Lore II: The Insecure One ( Transport )

Land

Mechanical

Transport vehicles are made up completely of mechanical parts and fueled by steam powered engines of varying internal configurations. That or they are driven by combustion engines customized from salvaged parts left behind following Inse’s destruction. New parts are easy to acquire and fuel sources are in relative abundance considering the severely reduced population still alive and demanding them. Owing to that advantage, many are able to gather enough resources to power basic jet engines for times of emergency when speed becomes vital to survival.

Alternatively, some transports are completely independent of fuel, instead functioning off a multitude of intricate combinations of specially designed gears, suspenders, chains, pulleys, pistons and the likes that allow the users to travel as if on semi-or completely-automated stilts or bikes. Relying on momentum, some of these bizarre contraptions almost drive themselves forward and over the mounds of debris and dead, giving the users an elevated means of travel.

Magic

In the beginning it was relatively easy for survivors learned in a branch of magic to manipulate their powers over long periods of steady travel. Whether manipulating a platform with unseen forces, utilizing raw power to soar or launch themselves forward and over obstacles, or outright teleporting short distances, the slow rate of Inse’s turn allowed for brief recovery stops, enabling continued travel through magic. However, the extended traveling time and increased pace of Inse’s turn have since forced such means into extinction ten years later, and although a select few are still able to keep up, many have reverted to combining their magic with technology.

Mechanical and Magic

Many survivors able in magic presently use combinations of fuel combustion to drive a magically manipulated platform, magic to heat and power advanced Stirling-esque engines attached to motors, and everything else fathomable in between. As long as on side of the trade is able to make the other move, it exists in the world of Whatslef.

The Railfolk Tracks

Over the years, some of the more practical of survivors, eventually coined Railfolk, situated in the End-lands started creating train tracks that would run from the East Peripheral to the West in order to give the Eastern dwellers a better chance at getting away. The train, running on whatever was best recovered from the region, would be placed a distance from the edge of the East Peripheral while the tracks, built the last time they were there and since rusted away, recovered under Inse’s gaze. Upon the beginnings of Inse’s shift, the train would leave the East Peripheral without any stops until it reached the West. The rest of the way is independent to the survivors.

Air

Air-based vessels often band together in allied clusters that travel and dock together. Usually, this would consist of:

  • The ‘leading’, most prominent ship, usually an airship, who will typically lead the others in their travel route and determine the Docking Grounds.
  • Allied ships who make up the rest of the cluster and link the crafts together during times of stillness. These include the air balloons who in more organized clusters help to carry additional cargo
  • Signalers who track the movement of the cluster and measure the speed of Inse’s turn in order to relay any changes or problems to the others.
  • Rear guards; fast and more able ships who deliberately hang back in order to come to the aid of any cluster member in danger of falling behind.

Airships

Airships had already been used prior to Inse’s arrival, and over the years after, advanced into the massive-sometimes mini and private-air faring vessels that fill the sky in allied cluster fleets. Propelled by advanced jets, magic propulsion, etc, they are the main and most reliable means of transport in Whatslef, anchoring down during times of stillness and forming temporary ‘cities’ in the sky from their ties to each other.

Their interiors transit from the more industrialized, important parts of the ship (main deck/maintenance/fueling sectors) to the more communal sectors, which in larger ships can even include a market where allied air-farers and their passengers set up trade.

Air Balloons

Air balloons are mocked as the lesser rulers of the sky by ground travellers, but in reality, are respected as equal farers to the airships. Relying on alternative fuel sources or more intricate and complicated mechanics, they are less dependent on magic and considerably more maneuverable that the looming airships. Although less matched in speed, their abilities to serve as passenger, cargo and resource carriers earn them a place among selective airship fleets.

Gliders

A common and some times only means of travelling from one air vessel to another during both times of transport and docking. Colored according to affiliation, they are permitted to glide down to lower flying crafts and are inbuilt with simple jets to enable fly up to higher ones. Similar to hang gliders, they take on multiple forms and are best used for short distances (or for fun when airfarers have nothing else to do.).

Aquatic

‘Boats’

 Boats are extremely rare and risky in the world of Whatslef, as the waters demands its own rules in navigating which do not always comply with the nature of Inse’s gaze. Rather than directly running away from the Blindlands as Inse turns, they have to go around and sometimes under at the cost of precious time and ground needed to be covered.

Of the boats that do exist however, they are automated to take a specific pre-determined path in order to ensure a higher chance of getting between two locations in times of stillness. In times of travel, they are usually packed up for the road or abandoned altogether.

The Insecure One: Chapter 1- Rallied

Day 1

Despite the only recent reversal of the rot and waste that made up their immediate surroundings, survivors of every trade and calling zipped, wheeled, sped, glided and soared over the lands and through the skies with a detached, yet unanimous, air of joy.

Although destined to be short lived, this lighthearted anticipation was the product of carried word and signal from those among them tracking the movement, declaring with full certainty that all of them, from the West Peripheral to the tailing East, were mere moments away from the end of Inse’s turn.

Nine long days of perpetual travel were literally moments from being over.

Airships and balloons cut the fuel to their thrusters and propellers in preparation, and land based vehicles veered off from their straight paths to lay claim to ideal temporary camps amidst the rubble ahead of competitors; drivers of magic-based transports switched to less exhausting primitive wheels and gears and raced off to join them.

The transition from travel to stillness was in place, but even as the survivors began to establish their existence in their new, temporary homes, instinct, conditioned from the many years of racing to keep under Inse’s gaze, turned all eyes to a single straggling airship in the distance.

Inse’s gaze was slowed, but still not at a complete stop, and far out into the East Peripheral, a lone airship’s thrusters burned with all the power it could muster, the Blindlands catching up to the small vessel.

As a distress signal went out, one of the nearer, larger crafts ahead of it made to fire lines into its hull, a technique that in the past allowed them to help pull endangered ships along, but as the larger ship got into position, the rear of the smaller ship fell into the Blindlands, erupting in a blast of fire and smoke. The larger airship abandoned the rescue and veered off away from it, and the smaller craft went down.

Having been flying beyond its full speed, the airship did not simply collapse where it was, and instead accelerated down towards the ground in the direction it had been going, the surviving half ironically breaching out of the East Peripheral and into the safety of the Major. As Inse’s gaze ceased to turn, the airship hit the ground, grinding through the debris in a flurry of fire and sparks before coming to a burning, crumbling halt.


Arriving to the wreckage, survivors did the only thing they could do, and began to loot the ship for all its resources and surviving material. Flames were extinguished and metal was pried away, and as latecomers arrived to witness the blackened spectacle, a young girl jumped off her family caravan and went down to join in the looting, hoping to find something useful before her older brother and father noticed she was already gone. The craft had created a little crater in the ground, and onlookers, knowing better than to bother considering their lateness, watched on from the sloping rim.

“That ain’t right. . .”

No one wanted to acknowledge it, and the man continued, looking directly to the others beside him. Unbeknownst to any of them however, two more had joined them at the rim, shielded from natural sight with the help of an illusion.

“Its sped up again-“

“It couldn’t have; it’s too soon.”

“Sergo should have been more than capable of outrunning It if It hadn’t!”

No one responded, and he shook his head and left.

Those gathered continued to watch the looting in silence, but the roar of an engine brought another vehicle along to the site.

From a ledge in the wreckage, the girl watched as four people got off the vehicle, helping out a fifth who hobbled badly, clutching a broken pipe for a walking stick. He tried to swear, but instead spat blood onto the floor as he managed to stagger towards the wreckage, his grief at the sight of the ruins drowning out all questions from the surrounding onlookers. Survivors instead turned to those who had brought him, and they shrugged.

“We found him out in the East Peri.”

“What about his crew? Sergo had like thirty people. . .”

“The ship was built to eject everyone as long as one pulled the switch. We only found him out there.”

By now the hobbled man had straightened, the walking stick abandoned as Inse’s gaze faded his wounds, his bent legs showing no sign of defect. The grief in his eyes had faded into rage, and he cast a long, sharp glare out to the distance.

Following his gaze, the girl immediately spotted the silhouette of Inse in the far distance.

Turning away, the man strode towards a distracted survivor in the process of trying to cut a transport board from the exposed cargo hold, and onlookers let out a unified oooh as the looter hit the blackened floor face first, unconscious.

Getting on the board the man fired up the thrusters, an electric sail extending from the base, and taking the sail by a cord he blasted away off the ground, flying low and out of sight.


Hearing her father call, the girl began to make her way off the wreckage as below, the survivors began to talk. She had only found one interesting thing on the ship, and balancing it on her head, managed to climb down.

“He’s gonna do something stupid.”

“Just what we need; Inse’s obviously pissed enough.”

“It hasn’t sped up! Inse-”

“Then what did this? We all saw Sergo fall behind-a class 8 fell behind!”

Someone else was about to answer when one of the survivors noticed the girl with the bundle on her head. Snatching it off as she passed, he took her shoulder.

“Did this come off the ship?”

She hesitated, then nodded, and he held it out for the others to see.

“Then here’s a possibility.”

“Saboteurs?”

It was a Saboteur explosive: Small and compact. It was obviously just part of the cargo, being intact and not even armed, but the very presence of it set the people there on edge and speculating. One of the men who had arrived on the vehicle was particularly disturbed, and stretching out a hand, a crackle shook the air around him.

“Lets find out.”

Off to the rim of the crater the air warped, and as an illusion collapsed to reveal a male figure, the survivor pulled his arm back, causing the figure to be flung forward towards them. Seeing his face as he made to get up, the survivor sighed.

“Oh. . .You.”

Tightening his invisible grip on him, he continued.

“Well? This one of yours and Luelle’s?”

Usually, mention of the name brought about a silent, but harmless, anger, but gathered around the shattered and charred remains of an airship with a potentially dead crew, weapons were drawn among onlookers, the situation moments from escalating.

Doubter laughed.

“Usually I’d appreciate the credit.”

Deflecting the hold for a brief split moment, he pulled the bomb between them, arming it, and everyone froze.

“But you know that’s not our style.”

Those at the rim backed away, but the six, including Doubter, were at a stalemate. The seventh no one noticed anymore, the young girl, could only stand there, stuck in the middle.


[OOC] I highlighted the parts where your characters/related characters entered so it’d be easier to see. Sorry to make you read again by the way, I didn’t know how else to bring your characters together. Anyways that should be the last of long text since the rest will build on from here XD

Also, use whatever format works for you for the continuation.

 

Lore I: The Insecure One

Note

Sorry for the length of this but I suck at summarizing things. 

Also this is not a representation of our world, but rather one that shares a relative likeliness. Just saying XD


Content:

  1. Background
  2. Map Zones
  3. The Problem
  4. The Objective
  5. Characters
  6. Environment (Brief)
  7. Game Transport
  8. Character Creation/Stats
  9. Developments

Highlighted bits are additional details.

Highlighted bits are ‘laws’ and ‘traits’ being added.


Background

The greatest of ancient civilizations spoke of the gods, depicting them as if they lived among them and documenting how their gods not only offered guidance, but insight and wisdom of their past, present and future.

In a world no less lacking in faith, it came to be decided that such divine presence could only bring with it such progress, of which a lasting legacy would surely emerge. Rallying together, the people sought every means by which to bring a god, any god among the faiths, unto the physical world, and after years of exhausting every outlet across the fields of prayer, magic and technology, they succeeded.

Arriving to the world, whatever they summoned did indeed possess power befitting a god, as standing 40ft tall, it tore the world from reality, flattening its surface into a single, suspended plane in an abyss of the night sky. It answered no questions and made no indication of even noticing the confused and terrified people around it, and kneeling, settled in the center of the world.

After years of the initial fear, anger and grief fading away into a hopeless acceptance, those who survived that day came to mock the being as The Insecure One, or Inse, for at the very moment it opened its eyes to the world, all life outside its field of vision was brutally torn from the bodies of every man, woman, animal and child. Decay accelerated in everything; flesh deteriorated amidst metals, concretes and fabrics alike. Only that which was before Inse was spared, and many speculated it was the beings way of keeping an eye on them, the elimination of everything else a drastic means of preventing anyone from bringing upon it unforeseen harm. Those who had been fortunate or unfortunate enough to have been at the edge of its sights however, found themselves stricken with unexplained illnesses, physically impaired and near death, and only those who were able to return to the direct field of sight were eventually freed of their ailments, experiencing almost arbitrary, additional improvements to their physical states.

These regions – where life could still barely exist – between the major field of vision and the being’s blind fields, became simply referred to as the West and East Peripherals.

For all the destruction, life could have returned to being a twisted kind of simple: Stay where life could exist and all would be well. A month after the sudden shock to the world, however, those still alive realized Inse was beginning to turn.

Evacuating in panic, survivors watched as the seconds brought decay and death to their homes behind them, forcing them into the remains of what had previously been destroyed. Inse seemed to slowly rotate where it was, but stopped after a week’s worth of constant travel to keep within its sights. Time went on, and always Inse would turn, creating a world where all notions of home were abandoned, replaced instead with perpetual travel for survival. Perpetual scavenging became a normality as well, as decay seemed to reverse under Inse’s gaze, providing a sufficient amount of resources to remain available with each journey forward.

Life went on, around and around the remains of the world, with the unmoving Inse at its center.


Map Locations

Primary Zones

Major:

The direct field of vision of Inse stretching from Inse itself to the edge of the world. The safest and only place where life can be sustained and decay is reversed. This reversal however, stops short at actually returning life to organic matter.

The West Peripheral:

The safer of the two peripheral zones as Inse has been known to turn its gaze in the direction of the West, which upon doing so would replace it as the new Major.

The East Peripheral:

The riskier of the two peripherals as those in the East must be sure to keep up when on the move during the shift in Inse’s gaze, else they be pushed out of it to their deaths.

The Blindlands:

All outside of Inse’s vision, where instant death and accelerated decay are to be found.

Secondary Zones

Fore-lands:

The immediate region in front of Inse. It is a contested space for its security, as situated so close to Inse, the least travel is required to stay within Its sights, and the rate of Its gaze’s turn is also the slowest.

Mid-lands:

The entire region between the immediate Fore-lands and faraway End-lands. The majority of the surviving population ‘resides’ here.

End-lands:

The outer rim of Inse’s sights towards the edge of the world. It requires the fastest and furthest travel to stay within Inse’s gaze, and is the hardest region to survive in without help and proper transport.


The Problem

Life literally revolved around Inse for a barely tolerated ten years, but as the cycles of Inse’s gaze went by, it became apparent among survivors that the old could not die, and the young barely aged. Their prolonged lives, constantly beset by the never ending reminder of Inse’s destruction with each journey, were also forced to coexist by the piles of dead loved ones and fellow man alike who would never find rest, and finally, anger was reignited; survivors rallied to fight.

Creating weapons and reviving spells of battle, they traveled inland towards Inse despite the next period of travel expected to have been approaching, intent on finding some way to make it pay for their predicaments. As the first attacks fell, however, Inse, for the very first time since its arrival, reacted to their presence.

Its gaze began to turn faster than it had ever turned, and when it finally settled again, it did so for a week less than before, the period of travel itself lengthened by hours. Again the survivors tried, and tried again, but as if Inse now watched them, the mere act of preparing an attack brought along even shorter period of stillness, accelerated turns, and gradually lengthened periods of travel. To continue trying to fight, it seemed, was to bring about their own demise.


The Objective

Inse’s gaze now turns every 3 days-almost too quickly to keep up on foot-and each turn lasts 9 days.

But still people are angry.

There is no stopping further impulsive attempts against Inse, and hence no stopping the eventuality that one day, Inse’s retaliation would set his sights beyond any survivor’s means of keeping up.

There is no stopping It bringing about the end of all remaining life, and the only thing left to do is to beat Inse to that eventuality by either outsmarting, or destroying, It first.


Characters

The dwellers/survivors of Whatslef, a name coined for the region under Inse’s gaze at any given time for obvious reasons, vary largely in terms of lifestyles given the complex nature of the world and the absence of any official social structures. How they travel and whether they are solitary or part of a group can change on a whim, and the majority of the population largely came to create their own purpose in life to live for.

The list below both serve to present the types of people you may encounter as well as the types you may choose from. You may also choose to come up with something completely different as long as it could exist in this world where technology and magic are still being practiced (based on what can be/was recovered from Whatslef by said character).

***

Groups/Alliances:

“Barriguards”

Those who carried out the first attacks against Inse were the first to recognize the consequences of doing so. Rallying together, they created the second and most formidable line of defense in the Fore-lands against those out to destroy Inse in the hopes of preventing the attacks from worsening the situation. They are only active and hence effective at the base of Inse Itself, where they have set up a barricade they guard. They are strictly organized and hardly tolerant even among their own ranks.

“Zealots”

Survivors who have convinced themselves to embrace Inse’s presence. They make up the first defense of Inse in the Fore-lands beyond the barricade and claim to receive power from the ‘god’.

“Airtroopers/Airfarers”

Survivors who choose to travel in airships and air balloons during times of travel. Often, these vessels form a secondary ‘city’ above the ground when anchored in the Major with makeshift bridges and ladders linking them to trusted ships. Given the high risks involved in relying on these vessels for travel and security, access to them are often restricted to the crew and trusted passengers, or strictly controlled in visitor/passenger movement. There are only a few people who have their own, solitary air vessels that are tolerated by the larger vessels. Air space within Inse’s sight is not exactly contested, but for fear of crashing, proximity is a serious, mutual concern.

Unofficial Groups and Callings:

“Ritesmen”

Finding the dead too many to bury, survivors initially piled them up and left them for the element. Returning to the location the next time around Inse however, it became apparent the dead were unable to decay away under Inse’s restoring gaze. Some people began trying to solve the problem of the piling masses, and dedicated groups or individuals began formed in the hopes of laying the deceased to rest. With cremation throwing the ashes of the dead into the air to invisibility spells causing rude shocks and dangerous obstructions, however, these people are somewhat respected for their cause but generally seen as a nuisance.

“Railfolk”

Dedicated to manning and maintaining the train and the tracks in the End-lands for the sake of fellow survivors.

“Scavenger-Traders”

Self explanatory. These people have selective ties to different groups and types of people who choose to coordinate with them.

General Survivors:

“Survivors”

They mind their own business and do their own thing for their own purposes and means. Whether in groups or alone, they generally do little to stir things up. Even if they did stir things up, odds are those in their circles would know.

“Extravs”

Whatslef is the ‘continent’ that Inse is based on in the center of the flattened world. Other continents are still in existence, and testing fate, the more extreme travelers risk sea travel to them without the certainty of surviving the next shift in the waters or in the next lands over.

“Riskies”

Riskies, or Risk Junkies, come in three forms. 1. Highly adept at survival and more exposed/uniquely equipped than others. 2. Extremely, learned and informative but also extremely disabled and/or dying. 3. Dead, with their only use being in collecting whatever loot they recovered whilst still alive. Whatever the status, they are the most unpredictable of the lot, with a extended branch of their lifestyles being the Saboteurs.

“Saboteurs”

Unsatisfied with their already dangerous lifestyles, Saboteurs are Riskies who cross the line and literally find/create trouble around others, causing anything from petty scuffles to fatal accidents for the heck of it. The worst among them once caused an airship to fall into Blindlands during a shift, killing everyone on board.

“Inventors/Alchemist”

Survivors actively still pursuing advancements in technology and/or magic wherever they can. Their intentions and purpose for doing so vary.


Environment (Brief)

Whatslef features mostly intact ruins of large buildings and structures, with land forms depending on the Major at the time. Dwellers usually use mechanized or simple stilts or climbing equipment in order to get around.

Water bodies inland are not common.

Given Inse’s restoring gaze, physical tolerance for damage and contaminants are moderately improved, so riskier feats within the Major can be achieved at reduced physical consequences.

The air is breathable (so long as the Ritesmen are not burning corpses. . .)

 


Game Transport

‘Public’ Transport:

Nice people do exist, and such people would be willing to help others during the traveling periods of time as Inse turns by allowing you to hitch a ride or even temporarily belong to their traveling groups for a price or even for free. Be advised however: Murphy’s law wasn’t one of the victims of Inse’s arrival.

Private Transport:

Players are allowed to create any form of personal transport vehicle based off, and even combining, the use of magic, technology and science with whatever their character may have been able to salvage from their surroundings with respect to their backstories.

Players are even welcomed to go to the extremes in their transports if so wished, though it would be advised to set your own limits to these extremes as given the nature of the environment, it would be just as easy for your characters to do so as it would be for me to destroy them across the course of the story.

This would be in order to prevent any-over-the-top-extremes from compromising the plot.

All characters would typically require some means of transport however.

Unless you’re cool to walk.

***

(Additional)

‘Emergency’ Transport:

Over the years, some of the more practical of survivors, eventually coined Railfolk, situated in the End-lands started creating train tracks that would run from the East Peripheral to the West in order to give the Eastern dwellers a better chance at getting away. The train would be placed a distance from the edge of the East Peripheral while the tracks, built the last time they were there and since rusted away, recovered under Inse’s gaze. Upon the beginnings of Inse’s shift, the train would leave the East Peripheral without any stops until it reached the West. The rest of the way is independent to the survivors.


Character Creation

Character Details

  1. Name
  2. Age
  3. Means of transportation, whether a personal vehicle or not (Completely up to you. This will affect your overall inventory.)
  4. Preferred ‘tools of the trade’ (Magic/Tech/Nil/etc)
  5. Backstory
  6. *Character Type

*Brief overview of your character’s chosen ‘lifestyle’. You may choose a listed character type or create whatever character fits into the lore. There are only humans in this world, but the existence of both magic and tech may provide alternatives if you want to go there. . .

Additional Details:

  1. Stats (You may arrange your 8 stat points according to your character. If you leave this out, I will assign them for you based on the above details.)
  2. Affiliations in Whatslef
  3. Companions/Familiars if any

Making it to the bottom of the page means you needed to scroll past the sea of font above. I went crazy so you’re welcomed to do so too.


Development

The was a rumor that if a child is hated by Inse, he would be born with blue inscriptions on the body.