Irun RP Discussion
It is a time of knowledge, a time of enlightenment. A time of magic, a time of science. This is an age of glorious inventions and wonderful discoveries, an age where the people prosper and live. It is a time of quiet troubles and heightened tensions, when peace is balanced on a knive's edge. Forget the mysteries you were promised, forget your hopes and dreams. Something is wrong and it is up to you to change it. Welcome to Irun RP.
I can't believe I'm doing this..
The world of Irun is a land ruled by three nations, each waiting uneasily for who knows what. Magic flows throughout the earth, but there are thick pockets of tainted magic deep beneath. When the drills of the Technocracy dug deep and pierced through the crust, the taint was released and spread outwards like a curse. Now blotches of warped land are left as a testament to the folly of men, animals changed beyond all recognition, flora and fauna alike under an evil shroud.
The Technocracy is a magic-abhorring totalitarian regime filled with wondrous mechanical beasts of burden, airships floating in the sky, a steel and concrete urban jungle dedicated to the discovery and progress of science. Railroads, turbines, such technologies are commonplace in the Technocracy and people are often seen with metallic grafts upon their flesh. Some even choose to forgo their organic form and completely transfer their entire being into a mechanical shell.
The Republic is a considerably more agrarian country controlling a greater span of land, a place quite the opposite to the Technocracy. With a focus on the arcane arts and a relatively lower level of technology, the Republic relies heavily on its magi to supplement its forces against the Technocracy. The summoning of Animi was pioneered by the Republic and so the usage of Animi is ubiquitous, even to the point of using them within everyday household objects. Furthermore, magical experiments have resulted in organic augmentations, as opposed to the Technocracy's grafts which restrict the flow of magic.
There were those who disagreed with either side, viewing each as being too extreme. The Brotherhood of Unity believe that perfection can only be attained by a blend of magic and science, perceiving that neither art was in contradiction to the other. As such, they fled from their respective lands to form the Brotherhood. Lacking the overwhelming martial power of the Technocracy, nor the spellcasting might of the Republic, the Brotherhood resorted to the creation of mechanoids, robots which were powered by steam, driven by an Anima and directed by a pilot. Both Republic and Technocracy were disgusted with the desecration of their magic and technology respectively, but with the power of these machines, the Brotherhood managed to carve out its own territory.
Now, each of the three hold their armies still, bound by an uneasy truce. Neither wishes to break it, yet tensions are rising and all know that war will break out soon.
You are a common person of the Brotherhood, called forth by virtue of your past adventures to serve in a discreet mission. Who are you?
Class Categories:
Close-type
-encompasses fighters, close-ranged mecha pilots, rogues, etc
Range-type
-encompasses archers, long-ranged mecha pilots, offensive casters, etc
Support-type
-encompasses engineers, healers, trappers, defensive casters, etc
Character Sheet:
Name:
Gender:
Age:
Class-type: (elaborate on class)
Weapon(s):
Backstory:
Notes:
Magic has not advanced to time-stop levels.
Necromancy is frowned upon. Harshly.
The typical gun is the musket and flintlock-type, but the Technocracy has some gas-loaded rifles.
Mechas are usually ponderous and slow.
Anima are spirits summoned by magi. There are many types of Anima, each one unique. Many are sentient, though not all are. The strength of an Anima is dependent on the summoner's magical strength at the point of the summoning.
Apart from the use-and-throw-away Animi, there are Personal Animi. These are spirits who are repeatedly summoned by their casters and a bond is developed between them. Such Animi are summoned with a thought, not needing ritual circles and such. If your character has a Personal Animus, please describe it in your character sheet.
Attached are the terms and conditions of summoning Animi, as decreed by the Republic and the Brotherhood.
Animi Accord:
I. All summoners are to be registered to a Joint Animi Coordination Board (JAC-B) upon first initiation within a period of no more than ten days of the First Rite. Any and all candidates training to be a summoner are to have their particulars submitted for recording and evaluation.
II. All Animi summoned must be bound with the appropriate spells as befitting the Animus or Anima's temperament. Animi are not to be bound with any spells designed to deliberately or inadvertently denigrate, derogate or diminish the Animi's dignity and pride.
III. No more than one Animus or Anima is to be summoned within a period of no less than twenty-four hours inclusive of rest and sustenance on the part of the summoner and any assistants present. Personal Animi are exempt from this statute.
IV. Summoning circles are strictly compulsory when summoning Animi. Only personal Animi are exempt from their third successful summoning onwards.
V. All summonings must be open to scrying. A permit must be obtained to do otherwise from the JAC-B. All such requests will be reviewed and approved on a case-by-case basis.
VI. The environment and area in which Animi are summoned must be cleansed and reverted on a regular cycle of no lesser than once a month, at which point no more summonings are to occur in that area in a radius of fifty metres for a minimum of twelve days.
VII. Any damage caused inadvertently or otherwise by Animi are to be paid for by its summoner, unless the summoner is directed to do so in a willing, binding and legal contract not in contravention or contradiction with any official law established by the Republic and the Brotherhood of Unity.
VIII. Animi summoned and directed to commit acts directly or indirectly in violation, contradiction or contravention of Republic and/or Brotherhood official law will be summarily banished and the summoner will be hung on a thirteen-metre pole publicly as a warning.
IX. Personal Animi are required to have their characteristics and particulars recorded and sent to the JAC-B, information to be kept confidential until such time as deemed necessary by the JAC-B.
X. A merchant selling pre-summoned Animi must obtain a permit from the JAC-B. Selling pre-summoned Animi without a license or purchasing pre-summoned Animi from an unlicensed merchant is an offense punishable by death in the former and a heavy fine ranging from five thousand coins to eight thousand coins for the latter.
XI. Objects imbued with Animi on sale are to have their nature clearly stated to any potential purchaser.
XII. Upon summoning, the preceding statutes must be educated to the Animus or Anima, as well as full knowledge of any and all consequences of breaking any statute of the Accord.
XIII. No Animus or Anima may be bound into a mechanical body.
Point XIII in dispute and henceforth removed from the Accord.
I can't believe I'm doing this..
The world of Irun is a land ruled by three nations, each waiting uneasily for who knows what. Magic flows throughout the earth, but there are thick pockets of tainted magic deep beneath. When the drills of the Technocracy dug deep and pierced through the crust, the taint was released and spread outwards like a curse. Now blotches of warped land are left as a testament to the folly of men, animals changed beyond all recognition, flora and fauna alike under an evil shroud.
The Technocracy is a magic-abhorring totalitarian regime filled with wondrous mechanical beasts of burden, airships floating in the sky, a steel and concrete urban jungle dedicated to the discovery and progress of science. Railroads, turbines, such technologies are commonplace in the Technocracy and people are often seen with metallic grafts upon their flesh. Some even choose to forgo their organic form and completely transfer their entire being into a mechanical shell.
The Republic is a considerably more agrarian country controlling a greater span of land, a place quite the opposite to the Technocracy. With a focus on the arcane arts and a relatively lower level of technology, the Republic relies heavily on its magi to supplement its forces against the Technocracy. The summoning of Animi was pioneered by the Republic and so the usage of Animi is ubiquitous, even to the point of using them within everyday household objects. Furthermore, magical experiments have resulted in organic augmentations, as opposed to the Technocracy's grafts which restrict the flow of magic.
There were those who disagreed with either side, viewing each as being too extreme. The Brotherhood of Unity believe that perfection can only be attained by a blend of magic and science, perceiving that neither art was in contradiction to the other. As such, they fled from their respective lands to form the Brotherhood. Lacking the overwhelming martial power of the Technocracy, nor the spellcasting might of the Republic, the Brotherhood resorted to the creation of mechanoids, robots which were powered by steam, driven by an Anima and directed by a pilot. Both Republic and Technocracy were disgusted with the desecration of their magic and technology respectively, but with the power of these machines, the Brotherhood managed to carve out its own territory.
Now, each of the three hold their armies still, bound by an uneasy truce. Neither wishes to break it, yet tensions are rising and all know that war will break out soon.
You are a common person of the Brotherhood, called forth by virtue of your past adventures to serve in a discreet mission. Who are you?
Class Categories:
Close-type
-encompasses fighters, close-ranged mecha pilots, rogues, etc
Range-type
-encompasses archers, long-ranged mecha pilots, offensive casters, etc
Support-type
-encompasses engineers, healers, trappers, defensive casters, etc
Character Sheet:
Name:
Gender:
Age:
Class-type: (elaborate on class)
Weapon(s):
Backstory:
Notes:
Magic has not advanced to time-stop levels.
Necromancy is frowned upon. Harshly.
The typical gun is the musket and flintlock-type, but the Technocracy has some gas-loaded rifles.
Mechas are usually ponderous and slow.
Anima are spirits summoned by magi. There are many types of Anima, each one unique. Many are sentient, though not all are. The strength of an Anima is dependent on the summoner's magical strength at the point of the summoning.
Apart from the use-and-throw-away Animi, there are Personal Animi. These are spirits who are repeatedly summoned by their casters and a bond is developed between them. Such Animi are summoned with a thought, not needing ritual circles and such. If your character has a Personal Animus, please describe it in your character sheet.
Attached are the terms and conditions of summoning Animi, as decreed by the Republic and the Brotherhood.
Animi Accord:
I. All summoners are to be registered to a Joint Animi Coordination Board (JAC-B) upon first initiation within a period of no more than ten days of the First Rite. Any and all candidates training to be a summoner are to have their particulars submitted for recording and evaluation.
II. All Animi summoned must be bound with the appropriate spells as befitting the Animus or Anima's temperament. Animi are not to be bound with any spells designed to deliberately or inadvertently denigrate, derogate or diminish the Animi's dignity and pride.
III. No more than one Animus or Anima is to be summoned within a period of no less than twenty-four hours inclusive of rest and sustenance on the part of the summoner and any assistants present. Personal Animi are exempt from this statute.
IV. Summoning circles are strictly compulsory when summoning Animi. Only personal Animi are exempt from their third successful summoning onwards.
V. All summonings must be open to scrying. A permit must be obtained to do otherwise from the JAC-B. All such requests will be reviewed and approved on a case-by-case basis.
VI. The environment and area in which Animi are summoned must be cleansed and reverted on a regular cycle of no lesser than once a month, at which point no more summonings are to occur in that area in a radius of fifty metres for a minimum of twelve days.
VII. Any damage caused inadvertently or otherwise by Animi are to be paid for by its summoner, unless the summoner is directed to do so in a willing, binding and legal contract not in contravention or contradiction with any official law established by the Republic and the Brotherhood of Unity.
VIII. Animi summoned and directed to commit acts directly or indirectly in violation, contradiction or contravention of Republic and/or Brotherhood official law will be summarily banished and the summoner will be hung on a thirteen-metre pole publicly as a warning.
IX. Personal Animi are required to have their characteristics and particulars recorded and sent to the JAC-B, information to be kept confidential until such time as deemed necessary by the JAC-B.
X. A merchant selling pre-summoned Animi must obtain a permit from the JAC-B. Selling pre-summoned Animi without a license or purchasing pre-summoned Animi from an unlicensed merchant is an offense punishable by death in the former and a heavy fine ranging from five thousand coins to eight thousand coins for the latter.
XI. Objects imbued with Animi on sale are to have their nature clearly stated to any potential purchaser.
XII. Upon summoning, the preceding statutes must be educated to the Animus or Anima, as well as full knowledge of any and all consequences of breaking any statute of the Accord.
XIII. No Animus or Anima may be bound into a mechanical body.
Point XIII in dispute and henceforth removed from the Accord.












