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Fortuna

A Little Lucky šŸ€

OMEN


The Prologue


ā€œ Time was never a linear system. ā€

As the end of the 224th cycle approaches, the prescient Augers from the Five Realms have professed the names of the Chosen Ones who must travel to Odem, home of the infamous Avatar of Pain. While it was regarded as the highest prestige that any living being could obtain, the equivalent burden was the sacrifice of four lives at the termination of their journey. Yet, for the remaining survivor, the spoils of victory meant the acquisition of their most paramount desire.



Plot


The main story will revolve around the journey of the Chosen Ones to Odem and their ultimate confrontation with the Avatar of Pain, the Messor.

The journey will be broken into three major parts.

First, the preparation, is a training of the Chosen Ones by the Augers because the journey is a dangerous one. Theyā€™ll be taught basic combat and introduced to the type of challenges that they can expect in Odem.

The second will be the actual journey and trying to survive the challenges, pitfalls, and traps of the island. Odem is a planet that feeds on death so everyone will have to be on their toes.

The third and most important part is where everyone probably will either band together or split apart when they confront the Messor. Think of this like The Hunger Games or Squid Games, but with the added strain of an extra boss to fight.




 
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History

HISTORY


After Earth

In the late 21st century, political tensions drew high. Nations upon nations divided and fought over dominion. The result was much war and devastation. The Earthā€™s atmosphere became toxic - the air barely able to sustain the chemicals that were once essential for life. Unsuitable for habitation, billionaires, scientists, and the government alike build interstellar arks for humans to retreat to while they found new planets to terraform.

Upon their travels, they encountered several planets and came across species that would come to be known as the Five Realms. As each new voyager took off to explore these new planets, it was natural for those who spent time studying to stay and turn ā€œnativeā€. As a result, less and less explorers, scientists, military personnel etc. came back to the arks. It was a time of mass exodus of the arks as humans embraced their new roles in each new realm theyā€™ve inhabited.

With humans facilitating discussions and diversifying the connections between these planets via trade routes and other forms of protective alliances, the birth of the Interplanetary Council was formed. Their focus was to maintain peace and order amongst the realms and planets.



Formation of Vanir

The formation of Vanir, Earthā€™s sucessor, began with the exploration of a dwarf planet by the remaining scientists and citizens of the ark. The explorers found that this planet contained suitable atmosphere and water to support life. Little by little, humans came to the planet to terraform it into a bustling city and hub for man-made goods and technology.

Due to the low population of humans inhabiting the planet, the use of machinery for agriculture, building infrastructure, and overall everyday support became common practice in Vanir. People had dismantled parts of the ark to create their own devices for more suitable purposes. As a result, innovation came to be the main focus of this planet.

With mechanization and automation becoming commonplace, humans and other inhabitants were able to focus on studies to further their knowledge. Consequently, Vanir saw a rise in scholars and academic institutions with students from all over the realms.



The First Corruption

The First Corruption came at the hands of Empyrean student who ventured to each of the Five Realms to publish a research paper on the cultural religions and spiritual practices. Paetik Trahmo started his journey from the closest to the furthest realm - making his way from Ame, Orcus, Maat, Vanir, and finally Tenoch.

At the very end of his journey, he came across the story of a fabled sword with the power of life and death. While questioning an Elder of the Thlapza tribe, he found out the origins of the River of Odem.

It was said to believe that a Odem was formed from the tears of a grieving goddess, Messora, whoā€™s husband went to war for the ancient predecessors of Tenoch. Whilst winning a battle, Odemali, Messoraā€™s husband, threw a feast and became quite popular with the commonfolk. Lavish gifts, temples, and subsequent offerings were made in his name.
Despite it all, one shaman from Old Tenoch grew incredibly jealous of the attention Odemali was getting from his family. His wife, his children, his tribeā€™s chieftain couldnā€™t stop singing the god praises. No longer unable to contain his anger, he drew a plan to kill Odemali while he slept.
At the 30th day of the Odemaliā€™s homecoming, the shaman executed his plan and stabbed Messora several times before turning to her husband to slit his throat. As a trophy for his deeds, he took Odemaliā€™s legendary sword for himself to show to his family that he was just as worthy of their praises. Unfortunately for the shaman, on his way home, Messora woke from her injuries and chased after him with full force.
She took Odemaliā€™s sword and beheaded the shaman leaving his corpse under the valley he tried to hide in. Yet, still unable to express her grief fully, she wept. Thunder stuck from the skies and rainfell for several days until the whole town flooded and submerged underwater. Messora stayed put and drowned along with the sword that commemorated her husband as even her tears couldnā€™t bring him back to life.

Despite the warnings of the Elder, Paetik decided to try his luck and find the legendary sword of Odemali. If he were to come back with such a relic, his opportunities would be endless. Day after day, Paetik would swim under the river for a chance to see the sword. Night after night, he came back to town with nothing but the wrinkled skin on his palms and a growing bitterness from the swordā€™s evasion. Yet, the thing that made Paetik different from the rest of the scholars was his sheer tenacity.

His bitterness turned into an obsession as he forgot all about his studies to focus all his time into finding this fabled sword. He put all that he had into this expedition. He turned over his possessions. He sold all his books. He even forgone living comfortably just so that he wouldnā€™t have to waste time with useless things like bathing or cooking.

Paetik searched and searched and at the end of his 50th year, his body was barely able to go underwater for less than ten minutes. Yet, one evening, in an area heā€™s swam in a hundred times, something shiny glistened under the full moonlight. Just one more try, he thought.

When Paetik found the hilt buried in the sand, he knew it could be the one from the intricate groove and carvings that heā€™s never seen before in his life. However, just as he was about to surface, his skin tingled. A warm, burning sensation seared through his face, the first part that surfaced from the river. Once he ducked under, he felt the sword call out to him. Still entranced by the sword, unable to bring his consciousness back to life, he began to slice himself with the sword. Blood turned the surrounding area red.

When he awoke, Paetik was no longer himself. He found his body covered in knives as if it were his second skin. A carapace of steel. In his mind only rang the sentiments of a grieving goddess, Messora, who ordered him to kill all the living beings he encountered. She wanted to bring them the same pain they had brought by killing her husband. And Paetik became the Avatar of Pain, the Messor.



The Chosen Ones

The Messor hunted and killed at least a hundred tribe members in Old Tenoch before itā€™s massacre was known to the Interplanetary Council. Despite the brutality within, warriors from all over the realms came to try and eradicate it. No one had ever come back.

In the weeks and months to follow, all eyes were turned to the Messor. It was beginning to run out of victims to slaughter and most feared that it would migrate and begin to attack the neighbouring realms. With so much life lost and a shrinking list of soldiers who wanted to get involved, the Council held a raffle. Names drawn for everyday citizens who were forced to join the fight and enlist, the Chosen Ones.

It was the 25th group of the Chosen Ones that were the first to draw a victory. Or at least, have one member come back from The River of Odem.

Auder Niran, without so much as a scar or bruise, travelled back to his home in Maat and told the Council of the Messorā€™s tale. More importantly, the conditions of his victory. His explicitly prefaced his briefing by saying that he did not win by sheer force. If strength were the means of victory, one of his other teammates would have won. Niran won because the Messor simply let him live.

He stated that the Messor was watching the Chosen Ones from the moment they crossed its territory. It was collecting information about itā€™s strengths and weaknesses. During their confrontation, it used and played upon all of the memberā€™s weaknesses. It was in a moment of pure happenstance, when Niran was cornered, that the Messor looked into his eyes and stopped fighting.

When it dropped itā€™s sword, Niran picked it up and the Messor started a high-pitched shriek. It lunged after Niran to reclaim the sword, but he evaded quickly as if the leg that heā€™d just been injured during the fight was healed. Upon closer inspection, Niran found it to be the case. In fact, Niranā€™s vitality seemed to return to his youth, if not, it had been even better.

During the whole expedition, Niran was worried that his ailments would slow down the team. He only wished that he would be stronger in order to protect everyone. And that the moment he touched the sword, perhaps, it heard his pure intentions and yielded.

The second the realization hit him, the sword disappeared. The Messor disappeared. He had no explanation as to the why and how. Only that he was extremely lucky to survive.



The Avatarā€™s Reincarnation

25 years had passed since Niran won his first victory and the trauma of the realm of Tenoch had began to heal. The only thing that refused to mend was the battlegrounds where the massacre took place. From the very end of the battle, it couldnā€™t get rid of the stain of death. While shrubbery and trees sprouted, itā€™s very essence was toxic. The creatures that it bred were dangerous, killing their own for survival.

Unwilling to associate with the place, the citizens of Tenoch called it Odem, after the River it was closest too. While it was in the planet of Tenoch, Odem existed as itā€™s own separate entity. A wall fortified by the strongest metals and energies acted as the blockade that separated the realms like night and day.

All seemed well until high-pitched shrieks and tearing metal came from the other end of the blockade. The citizens of the closest town to the barrier went missing. At least, all communications there stopped. Upon further investigation by the Council, they found the townspeople slaughtered, much like the Messorā€™s first massacre.

Armed with the knowledge Niran bestowed upon them, they knew itā€™s weakness was itā€™s sword. Yet, what they didnā€™t anticipate was that the Messor came back stronger. It returned with abilities it didnā€™t have before. In fact, with each passing 25 year cycle, the battle drew longer and longer. The Messor learned and mimicked the attack patterns and its steely skin grew more invulnerable to technical weapons.

The only two patterns emerging were that the survivors came from the pool of the Chosen Ones. And upon their return, their lives - one aspect or another - was infinitely better than before they had left.



Boundless Pilgrimage

In order to prevent further massacres and protect the people of Tenoch, the Council had built a base in Tenoch to act as training grounds for the Chosen Ones. At the end of every 24th cycle, these individuals are trained for weeks before the Council open the gates to Odem.

While it seemed irresponsible to simply thrust these individuals to fight for their lives, the Messor had an ability to sense battle hardened individuals much sooner than regular individuals. It sensed their pain. The more burdens that a person carried, the easier it was for the Messor to track them down and kill them. Therefore, the more times these Chosen Ones were hurt, the more days they felt pain. Perhaps, itā€™s why the Council held a weekā€™s long festival after every summoning within each realm.

A small act of comfort before the Chosen Ones are subjected to the hardest challenge of their lifetime.





 
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Realms

REALMS


The Five Realms




AME (The Empyrean Realm) was the embodiment of light. Homes to the enlightened ones. It was an unbound, natural utopia built upon the foundation of peace. Minimal and quite utilitarian. Itā€™s central ethos built upon the ideals of meditation.



ORCUS (The Abyssal Realm) was the embodiment of darkness and desires. There was never a dull moment in this world for no such rules exist that govern its inhabitants. If there was something you wished to take, it was all but yours to take. If itā€™s a place of unbound freedom you wished to live, you must be prepared for the chaos and madness it exerts from within.



MAAT (Realm of Ordinance) was the embodiment of justice. This world ran like clockwork. Routine regimented and ruled by discipline. Life was quite militaristic in this world. As the greatest preservers of order, there was no room for individuality. Those who donā€™t abide by the rules by their own volition will be made to follow by force.



VANIR (Realm of Innovation) was the embodiment of knowledge. Perhaps the most advanced of the Six Realms, this world greatly benefits from the studies and experiments conducted by itā€™s citizens. With automation and technology, the number of biological species is trumped by their mechanical counterparts.



TENOCH (Realm of Life) was the embodiment of growth and health. While Vanir might be teeming with machines, the world of Tenoch was left the most untouched. Slow to adapt and much more communal, Tenoch hosts the most biologically diverse species due to the purity of their land. Yet, one-third of the planet is desolate and free from growth due to the events of the First Corruption. (TAKEN: Fortuna)


The Abandoned Realm



ODEM (Realm of Death) was once part of the realm of Tenoch. Before the First Corruption, it was said that Odem was full of water and provided a healing essence from its many lakes and rivers. It provided many visitors brief respite from its soothing qualities. It was often the site for miracles and a place where most people spoke of their dreams in hopes they will be fulfilled. Unfortunately, those are but a distant memory to the Elders of Tenoch.

Current day Odem requires both tenacity and quick wit for survival. The planet is the living embodiment of aggression and ultimately death. Everything in this planet is hostile and will actively try to kill you if the Messor doesnā€™t get to you first.




 

AME

The Empyrean Realm



Terrain: The furtherest planet from Old Earth. Ame is a planet made of 80% water, 5% floating islands, 15% mix of marshlands and small mountain terrain. While grass covered most of the wetlands, trees were quite rare on the islands and were mostly secluded to the small mountainous regions. The trees that were found on the islands were considered most sacred and were left untouched. However, throughout the centuries, Ameans have found a way to further enrich and fertilize these soils to allow new growth to occur. Young and small trees that were transplanted from the mountains have now begun to grown and disperse their seeds throughout the marshes.

Climate: The weather varies from high to low tide. During the seasons of high tide, heavy rainfall and minute tidal storms are prone to disturbing the marshes. In the very rare circumstances of cyclones and hurricanes, energy barriers are set up in order to protect the existing infrastructure such as shrines and zen gardens set-up by the Ameans for their daily spiritual practice. During seasons of low tide, droughts and sometimes grass fires disturb the land. However, due to itā€™s distance from the Sun as well as slow rotational force, Ames experiences mostly calm, cool climate. One day in Ame is equivalent to 12 years on Old Earth.



History



Ame was once a planet teaming with life, mountain ranges, and even active volcanoes. It was mostly inhabited by Early Prometheans. However, all of this changed after it was struck with an asteroid that changed the rotation of itā€™s axis forever causing an Ice Age that lasted for thousands of years. When the frozen liquid began to thaw, valleys sunk low to the water as only the highest peaks of the mountains could support life. The evolution of Prometheans from aquatic life to terrestrial came in slow increments. Over time, as the rotation of the planet grew slower and slower, Ameans began to adopt more modern techniques. It saw itā€™s greatest boom during the After Earth era where many humans (and other extraterrestrials following) brought new ways of life to the planet.



Culture



Life in Ame is quite slow. The passage of time is quite hard to perceive due to the course of a rotation being slow. During periods of daylight, Ameans are often found meditating. They do so to maintain a state of balance and preserve peace. In doing so, they can connection to their higher consciousness and if practice prevails, to Axis Mundi, the collective consciousness embodied by a tree branching off from the Five Realms.

As a result, most Augers and prescient beings emerge from Ame. They are meant to become vessels of information, but are highly susceptible to change. Meaning, they cannot handle rapid changes well. Ameans are meant to lead the world through peace and understanding. They are the gifted who hear the voice of the higher consciousness and are meant to be the precognisant harbingers of the future.

To prepare to become vessels, citizens of Ame forgo their own desires and identity. Their differentiating experiences are merely a shell that holds the collective hive. Consequently, their values fall in the same way. As collectivist, they put the needs of the group over their own. Therefore, itā€™s said that helping people are not just encouraged, but rather essential.




 

ORCUS

The Abyssal Realm



Terrain: Perhaps, the second deadliest realm to Odem, Orcus is a planet with quite active tectonic plates. This was a result of the Primordial War between the Spiritwalkers that turned the realm into a large pool of magma due to frequent seismic activity. While the ground on Orcus feel solid, it shifts every four years. Large geysers of steam and lava often overflow into rivers and even oceans. Due to the high temperature and little to none water source, no vegetation grows in Orcus. At least none that occurs naturally. All of the structures and buildings found in Orcus were created by other races. In a realm where no true structure nor governing body exists, the skyā€™s the limit to what you could build.

Climate: Thick, humid air surrounds the planet due to the active volcanoes and the large, flowing bodies of lava. Most Orchs, if not naturally birthed in the realm, need to wear respirators in order to get accustomed to the air at least. There are no true weather patterns that change the Orcus realm as no light from the Sun nor other planets can get through the thick smog of the stratosphere going all the way down. In a realm of eternal darkness, the only light source was pockets of collected magma throughout the planet. A orange, red glow often emerges from the ground as thereā€™s no source of light from above. Fires and small eruptions occur every so often that the Orchs have gotten accustomed to. Just another day in the life.



History



Orcus was initially a thriving land, similar to Tenoch, before the Primordial War. It wasnā€™t until the emergence of Spiritwalkers that Orcus began to change. In the beginning, all Spiritwalkers had gotten along amongst shared dominion. However, as time grew to pass, perhaps out of greed or boredom, Spiritwalkers began to shift their perspective. Brother against brother, mother against father, sister against sister - an all consuming rage inhabited the Spiritwalkers to openly attack each other. Itā€™s unknown what caused the Primordial Wars between Spiritwalkers, but the historians and academics believed that there was some extreme magnetic force siphoned darkness to the realm. Where darkness was bred and consumed, there was also power. An unlimited amount of power. Sooner than later as element went against element, the terrain was reduced to ash and molten lava.



Culture



As Orcus is a nation of pure autonomy, itā€™s easy to find oneā€™s vices within arms reach. Any illegal substances or dark pleasures within is enjoyed without judgement. Whether one was looking to escape their dull lives through the teaming nightlife or one was looking for a hired killer to get someone assassinated, it was easy to find what one was looking for here. The main principle of that the Orchs abided by was ā€œto take whatā€™s yoursā€.

Due to the lack of disciplinary action, Orcus was often the chosen hideout of thieves and large intergalactic criminal organizations. While government officials and other regulatory officers/soldiers were allow within the realm, most of decline due to a high mortality rate. Only those who are truly able to outwit and outsmart their counterparts survive in Orcus. For keeping an empire within meant having to display the most power, having to show feats of strength that did not just intimidate, but rather scare others into submission.

While most lower class citizens often fought over their own spaces in the slums, the wealthy and most powerful Orchs lived lavishly. They had the power to do what they want and say as they please. Their treatment was almost a kin to royalty being waited on by hand and foot. Yet, the higher you are in the totem pole, the larger the mark on your back. It was a constant struggle for control; however, this realm produced the most cunning and powerful individuals.




 

MAAT

The Realm of Ordinance



Terrain: Upon simple examination, Matt seemed like a realm of desolation. Sandy, rugged terrain that had cities built upon spring wells. It was a vast dessert regions with dunes overstretching the horizon. Pillars and homes built brick by brick with extreme precision stood tall along with erroded buttes, creating elevated lands of canyons, mesas and plateaus. Despite the very rare instance of rain, mostly succulents and cacti accent the areas. Perhaps, the second most iconic feature of this realm, aside from Corinthian style architecture, was the arenas carved at the top of the largest canyons. Every major district in Maat had Ablahium, an arena where the greatest warriors had the honour to test their strengths.

Climate: Extremely warm and humid, Maat had a very dry climate. As a result, not very many Maatis roamed outside their district due to a risk of death by dehydration. In the evenings, sandstorms were a common occurrence as Maatans took shelter within their homes. Hardly, if at all, experiencing precipitation, the stable air pressure created an almost furnace-like atmosphere that clear clouds under intense sunshine. While very rarely does the temperature drop within this realm, when it does, the temperatures often dip below freezing.



History



Maat was a region that drew from their history and culture from the tale of their ancient god, Kaerius. The once fabled, Prince Kaerius, had a grand and elegant palace gifted to him by his father. It was said that beautiful flowers, waterfalls, and even majestic creatures roamed this opulent land. Lost in splendour and pleasures, Kaerius had never learned the responsibility of caring for such things. Overtime, the flowers no longer bloomed, the waterfalls ran dry, and even the carcasses decayed over the soil. Kaerius could no longer hide behind his palace walls. When the time came that even his lowly servants had vanished from famine as they gave him every inch and drop of food they had, Kaerius found his palace had turned into a great dessert. He ran and ran trying to find a new oasis, but ultimately succumbed to his own dehydration.

Taking heed of this precautionary tale, Maatis became extremely regimented people. While their previous god had done nothing but idle, they prided themselves with hard-work and perseverance. They built shrines to honour Kaeriusā€™ sacrifice, but knew that in order to survive, they must be disciplined and transcend the path that he previously forged.



Culture



Maatis were extremely routined individuals. From sunrise to sunset, they were to engage in the exact same practices and follow the routines set by the predecessors. Everyday from the moment they are birthed, Maatans woke for prayers and started their physical conditioning. Anything from running to hand-to-hand combat to physical drills and tests of fitness - all consisted of the routines that Maatans engaged in.

Prided by their hardiness and abilities to adapt and survive, Maatis raised their young to the highest standards. Every new born that was plagued with disease or physical ailment was left to dead. Maatis knew only of strength. As part of their culture, every single Maatis was made to wear similar white tunics as garments. While their appearances may vary, as new species and races have introduced themselves into this realm, they must look neat. They must look proper.

Inspection happens every morning and evening with the Maatis, as such, they take these rules very seriously. If there were any deviants or rebels, they were either taken to the Grand General to have their fates decided or simply kicked out of their communities to fend for themselves with the elements. Abiding by rules and discipline, Maatis were the greatest heralds of order. They were forged to be survivors with the strongest ability to persevere and the intense will to live.




 

VANIR

The Realm of Innovation



Terrain: Vanir was a dwarf planet that was terraformed by the humans. Compared to the other realms, it is much more compact and is 100 times smaller than the next smallest realm of Maat. Some academics every theorize that perhaps, it was a chunk of the Maat realm before it floated on itā€™s own. Nevertheless, humans have learned to work with the soil to grow agricultural farms and much more. From growing crops to constructing housing, Vanines were resourceful in using what technology they had. The scraps from the interstellar ark was repurposed for both creating machines and communities that expanded from a small base. Vanir, now hosts sprawling urban cities centres and vast institutes of technology as well as provides transport vehicles (ships, rockets, planes, trains, etc.) and other innovations necessary throughout the Five Realms. Their greatest innovation is a dome of energy that acts as both a barrier for outer space debris (like meteorites, etc.) as well as integrating an automated weather system.

Climate: Under the inner dome, Vanirā€™s weather was controlled from within the control tower. Everything from the smallest amount of precipitation to the speed of the wind was modulated by programs that made sure there was enough clear skies and rain to produce plentiful crops. With the weather being mostly mild and clear skies, any deviations had to be applied for and approved by the Vanir Metrological Council. Outside the dome, much like Maat, sandstorms occur frequently. While the temperature on Maat might be unbearably warm, variations on temperature does occur on the outer dome of Vanir. Thereā€™s also more frequent precipitation allowing a larger variety of wildlife on the outer dome. As a result, more springs, rivers, lakes, and bodies of water could easily be found to support life.



History



Please refer to the ā€œAfter Earthā€ and ā€œFormation of Vanirā€ sections of the History.



Culture



Being an innovative culture, Vanines were taught from an early age about the power of curiosity and knowledge. As young Vanines came of age, schools became the central part of their lives. Without a strict curriculum, young Vanines were allowed to ā€œfollow their follyā€ as the educators stated. If they were curious about a subject, they were taught about the research behind it. They learned without the pressures of ā€œhomeworkā€ so that when they were at school, their thoughts were simply immersed in it. This made learning a fun excursion everyday as opposed to a monotonous routine.

When Vanines graduated from their chosen institutes of study, they were sent into their corresponding field. While rigidity and routine might allow for more efficiency, Vanines were always welcome to switch the fields of their studies. In fact, the more expansive knowledge they have, the higher the position they could attain in their respective workplaces. The most respectable positions on Vanir were held by individuals whoā€™d at least have fifteen to twenty career changes as they held more knowledge about how to bring new ideas to their companies and institutes. But this was not the majority of Vanines. On average, a Vanine might have two to three field changes in their lifetime.

Synthetics, a race created by the Vanines to help their society, were the most common in the cities. A collection of androids, robotics, artificial intelligence networks, and holograms replaced most service work including professions in security, healthcare, and retail. In fact, individuals may even make a Synth equivalent as an avatar to do their daily tasks. Moreover, modification and biological engineering, whether for pure cosmetic or health reasons, are also common in Vanir. As such, children and birthrates were quite low in this realm as many Vanines were not so much a family oriented culture as it was more focused on technology and innovation.




 

TENOCH

The Realm of Life



Terrain: Tenoch was a lush realm teeming with islands of forests and jungles scattered through out the planet. Each island had their own native species and inhabitants. Itā€™s said that there were over 6,000 different tribes within Tenoch and even more diverse wildlife from foliage to living creatures. While the species may differ from island to island, the heavy density of the vegetation, trees, and shrubbery remained consistent. Trees more than thrice the size of the tallest structures in Vanir could be found in this realm as it remained one of the most unchanged. Between each island ran small rivers and streams that divided the land in sections. Oceans and larger bodies of water are found on the fringes of the islands creating several clustered regions or archipelagoes.

Climate: Receiving the most rain compared to all the realms, Tenoch has a milder, tropical climate. During the day, warm, sunlight creates a humid atmosphere quite similar to Maat. However, such warmth is what allows the growth of vegetation to be extremely quick under this realm. In the evening, however, the descension of the temperature is quite drastic allowing a misty and even thick fogs to descend through the night. With greater amounts of moisture, these mists and fogs become storm clouds that pour in rain the following morning. While thereā€™s no distinct wet or dry seasons in Tenoch, monsoons and hurricanes are more prevalent in this planet.



History



While Tenoch displayed the most similarities in terrain to Old Earth, humans couldnā€™t terraform it due to the native inhabitants being protective of their home. Moreover, humans were not equipped to handle another war, if theyā€™ve chosen such a path of violent conquering. Instead, humans and Tenee created pact where a trading of goods and services were involved. Humans protected the Tenoch from any invaders as well as introduced them to newer technologies. In return, they took seeds and other grown good from the planet.

Due to the sheer amount of tribes found in this realm, stories and legends of the planets creation saw many iterations. Some tribes proclaimed it was a giant flying creature that birthed the planet from an egg. Some tribes swore it was instead an egg of a swimming creature. Others say, the islands were formed from a sleeping goddess finding refuge after building the sky and stars. And others argue, it was through the power of light and dark that the primordial seed began to grow into the bigger planet. Although such stories were plenty, the common denominator between them was the heralding of nature as the one and true creator of things.



Culture



Tenochā€™s culture was rooted in ancient tribes and hunting and gathering. About half of Tenees considered themselves nomadic, moving from island to island. While some Tenees remained with their original group, others stayed behind to the settling/fixed tribes. Nomadic tribes often carry very little with them. If not for their tools, clothes, and sleeping essentials, these Tenees knew not of physical possession, but rather of the lay of the land. They were excellent navigators and were often recruited by other visitors and patrons from other realms to serve as their guides.

The settling Tenees, on the other hand, were more specialized in the knowledge of their region. They often build huts and other structures amongst the forrest canopies. Their way of communal living was to have a gathering every evening as a feast to celebrate the food brought in by both hunters and gatherers. Settling Tenees had a richer vocabulary of communication as well as a more deeper understanding of their roots. However, their physicality was much more delicate compared to the nomadic Tenees. As a result, one can always tell the difference between settling Tenees from nomadic Tenees. Settling Tenee have rounder and smaller builds due to more narrow bones. On the other hand, nomadic Tenees are broad and sharp due to their larger bones.

Perhaps, the other most important thing to note about the Tenees, whether settlers or nomads, was their reverence for life. Tenees, much like the Ameans, only took what they needed from their lands. They were not driven by excess greed, stability, nor innovation. They nurture what exists and try to preserve what they can. Moreover, the killing of another being, if not for nutrition, was regarded as a highly criminal offence. Due to the history of the River of Odem and the genocidal killings of the Messor, all 6,000 tribes have agreed to such terms. Anyone who violates this most essential rule is overthrown to the Realm of Odem, where theyā€™ll likely meet their own end.




 

SOCIETY
The Races



PROMETHEANS - Aliens with biological forms

While the origins of Prometheans were unknown, some speculated they derived from the planet of Ames and travelled and populated all over. Ranging in size, shape, and form, all Prometheans were made with living biological components. Their chemistry is mostly of the organic kind and as such, while their lifespans do differ from specie to specie, they do age and some day will perish as all living beings do.



SPIRITWALKERS - Primodial beings of elemental forms

Spiritwalkers, on the other hand, are quite contrary to the Prometheans as they are ageless and unbound by the laws of time. Spiritwalkers are made primary of energy that inhabits nature or even unnatural objects. As such, they can often shift their form from one element to another. However, as all energy exists, Spiritwalkers can only be transformed or transmuted. They can never be fully destroyed. A Spiritwalkerā€™s downfall is that they are easily contained and can be manipulated; therefore, Spiritwalkers must always be aware of those around them.



SYNTHETICS - Mechanized units with ranging conscious intelligence

Synthetics was a catch all term created by the citizens of Vanir to refer to mechanical inventions. From the simplest of robots and androids to the most complex artificial intelligence, Synth were used to make living more efficient for all. While most Synths remain in Vanir as a large part of their service sector, others have been assigned to take care of other tasks and beings in different realms. Due to a robust innovation in deep-machine learning technologies, there may even be some Synth that carry their own conscious intelligence.



POST-HUMANS - Descendants of humans

The living legacy of humans from Old Earth, Post-humans (or Posties, in slang) are made of a similar biological make-up as their ancestors, with the caveat of genetic variance as the human bloodline is diluted from mating other species. Whether its genetically enhanced by biological innovations, such as enhanced hearing or strength, or natural inheritance, such as tails or extra-limbs, Post-humans resemble most of their ancestors. Most are bipedal, have developed brains, have similar facial features to humans, and have articulated joints.



BEAST-KIN - Animals with an evolved form of consciousness

Perhaps, they were once ā€œpetsā€ or domesticated animals from humans. Beast-kin were now a highly evolved race of their own. Much like humans, their species have intermingled with other species, and learned new ways of communicating and surviving. Their adaptations were also learned from the different species of the Five Realms. Most beast-kin possess their own consciousness and shouldnā€™t be treated as a lower class citizen to other species. Although, there may still be so prejudice against them for having feral origins, most individuals have a more accepting mindset.


The Factions



INTERPLANETARY COUNCIL - The central government that overlooked the relations between the Five Realms. They consisted of many elected officials and members that served to protect the rights of each of the Realms. While some members were inducted by higher officials, the higher officials themselves were elected from a pool of longer serving members and needed to win by unanimous vote. If even one council member drew doubt, the election process starts again. As such, the highest officials of the council were highly vetted and respected by everyone by default. Truth, Honour, Servitude, and Non-violence were the values revered by the Council.



AUGERS & SERVANTS OF MUNDI - Most Augers were born in Ame as their role as seers required a connection to the higher consciousness of Axis Mundi. Auger often showed the capacity of their skills at a young age by being able to receive visions of the Messor. While nightmarish as the vision might be, it often contained clues of what could possibly take place during the next Pilgrimage. More importantly, they predict the Chosen Ones where one might triumph over the rest in quelling the Messorā€™s rage.



PANTHEON - The Pantheon consists of the previous survivors of the Pilgrimage. They often work together the Augers and the Interplanetary Council in order to prepare the upcoming Chosen Ones for their journeys. While regarded as heroes, celebrities, or beings of the highest rank in their respective realms, they are still subject to the rules of the Interplanetary Council.

Most survivors in the Pantheon are widely successful due to the bargain that theyā€™ve made with the Messor. Whether it is extreme power, strength, wealth, or influence, these individuals created a better life for themselves as well as the others around them, if they wished to do so. As their experience was of utmost important, their roles as mentors to the Chosen Ones were non-negotiable. If they were able bodied, they must report to the Compound in Tenoch before the time of the Pilgrimage begins.



INTERGALACTIC SENTINELS (INTELS) - Sanctioned by the Interplanetary Council, these soldiers and warriors alike act as the peacemakers between the Five Realms. Their tasks were to observe and act before any large crimes or territory disputes happens between the Five Realms. Although most importantly, these Intels acted as bounty hunters for those Chosen Ones who decide to run from their destiny. While it does happen from time to time, the Intels have never failed to bring in their lead and complete their mission. Most notably, thereā€™s a large amount of Maatis scouted to become an Intel for their dedication and perseverance.



THE VEILED (SYNDICATE) - Perhaps, the very organization that actually stood a chance against the Intels from doing their jobs. The Veiled was a highly known syndicate known for the most notorious crimes of the Five Realms. Having a fortified base in Orcus, it was very rare for local authorities of the Five Realms to intervene with their plans. While there were wide spread branches of laundering, fraud, felonies, murders, and assassinations done by the Veiled, one of their most lucrative ways of making more wealth was in the kidnapping of the Chosen Ones. While such an instance has occurred five times, the last two being a shorter time span between each other, the Veiled came close to organizing a deal with the Interplanetary Council from the release of the Chosen before the Intels raided their location.



 

AREAS

The Compound, Tenoch



The Compound is an enclosed location in Tenoch run by the Interplanetary Council and the Augers. Itā€™s main purpose is to serve as training grounds for the Chosen Ones to learn from before they are set off in a path on their own. The facilities are state of the art and contains the most modern technologies manufactured in Vanir.

The Compound is four levels deep. The first and second level are above ground and the third and fourth are below. The first level contains the main reception area as well as the on ground training facilities. The second level contains more living space as well as the separate rooms for each of the Chosen Ones. The third level contains all the labs and healthcare facilities on the area. The fourth level is the living area for those who inhabit the Compound long-term, including the scientists, technicians, and other professionals studying Odem and the Messor.

During this time, itā€™s not unlikely to see Synths roaming and cleaning the Compound as well as providing the essential services needed by those who live there. Should any of the Chosen need anything, all they need to do is connect to the display in their room and they can describe what they need to the Synth who will come to lend their assistance.



The Gates of Odem, Tenoch



WIP




 

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