Welcome to All-Verse: The Initiative, an RP that was years in the making. The basis of this RP is that there consists a vast multiverse in which each of the univereses are unique, such are sprawling fantasy kingdoms, while others are scifi. It'd be impossible to note all the differences in one sitting as there is an infinite amount of these universes contained in the shared "All-Verse." This Multiverse is one of many different ones, but these universes have the trait that they all have "Champions". These Champions are either the heroes or villains of these universes, but are exceptionally strong warriors that lead great change in their home universes... or they should. You see, there was a catacysmic event that took place not too long ago that upset the natural balance of things. The barriers that kept the worlds separate are now breaking down, and the timeline has been disrupted; which means that events that were supposed to take place, took place much differently (making the problems worse).
To combat this, a higher being formed an organization that was meant to set right these issues across the All-Verse and restore balance. He plucked champions he deems worthy from all over the All-Verse and formed an organization known as The Praxis Initiative. Their headquarters is located outside time and space itself, and they are composed of hundreds of different agents. The story will revolve around one particular team that has been recently formed from the latest batch of Champions, but this team, in particular, will be the ones to change everything.
Despite what you may have guessed, this is not a fandom Roleplay. This RP will be a crossover Roleplays of sorts with other Roleplays, but everything will be original. Which I hope will bring a more personal level to the Roleplay. This RP will be a "scenario-based" roleplay where I run different missions with a very loose main plotline, that way the RP is far more accessible and people don't have to worry about following a complex story-line.
The RP is be somewhat "community-run", which means that the basics of what we do and where the story goes will be decided by you. The RP was mostly decided by community input anyhow.
STORY ARCS
TBA
RULES
[1.01] The usual rules. No godmodding, metagaming, powerplaying, autohitting, etc.
[1.02] Swearing, alcohol, drugs, and sex are fully permitted in the RP long as you do not overdo it excessively.
[1.03] There will character deaths in this RP. By submitting a sheet, you acknowledge that your character will have to deal with the consequences of their actions. If your character does something dangerous, then they may get injured or die. Don't Godmod your way out of it. I won't purposely go out and kill characters (That I like), but I may purposely injure them for the sake of the story.
[1.04] You are required to post once a week or you will placed as inactive. But, please say if you're leaving the RP, especially if you're in the middle of any interactions/important subplots. Any inactive characters will be forgotten about, or killed off if they were significant enough to the story. However, everyone is free to do as they please with any inactive characters. Your universe will still be used, however.
[1.05] I don't care too much about post length. I rather have a short meaningful post over one full of filler. That said, all I want is one paragraph. Just one. Be prepared for some long posts every now and then. However, I expect average writing at least. I also recommend that, once we get into the mix of things, you do plenty of collaboration posts.
[1.06] At the start of every post, please note where your post is taking place in.
[2.01] Respect everyone else at all times, please. Solve conflict with civility. Last thing I want is for things to become toxic. The golden rule is: Don't be a dick.
[2.02] Me and my GMs have the final say. We aren't tyrants, but if things get out of hand, we'll have to settle things ourselves.
[2.03] I'd rather that we talk on the OOC as much as possible - even if it's irrelevant chatter. I makes the RP seem more lively, and keeps everyone attached to it. If you must, my information is in my sig.
[2.04] I tend to very critical when judging sheets - please don't take it as a personal attack.
[2.05] Feel free to ask about anything, anything. I'll happily answer them.
[3.01] I expect a moderate amount of detail when writing your sheet. The one thing I tend to make people go back and edit is a lack of detail. I should say that your sheets don't have to be as detailed as mine. On the same note, try to make your characters interesting.
[3.02] You have a great deal of freedom when creating a character. You can make someone of any gender, sexuality, background, etc. Long as it's written respectfully. I will not accept characters with mental illnesses unless they are written correctly.
[3.03] I'm gonna say it now; I'm not a fan of sociopaths/psychopaths, dark and tragic backstories (Without proper mental repercussions), one-note "badasses", perfect characters, and any of the sort. So keep that in mind when planning your character.
[3.04] The following abilities are banned; "instant death" powers, mind/character control, time powers, anything with "omni-" attached to it, reality warping, complete indestructibility/absolute defense, and probability manipulation. I also will not accept characters that have powers that can only be used in a fight. If you want to know why these powers are banned, I'll tell you.
[3.05] Please don't post a "wip" sheet. Post the complete version or don't post it at all.
[3.06] You can submit your own NPCs, long as they are important enough to the story (Or your character) to warrant one.
[3.07] There is no limit for characters, make as many characters as you please but I will step in when it gets unreasonable. As for universes... you can make as many as you like long as you are bringing something new to the table.
[3.8] While this is a tough one, let's try to keep all the characters in one general power-level. Even if different "universes" have different rules, this is a story - and I want to have some tension. Which means let's try to keep the power levels from getting too ridiculous (I.E No Gods, Super Saiyan Expys, etc).
[3.9] Accepted characters go into the character tab, but you may make a sheet for your universe, which, if accepted, will go on the OOC instead of the tab.
[3.10] You are allowed (and you are encouraged) to make a character from a different universe.
The realm of reality is a vast and infinite one that holds an uncountable amount of worlds. Every world is different from each other. They abide by different rules, appear different, and so on. The one thing that each of these worlds has in common is that they're inhabited by sentient life of some kind. Whether it's human, aliens, beasts, or some different brand of humans. Each of these worlds is bundled up into clusters, no different from galaxies. This specific cluster is known as the All-verse and consists of hundreds of worlds.
Each universe is separated from each other by barriers that are seemingly impossible to break. They prevent any form of travel between the universes, and at the same time, they keep each dimension unaware of each other. However, a powerful enough event is capable of shattering these barriers and allowing travel between the universes. Once the barrier is shattered, however... things start to get wonky. Because the barrier is such a vital part of each universe, it begins to wildly open portals, and send objects from one dimension to another. Along with, say, allowing a powerful enough magician to open portals from one universe to another.
While there are vast differences between the universes, within each universe exists alternate versions of its inhabitants. This is known as the Counter-Part/Counter-Point. Functionally an alternate version of that person living a different life within the rules and bounds that universe. They all have traits that are shared among each other: they could experience similar things, have a similar appearance, or goals. However, depending on the universe they could be drastically different, a human in one world, a monster in another. A teacher in one world, a hardened warrior in another, it all depends on the universe and the circumstances in each of them.
KNOWN UNIVERSES
▼ DESCRIPTION ▼
[N/A]
The Praxis Initiative Headquarter's is located in the center of the known All-verse, a world that was previously destroyed by war. The Initiative Headquarters is a base that floats aimlessly in space and is either sprawling with Initiative agents, or refugees from universes that couldn't be saved. The Initiative Headquarters is two parts; one part a massive city that is home to both the Initiative agents, and the refugees. It takes the appearance of a high-tech city, but it has different "sections". Each of these sections is meant to emulate a person's home universe, such as some areas looking like a medieval village, a desert wasteland, etc, etc, so the inhabitants feel more at home. These areas are rather well-maintained by the efforts of the Praxis staff, however certain areas are rife with crime and gang violence. The center of the city is a massive tower that is the Initiative Headquarters, home to all their operations. Where they contain a large variety of vehicles, weapons, and other gadgets, and have portals to practically anywhere in the All-Verse. When there is a disruption in the universe, a team will be sent to correct it.
▼ SPECIES ▼
Praxis is home to a variety of different species. Some from every universe, and the last survivors of some worlds that couldn't make it.
▼ OTHER ▼
Praxis is meant to be a hub-world for the cast, and headquarters of all operations. In between missions, things will take place here. This place is essentially meant to be a stand-in for Traverse-town from Kingdom Hearts.
▼ DESCRIPTION ▼
Scifi, Mecha, Military, Cyberpunk
Inspirations: Anarchy Reigns, Armored Core, Metal Gear, Afro-Samurai, Black Lagoon, Furi.
The Titanverse is a futuristic version of the world that we live in except for one fact; technology has undergone exponential growth. Things that were seemingly fantasy such as advanced artificial intelligence, cybernetics, and large pilotable robots became the norm in the military. This didn't come without any consequences, however; the world is a massive wasteland that is roaming with mutated monsters and massive alien lifeforms wreak havoc. In the past, there was a golden age, where there was no war, no famine, just peace, but it came with overpopulation and there were hardly enough resources to sustain everyone. The gap between the rich and the poor became so wide that it was barely amusing. The golden age was shattered in an instant as the governments of the world went to war with each other in order to seize their resources and land.
This was known as the Final War, not world war three as it was a massive war that was meant to determine which nation became the dominant one. It changed everything as mechanical marvels such as the Shells, walking arms platforms, became the norm on the battlefield and moving fortresses known as Bastions became feared. The face of war had completely changed as nations everywhere attempted to create weapons that would trounce the opposition, and the arms race was at the expense of the people in these nations. Eventually, the world was torn to pieces, what were once illustrious cities were just ruins filled with the skeletons of those who fell in the war. Eventually, there was nothing left to fight for, nations were burnt to the ground, and the people were killed. They singlehandedly solved the population issue that started the war - however, the people began to flock towards corporations that eventually seized control of the remaining nations. Thus, ending the Final War, but its repercussions would be felt for generations.
The various corporations that took over attempted to build up something new. So technologies were developed such as cybernetics that quickly became the norm as they attempted to replace body parts lost in the war. Other technologies and medicines were developed to attempt to mend these people's wounds. However, the organization's rampant industrialization has polluted what was left of the world, causing rampant contamination and mutations to occur in the masses of people. The few who weren't contaminated quickly fled to pollution-free spaces known as Sanctums to live out their years. As many who have undergone these mutations have become wild monsters, or even lost limbs due to the mutations.
Advances in cybernetic technology meant that the corporations could create weaponized cyborgs in an attempt to wage war against not only the mutants but the other corporations. The name "Final War" was a misnomer because the corporations began to wage war against each other for domination of the free spaces, and control over the Sanctums. They employed their armies, developed their own Shells, Bastions, and other weapons, in an attempt to destroy the other corporations.
FACTIONS
PARAGON INDUSTRIES
Paragon is an organization that is a combination of several different smaller companies with the grand goal of everyone else getting ahead in the current status quo. They have managed to compete with the heavy hitters in the industry and have established themselves as a versatile company. Unlike the other companies, they have no real specialization but produce a wide range of technology from cybernetics, biomedical, to war machines such as Titan Shells. They have functionally declared war on Murakumo Robotics, and Grand Union, over control over America and Europe. Paragon is controlled by a council of sorts that are headed by the various smaller companies, and they all vote on what decisions to make. Other than that, each organization is free to do as they please long as they don't compete with the other organizations within Paragon. As a result of this, one major issue the Industries sees is that their organization is too chaotic and that there's too much conflict of interest that halts Paragon from getting ahead.
MURAKUMO ROBOTICS
Rising out of Japan, Murakumo Robotics have added other East Asian countries under their control such as Korea and China. They quickly established themselves as a superpower among the corporations, and have gone relatively unchallenged until they attempted to push into Europe. Which brought them into conflict with both Grand Union and Paragon, and there are talks that they may clash with the Remnants of the Russian Federation. Murakumo, as their name suggests, specialize in robotics and are the leader in robotic technology. In cities owned by the company, they have robot servants doing menial tasks for the citizens and have lasers and other technology we deem "futuristic" as household items. Which extends to their armies, as Murakumo has the lowest population, they have delegated their entire armies to machines. They have an automated army that is controlled by a network of "Operators" that give out orders as if they were real soldiers. This goes from basic footsoldiers, to even having automated Shells and Bastions. However, while their armies are feared worldwide, they are easily exploited, and it has come to the point where Murakumo may be deploying frontline soldiers.
GRAND UNION Born out of the remnants of NATO, the Grand Union is both the remnants of America and Western Europe. It is easily the largest and most bustling populated of the companies, but are lagging behind in technology. They are forced to use technology that was considered outdated for the time (but nonetheless a threat) as their technological advantage comes in the domestic fields. Their medicine, economy, and such, are top-tier, far above the other corporations that they attempt to emulate them. However, Grand Union is a force to be reckoned with, having an army of foot soldiers and drones that are easily the most numerous. Grand Union has a fleet of Bastions that are feared worldwide, and their Shells aren't too shabby, either. Grand Union's government is somewhat based off of the United State's; with a Senate that elects a CEO. This CEO has control of the company until he either dies, steps down, or is impeached, and then the process begins anew.
RUSSIAN FEDERATION The only global superpower to make it through the war, and while their nation isn't as large as it used to be, they've managed to hold their lines. Their borders are lined with massive walls that are manned with massive cannons and their citizens are indoctrinated into xenophobia of the outside world. That they are invaders ready to come in and take what they have. Thus, the Russian Federation is quite self-sufficient and has massive cities. However, they have been amassing an army with the intent of taking back their old territory, and don't plan on stopping there. Their elected president never considered the war over and intends to finish it with their army of Shells and Bastions.
WOLFHOUND MERCENARY INC When the wars ended, many soldiers took to becoming mercenaries to put food on the table for their families. They worked for whoever paid the most, and soon a man formed WOLFHOUND, the world famous mercenary group. They act as an arbitration group between mercenaries, and corporations and anybody else that wishes to hire a WOLFHOUND. They consider themselves to be strictly neutral and will take jobs for anybody long as they pay. WOLFHOUND is notable for having many Shells at their disposal that make many corporations nervous, but many of their forces are combat cyborgs. The mercenaries themselves are practically given free will to do as they please but are responsible for maintenance, ammo, travel, and anything else along those lines.
TECHNOLOGY
SHELLS
The Shells are the high-tech fighting vehicles that the universe is named after. Shells were developed pre-Stormrise and were such a huge factor in the Apex War that they more or less became the deciding factor in battles. As they carry extraordinary firepower and strength and backed by a good pilot, they can easily take an army alone. There are different types of shells depending on their size, Dragon, King, Tyrant, Titan, and God. Dragon-Shells are around five to ten meters tall and are easily the fastest and most mobile of the Shells, but cannot carry too many weaponry. King-Shells are fifteen meters to twenty and carry heavier weaponry. Tyrant Shells are twenty meters to thirty-five meters and Titan Shells are thirty-five meters to forty-five. God-Shells are among the largest and most powerful of the Shells, and are, as they are named, Gods of the Battlefield. They are stated to be invincible but are very rare.
Shells have many pieces to them, but they are generally bipedal (but some Shells are quadrupedal, or even have tank treads or are jets). They have various parts to them, a cockpit, generator, targeting controls, etc. However, every Shell has a part that is vital to them: A Gravity Matrix. A relatively recent invention that allows the Shells to maneuver, the Gravity Matrix controls a Shell's gravity and prevents them from collapsing in on their own weight. The larger the Shell, the larger the Gravity Matrix. But these gravity matrixes are sensitive pieces of technology, and if damaged could greatly inhibit Shell's mobility. What's more, if it's destroyed, then the Shell will go with it. These weak points are heavily armored or shielded, as nobody can afford to lose a shell.
Shells are highly sought after pieces of technology, with pilots being treated as masters of the battlefield. One of the main strengths of a Shell is their customization. Pilots can customize their Shell units to fit their needs. From being a heavy-weapons bruiser to a lightning fast sniper, the main strength of the Shells are their versatility. However, that comes with the weakness of having a hefty price attached to them. Shells are incredibly expensive, and hard to upkeep. Only the top corporations are able to reliably maintain their own team of Shell pilots, or hire mercenaries from WOLFHOUND INC.
Shell pilots are hard to come across. As Shell is a difficult and expensive piece of technology, not everyone gets a chance to pilot one. The best way to become one is through the corporations, who will give a worthy member of their fighting force a chance of becoming a pilot. However, a pilot has to go through a series of at least twenty tests before they're even let near it. Which means that only the best of the best are allowed to become Shell pilots.
Despite the vast array of customization, there are quite a few features that are consistent between all the Shells. For starters, height. Most Shell models are thirty meters in height, with some being shorter, or larger. The standard Shell unit is bipedal, with some having four legs. Shell models are generally capable of holding four weapons (with the option to have two extra backup weapons); weapons held in hands, and weapons mounted on the back (shoulders) of the Shell. These can be any weapon, but some pilots omit to give their Shells a large number of weapons due to weight, and costs. In addition, no Shell can use all weapons at once - pilots have to switch from back weapons to handheld weapons.
Due to the market demands, almost every corporation produce parts and weapons for Shells. Free to sell to all with pockets big enough to purchase them. However, most Shell parts are used in their own Shell units, with a small amount sold to the general market.
BASTIONS
BASTIONS... legendary weapons. Bastions are, as the name implies, massive mobile fortresses super weapons deployed by the Corporations after being developed in secret. Once the Corporations began their grand offensive against the nations of the world, they were widely successful with not a single Bastion being destroyed. Since then, the Bastion always saw usage as a means of maintaining control over their territory and persuading other corporations from attacking them. Bastions are incredibly powerful weapons capable of giving a squad of Shells a problem. They are the only form of weaponry above the powerful Shells. However, they are still capable of falling to a well-prepared and equipped team of Shells (with rumors having it that a single Shell once defeated a Bastion). Bastions come in many shapes and sizes and can be ground-bound, airborne, or a sea-vessel. Every major corporation has at least two Bastions, with more being developed. However, they are a point of controversy and contention, as many want a limit placed on the amount of Bastion each Corporation may have
▼ SPECIES ▼
PURE Pure human beings are being that have not been touched by radiation or pollution and are considered to be higher-class citizens. When the war ended and the pollution started they all fled to Sanctums before they could be contaminated and live in relative safety from the war. They forbid any "unpure" human being to come near their cities without a hazmat suit and refuse to leave their Sanctums. Many of the Pure are the leaders of the corporations, and they treat unpure human beings as expendable.
CYBORGS Cybernetics was the development of technology that melded both man and machine together and has come a very long way. Now a variety of different cybernetics is available, from replacing missing limbs and organs, to basically giving a person superhuman abilities. Cybernetics are capable of many feats that would be impossible in our modern time. It has become a common sight to see on the street as many people have lost their limbs to either war or mutations, but there are more advanced cyborgs out there. Many of these are known as "Combat Cyborgs" and these are cyborgs who have been given top of the line cybernetics that has basically turned them into super soldiers. They have superhuman abilities and are given incredibly powerful weaponry (which can range from guns to swords) and can decimate a squad of average soldiers on the battlefield. However, it's not an idealistic dream, as the body rejecting the part is still a real possibility. Drugs have been developed that prevent rejection but they are not infallible, nor are they perfect. Many have to cope with the loss of their bodyparts, or even up to their entire humanity.
AI Artificial Intelligence is a relatively recent invention by the corporations as they attempted to produce intelligent machines in an attempt to improve life quality. As a result, there are many AIs used in a variety of different fields, such as the domestic and military fields. However, there is a limit in place on all AIs that they cannot be capable of learning, or be intelligent as a human out of fear of a robotic uprising. However, certain scientists attempt to do so anyway... to various levels of results.
MUTANTS The pollution and radiation in the world have mutated a large chunk of life. They range from mutated plants to animals, to even people - which make up a large chunk of the landscape. They make roaming the destroyed cities and countrysides very dangerous as many of them are infested with hostile mutants. One may run into a horde of mutated rats or may be devoured by a mutated plant. The mutations vary, to maybe say having an extra limb or an arm, to being completely mutated into a savage beast. A majority of humans have been mutated, but retain their intelligence - they usually amputated and replaced with cybernetics. However, some are massive monsters that barely retain intelligence or memory of their old lives, and are dangerous enough to be on par with combat cyborgs. However, they barely go past twenty or so feet in height and are no match for a Shell or a Bastion.
▼ OTHER ▼
I am totally going to make a Roleplay out of this one day. I promise.
▼ DESCRIPTION ▼
Superhuman
In a world much like our own, an event took place in the 1960s known as Delta-Storm, a meteor shower that showered the world with crystals that had strange energy in them. If compatible, this energy would turn a human being into a "Metahuman" and give them powers over reality itself, from super strength to manipulation of the elements, to peaking into the minds of others or even altering the powers of others. Only five percent of all humans are Metahuman, but they are a constant source of debate, as many have abused their abilities. Which lead to the creation of Metahuman regulation agencies worldwide, most notably the Federal Agency of Metahuman Affairs (FAMA) in the US, the Chinese created the Metahuman Armed Police Force, while the Russian Federation created the Wurdulac and the list goes on. These Metahumans consist of men, women, children, and are under constant threat of various nefarious organization. Most notably of all, the strange REAPER terrorist group, whom attack organizations that seem to be getting too far ahead, political targets, and other groups. REAPER has gone to war with many Metahuman regulation groups and have taken on governments and come out alive, and they are lead by Abel, the most terrifying man in the world.
▼ SPECIES ▼
Metahumans: Beings that have been infected with the Delta=Point energy and have become superhuman. They gain a different power depending on what type of crystal or energy they have come in contact with. Yellow Crystals give physical powers, blue crystals give mental powers, red crystals give elemental abilities, green crystals give the ability to give alterations to other abilities, and white crystals give the more esoteric abilities. There are instances were Metahumans have been exposed to multiple types of energy and have abilities that span multiple categories, they are known as "Chromatic-types". Also, if a Metahuman were to touch a crystal that corresponds with their type, they will receive a huge power boost. Thus Metahumans have a variety of different powers, but they all come with a deadly drawback; upon overuse a Metahuman will "ash". Which means they'll practically self-destruct, turning into ash.
▼ OTHER ▼
An adaptation of my Metaverse for this RP. If you want more information on the Metahumans, just drag your sweet ass here
The Living Worlds
▼ DESCRIPTION ▼
[Fantasy, Sci-fi.]
Overview
In the Koruce system, the Zoolith - Korth coalition rule. Each and every one of their machines, structure and tool are made or grown from organic materials. Originally, such materials were harvested and appriopriated from natural sources, but as time has gone on they have learnt how to manipulate it, specialising in bio-engineering. The forgo the strange glistening (yet not wet) materials of the ones before - the Zoolith call them the Zoolun, and Korth the Chulum. The remains of their work litter the worlds - to follow in their footsteps would surely result in the same tragedy that befell them.
Government Policies
The Zoolith, as would be expected from a parasitic life forms, lean towards an ideology that ruthlessly exploits resources. Due to them being able to possess a variety of hosts, familial bonds are essentially non-existent naturally, and though they work in groups, it is to benefit the self - 'democratic' capitalism is the typical type of government the Zoolith's equivalent to countries upheld. Natural life is essentially absent from their worlds, dominated by animals they have tampered with or which have been forced to adapt to survive their invasive tendencies. Exploitation is unsustainably rampant, leading to their current state where they seem to be both prosperous and on the verge of collapse, propped up by treaties with the Korth. The Korth take on a more reserved, long lasting approach. They lean towards liberal democracy: their ideology is that everyone should be provided the basic necessities required to be content with life, at the very least; resources beyond that are allocated to those who show competence/voted for by the community - a scientist will be provided the necessary tools to pursue a promising avenue of research, for example. They generally believe in keeping things in a state of sustainable balance and to always keep in mind how one's actions will affect the whole, less they dig a grave both for themselves and everyone around them. Currently, they are the main power in the Koruce system due to their crops being perhaps one of the only things preventing the majority of the Zoolith from caving in on themselves - such trade between the species have been highly profitable for the Korth, and the Zoolith dependant.
▼ SPECIES ▼
Zoolith - sentient parasites/symbiotes that bind themselves to a creatures brain/nervous system (typically these creatures are bread for such a purpose, but un-tailored ones can still function). They breed by injecting eggs into host creatures - due to this, and the wide range of animals that may host them, familial bonds are essentially non-existent for the Zoolith. Most are highly selfish, mainly since they know nothing else. They specialise in animal engineering, creating work beasts and buildings from. Most of their settlements resemble an amalgamation of giant animals, or their remains. A typical adult is the size of a basketball; their brain makes up the majority of their mass, and they are reliant on their host for nutrients. A Zoolith will prioritise imbedding themselves in positions that keeps them well protected that will hinder their host as little as possible. Due to their size, internal positions are rarely possible. To compensate, they form hard shells around themselves for protection. Issues relating to imbedding are rare in modern Zoolith society however; genetic engineering has allowed for the creation of 'ports' built for the purpose, cheaper host bodies only having one or two options which increase with price. The creatures original brain remains intact to preverse the automatic responses that keep the body alive, albeit with a Zoolith consciousness connected that has as much control over their host body as a typical human would over their own. They bind to non-sentient organisms almost exclusively - binding to a sentient one typically results in madness as they mentally wrestle for bodily control. Zoolith are not bound to their hosts permanently, and may detach themselves so they might move onto another host. The process typically takes an entire day to unbind the necessary nerves without causing shock or trauma, and both the host and the Zoolith are put at risk - the host from the large patch of skin and potential other bits the removed Zoolith took with it as a side effect, and the Zoolith itself has poor self mobility or ability to provide for itself.
Korth - resembling a mixture between turtle and pangolin, they are hunched humanoids with thick scales that cover their back entirely and their limbs partially. They are capable of folding their body inwards to protect vulnerable areas, and retracting their head into a hard 'collar' that the head can quickly dart out and back in from. Though their claw-like nails have softened over centuries of evolution, they still somewhat aid them with climbing and digging. Bio-engineers, they specialise in adapting the surrounding environment to suit their ends; they grow their tools and machinery whole from specially bred plant life. They still possess traditional forms of manufacture, though this is typically only used for experimental or highly complex product a 'factory' plant hasn't been produced for yet. They are an omnivorous species, but meat in general is considered an opulent display of luxury in the modern day, due to modified plant life more then able to forefill their dietary needs.
▼ OTHER ▼
Zoolith products are generally smooth and rounded in appearance, whereas Korth produce is composed mainly of hard edges and simple shapes.
The Korth/Zoolith alliance keep their known portals closely monitored and guarded, and allow a scant few in or out of their own dimension. The Korth fear disrupting their carefully maintained ecosystems through the introduction of some foreign body. The Zoolith share this fear, though not the Korth's good will towards wanting no other universe to be disrupted. Only chosen agents may travel between universes, though anyone is free to exile themselves. The majority of Korth frown upon such self-imposed exiles, but Zoolith powers have prevented any laws stopping some of their more curious kind going out to explore - and to permenantly remove competitors as they 'willingly' go on expeditions.
Ascension Universe
▼ DESCRIPTION ▼
[Sci-fi, Fantasy]
[This world is small. The land is not connected to nor do their waters share seas with other lands. Far out on the horizon is nothing but titan sized mountains that dwarf what previously is known. Like a wall they keep all safely inside. As a result none know what is beyond the walls. Those who do hold forbidden knowledge. Texts from Ancient Relics have called what is beyond the walls as no less than pure chaos.
All sorts of mythical beasts exist on these lands. They are however dwarfed by the various dragons that dominate the lands. Thus most mythical beasts are rare or scarce. Wild life matches these beasts and thus even normal creatures like Deer or wolves are enlarged, up to several fold in some cases. Trees and vegetation grows to scale with this. There are still normal sized animals as we know who live in small niches across the lands. However not ever single animal can exist or be found here, just the most common.]
▼ SPECIES ▼
Descended
Dragon
Seraphim
▼ OTHER ▼
𝕽𝕰𝕿𝖀𝕽𝕹 𝕿𝕺 𝕮𝕳𝕬𝕺𝕾
These are the Descendants and their bloodlines.
Tyro image Tyro / Fire / Earth Born of the volcano. Rulers of Fotia. A kingdom built within in-circulating volcanoes. Their activity is kept to a minimum due to the heat's transfer. Blessed with knowledge the Fotians have forged technologies to improve their situation. Trains, elevators, and explosive powered projectiles. The early stages of steampunk technology has risen to prominence within their land. Despite their love of physical combat, lack of attire due to the heat of their land, and desire to constantly hunt dragons. Their element is fire.
Nayu Image Nayu / Darkness Born of the shadow. Rulers of Nero. Elegant aristocratic people who live mostly by sound rather than sight. They are the most finely clothed of descendant races. Their solitude within their dark underground kingdom has left them isolated. Underground caverns that stretch out endlessly into the depths are found throughout their lands. Including terrible Basilisks. Many born blind and cast aside unless able to be cured. They are the creators of fine musics, text books that use touch, and the blood selling trade attracts strictly Nayu buyers, because of this many fear their blood drinking. Their element is darkness.
Image of Oro Oro / Earth / Wind Born of the mountain. Rulers of Gaia. Many Oro are born with wings, claws or tail. A rare few are born with jewel like scales on their skin. They are also known for having superior strength. High atop the mountain peaks sits the stone towers of the ancient rulers. Dragon statues. Hardy and unscathed yet beautiful and rare. Very similar to their people. The Oro of Gaia have the most massive royal palaces. Ones big enough to house their many pet dragons. The Oro have a kinship with dragons and even protect the wild ones that live behind their mountain. The Oro are known to have thick hides and thick heads. Given their high altitude they also wear thick coats and are the main buyers of furs. Their elements are earth and wind.
Sol Image Sol / Light Born of the sun. Rulers of Vrondi. The Sol have a king who the land itself was named after. He has lived since before the ancient war and has remained as a ever lasting spirit. The Sol do not wear much. Their lives revolve around sunlight and they are able to replenish their bodies with it. Their land is a place of rest where they protect the small number of seraphim within the lands. Plants are also under their command and they live mostly eating them. Vrondi itself is a extremely lush jungle with vegetation and fruit a plenty. Their homes always have vines or flowers sprouting around. Their element is light.
Lassa Image Lassa / Water / Electricity Born of the sea. Rulers of Tearia. At the oceans floor near the oceans surface sits a city within a dome. The dome is filled with air which allows foreign blooded descendants to visit though very few do. The waters belong to the Lassa even if they contend with pirates the most. Many Lassa are born with webbed hands and or feet making walking on land hard. Yet their ability to breathe both water and air is a minority, a special fish once found can grant one the ability to breathe air. Within the depths of the ocean they have found remnants of ancient magic that worked like technology. Much like a budding Atlantis Tearia is able to use underwater vehicles, rapid fire projectiles and have their own weapons forged through countless experiments. The capital is blocked off by two large mountains and is only accessible through a drenched murky cave. There are small islands surrounding them. Their element is water.
And these are their ancestral blood.
Seraphim / Divine Born of the Divine will. These are the rare few born with seraphim blood. They are sought after for their pure looks. Their tender flesh and smell and their connection to the divine. The highest worth of slaves are seraphim ones. They are often born with wings and or a halo. Seraphim find it hard to impossible to hide their bloodline. the Divine is their affinity.
Dragon / Chaos Born of primal chaos. Dragons are not stupid. Though many run in the wilds without a bit of knowledge of the descendants a few dragons remain in the know. Some remain from times of ancient. Some Dragons know good magic. Can transform into a descendant and live among them. Having Dragons blood is hard to hide for the most part though the destructive power is not to be trifled with. Primal Chaos is their affinity.
There are six organizations. The majority act in the light of day. Two however are shrouded in mystery.
Forthright Groups The Sureiya / Dragon Slayers / Fotia's Dogs The guild for Dragon slayers and swordsman. Magnixx is also the leader of this group for his forefathers are the founders who used the heat of their natural environment to forge weapons to slay dragons and other beasts. Only the head of a full grown feral dragon however can earn you a place here. Represented by a flaming sword.
The Aion / Seraphim Knights The supporters of angelic beings forced to work in secret due to the Therosi Guild. Their leader is a Seraphim named Mirror. Represented by a blue feather.
The Taxi / The Healing Church / Purifiers / Knights of the Sun The guild for the followers of healing and order. Their leader is king Vrondi and they make most of the security and military force of the Vrondi kingdom.They hunt and destroy cannibals, mass murderers, abominations, and heal and aid the sick with a combination of healing remedies from all over. They often work closely with the Vrondi and Aion. Represented by a green sun.
The Magoi / Spell casters Society / School of the spell channeling arts Spellcaster alliance. Must know at least 4 spells to enter this guild. They produce spells and collect knowledge on all spells. Most spells people learn to master come from them. All races combine their knowledge to create new spells. They often seek spells that have not been recorded which sometimes made by those outside the Magoi. Represented by a lightning bolt.
Shadow Groups
The Therosi / Blood Mages / Crimson Priests A secretive organization of descendants all over the Edafos who work to capture, enslave and oppress those with near pure angelic traits. They have blood magic that has many unknown uses for what is required to use it. Whispers in the dark corners of dark places have said they have a way to make one immortal. However they seem to be mostly top level slavers. Represented by a Blood red Moon.
The Dolofon / Shadow League / Black hand League of Assassins. Their leader is the king of Nero, Sleeth. Only dropping bodies without a trace on contract can earn you a seat in this guild. They are funded and work closely with the kingdom of Nero. Represented by a red droplet.
The Edafos. The Map of the land. land mass 2460 miles across. Taking about 2-3 months to travel from Gaia to Nero on foot.
Low Res View
Towns and their locations.
Nero / Vrondi
A town best illuminated from dusk till dawn. Several homes rest here. The town is quiet and most business is done indoors. A weapon shop that specializes in silent projectiles and tools for hunting. A bar & inn named 'Dusk till Dawn'. A store specializing in herbal remedies and a doctor working within. Nightrider stables for swift transport throughout Nero. Dolofon second headquarters sits here in eerie silence. Tour guides for Nero's jungles await here for hefty pay to help people survive the trip into Nero's capital and back.
The simple town of Twilight. The bar and inn and the simple general stores reside infront of the well in the middle of town. The tour guides to Nero's capital and back reside to the west near the towns entrance and exit. Vrondi guards keep watch of this area but do so lightly. The presence of Nayu soldiers linger in and out every once in a while to keep the power over this simple place divided. Those who live here are mostly Sol but many of them have Nayu blood. Thus the town is home to the moonlight sorcerers and warriors, those who harbor both blood and commune at night in the light of the moon. Awakening rare spells and abilities that manipulate darkness and light.
Vrondi
A mother tree giving birth to a bustling town of carefree neighbors. Solar powered technology. A flame burns at its highest center, never ending, engrasped by tree limbs. Several homes sit on and within. A bar & inn named 'Rest Easy'. A store with remedies and food all of the plant variety. The headquarters of the Aion lay within as a adoption center while the Taxis heal within the temple.
First Floor The first level. Homes of those who live in Sunfire. Most are workers and shop owners. Though a home is always available for purchase through the temple.
The second floor. Shops and other essential locations. The shops were open. The temple was busy with injured soldiers. The Taxis were there doing their healing and mending.
The third floor is a circular flat wooden area on top of the tree. This is where gatherings are held by the Taxis and is decorated with stone statues of king Vrondi and angelic beings holding candle lights. The fires here can be seen from miles away sometimes making the tree appear as if it is on fire from a distance.
Fotia
Warm town high grade industrial technology. Gentle waters streaming down its center and used for alternate power. A working class town with busy machines mining and serving an array of functions. A warm mist surrounds this town. A bar & inn called 'Foggy Bottom'. Not hospitable homes as work is the priority. The head of material production for Advanced Apparatuses and their production is centered here. The Town of Blaze. An industrial town that housed mostly Fotians. The other less rarely seen group are Gaians. The flow of earth and fire keeping the machines drilling into the ground both in sea and on land. A mist forming on the waters from the redirected lava flowing beneath its surface through pipes and directed to massive crude machines above the water and within that act as factories to heat metals and shape them for many different needs.
Fotia
Another warm town with a single crevice. Many homes and just about every shop and convenient building is located here. A bar & inn named 'Fire Den' is located here. Homes and simple convenient stores sit on the top. Within the crevice walls are more advanced shops and buildings. Deep below all lies the Therosi Headquarters. Unreachable to the common folk and shrouded in secrecy.
Gaia
Mostly white clean fresh and aired place. A farming town growing fruits and vegetation. Their meats are met through hunting as the people of Gaia do not believe in capturing and imprisoning Dragons. The head quarters of the Merchants guild is here. The town is bustling with merchants and farmers work closely with them. A bar & inn named 'Savvan's Inn'.
Gaia
Another bustling town identical to Pearl but with darker stone buildings and homes. Another Headquarters for the merchants guild where hunting is the focal point.
Tearia
A simple small town with buildings in high places. The guild of the Magoi resides here. Not many homes. The Lassa use the river to go to their capital and back.
WISDOMVERSE
▼ DESCRIPTION ▼
[Fantasy, Sci fi)]
GENERAL OVERVIEW
[The Dawnverse is a universe where humanity prospers thanks to the profliteration of alchemy. Alchemy rules every aspect of human life, and as a result, the very few alchemists that exist are deeply respected to the point of near worship.]
THE SOCIAL STRATA
Various alchemists' families sat on the top as the rulers of the realm, with each family governing their own territory. Each family has its own specialization in alchemy research, from medicine to astronomy.
After that comes the human masses. Their society strongly believes in leaving everything alchemy-related to alchemists, thus making alchemy something not taught in public schools at all. To learn alchemy, you either have to be a descendant of an alchemist or you must be recruited by one of the alchemy families to become part of them.
And at the bottom rung, the artificial lifeforms created to serve humans, from the mindless golem-like slags to the humanlike yet emotionless homonculi. They all serve humans unquestioningly.
THE WONDERS OF THE WORLD
Scattered all around the world is various wonder sites built with alchemy. From a giant vine tree that reached the skies to a plant garden on the moon, it was a testament of the power and knowledge the alchemy families have.
CIVILIZATION ALL ACROSS THE EARTH
Most of human cities are situated above ground. But there are already underground and underwater cities. The environment is still well kept, although dangerous beasts like dragons are near extinct due to humanity's extermination of them.
The old religions of worshipping gods and nature spirits have all but disappeared, replaced by various little cults who worshipped alchemists as goddesses.
THE FANGS OF ALCHEMY
They have abandoned man-to-man combat, preferring to send their slags and homonculi into combat in their stead. They have created various types of combat slags. Air superiority is taken care by their dragon-type slags. Frontal ground assault is left to the tank-type slags. And hybrid combats are taken care of by their chimera-type slags. And of course, at the seas, they had some leviathan-type slags as well.
▼ SPECIES ▼
Humans Normal humans are the majority while humans who have the potential to perform alchemy are in the far minority. It is still unknown how the two differ, but there are researchs saying how the latter tends to have a different brain structure than the former.
Homonculus They look just like humans except for their long ears and crimson red eyes. They have no emotion and they would obey every command their master gives them. They do not have the capability for reproduction. They also have superhuman strength and stamina.
Slags They are biological golems that could reproduce on their own. They tend to be used in manual labor work. They could be controlled en masse remotely by a certain alchemical method.
▼ OTHER ▼
Alchemy can only be learnt by a handful of people, people with the "knack" and "talent" for it. It is not a genetic inheritance thing as new alchemists popped out all the time from the general public while many descendants of alchemists end up choosing a non-alchemist occupations.
That is why the maxim of leaving alchemy to the "chosen people" is rooted deeply in their society.
The name Wisdomverse comes from the Throne of Wisdom, a massive castle used by the leaders of the most prominent families to gather and decide interterritorial matters.
Also, most alchemists are female, leading to a more egalitarian society throughout history.
▼ DESCRIPTION ▼
Fantasy
Asnoga is a universe with a slightly weakened dimensional barrier, allowing aetherial energy of it's surrounding subrealms to seep into the realm, having a drastic effect on it. For this reason, most inhabitants of Asnoga are affected by it's surrounding celestial bodies, giving them a degree of mastery over it. Each human born is attuned to a specific flavor of aether, which is infused with their very being. Each aether is distinct, and can determine what set of abilities the Asnogan would be able to master. Through training, it is possible to become attuned to two separate aethers, adopting another into your form, but choosing to specialize in two different ones prevents you from fully mastering either.
Solarus - Might, Flame, Exaltation, Greatness - Solarus is a symbol of power and command, their radiant power shining over the day. No mortal has the permission to look upon his blinding glory without their eyes being damaged, not even their own chosen.
Lunaro - Change, The Hunt, Nature, Stealth - When Solarus rests during the day, Lunaro resumes their watch, gazing over the night and providing a reprieve to Solarus's crushing presence. Just like her chosen, Lunaro constantly changes, shrinking and growing with each passing night.
Palladis - Fortitude, Purity, Medicine, Protection - Unlike Solarus, who rests for several hours, and Lunaro, who only appears in his absence, Palladis is always present. While not as large or powerful as Solarus, Palladis remains constantly in the sky as a bright sphere of light, symbolizing his chosen's vigilance and fortitude.
Venerem - Endurance, Humility, Wisdom, Exploration - To witness Venerem, one must venture away from the cluster of civilization. Only then is Venerem visible, a heartening and beautiful display of light that enlightens those who watch it. Most of Venerem's chosen appear in the fringe of civilization, where they may be able to witness it.
Abaddon - Death, Glutton, Ambition, Nothingness - Abaddon was once beautiful and grand, even more so than Solarus. But then they shattered, becoming a warped abomination of what they once were. Now Abaddon is an empty, null of a subrealm, seeking only to devour everything it can without relent.
▼ SPECIES ▼
Humans - Humans of this world have been tempered by the Aether that seeps into Asnoga, giving each one an affinity on birth. Outside of a few subracial families, whatever Aether a human is attuned with when they are born is completely random. Each human also has a birthmark of whatever Aether they possess, which grows in size and detail as they do.
▼ OTHER ▼
Spiritverse
▼ DESCRIPTION ▼
Supernatural, Urban Fantasy
(Inspirations: Shin Megami Tensei, Devilman, OFF)
In most ways, the Spiritverse is identical to Earth.
But that's only if you don't look close enough.
This Earth is home to Spirits, intangible entities that draw power and sustenance from nature and emotions. An ancient willow, possibly the oldest living thing in the forest, houses a powerful Tree Spirit. A morgue filled with the dead ready to be incinerated houses both Death and Fire spirits. Just as the physical world rapidly changes --the wilow is eventually cut down, the morgue becomes closed, so does the Spirit World. Most Spirits are either swept up in this chaos, spawning and dying with the turn of time, or they can resist this vicious snarl. Spirits, normally intangible beings, are rather weak, and interacting with the physical world beyond inducing temporary emotions and slightly moving obstacles is very difficult. To bypass this flaw, Spirits have the ability to manifest physical forms. The most common method is to create an Effigy, a physical form constructed out of inanimate matter. By doing this, the Spirit has a physical anchor that makes it a tangible being, able to interact with the world, defending itself and expanding it's influence. The Tree Spirit possesses the willow, able to lash it's roots and swing it's branches at any threats. Meanwhile the Death Spirit possesses a cadaver, going out to spread a wake of death for it's own greed, while the Fire Spirit commandeers a pile of ash and molds it into a moving pile of constant flame, spreading fire to an entire forest. The other method is to possess sentient lifeforms, such as animals or more commonly, humans. By doing this the Spirit is gifted with a mortal flesh, which it can use to avoid the notice of hunters or other spirits, though it mixes its own will with the host, which has a wide variety of effects. Weak-willed humans become mere sheep clothing to the wolf of the Spirit, yet strong-willed humans are able to take full control over the Spirit. In the middle you have a majority of hosts, negotiating their own human lives while having to sate the Spirit's animalistic needs once in a while. Yet once a Spirit creates an Effigy or merges into a Host, they become physical, meaning they can be killed if their vessel is destroyed or killed. While it is possible to survive destruction, it is extremely harmful, and all but the most durable of Spirits can avoid bring torn to wisps. Most humans are ignorant to the existence of Spirits, but there are still many engaged with the matters of the Spirit World. Cults dedicated to empowering and serving specific Spirits, hunters that defend their communities from them and pursue them for sport. Occultists record and study the other world, versing themselves in rituals and archiving what they see. Shamans walk amongst both worlds, while Psychopomps ferry the Spirits of the dead.
▼ SPECIES ▼
Spirits - Spirits are intangible entities that feed off of nature and emotions. While a strong majority are harmless and never appear, still many choose to manifest Effigies to increase their own resonances, often at the detriment of humans.
Shamans - A subspecies of humans with a degree of spiritual energy in them, be it from spirit-human unions, enlightenment, or sheer willpower. This enables them to battle Spirits that manifest, as well as interact with the ones that stay within the Spirit World.
Hosts - Humans and other animals that are merged with Spirits, becoming half-man half-spirit abominations. What makes them dangerous is that they masquerade in human society, bringing an air of paranoia to those that protect them.
▼ OTHER ▼
▼ DESCRIPTION ▼
Post Apocalyptic, Dystopic, Sci-Fi
This universe is, for the lack of a better word, dead.
Texts salvaged from the wreck of this long-gone civilization, buried beneath its decay and sand, indicate that the primary planet of this universe was once called "Earth". In a region once known as Japan, about 1980 arbitrary solar cycles after an equally abritrary point of time, a miraculous discovery was invented: a practical way to build a quantum computer. There was an explosion in computing technology that instantly revolutionized the world. Robotics, Artificial Intelligence, Lasers, it was a time of unprecedented technological development in almost all sectors.
And after a few years of this revolution, life suddenly ceased. The once proud cities were torn asunder by their magnificent weapons of war, the enviroment was burned away in the passion of rage, until nothing remained but an empty husk. Archeological work into discovering an ultimate cause for the exchange of weapons proved inconclusive, whether it was a petty political conflict or the work of the now-omnigenocidal robots which remain the only moving things in the planet, it truly doesn't matter. The planet is still a graveyard, a grim reminder that not every universe ends up with a happy ending.
▼ SPECIES ▼
Robots: With all known forms of organic life long perished in this bleak, inhospitable land, the old civilization's remaining robots remain the only surviving species of "life" within the Endedverse. Most robots are derelict and non-intelligent, slowly breaking down and rusting as the harsh elements start to claim even them. Some war machines, designed to operate under extreme conditions, show less wear and tear, and continue to roam the deserts that make up the Endedverse. For what exact purpose these military robots keep their patrols is unknown, but they will attack any encountered organic life on contact.
A few intelligent robots still persist, although they make up an extreme minority of the surviving robots. Complex CPUs are a liability in this environment, and many robots have seen their friends' processors and memory deteriorate due to exposure in the wild. Finding spare parts to repair oneself can be challenging, and oftentimes robots are forced to cannibalize each other in order to survive.
▼ OTHER ▼
Before the civilization wiped itself out, its technological development could best be described as "twenty minutes into the future". Obviously, robotics is far more advanced than in our universe, and some expiramental technology such as lasers are more commonplace in the Endedverse. However, the Endedverse killed itself off before many of its benefits were able to trickle down into common household usage, meaning the ruins of an average house may look comparable to something you would find today.
Metamundus
(In the picture: A Hero has discovered an Other, and studies its actions to determine its nature)
▼ DESCRIPTION ▼
[Fantasy, Horror]
▼ AN EVER-CHANGING WORLD ▼
Some universes are stable in nature, with little to no changes in the world and its nature. Metamundus is not such a world. It is one in a constant flux, where the dominance of different magic and monsters changes through the ages. During one Age a different type of monster, or Other, dominates the world, and another type during another Age. Before the current Age of Order, there was the undead dominated Age of Plagues, and before that the Fey dominated Age of Overlords.
On Metamundus, there is only one rule that remains constant: No Strength without Weakness.
▼ THE ONE RULE ▼
What there being no Strength without Weakness means is all the power one gains through whatever means they are gained, makes one vulnerable to something (or someone) else. There are dozens of different varieties of vampires, with and equally large variety of powers, but all that power comes with the price of varied weaknesses.
Many weaknesses deal with alchemy. The principle of alchemy is that everything in the world is connected. The stars, metals, life and there is a certain natural harmony in the world. Powers, like illnesses, are disturbances to the harmony, and as such can never be truly in sync with the world. That is why a simple plant or object can become dangerous against a monster. Often a connection to say, a celestial body, means weakness to whatever is connected to it. For example, many shifters, such as werewolves, are both vulnerable to silver and involuntarily changed by the full moon, because silver and the Moon are alchemically connected to one another. Similarly iron is alchemically connected to the Red Warrior planet, and as such Fey go crazy under the Red Warrior's shine and are damaged by cold iron.
▼ THE AGE OF ORDER ▼
Many consider the Age of Order, named after its dominant religion the Sacred Order, the latest Golden Age of mankind. Monsters are few and far between. Otherworlds stay distant and Otherborn remain human. But still from time to time something comes to threaten people, and then they need heroes. Heroes are the dominant beings of the Age of Order and considered blessed exemplars of the faith. High Magic is rare and generally discouraged excluding the Oracular Arts practiced by the Sacred Order's Oracles. It is through their divinations that most of the Heroes discover their destinies.
Alchemy on the other hand has provided some great new advances in technology, such as cast iron, muskets, clockwork and microscopes. The heroes have replaced their lances, swords and shining armors with large hats and pistols, though some still use old weapons, especially if they have the skills. Likewise the new printing press brings knowledge to the commoners who didn't have access to it during the Age of Plagues. And on the sea, new three-masted sailing ships bring explorers to the newly discovered continent to the East in search for fame, glory, and riches.
▼ SPECIES ▼
Metamundus is full of all kinds of strange creatures. They come in so many varieties it would take ages to describe
Humans: The true inhabitants of the Prime World. Ages come and go, as do connections to the Otherworlds, but in the end the humans remain at the center. Under normal circumstances humans are just mundane, possessing no real strength, but no weaknesses either. But humans are not to be underestimated, for what they lack in powers, they take back in wits. One moment they are helpless victims, and the next they plunge a silver dagger through your heart. In addition, from time to time a human can surpass mundane existence to become an Exemplar, though not without a cost. [-] Heroes: Humans who have tied themselves to a destiny of some kind. This destiny becomes a quest which they devote their existence to. In this quest they are helped by an Arete, a skill that they will surpass everyone, mortal and Other alike. But as a weakness each hero has a Fatal Flaw, a mental weakness they can never truly overcome. [-] High Mages: Prime World is full of magic. Anyone can use Low Magic, simple love potions, seances and the like. But for High Magic, the power to modify the world around you, you must embrace it. By feeling the power of the Otherworlds, a mage can cast fireballs, fly through the air and change people into frogs, among other things. But no Strength without Weakness. Low Magic is calm and steady, but High Magic causes disturbances when used. Breaches to the Otheworlds become more likely when High Magic is used wantonly. Spells cast can grow out of control and continue acting in ways the mage didn't intent to. And sometime the Prime World itself might act to remove the disturbance, and its cause by having the mage's own magic turn against them. High Magic, depending on its nature, can also affect the mage itself. For example, the Magocrats of Hexton practice a form of High Magic that affect their appearance by turning them uglier the older they are. [-] Alchemists: On the other hand, if High Magic seems too risky, you can turn become an alchemist. Alchemy is not just a path to becoming an exemplar, it is science, the philosophy of understanding the Prime World and its inner workings. With the right materials and knowledge, an alchemist can discover how to change matter, create life, even achieve immortality (or at least something close to it). Alchemy is also essential in studying the weaknesses of adversaries. However, using Alchemy risks destroying the body and the mind. Many alchemies lose their lives when using poorly made elixirs, or go mad from trying to solve one too many mysteries.
Others: Beings of Magic, who live in the Otherworlds. Due to their nature, Others are usually bound to their home realms and cannot enter the Prime World on their own volition. To enter the Prime World, its magic and nature needs to be close to that Otherworld. The whole of Prime World doesn't need to lean towards that nature, but it still requires a large area and many humans. Alternatively an Other can be summoned. Note: Like humans, Others are not completely good or evil, but their interpretation of good and evil can be very different from [-] Angels: Others of Creation and Faith, Angels are drawn to places where humanity's belief in something greater than themselves is strong. Angels are the source of True Faith, which they give to the Belief's followers by binding themselves to the Belief's symbols, thus blessing it. As the source of True Faith, Angels can't be harmed by it, but their power over the world can be denied. [-] Demons: Others of Craving and Power, Demons appear where humanity's desires and ambitions run rampant. They usually appear, or are summoned by, individuals who desire something and to make a deal with a demon. However, as demons are covetous by nature these deals require a payment of some kind, which depends on the demon's desires. How loyal the demons are to their deals varies greatly, with some outright twisting the wishes into something horrible, just because they want to. But, since coveting and ambition by themselves aren't evil, some demons can be quite honest and pleasant. Still, you should think carefully before making deals with demons. [-] Fey: Others of Stories and Imagination, the fey appear wherever legends are told. The Fey define their existence through stories they listen, and the roles they choose to play. Their behavior can be determined, if you are knowledgeable of the stories and their archetypes. But one shouldn't assume things. Just like stories can go to completely unexpected directions, so can the Fey be something else than what they appear. [-] Dead: In the end, everything that has begun must eventually end. The dead are what remains when something, human or Other, dies. What happens to the dead depends. Some reincarnate, becoming living again, while others stay in the Afterlife, the Otherworld of the Dead. But from time to time a Dead, usually one from an unpleasant part of the Afterlife, returns to the Prime World for whatever reasons, usually to finish what was left undone as a living. [-] Spirits: Others of Life and World, Spirits can be pulled by just about anything, but usually by nature and its forces. Spirits are possibly the most diverse of all the Others, because they are reflections of the Prime World, as is Dreamland, the Spirit Otherworld. Spirits can resemble natural things, plants and animals, but also objects, emotions and even stranger concepts. [-] Elders: Others of Madness and Nihilism, Elders are rarely seen, but when they do they are terrifying. They don't seem to possess an Otherworld of their own, but seem to come from someplace even further. But as powerful as they are, no strength without weakness. While most others are usually just effected by single planets, entire constellations, and even time itself, can turn against the Elders. If they are ever trapped or banished, it will take until the stars are exactly right before they can act again, and even the slightest failure in summoning ends the entire ritual. [-] Ancients: The first Others, they were the Giants, the Dragons, and other monsters of the First Ages. Unlike the rest of the Others, Ancients were the beings of the Prime World, and it was their home. Ancients are believed to be long gone, driven to extinction by the first Heroes, but from time to time a monster of old legends seems to appear. Usually it's a Fey trying to live the legend of the Ancient, but on Metamundus things can change quickly. [-] Beings stranger still: The people of Metamundus have come to accept that there is always something new to meet and face. Perhaps there are Otherworlds even beyond the emptiness the Elders call home.
Otherborn: Beings who exist between humanity and Otherhood. Despite the name, Otherborn isn't necessarily the child of a human and an Other, though some are. An Otherborn can also be for example an Other essence inhabiting a human body, or vice versa. Because there are so many different ways to be an Otherborn, they are typically classified based on their origins, which is sufficient, because Otherborn share the strenghts and weaknesses of their Other counterparts, though not on the same level. Otherborn are beings of the Primal World and thus don't require the presence of Other aspect to exist, though if the quantity of magic in the Primal World is low, Otherborn may not awaken to their Other nature, remaining a human. Likewise, they don't need aspect to define themselves, though many are drawn towards them (A changeling is more likely to be interested in stories than a cambion). Curiously, the Others seem to be vulnerable to their Otherborn counterparts. Another interesting thing is that many Otherborn seem to be able to turn their victims into one of their own, which also becomes rarer when magic is rare. [-] Nephilim: Otherborn of Angel origin. Although they often have power over light and energy, they don't possess power over True Faith. Nephilim are rare, but like Heroes, when they appear they tend to play large roles in the fate of the Prime World. Often the increase of Nephilim and Cambion awakenings is a sign that an Age is coming to an end. [-] Cambions: Otherborn of Demon origin. Rare, like the Nephilim, and play large roles when an Age is starting to come to an end (Usually as a representative of a darker Next Age). [-] Changelings: Otherborn of Fey origin. Changelings are most likely to feel out of place in the world, like they don't fit where they live, so they often tend to be travelers. [-] Undead: Otherborn of Dead origin. Many Undead sustain themselves by feeding on the living (though some, like ghouls, feed on corpses instead), which makes them likeliest of the Otherborn to turn their victims into one of their own. [-] Shifter: Otherborn of Spirit origin. Shifters live a double existence, changing from their human form to their spirit form. Sometimes that change is voluntary, but often the Power of the Planets forces the change. [-] Starspawn: Otherborn of Elder origin. Starspawn tend to be isolationist, living in small communities of their own kind and don't like stranger. They are however welcoming
Centuries ago, an incredibly powerful wizard split this universe into six separate ones. Over countless years, they evolved and developed in different ways to be entirely different from each other. The wizard then returned the universes together, and chaos ensued, warping the laws of physics in addition to sparking conflicts.
▼ Component Universes ▼
Universe 1: Kersar After the Divergence, the government of Kersar became corrupt and eventually tyrannical. Magic remained prominent, but was used for intimidation, punishment, and controlling the masses. The ruling class became obsessed with a powerful substance called Quintessence, a magic metal which reacts to the desires of anyone physically touching it. At first, it was weaponised, but the ruling class saw it as a method of reaching immortality, by replacing portions of their own body with it. They became disgusting hybrids of people and this twisting, animated metal, some of whom survive to this day as relics of a time long passed, the regime ruling Kersar having lost control almost immediately after the chaos caused by the Convergence.
Universe 2: Futura In Futura, technological developments advanced dramatically after the Divergence, but magic was forgotten entirely. Space was explored, colonised, and urbanised. Up until just before the Convergence, it was essentially what people in the 1980s thought the 2280s would be like. An optimistic universe, full of bright colours and flying cards, lasers, hoverboards... which largely collapsed in the Convergence. Of course, the technologies and people from it still exist, but the societies they came from are no longer galaxy-spanning, now instead dispersed across a handful of worlds.
Universe 3: Hisogawa This universe also developed its technology after the Divergence, without sacrificing all of its magic. It remained feudal, steel and glass spires replacing the stone and wood fortresses of old. Augmentations of the humanoid body became commonplace, alongside guns and basic energy weapons. There were still warlords, though now they went by a different name: businessmen. Their so-called "street samurai" fought land wars against each other, while oppressing the common man for the profit of their masters. The Convergence disrupted the status quo, but there are still relics of Hisogawa in the form of robotic body enhancements, complex martial arts, and strict codes of honour wielded by the proud descendants of samurai.
Universe 4: Aborea Aborea most resembled pre-Divergence InVerse. Magic never faded from the memory of its people, but it never improved its technology, either. A world of gallant knights, fearsome dragons, and beautiful maidens being rescued from towers. Magic, being extremely versatile, proved one of the best defences against the chaos caused by the Convergence, and so almost all of Aborea survived it. However, no one in Aborea ever made it off their homeworld, and so the planet (also named Aborea) is an extremely well-developed, concentrated centre of Aborean culture, quite unlike many of the other universes formed by the Divergence.
Universe 5: Miklagard A huge amount of energy was released at the time of the Divergence. In Miklagard, this energy manifested itself by infusing within people, granting those people incredible powers of varying and unpredictable kinds. They were not immortal (though they did not age), but this did not stop them from being called gods. A royal family was formed from the gods, who brought about a golden age in Miklagard. Technology advanced considerably, but ancient weapons were still wielded by the gods out of honour, and because they did not need guns to be dangerous. Like Aborea, no other planets were settled, so Miklagard was ruined by the Convergence. Mighty monuments and golden palaces are now great piles of rubble, and the Miklagardians are a nomadic people, nostalgic for their past and the greatness that accompanied it.
Universe 6: Varaela In Varaela, technology advanced greatly after the Divergence. Powerful weapons, like swords, but with blades of superheated plasma caught in a warped gravity field, were invented, and being so costly to produce, were only wielded by the most capable swordsmen that existed: the King's Musketeers. A strange, mystical force known as the Flow was also discovered, but due to the great mental training necessary, only the most valuable fighters were taught it: again the Musketeers. Between the Divergence and Convergence, the Musketeers served the king, protecting his honour and his life, and becoming great heroes in the process. Most survived the Convergence, and as their society was well-equipped, many of their prior structures did too.
▼ Chaos and Order ▼
The Convergence was the re-melding of six small universes into a single unit once more. These different universes had different levels of magical saturation; Aborea and Kersar had huge amounts, Miklagard and Hisogawa had some, and Futura and Varaela had none. This was comparable to a sudden release of pressure; magical energy which had been tightly compressed in some universes, and sudden there was a much larger space for it to exist in. This permanently scarred the InVerse, as massive releases of energy quite literally broke the laws of physics. Into pieces. Elements spontaneously enter existence, stars are born and die within minutes, and in some places time is warped in strange ways. This is called Chaos. The only reason Chaos has not destroyed everything is because there is also Order.
Order is the way Chaos reacts to mental energy. Any person can will Chaos to take particular forms, causing it to produce particular effects, or stopping it entirely. However, not all people are equally capable in this regard. A more strong-willed person is able to impose more Order. A Hisogawan orc street thug might only to be able to influence areas a few feet in each dimension, but a 3000-year old Kersaran sphinx archmage might be able to impose order on an entire planet. Only biological minds can impose Order, so AI and magical constructs such as golems are incapable of this.
▼ SPECIES ▼
Humans - the most versatile species in existence, present in all pre-Convergence universes
Sphinxes - natives of Kersar, extraordinarily intelligent, great physical size, morphology of a lion with a human head
Hybrids - results of humans or sphinxes (and possibly, after the Convergence, other species) replacing portions of their body with Quintessence; Quintessence can rapidly warp into almost any shape, while still being very strong; otherwise capabilities are as normal
Aliens! - there are more varieties of non-human species from Futura than anyone has bothered to count, most are humanoid; think anything you'd find in Mos Eisley Cantina; fittingly, a smaller variety also come from Varaela
Augs - short for "augmented", these are people who have used cybernetic enhancements to make themselves more capable, with great variety between individuals
Hisogawa Elves - technically the same species as other elves, but different enough for a different entry; slim, slick, and stylish; if you're a human from Hisogawa, you want to be an elf; excellent manual dexterity
Hisogawa Dwarves - as above regarding other dwarves; great mechanics; short and hairy; good intelligence; antisocial, prefer the company of machines to people
Hisogawa Orcs - as above regarding orcs; living in slum towns, dealing with poverty and discrimination; tough, strong, with green skin; more civilised than other orcs but still often rude and aggressive
Elves - mysterious forest dwellers, skilled with magic and feared by the common people; refuse to interact with other races except druids; brilliant at stealth and archery
Dwarves - great miners and industrialists; often greedy, but honest and reliable; known to be stubborn and supportive of tradition
Orcs - violent, dangerous tribal society; nomadic raiders who live off what they take from others; crude technology and tactics outweighed by physical strength and numbers
Gods - visually identical to humans; physically very tough; never aging; revered by Miklagardian humans; possessive of significant power in a particular domain (lightning, wisdom, war, death, deception, etc.)
AI - the technology for AI exists on Hisogawa, Futura, and Varaela, but only in Varaela is it advanced enough for there to be personalities; AI are extremely intelligent, and can control machinery they are linked to
▼ OTHER ▼
▼ Inspiration ▼
Kersar - Esper, a plane from MtG (Alara was actually the inspiration for the concept of this whole universe, so I figured one of its component planes should serve as the basis for one of InVerse's Futura - Just the atompunk genre in general, it's a neat aesthetic which I've never really looked into before Hisogawa - Shadowrun, a great RPG you should try some time Aborea - Classic western fantasy, but especially Arthurian legend Miklagard - Marvel's interpretation of Asgard and Norse myth Varaela - My weird mind that, one midnight, wondered "What would happen if you crossed The Three Musketeers with Star Wars?"
Dark Rockverse
▼ DESCRIPTION ▼
[Genres: Science Fiction, Fantasy, Grimdark(?)(Might not be right), Space Opera-esque, insert other genres(as world setting allows)] Inspirations: Mega Man, Metroid, Star Wars, Rune Factory, Sonic the Hedgehog, Black Rock Shooter, assorted science fiction series
A Universe on the brink of disaster, as a machine empire engulfs existence.
The Dark Rockverse. A twisted image of what should and could have been. Long ago, an alien race of machines, led by their creator, a figure referred to as the Divine Mechromancer, ascended into the stars from their forgotten home world, on a quest to unify the cosmos. At first, they were peaceful, aiding other civilizations, raising those that were seen as ready to the status of vassal states, and conquering worlds who were decided to either pose a threat to them, or a greater threat to the peace of the galaxy. Led by the Goddess, the endless armadas expanded outward, engulfing space in their flags, until tragedy struck. Everything changed when the fire nation struck their goddess vanished, around five thousand years ago. What was once a dream of peace, became a dream of conquest, as factions erupted within the Empire. The Rock Imperium remained united, as all factions seeked to honor their creator's dreams, but with her disappearance, different factions took different views of how to achieve this.
To the hapless worlds that remained outside the hold of the Rock Imperium, five factions arose that would become the stuff of galactic terror.
Star of Justice - A faction that believes that in order for peace to exist, that which is evil must be purged. Their ships are white in color, and they see themselves as bringers of the cure. Worlds brought under their direct control exist in police state like environments. While rebellion is possible, it is not advised unless one has good reasons for rebelling, as otherwise, the Star will bring down what is referred to divine judgement. In some worlds, they style themselves as divine beings, in order to better enforce their rule.
Rock Tyrants - A faction that believes peace can only be achieved with an iron fist(literally in their case, or whatever material makes up their hands). Like tyrants they conquer worlds, quelling all forms of rebellion, but rule justly, so long as their ire is not incurred. Rebellion is useless without great power and careful planning.
The Fakers - A faction who believes that trickery is the route to peace, that if the people believe that their own leaders are still in charge, and willing making the decisions to join the Rock Imperium, all is well. Worlds under their control are often false utopias, or distopias. They replace the world leaders with doubles, or put in puppets. Rebellion is possible, but risky, for they are not afraid to employ tactics to undermine rebellions, even resorting to "reprogramming" captives.
The Diplomats - The most peaceful faction. They are the ones who seek to annex peacefully, speaking truthfully. Rebellion here is less likely to succeed due to how respectful the interlopers are. Think of it as...being invited to join a galactic federation. So long as they remain clueless of what other factions are doing, so shall they remain safe.
Total Annihilation - The most dangerous and yet also easiest to repel faction at first. They believe that only the chosen are fit to live, and fit to lead. So worlds that do not bend the knee from the outset are put to the torch, and the people, if not wiped out, are turned into slaves to serve their new masters, brainwashed to think that this is how it has always been. Rebellion can only work if those who wish to fight are smart, for the faction of annihilation believes that once they have subdued a world, resistance is impossible, but will still crush it if it appears, making examples of innocents to break the backs of those who resist. But if an armed resistance is ready and smart, they can impress their conquerors, making it possible to gain independence.
And these are merely the known factions that seek to expand the interest of the Imperium outside of their own lands. Some whisper of other factions that assassinate targets and use civil unrest to achieve annexation, but these are merely stories.
In the wake of conquest, if a system is lifeless(either from the start or from antics involved in conquest), massive resource gathering ships are sent out, to consume dwarf planets, to drain water worlds, to strip rocky planets to the core, to suck up the gases of gas giants, and in some cases, take the stars to fuel massive installations. If a system is alive, bio-data will gathered from all lifeforms, to be delivered to processing facilities, the new data used to create or modify existing machinery, to be ready for future actions.
But of course, there must be a "glimmer" of hope amid the stars. For while many worlds have come under the yoke of galactic control, some have thrown it off, or held it off long enough, or have seen the threat approaching, and have joined others to prepare. And so was born the resistance.
The Resistance - A collection of star systems, banding together to stand against the metal menace. Some have lost their homes, being forced to travel on world ships, permitted to leave by the invaders, others who have spent generations in space and refuse to bend the knee, and still others who hold out on their worlds. And those as of yet who have yet to see the threat. And yet, despite this light of hope, the resistance is on the defensive, as they act the part of merely a dam, holding back development along some parts of the cosmic axis. Some worlds still holding out are encircled by the tendrils of the invaders, to one day be overwhelmed and consumed. And some systems have been wiped out completely, rendered unable to be used by either side, for one reason or another.
▼ SPECIES ▼
While the universe is vast, there are four "recongized" races by the Imperium, which will be used for ease of discussion(but future exploration will allow for some sandbox antics).
Dragonkin(Draconians in Light Rockverse) - Space Dragons that originated from a lost world, even longer before the Rock Imperium rose, some even dared suggest that the reason this race is considered above even the Rock Imperium's primary race is because their goddess is one of this race. But due to the ages past, it cannot be said for sure. While Dragonkin can be found both amid the Rock Imperium's ranks, often commanding fleets, just as many live free, or fight for the rebellion. For many worlds in the main galaxy house dragonkin. Whether or not they all came from the same stock or not is unknown. Many Dragonkin possess human characteristics, and bare little to no sign of their dragon side, but some may have traits such as visible scales, or wings. All possess a power known as a Signature Skill. Think of it as a skill tree, but with a simple concept. A power, that they start with, and expand from. For example, a fire user starting with the power to barely control fire, to perhaps, tens of thousands years later, control heat on a galactic scale. Those who have Signature Skills of interest to the Imperium may end up being kidnapped from their homes if their parents do not give their children up for examination, and may be turned into willing agents of chaos. Who knows... Notes: The Draconians are from a work me and some friends in another time and place worked on together, felt only fair to give them a bit of tribute, since the Rockverse draws elements from that multiversal adventure.
Rock Androids(Children of the Goddess) - Highly advanced artificial lifeforms who form the bulk of the Imperium. They come in all shapes and sizes, but all have one trait in common, they possess a soul, artificial in origin, but a soul nonetheless. For some, the type is unclear, but for others, the soul is borne of cosmic energy from another dimension, a realm of monsters. Possessing a partial hivemind, they are yet all themselves, all their own person. There are multiple sub-races, perhaps hundreds, if not thousands, for a variety of tasks. There are soldier units, police units, berserkers, pilots, drivers, leaders, commanders, gunners, farmers, miners, divers, so on and so forth. If a task requires specialization beyond what an existing unit has, changes may be made to accommodate this, in part why the bio-data of enslaved worlds are deemed so valuable. They seek knowledge, they seek power, and above all else...they seek to find their goddess, and beg for an explanation as to what went wrong. It is said that are a set of Androids who stand above all the rest, who were the ones first made by the Goddess, but who they are is unknown to outsiders, and forgotten to most. Notes: The original Rock Androids were the result of crossover antics, and thus are the reason I note Sonic and Mega Man, as you may see some wielding weapons that look akin to Mega Man stuff. Also BRS, since the earlier FCs I used for them were from that series. If anyone does want to make OCs from here once approved, I'm working on a "cheat" sheet for all versions of the Rockroids, since I use them in other places. It'll help you pick a model type, and while any FC works, it'll also help figure out where your picked FC fits. They don't all look like robots.
Monsters of the Forest - Creatures from a dimension directly on top of the primary one. They resemble mutated Earth life, but also all sorts of fantasy creatures, from slimes to living suits of armor, to even giant golems who block out the sun. Seen in a degree of awe by the Rock Androids, they are often seen alongside the Androids, battling their foes. The energy they emit from their bodies, while beneficial to the environment, and to the people, as worlds with their energy are generally healthier and better than those without, can in large dosages beyond what a person can handle, corrupt, and drive mortals mad with power, and eventually, tear their soul away into the Forest if not treated properly. There they are reborn as monsters, and thus live anew. They are most commonly found in Rock Imperium held lands, where terraforming has already begun. Notes: Literally the Runemons from Rune Factory, gotta give a tip of the hat to the series that started me off on serious rping yo. Mention of this one is the most optional, as they probably won't appear in immediate narrative.
The Annexed and the To Be Annexed - A catchall term for all races that fit none of the above three, and either are under the rule, or still live free. The lucky who submit early get good treatment, and the rest...get fitting treatment. You can be a slave working in the mines, a farmer slave, or any number of other roles. And some get turned into gladiators to fight for the amusement of their overlords. Its a hard knock life.
[h4]
▼ OTHER ▼
[/h4]
Stuff here is, of course, subject to change as needed. A lot of this is derived from an ongoing narrative involving the "main" I've spoken of in the past. If enough folks want to see her, I'll post her sheet from outside the forum. The Rockroids are, for the most part, my personal work, as while they are the result of crossover rps, they're also the one thing that I've put the most time into, or into their creator. The difference between this and the "Good" Rockverse is that their goddess is still around, and are a much nicer, more peaceful group. For those who want, I can provide images in private of some older designs, or the more common stuff. A few things to note, that I'll expand on later as needed, is how they travel FtL from system to system. Probably going to use a hyper-space type deal, or Star Trek Warp Travel(since there's some irl scientific research pointing to it being a possibility, but don't quote me). Feedback is, of course, always welcome. The broken star is another stable of Dark Rockverse, symbolizing the factional nature that sprang up after their creator vanished. And another note to BRS, since I loved the weapons in that series.
I also apologize for any bad formatting, I'm still learning the forum, been here only three days so yeah.
Additionally, beyond this setting, I may turn either Dark Rockverse into a larger sandbox story as folks want, or go back to Light Rockverse for stuff. The setting is such that we can go back and forth in the war, with the smaller worlds being their own thread focus or whatever, and the larger story being a nation tale, who knows, eh? If folks penetrate deep enough into the Imperium, it'll let me play around with dungeon master stuff.
PARAGON-38 engages in battle alongside the 12th Assault Fleet of the Ebott Alliance
▼ DESCRIPTION ▼
[Sci-Fi, Giant Mecha, Fantasy, Space Opera]
The Manichaeverse is a universe where humanity was nearly snuffed out by a spaceborne virus arriving on a fallen meteorite, and the survivors emerged under the banner of the Deus, a twisted dogmatic faith preaching the gospel of dominance and fear of the Other. Driven by zeal and desperation, the humans under Deus emerged from the cataclysm and spread through the stars, meeting other species and continuing their crusade against the xeno, especially a coalition of aliens seeking to oppose the Deus Imperium, the Ebott Alliance.
While this is a universe where technology allows space-born fleets to trade volleys and vast constructs inhabit the spaces between stars and planets, the Manichaeverse is defined by the technological advancement that allowed the Deus Imperium to rise from a near-dead world to a star-spanning tyranny; the bipedal weapons platforms known as the CRUSADERS. Ranging in size from just a couple stories high to dwarfing the largest battlecrusiers, the CRUSADER mechas dominate battlefields not just through superior technology but through the weaponization of the Deus Imperium's greatest asset; the zeal and fanaticism of their soldiers. More specifically, Deus Imperium scryers tapped into the secrets of the Vigor, an internal source of power in sentient beings that allows them to effectively surpass physical limitations in and around them. The discovery of Vigor and what it could do allowed for the creation of weapons, technology, and ultimately a mecha that could effectively run on the "Soul" of its pilot, creating a seemingly unstoppable weapon of war driven by its pilot's fighting spirit.
While the Crusaders allowed the Imperium to nearly subjugate the whole galaxy, a cabal of aliens and humans no longer following the cruel teachings of Deus stole the secrets of Vigor and the CRUSADER and gave it to the last great power still resisting the Imperium on the world of Ebott. Backs against the wall and with nothing to lose, Ebott chose to use this technology and created the first of the PARAGONs, the mechas that would resist the Imperium and their CRUSADERs. Against all odds, the PARAGON proved incredibly effective, stopping the Imperium onslaught in its tracks and defeating even the feared CRUSADERs in battle. Ebott had discovered not just a new hope for their survival but that Vigor could help them utilize their own hope and determination to resist just as Vigor helped humans to utilize their dogmatic faith.
The last stand on Ebott turned to an Imperium rout, and previously pacified worlds rebelled and flocked to the banner of the new Ebott Alliance, as the Deus Imperium realized that their occupation had turned into a war against a true equal.
▼ SPECIES ▼
It is noteworthy that all sentient species in the Manichaeverse, humans included, are descended from a common ancestor, thus many share a similar bipedal humanoid shape, though species with more divergent biological makeups are not uncommon.
Humans: Inhabitants of Earth, almost all of whom live and serve under the flag of the Deus Imperium, a tyrannical space empire controlled by a cultish theocracy. Humans of this universe are able to, with the proper training or tech, utilize Vigor, which they have used to great effect in the conquests of Deus. Thanks to technological advancements, cybernetic enhancements are relatively commonplace, though almost all human-made cybernetics are made to look as human as possible, in line with Deus' vision of a "purified humanity".
Hellions: The human terminology for basically every other species in the galaxy, once used to degrade but now used as a unifying title and a point of pride by the Hellions themselves. While there are far too many to mention, Hellions generally have the appearance of animal and humanoid hybrids to varying degrees. They are able to use Vigor just as well as the humans can, and have done so to resist humanity's imperial ambitions. Confusingly enough, humans that defect from the Imperium and align themselves with the Ebott Alliance or other anti-Deus forces are also called Hellions, though humans that do so often heavily modify themselves with cybernetic or biological enhancements to distance themselves further from baseline humans.
▼ OTHER ▼
Vigor is not just utilized for Mecha combat. Some tech in the Manichaeverse can interface with the Vigor of an individual, using their Vigor to give subtle boosts to their abilities such as improved endurance or intellect. Individuals who are trained or experienced with utilizing their Vigor, who are almost always PARAGON or CRUSADER pilots, can also tap into that energy to perform incredible and impossible physical feats outside of their fighting robots.
Get started on your characters and/or universes, but if you already finished a universe (as in not in "wip" stage) feel free to repost it and I'll judge it.
I'll just note that you're free to make as many universes as you please - long as you bring someone new to the table.
Roger that bossman, I'm still working on my universe, hopefully folks like it, its an adaption of a long ago idea of mine I never got around to doing justice to. Or at least, part of it is.
In the Koruce system, the Zoolith - Korth coalition rule. Each and every one of their machines, structure and tool are made or grown from organic materials. Originally, such materials were harvested and appriopriated from natural sources, but as time has gone on they have learnt how to manipulate it, specialising in bio-engineering. The forgo the strange glistening (yet not wet) materials of the ones before - the Zoolith call them the Zoolun, and Korth the Chulum. The remains of their work litter the worlds - to follow in their footsteps would surely result in the same tragedy that befell them.
Government Policies
The Zoolith, as would be expected from a parasitic life forms, lean towards an ideology that ruthlessly exploits resources. Due to them being able to possess a variety of hosts, familial bonds are essentially non-existent naturally, and though they work in groups, it is to benefit the self - 'democratic' capitalism is the typical type of government the Zoolith's equivalent to countries upheld. Natural life is essentially absent from their worlds, dominated by animals they have tampered with or which have been forced to adapt to survive their invasive tendencies. Exploitation is unsustainably rampant, leading to their current state where they seem to be both prosperous and on the verge of collapse, propped up by treaties with the Korth. The Korth take on a more reserved, long lasting approach. They lean towards liberal democracy: their ideology is that everyone should be provided the basic necessities required to be content with life, at the very least; resources beyond that are allocated to those who show competence/voted for by the community - a scientist will be provided the necessary tools to pursue a promising avenue of research, for example. They generally believe in keeping things in a state of sustainable balance and to always keep in mind how one's actions will affect the whole, less they dig a grave both for themselves and everyone around them. Currently, they are the main power in the Koruce system due to their crops being perhaps one of the only things preventing the majority of the Zoolith from caving in on themselves - such trade between the species have been highly profitable for the Korth, and the Zoolith dependant.
▼ SPECIES ▼
Zoolith - sentient parasites/symbiotes that bind themselves to a creatures brain/nervous system (typically these creatures are bread for such a purpose, but un-tailored ones can still function). They breed by injecting eggs into host creatures - due to this, and the wide range of animals that may host them, familial bonds are essentially non-existent for the Zoolith. Most are highly selfish, mainly since they know nothing else. They specialise in animal engineering, creating work beasts and buildings from. Most of their settlements resemble an amalgamation of giant animals, or their remains. A typical adult is the size of a basketball; their brain makes up the majority of their mass, and they are reliant on their host for nutrients. A Zoolith will prioritise imbedding themselves in positions that keeps them well protected that will hinder their host as little as possible. Due to their size, internal positions are rarely possible. To compensate, they form hard shells around themselves for protection. Issues relating to imbedding are rare in modern Zoolith society however; genetic engineering has allowed for the creation of 'ports' built for the purpose, cheaper host bodies only having one or two options which increase with price. The creatures original brain remains intact to preverse the automatic responses that keep the body alive, albeit with a Zoolith consciousness connected that has as much control over their host body as a typical human would over their own. They bind to non-sentient organisms almost exclusively - binding to a sentient one typically results in madness as they mentally wrestle for bodily control. Zoolith are not bound to their hosts permanently, and may detach themselves so they might move onto another host. The process typically takes an entire day to unbind the necessary nerves without causing shock or trauma, and both the host and the Zoolith are put at risk - the host from the large patch of skin and potential other bits the removed Zoolith took with it as a side effect, and the Zoolith itself has poor self mobility or ability to provide for itself.
Korth - resembling a mixture between turtle and pangolin, they are hunched humanoids with thick scales that cover their back entirely and their limbs partially. They are capable of folding their body inwards to protect vulnerable areas, and retracting their head into a hard 'collar' that the head can quickly dart out and back in from. Though their claw-like nails have softened over centuries of evolution, they still somewhat aid them with climbing and digging. Bio-engineers, they specialise in adapting the surrounding environment to suit their ends; they grow their tools and machinery whole from specially bred plant life. They still possess traditional forms of manufacture, though this is typically only used for experimental or highly complex product a 'factory' plant hasn't been produced for yet. They are an omnivorous species, but meat in general is considered an opulent display of luxury in the modern day, due to modified plant life more then able to forefill their dietary needs.
▼ OTHER ▼
Zoolith products are generally smooth and rounded in appearance, whereas Korth produce is composed mainly of hard edges and simple shapes.
The Korth/Zoolith alliance keep their known portals closely monitored and guarded, and allow a scant few in or out of their own dimension. The Korth fear disrupting their carefully maintained ecosystems through the introduction of some foreign body. The Zoolith share this fear, though not the Korth's good will towards wanting no other universe to be disrupted. Only chosen agents may travel between universes, though anyone is free to exile themselves. The majority of Korth frown upon such self-imposed exiles, but Zoolith powers have prevented any laws stopping some of their more curious kind going out to explore - and to permenantly remove competitors as they 'willingly' go on expeditions.
Here it be. The thing. I'll start bashing out a character sheet soon enough.
Urban Fantasy, Sci-fi, Political, and what I call Christianized Cyberpunk
Elseworld is an alternate earth similar to the normal earth. Otherwise called, Christverse or Colorsverse
The difference is evident as Jesus Christ actually existed and soon to return, and all the events of the Bible are true, and whatever secrets of the fragmented history, conspiracy theories of the regular eartth such as Jack the Ripper are true. People of this verse are wielders of the Manaforce: the power of the holy spirit flowing through them that gave them the ability to create advanced technology and dignifying themselves as Espers.
Magic aka Manaforce is what people use in this verse, but magic itself is simply a branch of science that deals with hidden truths.
▼ SPECIES ▼
Human: The normal humans are powerless but are passive to the manaforce. Basically an evolved human is call an Esper While some people say that Espers are scientific beings, they are actually partly correct. They are also part magical,in this universe; Espers are revealed to produce the Manaforce naturally, and the better connection they have with the Manaforce; their abilities can further deal with demonic forces.
An Esper possess the ability called confession which brings reality to their power. For example, fire manipulation etc. Furthermore the power level of an Esper is decided by the level of connection they got with manaforce.
Yellow: Normal Connection. Blue: Warrior level of connection. Gold: Priest/Pastoral/Apostle level of connection. White: Prophet level of connection. Can see heaven.
Evil Version What we call Negative Manaforce Red Purple Black
The color coding is based on Blueshift and Redshift of light wavelengths.
People of Atlantis who used to live in the surface world, now living in the bottom of the ocean. Anyone who set foot on the waters of Atlantis can breathe in water due to its abstract properties.
Nobody likes them because they corrupt people. Not much is known about them, but further study is taken to compensate.
▼ OTHER ▼
The Elseworld Reality Countries: USA is known as Murika Empire. Similar to the current USA, and much more diverse. Living the American Dream. Canada is part of Murika Empire. North and South Korea are one and is known as United Korea. Philippines, now known as Maharlika. Dictatorship Government. Babylon Empire is revived. Imperial Government. United Kingdom is known as Brittania. A kingdom. Israel is still Israel. Also a kingdom. Singapore is Singapore. Lauded as the country without crime. Japan is Japan, all its weirdness turn to reality. Atlantis exists, and it is an underwater kingdom. Formosa is Formosa. Burma is Burma. China is an Empire, Tibet is not free from China, Hong Kong, and Macau are all now part of China. Antarctica is a powerhouse country, also a Kingdom.
Overall, there are other countries that are hidden, underground, above, and underwater.
Religion: Christianity Ruler: Jesus Christ (Soon to return) Government: Theocracy (Main), various types (depending on the country). Currency: Hollar aka Holy Dollar. World Animal: Phoenix World Fruit: Apple (The Elder Apple)
Fair Warning: This version of Jesus Christ is not gonna be the "Hey I rule all multiverse. Not at all, I made it obvious that he rules the verse I made in particular. So chill~ I know what I'm doin~
Also. The countries of this reality are in Anagram form and some are renamed while some maintained because of hey it sounds good enough the way it is.
Question @Ruler Inc The universe that I've been writing for a sci-fi comic of mine includes a rift between two different dimensions/universes/who knows at this point for the main conflict of the story. Is this idea okay to use?
[The Dawnverse is a universe where humanity prospers thanks to the profliteration of alchemy. Alchemy rules every aspect of human life, and as a result, the very few alchemists that exist are deeply respected to the point of near worship.]
THE SOCIAL STRATA
Various alchemists' families sat on the top as the rulers of the realm, with each family governing their own territory. Each family has its own specialization in alchemy research, from medicine to astronomy.
After that comes the human masses. Their society strongly believes in leaving everything alchemy-related to alchemists, thus making alchemy something not taught in public schools at all. To learn alchemy, you either have to be a descendant of an alchemist or you must be recruited by one of the alchemy families to become part of them.
And at the bottom rung, the artificial lifeforms created to serve humans, from the mindless golem-like slags to the humanlike yet emotionless homonculi. They all serve humans unquestioningly.
THE WONDERS OF THE WORLD
Scattered all around the world is various wonder sites built with alchemy. From a giant vine tree that reached the skies to a plant garden on the moon, it was a testament of the power and knowledge the alchemy families have.
CIVILIZATION ALL ACROSS THE EARTH
Most of human cities are situated above ground. But there are already underground and underwater cities. The environment is still well kept, although dangerous beasts like dragons are near extinct due to humanity's extermination of them.
The old religions of worshipping gods and nature spirits have all but disappeared, replaced by various little cults who worshipped alchemists as goddesses.
THE FANGS OF ALCHEMY
They have abandoned man-to-man combat, preferring to send their slags and homonculi into combat in their stead. They have created various types of combat slags. Air superiority is taken care by their dragon-type slags. Frontal ground assault is left to the tank-type slags. And hybrid combats are taken care of by their chimera-type slags. And of course, at the seas, they had some leviathan-type slags as well.
▼ SPECIES ▼
Humans Normal humans are the majority while humans who have the potential to perform alchemy are in the far minority. It is still unknown how the two differ, but there are researchs saying how the latter tends to have a different brain structure than the former.
Homonculus They look just like humans except for their long ears and crimson red eyes. They have no emotion and they would obey every command their master gives them. They do not have the capability for reproduction. They also have superhuman strength and stamina.
Slags They are biological golems that could reproduce on their own. They tend to be used in manual labor work. They could be controlled en masse remotely by a certain alchemical method.
▼ OTHER ▼
Alchemy can only be learnt by a handful of people, people with the "knack" and "talent" for it. It is not a genetic inheritance thing as new alchemists popped out all the time from the general public while many descendants of alchemists end up choosing a non-alchemist occupations.
That is why the maxim of leaving alchemy to the "chosen people" is rooted deeply in their society.
The name Wisdomverse comes from the Throne of Wisdom, a massive castle used by the leaders of the most prominent families to gather and decide interterritorial matters.
Also, most alchemists are female, leading to a more egalitarian society throughout history.