An Incarnating Radius

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A hypothetical fantasy game for 4-6 players, run by Ford Prefect. Note that terminology is currently subject to change and expansion.

Introduction

The magnificent world of clouds! Lying in the midst of the endless sky, the floating islands of the Archipelago, home to the seven fairy tribes. Sometimes opposed, sometimes allied, the seven tribes all look to the vast floating tower, Avesta. Created by their mythological forebears, the Ahura, Avesta is home to incredible wonders and parties of adventurers are constantly attempting to climb its many, dangerous floors, seeking the riches of the Ahura's lost wealth, magic and technology. The ultimate goal is the White Jade Terrace, said to be the resting place of the Ahura's ultimate treasure.

Overview

Based on the Romancing Soul Encounter Simulation Nonlinear Engine (R-SENSE). Players play a member of one of the seven tribes as part of an established adventuring guild, currently exploring the mid-levels of Avesta. There is an emphasis on the ability to fly, which is common to all of the tribes, as well as differentiation between players despite the emphasis on combat.

Yes, you can play a man.


The People

Collectively referred to as fairies, the seven tribes of the Archipelago are diverse but share a number of traits. They universally possess magical abilities, though to what degree depends on the tribe and the individual. They all inherently possess the ability to fly, able to summon up their wings at will. They are all effectively immortal, and when killed by violence they will remain as small flames, and resurrection is quite possible. Fairies can be roughly grouped into two kinds: heavyweights that are generally larger than humans, and lightweights that are generally smaller.

Ramdaas

Of all fairies, the Ramdaas are the largest and most physically powerful. Towering over members of even the Afran and Gransa tribes they make for excellent beatsticks. They are a heavyweight tribe and have access to the unique job 'Destroyer'.

Afran

Originating on the island of Dubhe, the Afran are said to be, in terms of appearance, the closest to the Ahura. A great deal of their society is built around this supposed similarity and their motivation in exploring Avesta is in part a belief that they are taking a hold of their birthright. Other tribes can find them somewhat patronising, but overall they are decent people. The Afran Commonwealth is generally accepted as being the most powerful political entity in the Archipelago, but the Gransa like to dispute this. Typically speaking most Afran are associated with either the Parliament of the Commonwealth, the Afran Air Force, or Predigio University.

Dubhe is one of the two islands closest to the Radius, and so is warm and sunny, though not as tropical as the home of the Baha.

Afran are fairies most resembling humans in build, though they tend to be quite tall by our standards. Among the tribes they do not have exceptional abilities but instead a solid range of skills. Their halos typically resemble golden rings or discs, and their wings resemble those of eagles. They are a heavyweight tribe.

Limin

The Limin originate on Alkaid, the seventh island in the Archipelago that lies in the extreme northwest. Traditionally some of the tribes consider this direction, as it is away from the Radius, to be unlucky. Its position relative to the Radius means that it receives less light overall and its heavy vegetation can give it something of a dark atmosphere. This may have fueled the persistent belief that Alkaid is the place closest to the land of the dead. The population of ghosts may have also contributed. Despite this impression of darkness much of the plant life is bioluminescent and so the character of Alkaid changes at night. Stereotypes aside, it is true that the Limin have a special connection to the dead and their natural spiritual talents are the best in the Archipelago. Limin society is largely managed by the three Ministries of Life, Death and Rebirth, which balance the needs of living Limin against the needs of the dead population. Most Limin are at least associated in the early parts of their careers

Alkaid is relatively small and the Limin are as well, with petite builds. By fairy standards they are considered very pretty and very fashionable. Their halo is usually just a pale nimbus around their heads and their wings most commonly resemble those of luminescent butterflies. They are a lightweight tribe and have access to the unique job 'Necromancer'.

Elsis

A relatively diminutive tribe, but with a natural inquisitiveness that has lead them to be the leading authority on Ahuran technology. They are a lightweight tribe and have access to the unique job 'Engineer'.

Gransa

A tribe with a militaristic culture. Kind of obsessed with reaching the White Jade Terrace. Their regimented society has produced excellent, hardy warriors. They are a heavyweight tribe and have access to the unique job 'Lancer'.

Farsia

The Farsia originate on the island of Alioth, the fifth island in the Archipelago. It is a relatively temperate island with striking, wild river valleys and extensive bamboo forests. The Farsia themselves are notoriously mischievous and have a reputation as tricksters, but the nature of their home makes them quite hardy. Their relatively weak magic has lead them to develop a propensity for illusions, to help make up for their relatively weak builds. The have a mercenary society and most Farsia are associated to some extent with one of the three major PMCs: Diamond Dogs, Big Blue World or Soldiers Without Borders.

Though small, they are quite athletic and are better suited to direct combat than Limin or Elsis, and are renowned as the fastest tribe. They are unique in that they are the only tribe without a halo, instead possessing horns. Their wings are usually small, black and numerous. They are a lightweight tribe and have the unique job 'Assassin'.

Baha

A tribe that possesses some animalistic features. They do not have the same kind of societal organisation as the other tribes but are otherwise very social. They are occasionally derided as primitive. They are a lightweight tribe and have the unique job 'Hunter'.

Avesta

Towering to the north of the Archipelago is Avesta: last and greatest monument of the Ahura. It is no ordinary tower. Constructed from one hundred vast plates hundreds of metres thick and tens of kilometres in diametre, it towers into the heavens, so high that it is beyond even the strongest fairy to even consider flight to the top. At best, a strong flier might manage one or two floors, out of a hundred. Its interior is hostile, filled with dangerous creatures that make all but the strongest monsters in the Archipelago seem like fodder. And yet, concerted efforts but adventuring guilds are launched every minute, attempting to climb ever higher and wider into the tower. Avesta is home to the greatest wonders of Ahuran technology, magical trinkets and living beings and ideas and more besides. At the summit of this edifice: the White Jade Terrace, believed to be the centre of Ahuran power, and believed to hold their final treasure.

Each level is different, representing its own ecosystem, own architecture and its own variants of hostile creatures and groups of dim relation to the seven tribes. Each level is locked off from the rest of the world, inviolate until its labyrinth is solved and its guardian vanquished. The 80th floor represents the current 'front line' of expeditions. As it has only been opened relatively recently, even the elite 'clearer' guilds who defeated the 79th guardian must be cautious. The elite guilds are currently at war with the labyrinth, but also in competition with each other, because the horde of the guardian goes only to those who slay it.