Welcome to a new tale:
What Orst is and what to expect from the setting.
Orst is your home away from home -- or hell away from hell, if that's the sort of environment your characters usually roam. The planet "Orst" is a unique alternative to the usual "Earth deluxe" settings that abound. You can add in your existing OCs (provided their manner of entry is more evocative than "they fell through a portal" or other isekai cliche), or create new OCs that are either native to the planet or alien to it.
This massive planet is dangerous; The surface is buffeted by storms that kill surface-to-space transmissions and earthquakes rising from the depths, but the real danger starts once you go into the wilderness.
The alien wildlife puts Earth animals to shame. Civilization doesn't shape the wilderness; The wilderness shapes civilizations, because areas more concentrated with Chaos naturally suffer more storms, natural and unnatural disasters, strange events, and the depredation of strange and powerful creatures. The Safe Zones are those places designated by populations as less Chaotic.
These zones are where civilizations tend to coalesce, but they're far between, the isolation so great that a noticeable rift between cultures and technological advancements has grown. One city might be industrial solarpunk while the next is arcanopunk; That country over there might thrive on diesel engines and brimstone cannons, whereas the region flanking it is rife with nomads wielding star-metal swords and creating steed-and-rider bonds via old rituals.
Alongside action and survival (including CRP and minor NRP elements), a slew of scifi, fantasy, and hybrid subgenres coexist on Orst -- with room for the supernatural and horror as well.
With a world this expansive and plenty of custom cultures and locations to boot, exploration, faction-building, and group interactions abound. We seek to build a world that you can worldbuild in.
A tiered planet.
The planet is divided into many layers, every tier flatter than the last, as if each layer is its own planetary surface that's larger than the true surface and each one between. No one knows what the deepest layers hold, or whether there's an end to the descent. The only thing certain is that Orst gets even more dangerous the further down you go... and stranger, like the laws of reality are unchecked and unenforced below the surface.
Celestial bodies.
One large sun, one little sun, and over a hundred moons surround Orst. Artificial, natural, exotic, and plain moons alike occupy the sky. They're said to be the eyes of the Fates. Those watchful deities hang above Orst and take note of every detail, so they say.
Natives vs Interlopers
No matter the IC terms, "Interloper" describes any character not of Orst. Interlopers are met with all sorts of reactions, from fascination and curiosity to suspicion to blanket hostility -- just as extraterrestrials may be treated by us Earthlings. There are humans native to Orst, but only in select few populations, minor and semi-recently arisen; Humanity is a recent arrival. Also, many aren't truly Earth humans but happen to be genetically similar or identical.
How you can join, character sheets, basic rules.
Pretty simple! Fill out the sheet, make sure nothing you'll put into play will break the rules, and post in OOC about where and how you'd like to start playing. Feel free to reach out to other players and see if you can't come up with an entrance together -- especially if you're making a character for their faction.
Remember, only some humans are native to Orst. They don't have the same hundreds or thousands of years of history as non-human natives, nor the same prevalence.
Character sheet below:
Rules & Reminders
The Usual Stuff:
No godmodding, metagaming, autohitting autoblocking autododging auto-whatever, or engaging in gamesmanship over good fun. We do combat for the sake of story and cool, good fights, not just for the sake of winning.
Setting-Specific:
You cannot play a god or other deity, though you can play demigods and semi-divine characters. "Deity" includes evil gods, gods of death, and top-dog devils or demon lords. You may play a non-deity character that is worshiped for their still-awe-inspiring powers.
As well, you cannot play a character as powerful as, or more powerful than, a Fate. Fates are the GMPCs that oversee events from an IC perspective, just as GMs oversee things from the OOC side of things. Fates cannot be interacted with unless they allow it. They control destiny and shape reality on a worldwide scale, and they can divine and commentate on things that no one else can. If things get out of hand (aka if someone breaks the rules), there are IC ways to enforce or subvert consequences to prevent any derailing of the setting. We like weaving stories about destruction and disruption, to a point -- not actual destruction and disruption of what we're working hard to create.
If you want your character/faction to possess a power(ful item) that otherwise bends or breaks these rules, do bring it up with the group. If it proves to be too powerful, we may ask that you hold off on using it until a narratively satisfying point in some plotline, event, or the overall story of Orst.
Remember:
A blurb about Port Solt.
This thread, and its event, centers around Port Solt. Both a port and a bazaar for the plain and bizarre alike, this relatively bustling area is located in a particularly peaceful Safe Zone. It rests along the coast of the Inner Sea.
The "Moving Island" is a titanic island-like beast in the middle of that sea. It has sat motionless for over a millennium.
The factions of Orst thus far.
The most prevalent "faction" is not a faction at all. "Oblin" is the term used for a huge variety of esoteric beings, unified only by their disunity; No two Oblins are alike, and they aren't a part of any species, let alone an "Oblin" species. They're enigmatic, alien, unpredictable, yet individually undeviating because their alien shape dictates their identity. Many inhabitants liken them to an embodiment of the Chaos that abounds.
Factions:
Species:
Recent rumors of things happening on the periphery.
ORST! Official Roleplay Starter Thread
What?
What Orst is and what to expect from the setting.
Orst is your home away from home -- or hell away from hell, if that's the sort of environment your characters usually roam. The planet "Orst" is a unique alternative to the usual "Earth deluxe" settings that abound. You can add in your existing OCs (provided their manner of entry is more evocative than "they fell through a portal" or other isekai cliche), or create new OCs that are either native to the planet or alien to it.
This massive planet is dangerous; The surface is buffeted by storms that kill surface-to-space transmissions and earthquakes rising from the depths, but the real danger starts once you go into the wilderness.
The alien wildlife puts Earth animals to shame. Civilization doesn't shape the wilderness; The wilderness shapes civilizations, because areas more concentrated with Chaos naturally suffer more storms, natural and unnatural disasters, strange events, and the depredation of strange and powerful creatures. The Safe Zones are those places designated by populations as less Chaotic.
These zones are where civilizations tend to coalesce, but they're far between, the isolation so great that a noticeable rift between cultures and technological advancements has grown. One city might be industrial solarpunk while the next is arcanopunk; That country over there might thrive on diesel engines and brimstone cannons, whereas the region flanking it is rife with nomads wielding star-metal swords and creating steed-and-rider bonds via old rituals.
Alongside action and survival (including CRP and minor NRP elements), a slew of scifi, fantasy, and hybrid subgenres coexist on Orst -- with room for the supernatural and horror as well.
With a world this expansive and plenty of custom cultures and locations to boot, exploration, faction-building, and group interactions abound. We seek to build a world that you can worldbuild in.
A tiered planet.
The planet is divided into many layers, every tier flatter than the last, as if each layer is its own planetary surface that's larger than the true surface and each one between. No one knows what the deepest layers hold, or whether there's an end to the descent. The only thing certain is that Orst gets even more dangerous the further down you go... and stranger, like the laws of reality are unchecked and unenforced below the surface.
Celestial bodies.
One large sun, one little sun, and over a hundred moons surround Orst. Artificial, natural, exotic, and plain moons alike occupy the sky. They're said to be the eyes of the Fates. Those watchful deities hang above Orst and take note of every detail, so they say.
Natives vs Interlopers
No matter the IC terms, "Interloper" describes any character not of Orst. Interlopers are met with all sorts of reactions, from fascination and curiosity to suspicion to blanket hostility -- just as extraterrestrials may be treated by us Earthlings. There are humans native to Orst, but only in select few populations, minor and semi-recently arisen; Humanity is a recent arrival. Also, many aren't truly Earth humans but happen to be genetically similar or identical.
How?
How you can join, character sheets, basic rules.
Pretty simple! Fill out the sheet, make sure nothing you'll put into play will break the rules, and post in OOC about where and how you'd like to start playing. Feel free to reach out to other players and see if you can't come up with an entrance together -- especially if you're making a character for their faction.
Remember, only some humans are native to Orst. They don't have the same hundreds or thousands of years of history as non-human natives, nor the same prevalence.
Character sheet below:
Rules & Reminders
The Usual Stuff:
No godmodding, metagaming, autohitting autoblocking autododging auto-whatever, or engaging in gamesmanship over good fun. We do combat for the sake of story and cool, good fights, not just for the sake of winning.
Setting-Specific:
You cannot play a god or other deity, though you can play demigods and semi-divine characters. "Deity" includes evil gods, gods of death, and top-dog devils or demon lords. You may play a non-deity character that is worshiped for their still-awe-inspiring powers.
As well, you cannot play a character as powerful as, or more powerful than, a Fate. Fates are the GMPCs that oversee events from an IC perspective, just as GMs oversee things from the OOC side of things. Fates cannot be interacted with unless they allow it. They control destiny and shape reality on a worldwide scale, and they can divine and commentate on things that no one else can. If things get out of hand (aka if someone breaks the rules), there are IC ways to enforce or subvert consequences to prevent any derailing of the setting. We like weaving stories about destruction and disruption, to a point -- not actual destruction and disruption of what we're working hard to create.
If you want your character/faction to possess a power(ful item) that otherwise bends or breaks these rules, do bring it up with the group. If it proves to be too powerful, we may ask that you hold off on using it until a narratively satisfying point in some plotline, event, or the overall story of Orst.
Remember:
- Your character is not invulnerable, immutable, immovable, etc.
- Unless stated in your sheet, they're not impervious to emotion- or willpower-based effects., and they don't have endless willpower, nor an unbreakable will. These are all abilities that must be listed out if applicable.
- That being said, you cannot dictate how your character's fear aura or whatever it is affects another character's emotions, willpower, etc. -- that counts as autohitting! And I say that as the one with the fear-aura-emitting character!
- Unless stated in your sheet, they don't have endless stamina, mana, or other energy.
- If you're unsure about someone's intended meaning, ask them! This includes in combat when you're unsure how exactly someone is supposed to be positioned or any missing/ambiguous details of their actions.
- We aren't asking you to write physics simulations (in fact don't totally limit yourself to correct physics), but verisimilitude and logical outcomes must be respected. Without appropriate and admittedly strong powers as justification, your character cannot:
- Air-dash or inexplicably change midair trajectory
- Move in other ways that don't make sense (keeping in mind whatever powers they may have)
- No-sell a feasible or viable attack
- React to your own reactions of your reacted reacts due to the opposing character's reacted reacting of your character's reactions... stop. Don't let time and actions become too granular.
- React instantly (though they may predict an attack)
- Predict perfectly and completely
- Juke opponents perfectly
- Lie perfectly
- Detect lies perfectly
- Are you sensing a pattern here?
Where?
A blurb about Port Solt.
This thread, and its event, centers around Port Solt. Both a port and a bazaar for the plain and bizarre alike, this relatively bustling area is located in a particularly peaceful Safe Zone. It rests along the coast of the Inner Sea.
The "Moving Island" is a titanic island-like beast in the middle of that sea. It has sat motionless for over a millennium.
Who?
The factions of Orst thus far.
The most prevalent "faction" is not a faction at all. "Oblin" is the term used for a huge variety of esoteric beings, unified only by their disunity; No two Oblins are alike, and they aren't a part of any species, let alone an "Oblin" species. They're enigmatic, alien, unpredictable, yet individually undeviating because their alien shape dictates their identity. Many inhabitants liken them to an embodiment of the Chaos that abounds.
Factions:
Species:
Why?
Recent rumors of things happening on the periphery.
- Port Solt just got destroyed by a titan! An explosion has crushed the former safe zone's settlement, and the Inner Sea's retreat will pull away much of the debris like a reverse flood.
- Oblin activity has increased twentyfold, and the Moving Island has begun, well, moving! For some reason, the Inner Sea is draining towards the spot where it had settled long ago, forming a whirlpool that's pooling into who knows where.
- An aetheric ice shelf south of the Inner Sea, across from Port Solt, is becoming more active. A slime mold and fog spreads through its dimmed recesses, the "Hungering Veil" that disposes of bark and exposed flesh.
- Great castles have fallen from the sky, landing somewhere northwest of the aetheric shelf. Little does anyone know, they serve as ships for the Katurans -- vampires and their human bloodbags.
- Record missing-persons cases near the Prowls of various Skogatti clans, in the tundras, mountains, and some forests. Those cannibal barbarian cat-orc-things, the Skogatti? Yup. Those are them.
