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Fantasy Adventures in Eneia (Custom High Fantasy Setting)

MythyDW

Five Thousand Club
Hello there! I have below a setting of my creation that I hope some of you find interesting! As for plot, I have two ideas that could work - your standard heroic fantasy story, or something that is based around being a group of labyrinth delvers, slaying monsters and gathering items for coin! If you're interested, please post below. And don't hesitate to ask questions, make comments, or share ideas!

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Twin Sisters
Brief History: The Twin Sisters is the name of a nation made of two islands. These islands used to be together, until an event in a long-past and forgotten war cleaved them apart. In the aftermath, the two islands soon became culturally distinct, and even came close to war at times. However, in slightly more recent history they reconciled and have formed a pact of protection and mutual respect.

Leadership: “Sisters” Veris & Zotha

Cultural Notes: Two leaders, one from each island. Believe the tower is the passage to the gods’ home, and will open when the people are ready. Matriarchal structure, heavy focus on fishing (younger/south) and farming (older/north).The Older sister has larger farming communities, where the younger has smaller villages focused on fishing. Very powerful art scene, with dances to celebrate various festivals, including the days of rending and reconciliation.

Rotunga

Brief History: Thought to be the shared homeland of the Lizardfolk and the Beastfolk, Rotunga is now a thriving nation and continues to have a large amount of the folk. Originally an island-wide battleground between the folk, the island came to peace only with the direct intervention of their respective deities. Since then, the clans banded together and had melded their cultures before any other races joined their island.

Leadership: Clan Fang (Clan Leader Fa’shath)

Cultural Notes: Heavy focus on hunting-gathering. Leadership by single clan, determined by ritual tournament every five years. Not much of the woodlands have been disturbed, only enough to build and live. Outsiders found to have violated the natural order will be subjected to harsh punishment.

Volath
Brief History: The youngest nation on the mainland, Volath is a kingdom founded by a man who shared the same name. Disillusioned by the Papacy, he and a group of followers trekked through the wildlands to find a piece of unspoiled land. Once founded, the Papacy sent troops to bring this new ruler to heel, but Volath refused to bend. By this point, the Papacy holds an uneasy respect for the kingdom.

Leadership: King and Queen Noucta

Cultural Notes: Arable farmland and natural resources make for a generally prosperous place. Large emphasis on the tenants of chivalry, and knighthood is the epitome of warrior training.

Mon/Dura
Brief History: Technically a single nation, Mon/Dura is split by virtue of the two tenants of Mondura, the hunter deity. Mon, or the silent stalker, says that the hunter is patient, quiet, and strikes when the time is right. Dura, the strident striker, speaks of the hunter who is loud and garish, striking fear into their prey before the kill. Despite the difference, Mon/Dura is relatively peaceful.

Leadership: Mon Davesh & Dura Luril

Cultural Notes: Many of their warriors and those trained in Mon are archers and assassins, as well as skirmishers. Dura is said to have originated the Order of the Gunner, though that is as yet unproven. Mon and Dura are led separately and are different nations in all respects.

Marath Papacy
Brief History: The oldest nation on the mainland, the Marath Papacy is led by The Holy, a singular figure who is believed to be chosen by Marath himself, the god of Civilization. When the current Holy comes of old age, the search for the next begins. And once found, they begin the training and learning to become the next Holy.

Leadership: The Holy Xacrai

Cultural Notes: Currently embattled within itself due to The Holy’s actions not following Marath’s dogma. He holds powerful sway over government and a majority of people, and uses this to consolidate his power and continue his war of subjugation against Zarai.

Zarai
Brief History: Zarai has always been a proud and independent nation, however in the past few years the Papacy has begun a war of subjugation. There was no provocation, though the Holy cited their preference to live in harmony with nature, rather than conquer it. Zarai, as a whole, has resisted - however, they can only resist the Papacy’s troops for so long.

Leadership: The Holy Xacrai (Forced)

Cultural Notes: Food comes from a mix of hunting, gathering, and natural farming. A large amount of striders and druids come from Zarai, and nature is truly respected. Currently, Zarai as a nation is under siege, and their leadership has been de-seated by the warmongering Holy Xacrai

Ward/Sath
Brief History: Despite the island’s names of “The Eternal Conflict”, the people of Ward and Sath do not harbor resentment towards one another. In fact, there are fewer and fewer people living here every year. The island of Ward has become heavily inundated with Aether, and every animal and plant imbued with Aetheric essence. The same can be said for Sath, but with Chaos - the two islands are areas of conflict as the two energies fight for total control. Wildlife and creatures clash, and unprepared peoples find themselves in the middle. Despite the large amount of people fleeing, there is a large amount of untapped Aetheric and Chaotic resources for well-prepared expeditions.

Leadership: Lord Lorthan (Ward) / Lady Savra (Sath)

Cultural Notes: Originally, Ward and Sath were islands under the control of the Papacy and the Imperium. Through combining forces they were able to gain their independence as one. However, due to the difference in their cultures from their original leadership, they soon decided to amicably split and keep as allies.

Jolkat Imperium
Brief History: The Imperium is considered to be the oldest nation on Eneia, consisting of a long-isolated peoples who only relatively recently (approx 300 years ago) opened their borders for immigration and emigration. They are very skilled in the creation of weapons and armor, and many of their techniques have been taught to smiths who spread them around the world.

Leadership: Emperor Falkain XIII

Cultural Notes: A very metal-rich land, the Imperial citizens have had many years of isolation to create many arts of crafting, some general and many specialized. Strong metals and alloys have become their primary export, though many continue to be used for Imperial Interests.

Ilt/Sa/Yol/Van
Brief History: What used to be a single, unified empire broke into four warring kingdom-states upon the assassination of an emperor long-since removed from the throne. The borders are constantly embattled, and yet when something threatens their island as a whole they seem able to band together and repel it. Unfortunately, these treaties never last.

Leadership: Ilt-Tho/Sa-Yalt/Yol-Zhun/Van-Lihkil

Cultural Notes: So different, and yet so similar, the four Kingdoms tend to do the same thing, in different ways. Their weapons and armor are of similar make, and yet aesthetically different. Interestingly, as long as someone isn’t actively harming their efforts, all four kingdoms are amicable to strangers moving through borders.
Labyrinth and The Labyrinth Below
Labyrinth is the name of the city built upon the single island where the entrance to the Labyrinth Below is found. Given the curiosity that is the grand stone portal to the Labyrinth Below, some of everything can be found in the city. From merchants to crafters to ne'er do wells, you can find anything you need in Labyrinth, for a price. Around the city are three floating towers of magical learning: The Aetheric, Chaotic, and Arcanic colleges. Though the practitioners themselves do not harbor any issues, the towers are kept separate due to the energies not playing nice in large amounts. As well, the colleges are technically able to roam, but with the focus around Labyrinth, suich is where the towers are anchored for now.

The Labyrinth Below is, at the surface, simply a large stone arch with a portal of flowing Aether and Chaos within. Walking through this portal - which resists any and all attempts to be moved, manipulated or destroyed - brings the group to a room. This room is always different for each group and each trip, as the Labyrinth is eternal and ever-unchanging. Inside are monsters, flora, fauna, and materials unique to inside the Labyrinth.

Labyrinth was founded a century ago, which was the year the Labyrinth Portal appeared and the Aether and Chaos began to run rampant. Many scholars study the Labyrinth, but the city has also become a haven for adventurers and thrill-seekers, of which the Labyrinth Below is a never ending fountain of their lifeblood. Despite all this, and how many new items are discovered every day, Labyrinth seems to be near-immune to Aetheric and Chaotic taint, as the island has never been touched by either.

The Tower
The Tower is a structure older than anyone can remember, taller than can be seen from airships, and has been situated on the island since before the rending of the Twin Sisters. It is said that this tower has existed since the beginning of time, and the inhabitants of the Sisters believe that it is the home of the gods. The true purpose is unknown, as it has never been breached - there is nary a door - so as far as anyone knows, this is true.

Mondura Unified Temple
The Mondura Unified Temple is a manmade structure inhabited by those who have seen the truth of Mondura, and wish to learn how best to utilize both aspects. In truth, the Order of the Gunner originated from this Temple, but has long ago split off and is now located in secret.

The Expedition
The Expedition is an expedition onto an island that appeared fifty years after the appearance of the Labyrinth Below. Not much has been explored, and there is only a single camp, but a few things are for sure: The island is filled with ores unknown to Eneia, and these ores are guarded by creatures that are stronger than anything known to Eneia. The barren island simply appeared one day, and seems to hold nothing but ore, and the aggressive monsters.

Orcish Tundra
The birthland of the Orcs, the Tundra is full of many resources for those brave and strong enough to survive. The Orcs themselves grew as a race by hunting and slaying the massive beasts that also called the land home. They used the meat and materials for food and equipment, and still do. Even though Orcs have wandered, a large amount of them still live on the Tundra and make their living this way.

Wildlands
The wildlands is the name of the center of the mainland. Within are many creatures both benign and aggressive, as well as other materials that are harder to find other places. The Wildlands is where a large amount of Aetheric and Chaotic tainted areas can be found - not that they are unheard of in other places, but in smaller areas.
Essence, Spirit, and Souls
Essense is a substance that inhabits all things, and is released when living things die. It is formless, and yet it is necessary for life. When a child is conceived in the womb, the fetus takes essence from both parents, and the environment. The essence then grows to fill the vessel through their life, and upon death the essence is released back into the world. Environmental essence, however, is not necessary for conception - it only makes it easier.

Spirit is the name of the part of the soul that makes a human, or other sentient creature, who they are. Personality, temperament, everything is attributed to the spirit. Where the spirit comes from or how it forms, no one knows. Once the being dies and the essence is released, the spirit departs this realm to the afterlife.

The soul is the combination of both essence and spirit. Both halves are needed for the soul to survive. Souls are powerful sources of energy, but are hard to gather and the usage of such irreparably damages the spirit, so all uses of souls are frowned upon at best, and punishable by death at worst.
Aether and Aetheric Magic
Aether is one of the two energies released by the breaching, a light-blue mist that permeates the air where it is found. Aetheric taint makes colors more vivid, sounds brighter, and all in all makes things seem more alive. When the Aether imbues flora and fauna, it grows larger, more fearsome, and more aggressive. Aether is also found in small amounts in all people’s bodies.

Aetheric Magic utilizes the larger amount of Aether found in those born as Aetherborn. Aetherborn often have more vivid hair and eyes, and are able to use their own Aether to create projectiles, shields, and similar effects. Those who practice Aetheric Magic must be careful to regulate the use of their magic, elsewise the lack of internal Aether will rapidly age them.
Chaos and Chaotic Magic
Chaos is the second of two energies released by the breaching, a deep green fog that covers the land where it is found. Chaotic tait makes things seem duller, and as it imbues flora and fauna, they grow larger, and twist into more fearsome-seeming bodies. As Aether, Chaos is found in small amounts in all people’s bodies.

Chaotic Magic is found in those known as Chaos-Touched. Those people are most often found at birth, but at times chaos can imbue a person later after birth. Chaos Magic is often used for attacks on a larger area that Aetheric magic, or to temporarily transform parts of the body for greater effect. Chaos mages must be careful, as using too much Chaos will create an internal void, and within this void will grow too much chaos - mutating the user’s body beyond recognition.
Mana and Arcane Magic
Arcane Magic is borne of a ‘neutral’ energy called mana. It pervades everything and everywhere, but does not cause any manipulation nor taint. Unlike Aether and Chaos, mana can be used by everyone with the desire and training. However, should an Arcane magic user channel too much mana through their bodies, it will refuse to channel any more until recharged, at which point the mage is next to defenseless. Arcane magic is used to create any number of effects with a ghostly sliver energy.
Nature Magic
Nature magic is the purview of the druids, and allows for the manifestation and control of natural phenomena, as well as limited control of plants and animals. The ability to use and the amount of nature magic that one can use depends on their standing with the spirits. The greater your standing, the more powerful you are, for longer. Should the spirits forsake you, you lose all ability to use nature magic.
White Magic
White Magic, despite the name, has little (if anything) to do with divinity, and everything to do with willpower. Those trained in white magic learn to focus on a concept, a belief, something that they can put their will into. As long as they do, they are able to perform such miracles as healing and creating lights in the darkness, as well as sending bolts of physical will to pierce their enemies.
Dark Magic
Dark Magic is the catchall name for magics that, while not inherently evil, are often frowned upon at best in society. The two most common examples of this is Necromancy and Blood Magic.

Necromancers who are accepted in society are those that do not disturb the resting dead at all. They utilize pure essence in order to create and animate bones for projectiles, walls, or guardians such as skeletons.

Accepted blood magicians use only their own blood (and occasionally that of enemies) to create weapons, projectiles, and other solid objects. They learn how to manipulate a few drops of blood for full effects, rather than phials full of the stuff.
Saint’s Blood
Saint’s Blood is the name of a certain bloodline that has been spread about the world through breeding. Any being race can be born with Saint’s Blood, from noble to street urchin. While Saint’s Blood by itself doesn’t give one any special powers, there are many items, especially those found in the Labyrinth Below or crafted from those materials, that only seem to give their full power to those of Saint’s Blood.
Human
Appearance: The most varied of the races, humans skin is anywhere from light to dark, with various skins of tan and browns appearing. Their hair can be blonde, black, brown, or a dirty orange, and their eyes can have blue, green, brown, or a mix of those colors. When Aetherborn or Chaos-touched, humans look barely any different.
Cultural Notes: As varied as their appearances, they tend to assimilate into their home nation.

Elf
Appearance: Generally a touch taller than humans, and with pointed ears, elves are a lithe race with fairer skin and coloring. They seem to be more attuned to Aether, with Aetherborn having light blue markings from birth, while Chaos-touched seem to not be visibly affected.

Cultural Notes: With a homeland built upon a plateau in the wildlands, Elves are creatures of the air. One of their most favored hobbies is to take a creation known as a wingstick, and soar on the wind.

Dwarf
Appearance: Shorter than most humans and powerfully built, Dwarves have skin tones the color of the stones they live nearby. Often this means that a clan of dwarves that lives in the same fortress will share the same skin tone. Their hair is most often of earth tones, and their eyes are likened to gemstones. They seem to be more affected by Chaos, with those that are Chaos-Touche having dark black skin, with ‘cracks’ that glow the chaos green.

Cultural Notes: When not living in the cities of other peoples, or their large mountain fortress homeland, Dwarves construct and live in large, stone fortresses. These fortresses are large and mostly self-sustaining, with jobs and tools being passed down from generation to the next.

Orc
Appearance: Sharing a height with the humans, and having skin of green to grey, are the orcs. They often wear their hair in a single braid down the back of their head, and this hair shares the coloration of humans. Orcs almost always have brown eyes, and seem to share affinity for both Aether and Chaos - when Aetherborn or Chaos-touched they have the marks and color of Elves and Dwarves.

Cultural Notes: Orcs, especially the ones in the Tundra, are a proud warrior people. They prove they are ready for adulthood by hunting and slaying a beast, and with that they formally join the clan. Outside of the tundra, Orcs tend to have similar (albeit less deadly) rituals.

Lizardfolk
Appearance: Lizardfolk are born in two types: Leatherheads and Scalebacks. This matters to nothing except if they have leather-like skin, or scales. Either way, they can have colors and patterns similar to lizards, and their eyes are similarly slitted. When Aetherborn, a Lizardfolk tends to be larger, and more slim while Chaos-Touched Lizardfolk grow spikes, especially on the tail area.

Cultural Notes: Liazrdfolk are great hunters, and have their own unique aesthetic. Many of them forsake heavier weapons and armor for a faster, more agile attack style.

Beastfolk
Appearance: Beastfolk have slight muzzles, and a variable amount of fur that surrounds their face and covers their bodies. Their legs bend back, like many animals, and their feet and hands end in claws. Their fur colors and styles are varied, and their eyes are bright and predatory. When Aetherborn, they tend to look more animalistic - Chaos-touched seem more humanoid.

Cultural Notes: Like their neighbors, the Beastfolk are powerful hunters. Unlike the quick Lizardfolk, they are more apt to accept the use of powerful armor and weapons. They also have their own Aesthetic.

Angelkin
Appearance: Angelkin have the same bodies as humans, but their skin is always fair, at times even pure white. Their hair is always white as well. The only hint to if an Angelkin is Aetherborn, Chaos-Touched, or neither, is their eyes - be they blue, green, or yellow.

Cultural Notes: Angelkin are born from Aether-infused wombs. At this point, this usually means an Angelkin mother, but at times the womb of another race can be infused, at which point the Angelkin has a body similar to their mother.

Demonkin
Appearance: Demonkin generally share body sizes with humans, and tend to have darker hair and red eyes. They also have short, swooping horns and spaded tails. Their eyes, if they have a slight green or blue glow, indicates if they are chaos-touched or Aetherborn.

Cultural Notes: Similar to Angelkin, Demonkin are born from chaos-touched wombs to any race, but most often from the now-natural Demonkin. Their appearance makes others more wary of them, but most do not hate unless given a reason.

Warforged and Woodborne
Appearance: Metal and wooden constructs of various shapes and sizes, Warforged and Woodborne may have once been simple warmachines, but are now sentient creatures. The ability to animate and thus ‘birth’ new ones are lost to the other races, and the constructs do not teach it under fear of enslavement.

Cultural Notes: Warforged and Woodborne tend to have their own communities in each nation, where they create their own culture to assimilate with the other races, and yet keep their own identity.

Undead
Appearance: Undead are, by and large, skeletons. The only difference of their bodies - beyond clothes and armor they use - is the color of the energy that animated them. Green for Chaos, Blue for Aether.

Cultural Notes: Despite their appearance, Undead are not evil. They can be as good, or neutral as any other being. What matters is the Spirit that the Aether/Chaos made. As well, Undead only have lives from 10-years to much, much longer. It is impossible to know, but one who can sense Essence can estimate how long until an Undead no longer has enough essence to sustain themselves.
Archer
Archers are the masters of ranged combat and stealthy killing from afar. They abhor the clumsy guns that are made outside the order, as they are wildly inaccurate and slow to use. Instead, they utilize their bows and arrows to create masterful death from afar. They do not shun the usage of magical bows, as the better the instrument, the better the art.

Arcane Archer
Arcane Archers are artists among artists, who utilize both bows and their own arcane abilities to empower arrows with powerful arcane effects. They cannot, however, use magic bows as this interferes with their own skills.

Assassin
Assassin is the term for any and all sneaky-types who like to get up close. Thieves and true assassins are examples of this. They do not have to kill, but most know how to do so when necessary.

Barbarian
Barbarians are warriors born with the blood of Arlbast, the first barbarian king, within them. This blood has spread through all races; these barbarians are given a primal power to lock away most of their consciousness for a time, becoming a nigh-unstoppable force of nature with great power and endurance above their norm.

Brawler
Brawlers are bare-fisted or gauntleted fighters that shun the weapons and heavier armors. They instead use their inner aether and chaos to create a targeted field around their body, that makes them able to punch through steel, or take a blade like it was nothing.

Bulwark
Bulwarks are the tough, the strong. They wear the heaviest armor and tend to utilize shields to protect themselves and their allies, while trudging towards the enemy where they will land a savage blow.

Cleric
Clerics can be agents, or paladins. Agents are more focused on the power of white magic, where Paladins have less of that power, and more martial ability.Either way, these clerics have strong will and belief in a deity, cause, or other ideal.

Dark Mage
Dark Mage is the Catch-all term for Necromancers, Blood Mages, and other users of Dark Magic - be they accepted users or not.

Druid
Druids are users of nature magic and the wardens of nature. Many see the Aether and Chaos as threats to the natural order, and will combat it (though not the users of it) in order to stem the tide and protect Eneia.

Gunner
Gunners are members of the Order of the Gunner, a secretive organization that keeps well-made guns out of the hands of the majority of the world, due to their power. These guns are often single-shot breech or break loaders, and are made custom by each member. This means that should someone find themselves in possession of a pistol or rifle, it is nigh useless to them.

Mercenary
Mercenary is the catch-all term for warriors who do not fit into another category.

Sage
Sages are the learners of Aether magic. They most often learn at the Aetheric College, as those who do not will often die in the process of learning.

Spellsword
Spellswords are those who learn the ways of a magic and a weapon in equal measure. They may not gain the expertise in either, but they are more versatile - though not immune to the weaknesses of magic.

Sorcerer
Sorcerers are a strange breed of magic user. They are born with a spark that allows them to cast all kinds of destructive magic. The more powerful and more often they use their magic, the more their spark grows. Should they use too much without rest, they will burn out and explode in a firework of magical essences.

Strider
Striders are those who walk in the wilds, using bow and melee to contain threats. What they do is never the same, but one thing between them is: an urge to explore. Many striders also come into companionship with a wild animal, who becomes as loyal as the most trusted ally, and will fight with them until the end.

Skirmisher
Skirmishers are the fast warriors, the fleet. Using light armor and quick weapons, they harry their opponents with strikes until they are off-balance and prime targets for a finishing blow.

Wizard
Wizards are the standard practitioner of Arcane magic. They learn how to use their power at the Arcanic College to create barriers, missiles, and many other effects, to the detriment of everything martial.

Warlock
Warlocks are the users of Chaotic magic. During their time at the Chaotic College, they learn how to harness their power to destroy and transform only what they want.
 
Hate to double post but quick question, how do the different magic colleges work? It's been a bit since I last looked at the lore of this setting.
 
Hate to double post but quick question, how do the different magic colleges work? It's been a bit since I last looked at the lore of this setting.
What do you mean by how do they work? Like, class structure or something else?
 
What do you mean by how do they work? Like, class structure or something else?
Well I am wondering if they’re like actual colleges and have students who can join from anywhere as long as they can pass like an entrance test and pay tuition. Or if they function differently, just don’t really remember how they were and there’s no information about them in the lore you posted.
 
Tuska Tuska

It depends on the magic. Dark Magic doesn't have a college. Aetheric and Chaotic magic do, but since not everyone can harness it it's more of a closed system. Like how Xavier's school only had mutants (as far as I remember)

The arcane college is more open since anyone can use arcane magic. But because of that, it's more selective about who it lets in the first place. Need to show aptitude and whatnot.
 
Tuska Tuska

It depends on the magic. Dark Magic doesn't have a college. Aetheric and Chaotic magic do, but since not everyone can harness it it's more of a closed system. Like how Xavier's school only had mutants (as far as I remember)

The arcane college is more open since anyone can use arcane magic. But because of that, it's more selective about who it lets in the first place. Need to show aptitude and whatnot.
Ok makes sense to me, personally thinking about being a warlock so was just curious.
 
I could be interested. I do have some questions though.

What is the technological level of this world? They have breech loaded firearms, but how advanced are they? Are there metal ships, or is it still wood and sail? Is there steam power and factories, or not? Are there means of long range communication other than messengers, like telegraph or something? And on and on, you know the drill.

And why exactly would guns be useless to other people? You point and shoot, as long as you have the ammunition, you should be able to use it. Are they linked to the user by magic or what?

How much power is held by the various orders and colleges that were mentioned? How much can they enforce on their own, and how much do they rely on the governments to ensure that nobody tries doing stuff outside of their jurisdiction? If I start for example buildings and selling guns without approval of the Order or Gunners, would they send some kind of militia at me, report me to the local government and have me arrested, or would my operation be legal? Do they have the same amount of power everywhere, or are different nations allowing these organizations different degrees of freedom?

Are there any major differences in social and technological advancement across the world? Rotunga seems to be described as a low technology tribal society, there others are kingdoms and other seemingly medieval-style groups, and a certain group even has guns. And pretty advanced ones at that, considering they managed to climb up all the way to breech loading firearms.

Why don't dwarves, orcs and elves have their own nations, instead living in the wildlands or tundras? Is there any sort of government or law enforcement in their societies? If there is, why is it all labelled as "here be nuthin" on the map? And if there is none, how are they functioning?

Does Aetheric or Chaos taint interfere with living in an area on any level? Both are described as making animals bigger, and fiddling around with light. But is there any actual threat beyond larger animals?

Why are wildlands unoccupied? There are elven and dwarven settlements mentioned in the area, and some magic tainted areas. But if elves and dwarves can live there, then surely either taint is irrelevant to one's ability to inhabit there, or there are ways of efficiently dealing with it. Why has nobody marched in with an army and a horde of settlers and claimed the land yet?
 
Martydi Martydi

Thanks for your questions! I'm working on answers now (been a while since I did anything with this setting) but I'm curious if there's anything in particular you're wanting, or just to have gaps filled. If that makes sense?
 
Thanks for your questions! I'm working on answers now (been a while since I did anything with this setting) but I'm curious if there's anything in particular you're wanting, or just to have gaps filled. If that makes sense?
Some of these relate to a character concept I had. Too early to say what it is, I'm not sure if I will go through with it at all. Some would help me make a more detailed backstory, though that depends largely on what I decide to go for as a character. Some are just for curiosity.
 
I'mma do my best

What is the technological level of this world? They have breech loaded firearms, but how advanced are they? Are there metal ships, or is it still wood and sail? Is there steam power and factories, or not? Are there means of long range communication other than messengers, like telegraph or something? And on and on, you know the drill.

It's definitely not the easiest thing for me to quantify, but it's definitely on the upper level of fantasy. Ships are likely still just wood and sail, and there's not really technology for long-range communication. There's likey some mages who made a sort of system for it though, and there's always messenger birds for mid-range.

And why exactly would guns be useless to other people? You point and shoot, as long as you have the ammunition, you should be able to use it. Are they linked to the user by magic or what?

Ah, this question. Each gun is made custom by the gunner, and it's not like ammunition is easy to come by either. So the idea is kinda people just don't really get the full intricacies of any single weapon. Might be able to get a shot out - but yeah, there's also probably some sort of magic bond too. To be honest, this was part of a holdover from trying to make a game of it, so it might not make the most sense.

How much power is held by the various orders and colleges that were mentioned? How much can they enforce on their own, and how much do they rely on the governments to ensure that nobody tries doing stuff outside of their jurisdiction? If I start for example buildings and selling guns without approval of the Order or Gunners, would they send some kind of militia at me, report me to the local government and have me arrested, or would my operation be legal? Do they have the same amount of power everywhere, or are different nations allowing these organizations different degrees of freedom?
The magic colleges have full jurisdiction over those who are currently learning/teaching/assisting at the college, even when they're off-campus as it is. They might be asked to help apprehend or turn over a criminal, but generally the colleges are more concerned with their internal affairs.

The Order of Gunners doesn't really have sway over the local governments, but if someone breaks the order's laws they tend to not have a good time. The greatest offenses can have the criminal stripped of everything or disappeared. And the governments tend not to interfere based on past happenings. (Sounds like the order of the gunner might be keeping something more dangerous than guns in the dark, perhaps? Hmm... thoughts....)

Are there any major differences in social and technological advancement across the world? Rotunga seems to be described as a low technology tribal society, there others are kingdoms and other seemingly medieval-style groups, and a certain group even has guns. And pretty advanced ones at that, considering they managed to climb up all the way to breech loading firearms.
No, not particularly. The idea is that everywhere has generally the same basic tech level, with differences being minor but still impactful. (The Imperium, for example)

Why don't dwarves, orcs and elves have their own nations, instead living in the wildlands or tundras? Is there any sort of government or law enforcement in their societies? If there is, why is it all labelled as "here be nuthin" on the map? And if there is none, how are they functioning?
That's a tough question for me to answer. Orcs don't really have a nation per se, as those in the tundra are content living as their clans. Not that they shun outsiders or anything, they just don't have a huge nation? Same with Elves and Dwarves I guess. The elves live on their plateau and the dwarves have their fortresses - they have their homelands, they're just not... nations? Like I guess they're not as large/widespread as the others?

Does Aetheric or Chaos taint interfere with living in an area on any level? Both are described as making animals bigger, and fiddling around with light. But is there any actual threat beyond larger animals?
Well, deadlier flora and fauna is a big one. But yes, I imagine that it's similar to magic use - be in too high of a concentration of Aether or Chaos for too long without some sort of resistance will kill you. It's not instant but it does work fast and it's rather unpleasant. Might also turn some into monsters.

Why are wildlands unoccupied? There are elven and dwarven settlements mentioned in the area, and some magic tainted areas. But if elves and dwarves can live there, then surely either taint is irrelevant to one's ability to inhabit there, or there are ways of efficiently dealing with it. Why has nobody marched in with an army and a horde of settlers and claimed the land yet?
Well, I believe there's still uninhabited places on Earth? I think. But anyway, the elves and the dwarves have lived there for quite a long time. As well, even without the tainted monsters there's huge threats. Like, Monster Hunter style probably. Like the expedition, but a bit tamer.

I hope that all made some semblance of sense xD

+ PeteTheWitcher PeteTheWitcher LadyOfStars LadyOfStars _em_ _em_ Tuska Tuska Martydi Martydi
Thank you all for your interest! If I may ask, what kind of plot speaks to you guys the most?
 
Currently unsure, do like exploration and whatnot though. Current character idea is a cloak wearing warlock with ties to the college but don’t have much thought out beyond that.
 
It's definitely not the easiest thing for me to quantify, but it's definitely on the upper level of fantasy. Ships are likely still just wood and sail, and there's not really technology for long-range communication. There's likey some mages who made a sort of system for it though, and there's always messenger birds for mid-range.
So it's somewhere between high-late middle ages. Though try not to use "upper level of fantasy" later, it does not help at all with technology. There can be fantasy literally happening in space with sci-fi technology, it all depends on the world.

Ah, this question. Each gun is made custom by the gunner, and it's not like ammunition is easy to come by either. So the idea is kinda people just don't really get the full intricacies of any single weapon. Might be able to get a shot out - but yeah, there's also probably some sort of magic bond too. To be honest, this was part of a holdover from trying to make a game of it, so it might not make the most sense.
Okay. Would it be possible to create a regular gun, that anyone can fire? Or is it intrinsic to all guns here, no matter the designer's intentions?

The Order of Gunners doesn't really have sway over the local governments, but if someone breaks the order's laws they tend to not have a good time. The greatest offenses can have the criminal stripped of everything or disappeared. And the governments tend not to interfere based on past happenings. (Sounds like the order of the gunner might be keeping something more dangerous than guns in the dark, perhaps? Hmm... thoughts....)
With what I said before, it is probably obvious my character idea had something to do with guns. Though I'm not sure if I still want to go with that, the idea basically revolves around an engineer with a goal of either stealing the designs for, or reverse engineering Order's guns. Whether for profit, because of some grudge, on behest of some government/organization is up for debate. Is there any government or rival group, willing to support such an endeavour?

I hope that all made some semblance of sense xD
Enough sense. Thanks for the answers.
 
Okay. Would it be possible to create a regular gun, that anyone can fire? Or is it intrinsic to all guns here, no matter the designer's intentions?
Kinda liking the idea of "machine spirit" type things now. But I'm not 100% sure yet
 
Kinda liking the idea of "machine spirit" type things now. But I'm not 100% sure yet
And that brings up the eternal questions, plaguing the Mechanicum since the dawn of Mars: how complicated must the machine be before it gains a spirit? Does my kitchen knife have a spirit? Will my door refuse to open if I insult it? Does machine spirit need a special mechanism to lock the functionality of a weapon, or does it just have power to stop physics from working on weapon parts? If I replace a broken component, will that component have its own spirit? What if the component was in another machine before being put in here? Do I need to specifically insert the spirit into the machine, or does it jump in on its own? If I disassemble and reassemble a machine, does the spirit die, carry over or reset?

I'm only half joking here.
Is there any government or rival group, willing to support such an endeavour?
 
I am definitely interested in this and am leaning more towards the heroic epic, but I do have two questions...

1) Would we be allowed to create half species? Like a human/beast-folk mix?

2) I'd actually like to hear more about these deities. Do you have gods planned already or are we allowed to make some up? Namely do the cat-folk have a sun god?

I've got a cat-girl paladin character that I'd love to bring into this but if I can use her would kind of depend on if halfbreeds are possible and how religion works.
 
Martydi Martydi

Sorry, I was falling asleep as I sent that message. Honestly what sounds fun to me is more of like a spirit that works like Shaman King if you happen to know anything about that. But in essence what I'm thinking is that a (Gunner's) gun could be less of a mechanical device and more of a spirit housing, where for it to be used the spirit that the Gunner is bonded with must be inside.

Which changes it a bit. Instead of them keeping guns out of the hands of the public, they more crack down on enslavement and improper use of gun-spirits.

To answer your question, I'm sure there's a market for mechanical guns. However, I would rather the mechanicals still be expensive custom jobs, so there's not a huge widespread use. If that makes sense?

Ian Temero Ian Temero

Answer le first - Yes, all races (exceptions of undead and Woodborn/Warforged) can interbreed. Some combinations will be more distinct than others, and eventually there comes a point of mixing where the dominant blood takes over. So half-elf and halh-orc have a child, that one will have slight elven and orcish features but genetically they're more human in terms for later generations.

Answer le second - I have some gods I know exist, but building a pantheon needs work. There's a main pantheon that is made of both racial deities and more general gods (Kazul the gardener of souls, for instance).

Do those make sense?

LadyOfStars LadyOfStars

I would be open to hearing Villain ideas - at the moment though, I would think people a general of the main bad or so, and I would also prefer you have a hero character of possible.
 
Sorry, I was falling asleep as I sent that message. Honestly what sounds fun to me is more of like a spirit that works like Shaman King if you happen to know anything about that. But in essence what I'm thinking is that a (Gunner's) gun could be less of a mechanical device and more of a spirit housing, where for it to be used the spirit that the Gunner is bonded with must be inside.

Which changes it a bit. Instead of them keeping guns out of the hands of the public, they more crack down on enslavement and improper use of gun-spirits.

To answer your question, I'm sure there's a market for mechanical guns. However, I would rather the mechanicals still be expensive custom jobs, so there's not a huge widespread use. If that makes sense?
Okay then. I'll try to come up with something else. Worst case scenario, I won't be able to think of anything and will just go for a generic mercenary.
Oops. I meant to ask if people would have a preference between Discord OOC or RPN OOC only
Either is good with me, though I would prefer Discord a bit more.
 
Worst case scenario, I won't be able to think of anything and will just go for a generic mercenary.
Generic mercenary, just like in... uh... Final Fantasy? You know, one of them? My knowledge is failing me!

More seriously though, may I ask what you think of the gun idea at the end? :)
 
Generic mercenary, just like in... uh... Final Fantasy? You know, one of them? My knowledge is failing me!

More seriously though, may I ask what you think of the gun idea at the end? :)
I haven't played Final Fantasy so uhhhh... Maybe? I meant like just a guy with main motivation being getting paid, or looting expensive stuff. Though I will do my best to come up with something better. It's more like a backup in case I can't think of any character with an actual motivation.

As for the guns, I'm not sure what to say. It's not something I would have done if I was making a universe, but I guess that is one way of doing fantasy gun control. It creates a bunch of potential plot holes, but to be fair, every measure that could be used does. So it is as best as it gets when it comes to integrity of the universe.
 

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