Shadows of Sarsonia

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The Brief Intro

Shadows of Sarsonia Long ago on a single blue world, Men and Gods lived together. However, a single world was not large enough for either and the Gods took their followers and scattered them across the Sidereal Seas and taught them to access the inner secrets of the universe, of magic and divine power. From these scattered origins Men spread out across skies colonizing new worlds and forming new Empires all under the auspices of their Gods.
But it turned out even in the Great Sidereal Seas there was not enough space for the Gods and Men to live in harmony. The Greatest of the Empires of Man, the oldest which still retained the Homeworld under the urging its pantheon moved forward and set out to bring the others to heel beneath the Glory that was Sarsonia, the First City the center of the universe where they're Gods dwelled. War broke out and in blink of eye worlds burned from mighty magics and the death-throes of the Gods themselves.
Now a century after the great war, Sarsonia lies broken, the Great Empires of Man lie broken across space, and the powers that survived or came from the war are now taking stock as a new threat arrives on their borders. For there was not only humans out in the Sidereal Skies and the newcomers have their own conflicts and see the ruined worlds of men a useful pawn in their age old games....

The Old Empires

The Tian-Ju Pact:   A alliance of states that was unified under Xen-Frei,
Sarsonia Empire: The Greatest Empire of Known Space, its God-Kings lead the war against the others the resulting war destroyed the heart of civilization
Rashappra Republics: The trading republics which tried to stay neutral
Obsidian Empire:  Reigning from the throne of the Feather Serpent, the the Txhuchili’s God-King still remains the only active survivor of the God’s War
The Concordance of Olymplus:  Alliance of the Polis, devastated when the Sarasonia 7th Charioteers detonated a hell-bomb on Iluis their capital.
The Hjalf Extents:  Freeholds that were only unified during the war
Bannerdom of High Rock:   The non-aligned movement, formed for collective self defense against the might of Sarsonia, named after the battle of High Rock in Sarsonia Prime, when the last of the original homeworld forces non-Sarsonia fell.

 

The New Powers

Neo-Sarsonia: Ruined and berefit of its Gods (imprisoned in the Underworld) the remnants of the Greatest Empire of Man still have mighty relics and knowledge
Median Imperium: Light Bringers on a crusade to destroy unjust gods and to bring Light to all corners of space.
The Elvish Governate of Kremshtaffel: Culturally imperialistic elves settling in the area.
The Iylsvaiel Fleet: Their rivals from the Dark Star region
The Weald Corsairs:  A stretch of stars that are home to the Corsairs, bandit kingdoms operating out of the last habitatal stretches of their ruined words
Ilksonon: A former tributary of the Tian-Ju, now surviving intact member and colonizing its formers masters and fellow vassals

Magic

Stats

Power, Normal person, Enlightened, Born in Magic/Awakened Magus/Elf Steeped in Magic/ Oracle Godking
Theory:  Shaman/Apprentice: Change Local simple effects, Witch/Initiate control local effects, Magus/Priest/Wizard affect complex events, Master, control complex effects, Arch Master Create wonders

Divisions

Major Branches

Energetics: The Art of Forming Energies, from power sources to lasers to fireballs
Anima:  The Art of Forming Life, from healing to cancer, to new lifeforms to restoring old ones
Forging: The Art of Forming Matter, creating weapons, creating new materials, destroying or weaking them.
Supernal:   The Art of Heavens:  Forming the portrals to tranverse the heavens, to see and affect spirits, to bind souls, to pierce the veil of reality

Minor Branches

Necromancy
Infernalism
Psionics
Prophecy
Ritualism; Art of appeaseing Gods and high spirits


Geography and Travel

Geography A star system can have multiple inhabited planets, space is pretty inhospitable, but is filled with primal energies from the suns (where Gods are belived to reside) which is easily transformed by a competent mage or rune to create breathable atompshere for the crew as long they near their ship or whatever.   However, to engage in the long distance Gate opening to another system they have to travel out to the outer edges of the system where the primal energies are weaker to allow for mortal magics of such might to be able to open safely However, beyond the Gate lines is the Outer Dark, where creatures of darkness away, who are burnt by the Suns and energies given off by planets but not by mortal hands.   Thus the safe course are often ones that take it to the nearest Jovians that are by the line.
Once the Gate is open, the ships transfer into the world of the Supernal, which is belived to be one of the levels of existence where souls and Gods come from, the longer they stay in, the longer they run the risk of becoming ethereal themselves, and there are horror stories of ships who were trapped in the Supernal unable to leave lest they dissiapite like a dream back in reality.   Thus ships jump from star to start in short bursts staying a week in reality to firm up their own existence before jumping again. On the planets themselves the Godswars touched everything, most planets are inhabited by survivors, a lucky city or sometimes nation that survived the worst of the strikes against their world, and the rest of the world is often home to small villages and tribes, monsters and of courses ruins. 

Resources

Lyrium:  is turned into two things
Runestones or script for enchaments and permant effects (and big projects)
Tass:  Used for large spells
Economic Support  Your economic support for your military
Labor/Industrial Pool: Your ablity to marshal your industires/slaves to actually build it in physical space

Nation Creation

Military Units