(http://i53.tinypic.com/2hzk47s.jpg)
The Plaguelands
All lay in ruins; the skyscraping towers who were once the Emperium's pride now scattered and in pieces; the gardens whose gatherings were used to showcase the latest inventions now, too, amongst the rubbles; the houses now reduced to ashes; and the heavenly landscape whose magnificence and wealth attracted distant foreigners now turned into barren fields of nothingness.
[note]This post is a primer, following ones will uncover more detailed content. All comments, suggestions and opinions are welcome.
I would also like to point out that I have deleted some of my posts in this thread, so sometimes you may see awkward discussions. Fear not, though, for you only need to jump to any posts from me without OOC to read on the Plaguelands.[/note]
Those who venture within are seldom blessed with the sight of undamaged land. Though, one has to be wary, for it might as well be illusionary trickery meant to lure awe-stricken fools into the deadliest of traps.
Rotten corpses come in masses from the farthest recesses of the lands, ushering eerie complaints as they satisfy their master's needs with carnage; for their glory can only be achieved when all lays lifeless. With them, they bring dozens of weird diseases; most fatal, but some so utterly annoying you'd wish to die.
The earth quakes and it rains fiery comets as crazed mystics unleash their powers upon the world, wreaking havoc on their path.
Alien entities capable of thought, and sometimes action, manipulate the living into wrongdoings, their machinations causing misfortune and despair, often in brutal ways.
The Plaguelands once belonged to the prosperous Emperium, a newborn empire whose astonishing growth was to propel them as the world leading power. Alas, a reversal of fortune brought them to their knee... and worse.
As the shadows engulf the mighty empire, a ray of light pierces through, stalling the advance of the barbaric invaders. At the frontier of the Plaguelands lies the last bastion of men, Rampur. Its holy defenders promise that justice will be delivered. But there are many bumps on the road; can the Amonites really restore peace on this broken land? Will aliens complete their destruction of the world or will internal turmoil be mankind's end? The irony of mankind is that it does not need outside help to destroy itself... it can very well do so on its own.
The Land's HorrorsA line of impaled men, their looks horrified and desperate; a wall of severed heads, complaining as they are moved by lifeless slaves; creatures the mix of men and other beasts, giving birth to even more macabre life forms; a river that flows crimson red, anything it touches decays in a matter of seconds; buildings of bones and organs.
The Plaguelands house not only the vilest abominations, but their twisted creations as well. Some of these horrifying sights have become the stuff of legendary, yet morbid tales, dubbing the most terrifying the Seven Horrors.
Sorcery[note]
NOTE: A male who uses sorcery is called a sorcerer; a female is called a witch.[/note]
Sorcery is a phenomenon that allows one to achieve a wide variety of feats, ranging from the most mundane to the seemingly impossible, without using conventional means and in an unrealistic way. This strange phenomenon can manifest under various forms. Sorcerers can cast spells, enhance mundane items and even create new forms of life. Its possibilities are so many, there's probably no limit to what it can achieve.
In older days, sorcery was popular in the Emperium. Though, it's common knowledge that it was, in the end, the empire's demise. Sorcery was then judged chaotic and vile, thought to lure its practitioners into the depths of insanity. Because of that the Sanemen decreed a ban on sorcery and eventually launched what would be called the Witch Hunt.
Plagueland's CivilizationOne could argue the Emperium is lost forever, that mankind does not exist in this land anymore, but such is not the truth. Though it is true that most were pushed away or slain (mostly slain I should say), some courageous souls still brave the immense dangers of this hostile place.
The natives who were there even before the empire was founded still live; ever cautious of their surroundings. The remaining citizens of the Emperium barricade themselves in their fortified city of Rampur, scheming to retake what is "rightfully theirs".
In the meantime, the Vilespread (era in which the empire was destroyed) took roots in many places, its undeniable evilness giving birth to aberrations mankind will probably never understand, so morbid and lacking in morale they are.
Worse, as if alien invasion wasn't enough, necrotic madmen pillage the battlefields; raising armies of organic automatons that need not rest nor eat. These mindless animated corpses gather in masses to have a go against the forces of the living.
The Stretch, the Bonelands and the Dead ValleyThe Emperium, now known to most as the Plaguelands, is a vast territory. There are three distinctive regions; the Stretch, a vast expanse of golden to crimson sand where mutated vermin go about their daily lives while poisoning the lands and where strange beasts lurk in the partly swallowed ruins of once architectural masterpieces; the Bonelands, with its ebony plateaus hiding complex underground labyrinths as well as their barbaric occupiers and where decades of warring tribes have left piles of bones and bloodied rivers; the Dead Valley, the aenema-infested valleys and maquis left in a quasi dead state, with a permanent thick grey fog and leafless trees that protrude from even the most unlikely of places, teasing the uncertain with a semblance of life... of hope.
For one to come back to the civilized world after a journey in these dark places is a great achievement. But one has to be wise and treat each incursion individually, for the next one might be the last. Preparation will often be part of the success.
Rampur and the Scorching SteppesThe Scorching Steppes are rolling hills and plains of low sunny-colored grass. It is the area separating the East from the West. At its western frontier lies a city, the last remnant of the Emperium; Rampur.
The city was once welcoming, but the Vilespread made its inhabitants wary and tense. Those who live within or in its direct vicinity are called the Sanemen, and are led by a group of religious fanatics dubbed the Amonites. Their almighty lord and savior plans a counter offensive against the alien barbarians from his hidden apartments in the glorious Cathedral of Sanity, usually just called "the Cathedral".
Although much of the human activity happens in the city or just outside its walls, the Sanemen had to build outposts and training grounds far from it; first to ensure their territorial security, but also to ensure the safe transit of foreign aid.
Beyond the PlaguelandsThe Plaguelands are, but a small part of the world. Surrounding it from the north to the south, passing by the west is the sea; the Endless Sea, the Silver Sea and the Western Sea. Their hazardous waters are barely navigable; tidal waves, titanic sea monsters and other reasons keep sailors from setting sail.
To the east, the plains of the steppes change into a dense forest which, eventually, is blocked in its advance by a towering chain of mountains that stretches all the way to the south from the north. They are said to be impassable, but not only because they are insanely difficult to climb, but also because they are inhabited by voracious creatures. These mountains serve as a natural border between the Plaguelands and the eastern world.
*** Image is from Mikablog (http://michaelhavartportfolio.blogspot.com). It was taken without the artist's consent and will be removed if such would be his wish.
The Stretch
An expand of golden to crimson sand whose features are few; ruins of once great cities and the legendary skyscraping towers of the Emperium, scattered bones of large creatures, huge holes that seem to widen and membranes whose size is beyond logic.
The ruins that dot the map serve as shelters to the
Scorn and
Aenema, but also to the natives who still haven't fled the chaos brought upon the lands by the
Vilespread. Their courage and endurance have earned them quite a reputation, and no one wishes to stir up trouble with these folks. At least, no sane man would.
There is, to the north, a strange structure that blocks the route towards the northern coast. The
Sanemen call it the Hive. It is organic, with its ridiculously big membranes protruding from the sandy ground and attempting to reach the sky. Sometimes, they swipe the floor, brutally crushing all in their way in the process. Many holes penetrate the floor, and from these overtures exit swarms of large mutated insects like a constant suppuration. All seems alive, though none can really understand a life form so alien to human understanding.
There is a phenomenon in this place called the
Swallowing. The whole floor of the desert swallows whatever on its surface like a black hole. Usually, after such an event, the floor will cicatrize and there will be no physical proof of what happened. But sometimes, the floor will remain fissured, leaving a chasm. These chasms have been known to lead to the "
Belly of the World" where all engulfed ruins hide, showered by the swallowed oases that create underground waterfalls. It has become a vast underground complex.
Besides all the living, or undead, dangerousness that hunts in the Stretch there are other sources of danger; notably the climate. Rain doesn't last long enough to create additional sources of water, so they remain far apart. The vegetal life doesn't grow either, because of the
Swallowing and various diseases. In this dry and hot environment, one can only survive if he knows his way around the desert and the beasts that inhabit it.
Wildlife in the Stretch is next to none, obviously. The natural environment and many dangers are not favorable to their existence. They almost all moved eastward, but on rare occasions, some might be seen.
The Bonelands
This region is a bit bigger than the Stretch, though its terrain is not as desolate. Plateaus of different heights make its main feature. Made from voltaic stones and obsidian matter, the line between the night sky and the ground is almost imperceptible, but not only because of their similar color. The land is filled with geysers and volcanoes from which exit clouds of black smoke; this somewhat blurs the horizon, making it difficult to discern floor from sky at night. The occasional eruption of lava serves to enlighten the fool that thinks he's entered a cave.
The Bonelands have quite a few features aside from their many plateaus, geysers and volcanoes. They have been named as such for the countless bones and carcasses that are scattered throughout the land. These macabre detritus are witnesses to the brutality of this region's inhabitants; the
Scorn. These bones serve not only as weapons for the creatures that live here, but also as shelter and utility tools.
Bordering the Silver Sea to the south are beaches of pure white sand that contrast intensely with the usual darkness that's so characteristic of the Bonelands. They are called the Shimmering Beaches and stretch for almost the land's entire southernmost border. To the southwest, though far from the beaches, is a dense forest from which no sound can be heard, as if all life within had vanished or escaped. Passed the Marrow Pass, south of the Red River, a network of caverns serves as shelter for the
Kaftas. This is the Cavernous Wastes.
This territory also harbors a few of the
Seven Horrors; the Red River, the Marrow Pass, the Screaming Cavern and the Ivory Erect. They are the homes of the
Scorn and other demonic creatures and a shocking view.
The climate in this region is humid and hot because of the many geysers and volcanoes. The highest plateaus might not be as hot, but they're still comfortable enough to wear no clothes. The rivers and lakes are often hard to access, and are plagued most of the time. Wildlife does not thrive here.
The Dead Valley
Also dubbed the Deadlands, this region is far from desolate, but somewhat feels like it. Its natural features consist of mountains, hills and rivers. This initial description should serve as proof that the area is livelier than its neighboring regions, but a surprise is in order.
A layer of thick fog constantly covers the area, its grayness conferring the place a sense of surrealism and suspense. There's also a constant moaning that disturbs the listener; like a guttural lazy cry asking for salvation. It's very light at first, almost imperceptible, but it grows louder as one makes it towards the west coast.
The most striking landscape view, aside form the annoying thick fog, might be the trees. They are dead, leafless and dried up, but they seem to cling to life, as if refusing to bow down before those who put them in their miserable state. So, the forestry of the Deadlands might have lost its colors, but it remains standing, even protruding from the most unlikely of places.
The only creatures to be found in these lands are devoid of a soul. They are the walking dead; beasts and men alike, tall and small and large and slim made animate even through death... mostly through death. The
Sanemen call them the
Aenema. Their commanders hide in Mortica, a city so morbid and disgusting that even outsiders thought to be incredibly twisted refrain from venturing within. The city itself is protected by one of the
Seven Horrors, the Wall of Moaning Faces; a very long and tall wall made entirely of severed heads animated in a constant loop of cries of despair and agony that drip blood and decomposition juice. Lackeys whip their face all day and all night.
The climate is soft, but much colder than in the neighboring regions. One definitely has to wear clothes in this area or he will catch a cold. There's also a lot of rain, which is a bugger because it silences the
aenemas. Wildlife is almost nonexistent in this area, seeing as they are hunted and assimilated into the ranks of the walking dead and that edible natural resources are scarce, even if less than in the neighboring regions.
The Seven Horrors
Mentioned often, either in childish horror tales or war veterans stories, these deeply disturbing sights have nothing to do with the common man's logic and understanding of the real world. These horrors have, in their own respect, a feel of grandeur. Make no mistake though, for they are horrors, not wonders. Their conception defies insanity itself, even reaching further than utter absurdity.
The Wall of Moaning FacesIn the eerie, fog covered grounds of the Dead Valley, everything seems static, nearly lifeless if not actually dead, except for the distant (or near) guttural complaints of the aenema. As one goes deeper into Deadlands (another name given to the region by the Sanemen), the cries of despair and torment become increasingly loud, betraying the silent aspect so characteristic to the region. Those who have never seen this Horror are in for a surprise.
A wall, spanning hundreds of feet long and about fifty feet high blocks the way. It is being carried by a handful of emotionless slaves whose only hint to a semblance of life is their repeated screams when they are whipped by their skeletal slave drivers. Although that is already cruel in itself, the wall is not just any wall, made of wood or rock. Severed heads and hands make its only component, glued together by some sort of nasty dark juice. The heads, seemingly alive, scream in torment; begging for forgiveness, crying out to their loved ones, swearing it wasn't them, enraged and desperate. This work of dark sorcery has succeeded in repelling attackers for many years.
The Ivory ErectHundreds of feet of bones stand erect and pierce through dark clouds where red lightning strikes all around, seemingly aiming for living things. From this horrific monument protrudes legions of strange creatures that run in all directions, towards unknown goals. This stream of beasts sometimes slows down, suddenly leaving the lightning strikes as only obstacle, would one dare to venture within this sordid tower.
One can explain the grandeur of this vile construction by its contrast and disposition. The bones, even though immaculate with blood and sometimes charred, still show their ivory color. It contrasts superbly well with the surrounding darkness, and especially the black clouds in which the tower loses itself. Also, the construct lies in a very unlikely place; in the center of a large volcano. Whether this was a natural result or another work of evil isn't known, but an earthly mass has elevated from the crater's center to form a tiny island on which the tower was built. Magma still rages inside the volcano and the fumes add to the awesomeness of the sight.
For a human to get to the tower requires crossing the wooden bridge. This is the most crucial part when daring to approach this Horror, for the psychological battle against absurd danger is not one that's easy to win here. Fear, courage, hope, despair and trust all mingle in the mind. Meanwhile, the heat and fumes of the lava below infiltrate your lungs and display a flashy entertainment worthy of distraction. The bridge misses a few planks and is tied with rope, beaten and burnt in some places. It is only wide enough for one person to cross at a time, and probably solid enough for just that many, as well. (Just how this bridge can still hold and not burn is a subject of debate by passionate of the Seven Horrors.)
Adding to this extreme experience is the knowledge that Palulu himself resides in the place. A dreadful thought indeed.
The Screaming CavernOn the windswept high plateaus of the Cavernous Wastes is a network of murky underground mazes. These caves are alike in architectural fashion, except for one. The archway that makes this one's entrance is not crude and natural like the others. Faces have been carefully carved into the stone, showing different emotions, even joy. So good was the artist that they seem alive. In fact, two widespread rumors about this work suggest that they are, in fact, alive. First, they cry. They seem to shed tears as clear as crystal whenever a scream is heard (Which is to say, often). Second, they see. The eyes have been rumored to move, directly staring visitors whenever they come. Whether they seek some sort of relief or serve as spies for whatever lies within is unknown, but they see you, so be cautious.
Although this is pretty weird, there is nothing actually visually terrifying about the entrance, unless one is the ultimate coward (Though it –is- creepy). What is terrifying is what comes out of it and what doesn't. From nearly half a mile away you could already distinguish the incessant screams that come out of this place. As you get closer, it only becomes louder; screams of agony, cries of torment and shouts of desperation. The cries seem as much humane as inhumane. Something is happening inside, that's for sure. The strange thing about all this though; nobody ever comes out. Common belief has it this place is
Hell; where impure souls go after death to suffer for eternity.
The Marrow PassThe eastern Bonelands are cut in two by the Red River. There are only a few crossings, but only one can boast a -relative- ease of passage. It is called the Marrow Pass by the Sanemen, but the demonic residents around it, called the Scorn, call it "Potobon".
Dozens of feet in width and a good quarter of a mile long, this bridge that connects the southern and northern parts of the eastern Bonelands is the carcass of some ancient titanic creature. Made entirely of bones, with ribs turned upward giving an impression of "open tunnel", it seems to seep marrow. Many who walked this crossing have slipped into the Red River because of that.
Visually, it is a pretty intense sight. One wonders just how it is possible that such a huge creature conveniently died in this precise location.
Although it is already frightening to the eye, or at the very least, incredibly unusual, there are two other things that make this place worthy of one of the Seven Horrors. The stink, for one, is by far too much. Not only does the Red River emanate poisonous fumes, but the marrow that seeps from the carcass smells terrible, easily sickening the unwary.
Then there is the Marrow War, also called the Bonewar or Scornwar. Two civilizations seek hegemony across the lands. Unfortunately for them, they heed from the same region, and thus haven't even had the time to launch colonial expeditions yet, so busy they are fighting each other. In the northern Bonelands exist the Luon (loo-on), humanoid-shaped lions and in the southern part, the Kafta (kaf-tah), also humanoid-shaped, though of hyena origins. They have clashed for decades in and around the Marrow Pass and continue to do so to this day. This adds a factor of difficulty or even impossibility, at times, to cross the bridge.
StitchvaleA mockery of civilization lies in the foggy vales of southern Deadlands. Decrepit and creaking houses encircle a well; the place of gathering for the "Stitched". These hollow corpses are dolls, literally. Their eyes closed with stitches, their mouths and orifices as well; they are the silent puppets of some macabre mind. All day they go about performing acts of depravity and evil; they rape each other, or at least try; and they dismember their peers with great inaccuracy, sometimes degenerating into self mutilation; they push their brethren in the great well, from which the stink of decay a human could not bear; and they create hierarchies for short periods of time in which one will subjugate the others to its will. It usually ends in bloodshed... or should I say stitchshed.
There doesn't seem to be an end to them. They keep coming from the houses, or are taken back from the well in a surprising communal effort on the "citizens" part. The latter, though, seems to often end awkwardly; with their usual outstretched movements causing further losses instead of rescues.
No communication is possible, unless one is well versed in the arts of necromancy, in which case things –can- be accomplished. This degenerate society is a fine example of how gruesome and inhumane Mortica's idea of a perfect world is.
The Red RiverSlumber Hunters say the coastal waters to the east of the Bonelands are wine red. Survivors returning from their expedition in the south have a story to tell, one of bloody carnage and plagued river.
There is a waterway that separates the eastern Bonelands in two. One of the only ways to pass onto the other side is to cross the Marrow Pass. This river, it's all blood, they say. It runs crimson red from the distant west and falls as crimson as before into the Silver Sea.
It's no natural phenomenon, this madness has to stop. The river, dubbed the Red River, is such because the
Scorn fights their rivals on the Marrow Pass and each drop of blood sinks into the water.
They have witnessed it, too, the decaying that overtakes organic tissues when physically exposed to the poisoned waterway. It is rumored to be nearly instantaneous... and very painful. They remember the screams, and their dead comrades.
The HiveGigantic brown, green and purple membranes and pincers protrude from the burning sand north of the Stretch, digging up holes from which swarms of deadly insects assault the realm of men or bath in the infectious Putrid Pool; the largest oases of the Stretch that is "annexed" to the southern edge of the Hive.
The organic structure seems to spread, though it is a very slow process. No one ever returned to tell the tale of what's inside. Though, it seems somewhat obvious.
[spoiler]
I: The Drawa, natives of the lands that live in the Stretch, seem to have the talent to communicate with the mutants of this place. They are sometimes seen arguing with the creatures.[/spoiler]
The Cinqus Demones
More commonly called the Slaughterhood, they are alien beings brought into this world by sorcerers whose greed and personal interests would destroy what they, themselves, sought.
Of different shapes, personalities and intellects, they are in no way identical to each other. Five they are; Palulu (
pah-lu-lu), Harax (
ha-rax), Cacophaxx (
kako-fax), Paxx (
paks) and Lopht (
lo-fet). Each has their own agenda, but it is a known fact that they form temporary alliances from time to time.
These demonic beasts are known for their cruelty and selfishness. They are sadistic, vile and merciless. To this day, no one was able to match their power, although the
Sanemen often believe their savior, Amon, can take them on. The Amonites, while proud of this statement, do not take a definitive stance on this matter, preferring to let their ideological guide make his own conclusions.
Some within the Slaughterhood make no secret of their whereabouts, but the contrary is also true. For the
Sanemen, the most fearsome is usually Palulu, and he is overjoyed of letting other people know of his location. His residence is one of the
Seven Horrors; the Ivory Erect. Others, like Lopht and Paxx, keep a low profile, sometimes giving hints of their whereabouts (probably a temporary one, at that) so that foolish adventurers can come in waves and feed their obsession... or hunger.
PaluluResembling a mix of a goat and a man and sporting great dark leathery wings and a small furry tail, he is the stereotype of demons for the uneducated lot.
His stare is incredibly intimidating and can freeze entire crowds, so frightening it is. He revels in terror, fear and chaos. What Palulu enjoys the most is sending troops against rivals, pitting his minions against stronger foes if possible to entice the enemy in provoking him directly. His ego and arrogance are unparalleled.
[spoiler]
I: He uses the late emperor, Darian II, as a bludgeoning weapon. The lifeless body has been enchanted with demonic powers, giving it a similitude of life as each time Palulu smashes it the bones seem to crush and the mouth lets out an eerie scream of agony. (The bones replace themselves and heal nearly instantaneously, as well as the lungs and tongue, allowing for ceaseless morbid-smashes.)[/spoiler]
HaraxWhen brought into this world, he thought it was appropriate to take the form of something massive and terrifying. In the end, he opted for the mammoth, with a few changes, of course. His hair is all shades of grey, brown, black and a lot of beige. He sports horns on his head as well as on his back, which protrude from his spine. His hollow eye sockets betray any signs of emotion.
Harax is hatred incarnate, wreaking havoc to all on his path without thought. He can never rest easy. All must face aggression. All must perish.
LopthUnder the guise of a male baboon, Lopth exploits weaknesses such as curiosity and temerity to lure people into her deadly traps; taking their riches from their cold corpses and sitting on it, basking in the glory of material wealth. She is rather playful, preferring to build up intrigue rather than use direct methods. That is, for pretty much anything she does.
She hides her demonic nature very well, except for the blood red eyes she sports and, to the observant eye, talking tentacled dagger at her side. The fact she speaks is also a giveaway. Her whereabouts are unknown to the general populace, but baboons have been seen before in the Stretch, bordering the eastern coast and the Scorching Steppes.
[spoiler]
I: She often visits her brethren, though not to foster schemes against the realm of mortals. She seeks to purge Cacophaxx from the Slaughterhood, who she sees as irritatingly unsophisticated.[/spoiler]
PaxxVery little is known about Paxx. The other
Demones seem to suggest he is mad, even by their standards and even more so than Harax and Cacophaxx. Palulu once said to the Amonite army; "
I will gift you to my brother, Paxx. He who will take great care of tormenting you for even longer than your feeble mortal mind can imagine. For he revels in the pain of others... you will not be spared from the suffering."
Apparently, Paxx may be a sort of Torture Overlord, or something.
[spoiler]
I: Obviously you can make the link between he and the Screaming Cavern.[/spoiler]
CacophaxxEagle-faced and feathered; thin arms adorned with long sharp claws; small legs supporting a bloated belly, he is an imposing figure that stands eight feet tall. His white eyes and sunny-bright yellow beak contrast perfectly with his dark purple feathers, whose few shades of emerald add to the beauty of the sight. Cacophaxx is majestic in appearance, though not so much in behavior.
He is insane, even for his brothers. Muttering strange words and, at a moment's notice, screaming insanities in a dialect nobody understands. The volume of his voice constantly shifts, though it is irritatingly high most of the time. His cacophony unleashes waves of sonic energies that blast nearby materials away or break them.
With Palulu and Harax, he is one of those who does not keep its presence a secret. He is often seen wandering the vicinity of Rampur, but as the
Sanemen make preparations to take him down, he vanishes.
The Fallen
A rare sight to behold, these beings were once humans, but all that remains of their humanity is their mind, for their body has been made spectral by some curse.
Made ghost-like; their body is quasi transparent, its ethereal substance shadings of green, blue and white. They are immaterial, passing through hard matter easily. Because of this their interaction with the physical world is limited to speech.
[spoiler]I: They were once the inhabitants of a small fishing village on the Deadland's north coast called Hook's Point. They were quickly cut off from the empire when the Vilespread begun, but were indifferent to the strife, thinking it only temporary. Things didn't go as planned for them. They were assaulted by the Aenema, though unlike the usual massacre that's so characteristic of the rotten army they were made prisoners to become test subjects. The experiments on them went awry and they were changed into what they are now.
II: Although immaterial, they leave a trail of dust on their path. This dust has been called Fallendust and serves a few purposes, notably as a light hallucinogenic drug and a potent poison against Aenema.
III: Some of them have learned how to become material. This allows them to interact normally with the physical world.
IV: The Fallen see things differently than humans. They see life coursing through things the color of white and lifeless or weak living matter (such as stone) in different shades of black and grey. The sun is what shines the most to them, but it only appears as a bright white circle which they can stare at, unlike humans.
V: The Fallen may seem invincible, but they are not. Sorcery that deals with the soul and mind can damage them as much as it can damage a normal man.
VI: They are ageless and thus, do not suffer the consequences of time.[/spoiler]
The Aenema
The Aenema are the most twisted creation of mankind; slain men, women, children and animals raised from their deathbed and made lifelike. Devoid of a mind of their own, they execute their master's orders unquestionably and that until they're sliced into pieces or burnt to ashes. Their rotten corpses smell of death and decay so strongly that even scavenger beasts refrain from venturing near their lifeless bodies, preferring less dangerous, immobile fodder.
They've somewhat evolved with time, some amongst them becoming seemingly intelligent; capable of strategic warfare, able to focus on certain goals and even speaking in an understandable manner, even if barely. It is obvious that their necromantic masters have been experimenting; pushing the limits of death ever further and allowing the deceased to retrieve or retain their minds, partially or even completely.
[spoiler]I: Their existence was a closely-guarded secret for decades before the Vilespread. Necromancy has never been seen with a good eye, even when the Emperium was at its peak.
II: They are ageless and thus, do not suffer the consequences of time except for their decaying body parts, which might drop at one time or another. This explains why they can often be seen with stitches and bandages.[/spoiler]
The Scorn
Demons in the Plaguelands are a varied bunch, literally. In size, shape, behavior and might, they occupy a wide spectrum of possibilities. Though there are those who breed, whether it be with natives of the land, or between themselves. This progeny eventually evolves with its surrounding, though it mostly conserves its demonic parent's otherworldly ideologies. They're usually violent and brutal. Also very territorial.
Some areas of the Plaguelands are under their control, such as the Cavernous Wastes which is the territory of the Kaftas; half hyena half man creatures, and the western jungles, which is home to the Tuskers; humanoid elephants and capable hunters.
[ooc]Added some information;
- The Stretch
- The Bonelands
- The Dead Valley
- Amon
- The Wanderer
- Drugs, Diseases and Poisons
- Changed the note concerning the emperor beside Palulu's description.[/ooc]
[ooc]Added some information;
- The Fallen
- Silent Forest
- Swallow City
- Poison: Demonic Saliva
Also, I'd like to point out, for those who knew about the Plaguelands from my previous thread, that it has changed since then. I suggest rereading.[/ooc]
[ooc]Added some information;
- Mulu
- Belphemoth
- Faction: Council of Eternals
- Faction: The Deathwatch
- Faction: Freedom Fighters
- Poison: Corrupted Dust
- Artifacts[/ooc]
[ooc]Uploaded a sketch-map of the Plaguelands for better comprehension. Also added a spoiler note to the Fallen with an image of how I picture them, right from the Guild Wars game.[/ooc]
Alright, overall opinion:
So far, I love it. This is a dark setting, and you do a great job emphasizing that – and while some might not be a huge fan of that, I certainly am. It feels like a horrific place to live and a fascinating place to game, which I think is the feel that you were going for.
A couple points of particular interest for me:
The Seven Horrors: I love this take on the "Seven Wonders of the World" - the name is incredibly evocative of the setting, and all of them sound like places Cthulhu would have on his vacation list. A game that involves going into – or even near one of them – would be unsettling, to say the least.
I want to see an extension on the Drugs section – that's something many settings ignore, and the first one you have up is extremely fitting and interesting, though I'm a bit confused why someone would ever take it, since they forget what happened while they were on it (so no memory of the high) and no addictive properties – I could see someone intentionally driving someone else insane with it, but that's it. I'd like to see more drugs out there that people would intentionally ingest for recreational – or other – purposes.
That's what I can comment on now, there's a bunch I need to ponder more – but do one to finally compliment you on sticking to the core feeling of your setting so well. Especially in these early stages, I typically look at a setting and go "wait, that doesn't fit to me" for something. I've found nothing like that so far in Plaguelands, and for that you get major points – it's extremely cohesive even in this early stage. I almost feel like I could run a game in it as is, if given a system for it, and I almost never say that about "young" settings – hell, I can't even say that about my own setting. :P
[ooc]Thanks Xathan!
Yes, it is a dark setting indeed. Well at least the Plaguelands region is. You're right on the Seven Wonders thing. :)
Like you said this work is in progress. I do intend to expand the drug's list (and diseases, poisons and artifacts, by the way) and already have ideas written down. You're right that there's no actual pull for someone to consume Fallendust. Think of it like that; there's no actual pull for an alcoholic to drink alcohol beside maybe, forgetting things (Ok there are other pulls, but let's look at it this way)? Even though they might not remember they might be aware of the drug's effect and that itself is reason enough to consume it. But yeah, it's not addictive so it's more used against Aenemas than anything else. A bunch of people experiment on it too, trying to create other funky drugs and substances. And wouldn't you want to sniff some strange substance that falls from strange men right up? Hahaha! Thought so...
Concerning the mechanics meant for this, there aren't any, really. You could use modified versions (to fit this gameworld) of any mechanics you like. I am intrigued by the Elegant10 mechanics (used in the up and coming Age Past) especially because it is classless, and outright awesome. But you could use 3.5 D&D and modify it to your need (especially change races, classes a small bit and spell schools).[/ooc]
Quote from: Magnus Pym
Thanks Xathan!
Yes, it is a dark setting indeed. Well at least the Plaguelands region is. You're right on the Seven Wonders thing. :)
I love catching references! Makes me feel all smart. And I missed something, apparently: the rest of the world is not as bad as the Plaguelands? So some questions: does the rest of the world know how bad it is in there, to plaguelanders know it's better out there, and if the latter, why don't they leave?
QuoteLike you said this work is in progress. I do intend to expand the drug's list (and diseases, poisons and artifacts, by the way) and already have ideas written down. You're right that there's no actual pull for someone to consume Fallendust. Think of it like that; there's no actual pull for an alcoholic to drink alcohol beside maybe, forgetting things (Ok there are other pulls, but let's look at it this way)? Even though they might not remember they might be aware of the drug's effect and that itself is reason enough to consume it. But yeah, it's not addictive so it's more used against Aenemas than anything else. A bunch of people experiment on it too, trying to create other funky drugs and substances. And wouldn't you want to sniff some strange substance that falls from strange men right up? Hahaha! Thought so...
Hahahaha, fair enough. And I see your alcoholic argument...maybe to make it a bit more rational to use, you only black out during part of it, not the whole thing, so you can enjoy the crazy happy and pretty colors? :P Really looking forward to you expanding all those sections - outside the Terrors, that was one of my favorite parts.
QuoteConcerning the mechanics meant for this, there aren't any, really. You could use modified versions (to fit this gameworld) of any mechanics you like. I am intrigued by the Elegant10 mechanics (used in the up and coming Age Past) especially because it is classless, and outright awesome. But you could use 3.5 D&D and modify it to your need (especially change races, classes a small bit and spell schools).
Makes sense. Out of curiosity, do you have any intention to eventually fit a system around your setting, or are you leaving this up to future DMs? And if you were going to run it, what would you use? (I'm guessing Elegant10, which I know nothing about, but curious).
[ooc]
QuoteAnd I missed something, apparently: the rest of the world is not as bad as the Plaguelands? So some questions: does the rest of the world know how bad it is in there, to plaguelanders know it's better out there, and if the latter, why don't they leave?
I was afraid this might happen, I did mention a world beyond though. It's in the primer.
Honestly, I didn't want to bother too much with the other regions of the world. The reason for this is the workload would increase exponentially and the Plaguelands would suffer from this, so what I'm gonna do is go region by region. Of course whenever I create something (like my Council of Eternals, Rampur's ambassadors, some of my artifacts, e.t.c) I think about how it can affect other regions, but I try not to put –too much- thought into this just now. I'll be releasing information on Rampur and the Scorching Steppes soon, you will want to look at that when it comes out for Foreign Politics.
You don't qualify the other areas by as bad or as good, but as different. They will have their own troubles, each of them. I certainly don't intend to stray from the Horror-Morbid path too much, but they might be visually less hardcore than the Plaguelands, who are just a total mess.
Here's a few tips; I want to explore the shamanism avenues; fetichism, animalism, totemism and such beliefs. I thought the East would be a good spot for that since it's gonna be jungles and green areas mostly. Martial Arts is in my aim, too. An empire ruled by sorcerers and where sorcery is prevalent is something I'm thinking about as well, for it'll add a nice touch to the Amonites views concerning witches and stir up worldwide trouble, involving all that lay in-between. I'll stop here. And they're only ideas.
The people who stay in the Plaguelands do it for various reasons, this is up to the GM. Most have been inspired by Amon and may feel cheap leaving their brethren and fellow believers behind; they want to fight, too.. Most already fled though, I might have overlooked that in the Primer. The population size is not nearly what it used to be when the Emperium prospered. I'll try to remember to mention this in the Rampur's lore.
QuoteOut of curiosity, do you have any intention to eventually fit a system around your setting, or are you leaving this up to future DMs? And if you were going to run it, what would you use? (I'm guessing Elegant10, which I know nothing about, but curious).
I don't think I'll be creating a mechanism from scratch, I suggest DMs use the one they're most comfortable with and emphasize on story and lore rather than character optimization and tight rules.
I would personally use Elegant10, I'll show you later what it is. It's classless, uses mana, uses powers that, in turn, allow for spells and other very cool things. It's very simple when you get the hang of it, or so I heard.[/ooc]
[ooc]Added some information;
- Rampur
- Drug: Visionary Syrup
- Drug: Mighty Moss
- Drug: Slumberfin[/ooc]
Here's some stuff for you, Xathan. :)
YAY! More drugs!
I love these ones - and I like that you went beyond drug=narcotic with slumberfin. Other than the risk of coma, that one doesn't sound any worse than Ambien, which isn't bad at all - though a dependency can develop.
Visionary Syrup sounds a lot like a cool variation on Peyote, and I like that for the shamanistic tribes it actually DOES provide visions - but you gotta do the ritual. That's a really nice twist on the "hallucinogenic visions" idea - and one I've not seen before, so major kudos for that. I'd like to play a character with a Visionary Syrup addiction.
Mighty Moss, besides having a name that makes me laugh, sounds incredible. It's rage in a fungus, being used by a gang that supports the "good guys" (or closest thing to them, really) to coerce more stuff out of easily addicted people and in the meantime making them more violent. There's a ton of potential for story hooks with this one, and if the player is a melee oriented character, this stuff would be tempting as hell - which is also a great plot point.
Love them.
[ooc]Yeah, Mighty Moss was intended as funny. The stuff doesn't have an actual scientific name, nor did the insects tell the shady dudes. So, with the poor education and street slang they have/use, I thought it'd be a fitting name. And yeah, a brawler-type character with a Mighty Moss addiction and stubbornly patient companion support (to coerce the guards into not throwing him in jail and tough out the incessant rage and berserk going on) would be very, very nice.
Yeah the syrup's actually very cool, too bad I don't know what Peyote is. (The stuff found in the Mexican desert?)
I still have a list with ideas, less drugs and more diseases and poisons though. Anyways it's simply cooler, for me at least, if the lists expand proportionally.[/ooc]
The Vilespread
The Emperium, ruled by Darian II, son of Darian the First who founded the great empire, was thriving. Its lands were generous, its people were ingenious and its scholars knowledgeable. Though there was peace, the sins of greed and jealousy lurk forever at the forefront of man's life. Such negative emotions would trigger an unforeseen event; the fall of the empire.
Binding aliens to one's will was a common practice of the nobles in the Emperium. They were used as lackeys and as a sign of status. If one had alien pets, it usually meant he was an official in charge of some administrative duties. They were regarded with respect. As time passed, they started summoning greater beasts that could handle even more chores, or do strange, but useful things.
Then sin settled in; some within the high spheres of politics became aware that their powers allowed them to have more than what the emperor gave them. In fact, some amongst them thought that they could even take Darian's place. He had no talents with sorcery, he would be easily dispatched.
They banded together and rebelled against the emperor. They wished more possessions and even more power. Darian the Second was restless in attempting to solve the disputes that threatened to divide his empire. He delivered great speeches, gave great gifts and held great feasts. Although it was not enough, he kept doing this, hoping that the rebels would come to reason.
Someday in the 63th year AE (After Emperium, which means after it was created), he held what would be the last party. The rebels had claimed they were ready to enter negotiations and restore peace in the empire. Darian II welcomed them with open arms, happy that his "brothers" were back. During the festivities, many would entertain the emperor and his guests. The rebels had even practiced a theatrical act that they dearly wished Darian would allow them to perform, and so he did.
They sported weird tribal outfits with wooden masks showing expressions of rage, distress and melancholy. They lighted incense the perfume of burning wood. They danced and moved in full circle, accompanied by a band of percussionists not from this land. They ushered words in a language Darian and the crowd did not understand, but this one was impressed, even intrigued.
Then their voices rose, the decibels reaching as high they could. The ground quaked, although softly. The crowd was confused, though still intrigued. The act went on and another quake happened. The crowd seemed pleased with the entertainment and as it continued to quake, even though more strongly each time, they were getting used to it.
Then the marbled floor of the palace fissured. Screams of rage as well as laughter seemed to come from the hole, and it was fiery red. The crowd thought it an illusion, and continued watching in awe as the tribal-disguised rebels were performing their act. The percussions were louder now and more ferocious, as if demanding whatever was within the hole to come out.
And it did, a muscular arm adorned with black claws erupted from the fissure, raking its surrounding and grabbing ahold of the floor. At this moment, panic struck the crowd. An immediate sense of danger befell them. Darian II ordered silence in the room and asked the group to cease their performance, but in vain.
They knelt as the fissure widened, letting out five fearsome beasts. The creatures seemed enraged, mad and malign. At this moment Darian had come to understand that he had been betrayed. He ordered the entertainers executed and called for his greatest warriors to battle the monsters. But nobody, not even their summoners, had foreseen that the beasts would be so insanely powerful.
They spoke in a strange dialect before starting their carnage. Their assault was brutal, they slew everybody, even those who had summoned them into this world. Shortly after, there was only one man left amongst the massacred. The emperor swung his sword, though he only met laughter. He knelt and ushered a last prayer as the dominating figure amongst the beasts took him and crushed his thoracic cage, forcing a fountain of blood out of his orifices.
Then the region was besieged. The cities and their towers fell one by one in only a few weeks. It was a devastating blow on one of the most powerful empire that existed. The magnificence was transformed into horrificence, with rivers of blood; towers of bones; walls of decapitated heads; barren landscapes and vile creatures everywhere.
The Emperium became known as the Plaguelands, a haven of evil and horror.
[ooc]Added some information;
- A spoiler to the Fallen
- The Aenema
- Added drugs, diseases and poisons
- Modified some drugs, diseases and poisons
- The Vilespread Debut[/ooc]
[ooc]As I develop the campaign setting, I come with new ideas or better ways to express myself. Sometimes I will be rewriting some things. Right now, I'm reviewing everything I wrote as of now.
Here's some stuff that has already been modified yesterday and today;
- Sorcery (In the Primer)
- Plagueland's Civilization (In the Primer)
- Rampur and the Scorching Steppes (In the Primer)
- Beyond the Plaguelands (In the Primer)
- The Stretch
- The Bonelands
- The Dead Valley
- Council Of Eternals
- The Deathwatch
- Amon[/ooc]
You may want to cut down on the spoilers and consolidate the spoiled material into 1 or 2 spoilers per entry. It's tedious to open every single spoiler under an entry and I don't think it adds much. You could number the secrets as Secret 1, 2, 3, etc. instead.
[ooc]Thanks for the input LD!
Yeah, your idea is probably much better than what's done as of now. I'll change it sometime this week. Though I disagree with your ''dosen't add much'' statement, but that's just me. Since this is my creation maybe it's easier for me to understand, imagine and extrapolate on what's in these than for the readers, for who they might not make sense. If others make the same comment I might think of reviewing all the spoilers.
I'm happy you gave my setting a read and hope that, overall, you liked it. Thanks again for the input![/ooc]
what about something that shows character archetypes or examples of what the PCs would do?
[ooc]Yeah, I thought about writing an ''Adventuring in the Plaguelands'' section. It's in the works :)
Can't believe I didn't do it sooner though.[/ooc]
Quote from: Magnus Pym
Can't believe I didn't do it sooner though.
I think that knowing where you're adventuring and what the dangers are before you decide that you WANT to adventure makes a bit more sense than some settings adventuring section locations (typically right up front before they get told where they'll be and what dangers they'll face) in setting books I've read. They assume that you'll want to adventure
just because it's Adventure and that's what you do in fantasy settings regardless of how terrifying or death-inducing the lands you're traveling through are.
So the adventuring section coming after the stuff you've already written is a logical progression in my mind. But maybe I'm just weird.
Semi-Random-ThoughtsI also tend to be of the opinion that each setting should involve more aspects than just one variety of story archetype. Whether that's Adventure, Intrigue, Mystery, or good old fashioned Dungeon Crawling (not to be confused with the more broad Adventuring), there should be room for more than one type of game even if the setting does lend itself more strongly to one type or another.
Since I can envision many Adventures in Plaguelands as well as some Intrigue and Mystery stories (centered in Rampur), all of which sound like they would be fun games to be part of, Plaguelands seems to be working it's way up to be a fun setting. Fun is the most important criteria to follow.
Keep it up Magnus!
[ooc]You're right Sabr. I wanted to immerse the reader into the world and allow him to imagine for himself what living in and adventuring in this setting could be. The subject has been brought up and I too now feel it is time to give the readers a few examples of the possibilities in the Plaguelands.
I haven't actually played Tabletop RPG in a long while, so for me it was just... natural, I guess, to focus more on the lore of the setting before starting with mechanics and adventure hooks and whatnot. I personally think I could develop it a bit more before jumping to these aspects, but I like pleasing the crowd, at times. :) So it'll be up shortly![/ooc]
Quote from: Magnus PymI personally think I could develop it a bit more before jumping to these aspects, but I like pleasing the crowd, at times. :) So it'll be up shortly!
HAHAHAHAHAHA!!! Fair enough Magnus. To each his own and all that. Just remember the most important rule: Have Fun.
what I find is a good balance is to create several archetypes for each race or civilization, which gives a flavor and an idea as to the type of adventures that come from said land and some things they may face without forcing anything down the players throats.
Quote from: Magnus Pym
I haven't actually played Tabletop RPG in a long while, so for me it was just... natural, I guess, to focus more on the lore of the setting before starting with mechanics and adventure hooks and whatnot. I personally think I could develop it a bit more before jumping to these aspects, but I like pleasing the crowd, at times. :) So it'll be up shortly!
It took someone to remind me that I had to add adventure ideas to TM before I did, but I completely get the desire to please the crowd. :P I like that you approached it from a lore/history/world perspective before getting into the gaming stuff, though - I think that's part of what's made it such an awesome read so far. Maybe you can get the best of both worlds and post things significant individuals have done as part of the lore as a way to also show things that could be done as adventures?
[ooc]Good idea, Xathan.[/ooc]
I'm a helper! Also, I have been keeping up on Plaguelands and will try to get a more detailed review in later on, I've just had limited writing/posting time of late and I'm trying to get TM closer to finished. But I've been loving the stuff you've been adding so far that I've seen!
[ooc]I will be adding to the latest subject in the form of different views. Now I've covered, mostly, the Rampur side of the coin. There are the Kaftas, Drawa (Drywalkers), Fallen and more that needs to undergo this ''purpose process''.[/ooc]
Artifacts
Eternal SwordThis longsword seems unreal; its components seemingly taken from the very substance of the
Fallen. It is as transparent as they are and has the same shades of green, blue and white. However, the sword seems to emanate a gentle glow and buzzes very softly.
[spoiler]
I: This sword weights nothing and is extremely efficient, capable of cutting through a diamond mountain.[/spoiler]
Swallow ShieldThe shield is moderate in size, covering a man's upper body, but not ordinary in appearance. Made from the greenish flesh of some unknown creature, the majority of the shield is but a depth-less hole, surrounded by dozens of small serrated teeth.
[spoiler]
I: This shield's mystical power is that of a black hole. It is capable, at the wielder's will, to suck in matter and energies into its mouth. Objects larger than the shield's mouth might not be sucked in, though. When the shield's power is activated, a vacuum sound begins and grows louder the longer it works, eventually becoming unbearable.[/spoiler]
Ragaresh[note]Ragaresh means "Stinky Carapace" in
Drawan.[/note]
This breastplate seems to be the carapace of some man-sized bug. It's naturally lacquered in shades of green and emanates a brownish fume that envelops the wearer. It has been inscribed with runic words.
[spoiler]
I: The armor is incredibly solid, making its wearer capable of withstanding blows by even the Hive's giant membranes.[/spoiler]
Winged BootsThese boots are as normal as they can get, except for the pair of feathery white wings that are attached to each of them. Unlike most mystically enhanced objects, they do not glow, buzz or sing; they seem perfectly normal, although very artistic, with the wings and all...
[spoiler]
I: These boots grant their wearer the ability to fly at will.[/spoiler]
Whistle of TransportThis whistle looks totally normal, except for the white inscription that appears and glow on its surface when it's blown.
[spoiler]
I: When the whistle is blown, it moves the user to the location he's looking at, at the speed of sound. Obstacles cannot be avoided ''magically'' as this is not teleportation.[/spoiler]
Manacles of DominationThese dark iron manacles seem perfectly normal at first sight. It's only after one uses them that the power manifests.
[spoiler]
I: The shackled person becomes totally docile, executing any order given by the person who pulls the chains, whatever language this one speaks.[/spoiler]
Drugs
FallendustThe
Fallen are mostly immaterial, except for the dust they leave on their path. This dust disintegrates after a few seconds, but people somehow found clever ways to preserve the dust. This powder can be consumed as is, either by sniffing it or its fumes if it's been burnt, or by letting it melts in the mouth.
[spoiler]
I: The effect is instantaneous; uncontrollable laughter, feeling light and soft hallucinations, though these effects are tripled when a second dose is taken and become serious. If a third dose is taken, the user will probably overdose and become insane.
II: This drug is not addictive, but there are high probabilities that the user will lose some of his memories of the trip. (Somewhat like a good'ol'night at the bar, if you catch my drift.)
III: A dose approximates to the tip of a finger, which the user licks or sniffs.
IV: This substance is also known for its damaging effects against the
Aenema. Because of this the
Amonites coat their weapons with fallendust before fighting them.[/spoiler]
Mighty MossThis fungus is turquoise in color and smells terribly bad. The origins of this newly imported substance are continually debated. Although its origins remain mysterious, it doesn't keep a lot of people from wanting it.
[spoiler]
I: The moss, when smoked, grants its user extraordinary might. The downside to using the drug is it considerably affects judgment.
II: One can fill a wooden pipe for a moderate dose. There is no overdose possible, but each new dose increases the effect, eventually turning the user into a berserking madman bound to end in jail, or worse. The initial effect lasts for an hour.
III: The secret behind the gathering of the substance is kept dearly by an unnamed gang in Rampur. They venture into Hive's territory and take the moss directly from its giant protruding membranes, which are covered by the substance. They are helped by one of the nomadic tribes of the Stretch, which, strangely, do not know the gang gathers the moss and what they do with it.
IV: The gang manipulates pretty much anybody (that is easily manipulated) into addiction, then eventually forcing the victims, pretty much stripped off to the bones, to give all they have left, including their living place... or else.
V: The dealers are associates of the Freedom Fighters. Though the rebels don't know the group is funding some of their activities by using cruel means.[/spoiler]
Visionary SyrupThe cactuses of the Stretch have more to them than their countless needles. Some of them hold consumable substances, like the Visionary Syrup. This white creamy liquid is reputed to be used by
drawa shamans to foresee dangers.
[spoiler]
I: This drug is an incredibly potent hallucinogen. When consumed, the user's mind becomes confused and mixes reality with the subconscious, creating visions and sounds that aren't real. Those who don't know how to exploit its properties believe that the visions have a meaning, but the truth is something else.
Drawa shamans undergo a traditional ritual before consuming the syrup, which does, in fact, give them insight into future events. If it is not done properly, the hallucinations are actually misleading and destructive.
II: A moderate dose equals about a cup. The syrup has a good sugary taste. If more than two doses are taken, the subject will become paranoiac; hearing and seeing things that aren't real. Further consumption will result in the subject becoming insane.
III: Becoming addicted to this substance mostly depends on two factors; the sweet tooth might find it hard to resist the lure of this syrup's taste and the ignorant might constantly want "more insights".
IV: The syrup can be found on the black market, but it's sold at great price. The more sophisticated city folks usually get it directly from the
drawa.[/spoiler]
AwakeniaThe cactus from which Visionary Syrup is extracted also seems to be coated in a regenerative beige powdery substance. The powder has been dubbed Awakenia. They help humans and animals to stay awake, energetic and aware.
[spoiler]
I: A dose is about the tip of a finger and if too many are taken, the user's heart will pop from over-excitation.
II: Awakenia completely overrides the effect of Slumberfin, except if the one who used the fins became comatose, in which case drugging the comatose person with several doses will trigger intense nightmares that will continue even after rehabilitation, haunting his dreams forever.
III: This drug may be found amongst the
drawa or bought on the black market for a slightly higher than moderate price.[/spoiler]
SlumberfinThe amazing beaches of the Bonelands are the breeding place of a very special kind of fish called the Silver Fish. This fish, when mature, is about 7" long and is very easy to catch. It's also very yummy.
[spoiler]
I: Recently, an interesting discovery concerning these fish has been made. Their fins, if not heated, induce sleep if swallowed.
II: A normal dose is about three fins, each the size of a Canadian 10 cent (very small). Overdose is attained if this amount is consumed times six and induces coma for a week. Each additional fin until 25 will add two days to the coma and each additional after 25 will increase the length of the coma drastically; by a week. It takes about fifteen minutes for the initial effect to happen.
III: The
Amonites have been trying to control this resource, branding third party dealers outlaws. They sell it at a reasonable price. Illegal dealers market it for much more. (This begs the question; then who buys from them? Other outlaws who can't face the amonites.)
IV: Silverfish fishers are called
Slumber Hunters. Their job is extremely dangerous, obviously. They usually ride a boat along the Bonelands east coast, but far enough so the
Kaftas and other
Scorn don't see them. They're usually escorted by a few
Amonites.[/spoiler]
Diseases
AenecurseThe aenecurse is more than just a disease; it's the mechanism behind the necromantic powers that animate the dead. Necromancers conceived a way to materialize this power, allowing their mindless servitors to raise more brainless peons.
[spoiler]
I: Dead corpses affected by the aenecurse will rise to fight alongside their decayed brethren, directed by the same will that directs theirs.
II: This curse/plague allows the necromancers who use the aenecurse to stay far from the fight and still increase its minion's numbers.
III: When the power is materialized and imbued into an
aenema, other necromancers can attempt to corrupt the source, stealing it and all newly animated corpses. This virus is difficult to craft and comes with high risks, for this reason only their best minions are imbued with its powers.[/spoiler]
WitherspreadThis orange-ish cloud travels the Plaguelands in chaotic fashion, draining the energies from encountered life forces.
[spoiler]
I: This explains why the Plaguelands are barren landscapes.
II: Certain organisms are affected more gravely by the cloud, withering completely on sight while others can tough it out for several minutes before its effects manifest.
III: The Witherspread does not seem to dissipate and always remain close to the ground.
IV: The known trick to avoid it is to reach high grounds.
V: Some things might be immune to the effects of this cloud, such as the
aenema and the
fallen.
VI: The origins of this phenomenon are unknown.[/spoiler]
RottensmellUnlike the aenecurse this disease affects almost all
aenemas, rather than just a few chosen ones. The stench of decay that envelops them is so unbearable that one can be struck with intense malaise after a quick sniff.
[spoiler]
I: Someone under the effect of the rottensmell will be struck with malaise, becoming very weak and vomiting.
II: The disease can spread, thought its host can only be a dead being. There has been a rumor of vegetals acting as hosts.
III: Because of this men have started using nose pincers when fighting against
aenemas.
IV: The malaise can be rid of by distancing one's self from the source for a few minutes. Using one's favorites perfumes (actual perfume, or the odor of a good'ol'steak or whatever floats your character's boat) may quicken the recovery.[/spoiler]
HivebiteThe Hive is a renowned haven for plagues and parasites, but also for insects. The tales always speak of man sized bugs, gargantuan centipedes and other pests of unreal size, but there are those who are so small and seem so insignificant compared to their titanic brethren that they wander about unchecked and unhindered. Though, unfortunately, they might be the most dangerous of all their kin, for they bath in plague-tubs and spread deadly maladies all across the lands.
[spoiler]
I: Hivebite is a generalized word for all fatal diseases that the Hive may bestow upon someone.[/spoiler]
Poisons
Red WaterThis crimson juice is taken directly from the Red River. Its properties are widely known; skin tissue damage and organ malfunction. In other words; decay.
[spoiler]
I: A well placed drip of this fetid substance can outright kill a man, while a strategic, to not say wicked, ingestion can cause extreme pain for several hours, killing the victim slowly.
II: This poison is not easily found, seeing as it comes from one of the most dangerous places of the Plaguelands.[/spoiler]
Paralyzing SlimeThis fluorescent green liquid substance is rumored to be gathered from the salival glands of some alien creature. It is cold to the touch and told to have a paralyzing property.
[spoiler]
I: The slime is what the gladzis drools. Obviously, this poison is hard to get.
II: When the liquid enters the blood vessels of the victim, it spreads quickly and paralyzes said victim for a short time. Continued infiltration of the product in someone's blood vessels may result in permanent paralysis.[/spoiler]
Corrupted DustThis purple powdery product seems to glow softly. Oddly enough, it looks just like fallendust, except for its color.
[spoiler]
I: It looks like fallendust because it is, though it has been corrupted by profane sorcery, allowing one coated in this substance to interact with
fallens as if they were material. The dust, unlike its original form, does not disintegrate.
II: This coating is made by the Deathwatch, who greedily keeps this a secret.[/spoiler]
HolesapThe trees of the Deadlands are thought devoid of life, but they still produce a strange tasteless, semi-transparent semi-purple sap.
[spoiler]
I: The sap is told to cause amnesia. Although light at first, it can become overwhelming if too much is ingested or injected; destroying the memorizing capabilities of a person.[/spoiler]
Stretchking VenomThis thick black goo is taken directly from the venomous glands of a Stretchking; the man-sized scorpions of the Stretch.
[spoiler]
I: When the substance enters the blood vessels and reaches the brain, the victim is struck with dizziness and becomes numb; becoming an easy target for their enemy.
II: This poison is popular in Rampur's black market and is easily procured.[/spoiler]
[ooc]I rewrote the artifacts, drugs, poisons and diseases. This is part of my reviewing I've been doing lately. I've also deleted the post that had them all together and created new ones for each.
I also changed the format of spoilers to make it a bit less tedious and will continue doing this for everything else.[/ooc]
An excellent read, as always. I like the new spoiler style - it makes it much, much easier to read and understand, and I hadn't realized how frustrating it had been until it was changed. :P Since this is mostly a rewrite I don't have much more to add than that right now, but I feel I have a much better handle on how these three (especially the artifacts) work now.
Every time I stop by here I get more and more excited for that upcoming PbP game. This setting is without a doubt what sparkletwist refers as a "boogerville" (not as insulting as it sounds). It's full of the horrifying, the gross, and the macabre - and I wouldn't have it any other way. :D
Rampur
[ic=An old fellow at the gates of Rampur]
Aye, never came to 'tis fine city, eh? Let me tell ye about it, then. I be Yangelo, by 'ta way.
Ye'll find 'nething you want in this place, I say. Try the Mug-Swallow first fer prettay much 'nething. 'Tis the onlay tavern in town, so ye be findin' good stuff and good friends there, mate. The Almighty knows we all be needin' one in these dire times.
Ahh... ye nay the drinking type, aye? More like stud... stud... Damnation! Stud-eeeeeeeeeeeeee-us, -that be it-, type eh? More like serious'n'all. Righty? Well, ye wouldn't be my type, but I be recommendin' the Cathedral 'ta get ye started. The Amonites will be happy to recruit another blind dog in their smellay ranks. An' whatev's not werkforce,'n even then, they be takin'.*Mutters something really low*Ye heard 'bout them righty? Bunch of stinkin' goons tryin' to indoc... indoc... aw, 'appenin' again, indoctri-naaaaaaa-tin' the masses. Tellin' em' what's good for em'n'what's nay. Supposedly fightin' fer justice, and freedom, too. Nonsense, me say. All they be doin' is dictatin' what 'ta do! Look at what they did to a couple peeps yesterday.*He points towards three corpses that hang from a balcony*These resisted 'ta –doctrination-. So they be accused of sorcery'n'branded "Witches". Thet be whet happens when one be playin' wit' 'ta occult stuff, aye. They call it 'ta "Witch Hunt".
Well, bettar get back 'ta werk, or I be branded a witch in nay time! Haha!*He takes his cart filled with sand and disappears into the crowd*[/ic]
[ic=Rampur; The Last Bastion]
The city is built on a cliff's edge on one of the Scorching Steppes highest hill, allowing a beautiful view of the snow peaked mountains of the East, but also the atrocious sight of the Plaguelands, filled with smoke and unpleasant views.
The emplacement of the city is convenient for defense, since it can spot invasions from afar and the hill on which it is built has only one smooth descent, which faces East. It forces invaders from the Plaguelands to reach the other side of the city before even trying to breach into it. In recent times, the aggressors have been circling the city from afar to avoid detection. Though, this move was foreseen by Rampur's strategists, and many traps were built for this reason. This way, invaders never reach Rampur with their full force.
Going back in time when the Emperium still thrived, it had become very clear that Rampur was of capital importance to the empire, not only because of its geographical emplacement, but also because of its reputation. The place used to be the first stop of eastern foreigners when they visited the Emperium. Its citizens were welcoming and tolerant of strangers and their ways. Although this might seem like a good thing, it's a double edged blade, and the first emperor thought it wise to erect appropriate fortifications in case of eastern invasion. This initiative, in later times, would save Rampur.
During the Vilespread, many made their last stop in the city to bid their country farewell. Though, for many an opportunity to serve their great empire presented itself. A few stayed behind and joined their courageous brothers in the fight against the terrorists that had sacked their homes.
But it was no joking matter. The demons and Aenema made their advance on Rampur and attacked it day and night. Casualties were many, and getting some sleep was nearly impossible. Doom was nigh, and many prayed for the well being of the world.
Then, as if their prayers had been answered, came from the Stretch a strange figure; illuminated greenish particles of energy that formed into something... humanoid. It walked slowly, but had gathered the attention of all, even the vile beasts who were busying themselves against the ill equipped men of the city. For a few moments, time seemed to have stopped.
The translucent figure stared at the abominations who led the invading forces and drew a long sword made from what he, himself, was made. He screamed that not one more soul would be lost to the evil that befell the Plaguelands and vowed to put an end to their existence. After a swift moment of silence and confusion, from all parts, he slashed the air towards the invading forces. Minions fell like bugs. Each their leaders and the men of Rampur were in awe, but the latter burst in screams of joy and victory as they jumped the walls to stand beside their new comrade.
The war was quickly over with and the strange figure was now a Hero. He called himself Amon, and said he was the Son of God, sent on this world to save mankind from its troubles. The men of the city swore allegiance to him, and an order was formed, the Amonites.
Though the means they employed to supposedly save mankind were not well received by many in the masses. As they started their Witch Hunt to eradicate sorcery, many dissidents were plotting to counter their efforts, and internal turmoil kept the men from conquering the Plaguelands.
Set back by unfortunate domestic strife, the Amonites are now seeking help from abroad, but their views vis-à-vis sorcery didn't make their demands very appealing. Although the Vilespread must end, the Amonites must not gain larger powers, for others do wish sorcery to thrive. And so help has come under the form of first necessities, and nothing more.[/ic]
Silent Forest
From the bone covered obsidian plains of the southern Bonelands stands an unlikely sight. An abundance of greenery forming a jungle whose exotic colors instill a sense of relief in the observer. Wildlife seems absent, except for a few flying birds that propel themselves towards the distant horizon.
Strangely enough, it is completely silent. There is no sound whatsoever coming from inside the forest. Though its beauty is enticing. You'd surely wish to venture within and behold its splendors from up close.
Upon entering the forest though, it's like you're stepping in another dimension. The sky becomes red with shades of purple and green auroras. The clouds are nonexistent, giving way to the stars. The surrounding flora remains breathtaking, and so does the wildlife who seems to be ignoring the forest's visitors. There is a small lake within and a waterfall, its glistening waters as clear as crystal.
There is, however, a truth to this forest that, for even all its qualities, doesn't make it a vacation spot. The incessant shrill cacophony would doubtless get on your nerves, and give you the goosebumps. Irony of the name given to this forest, it is far from being Silent.
Swallow City
Swallowed whole by the golden floor of the Stretch, it once boasted the highest skyscrapers in the Emperium, and the most beautiful architecture. It was also the capital city, and the Emperor had its seat there. For all the glory it symbolized, its nonexistent remains is also the symbol of the sins that overcame the people of the empire and that led to such a disastrous end.
It was with twisted pleasure that Palulu told the men of the Emperium that the city had been the first to fall, while brandishing his morbid trophy; Darian II's corpse. With his listeners obviously struck with disgust and shock, Palulu went on to add that the carnage was "enjoyable to the utmost, like crushing ants."
Legendary Beasts & Creatures
Belphemoth; The Slug-GuardianMany a tale tell of a colossal slug patrolling the periphery of the Hive, leaving a trail of fetid excrement in its wake. They say that Belphemoth, as he has been named, is capable of speech, though he does not know man's tongue. His purpose seems to consist of protecting the territory of the mutant insects.
Mulu; Tyrant of the Endless SeaCountless stories are told of horrific sea monsters crashing ships with their tentacles and forcing travelers into the dark deep sea, or the deep dark void that is their mouth. Though they were once rumors, used by playful father's to tease their kids, these creatures have actually manifested since the
Vilespread. The Endless Sea harbors one such beast, it's tentacles, so enormous and massive, capable of sweeping away entire fleets. The Plagueland's northern sea is forsaken, and Mulu reigns supreme over its vast liquid expanse.
[spoiler]
I: Mulu is capable of speech, although only through telepathy. Mulu allows travelers on his waters only if they "present him with a most wanted gift."[/spoiler]
[ooc]Rewrote (if only slightly);
- Rampur
- The Seven Horrors
- Silent Forest
- Swallow City
- Mulu
Added to;
- Fallendust
I've reduced the ''to review'' list greatly today.[/ooc]
The Great Caucus
[note]The organization's name is unknown. Even only a few within its membership call it the Great Caucus.[/note]
A secretive group with roots in major political hotspots all over the world, they want global hegemony, though not physical hegemony as much as ideological. They seek to control all that happens and to reap the majority of benefits.
They think themselves above all, even natural laws. But that is to be expected from beings that were stripped of their capability to interact physically with the world. This closed club is, in fact, a gathering of ambitious and fanatical Fallen.
[spoiler]I: Although there is no designated leader, the members of this organization practice a sort of ranking method by effective influence. It's not impossible for one to plot against another, though they usually refrain from doing so.
II: They have an interest in keeping renegade Fallens away from communities, especially those who know of their "Gatherings". These "amoral" "celestial envoys", are dealt with as quickly as possible.[/spoiler]
The Watch
[note]The organization's name is unknown to all but its masterminds[/note]
In the city of Rampur and in the Plaguelands, an entity rebels against the prevalent ideology (set by the Amonites). It acts as a nebula, covering its operators with fronts created on the spot. The organization lacks a public representative, which feeds the doubt of its existence, in turn reinforcing its secrecy. It could be said it acts independently of other, more popular, dissident groups, but towards some of the same goals and views. In truth, behind the conspiracies of this group hide three masterminds. They are well versed in the arts of politics and warfare, be it overt or covert.
They have sources available pretty much everywhere. They see the purge of sorcery as destructive for the people, who could benefit from it in many ways. They also blame the Amonites for being too radical, indoctrinating the masses with false ideology.
[spoiler]I: The masterminds are; Jereycho (je-reye-ko), a curious Fallen chased by his more radical brethren for supposedly "threatening world peace"; Lord Hasqoui (ask-u-e), a dishonored advisor of the King who sees the Witch Hunt as a way to weaken mankind; and Lord Hsameh (he-sah-meh), a stratagem who oversees most intelligence operations of the Amonites, probably worth the title of "ultimate mole".
II: They are well aware of the existence of a gathering of Fallen who scheme to manipulate the events of the world (Jereycho had concocted machinations with them in the past). In fact, dismantling or stalling that group is probably the nebula's top priority.
III: The relation between the three is not one of warm camaraderie so much as one of mutual interests. They do not necessarily meet all three at the same time (though it has happened), but instead meet each other on a need-to basis. Otherwise, they are too busy attending to their duties as "liberators of the people"; spreading propaganda, stalling patrols, surveillance, counter-surveillance and other more... persuasive actions.[/spoiler]
[ooc]I was away for a while, but I am back.
I changed the first post of the thread nearly entirely. I think the primer is much better now. I also tagged every titles with (needs update) if I haven't reviewed it yet; so read the rest, because there might be some things that have been clarified! Oh, don't read the Stretch, onelands and Dead Valley parts if you did already because I didn't change anything.
One change of note would be my merging of the Hive and Putrid Pool in the Seven Horrors. I thought it ridiculous for them to be separated and it allowed me space for one more Horror. Behold, the Stitchvale has come!
I completely deleted my old "Factions" and added some in the post previous to this one. They are the Deathwatch and Council of Eternal -IMPROVED- and -REVIEWED-.
Now I'd really like to come up with Archetypes. As I reread my post, I see that's something I said I would do and never did. Shame on me.[/ooc]
[ooc]I updated everything up until the Drugs section.
I recommend rereading the Vilespread text and the Stretch, Bonelands and Deadlands, as well as the Slaughterhood and the Seven Horrors.
I must admit much of what was, remained, but the writing is much better and I think gives a better image, a better sense of what the Plaguelands are. Though there has been additions and subtractions to the content.[/ooc]
Archetypes
Here is a list, which will expand with time, of character archetypes in the Plaguelands.
Demonologist - Converse and deal with demons. Often cunning and knowledgeable enough to force his will upon these creatures and exercise a relative amount of authority over them...
Hivebane - The
Hivebane has spent alot of time studying the behavior of the mutated insects surrounding and living in the Hive, north of the Stretch. Because of this, he knows their weaknesses, and he uses these against them.
Necromancer - Dwelling deep into matters of life, and all beyond its veil, they exercise control over life force itself. Of course, all is relative, and some have more necromantic powers than others.
Pyromancer - Fire intrigues them. Its powers, beauty and chaotic characteristics excite them.
Pyromancers spend their life manipulating this element.
Bloodmancer - Through much pain and sacrifices they have learned to manipulate blood and are able to do many things that many would dream of; paralyze, numb, energize and even kill.
Voidmancer - All had to originate from somewhere. Philosophers speak of many things, but which is to be believed?
Voidmancers study the intricacies of all that is time, matter and space. Over time, they learn to manipulate the flow of time and every kind of physical matter.
Amonite Knight - They believe that sorcery will be mankind's demise and vow to eradicate its presence. Led by Amon, their spiritual leader, they battle against the monsters of the Plaguelands and pursue their controversial Witch Hunt, all in an effort to restore the Emperium's lost might and beauty.
Slumber Hunters - They are the greatest fishers in the region, and they know the southern beaches very much. Because of them, the population of Rampur can now sleep at night. Also, they work hand in hand with
Amonites.
Very cool. I love archetypes, and these all seem very cool, especially the slumber hunters, although they are somewhat confusing.
How are you going to justify having a party of players that has both Amonie Knights and other classes that practice magic and sorcery?
[ooc]Basically, it's impossible. BUT, the Amonite may be rebelling. The Freedom Fighters, for example, have lots of ex-Amonites in their ranks. Their secrets have come in handy, especially for sheltering sorcerers and witches and evading patrols.
If it was the other way around, a sorcerer can pose as a normal citizen or even a Knight, but hiding his sorcery may become difficult with time, and as he rises in the Amonite hierarchy and works closely with more talented witch hunters, it might become impossible.
To be honest, I didn't take this into account, because it shouldn't need to be. Amonites stay with their kin, and that's pretty much that. T
I'll keep adding to the list, anyways.
Maybe it's worth the mention that I'm thinking about making my own mechanics for the game, with very little crunch and much narration involved. This would leave the "how do we make this possible lore-wise" to the players, who can react as they want and influence the events of the world. So if one was to be an Amonite who grew up with a super nice friend, but this one has become (and apparently maybe always have been) a Voidmancer, or even a demonologist, they might end up working together (although the Knight would surely shut up about it to his superiors and hide the fact) for many possible reasons, if not only for emotional ones.
This is a roleplaying world, not a dungeon crawl (although that IS possible too, just use Pathfinder, Elegant 10 or w/e you want, really).[/ooc]
[ooc]I forgot about your statement that the Slumber Hunters seemed confusing.
I'll try to explain why they were placed in the archetypes.
Although any of the other character archetypes could become Slumber Hunters (sometimes at great pain'in'the'butt, I should say), that is also true of ALL the archetypes. As it is possible in real life to learn, it's also possible in the Plaguelands. Being a carpenter doesn't stop you to what that does, you could , on the side, learn to become a Voidmancer, and eventually be an accomplished one, capable of sucking in stuff of gigantic size in your mouth.
That being said, Slumber Hunters are adept sailors and know the Bonelands very well. They are also very good at eluding and/or killing the Kaftas and Leonine, the two warring tribes that fight on both sides of the Red River which is connected to the east coast. (A map will come someday, I promise) More than anything, they know Slumberfin, and that is a very sought-after resource for the people of Rampur.
They could be sorcerers, archers, brawlers, or simple fishermen, it doesn't matter. All that matters is they bring back the goods!
So yeah, now that I've said all that, I'm not sure why I really felt like placing it in the Archetypes section, but I think they deserve to be mentioned. They are a very important part of Rampurian economics and societal habits. Hope that cleared some of the confusion, if not, ask away.[/ooc]
Legendary Heroes
AmonThe Savior or
Son of God in title, he slew a whole army of abominations by himself. Since then, he has been branded the
Hero of the Emperium, and the citizens that remain in Rampur pray for the day he will lead them to victory in their conquest of the Plaguelands.
He is kind, but direct, and has little to do with pleasantries. His very busy schedule and task of organizing many things often keep him in his chambers in the Cathedral. Though, when he does make an appearance, all can witness his benevolence and good intentions.
JonelephHe led the might of Rampur before the coming of Amon, and now he serves as his most trusted lieutenant. He is a zealous Knight, pursuing the ways dictated by the Son of God with quasi blind faith. Many consider him a hero of unshakeable will, but others see him as a malevolent man, seeking to end mankind with this Witch Hunt he so stands for.