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Powder Keg
Gunpowder Part IIHell on Earth. That's how the south of Jeimas has often been described. A poverty stricken desert overrun by crime and dependent on morally questionable bounty hunters because of underqualified and overworked law enforcement. While the north is and always has been a temperate, prosperous land, the south has long been seen as a blight. Now it's even worse.
Two months have passed and the deaths of Borya Bogden, Sister Tess, Felix Grffin, The Night Wolf and Veralice have left the balance of tower between the most dangerous criminal factions destabilised and have prompted other criminals to rise up in an attempt to seize those positions or spurred others into action.
"Undead" Lachlan Buzzard has all but seized control of Ironhaven, the largest city in the south and now criminals run rampant within its walls. Anima and his holy order have risen to the ranks of the Big Bads and more and more people are flocking to his twisted religion as the situation in the south declines further and further. Aaron Fletcher has greatly increased his activity causing a regression in how goods are transported with many choosing to return to horseback convoys as he is known to only target trains. Unfortunately, this has also lead to the suspending of plans to link the independent rail system within the Grand Chasm to the greater Jeiman system. This is all in addition to the large numbers of smaller gangs who are all fighting to cement their positions or seize greater control in the power vacuum created by the Big Bad deaths. The Dead Priest Gang, Sangre Clan and the Dodgy Gang are but a handful of examples of deadly smaller gangs who have been seen on the move.
What is most disturbing for southern Jeimans however, is the activity of the most notable Big Bads. Self-proclaimed revolutionary, and the most wanted man in Jeiman history, has formed an alliance with Jessica Wilcox and Bonnie Cassidy, two other dangerous Big Bads while the man known only as Demon has been conspicuously absent from recent events with many suspecting this is the calm before the storm before he wipes out another settlement.
With tensions this high, now would be the opportune time for the Jeiman government to increase peacekeeper presence in the south, however in a striking move all peacekeepers have been recalled to key locations such as South Bridge and Earnest, some of the southernmost cities in the north.
The south of Jeimas is in a period of change and tensions are higher than ever. History is being made and only time will tell what will be left when the gears of progress are done turning.
Two months have passed and the deaths of Borya Bogden, Sister Tess, Felix Grffin, The Night Wolf and Veralice have left the balance of tower between the most dangerous criminal factions destabilised and have prompted other criminals to rise up in an attempt to seize those positions or spurred others into action.
"Undead" Lachlan Buzzard has all but seized control of Ironhaven, the largest city in the south and now criminals run rampant within its walls. Anima and his holy order have risen to the ranks of the Big Bads and more and more people are flocking to his twisted religion as the situation in the south declines further and further. Aaron Fletcher has greatly increased his activity causing a regression in how goods are transported with many choosing to return to horseback convoys as he is known to only target trains. Unfortunately, this has also lead to the suspending of plans to link the independent rail system within the Grand Chasm to the greater Jeiman system. This is all in addition to the large numbers of smaller gangs who are all fighting to cement their positions or seize greater control in the power vacuum created by the Big Bad deaths. The Dead Priest Gang, Sangre Clan and the Dodgy Gang are but a handful of examples of deadly smaller gangs who have been seen on the move.
What is most disturbing for southern Jeimans however, is the activity of the most notable Big Bads. Self-proclaimed revolutionary, and the most wanted man in Jeiman history, has formed an alliance with Jessica Wilcox and Bonnie Cassidy, two other dangerous Big Bads while the man known only as Demon has been conspicuously absent from recent events with many suspecting this is the calm before the storm before he wipes out another settlement.
With tensions this high, now would be the opportune time for the Jeiman government to increase peacekeeper presence in the south, however in a striking move all peacekeepers have been recalled to key locations such as South Bridge and Earnest, some of the southernmost cities in the north.
The south of Jeimas is in a period of change and tensions are higher than ever. History is being made and only time will tell what will be left when the gears of progress are done turning.
Jeimas
Jeimas is a small, isolated, island continent in the eastern hemisphere of the planet. Originally a land populated by numerous distinct native tribes, hundreds of years ago it was colonised by travellers who arrived from the larger continent in the west and would eventually develop to be its own independent nation at the forefront of both technology and magic.The majority of Jeimas, about the top two thirds, has a temperature ranging from temperate to alpine and is dominated by open green fields. This is considered north Jeimas and is dotted by wealthy, prosperous cities with low crime rates and booming economies thanks to abundant food, large numbers of raw materials transported in from the south and access to quality education, magical or otherwise.
The lower third of Jeimas, the south, is covered by a vast arid desert and temperatures here are extremely high. Although there is an abundance of ores and minerals here, the people in the south are for the most part extremely poor as companies in the north such as Walthum Industries control most of the southern mines and the land is ill suited to farming all but the sturdiest produce. The south has a catastrophically high crime rate that local law enforcement cannot keep up with and as such bounty hunting has become a prominent profession there.
Spoiler: Map
![[PokeCommunity.com] Powder Keg: Gunpowder Part II [PokeCommunity.com] Powder Keg: Gunpowder Part II](https://i.imgur.com/eQNrkOq.png)
The Barren Lands: The enormous desert covering the south of Jeimas. There is limited access to water here and the landscape is largely very flat and covered in brown and orange sand and rocky plateaus. Those who live in the barren lands are primarily farmers and miners.
The Great Chasm: The Great Chasm is an enormous crater located deep into the Barren Lands. Nobody is sure exactly how such a large crater came to be but since its discovery several small settlements have sprung into life within the Chasm due to it's rich mineral deposits and easily defensible location. Most towns inside the Chasm are only hours away from each other by horseback.
Spider's Hollow: Spider's Hollow is a small but rather central town located in the Great Chasm. It is notable only for it's popular tavern and for the bounty-hunting agency located there. Most of the breadwinners from Spider's Hollow earn their income trading with the many travellers who pass through or by working in other nearby towns such as the mining town Gilded Brook.
Gilded Brook: A town slightly larger than the nearby Spider's Hollow that is populated primarily by miners and their families. The town got its name when prospectors discovered gold by panning the nearby river, something that lead to the discovery of rich gold deposits nearby. Gilded Brook is frequently targeted by bandits raiding the stores of gold. An attack orchestrated by Aaron Fletcher lead to the destruction of its railway which as of yet has not been repaired with merchants now primarily using horse convoys to transport their goods.
Ironhaven: Located several days away from Sinking Road, the entrance to the Great Chasm, Ironhaven is one of only two true cities in the south of Jeimas and is the only city in the Barren Lands to be considered particularly large. Characterised by its enormous stone walls, in the past Ironhaven was noted to be the only place with much government presence as was a hotspot for merchants and traders as well as the best place in the south to learn magic. In recent months, Ironhaven has all but totally fallen under the control of Lachlan Buzzard and is an extremely dangerous location. Locals who are not prepared to defend themselves, their families or their homes have been advised to flee.
Larkin: Larkin is the largest town in the Great Chasm and the closest to Sinking Road. Merchants and tradesman from the smaller towns in the Chasm flock to Larkin to conduct business. Recently Larkin has begun to slowly expand outward and has become quite overcrowded as a result of the destruction of Wrench and those fleeing from Ironhaven.
Wrench: Formerly a small mining town in the Great Chasm, Wrench was destroyed by the now deceased Veralice and was in the process of being rebuilt when the Big Bad once again obliterated the town shortly before her death. Now the town itself has been abandoned as only a few heavily damaged buildings remain. The mines nearby remain active and limited on-site accommodation has been set up during the past two months but the families of minors are now forced to reside in Larkin.
Silverston: Silverston is a small city located several days ride out of the Great Chasm to its west where it sits between the Chasm and the coast. It is predominately a city based around mining for various ores, in particular silver and gold. After the deaths of Borya Bogden and Felix Griffin, Silverston has been living in fear of the rapidly growing Holy Order of Guardium who reside in lands nearby.
Fairbell: Located only a few hours out of Spider's Hollow, Fairbell is a small and highly religious town that in the past was known for the small but beautiful church located there. The church was destroyed in a conflict and a replacement is now getting close to completion. Religious residents of other Chasm towns often visit Fairbell.
Orhurst: Situated far to the north of the Great Chasm, well outside of the Barren Lands, is the city of Orhurst – the capital of Jeimas. This city is enormous with many well-maintained cobble streets and is the home of many government buildings, businesses and houses – although only the richest live in the large inner city houses. Most residents live on the outskirts of the city with farms and plantations being the furthest out properties. Orhurst is home to the greatest educational facilities in the world including Skyrith Academy, a school and university dedicated to not only educating people, but also producing great sorcerers.
Gameplay
Gunpowder is a bit different to most RPs as it is both sandbox in nature and plot heavy. You will have a lot of freedom and be able to pursue your characters personal stories throughout the entirety of the Barren Lands (Ironhaven and below) but there is an overall plot that will be going on through the RP that I may pull you into or execute around the actions of your characters. In addition, it is preferred that we maintain active communication with each other and that you discuss your plans with me so I can alter the way the plot flows in accordance with what you want to do.Much like in Part I, there are mechanics to consider in relation to your character's spells. This primarily takes the form of a level system that determines the number of spells available to your character, the number of elements those spells can belong to and the rough power level of the spell. There have been a few small changes to the system however. Unlike before where a certain number of pre-made spells were required, all spells are now custom to your liking. The exception to this is returning characters who must possess the same spells and level as they had at the end of Part I. Returning characters should be ranked at level 3 or 4. I will determine when characters can level up, but you are not required to play a magic character.
Initiate: 5 spells (Non-elemental/one element)
Novitiate: 8 spells (Non-elemental/one element)
Moderate: 12 spells (Non-elemental/two elements)
Accomplished: 15 spells (Non-elemental/two elements)
Veteran: 20 spells (Non-elemental/three elements)
Superior: 24 spells (Non-elemental/four elements)
Master: 27 spells (Non-elemental/five elements)
Non-elemental magic is easily accessible to all, while most people gravitate more to certain elements than others. The typical elements are Fire, Water, Earth, Air and Electricity but on occasion mages will develop magic of a non-typical element such as sound, darkness or gravity.
All mages possess innate magical ability, but to cast any kind of magic, a spellcaster must be in close proximity to their personal spellbook. There are exceptions to this rule, but these are very rare. A spellbook is talisman in the form of a small book that automatically records the spells you have access to. The further away from your book you are the weaker your spells will become until after about 5-10m depending on the person you will be unable to cast spells entirely. For this reason criminal mages have their books burned upon being captured. Replacements are very hard to come by.
Sign-Up Sheet
Name:Age: 16+
Gender:
Alignment: Outlaw or Bounty Hunter
Personality:
Appearance:
Background: Doesn't need to be a novel. Returning characters should include a brief summary of major events they were involved in during Part I.
Weaponry: Roughly equivalent to weapons available in the mid-late 19th century.
Spell List:
Participants
I most likely will not be accepting SUs from people who were not part of the RP at the conclusion of Part I and as such this RP is listed as closed. That being said, I am open to the introduction of new characters from returning participants and I'm not totally dead against new blood if they can provide me a particularly interesting character and have proven themselves to be reliable posters.gimmepie as Alex Rose and Elias Stork
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IC | Character List | Google Doc
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