Axiom -- .oO^Oo. -- {OOC Musings}

Started by ClockworkShadow, July 16, 2011, 01:01:53 AM

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ClockworkShadow

Please remember, at all times, that the main RP concerning Axiom is to remain PG-13 in content.  If you are an approved member, and wish to establish an adult-content side story-arc, you may PM me, ClockworkShadow, for my rules/guidelines concerning this.  Hard set rule:  automatons, in the true spirit of steampunk and clockwork punk, will not ever be capable of intimacy with a human... even with sentience taken into consideration.



This RP world involves elements of: steampunk and clockwork punk (complex gears and cogs); a splash of cyberpunk (complex, automatonic implants, artificial blood, etc.); logic & chaos; lifestyle D/s involving automaton/human interaction; ascetic buddhism; metaphysics & mysticism; feudal/imperial-era conflict; quantum physics.

Welcome to the Axiom -- .oO^Oo. -- {OOC Musings} thread!  This is for anything and everything OOC concerning those playing in my world of Axiom, or those who are interested in playing.  Players are encouraged to get to know each other, as much as possible, OOCly... especially the others playing on your continent of choice.  There will be one main story-arc per continent.  While each story-arc is allowed to have smaller groups comprising the whole, the main goal is to interact in two main, larger groups that will, much later, merge into a singular group.

Here is the best place to post your drafts of your profile ideas, to get feedback and proofing help.  I have a strong knowledge of spelling and grammar, if you need help.  I'm also a very interactive GM, and I love questions!  If you are an approved member capable of PMing, you are more than welcome to, alternatively, privately inquire for my personal assistance concerning Axiom and/or your character.

Please keep all casual planning, discussions, and observations here.




Welcome to Axiom




"What if you were to wake up to a different world tomorrow..."
~the Outer Limits

It has been hypothesized, in certain circles of intelligence, that alternate dimensions behave quite similarly to tectonic plates.  So imagine, if you will, that all of the various, metaphysical "anomalies" out there are moving throughout the multiverse, creeping inexorably, and occasionally colliding.  Unlike tectonic plates, however, it is hypothesized that there's less chance of a shockwave or quake from the collision, since you are not dealing with a solid, physical mass.  However, scientific law states that, for every action, there must be a reaction.  What, then, is the reaction?

The event of dimensional collision appears to create a series of "weak spots" (not unlike swiss cheese), which fluctuate in position for the duration of - in relative terms - time that the dimensions overlap each other.  These "weak spots" can appear, literally, anywhere.

The Hitchhiker's Guide to...

Axiom


— n
1.   a generally accepted proposition or principle, sanctioned by experience; maxim
2.   a universally established principle or law that is not a necessary truth


Welcome.  Please take as long as you need to collect yourself - or even to regain consciousness - and come to terms that you are no longer in the world of your birth.

Now, for common courtesy's sake, let's lay out the brass tacks - or mattresses, if you prefer.  More than likely, you've either found yourself somewhere in the continent of Nu Logikus, or the continent of Paramnar.  While there will be a bit of an adjustment period, this is definitely the better fate to endure.

If you've found yourself on one of those sparse, unpopulated islands somewhere inbetween, well... better hope for a diety of sorts to come to your rescue.  Axiom natives are terrified of the ocean, and won't be coming by anytime soon to be rescuing you.  You see, the Ocean that separates the two continents has become, over the last century, a sentient essence of true chaos, and, most of the time, it's quite violent.

The reason for this is the Maelstrom.  Curiously, and exclusively, It is attracted to bodies of salt water.  Most of the time it displays an intelligent, though almost broken, sentience, but no one actually knows anything about it.  There is no rhyme, nor reason, for its behavior, other than it will obliterate anything that tries to venture out upon the waters, or cross it by air.

About Nu Logikus
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The Logical Eden?

If you've found yourself on Nu Logikus, you will encounter a population consisting of humans and remarkable, sentient automatons, which operate on a mixture of steam-power and clockwork gears.  They co-exist in a very curious circumstance: where the humans are subservient to the machines.  Curiously, the humans (developmentally comparable to our homo sapiens) seem quite content with their lot in this scenario.  It is possible that this is because, despite initial appearances, humans and automatons maintain a rather complex, cooperative arrangement.  The automatons, typically regardless their actual position, always have the final say in all circumstances, but they cooperate with a konsulatus of humans capable of determining guilt or innocence based upon an approximate standard of ethics.  There are no finite or written laws, here, but one may petition the konsulatus for consideration regarding an issue and/or dispute that may have been oversighted by an automaton Enphorkir.  Citizen-based cooperation with (and enforcement of) harmony is both encouraged and supported by the majority of the population. 

Beneath the umbrella of the automaton government, a strict caste system has developed among the humans.  The most exalted position, underneath the konsulatus, is as an instructor of human knowledge, the techir.  Most courses of human instruction are something that the automatons were never able to grasp, and so great respect is bestowed to those who devote their lives to this purpose.

Next in the caste system are those whose professions are directly involved with the development and improvement of the automaton "species."  These individuals (and/or their families) are either involved in the management of the harvest and trade of raw materials (which also affects the economy), or display an affinity for energy formatir and are able to (be trained to) further improve the quality of automaton sentience. 

A trade family is labelled a Tradak, and the leader of this family is titled the Merkantir (neutral to gender).

A family of energy formatirum is labelled a Konvant, and the leader of this family is titled the Magir (neutral to gender).

Beneath the previous position is that of the doktir, which covers positions ranging from human therapy to the surgical installation of artificial, automatonic improvements.

Thereafter, the last position which garners any level of respect and dignity is that of the human kraphtir of new automatons.  Automatons tend to prefer to designate themselves with this responsibility.  However, a small population of humans are born with a great talent for taking complicated, mathematically-precise schematics, then converting them into remarkable, complex units merely awaiting the gift of sentience.

The remaining 60% of the native Nu Logikus population fall under the remaining category of "general servitude."   Messengering, estate maintenance, food growth and/or harvest, and mining raw materials are examples of jobs considered "general servitude," though none of those professions account for the darker side of Nu Logikan, servant life.

Whether those consigned to this life receive decent treatment for their position, or not, depends entirely on the nature of their Mastir.  Automatons are, by default, logical creatures.  However, their sentience is directly derived only from humans, who, themselves, possess personalities/natures balancing somewhere between both logic and chaos.  Logic then becomes a variable, and the echoed vestiges of an energy formatir's personality often affects this.  Therefore, it is possible for an automaton to be ethical or cruel, and either is considered equally logical.

Note: occasionally, an automaton specimen has displayed a very rare, loose grasp of illogical/chaotic concepts and/or emotions.  The automaton's position in its existence determines whether this is encouraged to persist, or if it requires the automaton to undergo a new formatir to replace its sentience.  If the latter occurs, it does not typically bode well for the original energy formatir's fate.

The End (and Beginning) of the World, As They Knew It

The recent history of Nu Logikus began with a group of gifted doktirum, who wanted to create a set of sentient, skillful assistants.  Human assistants in their field of expertise were, at that period of time, few and far between.  A further-disheartening fact was that many of those few were then found lacking for specific traits, which complimented the expectations of a successful, respected doktir.

Quite rapidly, the doktirum succeeded in their experimental efforts, and even surpassed their own expectations.  Though, their ingenuous, automatonic assistants would eventually come to understand that their position with the doktirum offered no room for further improvement, once they had excelled at the reason for their creation.  Logically, they developed an emotion akin to dissatisfaction with each (and every) doktir Mastir in that group.  The automatonic assistants had, during their servitude, recorded detailed journals notating various aspects that they wished to improve upon.  However, the human doktirum were quite satisfied with the quality of their assistants, and so they saw no reason to implement any of those documented observations. 

The automatonic assistants decided to remove their selves from their Mastirum, and pursue the research and implementation of the improvements they desired on their own terms.  Soon enough, however, they encountered one particular obstacle that they could not overcome: recreating the sentience they were gifted with.  So, they sought out their creators, and employed them to fill in the undesirable gaps preventing the successful execution of their ingenuity.  It was the beginning of a marvelous, if initially backward, relationship.

Working together, automaton and human produced the next "generation," which were built to repair every flaw the first automatons had perceived in their selves.  This next generation, proving to excel far beyond their "parent" automatons, then perceived their own flaws that they desired to improve upon.  A great, unending chyklos had been set into perpetual motion.

As the orusum passed, there was one obstacle that remained persistent, regardless each new generation of automatons produced.  They were never able to learn how to humanize their selves.  Eventually, it was unanimously decided, among both automatons and humans, that a distinction would be for the betterment of both "species," and that the cooperation with - and employment of - the human species was a much preferrable medium to a relatively minor predicament.

Proportions of Mass, and Magnitude

About 60% of the Nu Logikus landmass has been developed into a incredible, expansive populous named Mena's Gasir.  It cannot be called a city or metropolis (a relatively modern term), because there is no evidence of what an Earth-native would call modern (or futuristic).  Instead, the entirety of this massive, civilized expanse bears distinct, architectural resemblances to Earth's Victorian era.  To further affirm that this is not a metropolis, the only methods of transportation are by foot, bestia-operated carriage, a steam/clockwork-operated carriage, or by acquiring a tamed bestia capable of supporting a rider's weight. 

It would take many calendar chyklos, gauged by the orbit of the largest of their three moons, Mena (the other moons are named Mensir and Lunik), to travel from one margin of Mena's Gasir to the other.

The remaining 40% of the Nu Logikus landmass is scattered with various settlements appearing more like they were borrowed from Earth's Old West era.  These settlements rarely fall under the jurisdiction of automatonic Enphorkirum, though they still typically adhere to the same policies regarding automaton-human relations, and enforcing citizen harmony.  Occasionally, though, one may find that humans and automatons interact on equal terms instead of master-servant, and - only in the most rural and smallest of settlements - one may encounter a human whose automaton still serves them, instead.  If one is able to make the very long journey to visit such a settlement, they would likely find some of the most intricate and unique automatons of all. 

Note: Tradir-children of Tradakum often participate in orus-long trade routes, which leave Mena's Gasir and periodically visit various settlements in a pre-designated order before returning to the populous.  These tradirum are usually honorable about fairly dividing the settlements among each other.

Putting One's Face On...

The human citizenry of Nu Logikus dress in a style that an Earth-native might identify as a mix between Old West, Victorian and Renaissance eras.  Higher-caste, male clothing might, for example, consist of a striking tunic and/or vest, or doublet, paired with breeches, stockings, and low-heeled, polished shoes.  Females are often seen wearing the same clothing as men for day-to-day, common activities, for - unlike any of these eras on Earth - women are treated equally to men in all positions (whether for good, or ill).    However, the higher-caste-positioned women will also indulge their selves in exquisitely-tailored, floor-length dresses (of a similar era-mix) for special occasions, dances, and other celebrations.  Humans of either gender, who have found their lot to be in the lower castes, merely share the same, shoddy quality clothing, as they can afford nothing else: a (sometimes belted) tunic, breeches and (occasionally) low-quality boots made from tanned bestia skins.

Manipulative Development, and Current Limitations

Though every human native to Axiom can typically sense a variety of energies, and eventually master more than one formatir, a particularly curious trend has emerged among those who call Nu Logikus their home.  Most of these Nu Logikirum seem to assign their selves to one of the four base elements, and then display a remarkable grasp for the mastery thereof.  Sometimes, they can partially master other "beginning" level elements, but there is always a persistently-apparent skill difference.  Nu Logikirum, whose families are Konvantum, are the only humans who can sense the libir formatir as well as their own, specific elemental affinity.  Of them, maybe 30% will ever truly master it enough to learn how to instill an automaton with sentience.  It would seem that the Nu Logikan population is completely unaware of any of the other forms of energy formatir.


About Paramnar
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The Other Side (of the Great Wall)...

No one knows how long the two continents of Axiom have actually existed in their present positions, if only because neither is aware that the other exists.  However, it has been long enough for two truly separate "worlds" to evolve, which are entirely divorced of any influence from each other.  On Paramnar, Axiom is called Gaeamnar .  The continent has an actual governing body - the imperial Param - and an unofficial governing body, which is a network of Monaznari.  The population of the Paramnari are, their selves, divided into three bodies: those integrally involved, whether by prestige or servitude, at the Param's temple (Ikaoi Taesa), those whose lives are bound to any of the multitude of clans populating the continent, and those who, whether voluntarily or involuntarily, bear a fate integrally twined as an Idaeo'an in a Monaznar.  Those who have sworn their lifebound oath to one of the Monaznari, in striving to attain Param Idaeo, are zealously revered (regardless their gender) by the rest of the citizenry, including the Param and the paramdar/paramrei.

The Paramnarma language is far more fluid than that of Nu Logikus, which might be attributed to the fact that their culture has developed around the collective pursuit and nirvana of Param Idaeo.  Perspectively-speaking, Paramnar is a magnificent balance of the Earth concepts of ascetic Buddhism, pure metaphysics/mysticism and quantum physics.

As such, the entire culture is collectively devoted to the monaznaoi of various masteries of energy manipulation (called "daomasu").  It has been stated that any human native of Axiom has the ability to, at the least, sense various energies and perform simpler applications thereof.  However, the Paramnari are typically born with the ability to sense every potential mastery, and sub-mastery of energy daomasu that presently exists.  This distinction often sets a par that distinguishes the remarkable differences in human development - between the continents - at a very early age.

To best describe the "world" of Paramnar, imagine stepping back into Earth's ancient, Imperial China, Japan, and other, asian territories; China's being an era enriched with cultural development between late BC to the early 1900's, and Japan's being an age of monumental figureheads - such as Oda Nobunaga - existing between mid-1800s to mid-1900s. Other historical figures include Sima Yan of the Jin Dynasty, the legend of Sun Tzu, and Genghis Khan, to only name a few.  Now, mix that with the most magnificently twisted hypotheses in quantum physics, coupled by the untold possibilities stretching far beyond the reach of any known mathematics or science, and the incredible mysticism lying forever buried and untold with the true druids of Old Erin.  The true potential of this continent's population has been barely tapped, and yet a large percentage of them learn to excel at most of the known aspects of energy daomasu with a finite degree of expertise.

Now, you might surmise that, with the continental population sharing such a degree of sensitivity to the various daomasu, this would invite a harmonious cooperation to settle, as if a great mantle of peace, upon the collective shoulders of the Paramnari.  Instead, it is quite the opposite.  If any one clan isn't trying to manipulate another through a laorei (often involving the trade of anything from kamoa, to sudar/surei, to their own otaorei), then there is, more than likely, a conflict of some nature not far behind.  These outrightly feudal battles are an ingrained part of their "world," though, and it has never been considered what life would be like for them without the "flavor" of constant conflict.  Many (male) Paramnari, whose fates are not bound to the Monaznari at a young age, train diligently as fighters, so that they may actively uphold their clan's honor and prestige. 

Though, behind the silk screen of these great battles, and the stories of stalwart Saomarei candy-coating the bloodshed into tales of the utmost honor and bravery, there is a genuine problem now spreading across their land that even the Idaeo'suzeii have begun to take notice of.  Poverty, and starvation, are worming their way into entire clans like Earth's story of Eden's sly snake.  The reason falls at the feet of the Param, and he is entirely too besotted with his luxurious, courtly distractions to care about what goes on outside the margins of his massive temple.  Even those who are most talented with gaear and danaoi daomasu have been unable to keep up with the increased demands for tithes, and the Param's greed is greatly depleting a once-plentiful bounty.

Appearances (Can Be Deceiving): Paramnar's Standards, Rules, and Roles

Unlike the human population ofNu Logikus, Paramnarma men and women are cast into strict, specific roles.  This bears additional reference to the pre-1900 feudal and imperial eras of Earth's asian territories.

Paramnarma women have a choice of remaining in their clan as an "object" that their otaosani may very likely use in a bartering scheme, become one of the Param's numerous house surei or concubines**, or devote their self to a Monaznar as an Idaeo'an.  The lattermost option is considered honorable because it is believed that no Paramnari should be deprived of Param Idaeo, should they choose to seek it.  Additionally, the lattermost option is the closest thing to gender equality that a Paramnarma woman is likely to ever experience.

Though, perhaps, in a more positive regard, the women bound to their clans, along with the other ritualistic rules that they must abide by, may use their daomasu masteries to assist  their kin in many ways, including herbal remedies, acupuncture/pressure, massage therapy, and may also participate in tei ikaoi sessions.

There are, true to any form, the occasional women who choose to rebel, and seek an alternately independant path.  For example, they might wish to train as a Saomarei.  However, such a path will lead them to be faced with a permanent label of dishonor to their clans, and theirs will be a very difficult life fraught with much opposition and derision.

-- .oO^Oo. --

The men's positions are, perhaps surprisingly, just as strict as the women's.  Though not identified as "objects," they are instructed, from a very young age, as how to properly honor the fate they have been consigned to.  This fate is, very often, chosen for them by their parents. 

If the man's fate remains with his clan, this typically involves strict training in the art of the Saomarei.  He is considered the protector, and faces permanent dishonor to himself, and his clan, if he fails to perform his duty successfully.  Another role within the clan might be weaponsmithing and/or armorcrafting.  This is a very demanding role; the man is providing for every single male fighter - there are, at least, hundreds - and the standard of quality that one is expected to maintain, and expects of their self, is extremely high.

Note:There is one "noble" family per clan, which is led by the (male)Monumao.  Upon the Monumao's death, the responsibility is passed, by blood inheritance, down to the eldest otaodar.  If, for whatever reason, the eldest otaodar has chosen the path of an Idaeo'an, then the position goes to the next-eldest otaodar in that family.  If a family is without any otaodar to assume the generational responsibility as Monumao, well... such a scenario has never occured before, but would likely spark the fire of a great conflict, indeed.

Only members from the "noble" families are ever seen at the Param's temple in a visitor's designation; the male paramdari being present to try and garner favor for their clan, and the female paramreii being present - voluntarily or involuntarily - to garner the Param's special attention.


The other fate available to a Paramnarma man brings him to the threshold of a Monaznar, where the duration of his life will be spent in monaznaoi and monaznumos.  His becomes a life of the constant pursuit of Param Idaeo, and daomasu mastery, especially the most difficult variants.  The title of Idaeo'suzei is one specific to the internal workings of the Monaznari, and, while not impossible for a normal Paramnari to learn an Idaeo'suzeima mastery, their lives are usually too busy for them to have the same focus that an Idaeo'an would, at the same task.

Note: Standard casual dress, for all Paramnari, are fine, silk wraps called ikei asao.  Idaeo'ani wear theirs belted with a simple length of rope, and clan-bound men and women use a wide, plain sash of a representative, often darker color.  Clan-bound women will, most typically, very carefully maintain an appearance and behavior that is much like the Earth's geisha.  The Param's concubines** also indulge in this practice, and their ikei asao are often delicately embroidered to exemplify their position.

Saomarei men also keep a set of masterfully-crafted armor, made of overlapping lengths of reinforced, riveted leather.  Rivets are smelted from the only metal (saokei) found on Paramnar.  This metal is entirely unique, in and of itself, and exclusive to Paramnar, and Axiom.


A Simple, Economical Note...

--There is no currency on Paramnar, and the economy is based strictly upon bartering, trading and the Param's required tithes.--

A List of Energy Manipulation Masteries
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Saear Daomasu - Fire Manipulation - a beginning mastery pertaining to the base element of fire; pyrokinesis may be achieved at high-level mastery

D'aoi Daomasu - Water Manipulation - a beginning mastery pertaining to the base element of water; aquakinesis may be achieved at high-level mastery

Gaear Daomasu - Terra Manipulation - a beginning mastery pertaining to the base element of terra; terrakinesis may be achieved at high-level mastery; saear and gaear, as elements, are very closely related to each other, and often counterbalance each the other mastery

     sub-mastery: Ramnaear Daomasu - Strength Manipulation - typically, this is a very minor, beginning sub-mastery, which pertains to the temporary (only) enhancement of one's own strength; duration of the manipulation may be improved with the level of mastery

Aenaoi Daomasu - Air Manipulation - a beginning mastery pertaining to the base element of air; aerokinesis may be achieved at high-level mastery; aenaoi and danaoi, as elements, are very closely related to each other, and often counterbalance each the other mastery

-- .oO^Oo. --

Saokei Daomasu - Metal Manipulation - a journeyman mastery pertaining to objects that contain a percentage of a metallic element; low- to mid-level mastery involves the extraction of quantities above 50 percent

Meilar Daomasu - Wood Manipulation - a journeyman mastery pertaining to objects that contain a percentage of wood; low- to mid-level mastery involves the extraction of quantities above 50 percent

     sub-mastery: Meilaoi Daomasu - Growth Manipulation - a journeyman mastery pertaining to anything that would be the equivalent of Earth's term "flora"

-- .oO^Oo. --

Ikaoi Daomasu - Life Manipulation - a moderately advanced mastery pertaining to the ability to sense, then gently encourage, then actively redirect a human subject's natural static electricity (chi)

Keiar Daomasu - Electricity Manipulation - a moderately advanced mastery pertaining to the manipulation of electricity from various natural sources; increased mastery greatly improves how well electricity can be sensed despite the difficulty of the focal target

-- .oO^Oo. --

Seitaoi Daomasu - Spectrum Manipulation - a Idaeo'suzeima mastery pertaining to light, dark, ultraviolet, etc.

Seitaomar Daomasu - Gravitational Manipulation - a Idaeo'suzeima mastery pertaining to, essentially, telekinesis; one never manipulates the orbital motion of, i.e. a moon, but channels the essence of gravity to then apply the manipulation upon a closer object; high-level mastery of this manipulation may be applied upon one's self.

     sub-mastery: Taomar Daomasu - Time Manipulation - a Idaeo'suzeima sub-mastery pertaining to the flow and passage of time, itself, as a controllable element

In Regards to the Laws of Manipulation
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More Tacks and Mattresses

The very idea of manipulation is that you are changing the natural state of something, sometimes gently, sometimes not, and forcibly altering it to a status appealing more to your personal preference.  One should never expect that this may be accomplished without, at the least, a "butterfly effect" of consequences.  Consequences, like age, are a relative concept - as opposed to static - and age, itself, is merely a number.  That number does not actually generate any significant value until it is assigned to its target; this applies universally: be it an ancient ruins of a once-magnificent civilization, an annual flower that only has part of a single year to exemplify its existence in the world, or the child that displays a head-turning grasp of concepts far beyond the observer's expectations.

Even a "beginning"-level manipulation mastery will have a wide array of generated effects, consequences, and, at some inevitable point, something that pulls the rug out from under the user's feet.  How hard they hit depends on how high they "jumped," so to speak.  Even though the talent on Nu Logikus is muted in comparison to Paramnar, this applies equally and firmly to both continents' citizenry.  It's like rolling dice, or playing any game based upon percentages, for that matter.  One of those rolls is going to be the snake eyes, or the really low constitution rating; risk, however, is often the thrill, and you play with what you've been given.

The Rules... and the Risks

.oO  It is recommended that you use the Elliquiy Dicebot, to help make the values less random in determining consequences.  However, this is decidedly voluntary on your behalf.  I would appreciate a copy of any rolls sent to my ID, if you do use the bot; you may PM me for my ID.

.oO Whatever degree of manipulation consequence is incorporated into your roleplay - most especially if you choose to play by freeform standards - will wholly depend upon the following:
          Oo.  Skill Ranking : Manipulation Ability -  Excepting the related, glossary terms, there are no official ranks/titles/labels that one may use to identify their level of skill, or use as a means of seeming better than someone else.  Both continents' caste systems are built around entirely different concepts, neither of which supports this form of posturing.  Realtime plot development, and the practice of a lower skill level (for any character), and/or devotion to monaznaoi/monaznumos (for Paramnari) will earn one's character their deserved acknowledgement of growth.  When a character has earned the ability to practice within a more advanced skill level, it will be determined and awarded by the GM, and/or anyone she might later deem trustworthy enough to assist in handling the responsibility.  Characters will develop at different rates, just as real people do.
          Oo.  Skill Ranking Cap - As a general concept, this does not actually exist.  However, there will be a varying point - depending on the character, and their background - where they will struggle, and eventually fail, to exceed their current abilities.  This would be considered that individual's skill rank cap.  At that point, a character has the choice to accept that cap, or continue to strive to improve, despite the immense difficulty.       
          Oo.  Range of Consequence - The range of various things that can happen to your character, in consequence, will expand along with your skill.  However, instead of reducing the risk, it increases it.  Even the most successful manipulation, at the lowest skill level, will have some sort of backlash to recover from.  As one's skill improves, and the range of manipulative reaction grows with it, so does the variety in the severity of what may occur.  At higher skill levels, in the case of a particular failure occuring, the consequences could even be interpreted as a fate worse than death.  That is to say, if people even knew what death was.  There is a particular anomaly within the realm of Axiom, which has been hypothetically attributed to the Life (libir/ikaoi) formatos/daomasu.  This anomaly causes a human's spiritual essence, upon the loss - or irreparable destruction - of their corporeal husk, to enter a state of limbo that is comparable to omnipresence.  The essence will remain, in this state of hollow existence, until a new form is born [and/or made - concept not currently implemented].  "Energy can neither be created nor be destroyed; it can only be transformed from one state to another."
.oO  Other than the aforementioned guidelines, the range of possibilities is open to your creativity.  I'm trusting every one of my players to be mature and realistic (even harsh) with the scale of consequences.  I encourage you to give your characters something to pitfall them, which then makes the recovery process require time and effort.  An imperfect character, in my honest opinion, has so much more to offer its interactive companions.

Glossary of Nu Logikan and Paramnarma Terminology
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(All players are encouraged to think up more of their own, unique terms based on the words here.  Nu Logikan terms are based on word histories rooted in Latin, Greek and Gothic; Paramnarma terms are very loosely based on multiple, asian equivalents of a modern word.)

-'s (.) -
a suffix (Nu Logikan or Paramnarma) denoting possession belonging to the associated term

-an (ahn) -
a Nu Logikan suffix denoting relation of the associated term to the subsequent term/phrase

-i (ee) -
a Paramnarma suffix denoting the associated term in its plural form

-ma (mah) -
a Paramnarma suffix denoting relation of the associated term to the subsequent term/phrase

-um (oom) -
a Nu Logikan suffix denoting the associated term in its plural form

aenaoi (eye'now'ee) -
the equivalent, Paramnarma term for "air"

bestia (beh'stee'ah) -
any native fauna of Nu Logikus

byzamut (beye'zah'moot) -
a low-value chemical element that is used, in small quantities, as a component in the smelting of pultir; the Earth equivalent is bismuth

chyklos (cheye'klohs) -
a cycle; also a calendar month in Nu Logikus (there are thirteen chyklos in an orus)

charik (chah'reek) -
a mined material used primarily for heating (steam power) and smelting; used to assist in the creation of trade goods, and automaton parts; the Earth equivalent is coal

danaoi (dahn'ow'ee) -
the equivalent, Paramnarma term for "H2O"

daomasu (dow'mah'shoo) -
the equivalent, Paramnarma term for "manipulation," as in the manipulation of internal or external energies by natural, metaphysical skill

daorei (dow'ray) -
the equivalent, Paramnarma term for "illusion;" when a daomasu results in a visually-apparent alteration of another's perception, it is considered a daorei

doktir (dohk'teer) -
an educated professional whose job is the equivalent of a profession in any Earth medical field

dynamir (deye'nahm'eer) -
the equivalent, Nu Logikan term for "strength"

Enphorkir (ehn'fohr'keer) -
an Nu Logikan "Enforcer" (typically of citizen harmony)

etir (eh'teer)-
the equivalent, Nu Logikan term for "air"

formatir (fohr'mah'teer) -
the equivalent, Nu Logikan term for "manipulator," as one who manipulates internal or external energies by natural, metaphysical skill

formatos (fohr'mah'teer) -
the equivalent, Nu Logikan term for "manipulation," in reference to the manipulation of internal or external energies by natural, metaphysical skill

Gaeamnar (geye'ahm'nahr) -
the Paramnarma name for Axiom

gaear (geye'ahr) -
the equivalent, Paramnarma term for "terra"

Idaeo'an (ee'deye'oh'ahn) -
a lifebound, oathsworn devout of a Monaznar, and one in perpetual pursuit of Param Idaeo

Idaeo'ani (ee'deye'oh'ahn'ee) -
the entire group of Idaeo'an at a Monaznar

Idaeo'suzei (ee'deye'oh'shoo'zay) -
the equivalent, Paramnarma term for "Master"

Idaeo'suzeima Daorei (ee'deye'oh'shoo'zay'mah  dow'ray) -
in approximate terms, "Illusion of the Master;" to successfully implement a Idaeoramic Daorei, the manipulator must have mastered every associated manipulation to a very high level; it is extremely rare to encounter an individual, even on Paramnar, who is born with the ability to even tap such a high degree of expertise

ignir (eeg'neer) -
the equivalent, Nu Logikan term for "fire"

ikaoi (ee'kow'ee) -
the equivalent, Paramnarma term for "life" (life energy/chi), specifically in reference to the manipulation

Ikaoi Taesa (ee'kow'ee  teye'shah) -
The name of the Param's great temple; roughly translated, it would mean "the Life Shrine"

kapir (kah'peer) -
a mined material that is smeltable, and is a staple (lesser valuable) component in the creation of common-utility trade goods, and low-grade automaton parts; lesser-value kerimatum may be made from kapir; the Earth equivalent is copper

kapeltir (kah'pehl'teer) -
a smelted material comprised mainly of kapir and zybeltir; it is a staple (moderately valuable) component in the creation of trade and artisan goods, and mid-grade automaton parts; the Earth equivalent is brass

kapanum (kah'pahn'oom) -
a smelted material comprised mainly of kapir and zydanum; it is a staple (moderately valuable) component in the creation of trade and artisan goods, and mid-grade automaton parts; the Earth equivalent is bronze

kamoa (kah'moh'ah) -
the equivalent, Paramnarma term for "beast"

ikei asao (ee'kay  ahsh'ow) -
the equivalent, Paramnarma term for "kimono"

keiar (kay'ahr) -
the Paramnarma term approximating "electrical current," in reference to the manipulation

kerima (kehr'ee'mah) -
an individual coin of Nu Logikan kerimatum

kerimatum (kehr'ee'mah'toom) -
a quantity of kerima; if capitalized, the name of Nu Logikan currency

Konsulatus (kohn'sool'aht'oos) -
a respected group of humans (equivalent to a council), who assist governmental automatons in determining the innocence or guilt of a person being questioned for disruption of citizen harmony

Konsulir (kohn'sool'eer) -
a member of the Konsulatus; may be the leader, or another respected member, of a Tradak or Konvant; each seat is inherited to an heir from that passing member's family.

Konvant (kohn'vahnt) -
a Nu Logikan family of energy manipulators

kraphtir (krahf'teer) -
a human schematics-interpreter and assembler of automatons

laorei (low'ray)-
the equivalent, Paramnarma term for "treatise"

lacumir (lah'koom'eer) -
the equivalent, Nu Logikan term for"water"

libir (leeb'eer) -
the equivalent, Nu Logikan term for "life," in strict reference to the formatir

Lunik (loon'eek) -
the smallest of the three moons that orbit Axiom; represented in pre-automatonic lore as the youngest son of Mena

Magir (mah'jeer) -
the leading member of a Konvant; this may be inherited by any of a younger generation from the same family, and is usually chosen upon the present Magir's deathbed

Mastir (mahs'teer) -
the equivalent, Nu Logikan term for Master; any automaton (or, rarely, a human) who is in the highest position of responsibility at a work location, or in a household.

meilaoi (may'low'ee) -
the equivalent, Paramnarma term for "growth," in reference to the manipulation

meilar (may'lahr) -
the equivalent, Paramnarma term for "wood," in reference to the manipulation

Mena (meh'nah) -
the largest of the three moons that orbit Axiom; represented in pre-automatonic lore as the mother of Lunik and Mensir

Mena's Gasir (meh'nahs  gah'seer) -
The Gaze of Mena; the name of the great populous which covers 60% of Nu Logikus

Mensir (mehn'seer) -
the middle-sized of the three moons that orbit Axiom; represented in pre-automatonic lore as the elder son of Mena

Merkantir (mehr'kahn'teer) -
the leading member of a Tradak; this may be inherited by any of a younger generation from the same family, and is usually chosen upon the present Merkantir's deathbed

Monumao (moh'noo'mow) -
the Paramnarma leader of a clan's "noble" family

Monaeram (moh'neye'rahm) -
the leader of a Paramnarma clan

monaznaoi (moh'nahz'now'ee) -
the equivalent, Paramnarma term for "study;" pertains typically to the, often zealous and relentless, application toward the learning and mastery of energy manipulation; one of the lifelong, oathbound commitments of an Idaeo'an, in striving to achieve Param Idaeo.

Monaznar (mohn'ahz'nahr) -
a sanctuary of monaznaoi and monaznumos for the Idaeo'ani; is usually a network of dormitories and other buildings, which service one's bare necessities; most Monaznar are hidden from the average Paramnaran's sight by skillful Idaeo'suzeima Daorei, which are performed by the eldest and/or most talented Idaeo'ani within that Monaznar's sacred halls; is the Earth equivalent of an ascetic Buddhist monastery

monaznumos (moh'nahz'noo'mohs) -
the equivalent, Paramnarma term for "meditation;" pertains specifically to the contemplation of Param Idaeo, the intertwining of oneself with the knowledge and acceptance of the unknown parameters of the metaphysical world, and the instilling and bolstering of self-discipline concerning one's efforts toward the mastery of energy manipulation; another of the lifelong, oathbound commitments of an Idaeo'an

Monaznari (mohn'ahz'nahr'ee) -
the collective "entity" comprised of the various, individual Monaznar, and the "sub-governing" body of Paramnar

Nu Logikus (noo  loh'jee'koos) -
the name of the larger continent of Axiom; would approximately mean "Now Logic" in Earth terms (ref: Latin, Greek, Gothic); "Nu" also translates, as a root, to "number" in Earth Latin

Nu Logikir (noo  loh'jee'keer) -
an individual citizen of Nu Logikus

nykalir (neye'kahl'eer) -
a mined material that is smeltable, and is a staple (moderately valuable) component in the creation of common-utility trade goods; is also used as an additional, external layer on pherorganik parts; the Earth equivalent would be nickel

Omonae (oh'moh'neye) -
a Paramnarma term used as a respectful title for any elder Paramnaran

organik (ohr'gahn'eek) -
a moderately valuable, chemical element used specifically in the process of converting iron to steel; it is derived, most frequently, from harvested deadwood or (rarely) young trees that have been altered by exposure to heat in an oxygen-deprived containment unit; the Earth equivalent is carbon

orus (oh'roos) -
a calendar year in Nu Logikus

otaodar (oh'tow'dahr) -
the equivalent Paramnarma term to Earth's "son"

otaomae (oh'tow'meye) -
the equivalent, Paramnarma term for "mother"

otaorei (oh'tow'ray) -
the equivalent, Paramnarma term for "daughter"

otaosan (oh'tow'shahn) -
the equivalent Paramnarma term for "father"

Param (pahr'ahm) -
the title of the imperial leader of Paramnar; the equivalent Earth term would be "Emperor"

Param Idaeo (pahr'ahm  ee'deye'oh) -
the equivalent, in Earth terms, of pure Enlightenment; nirvana

Paramnar (pah'rahm'nahr) -
the name of the smaller continent of Axiom

Paramnaran (pah'rahm'nahr'ahn) -
a citizen of the Paramnar continent

Paramnari (pah'rahm'nahr'ee) -
a term referring to more than one Paramnaran; also, the citizenry - as an entire body - of the Paramnar continent

paramdar (pah'rahm'dahr) -
the label given to any male representative of a clan's "noble" family

paramrei (pah'rahm'ray) -
the label given to any female representative of a clan's "noble" family

pherokyt (phehr'oh'keye'tuh) -
a mined material that is smeltable and a very important (highly valuable) component in the creation of higher-quality trade and artisan goods, and high-grade automaton parts; it is the best-quality material available (barring steel, which is made from iron) on Axiom; it is much easier to procure than silgentum; higher-value kerimatum are pressed from pherokyt; the Earth equivalent is iron

pherorganik (phehr' ohr'gah'neek) -
a smelted material comprised mainly of pherokyt and organik; it is a very important (very valuable) component in the creation of top-quality trade goods and excellent-grade automaton parts; the Earth equivalent is steel

pultir (pool'teer) -
a smelted material comprised mainly of zydanum mixed with kapir, zydarbum, and byzamut; it is a staple (moderately valuable) component in the creation of affordable, mid-quality trade and artisan goods; the Earth equivalent is pewter

ramnaear (rahm'neye'ahr) -
the equivalent, Paramnarma term for "strength"

saear (sheye'ahr) -
the equivalent, Paramnarma term for "fire"

saokei (sh'ow'kay) -
a Paramnarma metal, exclusive to that continent; also used in reference to the manipulation

Saomarei (show'mah'ray) -
the equivalent, Paramnarma term for "Samurai/Ninja"

seitaomar (shay'tow'mahr) -
the equivalent, Paramnarma term for "gravity," in reference to the manipulation

seitaoi (shay'tow'ee) -
the equivalent, Paramnarma term for "spectrum" (light, dark, shades of grey, ultraviolet, etc.), in reference to the manipulation

silgentum (seel'gehn'toom) -
the most valuable mined material on Axiom due to how rare it is; it is smeltable and a very important (extremely valuable) component in the creation of highest-quality trade and artisan goods, and top-grade automaton parts; it is not allowed to be made into kerimatum and it is considered a wasteful, punishable offense to do so; the Earth equivalent is silver

sudar (shoo'dahr) -
the equivalent, Paramnarma term for male "slave/servant;" prisoners of clan battle

sukaoi (shoo'kow'ee) -
a Paramnarma cycle; also a calendar month; Paramnar also (curiously) observes thirteen sukaoi in a taokunei)

surei (shoo'ray) -
the equivalent, Paramnarma term for female "slave/servant;" prisoners of clan battle

taokunei (tow'koo'nay) -
a calendar year in Paramnar

taomar (tow'mahr) -
the equivalent, Paramnarma term for "time," in reference to the manipulation

techir (teh'cheer) -
the Nu Logikan term for a human or automaton instructor/educator of Nu Logikan, human lore

tei ikaoi (tay  ee'kow'ee) -
a Paramnarma breathing exercise and discipline that is very similar to Earth's "tai chi;"  it is also used during the "martial" training of the Saomarei

terisir (tehr'ee'seer) -
the equivalent, Nu Logikan term for "terra"

Tradak (trah'dahk) -
a Nu Logikan family involved in the trade of raw materials/resources, and economic balance

zybeltir (zeye'behl'teer) -
a moderately valuable, chemical element used primarily in the creation of brass; the Earth equivalent is zinc

zydanum (zeye'dahn'oom) -
a mineable material harvested from deposits; it is a moderately-valuable smelting component for kapanum and pultir, and is frequently used as protective plating to prevent corrosion (typically with kapir parts); the Earth equivalent is tin

zydarbum (zeye'dar'boom) -
is a highly valuable chemical element, mostly due to its toxicity and need for careful transport; it is a staple component in the creation of pultir, but does not strongly affect the cost since it is used in very small amounts; the Earth equivalent is antimony


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

#1
Numbers

(While any of you can, of course, simply use actual numbers: 1, 2, 3, etc. (1st, 2nd, 3rd, etc.), I went ahead and put together some references for if you want to spell things out, and really get into the world concept.)

Paramnarma Numeric Terms

onu {oh ' noo} - one
dei {day} - two
mao {mow} - three
kun {koon} - four
gao {gow} - five
sanu {shah ' noo} - six
sei {shay} - seven
ganu {gah ' noo} - eight
nei {nay} - nine
daoar {dow ' ahr} - ten
daoar-onu - eleven
daoar-dei - twelve
daoar-mao - thirteen
daoar-kun - fourteen
daoar-gao - fifteen
daoar-sanu - sixteen
daoar-sei - seventeen
daoar-ganu - eighteen
daoar-nei - nineteen
deidao - twenty
deidao-onu
...etc.
maodao - thirty
kundao - forty
gaodao - fifty
sanudao - sixty
seidao - seventy
ganudao - eighty
neidao - ninety
daodao - one hundred

Anything past one hundred, and that is spelled out, should be written as: "daodao ku(and) ---;" i.e. daodao ku maodao-sanu would equal 137.  Post here, in OOC, or contact the GM if you need to reference anything older than/beyond 199.

And... specifically for when you need to reference something as the "first, second, third, etc." of something else (i.e. Maoma Gaearma Taesa - Third Shrine of Terra):

onuma {oh ' noo ' mah} - first
deima {day ' mah} - second
maoma {mow ' mah} - third
kunma {koon ' mah} - fourth
gaoma {gow ' mah} - fifth
sanuma {shah ' noo ' mah} - sixth
seima {shay ' mah} - seventh
ganuma {gah ' noo ' mah} - eighth
neima {nay ' mah} - ninth
daoarma {dow ' ahr ' mah} - tenth
daoar-onuma - eleventh
daoar-deima - twelveth
daoar-maoma - thirteenth
daoar-kunma - fourteenth
daoar-gaoma - fifteenth
daoar-sanuma - sixteenth
daoar-seima - seventeenth
daoar-ganuma - eighteenth
daoar-neima - nineteenth
deidaoma - twentieth
deidao-onuma - twenty-first
... etc.
maodaoma - thirtieth
kundaoma - fortieth
gaodaoma - fiftieth
sanudaoma - sixtieth
seidaoma - seventieth
ganudaoma - eightieth
neidaoma - ninetieth
daodaoma - one hundredth

Nu Logikan Numeric Terms

un {oon} - one
duo {doo ' oh} - two
tra {trah} - three
qua {kwah} - four
quin {kween} - five
sus {soos} - six
sept {sehp't} - seven
okto {ohk ' toh} - eight
nov {nohv} - nine
deke {deh ' keh} - ten
deke-un - eleven
deke-duo - twelve
deke-tra - thirteen
deke-qua - fourteen
deke-quin - fifteen
deke-sus - sixteen
deke-sept - seventeen
deke-okto - eighteen
deke-nov - nineteen
duotum {doo ' oh ' toom} - twenty
duotum-un - twenty-one
...etc.
tratum - thirty
quatum - forty
quintum - fifty
sustum - sixty
septum - seventy
oktum - eighty
novetum {noh ' veh ' toom} - ninety
deketum - one-hundred

Anything past one hundred, and that is spelled out, should be written as: "deketum et(and) ---;" i.e. deketum et tratum-sept would equal 137.  Post here, in OOC, or contact the GM if you need to reference anything older than/beyond 199.

And... specifically for when you need to reference something as the "first, second, third, etc." of something else...

un'an {oon '  ahn} - first
duo'an {doo ' oh ' ahn} - second
tra'an {tra ' ahn} - third
qua'an {kwah ' ahn} - fourth
quin'an {queen ' ahn} - fifth
sus'an {soos ' ahn} - sixth
sept'an {sehp't ' ahn} - seventh
okto'an {ohk ' toh ' ahn} - eighth
nov'an {nohv ' ahn} - ninth
deke'an {deh ' keh ' ahn} - tenth
deke-un'an - eleventh
deke-duo'an - twelveth
deke-tra'an - thirteenth
deke-qua'an - fourteenth
deke-quin'an - fifteenth
deke-sus'an - sixteenth
deke-sept'an - seventeenth
deke-okto'an - eighteenth
deke-nov'an - nineteenth
duotum'an {doo ' oh ' toom ' ahn} - twentieth
duotum-un'an - twenty-first
... etc.
tratum'an - thirtieth
quatum'an - fortieth
quintum'an - fiftieth
sustum'an - sixtieth
septum'an - seventieth
oktum'an - eightieth
novetum'an - ninetieth
deketum'an - one hundredth


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

#2
As far as the details concerning one's manipulative abilities goes...

Guidelines for the Outworlder

So you've decided to play an Outworlder (i.e. Earth human, "fantasy creature," alien species (Klingons on Axiom o-0 ?), furry/otherkin, etc.)!

You will not have any ability to sense Axiom's specific energy signatures or be able to manipulate them.  Over realtime, you might begin to perceive a cellular level of adaptation/evolution.  However, the lapse of said realtime is likely to differ for each character.  There is no reason to specifically detail this in your profile, until/unless said adaptation/evolution begins to occur and significantly affects one's interaction with the other players.

Important Note: Please be aware that arrival on/in Axiom means that your character is, essentially, stuck there.  So if you've been habitually hopping around the various dimensions - by the courtesy of advanced technology, and/or your mathematical prowess - be prepared for a whole, new wake-up call.  There is no advanced technology on Axiom (or generated power of flight), and something in the very atmosphere, itself, has a habit of decommissioning anything foreign/alien to it.

Furthermore, in reference to this:

QuoteThere is a particular anomaly within the realm of Axiom, which has been hypothetically attributed to the Life (libir/ikaoi) formatos/daomasu.  This anomaly causes a human's spiritual essence, upon the loss - or irreparable destruction - of their corporeal husk, to enter a state of limbo that is comparable to omnipresence.  The essence will remain, in this state of hollow existence, until a new form is born [and/or made - concept not currently implemented].  "Energy can neither be created nor be destroyed; it can only be transformed from one state to another."

... the same thing that defines that particular state of existence, also defines the (lack of) ability to intentionally leave the dimensional confines of Axiom.  In a way, this makes Axiom similar to "black hole;" once it has you, it (sentiently?) intends to keep you.

[[Exception: if a player wishes to remove their character permanently from Axiom, then the GM (only) will write-in a random dimensional weak spot for them to encounter.  If this same player chooses to rejoin Axiom later, they will need to create a new character.]]

An Outworlder's Suggested Profile Template

Name:

Species:

Age: (you are encouraged to be creative with the terminology, as long as it is the equivalent to some type of known cycle (lunar, monthly, yearly, etc.)

Height: (general description; may include measurements - please use centimeters as well as feet/inches)

Body: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)

Aesthetics (or Physical Description): (all the other goodies and eye-candy specifics)

World of Origin:

Worlds You Have Visited: (Are you the Travelin' Man type? :) )

Where Did You End Up?: Paramnar or Nu Logikus?  (If you get brazen, and want to deal with the chaotic Ocean-sentience, there are also the unmapped islands)

Character History:

Additional Notes:

Guidelines for the Paramnaran

It's a feudal kind of life... :)

Because of the drastic power-level differences (between Paramnaran and Nu Logikir), I feel that it's very important to be particularly specific about one's abilities in their profile.  This includes "normal" citizens. 

Now, someone pointed out that I appeared to be utilizing a "merit/flaw" approach with my Paramnaran character-build.  When he called my attention to it, I saw it, and found that it appealed to me to expound upon it.  Having fond memories of (really) old-school V:tM, I think that having a freeform basis of the merit/flaw system would be a spectacular addition.

Suggestions on how to approach this:

  • All Paramnari, by default, start with a mid-range ability to sense and manipulate: Saear (fire), D'aoi (danaoi; water), Gaear (terra), Ramnaear (strength), Aenaoi (air), Saokei (metal), Meilar (wood), Meilaoi (growth).  Standard consequences, of course, apply.  Many average Paramnari also have a low-to-mid-range ability to sense and manipulate Ikaoi (life).  If your Paramnaran is straight out of this cookie mould, then the normal manipulation-consequences would easily justify the "flaws" to balance the responsibility and level of power. 

    You are not, however, limited from adding other flaws (to add depth and/or "flavor" to a character's personality)


  • If you are like me - and the cookie mould just isn't quite enough - then you may define specific enhancements and/or abilities that are mostly-unique to your character.  However, for each enhancement, it must, at least, have an equal counterbalance.  If you are having difficulty thinking of your own flaws - with which to counterbalance your character's special ability - then you may also opt to trade in any of the aforementioned default abilities.

    Related Example: My Asaomun's general abilities are enhanced when she is directly exposed to natural Light sources (sun and moon).  To counterbalance this, her abilities are greatly weakened if she is not directly exposed to natural Light sources.  This is not an ability to manipulate the Seitaoi (spectrum), but a biological/genetic sensitivity.  When she begins her training to manipulate Seitaoi, certain aspects may change and/or be amplified (for better and/or for worse).
A Paramnaran's Suggested Profile Template

Name: (this should sound Asian, and be listed with the surname first)

Type: Paramnaran

Gender:

Age: --- taokuneii; --- sukaoii

Sukaoi of Birth: ---; --- day (this is voluntary, additional information)

Height: (general description; may include measurements - please use centimeters as well as feet/inches)

Body: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)

Aesthetics (or Physical Description): (all the other goodies and eye-candy specifics)

Clan: Clan Surname of type of Energy, listed with the Energy first: i.e. D'aoima Teisei

Role: Your identified position as a Paramnaran; it may include (is not limited to): Idaeo'an, Saomarei, Member of a specific Role-based family (Healer family), Paramdar/rei, Sudar/rei, etc.

(Oath)Bound to: (If you are a normal Paramnaran, you would list the Monaeram of your Clan; If you are an Idaeo'an, you would list the name of your Monaznar)

Beholden to: (this is an additional section for female Paramnari; it may include (is not limited to): an Idaeo'suzei at your Monaznar; your otaosan; your Monaeram; if you have been traded, to whom you were traded to: husband/Param/etc.)

Character History:

Additional Notes: (This is where you would detail out your manipulation abilities, as well as the approximate "rank" of mastery: i.e. low-mid range, mid-range, advanced, etc.  Specifics should be ironed out with the GM.  Please define/list all of your abilities, even the default ones, and/or any special enhancements/flaws.)

Guidelines for the Nu Logikir

Tick... tick... tick... whirrr...

For human Nu Logikirum, the Additional Notes section will pertain specifically to the details concerning what your primary affinity is:

  • For the average Nu Logikir, this would be one of: Ignir (fire), Lacumir (water), Terisir (terra), Etir (air).  They may also choose a secondary, much weaker sensitivity.


  • For a Nu Logikir born to a Konvant family (or who has the blood of such a family flowing in their veins, despite any kind of separation therefrom), they will choose a primary affinity, and may also include the ability to manipulate personal strength, wood and metal (these do not have their own terms, presently).  They will be able to sense all other elemental, beginning-level energies on a weaker scale.

QuoteNu Logikirum, whose families are Konvantum, are the only humans who can sense the libir formatir as well as their own, specific elemental affinity.  Of them, maybe 30% will ever truly master it enough to learn how to instill an automaton with sentience.

Note: Automaton Nu Logikirum are entirely unable to sense or manipulate any of the known energies.  However, most automatons have the curious ability to divorce a human of their ability to move if physical contact is made.  This requires the automaton to intend to use this ability (they can touch a human normally, as well).  It appears to be untraceable to any known manipulation, and usually only applies to the enforcing of citizen harmony.

A Human Nu Logikir's Suggested Profile Template

Name: (listed as first name/middle name/surname; i.e. Lydia Skedirhus)

Type: Nu Logikir

Species: Human

Position: What role you serve, in the human-specific caste system and, if applicable, in the automaton caste system

Gender:

Age: --- orusum; --- chyklosum

Chyklos of Birth: ---; --- day (this is voluntary, additional information)

Height: (general description; may include measurements - please use centimeters as well as feet/inches)

Body: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)

Aesthetics (or Physical Description): (all the other goodies and eye-candy specifics)

Character History:

Additional Notes:

An Automaton Nu Logikir's Suggested Profile Template

Name:

Type: Nu Logikir

Species: Automaton

Position: What role you serve in the automaton caste system

Associated Gender: Male/Female/Asexual

Age of Construct: --- orusum (may not be more than 107 orusum, which is the equivalent to the second generation of automatons, pre-domination)

Associated Age of Sentience:

Chyklos of Sentience: ---; --- day (this is voluntary, additional information)

Height: (general description; may include measurements - please use centimeters as well as feet/inches)

Body: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)

Aesthetics (or Physical Description): (all the other goodies and eye-candy specifics)

Character History:

Additional Notes:


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

Kuje

Did you want us to repost our characters again? :)

ClockworkShadow

Yes, absolutely Kuje.  This thread is going to be where we smooth all those little details out.  The Profile Cache is for after you've got something that you don't expect to have to edit (until something in-play requires a modification to be written in)


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

Kuje

#5
Name: Lydia Skedirhus (Sketchhouse, following the same root theory for Nu Logikan terminology)
Type: Nu Logikir

Position: Design Artisan; unofficial, inter-species Ambassador

Gender: Female

Age: Young adult; about twenty Orusum

Chyklos of Birth: Unknown; Unknown day

Height: 150 cm (about 5'); 5 - 10 cm below average, female height

Physical Description: Because she didn't get much to eat while growing, she stands only five feet, which is about two inches shorter then average. However, she makes up for this by wearing boots that have a two to three inch heel. For years, her brown hair - that has blonde highlights - reached the middle of her back, and it was pinned up in ringlets. Now, though, she chopped it to her shoulders, while keeping the ringlets and tendrils, since she didn't want to spend the time to pin up her long hair every day. Like her hair, she has light brown skin. She is proud of her dark gray eyes, because it is her only feature that really stands out.

Character Biography

After being a orphan on the streets for awhile, she became a "starving artist" for many years until she finally managed to sell some of her drawings to a patron that happened to have a few, higher connections. It was these drawings that then drew the interest of the scientists and automatons, both. Only a few days later - when she was back on her usual corner - she was approached by an automaton, and asked to become someone that would help design new bodies for the future generations of the non-human species. They said that her drawings inspired the possibility of a more human-like range of motion.

Now, she works closely with the automatons by creating drawings, that are then interpreted into schematics. She has also published a few books of sketches, at the automatons' request, so that the humans may have a more personable perspective of the dominant species of Nu Logikus. It has helped to support an idea of an image of benevolence.

After her orusum of being so integrally involved with the automatons, she has learned bits and pieces of knowledge that she didn't always possess. This knowledge has led her to be unofficially involved with the Konsulatus, and she operates, on the side, as an ambassador-of-sorts between the two species.

Her pic:




Pics of some of her clothing are below:

http://www.historicalemporium.com/store/media/steam_ladies_03_full.jpg
http://www.historicalemporium.com/store/media/vict_ladies_21_full.jpg
http://www.highots.com/wp-content/uploads/2011/03/Victorian-flower-lace-skirt.jpg
http://recollections.biz/Merchant2/graphics/00000001/web91107-8-9alt2.jpg
http://recollections.biz/Merchant2/graphics/00000001/web91020-1alt3.jpg

ClockworkShadow

Could you edit your post and have those linked to, as opposed to [img] tagged?  Thanks, Kuje.

I'm working on my Paramnaran character (the one who'll be the guiding force in that particular story-arc), but I will read and get back to you (and Johnny) with feedback soon.  Hopefully some of the others will come by and provide input, as well. :)


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

Kuje:  Also, I'd personally prefer that you matched your description to your model.  Since the model you chose for her picture has golden-brown eyes (almost like the color of rum, very pretty), you could still have her eyes be her most-striking feature... and it would be more accurate, that way?


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

#8
Ok.  It's a rough draft, so comments and critiques are welcomed!

Name: Teisei Asaomun
{tay ' shay   ash ' ow ' moon}

Type: Paramnaran

Gender: Female

Age: 19 taokuneii; 7 sukaoii

Sukaoi of Birth: 1st; 9th day

Height: 154 cm (about 5'1")

Body: Average; soft exterior hides evidence of slightly-above-average strength, for her size; is not, however, athletic, in the least

Aesthetics: skin-tone is naturally olive-tan; eyes are a consumingly-rich, grey-blue; face is a rounded heart-shape with high cheekbones; hair-tone is ebony, with blueish-violet highlights (in direct exposure to light; presumably because of her Primary energy)

Clan: D'aoima Teisei
{translation: (the) Teisei of Water}

Role: Idaeo'an

(Oath)Bound to: Maomu Gaearma Taesa
{mow ' moo   g'eye ' ahr ' mah   t'eye ' shah}
{translation: Third Shrine of (the) Terra}


Beholden to: Idaeo'suzei Neisao Maokeisu
{...   naysh ' ow   mow ' kay ' shoo}



Character History


History

It was a prosperous taokunei, and the old Param still wore the Living Ring of Ikaoi Taesa.  Little had been required of tithes, and the surplus had induced a curious, complacent lull in the otherwise-familiar, clan warfare.  Sensing foreboding in the unseen patterns, however, Idaeo'suzei Neisao Maokeisu - he, who, at only 37 taokuneii, was the soulbound guardian of the third shrine of the Terra - had left the sacred halls of his Monaznar to travel Paramnar for answers.  Unfortunately, with no clues to help him find what he sought, he wandered well into the season of Gaeamnar's slumber.

As the season of slumber gradually expended itself, and sought to establish Gaeamnar's rebirth, so he found himself in the Clan of D'aoima Teisei.  The feeling of foreboding had doggedly thickened during his travels - despite the balance of the seasons continuing, unhampered - to the point that he was physically affected, and now struggling to breathe properly.  Shortly after his arrival, he unceremoniously collapsed into unconsciousness.  Monaeram Teisei Saegao, fearing the worst, had their honored visitor brought to the home of their resident healer family: an Omonae, Teisei Ikaoima, his Beholden, Teisei Raemun, and their three children. 

Teisei Ikaoima and Raemun plied their abilities upon the fallen Idaeo'suzei from the moment he was brought in, until the largest of the moons, Monaz, was at its peak.  During this entire time, their youngest child - a girl of the tender age of 3 taokuneii - would absolutely not leave the healing room, no matter how they (halfheartedly) threatened grave consequences.  The Idaeo'suzei was now breathing easier, though, and they were exhausted and physically shaking after such prolonged manipulation of the various energies that they'd needed to work with.  So the Omonae and his Beholden made the unorthodox decision to allow their seemingly-tireless, young daughter, the honor and responsibility to keep watch over the recovering Monaznar master.  As it was, however, she was already known to be a rather unusual, serious child, and she had already, undoubtedly displayed evidence of her parents' abilities.

Once her parents were confirmed to have turned-in, she had drug a stool over and used it to maneuver herself up, and onto Neisao Maokeisu's cot.  She sat, boldly and quite unceremoniously, inbetween his spaced-apart feet, with her legs folded and crossed over each other.  Having heard tales of monaznumos from her parents, and their acquaintances, she intertwined her fingers in her lap, closed her eyes, and began to pace her breathing.  The light of Monaz, as She descended across the sky, invaded through the open doorway and glass-less holes in the walls.  It rested, as a wreath of illumination, upon the small child, and a casual observer might have even claimed that she appeared to be channeling it.  Seitaoi Daomasu, however, was an Idaeo'suzeima mastery.  No child, let alone one from a simple Clan - whose Primary was the element of danaoi - should be able to sense something so advanced, and yet...

About an hourglass' turn into this child's vigilant guardianship, the Idaeo'suzei gently stirred, and then began to pull out of his recovering rest.  An incredibly-curious sensation was whispering over his skin with the most feather-light of caresses.  He blinked his eyes open, furrowing his brows as his sight adjusted to the intensity of Monaz' light.  His first thought was to question why was he so sensitive to it, of a sudden.  He vaguely remembered collapsing, and wondered if he had hit his head especially hard upon the ground.  Then, that curious sensation revisited him, and tingled its way over his arms and shoulders, then up to the crown of his scalp before dissipating.  He lips parted slightly, as he shivered in response, and he very slowly adjusted so that he could prop himself up and look around.  In the next moment, his eyes came to rest upon the tiny, vigilant figure, appearing as something incomparable, yet breathtaking, as she sat there in her wreath of moonlight.  Breathing shallowly through his mouth, he pushed himself into a sitting position and leant forward.  Then, after a few moments longer, he reached out and, so very tentatively, touched his fingertips to her cheek and jaw.

For an amateur practicing only upon what she had heard, indirectly, from her elders, she had managed to discipline herself into a rather deep trance.  So, when the fingertips of the Idaeo'suzei had touched her face, it was the first thing to break through to her awareness.  She felt Monaz' embrace gently fall away, as if a mantle sliding from one's shoulders, and she rose out of her monaznumos to open her eyes.  As soon as she did, and their eyes met, her little hands flew to her mouth, and she blinked a couple of times.  The master nodded, in recognition of something unheard, and yet absolute.  Very, very slowly, throwing away all the protocol that had been, so far, taught to her, she removed her hands from her mouth and extended them out to touch his cheeks and jaw.  In the next instant, something jolted through their bodies, and inextricably meshed their essences together.  Acknowledgement flashed between them, as they kept their eyes trained upon each other throughout this exchange and merging of natural, personal energies.  Then, moments later, she pushed herself forward to crawl closer, curling against the master's torso as he brought his arms around to embrace her protectively.  With this man, there was no protocol; he was her Idaeo'suzei, and she belonged to him.

One sukaoi later, the ancient Param - at 157 taokuneii - passed away and the Living Ring was placed upon the second finger of his eldest otaodar.  It would not be long before the reason for the Idaeo'suzei's sense of foreboding became evident.


Additional Notes:

Teisei Asaomun is able to sense and manipulate:

  • Standard Manipulations:

    • Saear Daomasu - mid-range; some training
    • D'aoi Daomasu - advanced; clan element, extensive training
    • Gaear Daomasu - mid-range; some training
    • Ramnaear Daomasu - mid-range; some training
    • Aenaoi Daomasu - advanced; extensive training
    • Saokei Daomasu - mid-range; untrained
    • Meilar Daomasu - mid-range; novice training
    • Meilaoi Daomasu - mid-range; novice training
    • Ikaoi Daomasu - mid-range; novice training
    • Keiar Daomasu - low-range; novice training
  • Special Enhancements/Abilities:

    • By incorporating Aenaoi Daomasu during deep sessions of monaznar, she can inspire Visions.  These Visions may be in the present or future, though she can never see further ahead than the approximate span of onu sukaoi.

      • Associated consequences may include: an imperative need to replenish one's own ikaoi energy by the consumption nourishing food/drink (most common); a temporary drain upon one's physical constitution, followed by the aforementioned; an involuntary loss of consciousness, later followed by the aforementioned; a temporary "coma" that may persist for up to a fortnight, later followed by either (or both) of the first two consequences.
    • Her various manipulative abilities are amplified - and the associated consequences are lessened - when she is directly exposed to a natural Light source: specifically the sun or moon.  This is not Seitaoi Daomasu, but, instead, is a curious occurence based upon a natural (genetic?) sensitivity.

      • As her abilities are enhanced by Light-exposure, so are her abilities reduced by the deprivation of a natural Light source.  Also, consequences for manipulations attempted during this circumstance are amplified, for the worse.


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

Kuje

I'd prefer to keep my chars gray eyes. Mostly just wanted the pic for reference and a bit of a idea on what she would look like but w/o the pic's brown eyes. :)

Quote from: ClockworkShadow on July 17, 2011, 03:07:27 AM
Kuje:  Also, I'd personally prefer that you matched your description to your model.  Since the model you chose for her picture has golden-brown eyes (almost like the color of rum, very pretty), you could still have her eyes be her most-striking feature... and it would be more accurate, that way?

ClockworkShadow

Then would you like me to edit the image so that it is more accurate?

Also... please fix the other apparel-images to

[url][/url]

as opposed to

[img][/img]

and thanks.


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

Thanks, Kuje, that helps a lot.

How is this?



A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

Quote"maomu" means "third" (context in direct reference to one of the Monaznar, which I named "Maomu Gaearma Taesa" or "Third Shrine of (the) Terra")

To my players (old and new, alike):  Please make a note, while settling in, on if you think its a good idea to brainstorm some more numbers (mostly for temple/shrine identifications)?

Some Paramnarma numeric references:

onumu {oh ' noo ' moo} - first
deimu {day ' moo} - second
maomu {mow ' moo} - third
kunmu {koon ' moo} - fourth
gaomu {gow ' moo} - fifth
sanumu {shah ' noo ' moo} - sixth
seimu {shay ' moo} - seventh
ganumu {gah ' noo ' moo} - eighth
neimu {nay ' moo} - ninth
daoarmu {dow ' ahr ' moo} - tenth

How's that look, guys?


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow



A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

johnny5


ClockworkShadow

Johnny, where's your profile o-0 ?


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

Oh.  I never even noticed that you posted in the profile cache, durr...

... would you please edit the name of the Monaznar :P ?

I didn't expect you to move it over so soon...  you should link to it, after you edit that, so that people can read it here while they are figuring out who they want to interact with?


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

johnny5

OK I think I got everything squared away and here's your shiny new link miss clockwork :-)

https://elliquiy.com/forums/index.php?topic=113464.msg4942201#msg4942201

ClockworkShadow

Ok.  Clockwork is no longer going 'grr' >.>;;

Looks great.  I'll "green light" it once I see more than myself for you to interact with.  <3


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

ClockworkShadow

I was thinking, by the way... should we make a note of what a person is able to manipulate in their profiles... or is that being too specific?

It might help to avoid confusion, especially when people start displaying aspects that are personalized sub-manipulations...  I mean, it's bound to happen...


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

johnny5

Makes sense I know I have what we discussed buried in my pm's somewhere, just let me know how you want it listed.

ClockworkShadow

@ Kuje: Please check the Human Nu Logikan Profile Template and double check it against Lydia's profile.  Those links can go into "Additional Notes," and you need to decide what Lydia's primary Energy is.  Thanks!

@Johnny: Ok.  New addendums should cover all the necessary bits and pieces concerning people's energy affinities and abilities.  Let me know if you think of something else though?

@Xun/Laz/WS/Aiko: Hey, you guuuuuuys!  Where are you :P?

@everyone else: Come on in; don't be shy! <3


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O

Kuje

Quote from: ClockworkShadow on July 21, 2011, 09:28:48 AM
@ Kuje: Please check the Human Nu Logikan Profile Template and double check it against Lydia's profile.  Those links can go into "Additional Notes," and you need to decide what Lydia's primary Energy is.  Thanks!

I'm not sure where to find this template.... And primary energy?

Kuje

After thinking about this for a bit, I decided to withdraw from this idea. It's a nice idea and setting but it's getting a bit to complicated for me to keep up with all the info.

So, sorry guys.

ClockworkShadow

Sorry to hear that, Kuje.  There's always an open invitation, if you decide to reconsider.


A/A

^ zee-oh-em-gee, it has an update ^
I am back... sort of.  I'm trying, anyway.
o_O