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THE N E S T ([personal profile] onemind) wrote in [community profile] integrating2017-06-25 08:57 pm
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MISSION OVERVIEW: HYRYPIA


MISSION: HYRYPIA


On DAY :055 (July 2nd-4th), two Hosts arrive at the Station to brief the hosts on their new missions. The following day (July 5th-8th), everyone will climb onto a rickety looking transport and jump to Universe Bargana-Dis 2349.91. Clocks reset to DAY :000.

For the duration of Mission Hyrypia, this post will be updated with collected information and additional write-ups. Because this mission features rotating locations, only the current active location will be included in the body of this post. As the mission migrates to different areas, old location information will be archived in the comments below. This post should be your quick reference for the length of this mission; all calendar updates and ooc information posts will tie back to it and vice versa.



HYRYPIA
(The following is roughly IC information available to all Hosts; while they may have a copy on their personal databanks, their databanks may only be used in private among other agents of the Nest.)
PLANET: Hyrypia
LOCATION: Hyrya System, Varona Galaxy, Universe Bargana-Dis 2349.91
DESCRIPTION: The universe known as Bargana-Dis 2349.91 is vast and filled with strife. It is home to three large galactic empires as well as a number of smaller unaffiliated systems which sprang from the same homeworld many thousands of years ago. The civilizations that inhabit it span several galaxies, but most are centered in the Varona Galaxy whose outer edge gave birth to the original Rabadoceans. This single species are the only sapient beings in this end of the universe, however there are many variations between the inhabitants of different systems due to thousands of years of isolation.

Rabadoceans are a primarily herbivorous, vaguely humanoid species standing between 1.5 and 2.5 meters tall with wide-set eyes and narrow chins. As they originated from a heavily forested world they still have thick skin along their bellies and the inside of their long limbs, strong, long fingers with clawed tips, and digitigrade feet that are equally dexterous. Their species has two primary genders with a long a-gendered period in their youth - based on the pheromones of those around them, they typically end up manifesting as one of two genders upon adulthood. Farana is the gender that can give birth; their opposite, Sarana, are outnumbered approximately 3-to-1. They typically (although not always) pair-bond to a single Farana. This gender disparity in turn results in a strong family structure. While most Farana will never have children of their own, most invest in the children of their siblings, aunts, uncles, and parents as much as they would in their own children.

Hyanna, the planet they originally called home, is long gone - first depleted by their own actions and then eventually pummeled into dust by asteroid strikes. During the fall of their homeworld, Rabadoceans seeded colony ships powered by the base techno-magical energies that had originally given rise to the end of their civilization throughout the galaxy. These ships landed on hundreds - perhaps thousands - of planets, and some of those colonies grew roots. Over the thousands of years since, seemingly driven to spread out in an instinctive effort to avoid near-extinction a second time, some of those original colonies have spread into space and began to form new outposts. The colonization effort has given rise to a series of wars, the most recent and sprawling of which is called the Polesian War.

However, Hyrypia exists practically untouched by the conflict. Hyrypia was seeded by one of colony ships that flew the furthest, and when its people touched down on the planet they were greeted by a harsh world. Unlike the heavily shaded and forested planet they had hailed from, Hyrypia is a rocky, scrubby land with very few trees and a harsh sun. Most troubling for the first Hyrypians, there seemed to be no access to any form of power to fuel their technomancy - the technologically aimed magical ability unique to their species which had fed from the natural energy source of the Rabadocean homeworld.

For thousands of years, Hyrypians lived brutal, desperate lived tied to the remains of their colony ships. They survived by farming the few things that would grow on Hypyria and raising Gryer, a hardy if rangy grazing species. All traces of technomance-capable individuals disappeared.

Or so they believed. One day, a Hyrypian who was seemingly average in every way looked into the rocky mountains away from the field they tilled and they began to walk. Texts state they could feel something and were called by it; they felt ever Hyrypian stone beneath their feet; they felt the salt stained wind at their cheeks and the drag of the low sharp grass against their calves. This Hyrypian passed through field of their elders, a stunted forest, the mountains, under the fall of water and across rivers, and eventually they came to a place where the planet opened to them. It was from this Font that they discovered Nectar and came to control it.

This Hyrypian was 'The First.' Their discovery of the Font and of how to process the raw cosmic material of it into true Nectar brought Hyrypia out of a dark age. They once again had access to the abilities of ancient Rabadoceans. And while the planet lacked raw material to fully exploit this new power, Nectar afforded them the ability to respect their minimalist lifestyle rather than strictly suffer under it. When the first of their cousins came to Hyrypia from the stars, the Hyrypians deigned to use their abilities to power their cousin's rudimentary ships.

After a few invasion attempts, it quickly became clear that Nectar could only be manipulated and purified by a Second - the hallowed and honored inheritors of The First’s power. No alien to Hyrypia could hope to purify the Font's energy into Nectar or to manipulate it themselves. Anyone who wishs to use the power needs the help of the Hyrypians. This presented the planet with an unparalleled autonomy and place of respect among the galactic civilizations. While they eventually traded and manufactured their own starships from the now-accessible raw materials they had for so long been denied, they have remained a people dedicated to their home, their way of life, and their own Empire which has only grown more self-assured and in time. Despite being the only access point to the most plentiful source of technomagical power in the known universe, the Hyrypia of today is still in many ways a backwater with a strong sense of self-determination and a very rigidly formed social, political, and magical hierarchy.


A young Second in traditional acolyte robe and headdress.

THE MISSION

The planet of Hyrypia is the lone source of Nectar, a naturally occurring element that the Seconds of Hyrypia are capable of purifying into a powerful fuel source that feeds the Polesian War. Until now, Hyrypia has been a neutral party in the war - a galactic conflict waged between three major factions; but as other fuel sources in the galaxy have been drained away to power their war, the time has come for Hyrypia to either choose a side (and thus, likely dictate a victor) or find themselves the target of desperation.

Hyrypia, a planet otherwise slim on resources, it determined to get as much long term security as they can from such a union. To choose their metaphorical political bride, the ruling hierarchy of Hyrypia has invited envoys from the three major factions to participate in a ritualistic pilgrimage to the source of the planet's Nectar. Over the course of the pilgrimage, they mean to determine whose interests best align with their own, and who properly show respect for Hypyria and their people.

Unbeknownst to the the people of galaxy, one of the factions has been infiltrated by agents of a dark multiversal presence known only as 'The Enemy'. They're intent on seeing the Nectar delivered into the hands of the people they've chosen to align themselves with. To combat this, Agents of the Nest are posing as the diplomatic envoy from the small planet of Carbausch, one of a dozen from similarly smaller planets too weak to be competitive for Nectar rights but nonetheless with a vital interest in the results of the pilgrimage. The Nest's assignment is to make sure the Nectar ends up in the right hands. To do this, the Hosts need to determine who the agents of the Enemy are and in whose name they're working for, and to bend the political climate toward any faction except the one in which the Enemy has a vested interest. Due to the alien nature of both Enemy and Hosts, Hosts can't simply unmask the Enemy for what they are without putting themselves in extreme danger. Instead, they'll need to use subterfuge to achieve their goals.

And if they can't find the right hands to put the Nectar into? Then they'll have to at least make sure it doesn't leave Hyrypia.

PEOPLE, PLACES & THINGS


THE NEST


RHAN

SIVA'CO

LYR

COLLECTOR
[personal profile] isorropia

LOCALS

HYRYPIANS are generally a people who value wit and cunning over physical might; a common misquote from a noted Hyrypian philosopher is 'The body is the spade of the mind's hand' - meaning that athleticism and strength is only as useful as the mind and soul which possesses it. Heavily family oriented, Hyrypian social economics have deep roots in a fiefdom culture. A dominant percentage of Hyrypians are in vassal-like positions to the owners of the estate in which they make their living; in exchange, titled Hyrypians have a noblesse oblige to curate economic growth and provide safety to those nominally under the care of their house.
NOTABLE HYRYPIAN ORGANIZATIONS & INDIVIDUALS:

THE CIRCLE is Hypyria's governing system. A House has representatives in the Circle, the number of which is dependant on a number of factors (primarily how closely related they are to the First, wealth, size and age). Traditionally, each fiefdom also has its own Procircle with representatives from both the House and the estate's laypeople.

THE HOUSES are the families with significant economic and political power in Hyrypia. There are currently 16 Houses (4 Major, 11 Minor, and the House of Seconds). The four major houses - Cabrielle, Morran, Basittia, and Tyrisson - are the oldest and consequently the Houses with the most representation in the Circle. The 11 Minor houses have significantly less political power and many of them are quite young. The House of Seconds is a quasi political-religious order which cultivates the study of technomagery and Nectar manipulation. A talented technomage may be born from any family (titled or lay) and elevated to status within the House of Seconds. They nominally have no specific familial ties, however Seconds possess the 'C'aruld den lamyria' or the 'Right Of Nature' which means they enjoy the hospitality of any household, and the majority of technomages from The House of Seconds are pledged to the other houses to provide counsel and service to them.

THE FIRST was the first Hyrypian to ever have the ability to manipulate Nectar; he is said to have delivered Hyrypian culture from a brutal and untenable existence on a cruel planet into a golden age of prosperity and to have taught the skill to the people of Hypyria.

CARPATHANS are shorter and denser subspecies of the original Rabadoceans. Their most notable features are their large black eyes and the dense cartilage plating of their brows. They come from a tidally locked planet affectionately named 'The Midnight Moon' for the fact that it spends 80% of its solar year in darkness. The Midnight Moon is a planet of industry where social castes have been rigidly enforced for hundreds of years. Children inherit the trades of their families, there is a strong martial tradition, and the Empress Karidian's family has been in power for over 400 years. However, there are rumors that the Polesian Wars have consumed enough resources and diverted so much Carpathan power that the empire is struggling to contain a civil war on its home planet.
NOTABLE CARPATHANS:

EMPRESS KARIDIAN aka "The Black Empress". She's said to be the daughter of a god, it's rumored that no one has ever seen her true face or form, and supposedly she's never left the Black Palace compound.

SARIDIAN BLACK is the leading diplomat of the Carpathan envoy. He's quiet.

MERADAN are the tropical variety of Rabadocean; by and large they prefer warm, humid climates and both sexes come in a brilliant array of colors. They tire easily in dry climates and become sluggish in the cold. Much of Merdan is covered in water and is flush with animal life; most Meradan ancestors have a history of working the sea. These days the stereotype of Meradan are tough, impulse individuals with a knack for navigation (interplanetary or otherwise) and a thirst for adventure. The reality is of course more varied, but many Meradan cultures value being outspoken, driven, and emotional. As a planet, Merad has a wide variety of provinces and states which have united under a single Coalition; the Coalition typically has no influence in day to day politics of the planet's disparate governments, however in times of interplanetary war the Coalition has the last say in all localized conflicts. Merad has a network of outposts, trading hubs and colonies throughout much of the known galaxy.
NOTABLE MERADAN:

CAPTAIN GRIS SYN is a famed navigator turned stateswoman of the Meradan. She is the leader of the Meradan envoy.

SER ILYA MOR is Gris Syn's life partner and her chosen second in command in everything she's ever done. It's unclear whether Ser Mor is actually part of the envoy or simply along for the ride.

THE DESCENDANTS OF THE EVERWOOD are the people of Hyanna’Vi, a heavily forested world not far from the original homeworld of the Rabadoceans. Their planet, with its plentiful forests of gigantic trees, is brimming with the life energy that their people traditionally use to perform technomancy. They are the most similar to the original Hyannians. They are immensely protective of their home world to the point that very few Decendants of the Everwood inhabit Hyanna’Vi now. The entire planet is now primarily only home to the Emperor, his Consorts, his Counsel, and those who serve them. The rest of the Decendants reside on one of the three moons or on large colony ships and are permitted to return to the home world once every solar year for a short period to fully understand the beauty and power of the land their people still call home.
NOTABLE DESCENDANTS:

EMPEROR HYANNA XXXIV is the 34th of his name and, like almost every Emperor before him, his only duty is simply to be. Long ago the throne relinquished almost all of it’s true power to the Counsel and the Admiralty. He seems to take his role as acting symbol of true Hyannians quite seriously. He makes regular speeches, hosts functions, and makes charitable donations.

THE GRAND ADMIRAL HYARRIAN VAX is the real power behind the military might of the Descendants of the Everwood. He commands the mighty fleet and is said to have eyes on every mission it undertakes, however minor. He is known to have a mind like a steel trap and a vision for his people’s future. Which is why he's the leader of the Descendants' envoy.

SHEE NARAXA is the second member of the envoy and an official representative of the Emperor’s Counsel. A very junior member.

CARBAUSCHIANS are a secretive and isolationist people from the dwarf planet Carbausch. They are slender, average height Rabadoceans. However, not much else is known about their appearance both because they are so sequestered and because they are a deeply spiritual and modest people who insist on a full head-to-toe covering that completely obscures them from the eyes of all but their closest relatives. In addition to being mysterious in appearance, Carbauschians are also mysterious in behavior. They almost never leave their home planet; when they do they reveal nothing of their way of life and little of their thoughts. Carbausch isn't welcoming nor has much of interest to strangers. Its vast distance from the central area of space and their lack of any truly valuable resources make it an unprofitable excursion for the vast majority of Rabadoceans. As a result they make the perfect cover for the Nest - any odd behavior is easily explained away and the Hosts have good reason to hide their faces and bodies from view. Nor are the actual Carbauschians likely to hear about this as they shun almost all technology and this galaxy has no way of communicating the vast distances between stars.

NOTABLE CARBAUSCHIANS
YOU.


EVERYONE ELSE are diplomats of officials from smaller, more politically inconsequential planets. Though they're all derivatives of the original Rabadoceans, the have a wide variety of cultural and economic values. While most planets won't be in the running for the rights to the Nectar, everyone wants to know who will be. Young and old, impetuous and stoic, lavish and spartan - from every corner of the known galaxy who is able has sent at least one representative to pay their respects and make deals on the side in hopes that they'll find themselves in an advantageous position once the Hyrypians choose their ally.


ABOUT TECHNOMANCY

TECHNOMANCY is the power that the Rabadoceans have relied upon for the entirety of their known history. It powers great ships, it shuttles people, it raises the dead. Technomancy requires both a power source and an individual's will. Traditionally, Technomancy has relied on the life-force energy harvested from forests (and occasionally oceans) then filtered into a liquid form. The user drinks the liquid form, clarifies the power in their body and then channels that power elsewhere for a desired effect. A ship may run on energy pumped directly into the engines, but it's a Technomage who imparted that ship's systems with purpose. What a technomage can accomplish depends on both the strength of the power source and their own skill and talent. A base Technomage can power and direct a plow to till a field. A talented Technomage can create intricate machines that can self-manage power regulation, heating, cooling, and any number of other functions. The best of them, on Hypyria at least, can reanimate the dead.



LOCATIONS
(NOTE: For previous mission locations, please see the LOCATIONS of the mission archive.)


THE FONT is a marvel of technomancy that descends deep into the earth on the far side of Mount Mideria. It's sprawling assemblage of mechanical and technical power dives deep into the crevasse at the mountain's base and the glow from the Nectar harvest bathes the surrounding landscape with a constant, ever present half light. It's brilliant and marvelous and so vast that the complexity defies estimation. Deep down in the crevasse, the golden glow of refined Nectar pitches a sharp, brighter white. Somewhere down in the heart of that place is that pure, unadulterated form of Nectar which defines this place.

THE REFINERY is the heart and soul of this place. It's a vast kingdom of pipeline and transpiration devices that descend deep into the planet itself. Operated by a veritable army of Hyrypians, both technomancers and otherwise, the refinery is a shockingly elaborate maze of industry.

THE SHELF is the colloquial name for the structures on the land above the crevasse and outside the refinery proper. These structures serve as an operational town for the workers of the refinery. There are sprawling dormitories, fields of temporary housing, tear down markets and public houses. The most prominent (and permanent) structure on the shelf is the House of Seconds.

THE HOUSE OF SECONDS is a vast stone estate with four major wings, each with its own immaculately maintained courtyard garden of distinct design. In keeping with Hyrypian tradition, the vast rooms and halls of the estate are meant for communal style living and though it's likely that the House of Seconds once was founded in association with the four Major Houses of Hyrypia, these days their influence on the place seems to largely linger in the architectural design of each of the House's wings. These days, the House serves as an institute of teaching and a base of operations for the vast number of Seconds who refine the Nectar harvested through the mine and refinery.

THE LOOKOUT is a shockingly modern structure built on the very edge of the crevasse. It has a grand open air balcony deck that overlooks the mining and refinery operation that leads into the pulsing, shifting glow of the nectar's source far, far below. During the Pilgrimage, the Lookout serves as a meeting place and housing for the various envoys still remaining. Each envoy delegation is provided with typical Hyrypian shared living quarters with lovely, rich furniture. The beds are comfortable, the heating is all technologically powered, and the accommodations including the living quarters and beyond to the great hall and the myriad of intimate meeting rooms are both strangely modern and beautifully ornate.

MISSION SUPPLY POOL

PERSONAL KIT

  • DISGUISE
    Each host is provided with a many-layered outfit comprised of wide-legged pants, a long shift, a floor-length vest, a hooded robe, gloves, boots, and several scarves. Each one has a different design, and the underlayers feature very finely decorated fabric. The outermost layer has a simple technomagical field instilled in it, that further obscures the face and hands of the hosts and helps to regulate temperature. They're instructed that under no circumstances are they to appear out of disguise in any place where a universe local might see them. [VISUAL AID] (colors vary)
  • DATABANK
    Each host can bring their personal databank (foldable tablet), however they are strictly only to be used in private. The personal genetic lock is active while on the mission; each host’s databank will only work for themselves.
  • CEREMONIAL DAGGER
    A staple of Carbauschian culture; each dagger is one of a kind.
  • PRACTICAL DAGGER
    Also a staple of Carbauschian culture, these plain knives are typically for day to day work and supposedly used for cutting food in private. However, these 'practical' daggers have been secretly enchanted to trigger an electric discharge when used. It's your best weapon; be very mindful of it.
  • MEMORY SERUM
    A single dose of a serum that can be administered to any Rabadocean that will cause short-term amnesia, erasing the events of the previous ten minutes. The serum will cause slight dizziness and may cause the subject to black out for a short period of time. Each Rabadocean can only receive one dose safely. After that, the serum is likely to be detectable in their bloodstream. The Serum is stored in a dime-sized circle with a small needle attached. The device will stick to a host’s palm so that the serum can be delivered through a simple touch to the shoulder, arm, hand, or anywhere else they can reach.
  • BINOCULARS
    Relatively simple binoculars with minor technological enhancements.


SHARED EQUIPMENT

  • TRANSPORT SHIP
    The transport ship is a rickety ship modified to look like a Carbauchian trade vessel. It's extremely spartan. Any Host wanting to fly it must get permission and instruction to do so from Siva'Co. It will have the shielding technology that was taken from Waypoint Shril and as such will read as a local vessel to even the most knowing eyes...including those of the Enemy.
  • OOZE BABY
    The lizard baby is coming along for the ride regardless of anyone's intentions; it'll come crawling out of one of their packed bags once they arrive on Hyrypia. It will likely be more adventurous now than before. Unfortunately.
  • TENTS
    Four large tents with compact cots with bedding that fold up neatly into the tent packaging. The tents are lightweight but water resistant and can hold up to ten hosts each in relative comfort. The tents have simple lighting and look quite elegant when set-up, but they are not exactly luxurious.
  • MISC. TRADITIONAL CARBAUSCHIAN STUFF
    A few books, a set of earthenware dishes and cups, a collection of personal keepsakes and goods that sell the whole 'cloistered society away from home' vibe. This is clearly stuff meant to be scattered around their collective living space for effect.

      A log will be posted for the briefing session on the Station as well as for the initial arrival on Hyrypia. Players as welcome to make their own posts and logs during the mission, however please adhere to the posted calendars and down forward date beyond what's available.

      Characters are welcome to speak and interact with members of the native populations; feel free to play out and npc interactions with minor characters, but be prepared for the possibility of threadjacking by mod-controlled mission specific npcs or events should certain criteria be met.

      If you have any questions, please direct them to the questions thread below!

detestable: (Default)

(frozen comment) Re: QUESTIONS?

[personal profile] detestable 2018-01-28 09:30 pm (UTC)(link)
i'm not sure if i should be requesting an npc or what so bear with me!!

richie asked seth to get some info on the carpathans, namely how the blood debts work, what they're used for and if saridian black could be the one making them. would seth be able to charm/talk his way to this information if he were mingling with the carpathan delegation?
detestable: (Default)

(frozen comment)

[personal profile] detestable 2018-02-03 05:01 am (UTC)(link)
just a couple things to clarify though: seth's approach would be to mingle and ingratiate with the carpathan faction and get real buddy buddy with folks in that arena so he'll have in-roads to exploit later on. his prioity would be nobility and guards, and getting in on their social circles so he's an actual pal and his wheedling for info won't be so obvious.

that being said/if it's all doable, i think an info dump would be preferable to cut through gambling and small talk. he could have been working on it since the 34th, but he'll keep at it. gotta level up that social currency.