Magical Realm Cyoa/Naracel: Difference between revisions
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Latest revision as of 17:26, 21 June 2023
This is a journey into money... Loads of money.
"'Cause I could! / 'Cause it's fun! / Do we really need reasons / Like profits and demons / To do what we do?"
Build[edit | edit source]
Trapped! Nightmare! Area Increase 5 Portals Protection 2 Population Increase 6 Attitude Adjustment Culture & Customs Metahuman Population Technology Upgrade 2 Aesthetics Mercantile Industrial Technomagic Mystical Mechanical Affinity Gambling Affinity Warfare Affinity Cosmic Adjustment Landscape Adjustment Exceptional Materials Magical Phenomena Fauna & Flora 3 Malice Theme Intellectual Affinity Fate Lifestyle Upgrade 3 Influence 3 Immortality Spirit Walk Shape Shift 2 Tongues Memory Friendship 2 Harem Guidance 1 Energy Manipulation Dungeons 2 Spirits Magical Upgrade 4 Diplomatic Enchanting Elementalism 1 Extrahuman Population Conjuration Occult Affinity Afterlife Rich
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World Structure[edit | edit source]
The Realm of Naracel is a fractured one, made up of a large number of floating islands, roughly level with each other, floating many many miles above the floor below. Beneath these islands lays a layer of freezing mist, which nobody has ever entered and survived. Despite the plane being around five times the size of earth, the 'civilized' and most populated section of the world is a section that occupies roughly 1/10 of the world. This section, known as 'Narius' the only truly known, mapped part of the sky to the inhabitants, is made up of 4 major continents, Arelia to the east, Disnacht to the north, Entilles to the west, and Naxis to the south. Numerous smaller islands and remnants also populate the sky between these continents.
The world beyond is largely unmapped and unexplored, filled with massive floating jungles, deserts, ruins, glaciers, all imaginable landscapes and vistas. This area 'beyond' is colloquially known as 'the Cel'.
Nations & Peoples[edit | edit source]
The most distinctive feature of Naracel is the remarkable power balance in Narius. Narius currently features four major powers: Tinrell, Taron, Naxis, and The United Republics of Arelia. The true power, however, rests in the hands of the traders, merchants, adventurers, and mercenaries.
Naracel is, however, reaching the end of an era. The Freiport is calling in it's debts, effectively annexing many central Islands. Taron is pushed increasingly to reform, while Tinrell is a mere step or two away from tearing apart at the seams. In Naxis, the Machine-mind has lost it's control, and the Naxians are leaving in droves for the open sky, while enterprising nobles and freicaptains carve out petty fiefdoms in former Naxian land. The artisan of yesterday is giving way to the engineer, the farms give way to the factories, and the grand wooden warships of yesteryear cloak themselves in steel and fill themselves with ever-more powerful engines. In this new era, everything has been called into flux. The Freetraders organize into factions, the workers into unions, the merchant houses into trading companies. In this uncertain time, only one thing is certain: Riches will always be there for those with the strength to find it.
The Impirium of Taron[edit | edit source]
The Impirium of Taron, of the easternmost continent is filled with a robust, hardy people, hardy and disciplined, yet they retain an exploratory spirit and ambition burns brightly within them. A visitor from earth might catch himself remembering literature and stories of the old British Empire, or the Kingdom of Prussia. Tinrell holds within itself vast forests, expansive fields, and in the easternmost provinces, massive mountain ranges.
Tinrellian Empire[edit | edit source]
Residing on the westernmost continent, and the Tinrellian empire is characterized by the carefully constructed, elegant architecture one finds wherever a Tinrellian engineer has had his day. The Tinrellians are a people rooted in tradition, focusing on quality and substance above all. In their society, artists and poets are highly prized. Tinrell is, unfortunately, a dying nation. Its focus on individual ambition is demonstrated in both its military and government. The scheming nobles and barons frequently clash, and politicking and internal conflict has left it open to both foreign incursion and internal dangers, and the empire has been slowly crumbling for a century with little to no sign of improvement. This is shown to its greatest degree in the Lanskin Rebellion, where a vast chunk of the interior rebelled against the current monarch's attempted innovations and seceded to form an even more dogmatic and traditionalist kingdom. A visitor from earth might wandering through a Tinrellian city might find themselves comparing it to Babylon, or the Byzantine empire.
Naxian Technocracy[edit | edit source]
Naxis is a strange and enigmatic place, perhaps the most unfamiliar to the outsider. The lands it inhabits is largely desert and wasteland, and their population is a scant few. Their people and history however, are incredible. The Naxian ideal can be traced back to when the Tinrellian empire was at it's height, controlling more than half of the known world, including the southern continent, Naxis, which was in those days a land of vast rolling hills and plains. A genius scholar and inventor, who's name is now lost to the sands of time, did the impossible- he created a thinking machine. A massive construct the size of a hill, it was a delicate, intricate construction of brass and gold clockwork. Upon the announcement of this momentous even, he locked himself within his fortress with his machine. What was done in the years following may be only known to the Naxians themselves. Half a century later, however, the fruits of his labour were made available to all across naxis. Machine-Men, a little more machine than man, built from Serfs and clockwork soon became the de facto source of labor on Naxian farms. Yet another half-century later, something went wrong. The Tinrellian metropole suddenly ceased receiving reports from the inventor's fortress. In a sudden explosion of fury, the machine-men turned on their masters, slaughtering the inhabitants of Naxis. From the fortress of the machine-mind, strange and intricate brass constructs began to take flight. What follows next is burned into history books forever. Normal humans were driven from the continents, and through arcane methods the Naxian seers began sapping the life from the land to power their ships. To this day they remain a vehement enemy of Tinrell, and the two take any excuse to make war. The Naxian Machine-men and their ships are few and far between, but each are powerful and advanced, and will not hesitate to kill trespassers on sight. The Naxians today are isolationist, ruthless, yet inventive and efficient people, of which little is known. They worship the sun, a great heresy to the Tinrellians, who worship the far-stars. Though traders and ambassadors regularly ply the skies beyond Naxis, they stay tight-lipped about their homeland.
The United Republics of Arelia[edit | edit source]
The final great power is the United Republics of Arelia, a federalized alliance of republics, communes, and free-states sandwiched between the southern border of the Impirium of Taron and the Naxian Technocracy's holdings on Arelia. Bound together by necessity, the United Republics are a hotbed of innovation and individualism. Many of the greatest mercenary and merchant captains trace their lineage or success to the URA. It is difficult to characterize the URA due to the fact that it's a collection of different governments, cultures, languages, and peoples. They do as a whole, however, place a great emphasis on one's freedom to determine one's own fate, and eschew allowing one to be controlled by great powers beyond one's control.
There are also a great number of smaller, less directly powerful nations and islands dotting Narius.
The Open Sky[edit | edit source]
While one might initially think that power still lies in the hands of the monarchs, nobles, diktats, and myriad rulers of the isles, the true power lies in the Open Sky- that is, the hands of the traders, pirates, adventurers, and mercenaries. Until very recently, it was highly unusual for a nation to maintain a standing navy of any sort, and mercenaries would form the bulk of the conflicts of Narius. Unlike those from earth's own history, mercenary captains of Narius see conflicts as a matter of pride and honor,and break the misconception of them as beings devoted to the financial aspect. While captains who will abandon a host at the first sign of defeat do exist, they are the exception, and certainly not the rule
Similarly, nation-states of Narius are wholly dependent on the Free-traders for to maintain the continued flow of resources, people and money. Throughout history, since the very first sky-ship was constructed, sky-captains have enjoyed autonomy and freedom in their dealings thanks to the precedent established by the first true king, the Rose King. Upon the presentation of the sky-craft to the Rose King, he blessed the Carpenter, the Magus, the Pilot, and the Sailor, and told them to sail "In my name, and with my blessing, and only with your consent." Since this day, all sky-captains have entertained a degree of independence and freedom, even within modern standing navies.
Pirates, of course, are a natural consequence of this. Though not too common, pirates are a definite and persistent danger in the open sky. From the common bandit squadrons junk skiffs, accosting personal craft and lightly armed transports, to elegant privateer frigates, acting as noble and gentlemanly highwaymen, the ideal of all petty robin-hoods.
The Freiport[edit | edit source]
If the lifeblood of Naracel is trade, the Freiport is its heart. A massive man-made island at the dead-centre of the Narian Sector, The Freiport is the de facto centre for all traders, wholesalers, adventurers, and vagabonds of all sorts. Since the earliest days of international trade The Freiport has been a popular neutral ground for captains to rest, refuel, and resupply. Nowadays it is the very centre of power in Narius, if not the entire world. The Freiport is a massive wood and metal construct the size of a small city, 'orbited' by numerous smaller stations. Featuring expansive docking facilities, vast commercial trading floors, conference rooms, inns, whorehouses, and even a decently sized permanent population, the Freiport is constantly bustling with activity.
While many might think that such a place would have been brought low by ambitious kings and emperors long ago, such a thing is almost unthinkable to much of the inhabitants of Narius. From massive gun emplacements, to hulking steel bulkheads, to a small flotilla directly loyal to the 'Golden Prince' himself, it is evident that attacking the Freiport would be a highly risky maneuver for even the most powerful of admirals. What's more, due to its singular importance to the free population of The Open Sky, if anyone were to attack the Freiport they would not only be shunned and embargoed by a large part of the captains that ply the clouds, but many would likely answer to a mustering of the Prince's Merchant Marine.
The Golden Prince[edit | edit source]
The Realm Lord and undisputed master of the Freiport, the Golden Prince is an enigmatic and often distant figure to many inhabitants of Naricel. Those who have gained his favor, however, know him to be a affable, friendly man. While it is difficult to determine whether one could call him 'young', he maintains the appearance of a young adult, of the age a son of a merchant house might make his first solo journey. Of course, appearances are frequently deceiving. He is one of the few remaining true Magi, capable of manipulating energies in the ways the Rose King did so many centuries ago. Though nobody except his personal staff truly knows the worth of his holdings, it has been estimated that he is near as rich as the Emperor of Taron. As in his administration of the realm, his administration of the Freiport embraces the ideal of decentralization, the core tenet being that 'delegation is the better part of leadership'. Truly, his lieutenants and advisers manage much of the goings on within the Freiport and without, while the Prince himself selectively involves himself in what he sees as being a 'grand' or 'adventurous' venture. This should not be taken to mean that he is averse to managing operations himself, however, as in the 30 day war he commanded the entirety of the Merchant Marine from his seat aboard the Frei flagship, The Dreadnought, and anyone who has had direct financial dealings with him can tell you how cunning and ruthless he can be when he wishes to.
Naracel Today[edit | edit source]
Naracel is, however, reaching the end of an era. The Freiport is calling in its debts, seizing the central Islands. Taron is pushed increasingly to reform, while Tinrell is a mere step or two away from tearing apart at the seams. In Naxis, the Machine-mind has lost its control, and the Naxians are leaving in droves for the open sky, while enterprising nobles and freicaptains carve out petty fiefdoms in former Naxian land. The artisan of yesterday is giving way to the engineer, the farms give way to the factories, and the grand wooden warships of yesteryear cloak themselves in steel and fill themselves with ever-more powerful engines. In this new era, everything has been called into flux. The Freetraders organize into factions, the workers into unions, the merchant houses into trading companies. In this uncertain time, only one thing is certain: Riches will always be there for those with the strength to find it.
The tech-level of Naracel fluctuates greatly. While the Freiport contains technology not developed on earth until the early 30's, the outlying colonies still operate as on a technological level equal with the early to mid 1800's. The average level in Narius itself is ~1910, however. While there are a significant level of holdovers, the people of Narius are rapidly developing new and innovative technomagical solutions. From the Tarrasque Beam Rifle of the Elite Taronnian troops, to the Great Skyway of the central islands, to the great processing centres of the Naxian citadel, Naracel is on the brink of greatness on the technological and scientific front.
Magic in Naracel[edit | edit source]
In the realms of Narius, there are 2 known types of magic: Ambient Magic, and Crystal Magic.
Ambient magic is the layer of magic that is always all around us. A resistant blanket of power, it tends to gather around things of power, age, and prominence, and is heavilly influenced by that which is around it. From Ambient Magic springs specters, elementals, and the granting of power to items and places that hold a place within the psyche of those around it. Those familiar with the earth past-time of 'WH40K' might compare it to the warp in such respects, while more literate Terrans might remember the system of magic used in the 'Harry Dresden' novels, and many other Modern Fantasy settings.
While ambient magic is the easiest to interact with, it is also the most difficult. While most any inhabitant of Narius knows a spell or two - a sailor might know one to tighten knots, or a miner one that casts a dim light - such easily available spells are very low-power, and do take a effort. More surface uses of ambient magic can also be acheived through small rituals, or performing certain patterns in the right place. In order to delve deeper into the realm of Ambient Magic, and to learn spells and rituals that have real power, one must undertake a considerable amount of training and learning, and even then few people are truly in tune enough with the power to use it effectively.
The investment of ambient magic in a place or item also, as said before, lend certain supernatural characteristics to it. For example, one travelling along the Grand Roadway in the URA might be able to ride the Midnight Carriage, but only if their shoes are soaked, they're covered in mud, they've lost something important along the journey, and they're about to give up hope. Under such circumstances, an archaic carriage would come galloping from the mist with a silent driver, and if one were to board it, they would end up within their destination at exactly daybreak, no matter how far away they are.
Crystal Magic[edit | edit source]
Crystal Magic is, on the other hand, both a much simpler and much more complicated magic. Most Narians have the potential to manipulate the energy stored in Crystals, though only those who train as Magi and Angirs are able to do so with true skill. Crystal magic is mostly manipulated through small pulses of will, as well as the movements of specifically calibrated and engraved machinery or mechanisms, and almost always through use of Glyphs.
Glyphs are the arcane language of Narius, and with them one may direct and manipulate crystals in a specific way, not unlike Terran computer programming. More complicated glyph structures are usually combined with machines and engines, working in tandem to complete a task. For example, the glyphs inscribed within the chamber of a Beam-Rifle would shape the way the energy is taken from the crystal, how it is formed, how it is shaped, where excess energy goes, etc. More complicated glyph structures require regular maintenance, so mechanisms that will go far from an Angir will typically integrate a warning system for when integrity is compromised
Glyphs and Crystal Machinery are used almost everywhere in Narian society, from the engines of great ships, where Angirs toil to keep the system running smoothly, to the communications networks in large cities, to the simple Lattice Ball used to keep 'riggers' (Ships using only sails and simple crystal systems) aloft.
While many regard Ambient magic and Crystal magic, there are many theories regarding how they might intertwine, the foremost of which postulating that Crystals are magic nodes, where Ambient magic gathers, and has gathered in the past.
It is important to remember that there are many different types of crystals, from the common 'mud' crystal, which one might find on any beach, to the grand 'Rose' crystal, the only known example of which keeps the entire Freiport aloft. Each of these crystal types is better suited to different methods of manipulating magical energy, and outputting magical energy in different ways.
Crystal nodes also can have a visible effect on their surrounding environment, not just uplifiting islands to amazing heights, but also, raising temperatures abstractly, altering colours, calling up storms at seemingly random intervals, and many other anomalies.
While many Cel civilizations that have been found view magic in their own way, from shamanistic traditions to believing it's purely a matter of will and resolve, leading scholars hold that the Nar way of thinking always has been, and always will be right.
Characters You May Meet[edit | edit source]
If you're participating in the RP, you may, instead of meeting the Prince himself, meet one of the following people, due to the Prince's inability to leave his realm.
Arlich Graycloak: The son of Janos Graycloak, the head of the Port Guard, Arlich is an accomplished pirate captain and notorious womanizer. Charming, capable, well-liked, and suave, if immature and a bit arrogant, Arlich is well-known in the corsair community. He often acts as the Prince's emissary to less legal organizations and piratical groups.
The Marquis: Once a high-ranking aristocrat in the Tinrellian Empire, he was exiled because he was found to be trafficking in less-than-legal substances. Also because he was quite rude to the Emperor at his trial. Mostly the second. The Marquis is often haughty, ableit in a friendly sort of way, and acts with the swaggering grace of one befitting his (former) station. He is now a valued member of the Prince's diplomatic corps, and one of the Prince's most trusted confidants.
Writefaggotry[edit | edit source]
The Letter[edit | edit source]
“A rent in the fabric of reality does not, interestingly, appear so striking and apparent. It's the sort of thing a portraitist can't capture. It isn't a hole, there are no spiralling colours, or maddening shapes as the penny-dreadfuls so love to proclaim. It is simply a section of space that is... Missing. When you cast your glance across it you get a feeling in your gut that something is dreadfully Wrong, that something incredibly important is Missing. That Something Terrible has needs to be fixed, now.
It was this that I pondered as The Dreadnought slid through the clouds towards the tear. Already around it, a terrible battle raged. Many-tendriled beasts seemed to be simply slipping from the gate, to be met with volley after volley of fire from the Taronnian navy ships. They were woefully under-prepared, a patrol of a paltry three destroyers, now being torn from bulkhead to-bulkhead by the things that were making their way across the sky.
These Beasts, I fear, I cannot reflect greatly on. When I review my memories I find them blurred, their actions hazy, their images missing, and a sense of unease and fear left in their place. What follows, at least, is what I can recall clearly. They were the size of ships themselves, seething, their 'hulls' constantly twisting and wrapping into impossible positions. Their vast tentacled appendages lashed too-and-fro, attacking anything that came within range, tearing the poor Taronnian ships to shreds.
As we drew within firing range, I gave the order to prepare the Beam. It was obvious that these things were not natural, and the 24-pounders of the patrol were barely scratching them. From my observation post, I saw signal flags rise along our armoured flank, ordering the fleet following to prepare arms. We had been stationed on the coast for months, waiting for something to come through, and the men had grown restless. Even from my place high above the gunnery decks, I could feel the shudder great steel shutters rising, and the thudding of great 110-pound cannons sliding into place.
Across our flank the fleet began to take up position. The great battleship Bane and its battlegroup began a sortie directly into the enemy’s midst while the twin cruisers Tezuka and Satou, captained by fresh-faced new Outlanders, led their part to the right flank, positioning for a broadside. What happened next, I did not care to comment on at my tribunal, and I care little to expand on now. I will, however, record it, for history must know. From the spine of our great ship, the Beam tore forth with a fury seldom witnessed in hinterlands such as these. Were it not for the tinted glass, I fear I myself may have been dazzled by simply the flash of the muzzle. When it hit the first beast, though, something went terribly, terribly Wrong. A horrifying keening filled the air as the thing burst open, spilling green flames across the landscape below.
The rest of the battle blends together. There was fire, yes I remember that much, and we won, that much is evident by how I survived. Barely a third of the fleet made it out of there, though. The bane was cut to shreds by a great maw, seemingly unattached to all else, and its escort set aflame with that unquenchable green fire. The vessels hung there for hours after the battle, burning green yet never quite being damaged. The crew, we can only assume, burnt to death. Not a quick way to go, yet some would argue a better end than that afforded to the survivors. The cruiser Satou was entangled by a beast, and detonated its own core to destroy it. I vaguely remember being pelted with hot fluid, yet cannot for the life of me remember leaving the bridge. The sister-ship, Tezuka, followed the last of the beasts into the rent. Only the Stars and that poor captain knows what became of him, for we ourselves have seen neither hide nor tail of him since.
I, I fear, came from the battle not as unscathed as you might expect. When I woke, the great metal shielding of our ship was aflame with green terror. Half the crew was dead. The other half had taken to doing... unspeakable things. I did my duty as a commanding officer and dispatched as many as I could before I took to the life boats. The nightmares haunt me to this day. I sit here today writing this not solely as a record, but as a warning. This is what awaits us on the other side of the veil. The riches, the glory, the whores and the tech that the traders seek in their hedonistic greed, it comes coupled with this. As long as we remain in contact with the outside, the Outside remains in contact with us. If we are to so much as hope to survive the next century, I fear that we must become what we once despised. It is this that I plead; no matter how much they grovel, they grandstand, they argue, the navy must remain. Not only that, the Navy must grow, if we expect to live in peace and sanity on our thrones of stolen gold.
[Editor's notes: The Dreadnought was recovered 2 weeks later. Not a soul remained on board. Beneath the site of the battle, the forest refuses to regrow, and the villiagers refuse to rebuild. While the Tezuka is as-of-yet unaccounted for, rumors fill the trading halls of half-familiar shapes flitting in and out of the fog within transit between here and [REDACTED]. The interior ministry is investigating.]
Come All You Brave Taronnians[edit | edit source]
Come all you brave Taronnians
I'd have you lend an ear
Unto a simple ditty
That will your spirits cheer,
Concerning an engagement
We had at Naxis town―
The courage of those clockwork boys
So bravely we pulled down.
Their purpose to invade us
Was to kill and to destroy
To burn our crops and forests
And cause us much annoy.
Our countrymen were filled
With sorrow, grief and woe
To think that they would fall
By an unnatural foe.
At length our bold lead admiral
Sir Montgomery by name
Took shipping at Kassokawell
And unto Nax he came.
He said: “My valiant heroes,
Will you go along with me
To fight those clockwork boys
In the west of Taronny.”
“O yes,” we all replied,
“We'll go along with you
The strong winds at our back
And make no more ado.”
Our gun platforms we loaded
And straight we flew away
With firm determination
To shew them Taron play.
Yes our fire-locks we shouldered
Forward our course to steer
To meet and fight the invader
With neither dread nor fear.
At Arontan we arrived
Each man with his supply
With bold determination
To conquer or to die.
Our admiral sent a flag
And thus to them did say:
“Surrender now your garrison
Or I'll fire on you this day.”
In sky then we did battle
Our mariners we did land
And marched straight upon their town
Like an undaunted band.
They refused to surrender
They chose to stand their ground
We opened then our guns
And gave them fire all around.
The clockwork boys began to fear
And their springs to unwind
To see us marching forward
So courageous and bold.
Their general sent a flag of truce
For quarter then they call:
“Hold your hand, brave Taron boys,
I fear you'll slay us all.”
“Our fleet is at your command
Our garrison likewise.”
They brought their arms and grounded them
Right down before our eyes.
And we're arrived at home
Each man without a wound
And the fame of this great conquest
Will through the province sound.
Success unto the volunteers
Who thus their rights maintain
Lifewise their bold commander
Sir Montgomery by name.
And being all united
This is the song we'll sing
Success unto Impirium
And may God Save the King.