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About Arcadia
- Birthday 05/14/1985
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over-caffeinated and generally ridiculous
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grad student, writer, dreamer
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I'm finishing [i]The Rise of Endymion[/i] by Dan Simmons, and have generally fallen in love with the entire series. I think now when people ask me my religious affiliation I will just say, "Choose again." There's a whole bunch of non-fiction I've been dying to read, though. Next on my list will probably be [i]This Republic of Suffering[/i] by Drew Gilpin Faust. It's about death and the Civil War... good cheery reading for the summer. But I also couldn't help picking up [i]The Lost City of Z[/i] when it was 10% off, so no doubt I'll find my way over to that at some point.
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Everyone knows zombies go well with everything, but what about.... advanced alien civilizations? Apparently Elton John thinks so: [U][URL="http://www.guardian.co.uk/film/2009/feb/17/pride-and-predator-to-give-jane-austen-extreme-makeover"]Pride and Predator[/URL][/U]. I can't stop laughing. You can believe I'll be there at midnight, opening night, clutching my worn copy of Jane Austen's P&P while worrying incessantly over the fate of poor Mr. Darcy and his ten thousand pounds a year. The obnoxious Mr. Collins better be going [I]down[/I].
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[quote name='Warmside'] [COLOR="SlateGray"] Odd you should say that, considering Pullman wrote HDM as a direct rebuttal to Narnia and everything it stood for... frankly I think Narnia is crap. Cliched and unoriginal; black is black, white is white, talking animals... makes me want to hurl.[/COLOR][/QUOTE] I think Narnia goes a little deeper than that. But that's why I like both Lewis' and Pullman's books, when you get down to it, and why I think both are so very worth reading. What good is a one-sided argument?
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I reread Philip Pullman's trilogy [U]His Dark Materials[/U] and Garth Nix's [U]Sabriel[/U] books this summer and found that I loved them just as much the second time around. I always thought the magic in [U]Sabriel[/U] was especially interesting, and the three books are fairly dark for their age range, so I definitely suggest those. Sara Douglass is a pretty good fantasy author as well, if you can get past the occasional fit of angst and/or misogyny. Guy Gavriel Kay is beyond amazing, as well. I've read most of his books, and my favorite is [U]The Sarantine Mosaic[/U]. It's more historical fiction than fantasy, but many of his books do delve into magic and the supernatural. [u]The Fionavar Tapestry[/u] is full of magic and the power of fate, and all of that good stuff. His most recent book [u]Ysabel[/u] had a lot to do with reincarnation, if that's of any interest to you. There's also a lot to be said for Stephen King, especially if you enjoy dark and scary things. Narnia is, of course, a must, and I also suggest [U]The Nine Princes In Amber[/U] by Roger Zelazny for more delicious epic fantasy.
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I take it you've been reading Philip Pullman, hm? ;p I guess my most obvious question from this point would be how much of the story line will be similar to the books, as far as overall themes and weapons go (especially when it comes to the existence of different worlds and the possible ways of going through them)? I do like that you've expanded on the countries and created a very scary government for them to deal with. It should make the politics of the game very interesting. A Saracen in particular might make a handy character to have, if only because he or she would be so plainly opposed to The Theocracy and would represent differences in thought that a scientist might not necessarily deal with. Funny side note, when I was typing [i]theocracy[/i] I accidently spelled it [i]theocrazy[/i]. That was a good laugh.
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[size=1]?You know, I don?t think that?s going to work.? Her tone was light and her expression was carefully schooled, but Judith knew the engineer before her could detect her faint amusement. Said engineer scowled appropriately at her, adjusting the goggles she wore, and retorted, ?Ye of little faith.? Many loud noises followed, during which Judith took many steps back and made many faces as she covered her ears. One would think that the young woman would be used to her aunt?s relentless hacking and sawing and putting together of pieces, but she wasn?t. Still, she thought it useful to drop in occasionally and watch, knowing that it might one day make all the difference. Plus, the woman was family ? the only one left. The resemblance wasn?t immediate; Judith had inherited more of her father?s looks than her mother?s. Whereas Judith had dark thick hair that would consent to being nothing but straight, Aunt Magdalene?s hair was amazingly red and ambitiously curly. Of course, nobody ever called her Magdalene; most knew her as Maggie. Judith knew her as Aunt Jez, thanks to her mother. The two had been twins, and due to their notorious namesakes (her mother had been christened Delilah at birth), they?d taken to calling each other Jezebel for fun whenever they were together. The pair had been quite a sight when her mother was still alive; to see them walking arm in arm was more than enough to turn a few heads. Judith sometimes walked with them, and she gave the impression of being a dark little sparrow flitting nearby. But that was years ago. There were streaks of gray in Magdalene?s fiery hair, and not all of it was oil or grim. Little care lines had made their home around her mouth and eyes, but despite them her aunt still looked beautiful, and had just as many suitors as ever. Judith had none, but Magdalene had always told her it wasn?t for lack of looks. (?Maybe if you smiled once in a while??) She wasn?t as curvy as her aunt was, and not nearly as tall, and there was a small spray of freckles on either cheek that Judith assumed she?d also inherited from her father because the only thing that graced Aunt Jez?s cheeks were dimples. But they had the same eyes ? gray and piercing. When it came to personality, Judith was told that she was more like her mother: quiet, clever, and terribly curious. She liked to know about things, liked to learn new skills and experience new things. One of those experiences had been her father, and because of him Judith also learned from her mother how to distrust people and to always keep them at arm?s length. It was an ugly scar Delilah had carried with her until her death, but it was one Judith wouldn?t soon forget, no matter how many different ways Aunt Jez tried to open her up. Her aunt gave a shout of triumph now and turned the blowtorch off. Judith lowered her hands slowly from the sides of her head, eyebrows raised expectantly as Jez pushed her goggles up on her forehead. ?Well?? ?It?s welded! Take that, you nonbeliever!? Judith made her way back to the strange and twisted-looking object, walking around it slowly. Aunt Jez watched her, her hands resting proudly on her hips, and grinned cheerfully. ?Isn?t it a beauty?? ?I don?t even know,? her niece said, as politely as one could, ?what the hell this is.? ?Oh come on.? The redhead began pointing at various parts of it while her other hand waved in the air excitedly as she named them off. ?That bit came from a scooter, look at the way the metal bends gently; that curly piece used to be a wind chime?? ?Wait, isn?t that Mrs. Kincaid?s?? ?Yes, I stole it, now hush; the fan and the part connected to it came from those Scavengers who came through about a week ago, thank goodness I got there so early; the chains and the belts I?ve had, of course, but only now do they actually prove themselves to be at all useful?.? Judith rubbed her eyes, not knowing how childlike the gesture made her look, and asked tiredly, ?Are you making what I think you?re making?? ?Well, I certainly hope so, otherwise I would have a halfwit for a niece.? ?But where are you going to get the fuel for it?? Judith asked. ?They?re cutting back rations as it is.? Aunt Jez shrugged and removed her goggles completely, smoothing back some flyaway hairs from her face. Judith imagined the grease on her fingers would help to keep those unruly curls in place ? at least until she showered. ?I haven?t decided that I?ll keep it yet. The tank is sizeable; a Scavenger might like to use it. Or perhaps I can trade it later for something really neat.? She sounded a little bit like a kid at Christmas, and Judith felt a wave of love for her crazy aunt. The woman was always so cheerful, despite everything, and Judith loved her to death. The Hub might be the only place left to live on Earth, but that sure as hell didn?t make it easy. The two women talked a little bit more about Jez?s latest invention, and then they parted ways. Her aunt was apparently going to meet a friend for lunch (?You might want to wash a bit,? Judith murmured dryly), and there was some kind of gathering later where she and other engineers would get together and discuss various theories. Judith kissed her aunt?s cleanest cheek, wished her luck with her ?friend? (whom she refused to name, which generally meant he was male and a little more than friendly), and set on her way. The Hub was always busy, and today did not differ. She and her aunt lived a few blocks apart, but Judith didn?t mind walking. Invariably she would run into someone who knew her aunt and would politely spend a few minutes making small chat, and sometimes he or she wanted to feed her or introduce her to a nice boy he or she knew, but generally she would be on her way shortly after. Her slinky gray cat Viola would mew loudly in greeting when she got home and would more than likely proceed to trip her up for the rest of the night as she darted playfully around her feet. Judith might do some reading, or she might play the small stringed instrument she?d traded a neighbor for a few years earlier, or she might even go back out into her little city and try to be useful to someone somewhere. Oh, the possibilities.[/size]
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Yeah post-apocalyptic worlds! So, what kind of power plant is The Hub, and is it still running? I just assumed nuclear for some reason, but I went back and read and it doesn't actually say, so I thought I'd check first. I was also wondering if a hierarchy exists - would people with criminals and general lowlifes in their family tree be higher or lower on the food chain than, say, those with scientists? Or might this be something that's still sorting itself out within the story? Anyway, cool idea. ;]
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How big of a role will the Norse and Roman Gods (and every other, for that matter) play in the story? I was wondering if they would continue to be mentioned in passing references to various texts only or if they would, at some point, become actual characters that you'd be able to interact with. Mythology is [i]fun[/i], and this idea is cool.
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Some of you may have noticed that we've posted a new thread in the Adventure Inn, so please do check that out. In the meantime, we are positively delighted with Shy's contribution and have added it to the territory list. [i]Hopefully[/i] everybody is just taking their time with their ideas and we'll get more in soon... the map is just too pretty to waste.
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You know, before I write a fight scene I always get very excited and think, "This is going to be so awesome!" And then I sit there for a while and realize it's much harder than it looks. So kudos for some good fights and creative liberty!
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[center][b][size=3]The Quest for the Lost Relic:[/size] [size=4]The Sign-Up Thread[/size] [size=2]And other things you might find interesting to know.[/size][/b][/center] [size=1][i]Dear Friend, I have, for sometime, been involved in a search for information pertaining to the history and whereabouts of a certain historical artifact that may interest you. The relic is one we have all heard about at some point, but like all good legends, its exact appearance and uses have always varied from one story to the next. Much of my efforts have been spent in researching each of these stories and cross examining them, pouring over maps and following even the silliest of leads, and I have spent so much time and money in the Clover National Library to further this research that I suspect they will soon name it after me. Ah, I digress. Allow me to introduce myself. My name is Basil A. Orgoglios. I am a business man first and foremost but like many others I have other interests and one of these is history. I am writing to offer you a chance for fame and glory; I believe I have found the resting place of the lost relic of the Uli Juma tribe, and I want you to help me retrieve it. History knows it best, perhaps, as the Juma Razi Idol, but over the years other names have been associated with it as the story of its creation and purpose are elaborated and exaggerated. I would venture to guess that many of you know it as the Keeper of Lost Souls and the Chata Razi relic. Various expeditions in the past have tried, unsuccessfully, to retrieve the relic for scholarly study. You may recall one such attempt a few decades ago in the Benadirian Grasslands that ended somewhat tragically. Any quest with a scope as large as this one has the possibility for danger, but I believe the opportunities also presented will far outweigh any doubts you may be harboring. Unlike previous attempts, this one will be particularly well funded ? I have been a very successful man over the many years and I have both the money and the connections to supply the crew with the best equipment man has made. Due to my vast collection of research, I have detailed maps of the area, and have well documented notes on the Uli Juma tribe and of course, the relic itself. Last but not at all least, I worked industriously to seek out those promising young professionals who are best suited for this kind of grand adventure. I only want the best, the ambitious, and so I am writing you. If the historical significance of such a discovery does not excite you and world wide fame is not suited to your tastes, perhaps then the promise of fortune will stir your interest. As a man of money, I can promise you that you will be generously looked after for undertaking this mission. The expedition itself is already paid for, and I imagine that a multitude of opportunities to make more money will open up to you along the way. It is, I believe, a once in a lifetime opportunity, but not everyone would agree. But if you find yourself looking for a little bit of excitement and adventure, and a chance to really prosper in your career, then consider my offer. Enclosed is an stamped envelope ? please use it to respond with your answer. Until then, I offer you my humble regards. [right]Basil A. Orgoglios President of Orgos Institute[/right][/i] This thread, as you may have already deduced for yourself, is primarily concerned with recruiting cast members for our little adventure story. If you're happening upon [b]the Quest[/b] for the first time, it may interest you to know that there is a thread in the [b]Adventure Underground[/b] that is equally important to this one, and to the entire story itself, so you may want to check that one out first. [center][URL="http://www.otakuboards.com/showthread.php?t=57435"][b][[/b]the Underground thread, yo![b]][/b][/URL][/center] As Mr. Orgoglios (try saying that out loud, it's fun) has so kindly pointed out, we are looking for characters who have something to offer by way of professional ability. Bonus points go to those who have some motivation that goes beyond, "I'm really good at rock climbing, that's why I got hired." We are looking for about 4-6 people to add as regular cast members, so not everyone who signs up will be accepted. If you really, [i]really[/i] want to be a part of the adventure, then here are some tips: [LIST] [*]Be honest and make sure that you have the time to post regularly. We understand that people have school and work to deal with - we're in exactly the same boat. If you can only post once a week, that's cool. As long as your're committed, we're happy. [*]Read the thread in the Underground and try to post at least one idea there. It doesn't have to be huge, but even the slightest participation lets us know you're interested. [*]Create a really good character. Work on them, flesh them out, and be creative. This story is just as much about the people on the journey as it is about the journey itself, so think ahead a little. (Note: side quests are a great way to incorporate character ideas! Has your character been here before? Who is that mysterious figure and why do they know you? Etc, etc.)[/list] Maybe you'd like to participate in the role-playing, but you're not sure about availability or you don't think you want to play as a full-time character. In addition to the regular crew, we're looking for people to do [b]Cameo Appearances[/b] throughout the adventure. As a cameo character, you would not take part in the day-today posting. Instead, you will make an appearance in a specific chapter, ideally as part of a side quest. Your character may only appear in one chapter; he may appear in three. It depends on the versatility of the character you make, and how important or beneficial he makes himself to the story. Keep in mind that while we will allow reoccurring characters, you are still not part of the regular cast - when your chapter is done, you stop posting. If you think that the cameo appearance is the way to go, then we [i]greatly[/i] encourage you to go participate in the underground thread, especially as far as side quests are concerned. All characters will follow the same essential sign-up sheet: [b]Name:[/b] Use something relatively normal here, please. [b]Age:[/b] Keep in mind that this is a somewhat realistic adventure story, so stay away from making them too young or old. [b]Cast:[/b] Regular cast or cameo cast? If cameo, and you have a specific side quest in mind, list it here (and make sure it's in the Underground!). [b]Profession:[/b] What does your character do for a living? Are they the celebrated best or a rising star with notable talent? This can include, but is not limited to: merchants, historians, captain of the boat, mercenaries, translators, naturalists, cooks, doctors, soldiers, professional explorers, carpenters, travel guides, museum curators, prostitutes, people looking for transportation, jewelry makers, ambassadors... the possibilities are endless. [b]Appearance:[/b] Self-explanatory. [b]Excerpt:[/b] This is probably the most important part of your sign-up, so make it good. Write a scene with your character and let us know about him, why he decided to go on the journey, maybe a little bit of history, personality, etc. We want to get to know the character, see how they interact with others, and get a general idea of your own writing style. [b]Favorite Cheese:[/b] We enjoy it. We think everybody should. If you don't, [i]lie through your teeth.[/i] Depending on how many of you sign up as cameos, we may allow the regular cast members to create cameo characters. We also encourage you all to talk to each other and see if you can't link up histories; we all love a good skeleton in the closet, but it's even better when somebody [i]else[/i] knows about it, too. The story will work in a chapter system, with no specific posting order unless otherwise specified. Chapters will more or less be focused on the different parts of the journey, taking place in the different territories. Certain events in the story may change that, of course, but that will be the general set-up until then. Both threads so far have been rated PG, but we would like the final cast to decide at what level they want their story to be at. So think about that, as well, while you're posting in both threads. If you haven't read the Underground thread and for some reason missed every hint that we dropped, make sure you do [i]before[/i] you post here. We can't stress that enough. Between the two threads, you should have a comfortable idea of what this story is going to be like, and what kind of characters would best direct it in new and interesting ways. But by all means, ask us questions if you need something straightened out. [b]Name:[/b] Luke Dolan [b]Age:[/b] mid to late 20s [b]Cast:[/b] Regular [b]Profession:[/b] Journalism, more or less. [b]Appearance:[/b] Luke is tall, standing at 5'11" to 6'1", depending on his shoes and whether or not he combed his hair that morning. He's lean but athletic, and surprisingly agile. The splash of freckles across his face, his long lashes, and his boyish grin make him look a little younger than he really is, and the vivid clothes from Clover certainly don't help. His black hair is cropped short and generally a mess, and he usually has a couple days worth of stubble on his face. His eyes are dark brown. More often than not there are ink stains on his hands, at least. Luke prides himself on his wit and not his looks, so these things are unlikely to change. [b]Excerpt:[/b] Watching the kids play across the square, Luke often wondered why he had ever grown up in the first place. Nothing good seemed to come of it. Getting into trouble had always been fun before, and it was never really serious trouble anyway. He'd been good at that; growing up in the city, without much money, he'd been very inventive as a child and often led expeditions with the neighbor's kids into unknown territory. Usually they would wind up somewhere they weren't supposed to be, trying to steal somebody's canoe, or just untying them all so they drifted down the canals haphazardly. These things would right themselves naturally, he and the other children would get a slap on the wrist, and then all would be well. The square was on the first level, left open so the trees could grow up and out. There were stairs and lifts to the upper levels in each corner, but even these were made pretty with greenery of some kind. He wondered who took care of the vines on the lifts, and how often they had to cut them back before they began to grow into the pulley system and muck it all up. And then there was another peal of laughter and childish delight, and Luke scowled and returned to glaring at the kids jealously. He wanted to go over to them and tell them all not to grow up ever, to just refuse to blow out their candles every birthday. He then remembered sex, and felt a little better about being an adult. Well, older at least. Why couldn't he just stay out of trouble in the first place? He often thought this question when he was reminded of...things, and it often ended in a drunken stupor. And he was definitely drunk. Drunk, and bitter as hell. He couldn't say the letter had been a surprise. Luke knew he'd be getting something soon - some kind of message or visit to let him know it was time for another favor. The [i]last[/i] favor. It'd been almost a year since the last, and the bastard had been holding onto it, dangling it, wondering just what was the best way to use little Luke Dolan one last time. It was the timing that really pissed him off. Things had begun to turn around for him; work was good, and his editor actually liked him. Well, he liked his writing, at least, but that's what really counted anyway. Liked it enough to offer Luke an introduction to some publishing friend of his. Luke could see it all piecing together finally, like he'd dreamed it would when he was much younger and far too naïve. The bastard, Luke thought. He must have known, must have been [i]so[/i] amused to write the letter and sign his name at the bottom with his usual flourish. He'd been the only one invited, too, to owe something; Orgoglios had been [i]perfectly[/i] clear on that. Sometimes Luke regretted ever taking Basil's help, though he knew now just as he'd known then that Orgoglios had been the lesser of two evils. Not even the whiskey could dull that truth. He would probably be dead if the man hadn't of been feeling so charitable to a "young and promising smart ***." He remembered that still. "Promising," Basil had called him. The ****er. Luke stretched lazily on the bench, leaning his head back to catch the sun on his face before it went below the line of buildings, and closed his eyes against the onslaught of color that glittered down at him from all edges. At least this was it, he tried to tell himself. He'd get one last life-threatening adventure to tell his grandchildren about (edited, of course, unless he was drunk), and Basil would have his publicity and god knows what else. Knowing the way his luck usually worked, Luke counted on those stories, counted on trouble to find him and make him do his usual dance out of it. At least he could sell them when he got back. He had to hand it to the guy... He knew how to play his cards, that was for damn sure. If Luke survived - he did seem to have a knack for it, if history was anything to go by - they would both benefit form this caper. He knew the man would keep his word, too. He knew that one all too well. [b]Favorite Cheese:[/b] Pepperjack or Brie. Sharp Cheddar will be posting his own character soon....ish.[/size]
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By magic we mean more of a Harry Potter/Lord of the Rings/OMG i am all powerful kind of thing, but it doesn't mean that it's all real all the time. I think we did mention that we encourage a supernatural aspect to the story, and a quest for an ancient relic can certainly be strange on so many levels. We [i]want[/i] some things to be unexplainable, but we don't necessarily want to revert to fantasy stereotypes in order to make that happen - people can't use magic, but it doesn't mean that magical things can't happen. The relic is something we want to reveal through the course of the story, but for now let's just say that it does have value on more than a historical level. But it's just so old and mysterious, so there's no real way to know exactly what that is. I'm going to take this moment, too, to emphasize the fact that you don't necessarily have to [i]join[/i] the RPG in order to contribute ideas. There will be a sign-up thread in the Inn in a few days, and between the two hopefully everyone can get a better idea of what we're aiming for.
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[center][SIZE="4"][b]Quest for the Lost Relic[/b][/size] [INDENT][SIZE="2"][b]An interactive story brought to you by the makers of Laeth E’Thae and other fine cheeses.[/b][/size][/center][/INDENT] [size=1]My dear fine people, welcome to the preliminary thread for [b]The Quest[/b]. This thread’s major purpose is to create the world in which the quest is to take place. We have some ideas, but we also thought the story would be a lot more fun if the cultures and the cities were all created by the players. And we’ve even drawn a map. If that doesn’t get you excited, then we don’t know what else will, quite frankly. So right now you’re probably thinking, “Okay, maps are cool, but what the hell are you talking about?” Well, my friend, we’re talking about [b]massive participation in creation of the persons, places, and cultures of the world[/b]. The actual story that will take place is very obviously going to be an adventure – a quest for an ancient relic. But like all good adventures, our (anti-)heroes are bound to get sidetracked here and there. We thought it would be cool (and would also help foster strong commitment to the story) if all of the places and side quests were not created by us. Take a look at [b]the map[/b] for a better understanding. We have created the terrain, divided up the different territories, and established a tentative route to the treasure. But as of now, most of the places our sturdy crew would travel through have no names, no identities of their own. That’s where you would come in. There are some rules, of course. The first and foremost is that this is [b]not[/b] a sign-up thread – just because you submit ideas to this thread does not mean you will automatically be accepted into the story later on. We may still use your ideas, and you can enjoy reading as the adventurers travel through the fertile lands of your imagination, but unless you are accepted in round two (the adventure inn thread), then that’s about it. However, we do encourage you to plan ahead and think about what kind of character would be accepted into a story like this. The adventure story also takes place in relatively [b]modern times[/b], but there’s a catch. Humanity has gone back a few steps – we had superb technology once, but something happened and now years later, we’ve forgotten how to use some of it. It’s not terribly post-apocalyptic – we still have electricity, we still have guns, and the laws of physics still hold true. But there are no computers in existence anywhere. Electronics are severely limited; electricity, for example, rarely functions normally outside of the big cities. There are steamboats and trains, but the automobile has yet to appear. Mankind has learned to rely once again on his own engineering ingenuity. This is not a fantasy epic – there is no magic, there are no dragons, elves, sorcerers, wizards, or cat people, and if you think your sword-wielding prowess can stand up against bullets, we refer you to Indiana Jones: Raiders of the Lost Ark. This does not mean that there cannot be any kind of supernatural element to the story, however. Even in our rational world, there are unexplained things that can and will occur.[/size] [center][size=2][b]The Map.[/b][/size] [size=1]([URL="http://img.photobucket.com/albums/v290/studded_tonfa/MAP.jpg"]click me, I’m beautiful![/URL])[/size][/center] [size=1]It’s a splendid map, we know. We’re pretty fond of it, too. But it’s pretty empty, and we’d like to fix that. All of the different territories are numbered and up for grabs, with the exception of three: 5, 16, and 17. The first two of these inland borders’ are marked with red, and the last one is a neat little island in the southeastern corner (you may note the x, if you wish). The borders of all the territories are shown with black dashes, and some of them follow rivers. If you have questions, don’t hesitate to ask, but if you go by the borders and the numbers we think the little countries are pretty easy to pick apart. There are a lot of black dots on the map. These marks represent cities, but if you decide to take on a country and you think a certain corner of that territory is better for a city, you can make a suggestion. We may or may not listen, but if you provide us with your proposal and it sounds reasonable, we’ll change the map to reflect that. The other noticeable feature on the map is the question mark, which has been liberally used. These points reflect possible side quests, but you are by no means limited to these places. We want you to be creative and have fun with the possibilities. There are also a bunch of little notes here and there. Most of them describe the terrain of the area, but some suggest the nature of the country or a possible problem to be solved. Some are just silly.[/size] [center][size=2][b]The Territories.[/b][/size][/center] [size=1]As previously mentioned, three of the territories/countries/nations/city-states/whatever the hell you want to call them have already been “taken” and developed. The first two (5 and 16) are listed below, but because 17 is special, the nature of that country will unfold along with the story. We suggest thinking about countries that are along the tentative quest route, if only because we are more likely to come into direct contact with them, but the choice is up to you. As your ideas come in and we decide that we like them, we will add them to the list. If there is a river or a mountain range or some other kind of landform within your territory, feel free to name it! But leave the major oceans and waterways to us. We feel that this is a very important aspect of the story because the terrain affects the journey and the culture affects the characters, and so we want as many people involved in its creation as possible. This includes social, political, and cultural aspects. The beauty of this is that characters will practically create themselves by the time the map is complete. You may use the two created countries below as examples, and you may always PM one or both of us if you have any questions. [b]5. Oppalon[/b] [Arcadia] Oppalon is the country located on either side of the straight, and is one of the wealthier countries on the map. History shows it as being one of the earlier settlements, due to its easy location on the water and its proximity to other fertile lands. It quickly grew in size and wealth, mostly in thanks to its port towns. While it does not contain the strongest ground force, its navy is superior to most; Oppalon is a country that has long relied on water and knows it well. The country is governed by the Ministry of Oppalon, which is headed by Prime Minister of Oppalon Ellen Verder. There is an election every five years; currently they are in their third year in office. The Ministry finds its home in the capital city. The capital city of Oppalon is Clover, located on the tiny peninsula on the west side of the straight. It is also the biggest port city in Oppalon, and a wide variety of people pass through it daily. Clover runs on solar and water power, as does the rest of Oppalon. The city is a beautiful one, made of white stone and colored glass, and has been the subject of many poems because of the way it glimmers on the horizon as one approaches it by sea. It is a city of layers, as well, and most buildings are at least two or three stories tall. At sea level, a series of canals and waterways make up the roadways. The next level up provides more solid ways of travel, and there are a number of elaborate pulley systems that help residents traverse from one level to the next. The only thing brighter than the glass windows is the people themselves. Color is very fashionable in Clover for men and women alike, and the more vivid it is, the better. Because of the way the city glimmers both day and night, Clover has gained a reputation as being very proud and somewhat vain, and it is a view that is not completely unfounded. The second largest port in Oppalon is Napellus, so named for the purplish flowers that litter the coastline on the east side. These flowers are remarkably poisonous and in Oppalon’s ancient times they were used to coat arrows and spears for battle. The cardiac poison is deadly once it enters the bloodstream and is only sold for outrageous sums in Napellus’ notorious black market. There is a way to counter the poison, but the antidote calls for a rare ingredient that is extremely hard to come by. Napellus itself is nowhere near as glamorous as Clover, but its unique blend of sea and country give it a very charming and friendly atmosphere. It also happens to be the best place to commission various nefarious deeds – the port city is teeming with bounty-hunters, assassins, and the like. [b]14. Zix[/b] [Shy] Zix is an island nation of farmers, artists and priests. The government is currently ruled by the beautiful and wise Princess Dorlene, but her crown will soon be passed on once she reaches the age of 16, as is tradition. A new, younger princess will be chosen by Dorlene on her final day as head of state, but it is common knowledge that she is reluctant to give up her title. Of course, the role of princess is merely to be a figurehead, and most day-to-day operations are run by her advisors and the Zix high clerics. Dorlene’s only true power lies in her command of The Zixish Royal Navy, which ranks among the largest in the world. The capital of Zix is the “Clockwork City” of Karisia. Highly advanced subways and railcars once carried Karisia’s citizens in and out of the city, and some were so reliable that they survived The Great Fall and are still used today. A much larger network was once used by all of Zix, but most of the pieces to the system were salvaged during the nation’s reconstruction. Due to this and Karisia’s remote location behind the river very little contact is made between the capital and the nation’s other cities. In many ways Zix is a land of two peoples. Few citizens on the outskirts and the coast have any formal education, a stark contrast to the charmed life of a Karisian. While the people of the farms are fairly simple-minded, Karisians pride themselves on their intellect and devout faith. Despite this (or perhaps because off) this education, Karisians are extremely indecisive. Many are active members in multiple political parties and religions. They try extremely hard to be ‘modern,‘ and will go to extreme lengths to do so. This open-mindedness is often a source of ridicule by surrounding nations. The archipelago to the north of Zix has long been a source of contention between Zix and its neighbor to the east. This is a direct result of Princess Dorlene’s aggressive use of The Zixish Royal Navy to create a hegemony in the region. Zix is currently using several of the small islands as military outposts, perhaps in preparation for a much larger assault on the main continent. The climate throughout the country is hot, dry and often highly unpredictable. Crop growth tends to fluctuate wildly from season to season, and most farmers barely produce enough to feed themselves and their families. Rainfall is more regular in the west, and many Karisians see this as a sign of approval from whichever deity they are worshipping that month. The Zixish people are starving both culturally and literally. Many feel a war is what would help to unite the nation and bring new prosperity to the land. [b]17. Benadir[/b] [Sharp Cheddar] Benadir has been at war with its western neighbor Ceylon over the proper borders of their respective lands for as long as anyone can remember. While a tension between the multitudes of ethnic groups in the region is widely regarded as the starting point for the feud, the more modern face of the struggle surrounded the Curonian Isthmus. The site, historically important for shipping, was also the most widely recognized border between the two countries. A canal, if built through the isthmus, would cut the travel time from Clover to the Southern Islands by almost half. When proposed, Benadir and Ceylon were immediately at each other’s throats for the rights to the canal. For several years, either country made no headway. However, around 20 years ago, Benadir attempted to end the dispute by simply “annexing” its neighbor. Since then, the geographical entity of Ceylon has ceased to exist, and Benadir ‘rightfully’ controls the passage of ships through the Hendrik Saul Canal, (usually shorten to the Saul Canal) as named for it’s righteous and upstanding authoritarian leader. Walking the streets in the nearby capital of Curonia one quickly learns that Ceylon is still very much alive – while you will not find it on a map, it would be extremely difficult to overlook the struggle still taking place in the streets. It is often extremely difficult as well to avoid being caught in the crossfire. It should be noted that Benadir, as an authoritarian nation, harbors mixed emotions among its populace. It is not uncommon to find that a citizen of Benadir is also a Ceylonian nationalist, and perhaps hopes that Benadir may someday see the light of democracy. An uprising would be possible – but not without the help of the military. Fabulously trained an often from the aristocracy, most of the force whole-heartedly pledges allegiance to Hendrik Saul. To the east of the Bena River, grassland stretches out toward the ocean. No government truly exists in those lands; however, Benadir lays claim to it. The true leaders are the head clansmen, leading bands of uncivilized savages. At least in the eyes of those to the west. Regardless, any persons not fully prepared for a trek through the region will probably die.[/size] [center][size=2][b]The Side Quests.[/b][/size][/center] [size=1]Like the territories, you the reader will also help us come up with exciting side quests to steer our adventurers off the beaten track. The side quests can be anything, and they don’t have to necessarily amount to anything. As mentioned before, the question marks are suggested locations for these mini-adventures, but you can put them just about anywhere. Here are some ideas we threw around. You can run with these, or make up your own. - the canal episode (located in territory 17) - danger in the mineshaft - cave explorations - underground cities - exploring ancient ruins - collecting rare flowers that only grow on certain cacti - pirates! - damn those natives and their human sacrifices - transporting people/goods from point a to point b Side quests can also provide cameo appearances, so if you want to be involved in some way but are not sure if you can stick around for the entire duration of the story, keep this in mind for possible characters. (We will go over possible characters and other sign-up information in the Adventure Inn thread.)[/size] [center][size=2][b]The End Notes.[/b][/size][/center] [size=1]What we’re ultimately hoping for is that a lot of the same people who offer up ideas will in turn participate in the RPG. This would allow for a person to introduce their creations as we come to them in the story; even if the character you end up creating isn’t a native, in a way you are, and it makes you the best person for the job. It’s our hope that all of this enthusiasm will spill over into the story itself and will help drive the adventurers on their quest for the lost relic. More information about the adventure and the relic will unfold when we put up a thread in the Adventure Inn. But until then, we hope you will stick around and help us make this story one to remember, if only because everyone was involved in the creation of it. ;] - the always delicious [b]Arcadia[/b] and [b]Sharp Cheddar[/b][/size]
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There's been a lot of great advice, so I only want to add this little bit more: seriously, do not worry about getting in and out in four years. If it works out that way, good for you. If it doesn't, the world will keep turning, trust me. Sometimes you realize you're not in the right major, or sometimes a class or two turn out to be completely different than what you thought, and you can get a little "behind." But really, it's your education, do what you want. As long as you're happy with what you're learning and you have some ideas for the future, you're not behind. The only real concern you have with the four year thing is financial aid - there are some scholarships that will only provide you with aid for so many class hours (some are around 120 hours, I think), and adding on an extra year might mean less money that extra year. But there are plenty of scholarship opportunities. Check out fastweb.com for some, and also pester the living hell out of your school advisors, and see what turns up.
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"Oh no, my bouncing dear, this is a vanilla latté on ice, if you will." I slurpped the last of it up and then frowned at the empty cup. "Well, it was." Wander blinked and smiled and was swaying rather cheerfully on the spot. I blinked in response, and then remembered something about regularly updated caffeinated beverages and grinned. "Dance with me to restocked coffee! I imagine it's somewhere around here, and [i]then[/i] we can begin brainstorming for this new mission." As we manuevered out of the lobby, our dancing more reminiscent of epileptic fits rather than, say, ballet, I decided to invite some people along. "My fine fellows, let us dance together to coffee and [i]victory[/i]!" I'm not sure that it had the desired effect, but I felt pretty inspiring anyway. Once settled with our beverages of choice, enjoying the delicious aroma of homemade cookies left behind by the reknowned Mother, we began to discuss some possible strategies. "What about a kind of 'The Bachelor' parody? I'm sure there are plenty of fine, upstanding and eligible gentleman or ladies that would love to be married off to some stranger on the internet." "Only if the ones who don't make it can be ripped apart by zombies." "I do enjoy zombies."