...nature has so created men that they are able to desire everything but are not able to attain everything... - Machiavelli
The world breaks everyone and afterward many are strong in the broken places. - Hemingway
Welcome to Avara.
It is the the Year of the Law 234, over two centuries after the Breaking of the Moon and the rise of the god Justinian, the New God, the Immanent Divine, Lawgiver to the Peoples, who is believed by many to have broken the power of the Old Gods, forever ending the subjection of men to the cruel and thoughtless stars.
Those who still cleave to the Old Ways, however, sneer that the Lawgiver is a mere up-jumped sorcerer with pretensions of divinity, and that the Old Gods and Astral Principalities continue to plot the fates of men with timeless and inscrutable wisdom.
It has been two centuries of religious and political upheaval, as kingdoms and empires have aligned themselves with divinities ancient and new. In the midst of Justinian's clash with the defenders of the Old Order, some have turned to the lesser spirits haunting the forgotten places of the world- the so-called Red Pantheon- for power and protection, while others have begun worshiping the earth-spirit itself.
Amid this strife and chaos, a power more ancient than the Old Gods and more terrible than the New has awoken. Twenty years ago the Somnus Imperium, the mightiest power in Avara- convulsed for two hundred years by intermittent civil war between the followers of Justinian and the devotees of the Old Gods- collapsed, suddenly.
Without warning, the Dream Plague erupted within the Imperial capital of High Sepulchrave, and within a decade the Imperium was tottering on its last legs, eaten from within. No earthly pox, the Plague proved beyond the power of Justinian or the magic of the Old Gods' followers. It devoured the minds of those it did not kill outright, turning man and beast mad. The landscape of the old Imperium is now a wilderness, filled with the burned shells of towns and the wreckage of cities. Those brave or foolish enough to enter the Plague Lands and return with their lives tell tales of strange vegetation and beasts, of plague survivors worshiping at obscene sites, and of violent hordes infected by the Dreaming.
The fall of the Somnus Imperium has left the world reeling, with an unofficial (and tenuous) truce holding between rival factions as the various kingdoms and empires attempt to deal with the huge influx of refugees from the Plague, control the spread of the disease within their own domains, and fend off increasingly frequent (and seemingly organized) attacks from those sick with the Dream.
WHAT IS THIS RP?
-It is (grim)dark fantasy. This is the Black Plague meets Lovecraft meets Tolkien. -It is a Nation-Roleplay. -I would like this to be an exercise in collaborative world building. -It is low-medium fantasy: magic exists. It is powerful, dangerous, and rare. Rare. -It has deities that interact with the physical world. -It has four very different major religions, which confer different benefits and deficiencies to professing nations -It has a force of darkness, despair and the apocalypse. Things will start off a bit like a plague/zombie apocalypse rp meets a fantasy nation rp, but things will get worse for the living from there. -It is vaguely Renaissance tech. Cannons and arquebus are new military technology. -Fantasy races are somewhat unique and limited. This is not high fantasy. I will consider custom races, but they must work with the setting. This will probably mean no civilized beast-people. -It is a story of cosmic horror, of enclosing lovecraftian doom. Expect death. -Credit for the map and setting idea goes to Serpentine88. This is a remake of his RP, with my own significant changes. But the inspiration is all from his original RP.
The Rules
1: GM is the law. 2: Usual rules (No metagaming, powergaming or godmodding as well as captain obvious forum rules) 3: Be cool like the Fonz. 4: Be excellent to each other. 5: No arguing with the GM after I have made a final decision (Note Rule 1). I am open to suggestions, discussion and critique, but please respect when I make a decision. 6: Joining this RP and being accepted means that you accept and acknowledge these rules (Particularly rules 1, 3 and 4). 7: Please, please work with other people when designing your nations. Let's design a really cool world together. Worldbuilding is often the most fun part of these RPs, so let's really get into it.
The Good Stuff
WIP
Beastkin: A scourge of civilized people since time immemorial. Beastkin is a catchall term for various races of mutants and abhumans bred in ancient times through sorcery and necromancy to serve as foot soldiers for warring wizards. They are almost universally brutal and wicked creatures, often possessed of significant cunning. They serve many polities as foot soldiers, slaves and mercenaries, and infest wild places. Violence is what they were made for, and it is their only real skill. Common sub-species are Ghuls, Trollkin, Gorekin, and Ratkin.
Humans: The humans of Avara come not only in a variety of cultures and ethnicities, but also have evolved various subspecies.
Example: Years of careful eugenic breeding has given the Drathan mage-aristocrats of the south a bluish skin tone and a natural affinity for magic.
Note: instead of having 'dwarves', 'elves', etc, let's try to imagine possible human evolutionary paths in a fantasy setting. So generations of humans living underground and eating fungus might not be dwarves- they might be significantly different from normal humans though...Recall that this is lowish fantasy, so let's not go too too over the top with human sub-species.
WIP
Religions
Justinian emerged onto the scene a mere two hundred years ago, but his religion is now the most dominant faith in the world. According to the official theology of the Clerisy, Justinian was originally a human hero frustrated at the arbitrary fates handed down to men from the indifferent heavens. Possessed of righteous zeal for Humanity, Justinian did battle with the tyrannous Old God Yuwan, Queen of the Moon. Through a combination of wits and might, he overcame the Crone-Goddess and broke her throne in a cosmic battle known as the Breaking of the Moon. His task completed, he descended back down to earth to lead Humanity in person and forge a new world order.
Whatever the truth of these stories, it is clear the Justinian's ascension to godhood is in some way tied to the Breaking of the Moon, since it was shortly after that event that he established his shrine-city of Sacrosanctum and the Justinian Cult.
His is a warlike and political religion, with strict codes of honor, justice and duty to Humanity. Veneration of ancestors and of great figures from Humanity's past is commonplace and encouraged by the Clerisy. Magic is generally despised by Justinians, who at any rate have little need of it, since they can count on the direct and frequent intervention of their deity and his powerful blessings. Justinians are equally hostile to followers of Yuwan and the Old Gods, are more ambivalent towards followers of the Red Pantheon, and are accepting of earth-worship as compatible with their teachings. Justinianism absolutely prohibits slavery.
Uniquely, Justinians are led in-person by their god. Justinian himself resides in his temple-palace in the massive holy city of Sacrosanctum off of the eastern coast, and occasionally comes forth to lead holy wars or settle disputes among his followers. Kings and Emperors loyal to the New God make frequent pilgrimages to him, to hear his divine counsel and receive his blessing, and the god's devoted Clerisy are omnipresent in Justinian nations.
Since the outbreak of the Dream Plague, Justinian has called for peace with the heathen powers, and ordered his followers to focus their attention on containing the plague. He is working with those under his sway to organize a Jihad into the Plague Lands, led personally by himself, to destroy the darkness that has taken root there.
Justinianism is suited to: holy warriors, militaristic nations, strong centralized governments, heroes.
OOC Note: I will be RPing as Justinian, who is a being of immense power and literally present on Avera. For those nations of the Justinian faith, he will function a bit like the Pope in medieval Europe.
The Old Ways, also known as Yuwanism, is the astrological/magical religion that predominated before the Breaking of the Moon. It is less a unified cult than a collection of folk religions and more sophisticated theologies, philosophies and magical practices surrounding dieties variously known as the Celestial Powers, the Fates, the Astral Hierarchy, or the Old Gods. Much ofOld Way practice revolves around dream interpretation and reading the stars for portents of the future and command over nature. The Old Ways are thoroughly non-moralistic, and Yuwanist societies can differ widely in their political arrangements. Among the Old Gods, the chief deity worshiped is the goddess Yuwan, Queen of the Moon. Justinians claim she is overthrown and her power broken, but devotees of the Old Ways claim she rules still from the Shattered Throne, divining the fate of all, even the upjumped Pretender God in Sacrosanctum.
Yuwan's holy city is Archeos, located in the far south. It is a city filled with temples to the Old Gods, as well as libraries, arcanums, orreries, and universities dedicated to philosophy and magic. The closest thing Yuwanists have to chief religious authority is the Circle of Augurs, a council of sixteen seers and astrologers. The Augurs have declared that the Old Gods wish for peace with Justinian and that the Dream Plague be eliminated.
Yuwanism is suited to: wizards, sages, philosophers. It is also the religion of ancient societies and cultures and is generally favored by aristocrats and reactionaries. Yuwanist societies will generally have an aristocracy comfortable with and often skilled in magical practice, as well as in discerning portents and signs.
Though the 'divinities' which make it up are ever changing, the so-called Red Pantheon has existed since time immemorial. Avara is a world filled with lurking spirits, mysterious intelligences, 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 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, 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 the adopted patrons of the Beastkin races. Additionally, 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.
The Red Pantheon is hostile to the Old Ways and especially to Dryadicism. Its deities despise the celestial and untouchable Old Gods, though the two faiths usually pay little attention to one another and individuals who honor both the Old Gods and the red gods are common. Their unnatural nature makes them determined foes of Dryadicists, however. Justinians, surprisingly, are often pragmatic in dealing with the Pantheon, and the New God has been known to tread lightly with the red gods on occasion, and persecute their followers on others. Several prominent Justinian generals, statesmen and clerics have private pacts with one or more of the red gods, and this is usually tolerated by the Justinian Cult. The red gods, likewise, are quite wary and often contemptuous of Justinian, but some are also quite keen to ally themselves with him and his devotees.
The deities most commonly worshiped include: the Scorpion Mother, the Gore Lord, the Mountain Wisdoms, and the Conqueror Worm.
The Red Pantheon is suited to: the ambitious, warlords, shamans, the desperate or vengeful, beastkin, beserkers and warriors, assassins.
OOC Note: alot of diversity is tolerated in the Red Pantheon. You can even create a demon/demigod that will lead your nation or be worshiped by it. I'll need to approve it, obviously. Feel free to expand on the god names given above and make them your own.
An ancient set of teachings and practices that traces its origins to the roving sage Ixus Zo, Dryadicism teaches conformity with nature through meditation and spiritual discipline. Zo's teachings centered on the existence of a unified world-soul, known as An, that penetrated and animated all being. Uniting one's mind with the oversoul and dissolving ones individuality into the sea of Being was spiritual goal of Zo's teachings and his disciples. Accomplished dryadicists can utilize their intuitive understanding of the structure of being to manipulate matter and nature, and are especially skilled at doing so in groups. The nature of their abilities is very different from the magic of the Old Gods and the red pantheon, amplifying and redirecting the contours of reality rather than breaking an imposing ones will on natural forces, as (so Dryadicist's claim) do the followers of the Old Ways and those of the red gods.
Individually, a Dryadicist master is usually much weaker than, for example, a skilled Yuwanist sorcerer, but dryadicists are able to amplify one another's power in ways unknown to other religious/magical schools.
In terms of worship, Dryadicists venerate Ixus Zo, the Great Sage, and a number of lesser teachers. Some worship deities whom they consider personifications of the world spirit, while others reject such anthropomorphic practices. Dryadicist religious orders and societies are often stratified, with those supposedly closer to full enlightenment belonging to the higher castes.
Various orders of Dryadicist mendicant monks are present throughout the whole world- except where they are banned by the state- and are renowned as healers and exorcists. Dryadicists reject magic and are hostile to the Old Ways and very hostile to the red gods, whom they consider the worst aberrations of the Oversoul, but are neutral towards Justinian.
Dryadicism is suited to: sages, druids, collectivist and caste societies, healers, contemplatives.
The Dream Plague
The Dream Plague began twenty years ago, and has left one of Avara's mightiest nations in ruins. Even now, as the plague spreads like wildfire beyond the borders of the Somnus Imperium, little is known about it. Catching the illness requires that you have come into contact with others with the disease, but not everyone in proximity to the plague becomes ill.
The plague begins with the Dreaming.
After falling asleep, some never wake, but lie gibbering and wimpering, trapped in the Dream.
The ones who are not trapped awake bleeding from their eyes, ichor dripping from their mouths, muttering about falling stars and strange moons and other, darker things. Many of the Afflicted are violent, either against others or themselves, carving strange sigils in their flesh, setting fire to whatever will burn, fashioning strange idols out of stone or wood.
Some die quickly. Some do not. Bands of the Afflicted roam the emptied cities and burned hamlets of the Somnus Imperium, hunting survivors and pursuing strange errands.
Wherever the plague goes there is chaos and death.
WIP
WIP
Maps
Geographic Map Key:
Dark Purple: Holy City Light Purple: Swamp/marshes/bog Tan: desert Light blue: tropical zone brownish grey: mountains grey: mountains (impassable) darker grey: volcanic ashlands/geothermically active area dark red: extremely volcanically/geothermically active area brown: foothills, rocky terrain, hill country light green: savanna/grasslands/prairie green: temperate zone. Arable land and deciduous forest dark green: alpine zone. High elevation. olive: steppe/tundra/subarctic white: arctic Black: Plaguelands (includes greyish fringe, which is lands dying from the Dream Plague)
White: Wilderness/wasteland/frontier/tribal lands (open for new players)
NPCs Light Blue: Jusitinian Patrimony
Nation Sheets
General Notes: Your nation is likely not doing too well. The world has seen two centuries of major religious wars. The Dream Plague is rampant, as are bizarre apocalyptic cults. Hordes of refugees are fleeing the former territories of the Somnus Imperium, spreading disease and famine. Old Imperial armies have gone rogue. A good NS will note the ways in which all of this has affected the nation.
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.
-Empire: 1: 80-100 blocks maximum without modifiers 2: 18 million people maximum without modifiers (10-15 average. 18 million = 1300's pre-black death France's population roughly) 3: 150,000 maximum soldiers without modifiers [250,000 if Justinian] 4: 100 practical magic users without modifiers [none if Justinian] 5: 260 warships maximum without modifiers (Requires water)
-Major Kingdom: 1: 60 blocks maximum without modifiers 2: 8 million people maximum without modifiers (3-5 average. 3 million = 1200's England's population) 3: 90,000 maximum soldiers without modifiers [120,000 if Justinian] 4: 50 practical magic users without modifiers [none if Justinian] 5: 120 warships maximum without modifiers (Requires water)
-Minor Kingdom: 1: 40 blocks maximum without modifiers 2: 2 million people maximum without modifiers 3: 50,000 maximum soldiers without modifiers [65,000 if Justinian] 4: 10 practical magic users without modifiers [none if Justinian] 5: 65 warships maximum without modifiers (Requires water)
-Principality: 1: 25 blocks maximum without modifiers 2: 500,000 people maximum without modifiers 3: 15,000 maximum soldiers without modifiers [25,000 if Justinian] 4: 5 practical magic users without modifiers [none if Justinian] 5: 20 warships maximum without modifiers (Requires water)
-Realm name: -Flag/Banner:
NATIONAL -Capital: -Government Type: -Currency: -Population: (See Guide For Info) -Realm Size: (See Guide For Info) -Unique Trait #1: (Created by the player, needs to be approved by me) -Unique Trait #2: (Created by me, mostly to reduce min-maxing) -Unique Flaw #1 (Created by the player, needs to be approved by me) -Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
GEOGRAPHICAL -World-Realm Map: (Fill in desired blocks on world map) - Geographical Trait: (created by me in consultation w/ you. Applies to nations adjacent to the Plague Lands.) - Geographical Flaw: (created by me. Only applies to nations not adjacent to the Plague Lands. Generally speaking to nations beyond the green geographical zone in the center.) - Internal-Realm Map: (A zoomed in map of your controlled blocks and major cities/castles/locations within it. PLEASE NOTE: My map key zones are more like 'general guidelines' than a straitjacket. There are many different types of 'temperate' or 'desert' landscapes, for example, so please build on the general outline I gave w/ specifics. Make your region your own.) -Major Cities: -Major Castles: -Buildings of Interest: -Geographic Features of Interest:
RACIAL -Majority Race: (This will be mostly human and human variants. I may allow custom non-human races, but I will want to approve them first) -Majority Race Appearance: -Majority Race Characteristics: -Minority Races: (If any)
RELIGION & MAGIC -State Religion: (If applicable. Either create your own local religion or take on a major religion. If creating your own, I will need to approve. It is my strong preference for people to use (versions) of the existing religions. There's plenty of customizability in each.) -Religious Information -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: (What forms of magic are common? Justinians will generally not have magic.)
MILITARY -Total Military Size -Military Details (Unit Types and distribution of numbers)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Constable Of The Army (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL -History: (please include the reaction of your nation to the outbreak of the Dream Plague) -List of Historical Grievances -Relations -Cultural Notes
I think my redo of Serp's map might work, and I'm reasonably satisfied with it, for the reasons I stated above. Serp had a real headache last game because his map allowed people to be so far away from the middle and one another.
I don't see any substantive complaints about the map besides "you jus done flipped serp's!"... which was 100% my intention. But I'm happy to listen to counter-proposals or consider maps drawn up by others. Still working on the OOC, sorry- been slightly busy the last few days.
Uhhhhh
Im sorry but.
PFFFT HAHAHHA
Thats awesome monty python sttuff,
1: "We need a new map bob."
2: "Well... I mean... *fiddles with map* What about that?"
1: "You just rotated the old one bob."
2: "Think of the money we'll save!"
Yep. Well there is a method to my madness here. I wanted to keep serp's easy to use and original map, but one of the problems with the old one was that so many nations were so far apart from the center and from each other. This way, most of the desirable, arable land is concentrated in the middle. I think this way preserves the advantages of serp's map while mitigating it's one big downside.
OOC up today hopefully.
As you can see, it's a rotated version of serp's map with new geographic zones.
Quick Color Key:
Tan- desert
Red- volcanically active area
Dark Grey- ashland
Grey- impassible mountain range
brownish grey- mountain range
brown- hill country
green- temperate
dark green- alpine forest
light green- savanna
light blue- tropical/jungle
violent- swampland
white- arctic
brownish green- steppe/subarctic
Will put up a key (the colors are slightly different in some cases than Serp88's) tonight, and try to get the OOC/Int Check up as well.
Ok all,
I've decided on using a slight variation on Serp's map. Please keep in mind that the changes will probably necessitate everyone picking new locations compared to last time, but we have a map! I will try to get an OOC/Int Check up today.
If someone would like to make a consolidated map of the world that would be swell. I can make one as well but I'm rather busy at the moment so it will take some time. Just don't bother including Faze anywhere for reasons that are self evident
I can give it a crack. I'll only add the nations that have been moved to the characters tab, to avoid me confusing myself.
If anyone else wants to do it, go ahead. MAP WAR I say.
@Flagg
So, lets iron out some framework.
- Chee and Dratha have had their fair share of war in the past, but these conflicts have mostly been isolated to the locales, and have been rather small affairs.
- Dratha numerical and technological superiority has driven the Chee northwards over the space of say, 500 years. This has left many ethnic Chee stuck in Dratha's northern territories. Rather than slaves, let's just say people of Chee descent face a bit of racism, and are treated by some as second class citizens? Enough to irk the Chee Nation, but not enough for it to want to war over.
- Sun Worshippers vs the Sons of Night; although there is a certain level of mutual respect for opposing Gods, which has so far prevented any full scale holy war.
That looks good to me, but I'm happy to compromise. To be honest, I can work with anything, so add/change what you want/need to :)
The only things I would add:
- slavery is definitely permitted in some parts of the Consanguinity, and some Chee are likely enslaved along with other non-Drathan peoples as well as some Drathans themselves (losers in local wars, etc). This state of affairs has been the status quo in Dratha for a long time, so while it may have caused wars in the past, it is unlikely to be a fresh outrage to the Chee. In other places there is likely a large Chee population- especially in the cities- where they face the sort of discrimination you mention. If you're totally against any Chee being enslaved, no problem.
- It would be cool for there to have been like a Chee Attila in distant ages, who conquered much of the Dratha and who is still sortve a boogeyman/national hero in the southern continent, depending on one's persuasion. Perhaps this was the full scale holy war you mentioned? Like have one semi-mythical great war between the peoples, perhaps with the Chee winning spectacular victories, and then the history since has been one of slow Drathan success in pushing them back north. I feel like that fits the character of both nations nicely.
Religious diffusion and the mutual coopting/borrowing of beliefs, cults and rituals by both groups have since cooled the religious animosity and generated a certain level of mutual respect and recognition, especially in contrast to new northern faiths, but religious tension is still around in a more muted way.
Work for you?
No problem.
I like that last idea very much. There'll be no end of bad blood between our peoples, and it'll add to the fun of trying to establish common ground before the North invades and murders us.
I like what you've done with the religious side of things. Man, our people are gonna hate each other from the get go.
Also, referring to "if the Dratha did push the Chee northwards, it likely would have been a slow process over many centuries.", this is what I meant. The Dratha are the more "civilised", with permanent settlements and I'm assuming an expanding population, correct? MY peoples by contrast are nomadic, travelling from one area to the next. Their population would be relatively small in comparison, (at the moment I'm predicting around 4 million, which includes children and the infirm.) Naturally, when it came to competition for resources, I imagine the Dratha would have had the upper hand. So over the centuries, the Chee would have gradually moved further north.
Yes. I imagine the Drathans will think of the Chee (somewhat correctly) as cultureless barbarians, and the Chee will think of the Drathans as cranky, conservative and closeminded bigots (correctly).
The Drathans are very very settled and sedentary peoples, but one thing to note is that they are more of a feudal confederation of clan-states than a unitary nation, and inter-clan war is a very common thing in the Consanguinity. I didnt give too much detail on the different clan fathers, but I should add those to the NS.
Anyway, all of that is to say there have probably been many times when internal chaos has allowed to the more mobile Chee the upper hand against the Drathans, and different clans/tribes may have formed complex configurations alliances over the years. Anyway, building up that history ICly should be a bunch of fun.
@Forest Bandit
Another idea I had was that there could be a significant ethnically Chee population in Dratha lands- perhaps enslaved?- and maybe one of the Chee Nation tribes might be an exiled Dratha clan.
Sorry for the double post.
Oh awesome, I'm not alone!
That's a green light for the collaborative history. The Chee Nation is young, but the tribes that form it are ancient, so there would have been a fair amount of interaction between the two peoples. I'm going to go ahead and say the Chee is an ethnicity, based mostly in the Odase region (my territory, basically). I think I'll go and make that clear in my sheet.
From what I've read, the Dratha are the more advanced, rooted and mightier of the two. Perhaps we could start off hostile, with the Chee having been pushed from the south slowly by Dratha, driving them into conflict with the northern territories. Then once civilised man starts abusing our lands and peoples, we can talk about uniting. Nothing says "fear me" like a multitude of semi-cannibalistic natives going on a War Path.
Great! Yeah, since both ethnicities and their cultures are ancient, I'm sure the Dratha and Chee have been intermittently at each other's throats for centuries- as well as trade partners and perhaps sometime allies. If the Dratha did push the Chee northwards, it likely would have been a slow process over many centuries. Likewise, I'm sure the Chee in their time have invaded Drathan lands and there's been plenty of wars fought between the two, and internecine wars in which the other set of tribes/clans have gotten involved.
Since the Chee are sun worshippers, I made the Drathan religion center around astrology, the moon and the stars, so I figure they could have some kind of old rivalry about the 'people of the sun' and the 'people of the moon' or the 'people of day' and the 'sons of the night' or w/e we come up with.
It's likely the current Drathan dictator/warlord would want to make peace/ally with the Chee, since he recognizes the increasing threat of foreign incursion. Of course, few others among the Dratha do, and the Chee probably dont, so there's plenty of room for early game warfare.
@Commodore Robot: My NS can use some continued tinkering, but I think it's mostly complete and ready for review.
@Forest Bandit: Happy to work on some collaborative history, fellow New Worlder. I mention the Chee in my NS.