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Chapter II -- The Dead Ones
You're in a pleasant grassy plain, a slight breeze brushes across your body as the grass twists and bends in the softly moving wind. Above you, the blue sky is illumined by a small pinprick of light glowing brightly, pulsing as the faint heat crisply washes over your body.
The serene moment is interrupted by a quick shout from a girl.
"Oi! Cricket, we've got newbies! Rabbit, give me a hand with this sod."
A young looking boy wearing a waist length navy blue poncho with a silver trim and a painter's cap of an identical shade of blue, a pair of well-worn motorist's goggles strapped tightly above the cap's brim.
The boy's face was one of a weathered veteran, one who's clearly seen combat, the unmistakable gaze of his scarlet eyes piercing into your own. A scar streaked from the right of his lip up a decent centimeter, the slight reddened scab creating a stark contrast with the near ghostly white skin that covered the rest of his face.
Smiling gently, he raised his left hand, which had a blue marking, a four pointed star, with a set of points extending out of the vertices of the other four primary points. Each point was shaded, and it was almost like a compass marking on a map. "Though technically I'm an Associate. Name's Rabbit. You'll get your own eventually."
A pair of hands, presumably Rabbit's, slid into your armpits, and another set clasped around your ankles. Together, the two lift you off the ground, and gently set you on an old wooden cart.
On the cart, you see others lying in the field, and figures dressed similarly to Rabbit lifting them into several other carts. You turn your head, and raise your left hand to your face. On the back of the hand, is the same mark that Rabbit had.
You look to your right, and see Rabbit sitting next to you on the right, and a girl wearing the obvious uniform on the left.
"Welcome to Wonderland." He says tiredly as you drift off into a dreamless sleep.
Introduction & Welcome --
Alright, now that the flavor text is out of the way, I'd like to welcome you to my third RP, unless you count the reboot of The Last Seed Ship as mine, in which case this is number four. In any case, welcome to my newest RP, The Compass Association.
Generic Lore --
Firstly, Alice and everyone in Wonderland is dead. They all died some horrid way. Most can't remember their actual names due to this, so they end up getting names based on their appearance similar to how Rabbit has identical coloration to a rabbit; or based on their Inheritance.
Four races exist in Wonderland, the Terrans, which are generic humans and are the most populous race. The Sylvans are basically elves and associated variations. The Halflings are hobbits, dwarves, and gnomes. The Prumms are almost like Terrans, with the exception that most have tails and animal ears of varying creatures.
The Cheshire Cat is in reality, two identical twin Prumms. One is named Cheshire, the other is named Cat. They are both male, and have dyed their hair red (Cheshire) and blue (Cat.) The Mad Hatter is also a set of different people. Also a sibling set, Madison and Hatter. Hatter is a guy, and Madison (Called 'Mad') is a girl, obviously.
An Inheritance is a unique power that only a single person holds, they also have to be an Associate for it to manifest itself. To give an example, Feathers, a character which will be introduced later on, has the ability to teleport, but it appears that she disintegrates into jet black feathers, only to reform somewhere else.
Next, there are five major factions in Wonderland, the Duchy of Spades, the Kingdom of Diamonds, the Barony of Hearts, the County of Clubs, finally, the last power in Wonderland is the Compass Association, led by Alice, who has mysteriously disappeared. The name of the non-Associate powers are called the 'Card Powers.'
Before I go into what the Association is, I'd have to explain the caste system of the varying kingdoms, counties, baronies, and duchies. By now, you've likely noticed the similarities to a deck of playing cards. It's about to get more similar. Surprise. Each of the non-compass powers is divided into a caste system, each caste is referred to as a 'Card.' In each of the powers, being an ace is the worst off card. A jack is a minor noble, maybe an uncle or cousin, while the faction is ruled by the king and queen. The cards are strictly divided, and are not permitted to intermarry.
Now we can finally talk about the Compass Association. In every deck of cards, there's the jokers. A card which beats every other card. Naturally, in the caste system described above, they would be outcasts, exiles. So, the Association is the collective force of these exiles. Only there's one issue. All the powers are afraid of the Associates, or Compasmen, as they are called, as they could be toppled by them. After a lengthy war, the powers agreed to a treaty with the Association. In exchange for peace, the Associates would exile themselves from the face of Wonderland, living isolated in the massive fort known as the Enclave.
That was nearly fifty years ago. (One doesn't age in Wonderland, apparently.) Old wounds within the Card powers have healed, and the Association is little more than a old folktale. The powers are now perpetually at war with one another, and the Associates wait; operating outside of the Enclave's colossal walls in secret. Finding more Associates, more soldiers to strike back at those who exiled them.
You are one of those soldiers.
The Association has a pretty basic ranking system, with only a few ranks in the highly informal military portion of the Association. Once you've been indoctrinated into the Compasman troops, you are what is colloquially known as a 'Newbie' and are essentially a PFC, your main goal being to grow under a Journeyman. Journeymen are the regulars of the Association, and are equivalent to a corporal. Next in the totem pole is the Sergeant, who are responsible for a small four or five man team. Next step is the Captain, which is responsible for a few teams, then the Colonel is responsible for several Captains. Finally, there's the Chief. They are grand/supreme/adjectives commander of the military force. They answer directly to Alice/Cheshire & Cat.
Next up is the equipment you can use. Think like the late Renaissance, muskets and such exist, though they are quite primitive and as such, melee is a valid option. As such, swords, spears, flails, maces, axes, crossbows, longbows, and such are very popular, though having several flintlock pistols is always a valid option. Think like Attack on Titan, but add in primitive steam tech.
Finally, most people in Wonderland recall how they died, with the exception of those with trauma to the head. However, it's not a full memory. The Cardspeople and the Compasmen recall it similarly to how you watch a film: You hear the sounds, you see the sights, but you don't read there minds. So you see your death through your own eyes, hear everything that was going on, but you don't know your name unless someone called to you as you died. E.g. Alice remembered her name when she died because Benjamin called out to her as she fell to her death in the real world. Though Rabbit doesn't know his name because no one said it when he died.
Notable Enclave Locations --
- Clank's Weapons and Armour
A simple shop run by a cordial gruff Associate by the name of Clank. The shop itself is responsible for producing most of the Association's kit, and they are all high quality. The Association always needs more armored ponchos, and Clank and Co. are happy to oblige. Provided you have the silver, that is. The musty shop is kept alive by the constant working of the Associates in the huge smithy out back, and the scent of sulfur and steam is a near constant aroma around the shop. Clank himself is an older looking Halfling with a large ginger beard, and an iron stomach.
- Boiler & Turbine Tavern
A quaint old tavern located near the old shipyards, where most of the steam technology is used. The place itself is twenty-four seven, with a large staff of well-trained waiters overseen by the omniscient Madison, while her brother Hatter works in the kitchen, producing the surprisingly good food the B&T is famous for. It's a particular favorite of Rabbit's, so if he's not a t Clanks, at the Field, or on assignment. He's here.
- The Field of the New
All Associates start here. Everyone is 'dropped' into Wonderland, and they are quickly recovered, and hopefully they join up. After all, it'd be a shame if some Cardsperson ended you, wouldn't it? It's a nice grassy plain, with a decent breeze.
- The Square of the Exiles
The center of Enclave, the Square is where the Newbies are sent after joining up. The square itself is made of brick, and has a painted compass rose. It's blue, of course. It's also where you find out you're Inheritance. Which, depending what it is, is either a good thing, or a bad omen. Your choice. Honest.
- The Shipyards
Well. It's pretty much what it sounds like. The place for construction of service vessels. It never sleeps, and the place is a great fishing hole. Other than that, not much to it. It's salty.
- The Office
The Association's HQ in Enclave. It's a five story brick building, with windows all the way up. The first floor is administration, the second the armory, the third is briefing, the fourth is the map room. The fifth was the personal office of Alice, now it's just Cat and Cheshire's domain. Ypu can get up using the elevator. No muzak though. Sorry.
- Graveyard Cliff
Located above the shipyards, a very steep, sheer cliff face is home to the graveyard. While there are no stones, as each Associate gets a unique weapon made by Clank, the field is filled with a multitude of weapons, swords, rapiers, muskets, pistols, hammers, knuckledusters. Here, you can get an excellent view of the sunset.
The Fallen --
Alice - Leader of the Association, was shot on a raid with Rabbit, Cricket, and Feathers. She used a greatsword, and was the first Associate to die after the War of Exile.
Cricket - Sergeant, friend, and idol to all. He will be missed. Died sacrificing himself for a fellow Associate. The second Associate to die after the War.
Rabbit - Feathers' red-eyed twin, all around good guy. He loved a good scuffle, and a good bite to eat. Though, then again, doesn't everyone..? The third Associate to die after the War. He used sixteen revolvers, and a bigass gatling gun, for when shit gets real.
Application Stuffs --
- Code: Select all
(Delete Everything in Parenthesis)
[b]Name: (Wonderland Alias/Real Name)[/b]
[b]Race: (Terran, Sylvan, Halfling, or Prumm)[/b]
[b]Gender:[/b] (What they identify as)
[b]Sex:[/b] (What they biologically are)
[b]Rank: (Newbie or Journeyman)[/b]
[b]Inheritance:[/b]
[b]Appearance (Pics Please):[/b]
[align=center][img]IMAGE GOES HERE[/img][/align]
[b]Weapon(s):[/b]
[b]Relationships With the Other Associates:[/b]
[b]Personality:[/b]
[b]Short Summary of Their Time in Wonderland:[/b]
[b]Method of Death:[/b]
Previous Chapters --
Chapter I -- Gone Sour