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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