Idea Portals to the Afterlife: Interest Check Now Available!

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Chordling

Bardbarian, the Divine Chordia of Concordia
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This untitled idea is recycled from a roleplay I had with someone over Skype.  I have no intentions to turn this into a fully fledged roleplay as of now.  I simply wanted to post the idea here.  I will be posting pieces of my work as they are created.  Constructive feedback is welcomed.


The Pitch: It all started with magical portals.  These portals led any traveler to enchanted worlds.  Upon their discovery, people were hired to adventure through and bring back the pleasures that these worlds offered.    These well-respected workers were best known as scavengers and they created most of the economy’s wealth.


But then, the apocalypse happened.  Pollution storms and waves of radiation began destroying the Earth.  In an attempt to salvage their people, the government created research groups to revive or even recreate some of the lost or broken portals.  Unfortunately, plans did not go accordingly.  The enchanted worlds were no longer what they had been.  In some reports, these new portals led to oblivion.  Just space.  Nothing.  And in other cases, the worlds were filled with sin and misery.


Over time, the economy started to falter.  Without these portals, the scavengers were left without any work.  However, due to all of the damage given by the storms, there was still an opportunity for gathering items.  Of course, the government took advantage of this.


Scavenging was no longer desirable.  The workers felt cheated from the government and some even decided to boycott their services.  Awareness grew within the government as scavenger activity decreased and strict regulations were placed.  However, even with these new laws, piracy continued to grow.  As the dissonance between the scavengers and the government grew, punishments started to take place.  Those who refused to serve the government were sent through the deformed portals.
 
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Slowly, society rebuilt itself off the ground... literally.  Mechanics abandoned cars and renovated a fantastic hybrid between the sailboat and airplane: the airship.  The constant raging winds and high demand to move made this new vessel the most employed method for traveling.  The skies became home to mankind.


Our roleplay takes place during the climax of this specific dissonance.  Piracy is at its strongest and is still growing, but so is the government.  Scavengers are still a minor community who work to find scraps for the government but that's all their largely known for.  The air is still polluted with high levels of radiation.  Special breathing masks are required to be able to breathe and see.  Ships are also equipped with intricate filterings to allow optimal airflow throughout the vessel without poisoning their shipmates.  Short exposure can lead to serious health conditions.  Longer exposures will always lead to death.  There currently is no remedy to radiation poisoning.


Scavengers always report to government base-ship Arcaine.  Everyone knows this.  But the pirates' base-ship still remains a mystery.


The theory was created not too long after scavengers began to defect from the government.  In many explanations, it points out how similar the pirate system is to the government because of the pirates' past ties with the Arcaine.  Therefore, it would seem logical for the pirates to create their own mothership, similar to what the government has.  Many artists and scientists have filled libraries with predictions as to what the mystical ship would look like.  Mechanics have also taken the liberty to replicate drawings into scaled, functional models.  Like today's U.F.O., many citizens have claimed to see a large, unrecognizable ship dominating the skies.  Too many of these lack enough convincing evidence, and a lot of the captured images are too comparable to an infamous ship known as The Cold Raven.



With all said, the theory still remains as such.
 
Sounds like a neat excuse for swashbuckling adventure, but the first question I always ask with an exotic world is: what do people eat? How do they store it? What are the inputs for that food? Given the possibility that everyone has taken to the air, they'll need some exotic answer to that question.
 
The Cold Raven is the largest pirate ship known to mankind and belongs to the most treacherous man alive, Captain Woods.  It is strongly believed that the ship's previous owner was Captain Woods' father.  Compared to the average ship, The Cold Raven is at least 100 times larger.  The body and decks are made out of strong, polished oak, and its skyscraping sails are black as oil.  Her presence can only mean two things: thievery and murder.  For years, the government has sent out their best men to shut Woods and his operations down.  Their missions have yet to be effective.


Regardless of all that may be, at least one thing remains true: all of the broken portals must be found and destroyed.  For decades, a group of special scientists has identified the portals as the main source of the pollution and radiation.  The people of planet Earth denied this fact.  Realizing their own mistake, the government promised to relocate all of the banished portals and dismantle them before the Earth is completely gone.  



Finding them is not easy and destroying them is even harder.  Thousands, if not, millions of portals existed before the apocalypse.  And then the government created even more.  The Arcaine only stored a small fraction of them.  Thanks to the scavengers, they have been able to locate more of them, but the violent winds continue to rage.  Destroying a portal takes energy.  Without the use of "modern" technology, an energy that is strong enough is hard to come by.  However, a new piece of machinery labeled as a magnetic field generator, or "The Mag" for short, has recently been completed.  In the most laymen terms, the magnetic field generator harnesses energy from its host, the Arcaine, and creates the energy required to overpower the portal.

Sounds like a neat excuse for swashbuckling adventure, but the first question I always ask with an exotic world is: what do people eat? How do they store it? What are the inputs for that food? Given the possibility that everyone has taken to the air, they'll need some exotic answer to that question.






 



As for food, there are no special technologies for the culinary arts.  Meals are scarce and rather simple.  It's enough to survive by, however.
 
Sounds pretty complex, what type of rp would you plan on making it into? I really like the idea of being a scavenger and having to weigh my services vs the needs of the rest of the world. Sounds really neat and has a lot of encompass to say the least. You sure this was on skype lol?
 
7 hours ago, Bacon is fluffy said:



Sounds pretty complex, what type of rp would you plan on making it into? I really like the idea of being a scavenger and having to weigh my services vs the needs of the rest of the world. Sounds really neat and has a lot of encompass to say the least. You sure this was on skype lol?




 



I'm not really sure what you mean by "type of roleplay".  Its creation is still being decided.  I have the entire Skype transcript saved on my Google Drive. :)
 
I'm not really sure what you mean by "type of roleplay".  Its creation is still being decided.  I have the entire Skype transcript saved on my Google Drive. :)

When I think of skype, I think of either lots of talking or crack induced chat rooms. Not the type of place to roleplay or plan one. Though I admittedly misunderstood as I thought you were saying that you were talking about a previous rp you did on skype.
 
I guess on food I'm asking about how staple crops are grown when almost everyone spends their time on ships in the air. Is there arable land that people just don't live on? Or something more exotic, like crop ships or plants that feed on magic?
 
1 hour ago, Bacon is fluffy said:



When I think of skype, I think of either lots of talking or crack induced chat rooms. Not the type of place to roleplay or plan one. Though I admittedly misunderstood as I thought you were saying that you were talking about a previous rp you did on skype.




 



It did take place on Skype.  What I meant was that I copied all of the created content into a document on my Google account. :)

1 hour ago, RatFlail said:



I guess on food I'm asking about how staple crops are grown when almost everyone spends their time on ships in the air. Is there arable land that people just don't live on? Or something more exotic, like crop ships or plants that feed on magic?




 



I see what you mean now. ^^  Food in this roleplay isn't exactly "significant" so these details were never discussed.  I like the idea of crop ships!
 
I'm intrigued by the idea seed of your pitch: a planet that hosts numerous magical portals where hired adventurers brave the unknown in order to bring back wealth and knowledge.  The concept immediately pulls me in because of its narrative potential and the spectrum of aesthetics that it could support.  


But personally speaking I wouldn't go airships.  That's most likely because I've written about them before.  I'd rather see other adventuring options explored, like dieselpunk mecha squads or a Green Lantern-esque power artifact corps.  
 
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@Bone2pick, I am a sucker for all things steampunk and airships. It's a weakness of mine. I did have a roleplay with a more dieslpunk-eque theme, which I may post in the future. ^^
 
I'm a sucker for both too, but I don't usually combine them.  I prefer fantasy airships (magical), and I like to feature roaring trains in my steampunk.


I do love your starting point though.  I can imagine all manner of heroes in a city where there's portals to every imaginable realm.  I can imagine all manner of villains too.  It's a ripe roleplay setting for a dreamer like me.


Here's hoping I'm disciplined enough not to poach it...  B|
 
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Having some fun...

Portals to the Afterlife in Tangerine

Portals to the Afterlife in Montez

Portals to the Afterlife in Quintessential

Portals to the Afterlife in Bilbo Swash Caps

Portals to the Afterlife in Fondamento

Portals to the Afterlife in Ruthie

Portals to the Afterlife in Bilbo
 
I really, really should've remembered this in my tutorial.  It's amazing what asking questions like that can do to a setting.

Yeah, at the very least it can really deepen the economics of the world, since food and water are the two most important resources for society. Even if a setting demands an exotic answer to food and water, that answer makes the world more unique and entertaining. 


Most of those on the site might be in a post-scarcity situation, but many humans today and most through history have primarily been concerned with just getting what they need to live. While not every roleplay needs to focus on that, at a minimum worldbuilders should think about it.
 
Available Positions


Pirate (third party): Pirates run independent ships and only look for valuable scraps.  They lie, cheat, steal, and murder.  In their world, there are no laws.  Every ship for itself.


The Cold Raven Crew


Crew members on The Cold Raven are some of the toughest pirates around.  They live to serve their leader, Captain Woods.  Despite how nasty their demeanors are, they are some of the most loyal and well-treated pirates on Earth.


Master: The leader of a section.


Mate: Other members who serve under a particular section.


First Mate: The First Mate is usually second in command.  In case the captain is absent, the First Mate is responsible for resuming the role of the captain until his return.


Quartermaster: The Quartermaster is third in command.  They are responsible for distributing orders, materials, and treasure.  They also carry the role of a Boatswain if one is not present.


Boatswain:  The Boatswain is a skilled seaman and controls the ship's anchors, rigging, and deck crew.  They make sure the boat stays afloat.


Cabin Boy: Cabin Boys are often younger sailors who are learning their trade.  They serve higher officers on the ships and sometimes even run errands for the captain himself.  Cabin Boys are also responsible for delivering messages, preparing uniforms, and serving meals.  At the same time, they are being trained to learn about every aspect of being a pirate.


Carpenter/ Mechanic:  The carpenter is responsible for making necessary repairs on the ship and making sure it continues to function.  They take on the responsibilities of a surgeon if one is not present.


Gunner:  Gunners take charge of the weapons and cannons aboard the ship.  A lead gunner is usually appointed, who is in charge of giving firing orders to the other gunners during battles.


Pilot/ Helmsman:  It is the pilot's responsibility to steer the ship and give orders to the crew.  While there may be a designated pilot, other crew members may take the wheel if they are more familiar with a certain area.


Surgeon: Surgeons are less involved and more involved with the bodies that manage it.  They are responsible for healing and treating physical wounds, usually with homemade remedies.


Arcaine Crew


Warrant Officer: Warrant Officers are commissioned authorities who generally do not have any knowledge of the ship.  They rely on other crew members and their expertise.  Their only purpose is to give commands.


Admiral: Admirals are responsible for running a specific fleet of ships and managing the captains.  Most of the time, they deal with paperwork, but they are allowed to captain their own ship if they desire.


Captain: Captains manage their own ship, which is usually part of a larger fleet.


Commander: Commanders are often captains of smaller ships or a body of troops on a larger ship run by a captain.


Lieutenant: Lieutenants serve second in command to a Commander.


Scavenger:


Scavengers are employed by the government.  They are assigned to a specific ship to be given independent tasks.  Most of their job entails traveling to distant locations and collecting any spare pieces that they can find.  They are provided a small, air vehicle, similar to a motorbike, and a leather bag to carry scraps.  Their pay is determined by the weight of their findings.
 
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Captain Woods


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Until December, my hope is to build some more excitement and material for this roleplay.  They'll appear in a series of "sneak peeks".  Some of the content may be spoiler worthy, so view at your own risk!


Sneak Peek #1

Introduction


Dear readers,


Our Earth is no longer what it once was.  It is different.  She has changed.  And so must we.  The effects which once were myths have become our reality and our responsibility.  It is too late to "think of the children's future".  That generation missed their opportunity.  Earth's conditions are not reversible by mankind.  It's a fact that, while morbid, must be faced with honesty, not ignorance.


Over the past couple of centuries, Earth has continued to change, which is why we have brought to you an edited edition of our best-selling book, A Scavenger's Survival Guide.


As before, each page has been dedicated to outlining different topics.  These chapters should enlighten you or reinforce your knowledge about our Earth as we know it now.  We begin with a history overview that starts with the introduction of magical portals all the way to their location and destruction.  Other topics include important areas, ships, and people.  You are free to read our book in any way you desire.  It does not need to be read in any particular order.  


In this edition, we have added key information about the Ruins, magical portals, and different celebrities.  You will also find an updated table of contents and improved layout for better reading.  Since Earth's atmosphere is unpredictable, we have left extra pages in the back for you to mark down personal notes of your own.


Acknowledgements


Thank you to our main publishers from Airgrown Thoughts for making this second edition possible.  We would also like to thank our other sponsors from Arcaine Sciences and Expert Explorers of the Ruins for providing substantial information, experience, and feedback to all of the guide's materials.  Lastly, we would like to thank you, our readers, for supporting us and our work.



~ Non-Professionals





 
 
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I am so sorry to barge in with this but the word is peek. Peaks go on top of mountains. 
 
Sneak Peek #2

Environment

All of Earth's diverse lands have transformed into dangerous ruins, which is why all of nature's living creatures were forced to live in the sky. Most of these ruins are uncharted and far too many scavengers have gotten lost within the complex patterns of stone and dirt. New areas are slowly charted when old areas are picked dry of their useful resources by the workers. This, of course, is a long, slow process that can take months, if not nearly a year to complete. Well timed planning is crucial to maintain a well balanced scavenger to territory ratio.

Ruins
These are areas of desolate land which have been charted by the scavengers and government. The ruins are separated into five sections: North, South, East, West, and prohibited. The cardinal directions are in relation to the Arcaine's current location. Prohibited sections are spotted throughout all of the ruins. It is crucial for scavengers to be knowledgeable of these areas at all times. Cardinal marked locations are healthy areas for scavengers to look for scrap. Prohibited locations are desolate areas that no longer provide useful materials or are too complex in pattern for anyone to navigate through.
 


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ruins%20science%20fiction%20post%20apocalyptic%201680x1050%20wallpaper_www.knowledgehi.com_19.jpg


Sandstorms
The sandstorms are a continuous weather condition and are the main source of earth's destruction. They never stop. These raging wings are a deadly combination of sand, debris, and radiation. Short amounts of exposure are enough to cause side-effects, including but not limited to, blindness or impaired vision, hallucinations, severe migraines, coughing, wheezing, and many forms of cancer. Conditions may be temporary but most cases result with permanent damage. There are currently no forms of treatment to the radiation exposure. Exposed patients also risk infecting other citizens and must be quarantined.

To prevent these medical ailments, the government has required for all citizens to wear special breathing masks and suits. Ships have also been equipped with filtration systems that purify the atmosphere within the decks and cabins. Several medical injections to build "immunity" to the radiation have also been explored but have not supported by the government.


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Please tell me there's going to be steampunkish geiger counters? That would just be too rad—pun intended.  B|


This is shaping up beautifully.  I'm excited to read details about the cultural traditions, naming preferences, and social paradigms of your world.  And I'm hoping you leave a little space for player creativity whenever you cover that stuff.
 
2 hours ago, Bone2pick said:



Please tell me there's going to be steampunkish geiger counters? That would just be too rad—pun intended.  B|


This is shaping up beautifully.  I'm excited to read details about the cultural traditions, naming preferences, and social paradigms of your world.  And I'm hoping you leave a little space for player creativity whenever you cover that stuff.




 



I'm so glad that you are enjoying this!  Most of the structured material in this roleplay will apply to government alliances.  Pirates don't have a particular government so there will be plenty of room for player creativity in that respect. :)
 
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