Hello, this is samedi and co-staff! We're happy to be back working on Shambala after a year hiatus!
With the turn-over, we've put in play many new features to make the game more accessible, and we intend to be staying around beyond the previous seven month benchmark. With that said, game-events are now scheduled, so keep your eyes peeled and enjoy your stay. |
There currently is no featured wanted advertisement! We will provide one upon SHAMBALA's official opening, thanks! ♥ |
The plot of Shambala is our property and draws from a collection of favorites of the staff. To name a few: Majora's Mask of the Legend of Zelda franchise, Hayao Miyazaki's Spirited Away, Pandora's Tower, Gankutsou: the Count of Monte Cristo, mythology and folklore, Fruits Basket, and Odin Sphere. Those being a few, mind you. All and all, the concept is our's at the core, and belongs to our staff and members. The design and coding is SAMEDI'S. The background patterns and banner images are not our property, and credit goes to their original owners. Last, but certainly not least, all characters and content came from the minds of their ROLEPLAYERS, and deserve props.
Shambala takes place across three regions on an earth-like world: the Jade Empire, Shambala, is in the central region with the cold and darkly-forested coastal lands of Mag Mell to the north and the warm, rocky deserts of Nibiru to the east. Shambala itself sits in a temperate basin by the sea with tropical climates along its southern and western shores and drier, cooler areas up the mountains to the north and east.
The time-period and technology levels range across the world. In Mag Mell, it is about the late 1920s (give or take some intense magic), so you’ll find telephones, automobiles, airplanes, elevated trains, and giant urban elevators. This technology has spread over to the Kells and other rural places of Mag Mell. All technology is sourced in industrialized magic, often from a magic item exploited for science.
Shambala, however, has slammed its gates shut against the creep of Northern technology. They rely primarily on rickshaw and carriage travel. There is an old-fashioned automobile or two in the neighborhoods of the especially upper class, though they are mostly owned by foreigners (along with other incidences of technology). In all of the Empire, there is only a single rail yard very far to the North that sends off and receives trains from Mag Mell and the Kells.
To be brief, there's plenty of sexist fantasy out there already. So, while we were hashing out the world-building for Shambala, we decided to ditch the “sexism is more realistic!” view that is so very vogue in fantasy right now.
Female characters in Shambala are not questioned over their power or decisions on the basis of their gender. They may be questioned over their age, their class level, their ethnicity, but it is considered a move that invites the anger of great goddesses to argue that a female person is deficient in some way due to their gender.
All and all, sexism never got good traction in this world. Shambala, the Kells, and Nibiru, in particular, are home to very powerful, very reactive female deities who could and would stomp (literally) on people making the argument for the superiority of one sex over the other.
But while Shambala is more egalitarian in its gender roles, they are clan-like and more likely to discriminate based on ethnicity. The well-developed cities of Shangdi and Mag Mell have long histories of prejudice between their upper, urban-dwelling classes and their lower, rural classes. Shambala itself is an empire combined of four old kingdoms that still have problems with each other. Their internal prejudices can outweigh their problems with cultures abroad but foreigners can find themselves ostracized if they are unable to blend.
But more than the living, Shambala does not get along with any dead unmoored from the underworld—and the Sidhe and Unseelie ghosts from Mag Mell will encounter trouble no matter where in the world they go.
There are eight races in Shambala. The first five races here are playable by all. The last three races (indicated by an (*) asterisk) require Mod permission or have died out. Members of the first five races all receive boxes at birth. Members of the last two do not.
‘Magick’ is the manifestation of destiny—and everyone in the world shares in destiny through a unique magick all their own.
This piece of destiny and what hope or despair it promises lies always at the bottom of a dark box.
Different countries have different traditions about boxes:
Item use comes at a cost:
There are three major countries in the principal part of the world. Though other lands may lay beyond the mists at the edge of the sea, the staff hasn't thought of them yet.
Note on Descriptive Names:
The land of Shambala is of myth and fairy tale. The hills and valleys it belongs to are old, green, adrift in mist, and yet somehow familiar. In it is the legendary city Shangdi, which sits on the border between the world of the living—humans—and of the spirits. To the East lies the cursed Kingdom of the Mag Mell and to the West the lands of Nibiru, both sisters to Shangdi that have existed, or so they say, long before even time began.
Governed by the Jade Emperor, named for him, the city is one torn by two desires: pleasing the spirits that live beyond the veil, and controlling the magick that seeps through to both sides. The architecture is sweeping and grand, much of it done in royal reds, golds, blacks, and built to frame the towering Jade Palace that looms in the city's center. It is known for an entertainment district that caters to the spirits after night falls; wisps of smoke curling around the soft-glow of paper lanterns; incidents where men and women are spirited away to other worlds.
And, since the first written records appeared in the official libraries of the council, rumors whirl around the Heavenly Gate—the doorway that allows for spirits to escape into Shambala, left behind when the Jade Emperor first called upon twelve animal spirits to gift his magic to. Supposedly, it is these twelve animals, immortalized in stars and custom, that have the strongest influence over the country of Shambala and every man, woman, and child is possessed by one of them from the day they are born.
In the ancient times before the Jade Emperor came, the lands of Shambala, then unnamed, lay divided into four kingdoms: the Highlands and the Lowlands, the island nation, and the coastal kingdom.
One morning in the Highlands, the Jade Emperor was born in an icy spring high on the crown of the northern-most mountain. At the very same moment, the Demon Lord was born in a vein of burning stone buried deep in the breast of the northern-most mountain. Though far away from each other, they were born from the same Mother Mountain and were both her sons. They grew and when one brother found the other, they decided to conquer the world leave their mountain and make their way in the world.
To do this, the two brothers set out to best the gods currently claiming the lands under heaven. They bested them, and after this war:
The Jade Emperor selected clans to rule his mortal empire and to stand in memorial for the fallen lands of old. Four Great Clans would rule above all:
The Great Clans are massive and count thousands of people in their 'families'. Great Clans are not made by blood. New members, which can include whole families, typically join a Great Clan by adoption or marriage. The Great Clans do prefer adopting or marrying people from their own region.
...
A once-flourishing country that capitalized on the innovation of steam, coal, and magick industrialization, the Mag Mell—buried deep underground and cursed for two centuries—is a land caught in the upswing of time. Although her citizens walk the typewire between the living and the dead, it earned its name for its behemoths of steel-webbed fences and train-smoke under the massive grandfather clock in the grand station.
With its humble beginnings credited to the Kells, pockets of farmland and country-side cottages sit comfortably alongside hissing drawbridges and white-brick buildings trimmed in gold in Carneval. The city is dark, completely lightless after the cataclysm sank the country, and a long hill of black dirt leads to an open cave mouth surrounded by the empty, abandoned husks of buildings and factories. The outermost ring—named the Ashes because "it fades to gray against the heavy contrast, the bright neon glow of the Mag Mell"—long ago was ravaged by Unseelie creatures in the chaos of the city's collapse, and remains largely an empty place beyond the main road that leads in and out of Mag Mell.
Because Carneval's expansion is hindered by the width of the cairn, engineers designed two raised platforms that serve as second and third rings. These are both bathed with artificial light, strong enough to keep the Ashes dimly lit at any and all times. Connected by a complex system of elevators and cable cars, moving from each ring has been made efficient, but leaves traces of pollution and can be difficult to maintain because the ghostly citizens of the Mag Mell resist change. They have an ethereal attachment to the past they belong to, and the city's structure reveals that. The uppermost ring is a thing of complex and newly created machinery, glowing neon signs, tracks laid for trains threading the roads, night clubs and brilliance; the middle a bridge between the two, crowded with closely-knotted apartments and fire escapes; the lowest is quiet and slummy, a broken-down cog in the machine that is in need of repair.
Culture in the Mag Mell follows the trends of the upper elite, a high class society that survived from the original Seelie Court—what once were the aristocrats and nobles of the Mag Mell. The Unseelie Court was the result of a division between the government, an oligarchy that developed from a constitutional monarchy and was centered in Carneval. Unseelie being smoked out in the political realm—long after the Unseelie were thought to have disappeared from the world—shook the city to the core and regular citizens insisted that they be represented by only true Sidhe; not wolves in sheep's clothing.
Clothing can range from the bizarrely Victorian-eqsue to flowing ball gowns, tailored suits, and posh hats the further you travel upwards. The entire culture is a mixture of time periods—the dead have no concept of time, after all—but there is a clear preference to the standoffish and polite for the middle and upper class. It is, in two words, fast-paced and completely business with entertainment hidden in red light districts or squirreled-away neighborhoods.
The Kells is a green, hilly island off the coast of Mag Mell with a rocky, mountain's heart. (Characters who are from Mag Mell's part of the world and still human are predominately from the Kells.) In modern times, the coastal towns support strong fishing and shipping industries while industrial, mining, and engineering commerce lies inward. But before the fall of Mag Mell, the Kells were weaker, smaller, and part of one nation with the city of Mag Mell, one kingdom connected by shifting land-bridges carved from the ponderous movements of sand and ocean between the west shore of the island and the inland.
The aristocrats ruled the rural island towns from the center of their city, and so the strike of the Black Cup’s curse brought the Kellan people a swift and unexpected independence. Their distant government crumbled, and in the absence of Mag Mell aristocrats, the mayors of the Kells pulled together to reestablish stability and protect their people in the new age of sunken Mag Mell through the first Mayoral Councils. The relationship between the two regions had soured quickly as predatory Sidhe from Mag Mell crossed the land-bridges and trawled Kellan villages for victims. Many of the Sidhe now living in Mag Mell were originally stolen from the Kells.
The Mayoral councils, assemblies of every village mayor from across the island, founded the Bridge-walker’s Brigade to patrol the land-bridges nightly for illegal Sidhe passage to and from Mag Mell. Meanwhile, the mountain villages, already home to gifted engineers and gunsmiths, industrialized further to produce more accurate firearms and small cannons to arm the Brigade and stop unauthorized passage into the Kells. While Sidhe could not be killed, their bodies could be temporarily dismantled by Kellan guns, and their ships could be sunk by cannon-fire. With the western shore fortified, the kidnappings in the night decreased, and the people of the Kells began to live in relative peace.
There are several major villages in the Kells:
Existence is tentative in Shambala, though this world turns on unaware. Three major events contribute to this halpless and uncertain state.
...
The Jade Emperor and the Demon Lord, despite graceful ruling and skillful collaboration at the start of their joint venture, began to pick and quarrel with each other over the centuries. Soon, they are estranged and difficult with each other. At that time, two hundred and fifty years before the presence:
Two hundred years ago, the Mag Mell College of Science and Religion sent an expedition to Shangdi. Undaunted by the sacred and intrigued by the profane, the team sought to see the other side of the Heavenly Gate. Their goal met with resistance in Shangdi, its people more familiar with (and glad of) the mysteries of the Gate than these Western scientists. Eventually, the team managed to find a local mystic, and her apprentices, interested in helping them.
‘To enter the gate is a cosmic certainty, and simplicity,’ the mystic told them, ‘But to leave?’ Therein lay the challenge, the mystic told them without speaking, and her apprentices wove a rope of human hair, and ancient protective magic, to tie around the waist of just one man sent under the Gate. The operation commenced, and the space beneath the gate rippled like thick water as the single man broke the threshold. The party waited -for hours- until he returned, cradling a black and shining stone in his arms.
“It’s a cup,” their comrade told them, darkness dragging round his eyes, before he passed out.
The Mag Mell team took this rock back with them—as time would tell, it would be a cup, a fate-changing cup, in whose waters rust brightened into gold and mortals tasted immortality. It would unfortunately be too late by the time the scientists wondered on the origins of these strange ideas, and when they dropped an ordinary lump of metal into the black cup, the cup shattered, and the world tore and sucked Mag Mell down, cursing every man, woman, and child inside. The calamity created two races of deathless spirits, the Sidhe, the pale lights, and the Unseelie, the hungry shadows.
When the Black Cup shattered, it released a storm of emerald fire, what would come to call the ‘Green Dawn,’ and divided the people of Mag Mell into two phantom races: the Sidhe, the pale spirits, and the Unseelie, the hungry ghosts. Once touched by the light of the Cup, these men and women became immortal ghosts who wilted in the sunlight and preferred to lurk in cool darkness. Most mortals touched by the Green Dawn became only Sidhe but a handful, for reasons unknown, became something darker: the Unseelie. Unlike the Sidhe who drink in atmospheric energy from humans at their whim, Unseelie devour their victims directly, and they prey on Sidhe.
In the early weeks and months of the curse, gangs of Unseelie roamed the deserted streets of the city, devouring any unlucky Sidhe left in their paths. They ravaged the city, and the Sidhe, facing mass-murder, contracted with a spiritual exorcist from Shangdi and a reluctant engineer along with a squad of Bridge-walker riflemen from the Kells. Together, these parties constructed the Demon Jars, spiritual vessels designed to contain many Unseelie spirits in hopes that the dozens of spirits trapped in each jar would kill off their own numbers as they starved inside the trap.
Slowly, the rampaging Unseelie were lured into the jars, and the jars were sealed and abandoned. Most were buried under a poured slab of a recent Kellan concoction, called ‘liquid stone,’ to ensure their prisoners never escaped. One jar was sailed to the Kells to be disposed of in forges of hot, molten metal. The jar never arrived, the boat sinking in the Kellan sea, and this method was never undertaken, for fear of ‘bad luck’. Though the work of those in the Sidhe Initiative was slow, it was thorough, and only a handful of Unseelie are left in the world. Mortal men remain suspicious of Sidhe as rumor tells that Sidhe spirits who commit enough dark deeds will corrupt into Unseelie ghosts.
When complete, the Black Cup is a stone cup, deep and shining like polished jet, but when broken, its fragments appear matte and veined, like emery. The complete form of the cup depicts a bowl born up on the shoulders and backs of three maidens with bowed heads whose hands interlock by way of a thread traveling around the stem. Each lady carries a tool for interacting with this thread:
And from the tatters of the cut thread, the first sister is implied to spin a new thread and thus carry on their cycle.
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