Star Wars Roleplay: Chaos

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Approved Location [Netherworld] The Sinner's Rest

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OUT OF CHARACTER INFORMATION
  • Intent: To create a city for darksiders with regret of their living lives
  • Image Credit: Artstation
  • Canon: Chaos
  • Permissions: N/A
  • Links: N/A
SETTING INFORMATION
  • City Name: Sinner's Rest
  • Classification: Growing Castle Grounds
  • Location: Chaos plane of the Netherworld
  • Affiliation: Romeo Sin as an NPC -Neutral Outside of needing defense.
  • Population: A few thousand and growing - Moderate
  • Demographics: Sinners - Whatever they were called before they died (I.E. Twilek, Human, Vahla, Corellian.)
  • Wealth: Medium - The need for money, or food is hardly required here. The Force sustains all that reside in Sinner's Rest
  • Stability: High - Those spirits here usually do not feel the need to be aggressive, though they can. It should be noted that those coming here are looking for redemption or a peace of mind, therefore most who call this home are normally some level of pacifist. Along with that, most things needed, or wanted as far as food; a place to sleep, etc, are provided by the castle, the need to steal is obsolete.
  • Freedom & Oppression: The castle city is a fairly free place, more so a place of comfort rather than anything else. People can come and go as they please, occupy a room for rest without needing to ask, and more.
  • Description: The Sinner's Rest is a ever growing and shrinking castle, creating rooms and courtyards as needed as more come to live here, and shrinking as spirits become cleansed, find peace and are capable of venturing to other locations in the Netherworld that would have been more hostile to their previous dark natures. It rests snuggly in a cold mountainous area with a river running in the middle of it. Sinner's Rest is nestled between Chaos and the rest of the Netherworld, sort of a gateway area, though its not the only place that acts as such.
NETHERWORLD INFORMATION
  • Lucidity: Upon entering the surrounding area of the city, living beings will suddenly feel a sense of calm, and as they reach closer they will realize that this is the only emotion they will feel. Spirits will feel a sense of nothing as Sinner's Rest acts as a form of limbo for them. Darksiders looking to enter must do so without violent or negative intentions, upon doing so will cause a sense of compassion, and the need to be a better person, Lightsiders coming here thinking of cleansing the castle city will find themselves taunted by the darkside, coaxing violent action and evil thoughts. The desire to eat, sleep and otherworldly desires are lessened the longer a living being stays in the castle. The longer spirits of darksiders stay, the less they desire power, and revenge, in a sense cleansing themselves by removing all worldly desires from themselves. Time here seems to move extremely slowly, almost always seeming to be in a constant dusk and dawn.
  • Hostility: Sinner's Rest is a relatively peaceful place, it's early quiet of most noises even though a few thousand call this home. Violence begets violence, however, the those who guard this place will attack those who are able to break free of the effects of the city castle.
  • IC Rules:
Lightsider: Jedi and other Light side users coming here thinking they will turn those away from the dark side will be haunted by the dark side, in essence, visitors of the light side will feel a dark side aura that will corrupt them should they try to harm, harass, or further cleanse any of the dark side spirits residing here.

Darksider: Sith and other Dark side users coming here to take over, or commit acts of violence and evil will be haunted by the light side, in essence, visitors of the dark side will feel a light side aura that will cleanse them should they try to harm, harass, or further corrupt the dark side spirits residing here.


Neutral: Staying here will be pleasant, though only at first. The sense of calmness will continue to grow until it is all one feels. The need to eat, sleep, and other worldly needs and desires will all but stop existing. Rooms will be made according to one's needs, and all areas of the city castle are accessible. Personal rooms can not be entered unless invited.



POINTS OF INTEREST
  • The Rooms - A hallway that seems to never end, this place houses the personal rooms of each dark side spirit, and visitor. When they leave, the rooms also are removed. Each room is protected for one's privacy, and a being/spirit can only enter a room not belonging to them if invited by the owner. These rooms differ greatly, meeting the needs, and requirements for each being/spirit to feel at peace, and calm. These rooms are sound proof, noise outside and inside can not penetrate the walls. Rooms can be as small as a one room apartment, or as large as meeting the needs of an entire family.
  • The Social Area - This is a large banquet room that expands as needed for the number of occupiers. This area is designated for any social needs. While Sinner's Rest doesn't have much in the sense of energetic emotions, the concept that a dark spirit has become cleansed is something all inhabitants understand to be a good thing, and thus celebrate the event.
  • Grounds Area - Similar to the Social Area, but outside, anyone can walk the snowy grounds of the city castle for a breath of fresh air. The views and cold is said to help increase the feeling of calmness and peace.

SECURITY
High:

As discussed in the Lucidity section, these effects act as the first line of defense against those who have ill intentions towards Sinner's Rest. When that fails, those who died as Blood Knight (a order of personal knights to Romeo Sin) are the second line of defense as well as the spirit of Romeo Sin himself will come to deal with problem. They are warriors of the Force, capable of fighting most beings to a stand point, and considering this is the Netherworld, they are essentially immortal, and will always come back upon defeat. The third line of defense is the city castle will simply rearrange itself until the intruder is in the outskirts of Sinner's Rest, and will continue to do so until the intruder gives up.

HISTORICAL INFORMATION
Sinner's Rest appears to be, historically speaking, a place built by the Force as form of Limbo for Dark side spirits for repentance; for those who truly feel as though they chose the wrong path, lead a life that was not entirely evil or full of violence but had regrets, and those who nearly cleansed but the act was not finished entirely. Many Dark Jedi have passed the halls of Sinner's Rest, and many more other Dark siders have called this home. It is possible that this place has existed as long as the Netherworld itself has, as not all dark beings were evil as the Force is neither dark nor light, the realm of Chaos attempts to prove this as such by having a place for Dark siders to find peace in the afterlife. For those questioning why Romeo Sin's spirit resides here of all places, it is his eternal charge for repentance. Every time an extremely powerful being passes, they are given charge, by the Force, to protect this place until the next great dark guardian comes to take their place. Sometimes there are more than one as the previous guardian may not wish to give up their charge just yet. The Blood Knights are simply here because they are loyal to the master of the darkness, and knew that before his end, Romeo was not truly an evil being.
 
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Ylla Caeli'runa

Guest
Y
Erika Sin Erika Sin , hello there! I love this idea, especially in Chaos where everything is suffering for Darksiders. I just have one thing that needs to be expanded upon before I stamp this with the shiny green approval tag:
Stability | Per the City template, please describe why the stability is rated as High for Sinner's Rest. Is it a lack of crime? A general feeling of not wanting to do any more harm in the afterlife?

Once you've completed this edit, please give me a tag so I can give it a second read through!
 
Ylla Caeli'runa

"Those spirits here usually do not feel the need to be aggressive, though they can. It should be noted that those coming here are looking for redemption or a peace of mind, therefore most who call this home are normally some level of pacifist. Along with that, most things needed, or wanted as far as food; a place to sleep, etc, are provided by the castle, the need to steal is obsolete."

I added this to help describe why most spirits here are not hostile normally hostile.
 

Ylla Caeli'runa

Guest
Y
Erika Sin Erika Sin Would you mind moving that addition up to the Stability field please instead of Security?
Pending that edit, I will approve the sub!
 

Ylla Caeli'runa

Guest
Y
Erika Sin Erika Sin No problemo! Things happen, I understand completely. Thank you for all of your edits and cooperation and for your submission to the contest! Enjoy!

APPROVED
 
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