The cursed countess
Very little is known
about this secretive noblewoman who seems to enjoy a privileged
relationship
with royalty. To the few with which she share some of her secrets she
is the Cursed
Countess: a noble from a past long forgotten that lost both the ability
to die
and to kill. Because of her inability to fight she often resorts to her
seduction
and her sexuality to attain her objectives, which often only the
Queen know about. She lived so long and saw so many friends
and
lovers die
that she is has become somewhat insensitive to the emotions of the
living, however
under the veneer of her coldness a good heart still beats. Watch this
space as
it is updated when new information about the Countess is revealed.
Sondra the Thief
Sondra the thief is an
orphan that was raised as part of a children street gang, a group of
children that
survive by themselves through petty thievery in the city. As a result
she is a
very social, warm and team minded person who will not hesitate to risk
her life for
her friends. She also has a
tendency be very emotional and extroverted.
The Queen
The Queen of the
The Queen's Necromancer
Nobody knows much about this strange character. One day he appeared beside the Queen and was announced to be the royal Necromancer. No one knows exactly what he does for the Queen, but some suspect that he is working for the throne in the secrecy and shadows, and that some accidents that are opportune for the Queen are not really accidents… A very small amount of people suspect that he would have been romantically involved with the Queen, but no one dare speak that out loud. Nobody knows the meaning of the Tattoos on his face and body, but many suspect them to be highly magical.
Magic in general
What
appears to be
magic on the world of the Cursed Countess is actually the result of
forgotten
nanotechnology. The people have inherited from their technologically
advanced ancestors
an arsenal of Nanobots in their bloodstream, as well as in the general
environment. Although the knowledge of nanotechnology programming is
long lost,
a few people manage to control the Nanobots in and around them to
perform
incredible feats such as waking the dead, transforming normal humans
into
demons, healing wounds, blasting
energy
or setting up destructive traps.
Demonology
The
forbidden art of Demonology
specialise in the mutation of healthy humans and animals into deformed,
extremely powerful creatures called demons through the reprogramming of
the Nanobots
present in the target’s body. As a result of the violent
mutation the mind of
the target is usually destroyed, making the newly created demon a
puppet of the
demonist. Demonists are sometimes also adept at curses, a lighter
reprogramming
of the target’s Nanobots as to place unnatural limitations on
the target’s body
or mind. Unlike a Demoniac mutation a curse leaves the
target’s mind and
appearance mostly intact.
Necromancy
Necromancers
are
considered to be the better version of the Demonists: they reprogram a
body’s
Nanobots to serve them, but only do so on corpses. Although they can
perform the
procedure on freshly deceased bodies, they usually prefer to do it on
skeletons,
as the Nanobots concentrate in the bones when the flesh rots away. Some
people
regard the necromancers as disgusting vultures to be hunted, while
other don’t
see any wrong in using one’s body after their death. Most
Necromancers are also
adept at minor curses (but much less so than demonists) and traps.
Shamanism
To be published laterClockworkism
To be published laterThe Discovery.
The slightly smaller than
earth planet was officially
discovered by the starship Sarattoga from the
Procyon Star Alliance. Scientist discovered that the planet had very
recently
been suitable for carbon based life, and that it could be restored to
habitable
condition with minor terraforming. The operation was quickly approved
and a 2
year nanomachine-based terraforming was quickly started before the
planet was
opened for colonization.
The Ancients.
The most temperate
parts of the planet were quickly settled by colonist from the Procyon
Star
Alliance and from Alpha Draconis Eleven. The later, better known as
“Elevens”
were humans that had accepted heavy modifications of their metabolisms
(and to
a certain extent appearance) in order to extend their lifespan
dramatically.
They usually cohabited peacefully with the “normal”
humans. About 250 years
after the colonization started, contact was permanently lost with the
start
based
The Draconic Wars (650
Before Emancipation).
It took about 150
years for the dragon generation to reach puberty and for the Ancients
to
realize what mistake they had made. Without any
“adult” to guide them trough
adolescence, the joy Dragons went mad, the males fighting restlessly
the other
males for the females attention, killing any humans that interfered.
The
females
destroyed most human cities that they perceived as a threat to their
offsprings. It was also at that time that humanity discovered that
Dragons were
naturally able to control the nanomachines in their bloodstreams,
making them
the equals of humans. Ultimately the eleven abandoned the human cities
to leave
hidden in the forest to be later known as "Elves", and most of humanity
was destroyed.
The Dragon Clans (500
Before Emancipation).
After a devastating
century of destruction that wiped human technology and civilization,
the
dragons matured and started to organize themselves in clans. They very
quickly
discovered the usefulness of humans and decided to keep them as
servants.
During the next half millenia an human civilization stagnated
“metal age level”
under the rule of the Dragons. The control of nanobots, now called
“magic”,
initially the privilege of Dragons only, the art having been lost to
humans,
started to reappear in humanity.
The Emancipation.
Under the rule of the
small copper Dragons clan, humans perfected a new
nanobot based magic: Artefact Crafting. This
allowed the creation of Artefact, object forged by men but charged with
“nanobot magic”, the “magic granting the
object and its wielder exceptional
powers. These could only be made by humans, as dragons failed to master
the art
of crafting. The turning point in history came when the Copper Dragon
Clan’s
head was killed by a youg green dragon, and the green dragons claimed
their
territory: humans equipped with their new powerful artefacts did what
the
ancient themselves couldn’t: they resisted. After several
Dragon clans tried to
take control of the Copper Dragon’s territory held by human,
the Red Dragons
Clan did the unthinkable: they recognized the Copper Dragon’s human Clan as the equal of
a dragon clan, and
declared that on Red Dragon Clan territory humans would be considered
equal to
dragons. This is known as the “Emancipation”.
The Age of Artefacts
(0 to 450 after Emancipation)
The Red Dragons Clan start
quickly to benefit from combining Dragon Magic and human artefacts and
soon most
Dragon Clans have passed “Emancipation”
laws and are fully collaborating with the human crafters.
The few clans
that refuses to do so, such as the Green Dragons, start to mount an
offensive
against the Human-Dragon alliances,
but
are eventually defeated. A few remaining humans and dragons from those
clans are rumored
to have
fled to the legendary
The Rise of Demons
(450 to 510 after Emancipation)
A malevolent wind
blows from the
The Fall of the
Dragons (509-513 after Emancipation)
One day appeared on
the coast of the continent the ultimate sorceress. Able to create
demons and
skeletons alike, she has also discovered the secret to necromantic
immortality. She
invade the tower of the artefact crafters of the Bronze Dragon clan and
kills
all crafters after stealing their secrets. She uses their powers to
create two
extremely powerful artefacts: the “book of demons”
and the “sword of death”.
Thus armed she raises an army of demons and undead and start to conquer
the
continent. Clan after clan is defeated, town after town is conquered.
The
invasion culminate with the destruction of the red dragon
clan’s crafters tower.
Faced with such destruction, the Dragons decide to abandon humanity and
to flee
to the mountains, where humans can’t reach them. Left to
themselves, the humans
of the badly battered remaining six clans decide to each send one
warrior or
shaman hero, to try to defeat the sorceress. Ultimately they success
through
treachery and guile, however no one known what became of the six heroes.
The Time of the Human
Kingdoms (514 to 1038, present time)
With the Dragons and
their magic long gone, and most of the knowledge of the Artefact
crafter’s forgotten, the
continent is in bad shape. Out of the six remaining clans came a few
kingdoms,
shadows of their former selves, but most of the land is composed of
small petty
kingdoms and unruly city states. Barbarism as returned to a lot of
places.
Artefacts, Crafting and Clockworkism are now the stuff of legend. Rogue
Necromancers and
Demonists haunt the
land if they don’t install
themselves as king. A new order is needed, but no one seems to be able
to do
more than preserve what remains from the clans from falling further
into chaos.






