Cevanti Information Thread

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Beatrix III

[SA] Mrs. Hizrihel
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cevanti.jpg


Overview/Notable Features​ (top)


Cevanti is very much a tomb world. An event known as "The End" wiped out the majority of the civilization here centuries ago leaving nothing but the husk of their existence behind. The remaining peoples collected into the Capital City of Markov and began anew, scavenging from the technology around them. The City of Markov is where the only active space port is. It is very much one giant slum, even with the nicer areas looking aged and dreary. Those portions of the city that are in use are surrounded by an energy barrier system designed by Aria T'Loak at the behest of King Dulmare to protect the people from the numerous wild zoid attacks. Venturing into the unprotected parts of Markov or, even worse, outside of the city limits is done so at your own risk due to the prevalence of said wild zoids. However, the entire planet is yours to discover and reclaim from the clutches of time itself. Lost treasures and powerful technology await your arrival, buried beneath the overgrowth and shattered remains of a world that was once the pinnacle of life.

Terrain/Climate​ (top)

Besides Markov and it's residents the planet Cevanti is literally a decaying ruin. Every biome you explore has some sort of decaying city or civilization that once used to house millions of people. That's just what nature hasn't reclaimed. Over the centuries since 'the End,' countless other cultures and societies have likely been consumed by overgrowth or collapsed beneath the effect of uninhibited erosion. Along with the husks of civilization, you're also likely to find the 'decaying corpses' of long-dead zoids and other massive mechanized monstrosities.

The climate across the former 'Gaia World' is temperate, except near the poles where things grow progressively colder and near the equator, where you are more likely to find patches of deserts and utterly barren landscapes. Outside of these geographic anomalies, you're looking a dense, overgrown forests that are strangely non-humid.

In terms of weather, Cevanti still has 'flashes' of its more pristine past, as extreme weather is for the most part uncommon, although large storm cells are known to form in the oceans for a few weeks out of the year. As Markov is far removed from anywhere that these storms make landfall, they are of no concern to the world's settled inhabitants.

Wildlife​ (top)

What may have been a sprawling paradise are now cavernous depths that house horrific creatures known as Akata. Infused with shadow energies and crafted from an ultra dense material, they are aggressive to nearly everything they come in contact with. Thankfully none have ever made it to Markov. Equally as dangerous as the aforementioned Wild Zoids. Either roaming in packs or alone, a majority of the wildlife population on Cevanti is mechanical. From rodents to large dinosaurs, you'll find they all exist among each other just like their carbon counterparts.

Points of Interest​ (top)


Markov

Factions and NPCs(top)


Kingdom of Palatinus
--King Dulmare
--Palaxia

Cytokine Industries
--Aria T'Loak

Pilots Union
--General Claudius Dulmare

The Guild
--Trade-Baron Thelonious Rex

History of Cevanti and "The End"

An event known only as "The End" is often heard whispered in public places such as bars or the varying market stall, but little is actually known about what actually destroyed everything. It is said that Cevanti was once the center of civilization and the first to achieve life. The deep caverns and foreboding swamps that litter this world are full of ancient, and often terrible, relics from the past. It is dotted with the crumbling remains of Settlements and cities yet uncovered in all their majesty and horror. Talking about "The End" usually gets you shushed by a guard or looked at weirdly by the citizens living in Markov. Most of them are distant descendants to the people that built the place they call home. Centuries ago Markov was the center of Cevtani. The world leader in everything. A terrible conflict decimated the planet and the majority of it's populace; even now only portions of the city Markov are in use, with sprawling sections in disrepair or having been straight up abandoned. Of all the people who have researched the End, it is said that only Aria and the King have found anything close to tangible 'results'.

Errata​ (top)

  • Cevanti is roughly twice the size of Earth, with normal time cycles but noticeably heavier gravity than Earth
  • The concepts of 'gaia world' and 'tomb world' are from the game Stellaris
  • Coin is digital on Cevanti in the form of credits or credit chips that represent an amount of stored currency. All versions of Coin are accepted.
  • Cevanti AMA (Live Doc)
 

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Beatrix III

[SA] Mrs. Hizrihel
Staff member
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Erde Nona
Profile
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Faction
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Corruption World Quests

"An Arbiter’s Rage"
Quest Giver: Up to You
Quest Length: 2,500 words
Quest Location: Cevanti
Quest Prerequisites: None
Quest Description: Your character is going about their daily business when a strange sensation overcomes them, leaving them somewhere between burning rage and infinite sorrow. As they look around, they begin to notice that something isn’t right: their surroundings are… dimming, like some great spirit in the sky has switched out the lights. Suddenly, in the distance, the screams begin. A Voice that you instantly and ineffably recognize as your world’s Arbiter screams, as well. The ground cracks beneath your feet, whole chunks of landscape swallowed by pockets of void-like darkness. The world around you devolves into chaos, and you’ll have to fight your way out as corrupted flora and fauna begin to swarm the area. You need to find somewhere safe, if that even exists anymore.

Repeatable? No

"A Swarm of Locusts"
Quest Giver: Up to You
Quest Length: 5,000 words
Quest Location: Cevanti
Quest Prerequisites: Must have completed “An Arbiter’s Rage”, 2 players preferred but not required
Quest Description: Your character finds a relatively “safe” area that hasn’t yet been devoured by the pockets of void now littering the planet. There are others like you who have escaped, too, and from these shaken escapees you learn of an attack on a nearby settlement/district by hideous, grey-skinned demons with glowing red eyes. You decide to track down these creatures, either through tips from the local populace or through your own superior tracking skills. The world around you seems sick, with visible signs of corruption, and more corrupted creatures appear to block your way. Eventually, you find at least two of these “parademons” in the act of committing unspeakable atrocities, but realize that they are indescribably strong. Yet, you find that you can’t just stand by and watch. Eliminate these parademons by any means necessary.

Repeatable? No

"Sergeant Swift’s Lonely Hearts Club Band”
Quest Giver: Postings on the interweb and around Markov
Quest Length: 10,000 words
Quest Location: Cevanti
Quest Prerequisites: Must have completed "An Arbiter's Plea" and at least one other Unmaking-related quest
Quest Description: The Siege of Markov is nearly a year in the past, but the balance is still a Delicate one, and the fight to stop the Unmaking on Cevanti wages on various fronts. For heroism in the siege itself, a career of success, and recently becoming a champion in a Syntech war game, Sergeant Swift has received a slew of accolades from the Kingdom of Palatinus. Essentially, after one hell of a Cruel Summer, they made this bad bitch the Man, and she’s Untouchable, so you best just Tolerate It. Chief among those is autonomy among the military structure, to use as she sees fit to combat the unmade. So, essentially, they made this Renegade girl a general, but she’s so used to being called permutations of ‘Sergeant’ that she prefers to keep calling herself that.

As the head of the ‘Lonely Hearts Club Band’, Everything Has Changed for our main girl. Sergeant Swift runs black-ops operations in the fringe areas of Markov and into settlements in the surrounding wilderness. Her ultimate goals are unknown to most, save the inner circles of the Kingdom, but her raids have unearthed technology and intelligence on unmade positions across the planet, achieving for many, their Wildest Dreams when it comes to understanding the menace.

Do you have what it takes to join the Lonely Hearts Club Band? Rumor has it that they have a Blank Space in their roster, owing to some Bad Blood between the Sarge and someone else. Find them and prove your Fearless, and if you don’t, it’s okay… Just Shake It Off.

If you believe that you’re… Ready for It than you’ll find yourself air-dropped deep behind enemy lines. You have 22 minutes to either kill an elite target or locate a piece of intelligence. Your Getaway Car is waiting for you so don’t dawdle. Fearless isn’t the same as stupid.

Repeatable? Y (obviously you’re a Hearts Club member the second go around, so just request an altered prompt)

Faction World Quests

"Tour of Duty" (Faction Quest)
Quest Giver: Pilots Union
Quest Length: 5,000 words
Quest Location: Markov + Outside Markov
Quest Prerequisites: Not hostile with the Pilot's Union
Quest Description: So you think you're hot shit? Well, it's time to suit up soldier. Someone has to keep our borders safe and your number has been called. You've been assigned a mech and for the next thirty six hours you're on perimeter guard duty. Radar scans show no wild zoid activity at this time, but that's been known to change on a dime just like the weather. Report to Sergeant Masters in Hangar Bay 12. He'll get you squared away and situated with your equipment. Congratulations, Pilot. You just became of a member of the Pilots Union.

Special Reward: +3 Influence with the Pilot's Union
Repeatable?: Y

Mech Information (For Use With Quest Only)
Storm Motors Bi-Pedal Suit -- Perimeter Defense Series Mk.4
Size: 1120 cubic feet​
"Plasma Pulse Cannon"
Damage 3​
Ranged​
"Bi-Pedal Movement with Boost Jets"
Speed 2​
Finite​
"Personal Shield Mk.2"
Protection 2​
Finite​

"They're Worth More Alive" (Faction Quest)
Quest Giver: The Guild
Quest Length: 5,000 words
Quest Location: Markov + Outside Markov
Quest Prerequisites: Not hostile with the Guild
Quest Description: The Pilot Union would have you believe that slaughtering Zoids would protect the city. It is shocking at how little they know about the precious city they protect. Markov is made up of a series of complicated systems that all work in unison to provide a livable area for it's citizens. What they don't realize is that what we can't fabricate ourselves we must salvage from the wild tech that haunts our forests and constantly surrounds us. This is where you come in. Bring me a live wild zoid of any kind using any means available to you. Deliver it to docking bay 32 inside Cytokine Industries' personal hangar and you'll be handsomely rewarded for your services. Who knows. Maybe you'll even have a future here with among us Guild members.

Special Reward: +3 Influence with the Guild
Repeatable?: Yes

"A Pound of Flesh" (Faction Quest)
Quest Giver: Cytokine Industries
Quest Length: 5,000 words
Quest Location: Markov + Outside Markov
Quest Prerequisites: Not be hostile with Cytokine Industries
Quest Description: I'm sure you've heard of the Akata lifeforms that wander around the cavernous ruins scattered across the planet. These bluish monstrosities are made up of an extremely dense material we've been calling "Organic Steel." Our weapons and armor R&D teams burn through metric tons of the stuff crafting the very tools our troops use to defend the city. It can also be refined and used in the most advanced electronics as a superconductor. This makes anyone willing to go out and bag a dozen or so of these things and bring them back to our guys in the lab priceless. You do this for us and Aria will make sure you're well compensated for the trouble, and I assure you there will be trouble in taking them down. They're tough SOB's.

Special Reward: +3 Influence with Cytokine Industries
Repeatable?: Yes

Unique World Quests

“The Prodigal Son”
Quest Giver: A representative of General Dulmare
Quest Length: 20,000 words
Quest Location: Cevanti
Quest Prerequisites: Complete two or more Unmaking quests, 2 to 4 players recommended but not required
Quest Description:

Char Aznable was once the rising star of the Pilot’s Union. His unique blend of charisma, arrogance, and skill allowed him to rise quickly through the ranks, and his tendency to settle grudges directly and forcefully only seemed to lend him more support among his peers. A pilot with few equals, he was nevertheless feared by his superiors, and at the end of his assignment during the Siege of Markov, his red Zaku II seemingly malfunctioned.

Pronounced dead at the time, there are now reports that a similar Gundam now leads organized units of Unmade monstrosities. These rumors simply cannot be true, as the idea that someone with as much talent and skill as Char ‘going dark’ would likely undermine the entire Pilot’s Union. Every piece of the Kingdom’s press apparatus is hard at work denying that Char still lives, claiming that the Zaku II has simply been stolen by the Unmade.

Representatives from the General find you. They know your skills, and while they recommend you find some ‘additional talent’, they nevertheless beseech you to investigate these claims. If Char Aznable is indeed serving Darkseid and the Fade, he must be destroyed, and more than that, they need to prove that Char perished valiantly in the Siege of Markov.

Your task is to infiltrate the decrepit military fortress and eliminate the pilot of the red Zaku II. If it is indeed Aznable, you’re to kill him and destroy any evidence that it was him. The Zaku II must also be recovered, although it doesn’t need to be intact. With any luck, you may also find intelligence that helps the military brass to continue their pursuit of the Fade.
 

Arbiter

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Unmaking Status
It was easy to convince the hearts of the dark Akata beasts and the Ramsay family's long-forgotten catastrophe to serve my bidding. Both of them crave nothing more than mindless destruction, and Ember was foolish to create something that so deeply embodied my essence.

The city of Markov defended itself well, and they should enjoy their momentary illusion of comfort. My crushing victory will be all the sweeter once they see their efforts are in vain. The Guild and their fickle allies should know that they will not be underestimated again.

For now, the grip of Darkseid remains strong, and the shattered hillsides are ripe with the screaming fruits of my machinations...

Level Change since last Cycle: +1
Unmaking Quests Completed: 1
Current Unmaking Level: 3
Negative Effects: Coin purchases cost 50% more while on this World.
 

Arbiter

Level 1
Joined
Jul 26, 2018
Messages
159
Essence
€152
Coin
₡1,500
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Unmaking Status

In truth, it must be known that the perfection of entropy is even capable of decay.

Markov was an experiment of shock and awe; if I was able to overturn the pointless thrashings of the Crossroads' infantile defenders here, then surely despair would proliferate across the Worlds like a beautiful, noxious bloom.

Alas, the city has made a disgusting martyr of itself, due in no small part to the insufferable Mustang and his determined interference. At this rate, the Fade will have to fend for itself...my resources to support and protect it are worn thin.

A planet destroying weapon can truly never said to be 'vulnerable'...but this rallied front of suppression against my will on the fractured world of Cevanti encourages my attentions elsewhere. Darkseid is inevitable, whether or not the doomsday mech falls.


Level Change since last Cycle: +1
Unmaking Quests Completed: 4
Current Unmaking Level: 3 (Locked until Fade defeated, but it is weakened thanks to completed quests)
Negative Effects: Coin purchases cost 50% more while on this World.
 
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