A world in ruins. A people who spurn the real and live in the virtual. A Quest grounded in both worlds, imagined by a dying woman.
It is 2043 now and the world is falling into ruin. Climate change has happened, it no longer matters whether it was man made as most believe or whether it was a 'natural' occurrence; the fact of the matter is that it has happened. Many places are too hot to properly sustain human, or other, life. Water levels have risen drastically and the weather itself has become more extreme with hurricanes, floods and droughts far more common than before.
The unpredictable nature of the weather, and the new extremity of it, have posed serious challenges to the world economy and it has stagnated for decades. Inequality is through the roof with the masses consigned to abject poverty, although the Western world is slightly better off. No longer having the wealth and authority to impose a complete rule of law the governing elites content themselves to reside in their capitals and prevent outright rebellions; by and large the whole world has settled into a depressed acceptance of the ruinous situation humanity has consigned itself to.
Perhaps this acceptance of their fate, of the disastrous state of the world, is accepted because of the rise in Virtual Reality. As the world headed into its biggest and longest down turn, advances in technology for VR rushed ahead in leaps and bounds until one company released something that could truly be called a Virtual Reality with an operating system, hardware and accessories to enter it with. By the early '20s (the new '20s, not the 1920s) VR machines were sold wholesale, televisions were a thing of the past. Bulky desktop computers, laptops and gaming consoles died out and were replaced by simple devices the size of a paperback book, capable of operating VR which overran all previous operating systems.
Accessories for interacting with VR became numerous, from simple haptic gloves and visors (the basic tools, evolutions of the bulky goggles and awkward controllers used by pioneers of VR) to full body haptic suits and even rooms designed to completely immerse oneself within the virtual world. Thanks to government schemes promoting VR for educational and health uses (it was cheaper to teach kids in a virtual world rather than maintain expensive school buildings and the same for hospitals unless necessary) most anyone could get access to VR. Those with a bit more in their pocket could shell out for the higher end tools.
All in all, the virtual world became a better place to go to than the real and so the human race spent more and more time in it. Whether they were working, sitting in virtual offices or controlling machines in a factory from the other side of the world, or spending their time in impossibly epic worlds for recreation; it was all preferable to stepping out of your front door.
Instead, you merely wake up and have something to eat and then log into the Homeworld; the central hub of virtual reality which spans the entire Earth as it was. Or perhaps how it should have been. The cities still stand tall but the sky is still blue, the weather is pleasant and the seas haven't risen so high that entire landmasses are under threat. From this Homeworld you can find a much nicer home than your own, go to virtual clubs and casinos that are far grander than anything in the real world. If you must, you go to work in a virtual office. Or you can be a little more adventurous and enter one of the thousands of other, fandom inspired, worlds which branch off of Homeworld.
Homeworld is a (mostly) non PvP world that is a meticulous recreation of Earth, perhaps a little airbrushed in places, but nonetheless accurate. From this world one can enter numerous other worlds, largely based on fandoms (Middle Earth, Whedonverse, Star Wars, Star Trek etc etc). Within those worlds different rules would apply (So no magic in Star Trek but no advanced technology in Middle Earth). The portals to these worlds are either from major cities (chargeable) on Homeworld, from guild/clan HQs (free but cost said group a lot to maintain) or a personal one situated in the personal, in-game residence (again, expensive to maintain but free to use).
We may enter some of these worlds; we may enter generic medieval worlds (for example) so that those not familiar with a particular franchise aren't confused or feel left out. This will largely depend upon who ends up joining the RP.
It has been two decades since we, as a race, have fallen into the virtual world and not returned. The creators of the Virtual Reality are a company who have, perhaps egotistically and not without opposition, rebranded themselves simply to Virtual Reality control the market completely. No unlicensed third party accessories or machines work with their system and anyone who tries and is caught attempting to use such a device will be banned for life, something akin to a death sentence now. They are perhaps the single largest company in the world and own most of the major Internet Service Providers in most countries, having bought them out to provide access to the only thing that matters: the Virtual Reality.
Its CEO, a woman named Helen Grey, founded the company and was heavily involved in designing VR as it exists now rather than just overseeing its production. Now elderly with a board of directors keen to push her out and have someone younger, and more malleable, Helen has decided on a way to elect her successor. Bound by a contract that only enables her to veto the directors' efforts rather than lead the company in a direction of her choosing, Helen has maintained the status quo. Despite numerous efforts, VR is still free to use if one has access to the hardware and accessories needed to run it.
A gamer in her youth, and privately since, Helen came up with the idea for The Quest after reading Ernest Cline's Ready Player One. a book first published in 2011 with a film released in 2018. Instructing her lawyers to find, or make, a loophole in the company's processes, Helen designed a contest, the winner of which takes her role as head of the most powerful, and wealthy, company in the world but without the constricting contract which has bound her.
February 12, 2045
Two years have passed since Helen Grey first announced 'The Quest'.
She sent out a short video message, recorded in the real world before being uploaded to the Virtual Reality and posted to every single users' personal inbox. Sitting in a sparse office behind a hard oak desk, one more suited for a professor's office than that of the world's most influential boss, she spoke to a webcam. On the top of the desk was a golden plaque engraved with her name and a photo frame although it was turned around to face her so whatever it depicted was a mystery.
She appeared as a pale woman with dark, straight hair. Although it was hard to tell from the video as she remained behind the desk throughout, she was a tall woman standing at nearly six foot tall with a lithe frame. She was wearing a black pantsuit and wore light makeup, as if she were about to go to a meeting. Very businesslike.
"Hello, everyone in the world. I am Helen Grey, founder and CEO of Virtual Reality. Today I am announcing that I have contracted a terminal illness and am not long for this world. It is not in my nature to turn to theatrics or to make a big thing out of a personal issue, however this will have ramifications for all of you."
She gestured to her right and some, clearly edited in, boxes with titles like "Proposal for Monthly Subscription" appeared, all the way down below the bottom of the video window.
"These are just a few of the plans this company's board has attempted to slip in which I have vetoed. When I created the Virtual Reality I wanted it to be something that anyone could access but now most of the board no longer share my views and wish to monetise it, making it unavailable for many of you. In turn, I was slapped with a contract which has prevented me using Virtual Reality's vast resources to launch any initiatives which would improve our current situation. For the last two decades we have existed in this stalemate but now a time has come where this must change."
She flicked her hand and the list of boxes disappeared, swiping away to the side and off the screen. Then she reached into a drawer in her desk and pulled out a well read copy of Ready Player One for the viewer to see.
"Normally, the board would elect their own choice for CEO and their choice would undoubtedly be someone who shares their vision. I am unable, even with my controlling share of the company, to elect my own successor by normal means, however this book gave me inspiration for a solution to this problem. In this, a man in a similar situation to myself leaves his inheritance to the winner of a game he sets up within the virtual world he created." She looks up at the camera and smiles, the first real one in the entire video; it has a childish glee to it and there is an excited shine in her eye and she speaks more quickly in her excitement.
"I have hidden clues, both within the various worlds within the Virtual Reality as well as the real one. Each one will lead you to the next until you finally reach the prize which is well hidden and will require you to have found all the previous clues. Even should I die before someone completes this Quest, no new CEO can be chosen. There will be some who will try to subvert this contest, using their money and influence to ensure the winner will lead this company in the wrong direction. I have faith, however, that it will be one of you, an ordinary user of the Virtual Reality who cares deeply for it and understands its importance to everyone across the world, who will complete my Quest."
She puts the book down on the desk and then pulls out a small gun, one used for the starts of races and it is clear what she intends to use it for.
"My personal website has been converted in a scoreboard, showing who is closest to winning the prize. Using your avatar's name, of course. The first clue is as follows:"
Bruised and battered I sailed there, To draw a line upon a Bell, A stately house now lying bare, To free us from this Cage of Hell.
The lines of text appear on the screen in flames, most likely in homage to the depiction used in the aforementioned book, and she looks up with an abashed grin.
"I never was a poet or a riddlesmith so forgive how clunky that was. Now, game... start!" She pulls the trigger on the gun, a brief bang and the video ends.
I'm looking for about four other players besides myself to engage in the Quest. We may, or may not, be working together and against each other at points and the story progresses. There is also an over-arching plot line with the Quest at its centre but distorted in its individual importance.
If there are a lot of applicants I will be choosing places on quality of characters as well as ensuring a good balance in the cast. If the general quality is sufficient I may relax the rules around how many I want to enter.
In terms of plot, as you can see there is a relatively clear plot planned for this RP although it may well veer wildly about depending whether people can guess the answer before I begin to steer the story along! The basis for the clues will be based upon my own knowledge but I have been very careful in ensuring that, with some insight and some quick googling, anyone can find out the answers; all they need is to work out a vague direction and then go from there. Once you've settled on an answer then you can either post it in character or, if you want to keep your thinking secret, PM me and I will give direction from there.
A lot of the time whether you have the correct answer or not, the plot will steer everyone to the appropriate location but I will be keeping tabs on who's 'ahead', as it were!
This is only a guide and contains barebones information. Add whatever you wish as extra, if you feel it is relevant.
Avatar's Name
Avatar's Appearance (picture preferable, alongside brief description) Avatar's Gender (does not necessarily have to be the same as the owner) Avatar's Personality (might be difficult but this should align with the owner's with some changes, depending on your character's nature) Preferred worlds (fantasy/sci-fi/fandom?)
Character's Name
Appearance (picture preferable, alongside brief description) Gender Age Personality History Expertise (what research/areas of expertise they've advanced or are using in tackling the Quest).
Please post your sheets in the OOC for review. Once we have a few submissions I'll be choosing the cast.
Looks like I'll be the first person posting a Character Sheet, then... Let's hope I haven't fucked anything up XD
Alekhine
The Avatar of Alekhine stands at 5 foot 6 inches, with deep blue hair, highlighted with purple streaks, and orange eyes; resembling that of the colour of an early dawn. Her frame is rather small, reflective of her lax lifestyle, and her assets are quite... petite, to say the least. On her left cheek a small tattoo sits in the form of three hexagons of varying sizes. Apparently it's some kind of rare item she got after winning an off the record game.
Oft, Alekhine is seen wearing quite a variety of clothes. During her public matches, she wears rather simplistic clothing; shirts with little to no designs, plain skirts or similar, and simple jackets (a kind of trademark of hers). When visiting other worlds or partaking in PvP events, however, her attire is that of her favourite class in games - a ranger. A mixture of tribal, fur amour and a futuristic jumpsuit. Surprisingly, they blend quite well, and have given her a rather iconic look during her PvP matches.
Summer Hart
Female, 22
Name:
Summer Hart
Personality:
Summer is a quite shy, but very intelligent young woman, who for the longest time has found herself unable to progress in the real world. After her abusive past, her paranoia and anxiety have kept her stagnant; never seeking jobs in the real or virtual world for fear of rejection, and never putting her skills to use outside of the virtual world because of a worry she isn't good enough; reflected by the way she hides her intelligence from people in the real world.
In Virtual Reality, however, she is the person she always wanted to be; taking the best parts of herself and making them better in the form of her alter ego Alekhine. Her intelligence is much more prominent in the virtual world, and her anxiety is overshadowed by a cool and confident aura that persists in everything she does; every shot she takes, every move she makes and ever word she speaks. Despite her intelligence, though, she never flaunts it. Not when she wins games, or arguments - instead preferring to impart constructive critism and praise when due in hopes that they'll improve. As well, she is much more outgoing; attending every social event and challenge she is invited to, and actively seeking out people to play against to test both her and their skills.
History:
Summer didn't grow up in a good home. Even before the collapse of the world, her life consisted of very few commodities, such as a loving family. Her mother was an alcoholic who spent her days making money in whatever job she could whore herself into. Her father wasn't much more; existing as another source of money for her mother, before being murdered over debts. Virtual Reality provided an escape much better in her opinion than the drugs her mother took, though the woman was always skeptical, and helped her develop the intelligence she displays today.
However, the woman hated it; hated that her daughter was smarter than her in every single way possible besides worldly experience. She would beat her every time Summer disproved something she said, or responded in ways that were... inappropriate, or argumentative; like objecting the same way one might in court. Soon, the girl started to hide the fact that she was growing smarter every day. Pretending to forget certain things, becoming easily distracted as well as more withdrawn. Not that her mother seemed to care, since the beatings kept happening. Every couple of days.
On her eighteenth birthday, Summer revealed she would be moving out. Her mother had suspected something was going on, but hadn't realised due to her disregard of virtual reality that her daughter had been secretly saving up through winnings from online games to buy her own place, and sustain herself. Finally, she would be free.
From there, she started making her name. Her intelligence applied to board games began to make her known as one of the best and most prominent chess players in the virtual world, and her minor part in PvP matches gained her a small amount of extra notoriety; however the money earned from these events has never been able to sustain her for long. Between bills and the costs of living, plus how much she spends visiting other worlds, has kept her living in the same conditions for years; a rundown apartment with minimalistic utilities and a barely functioning internet connection which Summer managed to tap into and improve.
The moment the Quest was announced, she jumped at the chance. Like most others, she bought the book used as inspiration and meticulously absorbed every last detail she could. With the minimal details the hunters were given, she doubted the 1980's would be the inspiration for each riddle, but even with that in mind she learnt what she could. Between her matches and exploration, she didn't get down as much as she would have liked or others might of done, but at least she thought it was a good basis. Just imagining winning the competition gave her goose bumps...
Expertise:
Summer has spent her time delving deep into gaming, both board and video, and learnt all that she could. Her large intelligence also opens the gateways for more practical subjects that could be brought up, such as sciences or mathematics. One of her main specialties has always been Chess, the game that made her name.
Preferred worlds:
Her favourite worlds by far are fantasy and fandoms of similar genres. Normally, she would say because she finds that kind of setting more interesting than sci-fi, but the real reason is because her bow works much better in those settings. Though, she does have a more futuristic version, but finds it harder to use.
Avatar's Appearance Proxy stands at a mere four feet; her body lithe and almost childlike. Two horns curl up at her hair line, a deep charcoal that fades to a soft grey. Her ruddy chocolate colored tresses are pinned back by a giant bow. Proxy's eyes are a vivid amber with a soft glow modded to them. She primarily sports a short lilac kimono and dark thigh high boots.
Avatar's Gender Female
Avatar's Personality Proxy is very expressive, much like a child who has yet to learn how to mask their emotions. Her face is an open book when it comes to how she's feeling. She's also known to be quite easily distracted with a penchant for the arts; music to be precise. Her world is very much alive with color and emotion. Everything has its own unique glow.
Preferred worlds Fantasy
Quinn Prater
Female,23
Willowly, with a dancers frame Quinn stands at a impressive five foot seven. Her snow colored hair is kept short and neat in effort to keep the time down on maintaining proper hygiene. The less time spent logged off- the better. Her wardrobe is bland. Basic long sleeve shirts and soft stretchy yoga pants. Comfort over fashion was her motto; not like she saw many people anyway.
Personality Can someone be withdrawn in this day and age? If so- then that would be Quinn. She didn't often talk out loud though the chatter in her head was often overwhelming. To be frank; it was a mad house in there. In person it was a struggle to get words to actually leave her mental abode though put her behind a screen and the worlds inside her came pouring out. Quinn was a dreamer. She loves the fluidity of the world around her; even the decay that crept outside her front door. She was passionate behind her stoic behavior often swayed by her flippant emotions.
History Art. Her entire life was bathed in the arts. Her mother was a highly respected dancer and at the height of her career- a prima ballerina. That was until she fell pregnant with her only child. There was no room for the spot light and parenthood and while she often assured her daughter that it was an easy decision it was easy to tell she somewhat resented giving up her life's passion.
Her mother had opened her own dance academy when Quinn was still small. It was lucrative as it only accepted the most skilled, or those with deep pockets, in. Even Quinn was forced to compete for class space and if she failed then she was forced to wait and retake the competition exam the following year. Though as the world kept crumbling even the flawless lights of New York began to dim and the world began to plug in more and more. Of course, business dropped. Not much need for a dance instructor in the virtual world where everyone could be at the peak of discipline and fitness with a few key codes. They lucked out though. Her mother had connections and ended up with a job of modeling the sequences for dance in VR. That's right, those smooth moves you just preformed? They came from Linda Prater first and the royalties allowed her and her daughter to live comfortably.
But of course as the VR became more integrated the less the users called for preprogrammed moves and the royalties began to dwindle.
Not that her mother noticed. Like Quinn, she found herself enthralled with the possibilities that virtual reality offered. She was able to thrust herself back into her golden days as an entertainer of sorts and while her body aged and began to sink in reality. Here, here she was eternal in youth and beauty.
Taking care of the real world expenses had fallen to Quinn. She made the payments. Managed their funds in the virtual bank and even managed to squirrel away a rainy day fund for when her mother's new life choice came to a halt. She was even tasked with placing their grocery order which shipped to their front door. What a wonderful life technology had given the world. Everything at convenience. Though she didn't allow herself to get soft. Dance was her core and every day she dedicated at least three hours to her basic routines. It was in VR that she was given a place to relax, to be free and she ran wild with the fantasy realms created for her. But even there she found limits. The same ol' repeats left her feeling empty. Quinn wanted more. There was a million ideas swimming in her head that were just sitting there; collecting dust. That was until 'The Quest' was announced. Now not only was she faced with a new exciting adventure but the chance to shape VR to the ideas in her head.
Expertise Creativity. As uninspired as it sounds,it allows Quinn to take a look at challenges from different angles and offer solutions to tricky situations.
Let's hope the others get their characters up sometime soonish (impatience level up). Excited (and incredibly nervous XD) to find out whose gonna get picked.
Hey guys! I'm not currently using my computer right now so give me some time to whip up my CS. I'll for sure have it in by tonight though. Today's my day off so I have plenty of time aside from the wedding planning.
@Jinxer Just to clear up my speculation, Artorigios... That's a name that comes from King Arthur, right? Or, Arthur was derived from it? I had been wondering since he had Excalibur, and I think Google is telling me that it is. Just wondering XD
Do you care much about the uneven gender ratio? And for someone who's never read the book: for the real world, as per what I'm reading in the bios so far - people are able to win currency by winning PvP challenges in VR? And can you talk more about the mechanics of the portals? Or will that be explained as the cast goes along?
EDIT: I got excited and typed up a CS anyway, so here it is. If there's a problem, let me know and I'll edit.
On that note, another question for our GM: Do you care about language IC? I don't want to assume that it's free-for-all since there was no mention in the OP but I imagine there'll be some crazy episodes happening and I'm sure the sailor's mouth in my avatar will appear occasionally haha. Just wanna make sure it's all gravy.
I don't mind about the gender ratio at all, people need to play the character that fits best for them.
The currency within the game can be bought and sold for real currency and PvP tournaments and other events often have monetary prizes, significant enough for the skilled to make a living off.
As for the portals, they're fixed and appear in most every major city or hub, small terminals like old phone booths that you get into, pay a fee and are teleported to the world, or other portal on Homeworld, of your choice. There's a fee and they vary. It's much more expensive to use a teleporter to move within Homeworld than hiring a taxi/ship/aircraft.
And I don't mind language as long as it serves a purpose/is not gratuitous. If it fits the character then that's fine by me.