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Destiny's Lament: The Olden Age (For 5+ Players)

Destiny’s Lament: The Olden Age

“The individual has always had to struggle to keep from being overwhelmed by the tribe. If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.”
~ Friedrich Nietzsche

Long before the birth of civilization as we understand it, the denizens of our world were great and prosperous. Mankind lived and worked alongside Dragonkin. Cultures inspired by art, religion and technology—rather than politics and wealth—finally achieved lasting peace. Within two centuries of mankind’s unlocking the secrets of faster-than-light travel and establishing first contact, Earth became an intergalactic hub of commerce and creativity where beings from all walks of life were welcome to higher learning.

Everything has its time. Peace especially.

But let’s not get ahead of ourselves. This is a sci-fi/fantasy world, much of which is unformed. That’s where you come in. But first, the basics. Rules and character template are at the bottom. Anyone interested in running Malvagastia or T’lemenheim should PM me, as they have ties to the main plot and you'll need to be clued in. If you have any questions about the world so far or the areas not yet covered, please post in the OOC thread, as the answers I provide may be useful to other players. I hope to have at least five players, excluding myself. Welcome to the Olden Age!


The World

The World Powers

The three world powers are the Republic of Malvagastia, the Khuder Monarchy and the T’lemenheim Theocracy. Malvagastia produces most of Earth’s raw materials and runs its refineries. Its troubled economy caused them to sell most of their land and a significant number of their refineries, and now Malvagastia covers only half-a-million square miles. The Kingdom of Khuder’s breakthroughs in quantum physics and propulsion technologies have repeatedly revolutionized man’s understanding of the laws of nature as well as transportation in- and out-of-atmosphere. It is home to some of the most creative and artistic minds on Earth. T’lemenheim has poured more wealth into archaeology than all its other expenditures combined. Greater understanding of ancient cultures and literature gave birth to the galaxy’s largest library, housed inside an asteroid tidally locked to Earth. T’lemenheim is famous for its grand cathedrals and evangelizers, all devoted to the Celestials, the known universe’s most widely accepted pantheon of deities. Hundreds of nations dot the six continents, including orbital colonies and lofts (cities suspended in-atmosphere), but these three expend the most resources and are generally considered to have contributed the most to mankind’s Golden Age.

The State of Affairs

It has been five centuries since first contact. Earth has not seen so much as a minor war in over two hundred years. Many alien races congregate and work on Earth, but few pursue actual citizenship. Despite seemingly perfect harmony, political tensions run fairly high. Maintaining free trade, open borders and freedom of expression without war places a tremendous burden on the shoulders of world leaders. A populace born into health and convenience is quick to criticize minor faults. Resources are plentiful and eco-friendly, but the majority of mines and refineries are either off-world or owned by the now financially-troubled Malvagastia. King Ibylith Khuder IV passed away last year from old age, leaving the entire kingdom to his adopted sons, Bastian Laroche and Stanislas Bertrand. King Laroche Khuder’s coronation took place last year, one month before the capture of a T’lemenheim spy whom Khuder continues to detain, much to the outcry of both nations’ public. When pressed, Laroche relinquished the spy’s mission (much to his brother’s protest): to confirm the existence of a top-secret machine called the Eye. More on that later. T’lemenheim has refused to acknowledge accusations of repeated subterfuge regarding the Eye, and its clergy have been on terse ground with Khuder and Laroche himself since the spy’s capture. Sharing of resources and technology between the two have ceased for the time being.

Resources

The most valuable resources in circulation are dark matter, chromium (stainless steel), andenium and neon. Neon is Earth’s primary power source. Neon-powered generators produce many times more electricity than coal with none of the greenhouse gasses. Most of Earth’s neon is siphoned from Sol by solar-shielded platforms in orbit a few hundred miles above the star’s surface. Dark matter is easily obtained these days, requiring only a capture device (or “net”) and contained black hole generator (zero-point generator; ZG for short). To create dark matter, antimatter is captured in the net, then transferred into the ZG and supercondensed. It is used to power FTL drives for travel between galaxies, and sometimes as an alternative to neon-power. One kilogram of dark matter could power an entire planet for a day. While easily obtained, even in its supercondensed state, antimatter is sustainable only for a few hours. Thus, starships require a net and ZG onboard, else they risk being stranded between galaxies. Andenium is more commonly known as rediron for its reddish tint when exposed to fluorescent light. It was discovered on planet Immortelle in the Avis galaxy by the planet’s natives, the Immortals. Rediron exhibits a number of unique properties, such as an astronomically high melting point (it could theoretically survive planetary annihilation undamaged) and a freezing point of −211 °C. The latter was confirmed when the first and only andenium ship in history entered a coldstar unmanned and emerged from the other side with all functions intact. It also possesses elastic memory and is extremely stable, rendering it virtually impervious to damage by impact. Despite its importance, rediron is rare and expensive due to the heating methods, education and skill required to mold it, which involves blasting unrefined andenium with concentrated beams of radiation of about 10,000,000 °C. Impurities are destroyed in the process, resulting in refined andenium, which is very difficult to mold. One absurdly-wealthy noble spent much of his estate’s value requisitioning a rediron sculpture of himself and was instantly met with the entire galaxy’s collective ire. Many strategically vital government buildings contain ten-passenger rediron safeboxes with life support systems, a week’s food supply and homing beacons, in case of a unavoidable planetary annihilation.

Modern Technology

The extent of a nation’s technology is measured by what is commercially available for the average consumer. These technologies are virtually perfected, or at least perfectly safe. The physical architecture of most buildings is concrete and chromium, but any building’s appearance can be customized with holographic projected displays (HPD, or “layout”). In fact, any object fitted with a series of tiny holoprojectors can be made to look like something else (bylaws prevent this tech from being used to frighten or deceive). One can seldom walk a few minutes without seeing a piece of public digital art. This technology can also turn anything into a television. Neural sensory interfaces called “Jacks” have replaced personal computers. These devices burrow into the back of the neck, wrapping artificial neural pathways around the spine at the base of the brain stem. A Jack then emits electrical impulses, telling the brain what it is sensing. This gives the wearer a fully customizable HUD that can display any kind of information, provided the proper app is installed. They provide long-range communication, television (which can be enabled/disabled), internet access, and a vast amount of entertainment. When Jacks first became available, those wearing them were called Jackers. The distinction is now moot, since nearly everyone has a Jack installed due to their affordability and convenience. Wifi connections make Jacks aware of nearby layouts, and can allow a person to feel the surface of a virtual display, while being unable to pass through it as though it were actually physical. Layouts can also project a signal to Jacks that simulates audio, such as the impact of a digital statue against concrete. Many video games utilize these technologies together, but most hijack the body altogether and correspond senses and movement them to a virtual avatar in a digital environment. Jacks come equipped with a setting that “disables” layouts by making the viewer see a mental rendition of the object itself, instead of the layout. Jacks are incapable of simulating pain, can be turned off with a custom gesture from the owner, and have a hard cutoff point that prevents them from generating enough electricity to damage the nervous system. All primary modes of transportation have been aerial for the last 1500 years. Cars are restricted to designated flying zones similar to streets with lanes arranged vertically, beginning fifteen feet above ground. The vehicles themselves do not fly; stable altitude by antigravity technology was deemed implausible. Instead, the ground beneath lanes is lined with a row of negatively-charged electromagnetic emitters, with a row of positively-charged emitters. The underside of the vehicles is fastened with an inverted array. Stable altitude is achieved by setting the attraction/repulsion levels on individual vehicles. This system is called a “tether”. Velocity is controlled by air jets on the front and back of each vehicle. In-atmosphere colonies, or “lofts”, utilize tethers as well—but a set of three to five positioned at the vessel’s corners, rather than a lined array. T’lemenheim is one such colony, unique in that it is not constructed of metal or concrete, but of actual earth—mantle, grass and all. It is sometimes called the Floating Island. Many spaceships still use neon-powered rockets to break atmosphere while more sophisticated models use tethers. However, all spaceships use tethers for landing. Lethal weapons are extremely rare. Most Terans carry stun-guns that gives Jackers’ senses a disorienting burst of static similar to the effects of a chaff grenade.

The Eye

The Eye is a miracle, not in the divine sense, but in that it exists at all; a product of pseudo-science and quantum physics mysterious even to its creators. It resembles a pool of pure, green seawater in a chromium ring 20m in diameter, the inside of which is reinforced with rediron. Its small waves persist even when there is no wind source. The pool reflects no image save for ultraviolet light and causes a strong tingling sensation when touched, like that of a vacuum cleaner against your palm. Total body immersion causes the sensation to persist for several minutes after exiting. It also reaches out and clings to anything within a few inches of the pool’s surface, especially heat sources or things with an electric current, such as humans. However, all tests to date show no danger. As for its purpose the device enables direct communication with the Celestials—or, at least, entities who call themselves Celestials. A human approximation of their likeness (as they describe it) is projected above the pool, completely nude, but can only be seen and heard when standing in the waves. The apparitions are physical and can be touched, contrary to the original that they were holograms or pre-recorded messages of some kind due to their apparent inability to make eye contact. In fact, they don’t seem aware of the physical aspect of their surroundings at all. Communication appears to be voluntary on the part of these beings; since the Eye was activated one year ago, they have appeared seldom and on their own terms. While the Eye’s existence is now common knowledge, Khuder has not made any of this public and maintains exclusive control, much to the protest of the entire Earth and many other worlds. Khuder’s secrecy has caused much paranoia. The internet is plastered with conspiracy theories. Only authorized science personnel are allowed in the facility where the Eye is housed; if Khuder has anything to say about it, that is unlikely to change soon.

The Gods

Long ago on a small world, when our universe was first taking shape, there lived beings of great intellect who could manipulate the forces of nature at will. In time, they unlocked the secrets of the universe and became beings of pure consciousness, incorruptible, all-powerful. But everything has its time. When these deities sensed their end approaching, they bequeathed their power to a race of mortals who, in turn, attained apotheosis as well. However, these new gods decided to create vassals of a neighboring world, uplifting them to a state between life and death. These were tasked with safeguarding worlds crucial to the next generation of gods. Thus, they became known to mortals as Guardians. In time, a new generation came about. In mortality, this third generation had called the gods Celestials, and now in godhood decided that only a few should ascend henceforth: exactly twelve, among whom the universe would be divided and cared for. At present day, five generations have passed. The Sixth Generation of Celestials has occupied the heavens for 10,000 years. This is the truth of the universe as the T’lemenheim Theocracy tells it.

The Dragons

Dragons aren’t native to Earth, but claim to have settled the planet shortly after early humans learned to use tools. As cold-blooded omnivores with remarkable immune systems, they thrive in virtually any environment. There are three types: wyverns, drakes and wyrms. Wyverns possess the typical draconic appearance and walk on all fours. Their massive wings are a symbol of strength and conviction to humans. From snout to tail, they range from 50ft at the smallest to 400ft at the largest. Their size compels most to live on mountaintops. It also affects longevity, with the largest living about 10,000 years. The length and thickness of their horns and the boney ridges along their backs indicate maturity. Sometimes called “land dragons” for their winglessness and tendency to reside in rural areas, drakes stand at 20-25 feet and resemble shiny, hairless horses in posture. Their thick, flowing manes and the tuft at the end of their tail invites further comparison. Their stamina and resilience to disease confers longevity of an average 15,000 years. Wyrms stand on their hind legs at a height of 8-10ft. Their short, rat-like tails have a rounded tip and contain only one bone with no ligaments. Their head, back and legs are scaled, but the rest of their body (save the tail) is covered in jointed, tough plates similar to a tortoiseshell. They average closer to human lifespans than other dragons at 200-400 years. Unlike drakes and wyverns, they can speak human tongues. Cunning and exceptional attunement with nature make them adept scholars and scientists. For these reasons, wyrms often work alongside humans in labs. Other dragons regard them warily, however, as wyrms have undragonly preoccupation with material wealth and accept currency as payment, whereas other dragons aid mankind’s nobler works out of goodwill. Excepting wyrms, dragons have little virility outside a 100 year window around age 6,000. Every dragon possesses a measure of telepathy and psychokinesis, which is fortunate, as drakes’ and wyverns’ tongues cannot form human speech. A rare few wyrms lack sufficient telepathic reception to communicate with other dragons and require a wyrm translator. Tales of the first dragon settlers are passed down among dragonkin, although some still living were apparently alive at the time. What would cause a dragon to have such an extended lifespan, who can say?

The Keir Heritage

One of the oldest lineages on Earth. Evoking their name meets instant recognition on most planets. This race of artisans, architects, craftsmen and smithies possesses command of the elements. How and why is a mystery, but this power sees great use in every aspect of Keir culture. For this reason, they formed a clan and have lived in self-imposed exile since recorded history. They are farmers and ranchers in times of peace, providing a notable percentage of Earth’s meat and produce. But the Keirs wrote the book on war. Long ago, a Keir warhero summoned a tsunami with his sword and vanquished an entire army. Scholars agree this is why Keir living is so simple—stone cottages, windmills, torchlight, outdated electric vehicles (with wheels, for goodness’ sake!). The less industrialization, the more useful a Keir’s power becomes. While Keir weapons can be bought, all efforts to reverse-engineer them have failed. Whatever empowers these weapons and the Keirs themselves is beyond modern science; or perhaps, as is popularly assumed, the truth is too absurd to be seriously discussed. The clan is honor bound never to reveal their trade secret. Very rarely, a Keir leaves the clan to join society at large, but even those remain tightlipped. However, these outcasts are the only modern proof of the Keirs’ ability to manipulate nature, as none are allowed inside the clan, even former clansmen. Those who refuse to turn away are forcibly removed or, in cases of violent resistance, killed. The exact details of Keir culture are obscure, but they appear to practice ancestor worship. Mountains they previously inhabited are now an underground network of artful, intricate tombs filled with statues and monuments to mark the graves of heroes and notable persons. One particular mountain became a tourist attraction (“Visit the Haunted Keir Tomb!”) until a Keir warband appeared and very politely, very scarily shut it down. They don’t appear to mind archaeologists’ presence as long as the tombs remain undefiled. Any artifacts removed are forcibly reacquired by warbands. 300 years prior, one nation authorized the legal removal of Keir artifacts by archaeologists, and the Keirs responded by killing every last person on the mountain. When that nation threatened all-out war, the Keirs sent a representative, after which the nation’s legislation claimed the whole thing never happened. Aside from final resting places, the Keirs leave no trace. Whenever they move, they apparently uplift every stone and leave grass to cover the scar.

Miscellaneous

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The Effin’ Point

The wheels of conspiracy turn, bringing the war engine closer. In this RP, you are a Lord of your respective nation. War is coming. The gods are plotting. Will you struggle to maintain neutrality amidst the coming storm? Or will you fight to secure your place in the future?

Rules

- You must create a Lord following the template below. Once this is posted, you are free to post IC.
- No graphic sex. Yes, I know, very sadness. Your characters may still do the dirty, but try to keep it offscreen. This is a wargame; I want that to be the focus.
- You may play multiple Lords within a nation. You may create and control as many Lords and Nations as you choose, but don't get too excited and create more than you intend to play.
- Multiple players may control a single nation. All involved must agree to this and let me know beforehand.
- You may create a human or dragon nation, or play as a member of the Keir heritage, which contains many Lordships united under the clan banner. You may also control multiple nations at once. You may also control NPCs within other players’ nations, with their permission.
- Much of this world is tentative or lacking detail. As such, you may shape things like religion, geography, sociology, philosophy and technology at your discretion.
- You have complete creative and political freedom. You may interact with other nations in any way you choose. But while I encourage competition, please don’t run around killing everything in sight. Keep it fair, or at least believable.
- I will be guiding the story through certain characters. You may interact with them as you choose, but I decide the outcome.
- Should your Lord be killed or your nation destroyed, you are free to create another.

Links

Character Thread

OOC Thread

Template

Lord: Your Lord’s name, ethnicity (yes, Dragon is an ethnicity) and ASL.
Nation: Your Nation's full formal name, informal name(s) if any, and its government type (ex: The Republic of Malvagastia).
Station: Your Lord’s title status and political responsibilities.
Talents: Your Lord’s areas of expertise, professional or otherwise.
Faith: Your nation’s and Lord’s religious allegiance, if any (you may use modern religions if you don’t feel like creating one).
Alliances: Your nation's alliances if any, and their stipulations. Alliances with other players’ nations must be mutually agreed upon. You may invent nations as allies, but you will have to run these using another Lord.
Economy: Your nation’s currency and system of trade.
Military: Your war assets such as weapon tech, the size of your standing army.
Wealth: Your nation’s most and least abundant resources and (if you make them up) their uses. See the Resources section above for a few existing resources.
Biography: The cliff notes of your Lord’s life story.
 
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