Incubus
Horn Dog
- Joined
- Jan 7, 2009
- Messages
- 2,938
- Reputation score
- 320
The Story
Roughly a hundred years ago, the fall occurred; a great disaster struck the world and brought humanity to its knees. Little remains still recorded about exactly what happens, all that is remembered is the outcome from this great disaster.
The fall brought humanity two new things, a gift and a curse. The gift was control over spiritual power, sorcery, magic. The ability to through the training and will of one attuned to it weave miracles and work the energies of the world to their own goals. While when it first arrived, it may have been mistrusted or even seen as the cause for all the problems, by now most people are used to its existence and accept it as a tool.
The curse, however, was not worth this price. A great pestilence spread across the lands, destroying the minds of those infected and turning them into its slaves, doomed to wander almost mindlessly, seeking to spread it further. No longer capable of speech, there are still debates over whether or not they retain any intelligence or even animalistic cunning. One thing is certain though, the taint is something universally feared.
The Factions
Following the collapse of the world, mankind abandoned its previous governments and borders, forming a series of small isolated communities who banded together for protection. Some survived, many did not. In time, in order to increase the odds of survival and share supplies and skills, these communities began to reach out to one another once more. In the area this game is set, there are several separate factions with their own beliefs and skills. They may not get along with one another, often due to a conflict of beliefs, but most shy away from outright aggression against one another; everyone is all too aware that simply surviving is difficult enough.
The Green Berets
It's not clear whether or not The Green Berets were born out of the remains of a formal military organisation, or merely some kind of militia but these days it makes little difference. When it comes to firearms, both in equipment and training, they are second to no one. They generally work in highly organised teams, following strict rules of engagement to minimise their own losses.
Their territory is ringed by crudely constructed forts and fences in attempts to prevent anyone from entering without their knowledge and approval. The result of this is that they do not like outsiders. If they took in every person who wanted a better weapon, or better skills in using it, they wouldn't be able to sustain themselves.
Very few members of the Green Berets are magically gifted and those who are do not receive the training needed to really bring out their talents. While the Green Beret can see the usefulness of the skills, they are far more focused on their existing doctrine and with it working just fine, there's no reason to change. Those born with magical gifts will often leave to further pursue their talent rather than letting it squander.
The Prismatic Veil
A mysterious group of mystics, the Veil is regarded as the most magically advanced faction in the area. Their organisation is highly ritualised and based upon secrets which can make their lands difficult to live in for those not magically talented. That said, they do still defend the settlements within their borders, protecting the magical and mundane alike.
Outside of the Veil, it's not distinctly clear where their lands begin and end. One thing that is widely known, however, is that the Veil themselves know exactly where their borders lie, undoubtedly through some use of magic, as one does not get far into their lands without being confronted by them. Certain areas of their lands are clearly marked; by warning of death of those not authorised proceed beyond a marked point. It is considered most intelligent to enter through the emerald road, somewhat of a highway into their lands which they actively guard the entrance of. There, one can apply for permission to enter if they have good enough reason.
The Prismatic veil will accept almost anyone with magical talents who is eager to learn and are not opposed to trade either. The even allow the occasional groups of refugees, although the ones allowed into their lands far outweigh the ones turned away; this has resulted in a camp town not far from the entrance of the emerald road, grown enough that it's able to protect itself from most minor threats.
The Junkers
Don't let the name fool you, as the Junkers are widely regarded as the go-to place for trade. If it exists, the Junkers can provide it, for a price. Growing out of an area rich in junkyards, the ingenuity of these people are now famous. Their craftsmen fix almost anything, and can create effective tools and weapons from even the crudest of parts. Their lands are small, not extending more than a few settlements away from the scrap sites they first made their home but their influence extends much further.
Most of the Junkers wander the wilderness, searching for new places to gather parts from, new inspiration for creation and selling their services or products to those who need them. While not as cautious as most, it is said only a fool would try to attack a Junker caravan. Almost everyone is welcome to enter their lands, but most are not permitted to stay beyond a small visitation period. The length of the period depends on the reason of staying; one here to trade is allowed a week or two, but someone here to learn is granted longer.
Gifted students will often be given the option to join the Junkers proper, but for every Junker there are at least two mechanics or repairmen who are Junker trained elsewhere in the area. Their skills do not go to waste, as even being Junker trained is held in high regard and they can often find work elsewhere.
The Corsairs
Fierce brigands and bandits, the Corsairs are not a name often spoken with respect but instead fear. While it is rumoured they do indeed have a base of operations, probably somewhere in the badlands given it has remained hidden, the most anyone sees of them are their raiding parties. Riding around in fast vehicles, the Corsairs strike hard and fast and take what they want. They care little for the rights of those not amongst them, although they will rarely encroach on the territory of a major power.
It's not exactly clear where the Corsairs recruit their new members from, although there is a wide variety of rumours. Captured prisoners or slaves that show the right qualities, small-time groups of bandits who come to their attention, even the occasional idiot with more balls than brains who wanders into the badlands alone trying to find them and succeeds. All possibilities but all rumours.
One thing that is widely agreed upon is that if you see the Corsairs coming for you, best to surrender and give them what they want. Fighting back is a good way to die, but if one surrenders to them, they will take what they want and leave; sometimes this may include a few people as slaves but they don't kill needlessly. Likewise, they pick their fights so that if it did come to violence odds are good they make it through without much damage on their side; piracy isn't profitable if you're picking fights that destroy your vehicles and kill your men.
The Holy Crusade
The Crusade believe that this land is unclean and the accursed pestilence is God's wrath. And they will cleanse the filth from these lands to lift the curse that plagues mankind. A group of zealots, the Crusade are dangerous because as far as they're concerned, you're with them or you're against them.
A rapidly growing power, they'll accept communities of refugees as long as they're willing to live by the Crusade's gospel. A strict lifestyle of obedience and piety is a small price to pay for most, in exchange for protection and hope for a better future. But do not stray near their lands if you're not interested in converting, because the penalty is death. Those who do not see the light are filth that must be cleaned.
The other factions are eyeing this rapidly growing power with caution; given their attitude it seems war is only a matter of time. The question is only when and how. The Junkers especially have taken a disliking to them, having lost a caravan to them; not to mention the insult of free trade being disrupted somewhere. While not large enough to take on the Crusade alone, they will certainly be happy to assist anyone else in fighting them; there are even rumours of them supplying the Corsairs in exchange for raids on the Crusade.
The Accursed
Those who've spent time fighting against those infected by the Curse are aware of one terrible truth; not all of them are mindless zombies. A select few are affected differently from the disease, and retain their minds; these are what are known as the Accursed. Carriers for the disease, but not victims of it in the same way, they seem to share a special link with the infected and are able to telepathically control them. It is from these individuals that the debate of the intelligence of the infected springs as they can cause the otherwise mindless drones to move in coordinated fashions.
However, whilst they retain their minds, they are not free from the other effect of the curse. Like their lesser kin, they are inflicted with a massively heightened sexual desire. Instead of them being at risk of taint, instead they must keep their hunger from overtaking them, for if they go too long they will lose control, calling every infected within their range to them for a great carnal orgy. These gatherings are one of the things the Holy Crusade watch for, prime targets for cleansing, although they can only strikes things near enough to them. Other factions too will often strike at these, for the infected rarely pay attention to defending themselves and its an easy way to locate one of the Accursed.
Whilst they retain their intelligence, most of the Accursed are quite mad, although its unknown if this is an effect of the disease, or a by-product of the psychological strain being one has on them. Either way, most seek to spread the disease further, often delighting in capturing and tainting those afflicted. Stories say some are simply lonely, and hope to create another like them, a companion and equal. Either way, they are without debate the most dangerous members of the infected.
Roughly a hundred years ago, the fall occurred; a great disaster struck the world and brought humanity to its knees. Little remains still recorded about exactly what happens, all that is remembered is the outcome from this great disaster.
The fall brought humanity two new things, a gift and a curse. The gift was control over spiritual power, sorcery, magic. The ability to through the training and will of one attuned to it weave miracles and work the energies of the world to their own goals. While when it first arrived, it may have been mistrusted or even seen as the cause for all the problems, by now most people are used to its existence and accept it as a tool.
The curse, however, was not worth this price. A great pestilence spread across the lands, destroying the minds of those infected and turning them into its slaves, doomed to wander almost mindlessly, seeking to spread it further. No longer capable of speech, there are still debates over whether or not they retain any intelligence or even animalistic cunning. One thing is certain though, the taint is something universally feared.
The Factions
Following the collapse of the world, mankind abandoned its previous governments and borders, forming a series of small isolated communities who banded together for protection. Some survived, many did not. In time, in order to increase the odds of survival and share supplies and skills, these communities began to reach out to one another once more. In the area this game is set, there are several separate factions with their own beliefs and skills. They may not get along with one another, often due to a conflict of beliefs, but most shy away from outright aggression against one another; everyone is all too aware that simply surviving is difficult enough.
The Green Berets
It's not clear whether or not The Green Berets were born out of the remains of a formal military organisation, or merely some kind of militia but these days it makes little difference. When it comes to firearms, both in equipment and training, they are second to no one. They generally work in highly organised teams, following strict rules of engagement to minimise their own losses.
Their territory is ringed by crudely constructed forts and fences in attempts to prevent anyone from entering without their knowledge and approval. The result of this is that they do not like outsiders. If they took in every person who wanted a better weapon, or better skills in using it, they wouldn't be able to sustain themselves.
Very few members of the Green Berets are magically gifted and those who are do not receive the training needed to really bring out their talents. While the Green Beret can see the usefulness of the skills, they are far more focused on their existing doctrine and with it working just fine, there's no reason to change. Those born with magical gifts will often leave to further pursue their talent rather than letting it squander.
The Prismatic Veil
A mysterious group of mystics, the Veil is regarded as the most magically advanced faction in the area. Their organisation is highly ritualised and based upon secrets which can make their lands difficult to live in for those not magically talented. That said, they do still defend the settlements within their borders, protecting the magical and mundane alike.
Outside of the Veil, it's not distinctly clear where their lands begin and end. One thing that is widely known, however, is that the Veil themselves know exactly where their borders lie, undoubtedly through some use of magic, as one does not get far into their lands without being confronted by them. Certain areas of their lands are clearly marked; by warning of death of those not authorised proceed beyond a marked point. It is considered most intelligent to enter through the emerald road, somewhat of a highway into their lands which they actively guard the entrance of. There, one can apply for permission to enter if they have good enough reason.
The Prismatic veil will accept almost anyone with magical talents who is eager to learn and are not opposed to trade either. The even allow the occasional groups of refugees, although the ones allowed into their lands far outweigh the ones turned away; this has resulted in a camp town not far from the entrance of the emerald road, grown enough that it's able to protect itself from most minor threats.
The Junkers
Don't let the name fool you, as the Junkers are widely regarded as the go-to place for trade. If it exists, the Junkers can provide it, for a price. Growing out of an area rich in junkyards, the ingenuity of these people are now famous. Their craftsmen fix almost anything, and can create effective tools and weapons from even the crudest of parts. Their lands are small, not extending more than a few settlements away from the scrap sites they first made their home but their influence extends much further.
Most of the Junkers wander the wilderness, searching for new places to gather parts from, new inspiration for creation and selling their services or products to those who need them. While not as cautious as most, it is said only a fool would try to attack a Junker caravan. Almost everyone is welcome to enter their lands, but most are not permitted to stay beyond a small visitation period. The length of the period depends on the reason of staying; one here to trade is allowed a week or two, but someone here to learn is granted longer.
Gifted students will often be given the option to join the Junkers proper, but for every Junker there are at least two mechanics or repairmen who are Junker trained elsewhere in the area. Their skills do not go to waste, as even being Junker trained is held in high regard and they can often find work elsewhere.
The Corsairs
Fierce brigands and bandits, the Corsairs are not a name often spoken with respect but instead fear. While it is rumoured they do indeed have a base of operations, probably somewhere in the badlands given it has remained hidden, the most anyone sees of them are their raiding parties. Riding around in fast vehicles, the Corsairs strike hard and fast and take what they want. They care little for the rights of those not amongst them, although they will rarely encroach on the territory of a major power.
It's not exactly clear where the Corsairs recruit their new members from, although there is a wide variety of rumours. Captured prisoners or slaves that show the right qualities, small-time groups of bandits who come to their attention, even the occasional idiot with more balls than brains who wanders into the badlands alone trying to find them and succeeds. All possibilities but all rumours.
One thing that is widely agreed upon is that if you see the Corsairs coming for you, best to surrender and give them what they want. Fighting back is a good way to die, but if one surrenders to them, they will take what they want and leave; sometimes this may include a few people as slaves but they don't kill needlessly. Likewise, they pick their fights so that if it did come to violence odds are good they make it through without much damage on their side; piracy isn't profitable if you're picking fights that destroy your vehicles and kill your men.
The Holy Crusade
The Crusade believe that this land is unclean and the accursed pestilence is God's wrath. And they will cleanse the filth from these lands to lift the curse that plagues mankind. A group of zealots, the Crusade are dangerous because as far as they're concerned, you're with them or you're against them.
A rapidly growing power, they'll accept communities of refugees as long as they're willing to live by the Crusade's gospel. A strict lifestyle of obedience and piety is a small price to pay for most, in exchange for protection and hope for a better future. But do not stray near their lands if you're not interested in converting, because the penalty is death. Those who do not see the light are filth that must be cleaned.
The other factions are eyeing this rapidly growing power with caution; given their attitude it seems war is only a matter of time. The question is only when and how. The Junkers especially have taken a disliking to them, having lost a caravan to them; not to mention the insult of free trade being disrupted somewhere. While not large enough to take on the Crusade alone, they will certainly be happy to assist anyone else in fighting them; there are even rumours of them supplying the Corsairs in exchange for raids on the Crusade.
The Accursed
Those who've spent time fighting against those infected by the Curse are aware of one terrible truth; not all of them are mindless zombies. A select few are affected differently from the disease, and retain their minds; these are what are known as the Accursed. Carriers for the disease, but not victims of it in the same way, they seem to share a special link with the infected and are able to telepathically control them. It is from these individuals that the debate of the intelligence of the infected springs as they can cause the otherwise mindless drones to move in coordinated fashions.
However, whilst they retain their minds, they are not free from the other effect of the curse. Like their lesser kin, they are inflicted with a massively heightened sexual desire. Instead of them being at risk of taint, instead they must keep their hunger from overtaking them, for if they go too long they will lose control, calling every infected within their range to them for a great carnal orgy. These gatherings are one of the things the Holy Crusade watch for, prime targets for cleansing, although they can only strikes things near enough to them. Other factions too will often strike at these, for the infected rarely pay attention to defending themselves and its an easy way to locate one of the Accursed.
Whilst they retain their intelligence, most of the Accursed are quite mad, although its unknown if this is an effect of the disease, or a by-product of the psychological strain being one has on them. Either way, most seek to spread the disease further, often delighting in capturing and tainting those afflicted. Stories say some are simply lonely, and hope to create another like them, a companion and equal. Either way, they are without debate the most dangerous members of the infected.