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Steamlords (Sci-fi novel concept)

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Post by Koenig Mon Dec 10, 2012 11:05 pm

Steamlords is the running name for a graphic novel concept I have been working with friends on for the past year. The story is Steampunk adventure based in the late 19th, early 20th century. The world is given a cameo and fictional twist (The nation based off of the UK is named Albion, North and South America are named North and South Columbia, etc)

I have been developing the story from a science and lore perspective first, introducing characters for plot mechanics, but currently with no dialogue.
To date, most content has been written in a suggestion, question and answer format on another forum. As such, a direct copy and paste approach is not feasible for display here. As a referential stand in, the following is a link to the original (Mostly abandoned) thread of Steamlords:

http://www.forums.d-gray-man.com/bar-general-talk/steamlords-862/

Please note that much of the information on the first page has not been updated.

As for this thread. I will post the basic summary of the story here in the OP, and continue to post new information and suggestions on the thread. Thoughts, Feedback, suggestions, and criticism are welcome and encouraged.
A music theme for the "mood" of the story, followed by the basic summary.




Background Sumary~

The Steamlords:
The Steamlords are an organisation consisting of talented scientist's and inventors, task with creating and managing new and old technology's in the world. They were founded in the early 1500's by the City of Steam (A main location in this story) to build and maintain the city, along with the priority of developing new tech to further the city's influence and power. The Steamlords worked closely with smiths, the military, and alchemist's for several years. This led to a golden age for the founding nation/city, but and eventual "Falling out" (Lore) lead to a civil war in which the Steamlords sought to eliminate the science of Alchemy. After the war, the public backlash lead to the exodus of the Steamlords, who went on to become a nomadic organization. In the modern era, Steamlords use air-ships to traverse the world, and continue to develop new technology and provide it to those who wish to use it (Either in compassion, or payment)

The Steamlords themselves are an apprentice based group. Any new "Steamlord" must be trained and tested for several years before they are actually given the title. Upon receiving the title, they also receive a peculiar hat (Normally in the shape of a top-hat) While this acts as a fashion statement and badge of honor-It is actually a very important plot element. While drawing on more fictional elements, these "Steamhats" act like a magic hat/machine, enabling limited ability's to manipulate objects without the use of tools. (Think of them like a Steampunk Wizard Hat)

The City of Steam:
Vuldaieh (What is later known as the city of Steam) was founded in 1498 by a group of Tradesmen, Monarchs, and Scientists on an Island between Comlumbia and Esaitha (America and Asia) The city was built to be a self-sustaining Nation, positioned in a key position that could enable sea faring trade. Eventualy, several other towns were built on the same island as the city
Unlike most of the geographic elements of the story, the Island on which the city is built is fictional. It is located in the upper-middle of the Pacific Ocean. The island consist's of several dormant Volcano's, and one active. The ground to the south west of the island is a dense pine and oak forest, A ring of dormant and rocky Volcano's form a "?" shape on the northern half of the island (Seperating the forest) The city of Steam is built between the volcano's (In the center of "?") Which provides a natural harbor in the opening.

Automatons:
One the main Sci-Fi points of this story is the Automaton race. The Automatons were created as clockwork animations in either human or animal format. They were developed to help humans perform work, but many of them were also built to be sentient. (Think of them like droids from Star Wars)
Over the course of history the technology needed to create automatons has been forged and lost many times, resulting in the perception of Automatons being corroded. In the modern era, Automatons essentially act as slave labor.

Automatons Are essentially made of two parts: A mechanical body, and radio tube-like core. An automatons body is generally built on a metallic skeleton integrated with clockwork and hydraulics. The out-most layer (Skin) can be made from cloth, glass, wood, metal, or any other material durable enough to suit the design needs of the unit. Each automaton has a key-hole located somewhere on their body (usually their back) This key-hole is the access point for a Runecraft/Computer connection key, this allows programmers to re-write the program of an automaton and re-charge its internal functions.

The second component, and the most important element of an automaton is its core. An automaton core consists of a bulb, computer system, and runecraft programming. It stores and sustains a "Spark" The very essence of identity itself, and a unique clone of a humans soul. Depending on the design of the core, an automaton may have little more identity than a bug, or as much as philosopher. As such, cores are generally given a level depending on what their capacity is; Low level cores are used for animal automatons, medium for humanoids, and high level cores remain rare after the civil war mentioned before.
Cores can last indefinitely if they remain uncharged, but once ignited the Core will slowly begin to degrade.
A body and core are a set. If a core is removed a body, the spark inside will begin to die. A core can be placed in another body, but their is high chance it will be extinguished.

Steamcraft/Engineering:
In this story, the science of building or maintaining mechanical devices is generally referred to as either Engineering or Steamcraft depending on the complexity of the machinery in question.

Genocross:
Genocross is the science of manipulating genetic structures in a designed fashion to produce desired mutations. This played a role in creation of several cross-species of animals, and an abomination to humanity (Discussed later) Genocross can be performed in three different ways: Breeding, Splicing, and Runecraft.

Runecraft:
Runecraft is a scientific stand-in for magic in this story. It is the act of programming on a three dimensional level. In other words, using computer like programming to manipulate the laws of physics in a limited capacity. There are many different languages that can be used in runecraft, but just like computer programming, they must be written flawlessly according the laws of that language and used by cipher compatible with it, or an error will result.

(Original Post---Still Under Construction)
I will continue to update the OP until a general summary is complete. Questions and feedback are welcome at any time.


Last edited by Koenig on Thu Dec 13, 2012 6:42 pm; edited 2 times in total
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Post by -Mazer Tue Dec 11, 2012 11:44 pm

This reminds me a lot o the world in Final Fantasy6. I like the mythos you have put into this as well as the class names (something that I myself have some issues doing)

I am very curious to learn more about the Steam people as SteamPunk is one of my favorite genres in the fantasy realms
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Post by Koenig Wed Dec 12, 2012 3:39 am

-Mazer wrote:This reminds me a lot o the world in Final Fantasy6. I like the mythos you have put into this as well as the class names (something that I myself have some issues doing)

I am very curious to learn more about the Steam people as SteamPunk is one of my favorite genres in the fantasy realms
I am glad you like the concept so far. Ill keep posting chunks of information here, and you are welcome to ask for more details.

But as for a preview of sorts, the majority of the people in this story reflect the personage of people during the Victorian and pre-world-war I era. Though their are obvious exceptions, such as mad scientist's, villains, runecrafters, and Steamlords.

PS: I would provide a link to the original thread which contains the entirety of the concept's to date, but I can not post anything if there is an address in it.
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Post by -Mazer Wed Dec 12, 2012 7:26 am

why can't you?
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Post by Koenig Wed Dec 12, 2012 4:58 pm

-Mazer wrote:why can't you?
If I ever try to post something with an address in it (This includes embedded videos) My submission is canceled, and I get a statement saying I am not allowed to post anything with an address for X number of days after I have joined. Anti-Spam precaution I surmise?
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Post by -Mazer Thu Dec 13, 2012 8:09 am

*facepalm* good lord...lemme fix that.
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Post by Koenig Thu Dec 13, 2012 1:24 pm

Lol, nice one mazer ^.^
Very Happy
I have updated the OP with the link to the original concept, along with a YouTube embed that has music matching the story. Let me know what you think, or if you have more questions. I have much more information to post once you get a feel for the back-story.
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Post by Koenig Thu Dec 13, 2012 11:56 pm

In the mean time Ill post more important information regarding the "City of Steam"

Other than the general advent of steampower being centered around Vuldaieh, The main reason that the city received the nickname "The City of Steam" is thanks to the massive geothermal boiler built into the city's design.
The city was built above an active geothermal cave system, and rather than let such a unique resource go to waist, the Alchemist and Steamlords who built the city went through great lengths of trouble to construct a large heat channeling and boiler system inside the volcano and it's connected cave systems which were part of the magma chamber. The boiler was then connected to a matrix of several hundred underground pipes that run throughout the city above and beside, channeling the pressurized steam across the various parts of the city.

In layman's terms: the city has an unlimited supply of steam to power non mobile machines.
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Post by Koenig Sat Dec 22, 2012 6:39 pm

I guess Ill give this another shot, and post the newest information.

On a more productive note, I would also like to propose an amendment/addition to the Steamlord organization.
It was previously discussed that the Steamlords are nomadic in the modern age and no longer have a fixed location of operations. Instead they use airship's as the mobile base of operations and general transport.
The proposal I have is for the Steamlords to also have a mobile harbor for these ships, A "Sky-port" if you will. The Skyport would essentially be a series of linked dirigble balloons and heavier than air technology combined to support a docking system, living quarters, factory, and defense system. The port would always be airborne, and could slowly move across the globe (Typically over an Ocean to prevent the risk of attack) to meet various Steamlord airships and restock as necessary. Skyport would function a construction yard, HQ, and medical facility for the Steamlords-However, it would not be considered a town, but more of a complex.
Only Steamlord related ships (or passengers) would be allowed to dock at Skyport except under extreme conditions.
(On a side note: Skyport would be an ideal place for Jacob to reside and work)

For a visual reference, Imagine a cross between Skytown (Metroid Prime 3) and Lawrence the 3rd's airship (Pokemon 2000)
Steamlords (Sci-fi novel concept) Prime3-3Steamlords (Sci-fi novel concept) LawrenceCastle-1
Skyport refinements:
Sky port would have several Balloon and Engine constructions that serve as the buildings of the port. Each would be connected by a series of frames that branch out-leaving space for walkways and additional constructions to be hung and bound to them, ultimately connecting all of the craft into one semi-circular structure. However, despite being connected to each other, turbulence could still cause trouble and damage frames-As such each major construct (and some lesser sections) would be given a gyroscopic rail system on which a series of counter weight's would constantly be spun. The rail would normally be positioned below the construction and spreading out roughly 1.5 to 3.0 of its size. This would create a balance system that kept the port level at all times, whether in storm, flight, or combat.

Port Bridge:. The bridge is a spherical chamber made of glass and steal frames, containing several floors and located in the center of Skyport. It is built onto a vertical rail system, allowing it to be lowered below the port, positioned in between, or raised above-depending on the position that serves the Pilots best. The bridge, and a few other important sections of the port have a series of vertical metallic slabs hung around them (Not on them however) They are hung perpendicular to the bridge on frame which cane be rotated 90 degree's. In the event of an attack, the slabs can be quickly rotated to cover the bridge (or whatever section they are positioned at to block the incoming attack. They are made of reinforced metal, capable of blocking incoming missile and artillery fire, and since they are hang on a frame, the shock damage from an impact is not directly transferred-reducing the damage done from the kinetic energy that the shields can not block. The bridge acts as the heart of computer and command activity in skyport~As such- Even though the port would always be airborne, it would not always have its function's active nor would it always be moving. These functions would be locked down and mapped to the bridge chamber. The Pilots and Steamlords on the bridge would control the port's functions through a series of levers, buttons, and screens. But navigation, weapons control, and various other restricted controls would be mapped to a Thermine control system.

The theremin systems are series of rode-like electromagnetic antennae- located on command desk's, each array of rods is positioned around a smaller-center rod that can be removed.
These rod's create a magnetic and electric field around them. Any interference with the field is registered and acts as a change in command, depending on where the field was disrupted. This allows living creatures who posses an electric field (Non automaton) can operate this rods without physical touch.
(This may seem like Science fiction, but the Theremin is an actual technology, and has existed since 1920-*Though we can make it's development ever sooner in this story*)



Aside from being visualy unique, there are other reason's for why the Theremin control systems were implement over traditional tactile input.
The first reason is Precision: because the the field is electric in nature, an input is instant and registered without interruption or delay (No rusty levers here) Allowing for great response time, precision, and long term stability. The second reason is security: After the civil war, the threat of sabotage from automatons (In either radical or sleeper agent form) were fresh in the minds of remaining Steamlords-So the Thermine was ideal for a control system that automaton's could not use. (Even though they often run on electricity, Automatons do not emit an electric current from their body like humans due-As such they would be unable to effectively operate the port controls)
The Third reason is hierarchy: For obvious reason's, some functions should only be available to qualified pilots or Steamlords. The central rod that could be removed from a Theremin array acts like a key. Containing runecraft, grooves, and functionality- it prevents the system from operating without it. High ranking Steamlords or those who are positioned on Skyport would be given trust of these key rods, adding another level of security to the port in a form of hierarchy integration.

Even though Skyport is advanced, armored, and airborne, The the port is designed NOT to be engaged in combat, only prevent it. Light armor is positioned along key sections of the port to prevent single-ship attacks from damaging the port, but nothing capable of defending against a full on explosive artillery/air assault. Considering the size and weight of the port, It is vital that the the levitation systems are not harmed. In the event of a full on battle, a single successful volley of explosive artillery (50+ blasts) would be capable of destroying Skyport

To compensate for this, Skyport's greatest defense is an offensive system. The standard line of action would be to have 1-3 Combat specialized airship's patrol the airspace around the port at all times to prevent possible surprise attacks, or ward off any suspicious aircraft. In the event of a known attack, Skyport makes use of its high altitude to enable long range artillery and cannon attacks. In the event of such an attack, the cannon's can fire shell's to any position with-in line of sight of Skyport (IE, the entire horizon) Allowing the Steamlords to shoot down or suppress any hostile units long before they could open fire on Skyport.

Skyport is generally restricted to Steamlord or related company, preventing most people from witnessing the technology first hand. As such, very few political or criminal related person's are brought to it, however as you suggested, some might be taken there if they were related to an important figure (In this case, the Alchemist)

As for who is in charge, Skyport would generally be run by a former Steamlord and now admiral of the Steamlord ships. He commands the port and its general functions, in time of combat he commands the course of action. The Admiral however, takes direct order's from the Prime Steamlord. So while general actions are controlled by him, new plans and actions are often given by the Prime Steamlord first. In the event the Prime Steamlord is not in contact or a aboard Skyport, the Admiral assume's command by default unless otherwise instructed.
As for the admiral's age, I think he is probably much older (60-140) but kept somewhat younger by the power of his Steamhat. The Prime Steamlord however, is between the age of 30 and 45.

Skyport's crew consist's of Steamlords, Apprentices, selected scientist's and engineers, ex-military officers hired by the organization, and Automatons. Steamlords act as the managers and VIP's of the port, while the apprentice's assigned their work under them in turn. The Scientists and Engineers on board serve to help the Steamlords in their pursuit of knowledge and whatever project they may be working on. Military officer's general act as loyal mercenary's, helping to keep the port safe and efficient. The Automatons perform general maintenance, assist all other crew members, and act as the all around handy man.

As for how they join, Access to working at the port is by invitation only. (Steamlords and apprentices excluding) Steamlords examine great minds, work records, and career information to make their choices. The Automatons that are working in the port are normally built by Steamlords and therefore trusted (some are even designed for specific tasks in the port or otherwise) while other automatons may be invited if their actions have proven trust worthy, and/or are of high level identity cores.

The port has a medium sized forge to built new components, a docking and factory bay (More like a ledge) radio complex, inner workshop, residential sections, biosphere plaza section, kitchen hall, bridge, observation decks, and weapon sections. Additionaly, their are functional components such as bridges, frames, dirigible balloons, building spires, building pods, gryotracks, hanging towers (Tower frame hung below the port for other pods or additions) and more. If mentioned in the plural, these sections may be positioned in several spots across the port.

The Steamlords build most of their airships at the port to prevent espionage and to protect the technology behind them. They assemble most components in the port as well, but they often have the metals and other resources refined in the City of Steam. The Hospital is small and is focused on genecraft, surgery, and basic medical functions.
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Post by -Mazer Sat Dec 22, 2012 7:41 pm

Oooo updates *reads
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Post by Koenig Sat Dec 22, 2012 7:59 pm

Very Happy
So what do you think? That is the newest addition to the story elements of the novel. There is a lot more older content that I have yet to post here since I would have to re-write it to put in context. (When I say a lot, I mean over 40 thread pages)

If you are interested in the story so far, you could check out the rest of the concept in the link I provided. It is interesting to see how it has evolved in some parts, even for me.
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Post by Cybersix Sat Dec 22, 2012 8:03 pm

Does the Skyport have an Articuno?
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Post by -Mazer Sat Dec 22, 2012 8:13 pm

I really like it so far; you are putting more and more mythology into the story and to be honest, it's inspiring me to do the same for my fantasy series as well because my mythos did not really extend past the main cast which had me making things up (thus forgetting them later) as time went on.
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Post by Koenig Sat Dec 22, 2012 9:09 pm

-Mazer wrote:I really like it so far; you are putting more and more mythology into the story and to be honest, it's inspiring me to do the same for my fantasy series as well because my mythos did not really extend past the main cast which had me making things up (thus forgetting them later) as time went on.
Thanks, I am very glad you like it so far. In a way I envy you, I simply can not make up characters or conversation unless they fit into an existing position, but I can spend hour's thinking of back story, lore, science and locations.

Cybersix wrote:Does the Skyport have an Articuno?
Unfortunately, no. Licensing reasons of course~
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Post by Koenig Sat Dec 22, 2012 9:57 pm

Now that we have introduced Skyport and the Admiral, I have started working on the type and number of the Steamlords Airships. So far I have worked out a few ship types and number thereof. The Steamlords would create and maintain 12 frigate class airships, each functioning for both scientific, and militaristic functions. Generally speaking, the twelve frigates are the pride and joy of Steamlord Airfleet, With a level of quality, luxury, and functionality surpassing any other airship aiming to combine all three elements. The Frigates serve as the primary base's for Steamlords positioned across the planet, providing limited resources fuel, and instructions. Each of these twelve airships are named after a month of the year. (January through December)

The primary militaristic force of the Steamlords are 4 Dreadnought Class Battle-airships. These Airships do not boast the luxury of the twelve frigates, but instead carry the role of pure military might. Heavily armored and armed to the teeth, a single Steamlord Dreadnought could take on 3-5 of the frigates and win, Not to compare to ordinary airships. Built entirely out of metal the Dreadnoughts air much heavier, and there for much slower than their frigate sisters. But in turn, they are several times more resilient, and are capable of taking entire artillery blasts and remaining completely unharmed. They are not invulnerable, but they can hold their own in combat against any airship in an equally numbered fight. Much like their month-named sisters, the Four Dreadnoughts are named after the four seasons of the year.

There are other airship-types I would like to work on, but their exact number an symbolism still remains undecided. These airship's include: Carrier's, Merchantmen, Cargo Ships, Guardians (Lesser combat only ships) and Steamlord Yachts. Though it should be noted, that I do want the Steamlord fleet to surpass a number of 100 airships. They are an organization, not a nation.

On a sidenote: One undecided concept I have been toying with is the Alchemist's Air ship. I think it would be good to design it as a Alchemy improved Frigate based on the design of the twelve. Still working on a name, but my childish nature is leaning on Friday...I love irony to much...

As always: Comments, Suggestions, Criticism's, and Feedback of any kind are welcome.
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Post by Koenig Sun Jan 20, 2013 1:32 am


Ok...Do you want any more information? Feedback of any-kind is welcome.
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Post by Koenig Wed Jan 23, 2013 5:15 am

Here is the newest Update from my concept page. Please feel free to interject.Important update: I have made some integral updates to the Atlantis back-story and the origin of the Automatons.

The Alchemist's of Atlantis were technologically advanced, but not as far as the city of Steam in regards to physical devices. Instead however, the Alchemist's were skill at a Runecraft on a scale far beyond that of both the modern era and the "Golden age" The City of Atlantis was the origin of Runecraft, and they were the masters of it. In death, much of it was lost, but Rust/The Alchemist saved branch of it, and other's were able to salvage portion as well.

Originally, the Atlantians did not have the technology to produce Automatons. Instead, their original creation was the "Golem" and while the Golems play little to no role in the modern story, they are vital to the history and backstory of Atlantis, Runecraft, and the Automatons.

Golems:
Unlike Automaton's, Golems had no soul, and to an extent neither did they have a mind. They were beings formed of Clay, Stone, and Steel. Animated by nothing but the sheer power of Ancient runecraft, they were bound to their programming and would follow it to the end of the world. Lacking intelligence to call their own, they relied entirely on their Runecraft programming. If they did not have programming to do something, they simply could not do it nor did they have the capacity to learn how. (Their mindset is similar to that of a computer) The Golems were used primarily for two purposes: Construction and Defense, and truthfully, they were good for little else. Golems are neither alive nor dead, they are animated objects bound by Runecraft. They can only function as long as the Runecraft that binds them lasts.

Eventually Alchemist's of old sought to create a being that had a mind and soul to call its own, and in the days just prior to the destruction of Atlantis, they finaly succeeded. While all but one of the Automatons they created were destroyed with Atlantis, the knowledge for the base Automaton survived With the loss of the Ancient Runecraft that was used in their development however, it was not until many years later that they could finally be built. Once new technology had come to maturity and could be substituted (in part) for the Runecraft elements that had been lost.
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Post by -Mazer Thu Jan 24, 2013 7:08 pm

I really like the addition to real ancient myth into this. Gollums have always been a fascinating concept if done properly and I am looking forward to more of the Altanians. I am really going to take your dedication and begin applying it to my own books.
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Post by Koenig Thu Jan 24, 2013 8:22 pm

Thanks. I generally prefer lore and Science, so I find much easier to create the story elements than it is to actually write scenes themselves.

If you are interested in any particular point of the Story, please feel free to ask and Ill fill you in.

ALso, here is another character I had been working on, but had not been able to implement until the addition of Golems.

New Character: Rose Tabulia
(This character will be crucial to the progression of the main element, but she will take up far less story time than other characters)

Rose Tabulia is an ancient automaton who creation dates back to the destruction of Atlantis. Unlike modern automatons, her physical appearance is almost indistinguishable from that of human. She resembles that of a young child, but is tempered with knowledge and wisdom of four century's,


Tabulia was one of the first and last Atlantian Automatons, or as the Alchemist's called them, the "Homocomentians" (False Human) Unlike modern automatons which are made of clockwork, the Homocomentians were fashioned out of clay in the image of man, and animated by the same Runecraft used on Golems. This meant they looked much more human than any Golem or automaton ever could (without a disguise that is) The Homocomentians were built to both aid the alchemist's and more specifically, to learn. With the exception of hidden defense failsafes, they were born to be "blank" Meaning that rather than having a pre-disposed concept of the world, that they had to learn all they knew. (Rose Tabulia is play on the Latin term "Tabula Rosa" or "Blank Slate") Homocomentians also had another difference between modern Automatons, the "heart" to be exact. The identity cores (or Hearts) of the Homocomentian were permanently linked the body of which they were fashioned,and as a result they could not be removed. All the Homocomentians were destroyed with Atlantis except for Rose. Before Atlantis was destroyed, Rose's animation runecraft was in place, but she had not yet been "charged". She was transported/stolen and removed from Atlantis. She was not brought to life until much later in the series (At one point she was watched over by the church, but they lacked the runecraft technology to revive her. She was later stolen when the City of Steam was founded, and was finally brought to life during the golden age.

Rose is a an active "neutral" character. Because the automaton core's were based after the Ancient Runecraft that she was animated by, she has a special bond with most automatons that few other characters in the series (even automatons) can boast. She is capable of communicating with the core Runecraft code of modern automatons, but with varying success due to the new codex-languages.

Rose's Personality is grows and evolves throughout the series timeline, IE when she is activated in the golden age she still acts much like a child, while in the modern era she has become much more refined (Even if she still looks like a child) However, Rose's personality has a few defining characteristics that remain constant throughout the series. No matter what point in time she is in, she will always be very curious about new things. Likewise she is playful but refined , she likes play clean pranks on people and automatons alike from time to time. And as a result, she has developed a strong vocabulary and a clever sense of appropriate innuendo's. However, unless promoted by another or her own interest's, she will rarely speak at all.
(She may not look it, nor does she speak as much as other characters, but she can leave just about anyone at loss when it comes to a game of words)

Rose is very much a by-standard in the series. She generally refuse's aligning herself with any one character or group, choosing instead to take her own path. Despite this, she will often help those she meets along her journey in indirect ways. She is very compassionate towards Humans and Automatons alike (The ladder of which are in a way, are much lost children in her eyes) But she choose's who she helps or comforts with extreme caution, in the hopes of hiding her identity and unique ability's (Ancient Automaton and Universal Runecraft compatibility from those who might try to manipulate her, or inadvertently reveal her to others that would.
(Side Note: Rose Tabulia is the evolution of the previously mentioned character concept: Blanka)

Much like her personality, her clothing will change as the series progress's. Often reflecting that of the era and culture she is in.
She has blond hair, green eyes, and pale skin.
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Post by Koenig Sun Jan 27, 2013 5:09 pm

Here is some of the concept my friends and I have drawn for the series and some of its components.
(Note, the better looking ones were my friend Tikki's drawings, not mine)
Steamlords (Sci-fi novel concept) Rust_by_joy_horses-d5ekkgv
Steamlords (Sci-fi novel concept) The_alchemist_by_joy_horses-d5ehl52


Steamlords (Sci-fi novel concept) Butlerandliquidsword

Steamlords (Sci-fi novel concept) PsycoJack_zpsc44e9714

Steamlords (Sci-fi novel concept) Alchemist_zps1f1acf87

Steamlords (Sci-fi novel concept) Towerandangel

Steamlords (Sci-fi novel concept) WatchandRobot

Steamlords (Sci-fi novel concept) MediumSkyship_zpsa67ef7df


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Post by Koenig Mon Jan 28, 2013 3:04 am

As you mentioned, Mazer. I am eager to continue integrating historic, Biblical, and Fictional mythos into the history and back story. Something to anchor it more into the realm of believability, while at the same time not hindering it.

Atlantis, Golem's, and The leviathan are examples of such integration's already present in the concept so far. (The latter not mentioned on this thread, but a result of the ancient back story of Atlantis)
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Post by -Mazer Mon Jan 28, 2013 6:37 pm

Rose reminds me alot of Alita from Battle Angel; how she was too a blank slate before being activated and becoming a bounty hunter. Her abilities also remind me of the girl from FireFly - how she is "blank" but can tap into amazing talents.

Personally I have always enjoyed those characters who are these unknown entities where they have some connection t the past and can do things others cannot. And seeing a before and after idea with the "young self" and modern self. I was planning something similiar ages ago with another character but it fell through.


Personally, as I read more and more of this, I want to encourage you to get the actual story started; either in screenplay or novella format. I have a lot of information on the bigger publishing firms and I would love for you to get this started and pushed forward. And if not through a phyiscal book, we must have you begin work on E-Publishing through Amazon or Barnes and Nobel. Hell, in fact, I insist on it because I can see a big step forward for you with this much mythology.

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Post by Koenig Mon Jan 28, 2013 7:53 pm

Thanks. I really am looking forward to starting the actual novel, but I really want to set up a concrete foundation and back story before I do. This is actually the first story concept I have ever written, and I have no experience writing an actual story line. (Hence, why feedback is so important to me, as it helps me get a bearing and perspective I would not otherwise have)

This originally started as little more than a place I could mix and match ideas and lay scrapped game concepts to rest, but it began to take on a life of its own before I knew it. However, that also means I have A LOT to revise since it has evolved so much since the start (Civil wars, Golden ages, Time travel, Runecraft etc.)

I have been vary selective of what parts of the story I have brought to this forum so it remains readable. I still need to bring a lot more over as well. You really should see the full version or the wall of text copy...

(original version)

http://www.forums.d-gray-man.com/bar-general-talk/steamlords-862/

(Unedited wall's of text)

http://nintendoenthusiast.com/boards/viewtopic.php?f=6&t=835

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Post by Koenig Mon Jan 28, 2013 8:42 pm

There are several characters and locations I have yet to mention in this version.

If you are interested in any of the following, Ill post the update information on them.

Developed Characters:

The Toy Maker (Villain)- Captures, Corrupts, and re-purpose's Automatons.

Mannequin (Neutral)-Free Automaton. Leader of a rag-tag group.

Spyral Circus (Neutral)-Said rag-tag group of the Mannequin

Zeke (Neutral/Ally)-Disembody'd conciseness-Bound to a computer mainframe.

Rust (Protagonist)

Non developed characters:

Silver (protagonist)

Psyco Jack (Villain/Victim)

Revaes (Ally)

Vincent (Neutral/Ally)

Jacob (Ally)

Locations/Groups:

Colosseum

Royal Gardens

Clock Tower

Steamworks

Cave(s)

The Vyrekin

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Post by Koenig Tue Jan 29, 2013 2:21 am

In the meantime, I guess Ill just post the basic information in regards to The Royal Gardens~

Founded by the collaboration of various monarch clans and originally built during the City of Steams golden age, The Royal Gardens are a series a biospheric domes and pyramids connected to each other by gardened pathways and parks. Each biosphere contains a vivarium garden, ranging from jungles, deserts, forests, and ocean. These gardens contained many of the unique genecrafted animals and plant-life that were created during the Golden Age. The Royal Gardens are quite possibly an 8th wonder of the world, or at least they were. During the civil war many of the biospheres were destroyed or damaged, leading to the extinction or exodus of many of the genecrafted life contained within. Not all of the biospheres were destroyed however, and these were reestablished after the war. In more recent times, some of the remaining monarch clans have started funding the reconstruction of various biospheres. While many of the reconstruction projects remain unfinished, the royal gardens have started to regain some of the splendor that has been lost and have been reastiblished as the center of genecraft production (Though it is far behind the status quota from the Golden Age)

__________________________________________________
Development notes: The biospheres in royal gardens are based on existing vivarium technology. Projects like "Biosphere 2" and the various other self contained geodesic domes or examples that influenced the concept.

Steamlords (Sci-fi novel concept) Images?q=tbn:ANd9GcTf0-MKqtv1Vdqo2AGX0aw6kXhwczWo6d2010Zg9B2AIkXcgCr6
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