Hidden 8 yrs ago Post by Willy Vereb
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The invention of machines and steam engines have revolutionized industry while producing far-reaching results. The world of Arda itself was changing! Traditions broke, feudal systems were crumbling and new powers were on the rise. Empires born, kingdoms fell while yet isolated nations were suddenly connected to the rest of the world.
The Gears of Change are turning.
The world was changing yet ever so slowly. Those who embraced change saw a world of opportunities, an universe governed by logic and science. Those who were pampered by the old world only perceived the change as madness and tightened their grip on power. The world approaches turmoil between these two forces in the sea of countless small fights. As we have approached the turn of the next century it seemed as if even the world flipped on its head. We experienced the age of both wonders and horrors, a dangerous time of ideas and ambitions.
The Gears of Change are turning!


Welcome everyone to Turning Gears!
This is effectively the successor of the previous Age of Steam game. Those who participated in the last game are welcome back and can repost their NS here.
For those not familiar with Age of Steam or just forgot this is set in the fantasy world roughly the equivalent of the late-mid 19th century. As a fantasy game you can have elves, wargs, fantasy materials or even magic. The difference is that the game is set in an early modern steampunk world so there'd be a heavy focus on technology and its effect on society. Yes, steampunk. Did you like the spider mech from Wild Wild West? You can build it. Would like to have ironclads in the skies? You can have them. But keep in mind the world has yet to truly catch up with technology. Cavalry charging war engines of steam would certainly not be out of place in this setting. In a way you can imagine this as a weird world caught between the Napoleonic era and World War One. Yes, the sharp contrast between the new and old will be actually one of the game's charms.

Races
You can have dwarves, elves, orcs, halflings and anything else you imagine. Humans are preferably the dominant species in the setting but I am willing to leave this to the playerbase. Also while this is fantasy it's also steampunk so more rational explanations are generally preferable than mythological creation stories. More often than not fantastical races represent a stereotype, a nationality, an ethnic or even a social group. Fantastical racism, indeed. While far from a clear requirement it's always easier to draw up a conflict between two different races.

Creatures
You can have various non-intelligent fantastical creatures to enrich the game. They can range from weird looking equivalents of regular animals to truly mighty creatures. In case of the latter though try to think of the balance, even retroactively. If your mighty dragon can shrug off bullets then how did anyone defeat them during the medieval times? I am not against weird creatures but think of how they would fit into the setting, too.

Magic
In the ages of old there had been mysterious wise men treasured by all nations. They were the magicians who turned for ancient mystic arts to perform what often could be only considered a miracle. Yet with the Age of Steam their position faltered and magicians became an increasingly rare sight. Magic had almost disappeared from this world, enough that most commoners believe their existence is a myth. Yet they exist. Magic is an old art with only a limited number of practitioners. Spells, potions, enchantments and curses are all plausible to those with money and the right connections. Magic can do things impossible with science yet in general technology provides similar results at more affordable cost. Magic is the most popular in nations haven't yet experienced the full effects of industrial revolution.

Technology/Materials
Again, I mentioned steampunk. You can have various amazing inventions which might seem fit to the 19th century Victorian theme at first but in real life they would be impossible. For example it'll be generally accepted that steam engines can be made lighter and more compact than they historically were. You can have walkers, airships and so on. Same way you can invent fantasy metals and unique elements so long you can insert them into the setting well. Lastly, keep in mind that more often than not all these technologies would be new and very expensive. Again, the contrast between these amazing machines and the relative mediocrity of anything else is one of the points. Also note that there'll be airships and competing to develop these could be a game all major nations may want to play.


World Map


Nation Submission Guide


Are you ready for the Age of Steam?

Hidden 8 yrs ago Post by LordZell
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So I was wondering if rather then a nation could I be a cult/organization.
Hidden 8 yrs ago Post by Willy Vereb
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So I was wondering if rather then a nation could I be a cult/organization.
It might work, especially if you behave nation-like by having borders or anything close to that.
I don't think this is the time where you can have decent influence without any kind of national power at least backing you.
Say, you are playing as a communist movement but without a nation actually sticking out for this ideal and providing an example for others you cannot hope to properly sway the rest.

Hidden 8 yrs ago 8 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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Hidden 8 yrs ago Post by Willy Vereb
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@NerevarineAre you going with a new nation, instead?
Alright, I think I'll also refine Yllendthyr a bit, likely cutting back on their territories further.
Hidden 8 yrs ago Post by LokiLeo789
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I can use my old nation right?
Hidden 8 yrs ago Post by Willy Vereb
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I can use my old nation right?
Yup, there's no reason you can't just copy-paste it here.
Albeit some of the other nations may change so you need to adopt accordingly.

Hidden 8 yrs ago Post by Legion02
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Okay so I got this rather silly idea I adopted from a book: With gunpowder and all that, what if mages adapt themselves?

I got this wicked idea of earth sorcerers now slowly learning concepts and ideas like magnetism and how to manipulate ores and such. Making them something I'd call Technomancers. Technomancers would be pilots of certain mecha's holding them together with the aid of magical crystals, magnetism but also tech like gears and such. (They'd also control steam to an extend)

Another idea I have as Gunpower mages. Basically fire mages that learned to draw power from gunpowder. Basic gunpowder mages could burn gunpowder to put force behind an object already propelled by gunpowder. AKA: they can make muskets more effective with far longer range. More advanced Gunpowder mages would be able to detonate gunpowder further away from them. Very good gunpowder mages would be able to control the trajectory of gunpowder fire objects using gunpowder (like changing the direction a little or putting more power behind it mid-flight). Still, with the obvious limits like: distance, force, personal ability and available gunpowder (For those who know, I got this idea from Promise of Blood).
Hidden 8 yrs ago Post by LokiLeo789
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@Legion02
Eyyy, whats up man. Not long time no see.
Hidden 8 yrs ago Post by Willy Vereb
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Okay so I got this rather silly idea I adopted from a book: With gunpowder and all that, what if mages adapt themselves?

I got this wicked idea of earth sorcerers now slowly learning concepts and ideas like magnetism and how to manipulate ores and such. Making them something I'd call Technomancers. Technomancers would be pilots of certain mecha's holding them together with the aid of magical crystals, magnetism but also tech like gears and such. (They'd also control steam to an extend)

Another idea I have as Gunpower mages. Basically fire mages that learned to draw power from gunpowder. Basic gunpowder mages could burn gunpowder to put force behind an object already propelled by gunpowder. AKA: they can make muskets more effective with far longer range. More advanced Gunpowder mages would be able to detonate gunpowder further away from them. Very good gunpowder mages would be able to control the trajectory of gunpowder fire objects using gunpowder (like changing the direction a little or putting more power behind it mid-flight). Still, with the obvious limits like: distance, force, personal ability and available gunpowder (For those who know, I got this idea from Promise of Blood).
Magic operates by spells, rituals and mystic procedures. Magic is something which requires the knowledge of supernatural and abusing this to your own devices. What you describe above is closer to people with superpowers and abusing that with their scientific knowledge.
Try to spice these up with some mysticism. Instead of detonating gunpowder with thought just let angry spirits haunt shells and instruct them to detonate when enemies are near. Instead of mages using muskets being far more effective combine ancient runes to direct the flame more efficiently to the forward direction. Mechs might work due to them effectively being golems which the mage pilots as its master. Also perhaps you can spice this up with creative drawbacks like fire spirits refusing to obey during the rain or that sun runes which direct exhaust gases won't work during the night or that golem-mechs run amok if they lost their maker.

In the end magic and equipment imbued by them is also pricey as hell. The reason magicians are on the decline is both because technology is way cheaper and because magic knowledge is passed on for many generations and most magic users can't just adopt to the changes. They represent traditions and old values which the new world is in process of throwing away. Your people apparently did adapt and that's fine for contrast with others. For example my nation have alchemy ruling over science with its unique ups and downs. I just ask you to both spice this up while making it balanced out then you'd be fine.

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Hidden 8 yrs ago 8 yrs ago Post by LokiLeo789
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Hidden 8 yrs ago Post by LordZell
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@Willy Vereb I understand what you mean for an organization to be backed by a nation however I'd think that a cult would be alone and instead gather support from a populace as for which I prefer I was thinking about making a cult just need to think what it'd do if you have suggestions I'm open.
Hidden 8 yrs ago Post by Willy Vereb
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@Willy Vereb I understand what you mean for an organization to be backed by a nation however I'd think that a cult would be alone and instead gather support from a populace as for which I prefer I was thinking about making a cult just need to think what it'd do if you have suggestions I'm open.
Perhaps then it's the best if you cooperate with another player and perhaps collab with others.
Still, I am a bit skeptical of the success of a pure "movement" or "conspiracy" type entity being a major factor compared to actual nations.
But we'll see. Come up with a solid concept and you're in.
Still, no matter how small it might be preferable if you have a base of operations which is under your explicit authority.
Think of the mages of Dalaran from Warcraft, for example.

Hidden 8 yrs ago Post by LordZell
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<Snipped quote by LordZell>Perhaps then it's the best if you cooperate with another player and perhaps collab with others.
Still, I am a bit skeptical of the success of a pure "movement" or "conspiracy" type entity being a major factor compared to actual nations.
But we'll see. Come up with a solid concept and you're in.
Still, no matter how small it might be preferable if you have a base of operations which is under your explicit authority.
Think of the mages of Dalaran from Warcraft, for example.


Of course I'll have to find one place in which my movement would start. As for my cult, I'm thinking either trying to bring back magic into power (with the secret motive to bring back an ancient lord) or something else still thinking on some details.
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<Snipped quote by Willy Vereb>

Of course I'll have to find one place in which my movement would start. As for my cult, I'm thinking either trying to bring back magic into power (with the secret motive to bring back an ancient lord) or something else still thinking on some details.
I am not sure involving demons and physical religions (gods are real and active) is good for the setting but exception makes the rule.
So long there won't be suddenly a paradigm shift towards people conjuring heavens and hell in an ultimate conflict I think it can still work.

Also if you are a cult supporting magic-based culture and perhaps even the old values, I guess you can find plenty supporters. And if your long term aim is to summon a powerful demon lord or something similar to dominate the world that can work, too. So long there isn't some mysterious prophecy about the chosen one or ancient sealing rituals and rather this demon lord would be an enemy which can be overcome with sheer strength if people work hard enough.

Hidden 8 yrs ago Post by LokiLeo789
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@Willy Vereb
Any major edits?
Hidden 8 yrs ago Post by Legion02
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<Snipped quote by LordZell>I am not sure involving demons and physical religions (gods are real and active) is good for the setting but exception makes the rule.
So long there won't be suddenly a paradigm shift towards people conjuring heavens and hell in an ultimate conflict I think it can still work.

Also if you are a cult supporting magic-based culture and perhaps even the old values, I guess you can find plenty supporters. And if your long term aim is to summon a powerful demon lord or something similar to dominate the world that can work, too. So long there isn't some mysterious prophecy about the chosen one or ancient sealing rituals and rather this demon lord would be an enemy which can be overcome with sheer strength if people work hard enough.


What about a cult spawned just from the believers of some very ancient sorcerer. Like back when magic was non-existent in some part of the country and suddenly this guy rolls in from a ship from far away and does this magical stuff. Many would start believing he's god sent. As time progresses his legends only get exaggerated and people invent new myths about him. Until: tada! You got a religion all about this one very powerful sorcerer. Now, one part of the magic would be that he consumes the life-power of people. So part of the religion is human sacrifice. In secret, he draws from this while in some sort of torpor. Getting ready to come back and rule supreme. Just a thought really, I'm not going to use this.
Hidden 8 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>

What about a cult spawned just from the believers of some very ancient sorcerer. Like back when magic was non-existent in some part of the country and suddenly this guy rolls in from a ship from far away and does this magical stuff. Many would start believing he's god sent. As time progresses his legends only get exaggerated and people invent new myths about him. Until: tada! You got a religion all about this one very powerful sorcerer. Now, one part of the magic would be that he consumes the life-power of people. So part of the religion is human sacrifice. In secret, he draws from this while in some sort of torpor. Getting ready to come back and rule supreme. Just a thought really, I'm not going to use this.
May work. Same with ancient powerful magical creatures from the old times (preferably before sentient humanoids came to be) can work as a late game plotline.

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