Before the Colonnades, man prospered. Advancements in medicine and technology allowed modern man to live without the obstacles of previous generations. Widespread disease was almost nonexistent and cities grew to the size of countries, thriving with trade and bustling with people from all over the world. However, alongside domestic progress came improvement of modern arms and creation of deadly bio-weaponry.
Despite eras of international peace, humanity’s history was mottled with countless proxy wars. With weapon development at the forefront of scientific and technological improvement, an arms race arose between the nations of the world. As diplomatic tensions mounted and Global War threatened to erupt, the creation of a new kind of military base began; The Colonnades. With the rise of one Colonnade in 2498 came several more and by the end of 2509, there were eight Colonnades in strategic areas around the World. Stretching thousands of meters into the sky and with circular discs extending at strategic intervals from the main body, the Colonnades were built to endure contemporary weaponry, designed to be completely self efficient and utilized Solar Energy as means of maintenance as well as food production.
At the very brink of a devastating world war in 2525, an international broadcast announces the approach of a meteor roughly twenty three miles in diameter. The meteor named Sidereus, estimated to hit within fifty years sent the entire world into a State of Crisis. Numerous attempts to destroy or divert Sidereus from its course resulted in failure. During an Emergency Meeting of the United Nations, it was decided in a unanimous vote to utilize the Colonnades as a method of ensuring the survival of Man.
In 2558, exactly ten years before predicted impact, Russia begins to evacuate people into the Russian Colonnade Prokloveteyl, the Protector. Entry order is based upon application, however, corruption soon takes hold and money becomes the most important factor in acceptance. Those who cannot afford entrance riot and in the year 2560, when Prokloveteyl had reached its holding capacity, it is clear that only a trace of humanity will survive. Within several years, the other Colonnades begin acceptance procedures. Most of humanity, those who cannot afford entrance or could not enter due to capacity limits would die in the apocalypse.
Year 2568; the most wondrous light show the world had ever seen lit up the sky and Sidereus descended, hitting Kazan, Russia. The city was obliterated instantly. In a range of 200 kilometers, everything from Kazan to Moscow disappears in the blink of an eye. Within two days, most of the population within the Asian continent is dead. Firestorms and tsunamis erupt all over the globe, and debris clouds the Sun. Debilitating photosynthesis, plants wither and die. As the impact of Sidereus creates fissures in the globe, Hydrogen-Sulphide from ocean-dwelling bacteria wipes out nearly all marine life before releasing a deadly, noxious green gas that destroys whatever remnants of humanity remained on the surface. Humanity, crowded in multiple tiers jutting off at odd intervals, the Colonnades are a fortress to the survival of humanity, and a prison of salvation to its inhabitants.
The day is christened Eschaton; The Beginning of the End.
May there be mercy on Humankind.
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It is now year 3675. The Keep is a Colonnade located in former New York. The tiers within The Keep are organized from high to low levels. Level one consists of the Government and the Departments of Regulation. The Second Level is the Business and Market Districts as well as minor Educational district. The Third Tier from top to bottom is the High, Middle and Low classes. The Fourth Level is the Trash Dump and Slums, closest to the atmosphere. The Fifth Level is below the dangerous and deadly atmosphere, housing the Nuclear Plant that provides The Keep with most of its energy. Life is harsh and unyielding in The Keep as Man tries to find his place within a tower – his home- that is a remnant of Old Humanity.
However, even within a relic of Old Humanity there is hope. From the Colonnades spring an elite group of people called Seekers. Seekers are groups that volunteer to brave the poisonous surface world in suits that under the constraint of time. They are people who bring back lore and history as well as chart maps and find new resources for the Colonnades. The Seekers, under strict code and protocol travel through the unknown surface world to bring back a part of Humanity that was lost to the people in the Colonnades. They are the lifeblood of the Colonnades and the key to restoring a part of Man before Eschaton.
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This is an advanced role-play in Post-Apocalyptic Earth, where living on the surface is no longer an option for humans. Players can choose to be Seekers, Suitors or Others within the Colonnade; The Keep.
Seekers: People who are contracted either privately or by the government to descend onto the surface of Old Earth. Their job is to bring back lore, map terrain and return with information on resources. Seekers are usually groups of four people; Medics, Solarists, Assault and Intelligence.
Medics: Although all members of Seeker groups are well trained in patching wounds or applying correct medical treatment to various physical or mental problems, Medics have gone far beyond the basic knowledge. Medics are the most important aspect of Seeker groups as they make sure, before and after a mission, that the rest of the group is fit and ready to Descend. Seeker groups cannot Descend onto Old Earth without a Medic in their team.
Solarist: The Solarist is the mechanic of the Seekers. He has extensive knowledge of how to fix, repair and maintain his vehicles. Although the vehicles utilize Solar Energy to move, the Solarist must know how to efficiently drive his vehicles from the Colonnade to the Ending Point before the vehicle is corroded in the Atmosphere. The Vehicles that Solarists have access to are Heliogliders, Magnadrivers, and Oceancutters.
Heliogliders: Flying ships equipped with Laser and Radar technology, allowing a better method of finding an Ending Point. Heliogliders travel at 300 miles per hour Heliogliders can last approximately up to two weeks in Old Earth before multi-engine corrosion.
Magnadrivers: Ground vehicles that travel up to 200 miles per hour. These vehicles are used for shorter distances and are equipped with drills that can cut through hard cement and most metals. They can last approximately three weeks before corrosion.
Oceancutters: Water-based vehicles traveling up to 180 miles per hour. Their life span is the longest and lasts up to four weeks (only if underwater). They are equipped with both Laser and Digging equipment for finding Ending Points.
Assault: These members of the Seeker groups are usually built to be the strongest. They are tasked with the job of fighting against any Old Earth animals that have mutated or evolved in the atmosphere. They are knowledgeable in several fighting forms and are the defense as well as the offense of the Seeker groups. The weapons they carry are swords and small weaponry such as pistols or modified rifles.
Intelligence:Intelligence is the one who is contacted should anyone want to contract a Seeker group to perform a job. They are the representatives of the groups and are an important member down below on Old Earth. Intelligence members tend to be lean and quick runners, as they are the ones who enter into places in Old Earth where vehicles cannot enter. They are the scouts and information bearers of the group. They are also tasked with charting terrain.
Seeker groups can have a name, and one person may play all of their team, should they wish. However, it would be more interesting if several people were to play as one group. If someone joins after there are several Seeker groups (the Cap is 4), they may ask to join a previously created group by one of the players.
Suitors: Suitors are those who create both the suits and the vehicles for Seekers. They provide spare parts as well as refer customers to Seeker groups. They are well connected to both the Government and the Regulation Departments. They are also prominent members of communities and Tier Council Boards.
Others that are playable are anyone that lives within the Colonnade; the Keep. Backgrounds are player decided, however they must adhere to the canon. (You cannot be a god-mode character who has the ability to breathe noxious atmosphere poison. And fight like Batman.) So for example players can play a person within the Regulation Departments, children in the Education districts etc. Players can also play more than one person. (Remember, no god-mode!)
Character Sheet: ALL your characters (including if you are playing a whole Seeker Group) must have completed this character sheet. The Sheet is below.
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NAME
Sex, Status, Training, Occupation
DESCRIPTION
Age:
Height:
Weight:
Hair:
Eyes:
Skin:
Handedness:
Scars/Tattoos:
General Physical Description
General Str, Health, Agility
Voice
Disabilities
Clothing
Weapons/Equipment
What equipment typically carried/worn
Items of Interest
Items that stand out or are special
PERSONALITY
General Personality
General Int, Wis, Cha
Likes/Dislikes
Fears
Attitudes towards friends/strangers
Opinion of the World
HISTORY
General History
Family/Relationships
Enemies
OTHER INFORMATION
Religious preferences
Skill (Outside formal occupational skills)
Pets/Animal Companions
General Appearance; May use text but picture is preferable. Feel free to make your character look
however you wish.
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Should You Wish to Create a Seeker Group : Please put the name of your group and what color your group is represented by. You may also put an optional logo. (The logo can be in text or you can find a picture/draw one)
Please reply if you are interested. You may also pm me if you want some changes to allow a bit more freedom.
-Soma