Post by Operative13 on Feb 21, 2016 21:58:08 GMT -5
I've always found that, apart from getting entirely critical of my own work and spending a rather unhealthy amount of time on every aspect of a situation down to the last word, summaries come quite naturally to me. It takes away the need for the constant editing and reworking from my traditional novel format and implements the simple bullet-point outline I use to include key details that otherwise would not be in the outline. From small excerpts, to side stories, to theoretical scenarios and alternate universes, from my trove of incomprehensible writing I introduce the diverse and expanding universe that is Chelderan Chronicles!
Chelderan Chronicles Overview
The main story revolves around a young teenager named Thomas Caster. He's known throughout his small town of Yewswood as a talented mechanic who helps around with his uncle Richard's repair shop, tinkering with knick-knacks and whatever kind of contraptions the townspeople send their way to make ends meet. Thomas's family has a long history of involvement with the Kondorian Military since the nation's formation, dating back to his ancestor General Caster, who was responsible achieving victory against the forces of the Teldish King who sought to destroy the marriage between the Konbrian Prince and the Teldish Princess by invading the city of Calis, now the capital of present-day Kondor. Keeping to that family tradition, both Thomas's father and uncle had served in the Kondorian military a decade before the start of the story, however Thomas tragically lost his father at the outbreak of the Kondor-Sardanian War. His mother, overburdened by both her work and need to take care of her son, passed away soon after from poor health. Thomas's uncle was then recalled from the frontlines to serve as Thomas's guardian, and had taken care of the young boy since.
Ten years had passed and the Kondor-Sardanian War still rages on. Both countries are deadlocked in the fighting, with fronts constantly shifting back-and-forth between. With the war taking its toll on both sides, Sardania prepares its largest invasion of Kondor in history, in a final effort to break the stalemate and end the war in a single blow. Using a secret route through the treacherous Karishidan Mountain Range, Sardanian Forces infiltrated Kondor's interior and begins ravaging the countryside, burning entire towns and slaughtering its inhabitants without pause. One of the first towns to be attacked was Thomas's hometown of Yewswood. Fortunately for Thomas, because of the town's distance from the Sardanian Army's first victims, Yewswood managed to evacuate its populace and set up a sizable defense before the main Kondorian Army arrives to assist. Unfortunately, that meant calling up the reserves and militia to defend the town from the invaders. Because of Richard's status in the Kondorian Army, Thomas's Uncle was required to stand in as the town's defense instead of evacuating with the rest of the civilians. The Sardanian Army arrives, and utterly smashes the poorly-equipped defenders. Uncle Richard and a few survivors are taken prisoner by the Sardanians to be used as a bargaining chip, leaving Yewswood in smoldering ruins and fleeing before the Kondorian Army even arrives. With the loss of his home and his only relative, Thomas set out for the city of Calis, and with the help of his best friends Mark and Mary, they enlist in the military and begin their long journey of rescuing Uncle Richard and ending the decade-long war for good.
While the story does follow the trio and the struggles they face throughout their journey, the focus of Chelderan Chronicles is by no means simply that of the trio. Rather, it is a collection of various actions and events undertaken by every character, big or small, seen or unseen, that culminates into the scenarios seen throughout the story. Like the real world, the world of Terra is an ever-growing and never-ending story built upon the efforts and struggles of former characters that inhabit its world. In fact, it is more accurate to say that Chelderan Chronicles is a story with no end and no beginning. The struggles that Thomas and his friends endure are the result of a story that took place long before any of them were born, in the distant country of Hadia.
The catalyst begins with a single man. A man who for all his life was nothing particularly special. He was not rich, nor was he poor. He was not talented, nor was he inept. He was not popular, nor was he an outcast. He was, by all means, an average man. But this man held an idea. An idea that would soon blossom throughout the world and spark a revolution. World Union. The idea itself was completely radical in its day, and some even called it absurd, ridiculous, and impossible to accomplish. No country was willing to give up their wealth and resources to their rivals for the sake of "bettering Mankind," especially those with a long history of bloodshed between them. So the politicians claimed. But not the people. The people were tired of suffering, the establishment dragging them into war-after-war with no end in sight, exploiting their wealth and labor and left to fend for themselves against corruption and abuse. People across all nations saw the potential of this man's message and drew together in support of his grand vision. More and more followed, and soon the World Union Party was established. They sought to seize power within the governments and unite themselves under a single cause, harnessing their knowledge and resources to build a greater future for themselves instead of fighting destructive wars and creating an endless cycle of poverty and suffering. The governments saw the Unionists' rise as dangerous and volatile, threatening the established order and their way of life. They began cracking down on the Union Party to stem their increasing numbers and censor their "extremist" views. In response, the Union Party began to advocate a more forceful approach to counteract the governments' actions. Militias were established, and members were taught to actively fight government "oppression." The Union's once-peaceful approach of electing officials and holding rallies and demonstrations soon geared toward violent revolutions and coups, and it didn't take long before the first shots were fired. Civil Wars broke out, and the World Union Party, once respected and revered for its ideals, was now viewed as a menace and evil to society.
It could be said then that Chelderan Chronicles's focus is not the personal perspective of Thomas's journey throughout the world of Terra, but rather the broad picture of two opposing ideas fighting for domination across the globe: that of the Unionists who advocate for a single, united world government, and that of the Coalition, the governments who advocate for their people's independence and sovereignty from others. As the trio will find out later in their journey, the real enemies are not the ones everyone is familiar with, but the ones no one bothers ever to think about. They are simply a small piece in the greater scheme of things, and it all accumulates into the largest war the world has ever known: the Great World War.
Ten years had passed and the Kondor-Sardanian War still rages on. Both countries are deadlocked in the fighting, with fronts constantly shifting back-and-forth between. With the war taking its toll on both sides, Sardania prepares its largest invasion of Kondor in history, in a final effort to break the stalemate and end the war in a single blow. Using a secret route through the treacherous Karishidan Mountain Range, Sardanian Forces infiltrated Kondor's interior and begins ravaging the countryside, burning entire towns and slaughtering its inhabitants without pause. One of the first towns to be attacked was Thomas's hometown of Yewswood. Fortunately for Thomas, because of the town's distance from the Sardanian Army's first victims, Yewswood managed to evacuate its populace and set up a sizable defense before the main Kondorian Army arrives to assist. Unfortunately, that meant calling up the reserves and militia to defend the town from the invaders. Because of Richard's status in the Kondorian Army, Thomas's Uncle was required to stand in as the town's defense instead of evacuating with the rest of the civilians. The Sardanian Army arrives, and utterly smashes the poorly-equipped defenders. Uncle Richard and a few survivors are taken prisoner by the Sardanians to be used as a bargaining chip, leaving Yewswood in smoldering ruins and fleeing before the Kondorian Army even arrives. With the loss of his home and his only relative, Thomas set out for the city of Calis, and with the help of his best friends Mark and Mary, they enlist in the military and begin their long journey of rescuing Uncle Richard and ending the decade-long war for good.
While the story does follow the trio and the struggles they face throughout their journey, the focus of Chelderan Chronicles is by no means simply that of the trio. Rather, it is a collection of various actions and events undertaken by every character, big or small, seen or unseen, that culminates into the scenarios seen throughout the story. Like the real world, the world of Terra is an ever-growing and never-ending story built upon the efforts and struggles of former characters that inhabit its world. In fact, it is more accurate to say that Chelderan Chronicles is a story with no end and no beginning. The struggles that Thomas and his friends endure are the result of a story that took place long before any of them were born, in the distant country of Hadia.
The catalyst begins with a single man. A man who for all his life was nothing particularly special. He was not rich, nor was he poor. He was not talented, nor was he inept. He was not popular, nor was he an outcast. He was, by all means, an average man. But this man held an idea. An idea that would soon blossom throughout the world and spark a revolution. World Union. The idea itself was completely radical in its day, and some even called it absurd, ridiculous, and impossible to accomplish. No country was willing to give up their wealth and resources to their rivals for the sake of "bettering Mankind," especially those with a long history of bloodshed between them. So the politicians claimed. But not the people. The people were tired of suffering, the establishment dragging them into war-after-war with no end in sight, exploiting their wealth and labor and left to fend for themselves against corruption and abuse. People across all nations saw the potential of this man's message and drew together in support of his grand vision. More and more followed, and soon the World Union Party was established. They sought to seize power within the governments and unite themselves under a single cause, harnessing their knowledge and resources to build a greater future for themselves instead of fighting destructive wars and creating an endless cycle of poverty and suffering. The governments saw the Unionists' rise as dangerous and volatile, threatening the established order and their way of life. They began cracking down on the Union Party to stem their increasing numbers and censor their "extremist" views. In response, the Union Party began to advocate a more forceful approach to counteract the governments' actions. Militias were established, and members were taught to actively fight government "oppression." The Union's once-peaceful approach of electing officials and holding rallies and demonstrations soon geared toward violent revolutions and coups, and it didn't take long before the first shots were fired. Civil Wars broke out, and the World Union Party, once respected and revered for its ideals, was now viewed as a menace and evil to society.
It could be said then that Chelderan Chronicles's focus is not the personal perspective of Thomas's journey throughout the world of Terra, but rather the broad picture of two opposing ideas fighting for domination across the globe: that of the Unionists who advocate for a single, united world government, and that of the Coalition, the governments who advocate for their people's independence and sovereignty from others. As the trio will find out later in their journey, the real enemies are not the ones everyone is familiar with, but the ones no one bothers ever to think about. They are simply a small piece in the greater scheme of things, and it all accumulates into the largest war the world has ever known: the Great World War.
The Philosopher Stones
Magic in the world of Terra is not merely some mystical force that springs into existence on a whim without cause or reason. Magic is the manifestation of raw energy into physical form, conducted by powerful but mysterious crystals known collectively as "Philosopher Stones." Coined by the renowned sorcerer Alaka Zampow, Philosopher Stones are naturally-occurring energy crystal made up of pure, raw energy. The crystals' energy levels corresponds with the colour tone a crystal possess. Red is the most common and abundant colour of Philosopher Stones, possessing the lowest energy levels of all Philosopher Stones. Easily mistaken for rubies, Red Philosopher Stones emit a high electrical spark when struck and are opaque rather than transparent. They're very common around areas rich in minerals, especially those with high concentrations of lodestones, and are highly valued for both their civilian and military applications. The Stones' influence spans as long as human history on Terra, and it is said that the first humans to create fire did so with the help of a Philosopher Stone. Sorcerers especially rely on a constant supply of Philosopher Stones to conduct their magic. While understanding as to how Red Philosopher Stones form naturally on Terra, current existing knowledge has grown to the point where it is possible for sorcerers to "manufacture" artificially-made Red Philosopher Stones, although current techniques do not guarantee a one-hundred percent success rate. Despite their world-changing potential, Philosopher Stones are inherently unstable because by nature they are raw energy in physical form. Misuse or abuse of Philosopher Stones can cause severe damage, injury, and even death as a result of energy sparks, and their limited applications means only those who have rigorously trained for years on magic can wield these crystals proficiently. The massive influx of new technologies and developments have already begun to phase out the once-prominent energy crystals in daily life, and it may not be too soon until the Age of Magic ends and the Age of Technology begins.
However, there still remains a slim possibility that magic can yet find its niche in Terra's future world. The Orange Philosopher Stone is a rare but more powerful Philosopher Stone present in only a select few areas around the world. The only country to have developed a method for creating Orange Philosopher Stones is the Kingdom of Dhalmore, however their ultra-secretive and totalitarian regime coupled with high advancements in magical research means that they wield incredible power over the magical world, and many suggest that opening their knowledge to others could jump-start civilization as it is. Unlocking the secrets of more powerful -and dangerous- Philosopher Stones and creating techniques for their manufacture could one day replace the current forms of conventional energy such as coal and oil and maintain Magic's long-reigning influence over Terra. Thus, the ultimate goal of manufacturing a Black Philosopher Stone is born. Only a theory thus far, a Black Philosopher Stone is said to wield near-limitless energy be capable of performing near-impossible feats, corroding reality and existence as anyone knows it. It is claimed that the center of Black Holes are in reality a Black Philosopher Stone exerting and consuming energy instantaneously as a result of their unstable cores. This would explain why the colours Philosopher Stones correspond so well with the energy output of stars. One can even make the claim that the Universe itself was born out of a Philosopher Stone.
Auxiliary: Making up the majority of the Party’s Paramilitary ranks, the Auxiliary comprises of Union members who have gone through basic training. Lacking in solid weaponry or discipline, their massive numbers, ingenuity, and zeal are what makes up for these weaknesses.
- Levy: In desperate times, Union members can be quickly levied into action in an instant, given nothing but a rifle, a bayonet, and perhaps a few grenades to help them along the way. Their attire consists of a wool cap, blue coat, and a utility belt.
- Watchman: Watchmen are more experienced levies who have had the knowledge and experience to more effectively fight against the enemy. Because of this, they are often given better equipment than that of the normal levy, such as semi-automatic rifles, and tasked with leading levy columns, inspiring others to follow. Their knitted caps are what identifies them from the rest.
- Partisan: A guerrilla force within the Auxiliary, Partisans carry out raids and sabotage within the ranks whilst blending within enemy territory. They can operate isolated from the rest of the Unionist Paramilitary, but still may receive orders from High Command and are commonly led by veteran members of the Militia.
- Militia: The more disciplined forces of the Auxiliary, the Militia are Union members who have undergone more extensive training than their compatriots, allowing them to field heavier weapons and fight better under unfavourable conditions. They are similar to that of the Line Infantry, but lack the experience and equipment to fight tougher opponents. Because of their higher standing, the Militia are given more militaristic coats and soldiering caps, as well as tank rockets, submachine-guns, and sidearms among other things.
Legionary: The backbone of the Union Party’s Paramilitary, the Legionnaires are formatted to that of a typical standing army, including their equipment, organization, and training.
- Irregular Infantry: Wearing hooded capes, the Irregular Infantry stand as a stop-gap between the regular legionnaires and those of the Auxiliary, operating within hostile territory to harass and target vulnerable positions. They are often used as mobile sentries in key areas the main forces cannot stay in.
- Line Infantry: The bulk of the Legion, Line Infantry are well-trained and equipped to take on a standing army on equal ground. They are easily recognized by their unique blue coats.
- Light Infantry: Distinguished by their unique, large round hats, the Light Infantry are excellent scouts and skirmishers, able to stay mobile and cause significant damage to unsupported or isolated units, however lack the heavy weapons to engage more strengthened positions or armoured opponents.
- Assault Infantry: A compromise between the regular Line Infantry and the Shock Infantry, Assault Infantry are more specialized toward assault operations, much like their Shock Infantry counterparts, yet are capable of maintaining flexibility in most situations with their semi-automatic weapons the main weapon-of-choice.
- Shock Infantry: Highly trained and more experienced than the Line Infantry, the Shock Infantry are capable of dealing massive damage in close-quarters environments, sporting shorter coats, submachine-guns and automatic rifles.
- Guard Infantry: The elite of the Legionary, only a step behind the Praetorians, the Guard Infantry are given special training for combat in any kind of terrain or environment, as well as education in strategics and tactics to operate as singular units apart from the core forces.
Due to their status, the Guard Infantry are issued blue berets as their badge of honour.
- Reservist Infantry: Serving as a support unit, Reservist Infantry are commonly found manning support weapons or protecting the rear lines from enemy incursions, identified by their simple frock coat.
- Combat Engineer: A specialist skilled in heavy construction of fortifications and demolitions, Combat Engineers are commonly found behind the frontlines reinforcing strategies positions. As their primary role is for construction, combat engineers are not equipped to handle well-trained or heavily-armed adversaries, as they are only provided with rifles and submachine-guns for basic self-defense.
- Assault Pioneer: Providing the frontline forces with direct engineering support, the Assault Pioneer aids in light construction and obstacle demolition whilst performing the duties of a normal infantry unit. Often times, they are charged with the handling of specialized weapons such as flamethrowers and booby-traps.
- Commissar: The more formal “Watchmen” of the Legionary, Commissars coordinate and devise plans on the battlefield in cooperation with field officers whilst assisting troops in the frontlines. They often come from the Guard Infantry in which many formally serve in. As they adhere to the Party than to normal military command, they are often tasked with ensuring soldiers do not break from convention.
- Field Officer: Whilst other, more formal officers go through specialized education in strategies, tactics, and logistics, Field Officers are recruited directly from the ranks of the armed forces, composed of battle-hardened veterans capable of leading their troops through the toughest of battles. They are easily identified by their gray berets.
Praetorian: The Elites of the the Union Paramilitary, Praetorians are tasked with the most vital objectives and can hold the line against overwhelming odds. Their lack of numbers and high investment however makes them valuable units, and therefore losses are highly discouraged due to difficulty in finding replacements.
- Grenadier: The standard Praetorian, Grenadiers are highly-trained infantrymen with exceptional training and experience that stands above the Legionary in almost every aspect. They favour heavy weaponry, such as machine-guns and tank rockets.
- Ranger: The skirmisher of the Praetorians, Rangers are equipped with heavy weapons to deal tremendous damage to enemy flanks and columns whilst remaining flexible enough for mobile warfare.
- Infiltrator: Praetorian unit specialized in infiltration tactics, equipped with light, but powerful weaponry for high mobility.
- Stormtrooper: Designed for heavy assault, Stormtroopers are heavily armed and trained to engage opponents directly at the front, puncturing through heavily-defended areas in an effort to open new fronts.
- Commando: Commandos are considered the most destructive forces in the Union Party’s arsenal, capable of destroying a significant number of opponents on their own. Flexible and resilient, commandos are normally tasked to perform incursions into key areas dangerous for normal units, however may command other units from the front.
- Honour Guard: The best troops the Praetorians have to offer, the Honour Guard is responsible for protecting high-value targets from enemy danger. They are given the best equipment there is to offer in this respect, and have extremely good morale, training, and experience. Distinguished by their black-gray-blue uniforms.
However, there still remains a slim possibility that magic can yet find its niche in Terra's future world. The Orange Philosopher Stone is a rare but more powerful Philosopher Stone present in only a select few areas around the world. The only country to have developed a method for creating Orange Philosopher Stones is the Kingdom of Dhalmore, however their ultra-secretive and totalitarian regime coupled with high advancements in magical research means that they wield incredible power over the magical world, and many suggest that opening their knowledge to others could jump-start civilization as it is. Unlocking the secrets of more powerful -and dangerous- Philosopher Stones and creating techniques for their manufacture could one day replace the current forms of conventional energy such as coal and oil and maintain Magic's long-reigning influence over Terra. Thus, the ultimate goal of manufacturing a Black Philosopher Stone is born. Only a theory thus far, a Black Philosopher Stone is said to wield near-limitless energy be capable of performing near-impossible feats, corroding reality and existence as anyone knows it. It is claimed that the center of Black Holes are in reality a Black Philosopher Stone exerting and consuming energy instantaneously as a result of their unstable cores. This would explain why the colours Philosopher Stones correspond so well with the energy output of stars. One can even make the claim that the Universe itself was born out of a Philosopher Stone.
World Union Party Paramilitary
Auxiliary: Making up the majority of the Party’s Paramilitary ranks, the Auxiliary comprises of Union members who have gone through basic training. Lacking in solid weaponry or discipline, their massive numbers, ingenuity, and zeal are what makes up for these weaknesses.
- Levy: In desperate times, Union members can be quickly levied into action in an instant, given nothing but a rifle, a bayonet, and perhaps a few grenades to help them along the way. Their attire consists of a wool cap, blue coat, and a utility belt.
- Watchman: Watchmen are more experienced levies who have had the knowledge and experience to more effectively fight against the enemy. Because of this, they are often given better equipment than that of the normal levy, such as semi-automatic rifles, and tasked with leading levy columns, inspiring others to follow. Their knitted caps are what identifies them from the rest.
- Partisan: A guerrilla force within the Auxiliary, Partisans carry out raids and sabotage within the ranks whilst blending within enemy territory. They can operate isolated from the rest of the Unionist Paramilitary, but still may receive orders from High Command and are commonly led by veteran members of the Militia.
- Militia: The more disciplined forces of the Auxiliary, the Militia are Union members who have undergone more extensive training than their compatriots, allowing them to field heavier weapons and fight better under unfavourable conditions. They are similar to that of the Line Infantry, but lack the experience and equipment to fight tougher opponents. Because of their higher standing, the Militia are given more militaristic coats and soldiering caps, as well as tank rockets, submachine-guns, and sidearms among other things.
Legionary: The backbone of the Union Party’s Paramilitary, the Legionnaires are formatted to that of a typical standing army, including their equipment, organization, and training.
- Irregular Infantry: Wearing hooded capes, the Irregular Infantry stand as a stop-gap between the regular legionnaires and those of the Auxiliary, operating within hostile territory to harass and target vulnerable positions. They are often used as mobile sentries in key areas the main forces cannot stay in.
- Line Infantry: The bulk of the Legion, Line Infantry are well-trained and equipped to take on a standing army on equal ground. They are easily recognized by their unique blue coats.
- Light Infantry: Distinguished by their unique, large round hats, the Light Infantry are excellent scouts and skirmishers, able to stay mobile and cause significant damage to unsupported or isolated units, however lack the heavy weapons to engage more strengthened positions or armoured opponents.
- Assault Infantry: A compromise between the regular Line Infantry and the Shock Infantry, Assault Infantry are more specialized toward assault operations, much like their Shock Infantry counterparts, yet are capable of maintaining flexibility in most situations with their semi-automatic weapons the main weapon-of-choice.
- Shock Infantry: Highly trained and more experienced than the Line Infantry, the Shock Infantry are capable of dealing massive damage in close-quarters environments, sporting shorter coats, submachine-guns and automatic rifles.
- Guard Infantry: The elite of the Legionary, only a step behind the Praetorians, the Guard Infantry are given special training for combat in any kind of terrain or environment, as well as education in strategics and tactics to operate as singular units apart from the core forces.
Due to their status, the Guard Infantry are issued blue berets as their badge of honour.
- Reservist Infantry: Serving as a support unit, Reservist Infantry are commonly found manning support weapons or protecting the rear lines from enemy incursions, identified by their simple frock coat.
- Combat Engineer: A specialist skilled in heavy construction of fortifications and demolitions, Combat Engineers are commonly found behind the frontlines reinforcing strategies positions. As their primary role is for construction, combat engineers are not equipped to handle well-trained or heavily-armed adversaries, as they are only provided with rifles and submachine-guns for basic self-defense.
- Assault Pioneer: Providing the frontline forces with direct engineering support, the Assault Pioneer aids in light construction and obstacle demolition whilst performing the duties of a normal infantry unit. Often times, they are charged with the handling of specialized weapons such as flamethrowers and booby-traps.
- Commissar: The more formal “Watchmen” of the Legionary, Commissars coordinate and devise plans on the battlefield in cooperation with field officers whilst assisting troops in the frontlines. They often come from the Guard Infantry in which many formally serve in. As they adhere to the Party than to normal military command, they are often tasked with ensuring soldiers do not break from convention.
- Field Officer: Whilst other, more formal officers go through specialized education in strategies, tactics, and logistics, Field Officers are recruited directly from the ranks of the armed forces, composed of battle-hardened veterans capable of leading their troops through the toughest of battles. They are easily identified by their gray berets.
Praetorian: The Elites of the the Union Paramilitary, Praetorians are tasked with the most vital objectives and can hold the line against overwhelming odds. Their lack of numbers and high investment however makes them valuable units, and therefore losses are highly discouraged due to difficulty in finding replacements.
- Grenadier: The standard Praetorian, Grenadiers are highly-trained infantrymen with exceptional training and experience that stands above the Legionary in almost every aspect. They favour heavy weaponry, such as machine-guns and tank rockets.
- Ranger: The skirmisher of the Praetorians, Rangers are equipped with heavy weapons to deal tremendous damage to enemy flanks and columns whilst remaining flexible enough for mobile warfare.
- Infiltrator: Praetorian unit specialized in infiltration tactics, equipped with light, but powerful weaponry for high mobility.
- Stormtrooper: Designed for heavy assault, Stormtroopers are heavily armed and trained to engage opponents directly at the front, puncturing through heavily-defended areas in an effort to open new fronts.
- Commando: Commandos are considered the most destructive forces in the Union Party’s arsenal, capable of destroying a significant number of opponents on their own. Flexible and resilient, commandos are normally tasked to perform incursions into key areas dangerous for normal units, however may command other units from the front.
- Honour Guard: The best troops the Praetorians have to offer, the Honour Guard is responsible for protecting high-value targets from enemy danger. They are given the best equipment there is to offer in this respect, and have extremely good morale, training, and experience. Distinguished by their black-gray-blue uniforms.