- Invitation Status
- Not accepting invites at this time
- Posting Speed
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Online Availability
- Midday through very early morning
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Female
- Genres
- Fantasy Epic, Cyberpunk, (Para)Military, Zombie Survival, Dystopic
History is lost to the winners in a world full of losers. How did it come to this? Well, in Ezekiel, it's told that man got sick of itself and there was a war. Anarchy followed and now they are the only bastion of order in the mire. In Bahn, it's said that men were happy and intelligent before the men in suits came and corrupted the minds of the youth with propaganda and industry. Both societies are interdependent bastions of humanity who oppose each other. The people of Bahn are a highly democratic and community driven group who managed to appreciate each other in anarchy. They are known as the Kliks. The people of Ezekiel are a military - industrial minded group focused on security and comfort. People here suffer in privacy what they make up for in comfort and security. People are barcoded and numbered, and at 16, assigned a field they may only work in. The leader of Ezekiel is elected by ballot every year to ensure the approval of the people, but a certain company has taken control and fixes the ballots. Fahrester Enterprises' CEO, Samuel Fahrester has been the sovereign of Ezekiel for 17 years running. The ballots are fixed but everyone's too comfortable to look into it. Those of Ezekiel are known as Sams.
And then there are a third group, the Bandits. Not a faction at all, but simply a name for people who shrug off the weight the governments bring and choose instead to live in the wastelands independently. There are groups, called Bands, but most Bandits are completely independent.
Kliks and Sams have military and espionage forces used to fight withand spy on each other, and also suppress, capture, and keep eyes on Bandits. Sams roll weapons out to their military and Kliks steal shipments and salvage parts to make their own. Bandits use anything thathey can scrounge up, and between the urban wastes filled with what used to be gun stores, and whatever they find in the wildlands, Bandits tend to have pretty good equipment - if they can get first dibs. Not many choose the Bandit life, though, so more often than not, one Bandit can take on a squad of Sams or Kliks.
Sams and Kliks agree on one thing. Bandits are more often than not dangerous. But some Bandits help caravans and traders who cross into their territory, and some work as mercenaries for Ezekiel and Bahn, so neither deigns to simply witch hunt them.
This roleplay will mainly focus on three things - the war between Ezekiel and Bahn, the lives of individual Bandits, and military politics within the two governments. There can be relationships both platonic and romantic, and grudges within factions. Characters should be deep, even if it's in how shallow they are. A cocky officer of Ezekiel with a monotonal assistant with a tragic past. A Bahn Lt. whose brother left for Ezekiel. A Sam combat medic who wanted to be a ballero. Something that makes your character unique.
Technology is advanced, especially in Ezekiel, but combat arms are still primarily ballistic. There are precision hard light beam rifles which, while uncommon, are salvageable, and magnetized, ferrofluid spewing shoulder cannons (called Directed Exterior Ferrofluid Cannons or DEFCs for short), but these are rare and are basically to an arms enthusiast what a unicorn is to a horse lover. Used ONLY by high-ranking Heavy Officers on both sides.
And then there are a third group, the Bandits. Not a faction at all, but simply a name for people who shrug off the weight the governments bring and choose instead to live in the wastelands independently. There are groups, called Bands, but most Bandits are completely independent.
Kliks and Sams have military and espionage forces used to fight withand spy on each other, and also suppress, capture, and keep eyes on Bandits. Sams roll weapons out to their military and Kliks steal shipments and salvage parts to make their own. Bandits use anything thathey can scrounge up, and between the urban wastes filled with what used to be gun stores, and whatever they find in the wildlands, Bandits tend to have pretty good equipment - if they can get first dibs. Not many choose the Bandit life, though, so more often than not, one Bandit can take on a squad of Sams or Kliks.
Sams and Kliks agree on one thing. Bandits are more often than not dangerous. But some Bandits help caravans and traders who cross into their territory, and some work as mercenaries for Ezekiel and Bahn, so neither deigns to simply witch hunt them.
This roleplay will mainly focus on three things - the war between Ezekiel and Bahn, the lives of individual Bandits, and military politics within the two governments. There can be relationships both platonic and romantic, and grudges within factions. Characters should be deep, even if it's in how shallow they are. A cocky officer of Ezekiel with a monotonal assistant with a tragic past. A Bahn Lt. whose brother left for Ezekiel. A Sam combat medic who wanted to be a ballero. Something that makes your character unique.
Technology is advanced, especially in Ezekiel, but combat arms are still primarily ballistic. There are precision hard light beam rifles which, while uncommon, are salvageable, and magnetized, ferrofluid spewing shoulder cannons (called Directed Exterior Ferrofluid Cannons or DEFCs for short), but these are rare and are basically to an arms enthusiast what a unicorn is to a horse lover. Used ONLY by high-ranking Heavy Officers on both sides.
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