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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!

Remember that by establishing your content on the Wiki, you are essentially giving everyone on the site the freedom to interact and shape it as they please. These articles serve as references for the overall setting of Multerra, and deserve some genuine thought put into them. For example, submitting a character you've been using to the Wiki essentially makes them a permanent NPC that anyone can utilize. The same goes for settlements or factions you want to see made 'official'.

*Please do not submit Wiki articles on a whim. If you want to insert a new Settlement, NPC, or Faction into the Wiki, you MUST have already established them thoroughly in a story thread; preferably more than one.

**Player Character updates are not considered part of the Wiki Submission System and are updated periodically.
 
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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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Ackwood
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A Dying Frontier
Ackwood exists as a small pocket of humanity surrounded by the beastial Hinterlands. Its founding was not officially sanctioned by Arcadia, and as such receives little if any support from the crown. With a dwindling population of just over a hundred souls Ackwood is on the precipice of its dying breath. While they’ve found a temporary peace from the actions of Anders Nazret it is only a matter of time before they are attacked again by any number of monsters and demons within the Hinterlands.

A Dead Founder and Reserved People
Swordmage Mirabel founded Ackwood several years ago with a varied conglomerate of people disgruntled with the city life of Arcadia proper. Under Mirabel’s protection Ackwood managed to eke out a thriving existence within the harsh Hinterlands. After a few years of faithfully defending Ackwood she was slain by a devil, and her people were left relatively defenseless. The loss of their founder coupled with their dwindling numbers gave most villagers a severe outlook on life. Tomorrow is not guaranteed to the people of Ackwood and hope is hard to cultivate.

Practical Architecture
Ackwood's economy is based largely upon a bartering system, although some vendors with connections to distant trade routes will still accept coin. Their architecture is a product of their environment. Simple log cabins made from wood harvested from the surrounding forest sit scattered about a man-made forest clearing. Surrounding the entirety of Ackwood is what remains of a wooden palisade, long since succumb to beasts and monsters. As most of their craftsmen have died off a good portion of these structures are beginning to fall into disrepair. At this point in Ackwood's life cycle the village is simply trying to maintain what they do have and as such no new constructions have been started for the past couple years.
 

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The Tomb of Monster Zero

A kilometer and a half beneath the surface of Inverxe, at the bottom of a system of caves only accessible through the wall of a volcanic fissure, is a massive cavern fit to swallow a city. The ceiling is high enough that is has its own weather, with building-sized stalactites emerging from clouds which c,onceal the roof of the cavern like stony ice-bergs from a fog-bound sea. Rock formations of all sizes and shapes cover the floor: Stony waterfalls, formed by millennia of dripping water depositing tiny particles of rock, until only the rock remained. Similiarly formed columns stretching to the ceiling like the twisted roots of a great tree. Stalagmites that could house a family of four stand amidst great fields of their lesser brethren, and deposits of shattered obsidian, shot through with diamonds the size of a man's fist glitter in the dark. From somewhere even deeper still, winds howl between the rocks, filling the space with a never-ending chorus and shrieks and moans. And all of it - all of it - is cast in shades of amber and shadow by an ominpresent golden glow.

The murderous wildlife and subterranean civilizations of Inverxe avoid these caves. They are a place of otherworldly beauty and strange melancholy- but there is an understanding among the native species, intelligent and otherwise, that they are not to be touched.
The reason for this is simple. Visitors are, inevitably, whether by some quirk of the cavern's disorienting geometry or the simple allure of a light in the dark, drawn to the source of the soft yellow illumination.
And there, they find the monster.

The Fallen King
At one end of the cavern, in the extinct remains of an underground volcanic caldera, there is a lake of gleaming gold and silver liquid. It flows from the rotting jaws of a three-headed beast, partially embedded in a concave wall of ancient stone. The thing is easily six hundred feet tall, with three serpentine necks, each longer than its almost man-like torso. In place of arms it has two brilliant bat-like golden wings, jointed for potential use as forelimbs, currently outstretched and broken. Lithe, powerful hind legs, like those of a theropod dinosaur, equipped with the mighty talons of a bird of prey, rest in an awkward and twisted position. It has two tails, weaving in and out of the rock in which it rests, ending in spiked clubs.

The body gleams, the entirety of its form shining in shades of gold. It's decaying flesh is brilliant yellow, every inch of its hide covered in shattered, broken scales. Strips of bronze skin hang like banners from its saffron bones. Only its eyes are clouded, a dull, muddy brown where once shone forth the deepest crimson red.

One of its house-sized heads is partially embedded in the rock, turned aside. The other two loll and shudder in the moaning breeze, dripping a seemingly never-ending stream of shining metallic blood into the pool below. Upon each, there is a crown of twisted golden horns.

Another sort of of Madness
It is not the mere horror of the thing's existence that keeps the natives at bay. The corpse blares out a psychic signal, memories or dreams, none can say. The sight of it inspires a litany within the minds eye of burning planets and burning skies: billions upon screaming billions looking to heaven and seeing nothing but the certainty that their gods are dead. To look upon it is to look upon the end of the world, and that is a sight that few, no matter how great or terrible they may think themselves, can long withstand without being changed.

STAFF EDIT: This is tentatively approved, thank you for your submission. Please be aware that putting this as a general Settlement location tacitly gives other players permission to go screw with Ghidorah's corpse.
 
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Planet: The Medium
Factions: None
NPCs: Ahk-Shah

Sand, sand, and more sand... oh, and don't forget about the sun.

The Plane of Conviction exists as a pocket dimension in The Medium. Those who are fervently dedicated to a cause or belief may find themselves upon the plane when they die. There they will find themselves in the middle of an endless ocean of sand. An exceptionally bright sun illuminates the entire plane, never setting and never relenting. Ruins of a past civilization dot the landscape, with nearly all of them half-buried in the sand. There are no plants, nor fauna. Arrivals may find themselves truly alone, with nothing but the sand and sun to keep them company.

Test your conviction or become dust

Those brought to the Plane of Conviction are given a second shot at life, provided they can prove their dedication to their respective beliefs. Those that follow the sun will arrive at the Hall of Conviction, where the goddess Ahk-Shah and her followers reside. Anyone who survives the journey is lauded as a grand champion and granted an audience before Ahk-Shah. To survive the journey one must continually trudge forth, enduring the oppressive sun and desert winds. Losing faith in one's cause or stopping too long to rest causes one's body to crumble away, becoming part of the sand that forms the endless desert.

Heroes are remembered

Should you survive your journey you will arrive at a grand pyramid-shaped temple set atop a plateau of polished limestone. Carvings of those who have survived the journey cover nearly every inch of the plateau, forever immortalized as champions of conviction. This pyramid, known as the Hall of Conviction, houses the goddess Ahk-Shah and her followers. Her followers will go to whatever lengths necessary to comfort arriving heroes. They offer fine wine, great food, and expert massages while the champion awaits their audience with Ahk-Shah. Additionally craftsmen of great skill create a work of art glorifying those that survive.
 

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Ahk-Shah, Goddess of Conviction

A lackadaisical goddess

Ahk-Shah reigns over the Plane of Conviction, although she is utterly bored by it. After all, who wouldn't be? It is filled with nothing but sand and way too serious mortals. She spends her days relaxing on her throne (a ridiculously comfortable divan), eating sponge cake, and daydreaming about the lizards that once inhabited her plane. Despite her status as a goddess her manner of speaking is incredibly informal, often referring to people as "lil dudes" and other such pet names. Considering her giant stature the moniker "lil dudes" is usually appropriate as she stands tens of feet tall.

A devoted following

Her temple is filled with followers who hold her in great reverence. They always refer to her as Divine Ahk-Shah, despite her insistence that they need not be so formal. Despite their rigid beliefs and constant use of honorifics, she has a soft spot for them and often refers to them as her "little simps". Still, she thinks the lizards were way cooler.

A wish granter


Ahk-Shah isn't quite sure how she ended up being the goddess of conviction. She's not even sure how long she's been around. She does remember a time when the Plane of Conviction wasn't so sandy, but that was a long time ago. She's given this some thought, but has ultimately decided that she'd rather contemplate less boring things. Regardless of her lazy nature she does hold considerable power over anyone within her domain. She even holds the ability to return people back to the living world, though she states the process is tedious and annoying and requires a lot of paperwork.
 

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The Tall Man

Summary:


The Tall Man is a seemingly formless mass of shadows, hiding more or less all features save for the vague appearance of a tall, bone-thin humanoid with two small, white dots where his eyes would be. His shadowy form lets him easily blend in and out of anywhere where darkness lies, and indeed he often appears by stepping out of dark spaces in ways that should not be possible for someone like him. Incapable of normal speech, he can only communicate through electronic devices such as radios, computers, etc.

He currently resides in Erde Nona, appearing to visitors within the mountains and villages of the Hinterlands, with his appearances becoming more common the closer one gets to his home of Mount Ebbott. Despite his unnerving appearance, he is often friendly and docile, and may cook food through unknown means to help a weary traveler, usually spaghetti. He has a tendency to be quite vague and cryptic in his responses, often referring to places, people, and things through unusual euphemisms.

The Secrets of Mount Ebbott

The Tall Man, however, closely guards the depths of Mount Ebbott from all visitors, particularly that of the “place between places,” as he is prone to call it. Those who seek to penetrate the mountain’s hidden corners would quickly find that The Tall Man is not so willing to accommodate guests and is more than willing to use force to stop them.

The Follower

There is one person that The Tall Man seems to follow, and that is the person he refers to as “The Mystery Man” or “The Man Who Speaks In Hands.” Like with most things, he is vague on what that exactly means or who that refers to, but he speaks of them with a reverent tone nonetheless. He refers to himself as a “Follower” of this man when asked.
 

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World
Mesa Roja

Summary

Beyond the southern region of Mesa Roja lay a stone fortress that protected its settlers from the zone’s harsh conditions. Hidden among a ring of rocky mountain ranges, the settlement thrived for centuries in solitary, intently secluding themselves from the rest of Mesa Roja. An oasis, barricaded beneath the fortress served as the settlement’s only source of water, exclusively accessed and regulated by Fragoso’s elite class. Being a limited resource, water often served as a sort of secondary currency, greatly accepted as a tool of trade or salary payment for lowly workers.

Condensed History

Before the fall of the Ahn’Qiraj empire, a tribe of elite sages stood out among the scattered tribes of Mesa Roja. Having constructed the only fortress that almost rivaled Karim’s prestigious structures and equipped with technology that was considered advanced for their time, Fragoso was the most sought upon settlement by most of the other tribes. Its citizens however, restricted entry to a selected few through an undisclosed process of admission. Rumors suggested that they only allow people, the elites can easily manipulate at will.

During the plan to overthrow the alien rulers of Karim, Fragoso was one of the tribes that declined cooperation, deeming the feat expensive and unnecessary. The excuse was greatly frowned upon by the leaders of the tribes, as Karim possessed the most resources in the whole of Mesa Roja, up to the point of accusing the Fragosoans as allies of Ahn'Qiraj.

With the successful colonization of Karim by Wakanda and Gerudo, Fragoso’s prestige significantly fell and was even hated among the rest of Mesa Roja’s tribes. Inside the settlement, the news of victory was denied to the lower class, who still believed up to date that Karim is under the rule of Ahn’Qiraj.

Layout, Culture and People

People in Fragoso live inside towering walls of stones. Inside, each section is more elevated than the others, signifying the class of whoever lived on each section. Prestigious academies, shops and recreation areas populate the upper sections while the lower sections are left with the slums and market for the lower class.

Its only source of water is an oasis hidden under the fortress, exclusively accessed and regulated by the Peninsulares. Aside from the oasis, the underground layer of the settlement mostly composed of jails, exclusive tunnels that lead to their mines, and storage of most commodities.

Fragoso’s citizens are grouped into three distinct social classes namely the Peninsulares, Illustrados and Indios. The Peninsulares hold the upper class citizens who hold absolute power inside the settlement. They are composed of people whose ancestry traced to the original settlers of the tribe. The Illustrados belong to the middle class society, mostly involving people who have gained favor from the peninsulares but aren’t blood related to any of its original settlers. They mostly include elite and private guards, merchants, and even scholars whose intellect impressed the higher sages. The Indios are composed of the lower working class, basically the miners, manual laborers, town guards and others that help maintain the lower section of the settlement.

A fourth class however, is exclusively reserved for their so-called ‘rejects’. Namely the Excommunicados, they are mostly composed of criminals, rebels, invalids and others who are deemed dangerous or useless by the peninsulares. Merely communicating with any of these people is considered a crime and can earn anyone the mark of the excommunicado. While the invalids and other less dangerous excommunicados are given a special secluded area, the rebels and criminals are mostly killed on spot, but some are given a chance for rehabilitation in their limited jails.

Institutions/Government

The Peninsulares hold absolute authority inside the settlement including the issuance and amendment of laws and decrees and the overall administration of its people.

Although the illustrados and indios are given spots to their military and law enforcement team, the high ranking positions are still reserved to the upper class.
 

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Summery
The Doom Slayer, the Hell Walker, Flynn Taggart aka "The Doomguy" is the dauntless Marine who battled the forces of Hell on the moon of Deimos, across Earth, and even in the depths of Hell itself, traveling across multiple dimensions to unleash his unbridled fury across any demonic force or eldritch invader. He has not lost any of that fervor since arriving in the Crossroads. He now gathers forces to push back against the Unmaking, bringing his skirmishing tactical knowledge and his zeal for all kinds of ultraviolence to the cause. To this end, he forms the Hell Divers and leads them across the Crossroads to where he can take his boots to the thickest warzones.
Although known for being a lone wolf and having one hell of an itchy trigger finger, Doomguy has had temper himself as he tries to lead and coordinate the rough and tumble people under his command, though occasionally heading out to deal with the problem personally.

When the Shadows First Lengthened
Flynn’s origin starts on some far-flung planet known as “Earth”, a promising young man who chose to join the armed forces and became one of a select few to join the ranks of the United State Space Marine Corps. With high physical prowess and sharp mind, combined with unflinching determination, he excelled. He had even managed to rise through the ranks, despite often butting heads with others, but his career would be cut short during one mission on the edge of the system. He and his men were deep in unknown territory, his CO tagging along, and they had found a group of strangers where they weren’t supposed to. People Flynn knew were civilians, even as his CO screamed the orders to open fire in his ears. So Doomguy beat the living shit out of him. Court martialed and sent to Mars as a disciplinary action, Doomguy worked for the Union Aerospace Corporation for his daily bread. With nothing to do but play old arcade games, read restricted mags, and watch the dust of Mars fly by, he desperately wished for any action until that fateful day when Deimos disappeared out of the sky and the message from Phobo was a bloodcurdling scream of terror. Doomguy and a group of other security were sent to investigate, with Doomguy left in the hangar to secure the area while the other left to delve into the Phobo labs. He would be left to hear the horror deep within Phobo and the death cries of his companions, unable to leave. He then chose to fight his way through demons and the warped hallways of the Phobos labs, the disappeared Deimos base, and though Capital Dis itself, coming out the other side knee deep in the dead and to Earth in ruin. The demons had left him to find his pet rabbit Daisy dead and with her head on a spike. In turn, he vowed to fight the Demon at every turn: Destroying the Icon of Sin, obliterating the Gatekeeper, splitting the Demon Spitter, and force feeding the Mother Demon plasma. Doomguy found that the only way to keep the servants of Doom from invading again was to wander the umbra plains forever. He accepted this fate, and from then on became the thing Hell feared most: the Doom Slayer.

Rip and Tear, until it is done.
From there, Doomguy’s story split. On the one hand, he would shatter Hell’s force by his own hand, laying waste until he was tricked and trapped inside a sarcophagus. “Saved” by the UAC under the control of Samuel Hayden, he was used to clean up yet another demonic incursion until Hayden had what he wanted. In another, the Doomguy we know, he found himself within the strange and malleable world of the Omniverse. Through a series of adventures, he took the fight to those who would take advantage of it, meet its creator, recover his “true” memories, live an interesting life, then finally escape only to find himself in the Crossroads. He has not changed much, a man dedicated to protecting people while serving a hot lead to his enemies. Although not as untouched by the things he’s seen as he wants to admit, he generally enjoys life as much as he can even if that is firing high power weaponry.

Character Source: Doom
Faction: Hell Divers
Planet: The Beyond

Image:
78c2efcc0d907f1f731d6aced2599e61.jpg (280×280) (pinimg.com)

STAFF EDIT: I can put Flynn into the Wiki, but please be aware that this will provide other writers the opportunity to reserve him as an NPC for their own uses. Are you sure you want to do that?
 
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zona01.jpg


Officially known as "The Zone of Alienation" but more commonly referred to as "The Zone" this place is perhaps one of Cevanti's most perplexing locales. It is a roughly 60 kilometer stretch of land where the general understanding of physics seems to break down. Bizarre anomalies and objects are commonplace. Shadows may appear at wrong angles. The local temperature might rise to several hundred degrees in a matter of moments only to drop below freezing in the next breath. Invisible gravity wells sit silently waiting to turn unwary adventurers into pulp. Phosphorescent gel that dissolves bone while leaving the surrounding flesh intact. All manner of bizarre and otherworldly phenomena can be found in The Zone.

Naturally scientists from every corner of The Crossroads clamor for an opportunity to study such oddities and naturally these oddities make The Zone quite dangerous to traverse. One wrong step could leave you worse than dead. Those brave and foolhardy enough to venture into The Zone often meet a horrifying end. Those few that return? Well they are rewarded handsomely for anything they recover, but they also seem to carry with them an aura of misfortune for the rest of their lives.
 

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Saren Arterius' NPC page needs to be updated following the conclusion of Prelude to War: Chasing Spectres

I've typed up an example addendum to the page, feel free to use.

An Ignoble End​

Recovered intel identified an Unmade stronghold in the Cevanti wilderness, rumoured to be headed by Saren. A small elite fireteam headed by Colonel Roy Mustang infiltrated the facility, battling through scores of Unmade soldiers to reach the turncoat commander. Despite the powers and resources gifted by Darkseid, Saren eventually fell to the invasion. His last words shone a light on the disgraced Spectre's mindset; having seen the inevitability of Darkseid's conquest, Saren joined the Fallen Arbiter to 'save' as many lives as possible by adding them to the Unmade's ranks, rather than allow them to be killed.

STAFF EDIT: Added!
 

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Lionel Hutz was down on his luck in Springfield where no one seemed to hire him anymore and he felt like he had been ignored for a long time like he's just a speechless background character in a sitcom. That is until he fell down a pothole that ended up being a portal to the Crossroads. Using this opportunity to get a fresh start, he used his totally not doctored resume to earn a spot as a Syntech law representative. Protecting them from lawsuits as well as explaining contracts and legal jargon to the best of his abilities to those who signed up for Syntech's more dubious doings.
 
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