*This Realm has entered it's twilight. New Characters may not be submitted.*
Mankind is a memory buried in the ruins of the Toxic Deadlands and remembered by the weapons and machines they left behind. Legends say that in the years prior to The Catastrophe they found something called an Eve Partikel, a new power source that was supposed to revolutionize the future. Whatever it was, the results instead brought about the end of the world. Now their descendants fight over the scraps that remain in an endless war of blood and water.
In this dim future Mutants and Lepers fight for control over fertile ground unspoiled by war or nuclear fallout. Those that live in the ruins are naturals at re-purposing leftover machinery, cybernetics, and weapons from the previous era. Nomads use gas-powered vehicles, bands of rovers carry automatic, or energy-based weapons, and survival depends on your ability to run or fight. Most factions are tribal, vicious killers and survivors driven insane by a bloody future. The tribes are distrustful towards outsiders, slow to make alliances, and very territorial since kindness usually gets you killed.
Of all the factions, the Idol Sovereignty is by far the strongest and solely composed of "high-breed" mutants who use lepers as slaves. The Sovereignty is controlled by a Rexx named Aldous Congo who is renowned for using totalitarian dogma, tanks, and machine guns to wipe out those who oppose him. Collectively referred to as Idols, this faction rarely takes prisoners and allows their soldiers to perform all sorts of depravity to non-citizens. Opposing the Idols and the tyrannical Congo Rexx is an alliance known as the Eidos Collusionary. The Eidos is still small but they have already struck a major blow against the Idols by toppling a military camp and stealing several weapon prototypes through unknown means. These rebels are rumored to work in the shadows and hope to one day create peace and prosperity in a cruel world.
Mutants tend to have a short temper and are protective of their territory and clan which is sometimes called a pack. They possess an abundance of energy and are always ready to fight or party. Mutants are exceptionally loyal to friends and will have their back even if the odds are stacked against them. Taking a mutant's weapon is an invitation to die, and they only deal in absolutes when it comes to combat. Dueling with real weapons is an indication that you are prepared to take your opponent's life and training is only performed with non-lethal weapons in mutant society.
Most mutant factions have a Rexx in charge, regardless of their actual governing system. It has been synonymous with the word leader for as long as anyone can remember and a Rexx's word is final. Factions come in all sizes but usually sway their allegiance to a larger and stronger pack in exchange for food, slaves, fuel, and most importantly, protection. Mutants tend to use slang that varies from region to region, but this jargon can usually be deciphered depending on the context of the situation. Not all mutants are cruel or vicious, but they are outsiders that are raised in a society that values pride, fury, strength, and dominance.
Costume and Roleplay
Lepers do not actually have a disease. This is a catch-all term for anyone who isn't a mutant, all of which are born with some sort of deformity or missing limb. Most learn from a young age how to replace these handicaps with cybernetic parts they scavenge from the Toxic Deadlands and keep them in working order with replacements as time goes on. Many Lepers also have an emotional inhibitor installed that makes them unable to laugh or feel joy, two emotions often deemed as weakness by their culture. Additional emotions or social etiquette may be disabled permanently or for a short duration if the inhibitor is malfunctioning. Lepers with older processors often develop a permanent stutter.
Lepers who are not imprisoned by the Idols and the ones who live alongside benign mutant communities wear similar clothing to their neighbors hoping to blend in as much as possible. Others are left to use what they can find and cobble together enough armor and clothing to protect themselves from the elements, be it dust storms or stray bullets. Lepers normally use melee weapons which are easier to repair or replace, and prefer stealth or guerilla tactics to a straight-forward fight, which also allow them to avoid mutant patrols.
Costume and Roleplay