[url=http://www.roleplayerguild.com/topics/137480-the-broken-world-nations-of-azoth/ooc#post-3780063][b]OOC is up[/b][/url]! [center][i]...the desert is the country of madness...it is the refuge of the devil, thrown out to wander in dry places. Thirst drives man mad, and the devil himself is mad with a kind of thirst for his own lost excellence- lost because he has immured himself in it and closed out everything else. So the man who wanders into the desert...must take care that he does not go mad and become the servant of the one who dwells there in a sterile paradise of emptiness and rage.[/i] MERTON, Thoughts in Solitude [img]http://img04.deviantart.net/6ae4/i/2014/144/4/f/boneyard_valley_by_lionsketch-d6ppjxd.jpg[/img][/center] [center] [i]I will show you fear in a handful of dust. [/i] ELIOT, The Wasteland [img]http://i1186.photobucket.com/albums/z374/LyntonLevengood/Sketch%20Dumps/Ashlands_01_zpsc8c56314.jpg[/img][/center] [center][i]To Carthage then I came, where there sang all around me in my ears a cauldron of unholy loves.[/i] AUGUSTINE, Confessions [img]https://msolneyauthor.files.wordpress.com/2014/12/1354924079-0600534-www-nevsepic-com-ua.jpg[/img] [b]Welcome to Azoth.[/b] [/center] Welcome to a world scarred by history, to a world broken by the wars of ancients known now only as the Old Ones. Who or what they were is mysterious even to the most learned, for they destroyed themselves in ages so distant only confused myths and legends remain. Some tell of a race of gods descended from the stars, others of kingdoms of devils that dwell still in the wastelands and in the many hells below the earth. Azoth is strewn with the ruins of these advanced and strange peoples, haunted by ghosts and demons, warped and mutated by magic; it is a wasteland-world covered in deserts, poisonous jungles, caustic seas, irradiated plains, and the endless ruins of forgotten nations. Millenia have passed since the fall of the Old Ones, and societies have risen and fallen in their wake, defying the harsh realities of life in the endless Azothi wastes. It is now the Year of the Setting Sun 8,014, as reckoned by the astrologers of the Dratha, and a new age is dawning. The mighty Salished Empire- for centuries the unrivaled superpower of the Rainlands- is teetering, its ruling Priest-Smiths desperate to regain their hold on power. The discovery and proliferation of gunpowder weaponry- arquebus, cannon, pistols- has challenged the might of Salished arms, swords forged of enchanted Soul Steel and wielded by spellswords of unrivaled skill. As client states and old foes begin to buck against the yoke of Salished dominance, a new power is rising across the Godsfang Mountains, a great horde of beastkin and barbarians, intent on the plunder and riches of the Rainlands. Yours is a nation that has lived in the shadow of the failing Salished. Perhaps a client state or vassal kingdom, perhaps an ancient foe much beaten but never broken by the great Empire, perhaps a neutral trading power that has long played a delicate diplomatic game. Whatever your nations' history, the future is uncertain as the hegemon begins to fail and new threats rise in the wastelands. [b][center]About This RP[/center][/b] -GMs are [@gorgenmast], [@Kingfisher], [@Pepperm1nts] and [@Flagg] -It is (grim)dark fantasy nation RP set in a harsh and unforgiving fantasy world living among the ruins of ancient, hyper advanced civilizations. Azoth is crawling with mutants and monsters. Resources are scarce. This is Lovecraft meets Tolkien meets...mad max? -I'd like this to be an exercise in collaborative world building. That means that we want [b]nations that feel like they inhabit a shared world[/b]. Players will collaborate heavily in designing their factions. -[b]It is low-medium fantasy: magic exists. It is powerful, dangerous, and rare. Rare.[/b] [hider=More on Magic, Races and Cosmology] A note on Magic: I am not a big fan on fixed magic rules or magic systems. I do want to stress that this is low(ish) fantasy. That means no armies of reanimated dead or golems, no legions of fireball casters, balrogs, etc. We're going to err on the side of how the LotR handled magic rather than say, D&D. Meaning, it is present and powerful, but mysterious and often indirect. This is what I call the Tolkien/GRR Martin approach to magic and religion. Magic is real, mysterious, and powerful, but for the most part takes place 'off-screen', and is for aesthetic purposes somewhat subdued or indirect. Likewise, the RP will take the GRR Martin approach to religion: there are as many religions as we can come up with here, but [i]we will leave it an open question as to whether any of them are true[/i]. [b]Conflicting mythos and cosmologies and visions of god(s) are encouraged.[/b] [/hider] -It is vaguely Renaissance tech. Cannons and arquebus are new military technology. There are a few exceptions to this. -It has archeo-tech from a lost, highly advanced civilization is wielded by many. -It has original fantasy races -Inspired by Tolkien, Warhammer fantasy and 40K, Lovecraft, China Mieville, Morrowind, Song of Ice and Fire, Mad Max Fury Road...looking forward to seeing what others bring to the table. - [u][b]Advanced[/b][/u] writing standards. [center][b]Setting Details and Nation Sheets Map[/b] [img]http://i.imgur.com/iwvlyOK.jpg[/img][/center] [center][b]Rare Resources[/b][/center] [u]Functioning Archeo-tech:[/u] found in the monster and demon haunted ruins of the Old Ones. Archeo-tech comes in a variety of forms due to the variety of ancient civilizations on Azoth. [u]Ichor:[/u] Some in the Scholams claim that our world has been cursed, impregnated by demons, and that Ichor is the seed of fallen gods and ancient monsters, seeping up from some vast, accursed womb. A black, viscous fluid with dangerous mutagenic properties in its unrefined state, Ichor is most frequently found among the ruins of the Old Ones and of course in the polluted waters of the Dread Sea. Refined Ichor in liquid and crystal form has an immense variety of uses, from powering archeo-tech to use as a key ingredient to many potions and spells. Some sorcerers despise the use of Ichor in magic as amateurish, but its effectiveness is undeniable. Warlocks among the beastkin are known to ingest raw Ichor, thus vastly increasing their power, though with often unpredictable results for themselves... [u]Unpolluted Fresh Water[/u] [u]Unspoiled Fertile Soil[/u] [center][b]Races of Azoth[/b][/center] [hider=Ancients, Gods, and Monsters] (can be used as leaders/heroes with GM approval) [b]Old Ones:[/b] Who or what these ancients were is mysterious, for they destroyed themselves in ages so distant there remain only confused myths and legends. Some tell of a race of gods descended from the stars, others of kingdoms of devils that dwell still in the wastelands and in the many hells below the earth. Azoth is strewn with the ruins of these advanced and strange peoples. [b]Red Gods:[/b] Azoth is a world filled with lurking spirits, mysterious intelligences, powerful beasts and haunted sites of power. Some of these- out of vanity or ambition or for other, more inscrutable motives- have set themselves up as gods. Many of these monsters and spirits are bloodthirsty, warlike, and feuding, often devouring each other when they become strong enough to do so. They grant their followers boons in exchange for blood sacrifices. The gods and demons making up the Red Pantheon are innumerable- it is not really known if they are all even one kind of thing...some are corporeal, others not- and most peoples and tribes who follow the pantheon worship one or a select few of the deities, though some worship the Pantheon as a whole, which they take to be symbolic of the fundamental nature of the cosmos- one of constant battle and unending appetite. Some of the red gods communicate and interact frequently with their devotees, while others remain aloof, answering prayers and rewarding sacrifices only occasionally and indirectly. Likewise, while some of the gods are tied to one specific holy site, others roam the world freely, manifesting themselves wheresoever they please. They are frequently sought out by the ambitious or the desperate, who seek to create pacts with them in exchange for material gain, victory on the battlefield, success in love, magical power, or other boons. Some of the more commonly known and worshiped red gods include: [list] Jadas, the Scorpion Mother, depicted frequently as half-scorpion, half woman and often taken as the patron of pirates and slavers. She is not associated with any holy site, and it is a subject of debate among scholars whether she exists or is merely the name given to a range of demonic activity. Some scholars think the being known as Jadas is a Ghul. The Gorelord, a powerful spirit often invoked by warriors. His holy site is known as the Blood Spring. It is a pilgrimage site for many beastkin. The Mountain Wisdoms are monstrous crones said to lurk high in the Godsfang Mountains, often sought out by those seeking hidden knowledge. [/list] [b]Ghul:[/b] Legendary monsters and sentient super-predators, some of the most powerful magic wielders across Azoth, it is said they devoured the Nyr'Kiin Queens and stole their power. Some consider ghuls to be myths, others think they are deities or Red Gods. It is rumored one dwells in the cavernous Dead Hive. they are said to resemble vast spiders, grubs, or centipedes according to various myths. [b]Tomb Lords:[/b] The remnants of beings that arrived on this world in millenia past. They are trapped deep beneath the surface in the fossilized remains of their voidships, desperate for any chance to escape their underground tombs. Those who enter the deep places in the world are liable to fall under their corrupting spell. [/hider] [hider=Playable Races] [b]Abhumans:[/b] humans and other sentient mutants. [u]Valoth:[/u] Mystics and carnies, the Valoth have become well-known for their swindling skill-set, and elaborate cons. Misstrusted by most, the Valoth skirt about the edges of other civilisation's settlements, working as performers or camp followers. They look mostley human in apperance, with flakey grey skin, pointed teeth, and hair like coarse straw. Like the Dratha, the Valoth trace their ancestory back to Othman Dratha, but whereas the Dratha see him as a trickster hero, the Valoth depict Othman as a freedom fighter, and someone who rebelled against the social constructs they so despise. [u]Dratha:[/u] An ethno-cultural subgroup of abhumans, the Dratha are a bloodline of sorcerers who engage in careful eugenics to ensure the purity of their race. Few in number, a Dratha is known by his or her pale skin and intricate, curling tattoos in ancient script. They have a natural affinity for magic, and are famous for their magical academies, their skill at enchanting and their legendary arrogance and disdain for custom and piety. They venerate the memory of their founder, Othman Dratha, who in popular lore is said to have used cunning and treachery to steal the secrets of magic from the god of the moon (some legends say he ate the moon-deity's heart). Few Dratha believe such superstitious nonsense, but tales of Othman's ruthlessness and ambition illustrate the guiding tenets of Drathan society. [u]Beastkin:[/u] Abhumans and mutants warped by prolonged exposure to unrefined Ichor, the Beastkin are everywhere the scourge of civilization and are almost universally despised. Violent tribes roam the vast, empty wastes, haunting especially the ruins of the Old Ones. They are frequently led by wizards, warlords, and the occasional red god. They come in an immense variety of shapes and sizes, most vaguely humanoid, and are occasionally used by other factions as slaves or mercenaries. Occasionally a warlord or sorcerer-priest will unite several tribes and pose a significant danger to more civilized peoples. [hider=Types of Beastkin] Beastmen: revolting fusions of beast and men, beastmen come in a thousand varieties. Trollkin: the result of breeding experiments by wizards looking for an easily mass produced, obedience soldier. Trollkin are strong, viscious humanoid mutants, with cunning minds geared only to violence. Shriekers: Deformed monsters who lurk in only the darkest of corners; shriekers suffer from a whole arsenal of mental illnesses, which only make them more lethal and upredictable. They are characterized by their Slinkers: Small, gremlin-like monsters, Slinkers have an obssesion with shiny objects, and value wealth over anything else. Slinkers are weak individually, but pose a real threat in large groups. Gobblers: Bloated abominations, the Gobbler is cursed with an unsaitable hunger; one which they will try to placate in any way. Gobblers will eat anything, living or dead, and don't discriminate when it comes to turning on their fellow Abhumans. Gobblers were mages in life, typically those who were known for their vanity and narcissism. As a result of this, many Gobblers were once Dratha, who have since been outcast by sophisticated society, and forced into the wild, like lepers. Some factions of beastkin have been known to use Gobbles as makeshift siege weapons, luring them in with promises of a feast, before unleashing them upon enemy lines and battlements. Grappler: Some of the most feared and hated of all Abhumans, Grapplers completely cross the line between sentience and animalism; effectively being more monster than man. Whilst vaugley human in apperance, Grappler's are covered in sickly lizard-like scales. They also have iron-hard talons, for which they were named. Locust: these voracious monsters are mutated Aboriginals and other insectoids that devour anything in their path. While they often are found mixed in among other beastkin, locusts in the mating season congregate in ravenous swarms of their own kind capable of depopulating entire countrysides. [more varients can be made by players] [/hider] [u] Aboriginals, the Nyr'kiin:[/u] sentient insectoids that come in a variety of phenotypes, the Aboriginals are among the oldest races of Azoth. Individually sentient, Aboriginals are psychologically scarred by the ancient memory of the unity of their species under the long lost Hive Mothers, destroyed eons ago but now worshipped as gods by many Aboriginals today. Aboriginals are widespread and common in most societies on Azoth, though many live in vast hives that are mere shadows of their former glory. Today, most members of the species can lay eggs and reproduce sexually or asexually, but scholars believe that in ancient times the Aboriginals reproduced like ants and bees through the Hive Mothers. They are extremely susceptible to collectivist politics and demagouges, which many scholars theorize is a result of the psychic trauma caused by the ancient deaths of their Queens. Aboriginals are hyper-sensitive to psychic phenomena and magic, able to detect its use from some distance away. They generally despise magic, since it is associated with their ancient foe, the super-predators known as the Ghul. Stronger than humans, they make excellent soldiers, workers and slaves. Aboriginal larvae are known to many as nyrworms, and take 1-3 years to reach maturity. They are considered a delicacy by Drathan wizards. [u]Sphinx:[/u] Golem-type automaton recovered from ancient ruins. Made from ancient archeotech. These were soldiers or guards of some lost civilization. The powerful and rich often hire archeologians to reset these beings and force them to serve as warriors or guardians. Most utilize crystallized ichor for fuel. [/hider] [center][b]Nation Sheet[/b][/center] [hider=Nation Sheet] [i]A note on factions: if a player goes inactive, a faction may revert to NPC status, to be controlled by the GM and other players until the original player returns.[/i] Faction Name: Alias: Government Type: Faction Specie(s): [see list of playable races above, or submit custom race to GMs for approval} Species Descriptions: Location: [Factions will generally be located south of the Godsfang Mountains, between the Ashlands and Cinder lands. Feel free to place your cities on the map and describe the geography/climate of your region] Faction Religion/Ideology: Faction Description: Faction History: Important Characters: Important Holdings/Territory/Possessions: Relation to other Factions: [/hider]