“I cannot allow misdeeds be done on the lands of the Gis, nor can I accept the ignorance of man.”
| ARCHETYPE |
The Native
| AGE |
17
| SPECIES - ETHNICITY |
Gis - Ilec
| PERSONALITY |
Taima was born during the end of the infamous Aldite Conflicts and as such her education in her early childhood were founded on the ignorance and foolishness of humankind.
| SKILLS - ABILITIES |
Gis Physiology
Dexterity - The Gis are natural hunters and warriors; using their environment to their advantage is only increased in effectiveness by their natural instincts and reflexes. As a byproduct, Taima is quick and perceptive; able to climb, swim, leap, and hear efficiently.
Knowledge - Due to the elders and their education, Taima has a distinct understanding of mythology and history; though given the education is through fables and myths it may lead her to believe exaggerations as fact.
Weapon Fighting - Trained in the art of hunting by the village elders, Taima has the ability to use basic and martial weapons of her culture’s origin such as the Iqm (shortbow), zahw (tomahawk), and shik (knife). She is most skilled in the bow of the three.
| FLAWS - DISADVANTAGES |
Whilst being knowledgeable about the Gis culture, history, and mythology there is a limit to what Taima knows and understands. Humankind is still fairly new to much of her people and the problems that have occurred recently have been only getting exponentially worse. As such, Taima lacks much information about the foreigners that have created homes on the western coasts of Gisaria including much of their science (especially conventional firearms). Her training in firearms is thus nonexistent; thus placing her in danger within firefights.
In addition to this her disdain for human’s negligence, ignorance, and apathy plays into her own lack of consideration for humankind believing herself to “know all she needs to know” about an entire multi-faceted race of people. This could lead to hostile situations by her own actions or dialogue.
| INVENTORY - EQUIPMENT |
Iqm - Her culture's traditional shortbow with a full quiver of arrows made out of deer hide. In addition to traditional arrows, Taima also has on her person four specialty arrows made out of aldite; but they are reserved for emergency situations.
Zahw - Her culture's traditional tomahawk, made from Gis metalworking techniques. It is lightweight and versatile.
Shik - Her culture's traditional knife. Meant for skinning and hunting rather than straight up combat.
Qahlm - A belt designed to keep supplementary equipment and rations. A small flash of water is attached.
| BACKGROUND |
Born in 101 AI, Taima Ilotah was born the daughter and only child of the union between Kaniehtiio and Ilaahq— a fate that the young Gis would reflect on for the rest of her life. Taima’s childhood was one of many expectations and as the daughter of a skilled Huntress as well as a noteworthy Chieftain there were many. As the Iqm and Zahw became second nature, her mind became ‘enlightened’ by her village elders as they spoke of the perils of the past and the dangers of humankind; the latter of such being a focal point as humans continuously sought out the cursed stone known as Aldite despite the dangers shown to them. These teachings would craft cynical views in the young Gis; though despite this she was still taught the “universal tongue” in case her path would ever cross with humankind; a growing likelihood in the face of the world she was living in.
As predicted, conflict had once again showed itself to the Gis and worryingly so in the year of 113 AI, Taima’s village— the 2nd Aldite Wars had begun and for once… the Gis were the aggressors. Though many, including Taima, felt that their hands had been forced when humans marched into sacred ruins and ancient burial grounds in search for that damned ore that had almost destroyed the entire Gis culture. There could be no simple apologies for such a betrayal of trust and blatant disrespect to a people the humans had dared to call their allies and friends. It seemed such friendship was one-sided to many Gis. The war dragged on for several years until its conclusion in 117 AI.
Things seemed to return to as they were until a little after the sixteenth anniversary of her birth. As tradition, Taima was chosen to prove herself to the tribe through the virtue of the hunt— a task that she honored to do. However whilst on this ceremonial hunt, a group of men from the nearby human settlement had come to Uonah, her village, in the shadows of the conclusion of the war. All Taima would know is the sound of cracking thunder and the screams of her kin. When she returned home there were no survivors but from the evidence of humankind’s gunfire and a tattered pocket-watch was evidence enough. Taima swore to her ancestors that she would bring justice to her village as she set off to track the individuals who did this to her— a journey that would take her out of her wilds and into human society. As she travelled from farmstead to hamlet for months she began to wonder why the answer was not clear and why it was just for murder to be so ignored.
Luck soon aided her to a town called… Blackwood.
| GOALS - ASPIRATIONS |
Taima Ilotah is a character with little trust residing within her, a character solitary from herself and with no friends or family to direct her towards a better path. Given her cynical beliefs towards humans she had a hard time taking humankind at face value believing they are trying to steal, reap, or kill for their benefit. I would like her character growth to deepen and progress as the motley crew of seven survivors proves what humankind can truly be for the better. Of course, this is not without challenge as there will be con artists, murderers, and hypocrites amongst the cast aplenty. Basically I would like the character to have her faith in life re-invigorated and for her to help others not out of a suicidal or vengeful nature but one of selflessness and justice. Though it could be interesting to see her go completely rogue-like and become a character that has no friends and only enemies.
A large, burly man who owns the Burned Gulch saloon. Loud, strong and friendly, he doesn't any guff from lowlives, drunks or cheaters (unless he's the one stealing, drinking or cheating).
Aimee Schultz (101- )
Eldest daughter of Wyatt Schultz, and a young troublemaker.
Wyatt Schultz (77- )
The grandson of the founder of the Schultz Timber Company, and a cynical man of forty-two. As the current patriarch of the Schultz family, Wyatt has a great deal of responsibilities and thinks highly of himself.
The planet of Atles has two known races— Humans and Gis. Both are species that are almost indistinguishable if not for cultural differences and distinct attributes such as the Gis’ elongated ears. For over a century since humankind’s meeting of the people of Gisaria there has been much deviation from the original disposition that they held; a fact that is clear as constant cultural differences and miscommunication has led to various conflicts, skirmishes, and small wars. The following is a small index regarding these ethnic, cultural, and physical differences.
Humans
Argosi
Descended from the western lands of Terraius, the Argosi (or Arogsians) were and in many ways still are the dominant peoples of their home continent. For centuries military, scientific, and social developments have been at the fingertips of the Argosi and at one point they almost controlled the bulk of Terraius. Following the War of the Crowns, Argosi presence in the colonial frontier and by extension the Confederacy as well. Since their integration in the Confederacy they have been no different than Erde or Etherian citizens in contributions and occupations; in the last thirty or so years they have also entered political positions as well. Due to the current and former breadth of the Argosian Empire the appearances of the modern Argosi are varied, with many losing their original copper-to-bronze complexion to a lighter more western/northern Terraius appearance. Still the identity isn’t completely lost with pockets of merchants, nobles, and royals still maintaining glimpses of the copper skin.
Real-World Conventions: Roman, Byzantine Average Height: 5’10” - 6’2” Average Features: Black and Dark Brown hair with brown and hazel eyes. Homeland: The Argosian Empire Religion: Polytheism around "Titanus"
Etherian
Descended from the south-eastern lands of Terraius, just beyond the Erde and Lyudi, the Etherian people have been one of the strongest forces in their homeland; even defying the control of the Argosian Empire with surprising ability throughout history. The Etherians were, like the Erde and Lyudi, one of the first to venture to the colonial frontier and found the Confederacy. Some even say it is the Etherians who “are” the Confederacy due to their prominence in bureaucracy. In addition to their political abillity, they are able inventors and engineers; always trying to out-think their rivals and allies alike. There is no place you cannot find Etherian blood in the Confederacy; whether they be soldier, laborer, inventor, academic, or politician. Whilst lacking the strength of a Snjara or Lyudi, they make up for it intellectually and in numbers.
Real-World Conventions: Brythonic, Celtic, Anglo-Saxon Average Height: 5’9” - 6’1” Average Features: Red and Brown hair with blue eyes. Homeland: The Kingdom of Etheria Religion: Polytheism based around two Gods (Licht & Voix) and their Saints (Seven Virtues) & Devils (Seven Sins).
Erde
Descended from the central lands of Terraius, the Erde have been one of the three major ethnic groups of Terraius for centuries. The Erde were, like the Etherians and Lyudi, one of the first to venture to the colonial frontier and found the Confederacy. The Erde became one of the backing elements of the new nation and contributed greatly to military infrastructure. This has not changed in recent times as they work directly with Etherian inventiveness to keep the nation protected and on top of things. The Erde are great soldiers and tacticians as well as competent laborers and academics. You can find Erde in most settlements given their large population of colonists for their ethnic group. The Erde are not as hardy as the Lyudi or Snjara so they require more clever thinking on greater threats, which has been clear by the inventiveness within the monster hunting profession.
Real-World Conventions: French, German Average Height: 5’10” - 6’2” Average Features: Black and Brown hair with green eyes. Homeland: The Kingdom of Erdear Religion: Polytheism based around two Gods (Licht & Voix) and their Saints (Seven Virtues) & Devils (Seven Sins).
Fuegoiari
Descended from the southern islands beneath Terraius,
Real-World Conventions: Spanish, Portuguese Average Height: 5’11” - 6’3” Average Features: Black and Brown hair with brown eyes. Homeland: The Kingdom of Fuegos Religion: Polytheism based around the sun and moon.
Genshi
Text.
Real-World Conventions: Japanese Average Height: 5’1” - 5’7” Average Features: Black hair with brown eyes. Homeland: The Dominion of Genkai [Northern Provinces] Religion: Kami Worship (see: Shinto)
Kao
Text.
Real-World Conventions: Chinese Average Height: 4’11” - 5’5” Average Features: Black hair with brown eyes. Homeland: The Dominion of Genkai [Eastern Provinces] Religion: (See: Taoism)
Lyudi
Descended from the north-eastern lands of Terraius in-between the Snjara and Erde peoples, the Lyudi are a naturally nomadic people though they have no issue with settling in one place. The Lyudi were one of the first to venture to the colonial frontier and were founding members of the Confederacy. Escaping drought and famine they sought to make a new home despite the chances or dangers. Despite being early and important citizens of the Confederacy during the War of Crowns they have diminished in political power and focus on reinvigorating their newfound home rather than waste time with bureaucracy. Lyudi are excellent trappers, ranchers, farmers, and rangers - a staple of importance to any nation. You can find Lyudi in almost any town or outpost. The Lyudi are indifferent towards Gisaria’s larger fauna and are able to combat them though they prefer to be at peace with man and beast. The greater population are not sure what to think of the Lyudi due to their nomadic ways and archaic spiritual beliefs. Lyudi are similar to their cousins, the Snjara, in appearance with broad shoulders and strong features.
Real-World Conventions: Slavic Average Height: 6’1” - 6’4” Average Features: Blonde and Brown hair with blue eyes. Homeland: The Kingdom of Lyuos Religion: Shamanism revolving around "Zem"
Snjara
Descended from the northernmost lands of Terraius where the winters are harsh and the people are harsher, the Snjara are a hardy people. The Snjara came to the colonial frontier and became Confederate citizens after the War of the Crowns and of the ethnic groups that came from Terraius are the least populous. That said, in the colder parts of the frontier you would not be surprised to find small villages of Snjara trying to keep to themselves and their gods. The Snjara are not afraid of Gisaria’s larger fauna as in older times it was the Snjara who were those that slaughtered similar frostback beasts in their homeland. Snjara are similar to their cousins, the Lyudi, in appearance with broad shoulders and strong features.
Real-World Conventions: Norse, Finnish/Lappish Average Height: 6’3” - 6’6” Average Features: Blonde and Brown hair with blue eyes. Homeland: The Kingdom of Snjar Religion: Polytheism centered around "Fjor"
Gis
Ilec
Text.
Real-World Conventions: Native American Average Height: 4’6” - 5’4” Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth. Homeland: Gisarequnh / Tribal Union of the Gis Religion: Elementalism centered around 'Water'
Ketek
Text.
Real-World Conventions: Native American Average Height: 4’9” - 5’6” Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth. Homeland: Gisarequnh / Tribal Union of the Gis Religion: Elementalism centered around 'Fire'
Nehwah
Text.
Real-World Conventions: Native American Average Height: 4’4” - 5’1” Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth. Homeland: Gisarequnh / Tribal Union of the Gis Religion: Elementalism centered around 'Wind'
Oquk
Text.
Real-World Conventions: Native American Average Height: 4’9” - 5’6” Average Features: Elongated ears, tanned skin. Eye color reflects their element of birth. Homeland: Gisarequnh / Tribal Union of the Gis Religion: Elementalism centered around 'Earth'
Weaponry
The development of firearms was a necessity for colonial survival, which is fairly blatant due to not just the various wars with greater military forces but also the larger more aggressive wildlife of Gisaria that the colonists would soon have to adapt towards. This came to rise of several inventive engineers and chemists who would come up with new weapons to deal with their enemies; both domestic and foreign. Arms Companies such as Dragon, Wolfe, and Ferris were the earliest pioneers in the gunsmithing industry but they were most certainly not the last or the only significant parties as time went onward. The following is a small index of firearms in Gisaria:
Handguns
Pepperbox Revolver
$ | Regium | Imperial Classic - A traditional revolver that still uses the pepperbox/blackpowder system rather than the ‘modern’ rimfire ammunition. Still a favorable sidearm to many who prefer to cling onto the old ways or for ceremonial usage.
Based on the Allen & Thurber Pepperbox Pistol(s)
Single-Action Revolver
$ | Dragon | Series 1 SA - Dragon Arms Manufacturing were the first company to move away from pepperbox ammunition and towards rimfire ammunition, a fact evident by the success of the S1. Nicknamed the “Colonial”, it has had revisions since but is generally one of the token revolvers of the frontier. The S1 was developed and released in 28 AI.
Based on the S&W Model 1
$ | Wolfe | Type A - Many call Andrew Wolfe’s design for the revolver as the successor of Dragon’s S1, and given it’s reputation in the hands of wardens and gunslingers alike it certainly has a good claim at the title for the six shooter. Nicknamed the “Warden” by the commonfolk after its prominence in the hands of confederate lawbringers. It is bigger than a S1, but it more accurate as well. The Type A was developed and released in 36 AI.
Based on the Colt Single-Action Army
$ | Ferris | Edgemaker I - Lucius Ferris developed the Edgemaker as an extension of Wolfe’s Type A with extensive modifications and an additional chamber thus creating the first ‘seven shooter’. Perhaps not as standardized as the iconic S1 or Type A, the Edgemaker is quite popular regardless. The first Edgemaker was developed and released in 40 AI.
Based on the Nagant M1895
$ | Quade | Elite - Invented by Markus Quade, the Elite was fitted with a slightly shorter barrel and cheaper, lower velocity rounds. It became known for its popularity as a home defense pistol. It later came in a snub-nosed variation (called the Bookend) to cash on the home defense market. The first Elite was developed and released in 42 AI.
$ | Quade | Bookend - A snub-nosed variation of the Elite. The first Bookend was developed and released in 55 AI.
$ | Wolfe | Type B - Cutting down on size for a supplementary firearm, Wolfe created the Type B for dueling and concealment. Came to known as the “Grifter” due to its popularity among hucksters and con men in some areas. It was developed and released in 43 AI.
Based on the Model 1889 Bodeo
Double-Action Revolver
$$ | Kroft | Thunderbolt DB-1 - Seeking to further evolve the revolver, Eldreich Kroft’s quickfire revolver hopes to be a game-changer in firearms development. The Confederacy itself has been considering about making it their official sidearm. It was developed and released in 112 AI.
Clockwork Revolver
$$ | Scythe | Valkyrie 1 - Hiram Scythe’s “thinking man’s sidearm” caught on quite well for the former clockmaker despite the complexities of repair. However the clockwork device allowed it to be faster on the shot than any single-action revolver. It was developed and released in 55 AI.
Semi-Automatic Pistol
$$$ | W&M | Bolos MK.1 - Named after Lyudi ranger, Bolos Elk, the MK.1 is an engineering accomplishment to create something new instead of depending on aging revolver technology. What was developed is a semi-automatic pistol with ammunition capacity above all others. The MK.1 was created by investor Eddard Watts and inventor Alexsandr Moroz. It was developed and released in 117 AI.
Based on the Mauser C-96
Shotguns
Break-Action, Single Barreled Shotgun
$ | Kain | Blackfire - Preston Kain’s “marksman’s shotgun” was a bit of a pointless endeavor, or so it was originally believed. The Blackfire fires one high impact slug through an extended yet weirdly accurate single-barrel shotgun. Various monster hunter’s choose it as their shotgun of choice. It was developed and released in 56 AI.
Break-Action, Double Barreled Shotgun
$ | Hawking | Coach Gun -
Revolving Shotgun
$$ | Quade | Cylindrical Shotgun - Nicknamed as the “Doomstick”, the Quade Cylindrical Shotgun uses technology seen more often in Revolvers and occasionally Rifles, but never before in a shotgun. It uses a four shot cylinder for four quickfire shots for whichever situation the user needs. It was designed and released in 54 AI.
Based on the Roper Repeating Shotgun
Lever-Action Shotgun
$$ | Wolfe | Tracker -
Rifles
Break-Action Rifle
$ | Kain | Deadeye - A single shot, break action long rifle. The first long rifle to be fitted with a telescopic scope, the Kain works best in long range. The lack of ammo capacity makes it a difficult weapon to use in a firefight, but for a marksman at range, nothing in deadlier. It was developed and released in 49 AI.
Based on the Remington Rolling Block Rifle
$$ | Vonelli | Wyvern Hunter - A rare double-rifle, a long range rifle with two barrels, the Wyvern Hunter was chambered with larger, piercing ammo for the sole purpose of larger monster hunting. The Wyvern Hunter is accurate at long ranges, but tends to be used in medium range when a huge beast is charging.
Based on the Elephant Gun
Lever-Action Rifle
$ | Hawking | Repeater Rifle - The first repeater rifle design, created by Marcus Hawking. A front loading, 7 shot rifle with moderate accuracy and usability, even with a slow reload speed. A popular weapon among ranchers, frontiersmen and outlaws who need a weapon at range. It was developed and released in 49 AI.
Based on the Henry Arms Repeater
$$ | Wolfe | Type D - Created as an improvement on the older Hawking Repeater Rifle, the Wolfe Type D is a lever action rifle with a high ammo capacity in the front tube, better fire rate and faster loading speed due to the slide action acting as a loading tube. The Type C has become a popular weapon in medium range combat, and is used by Wardens, outlaws and bodyguards. It was developed and released in 87 AI.
Based on the Winchester 1873
Revolver Rifle
$ | Wolfe | Type C - Based off Wolfe's standardized revolver, the Type C otherwise known as the Dueling Rifle, was designed to be a highly accurate and easily reloaded weapon for medium range encounters. While it's revolver cylinder was an odd find in a long gun, its ease of use and simple design gave it a place in the frontier. It was developed and released in 40 AI.
Based on the Colt 1885 Revolving Rifle
Clockwork Rifle
$$$ | Scythe | Valkyrie 1-L - Created as a direct competitor to the Hawking Repeater Rifle, this rifle was marketed as the gentleman's rifle. A ten round tubular magazine, coupled with a remarkably fast fire rate would have made it a contender for the most popular gun around, but the high cost and the delicate clockwork parts made it a niche weapon in many circles. It was developed and released in 59 AI.
Bolt-Action Rifle
$$$ | Kroft | Shifter - Known as a "Slide Rifle" by the commonfolk. An improvement for higher-caliber rifles, the bolt-action allowed for the storage of more ammunition than Kain's Deadeye and a steadier rate of fire with the bolt action. The rifle became integrated in the Confederate Militia in 115 AI, a year after it's development.
For reasons unknown, you’ve travelled here to Blackwood in search of something— I can see that. I’m not sure what you expect to find out here, but I don’t pretend you’d want to divulge such things to a stranger. But let me tell you something, something about this town: trouble will find you. So watch your back.
Wasn’t always like this, though… I’ll tell you that. Fifty years ago, when I was a boy and this was a smaller place I’d say it was better. There were less grifters and hucksters and we all had a pretty nice town where people trusted each other, had no quarrels with the natives, didn’t have to lock our doors at night or pray to the maker for protection against witches or raiders. I’m not sure when it exactly happened, but after the Massacre at Red Hill and the Destruction of Sunvale it just seemed like we just let evil get the better of us— and by my count I’d say it’s got a good winning streak.
Blackwood is still half-decent though, and we’ve got more yield than when I was growing up. We started as a small outpost town at the end of the railway we call the southwestern highway and now we have a lot of trade coming through: furs, metals, timber, cattle, grain, maize, and hops. For a town at the end of the line we’re getting to become pretty well off. I even hear that folks are considering rebuilding Sunvale and extending the highway through it, which’d open up a good deal of land for a lot of folks despite the recent memories an’ such.
But like I’m telling you, people just aren’t close anymore. Your daughter get nabbed? Your problem. Your cattle get rustled? Your problem. Someone set your business on fire? Your problem. Only time it seems it ain’t our problem is when outlaws scope out the town and that’s only if the Warden’s Office isn’t dispatched elsewhere in the county or territory.
I suppose all of this ain’t meaning much to you. Which I get, believe me.
I’m just worried. There’s a supply train coming with the next dispatch and the local mining company’s going to load out their supply. We only have one warden up in town today and he’s a young one, and this is the kind of thing that gets town’s raided, plundered, raped, and such. I just got this bad feeling and thought I’d share it with you… you seem like a good kid. I don’t want you ending up with a hole in your head.
That’d be bad.
So if I’m right about my gut feeling and such… I have one last inquiry.
Who are you and what’re you going to do when it happens?
The Brawler - Always ready to a fight, the brawler is most home up close and maybe with a bottle in hand.
The Drifter - Wayward but with charisma and luck to spare, the Drifter is always up for a game of chance.
The Fool - Forced out of their element for reasons beyond their control, the Fool has to fight to survive.
The Gunslinger - Fast on the draw with an experience with duels, but with a bad reputation.
The Lawman - The law is the only thing important in the frontier and the Lawman will make sure order is brought by any means necessary.
The Native - Foreign and skilled with her ancestral weapons, but ignorant to that of man’s way.
The Preacher - Headstrong and zealous, The Preacher will convert and punish those who cross their maker.
The Prospector - On the search for his fortune, the Prospector will drink with the devil for his gain.
The Ranger - A frontier expert who is more skilled with a long rifle and a rucksack than any.
The Renegade - Wanted somewhere, somehow; the Renegade;s skills are to evade and maybe… redeem.
Out-of-Character Section
Welcome to Damnation - Lost Souls of the Frontier, a wild west fantasy romp that I feel and hope will be a fun expedition for all who are interested. Inspired by the works of Akifumi Kaneko & Takashi Fukushima, John Ford, Sergio Corbucci, Sergio Leone, Shane Lacy Hensley, and many others. What Damnation is at its core a fantastical gothic western setting where adventure and desperation are the destination. As you have read above, I have listed ten archetypes you may build a character around and these characters can be anything you imagine them to be (within the realms of reason and cooperativity) - this is not a “one gun show” and it will be blatant that teamwork will be needed to overcome certain odds. I will be looking for a minimum of 5 and a maximum of 10 players before I get started so that gives us plenty of time to get started.
Expectations and Rules are pretty basic. We will abide by site rules and we will do our best to remember we are all adults with schedules so we cannot expect consistent posting if something comes up. A bare minimum of one post a week should be a good idea and if inactivity becomes an issue it is the GM’s responsibility to contact you. Assuming your character needs to be interacted with for progress, if you are unable a GM will find a way to do so for the good of the plot. If you leave the RP the same thing occurs.
Background Information
The Great Immigration
In the “beginning” it was the trinity of merchant, adventurer, and sailor that dove into the tides of the ocean known as The Sleth in a desire for freedom. The situation in the western homelands were dire and depressing as famine, civil war, ruthless tax policies, and overzealous punishment began to make people suffocate in their suffering within the four major nations of the west: Lyuos, Ethria, Argostus, and Erdear. During this time it would not take much persuasion to risk life in the ocean for freedom when you had little of it where you called home and for the first of the flagship they were fortunate indeed when they landed on the shores of Gisaria. However, the freedom of their own domain was not without difficulty as frightening creatures introduced themselves to these colonists with vicious curiosity. However, the natives (known as the Gis) would intervene and offer a kind aid to the strangers from beyond the shores and eagerly aided them in the early years. However the weather and fauna of Gisaria would be the smallest of worries to the human colonists...
The War of the Crowns
The taste for the frontier was not one that became uncontested, a fact that became apparent only as more colonists swam for Gisaria. The nobility of the old world and of the four kingdoms began to shift their eyes to the untested and unexplored regions of Gisaria as more of their citizens left the only home they had ever known for such a wild frontier; all for the wealth of liberty. Several decades after the Great Immigration these kings would send scouting parties of spies and knights to infiltrate and investigate; to see how much value laid in these new lands. What followed was expected; a reaction that went as like clockwork— misunderstandings and reports led to tyranny to rear it’s head in the new lands and war was on the horizon, but this time it would not be king versus king but rather king versus pauper. The War of the Crowns. This event would cause the colonists that were all independent of one another to loosely unite into what would become known as The Confederacy of Man and with allies in the Gis it became a challenging and distant war that those tyrannical crowns could not afford. It ended in white peace, but the crown is always conspiring for a piece of the pie.
The Aldite Conflicts
Years following the War of the Crowns, a new development came to be when a mining outpost discovered the existence of a new ore which was so unusual that it became named after the planet: Aldite. But what was strange about it? Well, there was the fact that it was a irradiated mineral that opened the door for new scientific developments that turned the Confederacy into a cheap third world nation and right into a major world power in the course of only a few decades. The aldite whether it is red, blue, green, or yellow is amazing indeed. However this strained the relationship of humankind with the Gis; who warned of the dangerous implications of the mineral. Not long after several small wars between industrial savants, miners, the Gis; up until the Confederacy had to intervene themselves.
Present Day
It has been a good number of years since Confederate Wardens forced the Massacre at Red Hill to end; which concluded the first set of the Aldite Conflicts. Aldite Conflicts are still ongoing but have sobered since the aforementioned battle. However in the time that has passed something has occurred in the children of the former miners of the aldite deposit at Red Hill. Word is they have… strange deformities. Confederate Wardens have been sent to investigate after several townsteads have burned down in a string of arsons. As this occurs more problems brew as land barons, industrial magnates, warlords, and religious zealots begin to cause conflicts all over the frontier; causing issues with innocent settlers, down on their luck merchants, and non-aggressive tribes of Gis. The press back in the central hub of the Confederacy, Tricot, have headlined it as “the era of wolves”.
Timeline
2 BI - The Great Wither occurs, causing drought and famine across the lands of Lyuos.
0 - The colonial province of Tricot is established after an expedition across the oceans of Atles leads them to the continent of Gisaria.
12 AI - The War of the Crowns begins when several prominent leaders among the different colonies meet in the then colonial Lyudi city of Tricot. This was called the Council of Tricot, and involved leaders from all but the Argosian colony. After sending in their list of grievances to their home countries, the city was immediately besieged by sea.
14 AI - Consul-Elect Arthus Loren is hung for treason for delivering his own statement supporting revolution. His death incites his fellow countrymen to join the war, giving the Confederacy much needed strength.
23 AI - Following the Declaration of Cessation, The War of the Crowns formally ends in early winter successfully determining the liberties and freedoms of the people of the newly created Confederate nation.
24 AI - Confederacy drafts a formal constitution for the country, though government is given weaker powers, with the counties (fiefs) holding more political clout. Tricot becomes a central trading hub and cultural center even without the emphasis on political power; and grows into the confederacy’s largest city.
27 AI - Conflicts begin with newly established Argosian Colonies to the north over territorial disputes. Trade ceases with Argosi ships during this time.
29 AI - Etheria declares war on the Argosian Empire over lost land during the Imperial Wars. Trade increases between the Confederacy and Etheria during this time.
30 AI - Troops from the Argosian Colony of Sparanos attack northern settlements. The Confederacy declares war on the Argosian Empire.
31 AI - Diplomats are sent between the countries, the conflict ends with no territorial shifts. Only the loss of life between the three countries occurs.
52 AI - Humanity strikes a discovery when a mining company at Red Hill uncovers a glowing red ore that becomes known as Aldite, named after the geologist who would discover the vast utilities the ore holds for the Confederacy: Alaric Alde.
55 AI - The head magnate of the Redd Mining Company finds more geologists pining for the ore from his mine and increases production despite reported safety issues and a warning from a native Gis about the ore.
56 AI - The Confederacy’s frontier vanguard guild, The Wardens, are called in to Red Hill when a riot between workers and hired guns by the mining company turns into a small series of skirmishes that become known as the Redd Riots.
56 AI - The Redd Riots ends with the battle known as the Massacre at Red Hill.
69 AI - The first discovery of “alters” occurs when the son of a former surviving miner from the Redd Mining Company sets the town of Sunvale on fire. A warden is sent to investigate but not before the entire town is burned down with only a small handful of survivors who claim witchcraft and evil spirits had been responsible.
72 AI - More incidents like Sunvale occur where children of former miners of the Redd Mining Company lead to a string of arsons. The Wardens are sent in to investigate, namely a young warden named Aleister Hoyt.
74 AI - Aleister Hoyt’s investigation leads to information that the cause of the string of arsons is the fact that children were born with radioactive deformities that they could not properly control. Hoyt calls in a biologist by the name of Augustus Ledoras for answers. Aleister seeks out other survivors of the Massacre at Red Hill.
75 AI - Agustus Ledoras deduces that red aldite is inherently radioactive despite it’s potential in energy development and that the pseudo-magical abilities presented in “alters” are a result of birth defects of a parent with too much consistent exposure to the mineral. The report is sent back to Aleister Hoyt, who talks directly to his superiors. The findings are deemed as interesting and the case is closed.
77 AI: Smaller shipments of Aldite begin being traded with the older countries. Suddenly the Confederacy becomes an important player on the world stage; though the council in Tricot decides only trade a small percentage of their minerals; keeping the majority of the aldite for their own use.
80 AI - A deposit of a new form of aldite, this one being blue, is discovered. The hunger for aldite increases which leads to several incidents where Gis tribes would refuse to allow humans into their land on the premise of the dangers of aldite. This leads to violent scuffles between human and gis alike. The 1st Aldite Wars begin.
85 AI - After five years of conflict, the 1st Aldite Wars end after white peace is sued for after Wardens intervene to prevent further bloodshed and violence. The Gis tribes become to see humankind as greedy and foolish rather than curious and ignorant; some tribes exile human interaction beyond minor trade routes.
88 AI - Spies are tried and hanged after four men attempted to steal plans for a new aldite based engine. These men were thought to be employed by the Argosian Empire. Troops are placed on the northern border and tensions rise between the Confederacy and the Empire once more.
97 AI - Argosian frontier scouts discover an abandoned cache of green and yellow aldite amongst a Gis ruin.
101 AI - Following a devastating plague in Kaogen, Kenshi and Kao immigrants flock to the Confederacy for refuge and work.
104 AI - An Argosian stronghold is attacked by famed bandit “The Jackal”, he discovers the evidence of their aldite cache and uses it to strike a trade deal with Confederate mining magnates.
113 AI - Gis warriors attack Human trade outposts after evidence suggest humans have been defiling ancient burial grounds and sacred ruins for the aldite contained within. The 2nd Aldite Wars begin.
117 AI - The 2nd Aldite Wars end, and the Confederacy begins to look into ways to prevent this from happening before full-scale war between Gis and Humankind brings out ruin to the realm. The Council of Tricot elect an ambassador to the Gis for this purpose.
118 AI - A cult called “The Children of Nathor” is founded by a group of alters under the leadership of Jacob Nathor and Samara Erliss. They begin to conspire to protect themselves against non-alters.
Established as an undefined space in the southwestern frontier of the Confederacy, Blackwood Territory is located within the jurisdiction of the Colonial Nation State of Tricot. Founded as a territory in 46 AI when the Redd Mining Company began operating in what would become known as ‘Red Hill’. Today Blackwood Territory is known as a industrious yet shifty territory that has had as much financial success as it has had moral ruin and tragedy. Notable companies in the territory include: Redd Mining Company, Mirstone Miners Guild, Schultz Timber Company, Blackwood Farmers Guild, Riversfield Ranching Community, and various smaller but still essential groups.
Notable Locations
Blackwood Township Riversfield Township Red Hill Outpost Mirstone Outpost Fort Blackheart Uotah Sunvale