Several years ago, a user called "Crepe the Ashlander" created UESP's first Steampunk roleplay, though it eventually died. More recently, he rebooted it under the same name. This one was even more shortlived than its predecessor. I thought this was a shame, so I contacted Crepe to ask permission to reboot the promising universe just one more time. I've usurped his universe, melding it to my tastes but keeping the basic concept.
Now those who have seen my updates might notice the different title and tone. Well that's because this isn't the same RP. Now rest assured, I didn't just throw away everything I've developed, because there's a whole other universe contained within that OP.
The Setting:
This roleplay takes place in the magical world of Enoch, more specifically on the island continent of Hyam, the only continent known to man or dwarf. Surrounding Hyam are other smaller islands. These islands were home to ancient tribes of men, though uninhibited industrialism drove them out of their lands ages ago. The continent of Hyam is ruled from The Spire, a large city in the middle of the continent, by King William Monroe, and his wife, Queen Marie. Their dominion is called the Kingdom of Man. The Kingdom of Man is divided into four viceroyalties: Burke, Eden, Provincia, and Flint.
Hyam was once inhabited by dwarves who ruled over the humans, the Dwarven Hegemony. The humans won their independence from the Hegemony under the command of King-General Newton Whyte. This event was called the Hyamian Revolution. Hyam was "fairly" divided between the victorious humans and the furious dwarves. The two nations inhabited Hyam for generations, though tensions were high and small conflicts often. But a century and a half ago, a magical explosion rocked Hyam to its core. From the center of Hyam came a dazzling ray of purple energy which spread across Hyam like a net. Within hours, the net exploded, sending small meteorites plummeting to the Earth and wreaking destruction, particularly upon dwarven cities. In a final flash of light, three shadowy shapes burst from the spire of purple light, which sent out shockwaves over the continent as it solidified into a giant obelisk which was covered in strange runes. As for the creatures which had flown from the beam, they were the High Dragons. These three winged beasts rampaged across Hyam before flying over the Fringe and beyond our reach. However, their children continue to prey upon mankind to this very day.
Under King George I Lauxan, the Kingdom of Man waged complete war against the Dwarven Hegemony, which had caused the magical catastrophe which we now call "The Awakening". The dwarves were driven nearly extinct by the First Crusade, and only a tiny fraction of their once populous race still walk this Earth.
But the dwarves were not the only threat facing mankind... Fifty years ago, Saint Geoffrey the Wise received a vision from the heavenly Lord of Light. St. Geoffrey warned the new ruler, King Cuthbert, of the threat that magic still posed to the world. King Cuthbert, whose grandfather had died during The Awakening, began the Inquisition. The Inquisition rooted out magic from the Kingdom of Man, confining mages within Brass Towers and killing those who would not submit quietly. Saint Geoffrey was martyred by a rogue mage who blew a hole through the priest's chest while he was saying the Mass. His martyrdom saw renewed efforts and led to the Second Crusade, a war between the rebel mages and the righteous.
Today, unregulated magic is outlawed and a taboo topic in most social circles. To have a relative cursed with magic is considered a great dishonor. Mages who are discovered or revealed to the Inquisition are sent to the Brass Towers, where they may learn to control their abilities and harness them to help mankind, though they must never leave the Towers without strict supervision. Any mage caught doing so faces severe punishment for the first offense, and death for the second.
The Plot and You:
You are a citizen of Kimmit, the political capital city of Flint and the economic capital of Hyam, and once we've discovered more of it, probably the world.
You are present at the busy and bustling Lauxan Train Station, waiting for the 7:00 train which will carry many people to their jobs in the Steel District. Maybe you're one of these workers, or maybe you're an upper-class gent who got up early to oversee the factories, or maybe you just like to ride trains, in which case you live a simple life and everyone secretly envies you for your simplicity.
Lore
Hyam:
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The Provinces:
Spoiler:
The Kingdom of Man is divided into four viceroyalties: Burke, Eden, Provincia, and Flint. Respectively, these viceroyalties contain the North, the West, the South, and the East.
The region of Burke is wild, frigid, and still has yet to be completely tamed. It's people are considered a rough bunch, though some mysterious, and dare I say odd, character sometimes come out of the North. The culture of Burke had a deep attachment to magic in the past, and they hold many superstitions which the inhabitants of more "civilized" regions find laughable. The capital city of Sterlington is famous for its bronze beauty, particularly as it shines like a beacon through the fierce blizzards to which Burkensians are accustomed. A stereotypical Burkensian is a person who is stubborn to the point of stupidity. The current Viceroy of Burke is Jacques Belldau.
The region of Eden has a temperate climate and is famous for its many fine wines. The East has more plantations than the other countries, with its capital city of Portcastle being arguably the least industrialized capital city in Hyam. Edonians, the people of Eden, are considered bumpkins by some of the more snooty people in industrialized areas such as Flint, particularly in Kimmit. A stereotypical Edonian is a rough and dirty man or a woman with a large brood of uncivilized and wolfish children. Edonians are often ironically called "Locusts" by their detractors. The current Viceroy of Eden is Henry Washington.
The region of Provincia has a Mediterranean climate. It is home to many merchants and sailors who peddle their goods across the seas to other Hyamian ports and to the islands surrounding the continent. Many expeditions to find a New World have set out from the South, but not all have returned intact... The people of Provincia are disliked by people from other regions because of their "annoying" accents and seemingly superior ways. A stereotypical Provincian is a greasy man, either very skinny or very fat, who is overly obsessed with money. The current Viceroy of Provincia is Robert Barbossa, who rules from the capital city of Sorroco.
The eastern region of Flint has a temperate climate with cool winters, warm summers, and mild springs and falls. The capital city of Kimmit is the most impressive of Flint, and perhaps all Hyam, due to its rich culture and industry. A stereotypical Flintish is either a stuttering, skinny man with odd hair or a fat man with a red face, bushy mustache, and a boorish nature. The current Viceroy is Adam Pearce, who rules from the Bailey in the capital city of Kimmit.
The Islands:
Spoiler:
The coasts of Hyam are dotted with numerous islands, some small and some large. Some islands, such as Gurdan, serve as penal colonies where convicts are sent to mine bronze. Others, such as Embria, serve as coastal resorts. Still others, such as the far-off Bristan, are colonies of the Crown.
Some of these islands were once inhabited by men who spoke in a different tongue and looked very different from those on the continent. They called themselves Shrak'ta, and had pointed ears and catlike eyes. Due to race-mixing, disease, and uninhibited industrialization, very few of these men still exist. The other inhabitants of the other islands look more like the humans of the continent, though they spoke a different language and often have darker skin. These islander are still very much alive, though most of their tribes have been broken up and forced to assimilate into Hyamian society.
Atoll:
Spoiler:
Atoll is an island nation and former property of the Kingdom of Man. Atoll was one of the first modern nations and was never controlled by the Dwarven Hegemony due to its distance from the continent. It was acquired by the Kingdom of Man when Captain Cavil landed upon its shores with a force of soldiers and struck a deal with their monarch. Atoll is one of the largest coastal islands, and is renowned for its harsh winters and beaches which are covered with tiny, gray pebbles. Gray. That's the best word to describe the stone capital city of Haven, and truly, the entire island.
The people of Atoll have a unique appearance, with pureblood Attolians possessing gray to white hair at all ages. Their eyes are almost always bright blue and their skin is very light, almost chalk colored. The Atollians most resemble the Kimmetians due to their shared fascination with technology. In fact, the Atollians played a huge role in the development of the modern steamship, working closely with visiting engineers from Kimmit.
20 years ago, Atoll rebelled under a priest named Matthias Barron, sparking what is now known as the War of Pebbles. King Edgar Soetart launched Royal Navy with 500 soldiers, fully expecting them to crush the Atollians with ease. However, the Royal Navy was inexperienced and the troops overconfident. Meanwhile, Atoll had designed the ships upon which the Royal Navy was built. The rebels had taken civilian trawlers and modified them, equipping the ships with cannons and mortars. The Royal Navy was crushed, and only two ships managed to make it to shore. Here, they seized a nearby tavern, but were quickly driven out by the militiamen. King Soetart sent the Royal Navy, under the command of Rear Admiral McDowall, out again with enough troops to launch a full-scale invasion of the island. Admrial McDowall was known not only for his martial ability and bravery, but for his shock of red hair and flamboyant nature. Upon arrival, the Atollian fleet skirmished with the Royal Navy before fleeing into the harbor, and Admiral McDowall elected to pursue them instead of landing on the shore, as they had originally planned. However, when they reached the entrance to the harbor, they ran into the mines that the Atollian fleet had dropped. As they tried to turn around, the Royal Navy was bombarded with cannons from above. Atollian sharpshooters fired upon the ships, inflicting minor casualties among the crew.
McDowall did not yield in the face of their guns or his fleeing fleet. Instead, he drove the remaining ships into the harbor, where they encountered the damaged Atollian fleet. The Royal Navy destroyed them easily and landed in the harbor, where they had a clear path to the castle. In an unexpected move, the Atollians turned their cannons on their own city, inflicting damage to buildings and killing civilians. But they accomplished their goal, inflicting heavy casualties among the Hyamians and sending them into a panic. Their disorganized advance met with the Atollian militia and McDowall was forced to seize a hotel by the shore. McDowall and his men took the staff hostage and stayed in the hotel for a week before the Atollians set the building alight. McDowall led the charge out of the building and straight into the barrels of Atollian guns. McDowall's forces overcame the Atollians, and they fled down the street to a watchtower, which they easily captured. The tower was very close to the castle, the object of the mission. However, McDowall had taken far too many casualties, and his men knew it. They also knew that they would receive no reinforcements from the rest of the Navy, which had blockaded the island.
Admiral McDowall told his men, "They have pounded us, and we have pounded them, but neither of us has been victorious in our pounding. To that end, I suggest we endeavor to pound them harder." Some of the men refused to go on and elected to stay within the tower. These men were put under the command of Commodore Orville, who asked the Admiral privately, "Why not force them? You cannot hope to win without numbers." McDowall quietly replied, "We do not set out to conquer. We set out simply to pound them the hardest." McDowall and his men marched back to the harbor, fought the militia, and seized the cannons. These they turned upon the city and castle, and began to pound them with cannonball after cannonball. Eventually, they were overrun by the militia. Admrial McDowall refused to surrender until he was shot point blank with a pistol.
In the absence of any other ranking officer, Commodore Orville took command and surrendered to the Atollians. Orville and his men were promised safety and the bodies of their dead, including the Admiral. Orville and the survivors were disarmed and imprisoned until the arrival of Admiral Starling. Orville and the late McDowall were both from influential families of aristocrats, as were some of Orville's fellow captives. Acting on behalf of the Crown, Admiral Starling officially ended the war with the Treaty At Sea. Atoll gained its independence and was reimbursed for the damage inflicted to the city by both sides. Atoll was asked to surrender any property of the Crown to its rightful owner, which was a point of contention between the two nations, as it was very hard to determine exactly what constituted as "property of the Crown". Atoll released all of its prisoners, including Commodore Orville, who replaced McDowall as Rear Admiral, and former Viceroy Harrison, who returned to Hyam in shame. Orville later retired from the Navy and elected to move to Kimmit, where he currently lives.
Dragons:
Spoiler:
Dragons are flying, reptilian beasts which emerged after The Awakening. They can breathe fire and frost, and are extremely intelligent animals who prey upon humans and animals alike. They mainly nest in the North, though of course, there are dragon nests across Hyam and its surrounding islands. Despite what the tales would claim, dragons cannot speak the human tongue, but have been witnessed communicating with each other through clicks, screeches, and scratching the ground or objects.
Their scales vary in color, though gray and dark red are among the most common colors. Dragons are either immortal or very long-lived indeed, though they can be killed and can starve, though a dragon can survive quite a long time without food or water, likely because of their innate magical power. A starving dragon would likely be much weaker, however.
Dragons reproduce sexually and lay eggs which vary in color and size, depending on the breed. These eggs can take anywhere from several months to years to hatch, depending on the breed. Generally, smaller dragons tend to reproduce faster, while larger breeds take longer and lay fewer eggs and less often.
The three High Dragons are known to humans as: Kirxus the Gray Death, Howle of the Winds, and Balguerath the Destroyer. Reportedly, the High Dragons are much larger than their children, and some legends attribute to them the ability of speech and human intelligence. There is no certifiable data to back this claim up, but all evidence and records point to their huge size and immense strength.
The High Dragons are worshiped by members of the Dragonian cult, and their children are venerated as saints. In their minds, the dragons have been sent to purge the sin of mankind in a blaze of fire and to remake the world in their image.
Fauna of Mainland Hyam:
Spoiler:
The fauna of continental Hyam varies depending on the region. In the South, lynxes and wild goats are very common. The West and the East share remarkably similar fauna, including rabbits, bears, wolves, etc. In the North, mountain goats, large grey wolves, elk, and reindeer are common. Saber-toothed cats and mammoths used to inhabit the far northern reaches, but they have since been driven out of the civilized areas. Whether they are extinct or simply behind the Fringe, who can say?
In addition, the North sees a higher concentration of dragons, likely due to its proximity to the Fringe. The area around the Spire sees a somewhat smaller amount, but sizably more than other areas.
Fauna of the Islands:
Spoiler:
The tropical islands surrounding Hyam are home to more exotic creatures than the mainland. Jaguars, wild dogs, wild pigs, and monkeys can be found on these islands. Hunting parties frequently set out to the islands in search of the rare furs, and there is a sizable market for exotic pets in Hyam, particularly in Kimmit.
Fauna of Atoll:
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The fauna of Atoll is remarkably similar to that of the animals in the far north of Hyam. However, Atoll is home to several species which have since gone extinct on the mainland. Among these are the saber-toothed cats and the mammoths upon which they prey. These animals thrive on the cold and rocky island.
Upon the island of Atoll lives a docile dragon who is called "Stonewall" by the locals. Stonewall lives upon Mount Vevern, nearby the capital city of Haven. Despite his proximity to the large center of population, he has never once attacked the city, though he has killed those foolish enough to wander too close to his cave in the mountainside. Brave locals report coming to the mouth of the cave and witnessing his giant, blue eyes staring out at them. No one who has ever stepped into the cave itself has returned completely intact.
The City of Kimmit:
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Kimmit is the second largest city on Hyam, eclipsed only by the capital city of The Spire. The residents of Kimmit are called Kimmetians. As you've probably already assumed, Kimmit is inspired by Victorian London, and as such, the architecture and layout of the city greatly resemble it.
The Hyamian Railroad is an important part of Kimmitt with several stations scattered throughout the city. The layout of Kimmit encompasses the term "verticality" with large buildings sprawling across the landscape, providing convenient paths for those who wish to traverse the dangerous rooftops. Pillars of smoke and steam billow out of factories as the working class fulfill their purpose in life: to drive the machine of progress ever forward.
Kimmit is divided into six main districts: Highcastle, the upper-class area of the city, at the head of which is The Bailey, as well as the headquarters of the Inquisition. The Steel District, the industrial center of the city with large smokestacks and many factories and warehouses, as well as the three Brass Towers. Bulwark, the residential area with a few factories and the main Police Station. Whitevale, a mixed residential and commercial area, typically home to the well-off, and the host of St. Caedwin's Cathedral. Finally, the Docks are the area where (predictably) the harbors are located and where shipping transactions are frequently conducted.
The Vhror River splits the city in half as it flows into the sea. The river is almost constantly filled to bursting with steamships and rowboats alike.
Important Landmarks and Places(Will Be Updated):
Spoiler:
Lauxan Train Station: Kimmit's largest train station. Owned by the Ghale family, an influential family of Kimmetians who are headed by the ruthless business tycoon, Martin Ghale.
The Bailey: An old dwarven castle that was captured by the humans during the rebellion. The Bailey is a square building which rises up and up until it reaches its apex in the form of the Moon Tower, a tower in which the legendary dwarven sorcerer, Ulthrain, conducted his experiments and black magic. The Bailey is positioned on the end of a cliff and overlooks the mouth of the Vhror River.
The Brass Towers of Kimmit: Kimmit and the Spire are the only cities which boast multiple Brass Towers. Kimmit has three towers which touch the sky and are positioned in the form of a triangle. These Towers are remarkably different from each other. The one at the apex is called the Mount, and is the most luxurious tower. The other two are the Roost and the Smoker. The Roost is typically regarded as a center of learning and though it is not the largest or the most luxurious, it is the tallest by just a hair, hence its name. The Smoker is renowned for being the most prison-like of the three Towers, and is typically used as a stopping place for Witchunters escorting dangerous mages to isolated Towers. Sometimes, even non-mages are confined within the Smoker, usually at the behest of aristocrats whom they have personally offended. The Smoker is currently surrounded by scaffolding after being badly damaged by a harsh storm.
Irongate Prison: As the name implies, Irongate is a prison famed for its large iron gates which lock its prisoners within the stone walls. It has earned a reputation for cruelty and few judges wish to judge inmates of Irongate becuase of the risk of contracting "jail fever".
The Sterling Bridge and the Fenton Bridge: A pair of large bridges which connect the sides of Kimmit which are separated by the Vhror River. The two bridges see much foot and carriage traffic as a result of their essential function.
St. Caedwin's Cathedral: The second-largest cathedral in all of Hyam, St. Caedwin's is a lavishly decorated building and the main place of worship in Kimmit. It is dedicated to Saint Caedwin, the holy cousin of King George Lauxan.
The Statue of King George I Lauxan: A tall bronze monument erected in the memory of the first king of the Kingdom of Man. It is located in Highcastle, outside the Bailey.
The Statues of Saint Geoffrey the Wise and the Heavenly King Cuthbert: A pair of golden statues erected in the memory of these two holy men. They are also located in Highcastle.
Magic
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A General Overview:
Spoiler:
Magic. That natural phenomenon that has sparked so much trouble for humanity, and nearly drove the dwarves extinct. Luckily, the humans were able to finish that job.
The limitations of magic are seemingly limitless, though there are a few cardinal rules which all mages acknowledge. Death is irreversible, though that hasn't seemed to stop the more stubborn mages. Teleportation is theoretical and fanciful, as is fortune telling. Finally, Luck is very much a true force, though it can never be conquered or tamed.
Magic occurs naturally within all humans and dwarves, though the records seem to show that magic was far more common in dwarves than humans. It is still undecided whether or not magic can be passed down to offspring, though the data shows that parents with the "magical gene" seem to produce magical children more often. The theory is not yet conclusive, though all signs point to its being correct.
Extended use of magic can quickly drain a mage's energy, particularly if their willpower is not sufficiently enduring. Overexertion can even lead to death in some circumstances, as the mage will be forced to draw from their own life force in the absence of magical energy.
Magic can be suppressed through a mixture of brass and several other things which the Inquisition has declined to elaborate on. This alloy was used in the construction of the Brass Towers and is still used to create shackles which drain the mage's magical energy. The more zealous of the Inquisition carry bottles of brass mixed with holy water, which they claim allows them to resist magic. The holy water provides little in the way of protection, but scientists haven't quite thrown out the idea that ingesting brass can have an effect on the body's resistance to magical forces. One thing is certain, however, and that is that such a mixture is toxic and is one of the leading causes of death in the Inquisition.
The Brass Towers:
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The Brass Towers are specially built towers of brass and bronze which are meant to contain mages. They are present in every capital city in Hyam, and there are a few hidden conclaves in the wilderness. The towers were built by the few dwarves who survived the Awakening and the First Crusade, though they soon died or otherwise disappeared from the face of Hyam. Thus, few understand how the Brass Towers work, though it is clear that when inside the building, a mage's power is severely hampered, rendering them able to be easily contained. The Inquisition possess a limited amount of special handcuffs, also made of brass and bronze, which can nullify magic.
Mages live their lives in the Brass Towers, which are large enough to house a large number of them. The Towers contai numerous chambers, including classrooms, libraries, gardens, and courtyards, though they are all within the walls. Some of these towers are lit by artificial sunlight and enchanted windows show a fake view of the outside. Critics of the Brass Towers call them "gidled cages". However, in the case of harsher towers, this is not true in the slightest. These towers are more like prisons then anything, and are typically the ones located away from cities. In these isolated towers, exceptionally dangerous or criminal mages are imprisoned, if they are not executed outright. However, not everyone who enters these Towers actually is guilty, if you catch my meaning.
Mages never leave the Brass Tower except on special occasions, where they are closely guarded and often wearing brass shackles. Mages are sometimes called by the King/Queen to assist him/her in matters where magic could be useful.
There is no other authority within the Brass Towers but the Sentinels (a subset of the Inquisition), who are commanded by a Warden. However, the mages often form their own social castes and such. Older or more powerful mages are usually respected more by their fellow inmates.
Conduit Gloves:
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Conduit Gloves are a relatively recent invention which allow a mage to channel their magical power through a focusing crystal contained within a gauntlet. However, the focusing crystal can also be put in other objects, such as staves, while still allowing the mage to use the crystal as a conduit for their magic. Focusing crystals are sometimes used when permanently enchanting weapons and such.
A conduit glove can both focus a mage's power to inflict more devastating and powerful magic, or it can be used to control a mage's power and focus it to prevent the mage from overexerting themselves as quickly.
It is very dangerous to use an untethered focusing crystal, as the crystal could harm the user without some form of separation. Using multiple focusing crystals at once is highly discouraged, though some theorize that it could potentially triple the mage's power.
Enchantment:
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There are two types of enchantment: permanent and temporal. Temporal enchantment can be done by any mage who is reasonably talented in Elemental Magic, though its effectiveness may differ depending on skill. Temporal enchantment, as the name suggests, is only temporary. While a mage could set his blade alight or electrify it, the enchantment would only last for a short time without constant upkeep. A talented mage could keep an enchantment active on their weapon for over a few minutes, though this would drain their energy at a steady rate.
Permanent enchantment is a bit more difficult to pull off, dangerous when conducted in an unsafe environment, and can only be done by a skilled enchanter. There are two ways for an enchanter to work their craft. They could use a focusing crystal and expose it to the element which they desire to harness, such as a lightning bolt for an electrical enchantment. The other method would be to harness a mage's energy and a polished gemstone or even a piece of glass (tinted works best). This method is cheaper but it is harder to find legal magical talent that is willing to work for you. Additionally, this method opens itself up to many possibilities that cannot be achieved through "natural" means, such as Shield enchantments.
Technology:
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Weaponry:
Spoiler:
The firearm technology of modern-day Hyam is comparable to the Victorian Era, specifically the 1860s. This article should give you a good idea of the current state of firearms.
However, it's usually not socially acceptable to lug around large rifles and giant swords. Of course, there are still those who do, but they get odd or sometimes nervous looks, and the police won't turn a blind eye to your armament. The people of Hyam, particularly the people of Kimmit, prefer subtle but deadly weaponry. Knives, pistols, batons, and anything that can be hidden are favored. Cane swords are a classy, and sometimes brutal, way to dispatch foes.
An improved blunderbuss as also hit the market with faster reloading capability and more lethality in a lighter form. Foldable crossbows are a common sight among witchunters, as their utility cannot be denied with such upgrades as electrified, tranquilizing, or incendiary bolts.
Vehicles:
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As a result of the boom of industry, the Hyamian Railroad has spread all over the continent, even into the far North. These trains are used transportation of goods and people. Steamships are in use by the people of Hyam, and the Kingdom of Man maintains a small Royal Navy.
Airships, as a relatively recent invention, are rare and expensive. In fact, the Crown can only boast a small fleet of five, though if the tales are true, they are a formidable group.
Carriages are the most common form of transport, both in cities and rural areas. Though they are much slower than trains, they are reliable and usually less dangerous. The streets of large cities such as Kimmit often overflow with buggies, and large horse-drawn buses can be seen ferrying large groups of passengers around such cities. Carriages are often drawn by living horses, though the very rich sometimes employ mechanized horses both for show and their virtually limitless endurance.
Communication:
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Long-distance communication has come a long way from shouting at the top your lungs. Post offices dot Hyam, and riders can carry messages across the continent by stopping at these offices to rest and get a fresh horse. The telegraph has been perfected and is in use by those who can afford it.
However, there are two alternate forms of communication, though only mages can access them. The first of which is telepathy, a subset of Psychomancy, which can allow a mage to communicate nonverbally with someone who's mind they have breached. The second is by using a megascope, a tripod upon which a focusing crystal is placed which the mage channels their energy through. This permits the use of "scrying" to see people whom the mage knows of. A practitioner of psychomancy can gaze upon the projected image and reach out to touch the person's mind, even over very long distances.
Megascopes and scrying have their weaknesses, however. If a mage were to scry for someone whose appearance they do not know, they would only see a white shape. Similarly, if the mage were to scry for a person they knew, but that person were located in an unknown location, the mage would see their target clear as day, but their surroundings would be whitened out. A megascope only projects an image, not sound, though scientists are working on that. Thus, all communication via megascope must be conducted by telepathy, meaning one of the conversing parties must be a mage.
However, in the event that two mages have two suitably equipped megascopes, they can communicate with each other by both sight and audio. This method allows other to participate in the conversation verbally, so long as both megascopes are equipped with speakers.
Automatons:
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Automatons are created by harnessing raw magic and the numerous qualities of bronze to create artificial "life". Of course, they are not truly. They do not age, they do not die (though they can be deactivated or destroyed), and they are not capable of free thought and cannot feel true emotion.
Scientists have spoken about humanoid machines that can serve their organic masters for years. Significant strides have been made in that area, though a sentient machine has never been a result. Robotic automatons are very expensive and difficult to make. Animal automatons are used as decoration by the richest of the upper-class, using bronze birds for both their metallic music and beauty, as well as bronze hounds for splendor and sometimes intimidation.
Mechanical Augmentation:
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Mechanical augmentation is the often dangerous practice of altering one's body with machinery. Such prosthetics are expensive but very useful.
Government:
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The Kingdom of Man:
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The Kingdom of Man is ruled over by the King/Queen from The Spire in the center of Hyam. Ruling over the four provinces of Hyam (Burke, Flint, Eden, and Provinica) are four viceroys who are nominated by the King/Queen and appointed by Parliament. Both the King/Queen and the Viceroys serve until death, abdication, or if they are considered unfit to rule, impeachment. In the rare case that a child (anyone younger than 14) were elected King/Queen, Parliament would appoint a regent.
Kings/Queens are elected by the people of the four provinces, though the ultimate decision comes down to Parliament. The popular vote has decided the appointment for a very long time, but some conspiracy theorists fear that the current system could be exploited. In fact, there are some that believe the last election between Monroe and Godwinson was rigged for Monroe, though this has never been officially proven.
The (Former) Dwarven Hegemony:
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Before its destruction at the hands of a human coalition during the First Crusade, the Dwarven Hegemony operated on a system of agnatic primogeniture succession. In layman's terms, this meant that the order of succession was as such: eldest son, second son, third son, etc., current king's oldest brothers. Women were not permitted to inherit the throne, with the sole exception of Emia, the first and only Dwarven Empress whose rule is not particularly well-documented.
The Dwarven Hegemony operated on the standard system of feudalism: the peasants answered to everyone, the barons answered to the counts, the counts answered to the dukes, the dukes answered to the Emperor, and the Emperor answered to no one, with the occasional exception of his wife in domestic matters.
Political factionalism and scheming was common and quite a few revolutions occurred, though they were hardly ever successful.
The Law, Crime, and Punishment:
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The usual laws prohibiting theft, murder, physical and sexual assault, etc., apply in Hyam. Prostitution is technically illegal, but since when has that stopped anyone? Brothels are common and brazenly frequented by Hyamians. However, a government official would never be caught dead in one without a good disguise.
Concerning drugs, there are three main drugs on the market: cannabis, laudanum, and Silt. Cannabis and laudanum should be familiar to anyone, but Silt requires a bit of explanation. Silt is a drug made by mixing in bronze shavings with sand, a dash of laudanum, and brandy. Cannabis is completely legal, though it's use is still looked down upon. Laudanum is also legal, though only if it is obtained from a "credible physician". Like laudanum, other opiates are completely legal if bought from a physician. Silt is completely illegal.
Some criminals are sent off to penal colonies in the islands off the coast of Hyam, where they mine for bronze. Most who are sent off to these colonies never return to the mainland.
Religion:
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Human Religions:
Just like in our world, many people have their own beliefs which do not fit into any specific religion. These are simply some of the most common religions in Hyam.
Spoiler:
The Church of Illumination: The Church has existed for a millennium. It is based around the worship of Luxor, the Lord of Light. According to scripture, Luxor was a warrior-king of an ancient race who drove the dragons from Enoch eons ago. Once he realized that, despite his efforts, Enoch could not survive alone, Lord Luxor and his people vowed to protect Hyam forevermore. They ascended into the heavens and became the stars above, with Luxor becoming the biggest and brightest: the Sun. On the third day after his ascension, Luxor created the human race to inherit Hyam. Thus, three is considered by many to be a holy number. The faithful of the Church believe that upon death, a righteous person will ascend into the sky and become a star, while the wicked will remain on Enoch.
Geoffresians: Geoffresians are a cult which broke off from the Church of Illumination some time after Saint Geoffrey's death. They worship St. Geoffrey as the prophet of their salvation and revere his teachings, condemning magic and all it has wrought upon mankind. They believe in intense piety and are renowned for their harsh penances.
Dragonians: A cult which worships the three High Dragons who emerged after The Awakening. They consider the lesser dragons to be Saints and consider Saint Geoffrey to be a False Shepherd. Fire is a significant part of their religion, to the extent that they believe that upon death, a man must be cremated so that his soul can pass on into the Eternal Fire below the earth. They are condemned by the Church of Illumination.
Atheism: Atheism is acknowledged as a legitimate belief, though an atheist likely won't benefit much from their lack of faith.
Pupils of The Trickster:
(Created by Knight-Captain Kerr)
Pupils of The Trickster believe in and venerate a deity they call The Trickster or The Trinity. The Trickster is composed of three aspects, they aren’t separate beings, but different aspects of the same being. These aspects are The Father an adult man, The Mother an adult woman and The Child a prepubescent boy. The Trickster isn’t a creator deity, they didn’t make the world, or humans or magic. Rather they are simply a non-human being which is seen a teacher who imparts knowledge, particularly magical knowledge, unto humans and encourages the pursuit of enlightenment, harmony with nature, self-realization, independence and a rejection of traditional authority. Likewise the belief system doesn’t say anything one way or another in relation to other gods or an afterlife.
Pupils of The Trickster believe The Trickster imparts this knowledge unto them as they dream and helps them learn. Pupils don’t worship The Trickster in the traditional sense but do greatly venerate him, sometimes praying and offering sacrifices as a way to offer thanks and in hope of receiving more gifts. If this works and if The Trickster is even real is of course unknown. It is a rather small religion, almost entirely localized to Burke and all its practitioners venerate The Trickster in secret, mostly out of fear of reprisals for their dark although not necessarily evil faith.
Dwarven Religion:
Spoiler:
The dwarves were primarily an atheistic society, believing that their race resulted after meteorites fell from outer space and were exposed to magical forces. The dwarves revered magic, and often paid reverence to legendary mages.
Currency:
Hidden:
The currency of the Kingdom of Man consists of minted coins called "Echarts", colloquially referred to as "Ecks", which have various values and appearances:
Coin of 1: Copper. Worth 1 Echart ($1). Emblazoned with the likeness of Emhyr Lelan, a technological pioneer.
Coin of 20: Iron. Worth 20 Echarts ($20). Emblazoned with the likeness of King Cuthbert, the ruler who began the Inquisition.
Coin of 50: Silver. Worth 50 Echarts ($50). Emblazoned with the likeness of Saint Geoffrey the Wise, a martyr of the Church of Illumination.
Coin of 100: Gold. Worth 100 Echarts ($100). Emblazoned with the likeness of King George Lauxan, the first ruler of the Kingdom of Man who led the rebellion against the Dwarven Hegemony.
Organizations: (Will Be Updated)
Hidden:
The Inquisition: The Inquisition is an organization founded by the late King Cuthbert and Saint Geoffrey the Wise, a military order dedicated to rooting out the evil of magic and containing cursed individuals within the Brass Towers which dot the realm. The Inquisition is headed by a High-Inquisitor who serves until death or resignation, and is succeeded by his hand-picked successor. A High-Inquisitor who betrays the ideals of the order or who is proven guilty of some heinous crime is subject to branding, torture, and burning at stake. This law, called "The Rite of Condemnation", is considered by many a relic of the past, as it has never been invoked.
The Sentinels: The Sentinels are a subset of the Inquisition and are in charge of running the Brass Towers. Unlike the main body of the Inquisition, they are almost directly controlled by the Church. Sentinels are under the command of Wardens, men who oversee the operation and laws of the Brass Towers. Sentinels are mainly comprised of monks and orphans, but some parents choose to give their children to the Church to spare them from starvation. These children are taken to wilderness convents, where they are secretly trained to combat magic. When they emerge from the convents after years of training, they are assigned to a Brass Tower. There are rumors that those who do not show the aptitude or the right personality are done away with, but this has never been proven. There are the odd deaths, of course, but both the Church and the government assure the people that there is nothing to be concerned about.
The Paladins: The Paladins are the elite guardsmen of Kimmit, and are authorized to enforce the law everywhere in Flint. They are frequently accused of corruption despite their close ties to the Church. They are currently headed by Lord-Paladin Myles Lambert, a man known for his dislike of magic.
The City Watch of Kimmit: The City Watch is the organization in charge of enforcing the law in Kimmit. From lowest to highest, their ranks are: watchman, officer, commissioner. They are currently headed by Commissioner Frederick Clay.
The Hyamian Legion: The Legion is the standing army of Hyam. These days, it is mostly used to quell rebellions on the coastal islands. When the Legion's numbers dwindle, it is customary for the Kingdom to hold a nationwide draft. Both men and women are permitted to serve in the Legion, but most of the commanding officers are men.
The Royal Navy: The Navy of Hyam is small but effective. Their steamships are top-of-the-line, as are their weapons. The Navy primarily patrols the waters around the independent island nation of Atoll.
The Wheelers: A well-known Kimmetian gang that mostly deals in smuggling, though this line of work comes with its fair share of violence... They seem to operate out of the Steel District.
The Red Bottles: (Created by TSO) The Red Bottles are a small gang, not quite on the same level of the Wheelers. They carry their fair share of influence in some boroughs, focusing on information brokerage, providing blackmail, some low-key smuggling. The Red Bottles run protection schemes on a few merchants, though this isn't their focus. A man named Black leads the gang, assisted by his adviser White (known to some as Morgan Sumiden). The gang likes to use colors to identify each other. Reds are enforcers (collecting coin), blues are accountants and pencil-pushers (making sure that coin goes where it needs to), and yellows (the smugglers).
Important People (Will Be Updated):
Hidden:
King William Monroe, First of His Name, King of Hyam, Lord of the Isles and the Seas: King Monroe (35) was elected in a contested convention between himself and High-Inquisitor Godric Godwinson, wherein Parliament voted him onto throne by a vote of 65-35. The popular vote had been ruled "too close to call". He is the son of the late Chancellor Peter Monroe, who himself was a candidate for the Kingship but lost to Edgar Soetart (William's predecessor). Monroe is a stern king and the Viceroys respect him, though they may not always agree with his rulings. For three years, his reign has marked a decisive upkeep of magical regulation though, oddly enough, he does not seem quite as devoted to the Lord of Light as his predecessors. He and his wife, Queen Marie, have one child: James (10).
Viceroy Adam Pearce: Pearce (64) is the current Viceroy of Flint who oversees his region from the Bailey, an old castle in Kimmit by the mouth of the Vrhor River.
High-Inquisitor Godric Godwinson: Godric (50) was appointed to the office of High-Inquisitor ten years ago. His governance of the Inquisition has been efficient and effective.
Illuminator Clement III: The current Illuminator of the Church of Illumination and the divine Luxor's earthly representative.
Lord-Paladin Myles Lambert: Lambert (42) is the main enforcer of the law in Kimmit who reports directly to the Viceroy. He holds command over the Paladins, the elite guardsmen of Flint who are closely associated with both the Church and the government. Lambert has frequently pushed for the absorption of the Police into the Paladins.
Commissioner Frederick Clay: Clay (45) is the commissioner of the Kimmetian Watch. He frequently butts heads with Lord-Paladin Lambert, as both frequently accuse each other of overstepping their authority.
Kenneth J. Ghale: A Kimmetian business tycoon and patriarch of the influential Ghale family. He has obvious political aspirations, such to the extent that he has "earned" the "happy" endorsements of many influential figures, including politicians.
Character Creation:
Attributes:
This RP uses a modified version of the C.A.S.P.I.E. system with the additional attribute of Willpower. You get 33 points to spend as you see fit, starting from 1 at the lowest to 10 at the highest.
Charisma: Your ability to charm, convince, and deceive.. Agility: Your physical swiftness and dexterity. Strength: Your physical strength and power. Perception: The ability to use and interpret your five senses. Intelligence: Your mental acuity and knowledge of the world. Endurance: Your physical hardiness, stamina, and your overall health. Willpower: The sum of all your abilities in relation to magic.
Most people would have their attributes between 3 to 8. If you do have a high number in some attribute, ensure that it makes sense for your character. I very much discourage min-maxing at the expense of a character's identity.
Traits:
You can choose 0, 1, or 2 traits. "Prestigious" and "Scarlet Letter" should only be chosen if you have a good reason for it.
Hidden:
Prestigious: You have obtained (whether through great merit or theft) a Crimson Crown, a ruby cut in the shape of a crown and encased in silver. Upon the back is an engraving of King George I Lauxan and the words "Loyalty in Life, Bravery in Death." This medallion has been fastened securely around your neck, and can only be removed by breaking the Crown. The aristocracy and many honorable individuals will look favorably upon you, but the criminal underworld will feel suspicious and some commoners may feel starstruck or even intimidated.
Scarlet Letter: You have been accused of a serious crime (which you may or may not have committed) and branded on the neck for it with the first letter of the alleged crime, such as M for "Murder". Law abiding citizens and the aristocracy will be wary of or look down on you, but the criminal underworld will welcome you with open arms.
Skilled: You're naturally skilled, but relatively untested. You can choose a fourth Major Skill, but you take -1 to every attribute.
Marked For Death: Fate cut your life's thread a long time ago, but you're not going without a fight. You are more likely to be Mortally Wounded, but the same goes for your foes.
Skills
Each skill is governed by one of the eight attributes. Though this does not mean your character has to have points in the corresponding attribute to use the skill. For example, someone with a high Strength would likely fare better in an arm-wrestling competition than someone with low Strength. NOTE that you can only choose 3 major skills (4 with the "Skilled" trait). Also NOTE that non-mage characters cannot use anything under the Willpower heading.
Hidden:
Strength-
Blade = Your skill in attacking and parrying with stabbing or hacking weapons from a simple punch dagger to a retractable shortsword to the regal cane-sword.
Blunt = Your skill in attacking and parrying with crushing or blunt weapons, such as clubs.
Fisticuffs = Your skill in fighting with your fists whether bare-knuckled or with a set of brass knuckles.
Perception-
Marksman = Your skill in operating and firing projectile weaponry, from crossbows to firearms.
Engineer = Your skill with building, repairing, and operating machinery, as well as modifying weapons and armor.
Explosives = Your talent at utilizing explosive devices such as grenades, bombs, and mines.
Endurance-
Constitution = Determine's your body's ability to combat toxins.
Charisma-
Speech = Your ability to convince, influence, and deceive. Bad or invalid arguments, as well as obvious lies, will be rejected regardless of skill.
Intelligence-
Alchemy = Your skill at brewing potions and creating useful consumables. Practitioners of this art can brew antidotes, poisons, and drugs and brews that can increase physical or magical capabilities. Skilled alchemists can create glamours which allow the user to take on a known form regardless of their magical ability. However, unlike Transformation magic, glamours can run out of power and revert the user back to their normal shape.
Enchantment = Your ability to put permanent enchantments on objects with the use of focusing crystals.
Psychomancy = Your "mental strength". Governs your skill in resisting mental incursions by mages, allowing you to throw up a mental "shield" to prevent them from reading your emotions or thoughts, or if they are particularly talented, influencing you. (MAGES ONLY): As well as governing your mental resistance, skill in psychomancy makes you more successful in reading thoughts and emotions, and with effort and talent, allows you to dominate or control minds.
Agility-
Sneak = Your ability to move quietly.
Deft Hands = Your ability to pick locks and pockets.
Willpower-
Elemental Magic = Your ability to channel the elements (fire, wind, water, and lightning) as both a weapon and a tool.
Mysticism = Your ability to channel the less flashy, more mysterious side of magic. The uses of Mysticism are limited only by your imagination and your ability. Telekinesis, forming a shield of light, scrying, causing temporary deafness or blindness, etc.
Biomancy = Your ability to channel the energy of magic to heal wounds and boost the physical capabilities of others through sacrifice of your energy. A sacrifice which can prove fatal if overdone. Experienced but malicious practitioners of this art can plumb the untapped depths of Blood Magic to hurt their opponents or use blood (either their own or someone else's) to boost their physical or magical capabilities. A universally despised art, it is punishable by the Inquisition with torture until death, life imprisonment or execution by the Commonwealth, and lynching or burning by the common folk.
Transformation = A school of magic focused around changing the user's shape. Practitioners of this school can turn into animals, though most are only able to get a handle on two forms at most. Likewise, practitioners of this school can only get a hang of one or two human forms, though they are not able to copy them down to every last detail. Anything that the body cannot reasonably imitate or form by itself cannot be copied, such as a tattoo.
Primordial Magic = Your ability to channel raw energy to devastate your foes. Primordial Magic was used to assassinate Saint Geoffrey, and is believed to have been used during The Awakening. As such, this is a very taboo school of magic that is not taught in the Brass Towers. Not that it really matters, as Primordial Magic is very difficult to teach and few can master it. It requires much meditation and a special attunement to the forces that surround us.
Character Sheet:
Hidden:
Name:
Age:
Gender:
Physical Appearance:
Apparel:
Weapons:
Miscellaneous Items: (Money, food, books, etc.)
Biography: (If you wish, you can choose not to reveal this to the public. If you choose to do this, PM me your full sheet for approval.)
C: 1 A: 1 S: 1 P: 1 I: 1 E: 1 W: 1
Skills: (Pick 3, or 4 with the "Skilled" trait)
Traits: (Pick 0, 1 or 2)
Other Details: (Anything else to declare?)
Rules:
*Standard Forum Rules still apply
* No godmodding (i.e. controlling other characters, changing the time of day, determining the outcome of combat, etc.)
* Only one attack per combat "turn", so no posts like "Corvo pinned Bruce to the ground, shot Grant twice, and leapt over the banister, hurling a grenade at the people below".
* Dwarves are NOT playable.
* The limitations on what you can do with magic are very few, especially for one with the Willpower to push the boundaries of their ability. If you have an idea that could possibly work, just go ahead and try it. You won't always succeed, but you can try. Do you want to try controlling the winds to fly? Sure. Do you want to try making someone drowsy to distract them? Sure.
* This isn't a requirement, but I implore you not to min-max. Choose stats and skills that make sense for your character, not just what you think is the best.
* I don't expect you to be a world-class author, but please put some effort into your spelling and grammar.
* As Forum rules dictate, in the event of a sexual encounter, remember to fade to black before it gets too risque.
* After the RP begins, OOC (Out-Of-Character) talk should be limited to the GRDT, the RPCDT, or confined to hide tags within this thread.
* If your character dies but you want to continue in the RP, PM me with a new character and I'll try to fit you in.
* Likewise, if the RP has already started but you want to join, PM me your sheet.
* If you need any clarification on something about the universe, don't hesitate to ask.
* As a final piece of advice, I would tell you not to take everything in this RP at face value. I plan to keep the story flexible, and there's almost always an alternative way to do something if you use your imagination.
You glorious [&@%!]. I'll be joining. Just need to brain storm.
Call me RainbowFoxif you want
In Command of RainbowFoxDungeon "They call him the Joker. But my puddin' is no joke." -Harley Quinn Hey, are you into roleplay?! Click here to join our awesome subforum!
Oh so many possibilities, what should I play? A mage of many forms, an anarchist rebel, an aloof academic, an eccentric adventurer, some ungodly amalgamation of all four? Decisions, decisions.
I'll cook up a character over the weekend, may or may not need to PM you things. Although I do have a few questions I want to ask here.
1) How are LGBT people seen? Like, is being anything other straight and cis seen in a negative light, does it vary according to culture and religion? Things were pretty bad for Queer people in the 19th Century for us (just look at Oscar Wilde) but I don't know if the same is or isn't true here. And obviously there is a pretty big gulf between same-sex relations being illegal and equality.
2) Can we play a character who escaped from a Brass Tower? Not saying I want to, but I'd like to know before I start putting ideas together.
3) If I went for a mage I'd almost certainly be taking the transformation school as one of my skills and you said an experienced mage would only know a few human and animal forms. Should people who do take that skill list their human and animal forms in their sheet? Also, I assume one could stay in that form indefinitely as opposed to alchemy glamours which are limited because that's what the OP says.
So we have come to solve every squabble in the village personally? The last thing you never see
@ Beta: Primordial magic is basically just harnessing pure energy in the form of a blast. It's harder to master than other forms of magic and can be significantly more draining.
The Fringe is a mountain range that extends across the entire northern half of the continent, separating an entire chunk of land from safe access. The icy waters make sea travel past the Fringe significantly more dangerous, and that's not even factoring in the dramatically increased dragon population. Many Burkensians believe that the Fringe is cursed and steer clear of it.
@Kerr
1. The Church of Illumination and the Dragonians technically allow gay marriage, but it carries such a stigma that few would want to request one. A public homosexual would probably be subject to scorn and might not be able to hold a job. The overwhelming cultural consensus is that homosexuality is unnatural, though you need only go to any respectable brothel to find courtesans ready to serve any sexuality. The Goeffresians have completely condemned homosexuality.
Edit: Oh, almost forgot. People don't really believe in being transgender, you'd just be seen as crazy and either fined for indecency or put in an asylum.
2. Yes, but you would need to give a very good reason for your escape, as the Brass Towers are extremely hard to break out of. You couldn't play as a current resident of a Tower.
3. Yeah, you should list your form(s). You could stay in that form indefinitely, as transformation does not drain your magical energy. However, attempting transformation within a Brass Tower or while your magic is otherwise suppressed would not work. Glamours, on the other hand, are only temporary.
Cool, thanks. I'll brainstorm ideas for now, probably get to work on a sheet tomorrow. I may or may not make backstory secret from the rest of the players, if I do I'll pm you and all that.
So we have come to solve every squabble in the village personally? The last thing you never see
Ah, so Primordial is essential arcanr magic in most media.. pure of energy but lacking in nature/aspect. Basically meanings its very good at what it does.. but lack luster in certain tasks compared to the moree sspecialized schools
I dont know when I'd have my sheets done. I would have to modify my older ones <_< aside from stats/skills or gear, I feel both deserve a proper Beta bio. But you damn well know I'm not skipping out of this RP
"I Seek Truth, Not For Power, But For Understanding"
Correct. A significantly powerful mage could use Primordial magic to cause an explosion with the same power as a bomb. However, if there was a metal cup on a table, you could superheat, freeze, or electrically charge it with Elemental magic, lift, throw, or even crush it mentally with Mysticism, or use Transformation to shapeshift into an ape and crush it, but the only thing Primordial magic would be able to do is blast it off the table or blast it off REALLY hard.
Is alchemy considered magic and is it illegal as a result? Can people openly be alchemists without fear of the Inquisition kicking down their door?
Or are some types okay, others aren't. That's what I'm currently assuming it is. So making healing powers, aphrodisiacs, etc and having a shop where you sell them is fine but the more magical things like glamours aren't.
So we have come to solve every squabble in the village personally? The last thing you never see
Alchemy is not a magical practice, and neither is the creation of glamours, so it doesn't require any magical talent and is not illegal.
However, glamours can only be made by and obtained legally from government licensed alchemists. Getting glamours through the official channels can be difficult and expensive, so some turn to the Black Market (the quality of whose glamours is often suspect) or even make their own. Regardless, you're not going to see many people outside of the well-off with access to a steady supply of glamours.
So anyone who is a mage would have to keep their powers secret, lest they be reported and sent to a tower?
Are there any 'out' but free mages? Like high order government members or something?
In the past, the King was known to keep a small council of magi who served as his advisers, as mages were typically well-educated due to the power and prestige that magic could often buy.
However, King Cuthbert abolished this council during the Second Crusade. In fact, many of his former councilors took up arms and led the rebellion, lending their inside knowledge of the government and formidable abilities to the rebel cause. Nowadays, when the King has need of magical council, he either calls on the Inquisition or has mages brought to him from the Brass Towers.
WANTED DEAD OR ALIVE
"ORPHEUS"
WANTED ON ACCOUNTS OF THE FOLLOWING
_______________
PIRACY, ARSON, HIJACKING, GRAND THEFT, VANDALISM, ASSAULT, MURDER, TREASON AGAINST THE CROWN, JAYWALKING
Hidden:
Name: Alistair Wolfram (Criminal Alias "Orpheus", birth name Kaidan Moratus)
Age: 28
Gender: Male
Physical Appearance: Alistair is a caucasian male with long black hair and dark blue eyes. He stands at 5'10" and is of an average build. He is relatively scruffy and less-than-elegantly groomed, but holds a roguish charisma about him.
Apparel: Alistair wears a long black coat with a silver trim and high collar to hide his neck-brand. Underneath this he wears a black leather vest as armoring, and a white dress shirt beneath. Below this he dons black trousers and boots. When performing a heist or some other criminal job, he wears a masquerade mask to hide his identity. Around his neck, laced on a silver chain is a bullet that was dislodged from Alistair's shoulder, shot at him by his previous mentor and captain, Amadeus Wolfram.
Weapons: A pair of Peacemaker single-action pistols, a folding crossbow, and a rapier.
Miscellaneous Items: A compass in a steel casing, held mostly for luck. 7 ecks, an assorted amount of spent bullet casings in his pockets, a number of fake IDs, and a lantern with a small amount of fuel leftover.
Biography: Unlike many criminals, Alistair Wolfram was born into a life of opulence in the Provincia region. Given the name Kaidan Moratus, he was the youngest son of the Moratus family and raised to be a naval businessman. He knew the life was never for him, however, and he began branching out into studying music to the great disapproval of his parents and siblings. This disapproval turned to physical abuse, and the young Kaidan took to visiting low-income taverns under the cover of night to learn how to play and to listen to other musicians away from the prying eyes of his family.
The ruse was not to last forever, and just shy of his 18th birthday Kaidan's nighttime activities were uncovered. His father forcefully sent him off on a trade voyage set to last several months as punishment and to get him away from the seedy underbelly of their world.
On the second month of the voyage, the trade ship was accosted by pirates, and instead of putting up a defense, Kaidan sabotaged the trade ship's defenses and aided the pirates in their raid. Impressed by both his spunk and tenacity, the pirate captain, one Amadeus Wolfram, took the young man on as a member of his crew and eventually as a lieutenant. Kaidan spent two years as Amadeus' lieutenant and was even treated as the scruffy captain's adopted son; thus he chose the name 'Alistair' through personal preference and adopted the surname 'Wolfram'.
At the age of 22, Alistair was betrayed by Amadeus and used as an unwitting fall-boy on a job that involved smuggling spices through Wheeler territory to expose Wheeler activity in the area; a job that paid Amadeus handsomely of course. Alistair was tried under the charges of Piracy under his given name Kaidan, and branded with a scarlet P on his neck to brand him as a pirate. He was to be sent to the penal colonies, but during his transport to the colonies he was suddenly put up to be hung at the gallows by an indifferent lawman to save on costs at the colony.
He was set to be hung alongside a woman named Cornelia Cogburn, but together the two staged a daring escape and made off into the dark alleys of the city, safe from their captors. Thankful to Alistair for his role in saving her from certain death, she swore to repay him through 10 years of service.
6 years later the duo has made a rather profitable living as a criminal duo, hijacking trains and ships alike and selling their stolen goods to the Wheelers to be moved. He operates under the alias "Orpheus", a reference to his love of music and the arts, and maintains his chosen name of Alistair Wolfram; both a reminder of the life he chose and the betrayal of his former adoptive father.
Personality: (Because I like writing it down; helps me keep a defined character down) - Chaotic Good - Emphasis on the Chaotic, Alistair has been subject to the gilded cage of wealth and cares little for the aristocracy and the general higher-ups of society. Preferring the lower-income parts of towns and cities, Alistair steals for his own benefit but also goes out of his way to help out impoverished associates, believing that a favor goes a long way in the end. He makes a point to never steal from someone who can't afford the loss.
C: 7 A: 7 S: 5 P: 8 I: 7 E: 5 W: 1 (Non-mage)
Skills: Marksman: Alistair is a masterful shot with his pistols, having to draw them frequently on jobs. Engineering: Working on ships and captaining them has given Alistair a good sense of mechanical ingenuity and know-how. Speech: With his roguish charm and naturally sly tongue, Alistair knows how to make a point and how to make it stick.
Traits: Scarlet Letter P for Piracy.
Other Details: Alistair can play several instruments; notably the lute (and other equivalent stringed instruments), the piano, and the cornet. He is also a serviceable tenor-baritone singer if needed.
Alistair is the leader of a pirate crew and Cornelia is his first mate, but the operation is currently docked and his associates are off doing other things until the crew decides to get back together again to take to the seas once more. In the meantime, he and Cornelia continue their heists and hijackings as a duo.
Alistair's immediate family are as follows from oldest to youngest; father Alexandros Moratus, mother Antonia Moratus, eldest brother Lucian Moratus, elder brother Lysandrus Moratus, and elder sister Vanessa Moratus.
Spoiler:
Last edited by Unionhack on Sat Apr 09, 2016 5:56 pm, edited 2 times in total.
WANTED DEAD OR ALIVE
"WILDFYRE"
WANTED ON ACCOUNTS OF THE FOLLOWING
_______________
PIRACY, ARSON, HIJACKING, GRAND THEFT, VANDALISM, ASSAULT, MURDER, TREASON AGAINST THE CROWN, SEDITION, LITTERING
Hidden:
Name: Cornelia Cogburn
Age: 27
Gender: Female
Physical Appearance:
Spoiler:
5'8", average build. Dark brown shoulder length hair, blue eyes, pale complexion, typically concealed by her mask.
Apparel: Cornelia's go-to outfit is a high-collared plague doctor outfit, for numerous reasons; it helps to conceal her identity, she feels safer not having to face others directly, and the association with sickness helps to keep people away from her.
Weapons: Cane sword, firebomb (1)
Miscellaneous Items: Various books on alchemy, notes on alchemy and crafting explosives, glass vials with rubber stoppers, mortar and pestle, 3 ecks
Biography: Cornelia was born into a wealthy family, and led a comfortable life. Studying at the Royal College of Provinica, she was on track to become a brilliant doctor, when an alchemical experiment of hers went awry, resulting in the destruction of College property. The accident was interpreted as a deliberate attack against the kingdom, high treason--the charges possibly being trumped up to bolster a magistrate's reputation and career. The criminal Cogburn found herself subjected to many abuses during her imprisonment, forcing the once bright-eyed, hopeful academic to take on a colder, more practical attitude.
Before she could be executed, Cornelia struck an accord with one Alistair Wolfram, and together, they escaped the noose. While she found herself devoid of empathy, she could not help but feel gratitude for the one who helped ensure her survival. Together, they robbed the people of Hyam, making a decent sum of money, and somewhat of a name for themselves. "Wildfyre" is the name she operates under, in reference to her alchemical prowess, the destructive power of her creations, and her fiery temper.
C: 2
A: 5
S: 5
P: 7
I: 8
E: 5
W: 1
Skills: Alchemy, Blade, Explosives, Psychomancy
Traits: Scarlet Letter (T [Treason]), Skilled
Other Details: Nearly devoid of empathy. For the cruelties dealt to her, she is both too fearful and furious to bother with niceties.
Is the 2 in charisma cool? She's emotionally, psychologically damaged. She's out for herself, by and large, and she doesn't bother pretending otherwise. --Also, the way I applied the Skilled trait...I basically just subtracted 7 from the 33 points to spend, but since she's not a mage (and thus wouldn't benefit from willpower anyhow), d'you still want that 1 attribute point lost to time and space, or shall I spend it elsewhere?
I take it non-mages are allowed to have a willpower below 3? Kind of as their class suggest, they can't do magic Much like how a mute or fallout super mutant can have a below average charisma?
"I Seek Truth, Not For Power, But For Understanding"
Edit: Another question, how are Atoll & the mainland in terms of relations? I get it things would be rough, but how openly hostile are the public to 'outsiders'?
"I Seek Truth, Not For Power, But For Understanding"
Baloth-Kul wrote:I basically just subtracted 7 from the 33 points to spend, but since she's not a mage (and thus wouldn't benefit from willpower anyhow), d'you still want that 1 attribute point lost to time and space, or shall I spend it elsewhere?
Lost to time and space. R.I.P.
Accepted. Nice to have you, man.
BetaB17 wrote:Edit: Another question, how are Atoll & the mainland in terms of relations? I get it things would be rough, but how openly hostile are the public to 'outsiders'?
Their relations are... complicated. The two nations engage in trade, but the governments still hold grudges against each other. The people of mainland Hyam were disillusioned by the war, and were glad to get it over with. They don't especially like the Atollians, but very few of the common people actually hate them. Likewise, there are certainly Atollians who hate the Hyamians, but their hostilities are slowly beginning to dwindle as time goes by. Outsiders are looked on oddly by the natives, but that's more because of their different appearances than anything.
However, the Royal Navy still patrols the waters around Atoll. It's more likely that this is simply an intimidation tactic or a display of power, rather than actually maintaining a defense of the mainland.
Would carrying 30ecks be like carrying around $30 in today's money (so not that much) or, given the setting, would that be classed as quite a lot of money?
Not to jab at anything really, Im not. But I cant help but find the irony in currency that iron is worth more than copper...
In reality, copper is rarer and served better purposes, not to mention copper alloys are far more viable. I mean, bronze is actually stronger than iron and early steel.. but bc the later was cheaper and more obtainable in bulk. Brass likewise was very useful in ancient times, far more than just fancy decor
Here, likewise, copper alloys dont just serve the steampunk core material to the world.. it holds unique properties that seem to influence magic <_< There is very clearly a higher demand.
Then again.. when most of your environment has a large amount of copper involved, from the towers to the pipes.. it stands to reason that while it is more viably useful.. any thug could tear off a scrap of that and make more than pocket change<_< so makes sense from a currencu stand point.. just not an economic
In other news... tonight or tomorrow I'll post my sheets. Hardest part is matching up Rin's stats.. that lil devil
"I Seek Truth, Not For Power, But For Understanding"