Seydon of Arda
Raquor'daan
Name: Khere Surin
Region: Tingel Arm
System: Emerald Gulf Drift
Suns: 4; The Veiled Queens 1st: G2 Main Sequence ‘Ghän’ - 2nd: K5 Red Dwarf ‘The Fading Crown’ – 3rd: G5 Main Sequence ‘Thädr’ – 4th: M0 Red Dwarf ‘Sadhara’
Orbital Position: Habital Zone of Thädr/G5 Main Sequence
Moons: 13 Artificial Orbital Objects: 1 - 9 Wrecks of the ISS Expeditionary Praetor Mark-II Battlecruisers ‘Hand of Death’, ‘Blüd-Clade’, ‘Doom’s Cheer’, ‘The Vindicator’, ‘Lance of Tarkin’, ‘The Red Dawn’, ‘Svenshan’, ‘Warrenpyre’, ‘The Carmine Dancer’ 10 – 13 Wrecks of the ISS Expeditionary Vigil-Class Corvettes ‘Halcyon’s Folly’, ‘Bane of Karn’, ‘The Dead Dragon’, ‘The Proven Sin’
Coordinates: W,7 – Due South of Arda
Rotational Period: 48 Hrs – 24 hour ‘Halves’ dedicated to night and day respectively~
Orbital Period: 380
Class: Terrestrial
Diameter: 18,369 km
Atmosphere: Type I
Climate: Temperate
Gravity: Standard
Primary Terrain: Primordial Ecumenopolis
Native species: Kheran (Near Human)
Immigrated species: N/A
Primary languages: Surinese
Government: Absolute Monarchy
Population: Former: 2 Billion (Rough Consensus - Current: Unknown
Demonym: Kheran
Major cities:
Major exports: N/A
Affiliation: Levantine Sanctum
Culture: <Traditions of the planet's populations>
Technology:
~Verticality: The growth of urban sprawl soon spelled the end of conventional farming techniques, asking a question of the Kheran: how do you feed a burgeoning population despite the loss of traditional pasture and irrigation fields? The answer was to utilize sheer upward space. Now evidence suggest usage of sophisticated urban vertical farms stretching for scores if not hundreds of floors, in facilities that dotted the sprawl as frequently as the greater hab-stack living quarters. However, this did mark an end of the larger domestic herbivores in favour of smaller species more geared towards the crowded conditions. On top of this, recovered writings and even some decorative bass-reliefs showcase an understanding of breeding efficiency. It's possible the Kheran bred out successive generations of animal to provide more energy-enriched meat at the slaughter, so bodies and appetites required less and less consumption.
~Water & Wheel: However, these same bodies still required fresh water moisture. As the cities scaled high, it became, with some pain, apparent that the traditional system of well-drawing was simply not helpful enough. For a time, a hundred years or so, shortages of drinkable water plagued many slum-quarters. Monstrous canals were erected both above and below city-grounds as engineers and masons worked feverishly to establish what would become their world's first rudimentary hydraulic system. Such saw the rise of the water wheel and in time, steam engineering.
~The High Mills: The Kheran believed in the soundness of redundancy. In addition to industry generated by the burgeoning system of water canals, filtration plants, wheel-mills, and the first steam engines, engineers turned to the ready power waiting in the wind. Atop the higher palace and temple complexes, entire fields of wind-turbines were erected to catch the constant swift and strong breezes that wore and smoothed over stone and mortar. Construction utilized a sort of natural 'fiberglass': animal stomach skins glued together using a mixture of moss and lichen adhesives created the sails. Ground-waters were drawn up, power was supplied to food production and waste management houses, and Khere Surin felt not so dependent on sheer water power.
~Natural Freeze: An ancient and already widely hailed method for food preservation was the tried, true air well. Great domes fitted with cavernous tunnels caught streams of air, aiming to promote water condensation and, within the core chambers, freezing. Surviving records dictating the complexities of Kheran economics showcase that air well owners made a heavy killing selling off excess snow growths within the central chambers. Meats, vegetables, certain spices and salts were kept under careful observation to maximize preservation for thaw. Some air wells were even converted into funerary facilities; low temperatures aided in freeze-drying out the cadavers of recently deceased, before taken out for proper burial procedures.
History: <Abridged history of the planet>
~Days & Tribal Nights
Khere Surin's population growth started in the average mean, forming across the millions of years as natural evolution demands. They rose up from the simian and primate clades, accepting a burgeoning sense of abstract thought. With intelligence came understanding of action, reaction, of the usage of tools, general logic. One day came when the Kheran grew to no longer truly resemble their less adapted cousins. This is where fragmented pieces of local history (rock paintings, dyes, etc) begins.
The Kheran matured initially into divided, primitive lines of local familial bonds. Tribes became the unit of which martial power was measured, with the larger knit families commanding strong lineages brooking little competition. However, in-fighting seems to have been common-place, as was rivalry against separate tribal communities. It was in these days that life was maintained in the traditional hunter/gatherer mode. They moved as the animal did, from feeding spot to feeding spot, taking their fill of meat and vegetable.
...Until one day, a tribe in the southern continents took note of something. Local fang-ants kept up congregations of idle sour-aphids, collecting a sort of sugary secretion emitted from their carapace for transport back to the greater colony. The aphids were maintained, little molested, and protected. Alongside the fang-ants were curious plains-dragonflies. Through pollination and no small part of multi-generational effort, they'd constructed small but complex flower-fields of which to feed off.
So, these small ways of agriculture and cattle farming were tried, adapted by the Kheran. At first, difficulties arose. The process of learning required over six hundred cycles before the basics of seeding and animal husbandry were mastered. Yet, change was effected. Soon, lines were drawn, between the nomadic hunters and their settled farming neighbors.
~Settler & Nomad
Prospects of sustainable sustenance attracted further tribes to try their hand at the basics of farming and animal husbandry. The following centuries were marked by wild scurries to make rapid improvements to initial innovations. Irrigation marked a key invention, alongside the basics of architecture, textiles, tool ccnstruction, and the beginnings of natural medicine.
However, more predatory tribes still subscribing to the original way of forage hunting saw opportunity in establishing settlements differently. Raids became a fast bane. Foods and cloths, tools, even slaves, were bought for in nights of blood. Larger communities worked to establish surer defenses, honing local militia and warriors to defend the herding fields and crops.
Naturally, this spawned a schism. Nomads came to see Settlers as entitled, weak, abandoning the principles that made a people strong. Conversely, their foes interpreted them jealous, evil, prone to violence and wanton destruction, all too happy to starve in the long winters. However, time would prove the eventual victors. Despite their predilection for advancements in weaponry, fleeing herds and encroaching settler territories forced the Nomads progressively out from the continental interiors. Soon they were relegated to land no one wished: the tundras and deserts, lost to wander in the deep, sub-arctic south.
~The Thirteen Kingdoms
The silencing of the nomads allowed the Kheran to flourish as never before. Over the course of some three thousand years, thirteen differing settlements rose to become the initial political powers of the world. They were the Thirteen Kingdoms, ruled from behind cobblestone walls and forts. Clan leaders drew lineage down to Kings and Queens in time. Such regality came as an outgrowth of traditional avenues of elder tribute.
However, it brought about notable competition. There had been no want for world-wide cartographers, meaning that interpretations of territory differed from place to place. Burgeoning populations demanding further space to afford comfortable living began. Boundaries swelled and swelled; until in one century, there was seemingly no more land to share.
The arrogance of nobility was truly astonishing to witness. Envoys were dispatched, demanding secession, concession, and other aggressive diplomatic terms. Negotiation were simple shouting matches. With thirteen kingdoms bickering for their right of rule, their people grew alarmed at the prospect of widespread war. However, a handful of monarchs worked to establish a sort of neutral ground. Here, the Thirteen Kingdoms convened to establish the Kiday Qeer: the Rule of Assured Fire. A singular binding convention to forbid total war.
Despite a continual shift of skirmishes along the multiple, contested territories, the Kiday Qeer was upheld. A watershed apocalypse was avoided though still feared. The Thirteen Kingdoms took the tenuous peace time as an opportunity to consolidate what they kept in possession. A push for individuality amidst the differing territories reigned for a time, establishing regional cultures that would endure, down to the dark times none saw waiting at the End.
Peace. Until one day, cold drew up from the South. The nomads had not been so idle as the Kingdoms believed.
~Coming of the Southerners & The Warring Plains Period
There were no issues of decree. For nigh on too many centuries, the starving, bitter nomadic tribespeople had endured enough. It began with the siege and sacking of a single city; hundreds upon their thousands were burned and slaughtered in a battle lasting only a single night. On came the Ice Horde, with cold blades eyes. By birthright, they would take back the greener lands, and lay waste to decadence.
This began as referred to by historians as the Days of Warring Plains. Lasting for over a full hundred local years, it saw the first mobilization of professional armies ever seen amidst the Thirteen Kingdoms. The initial decade saw striding gains made in the favor of the fervent Nomads. They made a claim to the lands, the bounties within the soil and animal, which their ancestors had once hunted before their rival tribes forced them into exile. Six great cities fell, pilfered and gutted.
Issue arose between tactics, some calling to salt the earth, deny as much territory to the invaders as was possible. More argued against, citing a need to rebuild upon victory. If victory could be indeed attained. The turning point in the standing conflict rose at the Battle of Nine Marshes. The Southerners were lured into open combat atop unfamiliar territory, tricked to believe their superior numbers could overwhelm the small militia forces. Bogged down, great numbers were lost either to the mangroves, or cut down by insidious locals familiar with their homelands.
Defanged, the Southerners adopted a tradition of attrition. Armies split to warbands, engaging in separate border wars meant to wear away the vigor and morale of the defending Kingdoms. Ten years scrolled to twenty, to thirty, forty. Finally, after three successive generations of guerrilla combat, seeing tens of thousands of young battlers slain, definitive defeat was sought.
The chosen field was set on the cool meridian between the northerly and southerly realms, at a place remembered as the Binding of Ten Creeks. Two hosts met, each marching to make war upon the other. One: the massed hosts of the Remnant Kingdoms, resplendent in high colors. The other: the Nomads, grey, dour, seeking inheritance and blood. Battle was joined, with over two hundred thousand infantry meeting in what became a churning fight. Battle lasted well into six days, before it came down to a contest of champions.
Duels were met, won and lost. But no matter the ferocity, the Nomads saw a crushing reeve. Slaughtered to a man, the Cold Horde was put to death. Disparate warband's scattered to the wilds, to be hunted down over the next few years. Now was left just the Kingdoms in Victory... At a loss of what to make of a hundred wasted years, and the wasted blood that ran so dearly from their hearths and homes.
~The Four Empires
-Note: Post war 'superpower' age, notable for political intrigue, skirmishes, diplomatic crisis, initial patronage of various imperial religions?
~Karnak Khere
-Note: Unification wars? Days of a great conqueror?
~Unification Period & Rise of the Priesthood
~The Undertaking
-Note: Initial growth of stone ecunemopolis, bolsters in traditional water and wind power, vertical farming, etc.
~The Ten-Thousand Cycles
-Note: Golden age, great rise of Force-based priesthood.
~Contrition of Reason & Faith
-Note: End of golden age? Sort of silver age, war of words between skeptics, fanatics? More than war of 'words'?
~The Darkness in the Sun
-Note: Rise of fanatical sects, creation of Dark Force artifacts, obsession with flesh modification?
~The Last Undertaking
-Note: Secret war between state authorities and banned priesthood? Creation of the Helix Pillars, designed to 'truly unite' Kherans under one mind and flesh?
~Night of the Cataclysm
-Note: Atlantian-esque day of really, really bad luck?
~Remains of Dangerous Days
-Note: Ruins and aftermath
Notable PC's: N/A
Intent: To build a sustainable world to cater to more horror/terror intensive Adventure threads.
Notes: Obviously, this is a heavy WiP at the moment. In Sanctum chat, there was some discussion regarding a sort of 'Coruscant before Coruscant', a planet-wide city-sprawl in the style of places like Angkor and Tikal.
Talking with @[member="Boolon Murr"] and @[member="Jaxton Ravos"] some weeks ago, we happened upon a concept of creating a space that could act as a draw for more horror-inspired world. Khere Surin is not a flourishing place. It's people have met their heyday, reached to touch the faces of Gods, and fell deep into damning hubris as their work turned upon them.
Imagine sprawling palaces and temple constructs becoming devoured from the crust up by vegetation. Tunnels half-lit by failing sunlight, crowded with resting creatures waiting for the moment some off sound awakens their slumber. Think Indiana Jones meets Dead Space. That sort of raw isolation and terror, flying by the seat of your pants into the maw of doom.
Admittedly, I don't know it's justifiable to have a 'primordial ecumenopolis' without extensive off-world contribution to material.
But, that's where I'm turning to some of you for help. I'm open to whatever suggestions you have to correct any inconsistencies, errors, or add ons to the history or culture.
P.S.: The vessel debris fields in orbit tie into an idea of some old-timey Galactic Empire expedition happening upon the world, dredging up artifacts from the surface and becoming subsequently consumed by whatever creatures or madness they generate.
Region: Tingel Arm
System: Emerald Gulf Drift
Suns: 4; The Veiled Queens 1st: G2 Main Sequence ‘Ghän’ - 2nd: K5 Red Dwarf ‘The Fading Crown’ – 3rd: G5 Main Sequence ‘Thädr’ – 4th: M0 Red Dwarf ‘Sadhara’
Orbital Position: Habital Zone of Thädr/G5 Main Sequence
Moons: 13 Artificial Orbital Objects: 1 - 9 Wrecks of the ISS Expeditionary Praetor Mark-II Battlecruisers ‘Hand of Death’, ‘Blüd-Clade’, ‘Doom’s Cheer’, ‘The Vindicator’, ‘Lance of Tarkin’, ‘The Red Dawn’, ‘Svenshan’, ‘Warrenpyre’, ‘The Carmine Dancer’ 10 – 13 Wrecks of the ISS Expeditionary Vigil-Class Corvettes ‘Halcyon’s Folly’, ‘Bane of Karn’, ‘The Dead Dragon’, ‘The Proven Sin’
Coordinates: W,7 – Due South of Arda
Rotational Period: 48 Hrs – 24 hour ‘Halves’ dedicated to night and day respectively~
Orbital Period: 380
Class: Terrestrial
Diameter: 18,369 km
Atmosphere: Type I
Climate: Temperate
Gravity: Standard
Primary Terrain: Primordial Ecumenopolis
Native species: Kheran (Near Human)
Immigrated species: N/A
Primary languages: Surinese
Government: Absolute Monarchy
Population: Former: 2 Billion (Rough Consensus - Current: Unknown
Demonym: Kheran
Major cities:
- Dyzc: The northernmost city-ruin, situated upon the edging of the great Tan Glacier by the Adunean Sea. Festooned with decorations committed to an oceanic motif: fish, sea-going mammals, gull-birds, etc. Probably a center of major seaborne imports dealing with whale oils, insulate blubber, whale-ivory, seal-scales. Now appears half-frozen, half-sunk into the Bay of Osmun.
- Sael: Centralized city built upon the Wat-Fräyr Continent, midst savanna lands sheltered by tall Alpine peeks. Possibly a growth of several farming communities allying to better manage soil and cattle resources. Fossil records point to pastures stretching on for square 1000’s of km’s, alongside systematic and complex irrigation farmlands with waters piped down elongated troughs from the mountain snows.
- Infine: Plateau community, settled on raised steppe-shelf’s in the eastern-most island reaches bordering the Khere Ocean. Topographical scans point to several shelf-cliff ‘districts’ connected inland and over cliff-faces by carved tunnels and hemp-line bridges. Archeological evidence points to a singular reverence to astronomy apparent in street and temple layout. Possibly monastic colony?
- Ghan: The Queen of Khere Surin. The largest urban structure upon the surface, potentially the center of political, religious, technological, and scientific progress and preservation of the Kheran. Geography is dominated by temple-constructs laid out in likewise intricate and seemingly haphazard designs. Possibly installed by later monarchs as centuries wore on?
- Sador: An ‘undercity’, wrought into geode caverns situated beneath the coastal shelves far west of Ghan. Seemingly responsible for a majority of deep-crust mining. Abandoned extraction shafts point to loads bearing iron metals alongside deposit-veins of precious minerals. It’s possible surface banks and the like, if the Kheran indeed utilized a monetary system, utilized Sador as a sort of treasure horde to keep track of their wealth.
Major exports: N/A
Affiliation: Levantine Sanctum
Culture: <Traditions of the planet's populations>
Technology:
~Verticality: The growth of urban sprawl soon spelled the end of conventional farming techniques, asking a question of the Kheran: how do you feed a burgeoning population despite the loss of traditional pasture and irrigation fields? The answer was to utilize sheer upward space. Now evidence suggest usage of sophisticated urban vertical farms stretching for scores if not hundreds of floors, in facilities that dotted the sprawl as frequently as the greater hab-stack living quarters. However, this did mark an end of the larger domestic herbivores in favour of smaller species more geared towards the crowded conditions. On top of this, recovered writings and even some decorative bass-reliefs showcase an understanding of breeding efficiency. It's possible the Kheran bred out successive generations of animal to provide more energy-enriched meat at the slaughter, so bodies and appetites required less and less consumption.
~Water & Wheel: However, these same bodies still required fresh water moisture. As the cities scaled high, it became, with some pain, apparent that the traditional system of well-drawing was simply not helpful enough. For a time, a hundred years or so, shortages of drinkable water plagued many slum-quarters. Monstrous canals were erected both above and below city-grounds as engineers and masons worked feverishly to establish what would become their world's first rudimentary hydraulic system. Such saw the rise of the water wheel and in time, steam engineering.
~The High Mills: The Kheran believed in the soundness of redundancy. In addition to industry generated by the burgeoning system of water canals, filtration plants, wheel-mills, and the first steam engines, engineers turned to the ready power waiting in the wind. Atop the higher palace and temple complexes, entire fields of wind-turbines were erected to catch the constant swift and strong breezes that wore and smoothed over stone and mortar. Construction utilized a sort of natural 'fiberglass': animal stomach skins glued together using a mixture of moss and lichen adhesives created the sails. Ground-waters were drawn up, power was supplied to food production and waste management houses, and Khere Surin felt not so dependent on sheer water power.
~Natural Freeze: An ancient and already widely hailed method for food preservation was the tried, true air well. Great domes fitted with cavernous tunnels caught streams of air, aiming to promote water condensation and, within the core chambers, freezing. Surviving records dictating the complexities of Kheran economics showcase that air well owners made a heavy killing selling off excess snow growths within the central chambers. Meats, vegetables, certain spices and salts were kept under careful observation to maximize preservation for thaw. Some air wells were even converted into funerary facilities; low temperatures aided in freeze-drying out the cadavers of recently deceased, before taken out for proper burial procedures.
History: <Abridged history of the planet>
~Days & Tribal Nights
Khere Surin's population growth started in the average mean, forming across the millions of years as natural evolution demands. They rose up from the simian and primate clades, accepting a burgeoning sense of abstract thought. With intelligence came understanding of action, reaction, of the usage of tools, general logic. One day came when the Kheran grew to no longer truly resemble their less adapted cousins. This is where fragmented pieces of local history (rock paintings, dyes, etc) begins.
The Kheran matured initially into divided, primitive lines of local familial bonds. Tribes became the unit of which martial power was measured, with the larger knit families commanding strong lineages brooking little competition. However, in-fighting seems to have been common-place, as was rivalry against separate tribal communities. It was in these days that life was maintained in the traditional hunter/gatherer mode. They moved as the animal did, from feeding spot to feeding spot, taking their fill of meat and vegetable.
...Until one day, a tribe in the southern continents took note of something. Local fang-ants kept up congregations of idle sour-aphids, collecting a sort of sugary secretion emitted from their carapace for transport back to the greater colony. The aphids were maintained, little molested, and protected. Alongside the fang-ants were curious plains-dragonflies. Through pollination and no small part of multi-generational effort, they'd constructed small but complex flower-fields of which to feed off.
So, these small ways of agriculture and cattle farming were tried, adapted by the Kheran. At first, difficulties arose. The process of learning required over six hundred cycles before the basics of seeding and animal husbandry were mastered. Yet, change was effected. Soon, lines were drawn, between the nomadic hunters and their settled farming neighbors.
~Settler & Nomad
Prospects of sustainable sustenance attracted further tribes to try their hand at the basics of farming and animal husbandry. The following centuries were marked by wild scurries to make rapid improvements to initial innovations. Irrigation marked a key invention, alongside the basics of architecture, textiles, tool ccnstruction, and the beginnings of natural medicine.
However, more predatory tribes still subscribing to the original way of forage hunting saw opportunity in establishing settlements differently. Raids became a fast bane. Foods and cloths, tools, even slaves, were bought for in nights of blood. Larger communities worked to establish surer defenses, honing local militia and warriors to defend the herding fields and crops.
Naturally, this spawned a schism. Nomads came to see Settlers as entitled, weak, abandoning the principles that made a people strong. Conversely, their foes interpreted them jealous, evil, prone to violence and wanton destruction, all too happy to starve in the long winters. However, time would prove the eventual victors. Despite their predilection for advancements in weaponry, fleeing herds and encroaching settler territories forced the Nomads progressively out from the continental interiors. Soon they were relegated to land no one wished: the tundras and deserts, lost to wander in the deep, sub-arctic south.
~The Thirteen Kingdoms
The silencing of the nomads allowed the Kheran to flourish as never before. Over the course of some three thousand years, thirteen differing settlements rose to become the initial political powers of the world. They were the Thirteen Kingdoms, ruled from behind cobblestone walls and forts. Clan leaders drew lineage down to Kings and Queens in time. Such regality came as an outgrowth of traditional avenues of elder tribute.
However, it brought about notable competition. There had been no want for world-wide cartographers, meaning that interpretations of territory differed from place to place. Burgeoning populations demanding further space to afford comfortable living began. Boundaries swelled and swelled; until in one century, there was seemingly no more land to share.
The arrogance of nobility was truly astonishing to witness. Envoys were dispatched, demanding secession, concession, and other aggressive diplomatic terms. Negotiation were simple shouting matches. With thirteen kingdoms bickering for their right of rule, their people grew alarmed at the prospect of widespread war. However, a handful of monarchs worked to establish a sort of neutral ground. Here, the Thirteen Kingdoms convened to establish the Kiday Qeer: the Rule of Assured Fire. A singular binding convention to forbid total war.
Despite a continual shift of skirmishes along the multiple, contested territories, the Kiday Qeer was upheld. A watershed apocalypse was avoided though still feared. The Thirteen Kingdoms took the tenuous peace time as an opportunity to consolidate what they kept in possession. A push for individuality amidst the differing territories reigned for a time, establishing regional cultures that would endure, down to the dark times none saw waiting at the End.
Peace. Until one day, cold drew up from the South. The nomads had not been so idle as the Kingdoms believed.
~Coming of the Southerners & The Warring Plains Period
There were no issues of decree. For nigh on too many centuries, the starving, bitter nomadic tribespeople had endured enough. It began with the siege and sacking of a single city; hundreds upon their thousands were burned and slaughtered in a battle lasting only a single night. On came the Ice Horde, with cold blades eyes. By birthright, they would take back the greener lands, and lay waste to decadence.
This began as referred to by historians as the Days of Warring Plains. Lasting for over a full hundred local years, it saw the first mobilization of professional armies ever seen amidst the Thirteen Kingdoms. The initial decade saw striding gains made in the favor of the fervent Nomads. They made a claim to the lands, the bounties within the soil and animal, which their ancestors had once hunted before their rival tribes forced them into exile. Six great cities fell, pilfered and gutted.
Issue arose between tactics, some calling to salt the earth, deny as much territory to the invaders as was possible. More argued against, citing a need to rebuild upon victory. If victory could be indeed attained. The turning point in the standing conflict rose at the Battle of Nine Marshes. The Southerners were lured into open combat atop unfamiliar territory, tricked to believe their superior numbers could overwhelm the small militia forces. Bogged down, great numbers were lost either to the mangroves, or cut down by insidious locals familiar with their homelands.
Defanged, the Southerners adopted a tradition of attrition. Armies split to warbands, engaging in separate border wars meant to wear away the vigor and morale of the defending Kingdoms. Ten years scrolled to twenty, to thirty, forty. Finally, after three successive generations of guerrilla combat, seeing tens of thousands of young battlers slain, definitive defeat was sought.
The chosen field was set on the cool meridian between the northerly and southerly realms, at a place remembered as the Binding of Ten Creeks. Two hosts met, each marching to make war upon the other. One: the massed hosts of the Remnant Kingdoms, resplendent in high colors. The other: the Nomads, grey, dour, seeking inheritance and blood. Battle was joined, with over two hundred thousand infantry meeting in what became a churning fight. Battle lasted well into six days, before it came down to a contest of champions.
Duels were met, won and lost. But no matter the ferocity, the Nomads saw a crushing reeve. Slaughtered to a man, the Cold Horde was put to death. Disparate warband's scattered to the wilds, to be hunted down over the next few years. Now was left just the Kingdoms in Victory... At a loss of what to make of a hundred wasted years, and the wasted blood that ran so dearly from their hearths and homes.
~The Four Empires
-Note: Post war 'superpower' age, notable for political intrigue, skirmishes, diplomatic crisis, initial patronage of various imperial religions?
~Karnak Khere
-Note: Unification wars? Days of a great conqueror?
~Unification Period & Rise of the Priesthood
~The Undertaking
-Note: Initial growth of stone ecunemopolis, bolsters in traditional water and wind power, vertical farming, etc.
~The Ten-Thousand Cycles
-Note: Golden age, great rise of Force-based priesthood.
~Contrition of Reason & Faith
-Note: End of golden age? Sort of silver age, war of words between skeptics, fanatics? More than war of 'words'?
~The Darkness in the Sun
-Note: Rise of fanatical sects, creation of Dark Force artifacts, obsession with flesh modification?
~The Last Undertaking
-Note: Secret war between state authorities and banned priesthood? Creation of the Helix Pillars, designed to 'truly unite' Kherans under one mind and flesh?
~Night of the Cataclysm
-Note: Atlantian-esque day of really, really bad luck?
~Remains of Dangerous Days
-Note: Ruins and aftermath
Notable PC's: N/A
Intent: To build a sustainable world to cater to more horror/terror intensive Adventure threads.
Notes: Obviously, this is a heavy WiP at the moment. In Sanctum chat, there was some discussion regarding a sort of 'Coruscant before Coruscant', a planet-wide city-sprawl in the style of places like Angkor and Tikal.
Talking with @[member="Boolon Murr"] and @[member="Jaxton Ravos"] some weeks ago, we happened upon a concept of creating a space that could act as a draw for more horror-inspired world. Khere Surin is not a flourishing place. It's people have met their heyday, reached to touch the faces of Gods, and fell deep into damning hubris as their work turned upon them.
Imagine sprawling palaces and temple constructs becoming devoured from the crust up by vegetation. Tunnels half-lit by failing sunlight, crowded with resting creatures waiting for the moment some off sound awakens their slumber. Think Indiana Jones meets Dead Space. That sort of raw isolation and terror, flying by the seat of your pants into the maw of doom.
Admittedly, I don't know it's justifiable to have a 'primordial ecumenopolis' without extensive off-world contribution to material.
But, that's where I'm turning to some of you for help. I'm open to whatever suggestions you have to correct any inconsistencies, errors, or add ons to the history or culture.
P.S.: The vessel debris fields in orbit tie into an idea of some old-timey Galactic Empire expedition happening upon the world, dredging up artifacts from the surface and becoming subsequently consumed by whatever creatures or madness they generate.