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.
@Ruler Inc Don't worry, I've got it sorted. Really enjoying this concept, but it might take a while to complete. To give you an idea, I'll leave my current universe genres section here to see what you think of it.
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
Universe 6: Varaela
▼ SPECIES ▼
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Simply list what inhabits your universe with a description. If it's just simple humans, ehh, just omit it.
▼ OTHER ▼
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Inspiration sources for each universe:
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 that happened a little too early for me 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?"
It's a pretty big text I made here, and even that can be considered a bit of a skeleton. Still, I hope you like it.
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
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.
Since I noticed that we have a ton of universes soooo far, I'm going to put a cap on it soon. I don't want to totally close the RP just yet because I have a feeling a lot of people are going to leave, but I wanted to let ya'll know.
@Ruler Inc I put some of you're Black Fall verse Description into the I Write Like site, which analyzes your writing and tells you who you write like, and it said that you write like George Orwell.
The Dark Universe is a dimension of horror and a world of darkness. In the day the sun is a eerie yellow always shrouded in dark clouds. At night the clouds let the moon shine through forever stuck in a full state during the night. This world is populated by humans and monsters. Vampires, werewolves, witches, warlocks, ghouls, ghosts, demons and many more creatures of darkness roam this world. Many of the undead are intelligent and keep a civilization running.
Vampires make up a good majority of the ruling class of the various nations in The Dark Universe and werewolves tend to live in the wilderness among clans. Witches for the most part live in forests with their covens and Warlocks prefer to live in civilization where power can be had. Demons and Devils live on the plane of hell and regularly crossover into the materiel plane. Humans exist in their own small nations scattered throughout the world and isolate themselves from the monsters. They do however sell human slaves to the vampire kingdoms since vampire require blood for sustenance.
Most species of monsters a shaky truce with one another, but outside of the usual political agreements, bloodshed does happen regularly. there are many blood feuds between two or more species and even within just type of monster. Being born into nobility makes one a target for those seeking power and elevation. In terms of government, all of the kingdoms follow a feudal type of systems with kings and queens as well as lords and nobles.
There are some humans who take up the occupation of monster hunter and travel the world slaying monsters deemed a threat to the ruling classes of the monster kingdoms, essentially mercenaries. There have been otherworldly creatures who cross into the world through portals, but they are aberrations of indescribable terror.
My main universe idea (the Endedverse was more of a side project I knew I could finish in one sitting) was actually going to be pretty similar to the Darkverse, right down to the name. So rather than do that, I might just try to flesh out the Endedverse more.
So expect my character to be from the Darkverse though.
Got home a bit ago, and its all just about squared away, I'll post the WIP once I have it typed up, since I've got some stuff undecided like world name for the foreground of the verse conflict, background stuff is all done. Even down to the various factions that make up the group's vanguard.
Advance name is Dark Rockverse, for the same of ease. Derived from several old works of mine, including an unfinished ring world project. Always fun to mess around with interstellar conflicts, galactic conquerors vs. the various worlds that resist their efforts. Exploring the different mentalities of factions within both sides, and see how their interactions play out.
[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.
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▼ OTHER ▼
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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.
And its done, feedback is welcome, I just spent like the past hour or two writing this. And three days mulling over it. And to think, if not for doing an urban legend for another place off of here about such an idea of invaders, I probably wouldn't have come up with this, lol.
Although, does the nature and power of magic shift and change in Dark Universe, like on Metamundus?
No magic is just knowledge of the mystic arts passed on through teaching. There's also black magic granted by demons and devils, which can vary in power depending on the power of the entity.