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New World Idea: Huize

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New World Idea: Huize

Post by Eclipse on Sat Jun 07, 2014 11:54 pm

The world of Huize


Overview: A world once lost to constant conflict as small groups clashed ever so often, weapons tools, and resources were a need for the chance of Survival the next day. eventually, a alliance was formed, and with the intentions of recruiting those that they defeated, the ever expanding alliance dominated the single continent that they found themselves on. from there things became peaceful, ad the alliance, finding itself with many rulers instead of one king or ruler, never truly feel apart. As generations remembered the fighting and struggles that their ancestors had to go through, they prized people and their society upon creation. in which, being an inventor, a good thinker, and a creator of any new thing often shot you up the ranks of society.

However, the days of war have passed, weapons are still produced for one to show their mastery of the crafting of weapons and the plans of exploration beyond their home, they have disocvered two other lands and plan to explore them so, however from those that have come and return , have spoken of creatures, and those that did not return were reported to have become creatures of the like themselves. not willing to figure out if they were their past selves anymore, many have fled and only the most daring travel into the foriegn land. however it also seemed to become a hideaway for the most wanted of criminals attracting attention of it still. Using their weapons and thier own form of magic, they will hope to eventually conquer these dangers and problems of their world.


Society: The Alliance, now formaly known as the Republic is divided into 5 section. Each section represented and takes part in the council that rules over it. The sections are
North, West, East, South, and Central.

The Republic is ruled in a fashon very similar to it's name, with officals that are elected by the votes of the people for their section. With the High Council, composing of 20 members ruling over all. There is for each section, a majority member, and three minority members. Although all on the same council and treated as equal members as leaders, the majority member has two votes on decisions, as compared to the 1 of minority members. Giving the council a total of 25 votes. While minority members are elected by the 3 districts within a section, the majority member is elected by the Council members for the section.

The levels of Government for the Republic is a National level for all 5 sections, resolving trade and disputes that might occur between two sections over something. A section level for carrying out all of the duties of a specific section, as to say the section of the West has the duty of dealing with the "Land of the Lost" and the outlaws and bounty hunters that go there. While the Council for the South would be in ddispute over the allowance of machines within their boarders. Unlike the High Council, the Section Council  (Better knows as Council of the "insert section name here"), they sport only 15 members, 5 of which are from each of a section's 3 districts. The next level is the district council, which creates the laws for each district beyond that of those outline from the starting document. District councils are also tasked with making those that enforce the law and making sure their section's business runs smoothly. Having 21 members to cover their many more various tasks than the other two levels. finally, you have the enforcers, very similar in ways to police however, they are specifically enstated by the District council to ensure that peqace is kept andd laws are as followed. While it is best to keep to their own area, for the sake of catching outlaws, Enforcers have authority within their entire section.

As far as elections go, for all postions of section and district council, it comes down to the top elected. Meaning one election, in which all members are taken from the top 15 or 21 selected, in cases that they're ties for last spots, they are selected by the next highest council on votes. finally, due to the busy parts of the district councils, enforcers need only the approval of 6 district council members. On the other hand though, it only requires the disproval of 11 council members, to remove them from power.however in very special cases, they can also be removed by a majority vote from a higher council.
 
The North is reknown for it cold weather and snow, however within it's cities are something new that is emerging across the land called machines, utilizing the magic of the people operating them, they can mass produce objects or work.(please read Magic section to fully understand)

The East known as the start of the Alliance and also holds it's ties closest to weapons and crafting. It is within a peaceful glassland with small patches of forest towards the north.

The West is known for being smallest of the 5 section and also hit on it's population due to it being the closest the new land, also known as "Land of the Lost", it has found a liking however to the north's machines to accomplish it's work that has been lower by the losses. It a very hilly area and well known for it's twin mountains that are currently regarded as the highest on record.

The South, the most uneventful in regards to other sections, however the most conflicted of the five, not in the fact of pure fights and bloodshedding, but has the conflict of allowing machines within their section and whether they should further explore the "Land of the Lost" due to this, the potiental leaders and leader of this section have had to give certain stances or remain ambigous on their stance towards it to please the majority of people. With it's Northern half sharing hills and valleys, the southern half is a desert with two rivers that flow through it.

Central, also regarded as the home of all, is a place where things are tested and brought to their answer, it is the place that is the meeting place of the sections's leaders amd currently has accept machoines into it's boarders, however it is home to a community of largely anti-machine people.It's enviorment, composes of a combinations hills, valleys, forests, and a river that runs from it's west into the south.

Laws: The laws of the republic are very similar to that of typical laws, however the punishments are far more severe in the cases of stealing and destruction of property or objects. This is mostly due to the fact that the people often craft or create their own objects if they can and many can understand that it is very unpleasant to find it in the wrong possession or utterly destroyed.

Also to be deeply noted by the laws set by the Republic when it first started, is that their is no tolerence to uprisings that jepordize or would cause harm to the current leaders in power. Many of the higher class families are often behind the leaders in these laws, however very few actually come together in violation of this law, most of the have been chased off to the "Land of the Lost". However a few groups that have vbery deep ties are often trying to remove the very same laws and governmet in favor of a new one and killing all of the current leaders. Most of them can be found in the Southern section.



Magic: When the world began they did not discover or would ever apply magic as a singular force or thing, rather with their crafting nature they would apply it to objects, and as it was discovered, craft master and legendary weapons by the most skilled. While highly regarded at the start, the that would never break or never grow dull were the most important for they would never have to craft another, but instead, these days, things like the gift of flying or a weightless blade are considered the most impressive. However, none can currently figure out how to apply the blade that will never break, for it's founder would never tell his secret and had it die with him, regarding the blades that were crafted as unbreakable truly legends. All of those blades have been found however to be in the hands of the alliance, all section representatives are granted one as a sign of their authority and position.

Anyway, the magic of this World is broken in two known catergories by the republic. Magic Enhancements & Magic Force. Magical enhancements refer to a weapon or object that merely it's properties have been changed as like the blade that is unbreakable. Magic Force refers to a change to an object that requires a person's interal magic to be activated, an example would be the machines that the north uses to mass produce objects or a blade that allows the user to fly for a limited time using their internal magic.

However their is also a third, undiscovered or unrecoginzed type of magic. Magical Affliction. Unlike the crafting of the Republic, in the "Land of the Lost, the people drew markings on each other for battle and noted how they improved their people, however, some marks were not meant to be used, from such an afflication like wereism (I can't spell the actually words to save my life atm) As such, noted are the tribes and Wolves, Cats, and Avians (Birds). while they no longer practice this type of magic any longer, their affliction spreads by injury from bites or scrathes, leaving a estimated 50% chance of affliction with each one. once a person is inflicted they are one of the type that inflicted them.

With all of the types of magic however their is a limit to one of them being applied per an object or person unless something overwrites the other. as such, those with a affliction cannot be of two different types of tribes and one, who is unlucky enough to get struck by two or more tribes will only find that 1 will take over even if more than 1 was effective. In the case of objects though, an extremely exception craftmans can create weapons that hold both a magic enhancement and a magic force. The weapons that have this and are extremely powerful becqause of this are regarded  as legendary, most of them were crafted for the uniting of the Republic and alliance, others just for show of skill, and finally a few were created for the fact that they were needed for the "Land of the Lost". Throughout the years, many of these weapons have reached their breaking point and as such have been lost. However, currently within the World, they're five blades that are regarded as legendary, that should still be intact, however have been lost from the records in some cases.

Also to be noted with all of the magic uses of this world, they are all applied by a design, as when one typicqally works on a material they are often shaping the object to fit it's ideal use, adding magic to it, requires that the creator put forth an effort from within them as they craft it, adding a piece of magic within the weapon or object with each motion. So since it requires a great degree of skill in crqafting and magical use. It not only requires a great user of the weapon to realize it's potential, but it also requires a great craftsmen to make it. Also to be noted with Weapons and really why it requires a great deal of skill is that failure in making a proper design can result in the object being in capable of using magic or an improper use of it's magical capabilities. as to say, one who crafts a blade to be weightless, could craft the blade ot accidentally, not have any change what so ever, or for the blade to actually weight a 100 times more of it weight in some cases. This condition has also been why so many have failed in crafting the indestructible blade for the fact that it requires apparently an extreme amount of skill and probably secrets that the original creator never would give away as he passed.
Finally, while it can become easy to identify a object's magic additions, it would take one who has studied designs for a long time to identify how one crafted the entireity of it without even a hint in the right dir4ection, however, a great deal has gone into creating weapons and objects with magical additions, a great deal of the beginning was experimenting and see what would come of it and if it was positive or something that was worth, they would save the process either in their head or written somewhere.


"Land of The Lost": While regarded as a place of wild and madness from the coast that the republic has occupied, within, one could discover the small comunities that the afflicted have created. However, no one has lived to tell the tales back with changing or dying. Once changed and inflicted, no one can truly ever be themselves again, in the case of all types and become bloodthirsty and into a frenzy at first and even when one comes to their senses, they must answer to a pack leader (aka an Alpha, but not for confusinon of other lore), whether they like it in their nature or not. To escape, one would have to defeat a pack leader, and try to survive and reason with the outlaws, bounty hunters, and others that might kill you on sight.

Along with the transformation it revolves around a 28 day period, in which point, from 14 days, an afflicted will switch from human to their type, and back again within a 14 day period. While no cure has been discovered or even any interest in curing the condition with the abandonment of magic, it might be possible. Those that have changed, can still craft on their own time, but is very much looked down upon to use magic even in other forms.

Land of the Lost's Enviorment: The land of the lost on the Coast surrounding the center is very much a mix of tropical forest and a beach paradise, something that was very appealing to those from the republic and outlaws since they do not see pretty much any of this tropical paradise back home. Noted if one can get deeper into this place, they will continue to find themselves around a jungle area with an unusal number of bodies of water ranging from lakes and ponds to swamps, moats, and creeks. The water within them can often be found to be safe drinking water, however other have the chance of deep sickness. Often one can tell by whether or not plants are growing within the water and are identifiable as alive. Many could also notice trails crafted by the constant use from the creatures of the land. Finally, within some tree, it could be noted a home for a the bird type creatures of the land.

For those that find themselves in the communites of werewolves and werecats, they will find themselves in makeshift houses, something that could be crafted within the few days that a were creature would have their full human capabilities for building. The few tools for survival that ne could find in these communities are often of poor quality but you can always be sure to find many of thes place deep within the land.

Technolegy:WIP


Are you ready to Journey into Huize?


Last edited by Eclipse on Tue Jun 10, 2014 3:43 pm; edited 3 times in total

Eclipse

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Re: New World Idea: Huize

Post by Riley Oran on Sun Jun 08, 2014 6:59 pm

I'm still mulling over my questions I have for you, but I want you to know that I am indeed looking over everything and would like to offer up information on concepts that capture my interest.

I like the concept of the world, that it seems less like traditional fantasy and comes across almost as a magitech world. These are quite rare and difficult to pull off well, so I greatly appreciate the attempt and hope that as time marches on we see it revealed in greater light.

The society isn't that well expanded on. I get a feel for the alliance, but I don't really understand how it would function. It seems that more time was spent describing the geography and technology than the society itself. In truth, a little more time could be devoted to all of these things. For now, I'll let you select how to go about it and if any questions linger once the idea is more fleshed out, they'll be asked.

I really don't have much to say on the magic for now, as I've expressed to you in the CB that I will likely be fond of the end result.

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Re: New World Idea: Huize

Post by Eclipse on Mon Jun 09, 2014 12:30 am

Added  More government infor to Society and added a small section on the laws of the Republic.

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Re: New World Idea: Huize

Post by Eclipse on Tue Jun 10, 2014 2:46 am

expanded on laws that are against rebellion, and slight rebellion efforts within the world against the Republc.

Added the Enviorment that can be found in the Land of the Lost along with what one could expect to be found in a were village.

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Re: New World Idea: Huize

Post by Eclipse on Tue Jun 10, 2014 3:44 pm

expanded greatly on the magic of the world

will add the technolegy of the world later on today or tonight.

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Re: New World Idea: Huize

Post by Riley Oran on Sun Oct 12, 2014 10:01 pm

This was a pretty exciting and well thought out concept. You may not be hear to see it implemented, but it's very possible this will be made a world very soon.

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