The World as we Know It
The thing about the end of the world is you expect it to be well... the end. The story's over, everyone packs up and goes from whence they came, that sort of thing. When the world really ended though it ended slow, it ended bloody, and it ended dark. But life went on, it wasn't the end but instead a bleak new chapter in what was honestly an already pretty dark bloody book. The reality is, the world didn't end, only the world as we knew it, and the dawn of this new world came with one very prominent change, we aren't at the top of the food chain anymore.
When those things found out how to cross into our world they started dragging people back across the rift into the shadow realm, we didn't really know what was happening until they got bolder and started attacking us in broad daylight. That's when we found out what was truly happening, the creatures seemed to have one reason and one reason only for crossing over the rift, to consume.
As our numbers dwindled theirs seemed to stay constant no matter how many of the slimy little fucks we killed. Soon enough two things were becoming quite obvious, an offensive was a suicide mission and the more everyone huddled together the harder it was for the smaller, more mindless creatures to just drag people off into a slightly dim corner. These concepts led to the rise of Elysium. Herd enough mice behind a high wall and a deep trench and tell them that the outside world literally wants to eat them and you find yourself with a very large very obedient populace just begging to elect a fascist overlord to rule over them and that's exactly what happened.
The Overlords is a council of the most 'fit' members of the Elysian society, run by the Grand Overlord who has the final say on all issues. It used to be that the Grand Overlord was elected by the Council of Overlords but ever since Alexander Finch and his giant hard on for monarchy the position hasn't left the Finch family since and the name has become synonymous with power.
The Magicians Curse
Not a whole lot is known about exactly what caused the apocalypse but everyone immediately blamed the mages. I mean who else would you blame when your scared other than the guy who could light you on fire if he happened to get bored.
Since the beginning of time people have been trying to discourage, suppress, and eliminate magic but just like weed, porn, and being gay it persevered. However, there was quite a lot to persevere through, after the shadow creatures broke out mobs formed to lynch and beat known mages. The most common practice is the often not very surgical removal of the hands of the mage, as without them casting spells is impossible.
Being a magic user can't be illegal because everyone is capable of using it but what can be and definitely is illegal is the sell and trade of magical texts and the use of spells within the walls of Elysium. These rules are strict and anyone caught disobeying them finds themselves in chains quickly, this is why the Circle was born.
The Circle is a group of mages supported by an anonymous part of the royalty that keeps mages safe and moves texts and instructions for spells to their members. It's said that the Circle has the guards so thoroughly bribed all you need to do is prove you're a member to get out of a bad situation with the authorities.
Welcome to the Hierarchy
Life in Elysium
When everything went to shit the Elysian's acted fast. The military was right next door and the majority of the citizens were armed. In a massive project started by the first Overlord, the army dug a massive trench along the circumference of the city that remains lit with lanterns and spotlights all night. The Elysian Army mans every last inch of that trench all day and all night to prevent the creatures from getting anywhere near the walls where the Royal Watch waits, swords and rifles ready to eliminate anything that gets to the gates.
These defensive measures make life inside the walls of Elysium very different from life in the rest of the wasteland. Society almost seems normal. They have electricity, schools, they even have a little trolley train for transport because the government forcibly buys all of the gasoline they can get their hands on. Many make their livings by walking the wasteland in search of cars whose tanks haven't been cut or siphoned.
This does, however, come at a cost. Every citizen of Elysium, under the mandate of the Overlords, must serve in the Elysian Army from the age of 15-20. You are expected to follow the Overlords word, blindly. You are expected to support the Overlords causes, wholeheartedly. You are expected to be the citizen the Overlords expect you to be, or else. Anyone who doesn't comply is corrected, anyone who runs is hunted down.
Life in Vecors
A great deal of the city of Vecors still remains in ruins after being relentlessly barraged by Elysian artillery and bombers. Those who don't have an intact shelter to live in make due amongst the rubble and in the sewers, as do the shadow creatures. Not all shadow creatures are very bright that's for sure, but there are some smart enough to sneak into the city, and some smarter still to the point of building a nest to hunt from instead of taking their seat at the buffet before getting shot. Get just one and you can wind up living right over top of a swarm without even knowing it. The entrances are secured by fences and concrete traffic barriers, the people board up their doors and windows and light candles at night, the streets are patrolled by the occupying Elysian military under the protection of the streetlights to keep the city parasite free.
Vecors is run by Governor Edward Smith, who was born and raised in the city. This was a strategic decision made by The Overlords to trick the citizens of Vecors into thinking they were ruling themselves but only the truly naive fell for it. Edward Smith is a very popular figure in Vecors art, he is always depicted as a traitor, an ass kisser, and a fool. Illegal newspapers print comics of him and effigies bearing his resemblance are often burned in protest.
This obviously didn't go unnoticed, in the protection of their investment The Overlords granted Governor Smith his own personal SAAD unit which has earned the nickname "The Sanitation Department" for cleaning up "The City of Sewers". Most who live openly against the governor live in secrecy under the city streets in the sewers where the SAAD will occasionally gas them out like exterminators do to rats.
Vecors is a small port town that connects to the bay, down the road from the rocky cliffs of Elysium. This makes Vecors the Elysian's closest route to the ocean, and thus Vecors was a target that needed to be controlled. While the water is considered much too dangerous due to the creatures ability to climb right out of the ocean and up the side of a boat. The Elysian's do however keep a mini armada of armed boats to fight the pirates that own the waters. It's one of the few places you can go to escape the Overlords wrath because they hope the ocean will just kill you instead, and you're going to need to come back to shore eventually.
Life in The Villages
Everything in the known wasteland outside of Elysium and Vecors is considered the villages. It's compromised of a variety of worn down, mostly desolate suburbs,
farmland, and forests. Scavengers, farmers, and people hiding from something settle there because they have a death wish. However, in the case of farms, they are necessary for the survival of Elysium. Farmhouses look like ragtag medieval fortresses and lanterns along the perimeter fence allows for warning of any incoming creatures. A select few farms are nothing more than prisons because free labor, why not. The fields of the villages are known to often have liberated pets, livestock, and horses running free.
The Shadow Realm
The Shadow Realm, to our limited knowledge, is a realm of complete and utter darkness. A realm with no sun, a realm with no stars. The creatures that dwell there are all carnivores who have no qualms with eating their own kind when hunger strikes. Their only sense of hierarchy is rooted in fear of the monster one size bigger. If a powerful enough shadow creature is around the smaller dumber creatures in the area may seem to become more intelligent, orderly, and strategic in combat.
Shadow creatures as a whole seem to have a strong dislike for the sun. The heat burns their skin and the light blinds and disorients them, this makes the wasteland somewhat safe during the day as the creatures crawl back into the caves and rubble they call home. The sun also makes them visible even when they are in 'shadow mode'. While in shadow mode they will only appear as a shadow on the ground or the wall or the ceiling right over your head and then the moment they strike they rematerialize and feast on their target. This makes darkness incredibly dangerous as the creatures could remain in shadow mode right next to you for as long as they'd like without you even knowing they are there.
Character Creation
Attributes - The number of attribute points your character has is equal to their age, MAX ATTRIBUTE POINTS IS 60, you're character can be older than 60 but they will gain no attribute points past 60.
Strength: Every point of strength gives you a coercion skill point and increases unarmed damage
Agility: Every point of agility gives you a mobility skill point and affects your ability to dodge incoming damage
Charisma: Every point of charisma gives you a wit skill point and increases your ability to lie and seduce
Intelligence: Every point of intelligence gives you a skill point to place wherever you please (can be used to upgrade spells, not to buy them) and affects overall background knowledge of the world
Mana: Every point of mana allows you to buy or upgrade a spell and affects how rapidly you can use your spells
Remember that when making attempts in the IC attributes will be checked too, you could easily not use a point of intelligence or you could use only intelligence points and create a character with the same exact skills, however one would be a genius that couldn't seduce his own hand and trips over nothing and the other would be a physically well-rounded ignoramus. If you have high intimidation but low strength, for example, it would be unwise to attempt at intimidating someone with physical violence unless you're packing heat.
Skills - Can be upgraded up to tier III.
Wit: Keep them hanging on every last word.
Mental State: On the battlefield it's important to stay calm and collected. Wards off fear, depression, and stress.
Wellness: A wellness point a day will help you when the doctor is away. Wards off disease and infection.
Luck: The ability to make uninformed good decisions.
Engineering: Whether you're building it up or tearing it down, no wall (or engine) stands in your way.
Diplomacy: Sometimes the correct choice of words is the only key to your goals.
Leadership: A leader must be charismatic, impassioned, strategic, and decisive.
First Aid: Everyone takes an arrow to the heel or knee every now and then, first aid is essential.
Surgery: The gift to bring people back from the very brink of death.
Perception: No matter how dangerous you are, it won't matter when the enemy sneaks up on you.
Performance: Affects your ability to give grand speeches and killer guitar solos.
Coercion: Yell loudly and carry a big stick.
Intimidation: Like diplomacy but more fun
Melee: The art of beating or slashing your opponents to death up close and personal.
Archery: Some would consider the archer a dying breed, none would say this to your face.
Pistols: Don't knock the pistol, sometimes you just can't walk your rifle inconspicuously through a crowd.
Shotguns: Good in trenches, not in hostage situations.
Rifles: Old faithful, there's nothing more dangerous than a trained soldier with his rifle.
Machine Guns: The technology is bulky, rugged, and primitive but once you set up you're a deciding factor on the field.
Explosives: Percussive persuasion comes in the form of fire, grenades, time bombs, car bombs, artillery, you name it.
Weapon Making: Everything is a weapon if you're creative enough.
Trap Making: Sometimes it's best to let the trash take itself out.
Mobility: Keep your options open in the case of overwhelming enemy forces.
Athletics: Running, swimming, jogging, sprinting, biking, boarding, scootering, hiking, you name it.
Acrobatics: Like athletics but fancier
Stealth: Be sneaky beaky like a ninja.
Survival: Life on the road is tough. Knowing how to collect water, hunt, eat bugs, and harvest safe plants is imperative.
Tracking: Everything leaves a trail.
Riding: A very common and practical form of transport, just don't charge any machine guns in battle.
Driving: If only Bugatti made cars here.
Sailing: You must be a madman to sail these waters.
Aviation: Why go through or around when over is an option.
Path-finding: Where you are, where you're going, and how to get there shouldn't be a mystery to you.
Spells - Can be upgraded to tier III.
Elemental - Elemental magic derives its power from energy taken straight from the earth
Novice Spells
Short Circuit: Zap electricity into a human or electrical device until they no longer function (touch, hold for effect)
Wind Gust: Shoots a heavy gust of wind capable of knocking down several enemies in close proximity. (ranged)
Ice Weapon: At any time you can summon a melee weapon made from solid ice. (summoning)
Journeyman Spells - (Must already have 2 novice elemental spells)
Rock Wall: Summons a stone wall in front of you. (summoning)
Fireball: Cast and hurl fireballs at enemies. (ranged)
Hover: Using little gusts of wind under your feet and hands slow or clumsy hovering is possible. (self-effect, hold for effect)
Master Spells - (Must already have all 3 journeyman elemental spells, only allowed 2 total)
Gills: Morph gills onto your own neck. (self-affect)
Jack Frost: The next person you touch freezes in solid ice. They only die if you break the ice. (touch)
The Power of the Sun: Basically cut a whole in the ozone over the battlefield firing blinding and burning hot rays down onto a specified area. (field effect)
Life - Life magic derives its power from the energy given off by living beings
Novice Spells
Health transfer: Select a target to gradually feed health and mana into from your own power. (ranged, hold for effect)
Health leech: Select a target to steal health and mana from. (ranged, hold for effect)
Mind Blast: Use your mind to produce a shock wave sending any enemies around you to the ground. (blast, self-affect)
Journeyman Spells: (Must already have 2 novice life spells)
Healing: The ability to heal without sacrificing your own health. Not for use on characters that need surgery. (touch, hold for effect)
Novice Spell Immunity: Every level of spell immunity allows you to absorb 25% of an incoming novice spells affects up to 75%. (self-affect, constant)
Telekinesis: The ability to move and throw small objects with your mind. (ranged, hold for effect)
Master Spells: (Must already have all 3 journeyman life spells, only allowed two total)
Journeyman Spell Immunity: Every level of spell immunity allows you to absorb 25% of an incoming journeyman spells affects up to 75%. (self-affect, constant)
Life Support: You use your own life power to keep a near death character alive long enough to be treated. While using the spell your character is rendered unconscious. (Self-effect, hold for affect, touch)
Merge Minds: Allows you to merge minds with one character. Any enemies they see, any suspicion they feel, any movement they are thinking of making, anytime they are about to reload is projected to you half a second after happening. You become the perfect team. (Self-affect)
Death - Death magic derives its power from the energy given off by pain of death
Novice Spells
Denial: Makes enemies who have seen you question their own judgement on whether you were there or not. (ranged)
Anger: Causes a character to frenzy and start attacking anything close to it, just get away fast. (touch)
Depression: Causes a character to become uncontrollably sad to the point of being stunned on the ground. (touch)
Journeyman Spells - (Must already have 2 novice death spells)
Bargaining: Increase your diplomacy and intimidation skills for an attempt. (touch, hold for effect)
Lust: Everything you say becomes... tantalizing.(touch, hold for affect)
Famine: Causes a character to become frail and hungry. (touch, hold for effect)
Master spells - (Must already have all 3 journeyman death spells, only allowed two total)
War: Similar to anger except capable of being placed on a large group. Makes everyone hallucinate that they are on a battlefield and everyone around them are enemy soldiers. (ranged)
Pestilence: Gives a character, water source, buffet. etc. the black plague which they can then spread. (touch, be responsible)
Death: Increases the blood temperature of a character until it melts their body. (ranged, hold for effect)
Shadow - Shadow magic derives its power from the shadow realm, why would you want that
Novice Spells
Hide in Plain Sight: Steal the shadow creatures signature move and hide in your own shadow. Shadow is still visible to others if not in the dark. (self-effect, hold for effect)
Illuminate: Your body starts to glow allowing you to light the way and keep safe from shadow creatures. (self-effect, hold for effect)
Blind: Temporarily blinds a target. (ranged)
Journeyman Spells - (Must already have 2 novice shadow spells)
Whispers: Allows you to hear the faint whispering of shadow creatures talking, can be used to detect creatures before they get too close. (self-affect, hold for effect)
Shadow Shield: Cast a bubble shield around the user that deflects all projectiles. Shield can not be seen through, it will move with you as walk, and others can enter. (summoning, hold for effect)
Shadow Spikes: Causes short, thin metal spikes to shoot out of the ground in a specified area. (field effect)
Master Spells - (Must already have all 3 journeyman shadow spells, only allowed two total)
One With the Shadows: Shadow creatures will not attack you unless you attack them first or you are in a group they are attacking. Even then they seem less interested in you. (self-affect, constant)
Shadow Poisoning: Inflicting an enemy with shadow poisoning will make them appear to get the plague but instead of dying their mind will empty leaving a husk of a person to do your bidding and perform basic functions to survive, must bite or scratch the enemy for effect. (touch)
Shadow Poisoning Immunity: No matter a bite or a scratch you simply don't have time on your calendar for shadow poisoning. (self-affect, constant)
Character example
































Should only be a day or two till I finish those bios and then the map and shit I'll finish a bit later.