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Gemini Campaign

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Last update: 20-10-2012

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............................................................... 3

Awaiyochi .............................................. 3

Geography: ............................................. 3

Icebound Extremes ............................. 3

Laktran ................................................ 4

Zalus ................................................... 4

Merton ................................................. 4

......................................................... 4

Han .................................................. 5

Regalia ......................................... 5

Magefrost ..................................... 5

Barista .......................................... 5

Seraph’s Promenade .................... 6

Enis .................................................. 6

Draetin .......................................... 6

Swordwind ............................... 7

Saiko ............................................ 7

Seraph’s Wake ............................. 7

Highdeep’s Pass .......................... 7

On History: .............................................. 9

Very early history: ............................... 9

Early history: ....................................... 9

The 24th age: ...................................... 9

Fall of Mindin (0 AT(24)) .................. 9

Dissolution of the Grand Nations (380-422 AT) .................................. 10

New Merton and the Independence Revolution (422-714 AT) ................ 10

Elemental Wars (716-718 AT) ........ 11

Repopulation and re-organization of Merton ........................................... 12

The new empire: Founding of Han (1288 AT) ....................................... 12

Separation Wars (1292 AT – 1384 AT) ................................................. 13

Borean Ceasefire (1384 AT - …) .... 13

Ascension of Lana (1391 AT) ..... 13

The mysterious fall of Swordwind ... (1399 AT) .................................... 14

Religion: ................................................ 14

Gods: ................................................. 14

Primordials: ....................................... 14

Divine: Seraph ............................... 15

Arcane: Mahoujin ........................... 15

Shadow: Yume ............................... 15

Primal: Yggdrasil ............................ 16

Martial: Tetsupan ........................... 16

Psionic: Wispus .............................. 16

Upsetting the Balance: Cults ............. 17

Cult of the Unseeing Eye: .............. 17

Cult of the Chained Beast: ............. 17

Cult of the Eternal Grudge:............. 17

Cult of the Devouring Maw ............. 17

Technology ........................................... 18

Transportation ................................... 18

Joucart ........................................... 18

Lightrail .......................................... 18

Hikousen ........................................ 18

Cities ................................................. 19

Elevators ........................................ 19

Ventube.......................................... 19

Hydrarium ...................................... 19

Tabedojo ........................................ 19

Weaponry, tools and armor ............... 19

Pressure Rifle ................................ 19

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Force Hammer ............................... 19

Compression Blades ...................... 20

Steammallet ................................... 20

Momentum Drill .............................. 20

(Experimental) Sui Armor ............... 20

Medicine ............................................ 20

Medas ............................................ 20

Medas Academia ........................... 20

Tablets ........................................... 20

Social .................................................... 21

Awaiyochi Geography: Introduction It is well-documented that Awaiyochi consists out of 5 continents. The continent of Merton, The continent of Zalus, The continent of Laktran and the Icebound extremes, north and south.

While merchants travel between Merton, Zalus and Laktran, there is not a lot of interactivity between the three. They all have their own political, economic and strategic issues internally. The Icebound Extremes have temperatures of such a low level that not many people have bothered to venture there, let alone, return to tell the tale about it. As a result, not much is known about it. For a clear map of the world: http://i.imgur.com/vsqi1.jpg

Icebound Extremes

When travelling directly north or directly south for a long time one is bound to run into impassable walls of ice and snow. No ship has been able to traverse it, and no aerial vessel has been able to stay afloat in it for an extended time. There are rumors that a few powerful adventurers managed to traverse it, but as far as lore can tell, these are rumors, and nothing more.

Figure 1 The world of Awaiyochi

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Laktran

The faraway continent of Laktran is situated to the north and east of Merton, with Zalus being to the east of Laktran, and to the west of Merton, proving theories that Awaiyochi is in fact round. Laktran is a continent about 8x the size of Merton, and roughly equal in size to Zalus. The north of Laktran is mostly arid and desert, while traveling south can lead to a more tundraic and swampridden climate. Traveling south even further will lead to greener pastures where most of the nations inhabiting Laktran are located. In total nine nations inhabit Laktran, 7 of them in the south, and 2 larger ones holding control over most of the tundraic and desert-areas, as well as a smaller part of the fertile greenlands. The nine nations on this country have established a mutually beneficial trading agreement and are only at war with occasional pirate threats.

Zalus

The other larger continent of Zalus is a more tropical world, with large forests ranging from pine in the north to tropical chaos in the south, in between you can find large green glowing hills and a mountain range extending on the east side of the continent. The inhabitants of Zalus are of a more nomadic nature, traveling and raising small habitats. Only a few folk have pulled up castles and surrounding villages, settling into a more static lifestyle, which is more common on other continents. Zalus does have ownership of territory, but no real nations. Wars, often occur, but are restricted to either civil or small regional struggles over territory or resources.

Merton

A smaller continent situated in between Zalus and Laktran. Merton is divided vertically across the middle by a long mountain-chain, the two great lakes, and two human made walls that have stood for centuries. Legend says they were built to stop the rampage of a primordial, but seeing the fragile relation between the two occupying countries, Enis and Han, it is more likely that they were built in mutual distrust of eachother. The southwest of Merton has volcanic activity while the largest mountainous area can be found in the northwest, Earthfall Highs. The smaller twin-range is called Skylift Highs, and can be found in the southeast of Merton. The largest forests can also be found on the eastside with Hantama as the largest forest region, located a day east from Magefrost. The two great lakes are connected by the Harmony, an inaptly named river, remembering better times. The north lake is thought to be part of Han territory, while the southern one is considered to be Enis. Hence the applicable re-named Hanfen and Enisfen.

Figure 2 Map of Merton, for a better view go to http://i.imgur.com/D2W9y.jpg

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Han

The eastern nation of the continent

Merton; Han has always been a strong militaristic nation, which worshipped honor and personal glory over the Gods. Had they had carefully honored the magical ways of warfare as well, Merton would have been all Han now. However, Magefrost now has an extensive warmage training ground as well, so Han is ready for any challenge. The capital of Han is Regalia, and while there are many smaller towns spread over the Han territory, the only cities of real note are Barista, Magefrost and Seraph’s Promenade. Regalia

Regalia is the capital of Han and consists out of an arena, a docks district, temple district, which also contains government and the steads of the nobility, general housing district and a commercial district. It’s also home to an adventurer’s market, one of two in Merton, which is a place where almost anything can be bought, except for the rarest of magical items. The city is divided into 5 rough areas as described above with in the very center the Throne, the palace where Han’s royalty resides.

A large amount of the Regalia population has the common races of Awaiyochi, but one race is unique to Regalia, namely the Thri-kreen, insect like beings, that are used to do menial chores around Regalia only. More can be read about these in the compendium or character builder. Magefrost

Magefrost is the military center of Han, consisting of an inner circle for the common people, and a much larger outer circle with military stationing, barracks,

training center and academies. Magefrost is also the homebase of the Warmages, a group of arcane specialists, trained for the sole purpose of combat. Magefrost is also the location of Ferrum, the elite academy for soldiers and homeground of some of Merton’s most powerful fighters. The last point of interest in Magefrost is the Bastion, a high-security prison next to Ferrum where war-criminals and other notorious figures are held. Barista

Contrarily to what one would expect from the name, Barista is the center of technology in Han. Most new inventions, are made and produced here. Barista is one of the world’s most forward tech-centers, rivaling even some of the Goblin camps. There’s a direct steam-rail transport between Barista and Regalia to transport new technology and high-tech commodities to Regalia’s people as fast as possible.

Barista is the Han center of technology. This can easily be deduced at a long distance by a permanent cloud of processed steam hovering over the city, creating a unique cumulus formation. Under and above this cloud, large pipes stick out, metalclad but made with a foreign looking material, expertly crafted into smooth rounds unlike the hewn buildings of older cities. Barista is fully industrialized, housing some of the more important factories at the forefront of technology like Enella & Co: weapon and armorsmithing, Varia: Transportation and Gillian: theoretical mechanics and substation development. Barista is build over a underground lake, providing a steady supply of cooled water to create the necessary steam to power the activities of the city. Barista does provided inns and

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taverns, but nothing like a traditional market. Every 2 days a supply train drives back and forth between Barista and Regalia. The west side of Barista is filled with employee housing. Though recently some of the larger companies have been ‘importing’ Thri-kreen from Regalia as cheap labor. The underground lake is only accessible with authorized access, providable by city guard, royal decree or with one of the 5 keys handed to the largest industrials. The export of ‘waste water’ from Barista is sluiced out of the north exit of the city, which by now has created a small permanent river, heading straight to see. The large amount of heat generated by this water makes it highly unadvisable for swimming though. Specialized transports provide travel over this river, usually operated by merchants. Due to all this technology in one place, security is very tight. It’s not uncommon that technology developed here ends up on the black market still.

Seraph’s Promenade

One of the two religious centers in Merton; Seraph’s promenade is entirely devoted to Seraph, one of the primordials, and with the exception of a school used to train priests, clerics, runepriests, and the like, also known as warriors of the faith, is completely filled with temples. Enis

Enis is the other country on Merton, and while Han is more militaristic, Enis tends to be more religious. With a greater focus on the divine and the arcane, Enis tends to have a stronger line up of magic-users to oppose the threat

that is Han. The Capital of Enis is Draetin and while there are a lot of smaller towns the places of interest are Swordwind, Saiko, Seraph’s Wake and Highdeep’s Pass.

Draetin

Draetin is the capital of Enis and is divided in a circular pattern, meaning the further inwards you get in Draetin, the more important the buildings are. In the absolute center you can find the royal palace of Draetin, the Crown, where Queen Lana and her family reside.

Surrounding the palace are the court district, the temple district, and the academy district. Around these a high wall separates these utilitarian districts from the rich and nobility, which form the next circle of Draetin. The access to the inner districts is only possible by steampowered tubes, that are activated once every three days, so the common folk can reach the inner city as well. One tube goes directly to an exclusive point in the inner city, the Arena, where games are being held on a near-daily schedule, to entertain the masses, and to give prisoners a fighting chance.

The next circle of Draetin is where the noble families live, there’s a clear distinction here between the nobles and the nouveau Riche, as the old nobility tends to live in the west end of this city and the newer settle in the east. There’s a never-ending feud between both sides as both deem themselves too good for the others, one side relying on their titles, the other on their ability to make money through their own power. Access for outsiders can only be given with signed permission from an inhabitant.

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The outer circle of Draetin is where the middle class and slums can be found. People living here are restricted to this area. This is also where crime is highest and where both the docks district and marketplace can be found. The outer circle is also home to three of the most well-known inns in all of Merton: The friendly “golden goblet”, the burlesque “Feycloth Veil” and the rowdy “Wyvern’s Sting”. Near the south entrance is where you can find the slums, the docks are in the west, the marketplace in the east and the middle class and small specialty shops can be found in the north.

Swordwind

Swordwind is the largest border-city, and home to the Southern Wall, the wall that separates Enis from Han. Swordwind is the home of the Guardian Bell and is built on top, according to legends, the home of a former primordial, to stop the demons oozing out of the crevices of the mountainside. Of course, demons haven’t appeared in the last few centuries. The brigade of Swordwind is in duty of guarding the wall to make sure no Han spies or invaders make it inside. The result being that Swordwind has no real gentry or nobility as they’re usually the butt of tradesmen.

Saiko

Saiko is known by many as the floating town, because it is built on the crossing of rivers, and is considered a great sight for weary travellers everywhere. The last stop for most boats

before they travel to other continents and also home of Enis naval forces.

Known as the waterfall city Saiko houses some of the best boatsmen and doctors in the world of Awaiyochi

Figure 3 The city of Saiko

Seraph’s Wake

Seraph’s Wake was founded around the same time as Seraph’s Promenade. Who started building a city to worship Seraph first is lost in the annals of history. Ask any inhabitant of Enis and they will say Seraph’s Wake though. Funnily enough both Seraph’s Wake and Seraph’s Promenade were built by the same architect in a time of meandering peace between the two nations. Considered the religious center of Enis.

Highdeep’s Pass

If one is looking for rough environments, neverending industrialism and trying to find fame and fortune in the darkest woods and deepest caves, they’d probably be best off going to Highdeep’s Pass first. The last civilized outpost before the great wilds Highdeep’s pass is located at the base of the Earthfall Highs.

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Unsurprisingly a large portion of it’s inhabitants is dwarven, kobold, and other mountainous races. The place to go for some of the finest armors and weapons in all of Awaiyochi.

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On History:

Very early history:

Awaiyochi is a planet with a documented history that goes back about 3000 years, as far as ‘realms’ go it’s pretty new. No-one knows how old exactly it is, but it is generally assumed that it is created by these gods, known as the primordial. The 6 primordials created this world and all represent an all-powerful element: Arcane, Divine, Psionic, Martial, Shadow and Nature. Though these primordial titans don’t often come in contact with the humanoid population, it is beyond a reasonable doubt that they exist, as they have often manifested themselves within the humanoid population.

Early history:

As the creations of the titans populated the surface the titans agreed not to interfere too heavily in the mortal’s life. As it was agreed, sadly, it didn’t partake, as the primordials exploited subtle ploys, and sometimes less subtle ploys, to gain a larger following, increasing their influence over surface life. At times, these schemes took too far, and it caused a Primordial to be struck down by their peers or overtaken by a cult-idol of the same element. So far, the Primordial status has been passed down 23 times, making the age we’re currently in the 24th age.

The 24th age: The 24th age is governed by a new

generation of Primordials, and is also the age we’re currently in. The most well-known of these primordial is Seraph, also one of the oldest, as she has survived 14 rotations. She doesn’t interfere and she’s the only titan who resides above the surface level. The whereabouts of the others are currently unknown. Seraph’s exact location isn’t known either, but it’s skybound.

Fall of Mindin (0 AT(24))

Mindin, Primordial of Shadow, is the latest primordial to fall, leaving a valuable position behind now filled by Yume. The destruction of Mindin, lord of Deception was not an easy one and many casualties occurred due to the wars incited to lure him out of hiding.

Figure 4 Mindin Primordial of Shadow

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At the start of the 24th age the world was in turmoil. The main conflict was between Laktran and Zalus. Both continents having banded together to provide impressive warmachines the likes never seen before fighting a battle of attrition over the resource-rich terrain of Merton.

When the Laktran forces, spurred by Mindin fell to the overwhelming aerial superiority of the Zalus Dragoons the primordial was destroyed as well by a wellplaced magical dagger in his back, crafted and executed by Yume himself.

Dissolution of the Grand Nations (380-422 AT)

Due to increased tension between the nations that formed the Grand alliances of the Mindin War, better known as the War of Deception, alliances fell apart with the introduction of religious dissent and the advocacy and support for various false dieties. The result being that The once Grand alliances became scattered and smaller nations of various levels of success. Former military were allowed to claim land in the conquered continent of Merton while religious dissenters were also shipped to this continent under the penalty of banishment, never to be allowed back on either of the continents. Zalus became divided into seven countries, of which the largest is still known as New Zalus, the

others occupying about the same amount of terrain combined. Laktran became a country with large cities and larger open wasteland, governed by former military leaders, defected Dragoons and highplaced religious leaders, creating highly specialized cities.

New Merton and the Independence Revolution (422-714 AT)

The dissenters and military, mostly Dragoon commanders, formed colonies and larger cities in the formerly savage world of Merton, and quickly found themselves prospering due to the abundant supply of natural resources. Starting a large technological boom mostly caused by harnessing the various forms of water and the steampower formed of this. Dissenters started the nation of Lanyi, a nation openly accepting people of believes other than Primordial religions. The more military westcoast of Merton founded the nation of Arkozia, a dedication to the fallen general-commander of Zalus Arkoz Rakhnol. Both nations prospered. Dissenters thanks to their beliefs in working hard, Arkozia due to their genetic prevalence and bountiful supplies of workforce and trade with the homelands.

This however, all came to an abrupt ending when in 712 AT aforementioned homelands started requesting more and more one-sided deals with Arkozia to provide them with resources and technology, with a little return. When Arkozia refused to give into their demands, Zalus send an invasion force of steampowered skiffs to teach Arkozia a lesson.

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The invasion force, however, was quickly repelled due to the experience of the former Dragoons and superior technology. Skiffs were intercepted and destroyed by airborne forces before they could even reach land, the result being a major loss in forces and manpower on the Zalian warfront.

In 714 AT the Zalian nations ceased their war effort, but also started a trade embargo, causing massive financial losses for the Arkozian people, who at this time were used to a life of luxury and wealth. While the Zalian nations licked their wounds, the Arkozian council set their sights on the fertile Lanyi lands.

Elemental Wars (716-718 AT)

Only 2 years after the Independence Revolution ended Arkozia took up arms yet again and invaded the Lanyi territory with a fast attack no-one could have seen coming. The attack was spearheaded by the new steamdragoon brigade, a group of highly trained warriors riding steampowered dragons. Lanyi, a nation of religious people had no answer to such a military onslaught and was quickly driven back, only managing to delay the Arkozian warmachine at their strongholds, which were quickly reinforced with a new Lanyi technology of Pulse Ballistae to counter the speed and mobility of the Steamdragoons.

Figure 5 A member of the Steamdragoon brigade

In Midda 717 the war seemed to stagnate with about forty percent of Lanyi lands completely conquered. Though at that time the Lanyi counteroffensive started, giving the Elemental wars their name. According to Lanyi sources, worshippers of Yilmu, started an offensive, using precisionstrikes with high volumes of manipulated water to take out encampment and fortifications of the invaders. The Arkozians with no answer to this new phenomenon took to the sky.

The Yilmu-inspired counterattack lasted for four months until it grew unstable as a flash flood wiped out most of the organized people on the island. Handfuls of people remained, mostly ones that stayed in highground. The Elemental

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wars ended in Gruu 718 with the destruction of both Arkozia and Lanyi

Repopulation and re-organization of Merton

It took the remaining people a long time to rise up from this enormous devastation, but as the water washed away an even more fertile land was left behind and in the year 814 AT people started settling the mid and lowlands against, starting villages and tradeposts. For a long time the countryside was home to nomadic tribes. And while life was primitive it was peaceful, for a while. Zalus and Laktran both pre-occupied with internal affairs and plenty of food and space for the few people of Merton.

Due to all sacrifices due to the destruction of Merton usurped by the hydromancer Yilmu, Yilmu’s power had risen significantly, almost enough to threaten a primordial. Yilmu, using the highest location on Merton, planned to absorb the sacrificial energy of the remaining life on Merton to take the place of Mahoujin, Primordial of Arcana.

Luckily for the people of Merton, this catastrophic deja-vu was stopped by Seraph personally, because she felt sorry for the people of Merton, claiming the domain as her own and threatening to destroy any force that dared bring harm to her domain.

Yilmu upset by this new turn of events decided to accelerate her plan and take on seraph instead, wasting enough power to morph herself into a being of pure water. Using the ocean’s fury at her

command she attacked Seraph directly causing a direct war between the element of water and the Primordial of Divine.

Figure 6 Yilmu at full potential

This war lasted exactly one minute when Seraph ‘judged’ Yilmu to be inadequate of living in her universe and banished her from the realm of Gemini.

The people of Merton were grateful for Seraph’s interference and decided that Seraph is the only primordial that was legally allowed to be worshipped on the continent of Merton. Eventually erecting major cities in her name.

The new empire: Founding of Han (1288 AT)

Blood is thicker than water, as the offspring of the former Zalian armed forces banded together and started dictating exactly how Seraph would be best worshipped. Cities and doctrine were written as well as a constitution, defining how worshipping is best done, with a

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military mindset influencing and guiding the whole assembly of the document.

Needless to say, this displeased a lot of people, as those with a more pacifistic state of mind were forced to unite, to not be forced into a way of thinking they simply could not agree with.

In their diversity they formed a unity, later to be called a nation known as Enis. The new nation putting up enough of a fight to make sure that Han couldn’t simply assimilate them. Though as time passed and resources became harder and harder to extract, tensions rose, and it was clear that another war was inevitable.

Separation Wars (1292 AT – 1384 AT)

It didn’t take long for the newfound nations to go to war. A war of ideological differences, and one of the most brutal wars ever taken place on the continent of Merton. The superior Han military winning small victories on the pious people of Enis, only to lose out to the Enis superior fortifications when it comes to decisive victories.

The war raged on for almost a century, until the turning point around 1380 AT. At this time the Han nation had been mostly winning and felt motivated to keep pushing the border and it seemed nothing would get in their way of doing so.

Until the Enis military played their trumpcard. A squad of welltrained arcane specialists exposed holes in the enemies defense and offense and critically threw the balance in the favor of Enis. Han, not bothering to dabble in the occult and

instead relying on the pure physical had no answer to this and was quickly pushed back to their own territory.

Enis used this temporary advantage to construct an enormous wall on the border near Swordwind, a very productive farming town in Enis territory, closing off one of the two connections between Enis and Han. Han answered by building a wall of their own near near Magefrost, the center of Han’s military prowess. The construction of these mighty strongholds signaled the end of the Separation War.

Borean Ceasefire (1384 AT - …)

Since then there has been an agreed ceasefire while both countries licked their wounds. While there’s still great mistrust between the two nations, trade has picked up between the two of them and peace negotiations have been made. All seems to improve over time on the continent of Merton, outside influences sealed off and a forced peace between the two nations. We can only hope relations continue to improve

Ascension of Lana (1391 AT)

In 1391 Queen Lana ascended to the Throne, taking the position from her deceased of old age father King Himitar. Queen Lana is considered wise beyond her years and her main political agenda is to get a lasting peace going between han and Enis while making sure to not lose too many resources or followers in the process.

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Queen Lana ordered the rebuilding of Seraph’s Wake, the constant bombardments of the Han siege engine having damaged the structural integrity and a large amount of cultural artifacts as she deems it a showing of gratitude to her primordial diety Seraph.

The mysterious fall of Swordwind (1399 AT)

For reasons currently unknown the city of Stormwind was completely wiped from the earth, leaving nothing but debris, corpses and only very localized signs of battle. Only a few survivors were found and sentenced to death for being Han spies.

The elimination of Swordwind came paired with the breaching of the Great Southern Wall, an act thought impossible. The Han nation denied any accountability for what happened.

Figure 7 Destroyed wall of Swordwind

Religion: Gods:

Not much is known about the gods of Gemini, whether there is a higher force or higher forces that governs the rules of nature, the universe and life and death or not. The closest thing to worshipped dieties in the Gemini universe are Primordials.

Primordials: Primordials are incredibly powerful

beings that each govern a powersource. Within this powersource they’re theoretically unrivaled. No-one knows where the first Primordials came from, but what is known is that a Primordials strength is directly correlated to their worshippers.

This is why the idols of cults can become powerful enough to take down a Primordial. When a Primordial falls, the conqueror will take his place as the next Primordial of this power source, gaining incredible powers and abilities. The death of a Primordial also starts a new Age in Gemini’s calendar, some ages being thousands of years long, some being as short as two weeks.

As said before, each Primordial governs one power source, seeing as there’s six power sources, this also means there’s six Primordials at any given time.

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Divine: Seraph

Seraph is the primordial of divine energy, an angelic being who has built her home in the skies over Merton. Seraph is considered a ‘Good’ Primordial, caring for the people who worship her, but also generally benign to those who have chosen to worship a different Primordial. Despite her feminine looks Seraph is considered one of the strongest Primordials.

Figure 8 Seraph, Primordial of Divine

Arcane: Mahoujin

Mahoujin is the primoridal of Arcane energy, a mountainous aberration that resides below the surface of the Eastern sea. Mahoujin is considered a ‘Neutral’ Primordial, preferring to be left

alone. Being one of the strongest magical forces in Gemini, not many malign beings survive an encounter after waking up Mahoujin.

Figure 9 Mahoujin, Primordial of Arcane

Shadow: Yume

Yume is the newest Primordial having taken Mindin’s place as the Primordial of Shadow. Young and brash in the flesh but calculating and patient when manipulating the world for his own benefit, Yume is a master of diplomacy and deceit.

Unlike some of the older Primordials Yume’s locations are unknown, even though Yume is one of the few Primordials who directly interacts with the mortal world.

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Figure 10 Yume, Primordial of Shadow

Primal: Yggdrasil

The Life Tree and guardian of nature’s gate. This tree has stood deep in an enchanted forest of Illusion for eons. Though it seems Yggdrasil has no way to defend himself against outside influences the opposite is quite true with full control over all natural life around him.

Figure 11 Yggdrasil, Primordial of Nature

Martial: Tetsupan

Tetsupan is a massive suit of living armor that has been scouring the deeps of the earth core for ages on end, eating rich parts of minerals, but crushing ore behind him to create new minerals in his wake. Since Tetsupan is always on the move it’s hard to pinpoint his location, though dwarven nations claim to have seen him pass by their villages from time to time.

Figure 12 Tetsupan, Primordial of Martial

Psionic: Wispus

Wispus is the final Primordial on this list and is a special case. Wispus is the only Primordial which can not be considered a single organism but is more of a hivemind of energy and synaptic impulses. Wispus can be at multiple locations at any given time but can only operate from a single cell at any certain moment. The result is that Wispus is very hard to kill.

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The more of Wispus is in one location the more powerful this Primordial grows. The best way to take Wispus on would be to separate parts of him and take those out.

Figure 13 Wispus, Primordial of Psionic

Upsetting the Balance: Cults

As was stated before: If idols of cults become powerful enough they gain the potential to overthrow a Primordial. Primordials tend to end any cults before this can happen though. Despite this, several cults have survived. The most well-known are.

Cult of the Unseeing Eye:

A Cult worshipping a blinded Beholder. You can recognize these men easily, because all of them have had one eye forcefully taken out.

Cult of the Chained Beast:

A demonic humongous red dog chained to the obsidian walls of his underground palace is trying to gain enough strength to break his chains. Once he does, he might be powerful enough to challenge Tetsupan in his own domain. His followers are harder to identify, but all have the distinct trademark of having razorsharp teeth.

Cult of the Eternal Grudge:

An amorphous shadow passing through the nightsky is the idol of the Eternal Grudge-cult. Followers can be easily identified as they all wear grey cloaks to their meetings. Outside of their meetins though, they have no method of identification so it’s very possible for Grudgists to assume high positions of power.

Cult of the Devouring Maw

The Cult of the Devouring Moar worships a particularly intelligent Dire Shark none as Maw. Followers have a tattoo on their wrist, which resembles a gaping sharks Maw .

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Technology Transportation

Joucart

A Joucart is a semi-rare transportation device in Awaiyochi. It’s like a wagon, but it runs on steam, needing to be refueled after about two hours of driving at fullspeed. A full tank for a Joucart requires about 200 liters of water.

Joucarts have topspeeds of 60 miles per hour constantly, making them more suitable for travel than horses. As steam-technology grows more refined the Joucarts can draw more energy from the same amount of water.

Lightrail

The only working lightrail at this time is found between Barista and Regalia of Merton. Construction on others has started though.

A lightrail is a metallic rail charged with electrical energy from multiple steam-generators, creating a magnetic force that pushes a metallic train backwards and forwards at high speed. The lightrail can reach speeds of up to 200 miles per hour, making it the second fastest mode of transportation in all of Awaiyochi.

Hikousen

To commoners known as Thousandflight, the Hikousen system is a launchbased aerial transportation device which reaches speeds of a 1000 miles per

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hour. The Hikousen is unable to change direction in midair and follows a trajectory, but is re-usable, using condensed steampads that release just before the hikousen hits the landing pad, causing it to slow down instantly. Using the Hikousen is not advised for people of frail health, but is the fastest way to get anywhere on Awaiyochi.

Cities

Elevators

Most larger cities have elevators that work by compressing steam under a platform and then launching it up, ejecting a floor underneath the platform when it is at it’s highest point. On the way back down, steam slows the fall until it is compressed again.

Ventube

The Ventube is a system that’s native to Draetin, capital of Enis on Awaiyochi. It’s an inner-city system of tubes arcing over the city which transport passengers one at a time by using compressed air. Soft cushioning is used to cushion the fall on the way back down. In Draetin it’s the only way to get to the inner city and is therefore wellguarded.

Hydrarium

The newest craze in large Han cities. Hydraria are advanced bathhouses that take care of their customers and clean them in unique ways. The Hydrarium includes but is not limited to

baths, steambaths, jetstream baths, hydrocolonics and brushing off the hands, feet and potentially horns and tails.

Tabedojo

Some of the more advanced cities in Awaiyochi have Tabedojo. A new technology that is directly competing with the oldfashioned tavern. Tabedojo have automatons that take orders pressed on specific cue-cards and upon entering said card will produce and serve the food to your automaton in less than a minute. Tabedojo are quickly growing in popularity, but unlike the wholesome food from taverns can quickly leave you hungry again.

Weaponry, tools and armor

Pressure Rifle

A pressure rifle is a rifle that builds up stream pressure in an attached ball of glass, when the circulating steam reaches enough pressure it seeps into the gun and blasts out metal balls at a high velocity causing a wide spread of bludgeoning damage to the poor fellow on the receiving end of this gun. Unfortunately like most steam weapons they’re hard to handle and require special training to use. Military academies around the world are already offering specialized courses.

Force Hammer

A hammer with an attached hydraulic system that is smart enough to recognize when the apex of a swing has been reached. When this apex point has

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been passed the hydraulics of the device will kick in and accelerate the downward momentum of the hammer severely increasing the force of impact.

Compression Blades

A compression blade is a special type of blade that can be used on many types of sharp weapons, ranging from pitchforks to daggers. A compression blade releases a highly pressurized amount of steam on the moment of impact, completely devastating surrounding armor, ripping it open. Compression blades can completely render plate armor useless in the next years.

Steammallet

The smaller brother of the Force hammer, a steammallet accelerates the downward momentum causing minor recoil on the moment of impact, making every swing of the steammallet impact with it target multiple times. A very useful tool in carpentry and blacksmithing, but not for precision work.

Momentum Drill

Requiring but a slight spin from the muscles of its owner the steam inside the device keeps the drill going, automating the job of drilling for the craftman operating it.

(Experimental) Sui Armor

Sui Armor is an armor currently under development by Enella corporation and is said to reduce damage from other

sources than physical while offering the same protection as either chainmail or plate. Being as specialized as it is, it takes a lot of getting used to, to utilize it properly.

Medicine

Medas

A building in most towns where the sick and wounded can come to get patched up by healers. Usually a very sterile place that is too expensive for the commoner.

Medas Academia

Healers practitioning at a Medas need specialized training only offered at Medas Academia, schools for healers. Academia also allow experienced healers to catch up on new technology and medicine.

Tablets

Next to the common potion performance enhancing and recuperative tablets also exist. The benefit of these compared to potions is that the body digests them so much faster so one can easily enjoy the benefits of these in a shorter amount of time. Wealthier adventurers also prefer these because they take less time to actually ingest.

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Social To be Continued


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