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  1. Superlike!
    Tyler reacted to supernal for a article, Flow and Fiero in Freeform PBP Roleplay   
    To be short (ignore the word count), flow is a psychological state of heightened focus and engagement. Fiero is pride that follows a sense of accomplishment, usually in the context of overcoming some barrier. Below is an attempt to articulate a general framework for a roleplayer to get the most out of the game of roleplay, specifically 1) on a text-based, turn-based platform 2) in a freeform environment. Real-time platforms demand a different frequency and duration of engagement, and systemized environments have their own built-in productivity markers, usually some kind of leveling up, some kind of economy, some kind of avatar customization.
    This framework will be the least useful for people who have already roleplayed continuously. These people are already achieving their own versions of success as they manage to remain engaged for years at a time. It will be the most useful for new players who want to achieve deep levels of engagement and for inconsistent players who want to remain engaged for longer periods of time. And for both types of players to manage their investment in the game against the parts of their life that aren't a game.
    I'll start by defining things not to do as a way to start outline what you should. 1) Don't start at too high a level, or else the story for the character is near its end and you are committing to a short term engagement. 2) Don't do too much at once or you'll get stressed, fatigued, and burned out.
    This is the state you want to achieve when you're actively writing your post or working on a series of posts over X amount of time. To achieve flow, here are some suggestions on short term tactics or best practices:
    1. Time constraints. Decide on an amount of time per day that you're willing to spend on this game. I recommend 30 minutes a day, or session, as you may go a day or a few days between posts. If you're only posting a few times a day, you may be using your daily time to read other people's posts and think about or draft your reply. This keeps you immersed and makes the actual post easier to finish in your time slot.
    2. Word maximums. The minimum for canon content is 80 words. The national average is about 40 WPM. If you spend 10 minutes writing your post and 10 minutes editing it, you should be able to easily clear the minimum without feeling like you're being rushed (making a few assumptions, naturally the timeline will change depending on your unique circumstances).
    3. Notes. It's a pretty common event that you can read a post in situations you aren't able to write one, reading takes a lot less effort, but as or after you read, jotting down a few instant reactions or movements or snippets of dialogue immediately get you started and frame your reply in your mind. Even if you don't get to sit down and do your post for a few days after you read it, you have a starting point that enables you to jump in immediately.
    4. Music. For inspiration, this can be almost anything. For focus, I recommend video game music as it's specifically designed to add to the immersion without drawing too much of your attention. "Lo-fi", "cafe music" and "easy listening" also fit this category.
    5. Familiarity and confidence with the setting. If you set aside 30 minutes a day but only end up posting every few days and are able to make your replies pretty quickly, you can use your extra time for familiarizing yourself with the lore and with your partner or even diving deeper on your character. You can start a roleplay in an area just knowing that you're in a prison, but as you read more about the area around the prison, you as a player get more information that you can use for your character's short term goals and long term development. This isn't about the lore itself being some masterful and inspiring work, so much as your mind being an engine of creativity all by itself. Familiarity with the information will give you the confidence you need to tap into the lore effectively and start coming up with your own stuff that's both unique but relevant.
    This is the sense of pride in your accomplishments that come with the completion of plot lines, whether they're relatively quick and isolated events lasting only a few weeks, or chains of events spanning months or years. To achieve fiero here are some suggestions on long term strategies or best practices:
    For simplicity's sake I'll be using US high school grades just because it's something I'm familiar with and can reference easily. This isn't prescriptive. The fact there are 4 levels and under / upper classes is incidental. The overall idea can be abstracted into more or less steps or other terms.
    For maximum fiero your character should be an underclassman, a freshman or a sophomore. This doesn't mean they should be totally incompetent. They should be effective enough to execute on the steps that will lead to achieving their long term goals, but the more capable they start, the closer to the goal they are, the shorter the run, the more shallow the fiero.
    There's nothing wrong with starting a character at the senior level. There are many narratives that call for characters at different levels of development, and it isn't uncommon for players to have multiple characters at multiple stages of growth. That isn't an issue at all. But as a new player or someone coming back to the game after a while away, see the first two things in the overview: don't start at too high a level, don't do too much at once.
    In terms of being able to execute on the steps that lead to their goals, in a freeform environment, this can take many different forms. What you want to keep in mind here is that you're able to determine your level of engagement by the goals you set, and the steps you consider to get to that goal, in the same way you can change difficulty levels in a video game. The more easily and quickly the goal is accomplished, the shorter and more shallow your engagement.
    Here's an example: my freshman character is a "beggar", and his goal is "become rich".
    Say I want a short term engagement of a few weeks. The fact that he has limited capacity means there's only a few ways he can achieve immediate satisfaction of his goal. Likely he'll mug someone or steal something. He gets rich and he does it quick.
    If I want something medium and more like a few months, I can take the two examples above and add conditions. Instead of a back alley mugging of any random character, I plan a heist to steal something valuable, a painting, jewels, rare materials, etc. Now my freshman character has to learn skills, make connections, get information, and plan the heist before he does it.
    I can move the goal posts. If I just want to do a heist because that's what would be immediately satisfying, I can make a character that's a junior or senior, who already has the needed skills and information, a team and a spot to hit. The story begins and ends with the heist and the timeline is dictated mostly by the number of people involved.
    If I want a long term engagement of many months or even a year? The story starts with a beggar in his environment, who wants to leave it behind by getting wealthy, who learns to pick locks (or learns a trade or joins the military) and starts committing petty crime (or professionally questing or volunteering for high value missions) on the lookout for the big break, who stumbles upon that big break (you get the picture by now) and on it goes.
    If I want to do the opposite and make it take longer, demand more involvement, in short be a tougher obstacle, then I can do a "fun failure". Rather than an unbroken string of successes, my character fails at one or more of those steps, and now I have to approach the problem of progress from a different angle, something that I wasn't expecting when I first started. That can be very fun.
    This multi-stage, multi-event manner of approaching the character's goal keeps me immersed and engaged for a long time. There's always something to do. When you want a quick run, you start at or near a high level of efficacy because the story is in the event, not in the character. When you want to do something epic not just in intensity but in scale, this is reversed, and the story isn't about how the heist is pulled off, but about how your character goes from beggar to master thief, with the highest level of satisfaction coming from the journey itself, and not just arriving at the destination.
    I would define the optimal level of play as one where I can engage casually, where I could have something to do every single day if I wanted, but that I'd still be able to make progress on even if I only did something every few days, and that after a certain amount of time I would end up with a fairly weighty list of accomplishments. I want to call this a full Satisfaction Unit and I would estimate it takes about 1 year to complete.
    Roleplay is one of my favorite games. I'm normally juggling multiple characters, and perhaps even multiple storylines for some of them. This is not a casual level of play, and not what I would recommend to someone new to the game or coming back to it after a while.
    As an experiment I informally tracked the progress of one specific character of mine as he ranked through the military. His name is Cadmium: https://www.valucre.com/topic/30985-cadmium-metireal/
    Cadmium's brother I started as a major because I needed a major for an event. Cadmium I started as a private because I wanted to see how long it would take me to get there at a casual level of engagement. Here I define casual as a post every few days, spending no more than 30 minutes a posts (see FLOW items 1 and 2). I can type fast and am pretty comfortable with the setting from experience, so I set a personal baseline of 120 and usually averaged higher, but again, just keeping things casual.
    When I wanted something faster paced I looked for people who could post more often; when I wanted something slower, I looked for people who were fine posting less often. I used a solo thread whenever I felt a little antsy and just wanted something to do with the character without waiting on anyone else or having them wait on me, and otherwise just kept pace with the threads I was in.
    It took from September 2017 to December 2018, about 15 months, to go from private to major. Cadmium now has an established track record in the lore, doing things like improving diplomatic relations, clearing toll-taking bugbears from a bridge near a major town, and made friends among fellow soldiers at a promotion celebration. He's in a (very) casual thread right now with one of those people working on a secret project. Everything he's doing now and will do in the future enabled by the stuff that came before.
    As an organization the military has a specific ranking system, but there are ways to move the goal posts for myself here too. You can be concerned rather than casual. I could have placed my character in multiple threads and posted multiple times a day, and do in a few months what otherwise took a year and that's totally fine. The fact you can adjust the level of effort is a major part of the appeal the game for me. But I find that such a high octane pace is satisfying only in the immediate term of the frenzy and that it leads to burnout much more often.
    Once your character is senior you can continue to use them, as in the example above. You can send them to college, to continue the analogy, and when they can no longer level "up" they can level "sideways" and enable the progress of other players, which is often at the level of engagement you'll see organizations and board leaders operate. You can start the cycle of freshman to senior with as many characters as you want, or even with the same character in a repeating cycle of loss and redemption, engaging at higher and lower levels of play as your availability and your interests change.
  2. Superlike!
    Tyler reacted to supernal for a article, Valucre: An Overview   
    Back to Topics
    Estimated reading time: ~4 minutes

    Year 18,598 World Time | 598 World Time Abbreviated

    Valucre is the story of your characters and how they interact with other characters in the world, whether those interactions are epic tales that span the globe or the intimate dramas of everyday life in a local town. What you decide to write, the actions you decide to take, can have as much or as little impact on your personal storyline and on the surrounding world as the effort you choose to put in. Knowledge about Valucre by its inhabitants should be taken as mythological rather than empirical. This means that what a people believe may not actually be accurate, and is subject to ongoing interpretation, debate and modification. There is no indisputable theory for how the universe came to be. Instead there are dominant and recessive theories, myths and worldviews which vary depending on where you are and who you ask. 
    The World
    Valucre is twice the radius of Earth and, like Earth, is made up mostly of water. For simplicity's sake, Valucre has similar seasons, weather, atmosphere, flora, fauna, etc. Valucre's creatures are also open by design, meaning that while nations may have their own bestiary index, their own unique creatures or versions of existing creatures, players are not limited to these and can create their own as long as they adhere to mild powers. 
    Despite a high level of scientific understanding among its people, the presence of magic has confounded efforts to get an accurate measure of the planet's age, and has complicated cartography and archaeology for eons. Different nations may keep different calendars for religious or cultural reasons but also keep track of a universal World Time. For example, the universal calendar shared throughout the nations indicates that Valucre is in its 18,597th year World Time (WT), which is colloquially referred to as 597 WTA (World Time Abbreviated, cutting off the millennia digits). For simplified timekeeping purposes, Valucre advances at a rate of 1:1 with the real world, usually in June.
    The Nations
    Continents and territories tend to favor a major theme while also participating in the shared game space. This means that while one location on the planet can be high fantasy (like Orisia or Alterion), another can employ magitech and airships (like Lagrimosa and Genesaris), and another might favor futuristic scifi (like Renovatio). Because of the complex interplay between magic and technology it's difficult to say that one nation is more 'advanced' than another since different means can be employed to similar ends, though that doesn't stop different kingdoms from trying.
    Keep in mind that these descriptions are not meant to isolate one setting from another and that your character can travel freely between each location, having to surpass obstacles magical and mundane. Also keep in mind that settings have a general theme but are not restricted to that theme. Considering these continents occupy the same world, expect to see some truly odd and wonderful sights. 'Fast travel' is a common plot device; you don't have to play out the travel between locations.
    To learn more about a location click on the name, and if you have questions visit the Ask Me Anything (AMA) of the location.
    The following is meant to be descriptive rather than prescriptive. This means that you can use it as a stylistic guide to your writing, rather than a rigid formula you have to follow to be accurate. Don't expect things like etymologies and expressions to perfectly match; don't expect to have to write in these languages
    Unii sounds like Russian. Unii is a constructed trade language designed to bridge communications between people who do not share a native tongue. It is employed most commonly by entities with international dealings, such as trade, diplomacy and criminal enterprise. Terric sounds like Spanish Genesaris sounds like German Renovatio sounds like Latin Alterion sounds like Mandarin Lagrimosa (formerly Fracture and Terrenus) | AMA | Quests | Artifacts
    Major themes: science fantasy - religion (Gaianism) - birthplace of magitech
    Board Leader: supernal
    Geographic standout feature: Deepest body of water; Ponkapoag lake
    Genesaris | AMA | Quests
    Major themes: high fantasy - modern elements - birthplace of airships
    Board Leader: King
    Geographic standout feature: Largest desert
    Major themes: traditional fantasy - vampiric queen and population - local magic interferes with advanced technology
    Board Leader: Pasion Pasiva and King
    Renovatio lies between Genesaris and Lagrimosa and is made up of multiple territories. 
    Renovatio (kingdom) | AMA | Quests
    Major themes: Dark Fantasy - Medieval - Steampunk - Myriad of island nations creating a single continent - Conflict between Magic and Religion
    Board Leader: Aleksei
    Geographic standout feature: Largest volcano
    Major themes: sci-fi - dark horror
    Board Leader: -Lilium-
    Geographic standout feature: Largest canyon
    The Vortex | announcement
    This is a gateway into what is commonly referred to as "the infinities of the spirit world", a portal which leads to endless realities and dimensions and through which come travelers from far off worlds. It can deposit you anywhere on the planet, not just near itself.
    Not a part of the canon world of Valucre. Alternative is where members can go to host roleplay that wouldn't fit in the world of Valucre. Roleplay that takes place on other planets, on modern-day earth, or that surpass the mild powers limitations of Valucre can be hosted here. Roleplay here must still abide by the code of conduct. As of the introduction of the vortex, characters can freely travel from Alternative to Valucre, and must adhere to the rules of the local realm. 
    Magic and Technology
    Valucre is a fantasy setting where magic and science have evolved separately but in parallel. This results in areas which vary drastically from one another. In a single nation you can have locations where people use coal and oil, other areas where they use steam and electricity - one area where magic is sacred and divine, and another where it is used for convenience, or doesn't exist at all.
    You can read more about the laws of magic in its dedicated article. The laws are open by design to allow members to use any ability or system they please, as long as those things adhere to mild powers; actions that observe the laws are considered as having canonical backing. Board leaders may have local systems which will override or supplement the universal system. Like any system, the laws are a 'living document' and subject to change.
     Back to Topics
  3. Superlike!
    Tyler reacted to Csl for a article, Khartes   
    Khartes is the primary research and development institution of the Enclaves of Eridianus. Its mission is the creation, refinement, and application of various technologies for the benefit of Eridianus and its citizens.
    Khartes was initially created as a research facility at the border of Taen's rainforest and wetland quadrants, under the directive of Empress Rozharon. This settlement eventually grew into the city of Arcturon. As the city grew, Site Coeus was later constructed as a separate structure from the main city, serving as Khartes’ headquarters and main research facility.
    Arcturon City, Taen
    Site Coeus is located at the border of the rainforest and wetland quadrants. It uses biogas and solar energy as power sources and houses the following research centers.
    Sansiuk Research Center (SaRC) – studies worldrift magic phenomenon, currently running a project that aims to develop a program that can predict the appearance of worldrift portals. Talika Technology Development Center (TalDev) – aims to further understand the mechanisms of creating  organic technology through wildlight. Taen Exploration Committee (TEC) – a group that facilitates expeditions to properly map Taen, catalogue its flora and fauna, and understand its anomalous properties. It also promotes understanding of Taen’s Genius Loci. SITE MNEMOS
    Argentspire, Taen
    Site Mnemos is located near the peak of Sierra Ossa's northernmost mountain, the Argentspire. Its base of operations is an abandoned observatory of one of Taen's past inhabitants. While initially stationed to study the Argentspire event, much about Site Mnemos remains classified, and access to it is strictly regulated by representatives of Cair Loeren. Of late, several researchers from Site Coeus have been reassigned to Site Mnemos.
    Defense Projects Development (DPD) – the branch of Khartes that works in collaboration with Zatrikion for the development of technologies for the Zatrikion and other the local military forces of each enclave. Project Arcmyth – A branch of the Khartes Department of Defense. Responsible for developing paranatural weapons for the Mythicals branch of the Enclaves' military. Responsible for taking the Hydra into captivity. KMedical – Khartes’ medical arm. Provides medical services in Taen’s major cities, trains the military medics, and develops drugs from Taen's plants.  
    MiL Dot Lunaris – a weapons facility owned by Aveline and Thurgood Singlance. Mortimer’s Apothecarty – a private, Lunaris-based pharmacy that also offers medical services.  
    Cottawood - a wildlight-engineered tree variant widely used for building construction. Cottawood structures are visually identical to brownstone and can be sculpted without branches or leaves. The Lunaris Twine Telecommunication System - A network of thick vines that allows one to post “lingering” telepathic messages across a wide area. To connect to the Twine network, one must attach a Twine transceiver vine to one’s wrist. Messages in the Twine are public, though private conversations are possible for those experienced enough in telepathy. Twine is usually used for public announcements such as business advertisements, job hiring requests, and such. Lucental glass - glass doped with a transparent, chemosynthetic fungi that filters out swamp miasma and absorbs solar energy. The glass is produced from the Wetlands’ lakebed silt and prominently used in Arcturon's architecture. Fosium glasslights - the primary form of illumination in Arcturon. Ionized fosium gas— extracted from the swamp miasma— is trapped in glass bulbs or tubes, creating bright fluorescent lights. Crystal radios - solar-powered FM radio receivers modified to be able to tune into the wide range of Taen’s ghost stations. Khartes backed the construction of Taen’s biggest radio broadcasting station in Arcturon, Skyburn 46.9. Arcturon Pneumatics System - Arcturon's elevators function through pneumatics, using compressed swamp miasma. A pneumatic message delivery system is in the works at the lower levels of the city. IDSign - a nanochip implant administered through a synthetic tattoo ink. IDSign allows Khartes to track and monitor the status of Khartes employees, and the implant also functions as a wildlight thoughtform transceiver for communication between those with the Sign.
  4. Superlike!
    Tyler reacted to Csl for a article, Laws of Wildlight   
    Laws of Wildlight
    Note: this is a living document and subject to change.
    Wildlight functions as both connection and fluid.
    As connection, wildlight is a force that binds both living and nonliving matter.
    It exists as an invisible web of bioarcana that permeates everything in Taen. Channeling wildlight involves manipulation of the strings of bioarcana, and can be used for biomancy and creation of organic technology. Wildlight connections also function as a medium for telepathic communication. More experienced wildlight users are capable of controlling lower creatures such as insects and rodents. As a fluid, wildlight can reside in living beings and flow between them.
    Each living being may be viewed as a container that can hold a certain amount of wildlight, with the source of the bioarcana being Taen’s Genius Loci itself. Some living beings have a greater wildlight capacity than others. One may hold more than their natural capacity for wildlight, but the bioarcana eventually diffuses back into the environment. One cannot create or destroy wildlight, but can only transfer it from one container to another.  
    Living beings must be “steeped” in Taen’s loci for a certain amount of time before inclusion in the wildlight web. Interaction and exposure to wildlight seems to shorten this time. Most of Taen’s residents only gained the ability to manipulate wildlight a year after they entered Taen. 
    Overuse of wildlight taxes the body, causing nosebleeds and migraines. Overexposure to wildlight has also been shown to cause mutations, with most prevalent examples being in Taen’s wildlife. While exceedingly rare, reports of children being born with horns or gills have begun to surface.
    In its passive state, wildlight “reweaves” biological systems, enhancing their functions and repairing damage. The most common active use of this is healing - transferring the bioarcana from one source and into an injured person to hasten healing.
    Notable instances
    A growing number of Taen citizens have learned how to use wildlight for healing with the help of first aid training sessions held by the Lunaris Health Center. Wildlight craftsmen are growing in number. These people tend to specialize in manipulating one type of life - cottawood sculptors, paletongue manufacturers, twine repairmen, etc. Actual organitech inventors are rare and tend to migrate to Arcturon, employed by Khartes. The Lunaris Twine Network is a network of organic tech vines that allow anyone, regardless of telepathic ability or wildlight affinity, to post and view telepathic messages in the Twine network. Arcturon's IDSign network uses a synethtic wildlight thoughtform as a medium of communication. The Hydra, the offspring of an otherworldly beast that attacked Lunaris, has a large reservoir of wildlight and a strong biomantic connection to Lunaris Governor Sebastian Heiliger. Pallas Paralios, king of Taen, is rumored to have been born out of wildlight.
  5. Superlike!
    Tyler reacted to Csl for a article, The Alliance of Sovereign Nations   
    The Alliance of Sovereign Nations
    The Alliance of Sovereign Nations (ASN) is an intergovernmental alliance composed of the leaders of several nations and political entities on the continent of Lagrimosa. The Alliance, as it is also referred to, aims to maintain peace and security among its member nations, provide humanitarian and military assistance to members of the Alliance in need, and promote the basic rights of sentients.
    The Order of the Force Majeure act as the arbiters whenever a dispute arises between two members entities. The Alliance is also slated to host biennal games between its member nations to exercise the skill, prowess, and intellect of its member nations.
    The Treaty of 597 The Knights of Force Majeure will act as the arbiters for the Alliance whenever a dispute arises between two member nations that requires mediation. 
    The Alliance will host the biennial (once every two years) ASN Games to test the skill, prowess, and intellect of the member nations and their people.
    Military + financial aid. If a member nation is attacked, other member nations need to send support. Military aid if member nation is active. Financial aid, to help economy or to hire mercenaries equal to the military of a member nation, if said member nation is inactive.
    Member nations are banned from fighting each other. If a member nation enters conflict with another member nation for any reason other than they attack you first, the attacking member nation will be expelled from ASN. There must be sufficient proof of conflict. Rumors of proxy fights don't count.
    All member nations must protect the basic rights of their citizens
    Enclaves of Eridianus Scarlet Empire Hyperion Empire Patia Order of the Force Majeure Order of the White Hand International Allies
    Emperor Koji of the Datsuzoku Dynasty
    Queen Gabriella DuGrace of Orisia
    Grand Kommadant Primera of Nehalen
    The Alliance was formed in November, 597 WTA, through the initiative of the Veluriyam Empire. As one of its first achievements, the Alliance helped mobilize manpower and resources to aid in Yh'mi. This resulted in the successful construction of Bloodwatch Base at the Furthest Point.
    September 597 WTA
    The Arrivals
    The Treaty of 597
    June 597 WTA
    Le roi est mort, vive la reine
  6. Superlike!
    Tyler reacted to supernal for a article, Lagrimosa Landing Page   
    Terran Calendar: The current year is 30 AO = 598 WTA. All new threads happen during the current year unless otherwise stated by the creator. 

    Setting elements cannot be ignored or manipulated
    City maps are guides and not authoritative sources
    ✪ = City | ✦ = Landmark | ✿ = Independent territory
    ✪ Casper (Primary sea port)
    ✪ Dougton
    ✪ Ignatz
    ✪ Blairville (Secondary sky port)
    ✪ Hell's Gate (Primary sky Port) | Langley Keep
    ✪ Martial Town
    ✪ Last Chance (Secondary sea port) ✦ Biazo Isle | Bi'le'ah | ✪ Aspyn
    ✦ Weland Gorge; Day River
    ✦ Scudder Forests
    ✦ Hills of Noddendody
    ✦ Blue Hills
    ✦ Moonwood ✦ Ponkapoag Lake | Gaian Academy; Haunted Glen
    ✦ Timber Creek
    ✦ Great Pine Barrens | No Man's Land; Witch's Cave; Herbie's Bed; Peaceful Woods
    ✦ Sidereal Lake | Zuhl Plateau
    ✦ Forgotten Wood
    ✦ Black Ridge
    ✦ Hidden Valley
    ✦ Dark Forest | The Cedars
    ✦ Forbidding Hills
    ✦ Shawnee Glacier
    ✦ The Wastelands | Badlands; High Desert; Dead Peaks
    ✦ Blaurg Mountain
    ✦ Coconino Marsh | Labyrinth Forest; Coconino Creek
    ✦ Hills of Lost Hearts ✦ Barnstable Coast
    ✦ Southern Sea
    ✿ Predator's Keep
    ✿ Amalia
    ✿ Yh'mi
    ✿ Eridianus | Taen | Ursa Madeum
    ✿ Absalom | Béhods
    ✿ Chesterfield | Aligoria
    ✿ Nesthome | Anima
    ✿ Everrun Announcements
    Newer information at the top; keep up with the latest in the Updates thread.
    Lightning Rail infrastructure between the major cities of the Terran Empire have been replaced with MagVac Train technology.
    Terrenus rename to Lagrimosa.
    During the events of Civil War - Phase 3, a number of those factions which established themselves in the Wilds have grown in size and successfully established sovereignty over their lands. Notable stewards of their respective regions are Chesterfield and Absalom
    Breaking news from the Symposium Against Doom - body snatchers and volatile loci
    Visible to the entire continent, the sun burns green for ten minutes. 
    During the events of the Civil War - Phase 2, a number of different factions have established themselves in the greater Wilds of Lagrimosa and are poised to become enclaves with sovereign leadership. This has added new territories to the map: Aligoria, Chesterfield, Everrun, COTH, Temple City, Nesthome, Anima.
    Due to the events of the Civil War - Phase 1, transportation across the nation of Lagrimosa has been crippled and magical availability has been concentrated in the Shawnee Wastelands. 
    Located in the north-east of planet Valucre, Lagrimosa is approximately twice the size of the North American continent and has a citizen population of approximately 300,000,000 (three-hundred million) as of 24 AO.
    A dense arcanosphere has resulted in sections of unpredictable climate and terrain. The fluctuating levels of magic also lead to random side effects on plant and animal life, and has been noted to render gunpowder unreliable in greater Lagrimosa (this is meant to prompt creative alternatives to basic firearms). 
    The tip of Ponkapoag Lake will be used as the central marker for description purposes. The area enveloping Ponkapoag Lake and Coconino Marsh is characterized by warm, dry summers which average 66°F with low precipitation and cool, wet winters which average 25°F and moderate precipitation. Evergreen and deciduous trees, fig, walnut and citrus trees, and bay rosemary herbs thrive in the area.
    North of the central marker the weather increases sharply in temperature and vegetation becomes sparse as grassland and forest biomes turn into desert, which average around 100°F with pronounced dry periods. The desert biome is expansive but is at its north-eastern section is abruptly interrupted by arctic tundra.
    South of the central marker, the climate features warm summers and cool winters with a narrow annual temperature range. There is no dry season in this section, precipitation ranging from moderate to heavy, and the forests are temperate, especially in the Great Pine Barrens. In Amalia, Ursa Madeum and Biazo Isle, year round temperatures are consistently a humid 75°F and are dominated by precipitation, especially during monsoon season.
    Flora and Fauna
    Lagrimosa has plant and animal life recognizable to most characters, such as: flowers, trees, dogs, horses, crabs, salmon, etc. and so on. In addition to this standard there are a number of animals and plants unique to Lagrimosa. You can read more in the Lagrimosa section of the Terran Creature Codex, the Terran Herbology Index and Herbalism 202.
    Note that users aren't limited to what's included in the present material and are free/encouraged to come up with plant and animal life as long as they adhere to the Mild Powers rules. Users can also make bestiary submissions if they want to formalize information about their creations and make them available for public use.
    Cities, Provinces, Territories
    The Terran Empire has a handful of megacities (with numbers in flux due to magical and political unrest) and numerous villages, towns, and enclaves around the nation. The major cities are population dense and, thanks to magi-tech introduced with Odin Haze's sweeping regime, vary wildly in setting and tone.
    Outside of the major cities Lagrimosa's wilderness is mystical, savage and untamed. It is not uncommon for the citizen or amateur adventurer striking out on their own between the cities to find death as to find fortune.
    Terrenus Quest Index
    Terrenus Artifact List
    A citizen living within one of the megacities is literate, adequately versed in magical theory to make use of Terran magi-tech, is aware of common metaphysical phenomena (ghosts, rituals, telepathy, charms, hexes, etc), and is often capable of using magic as a result of scholarly pursuit and understanding.
    A native from one of the towns or villages is less likely to be literate and have empirical insight into arcana and magical phenomena. Instead, their knowledge of ability to use magic is a result of hereditary traditions and cultural myths. Their understanding of magic is intuitive rather than logical, making them more susceptible to charlatans and superstitious fears. But, with generations of experience springing from tradition, the villages produce more young people capable of wielding powerful, ancient magic.
    A Terran from any part of the nation tends to be physically robust due to Gaian religious practices and Terran diet. They have a special love for music, having considered music the universal language before they discovered mathematics and magic, and as a consequence also enjoy indulging lavishly in food and dance. Terrans celebrate not just their history, but their art throughout their ages as well. 
    Terric is the primary language of the Terran Empire. It is spoken in all megacities and most towns, though becomes rare in isolated villages and islands, where a pidgin form of modified Terric of varying names (Terril, Terrin, Terrie, etc) is usually the norm. Terric's primary dialects sounds like Spanish (users should treat this as a plot device and are not expected to learn how to write Spanish). Other dialects sound close to Romance-influenced language, such as Italian and French, but will also deviate into Germanic-influenced languages. 
    The rarest language in Lagrimosa is Oldspeak, which is practiced by less than 1% of the population. The language requires line of sight and has no verbal components, instead communicating complete ideas between speaker and receiver. 
    The Terran federal government has published a white paper on the Terran laws of magic, an authoritative perspective on the laws, principles and terminology of magic as they apply in Lagrimosa. Also note that with events between the Wastelands and Shawnee loci during the Safeguard riots, magical availability in Lagrimosa has been reduced everywhere except the new boundaries of the Shawnee itself. 
    Gaianism: Quick Reference Guide
    Bible of Gaia
    The Gaian Church
    Gaianism is the Lagrimosa's largest religion, constituting approximately 70% (down from 79%) of the total population. Gaianists consider nature, the universe, reality, magic and mathematics to be mortally comprehensible expressions of an inconceivable deific form.
    Gaianism advocates peace but not blind pacifism, leaving violence as a final solution and a mechanism for self-defense. The notable exception of this rule are Unnatural (any offspring of dark necromancy, such as vampires, zombies, liches, and occasionally Outsiders). Gaians attack Unnaturals on principle unless the Unnatural has taken pains to prove themselves righteous.
    As a whole the food produced by Empire trends towards the utilitarian. Three primary staples are high-yield disease resistant wheat varieties, a sub-species of rice engineered to biosynthesize beta-carotene, and a hardy cabbage variant which can grow in nearly any biome. This has led to a staggeringly robust ability for Empire to produce food for its citizens, making political inequality and the dangers of transporting food through the savage Wilds the primary drivers behind widespread hunger.
    In its parts, Empire's cuisine can be extravagant to the point of pedantry. Dougton, for example, produces over 100 varieties of cheeses, Casper's array of seafood dishes are second to none (with a special emphasis on snapper, octopus and squid, lobster, and salmon), and Ashville's long-standing traditions for pâtissiers remains alive even when the city is defunct, moving its pastry-making locus to Aspyn.
    With the vineyard in full production in Biazo Isle, Empire is also becoming known for its wines.
    Co-authoring credit to Csl
    Thanks primarily to a largely isolationist government much of Terran fashion has been insular, known to and satisfying the needs mostly of the continent's inhabitants. This trend has changed in the last few years as Dali Fashions, based out of Ursa Madeum, builds international recognition for itself but that is the rare exception - much of Terran fashion is tribal.
    The innate dangers presented by the Wilds has guided Terran design to favor pragmatics over aesthetics. Though these vary by culture or region, garments are made for durability, mobility, and protection from the elements. Enhancing clothing and gear is a common practice as well, with both magical and technological methods; more arcane locations like Blairville specialize in enchantments, while Hell’s Gate integrates magitech in adventurer gear.
    At a national level, one of the early and most persistent waves of vogue design are what is known as "dungeon couture", whose designs and specifications align themselves with the long-standing tradition of adventure economics through the continent's history. Lagrimosa, then Terrenus, has innovated and mass-produced fireproof cloaks and hoodies, suits with hand stitched invisibility runes for slinky thieves, autoswords, and hosts an annual convention of mages and engineers known as StabCon to discuss new enchantments, meta-materials, or machining techniques.
    Technology and Development
    Technology in Lagrimosa is highly advanced, arguably some of the most advanced on the planet. Although this fact not immediately grasped by foreigners accustomed to development in the form of electrical and mechanical contrivances, the Terran Empire is the historical pioneer of magi-technology on Valucre, democratizing and automating a great deal of otherwise obscure and hidden knowledge. Terran tech is rooted in cores of abstract knowledge, interlacing philosophy, natural and conceptual science, and magical theory to pioneer the current paragon of magi-tech in Valucre. Lagrimosa has sentient golems where another country might have "robots", rock satellites powered by runes and divination lattices, and crystal-based tactile computing systems instead of console based computers one might find elsewhere.
    In this sense "technology" is something learned and understood rather than picked up and used. For this reason education, especially developmental and postgraduate education, is of vital importance to the government. The newest generations of children show an adept knowledge of magical theory, a strong grasp of complex mathematical concepts and explore unconventional modes of thought. Like with telecom availability (see below), technology and magi-tech is the most advanced in the cities and attenuates as one goes into towns and then villages.
    Author's note: My fellow board leader captured it best when he said "Lagrimosa uses magic to achieve modern results". This can be used as a handy rule of thumb.
    General Information
    Following the introduction and proliferation of magi-tech in Lagrimosa, economic concerns shifted to prioritize three new markets: Energy, Information and Transportation. With the explosion of communication methods, primarily in the form of crystal storage devices and photonic relays, came the immediate concern over authentication (assurance of claimed identity), integrity (assurance data has not been altered), and confidentiality (assurance that none but specified parties can read a piece of data). 
    To those ends, Empire also pioneered the fields of encryption and hash algorithms, non-repudiation practices with digital signatures, and now with the advent of the Crook, the Public Encryption Cipher System (PECS) to allow civilians and citizens the same capabilities. Military technology and ciphers are known to be highly advanced, though private and public technology is catching up as corporations invest in the Information market. 
    Terran military-grade communication systems use quantum entangled encryption to prevent interception. Systems create entangled photons, beaming one half of each pair to the receiving system, and made secure because the "observer effect" will change the quantum state of the key pair. This would make any interception obvious and also would modify the key, making it useless. 
    A notable outlier demographic to the conventional communication methods in Lagrimosa are those that are fluent in Oldspeak (.7% of the population), who are limited by line-of-sight but require no material channels for relay.
    OOC discussion about some of this technology
    Telecom Availability
    As with other gifts of the Empire, the most sophisticated technology and methods tend to exist in the megacities and attenuates as one radiates outwards towards the smaller, more numerous towns and villages. One notable exception are the twinned crystal relays created and distributed by the government to any signification population center. These allow for easy, long-distance audio communication between any parties with properly tuned crystal fragments and without the need for complicated training. These simple but effective radios have drastically reduced missing persons reports and increased cultural exchange. 
    Villages: Tribes and villages use magical means to communicate where possible. Examples of this include telepathy, oneiromancy (dream-walking), divinatory practices with water, smoke and mirrors, and shamanistic practices like reading tea leaves and animal guts or bones. Where these means are not available, visual communications rely heavily on beacons, smoke signals, and flags and audio communications rely on coded drumbeats and whistles. 
    Towns: Towns use copper and nth wires run over natural ley-lines, piggy-backing on their natural radiation to power the communications. With this method towns are able to communicate with equivalents to telegraphs and telephones. With the advent of Tia's faux-ton relay system, towns are now able to communicate with line-of-sight-limited laser communications at millisecond speeds. 
    Cities: Communication systems in the megacities make full use of magical theory and the technological capabilities of the nation. Three-dimensional holographic arrays (holo-arrays for short) are used primarily for relay on politics, economics, weather, and criminal activity. These relay systems make use of the military satellites and are capable of radiation communication (radio and microwave).
    The World Fair introduced three new pieces of technology which greatly influence communications in Lagrimosa. The first is the LIES (Luminal Illusion Entertainment System), an immersive storytelling platform which is having a notable growth effect on the Entertainment sector. The second is the 'logical' Crook technology, which allows for lossless connection between legacy crystal computing systems. This allows for the creation of ad-hoc, large-scale networks and what is being termed 'nebulous' storage. In tandem with The Storage Movement's efforts to digitize all written information, the Crook is widening information availability and increasing literacy. The third is the Faux-Ton, a materials transportation system invented by the Tia government which allows for the movement of objects at speeds many multiple that of the Lightning Rails, but limited by line-of-sight. 
    Transportation varies between cities depending on their magi-tech saturation and biomimicry level. Below are standards found across the nation.
    Animal Propulsion
    Often used for inter-city travel. Often ridden alone or attached to a cabby. The maintenance and upkeep of a living transport makes this a largely inefficient form of inner city travel, but because a large percentage of a given city's population are short-term travelers from abroad (international foreigners, inter-city adventurers, non-natives that live elsewhere on the nation, etc), animal propulsion is still fairly common. A lot of infrastructure continues to supports this form of travel. Horses (ground), Imperial Drae (aerial) and Rider Dragons (aerial) are common mounts.
    Mechanical Propulsion
    Often used for inner city travel. Automatic wagons with steam-engines produced in Tia and gyroscopically rotating spheres with a stable core produced by Gaian engineers in Hell's Gate are the two most common examples. In densely packed city infrastructure, powered zip-lines are occasionally employed between buildings. Sea-ships and air-ships are common for travel around and between nations. Submarines, which Empire invented and introduced into the world as a counter to the Siren menace, are predominantly used to the military but are becoming more popular among wealthier merchants.
    Magical Propulsion
    Inter-city travel used to be served primarily via Rail and Gate, until consequences of the civil war combined with supernatural phenomena to cause catastrophic damage to both and bring them offline for several years. Tia's Faux-ton system is growing in popularity but has limited application until more pylons are built, able to serve only Tia and Biazo Isle at the moment. 
    Lightning Rails - used to be magnetically propelled trains capable of traveling several hundred miles an hour. Currently offline. Tracks are used by slower, simpler, privately owned carts and trolleys for now.
    New - Rail services between Casper, Hell's Gate and Ignatz has been restored.
    New - Lightning Rail infrastructure between the major cities of the Terran Empire have been replaced with MagVac Train technology.
    Warp Gates - used to be stabilized portals and the only reliable method of teleportation in Lagrimosa. Currently offline. 
    Faux-ton System - Tia patented technology that converts matter to energy to achieve subliminal travel speeds. Currently online but limited in presence. 
    Government and Politics
    Odin Haze is recognized as the Saint of Gaianism and King of the Terran Empire. Odin's rule is one of enlightened absolute monarchy, and his administration embraces logic and expertise as the driving force for fiats and policy.
    The arts, sciences, education and social welfare all flourish under Odin's regime, a near polar opposite to the dark ages of King Levas and Zengi.
    Though Odin Haze rules Lagrimosa as a whole, the megacities under him are ruled over by individual regents that interpret federal law and administer local policy. Some are federally appointed, some are democratically elected, some are rulers by heritage; political states are a very fluid dynamic in the megacities. Each megacity also has a PeaceKeeper, a high-ranking military official to add balance and division of labor. There are also present in the massive Terran continent enclave baronies and kingdoms, which are independent governments. Examples include Taen, Predator's Keep, and Amalia. 
    The Gaian Academy is a national research university located on Deepview Island, an inland island and part of the Ponkapoag Lake Archipelago. It is the premier education center in the nation, some say even globally, and has also begun to establish itself as a competitive research facility.
    Author's note: I don't have a full legal system written out and likely never will because the complexity of that endeavor doesn't interest me. In terms of what's legal reference real bodies of law for basics, so imagine that things like theft, assault, perjury, slavery, murder and so on are illegal. Each city has a local police force to operate within its limits and the military employs federal investigators who are able to enforce law anywhere in the nation.

    The Safeguard Act - Prohibits the use of unlicensed magic in specific cities.
    In each city there's a congress, which is made up of majority and minority leaders from each city. The majority leader is the elected official of a city (usually but not always), and the minority leader is usually the one who lost the elections but still represents a significant portion of the electorate. The king decides on issues which affect everyone. If regents are in conflict about any change, the king is the final word and can supersede any motion. The king also appoints chief of staff for various departments, such as the head of the military, the bureau of science, internal investigations, as well as determines who makes up the supreme court out of nominees put forward by the congress. 
    In criminal investigations Empire's law enforcement makes use of various forms of divination, in particular retrocognition and psychometry, as well as Gaian candles of truth and clergy to compel honesty. Each megacity has at least one maximum security prison to house the most dangerous local criminals, such as terrorists, political prisoners, the excessively violent or those with gang affiliations.
    With Empire penology skewing towards rehabilitation rather than deterrence or retribution and treating most criminal offenses as mental health issues, the megacities also have a larger distribution of minimum security prisons for non-violent offenders. Minimum security prisons populate the city at the ratio of 1:15 compared to libraries, hospitals, and schools.
    Lagrimosa also has one super-max prison in the Dead Peaks, aptly titled the Dead Peaks Prison. The Dead Peaks Prison is the most secure level of custody in the nation, purpose-built towards providing long term, segregated housing for inmates classified as posing a threat to national health (a classification that designates one a danger to people or life rather than to information or infrastructure) or international security risks. Recently the Dead Peaks Prison has gone offline with the loci event that saw the Shawnee Glacier covering most of the Wasteland.
    Empire exercises capital punishment nationwide for criminals that pose an unmanageable threat or show no potential for reform.
    Terran Military (Overview and Information)
    Terran Military is made up of ~2% of the population (approximately 6 million).
    Odin Haze, as King of the Terran Empire, is also its Commander-in-Chief, exercising total authority over the military. Edward Brown (5-star General and PeaceKeeper handler) is Odin's right hand man and adviser, the highest military authority other than the King himself. He is involved in the day-to-day responsibilities of maintaining the military, government, and nation.
    The complex that stores and relays information, innovates military technology and strategy, and is responsible for national security is known as Central. Despite its name Central has no central location. It has a manifold presence throughout the nation, and those few offices that are permanently stationed and open to the public are often underground.
    Note that this enigmatic and transient nature applies to the most secure aspects of Central and do not apply to the various local agencies found in the cities such as Immigration, Sanitation, Education, local Law enforcement, and so on. The path to citizenship in Empire requires a 2 year service in the military (or ranking to Sergeant) and bestows the ability to vote for officials and own and pass down land.
    Foreign Relations
    In regards to foreign policy Empire is an autarky and practices a modified form of isolationism, declining to enter into alliances and international agreements, and generally attempting to make their economy as self-reliant as possible. Where Empire deviates from traditional isolationism is in their support of free trade, travel, and certain, limited, trade agreements with other kingdoms and nations.
    You can read more about Empire's political relations in Terran Military - Allies and Enemies.
    A large part of Empire's internal economy is dungeon based (see: professional adventures), with adventurers taking on the high-risk work of crawling dungeons for the high reward of prized cultural artifacts and items of power; although this has led to some legal conflicts regarding ownership of artifacts, these disputes are generally handled in the courts after the adventurer has been paid for his or her legal reclamation efforts. Some towns and cities pivot around this, specializing in crafted weaponry, armor, and healing potions. Others are known to offer tours through cleared levels of dungeons and vaults for tourists.
    Because the task of increasing the nation's food security was the first and foremost priority of the Haze regime, understanding that one cannot create if one is starving, Empire focused its considerable resources on agronomy and crafted several techniques and tools for high-yield farming. This has greatly increased Empire's ability to self-sustain without foreign aid even when its economy falls.
    Empire exports a great deal of utility (i.e. non-combat) magi-tech and magical and scientific knowledge to other countries, and supplements its national income with submarine exploration of natural resources throughout the large tracts of Valucre which are underwater.
    Empire's economic and market systems revolve around precious metals. Crystals and other minerals are valuable as spell components but are not fungible.
    Copper, silver, gold, and platinum are the most common precious metals traded and used for purchase. Value is determined by weight and type, not by design or origin, allowing travelers and immigrants from other countries to more easily integrate.
    1 oz of Tin = .25 USD 1 oz of Copper = 2 USD 1 oz of Silver = 10 USD 1 oz of Gold = 50 USD 1 oz of Platinum = 100 USD 1 oz of Rhodium = 500 USD. Each metal currency comes in fractions as well, such as half-ounce and quarter-ounce coins. These prices are not an accurate reflection of real world costs.
    You can read more about special metals and materials in the Terran Materials List.
    Terran population demographics
    Teran religion demographics
    Condensed Terran Timeline
    Major Historical Periods
    These events are from most recent to oldest.
  7. Like
    Tyler reacted to Csl for a article, Taen Genius Loci   
    Genius Loci - During the reign of Levas, the 'genius locus' was defined as 'the protective spirit inhabiting a plane'. The post-Zengi age, during the Oligarchic reign, sees the genius loci understood as the basic foundation from which an area's magical rules spring, thus defining the basic means of arcane operation. Genius Loci can "onion", meaning one can exist within another and alter the rules inside of a localized area. This explains why ritual magic works better in Blairville, magitech is more functional in Hell's Gate, and neither are fully functional in the Dead Peaks. The influence is uniform from core to edge rather than attenuating at the periphery. It is not uncommon to come across references to the loci in ancient texts as "the gods of magic"
    Excerpt from the Terrenus Laws of Magic
    The Genius Loci of Taen seeks to expand and subsume as many locations as it is capable of. As a loci, its primary concept is biogenesis. The Taen Loci can "adopt" other loci, leaving them relatively unchanged but enclosing them within its influence. In subsuming loci, it prefers symbiosis and integration over overpowering and overwriting the child loci's original concepts.
    Taen renders anything that has the potential to cause irreversible, large-scale damage to any of its loci dysfunctional. This is commonly misinterpreted to be hostility against technology. It is simply hostile against ideas that violate the loci it has subsumed, as these may damage these loci.
    An example of this the Loci's effect on the growing tech movement in Ursa Madeum. As Ursa Madeum's loci lies within Taen's sphere of influence, Taen limits the spread of technology that is conceptually incompatible with Ursa Madeum's medieval setting. Modern technology fails to function within Ursa Madeum, leading to adjustments such as the Dali variant of the Faux-Ton system.
  8. Superlike!
    Tyler reacted to The Hummingbird for a article, Antigone Isles   
    Once known as Magickera, Antigone was once a utopia for those skilled in the use of magick. All types of mages, psions, and even healers lived in harmony with those whose only magic lay in the gift of technology.
    Even now, Antigone is renowned for its quick and steady advancement in technology, harnessing the powers of electricity, static, and light, turning these into sources of energy. Mages worked to combine these resources with magic, and soon the magitech of Antigone resembled not the fantastical and mystic scenes of mainland Genesaris, but a futuristic island of iron, steal, and adamantium. Still, it was a paradise, a dream of growth and power.
    No one expected the change that would turn Antigone into a horror.
    The leader of Antigone was a queen whose family had been killed by a mage gone mad, intoxicated with his own power. She distrusted all magickers (magic-users) and sought to bring them under a control that would never again see the murders she beheld. Her charisma and oral skills saw her in not only place of power, but a constant place in people's minds and hearts. She was trusted, and no one stood against her as she increased economy, jobs, and technological advancement.
    Over time the queen created a caste system for all magickers. At the first display of an affinity for magic of any kind, they were to be hooked to a machine created to judge the subjects degree of power. Lowest to highest, these four classes were dubbed Grey, Amber, Crimson, and Indigo. Those of Crimson and Indigo were made to wear collars that would restrict their powers, at the same time announcing to the entire nation that they were a danger to themselves, and most importantly, to others.
    This gave the effect the queen desired when one of Indigo power broke free of his collar and decimated a building filled with people of no magic.
    The incident inspired fear and distrust of magickers among the regular folk. Soon it was demanded of the queen that all magickers were to be collared, a request to which she gladly complied. These collars, magi-locks, were produced in frighteningly large numbers, and with their growth grew the segregation and prejudice against magick users. Some magickers fought back, but this only increased the steadily rising hatred toward magickers. The hate grew and grew, and has never ceased since.
    Today Antigone Isles is a nightmare world for anyone associated with magick, to the degree that anyone born or caught inside of Antigone is never allowed to leave. A great wall of mixed metals and steels surrounds the entire island, the only entrance a back gate used for the extremely limited trade with the mainland and a sewer system that runs throughout the city, providing running water and a place to flush out waste products. The interior of the city is of great buildings, fortresses, skyscrapers and hospitals, with every street patrolled by security whose job is to make sure all magickers wear their collars. Those caught without it are arrested and taken to what is known as the Laboratory Arcanist, a massive prison at the head of the city where they are imprisoned and never seen again. Although nothing is conclusive, it is said that captured magickers are experimented on like animals until death.
    It is also said that some magickers have gone into hiding in the woods hiding on the outskirts of Antigone, preparing a revolt.
    Technology on Antigone includes systems rarely seen on Genesaris. This includes sensors, security systems with laser, steel electronic doors with identification requests (fingerprints, eye scans, even blood scans). Motorbikes, known as spellcycles, are a common sight for local police. The most common technology exists around magi-locks, the collars worn by magickers. Some magi-locks are not worn but are increased in size and set up around popular local areas to ensure no potentially harmful magic of any type can be used. It is however important to note that almost all technology is made possible with magic, essentially making almost all technology magitech. The only magickers allowed to use their magic on a somewhat daily basis are specially privileged inventors and scientists to create these magitech systems.
  9. Superlike!
    Tyler reacted to supernal for a article, Standardized Artifact Rules   
    Consistent in Lacrimosa, Genesaris, and Renovatio
    General system
    PM board leader to confirm artifact availability Put "artifact" somewhere in the title to make for easy visual tracking Threads (or players) that go 30 days or more without a post are subject to have their artifacts listed as available Threads must be completed within 1 year of their start date  Threads must use the narrative damage system, or express some equivalent difficulty, at least once Artifact threads are open to meaningful interruption Respect the fact that these threads often require structure and planning Respect that the item is high value and someone may show up to oppose you. Antagonist beware however, because if you interrupt the thread your contribution to the thread should be significant - either making up a large contribution to the thread or taking place in a separate thread prior to joining the existing thread NDS, MOBS or any other system of board leader choosing will be used to determine end result if another system is not agreed on by players 3 artifact limit per player (across all boards, not per board) 1 per character that can be earned by regular quest mechanic. Additional can be earned up to max through non-quest roleplay (a deal or trade with another player character, combat for one, etc). The intent behind this is to generate more player interaction with other players Hunting artifacts one after another is allowed; hunting two or more at the same time isn't When complete, go through canonization process and PM board leader Omit Opportunities and Consequence Classification system
    Item weighting: Readymade items (pulled out of a magic hat) > Canon backed items (roleplayed out and submitted to canon) > Artifacts (significantly powerful items as approved by a board leader in their list)
    For artifact vs artifact, thread content will determine the class of the artifact relative to other artifacts
    Class B (Medium - minimum for an artifact): 1 or more players; 2+pages 2+ people to Challenge Class A (Hard): 1 or more players; 3+ pages 3+ people to Challenge Class S (Crazy): 2 or more players; 5+ pages 4+ people to Challenge Challenge system
    Owner must not have a relevant IC post in the last 60 days. Use it or lose it.  If you've been added in error, contest with a link to the relevant post. Relevant posts must be made before included challenge date  If you believe an artifact isn't available that should be send board leader a PM Challenger must complete a "seeking" thread that is 1/2 (or more) of the claim thread in order to challenge for ownership This thread should be used to justify how challenger heard about or discovered current artifact / location Once seeking thread is complete, send PM to current owner and board leader to arrange organic conflict thread  Owner has 2 weeks to reply and make arrangements. Failure to reply forfeits the artifact which the challenge can claim by completing the basic artifact post requirements if not already met If a challenge thread goes inactive for 30 days, and the player challenged has made at least 1 RP post in that time, the challenge expires and the timer is reset NDS, MOBS or any other system of my choosing will be used to determine end result if not agreed on by players
  10. Like
    Tyler got a reaction from Phoebe for a article, Gunpowder Unreliability   
    This RNG system is for the sake of consistency and immersion, but is not strictly requried for roleplay Lagrimosa. Just note that any successes are the result of your authorial fiat and not an accurate representation of the instability.
    Due to the often chaotic nature of magic in Terrenus, gunpowder is largely unreliable throughout the continent. Because it is prone to frequent failures, as well as rare, disproportionately large explosions that can damage weapons or harm the user, most armed citizens avoid it its use. However, poor, ignorant or desperate groups and individuals still employ the chemical propellant, braving the risks for lack of a better alternative.
    The following chart is designed to allow users to roll play using gunpowder-based weapons and items, while still being friendly with Terrenus lore. This does carry some risk to the character using the item, as a misfire can result in a lost fight, and an unexpected explosion can maim or kill the individual.
    The roll system requires the use of a D100. One can be found in the Valucre Die Roll thread. The following are the results for various rolls:
    5, 15, 25, 35, 45, 55, 65, 75, 85, 95 = Results in a partial misfire. This will result in rockets fizzling out prematurely, while bullets or cannon balls will lose range and power. This will often result in the projectile bouncing off an intended target rather than penetrating. 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 = Results in a complete misfire. The projectile or rocket will not be propelled in any way, as the powder burns itself off without any effect. This can result in jammed firearms that will be dangerous to fire again unless the barrel is cleared. 13 = Results in an explosion powerful enough to damage the weapon. This will at least result in the weapon being unusable without repairs. Likewise, the user may suffer minor injuries. 66 = Results in an explosion powerful enough to destroy the weapon. The weapon will be totaled and completely irreparable, while the blast will likely cause damage to nearby objects or structures. Furthermore, this explosion will maim or kill the user, and may also injure or kill anyone nearby. All Other Numbers = Successful firing. Subsequently, the percentages are as follows: 78% chance of successful firing. 10% chance of partial misfire. 10% chance of total misfire. 1% chance of a minor explosion. 1% chance of a major explosion.
  11. Think
    Tyler reacted to supernal for a article, Faux-ton Transportation System   
    Created by: amenities
    Developed by: supernal
    General Information
    The faux-ton (hereafter FT) is a piece of transportation technology created by Tia and debuted in the Terrenus World Fair on 26AO. The faux-ton is a converter which transmutes matter into coherent electromagnetic waves on one end, and which is converted into matter at the other end by use of a suitable formula. Depending on the formula used there are risks involved which could leave one with anything as minor as a cold to a severe condition such as transposed limbs.
    Empire use of this technology is based Tia's FT principles but the hardware is first-party and the formula used is military-grade and encrypted for confidentiality.
    The purpose of the FT was to provide a less expensive and more flexible option to the lightning rails, which are limited by their tracks whereas the FT can be quickly deployed by use of unconnected posts, and the warp gates, which require a tremendous amount of energy to provide instant travel where the FT can use a fraction of the energy cost to provide fast travel.
    The FT is limited by line of sight but can achieve speeds upwards of 27 MPS (or 100,000 MPH).
    In light of the lightning rails and warp gates both going offline due to the seismic shifts in the Wastelands and Shawnee genius loci, the FT has become a competitive standard for industrial fast transportation. 
    Redundancy – Although only one pylon at either end is the minimum requirement to establish a connection, Faux-Ton hubs are usually built with a four-pylon configuration. The first three provide a larger virtual pipe, meaning more materials can be transported at once, and also redundancy, so that the loss of a pylon does not result in a truncated connection. Should one of the three pylons fail the fourth "swaps in", and an alert is sent to technicians to address the faulty pylon.
    Validation – Once line-of-sight is established, FT send a 'keep-alive' pulse between the two ends periodically. This lets technicians monitor for clear passage and will send an alert if the keep-alive pulse is obstructed for more than a set amount of time, usually measured in milliseconds
    Confirmation – In the event of emergency a technician can send a 'confirmation pulse' down the line-of-sight, which is a high powered laser that drills a hole millimeters wide to allow for the quick passage of a transportation beam. This is done as a last resort and obstructions will usually be investigated prior to sending out a confirmation pulse.
    Dali Variant
    Due to the influence exerted by the loci native to Ursa Madeum, House Dali has taken the FT model and engineered a version of it compatible with their unique techno-magical ecosystem. Below are the fundamental changes to the underlying architecture:
    The object-body is still broken down into discrete units but in this case it is sent 'over the ether' rather than converted into photons The method by which the object is scattered is via an applied chaos field derived from modified ercaniron A Teletype brain is used as the central processing unit. The primary node is housed in Dali estate and a secondary node is housed in Andelusia. This is what manages the individual units and accurately recombines them on the other side Additional brains can be added to the network (Class A quests) which can increase redundancy or capacity, but not both, although functions can be switched to support one feature over the other depending on need Locations
    Public hubs Tia, Terrenus Aspyn, Biazo, Terrenus MOGAH museum, Qrill, Misral, Ursa Madeum Andelusia, Corinth, Ursa Madeum (CSL approved) Private hubs Floracle, Casper, Terrenus Dali vineyard (near Aspyn), Biazo, Terrenus Dali estate, Corinth, Ursa Madeum
  12. Like
    Tyler reacted to Pasion Pasiva for a article, The Orisian Vampyre (Homo Nocturnus)   
    Homo Nocturnus, the Orisian Vampyre
    The Orisian Vampyre, previously known as the Atitlan Vampyre (taxonomically homo nocturnus), is a subspecies of the traditional vampire often found in the folklore of the world. But while there are a number of similarities between the vampires of legend and their Orisian counterparts, there are also a substantial number of differences separating the two.
    Like most creatures of the vampiric domain, they subsist by feeding on the life force (generally in the form of blood) of the living. This is not limited exclusively to humans, however, though human blood is their preferred sustenance. Over the ages, vampyres have demonstrated that they can survive off the blood of animals and mythological creatures (demons, devils, nymphs, fairies, gods, angels, etc.), as well. Some are said to even be able to survive off the blood of other vampyres, a strictly forbidden practice as it is said to cause a severe mental deficit in those who consume vast quantities of vampyric blood. These creatures are called Crusnik.
    In addition to their feeding of blood, vampyres possess longevity far greater than that of even the most fortunate human, often times spanning thousands of years. The eldest vampyre in recorded history is over 80,000 years old, but is hardly recognizable. He or she appears as an oddly shaped slab of marble (most modern vampyres hardly believe it to be a living being, though it is said that a heartbeat can be heard once every ten years).
    This is because, as vampyres age and crest the higher echelons of existence, their skin begins to harden. Over time, the hardened portions of skin spread over their entire body, until they are encased in a marble tomb of their own flesh.
    Another trait unique to the vampyres is not the absence of a reflection, but the loss of it as they continue to age. The vampyre’s reflection first begins to mist, then blur, before it starts vanishing in sections. It is an extremely slow process, as Rafael M. Bartolome V’s reflection has only just begun to mist at the wholesome age of 1,300.
    Now, while this prolonged existence might give the illusion of immortality, vampyres do not live forever, as they are not undead (more on this below).
    Hand in hand with their age, vampyres likewise become more physically competent as the years pass. Already considered superhuman by modern standards, a vampyre’s strength, speed, endurance, durability, and accelerated healing factor significantly increased after their first century. This upward trend in raw ability continues throughout the ages, which has led to a staggering gap in terms of power between the species’ younger and elder generations, excluding the few rare exceptions.
    This correlation between age and power also translates to their more supernatural abilities, as well. Vampyres possess the ability to charm creatures of a  weaker constitution than themselves, a feat that becomes far more pressing the older they become. A vampyre’s hypnotic charm can manifest itself in two ways, the first being intentional. They can direct their influence into a subject at will and force them into submission, making their hypnotized victim believe or do what the vampyre wishes. The second is far more subtle and paired with vampyre’s striking good looks. As creatures of unnatural beauty and perfection, the vampyre is able to exert a subtle influence over sentient beings, encouraging them to believe what the vampyre says and agree with his or her suggestions.
    It is worth noting that as children of Tenebre, the Orisian vampyres possess a powerful affinity for the shadow realm and its various creatures, the Orisian shadow wolves (taxonomically lupus nocturnus) in particular. Though these savage creatures are almost impossible to tame, powerful and determined vampyres have been known to form unbreakable bonds with them, given enough time, as witnessed with the legendary alpha wolf, Lobo, and the vampyric elder, Rafael.
    Orisian Vampyres can also create other vampiric lifeforms through the sire process, though these creatures are undead. Vampyre blood contains significant healing properties when ingested by the living, the effectiveness determined by the quantity consumed. However, if a person consumes too much at once, or too much an extended period of time-- the human body can filter the blood completely over the course of several days --the infectious blood will hijack the body, killing it, and then reanimating the deceased into a vampire. Vampires “born” in this way are bound to their sire for all time, and incapable of disobeying an order given to them by their creator.
    Now, unlike their distant cousins or the sired vampires they create, the Orisian vampyre separates itself from the others in the fact that they are not undead. Created by the Dark Father, Tenebre, as opposed to some curse or dark magic, they are living, breathing creatures with the ability to procreate and pass down their genetic traits and secrets (e.g. the gold eyes of the royal DuGrace family, or the sapphire eyes of the Bartolome family). Still, this is not without its issues.
    The species has been known to suffer from devastating infertility issues, stemming from the lack of a royal pairing. This is not to be confused with hierarchal status, though those possessing the gene are elevated to rule over their fellow vampyres. A king and queen vampyre are two fully matured purebloods that possess a unique genetic trait that allows their bodies to create a specific, odorless pheromone that when paired triggers a chemical reaction in their bodies-- and the bodies of other purebloods that have been exposed to the pheromones --that drastically increases the sperm count in men, and the egg fertility in women.
    However, it is known that even without the royal pairing, vampyres have been able to procreate with other species, as well. Atitlan history has no shortage of accounts pertaining to dhamphirs (creatures that are half human, half vampyre), some of whom have gone on to hold important positions at the royal court. More recently, Irene Gabriela DuGrace, Black Queen of the Summer Isles, gave birth to a boy fathered by devil king of Patia.
    Being a living creature also comes with a myriad of other issues that are typically inconsequential to the undead. The Orisian Vampyre is at the risk of mortal injuries, including, but not limited to: poisoning, starvation, suffocating, drowning, decapitation, loss of blood, bludgeoning, and organ failure. They also possess a deathly allergy to the sun, though some have developed unique manners to which they can combat this.
    Religiously speaking, the Orisian Vampyres are not known to gravitate toward a single creed. While a great deal still hold loyalty toward their creator, the Dark Father, others have flocked instead to the Sitraic Faith led by their champion, Rafael M. Bartolome V. Others have chosen different paths, practicing well-known religions from the planet Earth, from which they all hail.
  13. Like
    Tyler got a reaction from Dolor Aeternum for a article, Gunpowder Unreliability   
    This RNG system is for the sake of consistency and immersion, but is not strictly requried for roleplay Lagrimosa. Just note that any successes are the result of your authorial fiat and not an accurate representation of the instability.
    Due to the often chaotic nature of magic in Terrenus, gunpowder is largely unreliable throughout the continent. Because it is prone to frequent failures, as well as rare, disproportionately large explosions that can damage weapons or harm the user, most armed citizens avoid it its use. However, poor, ignorant or desperate groups and individuals still employ the chemical propellant, braving the risks for lack of a better alternative.
    The following chart is designed to allow users to roll play using gunpowder-based weapons and items, while still being friendly with Terrenus lore. This does carry some risk to the character using the item, as a misfire can result in a lost fight, and an unexpected explosion can maim or kill the individual.
    The roll system requires the use of a D100. One can be found in the Valucre Die Roll thread. The following are the results for various rolls:
    5, 15, 25, 35, 45, 55, 65, 75, 85, 95 = Results in a partial misfire. This will result in rockets fizzling out prematurely, while bullets or cannon balls will lose range and power. This will often result in the projectile bouncing off an intended target rather than penetrating. 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 = Results in a complete misfire. The projectile or rocket will not be propelled in any way, as the powder burns itself off without any effect. This can result in jammed firearms that will be dangerous to fire again unless the barrel is cleared. 13 = Results in an explosion powerful enough to damage the weapon. This will at least result in the weapon being unusable without repairs. Likewise, the user may suffer minor injuries. 66 = Results in an explosion powerful enough to destroy the weapon. The weapon will be totaled and completely irreparable, while the blast will likely cause damage to nearby objects or structures. Furthermore, this explosion will maim or kill the user, and may also injure or kill anyone nearby. All Other Numbers = Successful firing. Subsequently, the percentages are as follows: 78% chance of successful firing. 10% chance of partial misfire. 10% chance of total misfire. 1% chance of a minor explosion. 1% chance of a major explosion.
  14. Like
    Tyler got a reaction from Praetorian for a article, Gunpowder Unreliability   
    This RNG system is for the sake of consistency and immersion, but is not strictly requried for roleplay Lagrimosa. Just note that any successes are the result of your authorial fiat and not an accurate representation of the instability.
    Due to the often chaotic nature of magic in Terrenus, gunpowder is largely unreliable throughout the continent. Because it is prone to frequent failures, as well as rare, disproportionately large explosions that can damage weapons or harm the user, most armed citizens avoid it its use. However, poor, ignorant or desperate groups and individuals still employ the chemical propellant, braving the risks for lack of a better alternative.
    The following chart is designed to allow users to roll play using gunpowder-based weapons and items, while still being friendly with Terrenus lore. This does carry some risk to the character using the item, as a misfire can result in a lost fight, and an unexpected explosion can maim or kill the individual.
    The roll system requires the use of a D100. One can be found in the Valucre Die Roll thread. The following are the results for various rolls:
    5, 15, 25, 35, 45, 55, 65, 75, 85, 95 = Results in a partial misfire. This will result in rockets fizzling out prematurely, while bullets or cannon balls will lose range and power. This will often result in the projectile bouncing off an intended target rather than penetrating. 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 = Results in a complete misfire. The projectile or rocket will not be propelled in any way, as the powder burns itself off without any effect. This can result in jammed firearms that will be dangerous to fire again unless the barrel is cleared. 13 = Results in an explosion powerful enough to damage the weapon. This will at least result in the weapon being unusable without repairs. Likewise, the user may suffer minor injuries. 66 = Results in an explosion powerful enough to destroy the weapon. The weapon will be totaled and completely irreparable, while the blast will likely cause damage to nearby objects or structures. Furthermore, this explosion will maim or kill the user, and may also injure or kill anyone nearby. All Other Numbers = Successful firing. Subsequently, the percentages are as follows: 78% chance of successful firing. 10% chance of partial misfire. 10% chance of total misfire. 1% chance of a minor explosion. 1% chance of a major explosion.
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