Hidden 7 yrs ago Post by Stitches
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I would like to know if there's space for 2 more in this roleplay before I begin planning my sheet.
Hidden 7 yrs ago Post by Supermaxx
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I’ve got a few questions regarding technology. Obviously the setting borrows from Medieval Europe quite a bit, so would it be correct to assume that gunpowder isn’t very advanced/widely used yet? The most you’d likely see is some equivalent of Greek Fire, or perhaps very archaic explosives?

If this is indeed the case, is there some magical alternative to a ship’s typical cannon? Or would naval vessels rely on ramming and hand held weapons, akin to more ancient navies like the Romans?
Hidden 7 yrs ago Post by Tyler
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I would like to know if there's space for 2 more in this roleplay before I begin planning my sheet.

There's definitely space in the roleplay; but I will only allow one character per player. I also intend to get things started at the very latest by the end of the week, so whilst that's not exactly a deadline it does give some indication of a timeframe that I'n working on. Not having submitted/been accepted by the start of the roleplay also doesn't disqualify you from joining; we'll work your character in somehow.

I’ve got a few questions regarding technology. Obviously the setting borrows from Medieval Europe quite a bit, so would it be correct to assume that gunpowder isn’t very advanced/widely used yet? The most you’d likely see is some equivalent of Greek Fire, or perhaps very archaic explosives?

If this is indeed the case, is there some magical alternative to a ship’s typical cannon? Or would naval vessels rely on ramming and hand held weapons, akin to more ancient navies like the Romans?

It's called firepowder or firedust in Tyrrania, and it's a lot stronger than 'real world' gunpowder. The Dwarves are said to have been the first to discover its explosive properties, and its ability to reduce cliff faces to rubble are perhaps a significant factor in why the Dwarves became such accomplished miners. It's extremely volatile, though, and even friction can ignite it.

Due to the presence of magic in Tyrrania allowing much smaller and more controlled explosive potential, firepowder is largely seen as outdated or obsolete. It is still used in canons, but it's considered a risky practice; many a vessel has fallen victim to its own stock of firepowder being handled improperly, and essentially all ships nowadays that do carry it will have a designated and fully trained expert to handle the substance. It's much more common for a ship to be armed with ballistas, firing flaming projectiles at enemy ships.

Pirates tend to use crossbows as their on-hand ranged weapons. Nobody has yet managed to utilise firepowder in a handheld weapon, as the substance is simply too volatile and usually destroys both the prototype and the person attached to it. By and large, the destructive power of firepowder is great, but there are few instances where it is convenient or safe enough to be of much use - unless you're a Dwarf! Unable to cast spells, the Dwarves are still very fond of firepowder, and they're the most knowledgeable when it comes to handling it safely.

Vitriol ('liquid fire', 'alchemists' fire') exists, and is much more practical than firepowder. It's a non-natural substance, born from science and magic by the Human Alchemists. It ignites on contact with oxygen (in air, water or otherwise) in a violent explosion. The resulting flame is notoriously difficult to put out, but sand is effective. The Alchemists essentially own vitriol, due to their inventing it as well as the specific methods by which they are able to contain it within air-tight glass vessels (which can then be smashed to produce the desired effect). Their research is not cheap, and neither is their fire: a single vial of the stuff will set a man back a small fortune.

Hope this helps! I'm enjoying answering these...
Hidden 7 yrs ago Post by Supermaxx
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@Tyler Yes, that's all quite helpful. Thanks for your detailed answers! Technology in these sort of settings always fascinates me, since there's rarely an established 'baseline' for what fantasy tech should be like, so it's typically quite unique from setting to setting.

I suppose I have a few more questions, then, if you wouldn't mind. I like to have a comprehensive idea of what sort of tools I have to work with. Are compasses common for navigational purposes? How detailed are most of the maps of Tyrannia? Does electricity or steam-powered tech exist in an experimental capacity, or have the Dwarves not cracked that yet?
Hidden 7 yrs ago Post by Hallion
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I also intend to get things started at the very latest by the end of the week, so whilst that's not exactly a deadline it does give some indication of a timeframe that I'n working on. Not having submitted/been accepted by the start of the roleplay also doesn't disqualify you from joining; we'll work your character in somehow.


Well I should have my Nosferyte sheet up for review in the next day or two. Those pesky weekends get in the way :/
Hidden 7 yrs ago 7 yrs ago Post by Tyler
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@Tyler Yes, that's all quite helpful. Thanks for your detailed answers! Technology in these sort of settings always fascinates me, since there's rarely an established 'baseline' for what fantasy tech should be like, so it's typically quite unique from setting to setting.

I suppose I have a few more questions, then, if you wouldn't mind. I like to have a comprehensive idea of what sort of tools I have to work with. Are compasses common for navigational purposes? How detailed are most of the maps of Tyrannia? Does electricity or steam-powered tech exist in an experimental capacity, or have the Dwarves not cracked that yet?

You're totally right. I really like Tyrrania to feel detached from the modern world we're familiar with, so I guess the best way to describe its technology is underdeveloped. There really aren't any 'machines', it's a world of physical labour for most people. My logic here is that most people are poor, and those who can afford to experiment often do so with magic; there is simply more potential in the Arcana than in worldly materials.

The King is not aware of any developing steam tech, and there certainly isn't any electricity. Compasses, however, are very much beloved. There is often so much ground between the sparse settlements of Tyrrania, that most every pocket holds one. Most maps only document the mainland of Amorynthia, albeit in great detail. Terrence Nydell's map of Tyrrania is famed for the scale it covers, documenting from Rotsanger to Tumeken. His is very popular among the more ambitious adventurers.
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Hidden 7 yrs ago Post by Hallion
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FYI @Tyler, still finishing up my CS. It's been a slow process with RL getting in the way as usual :/

I should have something for you by Monday.
Hidden 7 yrs ago Post by Kestrel
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@Tyler What is required right now before the IC can get started?
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Hidden 7 yrs ago Post by Nib
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@Tyler, I'm also curious. Are we waiting on more people or anything?
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Hidden 7 yrs ago 7 yrs ago Post by Tyler
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My apologies. I'm working on a research project that has required two visits to London over the last week (with one more on Saturday), and between compiling that and working late I've been fairly busy. I also have interest from a couple additional people via PM who inform me they are working on characters, so I keep feeling obliged to wait for them.

(On this note, I should share that this story is not likely to unfold as rapidly as other roleplays on this site; I'm keen for people to post at their own pace, so long as the quality is worth waiting for.)

With that said, I shan't hold off much longer. I'm pretty on top of everything now, so you can expect an introductory IC post soon. If I don't get chance before the weekend, I have a three hour train journey on Saturday which lends itself quite nicely to writing something like this. I've also been working on writing a Magic chapter for the world guide, which is almost finished, too. That will likely come before the IC, or at the least in conjunction with it, so that everyone can begin with the same understanding of magic. That seems to be the most major element of Tyrrania that is currently unexplained.

So once again, apologies for any perceived delays! Rest assured, it's on it's way.

In the meantime, I open up a group discussion: Where in Tyrrania are you most keen to explore, and why? This can be because of a personal interest, or perhaps because of ties your character might already have (or potentially develop). The style of storytelling in these roleplays is flexible; a lot of the decisions about where we go and what we do will be decided in-character by our characters, so I encourage people to be considering the paths their characters might be inclined to steer towards. My role as a GM is to present you with options and respond to your choices.

(Personally, I feel Lucius would still be hung up on the Wizard's Tower. It was really difficult for him to go from being a star pupil to essential exile from the magical community. He feels he has a lot to prove and a point to make... But is he ready to face his teachers and peers again? Probably not.)
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Hidden 7 yrs ago Post by Hallion
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I also have interest from a couple additional people via PM who inform me they are working on characters, so I keep feeling obliged to wait for them.


I did send you my characters bio about a week ago so hopefully you'll have a chance to comment in the event anything should be amended.
Hidden 7 yrs ago Post by Tyler
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<Snipped quote by Tyler>

I did send you my characters bio about a week ago so hopefully you'll have a chance to comment in the event anything should be amended.


Terribly sorry; again, I was unexpectedly busy over the past week. If anyone is interested in alchemy, my current project is a re-contextualisation of ancient alchemical ideas for the modern era (with particular parallels drawn to the psychoanalytical ideas of Carl Jung). And for whatever reason, London has suddenly had a surge of relevant content become available for anyone with an interest in the alchemical. Last week I was able to view an original Ripley scroll, and this weekend there's a talk on alchemy at the Whitechapel by the Curios Society. Anyway, I digress! But that's what's kept me away.

I did get to read the text you sent me detailing in depth your character's personal history; I can only apologise here for me oversight, as I believed I had in fact responded to the message. I didn't intend to offer much critique, since there was no completed character sheet (I find a lot of character elements that I might question at face value are often justified elsewhere in a sheet).

It's essentially the same narrative we discussed together in brief, now expanded to include greater detail and more personalised to the character. It was a really satisfying read and I felt like I grew to get an idea of who she was; totally different to how I had been imagining her (or actually, him in my head!). The only thing I would comment on is that there were perhaps some liberties taken with the Nosferytes outside of what we discussed (each House rules itself, for example; there is no council of elders), and I feel that by your account Lord Drachall still has too much power in a legal sense. His power is more nuanced than being able to make decisions for other Houses; it's rooted in his status, and fear. As I said in the PM; Drachall's 'rule' over Rotsanger is more akin to the way a mafia boss might rule over a city. He's not the type to lay the law; but through intimidation and the exchange of favours, few will say no to him.

Hope this helps! I appreciate most of that is minor in the scope of the text you sent me, but until I see an actual application I can't really delve much deeper. I look forward to seeing it!
Hidden 7 yrs ago Post by Kestrel
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In the meantime, I open up a group discussion: Where in Tyrrania are you most keen to explore, and why?

An outright war means a need for weapons and armour, which naturally puts on a heavy toll on nature. Because "finest adventurers" has a tendency to translate to "mercenaries" Bon joins the diplomatic party as someone who doesn't profit from a potential war. Also, she has family living in Gard, who she wouldn't want to see dead. As such, in the current situation, she isn't very fond of prospective detours.
Hidden 7 yrs ago Post by Hallion
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The only thing I would comment on is that there were perhaps some liberties taken with the Nosferytes outside of what we discussed (each House rules itself, for example; there is no council of elders).


Yeah, the "council of elders" was more of a gathering of the House leaders, which is probably how I imagined it.

Either way, these are minor and its no problem making those changes, and then I'll present you with my full CS.

Thanks for your feedback :)
Hidden 7 yrs ago Post by Hallion
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@Tyler

See below for my completed CS, as well as the edited bits in the History section based on your comments.

Essentially, my initial IC post will start shortly after her departure from Rotsanger...


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Hidden 7 yrs ago Post by Nib
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In the meantime, I open up a group discussion: Where in Tyrrania are you most keen to explore, and why?


I feel as though Gyman will want to explore dungeons and ruins or anywhere he can potentially find things of value. So, possibly the ruins in Tumeken. Also, I edited his sheet and gave him a whip.
Hidden 7 yrs ago Post by Vaelin150
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@Tyler Egon would probably want to look for help in doing research at the Wizard's Tower, so it might align with other character's aims too. Other than that he would also like to return and investigate the matter of the corruption with the army in the southern border that almost killed him, but that is more of a long-term endeavor I'd think.
Hidden 7 yrs ago Post by Garet
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Hi, again. I'm getting more of my CS written up before I post it here.

As for where in Tyrannia to go, I am a little interested in checking out Witchaven and Wraithtown. I'd like to see if it'd be possible to do something about the curse of Wraithtown, and see how Witchaven is surviving with both the Broadmarsh and marsh creatures being out and about. Which reminds me, I wonder if the Broadmarsh is somehow related to the drought of Tumeken, even if they're years apart.

Oh, another thing. In his childhood, my character Joram had to be seen by a healer or doctor, so he might feel inclined to see if he'd be able to meet that person again. More details coming once I post my CS.
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Hidden 7 yrs ago Post by Marx
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In the meantime, I open up a group discussion...


From Laethe's wanderings he's collected many places that he wants to travel to. Some for the sake of satiating curiosity, some for a desire to help other, and some to seek answers for what troubles him. The Broadmarsh has been high among his interests, as he's heard rumors that to travel into it is certain death and that it seems to spread with every passing day. If there is something magical in nature, perhaps he can find a way to at least slow the process. Though, his curiosity far outweighs his desire to be some sort of savior. It's vague mysticism reminds him of the rumours he heard of Falinstad and that's enough to compel him forward.

The conflict with Silvermoor and The Wizard's Tower is one that he'd like to investigate further, given his background in magics and how this conflict may reflect on himself and all other mages beyond the tower. His entire livelihood has been built off of being a traveling mage, so if something horrific were to happen to Silvermoor he fears he'd find himself to be a much less welcome sight to those he meets in his travels. He also wants to search the archives of the Wizard's Tower, but he has reservations about approaching it or even making himself known to the institution. If they knew more about him, there'd be questions. Laethe deeply dislikes questions and knows of none more inquisitive than children and wizards.

He also longs to visit Salutem, given its forbidden fruit nature. Perhaps there he could find direct communion with the gods, should any exist. He's constantly in search of answers and after his falling out with the gods, he is drawn to test them and see if there's any proof that they exist. Visiting Salutem is the last way he can think of to attempt to draw a response out of the gods.
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