News:

"Forbidden Fruit [L-H]"
Congratulations Mellific & Swashbuckler for completing your RP!

Main Menu

"Axiom is Launched and Looking For More! <3"

Started by ClockworkShadow, June 20, 2011, 01:19:04 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

WingedServant


ClockworkShadow



A/A

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

ClockworkShadow

#402
Ok, folks... here we go?  There have been a lot of changes, even to the teasers I posted before.  Aiko, I stuck a nice little surprise for you (I hope) in Paramnar's description... so pay close attention to that section, for sure. :)

You will notice that I haven't included the bit about the energy manipulation consequences, at this time.  I still have to figure that bit out, and feedback from you all on that subject would be fantastic.

I've done my very best to catch every proofread-able error that I can, but if you guys notice anything, let me know so I can edit the .rtf before I get around to the official launch (since we still will have some details to cover before then).  As a NiNG, I can't edit, so I want to make sure everything's as close to dead-on as I can get it, beforehand.

<collapses under the weight of the wall of text>

---------------------------------------

** = Remember to keep all RP content, now and after the official launch, to PG-13

This roleplay focuses on elements of steampunk and clockwork punk (complex gears and cogs), with a splash of cyberpunk (complex, automatonic implants, artificial blood, etc.) versus an alternative take on ascetic Buddhism meeting with pure metaphysics and quantum physics for a "pretty, little tea party".  Piqued?  Please let me introduce you to some important terminology...

Glossary

(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, and Paramnaric terms are very loosely based on asian translations of a modern word.)

-'s (.) -
a suffix (Nu Logikan or Paramnaric) 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 Paramnaric suffix denoting the associated term in its plural form

-ic (ihk) -
a Paramnaric 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 Paramnaric equivalent for the Earth term "air"

avaoi (ahv'ow'ee) -
the Paramnaric term for H2O

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

daomonaz (dow'moh'nahz) -
a Paramnaric term approximating "manipulation," as in to manipulate energies by natural, metaphysical skill

daorei (dow'ray) -
the equivalent Paramnaric term to Earth's "illusion;" when a daomonaz 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 to Earth's "strength"

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

etir (eh'teer)-
the equivalent Nu Logikan term to Earth's "air"

formatir (fohr'mah'teer) -
the Nu Logikan term which means "manipulation," as in energy (especially life/sentience) manipulation

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

gaear (geye'ahr) -
the Paramnaric equivalent for the Earth term "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

Idaeoram (ee'deye'oh'rahm) -
the equivalent Paramnaric term to Earth's "Master"

Idaeoramic Daorei (ee'deye'oh'rahm'eek  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 to Earth's "fire"

ikaoi (ee'kow'ee) -
the equivalent Paramnaric term to Earth's "life" (life energy/chi), 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 Paramnaric term to earth's "beast"

kei azao (kay  ah'zow) -
the equivalent Paramnaric term to Earth's "kimono"

keiar (kay'ahr) -
the Paramnaric 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; the name for currency in Nu Logikus

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; usually a 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 Paramnaric term to Earth's "treatise"

lacumir (lah'koom'eer) -
the equivalent Nu Logikan term to Earth's "water"

libir (leeb'eer) -
the equivalent Nu Logikan term to Earth's "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, in Earth-terms, of a 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 Paramnaric term to Earth's "growth", in reference to the manipulation

meilar (may'lahr) -
the equivalent Paramnaric term to Earth's "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

Monaemos (moh'neye'mohs) -
the Paramnaric leader of a clan's "noble" family

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

monaznaoi (moh'nahz'now'ee) -
a Paramnaric equivalent to the Earth term "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 Voamnaric Daorei, which are performed by the eldest and/or most talented Idaeo'ani within that Monaznar'sh sacred halls; is the Earth equivalent of an ascetic Buddhist monastery

monaznumos (moh'nahz'noo'mohs) -
an equivalent to the Earth term "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 "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 Paramnaric term used regarding any elder Paramnaran as a sign of respect

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

otaomae (oh'tow'meye) -
the equivalent Paramnaric term to Earth's "mother"

otaomar (oh'tow'mahr) -
the equivalent Paramnaric term to Earth's "son"

otaorei (oh'tow'ray) -
the equivalent Paramnaric term to Earth's "daughter"

otaosan (oh'tow'sahn) -
the equivalent Paramnaric term to Earth's "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) -
the citizenry, as an entire body, of the Paramnar continent

paramrei (pah'rahm'ray) -
the label given to any 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 Paramnaric equivalent for the Earth term "strength"

saear (seye'ahr) -
the Paramnaric equivalent for the Earth term "fire"

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

Saomarei (sow'mah'ray) -
the equivalent Paramnaric term to Earth's "Samurai/Ninja"

seitaomar (say'tow'mahr) -
the equivalent Paramnaric term to Earth's "gravity", in reference to the manipulation

seitaoi (say'tow'ee) -
the equivalent Paramnaric term to Earth's "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

sukaoi (soo'kow'ee) -
a Paramnar cycle; also a calendar month, and Paramnar also (curiously) observes thirteen sukaoi in a taokunei)

surei (soo'ray) -
the equivalent Paramnaric term to Earth's "slave/servant;" prisoners of clan battle

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

taomar (tow'mahr) -
the equivalent Paramnaric term to Earth's "time", in reference to the manipulation

techir (teh'cheer) -
a human or automaton instructor/educator of human lore

tei ikaoi (tay  ee'kow'ee) -
a Paramnaric 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 to Earth's "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

Welcome to Axiom

If you are here, and are not native to this alternate reality, it means that you encountered one of those nuisances I like to refer to as temporary, dimensional weak spots.  I hope you were not hurt during the transfer.  Now, I suggest you make yourself comfortable and get to know your surroundings; more than likely, there isn't any way back.  I do apologize for this predicament, but - even if you were lucky enough to find another, random weak spot - chances are that this other, overlapping dimension wouldn't be Earth.

Don't you love quantum physics?

So 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.  If you landed on one of those sparse, probably unpopulated islands, well... better hope for a diety of sorts to come to your rescue.

About Nu Logikus

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.  Despite initial appearances, however, it is a rather complex, cooperative arrangement.  Understandably, the automatons, typically regardless their actual position, are 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."

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.

-- .oO^Oo. --

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 behind 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 years 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.

-- .oO^Oo. --

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, rarely - 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.

-- .oO^Oo. --

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.  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) boots.

-- .oO^Oo. --

Note: Though every human native to Axiom can typically sense a variety of energies, and eventually master particular 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

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 by the rest of the citizenry, including the Param and the paramrei.

The Paramnaric 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 and quantum physics.

As such, the entire culture is collectively devoted to the monaznaoi of various masteries of energy manipulation (called "daomonaz").  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 manipulation 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; right at the heydey of the Samurai, with reverent admiration paid to such historical figures as Oda Nobunagi, Sun Tzu, and Genghis Khan.  Now, mix that with 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 that lies 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 daomonaz with a finite degree of expertise.

Now, you might surmise that, with the continental population sharing such a degree of sensitivity to the various daomonaz, 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 surei, to their own otoamnei), 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 that candy-coat the bloodshed into tales of the utmost honor and bravery, there is a genuine problem now spreading across their land that even the Idaeo'an 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 akaoi daomonaz have been unable to keep up with the increased demands for tithes, and the Param's greed is greatly depleting a once-plentiful bounty.

-- .oO^Oo. --

Clothing Styles, Appearances and Paramnari Roles
Unlike the Nu Logikirum, women are cast in their specific roles, and men are cast in another.  This bears additional reference to the pre-1900 feudal and imperial eras of Earth's asian territories.

The 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 latter is considered an honorable option because it is believed that no Paramnari should be deprived of Param Idaeo, should they choose to seek it.  In a, perhaps, more positive regard, the women bound to their clans, along with the other ritualistic rules that they must abide by, may use their daomonaz 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 to train as a Saomarei.  However, they will face a permanent label of dishonor to their clans, for this choice, 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 Monaemos.  Upon the Monaemos's death, the responsibility is passed, by blood inheritance, down to the eldest, male son.  If, for whatever reason, the eldest son has chosen the path of an Idaeo'an, then the position goes to the next eldest son in that family.  Only members from the noble families are ever seen at the Param's temple in a visitor's designation; the males being present to try and garner favor for their clan, and the females being present - voluntarily or involuntarily - to garner the Param's special attention.

The other fate available to a Paramnaric 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 daomonaz mastery, especially the most difficult variants.  The title of Idaeoram is one specific to the internal workings of the Monaznari, and, while not impossible for a normal Paramnari to learn a Idaeoram's 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 kei azao.  Idaeo'ani wear theirs belted with a simple length of rope, and clan-bound men and women use a wide, plain sash of a complimentary, 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 kei azao 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.


-- .oO^Oo. --

--There is no currency on Paramnar, and the economy is based strictly upon bartering, trading and the Param's required tithes.--[/size][/font]
[/spoiler]

And, finally...
A List of Energy Manipulation Masteries
Quote
Saear Daomonaz - Fire Manipulation - a beginning mastery pertaining to the base element of fire; pyrokinesis may be achieved at high-level mastery

Akaoi Daomonaz - Water Manipulation - a beginning mastery pertaining to the base element of water; aquakinesis may be achieved at high-level mastery

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

-- .oO^Oo. --

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

Meilar Daomonaz - 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 Daomonaz - Growth Manipulation - a journeyman mastery pertaining to anything that would be the equivalent of Earth's term "flora"

-- .oO^Oo. --

Ikaoi Daomonaz - 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 Daomonaz - 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 Daomonaz - Spectrum Manipulation - a Idaeoramic mastery pertaining to light, dark, ultraviolet, etc.

Seitaomar Daomonaz - Gravitational Manipulation - a Idaeoramic 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 Daomonaz - Time Manipulation - a Idaeoramic sub-mastery pertaining to the flow and passage of time, itself, as a controllable element


A/A

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

ClockworkShadow

In retrospect... time to code in more of those handy little spoiler collapsible thingies.


A/A

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

ClockworkShadow

A heap of enthusiastic thanks to Lilias for helping me with that massive wall.  <3


A/A

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

Laz


ClockworkShadow

Not that massive wall.  I outdid your massive wall.

Loooooootta scrolling.

Collapsibles much better.


A/A

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

Kuje


Laz

Quote from: ClockworkShadow on June 27, 2011, 10:57:03 AM
Not that massive wall.  I outdid your massive wall.

Loooooootta scrolling.

Collapsibles much better.

Yeah the collapsibles are fun, just dont go all hannibal lecter on us and spam us with collapsibles  :o

ClockworkShadow

Quote from: Kuje on June 27, 2011, 10:58:13 AM
Very nice, Clock!

yay ^^

I'm still gonna need feedback on the energy manipulation consequences, though...  and whatever else happens to occur before the official launch.  Being unable to edit is only a minor nuisance, but it certainly makes you think twice on things.

Quote from: Laz on June 27, 2011, 10:59:22 AM
Yeah the collapsibles are fun, just dont go all hannibal lecter on us and spam us with collapsibles  :o

"Some fava beans and a nice Chianti..."


A/A

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

Kuje

#410
Quote from: ClockworkShadow on June 27, 2011, 11:05:35 AM
yay ^^

I'm still gonna need feedback on the energy manipulation consequences, though...  and whatever else happens to occur before the official launch.  Being unable to edit is only a minor nuisance, but it certainly makes you think twice on things.

"Some fava beans and a nice Chianti..."

My gut thought about the consequences is that the energy could mutate those that use it wrongly. Take fire, for example, it could heat their blood/change their bodies so they feel warmer to the touch. That could work for the other energies to, they could feel more liquid if to much water. Static with electricity, etc.

Physical changes could be that when they feel strong emotions, it causes changes outside of them. To much emotion from a fire person causes fires. Earth could cause tremors. Their bodies could also have changes that relate to the element. For example, fire users could have skin that is red, or yellow, or blue, depending on how much fire they absorbed.

Just a few ideas....

ClockworkShadow

Quote from: Kuje on June 27, 2011, 11:55:13 AM
My guy thought about the consequences is that the energy could mutate those that use it wrongly. Take fire, for example, it could heat their blood/change their bodies so they feel warmer to the touch. That could work for the other energies to, they could feel more liquid if to much water. static with electricity, etc.

Physical changes could be that when they feel strong emotions, it causes changes outside of them. To much emotion from a fire person causes fires. Earth could cause tremors. Their bodies could also have changes that relate to the element. For example, fire users could have skin that is red, or yellow, or blue, depending on how much fire they absorbed.

Just a few ideas....

Hmm... That has a lot of potential.

Let's see what the others have to add to it. :)


A/A

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

johnny5

#412
I dislike the color change idea on general principle, it just feels cartoony to me but thatr's just my reaction.
I like the idea of a buildup of energy, kinda like feedback in Masterbook or pardox in Mage, I chose the examples deliberately as they represent opposite approaches with the same net result.  On one hand the energies themselves could be damaging with the skill of the user being more about surviving the experience, basically anyone could attempt to throw the doomsday fire bomb but only a master of fire could hope to stave off going up like a roman candle long enough to get the effect off. 
On the other hand it could be an even subtler thing, one of the conundrums in theoretical physics is that special relativity actually works (atomic clocks are wonderful things :-)  ) the problem is to actually function properly there needs to be an absolute reference point, something Einstein spent a good chunk of his time in his latter years trying to disprove, but somehow the universe just knows that its the astronaut in the spaceship moving away from the earth at ludicrous speed as opposed to the earth moving away from the astronaut, something which general relativity states is impossible to distinguish.  Anyway my point is it could also be that there's an inherent "drag" factor with the manipulations, kind of  cosmic inertia that the monks need to overcome in order to manifest real change with the more complex manipulations requiring a greater degree of willpower as there's more inertia to overcome.
  A third option could be they need some kind of fuel (i was riffing off this concept in my character post) basically a cause and effect sort of thing, the idea being that they can't actually create anything no matter how powerful, they want to cast the killer fireball they better have a bonfire handy to channel, things like that.
  Anyway just thought I'd throw my two cents, I love how this is all coming together Clock you're a goddess :-)

Aikochan

I got PT to go to but when I get back I will post up some stuff I got from reading all that and clockwork, wow well done.. :) I got a few things I can work with to help out with energy manipulation... I got a few ideas now but I still need to go with what char I can do. I do know you said quite a bit and I got alot to work with. The concept for the young girl changed a bit into more of an energy manipulator. Though no one takes her seriously in it as her being a young girl and all really no one believes that this girl can focus energy into things and manipulate stuff..

I am thinking we should do more of the energy manipulation as a state of mind. The younger one is the better concept they have for it and they develope more into other things and how they master it is due to working with it as a child.

It also gives me an idea for some corperations, one is an evil group that runs expirements on children to try to advance the energy manipulation traits in children.

Another one is a science corperation that is trying to find balance in adults to draw out manipulation with devcies to increase it. As if a child does not develope these senses then they lose it after time and could possibly lose touch in the sesnes... What you think on that? I gotta run but this is just a base idea. I will get more into the idea of energy manip when I get back. You might like it..

It has alot to do with here and now religions and such that more considered mysticisms and such back its energy manipulation (Various Kinds) I am being generic atm. I gotta run.

Aikochan

my PT appointment got canceled. So nm I am not going anywhere.

johnny5

I like the idea of it being based as much on intuition and imagination as it is on willpower.  I could see children having an easier time with basic manipulations just because they don't know they can't, as they grow their brains get more rigid, weighed down with the cares and responsibilities of adulthood, if they don't receive some kind of training what they used to be able to do fades with other childhood things, almost an old changeling vibe.

Aikochan

ok, well since I got time now I will write up the idea I had for this..

How Energy manipulation works: (Keep in mind this is a base idea that can be modified or declined)

A young child can sense the flow of energies that otherwise could not be explained by the average person. A child that can modify and disrupt the flow of the energies are the ones that can manipulate the flows of essence. Basicly its just tapping into the weave. Aka touch a pool of water and watch it ripple, The concept is simuliar. In order to be able to disrupt that flow of essence requires a state of mind that allows you to precive things. A child does not understand that they are actually on a different level mentally. As a young child does not understand these concepts so its easier for them to tap into things and way easier for them to manipulate energies. One that manipulates is actually changing the flow of essence (energy) and diverting it to say an item like a pencil. When that pencil is filled with that essence it can be moved with ones mind. So that child could reach out and looks her finger is moving in the air but actually it has a firm hold of the energy in the pencil so now she can pick it up, throw it, make it explode, whatever. She is only limited in this concept if she thinks she can't do something. Hence why makes children rather dangerous and alot of people that do not believe in such concepts beat in that its impossible from the begining stages of life. Hence why there is not alot of manipulators anymore. People fear what they do not understand.

Now an adult that spent time as a child to disrupt flow of essence are the ones that can manipulate things on a more specified area. Like for instance fire control as an example. An adult has to focus on one thing as wide range manipulation does not work so much anymore and only very special people can do wide range controls, like monks, and very spiritual people...

Anyone has the ability to be something its just wether they can think on a different level to be able to manipulate the flow of essence. In this concept essence is always flowing like water and even if you divert it, its still going to flow and continue moving. So one that disrupt it into a bigger flow, like changing a steam of essence and making it into a river of essence will get a bigger effect out of it.. In order to have this happen the adult had to have kept working with essence through out their life.. Some could master transfering patterns into other objects, some could manipulate it into a force not to be reckoned with.. etc..

How to Charge energies:

Basicly the idea is pulling essence from other areas and diverting it sorta like a 'Y' bringing it from two different sources into 1. Sorta like positive and negative charge (as example). Like a battery. An Energy Manipulator (pending on the kind) Could make batteries of essence that holds a charge and can be dispersed when needed or say an object that runs off it, once it loses its charge the object needs a new battery. It takes a skilled manipulator to create a battery. A raw charger could just recharge themselves off raw essence flow, some can zap out energies from other things like life, nature, etc. Things that usually have a living soul or anything that has a strong soul, a tree, an animal, even a rock. Everything has a soul 'essence pattern' So ones that steal that essence is the easiest way of getting more power and converting it into energy but it kills. Since its the least controled it is the easiest. Its easier to destory then it is easier to create or re-arrange...

I left alot of this open for discussion or if the idea is no good then I didn't waste much :) I pretty much took every concept of religion, thought process on anything mystically and broke it down to its base concept. Some of it prolly won't make alot of sense since I left it very open. I just didn't want to do alot with this if no one likes it :)

Basicly this also shows how automatons can be ran off energy manipulation and could also be why some are evil things that only destory or their creators destory as their not skilled in manipulation enough to keep their automaton charged and full of energy.. (Aka this also makes bad guys *giggle*) There you go.

I did take the base concept from WS and exspanded it from actual belief and religion. Since there are druids, monks, shamans, and all those things in this world, Why not use actual concepts of them? :) Now you got a realstic view of how mystic energies work. Take it as you want :) I hope you all liked it enough to use it as a concept. :)

*goes back to finding content for 3D art*

WingedServant

I think it would also make sense to consider the concept:
     "The candle that burns brightest, burns shortest."

Manifestations and manipulations of energy require energy, as my other colleagues have suggested. It has to come from somewhere. My premise is that some of that initial energy comes from within the living being themself. Not unlike how a car battery works.  You turn the key in the ignition to start the car. The battery provides the initial power to get everything started, and then the gas takes over fueling the processes, while the alternator keeps electricity flowing through the car. Which is how headlights can be left on for an 8 hour drive and not kill the battery, but once the car shuts off, those headlights could drain that battery in a few short hours.

Each time a manifestation or manipulation is brought to bear, the manipulator or master has to kickstart the chain reaction with a bit of himself.  Beginners may not notice or see this affect, but at some point, all manipulators come to terms with the toll it takes on their bodies. The cost becomes their life. They age quicker than non-manipulators. It may not be anything quantifiable such as 'one day of life is lost for every manipulation.' But all the same its noticable, its verifiable, and its unavoidable.

Children however, always seem to have an inexhaustible amount of energy. Their bodies are like a bonfire burning up into the night. Children may find the ability to learn manipulations easier, not only because their mind is flexible (which I fully agree with) but also because their youth and vitality kickstarts the chainreaction easier. Like starting a car with a fresh battery as opposed to an almost dead one.
This can add the dynamic of the monk order training manipulators from a very young age, the way they teach martial arts in the orient. And it gives us the cheesy opportunity to depict master manipulator monks that look like the great white haired masters from kung fu movies with fu man chu's that scrape the floor.  The monks develop their mind, body and soul because it ties into their ability to manipulate.
Their mind has to be flexible and strong,
The body has to remain vibrant and energized as long as possible,
and the soul, the spirit, the pnuema bonds the two together in harmony. [pnuema in the ancient greek means breath*]

ClockworkShadow

Hmm.

Plenty of good ideas being thrown around by all of you.

Though I finally passed out, pretty hard, so I need time to drink my coffee and ponder on all of this.

@Aiko I'm a bit surprised that you didn't react to what I snuck into Paramnar's description.  Considering our conversation in the Doormat a while back, I would have thought you'd "glomp" on that ;)


A/A

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

ClockworkShadow

Above all else, I have decided that this:

QuoteThis can add the dynamic of the monk order training manipulators from a very young age, the way they teach martial arts in the orient. And it gives us the cheesy opportunity to depict master manipulator monks that look like the great white haired masters from kung fu movies with fu man chu's that scrape the floor.  The monks develop their mind, body and soul because it ties into their ability to manipulate.
Their mind has to be flexible and strong,
The body has to remain vibrant and energized as long as possible,
and the soul, the spirit, the pnuema bonds the two together in harmony. [pnuema in the ancient greek means breath*]

Is an absolute YES.  Not only did this make me giggle (and I love kung fu movies, no matter if they are "bad" or good), but yes.  Fantastic idea for Paramnar.

I think that the child concept was also the best part of Aiko's contribution.

I don't like this bit:

QuoteHence why makes children rather dangerous and alot of people that do not believe in such concepts beat in that its impossible from the begining stages of life. Hence why there is not alot of manipulators anymore. People fear what they do not understand.

It's too much of an Earth concept.  Which is very true, here, but we are trying to divorce ourselves from Earth concepts and limitations thereof, right?

--

I'm still mulling over the best way to merge the concepts I like best from all of your suggestions.  Lots of great ideas, here.  You're all awesome.


A/A

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

ClockworkShadow

Random notes:

*Found an overlooked spelling error concerning the term for 'daughter,' when referenced in the description of Paramnar.  Edited my .rtf file to the word found listed in the glossary, which is the correct term.

*Slightly misspelled Oda Nobunaga.  Nobunagi was a family from the same era, but still an incorrect reference.  .rtf file has been edited.

*Changed the term "daomonaz" to "daomasu" (dow'mah'soo) in my .rtf file.  Previous term had been bothering me.


A/A

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

WingedServant

heavy japanese influence... not a bad choice.

Xunzar

There is some question about whether Sun Tzu existed (I think). Either way, the Art of War is way earlier than either Khan or the Sengoku Jidai. For that matter, Genghis Khan was well before the Sengoku. He was actually pre-Muromachi entirely. Since the Mongol invasion of Japan was the end of the Kamakura and was under a successor...

Sorry, history wonk who's been taking East Asian history courses recently. Don't mind me.
The list below is mostly up to date. To be honest, you can assume there is little that is a hard no.
A list of kinks

ClockworkShadow

Quote from: Xunzar on June 28, 2011, 01:37:01 AM
There is some question about whether Sun Tzu existed (I think). Either way, the Art of War is way earlier than either Khan or the Sengoku Jidai. For that matter, Genghis Khan was well before the Sengoku. He was actually pre-Muromachi entirely. Since the Mongol invasion of Japan was the end of the Kamakura and was under a successor...

Sorry, history wonk who's been taking East Asian history courses recently. Don't mind me.

I actually was merely picking a few examples from the entire era - from it's BC/early-AD roots to the 1900s.  I guess I didn't make that clear.  Maybe I should have mentioned some other families, like Wei, to broaden the perspective?

@WS Does that mean you think I could go with something better?


A/A

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

WingedServant

@Clockwork. What I said, was what I meant. What you saw, was all you got.

Life's too complicated to add spices that don't belong, and nobody finds tasty.