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[WB] Looking for an Engaged Group to Expand and Build on a Setting (Aspida Puzl, Science Fiction Shield World with Fantasy Elements)

MyttyDW

Awoo?
Joined
Apr 18, 2020
Hello, call me Mythy. I'm looking for two things: People interested in building this world out with me, and people to pose questions to help me build the setting. You could even be both!
I'll start this off by porting over the information I have in a group request thread, and I'll give a link to a Google Sheet I have made to expand on the races. (I would be open to using something else to keep all the information in one place, though WorldAnvil has never gelled with me for some reason.

Aspida Puzl is a shield world, broken into twenty-four regions (named after Greek alphabet), which is then broken into twenty-four pieces each (the original worlds).
(UPDATED: Aspida Puzl is made of 24 regions, all with their own race (cutting total races from 576 to 24) and is generally the size of a flattened planet with mixed biomes to match. Everything below that references 'pieces' is correct for 'regions' unless said otherwise.)

Each Piece used to be its own self-contained environment - flat and regulated to be a perfect ground for the held Uplifted. However, last age the pieces all came together to form Aspída Puzl for a reason unknown to the Uplifted. Many centuries passed while the Uplifted found each other, warred, made allies and enemies. And now, the shell has been pierced and the Uplifted face a challenge unlike any other, and must join forces to fight off the invaders, or perish.

Each Piece is a biome or group of biomes suited to the growth of the given uplifted. As such, where two pieces meet is where biomes converge, causing many interesting formations on the surface. Cities of all types and builds dot the areas, with every Uplifted carving out their own area. Borders change as time and battles wear on, though the deeper one goes into an original piece, the bigger and more developed the cities.

The substructure of Aspida Puzl is comparable to a labyrinthian world all its own. Each piece has substructure, where one could delve from access points on the surface in order to find CreaTech to enhance their race's abilities. However, in addition to the tech were the custodians, a race of beings presumably engineered by the creators in order to maintain the pieces and make sure their uplifted survived. They were also programmed with defense protocols, as nothing worthwhile ever comes easy.

The subtructure seems to be built devoid of any mortal logic, as a winding passage can lead to a sprawling complex as easily as it may lead to an access point. There used to be walls bordering the entirety of the edges, but since the formation of Aspida Puzl, these walls have opened - creating a single, interconnected system.
Creator Tech, also known as CreaTech, is technology made by the precursor race known to every uplifted as the Creators. Even with all their advances, the uplifted are nowhere close to the Creators - thus, even a single piece of CreaTech recovered from the substructure can advance the technology of a race by leaps and bounds. Most pieces of CreaTech are fully unusable by the uplifted but are oddly easy to reverse-engineer and implement in any way the uplifted desire.


Custodians are the keepers and protectors of the substructure, created both to maintain Aspida Puzl as well as to present a challenge to the Uplifted. They come in two roles: Keeper and Guardian. Keepers are built to maintain and repair Aspida Puzl, where the Guardians are built to defend and challenge the Uplifted who venture downwards. They are made of an unknown material that dissipates into atoms upon “death” so they have never been able to be studied. There are multiple frames of each type, with Keepers being built for different maintenance roles, where Guardians gain new frames with different strengths and abilities based on their performance.


The Uplifted all have their own style and builds of technology, but given their shared origins as well as use of CreaTech in advances, there are certain similarities that one can find. Every race has a similar view of weaponry where guns and other ranged weapons have a place, but gear rooted in their more feudalistic times are still widely used. In addition, mecs, traditional armor, and sky-battleships all have a place.

Many needs of the people are dealt with - food, water, shelter. That is not to say that no one wants for anything, but the necessities are generally provided. Where some uplifted differ are the usage of technology. Some races view it as the end-all and be-all, where everything is automated and technology runs near every industry. Others see virtue in handcrafting, and thus use technology more as an assistant.

One thing that has not been created are true artificial intelligence. The only example of a TAI is the Enumerated. No other race has found nor created the technology to make a fully sentient artificial being, with computerized assistant intelligences the most common type of Virtual Artificial Intelligence.
Magic, also known as the gift, is another boon from the Creators. While every race is able to use it, some have a greater propensity for it. Some races venerate those bloodlines gifted with the boon of magic, while others disparage the use.

There are two classes of magic: Matter and Energy. These do not grant the user perfect control over the domain of their magic. Indeed, each domain is used differently by each Uplifted granted it which has created unnumbered amounts of subdomains.

Magic draws on an unseen force in the body and the air, called Arcana. Arcana is not easily measured nor detected, thus the greatest indicator any uplifted has is the bloodline. If one of their parents has the gift, it's likely a child may have it. The more giftborne in the family line, the greater the chance - but it is never a guarantee, and even unknown bloodlines can have a giftborne.

A mage of any race can only sustain so much magic. The more one uses their inner pool of arcana, the less they have until they are able to rest and replenish. If one pushes past their limit they can draw Arcana from the air, but this is even more exhausting and dangerous. Overuse of magic is a very real concern for death.

Matter magic is, at its core, the power to create, destroy, and manipulate matter. Gifted that specialize in matter magic are able to see the components of any item through gifted vision, and are able to replicate, separate, or manipulate those components. Most things that are created are only temporary, and nothing can be destroyed entirely - the more powerful gifted can reduce an item to dust, but no further. The more common way of using matter destruction is to rip one part off of another. There is one rule of matter magic than can never be broken: you cannot destroy another living being.

Some of the most common uses of matter magic are: Weapon creation, projectile shots, component separation, component reintegration (such as rebuilding, crafting, etc), telekinesis, and form molding.

Energy magic is, at its core, the ability to manipulate and manifest energy. Many gifted will specialize in a single energy, and most often this is in the form of a base element or an offshoot (such as fire or lightning). Some spread out into multiple, and some even attempt to use energy in its purest forms. By utilizing Arcana, the gifted is able to form their chosen type of energy, and then can direct it in the way they desire. One of the most common uses is as projectiles, but there are other uses that those who are imaginative can pursue.

Some of these uses are: Welding, disaster response, travel, temperature regulation.

Aether is the passive energy of magic, that which is acted upon by the giftborne to manifest magical effects. Aether technically has three states - Inactive, active and infused. When a giftborne manifests their magic, they are most often using a majority of their own pool of infused Aether and acting upon a smaller amount of inactive Aether, activating it for the desired effect.

Active Aether can be used as a material, but as it is not solid in and of itself, the only way to utilize it is in Aether-charged materials. There are a number of such materials, but they all follow similar principals. They have a strange weave of active and inactive aether melded to the material, and if programmed in the right way it can take an energy into itself in order to manifest that on command, allow for greater control - and in the case of the Enumerated, allow those 'born' with the gift to manifest it.

Matter Magic:
Create and accelerate temporary constructions - often in the forms of missiles
Float and relocate existing physical objects - the greater the weight, the more tiring
Disassemble and Assemble components, sealing them together
Attempt to break a non-biological object into smaller parts
Create and maintain temporary constructs - weapons and mechanical parts.

Energy Magic:
Manifesting Elemental Projectiles
Manifesting and Controlling Elements
Enchanting Aether-charged items
Environmental Manipulation
Personal Physical Prowess Augmentation

General Psionics:
Mental Sensory
Light Telekinesis/Psionic Blasts
Extraperception
Psionic weapon manifistation
Telepathy with willing

Koamoa Psionics:
Sonar
Hydrodynamics
Sensory Overload
Water Agitation
Hydromisdirection

Fier Psionics:
Trace Suppression
Tracking Hinderance
Silent Moving
Emotional Sensing with intimates
Shockwaves

Mutu Psionics:
Psionic Bolts
Hovering
Aura Sensing
Empathic transfer
Psionic Shields

Yolzun Aetherbending:
Suppress Aether
Create Blasts
Lessen Elements
Any race that is known to have existed before the uplifting and the assembly are known as precursors. Until recent days, there was only a single known race of precursors: The Creators. Now that the shell has been breached, however, another race and their forces have become known: The Epitaph.

The Creators are the singular race of Precursors that are responsible for the quick advancement of every Uplifted. The legends are different, but the effects of which are the same. The Creators found a promising race, and would relocate them to a piece - a flat world perfectly suited to them - while transferring to them a more advanced culture and racial identity. With that they were given the materials to create the technology that fit them the best.

No one knows why this happened, but one of the oldest Enumerated infoconciousnesses postulated that they had known about the event which brought about the assembly - the combination of pieces to form Aspida Puzl - and desired to preserve as much life as possible. Many ascribe to this theory, however there are still many questions that it leaves unanswered.

The Epitaph are the only other known Precursor race known to the Uplifted, and this was only found out when the shell was broken and they began to stream from the substructure. It is very rare to see an Epitaph itself, as the majority of the fighting is done by their proxy races which make up their military forces. Usually one who meets an Epitaph does not survive due to their seeming ultimate control over the very forces of the universe.

It is unknown what the forces of the Epitaph are or were. They may have once been other races, or constructs, but there is now way to know how or why they are under the Epitaph. They are merciless fighters, always going until they or their opponents are dead. There are many types of beings under the control of the Epitaph. Two examples are the living armor and the Grativons.

Living Armor is one of the stranger and more common soldiers under the command of the Epitaph. They seem to be made of nothing but metal, emanating a blue plasmic energy. They are more often than not melee footsoldiers, slowly advancing while shrugging off weaponfire and cutting down any in their way.

Grativons are an odd opposite of the Protaens. They have the same sort of energy body with metallic covering. They have a powerful control over energy, but as the other Epitaph soldiers they do not have the virtues of the Uplifted. They fight to the death, siphoning energy from the living to fuel themselves. And indeed, they seem to fly into a rage at the sight of Protaens.
The masked Herekal of Theta-Alpha cover almost their entire bodies with clothing and material, including a mask. The reasoning behind this is long-lost to time, but as a cultural phenomena it is greatly established. Some wonder if it is due to their piece itself, Theta-Alpha's desert climate hot and burning in the daytime while cold and frosty at night.

While they have a spoken language, much of their communication and meaning comes through overt body language. Large, loud gestures accompany and accentuate their words. Unlike many other races, their face is the most intimate part of their body - the mask is only ever removed in the most trusted company; during situations where other races might fully disrobe around others, the mask stays on for the Herekal.
The Koamoa are an amphibious species, at home both in water and on land. This is good, as their piece - Theta-Beta - is covered almost fully of deep water, with islands the sole source of landmass. They have constructed large underwater cities, made in domes of air maintained by tech granted from their uplifting.

Koamoa are a calm, contemplative race. Every action they take has been studied and thought out, even ones that seem impulsive. Some theorize that they perceive quicker, which may be an attribute of their shorter lifespan. Koamoa society, as a whole, is busy while at the same time quiet. They seem to be a contradiction of themselves, as they are always moving and speaking quickly, but almost never act without thought. Pairings are made through thought of compatibility and genetic strands, with the intention of making children powerful enough to survive the many water-borne threats on their piece, not to mention the rest of Aspida Puzl after the Assembly.
The Pandrylylr are a proud, honorable and loyal people. Standing on digitigrade legs, these beings use their wings and natural armor to full effect. Their Piece, Theta-Gamma, is a mountainous and cold area - perfect, of course, for these uplifted.

Pandrylyr value family and loyalty above many other virtues, and this shows in their culture. The wartech they wield is specially crafted for each warrior, as opposed to mass-produced weaponry and armor. They tend to travel and fight in teams, which becomes like a second family to them. The Pandrylyr are not a warlike race - they would prefer not to fight if possible, but those who rouse their anger find them a force to be reckoned with.
The Arctic oceans of Theta-Delta are home to the Stylax. Strong swimmers with quick minds, the Stylax are known for their research and their tinkering. Despite the rather devoid appearance of their piece, with the surface almost nothing but water and the occasional iceberg, underneath the water is an abundance of life and resources.

Stylax separate themselves into family units based on the research station they call home. Research stations are actually built on and tunneled into the inside of the large icebergs, and are left to float according to the whims of the water. A Stylax can find something to investigate no matter where they are, and they have a sort of infectious cheerfulness about finding something new.
The long-tailed Yvelte of Theta-Epsilon are capricious beings who enjoy life to the fullest in their own ways. Some find fulfillment in having a simple family life with a successful job, where others find their lives more fulfilling by having many sexual partners and getting a rush from adventure. While every Yvelte lives their life differently, these is one universal rule that each one follows: Do not destroy another's happiness for the sake of your own. This means that murder, thievery and adultery are all but nonexistent on Theta-Epslion.

Theta-Epsilon itself is a hilly mix of grasses and trees, with caves that delve into the substructure if one goes deep enough. Many foods and plants grow in the Yvelten fields, as well as a number of more enjoyable substances.
The Lunim of Theta-Zeta are somewhat of a rarity of a race. They evolved from and were thus uplifted from a prey race, and have never lost many of those traits. Long ears and wide eyes allow for greater perception, and the light glow of their eyes allows them to see in the dark. Originally a nocturnal race, the Lunim slowly adapted to live in the daylight to better interact with the other uplifted. However, their perception and their agility are still greater than many other races.

Despite the Lunim no longer being nocturnal, they still live in a good amount of dark. Theta-Zeta is covered in large-canopy trees, covering the floor in the darkness. Such is also a breeding ground for large, deadly monsters who used to hunt the Lunim - and still do. But now the prey can fight back using advanced weapons and powerful group trickery and tactics. Another hold-over from their days as prey is their breeding habits. Many Lunim females keep themselves on hormonal birth control until they are ready for a child, as due to their reproductive organs a pregnancy is nearly assured every time without it.
Superior and overbearing, the Quiern of Theta-Eta have nearly fully conquered their piece. The majority of the piece is built up, nearly one large city dominating the surface. The Quiern see the other Uplifted as fretting over nothing, and it's those worries that hold them back. One will find that a Quiern will take nearly any opportunity to try and instruct one of another Uplifted race on how to overcome their inadequacies. This of course grates on the other Uplifted, but if one thinks about their critiques there can sometimes be kernels of wisdom in there.

Sadly, it was the Quiern who have been hit the hardest by the Epitaph so far on Region Theta. The enemy forces surged out of an access point that had been incorporated, overwhelming the posted guards and spreading destruction. While the threat has now been relatively contained, the damage is done and now there is 'the radius' - the area of their megatropolis that was ravaged by the initial surge, and what is always under guard.
The Thorans of forested Theta-Theta are a very odd race. They are plants, but they have many aspects of the other Uplifted, including reproductively. They have cities, but these are built into the trees and are made to be as naturally friendly as possible. They shun pollutant fuels, and do not appreciate those who use them to travel into their piece.

Most of the Thoran's tech is grown instead of built, using a special form of psionic magic only available to Thorans known as 'singing'. Using their voices and their energy, they take a seedbulb and grow their sword, their armor, their mech. Despite being plant-based, these items are not any weaker than those of the other races. Their way of schooling is an odd one - the young Thoran first goes out into nature and meditates. When a vision hits them, they go to an elder and meditate to learn what it means. Then they are sent to schooling, where ingestion of knowledge seeds helps gain them the necessary knowledge.
At first glance, the Thirren of Theta-Iota are the very image of many race's nightmares. Ugly faces, sharp mandibles and spiked, chitinous bodies bely the truly kind personalities of the Thirren. Their piece is a wasteland, filled with broken and destroyed buildings and little water - proffering a glance at a dark past on their home planet. Despite all this, the Thirren are kind and will share their resources with those they call friends and those that need help.

Unlike many other Uplifted, the Thirren are incompatible genetically with most other races. Perhaps this is a genetic tracer sent down after whatever event. And if this is true, some theorize that even the Creators could not change this 'quirk'. Nevertheless, Thirren are fiercely protective of children, even those that are not their own, and many orphans have found new (albeit sometimes large) families with Thirren parents since the breaching.
A very sexually dimorphic race. The Mizu (males) grow large with blue skin, and are much stronger than the females, or Fier. The Fier, by contrast, reach barely up to the shoulders of the taller Mizu, and are born with red skin and a white mark on their forehead. Despite their relative fragility, the Fier are extremely gifted in the areas of psionics and magic where the Mizu are much less attuned to those gifts.

Theta-Kappa, home of the Mizufier, is a very wet place, filled with lakes, rivers, and rain. This works to the advantage of the Mizu, who are strong swimmers and blend with the environment given their pigmentation. Thus, for the longest time the Mizu were the only hunter-gatherers - but with modernization, and expanding of understanding, the Fier and their gifts are able to come into their own.

Mizufier culture is very ritualistic, and yet these rituals are not always the same. There are steps to courtship, but not every couple courts in the same way. Creation of items is also heavily ritualized, meaning that each weapon is 'attuned' to their warrior - for example. Magics are powerful, but often are cast through ritual. The psionics unique to the Fier are much more subtle and are used to manipulate ones environment, such as to pass without notice.
The Enumerated are the sentient, mechanical creations of an Uplifted lost to time. Not much is known about their history, as by the time Aspída Pazl was formed, the Enumerated were the only sentient beings on their Piece. Some say they carry the spirit of their creators inside them, as one notes their decidedly non-robotic culture. They are passionate and curious explorers, varied in personality and quirks.

The Enumerated's name is inspired after method of reproduction, where an infoconsciousness forks off from the original, observing the surroundings of their host body and learning. While in the past this may have been used as a way to create large armies, in the present it is a sacred process comparable to rearing a child. When the Child-Enumerated is stabilized, it is injected into a body the size of a child. As it grows, it begins to modify itself to look how it desires with limbs and other modifications, both cosmetic and functional. At a certain point in development, the child is designated an "adult" and thus can separate completely from their "parent".

The Enumerated's piece (Region Theta, Piece Lambda) is one of the more diverse pieces in terms of biomes. There is a central mountain range, as well as various different areas. From an ocean connected to a sandy beach to a deep forest, it seems that whatever race created the Enumerated was very adaptable.
The Mutu of the voidal islands of Theta-Mu are a heavily psionic race. They have no eyes, instead perceiving everything around them as auras of psionic energy. They have supreme control of their energy and can manifest many abilities such as bubble shields, psionic blasts, hovering, and many other things. The other side of this is that the gift is extremely rare; however, when it does manifest, it is extremely powerful. Those with the gift are called Magus Mutus, and carry heavy sway in the council that leads the Mutu.

The psionics of the Mutu are unable to read or manipulate the minds of others, though they are able to read emotions based on the colors of their aura. This makes them a very empathic race, utilizing their knowledge of emotions to control their own interactions. Another thing unique to their race is their headtail, which is said to be their link to their race's power. It is their most sensitive and intimate area, and is prehensile to a point - they tend to wrap around and touch during intimate moments.
The body of the Junett is, at birth, made of a malleable, jelly-like substance that shows the internal organs and workings of the organism. Since their bodies are weak and vulnerable, especially outside of their floating waterspheres that house Junett cities, they have long held cybernetic augmentation as a way to better prepare themselves for the outside world. Some of the first grafts that every child gets is an exoskeleton to house the vulnerable soft parts. From there, many enhance their exoskeleton in a way that helps with their chosen field. Claws and arm-cannons for soldiers, minute-manipulators for crafters…

The insides of the Junett continually crackle with bioelectricity, and they utilize this energy to power their exoskeleton and appropriate modifications without needing a source that would require recharging. This allows the armor to go for as long as the Junett can go.
The Karletan are, as a race, warlike and conquering. Despite being the "Uplifted" of Theta-Xi, they are not the only sentient race on the piece. They have a number of slave races that maintain their empire and craft their equipment, living under the Karletan heel - if not the worst treated slaves in history. When the assembly first occurred, the Karletan saw it as the greatest opportunity to expand in (at the time) recent history. Sadly for them, this was not to be. To one side are the Lifalos, who held them back to their borders without issue. To the other side at the Quiern, who crushed any attempt at opposition but made no attempt to strike back.

With those pieces fortified beyond their abilities, and the only other ways blocked by a regional wall, the Karletan stagnated. They threw themselves into warmachine R&D, and delved ever deeper into the substructure in order to find CreaTech to enhance their combat ability. Oddly enough, their humbling defeats did seem to bring about a grudging sense of camaraderie, as when the Epitaph forces invaded Theta-Eta from below, the Kaletan warmachine also came to their aid at cost. It seems even conquerors know when they need allies.
The Lifalos are reptilian humanoids originating on the swampy Piece of Theta-Omicron. They are an aggressive race, but are not beyond making allies to those they deem strong enough. Their society is based on strength, with the more powerful individuals commanding the weaker until they are deposed in some manner. Unless they are killed in combat or by natural forces, the most common way is a ritual dual. The winner gains (or retains) all the possessions and power of the deposed, while the loser is often either killed or becomes an indentured servant.

Lifalos are heavily partiarchical, with women usually of a lower standing. Powerful males often have multiple wives, and would not turn down a concubine of another race, which is not entirely uncommon as requests during dealings. There is little central government, a council of the most powerful passing the most overarching policies, while leaving the majority of oversight to the various clan leaders.

Weapons are more often than not produced en-masse for the lesser warriors, with the more powerful ones having specialty equipment either built for them, or passed down from their father. Magic is not held in high esteem, thus there are few Lifalos mages, and even fewer who are respected.
The Silatiro are a matriarchal reptilian race, slimmer and quicker than their Lifalos cousins. While the Lifalos find glory in strong, melee combat and taking wives from conquest, the Silatiro like to be stealthy, using long-ranged weapons to pick off the threats that find their way nearby. As well, they are monogamous - very much unlike the Lifalos. They have an elaborate courting ritual ripe with tests. Should it be complete, the first joining will always end with progeny. Once the child is born, the father most often stays with them as the parent while the mother fights and provides for their family.

Theta-Pi is a piece dominated by savannah, with long sightlines for the Silatiro to shoot and straight paths to run. Many beasts roam the lands, and the Silatiro have never lost their hunter's instinct. Most of their food comes from the large fauna and flora that dominate where the Silatiro do not, and these people would have it no other way.
The Protaens of Theta-Rho are an odd spiecies. Their bodies seem to be formed of pure energy, and yet there is a solid mass to them. The bodies themselves are a glowing light blue, but every Protaen has a metallic suit which they claim keeps their bodies stable. One cannot claim the contrary, as a Protaen is almost never seen out of the suit. Only during the intimate ritual known as the melding is the metal removed.

Protaens are truly masters of magic - be it the school of energy or matter. They almost never use weapons, able to use their magic to great effect - and when weapons are used, it's often enough those summoned through use of matter magic.

Theta-Rho is a strange piece, made of dark metal spires glowing with energy and a sky that crackles with barely restrained power. There seems to be few if any natural resources, but this also seems to be everything that the Protaen need to create everything one could possibly require.
The Orima of Theta-Sigma dwell mostly underground, where their glowing red eyes allow them to see in the dark and pick out metal veins in the deep underground caverns. Their blue bodies blend in with the slate of their homes, and on their heads grow bony crowns that are filed and styled to the preferences of the individual, though the larger crown allowed, the higher in society the wearer is.

Given their underground lives, one would think that they are very skilled at fighting in the dark - and this is true. However, they seem to have something else that assists in this strength - the ability to meld into shadows. One who experiences this says that it seems as if they simply become mist, and reappear somewhere else. This made them feared assassins in the first war of Theta.
The Thaun of Theta-Tau are a strange breed, as their bodies are fully adapted to living both on solid ground and low gravity. Indeed, their piece has gravity low enough that the landmasses float, tethered to one another through living tendrils. The Thaun have powerful limbs able to launch from landmass to landmass or to climb the tendrils. This extends to their tail, which when thrust can pierce through most Uplifted-made materials.

Their bodies as well are without mouths. They breathe and filter the specific element that they call their food through the ridges on their heads. They communicate to each other through pheromone-assisted monotone voices, meaning that their way of speaking is dry and emotionless to the other Uplifted. Sadly this isn't indicative of their culture. They love their art and music; they are a very cultured people, and only resort to fighting when it is absolutely necessary.
The Iljen are an avian race whose home is made in the floating mountains of Theta-Upsilon. They are a peaceful race known for their philosophical studies and their devotion to family. The highest in their society are known as Thinkers, and they lead the race in times of great turmoil.

A young Iljen is born with dull plumage, the easier to be hidden from aerial dangers. As they grow, their colors become brighter and more vibrant - the better to attract a mate. Once their mate is found, the Iljen's colors begin to dull once more, showing that they have happily settled down with the love of their lives and are raising their hatchlings. Though they are a thinking race, when roused to action the Iljen are a deadly adversary, with attacks from all angles and ranges a guarantee.
The Varsaath of Theta-Phi seem, on the surface, similar to the Pandrylyr of Theta-Gamma, but are very different. Sometimes considered a cousin race, they are also very loyal to friends and family. One difference is their piece, which is rolling plains and forests rather than mountains and tundra. They stand taller than the other race, and their tail is mammalian rather than reptilian. While the Pandrylyr fight calmly, using magic as augmentation, the Varsaath fight fiercely with any sort of weapon, and their magic is powerful and straightforward: deal damage.

While they are fierce warriors, this comes not from anger, but from passion. They are passionate in everything they do - fighting, creating, loving. A Varsaath often comes across a single trade that ignites them like nothing else. This becomes the trade they follow for the rest of their life, and as such every craft of Varsaath make is of supreme quality.
The Goulin are a race known for exploration and mechanical tinkering, the co-founders of the Pioneer's League alongside their equally adventurous neighbors - the Enumerated. Seemingly always able to find the light in any situation, they see Aspida Puzl as a mystery to be solved, and the regional barriers simply an obstacle to be passed. They think that the Creators had some greater plan than to simply throw races together and see what happens.

As part of their adventurous culture, most young Goulin go off on their own as young adults on a sort of pilgrimage to find a piece of CreaTech, an answer to a question, or simply a new thought. Once the pilgrimage is complete, the Goulin get their 'true name' inspired by their discovery. From there, they are free to join the Pioneers in earnest - and are now full-fledged adults able to marry and breed the next generation of truth-seekers.
The Momoka of Theta-Psi are emotional, fey-like beings known for their colorful personalities, hair and eyes. Theirs is a sense-based civilization, with sight, sound, scent and sensation all an equal part of the experience. Dancing - a favorite pastime of the Momoka - includes the movement of the whole body, with matching music and pheromones enhancing the experience. This expressionism extends to every part of their culture, to the point that tone, scent, as well as facial and body language are all equal in meaning.

The only time that a Momoka is found emotionless is during battle. They don a flat face akin to a mask and utilize a deadly dance of melee and small arms to take down those who would threaten the naturality of the world.
The Yolzun are a powerfully built race with horns that can feel the flow of Aether - the component of the gift that is acted upon by the giftborne. This allows them to know where this is being used, and at times they can even manipulate it without being born with the gift.

Despite this power, the Yolzun of Theta-Omega nearly never use it. Living on the tall Aetheric peak in the center of the piece, they contemplate the mysteries of the Aether and Aspida Puzl itself. Why did the Creators uplift them? Why create the pieces? Was the assembly to protect them from the Epitaph? Or was it for another reason? It is not often that one sees a Yolzun - and indeed, should they be roused to anger… one should be terrified.
Expanded Racial Sheet (I only have some info on the Herekal so far)
 
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Watching.

Based on what you put in chat, this world is going to have 24 separate regions, each region has 24 distinct areas, and each area has its own unique race? Too much work for you to do, and way too many choices (24 x 24 = 576 unique races) for potential plyers to try and deal with. Cut it back.

Hell, I'm slowly world-building an entire sector of the galaxy (20 cubic light years of space) for my table-top RPG group, and a dozen races is giving me trouble.

Always follow the KISS principle. :)

I'd suggest one unique race per region, and each area can have cultural variations & different dialects.

Next, pick a single aspect of each region - eg Religion (it's a good one, and from Religion will other things flow). Religious beliefs will then help you identify attitudes towards other regions, attitudes towards technology, attitudes towards each other, and attitudes towards other Religions in the world.

Work region by region. Detail one first, then go to the next.
 
Watching.

Based on what you put in chat, this world is going to have 24 separate regions, each region has 24 distinct areas, and each area has its own unique race? Too much work for you to do, and way too many choices (24 x 24 = 576 unique races) for potential plyers to try and deal with. Cut it back.

Hell, I'm slowly world-building an entire sector of the galaxy (20 cubic light years of space) for my table-top RPG group, and a dozen races is giving me trouble.

Always follow the KISS principle. :)

I'd suggest one unique race per region, and each area can have cultural variations & different dialects.

Next, pick a single aspect of each region - eg Religion (it's a good one, and from Religion will other things flow). Religious beliefs will then help you identify attitudes towards other regions, attitudes towards technology, attitudes towards each other, and attitudes towards other Religions in the world.

Work region by region. Detail one first, then go to the next.
The idea had been that we were in one region, which still limits the races to 24. I suppose I could cut it down, and have the 24 I have be the only 24. Is that what you are suggesting?
 
If you're only planning to stay in the one region, then that makes it a little easier to deal with (remember: I only know what's been posted in this thread, effectively).

HOWEVER - never underestimate player ingenuity to find ways to explore the other regions. ;)

Take a step back, then - what is the approximate geographical size of each area? That will let you know how much space you have to work with in each region for the number of races that might live in it.

Natural Resources - and their availability - is always going to be a deciding factor in how many races an area can support. Too few resources, and the races will start fighting over them, leaving weaker races to die out in favour of the stronger ones. Natural resources include wildlife (food, clothing), plantlife (food, construction), and metals (technology, construction).

Think of the environment the races will be living in before thinking about how many races are in it. 24 million-strong races living on a landmass the size of the USA will cope for a period of time. 24 million-strong races living in an area the size of California will quickly turn to fighting for resources.
 
If you're only planning to stay in the one region, then that makes it a little easier to deal with (remember: I only know what's been posted in this thread, effectively).

HOWEVER - never underestimate player ingenuity to find ways to explore the other regions. ;)

Take a step back, then - what is the approximate geographical size of each area? That will let you know how much space you have to work with in each region for the number of races that might live in it.

Natural Resources - and their availability - is always going to be a deciding factor in how many races an area can support. Too few resources, and the races will start fighting over them, leaving weaker races to die out in favour of the stronger ones. Natural resources include wildlife (food, clothing), plantlife (food, construction), and metals (technology, construction).

Think of the environment the races will be living in before thinking about how many races are in it. 24 million-strong races living on a landmass the size of the USA will cope for a period of time. 24 million-strong races living in an area the size of California will quickly turn to fighting for resources.
The thought was that each piece would have been essentially the size of a world. But, if I cut it down, then it would be essentially 24 flat planets puzzled together to make the shield world. Considering the tech level they are at, then I don't think resources would necessarily be the reason they fight.

That said, for an RP, maybe it's better if the players are humans and the RP is based around exploring.
 
Hold on - each piece is roughly the size of an Earth-like planet (by surface area)? And there are 24 pieces per region...? And you were then talking about the larger universe having 24 regions, each of them having 24 Earth-like pieces...?

That's a mammoth undertaking you've got there.

Plus...it would really mean that most inhabitants of each piece would be unlikely to have a need to travel to other pieces, nevermind other regions.

It looks as though the very nature of the world covers "the basic necessities" well enough - I'd suggest you don't delve into too much detail here, though. The essentials of the world can be lost knowledge to the races, and is now known only to the Keepers.

Other than the occasional find of CreaTech, what general tech level have they got?

How much time has passed between the demise of the Creators and the present Age?
 
For shear scale this reminds me of when I was toying with a techno-fantasy setting inspired by He-Man on a dyson sphere.

You don't cover transportation in your technology area. Which honestly is going to be the largest limiter on how far people travel.

Just consider the difference a person on foot can travel vrs on a horse or in a car and what that does to the distances between settlements.
 
For shear scale this reminds me of when I was toying with a techno-fantasy setting inspired by He-Man on a dyson sphere.

You don't cover transportation in your technology area. Which honestly is going to be the largest limiter on how far people travel.

Just consider the difference a person on foot can travel vrs on a horse or in a car and what that does to the distances between settlements.
That's true and fair. For transportation I wanted to stay away from cars, but have things that are better than just feet and horses
 
I'd suggest starting with a single planet-sized area and determine the following:
* What is the dominant life-form (as you suggested, "human" might be a good starting point)?
* What degree of technology generally exists (you've mentioned CreaTech is kind-of God-like; remove that from the equation for this purpose)?
* What general infrastructure generally exists for the dominant lifeform to use (transport, construction, energy & utilities, communications)?

Once you've got those roughly answered, you can go to the dominant lifeform:
* What do they look like (again, "human" makes it easier for your first area)?
* What is their Religion view vs their Scientific view?
* What is their view of lesser lifeforms (non-human, vs non-sentient - could be different, could be the same)?
* Do they live openly on their world, or do they tend to congregate (eg sprawling agrarian complexes vs large City-States)?

Things like that will help you get a foothold on your world/universe; once you've answered the "right" questions for one, you can start working out the other areas & regions. :)
 
I'd suggest starting with a single planet-sized area and determine the following:
* What is the dominant life-form (as you suggested, "human" might be a good starting point)?
* What degree of technology generally exists (you've mentioned CreaTech is kind-of God-like; remove that from the equation for this purpose)?
* What general infrastructure generally exists for the dominant lifeform to use (transport, construction, energy & utilities, communications)?

Once you've got those roughly answered, you can go to the dominant lifeform:
* What do they look like (again, "human" makes it easier for your first area)?
* What is their Religion view vs their Scientific view?
* What is their view of lesser lifeforms (non-human, vs non-sentient - could be different, could be the same)?
* Do they live openly on their world, or do they tend to congregate (eg sprawling agrarian complexes vs large City-States)?

Things like that will help you get a foothold on your world/universe; once you've answered the "right" questions for one, you can start working out the other areas & regions. :)
Hmm... Main thing is though that humans don't exist on Aspida Puzl
 
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