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[[Category: UnderRealm]] | [[Category: UnderRealm]] | ||
[[Category: UnderRealm]] | |||
UnderRealm is set in the UnderRealm, deep beneath the earth. After fleeing an environmental catastrophe, many races after building cities and warrens ever deeper underground, discovered entrances into a deep otherwordly realm of caverns, tunnels and ancient fortresses, long abandoned. Seemingly finding refuge, they settled eagerly into these fortresses, exploiting the protection they offered in this dangerous and mysterious new world. | |||
You the player, are one of these 'UnderHolds', a city in a world still mostly unexplored, connected only by the relative safety of various 'under roads', which connect the fortresses together. Gaining in confidence, many advocate exploration of roads leading into the unknown, some leading deeper into the earth, where the delvers, who claim to of built the Underholds, warn dark creatures lie in wait. | |||
Inspirations: Final Fantasy, Dragon Age, D&D, Arcana: Iron and Magic (Shrike's SD upon which the ruleset is based) | |||
[[UR Powers]]<br> | |||
=Setting= | |||
The Underrealm is a series of caverns, often hundreds of meters in diameter, some even greater, linked together by natural caverns, tunnels and the under roads. It is not a dark place, the bacteria which feed on thermal vents found throughout the underealm are luminscent, forming thick biofilms in many caverns and tunnels. Be it night or day, many caverns are awash with vibrant light. | |||
The origin of the Underholds is unknown, a race native (so they claim) to the Underrealm insist they constructed them in ages past, before the deep ones befall them and forced them to abandon many (leaving many strangely intact, with no signs of battle). | |||
==General Overview== | |||
==Geography== | |||
General Geography<br> | |||
Consult this for a general overview of the world. <br> | |||
National Placement Map<br> | |||
Consult this when choosing nation placement. One Province/Domain is one Hex. <br> | |||
[[NPCs]] | |||
==Races== | |||
===Humans=== | |||
You're human. Shut up. | |||
Humans are pretty varied. If you have bunny ears, cat ears, elven ears, your just another human. | |||
===Vitare=== | |||
===Mitare=== | |||
===Djinnae=== | |||
The physical features of a Djinnae are unknown to most, due to their cultural dress. Every member wears some form of full-body cloak or robe, along with gloved hands and a mask or hood of some kind. Their clothes are often decorated with multiple knick-knacks and are sewn together with seemingly-random fabrics. They’re shorter than most people, and their limbs seem longer than normal for humans. Beneath their robes, they resemble human-sized monkeys, covered in brown hair, but with human faces and hands, and no tail. | |||
Djinnae are keen-minded and have a love for technology and exploration. Many are scavengers or merchants, finding deposits of crystals or lost treasures and selling them in UnderHolds. They also work as craftsmen, producing various goods for sale to others. They’re quite communal, and many richer ones have the company of the Marione, their own creations. They’re particularly fond of crystals, and many great alchemists or magicians are Djinnae. | |||
===Marione=== | |||
Created by the Djinnae as servants, these beings look like fleshy marionettes, complete with segmented joints and near-featureless faces. Their mouths are barely slits in their face, and they seem to have no eyes (though they see fine, as their ocular organs can see through the skin around their face). Designed as labourers and bodyguards, these beings are extremely quick and dexterous, capable of great precision. They also learn quickly, picking up tasks by rote. | |||
Marione are not entirely sentient when first created, most quickly develop sentience. Upon discovering this, Djinnae treat them as servants and employees rather than slaves, paying them for their work. Many are used as crafters and haulers, or to guard their masters; most have remained as such. They are loyal and straightforward, but very quick to learn and adapt. The Djinnae have given the Marione the process used to create them, allowing them to ‘birth’ new members of the species. | |||
=== Ferran === | |||
Ferrans are most known for their unique diet – in addition to human food, these humans can feed on certain metals. This is not a natural evolution, but rather a byproduct of prolonged exposure to certain ores found in the deeper UnderRealm. A Ferran who comes into contact with iron, copper, or gold finds the metal bonding to his skin, slowly absorbed into his flesh like ice melting. This process is involuntary, painful, and extremely intoxicating, making it every difficult to stop when it has begun. It can also be addicting; Ferrans have a semi-deserved reputation amongst colonists as thieves and bandits. | |||
Ferrans resemble dark-skinned humans. However, the marks of their diet are present in blotches and protrusions of metal in their bodies, skin transformed into a strange, living alloy. The texture and colouration depends on the absorbed metal, and is a mixture of hybrid tissue and actual metal. Ferrans do not age unless utterly deprived of metal from birth; if killed, soft tissue quickly rots and hybrid flesh coalesces into true metal, leaving their skeleton and growths behind. Many Ferrans also have traces of sunstone in them; rare members develop natural Crystalium cores in the center of their torsos, granting them innate (and untrained) magical power. Many develop strange transformations resembling natural magitech, granting them strange and useful abilities. Ferran’s need for other food and water is much less than most humans, and is eventually eliminated altogether. | |||
Ferrans originate from the deeper, smaller UnderHolds. They tend to eschew company of other humans, mistrusting them and causing conflicts due to their hunger for metal and tempting appeal to greedy men. | |||
[[Category: UnderRealm]] | [[Category: UnderRealm]] | ||
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==== | ====Caverns==== | ||
Caverns are areas of similar geography, in which sites are housed. They are also affected by cavern & site modifiers which customise regions and sites. If a cavern is left empty of sites, it is considered half cost, preferably spent on another empty cavern. | |||
Wild Caverns | Wild Caverns | ||
Line 105: | Line 176: | ||
::15 Points | ::15 Points | ||
::Supports 10 Population | ::Supports 10 Population | ||
:: | ::Provides 25 Wealth | ||
Mushroom Forest Cavern | Mushroom Forest Cavern | ||
: | :Either a number of connected caverns, or single cavern that is covered in large mushrooms | ||
::10 points | ::10 points | ||
::Provides 50 wealth | ::Provides 50 wealth | ||
::2 Beasts Points | |||
Fungal Jungle Cavern | Fungal Jungle Cavern | ||
: | :Either a number of connected caverns, or single cavern that is entirely swamped by fungal growths that tower like large trees and brimming with peculiar life. | ||
::10 points | ::10 points | ||
::Provides 25 wealth | ::Provides 25 wealth | ||
::2 Beasts Points | |||
Rocky Cavern | Rocky Cavern | ||
:Devoid of life, these rocky cavern is probably full of poisoness metals thrust. | :Devoid of life, these rocky cavern is probably full of poisoness metals thrust. | ||
::5 points | ::5 points | ||
::25 Wealth | |||
Wastes | Wastes | ||
:Devoid of life, this cavern is a barren wasteland full of | :Devoid of life, this cavern is a barren wasteland full of gases venting through cracks but not in sufficient quantities to trouble a traveller. | ||
::1 point | |||
:: | :: | ||
:: | |||
Poisoness Wastes | |||
:Devoid of life, this cavern is a barren wasteland full of poisoness gases venting through cracks that choke the air. | |||
::5 point | |||
::Defensible | |||
Underhold Cavern | |||
:While some Underholds are but thimble in a much larger cavern, many underholds entirely occupy a cavern that was clearly carved out of the very rock to house it. | |||
::5 points | |||
::Defensible, | |||
====Sites==== | ====Sites==== | ||
Sites are areas of civilized activity, either constructions or areas of habitation. They are placed in | Sites are areas of civilized activity, either constructions or areas of habitation. They are placed in Caverns. | ||
Fortifications | Fortifications | ||
:Fortifications | :Fortifications are outposts, small castles and walls that defend the tunnels into a cavern. They are useful for delaying the enemy while you respond to attacks. | ||
::10 points | ::10 points | ||
::Must be seized and captured before the associated | ::Must be seized and captured before the associated Cavern can be conquered. | ||
Siege Defences | Siege Defences | ||
:Much more substantial than Fortifications, these include large scale siege weaponry systems, which can devastate attacking armies within range. | :Much more substantial than Fortifications, these include large scale siege weaponry systems, which can devastate attacking armies within range. | ||
::35 Points | ::35 Points | ||
::Must be seized and captured before the associated | ::Must be seized and captured before the associated Cavern can be conquered. | ||
Town | |||
:Desperate people sometimes build their own towns in caverns, berfit of the protection offered by a Underhold. | |||
::10 points | |||
::Provides 2 population | |||
====Underholds==== | |||
UnderHolds are special fortresses built into entire caverns, or seemingly cut from the rock itself. UnderHolds can contain entire caverns within them, the larger ones several. | |||
UnderHold | Minor UnderHold | ||
:: | ::25 points | ||
::Provides | ::Provides 5 Population | ||
::Produces 100 wealth | ::Produces 100 wealth | ||
::Holds one cavern | |||
UnderHold | UnderHold | ||
: | :A typical Underhold, | ||
::50 points | ::50 points | ||
::Provides 10 Population | ::Provides 10 Population | ||
::Produces 500 Wealth | ::Produces 500 Wealth | ||
::Production sites for all non-beast units. | ::Production sites for all non-beast units. | ||
::Holds 2 Caverns | |||
::1 free link | |||
Exalted UnderHold | Exalted UnderHold | ||
:Huge sprawling or towering centres of civilization, such a Underhold | :Huge sprawling or towering centres of civilization, such a Underhold has several expansive chambers. | ||
:: | ::125 Points | ||
::Provides | ::Provides 20 Population | ||
::Produces X Wealth | ::Produces X Wealth | ||
::-1 Population Support for Zone | ::-1 Population Support for Zone | ||
::Production sites for all non-beast units. | ::Production sites for all non-beast units. | ||
::Holds 4 Caverns | |||
::2 free links | |||
====Links==== | |||
Tunnel | |||
:A natural link between caverns, dangerous and full of native life. | |||
::1 points | |||
Under Road | |||
:Lit with sunstone, Under Roads are walled and paved roads that provide relatively safe passage between caverns, nearly all Underholds are linked together by a Under Road. | |||
::5 Points | |||
Under Canal | |||
::5 Points | |||
Under Rail | |||
:Few understand the mechanisms behind these automatic wagons that travel on metal tracks, but pull a lever and they will travel between stations, belching steam. | |||
::15 Points | |||
Revision as of 11:44, 11 January 2015
UnderRealm is set in the UnderRealm, deep beneath the earth. After fleeing an environmental catastrophe, many races after building cities and warrens ever deeper underground, discovered entrances into a deep otherwordly realm of caverns, tunnels and ancient fortresses, long abandoned. Seemingly finding refuge, they settled eagerly into these fortresses, exploiting the protection they offered in this dangerous and mysterious new world.
You the player, are one of these 'UnderHolds', a city in a world still mostly unexplored, connected only by the relative safety of various 'under roads', which connect the fortresses together. Gaining in confidence, many advocate exploration of roads leading into the unknown, some leading deeper into the earth, where the delvers, who claim to of built the Underholds, warn dark creatures lie in wait.
Inspirations: Final Fantasy, Dragon Age, D&D, Arcana: Iron and Magic (Shrike's SD upon which the ruleset is based)
Setting
The Underrealm is a series of caverns, often hundreds of meters in diameter, some even greater, linked together by natural caverns, tunnels and the under roads. It is not a dark place, the bacteria which feed on thermal vents found throughout the underealm are luminscent, forming thick biofilms in many caverns and tunnels. Be it night or day, many caverns are awash with vibrant light.
The origin of the Underholds is unknown, a race native (so they claim) to the Underrealm insist they constructed them in ages past, before the deep ones befall them and forced them to abandon many (leaving many strangely intact, with no signs of battle).
General Overview
Geography
General Geography
Consult this for a general overview of the world.
National Placement Map
Consult this when choosing nation placement. One Province/Domain is one Hex.
Races
Humans
You're human. Shut up.
Humans are pretty varied. If you have bunny ears, cat ears, elven ears, your just another human.
Vitare
Mitare
Djinnae
The physical features of a Djinnae are unknown to most, due to their cultural dress. Every member wears some form of full-body cloak or robe, along with gloved hands and a mask or hood of some kind. Their clothes are often decorated with multiple knick-knacks and are sewn together with seemingly-random fabrics. They’re shorter than most people, and their limbs seem longer than normal for humans. Beneath their robes, they resemble human-sized monkeys, covered in brown hair, but with human faces and hands, and no tail.
Djinnae are keen-minded and have a love for technology and exploration. Many are scavengers or merchants, finding deposits of crystals or lost treasures and selling them in UnderHolds. They also work as craftsmen, producing various goods for sale to others. They’re quite communal, and many richer ones have the company of the Marione, their own creations. They’re particularly fond of crystals, and many great alchemists or magicians are Djinnae.
Marione
Created by the Djinnae as servants, these beings look like fleshy marionettes, complete with segmented joints and near-featureless faces. Their mouths are barely slits in their face, and they seem to have no eyes (though they see fine, as their ocular organs can see through the skin around their face). Designed as labourers and bodyguards, these beings are extremely quick and dexterous, capable of great precision. They also learn quickly, picking up tasks by rote.
Marione are not entirely sentient when first created, most quickly develop sentience. Upon discovering this, Djinnae treat them as servants and employees rather than slaves, paying them for their work. Many are used as crafters and haulers, or to guard their masters; most have remained as such. They are loyal and straightforward, but very quick to learn and adapt. The Djinnae have given the Marione the process used to create them, allowing them to ‘birth’ new members of the species.
Ferran
Ferrans are most known for their unique diet – in addition to human food, these humans can feed on certain metals. This is not a natural evolution, but rather a byproduct of prolonged exposure to certain ores found in the deeper UnderRealm. A Ferran who comes into contact with iron, copper, or gold finds the metal bonding to his skin, slowly absorbed into his flesh like ice melting. This process is involuntary, painful, and extremely intoxicating, making it every difficult to stop when it has begun. It can also be addicting; Ferrans have a semi-deserved reputation amongst colonists as thieves and bandits.
Ferrans resemble dark-skinned humans. However, the marks of their diet are present in blotches and protrusions of metal in their bodies, skin transformed into a strange, living alloy. The texture and colouration depends on the absorbed metal, and is a mixture of hybrid tissue and actual metal. Ferrans do not age unless utterly deprived of metal from birth; if killed, soft tissue quickly rots and hybrid flesh coalesces into true metal, leaving their skeleton and growths behind. Many Ferrans also have traces of sunstone in them; rare members develop natural Crystalium cores in the center of their torsos, granting them innate (and untrained) magical power. Many develop strange transformations resembling natural magitech, granting them strange and useful abilities. Ferran’s need for other food and water is much less than most humans, and is eventually eliminated altogether.
Ferrans originate from the deeper, smaller UnderHolds. They tend to eschew company of other humans, mistrusting them and causing conflicts due to their hunger for metal and tempting appeal to greedy men.
UnderRealm is set in the UnderRealm, deep beneath the earth. After fleeing an environmental catastrophe, many races after building cities and warrens ever deeper underground, discovered entrances into a deep otherwordly realm of caverns, tunnels and ancient fortresses, long abandoned. Seemingly finding refuge, they settled eagerly into these fortresses, exploiting the protection they offered in this dangerous and mysterious new world.
You the player, are one of these 'UnderHolds', a city in a world still mostly unexplored, connected only by the relative safety of various 'under roads', which connect the fortresses together. Gaining in confidence, many advocate exploration of roads leading into the unknown, some leading deeper into the earth, where the delvers, who claim to of built the Underholds, warn dark creatures lie in wait.
Inspirations: Final Fantasy, Dragon Age, D&D, Arcana: Iron and Magic (Shrike's SD upon which the ruleset is based)
Setting
The Underrealm is a series of caverns, often hundreds of meters in diameter, some even greater, linked together by natural caverns, tunnels and the under roads. It is not a dark place, the bacteria which feed on thermal vents found throughout the underealm are luminscent, forming thick biofilms in many caverns and tunnels. Be it night or day, many caverns are awash with vibrant light.
The origin of the Underholds is unknown, a race native (so they claim) to the Underrealm insist they constructed them in ages past, before the deep ones befall them and forced them to abandon many (leaving many strangely intact, with no signs of battle).
General Overview
Geography
General Geography
Consult this for a general overview of the world.
National Placement Map
Consult this when choosing nation placement. One Province/Domain is one Hex.
Races
Humans
You're human. Shut up.
Humans are pretty varied. If you have bunny ears, cat ears, elven ears, your just another human.
Vitare
Mitare
Djinnae
The physical features of a Djinnae are unknown to most, due to their cultural dress. Every member wears some form of full-body cloak or robe, along with gloved hands and a mask or hood of some kind. Their clothes are often decorated with multiple knick-knacks and are sewn together with seemingly-random fabrics. They’re shorter than most people, and their limbs seem longer than normal for humans. Beneath their robes, they resemble human-sized monkeys, covered in brown hair, but with human faces and hands, and no tail.
Djinnae are keen-minded and have a love for technology and exploration. Many are scavengers or merchants, finding deposits of crystals or lost treasures and selling them in UnderHolds. They also work as craftsmen, producing various goods for sale to others. They’re quite communal, and many richer ones have the company of the Marione, their own creations. They’re particularly fond of crystals, and many great alchemists or magicians are Djinnae.
Marione
Created by the Djinnae as servants, these beings look like fleshy marionettes, complete with segmented joints and near-featureless faces. Their mouths are barely slits in their face, and they seem to have no eyes (though they see fine, as their ocular organs can see through the skin around their face). Designed as labourers and bodyguards, these beings are extremely quick and dexterous, capable of great precision. They also learn quickly, picking up tasks by rote.
Marione are not entirely sentient when first created, most quickly develop sentience. Upon discovering this, Djinnae treat them as servants and employees rather than slaves, paying them for their work. Many are used as crafters and haulers, or to guard their masters; most have remained as such. They are loyal and straightforward, but very quick to learn and adapt. The Djinnae have given the Marione the process used to create them, allowing them to ‘birth’ new members of the species.
Ferran
Ferrans are most known for their unique diet – in addition to human food, these humans can feed on certain metals. This is not a natural evolution, but rather a byproduct of prolonged exposure to certain ores found in the deeper UnderRealm. A Ferran who comes into contact with iron, copper, or gold finds the metal bonding to his skin, slowly absorbed into his flesh like ice melting. This process is involuntary, painful, and extremely intoxicating, making it every difficult to stop when it has begun. It can also be addicting; Ferrans have a semi-deserved reputation amongst colonists as thieves and bandits.
Ferrans resemble dark-skinned humans. However, the marks of their diet are present in blotches and protrusions of metal in their bodies, skin transformed into a strange, living alloy. The texture and colouration depends on the absorbed metal, and is a mixture of hybrid tissue and actual metal. Ferrans do not age unless utterly deprived of metal from birth; if killed, soft tissue quickly rots and hybrid flesh coalesces into true metal, leaving their skeleton and growths behind. Many Ferrans also have traces of sunstone in them; rare members develop natural Crystalium cores in the center of their torsos, granting them innate (and untrained) magical power. Many develop strange transformations resembling natural magitech, granting them strange and useful abilities. Ferran’s need for other food and water is much less than most humans, and is eventually eliminated altogether.
Ferrans originate from the deeper, smaller UnderHolds. They tend to eschew company of other humans, mistrusting them and causing conflicts due to their hunger for metal and tempting appeal to greedy men.
Making a Nation
Nations are created using X nation points.
A nation can only have as much population as it has support for. Population provides X wealth.
Caverns
Caverns are areas of similar geography, in which sites are housed. They are also affected by cavern & site modifiers which customise regions and sites. If a cavern is left empty of sites, it is considered half cost, preferably spent on another empty cavern.
Wild Caverns
- Scouted, but untamed, Wild Caverns are dangerous to enter.
- 5 points
- 2 Beasts Points
Cultivated Cavern
- Civilization has spread to this cavern, cultivating the resources on offer, hope you like bacterial goop stew mixed with sugar fronds.
- 10 points
- Supports 5 Population,
- provides 50 wealth
Sunstone Cavern
- Here ancient varities of surface crops can grow, such as coffee and tea.
- 10 points
- Supports 10 Population
Flooded Cavern
- Devoid of land, flood caverns are plentiful in natural resources, such as fish and provide considerable benefits
- 15 Points
- Supports 10 Population
- Provides 25 Wealth
Mushroom Forest Cavern
- Either a number of connected caverns, or single cavern that is covered in large mushrooms
- 10 points
- Provides 50 wealth
- 2 Beasts Points
Fungal Jungle Cavern
- Either a number of connected caverns, or single cavern that is entirely swamped by fungal growths that tower like large trees and brimming with peculiar life.
- 10 points
- Provides 25 wealth
- 2 Beasts Points
Rocky Cavern
- Devoid of life, these rocky cavern is probably full of poisoness metals thrust.
- 5 points
- 25 Wealth
Wastes
- Devoid of life, this cavern is a barren wasteland full of gases venting through cracks but not in sufficient quantities to trouble a traveller.
- 1 point
Poisoness Wastes
- Devoid of life, this cavern is a barren wasteland full of poisoness gases venting through cracks that choke the air.
- 5 point
- Defensible
Underhold Cavern
- While some Underholds are but thimble in a much larger cavern, many underholds entirely occupy a cavern that was clearly carved out of the very rock to house it.
- 5 points
- Defensible,
Sites
Sites are areas of civilized activity, either constructions or areas of habitation. They are placed in Caverns.
Fortifications
- Fortifications are outposts, small castles and walls that defend the tunnels into a cavern. They are useful for delaying the enemy while you respond to attacks.
- 10 points
- Must be seized and captured before the associated Cavern can be conquered.
Siege Defences
- Much more substantial than Fortifications, these include large scale siege weaponry systems, which can devastate attacking armies within range.
- 35 Points
- Must be seized and captured before the associated Cavern can be conquered.
Town
- Desperate people sometimes build their own towns in caverns, berfit of the protection offered by a Underhold.
- 10 points
- Provides 2 population
Underholds
UnderHolds are special fortresses built into entire caverns, or seemingly cut from the rock itself. UnderHolds can contain entire caverns within them, the larger ones several.
Minor UnderHold
- 25 points
- Provides 5 Population
- Produces 100 wealth
- Holds one cavern
UnderHold
- A typical Underhold,
- 50 points
- Provides 10 Population
- Produces 500 Wealth
- Production sites for all non-beast units.
- Holds 2 Caverns
- 1 free link
Exalted UnderHold
- Huge sprawling or towering centres of civilization, such a Underhold has several expansive chambers.
- 125 Points
- Provides 20 Population
- Produces X Wealth
- -1 Population Support for Zone
- Production sites for all non-beast units.
- Holds 4 Caverns
- 2 free links
Links
Tunnel
- A natural link between caverns, dangerous and full of native life.
- 1 points
Under Road
- Lit with sunstone, Under Roads are walled and paved roads that provide relatively safe passage between caverns, nearly all Underholds are linked together by a Under Road.
- 5 Points
Under Canal
- 5 Points
Under Rail
- Few understand the mechanisms behind these automatic wagons that travel on metal tracks, but pull a lever and they will travel between stations, belching steam.
- 15 Points