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    1. Tessaract 7 yrs ago

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God keep me from ever completing anything.

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As one might expect humanity in its current form is the main racial group within the Holdings. Yet there are other sentient and not-so sentient creatures that exist in the Reclaimed World, the left over remnants of attempts to create new life either from altered flesh or steel. Acceptance is a hard word to use in a world where racial preconceptions still exist, but there is at the least more cases of mutual beneficial coexistence then there is without, especially now with stronger foundations of the Holdings taking place. In fact it may be more common for sectionalism to be a problem than racism do to the independent nature of the cities the settlements that make up the Holdings.



The Reclaimed World is the backdrop of a young civilization that has grown up amid the ruins of very old, very advanced forebears. In the time of the Reclaimed, the landmasses have rejoined to form a vast supercontinent, and a few scattered islands surrounded by seemingly endless seas with perilous storms. But did the world come to be in this march of time, or did humanity design it to be so? Certainly the ancient inhabitants of the previous worlds had the ability to shape their planet; as humanity's mark is a normal part of the topography. Islands of crystal float in the sky. Inverted mountains rise above plains of broken glass. Abandoned structures the size of kingdoms stretch across great distances, so enormous that they affect the weather. Massive machines, some still active, churn and hum. But for what purpose?

T H E H O L D I N G S


Along the eastern coast of this vast supercontient lay the Holdings. The Holdings comprises elven different city-states. Collectively, the rulers are often referred together as the Eleven Presiding. These kings, queens, princes, and councils share no love for one another and truthfully have no relationship except that each rules over a land whose people follow the Priory. Generally speaking, the Holding is more settled and civilized than the Wild, but it can be just as dangerous. Communities are isolated. Travel on the roads is risky and nearly unthinkable at night — but at least the roads actually exist.



T H E W I L D S


The Wilds is a very Holding-centric term, used essentially to describe any area of the world that isn’t part of it. As the scope of the world known and understood by even the most learned scholars in the Holding is limited, however, what the Beyond technically includes are the lands south of the Vallstead, west of Mournhold , and north of Wessmound. The people of the Wild are even more disparate and isolated from one another than the folk of the Holdings are. Although these lands are full of would be rulers, most communities are truly independent. Many have little contact with the world outside their own limited bounds, and some have none at all. The scattered villages of the Wild are numerous but there numbers are unknown, the only ones upon which any certain can be found are those built around Prioy Enclaves. The Wilds as they are as mostly uncharted filled with dangers and secrets a like. Lost laboratories, colossal structures and other mysteries dot its landscape.



T H E V I G I L


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.


A C T I: T O T H A T W I T H O U T B O U N D


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.


It is the third day of the Budding Winds. After a long and hard winter, the Reclaimed World has begun to thaw. The great trade city of Mournhold is steeped in merriment and celebration admist the week long festival. Yet even as others drink and dance, there are those that are preparing to venture forth beyond the Reclaimed World and into the Beyond. A clergy caravan from the Priory set to bring supplies, scholars, and pilgrims to the excavation site at Ashfoot. Along with them travels two dozen of the mercenary krewe known as the Vigil, for the roads are long and filled with peril.


G E N E R A L G U I D E L I N E S


Have fun. This arguably thing if any I'd love for you to take away from this. This about telling a story with some cool folks and having a fun time while doing it. There is no winning here in the conventional sense, but considered it a victory if you take out something from this that was worth your while.

Don't be afraid to speak up. If you have question about anything or if something or somebody is making you uncomfortable, please, please, please speak up. As a GM it is my job to make an enjoyable story for you guys but I can only do that if you communicate with me.

Don't post your sheets to the Character Tab until they are approved. This is a really simple one to comprehend right? Just don't do it. You may post/send a draft of your sheet to me if you want any opinions on it, but for the final review it is only fair that I do it in front of everybody, so when you post your sheet to the OOC, I'm going to consider that your submitted application unless otherwise noted.

Post all the things. Posting guidelines go as follows. Preferably once a week and in such a manner that it displays effort on the part of the poster. Personally, I tend towards the longer side of things because I'm terrible at condensing down my verbal vomit. You may be the master of the written word and get as much detail in a single paragraph. So do by you. Also if you won't be able to post for some time please tell me or I will consider you gone and that won't be fun for anyone.

I'm not God. I'm some twenty something trying to distract themselves from the perpetual horrors of medical school, through magical worlds. Yet it is you the players that breath life into these worlds, the GM is not God. I may be the referee, I may be your encyclopedia, but my job is not to control you or command you. My job is to facilitate a story in such a way that everyone can have an awesome time. Don't be afraid to critique me, that's the only way I learn.

Do your best. Don't sweat it, everyone is just as worried and insecure as you are. No one is a perfect writer, I mean if you want to show me your Noble Prize than yes maybe we can talk. I for one suck at proofreading and there will probably never be a day, I don't have to edit a post to spell a word correctly. But I'm trying to make an effort to be better at it. That's what I'm asking you, to try your best.
@Nariata
Depends on if your aiming at an essential plot character or not!

@vietmyke
Yeah sorry about the assholeness/snark of my reply, your question was tots vaild. It's not really an excuse for bad behavior but you caught me admist a rather shitty migraine and ny brain decided to take out on you :[

Anyway! Yeah laser blasts have a kinetic impact to them. You'll feel it when ypu get shot!

Also side note as everybody is thinking of all these ideas and concepts. In terms of equipment more specifically tech, to help enforce real functional tech's rarity. You'll only be allowed two pieces at the start one combat: blaster, hard light sword, et cetra. And one non-combat piece like a flashlight, or something like that. Clanks only get to pick either/or because they also have thier augs and Drafters our magically wizardry folk get none, because they already have tech and it allows them to throw fireballs and other cool shit. It'll make more sense once you see the character sheet, but it's really just there to enforce the fact that, you know all these people are actual medieval people that happen to have some advanced magic-lile tech instead of future people that just happen to act like barbarians. There might be some posssible exceptions to this rule but your gonna need a good reason for why!

@FoxFire
Interest acknowledged!
@vietmyke
I'm not a physicists and I particularity don't like going into the nitty-gritty logistics of weaponry, especially since this is more fantasy than it is hard sci-fi. (The focus isn't on behind explaining the tech its about using the cool tech.) So I'm going to say Star Wars blasters, because everybody knows what those are and leave it at that. If you really want a more in-depth explanation you can PM me, but in short they go pewpew and people die. lol
@Nariata
Yeah that's fine! Probably be more like a laser musket than anything else. Though a note on laser stuff, they tend to overheat a lot because the cooling cells that used to be built into them kinda are mostly shot by this point. So everything would be either single-shot or revolver style. As automatic laser weaponry kinda has a tendency to be used once than explode or melt or both!
Thematically, with it being low fantasy, what would you say this is most akin to? Would a gunslinger be a feasible character type? Not necessarily old west, but around those lines in terms of style (revolvers and such)


<Snipped quote by Za Warudo>
That is a question I also wanted to ask. If someone, such as a clank, had the resources, could he feasibly own and operate an old style gun that was in operation around the time of the fall of civilization?


Well, the first thing that comes to mind really is Book of the New Sun by Gene Wolfe, but with the Science Fiction elements highly present instead of just implied. I call it low fantasy really because of where I project it to be tonally and thematically. It isn't high fantasy, the scale and scope of conflict we are talking about here isn't huge, there is no evil dark lord trying to take over the world it's just a bunch of adventuring mercenaries trying to make ends meat. Good and evil are more subjective there aren't bad guys or good guys, just people with motives and reasons for those motives. Yet it isn't Dark fantasy either this is not a world of darkness and dread, the world ended but it got better. There is a place in time for both cynicism and optimism. And most importantly there is hope. That is what drives these people forward hope and persistence. They've all been knocked down but they sure as hell are going to try and get back up.

But yeah a gunslinger would be fine. Revolvers and such are totally fine though considering firearms haven't be "reinvented" yet by the Reclaimed World yet as they are still at very much a medieval level of their own technological development to put it into prospective they just figured out how to make simple blast furnaces again and the closet they have to guns are very basic cannons and ribauldequins, so a gunslingers weapons would be salvaged tech. Meaning instead of having say a revolver that shoots bullets, they would have a revolver that shoots well lasers or another form of a direct energy blast. Sure they can have an actual ballistics based weapon, but most of those during the period before the Long Silence were antiques then so finding one that actually works is rare and finding the parts to fix it well it is also kinda a problem.

@boomlover
I don't mind that much! I care more for the written description than I do the image that accompanies it!
Are the Uknauq Humans with fur, scales, feathers? Or do they actually have animalistic features like talons, digigrade feet, beaks, etc.


Ah well, the second as seen in the reference images provided in the last post!

To make a long story short humanity well old humanity before they blew themselves up took literal rats, dogs, cats, falcons, parrots, turtles, crocodiles, you name it and went up altering their DNA making them more humanish I.E making them bipedal and the like. Most if not all before the Long Silence served as 'pets' rather than those of say the Jotun who were used as soldiers. Some for simple companionship and others for well more let us say intimate relations. Many of those Uknaqu that did survive the cataclysm of the Long Silence, did so in the bunkers of their human owners and so the twisted dichotomy of ownership or at least its fundamental ideas persisted. There was hope for a time that these new circumstances could provided for hope or something new, a chance to prove themselves but such preconceptions are hard to shrug off and it is no real surprise that in the society of today they are still looked down upon. And after the Uknauq Wars many have given up on civilized society in its whole, seeing cooperation by this point being nothing more than a child's dream. To that end there suffering will only end once those that have caused them to suffer have all been killed or driven far away.

Those that do cooperate with the rest of the Reclaimed World, are ostracized by their own people the word in the Uknauq dialect for them is the same word for Lost. And yet they are also not really accepted in the civilized world either. Outsiders to both worlds. Kinda like the City Elves in Dragon Age if you ever played that series.

@vietmyke
They are an interesting bunch. They have the most outwardly displayed baggage at least and have the joyous honor of being the second most hated race in the Reclaimed World after the Clanks if you want to consider them a people group, which for all extents and purposes they basically are by this point. Sure the Cellva and the Jotun have their own problems, in terms of trying to established their own cultural identity and continued failures to unite or build a strong civilization as they are too busy killing themselves respectively. And hell even humanity is struggling to reclaim their lost glory after they've been set back millennia. But even then the Uknauq do get the short end of the stick, probably because the others are still probably pissed off from them trying to kill them all and burn down their cities. Though they did have a pretty good reason for it But oh well. History is a messy thing.

@Nariata
I mean that is one way to become a Clank. Sometimes it isn't a choice as more of a, "I must do this thing to live and now everybody is going to hate me. This is great."

@boomlover
Robot space knights are best space knights.


I think I may have found the secret to transcending this reality.
@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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