Dogs Eat Dogs: A New Era [OOC and Lore Log]

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newnostalgia
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Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by newnostalgia » Tue Jul 28, 2020 3:56 am

This'll be the out-of-character topic for the Dogs Eat Dogs rp (I'm gonna just call it DED-- y'all'll know what I mean). As more lore is established, I'll build up the repertoire. Anyway, yeah, that's what the spoilers at the bottom of this post are (as you can probably tell, I love the spoilers function, oop).

This is just a place to chat about random stuff. You can ask questions if ya want to, or discuss possible bits of lore you think'd be cool if added/changed/tweaked. I'm sure we'll add to the lore as the characters get around, too. I want the world that this is set in to just be one that we all have a part in!



After the incident that brought the Anno Domini period to a sudden close, only ten thousand people remained on what was left of the continent of North America. With no electricity and little medicine, clean water, and food to eat, in a year’s time, only four thousand people were alive.

The year is now 298 Novi Anni, or NA, and the population of North America is roughly twenty-five thousand. Small societies have begun to form in small patches around the continent of all varieties; however, there is one area that is yet to have any establishments grow from it. This is known to all as the Frontier.


The Frontier is the land that no one wishes to touch. There are areas that are so overgrown that one risks drowning in leaves every two steps, and there are areas that are so barren that there is nothing left but ash.

Many societies will mark outcasts with a mark that bars them from joining any other societies. They then force the outcasts into the Frontier to suffer.

Thus, the expansive Frontier has become how to new types of loose societies: Cents.


Cents, also known as Centers, are loose groups that follow one autocratic leader. This leader, called the Head, comes into power by proving their prowess and amassing Limbs, or followers, or by toppling the previous leader. Limbs are given marks as symbols of their membership, and if they ever wish to leave a Cent, they must either carve off the limb that was marked with the symbol or battle the Head.

Cents are not all bad, though. For one, Cents allow for a sense of unity, and it can be easier to hunt for food in groups. Meals and shelter are often guaranteed, too, and, hey, you may even have the security to settle down and start a family.

However, some believe that the bad far outweighs the good in Cents. Member have strict quotas for game that they must obtain, and they are not allotted their own kills for trade. If they do not meet the quotas, then they are punished or humiliated in front of the Cent. Cents also tend to have harsh feelings towards other Cents, and thus it can be dangerous to do anything alone outside of your Cent’s territory without the risk of being killed immediately. Cent members often prey upon one another, too, and are rewarded under the table for it by the Head.

There is plenty of land not owned by Cents in which people can choose to live, but many people who choose not to join Cents die within two months of being thrown out into the Frontier. Even those who are not thrown out and instead choose to adventure and explore (or search for answers) do not often survive. In addition to this, many Cent members choose to venture out to this land to find more food or get new recruits.


Because there isn't a centralized government, there isn't a single, unified currency. Some individual Cents and societies have their own currencies (such as the Pantheon's tokens), but these kinds of physical currencies are usually only accepted and traded within the Cent.

Rather, many Cents operate on a trading system-- that is, trading goods for other goods and services. Even in Cents where currency is used, trading often occurs.


Image



The Rara. Or "running men." A group of hunters who follow the old ways of the hunt and condition themselves and their offspring to run and chase down prey the same way which various people did during pre-historic times. Joining the tribe incurs grueling trials out of in the frontier to scavenge and hunt with nothing more than either spears, axes or bows and arrows. Guns and traps are not allowed.

Being comprised of many races, they instead adorn themselves with markings and reward merit. Most everyone in the tribe is adept with both hunting and has at least some degree of skill in cooking and prepping meat.


In a post-apocalyptic world, someone has to be committed to repopulation. Certainly there are other Cents where it’s possible to raise a family, but the Motherhood is committed to the ideal. Full membership in the Motherhood Cent is strictly limited to women who have proven their ability to bear a child. As no family can be strong if the only thing they court is one another, the women of child-bearing age spend a lot of time traveling, seeking out interesting men more or less like prized studs. The women return to the Cent when it’s time to have a baby, and the child is reared by the Cent, mostly by women past their childbearing years. Young women traditionally remain with the tribe for a year after bearing their first offspring to act as wet nurses for any children born in that period, but with later offspring they’ll only remain for a month or two. Some of the girls may later be inducted into the tribe. The boys and the rest of the girls are sold into other Cents when they’re around 8-12 - not so much as slave labor, though there is no doubt that happens as well, but mostly so that other Cents can continue to exist without the tedious process of child-rearing.

Members of the Motherhood are marked with a tattoo of a flowering vine up one arm. A flower is added for each live birth, a leaf for each miscarriage or stillbirth.


Well-known for their warriors and wealth. Typically feared by other, smaller Cents, and as a result, are often paid to maintain peace. First and foremost, warriors fight for the Cent, but they can also be hired to protect other Cents or individuals should the price be desirable.


A smaller, peaceful Cent located in the central area of the Frontier, surrounded by thick forests and vast lakes. They survive primarily by fishing. A tight-knit community that hardly sees outsiders.


They call themselves the Pantheon, and they truly believe that they are gods among men. This is why, rather than the typical title of “Limbs”, the members are given one of four titles, and the head of the Cent is called the “Highest Power”.



The Cent was founded with the goal of conquering and controlling all of the Frontier, and thus, the main focus of the Cent is to have a large number of members “recruiting” people to join. The people who are the “recruiters” are given the title of Demigod, and this is the title that over seventy-five percent of Cent members are in.

About “recruiting”: quote marks are used around the word “recruiting” here, for the recruitment tactic is a bit more forceful than going around and asking people to join. Members are encouraged to go out into the Frontier and start battles with the people that they deem strong, whether they are already members of another Cent or not. When they wound or corner them to come, the members ask the person if they’d like to become a member of the Cent.

If they disagree, then the Demigod will use a “temporary debilitation” tactic, whether it be injectable tranquilizers, pressure pointing, or something else. However, members of the Cent are barred from immediately resorting to temporary debilitation, as the Pantheon’s goal is to establish social and physical prowess, and “there is no prowess amongst cowards or the trigger happy”.

Demigods are one of two positions that receive compensation in the form of tokens. These tokens can be used to pay for items that the Highest Power buys from traveling merchants. These tokens can also buy Mortals as personal servants (see below). Family members of a Mortal are barred from buying said Mortal.

At the end of every 5 years of working as a Demigod, a Demigod can choose to become a Light or stay a Demigod.


Those retrieved via “temporary debilitation” are treated as slaves and are given the title “Mortals”. They are forced, day in and day out, to work and hunt for food, till the infertile fields and attempt to grow produce, to go out and forage, are given minimal clothing, and are deprived of sleep. In addition to this, they are not allotted access to the markets, nor do they receive compensation for their work.

At the end of every 5 years of working as a Mortal beneath a Demigod, the Mortal is granted the choice of either staying a Mortal or becoming a Beast again.


Beasts are all new recruits, regardless of whether they were recruited on the Frontier or came here themselves. This, of course, does not include those classified as Mortals, since Mortals are not considered recruits. However, Mortals, if the Demigod that they serve so chooses, can become a Beast once again, and when they become a Beast again, they are treated as such.

Beasts, upon arriving at the Cent, begin a training camp of sorts that lasts six months. In this camp, the Beasts learn how to better fight and things along those lines, though much of it is connecting back to recruiting. Of course, during this camp, Beasts’ basic needs are filled: food, shelter, and water.

At the end of the camp, Beasts are asked to complete a final task. This tasks vary, but not a single task’s details have ever been released. If a Beast can complete this task, then that Beast is then promoted to their choice of being a Demigod or a Light (explained later). If the Beast cannot complete the task, then they become a Mortal.


Lights are those who choose to dwell in the Cent’s home city rather than venture out as a Demigod. One can become a Light by serving 5+ years as a Demigod and buying a retirement with tokens or choosing to become a Light after graduating the Beast’s training. Lights’ roles vary wildly, but the majority of Lights work as trainers for the Beasts. Others help to run the Highest Power’s office.

Some clean, some cook, some sew.

Some become parents as well, and the children have no title until the age of 13, when they become Beasts.

Lights, as they can choose what jobs to do, are either paid in tokens by Demigods for their services or are paid by the Highest Power. This means that Lights have the most financial freedom, though they themselves are not permitted to own Mortals. This means that they typically use their tokens to purchase items, materials, and goods through the Highest Power.

At the end of every 5 years of being a Light, the Light is granted the choice of either staying a Light or becoming a Demigod.

This system, though a bit delicate, is how the Pantheon runs as well as it does. It is absolutely massive, and it controls much of the northern portion of the Frontier. It hopes to grow and devour the rest of the expanse, but it will take time.

Squadrons are not officially recognized or organized by the Pantheon's leader, but they are highly effective. Squadrons occupy towns and run them like well-oiled machines-- someone recognizes that a potential recruit has entered, they set up an ambush in a place where one is likely to enter, and then they strike and ask if they'd like to join or not. After the person or people are recruited, a member takes them off, and another member of the Pantheon is sent to replace them in the city.


The markings of a Pantheon member are a string of symbols that vary from person to person. The string begins at the top of the spine and descends down the spine. The first marking is given when the person is recruited, joins, or becomes the age required to be a Beast. The marking of this is a square.

Each time the position of someone changes, a marking is added on their spine. The coding goes as follows:

Beast — square
Mortal — triangle
Light — circle
Demigod — rhombus

The oldest members tend to have strings that go all the way down to their tailbone.


In the Schattenarmee, there is no room for weakness, they break you to feel no pain and fear no evil. Members of the Cent, which are call Schattenkrieger, are trained heavily in the art of war and stealth. Starting at around the age of 8, children are taught how to not feel pain or fear and to fight through a process that is comparable to the Spartan Agoge or modern day Navy Seal training. Upon graduation, members are whipped across the back and are expected not to cry or react and win a series of trials. Members graduate with whip laceration scars all over their back but have no fear, feel no pain, and are some of the best warriors the Frontier has seen.

The Schattenarmee release their members into the wild to travel and find work among the other cents becoming the definition of mercenary. Schattenkriegers are sought after by Cents to help boost their war effort against another Cent either on the battlefield or as an advisor. Schattenkriegers can also be hired as bounty hunters to kill leaders or other targets deemed by the cents.

Image
The Frontier is a hellish place to most people. To a certain Cent, that fact was inspiration. Dominate the hellish place with the powers of hell. The Children of the Damned are essentially a demonic cult that has expanded to massive proportions. They believe that the forces of Hell are real, and can be harnessed if given the right sacrifice. Children in the Cent are given a normal name until they reach age 3, at which point they have been deemed strong enough to begin carrying out the Cent's will. They are then given the name of a demon, symbolizing the bond between them. In the Cent, there are no two people with the same demon, allowing them to be the sole focus of the demon's power.

It is unknown whether these "powers" are actually due to demonic influence or simple placebo. A potential explanation could be that the act of committing harm to oneself triggers an excess of adrenaline in the members of this Cent, allowing them to perform feats beyond their normal limitations. The Cent also decorates themselves with different scars, using this as both a way to draw them closer to their demons, and as a psychological tactic.

In order to enter adulthood, members of the Cent must undergo the Trial by Fire. As a member of the Cent turns 16, there is a ritual attended by the entire Cent. A bonfire is built, and the member is asked by the leaders of the Cent to thrust part of themselves into the fire. The member must do so, and allow the flames to sear their flesh. The more that burns, the stronger it is believed that your link with your demon shall be. Upon the completion of this ceremony and the dousing of the flames, the newly-minted adult shall have the symbol of the Cent branded on their chest, directly over their heart.



For all that one can figure, this place used to be a small city with a population of 128,436. Now, though, it's a dead and rather desolate place. Even when the sun shines, the city remains awfully dead-looking. Everything with color is now sun-bleached and torn. Many buildings are nothing but foundation.

Aside from the occasional insect nesting in the cracks of the concrete or bird flying over the location, not much ever tries to live here.

It seems to have been looted previously, and not much of value remains-- at least, not much in plain view.



Towering above the bleak city, a building that looks as if it had been abandoned halfway through completion stands. The bottom of the building has all four walls and looks rather pleasant for a building in an abandoned city, though its windows are all busted.

The second floor looks much the same as the ground floor does from the outside; the main difference between the two are that six of the windows are boarded up, leaving only two broken ones to cast light into the room.


There is a wardrobe against a wall on the second floor. It seems to have been left only because it is too heavy to easily transport out of the city. Inside are old business clothes-- or rather, what is left of some old business clothes.
The third floor and fourth floor seem to be completed from the outside and look much the same as the first floor from the outside.

From there, the rusted frame of the building extend. Even the frame itself seems to be unfinished: near the upper part of the frame, the sides become asymmetrical.


With a sign out in its front that is entirely bare except for a single letter "R", this church is the most in tact that a building in an abandoned city can be. It is surrounded by a large parking lot that has many of its speed bumps either missing or mostly missing.

The church itself has a large, vaulted roof with colored skylights that are somehow (almost miraculously) fully in tact. The doorless doorway at the front reveals a sun-bleached carpet floor that is now a gross light blue color.

Inside the church, it is oddly still. It smells stale.

There is, on the floor, a bible. This bible has notes on the inside cover and throughout that may be valuable if read. Who would have left this here, and was it an accident?


Another oddly undisturbed thing in this city is a large, intricately-sculpted monument of a surprised man up on a bucking horse. The man wears a cowboy hat, which he holds onto with his right hand. He desperately grasps the reigns with his left.

The inscription at the monument's base reads:

"LIVE LIFE PAST YOUR REGRETS"

ALTERNATIVE TITLE: "OUT OF CONTROL COWBOY"

SCULPTED BY ARMINA TORQUE

COMMISSIONED BY THOMAS E. EDIMORE (LATE)



• Backpack
• Lantern with candles
• A plastic jar of honey
• Several granola bars
• Energy bars
• Several dark chocolate bars
• A small bag of Jolly Ranchers
• Bags of beef jerky
• A pot to boil water and lid
• A lighter
• Several bottles of water
• Studded gambeson bracers[/list]

• Knife
• Spear
[/list]

None (except those prior)



• Rucksack - knitted wool
• Drop-spindle
• Knitting needles - small gauge, medium gauge, large gauge
• Small metal pot
• Small clay pot
• Spoons - wooden, 1 small, 1 large
• Clay cup
• Blanket / bedroll - wool
• A piece of jerky

• Knives (2)

None (except those prior)



• Worn black leather business satchel
• Bandages (much has been used; 1 - 2 uses left)
• Durable notebook and several pencils
• Salt bottles
• Bottles of painkillers
• Flask of alcohol
• Old Zippo lighter
• Pouch of tea leaves
• Small thermos
• Several freeze-dried food packs
• Spare clothes
• Spool of wire

• Pistol crossbow
• Knives (4)

None (except those prior)


• A cowhide backpack
• Metal fish hooks (4)
• A coil of fishing string
• A small metal pot
• A metal cylinder/thermos
• A reusable storage cloth made of beeswax

• Large sword
• Throwing daggers (3)
• Bow
• Arrows (9)

None (except those prior)


• A moose leather satchel
• Hardly-functional water filter
• Misshapen water bottle
• A small mission log book

• Knife
• Throwing knives (4)
• Tranquilizer bottles and syringes (4)


• A large (but relatively shallow) gash on his left hand (dominant hand)
• An arrow in his left shoulder. Currently lodged.


• Two set of clothes
• Water bottle
• 1 container to store food
• Some cutlery
• A hand fan
• A pendant

• Swords
• Daggers

• Dog bite on arm


• Horse and saddle
• Large backpack
• Books
• Fire-making tools
• Crafting tools
• Sleeping bag
• Notepad
• Medicine
• Poison
• Few days of rations
• Two canteens of water

• Knife
• Bow
• Arrows


None (except those prior)


• Bag of dried meat
• Flint and magnesium
• Waterskin
• A small magnet
• A grappling hook
• Blade sharpener

• Bident
• Xiphos
• Bow
• Arrows

None (except those prior)


• Old, beaten-up backpack
• Matches
• Lighter fluid (small amount)
• Needle and thread
• Dried meats
• 3 energy clumps

• Hunting knife
• Collapsible crossbow
• Bolts (10)

None (except those prior)


Name: Gain
Age: Somewhere in his twenties
Gender: Male
Hair and eye color: Black
Clothing: Rusted armor plates that cover chest, shoulders, arms, forearms, and legs; leather boots for feet; black pants and a white shirt beneath it all
Backstory: Gero's brother. Assigned to the Rust Squadron when Gero was eleven.
Personality: Like a more serious version of Gero. Cold, relentless, and kind of cocky. Brutally strong and knows it.
Weapon: Bow; arrows covered in the sedative used by the Pantheon
Strengths:
  • Agility: Gain has quick reflexes and can move very quickly, almost as if he shifts between positions rather than moves
  • Accurate aim: He has a 99% accuracy with his arrow.
Weaknesses:
[*] Obviousness: Unless enacting a plan, Gain makes his next moves obvious, allowing for attacks to be landed on him more easily
[*] Short-tempered: Gain is quick to anger. If he's angry, he is much more likely to act rashly, giving one more open chances to land shots on him.
[/list]
Image
this image is courtesy of our local @Jhibus
Last edited by newnostalgia on Mon Aug 17, 2020 5:07 pm, edited 23 times in total.

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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by Jhibus » Tue Jul 28, 2020 8:20 am

First posts up, hooray

The proper way to start the RP is clearly with a tea party
*sterile cough*

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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by illirica » Tue Jul 28, 2020 12:04 pm

It looks great! I will try to get an entry post up today, just gotta find my character voice.
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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by illirica » Tue Jul 28, 2020 12:41 pm

By the way @newnostalgia are you on Discord at all? A few of us have been chatting on the RPF discord server a little. The link is in the Announcements subforum if you feel like joining, if not, that's perfectly fine too.
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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by Golden_ » Tue Jul 28, 2020 2:17 pm

Wowow it's started! Super excited to rp with you all... a little intimidated by the amazing writing, but excited.

I'm hoping to get my first post up later today, but in the mean time, I wonder what the Cents think of each other? Are there any conflicts/relationships? I sorta created one between the Caza & Motherhood... hope that's alright. I had it all planned out and you (illirica - sorry, don't know how to tag lol) posted your cs and it just made sense for me. I'm flexible to work something out if you're not cool with it though ^.^
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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by illirica » Tue Jul 28, 2020 3:20 pm

@Golden_ I actually loved the little relationship with Caza you included, I think it's really neat when people play off each other!

Tagging is either type @ and then the person's name and it should pop up to select if you're on desktop, or you can type [mention]username[/mention] anywhere.

I'm also hoping to jump in today, this morning I've been busy with some other stuff, but I'm hoping I can find some writing time soon.
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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by newnostalgia » Tue Jul 28, 2020 6:12 pm

@illirica I seemed to've totally missed the Discord link, oop. I'll join really quick.

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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by Golden_ » Tue Jul 28, 2020 10:21 pm

illirica wrote:
Tue Jul 28, 2020 3:20 pm
@Golden_ I actually loved the little relationship with Caza you included, I think it's really neat when people play off each other!

Tagging is either type @ and then the person's name and it should pop up to select if you're on desktop, or you can type @username anywhere.

I'm also hoping to jump in today, this morning I've been busy with some other stuff, but I'm hoping I can find some writing time soon.
Awesome, glad to hear!

I feel like I've tried the @ method but it didn't work. Must be because I'm on the mobile app. I'll try the other method, thanks for the info!
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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by illirica » Tue Jul 28, 2020 10:29 pm

I don't use the app, but I can't get the @ to work on my phone either. Don't worry too much about it!
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Re: Dogs Eat Dogs: A New Era [OOC and Lore Log]

Post by Jhibus » Tue Jul 28, 2020 11:54 pm

Gero:
Image
*sterile cough*

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