User:FBH
Expanse Game skeleton
Solar Federation Mobile Suit Recognition Guide
FBH Trinity: Test Type 0
Writing Practice
Ke1ko
- A:Significant +1 all stats
- B:Lineage: Classic +1 All Stats
- C: Plate Worlder: +1 fighting in mega structures
- D: Creche-born: +1 Rea, +1 Per, +2 Kno, +2 Cha
- E: Rin +2 Kno, +2 Psy, -1 Cha
- F: Advanced Learning +1 Rea, +1 Kno, +1 Cha
- G: Military Pilot: +2 Rea, +1 Bod, +1 Psych, +2 Cha
- H: Master Duelist: This is a Defining Event. +2 to all stats
Aresia (Barsoom)
- Sanctum
- Stats TBD
Aresia
Aresia is inhabited by several different humanoid species. It can be theorized that they were introduced from earth at some point in the distant past, thus explaining their biological similarities to humans. Most of Aresia is desert, and is slowly running out of water, with only small enclaves of plant life and oasis where life continues. Much water is kept in canals, which are carefully crafted and preserved for the use of sapient inhabitants.
There are up to seven. Different subspecies of Aresians on various parts of the planet, each with a colour, Red, Green, Yellow, Blue, White, Grey and Black, but the most common types are Red, Green and Grey. All Aresians are female, reproducing either in certain ancient temples where two lovers may both become pregnant or by pathogenesis.
Red Aresians are the most common type, a highly cultured group who build vast cities and maintain much of the planets Canal system. Now however their empire is in retreat in several parts of the planet in the face of imperial competition from various other races and smaller states, as well as the defection of several provisional governors and city states. Red Aresians look human but have redish skin and black, blond or red hair.
Green Aresians are tall and green skinned. Their major nation, ruled by a queen controls the area around the Travellers Crag. Green Aresians are the most dynamic kingdom of the Aresians, and the most combatative, with ritual duels to first blood settling many forms of dispute, even over policy. It was the Green Aresians who first awoke the gateway to Earth, and travelled to it in search of water and other precious things. Their raids set off the chain of events which eventually led to the transporter ending up in the Aeon Society vaults.
Grey Aresians are massive four armed beings up to twelve feet tall. Their bodies store water better than any other race, and they are extremely good at surviving in the deep deserts of Aresia. The Grey Aresians are raiders and nomads, often sky pirates, raiding other cultures for water and other resources.
The Aresians have relatively high technology in a number of respects, with guns that fire explosive bullets and large ray cannons. Melee weapons are also common for fighting in doors or to backup when ammo is scarce. Large airships ply the sky of Aresia, lifted on special engines constructed of a naturally occurring mineral lifnite, which makes airships less subject to gravity. Lifnite is thought to be a product of the ancient civilization of the Black and White Martians. Medicine is also advanced, with organ and even limb transplants, and a general freedom from disease.
Travellers Crag
The ancient red stone fortress of Travellers Crag was built in order to protect the entry point from earth during the Green Aresian's attempts to gain needed natural resources from Earth. Afterwards it was used by several 1920s adventuresses as a secure base of operations for adventurers both on Aresia and as a base beyond. Since the shutdown of the link in 1938 by the death of its owner Travellers Crag has been mostly abandoned, and still retains many dusty mementos of those who once owned it.
Travellers Crag is the actual physical fortress which will serve as the sanctum.
[b]The Holy Saparian Church [/b]
The primary faith of many of the human and even a few non-human nations is Saparianism, the creed created by the prophetess Saparian and her disciples over a thousand years ago. Since then the church has developed from a small cult into a spiritual juggernaut that has converted the great Lerinian Empire to its beliefs, and from there spread to many other places. From its seat in the great city of Lerin the church now reaches out to embrace the faithful across the world.
Saparian believes that there are two divinities, a Sun and Moon goddess. Humans, while creations of the light of the two celestial mothers are flawed and distant reflections of the glory of the goddess, and if not saved are doomed to live out an eternity of lives, unable to ever gain the bliss of the afterlife.
Humans may be saved by either walking the path of the Sun (humility, charity, patience, temperance and prayer) or by the path of the Moon (compassion, virtuous achievement, the building of lasting works). Eventually, through living perfected lives a person's soul will ascend and finally gain heaven.
Due to its practice of providing holy magic for donations, the large gifts made to it by many of those who walk the path of the Sun and works conducted for the church by those following the paths of the Moon, the church has become staggeringly rich and impressively powerful. This in turn has allowed it to increase its temporal power, buying lands and equipping the Four Knightly orders which make up its main fighting force against heathens and apostates.
The Church's priesthood and knighthood are both female only as Saparian only had female disciples. Male participation in the church is somewhat more limited, but spiritual men are often served by large monasteries, mostly aligned to the sun, and through the involvement of various important lay people in the worship of the moon.
Currently the Holy Church seeks to reunite the two factions of the Lerinian Empire, and their churches under its banner.
[b]The Four Orders[/b] With the collapse of the Lerinian Empire and the resulting disorder and conflict, the Church has found it necessary to create its own army to protect holy sites and holy relics and to destroy apostates, and heathen forces who would oppose the work of the goddesses.
OOB
[b]The Solar Order[/b] Aligned with worshipping the Sun goddess, the Solar Order wear gold washed armour. They are primarily concerned with maintaining shrines, hospitals and churches against attack, and are often seen hunting bandits and outlaws.
[b]The Lunar Order[/b] The Lunar Order are aligned with worshipping the moon. They wear silver armour. Primarily responsible for expanding the church into new areas, and ensuring that missionaries are left unmolested by heathens and the like.
[b]The Sidereal Order[/b] The Sidereal Order worships both goddess's equally. They wear blue armour and surcoats. The Sidereal Order's task is to guard important church figures, and act as rather a "central army." For the church.
[b]The Order of St. Elizabeth[/b] The youngest of the orders, the Order of St. Elizabeth wear green armour. They are named after St. Elizabeth the Martyr, a valiant hedge knight who died in the Northern, fighting against an army of Heathens to safe guard a convoy of missionaries. For her efforts she was Sainted, and a new knightly order created around her.
[b]Magic[/b] Unlike some religions, the Church has no problem with Wizardly magic, and many of its priestesses, being people of great learning also practice sorcery. However they stress that Wizardly magic is merely a tool, and that spiritual enlightenment can come only from contact with the Divine.
The Church has vast access to this divine magic, with even a simple village priest being able to heal the sick and injured and cause crops to grow faster and in higher density.
This healing is one reason for the church's massive popularity, as church magic has defeated plagues and famines. Areas with organized support of the holy church tend to be more prosperous, and longer life spans to peasants and nobles alike.
Schuman
Genre: Progressive colonial experiment made good
History Paths
A1) Late National (+ Population)
A2) Dominant Baseline (+ Population)
A3) Garden World
A8) Xenomorphs (+ Military)
B1) Crisis Situation! (Raptors and Cavemen!) (+ Stockpiles)
B2) Get Help from Earth (+ logistics)
C1) Crisis Situation! (Raptors and Climate Change!)
C2) Innovate Madly (+ CIP)
D1) Catapulted (+Wealth)
D4) Trade Hub (+ wealth, + PIP)
E1) The EU Includes Us (- theta,)
I1) To Go Boldly (+ tech + military, + CIP, - wealth)
I2) Regulated Economic Market (+ CIP, ++ PIP, + Morale, - Wealth (Regulation))
I3)The Silent Service (+ stealth technology, + CIP, + dust, + ship technology)
++++ CIP
++ Population
+++ PIP
+ Stockpiles
+ Logistics
++ Wealth
+ Military
+tech
+stealth tech
+Dust
+ship technology
+military
+Naval Doctrine
++ Naval Technology
++ Warships
-Theta
PL's suggestions: Garden World makes better propaganda. Gundam Counterattack and Centre for Research better evoke its position as the 'New Europe' that dynamically creates new ideas and developments for the great European project.