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Author Topic: Antherea, a World Building/Game Project  (Read 5854 times)

xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #30 on: March 14, 2015, 11:12:03 am »

-The Republic of Beringia:

central node of trading between Baikalia and and the nations of Nordalia. Beringia is the only orthodox nation in the new world, having received its independence only recently but mantaining an stable economy like much of the northern nations of the continent.

Beringia was discovered during the explorations of the Vitus Passage, Baikalia claimed the territory automatically since its discovery and formed several colonies who lived mostly from the trade of pelts and other few goods avaliable in the region.

following the treaties with the new world nations, Beringia provided several goods not found on the country due to different climate. and helped cover its own upkeep costs.

by the 1800s Beringia had enough economic power for not depending of mother Baikalia, the people of the peninsula declared an accord with the Tzar, they would gain independence from the kingdom but would keep their services as providers in the new world.

in 1867 Beringia was declared an independent republic goberned by a parlament and a prime minister, with its capital in Kodiak.

during the modern era Beringia has grown to a thriving nation due to the advances of technology, most of the exports of the nation come in the form of fish, metals and oils since the pelt market decayed over the years due to preservation decrees on some species.
« Last Edit: March 14, 2015, 11:13:40 am by xaritscin »
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #31 on: March 14, 2015, 11:25:17 am »

-The Parlamentary Republic of Kanatia:

center nation of the north between Beringia and Vinland. Kanatia is the product of a mixed colonization effort.

originally bought by the Iffelians, it was one their few colonies in the new world. it lasted well until the independence war of the URN, when the whole region was ceded to Albiena in order to cover the costs of helping the revolutionaries.

the queen declared the colony part of the Albienan Empire and it was further colonized. most of the population was still from Iffelia despite the arrival of people from all the three islands of Albiena.

as years passed the nation became a mix of both nations. gaining its own culture. the colonies declared a treaty similar to what Beringia did in the years following the revolts of the Nzymbwango League in Etiopa.

intended not to suffer another war the Queen decided to sign the document as long as Kanatia kept commercial and diplomatic relations with the crown. an accord that has been kept since then.


in the modern era Kanatia is the third of a group known as the "Northern Front", a diplomatic and commercial alliance between Vinland, Beringia and Kanatia that ensures that the whole northern part of the continent works as one and its a cultural powerhouse do to its policies in terms of education, medical services and social inclusion.
« Last Edit: March 14, 2015, 11:30:09 am by xaritscin »
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #32 on: March 14, 2015, 11:59:00 am »

-The United Republic of Nordalia (U.R.N):

the URN is a large and powerfull presidential republic, the first of the new world nations to gain its independence.

the original colonies of the URN were an small group of separated cities along the eastern side of the continent, all of them property of either Albiena (like New Bretana), Edalicia(like Pradera), and/or Iffelia(like New Loira).

with the advent of the political turmoils during the 1700, the colonies belonging to Albiena entered into a rebellious state in which they declared their independence from the crown.

helped by the kingdom of Iffelia, the rebel colonies launched a war in order to gain their autonomy. after the end of the war the declaration of independence was signed with the birth of the URN in 1790. however, it was still a very small nation.

the first colonies to join the URN were those of Iffelia, after the economical crysis provoked by their help during the war, the kingdom crumbled due to revolutionaries. after the stablishing of the republic Iffelia sold its remaining colonies to the URN in order to help finance its economical stabilization.

by the first part of the 1800s the URN had dominated the whole eastern coast and was expanding towards the center of Nordalia. however, it entered in conflict with the Nuhak people and the Edalician colonies.

the second part of the 1800s was known as the border conflict, as the three factions fought for supremacy of the central part. the Nuhak formed a confederation that encompassed the whole western side of the continent while the Edalician had gained help from the Xelecan Empire in the south.

the Edalician colonies were the first to fall as the kingdom had fallen into economical crysis due to the rebellions in Aztelia. half of them were annexed to the Xelecan Empire again, and the remaining ones were annexed by the URN. in wake of the inhability to take the expand further, the URN decided to share the center with the Nuhak Confederation. with the border serving as a trading center.

since then, the country has dedicated to its own territorial development. and is a leading world power, mostly due to its capitalistic economy and market policy.

in the modern era the URN is the leading country in the developments of the global space project, with a powerfull economical presence in all aspects and a strong number of inmigrants joining the nation each year.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #33 on: March 14, 2015, 12:15:19 pm »

-The Nuhak Confederation:

existing for thousands of years but only formally declared in the recent years, the Nuhak Confederation as controlled its territories since the exodus of the Grakans and is the second most powerfull nation in the continent.

the Nuhak race has kept control of practicall the whole north of Nordalia since their evolution thousands of years ago. however, they have mantained their tribal style untouched, with a strong sense of connection between them. this structure has served to keep a long network of trade and diplomacy around the continent, even before the age of discovery.

with the coming of colonies and new nations, the Nuhak saw their territories shrink due to the commerical treats. with the expansion of the URN as the last menace to their tribal structure, they decided to unite into a cohesive force in order to reaffirmate their dominion on the continent.

the Nuhak Confederation was directed by the leaders of all the tribes, which work in the form of a council. the Confederation works similar to a Federal Republic but they dont have a single representative. sending usually just an embassator.

the border conflict helped to reinforce the military power of the Nuhak and their economical unity. marking the creation of more complex trading routes and even getting technology from the neighboring nations.

in the modern era the Nuhak Confederation is the main power in the west, with several of their cities serving as economical nodes from north to south and serving as part of a large railroad system which as been partially financed by the URN as part of their conjoined works in the central region. the confederation is also the leading nation in the Genesis Project, as they are the ones who own the Relicarion.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #34 on: March 14, 2015, 04:57:28 pm »

-The United States of Xelanka:

formerly known as the Xelecan Empire, Xelanka is a federal republic goberned by a Xel'naku (a religious council with political power). it is the oldest of the nations in the new world and the most advanced in certain fields.

Xelanka is the result of a process of modernization inside the old Xelecan Empire, who was too a modernization of an even older structure, the Xel'ankanates.

founded in the southern part of Nordalia, the Xelecan race created small settlements in the few open parts around the jungle, they had a shared culture but were scattered due to the large patches of jungle that they had to traverse in order to meet from time to time.

the first Xel'ankanates grew as small independent powers along the region using organized trading routes in order to exchange goods with their neighbors, each one goberned by a religious leader. however, they were quite limited in space and soon they got into a point where they had to either grow or found more of them.

many parts of the jungle were settled in order to cover the limited space, increasing the complexity of the trading routes. in the end, all the Xel'ankanates organized under a single structure goberned by a Xel'ankan, and thus forming the Xelecan Empire. many of the small cities were so connected to each other, that the jungle around them was cut and their resources used to construct more complex cities. this happened to their trade routes as well, forming large stone and gravel highways around the jungle, sometimes passing via bridges or ramps.

as the empire became more organized it expanded its control as well, many ports were constructed around the southern tip, further trading with the civilizations at the other side of the Sea of Cortez. in the north, the highways reached up until the northern plains where they were connected with the trading routes of the Nuhak people who covered the whole continent.

the complex trading routes allowed the Xelecan Empire to further increase its economy. technology improved with the advent of the Vinlandians and their knowledge of advanced metallurgy and other methods invented in the old world.

by the age in which the first contact was made, the Xelecan Empire was the most powerfull nation in the new world, with a technological level practically equal to that of the hesperean kingdoms.

the Xelecan Empire continued to exist for centuries, changing most of its legislations and technological advancement in order to keep up with the rest of the world.

however, their monarchic structure was starting to shake in the wake of more complex political structures. getting to a point where practically all the cities were autonomous enough to not need a centralized power, the Xel'ankan decided to reform the political structure in order to ensure equality between the regions.

thus it was changed to a federal system, where each province was controled by a member of the Xel'naku, who would make the decisions in a democratic way, including the opinion of the population.

in the modern era Xelanka is an arcanotechnical power, having developed over the years a new way to harvest and make use of magical energy, while the Sadharian Empire requires an structure similar to electrical powergrids. the Xelecan people have created a low power but wireless system of monolithic generators and distributors which help to cover kilometers of ground without messing aroung with the rest of the environment.
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Cryxis, Prince of Doom

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Re: Antherea, a World Building/Game Project
« Reply #35 on: March 18, 2015, 05:10:06 pm »

Ptw
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Lord_lemonpie

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Re: Antherea, a World Building/Game Project
« Reply #36 on: March 18, 2015, 05:12:37 pm »

Ptw
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #37 on: March 22, 2015, 02:50:55 pm »

entering with the nations of the Aztelian continent

The Federal Republic of La Gran Andacaiba:

covering the northwestern tip of the continent, La Gran Andacaiba is a federal republic composed of three separated states that work as a single entity, joined in mutual economical and cultural exchange.

the country was formed during the wars of independence, leaded by Gabriel Buendia, a formerly general of the province of Maracaiba, and an important figure due to its actions during the war, bringing the birth of several of the modern nations in Aztelia. liberating most of the northern and central colonies he became the first president in the north, following the birth of the republic of pampagonia in the south. however, La Gran Andacaiba suffered problems due to its heterogeneous state, leading to early separation. some years after its foundation, the nation was at the brink of dissolution due to the conflicts of its centralized power.

the country would have been fragmented if not by the actions of Fernando Navarro, a politician who passed a good part of his years living in the Iron Federation. the political ideas brought from the federal system helped to create a new constitution based on the current one. Navarro became the first high cancellor of Andacaiba and acted as a mediator between the three different provinces and the general congress.

with each province controlling itself and for the mutual benefit, the nation grew until getting its own identity, even when the geography and culture was quite diferentiated among its citizens.

in the modern era La Gran Andacaiba is the center of operation for a megaproject known as the Bridge of Paman, the largest bridge ever built so far, which would help to connect Nordalian and Aztelian highways for land transportation.

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ggamer

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Re: Antherea, a World Building/Game Project
« Reply #38 on: March 22, 2015, 10:07:02 pm »

The last one of these we had ended with a natural dyson sphere covered in floating islands and zebra people, but this looks a lot more cohesive. ptw.

Caz

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Re: Antherea, a World Building/Game Project
« Reply #39 on: March 23, 2015, 11:33:24 am »

Looks interesting so far. You have a lot of material here.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #40 on: March 23, 2015, 01:05:14 pm »

The last one of these we had ended with a natural dyson sphere covered in floating islands and zebra people, but this looks a lot more cohesive. ptw.

this is not high fantasy.....
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #41 on: April 11, 2015, 11:48:32 pm »

this is a small parenthesis from the historical stuff:

On the Fundamentals of the Dual Universe:

prior to the last discoveries it was generally believed that our universe was only composed from what we could observe by several means. however, one thing remained unanswered, which was what happened to the dead once their lives ended here. the idea of a realm for the departed was only deemed as myth by the scientifical authorities.

however, the archanologists still believed that there was to be a reason for the souls to exist in the material world, even if it was just plain energy. the discovery of anomalous elements that could mutate the fundamentals of the known universe was the first fuel into a long process of discovery of not only the origin of magic, but also of the real nature of the universe.

as it was expected, magic was still an alien concept for science, which, having found that there wasnt any explanation for it, took it for granted as a fifth force un the universe, related mostly to dinamics between particles both in the micro and macro scale, including also, the dinamics between matter and energy, time, gravity and the rest of physical phenomena.

but these elements, albeit ancient, didnt have the properties of the rest of the elements in the periodic table, not even archanotech compounds were able to alter physical laws, as they were of ordinary matter. like if they had come from another place, another “dimension” as they called it. it wasnt until the great theories on astrophysics got to a close answer that we findally understood how did these elements arrived to our universe.

it turned out that the observable universe, or “Empirium” as only the half of the real universe. the Empirium houses a severe lack of magic influence and a strong influence form the rest of the fundamental forces. most of the magic known to humanoid kind is actually siphoned from that “elsewhere” via metaphysical power, something that is capable only by sophont organisms, at least from this side.

the other half of the universe thus is called by the term of “Onirion”, the other side of the universe  is the opposite, magic runs amok in it, shadowing the rest of the fundamentals. the reality bending caused by it is the first explanation in how no one can see it, in order to balance themselves, both sides have become separated by a metaphysical barrier called “The Fringe”. due to the workings of this barrier, both dimensions exist in the same space and time alltogether, althought with different configuration. the connections between the Empirion and the Onirion are done mostly due to a process known as “transmutation” which ensures the dinamic interchange between matter and energy around both sides.

at the large scale, the interchange of matter and energy is done via spatial anomalies, Black Holes siphon matter and energy from the Empirium and eject them into the Onirion, while White Holes do the same in the Oniron and eject their elements and magical energy into the Empirium.

in the small scale, this is done by what is called “the soul cycle”, in which the magical energy of the Onirion manifests as the conscience of living organisms in the Empiritum, when dead, the souls release from the corpse, leaving a remnant of their energy and returning to the Onirion in order to fuel the creation of other organisms there. however, sapient organisms have a catch, conscious minds bypass the system and return to the Onirion as a copy of their Empiric bodies. at this point it is unknown what happens to them though.

for now most of the research regarding the Onirion is still theoric, as no mortal has ever visited it, at least not yet. more needs to be investigated and developed in order to try at least to see this dinamic in action.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #42 on: April 29, 2015, 11:53:52 pm »

part of a multi post series

The Fundamentals of Magic: Part 1,Universal Laws of Transmutation

the fundamental of the existence of magic in the antherean universe are based around the theories of transmutation, it is believed that magic makes part of the fundamental forces of the universe, while it doesnt actually has an effect in the Empirium, it is possible to call on it due to the Oniric nature of the sentient soul. as a force magic can cause anomalies in the normal interactions between matter and energy, space and time. however, it is followed by a set of rules which limit greatly the way it is handled, these are known as the Universal Laws of Transmutation:

-No. 1 "Magic flows like energy": and much like energy, it can be transferred but not created or destroyed. by the rules of the international system, the unit of magic is the "Tothep", this term covers both transference and storage of magic flux. thus in order to use magic the caster has to channel enough Totheps via meditation.

-No. 2 "Magic flux cannot be mantained naturally": magic can be naturally channeled in the Empirium, but its effects arent noticed as the flux in this side of the universe is abyssmaly small. stars and planets are capable of channeling humongous amounts of flux but it is mostly dispersed into the medium before it gets to do anything noticeable. however, in controlled environments like those made from artificial sources, it can have potential effects. and as such it is recomended to be cautious when working with magical devices, much like when working with nuclear elements.

-No. 3 "Magic is transdimensional": as it was explained, souls are composed of flux, many natural cycles such as the creation of black holes and white holes in the fabric of reality are caused by the interchanges of flux between the two sides of the universe. much of the magical flux generated by the current systems channel magic from either the Onirion directly or from the normal surroundings.

(this post is subject to change)
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #43 on: May 02, 2015, 05:03:50 pm »

The Fundamentals of Magic: Part 2, Elemental Magics

elemental magics are one of the most ancient and basic types of magic variants known to the world, all civilizations had at some point in history a knowledge about these magics, with each society having different ways to use it. shamans were the first spellcasters to rise in the world, philosophers and alchemists were too students of the elemental magics in their strive to understand the dinamics of matter.

its no surprise that elemental magic then is one of the most widely used types of magic in the planet, however, much like chemistry itself, elemental magic is a complex and deep area that requires a long time and dedication to understand. at its core, it is basically the manipulation of the elements of matter, taking in account their respective properties. in the past it was taken as the control of the four fundamental elements, fire, water, earth and air, but with the advent of modern chemistry and physics, it has become a much more wider field, with a new classification which gives a more flexible oportunity than the four original materials.

most of the current concepts of elemental control are based around terran-like planets, however, the discovery of different types of planets require the understanding of new different ways in which an element is represented. modern elementalist have to adapt their strategy to the different environment in which they are located. as passing one element from one state to the other requires not only a large influx of effort from the mental side, but also requires a catalist in order to mantain the conversion.

the in order to organize the dinamics of elements four cathegories were created based around the 4 states of matter:

1. Geomancy: it is the branch inside elemental magics that controls elements during their solid state, depending on the external properties this covers from simple soil to minerals, metals and solidified liquids or gases.

2. Hydromancy: manages the control of elements in its liquid state, originally only based around water, it now also coins the use of other liquid compounds or common elements(like liquid mercury), liquefacted gases and even magma.

3. Aeromancy: it covers the use of elements in its gaseous state, due to the rare nature of gases, most of this field works with single elements like hydrogen or oxigen, compounds, simple air and well, steam. however, one of the branches of Aeromancy has become well versed into meteorological phenomena, allowing to control from small whirlwinds to thunderstorms.

4. Pyromancy: one of the most complicated and dangerous, Pyromancy was originaly focused only in the use of fire, the understanding of common fire as a form of combustion, and the plasma state of many elements (such as hydrogen and helium during fusion) has opened the field to the control of much more volatile and potentially catastrophic elements. the understanding of the cataclysmic workings of plasma and common combustion has brought great interest in the higher fields of the arcane circles, and much like common scientists, pyromancers strive to find a way to generate their own stars via induced fusion.

another prominent point of elemental magics is the capability of creating "elementals" which are at its core, artificial beings composed of whatever elements the caster is using. by a process similart to the creation and programing of a machine, elementalists create an arcane template which is capable of gathering the elements around it in order to become a semi-sentient creature. elementals in the Empirium however, are short lived, since are tied to the caster's own capabilities, its possible to achieve completelly stable elementals, but requires a higher lvl of mental prowess and large amounts of magical flux in order to do it.

the difficulty of creating elementals is also tied to the cathegory of them:

1. monoelementals: elementals composed of a single chemical element (such as a hydrogen elemental or mercury elemental) are easy to create but being of a single material cause them to be highly vulnerable to physical changes.

2. multielementals: elementals composed of 2 or more elements, usually being a chemical compound(water, air, hydrocarbons, metal alloys) these are harder and more resilient but depending on the compound are still subject to physical manipulation.

3. archetypeans: separated in four types which represent the four states, they asimilate whatever element they have avaliable and are stable to the environment, but weak to induced effects.

4. multiphase: while the other elementals strive for an stable form, the multiphase are capable of staying in all four states, however, they are very rare, since not all elements are capable of changing so abruptly or having all diferent states in a single instant.

5. planetary avatars: the epitome of elemental creation, planetary avatars are gigantic constructs which are tied to the planet matrix they are born, depending on the planet they are either barren, temperate, oceanic, frigid, molten or gaseous, being capable of using different elemental habilities as they arent tied to a single element and are stable. only the most proficient elementalists are capable of summoning these beasts as they have to actually connect with the planet's own "soul".
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #44 on: May 08, 2015, 03:01:14 pm »

The Fundamentals of Magic: Part 3, "Bio" magic

also called Biomancy, its the second most ancient magic known to humanoids. mostly from the records about ancient druids on the form of "nature magic", which usually related mostly to the cure of different illnesses and powers related to the manipulation of plants. Biomancy is the modern derivation of these practices, having being ordered and studied mostly by nature philosophers. it is also the basis of the modern theories regarding genetical engineering, which otherwise is impossible to copy with conventional technology.

in the general term, Biomancy englobes the manipulation of living organisms using magic sources, from microbes to advanced animals and plants. from enhancement of oneself biological systems to the control of other creatures by mental linking to the point of biological transformation (both partial and total and its consequent de-transformation) into any kind of organism by sheer mental power.

most modern Biomancers dedicate to environmental activities, from protecting wildlife and habitats to help on the heal of damaged ecosystems due to industrial activity, veterinary work and sometimes as medics. specially in cases where conventional medicine cannot go further. they also work along with the study of paleobiology, specially in regards to DNA recovery from fossils and their potential use into the newly found field of genetical engineering.

the process in which genetical engineers create fabricated creatures is mostly dependant on these studies, conventional born hybrids tend to be weak and/or sterile and have biological complications, fabricated hybrids however, have their DNA specially crafted and controlled via biomancy in order to stabilize the missing connections. the end result is the possibility to mix the DNA of practically any organism, however, being a potentially biohazardous practice, genetical engineering is severely monitored by all the nations at a global scale, specially regarding the current ecology of the Grey Desert in Sadharia, which is 100% artificially created, the empire is to blame in the case of biological outbreak of these creatures into the surrounding ecosystems. and as such, many modifications were taken into account in order to control their possible expansion.

the same control over DNA used by biomancers is the source of the current study of "biomorphism", a branch of biomantics which research the art of transformation between biological entities. those skilled into biomorphism can easily convert from one gender to the other, and even copy the morphology of another person, animal or plant, complete transformations are easy to make but they real point of study in the field is the partial transformation, when the DNA contains traits of the original caster and the potential new form, many of the historical myths surrounding werewolves and other beastmen were actually archaic incursions into biomorphism.

biomantics are among the most discussed magical fields along with Necromancy due to this, the freedom given to sentientkind regarding the manipulation of the natural order and their own biology has caused severe discrepancies among the general society, specially in those most close minded, sometimes relating biomancy with an obsesion over transgenderism and even bestiality. the biomantic community has carved and its still carving a long way in order to get recognized as a peacefull and harmful community with the best wishes in regards to the natural order.
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