In the year 2050 the world was consumed by the fires of war.
The Democratic Union of Aldemara and the Laborite Nations Coalition - the two great powers of the globe - would clash it what history would call an inevitable conflict of control and ideology. For four years the fighting raged on, claiming millions of lives with neither faction willing to relent to the other. New theaters of engagement opened in bloody continuum and once neutral countries one after another were forced to choose a side. In 2054 the rules of war as well as the very well-being of mankind were thrown to the wind. In a desperate, reprehensibly mindless attempt to put an end to the struggle nuclear weapons were unleashed upon the planet.
The Democratic Union of Aldemara and the Laborite Nations Coalition - the two great powers of the globe - would clash it what history would call an inevitable conflict of control and ideology. For four years the fighting raged on, claiming millions of lives with neither faction willing to relent to the other. New theaters of engagement opened in bloody continuum and once neutral countries one after another were forced to choose a side. In 2054 the rules of war as well as the very well-being of mankind were thrown to the wind. In a desperate, reprehensibly mindless attempt to put an end to the struggle nuclear weapons were unleashed upon the planet.
Entire cities were obliterated, hundreds of millions slaughtered, and nature itself suffered under the toxic rainfall of radioactive fallout. Shock quickly turned to fury as worldwide outrage climaxed into riots, those who had survived deeming the powers that be as incorrigible. Entire countries collapsed within days and the old order came crumbling down as the world succumbed to a dark baptism of blood and flame.
. . .
The year is now 2130 and mankind stands on the brink. In the wake of the cataclysm survivors emerged from their refuges after three generations, tentatively scouring what remains of a broken world. Meeting their challenges head-on as they searched for resources and new places to call home. Societies and settlements form as these post-apocalyptic pioneers look to build a future for themselves.
Within the Aldemaran continental heartland lies the harsh region of Sevara - a rolling landscape of scorching deserts, mutant infested highlands, and crumbling ruins. From the ashes of the old capital city of Ardhelm a new banner flies high - that of the New Republic of Sevara, carved from the bones of the great metropolis. Guided by the hand of the Chairman Elect and also under the watchful eye of the enigmatic Arcani - if the stories are to be believed. Ten years have passed since the Republic was officially founded and it has swelled to unmatched heights, reaching beyond the revitalized Ardhelm into the surrounding areas.
Faced with a rapidly growing population and mounting needs the Republic has been expanding across the map, claiming more land and resources for itself, often in spite of local residents. Along with stubborn independent settlements throughout Sevara there are two groups in particular that refuse to bend to the Republic. The Ya'íí to the south, a reclusive and archaic people that dwell within the mountains along the great lake Tankar. And Havenwood to the east, a secluded coterie of mutants and other outcasts and deviants.
Recent events have greatly aggravated the already festering strain across Sevara. Two months ago was marked by the now infamous Rafeton Massacre which would see the thriving town of Rafeton destroyed and the New Republic of Sevara facing heavy ridicule for its’ involvement. In an attempt to ease tensions the Chairman has sent envoys out across the wastes to try and ensure the people of greater Sevara of Ardhelm’s good intentions. Words of negotiation and promises of goodwill are met with stern suspicion however and many fear further escalation. A number of officials in Ardhelm are calling for a cease of annexations much to the disdain of hawks in the Republic Guard. And as the deadlock stands a new threat draws near unbeknownst to anyone. Stretching from afar like a dark shadow that seeks to envelope the land.
Fate’s gaze lingers. Sevara stands at a crossroads at a pivotal time. Decisions made in the coming days will affect the lives of many thousands and shape the regions’ history for generations to come. And those decisions will fall to those both of great power and humble origins. In a world left sundered by the mistakes of the past it is up to a new generation to save the future.
Faced with a rapidly growing population and mounting needs the Republic has been expanding across the map, claiming more land and resources for itself, often in spite of local residents. Along with stubborn independent settlements throughout Sevara there are two groups in particular that refuse to bend to the Republic. The Ya'íí to the south, a reclusive and archaic people that dwell within the mountains along the great lake Tankar. And Havenwood to the east, a secluded coterie of mutants and other outcasts and deviants.
Recent events have greatly aggravated the already festering strain across Sevara. Two months ago was marked by the now infamous Rafeton Massacre which would see the thriving town of Rafeton destroyed and the New Republic of Sevara facing heavy ridicule for its’ involvement. In an attempt to ease tensions the Chairman has sent envoys out across the wastes to try and ensure the people of greater Sevara of Ardhelm’s good intentions. Words of negotiation and promises of goodwill are met with stern suspicion however and many fear further escalation. A number of officials in Ardhelm are calling for a cease of annexations much to the disdain of hawks in the Republic Guard. And as the deadlock stands a new threat draws near unbeknownst to anyone. Stretching from afar like a dark shadow that seeks to envelope the land.
Fate’s gaze lingers. Sevara stands at a crossroads at a pivotal time. Decisions made in the coming days will affect the lives of many thousands and shape the regions’ history for generations to come. And those decisions will fall to those both of great power and humble origins. In a world left sundered by the mistakes of the past it is up to a new generation to save the future.
WELCOME
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GREETINGS!
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GREETINGS!
. . .
Set in a world heavily derived from RL Earth and influenced by its’ history and collective cultures the moving plot of this RP begins in the early twenty-second century, decades after a global conflict that climaxed with the use of nuclear armaments. The major powers have fallen and what few scattered “old world” nations that still stand hang by a thread. As outlined in the introduction our story is set in Sevara, formerly a member of the multinational alliance known as the Democratic Union of Aldemara - which is heavily resemblant of the RL United States of America. (Though instead of being a single country the DUA was a tightly bound political and military alliance of multiple countries.) For decades after the war Sevara - until recently - had been a disunited wild wasteland of isolated survivalists, bloodthirsty raiders, and roaming mutant abominations.
The rise of the New Republic of Sevara has of course brought changes to the region. The capital city of Ardhelm has been transformed from a bombed out ruin into a shining beacon over the horizon. Refugees and settlers flock by the endless scores to Ardhelm. The growing economy flourishes, businesses and thriving urbanized districts bring life to the streets, and the brilliant lights of the cities’ skyscrapers can be seen for miles around. In recent years the Republic has begun to rapidly expand with the very obvious intent of claiming the entirety of Sevara for itself and recreating it as it was before the great war. While many welcome the prospects of a strong, secure, and singular nation to be a part of others see the Republic as an oppressive invader that will strip away their freedoms and rob them of their land and resources. This has lead to resentment and even outright resistance to the Republic’s integration efforts among fringe settlements and tribes. The aforementioned Rafeton Massacre compounding the rigidness of those who refuse to be so easily seized upon.
Player characters will begin as newcomers to Sevara, recent arrivals who journeyed across the border for some purpose or another - be it a deep seeded personal vendetta or they may simply seek a new life in a new place. Regardless of origin, player characters will find themselves drawn into the growing vortex of instability as the tensions continue to mount and the threat to all of Sevara becomes more dire. Players will be presented with the opportunity to join one of four major factions or one of several smaller factions. Or one can simply go it alone and ride out the storm and just survive till the end. Dive into a world of advanced, “futuristic” technology, harrowing perilous deserts and rugged tundras and fighting through forests and bogs infested with beastial super mutants. Rummage through the hollowed out ruins of the old world for valuable tech and other weaponry. Take to the neon painted streets of Ardhelm by night and gaze upon the sordid underbelly of the shining beacon. History shall remember the troubled days to come and you must choose how history shall judge you.
FINAL POINTS
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REMINDERS
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REMINDERS
• This RP as tagged will be anime/manga themed. Keep this in mind when creating your character and in regard to the overall aesthetic.
• Excluding myself the ideal group size will range from four to seven (Maximum.) people.
• Discord will be integral for this RP.
• The Discord server is TBA/WIP.
• While this is not a true tabletop RP there will be dice rolls and applied modifiers for chance situations to mix things up and add a layer of intensity, narratively speaking. (The system will be VERY simple, so do not fear any unnecessary complexities making things tedious.)
• An official map and expanded in-depth lore are TBA/WIP.
• Rules, “gameplay”, and player expectations will be provided in the official thread.
• Feel free to ask me any questions prior to the coming thread!
• I am in the central United States time zone (UTC-06:00) for clarification/reference.