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Vaxia - General Reputation Groups

*Place holder for the moment for organizing purposes.*

The following are considered general reputation organizations which represent larger groups such as a general population of a city, rather then a more specific group.

These organizations often provide reputation which can come into play in keep track of a character's general reputation and overall notoriety or infamy.

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Portal Networks

Portal Networks
Permanent portals large enough to handle a fair amount of daily traffic take a lot of time and resources, especially the greater the distance. Due to this cities that tend to have permanent portals often have some of the large populations and stable and thriving economies. Those cities also work on splitting the costs, though sometimes politics can interfere and a city may shut down their portal if things become less than friendly between their governments.


Victory Portal
Ramsalon to Victory City and GHOUL
Status: Working

Victory Portal is a large, permanent portal between Beth Bow in Ramsalon and Victory City in Meribor. It is a re-purposed Underpass portal, taken from Necromos’ network. It is free for all pedestrians and passenger vehicles, although commercial vehicles carrying goods must pay a toll. From here people can take tunnels to access GHOUL as well.

The room in Victory City where the portal is used to be called the "Bones Room" by the Orcs or the "Throne Room" by the Alliance's intelligence, during the Orc War There was a throne made of bones here, and rumors of blood dripping still fresh off them when they found it. Of course, Necromos was long gone. The room was soon refurbished and the walls painted with murals drawn, in the harsh stone. The murals are similar to those around the other portal that is in Ramsalon. A special long tunnel was built, leading right to the Core.

Since the Naga Nori War and the annexation of Victory City into GHOUL, another tunnel, directly to Jackolantern Avenue has been built, making for a shorter trip from GHOUL's docks to the portal to Ramsalon.

Overpass Portal
Ramsalon to Ish Lavin
Status: Shut Down
Destoryed during Naga Nori War, being considered to be rebuilt as Ish Lavin and Ramsalon are both now territory of Shi Inkahan

The first Overpass portal was a large, permanent portal between Beth Bow in Ramsalon and the Town Center of Ish Lavin. It was based on the same technology as Necromos's Underpass, hence the name, and is the first portal constructed from scratch by the Royal Labs (Victory Portal being an original Underpass portal refurbished and re-purposed to serve the Empire). This portal was destroyed when Shi Inkahan invaded Ish Lavin in 3013.

Argonn Overpass Portal
Ramsalon to Argonn Island
Status: Shut Down
Was shut down after the Naga Nori War to prevent any chance of it being used for retaliation against Ramsalon or the Shi Inkahan Empire

The Vaxia Empire had long planned to build a portal between Ramsalon and Argonn Island, in in the East Kadrass Ocean. To this end, much infrastructure was already in place to construct the portal in Argonn. When the Ish Lavin end of the existing Overpass portal was destroyed as the Shi Inkahan Empire began their invasion, the Ramsalon end remained intact. The Vaxia Empire found that they had just enough materials finish constructing half a portal in Argonn. So, after working for a week and a half to hook up all the existing parts, to redirect the Ramsalon Overpass to Argonn, and to activate the Argonn Overpass. At the end of the Naga Nori War, the Shi Inkahan Empire shut down the portal to prevent it from being used as means for retaliation after having pushed out the Vaxia Empire that now remains on Argonn Island.


Historical Networks
These are permanent Portal Networks that may have at one time existed but now have either been used to inspire the more modern portals, been repurposed, lost, or damaged beyond working for various reasons.

Underpass Network
The Underpass network was a large network of portals created by Necromos some time after the Cataclysm, based loosely on notes he recovered pertaining to what we now call the Elven Portal Network. He used these portals to ferry his orcish and Undead troops around the continent of Vaxia, before he was defeated and most of the portals destroyed.

The last known Underpass portal, connecting Ghuundagor to Necromos's Death Row (currently now Beth Bow) stronghold in Ramsalon, was captured by the Vaxia Empire after the Orc War and re-purposed, becoming Victory Portal, connecting Ramsalon to Victory City and GHOUL. Later, the Royal Labs reverse-engineered the technology, successfully building the Overpass Portal.

Elven Portal Network
The Elven Portal Network is a network pre-Cataclysm portals, largely lost or damage in the events during the Cataclysm. The Elven Alliance are investigating these portals and their Historical significance.

Many unexplained relics survive from the days before the Cataclysm. The most notable of these is the Kanestronia Cathedral Also of note are the bridge over Snar Abyss, near Dawn Port, as well as the Crystal Towers near there, and the Cemetary of the Abyss in Candenord. These scattered buildings are all that remain of the ancient civilization we call Namoria, which had its capital in what is now the jungle of No Man's Land. This civilization stretched across nearly all of the known world, and travel across the vast distances involved was accomplished with a network of portals. Some of the first remains of the network were discovered by members of the Ramsalon Wood Clan and other Elves which has caused the network to be called the Elven Portal Network.

Locations
One ancient portal can be found in Ramsalon, in its own park, not far from the Kanestronia Cathedral. Another can be found in the northern section of the Ramsalon Forest There is another near Tesaria perhaps serving the ancient city that stood where Dawnport-Crystal does now. Another is north of Thamas one in Shi Inkahan, and one near the Cemetary of the Abyss in Candenord. A similar structure to the portals is rumored to exist on one of the many islands of the Eastern Kadrass. There are more around the world, but these are no more than ruins.

Design
The portal in the Ramsalon Forest is the most unique: a single ivory slab (possibly from a single enormous tusked beast), cut into a perfect circle and sitting on a platform made of stone. It has four pillars around it, one at each corner of the platform. Twelve more pillars stand around this platform. The ruins of four temples lie around the portal, perfectly aligned with it in the four cardinal directions. This portal is thought to be a backup control center for the network. The primary control center has not been found, but is assumed to be somewhere near No Man's Land.

The other portals in Shi Inkahan, Candenord, Jorkana the western plains of Vaxia are each enclosed in within the ruins of a temple. The temple has an open roof, and at each of the four cardinal directions is an opening. Within the temple is the same sort of ivory slab, surrounded by three pillars.
Some of these structures are not simply ruined, but are in fact incomplete, destroyed while under construction, leading many scholars to believe that the Cataclysm itself interrupted the construction of this portal network.

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Vaxia Artifacts

Vaxia Artifacts

Currently items that are listed under artifacts are unavailable for actual play, pending development of an artifact level system. However there are still plenty of rumors and stories centered around the artifacts that characters may hear or be able to discover. Please consult with Setting with concerns in regards to artifacts.

Artifacts are items that have stories or are rumored to be extremely powerful.
Some artifacts may not even exist anymore but the stories about them are still told throughout the region of their origins, or in the regions that their supposed wielders frequented.

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Ramsalon Laws and Criminal Justice System

Here are the laws and criminal justice system (court set up, punishments) for Ramsalon and similar Shi Inkahan territories on the Vaxian Continent


Laws and Punishments
The following actions that are considered illegal within these areas:

    Hooliganism – disruptive or behaviors deemed unlawful like rioting, bullying, vandalism, basically disturbing the peace kind of things.
      Associated Punishments: Fines, Service, Restitution

    Stealing

    • Robbery: The act of stealing another person’s property.
    • Robbery with assault: The act of stealing another person’s property with the use of some form of force or injury.
        Associated Punishments: Fines, Service, Restitution, Branding after repeated offenses

    Possession of contraband - the holding of items considered contraband (which are items that are banned in an area or items that have been imported or exported without paying proper duties/taxes). Also includes stolen items.

      Associated Punishments: Fines, Service, Restitution

    Smuggling - The moving of contraband (which are items that are banned in an area, or items that have been imported or exported without paying proper duties/taxes). Also includes species trafficking, and moving of stolen items.

      Associated Punishments: Fines, Service, Restitution, Hard Labor, Branding after multiple offenses.

    Slaving - The buying and selling of people that have been captured and forced to work and have no chance to regain their freedom.

      Associated Punishments: Restitution, Hard Labor, Branding, Banishment or Death

    The use of illegal poisons and/or the creation of illegal poisons – substances that can be injected, absorbed through skin or ingested by a person that can result in death or have been deemed illegal by the local government.

      Associated Punishments: Fines, Service, Restitution
      **If a person was killed by the use of poisons, the poison punishment is added in with the murder punishment**

    Homicide

    • Accidental Death: The death of a person through an accident when no crime was involved.
        Associated Punishments:Restitution
    • Murder: The taking of another person’s life.
    • Consequential Murder: A death resulted from the actions of another crime being committed.
        Associated Punishments: Service, Restitution, Branding (after multiple offenses), Banishment or Death

    Banditry and Piracy - Organized groups of people (especially outlaws) that participate in a variety of crimes, but especially the attacking and robbing of other groups travelling on the roads or ships on the seas without consent of the local government.

      Associated Punishments: Service, Restitution, Hard Labor, Branding, Banishment or Death

    Treason - An extreme act or acts taken against the governing body in an attempt to try and overthrow or rebel against that governing body. High Treason is acts that are directed towards the Emperor and Empress. Petty Treason is acts committed against a lesser authority.

      Associated Punishments: Restitution, Hard Labor, Branding, Banishment or Death (Especially for High Treason)

These areas do have a formal Court system.

Court Staff:

Judges - Also known as a Magistrate as they would also be a government official. They hear the case, and will decide punishment. SI Empire would likely keep in ones that were willing to conform to their ideals and often rule in their favor. Such judges would favor strict adherence to the laws and would give out strict punishments, perhaps even a bit harsher should the actions prove to try and go against the SI Empire. Would also have protections against mind magics to ensure that their rulings are not tampered with.

Jury Adviser - Someone that basically advises and assists the Magistrate. A Magistrate would likely have no more than 2 to serve them.

Advocate - Essentially a lawyer - though they do not operate like modern lawyers. The plaintiff and defendant shall be responsible for representing themselves before a Magistrate. However they can bring in an Advocate who can advise them on a strategy and even speak for them if a client so choose. Anyone can be an advocate for the most important thing for them to be able to do is talk no formal ‘law’ training is needed at all. Being an advocate in the right cases is actually a very good way to be able to move up certain political ranks.

Court Scribe - Someone that records the trial - only will be required in certain cases, mostly those involving nobles or other notable political heads. Though anyone if they have the coin can hire one in, though more often than not an advocate would take up this job if they so desired as well.

Court Guards - The defendant would have at least 2 - more if said defendant is known to be quite dangerous or has put up serious fights. The Magistrate would have 2 elite guards as well. If a case was becoming quite heated more guards could be called in.

Witnesses - Witnesses will be the key source of evidence in cases, especially as guards give their account of what they came into and why they took into custody the defendant. Diviners will be counted as witnesses as well - but they must be verified to serve the court as well. Diviners would also mostly be used in high profile (ie noble, and high political figure) trials, if there are no credible witnesses, or the Magistrate can be convinced enough to question with what they are presented with. Diviner services are expensive and are mostly used to verify by the court side, though if an accused wishes to retain a diviner's services they will need to pay for that themselves.

Court Procedure:

The guard will submit a formal written report explaining the reason the accused was arrested and the charges against them. This will also include other guard statements, witness statements they took at the time and any other evidence to make their case. The jury adviser and Magistrate will review such records and decide if they need to question anyone mentioned in the report.

If there is no question in the mind of the Magistrate that the accused committed the crime, the accused will not receive a trial and be assigned a punishment. However if the accused can pay for a trial or is of a noble/upperclass rank, then one will be granted.

The accused will be allowed to make their argument for why they should not be charged or for a lesser punishment given the situation. The accused may hire an advocate to make their arguments for them or help them with their strategy.

If the crime was committed against a specific victim, those victims or their chosen advocate may also appear to make an argument as to why the accused to be charged or face a specific punishment. If there is no victim someone looking to increase their political favor may request to be an advocate for the guard to push the charges.

Once all arguments have been presented the Magistrate will deliberate with his jury adviser's assistance will weight he arguments and then make a decision on what the accused will or will not be charged with, and the punishment they will face.

If all charges were dropped the accused will be allowed to walk away from the court. If any of the charges against the accused was affirmed they will be escorted to their punishment or to a dungeon for temporary holding depending on what the punishment is. For example if it is just fines or monetary restitution the accused will be escorted by guards to clerks to handle the financial transaction. In cases service punishment it will depend on which service, for lighter sentences like community service the accused will be allowed to return home and guards will deliver the notices for when they are expected to do their service and escort them there. For more harder labor related services the accused will likely be held until arrangements can be made or they get transported where they are being assigned.


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Vaxian Ships and Vehicles

NOTE: This is not an exhaustive list of Vaxian ships and vehicle types, just a list of primary examples for standard models to help A/SHs calculating vehicle Stats on the fly, or to model custom craft off of.

Understanding Vehicle Stats

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It typically replaces the END might for passengers inside the vehicle for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the driver's stat, just like the fixed STR of a crossbow would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/sailing it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

Horses

Carriage/Wagon (350 build points, Cost: 700s)

  • LIF 100
  • END 100
  • STR 100
  • DEX 50

Paddleboat (125 build points, Cost: 250s)
Ex: Canoe, dinghy

  • LIF 50
  • END 25
  • STR 25
  • DEX 25

Speed boat (400 build points, Cost: 800s)
Ex: Caravel, sloop

  • LIF 200
  • END 50
  • STR 50
  • DEX 100

Merchant ship (700 build points, Cost: 1400s)
Ex: Carrack, junk

  • LIF 500
  • END 100
  • STR 50
  • DEX 50

Warship (1300 build points, Cost: 2600s)
Ex: Galley, man-oh-war

  • LIF 500
  • END 100
  • STR 50 (Ramming)
  • DEX 50
  • Galley Ballista (2x)
    • LIF 50
    • END 25
    • STR 150
    • DEX 75 (Aiming - Uses ship DEX to dodge incoming attacks)
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Content Creation and Submission Guidelines

The following are meant to serve as guidelines to make sure all of our reference material for both our settings are all following the same format, to make it as clear and easy to follow as possible, and that all facets of the settings have as much information out there as possible to maintain the tone and theme of the settings.

When creating new content, or updating old content, please make sure they fall within the given guidelines before submitting the content in the Setting Forums (or a pm to the Setting Leads to post on your behalf if you are not comfortable submitting the information in the forums yourself, or do not wish to join the Setting Department).

If one does not exist, then please contact Setting to make sure they update the list or need to work on developing one.

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Theology

Here you can find information on the various deities, religious practices and beliefs, and other related information that can be found in the world of Vaxia.

Pantheon Aspects (Polytheism)
One universal set of aspects with different names (and different interpretations of those aspects) by culture/faith. The polytheistic domains and their popular aspects are:

--- Most Popular Religion By Species/Region ---
Polytheism
Belief in multiple gods, often with specific areas of influence.

Ancestor worship
The custom of venerating deceased ancestors who are considered still a part of the family, and whose spirits are believed to have the power to intervene in the affairs of the living.

Naturalism
Belief that the natural fixtures and forces of the world (forests, storms, seas, etc.) have a will that can be appealed to or angered, causing them to behave differently either for or against living things in their midst.

Elementalism
Belief that the core elements (earth, fire, air, metal, and wood - or other variants) exist in all things, and thereby connect all things. Harmony and balance among the elements in a given place or person is often considered to be the pathway to peace and contentment.

  • Shi Inkahan neth
  • Shi Inkahan orcs
  • Vaxia Dwarves

Universal Essence
Belief in a shapeless, universal, unifying force binding all things together everywhere in the universe. Individuality is merely an illusion - a temporary state of being, at best.

  • Vaxia elves (The universal force is known as "Ohm" or "Elrund," depending on the clan or nation)
  • Candenord elves (The universal force is known as "Schutzren")
  • Vaxia neth (The universal force is known as "Qua’ress")
  • Shi Inkahan dwarves

Atheism
Belief that there is no godlike force or entity guiding existence in any way.

  • Teseria humans
  • Teseria elves

Agnosticism
Belief that there is a godlike force of entity responsible for or guiding existence, but that the details of that entity or entities are unknown or unknowable.

  • Candenord humans

Cults and Sects
Some minor faiths also exist within small or insular groups and are not considered formal 'religions' by the general populace.

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Sirian Languages

Sirian Languages

Setting note: The Sirian Languages will be under going an audit as we further fill in the gaps of the setting and develop it, as well as to bring into line with the upcoming changes to tech 'languages as well'

Sirian Planet :
Desert Clans (a shared universal language not specific to any one clan)
Dalhan
Gargorian
San-saram
Rohearn Zuxian
Galactic Elfin Mutaren Juren Taramarian

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Hard Sci-Fi

Sirian is a hard science-fiction setting, focused on space habitation and exploration.

What's 'hard sci-fi' mean? If fiction is a scale from soft to hard, then on the soft side you have fantasy, on the hard you have the most scientifically accurate setting you can imagine. Somewhere in between is where most settings live. For instance, this puts Lord of the Rings firmly on the soft side. Similarly, Star Wars is fairly soft, despite being sci-fi. Star Trek a little closer to the hard side of the spectrum. Space Above and Beyond, Firefly, or Battlestar Galactica (the new series) are much more Hard Sci-Fi beyond which is nearly anything written by Asimov.

Sirian is aiming for somewhere around the BSG to Asimov end of the spectrum, meaning it's fairly scientifically realistic based on what we currently know of science and technology.

Why do we define this here? Unlike fantasy, there isn't a 'default' science fiction setting. In fantasy, you can say "I'm running a fantasy game," and people typically have a rough idea what that means: a medieval or Renaissance Western European model, with Elves Dwarves Dragons and magic.

If you say "I'm running a science-fiction game," there is no 'standard'. Do you mean Star Wars (which is almost more fantasy than sci-fi) or cyberpunk (near future, realistic technology)? Are you talking space travel or a planetary dystopia? Even if you narrow it down to space, are you thinking starship battles or interplanetary gates? This isn't a genre that has a 'default' setting - so we have to define one carefully to get everyone on the same page.

Given that we already have a fantasy setting in Vaxia, our target for Sirian is hard sci-fi in order to give players a real variety of tone to choose from.

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In Brief

Sirian is a space-age sci-fi setting that tries to adhere to more science than fiction in terms of technology and space travel.

The nations of Sirian are broken into two clusters: the northern Rohearn and San-saram and the Southern Coalition of Dalhan, Gargorian Colonists and Clanspeople. The Rohearn lived in neighboring militaristic republics that warred with each other and sought expansion in the south, leading to a long period of war between the hemispheres, with the Northern Republics frequently ending up on top.

Most RP centers around a series of orbital space stations, the most popular of which is Station Prime under control of the Treatise Body, an alliance of northern and southern nations. Other major players in orbit are The Independents of New Domai and the organized crime of Shrapnel City

A recent catastrophe called The Inferno left the planet practically a wasteland. All psionically-active persons began falling victim to an affliction that, over time, robbed them of their free will and turned them into cold, calculating killing machines called "The Crowned." Hordes of Zombies called Unlife often follow with them like drones to a hive queen.

Prior to the Inferno, the Southern Coalition unearthed two pieces of ancient Sirian technology: a pair of starships called the Kalvania and Extravia capable of faster-than-light travel. Curious about the galaxy around them, a contingent of southerners (with some northern deserters) embarked on a multi-year, intergalactic voyage that included first contact with several alien species.

Among those encountered were the hostile Mutaren the Juren empire whose forebears colonized Sirian Planet ages ago, the ConFabs (sentient nanomachine clusters) of the Taramar station, and the Gargorian homeworld.

The Fleet returned roughly six months after the Inferno, surprised to discover the world they left was now practically a wasteland. Regular rescue missions now bring more refugees and supplies into orbit where the Treatise Body, a joint Northern/Southern governing body, tries to provide security and quality of life to the survivors in space.

For a more detailed timeline go here: Sirian History For a list of sessions go here: Sirian/Sessions and Sagas

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