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CWR: Luna Clan; Worldbuilding
Topic Started: Oct 5 2011, 03:26 PM (1,758 Views)
Artemis
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State of the Lunarian nation:
If the clanless are the embodiment of capitalism in CWR, Luna clan’s history would prove it to be the opposite. Luna has been a feudal state for centuries, little change in its economic system having taken place since its foundation. The lower classes provide the nobility with goods and services, while the nobles own the land the lower classes live on. Thus, serfs have been the backbone of Lunarian economy and stability for a long time, just like in any good feudal system.

Luna’s fall in power is due to stagnation resulting from a traditionalist upper class that refuses to let go of the feudalist system, even as the rest of Weyard embraces it. A policy of more or less strict isolationism (result of the majority of noble’s ingrained belief in the superiority of their clan, as well as a failure to realize that commerce plays a major role in the developing international climate) and a refusal to permit entry of Clanless merchants, has had the effect of not permitting the Lunarian economy to expand, falling behind most other nations. Poverty runs rampant in many rural areas, with most nobles disregarding the current state of affairs.

Only recently has this begun to change, thanks to both Artemis’ rise to power and the expansion of Clanless mercantilism into Lunarian territory; the two are heavily linked. Artemis encourages the expansion of capitalism in Luna territory, and has begun to allow an influx of the Clanless, two facts that displease a large amount of Lunarian nobility. At the tme, there are growing rifts withing the governing body of Luna, an expansion of commerce both within Lunarian borders and between Luna and the exterior, and a great amount of speculation among analysts as to what will come of the new regime and its liberal ideals.
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Greninja
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*SHHHHHLURP*

This reserved worldbuilding post will encompass specific Lunarian characters. These can include primary player characters located in the profiles thread; secondary characters created for plot purposes; and any other characters affiliated with Luna Clan regardless of elemental alignment or other influencing characteristics (such as Justine), so long as their alliance is at least semi-permanent.

Information on said characters will essentially function as an extensive and fleshed out profile, the detail of which will be decided by the character's roleplayer, but can cover virtually anything, such as equipment, relations with other characters, actions taken within the RP, etc. If and when a roleplayer who has a character suitable to be placed in this post decides they would like to have this done, they can simply PM me the additional information they wish to include, and I will edit it into this post.


Terakin


:luna:
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Greninja
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*SHHHHHLURP*

And this one.

:luna:
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Greninja
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*SHHHHHLURP*

Okay this should be enough.

:luna:
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Bowz
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Gigglemesh Aurarius

You guys are the best worldbuilders. I think I'll join this clan.
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SeaMonkeyFramer
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Wifey

They've good intentions though. Look, four whole posts ready to be filled with worldbuilding!
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Sundancer
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Stargazer

*lords Sol's one post with walls of text over these silly four posts*

Though, I should've reserved some more, didn't think of that, mruuw. >:
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Greninja
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*SHHHHHLURP*

Alright you whiners. There have actually been some things I think warrant discussion. Right now I'd like to bring up the matter of Luna's domains of Necromancy and Death before we get too far into the RP. Because I already have plans for worldbuilding in regards to Necromancy, but unlike some things such as politics and culture within Luna Clan, the Psynergy domains directly affect the other roleplayers, and as such I feel that they deserve a say.

I've devoted more time to thinking about Necromancy but before I unleash walls of text upon you all, I just want to say a couple of things to get this going.

First, Necromancy. I have a special interest in this area because Terakin focuses on it, and it, along with Death, are what I feel to be the two most underdeveloped domains in Luna. I'm curious about what limits people would like to set on it, the mechanics any of you have for how it should work, etc. Also, scale. I want us all to get a sense of scale. There should be a limit on how many summons a person can have going at once. My personal preference is one or two, three at the most, and that's if the summons are all only moderately threatening and the roleplayer has established and built up their character as a Necromancy specialist, as I plan on doing.

Of course, the relative power of the summon would affect how many are present at once. For instance, instead of three mild summons, perhaps one, much stronger creature. Which brings me to my main point. Since we seem to be using Jackal's outline as a base, and he clarifies available Necromancy summons as zombies, skeletons, and nether creatures, my mind has taken off. I have come up with a variety of these nether creatures in order to make this a creative and varied domain, and would appreciate input from others on this idea and how it would work. Because the idea for this RP is to have Luna Adepts be underhanded and clever, not powerhouses capable of commanding huge demon monsters to do their bidding. This is something I fully support and thus I would ask the rest of you to take it in good faith that I would not abuse this if it was implemented. It's just a branch of creativity I've had for this psynergy domain and the RP in general; a slew of otherworldly creatures would greatly add to the lore of this world.

As for Death, I am displeased with its current incarnation. I prefer my idea of it being used as a manipulation of bodily substances, but the intricacies of implementing such a thing into an RP without wild hax are enormous. I do not dispute that and have no wish to use that interpretation of Death in this RP.

My issue, rather, is how it has commonly been used to cover poisons, venoms, and in a few instances, generic curses. This is simply not acceptable to me, in main part because all of these can be accomplished by other means. Means that are available to all the Clans. Want to curse someone? Give them one of many cursed artifacts. Poisons and venoms? Those occur naturally in nature. There are going to be plenty of black markets for stuff like that, plenty of which will probably belong to the Clanless, and don't get me started on plants and Venus. Simply put, poisons, venoms and curses are not unique, which entirely eliminates the need for Death as a domain. It offers no unique, Lunarian-exclusive abilities. How did Phoenix kill Draco in D&R? With poison. He was a Mercurian. Logic simply does not allow poison and curses to be something only Lunarians can access.

At best, it could be argued that this aspect of Death gives us a greater aptitude than Weyard's general populace at procuring, making, and using poisons. This is like saying that Mercurians are better swimmers. Perhaps true, but by no means does it mean that you can't have exceptions among the other Clans.

Then there is the issue that this is a Psynergy domain. Any and all abilities within Death are born out of Psynergy. This makes no sense when you try to apply it to poisons. What do we do, draw it out of thin air? Even the other elements draw upon tenuous physics to work. Air, water, heat/potential fire, and stonework and plants are present virtually everywhere in the world. Adepts don't simply conjure the substances from nothing; they manipulate readily available sources. This is not the case with poisons. And consider that the poisons still have to take the form of either a liquid (which would fall closer to Mercury's control); vapor (again, Mercury's domain, possibly Jupiter); and a solid, perhaps in the form of pastes or poultices, which would be closest to Venus more than anything but most realistically would not be subject to direct control from any of the Clans.

As for things like curses, that would make more sense lumped into the Necromancy category. Summoning minor spirits to afflict enemies with certain undesirable disabilities or such, though I fail to see how we would work such nuances like that into combat. I would rather we do away with that aspect entirely and simply leave curses and other such phenomena to agreed-upon plot devices such as possessed weapons.

So, there's some starting points. Please feel free to bounce around ideas. That's what I'm going for here.


:luna:
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Chrono Ivan
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Everybody dance now!

All cursed items are made with dark matter

Most poison inflicting items are made with dark matter

Your assertion is misplaced.

Let's look at how Luna is different this time around.

In CW, Luna was a tyrannical dictatorship ruled by power through fear, whose people lived lives of abject misery and terror while their fattened, evil aristrocracy lorded it over them, tortured, maimed, murdered, sowed discord, distrust and aspired to make the lives of everyone in the world more miserable for no other reason than they could.

Here in CWR Luna appears to be a tyrannical dictatorship ruled by power through fear whose people live lives of abject misery and terror. So please, enlighten me to your foreign policy that made luna one of the great respected powers in this world, and please DON'T say "once held a bog standard Monster Empire where Demons and Ilk oppressed vast swathes of the population on the orders of the Dark Kings and Dark Queens until brave heroes rose up and defeated them."
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Greninja
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*SHHHHHLURP*

Chrono Ivan
Nov 2 2011, 04:34 AM
In CW, Luna was a tyrannical dictatorship ruled by power through fear, whose people lived lives of abject misery and terror while their fattened, evil aristrocracy lorded it over them, tortured, maimed, murdered, sowed discord, distrust and aspired to make the lives of everyone in the world more miserable for no other reason than they could.

Here in CWR Luna appears to be a tyrannical dictatorship ruled by power through fear whose people live lives of abject misery and terror. So please, enlighten me to your foreign policy that made luna one of the great respected powers in this world, and please DON'T say "once held a bog standard Monster Empire where Demons and Ilk oppressed vast swathes of the population on the orders of the Dark Kings and Dark Queens until brave heroes rose up and defeated them."
I honestly have no idea what the hell our political state has to do with the mechanics of the Necromancy and Death domains. And we're not even ten pages into the RP so you can kindly withhold any assumptions you have about the culture Artemis and I are crafting for it, because we are crafting one, and that is not it.

"All cursed items are made with dark matter."

No. In the games they are not, and in this RP they are not, because you alone do not get to dictate what prerequisites are necessary for items to be cursed. This also does not address the concept of curses being placed directly upon people, or how the process would be performed. Even assuming all cursed items were made from dark matter, this still does not affect the Death or Necromancy domains, since Luna psynergy does not allow for direct manipulation of that substance, and if it did, that doesn't explain what uses it would have, how it would work, or how dark matter's inherently "curse ready" state could be utilized.

"Most poison inflicting items are made with dark matter."

Again, no. This is also present in the games. Various items can result in poisoning, as well as at least two Djinn of differing elements, one summon, and some psynergies, none of which are Luna aligned, because such things didn't, and even as of Dark Dawn, still do not exist. Again, assuming this random assertion held true, a naturally occurring material used to craft items anyone could wield does not explain how or why Lunarians would be able to directly control poison and venoms in physical forms outside their sphere of psynergy influence.

I'm not arguing that Luna is a respected power in the world; a base fact of the RP is that both Luna and Sol are diminished world powers, striving to regain their past glory, as seems to be the case regarding the roleplaying of those members playing characters in these Clans. Again, Luna's current political state and foreign policy have literally no bearing on how the mechanics of Necromancy and Death should work. I'm requesting discussion on those matters, not unrelated attacks on aspects of this Clan's worldbuilding that Artemis and I are still working on.


:luna:
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SeaMonkeyFramer
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Wifey

Hmm, one point I would make is that certain effects of psynergy can be obtained via other, non-adept means. This doesn't make the psynergy non-viable.

For example, anyone can light a fire. If I as a Jupiter adept get hold of a flammable liquid I can douse a person in it and set them alight. I could preform similar across a battlefield with the help of machinery. This, however, does not make a Mars adept's ability to control flame any less useful or viable in terms of the RP. I think similar holds true for Luna. A Lunarian adept, as I understand (which knowing me is wrong ;_; ) would be able to create a poison without having to collect/prepare the ingredients. A non-adept could also create a similar poison, but they would have to know a recipe, collect, and prepare the ingredients. Psynergy stands as a very useful shortcut.

I see poison as an ability that is 'drawn out of thin air', which I think is where we differ... I understand you saying that the other elements are loosely based on substances/forces present in reality, but really that's just not the case.

Water is, for example, present in the air, but in such small quantities that I don't understand how it explains a Mercury adept's ability to summon a geyser of water under their foe. Not without de-humidifying a massive area and eliminating the possibility of preforming the same action again within a short time-period.

Anyway, why not just treat poison as being a manipulation of base or chemical elements? A Lunarian adept, when creating a poison, takes elements present in the air, soil, table next to them, etc. and manipulates those into a different structure or form. That is, the poison.

It should also be noted that the description Death also includes the manipulation of acids, not just poisons. I think this shouldn't go unnoticed. Acids are cool.
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b l o n d e b o n d
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Wombo Combo

oh yeah torturing with hyrdochloric acid confirmed
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Iskveda
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Unlimited Prinny Works

@Chrono: This incarnation of Luna is more a darker aristocracy than "Blaaah, obey or be flayed" like the original. Much like other societies, Luna's new nobility was raised by wealth and merit, not almost comedically over-the-top "evil and depravity". These are just relatively normal people with looser moral restrictions and a darker worldview, not cartoon supervillains.
Its not an "Evil Empire", its just an Empire, in the middle of a decline.

As well, Luna being a former superpower was established by everybody, not just us lengthening our R-Peen, so to speak. Its rather uncharacteristic of you to rush into a topic and make sweeping allegations based on relatively no knowledge, Chrono. :/

In regards to things relevant to this current course of discussion: Death is kind of a catch-all in this situation, unfortunately. The manipulation of toxins, poisons, and acids ARE a very cruel tool of death, but realistically they don't represent "Death" all that well. But, conversely, it would be exceedingly broken for a Luna adept skilled in Death to simply stop hearts with a thought. Let's look at it this way: Death is the manipulation of substances that cripple and kill. Like, for the very skilled, amplifying toxins in the bloodstream, or manipulating cells so that they become cancerous. On the broader spectrum, for the less powerful, it could be used in similar ways, toxic clouds and flesh-eating acids, etc.

And in regards to using Death for healing: Who is to say that a power that can put toxins into a person can't remove it from them?
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Artemis
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Yeah, Chrono. We've hardly made any exposition as to what happened before the current events of the RP, so any assumptions you make at this point are highly suspect. :U

Also yeah, what does that have to do with anything :I
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Chrono Ivan
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Everybody dance now!

It's mostly necare apparantly acting in-character like Luna was a dark empire and Terakin Artemis' devoted disciple of pain, fear and evil, here to cheerfully torment everyone and everything. Again. :trollface:
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Artemis
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No demons or anything running the place this time. Roughly: It used to be a large empire in feudal times. Luna was a powerful feudal kingdom. The reason it lost power was because, thanks to deep-rooted tradition and a hesitance to embrace the modern world, it stagnated in feudalism in an age of expansive capitalism. An analogy to events in real-world history, as it were; Luna is similar to colonialist ex-superpowers, such as Spain or the Catholic Church.
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Sundancer
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Stargazer

Speaking of which, Arty/Necare/anybody else we need to discuss possible Sol/Luna relationships again, with current RPing taken into account, because I think our previous agreement might not work with what I'm seeing from Luna this time around. Sorry for being tangential, just wanted to point it out, whether or not it's more complex in clan structure, there's a lot of torture and experimentation and "dark things" going on in Luna still, and I'm not sure Sol of past or present would've tolerated that. So we should talk about that. XP

Also, in terms of the psynergy. I think of necromancy possibly the way that the trainer's whip or the Tomegathericon was like. If you "call" something higher, it takes more psynergy - in this sense, I'd assume that -keeping- the called ghost/zombie/demon/whatever around would become a steady drain of the user's psynergy. If that were the case, I'd probably see a cap of the sort suggested by Necare earlier. I agree with that, by the way, a necromancy specialist capable of calling maximum two or three mid-range type creatures... And the number diminishing based on the strength of the creature summoned and the caster's skill. In terms of -what- sort of things you could call, I could see the ones mentioned in those two class-changing items, as well as any of the ghost-like/dead monsters encountered in the game (e.g. spirits, amazes, ghost mages, skeletons, zombies, etc.). Another thing you could take into account is maybe an "intelligence" of the creatures? Sacrifice more caster's energy for a creature that can have more "sense" or "intelligence" - I imagine that to get them to do things, the caster would have to give them orders. Perhaps at the expense of summoning two, a caster could summon one with a bit more human-like intelligence of its own - makes sense if it were a skeleton or something? To have it act according to its past life? That's what I've got for necromancy.

I don't really have any ideas for the Death domain, I agree with what Els said though, about a "shortcut" of sorts in creating poisons, calling acid, that sort of thing. Sorry, I haven't got more than that.
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Artemis
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I've edited a small amount of information into this topic's first post.

Sundancer, the things that are happening in Luna at the moment are kept quiet officially. There is no actual evidence of any sort of transgression. As for experimentation and "dark things", I'm not sure what you mean by that.

My original idea for Death was to be able to create acid from alchemical ingredients that the Death user would have in his or her possession. However, I didn't detail it more thoroughly than, so those of us RPing Lunarians should discuss it further.
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Kalinder
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Goddamnit. Stop tweaking Death & Necromancy... T - T It's ruining my characters! -sulk-
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Artemis
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Nothing has been set in stone regarding them, Kali.

...which is, I suppose, the problem. How do you see them?
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