The Race For Geass
The Race For Geass was an ancient tradition in The Great Two Empires that took place every decade. It was named after an ancient god, who could grant a person something they desired. According to the legend, Geass left behind a grand chalice and if the large cup were to be filled the competition known as "The Race For Geass" would commence.
Upon activation six people would be marked with the symbol of Geass, they would then have a voice speak to them telling the location of where to meet to participate in the game, generally a large city. If a person were to not attend, a new individual would be marked. When reaching the location, the chalice would spout out an ethereal being known as the "Cup Master," this construct would act as a referee for the competition and inform individuals if they broke game rules.
Essentially once all people had met in said location, the Cup Master would inform them that six ancient relics had been scattered throughout the city. This would single the first stage of the race, the set up event. The competitors were then tasked to each acquire a relic for themselves and bring it back to the Cup Master.
Each relic symbolises a different type of warrior:
- Assassin - Death Merchant, Percy Bladestorm, ZTR-INTEL-9780, Ellis The Unseen, Miata de Saravia
- Archer - Gavius Asina, Indel Arrowbed, Uuliinyagaantsetseg, Agamas, Gaylia Qimaris
- Angel - Dominion Superiority, Azgoron, Creation Demandancy, Precedence Omega, Aeris, Fabiana Octavianus
- Mage - Cain, Warrior of the Everlasting Flare, Assarak Bloodstone, Kotryna Villius, Tiatha Chandrelle, The Maronjan Mender
- Trickster - Wisp Trix, Winfred, Slazz Lobakt, Neil Backstrom
- The last duo standing wins.
- If a duo is shattered, they are eliminated.
- If a competitor survives but their partner is killed, they may travel to the designated safe site, once there they have a chance to re-enter the race with an offering to Geass, this is only possible if another duos competitor was killed and their partner remains, the individual at the safehouse may attempt to make a new pact with the surviving partner.
- It is of upmost importance to keep damage to the city to a minimum and the competition to evade the eyes of the normal citizens, if a competitor is to break this rule, the Cup Master may call a temporary truce between all masters and offer an advantage to those who eliminate the rule breaker first.
- Alliances and Scheming is allowed.
- Pacts can be broken on either end.
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