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Hathaway. ([personal profile] futurologists) wrote2015-09-09 02:07 pm
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SETTING.

setting



THE CENTRAL HUB, OSKA.

When you aren't on a mission, you'll be in Oska, world between worlds. Since the discovery of other universes, most inhabitants of Oska have cleared out, only a small group of people remaining. These people dedicated themselves to the betterment of other worlds, which — to them — meant keeping each universe on a strict timeline.

Everywhere except a small section of Oska is deserted. That's where you'll be staying, in a small but adequate room on the upper floors of the ALASTAIR building. While most of the buildings are run-down, this one is kept beautiful by magic; its water is always the perfect temperature, and there's always an infinite banquet waiting for you in the dining room. Living there is not unlike a hotel vacation — well, until you leave the building.

It's a dream. Too bad you'll only have a moment there before you're being carted off on an expedition.




EXPEDITION: CHANTES.

The sun set on Chantes 48 hours ago.

Long before that, the ongoing conflict between the goblins and humans began; though they originally lived together in peace, the human queen was poisoned by a goblin assassin. In the years after, unrest between the two groups has only grown. The goblins have been forced out of their homes and now live on the outskirts of the kingdom, forming their own insular community, where they pray that their god, Ydite, will restore equality to the land. The less pacifistic ones have formed an army, led by the fearless leader Graldia — before the sun set, they charged the kingdom, starting a great battle that ended in bloodshed on both sides.

Whispers have been circling around the towns that the goblins invoked their wrathful god, sacrificing the lives lost at the battle as tribute. Humans have been going missing from their homes, and rumor has it that the goblins are sacrificing more in exchange for the destruction of the entire human race. The goblins, of course, deny this — Ydite is a peaceful god, and would never eradicate an entire race.

Since the sun set, the kingdom has been thrown into a state of panic. There are doomsayers on every street corner, cults recruiting more than ever as they claim to offer protection from the apocalypse, constant ransacking of stores. The darkness plunged the land into a state of anarchy and violence, and it's only a matter of time before the two sides destroy themselves and each other.

HERE'S WHERE YOU COME IN:

Our mission begins in the capital of Chantes, renamed Odette after the late queen. Once beautiful, Odette has already descended into madness. In the better parts of the city, there's constant commotion and laser-focused suspicion of any foreigners. That would be you. The wealthier families board up the windows of their beautiful houses, some of the glass already broken from thrown rocks. They lock their doors and peek out tiny cracks, watching passersby.

In the worst part of the city, you have to be careful where you walk. For starters, the ground is littered with trash. There's also bandits lurking in the shadows, taking the perfect opportunity to rob unsuspecting pedestrians. And if you aren't careful, you might find yourself walking in step with a cult leader.

The goblin-inhabited areas are highly guarded, with Graldia's militia interrogating any humans that happen to be in the area, waving their newly sharpened swords. It's difficult for a human to be allowed into their space long enough to ask questions; most of them won't speak to humans at all, their perceptions colored by their oppressors.

You have a seemingly impossible task: make the sun rise again. Even more impossible, create peace between the warring factions.

It's going to be a long mission.

Information on specific Chantes locations can be found here.


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