Difference between revisions of "Highfall"

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{| style="border-spacing: 2px; width: 300px" class="infobox FCK__ShowTableBorders" align="right"
 
{| style="border-spacing: 2px; width: 300px" class="infobox FCK__ShowTableBorders" align="right"
 
|-
 
|-
! style="background: #1E90FF" colspan="2" | Highfall  
+
! style="background: #1E90FF" colspan="2" | The Technocracy of Highfall  
 
|-
 
|-
 
! style="background: green" colspan="2" | Politics and Religion
 
! style="background: green" colspan="2" | Politics and Religion
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|-
 
|-
 
! style="text-align: left;" | Government:
 
! style="text-align: left;" | Government:
| Theocratic Stratocracy
+
| Technocracy
 
|-
 
|-
! style="text-align: left;" | Leader:
+
! style="text-align: left;" | Rulers:
| Tyrant-Brother Settasea
+
| The Council
 
|}
 
|}
 
|-
 
|-
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|-
 
|-
 
! style="text-align: left;" | Population:
 
! style="text-align: left;" | Population:
| Netherborne
+
| Uruk
 
|-
 
|-
 
! style="text-align: left;" | Languages:  
 
! style="text-align: left;" | Languages:  
| Netherborne, Netherborne Creole  
+
| Uruk, Uruk Creole, Alfar
 
|-
 
|-
 
! style="text-align: left;" | Food Production:
 
! style="text-align: left;" | Food Production:
| 13/12
+
| 15/15
 
|-
 
|-
 
! style="text-align: left;" | Tax Revenue:
 
! style="text-align: left;" | Tax Revenue:
| 1750 Gold
+
| 3700 Gold
 
|-
 
|-
 
! style="text-align: left;" | Mana Output:
 
! style="text-align: left;" | Mana Output:
| 2425 Mana
+
| 1125 Mana
 
|-
 
|-
 
! style="text-align: left;" | Books Output:  
 
! style="text-align: left;" | Books Output:  
| 60 Books
+
| 90 Books
 
|-
 
|-
! style="text-align: left;" | Beast Output:  
+
! style="text-align: left;" | Adamantium Output:  
| 150 Beasts
+
| 750 Adamantium
 +
|-
 +
! style="text-align: left;" | Levistone:
 +
| 20 Levistones
 
|-
 
|-
 
! style="text-align: left;" | Goblinpower:  
 
! style="text-align: left;" | Goblinpower:  
| 13 Common Draft
+
| 33 Common Draft
 
|-
 
|-
 
! style="text-align: left;" |
 
! style="text-align: left;" |
| 1 Noble Draft
+
| 3 Noble Draft
 
|-
 
|-
  
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|}
 
|}
  
Far below the warmth of the surface, countless beasts and hordes of foul creatures contest for survival in the twilight of the under dark. Sometimes the beasts win and keep the hordes in check. Other times the Ruk-Tai and their prodigious numbers triumph. The Ruk-Tai have not just obtained victory in Highfall. They have bent the beasts to their will, and in their lust for power, turned them against the the surface's barbarians. A vicious, bloody cycle thus emerged in wind-swept Thule; the denizens of the under dark spilling forth every decade to ravage the land until the hardy surface dwellers managed to repulse them.
+
PC Player: FluidKarma
 +
 
 +
The Protectorate of Hobstaat's war against the necromancers was a short one. Their armies and citizens had braced themselves for a noble defense against the necromancer-lords. They expected running battles, apocalyptic clashes, epic last stands, and a heroic end. Instead horrors burst from the ground. When the massacre was over, Hobstaat was no more. Hobstaat's conquerors placed a government like their own in its place: the Technocracy. They were the best and brightest amongst the surviving Uruk and they set out to make a paradise in their own image. The lengths to which they are willing to go, however, has even the necromancer-lords questioning whether they would be better off with one less Uruk puppet state around...
  
The balance, however, was tipped towards the Ruk-Tai's favor with every excursion. Not every Ruk-Tai met their end at the hands of the barbarians. Instead some ventured forth to fully explore their new world. Many perished in the harsh environment but the decades saw many more thrive. They entered competition with the surface dwellers, and for the most part, were exterminated where ever they were found. This diversion though meant that less and less barbarians were around to meet the inevitable horde that always came for the surface. They slowly began to take hold of the surrounding areas and push the barbarians back at a slow but steady rate.
+
==History==
 +
Highfall began as the Protectorate of Hobstaat, a modest colony carved out by an Alfar expedition. It was composed of a modest number of all of the empire's various races: Uruk, Midgar, Alfar, and a number of others. The problems that the colony faced though slowly weeded out the less capable. The weaker members of the expedition died out in alarming numbers from barbarian raids, lack of food, and the bitter cold. By the time the colony was self-sustaining, the coalition was chiefly composed of hardy Uruk and a smattering of Alfar. For a time things worked out well. The Alfar kept in contact with the empire while their Uruk thrived. But then the emperor died.
  
The emissaries of the Alfar put an end to this.  
+
Hobstaat turned in on itself like most of the empire. The Alfar lords had grudges against their fellows that their Uruk were more than willing to take up. A bloody civil war followed in which the original underhold and towns that they had formed were reduced to ruins along with their accompanying wizard towers. When the dust finally settled there was only one Alfar family left standing. They were quick to consolidate their hold over their foe's Uruk by placing their own loyal Uruk in charge of them. This too work out well. Quickly the hardy Uruk re-organized themselves and Hobstaat's economy once again began to boom. It prospered like never before; cities and cultivated fields rising at an unheard of rate. The barbarians around them were pushed aside with little mercy and Hobstaat's name began to spread.
  
The Empire never managed to truly conquer the northern territory, but it did manage to form alliances were it could. The barbarians were thus reinforced with small detachments of civilized soldiers and modern weaponry that put short work to the underground threat. They easily massacred the bewildered Ruk-Tai before pushing them back into the isolated depths. Surface dwellers once again dominated the frozen surface of Thule. The depths though were a far different story. In their haste the Alfar-Barbarian forces pushed their savage enemies into a number of places that were simply too difficult to dislodge them from such as treacherous underdarks and unexplored wilds. There the Ruk-Tai fiercely defended themselves by constructing a series of fortifications that the Alfar-Barbarians lacked the manpower and will to remove. Instead the allied Midgar turned to the construction of their own fortifications on the fertile, terraced hill domains.
+
Unfortunately the name came to fall on necromancer ears.
  
A balance seemed to have been finally reached.
+
The Alfar of Hobstaat had grown prideful. They thought that Thule was safe from the necromancers. They thought that their Uruk had the power to throw them back. So when word came that they were coming, the leapt into action without any consideration of a loss. The necromancer's easily swept Hobstaat's armies aside by turning the lands themselves against them. It's unknown what exactly happened in those final hours, but when it was over, the ruling family and Hobstaat were no more. Some say that the Uruk around the ruling family had long ago chosen to think for themselves, and when the opportunity presented itself, butchered them for years of bondage. Others swear that the first council simply handed them over to the necromancers to ensure the survival of the nation. What ever the case, the technocracy grew quickly to fill the void. The transition was a largely bloodless experience. The bulk of those who were loyal to the ruling family, after all, had met their end fighting horrors in the hills. Those that had not met their end soon enough.  
  
Then the Emperor was killed.
+
Within a season, Highfall was ready to serve the necromancers. It exported hordes of berserker infantry across their empire to fight wherever they were needed while simultaneously consolidating its grip over its citizens. When the war started to turn against the necromancers, Highfall refused to allow a harsh reality stop them. The "Great War" had become too intwined with their society. Without it they feared that dissent would take hold and the order that they had fought so hard for would erode. So they lied. Those who didn't accept the lie were silenced and more and more regulation over the citizens was introduced until finally their power was virtually absolute. When they were pushed off Lemuria, they turned their brainwashed soldiers against their neighbors in Thule. The "Great War" was thus able to continue for them non-stop and it currently shows no sign of stopping.  
  
The alliance between the barbarians and the Alfar quickly faltered. They tried to do their best to fill the gaps with a number of stopgap measures: the employment of mercenaries, the forced re-settling of people, and even the enslavement of captured Ruk-Tai. The construction schedule was still not met, and before long, a wholly different breed of Ruk-Tai managed to capture the fortifications one by one. These Ruk-Tai employed asymmetric tactics completely different from before which quickly bled the hapless garrisons into oblivion. These new Ruk-Tai were reinforced by their captured brethren who brought a wealth of obtained information, and before long, once again dominated the area.  
+
==Government==
 +
The Technocracy of Highfall is a tightly-knit federation where all political power rests with the capable. Only those with extraordinary vision and talent are allowed political power; everyone else is restricted to what ever role would best "fit" the nation's vast needs. Naturally there is a high focus on efficiency and production as opposed to the petty needs of the individual. That is not to say though that the individual suffers in Highfall. On the contrary they are taken care of quite well and made specifically to be as comfortable as possible (as long as they meet their quotas).  
  
When the necromancers came to Thule, they found an area unlike any they had seen before. The Ruk-Tai had assimilated a number of practices of the Alfar and barbarians, and as a result, were maintaining towns and keeps. The more powerful Ruk-Tai kept Midgar, Uruk, Devgar, and even Alfar as slaves to be mocked and ridiculed while simultaneously mining them for any and all knowledge that could be useful. As a result a nobility had emerged from the sophisticated guerrillas of the past. It embraced the surface dweller's customs and excesses while simultaneously playing up their own superiority. As a result they took to calling their lands "Highfall" in direct mockery of the Alfar's use of the term "highborne".  
+
Order is maintained chiefly by the nobility. They are the fortunate few with the resources to obtain the education needed to become managers over their fellow common Uruk. Typically one noble is responsible for managing one solitary facet of Highfall's society as it pertains to a great number of Uruk. This can range from ensuring that they receive adequate rations to making sure that they are keeping up their happiness quotas. After proving themselves capable the managers are selected by their peers to become executives for their individual area. The executives oversee the grand picture for their area and report on the efforts of the managers to senior executives. These senior executives in turn ensure that all their executives are following the programs that they lay out and that their reports are being delivered to the council.  
  
Naturally they came into conflict with the necromancers and naturally were nearly pushed to the brink of annihilation in short order. The spoiled aristocracy of that age were in no shape to fight the monstrous magics of the seasoned sorcerers. They surrendered when possible, and when that wasn't possible, perished while begging for their lives. The common Ruk-Tai were cut down in droves but ultimately Highfall remained relatively intact as a vassal state of the necro-lords. The liberal aristocracy died off and more conservative Ruk-Tai took their place. They implemented a number of reforms that saw the construction of great stockades for beasts in most of their territory like during the days of old while also making as many concession to their oppressors as possible.  
+
The council is the highest power in Highfall. The most exceptional senior executives from each of the states are promoted to this position for as long as they remain competent. It observes all facets of the technocracy, and when it sees anomalies, quickly acts to bring the offenders back on track. This can range from simple "re-orderings" where managers are "re-educated" to ensure that their quotas are better met to mass "re-assignments" when one of the states shows itself to be not acting out of the best interest of its fellows.
  
 
==Geography==
 
==Geography==
 
[[Domains of Highfall]]
 
[[Domains of Highfall]]
 +
 +
*Cursed Mountain x 1
 +
*Countryside x 3
 +
*Cursed Hills x 3
 +
*Cursed Wasteland x 2
 +
*Underdark Lightfield x 3
  
 
==Military==
 
==Military==
 
[[Military of Highfall]]
 
[[Military of Highfall]]
 +
 +
*Uruk Knight x 30
 +
*Uruk Arbalist x 0
 +
*Uruk Headsplitter x 0
 +
*Uruk Blaster x 0
 +
*Uruk Berserker x 0
 +
*Uruk Falconet x 0

Latest revision as of 00:05, 12 October 2009

The Technocracy of Highfall
Politics and Religion
Capital: Highfall
Religion: Soreism
Government: Technocracy
Rulers: The Council
Population and Economy
Population: Uruk
Languages: Uruk, Uruk Creole, Alfar
Food Production: 15/15
Tax Revenue: 3700 Gold
Mana Output: 1125 Mana
Books Output: 90 Books
Adamantium Output: 750 Adamantium
Levistone: 20 Levistones
Goblinpower: 33 Common Draft
3 Noble Draft

PC Player: FluidKarma

The Protectorate of Hobstaat's war against the necromancers was a short one. Their armies and citizens had braced themselves for a noble defense against the necromancer-lords. They expected running battles, apocalyptic clashes, epic last stands, and a heroic end. Instead horrors burst from the ground. When the massacre was over, Hobstaat was no more. Hobstaat's conquerors placed a government like their own in its place: the Technocracy. They were the best and brightest amongst the surviving Uruk and they set out to make a paradise in their own image. The lengths to which they are willing to go, however, has even the necromancer-lords questioning whether they would be better off with one less Uruk puppet state around...

History

Highfall began as the Protectorate of Hobstaat, a modest colony carved out by an Alfar expedition. It was composed of a modest number of all of the empire's various races: Uruk, Midgar, Alfar, and a number of others. The problems that the colony faced though slowly weeded out the less capable. The weaker members of the expedition died out in alarming numbers from barbarian raids, lack of food, and the bitter cold. By the time the colony was self-sustaining, the coalition was chiefly composed of hardy Uruk and a smattering of Alfar. For a time things worked out well. The Alfar kept in contact with the empire while their Uruk thrived. But then the emperor died.

Hobstaat turned in on itself like most of the empire. The Alfar lords had grudges against their fellows that their Uruk were more than willing to take up. A bloody civil war followed in which the original underhold and towns that they had formed were reduced to ruins along with their accompanying wizard towers. When the dust finally settled there was only one Alfar family left standing. They were quick to consolidate their hold over their foe's Uruk by placing their own loyal Uruk in charge of them. This too work out well. Quickly the hardy Uruk re-organized themselves and Hobstaat's economy once again began to boom. It prospered like never before; cities and cultivated fields rising at an unheard of rate. The barbarians around them were pushed aside with little mercy and Hobstaat's name began to spread.

Unfortunately the name came to fall on necromancer ears.

The Alfar of Hobstaat had grown prideful. They thought that Thule was safe from the necromancers. They thought that their Uruk had the power to throw them back. So when word came that they were coming, the leapt into action without any consideration of a loss. The necromancer's easily swept Hobstaat's armies aside by turning the lands themselves against them. It's unknown what exactly happened in those final hours, but when it was over, the ruling family and Hobstaat were no more. Some say that the Uruk around the ruling family had long ago chosen to think for themselves, and when the opportunity presented itself, butchered them for years of bondage. Others swear that the first council simply handed them over to the necromancers to ensure the survival of the nation. What ever the case, the technocracy grew quickly to fill the void. The transition was a largely bloodless experience. The bulk of those who were loyal to the ruling family, after all, had met their end fighting horrors in the hills. Those that had not met their end soon enough.

Within a season, Highfall was ready to serve the necromancers. It exported hordes of berserker infantry across their empire to fight wherever they were needed while simultaneously consolidating its grip over its citizens. When the war started to turn against the necromancers, Highfall refused to allow a harsh reality stop them. The "Great War" had become too intwined with their society. Without it they feared that dissent would take hold and the order that they had fought so hard for would erode. So they lied. Those who didn't accept the lie were silenced and more and more regulation over the citizens was introduced until finally their power was virtually absolute. When they were pushed off Lemuria, they turned their brainwashed soldiers against their neighbors in Thule. The "Great War" was thus able to continue for them non-stop and it currently shows no sign of stopping.

Government

The Technocracy of Highfall is a tightly-knit federation where all political power rests with the capable. Only those with extraordinary vision and talent are allowed political power; everyone else is restricted to what ever role would best "fit" the nation's vast needs. Naturally there is a high focus on efficiency and production as opposed to the petty needs of the individual. That is not to say though that the individual suffers in Highfall. On the contrary they are taken care of quite well and made specifically to be as comfortable as possible (as long as they meet their quotas).

Order is maintained chiefly by the nobility. They are the fortunate few with the resources to obtain the education needed to become managers over their fellow common Uruk. Typically one noble is responsible for managing one solitary facet of Highfall's society as it pertains to a great number of Uruk. This can range from ensuring that they receive adequate rations to making sure that they are keeping up their happiness quotas. After proving themselves capable the managers are selected by their peers to become executives for their individual area. The executives oversee the grand picture for their area and report on the efforts of the managers to senior executives. These senior executives in turn ensure that all their executives are following the programs that they lay out and that their reports are being delivered to the council.

The council is the highest power in Highfall. The most exceptional senior executives from each of the states are promoted to this position for as long as they remain competent. It observes all facets of the technocracy, and when it sees anomalies, quickly acts to bring the offenders back on track. This can range from simple "re-orderings" where managers are "re-educated" to ensure that their quotas are better met to mass "re-assignments" when one of the states shows itself to be not acting out of the best interest of its fellows.

Geography

Domains of Highfall

  • Cursed Mountain x 1
  • Countryside x 3
  • Cursed Hills x 3
  • Cursed Wasteland x 2
  • Underdark Lightfield x 3

Military

Military of Highfall

  • Uruk Knight x 30
  • Uruk Arbalist x 0
  • Uruk Headsplitter x 0
  • Uruk Blaster x 0
  • Uruk Berserker x 0
  • Uruk Falconet x 0