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Guardians of Thessaria

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  • Guardians of Thessaria

    I'm creating this thread to be a repository for information about the world for a game I plan to run under the same name. Will post links for the OOC and IC threads for the game once they have been created.

  • #2
    Re: Guardians of Thessaria

    Thessaria

    The land of Thessaria is one giant landmass surrounded by ocean. To anyone's knowledge, no other islands or landmasses exist outside of Thessaria. After about an hour's travel from the cost all ship enter a fog wall. Those who do not turn back immediately, never return. The Southern half of Thessaria is largely considered the territory of the humans, but do to the emergence of members of other races that now oppose the witches, nomenclature is changing to say it is the territory of the "Free Races". The northern half is divided into various kingdoms, ruled by different lineages of witches. These include but are not limited to the Wildlands, ruled by descendants of the Maven Bloodlust, the Deadlands, ruled by Valeria, Queen of the Dead and the Techlands, ruled by the descendants of Xalyndra the Heartless. Dotted across all lands (both north and south) are ruins and relics left behind by the builders. Many of these structures/items appear to be defunct, however there have been some working structures found that aid with protection, travel, and meeting the survival needs of the local inhabitants. The most prominent example of this are the shield generators that surround Calderis, the capital city and the home of the Guardian Academy.

    The history of Thessaria (post-Builders) has been one of strife. For centuries all of Thessaria was ravaged by warring factions of witches, with humans caught in the crossfire. However, over time the humans acquired the means to start defending themselves. These early guardians took advantage of the warring factions of witches to push them out of the lands to the south and claim them for all human kind. For the first time cities and town began to take root and some members of society were actually able to live lives of relative peace. Having lost so much territory already, the witches ceased their feuding and focused on strengthening their borders, so as to not lose any more. Beginning to age and wane in power, the first Guardians set up an academy in the most secure location they could find to train others to take their place. A city quickly grew around it and the capital city of Calderis was born.

    Present day, things remain in a general state of peace. Occasional skirmishes occur at the border and every once and awhile, when complacency sets in, infiltrators manage to penetrate deeper into human territory and cause a stir, but generally most non-border towns are able to live lives of relative peace and security.

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    • #3
      Re: Guardians of Thessaria

      Guardian Academy

      Purpose:
      To train the Guardians that help protect average citizens from the dangers of the world.

      Headmaster:
      Felix Weatherford - The youngest headmaster in history (39 years of age), this former Guardian was a no-brainer for the position, having travelled across more of the continent of Thessaria than anyone else. He instantly made waves by opening up the Academy to non-human applicants. Many disagree with his recent actions concerning the school, but none oppose him openly, being intimidated by his power.

      Reason for attending:
      For the majority of students, they are training to become strong enough to protect their homes, loved ones, and the rest of mankind for the threat of the witches and their minions, however these are not the only reasons. Guardians are for the most part revered celebrities and the strong they proved to be the more cities/towns are willing to pay to have them as stationed protectors. So some students attend in hope of becoming rich and famous. Others might join out of a sense of duty, while others could have more nefarious intentions. The reasons for attending can be as varied as the students attending.

      Location:
      Calderis - Occupying a large crater close to the South Sea, Calderis is the most secure and thriving city in all of Thessaria. This is due to the fact that the crater is surrounded by a ring of force field generators left behind by the Builders. It is believed that the site was once the location of the Builder's own capital, but some unknown catastrophe wiped it from the map, leaving only a deep crater behind. Evidence suggests that whatever this catastrophe was, it heralded the Builder's disappearance from the world. Guardian Academy is located in this city by necessity, being a natural target for the witches it needed extra protection.

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      • #4
        Re: Guardians of Thessaria

        Major Schools of Guardian Academy:

        Weapon Masters: Individuals pursuing this school have obtained (either provided by the school or obtained through other means) one of the legendary weapons left behind by the Builders. They work to bond with the weapon (most seem to possess some sort of sentience or soul) and master the skills/abilities it deems to provide them (powers provided by the weapons often tend to vary based on the individual who wield it). Weapon Masters were the first type of Guardian to come about, but due to the limited availability of legendary weapons it is a very selective and difficult program to get into.

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        • #5
          Re: Guardians of Thessaria

          Runecasters: While only witches (and presumably the Builders, but that's impossible to confirm at this point) have the ability to manipulate magic through force of will alone, other races have learned to harness it through the use of runes. By writing this runes on objects, enemies, or even themselves they can draw on primal magical energies to accomplish incredible feats. Runecasters were the second type of Guardian to emerge, born of the necessity of learning how to counteract the witches magic. Since the art of Runecasting requires at least some amount of magical awareness, not everyone can pursue this school of training.

          Enhanced: The Enhanced seek to forge their own bodies into weapons capable of combating the evils of the world. This may be through rigid physical training, magical enhancement, technological enhancement (usually from some sort of Builder artifact), or (more recently) the inherent abilities of the other races of the world. Enhanced were the third type of Guardian to appear (although many Enhanced claim they were actually the first, they just weren't quite as obvious as the Weapon Masters or Runecasters.) As anyone can become a member of the Enhanced with enough hard work and training, they are definitely the largest school of training at the academy.

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          • #6
            Re: Guardians of Thessaria

            Races:

            Ferals

            Origin:
            Centuries ago, when witches reigned supreme and warred with each other constantly in grabbed for territory, one witch, now known as Maven Bloodlust, cursed a small town of humans in order to transform them into a part-man, part-beast army for her to control. She used them at first to conquer other human settlements in order to swell her ranks. Eventually she had a force strong enough to wrest control of nearby lands from other witches and establish her own kingdom, now known as the Wildlands. Maven eventually passed away, but her descendants persist as rulers of the Wildlands to this day (although they seem to show signs of becoming somewhat bestial themselves with every generation.) As for her bestial servants, often referred to a Ferals, most continue to serve her descendants and protect the areas of the Wildlands they still control (the rise of the Guardians allowed humans to reclaim some of bordering Wildlands for their own settlements.) However, in recent years there has been increasing new of tribes of Ferals that oppose the descendants of Maven Bloodlust and wish to live peaceful and free lives among the humans. Most humans do not trust these Ferals, but they are starting to gain support most notably being the new headmaster of the Guardian Academy who recent opened the doors for Ferals to enroll.

            Build Notes:

            Freebies: (10pp)
            Tracking (sense of your choice)
            Extended (sense of your choice)(2pp worth)
            Low-light vision/Infravision (your choice)
            2pp extra to enhance senses of your choice
            Favored Environment: Wildlands
            Expertise (Survival): +6
            Stealth: +4

            Required Complication:
            Prejudice(Ferals)
            Last edited by Weyrd; 12-15-2015, 06:32 PM.

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            • #7
              Re: Guardians of Thessaria

              The Fallen

              Origin:
              Witches, like any other creature, eventually grow old and die. This was not an acceptable fact for a witch now known as Valeria, Queen of the Dead. She sought a way to live forever and through horrific experimentations, finally found it. She conducted this ritual of her own creation and it drained all the life force from what was then known as the central plain, but is now known as the Deadlands. Countless plants, animals, and human villagers fell dead on the spot as their essence fueled her ritual, but many wouldn't stay that way. It wasn't long before the corpses of the Fallen began to rise, mindless zombies completely under the command of Valeria. She has ruled the Deadlands ever since, as young and beautiful as when she conducted her ritual. Luckily she lacks the ambition for conquest that other witches have and has made no effort to expand her lands. She has, however, expanded her "court" with those who have wandered to far into the Deadlands. Through magical means she has imbued some of her zombie servants with increased strength/intelligence. Elite members are all but human in terms of intelligence and make up her royal court. She is known for throwing lavish balls and celebrations, especially when "honored guests" are brought to her castle. There have been rumors of small settlements of undead in hidden corners of the Deadlands that appear to be intelligent and free of Valeria's control, but those are dismissed as pure fantasy and no one dares enter the Deadlands to confirm this as should you die in the Deadlands you don't stay deadů

              Build Notes:

              Freebies: (15pp)
              Regeneration 5 (Extra: Persistent, Flaw: Source (Life Drain)) (5pp)
              Life Drain: Weaken Sta 5 (5pp)
              Immortality 5 (1 day) (Limited: In the Deadlands) (5pp)

              Required Power:
              Immunity Fortitude Effects (sorry, it's not free and is required if you want to be a Fallen, but hey you get slightly more in freebies than the other races, so there's a brightside )

              Require Complication(s):
              Prejudice (Fallen): You are pretty much universally hated by all and are only able to walk about the city without harm due to fear of the headmaster's retribution.
              Fame (Free Fallen): Until they met you they considered you an impossibility

              OR

              Secret (Fallen)

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              • #8
                Re: Guardians of Thessaria

                Witches

                Origin:
                Considered the single greatest threat to the world, witches have been around for as long as anyone can remember. They are the only known race of individuals that can control magic through sheer force of will and that grants them terrible powers. For centuries witches used these powers to terrorize the lands, their only opposition being other witches in constant war for territory. Human settlements remained small and usually nomadic to avoid getting caught up in the conflicts and used as tools or sacrifices for the witches magics. No one knows their origin. Some theorize that they are remnants of the Builders (the only other race thought to control magic directly). That as the Builder's society started to wane certain members abandoned technology and turned solely to magic for power, participating in dark and corrupting rituals to supplement their power. Others claim that they were the Builders greatest threat as well and are responsible for their disappearance. Still others merely think that witches simply came to being to fill the power vacuum left behind by the Builders when they vanished. No one knows the truth, not even the witches. A benevolent witch is absolutely unheard of. All witches are treated as dangerous foes to be destroyed completely and immediately when able.

                *Added Note: While many witches have sired male offspring, only their daughters are able to wield magic directly. Their sons are as normal as humans, but many (not all, however) serve privileged lives as commanders of their forces.

                Build Notes:

                Freebies: 10pp
                Magical Awareness
                Ritualist (only race able to use this advantage)
                Expertise: Magic +8
                Witches Familiar: Minion 4 (60pp)

                Required Complication:
                Secret (Witch Heritage)
                Last edited by Weyrd; 12-15-2015, 06:44 PM.

                Comment


                • #9
                  Re: Guardians of Thessaria

                  The Builders

                  The Builders are what the denizens of Thessaria call the ancient and advanced precursors that dwelled in the land before the modern races did. Evidence of existence can be seen various ruined structures dotting the landscape and in legendary weapons and artifacts of great power that were left behind. The largest evidence they left behind is also the one that raises the most questions about their civilization, the crater in which Calderis rests. What caused the crater's creation and if it was in some way related to their disappearance has been a matter of continual debate among scholars for generations. While it is widely accepted that the Builders are gone from this world, a religious sect has formed over the years claiming that they will return one day to destroy the witches once and for all and elevate man to a new golden age of existence. Worshippers of this religion call themselves the Tools of the Builders (critics of the religion simply call them "Tools".)

                  Builders are the only other race (besides witches) that are believed to of had the ability to manipulate magic directly. They combined this with advanced technology to create artifacts capable of amazing feats.

                  Build Notes:

                  Freebies: 10pp
                  Magical Awareness (1pp)
                  Inventor or Artificer, your choice (only race able to use these advantages) (1pp)
                  Expertise: Builders 6 (3pp)
                  Technology 8 (4pp)
                  Quickness (Limited to One Mental Task, your choice)

                  Required Complication:
                  Secret (Builder Heritage)
                  OR

                  Fame (Builder): You will be constantly "assaulted" with the attentions of the various groups (religious sects, researchers, etc..) that basically worship the Builder's.
                  Enemy (Witches): The witches fear what a return of the Builders could mean. If any know of your existence then you are a high priority target for them.
                  Last edited by Weyrd; 12-17-2015, 11:29 AM.

                  Comment


                  • #10
                    Re: Guardians of Thessaria

                    Hybrids

                    Origin:
                    Witches have sought many means to gain power over the years in order to dominate over their cohorts. One witch, Xalyndra the Heartless, sought to understand the tech of the Builders in order to replicate it and combine it with her own magic. For decades she would raid towns and ruins to plunder any Builder artifacts she could. She then spent decades more studying them in an attempt to recreate them. Time would claim her before she could achieve this goal, but some measure of success was achieved from her efforts. Through tireless experimentation she was able to combine Builder artifacts with living creatures whether human, animal, or even plant. These "hybrid" creatures would become the subservient army of her descendants, who used them to rule over their land of cold, emotionless, automatons. Since that day humans have also learned how to create "hybrids", although they tend to be much less augmented than the witch's minions and, obviously, have retained their sense of humanity. While there have been several well-known hybrids among the ranks of the Guardians, many are still wary of hybrids they meet as it can be difficult for most to distinguish between them and the witch's minions.

                    Build Notes:

                    Freebies: (10pp)
                    Mental Detect Hybrids 2, Radius
                    Mental Detect Builder Tech 2, Radius
                    Mental Detect Magic 2, Radius
                    Technology: +8pp

                    Required Complication:
                    Prejudice (Hybrid)
                    Last edited by Weyrd; 12-15-2015, 06:31 PM.

                    Comment


                    • #11
                      Re: Guardians of Thessaria

                      Humans

                      Humans are now the most plentiful race in Thessaria. Some claim that humans are descendant of the Builders and simply lost the knowledge and abilities that made them special at one point. Others assert that they were simply one of the races that rose to fill the void after the Builders left. They are the most average of all the races, but make up for it with drive and creativity.

                      Build Notes:

                      Freebies:
                      8pp towards any skills or advantages you choose
                      Last edited by Weyrd; 12-15-2015, 06:31 PM.

                      Comment


                      • #12
                        Re: Guardians of Thessaria

                        Simulacrum

                        Origin:
                        The Simulacrum are artificial constructs made by the Builders to carry out various tasks. They were discovered when construction of Calderis and the Guardian Academy began. When digging the foundation they uncovered a vault of Builder tech. Some of the contents of the vault contained these "artificial men." Eventually, after rigorous study, a way to activate them was discovered. Under controlled conditions they activated them one by one in hope of finally gaining more information on the mysterious Builders. Unfortunately the Simulacrum had no recorded memories of their creators (or even their creation), all they knew was their prime directive, what they had been programmed to do. For some it was protect. These "combat models" would become ever-watchful Sentinels that guard the generators at the edge of the city. Most of the Simulacrum found were programmed to serve in more administrative and menial tasks. The Academy has a good number of these on hand to carrying out the housekeeping tasks for the school. Those of wealth and privilege may also of been able to purchase one or more Simulacrum servants for their household. The extremely rich and powerful may even of been able to acquire a combat model as a personal bodyguard (but as these models are very rare, this occurrence is EXTREMELY rare). All (known) Simulacrum are obviously a mechanical construct, both in looks and in personality. Many researcher postulate that it could have been possible for the Builders to construct ones that were indistinguishable from a living person, but no evidence of one has ever been found (and very few people care to look for said evidence.)

                        Build Notes

                        Freebies:
                        Consume Tech: Healing 6 (Flaw:Limited to Self, Source (inoperable builder tech))
                        Comprehend 2 (Machines)
                        Detect Builder Tech 2 (Radius)
                        Senses: Radio
                        Communication 1: Radio

                        Required Power:
                        Immunity Fortitude Effects (sorry, it's not free and is required if you want to be a Simulacrum, but hey you get slightly more in freebies than the other races, so there's a brightside )

                        Required Complications:
                        Secret (Simulacrum): You are an advance model indistinguishable from humans. You don't know what triggered your activation, but you have determined keeping you existence secret is the best way to achieve your prime directive.

                        OR

                        Prejudice (Simulacrum): Even if you don't have an "owner", many just consider you talking property
                        Enemy (Techland Loyals): As an incredibly advanced piece of builder tech you present a very desirable target for the loyal residents of Techland to obtain for their masters.

                        Comment


                        • #13
                          Re: Guardians of Thessaria

                          Regions

                          The Deadlands

                          The lands ruled over by Valeria, Queen of the Dead remain as unchanged as their ruler. Everything within them died when she carried out her ritual and has remained devoid of life. No attempts at expansion have been made as Valeria is more focused on holding grand parties/galas with her royal court at the castle near the center of her lands (especially when she has an opportunity to add to the members of her court when a worthy candidate wanders into her lands). The outer regions of the Deadlands mostly contain the shambling mindless dead. They tend to be in pretty good repair, resembling pale humans, due to the occasional wildlife that wanders across the border. It is fairly easy to avoid conflict with them, as long as you are careful. In the middle regions you start to see Fallen in greater disrepair, not having access to a source of life to allow them to regenerate their deteriorating bodies. You also begin to encounter some of the stronger and smarter Fallen, ones that have been magically enhanced by their queen to carry out one duty or another (guarding, hunting, scouting, etc..) If you can avoid these enhanced Fallen you can generally make it out of the middle regions alive. The Inner region houses the castle of the queen and her royal court. They are in great repair (due to a constant stream of living matter brought to them by their hunters) and highly magically augments (many of them rivaling guardians in terms of power). Intellectually they are indistinguishable from humans, but fiercely loyal to their queen. They originate from the most attractive and skillful of those unfortunate enough to meet their demise in the Deadlands. Several are former Guardians or members of other witch families.

                          In the early days it was a lucrative practice to enter the Deadlands and loot the abandoned structures that once belonged to the walking corpses that now call the land home. However as time went on you had to go deeper and deeper into the Deadlands to find anything of value. Expeditions into the middle regions still exist for those desperate to get rich quick, but it seems that more of them never return than return successfully so it is largely considered that the risk now outweighs the reward.

                          Those that believe the rumors that there are groups of Fallen that have gained mental independence from their queen claim that they take up residence on the borders of the Deadlands, going as far as to establish farms just outside the Deadlands effect in order to grow crops that they can later drain the life from to repair their bodies. Because of this act of apparent normalcy some claim that you could visit one of their settlements and not be able to distinguish it from a normal human one.

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                          • #14
                            Re: Guardians of Thessaria

                            The Wildlands

                            The Wildlands are a natural paradise with sprawling jungles and plains, filled with all manner of plants and animals. This abundance of nature is encouraged/maintained by the Shamans of the various Feral tribes. The shamans practice a form of runecasting magic that was taught to their ancestors by their witch masters and has been passed down ever since. Deep in the jungle, the descendants of Maven Bloodlust rule as the embodiment of the Ferals gods from giant stone temples erected in their honor. The Ferals that serve them are fiercely loyal and aggressive, constantly pushing to regain territory from humans/other witches.

                            Tribes are divided mainly by the type of beast the Feral takes after and the customs of the tribe can vary from tribe to tribe. One common thing among all of them is the value they place on strength (although what is classified as "strength, whether it be physical, mental, or spiritual, may vary depending on the tribe) and their "survival of the fittest" attitude.

                            In the beginning, tribes who decided to no longer be loyal to their "gods" were forced to live in harsh and dangerous areas of the Wildlands, where most Ferals feared to tread. However as word and evidence of these Ferals started to spread through human lands it became possible for some of these tribes to relocate into human territory. This has not always ended well for either race, but bit by bit their presence is starting to be accepted. The opening up of admission into a Guardian Academy this year is a huge milestone for them.

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                            • #15
                              Re: Guardians of Thessaria

                              The Techlands

                              The Techlands is a kingdom of cybrogs whose witchly rulers are obsessed with enhancing their magic through technology, wanting to eventually surprise in the Builders and their creations (fortunately they have not succeeded yet). There are cities and towns within the Techlands. All inhabitants are hybrids, having some form of mechanical augmentation. Most are charged with stripping the land of all its resources (mining, lumber, ruins of the Builders, etc..) The interior of the Techlands is thick with smoke and pollution from the processing of these resources. The rulers of the Techland care little of expansion for expansion's sake, but instead seek to acquire lands that house valuable resources for them. Of all the kingdoms, they have initiated the most attacks on the capital city of Calderis and the Guardian Academy (home of the second largest known collection of Builder tech outside of the Techlands), although all attempts have ended in their defeat. They have not attempted again for several decades now.

                              Hybrids that haven't been too mechanically augmented (if you catch my drift) can still have children. The children are born normal humans, of course, but are almost immediately technologically enhanced, receiving upgrades and replacements over the years as they grow.

                              The worker class of hybrids is extremely oppressed, but the watchful eye and forceful hand of their overlords has kept them in line. It isn't unheard of, though, for a member of the worker class to escape and make it into human lands. They often end up joining the academy (usually, but not exclusively, under the Enhanced school), often with the intent of growing strong enough to help to fight to liberate their homes.

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