Arcanum: of steamworks and magick obscura - ooc, casting call, and ideas

Screech

The Cool Cat
Joined
Mar 3, 2004
Posts
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Ok, spurred on by Morgoth's RP, I want to see just how many people would be interested in doing an RP based around the world of Arcanum. Now, you may all ask just what it's all about, so I'll go into it's history a little here...

The known land of arcanum consists of a main continent split into three teratories, and three main islands - Cattan, Thanatos, and the Isle Of Despair. A large mountain range called the Stonewall mountains seperate the lands of the "civilised" industrial folk, and the lush lands of the evles. The mountains themselves are home to a number of Dwarf clans.

Of the industialised lands, the Unified Kingdom is the larget. Centred on the large industrial city of Tarant, it stretches from the port city of Ashbury in the east, to the recently acquired township of Black Root in the south, and all lands in batween. Their power lies in the technology of steam and gunpowder, and is supported by a recent invention for mass haulage - the train.

Second to the Unified Kingdom, is the Kingdom of Cumbria. Once a major power, it has been reduced to two small cities that constantly teater on the brink of poverty - the capital of Dernholm, and the city of Caladon. Once at war with the Unified Kingdom, the cream of their military was wiped out, along with thir king. Now they are ruled by a pupet king and a council of mages, who scheme to destroy technology.

These two kingdoms represent the forces of magick and technology, and how here, on Arcanum, they are diametrically opposed. The most powerful spells seem to bounce off the machined armours, yet handguns can missfire and explade when in the presence of powerful magick.

The third realm, Vendrigoth, is an unknown place. Once, it used to be a massive centre of technology, but a cataclysm in the distant past reduced the once great land to a blasted wasteland, potmarked by aincient constructions. Despite this, and the general hostility of the landscape (as well as it's critters), there is a thriving black market in aincient technology, prompting many would-be treasure hunters to travel there.

As mentioned before, the lands of the Dwarves are located within the Stonewall mountains. Not being a very populous race, there are a number of abandoned mine-cities, but those few clans that do remain guard their homes with technological tricks and traps, while they dig into the earth for more precious metals to fuel their machineries. There are a number of Dwarves who do not reside in the mountains with the rest of their kin. Known commonly at "City Dwarves", they are often looked down apon by humans, and considered not as technologically adept as their mountain kin - even if they are moreso.

The evles are split into three factions. The first are the Wood Elves who live beyond the Stonewall mountains, and hold nature in high regard. Their communities are built into and around the greatest of trees, and they guard them against any would-be loggers that happen by. Within the realm of the Wood Elves is the second faction who call themselves the Dark Elves. Identical in appearance to the Wood Elves, they are a very bitter people who believe that technology must be destroyed at all costs. The third and final faction are the city elves. Having turned their backs on the more "barbaric" kin, they have adapted to life in the cities of the humans and their technology.

Now that the regions are known, on to their inhabitants!

Humans: The most populous of the races in Arcanum. Once considered only a minor power in the world, since the invention of the steam engine and the gun, they have risen to being a powerful race who, in the span of two generations, have driven back the creatures of the wilderness to establish the largest cities in all of Arcanum.

Dwarves: By far the most technically adept race, most of them reside in their mountain homes, working for the good of the clans. Not predisposed toward magick, they tend to have a hard time casting spells, and magickally charged items can make them feel ill. Some Dwarves live in the great human cities, often taking up the professions of tinkerer, inventor, or miner. Curiously, no Dwarven women have yet been seen by any other race. Dwarves are increadably long lived yet, unfortunatly, are known to view time differently to humans. Many Dwarven journals have spans of tens of years between entries

Elves: Tall and slender, Elves are the embodiment of grace and beauty. Most are skilled with both common weapons and magick, yet are not a violent race. By far the greater majority of the powerful mages in Arcanum are of elven descent. A small faction of Elf kind have taken the philosophy of nature and it's inherant magic to an extreme, and these "Dark Elves" will do anything to destroy technology, and return the world to how they believe it sould be. Some Elves have migrated to the great human cities in order to take their place in high society. However, rumer has it that a number of the Dark Elves also reside in the cities, and it is nearly impossable to tell them apart. Like the Dwarves, elves are an incredably long-lived race.

Gnomes: A diminutive people, Gnomes do not have a land of their own. Instead, they reside within the Human cities, often making their way as shop owners and traders until they have enough money to enter into high society. Slightly more disposed toward the ways of technology, they don't have any problems using magickal items or casting spells. It is a rare Gnome that is not constantly on the lookout for more money.

Half-Orc: The offspring of wild orcs and humans, these poor unfortunates have been wecomed into the human cities as a labour class. They have next to no rights, no education, and are seen as little more than a manual labour force by the civilised folk of the world. Most Half-Orcs accept their lot in life, content enough just to be given a job and a place to sleep, but some do not accept this. It isn't an uncommon to see small bands of Half-Orcs acting as theives or bandits. Curiously, Half-Orcs are supprisingly adept in the ways of magick - when one shows enough smarts to learn it properly....

Half Elves: The children of Elf and Human pareants, they tend only to be welcome in the cities of the Humans. Few in number they may be, but they have no trouble fitting in. The majority of Half-Evles tend to get hired as servants for the well off, but those that are not can become quite skilled in almost any task they put their minds to. They are the most well recieved of the "half breeds", as they are only part Elf and part Human. Even Dwarves will admit "Well, at least they're not as bad as full-blooded elves..."

Half-Ogre: A perculiar sub-species. No-one really knows where they come from as tribes of Ogres are extremely rare. Large and physically powerful, they are adept at anything that requires the use of fists. Because of this, they often find employment as bodyguards. Interestingly, it is the Gnomes who have them the most. What is not widely known about the Half-Ogres is that they are, in fact, specifically bred by a small cabal of Gnomes...

Well, thems the races. Now, my mind is starting to fail me, so I'll finish off with a time setting for when this will be set.

It is a quiet time across Arcanum. It has been just over 100 years since the Human called Bates invented the steam engine, thrusting the lands into a revolution of industry. The Dwarves and Elves are keeping a wary eye on each other as it has been only 1000 years since the evil one known as Arronax came into the world to make his war on the Dwarves, and was subsequently banished to the Void by a cabal of Elf sorcerers. Technological wonders have been springing up all across the Human lands. Unfortunatly, tradgedy has recently struck. The first ever luxury airship, the IFS Zephyr, had crashed under suspicious circumstances outside of a small mining community called Shrouded Hills. In the cities, a thriving Theives Underground in in operation, and there are whispers of Half-Orcs and unionisers...
 
Interested, wouldn't mind trying my hand at a spellcaster. Any rules on how magic works that should be followed?
 
Well, magick is divided into several schools which each have an influence on the world. You have your traditional earth, fire, water, air, light and dark. In addition you have the schools of nature (plants and beasts), summoning, force (electricity/lightning), phantasm (illusion), conveyance, clairvoyance and meta. The more powerful a mage you are, the more impressive spells you can pull off. Oh, and you arn't limited to one school. However, the more schools you know, the harder it is to master them
 
Looks good. Just a couple of slight tweaks and it's just about perfect
 
Name: Kantor Alessian
Race: Human
Gender: Male
Age: 35
Occupation: Resident Mage, Rallek Merchant Guild
Description: Kantor is a mature, learned, professional employee of the Rallek Merchant Guild, stationed in Tarant but which is known for taking almost any contract, for anyone, transporting anything to anywhere. What they lack in conscience they make up for in efficiency. Kantor's demeanor matches that of his employer, cool and efficient. The contract is all that matters. Physically he is of medium build, fit but not muscular. He wears his black hair short and sports a goatee. He is well groomed, wears simple but well made clothes and his only piece of jewelry is a signet ring bearing the Rallek crest. His eyes are alert and piercing, and he is swift and deft of movement, particularly his hands.
Schools (including percentage of his spell strength from each school): Conveyance (50%), Dark Necromancy (20%), Meta (30%)
Spells: Kantor employs his conveyance spells in order to help whichever caravan he is attached to bypass obstacles and increase its speed. He can also use it to flee from danger. His necromancy spells are used to communicate with and bind spirits to use as servants and to gather information for the guild, whether that be for tailing contacts or scouting possible caravan routes. He can only deal with minor spirits at this time. Since the caravan could be transporting magical items or technological items, most of Kantor's meta spells involve the muting of magical auras to avoid detection and to isolate those auras from clashing with any nearby technology.
 
Any other interest in this thread or is it doomed to die before it begins?
 
Certainly looks that way. And here was me, hoping that with the relative success the other magic/tech threads are having, this one would get off the ground for at least a day or two. Ah well.
 
Not many cool demons kicking around here. The only one known about happens to be a resident of the Void, where evil things get banished to
 
Well without demons I might have to play a cool elven person, maybe a chick, haven't done one in a long time. But I have just the one in mind if I decide to join.
 
Especially the one I have in mind, of course I don't know how powerful you want this too be?
 
I would say that 6 ranks in magic should be enough. That way you can be an initiate in many scools, or a grand master in onehow it's split (or if, even) is up to you
 
you asked for it

Name: Silvia Nightshade
Race: City Elf
Age: 120
Height: 5' 8"
Weight: 115
Eye Color: Sparkleing Amythyst
Hair Color: Lustrious Black
Occupation: Owner of Lylac (Book and magical supply store) in Ashbury
Abilities: Natural Mage; Silvia was born with the innate gift of being able to control the magic around her. She can use any form of magic and gather any amount of power, though not very well. She can accomplish a few feats that actually resemble magic casted from a learned Mage but this is a small amount of her true power. Silvia pulls magic from her surroundings: the planet, the air, people, rocks, trees anything that gives off some form of exsistence she can draw off of and use to her desire. This is very taxing on her and for all her power she cannot go the distence in a long fight. She studies when she can, trying to find out more of her gift and to see if there are any others; as far as she knows she is the only one with this ability.
Demeanor: Silvia is very kind hearted and inviting and perhaps a little too trusting at times, but even when being taken advantage of she still manages to come out on top because she is as clever as she is kind. She loves her store and the freedom she has on her own following her heart and strengthing her powers. She keeps her techniques secret to protect herself from those that may wish to harm her. Most think of her as a low power mage who is content with owning a small buisness for the rest of her days. This is fine with her and she keeps up this appearance by crafting items of minor power. It takes much longer for her than an regular mage since she has to work from raw magic and shape it to her desire. However because of this her items never fail and for some reason seem to out do another item of the same type. Such as a ring that can cast a shield to protect its owner comes out with twice the strength of one made by a regular mage. People in the world of crafted magic items have begun to notice her talent and making items and have started to seek her out for their wares. She does not take special orders and only crafts what she wishes. Recently she has just finished two daggers.
Weapons: Daggers of Light; the blades are about a foot long and little over an inch wide with the tips comming to a spade point. They appear to be elven steel that has a white sheen to it. The handles are simple and comfortable as with the hilts save for a large amythyst gem in the center. Lacking the ability to craft steel to the strength she desired she crafted the blades out of pure raw magic. The blades look real but have no corrpreal form until she wishes. Giveing her the unique ability to stab into a enemy and give them as false sense of hope before she activates the blades. It takes only a thought to activate this technique. The blades can also change form reletive to their size, allowing her to create a shield for herself or various other shapes. These are still a work in progress and as she grows stronger in controlling her gift she will add new techniques and powers.


(I like her, not too powerful right now but just wait she has huge potential.)

Appearance: Silvia is often dressed in a soft dress that seems to hug her curves at just the right points, she has a few different colors all in the deep red hues through the blue and to purple. The dress stops just at her knees and has a deep v at the neck line. Often she wears simple matching shoes and various items of jewlery, sometimes taking some of the items she has created.
 
Hmmm. Very interesting, and alot of potential there, I agree. Just to clarify one matter: she has a passing knowledge of each shool of magick? That would make her a jack of all trades with the initiate spell ranks, but not quite able to grasp the expert/master levels yet. However, being the Nature Mage (or natural if you prefer) does mean that her powers are more effective.

Hope I got that straight in my head...

I must just say - beware the technology! Being magically inclined leaves vulnerabilities to technological weaponry, and gadgets may not work...
 
Yes you are right but remember she was born with the gift and did not learn it from any books. She works in the relm of raw magic with no spells or guidelines to help her. It is of my belife that the books and spells cast by other magi force the magick to their will almost as a slave, while she can set it free. A frieghtening power when she finally masters it if you can read the hidden meaning in my last phrase.
 
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