SilverFlight
Tende altum, volare altius
This is a world that can be described at solar punk with a Victorian twist. It is not unlike Disney’s Treasure Planet, where the space-traveling vessels are massive sailing ships with solar energy-collecting sails. There are alien races and a special branch of magically-changed humans called biomen. There are also sentient automatons, created by the master automateurs, usually in the service of nobles or kings. Most of the galaxies in the known universe are under Imperial control, and subject to Imperial law. Many previously-inhabited planets were colonized and their native populations assimilated into Imperial culture, though there is a weak attempt to preserve the original cultures and languages, and most of the effort is made by the native peoples themselves. The capital is the best example, outside the central ring of the city there is a quiltwork of different building styles, decorations and peoples. There are galaxies outside Imperial influence, those are within “Out Space” and it is strongly discouraged for any Imperial citizen to go…they usually do not return.
Space is vast and the trade routes between galaxies and planets are patrolled frequently by pirates. Merchant ships and Imperial vessels are often weaponized with energy canons, and a fighting force employed on board armed with beam sabers and blasters that draw similarities with Victorian weaponry. The Imperial capital is on a planet called Centralis, in the central most galaxy of Imperial space, Imperialis. The city was given the name St Celeste, by the first emperor.
In this world you may make up your own planets, with unique cultures, politics, histories etc. however I must approve them before they are posted.- Humans: The most common race within the empire, human settlements can be found throughout it. They are not the only ones who can use thaumaturgy, though they are selectively preferred by the academy. They are known throughout the universe as resourceful, innovative and creative, yet they are also characteristically prideful and oftentimes greedy. Their minds are deemed their strongest asset, as physically, they are on the weaker side of galactic species.
Aliens: The variation on these species are as vast as the universe itself. They can be biologically-based, or elemental or energy-based, though most sapient races are close to human-sized. Some races have the innate ability to use magic, while others lack it almost entirely. Some have unique skills or strengths, heightened dexterity, power, senses etc. One skill, magic in nature, that is absent in all races however is the ability of future sight. This legendary skill is said to be possessed by only one being in the entire universe at a given time. Each alien race is registered in the Imperial watchkeepers records, and in imperial space, they all abide by imperial law. The specifics of each race, their history and culture can be written by the player, but must be reviewed and approved by a gm to be added to the lore. Each race must have a weakness, as described in the other races. Most alien races in Imperial space are under the empire's rule, however it is possible to sneak into the empire undetected, and some members of pirate crews are certainly not Imperial races.
Automatons: Can look like anything, but generally have size restrictions to that of an average human. They are often sapient, capable of speech and free willed-thought. Effectively they are robots and as such, made of metal, though they can have synthetic skin coverings, and are very susceptible to electrical current and or water, depending on the sealants used. They can be in possession of super-human strength, though this skill often means they are more obvious as automatons and cannot pass for a normal human. Automatons have very few rights and are generally seen as expensive servants, even though many have independent minds and free will. Automatons are generally stronger than your average human, and can have enhancements built in that many humans cannot. They are however incredibly susceptible to electric attacks, and can be rendered paralyzed by an electricity elementalist.
Biomen: It is illegal to magically experiment on sapient lifeforms, though with so many planets, the Imperial forces cannot regulate every inch of space, and there are both adult augmentations and fetal genetic mutations that have occurred unchecked. Generally, these biomen are enhanced with the abilities of pre-existing species. Any attempt to graft magical ability onto an untalented host has always ended in horrible failure. Most often these biomen have very little that betrays their biological manipulations to the eye, though some retain the physical qualities of the animal they have been grafted with almost completely. Due to the incomplete understanding of life and how it is put together, biomen frequently suffer from genetic defects, this could be in the form of diseases or ill-formed or missing body parts. It is very rare for a bioman to be free of some sort of defect associated with the partial transmutation.
Elemental manipulation: This is the creating and control of elemental forces and generally elementalists develop a mastery of only one. The elements that have developed methods are: fire, ice, air, earth, electricity, light and gravity. Generally, effects are small, example: the impacts of fire, electricity and ice are limited to severe burns, but not a human fatality, unless the magics are used creatively to attack known weaknesses. An earth thaumaturge might be able to destabilize the foundation of a one-story house, gravity and air users might be able to lift someone of their own weight and throw them a few feet. Light thaumaturges could power a small skiff from activating the solar sails for about an hour, or create a convincing illusion about the size of a house.
Biological transmutation: This is the art of transforming one biological form into another, and can be used on the self, or on others. People who use this skill are called “Transmuters”. Generally, the form can only be at largest, four times the size of the original body, or at smallest, a quarter of the size. A human could then become a cat, or a gryphon, but nothing smaller or larger respectively. This skill works much better on willing targets, outside of self-transmutation, the effect has a time limit which is directly related to the willingness of the individual. Willing participants can maintain the shape for about 3 hours, while unwilling subjects may not transform at all, though if successful the effect usually lasts only for minutes. Non-sentient lifeforms like plants can be transformed indefinitely. It is dangerous to transmute only part of one’s body, and the methods of this are taught only using animals and never with humans or other sapient races. The methods are used to create chimeras and these changes are often permanent, this is the same method used to create biomen, though this practice is illegal within the empire.
Alchemy: This, simply put, is the ability to change one physical element into another. Every alchemist is trained very strictly in physical chemistry, and if used with this knowledge, this is the most powerful of the thaumaturgical arts. With it one can sabotage mechanics, create valuable materials, explosives or even certain gasses or water. Again, the quantities of material one can transmute are limited, and generally equates to one’s own body mass. It is strictly prohibited to turn lead into gold, though that doesn’t stop some…just don’t get caught.
Healing: One of the most valuable arts, healers are highly coveted by the Imperial army and few escape that life if they are raised in the empire. Those that do usually have their abilities hidden, by themselves or family members, to be developed outside of the academy with varying success. A fully-trained healer is capable of sealing a mortal blast wound, or re-attaching a limb, though the effort would most often have them collapse and unable to heal further until they have rested. Anything other than a fully-academy-trained healer would likely kill themselves in the attempt. These magicians are also trained in the herbal healing arts and can work with biological transmuters to help create the plants they need.
Clairvoyance*: There is a fifth discipline of magic, though it is not considered a true form of thaumaturgy, and the academy itself will not recognize its existence. The ability to see the future is possessed by a very rare few and there is no school within the Empire that can develop it. The ability can come upon the user suddenly, in the form of a vision, or in sleep, as dreams. It is uncontrollable and unpredictable, though there have been legends throughout Imperial history that speak of heroes or saints that used it to save towns or win the empire glorious victories.
*This skill is not an optional skill to choose for your characters, this is for plot reasons. It only exists in the world.
The professions you are permitted into are very much dictated by class, nobles are expected to go become academics or politicians or artists, very few have had the mechanical skill to become automateurs, creators of very detailed robotic life-forms called automatons. If they are possessed of magical abilities they are immediately admitted to train at the academy in St Celeste for Thaumaturgy and can specialize in one of four main fields. It is rare for a noble family not to send their magically-gifted child to the academy, as it is seen as a great honour, and a fast-track to important circles.
The lower classes are generally labourers, in fields, factories or at the docks. The even less fortunate turn to scrapping, scrounging junkpiles for usable material or thievery and other crimes. Despite the utopian atmosphere of the cities, there is a thriving underground with many different niches for talented street rats. Lowborns skilled in mechanics are trained as ship engineers or automateurs, and those with magical abilities are forced to attend the Thaumaturge academy and must be registered. Lowborns also have the option of joining the military for formal training in combat or solar ship professions like engineering, piloting and navigation. Only nobles generally become captains of their own vessels, but a few commoners showing exceptional bravery or promise may become captains. Otherwise, one can steal a ship and proclaim themselves captain of it, if this happens, you are branded a pirate.
The empire's strength is incomparable, but it is not above hiring mercenaries and bounty hunters to deal with problems just out of their reach. These professions are fairly lucrative when employed by the empire, but very few are foolish enough to take bounties that fight against the empire, or get in their way.
Imperialis:
The planet at the center of the empire, it is a single continent of vast grasslands and high mountains. Most of the grasslands have been converted into farmland to provide for the massive city on the coast. The mountains are still fairly wild however and they are used to breed several species of animal, native and alien used for transport or food. The climate is usually on the cool side, with moderate rainfall.
Named after the most notable saint in Imperial history, St. Celeste is the thriving capital of imperial space; the beating heart of the empire. It is a massive city made of layers of stacked buildings, set onto the edge of the planet’s only continent, the highest tiers are for the elite and at the very top of the mountain that serves as the city’s foundation, sits the imperial palace, surrounded by a fantastic garden and headed by a courtyard large enough to fit most of the city’s five million inside of it. Lower down are the businesses, shops squeezed together in every inch of available space as tram tracks snake their way about the ensemble. The spaceport is also on this level, a massive curving dock that houses the Imperial fleet as well as births for every manner of solar ship, from dreadnought to dingy. There are tree-lined alleys and gardens and a large glass greenhouse and menagerie, providing shelter to exotic species from across many galaxies. The main square is just by the port, and ruled by a massive astrological globe clock, floating above its pedestal, rings encircling it, held up and kept in motion by gravity magic. Lower still and close to the spray of the ocean are the slums, the lowest tier for the poorest people. Most of the houses are made of wood, worn and barnacle-encrusted. Tiny one room apartments are stacked on top of one another and the pathways to get around are as much ladders as rotting boardwalks. It is dangerous here, and anyone of obvious wealth might find themselves stripped of it very quickly if they decided to take a stroll.
Deep space:
The atmosphere is breathable, and most often a decent temperature, though it does tend to get a little chilly far away from any stars. The general atmosphere is life-sustaining for all creatures. It is also beautiful, with billions of twinkling stars, rainbow gas clouds of distant nebulas, spiraling galaxies and a plethora of very interesting rock or ice formations that no one seems to know much about. That being said there are also many dangers in space, black holes, supernovas, collapsing stars, asteroids, savage, space-roaming monsters. Plenty to keep the intrepid spacer on their toes.
Port Resolve:
A bustling port town, nestled at the base of a giant purple lake on the Broken Moon of Azimov. This port town is a haven for mechanikers and automatons. Though under Imperial rule, a lot of illegal trade gets by, and it is one of the best places to launder goods or re-register stolen ships.
The port consists of an upper and lower level. The upper level gets the most sun. It is clean and elegant with glistening brass fixtures that are polished daily.
The lower level is far more seedy and greasy, with crumbling masonry and rusted ship hulls serving as land upon which more houses and shops have bee built. You want to watch your purse down here, as there are always opportunists waiting to strike at the unsuspecting or naive...
More locations to be added as the rp progresses
Now, Imperial rule is absolute, though the movement still chafes at pride. There are a great many people whose lives were destroyed by the empire’s violent takeover, and many species who resent its rule. The empire has cleverly kept its enemies divided however and so far, no one has come forward to stand against them.
There is an old prophecy, a rumour beginning to spread amongst the lowborn people of the empire, whispered among those who still harbour anger: one day a clairvoyant will appear, and predict the fall of the empire. Most scholars dismiss the rumour as only that, still, one has to wonder if there is some truth to it…
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