Misery and Dust
A Freeform Roleplay Set In A Post Apocalyptic Environment
You awake to a familiar sound.
Nothingness.
Whoever once dwelt in this ancient wasteland has long since vacated the area, leaving behind nothing but tumbled ruins and shallow graves.
It has been this way since before your father, and your father's father, and his father's father. A whole millennium of suffering, of petty struggles and of stubborn wills.
The bards sing that the ruins you walk belong to your ancestors, who in their lust for technological progress undid themselves in a whirlwind of fire.
A thousand years or more, it has taken for your kind to crawl out from under the ruins of a lost civilization.
And now the world is at your feet.
Rebuild it, or scorch it anew, in the great scheme of things it matters little.
Welcome to Norn Amrika, a vast continental wasteland of concrete ruins, fearsome beasts and black-hearted savages.
This is your home, and always has been.
But where does your story truly begin?
Player Tracker 3000
In this hider you will find out the current locations of all characters in play, and a very brief summary of what they're up to. This feature may break down and be removed if I get an influx of people and struggle to maintain it, but we'll see how it goes!
Nukpana Nektosha, searching for heroin and blood, and not necessarily in that order. Last seen heading for Tregaron. 25/11/2015 ... bring drugs or gtfo I reckon.
Colonel Solomon Troy, skirting around Astrakane's eastern side, looking to make a recruitment checkpoint north of the city. 25/11/2015
Jonathan Dexter, getting mobbed by Crawlers north of route A21. (presumably north of New Haven's position) 28/11/2015
Riley Pielwood, Tregaron city center. 28/11/2015
The X-Crew, starting in the wasteland, close to Route A21 towards Lindow from Wilsden.
Sir Williams, B9 heading towards the Republican Checkpoint, north of Astrakane. (presumably for some mercenary fun times with Colonel Troy.)
Other characters to be added when their sheets are moved over to the character page :)
Colonel Solomon Troy, skirting around Astrakane's eastern side, looking to make a recruitment checkpoint north of the city. 25/11/2015
Jonathan Dexter, getting mobbed by Crawlers north of route A21. (presumably north of New Haven's position) 28/11/2015
Riley Pielwood, Tregaron city center. 28/11/2015
The X-Crew, starting in the wasteland, close to Route A21 towards Lindow from Wilsden.
Sir Williams, B9 heading towards the Republican Checkpoint, north of Astrakane. (presumably for some mercenary fun times with Colonel Troy.)
Other characters to be added when their sheets are moved over to the character page :)
Maps
World Map
If we need it! :)
If we need it! :)
If we need it! :)
If we need it! :)
Local Maps
Lore
Vanilla NPCs
"They are an evil from another time, corrupted before all was torn down in the Great Burning of the World."
The Crawlers are nocturnal predators that hunt in packs. Though they lack intelligence, they have heightened senses of hearing and smell, and can track prey from miles away.
They go down easily enough, but they are quick movers and superb gymnasts - they feel no pain and fear no death. Once they've spotted you, they will hunt you to the ends of the earth unless you are cunning enough to lose them. Outrunning them is not much of an option, as they are relentless pursuers - though maybe your character is unique in this respect?
Typically, they haunt the ruins of the wasteland, hiding in dark corners and storm drains until the sun descends. If you plan on walking around at night, take plenty of ammo.
It's estimated that there are thousands of Crawlers inhabiting the Lifeless Cradle, and although some efforts have been made to curb their numbers, no faction has had much success.
Their underground lairs are said to be full of treasures - torn from the cold hands of their victims - though not many are brave or equipped enough to venture into them!
"The good died in these beings the moment they were hauled into this forsaken world. Now they wander the wastes, killing and raping their way through their pitiful lives. Each one of them killed is a victory for all that is still worth fighting for."
Bandits are a scourge of most apocalyptic settings, and Misery and Dust is no different!
Packs of feral sentient beings, be they human or otherwise, scour the wastelands in search for loot. They will kill and enslave most of those they encounter, although a smooth tongued adventurer may be able to get away with his or her life if they play their cards right.
Their equipment, skills and combat effectiveness range massively from group to group, but it is generally accepted that they crumble quickly to organized and stubborn resistance.
A typical gang of bandits is a ruthless environment in which to exist. For these kinds of organizations, strength is everything, and only the most brutal, ruthless killers will take and keep their place as the top dog within the gang.
Not many bandits make it to old age, and those who do are often considered legends of the wasteland.
After the Crawlers, they are an obstacle that will need to be removed if Norn Amrika is ever to thrive.
Player Factions
Republic of the Flaming Sun
Faction Race: Primarily humans, although open to all.
Age: 20 years
Faction Population: 2,000 - estimated.
Faction Tech Level: The Republic relies mostly on its own technology, although its technological progress has been established by copying pre-disaster relics and blueprints. Combustion engines, electricity and firearms are very much a reality within the republic, though such things are extremely crude compared with what the world was once capable of producing.
Advances are being made all the time, but progress has been slowed by a lack of available resources. However, the Republic is capable of providing basic healthcare, has a tax structure and a fully functional "democratic" government.
Faction Leader: President John Ambrose
Faction's Agenda: The Republic is primarily concerned with "old world values" of trade and security cooperation, and is solely invested in surviving and expanding as an emerging power in the Lifeless Cradle. It seeks to unite the wasteland under a single banner, but not necessarily through military means.
Faction History: Twenty years ago, various groups of traders, survivors, farmers and hunters banded together to form a single community in the ruins of Astrakane. This was done predominately out of a need for mutual survival, and security against never ending bandit raiders and Crawler infestations.
A constitution was erected, promising all peoples from all backgrounds an equal chance in the eye of the Republic's justice systems and governmental institutions. Presidential terms last four years, but a candidate can be reelected an infinite amount of times. A far cry from our real world democracies, the President holds total power over all government departments and their word is law so long as they hold the office.
President John Ambrose, a former Crawler Hunter, has held the title of President for five consecutive terms and is preparing his sixth election. An old man at 56 years of age, his support is beginning to wane due to the perception that he is "past it", a notion he always takes as an insult.
Women are not barred from running, and neither are outsiders. However, all candidates must be accepted citizens of the Republic - a swearing in service whereby an individual pledges their life and allegiance to the Banner of the Flaming Sun.
Since its establishment, the Republic of the Flaming Sun has been attempting to take complete control of Astrakane from bandits and crawlers, but has struggled to achieve any real success. In fact, it could be argued they are losing the war on multiple fronts.
But perhaps this is all about to change?
Faction Armaments:
Guardsmen of the Republic come in many forms, from the brave and the professional, to the cowardly and the corrupt. They are all mostly conscripts, sworn into service to uphold an incessant state of emergency. They use every kind of traditional firearm, from pistols and revolvers, to bolt action rifles and submachineguns. Their training is often rushed, and it usually takes a strong leader to keep them in a sustained fight. They are far from the best, but they are perhaps one of the only real armed forces of the Lifeless Cradle.
The miracle of the Republic's 20-year long survival owes itself chiefly to the Protector. A tank in essence, designed on ancient technology that predates the Great Burning of the World. It is capable of speeds up to 4mph, and is powered by diesel - a finite commodity that is becoming harder and harder to acquire.
Bristling with machineguns and lower calibre cannons, the Protector is able to stomp over most resistance - its only real weakness is its lack of maneuverability. Squads of guardsmen always accompany a Protector, to prevent hostile infantry or crawlers from getting too close to it.
Bristling with machineguns and lower calibre cannons, the Protector is able to stomp over most resistance - its only real weakness is its lack of maneuverability. Squads of guardsmen always accompany a Protector, to prevent hostile infantry or crawlers from getting too close to it.
Faction Resources: Traditional firearms, gunpowder, medicine and grain.
Faction Territory: The entire southern side of Astrakane (2x4 squares).
Competence Check: Answer with one paragraph, the following:
Roll with it if possible, if the post was agreeable to an overarching story, but otherwise I'd raise the issue with them via PM :D
Faction Name: New Haven
Faction Race: Multi, but the majority is humans.
Age: 5 Years
Faction Population: 800 - 1,000
Faction Tech Level: New Haven uses high tech weapons and tools, but whatever they can find in the wasteland, they see if they can buff it up with some futuristic technology.
Faction Race: Multi, but the majority is humans.
Age: 5 Years
Faction Population: 800 - 1,000
Faction Tech Level: New Haven uses high tech weapons and tools, but whatever they can find in the wasteland, they see if they can buff it up with some futuristic technology.
Faction Leader: The faction isn't in a free state to have a leader, but most people look up to the main founders of the faction.
Faction's Agenda: They mainly just banded together for survival and protection against the horrors of the wasteland, and dangers of bandits and other factions.
At first it started as a group of twenty, maybe thirty people traveling together for protection. Along the way they picked up more and more people, before they established their faction, they had maybe 80 people when they found it. A cavern, filled with ores and crystals of all kind. Iron was the main metal they found, which they could use as a basis for their economy. They could trade, get things they didn't have, and even make extra armor if they needed to do so. The prospect of a strong economy in a mutant hell attracted many people to their factions. After about a year they had about 200 people fighting with them. That's when it happened. The Bandits.
They were just started to feel secure when a group of bandits came and shot down their walls. They marched into the town, and killed anything, or anyone who got in their way. They said they would stop attacking if we surrendered. Out numbered, and out gunned they surrendered. The bandits were expanding their territory west and explained as lond as they payed tributes af steel and iron ingots, he would let them live peacefully. This quantity they expected was extreme, but they had to give it to them to live.
They don't get trade from other factions because of fear of the surrounding bandits. The only time they get trade is when they go out into the wasteland themselves and find a faction theme selves. So they've spent most of their days mining, only to give a way most of it with little to trade. The bandits control their lives. They're starving, you give them food, they're thirsty you give them water. Now, instead of thriving they are back to surviving and slowly dying. The only chance of them living now, is a full on rebellion.
They were just started to feel secure when a group of bandits came and shot down their walls. They marched into the town, and killed anything, or anyone who got in their way. They said they would stop attacking if we surrendered. Out numbered, and out gunned they surrendered. The bandits were expanding their territory west and explained as lond as they payed tributes af steel and iron ingots, he would let them live peacefully. This quantity they expected was extreme, but they had to give it to them to live.
They don't get trade from other factions because of fear of the surrounding bandits. The only time they get trade is when they go out into the wasteland themselves and find a faction theme selves. So they've spent most of their days mining, only to give a way most of it with little to trade. The bandits control their lives. They're starving, you give them food, they're thirsty you give them water. Now, instead of thriving they are back to surviving and slowly dying. The only chance of them living now, is a full on rebellion.
Faction Armaments: Only about half of New Haven is militarized. They have control of six cars they were able to jumpstart as well as two old army jeeps, equipped with a small three barrel rotating machine gun. The better trained rifles have acces to shock rifles, while the trainees are limited to pre-disaster M4A1s, an assault rifle.
Faction Resources: They have an abundance of iron and use other metals they mine in order to create the steel alloy. They also have minerals such as quarts, and deeper in the cavern sapphires, rubies, and rarely diamonds.
The faction also has an abundant supply of crops. They figured with the "protection" they have from the bandits they would dedicate their small expansion are to a farm instead of a watchtower. With the farm they would also have something to keep the bandits happy if they got hungry.
Faction Territory: Right In the middle of the pentagonic outline that Strawford, Whitebridge, Willsden, Tregaron, and Lindow make. It covers most of the middle area, but the bandits also surround them on all sides, and have more of their main territory east.
Competence Check: Answer with one paragraph, the following:
Another player has decided that their faction has beef with your faction, and promptly attacks your territory without warning. Furthermore, in their post, they state that your faction suffers a significant defeat or setback. They have done this without contacting you first.
How would you handle this age-old dilemma?
I would go into the ooc and try to settle it calmly. I would see if their is a way we can redo the attack so that my faction at least has a chance at defending itself. If that doesn't work out, I would then consult the GM/Go-GM.
Player NPCs
Empty
Sheets
Make as many characters as you want, but for now I'm only going to allow 1 faction per player.
Please await my approval before contributing to the RP.
Name:
Race: Custom races allowed. This is freeform, live your fantasy.
Race Description: If not vanilla human.
Age:
Gender: If applicable.
Physical Appearance:
Combat Skills: Experienced shooter? Traveled martial artist? Honed tactician? Anything combat related.
Armour: What's it made out of? And what does it offer protection against? i.e, chainmail is great against slicing weapons, kevlar vests against guns, force-fields against everything.
Weapon/s: List all weapons and their capabilities. Steal real-world guns if you so wish.
Passive Skills: Good with pre-disaster tech? Deft pick pocket? Sneaking ninja? Anything that is not directly related to making someone dead.
Special Abilities: Cybernetic implants? Psionic powers? List everything that your character has that is considered a special and unique power that the average member of their race wouldn't have access to.
Background: I'm not a fan of predetermining your character's origin for all to see before we've even started playing, but I respect that many people here like them. Therefore, this is optional.
Starting Zone: Choose settlement, or put "Wasteland" if you wish to start somewhere not on the map - though give a vague description of its location for everyone's benefit.
Competence Check: Answer with one paragraph, the following:
Your character has become cornered by a feral wolf, and is forced to confront it. How would they deal with the animal?
Name:
Race: Custom races allowed. This is freeform, live your fantasy.
Race Description: If not vanilla human.
Age:
Gender: If applicable.
Physical Appearance:
Combat Skills: Experienced shooter? Traveled martial artist? Honed tactician? Anything combat related.
Armour: What's it made out of? And what does it offer protection against? i.e, chainmail is great against slicing weapons, kevlar vests against guns, force-fields against everything.
Weapon/s: List all weapons and their capabilities. Steal real-world guns if you so wish.
Passive Skills: Good with pre-disaster tech? Deft pick pocket? Sneaking ninja? Anything that is not directly related to making someone dead.
Special Abilities: Cybernetic implants? Psionic powers? List everything that your character has that is considered a special and unique power that the average member of their race wouldn't have access to.
Background: I'm not a fan of predetermining your character's origin for all to see before we've even started playing, but I respect that many people here like them. Therefore, this is optional.
Starting Zone: Choose settlement, or put "Wasteland" if you wish to start somewhere not on the map - though give a vague description of its location for everyone's benefit.
Competence Check: Answer with one paragraph, the following:
Your character has become cornered by a feral wolf, and is forced to confront it. How would they deal with the animal?
Please await my approval before contributing to the RP.
Faction Banner: Preferably a picture, but text-based description will suffice :)
Faction Name:
Faction Race: If it accepts all races, then put "Multi".
Age: How long has the faction been around for?
Faction Population:
Faction Tech Level: Briefly describe the level of tech your faction enjoys, whether they're a BOS clone reveling in laser weapons and power armor, or whether they're a group of spear-wielding savages. This will be used against you if you start stepping outside your faction's capabilities at a later date, so be warned.
Faction Leader:
Faction's Agenda: Briefly summarise your faction's goals. What are they trying to accomplish? Security? Regional domination? Trade prosperity?
Faction History: Outline your faction's history, from its founding to the present day.
Faction Armaments: How many soldiers? How many vehicles? (if any?), and some descriptions of their appearance and weapons - for the benefit of other players.
Faction Resources: Anything your faction can use to trade. Normally these items will be in abundance, such as crops or cattle, or medicine. This might make it easier for other player factions to stage a "first contact" scenario with yours - you may have something they do not.
Faction Territory: Where is your faction based? How much of the area does it lay claim to? I will update the maps to reflect this.
Competence Check: Answer with one paragraph, the following:
Another player has decided that their faction has beef with your faction, and promptly attacks your territory without warning. Furthermore, in their post, they state that your faction suffers a significant defeat or setback. They have done this without contacting you first.
How would you handle this age-old dilema?
Faction Banner: Preferably a picture, but text-based description will suffice :)
Faction Name:
Faction Race: If it accepts all races, then put "Multi".
Age: How long has the faction been around for?
Faction Population:
Faction Tech Level: Briefly describe the level of tech your faction enjoys, whether they're a BOS clone reveling in laser weapons and power armor, or whether they're a group of spear-wielding savages. This will be used against you if you start stepping outside your faction's capabilities at a later date, so be warned.
Faction Leader:
Faction's Agenda: Briefly summarise your faction's goals. What are they trying to accomplish? Security? Regional domination? Trade prosperity?
Faction History: Outline your faction's history, from its founding to the present day.
Faction Armaments: How many soldiers? How many vehicles? (if any?), and some descriptions of their appearance and weapons - for the benefit of other players.
Faction Resources: Anything your faction can use to trade. Normally these items will be in abundance, such as crops or cattle, or medicine. This might make it easier for other player factions to stage a "first contact" scenario with yours - you may have something they do not.
Faction Territory: Where is your faction based? How much of the area does it lay claim to? I will update the maps to reflect this.
Competence Check: Answer with one paragraph, the following:
Another player has decided that their faction has beef with your faction, and promptly attacks your territory without warning. Furthermore, in their post, they state that your faction suffers a significant defeat or setback. They have done this without contacting you first.
How would you handle this age-old dilema?
Please await my approval before contributing to the RP.
Name:
Physical Description:
Geographical Location:
Nature: Aggressive? Nocturnal? Borrows into the ground? Lives in a tree? Eats meat? Hunt in packs? Solitary predator? All that gibberish, just so the players know what they're dealing with.
Combat Abilities: How does it kill its prey?
Name:
Physical Description:
Geographical Location:
Nature: Aggressive? Nocturnal? Borrows into the ground? Lives in a tree? Eats meat? Hunt in packs? Solitary predator? All that gibberish, just so the players know what they're dealing with.
Combat Abilities: How does it kill its prey?
Rules
1) Respect other players at all times, and take steps to ensure you don't actively wreck their experience.
2) Dream weave! So long as what you do or plan does not negatively impact another player's experience, then the sky is the limit!
3) Consult myself, or my deputies, if you feel a player has done something that breaks the above two rules. Make clear what your argument is, and conduct it in a calm and rational manner. I will take care of it from there, and post my verdict on the OOC. If my verdict is not respected, then you know where the door is!
Resources Used For This RP:
Giving credit where it is due.
Lifeless Cradle Map - Fractal World Generator + some google images.
City/Installation Maps: Dave's Mapper