▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 15:40:19 GMT -6
Post by Ari on May 11, 2017 15:40:19 GMT -6
Kindra
▶ Kindra is a world that is constantly changing, constantly shifting and constantly bringing in new people. There are rumors as to how this place came to be, but a decision can never be made. Some believe that the world is a living thing with a consciousness, trying to find solace in the aspect of not being alone, while others believe it more to be a phenomenon beyond any point of understanding. In the end, there are no answers and innumerable questions as to why the inhabitants of Kindra have wound up here, but they are tasked with a single purpose: getting back home. Different segments of what appear to be vastly different terrains are connected by portals and have been named "Links" by the inhabitants. These portals appear to be in the form of wormholes, spreading thin between segments of land and sea, but sturdily holding everything in place. No one has ever been able to see what lays beyond the wormholes, but they assume it to be nothing but dead space without a single glimpse of life. Each link of Kindra has its own atmosphere and weather habits, as well as cultural standards, but they all share the same goal. At least in the beginning. As things have progressed, more questions have arisen, giving way to feuds and disestablishment. With the help of those stolen from home and forced to take part in this madness, the secrets of Kindra might be closer than we ever could have imagined.
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▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 22:56:17 GMT -6
Post by Ari on May 11, 2017 22:56:17 GMT -6
Nexus
▶ The center link of Kindra, and also the largest. Nexus stands tall with skyscrapers and towers, and it constantly shines brightly under a night sky with a consistent full moon. Neon lights light the way here, as the bustling link is filled to the brim with nightlife to casinos to clubs and everything in between. It is sectioned into higher and lower levels, with the higher levels being where the nicer and more expensive places are at and the lower levels where basically the slums are at. The homes here range from beautiful mansions to drug-ridden slums - it all depends on who you know, what you do, and where you live. At first glance, Nexus would seem like paradise, but it has its dark corners and secrets just like any other place. Secretive and anonymous bands of criminals known as SYNDICATE are the ones that run Nexus. They protect businesses from outsiders but in return demand a rather hearty chunk of their pay. Turf wars and violence is common between Syndicate groups and even other civilians. Some view them as saviors, while others view them as no more than greedy pests. There are plenty of alleyways here for illegal actions to take place, and even though there is a police force in Nexus, it’s very corrupt and immoral. Its downtown area houses the ADAMANT HALL, which is locked tight at all times The building is that of an older-looking structure, causing it to appear very out of place against all of the modern-day constructions. This building has always been a mystery, as no one can recall ever having gone inside. Not only that, but the walls are seemingly impenetrable, despite its lackluster appearance. It’s almost as if there’s something else, something that cannot be seen, protecting it... This is also where every portal connects. To get to one area--say to get to Stomend to Arus--you have to pass through the Nexus first. ▶ CULTURAL: Very modern and very much like Las Vegas/other big cities in our own world. Technology is modern, and the main staple here would be the party-like atmosphere, the endless nightlife, and the rumors of an underground band of people secretly running thing from the shadows. The night is endless here, so alternate sources of light are a necessity, though in a place like Nexus, there's always neon signs lighting the way. Money is very important here, thus giving way to Syndicate turf wars - more turf means more profit. The corrupt police force here doesn't like word of fights getting out due to uproar, so they prefer to keep information on the down-low, as well as crime rates. Who knows what would happen if the entire population found out that the whole basis of the Link they live in is corrupt and crafted with ill intentions? ▶ PLOT POINT: There are four different Syndicate groups that call the Nexus home. Players are allowed to join ONE of them if they so chose. The groups are listed below: - The Underground
- Syndicate 2
- Syndicate 3
- Syndicate 4
There will be many mini-events ran by the leaders of each group (with a Staff member also helping) that players will have the ability to sign up to participate in. Occasionally, if a player opts for it, individual characters will get a PM with a specific task that they need to perform, whether this is a simple shakedown or something more will be at random and at the group leader or staff's discretion.
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▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 22:56:53 GMT -6
Post by Ari on May 11, 2017 22:56:53 GMT -6
Whitegrove
▶ The Tundra Link of Kindra - Outside of small villages, the environment here is harsh and unforgiving. Snow is a constant, and although it is beautiful to the eyes, it isn’t quite as kind when it comes to the frostbite. Villages are scattered about this harsh terrain, and there is one by the name of Elkspath which holds the most inhabitants, and the most space. Here, the technology is a bit closer to modern, but they still lack a plethora of common advancements such as cellphones and computers, but they do have electricity and hot water due to wind turbines and woodstoves. The architecture here is primarily made from cobblestone and bricks since the majority of the wood is used for burning, but there are a few in this Link that have taken up the art form of woodcarving, and in other links, it can prove to sell for a considerable amount. Here, hunting is a must for survival. In villages, there are certain individuals who go out and hunt for everyone, but if you’re on your own, then prepare to hunt on your own. Around these parts, however, there is a strange phenomenon occurring that nobody seems to have an answer to. The normal animals that the people of Whitegrove need to survive have been found as dead carcasses all over the tundra wilderness and off in the distant forest that houses snow hares and white foxes. Elk, Moose and Deer have all been found slaughtered, but with no wounds and no meat taken from their bodies. Due to the cold, the meat was preserved enough to the point where it could still be salvaged, but it still begs the question as to why such a thing is happening. Who, or what, is killing these animals without so much as laying a hand on them? As of right now, Elkspath and the other small Villages, Foxrun, Icepeak, and Shoreside, have plenty to eat, and there are some that would rather not question it and simply indulge in the aftermath, but the looming mystery is still there and.. Will it be after them, next? ▶ CULTURAL: Not exactly modern, but not primitive when it comes to technology. They operate mostly with bows and arrows, though there was some who are wealthy enough to afford guns and bullets (which cost a lot in Whitegrove, considering the lack of materials to make such things; all of them are imported) which make hunting far easier. The villages are very separated from one another, but they all specialize in certain things. Foxrun lays deep in in the forest, and the people there have to be agile enough to weave through the trees in order to catch their prey. Icepeak towers over at a nearby mountain, and to get to it requires a treacherous trek up a steep, cliff that barely anyone other than natives dare travel; they specialize in stone crafting and are the ones that primarily handle the architecture in Whitegrove. Shoreside is the only place with water that remains unfrozen due to a consistent heavy ocean current; their village is about a half mile or so away from the shore, and they primarily fish in order to stay alive. When they have fish left over, they are able to trade them for money or other goods. Shoreside is essentially unaware of the odd death of game animals and continue to live without worry. ▶ PLOT POINT: A secretive group known as THE WATCHERS are attempting to uncover the mystery as to what is happening to not only their prey, but if it could have a deeper meaning and an immanent threat. Watchers will be given quests to go to certain sites and investigate, where they may or may not be met with something that will lead them closer to finding out what’s really going on in their home... ▶ THE WATCHERS Leader Name Name 01 Name 02 ▶ Players who wish to join this faction, please understand that they are very SECRETIVE, so they will not be prone to spouting off information at just anyone. Rumors go around Whitegrove that The Watchers themselves are the ones somehow killing the animals without marking them, and the controversy surrounding them is hefty. Players are able to sign characters up for events that include missions to investigate recent sightings of suspicious corpses, as well as potentially run into clues to help their main goal, or even direct them straight to the source.
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▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 22:57:23 GMT -6
Post by Ari on May 11, 2017 22:57:23 GMT -6
Arus
▶ The Oceanic Link of Kindra - A link mostly made out of endless waves and aquatic life, one would first figure this Link to be rather uninhabitable. The people of Arus, however, have proven otherwise in a rather unique and original way. From what legends say in old books and tales, the first few people who were brought here were stranded on an Island, one that would later be christened with the name SERENITY ISLAND, only to be constantly looking out at the water, wondering if there was more life out there other than just what they saw. It didn't take those settlers long before they gathered whatever they could and set forth on a raft built from wood found upon the island, and other items they found from scavenging. The farther they sailed, the more worrisome things became. No other land would ever come into view, and their raft was becoming worn and torn from the constantly motion of the water. As a couple more days passed by, these settlers woke up with a noise against their raft, only to find that it was a piece of driftwood bumping up against them. With some leftover twine, they were able to connect the driftwood with the main body of their raft and the rest is, well, history! Ever since that day, they have been adding on piece after piece, the raft growing until it felt almost stable above the rolling current of Arus. As time passed and more people were brought into this Link, the work load became less and the output became far greater than anyone could have ever expected. The ocean would always carry them back to Serenity Island, and each time, it would seem like different resources would appear. Fruits and vegetables that were previously unbeknownst to them, as well as various types of shellfish and shallow-water aquatic life. There, they could obtain more wood, and continue building onto the enormous raft that kept them afloat, as well as collecting more driftwood atop the water. Life here is relatively gentle and quite pleasant, and some could even consider it like paradise, depending on how much they can tolerate the sun's warmth and the constant view of rolling ocean waves. Sunbeams filter into solar panels which were made in Nexus and give the townsfolk electricity, making life far easier than ever before and much more modern. The only thing about Arus that can truly be considered concerning, is the storms. Off in the distance, the townspeople have become rather aware of large, wrecking storms that would certainly do irreparable damage to their settlement. At first, they were nothing but a far-off roar of thunder that sounded harmless. Now, whirling winds and flashes of lightning accompany amplified booms raging in the sky above. Dark clouds filter over the sun and cause uneasiness throughout the civilians. There is a team of people trying to do everything they can to find out about these storms, and they are called the STORMEYES. They diligently study the information and books they have of when the settlement was first founded, but haven't seem to have found anything substantial. The Stormeyes also are the ones that handle trading with other Links, mainly Nexus - these are the people who take care of all of the issues involving money. The majority of them believe that the secret to what is going on lies in the fabled UNDERWATER CAVERN, a deep cave that stretches horizontally into the rock of a drop-off. Getting down there, though, is where they are having some trouble. ▶ CULTURAL: The people of Arus are normally very friendly and welcoming to newcomers. They pride themselves on being the most neighborly and kind Link in the entirety of Kindra, and would do everything in their power to give someone a place to stay. With other links, they do use money, but among each other, they tend to stick more towards trading goods and services. Seeing as they live on the water, seafood and aquatic plants are a necessity. With varying materials, the people of Oasis have crafted a number of different things allowing the process of obtaining food much more reasonable and simple; nets, fishing poles, and traps being a few of them. Fertile soil gathered from Serenity Island makes farming possible upon the floating city, so fresh produce is a common staple here as well. ▶ PLOT POINT: A group that goes by the name of STORMEYES are the people that primarily run things in Oasis. They could be regarded as something of a city council, managing all of the financial income and output of their civilization to make sure everything is kept within check. Using rudders built onto the back of their enormous raft, they are able to decide which direction to go in, and are familiar with the placement of Serenity Island. This is crucial to their entire settlement, as the responsibility is laid on them to make sure their resources never run dry. Some people believe, however, that even though the Stormeyes are the ones attempting to find out the reasoning behind these storms, that they are instead advocating them, due to their suspicious name. In turn, members of the Stormeyes have no way to combat this, due to the fact that they aren't quite sure themselves how they got such a name. All of the history they have an Arus and their organization in general have been.. Conveniently left out for reasons not yet known. ▶ STORMEYES Name 01 Name 02 Name 03 ▶ Players who wish to join this faction, please understand that they must be intelligent and intuitive. They are constantly wishing to figure out what is behind these storms and might deal with some criticism from regular townsfolk, as the situation is becoming more and more dire as the days wear on. You will have to be prepared for some possible big reveals later in the site's plot, so that must be taken into consideration. This group is not secretive on a normal basis, but perhaps it would be a clever thing to do, considering the amount of backlash they have been receiving as of late...
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▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 22:57:56 GMT -6
Post by Ari on May 11, 2017 22:57:56 GMT -6
Stomend
▶ The steampunk link in Kindra, Stomend is based on the glorification of the Victorian era, blood and soul. The urbanization of life is on its cusp, with farmlands and loose towns being replaced with taller buildings and factory-lines. This, of course, remains to be the center of Stomend, and it's ever expanding; previously towns filled to the brim with foliage and plenty of space find themselves with their room being encroached upon by steam-powered equipment and newly paved roads of cobblestone. This modernization of the land is not quite up to par with Nexus, and certainly not nearly as big, but it's rapidly approaching the kind of industrialization that makes big cities like Nexus's in the first place. It's iconic for its sepia tones and smoggy airs that give an olden feel while at the same time contrasting with a newer, modern one. The center city of Stomend is the most famous and perhaps the most reason to go there. Called Metropolis, it is rather large, expanding outward from a cathedral in the center where the king and queen and noblemen still call their residence. It has a series of streets ranging from Main Street, lined with residences and bigger stores, to branch streets that contain other residences and other stores of smaller size. One of the alleyways contains a series of factories that are visible throughout the city and pump smoke into the air, and a steam-powered train, like a trolley, stays within the Metropolis and allows for free transportation throughout it and through the other towns within the kingdom, built upon a railroad strictly maintained. If one is not a fan of pure industrialization, never fear because Stomend also provides alternatives in its steam-laden trails. Marks is a town for merchants and it sits between the olden ways and the industrialization, and it holds an auction house and makes for the best place for storage and gaining a good buck. For something even less modern, Dalesville isn't a big fan of the new steam engines quickly replacing horseback and prides itself on maintaining the farmlands within it and the farmlands surrounding Metropolis, the few that haven't been built upon by cobblestone. Finally, the wilderness beyond still remains, and although it's being sanctioned off for future building, some places still hold their mystique and can be traveled to for mining and other treasures - or simply to stave off the thirst for adventure. This section is constantly expanding as more people come in and as civilization grows, and some may not be too fond of this. Rumor has it that the mythical creatures of the wood are not so fond of their homes being diminished by civilization... ▶ CULTURAL: Regardless of where in Stomend's kingdom you end up, any culture that is there resembles that of Victorian era of the real world. There's a sort of resourcefulness and boastfulness that comes with Stomend, with its people being proud and almost nationalistic. It's also very puritan and "uptight", with loose relationships being discouraged and fancier methods of dress being encouraged. Proper mannerisms are raised within every home and spiritualism is a central trait of those within Stomend's kingdom. Rationalism, that is to say considering reason to be chief in culture, is unpopular in comparison to romanticism and mysticism, emphasizing emotion and individualism. In other words, Stomenders are dreamers at their core, and believe in expansion rather than questioning the world. That isn't to say it is all uniform and calm throughout Stomend, but generally speaking it's best to be proper, hard workers and to maintain an image for Stomend. This image is even a little fragile as working hours are long and conditions may be unsafe for the people within it. There are a few outliers who also don't drink off of the high that comes with industrialization and instead believe urbanization is the downfall of the land. This, however, is a fairly unpopular opinion, and generally speaking those within the kingdom honor the noblemen and women, blinded to the possible corruption that may exist. ▶ PLOT POINT: It's possible that an inner turmoil is rising within Stomend from opinions divided. These groups are as follows - the NATURALISTS, the ones who believe that nature should be left well alone; the INDUSTRIALISTS, the ones who believe in industrialization and that it's the natural course for Stomend; and the MYSTICS, the ones who staunchly and firmly believe in Mother Nature's revenge being a possible course in the future. NATURALISTS and INDUSTRIALISTS have been fighting for quite a while, but NATURALISTS may have leverage in the possibility of corruption within the top dogs. It's possible for an internal war to break out within Stomend! But surely the place is stable, boasts steam equipment, and stays well and high... Right? Meanwhile, MYSTICS are being shrugged off with their ideas regarded as utter lunacy, but is there an ounce of truth to their words? Could there be some kind of mythical creature willing to sweep Stomend off its feet and bring it to the end of the world? After all, there are rumors going about this is how Tuuleen ended...
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▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 22:58:32 GMT -6
Post by Ari on May 11, 2017 22:58:32 GMT -6
Bone Vales
▶ Littered with the bones of both creatures and people, The Bone Vales is aptly named. It is a barren wasteland reminiscent of a desert with cracked, broken ground and the occasional dried up bush as the only plant life. It is plagued with sandstorms that pop up without warning and cause the inhabitants to have to quickly find shelter. One such shelter is the Trenches, a valley between cliffs which house ancient ruins from a civilization long lost. It's speculated that this area at one time used to be a thriving community but some tragedy struck causing the people to either die or vacate. There is only one water source, Scapula Lake, located hidden within a mountain range. This is the only place where life flourishes. Trees and wildflowers grow around this lake and a few broken structures provide shelter for the nomad tribe. This place is not a safe place, however, as they aren't the only creatures that come to drink from these waters... Despite the danger and hardships of living here, the nomads live here for one reason: resources. Within the Fibula Caves, precious metals and gems can be found. The nomads collect these to trade with the Nexus to get food and other items that they need to make their lives easier. Collecting these items, however, is extremely dangerous because the caves are home to creatures that plague these lands. ▶ The Nomad tribe is made up of several different types of people: - Hunters -- they protect the tribe from the creatures that hunt them.
- Scouts -- they scout ahead of the main group (never alone) to find shelter
- Collectors -- the ones that actually collect the resources while the others keep watch.
▶ Plot Point: Survival.
The main objective is to survive the ever-present onslaught of Hollows. The Hollows are vicious carnivores that plague the land, normally looking like sickly, starving animals with razor sharp claws and serrated fangs used to tear victims apart. They normally hunt in packs and hunting packs can usually be found not far from the Tribe. It is the scout's job to maintain their knowledge of how far away they are.
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▲ A menagerie of the tragedy I caused and all of my flaws...
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May 11, 2017 22:59:13 GMT -6
Post by Ari on May 11, 2017 22:59:13 GMT -6
Tuuleen
▶ The Post-Apocalyptic Link of Kindra - Set just outside a major city, it’s clear that something happened to this world several years ago. No one here knows what exactly happened, but they do know that there is still a ton of stuff to scavenge. The buildings are still mostly intact. There are buildings within the city that are literally crumbling and many in the more suburban area are being retaken by nature, covered over in vines or, in the case of a few, trees and plant-life have started to grow inside the houses. If you can hunt and gather from the natural resources around you, you can certainly thrive in this world. If you don’t mind really working for your food, you can still find canned and nonperishable items, but you really need to look for them. ▶ CULTURAL: Tuuleen has no true culture other than one must learn to survive. It is up to the individual to find their way, being a loner or joining a group. You can team up or use the others around you. There is no main power grid so electricity is hard to come by unless you have a way to generate it yourself. Running water is also scarce and the Salvagers may be the only known group to have it. Medicine is rare, and old remedies based on plants are reemerging. One must be truly resourceful and clever to really thrive in Tuuleen. ▶ PLOT POINT:A group called THE SALVAGERS are trying to rule this link. They have made their home in THE HOST, an old factory that they’ve re-purposed into their fortified base. They have maps of pitfalls, and dangerous areas that one shouldn’t wander and will give one to you for a price. They will negotiate a price for information and protection from the beasts that emerged from the “ Great Tragedy.” The Salvagers will tell elaborate stories of what the tragedy was, and what monster came from it, but they are all lies for them to control those that are trying to live in this link. You can join them, fight them, pay them, or try to hide from them. ▶ THE SALVAGERS Leader 01 Leader 02 Leader 03 Member 01 Member 02 Those who want to be a part of The Salvagers must be prepared to fight for the right to survive. This can include but is not limited to: going on missions to find supplies, attempting to recruit other loners that have been brought here by Kindra's will, and perhaps fighting to take what is necessary. The act of surviving in a post-apocalyptic world isn't exactly a pretty one, but they do what they must. The Salvagers know the ins and outs of Tuuleen, and they intend on keeping it to where they are the only ones who know. As long as that remains the same, then the place they have in regards to ruling this Link will stay stationary.
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