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Steamlords

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Post by Koenig Thu Jun 05, 2014 12:25 am

roject Summary: "Steamlords" is a pet project of mine to create and finalize a steampunk-themed science-fantasy for later use in art, writing, and other forms of media. The project is set in Victorian re-imagining of the late 19th and early 20th century. The continents and countries within the story are inspired by and loosely based on existing historical locations while often sharing similar or poetic names (Such as Albion or Columbia) The technology of the world is highly advanced in terms of functionality while still bearing simplistic designs common in the "Punk" genres. The primary purpose of this thread is share and set characters, settings, and lore within the stories universe.

I will periodically post chunks of information in this thread as I have the time to do so. For those interested in helping or critiquing the project, I implore you to share your thoughts, questions and/or suggestions here. Any feedback is welcome and I will gladly co-operate to improve the project.
Koenig
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Post by Koenig Thu Jun 05, 2014 12:25 am

Steamlords: Starting off with project name sake, the Steamlords are the leading members of an guild dedicated to the advancement and subsequent moderation of technology. The Steamlord organization was originally founded by master engineers , scientists, mechanics, and variation nations in response to the conclusion of a massive war that began due to the creation and misuse of advanced technology. They act as a sort of international police in regards to the development, distribution, and subsequent use of advanced technology within a number of regions in order to prevent it from being exploited or used maliciously, while their primary goal is to prevent the use of certain banned technologies that could spark another war. They control a fleet of various airships, twelve elite cruisers, four armored battleships, various weapons and several other devices confiscated after the war which they use in turn to enforce the rules laid forth by the various nations and individuals that founded them. Their primary base of operations is a massive floating fortress and airship harbor that houses the majority of their members and equipment.

Select individuals are trained for years in the fields of chemistry, biology, and technology before being given the title of Steamlord, similarly they are also instructed to follow a strict moral and ethical code to prevent corruption from within the guild. This training is done via apprenticeship and can last for several years. The initiated Steamlords are then sent tasked with various overlooking various regions and they are subsequently granted tools and equipment to aid them in their job (Some of which is otherwise restricted or banned) The most important piece's of a Steamlords arsenal is his (Or her) computerized time piece and another specific mechanized piece attire; which when used in conjunction with each other, grant the Steamlord unique abilities that would otherwise be impossible. (More or less super powers relating to the laws of physics)
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Post by Koenig Thu Jun 05, 2014 12:26 am

The world is meant to be a distorted version of our own in which many things are similar yet not the same, giving a sense of an uncanny familiarity; it is for this reason that I specifically chose names like Albion and Columbia for certain locations in the story, as they were once either the original or poetic names for real places (in this case Great Britain and America respectively) As such several geographical locations may be very similar to existing real world counter parts, however much like the rest of the project they will likely be heavily modified in the wake of creative license. (Likewise I don't want to villainize a real world nation, so I will probably make several efforts to create fictional replacements for some)
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Post by Koenig Thu Jun 05, 2014 12:26 am

Technologically Advanced:

The world in this project is generally greater than or equal to our own with our own technology, however the distribution and use of this technology various greatly. Computer and robotics technology in particular are of a much higher caliber than would be expected of a "Steampunk" genre, however the idea of an user interface was never fully realized. As a general rule of thumb the aesthetic of most locations is meant to match the designs employed during the late 19th and early 20th century.

As a result of the advanced technology available an array of mechanical beings have been created to service the general population instead of the historical slave counterparts, however much like the former of the two the use of such beings varies depending on the economic and social standing. These beings employ a number of designs and functions in order to meet the needs of an industrial era, however they can generally be categorized into three categories depending on their construction and internal design; Autobody, Automaton, and Android.

Aircraft and other mechanized transportation systems are given a large margin of freedom in terms of their design and operation, however they are still loosely bound by our own understanding of the laws of physics; subsequently most large airships are at least partially dirigible in design. There are exceptions to this rule however, some of which include the Steamlords cruisers, battleships, and base of operations; all of which seemingly defy the laws of physics completely.

The general social standing of the population varies from nation to nation, however in the case of Columbia and Albion they generally share the same standards of the era as their real-life counterparts. Similarly, the use of Automatons and Android often share the same stigma that was given to slaves and servants.
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Post by Koenig Thu Jun 05, 2014 12:26 am

Autobodies:

The first and perhaps most familiar of the three classifications of mechanical beings, Autobodies are "Mech"-like vehicles used for various applications in both work and recreation. Each Autobody is typically designed around a specific or general task such as transportation or construction. However Autobodies differ from mechs in the fact they rarely resemble a human form. Inversely, they differ from standard work vehicles (Automobiles, Bulldozers, Et cetera) by two distinguishing features: 1-They typically have limbs or other similar apparatus that can be used in most terrain, and 2- They have a limited computerized "Brain" that enables select reactions without user intervention.

All Autobodies require a pilot to function at their maximum potential, however their limited computer system allows them operate independently in very specific conditions. For example; you could call for one and would automatically start it engines and lower itself for access (However you would still need a key to operate it) An Autobody is generally designed to provide mobility and to meet a specific function, most often being used for transportation and construction, though in rare cases they are also design for militaristic purposes.
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Post by Koenig Thu Jun 05, 2014 12:27 am

Automatons:

The second and most common type of mechanical beings are the Automatons. These Autonomous beings are built and mass produced by various manufacturers in order to serve the general population and perform specific tasks. Each automaton has an advanced computerized brain that allows it to make purely logical decisions based on the information contained within its memory tape and/or drive, however they can only perform purely logical tasks based on applications programmed directly into their memory systems and subsequently lack the ability to "Learn" new programs without having an update or replacement memory device. Automatons come in many shapes and sizes in order to perform an array of tasks, ranging from standard mobilized equipment, animal like designs, and often abstract looking construction. The design of an Automaton depends heavily on who manufactured it, what model type they belong to, and what their specific purpose is.

Automatons are generally used for either very specific tasks or an array of simple tasks within a limited range. Due to the logical limitations of an Automaton, these tasks typically involve work that is very structured or specific, such as construction, manufacturing, or maintenance; likewise they are often used for other purposes such as security, cleaning, pest control, and gardening within controlled environments that meet the operational requirements. (A very rudimentary example in real life would be the "i-robot" roomba) Despite their logical limitations, Automatons are very effective at the jobs that they do perform and are used throughout the world as a form of cheap and effective labor.
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Post by Koenig Thu Jun 05, 2014 12:27 am

Androids:

Androids are the third and most advanced branch of the mechanical beings. They are generally designed to be humanoid in structure and are typically used as substitutes for human beings in several situations of work and recreation. Much like Automatons, Androids have an advanced computerized brain that allow them to act and make decisions based on the information provided to them; however unlike Automatons, Androids have the ability to learn and adapt accordingly without external intervention due to a unique feature. The main difference between Androids and Automatons is that all Androids have a "Core" the governs and dictates dominantly over their computerized brain. This core contains a rudimentary duplicate of a living mind, or for lack of a better description; a copied "Soul". These cores allow Androids to dynamically act and react to various situations that would otherwise be impossible with a purely logical programming system.

Androids are capable of working in almost any setting and environment due to their human-like nature; because of this, Androids are used across the world for various tasks, often being used interchangeably as either a human worker or automated labor. While still expensive, Androids have made their way into most mechanized market environments and comprise roughly 1/4 of the mechanical population. Due to the fact that they are artificial Android rights are murky water to say the least; the treatment and rights of an Android depend greatly from region to region and from person to person, however they are typically treated as third and second class citizens. As general rule of thumb most Androids have an owner and are subsequently bound to them, the treatment of the Android is generally reflective of the owners intent.
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Post by Koenig Thu Jun 05, 2014 12:27 am

Dominion Field:

The Dominion Field is the first half of the technology that grants Steamlords and their subordinates Super Power-like abilities. The Dominion Field is a unique signal that is projected in a circular radius from a device worn by Steamlords. This signal is comprised of several specific radio and classified frequencies that resonate with each other to create a powerful phenomenon that enables those within the field to manipulate the laws of physics in a limited fashion; the general aspects of which can be controlled are electricity, magnetism and temperature. The resonance that enables this can only be maintained within a very close proximity of the signal source, meaning that Steamlords can only employ their powers with in close proximity to themselves (Or an alternative signal source) The size of this radius is determined by the model of the projector, the settings in use, and the experience of the user. The Dominion Field is very versatile and can be achieved through a number of signal combinations, however the signal can also be jammed if the appropriate apposing signals are used to cause destructive interference.

The device that generates and projects the Dominion Field is designed to run off of energy siphoned from the users own body. When not in use this energy is stored so that it can be used at a later time, allowing Steamlords to restore their powers without needing external help. Likewise, the device can also draw substantially more energy from the user than is given off naturally and redirect it into the Dominion Field or the back toward the user to increase strength and agility, However doing so will often injure the user, as such this function typically locked to prevent bodily harm, though it can be activated as a last resort.

The Dominion Field is merely the area in which a Steamlords powers can operate, a second piece of equipment is needed to actually manipulate it.
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Post by Koenig Thu Jun 05, 2014 12:27 am

Pocket Drive:

The Pocket Drive is a multi-functional used for various tasks and the second piece of technology that grants Steamlords their powers. The Pocket Drive is an advanced computer systems fashioned in the shape of a large pocket watch (Though it also tells time, so I guess it could be considered one) Its many functions include: computer system, two-way radio, radar, scanner, power-drive, and timepiece. (So basically a smart-phone with a few additional tricks) The dials around the clock face and the face itself can be rotated allowing the user to control its function; the former is styled similarly to a rotary phone dial while the latter is a complex lock. The center of the clock acts as a miniature screen when the drive is active, and can be used for video communications. The radio system built into the drive allows Steamlords and their subordinates to keep in contact with each other when in range or connected to their Airship's network. In addition to radio functions, these wireless systems also act as a radar and scanning system which can aid the user in various tasks and situations (Think either the scan visor from Metroid or tricorder's from Star Trek)

The most important feature of a Pocket Drive is its ability to manipulate the Dominion Field. Anyone who has a Pocket Drive and is in the Dominion Field can use the Drive to access an array of powers (Provided the drive is set to the same frequency as the Dominion Field) The powers available to the user depend on the upgrades that have been made to the drive itself; Steamlords generally have access to all drive abilities while their subordinates and apprentices have access to limited versions (Theoretically to prevent the more powerful tech from falling into the wrong hands)

As mention before, the three primary abilities are Electricity, Magnetism, and Temperature; each of which has various tiers of use and subsequently allowing for various applications. Users can manipulate electricity to power devices by touch or as a weapon in higher tiers. Magnetism can be used to alter memory tapes or levitate magnetizable objects. The power over temperature can be sub divided into hot and cold, allowing the users to either freeze or melt objects; and much like the other primary powers, higher tiers can be used as weapons. There are also several secondary powers that the Pocket Drives can use, however these vary greatly depending on the upgrades installed in the device.

Pockets Drives are mandatory equipment for all Steamlords (Each of whom are presented with a gold one upon being granted the title) however lesser version are given to apprentices and certain subordinates; the latter of which are used for specific situations and the former for training. Because the powers of a Pocket Drive can only be used within a Dominion Field it is difficult for subordinates to abuse their power or for their power to fall into the wrong hands.
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Post by Koenig Thu Jun 05, 2014 12:28 am

The Steamlord's Air-fleet:

As mention in the second post, the Steamlords primary air-fleet is comprised by twelve elite cruisers and four heavily armored battleships.

The twelve cruisers act as multipurpose mobile headquarters that can service most Steamlord needs across the world without the need to return to their main HQ for months on end. Each cruiser is named after one of the twelve months of the year while all of them share the same aesthetic and functional design. They are capable of out easily out-gunning most airships and can absorb a substantial amount of artillery fire before losing flight capacity. Despite their combat abilities, the cruisers are typically used for medical and transportation purposes.

The four Steamlord battleships are named in a similar fashion to their twelve cruiser sisters, each being named after one of the four seasons of the year (Ver, Aestas, Autumnus, Hiems) However unlike their cruiser counterparts, the Seasonal Ships are designed solely for combat use and are subsequently heavily armed and armored. The array of weapons boasted by these battleships are capable of annihilating any airborne threat while simultaneously capable of leveling any ground based locations. The armor of the Seasonal battleships is so durable that it can resist virtually all artillery weaponry with the rare exception of a specific weapon used during the former war, however there are segments of the armor where small rounds can penetrate through gaps.

All of these elite ships levitate using a piece of technology that was replicated from the main fortress, and is subsequently inferior to the original (The original design of which was lost during the war) The power source of each ship is classified.
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Post by Koenig Thu Jun 05, 2014 12:28 am

Android Sapience Core:

Previously eluded to in the Androids post, the Automated Sapience Core (or ASC for short) is the unique component that gives Androids their sense of self and what separates them from the rest of the "mechanical kingdom".

Every ASC is comprised of a composite bulb that contains various mechanical components that keep the core active. The size and shape of this bulb varies from model to model, however they typically are between six & thirty centimeters and a subsequently designed to fit particular models of Androids. Contained within the ASC is the ghostly presence of an artificial soul; the entirety of which is only sustained by the containment and stability provided by the ASC. (In short, imagine a flame contained within a lamp)

There are generally three different tiers of ASC's; the level of which determines the stability, capacity, and durability of the artificial soul that powers it. While it is possible for ASC's to be overclocked, this puts it at risk of containment failure and the subsequent death of the unit. An ASC must be installed within an android body prior to its activation and once activated it essentially becomes a permanent part of the Android unit in question.

The creation of Android Sapience Cores is typically limited to experienced craftsmen and guilds; the design of lower tier ASC's is available to most people while the designs for higher tiers are closely guarded secretes by those who know them. The design for the highest tier of ASC's was supposedly lost during the great war.
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Post by Koenig Thu Jun 05, 2014 12:28 am

Character Profile: "Silver"

Name: Damon Royal
Age: 70+
Gender: Male
Occupation: Steamlord


Damon Royal (Otherwise known as "Silver) is a thin elderly man with perfect posture and composure. Standing at 6'feet- 7'inches he towers over of most people and commands a presence of authority. Aside from his height, his most notable aesthetic feature would be his pure white "Imperial" mustache. He typically wears full guild attire (jet black long coat, dark grey pants, pilot boots, and top-hat)

Silver is a veteran Steamlord and a master craftsman; he is one of a handful of Steamlords who have completed all four branches of Steamlord training (The contents of which will be discussed in a later post) and who were subsequently promoted to the leading positions within the guild. He is the mentor and Master to a number of apprentices and journeymen within the guild (Some of whom are also main characters in the story)

Silver is a very knowledgeable and talented man, and can often be found providing invaluable advice to younger members of the guild. He has spent years training a number of troublesome apprentices and has succeeded in almost every case. He is rigid and steadfast in his ways, though this can also be considered one of his weaknesses. He is notable for turning out excellent journeymen from the most hopeless of apprentices.
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Post by Koenig Thu Jun 05, 2014 12:29 am

Character Profile: "The Toymaker"

Name: (Undecided)
Age: 40+
Gender: Female
Occupation: Scientist (mad)

The Toymaker is slender middle-aged women with an enthusiastic personality, albeit a varying one. Not counting her choice in shoes, she stands at roughly 5'feet 11'inches and has jet black hair tempered by jets of grey. She typically wears a crimson frock-coat with black trimming along with a matching fedora, the rim of which is extended and heavily augmented with various contraptions. One of her trademarks is her long white scarf, though her shoes seem to change on a daily basis.

The Toymaker is a mad scientist and one of the main antagonists in the Steamlord universe. Using her intellect and talents she has created a number of tools that allow her to hack and reprogram virtually any Automaton or corrupt many Androids. She was -nick-named the "Toymaker" due to her tendency to modified stolen Automatons in the image of popular children's toys (Toy Soldiers, Jack in the Boxes, Dolls, Et Cetera) She uses these corrupted machines to carry out her plans, though the reasoning behind her crimes is rarely evident from the public's point of view.

The Toymaker was not always a criminal, but was in fact a leading scientist in robotics and computer technology; however her sanity and social standing quickly changed after her fiancee was killed in "freak accident". Since that time she has become unpredictable and somewhat bipolar. In most cases she is very cold and calculating, however she often takes a humorous interest those who can actually keep up with her plan (regardless of if they are friend or foe) Do to her criminal involvement with Automatons, Androids, and mechanized technology in general; she is considered to be one of the biggest nuisance's to Steamlords activities.
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Post by Koenig Thu Jun 05, 2014 12:29 am

Skull Keys:

One of the Toymaker's exclusive most used tools, Skull Keys are universal lock-picks and ASC's rolled into one.

The Skull Key is a unique variation of an ASC that only the Toymaker knows how to produce. They are twenty centimeter long rods that contain an ASC on one end and a hollow tube one the other. The hollow end of the Skull Key can be used to fit almost any lock or information port as the interior of the tube contains an adaptive metal that conforms to any shape it encounters. The ASC controls the lock-picking systems in the key and can override several fail safes in most locks. The Skull Key is typically not used for regular locks however, but is instead used on the information ports that most Automatons and Androids have.

Because the Skull Key contains an ASC, it can override and reprogram automatons with ease and can completely control the automaton if left in the information port, granting the automaton Android like awareness. Likewise the Skull Keys can be used on Androids and can subsequently bypass their own ASC to take direct control of them (Something along the lines of possession)
however this takes much longer to do than automatons.

The Toymaker uses her Skull Keys to steal and control various automated lifeforms that she encounters. For this reason she is considered one of the largest threats to the Steamlords given their general specialty in automated beings.
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Post by Koenig Sun Jul 19, 2015 12:24 am

I really have not updated this in a long time, but it is pretty hard to keep interest going for it when I don't have any feedback to bounce idea's. Anyways, one minor detail I have made is changing Androids name to Automatons, and Automatons to Animatrons. It just seems far more fitting and less generic.
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Post by LegendX48 Sun Jul 19, 2015 12:31 am

Koenig wrote:I really have not updated this in a long time, but it is pretty hard to keep interest going for it when I don't have any feedback to bounce idea's.  Anyways, one minor detail I have made is changing Androids name to Automatons, and Automatons to Animatrons.  It just seems far more fitting and less generic.
that seems like an odd thing to call an android when that's essentially what an android is
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Post by Koenig Sun Jul 19, 2015 12:35 am

But android seems like such a generic term...I am hoping to use somewhat more creative or differently used names than falling back on tradition (That, and note completely make up names either) But ultimately, what do you think?
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