Genre: Sci-fi / Fantasy
Currently seeking: Interested parties to aid in changing/revising a very unique setting and developing a system of play. Those individuals will earn the chance to begin this game as Sentinels. Ongoing discussion is here
Currently seeking to start the game! Please indicate interest/post profile. You don't need me to tell you how to do that, right?Map is a work in progress and subject to change as game grows.
Wormholes. Gates. Rifts. Unexplained in our own times. Then Sagacia was found and founded, a bountiful land ripe with beauty. A landscape torn and scarred by rifts, continuously delivering travelers both accidental and planned. As centuries passed,the Sentinels were formed and became a loosely governing force. Led by a secretive man known only as Einaj, the Sentinels forged Sagacia in their own mold.
CURRENT STORYLINE: A freak series of rifts have pervaded the land, bringing dangers unseen in the last century. All evidence indicates that this is no accident. The Sentinels must uncover who, or what, is responsible for these anomalies, before the land is torn asunder.
Sagacian World Overview: Sagacia belongs to a three-dimensional plane. It has a thicker oxygen atmosphere than Earth. A different combination of gasses give the sky a more reddish tint. It has two moons: Wis and Rit. Many alien crops are compatible and grow easily in Sagacia's soil. Weather patterns are normal. Rifts are an added hazard.
Rifts: Disturbances in time and space. Over the years, many have been isolated and harnessed for a variety of reasons. Tamed rifts are known as Gates. These are generally stable and, additionally, have been surrounded by Safe Rooms. Unstable rifts are generally caught before they erupt. However, they cannot be stopped. Rifts may have disastrous consequences on the landscape, but the greater danger lies in who - or what - comes through.
Sagacian Living: Thanks to stabilized gates, many avenues of advancement are open to certain areas of Sagacia. The world is divided into "technological designations" that are tightly governed for the sake of citizens. While citizens are free to move between designations, what they bring from one area to the next is strictly regulated. Cultures are vastly varied. It is not unheard of for areas to adapt one dominant culture if many of it's citizens have come from the same plane where rifts are prevalent.
Technological designations: Onar, home of the Sentinels, boasts what is regarded as the most advanced technologies. It's citizens enjoy the wonders of electricity and indoor plumbing, plus medical care. While engines and certain combustibles are prohibited to all but Sentinel forces, the quality of life is comparable to modern age, with a few added bonuses. Wisdom Tower, home of the Sentinels, houses technologies far exceeding "modern" standards. -- Continuing on an outward spiral from Onar are differing designations. Industrial, pioneer, medieval, and primitive are a few.
Sentinels: While Sagacia has been allowed to cede and form different countries and kingdoms, supreme authority is given to the Sentinels. Sentinel duties, on the surface, are largely administrative: Admit new citizens, monitor gates, and ensure taboos remain unbroken. However, their battle prowess is legendary; a reputation earned from their darker duties of isolating rifts, nullifying threats, and subduing taboo-breakers. Their greatest asset is the Sentinel Light. This powerful ray strikes from the heavens, capable of erasing kingdoms and reducing them to ashes.
How to play: Sagacia allows new citizens to begin service with the Sentinels. While not strictly necessary, many choose to join the Dirge Guard for the adventure and immediate source of income. Note that only those in the Sentinels or Dirge Guard may participate in Closed SLs.
Storylines - Open: Open SLs will take place at the discretion of group leaders. These SLs will be short and straightforward, taking no longer than 24 hours to finish.
Storylines - Closed: Closed SLs will involve missions set by the Sentinels. Small groups -under 5 people - will be chosen to complete the assignment. Rewards will be given upon completion; generally riches and status.
Currency: Erat. Small coins cast in gold, silver, and copper. Two interlocking rings signifying dual moons are depicted on one side. The other side bears the legend "Proudly diversified,proudly united". 12 coppers to a silver. 7 silver to a gold. Copper bits are sometimes used - merely a punctured copper erat. Either middle or outer edge is considered worth half a copper, though it may vary according to size.
NOTE TO NEW PLAYERS: Your character may start as an already established citizen, or as a new entry into a safe room ONLY. If you opt for the second, please play it out within Wisdom's Tower.
Time Discontinuity: Due to the nature of Forum Role-Play in general, Sagacia recognizes three different time lines. | Open Play/Open SLs: Topics designated [Open SL], or lacking designation, are a part of the Main Timeline. It is, in essence, "real time". Characters may occupy one open topic only. | Closed SLs: Realistically, Closed SLs may take weeks- even months - to complete. Therefore, the timeline does not run current with the Main timeline. It is difficult to place Closed SLs with any rigidity in the Main timeline; it generally remains obscure, with references being made AFTER the SL is completed and fully "experienced" by the character. | Personal SLs: These may take place in the past (an extended character biography, perhaps), the present (self exploration/revelation), or the future (just a fun bit of creative writing). It could even be a dream journal. Those written in the present may be treated as a Closed SL. Ultimately, its place in the timeline is decided by the player. | Conclusion: A character may be in three places at once, as dictated above. Happy gaming.
The Safe Room: "Hello and welcome to Sagacia, Traveler. Please, do not be alarmed. You have been subjected to a temporal or dimensional disturbance and have been transported here. This safe room has been erected for your protection. You shall be released as soon as you are assessed. Please be patient and wait for an attendant to assist you." [Character Profiles here. Please, nothing god-like. Imagination is your limit! Anything too powerful will be denied entry to the group.] **Description** Newly arrived find themselves in a safe room upon ejection from the rifts. These rooms,from the inside, look almost like the interior of an eggshell, with strangely pearlescent gleam. These rooms are smooth and seamless. Noises are amplified to the point where shouting could make ones ears bleed. Striking the surface with anything from fists to magics produces luminous whorls that dance along the walls, along with deeply reverberating gong. More power equals only more of the same, threatening to blind and deafen any belligerent occupant. Safe rooms are crafted to be indestructible. Attendants from the outside may control parts of the 'shell', allowing visual and audio monitoring and communications. Larger parts of the shell may meld away at the attendants instructions to reveal a glass partition to the front,or an exit door to the back. A ramp leads newly arrived to a general receiving area. Note that in the event a being succeeds in weakening the integrity of the safe room,their own powers will fuel the room and generate a rift to the dimension dubbed "Null".