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virginiaelwood · 2 years
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Very excited to continue this piece on my client and friend @onlyruin 🌞🌈#ilovemyjob . . . . . . . . . . . . . . . . . . . . #ilovemyjob #VirginiaElwood #VirginiaElwoodStudio #VirgniaElwoodTattoo #ThisTimeTmrw #ThisTimeTmrwStudio #FemaleTattooArtist #GreenpointBrooklyn #BrooklynNY #BrooklynArtist #NYCArtist #NewYorkTattoo #NewYorkTattooArtist #NYTattoo #BrooklynNewYork #BrooklynArtist #QTTR #queertattooartist #tradworkers #boldwillhold #tttism #oldworkers #americantraditional #traditionaltattoos #americanatattoos #boldwillhold #tradworkers #usatraditional #tradworkerssubmission #classictattoo (at This Time Tmrw) https://www.instagram.com/p/CjF4H7KOVzs/?igshid=NGJjMDIxMWI=
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luminenwalker · 5 years
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Index 18/10/2019
[Spoiler=Mythopoeia Thread Links]
[url="https://v1.escapistmagazine.com/forums/read/540.842654-Mythopoeia-A-combined-Nation-and-Godgame-RP-Now-closed"]Original Recruitment[/url]: [url]https://v1.escapistmagazine.com/forums/read/540.842654-Mythopoeia-A-combined-Nation-and-Godgame-RP-Now-closed[/url]
[url="https://v1.escapistmagazine.com/forums/read/540.854323-Mythopoeia-A-combined-Nation-and-Godgame-RP-now-recruiting#21144859"]Second Recruitment[/url]: [url]https://v1.escapistmagazine.com/forums/read/540.854323-Mythopoeia-A-combined-Nation-and-Godgame-RP-now-recruiting#21144859[/url]
[url="https://v1.escapistmagazine.com/forums/read/540.843623-Mythopoeia-RP-of-gods-and-nations-game-thread-closed#20769330"]Game Thread[/url]: [url]https://v1.escapistmagazine.com/forums/read/540.843623-Mythopoeia-RP-of-gods-and-nations-game-thread-closed#20769330[/url]
[url="https://v1.escapistmagazine.com/groups/view/Mythopoeia-group"]Group[/url]: [url]https://v1.escapistmagazine.com/groups/view/Mythopoeia-group[/url]
[/Spoiler]
[Spoiler=Only Ruins Thread Links]
[URL="http://www.giantitp.com/forums/showthread.php?506647"]Setting Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?506647[/url]
[URL="http://www.giantitp.com/forums/showthread.php?506645"]Rules Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?506645[/url]
[URL="http://www.giantitp.com/forums/showthread.php?506837"]Original Recruitment Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?506837[/url]
[URL=:"http://www.giantitp.com/forums/showthread.php?522244"]Second Recruitment Thread[/URL]: [URL="http://www.giantitp.com/forums/showthread.php?522244"]http://www.giantitp.com/forums/showthread.php?522244[/URL]
[URL="http://www.giantitp.com/forums/showthread.php?545504"]Third Recruitment Thread[/URL]: [URL="http://www.giantitp.com/forums/showthread.php?545504"]http://www.giantitp.com/forums/showthread.php?545504[/URL]
[URL="http://www.giantitp.com/forums/showthread.php?508062"]Out-Of-Character Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?508062[/url]
[URL="http://www.giantitp.com/forums/showthread.php?508138"]Game Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?508138[/url]
[/Spoiler]
[Spoiler=Ascendancy 1900 Thread Links]
[URL="https://www.myth-weavers.com/game.php?g=32204"]Mythweavers Forum[/URL]: [url]https://www.myth-weavers.com/game.php?g=32204[/url]
[URL="http://www.giantitp.com/forums/showthread.php?571095"]Setting Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?571095[/url]
[URL="http://www.giantitp.com/forums/showthread.php?572627"]Rules Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?572627[/url]
[URL="https://luminenwalker.tumblr.com/"]Tumblr[/URL]: [url]https://luminenwalker.tumblr.com/[/url]
World Anvil: [url]https://www.worldanvil.com/w/ascendancy-luminen-walker[/url]
[URL="http://www.giantitp.com/forums/showthread.php?575133"]GiantITP Recruitment Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?575133[/url]
[URL="https://www.myth-weavers.com/showthread.php?p=13952190"]Mythweavers Recruitment Thread[/URL]: [url]https://www.myth-weavers.com/showthread.php?p=13952190[/url]
[URL="https://v1.escapistmagazine.com/forums/read/540.1056416"]Escapist Recruitment Thread[/URL]: [url]https://v1.escapistmagazine.com/forums/read/540.1056416[/url]
[URL=http://www.giantitp.com/forums/showthread.php?577380""]Game Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?577380[/url]
[URL="http://www.giantitp.com/forums/showthread.php?576932"]Out of Character Thread[/URL]: [url]http://www.giantitp.com/forums/showthread.php?576932[/url]
[URL="https://discord.gg/EeHvCUk"]Discord[/URL]: [url]https://discord.gg/EeHvCUk[/url]
Grand Index: [url]https://www.myth-weavers.com/showthread.php?t=478805[/url]
Index: [url]https://www.myth-weavers.com/showthread.php?t=478804[/url]
Setting: [url]https://www.myth-weavers.com/showthread.php?t=452723[/url]
Rules: [url]https://www.myth-weavers.com/showthread.php?t=454668[/url]
Applications: [url]https://www.myth-weavers.com/showthread.php?t=459475[/url]
Sheets: [url]https://www.myth-weavers.com/showthread.php?t=459477[/url]
Game: [url]https://www.myth-weavers.com/showthread.php?t=459852[/url]
[/Spoiler]
[Spoiler=Ascendancy 2000]
Grand Index: [url]https://www.myth-weavers.com/showthread.php?t=478805[/url]
Index: [url]https://www.myth-weavers.com/showthread.php?t=478801[/url]
[/Spoiler]
[Spoiler= The Far West]
Grand Index: [url]https://www.myth-weavers.com/showthread.php?t=478805[/url]
Index: [url]https://www.myth-weavers.com/showthread.php?t=478802[/url]
[/Spoiler]
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ontt · 7 years
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FOLLOW ME www.instagram.com/goldruins_
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trovarsiofficial · 4 years
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I’m super stoked to play on Saturday with my Modular Friends! I’m playing a quick jam during the midnight set (9pm PST) alone side @space_racer_ and @shauncruda See more details below! . . #techno #livemodular #hybridset . Posted @withregram • @saddle_up_the_robots Schedule for @newyorkmodularsociety #signalsfest2020 (thanks to @expertsleepers) this Saturday. I'm excited for every single performance slated, but here are a few I want to tell you about: 4:00P: NYMS favorite @onlyruin will kick things off with his unique, intense style 5:40P: synth pioneer and genuine living legend @synthtodd will perform what I assume will be true modular madness! 6:00P: a synth society sibling @sinemountain will represent Colorado with some glitchy IDM works 8:00P: one of my favorite people @gloriousfrenchie Ben The Glorious Bastard will lay down 🔥 beats on his MPC + modular setup 9:00P: @alber_sounds will bring an innovative performance featuring a fusion of trumpet and synth 9:20P: renowned jazz drummer @fraefraedrum will channel her electronic music alter ego Frae-Frae: Daughter of Drexciya! 10:20P: My good friend @dysonant will no doubt impress with his precise, almost surgical, audible constructions and unique sequencing techniques 10:40P: DEATH BEATS (!!) with @snakesofrussia 11:20P: @daedelus. Enough said. Midnight: Southern California super set with @trovarsiofficial @space_racer_ and @shauncruda who I know will keep the virtual party going And that's just a handful of the 29 performers lined up? I could literally describe my enthusiasm for every single set. DO NOT MISS IT! #modular #electronicmusic #eurorack #synthesizer #modularsynth #signalsfest2020 #liveelectronicmusic #twitch #virtualfestival #musicfestival #free #newyorkmodularsociety #modbap #experimentalmusic #industrialmusic #idm #expertsleepers https://www.instagram.com/p/CAemO2nBjiQ/?igshid=18e0y1ge1pq75
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luminenwalker · 5 years
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May 1901 (Turn 17, Spring)
May 1901 (Turn 17, Spring) The journey East was a long and treacherous journey through storms unknown to the ancients. But the path before them was known, now ancient maps through the eternal stormwalls layed a path before the ships. When they finally passed through it was a shock to the sailors. Clear turquoise skies and clear turquoise waters teeming with fish. In the distance land was spotted through scopes as another pole was dropped into the water. Vast archipelagoes of land. Unknown to the people. Silver plated patrol boats with little in the way of marking set out from Karsha seeking the source of the I-7. They were to sweep North, meeting with emplaced resources, gathering any evidence they came across, and setting mines at key points before making their way again South around the mines, even though as they were designed they wouldn't set them off on their own.  April 1900 (Turn 16, Spring) The Vatnahlifir Develop a Concept - Covenant Officers (+3 to Wealth Production) Develop a Concept - Guided by the Stars (+3 to Wealth Production) Develop a Concept - The Guiding Hand (+3 to Wealth Production) Kismet Exploration x 3 - Kismet explores the new continent to see what of interest can be found on its west coast. The Oculiuris (Five Actions Saved) The Specialists Collectors Collective (Five Actions Saved) The Sveit (Five Actions Saved) Hive of Ice (Three Actions Saved) Mamma Lu's Map Shop (Five Actions Saved) The Gambiyat (Five Actions Saved)
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luminenwalker · 5 years
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February 1901
February 1901 (Turn 14, Winter) Hunting a prophet is not an easy task. Even with the help of the gods. Squads of phantoms were picked and sent on the word of the Awnite prophet and Ashlif, and all they had to work on was a  drawing. A drawing and a name they might not even be going under. Armed with stiff grey panoply coats and krakar gas masks to mask their rank, avto rifles with three spare drum magazines of blessed ammo, and five kaupaloki per man. They probably had years to find them. Probably. Prophets took time to develop, or atleast that was their understanding of the yellow cycle. The hunt was a constant task that needed to be carried out every cycle without fail or they would end up with another crisis on their hands, as they had less than a decade ago. It was a task that needed to be carried out without warning or attention and the public could never know. The idea that they were still on the knife's edge would set back progress decades. And the Vatnahlifir were happy to do it. Every time. Until the end to every cycle came and they were finally ready to bring the time of gods and demons to its close. Rumour spread of maps in the possession of esoteric groups that lead through the anomalous conditions on the edges of the known world. Hopeful rumours of a land beyond, untouched by the wars of the past and the cataclysms of the gods. Vessels left port seeking this new world... Spoiler:  January 1900 (Turn 13, Winter) The Vatnahlifir Develop a Concept - Aether Chaplains (+4 to Unity Production) Develop a Concept - Eminent Authority (+4 to Wealth Production) Develop a Concept - Smuggling Networks (+4 to Wealth Production) Kismet Develop a Concept x3 - Profiteer The Oculiuris (Five Actions Saved) The Specialists Collectors Collective (Five Actions Saved) The Sveit (Five Actions Saved) Hive of Ice (Five Actions Saved) Mamma Lu's Map Shop (Three Actions Saved) The Gambiyat (Three Actions Saved)
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luminenwalker · 5 years
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October 1900 (Turn 10, Fall)
October 1900 (Turn 10, Fall)
It was the night of the third when her mother saw her playing with the fairies. She didn't see them. She thought she was dancing on her own. She had her hair pulled and was yelled at for this. She was too old for imaginary friends... and she couldn't speak of the fairies.
She wished other people could see them, that they would let her speak of them.
The Frozen South
Masih followed the drone through the tunnels, and watched in awe at the swarming creatures in the chamber. It had been... centuries he supposed since he had seen so many creatures, and it made him wonder of the state of the world. The reference to a central mind, the alert, and the sheer number of creatures. Were these recombinants as they remembered them? No one came for them, and as far as he knew they had been exterminated so... what did that mean?
"Hello," he says to the gathered Jerlin. "My name is Masih, my crew and I have been lost for some time and we were wondering if you could help us?"
"We're a bit lost and were wondering what has happened? We crashed and no one came for us..."
September 1900 (Turn 9, Fall)
The Vatnahlifir Develop a Concept - Mass Indoctrination (+4 to Unity Production) Develop a Concept - Bjofastafur (+4 to Unity Production) Develop a Concept - Stimulants (+4 to Unity Production)
Kismet
The Administratum of Awn (Five Actions Saved)
The Oculiuris (Five Actions Saved)
The Specialists Collectors Collective (Five Actions Saved)
The Sveit (Five Actions Saved)
Hive of Ice (Five Actions Saved)
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luminenwalker · 5 years
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September 1900 (Turn 9, Fall)
September 1900 (Turn 9, Fall)
Her secret. The fairies, came to her after the first time her father had beaten her. An old Auroran man, that drank near constantly. Beat her when he was too drunk or angry. The voices told her that his time would come and that she would soon take her anger out on him and that he'd never be able to hurt her again...
The Specialists Collectors Collective
The representatives of the Khaganate mentioned their particular interests in rare weapons, new drugs, and artifacts in general. Though they had their own trade in the obscure they were almost always interested in expanding their range of acquisitions through further groups.
Their highest priorities in foreign acquisitions as mentioned were rare and obscure weapons, new drugs with which they could experiment, and magical artifacts of their ancient past. For all they had moved forward it was difficult to convince them of the value of something that couldn't be used in warfare or killing.
The Sveit
A party of high ranking covenant officers arrived in the Sveit as instructed in their invitations bearing gifts of medicine and alcohol.
The Frozen South
Masih poked his head out of the hatch, [b]"Hello! Is anyone out there!"[/b] The tunnels echoed with his rumbling tinny voice as he looked into the darkness. Masih took a few steps out into the ice tunnel with his gangly serrated limbs and looks at the drone before him, "Hello... Friend? Would you mind telling me how what year it is?.. We've been buried for quite some time, our connections are down, no one came for us, we slept for some years..."
August 1900 (Turn 8, Summer)
The Vatnahlifir Develop a Concept - Mass Indoctrination (+3 to Unity Production) Develop a Concept - Bjofastafur (+3 to Unity Production) Develop a Concept - Stimulants (+3 to Unity Production)
Kismet
The Administratum of Awn (Five Actions Saved)
The Oculiuris (Four Actions Saved)
The Specialists Collectors Collective (Five Actions Saved)
The Sveit (Three Actions Saved)
Hive of Ice (Five Actions Saved)
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luminenwalker · 5 years
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Mamma Lu’s Map Shop by Jory
Mamma Lu’s Map Shop [In partnership with the transnational confederated cartographers’ union] Mamma Lu’s Map Shop is a young mapmaking company that is quickly developing a stranglehold monopoly on mapmaking. The Map Shop is actually a massive armada of ships that travel the continent, docking at every harbor they can find to sell new updated maps to the town’s citizenry. The ships arrive in port with a great deal of fanfare, as the docking of a Map Shop always comes with a three night long carnival festival that is free of charge for all children under thirteen to attend. The Maps are just as much a luxury item as they are a navigational tool, and it has become quite a status symbol among merchant families to have in their home the most expensive and up to date version of Mama Lu’s gold leaf painted maps. The company prides itself on accuracy as well, and part of the duties of the traveling ships includes a constant reappraisal of local ecology and politics. If a sand dune has eroded, a note is made. If a city has been renamed or conquered by a different nation, a note is made for that as well. Because of this, a full exploration of the rumored new continent is a top priority for the company. The powers that be are not quite sure what to do about the sudden springing up of this company. It is a mapmaking company with a focus on children’s entertainment and as much wealth as a small kingdom. The children in every town shout out in joy when a Map Shop pulls into dock, but the more wise and cautious continue to be perplexed, and a little concerned. Component Concepts Minor Concepts: Mama Lu’s Map Sales (+1 Wealth) - Even with all the promotional events and gifts given out to children, Mama Lu’s Map Shop still pulls in a tidy profit each year, enough to handle the company’s many expenses so far. Mama Lu’s Smiling Face (+1 Influence) – The insignia of the company is a smiling, rosy cheeked old woman holding a ship in a bottle. It is engraved on every company ship and stamped on every map. It is an immediately recognizable brand and it carries the weight of a quality product. Mama Lu’s Little Birds (+1 Unity) – The ships of the company are a decentralized nexus that spreads across the continent. They communicate with each other through a special breed of Red Gulls that carry messages fairly efficiently between ships and keep the various crews abreast of events. Mama Lu’s Merit-Based Salaries and Pension Plans (+1 Unity) – The company hires only the best sailors and cartographers, and it pays them well. Internal disputes have a scaling hierarchy that it can move through for arbitration, from a ship’s captain, all the way up to the board of directors, but such disputes rarely go past the captains, as they are authorized to promote, renegotiate salary, and fire their crew members at their own discression. Moderate Concepts:* Mamma Lu’s Cartographers (+2 Exploration) – The company has in its employ, some of the best navigators and explorers in the world. They are responsible for the continual updating of The Map, and currently the full focus of their gaze is being directed at the new continent. Mamma Lu’s Armada (+2 to Military Conflict) – The company has no official “Navy” but every ship is armed and can become battle ready quickly. When mustered en masse, the company’s armada dwarfs those of even the largest nations. If you make an enemy of the company, do not travel by sea. Advanced Concept: Mamma Lu’s Children (+4 Influence) – Mamma Lu is loved by her children. Her ships provide them with free entertainment, colorful maps, and for a select few who win the annual junior cartographers competition, tuition free admission into Mamma Lu’s high seas academy. A city that threatens Mama Lu’s enterprises will find children crying out in the streets the next day, railing against the monsters that would hurt Mamma Lu. Heritage Concept: Mamma Lu (+3 Unity) - No one has ever seen Mamma Lu. Many believe her to be nothing more than a fictional corporate mascot, but she is real. She may not look like the woman on the bottle, she may not even be human, but she is real, she is ancient, and she controls every aspect of her transcontinental shop.
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luminenwalker · 5 years
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April 1900 (Turn 4, Spring)
April 1900 (Turn 4, Spring)...
December 1894 - Vesille, The Northern Raptor States
Finding the way to the tunnels didn't take very long, the buildings had been sighted ahead of time and they weren't exactly hidden. The plan was to blow holes in the buildings to collapse them with blasting oil and trinity sticks, then breach the rubble to enter the tunnels.
It was an easy plan that had worked in the past. It made sure there was only one entrance at the site and killed anything in the way.
War shields were dropped from the helicopter down onto the streets and Reds team moved quick to collect them after the bombs were set. They would need them in the confines of the tunnel complexes or gods forbid the cultists formed firing lines in the streets.
After the explosions they readied themselves and set the lyddite charge on the mound of broken buildings. The fun part was just ahead.
January 1900 - The Isle of Bedlam, The Ajivhan Khaganate
"Listen only to the sound of my voice." "Let your mind relax. Let your thoughts drift." "Let the bad memories fade. Let peace be upon you." "Surrender yourself to your dreams." "Let them wash over you like the gentle waves of the bluest ocean." "Let them envelop you. Comfort you."
The broadcast over the loud speakers was new to Red, and wasn't something he was particularly fond of despite the calming effect it had. It was too... he wasn't sure. It didn't help that it was spoken in Aetheric.
"Imagine somewhere calm." "Imagine somewhere safe." "Imagine yourself in a frozen forest." "You're standing in a clearing." "Trees around you so tall, they touch the sky." "Pure white snowflakes fall all around." "You can feel them melt on your skin." "You are not cold." "It cannot overcome the warmth of your beating heart." "Can you hear it?" "You only have to listen."
Wandering through the lush gardens of Bedlam, it didn't take very long to find Pyotr. Sitting. Meditating. Gaunt and sickly looking.
"Can you hear it slowing?" "You're slowing it." "You are in control." "Calm." "At peace."
March 1900 (Turn 3, Spring)
The Vatnahlifir Develop a Concept - A Frozen Forest (+2 to Unity Production) Develop a Concept - Hunger (+2 to Unity Production) Develop a Concept - Oneiric Visions (+2 to Unity Production)
Kismet Create a Concept - Searching (+1 to Wealth Production) Develop a Concept x2 - Searching (+3 to Wealth Production)
The Administratum of Awn 1) Create Concept Liberty Guild Guards (+1 to Military Conflict rolls) 2) Develop Concept Liberty Guild (+3 Influence Production) 3) Continue Campaign to absorb the Messenger Guild.
The Oculiuris (One Action Saved) Create Concept - Alchemy: Homunculus (+1 Influence Production) Develop a concept - Alchemy: Transmutation (+2 Wealth Production) Develop a Concept - Thousand Eyes (+2 Espionage Conflict Roles) Develop a Concept - Of One Mind (+4 Unity Production) Increase Influence - Dead Republic Increase Influence -Republic of Awn
The Crimson Enigmas (Five Actions Saved)
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luminenwalker · 5 years
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The Sveit by Joshua Dolphin
Faction Name: The Sveit
Main Faction Concept: Sveit is a nation made of two main races, Humans and Krakari. The independent city state was located on the border of 3 nations making it a hub for travel and trade in the north east. The city state was founded by 3 major groups. The ‘refugees’ from The Republic of Awn, House Gregori of the Raptor states and a fairly large group of human bandits in the woods that used to cover most of the city states land. Originally Sveit functioned more militaristically focussed however as the city developed and more money came in, no one declared war. It was about 230 years from the present day when the reform began. The people of Sveit had seen the money come into the city and yet they saw little come out of the city in terms of improvements or expansion. The political state of the Sveit dictatorship was getting rocky as bands of people attacked city officials, refused to pay taxes and rioted. The focus of Sveit at this time was militaristic and the people were no challenge for the brutal force. The rich lived happily as the army would cut down those who rioted. With the economic situation of the city falling and majority of the populace including soldiers becoming poor the head of The Armed Forces of Sveit declared war on the political leaders. The battle lasted all of 5 days. The Parliament of Sveit was formed consisting of two major houses. The Krakari People’s House and The People’s Republic.  The two houses still exist today and the political system function fairly the same with the human majority People’s Republic and Krakari majority Krakari People’s House. The city now has no major military force and acts a centre for trade be it knowledge, money or diplomacy.
Component Concepts
Minor Concepts:
Taxes (+1 to Wealth Production) – The city has taxed its people and travellers for most of its existence and continues to. Whilst some disagree with this system many see it as necessary for the city to be in the state it is.
Tertiary schooling (+1 to exploration) – Due to the wealth and influence of the city many prominent people come to live in and improve the city. Due the large number of well off people many families can comfortably send their children to school rather than getting them to work. Due to this Vraltauf was formed this university offers schooling to many especially in the field of magic.
Historical collection society (+1 to exploration) – With the combination of royal/ upper class families, the university and the historical collection society the city has many artefacts collected from ruins. Many adventurers go and explore these ruins then selling the items to the society for display, research or safety.
Developed travel infrastructure (+1 to influence production) – Well developed paths to the city alongside many maps allow for easy and safe travel. Many of the roads at the expense of the city are wide, cared for and have had many obstructions nearby them removed. City guards also will frequent the roads around the city ensure bandits do not cause trouble.
Moderate Concepts:
Magical messages (+2 to Influence Production) – The city state operates arguably the largest messaging system in all of existence. Through 5 well developed means of transfer the city sends and receives hundreds and thousands of messages. Notable modes of transport are via dead souls still bound to the mortal plane that will take messages to people in exchange for a purpose. Another notable mean is through spellcasting. Thousands of people are employed to perform the many duties of this mail system. Strong industry and trade (+2 to wealth production) – The people of Svalt perform all levels of industry making it easier and cheaper for the people of svalt to produce high-quality low-cost products. Due to this they can make large profit margins whilst keeping very competitive pricing. This advantage means nearly all of the money is kept within the city.
Advanced Concept: Unique exports (+4 to influence production) – Due to the many skilled people in Svalt, stable political and economic environment and plethora of resources many artisans can make truly unique items. These items are of great value to many including powerful enchanted weaponry and interesting technologies. These unique exports make the city of svalt valuable to many outside its borders. The resources, particularly unique ones the city produces are in high demand and due to that the city is valued by many making it important in those nations eyes.
Heritage Concept: Deep and rich mines (+3 to wealth) – The mountain the city was originally founded near and now inhabits opened up to mineral rich mines which led to many resource rich caverns. Since the mines opened they have been a heavily guarded and secretive source of direct wealth for the city. The mines have seemed endless and as the city goes further into the mines the more resources they tap into.
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luminenwalker · 5 years
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Kismet (and the Legend of the Bones) by JoJo
The Legend of the Bones
Many years ago, a woman named Cyrica was desperate for a son. Being the [i]esteemed consort[/i] of the Emperor of Aurora, Cosimo IV, this was more than just an idle wish. So she prayed endlessly to the god Khalorean, and on a visit to his temple, she was finally blessed with the son she desired.
Unfortunately at birth the infant could, even in the most charitable view, only be described as grotesque. His skin was not the usual crimson of a newborn, but rather the blue tinge one might expect from an abyssal squid. Instead of legs, he possessed six tentacles which constantly writhed and kicked. Nevertheless, Prince Tiberius, as his mother named him, was welcomed into the imperial household as any newborn would be.
It was not long after Tiberius was born that trouble began to brew in the imperial court, and inevitably, the household servants began to blame him for every and any misfortune. Cyrica alone continued to adore her son, but as she slipped into insanity, even she could not protect him. Eventually, he was smothered in his cot by a pair of nurse maids while his mother lay nearby, too befuddled by smoking herbs to even notice.
Not long afterwards, Cosimo was overthrown and his sister Valencia took the throne. Among her first decrees was for the body of her late nephew to be taken out to the palace gardens and quietly cremated, as was the Auroran custom at the time. The gardeners tasked with this responsibility were horrified to find, however, that after the flames died down, the bones of Tiberius were still intact and unburnt. What's more, they had begun to writhe and squirm again, as the infant had done in life.
Terribly afraid, the gardeners hurriedly threw the bones into a wooden chest and gave them to the youngest to dispose of. It was suggested that he sail out and throw the chest into the sea, but on the way down to the port he thought better of it, and instead sold the bones at the market for several months worth of grain.
It followed thus that for the next few years, the bones were traded up and down the Channel, gaining a reputation as they travelled. Eventually, the bones reached the port city of Valthee in the Empire of the Basalt Throne, as it was known then, where they were seized and ended up in the private collection of the Duke of Sung, who took an interest in such magical curiosities. And there they left half-forgotten for many years, until one day, three youngsters found their way into the collection.
Their leader was the Duke's eldest son and heir. With him came a krakari girl, the daughter of a wealthy trading family, and a younger corvan girl in simple clothing. If one looked closely, they would notice a strange thing about the smallest girl -- rather than the bronze gaze of her people, or the typical brown of her human countrymen, her eyes were a brilliant green.
"Good morning." A clear, high voice came from the chest containing the bones, scaring the children half to death. "Please, do not be afraid."
"What are you?" the Duke's son finally asked.
"That does not matter. I offer a bargain. Bring me the necklace that hangs by your mother's mirror, and the cloak belonging to the head priest, and I shall grant whatever you desire in return."
This was an odd request, but the children were hooked nonetheless.
"Anything?" the krakari girl asked suspiciously.
"Yes. Anything."
"Then I wish to be a proper lord, just like my father," the Duke's son declared pompously.
"It shall be done."
"And I wish my mother wouldn't make me brush my frill all the time," the krakari girl said, sniffing.
"It shall also be done," the bones said. "And what do you want?" it added, addressing the green-eyed girl.
"Oh, she doesn't need anything, she's just a servant," the Duke's son interjected. He turned to the maid. "You keep watch, while we get the things."
The pair disappeared, leaving the green-eyed girl and the bones alone.
"I have never seen a corvan like you."
"They say my father was human," the girl said by way of explanation, looking down shyly.
"Ah. Well, what do you desire, then?"
"Can I really?"
"Yes."
"I want... I want to leave here and see the whole world. I want to see the Basalt Obelisk, and the Colosseum in Xule, and... and..."
"It shall be done," the bones said, interrupting her. "I need a very special, third ingredient. Go and fetch me frogspawn in a jar, and be quick about it. Don't let the other two see."
The girl hurried off to fulfil this strange request. By the time she returned, the frogspawn safely stowed under her skirt, the other two had already returned.
"Where were you? You were meant to be keeping watch, idiot!" the krakari girl cried.
"Never mind, nobody came. Now place the necklace and cloak in my box," the bones instructed. The two noble children did so. "And now, the bargain is fulfilled."
At first, nothing seemed to happen. Then, the krakari girl began to itch her forward.
"Ow, my head!" she cried, tearing out of the chamber. The duke's son followed her.
"Pour the frogspawn in the box. Quick."
The green-eyed girl did so, with more than a little disgust.
"Now, place your hand into the spawn, and your wish shall be granted."
Meanwhile, the krakari girl had ground to a halt, running her claws over her head. The duke's son was in fits of laughter as her feathery frill came away, leaving the back of her head with the same texture of a plucked chicken.
"It's not funny! This isn't what I meant!"
Then, there was a sudden scream from upstairs. The two children looked uneasily at each other. That was followed by a familiar shout:
"The Duke is dead. Long live the Duke!"
The blood drained from the new's duke face as he realised the full gravity of what he had just done. He sprinted back to the collection room to beg the bones to reverse the bargain, only to find the chest had vanished. For the rest of his life he would send search party after search party across the land, but neither the mysterious bones, nor the green-eyed girl, were ever seen again.
Faction Name: Kismet
Main Faction Concept:
The origin of Kismet is shrouded in mystery. He has no permanent form, appearing before mortals as anything ranging from a black cat to a fox, from a grinning urchin to an alluring maiden. The only consistency is that regardless of the form he takes, he always has green eyes. This, apparently, he cannot change.
There are many stories told about Kismet, which invariably will share the same narrative structure. He will appear before a desperate mortal, offering something they desire above all else. Love, wealth, vengeance on a rival, and victory in a key battle are all common themes. He will always deliver on his end of the bargain, but inevitably, there will be a price that has to be paid sooner or later. If one is brave, or foolish, enough to make a deal with Kismet in the first place, it can only be recommended that the wording of the deal is checked to the last letter.
Component Concepts
Minor Concepts:
Hearts of Men (+1 Influence Production): The hearts of men (and women) are easily tempted by the allure of money, glory, or just pure power. Kismet has great experience in knowing exactly what to offer to sway all but the most resistant.
Fool's Gold (+1 Wealth Production): It is commonly supposed that Kismet has the power to create gold and precious stones out of thin air. This is not actually true. Rather, he knows the location of enough treasure-laden shipwrecks and long forgotten tombs that he can summon almost any amount of wealth at short notice if a mortal requests such things. He has no use for gold himself.
Long Arc of History (+1 Influence Production): As a being who has existed for at least half a millennium, Kismet has a wealth of historical knowledge he can draw upon and use to his advantage when dealing with mortals.
One Soul (+1 Unity): Kismet is a single being... reportedly. Some sources beg to differ, but they aren't held in high regard.
Moderate Concepts:
Immaterial (+2 Military & Espionage Rolls) A being of spirit rather than flesh, ordinary weapons or indeed solid walls are no barrier to Kismet. A particularly potent magic would be required to repel, let alone contain him.
Foresight (+2 Military & Espionage Rolls)  Kismet possesses an uncanny, though not always perfect, ability to predict future events. Some say that this is the result of being able to listen in on the conversations of the gods themselves, while others ascribe it to a small red orb which he is said to possess.
Advanced Concept:
Kismet's Conspiracy (+4 Espionage Rolls): As a result of a bargain made centuries ago, the exact details of which change with each retelling, a number of Ravens of Gangari are closely allied with Kismet. This "conspiracy" collects information from across the known world, which they ferry back to Kismet through mysterious methods known only to those involved.
Heritage Concept:
Cosmopolitan (+3 to Influence Production): As a result of the lack of certainty over his origin, most cultures have stories claiming Kismet as their own. This, coupled with his ability to take the form of any race or kind, allows him to tailor his approach to the mortal in question.
Inheritance Concept:
Imperial Blood (+3 to Influence and Wealth Production): "Some older tales connect Kismet with the now extinct Auroran House of Verde. Whether they're true or not, an aura of prestige surrounds him, giving him greater influence among the more deferential mortals of the world."
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luminenwalker · 5 years
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Nations: The Ajivhan Khaganate - Dark Blue The Dead Republic - White The Deep Tribes - Grey The Empire of the Basalt Obelisk - Goldenrod The Grat Shae - Brown The Harconin Protectorate - Orange The Raptor States - Blue The Republic of Awn - Dark Gold/Brown The Silverplume Confederacy - Pale Green The Union of Auroran Republics - Purple Overrun Areas: The Ajivhan Desert / The Ajivhan Wastes - Red (Desert) The Ghost Marshes / The Aetherial Collective - Red (Marshlands) Navasti Isles - Red (Southwest Islands)
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luminenwalker · 5 years
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Flag of the Argent Confederacy
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luminenwalker · 5 years
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Ascendancy: World (The Empire of the Basalt Obelisk)
The Empire of the Basalt Obelisk - The history of the people of the Basalt Obelisk is long and connected with the North. An offshoot of Aurora born out of the years after the Cataclysms, the Empire of the Basalt Obelisk grew out of a series of wars and revolts against the feuding emperors, kings, and warlords of the millenia prior squabbling over the North and remnants of Aurora, the Raptor States, and the Deep Tribe. A union of Human, Luug, and Krakari the Empire of the Basalt Obelisk when it finally came together was founded in the city of Valthee constructed around a massive Basalt obelisk, as is to be expected from their name. The emperor was an old Krakar elected by the first council of oligarchs to rule over all that surrounded the fractitious city they had founded. This is a ritual that has repeated over the many centuries since its founding, each oath becoming longer and more complex as more land was taken and the people became more cosmopolitan. This ritual only changing with the founding of the Argent Confederacy, to grant clemency to those living beyond their borders. The people of the Basalt Obelisk are a varied lot, with the only cultural norm shared between their varied populace being their acceptance of eachother and fealty to the Emperor.
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luminenwalker · 5 years
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Ascendancy: World (The Union of Auroran Republics - Valencianism)
Valencianism is a sociopolitical ideology that has evolved in the Union of Auroran Republics over the last few centuries, based on a syncretion of the teachings of Auroran founder Father Matthias, Third Age Philosopher Wen Sung, and last Empress Valencia. At its core is an aggressive push for unity and equality between the various social classes and races of Aurora, not to mention the sexes. Privately owned property and industry are banned, with most citizens working in state-run industry. There is, however, a sizeable black market that continues to trade with the outside world. In practice, much of everyday life is governed by the ruling parties. Each of the six Union Republics have their own Valencian party, membership of which is open to almost any citizen. Party membership confers with it many political rights and is essential for advancement in Auroran society, but entails additional restrictions on personal conduct, along with the expectation that the party member will publicly support the principles of Valencianism. Failure to uphold these standards can entail expulsion from the party and social shunning. Each community elects a representive to a regional, canton or autonomous republic council. Every adult citizen is entitled to vote, but the candidates must be selected from a pre-approved list of party members. The regional councils in turn elect representives to sit in the Union Republic councils, who then in turn vote for a select few of their own to sit in the Union Parliament. The Hegemon of Aurora is elected from among this number, and can be dismissed by Parliament at any time. Continental Congress members meanwhile are appointed half by the Union Republic councils, and the other half by the Union Parliament itself. This multilayered approach means that while Aurora is theoretically a democratic meritocracy, in practice power tends to remain in the hands of those who already have it. While officially eschewing personal wealth, elite party members can live a lifestyle that rivals the aristocracy of other nations. The traditional Auroran belief in a near-omnipotent god called the Father remains strong in the general population, but the elite take a more scientific approach to religion. While some deities clearly exist, or did exist, the party remains officially sceptical of all but a few gods for whom there is overwhelming historical evidence. These include Lysei, Gangari and Cyth'Raul. Internationalism is a central part of Valencianism, which combined with the folk belief that Aurora is destined to take over the world, has kept the Auroran Union as a key member of the Argent Confederacy, despite the upheavals of the revolution. To this day, the island city of Xule remains the capital of the Confederacy and the Continental Congress resides within its Palace of Nations. The extent to which Aurora has encouraged other nations to its cause, whether by diplomatic pressure or even giving covert support to Valencian-inspired armed groups, has varied greatly, depending on the whims of the hegemon at the time. In general, soft power is the preferred approach.
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