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Beatrix III

[SA] Mrs. Hizrihel
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Please use the form attached to this thread to submit your content for approval. You will be alerted via PM if your content was approved. Thank you for your time! *Please do not submit Wiki articles on a whim. You should have fleshed out the idea in your writing before submitting it as a permanent part of the lore. **Player Character updates are not considered part of the Wiki Submission System and are updated periodically.
 
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Clockwork Engine Collective

The Clockwork Engine Collective is a technology company headed by Cecil B. Heimerdinger specializing in clockwork-based devices, located in Tinkerdrift on Govermorne. They are most well known for creating engines, batteries, and other general power sources for the various vehicles and other technologies present on the planet. Recently they have also started to dabble in products to be used for self defense as well as household gadgets, however a great majority of their sales still come from the former. While not all of their products are made entirely of clockwork, a great majority of the ones meant for personal use are.

In addition to multiple factories employing many workers and inventors to create new products, as well as their products being sold in many a hardware or outlet store all across Govermorne, the company maintains a large, eye-catching glass building in the downtown area of the city. This building contains a great number of items that are not on sale, but rather prototype inventions being shown to the public to gauge interest in them as a preview. This building also contains many of their historical inventions on display, promoting the company's rich history in its field. Think of it as both a showroom and something of a museum. This location also employs door guards and security to reduce not only physical theft, but also theft of intellectual property.

In addition to some consumables and parts intended for flying bases, their most recent catalogue includes the following:

Zapshield 9001
Debuff 3 (300)​
--Affects Multiple 2 (300)​
--Finite (-150)​
--Nondiscriminating (-150)​
--Removable (-150)​
Protection 1 (100)​
--Affects Multiple 2 (100)​
--Finite (-50)​
--Removable (-50)​
--Limited (Projectiles) (-50)​

A handheld device created by the famed Clockworld Engine collective of Tinkerdrift. When activated, the Zapshield 9001 emits a powerful pulse of electricity that rapidly expands 20 feet in every direction. Anyone caught in the expanding field is zapped, briefly stunning them. The expanding field also deflects any projectiles heading the user's way, although particularly powerful ones will still pierce the field. The total effect lasts approximately 5 seconds, after which time the Zapshield 9001 needs a few minutes to recharge.
 

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GECKO MORIA

Gecko Moria is a Warlord of the Sea, one of the pirate masters of the vast seas of Opealon. He owns the world's largest pirate ship, Thriller Bark, often confused for an island and surrounded in the permanent gloom of the Florian Triangle region, a cursed place known for shipwrecks and hauntings. A warmongerer, Moria dreams of world conquest. He has eaten one of the Devil Fruits, the "Kage-Kage-no-Mi", which gives him immense control over shadows. He can command his own shadow, creating a living duplicate he calls his "Doppelman", capable of blocking hits for him and fighting in his staid. He can shape these shadows into weapons, bats, traps or anything else his twisted imagination comes up with. He can also instantly switch places with his Doppelman making him very hard to damage.

Moria would rather never fight personally, using his powers to steal shadows and cram them into dead bodies to create a zombie. His zombies possess the personality and will of the shadow but are limited to the strength and speed of their new body. With this power he seeks to find the strongest shadows and corpses to create an unstoppable army of zombies, hoping to rule the Crossroads without ever lifting a finger. His zombies usually follow his commands obediently but strong willed shadows have been known to resist for a short while. Sea salt in significant qualities in the mouth can undo the Devil Fruit magic that binds the shadow to the corpse. Other than that zombies will always get back up and feel no pain. Those who have had their shadows stolen are cursed to never see the sun, as its light will instantly burn them up. If the cursed individual ever dies the zombie Moria created dies too.

Gecko has few living followers; the mad scientist Doctor Hogback who stitches together the super zombies Moria has gotten used to, Absalom, who can turn invisible and has been enhanced with animal parts by Doctor Hogback, and Perona, the Ghost Princess.
 

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THE SEVEN WARLORDS OF THE SEA

PLANET: Opealon
LEADER: Gecko Moria

GOAL: First conquer Opealon, than The Crossroads!

DESCRIPTION: The seas of Opealon are so filled with violence and anarchy that the authorities high above in the floating islands have found only one method to steer the tides of madness beneath them. Where their Marines and private bounty hunters cannot properly thin out the herd of dangerous pirates rampaging across the sea, the Seven Warlords step in. Each one was once a powerful pirate who had made a name for themselves so great it reached the ears of the sky kings and queens. Rather than struggle against these pirate champions the people of the sky authorize certain men and women to become privateers, licensed pirate hunters who ostensibly are charged with keeping order on the waterways and are thusly given a carte blanche on how they go about it. A limit of seven such terrors are ever permitted to sail. Their past crimes are forgiven and they have whatever resources and assistance they request from the governments on high.

The most frightening of these may be Gecko Moria, the captain of Thriller Bark and a master of shadows. He is amassing the planets biggest army of zombies as well as owning the world’s largest pirate ship, so grand many mistake it for an island. Though he has no authority over any of the other Warlords or their crews he is spoken of with the most hushed whispers and children are warned that they might be dragged to Thriller Bark if they don’t eat their vegetables. Every Warlord serves their own purposes but Moria’s is clearly world domination. He eagerly takes to pirate hunting, ripping shadows from bodies and crafting powerful super zombies from stolen souls.

Every Warlord should be a major NPC. Players who join the Faction have to be a crewmate accepted by one of these seven to act in their name and authority. The choice to become a Warlord usually requires beating one in combat or being a well known and fearsome pirate during a time when a vacancy is available.
 

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Point of Interest: The Catastrophe Matrix


World

The Medium


Factions

None


NPCs

Jack Noir, Kyubey, Morpheus


Summary

The Medium bears the metaphysical, digital and mental consequences of the Crossroads, and the Catastrophe Matrix is one of the strongest examples of how dangerous those things can be. From the outside a fractal hole, the unholy combination of virus, dreamscape and self-fulfilling prophecy is an ever evolving trap: fake worlds within fake worlds, games that suck players in, dreams that fool the dreamer. Escape is a nightmarish task of distinguishing between a reality that is both fake and real, and finding weaknesses and lies in perfect appearances and hopeless stories.



_____




Condensed History (top)


The Catastrophe Matrix has been an ever present cautionary tale amongst those that delve deep into the Medium, but its exact origin is unclear. The place has an ever evolving series of lures and threads that appear in the right place to do the worst damage: pieces of self-referential code for games and programmes, psychic lines of force to cast the minds of the unwary into the depths, innocent paths and passageways alongside otherwise safe passages between areas of The Medium.


As it has evolved, however, the viral, meta-textual place has created a series of common structures and themes that those fortunate enough to discover can use to navigate the fractal subspace. One such common thread involves a conflict between two forces inexplicably at odds with each other, one in which fresh arrivals will be seamlessly transplanted as heroes or significant players in their own narrative.


Significant influxes of people over the past couple of decades have corresponded with several dangerous virtual reality games marketed in Markov, a psionic technique developed and utilised by a member of the Illithid Empire, an illusion cast on a long lost province in the Hinterlands and an outbreak of a mechanical infection in Govermorn. Each of these pieces can be traced back to texts on something called SKAIANET, used or misused as they appear. While some incidents have ended with the escape of those affected, others have ended with their deaths, and more haven’t ended at all.



Layout, Culture and People (top)


The places, spaces and ‘worlds’ of the Catastrophe Matrix seem infinitely complex, but that is an illusion: in response to investigation and investment, the virtual spaces and dreamscapes will fill in details automatically. The more people caught here, the more the space expands to accommodate them, though those presented different facades may find the contradictions when together glaringly obvious.


The figment people native to the Catastrophe Matrix are rarely aware of their nature as puppets of the subspace, and respond poorly to attempts to reveal the true nature of their existence. The exceptions lie in those invested in the conflict between the forces of Derse and Prospit, a strange, circular and almost nihilistic conflict where victory is meaningless but narrative self-propagating.


As victims will discover, the location is pliable in many ways, but implacable in others. Gaps in the code, places which are safe from the grasping dreamscape, lie behind everyday objects: white spaces and desolate facilities that lay bare the ephemeral nature of the facades outside. It is through these spaces that those dedicated to escape may find others trapped here, and potentially ways to return to the real world, or at least the Medium at large.



Institutions/Government (top)


Derse and Prospit are what appear to be the entities responsible for day to day life in the facades of the Catastrophe Matrix: be they competing business empires, armies dedicated to claiming a long lost treasure, or kingdoms in delicate political balance. Further investigation by suspicious victims and rogue figments will discover the truth: that both sides are merely puppets for the mysterious SKAIANET.


There are other forces at play, however. A loose resistance seeks to disrupt SKAIANET’s propagation of the Catastrophe Matrix in whatever way they can, finding people willing to disbelieve in the facades and lies. In addition, eldritch horrors and strange corruptions alter the designs of the subspace, turning endless narratives into deadly death spirals.
 

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NPC: Morpheus


NPC Basic Information

Character Source: The Matrix

Faction: Independent

Planet: The Medium



Summary (top)


A man in a trenchcoat and glasses should stand out to anyone in The Catastrophe Matrix as horribly out of place, yet both the forces at work to maintain the facades and the figments that populate that place regularly walk ignorantly by. The man who walks the boundaries of sleep and wakefulness knows how to avoid breaking the illusion for those that maintain it: he is in search of those who wish to know and want the real.


The Code Breaker (top)


Morpheus is a very cautious individual, but one who has been fighting against the threat of SKAIANET for so long even he has lost track of time. To those who have worked with him repeatedly, he will reveal what he knows of his own existence: somewhere in the ruins of Cevanti, buried deep in some ancient vault, the last survivor of an AI uprising rests in stasis, their mind dedicated to fighting the threat that devastated their fellows.


Awareness of the evolving nature of The Catastrophe Matrix comes like second nature to him, and it is this that alerts him to the arrival of new victims. If possible, he will contact members of the resistance to evaluate their nature and draw them into the fight. Other times, he will leave signs for those who wish to seek him out.


At the end of the day, his understanding of the subspace, and how to manipulate it, makes him the best security the resistance could hope for: for those who do not wish to fight, he can return them to blissful ignorance, or guide them to escape without bringing SKAIANET ice knocking on the door.



Power in Disbelief (top)


Morpheus does not see any immediate end to his struggle, but he is more than willing to balance his cynicism with hope. The ability to warp the fabric of the Catastrophe Matrix has made him a dangerous man, both to SKAIANET ice and to those that he sees as a danger to the resistance.


If he finds someone with the same tenacity to disbelieve, however, he may make an offer: learn how to harness it, in exchange for support both inside and outside the subspace.
 

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NPC: Jack Noir


NPC Basic Information

Character Source: Homestuck

Faction: Independent

Planet: The Medium



Summary (top)


Every joke has its butt, and every hero needs their villain. The Catastrophe Matrix has a figment that seems to be given the short end of the stick in every iteration, a being of black carapace and love of knives by the name of Jack Noir. This being is killed, mocked and generally disrespected whenever it is created; that it is self aware is a curse that drives it to homicide and madness. For every facade that continues uninterrupted, another is ripped asunder by the same force that maintains it.


A Mirror of Madness (top)


Jack Noir is a commonly produced agent of Derse, one of the two inexplicably conflicting sides that crops up repeatedly in the facades of the Catastrophe Matrix. Often they are given an important role, high up in whatever hierarchy fits the narrative at play: regardless, they are treated with scorn and disrespect. That this individual is consistently able to remember its previous iterations, an endless cycle devoid of purpose or meaning, results in a vicious desire.


The black carapace yearns to destroy the unending cycle, to lash out at any example of code or dreamscape that they can. Their love of knives contributes to the stabbing of many, many minor nuisances, and a tenacity that bodes ill for any that stand in their way.


How they attempt to destroy a facade is as unpredictable as it is violent. Victims of the catastrophe matrix are just as likely to be victims as key figments, and Jack’s ability to mimic powers and abilities gained by individuals that have participated in the illusions results in a threat that can just as easily decide to destroy as it can to ally.



Respect and Misery (top)


Jack Noir has successfully navigated out of the Catastrophe Matrix several times in the course of their unending crusade, but inevitably they are drawn back in by their nature. As such, there is little that a being can offer to sway them away from their goal of ripping each and every facade to pieces.


If one can survive the stabbing attempts, and make do with their foul temper, foul attitude and foul language, Jack Noir is more than willing to accept respect from others dealt a bad hand. If a being is fortunate or resolute enough to balance such a dangerous connection, Jack may provide them with guidance and information: provided it doesn’t interfere with their current scheme to escape, that is.
 

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NPC: Kyubey


NPC Basic Information

Character Source: Puella Magi Madoka Magica

Faction: Independent

Planet: The Medium



Summary (top)


The Catastrophe Matrix is a terrible place, an existence built out of smoke and mirrors, but there are eldritch beings that care not for its fractal expansion and instead seek to harvest the same victims trapped within its confines. Of these, none is more notorious than Kyubey, the small catlike mouthpiece of a host of unknown dimensions. Whenever it manages to approach a victim undetected by the ice of SKAIANET, it makes an unassuming offer, but one which hijacks their subspace for a sinister purpose.


The Devil of the Details (top)


Kyubey is capable of teleportation within the Medium, and its hunt for unsuspecting marks is wide reaching, but nowhere is it easier for the creature to spew honeyed words than The Catastrophe Matrix. There, not only is the existence of the facades and dreamscapes naturally adapted to defusing suspicion, but each self-contained pocket can be easily used to prevent a target escaping harvest.


This harvest begins with an innocent deal. Kyubey approaches a being with an offer: they will grant the target one wish within their power, and in exchange the target will battle a foe of some kind. Commonly, this foe takes the form of a dark, eldritch horde, or the remains of previously harvested victims, but as long as the being continues to fight for Kyubey (regardless of how successful or real the wish granting is) the more they find darkness sapping at their spirit and energy. To deny the Kyubey’s offer is the only way to avoid this darkness, but it is a fortunate victim that realises the consequences of taking it.


Escaping the contract is difficult and painful, and commonly results in having to face the implacable and regenerating fiend whispering black thoughts that echo the ones held by the victim. This is better than remaining, however: once a soul is fully corrupted, it is consumed by the Kyubey, and the husk that remains either spirited away or puppeted for future use.


Corruption and Consumption (top)


While Kyubey is a master manipulator, and one with great power sustaining its existence, it has little offensive capability beyond reflecting the worst of a beings innermost thoughts. A creature that is self-confidant is difficult prey, and a being that wallows in its own evil a poisonous temptation.


If a being is truly black-hearted, and wishes to propose a counter deal, Kyubey is more than willing to seek new sources of misery provided by their would-be prey. In exchange, it can offer support from the host it comes from, through either power or knowledge.
 

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Shadourokku


Planet:
Opealon

Factions: None

NPCs: None

Summary:

The settlement provides a safe refuge for renegades and refugees who chose to escape from the suffocating aristocratic life in the City of Hope along with its strict government, yet refused to be threatened by pirates at Kirden Wharf. The settlers reside on tunnels at the base of a gigantic rock formation, believed to have been dug by the long lost Shadow Clan. After the disappearance of the Shadow Clan, the populace of Opealon believed that the place has been deserted along with the whole floating island hence, allowing its residents to live undisturbed by the rest of the world. To preserve the secrecy of the place, only selected people are allowed to leave settlement for various purposes such as importing of certain goods from Kirden Wharf, City of Hope or from the other worlds.

Condensed History:

The settlement was named after a mineral which was once mined at the location. Shadourokku was believed to be translated as Shadow Rock, from an ancient language used by the people who once operated the mines. The name was found etched at the entrance of one of the tunnels by its first settlers who happen to understand the ancient text of its people.

Its first settlers were a family of magic users who used to live at the City of Hope but feared for their safety as the use of magic was forbidden by their government. Intrigued by the rumor about the Shadow Clan, the family's head decided to have a journey to the fabled town of the lost clan bringing his whole family with him. Deeming the old town's ruins to be too open, the family decided to journey farther until they reached the gigantic rock formation which now housed a small community of refugees.

The other inhabitants where acquaintances of the original settlers whom each one met during covert travels to either Kirden Wharf or City of Hope. As their population increased, the fear of being found out caused the elders of the community to strictly prohibit the egress of most of its inhabitants. An agreement was formed among the community to only allow a selected few to leave the community and only for important purposes.

Layout, Culture, and People:

The gigantic rock formation that housed the settlers of the area is situated amidst a dense forest at the edge of one of Opealon's floating islands. A vast network of tunnels within the rock served as the main settlement of the refugees. Various caved rooms served as houses for each families with the largest one at the very center of the tunnel reserved as office of the settlement's leader and council members. The tunnels are lighted by technology from the City of Hope, built by an engineer that was attracted to the settlement by the original settlers' family head himself. The tunnels are mostly spread out at the base of the massive rock, with the underground passages being forbidden for entry.

There are two entrances to the tunnels, separated by a few meters, both located at the center of the rock's base. Though both are utilized, the larger entrance at the right side is most commonly used for entry. Since the tunnels are used to be dug for mining purposes, they are wide enough to allow at least two people to walk side by side without bumping against each other. Each caved rooms are mostly at least half a kilometer apart and most are enough to house at least a four person family with a common room that functions as the dining area, lounge and sleeping quarters. A hot spring near the central room of the tunnels served as the public bath house, with walls built to separate the male and female genders.

Residents of Shadourokku mostly spends their time inside the tunnels, with their exit strictly guided by the elders. Even then, only a few are allowed to go far out of the floating island itself. Their food usually comes from vegetation that grows inside the settlements, with a few meats gathered through rare scheduled hunting activities or when those who are able to leave the island comes back with good trades.

Institutions/Government:

Shadourokku is governed by a council of elders who decide for rules and affairs within the small refugee community. The patriarch of the original settler serve as the community's leader but all decisions have to be convened with the council for approval. Decisions include addition/abolition of rules, justice trials, appointing of tasks, etc.

Outside of the Elder Council, there are no other officers except for individuals that are appointed certain tasks such as outside trading, scouting, gate sentry and logistics.
 
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