Welcome Guest Board Index > Plot Center > The Kingdom of Ankhurtz
1 Active Plot - Shattered Realms
Run byAdreos
StatusCompleted
TypePlot
Suseptible Character TypesAll within the area of Marsilion
Started1/9/18 4:24 PM
Updated1/30/18 8:53 AM
Finshed1/30/18 8:52 AM
Invited
The Kingdom of Ankhurtz
Preplot Information
What if your character grew up in peace with a monarcy instead of whatever origin they have?

Characters do not have to be signed up but may for tracking purposes with information such as magic lisences, job changes, and so on.
Plot Overview
Reality has changed in a blinding flash of light at 1/9/18 4:24 PM.

Characters
Characters will remember having grown up on this world, in the kingdom, instead of their true origin story. All records will reflect this as well. knowledge of the normal infinitas, migrants, and the multiverse will be removed.

Characters abilities will not be effected. They may have a new occupation in this world, as new opportunities have arisen.

The city
Marsilion and the area around it have been transformed. Gone is the haphazard design resulting from mixing cultures. Now all buildings and areas are reminiscent of a steampunk Victorian era.

The government is a monarchy ruled over by King Gregory Thalmius. The castle sits where capital island use to be. The Marsilion Armed Forces are now the royal guard, tasked with protection of the royalty and the city.

Technology in the city, baring the characters themselves, will be limited to a steam punk type setting. Character tech that is part of them will be uneffected aside from records and memory.

Buildings
Some changes to specific building and locations have occured
  • Community Center - Removed. The Steamworks stands in its place. The steamworks is a complex of massive furnaces that turn water into the steam that powers the town.
  • Magic Guild - A towering spire for the study and research of the arcane arts
  • Capital Island - Now the sprawling castle headquarters of the kingdom of Ankhurtz.
  • Tech Cafe - A tavern of sorta where steam is turned into electricity for those that need it.
  • Hospital - The medical clinic for treating injuries. Hospital tech is 1960s level.
  • Town Square - Has a statue of the current monarch

Player Information
The area effected includes the whole of the main map and up to just beyond the skywolf camp. A spherical barrier blocks this region out on all sides and cannot be passed. No characters may enter or leave during this plot.

All mages will be required to have a liscene (obtainable from the guild) to practice magic. This may be revoked for misuse of magic.

Teleportation does work, but it cannot move into/out of the barrier.

Migrants and breaches are currently suspended in the effected area for the duration of the plot.
Plot Information
The Barrier
Moving away from the capital city of Marsilion in all directions a barrier has formed, blocking it off from the rest of the island kingdom. Research is going on to breach this treacherous barrier but progress is slow. It forms a dome over the city and all citizens are advised to avoid contact.
Rationing
As the city has been cut off from its supplies of food and outside materials what they do have is being rationed to buy the mages time to break the barrier.

The Steamworks will be reducing steam production on all hours to converse the heating supplies. All citizens are encouraged to keep their use minimalized at this time.

All citizens will be issued a food vouchers limiting the amount they can get per week. This is customized to each person's needs based on the kingdom's records. The voucher consists of magically treated ticket, showing how much is left a person may purchase for that week. Food distributors are being issued devices to scan the vouchers and modify them. The vouchers will be blank unless held by their assigned citizen or authorized carriers such as family members or spouses.
The Barrier
Moving away from the capital city of Marsilion in all directions a barrier has formed, blocking it off from the rest of the island kingdom. Research is going on to breach this treacherous barrier but progress is slow. It forms a dome over the city and all citizens are advised to avoid contact.
Rationing
As the city has been cut off from its supplies of food and outside materials what they do have is being rationed to buy the mages time to break the barrier.

The Steamworks will be reducing steam production on all hours to converse the heating supplies. All citizens are encouraged to keep their use minimalized at this time.

All citizens will be issued a food vouchers limiting the amount they can get per week. This is customized to each person's needs based on the kingdom's records. The voucher consists of magically treated ticket, showing how much is left a person may purchase for that week. Food distributors are being issued devices to scan the vouchers and modify them. The vouchers will be blank unless held by their assigned citizen or authorized carriers such as family members or spouses.
Characters
  1. Alillia Bali
    • Changes — No translation collar, more dog like behavior, does not remember being human
    • Changes
  2. Bryyo
    • Changes — Has no flight-assisting technology. Still employed as Search&Rescue.
    • Changes
  3. Cela
    • Changes — Knight in the Royal Guard
    • Changes
  4. Corbin
    • Changes — Two of his bodies on the inside (Rex-14 and the Reaper), one on the outside (Erm1n3)- the inside ones have memories of being created and coming into being, though questions of reinstantiation and copying will prove... problematic.
    • Changes
  5. Daniel Ratzenberger
    • Changes — Apprentice alchemist under Shana, worried father of 4 kids, licensed mage.
    • Changes
  6. Dave
    • Changes — Dave, but now with a hat that does not come off until doffed (or knocked comically from his head.) He still does courier work. Magical creature, though not himself a mage.
    • Changes
  7. Ferral
    • Changes — Cannot voluntarily shift, and does not know he can. Stuck in Anthro form. No translator.
    • Changes
  8. Fuzzle
    • Changes — Maintenance for Steamworks.
    • Changes
  9. Harmony Jackson
    • Changes — Greenskeeper for the Royal Gardens
    • Changes
  10. Kireyja
    • Changes
    • Changes
  11. Laleine
    • Changes — Occupation: Mercenary Magic License: Yes
    • Changes
  12. Patrick Altair
    • Changes — Still spice shop owner. Phasing power/ability unregistered, and not commonly known. Prey-sympathizer, despite being pf an obligate carnivore species.
    • Changes
  13. Rodney Vlcek
    • Changes — Nurse
    • Changes
  14. Roxander
    • Changes — Machinist for the King, staunch loyalist, and quite suspicious of everyone. He has learned to actually try to verify that his suspicions are valid before reporting people, at least. Is perfectly fine with torturing people, though is fortunately not allowed to indulge in that. Probably.
    • Changes
  15. Samuel Orion
    • Changes — Scribe for royal court
    • Changes
  16. Sassa Jorrummsfold
    • Changes — Dragon- no translation spell
    • Changes
  17. Sato Odiea
    • Changes — No translation collar
    • Changes
  18. Serris
    • Changes — Now runs a clockwork shop instead of a weapons shop. Clock showroom is always perfectly synchronized. Sometimes also makes clockwork automatons and other zany devices.
    • Changes
  19. Seth
    • Changes — Unlicensed magic user, as such is much more apt to use his shapeshifting and illusions to evade people.
    • Changes
  20. Simon Noots
    • Changes — Resistance spy at Sword and Board- works as chef and bartender.
    • Changes
  21. Tagor
    • Changes — Child care worker.
    • Changes
  22. Techila KrakenOS
    • Changes — Spy in the royal guarda
    • Changes
  23. Telia Rhinehart
    • Changes — Owns an inn instead of a pizza parlor. Still doesn't really run it herself. But instead of the tunnels connecting to the underground stadium, it instead runs to [redacted]
    • Changes
  24. Tizzy Batkiros
    • Changes — Arch mage for the magic guild.
    • Changes
  25. Tristan
    • Changes — High Archmage for the Guild.
    • Changes
  26. Wildcolt
    • Changes — Supervisor at Steamworks
    • Changes
  27. Willowmic Odiea
    • Changes — No translation collar. Anthro form only.
    • Changes
  28. Xirah
    • Changes — Uses a magic translator. Has a licence.
    • Changes
Postplot Information
The town is none the worse for wear. However all the characters and other recoding stuff will remember those days in the alternate reality as if it was real.

At the moment of the plot end a bright white light flooded the barrier, and a voice echoed around the whole place distorted as though underwater. "What you are experiencing is a temporary distortion of reality." When the light faded everyone was back where they were at the start of the plot, and in the state they were in at the time. They will remember what happened during the plot. But not the fake memories from before. Their original memories are restored.

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Arrow
Jan 22, 2018 4:25 PM
Re: The Kingdom of Ankhurtz
Patrick Altair signed up

Changes
Still spice shop owner. Phasing power/ability unregistered, and not commonly known.

Prey-sympathizer, despite being an obligate carnivore species.
Atalhlla
Jan 20, 2018 6:00 PM
Re: The Kingdom of Ankhurtz
Late, but just to mention what I had said in channel from last weekend:

Dan: Apprentice alchemist under Shana, worried father of 4 kids, licensed mage.

Dave: Dave, but now with a hat that does not come off until doffed (or knocked comically from his head.) He still does courier work. Magical creature, though not himself a mage.

Roxander: Machinist for the King, staunch loyalist, and quite suspicious of everyone. He has learned to actually try to verify that his suspicions are valid before reporting people, at least. Is perfectly fine with torturing people, though is fortunately not allowed to indulge in that. Probably.
Paula
Jan 14, 2018 6:56 PM
Re: The Kingdom of Ankhurtz
Harmony Jackson signed up

Changes
Greenskeeper for the Royal Gardens
Seneca
Jan 12, 2018 5:31 PM
Re: The Kingdom of Ankhurtz
Serris signed up. Changes: Now runs a clockwork shop instead of a weapons shop. Clock showroom is always perfectly synchronized. Sometimes also makes clockwork automatons and other zany devices.

Xirah signed up. Changes: Uses a magic translator. Has a licence.

Tristan signed up. Changes: High Archmage for the Guild.

Fuzzle signed up. Changes: Maintenance for Steamworks.

Ferral signed up. Changes: Cannot voluntarily shift, and does not know he can. Stuck in Anthro form. No translator.

Bryyo signed up. Changes: Has no flight-assisting technology. Still employed as Search&Rescue.
Fidgetbat
Jan 10, 2018 5:17 PM
Re: The Kingdom of Ankhurtz
Techila KrakenOS signed up

Changes
Spy in the royal guard
Sassa Jorrummsfold signed up Changes Dragon- no translation spell
Tizzy Batkiros signed up Changes Arch mage for the magic guild.
Simon Noots signed up Changes Resistance spy at Sword and Board- works as chef and bartender.
Eli
Jan 10, 2018 5:43 AM
Re: The Kingdom of Ankhurtz
Seth signed up

Changes
Unlicensed magic user, as such is much more apt to use his shapeshifting and illusions to evade people.
Arrow
Jan 9, 2018 4:20 PM
Re: The Kingdom of Ankhurtz
Kireyja signed up

Changes
Paula
Jan 9, 2018 2:39 PM
Re: The Kingdom of Ankhurtz
Rodney Vlcek signed up

Changes
Nurse
Adreos
Jan 9, 2018 1:56 PM
Re: The Kingdom of Ankhurtz
Willowmic Odiea signed up

Changes
No translation collar. Anthro and tiger forms only.
Samuel Orion signed up Changes Occupation: Scribe for the royal court
Wildcolt signed up Changes Supervisor at Steamworks
Tagor signed up Changes Child care worker
Cela signed up Changes Knight in the Royal Guard
Eli
Jan 9, 2018 1:56 PM
Re: The Kingdom of Ankhurtz
Corbin signed up

Changes
Two of his bodies on the inside (Rex-14 and the Reaper), one on the outside (Erm1n3)- the inside ones have memories of being created and coming into being, though questions of reinstantiation and copying will prove... problematic.
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