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AKIRA ; ([personal profile] nullify) wrote2013-06-15 03:18 pm

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livejournal game info ports:
There was a war.

A civil internal war far more devastating than from any army could possibly result. It ravaged the once grand city: drowning it with mass force, burning and peeling away its very core, suffocating the very last life from its fingertips and burying the torn remains.

There was nothing left standing. No victor, no prize, no people, no citizens. A tragedy at best. A disgusting example of a crusade gone wrong at its worst.

The once grand city, known as Nuadoria, lies in ruin somewhere someplace, but it is that very same city you find yourself standing in that is completely in tact, deserted only as if the population has fled.

(A war happened here over the control of something that was uncontrollable. In the end, a demon destroyed it all, leaving nothing left. But, it seems as if you have found where it was taken to.)
I
It smells like blood, is the first thing you notice when you come to your senses. The air is dense, heavily pressured and full of the deadly scent of metal seared raw. It's coming from nowhere, at first, you're sure. The entire air is saturated, drowning in the putridity. You're sure of it, until you hear a scream. You turn to look, and there's red out of the corner of your eyes, blood splashing but it and its source are gone when you finally get a full view.

There it is again.

But, the same thing happens. The sound of yelling; warcries in the night and again you're looking for the ones responsible, but there is nothing. Weapons—you're sure they're weapons—clash against one another (swords slice air and embed into flesh, guns release sprays of bullets, magic crackles in deadly warning at its opponents before its fatal strike) and it feels like the ground is shaking beneath you.

The earth roars its discontent. The air answers with a breeze that makes its smell overpowering (it smells like sweat and blood and filth and death now).

You hear the cracking of ice, great glaciers falling apart underneath the roar of flames and you can only wonder what you are experiencing inside your head (because it's all in your head—it has to be).

And then you wake up. Sounds and smells gone, leaving you to your disoriented thoughts as you find yourself very alone in the streets of a grand city.

Welcome to Nuadoria, a device attached to your wrist flashes at you mockingly. And whether you try to pull it off (which you can't) or merely scowl at it before ignoring it, you realize one very important thing: you being here isn't a mistake even though it should be.

Someone or something brought you here.
II



s e t t i n g



A . C . 0 3 9 9 exitium mercedinus
    t h e c i t y

    A.C. 0399: Nuadoria is an abandoned city covered in varying levels of low-leveled fog and ash. Once a grand and populated area, it is now deserted and, apparently, destroyed out of the history books. A war happened here and it's assumed that all the natives save a select few died in this war due to unknown causes. Some buildings show signs of wear and age, maybe even battle destruction. However, the majority of the city is in surprisingly good condition for being abandon for an unknown amount of years.

    PHYSICAL

    Physically, Nuadoria is a circular structured city securely situated to be protected by natural boundaries. Despite the damage having been done to the city itself, the natural boundaries still remain: a massive body of fresh water surrounding three sides of the city and a dense forest separating the Nuadorian palace and cathedral from the city itself.

    In order to exit the city (and it is possible), a bridge must be crossed as well, which leads to an open field prior to the forest. This field is littered with remnants of battle (armor pieces, broken weapons, helms) but no sign of bodies or other once-living remains.

    For more information on Nuadoria's layout and area's of exploration, please see here.

    ATMOSPHERE

    The atmosphere, while full of breathable air, is subject to creating dangerous mental alterations and even a monster or two hiding within the fog. Threshold levels rise and fall throughout the city, affecting individuals senses of sight, touch, hearing, taste, and smell both mentally and physically. It acts like an illness, a person becoming increasingly moreso until they can no longer tell the difference between fantasy and reality. If left in to suffer these effects for too long and not returned to a safe place, the individual has a high chance of going insane and dying (how is unknown). While it's technically unknown if the fog and ash are responsible for the effects that the city creates, they are generally accepted as part of the problem. There is a pattern of relation between the amount of fog and ash and the strength of the effects an individual experiences.

    Hallucinations, insanity, physical injury, voices, ghosts, and monsters await in those more dangerous areas. The more dangerous the area, the thicker the fog.

    Therefore, the city has been separated into zones, mapping out the most dangerous atmospheric areas.

      Green represents minimal fog and ash and thus minimal effects. While it is possible for hallucinations to occur, most are easy to recognize as such and be dismissed unless a person is already suffering from traumatic encounters within the fog (the longer one stays in the fog, the more "infected" they become and the longer it will take their thresholds to return to normal).

      Yellow represents mild fog and ash and thus mild effects. Hallucinations occur frequently here as well as personal threshold level drops to dangerous if extended stay occurs (the character could become physically ill, become mentally unstable with varying emotions, be injured by things that are not/should not be there, etc). Yellow zones are recommended to stay out of as much as possible, although a little exposure with the right preparations may be good. Some individuals report being able to build some tolerance to the effects, allowing them to stay out in those areas longer.

      Red represent severe fog and ash and thus severe effects. Hallucinations, voices, ghosts appear within minutes, physical ailments soon follow and the sanity threshold level is increasingly eaten away at to the point an individual cannot function and thus cannot get out of the area alive (by themselves at least). Monsters have also been known to hide in this dense fog. Red zones are not recommended under any circumstances, including venturing in to save someone else. The chances of survival of a rescuer are less than the survival of the initial person needing to be saved. (Basically, you're probably screwed if you get messed up in a red zone unless you happen to be very close to the edge).

      Dark Red represents ash and fog so thick it's hard to see one hand held in front of the individual. The mental and physical effects of this atmosphere are devastating within minutes and if one loses their mind here, they're subject to almost certain death. Proceeding into these areas is not advised even under extreme conditions that leave little choice (you'd have a better chance surviving a fight with that monster chasing you than running into the dark red zone). However, those that are able to withstand the effects even for a little while may be able to find very significant things of value to their search to return home. Afterall, there's got to be something hidden there, right?


    ATMOSPHERE CHANGES

      Along with the unstable atmosphere and varying zones of threshold tolerance, every so often the city becomes completely consumed in red zone atmosphere status for an unprecedented amount of time. This is averaged to happen approximately every 3 days game time (3 months real time), however this has been taken from countless samples and should not be used as a timer or an indicator of safety. Usually, the change is gradual, the red zone effects slowly spreading to the yellow and green areas. When all zones are red, it's only a matter of time before all individuals fall to the effects or succumb to the insanity of those around them (from hallucinations, violent outbursts, etc, etc.)

      Although the phenomenon cannot be tracked visually and can happen more quickly at certain times than others, it is generally said to expect trouble when ash like snow falls. For the natives, this is the marker of a fully red-zoned city.


    These maps are available on all communicator devices and are present upon arrival. While "minimal" "mild" "severe" and other key words litter the maps, characters will need to find out what all this means from others.

    While the city is supposedly beyond repair, it looks normal and well kept, despite being eerie and deserted. That is, until the Cathedral Bell Tower bells sound to reveal something more...


~~
FAQ: IC TOP ⇈
You're in a giant city called Nuadoria, surrounded by water and forests. Over the treetops is the distant presence of an large and extravagant cathedral. Everything’s eerily well-kept, despite how silent and empty it is. It has all the comforts of home: electricity, running water, modern furnishings, the works.

However, it's not all easy-going. Your senses are a bit warped, to say the least. Your character may hear sounds they’ve never heard before, see things and creatures unlike anything in any sort of mythology, feel the touch of things they can’t see or hear, or experience random sensations of falling when they’re standing still—even if none of it is being experienced by anyone else around them. And that’s only the half of it. Nuadoria has no solid form of reality, and it causes one’s senses to go haywire, and for a person to see or experience things they couldn’t normally.

Some of these things around you—that you can see and not feel, feel but not see, feel and see but not hear— can hurt you and will actively attempt to. However, these things that go bump in the night are not always present. They seem to only come out to play when the cathedral bell from the other side of the forest sounds, signaling a shift in the Planes of the world. If your character is unable to defend itself at that moment in time, they'd better hope to find someone who can do it for them.
⇪ What is this place?

FAQ: IC TOP ⇈
No one quite knows why you're here or how you got there. And while most of the natives claim ignorance and feign innocence to being responsible for your arrival, one or two of them seem to express they may know otherwise.
⇪ Why are we here?

FAQ: IC TOP ⇈
Your goal is simple: to find a way out. However, your characters will quickly learn that if there is a way out, it's not as easy as finding a door to walk through to take them home. Whether they like it or not, they're here and seem destined to clean up the mess the four magisters have made of the city.

On top of that, the split between them is as strong as ever and until one side prevails, they've made it pretty clear that no one will be getting home. So, who do you side with? Do you side with the Ice and Earth Magisters, loyal and sworn to protect the Seal of Minerva at all costs from anyone and anything to keep what little order and stability is left in the city? Or do you wide with the Fire and Air Magisters, betrayers to their ways but fighting to break the seal on Minerva to set her free—and so far, a wish from Minerva seems to be the only sure way of getting back home.

It your choice—your character's choice—how things will ultimately end up.
⇪ So what do I do?

FAQ: IC TOP ⇈


Communicators all look similar (although not exact, above are two varying styles they tend to follow), although some may have certain adjustments to their functions to better suit a character (we're talking about different languages for menu options and etc.). The communicators consist of the actual device, which is in the form of a bracelet and a small wireless headset. The device is used for text messaging and visuals (maps, pictures, etc.) which are produced in 3D via hologram effect. The headset is for communicating verbally, allowing hands free action in times of emergencies. Basically, think of a really epic mini computer which produces holograms of everything you need (including holograms of information that you can browse and touch with your fingers like an ipad, only in midair) with a really high tech looking earpiece (sci-fi military get), and you basically got what we have.

These wrist devices seem to be indestructable. You can't take them off, cut them off, or get them off your arm under any circumstances. They're waterproof, fireproof, everythingproof, and you can't severe your hand (it won't work, there will be an invisible barrier surrounding your arm if you try). Why this is the case is unknown, but it just is and probably better for you so you don't lose the only communication device you have. If you hate listening to people squabble so much, there's always the mute button on the side.

What ways can my character use their communicators to interact?

Characters have three options for interacting with the communicators: text, voice, and video.

Text acts similar to LJ posts. Messages are also able to be privatized to one or more than one charcter, or be hackable. There are different levels of security (thus making it easier/harder to hack), but all hacking can only be done by a character with the knowledge to do so. Hacking is not needed to be discussed beforehand -- if you state your message/thread/etc are hackable, it is expected that players will be appropriate in which characters they deem to have the skill to hack. Unhackable entries or entries not specified a level of security, are not hackable regardless.

Voice voice posts that are "locked" to certain people are not locked like a text entry. They are simply on a different channel/frequency that only certain people will hear.

Video acts the same as voice, only it has a visual feed to accompany it. The feed can be shown on the small screen on the wrist device or it can be popped up to show a hologram depending on user preference.

PRIVATE/FILTER OPTION Because all communication takes place on a "network" rather than on a personal server, private/filter options can be used any time and any where. This includes characters being able to successfully filter a conversation/thread in the post of another character's. So, really, there are no exceptions. (eg: Sally and Sue can have a private conversation on Sam's post to the network.)
⇪ What do the communicators look like?

FAQ: IC TOP ⇈
When using the communicators and conversing over the network everything is automatically translated via text and voice into the native language of the person receiving the message. This means there will be no be no language barriers/no writing in different languages over the system. The translation is very accurate and there is almost no room for error. With voice, it just seems somehow the characters can understand each other and thus assume they're all speaking the language. However, if they are to listen closely and realize that they do not speak each other's languages, they will be able to tell the language being spoken to them is different but still find it somehow possible to understand it. (You're welcome to have this be an agonizing issue for your character or whatnot, as it does have to do with the threshold variations within the game.)

When meeting in person, if they are within a yellow zone or higher, the same effect that happens with the voice/video translations on the communicators will happen. In green zones or nothing, they will need their communicators to translate for them (this can be hand waived by assuming your character is at most times equipped with their communication headsets when venturing outside (which, quite honestly, they would be silly not to. And it's not just because they can talk to other people.).
⇪ What about language barriers?


Supernatural Abilities

Your characters supernatural abilities are dampened, but not gone, when they enter Nuadoria. All knowledge of skills remains intact; there will be no need for your characters to “relearn” anything (unless you’d like them to). While it’s a rather common affair for the supernatural abilities to stay this way, all characters are assigned an element and gestalt upon arrival to even out their power disadvantage. Normal powers are at about 75% capacity, whereas anything to do with their assigned element and gestalt are at 100-110% and all equivalent to one another.
⇪ Is there a power cap?

FAQ: IC TOP ⇈
When you die, you become a spirit for approximately 5 days (real-time). During this time, they may post on other people's network posts, but their replies are invisible to the living. The only ones who can see them and talk to them are other characters in the same perdicament and NPCs. Usually, one of the natives will assist in returning the dead to living, for a price. (You still post/tag around in cryptamnesia, just make sure to note it in the subject line of the comments that your character is dead so people know if they can actually respond to it or not.
⇪ what happens if I get killed?

FAQ: OOC TOP ⇈
cryptamnesia
    the main network communities. 1st person texts, phone calls, video records, etc. go here.

crypt-logs
    Third person prose/stage-action logs. This is where a great deal of AT should be taking place, the characters meeting physical or physical things happening within a radius of your character (after all just posting on a network without any real danger isn't that much fun...). This is where the action happens once it's cumulated from cryptamnesia. Past or present 3rd tense only, please!


crypt-ooc
    OOC community. use this for discussions, gathering people up for plots, introing, hiatusing, screaming about something totally useless that no one in the community cares about, whatever. Please note any fandom works can only be linked here, not posted directly.

[profile] absolute_n_n
    Crack community. 4th wall events, memes, crack plots that are canon spinoffs, canon points that are played out in a crack-type/nonserious RP manner (yes, this has happened and we like to do it when we can to break things up a little). Fan works, etc, etc.
⇪ How are the communities used?



CHARACTER ARRIVAL, ELEMENTS & die gestalt;
character arrival; Your character was most likely living their lives when suddenly their perception of things was severely affected. It’s unclear if it was a physical alteration, a mental alteration, or both, but the outcome is what is, nevertheless.

Things around them fell into a pandemonium state (chaos, destruction, etc. – completely random, sometimes completely off the wall) before melting into nothingness.

S/he probably felt sick: symptoms like a severe onslaught of the flu and a heavy smoldering sensation in their head as things around them happened. Your character’s psyche started to stretch and rip (the outward result of this is up to you), trying to follow the same path as their worlds did. Their senses started to deteriorate.

Before it was too late, your character was left with few options: succumb and melt into the darkness with their world or follow the small desperate tug of survival pulling them in a random direction. If they follow this urge, they continue into nothingness, until when they’re just on the brink of losing the fight – and then everything bleeds together, piecing itself back to a reality. And suddenly, your character finds themselves in Nuadoria. The smoldering sensation is gone and their minds are in tact – as much as they were to begin with, anyway, although your characters will find one or two of their senses still extremely disoriented until they adjust. (From there, it will fluctuate randomly at certain times.)

Your character arrived with whatever they normally carry: but only what they can carry. Unfortunately, the rest melts away with their reality. Guns, swords, other weapons, bags, purses, cell phones, etc, etc. are all transmittable although may not necessarily work the same way, anymore. Characters can also arrive with companions – such as pets – should they have a strong enough bond with the animal that it does not dissolve with the rest of their world.

In addition, there will be a special something awaiting their arrival: a die gestalt, according to their communicators, which is described below.

elements; When each character enters Nuadoria, they are given (or more like attached to) a creature known as a Gestalt (in game, it's often referenced to as a familiar). Each of these gestalt are aligned with an element that they can use (magic). When the character is given the gestalt, they're given the exactly same elemental magic ability as their gestalt. In turn, whatever element the gestalt is aligned with, so is the character and now able to use most of the magical potential that was locked off from them before. The player is responsible for choosing an element for their character from the following:

FIRE
AIR
ICE|WATER
EARTH
DARKNESS
LIGHT




In Nuadoria, each element has a superior and inferior element in order to keep magical balance in the world. Earth is powerful against Air, Air is powerful against Ice/Water, Ice/Water is powerful against Fire, and Fire is powerful against Earth.

Earth » Air » Water/Ice » Fire » Earth


Light and Darkness are not part of the above element balancing in this world and are instead they are equal and opposite to one another.

Light « » Darkness (but they have no significant weakness or strengths towards the other four elements as they are raw elements.)


This system allows magic users to use some type of magic that isn't suppressed like their own personal power. It also gives character with no magic powers the ability to use magic.

When choosing an element for your character, it can be any element you want. For example; If your character is a fire user, you are not required to give them the element of fire. If you do pick fire, than the characters abilities using fire magic will increase pass the suppression effect in the city. If they pick, say water, for their element in Nuadoria then they will have water/ice attacks that are more powerful than their suppressed fire magic from back home.




die gestalt; Affectionately known as "familiars" by many of the veteran foreigners, die gestalt are a special class of child (demons in Nuadoria) best known for their parasitic survival necessities. Because the foreigners are particularly vulnerable, the gestalt latch themselves onto your character at the beginning of your character's arrival, essentially creating a pact without consent (which is represented by a tattoo somewhere on their body).
While initially taking advantage of the foreigners for their own gains, they are not malicious and have no intents to harm them. In fact, as long as they remain attached to their host, they will protect them via whatever means possible, including the cost of their own life. They will also obey the foreigners, if treated well, as masters.
The longer a familiar stays attached to a host (aka, the longer a character has been stuck in Nuadoria), the greater the chances are for their strength to grow. Each familiar is at its most immature form, a defense form and an attack form (both of which are chosen by the player). And each familiar has a chance to "upgrade" their forms three times, each.

These creatures also have an element associated with them that they share with their master (so they can use magic, too). The easiest way to say it is that the gestalt itself acts like a summoned creature.

choosing gestalt forms: The defense form is most likely an animal or other creature that is familiar to your character in some way (you can also have humanoid type characters as well, but no actual humans). Choose whatever form you like: serious or funny, it really doesn't matter! (Note: Familiars can only communicate with their masters, so they don't talk with anyone else). When choosing an attack form, think of something a little more menacing and battle-combatant worthy (you're upgrading pokeymans, okay!). For example, it's been popular for the Persona casts to have their familiars' attack forms become their persona from their game canon. Links like these to canon are perfectly allowed, and encouraged. The appearance of your character's familiar is very open and free, just follow common sense and have fun with it!

what's the point of all this? Your character just gets more powerful and is able to participate in more things, no matter their "canon" background. The element and gestalt system allows players to take any type of character they wish to put in AT's settings and do so without being ICly unable to participate in plots or other dangerous situations. Certain plots and events will have parts to them that will require stronger characters.

what if i don't want a gestalt or don't want it around constantly. If you'd rather not have a gestalt/mosaik or just want to use them infrequently, you're free to make the gestalt have a non-living form carried on your character (for example: armor, weaponry, etc.). You'll still have the elemental abilities that were assigned to you, but no companion following you. You can also dismiss the gestalt and "summon" it if you want it during a battle or for it to hang around a bit. (So, yes, you can technically pretend they don't exist by never summoning them if you prefer.)







INFO


coding



CURRENT ATMOSPHERE: stable (normal)
WEATHER: overcast
PLANE IN EFFECT: purgatory
NUADORIA
The central port city serving that once served as the capital to the current last royal empire, this is the main location of the game Absolute x Threshold. Nuadoria was once a thriving trade city and home to the royal family as well as the four war generals/personal bodyguards to the family, the Magister Militum. One (current game timeline: Three) years ago, the city suffered from a civil war between the four magisters, the end result leaving the city wasted, the population deceased, and the seal cracked, allowing for a time continuum shift barrier to form about the outer perimeter of the city (including outer structures beyond its walls). Preserved in this space time anomaly, odd occurrences have been happening, ranging from monsters known as Childs to appear as the city shifts appearances from one of normalcy to decay, atmosphere changes causes hallucinations and adverse physical affects, but most importantly dragging in unsuspecting individuals from other worlds and other times into the city for an unknown purpose. Whatever has been bringing the individuals seems to do so indiscriminately, although there may be a common connection yet to be found.

While the city is deserted other than for the few natives left, the individuals pulled into the city, and the monsters that roam between the city "planes" (more info can be found on Nuadoria's planes here), there are several locations that still exist from the time the city once thrived. Some of these areas are currently accessible, others are not. Some have been available in the past or will become available in the future either temporarily or permanently (PCs are responsible for the appearance/disappearances of some areas). Below is a current list of areas, not all discovered, although there may be more as well.



the ruin ignis
t h e f i r e m a g i s t e r .

Mercurial and insidious, Dai is as charismatic to those around him as he is observant, although he may not initially seem it. Presenting himself to the refugees of Nuadoria as the Inquisitor, the Fire Controller has shown to be the friendliest of the four Magisters and the most interested in their dire situation. While he has been arguably the most helpful, as well, Dai also could be considered the most enigmatic in terms to what his real agenda is. A master at twisting words and arising beneficial opportunities from any and all situations, he stands at the center between the characters, the ones he left behind, and the ones he supposedly joined making it unclear if he's really on any side and out for anyone's welfare but his own. His partner is the Air Magister, Belin. His superior elemental is the Ice Magister, Caim. He and Caim share a past history together, one that that he is quick to remind Caim of, although their reactions towards one another in the present make it difficult to decipher exactly what that history was. Their trust in one another was shattered during an incident involving a split within the four Magisters, but little is known past that other than their relationship—no matter how broken it may be—is not something Dai has been willing to let go of.

the balance glacies
t h e i c e m a g i s t e r .

Cold and dismissive, Caim was the first of the Magisters to contact the refugees of Nuadoria, assisting them without a physical form and then later assisting them when the first set of individuals were murdered in a terrorist attack. His motives both in general and with the refugees in the city are completely unreadable, leaving it a wonder as to why he often bothers engaging with any of them at all. He's shown a slightly kinder side from time to time, hinting that the Ice Controller isn't so much cruel in his ways as he simply lacks the natural ability to properly understand and express emotion. While his most emotional reactions tend to be of impatience and anger towards others, he's shown that he does has some sort of personality in regards to the other Magisters. He lost a sister during Nuadoria's Armageddon, and while everything else seems to have little effect on him this is a sensitive issue.*** His partner is the Earth Magister, Ava. His superior elemental is the Air Magister, Belin. He and the Fire Magister, Dai, were close once upon a time due to Dai being the one to take over as his mentor after unforseen events occurred. such circumstance has long since disintegrated. Unable to personally accept blame for the incident, he seeks to avoid the other now at all costs, including in conflict.

the order terra
t h e e a r t h m a g i s t e r .

Reserved and calm, Ava holds herself with a cold, frigid air to hide the level of concerned warmth that drifts just beneath her surface. She is intolerant of nonsense, however, and her loyalty to those that she cares for is unsurpassed, though her temper is not something to be toyed with. She is unforgiving when she wants to be, hard and violent when she must be, and softly subdued when it is required of her. She shows a strange, quiet interest in the citizens of Nuadoria, though whether that interest is positive or negative is not yet known. While the Earth Controller is the least seen of the Magisters and the least social, she provides valuable insight when present, often with the lack of emotion that her fellow Magisters coat their words with giving a less judgmental presentation. Her partner is the Ice Magister, Caim. Her superior elemental is the Fire Magister, Dai. Caim and Ava share a particularly special bond with one another, beyond a normal partnership and she is the only female other than his sister he is comfortable around. He is her grounding point and Ava is determined to never let what has come to past do so ever again. She also once held a great amount of respect for Dai and a degree of admiration for Belin, but those feelings diminished permanently after their betrayal was brought to light.

the chaos aer
t h e a i r m a g i s t e r .

Lofty and elegant, Belin often comes across as exceedingly focused on grace and on power. Although she never appears hostile, and she generally speaks to the refugees in the city with courtesy, a close observer may notice that the Air Controller is never straightforward nor is she benevolent, either. Her motivations remain unknown, and she seems to operate on her own agenda, interfering little with the actions of others. Like Dai, she has a strong interest and appreciation in intelligence and assessing worthiness in others by conversation. She is also rather clever with her word choice and enjoys using vagueness to her advantage as well as others' words against them —although, she rarely engages in the level of intimate conversation that the Fire Magister does with those who catch his interest. Her partner is the Fire Magister, Dai. Her superior elemental is the Earth Magister, Ava. Unlike Ava and Caim her partnership with Dai seems strung together with a completely different mindset. While the two often work together—and do so dangerously well—it's not uncommon to see them performing solo. She and Dai were involved in an incident which culminated in the shattering of the trust that existed between the Magisters.
I GUARDIANI
m a g i s t e r m i l i t u m

Magister Militum: a rank both respected and feared within and beyond the Nuadorian border as the highest attainable official militaristic position possible. Before Nuadoria's mysterious destruction, Four Magisters were assigned at any given time, each one a master controller of a respective element. This control was designated as an unsurpassed affinity to pull, manipulate, and execute elemental energy offensively and defensively with flawless mastery, making them invaluable in combat. Officially, for the public, they were Masters of the Military—top generals specializing in different war tactics. Unofficially, however?

They were dogs of the royal family; at their beck and call for everything and anything: from assassins to ambassadors. At the core, they were a limitless power system set up to ensure the royal family their continued reign, and the Magisters themselves were only restrained in power by one another in order to prevent chaos.

While the current four Magisters were the last to hold power, their code of conduct has strayed from their predecessors into something all its own. They've split and their sense of unity has all but disappeared. Now, with Nuadoria in ruins, their purpose is unknown, but they seem willing to finish what they started, if necessary, regardless of who they involve..

Let's Begin.
t h i s i s w a r .

profile codes: palebird.


    livejournal npc journals for kinda reference i guess...
      Ava [livejournal.com profile] codeify
      Belin [livejournal.com profile] subdeify
      Caim [livejournal.com profile] undeify
      Dai [livejournal.com profile] redeify
      Erielle [livejournal.com profile] misdeify
      Fallon [livejournal.com profile] deifies/UH...???
      Gaea [livejournal.com profile] viliorate
      Helena (mentioned in historical file)
      Illias (mentioned in historical file )
      Julianna [livejournal.com profile] viliorate
      Kaden [livejournal.com profile] antedeify
      Lawfer [livejournal.com profile] cryptdeify
      Mathe (black hand's shadow leader—never made appearance)
      Nina [livejournal.com profile] animdeify
      ETC. {LILITH, Dalamar, etc.} [livejournal.com profile] absolute_npc


Date/Time Structure (ic calendar format)
    Current IC Date:
    A.C. 0400 || IV-III exitium mercedinus

    (4th year, 5th day, 00 month of the exitium era)


OTHER NOTES THAT WERE IN PLAY ON LIVEJOURNAL...

FAQ: IC TOP ⇈
The name for the fluctuations that happen to the city and how it is viewed/experienced by its occupants via the five senses of touch, smell, sight, sound, and taste. Not much information has been revealed on how the AT works. In fact, it seems to be mostly randomized and affect every individual differently. The only constant that seems to be present concerning the Atmosphere Threshold is that there are designated areas where the AT has concentrated itself into a very low system. These areas allow the AT to have significantly greater affects on individuals who pass through them. Someone seems to have scoped out the city and these areas, however, labeling them on the network map available to everyone by color codes. The communicators give off a warning sound when approaching one of the areas.
⇪ Atmospheric Threshold


FAQ: IC TOP ⇈
Childs are the name give to the monsters/demons that invade the city from time to time. They usually remain in Niflheim or on the Otherworld plane, but when things shift or become unstable, it's possible for them to appear.

There are varying kinds of childs, ranked by classes E to S with a separate class ranked as SX. The lowest ranked childs tend to be the bottom feeders and lack intelligent and etc. As you go up the ranks, this changes. Class A and up usually are able to think and feel and take the form of a humanoid rather than remain in their natural form.

Childs also vary across the ranks by size and aggressiveness. Some childs are not interested in fighting and will not attack unless attacked first. Other childs will even assist you if they can. And still there are the ones that will hunt you down from across the city (so you better keep moving).
⇪ Childs


FAQ: IC TOP ⇈
While not as strong as the Magisters, in the city with powers suppressed they tend to be a fair match to them (possibly even stronger). These childs are ranked A+ and by their titles, may or may not command their own armies (if they do, they've yet to be seen). Prithvi is the leader and the only one to take on a female appearance. Phalanx, Azmeth, and Cthluhu don't seem to be her servants, but will take orders from her when it's necessary to make decisions.

Azmeth has a somewhat soft spot for the foreigners, sympathetic from being tamed by Rhode Kamelot and now Shiro. Phalanx and Cthulhu are somewhat unknown in terms of motives and status, but it wouldn't be a surprise to see them around again. They do need Azmeth back, afterall.

It is unclear if Gaea controls the four of them or if she is merely a higher rank that conveniently has them to do her bidding. Interestingly enough, they all seem quite aware of what is happening around them, but have no interest to tell. Not even tease by vague hinting at having information.
⇪ God Generals


FAQ: IC TOP ⇈
Keys, like they do in most places, open doors. These particular keys, however, formally known as "Gate Keys", are specifically created to unlock the possibilities in the Plane Shifts. They have the power to specifically alter the finer points of reality — to speed things up, slow them down, to change various factors. Short of the runes, they are the most powerful devices in play in the game, and they can also be fabricated by the relevant sorts of PCs if the characters are the type to do the research. However, they are very mysterious devices, and even the Magisters don't know much about them or how they work. After all, they probably didn't appear until after the incident with the Minerva Seal.

Currently there is only one known official Gate Key in play in the game, originally belonging to Lilith and currently in Dan's possession. However, the Cauldron Hazama created from the false rune is being used as a Key.
⇪ Keys


FAQ: IC TOP ⇈
Lilith is hot a machine created by Caim for the administration of the Yggdrasil network. Like the man who made her, she's Very Serious about her job. And a prude. She also essentially acts as a military advisor and general information hub, as she was originally intended as a Magisterial assistant. Although she is very rarely seen outside of her text and voice-based transmissions on the network, she does have a physical form. And it's hot.

She is also the bearer of one of the Keys (a key to what is currently unknown), which is in the form of a scythe.

Dai and Lawfer flirt with her mercilessly, mostly to piss Caim off. They'd encourage you to do the same.
⇪ LILITH


FAQ: IC TOP ⇈
The Magister Militum are specially-selected individuals who act as protectors for the royal family, and are granted special abilities from the runes they inherit. They are ageless, but can be killed in action.

The four current magisters are Caim (ice), Dai (fire), Ava (earth) and Belin (wind). However, Dai and Belin defected shortly before the effective destruction of their world's objective reality and couldn't be replaced, so they're Magisters by technicality and not in the eyes of the royals or other Magisters.
⇪ Magister Militum


FAQ: IC TOP ⇈
The name of the city you've arrived in. A thriving port city that makes its considerable wealth in trade, tourism and travel, also home of the royal family of this region. It could be seen as the country capital. It was once a beautiful and historic city, but the incident several years ago caused reality to crumble and most of humankind to be annihilated in this area, and the city fell with it. Outside of it, the Atmospheric Threshold becomes too considerable to attempt travel.
⇪ Nuadoria


FAQ: IC TOP ⇈
Natives can refer to anyone present in the city that was not forcefully brought there from another world. It has generally been associated with the Magisters, however.
⇪ Natives


FAQ: IC TOP ⇈
The "abode of mist", the place where the foreigners go when they're killed on Nuadoria's current Plane. It isn't actually "death" as much as a Plane below the ones affecting Nuadoria, and there is normally a toll required to make it worth expending the energy to return someone. In the past these tolls have included memories, servitude/energy-draining (specifically where Dai's concerned), orders to carry out, and so on. It's a dangerous environment populated by minor Childs, making extended stays or permanent living in that Plane unfeasible.

While there, the dead can view the activities of the living and comment on it on the network, but they can't be heard by anyone except the fellow dead, the Magisters and other natives.
⇪ Niflheim


FAQ: IC TOP ⇈
Planes are different "forms" of Nuadoria, each having their own unique attributes. The primary plane is the one that is default to Nuadoria.

A branch plane refers to the elemental planes particularly as they branch out from Nuadoria and "rotate" around it. They are usually considered inactive, but have been known to become active and settle on the city. The branch planes also include the ones called Otherworld & Regeneration, but there is no elemental attribute to it. Some suggest that Otherworld is the true state that Nuadoria has been left in and that the default plane is nothing but an illusion.

When a plane actives and settles on Nuadoria, the physical area gains particular attributes that the plane offers. These can range from variations in the environment as a sustainable atmosphere, to reorganizing and stilting the elemental balances in favor of the element of the plane.
⇪ Plane, branch plane


FAQ: IC TOP ⇈
The term used for when an inactive plane activates for one reason or another. Plane Shifts are usually spontaneous and little warning can be given. Predicting which plane will activate and shift at any given time is also near impossible.
⇪ Plane Shift


FAQ: IC TOP ⇈
Four master elemental runes that were the blueprints to all other elemental runes in the world that Nuadoria once belonged to. At present, these four runes belong to the Magisters, these are the primary source of each Magister's power and play a part in maintaining order in reality. When they were recently shattered, the reality of Nuadoria shattered with them and the world became an amalgamation of everyone else's worlds, held together by a sinister mountainous ridge in the distance.

The master runes are able to gain a "living" corporeal form that each master has at their command. They can be viewed as very powerful and distinguished summons, serving only one master and protecting them at all costs. That includes protecting them from each other.

There is currently one known false rune in play. It was created by Stein, received by Kaden and given to Hazama when he struck Kaden a deal, and is currently in the form of a Blazblue "Cauldron".
⇪ Runes


FAQ: IC TOP ⇈
There is a rumor that there is a seal that locks away the demon Minerva. Some say Minerva is actually a goddess, others say a lifeform from another planet, and still other have further varying opinions. The truth is that no one knows exactly what Minerva is or if Minerva even exists.

According to a classified file on the network, the Minerva Seal was cracked due to a failed attempt by someone unnaturally powerful to break the seal. A dark concentrated mist leaked out and spread over the city, causing chaos and destruction until there was nothing left.

Or so they say.

Either way, the seal seems to be of great value to all the natives, whether to break it and free Minerva or to protect it from being tampered with at all costs. It has been mentioned more than once that Minerva is the key to getting the characters back to their homeworlds.

Minerva's Seal cannot be simply broken and is protected by several other minor seals which reside on the various planes.
⇪ Seals, Minerva's Seal


FAQ: IC TOP ⇈
The name of the "stump" of the planes, it resides somewhere in the middle of the default plane and all other planes connect to it. In Sefirah it is said that all 7 branch planes come and meet together as one single new plane, but no one has ever stepped foot inside it other than a few natives back before the disaster happened.

They're not so inclined to speak of it, but there has been increasing evidence that it is the place where the Magisters took their last stand.

Sefirah is also said to be the home of Minerva's Seal.
⇪ Sefirah



FAQ: IC TOP ⇈
The Yggdrasil Network is the net that connects all of the communicators. It was a technological device offered by Caim's home city, Sophron, as part of a trade agreement/truce deal with Nuadoria. It was used as a Nuadorian military network and is intended for secure communication between authorities, but since all of the new arrivals come with a communicator, the network is now just a communication point between everyone in the city.
⇪ Yggdrasil Network


FAQ: IC TOP ⇈
Zones are places marked on the network map by color coded sections of the city's terrain. These areas are identified as high concentrations of AT that formulate into varying levels of systems, creating more dangerous pockets of the city to travel through. Green Zones indicated areas with little or no AT and thus minimal risk of adverse effects are assumed. Yellow is the next level of danger from green, posing possibly moderate effects and more frequent minimal occurrences. The next level is red, which is considered a danger area as all have high potential of being effected the longer they stay in a red zone. Red zones can sometimes combine and form Dark Red Zones, and a few times the city has even experience a Black Zone, which no one is able to withstand and are knocked unconscious.
⇪ Zones


FAQ: IC TOP ⇈
The City of Andreia.
⇪ Ἀνδρεία


FAQ: IC TOP ⇈
The City of Dikaios.
⇪ Δικαιοσύνη


FAQ: IC TOP ⇈
The City of Sophia.
⇪ Σοφία


FAQ: IC TOP ⇈
The City of Sophron.
⇪ Σωφροσύνη


And some beast things.


INFO TOP ⇈
Below are some (but not all) of the creatures (known as childs) you'll find wandering in the ash and mist of Nuadoria and its surrounding terrain.

Whenever a character enters Nuadoria from their world, it is possible some for of enemy or mob-type monster may appear in Nuadoria as a regularly seen danger. This is due to the threshold levels and the city's way of instilling fear. Even though it will be said to be a hallucination, it's one everyone can see regardless of the world they come from and is just as susceptible to its attacks as the one from that same world.

If you would like to add a monster to the bestiary to be roaming Nuadoria from your character's canon (or from a canon series that is currently in game), please leave a comment with the following form:



Please note all information below is available ICly to your characters by accessing the bestiary file on their communicators.
⇪ Bestiary


the bestiary is currently up to date with childs recorded when seen. it will be updated as further subspecies are spotted.

CYCLOPS
An earth elemental child, these large creatures stand on two legs and run on four. They are highly aggressive, often unable to decipher between ally and enemy. They were once used as war weapons and produced mass casualties on boths sides as a result of their monstrous behavior and desire to kill.

Before Nuadoria's destruction, mages sometimes controlled Cyclops and were able to train and tame them for proper use on the battlefield. However, since only a few natives still remain within Nuadoria and its surroundings, Cyclops runs free and untamed, driven by its hunger and natural instinct. When wild, the Cyclops has similar behaviors to a large dog. They are not very intelligent and easily outsmarted, meaning escape is possible if encountered (and defeat, if one or a group is properly prepared), however they should not be underestimated.

A smaller more human form of cyclops also exists, but those are much less power and travelers will make formidable opponents. While aggressive to travelers, particularly in hopes of food and loot, they are more intelligent than their larger counterparts and will refrain from engaging if they believe the victim to be stronger than they are.

Both versions of cyclops are found within the city.
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ENT
An earth elemental child, this giant tree like creature is said to be nonaggressive and only sighted deep within Woodlight Forest. They usually take the form of actual trees as camouflage or are said to need to actually be summoned by a mage in order to see them, but venturing far enough into the forest will prove that you neither of those are entirely correct.

Since travelers can no longer navigate the forest and prolonged exposure creates disorientation and hallucinatory effects until the victim passes out, it's speculated that these large creatures may be responsibly for the rescue of these fallen travelers. They can use earth magic both offensively and defensively and are a force to be reckoned with if provoked or otherwise attacked.
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LOUVE
An air elemental child, this creature is normally only seen within the city in its smaller and younger forms. The size of the Louve varies greatly and can be anywhere from the size of a medium sized dog to the size of a building, when full grown.

Larger Louves are generally found in the Necropolis and are said to nest in the Sky Isles. They are neutral creatures when adults, only aggressive when protecting their young of feeling threatened. Younger (and consequently, smaller) Louves, however, are very aggressive, driven by their hunger and need to consume large sums of food in order to grow to the size that they do. They are particularly drawn towards magic users, but will attack and feed on just about anyone if paths are crossed.

It is possible to cross a younger Louve and have it dismiss a traveler if it has recently eaten. Louves consume a large amount of food and let it slowly digest over time, meaning they only eat at very infrequent intervals. Their feeding periods are averaged to be once every two months, although have been known to vary depending on the success of hunts.
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PROMETHEUS
A fire elemental child, this doglike creature has an open chamber on its chest, its only truly vulnerable point. The tentacles arising from its mane regrow immediately if severed. The monster stands up to about four feet tall and can be up to six or seven feet in length. It's highly aggressive and crossing paths with it is unadvised. Its teeth can snap steel, so if engaging in a battle do be careful it does not get a hold of your weapons. It's quick, but not strong, relying on its speed to take down its prey and kill it at its own vulnerable point.

The Prometheus usually roams the red and dark red zones of the city although has been known to trespass out into yellow and green zones if hungry or marking territory. While they make their home in the abandoned city, they are also often spotted within the forest in packs hunting larger childs.
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OGRE
A fire elemental child, this creature is normally only seen in red and dark red zones of the city and roaming the plains between the city and the forest. While ogres prefer the red and dark red zones to hunt for easy prey, they are by no means weak creatures. They are above average intelligence and selectively aggressive but when they are, they are extremely dangerous.

These monsters have a strong defense against magic and are best taken down the old fashion way with physical weapons. While they usually stay in their normal habitats, ogres have been known to trespass into the safer areas of the city in search for victims when starving. When hungry, they monsters lack reasoning and will attack anyone and anything they deem to be prey (which is just about anything living or breathing) at will.
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SPIRITUS
A dark elemental child, this creature is only seen within the depths of fog in the Necropolis. Its true form is unknown, although it usually takes the form of a floating dragon with long clawlike arms used from grasping at its prey.

Usually, this creature is nonaggressive, however its eyesight is poor and often mistakes travelers to the Necropolis of being its prey or its children. It is unable to tell the difference between hurting its prey and caring for its children, often resulting in this child's prey being its own species. If flesh is cut by the incredibly sharp claws on this creature, spirit energy from the individual is drained as well as physical injury. This doubles the fatigue and makes fighting it twice as dangerous. Swords and other weapons can only defend against attacks from Spiritus, but they cannot deliver successful damage or attacks. In order to defeat it, it's necessary to use magic via a user's own means or a gestalt.
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