[right][h2]e̒̒̑̈́̌ͨ̚ ̫̫͔n͓̳̟̫̂̒̀ͮ̊ ͙͚̗̏͛̐ͅt̼̳͙̯̎̔ ͫr̩̙̒̽̊̐̚ ̳̞̬̦̑o͈̲̺̟͎͋̒͛ͩͅ ͚̱͙͇̲̗̩̔ͨͮ͋͒p̮͉͉ͯ ̟̣̳̿ͨ͋ͬ̒y͖[/h2][i]no̡ųn •̵ ͘a͟ ́la̧c͘k̵ ͡o͏f ǫr͠d͟ér͟ or̷ pr҉e̛di̕c͟t̵a̴b̵i̴l҉it͡y̢; ҉gr͜a̸d̡ùa͏l ͞de̴cline i̴nt̕o̷ disor̶d̀èr. [b]o u t o f c h a r a c t e r[/b][/i][/right][hr][hr][quote=Aryav the Fourth Hand, delivering a speech to graduates from the Path of Knowledge.]The lorekeepers tell of a time many years ago: when man could freely traverse both the shattered land below and the cruel void above, without fear of the ground rending beneath them or the great black plucking them out of reality. They tell of a time when unprecedented scores of men lived in peace across hundreds of planets, plagued not by struggle and trials. They tell of a time of order and harmony; and while only a fool would dismiss the counsel of a keeper, their teachings are certainly far from gospel. Know that we are safe here: within these walls atop this mountain, we are all that are left. Be uncompromising with your trials, respect your elders, and help all those in need. We can only find our final utopia together.[/quote] [right][b][i]i n t r o d u c t i o n[/i][/b][hr][/right]The galaxy has fallen, and since began to wither. Once, man ruled the void: not one star was beyond their reach for it was their domain, justly conquered for them to rule. Then, man was faced with a grand cataclysm, fire and brimstone so great that it simply cast them out of the void. Man was never granted mercy: whatever the sins of man were, they were too dire for a just end. They were sentenced to suffer until the very end, to struggle and die midst the coals. In the mountains of Myar, caught betwixt the cruel void and the great wastes, the remnants of man endure their punishment in relative comfort. The mountains are hospitable: the last flowing streams provide water, the soil provides food, and the walls provide security. Behind their great walls, the hermit communities of Myar lock the troubles of the galaxy outside, granting themselves their own small measure of peace. Although, it is no secret that their peace is running out: for years, those same streams have been slowly drying and those same crops have been slowly withering. All efforts to breathe life back into their homes have failed. Myar will not be so kind to them for much longer. If humanity is to survive, the void must be conquered yet again. And so, our story turns to those who have began the Path of the Void, whether willingly or otherwise. The void is a cruel place, tenfold worse than the great wastes between the mountains, and only one of the three prior expeditions have ever returned: plagued by voices and visions, with darkness in their eyes. These voidsmen bear the burden of their people, tasked with finding a new utopia to settle, where the coals have faded and life may begin again. It is a cruel fate: to face the horrors of the void on such small odds. One can only hope that they will succeed. [right][b][i]p r e m i s e[/i][/b][hr][/right]Entropy is a science-fiction post-apocalyptic roleplay in a custom setting, which is more or less made up as we go along to try and keep things focused on being fun and interesting. The cast will be charged with exploring a post-apocalyptic galaxy in a salvaged ship in order to find a new home for a dying humanity. Many expect them to fail and none sane know what lies in the void waiting for them. Inspiration for Entropy comes from titles like Fallout, Firefly, Duskers and Dark Souls, with a bit of a twist based around entropy and horror. There will definitely be mature themes, if not just for how unapologetically grim I picture the universe being. Please feel free to drop a line if you're interested! I'm hoping to try something new and a little different with the setting, so if you're thinking about experimenting, please feel free to join me! I like to think I'm pretty relaxed and that we can all have a good time. [right][b][i]l o r e j o u r n a l[/i][/b][hr][/right][hider= The Void][center][img]http://i.imgur.com/b6LXi6v.png[/img][/center] Long ago, the void was ruled by man and life reigned supreme; now, everything slowly tips towards chaos. Most of the stars are dead or dying, need not mention the planets around them. The void was faced with a great cataclysm, the nature of which is currently unknown, but as result life now scarcely exists. [hider= Voidtouched ][center][img]http://i.imgur.com/n216Dse.png[/img][/center] Of the three expeditions that went into the void, only one returned. Their eyes were as black as from where they came and if they are to be believed, they are plagued with visions and voices. Most of them went insane, the voices in their ears too much to bear, but the few who remained were stuck with the touch of the void. They tell of visions of the past, of green fields and great fleets, but also visions of the end: a galaxy that is simply nothing.[/hider][/hider] [hider= Myar (planet) ][center] [img]http://i.imgur.com/Uib9Cxa.png[/img][/center] Myar is a barren and inhospitable planet in a far flung section of space. Most of the terrain is cracked and unforgiving, prone to unpredictable earthquakes and shifts in terrain alongside winds that strike like iron and cruel extremes of temperature: unbearably hot by day and freezing cold by night. Colloquially, the vast stretches of unforgiving land is referred to as the "great wastes". While some life persists in the great wastes, majority of the planets life exists in the mountains, where the terrain is much more hospitable. Several hermit communities occupy these mountain ranges, building great walls to keep themselves in and everything else out. [hider= The Mountain Hermit Communities ][center][img]http://i.imgur.com/XnC1sg0.png[/img][/center] The mountain hermits, the origin of the cast, lock themselves away in the hospitable mountain ranges of Myar in hope of living a comfortable life. These communities have no formal name for themselves, but rather, refer to themselves as humanity as a whole, believing themselves to be the last remnants. The communities operate in a psuedo-religious status quo where live revolves around 'trials' and 'paths'. The concept of currency is almost completely foreign to the hermits, who rarely even barter with one another. There are five communities across the five main mountain ranges, each one being governed by a 'hand' with their own unique quirks and takes on the Myar Mountain culture. While there is no federal or overarching government per se, the five hands partially co-govern across the mountain ranges in a council, with some room for independence. Some trials are broad and abstract: for example, while the 'great trial' broadly refers to life and success in the trial is subjective, smaller trials with strict rules and requirements are spread throughout the culture, such as coming of age trials and path trials. Paths refer to professions, ranging from the Path of the Hand (politics and government) to Path of the Land (farming). Each person is mostly free to choose their own path when they come of age, although the hand of the community has the final say of who goes where, depending on what's needed. Changing paths is accepted but frowned upon. Notable paths include the Path of the Keeper, the only mandatory path reserved specifically for those who survived being voidtouched, and the Path of the Ranger, one of few combat-focused paths that specialize in expeditions beyond the walls. Every so many years, when a voidcraft is recovered and repaired, the five communities will gather and put forward offerings to begin the Path of the Void. Each community approaches their offering differently: in the past, both a single champion of a community has been offered and multiple criminals have been offered. Those who walk the Path of the Void embark on a suicide mission: take into the void seeking out an effective promised land.[/hider] [hider= The Great Wastes Communities ][center][img]http://i.imgur.com/VBqTjQK.png[/img][/center] While the great wastes are mostly barren and desolate, inhospitable to even some of the hardest men alive, some life persists. The communities, where they exist, are a far cry from their counterparts in the mountains: almost every one is radically different, bar a common theme of 'survival of the fittest'. While a select few may sparsely trade with select mountain hermits, others will attempt to raid them. While each community is a case-by-case basis, they are viewed with a savage brute stereotype by the mountain hermits.[/hider][/hider]