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ARKHEUS
"We are the last to stand witness to the testament of mankind"
- Anthony Tandon, Civil Rights Spokesman

P R E L U D E


T H E I D E A
Arkheus has been quite a project of mine for some time now. After two failed launches where there just wasn't enough interest generated, or the desire to join simply waned too quickly, I've decided that perhaps it needed a makeover to better project the scenario I was going for. Below you'll find months of hard work and support from a handful of friends I've made here on the guild. This will be an apocalyptic scenario with cataclysmic events, set in something of a cyberpunk world. Most people are immediately reminded of The Hunger Games, or Midgar from FF7—While true to some extent, let me tell you what sets Arkheus apart. First off, there will be no unorthodox group of teenagers fighting to the death. In this world, you can have a character from many slices of sci fi life, and an array of unique backgrounds. From a prisoner, toiling in the heat intense forges of Sector Three, to a dune running bandit from Sector Six, to a scientist isolated away on the cold, unforgiving terrain of Sector Four. Rich, middle class, or poverty-stricken, your character will find a place because the world is about to change.

The first series of events, or the first Act if you will, revolve around the discovery and uprising of a force called 'The Advent', a bio-engineered creature from an AI's design on human efficiency, though the vision is warped and corrupted. As the roleplay progresses, a second threat will be introduced, the Ciphers. Skynet anyone? An ultra advanced army of machines, bent on purging a virus known as humanity. All of this set in a totaltarian, militant world with a somewhat oppressive regime. Enemies come in all shapes and sizes, including private security forces, revels, and gangsters. The world holds many secrets that wait to be discovered by the players.

The ultimate goal for this roleplay is survival. How that happens, is all based on player choice. My Co-GM and I have thought about a number of options that players could work towards achieving to achieve success, at least, success against the machines and mutated alike. How the world is shaped, the challenges and tasks you face, the face of the landscapes and cities themselves, are all determined by what players achieve. Found a protected settlement to hold out against the machines, run covert operations in an attempt to turn the tides, found and empire based on strength and bloody thirstiness. It's all up for grabs in Arkheus. What kind of future will you create for humanity? What is Arkheus? What happened to the AI, Stone Mistress? All this and more awaits.


K E Y I N F O R M A T I O N


W H A T T O E X P E C T
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The Cypress Report


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S O U N D G O O D ?

C R E D I T
Enormous shout outs to my Co-GM @FireCracker_ and to my friends who've helped me with ideas, and given me lots of support and for putting up with all of my hype: @R31GN@Aziraphale@KaiserElectric ❤️ Love all of you guys ❤️
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The Nohvan

Home Planet: Noviah

Brief Summary of their Home Planet: The planet much resembles earth, except it is about 4.0x larger and is pretty much a thick jungle all the way around, with scattered mountain ranges, a handful of plateaus, and few plains. Water is plentiful, covering about 61% percent of the planet and creating an abundance of water channels such as rivers, lakes, and springs. However, it's purely saltwater, Nohvan's can't drink pure freshwater. Some villages exist on land, typically high up or set in cave systems. However, the world is extremely dangerous and even the plants want to kill you, so the Nohvan's have taken to the oceans, building great floating biospheres and underwater cities.

Most of the danger lies on the mainland, most. The most famous of these deadly predators is the Canopy Wyrm, A long snake like creature that travels through the tops of the thick jungle trees and averages in sizes that could easily swallow a normal man without trouble. Even when fighting them one has to be careful, if it's not the long toothed mandibles it may be that fact that it bleeds an acidic compound. Another of the planet's infamous deadly beasts are actually a somewhat semi-intelligent Gharou. With fundamental weapons and tools, this species has a pack mentality, and live in orbital houses woven from vines and such, set against thick tree trunks and connected by elevated bridges. They are also extremely territorial, and will pursue trespassers across their entire territory. They are quick, and very numerable, but not very smart nor particularly strong.

Turning towards the waters, the situation tends to be a bit safer, if you can handle the salt. The most danger inland is from small river serpents, most of which are of course, poisonous. The most notable aquatic danger lies in the ocean, following the theme of enormous, dangerous serpents brings us to the Dhumandi, the water variant and cousin of the Canopy Snake. Fortunately they avoid brightly lit areas, unfortunately masses of surface water algae allow the Dhumandi higher depths of hunting. They don't bother the cities, or most aquatic vehicles, really diver's without a few extremely bright lights are in danger. The creature has very poor eyes which are sensitive to light, but also has an incredibly tough skin.

Empires This Race Belongs To: It is the only race in its empire

Member of the Galactic Federation?: Yes, they joined later as pirates became a serious threat to Noviah.

Number of Colonies: Seven

General Appearance: Nohvan's typically range from 5'5 to 6'1, anything above or below those numbers doesn't fit the average. As a people they are typically lithe, with toned and compact muscles when present, almost not noticeable due to the nature of their skin which closely mimics Silicon. It's soft, slightly slippery, and has about the same durability as a Human's. Nohvan's are typically brightly colored, females tending to be more along the more vibrant colors such as violet, teal, and so forth, whereas males tend to have deeper hues. Silver and White are androgynous colors, and are uncommon. Pure Red and Pink Nohvan's are rare. Nohvan's tend to be born with colors relating to their environment, a genetic adaptation to help them blend in. If all else fails they do have a pair of hollow fangs which inject a fast acting paralytic poison.

Nohvan's have webbed fingers and toes, wide eyes, and pointed ears that poke out of brightly colored hair, which feels soft and almost silky. Due to the day and night cycles, their eyes have adapted to better see in low-light conditions, especially in the underwater cities, and the biospheres which are kept very dim. The iris almost looks like a cataract with color, and that's not far off. In normal daylight vision is very blurry for Nohvans, anything brighter can stun and cause pain, extreme conditions can result in trauma to the eyes leading to blindness.

Average Life Span: Approximately 160 Earth Years, Average age of death is roughly 140 years.

Galactic Rarity: Very Uncommon

Primary Governmental Structure: The Nohvan have a society based on Meritocracy, putting those with the best skills and talents in powers of position. A Nohvan child could be a governor as long as he passed the test of merits, which is an incredibly extensive test, which also takes into account personal accomplishments and your impact on society. Few children achieve strong positions, but it has happened. At anytime a council member can be challenge, pitting talent against talent, and skill against skill. The challenged has the right to pick the details of challenge, whether it be combat, a game, or something more creative. Nobody is ever forced into a position of government, and often those with great merit but only hold the title of commoner are still respected and have their opinions thoroughly discussed.

Brief Description of Culture: Nohvan's revolve around Independence, but also Unity. You are only as good are your merit, and your merit is only as good as its impact on society. It's a solid principle based on what one can do for others, rather than themselves. Upon reaching maturity, Nohvan's are expected to set forth and seek a life for themselves, the farther away from their friends and family, the farther from their comfort zone, the more respect they earn, though visits are not unheard off. Advancing the benefit of society is the ultimate goal, which is why they rely on the Galatic Federation for their military needs. Noviah outputs an impressive amount of scientific research.

Special Traits/Racial Abilities:
  • Nohvan's have Excellent Night-vision, but quite sensitive to light.
  • Nohvan's are great swimmers, and can breath underwater.
  • Nohvan's silicon like skin reduces contact velocity, offering a slight resistance to physical impacts.
  • Nohvan's enjoy sickening amounts of sugar and salt.
  • Nohvan's have two hollow fangs, equipped with a fast acting paralytic poison.

Race Age: 750,000 Years

Brief History of the Race: The Nohvan's haven't been a part of the Galactic Federation long, but they'd been traveling in space for a time yet. Once the discovery of the FTL drives Federation forces eventually found Noviah and began negotiations, trades, and integration. Noviah, like most of their other colonies, lie close to the outskirts of known space, making them very remote. They often operate beneath the public eye, and have few members in positions of power within the Federation, but do post some of the best new technologies and rapid advancement.

Major Technological Innovations/Inventions: A lot of Nohvan research centers around quality of life, how to live in harsh habitats and defend against monstrous, or even tiny and dangerous creatures. However, their most notable area of expertise lies in genetic manipulation. Despite being unable to artificially incubate their own children and fixing their terribly low birthrates. The Nohvan's never struggled with disease, and have increased their own lifespans over the years. This knowledge has spread through federation space, allowing parents to choose desirable traits in their children. Even Nohvan's can inject a cell cluster into their incubating females to be absorbed by their egg sacs.

Expanded Cultural Overview:Nohvan's have what you would call low birth rates, despite laying hundreds of eggs, they hardly ever survive the dangerous waters of their planet. Unable to artificially incubate their offspring, it's become something of a tradition to just, continue the cycle as it always has been. Sure, they could eliminate oceanic dangers, over time, but that would destroy everything that they've founded their lives on.

Death is about the only time a Nohvan will see their entire family at one time. It's a heavily important matter that they see their kin into the water, where they will sink, and surface in the afterlife. The bodies are wrapped in large swathes of seaweed and cocooned in a hardened, clear oil made from fish and algae. They sink to the bottom of the ocean where their body nourishes bottom feeders, the beginning of the food chain, for years.

Birth on the other hand, is less eventful. The Female Nohvan can become pregnant from either sex and incubate hundreds of eggs, but they must be deposited in the ocean of their homeworld, attempts at artificial incubation have always failed, it's still a huge topic of research for them. And as it is with all sea life, not all of them make it. The eggs hatch hours after being deposited into leech like tadpoles, where they will seek out a source of food and latch onto it for the next couple of months. This leech matures into parasite, which then burrows into its host, if two different parasite try to enter the same host they will fight, and likely kill each other. From here the parasite incubates in the creature's reproductive organs, sending fine filaments through its hosts body which help in preserving the parasitic baby. From here the process becomes closer to human birth, except after the second incubation period, about twelve months, the Nohvan Child must find a way out of the creature, through any means possible. Finally, a year later, the child must find its way back to its mother, using the large nerve on the top of it's head like an antennae.

Should a child ever make it's way home, the odds of that being about One out of the hundreds, the whole day stops immediately and an enormous celebration is spontaneously thrown together. The celebration builds steam until a full blown wild party is rampaging through the streets. Typical parties can last anywhere from an entire day, to three or four days later. At the end of the party, the Nohvan's gather for the ceremonial cutting of the Antennae, signifying the child's independence of its mother. A Nohvan child actually has many mother's, being cared for and taught by multitudes of close friends or lovers of the mother. Upon their tenth naming day, the child may get a job, and start their life, in fact, it's expected.

There are really only a few ways to commit a crime on Novia; Excessive Abuse against children (Sometimes they need a slap), defilement of the dead, and murder outside mutual combat. However, laws protecting against unwanted sexual advances, assault, thievery, or things like social securing services like a police force, or fire fighting force, don't exist. Nohvan's are expected to be strong enough to protect themselves and what they own, and to come together in times of need. Taking what you want is meritable, as life itself is selfish, as long as the end goal is the benefit of society and advancement. A Nohvan child has exclusive protection until their twentieth naming day, where the celebration of maturity involves a lot of attempts to test how well the Nohvan can protect themselves and what they've acquired.

Nohvan criminals, as rare as they are, are exiled from Nohvan colony worlds. Which, is actually honorable, as life is precious and independence is respected. Others see it as a death sentence. A lot of crime's are determined in a public court on a case-by-case system. Many Nohvan's choose to be exiled in the domains of humanity, due to their close resemblances.

Expanded History: Nohvan's began as a series of struggling tribes, living in all manners of homes and locations. It was the verge of extinction that drove them together, forming what is now the sacred ruins of Hopapi, an ancient city. Here the Nohvan's managed to survive, slowly, and defend themselves. There weren't many animals to domesticate, but the creation of tools were plentiful. Myths and Legends centered around great heroes who saved others, often depicted wrestling canopy snakes single-handedly or holding up a massive boulder from crushing their comrades and other impossible feats.

As the years progressed Nohvan's became apt farmer's, without domesticated animal they lived on a diet rich in roots, vegetables, fruits, and other foliage. Hunting was a hard, and extremely honorable task, the root cause of many other legends and heroes.With the Progression from poorly crafted spears, to iron rods, and further into guns, fire weaponry, and bio-organic electricity, The Nohvan's found each stage of technology advancement increasing their rates of survival, and their quality of life.

The lands were ever becoming more hostile and dangerous, and the Nohvan's eventually found ways to move out into the oceans. It began with floating wooden villages on the coasts, but that left them prone to both predators and nature, often large swells would rip apart their homes. Once the discovery of metallurgy and major processing hit, it was easier to stake a little further out using thick iron posts to anchor their cities in place, durable, but still not immune to nature. Now, the Nohvan's have large floating cities which drift along the oceans, propelled by massive engines when need be. In the event of an emergency like a tsunami, these floating biospheres and cities can use sonic wave generators to create a second tsunami, carefully measured in strength, to collie with another at a safe distance from the city. The resulting forces dispel the forces driving the original tsunami, and drive the excess water away from the city with a much gentler force.

They've also taken to living along the ocean floor, and smaller communities seeking a more traditional and natural lifestyle live in cave systems or other naturally defensible locations inland. Once the Nohvan's began breaking away and creating multiple settlements, strife hit. The Nohvan's have been through many wars, which quickly depleted their numbers. It was the use of a genetically modified canopy snake that finally made them realize they were about to erase themselves from their planet. The Dhumandi was a weapon of war, and was never supposed to populate. It is the main reason that Nohvan's have such low birth survival rates. The introduction of the Dhumandi into the ecosystem threw the balance off, and as the creatures died their genetically engineer forms were devoured by other sea life. This is why Nohvan children hardly ever survive.

Other:

  • Relative Nohvan Ages in Reference to the Human Lifecycle
    • 0 - 3 Months: Egg Incubation Period
    • 4 - 5 Months: Leech Larvae Stage
    • 6 Months - 1.5 Years: Parasitic Embryo Stage
    • 1.5 - 3 Years: Early Childhood
    • 4 - 7 Years: Childhood
    • 8 - 10 Years: Late Childhood
    • 11 - 14 Years: Pre-Adolescence
    • 15 - 19 Years: Adolescence
    • 20 - 24 Years: Late Adolescence
    • 25 - 49 Years: Young Adulthood
    • 50 - 74 Years: Midlife Adulthood
    • 75 - 99 Years: Mature Adulthood
    • 100 - 139 Years: Elderly Adulthood
    • 140 - 160 Years: Waiting for Death
  • Nohvan's can have memories as far back from the day they first hatched


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Basic Weaponry

Assault Weaponry


Heavy Weaponry


Advanced Weaponry

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Gadgets and Enhancements



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Prisoner Data Form
Takakiko Moneaux
"What do you mean I'm being arrested?!... Oh, that, really? But it was just ooonnee little bomb.."


Aliases: Princess Nitro

Prisoner ID Number: 2313

Species: Nohvan

Gender: Female

Age: 32 (Young Adult)

Former Faction: 💥Maximum Octane💥

Physical Description:

Bionic Limbs/Synthetic Organs/Robotic Augmentations: N/A

Weapons of Choice:

Charges/Sentences:
List of Charges as recognized by the Official Galactic Court
  • Aiding and Abetting: Takakiko has been an accessory to a multitude of crimes, most of which reflect her other charges.
  • Assault and Battery: Provoked physical altercations with civilians, officials, and law enforcement officials.
    • Aggravated Assault and Battery: Unprovoked attacks on civilians, officials, and law enforcement officers.
  • Drug Trafficking and Distribution: Moving excessive quantaties of illegal drugs including banned genetic enhancements, dangerous mind altering drugs, and other narcotics with the intent to sell.
    • Posession: Quantities of illegal drugs found on her person.
  • Trespassing: Entering personal homes, businesses, and otherwise restricted areas unlawfuly.
    • Theft: The removal of items or information from these properties.
  • Arson: The burning of establishments, landmarks, vehicles, and of personal or government property.
  • Bribery: An attempt to assuage her charges using lollipops and other promises of "treats".
  • Conspiracy: Prior knowledge and planning of actions with the intent to commit a crime or break the law.
  • Disorderly Conduct: Excessive public intoxication.
    • Public Indecency: Urinating in public, Partial or full nudity within view of the public.
    • Disturbing the Peace: Excessive Yelling and Threatening of other persons, fighting, and loud music.
    • Domestic Violence: Physical Altercations with romantic partners.
  • D.U.I Driving under the influence on resulting in public endangerment.
  • Human Trafficking: The unlawful captureand detainment of any persons with intent to sell them.
  • Shoplifting: The removal of items from a business during operating hours without intent to purchase.
  • Vandalism: Marking, Altering, or otherwise destroying of person, public, or private property, objects, or other belongings.
  • Dangerous Weapons: Possession, Creation, Distribution, and Use of dangerous weapons unlawfully with intent to sell, cause harm, or vandalize properties or persons, most notably explosives.
  • Homicide: Over a thousand estimated counts of manslaughter and murder of the first, second, and third degrees.
  • Grand Theft Auto: The unlawful hijacking of personal, private, and restricted vehicles. One count of military grade theft of a prototype aerial combat plane with space and FTL capabilities. Estimated damages from this incident are in the thousands of millions.

    Verdict: Sentenced to death by electrocution.

Skills:
  • "PewPewPew!": Takakiko is an above average shot due to a life thats put her in more than one firefight, though she's not particularly skilled in firearms.
  • "VroomVroom!": She likes to run, skip, and jump, she likes to drive fast, and she loves being in the cockpit of fancy birds.
  • "Kaboooom!": Taka is naturally talented in the use and creation of explosives. It's one of her favorite hobbies, blowing shit up-that is.
  • "He laughed at me... So I blew him up.": The moral of this is actually that itself: Moral Ambiguity. To Taka, sometimes right is wrong and wrong isn't always right. Wait. Sometimes right isn't wrong and wrong is- Oh fuck it. She doesn't always see things the way others do.
  • "DISTRACTION!": With about zero finesse, cunning, or thought at all Taka is pretty handy at creating a distraction. Not the smooth talking, ankle showing, flirty kind of distraction. More of the "something just fucking blew up in the distance" kind of distraction.
  • "I answered his questions and questioned his answers, he answered my answers and questioned my questions?!" She has this.. way with words that makes it incredibly hard to obtain information from her when she doesn't want to tell you. Sometimes it involves a lot of whimsical nonsense and misdirection.
  • "What's this do?": dabbling as a tinkerer, Taka can take apart a remote control and put it back together just to see how it works... but it may also control your lights and shower functions as well. She's better at fiddling with weapons, especially things that explode, though you might explode. Your cat might also explode.
  • "HIYAH!" Making up for what she lacks in other deparments, she's not toally helpess as she has some speed to her. She's quick and agile, and where she may not have much power behind her punches, she's a cut and dodge kind of fighter.

Flaws:
  • "None I'm a fricking princess!": That's a god damned lie. She has a somewhat warped perception. She's a princess, your dog is a steed, and you- you fine person are a pleb. Sometimes she doesn't understand things, or sees them quite differently, on top of having a skewed moral compass.
  • "I'm a little screwy": Taka has a somewhat childlike nature about her. Somewhere along the line she broke, and her personality seems to constantly fluctuate between being an adult and being stuck in her childhood, creating an... interesting line in the middle, to say the least. This is a part of her flawed moral views, and has a tendency to make people underestimate her. The innocence associated with this means she's loves the wrong things, including people, for the wrong reasons, trusts things for odd reasons, and has a minimal sense of personal safety. For example: She loves candy because of her sweet-tooth, but especially because "It looks like me!."
  • "Meltdown! Meltdown!": Taka has PTSD from her early life. She struggles with nightmares, seems to constantly be moving her hands, and will literally try to fight you if she becomes too angry. She's also terrified of being trapped in confined spaces.
  • "I'm meeellltttiinggg!": Being a Nohvan, her eyes are sensitive to light. She can barely see in daylight, and relies on a pair of light filtering goggles to function during daytime hours. Bright flashes can blind, stun, and disorient her. Constant exposure to bright light can permanently damage her eyes.
  • "Dude I'm like.. a fish": Taka doesn't have much physical prowess. She's on the weaker side, lacking strength and endurance. She's not exactly clever, she's not very witty, and her smarts really only lie in weapons, vehicles, and things that go boom.
  • "You talking to me? Huh? Punk?!": Her reputation as 'Princess Nitro' proceeds her, and some people are still trying to claim the bounties on her head, even after her incarceration.

Personality:

Personal Biography:

Personal Belongings: Typically some sort of candy, a package of concentrated salt licks, cigarettes, a gold plated flip lighter with the insignia for the Maximum Octane group, A necklace holding a polished and detailed blackbird.
Other:
Likes: Sweet Treats, Salty Foods, Sex, Dancing, Most Music, Spaceships, Driving Fast, Explosions, Being a princess, guns that sound like explosions, vandalism, and the color sea green.

Dislikes: Authority, cold feet, sour things, onions, the color Puce, having her hands restrained, losing people, and being treated like a child (Irony).

Theme song:In Loving Memory of Takakiko Moneaux

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<UNKNOWN NAME>

FACTIONS!
The Iron Clans (human)
Wrathewen Dynasty (magic?)
The Ashaphis Empire (human)
The Manu Alliance (Bestia Anamabilis = Animalkin )
The Orok'Tu (orcs)
The Sylviad Council (Sylvians = Elves)
The Legion of Night (Dark Angels, Tieflings, Dark Fae)
The Guardians of Light (Angels, Elementals, Fae, and Spirits; IE: Nymphs, Dryads, Sylphs, etc.)

SUB-FACTIONS!
The Rangers (Forest Rangers, Hunters, Trackers, Trappers, Etc.) [Freedom Fighters]
The Seers Council (Mages, Mystics, Druids, Shamans, Etc.) [Organization]
The Shadow Soul (Thieves, Pickpockets, Fences, Etc.) [Organization]
Tenebris Magone [Death Dealers] (Assassins) [Organization]
The Shieldkin (Warriors and Fighters) [Organization]
The Hand of Embrion [Human Church]
The Cycle of Leaves [Sylvian Religion]
Disciples of Sea'era [Bestia Anamabilis Religion]
SERAK'TU! SERAK'TU SERAK'TU! [Orcish Religion/Way of Life. Means something like "Death of Battles" IE; Fight until all battles have been fought.]

<note to self don't forget rebelions>
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[/indent]
Sector Two
The Golden Plains

Sector two is a wide expanse of land with scattered forests and rolling, golden plains. Large hills rise upwards, forming peakless mountains. This area is used widely for agriculture, and scattered houses dot the plains where low-class farmers toil away. Herds of cattle, clusters of chickens, and other animals all graze here and are tended by herdsman, also typically of low-class. These people are not paid as well as those who live in Sector One, but they still live comfortable lives, if ones filled with more work than relaxation. Large manors also dot the land homing the wealthy who own large plantations or herding operations and choose not to live in wealthy estates in the city. The largest supply of edible goods and a trickle of wood and ores stem from here. Life here is not hazardous.


Sector Three
The Lava Pits

Feared by all, nobody wants to end up in The Lava Pits. Life expectancy here is short, and roughly lived. The worst society has to offer are sentenced here, and house a large population. While the guards maintain a live of mild comfort, if a bit warm, the unfortunates of this place work in the great forges and furnaces. The only comfort is a steady supply of water, as every second of every day is spent sweating away as the population toils away at hard, manual labor and exhausting levels of heat. Even then the water is stale and has a metallic taste. Here all the ores and metals come for smelting, tools are forged, and geothermic energy is produced to power Arkheus. Having criminals work key assets of life in Ark doesn't seem to worry anybody. Between the guards, the full body scanners, and all the security blanketing the facilities in The Lava Pits, nothing happens to threaten the Ark. The Lava Pits also provide a steady supply of earthly minerals, metals, gems, and crystal through the mines, the darkest, hottest recesses of The Lava Pits. The Lava Pits are extremely hazardous to live in.


Sector Four
The Frozen Expanse

Nobody really chooses to live in Sector Four. Rather, this extremely cold sector houses scientific outposts, which expand underground. The best and the brightest live out in this remote region, free of worldly troubles. Sure, somebody still has to do the laundry, but most menial chores are handled by low-class workers, who typically have no other ways out of The Core. Here leaps and bounds are made in all areas of science, and because of the large desolate area outside, there's never really a problem getting clearance for field tests. Here advanced weaponry, medications, and other items are created for manufacturing. Nothing really comes out of Sector Four other than knowledge, and to get there, one must first pass an aptitude test, eligible for taking once a year. Living here is a little hazardous, due to all the experimental activities, and a quarantine is quite ordinary, and usually cleaned up quickly.


Sector Five
The Spines

The most common opportunities for low- and middle-class workers come from The Spines. The cities of which that are only accessible through the towers, which lead deep into the earth. This heavily mountainous region is home to the largest mining and manufacturing region within Arkheus. Though hot, it's not anywhere near to the levels of The Lava Pits. Great exhaust vents manage the heat from the production foundries and smaller smelters well. Nearly everything is made here and it's home to the single largest working force in the entire Ark, excluding the Core. It also boasts the largest mining operation, and an array of underground farms for low-light flora and fauna. Life here is mildly hazardous, but often not deadly.


Sector Six
The Sands

The sands are home to the largest reservoirs of underground water, coal, and oil, and also supply an impressive amount of glass and crystal products. A multipurpose land home to all classes of the population, it ranges in everything from small mining operations to huge expanses of oil wells and drills. There are also farms of impressive size, mostly of fruit and rarer medicinal plants. The Sands also help take a load off of Sector One by distilling and pumping water from their springs and underground wells. All of the cities are built on top of the wide plateaus, and the sands constantly move and shift.


The Core
Slumland

Everybody who hasn't reached citizen class, can't afford to move to another sector, or haven't won the lottery are stuck here. most of the city is dark, damp, and confined. It's a mass of buildings of cramped roads and a warren of narrow alleyways. There seems to be a constant haze in the air and heavy overcrowding. It's dirty, smells like sadness, and maintains a standard of poor living conditions. Nobody with money chooses to stay here, where the only jobs for the unskilled are dirty, and full of menial labor. Contradictory to all of that, it does house one of the most popular districts, the Neon district. Less dirty, and less foul, but full of blindingly bright lights and neon signs. People in gaudy colors and scandalous fashions are seen here, as the area houses a wide array of entertainment from dance, to carnivals, and even brothels. The core is also home to the Hall, a huge structure housing the governmental officials, and resides up north is a slightly less crowded, middle class area. Though every inch of The Core seems to have been used up, the more well off people live up here, if there's space. There are other districts within the sector, all of which are not as bad as the Southern Slums, where most of the unemployed, homeless, and unfortuante population live.
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Esoteric Coquette

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Orange Shards: Abundant, cheap, and quickly depleted. Provides energy, and multiplies energy currents.

Blue Shards: Common, cheap, long life, slower and consistent energy release.

Red Shards: Common, moderately inexpensive, quickly depleted, releases combustion energy bursts, can intensify currents.

Purple Shards: Uncommon, somewhat inexpensive, long life, stores energy.

Yellow Shards: Rare, pricey, long life, emits steady "sunlight" energy, glows.

Green Shards: Uncommon, expensive, long life, emits greater amounts of energy, multiplies energy currents efficiently.

Black Shards: Uncommon, moderately inexpensive, short life, emits energy disrupting shockwaves, can produce kinetic light energy.

White Shards: Uncommon, expensive, long life, focuses energy into concentrated beams, or refracts energy into widely spread beams.

Rainbow Shard: Only One Exists, Unknown Purpose, Unknown Location.
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Elliot "L" Watts
Hacker extraordinaire.
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