MyttyDW
Awoo?
- Joined
- Apr 18, 2020
Velisath - a world of three continents and three nations.
Belen - Nation of Warriors.
Markath - Nation of Magic.
Juril - Nation of Mechanica.
At times these nations have forged uneasy peace, usually after an incursion from the daemons of another world. However, it has been decades since the last incursion and again the leaders grow antsy - skirmishes and battles have begun, always the leadup to the three-way wars that plague Velisath.
Alongside these three nations resides The League of Free Captains: A coalition of airship captains that answer only to themselves. They may assist the forgotten peoples of a village, go out and hunt monsters, or simply explore and map the unknown world. While they answer to no nation, they may also work as mercenaries if the pay is good enough - however, they will never knowingly engage another league crew. As well they do harbor a special hatred of sky-pirates, both of whom insist the other has ruined the skies.
The player characters will be crew of a Free Captain, soon taking on a ship of their own. While the tech is not on par with 13, for example, it does exist - and most everything is available for PC powers (within reason). [My character will have the powers of Noctis from 15, however it is not a royal power in this setting)
Preferred Posting Rules:
Once per week minimum, possibility for more preferred
At least one paragraph, 3-5 sentences minimum in most cases
Combat Rules will be explained in the OOC
Belen - Nation of Warriors.
Markath - Nation of Magic.
Juril - Nation of Mechanica.
At times these nations have forged uneasy peace, usually after an incursion from the daemons of another world. However, it has been decades since the last incursion and again the leaders grow antsy - skirmishes and battles have begun, always the leadup to the three-way wars that plague Velisath.
Alongside these three nations resides The League of Free Captains: A coalition of airship captains that answer only to themselves. They may assist the forgotten peoples of a village, go out and hunt monsters, or simply explore and map the unknown world. While they answer to no nation, they may also work as mercenaries if the pay is good enough - however, they will never knowingly engage another league crew. As well they do harbor a special hatred of sky-pirates, both of whom insist the other has ruined the skies.
The player characters will be crew of a Free Captain, soon taking on a ship of their own. While the tech is not on par with 13, for example, it does exist - and most everything is available for PC powers (within reason). [My character will have the powers of Noctis from 15, however it is not a royal power in this setting)
Preferred Posting Rules:
Once per week minimum, possibility for more preferred
At least one paragraph, 3-5 sentences minimum in most cases
Combat Rules will be explained in the OOC
Nations
Belen
Steel Without, Fire Within
The northern continent is home to the nation of warriors. They place heavy emphasis on martial skill and loyalty to those around you. That is not to say they eschew magic as a whole, but indeed the majority use it to enhance and compliment their abilities with a weapon. In terms of their airships and war machines they tend towards the heavier side, both in terms of armor and armament. Their job is to get where they are going and destroy when they get there. They are led by a hereditary royal line which has been going strong for centuries (No duel has ended without their victory). The royal family is no exception to the rule of battle, however, and are trained for combat when they come of age as every other youth.
Markath
Knowledge is power, Information bests strength
The Eastern continent is home to the nation of magic. The premier magical academy calls the capitol its home, meaning that outside rare exceptions, the best mages are found there. They believe that knowledge is the supreme force that will propel the world forward, and place high regard on education as well as practical skill. The ratio of citizens with magical ability is greater than that of the other nations, though not all who are born with it choose to hone it. Most of their war machines are built to transport with speed and safety, as well as to enhance magic while on-scene. They are led by a council of the 5 greatest mages, each of which chooses and trains their successor until they eventually take their seat - at which point the cycle begins anew.
Juril
The heart of your creation reflects your own
The Western continent is home to the nation of Mechanica. The most advanced nation in terms of technology, they were the ones who developed the magitek engine - currently crafted differently by all nations for their airships and other machines. They created the first guns, a technology which has spread and grown around the world. But they have many more discoveries that they have kept to themselves - magitek golems and magitek weapons, for example. The downside to this is that citizens born with magical talent are extremely rare - and magitek that emulates a single spell is expensive to create. They are content to tinker and invent, though their discoveries often make them the target of covert attacks by the other nations. They are led by an elected individual, who is advised by a cabinet of civilian leaders.
The League of Free Captains
No rules, obligations, or authority - none except our own
The League of Free Captains calls no nation their home and answers to no authority except that of their captain. They rule no one except themselves, but still believe in the sovereignty of others. They ware almost as likely to just map new land and hunt monsters as they are to go out of their way to assist people with their plight. The governments like the League less than their people, but will generally tolerate them so long as they behave. It does help that the League Captains eliminate pirates with extreme prejudice.
Technology
While the exact level of technology varies between nations, not one has a distinct advantage over the other. Airships fly through a propulsion field generated by a common magitek engine (though the specifications and performance varies based on for what job it was created). Guns, as well, are a commonality. While Markath imbues bullets with magic, Juril enhances performance with Magitek, and Belen just hits harder, they are all at a level of personal weaponry known as "bolt-action".
However, personal guns are expensive to make and maintain (ship cannons a bit less so) so the majority of troops are instead outfitted with more standard weaponry, those proven to stand the test of time: Swords, axes, bows, etc. As well, some troops (more often from Juril) are able to wield magitek to cast spells, or even magitek-enhanced weaponry. Of course, both of these options are expensive.
Chocobos are, of course, the choice of mount and beast of burden both in times of peace, and of war.
Magic
Magic is an inborn talent - you are either born with it, or you are not. It seems that magic is also more common when one, or even both, parents have magic themselves. This talent can manifest on its own, but only when the human is in mortal danger. More often, a person will go to a master or academy in order to hone their talent into a focus, which allows them to cast one type of magic
Black: Elemental, Destruction
White: Healing, Assistance
Blue: Morphing Magic (a blue mage can absorb monster essence to learn minor transformations to augment and execute special attacks)
Red: Black and White, but neither as good
Armiger/silver: A rare magic type that allows one to bond to up to four weapons - summoning them from thin air and warping to them a short time after they are thrown. (Armiger magic cannot be learned by those without a silver talent)
Summoning/Gold: A rare magic type allowing the user to create bonds with eidolons and smaller monsters, summoning them into combat. (Summoning Magic cannot be learned by those without a gold talent)
Spells with multiple strengths follow the growth of [base] -> -ra -> -ga -> -ja -> -za
Belen
Steel Without, Fire Within
The northern continent is home to the nation of warriors. They place heavy emphasis on martial skill and loyalty to those around you. That is not to say they eschew magic as a whole, but indeed the majority use it to enhance and compliment their abilities with a weapon. In terms of their airships and war machines they tend towards the heavier side, both in terms of armor and armament. Their job is to get where they are going and destroy when they get there. They are led by a hereditary royal line which has been going strong for centuries (No duel has ended without their victory). The royal family is no exception to the rule of battle, however, and are trained for combat when they come of age as every other youth.
Markath
Knowledge is power, Information bests strength
The Eastern continent is home to the nation of magic. The premier magical academy calls the capitol its home, meaning that outside rare exceptions, the best mages are found there. They believe that knowledge is the supreme force that will propel the world forward, and place high regard on education as well as practical skill. The ratio of citizens with magical ability is greater than that of the other nations, though not all who are born with it choose to hone it. Most of their war machines are built to transport with speed and safety, as well as to enhance magic while on-scene. They are led by a council of the 5 greatest mages, each of which chooses and trains their successor until they eventually take their seat - at which point the cycle begins anew.
Juril
The heart of your creation reflects your own
The Western continent is home to the nation of Mechanica. The most advanced nation in terms of technology, they were the ones who developed the magitek engine - currently crafted differently by all nations for their airships and other machines. They created the first guns, a technology which has spread and grown around the world. But they have many more discoveries that they have kept to themselves - magitek golems and magitek weapons, for example. The downside to this is that citizens born with magical talent are extremely rare - and magitek that emulates a single spell is expensive to create. They are content to tinker and invent, though their discoveries often make them the target of covert attacks by the other nations. They are led by an elected individual, who is advised by a cabinet of civilian leaders.
The League of Free Captains
No rules, obligations, or authority - none except our own
The League of Free Captains calls no nation their home and answers to no authority except that of their captain. They rule no one except themselves, but still believe in the sovereignty of others. They ware almost as likely to just map new land and hunt monsters as they are to go out of their way to assist people with their plight. The governments like the League less than their people, but will generally tolerate them so long as they behave. It does help that the League Captains eliminate pirates with extreme prejudice.
Technology
While the exact level of technology varies between nations, not one has a distinct advantage over the other. Airships fly through a propulsion field generated by a common magitek engine (though the specifications and performance varies based on for what job it was created). Guns, as well, are a commonality. While Markath imbues bullets with magic, Juril enhances performance with Magitek, and Belen just hits harder, they are all at a level of personal weaponry known as "bolt-action".
However, personal guns are expensive to make and maintain (ship cannons a bit less so) so the majority of troops are instead outfitted with more standard weaponry, those proven to stand the test of time: Swords, axes, bows, etc. As well, some troops (more often from Juril) are able to wield magitek to cast spells, or even magitek-enhanced weaponry. Of course, both of these options are expensive.
Chocobos are, of course, the choice of mount and beast of burden both in times of peace, and of war.
Magic
Magic is an inborn talent - you are either born with it, or you are not. It seems that magic is also more common when one, or even both, parents have magic themselves. This talent can manifest on its own, but only when the human is in mortal danger. More often, a person will go to a master or academy in order to hone their talent into a focus, which allows them to cast one type of magic
Black: Elemental, Destruction
White: Healing, Assistance
Blue: Morphing Magic (a blue mage can absorb monster essence to learn minor transformations to augment and execute special attacks)
Red: Black and White, but neither as good
Armiger/silver: A rare magic type that allows one to bond to up to four weapons - summoning them from thin air and warping to them a short time after they are thrown. (Armiger magic cannot be learned by those without a silver talent)
Summoning/Gold: A rare magic type allowing the user to create bonds with eidolons and smaller monsters, summoning them into combat. (Summoning Magic cannot be learned by those without a gold talent)
Spells with multiple strengths follow the growth of [base] -> -ra -> -ga -> -ja -> -za