Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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Tessaract Verschlimmbessern

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In ancient times, men became gods, laid claim to the stars, and sought to solve the mysteries of the infinite. Yet as they became saviors, they also became their own damnation. For it was not divine intervention, plague, or cataclysms which brought there great and terrible histories to a close. No, in the end it was nothing more than simple hubris. And so their world came down, the threads frayed and their lives shattered. As time has moved onward and wounds thought too grievous have hence healed, much of the world before the Long Silence has been relegated to myth and scripture based on the remnants which remain.

As things are life today is too dangerous to dwell on a past that cannot be understood. So we excavate just enough to help us survive in the world which we must dwell. We know that energies and knowledge are suspended invisibly in the air, that reshaped continents of iron and glass—below, upon, and above the earth—hold vast treasures, and that secret doorways to stars and other dimensions and realms provide power and secrets and death. To call it magic, may just as well be truth for all of our understanding.

Upon the eastern expanse of the reclaimed world lies a loose confederation of city-states collectively called the Holdings. Each of these independently-minded entities has a ruler to call their own, but all are under the watchful gaze of the Priory, the central faith of the reclaimed world. A faith based upon the understanding of the past, treating its technology as divine and the Long Silence; the punishment for its abuses. Its leader, the Archon arguably being one of the most influential, if not thee most influential figure in all of the Holdings.

Yet beyond the Holdings, the world is still a wild and untamed place. What clusters of civilization exist do so as isolated islands avast uncharted lands filled with dangers. Here death lurks around every corner as monsters, the loose remnants of past attempts at creating life, roam the lands unchecked by the protective aura of civilization. Yet where there is danger there is also opportunity for wealth and power. These wild lands are the domains of krewes, teams of adventures for hire paid fair compensation for their work to plunder the ruins of old in search of technology. These brave souls are the lifeblood of existence, their blood allowing for civilization to flow.



"Any sufficiently advanced technology is indistinguishable from magic."
~ Arthur C. Clarke


Reforged is a science-fantasy setting set a few thousand years after the hypertech descendants of humanity destroyed themselves. Those left behind dwell admits a sea of what refuse remains from this collapse. Unimaginably huge machines lie beneath the earth, and satellites orbit high above, transmitting a web of data and free energy. Nanotech, artificial intelligence, genetic engineering, teleportation, and superdense polymers which allowed for the reshaping the planet. What this allows is a rather peculiar mixture of low fantasy and science fiction, where knights can just as easily be found jousting one another from within the cockpits of giant robots as they can horses, and wizards command nanomachines and dark energy as they would spells from a scroll. At is core though it is an adventure story with some humor, some horror and lots of friendship, set in a backdrop of a strange and magical world.

What do I get to do?

Players will begin in Mournhold, the most outwardly laying city of the Holdings. Mournhold is a bustling and swiftly growing settlement fueled by the technology that flows through its gates on its way to the rest of the Holdings. Naturally, it's home to many krewes and henceforth many independent and free-spirited individuals some looking to find work with said krews, and others looking to profit on the business of supplying and tending to the needs of these adventures. Yet all is not idyllic here as its proximity to wild lands leaves the city in contest threat of danger from both monster and barbarian looking to plunder its riches. And, of course with such a swiftly growing place systemic corruption on a bureaucratic level is well rampant to say the least on the manner.

You are a member of the Vigil, a reputable and large krewe that operates within Mournhold. Two years ago, the Vigil was commissioned to aid in the defense of the city from an encroaching tribe of barbarians. After ten months of defending supply routes, ambushes, border skirmishes, and a foiled assassination attempt, the barbarians withdrew without ever engaging on the field in open combat. The viscount of Mournhold was impressed with the Vigil's results and has extended the contract to remain in the city as an auxiliary to the city guard. Three weeks ago, a shipping vessel that had been traveling down the Vira river has stopped in Mournhold. Its cargo and crew have been organizing an expedition to travel the rest of its journey towards Ashfoot, a priory excavation site working on excavating the ruins of one of the floating citites which fell during the Long Silence. The caravan leader, Priory Steward Helmer Byerel, has requested the use of a small contingent of the Vigil to escort his troupe the rest of the way. Two dozen of the company were selected for the task. You are among that group.

The Vigil.


Thirty years ago, a small group organized themselves into a Krewe calling themselves the Vigil. In the years since, the Vigil has grown into an international effort of associated krewes led by an elected council. Though the Vigil are generally well trained and supplied, their success can mostly be attributed to business branch - the administrators and representatives responsible for contract negotiations - who are perhaps even more ruthless than those in the field.

The Vigil is not one singular outfit, but rather a conglomeration of dozens of smaller krewes who have submitted themselves to the authority and standards of the Leading Council. The benefits of signing with the Vigil are notoriety, access to requisitions at reduced cost, and the option of pooling together with another Vigil chapter to meet the requirements some of the larger contracts stipulate. That the Vigil typically sends the closest local chapter to fulfill a contract also helps protect the reputation of the organization. Krewes comprised mostly of locals helps mitigate some of the more disagreeable behaviors that foreign mercenaries might exhibit, especially when the land and people they are protecting are not their own.

If all the local companies under the Vigil banner were to assemble, their numbers would surpass five-thousand. This, however, is a theoretical estimation that in reality would be virtually impossible without breaking dozens if not hundreds of ongoing contracts across the Holdings.

The viscount in Mournhold has contracted a retainer of one-hundred Vigil soldiers to remain in the city to aid in training and transitioning military responsibilities to the viscount's footsoldiers.

You are one of those one-hundred.

They who walk the land.




Yer a wizard harry.


Drafters are sometimes called mages, wizards, sorcerers, or witches by the people of the Reclaimed World. Some claim to be the representatives of gods or other supernatural agencies. Whatever they’re called, these individuals have come to understand the mysteries of the past to the degree that they seem to perform miracles. They tap into Technology to alter reality or learn things that they couldn’t otherwise know. Drafters come in two distinctive forms which are dependent on how they interact with the technology around them to perform their magic. Those who through various tiny devices that they possess, which seem like magic charms to the uninitiated, “conjure” energy. By accessing the surrounding web of connectivity transmitted across the world, they connect with machines — including the nanites — to change their environment. To become such a person takes years of study, but there is a quicker way. You become a very special kind of Clank. Those who have had their nervous system laced with circuitry, and their body sporting jacks and ports where they plug in modules and other technological bits that provide their capabilities. When they produce effects, they do so through their body’s direct mechanical interface.

There are also of course what are called High Smiths. These alchemists and artificers have spent their entire lives analyze and understanding the underlying mechanism behind recovered technology. Using their knowledge they are capable of jury-rigging seemingly useless odds and ends of recovered technology into fabulous creations. Anyone can split a few wires to make an old battery into a bomb, but a High Smith can make wrecks into cannons and gravity generators into personal deflector shields for the right price of course. Because of the skill and knowledge it takes to perform such feats High Smiths are very rare especially beyond the Holdings and most if not all are of Cellva blood as their long lifespans work mean that spending seventy years submerged in reading old recovered mechanical designs and taking apart salvaged tech isn't too much of a time sink.
Hidden 7 yrs ago Post by Treue
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Treue MIRACLE / <|°_°|>

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I'm interested. Planning a Jotun clank now...
Hidden 7 yrs ago Post by Pariah
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Well, lookie here, a story that actually caught my attention! I am most definitely interested and I will keep an eye on this for certain. I have a few ideas rumbling around, but I think it will either be a human or a Cellva... Not entirely sure which one as of right now.
Hidden 7 yrs ago Post by Sisyphus
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Color me intrigued.
Hidden 7 yrs ago Post by Tessaract
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Tessaract Verschlimmbessern

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Hey look at that people! That's pretty cool!


@Treue
Well, I mean why have a giant vaguely viking inspired person with goat horns when you can have a giant vaguely viking inspired cyborg with goat horns!

@Pariah
Cool! Having more options available is probably better than having no options at all!

@Sisyphus
Interest noted!

Still going to be looking for a few more folks though. But if all goes well, hopefully I will be able to get an OOC up this weekend. I have pretty much all the rest of the lore stuff ready for it, I just need to organize it all into a manner that is better organised and more easily read than the current google docs page. Which kinda looks like some strange eldritch tome at the moment.
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Hidden 7 yrs ago Post by Pariah
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@Tessaract Indeed, it probably is - though I think I have narrowed it down to a rough idea already. Looking forward to the OOC.
Hidden 7 yrs ago 7 yrs ago Post by 71452K
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71452K (╯°□°)╯︵ ┻━┻

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Reminds me of the setting in scrapped princess, good show. Hence I infer, good roleplay!

Btw I like eldritch tomes, I find the tentacles inspirational.
Hidden 7 yrs ago Post by Tessaract
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@71452K
Well I just finished getting around to watching the second season of Coffin Princess. So I might be a little guilty of having Ichirō Sakaki on the mind haha.

And yes the tentacle are great as long as you teach them about personal space.

@Pariah
Cool! Also the hula hooping totoro gif is adorable.
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71452K (╯°□°)╯︵ ┻━┻

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😀😀😀
Hidden 7 yrs ago Post by vietmyke
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intriguing.
Hidden 7 yrs ago Post by Vashonn
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Vashonn 🇦🇧🇾🇸🇲🇦🇱 🇦🇧🇾🇸🇸 🇸🇴🇺🇱

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Tentatively interested - I'll be out of town for a while, but I'll be sure to check this out when I get back.
Hidden 7 yrs ago 7 yrs ago Post by Tangletail
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Tangletail Keyboard Knight

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Mmm very interesting. I want to get in on this :D.

Also contemplating a Cellva or a Ukanuo with some inspiration from Hyper Light Drifter. A fast moving female character that specializes in hardlight and displacement, and just wants to go in.

Could you give me a bit more details behind the anatomy of the Ukano? And because of their shorter life spans, are they adults at a younger age? Or around the same time as humans.
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@Pariah
Cool! Also the hula hooping totoro gif is adorable.


I know, right? ^^ When I saw it I just had to have it - though it did take a better part of 2 days to get the gif right, and a few mental breakdowns, so I kind of have a hate-love relationship to it now...
Hidden 7 yrs ago Post by Za Warudo
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Za Warudo You thought this was going to be a witty comment

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Sign me the fuck up!
Hidden 7 yrs ago Post by Nariata
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Nariata The Silent

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Interested as well.
Hidden 7 yrs ago Post by boomlover
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seems interesting. I'll try to join but my writing isn't what it used to be.
Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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@71452K


@vietmyke


@Vashonn
Alright, well hopefully we will all still be around when you get back!

@Tangletail
Hyper Light Drifter was cool so by simple logic your idea should be cool as well!

Alright onto your more important questions! Uknauq aren't really one species but a collective group of them that has banded together. There culture stands similar to the Great Sioux Nation during the American Indian Wars, or the Arverni people pre-Roman empire. They tend to live in outward tribes in a generally matriarchal system of governance. Those that have left their tribes and live in the Holdings may have lost some of that identity, but it still makes up an important part of their lives The unifying factor is that they are all what you would call "ascended animals". Reluctantly physiology depends on which of the three main subtypes, a Uknaqu falls into.

Feathered: They look like birds and are traditionally the shortest of the bunch standing with average height around the six foot range for males and females. They can't fly anymore because of their larger bodies, but they can perform some pretty incredible feats of acrobatics. Hunters, they are typically the most well-known of the Uknaqu as it is they that typically perform the guerrilla actions that they are feared for, hiding in the tree-branches and the shadows as they rain death down from above.

Scaled: Lizard people. They are cold-blooded, they are resistant to many natural toxins and poisons, and their hard scales provided a natural body armor. They are the largest of the Uknaqu subtypes with average height falling around ten feet in height. Because of this they naturally serve as front-line warriors if things come to that, but traditionally the crafts people of the Uknauq tribes, building their weapons, making the clothes, and patching the tents.

Furred: Mammalian in nature they can range from bear, to ape, to cat, and beyond. Hovering around the seven to eight feet mark in height they are not as small as their feathered breathen nor as tall as the scaled. They serve traditionally in diplomatic and leadership rules, if simply for the reason that the rest of the races of the Holdings find them the easiest to deal with. For this reason a larger majority of furred end up leaving their tribes than any others as it is the eaiset for them to intergrate into society, even if that society still holds racial prejudices against them.

In turns of lifespan which traditionally falls around fifty years for all subtypes. They do in fact reach maturity faster than most races where Humans and the rest typically reach maturity around eighteen or so, they reach maturity at about twelve.

If you have any other questions feel free to ask!

@Pariah
C'est la vie. The sacrifices we make for our art I suppose. lol

@Za Warudo

Gotcha!

@Nariata
Gotcha as well!

@boomlover
Well it can't be that bad!

Work has begun the OOC. Expect it sometime Saturday, but more realistically probably Sunday! Feel free to ask any other questions as we wait though!
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Hidden 7 yrs ago Post by Pariah
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@Tessaract And what we don't sacrifice for art... and love coffee!
Hidden 7 yrs ago Post by vietmyke
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Uknauq are interesting. I might make one of those
Hidden 7 yrs ago Post by Nariata
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I'm feeling a human clank, with all his arms and legs having been replaced by augmentations after a nasty encounter with a jotun or wild creature.
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