Thread: Olokun: 2014:
View Single Post
Old 08-10-2014, 06:09 AM   #7
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: Olokun: 2014:

Quote:
Originally Posted by Refplace View Post
I can see that, especially since Druidic worship does not have to be greenpeace or pacifistic. Tey do seem to be a source of conflict with pollution and some of the other things likely to develop from rampant warefare and development though.
That's a feature, not a bug. Without conflict, there's no story. ;] The "mainstream" Gods neither support nor oppose technological innovation so long as they receive adequate sacrifices and groveling (though if someone were to industrialize sacrifice, that might get their attention), so the Druids are free to throw a wild, hairy fit about it if the Water and Fish Gods say they should.

~~~~~~~

Olokun: 2014 v2.0:

Genre: Fantasy / Steampunk

TL: 5+1

Mana: None. None at all.

Sanctity: Universally-High for the Lovecraftian gods of the setting, who tend to be rather stingy and specific with their spell offerings: Mostly the Gate, Knowledge, and Meta colleges. None for any others, except Normal for Druids (who tend to focus on Water and Weather spells among the Shark Men, with a sizable following of the Fire God among the Merfolk).

History: Desperate times call for desperate measures. Three hundred years ago, the Merfolk were hard-pressed. Shark Men capable of withstanding the deepest ocean trenches and operating freely on dry land were forging steel weapons, breeding like minnows, and crowding them out from both sides in their sole habitat, the ocean shallows. Operating on the enemy-of-my-enemy philosophy, a new generation of young Mer Druids embraced the weak, bitter Fire God of this water world, and he whispered terrible and wonderful secrets in their ears. Not only the God of a chemical reaction, but also of the spark of imagination, the Fire God lit a fuse in the Merfolk that exploded a few generations later when they derived phosphorus from Dolphin urine, invented spearguns, steam power, flares that burn underwater, and submarines, and generally started colonizing the rest of the world without significant resistance at first.

Technology: Roughly WWI-level capabilities, using TL 5-skinned, aquatic-themed equipment, assuming inventors who live in water and have no legs. Monocle-wearing Merfolk piloting torpedo subs and amphibious steam-powered mecha with water-filled cockpits are a thing here.

Demographics: Merfolk rule the world, but didn't have the stomach for genociding the Shark Men. How practical or theoretical this rule is tends to vary by whether the space in question is capable of supporting Merfolk colonists comfortably, but overall their dominance is mostly no longer openly challenged. What Sharks still exist are mostly the rough underclass of Mer civilizations, the denizens of third world countries that get abused at the leisure of the Mer civilizations, or the majority citizens of the Northeastern hemisphere, who got their hands on the advanced Mer tech early on via clever use of God-given scrying magic and never looked back (they are, after all, IQ 10 people with no mental Disadvantages; they just got dealt a bad hand in this world).
Gold & Appel Inc is offline   Reply With Quote