"You don't know the ze?! Lemme tell you, don't go near them. People say they're not even human, and if they are they're probably not right in the head. You gotta be in some pretty deep shit to drop your whole life-- your name, your home, your face! --just to chase horrors. What kind of person does that? No one you can trust, I say."
AMALGAM: The Last God. Amalgam wished to inhabit the world, so they shattered themselves into pieces that became all living things.
THE LIGHT OF AMALGAM: A stone that glows eternally, claimed to contain the god's final collective thought.
THE RAVEL: A cult of devout to Amalgam. The Ravel are known for ritual killings and nefarious powers. The initiated have a tattoo of an ancient tree on the inside of their forearm.
NOX: The dark shapes that are left behind when a possessed body dies. They must feed on the living to survive. Nox are born from the corrupted souls of those who die after being possessed.
HORRORS: Animals that are infected by the Nox, considered dangerous monsters that must be killed. Possessed humans are considered "hosts" but may be referred to as "Horrors" in a derogatory way.
THE ZEPHYR EXTINCT: An organization developed specifically to combat the Ravel and guard the Light of Amalgam. Initiates abandon their given names and wear masks to keep themselves from infection.
THE PLOT
The Ravel have been quiet lately. No one's gone missing in at least a month. There've been no more reports of glowing eyes or moving shadows in the dark. The sigils in the root tunnels were cleaned up and haven't come back yet. The quarter-sun festival went on without a hitch, the flowers are blooming, kids are swinging from the new branches, and that crazy hang-glider is out with his loudspeaker blasting the city with warnings of end-times. Everything's back to normal in the City of Rig.
The Archer-- who commands the Zephyr Extinct --has begun an aggressive push for new recruits. Ze operatives have dispersed to schools and prisons, farms and train yards, offering a new anonymous life to the restless and the troubled. You can turn your back on your problems, they say, and make a difference in the world. Hunt down Horrors! Rid the land of the Nox! You'll be a hero!
The Blinking Fortress has doubled its security. Anyone caught shouting about Amalgam is bound to get dragged through its gates. The Ze drones-- usually scarce --buzz like bees through the streets, scanning the trees for symbols and closed doors. The Archer has been locked in her quarters for weeks, but assures us...
Everything is fine.
THE WORLD
Rig is a city of color and sunlight and nature. Stained glass windows, stucco walls sculpted and engraved with sweeping artistry, enormous trees whose roots and branches shelter clusters of homes and catwalks. Hang-gliders, hoverbikes and drones weave overhead while children play in the spotless streets. Everything is hung with lush vines and blooming flowers; the city consistently smells like potpourri and turned soil. The sun burns bright and hot most days, and the nights are cool.
THE GAMEPLAY
This RP will be character-driven and decision-driven. Those who make no decisions, who do not act, will not have much fun here. This RP will keep moving, things will keep happening, as long as the characters make them happen.
In other words: the world will react to your character's actions, not the other way around.
At the same time, be sure not to steamroll or ignore the other players. I'm well aware that anyone could drop out at any time and leave conversations unfinished, but try not to let that possibility get in the way of interaction and communication. The relationships and teamwork among the PCs will make or break this RP. I'm counting on all of you.
THE CHARACTERS
Characters may be anyone of any background, with any reason for joining the Ze. They may have been citizens of Rig or have wandered in from the outside. Characters who work well with others are highly preferred: you will be RPing with each other as much as with me. The GM reserves the right to question or reject any application for ANY reason.
These are the restrictions:
- They must be a new recruit. No seasoned Zephyrs. This is to ensure no one is more knowledgeable than anyone else.
- You're free to invent what life is like in Rig and outside it, but everything is subject to GM veto. This only happens if something you created conflicts with the plot.
- If the character came from outside, do not assume your own premade locations or cities. The farthest reaches of this world will remain entirely under GM creation and control for very good plot-related reasons. Suggestions, however, are welcome!
- If you feel the need to be Different right out of the gate, please take a moment to consider why.
- I know what some of you are thinking. The answer is "perhaps." PM me your ideas.