‘The God above; The God below; the war begins with warm, black snow. Run, little ones, Fast and Far! To escape the end we’ve earned.
The God above; the God below; the war begins with warm, black snow. No hope remains, . Not while the Gods remain.
The God above; the God below; the war will end with a return to the void. We've forgotten our place, us mortal men. Are place below the Gods.’
-Passage from the last chapter in 'The Exalar'
The religious text of a forgotten faith
No translated copy exists in modern times
The religious text of a forgotten faith
No translated copy exists in modern times
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In the beginning, when the world of Vardus was first incepted, there was darkness in the void. Pure, quiet, darkness. Two Gods existed: The God of pure, living energy. The God who was above the darkness, who's name was Uvabalg. The other embraced the darkness, and the void that followed. His name was Nevagast, The God who's presence was hidden below the veil.As both floated through the desolate cosmos, they eyed a particularly empty space. They wanted, above all else, to leave their mark on the universe, and so they began their work. Nevagast formed twenty three planets with his power, while Uvabalg created the sun at the cluster's center. They decided on a small, modest world. The seventh from the center of the solar system, and they both went to work. Uvabalg, the God above, created all life on the planet: from the plants, to the animals in the sky and in the sea and on the land. Every living thing was created by the God above.
His brother, Nevagast, created the rest: the water in the oceans, the land that separated the seas and the wind. As the planet became stable and began to function, all seemed well and right. Life was good, and the world was abundant with life. The planet itself created the perfect habitat.
The world was at peace. But it was not meant to last.
Nevagast, the God below, became jealous of his brothers creations. For while his own creations were a marvel to behold, none of them were alive. They could not recognize his glory. On the other hand, Uvabalg's creations went so far as to worship him outright for a time. This infuriated Nevagast even more. But he held back, biding his time. Soon, the religion that worshipped Nevagast's brother became lost to time. The people on Vardus had forgotten about the God above, and Nevagast took this to his advantage. He explained to his brother Uvabalg that his creations were unworthy of the gifts they had received from the Gods. Nevagast said they should have to prove themselves, that the people of Vardus should be tested. Uvabalg reluctantly agreed.
One individual, chosen by each brother, would be gifted with the other Gods power. The chosen would be turned into what was called a 'Tzadik', or a holy man (or woman). Nevagast's Tzadik would be called a Dybbuk, and would have the ability to steal life; to manipulate the energy and create something...inhuman. This creation would then subsequently seek out more life to replace that which it had lost, and would make the Dybbuk more powerful. This ability wasn't without a cost, however. Whatever energy the Dybbuk stole, would be destroyed and completely lost. It would slowly erode the world into a dead, shriveling husk of its former self.
Uvabalg's chosen, however, would have the opposite ability, by rallying the people created by Uvabalg behind them. This Tzadik would be called an Ibbur, and would have but one purpose; to prevent that apocalyptic scenario, to defend against the onslaught created by the other Tzadik, and to restore as much life to the world as they possibly could.
All this would come to pass without the Gods interference, who would leave the world to its fate. If the Dybbuk won, then the world will burn, showing that humanity wanted power, no matter the cost and were unworthy of the gifts they had been given. If the Ibbur won, the world would be restored by the Ibburs power.
The deal was struck, and the Gods both created their respective Tzadik. And the world was left to its fate...
Or so the legends say...
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Currently on Vardus there are three continents. Our story begins in the capital city on the Southernmost continent of Coval. The City of Bastion, located at the eastern edge of the continent, is a bustling center for trade, culture, and military might for the entire region, surrounded by smaller towns and farms. There are three other major cities on the continent; Icuran in the southern forests, Yvandl occupying the peaks of the western mountains ranges, and Pelunal in the northern planes. There is a large and uninhabited forest surrounding the base of the dormant volcano at the continents center, The Forrest of Alungahl. The continent itself is separated from the other two land masses by a large expanse of water, and generally has no contact from the other two continents, known only as 'The Outer Lands'.
The Republic of Coval is governed by an elected parliament of eight members, each city sporting two representatives, who vote on decisions based on majority rule. Technology of Coval varies: Firearms range from single shot, black powder pistols and rifles to revolvers and lever action rifles. Bladed weapons exist as well, and the combination of firearms and blades during combat is not unheard of. It's more common to specialize in one of the two. There is electricity, but it is mainly used for transportation in the metropolitan areas in the form of trollies. Gas is used for lighting and heat in the winter, the continent having natural gas pockets in the mountains near Yvandl, which uses the train routes and boat transportation available to get the gas to the other cities. Trains are common long-distance transportation, and get product from the farms and other cities and towns with great efficiency. There is talk of making ships that will float on the air, but they are, as of now, rumors only.
Magic does not exist in the world (at least, the people don't believe there is. A Tzadik will be the closest to a mage this world will see.) but there are 'abilities' that can be harnessed by mentally linking with a trinket of some kind. Usually a piece of jewelry, like a necklace, a ring, or a broach. They can even be attached to a weapon of any kind. However, the synchronizable item cannot be made to be any larger than a small trinket, so the weapon itself cannot be made to sync with the individual. This 'synchronization' is achieved through a psionic link with the device, providing anything from minor elemental manipulation (such as causing fire to form around a sword. Sync with the rounds in firearms allowing them to be imbued with an elemental property upon being fired), to providing a mental energy like shield. It depends on the individual the ability they manifest, but its strength depends on the users intelligence and mental fortitude. The longer the ability is manifested, the more strain is put on the mind of the user. If a user forms a headache in the middle of using a synched item, it is recommended that the user cease its use immediately and wait for their mind to rest. Due to the mental stress, One should only sync with one trinket at a time.
(Effects include, but are not limited to: minor elemental manipulation and utilization, minor telekinetic and psychokinetic abilities, or the ability to augment the senses. The possibilities are great with a psionic connection with these trinkets. If you want to ask about an ability, run it by me. Asking questions is a great thing! :3)
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The story for Part 1:
The basic premise is thus; according to legends and lore that haven't been translated in centuries, the end of the world will begin with a 'warm, black snow' like substance falling upon the land where the event will begin. Not many people know this, and when it happens, the players themselves will be witnessing this event (which will be revealed in the opening post). The characters will gradually learn that there is someone who can stop this from progressing, but thy dont know who it is. The characters and the Dybbuk (as well as his undead minions) are hunting for the Ibbur. But for the most part, outside of the events I have planned, I want you to use that time between events to develop your characters. Part 1 will be occurring in Bastion exclusively, where your characters are all living, and the event will occur in the square of the Market District. This will be where the characters start. The Dybbuks ability in basic terms is the ability to suck the life out of a person (or use the living energy in the plants or living things around him to perform feats of necromancy like magical effects), so there will be undead of the supernatural variety looking to suck out the life force of others in an attempt to regain their lost energy. This will subsequently make the Dybbuk stronger the more people he corrupts.
The city itself, where this part of the story takes place, is a large walled city that forms a great circle, which is then divided into three districts; The Market, Residential, and Industrial districts. The main exit was to the west in the Market district, the eastern part of the city being a port along a great river leading to the coast where the Industrial district lies. Train entrances and exits are at the north and south of the city, and there is the parliament tower in the very center of Bastian. The tower is surrounded by a small part of the residential district, and connects the southern and northern residential areas. Tan stone buildings with red, clay tiled roofs dot the city, giving it a uniformed, welcoming feel, even in he Industrial district.
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Races:
1.) Koek'enin: A moderately numerous people who have been rumored to hail from The Forrest of Alungahl at the center of the continent, the Koek'enin are a race of humans who have distant ancestral ties to a long forgotten religion. The fact that the churches were tor down long ago doesn't keep them from adhering to their old traditions of conduct; polite, loyal, and very focused on keeping ones honor intact and wearing traditional dress (Similar to kimonos in Japanese culture). The only difference between the Koek'enin and a Bruina is the Koek'enin's signature ears and bushy tail, similar to that of a wolf's on an otherwise human looking body. They have a tendency to fight with skill rather than strength, speed, or with sync technology.
Personality: For the most part, very optimistic. Taking the brighter look at a situation, Koek'enin need to be in a truly hopeless situation to be brought down. Once a Koek'enin gives their loyalty to someone or a cause of any kind, they stick with it until the very end. Whatever it may be.
2.) Undradr: Hailing from the western mountains, the Undradr are the most physically imposing race of Coval, even their women stand at least a head above the other races. They wear ceremonial and intricately forged heavy plate armor and are experts in hand to hand and blade focused combat. Not that it's unheard of, but Undradr, firearms or sync technology don't usually mix (mostly due to the Undradr being not so imposing in the intelligence department. Not saying common sense escapes them, they just prefer simplicity). An Undradr prefers up close, brutal combat, which stems from their warrior heritage. The men are usually bearded, their genetics making having a beard a dominant trait of their race.
Personality: Undradr are the simplest of the races; as long as they have good food, good drink, and a good woman (or man, depending on the sex) to either gaze at or have under their arm, they are content with civilian life. It's these things that keep an Undradr hearty and happy. They take jobs that require them to utilize their great strength, and tend to enjoy physically demanding work. Hot tempered and quick to take a challenge to prove their strength, an Undradr will never back down from a fight.
3.) Bruina: The shortest lived of the races, Bruina are the most agile of the other peoples of Coval. They even have an aptitude to learn and train in most skills with a speed that even baffles the incredibly intelligent Inali. A coastal race who specialize in using the spear to fish, the Bruina have a particular affinity with fighting at distances and using pole arms or firearms to accomplish the task. Speed is their ally, and most Bruina tend to fight from the shadows using Guerilla like tactics. They look the most common and 'normal' of the races.
Personality: Bruina's have a strange, almost obsessive-compulsive desire to try new things, whether it be new foods, training methods, or various activities. It's due to their short lifespan. This also leads to the Bruina being hot headed and making rash decisions that are obviously not thought out: they want to do as much as possible before they become too aged, and want to experience as much as possible.
4.) Inali: The Inali, who's origins come from the northern forests, are the race most skilled in the use of sync technology due to their highly evolved intelligence. They even discovered the origin of this technology, which is a type of metal found in the roots of the trees in the north. They are the longest lived of any of the races, yet the most scarce: Inali don't believe in reproduction on massive scale. Inali children are extremely rare outside of the northern part of the continent. Their ability to synchronize and use their latent psionic abilities with the trinkets they forge are on par with what anyone would consider a 'magic' user, and the Inali are the only (known, mind you) race to have synced with more than one trinket. They have very little in the way of fortitude or constitution, having very slender, tall bodies, both for men and women. They have bright, blue eyes and long, pointed ears.
Personity: There is an air of coldness, or a sense of superiority about these elegant folk, though that mostly comes from age, not intent. Inali have a tendency to not get close to other races due to their extended lifespan, the coldness is not intentional rudeness, nor is it meant to offend. It's a way to cope with them outliving these others, nothing more. Those outside of their race that they get close to will find a fierce friend in the Inali, who treat friends and allies with a warmness and almost a sense of paternal care. To the Inali, if you are worth knowing even after death, you are worth caring for.
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Character Creation Rules:
-NO ONE can play as the Tzadik (the Ibbur or the Dybbuk)
-You can not want the world be destroyed, and join the Dybbuk
-You can only make a character with the four races presented. You cannot be a demon/angel/changeling. They are not available to the player in this roleplay.
-Make sure to give your characters a diverse nature and back story. Believable is better than being a badass at everything. Nor should they brood about their past. I see too much of this, and it gets old and boring.
-Message me ALL characters so I may double check them. Do not post them in the forum. I need to make sure we have variations in what the characters are, and I'd like to get to know my players as well. This is mainly to ensure characters don't repeat.
Role play Rules:
-No god-modding
-No controlling other player characters. (If I don't see this, please message it to me
-No player killing (unless discussed in private. If I see this, I'll require you to edit)
-Combat is player suggestion, meaning you suggest or say you character does something, and the character (or me as the GM) will react. Actions should not be an automatic success.
-Characters WILL take damage. No one is untouchable (kinda goes along with god moding, eh?)
-All sensible rules not mentioned
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Name: (Full name, please)
Race: (The dominant race you take after, if you are mixed. However it is rare for mixed people)
Age:
Job: (What your character does, can't get simpler than that)
Background History: (what has you character done so far in his/her life?)
Personality: (While I do have a template above on how the races act under normal conditions and life, things do happen, hence you background. Add any quirks, or variations you'd like. If you make your character like Cloud from FF7, I'll slay you.)
Fear(s): (This WILL be used later in the roleplay. It is REQUIRED you have a fear(s) of some kind)
Sync Ability (If applicable): (This is pretty obvious: it's what ability that you want your character to be able to manifest when they sync psionically with their trinket.)
Combat Style (if applicable): (Basically, how you use weapons/what kind of weapons you use. You don't have to be a combatant. But you can fill this later if you so wish as the roleplay goes on. Just message me. :3)
Appearance: (Pictures will do, but add some description for the finer details)
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Conclusion: I want this to be a fun, exciting, and very well thought out role play! I hope friends, new and old, will make this a great roleplaying experience for everyone involved. I hope to hear from potential roleplayers soon! :3
THE ROLEPLAY HAS OFFICIALLY BEGUN!!!
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