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Blood.

Possibly the most important thing in the world, blood... And the most terrible. And it's everywhere. It seeps and stains everything, sinking deep and ruining things. It's not just that, either. It's impossible to clean, unless you get it right away... But that's like a lot of things in the world. The corruption, the sand, the taint that slowly but surely eats at your very psyche. Stained with blood. Sooner or later, everyone’s a deep, rose red. Everyone’s marked. No matter who you are, where you are, or what you can do? You’ll have blood on your hands sooner or later.

Maybe that's why it's important, though. Blood's thicker than water, after all. In a place where you can barely trust anyone as far as you can throw 'em, those few you can become all the more precious.

Once you've found your blood... That's all that matters.

In a world like this, it's everything.
The Red Sands

Welcome to the corpse of the old country of Camelus. Once a fantastic republic led by the wise High Councillor Aaron Seele, it was a kingdom which innovated in the sciences and the arts, technology and culture alike. And so too did magic once permeate Camelus, for the republic was once the chosen land of the Angels, great beings of positive magic and love.

However, trade disputes blossomed into border struggles, and border struggles soon became bitter, personal battles. As time dragged on, what was once a paradise was swallowed, first by the harsh demands of war... And then by the fires of its own bitterness and folly.

Nobody knows who pulled the trigger first, but before long an entire world screamed and burned in agony, boiling and dying. Suffering and horror permeated the world, tainting her very workings to the quick. Magic is diseased. The land doesn't grow. The elements are in disarray. Despair reigns as king over the corpse of the old world.

Two hundred years have passed since the world burned, and the last descendants of the Catacylsm's survivors often question their will to survive.

But survive they do.

Better find your niche quick if you want to do the same.
Rules


I know, right? Yawn. Nobody likes this part, but it's important to keep the narrative coherent and the proceedings fair. And so here I lay down the law of the dead land, for what that's worth.

0 - The first and most obvious - follow Gaia's ToS at all times. This thread is a part of Gaia Online's website and I have no interest in disrespecting or dishonoring that. To keep mods from being forced to moderate the s**t out of our continuity, let's keep things clean, be tactful about the gore, and not describe the sex. There be younger teens running about, after all.

1 - You are not God. That means power playing, god-moding, auto-hitting, puppeting, and other forms of vacuous roleplay are harshly frowned upon here. Though punishment will be left to my discretion, don't be surprised if you end up temp banned from the thread for it.

2 - Talk to myself or a thread moderator if your character is nonhuman. This thread has a pretty deeply established lore, especially regarding things like magic, alternate races, and such. Many creature types simply don't exist here, and others may not exist in the context with which you're familiar. Click here for more information.

3 - Talk to myself or a thread moderator before declaring anything about lore. As said, this thread has a fairly deeply established lore. Don't make declarations about the setting's history or races unless you've spoken to someone beforehand. The same goes for other characters' histories - don't attempt to insert your character's backstory into another character's backstory without having spoken to the other character's player and gotten their permission.

More will be added as necessary.
Lore


Alright, time for some important stuff. This post is where you'll find links to threads that carry information on characters, factions, locations, and races, as well as historical information that one or more player characters have discovered. However, before I get to that, I want to talk a bit about the basic lore of the land.

Arguably the most important aspect of the setting's lore: Magic is diseased. The very wellspring of mana and energy in the world has been corrupted by a double-whammy of suffering and negativity - first a massive influx as the world destroyed itself in cataclysmic armageddon, and then a steady, constant drip from the desperation and cruelty of the world that rose from its corpse. This carries massive implications for the setting.

First off, the use of magic is inherently unsafe. It feels wrong, like a fever or a chill, when used. It brings terrible whispers and urges with it. Over time, it warps your body, making you something other than what you were. It gives you power, but with it, over time, it steadily takes away your sanity and biological integrity. And if all control and restraint is lost, it warps you beyond the ability to come back. Those who have Crossed Over become monstrous, vicious beasts of strange form and design, losing themselves to feral instincts and eldritch desires. The best of them can be tamed and made into pet monsters with extreme difficulty, but will never again be who they were. The rest are better put down.

The world has cancer, and drawing on its life-force carries that same disease.

Secondly, beings composed of magic - particularly the Fae, concept-driven beings born of pure thought and belief on the 'other side' - are inherently evil. It may be beyond their control or even their comprehension, but the same suffering and negativity which suffuses magic may as well be all that they are made of. In much the same way that a severely neurologically ill man can never be left to fend for themselves, so too are purely magical beings - even the Angels and the Gods - unable to restrain their darker impulses.

If the world has cancer, after all, they are tumors.

Now that we've gotten past the most driving aspect of the setting's lore, let's move on, shall we?

Here are the factoid links.

Character List

Red Sands Wasteland Faction Information

(Link to Location Information thread will go here.)

Red Sands Racial Information

(Link to Pre-War History Notes thread will go here.)

Have fun! Enjoy the infodump!
How to Join


Alright, joining's easy enough. But before you join, I would really appreciate it if you would take the time to read the Racial and Faction Information threads. They contain a lot of important information about the setting that will be important in deciding where your character fits into the world.

So, repeating that on ultra-loud - READ THE RACIAL INFORMATION AND FACTION INFORMATION THREADS. They will make character design easier.

As soon as you're done with that and you've decided what kind of character you'd like to play, flesh them out a little. A few ground rules:

1) Keep yourself relatively young - I know that there's a lot of potential for agelessness here. However, I'm establishing a hard limit of 100 years for the age of any new characters. Characters who were around before the War should remain NPC territory, as that kind of thing is important. Whole plot arcs can revolve around it.

2) Try to avoid being a faction leader right from the get-go - This one is pretty self-explanatory. Until the story gets really in gear, this one's important. So, yeah, no bandit or raider leaders, no high-ranking members of Project Whitewash, none of that kind of thing until we get our ears less wet.

That's all I can think of for now, but rules may be added or removed as circumstances dictate.

In any case, once your character is developed, send me a PM titled "Red Sands Character Profile" with a tektek or saved avi of your character and a small blurb detailing their personality, outlook, motives, background, abilities, and the like, preferably delivered in the first-person from their perspective. That last bit isn't necessary, but flavor's always nice, eh?
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