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Colony: An RP universe I am currently making.

Started by OtakuDee, August 09, 2012, 07:29:06 AM

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OtakuDee

I have been working on this for about a year and would love to hear what you guys think. In this universe: I have also written a few short stories and have been working on a treatment for a comic book recently. If you have any questions or comments, I'd love to hear from you.

May I present:


Colony: An Arcane Noir Role Playing Universe 

Intro:

The Age of the Blue Sky was a time of high adventure and heroes. People roamed the seemingly endless landscapes of the world, exploring new places, fighting battles of an epic scale, and living off the land. Legends and stories were passed on from this age as the warriors, nomads, and legendary creatures of this world slowly faded into the memories of those who lived then. The world began to change, quite literally at best, then became The Age of The Red Sky...

What was once a wide, nearly uncharted world has now been fully explored. The many folk of this world grew weary, and the passion to explore has cooled. As the years passed, they saw technology and civilizations progress. Magic and science came together, Nations formed treaties, and people now eke out their existence in a new world order. The outer lands are now unliveable wastelands. The villages and cities of yesteryear have now grown into vast Metropolises, now known by the denizens of these places as
Colony.


Welcome To Colony:

500 years ago, The world recovered from a full scale war that expanded throughout it's boundaries. Swords, Shields and Spells clashed together until blood from every creature was spilled. It was said that the gods took the blood on the ground and made it part of the sky to remind future generations of this place in time. Those with the strength to rebuild began to construct not just a home for themselves, but a place to begin anew. The first Colony was built as an alternative to reconstructing countries that may just erupt in wars like before. It wasnt long after, where others learned of their progress and began constructing Colonies anywhere it was liveable until 2 unified Colonies  were on both ends the world.

Enter Present Day (1949): Very few of the Originators exist anymore to share the original vision of their brainchild. Races have Co-existed for 5 centuries, but their nature remains intact: while law has changed, what can never change is what's in their blood. Despite the positive changes in government and policy, the absolutes have not: Crime, Poverty, False Judgement, and Sickness. Inspired by the legends of old, some have decided to become ones their own, and perform duties that make them the new heroes and villains of Colony. This is their story.


The OOC Section:

(So you're not completely lost, most of how this world works are all contained herein.)

Aesthetics: Think of this universe as having an "Arcanepunk" atmosphere. Whilst Steampunk has a very mechanically influenced world that shows modern conveniences done with the technological limitations of the Victorian period, Arcanepunk uses a more "swords and sorcery" influenced world, with magic being the basis of technology. (An energy source if you will.) Though the technological advancements are limited in this universe to 1949. While magic can power most anything there, it's not entirely uncommon to see your occasional steam and geared contraptions on the streets.

Clothing combines 1940s America and England, with cloaks, tunics and other classic medieval wear. Generally, what you wear is directly close to or vital to your occupation.

Storytelling Aesthetic: Keeping the arcane theme running, the style of story telling is something that can be described as "Arcane Noir", meaning the epic grandeur of your classic RPG quests are in hand along with the complex, dark and Neo-Gothic storytelling of Film Noir and other forms of pulp fiction in that vein.

Aesthetic Inspirations: 

CLAMP (X1999), Frank Miller (Sin City), Katsuhiro Otomo (Akira), Aidan Hughes (Album Art for KMFDM) imagine all of these in a blender...

Time, Physics, and Measurements: All are equivalent to Earth in every way, shape, and manner. It's not that they don't have different terminology, It's just pointless to convert terminology from one measurement to another. Magic runs on the basic principle of drawing energy from the world, as well as living things to perform spells.

Geography: Colony is approximately the size of Russia, and consist of near endless cityscapes, with only the Outskirts and Forests to break up the dominant appearance of buildings underneath the always lustful red sky. The land around Colony (or a Colony  if you want to recognize the other one. I have not yet introduced airships into the world for the time being, so they do not exist yet.) 

Money: Yes, The original neccessary evil is here, in the form of Eima, small amber-colored crystals the size and shape of a cigarette. While it comes in this "coin" form, Bills of equivalency are also available around this time period for convenience sake. 10 Eima can purchase a ferry pass, whereas 10,000 can buy yourself a luxurious carriage to cruise downtown with a lively demeanor.

Weapons: How do the denizens pack heat? Mostly blades, wands and other up-close-and-personal weapons are on anyone. Guns in this world take alot of mechanical know-how to make and maintain just one, so those who have one, made them themselves, or were commissoned by master Engineers. Not to mention, they are extremely expensive to produce, making it a near impractical weapon for those in Colony save for the Imperial Detectives.


Navigation
To live and work here, you got to know where everything is. Here are the following places typical of any Colony, and the function of each district:

Imperial District
One large tower looms over the entire landscape, draping from it's apex the many flags of the delegations it represents. This is where the Aristocracy choose to reside, functions as the governing centre, and where the representatives of every form of civilization work towards a prosperous future. The government itself is more or less a series of councils representative of every walk of life in Colony, and perform functions than can describe themselves as a "Parliamental Beuraucracy".  If one decides to be a Freelancer or an Imperial Detective, you can get yourself registered here.

Downtown
The shopping centres and lights run as far as the eye can see. Residential towers, mansions, and lagre pieces of artwork litter the stone squares of Downtown. This is where most of the fun is. If you're new here, I would suggest finding a tour guide to sort out the overwhelmingness of the place.

Underground
Refuse isn't the only thing lurking in the sewers here. This is also a very treacherous and dangerous path to the Daemons who's abode dwells further beneath here. The tunnels and trenches contain traps, monsters, and bizzare spells that can drive the curious insane. Even if you know what you're doing, it would be adviseable to not go inside unless it is extremely neccessary.

Encampments and Outskirts
A series of stone buildings, tent-like structures and cooking fires add a glowing tint to the towering buildings deep inside. Born out of the slums of Colony, people began taking on a more simpler lifestyle through agriculture and merchantship, creating a sense of being far better off without the rigors of modern technology. This is where you can definitely get better neccessities at a fairer price.

Cathedral
Large towers, obelisks, and temples tile up the landscape in Cathedral. A black shadow is cast over the length of half the district, marking the territory of The Disheartened. This district is entirely run by Coven and is the central hub for all magic, and occult related activities. Visiting magic users can get quite an education from the libraries here.

Grave District
A near endless sea of gravestones and mausoleums dot the grassy fields. Dying trees and ruins of old houses, churches and walls create an aura of mourning.  This place is an expansive Necropolis on the outskirts where people honor and perform funerary rituals for the fallen. Outcasts to the living reside here, such as The Dead, Vampires, and small gangs of Remnants. Watch your step, this place can be a little spooky... 

Domed Forest
Miles upon miles of trees inhabit this area. The energy dome rising above it all filters the crimson sky to the former blue glory of years before. Small camps and villages are placed deep inside, housing the guardians. Nature acts as it once did here, and is the only evidence of such.



Character Races:

Human:
The more common folk in this world, who dwell in just about anywhere in Colony. Do not be fooled by their numbers, as they can be quite adaptable to anything that can be put in front of them. 


Kerenn (Ke-ren) :
This is a more scattered and rarely seen race, usually living in the more lower-tech areas of Colony. These creatures are very tribal in social structure and personal nature. Formerly a nomadic race in the Age of the Blue Sky, they are said to be an ancestor species of humans that have a blood-level connection with magic and their environment. Kerenn look like Humans, but have naturally dreading hair, a bulkier frame, and markings on their skin that resemble tribal tatoos, where different families have different kinds of markings. They can range from a "Badass" look where tatoos cover eveywhere, to a more "normal look" with minimal markings, minimal meaning rings around limbs, or small shapes on one's face.



The Dead
Usually ones who "rebirth" through necromantic magic, but in some extremely rare instances, The Dead can be made through a vampyric bite. The Dead, like Vampires, are immortal, but can be killed by beheading and piercing their heart. Do not mistake them for zombies, as they retain all the splendor of their former self. The Dead live just about anywhere, but many choose to live in a Grave District. 


Woodborn

One of the few races who preserve old ways, Woodborn are descendants of Elves and Halflings who dwell in a Colony's Domed Forest, where they co-exist with natural life. Woodborn are usually the guardians and caretakers of the forest, and carry a disdain for those who threaten their ways, and attempt to destroy the forest. In spite of their strong hatreds, they are also very faithful and powerful allies if you can manage to befriend them.

Fae Court
 
Lycanthrope

Daemon

To put them bluntly: the seediest of the seedy.

Vampire

Remnant

These people are wanderers with nothing to hold on to but the memories of their previous life. Remnants are the dying remains of people whom have bound themselves to Arcane Technology to keep themselves alive, or people whom have voluntarily replaced pieces of their bodies in order to make themselves more "perfect". They will travel either alone, or in small groups, sometimes with only other Remnants. The devices keeping them alive often render them mentally unstable.  (Basically the magic equivalent of a cyborg)


Jobs:

Freelancer:
With the increasing need for funds, people make their money as hired guns in this world, performing various services to the people living in Colony. Freelancers have mainly one source for new missions (such as a bar, inn, or a Guild), or can assist or take over a mission from a fellow Freelancer.  When the player choses this job, they must pick 2 of 5 Proficiencies. A major and a minor.


Reconnaissance

You can secure information, survey activity and places for people with this proficiency.

Recovery
You are proficient in tracking, and retreiving people and items.

Guardian
Proficient in providing security for people and items.

Escort
Proficient in guiding people through treacherous areas around Colony.

Disposal
Proficient in the destroying of people and items.


Vigilante:
Longing for a sense of adventure that has not been seen for centuries, these people take it upon themselves to be the judge, jury and executioner of their own destiny. Vigilantes are fighters that have no real association with any one group, but may ally themselves with anyone as they so choose.


Coven (Ko-vin):

Coven are an order of Magic users who serve as the representative of Colony's religion. In this they harness the supernatural and work as a larger class of fighter, Indentifiers and investigators of strange and unusual activity, and/or work as scientists. The disposition of these Magic users

Enlightened:
Those who embrace the ways of the Enlightened are ones with a more outwardly scientific nature who are eager to learn the secrets of the gods to help people. Enlightened can function as Healers, and retain a source of knowledge to identify threatening forces.


Disheartened
How can anyone possibly know that certain rituals cannot kill the Demonic, unless you may be one. The Disheartened, while not neccessarily evil, are the more darker and introverted people of Coven. They are more concerned with how to defend one's self and how much knowledge one can gain from their enemies. They are strong, but good luck on controlling where they channel it...


Detective:
These times call not for brash tactics and oppressive guard forces to keep Colony in a state of peace. These privateers are royally endorsed and appointed constables who take care of the good people: One person at a time. Pending on how far spread your sponsor's family is around the world, you may have multiple jurisdiction in other Colonies. If a player is to be a Detective, They must chose a Proficency:
   
Enforcer
The long arm of the law in the many districts. Your job would be to walk the streets and eliminate any and all trouble: by any means neccesary.

Inspector
Perfect if you perfer a pen over your sword, these are the brains behind the Detectives. They are sent all throughout Colony to solve crimes, unravel mysteries, and survey and census the people in specific districts.


Engineer
Colony is alive, in a sense and there are those who keep its firm heart still beating. They can repair and operate just about anything in Colony, like transportation, certain building vital systems, and many other jobs the trade may require. There are three types in the engineer field. These are the only people who know how to make and repair guns.

Mechanic
If there are wrenches, screws and wands involved, chances are these guys are there. Pending on their experience on the field, they can repair anything and restore most systems, if they are more mechanical in nature.

Operator
Qualified more or less to operate equipment, but don't get it wrong, they can repair things when the going gets tough. They are primarily focused on objects with a more magic base.

Tinker
A balance of the previous two, with the added ability to construct objects and improvise repairs.

"Perhaps the sword is a key all the time, and when you stick it in people, it unlocks their death..."