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Futuristic ̶O̶̶M̶̶E̶̶N̶ - A Twisted Pilgrimage (lore)

Ayama

Enthusiast
OMEN
A Twisted Pilgrimage
Introduction
Time was never a linear system.

As the end of the 224th cycle approaches, the prescient Augers from the Five Realms have professed the names of the Chosen Ones who must travel to Odem, home of the infamous Avatar of Pain. While it was regarded as the highest prestige that any living being could obtain, the equivalent burden was the sacrifice of four lives at the termination of their journey. Yet, for the remaining survivor, the spoils of victory meant the acquisition of their most paramount desire.

Limitless power. Unparalleled wealth. The subjugation of an entire planet. The reincarnation of a dead lover. The forbidden knowledge of the future. All of what seems impossible was made certain under the Messor’s power, if the Chosen Ones answered its call.

The time has come. Your name was proclaimed.

Will you risk it all to fulfill your destiny?
Storyline
The main story will revolve around the journey of the Chosen Ones to Odem and their ultimate confrontation with the Avatar of Pain, the Messor.

The journey will be broken into three major parts.

First, The Preparation. This is a training of the Chosen Ones by the Augers and the Pantheon, because the journey is a dangerous one. They’ll be taught basic combat, and introduced to the types of challenges that they can expect in Odem.

Second, The Pilgrimage. This is the actual journey through Odem, trying to survive the challenges, pitfalls, and traps of the island. Odem is a planet that feeds on death, so everyone will have to be on their toes.

Third, and most important, is The Preference. This is where everyone will probably either band together or split apart when they confront the Messor. Think of this like The Hunger Games or Squid Games, but with the added strain of an extra boss to fight.
Inspiration
The fabulous @Fortuna is the original creator of this RP, for which the main inspirations were:

Hyperion by Dan Simmons​
The Hunger Games by Suzanne Collins​
Genshin Impact by miHoYo​
Rules
The goal here is to have 4 committed, long-term players who will be seeing the story through to the end of The Preference, with the possibility for a spin-off or sequel down the line if people are interested.

1. The tone for this RP should be relatively mature, including violence and gore and possible psychological triggers. Please deal with all sensitive subject matter respectfully and, of course, respect RPN rules and the other players.

2. Posting expectations are set at one post a week per character (though of course this can always be slowed down if needed, just as long as people properly communicate). Word count matters less than interesting, well-written posts with proper grammar, spelling and punctuation that contribute to and advance the scene in some way (though try not to drop below 1-2 paragraphs if you can).

3. Collaboration on posts (particularly for fast-paced dialogue or action scenes) is highly encouraged (though of course don't control anyone else's character without permission). You're also encouraged to make your posts as detailed as you want, and to respect your collaborators by reading and responding to their posts as carefully as you craft your own.

4. There are only five open character slots in this RP, with the limit set at one character per player. Everyone is expected to actively participate in plotting discussions in the OOC, so that all players can be equally involved in worldbuilding and story-crafting, and no one gets left behind. The small group also means that every player and every character be will be essential to the story, so communicating in OOC if you need more time to post is especially important, that way posting rounds can be readjusted.

If you're interested in joining the RP, please read over the following section for basic information on the open roles and their respective Realms, and let us know which spot you'd want to take and any character concept ideas you have.
Roster
The Chosen Ones


AME
The Conflicted Warrior
{Tank}
Valtorr Vârcolac
[Affiliation]
The Augers


VANIR
The Unfeeling Engineer
{Support}
Name here
[Affiliation]
The Council


ORCUS
The Hotheaded Punk
{Scout}
Eshi the Vicious
[Affiliation]
The Veiled


MAAT
The Inflexible Enforcer
{Shield}
Agaro Setana
[Affiliation]
The Intels


TENOCH
The Gentle Shaman
{Medic}
Ruiha Sakiko
[Affiliation]
The Pantheon


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{design by Fortuna, extra code by Ayama}
 
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HISTORY
After Earth
In the late 21st century, political tensions drew high, and nation upon nation both divided and fought for dominion. The result of this was war and devastation. The Earth’s atmosphere became toxic - the air barely able to sustain the chemicals that were once essential for life to exist. With the planet now unsuitable for habitation, billionaires, scientists, and governments alike built interstellar arks for humans to retreat to, while they searched for new planets to terraform.

Upon their travels, they encountered the planets that would come to be known as the Five Realms, inhabited by many fascinating species. As each new voyager took off to explore these planets, it was natural for those who spent time studying them to stay and turn “native”. As a result, fewer and fewer explorers, scientists, military personnel etc. came back to the arks. It was a time of mass exodus, as humans embraced their new roles in each of the new realms they'd come to inhabit.

With humans facilitating discussions and diversifying the connections between these planets via trade routes and other forms of protective alliances, the Interplanetary Council was formed. Their focus was to maintain order and peace between the Realms.
Formation of Vanir
The formation of Vanir, Earth’s successor, began with the exploration of a dwarf planet by the remaining scientists and citizens of the ark. The explorers found that this planet contained a suitable atmosphere, and enough water to support life, so they progressively terraformed it to suit their needs until eventually turning it into one giant, bustling city- a hub for man-made goods and technology.

Originally, people dismantled parts of the ark and repurposed them for the planetary surface and, due to the low population of humans inhabiting the planet, the use of machinery for agriculture, building infrastructure, and overall everyday support became common practice.

As a result of this, innovation came to be the main focus of this planet and, with mechanization and automation being commonplace, humans and its other inhabitants were able to focus on studying to further their knowledge. Consequently, Vanir saw a rise in scholars and academic institutions, with students coming there to study from all Five Realms.
The First Corruption
The First Corruption came at the hands of an Empyrean student who ventured to each of the Five Realms in order to publish a research paper on the diversity of their cultures, religions, and spiritual practices. Paetik Trahmo started his journey from the closest realm and ended it at the furthest realm, making his way from Ame to Orcus, to Maat, Vanir, and finally Tenoch.

At the very end of his journey, he came across the story of a fabled sword with the power of life and death. While questioning an Elder of the Thlapza tribe, he found out the mythical origins of the River of Odem.

It was said that Odem was formed from the tears of a grieving goddess, Messora, whose husband went to war for the ancient predecessors of Tenoch. After winning a great battle, Odemali (Messora’s husband) threw a feast, and became quite popular with the commonfolk. Lavish gifts, temples, and subsequent offerings were made in his name.

Because of this, one shaman from Old Tenoch grew incredibly jealous of the attention Odemali was getting from his family- his wife, his children, and even his tribe’s chieftain couldn’t stop singing the god's praises. No longer able to contain his anger, he came up with a plan to creep into the god's home and kill Odemali while he slept.

On the 30th day of Odemali’s homecoming, the shaman executed his plan, stabbing Messora several times in the chest before turning to her husband to slit his throat. He then took Odemali’s legendary sword for himself as a trophy, to show his family that he was just as worthy of their praises. Unfortunately for the shaman, while he was on his way home, Messora woke from her injuries and chased after him with full force.

She took Odemali’s sword and beheaded the shaman, leaving his corpse under the valley he tried to hide in. Yet still unable to fully express her grief, she wept. Lightning struck down from the skies, and rain fell for many days, until the whole town was flooded and submerged underwater. Messora stayed put, and she too drowned, along with the sword that commemorated her husband and his great deeds, as not even her tears and the full force of her sorrow and anger could bring the fallen god back to life.

Despite the warnings of the Thlapza Elder, Paetik decided to try his luck and set out to find the legendary sword of Odemali. If he were to come back with such a relic, his opportunities would be endless. Day after day, Paetik would swim under the river for a chance to see the sword. Night after night, he would come back to town with nothing but the wrinkled skin on his palms and a growing bitterness from the futility of his quest. But if there was one thing that made Paetik different from the rest of his fellow scholars, it was his sheer tenacity.

His bitterness soon turned into an obsession, as he forgot all about his studies in order to focus all his time and effort into finding the fabled sword. He invested all that he had into this mad venture- turning over his possessions, selling all his books. He even chose to forgo living comfortably, just so that he wouldn’t have to waste precious time with useless things like bathing or cooking.

Undivertible, Paetik searched and searched, and by the end of his 50th year the toll taken on his body was such that he was hardly able to continue spending any time underwater at all. And then, one evening, in an area he'd already explored a hundred times before, he saw something new glistening in the water under the light of a full moon. Just one more try, he thought.

When Paetik found the sword hilt buried in the sand, he knew it had to be the one he'd been searching for from the pattern of intricate grooves and carvings that he'd never before seen. However, just as he was about to surface with his prize in hand, his skin suddenly tingled. A warm, then burning sensation seared through his face- the first part of his body that had surfaced from the river. When he ducked back into the water, he felt the sword call out to him. In a self-destructive trance, he lifted the blade and began to methodically cut into his skin. Blood turned the surrounding area red.

When he awoke from the trance, back on land once more, Paetik was no longer himself. He found his body now covered in hundreds of knives as if it were a second skin- a carapace of steel. In his mind rang only the suffering and anger of a grieving goddess, Messora, who ordered him to kill all the living beings he encountered. She wanted to bring them the same pain they had brought her by killing her husband all those centuries ago. And so, Paetik became the Avatar of Pain- the Messor.
The Chosen Ones
The Messor hunted and killed at least a hundred tribe members in Old Tenoch before its massacre was known to the Interplanetary Council. Despite the brutality within, warriors from all over the realms came to try and eradicate it- none of them ever came back.

In the weeks and months that followed, all eyes in all five Realms were turned to the Messor. It was beginning to run out of victims to slaughter, and most feared that it would migrate and begin to attack the neighboring realms if something wasn't done. With so many lives already lost and a rapidly shrinking list of soldiers who wanted to get involved, the Council decided to hold a raffle- names drawn from everyday citizens who were forced to join the fight and enlist: the Chosen Ones.

The 25th group of Chosen Ones was the first to draw a victory. Or at least, to have one member come back from The River of Odem alive.

Auder Niran, without so much as a scratch or even a bruise on him, traveled back to his home in Maat and told the Council of the Messor’s tale. More importantly, he revealed the conditions of his victory, explicitly prefacing his briefing by saying that he did not win through brute force. If physical strength had been the criteria for success, one of his other teammates would have won. Niran won because, for some unknown reason, the Messor had simply decided to let him live.

He stated that the Messor was watching the Chosen Ones from the moment they crossed the border from Tenoch into its territory, for it was collecting information about their strengths and weaknesses. During their confrontation, Niran watched as it used and played upon each of his teammates' weaknesses in turn. It was in a moment of pure happenstance, when Niran was cornered and about to meet his fate, that the Messor looked into his eyes and stopped fighting.

When it dropped its sword, Niran picked it up, and the Messor let out a high-pitched shriek. It lunged after Niran to reclaim its weapon, but he evaded it quickly, as if the leg that he’d injured during the fight had been healed. Upon closer inspection, Niran found this not only to be the case, but also that his entire body seemed to have somehow regained the speed and vitality of his youth.

As the eldest Chosen One by far, Niran had been worried during the whole expedition that his age and various ailments would slow down the team. He only wished that he could be stronger, in order to protect everyone else. And the moment he touched the fabled sword, it seemed, was the moment his wish was granted.

The second this realization hit him, the sword disappeared. The Messor disappeared. He had no explanation as to why or how- he only knew that he was incredibly lucky to have survived.
The Avatar's Reincarnation
25 years had passed since Niran won that first victory, and the trauma of the realm of Tenoch had begun to heal. The only thing that refused to mend was the battleground where the massacre had taken place- it couldn’t seem to get rid of the stain of death. While shrubbery and trees were starting to sprout there once more, their very essence was toxic, and the creatures this now cursed land bred were equally dangerous, attacking all trespassers and even killing their own in order to survive.

Unwilling to associate with the place, the citizens of Tenoch called it Odem, after the River it was closest to. While it was technically still located on the surface of Tenoch, Odem now existed as its own separate entity, and a wall fortified with the strongest metals and energies acted as the blockade that separated the two; now as different as night and day.

All seemed well, until high-pitched shrieks and the sounds of tearing metal were heard one day from the other side of the blockade. The citizens of the town closest to the barrier went missing, and all communications in or out of that area were suddenly cut off. Upon further investigation by the Council, they found the townspeople slaughtered, the aftermath much like that of the Messor’s first massacre.

Armed with the knowledge Niran had bestowed upon them, they knew its weakness was its sword, so, resurrecting their previous tradition, they made a new selection of Chosen Ones and tasked them with obtaining the Messor's weapon at any cost.

Wave after wave of Chosen Ones disappeared into Odem, but what they hadn't anticipated was the fact that, each time, the Messor came back stronger. It returned with abilities it didn’t have before and, with each passing 25-year cycle, the battle drew longer and longer as the Messor learned and mimicked attack patterns, and its steely skin grew more invulnerable to technologically-advanced weapons.

The only two patterns to stay consistent were the fact that the sole survivors always came from the pool of Chosen Ones and that, upon their return, their lives (in one aspect or another) were infinitely better than before they left.
Boundless Pilgrimage
In order to prevent further massacres and protect the people of Tenoch, the Council decided to build a base there to act as training grounds for the Chosen Ones. At the end of every 24th cycle, these individuals were trained for weeks in order to hopefully help them to survive before the Council then opened the gates and sent them into the heart of Odem.

While it seemed irresponsible to simply thrust these individuals inside the Abandoned Realm to fight for their lives, it was actually a sound strategy, as it turned out the Messor had an innate ability to sense battle-hardened individuals much sooner than regular individuals. It sensed their pain. The more burdens a person carried, the easier it was for the Messor to track them down and kill them.

It was for this reason that the Council sent ordinary people into Odem for each Pilgrimage. They wanted to give the Chosen Ones a fighting chance as, each time they were hurt during the course of the journey, it made them that much more visible to the enemy, and it made the Messor finding them before they could complete their mission that much more likely.

It was also the reason why the Council held a weeklong festival in each of the realms to celebrate their champions after each Choosing- a small act of comfort and rejoicing, before the Chosen Ones were subjected to the greatest challenge of their lifetime.
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{design by Fortuna, extra code by Ayama}
 
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REALMS
Ame

AME (The Empyrean Realm) is the embodiment of light, home to the enlightened ones. It is an unbound, natural utopia built upon the foundation of peace. Minimal and quite utilitarian, its central ethos is built upon the ideals of meditation.
Orcus

ORCUS (The Abyssal Realm) is the embodiment of darkness and desires. There is never a dull moment in this world, for no rules exist to govern its inhabitants. If there was something you wished to take, it was all but yours to take. If it’s in a place of unbound freedom you wish to live, you must be prepared for the chaos and madness it exerts from within.
Maat

MAAT (Realm of Ordinance) is the embodiment of justice. This world runs like clockwork, following routine regimented and ruled by discipline. Life is quite militaristic in this world and, to preserve order, there is no room for individuality. Those who don’t abide by the rules of their own volition are made to follow by force.
Vanir

VANIR (Realm of Innovation) is the embodiment of knowledge. Perhaps the most advanced of the Five Realms, this world greatly benefits from the studies and experiments conducted by its citizens. With widespread automation and technology, the number of biological species is trumped by their mechanical counterparts.
Tenoch

TENOCH (Realm of Life) is the embodiment of growth and health. While Vanir might be teeming with machines, the world of Tenoch was left essentially untouched. Slow to adapt and much more communal, Tenoch hosts the most biologically diverse species due to the purity of their land. And yet, one-third of the planet is desolate and free from growth.
Odem

ODEM (Realm of Death) was once part of the realm of Tenoch. Before the First Corruption, it was said that Odem was full of water, providing a healing essence from its many lakes and rivers and a brief, soothing respite to its many visitors. It was often a site of miracles, and a place where people would come to speak of their wishes and dreams, in the hope that they might be fulfilled.

Unfortunately, all of these things are now but a distant memory to the Elders of Tenoch. Current day Odem (The Abandoned Realm) requires both tenacity and quick wit for survival. The planet is the living embodiment of aggression and untimely death, and everything on its surface is hostile and will actively try to kill you- if the Messor doesn’t get to you first.
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{design by Fortuna, extra code by Ayama}
 
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REALMS
(In Detail)
  • The Empyrean Realm


    Terrain: The furthest planet from Old Earth, Ame is made up of 80% water, 5% floating islands, and a 15% mix of marshlands and small mountain terrain. While grass covers most of the wetlands, trees are quite rare on the islands, and mostly restricted to the mountainous regions. Those trees that are found on the islands are considered sacred and left untouched. However, throughout the centuries, Ameans have found a way to further enrich and fertilize these soils to allow new growth to occur. Young and small trees that were transplanted from the mountains have now begun to grow and disperse their seeds throughout the marshes.

    Climate: The weather varies from high to low tide. During the seasons of high tide, heavy rainfall and minute tidal storms are prone to disturbing the marshes. In the very rare circumstances of cyclones and hurricanes, energy barriers are set up in order to protect the existing infrastructure, such as shrines and zen gardens set up by the Ameans for their daily spiritual practice. During seasons of low tide, droughts and sometimes grass fires disturb the land. However, due to its distance from the Sun as well as slow rotational force, Ame experiences mostly a calm, cool climate. One day in Ame is equivalent to 12 years on Old Earth.


    History


    Ame was once a planet teeming with life, mountain ranges, and even active volcanoes. It was mostly inhabited by Early Prometheans. However, all of this changed after it was struck with an asteroid that changed the rotation of its axis forever, causing an Ice Age that lasted for thousands of years. When the frozen liquid began to thaw, valleys sank under the water, and only the highest peaks of the mountains could support life. The evolution of Prometheans from aquatic life to terrestrial came in slow increments. Over time, as the rotation of the planet grew slower and slower, Ameans began to adopt more modern techniques. It saw its greatest boom during the After Earth era, where many humans (and other extraterrestrials following) brought new ways of life to the planet.


    Culture


    Life on Ame is quite slow, and due to this the passage of time is difficult to perceive. During periods of daylight, Ameans are often found meditating. They do so to maintain a state of balance and preserve peace. In doing so, they can connect to their higher consciousness and, if practice prevails, to Axis Mundi- the collective consciousness, embodied by a tree branching off from all Five Realms.

    As a result, most Augers and prescient beings emerge from Ame. They are meant to become vessels of information, but are highly susceptible to change (meaning they cannot handle rapid changes well). Ameans are meant to lead the world through peace and understanding. They are the gifted who hear the voice of its higher consciousness, and are meant to be the precognisant harbingers of the future.

    To prepare to become vessels, citizens of Ame forgo their own desires and identity. Their differentiating experiences are merely a shell that holds the collective hive. Consequently, their societal values follow suit. As collectivists, they put the needs of the group above their own, making the task of helping others not just encouraged, but essential to their entire society.


Ame


Vanir


Orcus


Maat


Tenoch
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{design by Fortuna, extra code by Ayama}
 
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SPECIES
Spiritwalkers

SPIRITWALKERS - Primordial beings of elemental forms

Spiritwalkers, the oldest known species in all five Realms, are ageless and unbound by the laws of time. They are made of the primary energy that inhabits nature or even unnatural objects. As such, they can often shift their form from one element to another. As with all energy, Spiritwalkers can only be transmuted or transformed, and as such they are not, strictly speaking, 'born', nor can they ever be fully destroyed. A Spiritwalker’s downfall is that they can be manipulated and are easily contained, which is why they must always be aware and mistrustful of those around them, lest their raw power be used by others and taken advantage of.
Synthetics

SYNTHETICS - Mechanized units with ranging conscious intelligence

'Synthetics' is actually a catch-all term created by the citizens of Vanir to refer to various mechanical inventions with a wide range of abilities, functionalities, and appearances. From the simplest of robots and androids, to the most complex artificial intelligence, Synths are used to make living more efficient for all. While most Synths remain in Vanir as a large part of their service sector, others have been assigned to take care of various tasks &/or beings in other realms. Due to a robust innovation in deep-machine learning technologies, there may even be some Synths with conscious intelligence to rival that of the other species of the Realms.
Post-humans

POST-HUMANS - Descendants of humans

The living legacy of humans from Old Earth, Post-humans (or Posties, in slang) have a similar biological make-up to their ancestors. That being said, living and traveling through space (as well as genetic modifications and mating with other species they've encountered) has led to a far greater genetic variance. Although Post-humans generally resemble their ancestors in appearance (being bipedal, with similarly-developed brain structure, similar facial features, and similarly articulated joints), these adaptations, both natural and bio-engineered, often result in certain modified genetic traits, such as enhanced hearing or strength, tails or extra-limbs, slitted nostrils or double-lidded eyes, etc.
Prometheans

PROMETHEANS - Aliens with biological forms

While the actual origins of Prometheans are unknown, the generally-accepted theory based on historical accounts is that they originated on Ame, and then spread to the other realms through space travel. Though Prometheans display a very great range in size, shape, and form, many of them are bipedal digitigrade invertebrates with jointed legs and an exoskeleton (arthropods of Old Earth would be the easiest base reference for their typical skeletal structure). They function through a different kind of organic chemistry, which is unique to each Promethean type- as a result, some can be extremely short-lived, while others can live for centuries without aging.
Beast-kin

BEAST-KIN - Animals with an evolved form of consciousness

While it is possible that they might once have been humans' pets, Beast-kin are now a highly evolved race of their own. Much like humans, their species have intermingled with others, and through this they learned new ways of communicating and surviving. Their adaptations, both genetic and cultural, stem from their contact with the other species of the five Realms. While most Beast-kin possess their own consciousness, and shouldn’t be treated as a lower class citizen in any way, there may still be some prejudice against them for having presumed feral origins. That being said, most reasonable and educated people have a more accepting mindset.
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{design by Fortuna, extra code by Ayama}
 
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FACTIONS
The Augers

AUGERS & SERVANTS OF MUNDI - Prophets of the Realms

Most Augers are born on Ame, as their role as seers requires a connection to the higher consciousness of Axis Mundi. Augers often show the capacity of their skills at a young age by being able to receive visions of the Messor. Nightmarish as these visions might be, they often contain clues of what could possibly take place during the next Pilgrimage. More importantly, Augers select the Chosen Ones, predicting which one might triumph over the rest in quelling the Messor’s rage.

Primary NPC: The Enlightened Emerelq
The Council

INTERPLANETARY COUNCIL - Leadership of the Realms

This is the central government that overlooks the relations between the Five Realms. It consists of many elected officials and members who serve to protect the rights of each of the Realms. While some members are inducted by higher officials, the higher officials themselves are elected from a pool of longer-serving members, and need to win by unanimous vote. If even one council member has doubts, the election process starts again. As such, the highest officials of the council are both thoroughly vetted and highly respected across the board. Truth, Honor, Servitude, and Non-Violence are the values to which the Council adheres.

Primary NPC: Ocyna Q'irokh
The Veiled

THE VEILED - Syndicate of the Realms

Probably the only organization in all the Realms capable of preventing the Intels form doing their job, the Veiled is a highly successful crime syndicate, known for the most notorious crimes of the Five Realms. Having a fortified base in Orcus, it is very rare for local authorities of the Realms to interfere with their plans. While their branches of operation include money laundering, fraud, racketeering, drug trade, and even assassinations, one of the Veiled's most lucrative ways of accumulating wealth lies in the kidnapping of Chosen Ones. To date, this has only occurred a total of five times, the last two being closest together. The importance of the Chosen Ones is such that they even came close to making a deal with the Interplanetary Council to orchestrate the release of their captives before the Intels raided their location, taking down many key leadership figures in the process.

Primary NPC: Achiana the Twisted
The Intels

INTERGALACTIC SENTINELS - Peacekeepers of the Realms

Sanctioned by the Interplanetary Council, these soldiers and warriors alike act as the peacemakers between the Five Realms. Dedicated and highly trained, their main task is to observe and act before any large crimes or territory disputes occur. Additionally, Intels act as bounty hunters for any escaped criminals on the run, as well for those Chosen Ones who decide to run from their destiny. While this does happen from time to time, the Intels have never failed to bring in their lead and complete their mission. Due to their toughness and innate perseverance, Maatis are usually the ones scouted and recruited to join the intergalactic force.

Primary NPC: LX-92
The Pantheon

THE PANTHEON - Survivors of the Realms

The Pantheon consists of the previous survivors of the Pilgrimage. They often work together with the Augers and the Interplanetary Council in order to prepare the upcoming Chosen Ones for their journeys. While regarded as heroes, celebrities, or beings of the highest rank in their respective Realms, they are still subject to the rules of the Interplanetary Council.

Most survivors in the Pantheon are widely successful, due to the bargain that they’ve made with the Messor. Whether it is extreme power, strength, wealth, or influence, these individuals created a better life for themselves (as well as the others around them, if they wished to do so). As their experience is of utmost importance, their role as mentors to the Chosen Ones is non-negotiable. If they are alive and able-bodied, they must report to the Compound in Tenoch before the time of the Pilgrimage begins.

Primary NPC: Vir Igar
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{design by Fortuna, extra code by Ayama}
 
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NPCS
  • The Enlightened Emerelq
    Beast-kin | Male | 208
    Give me your hand, I will show you the way...
    Emerelq is a famous Amean Auger.

    He was found as a cub by the edge of a river, half-drowned, and nursed back to health by a peaceful community of Promethean servants of Mundi. It's believed the badger was brought to the planet by smugglers from one of the other realms.

    Clearly, he had been caged and abused, treated like an animal- no doubt the smugglers had thought they could sell him as a pet, but either they had abandoned the idea or some ill had befallen them, as neither they nor their ship was ever located.

    The Prometheans took Emerelq in, and taught him the ways of meditation and peace. Through their tutelage, the beast-kin developed a keen sense of inner calm, and a willing and listening ear, in tune to the vibrations of all Five Realms.

    His dedicated meditation practice and the environment of Ame slowed down his natural growth cycle considerably, and Emerelq's lifespan has been extended far beyond what any others of his kind have experienced- no one knows how old he might live to be.

    Unlike most other prescients, he was well over a hundred years old when he received his first vision of the Messor, but the event clearly marked him as one of the gifted, and he was elevated to the rank of Auger not soon after. He is considered one of the wisest beings in the Five Realms, and great stock is placed both in his visions and his sought-after advice.
    Code by Serobliss


The Augers


The Council


The Veiled


The Intels


The Pantheon
[clickable tabs & hidden scrolls]
{design by Fortuna, extra code by Ayama}
 
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LOCATIONS
The Axis Temple

THE GREAT TEMPLE OF AXIS MUNDI (or The Axis Temple) is the high seat of Amean spiritual life. Built aeons ago by ancient Ameans on what was at that time Ame's highest mountaintop, it is now barely still on land, though the lower levels have been flooded for centuries. Most Amean monks make a pilgrimage to the temple at least once in their lifetime, and many stay there to meditate for months on end. It is considered to be the point on the planet most in tune to the vibrations of Axis Mundi, where Ame's spiritual leaders can commune with the great consciousness of the universe. During each 24th cycle, the Augers lock themselves in the temple's cavernous internal chamber (the Shrine of Mundi), and remain there in silence until they are granted visions of that cycle's Chosen Ones, so they may perform the Summoning.
The Spire

THE ATARAXIA SPIRE (or simply The Spire) is the tall, needle-like building at the heart of Vanir's capital city that houses the Intergalactic Council. The lower floors are open to the public- both visitors wanting to get a tour and those with legitimate inquiries. The further up the Spire one goes, the more restricted access becomes, as the most important matters of gevernance of all Five Realms occur here. At the very top is the councilchamber itself, where the galaxy's leaders discuss the matters of gravest importance. If anyone besides them ever gets admitted to it, it usually because something has gone incredibly wrong.
The Stronghold

THE STRONGHOLD is the fortified bunker on Orchus owned and controlled by the Veiled. Located at the base of one of its largest volcanoes, it is essentially an underground fortress, able to withstand blockade for months if necessary. Aside from this, it is where Veiled leadership meets to discuss important matters, where many of the organization's most lucrative enterprises are centered, and where important kidnapped victims are kept and stored until they can be ransomed.
The Citadel

THE CITADEL is the centre of Intergalactic Sentinel activity in the galaxy. Located on one of Maat's more desolate mountaintops and virtually impregnable, it is a sprawling complex complete with turrets, watchtowers, and a veritable maze of tunnels and caverns that run through the entire ridge. It houses the Intels' high leadership, its greatest stockpile of weapons, a gigantic spacecraft hangar, and endless barracks and training facilities for initiates and new recruits.
The Compound

FIVE REALMS TOWER (usually referred to as The Compound) is an enclosed location in Tenoch run by the Interplanetary Council and the Augers. Its main purpose is to serve as training grounds for the Chosen Ones to learn in before they are sent through the Gates on their Pilgrimage. The facilities are state-of-the-art, and contain the most advanced technologies manufactured in Vanir.

The Compound is four levels deep. The first and second level are above ground, and the third and fourth are below. The ground level contains the main reception area, as well as most of the training facilities. The second level contains living quarters- including separate rooms for each of the Chosen Ones. The third level contains all the labs and healthcare facilities. The fourth level is the living area for those who inhabit the Compound long-term, including the scientists, technicians, and other professionals studying Odem and the Messor.

It is common to see Synths roaming and cleaning the Compound, as well as providing the essential services needed by those who live there. Should any of the Chosen need anything during their stay, all they have to do is connect to the display in their room, and they can describe what they need to the Synth who will come to lend their assistance.
The Gates of Odem

THE GATES OF ODEM are the only point of entry from Tenoch into the Realm of Death. Like the walls into which they are set, the gates are incredibly thick, made of the strongest metals and reinforced with magic. It takes a dozen Augers chanting to undo the spells while a miniature army of Synths and Intels drag them slowly inch by inch to get them opened, and the only time this happens is at the end of each 24th cycle, when the newly-trained Chosen Ones embark upon their Pilgrimage. Once their journey begins, the gates are guarded day and night to keep the rest of the Realms safe from the horros within Odem until the end of the Preference, when the victor emerges from their ordeal, after which they are closed and sealed again until the next Selection.
[accordion buttons & hidden scrolls]
{design by Fortuna, extra code by Ayama}
 
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PARADIGM
The Summons
Known varyingly as the Selection, the Summons, the Summoning, and the Choosing, this is the process by which Chosen Ones are selected. At the end of every 24th cycle, the Augers lock themselves inside the cavernous Shrine of Mundi at the heart of the Axis Temple. There they stay in silent meditation, communing with the universe until the Spirit of Axis Mundi grants them a vision of that generation's Chosen Ones. Once the revelation is made, the ceremony concludes with the Augers emerging from the temple and proclaiming the name of each Realm's champion in order for them to be Summoned to their task.
The Festival of Passage
In order for each of the Realms to honor their champion after their Selection, and for the champions to get to experience a last small measure of comfort and rejoicing before setting out to meet the greatest challenge they will ever face, the Council decreed that there should be a weeklong celebration after each Choosing. Known as the Festival of Passage, it is an occasion for the Realms to thank and encourage their champions for their sacrifice, wishing them safe passage through the Realm of Death, and for their champions to use the celebration to say goodbye to their life, their world, and their loved ones, as it is unlikely they will ever see any of them again.
The Preparation
This is the training that the Chosen Ones undergo before entering Odem. For weeks after the Summoning and the Festival of Passage, the champions are brought to the Compound (some dragged unceremoniously there by Intel scouts against their will) for their Preparation. This includes combat training, survival skills, and intense psychological and emotional conditioning. For as long as the Preparation lasts, the champions are closely monitored 24/7, and not allowed to leave the Compound under any circumstances. If any should manage to escape, they are dragged immediately back, kicking and screaming.
The Pilgrimage
This refers to the perilous journey through the Realm of Death. As the Messor used to be a true deity, this name is a bleak, twisted reminder of that fact, depicting the Chosen Ones' passage through Odem to find the Avatar of Pain as a dark twist on a religious quest where, at the end, the one who makes it will indeed be able to make a wish of the sought out god. Unfortunately, the reward for seeking out this god is, for all but one of them, a sentence condemning one to die in the most atrocious of ways.
The Preference
No one knows what dictates the outcome of the Preference and how the Messor chooses who lives and who dies. All that's known is that, during each Pilgrimage, he tortures the Chosen Ones both physically and psychologically as they make their way through his Realm and that, at some point, when he encounters the champion he's selected as the victor, they come face to face with him and his terrible weapon, only for him to drop the sword and grant them their one wish, after which they emerge from Odem alive, and blessed with whatever gift they saw fit to be granted by the Avatar of Pain.
[accordion buttons & hidden scrolls]
{design by Fortuna, extra code by Ayama}
 
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