Telgaia: Difference between revisions

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In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.
In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.
== Ancerra's Stone Age ==
Nations did not spring into existence overnight, or even over a generation. For many thousands of years before the first city-state was founded, humanoids struggled to survive in an exceedingly hostile world. Volcanic eruptions, earthquakes, landslides, tsunamis, hurricanes, firestorms, dinosaur stampedes, and rampaging kaijan are just some of the more dramatic of the many challenges that early humanoids faced. Quieter but no less deadly, famine, drought, and pestilence also claimed countless lives year by year.
The fundamental needs of any living creature are sustenance, shelter from the elements, and a real and perceived sense of safety, in that order.
The first need - food - is readily fulfilled. Equatorial and subtropical regions of Telgaia have an abundance of edible plants, roots, small game, and fishing. The plains and temperate woodlands are quite fruitful as well, and the boreal forests only slightly less so. The arctic and the large deserts common in central Telgaia are the least populous, as food is more scarce in these regions.
The second need - shelter - is a bit harder to establish. It is not difficult to find caves in which to sleep, or to pull lean-tos together out of brambles and tree branches. However, such caves often contain large and hungry animals. Lean-tos are easily trampled by dinosaurs and other terrible creatures. Ensuring that a cave is uninhabited and remains guarded from habitation might be a quest undertaken by early-level adventurers in the stone age.
The third need - safety - is basically unobtainable in the stone age. Humanoid groups will assemble tents and huts and erect a wall, creating a small village. Not long after they do, a stampede of dinosaurs or a volcanic eruption or a hungry kaijan will destroy their settlement and force the survivors to relocate. Dwarves and elves were two of the first lineages to [[adapt]] to these circumstances and make do in them: dwarves by conquering larger cavern networks that allowed them to expand and build thriving towns; and elves by sharing knowledge with one another in their dreams, collectively benefitting from each elf's lived experience. Even with their initial successes, it still takes many generations for dwarves and elves to establish anything more lasting. It is unsurprising to historians that Am, the first city-state ever established, was created by the joint efforts of dwarves and elves working together.
Adventurers in the early days of the first Supereon are likely to come across multiple ruins of towns, made of stone or wood or clay, that show ample evidence of a violent destruction. Finding food may prove difficult at times, but finding a lasting shelter is the true challenge of gameplay in this era.
Over multiple generations, humanoid groups finally managed to establish settlements that endured - first for ten years, then for twenty, then for multiple generations. The establishment of such successful settlements can be ascribed in part to luck, in part to learning how to fight much larger predators, and in part to psions and wranglers that learned how to conquer the minds of beasts and domesticate their own dinosaurs, particularly stegosauruses and glossosauruses. With their own powerful dinosaur allies, humanoids were better equipped to protect their settlements. Division of labor followed not long thereafter, creating a surplus of food and time that gradually allowed society to advance.
Of course, this was a laborious endeavor that took hundreds of years. A settlement would survive for a couple generations, then get wiped out by some disaster or another. The collective advancement of humanoid peoples can be described as the proverbial two steps forward, and one back: a stumbling, imperfect, frustratingly cyclical advance into a gradually better future.
That "better future" is detailed in the following nation entries. These nations come into existence at different points in history, from as early as forty-seven centuries before the Tear (in the case of Nevna) to as recent as four centuries before the Tear (in the case of Bridgemoor). Consult the timeline when determining whether a nation existed yet during your game.


== Telgaia Nations ==
== Telgaia Nations ==
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=== '''Technology Level''' ===
=== '''Technology Level''' ===
Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out [[how to]] build large buildings and monuments, and iron [[weapons]] were far less common than bronze ones due to the latter metal’s abundance and pliability.
Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out [[how to]] build large buildings and monuments, and iron [[weapons]] were far less common than bronze ones due to the latter metal’s abundance and pliability. See the [[Equipment]] section for optional rules concerning bronze, bone, and stone weaponry.


If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.
If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.
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{| class="wikitable"
{| class="wikitable"
|+
|+
! colspan="2" |Before Ancerra: Supereon 1 Setting
! colspan="2" |[[Ancerra Before]]: Supereon 1 Setting
|-
|-
!Telgaian Nations
!Telgaian Nations
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|-
|-
!Setting
!Setting
|Telgaia • [[Supereon 1 Timeline|Timeline]] • [[Supereon 1 Creature List|Creatures]]
|[[Telgaia]] • [[Supereon 1 Timeline|Timeline]] • [[Supereon 1 Creature List|Creatures]]
|-
|-
!BOPs
!BOPs
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|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Right Hand Pugilist|Right Hand Pugilist]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Right Hand Pugilist|Right Hand Pugilist]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]
|}
|}
=== Barge Colonies ===
Most early nations exist along Telgaia’s coastline or near a major source of freshwater. However, some small cities form in the shallows of the sea. These “barge colonies” are groups of sailing ships, flat barges, and smaller fishing boats that float alongside one another, lashed together by intricate rope bridges or barrel floats. Sometimes, these barge colonies dissipate and the former city’s inhabitants will all drift their own ways, often to find and join larger floating cities.


=== Ahten ===
=== Ahten ===
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'''Khalen.''' The capital of the nation, and Ahten’s first city, Khalen is the home of the godking and their officials. From Khalen, the godking guides Ahten to ever greater glory.
'''Khalen.''' The capital of the nation, and Ahten’s first city, Khalen is the home of the godking and their officials. From Khalen, the godking guides Ahten to ever greater glory.


'''Set’then.''' Set’then is a small fortified city that guards the ground springs that feed the River Ahten. It houses several psions who keep vigilant watch against malicious dinosaurs and kaijan. If anything were to happen to these springs, the entire river could be emperilled.
'''Set’then.''' Set’then is a small fortified city that guards the ground springs that feed the River Ahten. It houses several psions who keep vigilant watch against malicious dinosaurs and kaijan. If anything were to happen to these springs, the entire river could be imperiled.


==== '''Points of Interest''' ====
==== '''Points of Interest''' ====
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A small tribe of nomads took it upon themselves to scale the mighty heights of the northern Cloudpiercer Mountains, following herds of yaks that they used for food, clothing, and tools. When they found that these great heights offered them natural sanctuary from the majority of the kaijan, they settled the peaks, forming the nation of Betaal. A spiritually inclined people, the Betaalese have long been guided by their religious leaders, most of whom are accomplished psions.
A small tribe of nomads took it upon themselves to scale the mighty heights of the northern Cloudpiercer Mountains, following herds of yaks that they used for food, clothing, and tools. When they found that these great heights offered them natural sanctuary from the majority of the kaijan, they settled the peaks, forming the nation of Betaal. A spiritually inclined people, the Betaalese have long been guided by their religious leaders, most of whom are accomplished psions.


'''Academic and Religious.''' Each Betaalese town contains a monastery dedicated to the cultivation of Betaal’s mystic Prabi, the priests that develop great [[psionic]] powers. The Prabi eventually established a shared psionic [[Mind Palace|mind palace]]. When a senior Prabi dies, their soul lives on as a sort of ghost in the [[Mind Palace|mind palace]], and through this they can confer with the Prabi who still live.
'''Academic and Religious.''' Each Betaalese town contains a monastery dedicated to the cultivation of Betaal’s mystic Prabi, the priests that develop great [[psionic]] powers. The Prabi eventually established a shared psionic [[Mind Palace|mind palace]]. When a senior Prabi dies, their soul lives on as a sort of [[ghost]] in the [[Mind Palace|mind palace]], and through this they can confer with the Prabi who still live.


'''Aristocratic and Political.''' The Prabi, as the religious leaders of Betaal, are also its political leaders. One of the primary virtues among Prabi is modesty and self-denial, so any Prabi who is deemed to be living in excess risks losing their place in the religious [[order]].
'''Aristocratic and Political.''' The Prabi, as the religious leaders of Betaal, are also its political leaders. One of the primary virtues among Prabi is modesty and self-denial, so any Prabi who is deemed to be living in excess risks losing their place in the religious [[order]].


'''Mercantile and Trade.''' Betaal is quite isolated and self-reliant. Nalatheshi traders occasionally meet Betaalese merchants on the foothills of their mountains, but otherwise Betall is largely uninvolved in international trade.
'''Mercantile and Trade.''' Betaal is quite isolated and self-reliant. Nalatheshi traders occasionally meet Betaalese merchants in the foothills of their mountains, but otherwise Betaal is largely uninvolved in international trade.


'''Militant.''' Betaal is generally a pacifistic nation, with the Prabi proclaiming that all life should be honored. Psions seek nonlethal ways to deter the rare kaijan that approaches their nation.
'''Militant.''' Betaal is generally a pacifistic nation, with the Prabi proclaiming that all life should be honored. Psions seek nonlethal ways to deter the rare kaijan that approaches their nation.
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==== '''PALASK''' ====
==== '''PALASK''' ====
The great capital of Gilgalon is the city of Palask, surrounded by palm forests and boasting an enormous port for trade vessels to dock. The city has dozens of ziggurats, each dedicated to a particular function of society: one is for the worship of the monarchs, one for the education of students, and one for the storage of grain. Palask’s academy is located within three such ziggurats, and the largest ziggurat is in fact the palace of the imperial family. The current empress is Kleara the Seer.
The great capital of Gilgalon is the city of Palask, surrounded by palm forests and boasting an enormous port for trade vessels to dock. The city has dozens of ziggurats, each dedicated to a particular function of society: one is for the worship of the monarchs, one for the education of students, and one for the storage of grain. Palask’s academy is located within three such ziggurats, and the largest ziggurat is in fact the palace of the imperial family. The current emperor is Godking Mangondulon.


=== Kendaria ===
=== Kendaria ===
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'''Mercantile and Trade.''' Musatal has highly skilled long-distance trade caravans that are equipped to traverse even the harsh environment of the great desert. These caravans facilitate trade with Zakache to the north, and even with Brazodir on the other side of the continent. Musatali near the capital produce vast quantities of gold and salt, so they receive a great many riches in exchange. Of course, they also trade locally with Cebunia and Tekola, and maintain trade patterns with Gavare.
'''Mercantile and Trade.''' Musatal has highly skilled long-distance trade caravans that are equipped to traverse even the harsh environment of the great desert. These caravans facilitate trade with Zakache to the north, and even with Brazodir on the other side of the continent. Musatali near the capital produce vast quantities of gold and salt, so they receive a great many riches in exchange. Of course, they also trade locally with Cebunia and Tekola, and maintain trade patterns with Gavare.


'''Militant.''' Musatal’s desert land is quite exposed to attacks from apex predators, so the godkings throughout the centuries have placed great stock in developing a competent and powerful military. An well-equipped ankylosaurus cavalry gives pause any dinosaur and even to most kaijan.
'''Militant.''' Musatal’s desert land is quite exposed to attacks from apex predators, so the godkings throughout the centuries have placed great stock in developing a competent and powerful military. An well-equipped [[ankylosaurus]] cavalry gives pause any dinosaur and even to most kaijan.


'''Religious.''' Musatali have several religious views that conflict with one another, leading to different sects throughout the nation. Many worship the Nine Dragons as patron deities, while some argue that this would be like worshiping one’s own child as it was the Musatali that created the first two dragons. Other Musatali point to their heritage as religiously significant. As the ruins of An are in their nation, these folk proclaim that they are the descendents of the first civilization and therefore have a religious responsibility to [[guide]] other nations to ever greater discovery.
'''Religious.''' Musatali have several religious views that conflict with one another, leading to different sects throughout the nation. Many worship the Nine Dragons as patron deities, while some argue that this would be like worshiping one’s own child as it was the Musatali that created the first two dragons. Other Musatali point to their heritage as religiously significant. As the ruins of An are in their nation, these folk proclaim that they are the descendents of the first civilization and therefore have a religious responsibility to [[guide]] other nations to ever greater discovery.
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'''Militant.''' Nausa does not maintain a military, as they live underwater and are both geographically and economically protected from invasion by any land-dwelling nation. The city watch is competent at keeping the peace within the city and are all trained as deep-sea divers, capable of mounting rescue missions or fighting off sea creatures beyond the scope of the city when needed. Many of the city watch also tend to repairs on a day to day basis, patching damaged buildings after aquatic kaijan slam into them.
'''Militant.''' Nausa does not maintain a military, as they live underwater and are both geographically and economically protected from invasion by any land-dwelling nation. The city watch is competent at keeping the peace within the city and are all trained as deep-sea divers, capable of mounting rescue missions or fighting off sea creatures beyond the scope of the city when needed. Many of the city watch also tend to repairs on a day to day basis, patching damaged buildings after aquatic kaijan slam into them.


'''Religious.''' Most Nausans are fervent worshippers of a kaijan that they believe to be their great protector. One great kaijan reminiscent of a turtle is credited with saving Nausa from another kaijan that looked like a blend of a squid and a humanoid. The former, called Jiruk, represents strength, honor, and sacrificial protection. The latter, called Thul, embodies an all-consuming desire to corrupt and destroy.
'''Religious.''' Most Nausans are fervent worshippers of a kaijan that they believe to be their great protector. One great kaijan reminiscent of a [[turtle]] is credited with saving Nausa from another kaijan that looked like a blend of a squid and a humanoid. The former, called Jiruk, represents strength, honor, and sacrificial protection. The latter, called Thul, embodies an all-consuming desire to corrupt and destroy.


=== Nevna ===
=== Nevna ===