Sanctum

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The Travel Disk

The Travel Disk is a lens-like device of glass, copper wire and other exotic components. It's internal structure resembles that of a warp gadget or quantum FTL engine. Scarlet repaired her copy by using techniques developed from Quasar's warp powers.

The gold rim of the disk is inscribed with words (operating instructions) written in Aresian. To operate, the disk must be placed in a carefully reflected beam of sunlight, which powers it and creates a large disk linking it to the appropriate travel disk on Aresia its self.

After the Hammersmith experiment, several travellers were transported to Aresia without use of the travel disk, apparently by natural Z ray related phenomena. It appears Aresian scientists investigation of this phenomena led to their creation of the Travel Disk.

Aresia Overview

Aresia is a hot, dry world who's environmental conditions are steadily degrading. It's atmosphere is thinning, and water is becoming more and more scarce. Various efforts by the natives have arrested this decline to some degree, but it still the planet seems eventually to be doomed. Still, it is not without hope or beauty. Areas of green plants remain around aquifers and cities, the canal system still allows the preservation of some surface water, and great sky ships still ply the sky.

Politically, Aresia is split into numerous different city states rather than any major nations. These cities are usually set up around a water and food source, and are often very isolated from one another. Warfare is still a feature of Aresian life however as battles over resources, trade routes and water are fairly common. Air piracy and raids by bands of marauders are also a common feature of Aresian military life.

What fauna does remain tends towards the exotic, with dinosaur like creatures, giant birds and strange underground dwelling creatures like giant worms or giant moles.

People of Aresia

There are numerous different peoples on Aresia, usually designated by their colours. Most look outwardly human, but some less so. They do however have several things in common. The foremost being that unless killed by accident or violence, they cease aging when they reach maturity and will never die of old age. Strangely, they also lay eggs, despite having navels and being otherwise human like and mammalian (including suckling their young). Disease has also been all but eliminated due to Aresian medical technology, which is extremely advanced compared to their other methods, capable, for instance of reattaching lost limbs, and conferring their agelessness onto humans.

The people of Aresia also tend to share a strong concern about matters of honour, and a dislike for wearing too much unnecessary clothing due to the planets heat and various traditions. They are also on average somewhat weaker than humans due to Aresia's lighter gravity.

A description of the various peoples of Aresia follows.

Red Aresians

The dominant species of Aresia, Red Aresians are almost identical to humans in terms of external looks, except their skin is red, and their hair tends to be black. the Red Aresians were apparently created when the planets environmental collapse became clear to the Yellow and Green Aresians, and they created them via interbreeding and genetic experiments.

In the present era, the Red Aresians control most city states, which they link together into a lose imperial structure linked by kinship and oaths of allegiance. Various joint projects including pirate hunting and joint scientific endeavours to slow or halt the planet's downfall keep this structure intact, but in practice, most city states go their own way.

Grey Aresians

Apparently an offshoot of the same genetic experiment that created Red Aresians, Grey Aresians are completely non-human in terms of looks, though still humanoid. They have large pointed ears and four arms rather than two. Grey Aresians are extremely adapt at surviving in dry conditions, and many of them live deep in the deserts where other Aresians fear to follow.

From these desert strongholds, often ancient cities or ruins, they raid more civilized parts for water, technology and resources. Grey culture tends to be quite violent, though not quite as violent as is commonly supposed by other Aresian races. In general Greys see themselves as put upon, discriminated against and subject to various crimes for which they intend to make the other races pay. Grey technology is not as advanced as the rest of Aresia, but they tend to be highly skilled at domesticating the strange beasts of their dry realm.

Green Aresians

Green Aresians are one of the original three species of Aresia, and are now increasingly rare. Once making their home within the planets vast forests, Green Aresians now live only in a few heavily protected valleys. They are known to be extremely wise, and possess powerful psionics, but can also be extremely cruel, especially to slaves and captives. "As risky as a Green's Wisdom" is a common phrase among red Aresians.

Yellow Aresians

Inhabiting small enclaves along the poles, Yellow Aresians are perhaps Aresia's most technological advanced civilization. Though they had steadily shrunk in numbers since the drying up of Aresia's oceans, the Yellow's launched a bid for world conquest some one hundred and fifty years ago, which was stopped only at great cost and with help from a hero from a foreign land who it was thought had departed Aresia forever.

Since their loss, the Yellows have retreated back to the poles to husband their remaining resources.

Technology of Aresia

Technology on Aresia is to a native of present day earth or Eden rather contradictory. While the Aresians deploy large anti-gravity vessels up to the size of world war two battleships, ray guns and have medical technology capable of reattaching limbs and curing all disease, they seem to lack computers, communication devices more advanced than radios, traditional aircraft, and numerous other devices seen in the modern day.

It is possible however that this is because much Aresian technology has been lost over the years in the flight from cities which became too dry, or highland areas where the air became too thin to allow habitation.

Most Aresian warfare is conducted with ray beams: blasts of hot green energy which can melt metal and shatter stone, or with swords or halberds. There is no equivalent of the machine gun in general use, and charges to melee range are still regarded as a viable tactic. Most units fight from skyships, being dropped from them and provided with covering fire by their heavy weapons. Troops wear protective armour to defend against both ray beams and melee strikes.

Apart from weapons, medical and skyship technology the most impressive Aresian achievement are atmospheric plants, great devices built into deep wells extending into the ground which steadily renew the atmosphere around them.

History of Aresia

Aeons ago, Aresia's oceans dried and its atmosphere slowly began to decay. Since then the world has been as it is now, slowly dying, with only the plans of its people arresting its slow decline into waterlessness and oblivion.

Dramatis Personae

Yellow Aresians

Empress Cyclippe I: Former military leader of the Yellow Aresians. After capturing two foreigners with fantastic powers, was attacked by the paranoid empress and was encouraged to lead a revolution against her rule. Thanks to his two Angels – one a being of crystal who crushed entire forces on her own, the other a shapeshifter of unparraleled charm. A wise and resolute leader, blessed by the divines.

Ryona: Former Queen of the Yellow Aresians, a paranoid woman who feared her own commander. Was taken down by the wronged soldier and her two divine assistants, and executed. In truth, however, she persists on, rejuvinated to youth and wiped to remember her life as a simple servant, her features permanently altered to disguise herself.

Vizier Anjo: Advisor to the Empress, Anjo deals with espionage and political matters in Yellow Aresia. Under the former Queen, he was little more than a palace Stewart, but was elevated by Cyclippe due to his efforts in restoring order after the occupation. Assisted in restoring He is somewhat wary of the two divines, unsure of their motivations in installing Cyclippe, and in their strange, living technology.

Admiral Jagi: The new head of the military, Jagi is a taciturn, rational woman dedicated to her job. Appointed to the airship fleet by Empress Cyclippe, she pushes ahead to strengthen the Yellow Aresian fleet. She also has expressed a desire to colonize beyond the poles, attempting to retake Red lands with new technology.

General Byron: The infantry commander for the Yellow Aresian Empire, Byron is a passionate man who was heavily inspired by the rebellion. Driven to guard the borders of his land, he has instigated many projects to increase the miliatary, including aiding the construction of several facilities for the divines, designed to grant their alien technology to the Aresian cause. An avid enthusiast of new technology and xenology, he travels frequently, hoping someday to walk in the Red Aresian kingdoms.

Red Aresians

King Sormun the Careful: Ruler of the small city-state of Sormunia, this despot is known for his careful consideration and dislike of rapid expansion. His nation is largely stable, with steady food and a slowly growing population. However, conflict with neighboring city state has pressured him to mobilize military forces, in order to protect his lands.

Yaria: A dashing adventurer, Yaria is know for exploring the dead reaches of the planet, hoping to find remnants of lost civilizations. With her personal airship and loyal crew, she yearns to explore the horizon, and has occasionally angered the Yellow Fleet, but has always escaped. She wants someday to follow Queen Scarlet and the Divines of the Yellow Aresians to their world, and witness its strange wonders.

Dorsin: General of King Sormun's armies, Dorsin has seen little combat in his life. He is worried about the coming wars, and doubts his own ability to fight. He has kept these doubts secret, from his men and his king – he hopes only that he will be valiant if he fails.

John Ironwood: Original Diary Fragment 1

July 12th 1923
I've decided to keep a diary of my travels in this strange place, so as to have a record of my adventurers if I should ever manage to return home. I'm not sure how I got here, I was deep in the woods when this happened, but here I am now.

I was out hunting, deep in the Illinois Wilderness when I observed a strange like, and after that fell into some kind of a dream. It was a strangely relaxing sleep, but when I awoke from it I was elsewhere. Or rather, I was here, in the Temple of Apolnia (or so the priests told me.) This, they tell me, is Aresia, I think it might be mars. The natives skin is certainly red enough.

I don't have too long to write this, because soon an airship is due to take me to a nearby city, Loem, where I'm to be presented to the King.

Fragment 2

August 1st 1923
I seem to be a magnate for trouble. First the air pirate raid, now a coup in Loem. Currently I'm locked in the dungeons, writing this to try to work out the problem of how to get out and rescue Princess Lorenai. The thought of what those bastards might be doing to her boils my blood.

I think I've fallen in love, but there's no time to think about that now. I don't think the Aresians quite get how strong I am. I'm going to call over a guard over and see if I can't wrestle him, sword or not. It's not the smartest plan but it will be quick as hell.

Oh well, here goes nothing.

Fragment 3

August 9th 1924 (5th Day of the Siege)

I'm writing this just before we go over the top in case anything happens to me. I fought in the great war, so I know how bad it can get when you go over, but this is more important than any squabble between European imperialists, this is about freedom. Either we win here or the False Emperor will take over the whole of Aresia, and then god alone knows what he'll do.

For me though it's more personal, he's got Lorenia, and I have to get her back.

Fragment 3

September 1st 1924
It's been a long road, but now here I am, the false emperor is dead and Lorenai is at my side. I don't know if I'll ever be able to bear to leave this place, even with the travel disks they're building now, but if I do, I'll have a hell of a story to tell... if anyone ever believes me.

In a few years I might travel home. In a few years.

Case File 43-22-81 (2049)

Operational Order DJB772
Grey Bravo Six. At 0:400 Zulu, Grey Bravo Call sign will be lifted to the area of Point Soap. You will immediately move to set up a defence in depth along Phase Line Price and prepare for the appearance of aberrant forces.

Detailed intelligence follows. Enemy units consist of elements of the New Model Army, a former 'Elite' Team operated by the Forth Weapons Group. Intelligence suggests they will shortly launch a strike against London, though their exact objective is unclear. We do however have their landing zone.

The New Model army includes both Aberrants and subaberrants, equipped with advanced 'Titanium Angel 8' series battlesuits. You will be issued additional heavy weapons including the new Gungnir ATGMs to deal with this threat.

Investigation Report AB717JXTVN911
Subject: New Model Army
Priority: Crimson

While the British Army ambush of the New Model army appears to have been extremely successful, it also appears there was at least two survivors. The pair headed into London after ditching their battle suits and entered the house of Sir Alfred Franks, a noted former explorer.

Despite Frank's advanced age he appears to have been able to kill one of the two aberrants with some kind of energy weapon (evidence AB717-21) before the second overcame him and killed him with a single blow which caved in his skull (autopsy report AB717-K).

It is unknown where the remaining aberrant went however, as it was not in the house, and none of the local security cameras detected it outside. It is possible that the aberrant remains at large within London.

Hope-Sacrifice-Unity

To: NDB@MOD.gov.uk
From: JohnIronwood@Trinity.net
No Subject

Nick. I know where that aberrant went, and we need to put a team together and stop them. I'll need at least 20 of your best. SAS or SBS, no posers or anyone who can't take strangeness. Once you've got them, give me a time and a place and I'll explain everything.

It's been a long time since I felt this nostalgic.

John

Sanctum Statistics

Sanctum
Stats
Size 3: Large Citadel
Inhabitants 7: Red Aresians
Defences 4: stout walls and doors, traps, ray cannons
Accessibility 3: a remountable control console


Red Aresians Template (possible)

Enhancement 4 (48 XP)

Environmental Adaptation (Desert) (6)
Physical Structure Enhancement: Stamina X2 (8)
Physical Structure Enhancement: Strength (4)
Energy Shunts (6)
Blood Hyperoxygenation (2)
Enhanced Antibodies (2)
Filter Lungs/Liver (2)
Regenerator (4)
Long Lived (Ageless) (4) 38
Broadened Diet (2)
Redundant Organs X2 (4)
Rangefinder (4)