OUT OF LUX discussion


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• 𝗧𝗛𝗘 𝗠𝗜𝗚𝗛𝗧𝗬 𝗪𝗢𝗥𝗟𝗗 𝗧𝗜𝗠𝗘𝗟𝗜𝗡𝗘... 𝗨𝗛𝗛 𝗦𝗢𝗥𝗧 𝗢𝗙
The shadowfog has been spreading over the last twenty years.
The Runalithe crew has been in the sister cities for three months.
We are starting roleplay in present day only. The war between
Voxthain and Asterath took place several generations ago, so no character
will have memory of it.
On the timeline spectrum, the lifespan of an unmodified Luxian is
between seventy-to-ninety years. The exception lies with heavily
modified cyborgs, which then become more automaton than living
person. Modifying the brain, the heart, or important organs that make
up a soul and are fueled purely by muscle and flesh, will extend your life
but slowly chip away at your humanity. It is frowned upon to extend your
life in this way, and it is uncommon but does happen. Luxians
generally do not fear death, as they believe in the magical cycle of all
living things. They believe their soul will come back in whatever form, and
that their consciousness will never fully disappear.
There are cases where the fear of death does cause one to try to modify
themselves so that they live eternally, but that is more terrifying to
some as it strips away your pure magic and soul even if you do continue
“living”.
Cyborgs, however, are very common and acceptable. The shadowfog
has taken much from the people that have come into contact with it,
leading to the necessity of magically enhanced prosthetics. These
prosthetics are often clockwork in nature in Voxthain and neon in
Asterath, matching the magical energy of the two cities. Early deaths are
incredibly uncommon as magic can extend your lifespan without altering
your soul or pure magic. Prosthetics and magically-fueled enhancements
are common and it is often that you will see Luxians with them.
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• 𝗖𝗢𝗠𝗠𝗨𝗡𝗜𝗦𝗠 𝗙𝗢𝗥 𝗔𝗟𝗟! (𝗔𝗧 𝗟𝗘𝗔𝗦𝗧 𝗜𝗡 𝗧𝗛𝗘 𝗦𝗜𝗦𝗧𝗘𝗥 𝗖𝗜𝗧𝗜𝗘𝗦)
Money sux so we aren’t using it. (It wasn’t Rory that said something
goofy this time, let it be known! That was Isabella!) There is no currency
within the sister cities of Asterath and Voxthain, on a serious note, as
they trade and are generally taken care of by magic itself. Summoning
food, water, or anything someone needs is commonplace. For anything
other, such as hobby-related items or wants, are traded for.
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• 𝗧𝗛𝗘 𝗚𝗔𝗡𝗚𝗦 𝗢𝗙 𝗔𝗦𝗧𝗘𝗥𝗔𝗧𝗛
they trade and are generally taken care of by magic itself. Summoning
food, water, or anything someone needs is commonplace. For anything
other, such as hobby-related items or wants, are traded for.
The three gangs of Asterath all have very different vibes and agendas.
The Night Riders are more chaotic good and are on the young end,
more goofy kids making a show of being tough than an actual gang.
They cause general chaos around the city and make a show of flying
around on their hoverboards in their gang colors.
The Arachniads are more chaotic neutral, as they are
bystanders and although they know of and see the evil being done,
they do nothing to stop it nor do they interfere. They take in street
rats and train them to be good thieves and pickpockets, so the
chaos they contribute to is more inconvenient than evil. Side note—yes,
they are called the Arachniads. Not Arachnids. Stylistic choice.
Club Serpentine is more true evil, made up of the worst of
Asterath. Any drugs in the city are run through them, and they have a
business in killing. There is a code that they follow, but that
code is bad news for any law-abiding citizen of Asterath. They are shoot
first, ask questions later—picking fights and ending them before anyone is
the wiser.
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• 𝗦𝗖𝗛𝗢𝗢𝗟 𝗟𝗜𝗙𝗘
Big news in the world of Lux! There is also a school for aspiring mages,
because we the moderators think that this is so cool and funky and fresh
and we want to give you all more locations and opportunities for roleplay
in this setting. (Say thank you, Isabella and Rory! You’re so sick!) The
school is called CogworksHogwarts!Academy for
Mages and Magic, and it is the primary school for all children
in Voxthain and Asterath.
It teaches kids from age five to eighteen on the basics of magic,
but also general life skills like reading and math, because it is still a regular
school. (We know we said that it starts at a very young age, but please
don’t make a character younger than twelve.) Students start out in general
classes on all fields of magic, and as they age, they take more and more
specialized classes on their chosen schools of magic. By the time they
are leaving the academy, they will have specialized and advanced
knowledge of one or two fields of magic and a general understanding of
all magic, preparing them for a magical life in the city.
In addition to Cogworks, the secretive Grimcroft family teaches their
children the ways of magic in their own, personalized schooling with the
Coven. While some children that will eventually enter into the Coven
do attend Cogworks, most are schooled separately to keep their ancient
magic alive.
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• 𝗧𝗛𝗘 𝗩𝗢𝗫𝗧𝗛𝗔𝗜𝗡 𝗠𝗜𝗟𝗜𝗧𝗜𝗔 𝗘𝗡𝗧𝗘𝗥𝗦 𝗧𝗛𝗘 𝗣𝗜𝗖𝗧𝗨𝗥𝗘
Even more keeps getting discovered on the moon of Lux! (At this point
it's starting to feel crowded.) The noble Hayden family in Voxthain holds
power over the city's police system with their militia. The militia is
run by the Haydens, but all sorts of shenanigans could be occurring
within the force itself. They may even be looking into the recent murders
and disappearances occurring in the cities.
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• 𝗧𝗛𝗘 𝗥𝗨𝗡𝗔𝗟𝗜𝗧𝗛𝗘 𝗖𝗥𝗘𝗪
Runalithe is the last remaining country in the continent of Faerûn,
which has quickly been overrun with shadowfog. From there, eight of
the remaining survivors with specific qualifications have been sent in a
squad across the oceans to discreetly invade the magic-abundant
cities of Voxthain and Asterath in Valoran.
The leader is the voice and main decision-maker of the squad,
keeping everyone together and providing guidance. They are methodical
and analytical, their cunning thinking allowing for easy and quick missions.
The second is an assistant of sorts to the leader, holding similar
skills but perhaps conflicting ideas and a different way of thinking so as to
hold the leader accountable and to prevent complete rule under one
person’s decisions.
The technomancer is an expert in the melding of advanced technologies
with the latent potential of magic. This individual is pivotal to the
success of the mission, as they are the one keeping all of the equipment
in working order.
The navigator has expertise in the technology that brought the gang of
Lunatics across the globe to Valoran, and has access to more technology
that gives the group a lay of the land. The navigator is the member of the
crew traveling back and forth from home, dispersing the gathered magical
energy across their land.
The assassin is the odd one out, with no leadership or city-saving
skills. Instead, they had initially been brought along in case of danger. A
fighter to protect them if a physical conflict broke out. As the plan shifted
to sucking the magical essence out of people instead of objects, they have
taken on a larger role in the mission as a murderer of sorts.
The infiltrators were the first people to head out into the cities, and
they have made a name and place for themselves in their respective cities.
People think they are locals, friends, coworkers, when they are there
to find the people with the highest magical potential to drain.
The Magehand was brought on with the initial purpose of finding magical
objects with the most magical potential/essence and now that things
have shifted to murder they’re more of an outcast/the one that they will
throw to the wolves in case of danger.
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• 𝗧𝗛𝗘 𝗚𝗥𝗜𝗠𝗖𝗥𝗢𝗙𝗧 𝗖𝗢𝗩𝗘𝗡
The Secret Society, or the Coven, are a group of women with inherent
magical prowess who carry the Grimcroft blood, no matter how distantly.
They have many designated roles within their Coven, and anyone within
can be part of any Voxthain family or otherwise. The Grimcroft blood
runs through many different families and all throughout Voxthain, even
if a member doesn’t carry their last name anymore.
The Moon Matron is the head of the Coven. She is likely the
previous leader’s daughter or close relative. All of the Coven’s secrets
and ideals are passed down to her. She keeps order and maintains their
members.
The Sun Keeper is the lore and history archivist. She makes sure
their history, family, and customs are upheld and documented. The Sun
Keeper knows every woman in Voxthain who carries Grimcroft blood
and keeps track of the Grimcroft line.
The Star Tamer is someone who oversees the training and teaching of
the initiates. She is incredibly knowledgeable and makes sure their
younger and newer Coven members learn all they need to in order to be
part of the Coven.
The Tempest Scribe is the head of Abjuration magic within the
Coven. She excels in this magic and will notice if any initiate has an
affinity for her chosen magic, taking them as an apprentice.
The Cloud Chanter is the head of Conjuration magic within the
Coven. She excels in this magic and will notice if any initiate has an
affinity for her chosen magic, taking them as an apprentice.
The Twilight Singer is the head of Illusion magic within the Coven.
She excels in this magic and will notice if any initiate has an affinity for her
chosen magic, taking them as an apprentice.
The Umbral Weaver is the head of Transmutation magic within the
Coven. She excels in this magic and will notice if any initiate has an
affinity for her chosen magic, taking them as an apprentice.
The Nova Bearer is the head of Evocation magic within the Coven.
She excels in this magic and will notice if any initiate has an affinity for her
chosen magic, taking them as an apprentice.
The Flurry Seeker is the head of Enchantment magic within the
Coven. She excels in this magic and will notice if any initiate has an
affinity for her chosen magic, taking them as an apprentice.
Initiates are usually young, the age of a Cogworks student, and their
education and schooling are with the Star Tamer and their mentors in
the Coven. If they are initiates here, they do not attend Cogworks,
but there are not many of them.
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