Deucalion
Firebringer
In-Character Roleplaying happens here! Be it your character waking up in their home, bartering with a greedy Spirit on one of Styx's markets, just roaming the busy streets or planning an expedition into Gehenna, you may begin posting here the second your character has been approved!
So hey, you died. Tough luck, huh? Maybe it wasn't your fault, maybe you ended up in an airplane crash or a disease took you out. Maybe it was your fault, maybe you made too many enemies or maybe you drove over some tall bridge drunk and went over the reeling. Whatever. The point isn't how it happened, though that's going to matter in the future too, trust me. The point is that you're dead. Over and done with. Finito. All that's left is stuffing your remains in a box and waiting for the worms, right?
Heh, try again.
Turns out there is an afterlife after all. Sorry, it's not quite Heaven, but hey, it's not quite Hell either. We call it Abyss. Now, I'm going to be honest with you, most of Abyss...Kind of sucks. Pointless chaos with plenty a Spirits abound. It's a mess. Fortunately though, you didn't wake up out there. Your soul or whatever was sent down to the city. Our city. A huge labyrinth of a place, buildings and roads alike of white stone or wooden planks making up the majority of it. Sometimes new buildings just kinda grow out of the ground when nobody's looking. Don't ask me, I don't know how the place works. But it's our home. It's the one city of our second life.
It's Styx.
Introduction
Welcome to Styx - A Second Life, a roleplay set in the fictional afterlife of Abyss, an infinitely stretching, chaotic land with one single sanctuary of safety, known as Styx, an enormous city that seems to twist and alter itself daily. It's a diceless game starring your characters who died on Earth in some way, it could be any way, only to reawaken on Styx's streets. It wouldn't take them long to realize they are in the closest to a conventional "afterlife" they will ever get, though they are still quite mortal even in this incarnation. Death in Styx is said to destroy your soul for good. Well there, they will soon notice the unnatural abilities they begin to manifest, special powers that in any other situation would be a blessing. Of course, as this is set in Styx, they will notice that they are going to need every inch of power they have obtained, along with their wits and social skills, to make it through the semi-medieval social climate of Styx, not to mention surviving the hostile Spirits and the unpredictable nature of Abyss itself.
Unfortunately it's not quite Heaven, fortunately it's not quite Hell. Welcome to Styx, enjoy your stay and good luck. You're certainly going to need it.
Setting / Terminology
A character is also known as a Revenant and is a person who suffered their First Death on Earth only to reawaken in the city of Styx, located in the strange world of Abyss. Styx itself is an enormous city, aesthetically something of a mix between Renaissance and Victorian era buildings and technology. This city seems to twist and alter itself to fit its inhabitants and indeed, if a sudden influx of Revenants happens, Styx seemingly simply grows to accommodate for the new increase in population. Revenants make up the bulk of Styx's population, but there also exists strange creatures native to Abyss, so-called Spirits. Contrary to their name however, Spirits are not necessarily whispy ghost-like beings, but a very strange group of beings that can take almost any form imaginable. One could be short and pudgy with hooves and a pair of small tusks, while another could be a towering muscular creature with blue skin and only a large mouth for a face. There does not seem to be any rhyme or reason to how exactly a Spirit looks physically, their only common trait being that they can safely traverse Gehenna, the chaotic and extremely treacherous land outside of Styx. Gehenna is an absolute mess and describing it is a near impossibility, as it always changes and evolves. The one constant is that it is extremely dangerous to Revenants and is populated primarily by hostile and animalistic Spirits called Phantoms. As such, Revenants rarely if ever leave Styx and the rare expeditions out to Gehenna require weeks, if not months of preparation.
Revenants will find it that they have a much easier time surviving in such a tough environment than they would in their First Life, however, as they discover the special abilities one's Second Life has to offer. For example, all Revenants are much more durable than they used to be in their First Life, able to take incredible amounts of punishment compared to that of a normal person. More spectacularly, all Revenants manifest an unique ability known as a Pyre. A Pyre can be nearly anything, from the ability to create and control fire to inhuman speed to teleportation, though a Revenant can only have one Pyre. Additionally, they will soon discover an unique weapon that can be called to their hand and usually has special abilities, referred to as a Memento. Every Revenant has one Memento that they can summon and dismiss at will once they awaken in Styx. Every Memento is unique to the Revenant and usually relevant to their First Death in some kind of symbolic sense. More Mementos can however be crafted through an art known as Manifestation. Manifesting a new Memento requires the small flame-like balls of energy known as Wisps which are left behind at the death of certain Spirits, specifically Phantoms. The more powerful the Phantom, the higher the quality of the Wisp and the stronger a Memento can be made. As such, many a Revenant take up Phantom hunting and Wisp dealing as a profession.
This is of course only helped by the very hostile nature of Phantoms, not to mention Abyss in general. While Styx is generally a safe zone most of the time, it does have occasional moments called Hauntings, where the relative structure of Styx crumbles and is replaced by the total nonsense and destructive chaos so common outside of Styx's walls. Not only is a Haunting dangerous because of the unstable nature of... Well, reality in the area, but Phantoms also tend to flock to Hauntings before and when they happen. What exactly a Haunting is, Revenants do not know. Some theorize it's the chaos of Gehenna "bleeding" through Styx's walls from time to time. Others think that this chaos is simply Abyss' natural state and it occasionally tries to revert Styx back to this state. Whatever the case may be, they are dangerous, which is only helped by the fact that hundreds, if not thousands of Phantoms are constantly pounding away at Styx's walls, a few occasionally slipping through and into the city itself. Though at the same time, the external danger is nothing compared to the treacherous insides of Styx itself. There is nothing stopping Revenants from evil after all and human sin is as common as it always has been. Styx is a treacherous, dangerous place, not for everyone. But those that do survive often find it that this new home has a lot to offer in its own right.
Think you got what it takes to make it in the afterlife?
1. Follow the usual RPNation rules.
This should go without saying. This roleplay is hosted on RPNation, so follow the rules of the rest of the site.
2. Be Excellent To Eachother
Also known as the BETE rule, this should be the one thing everyone should remember. It's ultimately just a roleplay for fun and to ensure this fun, you should show other players the respect they deserve. They're people too, don't think anything else.
3. Be Reasonable
And everything that entails. Your character shouldn't be the most powerful creature in Styx, nor should they be completely unable to function in society. Nobody likes a Mary Sue and really, it's way more fun if you roll with the punches, accept that your character can't win at everything and have some actual flaws to play with.
Welcome to the Afterlife
So hey, you died. Tough luck, huh? Maybe it wasn't your fault, maybe you ended up in an airplane crash or a disease took you out. Maybe it was your fault, maybe you made too many enemies or maybe you drove over some tall bridge drunk and went over the reeling. Whatever. The point isn't how it happened, though that's going to matter in the future too, trust me. The point is that you're dead. Over and done with. Finito. All that's left is stuffing your remains in a box and waiting for the worms, right?
Heh, try again.
Turns out there is an afterlife after all. Sorry, it's not quite Heaven, but hey, it's not quite Hell either. We call it Abyss. Now, I'm going to be honest with you, most of Abyss...Kind of sucks. Pointless chaos with plenty a Spirits abound. It's a mess. Fortunately though, you didn't wake up out there. Your soul or whatever was sent down to the city. Our city. A huge labyrinth of a place, buildings and roads alike of white stone or wooden planks making up the majority of it. Sometimes new buildings just kinda grow out of the ground when nobody's looking. Don't ask me, I don't know how the place works. But it's our home. It's the one city of our second life.
It's Styx.
Introduction
Welcome to Styx - A Second Life, a roleplay set in the fictional afterlife of Abyss, an infinitely stretching, chaotic land with one single sanctuary of safety, known as Styx, an enormous city that seems to twist and alter itself daily. It's a diceless game starring your characters who died on Earth in some way, it could be any way, only to reawaken on Styx's streets. It wouldn't take them long to realize they are in the closest to a conventional "afterlife" they will ever get, though they are still quite mortal even in this incarnation. Death in Styx is said to destroy your soul for good. Well there, they will soon notice the unnatural abilities they begin to manifest, special powers that in any other situation would be a blessing. Of course, as this is set in Styx, they will notice that they are going to need every inch of power they have obtained, along with their wits and social skills, to make it through the semi-medieval social climate of Styx, not to mention surviving the hostile Spirits and the unpredictable nature of Abyss itself.
Unfortunately it's not quite Heaven, fortunately it's not quite Hell. Welcome to Styx, enjoy your stay and good luck. You're certainly going to need it.
Setting / Terminology
A character is also known as a Revenant and is a person who suffered their First Death on Earth only to reawaken in the city of Styx, located in the strange world of Abyss. Styx itself is an enormous city, aesthetically something of a mix between Renaissance and Victorian era buildings and technology. This city seems to twist and alter itself to fit its inhabitants and indeed, if a sudden influx of Revenants happens, Styx seemingly simply grows to accommodate for the new increase in population. Revenants make up the bulk of Styx's population, but there also exists strange creatures native to Abyss, so-called Spirits. Contrary to their name however, Spirits are not necessarily whispy ghost-like beings, but a very strange group of beings that can take almost any form imaginable. One could be short and pudgy with hooves and a pair of small tusks, while another could be a towering muscular creature with blue skin and only a large mouth for a face. There does not seem to be any rhyme or reason to how exactly a Spirit looks physically, their only common trait being that they can safely traverse Gehenna, the chaotic and extremely treacherous land outside of Styx. Gehenna is an absolute mess and describing it is a near impossibility, as it always changes and evolves. The one constant is that it is extremely dangerous to Revenants and is populated primarily by hostile and animalistic Spirits called Phantoms. As such, Revenants rarely if ever leave Styx and the rare expeditions out to Gehenna require weeks, if not months of preparation.
Revenants will find it that they have a much easier time surviving in such a tough environment than they would in their First Life, however, as they discover the special abilities one's Second Life has to offer. For example, all Revenants are much more durable than they used to be in their First Life, able to take incredible amounts of punishment compared to that of a normal person. More spectacularly, all Revenants manifest an unique ability known as a Pyre. A Pyre can be nearly anything, from the ability to create and control fire to inhuman speed to teleportation, though a Revenant can only have one Pyre. Additionally, they will soon discover an unique weapon that can be called to their hand and usually has special abilities, referred to as a Memento. Every Revenant has one Memento that they can summon and dismiss at will once they awaken in Styx. Every Memento is unique to the Revenant and usually relevant to their First Death in some kind of symbolic sense. More Mementos can however be crafted through an art known as Manifestation. Manifesting a new Memento requires the small flame-like balls of energy known as Wisps which are left behind at the death of certain Spirits, specifically Phantoms. The more powerful the Phantom, the higher the quality of the Wisp and the stronger a Memento can be made. As such, many a Revenant take up Phantom hunting and Wisp dealing as a profession.
This is of course only helped by the very hostile nature of Phantoms, not to mention Abyss in general. While Styx is generally a safe zone most of the time, it does have occasional moments called Hauntings, where the relative structure of Styx crumbles and is replaced by the total nonsense and destructive chaos so common outside of Styx's walls. Not only is a Haunting dangerous because of the unstable nature of... Well, reality in the area, but Phantoms also tend to flock to Hauntings before and when they happen. What exactly a Haunting is, Revenants do not know. Some theorize it's the chaos of Gehenna "bleeding" through Styx's walls from time to time. Others think that this chaos is simply Abyss' natural state and it occasionally tries to revert Styx back to this state. Whatever the case may be, they are dangerous, which is only helped by the fact that hundreds, if not thousands of Phantoms are constantly pounding away at Styx's walls, a few occasionally slipping through and into the city itself. Though at the same time, the external danger is nothing compared to the treacherous insides of Styx itself. There is nothing stopping Revenants from evil after all and human sin is as common as it always has been. Styx is a treacherous, dangerous place, not for everyone. But those that do survive often find it that this new home has a lot to offer in its own right.
Think you got what it takes to make it in the afterlife?
1. Follow the usual RPNation rules.
This should go without saying. This roleplay is hosted on RPNation, so follow the rules of the rest of the site.
2. Be Excellent To Eachother
Also known as the BETE rule, this should be the one thing everyone should remember. It's ultimately just a roleplay for fun and to ensure this fun, you should show other players the respect they deserve. They're people too, don't think anything else.
3. Be Reasonable
And everything that entails. Your character shouldn't be the most powerful creature in Styx, nor should they be completely unable to function in society. Nobody likes a Mary Sue and really, it's way more fun if you roll with the punches, accept that your character can't win at everything and have some actual flaws to play with.
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