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Back story outline(Still needs work):
A Vellen Imperial archaeology team has been cut-off from their central command, rumours fly about regarding the "Silent Line". What happened is unknown, to everyone, but the Vellen Empire seem to think it enemy action and has declared war on both The Han empire, and the Darjhal Republic.

Basically the first story revolves around the mystery of "The Silent Line" After that one can hope that other stories will pop up from there, but that first story will basically provide details, history, and a basic starting point. The characters can either strike-out on their own, like I hope, or they can opt to join in the fight, that's the longer route that focuses on more action, but less is learned. Unfortunately all paths so far lead to the Silent Line...

Army units that use both technology and elemental magic. Example; Vellen Red-Coats would use fire. French legions would use Ice. Welsh mercenaries would use Earth. It's all based on geography and general personality traits of the populations right now. So basically, the Vellen Imperial army would only use fire, based on their passion and whatnot, the French use Ice because... well... they've always been kind of cold... and the Welsh (Scottish, Irish, New-Zealanders) use Earth because of their geography, mostly mountainous. Each would also carry a rifle and pistol for long-range before closing to range for their magic.

Then there'd be the players, from whatever country of origin, using whatever element, or elemental "Dead", people who can't use elements but instead use technology.

Codename "Dove" Sends out automated copies of himself to attack surrounding areas, seemingly attacking only to "Lightly" probe the defenses of an area, before leaving as quickly as he appeared.
While these attacks seem to have no purpose to the untrained, each unit sent out returns to the Silent Line and turns it's collected information over to the original unit, which then strengthens itself further than each successive generation of units until it becomes unstoppable.

So the first bit of the story would be to stop the war between the three nations, diplomatically, and then take out Dove.

Ookii'Han'Shì Jiè For Asia.

Vellen Empire for Britain.

Darjhal Republic

La Roux and the Economy:
After Gold became a popular, and efficient, material in the construction of electronic devices it could no longer be used as coinage. So something else was needed to replace it. That's where La Roux comes in, small, mildly oxidized, iron coins with a reddish brown colour became used as currency similarly to the way gold was used. But as there's so much more Iron in the world than Gold the transition was a little rocky at first, but then got off to an excellent start. Current La Roux is manufactured in pressing facilities and then treated with an oxidizing agent that doesn't weaken the actual metal, but simply gives it it's reddish-brown rust colour.

The Elements:
The foundation(primary building blocks);
Earth
Water
Fire
Wind

The Spear(Elements generally used for offensive purposes)
Fire
Earth
Ice
Lightning
Metal(Manipulation of solid, metallic matter, take your sword and turn it into an axe, or turn the barrel your gun into a spear. YOU CANNOT, however, turn your sword into a gun.
Ether(Blank, pure unchanged energy)
Shadow

The Shield(Elements generally used for support, aid, and Less-Than-Lethal combat);
Water
Wind
Gravity
Light
Ether

Pirates:
It wasn't entirely unexpected that Pirates would follow the shipping lanes and take to the skies themselves. Some are just street-urchin trying to get somewhere in life, while others are cast-out and dishonoured Ravens.
Some are even former soldiers who still long to hear the sound of cannon fire in a clear sky. That is to mean, that not all Pirates are evil, pillaging, thieves with little care in the world. Some are just mercenaries who didn't want to be tied down to the Ark.

The Ravens Ark

Headed up by Jack-Zero, A former Vellen Empire soldier who watched war change for what he believes to be the worse. Thus, he established the Ravens Ark, a truly neutral safe-haven for mercenaries, he then proposed that those few at the time who were there join him. All but three opted to follow Jack, these men and women came to be known as Ravens, elite mercenaries with military-grade gear and training. But their loyalty changes hands as readily as the money used to pay for their services. Geographically the Ark has little to worry of, floating just inside the safe point at the top of the Kraddler Mountain range, the surrounding area however, is difficult to navigate through the intense wind around the mountains. Jack has worked hard to maintain the Ark's total neutrality on all matters thus ensuring that there is always work for all Ravens. Almost every Raven uses an alias, this prevents personal attacks against a Raven, as they are expected to have many enemies.

All Ravens follow a strict code of honour.

One: a Raven must desist combat if an enemy surrenders. If this enemy attempts to re-engage, the Raven is free to execute.

Two: Ravens are not allowed to attack a woman or child under any circumstances.

Three: A Raven must always present himself as a gentleman to all, even the fellow he intends to disembowel.

Four: Duels between Ravens are to be expected, but please regard code one and three during the duel. Addendum; IT IS NOT kosher for the rank three Raven to challenge the 23rd rank. Have some common sense...

Five: Newcomers are to be treated with the same respect as any other Raven... Even if they screw up on their first assignment...

Six: Common sense, please endeavor to have some. AT ALL TIMES.
(Code of honour printed on a sheet of note paper in the break-room... helps the place feel more like a home.)

Rankers
1: Hustler One
2: EtherMaster
3: Iron-Lowen
4: Jack-Zero
5: Daemon
6: Crimson
7: Evangel
8: Rime-Fire
9: Dr. ?
10: Beagle
11: Count-one
12: Rome
13: Pheonix
14: Mal&Dal
15: Wishing Well
16: Ares
17: Triturate
18: Caspian
19: Jouster
20: Red-Coat
21: Omega
22: Alpha
23: Rook-B5
24: Sardonix
25: Nyxie
26: Reinholt
27: Oscillate

Most Raven's are elementally inept, but compensate in other ways. Mostly with custom weapons and highly erratic tactics. All Ravens are expected to work in two-man cells but some prefer working solo, the best example are the two relative new-comers Alpha and Omega. Where you find one you're bound to find the other.

Raven Backgrounds

Hustler-One;
Regarded as simply the one most powerful entity on the planet, Hustler-One is one of the five founders of the Ark along with Jack-Zero. It has gotten to the point where Hustler has forgotten his original name and instead only answers to his Alias. He is cocky, arrogant, and rude. A combination not well suited to the Raven code, but among his comrades he upholds himself as any other gentleman would.
Oddly, no one can tell where this enigmatic man came from, but all know that where he goes you will only ever find death and destruction in his wake.
Hustler-One carries a small easily aimed Ether-Bolt weapon and a large, powerful great-sword often slung across his back.

EtherMaster:
Another Enigma, EtherMaster is a Clock-Man from the new continent of an odd make. He doesn't resemble any known Clock-Man design, and features hard, angular lines as opposed to the more fluid, human looking Clock-Men from the Clock-Yard.
EtherMaster is elementally "Dead" but his weapons speak for themselves, projecting bolts of pure Ether energy, hence his Alias. EtherMaster is well armoured and typically carries more fire-power than a Vellen Imperial Dreadnought, and is just as easily angered.
EtherMaster Carries a Knock-Off Karasawa ether rifle, an elemental shield, a guided ordinance launcher on his right shoulder, and a massive Steam-Bolt cannon over his left shoulder, attached to his back.

Iron-Lowen:
A former Darjhal Republic P.O.W. serving in the Han army, Iron-Lowen earned his Alias by being mostly Clock-Work. The origins of his prosthetics are a closely guarded secret, but the fact remains that he's one of the best Ravens operating today.
Iron Fights primarily with a pair of custom made blades in his forearms and legs, using a combination of fast kicks and punches that keep his opponents off guard.

Jack-Zero:
Ever the proverbial Knight-in-Shining-Armour, Jack fell out with his commanders after he refused to follow an order and was forced to kill his unit. Jack's past beyond that is known only to him and the top brass in the Imperial army, but the bounty on his head suggests far more than what Jack tells people.
Jack's primary weapon of choice was the brain-child of a Han scientist named Dr. Karasawa. After his development of the weapon he was assassinated by an unknown Raven that Jack has since expelled from the order. Jack is the sole owner of the only MK-II Karasawa Ether Rifle. Although EtherMaster carries a significantly weaker Knock-Off.

Daemon:
Earned his nickname for his unique combat style which revolves around close-range aerial combat using elemental magics in ways not originally though of, and prides himself on his unique abilities. Daemon is a live-wire and says himself that more often than not even he can't predict what he's going to do next.
He fights primarily with a custom Steam-Bolt cannon which fires a burst of spikes rather than regular Steam-Bolt rounds.

Crimson:
The highest Ranking female Raven, Crimson is still young but fights with the soul and ferocity of a caged animal and doesn't hesitate to kill her victims. Tendency to destroy everything in her blind rage has allowed this Raven to slip under Jack's radar.
She fights primarily with a vehicle grade Steam-Bolt cannon and a large knife.

Evangel:
One of the original Five founders of the Ark, Evangel was long regarded as one of the best until his defeat at the hands of Hustler-One. Since then he has harboured a massive inferiority complex and always tries to prove that he's the best any way that he can.
Evangel carries a large Steam-Bolt rifle and an Ether-Knife into battle.

Rime-Fire:
Formerly a Vellen aristocrat and politician, Rime-Fire became sickened with their lack of actions and became a Raven, opting to simply take care of things himself.
Rime-Fire is an oddity, even among his own people, he combines the most powerful Ice magics with the most powerful fire magics instead of using weapons.

Dr. ?:
A cunning and ruthless Gentleman, Dr. ? was a Han field Medic during the first war and artificially extended his life through the use of clock-work prosthetics.
Dr. ? Became involved with the Ark during the time he spent there trying to heal the wounded soldiers, and eventually became one of it's five original founders.
Dr. ? carries into battle a unique set of weapons made from surgical tools, and a pair of Steam-Bolt pistols.



The military will not be the main key part, tech and magic will be equally balanced as both will be new and under-developed for the most part, although there will be a small modicum of aggression between straight up "tech-heads" so to speak, and the magic users, mostly a conflict of opinion.
-Deep inhale-

Guns will be few in number, limited in use, and generally as useful as magic, but have a longer range, Magic will trump firepower and rate-of-fire... so to speak... but will have a shorter effective range and "Line-of-Effect", essentially; take into consideration what you're doing, be thorough in explaining it, and take into consideration what your using your magic on, as some things will react differently. Most fire-arms will also be large and cumbersome to accommodate the "Steam-Bolt" system of firing.
-Deep inhale-

Armor will be typical Victorian era Linen Cuirass (medieval kevlar) under a coat depicting your loyalty, nation, rank and elemental specialty, assuming your character is military. If not uniforms are basically the same but more personalized. Alternatively there will be a neutral party, a group of elite mercenaries that I've opted to call "Ravens" who have their own uniforms, their own insignia and are more often than not "Jacks-of-all-trades-but-masters-of-none" using everything and anything they can. There will be no set "Raven" uniform, but there will be a strict code of operation similar to the code of chivalry. "Ravens" will be detailed later...
-Deep inhale-

Temples... yeah, there's bound to be some devotees of religion somewhere, even if they are just praying to a certain element.

Some factions may also use plate armour in their uniforms, this may stop a bullet, but chances are if your breast-plate is super-heated you're as good as ********.

To encourage a larger audience I recommend allowing a wide variety of races with wildly varying capabilities and potential, but the main focus will be primarily on humanity, focus may shift later, but this is up for debate considering the number, and variety, we had in the guild. To control god-modding on this a rule will be enforced "For every cool thing, there's two bad things" people who keep this in mid should be more readily accepted whereas someone who doesn't should be turned down. It's all about balance after all, and I've written more magic items in the current campaign than you can shake a very sharp vorpal sword at that still maintain the balance of the game.
-Deep inhale-

Player made weapons, specifically guns, must follow the established lore, revolvers can be made as the tech is there, but not a single fire-arms oriented character can start with one. All rifle-type weapons are bolt action, non-automatic, and moderately accurate. THERE WILL BE NO AUTOMATIC FIRE-ARMS. PERIOD. However in close range engagements, I can swing my sword faster than you can aim your rifle. Keep in mind weapon diversity when choosing. Variety should be a faster accept rather than focus.

To balance weapon and tech use with magic, there will be no personal, one-man air-craft unless your a grunt working in the army, but most types of magic can provide a meas of travelling through the air without a ship, if not try to work with your party members to create a combination of abilities.
-Deep inhale-

Keep in mind the mentality of the world, as well as fashion. Modern looking characters should be gunned down, or offer alternatives. Brass, Lace, and generally elegant looking clothing were the acceptable norm. Also keep in mind that eye protection is a large part of the general fashion. Try to fit in.

Races:
Humanity: Easily the most adaptable Race on the planet, humans have proven time and again that they are the most dangerous species on the planet. Technological innovators by nature Humans are always pushing the limits of technology until it either works the way they want it to or it explodes. Either way Humans are the most balanced of all species in existence, and the most elementally adept.

Clock-Men: Clock-Work beings made of metal and wood, infused with arcane energy. Standing at roughly seven feet tall each, Clock-Men are fast, and adept assassins and warriors who think everything through logically. They "Serve" only their "Master" in the broadest possible sense, and wish nothing more than to be thought of as individuals rather than tools or weapons.

Sergal: Strange creatures from across the ocean, Sergal are both technologically and magically adept, but do not excel in either area. They are fast and strong though, comparably so to a Clock-Man. They were originally thought to be seclusionists, ignoring the Vellen Empire's requests for trade and sending expeditionary parties back in very small wooden boxes. As such little is known about them. A few, however, have come to the continent and have become mercenaries.
((More to come later))

A history lesson
"The legend goes; that Gaia, goddess and mother to the earth walked alone across the desolate wasteland that had been given to her. She sat and watched as the two seasons changed hands like water flowing through the mountains between biting cold and terrible heat.
She shortly realized that her world needed something to make it different, something to make it stand out.
She contacted the other gods and asked them to meet her on her world. Once there she showed them her wasteland and asked each of them to give a part of themselves to her world to make unique in a sort of contest.
Chronus, god of time, presented Gaia with Clock-Works, technology and a race of perfectly logical beings to maintain the planet called Clock-Men.
Chaos and Order presented her with humanity, to represent the frail balance between both Chaos and Order in order to maintain the universe itself.
Silvanus, god of nature, presented Gaia with a verdant paradise populated with the creatures we now know.
Gaia smiled at all examples and simply shrugged "I'll take them all" she said.
Some gods were mildly pleased with this, others were not. Though they left their creations in the hands of Gaia, who then recreated her world in the images of the many who had assisted her in it's creation, and each had it's own place in her new world.
Chronus had his "Clock-Yard", a technological paradise driven by pure logic, and ancient arcane energies from the god himself.
Silvanus had his continent of pure, verdant trees. A place for his own creations to frolic.
Chaos and Order were given Humanity, to watch over and guide them.

Shortly thereafter Mars, one of the rejected gods came to Chaos, speaking of dark and hidden secrets to give the world. He spoke of course of the Aether, an arcane blank-slate, upon which anything could be crafted. Chaos took the Aether and moulded it into something new, something dangerous combining the raw elements of the very planet itself and gave each race a portion of it. Thus, Chaos gave birth to the tides, the weather, and the seasons that drove the planet. And Gaia saw this and approved.
Then Humanity rose to power, using both their magic and technology and marched across the land, taking industry and power with it, laying waste to all in their path. Chaos himself was disgusted by what Humanity had become, and infected their war-machines to turn against them, Order turned her attention to their politics and secretly infiltrated their ranks, sowing seeds of discord among their leadership.
Humanity collapsed, leaving their scars on the land, leaving their weapons where they lay and went to the gods, asking for forgiveness. Gaia took pity on Humanity and allowed them a second chance.
This time Humanity would be the true rightful heirs to the planet, taking their magic and technology and repairing the damage they had done.
Although Chaos had lost control of their lost weapons, and a cycle of destruction began; Humanity would get to a point, and then be cut down by an army of ancient machines. Machines that came to be known as "Doves". Weapons that evolved each time they destroyed something, until eventually they would be unstoppable, even to the gods.
Fate saw this and intervened, making the machines reset with the people they destroyed until even they began to "die-out", Humanity would wage war against the Doves each time they came, sometimes they won, others they were completely wiped out. In the end, Humanity came out the un-disputed victor of their war against their Machines. This is the history we now know. Chaos and Order have set about their own repentance for their actions during these wars and now walk among Humanity in secret, fixing what they had broken.

Milena have passed since the cycle ended, but the scars remain, The Kraddler Mountain range, The deep trenches in the oceans, the Koilos lake. All serve as reminders of the past. Some areas, such as the new-continent and the Clock-Yard, remained untouched by this and carry on as though nothing happened.

Humanity now has three defined empires; the Vellen empire in the south west, Ookii'Han'Shì Jiè in the east, and the Darjhal Republic in the south east. And tensions between the three are rising to the breaking point, border fights are starting to turn into battles, battles for supplies turning into wars."
- Human history text.

Important technologies:

Aether-phonic language transition device, or "Aether-Phone"; A device that can be used to dial an address number of any other "Aether-Phone" and convey language. There is a short lag over great distances but it's undetectable to Human ears, Thus allowing two people to speak to each other regardless of distance.

Glos-Air technology; Incredibly heavy and dense metal mined from the seas used in the creation of rings which are then placed at points around an air-ship and made to rotate at incredible speeds. This nullifies the directional effect of gravity and allows for three-dimensional flight rather than standard Prop-Driven flight. The technology is expensive, however, and only practical for large-scale military craft, or smaller fighter craft. Only the obscenely rich can afford Glos-Air Leisure craft.
Notable Craft;
Pious Inquisitor, Flagship of the Vellen Imperial Navy

The Ark, Headquarters of the mercenaries known as Ravens

The Crimson Wind, Flagship of the Han Empire

The Prodigium, Flagship of the Darjhal Republic Navy

VE-306 "Hyams" Fighter craft

VE-108 "Junker" Small Cargo and bomber craft

Steam-Bolt weapons technology; Steam bolt rifles, cannons and pistols are large, powerful devices that use pressurized steam to accelerate a round to ballistic velocity, and higher. Some Steam-Bolt weapons are more powerful than their gunpowder counter-parts. All armies now carry Steam-Bolt weapons in their arsenals along with their support magic.
Steam-Bolt rifles fire six inch long spikes made of the same metal as Glos-Air rings. This results in higher velocity, stronger penetration capability, but sadly, less impact force. Rifles, however, can fire a large variety of rounds for different uses, Wax is commonly used as cheap anti-infantry ammunition due to it's ability to cause heavy impacts on unarmoured targets while doing minimal bodily harm.
Steam-Bolt pistols use an automated mechanism to cycle the rotating magazine every time the trigger is pulled, similar to a gun-powder revolver. This results in lower power, but higher rate-of-fire, compared to the rifle. A Steam-Bolt pistol can only fire four inch metal spikes and cannot be modified to fire wax rounds.
Steam-Bolt cannons are large, cumbersome weapons that can be infantry portable, but require the wielder be un-godly strong, and a support mechanism. The weapon is bolt action using a sliding bolt on the right side of the weapon, and is large enough for a Human to wrap his entire hand around and pull back easily. Steam-Bolt cannons can fire all type of ammunition but typically fire bolts made of white phosphorus, which ignites in mid-flight and explodes in a shower of flaming fragments, making the weapon the premiere choice of anti-vehicle weapon for infantry units. Larger variants are vehicle mounted and feature a larger automatically cycling bolt system for ease of use in dog-fights.

Ether-Bolt weapons technology;
Using arcane methods to focus pure Ether-Energy and focus it into an intense beam of energy capable of ablating most armour with ease. These weapons are ridiculously hard to make however and most people sacrifice the entirety of their lives and then some to create the perfect weapon.
Ether-Bolt weapons are destructive, but use significant amounts of energy, limiting their discharge amount heavily, a mere eight shots compared to a similarly sized Steam-Bolt weapon. But smaller, less destructive Ether-Bolt weapons have been built and retain the high discharge use, but are significantly less powerful. They are however easier to aim, lighter, and fire faster. Despite their hefty cost, often upwards of 300,000 La Roux.
((Still WiP))

So there it is, it's all mostly final now, but I need your opinions and critiques, as well as where to stick in the characters and other character factions, like your characters inevitably royal family or some such...


Discuss and/or question as you see fit.
The point is to solve confusion.