Game Information.   Posted by Historian.Group: 0
Historian
 GM, 1 post
Sat 26 May 2018
at 13:47
Game Information and Rules
This thread goes over what you need to know about the game.

This message had punctuation tweaked by the GM at 16:26, Mon 28 May 2018.

Historian
 GM, 2 posts
Sat 26 May 2018
at 14:09
Game Information
In reply to Historian (msg # 1):

This game is an open-ended, post-apocalyptic vampire saga with a Game of Thrones sort of flavor (without the pedophilia and excessive smut). The back story is in the game introduction. There is a bit of Vampire Knight and Arabian Nights in the mixture.

You can be one of 5 classes, or the king or knight

1st Class - The Brethren - full vampires descended from The Goddess. All full vampires have the Goddess in their family tree someplace. They are the aristocracy of this world, and hold most of the power. Refer to each other as Sister or Brother.

2nd class - The Number - These are Dhampirs - also descended from the Goddess who kept half of their humanity. They tend to hold upper class positions but are looked down about by the Brethren. You will usually see them as soldiers. There is rumored to be a faction that seeks to overthrow The Brethren. They are referred to as "Seconds" or "Numbers" so their title would be "Second (name) or Numbered (name).

3rd Class - The Chosen - despite having a third class designation, because these are made vampires created by the Brethren, they can hold a higher regard to The Number in the Brethren's eyes. Who they are made by determines their power and ability to stay sane. Chosen "births" are highly regulated.

4th Class - Normal Humans - considered cattle, pets, and slaves (not sexy-time slaves). They run the farms and live in the rural villages that surround the vampire cities. They all belong to one Brethren or another and their blood is sold to Chosen and Numbers (to Numbers at an exorbitant price).

5th Class - Human magic users (diviners, witches, alchemists) - Also descended from the Goddess. They are considered "mistakes" and killed on sight if discovered. They are the "untouchables" of this world, and cannot boldly use their craft. Any person who wants to play this will be depicted as poor and hungry. A special magic user class is the shifters who sometimes have a fate worse than death.


More History

The setting of the game is 10,000 years after The End of Days. The Creator has taken all True Believers to New Earth, leaving everyone else to the dying Old Earth that's mostly in flames now, or sunk into the boiling oceans. The Fallen - angels that lost the angelic war, along with Lucifer, are all dying - but in their last bid for revenge, manage to save the world from being entirely destroyed, A new continent that includes part of North and South America from about Arizona to Texas, to about the Northern part of Brazil has been healed and raised by the last of their power, and any people still left were put there with whatever technology is left to try to rebuild the world. Overtime, the Fallen disappear leaving only one, who has become disgusted because the Creators sinful creatures are once again descending into their vile ways. Using the last of his power, he finally finds one good person that he believes is worthy of his gift and supplies her with the Nephilim code and instructs her to be the Goddess, ruler, and scourge of humanity. She is unstable though, so he realizes that the power cannot be contained in one soul and tells her to spread it among three others. Unable to resist the order, she does so.
The Fallen disappears shortly afterward.


Thousands of years go by, and The four rule the world with an iron fist, and fill the earth with their children. The  Goddess, unfortunately, had fallen in love with a human about 1000 years and planned to turn the human into a Chosen to keep him forever. Before this could happen, the human rebellion rose up, and the Goddess' lover was assassinated by a magic user.


Somehow, to the delight of most of humanity, the vampires began to die off, first the Chosen and Dhampirs, then Brethren with weak bloodlines. It looked like the Humans would win the war and usurp their vampire overlords. There was a rumor that the Goddess had died as well, which sparked celebrations in all the farming towns.

Then, the Goddess was once again found in the temple, alive. And, whatever disease had befallen the accursed vampires also ceased. The originators razed the earth of all usurpers and the rebellion was squashed. Most humans had all traces of what had happened erased from memory, but a few managed to escape the memory wipe and created secret societies with the plan to create an even better end to the vampires than the rebellion.


Current Time

Country Name - New Eden

Government style - Monarchy and Theocracy

Before the Historian was born, New Eden was mostly wilds and farmlands with a few central cities. The cities were rather primitive in style, with baked brick structures, and horse drawn wagons. They relied on Magical relics to strengthn them. After the Historian came, access to the past allowed the cities to expand technologically as they studied years of mistakes and made their cities futuristic marvels - a mix of both magic and technology.  All enjoyed many benefits to these cities, except the humans who were kept from openly using technology or magic... or entering the cities without a Brethren or Chosen. Numbers were allowed in the cities, but due to their low class weren't allowed the sort of jobs to take advantage of the technology. Economic and Prejudiced barriers kept them almost as ignorant as the humans.


So, the cities are now much larger and more numerous, with the farmlands and wilds beginning to shrink.

Factions -

Secret Order of Sciences.  Human organization dedicated to removing the Nephilim curse from the world.

Church of the Creator - Human zealots that wish to annihilate all abominations from the Earth to bring the Creator back.

Society for the Advancement of Numbers. - Order to remove the lack of Advancement for Dhampirs.

Order of the Blue Crow - Secret society of Magic Users

The Animaveus  - a society of shifters with murky plans

Laws and General Culture of the World


The currency is blood, and having a large stable of cattle (humans) is a sign of wealth.  So, the Brethren with the most slaves have the highest social standing (basic social stratification), and would, with a few exceptions, follow the current stratification of dividing vampires by rank of powers, since having a higher standing would allow them more income which would have them afford more slaves. If vampires could be promoted to higher ranks, it would be a tool to get noticed by the higher strata: A merchant showing off their wealth in hopes of becoming a baron, as opposed to earning the rank through successful actions.

Laws are similar to that of Rome or Greece. Vampire society is heavily stratified and those with a bigger boot generally can order those with a less status.  If a slave was injured, then their master will be owed recompense for loss of food and blood. Breeding farms exist  to increase the amount of slaves one would own without additional investment (since they'd also be growing their own food), et cetera. With regards to Law, slaves would fall under their owner's property, so any restitution money (or prize money in case of arena fights) would go directly to their owners. There would be little to no laws protecting slaves as they would not be seen as people.

Of course, if one got more slaves than they could properly manage, there would be breakouts and escapes and the occasional riot ("I am Spartacus!"), in turn injuring the owner's standing for trying to get more than they could manage. Vampires see themselves as having the right to rule based on ability, and humans are seen as little more than cattle to be traded.
The Human's saving grace is that the quality of their blood is directly related to their personal health, so while there are 'dollar store' type slave traders out there, there would also be more exclusive sellers that are known to provide quality in their 'goods', which would sometimes include an education of sorts.

 Educated slaves would be more likely to be treated as indentured servants as opposed to the 'blood dolls' working the fields or other simple menial tasks that would be below a vampire to bother themselves with.

In said ancient societies, it was fairly common to assign a slave as overseer of their other slaves: Said overseer would be granted benefits, and in some cases be allowed to own slaves of their own. In this setting, it would basically be telling them "Well, you're not a vampire, but here's a taste of it: Keep up the good work and we may consider making you a Chosen.". Which would usually mean said overseer slaves would be siding with the other slaves as little as possible, with vampirism (and an escape from slavery) as the carrot.

While there is a high level of technology around in the cities, there wouldn't be a lot of trade going on. Vampires are fixated on the status quo, it is a good thing because they are the personifications of status quo, and that makes change in general a bad thing. Compare it also to modern day elderly citizens having trouble working with computers, since they grew up with typewriters and postcards. In vampire society, said elderly would continue to be in power for another century or two each (or a couple millennia), so technological advancement would be stagnated and any forms of innovation would come from humans and the occasional rare vampire that is intrigued by it (such as the King, hence the higher level of technology for the main city).

There are some human communities around, but if they are not outright be led by a vampire they would certainly be kept subservient to them, because it'd be a cold day in Hell that a human would ever be in a position to truly be giving a vampire orders. Said communities would be more akin to reservations: They'd have their own villages consisting of hovels, maybe even a crude town, but in the end they are still 'trading' with the vampire cities for the things they could not possibly make themselves. And again, independence and self-sustainability would be avoided to say the least, as that would see said community drift away from vampire means to control them. In essence, while there are some rebels in them, most are led by vampire collaborators, similar to the overseers: People trying to show their worth in hopes of one day being promoted to vampires and enjoying the luxury they feel they deserve. Which suits the vampires themselves perfectly fine, of course.

This message was last edited by the GM at 16:04, Sun 18 Aug 2019.

Historian
 GM, 4 posts
Sat 26 May 2018
at 14:54
The Vampires
In reply to Historian (msg # 1):

Universal Vampire Physiology

Generally the vampires of this game are able to walk in the sunlight, and do not have any weaknesses to religious objects, garlic, or wooden stakes.

They can be killed by fire or having their head cut off if they are not an originator. They're sensitive to silver. It can reduce their power to human levels depending on the age of the vampire and how long the silver is in them. Full blood replacement is necessary to remove the poison.

What's true of all vampires, regardless of whether they are Originators, Brethren, or Chosen (Numbers, being half human, only partially fit this as they have some human needs)

Vampires need human blood. They can eat or drink like regular humans but food does not sustain them. Blood does. Animal blood can somewhat sustain them, but it lacks the nutrients and essence that human blood has, leading to issues (see Brethren physiology) All vampires produce a venom which can create Euphoria in a victim. Feeding is an extremely pleasurable experience both for the vampire and the human they feed upon, generally. However, some vampires have extremely toxic bites (Amaris and the King being two of these) that can kill.

A vampire needs about one pint of blood every week to sustain themselves, more if they are currently healing. One Caveat of this is that the Originators do not need blood to keep alive, being immortal, but they do need it to be able to work magic or get out of bed in the morning.  The amount needed is not enough to kill a human but it is enough to leave them feeling drained and needing rest. A regular human blood donor can usually offer a pint per two weeks (similar to blood donations), so as a result vampires usually have an entire house of human cattle, and  the amount of cattle you have is a symbol of wealth.

It is interesting to note that one's blood type plays a large role in how nourishing the blood is to a vampire host. The reason being that the blood types A, B and AB have certain unique combinations of natural chemicals in the blood. If a vampire has blood type A+ for example he or she will benefit more from donors that are blood type A+ since their bodies would need to expend less energy converting the blood into something compatible with its host body. For this reason, donors with blood type O- (universally compatible) are considered a luxury and always in high demand, any such individual found quickly finding their way into the hands of the nobility, or even the Court itself.

A vampire can drink from another vampire. It is a highly efficient form of life transfer, though at the cost of the donor's life energy. For this, the process is usually reserved for nursing incapacitated vampires back to health: Usually, these 'Vampire Medics' are of the blood type O- as mentioned above.

(What's true of Originators, Brethren, or Chosen)

These groups can make Chosen (made vampires). The embrace as it is called involves drinking a human's blood until they are about to lose consciousness and then feeding them the vampire's own blood. The result is that that person becomes a Chosen upon awakening. The process is not directly regulated, but given that every Brethren is by Originator law to be held accountable for the actions of the Chosen sired by them, it is often the Brethren who hands their rebellious pupils over to the ICSA in order to receive a mild judgment for themselves. Originators tend to be above the law, being a law unto themselves, and it is illegal for a Chosen to make another Chosen (See Chosen definition further down).

Originators, Brethren, and Chosen can also give some of their blood to a human to drink. To humans, this blood is a high-potency endorphin with no side effects, though they can still get addicted to the rush, leading to it gaining a small popularity as a gateway drug. Without the vampire drinking their blood at the same time, there is no risk of the users becoming vampires themselves. Numbers, having a human side, generally have a weaker venom which doesn't give quite a kick, so it normally doesn't affect a human in any great way.

The Brethren or Originator that created a Chosen is called their sire, and the Chosen takes the sire's last name with the addition of "al" in front of the name. There is a strong link between sire and Child. They may communicate telepathically at any distance and can know when each other is in danger. It is also possible for a sire and their chosen to transfer life energy to each other in times of need. This has do be done via blood to blood contact.

Vampires are generally stronger and quicker than humans. They also don't age as humans do.  A steak through the heart won't kill a vampire, but piercing the heart will disable them. Removal of the head or burning is the only sure fire way to kill a vampire.

Originators

Summary- All were made by the Nephilim code, with Amaris infecting her brother, her brother's best friend, and the temple "god(dess)" that they stumbled upon to seek help. After the three others were made, the codes ability to create more Originators was sealed (or so they thought)


Physiology - Originators are frighteningly beautiful, having been change in their physiology by the infection. However, certain aspects of their physiology has become frozen to the state of their last moments as a human - including hairstyle, body size, and any former human defects( in Zen's case - didn't automatically change to either a man or woman. Scars remain, missing limbs don't grow back). They are immortal and do not age. They possess the potential for immense strength, speed, and senses. Not all of the Originators care to practice that potential, Zen being a particularly lazy lump in that area.

Strengths - Can't be killed by any of the means that Brethren, Chosen, or Numbers can be killed. The way to kill the Originators is linked to the Great Tragedy. Each Originator also has a particular way to be killed if you find out their secret. Possesses all the strengths of a Brethren times 2.

Weaknesses - each Originator has a secret way to kill them that was bestowed when they were made by The Goddess.

Reproduction - Originators do not have fertility issues. Can make Brethren, Numbers, or Chosen - Originator direct offspring are highly desired for their ability to grant great powers to any offspring. Originator direct Brethren are even scarier than Originator direct Chosen except they are not undead or immortal - but they are longer lived than Brethren with weaker links to the Nephilim Code. An originator character has to agree for you to be their son or daughter Brethren. Originators and these Brethren tend to have issues reproducing with a Brethren because of the Brethren's tendency toward infertility - normally has to reproduce with a Dhampir or Human.

Summary:
Orginators are immortal beings that are the "gods" of this world. Chosen made by an Originator are immortal. The vampires are NOT called "vampires" in the game, and will be highly insulted to be called such.

Brethren Physiology,

Brethren, because of the Nephilim code being part of their DNA, are physically beautiful creatures. They have few physical weaknesses, but, being living creatures, do possess variations in size, muscle mass, and facial features, with some Brethren being more physically superior than others. Since their main diet is human blood, some tend to be thinner due to a moral resistance to eating humans as they try to eat only animal blood, which does not nourish them completely. Some can grow portly if they are especially greedy blood eaters.  They possess heightened senses of hearing, sight, and smell. Their sense of sight is hawk like, being able to see their prey, in an unobstructed view, from at least 1/4 mile away.

Brethren can subsist technically on Animal blood, but it makes them weak and human like, and animal blood eaters can suddenly snap from the strain of denying their real nature and murder dozens of humans.

Brethren usually live to be 5000 years old, though there are rumors of some being older than that. They age very slowly, and a 1000 year old Brethren still looks as though they're barely out of adolescence. Middle age is roughly 2500 years, but some can extend their youthful beauty up to the age of 4000 before time begins to erode their looks and they fade. Natural death comes quickly usually by heart failure.


Weaknesses - Brethren can have heart issues, especially if they are greedy with blood. The high fat content of human blood can lead to hardening of the arteries. Otherwise they don't suffer from physical illness. It's assumed that Brethren have this physical issue due to the fact that they have a human in their ancestry or as their parent. They are allergic to silver, and can be killed if their heads are removed, or they are set on fire. They can be maimed or scarred if their natural healing abilities are hampered. Brethren are very hard to kill by fire due to their powers.


Strengths - heightened hearing, seeing, smell. Can hear a pin drop at the bottom of a 30 floor skyscraper while at a loud party on the top floor. Very hard to sneak up on. Seeing has been described. Has a nose better than a bloodhounds, and can track a prey for miles, can separate smells easily, and can even gather a smell across a large lake should a human try to escape them by jumping into a river or lake. Their strength is superior to humans and Dhampirs, with some brethren being stronger than others. Some Brethren could shake that large party filled skyscraper right to the ground. They also have a natural pheromone that makes them smell amazing and is designed to lure their prey to them. Their bite is habit forming, creating a euphoric bliss. Some brethren have a more toxic bite that can create horrible withdrawals symptoms in humans or dhampirs, or kill them within hours of being bitten. Only Human Magic users can cure a toxic Brethren bite. A Brethren bite can also create a chosen if they push their will into the bite, highly toxic Brethren have a greater success rate, surprisingly, of creating Chosen.  Brethren tend to not be scarred or maimed due to their superior ability to heal themselves. They can also move more quickly than human senses can register. Top speeds can reach over 500 miles an hour. Can see in the dark.


Reproduction: Brethren can reproduce with Originators,  each other, or with humans. Reproduction is difficult, and human mothers tend to miscarry Brethren offspring. Brethren mothers tend to be infertile. If a Brethren finds that they can't conceive their own child, they may adopt, or create a chosen.

Chosen -

Summary
Chosen are only as powerful as the vampire that made them. If they were not made by an originator, they have the same powers as the vampire that made them, but only at half the intensity. Chosen made by Originators are one of the Blessed, and have a special description.  Chosen tend to suffer from mental issues due to the change. A chosen made by a chosen tend to be monsters or extremely mad people. Chosen that create other chosen are killed on sight as well as their creations. They tend to be rather proud of being "chosen".  Have a higher status than Dhampirs if they aren't insane.

Physiology - Chosen, being created and not born, will look the same age and have the same look as they had before the change. Aging ceases. Hairdos can't be changed, tattoos stay the same and can't be removed. Everything is frozen in time. They have similar strengths to Brethren, but they usually die after 2500 years, the change takes a toll on their sanity and their will. If they lose their will to live, they will turn to dust just as easily as if a human set them on fire. Few Chosen live beyond 2500 years old. Because of the Tragedy, there are NO Chosen over 1000 right now.


Weaknesses - greater tendency towards mental illness, including depression. More susceptible to fire than Brethren. Greater weakness to silver - even a miniscule amount can kill them within minutes. Can only live on Human blood alone, not Animal, Dhampir, or Brethren. Will become irreparably insane from a week of blood deprivation, and even three days without blood can lead to insanity. Will die if kept from Blood more than 1 week.

Strengths - Powers increase as they age. Have similar senses and strengths to Brethren, including speed. Usually have the same powers as their Brethren maker, but 50 percent weaker. Can see in dark.


Reproduction  - Chosen can make other chosen, but otherwise can't reproduce. They are basically reanimated corpses that have been changed by the Nephilim code into thinking zombies.

Originator Chosen - Originator Chosen are one of the Blessings. They lose some of the weaknesses of the Chosen made by Brethren and gain the ability to be immortal. Originator chosen are scary in their powers, being made directly from a source. It is almost like they are originators themselves with their powers being 50 percent of an originator.  You'd have to get an Originator character to agree to make you. Zen is likely to make a chosen more than the others.

Numbers

Summary = They have powers but they are muted by their human side. However, they need less blood than the other vampires and are able to live among the humans generally well. A dhampir's power is half of a chosen vampire's power. Brethren usually call them Number or Dhampir, although Dhampir is a racially pejorative word that the Numbers don't like. (Don't like being called Number that much either). The leader of the Numbers has come up with a new word for their people.  They are easier to kill than Brethren or Chosen because of their human side. It's possible to kill them by conventional means.

Weaknesses - susceptible to sickness and injury. Have a low social standing among the blood eaters. Less powerful than chosen or Brethren, have to use wits and luck to beat them in a physical battle. Cannot see in the dark.


Strengths - stronger and faster than humans. Have somewhat enhanced hearing, sight and smell that is less than a chosen or brethren (ie: can track, but not over water, can see a small object about 500 feet away, can hear most things clearly through a three or four story building. Not allergic to silver.


Reproduction - Numbers can only produce humans or human magic users with a human, Number, or Brethren. Cannot create Chosen. Cannot create other Numbers. Can be used as a means for an Originator's child - an Originator's child becomes a Brethren, Number, or Human due to the Originator.

Magic users - magic users are NOT high powered. Your abilities will have to be discussed with the GM.  They suffer from being human and have to work with the frailties of humanity. They can live longer than most humans, to about 300 years. A 300 year old magic user will be a VERY old person though, so remember that. And extreme age will reduce a magic user's abilities. They are hated by all and hunted extensively. Basically magic users have any strengths or weaknesses of a normal human, with a slight sensitivity to silver (may get a rash if they wear it, can reduce their powers if worn). Magic users usually reproduce other magic users or normal humans.

This message was last edited by the GM at 15:47, Sun 18 Aug 2019.

Historian
 GM, 169 posts
Sat 24 Aug 2019
at 06:49
Updated Game World Information - Physics/Nature
Since the setting of this world is post apocolyptic earth, there are few differences.  The only land left is the area from the lower part of Texas to about Brazil.

With the reduction of land mass, the resulting increase of water surface on the earth has reduced temperatures by 20 degrees. The areas of Northern Zenflin and Southern Kilisat are the coldest. However, due to everything being fairly close to the equator, which is now around Mexico due to a shift of the axis during the apocalypse, only mild snowy weather is typical in the extreme reaches of the world. Temperate forests have mostly replaced the rain forests, but Zen has created one on the edge of New Eden on the border of New Eden and Morfolo

There is only one sun and moon. That part of the earth hasn't changed, but the moon seems slightly bigger in the sky.

The sky during the day is fairly similar to the sky now, although it tends to be more cloudy.

Because the light Pollution is severely decreased in this land, you can see many more stars than what would be seen in a more industrialized and technological world. Technology has been developing over the past 100 years, but for now the night sky is brilliant.

Climate and Weather

The climate in Zinflin is the coldest. It is a continental climate with cooler summers. Kilisat is slightly warmer, but still continental. It has warmer summers. New Eden and Morfolo are Temperate. There is a small tropical area between Morfolo and New Eden that is tropical where Zen planted eir rain forest.

There is much more rain due to the increase of water, and the coasts experience more hurricanes. Because of the cooler climates, all countries experience the four season, with New Eden having the mildest winter. The seasons last about as long as they currently do, 3 months to each season.


Flora and Fauna

The Nephilim recoding of the world created new animals on the earth. Many of the old animals still exist, but there are some animals otherwise found only in fantasy.

Birds - Several humanoid species of birds developed after the new world sprang up. Harlequin Harpies are one species of humanoid birds. The humanoid bird species are not shifters and are classified as animals though they can have the sentience of a human. Many bird species are magical, and many are dangerous, such as the scarlets which can shoot flames.

Small Animals - typical varieties of small animals known before still exists. Rats, mice, squirrels still exist. A magical variety of lemur can create a horrible vertigo if enough of them are in the area. It can be bad enough to kill a human if they are not removed from the area. About 10 of these lemurs together can create the malaise. Crystalized lizards, prized for the medicinal qualities of their skin also developed after the fall.

Large Animals - The Nephilim tried to save as many animals as possible, but some animals went extinct. There are no more elephants or rhinos, for instance. The list of extinct large mammals is large. However, new varieties of animals were created, including the re-emergence of the dragons, which are sentient.
Historian
 GM, 170 posts
Sat 24 Aug 2019
at 15:26
Updated Game World Information - Geography/Natural Resources
Geography


There is only one small continent named Amaran after the world's goddess.

The middle two countries, New Eden and Morfolo are mostly Temperate, while the outer two continents are continental in their climes with only the coast of Kilisat having a more coastal clime.

Their are 4 major countries - Zenfiln, New Eden, Morfolo, and Kilisat.

There are deciduous forest areas in Marfolo and in Zenfiln, much of the land is made up of evergreen forests of various pine, fir, and other evergreen trees mixed with some deciduous.

Tropical areas lie between New Eden and Marfolo. Zen has painstakingly developed a rainforest there.

Much of New Eden and the southern area of Zenfiln is grasslands where farming is primary.

The center of Kilisat bears a mountain range that mostly cuts off the coastal area from the rest of the country, however there is a section left of center, with a width of several miles that allows access. The major river which flows from the mountains of Zenfiln to the sea at Kilisat flows along this area. The coastal area is more of a cooler coastal climate like one would find along the Atlantic. Zenfiln also has a mountain range that keeps it from being a good port for ships as the mountains encircle it like a necklace on all the coastal sides. The mountains have volcanoes among them some of which are active and cause for concern.

Natural Resources

A fresh water river flows from the mountains of Zenfiln and into the sea at Kilisat. A large lake is found at the north of Kilisat just before the mountain ranges. Water wars have been one of the primary conflicts between the countries in recent times. Zenfiln has been trying to dam up the river that feeds water to the rest of the countries.

Natural Resources of Zenfiln - Water, coal, gold, silver, diamonds, precious stones, timber, clay, grains such as wheat and corn, fresh water fish, most of the larger game animals, herd animals such as sheep and cows. Other agriculture are berries, root vegetables such as potatoes and carrots, leafy greens such as lettuce and spinach due to its colder climate. Apple orchards are also grown here. Building materials such as shale, and granite

Scarce resources of the country: Zenfiln has fewer humans and vampires than other regions due to the fact that there is less habitable land. Much of Zenfiln's land mass is taken up by either mountains or forest. Cattle and grain agriculture also takes up much of the land. The Zenfilites therefore treat their humans like precious jewels in comparison to other regions of the world. Many fruits are scarce here. Copper and iron are scarce and must be imported from Kilisat. There are high movement tolls through the countries, so the cost of these resources are high.

Natural Resources of New Eden - The Originators, Brethren, fresh water fish, lakes, fruit trees such as peach, orange, lemon, tropical fruits such as pineapple and bananas in the rain forest region, magic, small deciduous forest to the east, ocean fish on the east and west coasts, oil on the west coast. The sea and its power, the ruins under the ocean, technological knowledge.

Scarce resources - Granite and other building materials. Gold, and precious stones and minerals due to a lack of mountains. Some water concerns, although New Eden has some large lakes that can mitigate the concern somewhat.  Large cattle. Much of the lands around New Eden are dedicated to agriculture. Due to the most warmest temperatures being in New Eden, root vegetables, grains, and leafy vegetables are imported from Zenfiln. Many Brethren have settled in New Eden too, so there is more population and less forested land except towards the Eastern area. There aren't as many humans here due to the land mostly being settled by Brethren and Numbers. Humans live in agricultural settlements outside of the capital, but there aren't the large farms that Morfolo has. The beaches of New Eden are made up of lava sand or pebbles, so sand is also a scarce resource


Natural Resources of Morfolo - Most fruit trees, humans, especially exotic humans from breeding farms, fresh and salt water fish, sand from the coasts, deciduous forest timber, some tropical fruit crops near the border of New Eden such as sugar cane and plantains. Coffee. There is a hilly region to the west where gold and silver has been found. The agriculture is slightly less here than in New Eden due to the human and Number farms.

Scare resources - Brethren. Most of the population is human and controlled by Brethren corporate concerns usually from New Eden. Numbers make up the rest of the population and there are slave concerns that house a lot of the Number population. Morfolo also lacks building material and must get these from Zenfiln and Kilisat. Metals, ores, and jewels are also lacking, but they also have coastal resources such as whatever ruins border their waters, and the ocean itself. Oil is lacking. They do have a platinum mine in one of the few mountains near the east coast.

Resources of Kilisat - Building materials such as shale, limestone, sandstone, granite and other rock. Iron and copper. Some coal. Some oil. sand. Water from the large lake. Precious stones. Diamonds. Fish, bird game as they like the mountains in Kilisat, especially the harlequin harpies, mountain game such as cougars and mountain goats, agriculture similar to Zenfiln, but less of it.

Scarce resources - humans, and vampires. This region is the least populated. Most humans here are free and the vampires are the most egalitarian of the four nations. Numbers hold higher positions here due to a lack of Brethren to fill the jobs. Fewer agriculture concerns mostly centered within human villages. Much of the industry is along the coast and in the mines. Have to import most agriculture but exports a lot of building material and weapons from the iron forges.

This message was last edited by the GM at 15:21, Sun 25 Aug 2019.

Historian
 GM, 173 posts
Sun 25 Aug 2019
at 17:12
Updated Game World Information -  General Magic Definitions
Why does magic exist? Magic exists in this world due to the Nephilim recoding of the world. It expresses itself differently according to the individual. It normally is an extension of the personality of the user.


What constrains it? - Magic is constrained by how close the species is to an originator, or to the Nephilim code itself. Some magical animals, for instance, were changed by the code and have possibly as much magical potential as an Originator. It's thought that some magical creatures are products of the Fallen themselves, such as the Harlequin harpies. As such, Brethren would have more magic than Numbers, but possibly less magic than a Chosen depending on who made them.

What can magic not do? - It cannot create a whole new living being by itself. It cannot bring a long dead person back to life. The code generally can't recreate limbs or completely rearrange a human, at least, such an ability is extremely rare. Chosen and the Originators, for instance, are frozen into their original state.

Are there any magical animals besides the vampires? Describe them. So far, Harlequin harpies and Dragons are magical creatures that are known. More to be added later. Shifters and human magic users also exists. See the race descriptions

To what extent is magic a learned skill or an innate talent? All magic is an innate talent. Someone without magical ability cannot speak a spell and have it work. There has to be magical intent behind it to work it. That being said, a child will not have the same magical maturity as an adult. Magic is grown, developed, and mastered like any physical ability. Most people can draw, for instance, but true artistry is powered by greater talent and practice.

Is magic a specialist, elite skill or is it used easily by commoners? Magic use is definitely considered elitist and humans are closely monitored to have no inkling of magic within them. Magic determines part of a person standing in the society, and those with more power are generally higher than weaker magic users.

What is the price / cost of using magic? Using magic decreases the life energy of the user. Using large amounts of magic can be life threatening if the user is not immortal in some way. Using large amounts of magic needs to be followed by rest. Most users try not to overextend themselves.

Do magicians need to meet any specific criteria? Be celibate? Go through a ritual? - Magicians generally need to be part of the vampire class. Other than that, there is no special requirements.

Does magic requires tools and props? - Not generally

How is one magician stronger than another? - By breed, magic type, talent, and ability.

Can magic be combined to increase its strength? - Because of the strain one magic user has to do magic, having many doing the same task is a  typical efficiency in the world.

What defeats magic? - Generally, what defeats magic is more magic. Someone with a "Null" power can cancel out magic.

Is magic admired / respected / feared / something else? - All of these, depending on who you are.

Is any magic illegal? - Humans are banned from using magic.

What is magic generally used for? - Magic runs the life of the people, along with the burgeoning technology being put into place.
Historian
 GM, 177 posts
Wed 28 Aug 2019
at 00:43
Updated Game World Information -  Religions


People are obliged to worship the Four, with Amaris as the main goddess. Many humans and some vampires worship the Creator. Some Brethren reach something like saint status and are worshipped as well. Besides this, there are many that worship their ancestors with tiny shrines in their house, and they perform rituals during the days dedicated to the dead.


Overview
Type: Amaritism
Basic teaching: The problem with the world is humanity's basic eviliness  and the solution is to surrender to their beloved Goddess, Amaris
Name for clergy: priest/ess
Place of worship: temples
Founder: The Nephilim

Nature of the Divine
In Amaritism, practitioners believe in and worship the four Orginators.  These gods are all divine servants of a greater being called the Creator, who is said to have left the world with all of the redeemed, leaving the Nephilim to create the last four righteous to cure the remainder of their sin, and the gods interact with mortals on the Creator's behalf. One of the gods is Zen, whose symbol is a lotus and who is said to have learned all the other gods' secrets, and Morbus, whose symbol is a black raven and who is the ruthless ruler of the world. The worldwide religion is the worship of the four, and no other religions are publicly tolerated.

Meaning of Life
According to this tradition, the great problem which besets the world and the mortals is humanity's evilness. The best solution to this problem is surrendering to Amaris, which all of their religious practices and beliefs are directed towards.

Clergy and Places of Worship
Each community has and maintains its own temple, where practitioners gather for worship. The temple is laid out in a laterally symmetrical pattern and its primary focal point is an ornate throneroom with an altar in front of it. The temples for the four are sumptuous palaces with plenty of gold done in a somewhat Byzantine or Arabesque style.

Each local community also has one or sometimes two priests, who lead community worship, act as mediators for conflicts in the community, and take confessions. These priests answer to  Zen. Zen defines proper belief and ritual, and appoints local priests, seeing to their education. Priests and Priestesses can marry, but those with the highest standing swear complete fidelity to Amaris and are ceremonially married to her.

Practices and Beliefs
Practitioners pray privately in their homes, visit burial places once a month, and attend  worship each week in the temple. As part of their religious duty, all citizens are obliged to give the Four a tithe of money, property, or life once a year. During certain ceremonies there is human and animal sacrifice to increase the blessing.

Tradition is passed down through the teachings of the Four, which have been collected in libraries and are taught throughout the land
Famously, members of this religion are afraid of dragons that abduct people for strange and terrible rituals. There is also some controversy regarding this religion's custom of polygamy. Many believe that there is something inherently sinful about the wanton collection of harems by the divine, but they keep it to themselves.

History
This religion is ancient, having been put into place when the Nephilim rose up the four to their power.  The divine have always been there, they say.
More recently, the religion has become somewhat complacent and conservative, maintaining the status quo. There is, however, a small but growing movement which is trying to develop a more singular path to the Creator and overthrow the Four.

This message was last edited by the GM at 14:26, Thu 29 Aug 2019.

Historian
 GM, 178 posts
Wed 28 Aug 2019
at 14:25
Updated Game World Information -  Population
Total Population

There are 600 million humans. The human population is kept tightly controlled. No humans over the age of 50 are normally permitted to live, much like older animals on farms and ranches are culled. There are exceptions to that rule. Extremely skilled humans may be permitted to live. They breed like hamsters, however, so there are 60,million humans per 1 million brethren, mostly kept in farms, ranches, and tightly controlled villages.

There are 10 million Brethren. It is difficult for Brethren to bear children, and the tragedy touched some of the population 1000 years ago. Brethren population has been pretty stagnant for 1000 years with only 1 million births since the tragedy

There are 1 million Numbers. The Numbered population was severely hit during the Tragedy and with the low birth rates of the Brethren, the Number population has grown similarly

There are 10 thousand Chosen. Chosen are prohibited from becoming large in population and are scattered across the four countries. All of the Chosen perished during the Tragedy. There are no Chosen over 1000 years old

It is unknown how many magic users exists. Should be zero! Filthy Vermin! But like the cockroaches they are, some likely hide in our baseboards and cupboards.

There are about 1 million shifters of different types

Sentient Non Humans - There are at least 5 known non-human semi-sentient, or sentient species - Dragons, The Merlish (an ocean creature), Harlequin Harpies, Djinn (Desert dwelling half Nephilim/half human giants), And the Swenna - a fresh water creature - all these creatures are thought to have been directly born from the Nephilim or are failed Nephilim experiments before the Four were born.


More about the Human/Vampire Classes/Relationship between the species

1st Class - The Brethren - full vampires descended from The Goddess or another originator. All full vampires have the Goddess or an originator in their family tree someplace. They are the aristocracy of this world, and hold most of the power. Refer to each other as Sister or Brother.

2nd class - The Number - These are Dhampirs - also descended from the Goddess who kept half of their humanity. They sometimes to hold upper class positions but are looked down about by the Brethren. You will usually see them as soldiers, and sometimes indentured servants. There is rumored to be a faction that seeks to overthrow The Brethren. They are referred to as "Seconds" or "Numbers" so their title would be "Second (name) or Numbered (name).

3rd Class - The Chosen - despite having a third class designation, because these are made vampires created by the Brethren, they can hold a higher regard to The Number in the Brethren's eyes. Who they are made by determines their power and ability to stay sane. Originator chosen normally keep their sanity. Chosen "births" are highly regulated.

4th Class - Normal Humans - considered cattle, pets, and slaves (not sexy-time slaves). They run the farms and live in the rural villages that surround the vampire cities. They all belong to one Brethren or another and their blood is sold to Chosen and Numbers (to Numbers at an exorbitant price).

5th Class - Human magic users (diviners, witches, alchemists) - Also descended from the Goddess. They are considered "mistakes" and killed on sight if discovered. They are the "untouchables" of this world, and cannot boldly use their craft. Any person who wants to play this will be depicted as poor and hungry.

6th Class  - A special magic user class is the shifters who  have a fate worse than death. Shifters are normally not killed as they don't pose a direct danger to the Brethren. However most are kept as slaves or pets, and often used in experiments like they are true animals. Brethren tend to see shifters as sub-intelligent and not really people. not able to be turned into vampires.

Non-human intelligent species are generally not given much thought as they are considered animals by most of the population. The dragons live on a group of islands in the eastern seas and thus little is known about them. Apparently there was a war between the dragons and the originators aeons ago but no one is old enough to remember what it was about except them.


Evolution of the species and the birth of the new Civilization

The setting of the game is 10,000 years after The End of Days. The Creator has taken all True Believers to New Earth, leaving everyone else to the dying Old Earth that's mostly in flames now, or sunk into the boiling oceans. The Fallen - angels that lost the angelic war, along with Lucifer, are all dying - but in their last bid for revenge, manage to save the world from being entirely destroyed, A new continent that includes part of North and South America from about Arizona to Texas, to about the Northern part of Brazil has been healed and raised by the last of their power, and any people still left were put there with whatever technology is left to try to rebuild the world. The Fallen have collected samples of all animals and people over time, including species they'd put their own spin upon. The humans and the Fallen work to re-establish the world with the Fallen's resources. Overtime, the Fallen disappear leaving only one, who has become disgusted because the Creator's sinful creatures are once again descending into their vile ways. Using the last of his power, he finally finds one good person that he believes is worthy of his gift and supplies her with the Nephilim code and instructs her to be the Goddess, ruler, and scourge of humanity. She is unstable though, so he realizes that the power cannot be contained in one soul and tells her to spread it among three others. Unable to resist the order, she does so.

The Fallen disappears shortly afterward. It's uncertain if they truly died or are just in stasis someplace.


Thousands of years go by, and The four rule the world with an iron fist, and fill the earth with their children. The  Goddess, unfortunately, had fallen in love with a human about 1000 years ago and planned to turn the human into a Chosen to keep him forever. Before this could happen, the human rebellion rose up, and the Goddess' lover was assassinated by a magic user.


Somehow, to the delight of most of humanity, the vampires began to die off, first the Chosen and Dhampirs, then Brethren with weak bloodlines. It looked like the Humans would win the war and usurp their vampire overlords. There was a rumor that the Goddess had died as well, which sparked celebrations in all the farming towns.

Then, the Goddess was once again found in the temple, alive. And, whatever disease had befallen the accursed vampires also ceased. The originators razed the earth of all usurpers and the rebellion was squashed. Most humans had all traces of what had happened erased from memory, but a few managed to escape the memory wipe and created secret societies with the plan to create an even better end to the vampires than the rebellion.


Level of Technology

The Four were not technologically savvy, and the rebuilding efforts were very slow with much of the world's knowledge having been either burned or spirited away. The development of magic also made technological progress slow as people found it was easier to use their gifts than to make a machine to do it. With the birth of the Historian about 100 years ago, technology has grown and is similar to about the 70's or 80's. Computers and cell phones have not been created yet. There are types of mechanical conveyances and aircraft. Electricity and Plumbing/running water.

This message was last edited by the GM at 18:40, Tue 10 Sept 2019.