Rubidian Ace Of Hearts
- Posted: Tue, 13 Sep 2011 03:19:37 +0000
Overview | How This RP Works | Rules | How To Join | | How To Fight | Updates | Player Characters | Notable NPC's
The year is what we know as 1875. The place is Rubidia, an Old West-reminiscent, mostly lawless territory sprawling with deserts, plains, and the occasional cedar forest. It is a time and place of exploration, of industrial revolution, and of turmoil.
Humans are a fickle and diverse race. Some are gifted with the aptitude for magic, some aren't. At some point in history, magic users (mages) gained dominance over non-magic users (nonmages). Since magic tends to run in families, each town in Rubidia is ruled by a mage family, who operate as magistrates, sherrifs, mayors and other positions of power. Mage families enjoy an aristocratic existence, while nonmages tend the land like servants and often endure oppression at the hands of their governing mage families.
Among nonmages, a class of tinkerers, engineers and technicians is emerging. They are finding they can use technology to achieve the same feats as magic users, and seeking to bring about an industrial revolution. Naturally, their mage superiors are doing all they can to put a stop to this, so that their way of life will not be threatened. For all their opposition, however, the technologically-gifted nonmages continue to work in secret, underground and in the shadows, until their day comes.
Also among the populace is a group of magic users who resent that their craft is being used to oppress others. They wish to show that magic is meant to be used for good, and they long for harmony between mages and nonmages.
Can there be peace for Rubidia? Or will there always be feuding and oppression, so long as there are differences among her people?
Which role will you play in this story? Are you a mage who governs over the lesser-endowed people? Are you a mage who yearns for peace? A tinkerer looking to improve the lot of the people with your inventions? Or a run of the mill, salt of the earth peasant, hoping to build a better life for you and yours?
.:How This RP Works:.
The major affiliations in this RP are the mages and the tinkerers. You can choose which one to be affiliated with. If you character is a mage, you have the ability to use magic. It can be fantasy magic (ex: Fireballs and lightning bolts) or it can be realistic magic (ex: charms and homespun spells). You may choose a specialty in magic, such as healing spells or elementals. Mages can buy gadgets from tinkerers, but they lack the technical savvy to build gadgets themselves.
If your character is a tinkerer, you are adept with mechanics. You can build guns, mechanical wagons, flying machines, anything your imagination permits. You can choose a specific kind of item you are especially proficient at making, such as weaponry or transportation. Tinkerers can buy some charms or enchanted items from mages, but they lack the spiritual fortitude to cast magic themselves.
You can also be “Unaffiliated,” meaning you don’t identify with either mages or tinkerers. Most unaffiliated characters are peasants, farmers, or otherwise have jobs that aren’t inherently dependent on magic or technology.
For the timebeing, please stick to good or neutral characters. Depending upon the success of the RP, we may allow evil characters later. Note that you can be a mage and still be good. Not all mages are bad.
Before you submit a profile, please read the rules and the Updates below. RUBIDIA MAP HERE.