Immaculate NES II: Emperor of the Fading Heavens (pre-NES thread)

thats fine. You *and any others* can go ahead and change your families, characters, etc. but yes, please, if you do make any changes, please edit the main thread (do not repost- just edit please)
 
Technology
Spoiler :

While the reader of an ancient past reading this treatise thinking it a game may be used to thinking of technology belonging to the future, each day bringing us, through the diligent efforts of our scientists and engineers, a progressively more advanced world, the known worlds of the fading heavens associate high-end technology with the past.

The Grand Republic was the era of humanity’s greatest technological triumphs. Indeed it was partially due to the hubris born from mankind’s command of this perverse knowledge that the pancreator saw fit to visit us with the Symbiots and punish us for our sin. And now we live a life more attuned to not only the soil we till but the souls that burn within us all.

And so some noble houses, the league of guilders and even the church have sought to find the artifices of ancient times and bend it to their wills but while they may learn how to operate such ancient engines, they are far from understanding the manner in which ancient man was able to design and build these devices.

That is not to say that man does not design and build. Does not the blacksmith forge the ore into plow and nail, hammer and blade? Does not the farmer burn lye to fertilize his field? No, man continues to use those tools the pancreator has deemed to bless him with but they are nowhere near the scale of what once there was.

So what can one expect? The average serf toiling the fields has never seen a light-bulb. The closest he has come to an internal combustion engine is the propeller planes of the nobility flying overhead. Refrigeration is unheard of and medicine is limited to herbs and prayer (with prayer being of much greater practicality in almost all cases). Should we travel we would do so by sturdy ox, braying donkey or horse and should we willingly endanger our soul we might board a monstrosity of steel and fire powered by a black stone that burns with the heat of a thousand candles, the steam-ship by water or the rail-balanced train by land.

The nobility has shouldered the burden of adopting what knowledges they can, of shielding our souls with their noblesse and so, a noble might have electricity in his estate provided by the rays of the fading sun, the burning of coal, diesel or oil or even the very winds or tides themselves. The nobles might ride upon 2-wheeled mounts they call motorcycles and they might ply the skies in their aero-planes all fed with the distilled oils of the earth and seas themselves. They might spoon chilled icecream from humming refrigerators but they are not armed with laser pistols or monofilament blades like in the days of the republic. Indeed many of the devices could be manufactured (though not all are) by the noble houses themselves though often it is easier and cheaper to sell the resources required to the guilds then purchases the finished product from them.

The church’s fiefs are very similar to that of the nobles with the feudal servants protected from the evils of higher knowledge by their noble lords.
The situation is different amongst a minority of fiefdoms on Errovus Secondus, especially those associated with the imperium, as well as the great city of Leagueheim. Here one can expect power to hum though miles of copper wire while providing light in the darkness and heat and cold to the homes of the serfs. Communications can be held by talking devices known as telephones and the grainy black and white images of nobility can be perceived on televisions. These are products of the man’s industry when he has forgotten the punishment for hubris.

In very rare cases a secluded monastery or dedicated guild-house might have uncovered the secrets of some ancient knowledge and applied their minds and efforts, often at the cost of their very souls, to reproducing the ancient technologies of the long-ago Grand Republic. It is in this way that the shipwright guild can manufacture new flying contraptions to jump from world to world. It is in this way that the imperial garrison produces the amour it equips its grimson legions with. It is in this way that the Orthodoxy produces the fission bombs of greatest destruction.

Indeed man has failed to learn from the lessons the pancreator has so patiently taught us and he constantly invites the devils of the space between stars into his heart and mind, aye, even into his very soul by striving to outdo his neighbor with acts of greater and greater technological hubris. It is said that even now the nobles are designing new and greater weapons to split the worlds asunder with anew.
 
Well Immy you have made me sad because you misspelled Kwaraz into being Ludenard.

For repentance, you shall name my colony in Asimov: Chargoggagoggmanchauggauggagoggchaubunagungamaugg
 
Thats already the name of a Brothers Battle priest and he has it copyrighted.
 
lols/ XD

Well then I want him mentioned in one of the updates :p
 
dammit seon, stop stalking me. I like being alone on asimov
 
Too bad Kyzarc. There is no way as a Major Noble House faction that I will allow a minor noble house complete domination over an entire planet :p
 
I've not completed my efforts; this is just what i have so far.... so yeah, i did miss thomas, and a lot of others... i just wanted to share what i had so far.

thats why.
 
so, for those of you who celebrate christmas, "merry christmas".

here's your gift; i have updated all the maps with the locations and descriptions of the player's noble houses. Guilds and sects aren't really gonna have these details (because the sect location is hidden and the guild is on leagueheim and i don't want to release that map yet)

I know i havn't added anything for merciary's house hybbean- i am not sure what plaent they make their home on- i think i missed that... i'll have to fix that- sorry merciary- that wasn't cool of me.

If i forgot somone (and that happens) please don't take it personally, just remind me and i'll try to fix it. so, in the coming week i'll try to add the NPC factions, put up your stats and get this thing started.


THE KNOWN WORLDS

The entire universe is now limited to what is referred to as ‘the Known Worlds’.

These compromise the nine planets of Holy Erruvus, Errovus Seconuds, Leagueheim, Stigmata, Hubbard, Assimov, Clarke, Arrakis and Incillia

Holy Errovus


Spoiler :
We are children of the Diaspora, seeds spreading the Celestial Light’s truths hither and yon across this bleak cosmos; and so it is fortunate that we may still gaze longingly, across the night skies of a thousand worlds, toward the stellar madonna that nursed our species to adulthood. She may still be seen, though she too has ebbed in the manner of her celestial sisters: yellow Sol, beacon blazing all the more gloriously in her faintness.

I can still remember the exercise that every seminary student had to undergo beneath the watchful eye and ready cane of the chartophylax. I remember myself as a lad, reciting those hoary names: Mercury, Venus, Errovus, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto. And though I was born amid the fields of Arrakis, separated from my race's cradle by unfathomable gulfs, those simple names permeate me with simultaneous longing and serenity.

Or rather, I should amend, one name among them. The other eight planets are little known to me, save as words to be recited: orphan waifs of memory. Erovus, though: third planet from the sun, that superficially undistinguished sphere on whose meadows and fields, forests and mountains, eons past, the Celestial Light chose to smile...

Ye who peruse this humble work, ye are a scion of that third planet, no matter what star shines upon ye now; and so I challenge thee, can ye read of the mother-sphere without shedding a single nostalgic tear? Do the ancient names, Eesunlun, Terral, Shwalan, Averlan, Altheriol, fail to tug your thoughts ever so faintly, across unimaginable gulfs of time and distance, toward that lone and flickering star?

Take heart: For though we have been weaned and grown and matured, and finally left the ancestral nest, as all children do when they have entered adulthood, do not imagine that we have abandoned Errovus to the abyss. No, the Church has sanctified her as Holy Errovus, and if Erruvus Secundus is the regal queen of secular power, then Holy Errovus is the aged but honored matriarch overseeing the disposition of our souls.

There are, of course, those who interpret much too literally the Church's reverence for the natal soil. These "geomancers", byblows of an Eskatonic garbling of Book 23 of the Omega Gospels, would uphold the planet itself as some sort of sentient dominion, even going so far as to pay it worship and invoke its blessing in magical formulae. This is clearly false: Do not the Omega Gospels speak of the Celestial Light's "single and supernal godhead" and warn against false idols?

Nonetheless, no planet, not Clarke or wondrous Assimov, does the Church hold in such reverence, and so Errovus has been given over to Holy Church, the better that those who love her might preserve her beauty forever. And this task her curators have accomplished admirably: Terra has been transformed into the idyllic garden sphere of her youth. Her continents are lush with flowering shrubs and aromatic pines, her monuments have been restored and weathered against the elements, and no planet is as radiant with cathedrals praising the Pancreator's bounty.

This is not to infer has Errovus been left entirely destitute, a revered but purposeless astronomical obelisk, in our quest for the heavens. On the contrary, over two billion faithful still walk close to the Celestial Light's timeless blessing. Errovus is a garden, yea, but a living garden, one complete with industrious and contented denizens happily going about their works, treading the very soil, sowing the very fields, plying the very streams that their ancestors trod, sowed and plied in the dim eras of time's beginning.

And so naturally, as with any garden, the Church must faithfully prune the grounds, encouraging the Celestial Light's flowers to bloom while uprooting the weeds and poison toadstools, and in so doing suffer nothing to spread beyond its preordained bounds. Just as a dutiful son would never enter his mother's house with mud soiling his boots, so the Church must safeguard lest prodigal children bear to Errovus some alien sin, some occult taint from the far reaches of outer space. Thus, the Church sternly but wisely forbids all the scions of this honourable world, but the holiest from returning to Errovus, save through the vicarious auspices of winecups and melancholy songs.

Certain agitators, ignorant of the Church's wisdom, decry this regulatory policy prohibiting homecoming. Their anger is understandable, but ultimately foolish and misdirected. They must realize that the Church's sapience on this matter exceeds their shortsighted needs. They must accept that humanity, as children of the Diaspora, needs must pay their penance in the void before returning triumphant to Errovus, not as dutiful children, but as conquering spouses. Yea, only when all is cleansed, when the race is reunited under one banner, when the Symbiots and the Kappa and the Lost Evvis and the unbelievers from all across the stars and all the other servants of the hells have been purged in celestial flame, only then may humanity return as one brotherly congregation and repopulate the seat of origin, and lift their voices to the immaculate heavens in exaltation of the Celestial Light's work.

And so I adjure those who dissent: Turn thy tongues from ill speech, but go amid the heavens, and rest ye not until your humble star, your verdant planet of genesis is universally acknowledged as supreme in the Celestial Light's esteem, until the Kappa, the Lost, and the warlocks themselves come one and all to pay tribute amid the nurturing soil of Holy Errovus.


Errovus Secondus:

Spoiler :
Though a relatively small planet, Errovus Secondus is vastly overpopulated, so much so that terraforming engines must be constantly employed to maintain a breathable atmosphere and clean seas. The planet itself is the first to have been colonized when mankind reached space and as such it contains precious few resources any longer.

Importantly, it is the home to the imperial throne and the imperial garrison, fleet and eye all maintain a large and protective presence on this world.

While much of the population lives at the relative cores of the various continents almost all the coasts are made up of 100s of miles of brimy swamps which are constantly flooded by the rolling seas.

Errovus Secondus seems to constantly be in a state of almost-collapse as it food and energy production are in flux. If it were not for the taxes of the entire known world being funneled to this planet to maintain the imperial government and throne, this planet would have long-ago collapsed upon itself.


Major Populations:

House Query: Serf population of 12.2 million people concentrated in a half-dozen densely populated enclaves

House Quin: Serf population of 430,000 people concentrated in one densely populated enclave.

House of the Holy Gate: Serf population of 800,000 concentrated in two densely populated enclaves.

House Koriate: Serf population of 4.2 million people concentrated in 3 densely populated enclaves.

House Tsedeq: Serf population of 700,000 people concentrated in 3 small densely populated enclaves.

House Klorin: Serf population of nearly 3.7 million people concentrated in 8 much smaller densely populated enclaves.

House Bossheim: Serf population of only 42,000 concentrated in one small enclave



Leagueheim

Spoiler :
eor2wt3.jpg

Another smallish planet that suffers from overpopulation, Leagueheim is covered by a single city that has sprawled to cover all the landmasses. While the planet is run by the gnomes, the majority of the population is human.

No other planet in the Empire can claim to have as many technological wonders as Leagueheim. No other planet can claim to have politics as vicious as Leagueheim, either. With several hundred guilds represented on the planet, anything can - and does - happen. Here anything that can make someone a firebird is legal and already being done. Still, discretion is the key word here. No one wants the Inquisition ruining the fun.

Every guild in existance has a headquarters here, many are only here and nowhere else. The massive unregulated race for resources and wealth has stripped the planet of its vitality in the short time of its existance and now there are many "Pollution Zones" that dot the world - sites of abandoned factories that are too polluted to be habitable. The world suffers from severe global warming due to excessive pollution.

Access to Leagueheim is a closely guarded secrets and only licensed guilds have the jump coordinates to reach this small dying planet.


Major Guilds:

House Kraiah Trading Guild: Serf population of nearly 20,000. Freeman population of nearly 130,000. A major corporate enterprise of both gnomes and humans, the Kraiah are concentrated in the northern continent where they organize and direct their massive shipping empire from.



Stigmata

Spoiler :

When the evvis (ie- elves) opened the jumpgates to Stigmata after the first Symbiot invasion they unleashed a terrible evil upon the world for, in their short-sighted search for wealth and power, they open a gateway to a renewed Symbiot invasion. The symbiots managed to infect Hubbard but by then the church knew how to fight them and employing theurgy alongside the soldiers and fleets of the Emperor, managed to fight them back to the jumpgates, purge Hubbard and trap the Symbiots in Stigmata.

But the Symbiots would not be so easily beaten. They launched a counter attack upon the orbiting jumpgate of Stigmata and very nearly broke through. Only the sacrificial deployment of 'Belial's Fire' fission weapons by the now beautified St. Cleary prevented a third invasion. Surprisingly, despite the explosion of a nuclear bomb of this scale directly in the vicinity of the jumpgate, Stigmata's jumpgate was not destroyed. It did however lose it oribital stability and was pulled from the heavens by another invasion of symbiots. The stigmata jumpgate now lies in a shallow dust-filled crater in a lifeless land of rock and darkness.

Stigmata is home to the majority of the Imperial Garrison including the Manifest Light Legion, the 2nd, 3rd, 5th, 6th, 7th, 9th, 11th Legions, and the Scions of Zahl (a Brother Battle Legion) as well as the majority of the imperial fleet. There job is simple; they must protect the jumpgate from renewed invasion by the Symbiot hordes.

As a result of the battles on this planet and the extensive use of Belial's Fire fission weaponry, nothing grows for 1000s of kilometers around the jumpgate and those soldiers which are sent there must constantly protect themselves from the miasma that comes from fission weapons.

The source of Symbiots on Stigmata is a matter of debate. It is clear that they do not use the downed jumpgate to access the planet and no other jumpgate is known to exist. Some say that Stigmata itself is a breeding colony while others say that the symbiots are able to travel there using conventional space travel.

Without stigmata, there would be no Known Worlds and it is only through the bravery of the soldiers who fight and die on this bleak and darkened planet that we live to breathe today.


Hubbard

Spoiler :
Hubbard is a land of harsh giant mountains with little vegetation and harsh weather. It is also a land of immense mineral wealth.

It is the only planet to have been invaded by the Second Symbiot contact though it is now thought to be clean of the parasites. Unfortunately, this secondary contact has seriously damaged the infrastructure and population of the planet and most colonists have only returned here in the last 40 years.

Hubbard's jumpgates provide access to Errobus Secondus, Arrakis, Leagueheim and Stigmata, making it a crossroads of sort.


eastern hemisphere
Spoiler :
noc4tu.jpg


western hemisphere
Spoiler :
f0c6pw.jpg


Major Populations:

House Bossheim: Serf population of nearly 9.7 million people concentrated on the eastern coast of the major pangea there; the population is concentrated in two major cities but is largely dispersed throughout the hills and mountains of the area, many in small mining towns or herding sheep and cows.

Major Fiefdoms:

Ozarow: House Bossheim Holding (mining, sheep herding, major military garrisons, house planetary capital), population 920,000, mining networks, smelting operations
Josefow: House Bossheim Holding (mining, beef ranching), population 520,000



Asimov

Spoiler :
Asimov is accessible only from the jumpgate of Errobus Secondus (though in times past its jumpgate did access other worlds). Generally the world is covered in thick jungle, though there are exceptions, most notably the poles.

Asimov required considerable terraforming (especially the atmosphere) by the Grand Republic to make it livable and thus it colonization is last of all the current planets of the Known Worlds. Asimove retains much of its exoticism; many of its plants and animals are found only here and many are very deadly. A number of guilds and houses have attempted to develop medicines and biochemistry form Asimov's plant and animal life and many have succeeded.

While Assimov's terrain allows for extensive growth of wildlife, introduced species have not fared well and farming remains limited. This has severely reduced the capacity of the planet to support colonists and as such, noble houses with major populations here are prone to famine and hunger and often find themselves spending their funds on importing food and other resources from the guilds.


eastern hemisphere
Spoiler :
nqqxi9.jpg

western hemisphere
Spoiler :
2v1kp39.jpg


Major Populations:

House Quin: Serf population of 8.2 million people concentrated on one continent and two major cities and one mountain fortress.
House Koriate: Serf population of 1.1 million people concentrated on one island in one city.

Major Fiefdoms:

Lan: House Quin Holding (farming, trade and commerce, fishing, house planetary capital), population 1.8 million, major spaceport, extensive warehouses and granaries, farmer’s guild
Denari: House Quin Holding (religious center, research labs, minor farming, fishing and farming): population 105,000
Vader: House Quin Holding (barracks, military stronghold): population 80,000

Keul: House Koriate Holding (farming, fishing, house planetary capital), population 250,000 people



Clarke

Spoiler :
Clarke is land of cold rocky islands in the midst of constantly stormy seas. Remarkably the seas are extremely low in saline content and would largly freeze over around many of the islands if the storms did not prevent it. Despite this bleak descriptor, it is a land of remarkable resources. The seas are very suitable for major aquafarming and fisheries and the islands often hide significant ore deposits. Lastly the seafloors hide many potential oil fields.

During the Symbiot wars the waters of Clarke were extensively infected by the body-snatchers and wars here were a brutal affair fought by specially outfitted navies and divers. Descendents of the veterans of Clarke's reclamation have much to be proud of.

Clarke has jumpgates to Arrakis and Incillia and no direct contact to Errobus Secondus.


eastern hemisphere
Spoiler :
t9yteh.jpg

western hemisphere
Spoiler :
14uyyyp.jpg



Major Populations:

House Query: Serf population of 5.3 million people concentrated on one continent and two major cities.

House Holy Gate: Serf population of 800,000 people concentrated on one arctic continent and around one city.

House Tsedeq: Serf population of nearly 11.8 million people concentrated in two major cities but also spread fairly widely in smaller towns and villages on several continents. Minor fiefs loyal to house Tsedeq can be found throughout Clarke’s south-western hemisphere.

House Klorin: Serf population of 7.8 million people concentrated in two major cities on one continent.

Major Fiefdoms:

Remsvi: House Query Holding (fishing, ore mining, house planetary capital), population 600,000
Irva: House Query Holdings (fishing, trade): population 720,000, major spaceport
Trichur: House Holy Gate Holding (oil fields, small refinery, minor fishing): population 130,000

Refuge: House Tsedeq (fishing, aquaculture, oil, house planetary capital), population 1.6 million, spaceport, refinery
Absolution: House Tsedeq (fishing, aquaculture, oil), population 900,000, monastaries

Inverness: House Klorin (fishing, house planentary capital), population 1.1 million
Coatbridge: House Klorin (fishing, ferite mining), population 530,000



Arrakis

Spoiler :
The desert world of Arrakis is a dry desolate plain stretching for seemingly ever and yet it is broken and divided by a multitude of large lakes, rivers and flood plains. While the desert sands are harsh and inhospitable, areas with good water retention are extremely fertile (and indeed many of the staple crops of Errovus origin have been successfully introduced here) and can easily develop large population centers.

While the sands hide few mineral resources, there are signicant oil fields throughout the planet.

Arrakis is accesible from Clarke, Hubbard and Errobus Secondus


eastern hemisphere
Spoiler :
2q3u8sx.jpg

western hemisphere
Spoiler :
swzi8l.jpg


Major Populations:

House Query: Serf population of 18.2 million people concentrated around three seas and in six major cities and innumerable smaller villages.

House Koriate: Serf population of 2.2 million people concentrated around one equatorial sea and 2 major cities.

House Klorin: Serf population of 5.3 million people concentrated around one sea and in 1 major city.

Major Fiefdoms:

Ryavan: House Query Holding (grain farming, fruit orchards, salt-mining, house planetary capital), population 920,000
Vysotsk: House Query Holding (grain farming, fruit orchards, oil fields), population 720,000
Rustav: House Query Holding (grain farming, oil fields, glass-working), population 530,000
Illasky: House Query Holding (grain farming, naval trade), population 380,000
Tyrnyauz: House Query Holding (extensive fruit orchards, imports food), population 220,000
Gryazi: House Query Holding (ore mining (molybium, mica), oil fields, fruit), population 120,000

Harkonnen: House Koriate Holding (grain farming, fruit orchards, house planetary capital), population 210,000
Corrino: House Koriate Holding (grain farming, oil wells), population 120,000

Lanark: House Klorin Holding (grain farming, minor oil fields, minor fruit orchards), population 480,000 people



Incillia

Spoiler :
Incillia is a land of beautiful arboreal forests and long cold winters with plenty of snow. Despite this, its inhabitants do fairly well. Farming is concentrated around the equator but produces significant amounts of food for its more densely populated centers here. Away from the equator farming gives way to hunting and trapping the population density drops considerably.

Fishing is also abundant and commercial fisheries are run near the equator while smaller scale projects are popular in colder climes.

Mineral wealth is good though the relative youth of the planet precludes the existance of massive oil fields.

Incillia is accessible via Errovus Secondus, Leageheim and Clarke.


eastern hemisphere
Spoiler :
69o007.jpg

western hemisphere
Spoiler :
71qjkk.jpg


Major Populations:

House Holy Gate: Serf population of 28.7 million people concentrated in one continent and in six major cities and extensive rural farmland.

House Koriate: Serf population of 19.3 million people concentrated on one continent and an associated island

House Klorin: Serf population of 16.1 million people concentrated on one continent and in four major cities and its associated farmlands

Major Fiefdoms:

Palakkad: House Holy Gate Holding (holy city, farming, fishing), population 1.2 million people, religious center of the Orthodox Holy Gate sect, grain exchange, extensive farmlands
Palghat: House Holy Gate Holding (farming, fishing), population 900,000 people, grain exchange, granaries, extensive farmlands
Poona: House Holy Gate Holding (farming, fishing, house planetary capital), population 1.2 million people, grain exchange, granaries, extensive farmlands
Bezwada: House Holy Gate Holding (farming, fishing), population 720,000 people, extensive farmlands
Vasai: House Holy Gate Holding (farming, fishing, hunting, logging), population 80,000 people
Ooty: House Holy Gate Holding (farming, hunting, coal mining), population 70,000 people

Cappricidia: House Koriate (farming, fishing, trade), population 800,000 people, spaceport
Ludenard: House Koriate (fisheries, minor farmland, copper mines, house planetary capital), population 400,000 people, research facilities
Lodos: House Koriate (ferite, copper, coal mining), population 90,000, large orcish population
Wei: House Koriate (fishing, trade), population 85,000, dreams of magical research as yet unfulfilled

Falkirk: House Klorin Holding (farming, fishing, trade, house planetary capital), 1.8 million people, famous for the bazaar of St. Mam and the libraries of Amure
Inverary: House Klorin Holding (farming, fishing, minor lagging, minor mining), 700,000 people
Arbroath: House Klorin Holding (farming, aquaculture, minor tourism), 60,000 people
Dornach, House Klorin Holding (farming, fishing, minor mining), 620,000 people

 
merciary- i need you to post your house in the main thread... ... also... what planet you want to be HQed on?
 
does happy dance
Merry christmas/passover/hanuaka/holidays/winter/summer if you're in the southern hemisphere
 
the factions of Seon, Thomas Berubeg and Orangelex44 are up in the main thread. if you have any problems with what i wrote there, please post in this thread.

I need more information from Merciary and Ekolite before i can complete their stats.
 
Immac: the people you posted as sceptre holders there are not the ones I had said: they were just other major family memebers I had created for story purposes. The Scetpre Holders were posted just above those in Post 22 of the other thread.

Thanks :)
 
fixed.
 
My Spaceport is on Clarke, not Hubbard; there are also a couple of typos I'll let you get away with. ;)

Alex Black is on Clarke (her family owns the majority of the spaceport, actually), not Arrakis. And where the heck is this Refuge that I'm competing with Tsedeq in?

You don't describe magick in the Gameplay/Statistics section; I'm not sure without digging up the descriptions again, but my starting magic specialty should perhaps be 'heresy', not 'thaumaturgy'. [oh no! not HERESY!]

I'm not positive about this, but based off of the other two major factions, should my starting value for research be 'very poor', not 'negligable'? I normally wouldn't say anything, but I don't see a balancing upside to that particular downside - there could easily be a hidden one I don't know about.

I'd obviously like to know what the character traits actually do, but I'm sure you'll get that our to us soon enough, so I won't hassle you more than this once.

I'm assuming the yacht we all have is pretty much just for character transferring?

I have all these extra bullets in my stats. I like it; makes me feel like I have more stuff than everyone else somehow...
 
Back
Top Bottom