Sunday, January 24, 2016

World of Barson/Therus

As well as writing stories, I also enjoy building up settings and super-power systems. Some of these were intended for possible story settings, but others were ideas for role playing games I never got around to doing. While I've only played a few Table Top or Forum RPGs myself, I nonetheless have always loved reading RPG books for the awesome worlds and concepts therein. As such, sometimes I like to just start building worlds and see what I can come up with. You could consider these to be sort of "systemless settings" or "series bibles" of a sort.

And without further adieu, here's the first of many such worlds:


BARSON/THERUS

THE SETTING
The setting is Earth, nearly 250 million years into the future. By now, the moon is almost 30% farther from Earth, resulting in weaker tides, and the continents have re-merged into two main land mass. One is a Pangaea-like super-continent formed from the merging of the Americas with Africa and Eurasia, creating the great land of Barson. The second is a “regular” sized continent formed from the merger of Australia and Antarctica. The game takes place on this smaller continent, known to the natives as Therus (pronounced Thay-russ).

Humanity either died out or left Earth so long ago that nothing of their civilization remains. Even the numerous satellites and space stations fell to Earth and crumbled to dust millions of years ago. In their absence, millions of new species evolved and died out. And eventually, new sapient races emerged, and built new civilizations. The game begins in an era when technology is in the earlier stages of steam power and gun powder.



BARSON
The Barson super-continent is split between three Empires: Tarkon, Fao, and Mantara. ruled and almost exclusively populated by the Barson race. These Empires have warred often over territory, and their borders tend to waver back and forth, depending on the success of certain skirmishes. Nonetheless, the sheer size of Barson means there are still vast stretches of untamed wilderness that often hinder the successful takeover of any single Empire.

The Empires possess the most advanced technology, with steam-powered trains and boats expediting travel and shipping. Weapon technology, however, has not advanced beyond the basic flintlock, but simple grenades can be fashioned using small sticks of dynamite. Quicklime is also used as an incendiary weapon.

The electric telegraph has been invented, but as of yet, has not seen use beyond transmission between key government and military facilities among the land.

Magic is a feared and respected talent among the Empires. The use of Magic is strictly regulated by the government of all three Empires; anyone with a talent for Magic is prohibited from using their talent save in the service of the Empire. Usually this means a magician must work as a civil servant or soldier. Rogue magicians are harshly punished, usually with the death sentence. The exception is the Fao Empire, where a magician may be allowed to operate as a private contractor, although their services are strictly regulated.


THERUS
Therus is the smaller-continent, south of Barson. Therus is divided into two main countries: Luneth and Du’Rast. They are separated by a huge wall of mountains, formed from the two smaller continents pressing together. As such, two sapient races arose, one in each half of the landmass, with no contact with one another until very recently. Both maintained an isolationist stance from one another, further separating the two cultures until the Empires of Barson imposed themselves upon the two nations.

Therus’s location places it equidistant from the Tarkon and Mantara Empires, but is cut off from the Fao Empire. Whilst all three Empires are interested in plundering Therus, the three are at a stalemate, preventing any from attempting a real invasion of the land. Tarkon and Mantara have equal access to Therus, and thus block one another, while Fao keeps both countries occupied enough that they can’t spare enough troops from their northern borders.

Nonetheless, Therus holds a mysterious allure for the people of Barson. With lesser technology, and holding much untamed wilderness, even for its size, Therus and its surrounding islands are said to hold long lost resources and possibly even mythical items yet undiscovered. The fact that magic is stronger on Therus than on Barson would seem to lend credence to these rumors. Because of this, it can be a source of adventure largely unhindered by the authoritarian presence of the Empires.

Luneth is composed mostly of rain forest. As Earth is currently in a warm period, the land is not in danger of fully freezing over despite its southernmost location. Nevertheless, the southern region is locked in winter for a longer duration than the rest of the continent. These snowy regions are mountainous and covered in pine forests. As one travels north, the pine gives way to temperate forests fading into rainforest. The forests are often shrouded in thick mists that thin and thicken with the seasons. As one goes further north still, the uppermost part of the country finally gives way to mist-free, fully tropical conditions.

Du’Rast, by contrast, is largely desert in the north and west, blending into savanna and then grassland along the southern shore. The southeastern peninsula is dominated by swamp land, and is surrounded by clusters of tiny islands.


RACES and CULTURES
BARSON
The Barson are a red-skinned humanoid race, descended from an apelike ancestor, much as humans were. Their evolution matches those of humans almost identically, in a strange repeat of biological history, including the direct and indirect destruction of all other rival sapient species on their home continent. Modern Barson are indistinguishable from modern humans, save for the red hue of their skin and their prodigious strength.

By the time their species evolved to form civilizations, the super continent had already formed, allowing a very rapid spread across the world, and the formation of numerous countries. Because of this, there is little physical divergence between various cultures, unlike on Earth, as not enough time has passed to create distinct racial traits among separate regions. Some minor variations exist, of course, but it is difficult for a non-Barson to distinguish between them. Eventually, Empires began to rise, and a long history of wars occurred, until the formation of the three current Empires, which absorbed all other civilizations in their respective regions. The three Empires have existed in this way for nearly 200 years.

One the surface, the three Empires are similar to one another, with differences in culture mainly stemming from religious beliefs. Likewise, each has enough resources to be self-sufficient, enabling them to stand up to one another without fear of losing resources for the time being. Each Empire speaks their own language named after the Empire (Tarkonese, Faol, and Mantaran.)


The Tarkon Empire dominates their western third of Barson. They worship the god Tarrus Takon, a singular god thought to have created the Heavens (sky), the Ocean, and the Earth from his breath, blood, and flesh, respectively. The Sun and Moon are said to have been formed from his eyes. (Ancient accounts attribute the forming of land to Tarrus Takon’s feces, but this is considered a blasphemy and an insult in modern times.) These beliefs persist, even as modern science continues to map the solar system and discover new knowledge. The Tarkon Empire is thus a Holy Empire where the Pope has as much power over the people as the Emperor, and the two factions work closely together.

The Tarkon Empire believes other religious faiths to be blasphemous to their god. The religion lacks a devil figure or a concept of hell, and thus believes all evil is stemmed from human faults. Ironically, Tarrus Takon is seen as a largely indifferent god, and accepts people into his afterlife who have earned their place through their own gumption.


The Mantara Empire controls the eastern third of Barson. They worship a small pantheon of gods called the Manatarine. These gods consist of three separate “races” of gods who warred until there were only seven of the gods left. These gods then created the universe as a pact of peace. These gods are technically genderless, but may appear as male or female as befits their needs. Each represents a virtue, as well as a natural element, and are represented by a patron animal as well as a humanoid form. The Pantheon consists of Dao (fire, courage, wild cat, ostensibly the head of the Pantheon), Tiree (wind, adaptability, bird), Kerris (water, compassion, whale), Nao (stone, conviction, buffalo), Nolah (metal, industriousness, ant), Lemay (light, reliability/protection, eagle), and Veola (wood, health, flowering tree). An eighth god, Oad is represented by the void and lacks a patron animal (though he is sometimes represented in fiction by a shadowy serpent or dragon form); Oad is considered to be an “undead” god, composed of the hatred and evil of all the gods killed in the Pantheon War, and is the religions devil figure.

Being pantheistic, the people of the Mantara Empire are more accepting of other religions, believing them to merely be clouded representations of their own gods.


The Fao Empire rules the northern third of Barson. Whilst they technically claim more actual land than the others, the northernmost portions of the country are shrouded in perpetual winter, being set at the North Pole, and much of the region is left uninhabited.

Their religion worships the Ternion, a trinity of three female deities. The three are known as Si (the mother), Vu (the guardian), and Na (the slayer). They represent creation, preservation, and destruction. Si is said to have birthed the world, while Vu and Na molded it into its current form. “SiVuNa” is a common expression, akin to “oh my god” or “dear god.”

Although no other “true” gods exist in the religion, there are tales of numerous demigod and demigoddess heroes who rose during times of great strife. It is said that each of the three deities have come to Earth, had relations with Barson men (and sometimes women), and had children, who would grow up to become great heroes throughout history. Many of the demigods are actually “imported” from local religions that were subsumed by the Fao Empire as it expanded.

Like the Tarkon Empire, they consider other religions a blasphemy against their own, but are willing to adapt aspects of other faiths into their own to better ease conquest. However, the Ternion will always be the dominant figures of the religion, and other gods merely considered demigods descended from them.

The Fao Empire is technically a matriarchy, with the ruling figures being a trio of Empresses, each of whose bloodline is said to be a direct, if distant, descendent from one of the Ternion. While they are balanced by a mostly male Senate, the Empresses have final say on any laws and rulings.


PLAYING A BARSON
As a Barson, you are loyal to your Empire above all other allegiances, save perhaps your immediate family, if you still have one. Your presence on Therus is mostly likely as an emissary, soldier, missionary, or tradesman, and your are either following orders from the Empire, attempting to seal a business deal, or are attempting to spread word of your religion.

Alternately, you may be an exile or a defector who escaped execution in their homeland, and made it to Therus in the hope to make a new life there. It isn’t easy, but it’s better than the alternative. True Barson “adventurers” are more likely to be rogues and wayfarers caught up in the romanticized image of swashbuckling adventure.

99% of the already small Barson population on Therus is limited to the two port cities of Shaola, Luneth and Cataloa, Du’Rast, each of which is located on the northernmost tips of their respective countries. Shaola holds mostly Tarkon Barson, while Cataloa holds mostly Mantara Barson. Because the Fao Empire is cut off from Therus, there are only a small handful of them on the continent; Fao Barson on Therus are almost always going to exiles or rogue adventurers.

Religious and national prejudice on Therus is present, but due to an armistice agreement, outright conflict between the Empires is forbidden. Fights may still occur, especially on open water between the two continents, but even within city limits, skirmishes tend to be heavily suppressed by local authorities.

That said distance from the mainland has a way of tempering even deep-set prejudices. Barson that spend a significant time on Therus tend to soften their prejudices. It never fully goes away, even for defectors and exiles no longer allegiant to their homelands, but old-time Therus dwellers are more accepting of Barson from other Empires than new arrivals.

Likewise, most Barson may be initially wary and distrustful of Lunetha and Du’Rast, but these other races usually hold an exotic fascination for them more so than outright hatred. Again, Barson who spend a long enough time on Therus will become comfortable with the natives, perhaps even moreso than with Barson from other Empires.



LUNETHA
The Lunetha are the native people of Luneth, who evolved from a jerboa-like species (jumping rodent). The mist-covered forests caused the race to evolve long, rabbit-like ears (which usually hang downwards) and milk-white skin. They are universally slim in build, and have long legs, ideal for making long jumps and quick strides.

As a vegetarian race, the Lunetha remained isolated to a small network of stationary tribes for nearly all their existence, living off the forest, shunning the brighter, warmer regions of the north, and the bitterly cold mountains of the south. Although the Lunetha knew of the Du’Rast tribes to the northeast, no attempt was made to maintain contact. Only when the Barson came to claim their lands, did they decide to expand beyond the safety of the woods, and distinctly define the borders of their nation.

The Lunetha proved surprisingly adaptable, despite their specialized living conditions, and it took only a few decades to adapt more advanced Barson building techniques. Most Lunetha shun the old huts and tree mounted gondolas for more modern, if still small, villages. Some of the northern most region has also given way to farming of crops, though the Lunetha strictly regulate this section of land so that it does not interfere with the natural orchids of the forests.

The Lunetha government consists of a Council, selected from the elders of the various tribes. Since little conflict arose between the tribes, the Lunetha sees themselves as one people, and thus full integration was quite easy to achieve. Aiding this was the fact that all tribes already spoke a common Lunethan language.

The Lunetha have no real religion of their own. Despite possessing a higher affinity for magic than either Barson or Du’Rast, they ironically take a direct, logical view of the world. They don’t believe in spirits or gods. In a way, this likely is what lets them be so adaptable as a culture; they are not tied down to superstitions. Even Magic is seen more as a science to them than a supernatural force, however unknowable it may be.


PLAYING A LUNTHEA
Nearly all Lunetha take a practical approach to life. Most do not see a need to go beyond their borders, although they likewise do not wish to sacrifice any of their land to other peoples. That said, Lunetha do have appreciation for art and storytelling, and while they don’t believe in tales of the supernatural, they appreciate the symbolism. A Barson missionary attempting to convert a Lunetha to their religion will find themselves at first excited, but quickly rather frustrated, as the Lunetha will readily accept the stories of the Barson faith, but will not actually pledge themselves to the faith, thinking of all religious concepts as mythology and nothing more.

Strangely, despite their capacity for a scientific mindset, the Lunetha are not especially curious, unless outside forces prompt them to be. However, there are a few who seek knowledge and experiences beyond the everyday humdrum of life. A Lunetha adventurer, then, is one whose curiosity and wanderlust has overcome their contentment, and prompts them to explore the world.

Otherwise, a Lunetha can be prompted to go an adventure if there is a pressing reason or goal, such as under orders for the Council, or to seek a solution to a problem in their home village. Once this is done, however, the Lunetha in question is unlikely to continue adventuring, unless they feel an exceptionally strong sense of duty to their party.



DU’RAST
The Du’Rast are the natives of the northeastern half of Therus. They are a large-bodied race of blue-furred bipeds descended from a bird-like species. They are warm-blooded, and covered in a deep blue coat of down feathers, which most people mistake for fur. They possess black eyes, and have small pointed ears. Despite their large size, they are actually quite light, and not as strong as one would at first think, though this also means they are faster and more agile than they at first appear. The only areas of the body not covered in the blue down is their beak, which is a short, flexible, leathery beak-like snout, and their feet, which are yellow, scaly and birdlike. As such, they often do not wear shoes. Their hands and feet do sport sharp claws, which they incorporate into their unique own brand of martial arts, similar in form to kickboxing. Du’Rast commonly eschew all but basic clothing, wearing light cloaks woven of breathable material.

Du’Rast are a largely tribal race, but unlike the Lunetha, they do not pose a united front. In fact, they do not actually claim territory, and the region they inhabit is given the name Du’Rast (or more accurately, the Du’Rast Territories), by the Barson and Lunetha. The Du’Rast themselves only refer to their region as “the motherland.”

Despite this, the Barson have not seen fit to claim the territory, as the harsh desert and deadly animals make settlement impractical for the foreigners, and the Du’Rast are quick to push out those who attempt to settle in the path of the nomadic wanderings. While they prefer to avoid conflict with other tribes, they will not hesitate to do what is necessary to ensure their tribes survival at the expense of others should circumstances dictate. While occasionally tribes may trade with one another or compromise as needed, they do not arrange alliances. Rather, there is an unspoken agreements of non-interference between tribes. Because of this, the Du’Rast speak several similar, but distinct tribal languages. For the most part, these all share the same root language, and a dedicated linguist could manage reasonably well parsing out the different languages. As it stands, the tribes are usually able to communicate only with their nearest neighbors.

The vast majority of the Du’Rast were not fully aware of the Lunetha until modern times. A single tribe made it across the great mountains that separate the two peoples, and only a few returned, telling tales of pale phantoms haunting the mists. Until the modern era, legends of haunted woods kept the Du’Rast from further excursions beyond the mountains. In modern times, the Du’Rast now know of the Lunetha, but their non-interference policies with other tribes likewise extend to them. The Du’Rast similarly have no interest in the distant lands of Barson. They tolerate the presence of the Barson port city Cotaloa, the only actual settled town in the whole region, only because the tribes in that region are willing to accept minor trade, and the Barson have not attempted further settlement.

Given the sparse resources of Du’Rast, the natives maintained a nomadic existence, following herds of bison-like animals, fishing along the coasts, and harvesting wild fruits as the seasons permitted. When needed or if beneficial, however, the Du’Rast are known to set up temporary villages, mostly composed of tee-pees and basic huts.

The Du’Rast are a spiritual people, but do not specifically worship a deity. Rather, they have an animistic faith, believing that all things hold a spirit, and that even the planet itself holds a Great Spirit. Prayers to the Great Spirit are performed in certain celebrations and seasonal ceremonies, but these are more of a symbolic gesture of thanks to the forces of nature itself than outright worship. The Du’Rast treat nature with respect, as their very way of life depends on nature’s whims.

PLAYING A DU’RAST
The Du’Rast are used to wandering and making use of sparse resources. This leads to a very strong sense of duty to the tribe. It is hence very unlikely that a Du’Rast adventurer will exist on their own, despite being probably the most suited of the races to surviving by living off the land. A Du’Rast adventurer is likely to be one who has for some reason been ostracized and evicted from the tribe. On the rarest occasions, a Du’Rast will exist who does not feel at home with their tribe, and wish to wander beyond their territories. While they will usually be looked down upon by the rest of the tribe for leaving, they are permitted to leave, and may one day return to the fold, so long as they are able to prove still valuable to the group. The third exception is the rare Du’Rast who finds themselves a lone survivor of a tribal massacre, and may decide to look elsewhere for a new life, rather than attempt to integrate into another tribe.


The Du’Rast are rarely sociable with others outside their tribe, even as adventurers. There are exceptions, of course, but a Du’Rast is more likely to be reserved and quiet in a group of Barson and Lunetha, unless called upon to voice an opinion. This is more due to natural wariness rather than blatant prejudice, but the latter is not unheard of. As they spend more time around other cultures, however, a Du’Rast is likely to open up more as they become accustomed to their new lifestyle, especially if they find a party who becomes like a new tribe to them.

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