Post by redox on Dec 17, 2014 22:14:58 GMT
[attr="class","basich"]SETTING
[attr="class","basicp"]
Devotio is set in an original fantasy world where classical antiquity meets steampunk. Public baths, Imperial Legions, aqueducts and coliseums dot the landscape. At the same time, the imperial nobility compete over who can procure the most elaborate, charmingly detailed clockwork birds, steam engines power the trains that run across the empire and the scientists in Irkalla fiddle over their analytical engines while their zeppelins fill the sky.
Devotio is a concept within the universe. While it once referred specifically to the scenario in which a Champion died killing a monster, over the years devotio has become used for any instance in which a Champion fights a monster.
Yes to goggles, respirator masks, typewriters, watches, coffeemakers, microphones, etc as long as its portrayed in the steampunk aesthetic. Nothing too advanced. Could you build a steampunk laptop? Yes, but not here. Cap technology out around the Industrial Age, with the exceptions of guns. Guns are still a work in progress. Swords are less powerful but more reliable and less prone to blowing up in your face. If you're unsure about something, drop a PM to staff.
Fashion is a mishmash. Nobility and military tend towards traditional classical attire as a sign of status, although the Imperial Legion has adopted some very snazzy waistcoats. Common people tend to dress in whatever is cheapest. In general, Irkalla errs toward steampunk fashion in general, although you have your holdouts who may have left the empire but not the empire's taste in clothes.
Aside from monsters, a few supernatural creatures exist: select battalions of the imperial army ride dracolisks, which are essentially wingless dragons that don't breathe fire. Averaging around fifteen feet long and weighing 3000 pounds, dracolisks can be found in any color you might find in a normal lizard.
Leviathans, immense sea monsters dwell in the deep oceans surrounding the continent. There was a period when the empire tried to send fleets over the seas, to see what--if anything--lay beyond the horizon, but the rage of the leviathans drowned each and every ship, and since then few have dared venture a few miles beyond the coast. Leviathans seldom take a human shape to walk the land, loathing to be parted from the water, but when they do emerge they are creatures of terrifying might and it takes a bold Champion to stand against them.
Imperial cities are crowded, smoky places for the most part, packed with apartment tenements and factories at on the outer levels and giving way to lush parks and more upscale residences as you draw closer to the center. The land outside of them is given over to rural estates and smaller villages.
The capital of the Empire is the city of Shara. A wonder of architecture, Shara is a series of overlapping circles divided into five districts: Old Town, New Town, Lower Town, Upper Town, and the High City, where the Emperor dwells in his palace. Old Town and Lower Town are the poorest, smallest districts, while New Town is given over to industrial productions and shops. The wealthy may dwell in Upper Town but the true elite reside in the High City.
The six other major cities of the empire are thus: Kur, Belet, Neri, Shul, Thebes and Zaqar.
Irkalla declared independence two years ago. Like most rebellious teenagers, however, it bears more than a passing resemblance to what it's reacting to. Originally an imperial military outpost built into the cliff of the Eastern Shelf, Irkalla grew over the years into a full-fledged city. Now it has become its own state. Sometimes called the "Flying City", Irkalla was once a famous tourist destination for the wealthy throughout the empire because of the many bridges that connect the city levels. Some natives of Irkalla claim it's possible to live your whole life in the city and never set foot on solid ground--a myth that might actually be true with the Irkallan invention of zeppelins. The city-state's government has a fleet stationed at their newly constructed docks, but private citizens of means are also free to own their own. In fact, zeppelin production and transport is such a growing field of industry that there's already zeppelin pirates.
Besides the city proper, Irkalla also claims all of the Eastern Plateau falls under its jurisdiction, as well as the region of the Centerspine Mountains that borders the area. A number of towns, villages and individual farms are in this area. Some may still feel loyalty to the empire, but for many, their change of master hasn't significantly impacted them. The empire, of course, hungers to reclaim its city and the Eastern Plateau from these upstarts, but Irkalla's impeccable defensive position in the cliffs, newly formed zeppelin fleet and unrest within the empire has stopped an outright proclamation of war. Still, relations between the only two powers in the land are uneasy at best.
Devotio is set in an original fantasy world where classical antiquity meets steampunk. Public baths, Imperial Legions, aqueducts and coliseums dot the landscape. At the same time, the imperial nobility compete over who can procure the most elaborate, charmingly detailed clockwork birds, steam engines power the trains that run across the empire and the scientists in Irkalla fiddle over their analytical engines while their zeppelins fill the sky.
[attr="class","basich2"]DEVOTIO
Devotio is a concept within the universe. While it once referred specifically to the scenario in which a Champion died killing a monster, over the years devotio has become used for any instance in which a Champion fights a monster.
[attr="class","basich2"]TECHNOLOGY
Yes to goggles, respirator masks, typewriters, watches, coffeemakers, microphones, etc as long as its portrayed in the steampunk aesthetic. Nothing too advanced. Could you build a steampunk laptop? Yes, but not here. Cap technology out around the Industrial Age, with the exceptions of guns. Guns are still a work in progress. Swords are less powerful but more reliable and less prone to blowing up in your face. If you're unsure about something, drop a PM to staff.
[attr="class","basich2"]FASHION
Fashion is a mishmash. Nobility and military tend towards traditional classical attire as a sign of status, although the Imperial Legion has adopted some very snazzy waistcoats. Common people tend to dress in whatever is cheapest. In general, Irkalla errs toward steampunk fashion in general, although you have your holdouts who may have left the empire but not the empire's taste in clothes.
[attr="class","basich2"]ZOOLOGY
Aside from monsters, a few supernatural creatures exist: select battalions of the imperial army ride dracolisks, which are essentially wingless dragons that don't breathe fire. Averaging around fifteen feet long and weighing 3000 pounds, dracolisks can be found in any color you might find in a normal lizard.
Leviathans, immense sea monsters dwell in the deep oceans surrounding the continent. There was a period when the empire tried to send fleets over the seas, to see what--if anything--lay beyond the horizon, but the rage of the leviathans drowned each and every ship, and since then few have dared venture a few miles beyond the coast. Leviathans seldom take a human shape to walk the land, loathing to be parted from the water, but when they do emerge they are creatures of terrifying might and it takes a bold Champion to stand against them.
[attr="class","basich2"]THE SHARAN EMPIRE
Imperial cities are crowded, smoky places for the most part, packed with apartment tenements and factories at on the outer levels and giving way to lush parks and more upscale residences as you draw closer to the center. The land outside of them is given over to rural estates and smaller villages.
The capital of the Empire is the city of Shara. A wonder of architecture, Shara is a series of overlapping circles divided into five districts: Old Town, New Town, Lower Town, Upper Town, and the High City, where the Emperor dwells in his palace. Old Town and Lower Town are the poorest, smallest districts, while New Town is given over to industrial productions and shops. The wealthy may dwell in Upper Town but the true elite reside in the High City.
The six other major cities of the empire are thus: Kur, Belet, Neri, Shul, Thebes and Zaqar.
[attr="class","basich2"]IRKALLA
Irkalla declared independence two years ago. Like most rebellious teenagers, however, it bears more than a passing resemblance to what it's reacting to. Originally an imperial military outpost built into the cliff of the Eastern Shelf, Irkalla grew over the years into a full-fledged city. Now it has become its own state. Sometimes called the "Flying City", Irkalla was once a famous tourist destination for the wealthy throughout the empire because of the many bridges that connect the city levels. Some natives of Irkalla claim it's possible to live your whole life in the city and never set foot on solid ground--a myth that might actually be true with the Irkallan invention of zeppelins. The city-state's government has a fleet stationed at their newly constructed docks, but private citizens of means are also free to own their own. In fact, zeppelin production and transport is such a growing field of industry that there's already zeppelin pirates.
Besides the city proper, Irkalla also claims all of the Eastern Plateau falls under its jurisdiction, as well as the region of the Centerspine Mountains that borders the area. A number of towns, villages and individual farms are in this area. Some may still feel loyalty to the empire, but for many, their change of master hasn't significantly impacted them. The empire, of course, hungers to reclaim its city and the Eastern Plateau from these upstarts, but Irkalla's impeccable defensive position in the cliffs, newly formed zeppelin fleet and unrest within the empire has stopped an outright proclamation of war. Still, relations between the only two powers in the land are uneasy at best.