Hidden 9 yrs ago Post by WrongEndoftheRainbow
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WrongEndoftheRainbow

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Sol Fugit

"Look at how a single candle can both defy and define the darkness." - Anne Frank


The Earth was changed early in it's history, forcing a divergence from our history. Magic became a present force in the world, and many species came to intelligence, challenging the humans for global superiority. At first, there were two kinds of magic. Divine magic, and Arcane magic. Arcane magic reflected a magician's inherent ability, his or her Mana. Divine magic, in and of itself, was a different beast. Granted directly by the various gods of the realm, their users were incredibly powerful and favored by those above. This kept faith in a powerful position throughout the world, from the gods of the Greek Pantheon to the Israelite's vengeful God of the Old Testament.

And so the world marched on, fueled by innovation and forged in the crucible of war and faith. Despite it's divergence in history, the Earth moved forward undeterred, largely mimicking our own history. From the Crusades to the Age of Exploration, many species and many magicians defined these eras. First, bows. Then crossbows. Then guns. However, this history was not to last.

On the 4th of January, 1758, the sun vanished. Without but a trace, the star that gave the Earth life was never seen again. All that was left was the alchemical material Solarite, sand imbued by unknown powers with the essence of the lost sun. While hard to find and incredibly expensive, when mixed correctly, it provided a false sunlight for long period. This period of sunlight was defined largely by the amount used and the skill of the alchemist, lasting everywhere from a few minutes from a lucky find from a villager to the day and night cycles in the great capitals of empires.

The Faith survived the disappearance of the sun, despite the fact their divine magic left with it. Having long since carved out their niches, they rapidly replaced their lost divine magic with arcane magic, and now, most magic is locked to the nations of religion. The great holy cities of the world are lit by false sunlight, created from arcane sources instead of Solarite. They function with a full day and night cycle, complete with a moon, giving the illusion to one within that the sun never vanished.

But, as the empires, having not only survived the lack of the sun, forced the darkness to bend to their will. With Solarite in hand and rifles in company, they continue their fight for global dominance. The world, however, is rapidly snowballing. Heat barely held in by great shields put up by masters of the arcane, more and more land is turning into frozen wasteland. Food, thankfully, continues to grow, having quickly and surprisingly adapted to the newfound lack of light and heat.




Welcome to Sol Fugit! This is a fantastical alternate history world, where humans are not the only ones with intelligence in the world. Everything from dwarves to hiveminded insects are welcome. The setting is unique in that not only is it permanent night, but it is also not steampunk or dieselpunk. Napoleonic era warfare is the keystone of the world, cannons and lines of rifle-armed men the norm.

The creation of empires is completely freeform, the roleplay taking place at the turn of the century, the 1800s. Any lands not claimed will become the frozen wastes, so there is little limits on where you can go. However, the RP will be highly Eurocentric, focused on an alternate history series of wars between empires. Without further ado, here is the map. Green represents the Caliphate of Mecca, purple represents the bastion of Orthodoxy, the Roman Empire, and blue represents the Papal States.



If you're interested, instead of doing an app, you'll do a freeform description of your nation and species, then mark yourself on the map. DO NOT USE PAINT BUCKET. It has a tendency to stain the lines around the bucketed area a different tint, which is not ideal. Instead, get yourself an editing program, such as paint.net, and set the magic wand tolerance to 0 and select your provinces. From here, once your provinces are selected, you will need to enter a color of your choice.

Unless you want to take control of one of the premade nations, they will be human-centric NPC nations, controlled by me.
Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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I call dibs on this color.
I will write my NS tomorrow.
Hidden 9 yrs ago Post by EveryMemeAKing
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EveryMemeAKing Every Man A King

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Interested
Hidden 9 yrs ago Post by Lauder
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Lauder The Tired One

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Interest of the unreal levels
Hidden 9 yrs ago Post by Voltus_Ventus
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Voltus_Ventus The Voltusiest Ventus

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I would like to dibs the Caliphate of Mecca please.
Hidden 9 yrs ago 9 yrs ago Post by Skylar
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Skylar

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Dibs on being a Germanic coalition of demihuman half-beast peoples. NS on the way. Very interested in how this setting will go.
Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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@WrongEndoftheRainbowMan, no idea why people forgot this game.
Anyways, I don't remember if I asked this before. Are Martians allowed? Kind of a War of the Worlds lite style. It could be fun, IMO.
But I can see why if you don't.
Hidden 9 yrs ago Post by Willy Vereb
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Aside from Martians who would be most likely rejected (they more belong to late 19th century), I have a few other ideas such as:

- Yllendthyr in the 18th century (elvish empire with a few peculiarities)
- Dwarven Workers Union (pre-communist, semi-freemasonist nation of mountain dwelling dwarves)
- Gorilla France (with their new dictator being Gorillaparte Ripaparteon)
- Orks/trolls with more industrialist attitude

And a bunch of others. I am rather torn at exactly which I should choose.
Perhaps I can pick Yllendthyr as the safest bet. Then I would pick spain and some colonies.
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