Exegesis
ˌeksiˈjēsis
..critical explanation or interpretation of a text, especially of scripture..
Before...
Millenia ago, Earth was set upon by enormous aberrant horrors from deepest space. They appeared slowly, from all directions of the universe. For decades we watched them surround the Earth at a constant speed. They ignored the natural laws of the universe, floating effortlessly through time and space. And then they descended while we stared wide eyed and slack jawed.
To be fair, we did not know what they would do when they reached Earth. We had never encountered anything so unimaginable in our short existence . The creatures were massive, and there were dozens of them. The came to a stop only miles above the surface of the Earth. They dragged their long tentacles over mountains and oceans and benignly crushed monuments of civilization. They blotted out the sun.
We waited for a signal. A purpose. Attempts at communication were made, and failed. So we reacted as man does in situations he does not understand.
We bombarded the creatures with Earths most powerful weapons. The creatures were unscathed, and unresponsive. We blasted them with radiation, x-rays and gamma rays. The creatures seemed to be governed by a different set of natural laws.
A decade passed. A century. Scientists began constructing permanent platforms around the creatures for further research. The most advanced technology in the world was hoarded and safeguarded on these quickly developing 'floating cities'. Five hundred years passed and the Earth began to change. Oceans surged and then dried up. Forests, billions of acres slowly receded. Mankind went to war for dwindling resources. Refugees flooded the research platforms, now the last cities of mankind. A millenia passed...
To be fair, we did not know what they would do when they reached Earth. We had never encountered anything so unimaginable in our short existence . The creatures were massive, and there were dozens of them. The came to a stop only miles above the surface of the Earth. They dragged their long tentacles over mountains and oceans and benignly crushed monuments of civilization. They blotted out the sun.
We waited for a signal. A purpose. Attempts at communication were made, and failed. So we reacted as man does in situations he does not understand.
We bombarded the creatures with Earths most powerful weapons. The creatures were unscathed, and unresponsive. We blasted them with radiation, x-rays and gamma rays. The creatures seemed to be governed by a different set of natural laws.
A decade passed. A century. Scientists began constructing permanent platforms around the creatures for further research. The most advanced technology in the world was hoarded and safeguarded on these quickly developing 'floating cities'. Five hundred years passed and the Earth began to change. Oceans surged and then dried up. Forests, billions of acres slowly receded. Mankind went to war for dwindling resources. Refugees flooded the research platforms, now the last cities of mankind. A millenia passed...
ecumenopolis
ecu·me·nop·o·lis \ˌekyəmə̇ˈnäpələs,
: a single city encompassing the whole world that is held to be a possibility of the future
Kalopsia City
The city is slick lines, clean edges and cool lighting. Walkways with long, soft curves meander through carefully preened gardens of light green mosses and willows. Trickling water, backlit by beautiful blue lights soften the metallic walls and paths. But this is only one corridor, only one mezzanine. The city is massive and is the product of centuries of construction, alteration and forced planning.
The Apex, the Spires and the Towers house the Knights and Sorcerers-old families from the time before grown rich with wealth and power, they fight and f*&% with little regard for the common man. Far below the Criminal Underworld thrives; a market for flesh, drugs and tech, rigged arena matches and gambling dens.
At the center of the city are the oldest corridors-the Dark Halls where the Ancients studied the Great Old One, sleeping beneath the steel super-structure. Priests of K'lah and R'lyeleh stalk the Dark Halls, moaning gutteral prayers and listening for reply.
The Apex, the Spires and the Towers house the Knights and Sorcerers-old families from the time before grown rich with wealth and power, they fight and f*&% with little regard for the common man. Far below the Criminal Underworld thrives; a market for flesh, drugs and tech, rigged arena matches and gambling dens.
At the center of the city are the oldest corridors-the Dark Halls where the Ancients studied the Great Old One, sleeping beneath the steel super-structure. Priests of K'lah and R'lyeleh stalk the Dark Halls, moaning gutteral prayers and listening for reply.
Themes
Technology & Magic
Any sufficiently advanced technology is indistinguishable from magic.. - Arthur C. Clarke
The technology gathered at Kalopsia in the waning decades of mankind was the most advanced in the world. The culture that blossomed over the centuries was heavily influenced by not only the technology, but the latent magic abilities that soon developed in certain people. Tech & Magic have been integrated into society and in some cases are indistinguishable. For all some purposes they are viewed as the same.
Unfathomable Power
The power brokers in Kalopsia meddle with forces that were never meant to be wielded by humans. While the Great Old one sleeps at the city center, psychic waves wash over the Astral Plane. For centuries these vibrations have warped the natural laws governing man and Earth. Power has manifest in certain people in what can only be described as 'sorcery'.
This Is It
The wisest members of society realize that there is no returning to the surface of the Earth. Priests and Clergy argue that mankind will one day leave Kalopsia and repopulate the planet, that civilization will once again thrive in the natural world...But this is certainly the final era of mankind. On Earth anyways..
Game Information
con·flu·ence
ˈkänˌflo͞oəns
...an act or process of merging...
Playing the Game
Gameplay in Exegesis is divided by turns or 'segments'. There are four segments in a cycle (which is a calendar year). Each turn I will describe the social and economic climate of the city, any big news and the general feeling of the people. You, in turn will write your characters' 'orders' for that segment. During a turn a player can expect to write:
- What your Character does. i.e. I want to build a whatever-the-fuck.
- Write any speeches/communiques/public addresses/private correspondence.
- Any other RPing you feel like writing. Including stand-alone vignettes or interactions with other Characters including NPCs. Not necessary to play the game.
At the end of each turn I will describe the outcome of your actions and give you a summary of events. Special events can also occur so watch out for that. (If you have any questions about writing turn 'orders' PM me or ask in the OOC.
The Classes
Players can choose from 1 of 5 classes for your character. They are Knight, Sorcerer, Noble, Obuyan and Priest. Each class has Stats that represent what that class is most qualified to do. For instance, Sorcerers have high Power and low Charm. Stat point increases will be awarded throughout the game. When you make a character you can exchange 1 Stat point for another to better suit your character concept. Don't get too bogged down by the numbers-I rely more on good roleplaying than numbers to determine action outcomes.
Class Features
Class features are additional aspects of your character creation. You can invest Assets to increase the ability and potency of your class features. Some features require an Asset upkeep each Cycle.
Knight
Knights have a class feature that gives them a WAR-MECH. This is mechanized armor that can (really be anything that fits the setting) give your character great fighting capability. (+1 to power when your character is in the cockpit) This makes you incredibly formidable on the battlefield, enabling you to take on dozens of regular soldiers-but be wary, you are not the only Knight in Armor..
Pick a Mech Class and give it a unique name for your CHAR sheet:
In addition to owning and piloting a WAR-MECH, you also have a home base of operations. This could be a Manor-House filled with relics of war, a simple dojo where you train or a garage to maintain your WAR-MECH. Be creative. Include a description of your BASE in your CHAR sheet.
Sorcerer
You are a master of Eldritch Magics. Your notoriety and knowledge has enticed a young apprentice into your service. In exchange for a life of servitude, you agree to reveal some of your secrets to the young whelp. Your APPRENTICE can be given small tasks and errands, aid in research and experiments and act as a general assistant. Over time your apprentices' power will too grow.
In addition to your APPRENTICE, you also gain the use of a LABORATORY from where you can conduct your experiments and research. Describe your LAB and include it in your CHAR sheet.
Oyuban
The Oyuban are criminals and have a few....'connections' that allow them to get information quickly. Your criminal network can be accessed Once per cycle to reveal a piece of information or accomplish a specific task. If you invest Assets in your Network you will be able to make use of it more often...
In addition to your Network you have a criminal den. This could be a gambling hall or illegal fighting hall or whatever you can think of. This also acts as your 'Legitimate' front for your operations. If you invest in your Criminal den you can increase your production.
Priest
Priests are the holders of knowledge in Kalopsia City. You have access to the city Archives to retrieve information once per cycle. Investing in the Archive Guild will increase the likelyhood of discovering information and your repoire with the guild.
You also have a sanctuary to act as a base of operations and contemplate the mysteries of the Great Old Ones whispers. This could be a contemplative garden or a temple, whatever you want.
Noble
Nobles are the upper crust of society with a network of contacts that rival even the greatest criminal underworlds. Through your various contacts you can call in a 'FAVOR' that cannot be refused. Be creative you only get one. Other favors can be earned through gameplay.
In addition to a FAVOR, a Noble has a home residence from where she conducts business, meets with people and resides. Your RESIDENCE is your fortress, office and meeting hall. Some Residences have been in the same family for generations. Describe this and add it to your CHAR sheet.
Character Stats
Make A Character
- Choose your class (Knight, Sorcerer, Priest. Oyuban, or Noble)
- Find your starting stats in the Cheat Sheet
- Find your Class Features
- Fill out your CHAR Sheet and PM it to Rhymer
Remember to add your class features to your CHAR sheet. All players start with 4 Assets. Assets replenish according to your production each segment (after each update) See the STATS section for more info.