SoulBeaver
02-18-09, 05:04 PM
Help me. I'm new to the forums, would this quest start in Scara Brae? Taskmienster said I can just make up any quest that I want. I want this one:
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Repost, rough first edit.
The Hall of Gates: Convergence
Foreword:
This is my fourth attempt. Three times has this been posted. Maybe more. I think I have posted this in Roleplay Gateway, Roleplayer.net, maybe RPF (Roleplay Forum Online or something.).
Anyway! I've let the one in roleplayer die because of upcoming exams, and then some more upcoming exams that all happened on the same day. It wasn't a fortunate time to have posted the RP, and I regret that.
I want to try here, and damn if I won't find a handful of people to join it! I said it on another forum- people compliment me on the setting and the plot, but most are more than hesitant to join it. I'm not one to readily accept compliments, so I do believe that either my writing needs work, the entire thing is too damn long, or nobody is interested in something outside of the mediocre.
One last thing- the plot. I have one here. I am very, very compromising. If somebody wants to alter the plot, or use a different one, then say it! I want this story, this world, to be successful for once in the many years that I have used it to create the magnificent imaginary world inside my daydreams.
So, cheers! Enjoy the reading :D
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http://i16.photobucket.com/albums/b9/SoulBeaver/HallOfGates.jpg
Magic, not a God, nor any other creator or some other possible source of creation, is responsible for every single living being and the soil it stands on. Magic, the raw essence of life, inhabits almost every single corner of the world- in the creatures it created.
Each world, or plane of existence, cannot co-exist with another in the same dimension.. The only means by which one can travel from one world to another is through a gateway called the Hall of Gates. Guardians are specifically chosen to protect these gates from intruders, and to keep a proper flow of souls through the planes. Furthermore, Guardians sworn to protect the gate may not, ever, unless specifically directed or in their own judgment, ever grant passage for any mortal. However, there is one exception to this rule.
On the time of death the soul of a mortal is stolen from its body and swiftly teleported into the Hall of Gates. From there, the guardian will direct the soul into a new plane of existence to start live anew. Once there, they will be reincarnated as a newborn child in a new world with new circumstances and different laws. That is the job of the Guardian, and that is how life continues in all worlds.
Magic has created a few key rulers. Of course, these rulers are all self-proclaimed, but only they reside within the Hall of Gates well outside the standard Time and Space continuum every mortal inhabits. They create the rules, the laws, and the punishments for all the aforementioned mortals. These rulers possess powers slightly greater than the average person, a reason for their self-proclaimed divinity, and all sport a white glow emanating from their bodies.
Very few people actually know about these rulers, and most that do debase them for obvious reasons. However, they are quickly dispatched by order of the rulers, and thus their identity remains fairly sub-standard.
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Worlds/Planes of Existence – This is what I call the places everybody lives in. Since there can be only one such place in any given dimension I also coin these places Planes of Existence. Each new plane exhibits a unique structure and race.
Hall of Gates – A place well outside the Time and Space continuum. This means that time does not continue in this world, but that everybody inhabiting it can observe the time in any World. The place has a limitless boundary, and new space can immediately be created. However, this process is difficult for even the strongest ruler, and thus the creation of space beyond of what is needed is strictly forbidden.
Guardian of the Gates – A title given by the rulers to those who protect the Gates souls travel through to reach other worlds. This position is second to only the ruler-status, and thus is very coveted by anybody who knows of the Gates. Guardians have to swear on their life to protect the gates, and will fight to the death doing so. Their punishment is, obviously, death if they fail to follow this oath.
Mortal – Any person or creature not within the Hall of Gates, or with the title of Ruler.
Elementals – A sentient being that lacks intelligence and the capacity to think in any way, shape, or form. They can only act spontaneously, and are the source of life for every intelligent being. They are, however, the most in tune with the prime magical element of the plane, and are consequently very powerful.[/b]
Rulers – Self-proclaimed creatures that have banded together when they have, almost simultaneously, found the Hall of Gates through a connection opened by the Elementals. Most stem from different planes of existence, and once they stepped through the portal their bodies became riddled with a dim white glow. They assumed that this was a testament to their divine right as rulers, and assumed positions over everyone else. They rule jointly as a council, but their rule is absolute, and they punish anyone for breaking these rules.
Most rules only affect the Gates, and the independent lives of any creature that does not associate itself with the gates is almost guaranteed safety from their punishment.
Ahti – These are the rarest of all species- the creatures born from Magic. They glow white as a testament to their intangible parent, and their magical abilities are the strongest of all races regardless of their inexperience. Ahti have a natural connection to the magic that made them be, and can trace even the tiniest iota of magic back to the source- to the home of the Ruler of Magic.
Ruler of Magic – Not strictly a ruler, nor an entity derived from anything. It is the force with the power of thought and sense. It can see everything its magic touches, and its knowledge is limited only to the scope of any mortal's understanding. The Ruler of Magic has no power to stop the flow, but it has the ability to direct it at a certain point. Only the mortal Rulers know of its existence, and they have used its assistance in the creation of new worlds, and the retrieval of lost ones.
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Every world has a set size and unique structure. Magic, in the creation of these worlds, does not create purposefully, but rather creates everything sporadically. The process of creation cannot be observed by anyone except for the Ruler of Magic and the Rulers in the Hall of Gates. Even they cannot actively venture into materializing worlds because the process is too destructive and deadly. Magic ruptures its own essence, and from raw magic comes inexplicable results.
However, magic does not always create. It may, in fact, venture into an older plane and greatly increase the level of Magic. Suddenly that plane becomes an extremely dangerous habitat for any person living in it, and without the help of the rulers they have no chance to escape a possible rupturing. If that happens, then everything currently inside the Plane of Existence becomes null and void. Everything dies, everything changes, and the process is started anew.
Rupturing Magic cannot always produce. Sometimes the amount just doesn't fit, and the Magic is left floating around in broken fragments. These fragments are the single highest source of contained Magic ever known, and the rulers venture periodically in these lethal danger-zones to acquire them. Many a ruler has perished thinking the Magic has settled down right before their insides exploded with uncontrollable force.
Whatever remains after it's violent sprout of creation becomes the new home for its inhabitants. However, the terrain must settle first. Most things still brim with magic just shortly after the creation, and the levels of magic are too high to support even the Elementals. The shards sought after by the rulers are completely drained of all energy trying to create the terrain.
After each new creation of a plane, dominant elements come into play. That is, to say that, Magic randomly injects the world with greater quantities of water, light, fire, earth, etc. These elements play against each other, and the dominant element is often far more powerful than others. Water, for example, could grow so powerful after the creation that Fire is impossible, or a world may forever be doused in bright Light.
Very few planes actually have significantly reduced elemental powers. Planes with reduced elements usually are completely desolate. Elementals cannot exist because there is no dominant element, and that usually means that magic is almost non-existent. Without any Elementals there are no budding pieces to become the intelligent race, and nothing ever develops from this plane. It remains a very bleak environment that may sometimes be used by rulers to place races whose homelands were destroyed, or the Elementals berserked. These Planes become the mixed Planes, places were many different races may meet and interact, and the only place were the knowledge of Rulers is understood.
Naturally, most planes have a very unique species, but some planes share similarities. Since an unlimited number of worlds can be created at any time the possibility of similar races can increase. In fact, it may even happen that two alike worlds share the same habitants- even though this is very rare for both the alike worlds and similar races. Furthermore, most mortals do not know the existence of other races, and the repercussions of having that knowledge may be fearful to behold.
A plane observes very specific stages in the creation of life. At first, shortly after the creation, there is nothing. Not a single speck of life. The Magic is simply too dominant, and cannot support life in this stage. However, the Magic becomes drained inside the inorganic material such as the earth. After enough Magic, or until a catalyst comes into play, accumulates inside of the material it becomes sentient. This is the process of how Elemental creatures start existing, and are also the oldest creatures in any plane regardless of the speed in which intelligent life is created.
Elementals are not intelligent, and they hardly classify as living. They have no real ability to think, and most Elementals simply shamble through the world. Their path has no direction, and no purpose, but they do have basic functions. They can interact with an object near them, if with no real sense of judgment, and sense danger. Both senses seem to overlap when they meet other Elementals.
Every so often some would clash for very little reason at all. Their attacks may seem unprovoked, but their battles leave even the rulers observing in awe. Elementals use raw, manipulated Magic in their attacks alongside their impressive physical abilities, and the combination of the two often leads to a swift change in the terrain. They always use only the plane's dominant element, and it often happens that hills, crevices, or craters form during the battle as a result of this Magic.
When, at any point, a damaged Elemental loses part of its body, then that body part will become a bud. Since Elementals descended from the accumulation of Magic, these buds require another heavy dose of concentrated of it to regrow the rest of the body parts. However, with such an influx of energy inside the body it may happen that it develops to more than just an Elemental- an intelligent creature- new mortal race for a given world.
During the creation of a mortal several things must happen. This process should not singularly appear across the world every once in a while. By the time an Elemental starts budding the magic should have decreased and no longer smother the mortals to death with its excess. In fact, by the time most mortals are created, which is always a set number that does not change, magic should find itself nearly depleted.
Worlds need only very little magic to sustain themselves. A percentage beyond of what is needed usually creates a magic-dominant race, and vice-versa. Elementals support themselves with the magic contained in their body, and make for the most powerful magic catalyst in any single world except for those found in the Hall of Gates. Technological races may use the Elemental's magic for magitek machinery.
It may happen that Elementals do not just attack each other, but also attack intelligent creatures- the mortals. Many a plane has succumbed to their wrath. The best idea in this situation is complete and utter retreatment. Mortals have little to no chance of running a successful counter-offensive against Elementals. After they retreat, mortals should wait until the Elementals placate, but only very little have the intelligence to do just such a thing, and most perish trying to defend against their onslaught.
Only in the hopes of survival do the Rulers directly intervene and present aid to the mortals. They, and rightly so, are fearful of the Elementals, and they do not engage them when it means a Ruler, Guardian, or Ahti could lose their life in the process. However, if the mortals do flee from the Elementals, then the rulers are more than glad to provide food, temporary shelter, and minimal protection against smaller dangers. This all happens sublimely, though.
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Important Places + People
First, one has the constantly mentioned Hall of Gates. This is the palace so-to-speak that all worlds lead to. Rulers, Guardians, and some other people all reside in here, but may never leave at the same time. Time, here, does not move, and nobody ever ages. The drawback is that rulers never stop ruling over the people, and there is a slight chance of insanity with prolonged exposure in the Hall of Gates because of the unusual circumstances.
Every world is connected to the Hall of Gates. This happens, at the very latest, during the budding process of Elementals. Without a connection rulers cannot see into that Plane, and the transfer of souls would halt. Without a Gate into another world these spirits would fly around and forcefully inhabit other things- chaos ensues. Therefore, Gates may be a potentially unwanted device, but significant nevertheless, and any attempt to remove the connection is punishable by death.
Only a single Guardian is ever appointed to the Gates. Naturally, Guardians may become overwhelmed with the amount of souls trafficking in and out of a world, and they have therefore created a mechanism in which to regulate this trafficking. A single room was created with two Gates facing each other. A narrow, winding cobblestone path leads from one gate to another. Around this path is a lake of crystalline water with many fake magic stones lying around to provide a faint light.
The job of a Guardian, now, is to not regulate every single soul coming in. Most souls find their path instinctively, and the Guardian's job is to help those that become waylaid or refuse to leave. Their second task is the protection, and they are the people usually responsible for apprehending those that try to alter it in any way, shape, or form.
Guardians in themselves differ in no way from a mortal. The only change is the glow they receive during the travel through the Gates, and the magic-infusion by the rulers. One magic stone is shattered to provide the Guardians with powers beyond a mere mortal in an effort to help them control the Gates more effectively. Finally, Guardians are also the one usually appointed to retrieve the same magic shard used on them from an unfinished world. It also happens that Guardians are replaced very often.
Gates have a tendency to break down every once in a while. To re-establish connection the Rulers have to first travel close to the source of Magic, but only those born directly from Magic can accomplish this. In the early days the Rulers had no way of re-establishing the Gates between the worlds, and by the time they finally did bring it back most inhabitants had gone mad from the spirits.
Creatures made from Magic have no real name. They are only identified by their magical talents and white glow. However, some may not even exercise this magic if the magic level is too low in the given plane. Trying to train them back into the art of magic comes fairly easy though, and they have a natural awareness about the Ruler of Magic. It isn't sure how they're created, or even if they have a reason for creation, but the Rulers use their abilities to find the source of magic and track it back to the lost world.
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1.Any accidental interaction with a Gate shall be forgiven for that instance. If the subject repeats his accident, then it is deemed purposeful and must be punished.
Punishment: Immediate death of the individual and transfer to another plane.
2.Any malicious intent directed at the Chosen Rulers or the Gates will be sent to exile.
Punishment: Immediate death and transfer into an uninhabited plane.
3.All mortals are equal under the eyes of the Chosen Rulers except for those born from magic and Elementals. Ahtis have an immediate status of highest nobility while the Elementals share a wildlife status.
4.The hunting for Magic Shards shall not be done without explicit, written approval.
Punishment: Confiscation of the Shard and removal from the Hall of Gates.
5.The Chosen Rulers may never resign.
6.Guardians may never resign as well, and must, before taking the title of Guardian, complete an oath that binds their life to the Gates.
Punishment: Exile
7.Shards, Ahtis, or any information regarding the Hall of Gates shall not be given to mortals.
Punishment: Exile; Removal from the Hall of Gates
9.Suicide shall not be tolerated.
Punishment: Exile
8.Rulers are absconded from punishments. They are removed from the Hall of Gates and stripped of their powers instead. They are then transferred into a mixed World.
Suicide disturbs the flow of souls from one Plane of Existence to another because they were so suddenly jerked from their body. Instead of taking the immense time required to correct this problem, Guardians are told to send these souls into the Gates for questioning.
If the answers do not merit any reason to correct their mistake, then the guardian is allowed to send this soul into an uninhabited Plane for the rest of its existence. Guardians do not need approval for this action, but there are several exceptions to intentional murder. Wars, fights, and struggles are tolerated and not dealt in the same manner because these are a part of life. Therefore, they are free from punishment.
Rulers are all equal among themselves, but the rulers try to distinguish themselves by taking up an expertise. A Ruler with a certain expertise has a more important say in a debate on that field of knowledge. For example, a Ruler with an expertise on Agriculture would have very little say in a debate about a newly started war, but his speech on droughts would hold huge merits.
Rulers have established a council for these meetings, and all rulers have to attend these regularly. If anything is decreed from these councils, then it is active immediately. Mortals have no power to intervene in these decisions, nor do they have the right to argue about it. If they somehow know of the council, somehow, then a Ruler has the right to punish them without question and send them to another plane in an effort to erase their memory. Guardians may not do this without permission.
While the Rulers have established a supreme rule over the mortals, the amounts of evil they deal over it are equaled by their benign support movements. In effect, however, Rulers give only a slight presence over the mortals, and it does indeed happen that most of them never find out about their existence for multiple rebirths. Even then they are only shifted into another Plane and continue a new life. Rulers influence mortals considerably little with their power. Currently.
Rulers try to retain an equality of strength through all of the worlds. Any race that presents a dominantly more powerful structure against the power of the Rulers is subject to enervation. If t6his should happen, then the Rulers choose to close the Gate of that plane until enough time has passed and their population has severely weakened.
Several things happen while a Gate is closed on a world. The children have no souls, and their body is just as catatonic as the Elementals. They do not react, respond, or interact with anybody in any way, and only do enough to survive. The souls of the dead may inhabit the children, but there is a sharp difference in the number of souls and children most of the time. Therefore, it will be another case of rampaging souls, or children that cannot truly live. Eventually, this will lead to the extinction of the race, but the Rulers see to it that the Gate is re-opened again before this happens.
Other times Rulers see the need to help a losing side during a war. If a faction is marginally stronger than they would like, the Rulers will send technology, magical artifacts, or other supplies to the losing side in hopes of tipping the scales. Either way, the losses will result in a reduced civilization, and a lesser chance that somebody might find the Gate.
A ruler is specifically chosen to watch over Mixed Planes. This is their initiate training most of the time, but difficult planes can also have very experiences Rulers watching over it. Neophyte rulers must complete a trial stage where their wisdom and leadership is questioned and evaluated. As a suitable task they are given Mixed Planes to see how they manage. After a period of time deemed by the Elder Rulers they are then judged and either denied or accepted. Those that are denied are immediately killed so that their soul may forget everything in a new Plane of Existence. Out of respect this place is usually the plane they were watching over.
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Two planes have collided through time and space, and now try to occupy a tiny fracture of the material planes, but only the sheer dominance of will and mindpower can secure the reality of either world! Both races are now pitted against each other, and the rulers are powerless to stop it, let alone aid the people that need help!
Strange things are emerging from this crippled duality- Elementals shed their parts as the dominant forces of magic fluctuate as fast as one can see the changes! New half-sentient creatures now roam the earth as a potential threat to the mortal race that now is fighting in a bloody civil war for survival!
There is more at stake than apparent, but who will be able to end this madness before the threshold of insanity is crossed, and the planes dive into a surreal mound of cruelty and annihilation?
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Notes:
Plot Explanation and Narrowing it down:
Well, let me explain it a bit more then :D
I may not have clarified the dilemma properly here. The people have to use existentialism to keep their world alive. If one group of people overpowers another in thinking about their existence, then the other will die. If the two planes share an equal grip on each other for too long they will die. The planes will collapse because they cannot coexist.
Now we, the heroes, won't simply comprise a tiny portion of this 'battle'. I called it a civil war because that's how races usually solve problems between each other- war. We know the truth to winning, and the consequence for losing.
Since you've wanted a narrower goal than that I'll think about something. I think a victory, or loss, depends on the actions we choose to make. If the heroes successfully manipulated the Elementals then they could swiftly wipe out one of the planes without too much trouble.
Another way to achieve some sort of turning point in this bedlam would be the usurping of a power figure. We'd simply have to kill the few leaders in charge, or a dictator if the government has decayed into that already. From there the heroes could direct the 'sheep' as they see fit.
Kick-in-the-door style gameplay seems to tantalize everyone's interests, so we could simply have the heroes go kick ass in the civil war. If everybody else is fighting, then our heroes should too.
We could also have something more experimental and volatile. Pit you guys against each other. Someone is granted the boon of leadership and fights against another. Two leaders, and on the death of one the RP is over because the will of the people dies. If they lack morale they lack willpower, and with that they shall automatically perish. Heroes not granted the privilege of leadership would naturally try to end the life of said leader. We'd need probably 6 people or so I think. Two leaders, and two heroes on each side.
I would ask anybody to refrain from using the Rulers since they have direct control over the fate of the planes. They can seal the gates and spell out the pernicious 'DOOM' word for both planes, or they may use their uber-powers to create an imbalance which I feel would make for less fun for all of us. Guardians are fine since they cannot exact as much influence over events as the rulers can.
That being said, if we did use rulers, our heroes may choose to find them somehow and plead for assistance in the rejuvenation of stability and peace in the worlds. Trying to usurp their power might be... foolhardy, and I wouldn't recommend that tangential plot line.
Any of these ideas good? Would you work with any of these? Especially, do you have any ideas of your own that you feel have more grace and elegance in solving your own dilemma that you harbor?
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The Planes:
Valadia: Technology-based mix world with the dominant energy of lightning.
Stravia: Magic-based plane with the dominant energy of Water.
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Repost, rough first edit.
The Hall of Gates: Convergence
Foreword:
This is my fourth attempt. Three times has this been posted. Maybe more. I think I have posted this in Roleplay Gateway, Roleplayer.net, maybe RPF (Roleplay Forum Online or something.).
Anyway! I've let the one in roleplayer die because of upcoming exams, and then some more upcoming exams that all happened on the same day. It wasn't a fortunate time to have posted the RP, and I regret that.
I want to try here, and damn if I won't find a handful of people to join it! I said it on another forum- people compliment me on the setting and the plot, but most are more than hesitant to join it. I'm not one to readily accept compliments, so I do believe that either my writing needs work, the entire thing is too damn long, or nobody is interested in something outside of the mediocre.
One last thing- the plot. I have one here. I am very, very compromising. If somebody wants to alter the plot, or use a different one, then say it! I want this story, this world, to be successful for once in the many years that I have used it to create the magnificent imaginary world inside my daydreams.
So, cheers! Enjoy the reading :D
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http://i16.photobucket.com/albums/b9/SoulBeaver/HallOfGates.jpg
Magic, not a God, nor any other creator or some other possible source of creation, is responsible for every single living being and the soil it stands on. Magic, the raw essence of life, inhabits almost every single corner of the world- in the creatures it created.
Each world, or plane of existence, cannot co-exist with another in the same dimension.. The only means by which one can travel from one world to another is through a gateway called the Hall of Gates. Guardians are specifically chosen to protect these gates from intruders, and to keep a proper flow of souls through the planes. Furthermore, Guardians sworn to protect the gate may not, ever, unless specifically directed or in their own judgment, ever grant passage for any mortal. However, there is one exception to this rule.
On the time of death the soul of a mortal is stolen from its body and swiftly teleported into the Hall of Gates. From there, the guardian will direct the soul into a new plane of existence to start live anew. Once there, they will be reincarnated as a newborn child in a new world with new circumstances and different laws. That is the job of the Guardian, and that is how life continues in all worlds.
Magic has created a few key rulers. Of course, these rulers are all self-proclaimed, but only they reside within the Hall of Gates well outside the standard Time and Space continuum every mortal inhabits. They create the rules, the laws, and the punishments for all the aforementioned mortals. These rulers possess powers slightly greater than the average person, a reason for their self-proclaimed divinity, and all sport a white glow emanating from their bodies.
Very few people actually know about these rulers, and most that do debase them for obvious reasons. However, they are quickly dispatched by order of the rulers, and thus their identity remains fairly sub-standard.
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Worlds/Planes of Existence – This is what I call the places everybody lives in. Since there can be only one such place in any given dimension I also coin these places Planes of Existence. Each new plane exhibits a unique structure and race.
Hall of Gates – A place well outside the Time and Space continuum. This means that time does not continue in this world, but that everybody inhabiting it can observe the time in any World. The place has a limitless boundary, and new space can immediately be created. However, this process is difficult for even the strongest ruler, and thus the creation of space beyond of what is needed is strictly forbidden.
Guardian of the Gates – A title given by the rulers to those who protect the Gates souls travel through to reach other worlds. This position is second to only the ruler-status, and thus is very coveted by anybody who knows of the Gates. Guardians have to swear on their life to protect the gates, and will fight to the death doing so. Their punishment is, obviously, death if they fail to follow this oath.
Mortal – Any person or creature not within the Hall of Gates, or with the title of Ruler.
Elementals – A sentient being that lacks intelligence and the capacity to think in any way, shape, or form. They can only act spontaneously, and are the source of life for every intelligent being. They are, however, the most in tune with the prime magical element of the plane, and are consequently very powerful.[/b]
Rulers – Self-proclaimed creatures that have banded together when they have, almost simultaneously, found the Hall of Gates through a connection opened by the Elementals. Most stem from different planes of existence, and once they stepped through the portal their bodies became riddled with a dim white glow. They assumed that this was a testament to their divine right as rulers, and assumed positions over everyone else. They rule jointly as a council, but their rule is absolute, and they punish anyone for breaking these rules.
Most rules only affect the Gates, and the independent lives of any creature that does not associate itself with the gates is almost guaranteed safety from their punishment.
Ahti – These are the rarest of all species- the creatures born from Magic. They glow white as a testament to their intangible parent, and their magical abilities are the strongest of all races regardless of their inexperience. Ahti have a natural connection to the magic that made them be, and can trace even the tiniest iota of magic back to the source- to the home of the Ruler of Magic.
Ruler of Magic – Not strictly a ruler, nor an entity derived from anything. It is the force with the power of thought and sense. It can see everything its magic touches, and its knowledge is limited only to the scope of any mortal's understanding. The Ruler of Magic has no power to stop the flow, but it has the ability to direct it at a certain point. Only the mortal Rulers know of its existence, and they have used its assistance in the creation of new worlds, and the retrieval of lost ones.
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http://i16.photobucket.com/albums/b9/SoulBeaver/Setting.jpg
Every world has a set size and unique structure. Magic, in the creation of these worlds, does not create purposefully, but rather creates everything sporadically. The process of creation cannot be observed by anyone except for the Ruler of Magic and the Rulers in the Hall of Gates. Even they cannot actively venture into materializing worlds because the process is too destructive and deadly. Magic ruptures its own essence, and from raw magic comes inexplicable results.
However, magic does not always create. It may, in fact, venture into an older plane and greatly increase the level of Magic. Suddenly that plane becomes an extremely dangerous habitat for any person living in it, and without the help of the rulers they have no chance to escape a possible rupturing. If that happens, then everything currently inside the Plane of Existence becomes null and void. Everything dies, everything changes, and the process is started anew.
Rupturing Magic cannot always produce. Sometimes the amount just doesn't fit, and the Magic is left floating around in broken fragments. These fragments are the single highest source of contained Magic ever known, and the rulers venture periodically in these lethal danger-zones to acquire them. Many a ruler has perished thinking the Magic has settled down right before their insides exploded with uncontrollable force.
Whatever remains after it's violent sprout of creation becomes the new home for its inhabitants. However, the terrain must settle first. Most things still brim with magic just shortly after the creation, and the levels of magic are too high to support even the Elementals. The shards sought after by the rulers are completely drained of all energy trying to create the terrain.
After each new creation of a plane, dominant elements come into play. That is, to say that, Magic randomly injects the world with greater quantities of water, light, fire, earth, etc. These elements play against each other, and the dominant element is often far more powerful than others. Water, for example, could grow so powerful after the creation that Fire is impossible, or a world may forever be doused in bright Light.
Very few planes actually have significantly reduced elemental powers. Planes with reduced elements usually are completely desolate. Elementals cannot exist because there is no dominant element, and that usually means that magic is almost non-existent. Without any Elementals there are no budding pieces to become the intelligent race, and nothing ever develops from this plane. It remains a very bleak environment that may sometimes be used by rulers to place races whose homelands were destroyed, or the Elementals berserked. These Planes become the mixed Planes, places were many different races may meet and interact, and the only place were the knowledge of Rulers is understood.
Naturally, most planes have a very unique species, but some planes share similarities. Since an unlimited number of worlds can be created at any time the possibility of similar races can increase. In fact, it may even happen that two alike worlds share the same habitants- even though this is very rare for both the alike worlds and similar races. Furthermore, most mortals do not know the existence of other races, and the repercussions of having that knowledge may be fearful to behold.
A plane observes very specific stages in the creation of life. At first, shortly after the creation, there is nothing. Not a single speck of life. The Magic is simply too dominant, and cannot support life in this stage. However, the Magic becomes drained inside the inorganic material such as the earth. After enough Magic, or until a catalyst comes into play, accumulates inside of the material it becomes sentient. This is the process of how Elemental creatures start existing, and are also the oldest creatures in any plane regardless of the speed in which intelligent life is created.
Elementals are not intelligent, and they hardly classify as living. They have no real ability to think, and most Elementals simply shamble through the world. Their path has no direction, and no purpose, but they do have basic functions. They can interact with an object near them, if with no real sense of judgment, and sense danger. Both senses seem to overlap when they meet other Elementals.
Every so often some would clash for very little reason at all. Their attacks may seem unprovoked, but their battles leave even the rulers observing in awe. Elementals use raw, manipulated Magic in their attacks alongside their impressive physical abilities, and the combination of the two often leads to a swift change in the terrain. They always use only the plane's dominant element, and it often happens that hills, crevices, or craters form during the battle as a result of this Magic.
When, at any point, a damaged Elemental loses part of its body, then that body part will become a bud. Since Elementals descended from the accumulation of Magic, these buds require another heavy dose of concentrated of it to regrow the rest of the body parts. However, with such an influx of energy inside the body it may happen that it develops to more than just an Elemental- an intelligent creature- new mortal race for a given world.
During the creation of a mortal several things must happen. This process should not singularly appear across the world every once in a while. By the time an Elemental starts budding the magic should have decreased and no longer smother the mortals to death with its excess. In fact, by the time most mortals are created, which is always a set number that does not change, magic should find itself nearly depleted.
Worlds need only very little magic to sustain themselves. A percentage beyond of what is needed usually creates a magic-dominant race, and vice-versa. Elementals support themselves with the magic contained in their body, and make for the most powerful magic catalyst in any single world except for those found in the Hall of Gates. Technological races may use the Elemental's magic for magitek machinery.
It may happen that Elementals do not just attack each other, but also attack intelligent creatures- the mortals. Many a plane has succumbed to their wrath. The best idea in this situation is complete and utter retreatment. Mortals have little to no chance of running a successful counter-offensive against Elementals. After they retreat, mortals should wait until the Elementals placate, but only very little have the intelligence to do just such a thing, and most perish trying to defend against their onslaught.
Only in the hopes of survival do the Rulers directly intervene and present aid to the mortals. They, and rightly so, are fearful of the Elementals, and they do not engage them when it means a Ruler, Guardian, or Ahti could lose their life in the process. However, if the mortals do flee from the Elementals, then the rulers are more than glad to provide food, temporary shelter, and minimal protection against smaller dangers. This all happens sublimely, though.
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Important Places + People
First, one has the constantly mentioned Hall of Gates. This is the palace so-to-speak that all worlds lead to. Rulers, Guardians, and some other people all reside in here, but may never leave at the same time. Time, here, does not move, and nobody ever ages. The drawback is that rulers never stop ruling over the people, and there is a slight chance of insanity with prolonged exposure in the Hall of Gates because of the unusual circumstances.
Every world is connected to the Hall of Gates. This happens, at the very latest, during the budding process of Elementals. Without a connection rulers cannot see into that Plane, and the transfer of souls would halt. Without a Gate into another world these spirits would fly around and forcefully inhabit other things- chaos ensues. Therefore, Gates may be a potentially unwanted device, but significant nevertheless, and any attempt to remove the connection is punishable by death.
Only a single Guardian is ever appointed to the Gates. Naturally, Guardians may become overwhelmed with the amount of souls trafficking in and out of a world, and they have therefore created a mechanism in which to regulate this trafficking. A single room was created with two Gates facing each other. A narrow, winding cobblestone path leads from one gate to another. Around this path is a lake of crystalline water with many fake magic stones lying around to provide a faint light.
The job of a Guardian, now, is to not regulate every single soul coming in. Most souls find their path instinctively, and the Guardian's job is to help those that become waylaid or refuse to leave. Their second task is the protection, and they are the people usually responsible for apprehending those that try to alter it in any way, shape, or form.
Guardians in themselves differ in no way from a mortal. The only change is the glow they receive during the travel through the Gates, and the magic-infusion by the rulers. One magic stone is shattered to provide the Guardians with powers beyond a mere mortal in an effort to help them control the Gates more effectively. Finally, Guardians are also the one usually appointed to retrieve the same magic shard used on them from an unfinished world. It also happens that Guardians are replaced very often.
Gates have a tendency to break down every once in a while. To re-establish connection the Rulers have to first travel close to the source of Magic, but only those born directly from Magic can accomplish this. In the early days the Rulers had no way of re-establishing the Gates between the worlds, and by the time they finally did bring it back most inhabitants had gone mad from the spirits.
Creatures made from Magic have no real name. They are only identified by their magical talents and white glow. However, some may not even exercise this magic if the magic level is too low in the given plane. Trying to train them back into the art of magic comes fairly easy though, and they have a natural awareness about the Ruler of Magic. It isn't sure how they're created, or even if they have a reason for creation, but the Rulers use their abilities to find the source of magic and track it back to the lost world.
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1.Any accidental interaction with a Gate shall be forgiven for that instance. If the subject repeats his accident, then it is deemed purposeful and must be punished.
Punishment: Immediate death of the individual and transfer to another plane.
2.Any malicious intent directed at the Chosen Rulers or the Gates will be sent to exile.
Punishment: Immediate death and transfer into an uninhabited plane.
3.All mortals are equal under the eyes of the Chosen Rulers except for those born from magic and Elementals. Ahtis have an immediate status of highest nobility while the Elementals share a wildlife status.
4.The hunting for Magic Shards shall not be done without explicit, written approval.
Punishment: Confiscation of the Shard and removal from the Hall of Gates.
5.The Chosen Rulers may never resign.
6.Guardians may never resign as well, and must, before taking the title of Guardian, complete an oath that binds their life to the Gates.
Punishment: Exile
7.Shards, Ahtis, or any information regarding the Hall of Gates shall not be given to mortals.
Punishment: Exile; Removal from the Hall of Gates
9.Suicide shall not be tolerated.
Punishment: Exile
8.Rulers are absconded from punishments. They are removed from the Hall of Gates and stripped of their powers instead. They are then transferred into a mixed World.
Suicide disturbs the flow of souls from one Plane of Existence to another because they were so suddenly jerked from their body. Instead of taking the immense time required to correct this problem, Guardians are told to send these souls into the Gates for questioning.
If the answers do not merit any reason to correct their mistake, then the guardian is allowed to send this soul into an uninhabited Plane for the rest of its existence. Guardians do not need approval for this action, but there are several exceptions to intentional murder. Wars, fights, and struggles are tolerated and not dealt in the same manner because these are a part of life. Therefore, they are free from punishment.
Rulers are all equal among themselves, but the rulers try to distinguish themselves by taking up an expertise. A Ruler with a certain expertise has a more important say in a debate on that field of knowledge. For example, a Ruler with an expertise on Agriculture would have very little say in a debate about a newly started war, but his speech on droughts would hold huge merits.
Rulers have established a council for these meetings, and all rulers have to attend these regularly. If anything is decreed from these councils, then it is active immediately. Mortals have no power to intervene in these decisions, nor do they have the right to argue about it. If they somehow know of the council, somehow, then a Ruler has the right to punish them without question and send them to another plane in an effort to erase their memory. Guardians may not do this without permission.
While the Rulers have established a supreme rule over the mortals, the amounts of evil they deal over it are equaled by their benign support movements. In effect, however, Rulers give only a slight presence over the mortals, and it does indeed happen that most of them never find out about their existence for multiple rebirths. Even then they are only shifted into another Plane and continue a new life. Rulers influence mortals considerably little with their power. Currently.
Rulers try to retain an equality of strength through all of the worlds. Any race that presents a dominantly more powerful structure against the power of the Rulers is subject to enervation. If t6his should happen, then the Rulers choose to close the Gate of that plane until enough time has passed and their population has severely weakened.
Several things happen while a Gate is closed on a world. The children have no souls, and their body is just as catatonic as the Elementals. They do not react, respond, or interact with anybody in any way, and only do enough to survive. The souls of the dead may inhabit the children, but there is a sharp difference in the number of souls and children most of the time. Therefore, it will be another case of rampaging souls, or children that cannot truly live. Eventually, this will lead to the extinction of the race, but the Rulers see to it that the Gate is re-opened again before this happens.
Other times Rulers see the need to help a losing side during a war. If a faction is marginally stronger than they would like, the Rulers will send technology, magical artifacts, or other supplies to the losing side in hopes of tipping the scales. Either way, the losses will result in a reduced civilization, and a lesser chance that somebody might find the Gate.
A ruler is specifically chosen to watch over Mixed Planes. This is their initiate training most of the time, but difficult planes can also have very experiences Rulers watching over it. Neophyte rulers must complete a trial stage where their wisdom and leadership is questioned and evaluated. As a suitable task they are given Mixed Planes to see how they manage. After a period of time deemed by the Elder Rulers they are then judged and either denied or accepted. Those that are denied are immediately killed so that their soul may forget everything in a new Plane of Existence. Out of respect this place is usually the plane they were watching over.
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http://i16.photobucket.com/albums/b9/SoulBeaver/PlotIdeascopy.jpg
Two planes have collided through time and space, and now try to occupy a tiny fracture of the material planes, but only the sheer dominance of will and mindpower can secure the reality of either world! Both races are now pitted against each other, and the rulers are powerless to stop it, let alone aid the people that need help!
Strange things are emerging from this crippled duality- Elementals shed their parts as the dominant forces of magic fluctuate as fast as one can see the changes! New half-sentient creatures now roam the earth as a potential threat to the mortal race that now is fighting in a bloody civil war for survival!
There is more at stake than apparent, but who will be able to end this madness before the threshold of insanity is crossed, and the planes dive into a surreal mound of cruelty and annihilation?
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Notes:
Plot Explanation and Narrowing it down:
Well, let me explain it a bit more then :D
I may not have clarified the dilemma properly here. The people have to use existentialism to keep their world alive. If one group of people overpowers another in thinking about their existence, then the other will die. If the two planes share an equal grip on each other for too long they will die. The planes will collapse because they cannot coexist.
Now we, the heroes, won't simply comprise a tiny portion of this 'battle'. I called it a civil war because that's how races usually solve problems between each other- war. We know the truth to winning, and the consequence for losing.
Since you've wanted a narrower goal than that I'll think about something. I think a victory, or loss, depends on the actions we choose to make. If the heroes successfully manipulated the Elementals then they could swiftly wipe out one of the planes without too much trouble.
Another way to achieve some sort of turning point in this bedlam would be the usurping of a power figure. We'd simply have to kill the few leaders in charge, or a dictator if the government has decayed into that already. From there the heroes could direct the 'sheep' as they see fit.
Kick-in-the-door style gameplay seems to tantalize everyone's interests, so we could simply have the heroes go kick ass in the civil war. If everybody else is fighting, then our heroes should too.
We could also have something more experimental and volatile. Pit you guys against each other. Someone is granted the boon of leadership and fights against another. Two leaders, and on the death of one the RP is over because the will of the people dies. If they lack morale they lack willpower, and with that they shall automatically perish. Heroes not granted the privilege of leadership would naturally try to end the life of said leader. We'd need probably 6 people or so I think. Two leaders, and two heroes on each side.
I would ask anybody to refrain from using the Rulers since they have direct control over the fate of the planes. They can seal the gates and spell out the pernicious 'DOOM' word for both planes, or they may use their uber-powers to create an imbalance which I feel would make for less fun for all of us. Guardians are fine since they cannot exact as much influence over events as the rulers can.
That being said, if we did use rulers, our heroes may choose to find them somehow and plead for assistance in the rejuvenation of stability and peace in the worlds. Trying to usurp their power might be... foolhardy, and I wouldn't recommend that tangential plot line.
Any of these ideas good? Would you work with any of these? Especially, do you have any ideas of your own that you feel have more grace and elegance in solving your own dilemma that you harbor?
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The Planes:
Valadia: Technology-based mix world with the dominant energy of lightning.
Stravia: Magic-based plane with the dominant energy of Water.