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" Ain't bout the joys of the reeling, laddie, as much as the mystery of waiting."

//GENERAL INFORMATION


Name: Thistle Longperch the III

Appearance: Thistle is minuscule in comparison to most adult Pinians and would drown in any shallow sand bank if he happened to be careless.

Gender: Male

Age: 38

Race: Pinian, Lesser Saltwing

Profession: Angler

Goals:

//Origin and Background


//Skills and Rot

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/\/ Whimsical Ventures of Fantastical Retrofuturism /\/




18th of Uulu Ut, 3 A.R (After Reseph)

Dreams are the poems of the mute, the paintings of the blind and the music of the deaf. It is a master of your body but a prisoner to your unconscious whims. This time, though, you are falling. Endlessly towards a dodecahedron in the void. It whispers to you in seductive equations, to subsume into code and become one with it. Like the crowing of a dawnwing, Qud’s discordant melodies rouse you from your peaceful chrysalis of slumber.

You awake in one of the sandstone abodes of Hasgahem, a village situated on the canyon springs. Fishing lines dip inside scillintating mineral pools, eddies of azure gas swirling in their depths. Thatches of gnarled dogthorns provide plentiful shade from the sweltering sun.

As you recollect your memories like the fragmented remains of a jigsaw, you piece together the present. A trio of dromads, members of the expedition you were hired for, debate over the intricacies of wine trading in the wake of a cooling fireplace. Around you are meandering slopes of salt-encrusted rust, red rims etched down into bands of baked sediment. Further out, you take note of the distant surroundings.

To the west lies the eternal expanse of Moghra’Yi, the Great Salt Desert. The alien Spindle erupts in the northeast and cuts through the heavenly firmaments of Qud’s dappled sky. Qud’s jungles swarm the southeastern landscape over fossilized silver ruins of yore. The Chrome Ruins preside over the east and beyond that, violet clouds thunder ominously over the radioactive Deathlands.

Your stomach rumbles. A shrill series of barks alerts you to atention. Alu, the raccoon leader of the expeidtion, invites you over to join the caravan in morning repast. Your appetite cannot deny his request as you walk over to them and listen in on the discussion. Whilst they argue, you peruse the texts that lay on the thatched brinewood table to refresh your memory of the land.

Whilst you have successfully arrived at Qud, your journey in this fabled land hasn’t ended. It has merely begun.

Live and drink, wayfarer.





Karsts is a linear science fantasy roleplay with elements of open-world sandboxing based on the fictional setting portrayed in the indie roguelike, Caves of Qud. Set in a distant post-apocalyptic future where the epoch of humanity has passed into mere myth; mutants, genetic deviants and extra-planetary beings pick over what remains of godlike civilizations shrouded by millenia of refuse. Multiple disasters, minor and world-shattering, over the aeons have driven the world into a quasi-medieval state where forgotten technology is slowly being rediscovered and repurposed.Those unmutated survive in self-sustaining Eco-Domes, independent arcologies built from forgotten technology. Right now, society is in a precarious state of teetering between extinction and renaissance and no one knows which way the balance will tip.

One of the most prominent regions in this world is called Qud. Every wayfarer has their own words for how to describe Qud. Dangerous. Alluring. Bountiful. Beautiful. Horrifying. Captivating. It’s majesty knows no bounds yet chance is a cruel mistress here as one second of carelessness could lead to your death. It's ruins are the stuff of legend, attracting adventurers like a glowmoth towards a candle. You find yourself here after becoming a member of a dromad funded archeological excursion, whether on purpose or by mistake. The reward was one part of your reason for joining but moreover was the mystery of Qud itself.

Don't fool yourself. You're no savior. You're no hero. You are not a legend. Well, not yet. Perhaps, you could become one.

In summary, think of this setting as the crazed lovechild of Gamma World and Dune who simultaneously had an affair with Adventure Time. It is a land of a thousand tales, stories of transhumanist philosophy, sentient agriculture, extraterrestrial archeology, political diplomacy, cuisine escapades, sapphic romance and cave spelunking. It’s experimental. It’s idiosyncratic. It draws from many places but creates its own path.

In terms of the genre, as implied in the subtitle as well as in the prior paragraphs above, this will be science fiction with a twist of pulp fantasy and a dash of classic action-adventure Indiana Jones thriller sensibilities.

If you’re still interested in joining this RP, please read on down below.

Map




Player Guidelines and Rules


- Have fun.

- Treat others with respect as how you would want to be treated yourself, unless you have a massive inferiority complex, which in that case, don’t. This is a RP where outside of IC, we provide a friendly environment where players are free to engage and discuss with one another without fear of being drawn into toxicity. If anyone is acting in a manner that is disrupting the RP and causing other players to be uncomfortable, you will be ex-communicated to another dimension.

- Be fun and be open to worldbuilding. Forging your own headcanon, creating your own factions or suggesting ideas is wholeheartedly encouraged. A key part of Qud is that it is a land of mystery where not even its most distinguished scholars have documented all of the world’s enigmas. Qud is vast and mysterious enough that reasonably any suggestion or theory could fit inside its vast smorgasbord of deliciousness. However, consult with the GM before suggesting or integrating lore within IC that provides systemic changes to the world itself.

- Standard conventions of roleplaying apply which means no metagaming, godmodding, munchkining, 4th wall breaking or inclusion of 18+ content that would violate RPG’s TOS in your IC posts. Note that mature themes do not mean writing graphic erotica.

- Think fun. When creating your character, your character shouldn’t be your standard fantasy hero or adventurer who is seemingly an expert in every field possible with some arbitrary weakness. I want real, fleshed out characters that have lived a life in this world and treat what would be strange to us as mundane. I want dynamicity. I want depth. I want so much depth that I could dig through your character’s backstory and find myself in China.

- Cooperation and communication are essential in this roleplay. Collaborative posting, although not essential, is allowed and encouraged if you are willing to do so. I will not force players to engage in collabs at any time during this RP.

- Know how to have fun with your post lengths. The writing I expect from players is quality over quantity with adherence to efficiency. I do not care how many words you write, although, this does not mean you can write one sentence and expect to get away with it. The minimum is one paragraph but I expect any player who joins this RP will know what expectations to set for themselves.

- There is no such thing as a posting schedule. That being said, players are expected to communicate frequently to the GM and other players if they are unavailable or have lost interest in this RP. Failure to do so after two weeks will result in the player being exiled to a chromatic plane of existence.

- Worship fun and feel free to sacrifice your character to maintain your personal autonomy of free time whenever you feel like it. You have no obligation to remain a member of this RP and you can freely request for your character to be shelved at any time. Do note that you can only make one character for this RP.

- You must accept the fact that I will be unfair to you whenever possible and that durian is the superior fruit to all other fruits in existence.




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A NEOPHYTE’S COMPENDIUM FOR QUD AND BEYOND - ARGENT EDITION

By Sar-Dur-Baz of the Wardens


A FOREWORD


My hope, I must correct myself, the hope of all wardens is that this book will serve as a guide to all those who come to Qud as well as all current inhabitants of this land that holds more mysteries than immortals will ever know. I have seen too many nomads have their arms bitten off by a crocodile in the swamp marshes or arrogant archeologists from a far off Eco-Dome succumbing to the rank pestilences in the ruins of Golgotha. Whilst Qud is indeed gorgeous, it is also one capable of great terror at a moment’s notice. Preparation and knowledge are not your only tools as is your ability to adapt to the cruelty this realm offers at a moment notice.

History is fluid in Qud. For example, woud you know that Uboroqu, the Ape King of the Blemished Hills, and the Baboon Lord, Oh-Ah-Ooo-a-o of the Frigid Swamps are in fact the same figure? Or that many of the deeds of the fourth Sultan, Nimswhour, are in fact the same as Reseph? Do not heed my words here as truth but merely as opinion. The ennui of millenia has set its fangs and like the River Svy, historical fact parted like tributaries into stories, myths and folklore. For the truth is that we embellish the mundane and diminish the epic.

Regardless, my dear reader, I know what precarious position you find yourself in. I myself was once an inanimate block of foamcrete until someone decided to animate me to life. Any existential anxiety about how I was thinking without neural pathways was forgotten in the name of surviving in the harsh and treacherous environment in front of me. Whatever fears you have, your survival must not be forgotten.

Live and drink, traveler.

CHRONOLOGY


Qud adheres to a strict 365 day lunar calendar with our years labelled after the death of the final Sultan, Reseph, and rely on noting the distinct positions of the sun and moon in place of days. The Consortium of Phyta have arduously advocated for the adoption of P.P (Prior to Publication) instead of B.R (Before Reseph) and A.R (After Reseph) at the previous Warden’s Moot.

The names of the 12 months are as follows.

Nivvun Ut
Iyur Ut
Simmun Ut
Tuum Ut
Ubu Ut
Uulu Ut
Ut yara Ux* (5 days)

Note: Controversial amongst many races. Some prefer not to recognise Ut Yara Ux, believing it to not even be worthy of demarcation as a month, whilst others cite its importance to the Fellowship of Wardens as a period of time where the annual Warden’s Moot is held, a yearly diplomatic conference held between all of the local principalities and major settlements in Qud.

Tishru i Ux
Tishru ii Ux
Kisu Ux
Tebet Ux
Shwut Ux
Uru Ux

Based on a millennia of observation, official consensus amongst Qud’s astronomers , with support of the Barathrumites, there are 9 distinct periods of time throughout the day. These periods can be identified by the changing hues of the sky when Qud’s sun intermingles with the clouds.

Waning Beetle Moon - Completely dark.
The Shallows - Magenta.
Harvest Dawn - Blue.
Waxing Salt Sun - Light Blue.
High Salt Sun - Yellow.
Waning Salt Sun - Light Orange.
Hindsun - Dark Orange.
Jeweled Dusk - Purple.
Waxing Beetle Moon - Dark Green.

Geography of Qud




At the end of their journey, Travellers will most likely first find themselves in the Great Salt Desert. The Moghra’Yi, as called in the language of the man-camels, serves as the first deterrence for any traveller looking to venture into Qud and is the main barrier between it and other regions. Dromad caravans and pilgrims are commonly harassed by the Issachari, the salt-kissed nomads of the ivory dunes. On the land, krakens ranging from the size of a ray cat to small hills make the dunes tremble in their wake whilst the sky is patrolled by flocks of dawngliders ready to roast any wanderer with their flaming choler.

In the northern reaches of this great desert sprouts the Six Day Stilt, the holy temple of the Mechanimists and where their main clergy is located at. Rumored to be built in the corpse of an elder salt kraken, the Stilt’s main attraction is the Sacred Well of Kaphascence. Crowds of religious pilgrims and zealots arrive to offer piety by offering technological artifacts into its neverending gullet. Like moths surrounding a glowsphere, bazaars and merchants part fools of their precious water,

Between the eastern jungles and the Moghra’Yi lies a marshy swamp bordered by rust-caves and the lips of desert canyons. The farming hamlet of Joppa is the most prominent of several settlements in this area, acting as the beating heart that supplies its smaller neighbours with watervine crop and trade routes. Warring snapjaw dictators and conquerors have made their home here in the Red Canyons, scavenging what they can to survive whilst hunting the weak to nourish their warpath. The labyrinthian nature of the canyons along with the ferocity of the local wildlife thankfully prevents these warlords and their armies from spreading all across Qud.

To the north lies the Black Shelf, a flat-topped plateau of obsidian from where the canyon walls sprout and spread across Qud. Asphalt and molten rock bubbles out from the various caves that pocket it, yet, none seem to be worried about the encroaching eruption that may occur. The pastoral Flower Fields burgeon to the south and dot Qud’s dirt with kaleidoscopic petals.There are rumors that a hidden settlement of hindren exists in the kaleidoscopic flower fields, though, the rainbow forest more often than not wards off any searchers with the bushes of feral lahs.

Parted in half by River Svy, Qud’s jungles claw over the chrome caves and ancient rubble of a thousand civilisations, buried underneath layers of loam and dirt. The most famous of these ruins are Golgotha, the Graveyard of Fester, Bethesda Susa, the Cryo Spire and Grit Gate, home of the Barathrumites.
Despite the hidden treasures deep within these rust caves, danger is liable to snap up unprepared adventurers. Naphthaali tribes roam through the brush whilst the brutal goat folk clans decimate unwary travellers who traverse into their territories. Of all the forest villages that persist in this dangerous environment, the mushroom village of Kyakukya stands tall behind their worship of Oboroqu, the Ape God.

Besides that, there are only a few other spots of interest in these jungles other than the neverending chrome ruins that are uncovered everyday. The Rainbow Grove is the domain of the fungi, a breeding ground of life and death where tributaries of primal creation flow through living geysers of riches. A tremorous footstep marks the northwest, where countless live in the shelter of the Crater. Finally, the Bore of Omnoch carves a chewed tunnel into the wells of youth where the Screaming Men lie, waiting.

To the northern jungles lies the alien Spindle, a gargantuan needle of endless sliver that punctures the blue firmament into the unknown. Under its shadow is the Corrupted Groves, where daccas wait to rob unsuspecting humans of their fluids as they stare at the succulent fields of bananas. In the center of the grove is Omonporch, the base of the Spindle and considered the consecrated grounds of the Consortium of Phyta. Nearby is the tree village of Ezra, where humble banana farmers make a living harvesting their wild brethren.

Beyond Qud’s jungles, further east, past the scabbed Red Mountains, lie glowing ruins where few dare venture into.The Deathlands. The level of radiation in this region is toxic enough to blemish the sky violet.

Needless to say, there are some things there that should never be unearthed.

Regions Beyond Qud


Please keep in mind, dear reader, that the information in this section is based on hearsay from dromads who wander beyond the Moghra’Yi, fungal spores that drifted on the salt-spangled winds and glowfish spawn who swam down River Svy from beyond the Black Shelf.

The trio of Eco-Domes where most True Kin in Qud originate from are the Toxic Arboreta of Ekueimikuye, the Crustal Mortars of Yawningmoon and the ice sheathed arcology of Ibul. Out of all of these three arcologies, the Fellowship of Wardens possess the most knowledge about the Toxic-Sheathed Arboreta and Ice-Sheathed Arcology from collaboration with Sheba Hagadias, the librarian of the Stilt. Most Eco-Domes operate on a hierarchical caste system with each caste having certain roles that allow the arcology to function.

The Holy City or the Toxic Arboreta dwells in the undergrowth of Ekueimikuye, located to the far east. Horticulturalists tend and prune the overgrown rabid gardens that threaten to throttle and infest the poisoned air that its inhabitants are forced to breathe in everyday. The Holy City gives birth to new ecosystems everyday, petri dishes of evolution to sustain the hunger of the arcologie’s growing population. The Sun and Moon Priests tend to the woes of the masses by offering them faith in the breathtaking sunset and moonlight that dawns upon them everyday and to take solace that every lungful of corrosive air that they swallow is a gift from the gods. Finally, the Sygyzyrior caste are honor-bound hunters, dedicating each of their kills to the Sun and Moon Priests whilst providing the population with questionable sources of protein.

The aptly named Ice-Sheathed Arcology of Ibul is located in the Ibul Ice Sheet, a treacherous tundra of mammothian bergs and inhospitable for most lifeforms. The most technologically advanced of all known arcologies thus far, they carve geometrically impossible structures out of the glaciers, pathing lit streets of chiseled ice so smooth you could mistake it for glass. The Ibulians favor diplomacy and knowledge amongst all. The caste of Artifex maintain research and development of lost Eater technology whilst the Ibulian Consuls rule above all other castes, making executive decisions and diplomatic deals with other arcologies and settlements. In terms of servitude, the Eunuch caste serves as the left hand of the Consuls, dealing in everyday tasks and assignments that would be a waste of their precious time. The Praetorians, meanwhile, are the main military branch of Ibul, utterly organized, disciplined and strong enough to lay waste to any cretin that dares touch their arcology.

The location of the Crustal Mortars remain ever mysterious to us, buried somewhere beyond the Fuming God Sea, south-west of Moghra’Yi. There are rumors that they live underground near the trembling wake of calderas and volcanoes but such a location would be inhospitable for any life, much less a human. The inhabitants of Yawningmoon, named explicitly thus due to the moonlight penetrating the cracks in the geologically active earth, are a hardy lot, dealing in industrial trade. The Crustal Mortars are known amongst traders for being the primary source of refined metals and glassware. The traditional caste system is revoked in favor of a more egalitarian hierarchy that consisting of two classes. The lower classes are known as Children and primarily engage in trade work. The Children of the Hearth engage in metallurgy, the Children of the Wheel pottery and sculpturing and the Children of the Deep responsible for overseeing mining operations. The upper class are known as the Children of the Fuming God who are the clerics of the Yawningmoon. Using noxious emissions from geothermal vents to fuel their visions, they share their faith with the other Children after a busy day of toiling with jolly shanties.

Of course, there are countless other eco-domes mentioned by word of mouth. The Truncated Oasopolis of Erranea. The Savannah-Shrouded Byesh Calipharchy. The Indigo Sky-Lattice of Occ. These names and more have been uttered by True Kin who have come into Qud.

Apart from the innumerable Eco-Domes located across the world, the closest region to Qud is a land known as the Sunderlies, located far west of the Moghra’Yi. In these sandstone bluffs lie great cave cities known as freehold where the tides of the Pale Sea break upon the Shore of Songs. Although there is a considerable population of mutants in the Sunderlies, a large portion of the demographics is composed of true folk clans, unmutated cave humans who emerged from the depths of the Sunderlies. However, multiple civil wars and internal strife have reduced their number to a paltry five consisting of Oth, Athenreach, Perth, Irisveld and Goldmouth. Each freehold is controlled by a clan and their vassals.

The eponymous freehold of Oth was established by Oth, the freeman, and a clan of espers known as the Tyrants. Ruled by the Free Seer, Oth maintains an geopolitical advantage over other freeholds through having their leader possessing psionic prescience. Debate remains whether or not the caste of non-psionic workers are there of their own will or psychically thralled by the Tyrants to remain there as their servants. Oth is seen by other espers as a safe haven from other psychic assassins that seek to absorb their mind, although, the cost is of their own autonomy and forced membership into the Tyrant Cult.

Athenreach, once a humble fishing kingdom, is now the center of the Eustace-Sutta monastery. Originally established by mountain and river nymph clans, civil war and strife from a succession crisis led to the local population embracing the Eustace-Sutta discipline. There is considerable tension between the fishing villages who worship the river and mountain gods and the mass majority of the other population who are all initiates and followers of the Eustace-Sutta doctrine. It is common to see vast groups of pilgrims walking across the mountains to Athenreach.

Old and mighty Perth is the oldest of all the Freeholds, maintained by the founding trio of Clans Karst, Sotur and Rowen. Being the first to set foot and establish settlement in the Sunderlies, they possess the most land, the most armies, the most resources and the most influence out of all the freeholds. However, interclan rivalry exists with Sotur battling the ambitions of Clans Karst and Rowen in an attempt to maintain stability.

Irisveld is an pastoral freehold that is the beating heart that supplies all other freeholds with sustenance and quench. Their fields of verdant green are a blessed sight in the arid region and the beauty of their people is beyond compare, well, in terms of human subjectivity. To most mutant species and sentient plants, they are unremarkable. Due to claims perpetuated by the ruling class of Irisveld about their genetic purity, this has made their population ripe for recruitment by the Putus Templar, much to the disapproval of other freeholds.

Goldmouth, unlike most freeholds, was not established by a clan and instead, through the collaboration of several merchants' guilds. They are the most affluent and wealthy of all the freeholds, forgoing a monarchical system in favor of a council composed of representatives from each guild. However, excessive lending and bribery has led to severe corruption. Its relative youth compared to other freeholds

Alas, for all that I have said, our knowledge is still incomplete.

What lies beyond the Deathlands?

Are there other cities beyond the Pale Sea?

How many other Eco-Domes exist beyond Qud?

What other civilizations lie beyond Qud and the Sunderlies?

Races


The number of beings that inhabit Qud range from the atomic to the gigantic, to the pacifist to the bloodthirsty and from the humanoid to the inhuman.

Mutated humans are the most populous race in Qud, outnumbering their True Kin cousins by ten to one, and the most varied. From gills to quadrapedic feet and scaled skin, mutants are the new normal. It’s said that no two mutants in Qud are ever the same. However, from natural selection and geographical pressures overtime, new species have erupted from the loose conglomerate of mutated humans.

The urshiib are a race of bipedal quilled albino bears who have a propensity for engineering and technological modification. Most live in the closed off enclave of Grit Gate although a few can be spotted walking around Qud. They are a peaceful race, concerning themselves with more philosophical and abstract matters, and rarely engage in combat.

The dromads, otherwise known as the man-camels of Moghra’Yi, are occupational caraveners and merchants who travel from and to Qud across the Great Salt Desert, bringing with them riches from afar. They are typically the most knowledgeable when it comes to the affairs of foreign regions. Great Saltbacks, alabaster turtles the size of houses, are typically used by the dromads to carry their heavy load of goods afar as well as for transport.

Otherwise, this leaves us with the less refined races. The snapjaws are a crude, motley group of hyena scavengers who have easily spread all over Qud. The vast majority of snapjaw kind has been forced under the warlike ambitions of snapjaw dictators who seek to conquer and ransack the neighbouring settlements of Qud. The jungle-dwelling goatfolk, in spite of their higher level of organisation, are not behooved as some might think. These 6 foot tall muscular bipedal goatmen are aggressively territorial and will gore any stranger on sight with their horns or chop them to bits with their carbide weaponry.

Unlike mutants, sapient animals are fewer in comparison despite the abundance of wildlife in Qud. Only a few members of any species are capable of transitioning into sapience. The mayor of Kyukukya is the foremost example of this, being a fully sentient albino ape fully capable of cognizant speech. Typically, sapient members of a species act as de facto leaders of small tribes.

Unmutated humans are known amongst the denizens of Qud as True Kin. In spite of their genetic purity, some True Kin, particularly from the Putus Templars, suffer from extreme physical deformities due to excessive inbreeding and genetic alterations to prevent mutations. They are perhaps the only individuals in Qud able to properly interface and utilize the lost artifacts that the Eaters left behind. True Kin are the only race in Qud properly capable of undergoing cybernetic augmentations to bolster their dwindling organic physiology.

Alas, who can forget about the wide range of sentient plants in Qud. These can range from fractus, flowers, lily pads and the odd vine. Despite their unassuming appearance, they are some of the oldest and wisest races in all of Qud with a lifespan measured in millenia. In order to communicate with other species, plants in Qud have developed a form of universal language through the quivering of their leaves. Most species of sentient plants within Qud are formal members of the Consortium of Phyta with the exception of fungi.

Robots found in the chrome ruins of Qud are typically hostile towards all organic lifeforms as a result of their pre-Sultanate subroutines. Robots that have integrated within Qud’s societies often do so as a result of malfunctions, programming errors or being built intentionally to do so. An example of the latter are the chromelings, miniature humanoid droids built by the Barathrumites to assist with their experiments.

We come to my race. Newly sentient beings. We only number by a dozen but we are slowly emerging everyday. From folding chairs to walls of fulcrete, newly sentient beings can be anyone and anything. The typical way to create a newly sentient being is to artificially induce a nervous system within an object through use of nano-neuro animators or concentrated brain brine in high enough doses. Regardless, the experience of being a newly sentient being is unempathisable. Imagine that you wake up from a long nap and suddenly realize that you’re a door with feelings. Could you imagine that?

No, I didn’t think so.

Mutations


Mutations can roughly categorized into two types: physical mutations that alter the physiology of the mutant or mental mutations which allow the user to use psychic abilities. There are three specific morphotypes of mutants: chimeras who can only express physical mutations, espers who can only exhibit mental mutations and hybrids who display both types of mutations. With the exception of non-biological beings such as robots, anyone is able to mutate given the right circumstances.

Physical mutations can vary from more subtle mutations such as infravision, enhanced regeneration and hyperflexibility to the more visible such as wielding bioorganic hydro-pressure cannons, growing multiple noses, a prehensile tail or a belly face. Like a muscle, wielders can condition or shift the growth of their mutations as they mature over time through practice. Mutagens can be used to spur up growth but it is ill-advised as severe physical deformities can occur during this process.

Mental mutations allow the wielder to achieve psionic powers and are generally considered to be more dangerous than their relatively mundane chimeric counterparts. From freezing entire fields to imploding warriors in their own armor, there is little an esper can’t accomplish if they are trained well enough.

Those who accrue significant mental mutations over time begin to exhibit a phenomenon known as a psychic glimmer. From hypothesis and observation, we conclude that this glimmer is a form of extra dimensional energy that emanates from an esper. The degree of this exponentially increases with the esper’s abilities. From the perspectives of espers we have interviewed, the glimmer is the radiance of the soul. Whilst undetectable by normal means, it is visible to other espers who describe it as a “ window to the self”. The more powerful an esper’s psychic glimmer is, the more likely they will be hunted down by psychic beings whose appetite will only be satiated by melding their minds with the esper in question, usually killing or reducing the esper to a catatonic state.

I weep for those espers whose minds have been consumed. If only we Wardens could do more to stave off this threat.

Major Factions of Qud


The Barathrumites - A hidden enclave of technologically savant urshiib, albino quill bears, hidden underneath the abandoned complex of Grit Gate. All follow the leadership of Barathrum the Old, an elderly urshiib who is said to have existed since the dawn of Qud itself. Although they live an isolated life from the rest of Qud, they do occasionally share their technology with other settlements and accept non-urshiib as apprentices from time to time. Their willingness to do so has led to the proliferation of tinkers, both human and non-human, throughout every village in Qud. Sworn enemies of the Putus Templars.

The Putus Templars - A violent fascistic sect of extremist True Kin who seek to rid the world of mutants by any means necessary, claiming to be the original descendants of the Eaters of Earth and therefore, the sole inheritors of Qud itself. However, their dedication towards genetic purity has led to severe inbreeding, even amongst the standards of most True Kin arcologies. They have attempted to circumvent the toll of genetic disorders by using a cocktail of tonics and heavy cybernetic augmentation. They inhabit the north-east of Qud’s jungles and are one of the worse threats to the sanctity of civilization in Qud. Enemies to everyone outside of True Kin.

The Consortium of Phyta - An organisation of sentient plants and flora who are ironically one of the most technologically advanced factions in Qud, rivalling the Barathrumites in expertise and surpassing them in knowledge of Eater history due to their location near the Spindle. They are responsible for the transfer of information and local news in Qud through a network of sentient plant informants who use complex signals of pheromones to transmit data. Whilst more friendly than the templars, their moral values are considerably more stranger and off-putting than what most mutants are used to, bearing contempt towards most fleshy beings. However, this attitude is only present in the more conservative members of the Consortium with progressive members adopting a more holistic view of other species.

They have a considerable hatred of fungi and have banned any fungi from joining their organisation. No, don’t expect them to explain their reasons to a fleshy outsider like you unless you’re one of their own.

Friends and allies to nobody except if you have enough water.

The Fellowship of Wardens - A loose guild of law keepers whose members are commonly hired by almost every settlement and village to protect them from outside threats. Each warden is unsupervised and given total independence on how to handle situations with the settlement they are charged with protecting. Notable for their lax standards for acceptance which means anyone of any race or background can join the Wardens. Hold the annual Warden’s Moot on the fourth day of Ut Yara Ux, a conference for Wardens and representatives from every faction to report and discuss the current state of affairs in Qud. Friends to everyone except the Putus Templars.

The Mechanimists - The most dominant religion in Qud and beyond the Moghra’Yi. Followers worship a pantheon of deities known as the Argent Fathers. They primarily revere the ‘chrome’, a term that refers to advanced technology abandoned by the Eaters of Earth, seeing it as holy and a part of the Kasaphascence. One of their central beliefs is the ideal of chrome guilt, the belief that all individuals who use these complex machines incurs a heavy price on their soul. In order to redeem themselves, they must cast off all artifacts in their possession and live a life of technological chastity. However, the Fellowship of Wardens have observed high ranking members of the Mechanimist clergy using artifacts and are unsure whether or not to point out this contradiction in the next Warden's Moot.

The identities of the Argent Fathers, unlike the Sultanate, are known and not up for debate with each of their statues erected in the center of the Six Day Stilt. There is some turmoil between sects about whether or not the Argent Fathers were earthly beings or not but it is this table’s belief that the very existence of Reseph puts all claims of immortality to rest. There are seven primary gods that the Mechanimists worship, including the Kasaphascence.

Shekhinah, the Father of Fathers. The lead deity of the Argent Fathers and the one most worshipped by the faith. Considered to be the creator of all life, organic and inorganic alike.

Bel the Protector. Stated to be a warrior of incomprehensible weight whose epochal aegis blotted out the stars.

Carthax the Athlete. The man of motion who inspires Qud’s mutants and true kin to accomplish physical feats of athleticism.

Dagon the Orator. His curled frown of pride and ego teaches all to cow underneath his spoken word.

Nisroch the Star Mason. Sitting on top of the earth, he weaves the stars with his neutronium hammer and tongs, forging great works in the heavens.

Reseph the Above. The foiler of mercury and healer of the sick.

And lastly, the Kasaphascence. The mother of all chrome where the spillage of her womb birthed all of creation. She ranks the highest amongst all of the Argent Fathers, even Shekhinah.

Though the number of myths surrounding the Argent Fathers and the Kasaphascence, though only two are of great importance. The first is the Sacred Joining, whereby the Argent Fathers first discovered the Kasaphascence and used her womb to birth the chrome of Qud, akin to a cosmic furnace. The second is the Edification whereby the primordial metal birthed from the Kasaphascence womb was used by the Argent Fathers to shape the ruins of Qud.

Different believers of the faith will pick and choose who is worthy of their worship, based on their own interpretation. The favoring of one Argent Father over the other has led to schisms within the faith, leading to formation of groups such as the Cult of the Coiling Lamb who dedicate themselves to the teachings of Reseph.

Generally friends to everyone except those who defile their holy monuments.

Technology of Qud


The works of the Eaters of Earth dot the soil of Qud. At the height of their power, the Eaters explored a hundred thousand heavens, shaped flesh into euclidean geometries, siphoned starblood and negotiated with beings from beyond the aether. Ever since their fall, more and more of their technology has been lost to the ages and rendered unstudiable by their own efforts by future generations. The Barathrumites and the Consortium of Phyta are the only independent entities within Qud who are responsible for the progress, development and rediscovery of old and new technologies left behind by the Eaters. Due to Qud being the center of Eater civilization, adventurers and arconauts commonly venture into its chrome caves or ruins in search of lost artifacts left behind.

Data disks are the most typical method of transferring and obtaining blueprints, information or info signatures from one person to another through psycho-crystallic inscription. Though their construction varies between each tinker, data disks are invaluable in their ability to instantly communicate vast quantities to an individual’s brain at a moment’s notice, provided the individual’s psyche and intellect is capable of handling the vast strain.

Modern day cybernetics in Qud are only usable by those who lack mutations, or True Kin. A mutant who attempts to use cybernetics will find themselves at the wrath of the Eater’s built in ‘purity’ countermeasures designed to harm those deemed unworthy. There are very few ways to be safely modified without extreme harm and to this date, there has been no mutant or true kin who has been able to produce stable cybernetics. Usage of a Becoming Nook is the common way to implant cybernetics. However, this comes with the caveat of having to use rare cybernetic credits, a once common currency in the Eater civilization, to upgrade your license and increase the quality of your procedure.Cybernetics can range from benign such as telescopic vision and built in drug synthesizers to more invasive augmentations such as detachable forearm zweihanders or jet powered rocket feet.

Transportation within Qud is limited to walking on foot with faster means considered to be unwise due to the rough terrain and number of hazards that favor more caution. Personal teleportation through the use of hand held recoilers is another method but is rare and limited in terms of power and versatility. Recoilers typically can only be coded to a single coordinate and require rare power cells in order to function properly.


History and Culture of Qud

If we must start at a beginning, it begins with the Eaters. The influence of the Eaters of Earth are heavy in Qud with the Spindle being just one of the main examples of their legacy. The chrome ruins buried underneath loam and soil were once their homes, their government, their lives. We walk on their history yet we’ve nearly forgotten all about them. We know little about them, yet, ironically, they are responsible for Qud as it is.

After the Eaters, the Sultans took advantage of the chaos left in their wake, taking charge to define the past, present and future of the land. Consisting of six rulers, each of their eras has left their mark on Qud and represented severe technological decline and loss of knowledge. The history of their accomplishments and lifetime is ill-defined and has been lost. Little has been officially archived and historians of Qud believe that many of the ‘Sultans’ worshipped by various settlements may be false along with their proclaimed feats. Memorials can be found scattered all over Qud as well as abandoned cities and ruins that were built in their name.

Only the identity of the Sixth and Last Sultan, Reseph, is universally agreed upon. Unlike his predecessors, Reseph is widely beloved throughout all of Qud for defending its populace from the Gyre, a series of malignant plagues that befell Qud, and the Girsh, hideous black-blooded abominations from the deep. Sightings of Reseph as a ghostly apparition have been spreaded by wayfarers and debunked by scholars who claim it to be the result of hallucinations brought on by excessive dehydration.

Throughout your travels, you may come across the phrase ‘Live and Drink’. Whilst this may seem strange to you, it is a common greeting of respect throughout Qud in recognition of the profound status of Water. Unlike other regions, potable water is rarer in Qud and even rarer to properly harvest. Most water found in Qud is either contaminated for purification to work or far too saline for consumption. Its inhabitants cannot count on precipitation as rainstorms rarely occur in Qud. When weather does occur, it is not the relief of fresh water but sleets of burning acid rain and the shearing brunt of glass storms from the Moghra’Yi.

Such is the economic importance of water that it is the main currency in the region, measured by the dram. The infamous water Barons maintain a stranglehold over the market price of goods in the region due to their monopoly over most available water sources. Qud’s economy is therefore built on a simple barter system where valuables are traded for other items with precious water being used to balance the transaction.

We must not forget about the water ritual, though.

The water ritual is the key facet that underscores Qud’s diplomacy. The exact details and minutiae of the water ritual differs amongst every culture and every settlement but the constant between all of these variations is that it involves the act of selflessly giving your own water to another person. It is the act of unity, of trust, of friendship, of a sacred connection so deep that severing it would be akin to tearing your heart out. Alliances have been forged, trades brokered and marriages annulled due to this time-honored ritual. To enact a water-ritual with a stranger is to call them your water-sibling.

Killing or betraying your water-sibling is a horrific act and doing so is considered a crime greater than any act of murder, robbery, rape or slavery. It is morally indefensible. Exile is the least of your worries. Death would be too kind for you.

Glossary


Artifacts - Items or technology too complex for the average individual to comprehend.

Arcology/Eco-Dome - Name for the self-sustainable domed environments that most True Kin live in.

Baetyl - A group of mysterious spherical robots who are said to offer unimaginable rewards in return for a certain favor.

Dram - Shorthand term for a unit of measurement for liquids and unit of currency in Qud.

Carbide - A lightweight blue metal alloy constructed from nanotubes. Typically oulded into weapons and armor.

Fullerite - A dense black heavy metal found in synthetic deposits in the chrome caves of Qud.

Crysteel/Zetachrome - Two types of synthetic metal unique to Qud itself. Though both are different in their uses, their origins are the same. Both are synthesized by manipulating the very fundamental forces of space-time to form star-enriched plasma into solid material. No current method exists for producing either of these metals, though, the Consortium of Phyta has claimed success in producing shards of crysteel.

Gaslight - Term for a type of weaponry that emits an ethereal blade of energy from a hilt instead of metal.

Live and Drink - Standard greeting and parting phrase in Qud. Other races and factions have twisted the phrase for their own uses as to reflect their culture.

Parasang - The metric unit of distance in Qud, with one parasang the equivalent of the distance travelled for one hour on a Great Saltback. Competes with the imperial unit, Svymax, for dominance of the standard system of distance measurement in Qud.
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/\/ Whimsical Ventures of Fantastical Retrofuturism /\/




18th of Uulu Ut, 3 A.R (After Reseph)

Dreams are the poems of the mute, the paintings of the blind and the music of the deaf. It is a master of your body but a prisoner to your unconscious whims. This time, though, you are falling. Endlessly towards a dodecahedron in the void. It whispers to you in seductive equations, to subsume into code and become one with it. Like the crowing of a dawnwing, Qud’s discordant melodies rouse you from your peaceful chrysalis of slumber.

You awake in one of the sandstone abodes of Hasgahem, a village situated on the canyon springs. Fishing lines dip inside scillintating mineral pools, eddies of azure gas swirling in their depths. Thatches of gnarled dogthorns provide plentiful shade from the sweltering sun.

As you recollect your memories like the fragmented remains of a jigsaw, you piece together the present. A trio of dromads, members of the expedition you were hired for, debate over the intricacies of wine trading in the wake of a cooling fireplace. Around you are meandering slopes of salt-encrusted rust, red rims etched down into bands of baked sediment. Further out, you take note of the distant surroundings.

To the west lies the eternal expanse of Moghra’Yi, the Great Salt Desert. The alien Spindle erupts in the northeast and cuts through the heavenly firmaments of Qud’s dappled sky. Qud’s jungles swarm the southeastern landscape over fossilized silver ruins of yore. The Chrome Ruins preside over the east and beyond that, violet clouds thunder ominously over the radioactive Deathlands.

Your stomach rumbles. A shrill series of barks alerts you to attention. Alu, the raccoon leader of the expeidtion,has invited you over along with the rest of the expedition to join in morning repast. Your appetite cannot deny his request as you walk over to the crowded table and find a empty seat. Whilst you satiate your hunger, you peruse the texts that lay on the thatched brinewood table to refresh your memory of the land.

Whilst you have successfully arrived at Qud, your journey in this fabled land hasn’t ended.

It has merely begun.

Live and drink, wayfarer.





Karsts is a linear science fantasy roleplay with elements of open-world sandboxing based on the fictional setting portrayed in the indie roguelike, Caves of Qud. Set in a distant post-apocalyptic future where the epoch of humanity has passed into mere myth; mutants, sentient fauna and flora along with extra-planetary beings pick over what remains of godlike civilizations shrouded by millenia of refuse. Multiple disasters, minor and world-shattering, over the aeons have driven the world into a quasi-medieval state where forgotten technology is slowly being rediscovered and repurposed.Those unblemished and genetically pure are known as True Kin and have survived in self-sustaining Eco-Domes, independent arcologies built from forgotten technology. Right now, society is in a precarious state of teetering between extinction and renaissance and no one knows which way the balance will tip.

One of the most prominent regions in this world is called Qud. Every wayfarer has their own words for how to describe Qud. Dangerous. Alluring. Bountiful. Beautiful. Horrifying. Captivating. It’s majesty knows no bounds yet chance is a cruel mistress here as one second of carelessness could lead to your death. It's ruins are the stuff of legend, attracting adventurers like a glowmoth towards a candle. You find yourself in this mythical land after becoming a member of a dromad funded archeological excursion, whether on purpose or by mistake. The reward was one part of your reason for joining but moreover was the mystery of Qud itself.

Don't fool yourself. You're no savior. You're no hero. You are not a legend. Well, not yet. Perhaps, you could become one.

In summary, think of this setting as the crazed lovechild of Gamma World and Dune who simultaneously had an affair with Adventure Time. It is a land of a thousand tales, stories of transhumanist philosophy, sentient agriculture, extraterrestrial archeology, political diplomacy, cuisine escapades, sapphic romance and cave spelunking. It’s experimental. It’s idiosyncratic. It draws from many places but creates its own path.

In terms of the genre, as implied in the subtitle as well as in the prior paragraphs above, this will be science fiction with a twist of pulp fantasy and a dash of classic action-adventure Indiana Jones thriller sensibilities.

If you’re still interested in joining this RP, please read on down below.

Player Guidelines and Rules


- Have fun.

- Treat others with respect as how you would want to be treated yourself, unless you have a massive inferiority complex, which in that case, don’t. This is a RP where outside of IC, we provide a friendly environment where players are free to engage and discuss with one another without fear of being drawn into toxicity. If anyone is acting in a manner that is disrupting the RP and causing other players to be uncomfortable, you will be ex-communicated to another dimension.

- Be fun and be open to worldbuilding. Forging your own headcanon, creating your own factions or suggesting ideas is wholeheartedly encouraged. The lore that I've provided is the foundation to imprint your own details. A key part of Qud is that it is a land of mystery where not even its most distinguished scholars have documented all of the world’s enigmas. Qud is vast and mysterious enough that reasonably any suggestion or theory could fit inside its vast smorgasbord of deliciousness. However, consult with the GM before suggesting or integrating lore within IC that provides systemic changes to the world itself.

- Standard conventions of roleplaying apply which means no metagaming, godmodding, munchkining, 4th wall breaking or inclusion of 18+ content that would violate RPG’s TOS in your IC posts. Note that mature themes do not mean writing graphic erotica.

- Think fun. When creating your character, your character shouldn’t be your standard fantasy hero or adventurer who is seemingly an expert in every field possible with some arbitrary weakness. I want real, fleshed out characters that have lived a life in this world and treat what would be strange to us as mundane. I want dynamicity. I want depth. I want so much depth that I could dig through your character’s backstory and find myself in China.

- Cooperation and communication are essential in this roleplay. Collaborative posting, although not essential, is allowed and encouraged if you are willing to do so. I will not force players to engage in collabs at any time during this RP.

- Know how to have fun with your post lengths. The writing I expect from players is quality over quantity with adherence to efficiency. I do not care how many words you write, although, this does not mean you can write one sentence and expect to get away with it. The minimum is one paragraph but I expect any player who joins this RP will know what expectations to set for themselves.

- There is no such thing as a posting schedule. That being said, players are expected to communicate frequently to the GM and other players if they are unavailable or have lost interest in this RP. Failure to do so after two weeks will result in the player being exiled to a chromatic plane of existence.

- Worship fun and feel free to sacrifice your character to maintain your personal autonomy of free time whenever you feel like it. You have no obligation to remain a member of this RP and you can freely request for your character to be shelved at any time. Do note that you can only make one character for this RP.

- You must accept the fact that I will be unfair to you whenever possible and that durian is the superior fruit to all other fruits in existence.

Character Sheet


You can format your character sheet in whatever way you wish from this example format but you must include all articles of information within.





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War.

War never changes.

Light and then, darkness.

That was how the long, messy and protracted end of civilization came to be. The great cities and governments of old were consumed by the atomic inferno that they created and sought to use to benefit themselves.

Yet, for many, it was not the end. Near the twilight of the 21st century, underground shelters of steel and rock known as Vaults were built in a last ditch effort to avoid armageddon. Those fortunate enough to gain residency survived unscathed. When the doors opened, they spread out across the ashes of the new world to repopulate, reestablish and rebuild. History would repeat itself again as new societies and tribes retracing the footsteps of their legacies competed and waged war with one another in this blasted hellscape.

As a century passed and the West burgeoned with the flames of civilization, the East remained eerily quiet. Around campfires, traders and vagrants from the east speak of an emerald land at the end of the mighty Mississippi, down by the mire of the Bayou Marsh.

They called it the Crescent. The monarchial Orleans Empire rules over the French Quarter and its 10 districts, determined to bring prosperity with an iron fist. However, the Empire faces threat from instability and dissidents. The Neo-Confederates seek to restore the slave trade to its former glory whilst the Liberte movement aims to restore the principles of democracy and justice in a merciless wasteland.

Deep in the Bayou, where shadows creep and crawl, the Masquerade, an order of witch doctors and shamans, plays and pulls strings to expand their ever increasing web of influence. Meanwhile, preying on the chaos, the Many Rivers Protecterate institutes a vision of anarchy amongst its many disorganized members who traverse the Gulf and the wider Carribean in search of reward.

You are a passenger of the Colorado Vagabond, a merchant ferry that is just finishing its maiden voyage. You came to the Crescent in search of a better future, yet, what happens next is not what you entirely expected…...



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THE WILD CAT
Theodore 'Ted' Grant, 31 (b. 1937)
Based in Las Vegas, Nevada
Inactive since approximately 1937


Character Concept





Key Notes



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A Dystopian Satirical Capitalism Nightmare Simulator



$$$






$$$



Day 2048 305,896 Does It Even Matter? 1

I'm on my last crayon. We ran out of our supply of Kraft Mac N Cheese a few days ago. ArtLine has decided that we should start rationing all our edibles, which includes my box of crayons. I managed to bargain with him to keep more but he would only let me keep one. Everything else is going into what that Greengrocer calls a 'gluten-free recycled stew'. The smell almost makes me want to barf.

It has been several shopping trips since we were forced to flee the Books Department. Although I don't want to admit it, it is likely that I am one of the last Archivists left remaining.

Nevertheless, it is my duty as a disciple of Dewey and an Archivist to record down history for the next generations of future aislers and lifters to use on their own trips.






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GRAVEYARD SHIFT







[HALF MOON BAY - UNITED STATES OF AMERICA - 201X]

CONGRATULATIONS!

YOU'VE MANAGED TO RECENTLY ACCEPT THE LUCRATIVE POSITION OF BEING AN EMPLOYEE AT INNSMOUTH, A BURGEONING BRAND OF KONBINI STORES ON THE EAST COAST.

....BUT TROUBLE BREWS IN THIS CITY....

.....RUMORS HAVE SPREAD ABOUT ITS ECCENTRIC INHABITANTS, SOME INNOCUOUS, OTHERS MORE CONCERNING.....

.....ELDRITCH HORRORS PREY ON THE STREETS. MASKED FIGURES STALK IN THE NIGHT. UNEXPLAINABLE ANOMALIES PERMEATE THE LAND.....

.....THE MIRACLES OF THE 21ST CENTURY HAVE FOSTERED A WEB OF CONSPIRACY, CRIMINALITY AND CORRUPTION THAT THREATENS TO SPIRAL OUT OF CONTROL.....

.....IN THE MIDST OF THIS, VISITORS FROM THE COSMOS AND DESECRATED DEITIES FROM DESTITUTE DIMENSIONS BEGIN TO STIR......

.....WITH ONLY YOUR WITS AND GUTS, YOU MUST SURVIVE AND MANEUVER YOUR WAY AROUND IN THIS DOOMED CITY WHILST PRESERVING YOUR JOB......

.....YOUR NEW LIFE BEGINS NOW.....




8:00 PM

“ ….Local meteorologists are reporting highly unusual weather behaviour over Koreatown and advise residents in the affected area to stay indoors until further notice. In other news, we are awaiting confirmation of the capture of the wanted Belgrade Snatcher, a notorious serial killer who has been responsible for - FZZZZTTTT - organ theft - FFFZZZTTZZZ - one thousand - FFFZZZTTTT - massa- FZRRZZTTTT“

The audio fizzles out at the last second of the broadcast much to your dismay. It’s the only thing that’s keeping you from nodding and dozing off. Your face resting against the counter in the crook of your arm, you reach out towards the radio and paw at the air lazily like an overfed cat. It’s surprising how much your first shift has sapped the will to move out of you. It doesn’t help that the night sky in Half Moon Bay is almost hypnotic, maroon cotton candy clouds soaked in the fathomless expanse of the glittering, dripping star-studded sky. It lulls you to sleep, alongside the croaking of the ACU unit outside and the melodic hum of the electric mosquito trapper above you.

The bell jingles. The sound makes you stand up straight at attention, spine straight like a ruler. Your eyes flit over to the security camera where most likely footage of your lapse in judgement was recorded. You then look over to your uniform, iron-pressed and scented fresh with cellophane wrapping. Signing at the error you notice, your fingers reach over and adjust the name-tag pinned to the left breast of your breast to be more straight.

You'll have to inform your manager about this tomorrow. It should be spelt……



CHOOSE ONE

[X] - Zhang Hae-Sung (The Keyboard Wizard)

[X] - Ada Beaumont (The Janitorial Paladin)

[X] - Ola Christenoff (The Ex-Occult Cultist)

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It is lost to us.

The Durandal.

How could it be? That one of the Great Blades vanishes into the aether?

We must trace our steps back to the Old Aeon. A place where the Gargantuans wandered the unending expanse of salt and glass aimlessly under a sun that never set. Under the command of the Malakim, the Gargantuans moulded the earth with their footsteps, filled the sky with their breaths and kindled the stars with their minds. However, ennui grew into curiosity and soon, desire. Thus, the Gargantuans began to grow. When they towered above the heavens, their appetites became more ambitious and thus, the servant turned on the master.

Throughout this conflict, the Great Blades were forged from the primordial pandemonium. New life emerged from the corpses of the Gargantuans and the Great Blades found themselves wielders.

Kamocek, the Miracle Sword, plucked from the stars.

Nandoka, the Joyous Kris, smithed from the enlightenment of free thought.

Shamshir, the Gibbous Scimitar, discovered by serendipity in the Burning Sea.

Calesvol, the Sovereign Spear, pulled from stone by Men and stolen by the Fin.

Skofnung, the Cerine Cleaver, quenched in blood by the Lutin Lords of the Fell-Lands.

And lastly, Durandal, the Enduring Scythe, wrought from the will and courage of the Gargantuan.

Together, the Great Blades seeded the foundations of the Occitente, used to commit great and terrible works. The New Aeon was born and the First Kingdoms, named after the Great Blades, were established.

When the blade is lost, the scabbard withers. Once tale spread of the blade being lost, the Roi attempted to forge a new blade to fill the scabbard, resulting in the Sundering. War soon spread, flooding the rivers with blood, and the kingdom of the Enduring Scythe, once mighty, became burdened with sorrow and strife.

But not all hope is lost, those who believe Durandal to still exist, Searcher, roam the lands endlessly in search of its last location.

You are not one of these few.

You are a False Searcher.

Honourless.

Guilty.

Irredeemable.

To repent for your crimes, you have been charged with reclaiming Durandal and restoring hope to this war-torn mire. And so, with your spirit shackled to the will of the Curators, you march to Benin with your other kin in tow.......





Frayed Tapestry is an epic medieval play by post RP of swords, sorcery and cannons that draws inspiration from the Soulsborne Franchise, Berserk and the Canterbury Tales. Set in the far away lands of the Occitente, we set our eyes on Durandelle, one of the Blade Kingdoms that safeguards the Great Blade that earnt its namesake - Durandal, the Enduring Scythe. For generations, Roi Perriere Olander and his dynasty have been the wielders of Durandal, using its powers to carve out Durandelle and bring an age of prosperity and peace.

Well, until it disappeared. Then, a kingdom suddenly became kingless and an empty throne attracts pretenders by the dozens.

For two centuries, the Curators of the Blade have been searching for the sword. Each year since its disappearance marks the descent of Durandelle and its territories further into chaos. Warlords, nobles, conniving Fin and Lutin lords, cults and many more factions have dueled over its principalities, splitting the land into multiple territories with uncontested blighted lands in between, ravaged by spellfire and rotting corpses. Sellswords and mercenaries have replaced knights and squires as codes of chivalries have been replaced in favor of contracts of coin. Furthermore, the loss of a Great Blade has bred paranoia into the hearts of the Kingdoms of the Occitente as they seclude themselves further from one another.

As more searchers die, go mad or suffer ignoble fates in their quest to find the sword, the Curators have been forced to recruit from less worthier stock to supplant their dwindling armies of knights and royals , all of whom have decried the quest for Durandal to be a foolish one. This includes prisoners, brigands, thieves, cultists and all manner of men and women who would have been sent to the gallows without their intervention. You have been drafted under them as a False Searcher, a fate reserved for the Whether you were innocent or guilty of your acts, the Blade Searchers have decreed that you be a part of their quest.

I am looking for a total of 4-7 players at the moment. I am also willing to have 1 or 2 more co-GMs depending on the number of players that sign up.




RULES

Everyone within this RP is expected to obey the clauses outlined in RPG’s official rules, along with the following to ensure that no problems arise.

1) Put On Your Grasses

- Be respectful to other players in this RP and avoid uncivil behaviour in the OOC that may cause others to be uncomfortable. Harassment and flaming will not be tolerated.
- Don’t be a dick. Leave whatever baggage you may have at the door. If you continue being a dick, I’ll boot your dick and your ass from this RP.
- The word of the GM is final. If you try and refute any of the GM’s decisions, you better have a good reason for doing so.
- Please treat and discuss sensitive, controversial and or mature topics in a respectful and nuanced manner. In regards to portrayal of sexual themes in IC, all interactions that involve extreme explicit sexual imagery of any sort shall be conducted within PMs until the day that the Guild permits to allow showing of explicit NSFW content on its public site.

2) Jolly Cooperation

-Collaborations are heavily encouraged between two or more players, independent of GM mandated collaborations, in order to break up the monotony in waiting for someone to post.

-Discussion of the narrative, independent worldbuilding or providing narrative suggestions to the GM is also encouraged. I want criticism, dammit, so you better give me some if you think I’m messing up.

3) The Arbitrary Quality Formerly Known As Good Writing

- The general rule for writing is that quality matters over quantity, although having both of them in equal amounts is better.

- A minimum of two paragraphs is expected within your writing.

4) Rain Check

- There is no strict posting schedule which you must adhere to.
- However, please do message me whenever you may have an IRL event that you are preoccupied with or whether you are disinterested in continuing.
- If you are inactive for a period of 3 weeks or so in both the OOC and the IC, I will take it as a sign that you are no longer able to participate and you will be booted from the RP.

5) Have Fun
- Make Fun.
- Be the Fun.
- Screw the No-Fun Constables.
- Scream Fun
- Worship Fun




LORE

Settlements of Durendelle

Races

Humans

Chimer

The Fin

The Lutin

Progeny

Loci

Malakim/Umbrals

Amalgams

Esoterica

Sanctioned

Thaumaturgy

Reagentry

Augury

Transposeance

Unsanctioned

Fleshweaving

Enochestry

Communion

Corpsecraft
Trinketry

The Greater Occitente

Durandelle

Kamocek

Nandoka

Shamshir

Calesvol

Skofnung

Factions of Durendelle

The Roi

The Arch Administration

The Colonial Fusiliers -

The Khemate Monastery -

The Ballad -

The Weander Gyld -

The Covens of Wicca -

Those Of The YonderTimber-




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RED MARKETS
DEAD IN DEPRESSION







DEBT RISING//CASUALTIES MOUNTING//PROFITS SINKING//MARKETS CRASHING


Depression

1 : an act of depressing or a state of being depressed: such as
a)(i) : a state of feeling sad :
DEJECTION
anger, anxiety, and depression
a)(ii) : a mood disorder marked especially by sadness, inactivity, difficulty in thinking and concentration , a significant increase or decrease in appetite and time spent sleeping, feelings of dejection and hopelessness , and sometimes suicidal tendencies
bouts of depression
suffering from clinical depression

2: a lowering of physical or mental vitality or of functional activity

3: a long and severe recession in a economy or market





Civilisation may have fallen but the American Dream lives on.

Think about it. The Great Depression didn’t wake us up. Black Monday didn’t wake us up. The 2008 housing crisis sure as hell didn’t. The Education Default didn’t, either. Did people really think that the Crash would end the markets?

The biggest trick the governments of the Recession ever pulled on the world was that the Blight led to the Crash.

We all know the Blight wasn’t the cause. It was the death knell, the straw that broke the camel’s back. Overpopulation, poverty, climate change, wars and an economic down-spiral of debts and power hungry corporate oligarchs fostered a Petri dish of instability, ripe enough for the Blight to proliferate.

We’re arriving at the sixth anniversary of the Crash and it’s a marvel at how many more euphemisms they can chalk up to cover their own sins. The mountain of bodies in the Mississippi? Human error. The nuking of our northern neighbours? Preemptive action. The harvesting and experimentation of individuals from the Loss? Scientific endeavours. Some survivors in the Loss I know act shocked but this is just the same crap they’ve been pulling on us. Only difference is that the scapegoat is the undead rather than poor people or some foreign country west of the Atlantic.

Ain’t that a fucking joke.

pg 42 of False Quarantine: A Taker’s Perspective On How Truth Became the New Disease




Dead in Depression is a forum quest that is set in the world of Red Markets and is run using Caleb Stokes proprietary Profit system.

The setting takes place in the aftermath of the Crash - a cataclysmic series of socio-economic and environmental crises bolstered by the arrival of a novel plague: The Blight.This caused the world to be divided up into quarantine zones known informally as the Recession and abandoned exclusion zones known as the Loss. The last remnants of old world governments maintain an iron-grip rule over the Recession to prevent outbreaks and protect their uninfected populace from the ravages of the Loss. On the other side of the wall lies isolated pockets of survivors - enclaves - who trade and squabble with one another over resources to survive and keep out those infected by the Blight. The new fuel of the post-Crash economy is Bounty: a form of capital that consists of identification documents from the previous citizens of America who now shamble around aimlessly in abandoned metropolises. Debit cards, doctor’s licenses, passports, job badges - if you have it, the governments of the Recession will pay you with ration cards. Thus began the creation of a new undead.

You are a Taker: a catch-all term for mercenaries and contractors in the Loss who take on contracts in exchange for payment in Bounty. Accumulate enough bounty and you can give yourself and your loved ones an all-expense guaranteed safe ride to the bowels of the Recession and life comfortably, albeit under the watch of the DHQS. It’s a risky gamble but the reward is enough to make most Takers risk it all. You’ve managed to travel all the way down towards the Crest - a community of coastal enclaves on the California coast in the hopes of securing enough Bounty to place yourself in a nice cushy position in the post-apocalypse.

Will you manage to successfully retire or take a permanent retirement in the ground? The choice is yours.

The quest is run using a version of Red Market’s propietary Profit System which will be explained piecemeal throughout the quest as we go along.










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T H E D A Y W A L K E R
B L A D E


E R I C B R O O K S F U L L T I M E V A M P I R E H U N T E R N E W O R L E A N S
C H A R A C T E R C O N C E P T:


" Vampires, man. Every motherfucker wants to ice-skate uphill to immortality these days."

Blade's a man stuck on the bridge between two worlds: night and day. The living and the dead. Monster and man. Luckily, he's chosen the side that doesn't suck blood for a living and mostly flipped the bird to the side that does. For fifteen years, Blade's been waging a one-man war against the forces of the night, safeguarding humanity from becoming prey in his hometown of New Orleans. Yet, in spite of all his efforts, Blade finds himself weary from being shunned from both worlds as an outsider, either out of fear or perceived betrayal of his heritage.

P L O T ( S ) & G O A L ( S ):

Blade will largely be a Stationary Character who will be the keystone in most of the supernatural happenings that occur in New Orleans. It's a rich environment that's rife with storytelling potential that will allow for a myriad of interactions amongst obscure and popular characters that anyone chooses to play. Blade's storylines will attract characters of a mystical, gritty persuasion and players who have a deep interest in urban fantasy.

Issue 1: THE SANGUINE SYMPHONY

A vampire's plot afoot in New Orleans as a string of seemingly unconnected murders all have one thing in common: paper white corpses drained of blood. Only there's a problem. It's on the eve of Mardi Gras and all local vampire sects, regardless of affiliation, declare truce with the human race for a period of two weeks. No feedings, no kidnappings, no interfering with the livestock. With a full out war between the vampire clans of New Orleans on the horizon, Eric must delve into the seedy streets of the parish and find the true murderer before eternal twilight falls over New Orleans.

Characters Involved: Blade/The Daywalker, Morbius, Ragwoman

Number of Players: 2-3


SPECIAL ISSUE: BLOODLETTING

A vignette based narrative centered around Blade's days of yore as he vows vengeance against Deacon Frost and his master, Dracula.

Characters Involved: Blade/The Daywalker, Stick

Number of Players: Solo

C H A R A C T E R N O T E S:


P O S T C A T A L O G:

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Your thirst is mine






A World Beyond Eons






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