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Multiversal Collision


Krayzikk

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Multiversal Collision
The universe is vast, ever-changing, eternally expanding. It encompasses many worlds, untold locations, and places in the darkest frontiers never explored by any being. It has long been considered the final frontier, space the one region left to be explored.
But there is not just one universe. There are countless alternate realms, realms similar and dissimilar to each other, alike in so many ways, but differing in small, incremental amounts. The system by which they are organized is unknown to most, but it is truly simplicity itself. The closer two universes are together, the more similar they are. Realms side by side will only differ in small respects, in the beginning, at least. As time goes on they will change more and more, until finally, they look nothing alike. Big things have small beginnings, after all. But each world is created in the same way. When a choice occurs in one world, whenever a fork in the road approaches, each world takes its path. But that other path will be taken by a second realm, created in that exact instant.
There are infinite worlds, but they are isolated. They are kept apart, never to touch, never to come into contact with each other. We may know of their existence, but we will never reach them. Walls unseen keep us away. Parallel worlds were doomed to remain a theory, unable to be proven, no matter how sure humanity was.
Until now.
***********************************************************
Three months ago, four worlds were altered forever.
Four of the oldest, four of the most different realms anyone could ever find. They differed long, long ago, and any similarities between them are long gone. They had gone through their timelines unaware of the others, unaware that everything was about to change.
It had happened too quickly to react. One moment, everything was normal. The next, the sky had been ripped asunder by lightning, and frightening vortexes of color incomprehensible to the mortal mind. The noise was deafening as the planet itself was ripped apart, the ground shook, the wind raced, the very elements of reality turned against each other. When the dust settled, they knew that things would never be the same again.
Their world was no longer there. They had been transported, along with a section of unknown size from their world, somewhere else. And they weren't the only ones. Three other times, three other places, had been brought with them, smashed and crushed together into a shape they were never meant to occupy. Things would never be the same. But at the same time, things hadn't changed. As the inhabitants of these worlds gathered their wits, they realized that they hadn't moved. Nothing had moved. Their worlds still inhabited the same place they always had, but they were cut off from the rest of their realm. Where a bridge might once have connected one side of a river to the next, it now connected to another place entirely. Their worlds had collided almost seamlessly. Where one ended, another began.
But it did not end there. New worlds have continued arriving since the initial event, integrated seamlessly into this new realm without warning, heralded only by another deafening sound as another crack formed in the fabric of reality.
No one knew how they had arrived, or what these other realms were. Some have chosen to explore, and accept this new reality. Others seek to return to the way they were, and find a way to go home. Others have continued on in the same way they were, fighting against each other, incorporating these new places into decades-old struggles. And yet more have decided to use these changes for profit and personal gain.
After all. Humanity never changes,
-Gameplay-
Welcome to Multiversal Conflict. In case you hadn't guessed from the introduction, this game is set in a place where alternate realities have inexplicably collided, bringing together places and societies that have never known of each other's existence until now. These worlds are radically different, in all possible ways. There are four worlds included at the outset of the game, but more may be added as time goes on (See "New World Approval" below}.
This game is very, very sandbox. There will be plot elements introduced by the staff, but it is largely up to you to decide how things go. Will you try and correct the damage done to these realities? Will you try and rule them all? Or do you simply wish to explore?
-The Setting-
The four realms have merged into one world almost seamlessly. Where one ends, another begins. As new worlds are added this trend will continue, with the new world being dropped into position and expanding the landscape. But I suppose you want to know what you're dealing with.
Earth
Earth is the land most like our own home, but it is not quite as we remember it. This is our world, circa 1940. The world is at war, and this region is no exception. Largely forested, with dense urban populations near the center, this is a world prepared for war. The region is coastal, as it always has been, but rather than the Atlantic Ocean, it borders the channel separating them from the Dominion of Britain. Earth is a force to be reckoned with, despite its somewhat antiquated technology. It's leader, the mayor of the largest city, is wary of the other realms, but retains a sense of curiosity. The largest city is small by modern standards, but it is equipped with factories and shipyards capable of cranking out equipment at a rapid rate. Unlike some of the other realms, its populace has not been caught off guard. After all, they were already prepared for war. Now it's just a different one.
Earth borders both the Dominion of Britain, and Erde. It is separated from the former by a large channel, and the latter by a wide river. Earth's leadership has been in the most contact with the Dominion of Britain, seeing them as a familiar ally in an unknown land. There is one very, very curious thing about this land, however. For unknown reasons, magic users are hardpressed to use their skills here. It has been speculated by some that this is due to a lack of naturally occurring magic, but no one knows for sure. Regardless of the reason, magic is much harder to perform, require more energy, and all but restricting the use of any complex uses.
(Note: This is more or less Earth in the 1940s. Use tech levels accordingly.)
Terra
Terra is the most technologically advanced civilization present, without equal in that regard. Their cities are immaculately maintained, and medical technology is advanced enough to cure all but the most severe illnesses, and heal all but the most grievous wounds. Even the technology in their daily lives is light years ahead of everyone else, with biotechnology and mental interfaces no longer the realm of science fiction, but fact.Interactive holographic displays are common, and brain implants are common among the more wealthy citizens. Smartphones are antiques, and tablets a thing of the past.
However, this is the least politically stable of the realms. For within this apparently utopian society, the seeds of discord have been sown. The region only ended a long civil war weeks before the event that brought these realms together, and there are those within it that seek to use this change of setting to reignite that war, and change the outcome in their favor. Weapons technology is very, very advanced, with the best example being the Valkyrie System armor. So named by the inventor, it is powered armor that takes many, many forms. The original models were reminiscent of the valkyries of Norse mythology, winged, and with a similarly fantastic armor design, thus leading to the name. Though not all take this form any longer, it is still one of the most common designs. These armors and trhe technologies associated with them are usually mass produced, but skilled pilots have been known to have custom models.
The weaponry of this world is highly destructive, and as such, all realms are leery of allowing them to war amongst themselves again. However, the scientifically inclined society is baffled by magic, and cannot figure out how to replicate, counter, or combat it effectively. The two formerly warring factions have but one thing in common; an innate curiosity over anything magical in nature. The war between the two started decades prior, and few truly care about the difference in philosophy that caused it anymore. The atrocities committed by both sides have made it personal, and the two capital cities are eternally at odds.
Erde
Erde took the strangest turn of these four worlds. Where they advanced in science and technology, Erde turned to stranger pursuits. Nestled in the Draconian Mountains, named for the creature that once inhabited them, is Lorem, the land's largest city. Built on the site of the dragon's former lair, it surrounded by a tall stone wall. A central gate leads into an open air marketplace, surrounded by shops and homes of varying construction, though the most common is stone. By the standards of most worlds, Erde's technology is medieval at best. But it compensates with a high degree of magic, with a wide variety of forms present. Some harness magic from the environment, some from their own energy, and others from higher powers of varying kinds. But one thing is consistent; magic comes with a price.
Outside of the mountains, Erde is largely forested, with a few small villages scattered about. Creatures of all kinds and levels of intellect inhabit every corner of the world, some benevolent, some malevolent, and others simply incomprehensible by human standards. Erde is separated from Terra by a thick forest, and from Earth by a wide river. The land has no true ruler, instead, each settlement selects its own through their own methods. The most powerful of these rulers, however, are the council member of Lorem. The council is composed of representatives for the merchants, the warriors, the craftsmen, and every other group of significant size within the city, and makes decisions based on a vote. They are intensely distrustful of technology-driven nations, Terra in particular.
(Note: I am willing to give a degree of freedom with the magic and species found in Erde, but they must make sense. As the setting is largely high fantasy in nature, fiction of that setting should be used as a guideline.)
The Dominion of Britain
In contrast with the lush forests of Erde, or the crisp, clean cities of Terra, the Dominion of Britain is a land dominated by steam-powered marvels. In this world, Britain leaped forward with the Industrial Revolution, advancing themselves at a rapid rate. They reclaimed their status as a colonial power, and continued along their path. The entire land has been industrialized, the landscape dominated by factories and zeppelins. Steam is the power of choice, and it fuels everything from vehicles to factories. Zeppelins crowd the sky, the vehicle of choice for travel and for military. The cities are controlled chaos, the air filled with noise and water vapor. Fashion never truly advanced past the Victorian era, though the necessity of certain items for the safe operation of steam powered devices has changed designs a bit. Electricity is used, but it is mostly reserved for powering lights and telephones. The largest city, London, is easily one of the largest cities in any of the realms, its technological prowess matched only by Terra despite its antiquated methods. The Dominion is ruled by a long line of monarchs, backed by an elected Parliament.
It borders Earth and Terra, separated from both by a wide expanse of water. Docks are built on either side to aid in travel, as the inhabitants are quite curious about the realms around them.
(Note: The Dominion falls squarely into the genre of steampunk. Use said genre as the guideline for technology and fashion.)
Player created worlds will be added to this section as they appear.
-Approval-
Fill out this profile template, and post your profile for approval in the Discussion topic.
Name:
Gender:
Species:
Age:
Universe of Origin:
Appearance:
Equipment:
Abilities:
Skills:
Weaknesses:
Bio:
-World Approval-
If you wish to create a new world to be added, fill out this approval form.
Name: This is pretty self explanatory. What is the location in this realm called?
Setting: Describe the place. Is it mountainous? Lots of lakes? What are the major locations? Cities? Use as much detail as you can, images or maps if you want.
Description (Include any major conflicts, if applicable): What is this land like? Is it a post-apocalyptic world? A utopia? Describe what kind of world it is we're dealing with. The political structure, warring factions, any major issues or conflicts, all of it goes here.
Technology Level/Magic System: Technology and magic, no matter how advanced or cool it is, follows certain rules. If there is magic, outline how it works, what it can do, and what its limitations are here. Same goes for technology.
World creation is significantly more challenging than it appears at first. I'm going to put the disclaimer right here; if a world is not carefully constructed, it won't be approved. It's not that the staff want to prevent you from creating your own worlds, but we have to make sure they're carefully considered and created. Because otherwise we'll end up with a sea of half-formed places. Worlds should be posted for approval in the discussion topic. Players are limited to creating two worlds, but a third may be allowed if a compelling case is made.
Note: Worlds that are not original in nature are tentatively banned. This is a universe where all universes can collide, but they should be original in nature. That said, if you wish to use a universe from preexisting fiction, you will have to make a case to the staff over PM. This should consist of an essay detailing why you should be allowed to use an adaptation of an existing fictional world.
-Rules-
1. No godmodding. Yes, there is magic. Yes, there is advanced technology. But each one follows very specific rules as to how it functions, and what its weaknesses are. You cannot autohit (Hitting another character without giving a chance to react), you cannot insta-dodge (Dodging things you shouldn't be able to), you cannot bunny (Controlling someone else's character without their permission), and you cannot meta-game (Your character knowing things they cannot and should not know).
2. Use IC (In character) and OOC (Out of Character). For example:
IC:
Joe ran down the street, glancing over his shoulder hoping that he had lost his pursuers. Unfortunately, he hadn't.
OOC: Anyone want to give him a hand?
3. OOC discussion belongs in the Discussion topic. Only two OOC-only posts will be allowed in a row before warnings are issues.
4. You may have up to five characters.
5. Respect the staff. This should go without saying, but any staff members are where they are for a reason. If you have an issue with one of them, or one of their rulings, talk to them about it. If you feel that they are still being unreasonable, take it up with one of the other staff members. They will make a ruling from there.
6. This game follows a tiered punishment system. Your first offense will result in an official warning. This is your one chance to shape up and turn back without real consequence. Your second offense will result in severe injury to either the offending character, or a character of the staff's selection if the offense occurred OOC. Third will result in character death. The fourth will result in a temporary ban of duration selected at the time of punishment, and the fifth and final offense will result in a permanent ban. Leave, do not come back. Any one of these steps may be skipped over if the action is severe enough, but a final ban requires a majority vote of all staff members, and can only be administered by either the Head GM or the Co-GM.
-Staff-
Head GM: The Snark Knight
Co-GM: Lord of Adders Black
Should the game require more staff members, players may be promoted to Assistants. Both GMs and Assistants are allowed to have PCs, as long as they follow the same rules as other PCs. Staff NPC profiles will be added as necessary.

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On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Approved Worlds

 

 

Name: The Blasted Lands Setting: A dead land at worst, a dying one at best. The Blasted Lands has earned it's name a thousand times over. It is a land of scattered islands, fragments of a much larger continent that has sunken beneath the choking, near-black sea that makes up the majority of this world. The size and shape of these islands vary heavily, some are parched salt plains, others are choked with jungles and filled with deadly creatures (dinosaurs are, in general, at the bottom of the food chain, the giant insects are giving them a good run for their money). Beneath the waves, gigantic predators wait, eldritch secrets long hidden lurk and await discovery.The fact that sentient life still exists in this land is something of a minor miracle. The ruins of the Blasted Lands have many different features, some almost resemble a human city, others are much more alien. Many strange events can be witnessed in these lands, colors with no names, lands of blasted ash and twisted plant life, the stars in the sky seem to shift and boil, islands that were there yesterday might have drifted away by the time you wake. Some islands are made up of nothing but bones and plants. Roaming the land, the aftermath of a horrible war using both dark magics and high technology, are creatures from beyond reality as other worlds might understand it. Summoned by ancient mages, or simply awoken from a long slumber, these creatures and their minions are ever-hungry and they have turned their jealous gaze to other worlds...Description: The Blasted Land has a very low human population, with only those allied with mighty mages and alien creatures make it in this deadly realm. These humans make use of technology or magic, sometimes both depending on their patron. These groups are, more often then not, at war with each other over the resources that remain or a place of power. Some humans, through the use of necromancy, have cheated death. It's to the point where the undead almost out number the living. Other races exist however, the cold-blooded Serpent People, ancient creatures from the prehistory of the Blasted Land still cling resolutely to life, allying themselves with certain human groups in a quest for life in a world gone mad. These beings are masters of technology and magic, but very few of them remain. Those that have are the most cunning and powerful of their kind. The same could be said for many species in the Blasted Lands. The fungoid Mi-Go are perhaps the most powerful race in the Blasted Lands, though that is akin to saying that they have one leg when the other fellows have none. Thus far, their ruthlessness, their technology and in some cases, their fealty to horrible creatures has ensured their place in the world. Their technology is highly advanced and their magic is quite powerful....but it is becoming increasingly hard to mantain this state of affairs.Other alien races exist in scattered outposts and dying cities and attempting to name them all here would be futile task. In general, any given bastion of civilization is hostile to most other bastions of civilizations with a few very notable exceptions.Technology Level/Magic System: Technology and Magic are almost one and the same in the Blasted Lands. Or at least, it might as well be. The power sources of many weapons are strange at best and some have effects that can only be described as magic. That said, magic and technology share one notable trait in the Blasted Lands. The smallest mistake, one misguided experiment.....stands a good chance of ending you and everyone in the general area. The small population and lack of a real base for industry also ensures that the most powerful examples of technology tend to be one of a kind, or at the very least, quite rare and hard to make. There is a more traditional form of magic, reliant on tomes and the like and rituals and it is, perhaps, even more dangerous. The forces magic channels are dangerous in the extreme.This form of magic relies heavily on ritual and typically drains the caster of energy or, perhaps, blood or something else of value. How much of this offering is taken depends on the power of the spell. The most powerful spells typically require mass death to cast, or some type of energy of equal value. Magic gives, but it also takes away. More then one sorcerer had been drained dry reaching beyond his means. These are the lucky ones, sometimes, the worst thing possible is for a spell to work. More then one mage has ended up eaten by the forces he intended to channel. Enchanted objects aren't unheard of, but like all magic, they demand a price, often a dire one.Technology can be used to lessen this price, but it can never truly eliminate it.....and when something goes wrong with the technology, the forces bound by it are unleashed. This often results in the death of most lifeforms within a couple of hundred miles. Normally they are eaten. Magic also has an effect on sanity, if a human attempts to use too much of it, he stands a good chance of suffering mental scars from the ordeal. Alien races tend not to suffer from this set back, but even witnessing magic and the horrible forces it channels can have an effect on the human mind. There are human mages, but they must be careful. Very careful. Technology is often used to work around this on the part of the humans.
* * * * * * *
Name: Tlún
Setting: Tlún, as such, is merely the name for the city around which this small outcropping of land is centered, the land in question being a peninsula surrounded by numerous small islands, many of which are also populated, located - in this new world - between Earth and the Dominion. In the old world, this was a mostly temperate, deciduous region. The city of Tlún stands at the northeastern tip of the peninsula, surrounded entirely by water on three sides - north, east and south. It is a large city, but not quite large in your typical medieval city kind of way. Tlún stretches not outwards, but upwards, its delicate towers and platforms clinging to and climbing atop the tallest, the very central of Tlún's towers, referred to only as the Spire, home to the Prince of Tlún and his court. The towers surrounding it are the towers of the other magelords that he rules over, while the commoners make a living down below, not capable of such magic as to defy the laws of gravity, in huts of mostly wood and stone. Within the Spire, meanwhile, lies not just the princely court, but also the Heart of Tlún - a huge, five hundred meter tall column of a metal the inhabitants of Tlún refer to only as "heartstone", reputed for its incredulous, or perhaps notorious, abilities - namely to grant those who channel their magical powers through it an excessive, truly excessive amount of energy, something that initially resulted in Tlún's split from its old world and thus now something that is rarely used again. The Heart of Tlún is under constant guard, to prohibit unwanted mages from coming and misusing its power
Description: The city of Tlún was founded a thousand years ago by a group of adventurers hailing from the wandering Elven nation known as the Arthmar. The Arthmar were widely distrusted and notorious for one particular trait that many of them were reputed to have - an often unreasonable liking for magic. Surely enough, within a hundred years, Tlún found itself to have become a seat of magical learning and one of the few cities of this world where mages were treated so freely. In fact, they were not just respected and given a wide range of freedoms they rarely were in other lands - another century found them effectively ruling Tlún, going so far as to lead to even the ruler of the principality just alternating between a number of magically inclined families with highly powerful bloodlines. These families of magelords often found themselves at bloody feuds - but perhaps even more often they found themselves at bloody feuds with foreign lords, who had not taken kindly to something as supposedly dangerous as a magocracy on their borders, and waged continuous wars against Tlún.
It was during one such war, that Tlún's forces found themselves beset in a supposedly unrepellable assault by a foreign army. Tlún's mages, summoned to an emergency council at the city, took to an action some thought very unwise, and were probably right - they cast a spell that was intended to, basically speaking, nuke the enemy forces from orbit. To cast this spell, they tried using the power of the Heart of Tlún, an ancient and not quite identified artefact that was only uncovered a few weeks earlier, in order to make this spell work without killing themselves due to the sheer energy needed for such a spell. Unfortunately, the Heart of Tlún also somehow amplified and twisted said spell. Instead of simply destroying the enemy army, it cast the entire city and the surrounding peninsula -out of the universe entirely-, transporting it to the broken world we know here.
Bright side was, the enemy was defeated, so that was good, I guess.
Today, Tlún finds itself as it has always been - under the control of a set of magelord families and a prince elected by the members of these families from among them, typically the supposed strongest of the magelords. The current prince is Ancairr IV of the House Athalcoir, a young elf of just 40 years of age, who succeeded to the throne after the unfortunate (and mysterious, too, as nobody was able to deduce the reason why a guy randomly went and died while sleeping - still young, too, just 120 years of age) death of his predecessor and uncle, Cerwyn II.
Technology Level/Magic System: Technology level is basically that of the High Middle Ages. No handguns or other firearms just yet, but there are detailed and complex arbalests and siege weaponry. However, Tlún here can use magic. The rules of this magic are pretty simple: you can't do anything that you aren't physically capable of doing in the real world, because any magical action exhausts you precisely as much as doing the action in a normal way. Say, if you use a spell to lift a boulder, then when the job is done, you'll find yourself as exhausted as you would be after lifting a boulder the normal way. However, while this may at first sound depressingly underpowered, take into mind the fact that one can do a much easier action, like, for example, toss a fireball at someone. Creating fireballs from your hands, if you have magical talent (which only a select few get at birth. Some bloodlines, like that of the Tlún magelord families, increase your chances of being capable of magic.) is pretty simple, because it only exhausts so much energy as starting and maintaining a fire for as long as it takes for your fireball to reach the enemy does. Trying to cast a spell which is too exhausting for you may, in fact, even kill you - for example, an attempt to bring back the dead to life is effectively a very simple way to commit suicide. (This does not apply to, say, basic necromancy, which is just using magic to move a dead body.)
* * * * * * *
Name: Tianxia
Setting: A land of varied geographical features, the world of Tianxia has much beauty present in its large plains, beautiful forests and grand mountains. The only inhabitants of this world are humans, and they are present throughout every known part of the land. Possessing an Eastern-esque culture, the people of this world have built grand cities, walls rising up to meet the heavens themselves. However, most towns and villages are much smaller, lacking the magnificence of major cities.
Description: Centuries ago, this world, known simply by the epithet of 'Under Heaven', had been at peace, ruled by a great empire that spanned sea to sea. Although not perfect, the land was in harmony. It was a Golden Age, a time when the world prospered and flourished; its people stood tall, believing themselves to be unmatched by all but heaven itself. They believed the empire would last for generations, its might the pinnacle of human advancement.
They believed wrong.
In its dying days, the bloated empire struggled for survival as new factions sprung up in its wake, eager to feed upon its former glory. Besieged on all sides, the empire fell not with a bang, but with a quiet whimper, leaving the world to the many warring groups that had established themselves in the wake of its fall.
The Age of Heroes is over.
It is now a land in constant conflict. Driven by ambition, the people fight each for the control over the land, and have been doing so for centuries after the empire's fall. For those who grow up in this harsh world, conflict is all they have known.
And if they are not careful, it will be all that they know.
Technology Level/Magic System: The human technology level stands on par with that of 16th to 17th century Eastern cultures, with a somewhat supernatural bent. There is a great focus on alchemy in this world, with potions having been created for many different things. During the last days of the Empire, the people of this world began using gunpowder, and to this day are rather familiar with its usage, with muskets and arquebuses being the main gunpowder weapon of the rank and file.
What is special about humans in this world however, is their supernatural reflexes and strength. Many, usually martial artists with great training, can do things considered impossible by others through the use of their spiritual energies, known as "气". Such feats include jumping really high, throwing a needle into a fly in mid-flight, cutting solid brick, and other physical feats. There are also tales of more advanced usage, including the ability to shoot energy out of one's palm.
Martial arts is used in correspondence with these powers, and as such many people are capable of fighting.
* * * * * * *

Illuvifian ([East] Wesdifen)

Setting: Illuvifian is one of the many continents in world known as Illu. This particular area of Illuvifian is known as East Wesdifen, the eastern reach of the Wesdife Kingdom. The area is a peninsula sticking out from the midst of what would otherwise be a bay in the continent’s southern coast. Along the eastern coast of the peninsula runs Fehy Ridge, a long mountain range stretching some seven hundred miles. The area around the Ridge is full of all sorts of shrubs and loose trees, with a few forested patches arising occasionally. It is highly unsuited for agriculture, unlike the rest of East Wesdifen. To the north is the Kaelt Mountains, an even larger mountain range which makes the northern border of East Wesdifen. The area directly around the Kalet Mountains is rolling hills; the rest is open plains. To the west, just a few hundred miles from the western border of East Wesdifen, is the River Kaim, a large river reaching some three miles wide at some points during its journey from the Kaelt Mountains. Much of the area it covers after reaching the flat plains is covered in a massive swamp known as the Kaim Marsh.

Description-(Mythos): The common mythology held by almost all humans of Illuvifian describes the creation of two unique species, the Baurlowan and the Kaltheraein, who represent chaos and order respectively, at the hands of an unknown Creator, or God. From the building blocks of their creation they formed countless worlds, surrounded by a single sun that bled energy across the cosmos. However, one of these worlds, referred to as Illu (an elvish word for ‘Land’), experienced a miracle – the earliest traces of life were formed. There was a disagreement; the Baurlowan wished to change life as they saw fit, whilst the Kaltheraein believed it interfered with the natural order of things and needed to be destroyed. The two went to war over the world, each trying to claim it as their own to do as they saw fit. The war ended with that world nearly destroyed, along with numerous others; the sheer destruction caused the Creator to intervene once more. He empowered the Sun with magical energy known as the Aether, creating a barrier around the universe to seal the Kaleraein and the Baurlowan away. Small fragments of the Aether were cast into the far ridges of what became known as the Mortal Sphere, the barrier around the world. Others collected with the pieces of the world which had been destroyed, forming the moon. The Aether seeped into the newly forming life on the world, which began to change and evolve. Magical creatures also began to emerge in the process, and a few of the Baurlowan and Kaltheraein, though diminished in power, were trapped on the world. Both the Baurlowan and Kaltheraein, unable to intervene directly, created servants – the Dae’vat (High Servants) and Dae’miot (Low Servants), both of whom are capable of coming to the world.

-(Components of a Being): There are three components to almost all living beings from the Illuvifian setting – body, soul, and spirit. Any of the three can be bound together to create different effects. The body is the physical form; the soul is their spiritual form; the spirit is actually pure Aether which allows them to survive, and which passes onto their offspring. Those who have their souls and body as one have no afterlife. Only Humans have all three as separate. Elves have bodies and souls bound as one; Dwarves have their body and spirit bound as one; the Dae have their spirit and soul bound as one; Dragons have all three bound as one. Normal animals lack a soul, whilst Vaettir (nature spirits) have no actual body, with their soul and spirit bound as one.

-(Time of the Vaettir): The Vaettir were the first species to form. Each is formed of one of the twelve elements (Sun, Fire, Lightning, Metal, Earth, Wood, Wind, Ice, Water); however, it is believed that known Sun Vaettir actually exist. These beings were simply spirits that inhabited the elements they represented and shifted them as they saw fit. At the time, humans were just beginning to evolve.

-(Time of the Elves): The Elves eventually formed as an offshoot of Earth Vaettir who attempted to mimic human form from the rocks and clay. The process severed their soul from their spirit, rendering them far weaker magically; the soul then formed with the rocks and clay. Working alongside the other Vaettir, the Elves learned of a way to bond with their former kind to gain greater magical abilities and control over the elements. Thus, they worked as partners. Elven civilization began to decline some 8,000 years in the past for unknown reasons; most attribute it to infighting. The only remnants of civilization were those of the north, known as the Illuni’Fehyl (Ice Elves). They rest, known as the Fehy, were scattered about. Only a few, the Nil’Fehy (Neo-Elves) continued their small refuges. The majority of the scattered Fehy began to become almost docile, like herbivorous animals; the rest simply became paranoid.

-(Rise of Humanity): Some 7,000 years ago, the first human civilizations began to arise as small towns across the world. 6,000 years ago, the people of modern day Namirond created the first truly large kingdom, which expanded across most of that territory. Their only rivals at the time were the Aldrifien people who arose in the north, near the snowy lands of Iluvikern where the Ice Elves were in isolation. Aldrifien eventually outlasted them, and one thousand years later the first empire of Namirond collapsed.

-(Aldrifien/Iluvikern Wars): Many conflicts were fought by the ancient Aldrien people and the Ice Elves of Iluvikern. Stories tell, however, of a time some 4,500 years in the past when the Aldrien created a weapon known as Sundrinker. This weapon exploited the Ice Elves only weakness, the sun itself, and channeled it into a weapon able to incinerate even a few score of them with a single blast. The war was turned, and the Iluvikern people kept away for quite some time. The weapon was eventually lost; common legend says it grew too hungry for the sunlight that it threatened to absorb it all and plunge the world into darkness, thus doing the exact counter of its own purpose. It was locked away deep below the earth. However, the Aldrien had developed a potential weapon, enough to end the war long enough to prepare them. Even to the present day, however, there is a three month period in winter known as the Dark Hour where no sunlight shines on the northern lands. It is at this time when the elves attack, attempting to claim ground and butcher as many Aldrien as possible until the sun returns.

-(Wesdifen Expansion): The area known as North Wesdifen was fertile land for the most part; very much unlike the Namirond area, which was desert, or Aldrifien, which was tundra. So, some 3000 years ago, a small kingdom began to rise to prominence in the area and in time conquered the land. The area known as South Wesdifen followed, and the empire grew to great size and power. 500 years passed before it moved to capture Kronia, the country to the south, and turn it into a protectorate; the areas to the east followed, forming what is now known as East Wesdifen. As they turned their attention north, they attempted to conquer the area known as Kaeltiros; instead, they were met with treaties to form an alliance. A few failed attempts to conquer the territory by force followed, as the people of Wesdifen found for every dozen combat ready people of Kaeltiros, one was almost bound to be an angry and highly powerful mage. So, diplomatic attempts ended up succeeding, and the kingdom of Kaletiros joined the empire. Wesdifen established its first schools of magic soon after, and these academies began training powerful battlemages.

-(The Wesdifen/Aldrifien War): After the above point, Wesdifen continued its attempts at expansion. Namirond seemed its border to the east, as no attempts to move past it ever succeeded (and like with Kaeltiros, only a tentative grasp on Namirond could be held). Aldrifien, the land to the northeast, was the only area still left in grasp with any lands worthy of taking. The natives were thinking the opposite – claim the lands to the south. With both having something the other wanted, the wars between the two, fought often on Kaeltiros soil, would be off and on for two thousand years with no clear victor.

-(Modern Day): It’s been five hundred years since the last battle between Aldrifien and Wesdifen. East Wesdifen is the setting, and is currently a melting pot of differing people. Most who reside here are of mixed descendent, or pure Wesdifen. The only conflicts arise when the Neo-Elves of Fehy Ridge are riled up into conflict, or the occasional attack by other monsters. The rest of the world seems at peace… save Aldrifien, from which nothing has been heard for centuries.

-(Multiversal Collision): When the collision began, the area known as East Wesdifen was cut out from the rest of the world and thrown against numerous other universes. The main ways known to cross into other universes are that travelling past the mountains to the north takes one to Erde, while going through the seas to the south takes one to the Earth.

-(Humans): Humans are found in a variety of forms and ethnicities, many of mixed descend, in East Wesdifen. The natives simply go by whatever they choose to – Wesdife, Kronnion, Namiron, Kaletian, and even a few Aldrien. These people reside in numerous walled off cities and the surrounding areas, forming numerous territories. The largest major city is the port city Yheyan, ruled by Daern Caspian II. ‘Daern’ is a royal title, second only to king; Kiern follows, and is held by the rulers of Adrost, Norimo, and Everok. Other titles, in order, are Nikern, Vaern, and Thane. (NOTE: The female terms are Daera, KIeris, Nikieris, Vaeri, and Thane; male children of the nobles simply add ‘–orn’ to the end; for females, it is Daerarn, Kierin, Nikierin, and Vaerin; Thane is a position granted to the highest ranking knight in the service of any court, and there is no title given to their children save, perhaps, becoming Thane to the next generation). Human civilization in East Wesdifen is very spread out, and agrarian. However, industrialization is coming, especially in larger cities; ironclad ships sail the seas, while cannons and rifles are being developed for war. Architecture in the area is very similar to that of ancient Greco-Roman civilization, towards the cities; however, rather than beautiful white, structures more resemble the hues of European fortresses. Villages and towns are generally far more simple.

-(Human Names & Languages): Wesdife names are generally Roman to the north, English to the south. Kronnion names are generally Spanish. Namiron names are generally Egyptian. Kaeltian names are generally Skandinavian. Aldrien names are generally Russian. Each culture has its own language, and numerous dialects (there are over thirty unique dialects of the Wesdife language spoken in the Empire, and at least a few dozen in East Wesdifen alone). The languages of Wesdife and Kronnia are both based on the same, much older root language of a mixed culture, similar to the ancient Latin from Earth; this makes the Wesdife language the easiest for foreigners to learn. Other languages are considered more difficult to learn, with a much lessened base to go off of.

-(Elves): The majority of Elves are recluses hiding in the few forested areas of the world, fearful of humans but still brutish and savage much like any threatened animal when attacked. Leaving them alone is the rule of the day. More dangerous are the Neo-Elves who inhabit the mountains. Raiding parties are frequent, and their methods of killing humans (who they view as inferior) are savage; the favored elven weapon is the war hook, a designed to either impale from the one end, cut with its blade, or be plunged at an angle through a beings entire body, ripping apart every organ inside. There are many powerful Neo-Elf mages, and many bond with the Vaettir.

-(Elven Culture): Despite the limited positive interaction between elves and humans, many words in the human language have been taken from the elven language; even the name for the continent, Illuvifian, is the elven name.

-(Vaettir): The Vaettir are powerful elemental forces of nature. They are incredibly potent on their own, but will also bond with some elves and men, granting them the ability to control, create, and manipulate the Vaettir’s element.

-(Other Species): Dragon, Minotaur, Dwarf, Ogre, Orc, Giant, Dae’vat, Dae’miot, Centaur. [speak to Levacius for further detail.]

Technology Level/Magic System: As mentioned above, there are numerous technologies possessed by humans (and humans alone). The first mills are operating, steam power is just beginning to be accessed, and all sorts of new marvels are being created. Studies into science and medicine are beginning. With the recent multiversal collision, the natives here are doing all they can to learn from other, more advanced worlds and put what’s there to use. Generally, most technology seems to work; however, due to the inherent elemental nature of lightning here an Aethrial element born of the sun, any technology which requires electricity will only last for a few hours at the maximum, and upon being taken out will cease functioning. In converse, any technology using electricity created in Illuvifian will work correctly, but cease function upon being removed.

Magic works very differently here than in some other places. Those who are native to other lands will find magic used very similar to the way it is on Earth. There is also a very powerful rule – something cannot be created from nothing, except with the greatest of magic; no-one from another world can use magic to the purpose of creation, such as fireballs, lightning, healing injuries, etc. Even the strongest mages of Illuvikern are hard pressed to do so, and even healing a cut is incredibly draining and takes decades of practice. Full restoration of a limb has never been reported by a mortal human. Magic falls into three tiers – Perception, Manipulation, and Creation.

Perception is the ability to see. Practice in this domain allows a being to feel their own magical energy, and thus use it; it also allows them to see how powerful a mage another of the world is. Powerful Perception mages can use this to the effect of changing theirs and others way of seeing; they can allow themselves to see even when blind, create illusions, or sometimes even control the minds of others. In most worlds, Perception is still easily usable; the only places where it has limits are ones like Earth.

Manipulation is the ability to change, and is the favored magic of most battlemages. Like Perception, it is not draining; however, unlike Perception, if a being of Illuvikern leaves their world, they are unable to restore the energy of the Aether from the sun and can actually run out of magical energy from its use. Manipulation allows a being to control and change the world around them; turning ice to water, for instance, or controlling fire. Sound is the favored form of weapon on the battlefield, as a mage could collect every sound of the battle into a single blast of devastating energy. Fire is also a favorite, as it is not too difficult to carry a torch. More powerful Manipulation users can also speed up natural processes, so they could age something, or cause a torch to burn faster and thus expend the whole thing to create a stream of fire. Some can even change their own biological systems, allowing them to breathe water by forming gills or the like. Manipulation can also lead to one other thing – destruction. Small, microscopic creatures or objects can be easily destroyed; thus, curing a disease or removing a poison is not an impossible feat. Some highly powerful mages can even simply stop the heart of small animals like rabbits. To kill an actual human has never been done, as it requires countering their own spiritual aura to a great extent.

Creation is the ability to create, and only God, the Creator himself, is reputed to be able to do it properly. The Kaltheraein and Baurlowan are supposedly able to do it as well, but to a limited extend – resurrection and the like is beyond their powers. Their greatest servants, the Dae’vat, can perform more miraculous feats such as restoring a limb. For mortal humans, however, the limit is healing minor wounds, or repairing inanimate objects (such as causing a rusty sword to return to its original state, or even taking shredded papers and restoring them into one). There is another, far more common use – creation magic can be used to generate the energy required to remotely move objects, in conjunction with strong manipulation. Creation magic in conjunction with manipulation is thus capable of providing flight, given the effort and study. The youngest a mage has ever been recorded to use even the weakest creation magic is forty years old, with a strict adherence to the learning of the art.

-(Undead): It is possible to create undead, but incredibly difficult. Bodies must be properly prepared and embalmed, much like a mummy, to create a physical form which will actually last for extended periods of time. Other bodies may be used, but they will rot away over time and become useless (though powerful Manipulation magic may be used to kill off any bacteria and the like, which will slow the process down considerably). Some form of muscles must be present. Once this is done, small traces of Creation magic and a large amount of Manipulation magic must both be exerted to get the body moving. For it to be able to receive commands and perceive the area around it, Perception must also be used. In total, the amount of effort it takes into animating a body can take up to a week to be done properly; mages able to perform the task are rarely younger than fifty to sixty years of age. On rare occasions, powerful (human) mages who die, and have some purpose left to fulfill in the world, may be bound to it; their soul remains tied to their spirit, which is itself tied to some object or device. This ghost will attempt to fulfill its purpose, but remains bound to that object (often a prized possession or a piece of its body) and cannot stray far from it. The device must be destroyed to banish the spirit in most cases; however, particularly powerful magic items have been created for the purpose of targeting the spirit rather than the body of a being, and the attacks of a Dragon are capable of slaying both, which makes them capable of the exorcism. Simply helping the ghost fulfill its purpose will also appease it. The strongest form of undead is a legendary creature that dates back to the earliest days of Aldrien civilization – the Lich. The greatest of mages, such as those who return as ghosts, are capable of preserving their own lives by using powerful magic from all schools to keep themselves bonded to a physical body. Some are known for even being capable of using their human nature to split their soul and their spirit into two places; by keeping their soul in a separate container somewhere, they can upon the destruction of their body recall their spirit to a safe place, or in the event of both body and spirit being destroyed (such as by a Dragon), they can have a new place to (over the course of centuries) form a new spirit of only slightly diminished strength, and from there, a new body. As a lich is effectively immortal, the potential energy the oldest can achieve is virtually limitless.

-(Enchanted Items): Enchanted items are very rare to find, as they require (relatively) strong Creation magic and Manipulation magic to change them. The desired enchantment may modify the process as well. Generally, the most common are torches that never stop burning, or swords that are nearly impossible to shatter. Some weapons are also created by strengthening a generally weak material; the Ice Elves are known for their swords made of pure ice, enchanted to be a strong and sharp as steel while remaining just as light and freezing cold as ice, but never melting. Other weapons amplify certain traits; swords crafted to be incredibly reflective, for instance, or the torch from before given incredible heat. There have even been recordings of swords crafted to reverberate when struck against a surface at exceptional levels, creating a massive torrent of sound to be used as a weapon. There are only a few weapons that are enchanted with special powers unique to themselves; these items often require dozens of mages working on them using special metal alloys and enchantments dating back for generations from numerous families. Sometimes, even human sacrifice in the form of the spirit being taken has been involved. This has produced such magical relics as the fabled Aldrien blade Sundrinker.

-(Empty): One out of every hundred million humans would be a good estimate for the approximate rarity of a genetic trait known as being ‘Empty’. By being ‘Empty’, a being effectively has no spirit; generally, both parents will have such mutated spirits that a new one cannot be created, leading to stillbirth. Generally, the mother will die in childbirth or not many years after giving birth to such a child. The ‘empty’ child has no ‘spirit’, and thus no magical energy. They can never have children (with another member of the Illu world) because of this. If they survive to an adult age, however, some advantages are afforded. While the humans of Illu are naturally long living (often reaching up to 120 years of age), the ‘empty’ being is not affected by numerous ailments that can affect outside their physical body, but they still retain the advanced vigor of a member of the world. Thus, another ten to twenty years of life are afforded. But the part that really matters is the part that affects those brought into the world by the multiversal collision. Assuming that they have no magical powers, such as the residents of the Dominion or Earth, then whilst in Illu they have the same protection as the ‘Empty’ being would. Their lives are prolonged by the nature of the world, so they could potentially live quite a bit longer in good health. They will also, as they are not affected by the existence of the ‘spirit’, much more resistant to magic (both of Illu, and that which is used by beings who enter it). They are completely immune to being observed by almost all Perception magic, and by any attempts to use it for mind control or illusions and the like. They are more resistant to harmful Manipulation attacks, and even Creation is less useful (thus, using healing is almost useless on a non-native). These benefits are not afforded once outside of Illu, however, due to the worlds own nature.

* * * * * * *

Name: Luciferase (The roughly translated version)Setting: Luciferase is an externally existing dimension. While it coincides with the existing realms, it has no physical manifestation in the multiversal world. A rift like tear exists somewhere between the border of Earth and Erde, but the exact location or way to gain access is unknown. The nature of Luciferase is not all fire and brimstone as some would like to make believe. On the contrary the land is a luminescent paradise with rolling green pastures, never-ending blue skies, and of course a constant cool breeze to accompany the luscious sunlight casting down its rays through the serene white cloud cover.Description: Whatever rumors of torture, bloodcurdling screams, and skin flaying tall tales are told hold very little truth about the Luciferase dominion. The land is not made up of bone, flesh, blood, and unadulterated fear as some like to point out. The society is an equal opportunity employer, where everyone is fairly equal to one another in terms of hierarchy. However, much of Luciferase has yet to be seen due to its precarious existential dwelling on another plane of existence outside the corporeal worlds.

Technology Level/Magic System: The denizens of Luciferase appear as quite odd individuals within the physical world. There appears to be no distinguishing characteristics in the incorporeal form and no gender identification appears to be present.Their bodies appear as nothing more than black smoke and have no affect on the physical plane due to their aura-like manifestation. However, the locale population has the ability to merge with other lifeforms. Upon entering the body of a living being or recently deceased, those from the Luciferase gain full control over the body and access to any memories the brain may contain. After a body has be taken host, the Luciferase imbue a seemingly diverse range of abilities. Those taken have increased endurance and superhuman strength. While a body can be utilized as a host and take upon extraordinary exploits unharmed, any damage that occurs is likely to be fatal to the original host once the Luciferase vacates. In addition to the higher functioning physical attributes, Luciferase have the ability to move objects by the way of thought, such as destroy objects, throwing items around, and even causing physical pain. While their natural abilities are not related to the magic of Erde, the Luciferase appear to have an understanding of the local native magic.While in the incorporeal form, Luciferase are capable of squeezing through small spaces. One noticeable trait of the smoke formed body is that it leaves behind a trace of sulfur when touching the physical world. The Luciferase can go unnoticed as it inhabits a host, as it has access to the memories of the original resident. A downside to being utilized by another life-form is that the previous host experiences and knows what is going on with their body, even though they have no active control over it. At any given point a Luciferase can give control to the original body, retake control, or vacate the body. It can be extremely difficult to identify if someone's body is being utilized by the Luciferase. Typically the entity can reveal itself by turning the host body's eyes stark black. The natural black eyes of the Luciferase will also present themselves in the presence of extreme pain caused by a vulnerability. Holy water harms the host body of the Luciferase, but causes excessive pain similar to that of sulfuric acid corroding away living tissue. Iron and salt also pose a threat to those native to the Luciferase. A line of either iron or salt will stop the Luciferase in their tracks, and prevent them from crossing it and going any further. When in the presence of salt or iron, either substance will burn and harm a Luciferase in the same manner as holy water.

* * * * * * *

Name: Angnalat

Setting: The world of Angnalat was originally a mountain range inhabited by a insect-like race known as the Shemshi. Well, the higher echelons of Shemshi society anyway, cloistered away in the temples and monasteries in the higher peaks, leaving the lower classes to do the farming down below. As their technology advanced they developed atmospheric pumps, that hoisted the carbon dioxide rich air of their planet from the lower altitudes and delivered it to the nobility above. It also became their downfall. With much more gases and vapours in the higher atmosphere the heat began to rise. And heat rising around all that ice and snow was a bad thing. Glaciers and snowcaps melted, flooding the plains below, wiping out most of the farming community. The upper classes had to adapt, becoming even more focused on rank to decide who wasn't quite upper enough to become a farmer this time round, and vital skills had to be relearnt from what little of the servants remained.

Worse was to come with the Collision. For not only was Angnalat suddenly cut off from the rest of the Shemshi race, vital for providing additional food, but a second world was suddenly placed within its borders. Something about the huge lakes contained within the mountain range had drawn in the underwater cities of Munsoom, home to the crab-like K'korl. The sudden addition of an entire nation, plus a great deal of extra water, drove the shores of Angnalat up even higher, entirely submerging some communities. So it remains that Angnalat appears to the rest of this squashed universe to be a few humble spires emerging from a warm and placid sea...

Description: The original inhabitants of Angnalat are the Shemsi, a race of insect-like creatures close to beetles. They were at first just split between workers and nobles, with a soldier caste being a new addition after the climate change forced lesser nobles to downgrade and interbreed with the workers. The differences between he classes are obvious from appearance; the worker caste just have the standard abdomen, thorax and head, two limbs used for walking, four for tools and other manipulation. In contrast nobles have elaborate horn-like structures sprouting from their heads, and the fingers on their hands are long and spindly in contrast with the stubby digits of the workers. The soldiers have kept the headgear from when they were nobles, but now they've become antlers very reminiscent of jaws. And what used to be long fingers have fused together into scythe blades on one set of arms. It is the soldier caste who actually have the power in the land, a result of Angnalat being placed under martial law during the climate crisis. The Shemshi dwell on the mountain peaks protruding from the waters in secluded temples. As they 'breathe' through their chitinous skin rather than inhale into lungs, they have to wear atmosphere suits made from modified diving suits when travelling abroad as nowhere else has an atmosphere so rich in carbon dioxide. To maintain their own atmosphere and prevent total extinction they have repurposed the pumping machines which started all their troubles, essentially sealing Angnalat in a misty dome of constantly recycled air

The other species in the area is the K'korl, who are closely analogous to crabs, with crusty shells and eight segmented legs. They exude unneeded chemicals from their diet into this shell, making it obvious to tell who lives where by studying the patterns of whorls and lines. This has resulted in a highly tribal society, with groups of close-knit family members living under the rule of the strongest individual. Your average K'orl stands around six foot tall, but as they just keep getting bigger as they get older and have no real ageing process they can reach double that. While they scuttle around on four legs, the rest of their body has evolved into a torso of sorts from which the other four limbs protrude. One pair is a set of hefty claws emerging from broad shoulders, but the other is set close to the mouth and used for finer tasks, usually feeding. They don't need the brassy breathing suits of the Shemshi to leave their underworld realm, referred to as 'Munsoom', but do require harness to keep their lungs hydrated if they go anywhere not similarly submerged. As they're adapted to the high pressures of deep water they call home, they are immensely strong when taken above sea level.

The two species actually get on fairly well. The K'korl have no interest in expanding somewhere they can't live properly, and the Shemshi realise that trying to recover their drowned lands would be too much effort even if the K'korl proved agreeable. It was much more to their mutual advantage to share resources and technology. They have also brokered an alliance with the Dominion of Britain, as they border that world's coast, although rumour has it that Terra has cast its gaze towards the place for reasons unknown

Technology Level/Magic System: Neither Angnalat nor Munsoom have any degree of magic, and their technology is equivalent to the Dominion of Britain, with a couple of exceptions: their flyers and their weapons. The Shemshi have some way of getting their airships to float or surf on light itself via strange wings like solar panels that make their ships look like enormous flying sea horses. Their weapons, while appearing much like the muskets of the Dominion, have specially developed ammunition as part of the co-operation between Shemshi and K'korl. The bullets have an inbuilt turbine system that ensures the bullets can speed through water if fired when submerged. On dry land this means that the bullets fly further, faster and mow accurately than normal. When the bullets strike something, the turbine's power source is disrupted and the whole thing explodes.

Edited by Lord of Adders Black

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IC: (Border between Erde and Terra)

 

"Nope."

 

A voice echoed from behind him. T'was a tall, olive-skinned human male, a blaster rifle slung over his shoulder and a sword strapped to his back. The youth was smiling, but not by much.

 

"Not good at all. Just one question."

 

Arsalan, son of Ertugrul, grinned. "What's not good at all?"

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IC: Rikor (Approaching border, Terra -> Erde)

Clip-clop. Clip-clop. Clip-clop.

Rikor looked about him in relief, he was finally heading home. It had been quite the task to not get caught in Terra, and yet still help people as well. Even better, he learned a few bits of knowledge along the way.

Looking ahead, he sighed. Two others, both standing in the middle of the path. He'd have to speak to them. Pulling his hood over his sun-bleached skull and adjusting his gloves, he continued.

"Ho, there!" He called, speaking to John and Arsalan.

"What ails you to be standing in the way, sirs?"

Zakaro

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They call me Zakaro. You should too.

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IC: "Oh, I've been gone for... A long time," John said. "Inspector John Smith."He held out his hand."Most call me the-"His head turned to the newcomer, watching him carefully for an instant. "Investigating the border. Be out of your way in a bit."OOC: Edited.

Edited by The Fourteenth Doctor

No such thing as destiny.

BZPRPG Profiles

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IC: (Border between Erde and Terra)

 

"I'm Arsalan. Son of Ertugrul," the Tlúnian said, shaking the Doctor's hand. "I hail from one of these, hrm, collided worlds, called Tlún. Now I live in Terra."

 

He moved aside, so as to not block the path for the newcomer who was seemingly trying to get to Erde.

Edited by Lithuanian Lightning
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(IC: Sandra of Lorem / Border of Terra and Erde)

 

There was yet another person intent of joining in on the action, it would seem. Another figure came moving out of the forests, a woman clad in simple fur armor and a large coat of inexpensive make to find three other figures meeting together.

 

"Wonder if they can point me to Terra through these woods?" she asked herself, as she moved forward. Raising her arm as she moved from the foggy woods towards the convergence of John, Rikor, and Arsalan. "Ho, fellow travelers!" she called out. "Can any of you direct me to Terra? I seem to have gotten lost!"

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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IC: Rikor (Erde-Terra Border)

He gave a nod to both of them and continued to wait. There was no hurry, thankfully he wasn't being chased down by a group of Terrans that really wanted to know how the heck magic worked.

It's happened to others, that much he knows.

Careful not to show any bone, the skeleton gets down from his horse and takes an apple from a saddlebag just as Sandra emerges from the trees. He speaks, answering her question.

"Well, miss, unless this is the kind of forest that is ever-changing, which I believe it is not, than that path from which I came should lead to Terra."

As he speaks he points with his free hand, the other being occupied with feeding Relampago the apple.

Zakaro

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They call me Zakaro. You should too.

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IC:"Gungnir, what's your ETA?"

 

The voice crackled over the pilot's in-helmet comm, belonging to one very, very bored sounding communications officer. Not that Abraham was surprised; she'd been pulling double shifts lately. Ever since the base's primary communications officer accompanied an expedition into Erde, and didn't come back. They hadn't managed to find a replacement yet, they really needed to get on that...

 

"I'll be back in about twenty minutes. I'm just passing over the border now." He paused, gaze zeroing in on a group gathered below. "Delay that. Group gathered on the Terra/Erde border. I'm going to check in before I come back, don't want another couple hunters randomly wandering over.""Confirmed."

 

Flipping his legs forward, going from horizontal flight to using his thrusters to slow his speed, he began to descend towards the group below.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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(IC: Sandra of Lorem / Border of Terra and Erde)

 

"Are you sure? I could have sworn this is the way I came.... but...." Sandra said, as a rather loud sound turned her eyes up to the sky. "I think you might be right."

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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IC: Rikor (Border)

Rikor looked up along with the rest, but as soon as he could tell it was a Terran, he looked down once more, just peering under the edge of his hood to watch the person's decent.

'Let's hope they aren't after me.' He thought, frowning best he could without skin. Or muscles. Or anything but bones, really.

It didn't work out.

But back to the situation at hand. The skeleton just took a step or two bak, holding onto Relampago's saddle to keep the horse from running off. That would be a disaster. He liked the stallion.

"Well then, looks like Terra's watching its borders."

Zakaro

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They call me Zakaro. You should too.

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IC:The black and red machine descended at a steady pace, never faltering from its course even an inch. Stabilizers mounted on its almost angelic wings kept the suit steady, while the back-mounted thrusters slowly diminished in power, bringing it to the ground. The armor landed remarkably lightly considering its weight, the arms held casually at its side.

 

After a moment, the helmet retracted to reveal the pilot within. "You guys lost, or just looking around? Sorry to be suspicious, but the last group this big I saw on this border turned out to be a bunch of technophobic would-be conquerors."

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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(IC: Sandra / Border of Terra and Erde)

 

"No, sir. At least... I think." Sandra replied. She couldn't recognize any of these people, actually. Based on their attire, they had come from all sorts of different worlds. "I just wanted to come and explore your world. I hear the cities are absolutely marvelous!"

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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IC:

 

"Ah. Well," Abraham said to Sandra. "Main city's that way. Couple miles up the road, you can't miss it. If you go past that, there's another city further up. But that one isn't exactly in the best shape at the moment. They haven't rebuilt from the bombings yet.""And you... Inspector of what?"

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On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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IC:Abraham raised an eyebrow at John slightly, pausing a moment, before shrugging. "I've heard stranger things since all this happened. Why not an inspector of worlds?"

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On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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(IC: Sandra / Border of Terra and Erde)

 

"How do you manage that, doctor?" Sandra asked John. "These worlds are pretty big, after all... you'd need some sort of super speed to constantly be looking over all of them. Especially before..."

 

She waved her arms around, indicating the entire area around them. "Well. All of this."

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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IC:"That's the issue with traveling machines. Most are so prone to breakage." Abraham glanced at his own armor, grinning slightly. "Newer pilots get so cocky, just because their suits are newer.""But they're a lot less reliable."

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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(IC: Sandra / Border of Terra and Erde)

 

"Couldn't you just get more fuel by heading back home? With all of these universe colliding together, yours has to be around here somewhere. Can't be too hard to find if you're an inspector."

 

If this guy really was some sort of universe inspector, he'd probably seen a lot. Maybe she could learn something to help her out during her travels? It was definitely worth the momentary stop, whatever the case was. Terra could wait.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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(IC: Sandra / Border of Terra and Erde)

 

"... time? Like, as in days? How does that work? You can't be snapped out of time, it's just... time. It's not really a thing, it's just an idea."

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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(IC: Sandra / Border of Terra and Erde)

 

Sandra stopped for a while, trying to grasp the concept. This certainly wasn't the type of stuff you learned as a commoner of Erde. There were more important things to know about, like not being eaten by gryphons. Eventually, she asked, "But time is always moving at the same speed, so what do you mean by where you come from? It's not like you can speed it up or slow it down... well, not normally."

 

She'd never heard of time magic before, but with all of Erde's history, someone must have tried it at some point. But the amount of energy required...

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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(IC: Sandra / Border of Terra and Erde)

 

"Moving through time?" she asked. The other things were hard to understand, but this hit the rest of it out of the ballpark. "How can you travel through something that isn't physically there?" Sure, she could tell you better than anyone that you can teleport from place to place by exerting enough energy. But this was something completely different.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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IC: "It's a bit complicated." John rubbed his temples. How to explain..."Basically, time is like a river you're locked in, always going downstream, with events like rocks in the water. Some devices let you hop out of that river and go upstream or downstream, then hop back in."

No such thing as destiny.

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(IC: Sandra / Border of Terra and Erde)

 

"Oh." she replied. That sort of made sense, but... not much. It was basically as though an inhabitant of Earth was trying to explain Algebra to his child. They know what an X is, they know what a square is, and they know how to add things; that certainly doesn't mean they know how to add and get X2. Still, Sandra was bright enough to at grab onto something when grasping at the provided straws.

 

"So... could magic do something like that? No... too far fetched."

 

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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