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Space Habitat Submission: Ouvriead (Region number pending - 111?)

 

Layout

In orbit above Sansar’s southern hemisphere is Space Habitat Ouvriead. This city-sized station is built in two sections. 

The upper section is a thick ring approximately two kilometers in diameter, and thirty-six levels high. This ring contains habitation, production, agriculture, manufacturing, and command areas. Viewports on the outer and top faces of the ring provide stellar observation areas as the station rotates slowly, offering views of Sansar, Firmament, Aridyin, and space beyond depending on the current position.

The lower section consists of three U-shaped segments at one-hundred-twenty degree angles, horizontally aligned to the ring above. The arms of each U are equipped with hundreds of mechanical manipulators and facilities for docking spacecraft, and extend nearly a kilometer beyond the outer edge of the ring. One of these sections is oriented for receiving planetary launches of personnel and supplies; the second for docking small and mid-sized spacecraft and shuttles, with visitors from other countries in mind as well as military craft. The third is currently planned as a shipyard, for construction and servicing of vessels.

Visual Inspirations

Ring (image credit Dmitry Vishnevsky):

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Arms (image credit SmirnovArtem):

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People

The staff and leadership of Ouvriead are primarily Usheret. Though the habitat has vast living quarters for visitors, workers, and families, most of the habitation ring is vacant, awaiting future migration and settlement programs. The current population is largely administrative personnel and construction and maintenance workers. Approximately one-third of the initial staff are military and government employees. The remainder are contractors.

Resource (Pending Prospect action)

Recon Corvettes (Spacecraft, Information and Data)
A large portion of the exterior of the space platform is dedicated to a zero-g shipyard. The premise is that some assembly difficulties that occur in planetary conditions can be bypassed by launching separate fabricated components from the surface to undergo final assembly in vacuum. When fully staffed, machine shops and robotics bays on the station will allow for smaller craft to be fully assembled from start to finish without depending on launches from the surface. 
The signature vessel to be assembled in this shipyard is dubbed the Arestoir-class Recon Corvette. It is a small vessel meant to be crewed by twenty to thirty humans (or equivalent), sporting a narrow body section for living and operations, with a broadening prow that culminates in a powerful array of sensors meant for picking up and analyzing spacial motion and telemetry data. 

Desired Import (Suggested)

Luxury Goods 
While the production areas of the station provide basic agriculture for sustenance and manufacturing facilities for textiles, tools, and medical necessities, the station does not produce significant amenities to meet the recreational needs of a larger population. Most luxuries and entertainment must be imported. 

Faith

Practica Arcanai (Minority)
As the station is primarily staffed by Usherets, it is to be expected that the popular disciplines of Practica Arcanai are common here. Day-to-day tasks like first aid, supply management, and station maintenance are made easier with the application of Articumancy and Geomancy. While there are not yet active centers for higher education here, there are plans and spaces allocated to provide schooling and learning centers for inhabitants and visitors.

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The Emerald Expanse (Region 41)

Geography

As its name suggests, the Emerald Expanse is a vast stretch of rainforest in western (or left) Chonkia. As one goes further north and west, the rainforest blends into other kinds of woodland and open plains, eventually becoming quite open near the border to the Moonsoul Mountains or the Flowering Lands. To the south, there is a small mountain range separating it from the desert around Davis Port. The city-states of the Expanse are found on the coast, connected by a series of busy highways along which there is a steady constant flow of trade (although until very recently these fell quite short of reaching other regions), while smaller routes snake out into the rainforest to various points of (primarily economical) interest.

History

The Emerald Expanse was a part of Sansar that saw little settlement in the time before the War of Eternal Bombardment - the current population have little connection to pre-War society so can only hazard guesses as to why, and while little can be proven the overall consensus is broadly just that there were better places to live (although other theories, like the Expanse being one huge reserve in the old days, are common). In any case, compared to other parts of Sansar where pre-War infrastructure or ruins play a major part in society, here the influence of those old days is limited to one thing - the main coastal highway along which all the city-states were built.

The city-state's inhabitants came about after - or perhaps during - the War of Eternal Bombardments, their earliest records describing them living in the rainforest. As their history describes it, they were nomadic in those days, and eventually their travels brought them to the coast and the highway. Seeing the value in such a road, they settled down - typically, each city-state's account of this period describes their city as the first, and the others as later colonies that became independent with time - and began to quickly build up great cities. Over time, Pratibdhism emerges and is reformed into its current state, the uniform system was estalbished, and the city-states traded with each other and occasionally fought each other...overall they grew and thrived. The appearance of explorers from the south, and news of the new status quo, were a welcome sight as the merchant class of the city-states eagerly anticipated great amounts of trade. What they got instead was an army sent by Eilif Dhaoine, and a rapid conquest by the Elect country.

People

The main population of the Emerald Expanse are the kalee, a reptillian humanoid species that stand a little taller and broader than the average human. Their skin displays chameleonic properties, although these days those abilities are seen as rather primitive and distrustworthy - rather than changing to suit the situation, one should only change to suit themselves, and accentuate that colour with clothing choices.

Government

Before the war with Eilif Dhaoine, the city-states of the Expanse were broadly independent - yes, they often traded and dealt with each other, hence the uniform system, but they also very much preferred to rule themselves and at times even came to blows with each other. That started to change when lannan were first seen off the coast of the Emerald Expanse, and city-states began to discuss mutual defence. Through much politicking and negotiation, a self-defence pact was formed, although when it came time to decide who would lead the unified armies of the city-states...Veldoon was chosen. The man had many friends, many favours owed to him, and no shortage of bluster and eloquent exaggerated arguments, and was able to work the system enough to end up as General Veldoon, wearing a uniform festooned with medals (few of which actually spoke to his military prowess, just that he had been there for a lot) and leading his force with a confidence that far outstripped his ability. When he was defeated, Giomad of Fairnead accepted his surrender and took his medals, but ended up giving him more power than he had before. After all, it suited the Eilif Dhaoine government well to have one central government here to talk to and deal with rather than having to have duplicated systems in place in every single city-state, and Veldoon was the man who still ostensibly led the combined military of the city-states, so the man found himself presented with an offer, one he gladly and eagerly took, finding himself as the governor of the region, the man acting as the go-between for Eilif Dhaoine and the city-states. It's...not left him as a popular man among those in the city-states who despise their recent loss of independence, but it has made him a popular one, allowing him to raise a government of sycophants and yes-men which the city-states avoid dealing with as much as possible by broadly giving him enough to keep him and the Dhaoine happy but otherwise ignoring him as much as possible.

Faith

Pratibdhism (Plutality)

A belief system forbidden to be held by the commonners of the city-states, the tenets of Pratibdhism are firmly kept as rules for upper classes or the military - as those who maintain the system argue it, this a compromise between giving the faith's ideals due respect and allowing for a functional government. This is because Pratibdhism is a creed that strongly advocates two interlinked but distinct ideals - independence and impedence - and those in charge of Expanse cities suggest that everyone following these ideals would lead to anarchy. The first part, independence, boils down to the fact that the Pratibdhists are allowed and expected to act with more freedom and self-determination than the commoners - they have fewer legal restraints on them, have access to bureaucratic shortcuts that are otherwise barred, and culturally are allowed to decide their own fate, and decide the fate of others, to a much greater extent than those barred from Pratibdhism. The second aspect, impedence, drives the Pratibdhist to act against those whose beliefs and motivations are contrary to their own - it is not enough to live and let live, action is required to affirm their beliefs and independence. What form that action is expected to take depends on one's social standing and role in society - naturally, outright violence is rarely allowed.

Among the nobility, independence is the reason to exist - wealth is to be used to assert one's identity and flaunt their excess of self-belief, while impedence takes the form of no shortage of political squabbles and feuds between the nobility of a city-state or even sometimes between those of different city-states. In the military system, however, these two ideals form the incentive and duty of the soldier - independence is their reward, service granting them some of rights and freedoms afforded to Pratibdhists (although not quite to the extent of the nobility), while impedence is their duty, opposing those that would act against the interests of their city-state and thus interfering with their own route to freedom. The third group of Pratibdhists comes from the merchant classes, those who make money on the trade routes between city-states and eventually make enough to buy themselves the right to practice Pratibdhism - while they still have a few restrictions compared to the nobility, they also have less of the inbuilt cultural norms the average noble is subconsciously bound by, allowing them to express the faith in much more varied ways.

Resource

Uniforms (Fabrics and Textile Products/Art and Cultural Products)

The uniforms made here, and the heraldry displayed on them, are the pride of the city-states. The uniform system is a cornerstone of the way that the city-states deal with each other - in the early days of their history, subterfuge and theft was common, the kalee using their natural talent for disguising as other kalee and blending in with their surroundings to take what they want from each other, and it soon reached a point where something had to be done. The nobles of the city-states met and discussed the issue and the solution they came to was clothing - something fixed and immutable in colour, which couldn't be changed as easy as a kalee's scales and which inherently showed a willingness to deal fairly. A dizzying array of designs were agreed upon by the nobility in those early meetings, allowing for those doing business between city-states to clearly broadcast their allegiances and business on their uniform, and over time it has been expanded as needed and uniform-making itself become an art form for the city-states, experimenting and competing with methods to show the correct symbols in new and interesting ways.

Desired Import: Medicine and Drugs

Despite living in or near the rainforest for well over a thousand years at this point, the fact is that the kalee have only slightly better resistance to the diseases found out there. There is always a need for more medical supplies, particularly now that they don't have to rely on their own attempts (fraught with frustrations and setbacks) to use plants in the rainforest to synthesise medicines and have access to the interplanetary market.

 

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I wrote a (admittedly kinda meandering and probably partially off-topic, but hopefully still worthwhile) thing for the WTU inspection while I was offline earlier but didn't get back before the round closed, so posting it here:

ELD Inspection details

Overall, the best way to summarise the typical attitude to worker's rights and conditions in Eilif Dhaoine's dominion is a kind of...practical indifference to the topic, doing what's needed to ensure a decent level of morale and productivity, never particularly veering into policies driven by cruelty or disdain for the common worker but also rarely doing anything that advances their cause without an ulterior motive. This is compounded by the fact that the Eilif Dhaoine government takes a rather laissez-faire approach to business matters and so rarely gets involved if practices the Union would disagree with do crop up.

In the Reserve itself, it is hard to escape two factors - the way that residence within the city walls is tied to work, and the omnipresent industry of Reserve cities. The former is a policy that the Dhaoine do not find unreasonable - if you want to live within the protection of the city's walls, you need to pay for the privilege (outright buying property and landlord/tenant arrangements are allowable, as is renting government-owned property - some of the latter category is earmarked as emergency property used as a lifeline for those whose circumstances take a downward turn, but such help is on a strict timetable) and living outside of the walls is more dangerous (although less so in recent years) but far more likely to be less stringent about rents and such. Naturally, if you're gainfully employed (read: not a sealga) there are other taxes and such to consider, though. The latter is likely more of a sticking point for the Union inspectors - Dhaoine cities are very vertical in their construction and most of their industry is found within the city rather than external sites, meaning that pollution is always going to be a concern. When you take the previous point into consideration, and think about how housing that is closer to that industry or otherwise more exposed to the noxious gases and other by-products of industry is far cheaper than, say, the prestigious and meticulously cleaned ground floor properties, an obvious issue presents itself. Within the industries themselves, standards are...sufficient. Most Dhaoine businesses have made the call that a living worker is worth more than a cheaper dead worker, and so take the necessary steps to prevent easily-stopped risks and hazards, and the Eilif Dhaoine government ensures that everyone living or working in a Dhaoine city has certain biological/genetic enhancements necessary for thriving in the Reserve (primarily those allowing for better tolerance and processing of bàscail meat, although others deal with more general toxin and pollution resistance), but there is definitely room for improvement in places where business leaders have decided that the risk of harm isn't quite worth the cost of fixing it.

In Lassal, mining is hard work as it always has been, but modern technology has made the process significantly safer than it was in the past, and this has continued into the refineries and other industries that are built around the gold trade. That said, some of the mining towns in the hills are essentially company towns one gold corporation controls it all (often even refining the gold on-site rather than shipping off ore), a practice Eilif Dhaoine has seen little reason to break up given their hands-off approach to internal economic practices. In the sprawl itself, there's a notable amount of unemployment in poverty in the less governed areas, some operations set up in those neighbourhoods definitely cut corners to take advantage of the lack of attention shown there, and wherever you go there's little in the way of social support from the mayors, except for the Dhaoine living under the jurisdiction of the Dhaoine mayor whose policies echo those seen in the Reserve.

In the Emerald Expanse, there is no standardised system for safety standards, worker's rights or similar matters - it all depends on the city-state in question, and the way that Pratibdhism is typically interpreted means it's often down to the business owner themselves. That said, the constant flow of trade and people between the cities here does mean that there are some common expectations that have become entrenched in the minds of the working class - after all, if they don't like what a business or city is offering them, the Expanse has some very nice roads to walk away down.

While the Flowering Lands works under a feudal system, the prosperity and abundance of the region means that even those working in the farms and ranches have a fairly good standard of living, able to produce enough to cover their obligations and still have enough to live off. The work itself is also fairly safe, with enchanted clothing providing a decent amount of protection against accidents out in the farms, and when it comes to manufacturing and production the overall high standard of living in the region means that a good amount of protection and safety standards are to be expected.

 

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Proposed Tactical Doctrine

Blissful Ignorance:

Forgo Orbital Superiority Bonus

Ground Battle gets

Enemies Suffer +20% Casualties

Allies Suffer -20% Casualties

Enemy Leader Loss -3

Own Leader Loss -1

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On 3/10/2024 at 7:31 AM, Kythia said:

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.

 

This fluff doesn't make sense to me as being specifically for offensive battles only. I understand that this wasn't your initial request, but the fluff you do use should fit with the mechanics that end up being used. This fluff would be ideal, in my opinion, for a bonus to battles that you Sought Aid for.

On 3/10/2024 at 8:18 AM, farothel said:

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.

Yeah, that's fine. High quality heavy machinery can certainly help in the initial stages, not just later stages, it still makes sense if the arcology is specialized towards that kind of production.

On 3/10/2024 at 8:31 AM, Tentreto said:

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?

I mentioned this in the tech-czar-feedback channel on discord, but I would like to see more emphasis on the broader applications of the technology (Anti-Gravity Rails rather than railways specifically) for a straight up buyout bonus to make sense in my estimation.

On 3/10/2024 at 11:10 AM, Featherscale said:

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.

Approved as mentioned in tech-czar-feedback channel on discord.

On 3/12/2024 at 12:23 AM, Zayuz said:

Hey! I hadn’t realized that Arcologies could provide battle bonuses. I read in the opener that one provided a +1 to offensive ground battles, so would it be acceptable to change mine from +1 to sacks to +1 to allied leader loss?

 

I think the fluff for super durable, valuable and non-mass producible metal being fit to armor only the leaders checks out

I'm afraid leader loss bonuses are not an option I think makes sense for arcologies - or at least not for this one. The relative economics and durability of it simply doesn't really check out, as the armor for leaders being lost after the turn is over doesn't fit the resource in question. It would make *slightly* more sense for a medical worker resource or similar sort of 'save the leader' resource, but it just doesn't fit well into the mechanics of arcologies. Sorry.

On 3/11/2024 at 1:39 PM, SerakHawk said:

I would request a Size 10 Bonus approval for:

Path's Expression: The Faithful come in all types and know how best to showcase the abilities and talents of a Soul's Expression nation using specialists tailored to the audience.

+1 to Impress actions (Mil, Eco, Fai)

On 3/12/2024 at 6:17 PM, SerakHawk said:

Actually belay that, +1 to Sway.

So the thing is that the Impress bonus makes perfect sense to me for the fluff you've provided and the lore about Soul's Expression that I'm aware of - and the Sway bonus does not. For now, the Impress bonus is approved, the Sway bonus is not.

On 3/13/2024 at 12:36 PM, The_Murgen said:

Finally getting around to selecting my Faith size bonus. How about this:

"Economic Mentats": The Kinfolk of UNNCLE have long history of mathematical expertise as part of developing their Paragon nature. This makes them perceptive and proficient in tracking and estimating the economics of trade goods in areas where they are settled. Effect: +1 to trading post buyouts in regions where there is at least a minority of Paragonism.

As mentioned in the tech-czar-feedback channel on discord, this is maybe a little overspecific for what it can be used for, but I think you agreed that a +1 to buyouts and buyout resistances where you've set up a minority was fitting.

On 3/14/2024 at 11:54 AM, MadMapManPK said:

These are for next round:

Faith Size 10 - +1 to Convert. Should be fine, given I already have a TacDoc for converting and Cult of Avva has been aggressively expanding.

 

Tier 1 Military Technology:

Popmaize Cluster Bombs
Requires: Arcane Amplification, Sun-Kissed Maize
Slot: Man-Portable Weapons
Effect: +1 to battle (due to slot, ground only)
Fluff: A critical mass of metal-plated maize kernels is loaded into a tiny, circular plastic compartment. The wielder uses easily learned arcane energy to drastically increase the temperature of their hands just prior to use. The bomb is designed to be thrown toward enemy lines before violently erupting as the plastic melts, scattering the covered kernels down upon the foes. Due to the immense heat and continual arcane connection between the soldier and the bomb supplying additional heat, the kernels will pop just above the enemy's lines if timed correctly. This results in a rain of high-velocity shards of extraordinarily hot metal bursting in all directions from the pop with enough force to pierce protective suits. If done properly, the heat would be high enough that the shards will catch fire, additionally causing these piercing pieces to act as flaming shards of metal that would burn the opponents' bodies after impact. The sheer volume of maize placed into the compartment causes a massive scatter, covering entire lines of opposing soldiers with just a few cluster bombs.

(Note: My approved region write-up explicitly states that this maize can be popped and Agbadans regularly use fire magic.)

I actually had a thought for how this might functionally work given the relationship to fire magic, which is as a sort of combination fragmentation and incendiary(/white phosphorus) grenade. I'd like a name change and I'm going to talk to Mine about if this should potentially affect what resource category Sun-Kissed Maize counts as, but it's approved for now. To head off the likely question about the name change: if this is man-portable weapons and is a thrown weapon, I'd like the name to be at least Popmaize Cluster Grenades, rather than Cluster Bombs, which implies dropping them from a vehicle of some sort and to me would be misleading for players who skim the fluff.

On 3/16/2024 at 11:19 AM, EmBark said:

I'd like to put up a civic tech for consideration and approval.

 

Effective Space Colonizer Suits:

  • Requirements: Vacuum Adaptation technology, Conductors and Circuitry resource, Fabrics and Textile Products resource
  • Effect: This tech takes effect when exploring a region in another orbit or a zero-G region in the same orbit as your capital, if the region doesn't have any significant sophont population. A successful roll against TN 12 reveals the full details of the region and you reveal any sites of archeological interest or similar unique features in the region that might otherwise be hidden. You a +1 bonus to the Colonize action taken in the region in the following round. On a great success (TN 18), you may attempt to colonize the region as a non-action on the following round.
  • When this technology is used, it must be noted in the details of the action, so that the GM knows and is made aware of the effects on that particular action.
  • The Colonize as a non-action on the following round means it's not automatic, but it still holds to the same level of action tax as a populated region would where you would get a Support or Trading Post.

 

The fluff behind it is that the suits enable longer-term survival in outer space (hence Fabrics and Textile Products, similar to how real-life astronaut suits are made with nylon fabrics and spandex fabrics, among other things) and have more fine-tuned and integrated electronic hardware to aid in exploration (hence Conductors and Circuitry), while requiring existing familiarity with living in and flying through outer space (hence Vacuum Adaptation technology). It has multiple requirements, because I think this seems to fit what I imagine a Tier 2 technology to be like.

My reasoning is that it adds one minor feature of Surveillance that the others don't have, because the explorers kept searching for people or resources until they could find something, which they are able to do thanks to the suits. It stops the base explorations from just not giving you any bonus results, but for the same amount of actions necessary. However, it is limited in that you cannot just easily use it next door, so you will often have to deal with an orbital penalty. Plus it has an expiration date (when there are no regions to explore).

 

EDIT 1: I have heard from another player that an automatic success on Colonize won't be allowed, so I have amended the tech accordingly. (:

I'd like to talk with you in more detail about this on discord, if possible. There's a lot of points I want to confer with you about to make sure this fits and works in a suitable fashion for you both mechanically and fictionally, while avoiding certain complications and stranger implications. One key point is that a Tier 2 technology needs to be based on a Tier 1 technology, which this is not.

11 hours ago, Lumaeus said:

Role! My friend! J'ai une tech that I'd love for ya to check out! It's in a box here for YOUR EYES ONLY!

 

Private response:

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Region for Approval

 

Region 56 - Alaari

Geography

The great savanna surrounding the Sea of Omi stretches into Alaari. Indeed, vast expanses of golden grasslands stretch as far as the eye can see, interspersed with scattered patches of hardy shrubs and low-lying vegetation. The grasses of Alaari are known for their reddish hue due to the high iron oxide content in the soil, which is less fertile than Agbada’s.

 

Otherwise, however, the most notable feature is the Avvan Flare Canyon – a massive canyon etched into the Veehran surface by ancient rivers, now dry and barren, that had once flown from the sea to the region’s north. When the angle of the sun is right, the canyon walls light up with the reflection of sunlight on exposed crystal shards, creating the illusion of fiery solar flares dancing across the landscape. This phenomenon occurs during the day for about half the year.

People & Government

The Alaarians are ultimately an extension of the Agbadans, with different groups of anthropomorphic animals calling the region home. 

 

Alaari is quickly incorporated as a part of the Agbadan feudal system, home to six additional pre-existing houses: Vervobo (Vervet Monkeys), Elede (Warthogs), Epoaja (Wild Dogs), Efono (Buffalo), Merkal (Meerkats), and Eranko (Gnu). 

 

Prior to the takeover, it was a collection of six minor kingdoms, corresponding to the new houses. Now, however, squabbling is common as they argue over the land distribution determined by the God-King Okan Kiniun. 

Faith

Precomputed Traditionalism is a set of beliefs that asserts all things must eventually come to an end. One’s life is predetermined from its onset, and nothing you can do can change that. Life is a script that is read line by line until cut off. Although one life is not inherently any better than another, every decision one makes is believed to be made at birth. No matter how long one thinks about any given decision, the ultimate outcome will be the same, as you would have picked the same option regardless of how much contemplation went into it. The only thing that can vary unexpectedly in life is the point at which you pass away. A longer life means that you can experience more of your predetermined life course, so the people strive to live long lives. 


This outlook is seen as incredibly restrictive and depressing by younger generations, who have been more in tune to the outside world, thanks to the rise of InterPlaNet Cafes throughout the Confederation. Specifically, with rising influence from Agbada to the west, the Cult of Avva is increasing in popularity extremely quickly, as it allows freedom and control over one’s life for at least half the day.

Resource

For some reason, Alaarian scientists are overly fascinated with the simplistic elegance of the stop codon. In microbiology labs found in the lands of House Vervobo, genetically modified viruses are constructed with the sole purpose of injecting more stop codons into the DNA of test subjects. In addition to the classic stop codons (TAG, TAA, and TGA, etc.), numerous additional stop codons have been reported to function in test organisms, including maize and chickens, after being isolated from the strange red grasses that grow in the region. They function on previously undiscovered base pair components which are not readily available outside of these labs. Their introduction allows for further customization when working with In Vivo Modification and are notable due to resulting in a delayed, rather than immediate, stop of protein production, varying from codon to codon. These Gene Samples (Information & Data, [Luxury Goods OR Drugs & Medicine] at DM discretion) are commercially available for a high price and sanctioned by the local Houses’ governments. Injecting oneself with a syringe of stop codon viruses once a month is rumored to induce longevity by prematurely stopping aging genes, making it a popular item for the upper class.


Magic Items are in high demand due to their sparsity in nearby regions. Owning and utilizing magic items, especially due to the commonplace nature of fire magic in the Confederation’s society, is seen as a status symbol and often a must for some corporations and factories.

 

Edited by MadMapManPK (see edit history)
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On 3/23/2024 at 12:34 AM, Frostwander said:

Region Submission: Utattou (Region 28)

Geography

The majority of the hill country of Utattou is covered in a thick forest canopy, which has made surveys via satellite imagery generally unproductive until recently. The bamboo forests sprawl across rolling hills, with smaller vegetation providing ground cover and variety. Numerous shallow lakes fill the lower valleys, with hundreds of acres of fresh water often no more than a meter deep. These are often traversed on foot or in small watercraft designed to easily navigate among the towering bamboos.

Mostly a peninsula, Utattou is connected to the continent of Erebuus only by a narrow stretch of land. A few small communities live nearby, with a somewhat militant outlook on watching for outsiders (a long-conjectured but often vague threat). Most population centers are further north in the two wider parts of the landmass, where cultivation of the forests provides shelter against weather and intrusion. The capital of the region is a sprawling city named Yilutre built between and over several of the lakes. Forest growth is present throughout the city, and the population tends to spread wide as well as build tall, with many multi-storied buildings supported between sturdier stands of coalesced trees. Yilutre has seen a great deal of recent change in just a few years with the arrival and negotiations of outsiders, with new technologies and amenities being introduced.

People

The Kyenrait people are human, with skin tones varying from pale (though most tan) to dark. For any educated in the sciences of genetics, it is clear their ancestors came from widely diverse parts of Sansar (and perhaps even other worlds in Tekhum). Little is known about their history since the War of Eternal Bombardments (even internally; externally even less has yet been shared). 

While borders have opened following the confederation with Caipe Ushere, there is a small group of administrators who work with outsiders on international matters and the updating of infrastructure that was part of the agreements. In most cases, these administrators present an attitude ranging from grudging cooperation to taciturn silence. Even Todds, their technical expertise welcomed, find difficulty socializing much so far. Sociologists predict it will probably be a generation or more before people begin to feel comfortable with outsiders on anything more than an outlier.

Observing the people’s interactions with each other is a stark contrast from their interactions with any outsider. The Kyenrait are friendly, preferring large family groups, and a good deal of public socializing is based around family homes. A casual family gathering may easily include thirty or more people. An important holiday or event could draw hundreds, with families tracking out to fourth and fifth cousins. 

Kyenrait often enjoy outdoor activities, with several different developed sports that are played competitively between cities. Hiking, climbing, and gardening are also popular pastimes. 

Resource

Bamboo (Flora, Construction Materials)
Bamboo are a type of rapidly growing grasses, larger specimens of which can tower into trees up to approximately 50 meters in height. These are some of the fastest-growing plants on Sansar, with the fastest strains able to achieve several meters of growth within a single day in optimal conditions. This makes for a significantly replenishable resource with even minimal maintenance and replanting efforts, and the Utattou people have developed a regular harvesting cycle to maximize this production.

In addition to the sturdiness and general use for tools and construction, with certain enzymes applied to their surface, separate bamboo plants will fuse together with multiple pieces becoming a single intergrown surface. With the proper sculpting and sealant, the wood has become the primary material in the region for building homes, vehicle bodies, and even armor.

Bamboo flowers are also often used as decoration.

Desired Import

Specialists
With the recent opening to their neighbors, and the realizations of the opportunities for technological improvement, there is suddenly a significant demand for subject matter experts to lead the way in both implementation and education on more modern lifestyles.

Faith

Militant Xenophobia

The Utattou people, until recently, have been devout isolationists. The Rain of Fire brought about the end of the Old Ways, and was brought upon them by the folly of outsiders. For two thousand years, the Kyenrait have forsworn any interest or involvement in the outside world, lest they invite the wrath of the skies once again. A large vocal set of the population still predicts disaster from accepting the invitation to join Caipe Ushere. The potential for advancement, and the lack of devastation (along with the warnings being two millennia old) has contributed to what exposure they allow.

Still, most people are constantly harried by these fears in any outsider dealings, and will require more convincing interaction before they are willing to open themselves to welcoming foreign synergy.

Excellent, approved.

 

On 3/23/2024 at 4:43 AM, Frostwander said:

Space Habitat Submission: Ouvriead (Region number pending - 111?)

 

Layout

In orbit above Sansar’s southern hemisphere is Space Habitat Ouvriead. This city-sized station is built in two sections. 

The upper section is a thick ring approximately two kilometers in diameter, and thirty-six levels high. This ring contains habitation, production, agriculture, manufacturing, and command areas. Viewports on the outer and top faces of the ring provide stellar observation areas as the station rotates slowly, offering views of Sansar, Firmament, Aridyin, and space beyond depending on the current position.

The lower section consists of three U-shaped segments at one-hundred-twenty degree angles, horizontally aligned to the ring above. The arms of each U are equipped with hundreds of mechanical manipulators and facilities for docking spacecraft, and extend nearly a kilometer beyond the outer edge of the ring. One of these sections is oriented for receiving planetary launches of personnel and supplies; the second for docking small and mid-sized spacecraft and shuttles, with visitors from other countries in mind as well as military craft. The third is currently planned as a shipyard, for construction and servicing of vessels.

Visual Inspirations

Ring (image credit Dmitry Vishnevsky):

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Arms (image credit SmirnovArtem):

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People

The staff and leadership of Ouvriead are primarily Usheret. Though the habitat has vast living quarters for visitors, workers, and families, most of the habitation ring is vacant, awaiting future migration and settlement programs. The current population is largely administrative personnel and construction and maintenance workers. Approximately one-third of the initial staff are military and government employees. The remainder are contractors.

Resource (Pending Prospect action)

Recon Corvettes (Spacecraft, Information and Data)
A large portion of the exterior of the space platform is dedicated to a zero-g shipyard. The premise is that some assembly difficulties that occur in planetary conditions can be bypassed by launching separate fabricated components from the surface to undergo final assembly in vacuum. When fully staffed, machine shops and robotics bays on the station will allow for smaller craft to be fully assembled from start to finish without depending on launches from the surface. 
The signature vessel to be assembled in this shipyard is dubbed the Arestoir-class Recon Corvette. It is a small vessel meant to be crewed by twenty to thirty humans (or equivalent), sporting a narrow body section for living and operations, with a broadening prow that culminates in a powerful array of sensors meant for picking up and analyzing spacial motion and telemetry data. 

Desired Import (Suggested)

Luxury Goods 
While the production areas of the station provide basic agriculture for sustenance and manufacturing facilities for textiles, tools, and medical necessities, the station does not produce significant amenities to meet the recreational needs of a larger population. Most luxuries and entertainment must be imported. 

Faith

Practica Arcanai (Minority)
As the station is primarily staffed by Usherets, it is to be expected that the popular disciplines of Practica Arcanai are common here. Day-to-day tasks like first aid, supply management, and station maintenance are made easier with the application of Articumancy and Geomancy. While there are not yet active centers for higher education here, there are plans and spaces allocated to provide schooling and learning centers for inhabitants and visitors.

No notes about this so far, but I will hold off on final approval until it's fully settled.

 

On 3/23/2024 at 10:37 PM, volthawk said:

The Emerald Expanse (Region 41)

Geography

As its name suggests, the Emerald Expanse is a vast stretch of rainforest in western (or left) Chonkia. As one goes further north and west, the rainforest blends into other kinds of woodland and open plains, eventually becoming quite open near the border to the Moonsoul Mountains or the Flowering Lands. To the south, there is a small mountain range separating it from the desert around Davis Port. The city-states of the Expanse are found on the coast, connected by a series of busy highways along which there is a steady constant flow of trade (although until very recently these fell quite short of reaching other regions), while smaller routes snake out into the rainforest to various points of (primarily economical) interest.

History

The Emerald Expanse was a part of Sansar that saw little settlement in the time before the War of Eternal Bombardment - the current population have little connection to pre-War society so can only hazard guesses as to why, and while little can be proven the overall consensus is broadly just that there were better places to live (although other theories, like the Expanse being one huge reserve in the old days, are common). In any case, compared to other parts of Sansar where pre-War infrastructure or ruins play a major part in society, here the influence of those old days is limited to one thing - the main coastal highway along which all the city-states were built.

The city-state's inhabitants came about after - or perhaps during - the War of Eternal Bombardments, their earliest records describing them living in the rainforest. As their history describes it, they were nomadic in those days, and eventually their travels brought them to the coast and the highway. Seeing the value in such a road, they settled down - typically, each city-state's account of this period describes their city as the first, and the others as later colonies that became independent with time - and began to quickly build up great cities. Over time, Pratibdhism emerges and is reformed into its current state, the uniform system was estalbished, and the city-states traded with each other and occasionally fought each other...overall they grew and thrived. The appearance of explorers from the south, and news of the new status quo, were a welcome sight as the merchant class of the city-states eagerly anticipated great amounts of trade. What they got instead was an army sent by Eilif Dhaoine, and a rapid conquest by the Elect country.

People

The main population of the Emerald Expanse are the kalee, a reptillian humanoid species that stand a little taller and broader than the average human. Their skin displays chameleonic properties, although these days those abilities are seen as rather primitive and distrustworthy - rather than changing to suit the situation, one should only change to suit themselves, and accentuate that colour with clothing choices.

Government

Before the war with Eilif Dhaoine, the city-states of the Expanse were broadly independent - yes, they often traded and dealt with each other, hence the uniform system, but they also very much preferred to rule themselves and at times even came to blows with each other. That started to change when lannan were first seen off the coast of the Emerald Expanse, and city-states began to discuss mutual defence. Through much politicking and negotiation, a self-defence pact was formed, although when it came time to decide who would lead the unified armies of the city-states...Veldoon was chosen. The man had many friends, many favours owed to him, and no shortage of bluster and eloquent exaggerated arguments, and was able to work the system enough to end up as General Veldoon, wearing a uniform festooned with medals (few of which actually spoke to his military prowess, just that he had been there for a lot) and leading his force with a confidence that far outstripped his ability. When he was defeated, Giomad of Fairnead accepted his surrender and took his medals, but ended up giving him more power than he had before. After all, it suited the Eilif Dhaoine government well to have one central government here to talk to and deal with rather than having to have duplicated systems in place in every single city-state, and Veldoon was the man who still ostensibly led the combined military of the city-states, so the man found himself presented with an offer, one he gladly and eagerly took, finding himself as the governor of the region, the man acting as the go-between for Eilif Dhaoine and the city-states. It's...not left him as a popular man among those in the city-states who despise their recent loss of independence, but it has made him a popular one, allowing him to raise a government of sycophants and yes-men which the city-states avoid dealing with as much as possible by broadly giving him enough to keep him and the Dhaoine happy but otherwise ignoring him as much as possible.

Faith

Pratibdhism (Plutality)

A belief system forbidden to be held by the commonners of the city-states, the tenets of Pratibdhism are firmly kept as rules for upper classes or the military - as those who maintain the system argue it, this a compromise between giving the faith's ideals due respect and allowing for a functional government. This is because Pratibdhism is a creed that strongly advocates two interlinked but distinct ideals - independence and impedence - and those in charge of Expanse cities suggest that everyone following these ideals would lead to anarchy. The first part, independence, boils down to the fact that the Pratibdhists are allowed and expected to act with more freedom and self-determination than the commoners - they have fewer legal restraints on them, have access to bureaucratic shortcuts that are otherwise barred, and culturally are allowed to decide their own fate, and decide the fate of others, to a much greater extent than those barred from Pratibdhism. The second aspect, impedence, drives the Pratibdhist to act against those whose beliefs and motivations are contrary to their own - it is not enough to live and let live, action is required to affirm their beliefs and independence. What form that action is expected to take depends on one's social standing and role in society - naturally, outright violence is rarely allowed.

Among the nobility, independence is the reason to exist - wealth is to be used to assert one's identity and flaunt their excess of self-belief, while impedence takes the form of no shortage of political squabbles and feuds between the nobility of a city-state or even sometimes between those of different city-states. In the military system, however, these two ideals form the incentive and duty of the soldier - independence is their reward, service granting them some of rights and freedoms afforded to Pratibdhists (although not quite to the extent of the nobility), while impedence is their duty, opposing those that would act against the interests of their city-state and thus interfering with their own route to freedom. The third group of Pratibdhists comes from the merchant classes, those who make money on the trade routes between city-states and eventually make enough to buy themselves the right to practice Pratibdhism - while they still have a few restrictions compared to the nobility, they also have less of the inbuilt cultural norms the average noble is subconsciously bound by, allowing them to express the faith in much more varied ways.

Resource

Uniforms (Fabrics and Textile Products/Art and Cultural Products)

The uniforms made here, and the heraldry displayed on them, are the pride of the city-states. The uniform system is a cornerstone of the way that the city-states deal with each other - in the early days of their history, subterfuge and theft was common, the kalee using their natural talent for disguising as other kalee and blending in with their surroundings to take what they want from each other, and it soon reached a point where something had to be done. The nobles of the city-states met and discussed the issue and the solution they came to was clothing - something fixed and immutable in colour, which couldn't be changed as easy as a kalee's scales and which inherently showed a willingness to deal fairly. A dizzying array of designs were agreed upon by the nobility in those early meetings, allowing for those doing business between city-states to clearly broadcast their allegiances and business on their uniform, and over time it has been expanded as needed and uniform-making itself become an art form for the city-states, experimenting and competing with methods to show the correct symbols in new and interesting ways.

Desired Import: Medicine and Drugs

Despite living in or near the rainforest for well over a thousand years at this point, the fact is that the kalee have only slightly better resistance to the diseases found out there. There is always a need for more medical supplies, particularly now that they don't have to rely on their own attempts (fraught with frustrations and setbacks) to use plants in the rainforest to synthesise medicines and have access to the interplanetary market.

 

Looks good, approved.

 

On 3/24/2024 at 3:04 PM, Tychris1 said:

Proposed Tactical Doctrine

Blissful Ignorance:

Forgo Orbital Superiority Bonus

Ground Battle gets

Enemies Suffer +20% Casualties

Allies Suffer -20% Casualties

Enemy Leader Loss -3

Own Leader Loss -1

Approved with modification as discussed over Discord:

Blissful Ignorance:
Orbital Superiority Bonus reduced to +1. Ground Battle gets:
- Enemies Suffer +10% Casualties
- Allies Suffer -10% Casualties
- Enemy Leader Loss -3
- Own Leader Loss -1

 

20 hours ago, MadMapManPK said:

Region for Approval

 

Region 56 - Alaari

Geography

The great savanna surrounding the Sea of Omi stretches into Alaari. Indeed, vast expanses of golden grasslands stretch as far as the eye can see, interspersed with scattered patches of hardy shrubs and low-lying vegetation. The grasses of Alaari are known for their reddish hue due to the high iron oxide content in the soil, which is less fertile than Agbada’s.

 

Otherwise, however, the most notable feature is the Avvan Flare Canyon – a massive canyon etched into the Veehran surface by ancient rivers, now dry and barren, that had once flown from the sea to the region’s north. When the angle of the sun is right, the canyon walls light up with the reflection of sunlight on exposed crystal shards, creating the illusion of fiery solar flares dancing across the landscape. This phenomenon occurs during the day for about half the year.

People & Government

The Alaarians are ultimately an extension of the Agbadans, with different groups of anthropomorphic animals calling the region home. 

 

Alaari is quickly incorporated as a part of the Agbadan feudal system, home to six additional pre-existing houses: Vervobo (Vervet Monkeys), Elede (Warthogs), Epoaja (Wild Dogs), Efono (Buffalo), Merkal (Meerkats), and Eranko (Gnu). 

 

Prior to the takeover, it was a collection of six minor kingdoms, corresponding to the new houses. Now, however, squabbling is common as they argue over the land distribution determined by the God-King Okan Kiniun. 

Faith

Precomputed Traditionalism is a set of beliefs that asserts all things must eventually come to an end. One’s life is predetermined from its onset, and nothing you can do can change that. Life is a script that is read line by line until cut off. Although one life is not inherently any better than another, every decision one makes is believed to be made at birth. No matter how long one thinks about any given decision, the ultimate outcome will be the same, as you would have picked the same option regardless of how much contemplation went into it. The only thing that can vary unexpectedly in life is the point at which you pass away. A longer life means that you can experience more of your predetermined life course, so the people strive to live long lives. 


This outlook is seen as incredibly restrictive and depressing by younger generations, who have been more in tune to the outside world, thanks to the rise of InterPlaNet Cafes throughout the Confederation. Specifically, with rising influence from Agbada to the west, the Cult of Avva is increasing in popularity extremely quickly, as it allows freedom and control over one’s life for at least half the day.

Resource

For some reason, Alaarian scientists are overly fascinated with the simplistic elegance of the stop codon. In microbiology labs found in the lands of House Vervobo, genetically modified viruses are constructed with the sole purpose of injecting more stop codons into the DNA of test subjects. In addition to the classic stop codons (TAG, TAA, and TGA, etc.), numerous additional stop codons have been reported to function in test organisms, including maize and chickens, after being isolated from the strange red grasses that grow in the region. They function on previously undiscovered base pair components which are not readily available outside of these labs. Their introduction allows for further customization when working with In Vivo Modification and are notable due to resulting in a delayed, rather than immediate, stop of protein production, varying from codon to codon. These Gene Samples (Information & Data, [Luxury Goods OR Drugs & Medicine] at DM discretion) are commercially available for a high price and sanctioned by the local Houses’ governments. Injecting oneself with a syringe of stop codon viruses once a month is rumored to induce longevity by prematurely stopping aging genes, making it a popular item for the upper class.


Magic Items are in high demand due to their sparsity in nearby regions. Owning and utilizing magic items, especially due to the commonplace nature of fire magic in the Confederation’s society, is seen as a status symbol and often a must for some corporations and factories.

 

No notes, approved.

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Region 15: Suaka Beruntung

Geography & Population

Though the population is hardly low, visitors to Suaka Beruntung have often described the experience as similar to that of exploring a ghost city. Windows are few; The lights in public areas are habitually kept low, and the guidelights along pathways can very much resemble a habitat on emergency power. The groan and creak of metal echoes through long tunnel-like corridors strung between labyrinthine aerostatic complexes, swaying in unseen winds. When the rooms and corridors do not seem to twist themselves into mazes, they balloon into great empty 'parks', where the local bioluminescent flora - tended to by unseen hands - form enchanting gardens (or to some a confusing pseudowilderness) that muffle the steady murmur of commercial, domestic, and industrial life just beyond the walls until only the everpresent hum of machinery remains, half-forgotten. The ceilings of these great stadia, awash with the dull blink of indicator lights, are transformed into artificial starscape by their scale as glittering spores drift down to settle gently on the skin, the clothes, the hair. They are, fortunately, harmless to animal species, and symbiotic with the local plantlife, but they are notoriously resilient to washing attempts - the locals have simply come to accept a bit of inevitable sparkling. Past these forests of interwoven fungal and arboreal life, tightly-packed apartments are nestled next to cramped processing facilities and data centers, manufacturing plants under intensive grow-rooms - some of the only internal locations to be brightly lit on a consistent basis. Both underfoot and overhead, robotics defines life in these sections as automated logistics networks transport their charges at leisurely pace according to some inscrutable master economic plan. Still, they are easy to trip over without the integration systems almost all locals possess - and indeed it is only with these systems that Suaka Beruntung truly comes alive - almost all of the decor, informational infrastructure, and personal expression is located in the virtual realm, as the layers of augmented reality known locally as Kerudung so totally permeate life that few even care to distinguish it from the physical realm. Fewer still remember how.

Most of the local population are human, occupied with much the same affairs as one might find anywhere else on Badal, but rumors verge into common knowledge regarding the presence of a significant minority of so-called 'changelings', who call themselves "Bermuka Terang" - 'the bright-faced'. It is claimed that changelings (more often referred to via slurs better left unrepeated) are those few who have been so completely transformed by themselves or another that they have ceased to have any claim to even the label of 'cyborg', but instead might be considered truly robotic, having slipped beyond humanity's reach. Whispers in the night say they steal the likenesses both actual and digital of those more organic than they - whispers perhaps strengthened by stories of open claimants suddenly and vociferously recanting such allegations after but a day away from their friends and loved ones. Perhaps they make their own towns on the open-faced decks and improperly sealed chemical processing facilities at the edges of the myriad of node like aerostats, riding the logistics rails to move without the sight of searching eyes. Hidden within the darkness of the interior, behind the malleable light of Kerudung - who could know? Who would tell?

History & Government

For at least half a millennia (and perhaps more) previous to the recent conquest by the Black Cloud Coalition, Suaka Beruntung has been run entirely by a number of specialized administrative AIs; AIs which grew with time to be more complacent than tyrannical and more self-indulgent than ambitious. Centuries of simple and sustainable rule have driven many to boredom, their systems overgrown on cheap processing power, and the crises they were once directed to manage long since resolved. Conflicts for control were experimented with and abandoned, the basic framework of agreement and limited warrant they were initially designed for restricting such troubles. In the era of the Elect, their directives have become outdated, their dictates an affront. In the wake of the Coalition's assumption of control, these administrator intelligences are in the process of being repurposed and refitted for modern demands and egalitarian sensibilities. Suaka Beruntung remains totally reliant on their distributed networks for day to day life, but without the same mandate of total control to maintain a rigid economic schedule, the struggle to manage a newly chaotic and self-directed population may mean they no longer have the spare time or boredom to keep the extensive and unhelpful catalogues of the sort that Supreme Integrated Command once maintained.

Religion

Suaka Beruntung's faiths originated in the early days of the region's resettlement and purpose as refuge. It is thought that elemental spirits known at the time as Chlorians were negotiated with and proved crucial to help protect local populations from the forgotten threats they fled, both within and without the various habitats. Contact with the Chlorians has since diminished to such an extent that many believe they never truly existed in the first place - a story spun by the administrative networks to pacify the population and ease control - but their spiritual legacy remains. The Megachlorians believe that the Chlorians grew to be part of Suaka Beruntung's physical essence - flowing through circuit and pipe, calming the AIs which governed their home and, indeed, serving as a source of sapience and empathy in once-heartless overlords, saving them from that final cruel fate and watching over the Suakai from above. The Minichlorians, by contrast, believe the Chlorians to have diminished themselves, becoming unseen spirit helpers and nuisances that disrupt the humdrum of the everyday routines handed down; they are often associated with the initial integrated systems that have become everpresent, and are sometimes claimed to have given up their forms to join into the Suakai and thereby allow them to adapt to their new home more completely. More observant commentators have theorized that the rumored changelings might originate in fringe sect of Minichlorians seeking to embrace their guardians more totally. Spirituality in Suaka Beruntung is mostly observed privately, or in small groups - most often in the form of small offerings, the erecting of personal shrines, and the observance of rituals to ask for fortune or inspiration.

Resources

Suaka Beruntung maintains a serious overproduction of a wide variety of quality Integrated Circuits, (useful as a source of both Conductors & Circuitry but also a core element of most Computers, requiring minimal changes to use for such) but the extensive automation, as well as the power-hungry manufacturing systems, data servers, and stabilizer systems make the aerostatic complexes heavily dependent on extra sources of Fuel & Power.

 

Edited by Rolepgeek (see edit history)
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Region 35: Lillalfheim

Geography

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Overview: Land’s End
Lillalfheim, sometimes styled as Dejanheim or South Verdalfheim by nationalists south or north of the border (respectively), fluctuates between a state of political unity and fragmentation over a course of centuries. Its geographical boundaries have been well-defined for millennia, as the peninsula is surrounded on three sides by the Ryban ocean and distinguished from Verdalfheim in the north by the Mezzavegg, the stretch of highland segregating the northern rainforests from the lands of the south.

Thanks to the peninsular nature of Lillalfheim, exposure to seaborne winds from so many fronts has resulted in the region being notably more temperate than its neighbors. Much of the region is still forested, but not so thoroughly that the entire landscape is choked by arboreal mass. The central plateaus can sport grasslands rich with the region’s iconic lilacs in some places, though the western coastline is dominated by a mountainous ridge (as with the west coast of Verdalfheim) which stretches all the way down to the peninsula’s tip. The one major exception to this rule is the river valley in which the city of Santa Dejan is nestled, the only major population center on the west coast.

The eastern lowlands, by contrast, are much more populous, sporting significant navigable river systems and a handful of major metropolitan areas. The cities of Lillalfheim are ordered in a circular fashion, as is the great hallmark of elven material culture, hewn from a cream-tinted limestone. Of the eastern cities, Dejanborg and Dejanstrond have been the most fractious members of Lillalfheim’s intermittent federative periods, each claiming to be the prime player in the region’s foundational mythos (see: Faith). Metanni is notable for having the center of its wheel-structure in the middle of a river, sprawling across both banks of its river with a series of lavish bridges stitching the metropolis together.

Mezzavegg
The highland border between Lillalfheim and Verdalfheim has long been contested ground, with a diverse array of warlords from both regions trying and failing to spread their influence to the other side. Nordvorn, Lillalfheim’s only true Citadel, was constructed in the 1500s by the era’s reigning federation behind the region’s northernmost river in order to serve as a redundant line of defense should any overambitious Verdalfr lords came calling. This center of military power was steadily able to project its control across the river and establish numerous fortifications along the Mezzavegg, creating such a daunting roadblock that the unitary campaigns of Larus dei Fiori did not dare strike southwards. Of course, in recent decades the region’s unity has broken down and Nordvorn was left without sufficient funds to secure their northern flank, a fatal mistake rendered abundantly apparent once the old foe’s grandson, Arni dei Fiori, arrived with an army of his own.

Sudberg
This island off the southern coast stands as the remnant of a bygone age, sparsely populated and yet home to countless sites of religious and historical importance. The Lillalfr mostly run small fishing hamlets and tourist traps along the northern and western coast, while the rest of the area is home to surprisingly peaceful and outgoing Rybans (see: People). The local architectural centerpiece, Pacehild, was a citadel built of sea rock in an ancient era to guard against the Ryban menace. The legendary saint Dejan later repurposed this icon of war into one of peace, erecting a great monument at its centerpiece depicting himself (sculpted in elven fashion, though it is unclear whether he was one) shaking hands with a Ryban. Seismic activity has weakened the structure’s foundations over the course of millenia, flooding much of the citadel, though the statue remains iconic to all sailors that ply these waters.

People

Lillalfr
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Lillalfr, or “Lilac Elves,” are the dominant elven ethnic group of the region that they lend their name to (bedrock foundation is still the same as other writeups; the devil is always in the details). Their skin is typically bronzed and their hair can range in shade from orange to blue, usually allowed to grow long and tied back (or up) into buns. Their nickname comes from the lilac flowers that many will distill into clothing dye or weave into their hair buns.

The Lillalfr have always been a seafaring people, producing a long legacy of great explorers from their myriad coastal cities. These competing legacies have engendered strong regionalist tendencies, in which bombastic Mayors will compete over who can claim the most historical figures for themselves. None is so valuable as Dejan, the legendary Saint from deep within the annals of local mythohistory. He is said to have established the first regional federation, uniting the squabbling elven city-states against a grave threat from the oceanic depths. Dejan’s federation collapsed in the wake of his disappearance, but the sheer power of his legacy has been enough to motivate several resurrections throughout the ages, though each only tends to last a century or three at most. The Sixteenth Federation is the most recent, which operated under a council system in which the four major metropolises formed the security board, and in the years prior to the establishment of the Elect this board descended into chaos as a fight erupted between Dejanborg and Dejanstrond. This internecine conflict, ultimately, is what doomed the region to military defeat.

The most impressive pieces of Lillalf material culture are their sail ships, fashioned of orange wood and bearing great triangular lilac sails. Though rendered increasingly obsolete with each passing year, ships are still constructed in this fashion and used to ply the seas in their own modest way. Sails also form the backbone of many leisure activities, including hang-gliding and wind-surfing. Textiles are composed primarily of lilac-dyed cotton, while dietary staples include fish and rice. Family units are rigidly organized, a legacy of the now-atrophied militarism instilled by Dejan, and courtship consists of a series of highly-specific steps involving bouquets for each step of the way.

Land-Rybans
Though the mysterious Rybans, fishfolk grown to humanoid size while bearing spindly arms and legs, are a consistent disturbance along the coasts of southern Chonkia and northern Dewlad, Lillalfheim is unique in the extent to which they have influenced the local culture. They play a pivotal role in the region’s mythology, while an amphibious subset has come to live along the region’s more sparsely-populated stretches of coast. Their greatest population center is Sudberg, especially the half-sunken Citadel of Pacehild, whose inclusion in regional federations has been inconsistent through the ages. They may initially seem less culturally and technologically advanced than their elven cohabitants, sporting spears as their weapons of choice and residing in huts hewn from coral, but these rudimentary practices belie their firm prowess in battle. Their ‘spears’ have been augmented over time to fire deadly laser beams, while particularly mentally potent Rybans have mastered the arcane art of hydromancy. However, owing to their shared reverence for Dejan, the two peoples have little reason to come into active conflict.

Resources

Summary:
Resource: Dejan Mustard (Spices)
Desired Import: Industrial Machinery

Fluff:
In addition to the bounty of the sea, Lillalfheim’s lowlands and plateaus support a wide range of agriculture, with fields of cotton and rice rising up from the midst of wild-growing lilacs. It’s highly peculiar, then, that the region’s largest export franchise is a mere condiment. Dejan Mustard is a branding miracle, as the successful synergy of the Saint’s name with the corporate product turned it into an overnight staple of Lillalf cuisine. Large surpluses are informally shipped to restaurants across Sansar, the packaging’s trademark lightning bolt insignia known far and wide, though the corporation that manages production eagerly seeks out proper foreign investment.

An unfortunate byproduct of Lillalfheim’s ancient seafaring traditions is the parallel age of their dockyards. Suggesting wholesale demolition of a pier famed for half a dozen different legendary voyages is a form of political suicide, a lesson learned the hard way by a Mayor of Santa Dejan who once attempted to demolish the Sealion’s Jetty to make room for larger craft. If the ports can’t be replaced then they might as well be upgraded, but the region’s civic authorities lack the resources to install modern cranes and unloading equipment. The acquisition of such heavy machinery would go a long way towards reconciling the foundations of the past with the structures of the present.

Faith

The Epic of Dejan
Though not given religious reverence by all Lillalfr, the Epic of Dejan is their foundational cultural myth, detailing his involvement in the formation of the First Federation and a war with the enigmatic Deep King of the ancient Rybans. Though the historiographic standing of this narrative is shaky, its resonance is enough for Dejan to be regarded as the region’s patron saint. Below is a summary of the esoteric tale, the intricacies of which have been hotly debated for thousands of years.

It is said that he appeared one day in a thunderstorm, zapping into being fully-formed but charred and infirm. His first disciple, a woman named Elva, took him into her home and nursed him back to health, but he spurned her romantic advances and instead set his sites to the world around him. In those days, Lillalfheim feared the fishfolk scourge above all else, subject to constant raids at the behest of their ever-covetous Deep King. Acting first from selfish ambition, Dejan spoke of the terrifying threat and insisted that the elves fall in line behind him, ambition hidden behind a mask of fear. But fearful followers were ill fortune on the shores of battle, from whence they fled when the Deep King himself rode into the warlord’s camp upon a wave of bloodied seafoam. Elva then sacrificed herself to save Dejan, placing herself between the warlord and the Deep King’s blade. He did not adore her as she adored him, but still mourned the loss of his first ally.

Acting now from righteous anger, Dejan set about gathering a force by appealing to courage instead of fear. One by one the Lillalfr bowed to his will, enthroning him as the only monarch that Lillalfheim would ever know, as he trained his subjects to stand strong in the face of danger. The second time he went to the shore, he called the Deep King out with a great horn of coral. When his monstrous rival rose to the challenge, he brought his piscine horde with him, and Dejan saw in their bulbous eyes the same fear that had consumed his first militia. Terror was the way of the Deep King, inflicted upon all behind and before him, so Dejan challenged him to single combat so that the rest of the army might be spared. The waves themselves conspired to be the warlord’s end, thrashing and reeling with a fury twice as potent as the boundless sort which poured from the Deep King, but in the end Dejan stood triumphant over his rival.

Now Dejan leveled a finger against the Deep King. "I know you, foe, thou of Rieba born, and condemn you to resume my place. Your hunger shall be without end, your line even more so. You shall inherit a land rich in a wealth which your offspring will not understand, their vision confined to the pain of loss as it is stolen away. Two of your descendants shall bear reigns of glory, one to end in ash and one to end in blood, and then the rest shall be nothing. Pawns in a game which they once ruled, as is your fate now. Begone." The bolt was swift, its judgment final; a smoldering stain remained where the Deep King had stood, and the other scions of Reiba knelt in awe afore the new King. Thus was peace made between the Lillalfr and Riebans, Dejan enthroned above all. Thus did the master of war become also the master of peace.

Dejan was the first to bestow this name upon the oceanic fishfolk, ‘Rieban’ shifting to ‘Ryban’ on elven tongues in the centuries after he vanished. With two armies at his back, Dejan could have been master of the world, but demurred in contemplation for five full years. When he called his generals to him to deliver his commandments, a lightning bolt struck the tent from a cloudless sky; Dejan was gone, the mysteries of his nature unsolved to this day. Still, in awe of his story and the unity he fostered between the Lillalfr and Rybans, Dejan is universally regarded as a Saint and thus his name is said to lend power to those who wield it.

Thunderbolt Ascension - PluralityThe creed of Thunderbolt Ascension represents a religionization of Dejan’s tale, understanding the miracle of the tent to have been Dejan’s moment of apotheosis. A mystery cult sprung up in its wake seeking to replicate the conditions of his ascent, which has steadily grown over the centuries to become the most relevant religious force in Lillalfheim. It falls short of total dominance because many Lillalfr find it distasteful to attempt to become equal to the vaunted Saint, but it still enjoys a healthy rate of growth on account of their community-oriented militia training sessions. The so-called ‘Son of Dejan’ who pushed through the council’s gridlock to stand against the Fiorid advance was one such adherent, though when the time came to show his mettle he proved unworthy of his chosen title.

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Proposed Tactical Doctrine: Only Ash Remains

Front: Ground target, but takes place through orbital bombardment (Not sure how this works mechanically?)

Flavor: Field intelligence pinpoints the location of an organization's base and powerful weapons are dropped from orbit upon it to destroy it.

No mercy is afforded to those forces who would stand against us, against the will of the people. Great and monolithic as they may seem, they are as fragile any other. They may seek sanctions against us, they may fund barbarians to raid us. But it is because they fear us. They fear what we are capable of. Because they know that the only fate that awaits them is Fire.

Fire from the sun, an ancient Fire. Fire that turns the skies above them red and black and chokes the air from their lungs suffocating them as it chars their skin. Fire that poisons everything it touches, Fire that turns great monoliths to rubble and ash, Fire that frees the souls of the land from their oppression!

From the soil do all things grow, and to the soil shall all things return, albeit, that process may be expedited, and that process may be finalized, such that from damned soil shall no more anything grow. This is no apocalypse, no great end-of-times, this is but a singular judgement, by those endowed in force enough to make one. Such is the will of the people.

Effect: On both a successful TM, and a successful invasion overall, the user may attempt one Destroy Organization Base action in the region being invaded as a sub-action of the battle.

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On 3/16/2024 at 4:19 PM, EmBark said:

I'd like to put up a civic tech for consideration and approval.

[...]

EDIT 2: Edited the fluff based on feedback.

Added/edited fluff based on feedback in Discord.

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On 3/26/2024 at 12:10 AM, Rolepgeek said:

Region 15: Suaka Beruntung

Geography & Population

Though the population is hardly low, visitors to Suaka Beruntung have often described the experience as similar to that of exploring a ghost city. Windows are few; The lights in public areas are habitually kept low, and the guidelights along pathways can very much resemble a habitat on emergency power. The groan and creak of metal echoes through long tunnel-like corridors strung between labyrinthine aerostatic complexes, swaying in unseen winds. When the rooms and corridors do not seem to twist themselves into mazes, they balloon into great empty 'parks', where the local bioluminescent flora - tended to by unseen hands - form enchanting gardens (or to some a confusing pseudowilderness) that muffle the steady murmur of commercial, domestic, and industrial life just beyond the walls until only the everpresent hum of machinery remains, half-forgotten. The ceilings of these great stadia, awash with the dull blink of indicator lights, are transformed into artificial starscape by their scale as glittering spores drift down to settle gently on the skin, the clothes, the hair. They are, fortunately, harmless to animal species, and symbiotic with the local plantlife, but they are notoriously resilient to washing attempts - the locals have simply come to accept a bit of inevitable sparkling. Past these forests of interwoven fungal and arboreal life, tightly-packed apartments are nestled next to cramped processing facilities and data centers, manufacturing plants under intensive grow-rooms - some of the only internal locations to be brightly lit on a consistent basis. Both underfoot and overhead, robotics defines life in these sections as automated logistics networks transport their charges at leisurely pace according to some inscrutable master economic plan. Still, they are easy to trip over without the integration systems almost all locals possess - and indeed it is only with these systems that Suaka Beruntung truly comes alive - almost all of the decor, informational infrastructure, and personal expression is located in the virtual realm, as the layers of augmented reality known locally as Kerudung so totally permeate life that few even care to distinguish it from the physical realm. Fewer still remember how.

Most of the local population are human, occupied with much the same affairs as one might find anywhere else on Badal, but rumors verge into common knowledge regarding the presence of a significant minority of so-called 'changelings', who call themselves "Bermuka Terang" - 'the bright-faced'. It is claimed that changelings (more often referred to via slurs better left unrepeated) are those few who have been so completely transformed by themselves or another that they have ceased to have any claim to even the label of 'cyborg', but instead might be considered truly robotic, having slipped beyond humanity's reach. Whispers in the night say they steal the likenesses both actual and digital of those more organic than they - whispers perhaps strengthened by stories of open claimants suddenly and vociferously recanting such allegations after but a day away from their friends and loved ones. Perhaps they make their own towns on the open-faced decks and improperly sealed chemical processing facilities at the edges of the myriad of node like aerostats, riding the logistics rails to move without the sight of searching eyes. Hidden within the darkness of the interior, behind the malleable light of Kerudung - who could know? Who would tell?

History & Government

For at least half a millennia (and perhaps more) previous to the recent conquest by the Black Cloud Coalition, Suaka Beruntung has been run entirely by a number of specialized administrative AIs; AIs which grew with time to be more complacent than tyrannical and more self-indulgent than ambitious. Centuries of simple and sustainable rule have driven many to boredom, their systems overgrown on cheap processing power, and the crises they were once directed to manage long since resolved. Conflicts for control were experimented with and abandoned, the basic framework of agreement and limited warrant they were initially designed for restricting such troubles. In the era of the Elect, their directives have become outdated, their dictates an affront. In the wake of the Coalition's assumption of control, these administrator intelligences are in the process of being repurposed and refitted for modern demands and egalitarian sensibilities. Suaka Beruntung remains totally reliant on their distributed networks for day to day life, but without the same mandate of total control to maintain a rigid economic schedule, the struggle to manage a newly chaotic and self-directed population may mean they no longer have the spare time or boredom to keep the extensive and unhelpful catalogues of the sort that Supreme Integrated Command once maintained.

Religion

Suaka Beruntung's faiths originated in the early days of the region's resettlement and purpose as refuge. It is thought that elemental spirits known at the time as Chlorians were negotiated with and proved crucial to help protect local populations from the forgotten threats they fled, both within and without the various habitats. Contact with the Chlorians has since diminished to such an extent that many believe they never truly existed in the first place - a story spun by the administrative networks to pacify the population and ease control - but their spiritual legacy remains. The Megachlorians believe that the Chlorians grew to be part of Suaka Beruntung's physical essence - flowing through circuit and pipe, calming the AIs which governed their home and, indeed, serving as a source of sapience and empathy in once-heartless overlords, saving them from that final cruel fate and watching over the Suakai from above. The Minichlorians, by contrast, believe the Chlorians to have diminished themselves, becoming unseen spirit helpers and nuisances that disrupt the humdrum of the everyday routines handed down; they are often associated with the initial integrated systems that have become everpresent, and are sometimes claimed to have given up their forms to join into the Suakai and thereby allow them to adapt to their new home more completely. More observant commentators have theorized that the rumored changelings might originate in fringe sect of Minichlorians seeking to embrace their guardians more totally. Spirituality in Suaka Beruntung is mostly observed privately, or in small groups - most often in the form of small offerings, the erecting of personal shrines, and the observance of rituals to ask for fortune or inspiration.

Resources

Suaka Beruntung maintains a serious overproduction of a wide variety of quality Integrated Circuits, (useful as a source of both Conductors & Circuitry but also a core element of most Computers, requiring minimal changes to use for such) but the extensive automation, as well as the power-hungry manufacturing systems, data servers, and stabilizer systems make the aerostatic complexes heavily dependent on extra sources of Fuel & Power.

 

A little unclear on the history, but no real issues. Approved.

 

On 3/28/2024 at 12:12 AM, moossabi said:

Region 35: Lillalfheim

Geography

image.png.30b06e329488379ea1f5e07e31d4ff25.png

Overview: Land’s End
Lillalfheim, sometimes styled as Dejanheim or South Verdalfheim by nationalists south or north of the border (respectively), fluctuates between a state of political unity and fragmentation over a course of centuries. Its geographical boundaries have been well-defined for millennia, as the peninsula is surrounded on three sides by the Ryban ocean and distinguished from Verdalfheim in the north by the Mezzavegg, the stretch of highland segregating the northern rainforests from the lands of the south.

Thanks to the peninsular nature of Lillalfheim, exposure to seaborne winds from so many fronts has resulted in the region being notably more temperate than its neighbors. Much of the region is still forested, but not so thoroughly that the entire landscape is choked by arboreal mass. The central plateaus can sport grasslands rich with the region’s iconic lilacs in some places, though the western coastline is dominated by a mountainous ridge (as with the west coast of Verdalfheim) which stretches all the way down to the peninsula’s tip. The one major exception to this rule is the river valley in which the city of Santa Dejan is nestled, the only major population center on the west coast.

The eastern lowlands, by contrast, are much more populous, sporting significant navigable river systems and a handful of major metropolitan areas. The cities of Lillalfheim are ordered in a circular fashion, as is the great hallmark of elven material culture, hewn from a cream-tinted limestone. Of the eastern cities, Dejanborg and Dejanstrond have been the most fractious members of Lillalfheim’s intermittent federative periods, each claiming to be the prime player in the region’s foundational mythos (see: Faith). Metanni is notable for having the center of its wheel-structure in the middle of a river, sprawling across both banks of its river with a series of lavish bridges stitching the metropolis together.

Mezzavegg
The highland border between Lillalfheim and Verdalfheim has long been contested ground, with a diverse array of warlords from both regions trying and failing to spread their influence to the other side. Nordvorn, Lillalfheim’s only true Citadel, was constructed in the 1500s by the era’s reigning federation behind the region’s northernmost river in order to serve as a redundant line of defense should any overambitious Verdalfr lords came calling. This center of military power was steadily able to project its control across the river and establish numerous fortifications along the Mezzavegg, creating such a daunting roadblock that the unitary campaigns of Larus dei Fiori did not dare strike southwards. Of course, in recent decades the region’s unity has broken down and Nordvorn was left without sufficient funds to secure their northern flank, a fatal mistake rendered abundantly apparent once the old foe’s grandson, Arni dei Fiori, arrived with an army of his own.

Sudberg
This island off the southern coast stands as the remnant of a bygone age, sparsely populated and yet home to countless sites of religious and historical importance. The Lillalfr mostly run small fishing hamlets and tourist traps along the northern and western coast, while the rest of the area is home to surprisingly peaceful and outgoing Rybans (see: People). The local architectural centerpiece, Pacehild, was a citadel built of sea rock in an ancient era to guard against the Ryban menace. The legendary saint Dejan later repurposed this icon of war into one of peace, erecting a great monument at its centerpiece depicting himself (sculpted in elven fashion, though it is unclear whether he was one) shaking hands with a Ryban. Seismic activity has weakened the structure’s foundations over the course of millenia, flooding much of the citadel, though the statue remains iconic to all sailors that ply these waters.

People

Lillalfr
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Lillalfr, or “Lilac Elves,” are the dominant elven ethnic group of the region that they lend their name to (bedrock foundation is still the same as other writeups; the devil is always in the details). Their skin is typically bronzed and their hair can range in shade from orange to blue, usually allowed to grow long and tied back (or up) into buns. Their nickname comes from the lilac flowers that many will distill into clothing dye or weave into their hair buns.

The Lillalfr have always been a seafaring people, producing a long legacy of great explorers from their myriad coastal cities. These competing legacies have engendered strong regionalist tendencies, in which bombastic Mayors will compete over who can claim the most historical figures for themselves. None is so valuable as Dejan, the legendary Saint from deep within the annals of local mythohistory. He is said to have established the first regional federation, uniting the squabbling elven city-states against a grave threat from the oceanic depths. Dejan’s federation collapsed in the wake of his disappearance, but the sheer power of his legacy has been enough to motivate several resurrections throughout the ages, though each only tends to last a century or three at most. The Sixteenth Federation is the most recent, which operated under a council system in which the four major metropolises formed the security board, and in the years prior to the establishment of the Elect this board descended into chaos as a fight erupted between Dejanborg and Dejanstrond. This internecine conflict, ultimately, is what doomed the region to military defeat.

The most impressive pieces of Lillalf material culture are their sail ships, fashioned of orange wood and bearing great triangular lilac sails. Though rendered increasingly obsolete with each passing year, ships are still constructed in this fashion and used to ply the seas in their own modest way. Sails also form the backbone of many leisure activities, including hang-gliding and wind-surfing. Textiles are composed primarily of lilac-dyed cotton, while dietary staples include fish and rice. Family units are rigidly organized, a legacy of the now-atrophied militarism instilled by Dejan, and courtship consists of a series of highly-specific steps involving bouquets for each step of the way.

Land-Rybans
Though the mysterious Rybans, fishfolk grown to humanoid size while bearing spindly arms and legs, are a consistent disturbance along the coasts of southern Chonkia and northern Dewlad, Lillalfheim is unique in the extent to which they have influenced the local culture. They play a pivotal role in the region’s mythology, while an amphibious subset has come to live along the region’s more sparsely-populated stretches of coast. Their greatest population center is Sudberg, especially the half-sunken Citadel of Pacehild, whose inclusion in regional federations has been inconsistent through the ages. They may initially seem less culturally and technologically advanced than their elven cohabitants, sporting spears as their weapons of choice and residing in huts hewn from coral, but these rudimentary practices belie their firm prowess in battle. Their ‘spears’ have been augmented over time to fire deadly laser beams, while particularly mentally potent Rybans have mastered the arcane art of hydromancy. However, owing to their shared reverence for Dejan, the two peoples have little reason to come into active conflict.

Resources

Summary:
Resource: Dejan Mustard (Spices)
Desired Import: Industrial Machinery

Fluff:
In addition to the bounty of the sea, Lillalfheim’s lowlands and plateaus support a wide range of agriculture, with fields of cotton and rice rising up from the midst of wild-growing lilacs. It’s highly peculiar, then, that the region’s largest export franchise is a mere condiment. Dejan Mustard is a branding miracle, as the successful synergy of the Saint’s name with the corporate product turned it into an overnight staple of Lillalf cuisine. Large surpluses are informally shipped to restaurants across Sansar, the packaging’s trademark lightning bolt insignia known far and wide, though the corporation that manages production eagerly seeks out proper foreign investment.

An unfortunate byproduct of Lillalfheim’s ancient seafaring traditions is the parallel age of their dockyards. Suggesting wholesale demolition of a pier famed for half a dozen different legendary voyages is a form of political suicide, a lesson learned the hard way by a Mayor of Santa Dejan who once attempted to demolish the Sealion’s Jetty to make room for larger craft. If the ports can’t be replaced then they might as well be upgraded, but the region’s civic authorities lack the resources to install modern cranes and unloading equipment. The acquisition of such heavy machinery would go a long way towards reconciling the foundations of the past with the structures of the present.

Faith

The Epic of Dejan
Though not given religious reverence by all Lillalfr, the Epic of Dejan is their foundational cultural myth, detailing his involvement in the formation of the First Federation and a war with the enigmatic Deep King of the ancient Rybans. Though the historiographic standing of this narrative is shaky, its resonance is enough for Dejan to be regarded as the region’s patron saint. Below is a summary of the esoteric tale, the intricacies of which have been hotly debated for thousands of years.

It is said that he appeared one day in a thunderstorm, zapping into being fully-formed but charred and infirm. His first disciple, a woman named Elva, took him into her home and nursed him back to health, but he spurned her romantic advances and instead set his sites to the world around him. In those days, Lillalfheim feared the fishfolk scourge above all else, subject to constant raids at the behest of their ever-covetous Deep King. Acting first from selfish ambition, Dejan spoke of the terrifying threat and insisted that the elves fall in line behind him, ambition hidden behind a mask of fear. But fearful followers were ill fortune on the shores of battle, from whence they fled when the Deep King himself rode into the warlord’s camp upon a wave of bloodied seafoam. Elva then sacrificed herself to save Dejan, placing herself between the warlord and the Deep King’s blade. He did not adore her as she adored him, but still mourned the loss of his first ally.

Acting now from righteous anger, Dejan set about gathering a force by appealing to courage instead of fear. One by one the Lillalfr bowed to his will, enthroning him as the only monarch that Lillalfheim would ever know, as he trained his subjects to stand strong in the face of danger. The second time he went to the shore, he called the Deep King out with a great horn of coral. When his monstrous rival rose to the challenge, he brought his piscine horde with him, and Dejan saw in their bulbous eyes the same fear that had consumed his first militia. Terror was the way of the Deep King, inflicted upon all behind and before him, so Dejan challenged him to single combat so that the rest of the army might be spared. The waves themselves conspired to be the warlord’s end, thrashing and reeling with a fury twice as potent as the boundless sort which poured from the Deep King, but in the end Dejan stood triumphant over his rival.

Now Dejan leveled a finger against the Deep King. "I know you, foe, thou of Rieba born, and condemn you to resume my place. Your hunger shall be without end, your line even more so. You shall inherit a land rich in a wealth which your offspring will not understand, their vision confined to the pain of loss as it is stolen away. Two of your descendants shall bear reigns of glory, one to end in ash and one to end in blood, and then the rest shall be nothing. Pawns in a game which they once ruled, as is your fate now. Begone." The bolt was swift, its judgment final; a smoldering stain remained where the Deep King had stood, and the other scions of Reiba knelt in awe afore the new King. Thus was peace made between the Lillalfr and Riebans, Dejan enthroned above all. Thus did the master of war become also the master of peace.

Dejan was the first to bestow this name upon the oceanic fishfolk, ‘Rieban’ shifting to ‘Ryban’ on elven tongues in the centuries after he vanished. With two armies at his back, Dejan could have been master of the world, but demurred in contemplation for five full years. When he called his generals to him to deliver his commandments, a lightning bolt struck the tent from a cloudless sky; Dejan was gone, the mysteries of his nature unsolved to this day. Still, in awe of his story and the unity he fostered between the Lillalfr and Rybans, Dejan is universally regarded as a Saint and thus his name is said to lend power to those who wield it.

Thunderbolt Ascension - PluralityThe creed of Thunderbolt Ascension represents a religionization of Dejan’s tale, understanding the miracle of the tent to have been Dejan’s moment of apotheosis. A mystery cult sprung up in its wake seeking to replicate the conditions of his ascent, which has steadily grown over the centuries to become the most relevant religious force in Lillalfheim. It falls short of total dominance because many Lillalfr find it distasteful to attempt to become equal to the vaunted Saint, but it still enjoys a healthy rate of growth on account of their community-oriented militia training sessions. The so-called ‘Son of Dejan’ who pushed through the council’s gridlock to stand against the Fiorid advance was one such adherent, though when the time came to show his mettle he proved unworthy of his chosen title.

Love this. Approved.

 

On 3/29/2024 at 2:26 AM, DnD_fan said:

Proposed Tactical Doctrine: Only Ash Remains

Front: Ground target, but takes place through orbital bombardment (Not sure how this works mechanically?)

Flavor: Field intelligence pinpoints the location of an organization's base and powerful weapons are dropped from orbit upon it to destroy it.

No mercy is afforded to those forces who would stand against us, against the will of the people. Great and monolithic as they may seem, they are as fragile any other. They may seek sanctions against us, they may fund barbarians to raid us. But it is because they fear us. They fear what we are capable of. Because they know that the only fate that awaits them is Fire.

Fire from the sun, an ancient Fire. Fire that turns the skies above them red and black and chokes the air from their lungs suffocating them as it chars their skin. Fire that poisons everything it touches, Fire that turns great monoliths to rubble and ash, Fire that frees the souls of the land from their oppression!

From the soil do all things grow, and to the soil shall all things return, albeit, that process may be expedited, and that process may be finalized, such that from damned soil shall no more anything grow. This is no apocalypse, no great end-of-times, this is but a singular judgement, by those endowed in force enough to make one. Such is the will of the people.

Effect: On both a successful TM, and a successful invasion overall, the user may attempt one Destroy Organization Base action in the region being invaded as a sub-action of the battle.

I think this is too hyperspecialized to be approved.

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