Melon Bomb
hi i make bad decisions
INTRODUCTION
Sanctuary.
No kingdoms. No empires. No states. Only little pockets of humanity, isolated between miles of tainted earth. You and many others live in one such pocket: The sanctuary city of Trine, one of the very few havens in possession of a coveted steam airship, held and maintained in the innermost ring of the city where the ruling class reside. In the level beyond that is a world of commerce, education, and divine training. In the outer circle, small villages tend to the fields and corral livestock captured from the surrounding wilds. Finally, at the border, are the walls that defend the city. There, the Guardian roams to protect its residents -- a class of mysterious, colossal beasts that seem strangely protective of these human sanctuaries.
But nothing in this world lasts forever. Your Guardian is dying, and when the time finally comes for it to pass on, the horrors lurking in the outskirts will sense the city's weakness and pounce at the slightest opening. It is up to you and the brave adventurers who join your quest to seek out another Guardian before Trine inevitably falls to ruin.
Then, you may return to your little bubble with this small victory in hand, and be content knowing nothing of this world, whose history has been painstakingly erased and rewritten by forces beyond your control. Whatever it is you saw out there, it's best you forgot about it. Come, have a drink and relax, there's nothing else out there...
THE DETAILS
Chyron, the World: Much of this world's history has been forgotten to time. Its name -- Chyron -- has lasted through the ages, but not much else remains intact. The infested ruins of civilizations before you may hold the key to the past, but such a foolhardy expedition is perhaps best saved for more practical resources...
Tar, the Curse: The curse, only known colloquially as tar, is perhaps the sole reason why all of Chyron has descended into hell. Its origins are unknown, but its effects are well documented. Victims are enveloped in a thick, viscous mold-like growth that permeates the body inside and out. It gradually eats away the flesh and assumes its place, leaving pure bone beneath its oozing mass -- the process, depending on the size of the creature, can take anywhere from several minutes to several days. After the curse has assimilated its host, it wanders sporadically in search of living prey. Not to feed on, but to kill and spread its curse.
Sanctuaries: Sanctuaries are the last mortal territories on Chyron, fortified to ward against the curse and its virulent carriers. They have affiliation to no nation or kingdom, acting solely within their own interest to persevere in a realm rapidly onset with a growing sickness. As each sanctuary is unique, they often specialize in a particular trade or craft such as rune working or beast taming. Supply lines are difficult to establish, so skirmishes often break out over resources in order to seize them first.
Guardians: Each sanctuary is paired with one or more Guardians; a type of gargantuan beast which dwells in nature, seemingly waiting to be found. Their very presence repels the curse, acting as the first and sometimes last line of defense against anyone who would bring harm to their sanctuaries. However, even these majestic beasts can eventually fall prey to the curse -- god save your soul, should you ever suffer the misfortune of facing a corrupted Guardian.
Wards & Sorcery: In the world of Chyron, there exists two classifications of magical energy -- Holy and Arcane, the former gifted by the gods and the latter ever-present in the environment. As far as mankind is concerned, their only source of holy protection is derived from the Guardians. And, should they pass, the divine essence stored within them escape their bodies as wisps known as Wards. These little spirits are formless on their own, but can be attuned to equipment to give them holy properties capable of eradicating curses. An extraordinarily skilled user is even capable of summoning them as minor Guardians that take the shape granted to them by the wielder's subconscious.
Arcane sorcery on the other hand can be learned by anyone, given they have the rare but natural potential for it. While other races are capable of being magically gifted at birth, only humans seem to be stunted in this regard, and must spend a great deal of time developing the ability to cast even a single spell. Though, they do make up for it in other ways...
A ward weapon has these properties:
- Greater Impact: The added magical power causes the weapon to hit things with greater force.
- Curse Eradication: When it strikes a cursed surface, it destroys a small surface area of it from the point of contact; this mostly applies to external excretions though, such as the mold that grows on curse victims, this won't actually cure a person; that said, since cursed creatures are largely composed of this mold, they get blown away pretty effectively by them, save for some of the really tough ones.
- Ward Summon: The ward leaves the weapon as a small guardian-like entity. The original weapon becomes normal until it returns, but the ward is a powerful attacker so it gives the wielder the option of double-teaming an enemy.
Technology: Steam technology exists, but largely as relics scavenged from the old world. They are few in number, and incredibly valuable; especially airships, which are universally considered to be the safest way to travel. Steam rifles, while still deadly, are more status symbols than anything else given their generally low rate of fire and notoriously loud bangs. All other technologies are medieval in nature.
SANCTUARIES
[Sanctuary: Trine] This is where you live, for now. Its living space is rather gracious, housing a large number of versatile communities atop sufficiently fertile grounds. Its major trade specialization -- should it even get the chance to trade -- lies in old world technology. It has among the highest count of steam weapons and steam engines among all the sanctuaries, though perhaps not quite enough to see regular use. They are home to many dedicated inventors who seek to reverse engineer these devices in order to reproduce them, with varying luck.
[Sanctuary: Odu] The sanctuary closest to Trine. Their interactions have been minimal, but almost always hostile. The most recent major engagement between the two cities was three months ago when rival expedition parties clashed over an iron ore quarry in the wilds, from which Odu emerged victorious. This is not common knowledge to Trinians, but Odu's specialized trade is beast taming.
[Sanctuary: ? ? ?] Not yet discovered.
[Sanctuary: ? ? ?] Not yet discovered.
[Sanctuary: ? ? ?] Not yet discovered.
RACES
[Race: Humans]
The dominant species on Chyron, in terms of population. Curiously, only humans are partially resistant to the curse -- save for particularly grievous wounds, they aren't easily infected. Other species aren't so lucky however, often beginning to show symptoms after little more than a scratch, and ultimately succumbing without immediate aid. There is some speculation as to why this may be the case, but nothing conclusive has emerged.
[Race: Beastfolk]
Beastfolk are humanoid creatures that heavily share one or more features of another animal species. These useful traits, along with their greater penchant for the arcane, give them a considerable advantage over their human counterparts. Due to their susceptibility to the curse, their numbers are rapidly dwindling.
[Race: Fae]
The fae are winged creatures that closely resemble humans. Unlike the humans, the fae do not need to learn their magic, and develop talent for the arcane arts as they age. Due to their susceptibility to the curse, their numbers are rapidly dwindling.
[Race: Murks]
Bizarre bipedal creatures able to conjure dark tendrils from their bodies. Not much is known about them, but reports have stated that being in their presence has caused dream-like hallucinations that interfered with their ability to fight back and navigate the terrain.
[Race: Miscellaneous]
There are all sorts of strange sights out there in this world...
FACTIONS
[Class: Wardens]
Not so much a faction, but a class of individuals who wield Ward Weapons. Ones capable of manifesting their Wards as summoned Guardians are known as Arch-Wardens, a prized title that is guaranteed to ensure one's position high in their sanctuary's hierarchy, likely circumventing even criminal justice.
[Class: Delvers]
The classification given to independent travelers who dive into the outside world in search of wealth or knowledge, such as the Enneads or adventurers who simply explore solo.
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[Faction: The Nobility]
The nobles of Trine are secretive in their ways, but none are so secretive as the royal family. All nobles appear to possess an uncanny ability to manipulate those around them, which they have used liberally to assert control over the unruly agents in their sanctuaries. This power does not seem to be tied to any sort of artifact or arcane art, and many theories have arisen as to the nature of their unique powers. Their symbol is two blue butterflies, one large and one small.
[Faction: The Brotherhood]
The elite soldiers of Trine. Those enlisted in the Brotherhood must become very familiar with holy magic, and utilize it to its full potential in order to succeed. Many Wardens find their home here, acting as the leading figures in any military operation; they handle the tasks of Night Riders, who take their horses and consecrate the soil bordering their sanctuaries at the end of each day, the Holy Knights who serve as commanders and special agents out in the field, and the Apostles who make up the backbone of their forces. Their symbol is a cross inside of a flower.
[Faction: The Militia]
Your run of the mill defenders of peace. They work closely with the Brotherhood to defend Trine's walls and engage in various expeditions, but are seen as generally disposable. Their symbol is a ribbon around a shield.
[Faction: The Guild]
Frequently commissioned by the sanctuary's governing bodies, the Guild is where tradesmen, particularly mechanical tinkerers, make a name for themselves in Trine. The city's sole airship is maintained by these dedicated workers, who have been granted the privilege of naming the vessel: The Iron Cloud. Their symbol is a circular fan.
[Faction: The Enneads]
Not every talented wayfarer has intent to join the Brotherhood. Those of a more free-spirited nature are drawn to the Enneads, where the weak and powerful alike gather to form lasting bonds and work in tandem to pursue their personal ambitions. They don't always see eye to eye with the governing bodies, but you can usually count on their help in a time of crisis. Their symbol is nine blades forming a circle pointing inward.
[Faction: The Order of Legion]
A religious sect unaffiliated with Trine's government, though it holds its own fair share of power within the sanctuary; most of the old world religions no longer exist, so many people are desperately in search of divine guidance. Followers of this order worship a being they call Legion -- a god which they claim has cursed Chyron as a result of mankind's hubris and greed. They also claim to be led by someone known as the Red Hand, who supposedly holds the key to the truth that will set Chyron free. If you ask anyone else however, they're the ramblings of madmen gullible to all sorts of fabrication. Their symbol is an open red palm.
[Faction: The Fourth Eye]
The most powerful collective actor in Trine's underground, dealing in contraband, shady mercenary work, and assassination jobs. While on the surface it simply appears to be a network for lucrative trade, the show runners of this dark market seem far more interested in prying into the secrets of the nobles, and perhaps even the secrets of the world at large. Their symbol is an open eye with four pupils.
CITY LIFE
Guardian: Trine's Guardian is a great fox-like creature called Snow, with pure white fur and glowing blue eyes. Although it cannot speak, it has been shown to exhibit a high level of intelligence.
History: The founding of Trine dates back between 300 - 500 years ago, building upon the wreckage of a destroyed human city. Unearthed from its remains was the ship now known as the Iron Cloud, which has since provided invaluable transport in both sending forces outward and safely extracting resources from the wilderness. Much of the sanctuary's activities are overseen by the Trinian royal family, who are said to possess lineage that traces back to the city even before its collapse. Public reception has been turbulent at best in response to their rule, but most forms of revolt have been swiftly quashed by their unnatural abilities.
Culture: Trinian culture is mostly defined by its high society, whose customs and preferences trickle down below. The piano and the violin have become favored instruments, with dissimilar ones falling out of use as mere street novelty around the slums, such as drums or brass. The city is situated in a temperate forest region, and their light clothing typically reflects this. The vacancy of large edible fauna in the surrounding wilds (as a result of lower mobility to escape curse carriers) leaves mostly small game like rabbits, foxes, and birds, as well as a decent selection of fruits and vegetables. Some surviving herds of cattle and elk and other larger animals exist within Trine's walls, but they are not slaughtered often in order to give them more time to breed. Fish in the nearby rivers are considered rare finds and are treated as delicacies.
Trine, and certain other sanctuaries, experiment in expanding their territories. By consecrating the soil, it becomes livable again for the forest's natural denizens, making it less risky to hunt animals down to nothing prior to holdout periods. These advance settlements are extremely dangerous to live in however, so not many take this responsibility upon themselves. Another practice Trinians engage in is Guardian hunting -- for a few days, they guide their Guardian outside of the city walls in order to help defend their explorers. This leaves the sanctuary temporarily vulnerable, but so long as they don't venture too far, it is seen as an efficient and live-saving tradition.
Education: The curriculum offered by the cities, guided by the nobles, feature a revised 'history' that paints a picture of glory under the name of the Trinian royal family. Dedicated scholars certainly don't buy whatever they are peddling in their schools, but rarely speak out in fear of being permanently silenced by their watchful eye. Other than that, schools dealing in various trades exist all over Trine -- the arts, alchemy, sorcery, animal handling, martial training, etc. The most prolific institute of them all is the Brotherhood, wringing out only the best of the best students to be made fit for leadership roles (or as pawns of the nobility, depending on how you want to look at it).
Commerce: Trade is alive and well within the walls, but actually earning a living is quite difficult. The flow of currency largely flows upwards into the pockets of nobles who have persuasively 'acquired' the contracts of successful entrepreneurs and trade organizations, leaving the common man with a pittance to spare. As it stands, one of the most reliable ways to secure a stable income is to serve in the forces as part of the Militia, or should one's talents surpass the norm, the significantly more lucrative Brotherhood. Then again, there is always the course of crime, and the Fourth Eye is always looking for new members...
Politics: Trinian politics are quite simple. At the top of the ladder, the royal family takes the mantle of absolute oligarchs whose command cannot be defied under threat of lifelong detainment or execution. They hide behind the walls of elaborate castles, surrounding themselves with luxuries and loyal servants that serve their every whim. The only thing they cannot control is the Guardian, which acts solely of its own volition.
On the next rung down are the nobles, who act as a buffer to protect the royal family and share in some of their unique privileges. Their status as nobles hinges entirely on their usefulness to their masters, making them quite the cruel slave drivers to those under their service. Being stripped of noble status is equivalent to a death sentence in the eyes of high society.
Next comes the Brotherhood, the arm which wields the blade of the royals. While they do not necessarily lead cushy lives, they are frequently granted pardons on their behavior and receive a generous share of wealth generated by tradesmen under noble supervision. Brotherhood troops who place greater value in justice voice dissent against their superiors from time to time, but their lack of leverage makes it difficult for them to act upon it and find themselves quieting down shortly after.
At the bottom of the ladder are the common folk, the rest of Trinian society. They suffer the brunt of disaster and economic hardship, and relief to the outer ring is tremendously delayed during crises in favor of coddling the other two rings. There are whispers of revolution brewing in their midst, with both the Order of the Legion and the Fourth Eye rather suspect in their involvement stoking this fire.
Among the lower and middle classes, there is a rough halfway split between those who continue to kowtow to the hierarchical order (loyalists, or "dogs"), and those who wish to overthrow it (apostates, or "rats").
IMPORTANT LOCATIONS
Inner Ring - Trine Castle: Residence of the royal family.
Inner Ring - The High Court: Major trials are held here, usually reserved for noble or military affairs.
Middle Ring - The Four Squares: Bustling public city squares situated in the four cardinal directions from the inner ring: The Solar square in the north, the Lunar square in the south, the Bronze square in the east, and the Jade square in the west. The Solar square houses military facilities and churches. The Lunar square houses places of education. The Bronze square houses industry buildings and factories. The Jade square houses theaters of the arts, restaurants, and specialty stores.
Middle Ring - Residential Districts: In between the four squares are the residential districts where a majority of middle ring citizens reside.
Outer Ring - The Guardian's Den: A natural cave located at the south end of the sanctuary, amongst the open plains where it is free to graze behind the walls. When the Guardian must rest, it sleeps and eats here. It is one of the locations in the outer ring that is extremely heavily guarded.
Have fun!
Just kidding. There are real rules.
- This is what some might call an 'advanced' or 'literate' RP or whatever, but I don't really like those terms. In any case, when making your character sheet you may be asked to provide a sample of your writing that is roughly a paragraph long. However, if you are confident in your writing proficiency, you do not have to do this -- though I may ask some questions, depending. A roleplay is a collaborative effort, so it is important for me consider that a single player will affect all other players, which is why I have decided to put this 'rule' here; I promise I'm not trying to be a jerk, I just want to make sure that this RP is as good as it can be for the most amount of people, as there are plenty of other RPs out there for people to join if being held to some standard is uncomfortable (which I understand). If I emote on your character, they are accepted!
- Don't post that you're interested if you don't actually intend on joining. Please.
- Post length! There isn't one. You can make it as short as one sentence, or several paragraphs long. This doesn't mean be lazy, however -- be mindful of the flow of the thread and try to determine if it's necessary to post that much / that little.
- Not really a rule, but here's some guidelines I'd like to impress upon my fellow players: Try to avoid similar characters, whether in terms of abilities, background, or personality. You don't have necessarily have to abide by this, but I would greatly appreciate it! Please make 1 - 2 characters to start out with (preferably 1), more can be added as the story continues.
- I lied. Having fun is a real rule. What's the point of joining a roleplay otherwise, right?
I encourage EVERYONE to make additions to the lore on the fly, but here's a guideline for what new things you can add, and what you might want to ask about first.
- Characters: OK
- Creatures: OK
- Environmental Detail: OK
- Magic: OK
- Side Plots: OK
- Major Plots: Check with me
- Sanctuaries: Check with me
- Races: Check with me
- History: Check with me
LINKS
[ MAIN THREAD: WAITING ]
[ CS: Fantasy - Lost Sanctuary (CS) ]
[ OOC: WAITING ]
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