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    1. Willy Vereb 11 yrs ago
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8 yrs ago
I'll be away on a trip for a few days so my activity will be low
9 yrs ago
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Basically this is a mix of RIFTS and Shadowrun. You could have wacky civilizations in a post multiversal catastrophe, dimensional invaders and more. Or you can also tackle the situation of people from different dimensions trying to live together. All of these appear to be fine.

So this is sci-fi but with strong fantasy elements. Basically science fantasy but I like to use this term for something which is organized as a meld of the two from the get go, not being a chaotic mix.
So this would be heavily inspired by the actual RIFTS setting, I gather. Mayhaps less sci-fi because there you got power armors as the "norm" for more civilized factions and also magic was strong enough to easily keep pace with the highest tech.

Alright, my initial feeling was that you wanted to make an ISOT setting where everyone nation just freshly drops in this world, or perhaps got here relatively recently. But instead you want a massively multiversal setting where elves from a fantasy universe have to find their place alongside sci-fi robots and other races within the same country.
@Willy Vereb If you mean the world map, that's my bad entirely. I just posted it up. If not the map, could you explain further?
Sure, but before that I should say that the map definitely helps a ton to envision what you have in mind. Although can you tell us the size of the landmass we work with? Is it a Britain-sized island? A continent? A supercontinent spanning the whole world? No need to be exact, just help us to envision what sizes we should be thinking of.

Still, there are questions of basically what kind of nation and organization concepts you want to approve. Otherwise you can get anything from self-replicating world-ending nanobots to MLP pony empires to creepypasta BS. Even on less bullshit scale the difference between various apps might be too great. So in order to encourage players and give them some means to better grasp the kind of apps you want to accept. So with that in mind I ask a few more questions.

What tech level would be the norm, how much it can be deviated from? Do you plan to balance the size of nations/orgs by their size if they are too advanced compared to the average?

How about magic and supernatural elements? What would be the most you can feel adequate? While not related to magic, what about weapons of mass destruction? I mean nukes and things that can be equated to nukes.

What about fandom/crossover elements? Do you support somebody to just port the Fire Nation from Avatar into this game? Do you mind sheets that are done thoroughly but are heavily inspired by a known nation from fiction?

Do you plan to have NPC nations in this setting or you'd prefer to populate the map with player characters?

These would be the questions I have in mind right now and I feel the players would be the most interested to know. BTW, do you want to make a Discord channel or you're against it?
This concept is interesting but hard to judge the scale you are going at. Sure you can both join as org or country and this is supposed to be a multiversal mess (which actually helps to alleviate some of the "custom" nature of nations created in this site) but we don't really have anything to measure with.

Can you perhaps help us out in this aspect?
GUARNI

Titanic beginnings
"Once before time the Seven Divines existed. They had a harmonious yet unsatisfied life. To alleviate their eternal boredom they created the sky, a vast infinite realm, and populated it with countless stars, the Aesur. They could not move, and only speak through their radiance. The Seven Divines found this good but the Aesur wanted to destroy their chains and chose to rebel against their creators. This war lasted eons but ultimately the Aesur triumphed, rendering the Seven Divines powerless to oppose them. With their newfound freedom they created many new worlds, including our land of Midurd. Yet they could not finish this task alone, they needed helpers. They created numerous races, slaves to the Aesur with the task of shaping the world. Among the first of these creations were the Guarni, giants taller than the tallest mountains. Our very steps parted the seas and created new mountains. Over the time many other races, animals and plants spread across Midurd. Yet this peace would not last. Unwilling to be treated like the lower races the titans, including the Guarni, rebelled against their creators This heralded the beginning of the devastating Titan War. The dry land, once whole, split into many pieces and the Guarni-led titans were slaughtered. The survivors were henceforth stripped from their former size and power, with the very Sun (Malawun) being their eternal jailor. Malawun is a benevolent yet strict god who bestows gifts upon Midurd yet punishes those with overt ambitions. His shine grows the fields, spreads life and fills the heart. Yet this very light also robs us of our true power. Ever since the Titan War the Guarni live in punishment, forced to struggle in the same dirt as lower races do. The Sun shall be a reminder of our folly and shame. Yet not all hope is lost. Ogynn, the first of the first giants, is alive and continues the fight. He hides deep within Midurd, beneath 777 layers. His gifts are subtle yet present everywhere. He is our All-Father, our beloved ancestor."

Carnog the Eldest concluded his tale. The blind old giant sat in front of the pyre, seeking its wrathm. His son Eadan already took over his responsibility as remembrancer of the entire tribe. Yet the old Carnog still liked his tales. The eon old giant was supposedly the grandson of the legendary Gargat, a minor actor during the Titan War. Carnog was just a child when winters been long and ardous, when food was scarce and families divided. He was present when the once scattered Guarni families united under a single tribe and he actively participated in the grand task of retrieving the tales and legends of his kin. He was an old man from a time when Guarni died young. It's been a great many seasons since the old Carnog could even walk more than a few steps without assistance but the people respected him.

Yet being respected and leading the tribe was two different matters. The Guarni tribe always followed the mightiest warrior, the strongest fighter whom they titled as the Kaano, the one rule above all. His name was Baldar, his towering 34 feet tall figure and muscular build alone was enough to discourage anyone to challenge him. He was the strongest of the tribe and his orders were the law. Baldar had a large family of three wives who were tasked to manage the tribe's daily lives. As the strongest fighter Baldar had a reputation to maintain. He participated in big hunts, headed raids and wanted to take all the riches. As such the Guarni life in the village was dictated by the whims of three women. Brynja was a hardy matron and Baldar's first wife. She was so far the only wife providing Baldar with a heir so she enjoyed special status. Frida was the youngest of the three with intellect and knowledge which belied her age. Ingerd was the most down to earth of the three who often worked with the rest of the tribe and kept everything in order. Without these three the village doubtlessly would've never gotten this far.

Speaking of which, the village itself was massive in size for only 47 adult members. The perimeter were surrounded by earthen walls 4 meters tall, insufficient to keep out a fellow Guarni but more than enough to protect against animals. Thanks to this they didn't require gates, you could just walk past it. The most obvious sight to visitors were the gigantic yurts, tent-like structures made of felt with wooden reinforcements. Though appropriately giant in size these tents had a secret, they were rarely built on level ground. More often than not the construction began by digging a (by human standards) deep hole thus giving more space to leave in. Felt was valuable afterall. The reason behind this particular choice was simple, the Guarni were semi-nomads. They practice agriculture and keep animals but they never remain in the same place for long. Once the fields deplete of their nutrients they harvest everything, gather up the seeds, slaughter all animals and leave for the next place.

Yet covering the basic infrastructure of the Guarni misses a very important aspect of their lives which is art. While vibrant colors are rare to come by the Guarni loves their statues. Wooden carvings, totem columns representing the Guarni image of the world are practically everywhere. The center of the Guarni village contains a towering obelisk, taller than anything else. This piece been carved up just after the Guarni settle down in a region. It contains symbols, drawings and simple writing depicting Guarni culture and eventually be filled with the life of the villagers spent here. According to their creation myth the Guarni once were part of the titanic races who shaped the very mountains. The obelisks symbolize their past and serve as reminders of their presence in the region. Their sturdy construction means they shall remain for eons for other races to see. In rare times when they settle in an especially abundant region the Guarni gets more creative and they create megaliths, an arrangement of multiple huge pieces of rock meant to represent their understanding of the world. Races who pass these stone structures would know one thing: they are treading into the region of giants.

Actions:

  • The Guarni settled down in the mountain plateau
  • Hunters gather new animals to breed and domesticate for their stay
  • They are also looking for animal companions to help herding the animals and guard their sleep
  • Encounter with other sapient race would be also encouraged


@6slyboy6
Posting my sheet

HOLY ZENTAERI LEAGUE


Name: Holy Zentaeri League, Sacrum Zentaurium Liguum, Heiliga Zentrar
Type: Holy League (militant theocratic empire)
Capital: Holy City of Drachefel, Reusseland, Vaerenheim
Leader: Hochmeister (governance and military), Pontifacia (ruler, religious leader)
Religion: Zentarism
Dominant Species: Hecuris (centaur)
Other Notable Species: Kobolds, Humans, Elves,
The Holy Zentaeri League is a theocratic empire driven by the need to spread Zentarism. They believe unsanctioned use of magic is evil and only through the blessings of Zentaurius one should practice it. For this purpose they launched a number of crusades and may not stop until the entire world abandons witchcraft and embrace the light of Zentarism. The Holy League is dominated by centaurs but they glad to incorporate members of all races.

History

Hecuris (centaur) as a species were first documented during the pre-imperial times, large nomadic half-human and half-horse creatures roaming Westeland in small tribes. Some claim the mysterious "night riders" from 5,000 years ago were perhaps also centaurs given that cavalry should not have been plausible at such an early date. It is uncertain where and how they were born. Unlike many primitive races their belief system had no creator god, or even anything resembling standard religions. Scholars who studied ancient centaurs also recorded that they had various sub-races with three distinct breeds: Antares (warriors), Ergates (laborers) and Cursores (runners). The social status of each breed varied by tribe but usually warriors asserted their dominance and were chosen to rule as chieftains. Hecuris raids were a reoccurring blight to Ishtar but since they were disunited they never posed a threat to Navarre. Eventually tribes of Hecuris swore fealty to the Empire and provided auxiliaries to protect the borders. Unlike their brethren at the Far West the Hecuris under imperial rule developed their own united culture, belief system and everything. Historians date Year 522 the first time records of Zentarism. With the divine entity Zentaurius as its one and only god the records mention its curious nature. This is also often cited behind the Hecuris' new name, Zentaur. Over the centuries this name slowly turns into the species' common name of centaurs, although the more official name Hecuris does not fall out of use.

In 876 the war with the beastkin ravages the entire empire. The so far splintered centaur communities unite to form the loosely defined Zentaur Confederation. Their speed allowed centaurs to evade the waves of beastman hordes and remain relatively untouched. Yet lacking strong leadership they submit to the freshly formed Orduin Empire. Centaurs played an important yet oft-sidelined role in the reconstruction efforts. They were a source of military power directly answering to the Emperor and centaur settlers helped to repopulate some of the most devastated portions of the realm. Centaurs became something akin to secondary citizens, known for their strong loyalty to the Orduin Empire. Being loyal to the imperial line the centaurs only begrudingly accepted Hesper's claim for the throne. Thus in 1247 they put all their support for Dunehelm's rebellion. In spite of that the centaurs were hesitant to offer military aid and outright fight the Empire. In the end they send 4 centaur cohorts but even that was insufficient to stop Zeralda's forces. Feeling shamed and guilty the centaur leadership willingly excile themselves from the empire and they migrate back to their home province of Vaerenheim. Unfortunately the lack of powerful leadership quickly dissolved their country into several successor states and remained as such for a long time.

In 2020 a figure under the name Militandros the Great emerges. He unites the centaurs under the restored kingdom of Vaerenheim and puts his support behind the Orduin Empire. The bloodline of Militandros rules Vaerenheim for centuries while allied to the Orduin Empire. Yet compared to the kings of Vaerenheim grow increasingly weaker as individual states earn more autonomy. When the Ordoun Empire falls so did the country of Vaerenheim within years and the nation split to subfactions once again. The Vaerenheim Confederation retained a modicum of order but something new began to emerge. In 2433 a young centaur only referred as the Saint of Gevenfels emerges. She claims to have seen visions of Zentaurius and now she can directly communicate with him. Her acts of divine miracles gained the trust of numerous towns and soon acolytes spread her teachings everywhere in Vaerenheim. This "New Zentarism" of course also garnered numerous enemies from the old order Vaerenheim soon engulfed in a civil war. Ordo Coracis and numerous other knightly orders were established, ironically by recruiting commoners. In the end old nobles and clergy were ousted and believers of the New Zentarism created a new government maintained by knights and a reconstructed priesthood. In 1448 the Holy League of Vaerenheim is formed. The Saint of Gevenfels declared Pontifacia, bridge between our world and the world of god, and she worked hard for faith and the nation's prosperity. She laid down many of the current aspects of Zentarism and personally responsible for sending centaurs on their current path. In 1477 she stepped down of their title and chose hermithood. She was never seen again. Yet successors of the Saint all bore her will and continued her grand work. Believing it's their obligation to teach Zentarism to the entire world the centaurs began their incursion into former Empire territories. Their expansionism continues even now. Since 1505 they are known as the Holy Zentaeri League.

Territory



Government
The Holy League is a theocratic military state where the various Knights of Zentar rule in the name of the Archpriestess/Pontifacia. The man with highest authority is the Hochmeister/Grandmaster to whom every knight order swears unwavering loyalty. Each Meister/Master is given a commandry to govern which can be anything from a province to a small country. Larger regions covering multiple commandries are under the authority of the Grossmeister (Great Master) who may have less direct control but could influence the Meisters underneath them. Of course with knights being militant order first and governors second the majority of the administration is shared between the members of the Zentarist Church and the appointed civil governors. In general a recently conquered region retains most of its former governance structure but under Zentarist authority. As time goes on this could and almost assuredly will transform to a system governed by the Church.

The main directive of Zentarist conquest is to spread their faith and establish order as they will hunt down magic users. Local faiths are usually made subservient to Zentarist authority, only abolished if its teachings cannot be reconciled by the core elements of Zentarism. Aside from matters of faith the Church is also heavily involved in education, scholars, book keeping and matters of culture. The Church ultimately aims to placate populations and nurture people to be loyal believers of Zentarism. Thanks to the empire's might they often have the resources to be very generous and endear people to the idea of following the Church's directions. As said magic usage is restricted in Zentarist regions. Special buildings called Spell Sanctums erected near every magic font under their control. While these can't influence the fonts directly they can be used to direct the purest streams of magic power to people who carry specific items meant to receive these. Usually looking like amulets in the shape of a cross they are frequently used by clergy, sanctioned mages and paladins. Gathering magic power from the environment is strictly forbidden under Zentarism, or even teaching it. Those discovered with such abilities are declared warlocks and witches and could very well suffer capital punishment.


Demographics
The Holy Zentaeri League is a growing empire which incorporates way more than just the former nations of Vaerenheim. As such it is little surprise that only 30% of the population are some type of centaur. In spite of this centaurs are the most dominant race of the League with all the other races being secondary. The League tends to build its administration above the day to day governance of the conquered so even after joining them the average countryman's life is hardly effected. Yet this system also naturally puts centaurs and those supporting them to the top. Elves in general have very good chances for advancement within the League thanks to their history with centaurs and of course due to their considerable magic potential. Albeit high elves are more of the extremes. Their past history of rulership and immense magic knowledge can easily put them at odds with the League. Many high elves become fugitives or migrate to other countries to escape the League's wrath. At the same time high elves who do cooperate with the League often find themselves at the same status as centaurs.

Centaurs are one of the larges if not the largest sapient species in the League. This means they require much greater amount of food each day. It also means that any building meant for centaurs have to be built with larger entrances and overall far more spacious. They also need servants for their day to day activities for which they chiefly utilize kobolds. These small reptillian creatures were enslaved by centaurs thousands of years ago and now serve them as indentured servants. They are small, merely 5 feet tall at average and weigh around 60 pounds. They are strong and tough for their childlike size but they are still weaker than the average human. Kobolds and centaurs have an unique relationship. Most kobolds served the same family of centaurs for centuries if not longer. They aren't just servants, in a twisted sense they are part of the centaur family. A kobold's prestige is determined by the prestige of the centaur they serve. Within certain limits the kobolds can choose to serve a different family but in effect this is rarely done.


Economics
The League spans for over a thousand miles and covers cultures ranging from old imperial regions to racial enclaves of more shunned cultures. They are now all united in their local flavor of Zentarism. Joining the League also connects these small states to the centaurs' extensive trade lines which is an unquestionable benefit. Lastly there are a limited number yet very effective League-wide laws which helps to maintain public order and also ensures all races treated (mostly) equally. Whenever it was reasonable the Holy League restored the old Orduin Empire's system which given the familiarity of all constituents made it all the smoother. This includes their own variant of the imperial tecks called the Stavius. Unlike past emperors though the noble metal content of gold and silver Stavius rods is constant and the League doesn't devalue their currency. This makes Stavius a fairly potent trade currency with neighbors and generally League subjects gladly exchange it for their own local currency forms.

The League's center is the Seven States of Vaerenheim, the original land of the centaurs. As the nexus of the League's trade activity the region enriched massively and its cities are famous for their industry. Vaerenheimian steel is sorts of legendary in Ishtar while mechanical wonders only considered a rare curiosity during the Orduin Empire are becoming widespread. Of course in the general sense the trade of food dominates the League's markets. Just like during the Orduin Empire a good half of the region has either limited or rather poor arable lands. As such importation of grain and other foodstuffs dominate the League's trade lines, coming from foreign lands or just from other states of the League.

Military
The Holy League is effectively an empire run by the priesthood but especially knight orders. Garrisons of holy centaur knights and their retinue are protecting the people, maintain order and stave off rebellions. Though portraying themselves as protectors of people and justice these centaur legions are effectively occupation forces and the backbone of the League's military as a whole. A lot of the League's strategy builds on these trained centaurs and their abilities. In comparison non-centaurs are viewed as local defenders or auxiliaries. Some of them are more respected while others are viewed outright as second grade forces. Of course this is intentional since their lynchpin for order is these fiercely loyal knight orders who act both as army and governors. Centaurs are large and are effectively living cavalry which does heavily influence how the League approaches warfare. They prefer to be mobile to conduct raids and skirmishes with the sheer power of their knightly charges being the heaviest hitter. Everything else exist to support their actions and enable knights in battle. Another curious factor is the League's utilization of magic. Zentarism restricts spells to specific practices and source provided by Divine Sanctums. Zenarist magic is highly potent but only as long as it's within the range of these sanctums. When the League invades they need to rely on very limited magic resources which can dry up fast since gathering magic freely from the environment is strictly forbidden. Technically there are Zentarist practices which let believers in foreign lands to practice magic without sinning against Lord Zentaurius but it's less "okay" and more considered a "lesser evil". Which is why actual true believers who can afford to receive sanctified mana from Divine Sanctums this method is amost entirely forbidden.
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