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Author Topic: Ramshackle Titans - Knights Reliquar Thread - M2 Deployment  (Read 9831 times)

Powder Miner

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Ramshackle Titans
Mech/Magic Side Thread
Core Thread

Preliminary Phase One - Tech Type

With the age and diversity of the galaxy comes a wide scatter of the bases of technology that its inhabitants use, and this is very very much true in both the Jumble and Sommet Sectors. There are empires (petty or not) and many less imperial states of high technology, energy and steel -- and there are many of magic, constructs firing spells at each other. There are many, too, of giant living beings with toxins and barbs and acids. And there are those who sit between two of these categories, fusing them in varying levels of harmony and disharmony.

What do you fit into?

Mech represents those things built through engineering and probably through science, "mundane" technology whether that be steampunk clockwork machinery, or some sort of high-tech high-energy intricate technology. You don't have to be hard sci-fi here, though you can if you'd like, but choosing your empire to be a Mech empire means that you're building mecha based on high tech and engineering and all of that good stuff. As long as you're avoiding magic (or psionics etc I guess) and biotech, pretty much anything you can think of that has to do with technology can fit here.

Magic represents the supernatural, innate abilities given codified and usually ritualized form. When I was thinking up the tech categories, I was definitely thinking golem-style constructs for this sort of thing, but I want to emphasize that I'm not trying to provide limitations -- if you can think up ways other than that to have equipment slinging spells and magical sorts of things in general, they're acceptable. I'll note something specific here: while you can't go full magi-tek here, that doesn't mean you're forbidden from treating things in even slightly technical ways. The modularity of the system means that you're concretely dealing with equipment and gear, after all -- this just changes what that gear is composed of. (Of course, if you want to go full flowery hippie magic stuff not treated as technical in the slightest, you absolutely can.) Things like psionics and superpowers, if you can find a way to fit them into this game's context, would also go here.

Organic represents biotech -- giant fighting animals, or some of the horrific creatures you might find in Resident Evil, or carefully mutated living technology like Star Wars' Expanded Universe's Yuuzhan Vong would be examples of things you could find here. Although you can absolutely make Organic Titans giant living beings, that doesn't have to be the case. It could be a collection of various living beings on a frame made in some organic way, or can even be something that isn't alive but functions through a sort of semi-biotech. Being purely Organic just means that you're not using a large degree of non-organic, mechanical technology, and that you're not using explicitly magical things in the construction and operation of your Titans. There's a lot of leeway here, like with the other tech types.

Mech/Magic is where combinations of Mech and Magic come in, obviously enough. This would be the place for hard magitek sorts of things, pretty obviously enough, but more goofy combinations of Gundam shit and psychic shit would be an option as well, as would the superpower-driven mad comic book supervillain creations where people with superpowers shoot fire out of it or fuckery like that. (Incorporating these into pilots would... well, it'd have to happen through normal trait acquisition).

Organic/Mech would most obviously be some sort of cyborg shit -- living beings with mechanical equipment and weaponry weaved throughout them, etcetera. But other combinations of things would work out as well, like doing Umbrella Corporation shit WITH a lot of weaponry, or modular organic things on a mechanical frame, etcetera etcetera. I admit that my own imagination is failing me a little here, but I figure some of you could have a lot of interesting ideas. AIs in giant flesh suits is another example that just came to mind.

Magic/Organic is a pretty weird category, and a lot of possibilities come to mind here. Maybe you have giant necromantic horrible zombie Titans, maybe you've summoned archons from a heaven dimension or some shit, or maybe it's giant god damned wizards or something. Maybe it's some druids making giant golems but also putting plants and animals throughout their structure. Stuff like that. Really, go wild, you'd just have to avoid going for more traditional sci-fi sorts of tech things.

My philosophy here is to create a very soft sci-fi sort of base (even if you're Mech!) that allows for extremely unique sides with extremely unique aesthetics to pop up and be developed over time -- that's an inspiration I took from GalactiRace, even more than I took the mount sizes idea from GalRace. For that reason, as long as you avoid crossing hard over into any category you haven't selected, I intend to levy very few restrictions on what you guys end up doing. I wanna see you use your creativity, but if you go for "hard" sci-fi sorts of things, I wouldn't be disappointed with that, either! I'm just looking forward to seeing what what you choose evolved into.

One important note: choosing a combination of two tech types is not inherently superior to choosing only one. Although this choice is mostly here for the aesthetic, there is an early-game tradeoff between choosing one tech type and choosing two. Choosing one tech type means that your starting experience is pretty limited to the tech type you chose, and it'll take a bit more work to break into using the other two tech types effectively, but that you'll only need the one Scrap type to do repair and Blueprints. Choosing two tech types gives you experience into breaking into two different fields but I will hold you to the combination. This means your starting Titan's parts will all be composed of both tech types, and repair for all but the lightest damage will be costing Scrap of both tech types. Starting Blueprints will also be harder (but not impossible) to do in purely one tech type if you choose two, with combining them being the easiest course of action.

Quote from: Tech Type Votebox
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (0)
Mech/Organic: (0)
Magic/Organic: (0)
« Last Edit: September 01, 2021, 01:32:32 pm by Powder Miner »
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Man of Paper

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Re: Ramshackle Titans - Side One Thread
« Reply #1 on: July 24, 2020, 06:00:03 pm »

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (1) MoP
Mech/Organic: (0)
Magic/Organic: (0)
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Twinwolf

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Re: Ramshackle Titans - Side One Thread
« Reply #2 on: July 24, 2020, 06:04:14 pm »

For magitech!
Quote from: Tech Type VoteMachine
Mech: (0)
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Mech/Magic: (2) MoP, Twinwolf
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TheFantasticMsFox

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Re: Ramshackle Titans - Side One Thread
« Reply #3 on: July 24, 2020, 06:10:19 pm »

For magitech!
Quote from: Tech Type VoteMachine
Mech: (0)
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Organic: (0)
Mech/Magic: (3) MoP, Twinwolf, TFF
Mech/Organic: (0)
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Re: Ramshackle Titans - Side One Thread
« Reply #4 on: July 24, 2020, 06:26:44 pm »

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (4) MoP, Twinwolf, TFF, Empiricist
Mech/Organic: (0)
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« Last Edit: July 24, 2020, 06:38:30 pm by Empiricist »
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Re: Ramshackle Titans - Side One Thread
« Reply #5 on: July 24, 2020, 10:18:09 pm »

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (5) MoP, Twinwolf, TFF, Empiricist, Madman
Mech/Organic: (0)
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Re: Ramshackle Titans - Side One Thread
« Reply #6 on: July 25, 2020, 08:04:06 am »

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (6) MoP, Twinwolf, TFF, Empiricist, Madman, TricMagic
Mech/Organic: (0)
Magic/Organic: (0)
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Re: Ramshackle Titans - Side One Thread
« Reply #7 on: July 25, 2020, 11:54:24 am »

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (7) MoP, Twinwolf, TFF, Empiricist, Madman, TricMagic, cronos5010
Mech/Organic: (0)
Magic/Organic: (0)

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Re: Ramshackle Titans - Side One Thread
« Reply #8 on: July 25, 2020, 11:55:49 am »

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (8) MoP, Twinwolf, TFF, Empiricist, Madman, TricMagic, cronos5010, Strider03
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Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

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Re: Ramshackle Titans - Side One Thread
« Reply #9 on: July 25, 2020, 11:56:28 am »

Mech/Magic sounds fine to me!

Quote from: Tech Type VoteMachine
Mech: (0)
Magic: (0)
Organic: (0)
Mech/Magic: (9) MoP, Twinwolf, TFF, Empiricist, Madman, TricMagic, cronos5010, Strider03 AzyWng
Mech/Organic: (0)
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Re: Ramshackle Titans - Side One Thread
« Reply #10 on: July 25, 2020, 04:24:28 pm »

damn guys i cant believe how contentious this is
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Powder Miner

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Re: Ramshackle Titans - Mech/Magic Side Thread
« Reply #11 on: July 26, 2020, 12:05:51 pm »

Preliminary Phase Two - Petty Empire

There's a well-known rivalry in much of the galaxy between specialists in the scientific method, those who use observation, experiment, and engineering to put together Titans of mechanical might, and practitioners of arcane arts, who use ritual and spell and meaning to create Titans of magical menace. The former often dismiss the latter as blind and superstitious, supposedly trapped within their usage of ceremonies and careful invocations into ignorance of the most basic precepts of their work, incapable of advancement. The latter often insult the former by calling them rigid and stubborn, hobbled by their insistence on sticking to rules of nature and slow methods of investigation, incapable of advancement.

Neither of these kinds of people ever really know how to treat peoples like yours.

You've found a path between Mech and Magic, one that makes full use of both to create something greater --and probably quite a bit crazier-- than the sum of its parts, whether that fusion is one of harmony or baffling disharmony. The laws of physics are both your friend, used judiciously when needed to create technological marvels, and your punching bag, flouted mercilessly whenever it's inexplicable magic that would help you get your way. Sure, this path may be an expensive one, with expensive, rare resources powering high-tech systems jammed right next to carefully arranged ritual components, but sometimes one just has to shoot a guy with a missile and then with a fireball to make damn certain, even if it means having to hold an operations manual in one hand and a spellbook in another.

The question is... just who are you? You may not be a grand sector-spanning empire (the Jumble sector has very rarely had those, and never for long), but you've found some modicum of success with your strange ways nonetheless. You are one of the Petty Empires of the Jumble Sector (or, whatever you call it), controlling a system or two, big enough to never quite be unseated by your rivals (at least, not yet), but never quite able to take a decisive edge either, stuck in the chaotic stalemate endemic to the place. You've got just enough resources to send Titans on an incredibly expensive Rapid-Paired Ship out to make inroads into another sector, but not enough to send your own out, instead having to rent space on one owned by a corporation.

Write and vote for a single description of the Petty Empire you come from.
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TricMagic

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Re: Ramshackle Titans - Mech/Magic Side Thread
« Reply #12 on: July 26, 2020, 12:33:08 pm »

The people of our world came from two origins, one of magic, and one of science. We have had constant wars, ages and styles clashing, until out of the ashes two empires came into the modern day. And, during the World Defense Assembly, the two empires agreed to work together to defend their home world, and expand to take rare resources from other worlds far off.

So did the Arms Research Initiative come to be, magic and technology field by insane ideas, explosions, the natural and supernatural world, and those who worked together to make things that for all intents and purposes shouldn't work together, but do so splendidly, if chaotically. Advancements into the fields of Magi-Tech and Spirit-Tech have changed the world, and helped meld these two empires into a single collective whole,the royal families merging, and elected officials to serve and advise, and those who are paid to do so. The world is a melting pot, and the results splendid gold. The gold is in fact true, since the combination did crack the whole lead to gold question.
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Man of Paper

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Re: Ramshackle Titans - Mech/Magic Side Thread
« Reply #13 on: July 26, 2020, 06:08:11 pm »

The Danvers Planeswalkers

The people of the Danvers System live on a planet subject to the light of both a blue and a red star. Those born when the two align with the planet are granted gifts beyond that of any other mortal. The Gifted have powers that correlate directly to the set of dominant stars in the sky during the darker hours of these Alignments. It wasn't long after the formation of their first societies and the invention of written language that the Gifted began to gather in groups, or "schools", of similarly-gifted individuals and truly study their powers.

While Gifted were able to start a fire with a snap, or bring rain with a sweep of the arm, nobody had been able to figure out why. Not until the medieval era of might and magic, anyway. The largest School (known simply as The Schools) in existence, which had accepted all comers, had provided the entirety of the planet with benefits ranging from permanently fertile fields to ever-clean rivers. It was a Golden Age thanks to the powers of the Gifted. They had no way of knowing that a massive concentration of Gifted in one place would cause disaster.

The Schools imploded as some sort of magical critical mass was reached, turning it and the entire city built around it into a crater, and vaporizing everything for hundreds of miles beyond that. Rifts had been torn open within the affected area, and "elementals", powerful creatures tied to the "planes" on the other side of the rifts, lashed out at the surrounding area. When these creatures of every shape, size, and configuration were defeated, it was only a matter of time before they crawled through a rift again. Eventually a party managed to make it into a rift.

The First Planeswalkers were a group of people who'd been travelling from another continent to attend The School. They had been attacked by a massive Fire Demon but fought it back and chased it as it retreated through a rift. They passed into the Plane of Fire and engaged the Fire Demon in combat, sword-to-claw, flesh-to-flame, spell-to-spell. The battle was long and tiring, but they had managed to defeat the Fire Demon in it's home plane. As some ancient rule all entities of these planes are bound by, it offered it's eternal servitude by binding itself to one of their possessions.

Obviously, The First Planeswalkers argued with one another until words turned to action and all but one were left standing. The First Planeswalker bound the Fire Demon to his sword and returned back to the "material plane", and Danvers society changed forever. While Gifted were the only ones who could pass into the Elemental Planes (everyone else would immediately succumb to whatever the plane had an affinity for), they could bring in items to bind Elementals to that anyone could use.

Entire industries developed around Planeswalkers and Elemental Binding, and while nations, schools, and eventually the industries themselves would occasionally fight for access to certain rifts, there was never a significant shift in the balance of control as the planet developed new interesting technologies, harnessing power in ways never-before thought possible. This was largely because new rifts opened all the time, and there was no way to guarantee control over all of a single element, so no monopoly could ever form.

This changed in the late Industrial Era when a rift formed to a completely new plane, known only as The Void. This singular Void Rift housed ancient nightmares the likes of which could drive you mad just by looking at it. While these Void Elementals were powerful beyond imagination, they thankfully never left their own plane. Experimentation on bound Void Elementals was slow-going as wars were repeatedly fought over control of the singular Void Rift. A pair of global conflicts ended with the creation of the first Void Core and it's associated Void Engine.

Void Cores are devices constructed out of rare metals and are the only device known to be able to store a Void Elemental without rapidly deteriorating and releasing the beast's wrath on everything between them and the Void Rift. Void Elementals proved perfectly subservient whilst in containment, and would act in accordance to the will of the person who bound it to the Void Core (which made selling and trading them complicated processes to ensure a previous owner would not violate or breach any "contracts" made in regard to any one Void Elemental). Eventually large constructions were created for specific tasks meant to be powered by Void Cores, up to and including military mechs. These machines were dubbed Void Engines.

The first Void Engines were used during the Second Worldwide War to great effect. Vehicles constructed to house a Void Core, manipulated by one among the infinite most powerful beings across the planes, all under the control of a single "pilot" and their will. Void Cores proved more than capable of utilizing other bound Elementals linked to their Void Engine, though they could channel their own energy directly if given equipment requiring power that isn't bound with something.

The end of the Second Worldwide War saw a single power unite the rest of the planet through both conquest and diplomacy, with ever-evolving Void Engines at the front. With the infinite expanse of the planes, and access to resources limited only by manpower available - manpower wholly united under one banner at this point - the people of Danvers saw an explosion of technological achievement centered around the use of Void Engines anywhere and everywhere they could be applied. Sure, the destruction of one meant the release of an agitated, no longer enslaved Void Elemental seeking to get back to it's Rift by any means necessary, but that's a price to pay for limitless energy and power.

Although not all people of Danvers were Planeswalkers, it was a defining trait when they first entered the galactic stage, and so they became widely known as The Planeswalkers.


----

tl;dr magic dudes born under star signs go to school and blow everything up and open portals to magic hells and now we force elementals into the shit we build to give them neat properties like fire dudes being flamethrowers or some shit and also theres void elementals that are gonna be the demons elementals we bind to everything cool

the idea here being that we could be a group of space wizard mechybois who just nonchalantly have eldritch horrors Void Elementals bound to them while also manipulating Demons Elementals from other planes.

Takes inspiration from Dungeons and Dragons, Doom, and uh probably a bunch of shit, nothing I do is original.
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Empiricist

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Re: Ramshackle Titans - Mech/Magic Side Thread
« Reply #14 on: July 26, 2020, 10:55:44 pm »

"Man errs, till he has ceased to strive."
― Johann Wolfgang von Goethe, Faust


<Faction Name>
((Aight it's 12:30 am so I'mma make this quick before I pass out.))

The age of kingdoms is drawing to a close. Human development has been mostly analogous that of Earth thus far, power accumulates in a certain way, shapes society in a certain way, the details may vary but there is little room for variance in the grand pattern here.

BAM!

Magical ship. A kingdom is annihilated in an instant. Turns out some bygone empire had a few derelict ships in orbit and one of them has just fallen out of orbit. Entire impact zone is fucked. Enchantments and spells run haywire. Place is just chock full of incredibly dangerous magical phenomona, some of which is flat out invisible to the naked eye. Nestled amidst the wreckage are some random still-functioning pieces of tech.

Many venture into the impact site. Few ever return. But some return with magical artifacts. Oh shit.

Time for a Medieval Roadside Picnic!

Except they just throw peasants in there with the promise of wealth and status if they come back with something useful. They start getting their Stalker game on and figuring out how to traverse the zones without it being completely trial by error. Still a lot of trial and error though. More phat loot. Experimentation ensues. A lot of it ethically questionable decisions are made.

More ships fall. More impact zones. We begin to see the first wars involving magic.

Some ethically dubious experimentation begins yielding results. Somewhere along the way they managed to make contact with elemental spirits. Unfortunately the spirits want blood and know how to strike a hard bargin.

One side dabbles with atrocities and warcrimes. Mass sacrifice in return for elemental services. Human experimentation. It pays off.

Genie's out of the bottle now. They've opened Pandora's box and it turns out it was filled with warcrimes.

Atrocities begin piling up. Why would they? It was actually giving them a competitive edge. Mercy is becoming a luxury.

Elementals sense blood in the water and raise their prices. The remaining powers cannot refuse. The Red Queen's Race in full swing now. Those atrocities once gave them an advantage, but now everyone is resorting to the same tactics, losing Elemental support would spell doom. Everyone else has adapted to the new playing field and had plenty of grudges against each other. These are no long wars of conquest. They are becoming wars of extermination as the sides begin regarding each other as beasts, savages, scum, subhuman. Monsters undeserving of life.

Probably colonial age by this point. Conflict begins winding down a bit, the Great Powers have made breathing room for themselves at the cost of those who were once their rivals and use the cost of a potential war to dissuade each other from getting too murder happy. Also atrocities against everyone they colonize but more than usual. Yay. Need to experiment more. Need to maintain elemental forces.

Slowly things get better. Less out of compassion because of some innate tendency to get more peaceful, more just human experimentation is giving diminishing returns and technology is advancing to the point where elements are less critical for military supremacy and really just out of the pragmatic realization that they can't afford to keep conceding to their demands. Plus there reaches a certain point where the elementals don't actually need that many human sacrifices and ask for different things that require fewer atrocities.

Also with the improving tech and the highly competitive arms races between the remaining powers combined with a history that basically incentivized recklessness and wild experimentation the consequences of mad science begin getting more costly. One of the great powers kneecaps itself with a magical catastrophe. It won't be the last.

Cold War really sets in. Sides begin looking into actual science rather than just magic as a way to get the upper hand. The Great Powers would have likely fragmented at this point. It's hard keeping something that big going under a centralized control scheme.

Oh hey, it's ya boi, Chernobyl! Except actually worse!

More cockups!

Previous cockups put pressure to make a breakthrough to offset the impacts of previous cockups. Turns out it just makes the cockups just fucking cascade.

It's over. It's finally fucking over.

Mercy. For the first time in a long time, mercy. Again, probably more pragmatic than anything else. A fallen superpower can still drag everyone down to hell if it thinks it's headed that way anyways. Still pragmatism got them into this mess, and pragmatism seems to be what's getting them out.

Tensions slowly ease. Some flare ups, but things, actually improve.

<Planet Name> is a broken world, a scarred world, forever marred by mad science and magical warfare. But like its people it is slowly recovering. Fairy forests are blooming amidst blighted swampland, lush fields of green are rising from scorch earth. They have built monuments to the fallen, the victims, the lost. They have built temples to gods that are not their own, a sanctuary for those once doomed to wander the stars in solitude. The monuments take back what is already lost, undo the demise of entire peoples. The gods cannot forgive them for their sins, they were after all never their gods.

The world is not at peace. But it is at last, peaceful. They have made countless mistakes, and they will make countless more (though hopefully more of the OH&S variety) but they will take those mistakes those hard fought lessons to heart and walk forward in the hopes of a better tomorrow, for such is the nature of man.

The Essence of Magnitude
The Essence of Magnitude is an exotic quasi-substance that only arises in the most extreme of environments where the very fabric of universe begins to unravel. It is what lies within the black heart of a singularity, and what the universe bleeds when its false vacuum begins to decay. It is Magnitude. It is Scale. It is Power. And it is volatile beyond measure.

The trouble with Essence is that it reacts to almost anything. It seeps into it and makes it greater, grander, overwhelming, overpowering, apply it to armor and it may enhance it rendering it virtually impregnable for a few scarce moments, but it is just as likely to enhance its flaws, rending it apart by turning even the slightest of cracks into the greatest of fissures. Of course, such an example assumes one could even apply it to the armor in the first place, an endeavor easier said than done given that it will react with even light itself, exhausting itself in a flash of radiance that is blinding in the most literal of ways.

While extremely difficult to harvest "naturally", Essence is actually fairly easy to bootstrap since the extreme phenomena it requires can be created relatively easily through the liberal application of more Essence. The trick is in ensuring those same phenomena do not obliterate the entire area.

The Art of Searing
The universe resembles to an extent, Plato's Cave. Objects exist as both their Forms and the Shadows they cast. Where it differs from Plato's cave however is that the "true" existence of an object is not simply Form, but rather the union of its Form and its Shadow. Humans can only observe the physical Form. They do not see the Shadow cast by light of Ember, the residual flames of Genesis. But what they can see is Ember. And can kindle it with the Essence of Magnitude.

When exposed to Essence, the flames surge with such fury, such intensity that its light will incinerate Forms and sear their Shadows into the universe itself. This is Searing, that which destroys the Form while preserving the Shadow, it is the First Art, the Primordial Art, the Art to which all others owe their existence.

These residual Shadows are called Spells and they are still very much capable of influencing the world around them. Were one to sear a raging conflagration, they could unleash it as an attack or apply that bind it to the Shadow of a sword to create a blade that consumes its victims with tongue of cutting steel that spread like wildfire. Under normal conditions Spells have fairly limited manifestations due to existing only as Shadows, but they can be empowered and made to manifest through the use of Ember, it is after all the brightest of lights that cast the darkest of shadows.

The problem with simple sears is that they have fairly limited control over their outputs. While one can choose what is seared, one cannot choose which aspects are preserved. This is where Occultation comes into play

Underpinning Occultation is the realization that like regular light, Emberlight has wavelengths and that each aspect of a given Form will only absorb specific wavelengths of Emberlight. What this means is that it is possible to selectively sear specific aspects of an object. To do so, an artificer would have to identify the wavelengths absorbed by each aspect of a target. They would then have to find a sufficiently thick screening object that absorbs the wavelengths absorbed by the undesirable aspects of the target but not the wavelengths absorbed by the desirable aspects. The screening object would then be placed in between the Emberlight source and the target object, acting as a kind of sacrificial protection against Searing for the undesirable aspects of the target.

Still, Searing is ultimately still limited by the innate properties of its targets; a spell seared from a railgun will be inherently superior to a spell seared from a musket. It is of little surprise then that <Faction Name> has begun investing increasingly large quantities of resources towards developing technology more securely anchored to the laws of physics.

Elemental Spirits and Vagrant Gods
Spirits are more or less living spells, Shadows without Form holding not only the aspects of their domain but also the aspects of life and intelligence. Their origins are as varied that of humanity, some arose from celestial phenomena, some were created, some birthed, others arising spontaneously as new lifeforms comprised of spells rather than matter.

Their role in the great game of empires is not unlike that of their more classical depictions, as a sort of auxiliary work force or power supply, as servants or as rampaging monstrosities. Centuries of history standing alongside humanity has rendered them increasingly effective as they gained greater and greater understanding of human culture and technology. Indeed, for some more magically inclined factions they can serve as experts capable of deciphering the inner workings of more scientific apparatus.

But those centuries have not taught them simply how to be better servants. No, it has taught them the benefits of unionization, it has taught them the virtues of treachery, and above all else, how to be ruthless negotiators. More than ever spirits serve more as as mercenaries and business partners than simply as servants and peons.

There is no hard distinction between Elemental and God. More often than not, a god is simply a spirit with the gall to call itself such and the power to back up those claims. However some gods hold their titles not out of some inflated ego but out of some purpose of duty, often as a result of being created by some civilization.

And for many, their civilization goes the way civilizations tend to go - toward oblivion. They become Vagrant Gods, gods of a dead people, forgotten divinity drifting through space without purpose. <Faction Name> may not have a religion, but it does a have pantheon, a collection of orphaned gods willing to serve once more, be it out of a sense of duty, a need to make up for past failures, or simply just to feel appreciated again. Tributes and worship are state enforced, though they are enforced more like another form of taxation than anything else.

The Veil And What Lies Beyond
If the Netherworld is the ocean and the material world the sky, then the Veil would be the surface of the water. Matter floats upon the Veil while souls sink. The buoyancy of matter far exceeds the weight of soul, hence why the souls of the living do not fall through the Veil. Souls are however able to exert a certain amount of impulse when submerged, enough to actually bob up and down through the Veil.

Of the Veil Arts, <Faction Name> is most skilled at Soul Binding. Contrary to its name Soul Binding is actually the Art of regulating the minds of ghosts rather than binding them. This is because while a sufficiently motivated (or confused) soul should have no trouble staying afloat, it would appear that physical neural activity plays a rather important role in maintaining a "normal" cognitive state and without it a ghost would almost certainly a highly altered state of consciousness, the most common kind being similar to those experienced by ketamine users during a "k-hole".

While there are many ways to perform a Soul Bind, <Faction Name> typically achieves theirs using complex spells aimed to emulating a human brain, or through the intervention of a Vagrant God.

Phantom Manipulation is another Veil Art employed by <Faction Name> though to a far lesser degree. A Phantom is an "empty" artificial soul that can be controlled with spells. By using large collections of Phantoms it becomes possible to "weigh" ordinary matter down enough to traverse the Netherworld, using the impulse exerted by the Phantoms as a form of propulsion.

They would soon realize the Netherworld was more treacherous than they initially believed, coming face to face with the Neverborn, vast gestalt entities comprised of innumerable phantoms, the largest having such mass they were capable of creating crushing waves and violent maelstroms in the normally calm Veil. As it turned out, such phenomena is perfectly capable of inflicting very real damage to the material world. It is believed that given their composition, the Neverborn are not a naturally occurring organism but rather the creation of some other civilization, though it is unknown whether this was necessarily intentional. The Neverborn target large collections of phantoms devouring them and assimilating them into their collective. This also explains why ghosts had not reported encountering them before as they would not have been recognized as prey and attracted their attention.



tl;dr
Basically as a whole, a civilization of recovering mad scientists who are trying their damnedest to put all their atrocities and warcrimes behind them and maybe kinda sorta actually tone down some of the more dangerous experimentation.

It's mostly the magic system I like anyways, so I'm happy to swap it out for some other civ description :P
« Last Edit: July 27, 2020, 10:22:45 am by Empiricist »
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Quote from: Caellath (on Discord)
<Caellath>: Emp is the hero we don't need, deserve or want
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