Welcome to Du'Anah, or more specifically Rivvet. (High-casual+) For those already interested please feel free to send along your character ideas. For anyone else, feel free to do the same. Be sure to include the basic character sheet entries (Name, height, weight, etc) and some backstory pertaining to the storyverse. Have fun with it but try not to go too overboard. Good-Evil-Neutral-Other-etc is fine to play. (clockwork engineer, ghoul queen, a cooperate lackey, bay worker, guild member, city worker, a creepy wick person, a gadget-smith, a Hassat philosopher who knows books that speak faster; just to name some ideas!) All players need approval to play. I will be updating/improving this top section to be more coherent, sorry about that (time, ugh). **New Lore** (Forgive me, it is messy.) Overview of the 'World': The known land of Du'Anah is split into six distinct areas, each with their own ecology, political systems, landscape variation and so forth. They are: Mira'Det, The Loops, Gyia (Homeland of myth), Bronick, Afin (The lonely sea), and Rynthia of the Link. The lonely sea branches inland but touches the shores of the known lands with its center draining into Rynthia. The world itself is positioned on the axis of a massive celestial chain that is encircled by the ancient construct of Rynthia with great alabaster walls nigh impenetrable to all but the strange tide of the ocean. While the world 'rotates' it is a thing of legend that the great chain has ever shifted. The COG is intensely interested in the study of this as it correlates to the stars. The Loops is a swampy tropical bog of islands that choke the south and while it is home to an assortment of resources, it is also noxious, ripe with criminal types, and home to some of the most monstrous insects of Du'Anah. Like Gyia, it's a rich ground for insane explorers and thrill seekers. Mira'Det is a temperate mix to the east, but of all Du'Anah has the least area when discounting the Naux, which is a bit of a geographical anomaly. Unlike Bronick, the water sources here are more than plenty. Gyia is almost equally forest and gold hilly plains, great for cash crops and certain live stock. Having major forested areas also makes it Du'Anah's go to for wood products. Gyia is unique in a manner of other ways but primarily because of its residents, rumors, and history. The plains of Gyia are said to be inhabited with queer gnome folk who assert a type of mathematical magic to do their bidding. While on the other hand, the forests are said to be home to animated stone golems, and rogue demons who make their cities in the great canopies of the deep forests. Some of this is rumor, but some is supposed history. The hall of Gyia, nestled in a border between the great plains and great woods, tells accounts of even stranger things, some in tongues thought to belong to the people of Rynthia. Unlike much in Du'Anah you can visit the hall yourself and try to make heads or tails of the ruins, in fact there's a whole college dedicated to it in Gyia. The most well-known tale from the hall is of the Viridicy, which speaks about a valley hidden deep away in Gyia which once entered can only be exited through magical means. In the story a dimensional traveler, a warrior of love lost, happens into the valley and is visited by a host of others, who he helps escape but offers no attempts to help himself. Bronick sits to the east, and closest to Rynthia, and is also hardest hit by mid-tide (the great chains shadow). Bronick is a strange landscape of cubic stone, great vaulting pits, lush oasis, and heavily populated. Bronick's primary exports are minerals, but it is also a land of archeology and philosophy. The further inland the more industry based it becomes, but it's also a goldmine for discovery of ancient civilization, such as the Clown Vault to name a famous find. On the coast you'll find heavy exports, but also a host of schools and groups dedicated to inland studies as well as Rynthia and the great chain. It is interesting to note that Bronick cares little for the COG and over time has instigated and been the target of petty quarrels with other institutes. Taking advantage of the topography, most major cities are divided into blocks or sectors to keep trouble to a minimum. Often connected by bridges and short air travel. [hider=Overview] Brief Overview: Rivvet, the industrial frontier capitol clinging to the edges of civil Mira'det and the queer landscape of Naux. Being the lead in technology, refinement, and production, Rivvet has attracted all sorts of folks. In place of guild governance Rivvet is controlled mainly by the 5ish biggest business names at any given time. However, the Celestial Observation Guild, among a handful of others, continue to attempt to exert authority. (Especially the COG over the local governance). The city has become subject to dubious dealings, espionage, trafficking, corporate sabotage, strange folks, ruckus in the undergrounds, political discord, and murder and treason just to name a few of the more common occurrences. There are several disturbing rumors in Rivvet, some immediate, some speculation. Some say the COG have overtaken Sada's lordship over Rivvet. Some say the train has stopped, others say it will soon. If you ask in midtown, they'll tell you something foul is brewing in the underbelly. If you ask by the great wall, where the slums stack atop another between abandoned industrial complexes and swampy water ways, something is wrong in the Naux. And if you get a chance to ask anyone in the dial, they'll tell you there are no Paraxians, not for thousands of years, if ever. But, if you look up at the stars, you'll know something just isn't right, and hasn't been for some time now. Not only above the lands of Mira'det, but all of Du'Anah. [/hider] [hider=Lore] (Lore in-progress) General Information: Some in and out of character things to consider. Gameplay: While there are several plots, gameplay will be kept ergodic and random to a large degree. As a GM I value player choice over plot but I'll certainly inject a shot of plot here and there if things pan out that way. I also try to avoid the meta-game as much as humanly possible on my part; Character death is possible, it's not my hopes you die, unless it is a darn good reason. Multi-posting a week is fine. Be able to post at least once about every three days at the low average? Character Creation: All the basics like name, height, etc. Keep in mind game world logic. I would prefer no premade characters but a character motif you use is fine. If you have any questions about anything I'll do my best to explain things further if something is not defined or hazy (lots of avenues I left kind of blank to expand on). For backstory I think the ideal approach is a length depending on your characters history/role. There are a lot of possible character creation methods you could use here so feel free to find something that works for you and matches the RP. The Great Chain: The name given to the massive chain that runs through the planet. It runs through the inaccessible Rynthia. The planet rotates around the chain but not along it to create day and night. As the rotation occurs it produces a large shadow from the chain around local noon for major cities along the chain's path. This shadow is called Mid-tide. Mid-tide: The shadow cast by the great chain. The shadows that don't occur during the day cycle don't effect a locations climate, more so when it makes the day shorter. It can't make the nights shorter (just fyi). Du'Anah: What is referred to as the known world, Du'Anah. Only a small amount of the planet has been explored by the Anahish people or what could be called the backside of the planet. Technology/Magic/Etc: Very little magic exists in the known world, and it comes more in the form of sorcery per se. Plenty of Myth includes magic in this world, but again rarely seen. In an attempt to replicate magical effect to enhance industry the technology level is of a general steam-punk quality. Flight has not been fully mastered but sea travel and rail are complex systems. Education has peaked in the last few hundred years but advancements tend to be refined in scope, but tackled from multiple angles. The Anaish people love the fantastic and the whimsical but also value the efficient. Some supernatural and magical things are certainly possible, but they are usually the exception not the rule beyond the already strange nature of the world. Topography of Rivvet: Rivvet is a large city contained within the decaying walls of an ancient massive fortress, with its flat side against a massive cliff and it's convex within the Naux. Within the walls, the city is separated into five distinct areas. Slums