normal" person is scared of because of mythic storytales. They live in the Necrosis, the giant desert that is devoid of safety and practical resources. Most people leave them alone and maintain their own realm and those who escape to the desert are never heard from again.
Hope is a loose city-state much similar to Fallout's "Megaton", but without the giant nuclear bomb. It's a town run by the people and the enforcer's they elect. Loose trade between The Terror keeps the biggest bandits away from them and as thus they generally only have to worry about smaller bandit collectives. They have third-rate engineers and they have many who aspire to make it big as seekers. A small school of engineering is situated in the city itself, but what they know is kids stuff compared to The Dominion.
The Kingdom of Arnak is a feudalistic sub-kingdom that exsists somwhere in the mountains to the northeast, virtually unknown to the entire world the kingdom has no interest in expanding or finding out about the rest of the world due to general mutants, monsters, and wasteland that surrounds them and has killed their champions. They still occasionally send champions out to find the "old gods" and whatever artifacts they left for them, but none have ever found way back home if they did make it to the fields and valleys of where our roleplay takes place. The kingdom also is afraid of firearms, old and new; feeling they are demonic and one of the weapons of the one's who defeated the old gods; so this creates Arnak as a kingdom that focuses on post-modern feudal weapons. Crossbows, Longbows, Swords, Lances, Pikes, Spears, and Shields have been re-purposed to work better through contact with mutants of all shapes and sizes. One of their best weapons is the guardian-class crossbow (similar to the one in Van Helsing).
Saecernir is a nation existing amongst the mountain peaks of the eastern extremity of the known world. Comparable in size only with Arnak it is considered half-mythical half-rumour by most if not all people beyond its borders, with very little beyond its name ever having reached any other nation at all. Due to this, claiming to be a citizen of Saecernir is virtually synonymous with claiming to be a vagabond, drifter, or refugee with nowhere to go, wherever the name is known. Saecernir is home to a virtually classless society, where all are treated as equals and positions of authority exist for the purposes of function and as necessity dictates. Though isolated the people of Saecernir are not isolationist, taking an avid interest in the wider world beyond their borders- both the world of the 'Old Gods' and the growth and development of the present world as well; sending Heralds to further and broaden the wealth of knowledge collected in Saecernir. Weapons technology is relatively simple (often spears, swords, clubs, bows, etc) with the few sophisticated weapons that exist there being equal to those of the League of Avalon at best. Saecernir has no interest in war with any nation and maintains the small standing militia it has for defence of the realm only. To the people of Saecernir, knowledge is the native currency and treasure, with a value greater than gold.
CHARACTER ROLES | PROFILES
RULES | CHARACTERSName - Naming conventions are up to your imagination, civilizations are still largely independent after all.
Age - This one is pretty obvious.
Species - What variant of evolved animal are you? Are you a fox, wolf, or cat? Maybe something more specific? It doesn't matter as long as you aren't human.
Background - Your class, or your skillset; engineer, seeker, mercenary, etc. You can cover this in more detail in your backstory.
Personality - Your character's mannerisms, character flaws & traits, you know the drill.
Backstory - Your history as you see it. Where are you from? What did you do for a living? How did you get captured by The Terror organization? Go into detail as little or much as you want; as long as you answer each of those three questions.
I. All normal guild rules apply as expected.
II. I'd like all player characters to be enslaved at this point in time, if you have a fair counter PM me or voice it here.
III. This is a story about characters, their fears, and their morality. So we need flawed characters who aren't "last action hero" trope personalities. If you try to beat the odds in a straight up fight, you will get shot; either by a mech, a turret, or a sniper. This is team-based, this is survival.
IV. Activity is important and I will prefer players to post bi-weekly; players will be kicked after a month of unannounced inactivity. If you announce your absence we can attempt to work with your schedule and ideas.
V. I am the law, if you don't like something then please don't join or scheme. If you present a logical counterpoint I will consider it, but it likely won't change my mind.
VI. If you drop the roleplay and don't work with me or my co-GM, I will drop you and your character will become an NPC for story reasons. Same applies to those who break the rules.
Raz Kalrn - Gowi
Doran Karek - Gowi
Serenity "Reni" Leticia Oakseed - VioletWhirlwind
Grazon Steelclaws - Rtron
Elijah Bonnell - RangingWolf
Zantiak Luna - Silver Fox
Teetri Valtirin - Shoryu
Tora Fang - Silver Fox
Snowdrift - VioletWhirlwind
Miwacen Rones - Magpie
Caelin A'ea Draumir - GemaJinn
Does this answer all of your questions? Do I need to elaborate on anything? What do you need to know that I have not answered? What can I do to make you more interested?