I'll post lore info of certain things at times here.
So just keep an eye on stuff here.
Brief Summary of The Seven-Year War and the events leading to current time in RP.
--- This stuff isn’t highly detailed. It is on purpose so as to let people have some foundation of what the war was like, but still have a good amount of freedom to form their own story from it, without worrying about conflicting details about any battles or specific events that may have occurred through the war ---
Spring 1926, the three nations of the known world have reached a boiling point in international affairs. All talks between the nations cease and the citizens of each nation prepare for the inevitable. War is soon declared. The main fields of conflict take place across the border regions of each nation.
The first nation to take offensive action is the Velfareth Empire. Sending a fleet of ships south to attack the Northern coast of the Maderiv Kingdom. The latest introduction to their arsenal, iron clad dreadnoughts, give the Empire an upper hand in the first naval battles of the war. To their East, the Empire bulks up its defenses as they are aware that their terrestrial neighbor will attempt an assault by land to avoid a naval confrontation.
Tervalek does indeed attack by land, sending its main forcers in the Northern regions west into Imperial territory. A few ships are sent south to secure the southern colonies located in the cluster of islands.
Meanwhile, Maderiv meets the Imperial fleet head on, but suffers a horrific defeat at the hands of the Empire’s new warships. Maderiv falls back and prepares for an invasion force to land.
For the first year of war the Empire seems to have the main upper hand in this three way conflict.
1927 :
Maderiv repels the invasion force, pulling out their own new technology, long range rail artillery. Maderiv, which has a complex network of railroads through its land, can quickly deploy these massive artillery pieces in quick succession. Easily meeting any landing attempts by the imperial forces. The Empire’s dreadnoughts are easy targets for these long-range artillery pieces and are soon forced to fall back out of fear of being lost fully to the defenders on land.
Meanwhile, Tervalek has managed to gain some ground in their battles with the Empire, pushing further west and establishing a solid foot hold within imperial lands. Now with a foothold established, Tervalek sends their own invasion fleet south to Maderiv, trying to take the Kingdom by surprise.
Mid – 1927 :
Tervalek forces are met with a solid resistance from the Maderiv forces. Tervalek unveils their new unit of combat mages, using their devastating attacks in a rather peculiar way. Attacks from above. Combat mages are flown overhead by the Maderiv air force and use a plethora of area of effect magic attacks. Maderiv forces are pushed back and now Tervalek gains an upper hand over both opposing nations.
Late – 1927 :
The war begins to shift to aerial supremacy after Velfareth and Maderiv see how effective the Tervalek air attacks have been. A new technology begins to dominate the sky, air ships. Equipped to be literal flying fortresses, air ship battles are soon a common sight across all fields of battle.
Gun technology has also increased by this time. Prior to the war, guns were of the front muzzle loading type. By this time they have been replaced by faster breech loading weapons that reduce the time soldiers take to reload and fire a round.
At the end of 1927, Maderiv unleashes the first machine guns and uses this new tech to annihilate the Tervalek forces that had occupied their eastern territory.
1928 :
Maderiv is now finally on the offensive. Having pushed back the Tervalek forces and taken the war to their island colonies, Maderiv seems to be slowly gaining a total upper hand in the war. In the East, the war between the Velfareth Empire and the Maderiv Kingdom turns into a combination of naval and aerial battles.
Mid – 1928 :
A stalemate is reached between the imperial and kingdom forces. This stalemate will last for the next two years as the balance of power continues to sway back and forth between the two nations.
Tervalek is fully on the defensive during the rest of 1928. Their heavy reliance on magic in combat has begun to leave them lacking in the world of technological warfare. Their armies are easily being pushed back by the more modernized Imperial and Kingdom armies.
1929 :
The year is mainly a continued struggle for Tervalek, until the middle of the year when they finally unveil their own new arsenal.
Mid 1929 sees the fuse of magic and technology to unveil body shielding. Tervalek, which still had a heavy reliance on melee armed units, now has them equipped with special harnesses that deflect bullets for short amount of times. This allows these units enough time to rush into enemy firing lines without damage, and in physical combat, these old school trained soldiers are able to destroy the unarmored enemy riflemen. Tervalek combines this new rush tactic using the shielding to protect their melee armed soldiers, with the tactic of cover fire from their now up to date riflemen.
The end of 1929 and all of 1930 becomes the bloodiest time of the war. Ever increasing forms of technology and magic has led to the creation of various ways to kill tons of men at the same time.
Even with new advancements, the war is not in anyone’s favor. The nations are beginning to exhaust their populations, and battles begin to turn into week long skirmishes over small strategic points.
1931 :
The war has been taking a heavy toll on the three nations. Battles have decreased in frequency, as each nation begins to regather their spread out forces and try to think of new strategies.
Mid – 1931 :
Test runs for a new war machine in each nation has begun to take place. War mechs, albeit clumsy, could soon turn the tide of war, depending on which nation succeeds in creating a proper combat efficient model first.
Skirmishes continue to happen here and there, but full on battles seem to be on some sort of hold.
1932 :
The first combat efficient mechs take to the field. Large scale battles resume. More blood is shed on a scale unseen before.
Rumors of strange creatures seen in isolated areas begin to arise.
Mid 1932 :
Leaders of the three nations meet in a secret location to begin to talk about a potential truce.
More reports of strange creatures continue to increase in frequency.
An imperial ship goes missing without a trace.
A supply train in Maderiv is attacked by some horde of creatures but exact details of what occurred is kept secret from the public.
A small town in the island colonies of Tervalek is practically wiped off the map. Maderiv is blamed at first, but lack of bodies as well as strange claw marks on various town buildings hint at something else.
Rest of 1932 is simply continued conflict but also even more reports of strange happenings, something that each nation is gradually unable to ignore as time passes
.
1933 : The Year Hell On Earth Began.
The start of 1933 saw the war coming to a somewhat odd stalemate. A truce was now a common rumor amongst the populace of each nation. At the same time, the odd attacks that have been happening across the world have increased to a point that it is unknown what is more dangerous, traveling in one’s country or being caught in the middle of a battle.
Mid – 1933 :
Peace talks become a reality, at the same time as a sudden huge spike in the reports of people being killed and in various cases consumed by a wave of dark creatures in each realm.
The new threat increases in danger level. Entire villages and towns are being destroyed at an alarming rate. Armies on the field are now fighting off a new enemy, with cases of armies from two opposing sides joining together to face this relentless new foe.
Late-1933 :
All hell breaks loose. Entire battalions across the world are being destroyed. Entire regions are being wiped clean of any human presence. All nations have agreed to stop their war and begin to pull back and regather their forces.
A new “war” begins, as each nation now fights for survival against the increasing hordes of creatures that are plaguing the land and even sea.
The end of the year is just an unending fight for survival, at least until it seems that the dark creatures have been reduced enough in number.
Spring 1934 –
The three nations have somehow survived whatever hell had just occurred. Each nation has been left in a highly weak state, but have agreed to work together to clear the land of the remaining wandering creatures.
Special heroes from the seven-year war show that it is possible for highly trained / skilled warriors to hunt down and kill these dark creatures that attacked.
Order of Rezvali is formed around this time, each nation begins to send their best warriors from their land to join this new order. The task for this order to accomplish is simple. Train a new breed of highly skilled combatants in order to eliminate the remaining dark creatures and hopefully one day lead the charge to reconquer all the lost lands.
Oh boy. Where do I even begin.
Technology in this world is odd. Least... society has a technology level equivalent to say around 1910-1920s or so?
But there's that lovely odd fuse of a somewhat dawn of more complex tech and reliance on older tech. (Hence why the use of melee weapons is still relevant.)
Another thing to keep in mind.
Magic.
Magic and technology can create some interesting fuses. (Cue example of body shielding to prevent bullets from harming you, for short amount of times that is. Kinda like a magic energy shield that you activate and it stays on for a small bit before ya gotta "recharge" it.)
Another influence you may find in this place is good ol steampunk. (Cue airships.) So use o steampunk influence is totally viable in a character sheet.
So yeah. It's an odd blend of stuff. So possibilities of how to style your character are quite numerous.
So just to overview everything...
These are the main influences Of tech in this rp.
- Late medieval - late colonial
- Steampunk
- Dieselpunk
- pre-post WW1
So yeah
Mech Technology
This technology is at an early stage. Mechs in this world are slow moving with most current models also being a bit cumbersome. Only a few mechs are a bit more agile in their movements, least to keep them from toppling over easily.
A mech in this world is comparable to a walking artillery piece. The advantages it has is being able to traverse most types of terrain (even if slowly) which is better than having to take apart an artillery piece and transport it bit by bit over rough terrain.
Most mechs are equipped with large sized machine guns that shoot .50 Caliber bullets or with artillery pieces to bombard enemies.
Number of mechs are still few, as they cost quite a lot to create. Most of the mech models prior to the creatures appearing are vulnerable as well. Their slowness made them easy targets for quick moving creatures that were able to get into the cockpits that were designed mainly to repel small arm fire, not something physically forcing its way in.
Magic in this world is something practically anyone can learn to use. It isn’t restricted to just some specific gene found in a few people. It is a teachable thing that with time and practice allows someone to reach strong levels of magic usage.
Now the small twist to this is that some people are more naturally gifted than others. Same how some people are naturally talented with certain things like art, music, or sports. Here some people have a better connection to magic and can use it (accidently mainly or when caught in certain situations) without having studied it. Of course, these people require some form of practice to really tap into their full potential, but their natural affinity for it makes it easier for them to learn more advanced forms of magic.