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Author Topic: Chelderan Chronicles: Worldbuilding  (Read 361 times)

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Offline Operative13

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Chelderan Chronicles: Worldbuilding
« on: December 06, 2017, 06:18:28 AM »
After some while of not getting into the swing of writing my on-the-back-burner stories, I decided the best course of action for me to get back into writing again would be to focus on worldbuilding, which I have neglected to do so for quite some time  8) For the vast majority of time, these notes have been nothing but pointers to which I would use to create the stories around them. But now, I am putting them here in full-fledged detail for all those lore-loving fanatics   :D Take care... they can be quite long  :ninja:
“To give of oneself is the noblest of all acts.”

Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #1 on: December 06, 2017, 06:19:13 AM »
The Imperial Central Government (Gallian Empire)
Seal of the Imperial Central Government in Polareia

The Gallian Empire, a powerhouse of innovation and progress, would not have survived the freezing, desolate continent of Hetra without a well-crafted system in place to guide it. Such system of laws and policies are all due to the complex, yet effective governing body that is the Imperial Central Government.

Comprised of tripartite systems of legislative, judicial, and executive branches, the Central Government is the main actor in procuring, providing, and enforcing the needs and basis of how, what, where, and when something is done. They provide the framework in which all Gallians follow and abide by, and is the force that reigns superior to all other governing bodies within the Empire. In essence, the Central Government is the Heart of the Empire. However, overlooking the bureaucratic and political systems that embody this organization is none other than the Emperor himself. Although the powers of the Imperial Government and the rights of its citizens are codified in the Codex Prime, all power is ultimately vested in the Emperor, as the entirety of the Imperial Government’s legitimacy and power is vested by the Emperor himself. Thus, while the Gallian Empire plays as a de-facto democratic republic, by law it is an absolute monarchy. Contained within the Codex Prime is what is known as the “Kill-Switch” clause. This clause allows the Emperor to at any moment suspend or terminate the Codex Prime. This effectively removes the Imperial Government of any power through delegitimization and defaults any and all decisions to the Imperial Palace. While the idea of such a “Kill-Switch” had been in fierce debate during the drafting of the Codex Prime’s first iteration, it generally was agreed upon that should the Emperor ever initiate the clause without cause, he would risk plunging Gallia into civil war, or as one jokingly said, “Bet My Life On It.”

Through the Emperor, the Codex Prime is given its power. And through the power vested in the Codex, the intricate systems of the Imperial Central Government operates. The first and foremost of these systems are the Legislature, the body in which all laws are introduced. Unlike most other nations that hold a unicameral or bicameral legislature, the Gallian Empire holds the unusual tricameral legislature. This tricameral legislature consists of the Imperial Assembly, a directly-voted representative body representing Gallia’s populace across the Empire’s districts, the Imperial Senate, representing the Empire’s provinces and territories, and the Imperial Parliament, a special body of notable individuals by which the Emperor has appointed from a prestigious group of people holding the endowed title of “Nobility.” Of these three bodies, each of them are tasked with different aspects of law.

The Assembly is grounded on “People’s Concerns.” That is, anything concerning the daily lives of Gallia’s citizens. Whether it be social issues or basic needs, the Imperial Assembly oversees any and all activities regarding the citizen. Welfare, education, labour, crime and taxes, these are only some of the issues the Assembly tackles in their day-to-day operations. It is also the only body in the Legislature that can accept a petition by the people and is by law required to vote on the issue after confirmation of the petition’s legality by the Court of Oversight. In contrast, initiatives approved by voters can be overridden by the Assembly through a two-thirds majority, should the Supreme Court not rule on the issue first.

The Senate, on the other hand, deals primarily in “State Affairs.” That is, anything concerning the grand system in which the Gallian Empire operates. Politics, diplomacy, trade and bureaucracy, these are examples of what the Imperial Senate specializes in. A step removed from the lives of commonplace citizens and a step deeper into the interwoven web of systems and structures, the Senate works to build upon and resolve complications within these systems. As such, the Senate is imbued with the power to appoint the majority of Supreme Court Justices to ensure laws passed by the other two bodies are in line with their systems. Whether it be drawing new district boundaries from the updated census, setting regulations for agencies and businesses, initiating public works, printing currency, or finalizing the annual Imperial Budget, the Senate keeps the Empire stable and afloat as the “maintenance worker” of the Legislature.

The final piece rests with the Parliament, which situates itself on “Universal Matters.” That is, anything that could affect the world as it is known. This particular body, dubbed “The Emperor’s Regency,” does not necessarily pass laws like the other two bodies as it does study them. The Parliament’s objective is to optimize and explore new ways of system and innovation that would otherwise be ignored by the other two branches, which explains the bias towards scholarly nobles that occupy the membership. From the electromagnetic rails that power the Transcontinental Network, to the economic models that govern interactions between businesses and consumers, to controversial issues regarding clone engineering and mass surveillance, the Imperial Parliament addresses these items armed with specialized knowledge and expertise in certain fields to properly answer them. Because of the sensitive nature some of these topics can be, Parliament is not required to refer these bills to the other Bodies of Legislature upon passing a simple-majority Non-Disclosure Vote prior to the actual debate. Upon successful passage of a NDV-bill, the new law is placed within the Codex Cipher, to which only select agencies and the Central Judiciary are allowed access to the contents unless permitted by either Parliament through a two-thirds vote, a ruling by the Supreme Court, or the Emperor himself. Because of the dangerous secrecy behind the Codex Cipher, there are several limitations on what can and cannot be placed within the Codex Cipher. The most important of these limitations is that the new law must not significantly obstruct or hinder the workings of any other laws outside the Codex Cipher. Despite this, there are ultimately paradoxes that conflict with many of the laws within Gallia, however are allowed to persist because they do not overtly break them. One of these results is the formation of the Secret Police, a special arm within the Imperial Police Force that allows for mass surveillance of its citizens even though the Codex Prime states a citizen’s Right to Privacy.

For any bill to become law within the Gallian Empire, the bill must first pass through all three Bodies of Legislature through a simple majority in each body. This is usually done in two main ways: either each house drafts their own version of the bill and reconvenes a conference committee to resolve conflicts in each body’s version of the bill, or is simply passed down the line to each house for revisions. Once the revisions are complete, all three bodies convene in the Central Hall for a final vote, again using simple majority from each house. So long as the format of bill introduction is agreed upon in each house before the process of bill drafting begins, the bill is validated by the Court of Oversight. Generally, however, the vast majority of bills follow the latter route, with the Assembly as the first bill drafters, then Senate, then Parliament for finalization. This is found to be the most efficient way of passing legislature. Very rarely is the former case of bill introduction used, and only rises as a result of a critical issue requiring input from all three bodies. To speed up legislative process from any unnecessary oversight, each body is equipped with a “Vote Waiver.” This allows a legislative body to excuse itself from voting on a bill if it is deemed unsuitable or inappropriate for its focus. This is typically done through a simple majority vote, to which only the bodies that have not waived their votes are required to participate in the drafting, revisions, and final vote in the Central Hall. Seldomly do the bodies ever need to convene in Central Hall as each body regularly calls upon the vote waiver when discussing issues outside of their line of focus. Thus, the majority of time spend drafting, revising, and debating are done within their own houses rather than within Central Hall. Once a bill is accepted into law, they are typically placed within the Codex Directive to allow for the bureaucracy to handle the new laws in place. Anything within the Codex Directive is considered subservient to the Codex Prime, and thus required to follow anything that the Codex Prime states. For anything to be placed within the Codex Prime, all three bodies of legislature must pass the proposal through a two-thirds majority in each house without a vote waiver. That is, if even one body decides to activate a vote waiver, the bill is automatically rejected for consideration for the Codex Prime and can only be issued within the Codex Directive.

Within all three bodies of legislature, a leader presides over each and every one of them to carry out and execute the laws implemented in regards to their respective focus. In the form of a plural executive known as the Executive Group, the President, Chancellor, and Prime Minister presides over the Imperial Assembly, Senate, and Parliament respectively. The President is directly voted by the Gallian populace while the Chancellor and Prime Minister are appointed by the Senate membership and the Emperor respectively. Their main tasks are to oversee the legislature within their respective bodies and to sign or veto the bills into law, provided their own body did not activate the vote waiver. If the vote waiver was activated, the executive for that body is excused from the two-thirds signature requirement. In the case the bill results in a stalemate, that is, a half-and-half veto in a one vote-waiver situation, the Emperor may choose to break the stalemate by issuing a decree to either accept or reject the bill, to which his decision is final. However, the Emperor must issue this decree in a timely manner, or the bill curtails back to the legislature for an override vote of two-thirds majority, should the legislature decide to override. This point makes it both a valuable yet risky political maneuver to entice the Emperor in making a statement about the issue, essentially “forcing the Emperor’s hand.” However, because of the system in place, the odds weight heavily in favour of bill passage. Without the Emperor’s support, an executive’s veto is near-suicide, as the Emperor could very well strip the executive of his office for misuse of powers, especially if the executive forces the legislature to a two-thirds override vote too many times.

Aside from leading their respective legislative bodies and the bureaucracy behind them, the Executive Group is responsible for delivering a joint report to the Legislative Union in Central Hall at the beginning of each year and to the Emperor at the Imperial Palace whenever called upon. This close intimacy with the Emperor that is rarely privileged among other members of the Central Government provides the executives with special information that few people are allowed access to, and thus serve as the de-facto bridges between the Emperor and the Imperial Government in Polareia.

All these tools to introduce and implement laws would be worthless without a system to validate such laws. This is where the Judiciary Courts come into play. Consisting of three branches in line with the tricameral system, the Judiciary Courts consists of the Supreme Court, which makes judgements on laws based on the Codex Prime, the Court of Oversight, which oversees and prepares law-making procedures in the Legislative Union, and the Court of History, which documents all workings, proceedings, and transactions within the Central Government and in the General Government as a whole.

The Supreme Court is the main attraction within the Judicial Courts, setting precedents over the entire Empire, subservient only to the Emperor himself should the Codex Prime ever be terminated. Their duties are to simply make judgements on cases passed on by the appellate courts in regards to certain laws claimed to be in violation of the Codex Prime. Once a decision has been made, all justices are required to write a statement of opinion regarding their decision for the Court of History to log. Depending whether they accept or reject an argument, the Legislative Union may be required to redraft a law, revise the Codex Prime, or allow the law’s nullification by Supreme Court Ruling. As part of an effort to avoid contemporary obsoletion regarding a justice’s interpretive decision, especially in regards to the highly-informative Parliament body, justices are cycled every twenty years and must be nominated by the Executive Group and appointed by the Legislative Union, with the Senate wielding the most power in this regard. The only exception to this however, are two Supreme Court Justices that are specially appointed by the Emperor to serve life terms unless removed or replaced. This is to serve as a balance between those with experience, and those who are familiar with the contemporary world.

The Court of Oversight manages the everyday workings of the Central Government and their proceedings. They ensure no means of foul play are afoot when handling the affairs of government and ensure proper procedure is carried out on every level. From bill proceedings to floor debates, to court testimonies and executive reports, the Court of Oversight enforces the law within the Central Government itself. Apart from overseeing procedures and reporting activities to the Court of History, the Court of Oversight also serves a more important role as legal advisors to the Legislative Union and Executive Group, providing them with detailed accounts of current laws in place that could otherwise conflict or be merged with suggested bills. Unlike other branches of the Central Government, the Court of Oversight is mainly comprised of career bureaucrats hired within their own system.

The Court of History, the last piece in the Judicial Courts, is not so much a court as it is a records-keeping organization. Its primary duty is to gather facts and evidence about the entire Imperial Government, not only to serve as reference for future governments, but also as an instrument for the Supreme Court. Like the Court of Oversight, the Court of History is composed of career professionals whose purpose is to take in records of proceedings and procedures within the branches of government, and tag and catalog those records for future use. It is through these records that discrepancies can be caught. Financial statements, bill revisions, voting numbers, redrawn district boundaries, these are only a number of what the Court of History accounts for, and while the job of investigation is not their primary role, the information certainly does help for the groups that do. In some matters for instance, the Supreme Court may look to reconsider a stance on a certain case given newfound evidence. In more serious allegations however, the Imperial Inquisitorial may get involved and acquire a warrant from the Court of Oversight or the Supreme Court to investigate members of the Central Government.
« Last Edit: December 07, 2017, 01:48:47 AM by Operative13 »
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Offline GreenTrap

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Re: Chelderan Chronicles: Worldbuilding
« Reply #2 on: December 06, 2017, 10:38:57 AM »
A monarchy and a democracy? Throw in some plebs and you’ll get...




Jokes aside, that’s definitely an education into the separation of powers; legislature, executive and judicial. Being from a country that has a fusion of powers, a lot of this was fascinating to read. Seems like a political battleground since the many hoops a law will have to go through to get passed. Plenty of backstabbing and politking could happen here...  :santa:

Offline Aozora

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Re: Chelderan Chronicles: Worldbuilding
« Reply #3 on: December 07, 2017, 02:59:36 AM »
Hey Op,

Good to see you are still writing. I remember world building was always your thing haha

I also like how your tag line is still Writer of Caesarea ;)

That collab was probably one of the most exciting things to ever come out of MR for me.

Anyways with regards to the actual post...I couldn't read it all XD ... it's too much! First two paragraphs were solid  :tongue:
The world is a dangerous place to live; not because of the people who are evil, but because of the people who don't do anything about it.

Check out my stories here: http://forums.mangaraiders.com/index.php?topic=12492.msg213349#msg213349

Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #4 on: December 07, 2017, 03:34:02 AM »
Good to see you're still around kicking  8) It's been ages since you've been here  ;D

I still keep that Caesarea tagline around as a sort of origin to how I got started in MR to begin with  ;) If it wasn't for that little collab in the beginning, I wouldn't have stuck around as long as I do now. In fact... I almost can't believe it's been almost three years since I've been here  :ohmy: Nevertheless, I intend to put as much out as possible in my freetime... that is, if life doesn't get to me first  :ninja:
“To give of oneself is the noblest of all acts.”

Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #5 on: December 07, 2017, 04:20:06 AM »
Synopsis (Democratic Republic of Mariana)
Civil Flag of the Marianan Republic

A tranquil union of city-state islands situated in the eastern side of the Geioic Sea, Mariana prides itself on its maritime trade and their seafaring endeavours. Deriving its name from the patron spirit Marian that is said to help guide ships across stormy seas and grant wealth and abundance to those that enter its waters, Mariana has enjoyed relative peace for most of its history despite the brutal wars that have lingered off its shores for centuries. However, as the world began to shrink with the rise of innovative technology and the gazing eyes of neighbors waiting to devour them in their quest for power and dominance, Mariana would soon find that they could no longer stay oblivious to powers outside their domain...
« Last Edit: December 07, 2017, 05:04:25 AM by Operative13 »
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Re: Chelderan Chronicles: Worldbuilding
« Reply #6 on: December 07, 2017, 01:44:33 PM »
Grabs worldbuilding/coke straw *snort* Ahhh that's the good stuff right there.  :tongue: I love Chelderan and I love worldbuilding this is gonna be fun... Ah it's all stuff I already know. Oh well, all great stuff. As far as the consolidation of it for forum sized bites, I'd say, as per usual, you kicked ass making it very digestible. I may have to post some of my own lore in a shorter form like this.  :-\ I look forward to seeing more, and possibly more story *pokes with stick*  :thumbsup:

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Re: Chelderan Chronicles: Worldbuilding
« Reply #7 on: December 27, 2017, 11:45:34 AM »
Another worldbuilding moment, just in another snap of the moment. I've been meaning to get this one down on paper, having been nothing but footnotes this whole time, but sure does feel good having some solid history down for once  :D

Aftermath of the First Battle of Stolgen and the Legion of Terra's Appearance (State of Hadia)


Following a bitter, attritious battle at the city of Stolgen, one of Hadia’s largest commercial hub, Unionist forces withdrew after a month of fierce urban combat, failing to gain any significant foothold that would decisively push Hadian forces near the sea wall.  The Unionist Armed Forces was reduced to almost half its fighting power in just that one month, having lost over a hundred-thousand men in the assault. Although the Hadian Government was quick to tout its victory in standing against the “Rebel Horde,” it came a little too late for one President Leon Weiss of the National Progressives Party.

The battle had commenced just at the turn of a new presidential election, near the end of 1916 C.E. Although calls for postponement was put forth by the incumbent president and his party, all attempts were subsequently rejected by the new-majority coalition government led by the rival Democratic People’s Party that had taken over since the increase in insurgent activities the past few years. Prior to this, President Weiss and his NPP had enjoyed a comfortable control of power in Hadia ever since the Unionist defeat in 1910 C.E. that had all but wiped out the Unionists and their leadership. Believing the Unionists to be shattered beyond repair, Weiss had but ignored the remnant cells that continued to attack and harass convoys and outposts throughout the land. Criticisms flew about the persistent Unionist threat, yet still Weiss’s popularity was the highest it had been since the start of the war. The people trusted Weiss to secure peace in Hadia and end the conflict that had strung on for more than a decade. And indeed Weiss had promised to wipe out the Unionists for good. That trust shattered once the Unionists demonstrated their renewed strength at Stolgen.

Negligent. Incompetent. Clumsy. Careless. These are but a few words used to describe Weiss following the Unionist assault on Stolgen. The DPP frequently attacked Weiss on this point all throughout the campaign, citing his lack of attention for the reason the Unionists had managed to grow in such magnitude over the years. To the people, it seemed just that. A threat that had been reduced to nothing but a handful of troublemakers in 1910 had suddenly ballooned to a menacing force of hundred-thousands. The man responsible for defeating the Unionists six years before was now the man who allowed the Unionists to persist and become a threat to Hadia yet again. Rumors and conspiracy floated, and Weiss’s popularity sank as his rival Clair Gerard capitalized on Weiss’s blunders. By the time the Battle of Stolgen had resolved itself, the damage was already done. Weiss was forced out of office by an outstanding margin alongside many of his fellow colleagues in the NPP, and the DPP now ruled over Hadia’s affairs with the newly-elected President Gerard at its head. Unbeknownst to everyone, the Unionists had colluded with the DPP long before the battle had begun.

Having grown their strength to what it was, the new Union High Command wished to use this newfound power to bargain with the lawmakers at Piette. An end to the Civil War in return for guaranteed seats in the Assembly and pardoning the Union of any and all crimes by the State. The alternative would be a return to the same bloodshed thirteen years ago. With the help of sympathizers within the Hadian Government, the Unionists were able to secure some ears that would help to put forth such a motion, particularly that of the DPP. The condition however was that the Union would have to disband their armed forces permanently and allow their members to be persecuted for war crimes. After a lengthy period of negotiations and radio silence, the Unionists reluctantly agreed to the terms set forth by the DPP. There was another condition that was never openly discussed, but meticulously plotted by the Unionist and DPP leadership: the assault on Stolgen was to be timed just after the start of the Presidential Election.

Thus, with the sacrifice of a hundred-thousand bodies, the Unionists had put both their political and existential future on the line in hopes that the DPP and their new president would keep their word. To allow the Union to rejoin Hadia and restore peace once again. That, however, would turn out to be a blissful lie. Following the inauguration of President-Elect Gerard, he turned back on his word and instead chose to follow in Weiss’s policy of total war against the Unionists. To the Unionists, this was their death warrant. Only war would follow them now. Six years of planning thrown out by the words of a single man. Gerard, on the other hand, did not say these words lightly. He very well knew the consequences of betraying the Union’s trust, yet understood that by allowing the Union back in that he would be committing the DPP to suicide in the Union’s place. Power was in their hands now. Why would they forfeit it now? And so by the urging of his colleagues and advisors, Gerard choked his words and gave the speech everyone wanted to hear. Everyone but the Unionists, that is.

With Total War on the horizon, the Unionists, exhausted and outnumbered, fled back into the eastern forests, withdrawing nearly all the gains they had achieved the past two years to regroup and rearm for the coming Hadian counterattack. Desperate and alone, the Unionists sought their closest allies from abroad. Germania and Rusea had strong ties with the Union in the past, however they rejected any possibility of direct military support against Hadia, fearing another repeat of the Great Chelderan War. Auveria and Selva were out of the question as they were fiercely against the Unionists, and Albion just off the northern coast wished to stay neutral in these affairs, despite a number of nobles claiming support for their cause. But there was one supporter who would never give up on the Union, no matter what the circumstances may be. Indeed, this very supporter was the one who founded the Union to begin with... the Emperor of Gallia.

Having exiled himself to the far south in the frozen continent of Hetra at the outbreak of the Hadian Civil War, the Emperor had grown his strength alongside his zealous followers into an almighty superpower in relative isolation in hopes of returning to the foreground and achieve his ultimate goal of World Union. Yet at this point in time, the Emperor had only begun to establish stability within the fragile Gallian Empire. Not wishing to draw the world’s attention to Gallia and his future plans, he instead enlisted a proxy that would aid in the Unionist cause in Hadia. The Starlock Guild’s famed Legion of Terra would answer that call.

Formed as Starlock’s independent Mercenary Arm, the Legion of Terra was composed of hundreds of thousands of volunteers across the world, serving as a full-fledged army for nations in desperate need of manpower. Highly trained with a large and accessible pool of troops at their command, the Legion of Terra had at numerous points been the decisive factor in maintaining or toppling regimes around Terra. Their most recent assignment had been to assist the Rusean Army in quelling a rebellion at the request of King Milkovo II. With the Starlock Guild serving as the Emperor’s proxy, the Guild began withdrawing Legionnaires from Rusea and funneling them into Hadia through the landlocked country of Walusia, situated comfortably between Hadia and Germania as a buffer zone. In exchange for withdrawing the Legion, the Emperor assured King Milkovo that his annexation of Grendan will go unchallenged by the Union and his more formidable rival, Germania.

Due to the conditions of the Albion Treaty, the Legion of Terra is obligated to declare its intent of hostility to the afflicted parties, that being Hadia. With the announcement of the Legion’s arrival, the Hadian Military set to work on encircling the weakened Unionists forces and crush them before the Legion’s arrival from Walusia. Like a snake coiling around its prey, the Hadians sought to strangle the Unionists of supplies or reinforcements before any attempts of rescue could be made. Employing scorched earth tactics, the Hadians burned down numerous towns, villages, and whole swathes of forests to choke the Unionists out of any source of sustenance, whilst deploying toxic gas and explosives to clear out the deep, winding tunnel networks built over the years. The sheer number of casualties would most assuredly force the Unionists to reconsider their struggle and surrender. Or so Hadian Command thought.

Unionist resistance proved otherwise. Insurgent attacks outside the “Hadian Coil” forced a rethink into Hadia’s strategy. Falsely assuming the Unionists had reverted back to their top-down organization, the Hadians had assembled on the premise of fighting a conventional army. The Unionists were anything but. Their experience fighting the Hadians both as a standing army and an insurgent force throughout the years had given the Unionists insight into fighting an asymmetric war against otherwise immeasurable odds. In what they called “Harlequin Tactics,” the Unionists bypassed major enemy confrontations and struck at unexpected points in their defenses, often making arbitrary attacks in order to drain the enemy’s resources in certain areas. While units were dedicated to skirmish and harass missions, both on the front and behind lines, the core components gathered to strike at vital points across the enemy, bleeding the enemy of its ability to favourably engage before retreating back and repeating the cycle. Despite the speed at which the Hadians dealt with these counter-attacks, they were never able to fully engulf the Unionists in the Coil before the Legion of Terra came knocking at the bordertown of Allerou.
« Last Edit: December 27, 2017, 11:48:01 AM by Operative13 »
“To give of oneself is the noblest of all acts.”

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Re: Chelderan Chronicles: Worldbuilding
« Reply #8 on: December 27, 2017, 09:01:26 PM »
This is some really good stuff Operative! Felt like I was reading chapters out of a history book, a very interesting one.

I especially liked the passage regarding the war. It kinda felt like the Unionist adopted a guerrilla warfare style of combat against the Hadians, which reminded me of the Viet Cong and the tactics they employed against the US. The Vietnam War is my favorite war in US history by the way.

Keep these coming! Hopefully you'll get around to writing a story using this world you've created.

Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #9 on: January 04, 2018, 02:24:14 AM »
The Great Disaster of Elindor (Kondorian Republic)

The greatest disaster to strike Terra to date. In 1910 C.E., a catastrophic explosion unlike anything the world had ever seen struck the bustling port city of Elindor, a trove of ancient riches and history along Kondor’s southern coast. In an instant, a city of half a million inhabitants were wiped from the face of the planet, leaving behind only a deep, smoldering crater of its former self. Further casualties followed the blast’s aftershock, leaving further dead and wounded around the city’s outskirts. The result shocked the world to its core, especially Kondor which had to personally deal with the aftermath of the catastrophe. The sheer damage severely crippled Kondor’s supplies and emergency services as they worked diligently to provide for the survivors and restore what they could to functioning order.

At the time, rising tensions between Kondor and the Kingdom of Sardania over the territories of Karishidan to the eastern borders had caused great concern that Sardania would order a preemptive strike. With Sardania’s status as a world superpower due to their immense knowledge in the field of Magic, to the Kondorians this disaster was the preemptive strike that have been touted about for years. Vowing revenge and justice for the victims of the Elindor Disaster, Calis pushed for war against Sardania, and within days, the army invaded and occupied Karish lands.

Although King Zaeem had denounced the accusations made by Calis that he engineered Elindor’s destruction, insisting he would never resort to shedding the blood of innocents, nevertheless Kondor continued to push the narrative of Sardania’s treacherous scheming, citing the country’s history of aggressive and forceful expansion against their neighbors and their aims to absorb Karishidan into their empire in recent times. With neither side willing to back down, the war would last for over a decade as the two superpowers waged war in an epic battle of Machine versus Magic in an era when magic itself is becoming a dying practice.
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Offline devola

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Re: Chelderan Chronicles: Worldbuilding
« Reply #10 on: January 04, 2018, 07:36:03 PM »
Just poppin in to say this was a good read! Thanks for sharing these, hopefully we'll see some full stories crafted around this lore soon. The level of depth you've gone into is quite impressive and I love the names you've used, I got a very Valkyria Chronicles vibe from some of this and though I've only played the first game I quite enjoyed it. Keep it up!

Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #11 on: January 04, 2018, 10:27:47 PM »
Funny you should mention that... Valkyria Chronicles is actually one of the things that inspired this world I've painfully concocted  :D After all, that is where I got the name Gallia from, only this time Gallia isn't some picturesque principality by the sea, but a power-hungry empire bend on World Domina... I mean World Union!  :biggrin: I needed a fitting name for a nation that followed "Gaian Philosophy" when I first developed Chelderan, and Gallia just happened to be that name with the extra "ll" in the middle. So I took it  ::)

I'd write the actual stories, but as time passes, I find myself expanding the world more and more with greater detail, and never really getting to focus on a singular story... at this point, I've already posted several stories in the forum thinking I'd dedicate to one, only to find myself jumping to another for some contrived reason.  :glare:

Hopefully one day I'll get to writing everything in full, but until that day, thanks for your support!  :thumbsup:
“To give of oneself is the noblest of all acts.”

Offline OhGodHelpMe

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Re: Chelderan Chronicles: Worldbuilding
« Reply #12 on: January 18, 2018, 03:13:49 AM »
Reading over this, it seems the lore is as in-depth as ever. Everything laid out here provides a great wealth of information that should be utilized in more stories related to the universe. Not sure how much of this depth actually makes it though into your story’s narrative, but I find that gently guiding people into a world and then expanding what they’ve already cone to understand over time. From the inner workings of governments, dynamic relationships between countries and peoples, to detailed looks into famous battles, the lore is a joy to read, especially so if you’re a history buff. It’s even better knowing that much of it is carried out or experienced by individual characters with their own challenges and personalities. An impressive feat, given the scale of the overall universe.

Keep up the nice work

Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #13 on: January 18, 2018, 05:52:28 AM »
@OhGodHelpMe

Thanks a lot! :thumbsup: I think even with all the notes I have about this universe, I can't shake off the feeling that it's still very... very tiny. Then again I suppose you can say the same thing about this world. Knowing what you do here can affect something halfway across the world speaks volumes of how small our world is, and in that case... it might very well be the same with CC's universe, considering everything is linked to another in some way.  :hmm:
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Offline Operative13

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Re: Chelderan Chronicles: Worldbuilding
« Reply #14 on: January 18, 2018, 05:54:10 AM »
Order of the Tirailleurs (Legion of Terra)

One of the newest additions to the Legion of Terra, the Tirailleurs came to prominence during its one -and only- engagement in the Legion’s history: the Hadian Civil War. As the Legion became increasingly dominant in engagements with the Hadian Military over their Unionist allies during its first months of action, the Legion soon realized that mobile forms of warfare was simply not effective against a heavily entrenched enemy. Major losses on the front meant enemy spearheads deep within the Legion’s lines, pushing their army back tens, if not hundreds of kilometers behind their initial point. A new safeguard would need to be devised if the Legion hoped to secure the lands they’ve seized, or see it snatched away with every defeat.

While the Fusiliers had generally filled the role of safeguarding vital positions and providing the bulk of logistics for the Legion up to this point, that was not the main focus of the Order. The Fusiliers were meant to provide the backbone of the Legion’s strength, serving as frontline troops in major confrontations, not to sit back and idle in the rear. If the Legion hoped to stand a chance against a powerful and well-equipped enemy as the Hadians, they would have to adapt once more.

A proposition was put forth that harkened back to the attritious, blood-riddled Chelderan War that tore apart the continent nearly forty years ago. Layers of entrenchment along their frontlines supported by deeper pockets of fortifications that would act to funnel enemy movements into easily-defended chokepoints and deter future spearheads. Initially, this proposition was met with resistance as the costs of fortifications, retraining, and restructuring would outweigh the current needs of the Legion. However, after repeated failures to stem Hadian incursions into Unionist territories despite strategic and tactical overhauls, the Legion began to relook the issue. It was observed that although Legionary units regularly outperformed Hadian units on a squad level, the regiment level was where unit composition began to falter. Legionary units were expected to provide and support themselves internally, without any real regard to other units outside of their Order. They paid little respect to the logistical and tactical needs of others, preferring to focus on their own tasks and objectives. Much of this was due to the Legion’s current design. Legionary Orders were expected to train and practice their respective tactics and focus and leave the grand planning to High Command. It was the Commander’s job to ensure he utilized each unit to their fullest extend as they were intended, thus establishing a rigid chain of responsibility. Unfortunately when it came to more minor tasks such as demolitions, entrenchment, and survey that were outside a certain unit’s focus, they were either poorly equipped or poorly trained to serve such role. Although the Grenadiers had their own integrated Engineers Unit, these engineers served more to demolish and destroy heavy targets such as tanks and bunkers than they were building them. Such structural designs rendered many units incapable of supporting themselves if cut off from the main army.

The Hadians, on the other hand, preferred to balance their squad compositions. The trend at the time for many nations were to move away from specialized regimental blocks of units and instead integrate them into the squad level. This was certainly the case with Hadia when they disbanded the Shock Troopers as a singular unit and instead incorporated them as part of the standard squad composition to provide a greater level of assault flexibility. The Legion however, had not implemented such unit structure into their organization at all. A structure that had become increasingly outdated by the time they entered the Hadian Civil War. A new change had to be made, one that would drastically change the Legion’s traditions.

Enter the Tirailleurs, a specialized order trained with the specific purpose of securing vital position and providing essential support roles to the main force. Engineering, logistics, artillery, triage... the Tirailleurs are the lifeblood of the Legion. With dedicated troops at the regimental level to entrench key areas and provide ongoing support to frontline units, mounting strong defenses had become much more feasible on a grand scale and logistical needs dramatically improved. They worked as reserve units, reinforcing battered Legionary units too weak to continue engagements and actively filled roles a Legionary unit would normally be lacking in.

Further changes came more noticeably at the squad level, where it became standard to see a fireteam of two or three Tirailleurs attached to a Legionary unit completely different from their own. Attached to a Grenadier unit, they would serve as scouts and snipers. Attached to a Voltigeurs unit, they would act as assault troopers. And to Fusiliers, mortar teams and anti-armour. With these level of flexibility and versatility, Tirailleurs were often dubbed by fellow Legionnaires as Second Fusiliers, however in reality they made poor frontline soldiers. With a high emphasis on support and defensive tactics, the Tirailleurs acted to sustain a unit down to the squad level without the need to rely on outside units for survival. Their priority then was not to destroy the enemy but to keep their allies alive. That task was for others to take.
« Last Edit: January 18, 2018, 06:01:44 AM by Operative13 »
“To give of oneself is the noblest of all acts.”