[S-U/D] An as of yet unamed RP
Technomancers.
A rare breed of human that is able to combine machine and magic, these gifted few make the upper eschalon of Terallus. Wieldign power beyond belief, mosty of them live in the skies above the land on magically lifted earthen rock. In the sky is the Sanlarian Academy, the technology capital. It is here that the yound technomancers are brought up to learn their gift. It also provides the Council of Five with their headquarters.
The Council of Five is the authority of Terallus, handing down faceless judgement. No one knows who these people are except for them beign the most powerful technomancers of that time. It is thought that the council members are posing as typical technomancers, going about their buisness.
The Sanlarian Academy is built on magically lifted earth. it is propelled by technology. Without either it will not work. The technological and magical combination enables the Academy to move wherever the Council dictate. Effectively it is very hard to pinpoint its location at any given time.
On the earth below are the Unknowns. The Unknowns are those children thought to have the gift of technomancy, based on birth and percieved natural ability. They are kept apart from the others, watched for potential growth. Those that fail the observation period of eighteen years are cast down into the Underground.
Beneath the pristine ground is a sprawling metropolis carved into the rock itself over hundreds of years. Living by primitive means, these rejects are aware not only of magic but of the technology they do not have. Without either they are forced to live in the Underground for the rest of their miserable lives.
Hidden in the depths of the Underground is a resistance faction workign to bring down the technomancers that rule over them.
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Factions: There are three to choose from: The Academy, the Unknowns, or the Underground. The Underground has two more choices: Resistance and Neutral.
Magic: Very few of the people in the Underground have active magic. Of those that do not, two out of five have unrealized magic. Magic must be realized before it is able to be used by will alone. The circumstances of realization depend on the magic.
Everyone in the Sanlarian Academy are magic-users of varying degree but they are all powerful in their own right. Three of four of the Unknown have magic to them. Of those only 30% have active magic.
Magic is divided up into six types: Water, Earth, Fire, Wind, Light, and Dark. The maximum recorded for controlling magic is four types. If someone commands more than two then they will all be in varying degrees of power.
Technology: The Underground has access to very little technology, most of it being broken trash. Most of this refuse is in the hands of the Resistance. The unknowns are surrounded by technology. Only 15% of the Unknowns could ever become technomancers. The Academy has ready access to technology, often manufacturing it themselves.
There exists both lethal and non-lethal technology. Lethal technology is only in the hands of a few in the Academy. Non-lethal is in the hands of everyone in the Academy.
Technomancy: The combination of magic and technology. Most applications however take time to use. This typically takes the form of writing on the machinery with special inks that have absorbed a type of magic. The inks must match the type of magic you are adding.
For example, to make a lightning gun you would need to take a working gun, inscribe on it the lightning spell in 'Wind' ink and then say the activation word to use it as a lightning gun.
These can be made permanent though. The effects are mostly carte blanche. Almost anything can be done.
Cultural notes: The mages of the Academy live in opulence, extravagance being almost mandatory. The Unknowns live in a similar style. Those mages that prove themselves though are without the gift of technology live in the lower levels of the Academy. It is very rare for a mage that wields the Light or Dark ypes to be outside the Academy seeing as they are often incredibly easy to activate.
The Unknowns are subject to 'Activation Tests.' these consist of situations that are known to invoke the magic. Some of these can and have caused death. When a mage is found to be a Technomancer they are required to either replace or add to an existing part of their body. Those that decline are killed to prevent the secret of technomacy from spreading. This requirement is unknown until it is too late.
Faction:
Age:
Gender:
Alignment:
Appearance:
Personality:
History:
Weapons(if any):
Skills/Magic/Etc.
Some characters have weapons. The Unknown do not have any weapons other than that they might make.
Technomancers.
A rare breed of human that is able to combine machine and magic, these gifted few make the upper eschalon of Terallus. Wieldign power beyond belief, mosty of them live in the skies above the land on magically lifted earthen rock. In the sky is the Sanlarian Academy, the technology capital. It is here that the yound technomancers are brought up to learn their gift. It also provides the Council of Five with their headquarters.
The Council of Five is the authority of Terallus, handing down faceless judgement. No one knows who these people are except for them beign the most powerful technomancers of that time. It is thought that the council members are posing as typical technomancers, going about their buisness.
The Sanlarian Academy is built on magically lifted earth. it is propelled by technology. Without either it will not work. The technological and magical combination enables the Academy to move wherever the Council dictate. Effectively it is very hard to pinpoint its location at any given time.
On the earth below are the Unknowns. The Unknowns are those children thought to have the gift of technomancy, based on birth and percieved natural ability. They are kept apart from the others, watched for potential growth. Those that fail the observation period of eighteen years are cast down into the Underground.
Beneath the pristine ground is a sprawling metropolis carved into the rock itself over hundreds of years. Living by primitive means, these rejects are aware not only of magic but of the technology they do not have. Without either they are forced to live in the Underground for the rest of their miserable lives.
Hidden in the depths of the Underground is a resistance faction workign to bring down the technomancers that rule over them.
------------------------------------------------------------------------
Factions: There are three to choose from: The Academy, the Unknowns, or the Underground. The Underground has two more choices: Resistance and Neutral.
Magic: Very few of the people in the Underground have active magic. Of those that do not, two out of five have unrealized magic. Magic must be realized before it is able to be used by will alone. The circumstances of realization depend on the magic.
Everyone in the Sanlarian Academy are magic-users of varying degree but they are all powerful in their own right. Three of four of the Unknown have magic to them. Of those only 30% have active magic.
Magic is divided up into six types: Water, Earth, Fire, Wind, Light, and Dark. The maximum recorded for controlling magic is four types. If someone commands more than two then they will all be in varying degrees of power.
Technology: The Underground has access to very little technology, most of it being broken trash. Most of this refuse is in the hands of the Resistance. The unknowns are surrounded by technology. Only 15% of the Unknowns could ever become technomancers. The Academy has ready access to technology, often manufacturing it themselves.
There exists both lethal and non-lethal technology. Lethal technology is only in the hands of a few in the Academy. Non-lethal is in the hands of everyone in the Academy.
Technomancy: The combination of magic and technology. Most applications however take time to use. This typically takes the form of writing on the machinery with special inks that have absorbed a type of magic. The inks must match the type of magic you are adding.
For example, to make a lightning gun you would need to take a working gun, inscribe on it the lightning spell in 'Wind' ink and then say the activation word to use it as a lightning gun.
These can be made permanent though. The effects are mostly carte blanche. Almost anything can be done.
Cultural notes: The mages of the Academy live in opulence, extravagance being almost mandatory. The Unknowns live in a similar style. Those mages that prove themselves though are without the gift of technology live in the lower levels of the Academy. It is very rare for a mage that wields the Light or Dark ypes to be outside the Academy seeing as they are often incredibly easy to activate.
The Unknowns are subject to 'Activation Tests.' these consist of situations that are known to invoke the magic. Some of these can and have caused death. When a mage is found to be a Technomancer they are required to either replace or add to an existing part of their body. Those that decline are killed to prevent the secret of technomacy from spreading. This requirement is unknown until it is too late.
Faction:
Age:
Gender:
Alignment:
Appearance:
Personality:
History:
Weapons(if any):
Skills/Magic/Etc.
Some characters have weapons. The Unknown do not have any weapons other than that they might make.
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