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Mages and Machine Guns(ooc, open)

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Ithalian Empire
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Mages and Machine Guns(ooc, open)

Postby Ithalian Empire » Sat Sep 17, 2016 1:25 pm

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Imagine, if you will, a world where magic is a reality. A place where a few men and women have the ability to harness the power of magic. What would this world be like? How different would this world be from ours?

This is the world of Vodel. A world where magic is a force of nature, like the wind or the billowing seas. A world where technology has advanced from primitive metals to automobiles, airplanes, radios and machineguns. This is also a world where the long shadow of war reaches far across the world, ready to strike down millions, but the blow has not come.

Across the Continent great empires have arisen. Powered by their massive industrial might and the powers of there mages these nations have begun a dangerous game. Each is attempting to gain preeminence in the world in all areas. Who has the largest military? The most mages? The largest colonies? The most advanced technology?

But the great powers can't become all powerful on their own. A web of alliances, pacts and lies have added a further element of danger to the already brewing storm. If a war starts between to nations, all the nations on the Continent will be dragged in. It will only take the slightest nudge and the whole world will feel the fires of war.


Magic

A single mage can be worth ten machine guns or a hundred riflemen in a battle. Therefore it is of vital importance that a commander keeps his mages both alive and willing to do their duty.
Excerpt from Thomas Refords "A Treasty on Magic and Mages in the Modern Battlefield

Magic, in its most purest, simplest form is the manipulation of energy. Mages them selves come in two varieties, those who were born with the abilities, and those who learned to harness magical energy. Of the two the latter are by far the rarest and are the most powerful mages in existence. Learned mages are sensitive to the energies of magic when the are born, but lack the ability to manipulate it. It takes most of a young learning mage's childhood to hone their focus enough to manipulate energy. There are four kinds of energies that exist, natural energy which is incapable of being manipulated by magical means and then there are three magical energies.

Respectively the three magical energies are lay lines, auras, and the soul. Lay lines are the very life force of the universe and the flow between the stars, the planets, and the atoms that make up the stars and the planets. Auras are the byproduct of natural function within a living thing. The soul is the essence of a living thing.

All magic has a give and a take, nothing is free in the universe this applies well in the practice of magic. If for instance mage casts a spell there will be a physical fee for doing so. This can be a mental toll, with the mage becoming drowsy or hallucinations. Most often the toll is physical, pain and exhaustion is most common but the effects of using magic very from person to person.
Elemental magic is the manipulation of lay lines. Lay lines, simply put, are conduits of energy that flow from atom to atom, planet to planet, and star to star. This energy is the most basic building block of the universe, it binds the nucleus of atoms together, is the kickstart in star formation. In essence lay lines are the vines of the universe, moving magical energy from place to place.

Since lay lines are all around us the are readily available for manipulation. A mage who utilises lay lines will often cast spells that take the form of the classical elements. Elemental magic is there for broken into four major groups and a varying number of smaller sub groupings of magic.

Fire

The purest form of magic, Fire magic is the manipulation of pure energy unaltered to any other form.
Pyromancy: The manipulation and creation of fire.
Electromancy: Similar to pyromancy except with electricity.
Boomers: Boomers concentrate large amounts of energy into a confined space creating a large explosion. Boomers are limited in range, the farther from the caster the less powerful the explosion.
Water

Aquamancy is the only discipline recognized in the Water grouping. Aquamancers are able to use all forms of water, steam, ice, and liquid water are all manipulatable by an Aquamancer.
Earth

Ferromancers: Ferromancers can manipulate objects made out of iron our iron based substances. Often ferromancer use their powers to create bladed weapons on the fly and are accomplished in hand to hand combat.
Siliomancer: Siliomancer have there powers derived in the manipulation of Silicon and silicon compounds, which in short gives them power over most rocks and earth. They are often used to carve out fortification, but crushing your enemies between multiple tons of stone is useful as well.
Air

Aromancers, as their name implies, have control over the air. In combat aromancers use blasts of air to knox enemies around and can use these air plasts to jump multiple times there hight.
Summoning

Summoning is something that same Elemental mages are able to use. Summoning the physical manifestation of the element the are proficient in. These manifestations are called avatars. The power of an Avatar is based upon the power of the mage who created it. It is possible that a mage summons a Avatar that is stronger than the mage. When this happens the summoning mage is killed nearly instantly, the Avatar itself dies with the mage who summoned it, often to catastrophic results to those who are to close.
Auras are the byproduct of living systems. Every natural process within the body adds to an aura, a sheth of energy around the living organism. The aura contains no information about the creature it surrounds like a soul. Auramancers can manipulate auras, either by using the energy to complete a task or creating an artificial aura to attack to object either as a construct or as a curse.

Biomancy

Biomancers use the aura of a living thing to mend a flaw. Biomancer are always used in hospitals and in battlefield medicine. A Biomancer also needs a vast knowledge of anatomy and physiology since they are rebuilding organic material and must know all the intricacies of the human body. Biomancers are unable to rebuild bead tissue, or rebuild completely destroyed organs or limbs.

Artificers

Artificers are able to form an aura around a nonliving inorganic object creating a construct. Constructs are often used as other machines and in battle often are used as assault weapons. Since a construct is unable to replenish its aura like a living thing it will eventually revert to it unliving form.

Curses

Curses are aura attached to object or to people that give them a temporary effect. A flame sword, negating a person the ability to move, those sort of things. Curses can be transferred from one object to another, effectively creating magical land mines.
Necromancy is the manipulation of the soul, something that is held sacred by most people. A Necromancer is able to either use a small portion of their soul, or rip the soul out of the still living body of a person to attach it to a dead thing creating a zombie. Necromancy is illegal nearly all nations and is punishable by death.

Since necromancers are such a large taboo not much is known about them, how their powers work, if they have any more abilities. What is known in the above paragraph is all the information on them.

Other than their abilities, necromancers tend to hide their powers, often learning another magical art to further mask their forbidden art. These people live for years without being found out, many only revealing their secrets on their deathbeds. There are however those who embrace their dark power. Often these deranged individuals form small cells that operate in major cities, raising the odd zombie and using their creations for murder and mayhem.

There are however rumors of a group of necromancers calling themselves The Council. It is unknown what this group wants or how they operate. They have been blamed by many of the common people for recent events in Anderhoven, Rickiveg, and Elosia that have so recently brew the threat of war to the forefront of most people's minds. In fact they are so shadowy that most police and military organisation discount their existence as nothing more than scary stories.

There is however one kind of magic that requires no manipulation of energy. This form of magic is rare, so rare that it is only a rumor amongst the mages. The old mage's talk about being who are neither here nor there but in between the material world and the supernatural. They are only known as the beings, not fitting into any of the culture and religions of the world, existing whole outside of human understanding. There intentions are unknown, why they do what they do, only whatever gods there may exists know. Not fully physical these beings are capable of magical feats that would kill a human.

Occasionally these beings will come to mages of great power and give them an offer. In return for something specified by the being the mage will gain tremendous power. According to the old writings if the mage accepted he would loses something. Sometimes it was his soul, or the closest person to him would die, or they would lose a memory of great meaning to them. But sometimes the sacrifice does not take an immediate effect, often going unnoticed by the mage and those around him, this is when the mage's own desire for power is not for his own gain, but rather for something else, more often than not it is the desire to save the life of someone who is dieing.

When this is the case the being may actually be giving the mage power out of actual pity, but most often it is for the being's own ends. If the being takes pity on the mage and is giving the power to the mage, in return the mage allows the Mage to take physical form. As a physical creature the being and the mage are then bonded. The being requires the mage to maintain its physical form, the mage requires the being for its power. Thus this is considered the best for both.

On the other hand, if the being does not take pity on the mages plight and only sees them as means to an end the sacrifice is indeed heavy. The mage slowly descends into madness, there soul eaten away as the being takes control of the mage's body. Eventually the mage is nothing more than a container for the being who is now in total control.

It has been centuries since a mage powerful enough to warrant the attention of these beings. Some people doubt their existence, believing that the are just a cautionary tale about the dangers of acquiring too much power. Of course this remains to be seen.
Alchemy is technically not a magical discipline, rather it is an infusion of magic into chemistry. Alchemists use special stones, tables, and other enchanted objects to manipulate natural chemical reactions. There are tables that cause Iron to rust into gold and other precious metals. While that may be useful it requires are powerful Auramancer to do such a feat, and the side effects of such spell could be devastating.

Alchemy is useful in the creation of thurm, an oily liquid that burns at extremely high temperatures and is nearly impossible to put out. Thurm is used in industrial application, such as steel production and in military vehicles as a booster to gasoline. A controversial use of thurm is on the battlefield. Putting it in artillery shells and as a fuel for flamethrowers.

Alchemist are also incredibly interested in creating what is called the Elixir of Life, a drink that can give eternal life unto mortals. Naturally this mythical drink has been sought for by kings and emperors for millennia. The greatest mystery in the creation of the Elixir is one ingredient, a single human soul. But how does one get a soul without necromantic powers? This has lead most alchemists to attempt to create artificial souls.

The World

[url]World Map Here[/url]
The world is in a dangerous situation. With each of the most powerful nations in the world forming up into alliances and pacts, each trying to become the biggest and most powerful. These nations only need the slightest provocation to send them tumbling into the abyss.

The flash that will ignite the world is already starting, in the ancient empire of Anderhoven the emperor lies dying with no heir to his throne. In Havelhien the Kaiser claims the throne of his cousin. In the west the democratic nation of Telveria and Elosia watch as Havelhien readies itself to gain the whole of Anderhoven and become the most powerful nation on the continent. To the east lies Rickiveg, a behemoth of a nation plagued with inept leadership and a collapsing economy. The Emperor of Rickiveg sees Anderhoven as a means of salvation for his nation, after all isn't his wife the Anderhovian emperor's daughter?

As the dying king draws nearer to his last breath the sides are bieng taken. The Western Alliance of Telveria and Elosia, determined to let no one take the throne of Anderhoven, the Central League of Havelhien and Anderhoven, determined to drive both the Alliance and Rickiveg out of there territory, and Rickiveg, standing alone, a desperate nation in desperate times.

This is the world.
Elosia is an island nation located of the western shores of the Continent. While the island itself may be devoid of important resources such as oil and rubber, there is plenty of coal and in the north there a giant deposits of iron ore. This lead Elosia to be one of the first nations to industrialise two hundred years ago.

Since Elosia needed a large amount of rubber, oil, and other resources that it didn't have naturally the nation expanded through colonialism. With it early industrialization the island nation was able to create a large network of colonies and trade posts all thought the world, the East, The Far West, and into the South. Other nation tried to compete with the Elosian colonial empire, but none have come close.

Given that it is an island nation Elosia invest a considerable sum into its navy, both to protect its shores and its sea lanes. The Elosian army is made up of both volunteers from the island and colonial troops drawn from loyal citizens in their respective colonies.

The Elosian government is a constitutional monarchy. The king is the official head of the government with the prime minister effectively being the voice of the king's will. The parliament is made up of three houses, the Commons, the High Lords, and the Low Lords. The Commons are made out of what was once the low born peasant classes, today they are middle and upper class members with no titles. There are five High Lords, this small group is generally in charge of millitary affairs. The High Lords chose 20 lesser houses to form the Low Lords who act as a senate within the parlement.

All characters start in the Elosian capital of Tallhouse
Telveria is a nation that has just come out of a time of internal strif. Fifty years ago Havelhien invaded the coal rich Arcan region. The humiliation of this stinging defeat had a more profound effect than the loss of land. The common people of the nation became dissatisfied with the crown and overthrew it, replacing the monarch with a republican form of government.

Since the formation of the republic, Telveria has always been cold towards its eastern neighbour. With the question of Anderhovean succession on the forefront of all the Continental powers Telveria has entered an alliance with Elosia and has issued a general statement to Havelhien. If the Kiser is to take the throne of Anderhoven it will mean war with Telveria.
Rickiveg is the largest nation in the world, but it is considered the sick man of the world. It sheer size makes it difficult to govern effectively. On top of that is an inefficient rail system, poor roads and recently a bad harvest. Corrupt official over tax the poor to line their own pockets. The only hope for Rickiveg is for a great change.

Emperor Dmitry Ustinov sees the issues his people face, but is unable to change anything. He has tried to fix the corruption that threatens his nation. His reward was the death of his son. The throne of Anderhoven is his only hope to fix his nation. Anderhoven, with it natural wealth and location give it an advantage in trade. With his claim in hand he mobilizes his army to wage war against the Kaiser, and the Alliance if need be.
Havelhine, the dominate power in the north of the continent. Not to long ago there was no country called Havelhine, just a collection of small kingdoms that all shared the Haveliane culture and language. That changed in 1857 when Telvaria attacked the Kingdom of Winechstien. This lead the three other kingdoms to join in the war. By the end of what the Havalianes call the War of Unity the four kingdoms had united into Havelhine.

Fifty years later Havelhine still stands as the greatest industrial power on the continent. With abundant natural resources Havelhine lacks a large colonial empire like Elosia and Telveria. The current Kaiser, Friedrich von Holsien, has been particularly conscious of this fact and has expressed his interest in taking the colonies of Telveria and Elosia in a war.

Since the Kaiser and the Emperor are cousins Frederick has a very strong claim to Anderhovens throne. This has put him in direct conflict with his traditional enemy in Telveria and with his larger eastern neighbour Rickiveg. This has put Havelhine into a difficult situation, a war on two fronts. Yet the war drums have deffened the Kaiser as he marches his country to war.
Anderhoven, the spark that will start the war. The oldest empire on the Continent, Anderhoven traces its history back all the way to the 1300's. Since 1500 the Kolstien family has ruled over the empire. Now with the las Kolstien emperor falling deathly ill, his heirs dead, and nationalist movement taking hold in the multitudes of cultures and nations that are within the borders of the empire.

Currently the Emperor has not declared his support for either of the two claimants to the throne. Many Anderhoveans support the claim of the Kaiser, while many in the eastern region believe that the Emperor of Rickiveg is their savior from the oppression of the Imperial government.
Hazram, an empire as old as Anderhoven, ruled by the Sultan with and his collection of Emirs, priests and the special warrior cast called the Halsheek. Like its contemporary Anderhoven, Hazram too has experienced ethnic tension amongst the various people groups that make up the empire.

The greatest source of this tension is religion. Within the empire there are nearly 30 different religions that the people of Hazram adhere to. Most are only followed be a small group of people. But all are different and all bicker amongst one another. This has lead to some groups to want their own nations.

On top of this is a government even more corrupt than that of Rickiveg. In Hazram, even the Sultan in known to take bribes. Funds meant for public works and for the military are often diverted to the pockets of greedy Emirs who belive that they are above reproach.

In recent years Hazram has shown little interest in the affairs of the Continent, save for trade. But with Havelhine looking for allies in its war against both Rickiveg and with the Alliance, the Kaiser has been sending the Sultan gifts and better trade deals. In return the Sultan recently signed a deffense pact with the northern empire. The Sultan hopes that a Havalalien victory will cause more wealth to flow into his nation, and consequently, into his pocket.
Far across the Middle Ocean lies the Far West, discovered by explorers from the west in the year 1435 and colonized by nearly all the powers of the Continent. But the age of colonial control is a distant memory for the Far West, with nearly all the colonies gaining independence by the year 1832.

The first of these colonies to establish independence was the Elosian colonies located upon the eastern seaboard of the continent. From 1756 onto 1773 Colonials fought Elosian regulars. Eventually the Elosians had enough of the war, the expenses were mounting and the bodies were piling up. Thus the Republic was formed.

Over the next century and a half the Republic has grown in size, from the Middle Ocean all the way to the glimmering shores of the Easter Ocean. Nearly as large as Rickiveg the Republic is a well managed nation with abundant natural wealth and a hard working populace. This has lead to a massive boom in the Republic's economy.

Given the recent instability on the Continent the Republic has chosen to stay neutral, after all it's not there war. Even so many within the nation question weather the Republic will be able to stay neutral for long, 60% of it exports go to the Continent, and half of that goes to Elosia and Telveria. When war does come there will be severe economic consequences for the young nation.

Than there is the outside pressure to join the war. Elosia and Telveria have repeatedly asked the Republic to join in the Alliance, and the Kaiser has said that if the Republic were to join the war Havelhine would " Chase them back across the ocean with broom sticks". Yet the current Congress, and the president have done everything to stay out of war.

The Southern Continent

Separated from the West by the Corivian Sea, the South is a the second largest continent in the world. The northern section of the South is a vast desert, here the people are nomadic and there is little in term of resources. Telveria rules over the wild and untamed land. To the south of this desert is a great plateau covered in savanna and dense jungles. It is here that you will find the five Elosian colonies.

The Black Coast
Once this land was a great marsh, but with the changing of elevation it has turned into a vast and rolling grassland. The Black Coast is so called because of the rich soil, this also dictates the main economic activities of this colony. Massive amounts of wheat are harvested from this colony every year. Coal is also prevalent in the north of the colony.

Elosian Cordona

The largest colony in the South, Elosain Cordona is also the most violent. Once the Cordona region was split amongst three tribes. The Bendickto were the first to be contacted by the Elosians and embraced their technology and ways of life. The Bendickto live mostly in cities and large towns in along the coast and in the south of the colony.

To the north of the Bendickto lands live the Morsak tribe. The Morsak live by herding and are there for nomadic. Once the Bendickto and Morsak lived in peace, united by a common enemy. But then the Elosians came and the Bendickto changed. The Morsak are wary of the Elosian technology.

The main source of the conflict are the tribe known only as the Wild Men. The Wild Men are violent and aggressive, the Elosians military is always on guard when this tribe moves. It was a confrontation between the Morsak and the Wild Men that started the 1907 riots three years ago that lead to a near massacre of both the Morsak and the Wild Men.

The Jeweled Coast
The Jeweled Coast is famous for its rich deposits of rare stones and precious stones. As such this colonies industry is primarily mining and smelting.


Corsona

Corsona is the most populated colony and hosts a large number of Naval bases. Corsona is considered semi-independent by the the Elosian government. Corsona is mostly plain land and it is therefore common to see ranches a farms. In the south of the colony there is heavy industry, farming and some iron and coal mining.

Derindu Versa
Derindu Versa is a small island off of the Corsona coast. Rather unremarkable the economy is based on fishing. Strategically however the island provide a pitstop for Elosian ships taking the long route to the East.
The Eastern Continent

The largest continent, the East is attached to the West and separated by the colossal Tenir Mountians. The east is home to several independent countries and three major Elosian colonies. The central parts of the continent is a vast desert surrounded by wild steppes. In the southeast there twoer the Mountains of the World, giant pillars of granite.

Indrada
The jewel in the Elosian crown of colonies, Indrada is the largest colonial possession in the world. nearly 100 million people live in Indrada. Called the Indis, the natives are loyal to the Elosian crown for the most part. In recent years there have been some moves for greater self government and the Elosians have learned their lesson after the Republic's War of Independence, and have slowly been giving the natives more and more freedom.

Indrada is rich in mineral resources and fertile land, but it is not ores and grain that makes Indrada important, but man power. The Elosain military has begun training Indis for regular army service since 1880. They have proven to be capable and brutal warriors with their mages having a pretence for using pyromancey.

The Macrenia Islands
A group of around thirty inhabited islands in the middle of the Great Ocean, the Marcenia's provide the Elosians with yet another trade and naval base.

Yao City
Yao City is a ten square mile piece of land surrounded by the Zanxi Empire. Yao City is a major trade area and strategic port.

Escradia
Once this arid nation was the holder of an empire that rivaled Elosias. Massive amounts of land in the Far West, island nations dotting the Eastern Ocean. But like all great empires Escradia feel. Revolutions swept the Far West and in a half a century their empire was reduced to three islands in the East. This was further taken away from them by the Republic.
Geno
Once a small collection of states like Havelhine was, Geno has since become a united nation thirty years ago. It is because of their recent reunification that they are considered a minor nation.
Swivilia
Swivilia is surrounded be Telveria in the west, Havelhine to the north, Anderhoven to the east and Geno to the south. This small nation is renowned for its expert machinist and it prudent bankers. A mountains nation, it is fiercely independent and maintains a highly trained citizen army.
Scorania
North of Havelhine and across the Frigid Sea lays the Kingdom of Scorania, the white land north of the horizon. Scorania is a militaristic land that only seems to want to further its own goals. Currently the country is drawing near to civil war as discontent citizens demand democracy.

Zanxi Empire
For the past 5000 years there has been a nation called Zanxi. It has at times been a bright beacon of learning in a world of superstition, an oppressive and despotic realm hated by its neighbours, a nation under subjugation. In its most recent period of history the current dynasty, called the Xang, have been slowly slipping into corruption. Bribes flow from greedy businessmen for the West, cities have been given to the control of Western governments. Famines have pluged they land and in this growing discontent warlords are gaining popularity. The Zanxi Empire is ready to fall into anarchy, and the greedy eyes of its neighbours look on with cruel intentions.

Nion
To the east of Zanxi lays the three islands that make up to nation of Nion. The people of Nion are hard working and devoted to the continued growth of the nation, having taken the Anwi Kingdoms for themselves twelve years ago and taking land from Rickiveg ten years before that, they are alos very militaristic.



Rules

  1. No Necromancers.
  2. Mage application will have to be of a higher quality than regular people.
  3. All characters will start in the Elosian capital.
  4. No godmodding, metagaming, standard sort of stuff.
  5. The OOC will be kept civil.
  6. If you want to be a raging a-hole in the IC, it's your character do what you will.
  7. You may only have three characters max.
  8. Only one of those characters may be a mage.

Code: Select all
[table][td][align=center]General Information[/align]
Character Name:
Appearance:
Age:
Sex:
Bio:
Mage?(Yes, No):
Nationality: [/td][/table]
[table][td][align=center]Mage Information [/align][/td]
Learned Mage?:
Born Mage?:
Mage Type:[/td][/table]
[table][td][align=center]Miscellaneous Information[/align]
Likes:
Dislikes:
Personality:[/td][/table]
RP Example:


General Information

Character Name: Chase Morgan
Appearance: coming soon
Age: 32
Sex: male
Bio:
Chase Morgan was born as the youngest child in the House of Morgan, one of the minor houses within Elosia. When he was born it was assumed that the young child would eventually take the place of his father has head of the house and sit in his spot within the Low Lords. But as fate would have it Chase would rarely see the Morgan Estate.

The first signs that something was odd with the young Morgan child came to light when he was four. They were by far no small thing, curtains setting a fire when Chase was near, chars burning in the middle of rooms with nothing else being affected. This caused, to say the least, great worry in his parents. Most of all it caused his father distress. Chase was a mage and, by law, young mages are to be sent to a school for training and eventual military service.

This was the fate of Chase Morgan, to become a weapon in the service of the Elosian crown.

So for the next 12 years of his life Chase lived at the Mages School, honing his skill as a mage. Learning military tactics and other things that would be useful to his life as a soldier. When he was sixteen Chase was sent from the School to be used in the field, spending the next 15 years of his life jumping back and forth from the Southern Colonies to the Elosian home land.

While in the colonies Chase experienced the horrors of modern warfare. It was the first time he used his power to kill another human being. Two tribes of natives in the colonies had been warring for generations. This was fine for the Elosians, the tribes were hunter-gatherers and provided little to the general wealth of the colony. But that changed one day. The two tribes both ended up migrating to the same city to trade. The resulting riot was enough for the local police forced to request the aid of the military.

For three days Elosian troops surrounded the city and slowly began to move inwards. Anyone caught in the open streets was gunned down, or on the receiving end of a mage's spell. At the end of three days the riot was suppressed, but the dead littered the streets and much of the city was ruined.

This first taste of combat shook Chase. The smell of burning flesh and the screams of the burning would forever haunt his dreams. Eventually Chase managed to get a high enough rank to be transferred to Tallhouse.

Now, on the eve of the greatest war to ever be fought in history Chase finds himself a Lieutenant Major serving with the 301st Foot Guards. The 301st are a old unit, first raised in the War of Independence in the Far West. The 301st are light infantry, meant to get close and get away fast. How this will work in a war with Havelhine is up to debate. But either way Chase will find himself once more in the horror and confusion of war.
Mage?: Yes
Nationality: Elosian

Mage Information

Learned Mage?: No
Born Mage?: Yes
Mage Type: Pyromancer

Miscellaneous Information

Likes: Good tobacco, brandi, using his mage powers to impress people
Dislikes: Using his mage powers to kill, causing death, making decision that will get people killed.
Personality: Chase is rather quiet, often in thought. He can seem a little cold at time

Roster

Kristian Jonah Virén
Adrian Devalle
Augustus von Holsien
James Edward Carroll
Aiden McDonnell
Adeline de la Roche
Adolf Schmidt
Last edited by Ithalian Empire on Mon Sep 26, 2016 6:43 pm, edited 15 times in total.
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The Empire of Pretantia
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Postby The Empire of Pretantia » Sat Sep 17, 2016 1:36 pm

I think I'll be a necromancer.
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Ithalian Empire
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Inoffensive Centrist Democracy

Postby Ithalian Empire » Sat Sep 17, 2016 2:56 pm

The Empire of Pretantia wrote:I think I'll be a necromancer.


That literally the the first rule!
Eat ,Drink, and be mary, for tomorrow we die.
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Drakmah
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Postby Drakmah » Sat Sep 17, 2016 6:13 pm

Tagerino
Quazin the Great wrote:Rules
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah
has grown old and tired and no longer trifles with such inflammatory conduct.

☠ Just your friendly neighborhood Necromancer

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The Empire of Pretantia
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Postby The Empire of Pretantia » Sat Sep 17, 2016 6:19 pm

Ithalian Empire wrote:
The Empire of Pretantia wrote:I think I'll be a necromancer.


That literally the the first rule!

...

Anyway, I was thinking he's got an army of zombie dragons.
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
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Postby Ithalian Empire » Sat Sep 17, 2016 7:37 pm

The Empire of Pretantia wrote:
Ithalian Empire wrote:
That literally the the first rule!

...

Anyway, I was thinking he's got an army of zombie dragons.


WHYYYYYYYYYY!!!!!!!!!!

Just why.
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Postby Zeon Refounded » Sat Sep 17, 2016 7:40 pm

The Empire of Pretantia wrote:
Ithalian Empire wrote:
That literally the the first rule!

...

Anyway, I was thinking he's got an army of zombie dragons.


I guessing there is an undead troll, too. Right, Pret? Haha.
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Valcouria wrote:Let's get one thing straight; America is not a democracy. America is a republic. We elect representatives to serve our interests in the government. And we elect them in a democratic fashion. If it were a pure democracy, then all 315 million people would essentially be responsible for every facet of government behavior and direction.

With regard to the Electoral College... (rest of comment available in the thread)

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Postby The Empire of Pretantia » Sat Sep 17, 2016 7:42 pm

Ithalian Empire wrote:
The Empire of Pretantia wrote:...

Anyway, I was thinking he's got an army of zombie dragons.


WHYYYYYYYYYY!!!!!!!!!!

Just why.

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Zeon Refounded wrote:
The Empire of Pretantia wrote:...

Anyway, I was thinking he's got an army of zombie dragons.


I guessing there is an undead troll, too. Right, Pret? Haha.

The troll is also on fire.
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Postby Zeon Refounded » Sat Sep 17, 2016 7:47 pm

The Empire of Pretantia wrote:The troll is also on fire.

Image


Anyway, back to subject. This thing looks interesting.
Last edited by Zeon Refounded on Sat Sep 17, 2016 7:58 pm, edited 1 time in total.
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Minor factbook retconning and reformatting occurring.

Dalvius wrote:"For those religious people worried about being damned to hell for the sin of exploding everything? Well, a nuclear blast will literally burn away the worlds sins! Oh yeah!!!"

Valcouria wrote:Let's get one thing straight; America is not a democracy. America is a republic. We elect representatives to serve our interests in the government. And we elect them in a democratic fashion. If it were a pure democracy, then all 315 million people would essentially be responsible for every facet of government behavior and direction.

With regard to the Electoral College... (rest of comment available in the thread)

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Ithalian Empire
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Postby Ithalian Empire » Sat Sep 17, 2016 9:45 pm

Zeon Refounded wrote:
Anyway, back to subject. This thing looks interesting.


Thanks, I hope this actually takes off.
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Postby Saleon » Sun Sep 18, 2016 10:18 am

I'll creep for a little; see if I'm interested. :P
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Postby Ithalian Empire » Sun Sep 18, 2016 11:43 am

Saleon wrote:I'll creep for a little; see if I'm interested. :P


Hope you are. Interested that is.
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Postby Caltharus » Mon Sep 19, 2016 1:22 am

Could you fix that world map please? Also this seems very interesting.

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Postby Ithalian Empire » Mon Sep 19, 2016 4:49 am

Caltharus wrote:Could you fix that world map please? Also this seems very interesting.

There's nothing wrong with the world map, it still is the only thing that needs to be finished.
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Postby Caltharus » Mon Sep 19, 2016 4:57 am

Oh ok i thought there was something wrong when there wasn't a link. Sorry for the inconvenience.

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Postby Ithalian Empire » Mon Sep 19, 2016 5:01 am

Caltharus wrote:Oh ok i thought there was something wrong when there wasn't a link. Sorry for the inconvenience.


It's no problem.
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Postby Spindle » Mon Sep 19, 2016 10:55 am

I know Contract Mages are rare, so I'm going to put my character concept out here for critique before I actually app:

An Elosian child's father died in a mining accident when they were reeeeeeeally young and so they grew up with a widow and perhaps some other kids. Which is great, but they've got no extended family and they're relying on the rest of the community for support. This is a bit of an issue when a plague sweeps through the community and suddenly the family has got to fend for themselves: it's made worse when their mother gets ill. The children are, at this point, absolutely mad with worry, the kids take to just crying out into the wilderness for something, anyone to help them.

Something heard.

All of the children died except for one: the one who survived insisted that they had spoken to a being of [insert description here] which had promised that the community would be saved if they ventured into the mines until only one was left, they did and when the one came out the illness vanished from all those afflicted - except for the widow who was their mother. Cast out of the community for speaking with devils, the child wandered from place to place, growing and learning to trust the voice which it had found followed it wherever it went.

The basic rationale here is that the group of siblings, united in their desire to save their home, presented a similar "appearance" (soul-appearance?), if you will, as that of a single, powerful mage. It's a situation not covered in the general rules of magic, so I'd just like to have it cleared, or not as the case may be, before I app.
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Postby Ithalian Empire » Mon Sep 19, 2016 11:13 am

Spindle wrote:I know Contract Mages are rare, so I'm going to put my character concept out here for critique before I actually app:

An Elosian child's father died in a mining accident when they were reeeeeeeally young and so they grew up with a widow and perhaps some other kids. Which is great, but they've got no extended family and they're relying on the rest of the community for support. This is a bit of an issue when a plague sweeps through the community and suddenly the family has got to fend for themselves: it's made worse when their mother gets ill. The children are, at this point, absolutely mad with worry, the kids take to just crying out into the wilderness for something, anyone to help them.

Something heard.

All of the children died except for one: the one who survived insisted that they had spoken to a being of [insert description here] which had promised that the community would be saved if they ventured into the mines until only one was left, they did and when the one came out the illness vanished from all those afflicted - except for the widow who was their mother. Cast out of the community for speaking with devils, the child wandered from place to place, growing and learning to trust the voice which it had found followed it wherever it went.

The basic rationale here is that the group of siblings, united in their desire to save their home, presented a similar "appearance" (soul-appearance?), if you will, as that of a single, powerful mage. It's a situation not covered in the general rules of magic, so I'd just like to have it cleared, or not as the case may be, before I app.


So the being promised that the village would be saved if they went into the mines. I have some questions. In the mines I am assuming that something happened in there so that only one child was left. Was the sacrifice the other children? I am mostly fine with this save for that one detail.

Also did the children merge into the one child to become a mage? Did the being take anything else? All magic has a price remember and contract magic caries the greatest price. Another thing to keep in mind is the beings intentions, did it do what it did out of pity and actually wanting to help? Or did it just do it for its own gain?
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Postby Spindle » Mon Sep 19, 2016 11:23 am

Ithalian Empire wrote:
Spindle wrote:I know Contract Mages are rare, so I'm going to put my character concept out here for critique before I actually app:

An Elosian child's father died in a mining accident when they were reeeeeeeally young and so they grew up with a widow and perhaps some other kids. Which is great, but they've got no extended family and they're relying on the rest of the community for support. This is a bit of an issue when a plague sweeps through the community and suddenly the family has got to fend for themselves: it's made worse when their mother gets ill. The children are, at this point, absolutely mad with worry, the kids take to just crying out into the wilderness for something, anyone to help them.

Something heard.

All of the children died except for one: the one who survived insisted that they had spoken to a being of [insert description here] which had promised that the community would be saved if they ventured into the mines until only one was left, they did and when the one came out the illness vanished from all those afflicted - except for the widow who was their mother. Cast out of the community for speaking with devils, the child wandered from place to place, growing and learning to trust the voice which it had found followed it wherever it went.

The basic rationale here is that the group of siblings, united in their desire to save their home, presented a similar "appearance" (soul-appearance?), if you will, as that of a single, powerful mage. It's a situation not covered in the general rules of magic, so I'd just like to have it cleared, or not as the case may be, before I app.


So the being promised that the village would be saved if they went into the mines. I have some questions. In the mines I am assuming that something happened in there so that only one child was left. Was the sacrifice the other children? I am mostly fine with this save for that one detail.

Also did the children merge into the one child to become a mage? Did the being take anything else? All magic has a price remember and contract magic caries the greatest price. Another thing to keep in mind is the beings intentions, did it do what it did out of pity and actually wanting to help? Or did it just do it for its own gain?


If I'm entirely honest, I'd like to keep the answers to a lot of those ambiguous: it helps me be lazy with the atmosphere around the remaining child...or something...and I like the idea of the child failing to find the words to describe what happened in the mines to people with more sanity than they have left. Speaking of sanity, that's one of the main costs of the contract, alongside their mother's life and anything vaguely resembling love in the child's life. And that brings us neatly onto the third point - intentions. That's one of the things I want to keep ambiguous as well, if I'm honest, because the patron will probably wobble back and forth on the malignancy scale. Sometimes it might fuck around with hallucinations and other times it might act like a mother towards the child: whether that's just an aspect of its personality or a long game it's playing is something I want to keep loose for a potential dramatic character moment down the line, one way or another.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

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Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Sep 19, 2016 11:31 am

Spindle wrote:
Ithalian Empire wrote:
So the being promised that the village would be saved if they went into the mines. I have some questions. In the mines I am assuming that something happened in there so that only one child was left. Was the sacrifice the other children? I am mostly fine with this save for that one detail.

Also did the children merge into the one child to become a mage? Did the being take anything else? All magic has a price remember and contract magic caries the greatest price. Another thing to keep in mind is the beings intentions, did it do what it did out of pity and actually wanting to help? Or did it just do it for its own gain?


If I'm entirely honest, I'd like to keep the answers to a lot of those ambiguous: it helps me be lazy with the atmosphere around the remaining child...or something...and I like the idea of the child failing to find the words to describe what happened in the mines to people with more sanity than they have left. Speaking of sanity, that's one of the main costs of the contract, alongside their mother's life and anything vaguely resembling love in the child's life. And that brings us neatly onto the third point - intentions. That's one of the things I want to keep ambiguous as well, if I'm honest, because the patron will probably wobble back and forth on the malignancy scale. Sometimes it might fuck around with hallucinations and other times it might act like a mother towards the child: whether that's just an aspect of its personality or a long game it's playing is something I want to keep loose for a potential dramatic character moment down the line, one way or another.


Alright, I can approve of this than. One other thing, was the child already sensitive to magic or were they a born mage of already great power. Generally these being tempt and mess with mages.
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Postby Spindle » Mon Sep 19, 2016 11:33 am

Ithalian Empire wrote:
Spindle wrote:If I'm entirely honest, I'd like to keep the answers to a lot of those ambiguous: it helps me be lazy with the atmosphere around the remaining child...or something...and I like the idea of the child failing to find the words to describe what happened in the mines to people with more sanity than they have left. Speaking of sanity, that's one of the main costs of the contract, alongside their mother's life and anything vaguely resembling love in the child's life. And that brings us neatly onto the third point - intentions. That's one of the things I want to keep ambiguous as well, if I'm honest, because the patron will probably wobble back and forth on the malignancy scale. Sometimes it might fuck around with hallucinations and other times it might act like a mother towards the child: whether that's just an aspect of its personality or a long game it's playing is something I want to keep loose for a potential dramatic character moment down the line, one way or another.


Alright, I can approve of this than. One other thing, was the child already sensitive to magic or were they a born mage of already great power. Generally these being tempt and mess with mages.


I'd assume sensitive but not enormously powerful: it was really the entire family which attracted the Patron.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

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Ithalian Empire
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Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Sep 19, 2016 12:16 pm

Spindle wrote:
Ithalian Empire wrote:
Alright, I can approve of this than. One other thing, was the child already sensitive to magic or were they a born mage of already great power. Generally these being tempt and mess with mages.


I'd assume sensitive but not enormously powerful: it was really the entire family which attracted the Patron.


That makes sense.

In other news, I will be putting up the IC as soon as I get at least four apps.
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Postby Caltharus » Mon Sep 19, 2016 12:34 pm

Should our characters serve same nation or can we choose one of our own preference?

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Postby Ithalian Empire » Mon Sep 19, 2016 12:39 pm

Caltharus wrote:Should our characters serve same nation or can we choose one of our own preference?


Characters may be from different nations, they must all be in the Elosian capital of Tallhouse. If they are from another nation then there reason for being in Tallhouse must be signified in there bio. I will add a new section to the OP for areas that are not Western and for the colonies of Elosia. Expect that to be up sometime tonight.
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