Twokinds Industrial Interest Check/Sign-up

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Re: Twokinds Industrial Interest Check/Sign-up

#31 Post by RowanEx » Mon Mar 20, 2017 10:34 am

coolbreeze88 wrote:
SirJahar wrote:So, testing the waters for interest in a setting, an Industrializing Mehkan.

The idea is that the industrial revolution has come to this magical world, and new ideas and tools with it.
the Human empire has be stride in three, the tribes have become vastles and puppets of their more advanced neighbors. Even the Basitins are not immune, as one side clings to the old ways, the other runs head-long into this new age.

Obviously world building alone for such a game would be a chore, but I think it's worth it if anyone wants to join in.
If anyone is interested, I can bring over a good chunk of ideas hashed out with a friend.
Say no more, your idea is absolute genius. it is something just has to happen in Mehkans future.

but for it to work it has to take place 1400 years into the future sense the time were two kinds takes place is still in classical antiquity (400's CE) but the industrial revolution could come earlier.

possible changes that could come about from such an event would probably include the decline of the dragons as worshipped symbols of power as they are rendered redundant by mass produced muzzle loading firearms and cannons.

thus, it would come as no surprise that a civil war would erupt in the human empire between the magic using Templars and the imperial army that make use of said advances in weaponry to level the playing field and possibly the rise of a new republican movement that's caught in the crossfire.

powerful trains would criss cross the mainland and paddle steamers would have the seas. making trips that took days for the original gang only a few hours in this scenario.

keidrans would also take advantage of these changes, some even go so far as to literally sell their own into slavery to get their hands on guns and machinery.

bastions would actually be the epicenter of this industrial revolution as they have the biggest incentive to find an alternative to magic and its corruptive force.

that's basically the foundation I came up with, just happy to add my 2 cents.
...

Okay, that basically... solves some plot holes.
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Re: Twokinds Industrial Interest Check/Sign-up

#32 Post by The Rookie » Mon Mar 20, 2017 11:54 am

coolbreeze88 wrote:bastions would actually be the epicenter of this industrial revolution as they have the biggest incentive to find an alternative to magic and its corruptive force.
I both agree and disagree with this concept.

While the Bastions would heavily benefit from this sort of tech boom, I'm not sure it'd be collectively recognised as the right way about things.

In the comic we saw how desperate they were to harness magic for themselves, but to replace it with something like firearms and heavy accordance seems very against what the Bastion code of honour would promote.

My logic is that that early firearms were peasant weapons, fired in mass to destroy better equipped and better trained foes. So Bastions would see them as cowards/unskilled weapons of the weaker races.

I liked what Sarn had in mind with spilting the tech between the East and West, but I feel it'd be much bloodier and more complicated than that. I feel it's evolve into a three way war between the advanced North Eastern and North Western (North being closer to humans, therefore more influenced) Bastion empires, and a unified Southern joint kingdom of the old ways.

The two tech savy groups would be putting their best men and equipment on the borders to each other, but at the same time being force to divert man power to the south lands to defend against a much larger and more disciplined force who are also 'weaker'.
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Re: Twokinds Industrial Interest Check/Sign-up

#33 Post by Butterscotch » Mon Mar 20, 2017 12:38 pm

The problem here is that the Basitins clinging to the old ways are fighting a losing battle.

It's very much like the anglo-zulu wars. Spears and shields can only do so much against rifles
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Re: Twokinds Industrial Interest Check/Sign-up

#34 Post by coolbreeze88 » Mon Mar 20, 2017 3:35 pm

Butterscotch wrote:The problem here is that the Basitins clinging to the old ways are fighting a losing battle.

It's very much like the anglo-zulu wars. Spears and shields can only do so much against rifles
just a heads up. make sure to quote the person you're replying too so they get notified.

other than that it would be less like the anglo-zulu war and more in line with the boshin war of 19th century japan with old traditional ways of combat being curb stomped by the rapid advances in firearms and the rise of professional standing armies.
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Re: Twokinds Industrial Interest Check/Sign-up

#35 Post by ThunderVolt » Wed Mar 29, 2017 1:40 am

After a bit of prep, I'm armed with info and data on how things are going to go down with me. When's the predicted date for the RP to start?

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Re: Twokinds Industrial Interest Check/Sign-up

#36 Post by SirJahar » Wed Mar 29, 2017 3:34 am

I need some practical information figured out.
Such as "Where are the borders now?
Who is current head honcho of each nation-state?"
and "what is the citizenship status of each race within each state?"
Once those are figured out, we can work on introductions.
I am worried, though.
with all the backgrounds we have for people, we may need to do a staggered start. You know, where different people are introduced over time. I don't want this to take too long, but controlling that is going to take some skill.
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Re: Twokinds Industrial Interest Check/Sign-up

#37 Post by RowanEx » Wed Mar 29, 2017 11:13 am

SirJahar wrote:I need some practical information figured out.
Such as "Where are the borders now?
Who is current head honcho of each nation-state?"
and "what is the citizenship status of each race within each state?"
Once those are figured out, we can work on introductions.
I am worried, though.
with all the backgrounds we have for people, we may need to do a staggered start. You know, where different people are introduced over time. I don't want this to take too long, but controlling that is going to take some skill.
The borders? I imagine the Basistin have a few outposts mainland. The human empire is controlling most of the mainlang and has an outpost on the Isles. The Keidrans are more or less trying to keep their territories intact.
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Re: Twokinds Industrial Interest Check/Sign-up

#38 Post by ThunderVolt » Tue Apr 11, 2017 3:03 am

So now with a brand-new forum design, is it going to interfere with the date of this RP coming out? Getting a bit... impatient.

Especially since I'm no good at making up history. The only thing I can do is write.

Sorry for being useless. I'll just shut up now.

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Re: Twokinds Industrial Interest Check/Sign-up

#39 Post by SirJahar » Tue Apr 11, 2017 6:48 am

Well, SOMEBODY said he did up a character sheet that can be used as a base so we have an idea of who our characters are, where they are from, and what they can do.

As for a story, I have enough idea to get up and running, and can try to flesh it out and free-base as we go on.
I've also been trying to do up a map for reference material.

So, I guess here goes basics:
we are about 1600 years removed from the main Twokinds story.

HISTORY
As time has marched on, war, diplomacy, and natural disasters have shaped the land and its people as much as magic and iron.
The Templars were routed from the Human capital 200 years after the main TK story.
The southern half of Forest wolf territory fell to the templars, now operating out of what was known as the Templar West college 80 years later.
It is around this time that Ditteridge officially becomes part of Snow Wolf Territory. Its people simply wanting to be part of a nation where the government is closer to home and not some distant crown. This led to a war, most of the battles taking place around the Whitefield Ruins. The resulting White Federation was famed for its mixed Magic and Metal tactics.112 years ago, the White Republic was founded in a war of independance that united Whitefield, the Northern Tundra, and Shattered Rock with the White Federation.
The Tiger have ended up the treatied allies of the monarchy.
The Eastern Basitins, seeing that magic was a dead end for them, invested vast amounts of time, labor, and treasure into scientific research, and as a result have recently found themselves at a crossroads between holding true to their honor, and uniting the islands under a single banner. 800 years after the story of TK, the Basitins, after maintaining ties with the mainland, Land in Vippen and proceed to take over much of Fox Territory. Recent developments have pushed the discontents to outright revolt, the uprising still in its early and unorganized days.
Back in human lands, the royal line has found a new branch to follow.
In recent years, about 40 years before the beginning of our tale, the Templars have begun another move to expand, and re-assert their very brutal regime. 15 years ago, a new Master Spy came to power and has been putting plans in place to make that happen.
Now: The Templars have been meddling in affairs the continent over. While in some places they have had much more difficulty gaining a foothold due to ideological differences, such as the White Republic, they have still sunk their tendrils in. Keep your eyes open, because any event could have a sinister element behind it, or be genuine.

TECH AND MAGIC!
Due to a document acquired by Ketzal, I am actually going with Tech and magic synergize so well that you will see very few examples of one advancing without the other. In Twokinds, a mage or enchanter's skill is in no small part determined by their understanding of the science they are working with.

The airship: Still around, a luxury form of travel at this point, oft propelled by magic creating wind.
The steam engine: usually enhanced by magic to make it better contain its heat in the pipes to move the steam to the turbine, these are usually fueled by coal, but in some areas are run on wood, or even mage fire. These began appearing around 100 years ago.
There are also versions where the pipes themselves actually produce the heat to generate steam, removing the need for a firebox at all. These are obviously very expensive.
The Railroad: Airships were fine and dandy to move small amounts of people about, but to really move people and goods, you need the massive tonnage of rail. Appearing on the scene in small miles soon after the steam engine, there are now several large rail lines covering vast sections of the continent.
The Gun: Gunpowder was originally an accident, not what it's creators wanted to develop at all. But a light powder that could release a large amount of energy quickly was worth noting down. the first guns were fielded to take advantage of how cheap and easy it was to make, and to make it more possible to devastate a city without mages. Cannons found themselves miniaturized much as they did in our world, but magic made sparking the pan easier, though nobody ever thought to make it keep the blast from going out the hole. Advancing chemical knowledge lead to smokeless powder, and physics lead to the rifled bore, until the stage was set for the bolt action rifle to appear. This is now in large service. The single action revolver has even come on stage in the last 5 years or so.
The Mana-Kinetic Device: Coming from a paper published not long after the story of Twokinds, it suggested a way to turn mana into mechanical motion. While the idea was novel, actually doing so in a practical way was simply unfeasible at the time, nobody even thought to construct a prototype it was so inefficient.
However, it remained an idea that floated around the Arcane community, the great challenge that couldn't be cracked. It wasn't until the advent of the steam engine that any progress was made, but it is rapidly catching up in terms of cost for fuel in -> to energy out.

NATIONS!
The Emerald Confederacy: what's left of the Forest Wolves united under a iron-fisted and very backward, paranoid king.
The Felines: The feline clans organized under a common flag, under a strict matriarchal military government.
The White Republic: The northern lands brought together, they are a mix of humans, snow wolves, and hybrids. It's said every wolf has a little human in them up their, and every human a little canine blood in their line. Slavery is outlawed.
The Basitin Empire: Basins and foxes
The Dragon Empire: It's actually the human monarchy. Slavery is still legal, but the empire is on the verge of splintering further over the issue.
The Templar Order and Vastle Fifedoms: The various lands the Templar control by offering "Protection". A land controlled mostly by fear and cruelty, slavery is still seen as the norm.

Objections, please make them below, and I'll bug my friend who said he would do up a character sheet.
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Re: Twokinds Industrial Interest Check/Sign-up

#40 Post by Butterscotch » Tue Apr 11, 2017 2:31 pm

You spelled 'Basitin' wrong at some point in there.

So, The Basitin Empire is still whole? Or on the Verge of splitting? I may need to rewrite my character sheet now...

Speaking of the character sheets... I'll copy and paste the layout and an example here!
Spoiler!
TK Industrial

Character:
- Name:
- Race:
- Strengths:
- Weaknesses:
- Personality:
- Ref?:

Physical:
- Height:
- Hair/Fur:
- Eyes:
- Skin:
- Clothing:

Offensive:
- Weapons/tools:
- Magical abilities (if applicable):
- Weakness:

Story:
- Lore:
- Past acquaintances:
- Nationality:
- Ideology:
- Fears:


Eg:
Spoiler!

TK Industrial

Character:
• Name: Crowley Munn
• Race:Basitin
• Strengths: Spear Proficiency, Basitin Hearing, Basitin Immunity
• Weaknesses: Short Sighted
• Personality: Honourable, Often lost in thought, Quiet.
• Ref?: Image


Physical:
• Height: 5'6
• Hair/Fur: Brown
• Eyes: Green
• Skin:
• Clothing: Personally made Leather/Gold/Fur Armour

Offensive:
• Weapons/tools: Personally made spear
• Magical abilities (if applicable):
• Weakness: Armour offers little protection to gunshots

Story:
• Lore: Born on the mainland in [Waiting for Map of World]. Crowley's parents trained him in the old Basitin ways since the age of 5. During these practices, Crowley's Lower lip annd chin has been scarred and his eyesight has been damaged. At the age of 10, Crowley, while travelling a desert with his parents, stumbled into a quicksand pit, nearly killing him, this left him with a fear of Deserts and Sand.Once Crowley stopped growing taller (at the age of twelve) He was given his custom armour by his parents. At the age of 16, having shown to excel in combat with a spear, his parents passed down their spear unto him. Now at the age of 18, Crowley wanders the mainland as a 'hands-for-hire'.
• Past acquaintances: Parents (Mathias Munn and Charmeine Munn)
• Nationality: Mainland Basitin
• Ideology: Anti-Gun, Believes in Honourable Combat
• Fears: Deserts, Sand
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Re: Twokinds Industrial Interest Check/Sign-up

#41 Post by ThunderVolt » Tue Apr 11, 2017 11:24 pm

Spoiler!
Character:
- Name: Ricky (everyone calls him AceVolt)
- Race: Human
- Strengths: Raw strength in his muscles
- Weaknesses: Magic, swarms, Keidran, his real name
- Personality: Fun and carefree, in battle, ruthless
- Languages: Human (English), whatever Spanish would be, and only knows how to say "I don't know Keidran" in Keidran.
- Ref?: ?

Physical:
- Height: 5' 12" (He likes to call it this way)
- Hair/Fur: Jet-black hair
- Eyes: Brown
- Skin: White
- Clothing: Always wears a T-Shirt and shorts

Offensive:
- Weapons/tools: Always carries around a worker's tool belt. Tool belt is full of things like hammers, wrenches, lighters, oil cans, etc. all useful in a battle. Favorite weapon: his mallet
- Magical abilities (if applicable): Weak magic, but can be used to buff battle strength or to make a weapon larger
- Weakness: Defense, magic counterattacks, wolves

Story:
- Lore: Owns a small blacksmith shop in a town. Was grown and raised there, now he owns it. Just your average guy.
- Past acquaintances: The market guy (he calls him "You")
- Nationality: He has no idea
- Ideology: Whatever the community thinks
- Fears: Not having his trusty mallet, heat, cold, people who fight better than him (most people)
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Re: Twokinds Industrial Interest Check/Sign-up

#42 Post by zackepic22 » Thu Apr 13, 2017 12:02 pm

So, is Ephemural still no longer preventing hybrid births?

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Re: Twokinds Industrial Interest Check/Sign-up

#43 Post by Butterscotch » Thu Apr 13, 2017 12:05 pm

zackepic22 wrote:
Thu Apr 13, 2017 12:02 pm
So, is Ephemural still no longer preventing hybrid births?
I suppose it depends on the hybrid. We know kat is a cat/dog hybrid but I assume you mean Basitin/Keidrans, Human/Keidran or Human/Basitin?
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Re: Twokinds Industrial Interest Check/Sign-up

#44 Post by zackepic22 » Thu Apr 13, 2017 12:12 pm

Butterscotch wrote:
Thu Apr 13, 2017 12:05 pm
zackepic22 wrote:
Thu Apr 13, 2017 12:02 pm
So, is Ephemural still no longer preventing hybrid births?
I suppose it depends on the hybrid. We know kat is a cat/dog hybrid but I assume you mean Basitin/Keidrans or Human/Basitin?
You forgot Human/Keidran, but, yeah, those types of hybrids.

...Although, then again, The White Republic pretty much more or less straight up says H/K hybrids and mixed bloods are still a thing, so, nevermind. XD

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Re: Twokinds Industrial Interest Check/Sign-up

#45 Post by Butterscotch » Thu Apr 13, 2017 12:17 pm

zackepic22 wrote:
Thu Apr 13, 2017 12:12 pm
Butterscotch wrote:
Thu Apr 13, 2017 12:05 pm
zackepic22 wrote:
Thu Apr 13, 2017 12:02 pm
So, is Ephemural still no longer preventing hybrid births?
I suppose it depends on the hybrid. We know kat is a cat/dog hybrid but I assume you mean Basitin/Keidrans or Human/Basitin?
You forgot Human/Keidran, but, yeah, those types of hybrids.

...Although, then again, The White Republic pretty much more or less straight up says H/K hybrids and mixed bloods are still a thing, so, nevermind. XD
Alright! Yeah, just finish a character sheet and Sarnak will look over it. If there's any issue, he'll contact you.
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