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 Arcana description--

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Pi-Face
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PostSubject: Arcana description--   Wed May 13, 2009 7:11 pm

Basic Information:--
Arcana is another dimension, different from the earthern or Synairn dimension. Arcana is a planet, slightly bigger than the Earth. It has the same properties as the Earth, such as air, oxygen, atmosphere, water, etc.
Two dominant civilizations lurk amognst the earth of this planet. The Humans, and the Clonoids. The humans are just like us. Exactly like us. Physically mentally. The Clonoids, however, are slightly different: They keep the humanoid shape, but most of their body is robotic. They are slightly human, slightly robots, just like cyborgs. They have a mind of their own.
Arcana does not follow the same timeline as Earth. A year can pass on Earth, whilst only a couple of days could pass on Arcana. A year could pass on Arcana, and only a couple of days would pass on Earth. The technology is very advanced, and almost peaked in cybernetics. There are only few industrial cities, though, as the Clonoids ravage everyday.
Dimension code: 04792.

Geography:--
Arcana has a versatile geography and climate. It is slightly further away from the sun, making the temperature go down to -30° in temperate areas in winter, and go up to +20° in temperate areas, in summer. Arcana has the same seasons as Earth.
There are 4 main continents on Arcana. Eraelia, discovered by a certain Don vas Quelro. Opertinist, discovered by Opertin Maklowe. Deldafer, discovered by Mel yu Wang. Jannaisja (Jan-Ais-Ya) discovered by Sacha Deldont.
Eraelia: Mountainous geopgraphy, some mountains going up to peaks at +3000m. Is in the temperate zone. At the borders of this continent, thin deserts. At the south, the highest mountain on Arcana, reaching +6000m. Nobody has ever reached the top, as they were all dead from lack of oxygen, fatigue, Clonoids, etc.
Opertinist: Forest-like geography. Has very large flat areas. Highest peak at -2000m. Is in the tropical zone. Dense forest in the center of this continent. A the north of this continent, a small island, covered in forest, too. Called the island of the protection, as for years it was used for protection for the humans against the Clonoids, but then it was captured. This island is Echo's first city raid. Has hot summers. This is where most of the battles between humans and Clonoids take place.
Deldafer: Largest continent on Arcana. Has varied geography. At the south-east, very flat zone, whilst everywhere else, mountains that reach to 3000m. Is in the glacial zone. Snow covers this continent almost all year round. A chain of mountains called the Clonoid chain, since this is where the Clonoid headquarters are situated. Has very cold winters. The whole continent is devastated with ruins of previous cities, because the Clonoids destroyed verything in their path.
Jannaisja: Has varied geography. On the west side, a vast desert. On the east side, mountains peking at 2000m. Located in the temperate zone. On the borders, slight desert, and slight forest, on the east. On the mountains, some forests.

Arcana's surface is composed of 62% ocean, each entouring the continents. There is a narrow passage, that leads Jannaisja to Eraelia, but the other continents are lost in ocean or in ice.

Government:--
The humans are reunited as one government, currently controlled by the woman called Eliza Selkeltai. But they are all scattered. To keep in touch with the government, their radios and tvs and such enable them to communicate. The human headquarters are situated on Opertinist. The Clonoids have a government, yes. Their master is known as Beta. This Clonoid is an AlphaClonoid, enabling politics and such. The Clonoids all transfer their messages from mini antannaes situated in their helmet, much more useful then the humans' way of communicating. The Clonoid capitol is their headquarters, in Deldafer. The Clonoids stay united, except for the few Rebel ones who work on the humans' side.

The cities are very scattered, only few appearing in small bunches.
Eraelia main city: Tüngsk.
Opertinist main city: Welver.
Deldafer main city: None, all have been destroyed by the Clonoids.
Jannaisja main city: Demitri.

The Clonoids control:
-The whole Deldafer continent.
-The north of Jannaisja.
-Slight east of Opertinist.
-Most of Eraelia. Only few resistant cities can survive.

The humans control:
-All except slight east of Opertinist.
-Most ocean spreading.
-Few patches of human life on Eraelia.

--Pst. Clonoids have blood, just like humans do. I'll have to make a racial fact file about them.--

-------------
If you want to ask more detail on a certain something of Arcana, do not hesitate to post here. I've never described worlds, so it might be very vague. Just ask here your questions.


Last edited by CopynPaste on Fri May 15, 2009 7:34 pm; edited 2 times in total
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whilaroo
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PostSubject: Re: Arcana description--   Thu May 14, 2009 12:16 am

In terms of governments, does the world have varying different controlling powers or are they united? Do the clonoids have a government of any kind? If so where is their capitol? Or, do they also have multiple factions?

In terms of population, are the cities/towns/etc. normally tight knit or far apart? Are there particular places that the humans are not and the clonoids are? In other words, what areas are controlled by whom?

This sounds like it will be absolute loads of fun to play with. I'll try to keep from messing with it. I'm a meddler when it comes to storylines, as Toryn may have already told you... But, that being said, I am going to definitely have fun rping with it...
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PostSubject: Re: Arcana description--   Thu May 14, 2009 7:36 am

Ooh, lotsa questions.

The humans are reunited as one government, currently controlled by the woman called Eliza Selkeltai. But they are all scattered. To keep in touch with the government, their radios and tvs and such enable them to communicate. The human headquarters are situated on Opertinist. The Clonoids have a government, yes. Their master is known as Beta. This Clonoid is an AlphaClonoid, enabling politics and such. The Clonoids all transfer their messages from mini antannaes situated in their helmet, much more useful then the humans' way of communicating. The Clonoid capitol is their headquarters, in Deldafer. The Clonoids stay united, except for the few Rebel ones who work on the humans' side.

The cities are very scattered, only few appearing in small bunches.
Eraelia main city: Tüngsk.
Opertinist main city: Welver.
Deldafer main city: None, all have been destroyed by the Clonoids.
Jannaisja main city: Demitri.

The Clonoids control:
-The whole Deldafer continent.
-The north of Jannaisja.
-Slight east of Opertinist.
-Most of Eraelia. Only few resistant cities can survive.

The humans control:
-All except slight east of Opertinist.
-Most ocean spreading.
-Few patches of human life on Eraelia.


I hope this answers your questions. *adds*

_________________
π: 3. 141592653589793238462643383279502884197169399375105820974944592307816406286
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51870721134999999837297804995105973173281609631859
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whilaroo
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PostSubject: Re: Arcana description--   Fri Nov 27, 2009 11:44 pm

Alright, I have some more questions:

Is it possible that the clonoids have some sort of ruling counsel?

Do humans lose their memory when they become clonoids, or tend to lose memories? I ask because it would probably be convenient for them to do so in that it would help them forget what they were fighting for before, and give them a new reason to live, so to speak.

For how long has the war been going on during the current events, that is, the awakening of Echo Hunter and that which follows?

How advanced is the human society at this point?

Is there any part of the human civilization that remains 'untouched' by war in that it is currently not facing the imminent threat of annihilation?

Do the humans have any contact with the clonoids? Such as, do their governments ever attempt to communicate?

How well do the human combined forces work with each other? I assume that at some point there were separate countries before the clonoids became a major threat, and thus when the humans banded together, there still might have been prejudice animosity and infighting.

Is it possible that the clonoids exist in factions of their own as well? They being derivatives of the human breed combined with technologically enhanced bodies might then, perhaps, be susceptible to certain human traits like individuality and could possibly possess different causes which drive them, such as religion or loyalty or blood-thirst, even though they all have the same end directive. Also, mightn't there be clonoids who do not necessarily believe that the human race needs to be eradicated?

Also, I had an idea some time ago which would need a good deal of verification to become reality. The idea is for a program which exists within the scope of the clonoid military. Operation 'Strider/Hunter' was put into action for the purpose of determining the best from the best. Originally, several of the top performing units in the clonoid army, they could be a clonoid of any of the four main types, were designated 'Striders' and were promptly dumped in the middle of nowhere and told to survive. After a period of time, probably several years, they were renamed 'Hunters'. A new group was designated 'Striders' and the same thing was done to them as with the previous group, except that these were told that they would not just have to survive the wild, but the Hunters as well. Striders are given no weapons when they are released, and have had whatever weapons they did possess stripped from them. Their job is to run and hide. The Hunters, then, seek. A Hunter is given the weapon and armor of his or her choosing and then told to hunt Striders. This deadly game can span entire continents, usually with a single Hunter tracking his specific Strider prey. A strider who survives for a period of three years is made into a Hunter, very few make it that far. In the beginning, Striders were picked, now the program is strictly voluntary. On top of that, you can only volunteer for the program if you have a very certain set of specifications. Very rarely, a clonoid is invited into the program. The end goal is, of course, to become a hunter, which at first was somewhat special. Hunters that performed well, making a certain number of kills, were held in high esteem. That was until one had the brilliant idea of hunting down his fellow Hunters. The game then became far more dangerous. There grew to be three classifications of Hunters: a Hunter Class C was a Strider that had survived long enough to be called a Hunter, a Hunter Class B was a Hunter that had killed a Strider, and a Hunter Class A had eliminated another Hunter. The A class then had three of its own subdivisions: a Class A Rank 3 Hunter had killed a Class C, a Class A Rank 2 had killed a Class B, and the final and most feared were Class A Rank 1's who had managed to destroy another Class A.

Striders, on the whole, aren't all that bad. Their job isn't to kill and they can even be quite friendly. Although, that does depend on the individual, as does their willingness to kill. But since their main directive is only to live, many of them have even integrated with humans in order to hide. Some are killers or other forms of nuisances, but they are generally agreeable. There have been several cases of Striders killing other Striders or even a Hunter, on rare and strange occasions. Sometimes, this allows them an instantaneous promotion to Hunter. At other times, they become labeled rebels, based upon the circumstances. There is even one strange case of a legendary Strider who has never been caught or killed, Pleicuhs Strider. He survived for the mandatory three years, but when he was called in to become a Hunter, he did not respond. A team of two Hunters was sent after him, but they turned up dead some time later. Pleicuhs was called a rogue and still is to a certain extent. Some believe him to be just a ghost, a phantasm of memory, a story, but all the greatest Hunters believe in him, and being the prize that he is, he is their mark.

Hunters: originally, to be a Hunter was to be an elite warrior. Now, to be a Hunter is to be a demi-god. On the field of battle, even a normal clonoid who has reached the title of Hunter could stand against many neoclonoids on his merit as a tactician alone. They are the world's best assassins, having no equals among the humans or even the other clonoids. They are set apart, even just mentally. They are well aware of their own power and prowess. Most of them have developed massive complexes over the years, and almost all of them are clinically insane in one way or another. They are loners, and are repulsed by even the thought of fighting alongside another creature. They live for the hunt, some for the kill, some just for thrill. They are seen very seldom, and if you do see one, you will probably be dead soon after. Perhaps the greatest notable characteristic of Hunters is that they have no or little regard for life, whether it be that of another clonoid or a human. Taking orders isn't really a strong suit of theirs either, but they are loyal to the clonoid high command... well, that's what the high command says anyway...
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PostSubject: Re: Arcana description--   Sat Nov 28, 2009 10:01 am

1/ If I get your question right;
The Clonoids are ruled by a supercomputer linked to their core localized in the right half of their 'brain', or, more rarely, in the 'pocket' situated on their back, right in the middle of their shoulder blades. This supercomputer is known as 'Leader' or '9'.
But, there are also the rebel groups of Clonoids who decide to deactivate the said chip or to simply destroy it, and they choose a leader (normally the smartest) amongst themselves.

2/ Yes, humans normally lose memory after being transformed into a Clonoid. (AKA, after the processus of head removal to fit inside Clonoidal body.) To a few amongst the Clonoids, they can recover their memories through time, or by senses that are of a great appeal to them, which acts like 'body memory'. (Such as Echo's combat techniques: they are nearly instinctive.)

3/ The war has been going on for 102 years until Echo's awakening.

4/ Human society is fairly fragile up to this point, because all the cities have been destroyed by multiple Clonoid ravages. Humans normally set up in camps, with one leader (after which the camp is named), and the 'civilians'. Every civilian has a task to do in the society of the camp. Technicians are highly recommended in camps for their knowledge of technology. Human birth in camps is fairly risky, because of the normally poor medical treatment for the said birth-giver.
Some of the camps take on the challenge to send some of their allied clonoids to special missions against the attacking clonoids. In this situation, more technicians are needed, as well as a charismatic leader, tacticians and a camp of an already fairly large size.
Camps nearly never stay in one spot for more than two days. Living in specialized trucks, which are built for the current continent they are supposed to be moved on, they move nearly every day. Fuel is powered by pylonic energy.

5/ No, every place on the world of Arcana is either already ravaged or is under the act of being demolished by the Clonoids. The humans can only hope that their defenses are tough.

6/ The humans do not contact the Clonoids whatsoever. They already know their answer, and it'll give them the opportunity to locate where they are and immediately send an attack. For the simple exception of ally Clonoids, who aren't with the attacking Clonoids in the first place.

7/ Joined human forces are very great indeed, and every camp wishes to be able to connect themselves with another camp for more protection. But it is hard, as the camps never stay in place and are scattered throughout the lands without any way of communication between each other, except if they manually install communicators which take time to do.

8/ Not all Clonoids think that the human race must be eradicated. Some of them (although very few compared to the armies) find a memory which brings them back to 'consciousness', or maybe, as you said, are affected by either religion, etc. But it is very rare that a Clonoids directly joins the humans. Normally they disband and create Rebel forces, composed of different types of Clonoids (normally eight maximum) and they wander around the world, not contacting the humans, nor the Clonoids, except for fighting.
The rare Clonoids who choose to join the humans normally get their memory back, and don't go mad because of the said memory by some mental strength whatsoever. These Clonoids are cherished as great people, and also used in special missions against the attacking Clonoids.

As for the Strider/Hunter... I'm completely agreeing this idea. From now on, the Striders/Hunters 'game' shall take place on Arcana.

Thank you for your help, Whilaroo.

_________________
π: 3. 141592653589793238462643383279502884197169399375105820974944592307816406286
208998628034825342117067982148086513282306647093844609550582231725359408128
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724587006606315588174881520920962829254091715364367892590360011330530548820
466521384146951941511609433057270365759591953092186117381932611793105118548
074462379962749567351885752724891227938183011949129833673362440656643086021
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585371050792279689258923542019956112129021960864034418159813629774771309960
51870721134999999837297804995105973173281609631859
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PostSubject: Re: Arcana description--   Sat Nov 27, 2010 6:03 am

Addressing the previous question I asked and had answered quite adequately, I would like to press further upon the idea of the Clonoid command. I understand that the Clonoids follow the direction of a supercomputer which has been named '9'. My proposal is severalfold in entirety.

Firstly, I would like to propose that 9 is actually constructed of a cyborg integration of human minds and supercomputers, because the brain is the most powerful computer that exists, and taking this into account, linking and strapping a bunch of comatose humans to a computer so that their brains might be utilized for the purpose of enhancing the processing power, limitations and versatility of 9 in general. It would also make it a far more creepy individual or just concept.

The second portion of my proposal consists of the idea of a Council system which exists to direct the Clonoids underneath 9. This Council would be composed of predominantly Alphaclonoids who had risen to power within the system. 9 unites all Clonoids to a similar purpose, but it would seem that they are also capable of individual thought and emotion, and therefore could war amongst themselves. Thus, a Council made up of Clonoid leaders, to bond them in another way, keeping peace and direction within the numbers. The Council would be split into three rings: The High Council, The Inner Circle, and The Outer Circle. The High Council would be composed of about ten individuals, all Alphaclonoids exclusively. They would be the ones who possessed the greatest power and influence, those who distinguished themselves with conquest not only of the human nations but also the other Clonoids. These superpowers would keep each other in check. Their purpose would be the general peace and dictation of the future of the Clonoids contained within their confederation. For instance, the Rebirthing program intent on rebuilding the former glory of Arcana, but under a Clonoid rule was their fault as are all the major political and militaristic movements made by the Clonoid peoples. The Inner Circle would be composed of about thirty individuals, mostly Alphaclonoid, but inclusive of others who have distinguished themselves, for instance, Adiemus, a Clonoid, sits in the Inner Circle. The Inner Circle may be present at the convening of the High Council unless a secret session is called. They are permitted to give their advice and play advocate for the masses below. One would equate these as generals or overseers in the political realm, their influence is still great, and they are permitted to deliberate laws as well, defining life in a more minute way than the High Council, often times interpreting and enforcing the High Council's proclamations for the public. The Outer Circle is a derivate of the greatest minds of the Clonoid people. It is composed of Clonoids of every variety, the best in their fields, and seats sixty members. These specialists influence both the other councils, being permitted to audit and participate in active debates upon invitation. They exist as a repository of knowledge and influential and world-wise individuals who actively participate with the populace in everyday life. They bring perspective to a broader mission, helping to further refine the massive decisions and rationalize what might otherwise be ridiculous demands. Shiva was installed as an honorary seat in the Outer Circle after she began to offer her services to the Clonoids.

In this third part of my proposal, I am much more asking a question than I am presenting an idea. Rather, I will construct an idea as I question you, giving you a brief impression of the idea after my query. Does any of the human military yet exist? If so, is it possible that they have taken over bases of operation, sealed bunkers or previous caches of weapons and supplies? If not, is it possible that they might have mobile command points of some kind, such as ocean faring vessels or flight craft? With the renewable resource of pylonic energy, it seems probable that such a thing could exist. I also understand that it is possible the Clonoids have possession of advanced satellite or other tracking technology, in which case jamming, cloaking, or other stealth equipment might be used. now to get down to the real meat of the proposal. It seems to me that in a time of war such as the humans now undergo, there is little enough use for a proper political system as would see use in a more conventional situation. Instead, it seems reasonable that the human's military, if any fragments were left, would have taken control and begun a sort of militarization of the entire human civilization, or at least what survived the Clonoid apocalypse. I would also like to present the idea that in certain cases, there were actually whole military communities that survived and have learned to thrive and grow within the bounds of this hundred years war. Serenity was, I believe, born in such a social situation and created by the government from what may have been a hidden society, protected by their advanced militaristic powers. Also, in Adiemus's BIO, I used the example in his history of a group of guerrillas, that is warriors employing guerrilla warfare, with incredible success and skill. These groups, of course, would be much larger than the caravans, and much more coordinated.

I think that is it from me for now... You have my thanks for listening... Fare well.

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