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Minescratcher452

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13 minutes ago, Minescratcher452 said:

I really like the fluff-mechanical harmony here, but I would be remiss if I didn't note that this tacdoc is a worse version of Rust, Dust, and Guts. If you wanted to drop the enemy casualty reduction, it would still be approvable.

Okay, I'll adapt it (see below).

Tacdoc for approval:

They are everywhere: Using space transports and dropships, supported by ground attack fighters and orbital bombardment, the Bafatis drop units all over the place, seeking to disrupt enemy supply lines and confusing the enemy about the main point of attack.  while this works quite well, those smaller groups can be destroyed more easily by concentrated attacks.

+3 battle, +10% own casualties

 

Arcology bonus for approval:

+1 to colonize region. Heavy machinery allows for quick production of the equipment needed to establish a colony.

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Finally got that writeup done. Might get 41 done this round too, we'll see.

Lassal (Region 31)

History

In the time before the War of Eternal Bombardments, Lassal was a major urban center in Sansar - a steady flow of gold from their mines gave their people great wealth, and from that a great city was born, stretching along the east coast of the country. Such was their wealth that they were able to leave the jungle in the country unspoilt and maintained as well as possible as a nature reserve, rather than having to use that space for more practical pursuits. That changed when the War of Eternal Bombardments began, and much of Lassal's urban landscape was devastated, and the mines were raided by infantry and collapsed by orbital bombardment. A few pockets of the great city were able to endure the War, either through lacking many high-value targets or somehow enduring it all through construction or shielding, and those became the new cities of Lassal in the postwar era, and those that were in charge of those parts of the city in the prewar era became the first of the line of mayors that govern current-day Lassal. Meanwhile, others fled into the jungle during the War of Eternal Bombardments, soon settling down there to form the first of the towns and villages that dot the jungle today.

Much of Lassal's history after the War describes a slow and steady decline, the country never quite reaching its prewar heights. There was growth, sure, as the population recovered and the sprawl between cities took shape again, but on the whole short-term benefits were increasingly valued over long-term potential growth, and the grandeur of the past was deemed to be unattainable. In some ways, this was something of a blessing, as it meant that they avoided the attentions of the Charovnik-led Kanites and the imperial retaliation that followed, but it also doomed Lassal to irrelevancy. That changed around a century ago, when explorers investigating Lassal's mountains found a prewar mine and were able to bring the old facility to life enough to start mining, and the scent of gold sparked a resurgence in Lassal's people. Since then, there's been a little more drive in Lassal's population, as other mines were rediscovered and started up (even if it is still a fraction of prewar productivity), infrastructure to support the mines has been built, and in the last decade they've been able to take advantage of the rebirth of international trade and start making some decent money.

Geography

The geography of Lassal can be broken up into three major regions. To the east, there is the sprawl, a long unbroken urban landscape hugging the landscape. The origins of the sprawl as several distinct cities that bled together into one is noticeable if one pays close attention, former city centers still forming the heart of the wealthiest and most built-up districts while the space between the old cities typically has more ramshackle buildings and is where you find most of the poorer members of Lassal society. The other thing that's noticeable upon examination of the sprawl is that it's quite green despite all the buildings - many buildings have rooftop gardens or farms, and there are patches among the buildings that are left as open ground and used for agriculture. The sprawl also has a number of docks scattered along it (and an innumerable amount of moorings set up by individuals for smaller boats), which for a long time were mostly derelict besides being used by fishermen, but have seen a minor resurgence in recent decades with the gold trade starting up again.

The land between the coastline and mountains is mostly hilly jungle, with little major development - close to the sprawl, there is the slow, steady and relentless progress of clear-cutting as those in the western parts of the sprawl claim new land for agriculture or building, but beyond that line creeping westwards there are just scattered towns and villages made up of those that survived the War of Eternal Bombardments by hiding in the bush and have lived here ever since. The people here have their own societies to an extent, from self-governed towns to small confederations that dominate a region of the jungle. Criss-crossing the jungle are the new roads, built by the mayors after the rediscovery of gold in the west, and a few jungle settlements have taken advantage of this, making their presence known on the roads near them and adding to the flow of trade - at the most extreme, new settlements have rapidly formed around roads in the areas where the local leaders have fully embraced the idea.

Moving west, the hills transition into mountains, and suddenly the settlements one might find get a lot younger. This is the territory of the gold miners, those who have rediscovered pre-War mines and begun to re-establish the gold trade in Lassal. There are only a few mines in reality, although the tunnels in the mountains stretch out to a considerable distance - enough that some miners, in the search for gold veins that weren't fully exhausted in the distant past, have set up underground communities in the larger caves to serve as staging points for further exploration. Others scour the surface of the mountain for evidence of other old mines, and a few small communities have formed in areas where many of these prospectors reckon a mine may be found.

People

The population of Lassal is generally made up of a mixture of kanites and humans - sure, there are neighbourhoods in the sprawl that are primarily made of some other variety of sentient, and a few towns in the jungle are made up of a group of non-humans who have stayed among their own kind over the last thousand years, but on the average person you come across is almost certainly going to be either a kanite from the north or a human as found in most other parts of Sansar.

Culturally, there is naturally a large divide between those living in the sprawl and those living further inland. In the urban parts of Lassal, there is a common drive among the population to differentiate themselves from the rest of the masses in some way, and this often takes the form of shaping one's clothing and general style in a direction that's showy to the point of being gaudy, and it's usually not hard for an observer to figure out exactly what circles and interests a sprawl citizen is involved in by examining what they wear, how they act and so on. Meanwhile, the jungle towns and villages typically value discretion to a far greater extent, sometimes to the point of isolationism, and wearing clothes that blend in to one's surroundings well has gone from a practical concern to a desired look among those living out there.

There is also a growing population that has emigrated from the Reserve and found a place for themselves in the sprawl. The Eilif Dhaoine government hasn't shown any particular focus on cultural imperialism in Lassal, and beyond ensuring that the Dhaoine aren't mistreated have adopted a mostly hands-off policy when it comes to this immigration - naturally, though, the influx of people and wealth, along with a new mayor in charge, has meant that the part of the southernmost sprawl the Dhaoine have mostly moved into has gone through large changes in the last few years and now feels a lot closer culturally to the Reserve. There are still distinct differences between the Dhaoine neighbourhoods in Lassal and a Reserve city, though - they've embraced the new space and ability to grow horizontally rather than vertically, for instance, and there's no need for walls now that the bàscail are on the other side of the sea (putting aside the minor risk from the odd aquatic/amphibious bàsclan wandering over from the waters around the Reserve).

Government

The sprawl is run by a council of mayors - as the cities of Lassal merged, the mayor of each city took up a seat in this council, and to this day each mayoral position still grants jurisdiction over the districts that made up their city (the poor stretches inbetween the former cities are either brought under the authority of the closest city or left without direct authority, depending on the district itself and the value it may have to the mayor in question). The government itself is quite weak, with each mayor broadly ruling their slice of the sprawl as they wish, and this is an arrangement Eilif Dhaoine has done little to change - so long as the mayors listen when it's imperative that they act in line with Eilif Dhaoine, and the Dhaoine that move to Lassal are treated fairly, the details of how the government is run isn't particularly a concern. The only major change has been expanding the mayoral council by one, adding a representative of the immigrant Dhaoine to govern and speak for those that have come over from the Reserve along with serving as a liason between the Eilif Dhaoine government and local authorities. The jungle settlements are not under the jurisdiction of the mayors, instead ruling themselves or being a part of various minor confederations and feudal arrangements. In recent years, most of the known settlements have been visited by Eilif Dhaoine representatives to tell them about the changes that have happened in the sprawl, and so far both sides have left it at that.

Faith

Heedless Hedonism (Majority)
The hedonistic culture that has taken root in the Lassal sprawl is something born out of the trauma of the War of Eternal Bombardments. After seeing so much death and destruction, the survivors of the cities being bombed came to one conclusion - why shouldn't one focus on enjoying themselves and maximising the pleasure they experience before meeting their inevitable end? The survivors needed something to keep them going as they rebuilt and recovered, and embracing the good things in life has done a lot of work over the years in keeping morale high, minimising the risk of dissent, and securing the position of those on top even as they also revel in hedonism. Those critical of the way of life in the sprawl suggest that this way of living is why Lassal has never fully recovered from the devastation of the War, and indeed why they ended up being conquered by a smaller army, but so far there has been little progress in shifting it from the mainstream culture.

Aprodians (Minority)
The Aprodian faith is the main belief system found in the jungle settlements - the exact details vary from town to town, but the core of the faith has endured and been carried from town to town. Aprodia is a kind of protector spirit, an entity which protected the jungle from the devastation of the War of Eternal Bombardments, who welcomed those who flocked to her to escape the devastation of war while rejecting those who were wicked and dooming them to suffer in the war they caused. Naturally, this has been a major cause for the divide between those that live in the sprawl and those who live in the jungle - the towns that have embraced the new roads and trade with the sprawl are typically those where the Aprodian priests have the least influence.

Resource

Resource: Gold (Precious Minerals/Luxury Goods):
Desired Import: Beverages

In the time before the War of Eternal Bombardments, Lassal's gold mines were famed across Sansar and vast amounts were mined and shipped out every year. Naturally, this meant that they were a target when the War came, and it was thought that they were all collapsed and destroyed. In recent decades, however, the entrances to a few of these mines were found and judged usable - it took some excavation and work to clear a path inside and to fix up some of the old derelict machinery, but soon reports were coming back to the sprawl that gold was once again being mined out of Lassal's mountains. Spurred on by that news, the mayors invested in new mining machines, funded the construction of refineries in the outskirts of their districts, and paid for stretches of jungle to be cleared for new roads to be built for the transport of ore to the sprawl and money back to the new mining towns that have sprung up to take advantage of the gold rush.

The people of the sprawl have always had a significant drinking culture, a demand that Lassal's own scattered agriculture has only just been able to bear. With the recent population influx between Dhaoine immigrants and others attracted by the prospect of making money from the gold trade, that demand is set to quickly outstrip the supply in Lassal itself, and a steady imply of alcohol will soon be necessary - the mayors aren't sure how things will look when the people aren't able to enjoy themselves as much as they'd like and withdrawal starts to kick in, but it's a prospect they're keen to avoid at any cost.

 

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On 3/3/2024 at 3:36 AM, Minescratcher452 said:

Most of this looks good... but:

  • The name "North Left Chonkia" A) makes me sad and more importantly B) is an insufficiently precise geographical identifier to act as a region name. Please replace it.
  • I need more details on the religion and would like to see more details on the culture than I've gotten here.
  • I don't think the description given in the second post justifies an Exotic Matter category, as that category is for things like antimatter and dilithium crystals, but the justification seems more like it would be a Construction Material (if produced in extreme bulk quantities) or a Luxury Good (if the unique malleability is used for aesthetic purposes like jewlery).

Updated

Region Write-up for Approval: The Wyrmlands

NorthLeftChonkia.png.20909e9dfee6eafb0e29b9470192a3a6.png

Region: 45 (Sansar)
Region Name: The Wyrmlands
Owner: Illumined Utopian

Wyrmlands - Geography, Fauna & Flora

The Wyrmlands (known colloquially by certain Sansarite elect as North Up Chonkia) consists of two separated artic tundras with some fairly temperate plains and hills connecting the two. The eastern end of the Wyrmlands shares the waterways with the Arkhive with seasonal ice shelves and freezes creating a ground connection between the regions. In spite of the western tundra a cluster of active and dormant Volcanos make up what is known as the Wyrmholds, for here be Dragons. Well, wyrms - well, large lizards capable of limited flight who bask on the heat given off by the magma formations and the active lava flows. These 'wyrms' flock around the volcanos and seem to have been receptive to the inhabitants of the Wyrmlands, many of whom live in unity with the lizards, some even bonding and training the creatures. Like their rumoured cousins the wyrms seek out shiny treasures and hoard things they find as they dive through the lava floes.

The self titled Wyrmhold is the largest of the Volcano Cities that pepper the area known as the Wyrmholds. The Wyrmhold is carved directly into the largest volcano the city rises from the glaciers and fjords at the foot of the Wyrmseer's Mount all the way to the caldera of the volcano. Spires of obsidian twist with sculptures of ice to form perches and wyrm perch prevention measures for the different tiers of the City.

In the lowlands between the tundra regions wildlife blooms as creatures seasonally flock and migrate through the lands scavenging the plant life of what many say are part of the planet spanning entity known as Coedd. Here farming settlements and livestock habitats are maintained and monitored for the benefit of the Wyrmhold and the other Volcano cities. Some of the inhabitants remain nomadic, preferring to travel from the foot of the Wyrmholds to the eastern tip of the Wyrmlands near the icy border with the Arkhive.

The Inhabitants

The myths of the people living in the Wyrmholds revolve around the varieties of Wyrm that inhabit the volcanos and the Dragons that slumber in the earth. Many of the people appear to have the touch of the dragons growing scales in patches instead of skin and eyes slitted like the wyrms they care for, and generally refer to themselves as wyrmblessed or dragon-touched. Whether it is the magic of the Dragon Eyes they live in proximity of or some longer genetic connection to Dragons of old the people do not know for certain, but their faith would claim it is ancestry from the dragon Kribukyo.

The Major religion, Kribukyo, centres on the veneration of old ancestral dragons and involves the chanting and prayers spoken in the dead dragon tongue. The adherents believe that in completing the rituals to perfection they maintain the (relatively) peaceful volcano's from erupting with Kribukyo's wrath. The high priests believe that a coming disaster will signal the return of Kribukyo which would purify and cleanse all of Sansar in dragon fire making the lands fresh anew for life to again flourish.

The nomadic tribes wandering the icy tundra of the eastern steppes maintain their own ways and do not interfere with the schemes of the Wyrmholds, instead trading with the farming villages in the lowlands the pelts and other items found in the tundra for modern provisions and equipment. These people live as their ancestors had before them stretching back eons into the past with only some modern conveniences integrated with the largely hunter-gatherer lifestyle and have been largely dubbed as the Tribes of Ice. They mostly proscribe to the Blokanite faith, which is the belief in the existence of a will or spirit contained in all of the elements of the worlds. For them largely they listen to the spirits of ice and wind of the Blokanite faith, but some faithful say the spirits of fire speak to them in the Wyrmholds.

The Farming villages in the lowlands feature a blend of both regional cultures, acting as the melting pot between the Tribes of Ice and the Dragon-Touched. While not entirely a regional hub for mercantilism a good portion of the food and industrial equipment is used, purchased, repaired or made in the lowlands due to the availability of space. Relics of the Phinite manufacturing group who founded a good portion of the equipment produced from the lowlands is maintained by a religious group who say the studies and technical documents from the era's bygone require the religious attention given to ensure the ancient machinery continues to produce its needed goods. The cult of Phinites grows among the farmers as they complete preventative maintenance on Phinite equipment with greater success when using the cult's ritualistic approach to repair.

Wyrment of Wyrmhold

The Wyrment of Wyrmhold governed the Wyrmlands and the lowlands in the Wyrmseer's name when he was ruler of the Wyrmlands. A panel of hold leaders from each volcano city are represented in the Wyrment giving voice to the needs and wants of all the volcanos. With the invasion of the Jy'mar a good portion of the old leaders of the Wyrment fell in battle as they led the forces of their volcanos against the Illumined Utopian. With the Wyrmseers surrender the Wyrment was prepared to dissolve, but the Illumined Utopian mandated that they remain in control of their own holdings but answer to Utopian instead of the Wyrmseer.

The Wyrmseer remains secluded in this abode, taking applicants for future telling as he did before, but now without the pressures of controlling the government.

The Tribes of Ice continue to observe their non-interference with the government change and are content to be left alone on the eastern steppes.

Wyrmlands Resource

Dragon Eyes {Magical Items & Construction Materials}
Aspiring wyrm trainers managed to train the hoarding wyrms to travel through the lava floes in search of a rare magical gem found in the Wyrmlands. Dragon Eyes, a usually spherical gemstone with magical properties. Dragon Eyes are mostly transparent with each having a unique inner pattern that swirls to the center of the gem. The believers of myths say these magical gemstones are truly the eyes of ancient dragons laid to rest in the Wyrmlands and that obtaining them and selling them is blastphamy against the old faiths. The more monetary driven wyrmhandlers are happy for the windfall whenever a wyrm brings up a Dragon Eye. The Magical properties of Dragon Eyes are endless, capable of storing large quantities of various different types of magic they are sought after by mages, cultivators and seers alike. Rumors abound that the Wyrmseer uses an unprecedented quality Dragon Eye that is almost a foot in diameter, this is hard to confirm as the elusive seer does not leave his abode. With the arrival of Jy'mar metallurgists to the volcanos further study of the Dragon Eyes continues as the Jy'mar experiment with the resource. An oddity is found that when the Dragon Eyes are expose to the extreme cold and vacuum of space the Dragon Eyes become moldable, able to maintain the gem's transparencies, magical quality and unique swirls while deforming to any wanted shape greatly useful for constructing windows. This discovery sparks a new industry in the Wyrmlands and further increases demands on the Dragon Eyes.

Desired Import: (Precious Minerals)
The Inhabitants of North Left Chonkia like the lizards that are common in the wyrmlands have the touch of avarice. Precious minerals, gold and silver and other gems are highly demanded to bolster their wyrm's hoards or for the peoples own hoards.

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Tech proposal-

Homeostatic Biodomes: .

Requires: Vacuum Hardening, Badalian Mega-Dirigibles, industrial technology

Reduces the distance penalty to colonization rolls by 1. Allows the building of artificial habitats inside atmospheres.

 

The Rugged peoples of Mekhala are used to self-sufficiency. They have learned to apply this to shipping and building new bases by reverse engineering the archeotech habitats of Badal.

 

 

Edited by Featherscale (see edit history)
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On 3/3/2024 at 11:25 AM, volthawk said:

Finally got that writeup done. Might get 41 done this round too, we'll see.

Lassal (Region 31)

History

In the time before the War of Eternal Bombardments, Lassal was a major urban center in Sansar - a steady flow of gold from their mines gave their people great wealth, and from that a great city was born, stretching along the east coast of the country. Such was their wealth that they were able to leave the jungle in the country unspoilt and maintained as well as possible as a nature reserve, rather than having to use that space for more practical pursuits. That changed when the War of Eternal Bombardments began, and much of Lassal's urban landscape was devastated, and the mines were raided by infantry and collapsed by orbital bombardment. A few pockets of the great city were able to endure the War, either through lacking many high-value targets or somehow enduring it all through construction or shielding, and those became the new cities of Lassal in the postwar era, and those that were in charge of those parts of the city in the prewar era became the first of the line of mayors that govern current-day Lassal. Meanwhile, others fled into the jungle during the War of Eternal Bombardments, soon settling down there to form the first of the towns and villages that dot the jungle today.

Much of Lassal's history after the War describes a slow and steady decline, the country never quite reaching its prewar heights. There was growth, sure, as the population recovered and the sprawl between cities took shape again, but on the whole short-term benefits were increasingly valued over long-term potential growth, and the grandeur of the past was deemed to be unattainable. In some ways, this was something of a blessing, as it meant that they avoided the attentions of the Charovnik-led Kanites and the imperial retaliation that followed, but it also doomed Lassal to irrelevancy. That changed around a century ago, when explorers investigating Lassal's mountains found a prewar mine and were able to bring the old facility to life enough to start mining, and the scent of gold sparked a resurgence in Lassal's people. Since then, there's been a little more drive in Lassal's population, as other mines were rediscovered and started up (even if it is still a fraction of prewar productivity), infrastructure to support the mines has been built, and in the last decade they've been able to take advantage of the rebirth of international trade and start making some decent money.

Geography

The geography of Lassal can be broken up into three major regions. To the east, there is the sprawl, a long unbroken urban landscape hugging the landscape. The origins of the sprawl as several distinct cities that bled together into one is noticeable if one pays close attention, former city centers still forming the heart of the wealthiest and most built-up districts while the space between the old cities typically has more ramshackle buildings and is where you find most of the poorer members of Lassal society. The other thing that's noticeable upon examination of the sprawl is that it's quite green despite all the buildings - many buildings have rooftop gardens or farms, and there are patches among the buildings that are left as open ground and used for agriculture. The sprawl also has a number of docks scattered along it (and an innumerable amount of moorings set up by individuals for smaller boats), which for a long time were mostly derelict besides being used by fishermen, but have seen a minor resurgence in recent decades with the gold trade starting up again.

The land between the coastline and mountains is mostly hilly jungle, with little major development - close to the sprawl, there is the slow, steady and relentless progress of clear-cutting as those in the western parts of the sprawl claim new land for agriculture or building, but beyond that line creeping westwards there are just scattered towns and villages made up of those that survived the War of Eternal Bombardments by hiding in the bush and have lived here ever since. The people here have their own societies to an extent, from self-governed towns to small confederations that dominate a region of the jungle. Criss-crossing the jungle are the new roads, built by the mayors after the rediscovery of gold in the west, and a few jungle settlements have taken advantage of this, making their presence known on the roads near them and adding to the flow of trade - at the most extreme, new settlements have rapidly formed around roads in the areas where the local leaders have fully embraced the idea.

Moving west, the hills transition into mountains, and suddenly the settlements one might find get a lot younger. This is the territory of the gold miners, those who have rediscovered pre-War mines and begun to re-establish the gold trade in Lassal. There are only a few mines in reality, although the tunnels in the mountains stretch out to a considerable distance - enough that some miners, in the search for gold veins that weren't fully exhausted in the distant past, have set up underground communities in the larger caves to serve as staging points for further exploration. Others scour the surface of the mountain for evidence of other old mines, and a few small communities have formed in areas where many of these prospectors reckon a mine may be found.

People

The population of Lassal is generally made up of a mixture of kanites and humans - sure, there are neighbourhoods in the sprawl that are primarily made of some other variety of sentient, and a few towns in the jungle are made up of a group of non-humans who have stayed among their own kind over the last thousand years, but on the average person you come across is almost certainly going to be either a kanite from the north or a human as found in most other parts of Sansar.

Culturally, there is naturally a large divide between those living in the sprawl and those living further inland. In the urban parts of Lassal, there is a common drive among the population to differentiate themselves from the rest of the masses in some way, and this often takes the form of shaping one's clothing and general style in a direction that's showy to the point of being gaudy, and it's usually not hard for an observer to figure out exactly what circles and interests a sprawl citizen is involved in by examining what they wear, how they act and so on. Meanwhile, the jungle towns and villages typically value discretion to a far greater extent, sometimes to the point of isolationism, and wearing clothes that blend in to one's surroundings well has gone from a practical concern to a desired look among those living out there.

There is also a growing population that has emigrated from the Reserve and found a place for themselves in the sprawl. The Eilif Dhaoine government hasn't shown any particular focus on cultural imperialism in Lassal, and beyond ensuring that the Dhaoine aren't mistreated have adopted a mostly hands-off policy when it comes to this immigration - naturally, though, the influx of people and wealth, along with a new mayor in charge, has meant that the part of the southernmost sprawl the Dhaoine have mostly moved into has gone through large changes in the last few years and now feels a lot closer culturally to the Reserve. There are still distinct differences between the Dhaoine neighbourhoods in Lassal and a Reserve city, though - they've embraced the new space and ability to grow horizontally rather than vertically, for instance, and there's no need for walls now that the bàscail are on the other side of the sea (putting aside the minor risk from the odd aquatic/amphibious bàsclan wandering over from the waters around the Reserve).

Government

The sprawl is run by a council of mayors - as the cities of Lassal merged, the mayor of each city took up a seat in this council, and to this day each mayoral position still grants jurisdiction over the districts that made up their city (the poor stretches inbetween the former cities are either brought under the authority of the closest city or left without direct authority, depending on the district itself and the value it may have to the mayor in question). The government itself is quite weak, with each mayor broadly ruling their slice of the sprawl as they wish, and this is an arrangement Eilif Dhaoine has done little to change - so long as the mayors listen when it's imperative that they act in line with Eilif Dhaoine, and the Dhaoine that move to Lassal are treated fairly, the details of how the government is run isn't particularly a concern. The only major change has been expanding the mayoral council by one, adding a representative of the immigrant Dhaoine to govern and speak for those that have come over from the Reserve along with serving as a liason between the Eilif Dhaoine government and local authorities. The jungle settlements are not under the jurisdiction of the mayors, instead ruling themselves or being a part of various minor confederations and feudal arrangements. In recent years, most of the known settlements have been visited by Eilif Dhaoine representatives to tell them about the changes that have happened in the sprawl, and so far both sides have left it at that.

Faith

Heedless Hedonism (Majority)
The hedonistic culture that has taken root in the Lassal sprawl is something born out of the trauma of the War of Eternal Bombardments. After seeing so much death and destruction, the survivors of the cities being bombed came to one conclusion - why shouldn't one focus on enjoying themselves and maximising the pleasure they experience before meeting their inevitable end? The survivors needed something to keep them going as they rebuilt and recovered, and embracing the good things in life has done a lot of work over the years in keeping morale high, minimising the risk of dissent, and securing the position of those on top even as they also revel in hedonism. Those critical of the way of life in the sprawl suggest that this way of living is why Lassal has never fully recovered from the devastation of the War, and indeed why they ended up being conquered by a smaller army, but so far there has been little progress in shifting it from the mainstream culture.

Aprodians (Minority)
The Aprodian faith is the main belief system found in the jungle settlements - the exact details vary from town to town, but the core of the faith has endured and been carried from town to town. Aprodia is a kind of protector spirit, an entity which protected the jungle from the devastation of the War of Eternal Bombardments, who welcomed those who flocked to her to escape the devastation of war while rejecting those who were wicked and dooming them to suffer in the war they caused. Naturally, this has been a major cause for the divide between those that live in the sprawl and those who live in the jungle - the towns that have embraced the new roads and trade with the sprawl are typically those where the Aprodian priests have the least influence.

Resource

Resource: Gold (Precious Minerals/Luxury Goods):
Desired Import: Beverages

In the time before the War of Eternal Bombardments, Lassal's gold mines were famed across Sansar and vast amounts were mined and shipped out every year. Naturally, this meant that they were a target when the War came, and it was thought that they were all collapsed and destroyed. In recent decades, however, the entrances to a few of these mines were found and judged usable - it took some excavation and work to clear a path inside and to fix up some of the old derelict machinery, but soon reports were coming back to the sprawl that gold was once again being mined out of Lassal's mountains. Spurred on by that news, the mayors invested in new mining machines, funded the construction of refineries in the outskirts of their districts, and paid for stretches of jungle to be cleared for new roads to be built for the transport of ore to the sprawl and money back to the new mining towns that have sprung up to take advantage of the gold rush.

The people of the sprawl have always had a significant drinking culture, a demand that Lassal's own scattered agriculture has only just been able to bear. With the recent population influx between Dhaoine immigrants and others attracted by the prospect of making money from the gold trade, that demand is set to quickly outstrip the supply in Lassal itself, and a steady imply of alcohol will soon be necessary - the mayors aren't sure how things will look when the people aren't able to enjoy themselves as much as they'd like and withdrawal starts to kick in, but it's a prospect they're keen to avoid at any cost.

 

Change the region number to be correct (24) and you're approved.

 

On 3/4/2024 at 1:04 PM, SerakHawk said:

Updated

Region Write-up for Approval: The Wyrmlands

NorthLeftChonkia.png.20909e9dfee6eafb0e29b9470192a3a6.png

Region: 45 (Sansar)
Region Name: The Wyrmlands
Owner: Illumined Utopian

Wyrmlands - Geography, Fauna & Flora

The Wyrmlands (known colloquially by certain Sansarite elect as North Up Chonkia) consists of two separated artic tundras with some fairly temperate plains and hills connecting the two. The eastern end of the Wyrmlands shares the waterways with the Arkhive with seasonal ice shelves and freezes creating a ground connection between the regions. In spite of the western tundra a cluster of active and dormant Volcanos make up what is known as the Wyrmholds, for here be Dragons. Well, wyrms - well, large lizards capable of limited flight who bask on the heat given off by the magma formations and the active lava flows. These 'wyrms' flock around the volcanos and seem to have been receptive to the inhabitants of the Wyrmlands, many of whom live in unity with the lizards, some even bonding and training the creatures. Like their rumoured cousins the wyrms seek out shiny treasures and hoard things they find as they dive through the lava floes.

The self titled Wyrmhold is the largest of the Volcano Cities that pepper the area known as the Wyrmholds. The Wyrmhold is carved directly into the largest volcano the city rises from the glaciers and fjords at the foot of the Wyrmseer's Mount all the way to the caldera of the volcano. Spires of obsidian twist with sculptures of ice to form perches and wyrm perch prevention measures for the different tiers of the City.

In the lowlands between the tundra regions wildlife blooms as creatures seasonally flock and migrate through the lands scavenging the plant life of what many say are part of the planet spanning entity known as Coedd. Here farming settlements and livestock habitats are maintained and monitored for the benefit of the Wyrmhold and the other Volcano cities. Some of the inhabitants remain nomadic, preferring to travel from the foot of the Wyrmholds to the eastern tip of the Wyrmlands near the icy border with the Arkhive.

The Inhabitants

The myths of the people living in the Wyrmholds revolve around the varieties of Wyrm that inhabit the volcanos and the Dragons that slumber in the earth. Many of the people appear to have the touch of the dragons growing scales in patches instead of skin and eyes slitted like the wyrms they care for, and generally refer to themselves as wyrmblessed or dragon-touched. Whether it is the magic of the Dragon Eyes they live in proximity of or some longer genetic connection to Dragons of old the people do not know for certain, but their faith would claim it is ancestry from the dragon Kribukyo.

The Major religion, Kribukyo, centres on the veneration of old ancestral dragons and involves the chanting and prayers spoken in the dead dragon tongue. The adherents believe that in completing the rituals to perfection they maintain the (relatively) peaceful volcano's from erupting with Kribukyo's wrath. The high priests believe that a coming disaster will signal the return of Kribukyo which would purify and cleanse all of Sansar in dragon fire making the lands fresh anew for life to again flourish.

The nomadic tribes wandering the icy tundra of the eastern steppes maintain their own ways and do not interfere with the schemes of the Wyrmholds, instead trading with the farming villages in the lowlands the pelts and other items found in the tundra for modern provisions and equipment. These people live as their ancestors had before them stretching back eons into the past with only some modern conveniences integrated with the largely hunter-gatherer lifestyle and have been largely dubbed as the Tribes of Ice. They mostly proscribe to the Blokanite faith, which is the belief in the existence of a will or spirit contained in all of the elements of the worlds. For them largely they listen to the spirits of ice and wind of the Blokanite faith, but some faithful say the spirits of fire speak to them in the Wyrmholds.

The Farming villages in the lowlands feature a blend of both regional cultures, acting as the melting pot between the Tribes of Ice and the Dragon-Touched. While not entirely a regional hub for mercantilism a good portion of the food and industrial equipment is used, purchased, repaired or made in the lowlands due to the availability of space. Relics of the Phinite manufacturing group who founded a good portion of the equipment produced from the lowlands is maintained by a religious group who say the studies and technical documents from the era's bygone require the religious attention given to ensure the ancient machinery continues to produce its needed goods. The cult of Phinites grows among the farmers as they complete preventative maintenance on Phinite equipment with greater success when using the cult's ritualistic approach to repair.

Wyrment of Wyrmhold

The Wyrment of Wyrmhold governed the Wyrmlands and the lowlands in the Wyrmseer's name when he was ruler of the Wyrmlands. A panel of hold leaders from each volcano city are represented in the Wyrment giving voice to the needs and wants of all the volcanos. With the invasion of the Jy'mar a good portion of the old leaders of the Wyrment fell in battle as they led the forces of their volcanos against the Illumined Utopian. With the Wyrmseers surrender the Wyrment was prepared to dissolve, but the Illumined Utopian mandated that they remain in control of their own holdings but answer to Utopian instead of the Wyrmseer.

The Wyrmseer remains secluded in this abode, taking applicants for future telling as he did before, but now without the pressures of controlling the government.

The Tribes of Ice continue to observe their non-interference with the government change and are content to be left alone on the eastern steppes.

Wyrmlands Resource

Dragon Eyes {Magical Items & Construction Materials}
Aspiring wyrm trainers managed to train the hoarding wyrms to travel through the lava floes in search of a rare magical gem found in the Wyrmlands. Dragon Eyes, a usually spherical gemstone with magical properties. Dragon Eyes are mostly transparent with each having a unique inner pattern that swirls to the center of the gem. The believers of myths say these magical gemstones are truly the eyes of ancient dragons laid to rest in the Wyrmlands and that obtaining them and selling them is blastphamy against the old faiths. The more monetary driven wyrmhandlers are happy for the windfall whenever a wyrm brings up a Dragon Eye. The Magical properties of Dragon Eyes are endless, capable of storing large quantities of various different types of magic they are sought after by mages, cultivators and seers alike. Rumors abound that the Wyrmseer uses an unprecedented quality Dragon Eye that is almost a foot in diameter, this is hard to confirm as the elusive seer does not leave his abode. With the arrival of Jy'mar metallurgists to the volcanos further study of the Dragon Eyes continues as the Jy'mar experiment with the resource. An oddity is found that when the Dragon Eyes are expose to the extreme cold and vacuum of space the Dragon Eyes become moldable, able to maintain the gem's transparencies, magical quality and unique swirls while deforming to any wanted shape greatly useful for constructing windows. This discovery sparks a new industry in the Wyrmlands and further increases demands on the Dragon Eyes.

Desired Import: (Precious Minerals)
The Inhabitants of North Left Chonkia like the lizards that are common in the wyrmlands have the touch of avarice. Precious minerals, gold and silver and other gems are highly demanded to bolster their wyrm's hoards or for the peoples own hoards.

Changes and additions look good. Approved.

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8 minutes ago, Minescratcher452 said:

Change the region number to be correct (24) and you're approved.

Huh. How the hell did I do that? Anyway, awesome thanks.

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On 3/3/2024 at 1:06 PM, Minescratcher452 said:

Your Admiral was approved last round. It's my bad it was missed from the opener, but I won't be retroactively changing it.

 

I really like the fluff-mechanical harmony here, but I would be remiss if I didn't note that this tacdoc is a worse version of Rust, Dust, and Guts. If you wanted to drop the enemy casualty reduction, it would still be approvable.

 

Most of this looks good... but:

  • The name "North Left Chonkia" A) makes me sad and more importantly B) is an insufficiently precise geographical identifier to act as a region name. Please replace it.
  • I need more details on the religion and would like to see more details on the culture than I've gotten here.
  • I don't think the description given in the second post justifies an Exotic Matter category, as that category is for things like antimatter and dilithium crystals, but the justification seems more like it would be a Construction Material (if produced in extreme bulk quantities) or a Luxury Good (if the unique malleability is used for aesthetic purposes like jewlery).

 

Looks good, approved. One question: what's the word to refer to a person from Cannor?

 

Excellent work, approved.

...Cannorian? :V

 

Arcology: Black Foundry (+1 to Ground battles or +1 to Offensive Ground battles), Region: 32 (Fel Iron)

Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Automated mining equipment working all year long, dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward continuous development and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights.

Arcology: The Black Foundry 2.0 (+1 to Offensive Space battles) 

The behemoth structure towers over even the mountains surrounding it, and is powered by the entire might of a half-dormant volcano. It existence is entirely devoted toward manufacturing of massive hulls and plates necessary for the production of the iconic iron spacecrafts and starships of the republic. Plentiful iron deposits and numerous processing facilities are present under the tower, where hard working miners dig out the metal daily and send it for infusion and alloying into fel iron through arcane and secretive processes.

Seeking approval for both. Not sure which I want yet. Open to suggestions for the bonus and all if they are invalid or something.

Edited by DKArthas (see edit history)
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Artifact: The Eye of the Storm (-2 to enemy leader loss when equipped by a character)
An eyeball with a smooth titanium exterior containing a woven mass of intricate copper wiring and fiber-optic cable. Rather than a pupil and iris, the focal point of the eyeball contains a miniature swirling hurricane of dust mimicking the perpetual storm above Vesper. Lightning flickers across the tempest when the wearer focuses on someone with violent intent.

When surgically installed into a humanoid's eye socket, the wearer can zoom in on distant objects with but a thought. This makes it trivially easy to pick out the enemy general on the dust-riven battlefield or the opposing admiral's distant flagship from amongst the fighter swarm.

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Proposed Economic Tech: Anti-gravitational rail.

Reqs: Nuclear Fusion, Arcane Amplification, (Ores and Alloys)

Effects: +1 to Buyouts

Withe the influx of new technologies, the Masklanders immediately begun experimenting with what they already have to find new outlooks for technology. What they found was that by applying some basic magical principals with vast amounts of power, one could create a very strong levitating effect, however an unbroken link is needed to achieve this. Therefore these new anti-gravity plates are set with a pair or rails, to help steady the load.

Some have called this 'magnetism,' however the sheer amount of mass this effect can lift is far beyond that alone. This will surely allow cargo to be hauled in vaster loads, and maybe more in the future

 

 

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On 2/26/2024 at 4:18 AM, Kythia said:

Size bonus proposal - +1 to ground battles on Sansar. I'm not entiely sure where the line is for size bonuses - that feels more powerful than Ty's but less than Mappy's If it needs shifting downwards: +1 to offensive ground battles on Sansar is a direct downgrade of Mappy's so should pass the test?

 

I would like to talk to you about the fluff for this in more detail - I never got a satisfactory answer regarding it in our previous conversations. For now, +1 to offensive ground battles on Sansar is fine, but we need to have that discussion.

On 2/28/2024 at 12:04 PM, farothel said:

Arcology bonus for approval:

+1 to colonize region. Heavy machinery allows for quick production of the equipment needed to establish a colony.

Personally I might recommend Settle Colony or Prospect, rather than Colonize, but I guess I can see it.

On 3/5/2024 at 9:24 AM, Featherscale said:

Tech proposal-

Homeostatic Biodomes: .

Requires: Vacuum Hardening, Badalian Mega-Dirigibles, industrial technology

Reduces the distance penalty to colonization rolls by 1. Allows the building of artificial habitats inside atmospheres.

 

The Rugged peoples of Mekhala are used to self-sufficiency. They have learned to apply this to shipping and building new bases by reverse engineering the archeotech habitats of Badal.

 

 

Replace Industrial Technology with Industrial Machinery, and some more clarity/specifity about the latter effect would be ideal. Do you actually just want the ability to make new island regions with a D10?

On 3/7/2024 at 6:28 AM, DKArthas said:

...Cannorian? :V

 

Arcology: Black Foundry (+1 to Ground battles or +1 to Offensive Ground battles), Region: 32 (Fel Iron)

Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Automated mining equipment working all year long, dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward continuous development and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights.

Arcology: The Black Foundry 2.0 (+1 to Offensive Space battles) 

The behemoth structure towers over even the mountains surrounding it, and is powered by the entire might of a half-dormant volcano. It existence is entirely devoted toward manufacturing of massive hulls and plates necessary for the production of the iconic iron spacecrafts and starships of the republic. Plentiful iron deposits and numerous processing facilities are present under the tower, where hard working miners dig out the metal daily and send it for infusion and alloying into fel iron through arcane and secretive processes.

Seeking approval for both. Not sure which I want yet. Open to suggestions for the bonus and all if they are invalid or something.

The offensive version for either works, but I think the former works better, myself.

On 3/8/2024 at 6:19 AM, aerin13 said:

Artifact: The Eye of the Storm (-2 to enemy leader loss when equipped by a character)
An eyeball with a smooth titanium exterior containing a woven mass of intricate copper wiring and fiber-optic cable. Rather than a pupil and iris, the focal point of the eyeball contains a miniature swirling hurricane of dust mimicking the perpetual storm above Vesper. Lightning flickers across the tempest when the wearer focuses on someone with violent intent.

When surgically installed into a humanoid's eye socket, the wearer can zoom in on distant objects with but a thought. This makes it trivially easy to pick out the enemy general on the dust-riven battlefield or the opposing admiral's distant flagship from amongst the fighter swarm.

Looks good to me.

On 3/8/2024 at 1:08 PM, Tentreto said:

Proposed Economic Tech: Anti-gravitational rail.

Reqs: Nuclear Fusion, Arcane Amplification, (Ores and Alloys)

Effects: +1 to Buyouts

Withe the influx of new technologies, the Masklanders immediately begun experimenting with what they already have to find new outlooks for technology. What they found was that by applying some basic magical principals with vast amounts of power, one could create a very strong levitating effect, however an unbroken link is needed to achieve this. Therefore these new anti-gravity plates are set with a pair or rails, to help steady the load.

Some have called this 'magnetism,' however the sheer amount of mass this effect can lift is far beyond that alone. This will surely allow cargo to be hauled in vaster loads, and maybe more in the future

 

 

I wanna talk to you about your intent here with this, as I think this is very neat as a tech idea but I'm not sure if that effect is the best representation of what seems to be a very infrastructural tech, and I want to make sure we're on the same page.

Quote

[Economy 5] Create an Arcology in the Bironian Crosspaths (Noble Metals)
+1 to Sacks
The Arcology known as [The Novacore Foundries] has been established. The metals forged and enchanted in the Crosspaths are prohibitively expensive and durable, and have been known over the centuries to deal significant damage when thrown against their enemies. Those who control the flow of these metals also carry a tangible advantage in small scale raids and battles, where brute force is king. Coupled with the mercenary culture of the council of knights, they have been hired many a time to harass and pillage a faction's foes.
+1 Loyalist Power

I mean, this seems basically fine - I'm mostly just confused why it's not a bonus to resisting Sacks, given the nature of the Bulwark. Seems like that would be a pretty straightforward representation of their merchant guards deal. But anything that can give a bonus to resisting sacks can usually also make sense to give a bonus to doing them, so if you're wanting this to represent a shift in focus, that would be alright by me.

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57 minutes ago, Rolepgeek said:

I would like to talk to you about the fluff for this in more detail - I never got a satisfactory answer regarding it in our previous conversations. For now, +1 to offensive ground battles on Sansar is fine, but we need to have that discussion.

Apologies, I very much thought this was resolved.

To recap what I've already said:

The idea is that the cultists of Coedd use their skill with "living on the land", with moving undetected through vegetation, etc to serve as scouts and skirmishers to the main army ("they're not just in the jungle they are the jungle" - adjust as appropriate for other terrains). This is ad hoc supplemented by animated vegetation serving as snares or even directly attacking isolated groups.

 

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1 hour ago, Rolepgeek said:

Personally I might recommend Settle Colony or Prospect, rather than Colonize, but I guess I can see it.

I was thinking more off things like the initial fusion reactor, the atmosphere processing plant, a dome (if needed), prefab buildings, etc. All that heavy stuff that you need to establish a colony. But I guess you need heavy machines for all stages of a colonization effort.

I would like to keep it to the initial 'colonise region' but if that's not allowed, I'll switch to settle colony (encourage settlement is what it's called now I think).

 

Arcology bonus for approval:

+1 to colonize region. Heavy machinery allows for quick production of the equipment needed to establish a colony.

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1 hour ago, Rolepgeek said:

I wanna talk to you about your intent here with this, as I think this is very neat as a tech idea but I'm not sure if that effect is the best representation of what seems to be a very infrastructural tech, and I want to make sure we're on the same page.

My thoughts were the bonus to buyouts came from the ability to shift higher amounts of goods around making it more of a logistical incentive to get behind those who use this tech. There is also some thought this may lead to more military applications of it such as anti-grav weapons platforms or railguns, but also really good trains.

I suppose it could also be a bonus to impressing merchants as well, or even swaying?

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4 hours ago, Rolepgeek said:
On 3/5/2024 at 9:24 AM, Featherscale said:

 

Replace Industrial Technology with Industrial Machinery, and some more clarity/specifity about the latter effect would be ideal. Do you actually just want the ability to make new island regions with a D10?

Yes, I want that ability very much, and was told a econ tech was the way to get it. I added a weak but rationally related Secondary ability.

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