There are two types of scientists in this world: the pussies which study boring things like physics and biology, and the cool guys in shades and leather jackets which study metascience.

Metascience is the science of observing and analyzing the underlying force present in this world: Plot. We know that most of everything is made up of Plot, and indeed, everything is saturated by it, like a rag absorbing water, if you will. Plot is a very chaotic force: it is constantly generating and resolving disturbances in reality known as Events. Events are impossibly awesome stories that make up the very bread and butter of those capable, strong and determined enough to sieze the moment, and leave their name in history.

These people are known as Heroes. Heroes are, by genetic predisposition, chance, or willpower, those individuals that understand Plot and are capable of shaping it through sheer badassery. By taking advantage of the rules of Plot, they can bend reality itself, because, as is common knowledge, all other rules of physics are weak in comparison to Plot.

The power of Plot also confers another important ability to Heroes: that of bonding with the monsters that plague the territory. Because monsters, like Heroes, have remarkable ability when it comes to perceiving Plot-generated Events, Heroes can take advantage of this and connect with monsters: in doing this, after having spent some time in their company, they gain some of the monsters' powers, but also assimilate some of their traits. For example, a Hero that has bonded with a savage troll will become stronger, but also less wise and capable of fine reasoning. Heroes must therefore weigh the pros and cons of learning from monsters, as some take advantage of this in order to prey on them.

Plot, however, like everything, does have rules, albeit shaky ones that seem to be challenged every other Event. More than rules, metascientists can agree on the fact they're canon, of sorts, decisions which many Heroes seem to take, pitfalls in which they often fall, and the direction which Events often take. These rules are gathered through example and verification, and they are called Tropes.

One Trope in particular is more powerful than most: this is the Rule of Cool, and the source of the Heroes' power. The Rule of Cool dictates that, if a Hero performs an action sufficiently badass or impressive, the very laws of reality will bend to it in order to see this action accomplished. But Plot is a volatile force, and sometimes something won't go to plan, something might backfire, and a Hero might succumb to the Event he himself set in motion, and cause great devastation.

To protect Heroes, and also the life of bystanders and civilians -- those not determined enough to impose their will upon Plot and make themselves a name in history -- an institution was created. This institution was known as the Heroscape, and it still stands, a bastion of order among the chaos of the Events. Heroscape offers lectures on Tropes, physical training, and anything else a Hero might need to know during his quests, all for free. To try and give some sort of structure to the Heroes' rampant and joyful violence, Heroscape created a rank system, which separated Heroes into Notable, Epic and Legendary, ranking them with a point system based on their deeds. The question if fighting off a troop of bandits atop a flaming chariot deserves more points than defending a princess from a horde of kobolds poses no definite answer, mainly because most Heroes don't actually care very much about this whole points shenanigan, but Heroscape command is still confident it encourages healthy competition.

This is a story about a band of Heroes assembled by its Leader and their deeds accomplished in the land, and the impact they would have on the rest of Heroscape.
This rp is set in the land of Heria. It is split in half by water, which, if you follow it north, burgeons into the Great Cold Sea. Otherwise, it is known as the Ocean of the East and Ocean of the West. These oceans branch into many rivers which in turn branch into streams, lakes and estuaries, contributing to the notable fertility of the country. It is a common to see great swaths of farmland separated by rivers, and indeed, issues with borders and territory are settled by waterway. Rarely does this involve drowning the offending party, but it has happened. To the north east there are forests, and north still mountain ranges.

Heria is divided between several powerful city-states, constantly engaging in petty feuds with each other. Nobody has the desire or the resources to engage in open war, but they'll certainly hire bandits to wreck each other's cargo transports, or spread diffamatory rumors on their leaders. Heria is not plagued only by the desires of men, however, it is also tormented by monsters and foul beasts of all sorts. Trolls reside in the mountains, and their feuds have often accidentally killed a hunting party. Giants stir from decades of sleep, and a casually shifted elbow can result in landslides, and very perplexed cartographers. Feircely territorial forest elves will happily skewer any whom would venture too deep into their territory. Mermaids of the Sapphire Isles will lure unwary sailors to their watery graves, and orcish raid parties cause much strife for the local warlords. Darker, nastier creatures lurk in the remote and inhospitable swamplands. Rumor has it shades, darkstalkers and liches prowl the northern mountains at night. There are sightings of demon birds above the Western Swamplands, and one terrified bard speaks of living scarecrows prowling the cornfields way south.

Our story begins in the city of Mistfjord, a large and powerful trade city looking over an estuary of the Great Ocean of the East. It commands an imposing navy and dominates the sea routes, but it also faces issues due to crime, both land and sea-based. The Mistfjordes also enjoy a good relationship with Heroscape, as the Heroscape headquarters, based on an island, are quite close to Mistfjord, visible from it, in fact. Mistfjord is thus a hub of Hero activity and a good place for fledgeling Heroes, anxious to make their name, to start.