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Artemis
Topic Started: Sep 19 2017, 06:47 AM (129 Views)
mashumaro
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[Background]
Set in an alternate universe on a distant planet called Artemis, with similar geography and biological diversity to Earth, with multiple sentient races.
For time immemorial, nature reigned free and wild, and all species lived in relative harmony with one another.
Several thousand years ago, technology began to make its way into history.
One race, Humans, quickly embraced technology, and set up cities and factories, pioneering medicine and philosophy, and became the rulers of the largest continent, Linnaeum.
The other races were not so fortunate. As Humanity expanded from their capital city of Dianem, The other races found hard choices. Some fought, but in the end, the Dianese forced them all into the wilds or onto reservations, where they face poor treatment from Human overseers and governors and have the status of second class citizens.
Things have been relatively quiet since the last Belgran uprising 55 years ago, but forces move unseen in the background. Outside the cities, reports of disappearances are not uncommon, but have increased substantially in the last three years. Most sides accuse the other of orchestrating them. Tensions increase. Mistrust grows.
Elsewhere, strange sightings occur and shamans and diviners face grim and disturbing omens.
The world waits.

[Basic world mechanics]
Nearly everything on Artemis falls into three spheres: Natural, Technological, and Exoplanar.
This includes the races, both sentient and non-sentient, as well as professions. Factions tend to line up with a particular sphere as well, though not necessarily all of them.
These spheres are not specifically referenced by the people of Artemis, nor are they explicitly known, though people are aware of the division between Nature, Science, and the Supernatural.
Characters may find them drawn towards a particular sphere which could make the distrustful of (or mistrusted by) factions, races, or characters who find themselves relating to another sphere.
Nature and Technology have the fiercest rival, while Exoplanar is unknown and feared.
Every profession for adventurers has an equivalent version in each sphere which provides different abilities and attributes.
There are base bonuses for each one.
Technological characters can easily use and repair any machines more efficiently than others, and will have more knowledge about medicines and so on. They also tend to have better charisma and social skills. Typically, technological characters live in and/or are born in the cities. They are out of their environment in the wilds outside the cities.
Natural characters can use elemental magic, though it is far from the firestorm slinging madness of typical fantasy settings. Spells take time and preparation and cannot be used on the fly. However, nature characters are hardier and more resilient to disease and damage. They can be intimidated by or mistrustful of technology, and often feel uneasy in the cities. Nature characters are often found in villages, reservations, or simply wandering in the wilds.
Exoplanar aligned characters are somewhat rare, as anything exoplanar is considered taboo by both the Nature and Science spheres. Exoplanar alignment can grant bizarre, unpredictable abilites for characters, but always at a cost. Exoplanars must hide these abilities when in public, as many will find them disturbing or even dangerous. Telepathy and scrying are two typical abilities of exoplanar magic.
Each race is aligned with a particular sphere, though not all individuals will necessarily follow the same sphere.

[Races]

Humans
Sphere: Technology
Cycle: Diurnal
Major Factions: Dianese Empire, Minervan Republic, Labor Union Alliance
Overview: Humans are the most populous race on Linnaeum. Charismatic, Intelligent, and resourceful. Most technology on Linnaeum is Human in origin. The Dianese Empire spans most of the continent, but fights a cold war with its smaller cousin the Minervan Republic, a small breakaway nation in control of a small portion of the Southwest. Minerva is led by a small group of councilors and is as widely criticised as the Empire for its injustices. Both nations actively fight the guerrila Labor Union Alliance, a faction who's main goal is to replace either regime with a democratic system. They are not necessarily friendly to non-humans. It is unknown what the status of non-humans would be under their leadership.
Colloquoially known as: Dinos (Dianese), Minnies (Minervans), Glassbones (by Belgrans mostly)
Relations with other races: Humans are typically one of the least liked by other races, seen as conquerors and oppressors. Humans are also notoriously disloyal in relation to the other races.
Common names: Marcio(m), Lucia(f), Yusef (Minervan male), Tamara (Minervan female)

Belgrans
Sphere: Nature
Cycle: Diurnal
Major Factions: Moshoxe tribe, Nakkaye tribe, Belgran Tribal Alliance
Overview: Typically standing at six or seven feet tall, with skin ranging from light green, to gray, to pitch black. They often have tattoos representative of their tribal allegiance which illustrate their individual life's story. Their teeth are naturally sharp and they possess superior physical strength. The Moshoxe tribe is the most populous, and typically follows (grudgingly) the orders of the Dianese government, managing most of the reservations. The Nakkaye tribe were the ones who initiated and led the last Belgran uprising. Thus, the tribe's leadership is all dead or in hiding, but they remain the second most populous tribe, and the most respected by the other tribes. The BTA is a loose conglomerate of tribes, including some Nakkaye, which seeks to improve the status of the non human races on Linnaeum, usually peacefully through negotiation. The Belgran language is known to be ridiculously complicated with as many as eight grammatical genders, though only four are normally used in most dialects.
Colloquially known as: Orcs, Ogres (Derrogatory)
Relations: Their fierce loyalty and strict honor code means they are respected by nearly all, though they are the most hostile to humans of all races, thus, Humans and Belgrans will have a hard time getting along with each other due to a long and bloody history on both sides. Before the rise of Human technology, the Belgrans nearly drove them extinct, and while no humans are alive to remember that time, most are sure that if given the chance, the Belgrans would gladly kill them all. Some may see a Belgran as a large, bloodthirsty monster.
Belgran names: Typically differ from tribe to tribe. Maddare (Moshoxe male) Prexemmen (Moshoxe female) Turkkaven (Nakkaye male) Makainen (Nakkaye female)

S'rak
Sphere: Technological
Cycle: Nocturnal
Major factions: Dianese Empire, Black market, K'sang'moh
Overview: Typically no more than four or five feet in height, S'rak are skittish, furry bipeds with long ears and tails. They tend to skulk around and dwell in the slum areas in Dianese cities, though some are found in Minervan cities as well, but are often driven out periodically because Minervans tend not to allow them. They are often skilled with chemistry and machinery and take up the role of mechanics and sort of "behind the scenes" staff in Dianese cities, often willing to work for much cheaper pay than working class Humans. Their inconspicuous nature makes them excellent agents for various Black Market and criminal associations. There is one radical S'rak faction known as the K'sang'moh, whose goal is generally the elevation of S'rak status, but this group was outlawed as a terrorist organization.
Colloquially known as: Cats, Rabbits, Guttermice(Minervan term)
Relations with other races: Nonhumans typically get along fine with them. Humans treat them in a condescending attitude often. Some Belgrans view them as Dianese puppets, and therefore distrust them.
S'rak names: All S'rak names are unisex but typically include some sort of prefix which may be added at birth or later in life. Examples include HeKal, M'Ett, Qassen, and SoMorq

Terraliths
Sphere: Nature
Cycle: Crepuscular
Major factions: The Circle
Overview: Terraliths are very large, typically seven or eight feet in length, scaly beings with long tails, and horns, much like a wingless dragon. While physically able to stand on two legs, most prefer to remain quadrupedal. They are placid, spiritual people, typically active at dawn and dusk and resting at noon and midnight. They are led by a group of shamans called The Circle and most live on Dianese reservations.
Colloquially known as: Lizards, Dragons
Relations with other races: Opportunists see them as dull and easy targets, but most appreciate their open-mindedness and humility. They are not easily provoked and their opposition to violence put them at odds with the Belgran Nakkaye tribe in the past.
Terralith names: Terraliths have three genders which are indistinguishable to non-Terraliths, but their names follow no strict traditions and they often translate them directly into common speech. Examples include Placid Water, Falcon, Spirit of the Sun, and Avalanche

"Exiles"
Sphere: Exoplanar
Cycle: Varies
Major factions: unknown
Overview: Human in appearance, but their eyes take on a slight glow in low light conditions. Exiles are as of yet extremely rare and not many know of their existence. In truth, exiles are outcasts from the Outer Planes, a chaotic, hellish realm, who were sent to Artemis for reasons unknown even to them. They typically manifest with little to no knowledge of themselves. Despite appearing human, Exiles are very different on the inside, having no need for food or water, and cannot die except by physical trauma or burning. This has led to the erroneous belief that fire is their weakness. Many tend to develop antisocial behavior as a result of social isolation, and has given rise to another belief that they are all psychopathic, dangerous creatures.
Colloquially known as: Vampires, Devils, Demons, Phantoms
Relations with other races: Most races will at first mistake an Exile for a human, albeit one who has yet to grasp basic social skills. If their true nature is discovered, anything from being expelled from the settlement to a quick execution are possible. As the epitome of the unknown, they expect and are given very little trust.
Names: Exiles have no name when they arrive and often choose a human name to blend in.. If they're smart. However, there's nothing stopping an Exile from changing their name.

Others
Sphere: Various
Cycle: Various
Overview: These are the major races in Linnaeum, but they are not the only races. There are also other races on other continents across Artemis. Linnaeum is fairly isolated and far from the other continents, and not much is known about them. There are travelers from them from time to time, however.


Edited by mashumaro, Sep 19 2017, 07:29 AM.
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mashumaro
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[Attributes]

Each character has the standard D&D Attributes, but some work a little differently.

Strength - Governs melee attack damage and physical strength for lifting heavy objects.
Dexterity - Governs agility and skill with ranged weapons.
Constitution - Governs health and resistance to damage, disease and poison.
Intelligence - Governs logic and reasoning as well as use of technology, machines, and chemicals.
Wisdom - Governs magical abilities
Charisma - governs interpersonal skills.

Each character may have a total of 60 points. 20 is the maximum. Each skill must have at least 5 points.

Example:
STR 12 DEX 8 CON 15 INT 5 WIS 15 CHA 5

Each race has its own set of bonuses and weaknesses.

Humans:
Humans must put 3 points in Intelligence and 2 points in Charisma.
They may be aligned with any sphere

Belgrans:
Belgrans must put 3 points in Strength and 2 points in Constitution.
They may be aligned with any sphere

S'rak:
S'rak must put 3 points in Dexterity and 2 points in Intelligence.
They may be aligned with any sphere

Terraliths:
Terraliths must put 5 points into Wisdom.
They may not be aligned with the Technological sphere

Exiles:
Exiles must put 5 points into Wisdom and may not have a Charisma higher than 10.
They must be aligned with the Exoplanar sphere

[Sphere bonuses]
Characters aligned with the Natural sphere gain +3 Constitution and +2 Wisdom but -2 Intelligence.
Characters aligned with the Technological sphere have +3 Intelligence. +1 Charisma and +1 Dexterity but -2 Wisdom.
Characters aligned with the Exoplanar sphere gain +2 Strength, +2 Wisdom and +1 Intelligence but -2 Charisma

[Racial bonuses]
Humans have a bonus chance to dodge any tech sphere attack, but have a slight penalty against magic damage.
Belgrans have resistance to poison and a small resistance to physical damage but suffer a penalty to dodge chance.
S'rak have a higher dodge chance but are more susceptible to disease and poison.
Terraliths are nearly immune to magic and may heal quickly but are easy to hit with physical attacks.
Exiles are immune to poison and disease but are highly susceptible to Nature sphere based attacks.

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