Post by Kneefers on Jan 31, 2006 23:43:43 GMT -5
Okay. This is a start-off world I made, in which (I believe) we were all going to play a gang of street orphans/urchins/etc.
This is fairly tentative, and there are some things which I'm not sure of, (as well as possible internal inconsistencies I missed; I'm pretty tired) so feel free to toss out corrections if'n ya feel the need. Also, it could use some fleshing out (major fleshing out) but these are the basics, I think. Anybody who has further refinements or anything, feel free to hack this to pieces.
H'okay. Here we go.
_Quites
Ariswing’s World
And I seem to have misplaced entire worlds in a stack of Finals Review Papers...Oh dear.
-Jette
Ariswing’s World: A continent created (approximately 3000 years ago) and maintained by the benevolent bird goddess Aris, (who often manifests as a beautiful lady with huge brown-feathered wings coming off of her back). The benevolent Church of Aris, which once thrived, has become less popular since Aris and her demigods, the playful, batlike Mequals have been silent and hidden for almost a century. Thus we begin…
Areas:
Leikda – Leikda is a large civilized country covering the entire northeastern half of the continent. Leikda is the oldest country on the continent and was begun as a constitutional monarchy, but eventually backslid into just flat monarchy until a king several centuries ago began styling himself “Emperor” and the title stuck. By the year 793 A.E. (After Emperor, i.e. after the first Emperor) Leikda has settled down to officially being an empire with almost every vestige of democracy gone, though whether it’s an Evil Empire is debatable. Like seems to happen in most countries, the rich do well and the poor do badly and the government is corrupt when it comes to some things and perfectly fine when it comes to others and nobody really knows what to do about it. One institution that has, surprisingly, remained relatively free of corruption is the church, though it has its fair share of officials not out for the public good. The capital city of Hokkaido, built on the fork between the Yeliid and Wehji Rivers, is arranged in a large circle with the wealthy living in the center and filthy, squalid slums in the surrounding areas. The Church of Aris does large amounts of humanitarian work in these areas, but general apathy from everyone else assures that just about every kind of vice runs rampant.
Alends – Alends is the place you go if you want not to be found. It is a relatively rough and rowdy place made up mostly of people who aren’t wanted (or are wanted, as the case may be) in Leikda, or those who came here trying to escape something. Even in the small capital city of D’Liw, the government consists only of a small council of elders and takes a decidedly hands-off approach to what goes on in their lands. It would have been taken over by Leikda long ago, but the wild mountain range that separates the two countries provides a natural defense, and besides, since no resistance would be offered any victory would be a pointless, hollow one, so the vast majority of Leikdan Emperors simply leave the people of Alends to their own devices. The Church is just as strong in Alends, however, since many people seek the forgiveness of Aris for the misdeeds that led to their exile, and this shared belief makes many Alendites prouder of their country than you might suspect at first.
Wastelands – The huge, nameless wastelands stretching out far to the south and east of Leidka and Alends. No sane civilized men venture very far onto the wasteland, as it is an utterly inhospitable desert inhabited by huge scorpions and spiders, ferocious beasts, hidden quicksand, horrible dust storms, and tribes of hostile Feralmen (crude, primitive barbarians who have forgotten even how to speak and live utterly like animals). A word of advice: if you want to go south (for some bizarre, misguided reason), buy a boat.
Groups:
Oiwino – The Oiwino were protectors of the realm of Leikda in the days of the old emperor, but upon his death a new young, headstrong ruler named Kurosho came to power and had the Oiwino disbanded when Ryukyu, the Captain of the Guard, gave him advice that he did not want to hear. Now, though many of the Oiwino (think: Samurai) still hold ideals of honor and chivalry and seek to get themselves reinstated, many have turned to using their fighting skills to support themselves (or oftentimes their alcohol or drug addictions), whether through legal or illegal means.
Emat – The protectors of the realm of Alends. Despite the laid-back nature of everything else in the small country, the Emat are actually a small band of deceptively highly-trained and highly-disciplined fighters who serve the double purpose of keeping the peace in D’Liw and serving as a spy network in the rest of the country and wherever else they are needed. Important officials, such as the Alendite ambassador to Leikda and the members of the tribal council have received Emat training and know how to handle themselves in a fight as well as escape a fight if need be (think: Knight/Ninja/Arabic nomad-fighter guy.)
The Church of Aris – Previously mentioned.
Technology:
Particle Shields and Energy Shields – Essential to the culture of Ariswing’s World are Particle Shields (called par’s) and Energy Shields (called ner’s), which are invisible force fields that can be as large as a small city or as small as an individual. When wearing a par, one is protected from any sort of projectile weapon with a solid mass and, conversely, ner’s protect against laser or plasma based weapons. A con of using these shields is that par’s and ner’s cannot be worn at the same time due to a powerful reaction between the two that causes a rather large explosion, so you have to pick the right one to wear today (“Is that roughneck on the corner carrying a lasgun or a revolver?”).
Pulse Swords – Since the use of shielding devices are so widespread, the use of sophisticated hand-held weapons have been developed. Pulse swords are basically weapons that deliver a powerful electrical jolt upon contact which can be varied in strength by a dial in the handle anywhere from just a shock to something that will knock someone out to a truly killing blow. These are effective because if one has the correct technique, penetrating either a per or a ner is fairly simple. These weapons are favored by lawkeeping bodies such as Emat or Oiwino, as well as various breeds of mercenaries and pirates.
This is fairly tentative, and there are some things which I'm not sure of, (as well as possible internal inconsistencies I missed; I'm pretty tired) so feel free to toss out corrections if'n ya feel the need. Also, it could use some fleshing out (major fleshing out) but these are the basics, I think. Anybody who has further refinements or anything, feel free to hack this to pieces.
H'okay. Here we go.
_Quites
Ariswing’s World
And I seem to have misplaced entire worlds in a stack of Finals Review Papers...Oh dear.
-Jette
Ariswing’s World: A continent created (approximately 3000 years ago) and maintained by the benevolent bird goddess Aris, (who often manifests as a beautiful lady with huge brown-feathered wings coming off of her back). The benevolent Church of Aris, which once thrived, has become less popular since Aris and her demigods, the playful, batlike Mequals have been silent and hidden for almost a century. Thus we begin…
Areas:
Leikda – Leikda is a large civilized country covering the entire northeastern half of the continent. Leikda is the oldest country on the continent and was begun as a constitutional monarchy, but eventually backslid into just flat monarchy until a king several centuries ago began styling himself “Emperor” and the title stuck. By the year 793 A.E. (After Emperor, i.e. after the first Emperor) Leikda has settled down to officially being an empire with almost every vestige of democracy gone, though whether it’s an Evil Empire is debatable. Like seems to happen in most countries, the rich do well and the poor do badly and the government is corrupt when it comes to some things and perfectly fine when it comes to others and nobody really knows what to do about it. One institution that has, surprisingly, remained relatively free of corruption is the church, though it has its fair share of officials not out for the public good. The capital city of Hokkaido, built on the fork between the Yeliid and Wehji Rivers, is arranged in a large circle with the wealthy living in the center and filthy, squalid slums in the surrounding areas. The Church of Aris does large amounts of humanitarian work in these areas, but general apathy from everyone else assures that just about every kind of vice runs rampant.
Alends – Alends is the place you go if you want not to be found. It is a relatively rough and rowdy place made up mostly of people who aren’t wanted (or are wanted, as the case may be) in Leikda, or those who came here trying to escape something. Even in the small capital city of D’Liw, the government consists only of a small council of elders and takes a decidedly hands-off approach to what goes on in their lands. It would have been taken over by Leikda long ago, but the wild mountain range that separates the two countries provides a natural defense, and besides, since no resistance would be offered any victory would be a pointless, hollow one, so the vast majority of Leikdan Emperors simply leave the people of Alends to their own devices. The Church is just as strong in Alends, however, since many people seek the forgiveness of Aris for the misdeeds that led to their exile, and this shared belief makes many Alendites prouder of their country than you might suspect at first.
Wastelands – The huge, nameless wastelands stretching out far to the south and east of Leidka and Alends. No sane civilized men venture very far onto the wasteland, as it is an utterly inhospitable desert inhabited by huge scorpions and spiders, ferocious beasts, hidden quicksand, horrible dust storms, and tribes of hostile Feralmen (crude, primitive barbarians who have forgotten even how to speak and live utterly like animals). A word of advice: if you want to go south (for some bizarre, misguided reason), buy a boat.
Groups:
Oiwino – The Oiwino were protectors of the realm of Leikda in the days of the old emperor, but upon his death a new young, headstrong ruler named Kurosho came to power and had the Oiwino disbanded when Ryukyu, the Captain of the Guard, gave him advice that he did not want to hear. Now, though many of the Oiwino (think: Samurai) still hold ideals of honor and chivalry and seek to get themselves reinstated, many have turned to using their fighting skills to support themselves (or oftentimes their alcohol or drug addictions), whether through legal or illegal means.
Emat – The protectors of the realm of Alends. Despite the laid-back nature of everything else in the small country, the Emat are actually a small band of deceptively highly-trained and highly-disciplined fighters who serve the double purpose of keeping the peace in D’Liw and serving as a spy network in the rest of the country and wherever else they are needed. Important officials, such as the Alendite ambassador to Leikda and the members of the tribal council have received Emat training and know how to handle themselves in a fight as well as escape a fight if need be (think: Knight/Ninja/Arabic nomad-fighter guy.)
The Church of Aris – Previously mentioned.
Technology:
Particle Shields and Energy Shields – Essential to the culture of Ariswing’s World are Particle Shields (called par’s) and Energy Shields (called ner’s), which are invisible force fields that can be as large as a small city or as small as an individual. When wearing a par, one is protected from any sort of projectile weapon with a solid mass and, conversely, ner’s protect against laser or plasma based weapons. A con of using these shields is that par’s and ner’s cannot be worn at the same time due to a powerful reaction between the two that causes a rather large explosion, so you have to pick the right one to wear today (“Is that roughneck on the corner carrying a lasgun or a revolver?”).
Pulse Swords – Since the use of shielding devices are so widespread, the use of sophisticated hand-held weapons have been developed. Pulse swords are basically weapons that deliver a powerful electrical jolt upon contact which can be varied in strength by a dial in the handle anywhere from just a shock to something that will knock someone out to a truly killing blow. These are effective because if one has the correct technique, penetrating either a per or a ner is fairly simple. These weapons are favored by lawkeeping bodies such as Emat or Oiwino, as well as various breeds of mercenaries and pirates.