Welcome through the Eye of the Needle
Kanth-Aremek had been in turmoil for centuries. On the surface, its lands and seas were a veritable cornucopia. But for the intelligent beings that inhabited this continent, danger grew teeth and talons in the dark, and lived in the recesses of the mind. Stories around the fire told of demons crawling up from hell to wreak havoc with the living.
The proto empires which sprung up after the discovery of Magic eschewed these stories. The Margraves and holy men chose instead to focus on polarising different faiths, races and values. Meanwhile, the safe passages between settlements grew harder to control with each passing year. The guilds and monastic orders, once early engines of progress, retreated behind their walls to study in private. Many thought that a sign from the gods would signal the coming of their saviour - or the end of days.
It was through a telescope that a Guild apprentice thought they spotted that sign one night, far off in the distance...
The sky rent open in a flash of mauve. A sleek object poured forth, shining in the full moon's light, and hurtled towards the ground. Fragments split off, and what began as a spark turned into a fire. The blazing pieces crashed into the shoulder of the Grearedar mountain range far in the distance; others set the ancient forest ablaze.
Despite what the apprentice stuttered to their master, this was no sign from the gods. At least not the gods of this land.
[Stavanger Interplanetary Spaceport, Norway, Earth - 2296]
Most of the crew of the Jotunheim slept aboard their vessel the night before its maiden voyage. They were exhausted from the events of the last few months, but there was a charge of excitement running through them as well. Their ship was the first of its kind; able to jump vast distances in an instant using a state of the art Tamerlane warp engine.
Their exact capabilities were a closely guarded secret outside of the company. But pressure was now well and truly on from shareholders to prove that the Jotunheim could indeed reach beyond the Solar System. The crew had been forced to drastically expedite their test jump programme, and their launch date had already been moved forward, so it was a mad rush to get everything ready. The crew were experienced, but hadn’t been working together long, so there was confusion when they woke to ear-shattering sirens from the hangar.
After a few attempts, they learned that the spaceport and adjacent shipyard had come under attack. Hostile soldiers, potentially disguised as Norwegian military police, were fighting through the complex, looking for something.
Chaos erupted in the hangars where flight-worthy ships were kept. Spaceport staff and other passengers swarmed them to get away from the fighting, as gunfire chattered in the distance and alarms blared. Little did the Jotunheim’s crew know that this would be the least of their worries. Turns out their new warp engine was not quite as stable as previously thought…
Introduction
That’s where our tale begins! A state of the art exploration vessel from the future accidentally tears through into a completely different dimension. They must survive this fantasy world and try to return home. I’m looking for 8-10 experienced roleplayers to come on this adventure with us.
On the morning of its maiden voyage in 2296, a state of the art exploration vessel called the Jotunheim is attacked at Stavanger spaceport. Its experimental faster-than-light drive is accidentally triggered during the escape, transporting the ship to another dimension. The Jotunheim subsequently crash landed on an uncharted planet called Kanth-Amerek (K-A).
Various native citizens of Kanth-Amerek witnessed the crash and came to investigate. After making contact with these locals, the Jotunheim's crew and passengers learned of multiple civilisations on the continent, with technology roughly equivalent to Earth in thr 1500s. However, there was one key difference - some of these natives appeared to have magical abilities, resulting in great societal advancement across some areas.
Understanding the great technological prowess of these 'Sky People', the different parties of natives have begun to splinter. One group led by Castigator Nellara wants to monopolise friendly relations in the name of the Ascendency, a meritocracy founded by a bird-like species known as the Tekeri. A second group, led by a struggling Glen noble of House Silbermine, want to befriend these strangers to help them win re-election in a once a decade contest known as the Running.
Tension ran high in the initial meeting, with House Silbermine and the Ascendency+ almost coming into armed conflict. However a last-minute intervention by the Humans defused the situation. Both sides are now calling for a Thought mage to begin the lengthy translation process.
Various native citizens of Kanth-Amerek witnessed the crash and came to investigate. After making contact with these locals, the Jotunheim's crew and passengers learned of multiple civilisations on the continent, with technology roughly equivalent to Earth in thr 1500s. However, there was one key difference - some of these natives appeared to have magical abilities, resulting in great societal advancement across some areas.
Understanding the great technological prowess of these 'Sky People', the different parties of natives have begun to splinter. One group led by Castigator Nellara wants to monopolise friendly relations in the name of the Ascendency, a meritocracy founded by a bird-like species known as the Tekeri. A second group, led by a struggling Glen noble of House Silbermine, want to befriend these strangers to help them win re-election in a once a decade contest known as the Running.
Tension ran high in the initial meeting, with House Silbermine and the Ascendency+ almost coming into armed conflict. However a last-minute intervention by the Humans defused the situation. Both sides are now calling for a Thought mage to begin the lengthy translation process.
Map of Kanth-Amerek
Link to zoomable map.
Playable Species
Humans
Humans are a technologically advanced species of bipeds from a different dimension to Kanth-Amerek. They can be intelligent and ignorant, peaceful and violent, predictable or totally unpredictable. One thing that you can be sure of is that they do not agree with one another, and that some of them are better off than others.
In their dimension, the generally accepted date is 2296. Medical science allows the rich to live for over 150 years, and many of the diseases that plagued their evolution are being actively combatted. Some Humans use technology to augment their natural abilities; anything from their limbs through to their senses, and even biochemistry. It doesn’t always work as they intend, and many Humans have sworn to keep their bodies natural and free from interference.
The Earth’s climate rapidly deteriorated through most of the 21st century, setting off a chain reaction of ecological collapse, widespread famine and population migration. Enormous amounts of money were spent on establishing massive colonies on the Moon, Mars, Venus, Mercury as well as the gas giant moons. Large government-backed corporations enlisted millions to exploit the natural resources of the Solar System. The lack of unity on Earth soon translated into tribal politics on other planets, and eventually Human holdings began turning against the cradle of their species.
The balance of power was turning on Earth too. Western intergovernmental organisations that enjoyed control over power blocs at the turn of the millenia were directly challenged by new unions in Africa, South America and East Asia. A global arms race supplemented the trusty rifle with drones, droids and devastating cyber attacks.
Then the Yenge arrived, and inadvertently fanned the flames of discontent. The first alien race to make contact with Humanity, their entire civilisation had been destroyed by a bioengineered plague. With only a few dozen of them on board, their ship ran out of power near Jupiter. In exchange for aid and sanctuary, the Yenge agreed to teach Humans about their technology, including faster than light travel.
The question of who hosted the Yenge and benefited from their knowledge first was too difficult for Humans to answer. Conflict exploded across the Solar system, and the map was redrawn a dozen times over the course of ten years. All the while, the people with access to the Yenge secretly began work on applying these advances for their own goals.
Tekeri
Tekeri - A flightless bird-like species. They are tall and lithe, and most often have deep black feathers. They have vicious, serrated beaks and two pairs of eyes, one just above and behind the other (similar to this) Being imposing and somewhat unsettling in appearance, other species have, at times, regarded them with suspicion or fear. Some cultures view them as demons, or at least inherently evil. Though, while they do have a harsh culture themselves, they are simply another of the world’s species with no natural mandate towards good nor evil. Unsurprisingly, they are naturally visual hunters with particularly sharp eyesight, including into the ultraviolet spectrum. Though, their hearing is weaker compared to a species like Humans.
For most of history, the Tekeri have not been a major power in Kanth-Aremek. Their homeland is a mountainous region, somewhat removed from other nations. They tended to have an independent mindset and were divided among separate clans that kept to themselves. When, on occasion, a clan would come into conflict with outsiders, few others would generally come to their aid. Some Tekeri traveled to other parts of the world, but they were rare, and with their frightening appearance, not always welcome. Individuals, and even entire clans, have been subjected to abuse by more powerful outsiders in the past.
Tekeri society would come to be revolutionized by the discovery of magic. Sometime after it came into use, a particularly talented archmagister from one of the smaller clans led a war of unification that brought together all of the former clans into a single empire known simply as the Ascendancy. The first century of its existence was fraught with strife, discontent, and internal struggles, but Archmagister Vyana was as shrewd as she was powerful. Though slow and bloody, the forces opposing her were brought to heel, and over generations, her society was shaped according to the philosophy she championed. The growing use of magic allowed them to more easily access the mineral wealth locked within the mountains of their homeland. While they did grow their military appropriately, the Ascendancy did not expand through conquest. Rather, they utilized their mineral wealth to grow in power and influence through expanding trade and growing wealth. Using that wealth, they attracted outside talent to help catch up to the capabilities of their neighbors.
In modern day, the Ascendancy has become an influential upstart on Kanth-Aremek. They are still not the largest nor most powerful of nations, but they have grown more quickly than any other. Their culture has been shaped into that of a meritocracy. Harsh and unforgiving, there are no safety nets, and little sympathy for those who fail. Capability is celebrated above all else, whether in strength, intelligence, cunning, or any other meaningful success. There is no longer a concept of noble bloodlines, and even inheritance itself was outlawed. To them, above all else, success must be earned, and it is most certainly a place where the successful can thrive. Compared to the pre-Ascendancy era, the Tekeri have become exceptionally more prosperous, leading to a general feeling of confidence in their shared “vision” for their people.
The Ascendency itself is still led by Archmagister Vyana, as the use of Life magic has expanded her natural lifespan. For many, it is hard to tell how much of what is known about her is legend or truth. Without a doubt, she is a shrewd leader and a powerful mage, as she has mastered multiple domains. She is a Force mage without peer, though it is difficult to estimate her power in other domains. She is rumored to be a Thought mage as well, but that has never been confirmed. By law, any citizen may challenge her for the right to rule. It has happened thirteen times through the centuries, and thirteen times those challengers have fell.
The S’tor are a bipedal, reptilian species. To a Human, they would appear to have a rather dragon-like appearance, though without the capability of flight. They have tough, thick scales which serve as a kind of natural armor, and that can have a large variety of colors and patterns. They tend to be large, with an average height well over seven feet. As well, they are physically the second most powerful of the continent’s species, behind the Lorok.
Given their natural physical prowess, the S’tor have produced some of the most war-like cultures in the continent’s history. Granted, for most of their history, their warlords have been just as likely to fight one another as anyone else. However, the success of one particular warlord changed that dynamic. Cedec Kolodon, the conqueror, brought all of the S’tor under his banner, and of course, proceeded to set his sights outside their borders. The S’tor’s campaign of conquest started with smaller, neighboring states, but quickly picked up steam as they gained more land, resources, and recruits. Through decades of war, they spread farther and farther south across the continent. Larger nations usually fought or allied together to resist, while some smaller nations simply capitulated. Although they were slowed at times, especially when they reached the lands of the Glen and Iriad, there was ultimately no one who could stop them from conquering the continent.
The Kolodon Empire, as it was known, ushered in an era of strict, orderly rule across the continent. The S’tor under the Kolodon had been a highly organized, stratified society. The role of every citizen was both well-defined, and non-negotiable. Especially among cultures that loathe such restrictions, unrest and sedition was frequent, and harshly dealt with. For as much as it is remembered as being hated, however, Imperial rule was not strictly detrimental to their subjects. Indeed, under the Kolodon clan’s watchful eye, the continent experienced widespread growth and economic expansion. The Empire invested in massive building projects, such as roads connecting every major city, and dedicated military support to patrolling them to keep them safe for trade and travel. They established a unified code of laws and mandated that it be available for all citizens to be able to study and understand. In places where law had once been informal, unevenly, or even capriciously enforced, it made life more predictable and secure for the average citizen. The Empire mandated their language as the official tongue for trade and matters of state, and required it to be taught in all corners of the empire. Even today, S’toric is the most commonly known language across the continent, and is generally considered the lingua franca for dealings across cultures.
The rule of the Kolodon Empire lasted centuries and served to strengthen connections between cultures that had previously never interacted. However, despite the increases in wealth, fractures still began to form over time. The cultures they had conquered had not been destroyed, and there were some who still longed for the freedom and self-determination they had once enjoyed. Resistance, rebellions, and small uprisings popped up periodically. Even when they were put down, they still steadily eroded the Empire’s hold over its territory. Coupled with a string of ineffective Emperors, corruption in their government, and the growing influence of some regional rulers, the famed order of the Empire became much less firm. Eventually, large provinces became bold enough to split into open rebellion, right around the time that magic was discovered by the people of Kanth-Aremek. There are many who think of magic as what broke apart the Kolodon Empire, but most historians agree that it had been falling apart for many years leading up to it. The chaos wrought by magic merely hastened its fall.
The modern S’tor have returned to being split among a collection of nations in the northern half of the continent, struggling with one another just as much as any outsiders. The Kolodon “Empire” still exists in their original homeland as just one of those nations, while other clans fight for dominance to prove themselves as the ones who will restore the S’tor to their former glory. Although, just as the S’tor spread their culture across the land, so too did other cultures leave their mark upon them. Not all of the new S’tor kingdoms have maintained the former tenets of Imperial law. Some have loosened their restrictions, and while they still defend themselves, no longer seek to project their military might outwards. Rather, they seek to adapt to this new world as it evolves.
Given their natural physical prowess, the S’tor have produced some of the most war-like cultures in the continent’s history. Granted, for most of their history, their warlords have been just as likely to fight one another as anyone else. However, the success of one particular warlord changed that dynamic. Cedec Kolodon, the conqueror, brought all of the S’tor under his banner, and of course, proceeded to set his sights outside their borders. The S’tor’s campaign of conquest started with smaller, neighboring states, but quickly picked up steam as they gained more land, resources, and recruits. Through decades of war, they spread farther and farther south across the continent. Larger nations usually fought or allied together to resist, while some smaller nations simply capitulated. Although they were slowed at times, especially when they reached the lands of the Glen and Iriad, there was ultimately no one who could stop them from conquering the continent.
The Kolodon Empire, as it was known, ushered in an era of strict, orderly rule across the continent. The S’tor under the Kolodon had been a highly organized, stratified society. The role of every citizen was both well-defined, and non-negotiable. Especially among cultures that loathe such restrictions, unrest and sedition was frequent, and harshly dealt with. For as much as it is remembered as being hated, however, Imperial rule was not strictly detrimental to their subjects. Indeed, under the Kolodon clan’s watchful eye, the continent experienced widespread growth and economic expansion. The Empire invested in massive building projects, such as roads connecting every major city, and dedicated military support to patrolling them to keep them safe for trade and travel. They established a unified code of laws and mandated that it be available for all citizens to be able to study and understand. In places where law had once been informal, unevenly, or even capriciously enforced, it made life more predictable and secure for the average citizen. The Empire mandated their language as the official tongue for trade and matters of state, and required it to be taught in all corners of the empire. Even today, S’toric is the most commonly known language across the continent, and is generally considered the lingua franca for dealings across cultures.
The rule of the Kolodon Empire lasted centuries and served to strengthen connections between cultures that had previously never interacted. However, despite the increases in wealth, fractures still began to form over time. The cultures they had conquered had not been destroyed, and there were some who still longed for the freedom and self-determination they had once enjoyed. Resistance, rebellions, and small uprisings popped up periodically. Even when they were put down, they still steadily eroded the Empire’s hold over its territory. Coupled with a string of ineffective Emperors, corruption in their government, and the growing influence of some regional rulers, the famed order of the Empire became much less firm. Eventually, large provinces became bold enough to split into open rebellion, right around the time that magic was discovered by the people of Kanth-Aremek. There are many who think of magic as what broke apart the Kolodon Empire, but most historians agree that it had been falling apart for many years leading up to it. The chaos wrought by magic merely hastened its fall.
The modern S’tor have returned to being split among a collection of nations in the northern half of the continent, struggling with one another just as much as any outsiders. The Kolodon “Empire” still exists in their original homeland as just one of those nations, while other clans fight for dominance to prove themselves as the ones who will restore the S’tor to their former glory. Although, just as the S’tor spread their culture across the land, so too did other cultures leave their mark upon them. Not all of the new S’tor kingdoms have maintained the former tenets of Imperial law. Some have loosened their restrictions, and while they still defend themselves, no longer seek to project their military might outwards. Rather, they seek to adapt to this new world as it evolves.
Originally the “glenfolk”, named for the lush natural valleys and forests of their homeland, they have since come to dominate many of the vast plains across the continent. They are a quadrupedal species, centaur-like, with an upper body resembling an elk (inspired by this sculpture: https://i.imgur.com/WsB4l70.jpg).
For much of their early history, the Glen were nomads, though they did not remain resistant to settling down for long as other nations began to emerge. As with many other species on the continent, their history is a long series of small nations rising and falling as if with the tides, slowly shaping cities and building their culture. When the S’tor united and the Kolodon Empire formed, their city-states, like many others, banded together to resist. The S’tor’s war with the Glen lasted longer than most, but like all others, they fell to the singular rule of the Empire.
Though remembered as a dark period in their history for the strict and sometimes tyrannical leadership of their overlords, the Glen did benefit to an extent from their time as Imperial subjects. The organization and requirements of the hierarchy had ended up expanding their cities and strengthening their connections to other subject nations. When the Empire finally fractured, the land traditionally held by the Glen was split into two nations, Acanata and Mythadia, still primarily ruled by Glen, though now with significant populations of other species.
In modern times, Acanata and Mythadia are allied nations, and both together form the strongest alliance on the continent. Influenced by their central position in the continent, they had become trading hubs in the Empire, which has continued to this day. Acanata covers the area of the Glen’s original homeland and is ruled by a monarchy, while Mythadia is ruled by a council of noble families, including both Glen and other species. The roads that cross the plains are well-patrolled, and are among the shrinking few that are still considered to be mostly “safe” as the world grows more chaotic and dangerous. As other nations are rising to power and influence in the wake of magic’s discovery, their alliance is still holding strong to keep them as Kanth-Aremek’s leading power, for now.
The culture of the modern Glen is not particularly rigid, considering the multicultural influence upon Acanata and Mythadia during the time of the Empire. They are organized and civilized, but do not have strict social hierarchies. Glen tend to be particularly agitated by restrictions, and their love of freedom and adventure tends to push them to want to travel and explore.
For much of their early history, the Glen were nomads, though they did not remain resistant to settling down for long as other nations began to emerge. As with many other species on the continent, their history is a long series of small nations rising and falling as if with the tides, slowly shaping cities and building their culture. When the S’tor united and the Kolodon Empire formed, their city-states, like many others, banded together to resist. The S’tor’s war with the Glen lasted longer than most, but like all others, they fell to the singular rule of the Empire.
Though remembered as a dark period in their history for the strict and sometimes tyrannical leadership of their overlords, the Glen did benefit to an extent from their time as Imperial subjects. The organization and requirements of the hierarchy had ended up expanding their cities and strengthening their connections to other subject nations. When the Empire finally fractured, the land traditionally held by the Glen was split into two nations, Acanata and Mythadia, still primarily ruled by Glen, though now with significant populations of other species.
In modern times, Acanata and Mythadia are allied nations, and both together form the strongest alliance on the continent. Influenced by their central position in the continent, they had become trading hubs in the Empire, which has continued to this day. Acanata covers the area of the Glen’s original homeland and is ruled by a monarchy, while Mythadia is ruled by a council of noble families, including both Glen and other species. The roads that cross the plains are well-patrolled, and are among the shrinking few that are still considered to be mostly “safe” as the world grows more chaotic and dangerous. As other nations are rising to power and influence in the wake of magic’s discovery, their alliance is still holding strong to keep them as Kanth-Aremek’s leading power, for now.
The culture of the modern Glen is not particularly rigid, considering the multicultural influence upon Acanata and Mythadia during the time of the Empire. They are organized and civilized, but do not have strict social hierarchies. Glen tend to be particularly agitated by restrictions, and their love of freedom and adventure tends to push them to want to travel and explore.
Iriad - While they are bipedal and Humanoid in form, the Iriad are among the most exotic of the species on Kanth-Aremek. They are plants, rather than animals. Their outer “skin” is like hardened tree bark, with more flexible plant fibers underneath, and along the joints. Their faces are mostly featureless, apart from two openings in their outer bark for the equivalent of their eyes. Their heads , shoulders, and parts of their arms can possess branches that may resemble horns, antlers, or similar features. Though they do not have a mouth, they are able to effectively mimic speech through vibrations from what would be their throat. They have no leaves of their own, though they are capable of some degree of photosynthesis. However, it is not sufficient to provide for all of their energy needs. They are carnivorous plants and are capable producing a type of caustic sap, which they can use to liquefy their prey to absorb the nutrients through their “skin.”
The Iriad do not sleep, though they are capable of willingly entering a state of hibernation to conserve energy. An Iriad with normal activity levels can live for centuries, but one in hibernation slows their aging to a crawl and can sustain themselves purely with photosynthesis. An Iriad could hibernate for thousands, or even potentially tens of thousands of years.
The history of the Iriad is inseparably linked to the history of their homeland itself. They hail from what they call the “Myriad”, which is a massive forest that covers much of the southern quarter of the continent. It is a sacred place to them, and they accept only their own dominion over it in its entirety. For all of known history, they have lived within the Myriad, protected it with their lives, and never ventured beyond its borders. On the rest of the continent, even the most rugged mountains and inhospitable tundras ended up being explored by other species before the Myriad, for how fiercely they defended their home. Among other cultures, the Myriad was a place of mystery and danger, where the forest itself would come to take the lives of overconfident adventurers and lost travelers. Its mystique spawned countless myths and fables of monsters, rich treasures, doors to other worlds, and all other manners of fantastic improbabilities. The majority of outsiders simply avoided the forest, though there were some foolish enough to believe the stories and meet their ends within its borders.
It was only due to the Kolodon Empire that the Myriad ever came to be open to the outside. After Cedec had conquered all of his other foes across the land, he had not been content to stop at the Myriad’s border. The war for the Myriad lasted far longer than any other war Kolodon had fought, and through the years it lasted, they experienced more losses than all of their other wars combined. Like many other species, the Iriad were much smaller than the S’tor, and they lacked the sophisticated, forged metal weapons and armor of the S’tor. They were easily underestimated by the Empire, which was the direct cause of some of their most horrendous early losses. While the S’tor are still physically stronger, the Iriad are deceptively powerful for their size and can handle wounds much more easily. Though, much of the difficulty the Empire faced was due to the fact that they were fighting in the Iriad’s forests, in their own home which they were willing to defend with wholly unmatched ferocity. The Empire did make ground, but it was a slow and bloody slog through unfamiliar territory where every acre was paid for with a graveyard’s worth of bodies. By the end of the war, the S’tor were resorting to strategies as desperate as burning parts of the forest in the hopes of intimidating their foe into surrender, but it only caused them to be met with greater fury.
Ultimately, no matter how much resistance they put up, the Iriad would not have been able to stop a determined Kolodon Empire forever. However, their fight had earned them a surrender that was far from unconditional. When they capitulated, it was only under the signed agreement that the Myriad would be protected under the Iriad’s own supervision, by their own law. The Iriad were able to demand that the respect they desired for their forest would be codified into Imperial law, which all its citizens would be bound to follow. Even if they still lost in the end, out of all of the Empire’s conquests, the Iriad were the only ones who were ever able to dictate terms to Cedec.
During the reign of the Kolodon Empire, the Myriad became open to trade and settlement from other species, though it took almost half a century for enough people to overcome the fears of the past to create any meaningful outsider population within its borders. Slowly, some connections came to be formed between Iriad cities and others in neighboring lands. Guilds were able to start operating in their territory, though without exception, they all had to adhere strictly to Iriad laws and customs. Iriad too were able to travel to other parts of the world, though it was particularly rare for one to choose to do so outside of official assignments from the Iriad’s monarch. For most Iriad, they care for little beyond their homeland. Those that do leave willingly, without assignment, are often viewed with suspicion by their own kind.
Though some might have expected otherwise, the fall of the Kolodon Empire did not end up reversing the Iriad’s stance on outsiders. Other species continue to be…tolerated in the Myriad, though laws dictating proper respect to the forest remain as strict as ever. Trees and most plants may not be destroyed, damaged, or defaced in any way, outside of certain practices approved by the Iriad themselves. Plants may not be eaten, only meat. Glen are allowed certain exceptions for their largely herbivorous diet, but only to imported crops that may only be grown under Iriad supervision.
The discovery of magic is something that has been embraced with enthusiasm by Iriad society. In particular, Life magic has come to be seen as a divine gift. Their cities have become impressive sights to behold, as they are now able to grow and bend gargantuan trees into living palaces. With their magic to stimulate and sustain its growth, the forest itself is more vibrant and full of life than it has ever been in any place that the Iriad settle. While the Iriad can and do practice other domains of magic as well, it is without question that they possess the most talented Life mages on the continent.
The Iriad do not sleep, though they are capable of willingly entering a state of hibernation to conserve energy. An Iriad with normal activity levels can live for centuries, but one in hibernation slows their aging to a crawl and can sustain themselves purely with photosynthesis. An Iriad could hibernate for thousands, or even potentially tens of thousands of years.
The history of the Iriad is inseparably linked to the history of their homeland itself. They hail from what they call the “Myriad”, which is a massive forest that covers much of the southern quarter of the continent. It is a sacred place to them, and they accept only their own dominion over it in its entirety. For all of known history, they have lived within the Myriad, protected it with their lives, and never ventured beyond its borders. On the rest of the continent, even the most rugged mountains and inhospitable tundras ended up being explored by other species before the Myriad, for how fiercely they defended their home. Among other cultures, the Myriad was a place of mystery and danger, where the forest itself would come to take the lives of overconfident adventurers and lost travelers. Its mystique spawned countless myths and fables of monsters, rich treasures, doors to other worlds, and all other manners of fantastic improbabilities. The majority of outsiders simply avoided the forest, though there were some foolish enough to believe the stories and meet their ends within its borders.
It was only due to the Kolodon Empire that the Myriad ever came to be open to the outside. After Cedec had conquered all of his other foes across the land, he had not been content to stop at the Myriad’s border. The war for the Myriad lasted far longer than any other war Kolodon had fought, and through the years it lasted, they experienced more losses than all of their other wars combined. Like many other species, the Iriad were much smaller than the S’tor, and they lacked the sophisticated, forged metal weapons and armor of the S’tor. They were easily underestimated by the Empire, which was the direct cause of some of their most horrendous early losses. While the S’tor are still physically stronger, the Iriad are deceptively powerful for their size and can handle wounds much more easily. Though, much of the difficulty the Empire faced was due to the fact that they were fighting in the Iriad’s forests, in their own home which they were willing to defend with wholly unmatched ferocity. The Empire did make ground, but it was a slow and bloody slog through unfamiliar territory where every acre was paid for with a graveyard’s worth of bodies. By the end of the war, the S’tor were resorting to strategies as desperate as burning parts of the forest in the hopes of intimidating their foe into surrender, but it only caused them to be met with greater fury.
Ultimately, no matter how much resistance they put up, the Iriad would not have been able to stop a determined Kolodon Empire forever. However, their fight had earned them a surrender that was far from unconditional. When they capitulated, it was only under the signed agreement that the Myriad would be protected under the Iriad’s own supervision, by their own law. The Iriad were able to demand that the respect they desired for their forest would be codified into Imperial law, which all its citizens would be bound to follow. Even if they still lost in the end, out of all of the Empire’s conquests, the Iriad were the only ones who were ever able to dictate terms to Cedec.
During the reign of the Kolodon Empire, the Myriad became open to trade and settlement from other species, though it took almost half a century for enough people to overcome the fears of the past to create any meaningful outsider population within its borders. Slowly, some connections came to be formed between Iriad cities and others in neighboring lands. Guilds were able to start operating in their territory, though without exception, they all had to adhere strictly to Iriad laws and customs. Iriad too were able to travel to other parts of the world, though it was particularly rare for one to choose to do so outside of official assignments from the Iriad’s monarch. For most Iriad, they care for little beyond their homeland. Those that do leave willingly, without assignment, are often viewed with suspicion by their own kind.
Though some might have expected otherwise, the fall of the Kolodon Empire did not end up reversing the Iriad’s stance on outsiders. Other species continue to be…tolerated in the Myriad, though laws dictating proper respect to the forest remain as strict as ever. Trees and most plants may not be destroyed, damaged, or defaced in any way, outside of certain practices approved by the Iriad themselves. Plants may not be eaten, only meat. Glen are allowed certain exceptions for their largely herbivorous diet, but only to imported crops that may only be grown under Iriad supervision.
The discovery of magic is something that has been embraced with enthusiasm by Iriad society. In particular, Life magic has come to be seen as a divine gift. Their cities have become impressive sights to behold, as they are now able to grow and bend gargantuan trees into living palaces. With their magic to stimulate and sustain its growth, the forest itself is more vibrant and full of life than it has ever been in any place that the Iriad settle. While the Iriad can and do practice other domains of magic as well, it is without question that they possess the most talented Life mages on the continent.
The Driisu are a sentient species in Kanth-Aramek vaguely resembling cobras.Driisu are typically identified instantly by the membranous hood that drops from their head to their neck, back and limbs. This hood grows wool-like hair to regulate heat depending on their environment; in warmer climates, it grows to be thicker, in colder places, it grows more in size. This hood also funnels sound to travel into their skulls similar to human ears. The Driisu skeletal system is sturdier than most, with bones protruding out of each other, rather than linking together. This, combined with their naturally highly toned bodies, means they can withstand considerable injury without severe consequences, though they aren’t quite as physically domineering as the S’Tor regardless. Protective layers of bone grow over their joins and back, giving them a degree of natural armor that protects them against sharp cuts.
The average height of a Driisu is 5”8 to 6”2, and the average weight is 180lbs. They have five, fully ambidextrous fingers on each hand. Their jaws are lined with a singular tooth that wraps around their mouths, similar to human teeth. Where a human has two rows of 10-20 teeth in each jaw, Driisu have two solid linings that act as theirs. If something breaks off, it simply repairs itself over time, while humans may lose teeth permanently. Their oval-shaped eyes allow them to see well in low light conditions, more so than most other people in Kanth-Aramek.
The Driddic Sovereignty is an independent state in the territory between the Ascendancy and Narkant. The harsh, cold climate of the icy mountains have been walled off entirely by the Sovereignty, thanks to their creation of the Stone subdomain, which they have used to terraform the mountains into a place hospital to them and the Tekeri population that calls it home.
Before the reign of the Kolodon Empire, the Driisu were a collective of divided Houses that acted independently of each other in tribal governments. Each House fell one by one, except for House Nabarask, which retreated far into the mountains north of what would eventually become the Ascendancy. Long before the discovery of magic, the Driisu of House Nabarask dug deep into the mountains to survive the bitter winter. Most were claimed by the cold or died of starvation, but the survivors clung to life so fiercely that they lived on. Though, not without consequences.
House Nabarask's numbers were so little, that by the time other Driisu came to their settlements, they were outnumbered despite being the last of the old Houses. House Nabarask survived the fall of the Kolodon, but roughly 200 years ago, they fell into obscurity as the world moved on to embrace the new world. The Archon of the Sovereignty, Parzin Elstov, is a descendant of House Nabarask. As someone who remembers the stories her ancestors told of the old Houses, she strives to push the Sovereignty further, sticking to the principles that preserved the Driisu culture throughout history, while also embracing the changes that the world brings. Rumors say that she is one of the most powerful Stone mages in the Sovereignty, and that the single handedly built the great walls that stand at the Sovereignty’s borders. A lofty rumor, but her prowess with the domain cannot be denied.
The average height of a Driisu is 5”8 to 6”2, and the average weight is 180lbs. They have five, fully ambidextrous fingers on each hand. Their jaws are lined with a singular tooth that wraps around their mouths, similar to human teeth. Where a human has two rows of 10-20 teeth in each jaw, Driisu have two solid linings that act as theirs. If something breaks off, it simply repairs itself over time, while humans may lose teeth permanently. Their oval-shaped eyes allow them to see well in low light conditions, more so than most other people in Kanth-Aramek.
The Driddic Sovereignty is an independent state in the territory between the Ascendancy and Narkant. The harsh, cold climate of the icy mountains have been walled off entirely by the Sovereignty, thanks to their creation of the Stone subdomain, which they have used to terraform the mountains into a place hospital to them and the Tekeri population that calls it home.
Before the reign of the Kolodon Empire, the Driisu were a collective of divided Houses that acted independently of each other in tribal governments. Each House fell one by one, except for House Nabarask, which retreated far into the mountains north of what would eventually become the Ascendancy. Long before the discovery of magic, the Driisu of House Nabarask dug deep into the mountains to survive the bitter winter. Most were claimed by the cold or died of starvation, but the survivors clung to life so fiercely that they lived on. Though, not without consequences.
House Nabarask's numbers were so little, that by the time other Driisu came to their settlements, they were outnumbered despite being the last of the old Houses. House Nabarask survived the fall of the Kolodon, but roughly 200 years ago, they fell into obscurity as the world moved on to embrace the new world. The Archon of the Sovereignty, Parzin Elstov, is a descendant of House Nabarask. As someone who remembers the stories her ancestors told of the old Houses, she strives to push the Sovereignty further, sticking to the principles that preserved the Driisu culture throughout history, while also embracing the changes that the world brings. Rumors say that she is one of the most powerful Stone mages in the Sovereignty, and that the single handedly built the great walls that stand at the Sovereignty’s borders. A lofty rumor, but her prowess with the domain cannot be denied.
Native institutions:
The Ascendancy is a society for which the survival of the fittest has integrated into their way of life. They value skill and capability, while loathing complacency. Overall, there is a cultural pressure to always be either learning new skills, or pushing their existing ones to new heights. To fail to do so is considered weakness. Their culture tends to promote little sympathy for those who fail to meet those expectations. Though, on the other side of that coin, there is also no other place on KA where the average commoner could have a more genuine hope for social mobility. A part of the Archmagister’s philosophy has been to use some of the state’s wealth to create what are essentially public training programs. Any citizen is expected to attend mandatory education on the nature of magic and how it is used in their society, generally at some point in their childhood. As well, they also attempt to cause Awakening in these pupils to increase their population of magic-capable citizens. Aside from that, in the cities at least, there are schools open to any citizen, without cost, that teach both general education and skills pertaining to specific trades.
Altogether, the Ascendancy does give more opportunity to its commoners than any other major nation, though the price of failure is all the more steep as a result. Should one still be unable to find success after using such resources, there would be no expectation of being able to find charity from any beyond their closest friends or family. There is hardly a soul in the Ascendancy who would even consider giving a coin to a beggar.
Altogether, the Ascendancy does give more opportunity to its commoners than any other major nation, though the price of failure is all the more steep as a result. Should one still be unable to find success after using such resources, there would be no expectation of being able to find charity from any beyond their closest friends or family. There is hardly a soul in the Ascendancy who would even consider giving a coin to a beggar.
The Ship - "Jotunheim"
Information tabs about the prototype craft our Human adventurers rode in on.
Link to zoomable version here.
Command team
- Commander - Zeynap Kadioglu [Played by [@Catharyn]]
- Pilot - Bosko Jankovic [NPC - playable with permission]
- Navigator/XO - Jack Mallory [Played by @Expendable]
- Comms - Clara Anselm [NPC - playable with permission]
- AI controller - Vivianne Newmont [Played by @PerfectThought]
- Shipboard AI - Wodan [Played by @PerfectThought]
Engineering team
- Lead Engineer - Zhao Jiayin [NPC - playable with permission]
- Propulsion specialist - Danny Varen [NPC - playable with permission]
- FTL drive specialist - Dr Itxaro Ibarra [Played by [@Regime Goon]]
- Life support & cryo specialist - open/missing
- Machinist - Arancini Barberio [Played by @Eviledd1984]
- Engineering allrounder - Kiran Charles (killed)
- Unregistered engineer - Vigdis [played by @Starlance]
Survey team
- Surveyor - Fret Chappel [Played by @Steel Legion]
- EVA specialist - Evangeline Edwards [Played by @TinyKiwi]
Science team
- Science officer #1 - open
- Science officer #2 - open
- Lab assistant #1 (shared with medical) - Richard
- Lab assistant #2 (shared with medical) - Sara
Medical team
- Doctor - Duncan Feng [Played by @vietmyke]
- Medical assistant #1 - Sara
- Medical assistant #2 - Richard
- Spaceport cargo loaders x 2
- Hangar attendant
- Chemical Engineer (was heading to the Moon to help set up a new food factory)
- Lunar mining equipment mechanic
- Ethical hacker (knowledge of AI) - Broken leg
- Archaeologists x 3
- Nordic metal band members x 3
- Landscape designer for the Martian rich and powerful
- Lunar colony architect (head injury)
- Solar energy farm engineer - focused more on sales
- Marketing consultants & project managers x 3
- Investment analyst x 2
- Decentralised finance infrastructure engineer - Gunshot wound to shoulder
- Gene editor (and mother to an 8 year old boy on board) - Venusian
- Mining equipment manufacturing line supervisor (and father to a 9 year old girl on board)
- Estate agent
- Senior Claims Adjuster - Crisis Management, Cyber and M&A
- VR game designer
- Artist and graphic designer
Cabin numbers correspond to the floorplan:
Total: 18 beds.
Ad hoc sleeping areas (apart from armchairs and any floor space that isn't a service area):
Total: 12 couches & 18 armchairs.
- Cabin 1 (C1) - Commander's quarters. Two single beds which currently form a double bed.
- Cabin 2 (C2) - Two single beds.
- Cabin 3 (C3) - Two single beds.
- Cabin 4 (C4) - One bunk bed = 2 bunks.
- Cabin 5 (C5) - Two bunk beds = 4 bunks. Two are currently occupied by both Flight Engineers.
- Guest Cabin 1 (G1) - Two single beds.
- Guest Cabin 2 (G2) - Two single beds.
- Guest Cabin 3 (G3) - Two single beds.
Total: 18 beds.
Ad hoc sleeping areas (apart from armchairs and any floor space that isn't a service area):
- Cabin 5 (C5) - 1 couch.
- Guest Cabin 1 (G1) - 1 couch.
- Top deck hallway - 2 couches.
- Mess hall - 3 couches.
- Rec room - 1 couch.
- Medical - 3 med bays (if not in use)
- Lower deck - 1 couch.
- 18 armchairs spaced throughout the ship. Wouldn't recommend sleeping on those for long though.
Total: 12 couches & 18 armchairs.
Portable generators
- Used to supply power to systems and equipment. Should include cables to connect systems.
Portable pumps
- Used for transfering fluids between tanks or for dewatering compartments. Should include hoses, perijet, etc.
Portable ventilation fans
- Used to extract stale air, smoke, toxins from a compartment for enhanced atmospheric processing. Should include filters, flexible ducts,.
Portable oxygen detector
- handheld meter for detecting the amount of oxygen in the air
Inflatable Bulkhead
- a woven fabric shell that is inflated with self-hardening foam to form a one meter by two meters panel. It can also be shoved into large holes in the hull to fill them.
Inflatable airlock
- a woven fabric shell that is inflated with self-hardening foam to form an oval with a hatch to act as an emergency airlock. May include a compressor for transfering atmosphere to a portable tank.
Seed vault (x3)
- Crew Welfare/Habitability: a collection of plant seeds for growing a garden. Often used to suppliment food stores with fresh produce, typically grown aeroponic or hydroponic in wall-mounted trays.
Fire-fighting suits
- with breathing rigs, helmets, breaching tools, axes, etc.
Some mining stuff
Plastic Explosive
-48 kg capacity container containing 24 bricks of plastic explosives. Bricks are inert unless equip with a detonator cap. Warning - in the event of fire, do not attempt to put these out by use of pressurized water or by stomping, as this may trigger the material to explode.
Detonator caps
- 48 detonator caps, can be used for wired or wireless detonation. Wireless use requires pairing each cap with a wireless detonator. Packed in a shielded box.
Detonator
-wireless or wired control, biometric or key lock.
- Used to supply power to systems and equipment. Should include cables to connect systems.
Portable pumps
- Used for transfering fluids between tanks or for dewatering compartments. Should include hoses, perijet, etc.
Portable ventilation fans
- Used to extract stale air, smoke, toxins from a compartment for enhanced atmospheric processing. Should include filters, flexible ducts,.
Portable oxygen detector
- handheld meter for detecting the amount of oxygen in the air
Inflatable Bulkhead
- a woven fabric shell that is inflated with self-hardening foam to form a one meter by two meters panel. It can also be shoved into large holes in the hull to fill them.
Inflatable airlock
- a woven fabric shell that is inflated with self-hardening foam to form an oval with a hatch to act as an emergency airlock. May include a compressor for transfering atmosphere to a portable tank.
Seed vault (x3)
- Crew Welfare/Habitability: a collection of plant seeds for growing a garden. Often used to suppliment food stores with fresh produce, typically grown aeroponic or hydroponic in wall-mounted trays.
Fire-fighting suits
- with breathing rigs, helmets, breaching tools, axes, etc.
Some mining stuff
Plastic Explosive
-48 kg capacity container containing 24 bricks of plastic explosives. Bricks are inert unless equip with a detonator cap. Warning - in the event of fire, do not attempt to put these out by use of pressurized water or by stomping, as this may trigger the material to explode.
Detonator caps
- 48 detonator caps, can be used for wired or wireless detonation. Wireless use requires pairing each cap with a wireless detonator. Packed in a shielded box.
Detonator
-wireless or wired control, biometric or key lock.
Technology & Magic
Like on Earth, the civilisations of Kanth-Aremek are developing in different ways and at different speeds. To the eyes of our Human interlopers in this world, the societies closest to the crash site could be described as 'Pre-Renaissance'. Whether this is characterised by the bloody slaughter between England and Scotland or industrious Yuan dynasty China depends on where you look.
Two powerful counterweights across the land are the Monastic Orders and the Guildhalls. Both in possession of cloistered and usually fortified communities, the Monasteries commune with the pantheon of gods revered by Kanth-Amerek's population. The Guilds varied between trying to understand and harness the power of magic, and using it to slowly perfect technological advances to sell to the highest bidder.
Two powerful counterweights across the land are the Monastic Orders and the Guildhalls. Both in possession of cloistered and usually fortified communities, the Monasteries commune with the pantheon of gods revered by Kanth-Amerek's population. The Guilds varied between trying to understand and harness the power of magic, and using it to slowly perfect technological advances to sell to the highest bidder.
Magic
Effects known as magic are produced by an exotic energy field that, as far as one can tell, permeates the universe. Or at the very least, the planet. This energy field usually does not interact with others, and especially not at random, but when it does, it can produce effects on local space that would defy any conventional understanding of physics in Humanity’s origin universe. Among the methods of interacting with this field is through very precise electrical impulses formed in the correct patterns to produce certain results. As it happens, these electrical patterns can be formed in the brains of intelligent creatures.
To the locals of the world, it is understood that one has to be “awoken” to magic to be able to feel and manipulate it. It is not entirely understood exactly how it happens. Some people can awaken themselves through meditation or guided practice with a master, while it seems to happen seemingly randomly with others. Talented teachers can have a decent success rate at guiding students to an awakening, but it does not always happen. To the outsiders, if they have the chance to study it, they may come to the understanding that a mind needs to be able to fire neurons in the right patterns to start the process of manipulating this energy field. Mental exercises can guide someone to be able to do this, though occasionally it might happen that someone manages to reach that state spontaneously.
Once a mind is awoken, it is able to interact with this energy field. Specific forms of “magic” are produced by creating electrical signals in just the right patterns to manipulate the energy field to produce the desired result. While the natives of this world do not yet have the scientific knowledge to recognize the mechanics behind this phenomena, they have come to have a deep understanding of the patterns associated with it. To them, they first open their minds to the power of the magic, then perform very precise motions to form that magic into the spells they cast. The motions could simply be specific hand movements, or more elaborate motions of the body.
In actuality, what gives these motions their power is the bio-electrical signals associated with them. Everything from the neurons in the brain to the nerves connecting to the limbs fire in certain patterns, which produces the results they see. The closer the movement is to the “ideal” pattern, the more powerful the magic. However, every body is different. Different species, and even different individuals in the same species, will have variation in how their nerves are arranged and how their minds think. That means that the exact same motion from two different people will produce electrical patterns that are a bit different. A master can teach a student the basic motions to cast a weak version of a spell, but every mage must practice and experiment to refine their motions to their own, specific body.
By Kanth-Aremek’s academic traditions, magic is divided into a number of domains. Each domain is associated with a specific style of patterns that can form related spells. Although, even the most accomplished archmages know that more domains may yet exist. The ability to use magic was discovered only several centuries ago. Ever eager, the people of Kanth-Aremek have made great strides in studying, defining, and mastering it, but new discoveries are still being made.
To use spells in a domain, one must first master the base patterns associated with it. These patterns are both mental, involving the ability to induce certain states of mind, as well as physical for the precise motions required. This is the greatest hurdle to learning a domain, and it can take many years before one can start to be able to cast any of a domain’s spells. While it is certainly possible to become proficient in multiple domains, the time and effort required to learn even the basics means that most mages will specialize in a single domain.
Heat Domain: The domain of heat has the power to manipulate thermal energy, both to increase and decrease it. This is the magic of fire and ice, and a skilled caster will be able to utilize both.
Lightning Domain: This domain involves mastery over electromagnetic forces, either by creating or controlling lightning, or by manipulating magnetism.
Force Domain: The people of Kanth-Aremek see this domain as control of telekinetic forces, though the true force it manipulates is that of gravity.
Stone Subdomain: Stone is the domain of controlling the earth. This domain allows a user to reshape stone and other non-metal minerals and manipulate them to one’s liking. The Stone domain is an offshoot of the Force domain invented by the Driisu, and therefore is founded on similar principles of exerting will over matter. A Force mage can freely manipulate any matter they wish through gravity, with varying degrees of control, but a Stone mage has unparalleled control over geological matter. A Stone mage injects their willpower into the earth, which then allows them to control it more acutely, breaking bonds and bending the material in the right ways.
Higher level applications include the ability to create stone structures for use as vehicles, such as a stone raft propelled magically, or what the Driisu call Tremorsense, in which a Stone mage uses a piece of earth as a focus to sense things in their environment in a way that eyes cannot. This, however, is a taxing skill to have, as using Tremorsense tires the mind quickly.
Higher level applications include the ability to create stone structures for use as vehicles, such as a stone raft propelled magically, or what the Driisu call Tremorsense, in which a Stone mage uses a piece of earth as a focus to sense things in their environment in a way that eyes cannot. This, however, is a taxing skill to have, as using Tremorsense tires the mind quickly.
Life Domain: Mages of the Life Domain are able to manipulate the bodies of living beings. While a Life Domain mage is capable of causing direct harm with their magic, it is not often used in battle due to the limitation that one must be in physical contact with the subject while casting the spell. However, Life mages are often some of the most respected casters on Kanth-Aremek due to their miraculous healing capabilities. More useful in combat is their ability to shapeshift, either themselves, or another subject. It is possible, though difficult, for a Life mage to invent a living form. More common is for the mage to take an imprint of a known living being for use in shapeshifting.
Thought Domain: (may not be allowed for new player characters) Thought is the domain of illusion and mental manipulation. While they are not capable of influencing the physical world, they can give the appearance of change to living beings around them. While they are able to use magical suggestion and influence others’ minds, actual mind control of an intelligent being is an exceptionally difficult ability. However, it is not impossible. Should one spend significant time around a Thought mage, they can develop a better understanding of the subject’s individual mind to be able to more easily, and drastically, influence them. For that reason, Thought mages who practice openly, or who are discovered, have a tendency to be outcasts. Aside from intelligent species, animals are more easily controlled by this domain. The simpler the mind, the more quickly the mage can establish dominance over its thoughts.
Things to bear in mind:
- Your character can be a member of the ship’s crew, an accidental passenger who found their way aboard during the chaos, or a person from Kanth-Aremek (KA)’s various species and groups.
- This story is a blend of science fiction and high fantasy, with a real emphasis on survival and resource management for the interloping crew to begin with. KA is a very dangerous place, particular in the wild spaces. They’ll need to work together to avoid a nasty fate.
- Myself or my co-GM will control the environment and some NPCs.
- In general, I'm happy to give you a higher level of control on how actions pan out for your character. However, I will be keeping an eye out for ‘clutch’ outcomes and evaluating whether they align with your character’s strengths and weaknesses.
- I will have the final say on what items the crew can gather or find in their new world, at least to begin with. I may even set up an inventory, if some responsible persons will help with its upkeep.
- While this RP interest check is in Casual, I’m classifying the skill level required for this roleplay as Low-Advanced. I’m not expecting an essay every time, but I also don’t want throwaway responses that don’t add real value. I'd say 250-300 words is a good benchmark.
- Discord is here: https://discord.gg/hDZKJt8ZHt
Character sheets
Name:
Species:
Appearance:
Personality:
Augmentations: (If Human, optional)
Magical affiliation: (If Native, optional)
Occupation: (e.g. blacksmith or pilot)
Key skills: (max three)
Backstory:
Species:
Appearance:
Personality:
Augmentations: (If Human, optional)
Magical affiliation: (If Native, optional)
Occupation: (e.g. blacksmith or pilot)
Key skills: (max three)
Backstory:
Itxaro, Shirik, Mallory, Arancini, Eva, Sarah (medical assistant)
Zey, Nellara, Kareet, Vigdis, Kolvar, J'eon, Lambert, Richard (medical assistant)
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