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The Archives => Homebrews (Archived) => Topic started by: Llum on July 17, 2009, 10:53:36 PM

Title: Divergence 2.0
Post by: Llum on July 17, 2009, 10:53:36 PM
[ooc]Yep, take two on Divergence, been mulling this over for a while. Might not be the last incarnation, but I'm kinda going to go for something more akin to Sigil? or Sliders? More mixing of the divergences, the main focus will be on the world of Loftsphere and the Disk[/ooc]

What is a Divergence?

Divergences are parallel universes created by a Power. The exact number of Divergences is unknown, but at least a dozen have been thouroughly explored.

Shortly after the Divergences were created the original Earth was destroyed, however a pristine copy without any super-natural changes was created. It is in the First Divergence, currently it is off-limits by decree of all the Powers.

Who or What is a Power?

Powers were originally humans who gained omnipotence and quickly changed themselves to become post-human. They created the Divergences and their inhabitants. The Powers of human-origin have split into three distinct factions (with some remaining neutral and or hidden) that are currently at war.

Elder Powers are Powers who have non-human origins. They are all millions of years older then the human Powers, and range in temperment from benign to midly hostile. There are very few Elder Powers, only four are known to the Powers.

What is Loftsphere?

Loftsphere is a melting pot of peoples, magics, Powers and goals. Originally a planet created by the Red Gold and Cream. The first staging points for the Tesseract Combine (known as the Tesseract) and the Pentachoron Compact (known as the Compact). Most of it is considered neutral grounds for these two factions.

What are The Paths?

The Paths are what connect the various Divergences. Access to made through Gates, permanent portals. Inhabited by strange creatures it is currently the battleground for a secondary war, known as The Hidden War.

What is this war? Who are the sides?

The main war is between the forces of The Black on Black, the strongest Power, and the two alliances of other Powers (while, officially allied, there is still a fair amount of conflict between these two). The two other alliances are the Tesseract Combine and the Pentachoron Compact.

The Tesseract and the Compact are divided because of The Regal and Guise. Each of these Powers are opposed, and refuse to side with the other. This has created a divide as their allies stand firm with them. While the mortal followers of the Regal and Guise will fight each other at the slightest provocation, the followers of the other Powers are more restrained.

Title: Divergence 2.0
Post by: Steerpike on July 18, 2009, 06:21:53 AM
I must say, much stronger start than the first iteration, which felt (at the beginning) like a fractured picture... there were pieces floating around, I just couldn't see how the fit together very well.

In contrast, this sets us up well, introduces us to the factions/powers etc right away and tells us about the central conflicts.  Good work.

The Black on Black sounds inescapably sexual to me, by the way, but then again I can have a pretty filthy mind sometimes, especially when I'm up at 3 AM reading Transmetropolitan... ah summer...
Title: Divergence 2.0
Post by: LordVreeg on July 18, 2009, 10:40:13 AM
Yeah, I get that Black on Black thing.  I might have to gfet into the early Omwo~ hedon cults...

Good Start Llum.  I'd add a bit in the first para as to the world that is not aware of all this going on.  And in that last crucual para, maybe a little snippet as to what separates the factions.


EDIT---THANKS FOR ADDING THAT,  LLUMINOUS  

Title: Divergence 2.0
Post by: Llum on July 18, 2009, 02:05:49 PM
The Powers

Tesseract Combine

The Pink and Violet
The Pink and Violet was the first person to become a post-human Power. She was the example that all the others followed. Each Power has immersed itself in some subject it wishes to master, to perfect. For the First this subject is the human mind. To futher her goals she created Disk, an infinite flat plane accesible only by Powers and those who serve them.

Known simply as First to other Powers and her followers, she has an obsession with the human mind. She wants to find its limits, and push beyond them. She works to mold the perfect mind in one of her followers.

Her first actions after she created Disk were to create humans and a place for them to live. Thus Tapia was greated in a great plain. These plains known as the Plains of Torp are situated roughly forty thousand kilometers from the Ivory Citadel. The intervening distance is mostly temperate forest save for three mountain ranges and two inland seas.

Over the last three generations First has tampered and manipulate the minds of Tapia's human inhabitants. Various side effects have been found in the human subjects including astral projection, the ability to turn off pain, enhanced physical abilities through will and something the people of Tapia call panduma, comprehension of the post-human nature of the Powers. The panduma are a closely guarded secret of The Pink and Violet, they are in essence her champions.

The forces of The Black on Black, led by Hunter and the Knights of Immolation, have sacked Tapia leaving the followers of The Pink and Violet to relocate to Loftsphere.

The White Green and Gold
The eternal enemy to The Red Gold and Cream. The White Green and Gold has only one goal, the eradication of all of the Regals followers. Often known as Mask or Guise to his followers, he is the Third.

It grants its champions mask of great magical power at the cost of stripping them of there humanity. The masks grant amazing power to the champions, superior to anything another Power has given one its champions.

The White Green and Gold has no plane or planet of operations, it has a nomadic court that travels the universe. Sending out champions to interfere with the plans of other Powers is the primary activity of this Power. It does however have a small area on Dirge where a permanent Gate is stationed.

Hind, one of The Black on Blacks champions, was formerly a champion of Guise. This is what caused Mask to join the battle against The Black on Black.

Pentachoron Compact

The Red Gold and Cream
The Red Gold and Cream is the creator of Loftsphere. He is known as the Royal on Dirge and as the Regal on Canticle. He is the Second.

The Regal created Loftsphere so he could breed the perfect race of warriors. He also uses it as a proving ground for his immortal champions as well as new weapons, magics and tactics. The most prepared Power for the invasion of The Black on Black, he uses Loftsphere as a staging point to strike at The Black on Blacks forces on Disk.

He gave the mortals of Loftpshere the gift of magic, at the price of war. Seeking the ultimate race of warriors, he encourages the expansion of empires and subjugation of the neighbor. He grants his champions eternal youth and great vitality. To retain this gift, they must constantly innovate new ways to combat enemies and prove themselves in war.

The Blue Gold and Silver
Known as the Design or sometimes the Pattern, he is the Fourth. Concerned only with the gathering and protection of knowledge the Design is uninterested in the arts of war beyond there knowledge. Yet he is forced to use this knowledge to survive the onslaught of The Black on Black

He allows his followers the most technological freedom having given them advanced clockwork technology. The Design holds court in The Azure a massive sapphire castle that travels the inter stellar vacuum. The Ivory Citadel, the Designs outpost on Disk is currently under siege by Ash, Hind, Frost and Hunter.

His champions are known as Solvers, they are granted the Golem Law and arcane knowledge. The leader of the Solvers in a certain realm is called the High Solver.

Other Powers

The Black Gold and Amber

This Power is the controller of the Cult of Black Amber. The Cult is dedicated to controlling inter-Divergence trade and is willing to go to war to protect their interests. One of the main contenders in the Hidden War. The Black Gold and Amber hires out her followers are mercenaries to the other Powers.

Guise in particular dislikes the Cult of Black Amber, often having his champions exterminate them.

The Three Shades of Gray

The Three Shades of Gray is the remnants of a Power, it didn't survive the singularity event that transformed it into a Power. Yet it cannot die, as a Power the being is stuck in a twilight state, nether dead nor alive. Due to its circumstances those who have knowledge of it call it the Netherman, or sometimes the Bereaved. It has very little power left, on the scale of Powers, though it is still a match for the strongest of mortal magic users, Shark Barons and members of the cetacean courts. The Bereaved has only one goal left, to regain life.

The Netherman is paranoid about letting other Powers learn of its existence, so it hides in the Second Divergence. While it can rarely manifest an avatar, when it does the Netherman always has the same looks. Dark gray wool top hat and overcoat, a steel walking stick with storm clouds embossed in silver, a light gray linen suit compose his wardrobe. The avatar never has shoes or gloves and strangely enough only four toes, its skin resembles the waxy gray skin of a corpse.
Agents

The Black on Black

The Black on Black is the most mysterious of the Powers. She is unknown to the other Powers and has never shown herself to her followers, the only people who have seen her are her eleven infamous champions.

Champions on Disk

The champions are known throughout the Origin only by name and rumor. They have a reputation as mercyless crusaders conquering everything they can reach for their dread patron. Only four of the champions have been sighted in on The Disk, the leader Ash, and three others under her command Frost, Hind and Hunter

Other Champions

Other champions of The Black on Black have been seen across the worlds. Bashir Du Gal runs The Rigid Flan in the Fourth Divergence. The Demagogue tries to bring about the apocalypse in the Chasm. Spider and Stalker are participants in the Hidden War.
Title: Divergence 2.0
Post by: Biohazard on July 19, 2009, 06:13:24 PM
I'm going to agree with Steerpike here, much better presentation this time around. It's familiar but rolls much more smoothly. I actually see the conflict between the Powers as having the ability to make a very awesome strategy game, too :D
Title: Divergence 2.0
Post by: Llum on July 19, 2009, 08:50:21 PM
The Paths

The Paths are what, little as it is, connect the different Divergences. Sometimes they appear where a Power has walked, sometimes simply in places said to be points of power or perhaps for no reason at all. The Paths are what some would call the webbing that holds the Divergences together, where they connect to a world occasionally it will open into the Divergence, these openings are called Gates.

To enter the Paths takes no special skills, however it isn't something to be taken lightly, they twist, turn and wind about one another in a web so convoluted its a wonder some people manage to get out at all. Getting out of the Paths is the difficult part, while anyone can stumble upon an exit/entrace by chance to truly navigate the Paths one must ether be a Power, who can make Gates that open directly into each other avoiding entering the Paths themselves, or have the help of or be one of the Walkers of the Paths.

Walkers of the Paths are people who have an intuitive skill for navigating inside the Paths. These people can come from anywhere, the lowest peasant to the mightiest Shark Baron. One a Walker enters the Paths for the first time they become attuned, able to sense Gates and navigate. However there are other side-effects. Once a Walker leaves The Paths they suffer from a severe physical and mental addiction to them, this means very Walkers manage continue they're old lives once they enter the Paths. The other side-effect is that Creatures of the Paths will act violently towards Walkers.

Physically the Paths look like long avenues of wood or stone crisscrossing and interconnecting in hundreds of layers with steps and ladders granting a way up or down. A sickly green light or a shining golden glow permeates the Paths, what one sees depends entirely on the person, people in the same group report seeing different illumination, even the same person have noticed the illumination changing from one journey to the next. Strangely enough the Paths are filled with ones natural element, so an aquatic creature would swim among the paths while others would walk along the paths breathing air.

Creatures of the Paths

The Paths hold certain creatures, some would say as prisoners others as guests. When encountered, they reaction seems to depend largely on how the creature feels at the moment, unless a Walker of the Paths is present. The Walkers all have a deep instinctual hate for the creatures killing them on sight, even going as far as abandoning whoever they're leading through the Paths to kill the beings.

Lensmen

Lensmen look like rather simple creatures. They have a humanoid shape, but their arms and legs are composed of rubbery tubes in varying shades of gray and blue. Their bodies are very narrow, broadest at the shoulder they become slimmer down to the waist. Each limb is made from from two or three tubes, legs ending in flat round enameled structures and arms ending is in four or five smaller tubes. Their heads are four tubes in a helix shape, the ends join then flatten out, creating a box like shape similar to a square-ish flower. The box emits a bright yellow light, and the four sides can constrict to change the shape of its "head".

Lensmen have been known to wield weapon always crafted from some refined metal similar to steel, yet stronger and less flexible. When damaged Lensmen bleed a black viscous ichor that's extemely adhsive. They're vary in height between four and a half to nearly six feet.

Lantern Giants

Lantern Giants resemble colossal Lensmen, the smallest being eighteen feet tall and larger Giants topping twenty-six feet. Another main difference is when damaged their ichor is orange and extremely hot, being able to melt traditional steel on contact.

In combat the Giants are able to emit plasma streams from their facial orifice, these plasma streams can liquefy most materials with extreme heat.

Star Children

The Star Children are named for their strange pentagonal star shape. Their bodies are roughly shaped like a five pointed star, with the upper three points ending in long tentacles. The lower two extremities end is powerful hook shaped muscled legs, who end in clawed feet. The legs resemble those of bipedal lizards covered in small pale sickly yellow scales. The Star Children are digitigrade beasts, walking on the taloned toes. The ends of the tentacles tend to fade to a black color along their length.

The strangest feature is the maw of a creature, they come in two general forms. The first form is a gaping circle ringed with rows of sharp teeth. The Second form is a split from the top of their bodies down to the bottom, nearly bisecting their torso in half. In the second form, this split opens itself to reveal a mouth lined with two rows of interlocking teeth, all serrated.
Title: Divergence 2.0
Post by: Ghostman on July 20, 2009, 06:10:00 AM
Awesome weirdness there. Love the Star Children especially!
Title: Divergence 2.0
Post by: Llum on July 20, 2009, 11:38:40 PM
Magic

Magic is manifested in many different ways in Divergence. Magic comes from Powers and Elder Powers, they are it's source, and it is speculated that if a Power was to be slain or disappear all the forms of magic that it created will vanish.

Magic is also linked to the Divergences. And birth. Where a mortal is born is very important to their magical ability. Everyone born in the Second Divergence can wield magic. Everyone has their own magical ability. Those from the Third Divergence are few and far between that can use magic (or paranormal skills as they're known in the Third Divergence). However it is possible to gain multiple kinds of magic, but to "initiate" or "unlock" magic a person must visit it's respective Divergence. This makes great travellers and Walkers of the Paths exceptionally prone to having great magical versatility.

Magical ability is expended differently and has different costs depending on what kind of magic it is. The Paranormal skills of the Third Divergence are a simple matter of focused willpower, a "wizard" could use those skills as long as they're able to concentrate, however doing so is a vigorous mental strain. Differently, magic from the Second Divergence is more physical in nature, with people having their own inner reserve of "magical energy" that  replenishes over time depending on various factors.

Some exceptions are the Designs Golem Law, this is a purely formulaic magic, imbue'ing specially prepared vessels with magical will and life-force. The complexity of this will is dependent on the complexity of the formulaic spell, but these spells have to be spoken in a specific language, wich requires long practice and great physical fortitude to survive speaking. As long as the practicioner is capable of speaking the language, they can use the Golem Law. However if they cannot complete a formulaic spell, their effort is wasted.

Magery and Alchemy, native to Loftsphere, are fundamental forces in the universe, similar to gravity. They can be manipulated by those with the knowledge and talent, but there's only a finite amount in any given space. This can be circumvented by the forces contained within the users own body (at cost), or stored elsewhere, but in the end only so much can be done with it. After it has been bound, it cannot be used again until unbound, and very slowly reaccumulate in an area.

Fleshcraft, also native to Loftsphere, gives its practicioners the ability to manipulate flesh and bone like clay, as well as an intuitive understanding of biological processes. However it cannot create flesh or bone, it can only manipulate it, so a supply must be handy. Rotten flesh cannot be used at all. Also, the maximum and minimum amount of flesh and bone a practicioner can utilise are directly proportional to their own natural mass. Similar to the Paranormal Skills of the it only requires willpower for concsious effort, but the process is quite painful and mentally taxing. There are some exceptions where mindless living creatures (such as bacteria) have used Fleshcraft.

Title: Divergence 2.0
Post by: LordVreeg on July 21, 2009, 11:49:29 AM
I want more LAntern Giants.  I can see them, vigilant, strong, and proud.
Title: Divergence 2.0
Post by: Llum on July 21, 2009, 05:12:53 PM
The Hidden War

The Paths are largely benign, even the strange creatures that call The Paths home will often ignore interlopers, unless there's a Walker of the Paths with the group. The Hidden War is not a war in the classical sense, with two opposing sides battling one another until one side gives out. In the Hidden War there are many different sides in the conflict, fragile alliances and vicious betrayals are all too common.

The ongoing conflicts are called the Hidden War due to their largely secret nature, only those participating in the battles know of its existence. The different sides in the Hidden war are those of independent Walkers of the Paths, the creatures of The Paths, the Cult of Black Amber and the forces of The Black on Black.

The Walkers of The Paths fight for survival and to remain independent. The creatures will always attack those Walkers that they find in their chosen home no matter the odds, they care not for their own lives. This has led to the Walkers living a dangerous life in The Paths, few can resist the lure of The Paths for long and yet to venture in them is quite dangerous. The Cult of Black Amber is also a danger to freelance Walkers because they recruit all the Walkers they can find, and a refusal to join is often followed by a swift death.

The creatures of The Paths; Lensmen, Star Children and Lantern Giants are an enigma to all who contact them, they do not appear to speak yet are undeniably intelligent. Packs of Lensmen without any other creatures present tend to form small communities. They've been documented farming lichen, having camp fires and preforming elaborate rituals. When the monstrous Star Children are present packs of Lensmen employ cunning tactics in battle, are devious in stalking their prey and are utterly ruthless. The Lantern Giants have different effects on their smaller brethren, Lensmen become fearless and never retreat, they have patience and will wait for prey to ambush them and even start to wield rudimentary or stolen weapons.

Causing even more havoc then usual is a Star Child Warlord that those in the know have named Pseudon. Half as big again as its normal brethren it has bright teal scales and skin instead of the usual dirty yellow color. Pseudon is usually found around the Direct Line, where nearly 90% of tavel between Loftsphere and the Third Divergence is conducted. The Line is a major conduit for supplies, soldiers, diplomats and smugglers creating a tempting target for anyone in the War.

While The Cult of Black Amber is rarely present in The Paths they seek to control all Walkers of The Paths. They enforce membership on threat of death. Usually members are simply used to escort caravans of exotic and magical goods between Divergences, and fend off the various creatures of The Paths. Occasionally the Cult will send in teams of mercenaries with a few Walkers to hunt and kill any creatures they encounter. As of yet they have been unable to deter or stop Pseudon's attacks on the Line.
Title: Divergence 2.0
Post by: Llum on July 22, 2009, 10:26:38 PM
War Fronts

There are untold places that have witnessed the clash of arms in the Divergences. However there are some that see it far more often then most.

Ivory Citadel

The Ivory Citadel is the bastion of the Design on Disk. An immensed walled structure it is built on top of an artificial hill. The citadel is under siege by the forces of The Black on Black. The siegers are led by Ash leader of the champions; Frost a mysterious youth; Hind a former champion of Guise and Hunter the feared leader of the Knights of Immolation.

An untold number of troops completely sorround the city. New soldiers arrive daily as the death toll is high.

The Citadel itself has many armaments to protect itself, clockwork ballistae, imported steam artillery, golems as well as many of the Royals champions manning the walls.

The Direct Line

An important trade route in The Paths, it is shadowed by a Star Child warlord called Pseudon and his host of creatures of the Paths.

The Crevasse

Situated at the bottom of the The Chasm in Loftsphere, the Crevasse is a semingly bottomless pit. However creatures from the Paths, in particular Lantern Giants, often climb out of it.

The situation is so dire that a permanent outpost of Steam Dragoons is stationed around the Crevasse at all times.

The Second Divergence

Not all is right in The Second Divergence. The dead rise as zombies not long after they die, the mortal races are caught up in supplying the war against the Black on Black and the Shark Barons have resorted to trying to flood the world.
Title: Divergence 2.0
Post by: LordVreeg on July 23, 2009, 06:50:11 PM
How long has the siege of the Ivory Citadel gone on?  I'm getting this trojan feeling, and I don't mean 'ribbed for her comfort'.

How intelligent do the Lantern Giant's seem?  

Title: Divergence 2.0
Post by: Llum on July 23, 2009, 09:01:23 PM
Quote from: Vreeg's CoachwhipHow intelligent do the Lantern Giant's seem?  

Those who've fought them would say at least as smart as a human. Those who haven't would say on par with a dolphin or something.
Title: Divergence 2.0
Post by: Llum on July 24, 2009, 10:46:06 PM
Dirge

Originally Dirge was divided into thirteen kingdoms, four outer, four inner and a floating island of basalt stone. Since the war effort, the two western outer kingdoms have been confiscated to serve as a staging area for the various foreign populations.

This has greatly angered the Sociopath Kings, the traditional rulers of Dirge, as they've lost two major kingdoms. They often refer to the former kingdoms the Sundered kingdoms.

Major cities

Ur-min is the largest city open to foreigners. Built in a flat area far from any landmarks it sprawls across the vast plains of grass. At the center of the city stands the Cathedral of Power, also known as Liu-min's Cathedral or just Liu-mins. A massive structure of blood red marble, it stand as large as a castle some twelve stories tall. A large dome in the center serves as a interdimensional gateway where various Gates all open up to. A gate to the Direct Line opens up into these halls.

Other important places in Ur-min are Garrock's House of Chance, which contrary to the name is not a gambling den, but the barracks for Fortunes Favored, the mercenary force that patrols The Paths to help travellers and keep the Hidden War out of the city. The hammer wail district, named for the sound of stricking hammers is where arms and armor, both magical and mundane, are crafted by the hundreds of blacksmiths, artisans and magic users.

Most inhabitants of Ur-min are transients, ether going to or comming from the war front, or travelling merchants. Also, the local "magistrate", one minor Sociopath Noble by the name of don Jemriel O'cozzinostrata, uses his constabulary only for personal gain and leveraging "donations" from anyone they can corner. Due to these two major factors crime is a major problem.

Quositas is another major city; set between two mountains and on the ocean it is called the Gateway to Dirge. All travel from the Empyreal Corona, the Chasm and from Canticle all pass through Quositas. Though the presence of foreigners is much dimished compared to Ur-min, it is where the more aquatic and arial races from other Divergences gather. The Cetacean Courts and Shark Barons hold a bitter truce in the waters around Quositas and nagenti diplomates live under the harbor.

A recent addition is the city of is the Airborn city-state of Mu that has anchored a mile in-land from Quositas. How the vampiri coven that pilots Mu managed to get the city through to Loftsphere is a mystery. The timing cannot be better though since a rebellion in the Empyreal Corona has been started by a new champion of The Black on Black, known only as Pemupriel.
Title: Divergence 2.0
Post by: Llum on July 25, 2009, 06:58:18 PM
The Black on Black's champions

There are eleven champions in all, however not all of them are active in the Divergences.

Ash is the leader of The Black on Black's champions, she marks her black banners with white bordering. She received her name after the only battle she lost, where the whole battlefield and all the combatants were burnt to ash by the opposing commander. Ash is a strikingly tall woman of amazonian stature. She wears thick black plate in combat and wields an axe.

The only other knowledge of her is that when she walks the battlefield the skeletons of the fallen rip themselves from their flesh to serve her. She has a mysterious relationship with Frost, it is intensely private and nether speak of it.

Frost is the youngest known champion of The Black on Black. He marks his standards with a pale blue bordering. It is said that where ever he walks he leaves behind footprints of frost. He also has a special connection to Ash, the leader of the champions. The nature of this relationship is a closely guarded secret. Frost is said to look like a slight teenage boy with hair and eyes of the palest blue. He rarely wears armor but on occasion dons blue tinted chain and leather armor.

Stalker is a Walker of The Paths, yet he is never attacked by the creatures. They give him a kind of fearful respect. In physical appearance Stalker is quite unique if difficult to see. He resembles nothing more then a moving shadow, vaguely human in shape with finned hood and spaulders. He has the strange capability to open Gates at will, to any particular location. He guides troops and the other champions through The Paths when they have need to travel.

Spider is the second champion of The Black on Black that lives in The Paths. Spider is currently trying to negotiate with the creatures of The Paths, with little success. She has had a small fort constructed as a base of operations, due to the nature of The Paths the fort is constructed of layers of reinforced silk strung between the various levels and walkways, resembling a spider's web earning her, the name Spider. While she has a small band of soldiers at her command they are largely useless, none are Walkers of the Paths so as to not aggravate the creatures they're trying to negotiate with.

Hunter is the most feared of The Black on Blacks champions. The sight of an orange border on a black standard is enough to cause panic in enemy soldiers. Hunter is the tracker, he hunts down traitors to his liege. Hunter hates his fellow champion Hind more then anything because he is susceptible to her radiance.

The leader of the Knights of Immolation, a company of huge knights in black armor, riding steel horses of black iron. When these knights join battle their mounts and armor ignite with lurid orange flames, turning their charge into something as unstoppable as the flow of lava.

Bashir Du Gal was the first champion, and is perhaps the most powerful. Currently he runs The Rigid Flan, an inn and tavern at the center of the earth in the Fourth Divergence. He has no favorites, the Flan is neutral territory. He has an active distaste for many of his fellow champions and none of them are welcome in the Flan.

The Demagogue is a madman who spouts doomsday prophecy to the masses. He works in the Chasm, trying to bring about an apocalypse he calls The Deluge. Said to be invulnerable he has resisted dozens of attempted assassinations by the Steam Emperors agents, rallying more people to his cause after every attempt.

Pemupriel is the newest of the champions. Pemupriel leads the rebellion in the Empyreal corona, the commander of a host of winged wolves and lions.
Title: Divergence 2.0
Post by: Llum on July 30, 2009, 08:28:17 PM
Races

Most mortals, barring perhaps the odd races from a Divergence, are derived from human stock. Even so,the Divergences are vast and the range of cultures and peoples is enormous.

Loftsphere

The people of Canticle are some of the most warlike humans to have ever existed. A few dozen different cultures all hell bent on conquering, slaughtering and pillaging their way across the continent. While they vary from the disciplined and hate-filled Kor, the wild Tundra Savages to the more refined rapier and poison wielding Solipsi or the canabalistic nomands  known only as the Kyne.

The Third Divergence

    * Homo Sapiens Angelus: Winged Humans.
    * Homo Sapiens Draconus:Humans changed to physically resemble dragons.
    * Homo Sapiens Vampiri:Humans changed to have serrated teeth and red iris, they need to eat human flesh.
    * Homo Sapiens Nagenti: Aquatic augmentation that has scales, gills in addition to lungs and fused legs giving them a snakelike tail instead.
    * Homo Sapiens Animus:Humans who have various bestial attributes.
Title: Divergence 2.0
Post by: Llum on July 31, 2009, 09:19:39 PM
Travel

Travel in the Divergences is very similar. Most travel is done on foot, or mounted if available. While slower then other forms of travel long distances can be cut down if the travellers are willing to risk The Paths.

Travel by ship is generally avoided if at all possible. The reason for this are the various Shark Barons and Cetacean Courts. While even a small Shark Baron can sink a large ship, and would do so on with very little reason, it has become an even worse hazard because a large fraction of Shark Barons have allied themselves with The Black on Black.

Air Travel is more common, the Empyreal Corona and the Third Divergence both use Air Travel quite a bit, a problem of this form of travel is that The Paths are too crowded to allow a flying aircraft (larger then a person) to maneuver. The one exception to this seems to be Mu, an Airborn City State piloted by a coven of vampiri, that somehow managed to arrive on Loftsphere.

Rail travel is extensively used in the Chasm, where the Empire of Steam has set up a lot of infrastructure to support this. Rail systems are slowly being deplyed in Dirge, and a Rail line is expected to connect Ur-min and Quositas within a couple years.
Title: Divergence 2.0
Post by: Llum on August 02, 2009, 10:57:58 PM
Races cont'd

Giants

The first breed of these creatures, known as Æsir, the possess a kind of inhuman beauty, haunting. Tall and slim to the point of looking wasted, these giants have limbs that are too long, the eye refuses to linger on the sight as if to deny their existence. Necks as long child's arm, fingers matching in proportions to their limbs, even their torso have a horrific stretched look. Worst of all are the feet, while they have normal human hands, their feet are strange things, similar to a cats paw, but elongated they walk with a grace that nothing earthly can possess. While they look too weak to even move their massive frames, they are quite strong, able to bend steel swords easily.

The second of breed of Giants, known as Vanir, more closely resemble humans. They are still tall, standing over ten feet tall, yet they are incredibly broad almost comically so. Their proportions are squat, making them looks smaller then they should, also they all have large amounts of muscle mass. It seems that the Vanir passively absorb magic, gaining more and more muscle mass as they do.

Uplifts

Uplifted Animals are generally superior or equal to humans in most physical attributes like strength, speed or endurance, however rarely exceed human norms in mental capabilities by great amounts. While an Uplifted Animal might be as intelligent or more intelligent then a normal human, they rarely reach prodigy like levels of intelligence. Uplifts from predatory base animals tend to be more intelligent then non-predatory Uplifts, and have higher average intelligence then humans.

The more common kinds of Uplifts are classified into board categories.

   
Humans

Humans are also present in the Second Divergence. They tend to be more amical then humans from Loftsphere.
Title: Divergence 2.0
Post by: Llum on August 03, 2009, 04:05:32 PM
Nomadic Cetacean Court

Due to their aquatic nature, none of the aquatic races have built standing countries. The forming of bands, sometimes by species or multiracial they travel the oceans. They claim no land, always on the move, while this inevitably leads to the clash of powers, these are rare.

The most famous of these is the Cetacean Court. Ruled by a Blue Whale who claims to have been awakened by the Uplift spell, making over a hundred years old. The Court travels the oceans, sometimes putting down Shark Barons causing too much trouble, perhaps aiding

Shark Barons

The Shark Barons are the largest, most vicious predators of the worlds waters. Due to their new gained telekinetic powers hunting for food is largely obsolete. This gave the sharks a great deal of free time. First it was a single tiger shark off the west coast of Antera demanding tribute from a passing cargo ship, soon other sharks demanded tribute and those who refused were simply eaten.

Now the most powerful of these sharks rule their territories with iron fists, patrolling and demanding tribute from everyone they encounter. These Barons employ lesser sharks to manage territories of their own, paying a tithe in tribute. Lesser sharks would perhaps only patrol the water around a fishing village, who would then pay tithe to a more powerful shark who claims the whole coast.

These powerful creatures have even made bargains with The Black on Black, in return for transportation to other seas, they will fight on its behalf. The seas, lakes and rivers on Disk are notoriously treacherous to the forces of Tesseract and Compact.

Telekinesis

While not a true form of magic, being of such limited scope, the telekinesis used by the Cetaceans and the Sharks can be quite powerful. This power lets them manipulate objects, by projecting force, with their minds.This allows them to move things or breaking them if needed. Telekinesis is also limited by the senses, as a Cetacean or Shark must be able to see or perceive through other means, such as echolocation, an object to apply force to it.
Title: Divergence 2.0
Post by: Llum on August 04, 2009, 07:27:16 PM
Simplex Offensive

The Ivory Citadel is under siege, and new troops of The Black on Black arrive daily to replace those lost in attacks on the walls. However no one in ether the Compact or Tesseract knows where the seemingly limitless number of soldiers come from, nor what Divergence any of the champions hail from.

The Simplex Offensive is the alliances attempt to correct this fact. Like most plans conceived by Powers it is multi-faceted with layers of goals. One of the main goals is the infiltration of The Black on Blacks army, spies have been sent to every place where The Black on Black is known to operate to try and gain access to some knowledge.

The other main operation is a push by several small armies, companies, adventuring groups and lone soldiers across Disk. The forces of The Black on Black come from the west of the Ivory Citadel, so forces of the Compact have been dispatched to the north-west and forces of the Tesseract have been dispatched to the south-west.
Title: Divergence 2.0
Post by: Llum on August 06, 2009, 08:07:33 PM
The Path to Immortality

The Powers value their mortal servants, and are not the sort to let something like the passing of time rob them of their chosen champions. As such Powers nearly always grant their champions the boon of eternal youth.

Every Power choses its champions differently. And the duties of a champion vary as much between the Powers as well.

The Regal choses the greatest fighters, tacticians and generals to be his champions. Those who are unstoppable on the battlefields of Canticle often become champions. The Regals champions are usually mercenaries, being hired out to the less martially inclined Powers to accomplish jobs that need doing. Currently however most of the immortals are on Disk, ether defending the Ivory Citadel or leading the Simplex Offensive.

Guise chooses his champions seemingly at random. Nearly all of them are female. Guise is also odd in that his champions are maked out by a physical object, a humanity draining mask that gives them their powers. Guise also has very few champions compared to other Powers.

The Netherman doesn't directly chose his champions, instead he lets shadowy cults of the Second and Third Divergence recruit people. Those who rise to the highest ranks of these cults are often turned into the infamous Gray men, champions of the Netherman.

The Black Gold and Amber has the fewest champions of all the powers, less then even The Black on Black. These handfull of individuals run all the business operations for the Cult of Black Amber.
Title: Divergence 2.0
Post by: Llum on August 08, 2009, 12:04:33 PM
How aware is a normal person about the war with the Black on Black?

While it varies between regions most folk are aware of the war. The Second Divergence is a major manufacturing area for the war effort, it also supports a lot of traffic between it and Loftsphere. As such, people in the Second Divergence are well informed about the war effort.

People in the Third Divergence are less informed about the war effort. This is mainly due to the power of the cartels and the callming influence of the Cult of Black Amber, a major player in the politics of the Third Divergence.

The Fourth Divergence is the least informed of the common Divergences. Most people are busy dealing with the civil war between the Reptoids and the Mole men. Rumor mills are very active however; but sifting the truth from lies takes quite a bit of skill. The more involved one is with The Rigid Flan the more likely one is to know about the war with the Black on Black.

In Loftsphere the war effort drives everything, the Emperor of Steam in the Chasm has halted his expansionist efforts to battle the Demagogue and send Steam Dragoons and Mimics to Disk. The Sociopath Kings are bitter about the loss of territory and plot ways to get it back, all while helping the war effort. The Empyreal Corona is a battleground, the Black on Black has fermented a civil war and each faction is trying to take advantage of the confusion.

Finally on Canticle the war effort has probably had the most pronounced effect. The myriad wars between the cultures and factions has dropped to near inexistance. For the first time in its history there is little overt strife while everyone marches to Disk.

How likely is a common person to meet a champion of a Power?

Meeting one in the Divergences is almost unheard of. In the great hubs of travel on Loftsphere, Ur-min and Quositas, the chances raise dramatically, but seeing one is still a rare enough occurence. On Disk all this changes, all but a fraction of the Tesseracts and the Compact champions can be found here.

There are a few exceptions to his the Azure has many champions of the Design, The Rigid Flan is a gathering place for champions and the Empyreal Corona has a significant amount of them dealing with the war that just started.
Title: Divergence 2.0
Post by: Llum on August 09, 2009, 03:28:49 PM
Armies of The Black on Black

The Black on Blacks forces comprise almost entirely of humans. There are twelves separate armies, each of the 11 champions has their own personal army as well as the general army. Standards are completely black, and in the case of the champions bordered in their chosen color.

Cavalry is relatively rare and most forces fight on foot. Armor is always dyed or enameled black, be it chain, leather, silk, plate or something else entirely. Common armaments are straight double-edged swords and a shield, a spear or polearm is also fairly common.

Soldiers are fanatically loyal to The Black on Black, and to their respective patron champion if they have one. Clashes between soldiers vary from midly common to unheard of depending on what factions are fighting side by side. The legions of Hunter and Hind often clash, as do the forces of Spider/Stalker and the Demagogue or the forces of Frost and Pemupriel. The forces of Bashir Du Gal are reknown for picking a fight with anyone, regardless of alligeance. The forces of Ash and Frost have never had a conflict, nor have those of Spider and Stalker.

Title: Divergence 2.0
Post by: SDragon on August 09, 2009, 11:08:47 PM
Okay, before I say anything else, I want to point out that the only post with content that I read all of was the first one. I did take a few glances at a little of the rest of the content, but not really enough to comment on it.


I think this seems to be a great example of what I'd call a metasetting; it sets the stage for an indefinite amount of settings, each one with the potential to be vastly different than the next. I've always felt it hard to keep any real degree of consistency with metasettings, but you seem to have done a real good job at that. The Powers are a good (interestingly enough, almost typo'ed that as "god") touch, and a decent example of said consistency. They make me think of how RPG characters might view the people that play RPGs. Was this intentional? I'm not sure how the Elder Powers would fit into that analogy, though. They seem a little added on because of that.

Anyway, from what I've read, it looks like a great setting. Keep up the good work!
Title: Divergence 2.0
Post by: Llum on August 10, 2009, 07:00:10 PM
Quote from: SDragonI think this seems to be a great example of what I'd call a metasetting; it sets the stage for an indefinite amount of settings, each one with the potential to be vastly different than the next. I've always felt it hard to keep any real degree of consistency with metasettings, but you seem to have done a real good job at that.
The Powers are a good (interestingly enough, almost typo'ed that as "god") touch, and a decent example of said consistency. They make me think of how RPG characters might view the people that play RPGs. Was this intentional? I'm not sure how the Elder Powers would fit into that analogy, though. They seem a little added on because of that.[/quote]

Well, they kinda are very "god" like :P

Hmmm, I had never really thought that point of view. Althought it's probably as realistic as how RTS armies, or wargame armies see their respective players as well.

As for the Elder Powers, they're their to show that Powers aren't the "be all, end all", there is something bigger and nastier then them. Elder Powers are essentially powers that have been Powers for millions (or billions) or years before this set of Powers became Powers. There are only 3 (4) of them, and one of them completely batshit insane.
Title: Divergence 2.0
Post by: Llum on August 13, 2009, 08:20:15 PM
Elder Powers

The Deep Green

A menacing presence known only by the Deep Green color that infuses the cosmos. It controls most of the known universe and is openly at war with The Twin Golds. It does not concern itself with the Powers, considered to be so far above those Powers as they are to their mortal servants.

The Deep Green has yet to involve itself with the war between The Black on Black, and none of the emissaries send to it have returned. However, a message has arrived from one of the emessaries sent. A former champion of Guise, he says that "All will be solved".

The Twin Golds

Twin Powers they're only ever encountered with each other. They are at war with The Deep Green. They control what little of the universe uncontrolled by The Deep Green, save for those parts claimed by the new Powers. Almost equal in power to the Deep Green they are ruthless in there war to obliterate it from the cosmos.

One emissary has returned, Masamune III a panduma of the First. Currently Masamune is held in an asylum controlled by the First, nothing is known about his condition.

The Orange and Steel

The Orange and Steel is a Power of madness and insanity. Known as the Lord of Mazes and sometimes the Million Worlds God.

Manifests untold millions of different Divergences, all interconnected by a crazed maze of Gates. Each and every single one the worlds has suffered a great apocalypse event in the past, some as quite recently, and nevermore than a few centuries ago. In these Divergences its crazed offspring play wars of dominance and genocide with each other.

Recently it has been rumored that some of its offspring have been sighted in the Fourth Divergence and that they're responsible for the civil war between the Mole men and the Reptoids.
Title: Divergence 2.0
Post by: Llum on August 15, 2009, 09:29:50 PM
War Machines

While nearly all the soldiers used in the armies of the Powers are human or human derived they do make use of various War Machines.

War Machines of the Tesseract
-Psionic Hulks are massive machines of shining steel and clear crystal. Vaguely humanoid shaped they float across the battlefield wielding siege-sized ranged weapons and grappling with the larger minions of the Black on Black.

-Skimmers are large machines similar to a flat keeled boat, they float across the land. Often used to transport groups of troups or to carry large weapons and artillery into forward positions. While artillery cannot be fired on the skimmers (the recoil would crush the skimmer into the ground) they can easily load and offload artillery making them quite mobile.

War Machines of the Compact
-Tower Worms are massive leathery scaled worms native to the deserts of Canticle on Loftsphere. Descendents of the first Fleshcrafter, and birthed from the Fleshtower these massive creatures are the Compacts main weapon in the deserts, fields and snow wastes of Disk. Tower Worms can use Fleshcrafting magic and are carries of the magic disease lycanthropy.

War Machines of the Black on Black
-Frost Titans are massive armored hulks resembling nothing more then a suit of gigantic black iron plate. The armor is lightly coated in frost and they steam in directly sunlight. They often wield large axes or mauls, due to an apparent lack of internal organs, making them immune to all but the most devastating blows, they are used to charge and attack the Ivory Citadels gates.

[ooc]I'll update this post as I decide on some more war machines. I'm not entirely sure where I want this to go at the moment but wanted to put some down.[/ooc]
Title: Divergence 2.0
Post by: Llum on August 16, 2009, 10:33:03 PM
The Second Divergence

Aberdeen

Aberdeen is the major transportation center for the war effort. Near its aerodromes and seaports are several important Gates linking it to Dirge, the Chasm, the Empyreal Corona, Disk and the Azure. The Gates are guarded and controlled by the Gordon family and their retainer of loyal Walkers.

Aerodromes receive airships from across the Second Divergence, weapons, troops, supplies and ambassodors are constantly arriving to be shipped out to various outer-Divergence locals. The port in Aberdeen is even busier then its aerodrome, it holds a major embasy of the Cetacean Courts and large ocean going transport ships bring legions of troops daily.

The waters around Aberdeen are extremely well guarded from attack by Shark Barons, it was a division of Cetacean Guards, as well as a small navy.
Title: Divergence 2.0
Post by: Llum on August 17, 2009, 08:53:14 PM
[ooc]Updated the War Machines post with a couple new things.[/ooc]
Title: Divergence 2.0
Post by: Llum on August 18, 2009, 06:59:55 PM
Cult of Black Amber

The Cult of Black Amber is a cult that can be found in one form or another in all Divergences, even the first. The Cult actually serve a Power known as The Black Gold and Amber, known as Black Amber to her followers. No one outside the upper echelon of the cult know what their goals are. However Jack Avalanche and his comrades Riberdy Creak and Jessie Albecore have have found ties to the Elder Power known as The Deep Green.

Different fronts of the Cult

The Cult has connections and fronts in all the Divergences. They coordinate the importation and exportation of magic, Walkers of the Path and other sundry goods between the Divergences.

Black Amber Industries

Black Amber Industries is the front of the cult in The First Divergence. While on the surface they're a mining conglomerate, which garners them sufficient resources, their main focus is coordinating all the small cultist groups across the globe who search of new Walkers of the Path. When a new Walker is found, often they will try and make the person join one of their many cults or organizations. If that fails they will abduct the Walker and leave him in the Paths to prove himself, picking him up when he exits into one Divergence or another.

Antelier's Iron Wolves

Antelier's Iron Wolves are a mercenary company from The Second Divergence specializing in the acquisition of magical items. The leader, Maximillian Antelier is a human originally from the Third Divergence but has lived in the Second Divergence as well. A practicing magician, he fights unarmed but being able to call down lightning strikes with his blows. He also retains the paranormal power of remote viewing from his life in the Third Divergence.

The Iron Wolves membership is mostly carniverous Uplifts wolves, jackals and crocodilian Uplifts being the most common. Antelier's second in command are Hamish Faroe, a ram Uplift who is a proficient sorcerer and Venus Ven, a female parrot Uplift who is also a Walker of the Paths. Both the seconds in command are familiar with the Black Amber cult and know of Anteliers otherwordly origin.

Originally to earn money the Iron Wolves were proficient in stealing magical artifacts for powerful Uplifts and Humans, however like in the first Cults operations in the First Divergence they try and recruit as many Walkers of the Path as possible. They also serve as a go between in negotiations between the Cult and several of the Shark Barons.

Hanners Inc

Hanners is the front of the cult in The Third Divergence. The front as a company is the most superficial of all covers belonging to the cult, the business is really a large cult run by Hanners, a draconus Walker of the Path with a powerful Healing ability.

Hanners also differs from standard Cult in that they do not actively recruit Walkers of the Path found in the Third Divergence, mostly content to promote those that do join the organization, by promptly shipping them to another Divergence in most cases. The ultimate goal of Hanners is to recruit Samuel "Darkfire" Ortega, the vampiri who also happens to be the most powerful pyrokinetic in existence.

The corporation has had some difficulty with The Castellan, forcing it to stop several assassination attempts on Darkfire that were ordered by The Castellan. The Castellan has also started raiding Hanners buildings searching for why they're protecting Darkfire.

Hanners Inc is the main supplier of medical field equipment and supplies to the war effort. The money being made in this venture has made Hanners one of the richest beings in any Divergence.

The Cult of the Black Sheep

The Cult of the Black Sheep is an arm of the Black Amber's cult in Dirge. Originally founded by a Shepherd to bring about the downfall of the Sociopath Kings, the cult has moved on from this goal. Now the Cult of the Black Sheep works semi-openly out of Ur-Min, recruiting mercenaries and other more varied professionals. There is some sort of secret connection between the Cult and Fortunes Favored, several clandestine meetings have been arranged.

Other branches of the Cult

The cult is known to infiltrated The Azure. Strangely enough they have intervened in the siege of the Ivory Citadel saving it from being overrun by The Black on Blacks champions on several occasions, it is unknown if this is the result of a bargain with the Design or for far more obscure goals of their own.
Title: Divergence 2.0
Post by: Llum on August 20, 2009, 06:49:47 PM
Oswalt's Camp

Oswalt's Camp is the furthermost Compact position on Disk. Quite a distance from the Ivory Citadel, it is hidden in a small forest that borders a plain speckled with mesas. All forces of Compact troops searching for the origin of the Black on Blacks troops pass through Oswalts.

The base itself is fortified with a palisade crafted from massive redwood trunks. The camp houses a small blacksmith, tannery several baracks and two Gates. Food is shipped daily from Ur-Min.
Title: Divergence 2.0
Post by: Llum on August 22, 2009, 04:09:37 PM
Sea of Vermin

Massive inland sea north-east of the Ivory Citadel. The Black on Blacks troops are often seen arriving in massive black iron ships. The sea is reknown for its deep green waters.

Osmos

Osmos is a port city founded by Ararat, champion of the Royal. Osmos has two main districts, the Steam district, where colonists from the Empire of Steam reside. The Steam district is sorrounded by a large stone wall, save for a small breach where it meets the coast. The docks are inside the Steam District and several steam-powered cruisers can usually be found berthed here abouts.

The other district is call the Kor district, name for the Sons of Kor colonists that inhabit it. Many temples and blacksmiths can be found within.
Title: Divergence 2.0
Post by: Llum on August 23, 2009, 01:56:31 PM
Paranormal Skills

The Third Divergence has its own innate magics, known as paranormal skills.

Pyrokinesis

Pyrokinesis is the ability to generate and control flames, the color of the flames a person will generate varies on the individual.

Influence

Influence, as it is known amongst the vampiri, is the ability to cause confusion and disorientation amongst their victims. Stronger influencers have been said to paralyse victims or cause hallucinations.

Clairvoyance

Also known as Remote Viewing, allows a person to view see places far away from their bodies. Stronger individuals can sometimes hear things at the location they are viewing.