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The 'Verse: The Fellwars

Started by deadone, March 28, 2007, 04:54:36 PM

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deadone

In the year to 2017, the age of Galileo began.  The first of the Born came forth from the masses of the Pure, and joined together under Galileo Ducant, the First High Archon.  For seven generations after, the age of Galileo continued.
It was a golden age, a time of glory and prosperity, but not peace.  The Born warred among themselves, the followers of Galileo against those who would use their gifts to dominate and destroy.  The Pure warred among themselves for all the reasons they ever have and ever will war amongst themselves.  The Pure warred with the Born, for jealosy and fear and justice.
The age of Galileo ended when Yaun Ducant-Rayner-Logan-Eliot, the Seventh High Archon, created the first long jump core.  In the age of Yaun, mankind spread from the cradle of Earth to the stars, and found the Myriad waiting for them.  Man joined the Myriad, Pure and Born alike.  The Born found some like them among the Myriad, but among no race were they as numerous as among mankind.
The age of Yaun lasted five generations.  In the generation of Eannatum Eliot-Ducant, the Twelfth High Archon, the Fell struck.  It raged through the Myriad, striking Pure and Born without bias.  Eannatum himself was one of the first to fall, being Fellborn by the blood of Galileo.  The age of the Fellwar had begun.
The Fellwar raged for three generations.  When at last a practicle cure for the Fell was developed, the Myriad had already been decimated.  Of the Myriad, only four races remained, and of those four, only mankind had a large enough breeding population to survive.  The end of the Fellwar saw the begining of the age of Jericho.  The Fifteenth High Archon, Jericho Haly-Eliot-Carver, left Earth with those that would follow him and settled the Born capitol world, Peladino.  Many of the Pure of Earth refused to see the capitol of man abandonded for a new world.  The P.D.O.E. emerged quickly in this tumultuous stage, gaining near complete control over the Pure dwelling on Earth, and spreading its influence out to many of mankind's colonies.
And from all the worlds of mankind, the Fellborn slipped away quietly, retreating to the Fringe.
Eight generations have passed, and it is now the generation of Alexander Rayner-Ducant-Exbridge-Hyde-Washington-North of New Mars, the Twenty-Third High Archon.  For eight generations, a three way conflict has been brewing between the Pure and the two factions of the Born, the Sons of Galileo and the Unification.  Now a new threat has emerged.  The Fellborn have returned from the Fringe in force, bringing with them the violence and domination that are their birthrights.

- Tine Er Bin-Ducant, Scholar of the Known Universe.


The Born

The Born transcend the mortal limits imposed by a scientific understanding of the 'Verse.  They can move in impossible ways.  They have strength beyond that which aught to be possible with mere muscle or even with augmentative technologies.  They can manipulate the forces of reality on a whim.  In bygone eras they were called Supers, Metas, Ascedant, or any number of terms.  The Born are divided.  
The Sons of Galileo believe themselves the heroic defenders of their Pure charges.  Some are, some are merely self righteous monsters, as bad as the enemies they confront.
The Unification believe that their gifts make them superior, and that the Pure should bow down to them.  Many have the nescisary nobility of character and wisdom to rule, but just as many are selfish tyrants in the making.
Then there are the others.  Born who live out their lives seperate from the factions that dominate Peladino politics.  These are the villians and the free lance heros, and those who just want to be left alone.
The undisputable leaders of the Born as a whole are the Legacies.  Born descended from the great Born families, each with powers springing from a multiple bloodlines.  Each Legacy is a force to be reckoned with.  The greatest Legacies of all are the descendants of Ducant.


The Pure

The natural human stock.  The Pure have no special powers, their blood being untouched by the forces that created the Born and the Fell.
This is not to say that the Pure are weak.  They have a strong majority, with fully 80% of all human population being Pure.  More than just their numbers, the Pure can augment themselves with their technologies and sciences.  The greatest Pure warriors can rival the sheer power of the lesser Legacies.
The Pure are divided into innumerable factions.  Some are subservient to the Born, while others fight against the Born.
The most powerful faction among the Pure, and the one that controlls Earth, the cradle, is the Pure Directerate of Earth, the P.D.O.E..  They are vehement enemies of all the Born in general, and the Born of of Peladino in particular.


The Fell

The first recorded incedent of the Fell was Galileo Ducant, the First High Archon.  His affliction was discovered and suppressed near the end of the second stage.  It would be twelve generations before another case would be recorded.  The Fell is an affliction of the body and soul.  It is all pervasive, twisting mind, body and soul.
There are four stages to the affliction.  Only in the first and second can it be cured, and those who are saved from it are permanently altered.
In the first stage of the Fell, the afflicted become violent, seeking to inflict pain and suffering against those not afflicted.  Their bodies become stronger and their senses become heightened.  If the afflicted is cured in the first stage, they will be able to ressume their lives with only a few changes, such as increased agression and a preference for rare meat.
In the second stage of the Fell, the afflicted becomes predatory and animalistic in their mindset.  They begin to divide others into pack and prey, and they seek to take power over the prey.  Rape and similar actions are the primary expression of this drive.  The afflicted grows larger and more feral in appearence, and any latent Born gifts are awakened.  This is the last point at which the afflicted may be freed from the Fell.  Those who are cured are left with a greatly heightened sense of agression and a tendancy to sexual sadism.
The third stage of the Fell manifests as a massive alteration to the physique and mind of the afflicted.  The afflicted becomes utterly psychotic, killing, torturing, raping and devouring all non afflicted they encounter.  Self mutilation is accompanied by the developement of lessions that leak blood and pus.  A third stage Fell afflicted is a monstrous killing machine.
Most Fell afflictions stop at the third stage.  One in ever ten, however, continues to this stage.  In the fourth stage, the brezerk psychosis recedes, replaced by a cold, analytical, inhuman hatred.  The intelligence of a fourth stage Fell afflicted is greatly enhanced, as are their senses and dexterity.  These afflicted are the poilets, engineers, planners and scientists of the Fell afflicted.
Fell afflicted of all stages can instinctivly recognize each other.  They have a strong group mentality, melding effortlessly into large societies bent on the destruction of all others.
Luckily, the Fell was entirely destroyed at the of the Fellwar.  And in its wake, it has left mankind the only race in the galaxy, free to expand as we will.

- A gradeschool introduction to the Fell

They say we are gone.  We will devour them all.
- Ravings of a psychotic Born found on Hypellion, third moon of Peladino

Filthy human worm-babies!

Tangential

How many systems make up the Verse?
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

deadone

The furthest of man's colonies are about 600 light years apart, and most civilian crafts would take about a year to travel between them, if they made no stops.  In this vast expanse, maybe 200-300 systems are inhabited.
Filthy human worm-babies!

deadone

deleted in favor of updated bloodlines
Filthy human worm-babies!

deadone

Sol Star System

The heart of Pure worlds, the Sol star system lies near the outer edge of the known universe.  Despite its distance from the core shipping routes, the Sol system is the political center of the growing Pure movement.
The Sol star system is home to two of the largest independant military forces in the 'Verse; the Sons of Mars and the Protectorate of the Pure.



Earth

The cradle of humanity, both Pure and Born.
 The land, seas and skies of modern Earth are filled with sprawling, majestic cities of grandure.  A web of satalites and orbital instillations surrounds the planet.  Orbiting the planet is the Maan Stad, a massive city constructed from the Earth's moon in previous generations.
Earth is the capitol of the Pure political movement.  While still paying lip service to the Arbiters and Peladino, Earth has become more and more independant in recent years.  Local measures limiting the involvment of Born in the affairs of the world have become frequent throughout it and sympathetic worlds.
Maan Stad is the headquarters and martialing grounds of the Protectorate of the Pure, boasting several of the largest spacedocs in the known 'Verse.



Mars

Mars is home to one of the greatest terraforming opperations in history.  It is a lush paradise.  The primary population centers are found at the poles, where massive cities dominate the skyscape.  Mars is primarily a resort world, a home for the wealthy and privilaged among the Pure.

Jupiter

Jupiter is home to a massive gas refinery industry and is the marshalling ground for the Children of Mars.
While Jupiter itself is uninhabitable, the planet is orbited by a massive array of refineries and starports.  The many moons of the planet have been converted into spacedocks for the Children of Mars.


<more later>
Filthy human worm-babies!

deadone

The Tau Orias Legacy

Of the races of the Myriad, the race origionating from Tau Orias were perhapse the most powerful and unique.  Each was born with great psychic power, which manifested in a constant awareness of the immediate future and present surroundings, a vast array of telekinetic abilities including a constant aura capable of deflecting attacks and the ability to hurl "mind darts", focused bolts of telekinetic energy laced with telepathic and clairvoyant static which could stun the strongest Born, and the ability to breed true with any other sentient species.
When the Fellwars came, the Tau Orias were the first to fall.  Their psychic power proved to be more a liability than a gift against the horrific bio-meme.
A few Tau Orias survived, howerver.  Their ability to breed with other races allowed them to intigrate themselves into the human species, and at this point.
At this point there are only a few Tau Orias scattered through the 'Verse, mostly on Peladino.  However, their numbers are growing steadily.  Already they have incorperated themselves into several significant Legacies and many hold the rank of Master Arbiter.

- Tine Er Bin-Ducant, Scholar of the Known Universe.


 The Tau Orias race are a species of macro bio-memes.  Their biologcial processes bear a disturbing similarity to that of the Fell, although far more sophisticated.  Their memetic characteristics are both vastly different and eerily similar.
Bio-processes: "Pure" Tau Orias resemble insectiod bipeds, although they are closer to Earth mamals than arthropods in structure and makeup.  They have a thin, flexible white carapace covering most of their body.  The only uncovered portions of their anatomy are their eight fingered hands and their suprisingly humaniod heads.  A "Pure" Tau Oriasian had large compound eyes, at least four "ears" (translucent membranes that could detect and locate sound with great accuracy) and a large mouth structure containg two tongues, which were used to taste and smell.
"Pure" Tau Oriasians are hermaphridites and, due to their bio-memetical nature, do not have a nervous system.
No "Pure" Tau Oriasians exist in the known universe today.
Hybrid Tau Oriasians are the result of their bizzar bio-memetic existence.  A Tau Oriasian can breed with any other sentient species and produce viable offspring.  Such Hybrids demonstrate the biological traits of their non Tau Oriasian parent, and the memetic qualities of a "Pure" Tau Oriasian.  Such Hybrids are, as such, indetectable withought propper memetic examination.
Memetic-processes: Tau Oriasians have an extremely advanced memetic existence that extends down to the cellular level.  They require no nervous system, as each individual cell is capable of psychically communicating with every other cell in the body.  What each cell is capable of perciving is an entirely different matter, and certain cell clusters, such as the eyes, stomach, ears, ect. develope specific qualities and specilizations.
The memetic structure of a Tau Oriasian grants them a wide variety of abilities.  All Tau Oriasians constantly scan the near future, usually only a few seconds ahead, and their immediate present.  This results in an extrodinary level of perception and ability to react.
In addition to their clairvoyance, Tau Orisians have several telekinetic abilities.  They constantly project a field of telekinetic "static", which is capable of deflecting incoming attacks.  Combined with their precience, this makes a Tau Oriasian practically invulnerable to most conventional weapons, and it grants them a considerable level of defence against several unconventional attacks as well.
Another telekinetic ability possesed by Tau Oriasians is the ability to project what are termed "Mind Darts".  These bundles of telekinetic force are projected at near light speed along linear paths from the Tau Oriasian generating the attack.  In addition to the great force of the dart, capable of peircing heavy ship plating, the Mind Dart is laced with telepathic and clairvoyant static.  The practical upshot of this is that a Mind Dart is resistant to precise precience and can stun the mind of its target, making it very difficult to aviod.  Mind Darts are draining on a Tau Oriasian to produce, meaning that they are generally reserved as a last option weapon.
Tau Oriasians are capable of metabolic shapeshifting, but not spontaneous shapeshifting.  It is a subset of this ability that allows them to interbreed with any other species.  A Tau Oriasian sex cell will tap into the latent psychic potential of the non Tau Oriasian parent and use it to subtly alter itself and the offspring produced to form a Tau Oriasian hybrid.  Due to this alteration, Tau Oriasian hybrids retain this ability across the generations.

- Tai Rayner-Eliot, biologist
Filthy human worm-babies!

deadone

Science and Technology of the 'Verse: FTL and Ship Design

On one small, selectivly primitive moon, the speed of light is considered divine in nature, that it is the edge of God's vision, and that Warp Field technology is heresy of the vilest sort.  Sometimes I wonder if they are not right.
- Tine Er Bin-Ducant, Scholar of the Known Universe


 Nothing can go faster than the speed of light.  This is a fact that even the fastest of the Blood of Ducant must recognize.  No sourcery exists that can pierce this veil.
 How, then, you ask, can the 'Verse be colonized?  How could first the Myriad, then Humanity, populate the stars?  The secret lies in the beautifully curved and warped nature of space/time.
 I will not get into the technical details of Warp Field physics, as such details are difficult for even class two hyperintellects to grasp, and we, with our woefully mortal minds would never be able to understand the simplest aspects of this exacting science.  What I will describe to you are the practical matters that you, as future ShiCos, will need to understand.
 A Warp Field is a ripple in space/time that can travel faster than light, carrying everything in it with it.  At no point in this process does any piece of matter or energy move faster than the ultimate barrier, but the space occupied by said matter and energy does.  Do not attempt to understand it.
 The equipments needed to generate a Warp Field are extremely delicate, making intergral shipboard  generators impractical, even on long range military scout or covert-ops vessles.  To solve this problem exist Gen-drones and Jump Stations.
 Gen-drones are small, modular drone crafts designed to be able to link together into large assemblies, capable of generating any size Warp Field needed.  Jump Stations are Gen-drone control facilities.  When a ship that lacks Gen-drone facilities wishes to make an intrasystem transit, they must dock with a Jump Station, where their destination request is processed.  If the request is accepted, the ship will be allocated a swarm of Gen-drones large enough to transport the ship in question.  These drones will have been preprogramed with all the transit data needed to transport the client to their destination.  When the ship arives, the drones are reclaimed at the nearest Jump Station to be reprogramed.
 Generating a Warp Field requires absurd amounts of energy.  Generating a field with a surface area of one square meter requires at the very least the energy generated by 10 kilograms of matter reacting with an equal amount of anti matter.  Older, less efficient Field generators still in service can require as much as ten time that much energy.
- Johnathan Il Dana, An Introduction to the 'Verse, part 1.
Filthy human worm-babies!

deadone

Hyperintellect

In most generations, there are a few individuals of increadible intellectual capability.  They are hyperintellects, and they have had more impact on the course of history than Ducant himself.
There is some controversy over whether hyperintellect is a Born Gift or a universal human trait.  On the one hand, a hyperintellect is far greater than the human norm, the weakest hyperintellects making most Pure look like idiots by comparison.  On the other hand, it is not passed down like most legacies, and does not interface with devices designed to augment Born Gifts.
There are four levels of hyperintellect.
Class one hyperintellect is the weakest.  A c1 hyperintellect is capable of extreamly advanced thinking from a young age.  By the time they reach adulthood, they are masters of whatever fields they have applied themselves to.  An example of a weak c1 hyperintellect would be Lex Luthor.  
Class two hyperintellect is about twice as advanced as c1 hyperintellect.  A c2 hyperintellect makes a c1 look like an idiot.  C2 hyperintellect is the lowest required intellectual capability to understand Warp Field physics in any meaningful way.  It is for this reason that the science of FTL travel has been so slow in advancing.  No generation has ever boasted more than five c2 hyperintellects.
Class three hyperintellect is about three times as advacned as c2 hyperintellect.  A c3 hyperintellect can master almost any intellectual  pursuit in a single sitting.  The prescence of a c3 hyperintellect in a generation always results in a massive surge in almost every field of science and technology.  There have been five c3 hyperintellects in the history of mankind.
Class four hyperintellect has only ever occured once in the history of mankind, in the instance of Derivan Idavo.  There is no describing the intellectual prowess of a c4 hyperintellect.  By age 10, Derivan was a master of Warp Field physics.  By age 18, he was able to predict the future of the 'Verse with near pinpoint accuracy.  During his short life, he advanced every discipline of science known by centuries, and developed several new disciplines in areas that noone had even speculated on.
Hyperintellect is not without its price.  Hyperintellects have reduced lifespans.  They do not seem to age any faster, but as their intellects continue to develope, they eventually reach a critical point and undergo a memetic collapse.  The oldest c1 hyperintellect recorded died at age 56.  The oldest c2 hyperitnellect recorded died at age 46.  The oldest c3 hyperintellect recorded died at age 30.  Derivan Idavo died at age 22.

Noteable hyperintellects:
Derivan Idavo - c4 - The only c4 hyperintellect in the history of mankind.  His contributions to history were too many to count.
Elias Rayner - c2 - The first recorded hyperintellect.  Discovered the Fell and a the cure for Fell infection.
Yaun Ducant-Rayner-Logan-Eliot - c3 - The founder of Warp Field physics.  Yaun is also credited as one of the greatest High Arbiters in history.
Jerico Shan - c3 - The founder of the Protectorate of the Pure, Jerico Shan single handedly created one of the longest surviving Pure miltant groups in history.  Became Fell during the Fellwars.  Created the Fell Abominations before his death at the hands of Vardin Logan-Hyde.
Mishil Ducant-Rayner-Eliot - c3 - Developed the current incarnation of the Arbiter Blade based on the Memetic Channeling principles discovered and developed by Derivan Idavo.

<more later>
Filthy human worm-babies!

deadone

An Arbiter Blade is a glowing blade of energy projected from a glove (usually, the wielder makes a fist and the blade extends like a wrist blade).  In thier base state, an Arbiter Blade is a highly destructive weapon, capable of cutting through even ship armor.  When wielded by a biomemetic organism (such as a Born Human, a Tau Orsian or a Fell infected/Fellborn), the Arbiter Blade will resonate on a memetic level with them.  Effectivly, this means that an Arbiter Blade becomes more powerful with the Arbiter weilding it (therefor, any Arbiter Blade wielded by a Master Arbiter is going to be far more powerful all around than an Arbiter Blade wielded by an Acolyte).  In addition, some Born Gifts produce unique resonences in an Arbiter Blade.  Sorcerery infuses the blade with magic, Superspeed causes the blade to vibrate at hypersonic frequencies (depending on the degree of superspeed), ect.
Some Born gifts are as follows:
Blood of Ducant: also known as superspeed.  The rarest Born gift, it is only possessed by the decendants of Ducant himself.  Ranges from significantly faster than the fastest Pure humans to just under 9/10ths the speed of light.
Born Strength: A fairly common Gift.  Superstrength et all.  Ranges from significantly stronger than the strongest Pure human to strong enough to tear though Tripple Dikavnium hulls.
Born Invulnerability:  Another fairly common Born Gift.  Ranges from protecting from minor injuries and traumas such as knife wounds to being able to withstand the combined firepower of three Ravas class battlecruisers.
Born Flight: Possesed by about 33% of all Born.
Born Sorcerery:  Rare Gift, required to use magic.  Ranges from milder alterations of ones surroundings to continent spanning alterations.
Born Shapeshifting (Metabolic, Instantaneous, Fixed):  Rare gift.  Metabolic shapeshifting is the slowest form of shapeshifting, as the Born actually changes the configuration of their cells and bone structures.  Instantaneous shapeshifting involves creating false memetic resonations, thus distorting your memetic shadow in physical space (you basically convince reality that your physical shape is something different).  Fixed shapeshifters are either metabolic or instantaneous shapeshifters that have only a few set forms to choose from.
Blood of Hyde: Energy manipulation, especially the ability to create blasts of "raw" energy (really just pockets of memetic chaos).  While the Hyde bloodline is not the only line to display this ability, the Hyde line has a policy of adopting any Born to display this ability.  The strength of the Gift ranges from creating blasts of kinetic force with only a few joules of power and manipulating basic electrical flows to creating "raw" energy blasts capable of crippling an Avatar of Somat'ka class dreadgnought and manipulating planetary gravitational fields.
Born Psionics: At catch all category encompassing a wide variety of abilities, from telekineses to telepathy to clarvoyance.  Semi-rare (~10% of Born posses it).  Ranges from minor telepathy and telekineses to world spanning telepathic ability.
Born Immortality: Exceedingly rare (~.01% of a Born Generation).  Ranges from double lifespan to unknown (Jordan Wade-Hyde has lived for the last 20 generations and appears to only now be entering middle age).

There are more Gifts than those listed.  In addition to Born Gifts, there are the Traditions (Arbiters, The Scions of New Mars (not to be confused with the Pure militant organization, the Children of Mars), ect. (The Batclan would be considered a Tradition)) and the Tools (The Green Lantern Ring would be one example of a Tool, the OMACs another).
Filthy human worm-babies!

deadone

Fell Abominations are the siege machines of the Fell.  They are sort of like toned down Doomsdays with a penchant for raping and eating their victims (usually at the same time).  They are all the more horrible in that they are not mindless, but posses a cruel cunning.  They are powerful enough to challenge a Master Arbiter

Arbiter Ranks
Acolyte: The lowest rank.  Made up of Born with weak, single Gifts and execptional Pure.  They act on a local scale.  Batman would probably be a high ranking Acolyte.
Initiated Arbiter: One step up from Acolyte.  Made up of Born with single, medium gifts or several related medium gifts.  Most of the JLA first stringers would fit into this category.  Works on a continental level.
Low Arbiter: Initiated Arbiters who have completed Arbiter Training and Born with multiple strong gifts.  Blood of Ducant start at this level.  Work on a global scale.
Arbiter: Born with multiple, strong gifts that have completed their Arbiter Training and Born with numerous strong or a few exeptionally powerful Gifts.  The Flash would be in this category due to his sheer speed.  Operates on a system/core level.
Master Arbiter: Born with numerous strong gifts or a few exeptionally powerful gifts who have completed their Master Arbiter Training.  Works on a sector level.  A Master Arbiter could take on the superhero population of the DC earth and win.
Wings: Potential High Arbiters.  Born with numerous exceedingly powerful Gifts.  Are apprenticed to the High Arbiter himself.
High Arbiter: A Born of numerous exceedingly powerful Gifts who has completed High Arbiter Training.

Arbiter Training
Low Arbiter Training: Trains a Born in the use of their Gifts and in certain martial arts styles designed to work with their Gifts.  Offers a level of skill equal to that of most of the DCU martial arts masters along with basic investagative skills.
Arbiter Training: Trains a Born in the use of their Gifts and in certain martial arts styles desgined to work with their Gifts, as well as advanced scientific and investigative principles.  Offers a level of skill equal to most of the Batclan.
Master Arbiter Training: Each Master Arbiter recieves training tailor made to suite thier Gifts, as well as training in a wide variety of scientific and techincal disciplines.  Offers a level of skill greater than that of the Batman.
High Arbiter Training: Makes Batman look like a sissy.  Imagine the training developed by 22 generations of the Batman, with each generation being more driven than the last.  Then add special training in the mastery of an obscene amount of Gifts.  Then factor in the fact that most High Arbiters have at least weak c1 Hyperintellect.
Filthy human worm-babies!

deadone

The Arbiters

The Arbiters are the dominant political group in the 'Verse, and the official government of all mankind.  There a two branches to the Arbiter political machine; a legislative body made up of officials elected from the Master Arbiters and an executive/judicial branch headed by the High Arbiter.
The Arbiter's actual power extends to about 1/4th the colonised worlds of the 'Verse.  They control the planets at the core of inhabited space, and most of the major trade routes pass through their sphere of influence.  The Helania, Vasza and Fal systems form the core of the Arbiter sphere of influence.
The Arbiter goals include protecting the status quo, suppressing Born crime, producing ever more powerful Born and disbanding the P.O.T.P.
One of the greatest insurances of continued Arbiter power is the de facto monoplony the have on several potent bloodlines.  The Arbiters control the Ducant, Hyde, Eliot and Rayner lines.  They seek to aquire access to several of the Unification bloodlines, and vice versa.
Filthy human worm-babies!

deadone

Religion

The 'Verse is home to a myriad religions.  Some of the most common religions are listed here, anlong with a brief description.
Skishien Sunni: Popular among the Born of the Unification, Skishien Sunni is a monotheistic fusion of Skihism, Shinto Buddism and Sunni Islam.  Skishien Sunnis believe that souls undergo progressive reincarnation, with each life bringing the soul closer to a union with the one, supreme God.  Souls that are judged as good and worthy at death are reincarnated, while souls that are judged to be evil and unworth spend a time in Hell before being reincarnated in lower form.  Born are viewed as individuals whose souls have progressed to a state higher than that of Pure, and are thus revered.
The Church of Divine Purity: The religion of the P.O.T.P..  The Church of Divine Purity evolved from of the offshoots of Christianity and Judiasm.  The CoDP believes that Born are mortal incarnations of fallen angels and repentant demons undergoing a sort of purgatory in the mortal sphere, and it is therefor their duty to serve and protect, but not rule, mankind.


There'll be more later, and if anyone has any ideas, please send 'em my way.
Filthy human worm-babies!

deadone

Dorian Exbride-Ath-Hep-Tyr
Clad in a simple white robe, the immense man radiates a sense of calm and serenity.  He is nearly 8 feet tall and made of solid muscle.  He has the golden-chocolate complexion, the slanted eyes and the high cheekbones of a Syngian.  His voice, when he speaks, is warm and soothing.

Dorian Exbridge-Ath-Hep-Tyr, The Bull of the Unification; CR ?
NG Medium Sized Humaniod (born)
Init: +3 (dex); Senses:
Languages: Trade, Urian, Palidon
--
AC: 77 (+6 armor, +18 deflection, +3 dex, +34 natural, +6 wis), Touch 37, Flat Footed 68
HP: 1468 (45 HD); Fast Healing 56, Regeneration: 28, DR 60/-
Immune: Acid, Cold, Electricity, Fire, Radiation, Sonic, Vacuum, Disease and Poison, Mind-affecting effects
Fort: +52 Ref +21 Will +30
--
Speed: 450 ft. (90 squares)
Melee: Unarmed +69/+69/+69/+64/+59/+54 (2d12+41 19-20/x2)
Space: 5 ft; reach: 5 ft.
Base Atk: +32 Grp: +63
Atk Options: Deflect Arrows, Dodge, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Combat Reflexes, Improved Disarm, Improved Grapple, Improved Sunder, Improved Trip, Power Attack, Shattering Strike
--
Abilities: Str 64, Dex 16, Con 66, Int 14, Wis 22, Cha 46
SQ: Bloodlines, Bull of the Unification
Feats: Armor Skin x3, Cleave, Combat Expertise, Combat Reflexes, Damage Reduction x2, Deflect Arrows, Diehard, Dodge, Earth's Embrace, Endurance, Epic Leadership, Epic Reputation, Epic Skill Focus (Diplomacy), Epic Skill Focus (Sense Motives), Exceptional Deflection, Great Cleave, Greater Weapon Focus (unarmed), Greater Weapon Specialization (unarmed), Improved Bull Rush, Improved Combat Expertise, Improved Combat Reflexes, Improved Disarm, Improved Grapple, Improved Sunder, Improved Trip, Improved Weapon Focus (unarmed), Improved Weapon Specialization (unarmed), Infinite Deflection, Leadership, Legendary Commander, Legendary Grappler, Negotiator, Power Attack, Reflect Arrows, Shattering Strike, Skill Focus (Diplomacy), Skill Focus (Sense Motives), Weapon Focus (unarmed), Weapon Specialization (unarmed)
Skills:
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Environment: Any
Organization: Solitary,  Ko'es'que (The Bull of the Unification, The Hawk of the Unification, The Snake of the Unification), Legion (The Bull of the Unification, 10,000-10,000,000 soldiers), High Legion ( The Bull of the Unification, The Hawk of the Unification, The Snake of the Unification, 10,000,000-5,000,000,000 soldiers)
Treasure: Equipment
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Bloodlines (ex): Dorian is the product of several potent bloodlines.  He gains the following benefits:
He has DR /- equal to twice his constitution bonus
He has Fast Healing equal to twice his constitution bonus
He has natural armor equal to his constitution bonus
He has regeneration equal to his constitution bonus, penetrable only by epic, silver weapons
He can lift up to x10,000 what his strength score would indicate
He gains the powerful build special quality
He has immunity to acid, cold, electricity, fire and sonic damage
He has immunity to vacuum, radiation, disease, poison, critical hits, and mind-affecting effects
He gains a +10 racial bonus to listen and spot checks
He has tremorsense out to 60 ft
He has blindsight out to 30 ft
He has the magic immunity of a golem
He has Mettle and Improved Mettle
Bull of the Unification: Dorian has received extensive combat training from the Unification movement.  He gains the following benefits:
He has BAB as fighter
He has 8+int bonus skill points per level
He has monk class features
He has good Fortitude and Will saving throws
He gains bonus feats as a fighter equal to his HD
+2 damage bonus for every -1 when using Power Attack
+2 AC bonus for every -1 when using Combat Expertise
Equipment: Dorian has access to the resources of the Unification.  Some of his usual equipment is listed below, but this is not a comprehensive list.
Dorain's Robe: This is a simple white robe of carbonmeme fiber with the symbol of a bull's head blazoned on the chest.  This robe offers him a +6 armor bonus to AC and a deflection bonus to AC equal to his charisma moddifier.
Dorian's Gauntlets: A minor Tool, his gauntlets grant a +6 enhancement bonus to his unarmed attack and damage rolls, double his critical threat range with unarmed attacks and allow him to manifest powers off of the Psycoportation discipline list at will with a manifester level of 18.

 Dorian Exbridge-Ath-Hep-Tyr is one of the most respected leaders of the Unification.  A near unstoppable juggernaut, the Bull of the Unification is quite simply invincible and incredibly strong.  He can easily survive at the ground zero of sustained planetary bombardment, and can tear through Dikavnium hulls with ease.  Dorian, along with his fellows, Karen Washington-Denlin-McErrin and Lisa Lorin-Kaia-Ladonna, is the product of an intense Unification breeding program designed to produce Born of power equal to that of the High Arbiter.
However, it is not Dorian's immeasurable strength and endurance that makes him as valuable as he is to the Unification.  Dorian is intelligent, highly charismatic and genuinely moral.  He has a way with words that few others can rival, and his calm, well spoken arguments have won many converts among the Born.
Dorian is a devote Skishien Sunni, and acts as the moral compass of the Unification movement.  He is respected by the Arbiters, and the High Arbiter himself holds Dorien in high regard.
Filthy human worm-babies!

deadone

Travel

Space travel in the 'Verse falls into two categories: Insystem and Outsystem.
Insystem travel is usually handeled with crafts traveling between .2 C and .5 C, and accounts for travel between planets in a system and travel to Jump Stations.
Outsystem travel in handeled by Warp Fields.  A craft traveling from a Jump Station usually begins their journy with a relative velocity of .5 C and a warp acceleration of about .05 C per hour.  The fastest military vessels usually disembark at .8 C and have a warp acceleration of around .1 C per hour.

So, although faster than light travel exists, it still takes a while to get places.


Some Notes on the Fell War

The Fell war started at the galactic core and expanded outward rapildy.  The Core Races (those species that lived in or near the galactic core) had technology and science far more advanced than what we now posses.  The Fell infilitrated many of the strongest military/industrial worlds, quitely converting their entire populations to Fell.  Then, in one sudden, perfectly coordinated strike, they attacked, crushing everything in their imediate vicinity.
The Fell expanded rapidly, converting planet after planet.  Each planet they converted, they stipped of life and abandoned, the local population bolsterting the troops for the next attack.
It took years for the expanding ring of the Fell to slow, and another decade before it reached the human sphere of awareness.  By this point, the gargantuan Fell war machine was faltering due to the increadible logistics problems caused by waging a galactic-scale war.  When the mass of the Fell reached the borders of Human space, they sent only a token force to attack us (that token force was large enough to destroy 2/3 of the human colonies before it was destroyed).
No one is entirely sure how the Human race survived the Fell war.  By all logic, we should have been destroyed.  Another mystery is what happened to the vast armies of the Fell.  Some postulate that, on reaching the outermost rim of the galaxy they collapsed under their own weight without the drive of their war pushing them.
Filthy human worm-babies!

deadone

The Death of a Hyperintellect

Elias Rayner lay on the bed, his body siezing in what, a few hours earlier, would have been agony.  By this point, however, Elias was far beyond any sensation so mundane as agony.
His mind danced through the cosmos.  Millions of generations of thought flashed though his conciousness.  He was long past understanding the fundamental building blocks of reality, long past the ultamit equation that described the movements of everything.  Now, his mind traced every possible outcome of existence from begining to end a thousand times over every second.  Now, the whole of time and space were open to him.  And the speed with which his intellect was expanding was accelerating at a rapidly increasing rate.  From this vantage, he could percieve the end, the point past which his conciousness could not expand.  He could see himself rushing towards it.  And then he was at it, his mind encompasing all that ever could be.  And then he broke through.
In his apartment, the body of Elias Rayner stoped its spasmodic thrashings.
Filthy human worm-babies!