Joined: May 2008 Gender: Female Posts: 16 Karma: 0
The Setting « Thread Started on May 26, 2008, 1:19am »
The Queen is dead!
Queen Adelaine of Nasrin, renowned for her beauty, has fallen to a strange illness. At the urging of his advisors, King Valerius has invited all eligible ladies to attend a unique summer court session in Siena. Who will catch his eye and become Nasrin’s new queen? Will the royal children be caught trysting in the gardens again? Or maybe the Dark Master will triumph and raze Nasrin to the ground!
Joined: May 2008 Gender: Female Posts: 16 Karma: 0
The Setting « Reply #1 on May 26, 2008, 1:49am »
Kismet! takes place in a fantasy world very similar to our Victorian Era, with the largest notable difference, of course, being the presence of magic. The setting will draw heavily from the ideas and aesthetics of steampunk and lolita.
Game play will take place in the largest inhabited continent, and more specifically, the nation of Nasrin. Kismet! is an original character game inspired by the world's fairy tales and legends (i.e. you may play Cinderella, but you may not play Disney's Cinderella) which means a large population of humans, and a number of magi, talking animals, and the occasional Fey.
The continent is divided into eight countries, each with their own culture and religions, leaving plenty of opportunity to play your favorite obscure legend.
Joined: May 2008 Gender: Female Posts: 16 Karma: 0
Magic « Reply #2 on May 26, 2008, 3:01am »
In the theoretical sense, magic is simply another form of energy akin to electricity, that the Mage Gifted manipulate. Within the world of Kismet! magic is considered more reliable and safer than electricity, but that's not to say it's without it's own problems. Traditionally magic is divided into the four elemental branches, each with their own types of spells, and their own spirit-like creatures called Elementals.
Oppositional elements (and elementals) rarely work together well, and in the case of dark path magi, tend to seek each other out for particularly horrible rites in which the death and fear of a sacrifice is used to supply energy.
Earth-Said to be the easiest to work with and most stable, Earth magic is the color of amber and tastes of honey or toffee. It's Opposite is Air. Earth rules the flesh-it's users are craftsmen, doctors, artists, and cooks, while on dark path users are thieves, seductresses, and abusers. The most common Earth elementals are Gnomes, Trolls, Brownies and Giants.
Air-Flighty in nature, Air is difficult to focus but easy to work with. Air is sky colored, and feels like cool silk or a gentle breeze on the skin. It's Opposite is Earth. Air rules the mind-it's users are scholars, priests, technicians and pilots, while dark path users are divas, manipulators, and mental abusers. The most common Air Elementals are Sylphs, Dijinn, Gryphons and Zephyrs.
Fire-One of the most dangerous elements to work with, Fire magic is all the colors of the sun, and smells of cinnamon or sandalwood. It's Opposite is Water. Fire rules the heart-it's users are artists, warriors, politicians and parents, while dark path users are dictators, bigots and murderers. The most common Fire Elementals are Salamanders, Firebirds, Night-mares and Dragons.
Water-Slow to anger, but difficult to stop, Water is simple in it's earliest stages. Water magic holds the colors of the sea and sounds like distant waves. It's Opposite is Fire. Water rules the soul-it's users are therapists, priests, poets and sailors, while dark path users are cultists, pirates, and ultraconservatives. The most common Water Elementals are Undines, Selkie, Hippocampus and Leviathan.
Magic workers equal about half the population at any given time, and rarely incur social stigma for their gift. Fortunately, not all magic workers are equal in power (or skill), and they have been long since separated into categories based on power level. Though any mage can exhaust themselves and risk death, food (especially sweets) and rest will restore their energy.
Master-The strongest magic users, Masters can call on any of their own elemental creatures, and have an almost unlimited supply of energy.
Sorcerer- The moderate, and most plentiful, magi, Sorcerers can only call on low level elementals and tire quickly.
Witch/Wizard-Usually considered the weakest of the magic users, witches and wizards can only ask favors of elementals (not command them) and tire easily.
Seer- Also referred to as Healers, the oft forgotten magi, Seers rarely so much as even see elementals and cannot work powerful spells. They typically stick to simple work like healing and fortune telling.
Joined: May 2008 Gender: Female Posts: 16 Karma: 0
Culture « Reply #3 on May 26, 2008, 3:02am »
North: Yildiz, a small, cold nation with few cities, Yildiz exports mostly wood, hardy grains, and meat, but they are best known for their exotic furs. The people of Yildiz are fierce and proud, but tend to be friendly. It's people tend to follow a totem and ancestor based religion. Women are typically on an equal footing, or slightly below, men.
Colors-Gold & Green, Emblem-a rampant gold gryphon on a green field
East: Shula, a cool, seasonal land made up of rocky coastline and prosperous cities, well known for it’s violent spring storm season. It trades mostly in tourism and technology, and it’s people are friendly but aloof. It's people worship the sun god Ari, and moon goddess Kal. Women, especially gentry, are still considered the more delicate sex, about in keeping with Victorian standards.
Colors-orange & white, Emblem-A white torch on an orange field
Southwest: Sedna, a hot desert country that exports mostly art-textiles and weavings, pottery, statues and paintings. The people are fierce, but friendly. The people of Sedna follow a mix of the triple goddess, and their own nature based religion. Due to the harshness of the climat and hard work, women are often equal to, or slightly higher in status, with men.
Colors-Red & Gold, Emblem-A red wyvern on a gold field
South central: Calfuray, an arid grassland closely associated with Sedna. It’s exports are meats and beasts, grains, minerals, and machinery with mostly friendly, curious people. Calfuray's people revere the triple goddess siblings-Caoime the Maiden, Hari the horse tamer, (or the variant Emise the Mother) and Sumati the Wise. Much like Sedna, the work and land make the gender divide more even here, though city folk tend to prefer gentler ladies.
Colors-Blue & white, Emblem-A gold coronet of strawberry leaves on a striped blue and white field
Southeast: Moana, a small costal country with a bustling seaport. Moana is known for it’s food, great mixing of cultures, and many (infamous) religious holidays. It exports mostly foodstuffs and wood, and has hardy, friendly people. Moana's people tend to cheerfully cobble together the best bits of various religions. Women here are considered good enough for light work-houskeeping, healing, art and scholarly work-but not strong enough for "man's work". The genders are slowly advancing out of a separate, but mostly equal state.
Colors-silver & violet, Emblem-A silver ship and star on a violet field
West: Indra, a humid, heavily forested country with mostly reclusive people, though more gregarious folks turn up with good regularity. Indra exports exotic fruits, medicine, wood, and companion animals. The people of Indra follow a path of balance and unity, with no primary deity. Women are typically on an equal footing, or slightly below, men.
Colors-green & white, Emblem-A green palm-like tree on a white field
Central: Nasrin, a temperate land made up mostly of cities and open farmland. Nasrin exports grains, textiles, technology-and most importantly-culture. It’s the place to be for high fashion, art and music. The people of Nasrin worship two sets of twin deities named Anwar and Akimi, and Sunil and Sanka. Women here are considered good enough for light tasks-houskeeping, healing, art and scholarly work-but not strong enough for more strenuous labor. The genders are slowly advancing out of a separate, but mostly equal state.
Colors-amber & seal brown, Emblem-an ivory five pointed star on three horizontal bands, colored brown-amber-brown
Island: Cymery, a temperate island nation that exports wool, wood and seafood. The people are hardy but sometimes reclusive, and tend to be good farmers, craftsman or seaman. The people of Cymery follow the sea god, Tirta. Women, especially gentry, are still considered the more delicate sex, about in keeping with Victorian standards.
Colors-Red & White, Emblem-a red sun-in-glory on a white field