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Elementa, the Magician's Game |
Posted by: Cro - 11-19-2019, 05:44 AM - Forum: Pre-Meranthe
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![[Image: igW7U5B.jpg]](https://i.imgur.com/igW7U5B.jpg)
ELEMENTA, THE MAGICIAN'S GAME
Quote:"Two teams. Two elements. One victor."
Elementa, or the Magician's Game, is a gladitorial event to the Kingdom of Esshar. Elementa initially began as a training exercise within Osrona Imperial Mage's Academy and University between the years of 1411 and 1522, the only point in time where a council of instructors decided the direction of the Academy. It was introduced into the arena when Academy dropouts sought to make a name for themselves by applying the structure of education to the chaos of a bloodbath. Since its conception, Elementa has remained one of the most popular forms of entertainment within the Imperial City.
Elementa is a team-oriented event, with up to three members per team. Each team is bound to a specific element: Fire, Wind, Water, or Earth. Teams must sport the colors of their respective element in some fashion during each game, though these accessories do not need to be matching or identical. Elementa is made-up of 3 rounds, wherein the victor is decided upon winning two consecutive rounds. Elementa is always conducted within a set court space: be it within an arena, an open field with natural borders, etc.
Elementa adheres to the following rules:
- Teams must adhere to their specific element. The use of: unarmed, melee, metaphysical magic, light magic, and shadow magic is strictly prohibited.
- Elementa is based on pure magical prowess, and as such the use of performance enhancing equipment (weapons, magic focuses, armor, etc.), runes, and potions is strictly prohibited.
- Specializations (Lightning, Crystal, Magma, Ice, etc.) are permitted as long as as they adhere to the specific element a team is representing.
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House Morneau |
Posted by: Matthew - 11-19-2019, 04:44 AM - Forum: Pre-Meranthe
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Quote:"Runes are the language of magic. If we can uncover their secrets, we can write history with a simple penstroke. Within them are the potential to solve any problem, the road to a perfect society. A simple scribe certainly has the ability to better his community, but we can do so much more. One rune at a time, we can end humanity's suffering."
House Morneau
When one thinks of a noble house dedicated to academics and research, the major House Pelleaux is typically the first to come to mind. And for good reason, individuals of their bloodline have become synonymous with wisdom even outside of their school. But, there is another up and coming house that strives to uphold many of the same values that the Bluecloaks have become known for. It is for this reason that one wouldn't be surprised to discover that House Morneau are actually distant relatives of the famous Pelleaux bloodline.
The surname Morneau has evidence of dating back to the early days of Esshar, but their rise to nobility was something that occurred relatively recently. This happened after a man named Estevan Morneau married Paris Pelleaux in 1600 AC, a woman that wasn't a direct inheritor but belonged to a branch of the major house. The couple had five children, all sons, which inherited the relatively unknown name of Morneau rather than the much more prestigious and great noble bloodline of scholars.
While this was unprecedented, it allowed House Morneau to rise from humble and unassuming beginnings to enjoy the limelight of nobility for the past three generations. These cousins of the Bluecloaks are known for academics, although their focus is a bit more specialized than the wealth of knowledge that the major house they stole their fame from.
House Morneau can trace their lineage back to modest beginnings, historically a family of low to middle class. They were still knowledge seekers in these days, but their claim to fame was in their runescribing. Having amassed a knowledge of the art over the generations, the Morneau bloodline has used their recent rise to high class in order to further push the art. And due to their connections with the Starlight Scholars, their research in the field has been aided by the largest magical school in Osrona.
However, House Morneau didn't enjoy only benefits from their marriage into one of the major houses. A quick ascent to nobility is bound to create many critics, of which there are quite a few. Many families; especially those of lower class, look upon them with scorn for what they believe was snaking their way into the aristocracy. Even some members of the Pelleaux bloodline themselves aren't eager to accept a family of nobodies who used their great bloodline to rise to the higher echelon of society.
This has created something of a rivalry between the two academic families, as the most recent generation of House Morneau must rise to the occasion and prove that they are worth standing beside such an esteemed legacy of academics. They seek to do so in their one claim to fame, the runes that their family has researched for generations.
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Regarding Indentured Servitude |
Posted by: Theori - 11-19-2019, 04:44 AM - Forum: Pre-Meranthe
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Causes
Indentured servitude occurs legally for three chief reasons:
1. A person deep in debt agrees to serve a debtor, with their expected pay instead going entirely towards repayment of the debts.
2. As part of the Treaty of Hessalia, where many Rhoynish were enslaved, though many were also granted citizenship, or sentenced to imprisonment.
3. As a form of legal punishment for a crime; usually such a punishment establishes the detainee as under the power of the Crown directly, rather than any particular owner.
Indentured servitude in cases outside of this is considered highly illegal, and the owning or sale of illegal slaves carries a punishment of up ten years imprisonment.
Emancipation Rules
The indentured cannot in Essharan society be freed on a whim. The following are the acceptable reasons for emancipation, without conditions to be adhered to by both freedman and former overseer. - The person has performed a great service to their owner, such as saving their life.
- The person has been ordered freed by the crown usually this is as the result of a royal or parliamentary pardon.
- The person has, with permission of their owner, served for at least five years in a militant order, such as the Watch, First Light, or the Church.
- The person is, with their owner's permission, entering the clergy.
- The person has either repaid in full their debt to their owner, or has had their debt forgiven.
If the person does not meet these conditions, their emancipation is subject to the following conditions:- Their owner must pay a three thousand coin bond to the state, to be held as collateral. This payment is returned three years after the emancipation, so long as they have not broken the law. If they have, the payment is considered claimed to the crown.
- Their owner must arrange paid work for them, so they might continue to serve as productive members of Essharan society.
Whilst the indentured may be freed by their owners under the conditions above, they may not free themselves. The penalty for unlawfully leaving the service of one's owner is steep, and may involve imprisonment or harsher punishment, at the discretion of the owner.
Legal Protections
There are legal expectations so that the indentured are not mistreated harshly. Whilst the enforcement of these expectations can occasionally be lax, when a breach is enforced, it is considered a crime, with serious punishments. All people enjoy equal protection under the Crown Law of Osrona as a freed citizen, with the following exceptions:- The indentured who attempt to escape their owners may be punished at the owner's discretion, up to and including execution, though this is exceedingly rare.
- Physical punishment of the indentured is permitted, although it must be proportionate to the degree of the offense committed, and a complaint may be made against an owner should they be mistreated as such.
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House Tirel - A Brief History |
Posted by: G-E - 11-19-2019, 02:31 AM - Forum: Pre-Meranthe
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Quote:"I never thought of the consequences. I do not waste time on whether the weight of my life outweighs the life of another: That is the talk of a trembling coward. You can calculate the cost of your actions afterwards - because in that moment of calculation, there is someone in need. This is my vow, Your Majesty, for the great boon with which you have honored me: My family and I will celebrate our own sacrifices, so that others need not mourn theirs." - Livia Tirel, upon the founding of Her House - 1483AC
The History of the House...
House Tirel is a relatively new Noble family that sprung up in the late 1400s. The origins of the family's Founder, Livia Tirel, are not often spoken about, as there was not much to say: The Tirel name came up often within the records of the Order's infantry, being a long serving line of soldiers and militia spanning generations. Her hard work to become a member of the Order of the First Light was recognized by a member of House Astor, which helped her attain Knighthood in the Order. Fatalities were rare - if not non-existent - in her Exarch's squadron, despite the dangers they faced. These deeds were enough for her to gain recognition, but her title and lands were not rewarded to her until she thwarted an attempt on an Astor Lord. Amid the chaos of an ambush, Livia Tirel took a near-fatal blow on behalf of him, giving him the chance to end the assailant's life while the ambusher's spear was still lodged in her abdomen.
She was granted the title of Livia cos Tirel, a stretch of land overseeing a small farming hamlet (prone to volatile weather), and was elevated to a noble station.
Not much has changed since those times: Tirels still consider themselves staunch and loyal friends to House Astor, despite its relatively small size compared to other Minor Nobilities. They still serve in the military exclusively: House Tirel's youths are not just encouraged, but expected to join the Order of the First Light. The family now holds a yearly informal banquet in their estate, celebrating and toasting to the lives of lost knights - Both their own and others. And there are still very few branch members of the family despite the high average of children born into House Tirel at any given time. This is largely in part due to their most outstanding reputation: On average, a member of House Tirel won't live past twenty-five. The toughest- though most just say luckiest - Tirel is usually the one that ends up as the Patriarch.
This high mortality rate may imply that a modern Tirel is reckless, foolish, and danger-prone: Which is only partly true. Their ancestor's vow has led to a long-running complex that ingrains itself in every Tirel: The only friendly blood that should be spilled is their own. This feeling is stronger in some Tirels than others, but it affects them all the same. They all possess a desire to put themselves in harm's way, if only so that innocents and their comrades may be safe: There is nothing to fear should you have a Tirel in your squad -- but do not expect that Tirel to last long. This lifestyle extended to their every day life: Whether it's engaging with dangerous criminals on the streets, to just shoring up farming communities in their stretch of land during a particularly bad storm, a Tirel wants to protect people. They often die for it.
Members of House Tirel are soldiers, guards, and knights, focusing their training on armed combat. Those that don't end up serving in the frontline still put the people first, often becoming healers for the city, or field medics for the Order.
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Expanded Church Lore |
Posted by: Botanist - 11-18-2019, 11:26 PM - Forum: Pre-Meranthe
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(Hello! I'm a 3rd year religious studies major at the college I attend, and reading through the lore for the Essharan Church, I couldn't help but think that it was fantastic, but it could use some minor expansion, more or less giving clergy more to do. This is my attempt at that, using things I've learned over the past few years studying theology. Also, the name "Pantheon of the Celestials" doesn't roll off the tongue, so I'm proposing a new official name, too.)
The Essharan Celestial Church
![[Image: MHuU939.jpg]](https://i.imgur.com/MHuU939.jpg)
More Flavorful Ranks
(I personally think that the current ranks within the Church sound a little too boring. This might add a little more flavor.)
1. Patriarch/Matriarch & Starseer (Grand Priest)
The head of the Church is selected directly by the monarch and can only be replaced upon their death or if they are rendered mentally incapacitated in any way, shape, or form. The head of the Church has to right to issue excommunications, appoint bishops, and has the final say in canonization.
As the most exalted position in the Church, the head is granted two titles that can be used interchangeably; one depends on the gender of the current head (if they do not feel like either, the neutral term "Parriarch" is used) and the other draws upon the Church's unbroken continuity with St. Niles of Astya, one of the seven starseers that founded Celestialism. Offhandedly, they are often referred to as "The Starseer."
2. Stellus (High Priest)
The stellii of the Church are selected directly by the Patriarch and have the power to ordain rectors and propose the canonization of a saint. There is one for each star in the constellation of Leonaus; once appointed, they cannot be demoted, and serve for life unless excommunicated or if they disavow the Church, allowing them to lead a secular life.
3. Rector (Priest)
Rectors make up the backbone of the Church. They minister to those within their selected area, collect donations, and perform charitable works to alleviate any temporal suffering they may encounter. The official way to address a priest is Rector [Name].
4. Deacon (Initiate)
Deacons occupy the space between the laity and the clergy; though not ordained, they often aid the rest of the Church in their duties, especially in collecting donations and performing good deeds. Some choose to go no further than this rank, leading a double-life in the clergy and in the world at large. The official way to address a deacon is Brother/Sister [Name].
Canonization
Canonization is the official process, established by the Church, in which deceased individuals of great faith and consequence are admitted into sainthood; sainthood presumes that the dead man or woman has lived so virtuously and that their spirit has been cleansed so deeply by the stars between their last life and this current one that their soul is admitted into paradise, living in everlasting joy at the side of the Creator.
Canonization is not a simple process. First, the canonization of someone who's died - the length of time does not matter - must be proposed to the head of the Church by a bishop. If the head of the Church approves, the candidate's canonization is voted upon by the bishops and then put forward to the head of the Church, who has the final vote on the matter.
Here are some examples of saints in the Essharan Church:
St. Mihail
Saint Mihail Petrakis was among the most prominent magi of the Astyan Empire and the spells he cast during the mythical age before the Divine War would be considered miracles today. It is thanks to him that the people of Astya were transported to Esshar, saving them from total annihilation. The patron saint of Esshar, all magi, and the royal family.
St. Niles of Astya
The founder of the Church and the theological father of Celestialism, no saint is more highly regarded than Saint Niles. He is the patron saint of clergymen, scholars, refugees, and House Pellaux.
St. Ermis
Saint Ermis was a lay healer who held a fragment of the Creator's soul; he performed miracles and sacrificed himself to save the world from Azrael's genocidal machinations. He is the patron saint of doctors, the sick, and Astya.
(It goes without saying that the Church would have more than three saints; saints canonized before the game would more or less be open-ended and left up to the players.)
Excommunication
Excommunication is the greatest and, as of 1660, only punishment that the Church can mete out. It is reserved only for unrepentant heretics, the morally bastardized, and practitioners of witchcraft. To be excommunicated is no easy feat and requires one to be completely, irrevocably evil, or a well-known and unrepentant heretic.
Firstly, the mere proposal of excommunication is voted upon by the Bishops. It is then passed onto the head of the Church, who reviews it and can either accept or deny it, and it is then passed onto the monarch for their permission.
Those who are excommunicated are not protected under Essharan law; they become, more or less, outlaws, hunted by the state and rejected by society at large. Survival after excommunication is no easy task.
The Katharistes
In times of religious crisis, be it the rise of a powerful heretical sect or impiety, the stellii and the Starseer have the legal right to petition the monarch to form the Katharistes, a long dormant judicial and militant arm of the Church that has the right to arrest and try anyone accused of heresy and blasphemy. The last time the Katharistes were formed was the 1400s; they operated primarily in the countryside, trying and executing accused heretics.
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House Astor ⭒ Rosegold Guardians |
Posted by: rea - 11-18-2019, 09:16 AM - Forum: Pre-Meranthe
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Quote:" 'Tis been our duty - nay, our purpose to lay our lives on the line as sword and shield for this country since Divinity quelled a war that sought to end mankind. No more will we allow any power to arise and threaten the lives of not only our King, but of each person who takes in breath. We are the blade of every shepherd and his sheep, the bulwark of every merchant and his wares. Think not of your own life, but of each and every life you will spare by your valor. "
.t Ersen Astor, 472AC
The ancient house of Astor has been seen as protectors since the refugees of Astya first came to this land. The founders of the family held great pride in being defenders, using their lives to ensure the longevity of those around them. To ensure their lives were not traded, many children born under the banner of House Astor - be in directly into the bloodline, or into a close vassal family that has pledged , are taught to hold and use a sword before they are taught how to read. Of course, as one of the Three Great Houses, this does not mean that the Astor are uneducated in any way, simply that they find more merit in their actions rather than within their words.
Of the Three Great Houses, Astor is the most accepting of those with blood below them. While it isn't uncommon to come across someone who places themselves above commoners, most do it with the thought process of their strength and rank over the common people meaning they would be far better at defending them than the commoner would be themself.
The members of House Astor are all but expected to join The Order of the First Light as soon as they can, many being allowed special enrollment below the age gate in order to start them in Knighthood as soon as possible. Due to their high blood and important social ranks, they often ascend the ranks of the Order very quickly, both due to the harsh training and mindset that has been placed upon them since birth, as well as favoritism towards their name and nobility. Those who do not reach the rank of Exarch Knight are looked upon with scrutiny.
Unlike some other houses that have dedicated their lives to the blade, the mortality rate of the Astor bloodline is not as high as expected. Though it remains tradition to have many children in order to guarantee an heir in wartime, even in times of peace, main and high-ranked branch members of the family are often given vassals or early betrothals to another family of knighthood to keep them safe.
Of course, they train and fight on their own just the same - they are the swords and the shields of this country, a belief that is groomed into them before they can even process the weight of those words.
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The Crown Law of Osrona |
Posted by: Mouse - 11-18-2019, 08:55 AM - Forum: Pre-Meranthe
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THE CROWN LAW OF OSRONA
The following is a listing of noteworthy laws within the city of Osrona. These laws are to be considered the standard, and upheld from both the Constabulary and the First Light, should the prior not be available. These laws are written with the spirit to uphold Justice and to ensure the peace for all citizenry of Osrona, and thus are expected to be followed not only as written, but also in the spirit of how they should be interpreted. The Constabulary and the First Light can, as one would expect, interpret the law or choose to uphold them on a case by case basis.
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Optional
The following laws are ‘optional’, and can be tacked on should it be deemed fit. These crimes carry a sentence of either a fine, or one week (one OOC day) of jail time added onto the original crime.
Resisting Arrest - To attempt, through violence of otherwise, to avoid sentencing.
Aiding and Abetting - Assisting another in a crime, directly or indirectly, or otherwise encourage someone to commit a crime. If this crime has been done with severe consequence, a guilty party can be required to serve the same amount of time as the original offender.
Vigilantism - For a citizen not within the Constabulary or First Light to take matters of justice or law into their own hands. This should be handled on a case by case basis, dependant solely upon the risk involved for them and others in the vicinity.
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The following laws are for minor misconduct, and can carry a penalty of between one month to one year of jail time(one OOC day to five OOC days), or a fine based upon the damages done. These crimes can stack, but one should use their own will to determine the maximum length of their crimes. In more extreme cases, public service or indentured service for a period of time can be applied instead.
Unlawful Arrest - A First Light or Constabulary member found to have arrested or fined a citizen, later found to be innocent of the crimes charged for. This law is only required if the guilty party is found to have acted with ill intent, instead of against the spirit of the law.
Petty Theft - Stealing of someone’s personal belongings, of which has a relatively low price or value, to be decided by the arresting Guardsman.
Vandalism - Generally disruptive behavior, be it loud public arguments or otherwise threatening behavior. Low-ranking ‘shenanigans’ that threaten the peace or public order.
Public Indecency - This can include public intoxication(alcohol, potions, other substances) or attempting to start a fight in a non-sanctioned area. To go against the normal commutes of daily life in a way that causes public disorder.
Insubordination - To actively go against a Knight or Constabulary of adequate rank’s orders, within reason. Disrespecting a Knight or Constabulary of higher rank can hold additional fines.
Criminalism - To partake in obvious illegal activity, such as, but not limited to, extortion, blackmail, forgery, smuggling, or anything else of this nature not otherwise covered by other points. Depending on severity, this can carry much larger penalties.
Trespass - Unwarranted home invasion, or the entry into areas otherwise noted as off limits, set apart by the Constabulary or First Light.
Heretical Speech - Discussion and approval of dark gods gods. Depending on what was said, further investigation may be required into the Criminal’s abode or place of work.
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Major
These crimes are a step beyond the ones listed above, and therefore carry much harsher penalties. The penalties for these crimes can range from indentured servitude, hefty fines, or at least a year (5 OOC days) worth of jail time depending on the severity of the crimes. These crimes should be handled in a way that the Constabulary or the First Light deem fit, and this should act only as a guideline.
Assault - To threaten or use active force against somebody without the intent to kill. One should be careful with this, and take into account exactly why the assault happened and if they were provoked into it. Sexual Assault falls into this category, but should be considered more heinous.
Manslaughter - To kill someone without malicious intent, I.E. should a fight spiral out of control. One should be careful with this, and take into account exactly why this happened and if it were merely self defense.
Unlawful Confinement - To hold someone against their will in a way that is not lawful, such as kidnapping or arrest without an active charge. This law does not apply to terrorists or criminals against the Crown.
Forbidden Magics - Dangerous magics, such as blood magic or occultism, must be registered with the Knights of the First Light. Failure to do so, depending on the category of magic, can lead to much more severe punishment.
Theft - To take someone's personal items, either through force or otherwise, with the stolen items being of relatively moderate value.
Interfering with an Arrest - To unlawfully interfere with a Knight or Constabulary member while they are attempting to make a lawful arrest.
Desertion/Neglect of Duty - For ranking individuals, neglect to uphold this law, or neglect to upholding the public peace and order for any reason. Added onto the penalty for this crime, demotion or stripping of rank may be necessary.
Heretical Worship - To follow or actively worship a ‘dark god’. Forced conversion is necessary should this law be broken, and hefty monitoring will follow any release until which case suspicion can be dropped.
Breaking and Entering - Forcing your way into a private domicile or area without lawful intent and approval.
Jailbreak - To attempt to break yourself, or another prisoner, out of a lawful imprisonment. This becomes a Capital crime if the attempt succeeds. The one being freed from confinement must have reasonable suspicion to be assisting or allowing themselves to be freed for this crime to apply to them.
Use of Outlawed Magic - The use of magic deemed as being outlawed, no matter the category, without prior approval or notification of the First Light, within the capital. These magics are clearly on a case by case basis, but should be fairly obvious when they are being used.
Grand Theft - To take someone's personal belongings, through force or otherwise, with the relative worth of the missing items being rather great, or of great importance. This could be something similar to arcanium, a Knight's sword, or any other manner of things. Discretion is to be used on a case by case basis.
Sedition/Revolution - To actively go against the crown in a manner with intent to overthrow or seriously cripple the powers that be. This can apply to acts of terrorism against the people of Osrona, subterfuge in order to murder someone within a major noble house, or attempts upon the First Light’s more notable Knights. Essentially, this applies to any group attempting to overthrow the established authority of Osrona.
Heretical Proselytization - To attempt to convert the citizenry of Osrona into worshipping a dark god. If the punishment for this would otherwise place them back into the city after some time, heavy monitoring is necessary. Regardless of punishment, investigation of the criminal’s home or place of work is required to ensure all heretical worship is found and removed.
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Capital
These crimes are the most heinous within this list, and carry extremely harsh penalties. Such penalties include permanent indentured servitude, permanent confinement within a cell, or in the most severe of cases, execution done by an Exarch or higher ranking member of the First Light.
Murder/Unauthorized Execution - To actively kill someone with malicious intent, or to kill someone without a lawful backing. Premeditating a murder should be considered more heinous, if there is proof to back this claim up.
Terrorism - For an outside group to threaten the Crown Authority in any number of ways. Examples include, but are not limited to, Espionage(spying), sieging or assaulting Osronan property, intentional violence against the citizenry, or other acts of aggression for the sake of a political nature.
Assault on a ‘Leader’ - To actively attempt to harm, maim, or murder, a member of the First Light, Constabulary, Monarchy, or the Faith that could be considered ‘High Ranking’. These are obviously on a case-by-case basis, but this could be pushed if the assault of the member could actively lead to the group falling apart or otherwise becoming inoperational for an extended period of time.
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Once again, these laws are written with the spirit in mind, and should not always be followed exactly to the letter. If you have a question about something, it's best to ask someone of appropriate rank and file as to their interpretation of the law. These are subject to change at any time, and as always should be followed as a guideline and not strictly read line for line when it comes to judging each crime.
Good luck, and keep Osrona safe!
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Technology in Esshar |
Posted by: Oyster. - 11-18-2019, 06:30 AM - Forum: Pre-Meranthe
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Quote:Preface
Esshar is an advanced country- far into Eternia's existence now and without international conflict or perfect yokai to impede their growth. Though there has been plenty of strife and bloodlust in its history, there have also been large swathes of peace which has allowed the country to thrive.
Rather than writing a history and discussion of the progress of technology in this country, I'll take the time in this thread to go through various items, whether they exist and how advanced they are. Some IC examples for particularly famous works will also be suggested. Feel free to leave feedback!
NON-CANON UNTIL APPROVED
Quote:Part One: Non-Magical Advances
Guns: Let's get it out of the way fast. Non-magical guns do not exist, or if they do are in all respects inferior to actual magical weapons. Chance said some time ago that gunpowder doesn't exist; this is what I'll presume to be the case for now.
Medicine: Esshar continues to rely on potions and herbal remedies rather than advancing into any sort of pills. Experimental ability enhancing pills are a possibility for a dedicated scientist to develop. Health in the country depends highly on social status and access to actual doctors as opposed to the quacks that roam the disease ridden slums.
Mechanical: Even the most basic of fixtures such as street lamps have a history rooted in magic. With so much of Esshar's population having magical potential, low level items are abundant and there is no real advancement in the form of traditional machinery.
Luxury: There's a few things we can assume Esshar does have. Advanced irrigation systems and half decent toilets, solid construction, a late understanding of agriculture. There are pens, there are ovens, there are simple mechanisms for convenience in ones house and job.
Quote:Part Two: Common Magitech
Magitech is the combination of mundane items with magical runes. Powerful conductive metals such as mithril are used as a basis, carved out in specific ways and then inlaid with magic to enhance their ability. Runewriting is the primary source of these creations; the runes carved upon a sword can be the difference between ordinary steel and steel that ignites at the slightest application of magic. Those that have mastered runewriting can go on to create incredible inventions. Expert smithing is required to ensue the item doesn't shatter after runic application, and alchemy is often involved for special oils or elixirs that help the items function properly without constant energy being funneled.
Guns, again: Since time immemorial the aesthetic of a firing cylinder has caught the imagination of many an uprising magi. Many like to use these 'guns' as their focal points for magic due to their stylish nature or the extra power and accuracy they can provide. These are the guns that Esshar has to offer- so long as they do not look too outlandish or scientific and operate on the simple notion of magical enhancement or directing. They can be as small as a pistol or as large as ... something large. Such weapons are fairly rare as they don't come in a standard model and are custom tailored to each request.
Luxury: Most magitech items are expensive and would never be seen in the slums, save for some seedy pawn shop. They include things such as cameras, rudimentary replacement limbs, special locks and advanced writing tools. A magitech item typically takes the form of a regular object that has been enhanced to work beyond its capacity. A common example is a rune on a counter used to boil water quickly. also lamp thank matthew
Quote:Part Three: Advanced Magitech
Warfare: Those with the privilege of both money and magic can find plenty of ways to enhance themselves with magitech items. Small gadgets charged with enough energy for a single use to emit sharp zaps, grappling wires, enhanced armour and other unconventional items. It is difficult to list many as no standard exists and the eccentrics that indulge in such items are all very individual.
Superior Replacement Limbs: Perhaps the most well known of magitech applications, replacements to limbs of decorated heroes or wealthy nobles. Sleek, powerful designs mirror or even surpass simple flesh and are a symbol of status as much as they are a tool of war.
Grand Creations: Airships, proximity defense systems, rudimentary autocarriages, portable cover... most of these inventions never leave the prototype phase. The airship in particular was considered too vulnerable for the benefits it would bring as a mere trade vessel. Rumors abound that some still exist within the dark mechanical labs of the capital, fitted solely for war should an enemy ever approach their shores.
Quote:Part Four: Forbidden Magitech
The following are examples of projects that must not be undertaken at any cost. The mere preparation of such an endeavor is a capital crime and all trace of your work and history will be eliminated alongside any involved parties.
IC-wise most people are unaware that such feats are possible at all.
Artifical Life: Any attempt to transfer souls to an inanimate host, or to create life out of nothing, is the gravest of sin against both the stars and the state. This eschewed form of necromancy has never officially been recognized and scholars debate whether it is even possible at all. The mad failings of Dr. Essenstram in 1208 and his claim at having perfected the cybernetic human have led to a hash crackdown at any mention of such work.
Agarthan "Empty Grave" Weaponry: It goes without saying that any spire shards from the recently united alliance on Agartha are closely monitored and allowed only to the most trusted of individuals. These divine crystals are highly temperamental and their main purpose has unsurprisingly been turned to war. Recently highly dangerous weapons have escaped Agartha and found their way to other countries. These "Empty Grave" weapons include bombs of cataclysmic proportions and weapons that expand the entirety of a magi's weaponry in single, deadly blasts appropriate to level entire cities. None have been found in Esshar so far and the agents of House Grimmore intend to keep it that way.
Valmasian Experimental Technology: Similar to the Agarthan tools yet on a much lower scale, the technology of the old Azraelite empire on Valmasia is heretical and not to be studied, much less used or tampered with. Even seemingly benign innovations by the former kingdom of darkness are contraband of the highest degree.
Quote:Part Five: Creating Magitech
So you've read this far, took in all that's been written and decided that your character goal will be to advance this field! It's been a common end goal on both Spires and Eternia with effects ranging from personal to country shaping.
When it comes to developing your own brand of something, or something entirely unknown, your first stop should be administration to see if such a thing is even possible. Once you've laid a baseline, treat it as any other application with high standards. Including events is always helpful.
There's no limit to how far you can take it! Well, other than practical limits in the setting. And trying to arm every non magi with a gun to usher in an age of revolution. That probably won't happen.
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Coat of Arms |
Posted by: MelonBallZ - 11-18-2019, 02:05 AM - Forum: Creative Corner
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Since the noble houses of Spires are being fleshed out I figured I would share a few resources and tips for any that might be interested in designing their own.
The flash app is slightly touchy in my experience, but overall the selections are nice and consistent without any paywall.
It allows you to add a House Name, Motto, and you can even order actual merchandise.
Instead of saving their image I just use Snipping Tool and grab the excerpt I want to dump it into GIMP.
My Blazon seems to be much more developed and focused around the education aspects of Heraldry.
You can choose your values and then it suggests additions to your heraldry based on what they actually represent. That's pretty neat, but the misspelling of personality also makes me scratch my head. We all have bad days and maybe I'm just a peasant and that's a reference to old English or something. Either way it's definitely worth something as a creative tool even if the designs are a bit too intricate for my taste.
It even gives the proper description of the heraldic components which is also pretty darn neat. If you don't like the automatically generated ones, you can make your own.
[url=https://www.fantasynamegenerators.com/coat-of-arms-generator.php][/url]
On the other end of the spectrum lies the simplicity of FantasyNameGenerator's Coat of Arms Generator. Quite the generic name for a website, but I am sure many of the roleplayers here have stumbled upon this wonderful website at one point or another. It gives a straightforward and clean coat of arms without any fuss. Just don't expect too much out of it.
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