• Terrenus: Snapshot Information

    Introduction

    Odin Haze is the Saint of Gaianism, Terrenus's main religion (constituting over 87% of the total population), and the King of the nation. Odin rules through enlightened absolutism, a form of absolute monarchy. He embraces principles of rationality as the main driving force for fiats and dictates, the overall sense of which results in something Odin has coined "Virtue through Logic".

    The arts, sciences, education and social welfare all flourish under his regime, a nearly polar opposite to the Dark Ages of King Levas and the Cruel Epoch of Zhengyi the Witch-King.

    Technology in Terrenus is highly advanced, though this isn't a concept immediately grasped by foreigners accustomed to electrical and mechanical innovation. Terran technology is rooted in cores of pure knowledge, interlacing philosophy, natural and conceptual science, and magical theory to produce the epitome of magi-tech. In this sense, technology is more something to be learned and understood than picked up and manipulated with the press of a button. For this reason, education is vital in Terrenus, and even small children show adept knowledge of magical theory and are capable of grasping complex mathematical concepts.

    Though Odin Haze rules Terrenus as a whole, there are a number of lordships entertained underneath him. This translates to the equivalent of a viceroy in each major city, which would be the twelve listed in the map below and a number of small and communal representatives in the smaller cities, which aren't listed in the map (so users can make them up for writing purposes). Each major city also has a PeaceKeeper, which entertains an equivalent amount of control to a viceroy, so that there are two balancing forces in play for the better of the city.

    Government Trait: Monarchy.
    Government Type: Enlightened Absolutism.
    Major Political Parties: N/A.
    Land Mass: Colossal.

    Monarchal Hierarchy
    King: Odin Haze.
    Imperial Advisor: Edward Brown.

    Economy

    Economic Strength: Monstrous.
    Economic System: Market Economy -- Resource Based Economy
    Economic Center(s): Ashville, Casper.
    Religious Center(s): Ignatz.
    Currency: Coins (Copper, Silver, Gold, Platinum [Base 10]).
    Gross National Product: Approximately two hundred billion gold.
    Capita per person: Approximately ten thousand gold.
    National Resources: Click here to see material list.

    Industry
    Industrial Strength: Monstrous
    Major Industrial Centers: Dougton, Hell's Gate
    General Industrial Level: Monstrous.
    Industrial Focus: Social development, research and development, advancement of magical theory.
    Government Control: High-level governmental regulation, though allowing for a free market enterprise.

    Society + Other Information
    Nationalities: Mostly Terran, though with a large portion of integrated rurals.
    Language: Common, Terran.
    Government Support: High.
    Government Stability: High.
    Ratified Documents: Magna Carter, Bill Of Rights.
    Unrest and Dissents: Negligible.
    Religion: Gaianism
    Religious Tolerance: Very High.
    Healthcare: Moderate
    Police and Civic Forces:
    -- Guardsmen ( 1000 per city )
    National Motto: You don't have to be great. You just have to be a part of something great.

    Advantages
    -- 1.) The Terran Army is composed mainly of Gaianists, meaning that they can wield Earth effectively on top of whatever skills their military career has trained them in.
    -- 2.) Terran soldiers fight more stolidly since they are fighting of their own volition and out of love for their country (perhaps for fame as well) rather than being drafted.
    -- 3.) The King, Odin Haze, oftentimes fights alongside his soldiers; his mere presence effectively bolsters spirit, strength, and stamina.
    -- 4.) The King is also the nation's religious leader, exponentially multiplying his command.
    Disadvantages
    -- 1.) No recorded disadvantages exist as of yet.

    Friends & Foes
    Allies
    • Yascera; treaty still active. Currently has lease to use Terrenian satellites for missile guidance.

    Foes
    • Altus Arcantium; beings tied to Altus Arcantium have commited acts against the nation of Terrenus.
    1. Destruction of property.
    2. Murder of citizens.
    3. Intent of regicide.

    • Aera'Chooran; beings tied to the Sirenhome have committed acts against the nation of Terrenus.
    1. Destruction of property.
    2. Murder of military.
    3. Intent of regicide.
    4. Intent of invasion.
    5. Unofficial declaration of war.


    Neutral
    • Genesaris; neutral territory. Terrenus, though not against Genesaris, is not on friendly terms as Genesaris houses Altrus Arcantium.
    • Rosinder; no specific treaty has been set.
    • Zephryon; treaty rescinded as new monarchy crumbled. Zephryon has ascended into the sky, never to be seen again.
    • Kahelm; treaty rescinded due to inactivity on the monarch's part. Monarch seems to have left the nation.
    • Khorvaire; treaty rescinded as monarchy crumbled. Khorvaire then became Zephryon.

    Keynotes

    Lightning Rails: One can imagine the Lightning Rails as trains that hover feet off of the ground over tracks inlaid with glowing circles. These circles produce a magnetic field tuned specifically to the frequency of the train's chassis. This allows for smooth, rapid travel and delivery of goods all across Terrenus. The rails are noiseless and particularly precise in movement and in stopping.

    Price: 3 gold pieces, flat rate.

    Warp Gates: Warp Gates are infrastructures that house portals maintained and operated by live-in technicians. Tickets are purchased at a kiosk outside the Gate and the ticket is coded with unique coordinates that allow the technicians, or other learned person, to target an area. Distance does not factor into price. Instead price is gauged on precision. It is more expensive to be teleported to a specific building or house than it is to be teleported to a town or a mountain range. Transportation to the twelve cities is streamlined and, for the most part, automated, with customers able to purchase tokens to any one city and deposit that into the gate terminal. Transportation beyond the twelve cities calls for a higher price and a specialist.

    Warp Gate sites are heavily guarded by live-in staff, and all staff are trained to deactivate or alter the Gate. The Gate works by turning a person into sentient energy and channeling them through pre-laid circuitry. At the destination the person is reconstructed. Warp Gates are stationed at the entrance of every major city and within walking distance of every temple. Warp Gates are used, primarily, for the transportation of 5-10 people at a time though special allowances have been made.

    Aside from the Warp Gates, teleportation is Terrenus is both illegal and extremely difficult to accomplish.

    Price: 7-50 gold pieces, depending on location.

    ManaNET Core System: A device created and implemented by Odin Haze in response to the Forever Night incident. The Core is currently housed in Central, Terrenus's underground military complex, and is watched over by a small group of maintenance technicians. The Core allows for precise, direct manipulation of the ley-lines network running through Terrenus. Its control is separated into a grid of quadrants and sectors all over Terrenus and a number of fail-safes have been implemented to prevent foreign access.

    Industrial applications: Under careful guidance, the Core can allow small, controlled bursts of life-giving mana into crops, allowing farmers to grow fruits and vegetables even while lacking the light of the sun.

    Military applications: The Terrenian government can optionally target sectors and lock-out any and all access to ley-lines in that section. They can put percentage strains on the ambient energy, making it harder to draw or call upon energy for specific powers or abilities, and even create full on dead zones. Particularly adept users of magic may access the limited amount of ambient energy remaining after a lock-down.