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Posted: Mon Dec 31, 2007 1:33 pm
Athazg: The Four Rainy Hills
A1 - General Background A2 - Technology A3 - The Xetaratr A4 - Wildlife A5 - The Character Templates A6 - The Four Rainy Hills and Portal Valley
Special Rules: 1. Technology here is fairly more advanced than modern tech 2. Magical Energy is incredibly rare, and there are no natural magicians on Athazg. Only 1 or 2 wizards could comfortably exist.
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Posted: Mon Dec 31, 2007 1:39 pm
A1 - General Background
The entire race of Xetaratr reside in a somewhat small demiplane, called by outsiders The Four Rainy Hills, but known to them as Athazg. This plane, from end to end, stretches only as large as a small empire on any other world. The plane, as its common name suggests, is dominated by four large foothills, with a valley in the center. At the very edges of the plain are mountains of unparalleled height, and all attempts to cross them have been foiled, as they mark the edges of the plane. Rain is very common on Athazg, and there are many small rivers flowing through the plane, though lakes seem to be a bit rare. On any given day, on any 100-mile diameter on the plane, up to 8 hours is dominated by rain.
However, the population of Xetaratr has exploded, and they are straining the natural resources of Athazg. Any Xetaratr used to be able to live comfortably, but now the lower classes must fight amongst each other over food and living space, while the higher classes scramble to find a way to resolve this conflict. More and more land has to be devoted to farmland, and the last piece of forest is ferociously defended by the Druids. The skyscrapers have fallen silent as the Xetaratr waited for a miracle. And, as if their prayers had been answered, a giant, unstable portal ripped itself into existence in the very center of the plane, giving them access to other dimensions.
With the opening of the portal, Xetaratr soldiers have poured out of Athazg, exploring other realms and finding places to colonize, as Athazg could not house the growing population forever. However, not all civilizations have accepted their “invasion”, and have declared war on them. One such enemy had a great bloody battle with an entire Xetaratr, and left a giant field of their corpses for dead as they rebuilt their own nearby fortress. However, they assumed vultures would pick at their corpses, but they were surprised when the entire Xetaratr army rose once again, having healed from their injuries, and surged into their fortress, capturing it. This incident established the fact that ALL Xetaratr corpses must be completely destroyed after “killing” them.
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Posted: Mon Dec 31, 2007 1:58 pm
A2 - Technology
Any technology found on Modern Earth would have an equivalent on Athazg, as well as several innovations not normally encountered on Earth.
1. Hand Held Chain guns: The standard weapon of the Xetaratr military. These guns are bulkier and much heavier than normal rifles, but fire a lot faster. Standard ammunition is armor piercing, and can go right through most armor and pierce the tough hide of the plane's inhabitants. It is fed by a wide belt, leading from the gun, almost touching the ground, then wrapping back up. The belt holds enough ammunition for nearly an entire minute of its high-speed firing, and Xetaratr Soldiers commonly carry two belts on their torso, and more folded in their packs.
2. Warsuits: The Elite Corps of the Xetaratr are composed of the elderly and the injured who still wish to serve. However, instead of getting vanquished quickly due to their physical drawbacks, volunteers are surgically dissected by the incredible Medical Technology, and permanently integrated into robotic shells made of the most powerful alloys available. Thanks to their decentralized anatomy, the actual organic component of the suit can be fairly compact, leaving a lot of room for the servos and gadgets.
These suits are more than 10 times as strong as a normal Xetaratr, and more than twice as fast. They wield huge, bulky laser rifles, powered by the nuclear core of the suit. Not even the Chain guns can reliably pierce the armored suit, allowing these monsters to dominate the battlefield. However, these suits are incredibly expensive, and less than 200 of them exist. The suits themselves last much longer than the disabled Xetaratr within, and are often handed down after they die.
3. Warsuit Weaponry The signature weapon of the Warsuit is the huge, bulky rifle. It fires a single blast of concentrated photons and electrons, frying electronics and burning flesh. It takes a few seconds to charge this monster of a weapon, and requires about 15 seconds to cool down. However, the beam can be sustained for up to 10 seconds.
In addition to the laser rifle, Warsuits have a retractable blade, forged from titanium alloys, capable of putting dents even in the tenacious armor of the Warsuits. It is used when targets are close enough to make their famous rifles unreliable.
Lastly, Warsuits have a small missile launcher, usually on the shoulder opposite the arm adapted to use the rifle. These missiles are the size of a forearm, and have a blast radius of 20 feet, and can blast through concrete walls. Their range is over 400 yards.
4. Medical Technology Xetaratr, despite their incredible natural healing, have developed very advanced medical technology. They can remove metal shards from even the brain without noticeable injury to the victim, allowing them to naturally heal. Disease has become rare, and even the nasty poisons native to Athazg are of no concern anymore. It is even advanced to halt the limb-regrowing processes permanently, allowing Xetaratr to be inserted into the infamous Warsuits.
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Posted: Mon Dec 31, 2007 2:04 pm
A3 - The Xetaratr
Xetaratr appear to have the general shape, size and weight of a human, though they have hair only on their scalp, which ranges in color from white to black to pure red. Their skin has a scaly appearance, and is thick as well as incredibly tough, and generally has a blue to white tint, though it may be red or even purple in rare cases. Their muzzle is more pronounced than on a human, and they have slightly larger, more slanted eyes, which are solid black. Their noses are indicated only by a bulge in the middle of their face with two wide, vertical slits, and only serve to house their potent sense of smell. Their hands have three fingers and a thumb on either side, and have longer, somewhat sharper, yet still mostly vestigial nails. Their legs are built more for speed, and have much longer shins than thighs, and have long feet, usually walking on their muscular, large toe, with 7 on each foot; 5 in the front and two on the back. The nails on their toes are large, thick, and nearly yellow, and never grow more than 1 centimeter past the toe.
A Xetaratr is a Paragon of evolution, boasting a powerful mind and body, as well as an incredible healing rate. Their anatomy is highly decentralized, having several blood pumps throughout the body, as well as a few small lungs, not just in the chest, though they breathe through their skin, not their noses or mouths. There are even clusters of nerve tissue in several spots, and the brain in their head merely handles higher thought. Most limbs or organs can be regrown in around a week, though it takes them a few months to recover from decapitation. More than half of their body has to be destroyed to prevent them from recovering. They also need only 3/4 the amount of air, food and water that humans do, and do not require sleep.
The Xetaratr also, occasionally, have Psionic beings in their midst. Less than 20% of the population is Psionic, and those who become Psionic are usually hired by the government. The most common manifestation of power would be psychokinetic control of one of the four classical elements. More rarely, a Xetaratr could end up being telepathic, and are thus usually deployed as spies. Clairvoyance pops up once in a blue moon, but no teleportation nor psychometabolism have appeared.
Xetaratr reach adulthood around age 24, and, with current medical technology, can live to be up to 150. Xetaratr in Warsuits, however, have their existing lifespan extended, on average, by 50%.
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Posted: Mon Dec 31, 2007 2:22 pm
A4 - Wildlife
Grass is as common on Athazg as it is on Earth, and covers nearly the entirety of the plane. There are also trees, though they are thinner, have much tougher bark, and can reach heights reaching nearly 100ft tall, and usually have wide, complicated root systems connecting them to other trees. Several species of flowers also exist, with just a few species covering every color imaginable.
In addition to the plant life, there are also animals who make their home on Athazg, including deer-like creatures with fur tinted green, and highly intelligent cougars who see with infravision. There are also animals unique to Athazg:
1. Padnipien: These creatures live in small families, usually of 7 to 12, about half male and half female, with 9-15 children. They are completely herbivores, and find tree leaves to be delicious.
Padnipiens are about the size of a sheep, and are covered in short, green-tinted fur, with darker green markings. Their hindlegs are much like a rabbit's, and their front legs are just as strong, adapted to grabbing and climbing. They usually leap as high as they can next to a tree and grab onto the bark or a branch, and graze on the leaves from there. They have rabbit-like heads, though their ears are much , much smaller. They commonly swallow pebbles to help grind up tough plantmatter in their stomachs.
2. Itopsudo: This creature is the most common carnivorous species on Athazg, living and hunting alone. They are not mammals, and are actually advanced reptiles. Their skin color changes according to their mood, and are usually a camouflaging green, though they turn a brilliant red when angry. They are only as large as the average person's forearm.
They look somewhat like komodo dragons, though their legs are built more for speed, and are held closer to the body, and have lightly built bodies. They also have primitive wings, allowing them to glide between trees. Their claws are short and sharp, though they have a pair of long, hollow, snake-like fangs in their mouths, and, unsurprisingly, inject a fast-acting paralytic poison, which can stop a Padnipien just a few minutes after injection. However, the poison is not fatal to a healthy life form.
Itopsudo avoid anything larger than a Padnipien, which are its primary meal, though they occasionally hunt deer. They are no threat to Xetaratr, as their fangs cannot penetrate their skin. Their bones, like a bird's, are partially hollow, having a honeycomb like structure within them, keeping them both light and strong.
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Posted: Mon Dec 31, 2007 2:32 pm
A5 - Character Template
Name: Rank: Personality: Description:
Weapons: Equipment: Training/Martial Arts: Psychic Ability: History:
Ranks: All Xetaratr have some experience in the military, and the lowest rank is Grunt, which most Xetaratr have. These are all of the ranks: 1. Grunt 2. Marksman 3. Deadeye 4. Lieutenant Commander 5. Commander 6. Elite 7. Marshal 8. Overseer
Weapons: Most in the military will be wielding the signature chain gun, but just about any gun within modern technology can be devised. Feel free to create your own weapon, but it must be scientifically possible, and cannot go very far beyond modern technology. Think "ShadowRun".
Equipment: Most Xetaratr usually carry a knife on their person at all times. They also have armor similar to kevlar, which protects them from both edged weapons and bullets, though not much protection from laser weaponry.
Training/Martial Arts: Some Xetaratr have special training, or have put a spin on the training they have received. Some develop an entire Martial Arts based off of the training they received in the military. If you wish to do so, describe it here. Otherwise, put "Standard".
Psychic Ability: If your character is one of the few who have psionic talent, describe it here, but keep in mind the parameters described earlier.
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Posted: Mon Dec 31, 2007 2:35 pm
A6 - The Four Rainy Hills and Portal Valley
Nearly the entire plain, three out of four major sections, is covered by the vast, sprawling cities of the Xetaratr. The last section, dubbed “Treehaven” is covered mostly by woodlands, and are preserved in order to keep a healthy environment for the sagely Xetaratr. It is here where a few, small facilities are located, dedicated to studying the wildlife of the plane. A small coven of druids reside in Treehaven.
The remaining three sections each serve a different purpose, made obvious by their names. The first, Blackforge, is on the end opposite of Treehaven, and houses the industrial aspect of the Xetaratr. Here, there are great, dark factories, producing arms and armor. The Xetaratr, keenly aware of the small size of their plane, do not haphazardly burn what little coal they have to power their factories, and instead have resorted to mostly psionically-fueled fire to create nearly all material goods throughout Athazg.
The next, Mindhearth, is by far the largest of the four hills, adjacent to Treehaven and Blackforge. Most Xetaratr civilians live in this section, and it also houses most of the agriculture and universities, and is where the greatest advances in Psionic ability are discovered. The hills there gently roll across the landscape, accentuated by occasional trees, making for a beautiful place to live. Dwellings from cottages to colossal cities, with towers tall enough to peer into the clouds, dot the landscape. In the center is a truly titanic building, large enough to house hundreds of Xetaratr. Here is where the mighty councils meet, and is the abode of the Wise Stormking, oldest of all beings in Athazg, who serves to direct the Councils and call meetings, as well as handling public relations. There are three Councils that meet here, the Council of Agriculture (who oversee the vast farmlands and nutrition), the Council of Knowledge (who handle education, lore and Psionic affairs) and the Council of Residencies (who elect council members and oversee construction).
The last section is one of the smaller, but most packed sections, opposite of Mindhearth. It is called Steelkeep, and houses the military aspect of the Xetaratr Empire. It consists of mostly huge, beautifully crafted fortresses, full of Xetaratr soldiers patrolling and training. Only one council meets here, though it is the most powerful; the Council of Discipline, which decides upon the laws of Athazg, and collaborating with each other on affairs of war (both requiring approval of the Stormking). There are over one million Xetaratr troops in a state of constant awareness, with many more in reserve in all other sections. With the knowledge of other planes of existence, Steelkeep has become more and more important, where in the past it had started to fall into disuse, as the plane of Athazg had already become more or less united. All citizens, while not required to serve in the military, are given some military training.
The last section of note is the center of Athazg, which has no particular name. In the very center, there is one massive, shining and open portal, which is overseen by at least 400 watchmen at all times. However, accessing the portal is difficult, as the lands around it are saturated with water, filling the area with rivers, almost a lake, giving the bow and power-wielding watchmen in their towers a great advantage. The towers themselves are secure, with the doors having a variety of different locks.
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Posted: Sun Jan 13, 2008 9:35 pm
Name: Twila (“Twilight”) Age: 24 Gender: Female Class: Guardian Realm: White Earth Weapons/Abilities: Bow and Arrow/ ESP and Energy
Appearance: A fairly tall (5'9") woman in her early twenties with a well built bosom and toned body. She has shoulder length, brunette hair kept in natural tight curls with a slight wave to it. Her eyes are a deep forest green and a bit narrower than Hosanna’s. Her skin complexion is identical to Hosanna’s, except a bit tanner. She wears a skirt that cuts just above her knee joints and made out of sturdy, metallic like cloth (armor). Her shirt is made of the same material and is fashioned after a tube top, tightly clinging to her torso, halting just above her navel. It clings to her body like a second skin. Her wings protrude through her shirt and so it cannot be taken it off without it being ripped.
Bio: A close friend to Hosanna’s mother, Twila looks after hosanna as the result of a promise made to her before she disappeared with her husband. She is very protective of Hosanna and keeps her locked up in her house while she is away. She is part of the Guardian Flock that surveys the Clouds at night .... all night. She is very overbearing on Hosanna and does her best to look after her, despite all of Hosanna’s attempts at freedom and independence. She keeps many secrets from Hosanna and does her best to keep them secret since she has a nose for curiosity and a keen sense for locating hidden objects like bloodhounds. She is aware of almost move Hosanna makes because of her ESP (an ability which is kept from Hosanna’s knowledge), which often annoys Hosanna. She calls Hosanna “Anna” like Hosanna calls her “Twila” though her true name is Twilight. They are very close to each other, despite all of the hidden secrets and constant bickering.
Personality: She is a very stern woman, though not without a sense of humor. She is extremely opinionated and boisterous, often demanding certain things out of certain people. She is a born leader who does not bow down for anyone who does not deserve her respect and generosity. Though a touch cookie on the outside, she is kind hearted to those she cares about (Hosanna). She is a loyal person, true to her friends and alliance. She is a soldier of honor and a surrogate mother to Hosanna, strengthening her resolve in protection for others. Even though she is a very trustworthy person, she will not trust anyone she does not know, especially around Hosanna. She will sooner harm any strangers near them before listening to their explanations. She is also quick to anger and annoyance. She will pull out all of the strings to get what she wants out of people if she must so she must not be taken lightly. She does not claim to know everything, but when she has a thought or idea about something, the others had better listen to her lest they want to find themselves with one of her arrows stuck in their skin. She commands respect.
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