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WIP

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The Khergit Horde
"And all the Khan's men and all the Khan's horses will tear you to pieces!"




Geo-Politics

Legal Name:

The Grand Khergit Khannate

Political Party:
Royal Khanate Family

Type of Government:
Feudal Despotic Monarchy - Lead by the Great Khan Tohgon Atilla, the Great Khan rules with absolute authority over his domain. He is assisted by the Elder Council of Hodilurn, consisting of a dozen wisemen and sages who give advice on how best to rule over the kingdom and deal with issue to the Great Khan. Together, the Great Khan and the Elder Council are known as the "Thra-Dorian".

Under the Thra-Dorian is the Unde-Dorian that consists of the regular Khans who lead certain areas assigned to them. Swearing fealty to the Great Khan, they are expected to follow his every word. In essence, they are his vassals but do not pay tribute to the Great Khan. The Great Khan takes all of their taxes which they collect and redistribute portions of it back; this is one of the methods used to ensure the Khans stay loyal.

Heirs are chosen by the royal bloodline with the sons going through the "Trials of Heaven and Hell". In the Trial of Heaven, they must demonstrate their knowledge and wit before the Elder Council while in the Trial of Hell, they are too best the best warriors in combat. Other Khans can challenge the Great Khan to take his title but must slay him in single combat during the Trial of Hell. Needless to say, Great Khans do not often die of in Trials for good reason.

Date Out of Bunker:
N/A

Land Claims:



While the Khergits are nomadic tribes with no real "borders" (most Khans just wonder their tribes where ever the fuck they want), the Horde does have more settled areas due to recent Great Khans's ordering places that give the benefit of being in one place (or Khans who just got lazy and didn't want to always be on the move) called "Karaks". These settlements can be thought of villages or well-developed tribal camps. The vast majority of Karaks are located in the Central Asian steppes but Khans who either accidentally or purposely settle their tribes into a Karak in other lands beyond the "borders" are not unheard of.

Economy & Demographics


Economic System:
Like many things in the Khergit horde, the economic system differs from tribe to tribe. Some use communal free will which people openly take what they want and give what the can in hopes of good will. Others use simple bartering with prices determined by local merchants and Khans. Some exclusively use the Umol, the "official currency" of the horde. Use mostly in the larger tribes and Kazaks, the Umol is accepted in all Khergit lands and strongholds but isn't always used in.

External trade is somewhat uncommon as more often than not, the Khergit just raid villages and caravans and the like for materials or demand it in tribute from weaker foes. Exporting is also just used as a sign of good will more often than not. That said, there are tribes that act as oversized caravans and Karaks with large market places that can be seen as trade hubs.

Products:
  • Food Crops - (Wheat, Barely, Cabbage, Potatoes, Yam, Onion, Garlic, Herbs and Medicinal Plants)
  • Animals and Animal Products - (Horses, Sheep, Cattle, Goat, Pig, Milk, Meats, Wool, Hides/Leather, Koumiss)
  • Military Equipment - (Semi-Auto/Automatic Rifles, Bows & Arrows, Metal/Leather Armor, Armored Cars, Jeeps, Light Tanks, Simple Propeller Aircraft, Machine Guns, Mortars, Melee Weapons of all kinds, Traps, Bombs and Explosives and Incendiary Weapons)
  • Industrial and Electronic Goods - (Steel, Iron, Coal, Charcoal, Various Minerals, Clay, Gas & Oil, Basic Electronics, Early Radios, Simple Batteries, Simple Chemicals, Some Modern Medicinal Items)
  • Consumer Goods - (Rugs, Clothing, Textiles, Pottery, Some Degree of Literature, Saddles, Decorative Items & Trinkets, Carvings of Wood, Stone and Bone, Bags & Storage Containers, Artwork)


Demographics:

Actual knowledge of the demographics of the horde is unknown due to the vast number of tribes and peoples living under the Khergit banner. It can be said that the number of different races is great and mutant Ungors who were the "original" Khergits make up a good portion of the population.



Religion & Culture


Religion:

The Khergits's main belief is called "Tengeriinkhusel" meaning "the Will of the Heavens" and is often shortened to just "Tengri". It tells of a Sky Maiden and an Earth Warden who created the world and their children and grandchildren who control various other elements of life. It is a polytheistic faith with no concept of prophets or holy text. It is exclusively told by various sages, oracles and shamans of the various tribes however due to the nature of oral tradition, some parts of it have been skewed a little leading to different quasi-sects but in all have enough similarities to still be called the same religion. Recently there have been attempts of writing it down however to keep the faith in a more permeant, uniformed manner.

A unique part of the religion is the idea of "Monitegel" or "Syncretic Faith" where different tribes will adopt certain aspect of the local religion of the area they're in. While this does make record keeping hard as some tribes will switch between their Monitegels quite often, it does make assimilating new people into the fold a much smoother process. This also means that Tengri is also a surprisingly accepting faith to outsiders.

White trees, often just called "Tengri Trees" are considered a holy plant/symbol in Tengri as they are seen as an unborn child of the Sky Maiden and the Earth Warden. So much so that many are converted to holy sites where the trees have grown massive in size and even have dedicated guards. Chopping down these trees or harming them in anyway is seen as a major offense and a personal attack on the two major pantheons. Trees simply painted white is also seen offensive as its thought to be an attempt to trick the gods. However, white-painted lumber not from trees known not to be Tengri Trees are accepted and seen as a sign of power. Many Khans and nobles have white-painted furniture because of this and one can fetch a good price in Khergit lands when selling white-painted timber.

Perceived Culture:
To outsiders, the life of a Khergit is hard, savage and often barbaric. Many see them as raiders and glorified bandits who come into lands for no purpose than to rape, pillage and burn. Some hold them in the highest disscontempt as mounted cavemen who either are overly attached to their horses or roll around in the dirt, praying to shamanistic gods and idols. Military men who have fought them say that they are a savage and annoying bunch who use annoying, dishonorable tactics in war that force the people they brutally conquer to fight for them as cannon fodder. They will admit they have come up with some pretty ingenious creations and approaches to war, but that's all the respect they'll offer. Many say they are demon spawns or monsters, others propagate they are much, much worse.

Actual Culture:
What most people say about the Khergits are actually more true to what their predecessors, the Kharrigands, where. However, they keep the appearance of savagery up as its a good facade that stops people from thinking they're too soft and it gives enemies a good moral shock when in battle.

Although the life of a Khergit is hard, its never as bad as its thought of by others. Khergit society is rigidly structured but its engineered in a way that doesn't seem oppressive; and with help from some propaganda, many see it as the "natural order of things". Everyone knows what to do and doesn't question it.

The horde also has a very diverse of people, leading its culture being variety and many and have proven themselves to be an accepting bunch. Khergit engineering, while unknown to many, is surprisingly durable and can handle a lot of punishment, even if its lacking in some other parts. The people eat more than raw animal intestines and flowers, there is actually industry in the Karaks and not everything is based on military and raiding. That said, the Khergits do raid other lands.

One major surprise that the Khergits have that many don't expect is the concept of mercy. They refuse to kill a dying man without first trying to save him and any captured prisoners are given a change to be accepted into Khergit society. Even when going into a land to conquer, they give the people a chance to surrender. That said, some tribes are more aggressive than others and sometimes "forget" about the rule of mercy.

History:

The Khergits were never actually put into a bunker when the world ended, their descendants having mostly been evacuated to secure camps in the steppes. Due to the unremarkable location which otherwise had no great resources, they were spared being nuked into non-existence as no nation targeted the steppes and wastelands in favor of more populated areas. However, the radiation still spread to the camps causing mutations in the inhabitants which lead them to becoming what is known today as "Ungors".

Over the many years, these "preservation camps" had devolved into something of a tribal clan with the one the Khergits came from known as Camp UGR-40 "Kharrigand" which is what had created the name of Khergit. The camps themselves did not live very long as overcrowding soon became an issue forcing them to actually build shelters beyond the walls of the camps, Camp URG-40 was no exception. Things soon got very tribal and savage indeed as notable members of the camps built themselves up as Chieftans or Kings or Khans or any other variety of names used and began attacking each other.

The inhabitants of Camp URG-40 however, was one of the peaceful tribes, still calling themselves what the camp was named, the Kharrigands. However, despite their attempts at diplomacy and the like, they were forced out of their camp after a savage raid by neighboring tribes. Now forced into a nomadic lifestyle, the Kharrigands still tried to remain with their peaceful ways, accepting refugees from other tribes who had been raided until disaster struck again.

The tribe known as the Onrebaj, a tribe who was part of the attack that forced the Kharrigands out of their home attacked the new nomads once more. In the aftermath, a man named Khalli Olar rose to power, promising that he would protect the Kharrigands. And so, the Kharrigands once more rebuilt where they were defeated, the now Lord Olar telling everyone they should abandon the ways of the nomad. The peaceful tribe that had once been victim to endless attacks was suddenly the attackers, counter-raiding and conquring the lands of their enemies and repressing them with an iron foot.

However, Olar's brutal policies did not sit well with many people who were only kept in line by fear. Many critics and opposition leaders where silenced. One of said people was Zhimas Chanchukua, an Earth Ungor of great strength and even greater nerve who preached about returning to a nomadic life style akin to that of the Huns and less repressive than Olar's rule. Understandably, the Lord Olar had him silenced at once and had Zhimas executed in public to make a show. However, with that act Olar had began the construction of his own coffin as Zhimas's son, Shuukh was in the crowd and started to plot to kill his father's killer.

The Chanchukua family was never one to support Olar, hating how he flaunted his wealth and power like toys, but Suukh was the one who brought it to light and frutation. Once of age, he overthrew Olar with an army of supporters and executed him in public view like his father had been killed. But before the axe fell, Olar revealed he wasn't from and preservation camp at all and that his real name wasn't even Olar, but in fact from elsewhere the Kharrigands never heard of. Unfortunately the axe fell before Olar could spill anything more than his blood, prompting Suukh to imdiately search for the lands that Olar claimed he hailed from in vengance.

Outside of his hunt for the homelands of Olar, the new Great Khan Suukh went to reorganizing soceity in his own image, loosening the grip on the tribes that the Kharrigands had conquered, setting up a new social hierarchy and reforming the military, all based on knowledge of what the Huns were like from his father, going so far as to rename his lineage "Attila" and renaming his people, the Khergits to try and cleanse the memory of the now infamous Kharrigands.

Now, years later with Suukh's bloodline still in power, the Khergit horde is still on the move, gaining more and more territory and searching for the homeland of Olar (now referred to as Olarland or Olarhold). And despite discovering all sorts of new goodies and tech, the Horde is no closer to finding the mystical land but the land under there control has grown. And show no sign of stopping.

Other:


  • Despite having access to some forms of modern medicine, Khergits still mostly use traditional folk remedies.
  • The Khergit military is based on speed and lots of it with safety taking a sideline.
  • The Khergit army does not discriminate genders and even has women amongst its top ranks and legends. Huzzah for progressive policies! :D
  • Some of the the things the Khergits do/make run on nonsenolium, logic fails of the Khergit include:
    • Stealth technologies based on painting things neon hot pink reasons because "no one has ever seen a hot pink tank"
    • Painting vehicles red because "the red ones go faster"
    • Eating bioluminescent mushroom to recharge battery-powered/electricity-powered equipment
    • Using moldy jam sandwiches to counteract radar jamming, because the mold in the bread absorbs jam.
  • The Khergits will act very differently between people who they see as friends and who they do not see as friends.
    • People on good terms with them do not have to suffer through all the things the Khergits are infamous for
    • The Khergits still encourage their friends to spread wild rumors of how horrible they are for appearances and for shits and giggles.
  • The Khergits are scared as hell of balloons. Not like zeppelin balloons and that stuff, colored party balloons will make even the bravest of Khergit warriors shit his pants.

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Movie Character

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The Imperator Kirov
Mosin-Class Super Armored Carrier
High Admiral Nikolai Ketrov








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The Grand Union

Commonwealth of Sylvania



Nation Type:
Constitutional Republic

Claims:


Terrain: What is the climate of the place you now live in. With all the WMDs that were chucked around, its possible that the climate can be thrown off, but don't just turn Texas into a winter wonderland.

Government Type:
The GUC runs on a system very close to the modern US, divded into three branches: the Adminstorum (Supreme Court), the Execatorium (Executive) and the Senatorium (Legislative). The Execatorium and the Senatorium are both very close to their actual counter parts (although each senator in the Seantorium can must be relected every 8 years). The Adminstorium is actually the Hold Church of Amercanism who uses the Constitution to see if actions are "allowed by the founders".

Capital:
Independence - Built upon Philadelphia's old city.

Head of State:
President Willian S.J. Tarrot

Other Important People:
Great Iron Lord, General Karakzaw the Slayer of the Steel Legion
High Chancellor Alesand Yorland of the Atalanti Republic
Divine Americanism Minister Adams Jenkins Jr. the Pious
Head of the Cabinet Andrew Tillman
Speaker of the Senatorium Diago Ralou

Population:
6.3 Million

Attitude Towards Evols:
Neutral - Don't really do much against them but also don't actively go out to hunt them down. Kinda don't really care about them if they're doing well or doing bad.

Economic System:
Interventionism

Resources:
The Grand Union Commonwealth is rich in natural resources of iron, coal and timber. Through extensive labor, some portions of Pittsburgh have been able to some small steel mills although they are nothing compared to what the City of Steel could once produce. Its many rivers and fertile soil still produce a good number of crops even though it is irradiated, able to feed most of its population most the time. Harsh winters will almost certainly results in famine as not only will crops die, but fishing will be very difficult.

Currency:
Iron Dollar - Excessively in coins and not actually made of iron.

Technology:
Manufacturing abilities uses a strange hybrid of cottage and mass production with each worker hand making a very specific part or set of parts for a larger contraption. Steam engines are a common sight which are used to power vehicles and heavy machinery.

Official Religion:
Americanism

Religious Information:
Americanism worships the founding fathers as gods, namely Washington, Franklin, Jefferson and Adams who represent virtue, knowledge, equality and liberty. The rest of the founding fathers are less deities. Famous revolutionary figures such as Paul Revere are revered as saints. People who are seen as "patriotic" enough are counted as living saints and are held at the same level of actual saints although they are rare.

There are some other religions in the Grand Union territory, the largest of which is Christianity but is only really popular in the more rural lands. A few cults of several various ideals and beliefs are present but are tiny and spread out. Some other minority old world religions can be found in small pockets within cities.

History:
The origins of the Grand Union Commonwealth can be traced to the Independence Shelter located under the Constitution center in Philadelphia. As the world ended, people slowly began to go mad due to low supplies, bad living conditions and other environmental factors leading to them worshipping the founding father which had their own exhibit in the Constitution Center.

Upon leaving the vault, missionaries where sent far and wide to try and spread the ideas of Americanism as scholars went to work studying the Constitution to set up a new government. Soon a new nation sprung up in the ruins of south eastern Pennsylvania, the Commonwealth. By reclaiming the old train lines, they were able to spread their reach into the rest of PA before encountering their first real opposition: the Steel Legion.

The Steel Legion was something of a well organized barbarian nation to the eyes of the Commonwealth, but the then President Thomas Numen realized the worth of these Legionaries or "Steelers", not only as military units but also their city, the Citadel of Steel in Pittsburgh. Through skillful negotiation, Numen had absorbed the Steel Legion into the Commonwealth and now had access to their industrial abilities. A similar tactic was used in their dealings with the Atalanti Republic, a small south New Jersey republic, thus forming the Grand Union Commonwealth.

With the resources blessed by nature of their state and the blessings of the founding fathers behind their back, the GUC now stands on the debate of its grand plans of "inheriting" the USA.

Culture:
Sylvanians are well known to be a blunt and industrious people however they are also some what hotheaded and are very rowdy when riled up. Steelers are more so and are much for brutish compared to Sylvanian "elegance". Atalanti are much more reserved and free spirited.

Military Numbers:
65,000 Professional
15,000 Militia

Military Units:
The GUC's primary infantry are the Guards who often hail from the Commonwealth Proper and look akin to the soldiers of the Continental Army of the Revolution with more modern weaponry and some armor giving them the name of "Bluecoats". Supporting them are the hardened Steel Legionaries and the flexible Atalanti Marines. The Steel Legionaries are renowned for their iron will and heavy, crude looking roman-esque armor and barbarian-like Ironbreakers, they preform most of the heavy infantry and shock melee work. The Atalanti Pathfinders consists of what few professional US military had from local garrasions and national guard units; they are the elite branch of the GUC Army (Militarum) able to work on land and at sea.

There are also then two paramilitary forces: the Militarum Localis (the Militia) and the Adminstorum Adeptus (the Inquisition). In accords to the Holy Constitution, common men and women are used as a "well trained and equipped militia for defense", on paper. In reality, while they are given some training, they tend to use the worse weapons and are treated as more or less meat shields which can also be used for offensive operation. The Inquisition on the other hand is the militant arm of the High Church of Americanism and although few in numbers, are extremely effective at both preaching and fighting who also serve as internal police to assist actual policing forces (who often are just Militia).
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Name:

Jackson R. Thatch


Alias:

Ryder


Speech Color:

Orange


Alignment:

Hero


Identity:

Semi-known: While not too many actually know of him, he's more than willing to share it.


Personality:

Ryder is a saint at heart; he's outgoing, friendly, optimistic, selfless and kind hearted. To him, the job of being a Hero is more than just beating up bad guys in cool costumes and media attention, its about helping people with their issues no matter how small it may be. Some might say he's almost childish in that sense but he's no stranger to how cruel the world can be, Ryders knows what crawls in the shadows and how dangerous it is. Despite this, he shows empathy for villains and crooks believing that they still have a heart and are just lost or misguided.

Fully accepting that he is weaker than almost every other hero, lacking in any special power or training, he makes up for it in spirit with a near indomitable will and faithful dedication to the job although he will always say that "he's just a hero for fun". It can be said that he is a stubborn bastard in that he will continue to fight even if he knows there's no chance of winning; to him as long as he can at least by time for others than he's already won. Ryder's determination is only matched by his willingness of self-sacrifice


Origins:
(Listen to this as you read)

Jackson R. Thatch was born in a well off family with and older brother and a young baby sister but was lived in a dangerous neighborhood. Less than a year than his birth, his father had been shot after he attempted to stop a robbery in the bank he worked in. Jackson would listen to the tales of heroics and goodwill that his father did from his mother although some of them ended up being a bit fictitious. Jackson didn't care though, he loved superhero stories, dressing up as comic book heroes and running around the living room shouting, "Heroes are here to help people!"

As he grew into a teenager, he stopped being so into comic book and more into video games like so many teenaged boys but still loved the stories of bravery and courage that the characters in his games would do. His brother had also been an avid fan of many of the same games and had offered to bring Jackson and their little sister to a gaming convention as a gift (and because he wanted to show off his newly created cosplay). The convention was a huge amount of fun for the siblings but tragedy struck.

Holding the helmet of his bro's costume, Jackson happily walked down the street with his siblings as they walked back home at night. Trouble awoken when a group of men had attempted to kidnap the little sister after she strayed away from the brothers. Jackson and his brother chased after them and the older brother engaged in fist fighting to try take down the kidnappers, Jackson on the sideline cheering his bro on. But then there was a bang. Then silence as the older brother fell to the ground, a bullet now lodged in his neck. Enraged, Jackson charged straight at one of the men, tackling them to the ground but was soon overwhelmed by the other kidnappers. Then there was a second bang; the police had arrived but too late. As the criminals surrendered, Jackson ran to his dying brother who, with his own blood, drew a heart on the sidewalk and smiled at his little bro with what strength he had left, "Y-y-you a-ar... are a-a... he-h...hero..."

Scarred by his brother's death, he half-yelled at a police officer with tears in his eyes why there were no heroes around. The response he got was "Maybe they didn't think this was important enough." His heart broke, Jackson wailed that heroes were supposed to help people but he ended up in tears before he could really finish his sentence.

From that day on, Jackson thought if there would be no heroes to help people like one who could have prevented both the death of his brother and his father, he would become one. He trained long and hard before realizing that he wasn't hero material, lacking any special power or immense wealth. But it was his little sister who had discovered the very first super hero comic Jackson ever owned and asked him why did he like it so much. Jackson replied with a "Since he's a guy who helps people" before coming to the conclusion that heroes didn't need special abilities to help people. Since then, Jackson christened himself "Ryder" and has been training to the fullest of his abilities while taking on all the jobs which other heroes would consider to small to be of worth.


Outfit:



Hero Type:

Normal


Power Level:

Street Level


Attributes:

Strength - Normal
Speed - 20 mph
Endurance - 2 Hours
Agility - Average
Intelligence - Average
Fighting Skill - Trained


Resources:

Average


Weakness:

Ryder is just a normal man. While he has the spirit to be a hero, he lacks any of the superpowers or extraordinary resources of most heroes and gym training can only do so much for him. What other stronger heroes might consider but a scratch could easily prove crippling or even fatal to Ryder.

Additionally, while Ryder isn't naive on how evil and manipulative the world is, he's too nice of a person and is fairly gullible when ti comes to helping people. He just wants to make the world a better place with what he can do even if the world doesn't want him around.


Supporting Character:

Anna Thatch - Jackson's mother who is supportive of her sons efforts saying that she always knew that he had a "big, caring heart".
Alice Thatch - Jackson's little sister whose now in middle school and perhaps the most supportive of his brother's actions and often boasts to classmates, "My brother is a hero!"
Alex Rodovire - Jackson's best friend whose take it upon himself to a "vow of secrecy" even though Jackson himself doesn't care much for it.
Elizabeth Lovgood - Jackson's girlfriend who while is worried about her boyfriend's safety, is confident that he can prevail through anything.
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I do pledge myself to our creator and Savior Mahz.
For his words art always guiding truth,
For his acts art always protect us,
For his wisdom art always enlightens us.
May our pious devotion to our lord grant us greatness,
Hallowed be our Lord.
May our choral prayers reach his ears and grant us blessings,
Sacred be our Lord.
May our dedicated worship grant us rapture,
Omnipotent be our Lord.
Cult of Mahz


Our blessed lord requires the ever-loving support of his subjects!
He calls for us and our devotion in our darkest days so we may see dawn!
Stand with our Lord my people! Rise and give praise to our Lord my people!
Shall you sit there and coward in fear?
Or Shall you stand amongst giants and do your god given duty?
Rise I say! RISE!

Show him your eternal devotion and join the Order of Mahz,
For it is in these dark times which the light of our Creator shines brightest!
For it is in these dark times which he who hath given us life and purpose demands we repay in full!
To Arms my fellow RPers! To Arms my brothers and sisters! To Victory!

Ad Victoriam!
Mahz Vult!

\[T]/
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RWBY


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THIS BEAUTIFUL WORLD
Beyond the Endless Horizon






Time Line





2071

Earth is united under the "Primarch", a man with god-like abilities who abolishes the concepts of ethnicities and religion, citing them as "the root of all strife". Earth is renamed "High Terra" and the Grand Council of Man is set to rule over High Terra and with the Primarch at its head, the Church of Terra and Terranism replaces all world religions and advocates the idea that man is the perfect being and have a destiny to rule over the galaxy. Separate languages are replaced with a single language system: Terran Gothic (or just Gothic).
2077

The moon is colonized and terraformed, complete with a new atmosphere, lush environment and gravitational orbit. Now designated "Lower Terra", the moon serves as High Terra's first off-world colony and home to a new orbital shipyard which are planned to be used in Martian colonization.
2080

Colonization efforts on Mars are successful as terraforming is nearly complete. A major discovery is made on Mars when a strange particle with seemingly magical effects causes an explosion in a lab. All resources are diverted to the research of this new particle which has been dubbed "Animus".
2099

As the door shuts on the 21st millennia, the rest of the Sol System is colonized and terraformed to various degrees and scientists on Terra discover how to manipulate space-time with Animus particles creating the first FTL drive: the Animus Engine. The Primarch announces plans to use the new Animus Engines to fulfill humanity's destiny to lay claim to the stars and is met with great approval, applause, and enthusiasm.
2399

Humanity has now spread its wings across the Milky Way, having colonized or terraformed hundreds of worlds with many a planetary governments rising from the ground, all still connected by their humanity and tied to High Terra. However, given the vast distance from High Terra itself, some worlds no longer feel completely loyal to High Terra and sentiments for independence takes root.
2421

During the 350th Unification Day celebration, the Primarch is assassinated with many worlds banning together under the banner of the "Federation of Free World". The Primarch is quickly incorporated into Terranism as a god as High Terra declares war on the Federation. Humanity is split between the Loyalists and the Federalists as mankind's greatest civil war unfolds.
2439

After many long years of war, the Loyalists win over the Federalists in the "Great Divide". High Terra reforms its government to be more galactic thus creating the "Grand Human Union" and reincorporates former Federalist worlds. Worlds from both sides begin rebuilding and licking their wounds.
2541

Wounds from the Great Divide are largely healed even if some minor resentments linger on. While researching into the Animus Particles which had granted mankind its galaxy-spanning empire, researchers on the planet Ennedi discover an entirely other dimension called the "Arcanum" in which Animus Particles splinter from.
2542

A mysterious portal opens up in the Ennedi city of Praeterii and a fantasy army marches out, brining along mythical beasts and killing hundreds of thousands before the local garrison kills the army and barricades the new "Gate". On High Terra, officials vote to create a new regiment to be sent into the Gate to explore and either make peace with the enemy or destroy them.






Greetings!
RP Main Theme





Hello! Welcome to This Beautiful World, an RP inspired by GATE, 40k, Warhammer, Elder Scrolls and some other things. If you've read through all of that, I can at least assume you're interested in this RP. I'm going to be apologizing to the people who don't like having to read a lot of stuff, but since I don't have an actual lore to go off of, I'm basically need to explain everything to y'all from the start.

TBW will be an RP focusing around the 1st Recon Force, attached to the newly created 23rd Expeditionary Regiment that was sent into the newly discovered "Deaus" that is tasked with exploring and setting up a base. However, there will be little world building in terms of creating something entirely new but there will be some openings. There will also be more than just Union Soldiers you can play as; you can play as Union diplomats or a fantasy character. Two points about writing is that this will be at a casual level meaning that one to two paragraph posts are okay as long as they're well-written, I don't need you to write out the Bible in a post. The second point is REALLY IMPORTANT, I want people to accurately act out the sort of culture shock between the sci-fi and the fantasy worlds; things we'd consider basic like pens, public buildings (ie libraries and public school) and even printed books do not exist in the Deaus.

Somethings to note is that as the RP moves forward, I will be adding and expanding on to things so things like weapons, races, kingdoms, orders, etc will be introduced into the RP. If things look blank or you have questions about the setting which aren't explained/mentioned, there's a good chance I will be adding that later on.

SCI-FI





FANTASY











RULES





  • Standard RP rules; I'm okay with violence (as this RP is literally built off of violence in a way) but there's no need to detail how you gutted someone and used their organs as wall decorations. Also, if you manage to get a sex scene worked in, do take it to PMs, I don't want Mahz or a mod coming down on me since someone wrote 50 Shades of Grey into this RP (which truthfully would be impressive).
  • GM and co-GMs are your ever benevolent dictators/gods/eternal glorious leaders/etc.
  • Rules may be changed at any time without warning and GM is allowed to break rules at will.
  • I expect balanced and creative characters who act in realistic manners according to their personality. I have a personal hatred against mary/gary sues and pure amounts of edge as well as bland, over-done cliche characters. Fair warning, I do judge rather strictly.
  • Chars tab is for finished characters only, the OOC will be used for WIP/Unapproved characters.
  • To prove you've read the rules, please insult me when your character is accepted and moved to the Char tab. Be creative with this.
  • Keep all drama IC or in PMs, I'm fine if the OOC get filled with shitposts, giggles and dank memes but there are better places for needless arguments. Also, don't be a dick.
  • Have fun! ^^











HOME WORLDS

Home worlds are the places of origin for the sci-fi characters, all of which are in GHU territory. These list out the places of origins which your character may hail from and includes their stereotyped mannerisms, special bonuses, and armor and weapon appearances. The stereotype is just a stereotype of how people from that planet act in the eyes of everyone else so there is a bit of leeway in how strictly your character follows the stereotypes; having a character with a drastically different personality than the assumed personality of their home world will require some impressive writing to convince me to accept. Ideally we'd be able to get a mix of people from all the worlds as one of the not-so-subtle points I'm trying to drive here is that humanity's diversity is an amazing thing. We might end up having standardized gear later on however.

High Terra

The cradle of man and holy place of Terranism. Despite its wide variety of people, there is only one race and ethnicity: human. The people of High Terra are usually seen as the elites or nobles of the GHU and often act so. Their soldiers are often see as a "stock" soldier meaning they are the template of the average soldier, albeit somewhat more zealous. They are very flexible, able to do fill many different roles because of this. They're also the only ones equipped with automatic laser weapons.




-- Personality: High and mighty, aristocratic-like, regal, noble, elitist, benevolent, slightly tsundere.
-- Special: Nothing and that's why they're great, they aren't tethered to any single method or role.

Imperial Republic of Fuso

One of the major Federalist powers, Fuso lays claim to the most advanced robotics and blades in the Union, their soldiers often packing small assist drones and officers guarded by full sized war machines. When not in armor, Fusans are known for care free attitudes and have a (in)famous promiscuity streak. Under regular circumstances, Fusans seem to be incompetent soldiers, lacking discipline and even going against command, but come crunch time Fusans work remarkably well under stress.




-- Personality: Care free, salacious, lazy-looking and cheery but in combat they remain level headed and calm; almost seem to not suffer from any stress-based issues.
-- Special: Soldiers can have robotic companions and are highly skilled in melee.

Khorenheim Reich

Stout and serious people, Khorenheim engineering and soldiering is second to none. Highly intelligent and strict people, they were amongst High Terra's best during the Great Divide whose disciplined troops stood as the elite infantry corp of the Loyalist forces who are famous for following orders down to the letter. Being so serious, they are often seen as lacking as sense of humor and don't understand metaphors, taking everything literally or seriously, get them drunk however and they show a dramatically different side comparable to Fusans. Their weaponry are less tool of war and more masterpieces of military engineering, large amounts of the GHU's armored might is actually built or designed by the Khorenheim Reich. Most Khorenheimers have a linger resentment against the People's Republic of Novogorod who occupied their planet during the Great Divide.




-- Personality: Hard working, serious, literal, disciplined, a bit terrifying, concerned with protocol and strict; just don't get them drunk.
-- Special: Seen as the best soldiers that man can naturally produce; dislikes people of Novogorodian blood.

People's Republic of Novogorod

Brawny and reckless ex-Federalists who hail from the ice world of Novogord, these soldiers have an infamous streak in the GHU for being notoriously undisciplined and unorganized. Some say they are less of an army and more of a well armed mob. Novogorodian soldiers aren't reliable when following exact orders and will often find a way to twist words to favor them. However, they are fierce fighters and extremely dependable when they put their heart to something surprisingly. Although some think of them as stupid brutes with guns, PRN soldiers are incredibly crafty, always able to make something from nearly anything. A saying goes that "you can tell when you have a veteran PRN soldier amongst you quite easily; just look for the guy who can make anything from nothing."




-- Personality: Disorganized, undisciplined and generally frowned upon by others but not really giving a shit about that; also highly skilled at twisting words in their favor and improvising creations on the go.
-- Special: Improvisational MacGyerism and jury rigging; dislikes Khorenheim

Planetary Domain of Avalia

Born on a world of steep cliffs and high cliffs, the men and women of Avalia are naturally gifted with very efficient lungs and an aptitude towards flying. They are a free spirited and daring people, often regarded as some of the most fearless people who don't back down from any challenge. The soldiers of Avalia who fought for High Terra reflect their home world and their personality, highly mobile through the use of jet packs, jump jets and gliders, making them very effective scouts. They also work well as space marines as their suits are completely sealed letting their soldiers venture into space, using jump jet boosters to maneuver.




-- Personality: Free spirited, jumpy, brave (if not a bit reckless) and something of adrenaline junkies; love flying and dislike having to sit in one place for too long.
-- Special: Highly mobile and willing soldiers, amazing pilots.

Ennedi

A relatively minor Loyalist terraformed desert world, Ennedi is a planet dedicated to research, making great strides in solar technology before switching to researching the Arcanum. They have an interesting habit of mixing religious buildings with research centers and are noted as some of the most zealous and devoted followers of Terranism. Normally they would never have their own standing army, preferring to rely on well trained and equipped militia. Of course, with their world having come under attack, they shifted to a more aggressive approach, putting years of sun-based weapons to work. Ennedi soldiers are famous for their devotion to their faith and their solar and fire based weaponry.




-- Personality: Zealous, smart, inquisitive mind, dedicated and focused, stalwart; have something of a pyromania streak.
-- Special: Deadly fire and solar energy weapons that can melt through anything



Other Equipment

Weapons, vehicles and equipment that are used by the GHU. Common weapons refer to to weapons which almost all soldiers can use, special weapons require additional training or assigned on a mission-by-mission basis. At the start at least, it would be preferable for people to just stick with their home world's native weapons (ie only Ennedi at the start can use a Tesla Beacon). I will allow people to start switching weapons around later on. However, robots can only be used/assigned by Fusan soldiers/officers. As for vehicles, most will be purely for fluff purposes; the 1st Recon will only be using two LCTs and a Thorgrim AFV most of the time.
Common Weapons



Special Weapons



Robots



Vehicles





KINGDOMS

Similar to Home Worlds, Kingdoms are the point of origin for the fantasy characters. Its also assumed that your character would have stayed in once place for most of their lives although you are allowed to be of mixed descent. Like Home Worlds, certain Kingdoms will excel at certain types of magic and have a certain atheistic to them, however they do not have stereotypical personalities.

Grand Empire of Imperia

The unified power of the region which controls nearly all other known human kingdoms and states. Lead by Emperor Fraxius ve Holsburg, the seat of the Empire's power is in its namesake homeland and capitol, Imperia. However big Imperia itself may be though, it still holds a considerable amount of land through its feudal vassals which work exactly like a feudal monarchy; vassals pay men and tribute as local rulers submit to an oath of loyalty to the Emperor. Politically, the Emperor makes all decisions and rules with absolute power relating to most national issues but it is the Imperial Senate who makes most of the day to day power. Filled with powerful generals, wealthy nobles, and educated politicians, one could argue that the Senate has more power than the Emperor although there have been no attacks on any recent Emperors.

Militarily, the Empire's armies are organized into legions; although the Empire mostly employs spearmen, they also utilize cavalry, archers, siege engines such as battering rams, ballistae, and trebuchets, and dragon riders. They also have their own knightly order called the Order of the Stardust Crusade and employ the Crusaders as their elite shock units. Magic is also used, mostly in the form of magical artillery and healing either by independently paid mercenaries mages who officers pay for personally or mages trained by the Imperial College of Arcane Arts.

Domestically, the Empire is as strong economically as it is militarily, a well crafted and enforced taxation system and vassal tributes keep the coffers of the Emperor well lined. Although Deaus is a land filled with vast, bountiful amounts of natural resources, their pre-industrial technology means that by and large they fail to properly exploit their resources to their fullest. And while they boast of high education rates, much of the masses are not actually educated with most merchants having to do simple math on paper or use tools. Only the wealthy can afford education at either a Shrine, the Imperial College of Arcane Arts, the Imperial War Academy or private tutors.

One particular element that should also be noted of the Empire's economy and culture is slavery. It the Empire exists a market completely dedicated to the trade of slaves and that the slaves are used for forced labor and sexual exploitation in inhumane and life-threatening conditions. The enslavement of the war prisoners seems to be a widely accepted and deeply rooted custom of the imperial culture. The enslavement of war prisoners is considered by the imperial citizens, or at least by the imperial royalty, to be a part of the natural order of things: the victor decides the fate of the loser (something the GHU widely condemns as abominable).



Kingdom of Valenyr

The only officially established kingdom of elves as most live in villages or strongholds hidden away or in other lands. Although small, their military strength easily out does any of the human kingdoms purely on a man-to-man basis. The kingdom itself is entirely self sufficient with little contact with the rest of the world. In fact, most people don't even know where exactly their kingdom and their famed Castle Noldar is; all that's known is that they are somewhere west of Sarleon in a hidden grove, shrouded by magic. Their rare encounters with others have been noted to be especially snooty on the Valenyr about, looking down on even their fellow elves who live next to humans as they're dressed in elaborate, fancy armor and outfits.

Gallogoth Commonwealth

The Gallogoth Commonwealth is an elective monarchy whose to the east of the Empire, led by a king whose power is limited by the Sejm (lower house of the parliament) resulting in unique political problems. Furthermore, the Commonwealth is a multi-cultural and multi-religious state. This kind of state is truly unique because it has been created on fundamentals of religious tolerance and personal freedom. However, it suffers from great amounts of internal strife and threatening, autocratic neighbors who are bent on taking down the first nation dedicated to the ideals of acceptance and individuality.

Oqer Horde

An unending tide of doom and death that hails from the across the World End Mountains, heralded by the beat of war drums and screeching horns. Although their attacks are rare, their raids easily wipe entire villages off the map and pose a most intimidating threat to the organized armies of the kingdoms. But, they have gone silent as of recent, no more war drums and no more raids; some welcome the peace along the northern borders but others fear that this is merely the calm before the storm.

Yealerden

A federation of many Drow Elves settlements, Yealerden is the organized face of Drow elves, dedicated to the survival of their species and the studying of ice magic. While some Drow do leave the cold peaks of the World End Mountains of their homes, wether by force or by choice, they are still a rare and mysterious sight to most.




CHARACTER SHEETS





Here's the part where you put yourself into the magical world of This Beautiful World: Beyond the Endless Horizon! This will also double as a small test to see how well you've read the Lore stuff (I know its a lot but don't worry, I won't be asking you the Primarch's favorite color or something). I only ask players use common sense and balance their characters out; I want some very different characters then most RPs. I want characters that are zany and wacky, I want characters that are weak or seemingly insignificant, I want unique characters! Make a main character and perhaps a minor character who will only pop up in certain situations! Just keep in mind that there will be certain parts where I will allow players to do as they wish, but do keep in mind if you want to play as a non-playable race or use a Lost Lore, you will need some damn good writing to convince me. Point out if your character will be a major of minor character in the hider. Minor character can be like people we'll only bump into every so often, GHU diplomats, expendable soldiers, etc; feel free to cut down the CS guides to their bare minimums for minor characters.

Ready? Let's go! See you beyond the Gate!



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HWANGI SAIYAKO



If you look like you know what you're doing, then people will believe you do know what you're doing.
-Saiyako






Name
Hwangi Mukuri Saiyako


Nicknames
Saiya (Nickname)
Explorer 1 Actual (Callsign)


Age
30


Gender
Male


Homeworld
Fuso


Rank
2nd Lieutenant


Role
Unit Commander


Appearance
Judging solely from appearances, Saiyako looks nothing like what one would expect from an officer, even by Fusan standards. His brownish-redish hair is always in varying amounts of ruffled or crumpled, dark lines hung under his dark golden eyes from his many all nighters no doubt, whatever happens during these long moons is known only by Saiyako himself. With a body type between his natural skinny frame and the body mass built up by military training, the man doesn't look like one you'd immediately expect to be a soldier but more of a bookworm who spent too much time at the gym. His resting, apathetic bitch face is only broken by the occasional cocky smile that arises when he feels the rare need to outdo someone.

In terms of outfits, Saiyako generally finds himself in any number and amount of clothing; like many Fusans he has no qualms about walking around in his underwear or nightwear and has been spot on more than one occasional strolling between the showers and his quarters nude. He also has a bad habit of tramping around in his sleeping clothes until noon when he knows he has no planned assignments or tasking for that day. Surprisingly enough however, his actual officer's dress uniform is perfectly kept in pristine condition, not a speck of dust on it, not a hole anywhere, not a button loose.


Equipment
  • Fusan Type 108 Automatic Carbine
  • Fusan Type 0 Warblade
  • ARMA Unit "Oni"
  • M3P-4 10mm Pistol
  • RO-3 Omni Grenade
  • Officer's Regimental Guide Manual


Personality
Laid back almost to the point of apathy, Saiyako is more extreme case of the famous Fusan calmness and indifference. With and almost superhuman ability of procrastinating and extending deadlines, Saiyako rarely feels urgency with things like paper work of which he sees as his greatest foe. One could say he's a fatalist, believing that his life is already set out by some greater power who isn't the Primarch or the pantheons of Terranism causing friction between him and the Inquisition who keeps tabs on all commissioned officers, his apparent lack of zeal doesn't help.

Of course, now with the arrival of the Gate, that personal philosophy has more or less gone out the window. In its place there's a new sense of excitement which Saiyako hasn't felt in a long time as before him is a beautiful world straight from a fantasy game. He works with greater speed and efficiency now although relative to others he still works dreadfully slow. Any official papers like reports while likely be handed in a week late with crumpled corners, an improvement from when papers would go missing for months in Saiyako's hands and come out like they were in their own war in the bowls of his desk. The only type of papers which he hasn't failed to submit on time are papers relating to the well being of his unit; things such as payrolls and requisition forms have rarely failed to be handed on time and are the only things which he will rarely submit early. Perhaps this is rooted from an amicable nature that's hidden under layers of apparent boredom and snark.

In battle, his apathetic nature is incredibly apparent, Saiyako appearing to give absolutely zero shits about being shot at or yells about him getting down. Of course this doesn't mean he's slow or combat stupid, his indifference to danger and gore is one of the primary reason behind his promotions. The battlefield is also the only place where his normal expression breaks and is replaced by a slightly cocky grin and an air of confidence. Its not uncommon for him to challenge someone to see how fast they can dash into cover while under fire as although he doesn't care much for the insults people call him, he does enjoy showing people up sometimes even if he doesn't always win them.


Traits
  • Seemingly apathetic to danger, blood, and insults
  • Wonderful chief
  • Deadlines are relative
  • Something of best friends with his ARMA unit
  • Fusan army training which comes with better melee skills
  • Master of procrastinating
  • Reliable regarding matters of his unit's well being
  • Fan animated shows and has a small collection of figurines and collectables in his quarters
  • Atheistic


History
Saiyako was born to a medical researcher and an animator on a space station in orbit around the Fuso. His life was normal for the most part, no sudden parental deaths or secret family wealth to be inherited; Saiyako was just a normal boy who lived life between the station and planet side. While definitely not the upper crust of society, his family was more than able to pay for their lifestyle and some of the gifts the child would want; perhaps one reason why Saiyako was even more laid back than most Fusans. The biggest change in his life up to that point would be the birth of his little sister when he was six. Things changed for Saiyako when Hwangi Tantan Mutoi came into his life but not too dramatically. Like his parents, Saiyako did his best to shower Mutoi with love and affection.

Maintain respectable grades throughout his teenaged years, the turning point of his life hit both him and his family hard, quite literally. During a family trip which Saiyako had offered to drive, his father next to him and his mother in the back with his sister, a mechanical failure cause the car to veer into oncoming traffic where a cargo transport plow right into them. Despite Saiyako, his mother and his sister all recovering, his father never did for some reason. Days turned into weeks, weeks turned into months but his father wasn't recovering for some reason, doctors attributed it to some genetic issue that was preventing his body from healing as it should and instead was actually decaying.

Life suddenly went downhill as Saiyako started failing his classes and locked himself in his room for hours at a time, feeling as if he was the one who cause his father's pain, eventually refusing to go visit him out of shame and guilt. The last time Saiyako would see his father would be on his father's death bed who told him:

"Son, there is no hidden treasure of our family for which I can pass on to you. There is no secret wealth which I can let you inherit. No portal to a magical world that I have been hiding. No secret society that I've been a part of. You are completely normal, you are no fairy tale hero like the one in the shows you once watched and the books me and your mother once read you; there is nothing special about you. You are just you.

But you are unbound, free of any strings of destiny. Your fate is no one but your own. There is nothing to hold you back from your greatness..."

Of course, Saiyako didn't understand what his father meant at that point, but it broke something inside of him and turned him apathetic, not even flinching as he watched his father's coffin be lowered into the earth and buried. It was as if he stopped caring about everything and it showed; he later failed out of school before he could even get into a college and barricaded himself in his room, nothing his sister or his mother did could get him out.

Faced with a dead husband and a depressed, apathetic son, Saiyako's mother died of a heart attack little over a year later and Saiyako was again silent as his mother was buried next to her lover. Realizing that there was no way that both he and his little sister could survive on government subsidies, Saiyako got a job in the only place that would accept him: the army.

After months of training, he was deployed to various rebel stations and worlds as part of the 6th Fusan Regiment, 21st Assault Division nicknamed the "Golden Foxes". Through many a battles and a fair bit of luck, Saiyako had been promoted to the rank of 2nd LT after the previous one had died in battle, his apathetic nature leading him the ability to remain remarkable nonchalant even by Fusan standards. After doing his 3rd tour, he heard wind of a portal that had opened up on the backwater desert planet of Ennedi to what the first scouts said was a "fantasy" world. Upon hearing that, something made him smile and started up his excitement, an emotion he hadn't felt in a long time. Signing up without haste, Saiyako felt like he finally understood what his father's words from all those years ago meant; he had the chance not to fulfill his destiny, but a chance to make his own.
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EKO DONPARE


Female Ver.

I've seen you somewhere, I've heard your name from someone, I've remembered your appearance from something.
-Eko



Male Ver.

Change isn't good or bad by nature; it just happens.
-Eko






Name
Eko Donpare, Incarnate of Tenzayn


Nicknames
Ekochi (female only)
Ekal (male only)


Age
807 (Actual age appearance varies)


Gender
Gender fluid, literally


Race
Human Incarnate


Kingdom
Crown of Sarleon, Vassal of the Empire


Appearance
While minor details may change, Eko's appearance can be divided between her male appearance and his male appearance. In his male form, Eko is a tall if not slightly lanky individual with sharp features with red hair and a nobly ruffled white hair. In her female form, Eko keeps the white hair (although it now reaches somewhere near her lower back). Notably shorter, female Eko stands about a foot shorter than his male version with amethyst eyes; her features however are still graceful and wispy in a way.

In terms of clothing, again Eko can change at will but for the most part he's found in some getup that looks quite a lot like something you'd see from the 1700s or the 1800s on High Terra. A tattered, fancy navy blue military's officer overcoat with golden lining and tassels with some red details and golden buttons. A powder white scarf is attached to his neck and held in place with a delicate golden jewel; a large hat with a flume of white feathers and a rose stuck in its side can also sometimes be seen, more often on her female version.


Equipment
  • Coat of Donpare - The famous coat of the Incarnate of Tenzayn, it looks like something Napoleon would wear. Despite its appearance, its actually Eko's armor, each thread turned from silk and fabric into thread with the strength of steel by Tenzayn themselves. It also has the effect of making the wearer consistently clear of mind and fearless, changing said fear into euphoria strangely enough although this barely effects Eko when she puts it on.
  • Regalis Concerto - Eko's primary weapon, it is a very fancy and royal looking glaive. Besides being able to cut through armor and flesh with ease, it also acts as a sort of condute for Eko's magic, basically a giant magic wand that Eko can actually use in one hand in a similar fashion to that of a conductor's baton. The weapon itself was created for Eko by Tenzayn after his asscention into Incarnatehood.


Magic
Eko uses Book of Evolution at a master-level due to his Incarnate status


Personality
Like most things about him, Eko's personally can quickly change. While not as fast or extreme as someone tainted by the Book of Circus, there are definitely warning signs that need to can be seen as a sign of warning and caution. Her two most common moods is a cocky, headstrong personality and a rather sentimental personality. His first one can usually be defined as "somewhere between 'fuck you' in a mocking manner and 'I'd fuck you" while with the second he acts as if she was drunk and has deep thoughts (or tries to be with varying levels of success).

An interesting point of note is that Eko is far less surprised by the Union's technology than other people and takes quite a bit of interest in them.


Traits
  • Master of Book of Evolution, granting him a limited number of spells from other Lores
  • Immortality and invulnerability due to Incarnate status as well as super human abilities
  • Fearless, most of his fear has been removed due to his natural hubris and the Coat of Donpare.
  • Has a direct line to Tenzayn, God of Change; Tenzayn doesn't always pick up or answer correctly, occasionally forcing his Incarnate to answer to a squirrel or something.


History
Despite living for many hundreds of years, Eko talks remarkably little about his past, especially the time before he became an Incarnate. While this is common amongst many Incarnates (as many Gods will wipe the memories of their chosen), Eko admits that Tenzayn has never tampered with her memory. And even though there might be some who claim to know Eko's history, all of them are completely different stories.

The only history Eko will ever say is that his ancestor once lived on an island far, far away and that since he became an Incarnate he's split his time between wandering the land and attending to the Great Shrine of Tenzayn.
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Endless Horizons – Space Merchant RP

A business NRP where you control a space faring merchant company just getting started. Under a new galactic charter, you are now part of a special section of duty-free merchants otherwise known as "Free Merchants", traders who need not worry about the complexities of planetary taxes and looser regulations than normal merchants so long you pay your Trade Tithe.

Goods - As one would expect, you need stuff to trade in a business RP. Listed below are trade goods, their weight and price. Of course, prices will fluctuate depending on the system and planet with some goods being banned outright on certain planets. Green Goods are things that are typically safe in all systems while Red Goods are contraband, something that's almost universally banned and will get you in trouble, if you're caught. License goods are something in between which you require special licenses to trade in and will you will be punished for trading without license though not as severely as with contraband.

Trade Goods
  • Metals
  • Alloys
  • Construction Materials
  • Foodstuffs
  • Electronics
  • Rare Earth Elements


License Goods
  • Plasteel
  • Pharmaceuticals
  • Luxury Metals
  • Luxury Foodstuffs
  • Chemicals
  • Fuel
  • Small Arms
  • Animals


Contraband Goods
  • Narcotics
  • Slaves
  • Heavy Weaponry


Worlds - There are many different types of worlds, each unique and not the same as another. It should be noted that worlds does not mean planet nor vice versa, you can have a moon count as a world or a astroid.

- Primal Worlds - Untouched worlds
- Colony Worlds - Recently colonized planets who've yet to create their own identity and are in their infancy
- Feral Worlds - Worlds that have gone medieval or have an otherwise low technological ability, formerly worlds that have been colonized but have degraded and regressed
- Industrial Worlds -

Special Deals – Special Deals are unique events which have avery specific task that have a limited amount of time before they go away. They vary in risk and reward, sometimes just involving delivering unique goods and providing temporary shuttle assistance to black market smuggling and rescuing powerful people.

Events - Random events which can work for or against you. Things such as market booms or crashes that will increase or decrease the price of certain goods, wars which will make trading more dangerous but less security and more demand for weapons, disasters which will increase demands for construction materials and medicine.

Crew - Each of your merchants will have a ship to their own which they will be able to pilot to the various destination to earn you money. There are also crew members which will buff your ability to deal with a certain issue or improve something. they include:

- Guards - Trained in the use of weapon, they will help man guns and defend from boarding actions as well as protect the ship while its planet side. They can also be used to guard merchants themselves who may be targeted for whatever reason.

- Navigator Pilots - People with great knowledge of galactic navigation, they will speed up the ship they are on and negate environmental penalties from things such as astroid belts and rough atmosphere

- Smuggler - Those with a... special set of skills with questionable morality, they will increase your chances of getting past things such as security and cargo checks. They will also increase profits gained from contraband goods but if you are caught with them on board, the punishments will increase, even more so if they are high leveled. (Dice system)

- Engineer Technician - Skilled in the ways of machines and electronics, they will reduce damage taken by the ship and can also reduce the cost of repairing the ship they are assigned to.

- Consultants - Adding additional brain power, they will reduce the upkeep and wages of the ship and its people while also increasing the profits from normal trade goods a little.
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Myrstrost, the Forgotten Kingdom
Reading Music - "The Nightmare's End"





General Introduction




A Bell of Awakening, the echo of revelation that once called Hallows from all over the world to chase after a faint ringing bell in the hopes of either curing their curse or discovering the truth behind the Hallows. An accursed land of undead, a land beyond a wall of mist, a nation lost to the Thousand Year Fog, a Forgotten Kingdom which beckons forth desperate Hallows with the ringing of a bell that only they can hear.

Ot at least, that how it was.

Now, the Kingdom of Myrstrost awakes from its thousand year slumber but like a fleeting dream, remember nought of what had happening in its sleep after forced into the waking world a decade ago. A land lost to time, Myrstrost, the Forgotten Kingdom, harness the power of the Fog which had once isolated them from the world. No one remembers anything or how drastically their land has changed since the time before the Fog or even how the Fog came to be or ended.

With its legions of Hallowed warriors, Myrstrosts sets its sight on not the conquest of the world, but the rediscovery of their own homeland as well as reconnecting with a world which had forsaken them after so many years of being shackled to the Fog.



Location/Geography





A view of the Frostfallen Peaks from an edge of the Arlimir Forest


Myrstrost is built on the island of Slivyst, far north of the main continent, separated by the Csarik Strait or the "Strait of Monsters" as great sea-born beasts of unnatural origins that prowl under the waves, killing any who dare cross. The island itself has many rolling hills and expansive Arlimir Forest. Towards the north-east, the woods begin to thin out and reveal a chain of mountains called Frostfallen Peaks where tribes of giants can be found. The two smaller islands to the north-ish are Krosc (smaller) and Himlar (larger). Across all of Myrstrost can be found ruins of villages, towns, and temples, all seemingly lost during the Thousand Year Fog, however much of the population lives in cities and settlements that have not been lost as all those places lost have now taken up new, more sinister residents.

Climate wise, the island is fairly chilly but there are times where it warms just enough for crops to grow but famine still plagued the land at one point until the genius inventor Pharros had come up with a network of magical fires called Ember Cradles which had warmed the earth up enough to allow for more stable farming. More recently now that the Thousand Year Fog has ended, the Starlit Strait will occasionally freeze over, allowing easy access to the island from the mainland and trapping the beasts under the ice, but some still find a way above.



History




Myrestrost can trace its roots back to the old Empire Of Aciret which had spread its wings the northern edge of Matria hundreds of years ago, encompassing many races under its banner. However, the Empire was fractured from its start with local rulers having too much power compared to its central leaders and under the weight of unruly vassals and the Orc hordes that were making routine incursions into the weakened Aciret lands, the Empire fell apart.

Those who were lucky enough to run faster than the mounts of the Orcs could go hopped on to boats and made way for what was then known as Silvyst Island. The Orcs had tried to follow but the valiant warriors who were left protected the beaches with great vigor day and night to ensure that their new home would be well protected. As the raids became less and less frequent, the island slowly became its own kingdom under Queen Gywendelin Myrstrost the Stoneweaver. A talented mage in the Earthen Arts, Queen Gywendelin personally oversaw much of the creation of the new Myrstrost Kingdom, explaining its fantastical style.

Things went smoothly for a few generations where the Kingdom became an important stop along many northern trade routes and sea lanes. The ports were busy, people filled the streets, things where made and researched, but then, silence. The villages were silent as no ships came in and an erie, thick, hazy fog set in.

No one could get in or out it seemed, any ships that tried to enter or leave the fog found themselves turned right back around by some force of magic. Strangely enough though, Hallows were able to pass through the mist and reach the Kingdom but never come out.

For centuries the silver mist isolated Myrstrost with no one able to get in or out. As such, the land had faded away into legend, an eternal abandoned land beyond the smoky mist with only the words of a kingdom so grand and epic that the gods themselves were jealous of the Queen's abilities. And thus, curse her entire kingdom into fog to be forgotten.

But then, almost 10 years ago, the fog dissipated and the ancient kingdom rose from that of legends into that of reality. However, now there are new monsters and beasts that roam the old, once forgotten cities and the island of Silvyst has been tainted and marred with countless new ruins. But no one remembers how all of this came to be, nor the events that lead up to the Thousand Year Fog or what exactly transpired in it. Now as Myrstrost, the Forgotten Kingdom, tries to find its spot in the world that it had been so long forgetful of while also trying to discover what happened within it.



Government & Capital





Castle Myrstrost, the massive home of the Royal Family and capital building of the Kingdom

The rule of Myrstrost is a simple monarchy with heirs chosen from the oldest of the Royal Blood, assisted by a Royal Court. The first known ruler of Myrstrost is its namesake founder, Queen Gwyndelin Myrstrost the Stoneweaver, although legends speak of someone even older and stronger the the fair Queen. As of now, the current ruler is King Dromovalt of the same line as the old Queen Gwyndelin.

The rulers of the Forgotten Kingdom reside in the epic Castle Myrstrost that had been made by Gwyndelin herself. Some describe it as mountain of a cathedral-castle, others an extraordinary city-of a castle, all can be said as true. Perhaps a monument to Gwyndelin's power, its built atop a massive outcrop of stone making it as defendable as it is beautiful.

The iconic symbol of the Myrstrost monarchy is the Frozen Crown, a masterpiece crown made of exquisite, delicate work made of silver, inlaid with prized sapphires and diamonds and imbued with with pure Salus as to clear the mind and improve the health of its wearer, the king or queen.

A view of Tyrbure, the major and only city within Myrstrost


The city which surrounds Castle Myrstrost is called Tyrbure (try-burn), and its seen as a massive, sprawling city and the only city in Myrstrost as all other have been lost to the beasts and darker forces. As such, Tyrbure is divided up into different sections or "wards", each focusing or being known for something but not necessarily only doing that. Several layers of walls have also been built, signifying the willingness of the kingdom and city to move further into the wilderness during the Thousand Year Fog with each wall inward becoming taller, more complex and just more epic. The wards of Tyrbure are:

  • Castle Ward - Consists of Castle Myrstrost and its immediate surroundings.
  • Factory Ward - The manufacturing heart of the city, it feeds the people with goods and warriors with weapons and armor.
  • Caravan Ward - A small-ish merchant district that hosts the largest marketplace and festival grounds.
  • Cathedral Ward - Not just the religious center of Myrstrost with the epic Nostradamos Cathedral, its also the cultural center of the kingdom with many museums displaying art and old artifacts from expeditions into the ruins as well as several opera houses and entertainment venues. It is said that it is actually the ringing of the Bell of Awakening atop the Nostradamos Cathedral which beckons Hallows to Myrstrost.
  • Academy Ward - With knowledge at its head and magic in its heart, the Academy Ward is the center of all things relating to knowledge, education and the arcane. The prestigious College of Atakin is located in this ward and this is where everything relating to Mythst takes place.
  • Noble Ward - As one might expect, this is basically a nice, secluded place for THE ARISTOCRATS to do whatever THE ARISTOCRATS do and has many a manors and estates.
  • Farmer Ward - The large, open space between the very first perimeter barrier and the first proper wall, this is where the farming takes place mostly in close proximity to Tyrbure and thus is almost a village in its own right given the number of people living and working here.




Races





A group of mad Feral Hallow Cultists guarding one their heretical shrines, one of many in the ruins of old Myrstrost.


Hallows are the most common folk of the Forgotten Kingdom making up about 2/3 of the total population, the rest being human with a tiny sliver of other races from other lands who've found their way to Myrstrost without dying and without being Hallows.. Technically there's only two races in Myrstrost: Hallows and Humans. But given that Hallows are simply undead of any race that retain their intelligence, Myrstrost can be seen as quite diverse.







People of Importance















Religion





A distant view of the top of the giant Nostradamus Cathredral

Long ago, when the kingdom was first founded, men worshipped the Giants as they stood taller than life above all else. Back then the Giants were much more intelligent and knowledgable so it was their assistance which allowed the tiny humans to survive. Such was known as the Age of Giants where Myrstrost practiced the beliefs of "Way of Giants" with rituals and prayers and festival.

But then, it would all change when Karginoth of Mezenia, a small village on the edge of the mountains, launched an attack on the Giant's stronghold with 10,000 men. Overcoming the great ones with agility and speed, he overthrew the Way of Giant and in its place had created the Bodhi Church in its place, ordering extensive magic to be used on the Giant to the point they would loose their intelligence as Karginoth believed man had learned all they needed from the beasts.

The actual ideals and beliefs of the the Church of Awakening are unknown as they seemed to have faded with the Fog once it had left. Its widely assumed that Karginoth had used the fog some how and the Bodhi Church exerted great power in the kingdom as seen by its numerous churches and buildings. Its said that the Cathedral Ward of Tyrbure was entirely built and financed by the Church of Awakening alone, quite a show of power.

Now a days, Myrstrost is lost religiously, the Way of Giants long gone and the teachings of the Church forgotten, while some scrap to old beliefs or even cults, the Church of Awakening's beliefs is returning and seeping in once more into the once forgotten Cathedral Ward with prayer and hymn filling the streets once more. However, in conjunction with the reformed Church of Awakening is the Brescian religion of the "Sect of Insight", otherwise more commonly known as the "Church of Awakening". While it would be lying to say that both ideologies go smoothly with each other, the two do enjoy cultural similarities and a number of shared worshippers; the Church of Awakening even has its own floor on the epic Nostradamos Cathedral in Cathedral Ward, a sign of great prestige in Myrstrost






Social Culture




To outsiders, what Myrstrostians appear to be can vary from telling to telling. Some talk of a land of undead Hallows who do nothing but moop about, others speak of a land of endless adventure with brave men exploring the great ruins of a land forgotten; some say of a frozen hellhole in the north where everything tries to kill you and its people nonchantly brush off dangers which could easily kill them, others report that its a land with limitless magical potential and can possibly hold the key to evolving magic to the next stage with its Mythst.

All of those are true to an extend in some capacity. Myrstrostians are known for being incapable of feeling fear in the face of danger while also being xenophile to an extend, their curiosity about the world only natural given their isolation. If compared to a child, Myrstrost is like a curious kid whose wants to be friendly with everyone to learn more about the world while sharing what it as.

They're quite a strange but yet quaint people with an eternal chasing of adventure.

Besides the law, the two aspects which dominates common life is the Church of Awakening and the Odyssey Guild. The Church already wields influence in the way which you would expect, but the Guild is in charge of all explorations and endeavors into the ruins as well as trade. Their focus on trade means their exploration laws are actually quite lax, but employment into the Guild in an administrative role is a every coveted role indeed.



Magic





The Grand Archive, dubbed the home of knowledge of Myrstrost, it is host to massive amount of
books, tomes, grimoires, texts, essays, diagrams, designs and drawings although much of it has been sealed away.

Magic has been intertwined with Myrstrost's fate since the beginning when the first Queen Gwyndelin had raised the cities from the earth. As such, the tradition has persisted to this day with magic heavily imbued into people's lives and are the focal point of study and progress of advancement with the College of Atakin being the foremost place to study such arts. The College actually has untold ties to the Church of Awakening, likely due to the fact that the College actually originates from the Church of Awakening before separating into its own entity.

Studied at the College of Atakin, the major magics are:

  • School of Hazeal - Perhaps the most powerful and well known School, the School of Hazeal focuses its efforts on studying Mythst and the lingering traces left of the Thousand Year Fog. They are behind the creation of Mythst and its current and guard its secrets to death and beyond. While nothing is said between the two, its almost common knowledge that the School of Hazeal works very closely with the Church of Awakening on projects of the more secretive and questionable nature.
  • School of Gaia - Founded by Queen Gwyndelin herself, the School of Gaia focuses on a very specific art within what some call "druid magics" or "nature control": Stoneweaving. The art of Stoneweaving is the way of magic concered with altering stone and is the reason behind the amazing building style of Myrstrost. However, this is still work for construction workers, masons builders as Stoneweaving does not create intricate carvings and details.
  • School of Kryrus - Once the most dedicated followers of the Way of Giants, the School of Kryrus can trace its origins to those who the Giant taught their cold magics too. They were nearly all killed after Karginoth had eradicated their mentors. To this day, the School of Kryrus give a cold shoulder to the Church, their wounds still not healed.


This is not to say that the College of Atakin doesn't offer other fields of study; its just that these are the most common and popular areas as those from these schools often find the most work for the Church or the Guild. The most common of the "Minor Schools" is the School of Esporat which focuses on "adventuring and exploration magic" such as finding one's way and being able to appraise and magically inspect artifacts and treasure.

In terms of "storing" said knowledge, magical or otherwise, much of it is located in the Grand Archive, built by Pharros before he became mad. Its an epic construction in its own right, although not surprising as Pharros was a prodigal student in the School of Gaia. Much of it is actually under grown like roots with only a little bit of it open to the surface, hence the nickname given to it of "Library Roots".

However, much of the underground portion where the most advanced magical tomes, scrolls, grimoires, books and text are stored and complex mechanical drawings, diagrams and solutions have been sealed off from the rest of the Archive and remain unaccessible. Rumor has it that it was actually the Church of Awakening had sealed it off after Pharros had gone Feral. Some say you can still sometimes hear the mad howls of the Mad Inventor who still makes copious notes and papers as if he was still granted audience at Castle Myrstrost.

In some ways, one can say that Myrstrost is a pro-magic nation compared to a pro-tech one. This is only half true as outside of what the Mad Inventor Pharros created, Myrstrost's technology level is simply not nearly as effective as its magical capabilities and what the Mythst can provide.



Economy & Industry





The sprawling Factory Ward of Tyrbure, home to the forges of machines built by the Mad Inventor Pharros.


The Kingdom of Myrstrost is modestly gifted with resources. Miners toil to dig up iron and silver to be made into steel and jewelry, woodcutters fell great forests of Northern Yew and Frostbitten Ironwood trees as farmers push out a meager harvest each year thanks to the Ember Cradles network which the Mad Inventor Pharros created to prevent permafrost from starving the land. However, Myrstrost finds itself in need of food given how poor the soil is naturally is; how the land got by during the Thousand Year Fog is unknown.

That does not mean that their is no speciality food however as Myrstrost has its own unique Mist Toast, bread made from wheat that is grown in soil laced with Mythst and whose texture and taste is soft and fluffy when unheated and a sweet toasty flavor when heated. Some say it also has magic abilities of its own like regenerative properties to promote youth and energy.

While by no means backwards, much of Myrstrost is less reliant on cutting edge technology as they are on arcane magics as they have found their natural landscape does not permit a good deal of technology to work well if at all. The people of the Forgotten Kingdom have also long since mastered the ways of magic in ways to make creations almost impossible to do with technology. Such as that in their magnificent buildings that defy physics almost and the magical Alephs of old, of which the art to create and control them has been lost.

That said, the Mad Inventor Pharros had managed to conjure up quite the amount of machinery in the Factory Ward of Tyrbure. A now near-constant beat of pistons and ticking of gears fills the steamy and smoky air of the Factory Ward as everything needed to rebuild a kingdom is made.





Trade Goods




The Merchant Tower, the head of the Odysseys Guild's trading operations and administration.








Army Overview




Myrstrost's military is heavily focused on the idea that they will be more often used in exploring ruins and such within the island itself rather than being used as an offensive or defensive force. As such, they have some unorthodox techniques and mannerisms. Many soldiers are Hallows, most of whom dedicate their immortal lives to the art of military and diving into ruins in hope of being able to cure their eternal curse. Such "expeditions" are a common sight within the kingdom as otherwise the army has little to do. Bringing home valuables and past knowledge is also always appreciated.

The most famous of such is the high mobile fighting style used by all ranks of the Mystrost army. Such methods of quick-stepping and rolling are considered essential parts of training and are part of the "Karginoth Movement Arts", named after the leader of the warriors who defend the island from the Orc onslaught many centuries ago. Each soldier is not trained as a soldier who finds strength in numbers, instead they train like warriors, drawing upon their individual strength.

Another point of interest is the adoption of gunpowder, not in the form of firearms, but mostly that of bombs urns, at least one per person. In things such as field battles, warriors are expected to light the fuse and throw them right before they charge or the enemy does. This strategy has proven remarkably well at disrupting defensive formations, making for easy prey for the charging infantry while also capable of slowing the momentum if not outright breaking a charge. The odd firearm does exist however, mostly in the form of defensive units stationed at cities and ports or handguns carried by wealthy officers as more of a sign of wealth, prestige and rank due to their more ornate nature.



Infantry is without a doubt the star of the show for the Myrstrostic Army, their Hallowed soldiers spending years training the arts of war and then using them in the seemingly endless dungeons and ruins of the island. Death is nothing to be afraid of for a Hallow as they know that their curse will bring them back to life, even if they turn feral and die with the last shreds of their humanities lost. Heavily armored warriors that move swifter than light infantry in battle, each on their own can easily outclass any soldier from any other nation and can give elite units a run for their money in groups.



The downfalls of the Myrstrost army is a lack of a solid ranged support unit as most ruins do not offer optimal shooting conditions thus archery is left to volunteer hunters who keep at their craft in the army. Cavalry is also something of an issue as the harsh climate does not provide great conditions for horses. To circumvent that, knights ride the native Iceborn Dire Wolves and their role changes from that of a traditional fast shock cavalry unit into that of a slower brawler cavalry unit as the large beasts are by nature tougher than horses and are ferocious enough to fight on their own even without an already formidable knight riding them.



The elite unit of the Myrstrost is the "Hallowed Soulguard Knights", the chosen warriors who undergo the "Chalice Rituals" and go from mere Hallows into legends. They stand taller than any other soldier in the Myrstrost army (about 7-9 feet depending on the person in question) and have incredible strength and swiftness, often wielding massive weapons that no one else would dare to try and pick up. Such strength and combat ability makes the Soulguard Knights literal monsters on the battle feild, legends speak of ones with such strength that they could wipe away entire armies but alas, those heroes have long since met their fates, feral or not.



Naval Overview




Given their long isolation and the fog, one can assume that Myrstrost never got its sea-legs, never building anything larger than canoes, rafts and barges for internal use and transport. One legend speaks of a long, slender black canoe driven by the Veuls who brought foreign Hallows to Myrstrost to begin their often ill-fated quests.



Due to once again being able to see the world once more, there had been a small push to make more sea worthy vessels. The Cascade is the result of such efforts and has proven to be a great sucess for Myrstrost. Swift enough to dodge the monsters even in the Strait while sturdy enough to take on whatever the seas can throw at it, its Mythst-coated Frozen Ironwood construction is the likely source because of this. Although these ships are very lightly armed, their durability and agility can easily annoy many sea captains as their decks are harassed by arrows, bombs and marines.
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