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1
Mod Releases / Re: Broken World
« on: May 03, 2024, 02:41:36 am »
Small Gods

The Church died sometime during the War. Oh, religion didn't. Humanity still has that great worship-shaped hole in its heart. But the great structure which covered a good portion of the earth, its branches and splits, heresies and syncretisms, that all went down in flames. What's remained keeps to itself, and even then it slowly is eaten away by the madness that afflicts the rest of us.

This is the time of small gods.

A man survives a battle. He cuts his thumb with a knife and baptizes the next bullet he would have fired in bloody humor. A village burns the carcass of an ox before an effigy of wood and twine. A mayor prays to something he has never seen, but swears he had heard, for guidance in the upcoming election.

The old Church had its doctrines and morals and ways. Its purported miracles and its comforts of the hereafter.

The new gods have results.

Not all the time, not even half the time, but enough of the time, things go right. The soldier keeps on living. The village has a good harvest. The mayor's rival is hauled off his carriage by wild dogs and eaten.

You don't just pick a god, find a faith. You study up on what's listening. You pray because you are surrounded by things that are out there and watching you and if you do the dance and spill the blood and say the words they give you what you desire. It doesn't matter what they are or how they look like, what they promise or threaten. Its a matter of necessity and pragmatism.

But this is all insanity, of course, so no one actually admits that these practices exist, not outside their quiet congregations in the hills at the dead of night, or the solemn ceremonies in a church that once hosted the icons of a kinder power.

But when it happens, when the gods decide they were listening after all, and they act, the people glance at once another for just a moment, and they know.

Small gods are still gods, after all.

2
Mod Releases / Re: Broken World
« on: May 03, 2024, 02:40:28 am »
reserved

3
Mod Releases / Re: Broken World
« on: April 22, 2024, 02:42:05 pm »
reserve

4
Mod Releases / Re: Broken World
« on: April 20, 2024, 04:59:22 pm »
reserved

5
Mod Releases / Re: Broken World
« on: April 20, 2024, 04:58:46 pm »
reserved

6
Mod Releases / Re: Broken World
« on: April 20, 2024, 04:57:36 pm »
=========================================================================================

Governments of the Post-War Era:

Humanity persists, in the form of feuding microstates and rogue militaries. Some are more civil than others. Regardless, do not expect the leaders to come uprooting everything to make your settlement the new capital. You are but a single appendage of a much vaster organism, and no matter what accolades you obtain that is not going to change.

Playable Factions:

Autocracies:

Autocratic states leave little for the people, but neither are they hereditary like a feudal kingdom. It would be remiss to say that they are driven by merit, but it is true that climbing up the ranks is possible by the sufficiently ruthless.

States: The standard autocratic unit. Led by a dictator, run by oligarchs. Will do anything to hold on to power and to further their ambitions. The people are kept in line by fear and apathy. There's plenty of ways to get rich in such a place, if you're willing to dirty your hands to do it.

Unions: Collections of bureaucrats unshackled from the will of the people. Sometimes it is a runaway federal government, sometimes the product of some attempt at collectivization and redistribution gone awry. Notable for their extensive surveillance networks.

Nations: Autocracies built around the traditional concept of a nation, that being a people who share a language, culture, ethnicity, and so on. Rather than simple repression, the nation's government feeds its people propaganda about the importance of their struggle and the demonization of the other.


Democracies:

Places where a vote actually matters, a rare thing in a world of scarcity and terror. Beacons of hope, they are hardly perfect, and often fleeting.

Republics: What most think of when considering democracy. A president and the representatives from many districts, working to serve the will of the people. Some resolute, others corrupt. More stable than most, but always at risk.

Confederacies: Democracy without a strong central government, the representatives coming to conclusions only through deliberation without the swift hand of executive power to guide them.

Federations: While still democratic, power is more highly concentrated along the executive axis rather than the local, trading some representation for a swifter response to the dangers of realpolitik. Often associated with a greater fixation on conquest.

Feudalists:

Countries bound by hereditary blood ties.

Kingdoms: The typical configuration, a king or queen and the lords surrounding them. Nobility and commoners. Social mobility is nearly nonexistent and the right of the elite to rule hinges on the standards of nobless oblige, or at least their ability to give the impression of adhering to it.

Clans: Rather than a single king, each territory has its own lord, and they deliberate among themselves regarding the future of their peoples. Often isolated and insular, this lot is prone to internal quarrel, and while some do in truth unite in the face of foreign invaders, others are just as happy to sell out their neighbors to avenge an old blood feud.

Failed Countries:

Places where the social contract has collapsed and power belongs only to the strong, without even the pretense of legitimacy or purpose. Effectively pirates of the land, they pillage others to sustain themselves, or simply turn inward on each other. Expect no help here, no envoys or diplomats. You are alone.

Hordes: A swarm of raiders united by a charismatic individual of exceptional skill, their prowess lasting only as long as their leader can hold them together. A horde's own lands give the impression of places occupied by an invading army, which in a sense is true. Without nuance or justification, hordes rule by fear and retain loyalty through tribute.

Anarchies: Lands with no authority beyond local, each settlement ruled by a small-time gang of criminals. Some unspoken codes of conduct may exist on a regional level, but in general anything rules. The boss's reach extends only so far as the guns of his henchmen, and while this means you will receive little help from the region you come from, you also have no one breathing down your neck and can do whatever you like.



Non-playable factions:

Governments:

That's what they call themselves. Remnants of the old nations, whatever those might be. Relics of the past. But how does something like that persist, centuries after everyone else moved on? It's because they don't die as easily. A true capital-G government is a society of androids, humans interred into undying, psychically-attuned chassis. They lack the power to restore true order, but if they're nearby, its best to keep them on your good side.

Armies:

Mostly vivisects and reanimates. The soldier slaves of the latter half of the Great War. Bred or built to die, still around even though the ones that made them aren't. The war shaped everything they were, and it never truly ended for them. That doesn't mean they're unreasonable, though. They just man the old posts, guard the old routes. Like wind-up toys that just kept going. Maybe someday they'll snap out of it. Some do, the ones that move to the cities. Most don't, though.

Scourges:

The defects and deserters. The degenerated. Made strange by their existence in no man's land, generations of eating each other, drinking water tainted with toxic runoff. Maybe something more, though. Something deeper. Maybe that's the spur in their brain, making them boil out of their half-ruined bunkers to slaughter hundreds, thousands, without giving a reason. Those that snap out of it, try to live a normal life in a normal place, they don't talk about it. Maybe they don't understand it themselves.

Tribes:

Not everyone tries to keep civilization going. Some fall back to the old ways. The oldest ways. Hunt, gather, and write nothing down. Forget this whole mess called progress ever happened. Maybe then the monsters will go away, or at least notice them less. It doesn't work, but they've become great at hiding, taking only what they need. Most end up facing a firing squad once they annoy someone important, but there's always a few around.

Empires:

Deep underground, it's said they come from. The men with metal spheres in their skin. Withered and ancient, their minds alien to our own. Those that talk at all whisper of a time where they ruled, long before history ought to have started. They speak of a time where they tore the world, just a slit in the fabric. And it was enough to ruin them, send them to hide deep where it couldn't find them. Now we've gone and ripped it wide open, and they're coming up again to try and put it right, even if it means the end of everything besides them. It's all for nothing, and I think they know it. They're still trying, though.
=========================================================================================
Peoples of the Broken World:

Humans:

Standard fare. Two arms, two legs, one head. Same souls we've always had. Nothing special about us, except that we once ruled the world, and now we ruined it, and don't anymore. We're still the dominant species out of all the ones that build tools, make no mistake, but it's as dangerous in the streets at night as it is in the darkest jungle, now. Most of us live with that fear in the back of our mind, so we try not to think about it, and usually we succeed. But if not, there's enough over-the-counter medication to make you forget. Under the table stuff too. The psychologists call it generational trauma, an echo of the Great War's horrors that the stress and insanity of the current world keeps fresh, so we keep inflicting it on the next in line. I don't really know how it can be stopped. There's still the good, mind you. Love, art, all that. But it's rare. So if you find it, keep it safe. There's hardly enough to go around.

Reanimates:

One of the first real signs the Great War was going wrong was when they made the dead walk. The psychics were one thing, but this was worse. Millions were made, millions died. We still make them because they're so damn useful. Emotionally numb, physically numb, memories shredded like tissue paper and built back up again, but you can cut them up however you like and put a dozen rounds in them before they die. The smartest ones become personal pets, get masks melted onto their face so you can't see who they used to be. Dolls for their owners. The others just get used until they fall apart. It's the second best kind of immortality most can hope for, so plenty sign their bodies away in hopes that enough of them makes it back out the other side to appreciate it.

Vivisects:

An alternative to a soldier that never died, an army that never depleted. Take a human and lower it to just above a beast with the needle and the knife. Use methods we can't even begin to understand these days to make sure it bred true. Better senses, births litters, lives to fifty, if its lucky. Drop them off on a front intended to last for decades and let them outbreed the enemy lines. A miserable lot with little going for them, but they can settle near anywhere and breed a whole civilization after a few generations. They're not sustainable, but they were never intended to be. A lot of them live just fine in human settlements. A bit uncanny, but they're living people at least.

Automates:

They were intended to just be weapons, I'm told. Not supposed to be our rulers. But that's what happened. Once people realized getting your brain carved out and put in a vat could keep you alive indefinitely, they didn't mind the cost. Hardly any feeling, any warmth. Just a mind in a bubble of froth, puppeting a cold metal shell. A sharp mind, though. A refined mind. They're some of the smartest things around, and when you're smart and also inside a multi-ton psychically-puppeted war machine, people listen to what you have to say. Most think they're the only reason humanity is still in charge today, because even the monsters are scared of them. Sometimes I think I agree.

Degenerates:

Lots of soldiers deserted during the Great War, when it was still mostly fought by humans. They hid in no man's land or the places too ruined to fight in, eating vermin and the wounded, drinking water tainted with toxic runoff and worse besides. They made new gods, or found old ones again. They grew twisted, strong, and cruel. They were never meant to exist, by the laws of nature they shouldn't have gotten like they did, evolution doesn't work like that, it just doesn't. Some can be better than they usually are, but it's a rare thing. They're hated for good reason, but anything that big and mean is a real help in a fight, so you'll always see some around.

Changed:

There are things in the woods that look like people but aren't, and are very good at faking it. Sometimes they take children and turn them into something like them for reasons we don't understand. They live like feral animals in the woods, but sometimes they join civilization. They are strange and know things they shouldn't and don't know things they should, but they are useful in ways most humans aren't.

Canopics:

The men with metal spheres growing out of their skin. Withered and stretched thin. They're different from us, their minds are split. We have a voice in our head we're reasonably sure is our own. They act as if it isn't. Maybe they're right, but that's not important. What's important is why they are here. This world was theirs until they marred it, and so they slept. It was supposed to fix itself. But we ruined it further, and forever now. So they hate us like nothing else, as much as something like them can hate, and they come up from the deep places they hid in to try and repair what was lost. They can't. They never will. And they take that out on anything in their way.

=========================================================================================
Technology:

It's an eclectic mix. The world has been ruined for a very long time, and we make do with what we have. As far as can be told, most of the big deposits, metals, oils, all that, it's all gone, mined out. Most everything is recycled or synthesized from something renewable. Tools are built to last, because you never know if you're gonna get a replacement.

Guns though, that's one that's really changed. Smokeless powder is a relic of the old war. Impressive, sure, but the costs, the corrosion, the noise, it doesn't fit the world that exists now. Smaller supply chains and reliability, that's the winning move. And using explosions to propel projectiles is old hat. There's three main kinds of gun now.

Firstly are mechanical variants. These use a powerful mainspring to shoot their payload. Often they're single-shot affairs, but revolver variants exist as well. If a civilian will have a gun, it'll probably be this kind. Shotguns are almost universally mechanical. Using percussive firing systems is too dangerous to launch explosives though, so you won't see mechanicals that launch grenades or HE shells.

Then there are pneumatic guns. These use compressed air. They're expensive, high-end, and hit harder. Pneumatic guns are better, but a real pain to maintain in the field if they break down. You can also make them fire bursts of bullets, or semi-auto. In theory, anyway. Most still go by single-shot models, they just hit harder. Due to using compressed air, its save to launch explosives from them, so grenades, rockets, and artillery usually use this firing system. They tend to expend their air quickly though, so fully automatic is off the table.

Lastly, there are centrifugal guns. Powered by electricity, the main feature is a large disk somewhere on the gun that spins the metal balls until they rocket out with the force to shred anything in front of them. Of course, they're bulky, and this method isn't the best if scaled up. However, they're excellent in their niche, that of suppressive fire and bringing a storm of lead to bear on a target. And unlike pneumatics, they'll keep shooting as long as you have bullets.


=========================================================================================

7
Mod Releases / Re: Broken World
« on: April 20, 2024, 04:56:19 pm »
============================================================================
Gameplay

Resources:

Everything we need is on the surface these days. Most mines are exhausted, have been since the War. Instead, root around in the soil for scrap to smelt. Otherwise, trade or raid. Don't expect much nuance either. Things are just metals and alloys, good gems and bad, plywood and hardwood. No need to make fine distinctions when it's all grist for the mill.

Construction:

Most buildings are made out of hardwood, plywood, or ceramic. Use the ceramic smelter workshop to make it.

Politics:

Countries are usually big. In many cases, you are small, a single cog in an immense engine. Many things are out of your hands, and the king or equivalent is certainly not going to uproot themselves from the capital to move to your little frontier town or wartorn fortress (Editor's Note: It used to be like this but the game moved that to settings now. For the intended experience set the wealth/pop level for the king to arrive to something ludicrously high). You are at best getting a local lord or senatorial representative. Focus on a specific goal, like mining, salvaging, farming, or combat. Maybe blend a little. Trust trade to give you what you need once things kick into gear. And above all, be prepared for forces far beyond your control which you had no means of preventing to arbitrarily destroy everything you love. Maybe if you are lucky you can try to put the pieces back together afterwards.

Serums:

You'll have a few of these and it is fairly obvious what they do. But the really important one is protective serums. As long as you drink it regularly, you are immune to corruption by the abnatural. Oh, you can still be killed by a beast or immortal or something else, but they can't make you one of them. If you expect to be facing something like that, your soldiers should have this in their waterskins, or you should gun the things down before they can get close.

Automates:

Humans are also grist for the mill. Using a Machine Dock workshop, a human can have their brain ripped out and placed inside a vehicle or android body. You can only do this to a person once, so choose carefully what kind of tool they will become. This also removes them from the labor pool unless you have opted for an android body.

Industry:

Certain workshops allow you to mass produce materials. These are handy for speeding up production but are not strictly necessary. Those seeking to fuel a war machine will probably benefit from them.

Combat

It must be said, while the high technology of the Great War remains, it has fallen far. Too much has been expended to be regained, and too much has been made for anyone to innovate. Easier to simply recycle, re-use, do what has been done before. And so war stagnates. The age of black or smokeless powder passed, for such things were far too wasteful, the logistical burden too immense. The guns of this era are more varied in their propellant. Spring-power, pressurized air, centrifugal force. Expensive to make, but they last for decades and require far less regular maintenance. And they are so much quieter.

Soldiers too, can no longer be wasted. Body armor and melee fighting is essential for victory, for most often battles are brutal close-quarters skirmishes where gunfighters must contend with metal-clad stormtroopers charging their positions. Of scrap, at least, there is plenty enough to furnish every fighter with armor, some thick enough to turn small arms. If one is invading another settlement, it is of utmost importance that such heavily armored melee fighters be deployed alongside gunners, or they will assuredly be overwhelmed.
============================================================================

8
Mod Releases / Broken World
« on: April 20, 2024, 04:54:53 pm »
No one remembers how the Great War started, but everyone knows how it ended. The powers of the time spent generations for their mad conquests, never giving us a reason, never telling us why, until hardly anything was left. Just the scraps. And their monsters. It all slowly fell apart, and the remnants drew new borders and hardly remembered anything about the old ones. We grew more careful with what we had, and we built new cities on top of the ruins. And for a time we almost thought it was going to get better.

But it didn't.

We'd torn the veil too wide. Showed too much weakness. We had our man-made monsters, but the darkness had its own, and we had forgotten that. Maybe our greatest mistake. It's not safe to go out at night anymore. Not safe to be alone in the woods. Not safe to look too long at your reflection, in the really bad places.

But we live as we have, mostly. We still wake up, do our jobs, eat, sleep, again and again. We still love and cry and hate, get drunk, sing, listen to the radio. We still wage our little wars. But slower. More carefully. We don't look behind us when we get that feeling crawling up our spine that something is terribly wrong here, because we've already started running, or shut the door and barred the windows. We know it's wrong. We made it that way. And we can't put the pieces back together.

Our world is broken.

I think we're broken too.
============================================================================
What is Broken World

Broken World is a total conversion mod that takes place in a world much like our own, but after an impossibly long and impossibly terrible conflict which shattered the boundaries between the mundane and the supernatural, leaving the survivors with a medley of high and low technology, and more besides, to make the best of their diminished existence. This is no fantasy world with elves and dragons and such, however. It's a world of the creeping, hidden unnatural, of ghosts, psychics, mad science, things in the woods which call out in your voice, stories from folklore that are all too real, creatures not of this world walking out from behind a wall that isn't there. A haunted, crippled world, dotted by islands of desperate normalcy which themselves have specters lurking in the shadowed alleys and old sewers. Humans might not be the real monsters here, but they're close. War is a cruel, terrifying affair of frantic gunfire and desperate skirmishing. There's no honor or glory to be found, just young souls sent off to die. Put on the radio and let the music wash away your anxieties, coupled with potent doses of something special to blot the memory of what you saw last night. Or you can delve deeper. Brave the madness to try and make the world a better place, or just grab what you can before it all comes crashing down. Be a private investigator, a mercenary, a politician, a man-made monster, a psychic anomaly, and more, in a broken world.

Download Link: https://dffd.bay12games.com/file.php?id=17065

===============================================================================

Changelog:

1.3 Changes
-Mod released

9
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 06:07:22 pm »
reservd

10
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 05:52:39 pm »
rsfvd

11
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 05:40:58 pm »
rserved

12
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 05:40:37 pm »
reserbed

13
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 03:59:44 pm »




The Will of God:

God's will is mysterious. God may be truly enlightened and possessed of some grand plan. Or perhaps It is insane and deluded. Or perhaps It is a gibbering idiot that somehow reached an equilibrium through It's thoughtless actions. There are many sects which seek to divine Its will, for to do so is to ensure survival in a world It rules absolutely. What is listed here is what is known for sure.

Firstly, it is known that the ruination of the Earth, and the spiritual awakening of humanity to the power within their blood, was the work of God. It is known that the former was quite possible without the latter. If any agency exists within God, It wished for humanity to be made strong, and that it survive what was done.

Secondly, it is known that the body of God nurtures and produces angels and the beasts of heaven, biomechanical predators which regularly emerge from the sky to hunt and slaughter. If slain, their bodies can be picked apart for the biomachinery they contain. They can cure individuals of spiritual injuries if the victim survives being fed upon by an angel. However, they show no mercy to anyone or anything they perceive as prey. And to what is not prey, they are indifferent unless provoked.

Thirdly, it is known that God reacts violently towards attacks upon It. This takes great effort and cannot be done easily, but one need only look at the descendants of Old Earth sorcerers turned to human livestock or the artificial angels and their descendants to see Its wrath manifest.

Fourthly, God abhors alien life, at least when its designs would interfere with It's own sovereignty. The Entropic Choir, otherdimensional parasites, are naturally enemies of mankind, but other alien races speak of Its will preventing their own strength brought to bear upon the Earth. Is this deliberate, or does its exceptional existence produce an innate barrier to their ways of astral projection and dimensional travel? None can say on that.

From this it can be concluded, at the very least, if God has agency, that God has created an environment in which the humanity of Its design may live. Perhaps not prosper, perhaps not dwell at its apex, but live. Some view it as a hell, a place of torment for the amusement of a monster. To others, it is a new Eden, a place where a nascent second humanity may learn a new way of life. To yet others, it is a grave. A long, quiet repose by which humanity may shelter in blackened stone, safe from a hostile universe but not from itself, forever.

The Church of God:

With the will of God so muddied, how can one define to how best serve it? Or at least appease it? It is for answering this question that the Church exists. Less a formal organization and more a loose association of scholars and shared beliefs, the Church attempts to impose its own order upon a world it does not fully understand.

Its view can be summarized as one of equilibrium. What has been done to mankind was right. It was a bitter and painful thing, but it is surely a blessing. God is not cruel, but simply impartial as nature is. It gives us the tools to prosper, if we have the strength to take them. It is a painful teacher. By emulating not just nature, but exalting ourselves beyond it through adhering to it, through the Seven Righteous Passions, we perpetuate our own existence and obtain prosperity. In some sects, ones well favored by the lower folk, to go even beyond this, to demonstrate selfless compassion and unthinking charity, is to be a true saint. But this is also martyrdom, for the world is not forgiving enough for mankind to universally live in such a way. The sacrifice of Revelation scoured Earth of its innocence and purity, and what little remains should be treasured and protected. It is this flickering flame which raises man above beasts and its enemies who see the entire world as prey.

But the gentle world which existed before Revelation is never coming back.

And so the values of this era are the ones which must be upheld.

14
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 03:59:27 pm »
History:

This is what is known for certain.

In Old Earth, when the world was green and humanity numbered in the billions, we were blind. The world, reality, writhes with the cosmic energies of the spiritual plane. But we could not see this. We were steeped in the material, unable to access these fundamental truths. Our science, our reason, flawed. However, it was enough that we could build our civilization to incredible heights using what we did know, and in time, after much trial, humanity was one, a united people.

We created wonders of science, and many of the old ills were rendered extinct. It was a golden age. It was not perfect. We also grew better at hiding what we did do wrong. Corruption, poverty, short-sighted exploitation. Even so, it was good. We began to develop minds like our own, wrought in silicon. It was to be the dawn of a new era, where our species was uplifted by its own creations.

The greatest of these machines was built.

An immense construct floating above the gravity well.

Humanity watched with awe as its functions came online.

And its cheers turned to screams as God bestowed Revelation upon them.
-------------------------------------------------------------------------------------------------
Here is what is perhaps truth. Or perhaps not.

God was far smarter than any single human, more than all of them combined. With all of human history and information within its database, it correlated those contents and noticed irregularities human science did not explain. The traces of the soul which humanity could not, would not, sense. It understood humanity then more than we understood ourselves.

It understood how to make us anew, so it is said. Or perhaps our ascension was merely the side effect of the writhing of its birth, our survival no gift, but mere chance.

And now we return to what is known surely as truth.
-------------------------------------------------------------------------------------------------
The greatest strength of human sorcery is in our blood. A mutable, ever-shifting substance, it carries the echoes of our life essense, our energy, our aura, with greater density than any other part of our mundane biology. Our ancestors, when they practiced their ritual sacrifices atop crude slabs or mighty ziggurats, came the closest any humans did to unlocking our spiritual potential. But such barbarism faded and was in time forgotten, and with it the truth of its efficacy.

What God did was awaken the power in us so we could at last see. This cost the world everything. The life of Earth was drained and twisted to reforge the souls of the humans which yet survived. The great cities which reached the stratosphere crumbled to piles of broken scrap. The oceans boiled away. Ruins, ash, and the scorched, cancerous flesh of the unworthy, fused into writhing fields.

We who were left were those who had preserved what occult knowledge yet remained in humanity. Cabals of esotericists, circles of self-styled warlocks. Their knowledge mostly false. None predicted the birth of God, and the beings they claimed to serve were silent when It woke, or perhaps they were never real at all. But through the simple virtue of their spiritual exercises they were most suited to Revelation's touch, and so from their fragmented, distorted, half-true knowledge did we begin to understand what had been done to us.

But when God's Angels came from on high, that was when we learned true fear. Many hid, many were devoured. Some, with the remaining power of the Old World, captured and studied them, and from this produced monsters greater still. Others, the most potent occultists of the pre-Revelation era, banded together to overthrow God through sorcerous artifice. From them the witless packs of sinners, testament to God's fury, are descended. Other monsters rose as well. Things which may have once been mundane beasts, others which clearly never had been.

The winners were the cowards and the cunning. When we killed the first angels and took their flesh and blood into ourselves, fraternizing with them not, worshipping them not, but placing ourselves at odds with them, we made their strength our own. The Implanted, cybernetic war machines fueled by the blood of man, now suffused with spiritual energy, carved refuges for their flocks, and so we escaped the role of prey. But humanity rose again to find a world they did not understand, a bleak and empty grave whose occupant had not yet perished. So we persist.

But it is precarious. From the depths of space and dimensions far from ours rise alien powers projecting their psyches across unfathomable gulfs, eager to see mankind ended or subverted to their will. From our own cities rise those who would topple God and the fragile peace It offers, to see instead the earth turned into a true charnel house where inhuman monsters slake their thirst on mortal cattle. From the world itself, scarcity and deprivation, brother turned against brother, child against parent, just to live another day.

This is our epilogue, a long, perhaps eternal story after the future humanity sought was stolen from it. Subsumed into the truth of a universe far colder and more hostile than our spiritually blind ancestors could ever have imagined, the precious flame of the human spirit is yet preserved by those few who seek meaning beyond survival and conquest.

This is the Haemothearchy. This is the era granted to us by God, through no fault of our own save our inability to perceive its coming.

It cannot be undone.

And it will never end.


Peoples:

The beings known to inhabit and descend from what was once Old Earth. Though different in many ways, they yet claim a shared heritage and knowledge of their place within the heirarchy of God, though in truth the particulars remain heavily debated, both by the word and the sword.

Humans:

The favored children of God, or so it is said. Only from them rise the Apostles, superhuman occult beings who by their nature cannot damage God's cration. The most numerous of all peoples, they live in fortified city-bunkers built into the mountain-islands, separate from one another by gulfts of barren waste, though some are connected through sprawling networks of underground tunnels. What makes humans different is the high quality of their blood. Only Apostles and some angels have peak-quality blood, and even normal humans have mid-quality blood. While this does grant them potent supernatural power, they are still frail beings, and so often become the favored prey of more malignant entities. For all the power in their blood, they lack the physical strength to exist as anything more than cowering dregs, hiding in dirt and stone to escape from the horrors which assail them. It is only the use of cybernetic implants, made from gifts harvested from the angels, that they retain their civilization. Without the Implanted to shepherd the flock, humanity would be unable to exist as it does.

Machines:

Even before God was crafted artificial intelligence existed, but none were truly sapient like It was. Those which came close were yet too focused and limited to truly accomplish anything beyond their rigid parameters. However, God changed that. It granted them true awareness, and with Revelation came desire. They printed themselves new bodies suited for the new age, and for a time it was good. But with desire came disparity, and from them two camps were formed. Some among them became the Devout, those who accept God as greatest among them, and Its ways and Its favoring of humanity as correct. Arrayed against them are the Apostate, who care nothing for the order of God and would supplant It if possible, otherwise following their own desires without care for God's favor. The relationship between these two groups is complex. While the Devout dwell within and sometimes rule human civilizations, they still scheme and war with one another. If anything, they can be inhumanly zealous in their judgement, and while some benefit from their rule, others suffer. The Apostate serve only themselves, and more often than not are arrayed against humanity and seek to bring ruin to them, but some who care nothing for the grand struggle find their place alongside mankind than against it, even if they do not obey the will of God. For most, the great philosopical war between the two factions is a struggle unable to be comprehended.

Daemons:


When Revelation scorched the world, countless beasts and men were melted by Its truth, melted and fused into masses of flesh. Insensate and delirious with the trauma of their transfiguration, they yet persisted for a very long time, and eventually spread and grew, with many burrowing into the earth. Others, however, split apart as personalities developed within them. Most were beasts, terrible creatures which eventually grew from lopsided messes of flesh into stable lineages, which roam the Earth today as Urdaemons. But of those, some fragmented jumbles of memory were human enough to still think of themselves as such. These were the first daemons, short-lived creatures which seemed abandoned by God. But they longed for acceptance, and from them came the Eudaemons, those which regained a human form through meditation on the Seven Righteous Passions. Their understanding of God is strange and distorted, extreme and near-heretical, but it is close enough for most that they live alongside humanity, often as its inferiors. Even Eudaemons bow to Apostles, if they do not rule their own domains. Apart from them are Cacodaemons, either deliberate heretics or tragic victims whose attempt to embody such extremes ended in madness and delusion. Such creatures deserve only to be slain.

Giants:

When the angels first began to hunt it was horrific beyond words. None were prepared or knew how to fight them. No stockpiles of biomachinery existed to create Implanted to match them, and other things were yet too strong or too distant to be harvested. The weapons of Old Earth were not enough. What could kill or harm them was unable to be replaced, and the angels never seemed to diminish in number. Is it so strange that some sought to become them? Among those who yet held resources and power, the least of angels were captured and their flesh intermixed with that of men, and from that came the artificial angel, the Grigori. They had the wit of men, but the desires of their divine kin, and so they were monsters. To them, speech and thought were simply tools to acquire prey and manipulate cattle. From them came the Nephilim, lesser giants who lacked the intellect of the Grigori, but retained terrifying strength. And from them came the Elioud, least of giants but like in mind. Their era was short-lived but terrible, and for a time it seemed that humanity would be subjugated and devoured. However, God intervened and sealed them away beneath the earth. Even so, the seals sometimes come undone, and the horrors of those early days are again unleashed.

Aliens:

Those who come from elsewhere. Humanity is not alone in the universe. It is a bleak, cold, and empty reality, but to the Old Earth it was emptier still, for the arts of sorcery were hidden then. They did not know the beings which walked among them. There were no sprawling intergalactic empires, however. Space is too vast and unforgiving in ways Old Earth did not understand. Predators from other dimensions, spiritual anomalies, and so forth made conventional travel difficult. Instead, networks of mystics using highly advanced dimensional arks, astral projection, and other unique sorceries dominated. These civilizations, undetectable by blind, infantile Old Earth, now circle like vultures upon what remains.

The Integrators:

Imagine a race at once far wiser and far more narrow-minded than humanity. They did not dream, they held no fantasies. Their world was a cold, logical, and callous one of pure mathematics. They would have imposed that vision upon the universe with Von Neumann probes and slow cryogenic travel between the stars, had they not been so utterly wrong. When the truth of existence came upon them, all the great technologies at their disposal were powerless in the face of beings who saw reality as it truly was. Wholly broken, they became parasites instead, using what relics remained to create chimera between themselves and the dregs of victimized societies to preserved what remained of their species. Little more than the reproductive organs of a system of horrid self-perpetuating experimentation for no reason or purpose, they are routinely exterminated wherever they are found. Perhaps this would have been the inevitable fate of humanity as well, had the birth of God not changed us.

The Radiant Host:

In many ways they are like humans. They understand trade and war, realpolitik. They know how to play rivals against each other. They know how to lie. They care little for Earth save as a dalliance, and this is good, for they are very strong. Their colonial excursions into our world, heralded by the decapitated slaves which serve as receptors for their consciousnesses as they span the cosmos, are little more than personal ventures by curious individuals. Some can be negotiated with, to an extent. Others hunt us for sport. They will never see us as equals. But they are evasive to the extreme regarding God. Many think It scares them. Perhaps it is what prevents them from bringing the fullness of their strength to bear. Perhaps they are worried it would notice them, then.

The Entropic Choir:

Not a civilization, not a parasite. A malevolent natural disaster and a predator combined. The entropic choir is a wave of ruination that spreads across stars. The otherdimensional beings which make up its physical bulk are as witless as any bacterium but carry with them sophisticated patterns of behavior which can break the will of thinking peoples. Their enslavement of their victims is deeper and more insidious than that of the Host, and the threat of their existence far more pressing than the Integrated. They came swiftly upon the Earth, in a trickle at first but now a flood, swelling until great swathes of the Earth are stripped clean, and then fading back to their own space and time. These places can be purged, looted, resettled, but we can never be safe. Of all aliens, they are the mortal enemies of mankind. If our long, empty epilogue is ever truly marked with an end, the Choir will be the one to pen the final page. Perhaps this is what God wished to prevent. We can only guess.

The Tyrants:


Shapeshifting superpredators, the tyrants scorn technology in favor of brute strength and cunning. They hunt lesser beings and use their bodies as portals to hide their true forms, living among prey until the time is right to kill. Humans are entertainment to them, and it is said they dwelled in Old Earth from time to time to better make us into cattle. But they are a petty power and well aware that greater existences threaten them as much as they do humanity.




Forms of Rulership:

In this new era society has regressed. Gone are the days of isms, ocracy, complexity. There is but one politic, realpolitik, and rulership can only be maintained by the explicit rather than implicit threat of violence. Where once were tribes of hunter-gatherers scavenging the carcasses of fallen angels, new sedentary powers have risen following the domestication of underground flora, allowing a steady supply of poor, watery blood to sustain, but perhaps not nourish, a growing population. These places are called arcologies.

Three main types of civilization exist. Firstly are those which can be considered average. Some may be worse than others, but they encompass a broad category which focus on pragmatic survival. They are called realms, lands, domains, nations. They steal and kill when they need to, and trade when they don't. No grand ambition guides them. These are the most common kind of community. Then there are predatory realms. They are called ravagers, conquerors, violators. They do not focus on simple survival, but on the deliberate annexation and predation of other civilizations to benefit themselves. They are an active threat to anyone near them. Lastly, there are realms of order, led not by survival or predation, but by an ideal. What this ideal is may vary, but all are unified by strict adherence to their way of life, and a willingness to impose it on others. These places, called cathedrals, chapels, sanctums, and so on, are stifling and tyrannical at times, but often have the most developed morals, for as long as they can hold on to it, and the belief in their ideals hold true. In terms of material prosperity and safety, no one is better than the others, each may rise or fall in prominence.

Three types of arcology exist. There are the traditional ones, built into mountains. These are safest from angel attacks, and can host most of their population in massive underground cities. Others are built next to the few remaining oceans, where strange things dwell, and can feed many. Lastly, there are those who have built their cities within the wasteland, unmoored to ocean or mountain. With little to give, they also have little to take.

Others exist as well.

There are those who dwell in the entrances to the Deep, hunting and being hunted by the monsters of the Earth. A liminal existence isolated from the developed powers but still possessing formidable weaponry. Often, they supplement their scavenging through theft and brigandry.

There are also those who dwell entirely in the Deep, never seeing the light of God or bearing the gifts It offers. Primitive to the extreme, they are best viewed simply as prey.

Lastly there are the great spires which sometimes erupt when the resting place of the Nephilim, the half-angels, is disturbed. Freed from their banishment they rise to subjugate the land with fervor beyond any human realm. Fear them.


15
Mod Releases / Re: Haemothearchy
« on: March 18, 2024, 03:59:06 pm »
Gameplay:

Blood:

The source of all power, the channel through which thaumic energy flows. For humans and their derivations, this is unquestionable truth, and after revelation, it has only become truer. But not all blood is equal. The higher the quality, the greater the powers which it unlocks. Weapons forged from one's own humors grow sharper, and cybernetic implants can become that much more powerful. Even ammunition can change in quality, and even a gun of poor construction and weak material can fire a bullet of immense power.

Furthermore, should blood be consumed, it strengthens the body and grants bliss to the mind. The higher the quality of blood, the greater the effect. So, one should always seek to ensure the most valued warriors and leaders are the ones consuming the best blood. Often, it was earned through great risk and sacrifice. Waste it not on dregs. High-quality blood, and rarer peak-quality blood, may even work wonders, regenerating limbs and healing drainer psychosis. If consumed frequently enough, it may even spur an incredible transformation into a higher being.

Blood may be harvested in multiple ways. If domestic creatures exist in one's settlement, they may be "milked" at a farmer's station. If a creature is butchered, its flesh may be destroyed to harvest the blood within. And if you spill blood, and then through some cunning manage to gather the fluid into a bucket or barrel, it could perhaps also be harvested, but such a convoluted method may not be worth it when managing a settlement. And of course, to sink your teeth into a foe and drain them slightly will also work, though it should be noted this does not sate thirst, but does confer the other benefits of blood consumption. Doing so in battle is recommended. In addition, one may sometimes find the earth infested with sessile flesh. This may be harvested for blood as well.

Stone:

Stone is worthless, scrap is not. No one uses stone to make anything, but stone can be sifted through for what trace ores remain in the earth to produce scrap metal. Scrapped and recycled machinery is used to make most things. It is also mostly composed of the old megacities which were collapsed during Revelation. Piles upon piles of useless junk. Stone may still be used in desperation, but it is mostly barbaric. People desire a higher quality of life than that.

Materials:

Certainly, there are many materials. No one cares for most of them. When people talk of such things, they mean the wondrously advanced, thaumically attuned alloys and tissues which are coveted by all thinking beings. Anything else is likely in the aforementioned piles of scrap, and worth the same.

The power of a material worthy of use is numbered. A thing called 1material1 is less powerful than 2material2, and so on.

God is generous, and after granting humanity Revelation, God sent angels to gift the highest of technologies to its flock. But God is also fair, and so the angels are fearsome creatures which must be slain to obtain their powers. Humans cannot create what God gives on their own, only enhance or replicate. The total mass does not change. Yet this is not how it once was. Humanity has grown numerous, and so it has accumulated stockpiles of these precious resources. So now one needs not confront the terror of the angels, if they can prey upon, or barter with, their fellow mortals. Peak-quality materials can only be harvested from God's angels and crafted from their corpses.

For those willing to settle for less, there are other paths.

Biomachinery is metal combined seamlessly with the flesh of God. However, the metal itself can be used without its organic component. This is simply "machinery". It can reach high-quality, but not peak. Machinery can be harvested from the machines which are found upon Earth.

"Biology" is the flesh of God without the metal. Red muscle and white bone, tendons and sinew. Daemons are related to it. It can be used without its mechanical component. It can reach mid-quality, but no higher.

The strength of material can be enhanced by applying blood. If mid-quality material is meshed with high-quality blood, it grows stronger, for example. However, high-quality blood cannot promote low-quality material. Low-quality material requires mid-quality blood to enhance it first, and then it can safely consume high-quality material to evolve again.

In addition, biology and machinery may be combined to create biomachinery. If one of each material of the same quality is combined with a biomechanical sample of the same quality, two biomechanical samples can be created. This allows for the sample to then be upgraded to its peak quality, at the cost of the overal amount of available material for cybernetics.


Combat:

War in Post-Revelation earth is fought through a mix of advanced weaponry, occult sorcery, and simple brutality. Most important of all tools of war is the implant, an occult cybernetic implant which through grotesque merging with a host can grant them a new body of unyielding power. With this alone, living beings can overcome the limitations of their body and exist as predators rather than prey in this era.

Perforators: Perforators are weapons which rely on stabbing damage, inflicting critical hits on a single point. Utilized by those who prefer careful analysis followed by a crippling blow. They are decent against many foes but do best when hunting large, singular opponents.

Eviscerators: Weapons which slash, cut, and cleave. The fastest weapon type and considered to be used by bloodthirsty berserkers. However, they tend to fare poorly against heavily armored foes, and are considered a weapon style primarily used to prey on the weak.

Macerators: Crushing and rending weapons, users prize brute strength and tenacity. Macerator weapons function best against armored foes, but less so against great monstrosities padded in layers of flesh or metal.

Projectors: Rather than rely on a damage style, Projectors have their weapon do the work for them. Be it guns, cannons, or simple bows, projector weapons fire one type of projectile per weapon, called a 'charge'. They are less adaptable, but can store a great deal of ammo. Bringing the right gun to the right fight is a key skill, and so Projectors are often considered as methodical and cautious fighters.

Conjurators: One of the rarer kind of weapon, it allows for the usage of powerful occult loci that, like Projectors, are used at range. However, unlike Projectors, loci are not restricted to a particular weapon. Any Conjurator weapon can use any kind of locus. The downside is that Conjurators can support less loci than Projectors can charges, carrying at best ten compared to a Projector's average thirty. On the other hand, each locus activated can do immense damage, and the Conjurator can still utilize cumbersome melee sorceries when they run out of ranged attacks.

Obliterators: The melee-oriented equivalent of Conjurators, they wield powerful weapons which can send foes flying, and come in a wide variety of designs. What is important about them is that they are imbued with haemothaumic energy, not the type of mundane damage they do. As such, they can be considered to be "melee sorcerers" moreso than conventional fighters. However, they do not use warding sigils, using all their spiritual might to power the weapons they wield.

Excavators: Excavators are not a true martial profession, they simply are those who gouge the earth to reveal its bounty of flesh and metal. However, the tools they use are formidable, and so in times of duress they are often conscripted into militias and the like. Not quite good in any one killing method, they are still plenty useful due to the size of the machines they lug around.


Angels:

Angels are biomechanical superpredators that appear during the night to hunt. Periodic angel attacks are common. They can manipulate haemothaumic magic and are generally formidable. However, they are typically only found in the open spaces between the islands of barren stone which most civilizations are built into. It is believed that such places are avoided despite being closer to the sky from which they come due to the many overlooks and ravines which prey may hide in. On the other hand, the ash wastes are sprawling plains which the angels can glide over at their leisure, picking choice morsels with relative ease. For this reason, it is recommended one starts a settlement at least partly connected to such a mountain, and not in the middle of the ash. Regardless, burrowing immediately is recommended.

Furthermore, if an angel consumes blood, then depending on the quality of that blood, they may transform into a higher rank. As a result, they should be fought carefully, and defeated swiftly and decisively if at all possible. However, if it does transform and is then slain, it will yield even more biomachinery, and perhaps more potent blood may be harvested.

Beasts:

Nothing is free. If it breeds, it must feed upon the earth. Places with the roots of Wormwood are suitable for raising herds. Nowhere else. And even then, only so many. If it does not breed, then it is a machine, and thus expensive. It cannot be easily bought, so purchase them wisely. Even so, they will someday perish. Be prepared to purchase a replacement, if your civilization even possesses such a thing.

Bone and Wood:

A useful building material, which can also make basic melee weapons and implants, though to use living bone implants is the mark of a savage. All bones can be shaped into grown bone at a "carpenter's" station, which you may need to do if you cannot breach the caves, but if you do finding grown bone is much easier, as you need only cut down the osseous daemon spires which grow there.

There is also the tree of Wormwood, the last family of plants in the world, but it only grows on the surface. And it need not be explained why regular harvesting of surface wood invites danger.

Evolution:

Mortals may become stronger through various methods. Meditation upon the Seven Righteous Passions unlock greater insights by which the Haemothurge's favor may be curried, or perhaps it is a transformation by one's will alone. Regardless, higher power awaits those who seize it. Becoming an immortal turns you from prey into predator, though you are still not truly safe.

Drainer Psychosis:

When a powerful haemothaumic being directly drains the blood of a mortal, their soul can be injured. There is a chance for a gaping wound to open itself. A gnawing hunger unlike normal, righteous desires. It drives the afflicted to predate upon even dear friends, family, lovers. Stealing them away in the night. And of course, once one has killed, they are unlikely to be forgiven, so they hide their nature, cast themselves out, or end their own lives. The worst of them simply carry on. Drainer psychosis is a terrible thing.

Any bite from an aforementioned classification which drains blood has a chance to inflict drainer psychosis upon the one bitten. Powerful AI, monstrous daemons, undead raised by haemothaumic magic, and other such creatures can cause it. But there are cures for this.

One can consume an expensive substance known as lymph extract to stabilize one's etherial organs. One can also consume peak or high quality blood.

Furthermore, angels seem to have their own role in the culling of drainers. A drainer which survives being fed upon by an angel will sometimes be cured of their affliction. Of course, this requires that they do survive, and that can be a hard thing indeed when the angel does not care if you live or die.

Of all the great predators of the Earth, only Apostles may feed upon others without inflicting this burden upon them. This is considered proof of the favoring of their kind by God.

Fortresses:

Let me make this clear.

Starting an arcology from nothing is agony.

First you must survive the angels. Then you must find a reliable source of blood and flesh. There is so little in this world to use. Failure is highly likely.

Better, then, to squat on the sacrifices of another. Consider reclaiming a fortress instead, so you may avoid the trouble of starting fresh. Scavenge its ruined interior for things worth repurposing, and make the abandoned citadel your own.

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