Twokinds Industrial Interest Check/Sign-up
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Re: Twokinds Industrial Interest Check/Sign-up
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.
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
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.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.
~~~()~~~
Rowan Ex
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Re: Twokinds Industrial Interest Check/Sign-up
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.
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.
- Butterscotch
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Re: Twokinds Industrial Interest Check/Sign-up
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!
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!
Spoiler!
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Re: Twokinds Industrial Interest Check/Sign-up
So, is Ephemural still no longer preventing hybrid births?
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Re: Twokinds Industrial Interest Check/Sign-up
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?zackepic22 wrote: ↑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
You forgot Human/Keidran, but, yeah, those types of hybrids.Butterscotch wrote: ↑Thu Apr 13, 2017 12:05 pmI suppose it depends on the hybrid. We know kat is a cat/dog hybrid but I assume you mean Basitin/Keidrans or Human/Basitin?zackepic22 wrote: ↑Thu Apr 13, 2017 12:02 pm So, is Ephemural still no longer preventing hybrid births?
...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
Alright! Yeah, just finish a character sheet and Sarnak will look over it. If there's any issue, he'll contact you.zackepic22 wrote: ↑Thu Apr 13, 2017 12:12 pmYou forgot Human/Keidran, but, yeah, those types of hybrids.Butterscotch wrote: ↑Thu Apr 13, 2017 12:05 pmI suppose it depends on the hybrid. We know kat is a cat/dog hybrid but I assume you mean Basitin/Keidrans or Human/Basitin?zackepic22 wrote: ↑Thu Apr 13, 2017 12:02 pm So, is Ephemural still no longer preventing hybrid births?
...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
Character:
- Name: Councilor Edmil Frostpaw
- Race: Human/Snow Wolf Keidran Hybrid
- Strengths: Political Training, Skilled Swordsman, Enhanced Scent, Hearing and Reflexes(From Keidran side)
- Weaknesses: A Temper that tends to flare up due to political moronicness, and a lack of subtlety when frustrated
- Personality: Fair, Mostly Honest, Devoted to his people and culture, brash
- Age: ~23(Middle-aged from combined Human and Keidran blood, yet, he actually seems to age pretty well so far)
- Languages: Human, Keidran
- Ref?:
Physical:
- Height: 5'11"
- Hair/Fur: Black(Including a heavy beard and moustache)/White
- Eyes: Blue
- Skin: Slightly Pale Caucasian
- Clothing: Fur coat, pants, an armored vestment on his torso, as well as bandages around his feet.
- Keidran parts: Ears, Forearms, Forelegs, and tail
Offensive:
- Weapons/tools: Longsword
- Magical abilities (if applicable): Has a slight aptitude for mana crystal use, mostly using that kind of magic for small elemental attacks in combat
- Weaknesses: He has a slight limp in his left paw, and, his hearing's no longer as good in his left ear.
Story:
- Lore: The Frostpaws are quite possibly one of the oldest mixed Human/Keidran families in the history of the White Federation/Republic, believed to be descended from old Snow Wolf nobility, though, in this modern age, no one is entirely sure of the truth. However, they are one of the more powerful families in the Republic. Edmil was the second son of the late Lord and Lady Frostpaw, both hybrids themselves. Despite not being the heir, he was given important responsibility. He was trained by his uncle Kendro in matters of politics, by family friend, local human captain of the guard, Captain Erin Hasway, in matters of Swordsmanship and physical combat, and finally, by his father himself, in the art of using magic and mana crystals. He currently serves a councilor to the Republic, and does his best to keep those who would damage the Republic's integrity and equality in check.
- Past acquaintances: Marsan(Older Brother), Palia(Younger Sister)
- Nationality: White Republic
- Ideology: Equality, Fairness, and Morality. No one must rule with an Iron Fist.
- Fears: Templar Supremacy, Human Supremacy, Complete or Major loss of Morality, both political and otherwise.
- Name: Councilor Edmil Frostpaw
- Race: Human/Snow Wolf Keidran Hybrid
- Strengths: Political Training, Skilled Swordsman, Enhanced Scent, Hearing and Reflexes(From Keidran side)
- Weaknesses: A Temper that tends to flare up due to political moronicness, and a lack of subtlety when frustrated
- Personality: Fair, Mostly Honest, Devoted to his people and culture, brash
- Age: ~23(Middle-aged from combined Human and Keidran blood, yet, he actually seems to age pretty well so far)
- Languages: Human, Keidran
- Ref?:
Physical:
- Height: 5'11"
- Hair/Fur: Black(Including a heavy beard and moustache)/White
- Eyes: Blue
- Skin: Slightly Pale Caucasian
- Clothing: Fur coat, pants, an armored vestment on his torso, as well as bandages around his feet.
- Keidran parts: Ears, Forearms, Forelegs, and tail
Offensive:
- Weapons/tools: Longsword
- Magical abilities (if applicable): Has a slight aptitude for mana crystal use, mostly using that kind of magic for small elemental attacks in combat
- Weaknesses: He has a slight limp in his left paw, and, his hearing's no longer as good in his left ear.
Story:
- Lore: The Frostpaws are quite possibly one of the oldest mixed Human/Keidran families in the history of the White Federation/Republic, believed to be descended from old Snow Wolf nobility, though, in this modern age, no one is entirely sure of the truth. However, they are one of the more powerful families in the Republic. Edmil was the second son of the late Lord and Lady Frostpaw, both hybrids themselves. Despite not being the heir, he was given important responsibility. He was trained by his uncle Kendro in matters of politics, by family friend, local human captain of the guard, Captain Erin Hasway, in matters of Swordsmanship and physical combat, and finally, by his father himself, in the art of using magic and mana crystals. He currently serves a councilor to the Republic, and does his best to keep those who would damage the Republic's integrity and equality in check.
- Past acquaintances: Marsan(Older Brother), Palia(Younger Sister)
- Nationality: White Republic
- Ideology: Equality, Fairness, and Morality. No one must rule with an Iron Fist.
- Fears: Templar Supremacy, Human Supremacy, Complete or Major loss of Morality, both political and otherwise.
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Re: Twokinds Industrial Interest Check/Sign-up
Interesting RP concept, and I've been itching to try out this kind of character for a while now. Although if this is going to be like the RPs of old, where people are posting a couple dozen times a day, I don't think I'll be able to keep up.
Lemme know if there's a problem.
Spoiler!
- Butterscotch
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Re: Twokinds Industrial Interest Check/Sign-up
Heya! Sorry to be a tad annoying, but could everybody uodate their character sheets and add your languages spoken?
• Languages:
Like so...
Also, we have a soooooooort of map now if you wanna look at this and judge! Hopefully this is not the completed version, we're gonna get someone to make it look.....'nicer'
• Languages:
Like so...
Spoiler!
Spoiler!
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Re: Twokinds Industrial Interest Check/Sign-up
Updated.
Edit: ...So, wait, there's a Basitin City in the White Republic?
Edit: ...So, wait, there's a Basitin City in the White Republic?
- Butterscotch
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Re: Twokinds Industrial Interest Check/Sign-up
No...or...we dont think so. Thats just Tom being confusing, that city is there in the actual art work of the map. And WE think, its not a Basitin city, just a castlezackepic22 wrote: ↑Thu Apr 13, 2017 10:47 pm Updated.
Edit: ...So, wait, there's a Basitin City in the White Republic?
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Re: Twokinds Industrial Interest Check/Sign-up
Ah.Butterscotch wrote: ↑Thu Apr 13, 2017 11:06 pmNo...or...we dont think so. Thats just Tom being confusing, that city is there in the actual art work of the map. And WE think, its not a Basitin city, just a castlezackepic22 wrote: ↑Thu Apr 13, 2017 10:47 pm Updated.
Edit: ...So, wait, there's a Basitin City in the White Republic?
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Re: Twokinds Industrial Interest Check/Sign-up
DoneButterscotch wrote: ↑Thu Apr 13, 2017 10:43 pm Heya! Sorry to be a tad annoying, but could everybody uodate their character sheets and add your languages spoken?
• Languages: