The World of Prismpunk
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The World of Prismpunk
Last edited by Zerovirus on Wed May 18, 2011 10:42 pm; edited 5 times in total
Re: The World of Prismpunk
Lore of the Lands:
- Raitala:
The State of Raitala has always been ravaged by war; in actuality, it was formed when the people of the intersection between Hethasila, Arsene, and Vosalsvrax became tired of endless war, and hoped to end the battle by declaring independence. Unfortunately, this simply increased the tensions between the three nations and Raitala; for fifteen years after the declaration of independence, Raitala was devastated by continuous invasions from all three nations, seeking to reclaim the shard of land it lost. To fend off these invasions, Raitala, not yet strong, always sought aid from the other two, who were always happy to fight their foe; thus, Raitala became a transient country whose purpose was literally to facilitate war. Today, Raitala's administration is corrupt and inefficient, its Triple Chair having been completely bought out by the three nations.
There are whisperings in Raitala of a revolt, led by the infamous Jelt Leiterin. Leiterin is said to lead an insurgent group inside Raitala with the goal of establishing a benevolent dictatorship, and with his two trusted lieutenants Luka Teperso and Konau Aeshosent, Jelt has thus far not actually been found in person by any of the official forces of Raitala. His existence in and of itself is unsubstantiated by any common sources, having become more folk legend than actual person, though most major accidents and conspiracies, even the ones blatantly committed by official parts of the state are attributed to him.
Raitalan economy is remarkably bad; the only glue holding together a national network of cash flow are Raitala's rich crystal deposits. Raitala exports some of the most valuable crystal in the world, but does not explain from whence the crystal came from; Geomancers have been unable to find any difference in the geocomposition of Raitala to explain the striking high quality of crystal. Besides exporting crystal, Raitala also mines bronze from several mines scattered from around the country, which it usually exports in return for other metals.
Raitala is ruled by a democratically-elected triumvirate, the Triple Chair. Each of the three chairs represents one of the three lines of ancestry, Vosalsvrax, Hethasila, and Arsene. Each of the chairs is elected only by voters of certain descent, in order to make sure that no ethnic interest overpowers the nation; however, this has resulted, in recent years, of an increasing split in Raitala's leadership, already weighted by inefficiency. To complicate this even further, Metiphol the Precise (of the Ars Chair), has been criticized by the Het Chair and Vos Chair for his desire to marry a woman not of royalty or Arsene ancestry, while his competitors have been riding his unpopularity to increase their own public support.
Raitala, ever at war, currently holds three military fronts; the Shikahu Front bordering Vosalsvrax, the Voboleka Front bordering Hethasila, and the Kaidhir Front bordering Arsene.
- Empire of Vosalsvrax:
If there were an antagonist when it came to national politics, Vosalsvrax would undoubtedly take the first prize. In the past, Vosalsvrax has long been known as an aggressive nation, carving out its lands with the assistance of the Circle Tower in its very core atop the Vertiplex, the large mountain created along with the First Runic Circle. Vosalsvrax in modern times has signed peace agreements with most of the northern tribes, as well as with Pallatir, and only maintains a state of war with Raitala and the other two superpowers of the continent, Hethasila and Arsene.
Vosalsvrax has always been highly supportive of magic, and a federal program recruits potential mages for the state. Magic is common in Vosalsvrax, and magical academies are normal, as is the usage of magic to enable day-to-day utilities such as water and power. This is thanks to the influence of the Circle Tower, officially integrated into the state's government; the Tower offers costly educations to all men who wish to learn Material Magic; Vosalsvrax's relatively underdeveloped Department of Conceptual Arcana handles the commissioning of Concept Magi.
Vosalsvite economy is based on, literally, exporting brainpower; since almost all magi serve the state, Vosalsvrax literally exports the magi on five or ten year loans to underdeveloped countries. Vosalsvrax has been playing up its influence as a global liberator, but more often than not the underdeveloped micronations, once bereft of magical aid, have no recourse but to continue to rely on Vosalsvrax for economic support, eventually being absorbed into the empire's thousands of provinces.
Vosalsvite Government is based around absolute rule by the Immortal Lord Tiamat Venthor, Trusted Of The Dimensions. Lord Venthor and his queen, Halcia Hionius, have ruled Vosalsvrax since the day they took power, two hundred years ago- and sources report that they have not aged a single day. Conspiracy theorists suppose that they may be cloning themselves, or using their reputed master of Chronomancy to prevent themselves from aging. However, all claims are suspect and no proof is ever allowed out, since the Vosalz Guard carefully regulates and censors news. Under the Immortal Lord are the Grand Magi Circle, the leaders of the Circle Tower's mages, and the Keyholders, the leaders of each noble house of Vosalsvrax.
- Hethasila:
Hethasila is the oldest nation in the world and thus far the most stable. The Republic of Hethasila was led by Rein de Detun, known not for being a heroic general or fighter but an excellent if eccentric economist and leader. Under his control, Hethasila has returned to a favorable export-import ratio once more, and the once-glorious country seems ready to return to a new state of leadership... Or at least, it was until Rein de Detun was seemingly assassinated, only for it to be found that the Rein sitting behind the bureaucratic desk was a fake, some sort of magical puppet controlled by psychic means. The true Rein still rules Hethasila, but his authenticity is vague, proven only by the magical appearance of another flesh golem puppet at his desk, doing the work of the Premier through day and night. Repeated assassinations have generally proven ineffective, and Premier Rein remains in control of his nation from an unknown place today. Rumor has it that he leads the land from a flying castle on the other side of the planet, but nothing can be proven.
Hethasila is well-known for being a greatly conservative country. Respect for ancestral values is well-stressed, and generally Hethasila, along with Pallatir, is the last to accept a new development. Hethasila has staked claims in many waters and is generally accepted as the leader of oceanic business, with the greatest and strongest navy in the known world, as well as a large armada of skysails to its name as well. Hethasila's soldiers are many and armed, though Hethasila has not had to use actual humans in war for years due to the development of the Ray Golem, a critical breakthrough in golemcraft for the world, but a breakthrough that Hethasila refuses to share with other nations. Hethasila's crystal deposits have run low due to long times of occupation and harvest; the glowing trees now have weakened veins of light, and the grass isn't quite as luminous at night. Economists fear that unless Hethasila hits a miraculous motherload, in a hundred years the old pride will be reduced to a slavering servant of Vornimund's Estates.
Hethasila is led by a democratically elected dictator with elections every six years; for the last eighteen years, this has been Premier Rein de Detun. Over this time, Detun has slowly done away with various circles and councils- with the strangest facet being that the laws did not seem to focus on giving more power to Detun. In fact, most of the changes went unnoticed by the people- Detun simply seemed to pick up the slack with his first bit of legislature, the Indefinite Redistribution of Services act, stating that all unregulated matters were to be determined by the Premier. Day and night, Detun's golem sits in the premier's office, doing busywork and managing an entire nation designed to be ruled by dozens of bureaucracies and councils- and somehow coming out above all these difficulties to run the nation better than it's ever been. Some people even joke that Detun must be a computer or something- his golem has never been seen in shutdown mode, after all.
- Arsene Commonwealth:
The nation of Arsene is the only nation that did not participate in the Arcanum War, and thus the only nation that has managed to preserve a golden peace. Arsene also happens to have the deepest-rooted conflict with Raitala, as Raitala's secession as a direct result of the Arcanum War took the capital of Arsene with it. Even now, the city of Sai Ardenk is in a constant state of warfare, and has stood on its own for all fifteen years since the Arcanum War. Arsene consistently invaded every year, a crusade to reclaim their proudest city; to show their dedication, Arsene has not chosen a new capital, vowing to reclaim their ancient city or die trying. In spite of all this, as of late, Sai Ardenk seems to be lowering its walls, allowing traveling merchants and other laymen to enter the city while still refusing to acknowledge Raitalan authorities in the area.
Arsene has, since the Arcanum war severed national leadership, become a commonwealth. The nation is led by a small cross-section of regular citizens who are selected by random lot; these citizens remain in power for as long as they live. The current generation has made Sai Ardenk an issue of national pride, and until most of the senators die off from natural causes this issue is unlikely to become resolved. The Arsene military is based off conscription, though military tactics mostly involve large-scale golem assaults and aerial bombardment, Arsene boasting a greater aeroarmada than even Hethasila.
None know who the actual senators of Arsene are, as they communicate over the Psychogrid, a magical quality imbued into senators as they are inducted into the leadership. The Psychogrid is also responsible for selecting new senators in the random draw; senators can communicate over it discreetly and in the midst of a normal workday, preventing assassinations from striking the nation while the commands are carried out by a rotating shift of military troops. Arsene's entire government is based around effective decentralization with magical aid, so that nothing could cripple Arsene permanently- not even its loss of its capital city.
Arsene is well known for being friendly to development of new technology, and tinkerers and inventors flock to its cities to sell their latest inventions. The recent invention of the Laserwalk in their cities was quickly exported to the other nations, and Arsene now enjoys hefty royalties from the usage of their technology, to the point of neglecting their economic prudence of the past.
- Pallatir:
The swampy, rainy nation of Pallatir arose by legal severation from the Vosalsvrax Empire after a series of unfortunate diplomatic incidents culminated in the Arcanum War; Pallatir has now become something of a refuge for Concept Mages. The government allows the land to run in anarchy with minimal enforcement, allowing local vigilante forces to run their own duchys and baronys, while it puts its entire effort to supporting Concept Mages. Unsurprisingly, the quality of life in Pallatir is entire levels above that of the other nations due to the Concept Magi spreading around good concepts to improve their land. Pallatir, however, has a strict ban on foreign technology and Material Magic, instead relying on something of a theocratic hold over its constitutent parts to keep the entirety together. As a result, though standards of living are high, life expectation is quite low, due to frequent small skirmishes.
Pallatir's lands are rather broken up, and border spats occur frequently between the people of different minor states. Police rule is infrequent, and the result is something like gangster organizations legalized; clans set up their own dominions within their own lands, and any trespass results in a highly formalized skirmish between clans or sects or tribes. Pallatir's people, thus, value martial pride and power much greater than that of any other nation, even Vosalvsrex.
Pallatir has no real economy with the outside world; ever since they retreated from Vosalvsrex, the Invictus Corps, the State concept mages, have been responsible for maintaining the high living of the nation. Every clan has their own Corps Magi, and everything that Pallatir needs is literally conjured up to be used. Thus, Pallatir is a boiling cauldron of small-scale combats, and even off the dueling battlefields the people of Pallatir mostly pursue military or physical training as recreation.
Pallatir, as a theocracy, is ruled by the Church of Sol Invictus, which worships the Sun as the source of all light and thus all prosperity, and states that Concept Magi have been blessed by the sun as chosen priests and wielders of miracles who carry out the will of the Sun. According to the Church, the Sun is the source of all life and power, whether magical or luxchemical. The Church is quick to punish dissidents, though this is usually not necessary; those who openly resist the church are quite quickly lynched by natives.
- Vornimund's Estates:
The entirety of Vornimund's Estates are technically not a nation, but on the political scale of things the Estates might as well be one. Owned by one business leader, Vornimund Dorgoth, the largest island houses a huge industrial city while the natives of smaller islands provide labor and economic support. Vornimund has consolidated the entire chain of islands (now named after him), turning them into his private demense bordering the Sykrusei Ocean. Vornimund himself is a talented inventor and businessman who managed to corner the component market practically by himself, and several commonly used bits of luxtech are of his invention, such as the Cryspistol and Prism Sword.
Vornimund's tropical islands derive most of their profits from plantation-system farming of crystals, and Vornimund's large factory-cities convert and export the crystals. Most of the world relies on Vornimund's mining system for their Components; thus, Vornimund has no enemies. Nobody can afford to make the business magnate an enemy, and nobody dares put jurisdiction over his economic net which thankfully has not spread to the mainland. Vornimund holds legal ownership of all of his islands, as well as a sizable part of the Sykrusei Ocean.
Recently, Vornimund's ships have been establishing watertop mining operations, extracting crystals from the underwater stones, for very little profit and major loss of life in the occasional superstorms of the Sykrusei Ocean. Though the rest of the world is baffled by the old man's actions, Vornimund continues to move deeper and deeper into the Sykrusei Ocean, as if searching for some motherload of crystal- though he denies all allegations of such. Most of the mining deepdrill platforms are not even used to their full potential; they are given a cursory use before being abandoned, as if he did not plan on using those specific platforms in the first place at all. Vornimund's true purpose behind this strange expedition is quite unknown, but his grip over the market has been sliding thanks to his focus on this project- and competitors have been quick on the uptake.
- The Shadowed Highlands:
The highlands, contrary to their name, are not quite as fearsome or foreboding as they seem. Indeed, the sun shines just as normal during the day and no particularly fearsome beasts exist in the night- most beasts in the civilized lands, in fact, are quite more dangerous. Rather, the name stems from the simple fact that not a single crystal is to be found in the Highlands whatsoever- the trees do not have glassy bark-veins that course with light like normal, the leaves do not softly glow after dark, and the ground yields no crystal stones. No Luxtech functions in the Highlands, hence it being titled the Shadowed Highlands.
Despite this, many are attracted to the wild existence on the safe Highlands, where no war or beasts exist to bring abrupt ends. Mages in particular regard the uncivilized plains as an escape for their usual duties in the Empire or Pallatir, and both have set up general vacation schedules where magi may explore the leisurely north at their own pleasure. Since Magic still works, many mages make their permanent home in the north, where they may practice their art without competition from luxtech or other magi. After all, the Highlands are large expanses- and establishing a nation in the highlands is simply impossible. How can a nation possibly survive on just minerals, after all? Without crystals, the idea of establishing a state is positively foolhardy... Or at least the saying goes. The only trace of organized life are the wandering nomadic tribes, usually inclined towards peaceful greetings of other travelers.
Some say that the reason that there is no official state in the Shadowed Highlands is not because of its resource-deprived nature, citing hypothetical economic setups involving oil or electricity as a primary export resource. Those same people also say that perhaps the Shadowed Highlands deserve such a foreboding name, and that all the governments of the world have banded together to keep secret the true horror of the northlands from unsuspecting citizens. They cite the fact that only established mages and other government officials are allowed to pass through to the northlands as proof of their conspiracy, and are duly dismissed on account of a lack of evidence. All expeditions through uncharted waters to reach the Highlands have vanished without explanation.
- The Etherdune Wastes:
The Wastes were created as part of the Arcanum war, an attempt to create a separate dimension that just barely failed, leaving the region partially attached to the world and partially not. Stripped of its magical potential, the wastes became knew for having literally nothing- a flat land of earth and dust, with no weather, no clouds or wind, no night or day- a paltry imitation of true land. But sometimes, when the removed facets of the world collide with their past host, strange things happen- the Etherdunes, huge accumulations of light, roll across the flat lands, a magical memory of what existed before the Severance of the Wastes. Entire buildings are formed by these waves of light, to stand in ethereal form... And when the morning comes, the etherial trees and hills and grass and animals vanish, and all who stand in them do so along with the wastes. Thus far, none have found that the ethereal waves ever create magimemories of actual human beings who vanished, with several competing theories trying to explain for this. Whatever the reason is, the Etherdune Wastes are a desert of complete emptiness during the day and a hazardous world of mirages in the night, leading many to avoid the region with good cause. The wastes lie between Vosalsvrax and Pallatir, and are a large contribution to Pallatir's isolation from the outside world.
A wandering man named Nevitus travels the Etherdune Wastes, according to seedy news sources, and has been there for at least two decades. How he has survived for so long in a hostile territory as that is unknown.
Last edited by Zerovirus on Wed May 18, 2011 10:40 pm; edited 4 times in total
Re: The World of Prismpunk
Artifacts:
There's actually large backstories behind each of these items. If any of you want to try to figure out the missing parts, correct answers will lead to in-game bonuses. How the items work and what really happened to them, for instance, would be good places to start.
- The Foursight of Silas:
The Foursight of Silas, a strange diadem with four different-colored gems atop and complicated prism circuitry interconnecting each, binds itself to its wearer's vision somehow. Its creator, Silas Marnahwey, said that all four combined, along with normal vision, created the Primordial Vision, using all four Sights at once as well as his natural range of vision to expand his view of the spectrum. The Foursight was buried with its creator upon his death.
- Singing Swords:
The Seven Singing Swords were forged by the Empire of Vosalsvrax, in an attempt to engineer superhuman mage-soldiers that could be created for cheap. Of the seven blades, three of the wielders were slain and two broke ties with the Empire, taking their swords with them. However, due to unexplained circumstances, Vosalsvrax discontinued production of the prototype weapons, and the last two swords forged were locked in a vault- until one of the blades was stolen by an unknown entity who promptly vanished. Vosalsvrax has currently put a prize on this man's head, though no lead has been made yet.
The two Renegade Singers are Dasikalu the Iron Reaver wielding Weight's Eternity and Vinnotari of Unbounded Chaos wielding Discognizant Spike
- Radiant Silvergun:
The Radiant Silvergun was an ancient weapon, forged by an ancient civilization. Found inside a stone egg, the undecipherable script of the people that created its resting place was ignored, and the weapon was taken by the would-be graverobbers. Later archaeological reports found that the language, when translated, informed one that this weapon would bring about the end of the world if removed, and that none were to ever move it again from its ceremonial tomb. So far, though, there hasn't been any apocalypse, though the Silvergun is feared because of its unjustified reputation as a doombringer.
- The Inkhearts:
The Inkhearts were a great secret kept by the Vosalsvrax Empire as a last-minute trump-card, and was used in their attempt to create supreme zealots, ultimate magical soldiers that would destroy all before them. However, the secret to their creation was lost in the Arcanum War and all testing subjects were executed. The Inkhearts were said to grant great strength and wisdom to the bearers.
- Elemental Reactors:
Elemental Reactors fuel Pallatir with a magical secret to infinite power, said to be easily accessible- but thus far no researcher has puzzled out the secret. Thus, the technology of this infinite energy is kept secret by Pallatir from the rest of the world. It is said that Pallatir got the designs from ancient archaeological discoveries, but the exact nature of this is relatively undocumented.
- Alchemy Forges:
Alchemy Forges are strange devices native to Vosalsvrax only, large mechanical constructs running off some sort of strange energy that doesn't easily identify to even magically-amplified senses. The technology never functions outside of Vosalsvrax land, leading some conspiracists to conclude that the energy source driving these machines is inherent to the country in some way. The Vosalsvrax high-ups have refused to disclose any inkling of the forge's workings to the public, though.
The Forges create wondrous items by fusing other items together, somehow, tying in magical and mundane attributes in some sort of optimized equation to produce more and more curious pieces. Each Tower of the Red Gaze is equipped with its own forge.
- Eternal Pandora:
The Eternal Pandora is said to be an unmatched source of an unknown power great enough to verge on the level of deification of he who holds the Pandora. Nobody knows what the Pandora is shaped like or is, though, and the exact nature of its power is also a mystery. Rumors have surfaced that Rein de Detun is holding it, which has led to a rise in the attempted assassinations, but nothing even close to the scope of the power the Pandora is said to have can be found in all of Arsene.
The Pandora's name was coined by a man who is said to wander the Etherdune Wastes. Nevitus of the wastes is a recluse and hermit, and since his disclosure of the first information on the Pandora, it has become a holy grail for treasure-hunters and adventurers worldwide. However, most people simply disclaim the Pandora as myth, or even worse, a practical joke played by the wanderer whose existence has never been verified.
Last edited by Zerovirus on Wed May 18, 2011 10:36 pm; edited 3 times in total
Re: The World of Prismpunk
Notable Personas:
- Rein de Detun:
Premier Rein de Detun is a lean man with a cool persona and a sense of humor- or at least his appearance leads one to believe such. Detun's form, perfectly handsome, cannot be verified to be his true body, as underneath the synthetic flesh exists a magically constructed skeleton. Detun's past and true face are both mysteries, and the form sitting in office renders Detun invulnerable to assassinations or coercion, as every destroyed form simply brings another replacement in the morning, agonizing over a night of work lost. Detun's golem seemingly never sleeps, but none care for his eccentricities and strange manners, as under Detun the nation of Hethasila has prospered more than ever,
- Vornimund Dorgoth:
Vornimund Dorgoth alledgedly grew up in the slums of the islands as a native 'Kraggie', and was much discriminated against in his youth. All this changed when he drew up his first design for a close-ranged lux weapon using various light-carrying fibers of plants to form a makeshift sword of light; publishing his work, he was instantly drawn into the world of inventors. Vornimund traveled to Arsene on a fully funded scholarship before returning to set up an economic dominion over the islands of his youth, now known as Vornimund's Estates. Vornimund seeks to bring racial equality to his people, long oppressed by imperialist colonial systems.
- The Triple Chair:
Lord Metiphol the Precise: Metiphol the Precise is the current holder of the Ars Chair and is of allegedly pure Arsene descent. Metiphol is largely responsible for dealings with the city of Sai Ardenk, but is quickly losing popular support due to his deviant behavior and his challenges to tradition.
Lord Sholo Nabite: Lord Nabite is the current holder of the Het Chair of Raitala. He is the oldest member of the council, and is generally deferred to in matters of government. Nabite has shown a disapproval of Metiphol, the youngest leader of the Triple Chair. Nabite is currently leading the troops at the Shikahu Front as a High General.
Lady Mortisha the Black: Mortisha, despite her fearsome name, is in fact quite cheerful in person. As the holder of the Vos Chair, while wearing black as a combination of fashion statement and political message, Mortisha seeks to change the attitudes that Raitalans have towards Vosalsvites by aiding humanitarian affairs and peace unions as much as she can. Mortisha seeks to end the war with a permanent alliance, though she doesn't really care which nation.
- Raitalan Resistance:
Jelt Leiterin, Luka Teperson, and Konau Aeshosent are mythical figures in Raitala. Each is said to give commands to the criminal underworld from the three Fronts of Raitala, serving to undermine the efforts of both Raitalan Military and invading forces alike. Leiterin, in the only statement he has issued to the world, said that his mission was to destroy the Triple Chair and bring about a benevolent republic. However, his existence itself is unfounded, as no voice verification can be found and the statement did not include a visual of the infamous resistance leader. To many, Leiterin symbolizes an entire generation's disappointment at growing up through fifteen years of the cauldron of war.
- Tiamat Venthor:
Immortal Lord Tiamat Venthor, Trusted of the Dimensions, Dictator of Vosalsvrax, is alledgedly the most powerful Mage, Concept and Material in the entirety of Chiral. Having lived for two hundred years as ruler with practically no change in his appearance, none dare to challenge his power or competence. Under him, Vosalsvrax has increased focus on the military and on developing magic to new levels; Venthor's private legion, the Vosalz Guard, carry out his every will while he lives with his queen, Halcia Hioneus, atop the Vertiplex in a huge mansion complex said to be partially imbued with powers of multidimensionality, as close to the Circle Tower as any man can get. Tiamat Venthor is said to be a master of Chronomancy, Megethomancy, Kinetimancy, and a new class of Material Magic that he has named Ignimancy (the details of which he refuses to release to the world).
- The Gravekeeper:
A mysterious being who resides in the Absolute Zone, the Gravekeeper claims to be the holder of all power in the afterlife, consuming the souls of all dead beings to empower himself. He states that it is necessary to keep some threat away from the known world, but refuses to give further detail.
Tiven has met him.
- Current NPCs Known:
- Friendlies:Sanja Aseiju: A Sergeant of the Raitalan army, she is known for her biting attitude towards others. She gets drunk easily, and she's a remarkably bad singer. Sanja wields a Prism Halberd quite effectively; her customized weapon includes several Splitters hooked up to backup emitters, allowing her to fire sporadic waves of energy from the tip of her polearm without warning. Her fighting style trends towards rotation and gyration, resulting in large, sweeping attacks that smothers enemy forces en masse.
Tiven: Once but a shopkeeper of Dovrutt, Tiven has, somehow, become a Champion of the Gravekeeper, Covenanted to become as strong as he can within thirty years for the Gravekeeper's power. Tiven now possesses the power to steal souls from those that he defeats, learning parts of their skills in the process. Tiven isn't sure how he feels about this, and still wishes to find his father, Saneferu.
Melbin Luvidda: The erstwhile "Mayor" of the town of Dovrutt. The town's state makes his leadership role quite deprecated, and his tendencies towards pomposity are quite displaced thus. He possessed a slightly rough map of the Bandits' lair. He claims to have been a great fighter in the past, having been titled Melbin Luvidda the Luminant Fist; apparently, his style of fighting was based much around his skills in Material Magic.
Netiatono Vie: A Concept Mage, under the Guild of Mentia Exalt, who gave his title as Mage of Many Colors, he is largely unknown to the players, though his title most probably stems from his multicolored cloak formed of patchwork pieces. The players met him in Atelello, when he used his magic to embarrass a Material Mage recruiting for the Circle Tower.
Marya Matilbeth: The mother of Alchione, a kindly woman in her middle age who runs a traditional herbal medicine shop in Atelello that is losing business thanks to the next-door shop offering more options including the high-tech Gelpacks. She has now been revealed to be a full-on Fytevomancer who uses her skills to run the herbalism business. Her absolute skill in magic is unknown, but she has been shown to be quite capable in combat, wielding towers of vines and plant shields, as well as lashing, bladed vines drenched with poison.
Matilbeth is alleged by the Inkheart to be a past member of the Myriad Weave, whatever that may be. She has denied the allegations.
Alchione: The slightly naive, thirteen-year-old daughter of Matilbeth, who spends most of her time outside sitting on the porch to the family herbal medicine shop, about to go out of business thanks to the new shop next door. She's recently cheered up a bit due to what she perceives as two adventurers stopping at her shop lately, since she wants to be an adventurer as well. She hates spiders.
Roltam Nisstrad: The Sergeant in charge of keeping law in the Atelello area. He recently fought off an invasion of strange magi aimed at attacking the most random places possible in the city. He fights with flaming lances and two gigantic fists that burn with magically powered crimson fire, and is a dabbling Material Mage.Neutral:
Saneferu: Tiven's father. Besides the fact that he disappeared with his equipment when the bandit threat of Dovrutt manifested, little else is known about him.
Sholo Nabite: This enigmatic leader of Raitala has heard of your illegal travel across the border due to Sanja's report; his opinions and plans regarding you are all unknown at this point. He is the current holder of the Het Chair.
Oranen Ispil The Inkhearted: The Inkheart has fused with Oranen Ispil in order to preserve the injured man's life, and in the process gave Oranen all of its knowledge and memory, not to mention magical abilities. However, the fusion has damaged Oranen's mind slightly, and Oranen has been seized with an obsession about, of all people, Tiven. He was last seen flying off into the Northwest from the Shikahu Front.Enemies:
Torly Sarmo: The bandit leader wielding the strange gauntlets and greaves in the first major combat encounter has escaped to plague the players another day. He is a resolute enemy of the players and wants them dead above all else. Sarmo has lost an eye from the battle, but he has vowed to return with even more powerful equipment to avenge his losses.
Kelgadaza of the Ascent Peak: He's an ice person, with strong abilities regarding frost. He can create golems of ice and move effortlessly around an icy surface. He currently serves the Arsene military and has a personal vanguard of specialized Ice Mantises in the army. He was slain by the players on the bottom floor of the Tower of the Red Gaze where he was preventing the reactivation of the Geometric Shields, and his equipment was claimed by the players and their allies. In the afterlife, his soulcore was later bestowed upon Tiven by the Gravekeeper, thus effectively completely obliterating his existence.
Last edited by Zerovirus on Thu May 19, 2011 6:55 pm; edited 3 times in total
Re: The World of Prismpunk
Nice map, how did you make it?
FLAMELASHER- Gamemaster
- Posts : 727
Join date : 2011-02-17
Location : England
Re: The World of Prismpunk
Which of the three fronts are the players heading towards?
Wesfreak- Roleplayer
- Posts : 140
Join date : 2011-02-17
Re: The World of Prismpunk
Shikahu Front- towards the Empire of Vosalsvrax. The Empire currently has the best standard of living, and hires the most mercenaries for you guys so you won't be lacking for housing and food. At the worst you guys could head into Pallatir to enjoy a spartan life or up to the Darklands and live a peaceful life.
Teleportation Discussion
Start of Movement Concept, Ownership, and "Soul Power" discussion.
Could I extend my Ownership onto other people? Say, for protection purposes? Or would I need a "stronger soul" or the like?
EDIT: Are "group teleports" possible? Could I extend my Ownership to teleport our posse?
EDIT2: You said mixing "Movement" and "Vitality" would allow me to slow down a person's heart rate, for example. Was this just an example that is now negated by this discussion?
Could I extend my Ownership onto other people? Say, for protection purposes? Or would I need a "stronger soul" or the like?
EDIT: Are "group teleports" possible? Could I extend my Ownership to teleport our posse?
EDIT2: You said mixing "Movement" and "Vitality" would allow me to slow down a person's heart rate, for example. Was this just an example that is now negated by this discussion?
Last edited by bigkahuna on Sun Mar 20, 2011 10:19 pm; edited 1 time in total
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
Generally, the stronger your soul gets the more magic you can support. This doesn't just go under Concept, it's for all magics- the stronger your soul is, the more you can do. It's just that Concept is a bit more direct with how soul influences magic.
Extending your own ownership would mean figuring out some way to have your soul classify your allies as possessions. That carries inherent psychological risks. I mean, you could just make a teleport spell with the payload defined as multiple ownerships- you and your friends. It's the common way to do mass teleports. Same goes for mass shields.
The movement+vitality thing is still possible. It's just that whoever you're doing it on would have to either permit you or it'd have to be beneficial for them. It'd work as a healing thing, perhaps to slow down an overpumping heart, but it wouldn't work as a weapon. Ownership only really applies when extraneous magic will cause apparent harm to the soul's jurisdiction.
Extending your own ownership would mean figuring out some way to have your soul classify your allies as possessions. That carries inherent psychological risks. I mean, you could just make a teleport spell with the payload defined as multiple ownerships- you and your friends. It's the common way to do mass teleports. Same goes for mass shields.
The movement+vitality thing is still possible. It's just that whoever you're doing it on would have to either permit you or it'd have to be beneficial for them. It'd work as a healing thing, perhaps to slow down an overpumping heart, but it wouldn't work as a weapon. Ownership only really applies when extraneous magic will cause apparent harm to the soul's jurisdiction.
Re: The World of Prismpunk
How does your soul gain strength? And can I learn group teleports with concept magic? Or would it have to be a custom-made Material Magic spell (or a combination)?
EDIT: yeah, convincing your subconscious and your soul that people are possessions would pose a problem in the future for sure.
EDIT: yeah, convincing your subconscious and your soul that people are possessions would pose a problem in the future for sure.
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
Your soul naturally gains strength as you live your life. Your soul is mathematically the strongest on the day you die, in fact, barring issues like memory loss and a certain disease, Soul Stigma. You can actively strengthen your soul by exercising it through conflict- slowly challenging yourself to think in creative ways and exercise different ways to use magic. The process of finding a new way to overcome a monumental challenge that you could not have defeated before is what makes your soul more powerful.
There's people out there who eat souls to make them stronger. They're generally not nice people. However, Soul is the most powerful magic fuel in the world, and to more unscrupulous mages the commodity is in high demand.
You could learn group teleports with Concept Magic: Movement+Unity. Or you could find or draw up a Group Teleport Circle, but those are difficult to make, given their inherent complexity. Material Magic would probably use large amounts of Megethomantic runes to do a group teleport, and Megethomancy rune scrolls cost a heck of a lot.
As a general rule, if you want to accomplish a certain thing there are usually different ways to do it in every single magic class, and there's usually no one single way to do something. The one restriction is that Concept Magic cannot be used to change the body, as that begins to interfere with Ownership and then your soul's connection with the Absolute Zone gets shortcircuited, causing you to literally lose your soul to the abyss.
There's people out there who eat souls to make them stronger. They're generally not nice people. However, Soul is the most powerful magic fuel in the world, and to more unscrupulous mages the commodity is in high demand.
You could learn group teleports with Concept Magic: Movement+Unity. Or you could find or draw up a Group Teleport Circle, but those are difficult to make, given their inherent complexity. Material Magic would probably use large amounts of Megethomantic runes to do a group teleport, and Megethomancy rune scrolls cost a heck of a lot.
As a general rule, if you want to accomplish a certain thing there are usually different ways to do it in every single magic class, and there's usually no one single way to do something. The one restriction is that Concept Magic cannot be used to change the body, as that begins to interfere with Ownership and then your soul's connection with the Absolute Zone gets shortcircuited, causing you to literally lose your soul to the abyss.
Re: The World of Prismpunk
Are the Elemental Reactors in Pallatir supplied by souls, then? That would explain all the mass wars and yet the infinite supply of magical power.
Also, how do we know what concepts there are out there? Which concepts can easily be learned? Do we just come up with a random literal concept?
Finally, did your statement: "...the one restriction is that Concept Magic cannot be used to change the body..." mean that I could in fact utilize group teleports without the Unity concept (since teleports do not alter the body by definition)?
Also, how do we know what concepts there are out there? Which concepts can easily be learned? Do we just come up with a random literal concept?
Finally, did your statement: "...the one restriction is that Concept Magic cannot be used to change the body..." mean that I could in fact utilize group teleports without the Unity concept (since teleports do not alter the body by definition)?
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
bigkahuna wrote:Are the Elemental Reactors in Pallatir supplied by souls, then? That would explain all the mass wars and yet the infinite supply of magical power.
Also, how do we know what concepts there are out there? Which concepts can easily be learned? Do we just come up with a random literal concept?
Finally, did your statement: "...the one restriction is that Concept Magic cannot be used to change the body..." mean that I could in fact utilize group teleports without the Unity concept (since teleports do not alter the body by definition)?
Pallatir? Maybe. Maybe not. I will tell you that the continuous war does have a purpose, though.
You do in fact just come up with a random literal concept.
I'm not quite sure what you're driving at with your last idea, but if you're going to do group teleports you're going to have to use Unity or some equivalent. Without Unity, you'd have to teleport one by one. Perhaps you should explain your idea further? I'd hate for there to be a loophole in my system.
Re: The World of Prismpunk
Forget that last portion, I misread you.
You said I needed Unity+Movement for group teleports. But since each "Ownership" is considered as one object, why do I need to learn Unity to move/teleport multiple objects? That would be like Wesfreak having to learn Unity to heal multiple people with his Provenance concept.
Also, can I teleport inanimate objects (by, per se, tying one of my teleport symbols to it)?
You said I needed Unity+Movement for group teleports. But since each "Ownership" is considered as one object, why do I need to learn Unity to move/teleport multiple objects? That would be like Wesfreak having to learn Unity to heal multiple people with his Provenance concept.
Also, can I teleport inanimate objects (by, per se, tying one of my teleport symbols to it)?
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
Oh, whoops. I guess there's precedent for not needing Unity, then. This whole thing is starting to get away from me- all the rules I came up with are starting to tangle up :s
Unity is still a useful concept, though. For example, with Unity you could get a temporarily combined Ownership and do a magic attack powered by multiple souls for multiplied power.
Teleporting inanimate objects? If you want to do that why not just draw a different teleport symbol on it? You have the ability to teleport something with a symbol on it back to you, instead of teleporting yourself to that object. Note that the larger an object is, the correspondingly larger your symbol must be- and if you make a symbol too big it becomes prone to small errors in the symbol screwing everything up.
I think we should probably take this kind of discussion to the Worlds thread- that's what I put it there for, after all.
Unity is still a useful concept, though. For example, with Unity you could get a temporarily combined Ownership and do a magic attack powered by multiple souls for multiplied power.
Teleporting inanimate objects? If you want to do that why not just draw a different teleport symbol on it? You have the ability to teleport something with a symbol on it back to you, instead of teleporting yourself to that object. Note that the larger an object is, the correspondingly larger your symbol must be- and if you make a symbol too big it becomes prone to small errors in the symbol screwing everything up.
I think we should probably take this kind of discussion to the Worlds thread- that's what I put it there for, after all.
Re: The World of Prismpunk
Agreed, after this one last question
So do I need to designate "teleport-me-to" runes and "teleport-to-me" runes for the benefit of my subconscious and magic using in general? If so... from now on, these will be my teleport runes. I'll have so much fun writing them on people for pranks
Teleport-me-to: "=)"
Teleport-to-me: "=("
So do I need to designate "teleport-me-to" runes and "teleport-to-me" runes for the benefit of my subconscious and magic using in general? If so... from now on, these will be my teleport runes. I'll have so much fun writing them on people for pranks
Teleport-me-to: "=)"
Teleport-to-me: "=("
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
Well, it's not necessary, no, but the benefit of splitting the two up is that you know what you're doing at all times. That, and you won't get the opposite effect of your intended teleport direction if you roll a 1.
So your new teleport symbols are approved! I do think you're going to have a lot of fun with the symbols. A word of caution- watch out for symbols drawn the exact same in your vicinity. Weird stuff could happen.
So your new teleport symbols are approved! I do think you're going to have a lot of fun with the symbols. A word of caution- watch out for symbols drawn the exact same in your vicinity. Weird stuff could happen.
Re: The World of Prismpunk
Just to clarify this - I do have to hold one tele-rune at all times? And can it be multiple tele-runes? What if I want to teleport one object to another? And don't worry I'll try to merge this convo into the Worlds thread when we're done.
Sorry about asking you all these questions.
Sorry about asking you all these questions.
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
You must always have one of your symbol stones in order to access your movement network. The more telerunes you have in a single Movement Network, the more risk there is of... Weird stuff. Even a two-way network holds the risk of doing the reverse of what you want to do with a roll of 1. The more nodes you put in, the more variety emerges with side-effects. To transport multiple people with your current skill, you'd need to give all of them a teleport symbol so you can take them with you to a destination. You could try to develop a new skill for multi-teleportation, but you don't really have the time now as that's a whole new topic of discussion.
If you want to teleport one inanimate object to another, you'll need three nodes- one for you to hold, one on the thing you want to move, and one on the target you want to move it to. Let me just say that at your current soul strength you'll fail on a roll of 2 or 1, with 1 being... REALLY weird stuff.
At your level of thinking, though, I think your skill has gotten to a new level. You've figured out enough of the rules of Movement Concept teleportation that you get a general skill upgrade explaining new capabilities. How does the name Telesymbol Network sound? This augmented technique basically covers everything we just went over- transport of multiple people, transport of objects, two-way transport, etc.
I figure you've done enough thinking about your abilities to merit discovering more aspects of your skills. (Yes you can get expanded abilities by talking to me about them, in case you're still not sure. Bigkahuna's the only one who's actually discussed his skills with me thus far, I think.)
Also, I keep saying Weird stuff because I don't actually want to give away the effects. The effects are weird, though!
If you want to teleport one inanimate object to another, you'll need three nodes- one for you to hold, one on the thing you want to move, and one on the target you want to move it to. Let me just say that at your current soul strength you'll fail on a roll of 2 or 1, with 1 being... REALLY weird stuff.
At your level of thinking, though, I think your skill has gotten to a new level. You've figured out enough of the rules of Movement Concept teleportation that you get a general skill upgrade explaining new capabilities. How does the name Telesymbol Network sound? This augmented technique basically covers everything we just went over- transport of multiple people, transport of objects, two-way transport, etc.
I figure you've done enough thinking about your abilities to merit discovering more aspects of your skills. (Yes you can get expanded abilities by talking to me about them, in case you're still not sure. Bigkahuna's the only one who's actually discussed his skills with me thus far, I think.)
Also, I keep saying Weird stuff because I don't actually want to give away the effects. The effects are weird, though!
Re: The World of Prismpunk
Since I have a bit of time left and the last discussion went so well, I'd like to continue on this line of questioning.
Now that teleports have been dealt with, let's move on to limitations and to Accel Control. Lucky you, eh?
How can I stop freezing up when I use Accel Control? Is it because I'm "multi-tasking" onto another object with my mind? And I suppose I need more soul-power to accel/decel items more, correct?
Why can I only teleport up to 20 feet or to the visibility line? Again, is it soul-power?
Why do I have to use symbols for teleportation? Netatiano Vie, for example, can use Concept Magic without symbols (cloaking and teleportation). Do I have to work up to this point (so that I can "magic multi-task" without overloading my brain) by just learning more concepts?
How do I imbue weapons with Concepts? That seems to be the next step in magic.
Finally, how can I gain soul power without waiting til I grow old or start sucking others' life force? Do I have to use Unity and ask people to allow me to leech off of them? Or is there some other power source? How did Netatiano Vie gain more wieldable power?
Now that teleports have been dealt with, let's move on to limitations and to Accel Control. Lucky you, eh?
How can I stop freezing up when I use Accel Control? Is it because I'm "multi-tasking" onto another object with my mind? And I suppose I need more soul-power to accel/decel items more, correct?
Why can I only teleport up to 20 feet or to the visibility line? Again, is it soul-power?
Why do I have to use symbols for teleportation? Netatiano Vie, for example, can use Concept Magic without symbols (cloaking and teleportation). Do I have to work up to this point (so that I can "magic multi-task" without overloading my brain) by just learning more concepts?
How do I imbue weapons with Concepts? That seems to be the next step in magic.
Finally, how can I gain soul power without waiting til I grow old or start sucking others' life force? Do I have to use Unity and ask people to allow me to leech off of them? Or is there some other power source? How did Netatiano Vie gain more wieldable power?
Bigkahuna- Worldmaster
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Re: The World of Prismpunk
Accel Control: It's more due to you giving up your inherent movement when you tap the Absolute Zone. With greater soulpower, this may cease to be an issue in the future. Same for increased degree of acceleration/deceleration.
You can teleport up to twenty feet or the visibility range. The OR here indicates that you can only teleport up to an unseen node if it's within twenty feet- if you can see a node clearly enough to identify the symbol you have on it, you can teleport to it from any distance. Naturally, at some point you won't be able to read your node all that well, and since you're using rocks the size of your hand for now I just set the arbitrary sight-distance to be twenty feet.
As for the symbols themselves, you're a beginner. Having things to focus on when you do magic makes it easier in Concept Magic- Netiatono himself uses his Patchwork Cloak as well as random various Patches as foci. Still, he definitely doesn't do it as much as you- get more soulpower!
To imbue a weapon with a concept... Well, that's a secret for the in-game process. I can tell you that it's not without its drawbacks, and that Concept-Imbued weapons ARE rare for that reason.
To gain soulpower, you test yourself. You gain more soulpower for killing a dragon than you do for driving a cart. Do crazy awesome things and crazy difficult things, and you will find that your magical stamina will increase dramatically. Not everyone has the same soul power when they die, and the soul is a metaphysical muscle that you have to exercise by driving yourself to the limit. The recent encounters have been doing great things for your soulpower, you know- especially struggling out of the Dark Mage's grasp for you, Bigkahuna.
Perhaps I should introduce a stat beneath HP to measure relative soulpower?
You can teleport up to twenty feet or the visibility range. The OR here indicates that you can only teleport up to an unseen node if it's within twenty feet- if you can see a node clearly enough to identify the symbol you have on it, you can teleport to it from any distance. Naturally, at some point you won't be able to read your node all that well, and since you're using rocks the size of your hand for now I just set the arbitrary sight-distance to be twenty feet.
As for the symbols themselves, you're a beginner. Having things to focus on when you do magic makes it easier in Concept Magic- Netiatono himself uses his Patchwork Cloak as well as random various Patches as foci. Still, he definitely doesn't do it as much as you- get more soulpower!
To imbue a weapon with a concept... Well, that's a secret for the in-game process. I can tell you that it's not without its drawbacks, and that Concept-Imbued weapons ARE rare for that reason.
To gain soulpower, you test yourself. You gain more soulpower for killing a dragon than you do for driving a cart. Do crazy awesome things and crazy difficult things, and you will find that your magical stamina will increase dramatically. Not everyone has the same soul power when they die, and the soul is a metaphysical muscle that you have to exercise by driving yourself to the limit. The recent encounters have been doing great things for your soulpower, you know- especially struggling out of the Dark Mage's grasp for you, Bigkahuna.
Perhaps I should introduce a stat beneath HP to measure relative soulpower?
Re: The World of Prismpunk
I think that would be a good idea.
End of Movement Concept, Ownership, and "Soul Power" discussion.
End of Movement Concept, Ownership, and "Soul Power" discussion.
Last edited by bigkahuna on Sun Mar 20, 2011 10:21 pm; edited 1 time in total (Reason for editing : Bigkahuna's effort to organize conversations by discussion.)
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