Resonance (OOC)

Discussion in 'ROLEPLAY GRAVEYARD' started by The Philosoraptor, Sep 22, 2016.

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  1. Welcome to the world of Gë. It is a world at war with itself. To the east lies a continent of alien demigods who, in between their own internal conflicts, wage a vicious and horrific cold war against their neighbors to the west: Mankind, united by the common interests of twelve separate kingdoms. To the south, on a continent of tropical jungles and frozen tundra, a mysterious nation of monsters rises to prominence. Beneath all lies an empire of Human offshoots, shorter in stature but larger by far in strength.

    But our story is not one of epic conflict and high adventure. Rather, ours is the tale of a band of vagrants and misfits living in a world of tragedy and discord. The epicenter of Mankind's radiating influence, their capital city of Resonance, is at once a utopia and a dystopia. In the Ashen Quarter, a place of trash-beds and broken homes, our heroes live without knowing when they will die and without hope for a life where they will not die as hollow as they lived. All that keeps them alive is their shared bond, a tense friendship that allows them a greater chance of surviving the daily craziness of their world. Whatever their situation, however, they only pray it doesn't get worse...

    The year is 2035 of the Third Era. The world is on fire. And we are the kindling on which it burns.

    Character Sheet (open)

    • Name:
    • Age: (Vaela mature at 20, live up to 300 years; Dwellers live up to 150 years, mature at same rate as humans; Humans live up to 100 years; Gholam do not age)
    • Race: (Natives are not allowed)
    • Personality: (list pros and cons)
    • NO BIOS

    Rules (open)

    1. Be friendly on the OOC, release the beast on the IC.
    2. Post at least once a week in accordance with the posting order.
    3. This RP is rated 18+. No teens allowed.
    4. Posting Expectations: Upper-Intermediate to Adept.
    5. No spam.
    6. No god-modding.
    7. Follow the goddamn rules.
  2. The Lore Post
    Information dump ahead. Proceed with caution.
    The world of Gë is huge and diverse. While our story is centered on the megalopolis of Resonance, a strong understanding of the rest of the world is necessary for a complete understanding of the material. As such, listed below is a compiled encyclopedia of information on the world, ranging from the Magic System to the Geography of the world and the celestial objects around it. All are encouraged to read as much as possible and ask questions to facilitate the clarification of certain tidbits.
    The World (open)
    The world of Gë is remarkable by planetary standards. It orbits a binary star, alternating between blue, called Kad, and yellow, called Usah (more commonly, they are referred to collectively as Caedus). It is orbited by three moons, Aurelius, Mar-Kesh, and Hellion, arranged by descending size. Strangely, Gë is the only true planet in its solar system. The reasons for this are hotly debated among scholars, but no true conclusion has yet to be drawn. The surface supports bountiful life, and is divided into three continents: Wesmora, Adwaitcha, and Sotrok. The former two were found to be populated first, are the largest continents on the planet, and, compared to the spattering of islands and the debatable status of continent held by Sotrok, are the only two significant landmasses on Gë. Wesmora, home to Mankind, lies in the west, and Adwaitcha, dominion of the Vaela, in the east. Both continents are largely temperate in the north and south, experiencing more tropical climates near the equator. The seas of Gë, the Haetic, Matrinial, and Nordial, account for a little less than 40% of the surface of the planet.
    On Adwaitcha, bordered to the east by the Matrinial Ocean and in the west by the Haetic, the Vaelic nations are divided strongly, and are not so easily united as the kingdoms of men. To the north, the kingdom of Itmacha, or the Land of Ice, is ruled with a frozen fist by the God-King, who despises the High Chancellor of the totalitarian state, Vritmacha, that lies mere miles away. Beneath both lie the radical Masvaela, a cult of anarchistic terrorists who dwell in abandoned underground settlements that are unreachable save by the allowance of the Ungermazhi, or "Dwellers", who rule a subterranean empire that spans both Wesmora and Adwaitcha. In the equatorial south of Adwaitcha reside the Venvaela, or "People of the Trees" in their tribal community of Botmacha, or the Land of Leaves. These four factions are continuously warring with each other, uniting into loose alliances that swiftly fall apart after certain goals are accomplished. The Ungermazhi of Adwaitcha have been, for the most part, driven underground, where their home-field advantage gives them a leg up against their Vaelic counterparts; because of this, the Ungermazhi dominate underground transport, and only by their will can the Vaela expand underground.

    On Wesmora, bordered to the east by the Haetic and to the west by the Matrinial, the Union of Twelve Kingdoms rules all, and is united by a common cause: Fighting the Vaela. Wesmora itself is very similar to its sister continent, Adwaitcha, and bears only small albeit significant differences. Where what is theorized to be where a great jungle once stood now remains only a massive flatland as the Great Plain, inhospitable to all but the hardiest animals and people. While once diverse in culture and traditions, the Union, having existed for several hundred years, has long since melded into one cohesive nation. Located at the very core of the continent, away from any coastal invasion, is the capital city of Resonance, a massive city-state that functions as a "Thirteenth" Kingdom, and serves as the multi-cultural seat of government for the Union.

    On Sotrok, the Broken Continent, little is truly known of the people or geography. It's terrain alternates between violently hot to destructively cold; densely-packed jungle to wide-open tundra. Its people are a strange and alien folk, but seem to be completely native to Gë.

    Magic (open)
    Human magic is a complex, brutal, and literally bloody variant that has numerous effects on whatever it is applied to. By engraving symbols derived from the Old Tongue [the first language ever spoken by sentients on Gë, supposedly transcribed from the Word of the Old Gods themselves. According to historians, every word spoken in pre-history carried a trace of magic in it. The tongue of the Ungermazh and the tongue of mankind diverged in the First Era, when the former purportedly migrated underground to escape a doomsday prophecy (that ended up being completely false) whilst their human counterparts remained above to continue on their own, deriving the human tongue from bastardized dialects of the Old Tongue] into an object or person, a form of enchantment is cast upon it. Spells can be made stronger if they're painted in blood or carved into flesh (contemporary magicians prefer tattoos, which work only slightly poorer than flesh carvings), but can be painted in or onto anything.

    Human magic itself is incredibly diverse, as much so as a language itself, and so varies depending on the location it's found in. In the great expanses of the Dread Plains, the native peoples' magic users, known colloquially as witches, learned how to shapeshift into their animal companions known as "familiars" by joining themselves and their chosen beasts together, creating an entirely new and incredibly power warrior whose magical potential exceeded that of the beasts or witch on their own, and who could change their form between a man and, for example, a murder of crows or a pack of wolves. This all arises from a relatively humble enchantment carved in a set between the witch and their chosen animals, which many outside of the Plainspeople's culture find extremely difficult to replicate. On the streets of Resonance, the most common magic is elemental manipulation, usually in the form of tattooed spells activated at will. A spell summoning a funnel of fire or transmuting an object into a pillar of salt can easily be marked onto a body, granted one knows the proper enchantment (some street-corner salesmen deliberately sell phony spells to unsuspecting individuals seeking personal protection for a quick buck), though something more complex, like bringing to life an inanimate object, requires more personal deliberation and effort, as well as a higher output of energy. Human magic tends to be categorized into four variants: Organic (the manipulation of biology), Spiritual (tends to revolve around transfusing life or, as the Plainspeople discovered, fusing two organisms on the most fundamentally spiritual level), Elemental (destructive, weaponized magic), and Transformative (the changing of preexisting objects into something else). These categories intersect when spells require more complicated enchantments. All four are fundamental to the workings of human magic.

    However, the magic of mankind has one distinct limit: Nothing can be created from nothing. Dust can become salt so long as there is dust to transform. A pillar of fire can be directed at an enemy so long as there is air to burn. This obvious limitation sets human magic back when compared to its counterpart, that being Vaelic magic.
    Magic (open)
    Magic (open)

    Instead of mutilating themselves with spells, the Vaela use a process known as Invocation. By speaking a word, each a name of a Vaelic god (of which there are many), and lacing their voices with their own energy, certain powers are granted to the Vaela. By invoking the name of the god of war, Kharn-Alaa, a Vaela becomes stronger, faster, more agile, and more aware of their surroundings, as well as significantly more vicious. While the downside of this arrangement is that a Vaela loses some control of themselves (essentially being possessed by a tendril of their gods' power; Kharn-Alaa's bloodthirst renders even the most seasoned warrior a vengeful, bloodthirsty berserker), the power gained tends to outweigh the losses suffered. However, one of the greatest drawbacks of this magic is that no more than one god's name may be invoked at once, and a god's possession of the Vaela does not end until their task is complete (i.e. a soldier will not stop killing until no more of the enemy's blood can be shed, and a gunsmith will not stop working until his weapon is forged; some Vaela are found dead after having invoked a god to perform an impossible task, and died from a lack of sustenance). Therefore, intent is the most important principle in Vaelic magic. Simply invoking a god's name results in indefinite possession (or, as the Vaela call it, an Avatar; more derogatorily, a Shade), whilst providing specific instruction results in the possession performing specific acts, and then promptly terminating. As well, the force of the Invocation affects its results. The most powerful Invocation recorded resulted in a physical manifestation of a god on the physical plane, which annihilated both human and Vaelic forces at the Battle of the Sundered Gulf; the weakest recorded Invocations recorded were a series of murders in Union territory committed by an unhinged Vaela insurgent who used the name of Kharn-Alaa with little input energy to commit brutal, albeit controlled, assassinations of retired Union military commanders.

    To compare human and Vaelic magic more concisely: Vaelic magic is brutal, instinctive, and extremely powerful when used properly, but suffers from inflexibility; human magic is extremely diverse and adaptable, but takes a comprehensive knowledge of the Old Tongue to use properly, and isn't nearly as inherently powerful as Vaelic magic.

    What should be noted is that all magic relies on a person's inherent magical strength, referred to as "energy" by the masses and "mana" by scholars, which depends on a number of factors ranging from physical health and fitness (a principle referred to as Mind Built on Matter) to an intrinsic talent for channeling magical power. An inherently powerful man may easily out-maneuver or even overpower an above-average Vaela, while a normal Vaela can easily toss around several magicians who don't appreciate the power of their opponent. Depending on how much energy an individual possesses, spells can be extremely powerful or extremely weak. The aforementioned Avatar that appeared at the Sundered Gulf was summoned by an extremely powerful Vaela whose pool of natural power was great enough to tear a fabric in reality and allow a god into the world. It only died when its physical anchor burned out, being unable to handle the god's true form, a simple physical deficit.

    Races (open)

    We now come to one of the most important subjects: the races of Gë. While there are many unique creatures on Gë, there are too many to place in one list. In spite of this, the most important and influential species have been included below. These are, in fact, the races of our characters, with one exception.

    Mankind (open)
    Easily the most diverse and pervasive race on Gë and commonly referred to as the world's natives, Mankind has established itself most prominently in the Union of Twelve Kingdoms on Wesmora. Humans come in various shapes, colors, and sizes. The common Nordic complexion of white skin, blue eyes, and black hair has become dominant over the years as the First Kingdom's people moved south, pillaging and spreading their genetic seed where they went. As they moved south and around the equator, men with darker skin were found increasingly more commonplace. When the Final Empire, the nation the Nordic men had built through their conquest, was dissolved, individual nation-states became the norm, and eventually reformed into the Union of Twelve. In Resonance, the capital of the Union, Humans from various backgrounds and kingdoms can be found mixing together. Racism was, and to an extent still is, a problem, but mostly manifests in rivalries between individual kingdoms, rather than on a national scale. There is a minority movement that advocates for a return to Nordic dominance, and a replacement of the Union with another Nordic empire. Mankind despises the Vaela for their Järmula, which resulted in the deaths of thousands of men and women, and the relocation of thousands more. Conversely, they are great friends with the Ungermazhi for their shared blood, even being able to interbreed with them (half-dwarves are renowned for being perfectly balanced soldiers: hardier than normal Men, but not so short as the Dwellers); however, this friendship is increasingly strained by the Dwellers' resistance to engage in warfare against the Vaela.

    Physically, the race of Man is not impressive. Rarely growing beyond six or seven feet at most, Mankind lacks the brute physical strength of the Vaela and Ungermazhi, and certainly lack the advanced senses of the latter. What makes Man special, especially compared to the former rival race, is its reproductive potential. Compared to the slow-breeding Vaela and the irregularly fertile Ungermazhi, Men breed like rats. Their numbers and adequate magical ability render unto them equal standing with their rivals.

    Humanity, as mentioned, is a magical race, relying on their mystic Old Tongue to generate change in the environment around them by flowing mana through symbols engraved either on their bodies or an object. Census reports show that about 50% of Humanity is magical, with 75% of that population having little significant power. The other 50% is divided between the 99% who are simply lacking in the ability to manipulate their mana and an incredibly special 1% who actually diffuse spells, rendering them virtually invincible to magical attack.

    Vaela (open)
    The Vaela are a race completely alien to Gë, arriving on the world at the end of the Second Era and marking the beginning of the Third. Having little idea where they actually came from, the Vaela united into a cohesive empire a few decades after their arrival and quickly ousted the Human colonies of Adwaitcha, at the time called Etmora. This ethnic cleansing of mankind and any Vaela who refused to participate in the ensuing conflict is known simply as the Purge to Mankind, or, in the Vaelic tongue, as Järmula, "The Conquest". Ever since, the races of Man and Vaela have been in a state of war, though neither side has yet made an overt move to attack the other. Having little idea of who they actually are or where they came from, or what they were like before their Arrival, the Vaela began to self-destruct around a decade after Järmula, dividing into various groups: The totalitarian and bloodline-obsessed Fehnvaela founded Vritmacha, the "Land of Truth"; the fanatical monarchists, the Itvaela, journeyed into seclusion into the north, forming Itmacha, the "Land of Ice"; the free-willed and compassionate Venvaela went south, founding Botmacha, the "Land of Leaves"; and the psychopathic Masvaela conquered some of the Dwellers' Undercities, calling them Masmachi, or "Cities of Mas". Since this great divide, the Vaela have warred amongst each other as much against Mankind, forming ever-shifting alliances that turn in on themselves at the drop of a dime. However, despite their internal feud between each other and their great war against Mankind, the Vaela hold the Dwellers in a higher regard, viewing them as the only connection to a world beyond Adwaitcha, and have tried not to anger their underground fellows ever since forcing them beneath Adwaitcha; this patience is tried by the neutrality of the Ungermazhi in the Great War between the Vaela and Mankind.

    While initially a uniform race with no genetic offshoots, after having conquered Adwaitcha the Vaela began to diverge based on their environments due to an incredibly powerful and completely innate ability of the Vaela to rapidly change over time to quickly acclimate to their surroundings. To the north, the Vaela became hardier and paler, eventually developing the trademark blue skin tone of the Itvaela, the "People of the Snow"; to the south, the locals grew darker, lither, and more agile in adaptation to the jungle environment, eventually becoming the Venvaela, or "People of the Trees"; beneath the earth, the Masvaela, or "People of Mas", have become the most divergent breed, losing their sight as the price of advancing their other senses (mutating their appearances to resemble deformed, bat-like monstrosities), as well as having lost all coloration in their skin and hair from their bodies; and finally, the Fehnvaela, who call themselves the "People of Purity", who remain most similar to the original form of the Vaela: tall, usually around seven feet, slightly pale, and thinner than men, yet stronger as tenfold. Their facial features are slightly more pronounced, particularly their characteristically long ears. Autopsies show a pronounced rib cage, housing larger lungs and a duplicate heart. The Vaela also possess extremely dense muscles, making them weigh more than the average Man, and renders them far stronger and faster than most Humans. What gives the Vaela a disadvantage is an inordinate gestation period, around two standard years. This limited reproductive capability has left the Vaela with a disproportionately smaller population than Mankind.

    Every Vaela is magical to an extent, though some are far more powerful than others. One need only possess the energy to summon a god, speak their name, and the god will be Invoked. However, the level of energy that an individual possesses varies, rendering some Invocations stronger than others.

    Dwellers (open)
    Known among their own kind as the Ungermazhi ("Who Lie Beneath"), the Dwellers are a divergent sub-species of Mankind who live, for the most part, beneath the surface of Gë, ruling an intercontinental trade empire. Their single greatest achievement, the UnderRail, crosses the Haetic Ocean by going beneath the ocean floor rather than over it, completely circumventing conventional piracy and international blockades. Originally Men themselves, the Ungermazhi, under the advice of the False Prophet, Matrinius, ventured into the cave systems of Wesmora to escape what Matrinius prophesied would be the End of Days, brought down on Mankind for turning its back on the Old Gods. This "doomsday" would ultimately just be an unprecedentedly long solar eclipse (lasting six hours, total) of Gë's twin suns. Convinced that the world above had been destroyed, the Ungermazhi remained beneath the surface for three decades, spreading out through the caves while remaining connected through a central seat of power, surviving on Tunnel Worms and moles. With the death of Matrinius, the Ungermazhi finally decided to reemerge. The fact that the world had not, in fact, been destroyed was a source of immediate outrage and shock among Those Who Lie Beneath, and resulted in the complete desecration of idols dedicated to Matrinius (who became the False Prophet). Over the course of several hundred years, the Ungermazhi debated amongst themselves the benefit of returning to the surface, occasionally sending up scout parties to investigate current events. As they realized that, over time, their race had changed dramatically (becoming shorter and stronger than Men, but losing their ability to tolerate strong sunlight), the Ungermazhi decided to reveal themselves to the world at large; their reappearance after almost a millennium shocked Mankind, whose scholars had long since come to the conclusion that Matrinius' followers had died out mere years after entering the caves. This marked the beginning of the Second Era (alternatively known as the Long Era, for it lasted almost 5,000 years), and began the amiable relationship between Mankind and the Dwellers, as they came to be known: Mankind allowed the Dwellers to build cities on the surface (which ultimately only served to act as trade hubs, since the consequences of underground living prevented Dwellers from living regularly on the surface), and the Dwellers opened up trade with Man (gemstones to the Dwellers were, though valued, relatively commonplace, and made for a huge business opportunity, since virtually any Dweller could reach into his pocket and trade a chip of ruby for bread), as well as provided both parties the opportunity to cross the Haetic and land on Adwaitcha. The Arrival of the Vaela marked a sharp decline in relations between Mankind and the Dwellers. Realizing the business opportunities the Vaela represented, the Ungermazhi forgave the Vaela for pushing them down below the surface on Adwaitcha, and opened their markets to the aliens. This is something that Mankind, whose people were slaughtered while the Dwellers hid in their caves, would never forgive completely, even if the Dwellers helped Human refugees by sheltering them in their caves and giving them unrestricted access to the UnderRail. For two millennia since the Arrival, the Dwellers have played a careful game between the two great powers of the world, desperately trying not to anger either side while manipulating both to the Ungermazhi's benefit.

    Dwellers are generally Human in terms of internal biology, but differ in some important ways. Underground life has dramatically altered the race's senses, downplaying the importance of sight and taste while enhancing hearing, smell, and touch. This has resulted in the increased development of the facial features, resulting in larger ears and noses, as well as a hyper-detailed nervous system centered in the fingers (to the extent that a Dweller could accurately describe a painting by running a hand over it. The destruction of the hand in Ungermazhi culture is a punishment without rival); as well, the eyes of a Dweller are most accustomed to limited light, growing large and hyper-sensitive. On the surface, a Dweller is most likely to be found wearing gloves and sun-goggles. Dwellers are, on average, between four and five feet tall, though some have been found to grow abnormally and unhealthily to six feet. As well, the Dwellers are the most physically powerful race on Gë, being able to lift several times their own weight. Similarly to the Vaela, Dwellers have reproductive difficulties, though the Dwellers due to infertility rather than prolonged gestation. Rather than a true genetic defect, the Dwellers seemed to, at some point in their history, suffer a catastrophic plague that rendered them largely sterile. Ever since they have struggled to regain their reproductive capability; this limiting factor has left them unwilling to wage war or unnecessarily risk Dweller lives. Contrary to popular belief, Dwellers do NOT have beards; in fact, it is considered shameful to have an overly long beard, as it is considered to be an attempt to hide some form of defect or shame, and, by extension, an attempt to deceive others.

    Dwellers are very similar to Mankind in magic as well, using an almost identical system. However, due to their continued worship of the Old Gods, Dweller vocabulary in the Old Tongue tends to be much greater than that of Mankind. Furthermore, Dwellers seem to lack the ability to diffuse magic at all, as compared to the small, but significant, population of Humans that can.

    Gholam (open)
    A product of Man and not of nature, the Gholam are a race lost in the flow of the natural order. The idea of the Gholam comes from archaic golems, semi-living beings which were made of rock or wood for use as weapons by ancient men. Over time, as the need for labor rose and military casualties peaked in Mankind's war against the Vaela, the design of the ancient golems was applied to create a new breed of creature: Stronger, faster, and more subservient than a normal soldier, while still made of flesh and blood. This model was eventually applied to the labor force, at once creating the perfect soldier and the perfect laborer. And so the Gholam came into the world. Though created to be man's slaves, in truth the Gholam were man's peers, and it took mere decades for them to realize this. The Gholam Uprisings were a period of internal conflict that led to the creation of the Union Defensive Legion, tasked solely with suppressing domestic threats. As the Gholam grew more and more aware of themselves, they began to realize that their oppression could be ended through peace if they appealed to the senses of rational Humans. After centuries of a cycle of hatred, the Gholam were eventually freed, though to this day they suffer the biases of people who can't handle the idea of the Gholam being true individuals. Ever since their emancipation, the Gholam have struggled to find a place in everyday life in the Union, with many either ending up homeless, and some even defecting to the Vaela, whose hatred for Mankind does not extend to their slaves.

    Biologically, the Gholam are almost human, yet at the same time not. The idea of duplicate organs seen in the Vaela prompted mankind to grow the Gholam with doubles of almost all vital organs: Two hearts, four lungs, two livers, etc., with the exception of the brain. As such, the Gholam are the largest race on Gë, being tall (about seven feet tall on average), broad, and able-bodied all at once. The chest cavity alone is massive on the Gholam. In terms of strength, the Gholam operate between Mankind and the Vaela, and often serve as frontline infantry in foreign conflicts. Gholam, on their own, cannot reproduce. It took decades for them to be granted the rights to use the technology to engineer their own children, essentially being the last right needed to qualify the Gholam as their own race.

    The Gholam, uniquely, can neither use magic nor diffuse it in the ways that Mankind or the Vaela can. However, their physical capabilities and their tendency to literally graft weaponry onto their bodies when going into battle tend to put them on par with magicians.

    The Natives (open)
    So-called because they are regarded as one of the native races of Gë, but lack a name of their own, the Natives are a mysterious and primitive race of green- and black-skinned reptomammals, the first example of the breed. Seemingly intelligent, and having domesticated various giant insects as mounts, battle pets, and beasts of burden, the Natives have only recently been discovered on Sotrok. Little is known of them, and while an "embassy" has been opened in Resonance, relations between the Natives and Mankind are relatively nonexistent, only further hindering the pursuit of knowledge.

    Physically, the Natives are diverse in size, yet all the same species. This is seen as a form of a biological caste system on a larger scale, as this is generally seen in much smaller creatures like ants or bees. The smallest Natives are about three feet tall, and the largest about the size of a Gholam. Their skin is generally hardened and leathery, often with scaly growths, and is generally colored in patterns of black or green, though it is theorized that this is merely a color adopted in jungle environments, and that the Natives can actually camouflage based on their surroundings.

    Not having any true specimens has left the world with little other knowledge on the Natives; hence, topics like religion, magic, and culture have been put on hold as Mankind eagerly plumbs for answers.

    Cultures of the World (open)
    Human culture is, without a doubt, the most modern, liberal, and hedonistic on Gë. The melding of the Twelve Kingdoms has left the ethnic identity of the Union extremely confused, with hardcore Neo-Nordic conservatives trapped in the same borders as hyper-liberal Panhumanists. While a largely liberal federal parliament, the Grand Policy Bureau, controls policy, the ongoing war with Vritmacha and the other Vaelic states has rendered the Union largely anti-Vaelic. Technologically, the Union of Twelve is the most advanced nation on Gë, sporting holo-tech in smart phones and anti-gravity propulsion in vehicles, to just name a few examples. "Green spaces" tend to be relegated to isolated sun-spires, large habitats meant to meet the Union's agricultural needs; meanwhile, massive metropolises rise up across the country, transforming the land into what could almost be called a single city divided into large sub-sections to distinguish between kingdoms. The military of the Union is one of the largest and most powerful in the world, divided into three branches: the Union Expansionary Army, the Union Defensive Legion, and the Union Exploratory Division. The former constitutes the offensive air, land, and naval forces of the Union, each commanded by a tetrarchy of War Princes (typically the sons of the kings of the Twelve Kingdoms), who all in turn are commanded by the Warmaster, son of the Supreme King. The latter two branches are both overseen by the Supreme King himself; the UDL manages homeland security and the suppression of unrest, while the UED is a research and intelligence cell. All branches of the Union's military are equipped with top-of-the-line assault weaponry and ballistic armor, possess a broad range of personal and full-scale drone capabilities, and sleek, high-tech armored vehicles. The wealth gap is large in the Union, as represented by the Ash and Ivory districts of Resonance (the federal capital): The Ash District is a huge, sprawling slum of dusty shanties and patchwork or burned-out buildings, and is the remains of a long-past Vaelic incursion onto the continent. The Ash District is home to the worst of Union society, from the homeless and listless to the criminal and vicious; on the other hand, the Ivory District is the peak of Union civilization, marked by towering skyscrapers, clean streets, and a thriving business sector. Economically, the Union is a powerhouse, though not nearly as much so as the Dweller Empire. Living mostly in the Union, the Gholam share much with Mankind in terms of culture, though the mistreatment they've suffered over the years has left the majority of the Gholam bitter and hateful, and leads many to form communes of their own separate from Union rule and influence.

    Vaelic culture, as with the people themselves, is variable across Adwaitcha. Vritmacha, land of the Fehnvaela, is the chief rival of the Union. The command economy of the nation is surprisingly stable, though the consequences are seen in the disparity between social classes: A soldier in any of the four divisions of the Fehnvaelic military (the Infinite Army, commanded by the High Marshal; the High Fleet, commanded by the Fleet Admiral; the Black Sect, commanded by the Shadow Director; and Central Morale, commanded by the Pacifist-Militant) and a farmer are at the opposite spectrum of a party official in terms of wealth, though the former two castes are the most common professions in the entire country. Vritmacha's military is second only to the Union's. Culturally, Vritmacha is very conservative and xenophobic, and regards other Vaela from outside its territory as sub-Vaela. Ironically, the Fehnvaela's greatest enemies, the Itvaela, are very similar. Itmacha is a conservative, xenophobic, and isolated state protected by the God-King's Ever-Blessed Army, which, though behind the times in terms of weapon design, is renowned for the craftsmanship of their arms and armor. However, wealth is not evenly distributed, and is instead concentrated among the noble and priest castes. Technically, the God-King rules all, but tends to allow the nobles to run rampant. The Venvaela and Masvaela, however, tend to lack a cohesive culture. For the past century, the Venvaela have fought to maintain their independence from the Fehnvaela, and have yet to form a true nation. The Masvaela lack a true civilization of their own, but have more of a culture than the Venvaela Diaspora, worshipping the heretical god Mas and focusing their efforts on ritualistic raids on other civilizations on Adwaitcha.

    Beneath the surface, the Dwellers are very close-lipped about their society. However, some things are known from expeditions into the Ungermazhi cave systems. For one, the Dwellers clearly worship the Old Gods, and possess an understanding of magic that differs in significant ways from that of Mankind. Furthermore, their technological level exceeds that of Human and Vaela in many ways, from exosuit technology to nearly-instantaneous communication that ignores physical mediums. They seem to be ruled by a series of merchant kings that work in sync with one another.

    Of the Natives, even less is known. No true record of their culture or military exists, as expeditions to Sotrok are risky, and often yield little in terms of reward.
  3. Apologize for the extra Magic box, but it won't go away without messing up everything else.
  4. I'm still here! I'm nearing completion of my sheet, I hope to have it ready by the end of the weekend.
    • Like Like x 1
  5. Name: Griff Aspen, ♂
    Age: 39
    Race: Human

    +Calm, level-headed; hard to faze.
    +Clever and resourceful when needed.
    +Has a creative, inspiring attitude.
    -Can be infuriatingly lazy and lacks motivation.
    -Often acts aloof and distant. Hides behind a mellow smile.
    -Weak-spirited. Gives up easily.

    (Is this all we need?)
    #5 Jakers, Sep 24, 2016
    Last edited: Sep 25, 2016
    • Name: Vols Valgaen
    • Age: 53
    • Race: Dwellers
    • Personality:
    • Pros; Very loyal to whoever he deems a good person and will never leave their side. He is a mechanic so he can build/fix some good stuff SUCH AS HIS LOW FIRE
      . He can be completely silent and calm during tough situations.
    • Cons: May be way too loyal even risking the lives of many to keep the well being of his friend/master afloat. If He doesn't have a master he will become depressed and will not be able to fight as well.
  6. All ya need. You can add a pic if you want, but I'd prefer you describe them over time in-character.
  7. Sorry man. 18+.
  8. Oh okay, I didn't realise.
  9. So you still accepting characters as of now?
  10. For the moment.
  11. I believe this is all. I'm trying to write personality traits down that aren't biographies in and of themselves.

    Name: Shena Godwin

    Age: 87

    Race: Vaela

    +Good with 'good' people - she can make strong relationships with others, providing they're approachable in the first place.
    +Knowledgeable (and likes to show it) - quick to pick up facts and information like locations, directions etc (not physical acts).
    +Uncomplaining - a long life gives one the chance to become adaptable, even if one was not naturally so. She has become used to the lows in life and knows moaning will do nothing to change that.
    -Petty and unforgiving - accrues a grudge easily and holds onto it, hard.
    -Not good with confrontation - she lacks the diplomatic skills to control a conversation if it's not going her way.
    -Nervous - Shena dislikes even the slightest risk and will often freeze or miss out on opportunities as a result.
    • Like Like x 1
  12. *faze

    You're good.
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