Either Needed Nocturne (Gritty Post-Apocalyptic Dark Fantasy)

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Either Needed Nocturne (Gritty Post-Apocalyptic Dark Fantasy)

Verse Zero

Serf
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29
The Role Play
The role play will be primarily a mix of nation and character driven role play. Stressing the relationships between role player characters and accordingly that of nations. Focusing on the military-political spectrum of the world and the numerous vying realms. The role play will feature random events conducted by the OP to help keep things moving if people want a bit of randomness. Such as plague outbreaks, piracy, raids, and NPC interaction to help move the story along. The military mechanics of the role play will focus on realism and as such armies are not really expected to exceed 30,000 at most. Campaigns are expensive, sieges are time consuming, and paying for soldiers is expensive. Raising levies may be an effective and cheap way to increase army size but a levy can only spend so much time away from their crops and wares before you begin suffering an economic downturn. Famine being a real threat in this world. You do not have to take on the role of possessing a faction as well. It is encouraged but you may alternatively opt to be a part of someone's realm in some capacity to engage in intrigue.


The Setting
The role play is set in 254FC. Thousands of years in the future after a series of catastrophic events led to the total Malthusian collapse of Human civilization. Epidemic disease, warfare over resources, and agricultural collapse led to the deaths of billions. Genetic mutation, technology run amok, and all manner of horror transpired that led to the creation and rise of the other races. As time progressed and humanity limped on at the verge of extinction the other races came into their own. The Aos Si built a supremely advanced civilization over the ruins of Europe and also supposedly altered the very Earth itself. Thousands of years passed as humanity rebuilt and slowly retook much of Europe (the Continent) and surrounding lands for themselves once more. It is a brutal world where pogroms occur frequently and all manner of beasts stalk the forests, hills, and fields. Vargheists, Ghouls, Mutants, and all manner of horror on land, sea, and air exist.
As a result of this relatively dangerous and dark reality the Human population, global population, for that matter is rather sparse compared to the 21st Century of the forgotten past. The estimated total population of Europe and adjacent lands (North Africa, Middle East) can be estimated to however around 65-75 million at the start of the role play. As such proper cities are few and far between. Settlements tend to be rather small with large swathes of wilderness in between them. Travel is hard and arduous with relatively few roads and even scarcer stone roads (cobblestone) when one ventures far from a city.

Major Races

Humanity
Humanity is the most numerous race on the Continent and can be found in practically every locale. From the nomadic desert tribes in Magna Isla and Sahara to the cannibalistic tribes from the Nilor. From the cold winds whipping across Northern Britaia to the Golden Coasts of Valenzia. Humanity numerically outstrips all the other major races combined and is extremely diverse in anything from language, appearance, to local customs and government style. From feudal states to republics to nomadic tribes Humanity has colonized practically every region of the map. Forming the majority of the nation-states.

Kindreds
The Kindred, or Alders, Elderfolk, or incorrectly termed Elves, are arguably the oldest race on the Continent aside from the Nightkind. The three present Kindreds trace their lineage back to the original single group of their race: The Aos Si, the People of the Sun, and once ruled the entirety of the known world. Described as attractive to the eyes of humans, fair faced with a disproportionately high number of fair haired persons among their race (brown haired Kindred is unheard of, and black hair is exceedingly rare), and on average taller than humans. However, only the Aos Vaelle seem to be on average noticeably taller by generally a few inches, while the Aos Sidhe and Svaer are usually just generally more lithe and lean than the average human. Since the Cataclysm of Solace the Kindred, including their once unified language of Kindarin, has since broken up into three distinct cultural-linguistic groups. The Aos Vaelle founded Valkyria and incorporated the Normerik humans moving into the area during the Migration period. As such Normeros is typically very tolerant of non-humans and many humans speak Vaedarin, the Vaelle's version of Kindarin, mutually with their own Normerik tongue. Kindred are also rather long lived compared to the other races, averaging about 200-400 years of age.

Aos Vaelle
The Vaelle, Post-Cataclysm, followed an individual known as Prince Vaehrenhil to the location of what is now Valkyria and founded the eponymous city. Forming the core of what would become the Kingdom of Normeros. They carried on their former civilizations Pantheon of Gods and Goddesses (Odan, Zaeius, Helian, Keres, Horus, Hira, Vena, Tartus, Artema, Athenea, Tor, Tyr, and Apollos) which the incoming Normerik humans took for their own. They got their name for the fact that the great valley Valkyria is located in, along the shores of Lake Evendyn, is ringed with Volcanoes called the Thirteen Fires. It also the only known location where the Valkur, or Dragons, breed in terms of natural habitat. The older Aos Si had managed, through complex techniques largely lost, to tame and ride the great beasts who were surprisingly quite intelligent if not sapient to a degree. Their succeeding Kindred possess the ability to tame and ride them to a degree, but only managing to successfully domesticate a few since hatching, and are generally too valuable to be sent into battle for fear of losing them or rampaging.

Aos Sidhe
The Sidhe were once the most numerous of the Kindreds and either isolationist or existing in small communes/districts within tolerant regions. They are valued for their textiles, trapping, furs, archery, and stealth. Primarily preferring woodlands and mountains the Sidhe are generally a peace loving folk. Not nearly as Warlike as the Vaelle and Svaer. But when push comes to shove many an army has been ambushed by a well coordinated strike of Sidhe Rangers operating unseen. Unfortunately the latter reputation has led to them being persecuted on and off by many Human realms. Deeming them untrustworthy or worse. The Zeljuuks paradoxically value male Sidhe as assassins and female's as concubines though offspring from such intimate relations are usually disinherited and sent to join some other organization.

Aos Svaer
The Aos Svaer have a rather dark reputation among the peoples of the Continent. After the Cataclysm of Solace the Svaer operated as militant pirates and brigands before relocating to the Islands of the Inner Nostrum, Sea of Herakon, and Basilisk Isles. Operating primarily as mercenaries, pirates, and bandits. Svaer primarily view the other races, especially humans, as inferior and largely deserving of slave status if not outright genocide. Seeing as all the lands of which Humanity occupies as rightfully their own. However, being the fewest in number and not united in any shape or form the Svaer are left to operate on the periphery. In appearance they resemble Sidhe except for the fact that out of all three Kindreds the Svaer sport significant numbers of black haired individuals.

The Dwellers
The Dwellers are one of the native races to Continent and resemble humans except being more squat and muscular. Not generally shorter than Humans, at least by a significant margin, they possess upper body strength like no other. Indeed if a Dweller challenges you to a game of arm wrestling you would do well to reconsider saying, "Ye." However, Dwellers have notoriously sensitive eye sight and feeling to their thermal environment. Often having to sport darkened goggles on the surface to not be blinded by the Sun and when they do remove them often suffer nearsightedness or blurred vision. Able to detect the most subtle of air currents under ground this swiftly can become disorienting on the surface due to the more free flowing air. Dwellers not accustomed to extreme heat or cold typically do not fair well as a result of this impaired thermal sensitivity above ground.
Dwellers are valued as miners and engineering siege warfare. Able to tunnel under or even through enemy defenses with uncanny accuracy and skill. To being excellent close range melee troops above or below the surface. But again above ground their impaired eyesight does prove a problem and even sporting armored goggles cannot fully remove the danger.

Sea-Dwellers
The ocean going cousins to the Dwellers living on the Continent. They call themselves the world's best swimmers and supposedly retain the skills to build submersibles. Though this may just be myth borne of the fact that Sea-Dwellers can breath underwater via gills in their necks and accordingly their webbed hands and feet allow them to travel underwater at incredible speeds. A Sea-Dweller war party rising from the incoming waves on a beach has been many a fisherman's worst nightmare. Aside from raising Sea-Dwellers often have a presence in or nearby major harbors. Selling goods and artifacts recovered from beneath the ocean's waves.

Giants
The Giants are a rare sight, and often exaggerated to impractical proportions. Most are about eight feet tall and proportional, surprisingly gentle, and extremely pacifist in regards to violence. Only attacking aggressively when needed and usually stories of them attacking Human settlements is due to the truth being simple: The Humans tried to kill them or encroached on their land. They are by far the rarest of the races on the Continent and not unified in any shape or form. Preferring small clans of roughly a dozen or two dozen individuals at most.

The Fenrir
The Fenrir, Garhrim, Lykos (Among themselves), Lycans, or Werewolves originated in the central region of the Continent a century or so after the emergence of the Nightkind according to the annals of Nocturne. The Fenrir organize themselves internally by packs under an Alpha. The King of Neostria, the realm that they founded in the beginning of the Fourth Cycle of the Sun, must always be an Alpha among the Fenrir. The Fenrir cannot have children to pass on their condition of being able to turn into a Werewolf. They must instead submit an individual to The Change. Which is a process both Nightkind and Fenrir can conduct too genetically change an individual to become part of their race. The Fenrir version involves, much like the Nightkind, drinking or having their blood put on an open wound. Allowing the Fenrir genome to spread and multiply. Mutating the hosts cells in a rather violent, week long, change at the cellular level. The process carries a 75% death rate when not being cared for continuously while the process occurs. Even then the process only lowers to 50% fatality due to how traumatic The Change is. Once Changed a Fenrir can expect to live up to 150 years of age.

The Nightkind
The Nightkind, Lords of the Night, Nightfolk, or Vampires as they are commonly known derogatively are the founders of Nocturne. The Vampires are not like the typical mythos in that they do not burst into flames from Sunlight. They can walk about during the day, the caveat being that prolonged exposure or being malnourished leads to what is called 'Sun Sickness'. A really bad reaction to the UV radiation of the suns rays that weakens them, blotches their skin, and will eventually kill them like someone took being heatstroke times a thousand. In addition the Vampires are a generational race. The three Triarchs are the oldest of their race and of which all Nightkind trace their lineage back too. This is followed by the Elders and Purebloods (Nightkind that are biologically born or turned by the oldest Elders or Triarchs). Followed by the regular third generation Nightkind. Half-bloods and Quarter-bloods form the fourth and fifth generation Nightkind. Like the Fenrir the Nightkind can turn an individual through the Change but can also rarely produce natural offspring. A natural birth being a celebrated event in many Nightkind households. The term Elder itself is just a title which may be confusing to those who hear it. It must be bestowed by the reigning Triarch or by a vote of the Elder Council (the ruling legislative council of Nocturne) who can only be comprised of Elders.

Major Religions at start of the Role Play

Faith of Thirteen
The Kindred primarily worship the Faith of Thirteen. A Pantheon of Gods representing different aspects of the cosmos. Odan, Zaeius, Helian, Keres, Horus, Hira, Vena, Tartus, Artema, Athenea, Tor, Tyr, and Apollos. Odan is the God of Knowledge, Future, and Valor; Zaeius is God of the Sky; Helian is the Sun God and Fire; Horus, Lord of Rebirth and Honor; Hira, Goddess of Fertility, Hearth, and Home; Vena, Goddess of Love and Prosperity; Tartus, God of Death; Artema, Goddess of Nature, Hunting, and the Moon; Athenea, Goddess of Victory and female aspect of Wisdom; Tor, God of Storms, Courage, and Strength; Tyr, God of War; Apollos, God of Music, Art, and Water. Each God and Goddess has their own priesthood with numerous local variations and places of worship. In Germania it is common to worship outside at hallowed Oak trees. While in Normeros temples and shrines are common place. Some human realms have adopted this faith for their own.
This is faith is widespread in Normeros, Brittaia, Eire, Germania, Volhynia-Polen and significant populations in Livuria and Nocturne.

Faith of the Argent Shroud
The Faith of the Argent Shroud emerged in the Fourth Cycle of the Sun in Legania. In the city of Torin built over ancient ruins. Believing in a Triadic dynamic of one God expressed in three ways. The Shroud that stands for a literal shroud over a corpse symbolizing a promised afterlife. The metaphorical Shroud of the unknown. The second point is the Almighty Spirit which is often symbolized with a Burning Flame. Followed by the Sacred Death symbolizing a female figure hanging upside down on a crescent moon bearing a cross in her hands. This Faith has numerous sects and variations such as the extremely zealous Church of the Burning Flame centered in Valenzia along with an internal Inquisition (Inquisitors of the Holy Lance) that hunts down heretics and deviants. The Faith despite variation does have a head in Legania called the Holy Patriarch which rules from the city of Torin.
The Argent Shroud is widespread in Legania, Latina, Occitania, Katalunie, Zardinia, Barcelon, Aquataynia, Dalmatia, Armorica, Jherulestine and significant populations in Brittaia, Jel, Livuria, Nocturne, and Benelux.


Isla
Isla is a Diacratic Faith with a God of Light named Al-Isla and a Satanic figure called Zoros. Locked in an eternal struggle over the world. Islaists and adherents of the Argent Shroud are often locked in bloody religious wars in recent centuries. It is a decentralized faith with many heads of state also fulfilling theocratic roles.
Widespread in Magna Isla, Andaluz, Farsi, Levant, Zyria, Anatolia, and significant populations in Tripolegytus, Numida, Cartha, and Nilor.

Church of Prostopos

A Syncretic Faith formed by merging the beliefs of the Argent Shroud with the native Konstantian Polytheistic Faith of Five. Whereby instead of being Triadic like the Faith of the Argent Shroud it has Five aspects. Life, Death, Rebirth, Afterlife, and Light/Dark. It is not as centralized as the Argent Shroud but the state religion of the Konstantian Empire with the Emperor being the chief clergyman.
This faith is only widespread in Konstantia, Ionia, Grecia, Tyrrhenia, Romuva, Novoro, and Oermenia.


Earthism
Earthism is primarily worshipped among the Dwellers. It is a simple faith stressing connection with the Earth as not only physical but spiritual and that every action has both metaphysical and real implications. As such many ardent Dwellers who could be garnered as Zealots live in imposed poverty, live charitably, and belief in pacifism. Since the Dwellers have no nation for their own their is no ordained clergy or hierarchy for this belief system.

Ancestor Worship & Sun-God
The Aziaria primarily worship their ancestors and living beyond death in a Spirit World adjacent to our own. But still able to interact with the mortal world. The Sun-Emperor also possesses the Mandate of the Sun which places him as a God-Like figure that is the link between the Mortal Realm and the Spiritual. As such many Aziari worship the Sun-Emperor as a god, and the local Daimyo leaders of the twenty-two Aziari clans respect the Emperor despite his real authority being determined by their own competence, and Daimyo willingness.


Shamanism
Shamanism traces its routes to the tribal ancestor and nature beliefs of the nomadic lords of the steppes. The Rosskayans, Belargans, and Kazani to the far East. It is a simple belief system of ancestors looking after or cursing the living. Tribal unity. And the spiritual ability of a tribes Shaman to communicate with the deceased.
Worshipped by the Rosskaya, Belargan, Kaukazen and Kazana.

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I didn't get to read it all yet because the circumstance I was under was a busy one, but what I did get to read, damn it sounds really interesting and I'd like to join as either a female Aos Sidhe or Aos Svaer...
 
I didn't get to read it all yet because the circumstance I was under was a busy one, but what I did get to read, damn it sounds really interesting and I'd like to join as either a female Aos Sidhe or Aos Svaer...
Thank you for the interest and joining as a female AoS Sidhe or Aos Svaer would definitely work!!!
 
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I am interested. What is the magic system like in this roleplay?
Hello!

So there isn't really magic in the classical sense. Rather there are relics and items created in past ages that were so technologically advanced that they seem magical. Ancient Human machines and the devices of the Aos Si are grounded in science. Just so scientically advanced that it seems like magic.

As such many ruins are plundered to the seldom replicable items they contains.

However one such item that is able to be rebuilt by certain artisans for example is Glow Globes/Alchemical Lamps. They come in the form small glass globes, lamps, or candles ending in a glass orb that when shaken or activated by touch they light up. Providing artificial light.
 
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