UnderRealm

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UnderRealm is set in the UnderRealm, deep beneath the earth. After fleeing an environmental catastrophe, many races found 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


UR Powers

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.


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.


Moogles

Standing at about thee feet tall (without ears), Moogles are furry, rabbit-like humanoids with long ears and tiny vestigial bat-wings. Their fur ranges from white to dark grey, with rare members having colorations such as red. Despite their stubby limbs, they can be quite nimble.

Curious and perpetually wide-eyed, many travel if they can, take up in other nations. They are nearly universally loved by most civilized races, and many nations sport Moogle populations.


Chocobos

These chicken-like birds wander the Kefkan plains in great herds, feeding on grass and other plants. Large enough to carry two riders comfortably, these intelligent animals are often used as mounts by sentient races. Most are flightless, though a few varieties are capable of sustained flight. Chocobos are strong and nimble, and can carry heavy loads with surprising stamina. They can be easily trained for domestic or war-time uses.


Making a Nation

Nations are created using 750 nation points.

A nation can only have as much population as it has support for. Population provides 20 wealth.


Regions

Regions are areas of similar geography, in which sites are housed. They are also affected by regional & Site modifiers which customise regions and sites. If a region is left empty of sites, it is considered half cost, preferably spent on another empty region.

Wild Countryside

Untouched land, a national park or just yet to be developed wilderness.
5 points
2 Beasts Points

Countryside

A mix of land uses exist in countryside, from parkland, farms and forests
10 points
Supports 5 Population,
provides 50 wealth

Developed Countryside

Developed countryside is almost entirely unnatural and covered in mechanized farmland.
10 points
Supports 10 Population

Marine

Devoid of land, marine environments are plentiful in natural resources, such as fish and provide considerable benefits
15 Points
Supports 12 Population
provides 25 Wealth

Woodland

Large expanses of trees, ranging from temperature forests to tropical jungles
10 points
Provides 50 wealth
2 Beasts Points

Mountain

Even in the modern age, the world's mountains are harsh, tall and difficult to navigate, though full of mining opportunities.
5 points
25 Wealth

Wastes

Deserts, tundra, swamps, ice fields
1 point

Sites

Sites are areas of human activity, either constructions or areas of habitation. They are placed in Regions.

Fortifications

Fortifications take the place of tank ditches, bunkers, mines and other fortified positions. They are useful for delaying the enemy while you respond to attacks.
10 points
Must be seized and captured before the associated Zone can be conquered.

Siege Defences

Much more substantial than Fortifications, these include large scale weapon systems, which can offensively devastate attacking armies within range.
35 Points
Must be seized and captured before the associated Zone can be conquered.

Military Base

Large fortified staging areas, barracks, vehicle pools and command centres.
25 points
Requires 1 Population, 10 Wealth
Must be seized and captured/Destroyed before the associated Zone can be conquered.
Maintains 50 wealth/month of units free of charge, so long as they remain in the Zone.

Military Aeroport

Large fortified staging areas, Docking Towers, landing strips, Repair yards and command centres.
15 Points
Requires: 10 Wealth
Provides Military Airships
Provides 250,000CP of transport
Handles Aircraft up to 50 Deckage and airships up to 200

Aeroport Extension

5 Points or 100 Wealth
Doubles Deckage Capacity

Military Naval Port

Large fortified staging areas, Docks, hardened berths, submarine pens, repair dry docks and command centres
15 Points
Requires: 10 Wealth
Provides Military Naval Ships
Provides 250,000CP of transport

Maglev Hub

Provides Facilities for transporting Military units on civilian or military maglev networks.
10 Points
Requires: 25 Wealth
Provides 500,000CP of Transport

Town

5 points
Provides 2 Population
Produces 100 wealth

Metropolis

Much larger than Towns, Metropoli are centers of finance and industry.
50 points
Provides 10 Population
Produces 500 Wealth
Production sites for all Mechanized units.

Mega-Metropolis

Huge sprawling or towering centres of humanity, Mega-Metropolis are bustling centres of international importance and power.
150 Points
Provides 25 Population
Produces 1500 Wealth
-1 Population Support for Zone
Production sites for all Mechanized units.

Arcology

Large self contained cities, easily defended, self-sustaining regardless of zone, even Materia Blight Fields.
100 Points
Provides 10 Population
Produces 750 Wealth
Requires no Population Support
Production sites for all Mechanized units.

Hydroponic Tower

Large skyscraper sized greenhouses which provide food regardless of outside conditions.
10 Points
Supports 10 Population
Requires 150 Wealth

Habitation

apartment blocks, suburbs, etc.
5 points
Provides 10 population

Biological Weapons Facility

This is where animals(or people) are exposed to crystalium and mutated into weapons of war. Usually expansive sites with tight security
10 points
Requires 50 Wealth, -1 Population to Zone.
Provides 10 Beast Points Or 10 Genetic Points

Mineral Extraction Facility

Deep pit mines, or open excavation, such sites extract natural resources from the Earth
10 Points
Provides 275 Wealth

Science Station

Science Stations are used to study the crystals and the effect they have on various geology and physics. They may provide insight into the nature of the Crystalium.
10 Points
May Provide Clues or special devices for heroes

Region & Site Modifiers

Crystalium

This denotes your primary source of Materia, usually it would of been dug up and placed in a specialist reactor to provide a continual supply.

Black Crystalium
50 points
Each Crystal provides 425 Materia, 15% more Materia Production
Red Crystalium
50 points
Each Crystal provides 425 Materia, Halves Technomagical Units materia Requirements
Blue Crystalium
50 points
Each Crystal provides 425 Materia, 15% More Wealth Production
Green Crystalium
50 points
Each Crystal provides 425 Materia, Halves Beast and Genetic Engineering Requirements, provides 5 Beast Points Or Genetic Points

Military

Military