Settings
Insanity, chaos, opportunity, all these words have been used to describe the Myrlian belt. A region of space defined by its four inhabitable systems and numerous terraformed words, the belt was once the site of an extensive, and expensive, colonization campaign. The Directorate of Myr, a government within the greater Harmonious Network, put enough capital into the project that many considered the belt to be a prospective hub of commerce and development. The only problem was that the project became so expensive the Directorate ran out of funds. Taxes higher than any in the network were leveled within the Directorate to address the crises, but ultimately political pressure demanded the entire effort be abandoned forty three years ago.
Isolated on the distant outer rim of the Harmonious Network, with only the most developed system having a way station, the Myrlian Belt fell apart. Paychecks stopped arriving and then laws stopped being enforced. Billions of credits worth of weaponry went missing as soldiers abandoned their posts and took 'severance packages' with them, aiming to turn a hefty profit. Those weapons found their way into the hands of individuals who aspired to be the new lords of the belt, and soon war became a constant in the life of those foolish enough to have moved to a once shining beacon of civilization.
Without easy transport millions were trapped to live in a new kind of hell. Those on the less developed planets were the luckiest; for the most part they were free to live out bucolic, unimportant, lives away from the ravages of war. However, even on those dusty, half terraformed, and easily forgotten worlds, law had become a thing of the past. Pirates, raiders, mercenaries, the Myrlian belt had forever become a haven and utopia to them all.
As for the setting, I thought 1500 years was a little wack last time. I'd honestly rather have this be 300-500 years after the great war. To add to the lore we can say that the apocalypse happened in a few stages to explain the history/setting.
1. Global nuclear/space weapon/high tech murderbox war. 90% of global infrastructure is destroyed.
2. Particulate matter in the atmosphere causes a global famine and the last remnants of the old nation-states dissolve. 80% of people are dead by this point.
3. Particulate matter dissipates, but newly released GHG emissions alongside decades of global warming result in the calthrate gun firing. All ice caps melt and mass migration further reduces the population.
4.Roughly a century after the war society is tribal, but for the first time the population begins to recover. 85-95% population reduction before this point.
5. The scattered and rare remains of civilization inform new societies, but most is lost to time or used in desperation. History is distorted as the old books rot.
6. Three to five centuries later society has recovered to a 1950's level of technology, but the global population is only a quarter of what it was before the fall. For the sake of not having inevitable problems we can say NO NUKES EVER.
Now, we could get creative here. I'd like to say some resources are far more scarce than they were old world, mainly because we had depleted easily accessible pockets. For example, cars might be uncommon, with petroleum mostly going to major industries and the military as much less of it is easily extracted. In their place coal trains and riverboats could still be the go to public transport, given the relative abundance of easily extracted coal. Other things like metals would likley still be common, given old flattened cities could provide huge reserves.
It was a century past that the world had seemed an ocean of opportunity. Graced by the wind we had learned to traverse the oceans to lands unknown and ripe with untouched riches. Set upon by inspiration we had learned sciences that seemed to throw open the doors of possibility and challenge the very notion of what men could accomplish. We were prepared for everything and eagerly awaiting the marvelous new age that undoubtedly laid around the next bend in that promising land of the future.
Alas, a century ago we knew nothing. The cold and relentless turning of time has brought about not an era of learning and prosperity, but a terrible and frightening new world. In all lands the machines we thought our salvation have burdened the labours of men, but those same men have become slaves to them. Industrialism, progress, wealth. It was with these words spoken with wide smiles that we sealed the covenant selling our collective souls. It was these words that set about the inexorable forging of a new hell on earth.
Now the sky has blackened like in the myths of old and from it the tempest of war has been born. Our leaders tell us this has been a revolution, and true to their world none have ever died in such number under the hammer of guns, nor have so many been subjected to the hateful sting of the lash. Across all the lands it seems the soil runs red and the rain falls an iron grey as if nature were mourning the total degradation of all Human races.
We have sold all we are, and now the world will tremble under the marching of hollow feet.
This is Iron Rain, an RP focusing on on the darkest aspects of Industrialism and the changes that swept the world in the late nineteenth century. This RP is going to take place in an alternate world, but one populated by Human beings and Human subspecies who have suffered under the Industrial revolution as much as or greater than people did in our world. The RP will be story driven and focused on the interactions between intelligent beings, meaning no broad commands of 'x soldiers went to y' but rather the journey shown through the eyes of one of those soldiers. For the purpose of internal consistency a hard limit of 1910 is going to be set on tech, meaning tech that didn't exist by 1910 in our world will not be permitted, period. Player freedom is going to be valued, but be aware I will deny any application that I feel abuses that freedom or seems to ignore historical consistency with other players nations in the area.
As for backstory, I intend to leave that up to you. All I will say is that Human being and their various subspecies first evolved on the greater eastern continent, and that the first real civilizations started in the last twelve thousand years. As for subspecies I am willing to permit an unlimited number, but I do want it to be taken into account that normal Homo Sapiens are the most prevalent intelligent beings on the planet.
Map:
Rules:
1. Follow the rules of the guild: roleplayerguild.com/topics/531-fundam…
2. Follow the basic rules of RP. That means no powerplaying, godmodding, metagaming, etc.
3. Human subspecies are allowed, and a great deal of freedom is going to be given in making these subspecies. That said if I see something that is inconsistent or potentially problematic it’s not going to pass.
4. You will set a basic scale for your military. This doesn’t mean I’m demanding you detail every man, rifle, and boot. Give me a rough outline and we’ll all be better for it.
5. The tech limit is 1910, but that doesn’t mean you can have tank battalions because a single tank had been built before then. If the technology was barely a prototype in real life, it will be the same thing here. You can develop things like tanks, but it will be a long and laborious process you need to be willing to see through IC.
6. Steampunk, we all know it comes up in these settings and we all know how disruptive the guy with air battleships can be. So let’s be clear, this is a setting built around the horrors of the turn of the century, not some idealized vision of it. Airships are as powerful as airships were in 1910 and we are limited by the same engineering problems the people of that time were.
7. Airplanes, they exist and to be honest this is one area I’m going to permit a bit more leeway. You can have planes roughly in the first generation of fighter aircraft, but note this is the ONE area there will be any exception to the tech limit.
8. Please try to be active, you won’t be penalized if you’re not but do try and keep up an acceptable post rate.
9. This is a casual-advanced RP. You can be as articulate and expansive with your posts as you want, but posts that I feel don’t meet the standard of this RP will be pointed out.
Sheet:
Nation Name:
Flag: (Optional)
Alas, a century ago we knew nothing. The cold and relentless turning of time has brought about not an era of learning and prosperity, but a terrible and frightening new world. In all lands the machines we thought our salvation have burdened the labours of men, but those same men have become slaves to them. Industrialism, progress, wealth. It was with these words spoken with wide smiles that we sealed the covenant selling our collective souls. It was these words that set about the inexorable forging of a new hell on earth.
Now the sky has blackened like in the myths of old and from it the tempest of war has been born. Our leaders tell us this has been a revolution, and true to their world none have ever died in such number under the hammer of guns, nor have so many been subjected to the hateful sting of the lash. Across all the lands it seems the soil runs red and the rain falls an iron grey as if nature were mourning the total degradation of all Human races.
We have sold all we are, and now the world will tremble under the marching of hollow feet.
0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0
This is Iron Rain, an RP focusing on on the darkest aspects of Industrialism and the changes that swept the world in the late nineteenth century. This RP is going to take place in an alternate world, but one populated by Human beings and Human subspecies who have suffered under the Industrial revolution as much as or greater than people did in our world. The RP will be story driven and focused on the interactions between intelligent beings, meaning no broad commands of 'x soldiers went to y' but rather the journey shown through the eyes of one of those soldiers. For the purpose of internal consistency a hard limit of 1910 is going to be set on tech, meaning tech that didn't exist by 1910 in our world will not be permitted, period. Player freedom is going to be valued, but be aware I will deny any application that I feel abuses that freedom or seems to ignore historical consistency with other players nations in the area.
As for backstory, I intend to leave that up to you. All I will say is that Human being and their various subspecies first evolved on the greater eastern continent, and that the first real civilizations started in the last twelve thousand years. As for subspecies I am willing to permit an unlimited number, but I do want it to be taken into account that normal Homo Sapiens are the most prevalent intelligent beings on the planet.
Map:
Rules:
1. Follow the rules of the guild: roleplayerguild.com/topics/531-fundam…
2. Follow the basic rules of RP. That means no powerplaying, godmodding, metagaming, etc.
3. Human subspecies are allowed, and a great deal of freedom is going to be given in making these subspecies. That said if I see something that is inconsistent or potentially problematic it’s not going to pass.
4. You will set a basic scale for your military. This doesn’t mean I’m demanding you detail every man, rifle, and boot. Give me a rough outline and we’ll all be better for it.
5. The tech limit is 1910, but that doesn’t mean you can have tank battalions because a single tank had been built before then. If the technology was barely a prototype in real life, it will be the same thing here. You can develop things like tanks, but it will be a long and laborious process you need to be willing to see through IC.
6. Steampunk, we all know it comes up in these settings and we all know how disruptive the guy with air battleships can be. So let’s be clear, this is a setting built around the horrors of the turn of the century, not some idealized vision of it. Airships are as powerful as airships were in 1910 and we are limited by the same engineering problems the people of that time were.
7. Airplanes, they exist and to be honest this is one area I’m going to permit a bit more leeway. You can have planes roughly in the first generation of fighter aircraft, but note this is the ONE area there will be any exception to the tech limit.
8. Please try to be active, you won’t be penalized if you’re not but do try and keep up an acceptable post rate.
9. This is a casual-advanced RP. You can be as articulate and expansive with your posts as you want, but posts that I feel don’t meet the standard of this RP will be pointed out.
Sheet:
Nation Name:
Flag: (Optional)
Type of Government: (Try to go into some detail here, every government is different and even if you just say absolute monarchy you can still provide some information about how that monarchy works and its internal politics.)
Head(s) of Government: (Who holds the highest office in the nation, if anyone?)
Economy: (Wealth and the flow of it, you should know the effect this can have.)
Head(s) of Government: (Who holds the highest office in the nation, if anyone?)
Economy: (Wealth and the flow of it, you should know the effect this can have.)
Primary Species: (Only Humans and Human subspecies are allowed. If you choose the latter a description and overview will need to be made. Be as detailed as you want.)
Population: (Self-explanatory, be internally consistent and fit your population to your nation.)
Culture: (This is often the most neglected, yet most important section. How you fill this out determines how other nations see you and how the normal people in your nation will act in nearly every situation. What norms have been prevalent, what acts are taboos? Why have these things come about? Try to remember culture is a vital part of any NS.)
Religious and other Beliefs: (Spirituality or secularism can be a huge part of peoples identities, so what do your people believe?)
History: (This is one section you really can’t fill out alone. Iron Rain is indisputably a sandbox in that you’ve only been given vague details and a theme. So it is VITAL you collaborate with your neighbours and other players not just to craft your own history, but to craft the history of the greater world around you.)
Population: (Self-explanatory, be internally consistent and fit your population to your nation.)
Culture: (This is often the most neglected, yet most important section. How you fill this out determines how other nations see you and how the normal people in your nation will act in nearly every situation. What norms have been prevalent, what acts are taboos? Why have these things come about? Try to remember culture is a vital part of any NS.)
Religious and other Beliefs: (Spirituality or secularism can be a huge part of peoples identities, so what do your people believe?)
History: (This is one section you really can’t fill out alone. Iron Rain is indisputably a sandbox in that you’ve only been given vague details and a theme. So it is VITAL you collaborate with your neighbours and other players not just to craft your own history, but to craft the history of the greater world around you.)
Territory: (Be considerate of others, but also be aware we need space filled. Put your map claim here.)
Climate: (Our world is warmer than Earth, but not by too much. Northern climates will have the same difficulties as they would have in the real world and other climates can be said to be much the same. Feel free to be detailed here; a temperature doesn’t make a climate so be specific about any geographical details.)
Cities, bases, etc: (This can be a list, or an internal map.)
Agriculture: (Dependant on your climate and other factors, this can be shorter but as always detail means a better world to RP in.)
Industry: (It’s an RP about this, so tell me what sort of industry does your nation have?)
Climate: (Our world is warmer than Earth, but not by too much. Northern climates will have the same difficulties as they would have in the real world and other climates can be said to be much the same. Feel free to be detailed here; a temperature doesn’t make a climate so be specific about any geographical details.)
Cities, bases, etc: (This can be a list, or an internal map.)
Agriculture: (Dependant on your climate and other factors, this can be shorter but as always detail means a better world to RP in.)
Industry: (It’s an RP about this, so tell me what sort of industry does your nation have?)
Military: (I don’t really have a set way for you to do this, and people usually tend to differ a lot in these sections. So have some freedom, write what you like, but don’t abuse it.)
The Myrlian Belt
Insanity, chaos, opportunity, all these words have been used to describe the Myrlian belt. A region of space defined by its four inhabitable systems and numerous terraformed words, the belt was once the site of an extensive, and expensive, colonization campaign. The Directorate of Myr, a government within the greater Harmonious Network, put enough capital into the project that many considered the belt to be a prospective hub of commerce and development. The only problem was that the project became so expensive the Directorate ran out of funds. Taxes higher than any in the network were leveled within the Directorate to address the crises, but ultimately political pressure demanded the entire effort be abandoned forty three years ago.
Isolated on the distant outer rim of the Harmonious Network, with only the most developed system having a way station, the Myrlian Belt fell apart. Paychecks stopped arriving and then laws stopped being enforced. Billions of credits worth of weaponry went missing as soldiers abandoned their posts and took 'severance packages' with them, aiming to turn a hefty profit. Those weapons found their way into the hands of individuals who aspired to be the new lords of the belt, and soon war became a constant in the life of those foolish enough to have moved to a once shining beacon of civilization.
Without easy transport millions were trapped to live in a new kind of hell. Those on the less developed planets were the luckiest; for the most part they were free to live out bucolic, unimportant, lives away from the ravages of war. However, even on those dusty, half terraformed, and easily forgotten worlds, law had become a thing of the past. Pirates, raiders, mercenaries, the Myrlian belt had forever become a haven and utopia to them all.
The Systems of the Myrlian Belt:
Agrel was once the capital of the fringe, the golden system of the Myrlian Belt. Now the skyscrapers that pierced the clouds of Agrel Prime are bombed out sniper perches. With the only way station in the whole of the belt, the system is both the most civilized and the most dangerous. Civil war between dozens of factions has made the space of the system a near constant warzone, and the planets below fare little better with their people staving more often than not. Even so, if one wants advanced medicine, technology, or information from the outside galaxy, they go to Agrel.
Agrel Prime
A long time ago Agrel Prime was the hub of the Belt, a world that was the gateway to the new fringe and the poster boy of Network expansionism. Now? Agrel Prime, with its vast cities and dense temperate rainforests, is undoubtedly the most war torn planet in the whole of the Network. With its enormous propaganda value the planet has never been subjected to serious bombardment like Sebet, but it has never been unified either. Divided between dozens of warlords both local and from abroad, the world is an endless battleground. Still, Agrel Prime plays host to the only waystation in the Myrlian Belt. If one wishes to have any claim to the belt as a whole they must control Agrel Prime and the way station that serves to link the belt to the rest of the universe.
Sebet
All the planets of the Agrel system have suffered from more than four decades of endless war, but few have the scars that Sebet does. In the days before the Directorates withdrawal the planet was an unassuming business world host to an uncommon and growing human majority population. Now it remains a Human majority world, but not a single building stands on its surface. In the immediate aftermath of the Directorate's withdrawal Sebet’s humans blamed the collapse of society on the aliens of the belt; a societal madness took hold and soon the mobs that set about ‘rectifying the problem’ with a disturbing passion were all that remained. The xenophobic regime that spawned from such mobs took control of Sebet and defended its people against the new warlords of the Agrel system, but toxic philosophy compelled the regime to go further than mere self defense. An endless war against the alien menace has all but consumed the world of Sebet. First it was industry, then the population centers, now everything and everyone has been relocated to the immense network of subterranean bunkers that were built to survive the near endless long range bombardment the surface has sustained. On Sebet nothing lives above ground but the moss that grows in great craters.
A long time ago Agrel Prime was the hub of the Belt, a world that was the gateway to the new fringe and the poster boy of Network expansionism. Now? Agrel Prime, with its vast cities and dense temperate rainforests, is undoubtedly the most war torn planet in the whole of the Network. With its enormous propaganda value the planet has never been subjected to serious bombardment like Sebet, but it has never been unified either. Divided between dozens of warlords both local and from abroad, the world is an endless battleground. Still, Agrel Prime plays host to the only waystation in the Myrlian Belt. If one wishes to have any claim to the belt as a whole they must control Agrel Prime and the way station that serves to link the belt to the rest of the universe.
Sebet
All the planets of the Agrel system have suffered from more than four decades of endless war, but few have the scars that Sebet does. In the days before the Directorates withdrawal the planet was an unassuming business world host to an uncommon and growing human majority population. Now it remains a Human majority world, but not a single building stands on its surface. In the immediate aftermath of the Directorate's withdrawal Sebet’s humans blamed the collapse of society on the aliens of the belt; a societal madness took hold and soon the mobs that set about ‘rectifying the problem’ with a disturbing passion were all that remained. The xenophobic regime that spawned from such mobs took control of Sebet and defended its people against the new warlords of the Agrel system, but toxic philosophy compelled the regime to go further than mere self defense. An endless war against the alien menace has all but consumed the world of Sebet. First it was industry, then the population centers, now everything and everyone has been relocated to the immense network of subterranean bunkers that were built to survive the near endless long range bombardment the surface has sustained. On Sebet nothing lives above ground but the moss that grows in great craters.
Hebyr was an agricultural system when times were good, and it remains one today. The only difference is in who owns what. Before the Directorate abandoned their project the worlds of Hebyr were the subject of vast terraforming experiments aimed towards the creation of new edens. Hyper fertile worlds with unnatural and fantastic ecosystems, the many planets and moons of Hebyr became the sole source of an uncountable number of organic luxury goods. Yet it was the people of Hebyr who suffered most from the collapse of Directorate control. Slavers descended upon the system and took its people as expendable chattel, useful only for working the fields and harvesting the systems rare natural riches until they could work no longer. Once a promising system, it is now said Hebyr is where the damned go to die.
Pale Harbor
The frozen moon of an ice giant, Pale Harbour is a harsh place for humanoids. Temperatures sit just under freezing in a tropical summer; elsewhere they are much lower. The atmosphere is Himalayan at best, and worldwide aurora mark the passage of cosmic rays through an unprotected sky.
Nevertheless it is heavily forested by translucent 'trees', and supported a bountiful terrestrial and atmospheric ecosystem before the introduction of heavy agriculture. Its native fauna, largely invertebrates, are raised in cramped billions using containment domes, factory farms, and advanced stock-herding robots. The indigenous people are treated little better.
Watching slavers ship their planet away one freezer crate at a time, the Skippers click their claws and thump the ground, praying that their gods will send them opportunity.
Terveni
Trees that pierce the clouds, megafauna that leave craters where they walk, Terveni is a world as dangerous as it is bountiful. At one point the world was the site of an experiment in the creation of more efficient lifeforms, but even before the withdrawal of the directorate the effort had been abandoned. The risk had outweighed the reward. The creatures of Terveni had certainly become more efficient with the directorates tampering, but they had used that abundance of energy to grow to staggering scales. Combined with a strange and frighteningly aggressive new set of behaviors, the life of Terveni simply became too hazardous to study. However, the slaver overlords of Terveni have managed to set up a different sort of operation from their tree cities. Slaves are used to hunt for and harvest the flora and fauna of the strange world. Acting as both labor and a food source for the local wildlife, the slaves of Terveni have it worse than most.
The frozen moon of an ice giant, Pale Harbour is a harsh place for humanoids. Temperatures sit just under freezing in a tropical summer; elsewhere they are much lower. The atmosphere is Himalayan at best, and worldwide aurora mark the passage of cosmic rays through an unprotected sky.
Nevertheless it is heavily forested by translucent 'trees', and supported a bountiful terrestrial and atmospheric ecosystem before the introduction of heavy agriculture. Its native fauna, largely invertebrates, are raised in cramped billions using containment domes, factory farms, and advanced stock-herding robots. The indigenous people are treated little better.
Watching slavers ship their planet away one freezer crate at a time, the Skippers click their claws and thump the ground, praying that their gods will send them opportunity.
Terveni
Trees that pierce the clouds, megafauna that leave craters where they walk, Terveni is a world as dangerous as it is bountiful. At one point the world was the site of an experiment in the creation of more efficient lifeforms, but even before the withdrawal of the directorate the effort had been abandoned. The risk had outweighed the reward. The creatures of Terveni had certainly become more efficient with the directorates tampering, but they had used that abundance of energy to grow to staggering scales. Combined with a strange and frighteningly aggressive new set of behaviors, the life of Terveni simply became too hazardous to study. However, the slaver overlords of Terveni have managed to set up a different sort of operation from their tree cities. Slaves are used to hunt for and harvest the flora and fauna of the strange world. Acting as both labor and a food source for the local wildlife, the slaves of Terveni have it worse than most.
When the directorate left the belt they left their project incomplete, and nowhere is this more evident than the Regen system. There exist no fully terraformed worlds in the system, but rather a number of half finished planets full of desert, dust, ice, what lord knows what else. With such unappealing locales, Regen is where the wanted hide. As to the systems people, there are few. Farmers eek out a peaceful existence where they can, but the land is harsh and for every year of peace there is another where whole towns will be levelled by rampaging bounty hunters.
Anne’s Hope
Annes Hope is at once one of the most livable planets within the Regen system, and one of the most avoided. The world is horribly arid, sparsely vegetated, and scorched by a relentless sun. To wander the dunes and badlands of Anne’s hope is to court death. Thankfully, the world has more than arid windswept lands. The planet’s surface is marred by a massive network of seemingly bottomless canyons, and this is where the world's paltry slice of civilization exists. Most cities and towns on Anne’s Hope are built into the sides of the canyons where the air is cooler; strange multilevel constructions carved into the walls of canyons and strung together with bridges, the settlements are odd by any standard. In areas where the canyons are shallower there exist rare communities built on the banks of what few rivers Anne’s hope plays host to.
Annes Hope is at once one of the most livable planets within the Regen system, and one of the most avoided. The world is horribly arid, sparsely vegetated, and scorched by a relentless sun. To wander the dunes and badlands of Anne’s hope is to court death. Thankfully, the world has more than arid windswept lands. The planet’s surface is marred by a massive network of seemingly bottomless canyons, and this is where the world's paltry slice of civilization exists. Most cities and towns on Anne’s Hope are built into the sides of the canyons where the air is cooler; strange multilevel constructions carved into the walls of canyons and strung together with bridges, the settlements are odd by any standard. In areas where the canyons are shallower there exist rare communities built on the banks of what few rivers Anne’s hope plays host to.
Where Agrel fell to warlords, Yente fell to criminals. Perhaps a nicer place to live than Agrel, Yente's development has been stifled but not stopped. The syndicates that rule the systems planets do as they please, but when it benefits them they do contribute to the society they run. Still, on Yente there are only those in the syndicates and those who are not. Living in perpetual poverty with few rights, the people of Yente's worlds have been left with no hope but to help their rulers build their palaces and manufacture their drugs.
Beroz
Beroz is a world that required only the bare minimum in terms of terraforming. While many native species died in the effort to make the planet habitable, it is also one of the few worlds in the belt that still hosts truly alien life. In particular, an odd moss as dense as ironwood grows on Beroz. With millions of years to cover the planet's surface this moss has grown to be hundreds of meters thick in some areas. Huge structures made of the plant mottle the surface of Beroz, and most of the world's cities are built in the immense natural tunnels left in the wake of the floras growth. Wandering down any of these tunnels without the proper equipment could spell death as the shifting nature of the moss can leave unwary travelers stranded. The labyrinthine character of the planet makes it perfect for the many syndicates of Yente. Used as a production facility for whatever might be illegal wherever, the planet is a massive exporter of all things illicit.
Beroz is a world that required only the bare minimum in terms of terraforming. While many native species died in the effort to make the planet habitable, it is also one of the few worlds in the belt that still hosts truly alien life. In particular, an odd moss as dense as ironwood grows on Beroz. With millions of years to cover the planet's surface this moss has grown to be hundreds of meters thick in some areas. Huge structures made of the plant mottle the surface of Beroz, and most of the world's cities are built in the immense natural tunnels left in the wake of the floras growth. Wandering down any of these tunnels without the proper equipment could spell death as the shifting nature of the moss can leave unwary travelers stranded. The labyrinthine character of the planet makes it perfect for the many syndicates of Yente. Used as a production facility for whatever might be illegal wherever, the planet is a massive exporter of all things illicit.
What You Need To Know!
-The Myrlian Belt is a chaotic utopia for mercenaries, pirates, slavers, outlaws, and the general scum of the universe!
-There is no central authority in the Belt. You might get in trouble with one of the hundreds of factions in the star cluster, but generally nobody except for them them will care. Murder and pillage away.
-While the Myrlian Belt is in the Harmonious Network, anyone can play around here. This is just a setting. Take the first shuttle to the best worst place in the universe today!
-The general Expanding Horizons rules apply, but I'm not going to be reporting anyone for excessive violence or any other sort of non-pornographic content. The Myrlian Belt is a terrible place and things happen. That said, use your heads Mmkay?
-IMPORTANT: Anyone can contribute a planet or setting to the Myrlian Belt. The ones you see here are only the starting locations! I'd prefer it not get ridiculous but a few more planets per system is 100% acceptable and in fact desired.
Name Ideas:
-The Heart of the World
-An Age of Strife
-Medan Agan
-Throat of the World
-Haven of Ashes
- (?)
Maps:
-i.imgur.com/TLdWt4b.png (Political)
-i.imgur.com/wzklwPB.png (Topographical)
-i.imgur.com/INkJzpx.png (Environmental/Topographical)
Legend:
Topography (Low to High):
-Light Brown (Foothills)
-Brown (Slope)
-Dark Brown (Rock Peak)
-Grey (Snow Peak)
Climate (Hot to Cold):
-Beige (Desert)
-Lime (Savannah)
-Light Green (Mediterranean)
-Green (Warm Temperate)
-Dark Green (Cold Temperate)
Period:
-Mid to Late Bronze Age, mastery of early metalworking is not unheard of and the advances generally associated with the later period are available though far from ubiquitous. In warfare the most abundant troops are light infantry and skirmishers recruited from slaves and the poorer citizenry, but well equipped heavy infantry and cavalry exist and are most often employed by wealthy factions and states albeit in limited numbers.
Fantasy Level:
-Low Fantasy, “conventional’ magic is non-existent predictably however mystics and religious figures put on convincing farces. Human beings are the only thinking beings known to exist and the extent of the supernatural is limited to fantastical environments, their animal denizens, and the events surrounding them. Lands where it never ceases to rain, vast regions of desert than can swallow an elephant whole, true sea monsters beneath the waves; these things and how ordinary people react to them are what make the world unique.
Plot & Setting:
-Versone, an isthmus connecting the eastern and western worlds is often regarded to be the most valued land in the world, not only for its positioning to dominate global trade but for its relevance as a holy land in numerous religions. Some hundred and ten years ago an empire from the northwest invaded and subjugated most of the isthmus, but six years ago fractured and disintegrated under stresses both internal and external. Now the isthmus is divided into numerous belligerent factions fighting among themselves even as greater threats from the east and west set their eyes on conquest once more.
Geography & Climate:
-The western landmass is dominated by a great mountain range running down its center and while cooler than the interior of the isthmus the near foothills of the range are warm and temperate. In stark contrast however the far side of the range is known to have harsh winters, and treacherous few paths through the mountains exist to connect the disparate regions that flank them.
-The eastern landmass is hotter than the interior of the isthmus, and its far edge is the boundary of a vast and ruthless desert. This rugged terrain might seem inhospitable but the fertile coasts of the region are known to be some of the most prosperous lands in the region.
-Sub climates are up to the imagination of local players.
Recent History:
-Invasion and formation of empire.
-Influence of Empire.
-Events catalyzing fall.
-The fall of the empire.
'Welcome to the Bronze age':
Welcome to the Bronze age!
'Name of RP' will be taking place in this venerable era, and as it's often under or misrepresented this section will be dedicated to clearing up misconceptions and generally providing a source of information for players. First off, the primary economic and military asset available is predictably, bronze. The vast majority of trade will involve this commodity, but it wont be trade in the sense of currency changing hands.
This is simply because currency itself is yet to be devised, though clever individuals have started on the road towards it. For the present however, almost all trade is conducted as an exchange of physical good through the barter system. Building upon such an uncertain economy taxation, the primary means of most states income, is often uncertain itself. Taking form as direct seizure of a percentage of goods in the case of tariffs or as enforced participation in mass labour or the military, taxation is often non standard and indirect in this period allowing for rampant corruption.
Which unsurprisingly, translates into rampant smuggling. With no certainty in how much you'll even be able to keep upon entering a port or city many traders turn to circumventing such things entirely. Smugglers form an enormously influential group and those enterprising enough to organize often find themselves not only raking in unprecedented profits, but also the prime target of the palace.
And when it comes to conflict, whether against internal threats or foreign enemies things are no less convoluted. While military organization certainly exists, and the wealthy are undoubtedly capable of fielding well equipped and well supplied forces, most often war amounts to large numbers of levies armed with as much as a sword and basic armour or as little as a hefty rock and a linen shirt charging across a field to disembowel each other.
The Bronze age marks the transition to what many would consider proper civilization, but at the time none would have questioned power structures that often left states hopelessly unstable or economic systems largely reliant on both parties blundering into a mutual need of each others goods. Of course not all is just a step above anarchy, examples of well organized militaries and clearly stratified classes and systems of power did exist, though they were few and far between.
Overall civilzation is beginning to reach a recognizable state, but it'd take a fool to compare the Bronze age to what lies only some centuries away.
Religions:
-Monodiafotism:
The primary religion of the east, Monodiafotism presents the divine as an inherent quality of man rather than a separate entity, viewing all that lives as sharing a single spirit. This spirit, known to most as the eternal spirit is said to possess three mortal forms that individuals may manifest.
The first of these mortal forms is that of Enlightenment, which is most commonly seen as the first and greatest of the forms on virtue of it being the most removed from the world and closest to the eternal spirit itself. Those who manifest Enlightenment are those born to the truth, meaning those whose births have been presided over by a Guide who has entrusted the ancient truth to the child. Just as a man is aware of himself those born to the truth, or the born faithful, are aware of their greater self in the eternal spirit from the moment a Guide who has spent a life in meditation conveys this fundamental awareness to them during their birth. Due to this awareness it is known that the born faithful are to lead all those unfortunate enough to lack fundamental awareness of the eternal spirit so that one day all may be born faithful and the three mortal forms of the eternal spirit may be one. Upon that day it is prophesied that the eternal spirit in all life will understand itself, and in doing so bring lasting peace to the universe.
The second of the mortal forms is that of Instinct, which is regarded as the second and lesser form of the eternal spirit due to its transitional nature, being caught at equal distance between the world and the eternal spirit. Those who manifest Instinct are heathens and any born without the truth, and resultantly these individuals while capable of learning what the eternal spirit is are forever cursed to lack the innate awareness of it possessed by the born faithful. Those who manifest instinct are closer to the world and thus more susceptible to the cravings and urges of the flesh making them incapable of proper governance. It is the greatest duty of these born faithless to accept the rule of the born faithful in all things so that when the time comes their children, or children’s children will be blessed with the truth by a Guide so that those descendants may be born faithful and the lasting peace that was prophesied may one day come to pass.
The third and final form of the eternal spirit is Struggle, which is considered to be the lowest and most primal of the three mortal forms due to being most distant from the eternal spirit. Those who manifest Struggle are individuals who have suffered unspeakable terrors from very early in life, often they are children whose mothers die in childbirth, thereby depriving them not only of the truth but of the simple worldly pleasures associated with Instinct. Others who manifest Struggle are young orphans who while born a manifestation of Instinct are distanced from the eternal spirit through torment and pain. It is believed that those manifesting Struggle are not only the closest to the world, but are totally bound to it and only marginally connected to the eternal spirit. Any who manifest Struggle are cursed with horrible knowledge of the world and terrifying distance from the eternal spirit leading inevitably to their estrangement from society. However by virtue of their mortal and worldly chains those who manifest Struggle inherit a duty that cannot be fulfilled by those who manifest higher forms of the eternal spirit. Unable to even understand the eternal spirit let alone gain an awareness of it those who manifest Struggle are tasked with leading armies to safeguard the born faithful who cannot injure the vessels of their own greater essence and inspiring the ranks of born faithless whose understanding of the eternal spirit might betray them in their defence of the keepers of its truth.
Beyond the mortal forms of god that form the castes of Monodiafotist society the religion also sets forth three absolute laws based upon its established theology and said to have been received by the first Guide and born faithful.
1. No born faithful may kill, as doing so is action against the eternal spirit that dwells within all.
2. None shall desecrate the temples of the Guides, as doing so is action against the eternal spirit that dwells within all.
3. None shall coerce a Guide of the truth into unwilling action, as doing so is action against the eternal spirit that dwells within all.
These laws are taken at face value and without room for interpretation in all but the rarest of cases and their violation often carries severe penalty. Murder perpetrated by the born faithful in any form is a violation of the first law and punished by isolation, meaning the convicted is removed from society in such totality that they are often sealed in a darkened and barren cell for the remainder of their life. It is believed that doing this is necessary for such an individual to reconcile their action with the will of the eternal spirit, as doing so will take the whole of their life without distraction. Any born faithful who has killed has injured his or her own self in equal measure and therefore isolation is seen as mercy rather than cruelty. Those who violate the second and third absolute laws are usually dealt with in similar manner if they are born faithful, but those born faithless cannot be held to the same standard and often suffer only a ritual branding and are made into slaves. The brand is to remind them of their transgression, and a life of service is to make up for their unforgivable sin through benefit to society.
- Adynamoclasm
Popular among the west, this religion is claimed to have sprouted from the islands of the sea and eventually spread to the mountians via trade. As the name suggests, it is much about the breaking of the weak.
Much to Monodiafotism enlightenists disdain, most orthodox Adynamoclasts classify their singular God as a more anthropomorphic version of the Eternal Spirit, giving it commonly a very masculine and powerful description (but never actually painting or designing their God for the eye to see).
The Adynamoclast openingly disagrees with Monodiafotism's classification of people, claiming it to be against the true will of the Spirit, who had entrusted each man, woman, and child with the power to construct themselves into perfect beings from any level. Weak will, weak muscle, weak mind, weak constitution, weak attitude, these are all things considered evil by the Adynomaclast, as the human form is capable of being so much more.
In the perfect Adynamoclast society, the most senior elders of muscular and mind perfection look over the young, making sure they attend the "Gymnos" to further stretch and hone their spatial senses and physical fitness, and also work on their young plastic minds to form powerful and willful thinkers. A perfect Adynamoclast should be able to farm all day to provide for the collective, pick up his spear and protect his land, then retire to a lengthy idealogical or political debate before eating mountanious amounts of food to repeat it the following day.
Of course the basic teachings of the religion openly blame Monodiafotism for misunderstanding the Eternal Spirit, it also contains the five pillars of truth that each strive for each day:
· Perfect Community (A balance of power, unity among all peoples, favoring people centered governments, this anti-classism butts heads with large governments, oligarchies, Monodiafotism castes, and large nations)
· Perfect Body (sleek yet powerful, quick, accurate, and strong!)
· Perfect mind ( wit, humility, humor, wisdom, knowledge, spatial/martial sense and resistance towards temptation that would hinder progress)
· Perfect fight (A good fighter only fights to bring peace out of conflict. Preference to defend homeland, not to take anothers.)
· Perfect form (Artistic or musical ability is encouraged, and glorified as it is deemed an augment to bejewel the already great perfection.)
Some interesting side mentions about the religion is that similar to Iconoclasts, art is restricted to simply the surreal or non animal or human portraits, as it is seen as disrespectful to paint, sculpt, or otherwise depict the human or animal form, especially that of the Eternal Spirit. Prayer is common among the faithful, and worship is casual, often taking place in the Gymnos while the young work. An elder would preach to them each day as they undergoe their routine excercises, and they would take in the teachings of Adynamoclast's Eternal Spirit while performing their tasks. Prayers are simple and rustic, bowing to the sky, or simply clasping hands in humility. Often they are thanks, as humility towards generousity is considered wise, and in Adynamoclast belief, much is given to them from the Spirit, including their ability to even take their wonderful journey.
Lastly, despite the physical aspects of this religion, as the sense of perfect community and fight suggests, an orthodox Adynamoclast society is small, closely knitted, unspecialized (as all do everything), adverse to invading anyone's land, focused on defending their own, intent on making peace to keep on dwelling for perfection in the homeland, and by no means Spartan.
- Quandom
The Religion of the old Empire, and aspiring imperialist invaders alike. This very militaristic and even invasive religion holds its roots and ideals deep in the past, straight from the age of heroes. A code of war keeps this religion strong, martial, and prone to aggressive behavior. Quandom is revered among the large empires, and aspiring generals for its thick and time tested effeciency of the past.
Uniquely the religion holds a sacred bond with wicker shields, and every Quandom hero is known to carry one. These shields are worn in battle, and provide status among the heroes, as the one with the oldest shield who has seen the most battles is clearly the most skilled warrior. This practice sometimes leads to Quandom warriors to avoid using their shield while in battle, so they don't have to replace it with a new wicker shield and lose their status should it be destroyed.
Wooden or even metal shields are seen as for the weak skilled, or cheating hero, as are tricky tactics. Straight, frontward battle is deemed a true warriors fight, filled with muscle, wicker, and bloodied weapon. Cowards feign retreat, or invoke fancy manuevors or strategem, true heroes meet swords face to face.
The Quandom is a powerful religion, and their people are brave, strong, couragous, and not afraid to demolish all that stand in the way of true bravory. It is a sign of experience to keep their breastplaces unrepaired from knicks and scratches, and even more experienced to show off the chest scars of the even braver who refuse armor.
The Quandom know the power of numbers, and express a need to train the children to know how to fight at a young age, to prepare them for the flood charge, a time tested tactic of slamming into the enemy ranks with screaming, weapon ready heroes. All is available to the Quandom, as ownership falls to the bravest, and the strongest, not by right.
Regarding families, the Quandom code specifically praises large families filled with children. Men are expected to do anything neccessary to provide many children for the armies, and women are expected to be generous with their fertility. Many siblings and step siblings and half siblings and in rare cases... somehow quarter siblings, train together, and many achieve victory together. This is in every sense of the word, an apex predator society.
-The Heart of the World
-An Age of Strife
-Medan Agan
-Throat of the World
-Haven of Ashes
- (?)
Maps:
-i.imgur.com/TLdWt4b.png (Political)
-i.imgur.com/wzklwPB.png (Topographical)
-i.imgur.com/INkJzpx.png (Environmental/Topographical)
Legend:
Topography (Low to High):
-Light Brown (Foothills)
-Brown (Slope)
-Dark Brown (Rock Peak)
-Grey (Snow Peak)
Climate (Hot to Cold):
-Beige (Desert)
-Lime (Savannah)
-Light Green (Mediterranean)
-Green (Warm Temperate)
-Dark Green (Cold Temperate)
Period:
-Mid to Late Bronze Age, mastery of early metalworking is not unheard of and the advances generally associated with the later period are available though far from ubiquitous. In warfare the most abundant troops are light infantry and skirmishers recruited from slaves and the poorer citizenry, but well equipped heavy infantry and cavalry exist and are most often employed by wealthy factions and states albeit in limited numbers.
Fantasy Level:
-Low Fantasy, “conventional’ magic is non-existent predictably however mystics and religious figures put on convincing farces. Human beings are the only thinking beings known to exist and the extent of the supernatural is limited to fantastical environments, their animal denizens, and the events surrounding them. Lands where it never ceases to rain, vast regions of desert than can swallow an elephant whole, true sea monsters beneath the waves; these things and how ordinary people react to them are what make the world unique.
Plot & Setting:
-Versone, an isthmus connecting the eastern and western worlds is often regarded to be the most valued land in the world, not only for its positioning to dominate global trade but for its relevance as a holy land in numerous religions. Some hundred and ten years ago an empire from the northwest invaded and subjugated most of the isthmus, but six years ago fractured and disintegrated under stresses both internal and external. Now the isthmus is divided into numerous belligerent factions fighting among themselves even as greater threats from the east and west set their eyes on conquest once more.
Geography & Climate:
-The western landmass is dominated by a great mountain range running down its center and while cooler than the interior of the isthmus the near foothills of the range are warm and temperate. In stark contrast however the far side of the range is known to have harsh winters, and treacherous few paths through the mountains exist to connect the disparate regions that flank them.
-The eastern landmass is hotter than the interior of the isthmus, and its far edge is the boundary of a vast and ruthless desert. This rugged terrain might seem inhospitable but the fertile coasts of the region are known to be some of the most prosperous lands in the region.
-Sub climates are up to the imagination of local players.
Recent History:
-Invasion and formation of empire.
-Influence of Empire.
-Events catalyzing fall.
-The fall of the empire.
'Welcome to the Bronze age':
Welcome to the Bronze age!
'Name of RP' will be taking place in this venerable era, and as it's often under or misrepresented this section will be dedicated to clearing up misconceptions and generally providing a source of information for players. First off, the primary economic and military asset available is predictably, bronze. The vast majority of trade will involve this commodity, but it wont be trade in the sense of currency changing hands.
This is simply because currency itself is yet to be devised, though clever individuals have started on the road towards it. For the present however, almost all trade is conducted as an exchange of physical good through the barter system. Building upon such an uncertain economy taxation, the primary means of most states income, is often uncertain itself. Taking form as direct seizure of a percentage of goods in the case of tariffs or as enforced participation in mass labour or the military, taxation is often non standard and indirect in this period allowing for rampant corruption.
Which unsurprisingly, translates into rampant smuggling. With no certainty in how much you'll even be able to keep upon entering a port or city many traders turn to circumventing such things entirely. Smugglers form an enormously influential group and those enterprising enough to organize often find themselves not only raking in unprecedented profits, but also the prime target of the palace.
And when it comes to conflict, whether against internal threats or foreign enemies things are no less convoluted. While military organization certainly exists, and the wealthy are undoubtedly capable of fielding well equipped and well supplied forces, most often war amounts to large numbers of levies armed with as much as a sword and basic armour or as little as a hefty rock and a linen shirt charging across a field to disembowel each other.
The Bronze age marks the transition to what many would consider proper civilization, but at the time none would have questioned power structures that often left states hopelessly unstable or economic systems largely reliant on both parties blundering into a mutual need of each others goods. Of course not all is just a step above anarchy, examples of well organized militaries and clearly stratified classes and systems of power did exist, though they were few and far between.
Overall civilzation is beginning to reach a recognizable state, but it'd take a fool to compare the Bronze age to what lies only some centuries away.
Religions:
-Monodiafotism:
The primary religion of the east, Monodiafotism presents the divine as an inherent quality of man rather than a separate entity, viewing all that lives as sharing a single spirit. This spirit, known to most as the eternal spirit is said to possess three mortal forms that individuals may manifest.
The first of these mortal forms is that of Enlightenment, which is most commonly seen as the first and greatest of the forms on virtue of it being the most removed from the world and closest to the eternal spirit itself. Those who manifest Enlightenment are those born to the truth, meaning those whose births have been presided over by a Guide who has entrusted the ancient truth to the child. Just as a man is aware of himself those born to the truth, or the born faithful, are aware of their greater self in the eternal spirit from the moment a Guide who has spent a life in meditation conveys this fundamental awareness to them during their birth. Due to this awareness it is known that the born faithful are to lead all those unfortunate enough to lack fundamental awareness of the eternal spirit so that one day all may be born faithful and the three mortal forms of the eternal spirit may be one. Upon that day it is prophesied that the eternal spirit in all life will understand itself, and in doing so bring lasting peace to the universe.
The second of the mortal forms is that of Instinct, which is regarded as the second and lesser form of the eternal spirit due to its transitional nature, being caught at equal distance between the world and the eternal spirit. Those who manifest Instinct are heathens and any born without the truth, and resultantly these individuals while capable of learning what the eternal spirit is are forever cursed to lack the innate awareness of it possessed by the born faithful. Those who manifest instinct are closer to the world and thus more susceptible to the cravings and urges of the flesh making them incapable of proper governance. It is the greatest duty of these born faithless to accept the rule of the born faithful in all things so that when the time comes their children, or children’s children will be blessed with the truth by a Guide so that those descendants may be born faithful and the lasting peace that was prophesied may one day come to pass.
The third and final form of the eternal spirit is Struggle, which is considered to be the lowest and most primal of the three mortal forms due to being most distant from the eternal spirit. Those who manifest Struggle are individuals who have suffered unspeakable terrors from very early in life, often they are children whose mothers die in childbirth, thereby depriving them not only of the truth but of the simple worldly pleasures associated with Instinct. Others who manifest Struggle are young orphans who while born a manifestation of Instinct are distanced from the eternal spirit through torment and pain. It is believed that those manifesting Struggle are not only the closest to the world, but are totally bound to it and only marginally connected to the eternal spirit. Any who manifest Struggle are cursed with horrible knowledge of the world and terrifying distance from the eternal spirit leading inevitably to their estrangement from society. However by virtue of their mortal and worldly chains those who manifest Struggle inherit a duty that cannot be fulfilled by those who manifest higher forms of the eternal spirit. Unable to even understand the eternal spirit let alone gain an awareness of it those who manifest Struggle are tasked with leading armies to safeguard the born faithful who cannot injure the vessels of their own greater essence and inspiring the ranks of born faithless whose understanding of the eternal spirit might betray them in their defence of the keepers of its truth.
Beyond the mortal forms of god that form the castes of Monodiafotist society the religion also sets forth three absolute laws based upon its established theology and said to have been received by the first Guide and born faithful.
1. No born faithful may kill, as doing so is action against the eternal spirit that dwells within all.
2. None shall desecrate the temples of the Guides, as doing so is action against the eternal spirit that dwells within all.
3. None shall coerce a Guide of the truth into unwilling action, as doing so is action against the eternal spirit that dwells within all.
These laws are taken at face value and without room for interpretation in all but the rarest of cases and their violation often carries severe penalty. Murder perpetrated by the born faithful in any form is a violation of the first law and punished by isolation, meaning the convicted is removed from society in such totality that they are often sealed in a darkened and barren cell for the remainder of their life. It is believed that doing this is necessary for such an individual to reconcile their action with the will of the eternal spirit, as doing so will take the whole of their life without distraction. Any born faithful who has killed has injured his or her own self in equal measure and therefore isolation is seen as mercy rather than cruelty. Those who violate the second and third absolute laws are usually dealt with in similar manner if they are born faithful, but those born faithless cannot be held to the same standard and often suffer only a ritual branding and are made into slaves. The brand is to remind them of their transgression, and a life of service is to make up for their unforgivable sin through benefit to society.
- Adynamoclasm
Popular among the west, this religion is claimed to have sprouted from the islands of the sea and eventually spread to the mountians via trade. As the name suggests, it is much about the breaking of the weak.
Much to Monodiafotism enlightenists disdain, most orthodox Adynamoclasts classify their singular God as a more anthropomorphic version of the Eternal Spirit, giving it commonly a very masculine and powerful description (but never actually painting or designing their God for the eye to see).
The Adynamoclast openingly disagrees with Monodiafotism's classification of people, claiming it to be against the true will of the Spirit, who had entrusted each man, woman, and child with the power to construct themselves into perfect beings from any level. Weak will, weak muscle, weak mind, weak constitution, weak attitude, these are all things considered evil by the Adynomaclast, as the human form is capable of being so much more.
In the perfect Adynamoclast society, the most senior elders of muscular and mind perfection look over the young, making sure they attend the "Gymnos" to further stretch and hone their spatial senses and physical fitness, and also work on their young plastic minds to form powerful and willful thinkers. A perfect Adynamoclast should be able to farm all day to provide for the collective, pick up his spear and protect his land, then retire to a lengthy idealogical or political debate before eating mountanious amounts of food to repeat it the following day.
Of course the basic teachings of the religion openly blame Monodiafotism for misunderstanding the Eternal Spirit, it also contains the five pillars of truth that each strive for each day:
· Perfect Community (A balance of power, unity among all peoples, favoring people centered governments, this anti-classism butts heads with large governments, oligarchies, Monodiafotism castes, and large nations)
· Perfect Body (sleek yet powerful, quick, accurate, and strong!)
· Perfect mind ( wit, humility, humor, wisdom, knowledge, spatial/martial sense and resistance towards temptation that would hinder progress)
· Perfect fight (A good fighter only fights to bring peace out of conflict. Preference to defend homeland, not to take anothers.)
· Perfect form (Artistic or musical ability is encouraged, and glorified as it is deemed an augment to bejewel the already great perfection.)
Some interesting side mentions about the religion is that similar to Iconoclasts, art is restricted to simply the surreal or non animal or human portraits, as it is seen as disrespectful to paint, sculpt, or otherwise depict the human or animal form, especially that of the Eternal Spirit. Prayer is common among the faithful, and worship is casual, often taking place in the Gymnos while the young work. An elder would preach to them each day as they undergoe their routine excercises, and they would take in the teachings of Adynamoclast's Eternal Spirit while performing their tasks. Prayers are simple and rustic, bowing to the sky, or simply clasping hands in humility. Often they are thanks, as humility towards generousity is considered wise, and in Adynamoclast belief, much is given to them from the Spirit, including their ability to even take their wonderful journey.
Lastly, despite the physical aspects of this religion, as the sense of perfect community and fight suggests, an orthodox Adynamoclast society is small, closely knitted, unspecialized (as all do everything), adverse to invading anyone's land, focused on defending their own, intent on making peace to keep on dwelling for perfection in the homeland, and by no means Spartan.
- Quandom
The Religion of the old Empire, and aspiring imperialist invaders alike. This very militaristic and even invasive religion holds its roots and ideals deep in the past, straight from the age of heroes. A code of war keeps this religion strong, martial, and prone to aggressive behavior. Quandom is revered among the large empires, and aspiring generals for its thick and time tested effeciency of the past.
Uniquely the religion holds a sacred bond with wicker shields, and every Quandom hero is known to carry one. These shields are worn in battle, and provide status among the heroes, as the one with the oldest shield who has seen the most battles is clearly the most skilled warrior. This practice sometimes leads to Quandom warriors to avoid using their shield while in battle, so they don't have to replace it with a new wicker shield and lose their status should it be destroyed.
Wooden or even metal shields are seen as for the weak skilled, or cheating hero, as are tricky tactics. Straight, frontward battle is deemed a true warriors fight, filled with muscle, wicker, and bloodied weapon. Cowards feign retreat, or invoke fancy manuevors or strategem, true heroes meet swords face to face.
The Quandom is a powerful religion, and their people are brave, strong, couragous, and not afraid to demolish all that stand in the way of true bravory. It is a sign of experience to keep their breastplaces unrepaired from knicks and scratches, and even more experienced to show off the chest scars of the even braver who refuse armor.
The Quandom know the power of numbers, and express a need to train the children to know how to fight at a young age, to prepare them for the flood charge, a time tested tactic of slamming into the enemy ranks with screaming, weapon ready heroes. All is available to the Quandom, as ownership falls to the bravest, and the strongest, not by right.
Regarding families, the Quandom code specifically praises large families filled with children. Men are expected to do anything neccessary to provide many children for the armies, and women are expected to be generous with their fertility. Many siblings and step siblings and half siblings and in rare cases... somehow quarter siblings, train together, and many achieve victory together. This is in every sense of the word, an apex predator society.
As for the setting, I thought 1500 years was a little wack last time. I'd honestly rather have this be 300-500 years after the great war. To add to the lore we can say that the apocalypse happened in a few stages to explain the history/setting.
1. Global nuclear/space weapon/high tech murderbox war. 90% of global infrastructure is destroyed.
2. Particulate matter in the atmosphere causes a global famine and the last remnants of the old nation-states dissolve. 80% of people are dead by this point.
3. Particulate matter dissipates, but newly released GHG emissions alongside decades of global warming result in the calthrate gun firing. All ice caps melt and mass migration further reduces the population.
4.Roughly a century after the war society is tribal, but for the first time the population begins to recover. 85-95% population reduction before this point.
5. The scattered and rare remains of civilization inform new societies, but most is lost to time or used in desperation. History is distorted as the old books rot.
6. Three to five centuries later society has recovered to a 1950's level of technology, but the global population is only a quarter of what it was before the fall. For the sake of not having inevitable problems we can say NO NUKES EVER.
Now, we could get creative here. I'd like to say some resources are far more scarce than they were old world, mainly because we had depleted easily accessible pockets. For example, cars might be uncommon, with petroleum mostly going to major industries and the military as much less of it is easily extracted. In their place coal trains and riverboats could still be the go to public transport, given the relative abundance of easily extracted coal. Other things like metals would likley still be common, given old flattened cities could provide huge reserves.