World of Chaos - Fantasy Crossover NRP

Emperor: Battle for Dune was my first introduction to the Dune universe, and I think House Ordos is really cool. Besides, it's not like the fact that they mostly exist in Westwood games would really make a difference in a game like this, it's hardly conditional on a very strict definition of in-universe canon.

Besides, they have the best music



Yes, of course I could also loan from the Westwood games, but I never really liked how they rendered the setting there so I usually just ignore this version.
 
T_T
I am so lost. Can anyone give me a link to the CS where I could post my nation? And maybe one to the IC so I could see anything. This is getting to all the different levels of fucked up in my head, there are no words to list them all. I currently need an overwiev screen about nations and opponents/friends.
 
T_T
I am so lost. Can anyone give me a link to the CS where I could post my nation? And maybe one to the IC so I could see anything. This is getting to all the different levels of fucked up in my head, there are no words to list them all. I currently need an overwiev screen about nations and opponents/friends.
Read the thread from the beginning. You get all anwers you need from there.
 
Still waiting for a description of the other areas of Worluk.
It'd take too long for negligible advantages. I'll be sure to do that but for now writing the intros has the priority.
I can give you a very quick summary on a territory you chose as random trivia but just like Global Inferno or any other games of this type the starting location has little relevance aside from your relative location to certain players or the base features of the land.
The factions you meet will be determined by your co-GM.

Albeit if you tell me what kind of location you're looking for I can give you a couple of suggestions.
For example I would suggest you a place somewhere at the center of Malibderan. It's a desertish/sahara type land with Eastern style cultures.
 
It'd take too long for negligible advantages. I'll be sure to do that but for now writing the intros has the priority.
I can give you a very quick summary on a territory you chose as random trivia but just like Global Inferno or any other games of this type the starting location has little relevance aside from your relative location to certain players or the base features of the land.
The factions you meet will be determined by your co-GM.

Albeit if you tell me what kind of location you're looking for I can give you a couple of suggestions.
For example I would suggest you a place somewhere at the center of Malibderan. It's a desertish/sahara type land with Eastern style cultures.

Sounds interesting. What about more temperate, Mediterranean-like climates and culture?
 
Sounds interesting. What about more temperate, Mediterranean-like climates and culture?
The howling sea seems the most geographically similar to the mediterranean in that it's a mostly closed off and likely warm body of water that's much longer in one direction than it is the other.
 
Sounds interesting. What about more temperate, Mediterranean-like climates and culture?
There are many. The upper portions of Malibderan are medieval/reneissance stle trade countries among others. There are also arabic styled countries in Ayvar and perhaps Ys.
The junction of Gerondar is also assumed to be Mediterraean.
Really, it's all about the location relative to the equator and the presence of sufficient seas. Albeit the coasts of malibderan that are close to Dimuran are infamously desolate and some people are blaming a certain curse being carried over by the wind from those lands.
 
There are many. The upper portions of Malibderan are medieval/reneissance stle trade countries among others. There are also arabic styled countries in Ayvar and perhaps Ys.
The junction of Gerondar is also assumed to be Mediterraean.
Really, it's all about the location relative to the equator and the presence of sufficient seas. Albeit the coasts of malibderan that are close to Dimuran are infamously desolate and some people are blaming a certain curse being carried over by the wind from those lands.
Part of what made the mediterranean what it was was that it was a body of water that was relatively small in one direction (north-south) and much larger in another (east west) and was surrounded by land that put a lot of civilizations a few days of sea travel away. This was pretty unique as far as earth's geography went. Though the Black Sea seemed to replicate it in a smaller scale.
 


Faction Name:
House Atreides
Origin: Dune, soon after the capture of Arrakis and during the Fremen Jihad
Faction Type: De jure noble house, de facto theocratic confederation of Fremen sietches and tribes
Leader: Awwad
Population: 62.000
Faction Rank: (work in progress, the GM will give you this)
Color: Maroon
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:


Faction Introduction

The Fremen are the native inhabitants of Arrakis, "Dune" in their jargon, known throughout the universe as the only source of the spice melange, which allows interstellar travel.
Once a marginalized people living in settlements within caves in the desert, the Fremen have recently been united by a prophet, Muad'dib, who was also acclaimed as the Mahdi, their messiah, and, under his leadership, they were sent into a murderous rampage throughout the Imperium to spread the true faith.
Currently, a Fremen expedition landed on Worluk as a result of what appears to be a miscalculated jump by the Guild heighliner carrying their fleet and army, an almost-impossible occurence. Curiously enough, noone on this planet appears to speak either Fremen or Galach.

Faction Features
Jihadists
The Fremen are moved by religious zeal. Not only they do not fear death, or martyrdom as they put it, but they seek it and embrace it.
Better than the Sardaukar Which means that they're the best killing machines in their universe. Every Fremen is a supremely-skilled melee fighter, something accentuated by their signature crysknives, whose sharp blades are made of the tooth of massive sandworms. Fremen custom in times of peace dictates that no infidel sees the blade and gets out without the Fremen's consent. It also dictates that, once unsheathed, it may not return in its sheath unblooded. Maula guns are their ranged weapons, firing poisoned darts on long distances.
Surivalists Fremen come from one of the toughest environments imaginable, a vast, dry desert planet. Though the foreign ruling class once dismissed them as a pack of savages who barely got by in the erg, limited to few dozens or hundreds of thousands of people, the Fremen in fact thrived in the millions, having adapted to the hostile conditions of their planet. Much of their culture became based on the value and conservation of water and, for this reason, they created tools like the stillsuit, which helped recycle their own water. Adaptation to Arrakis also resulted in Fremen blood being ultra-coagulating, forming a crust almost instantly in cases of light wounds.

Technologically backwards Though firearms exist in the Duniverse, they're scarcely used due to the presence of shields which either block most bullets or go thermonuclear once hit by lasers. This essentially makes most instances of land-based warfare melee fests.
Drug-addicts Small quantities of Melange are present in many, if not most, meals and drinks of Fremen cuisine. Though Melange extends life, makes healthier and immune to many diseases and, in some cases, even grants limited prescience (used by Guild Navigators to trace the most convenient routes when folding space), the substance is addicting, and withdrawal can be an issue. Melange is also responsible for the characteristic Eyes of Ibad, the deep blue eyes most Fremen have, whose color eventually grows to engulf the white in the eyes as the addiction increases.


Military
40.000 jihadists
3.000 fedaykin
800 ornithopters
12.000 cannons of various calibers
Dozens of thousands of medics, engineers, logistics attaches, etc.
 
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Pre-war Fallout America, the Enclave, the Institute, and Caesar's Legion also fit. Religious terrorists like the GLA, the brotherhood of Nod, or Daesh also work. If you know anything about Paradox and Echoes; the Mediterranean syndicate or the American Unionists also fit.

Putting Daesh against the Immortals is of interest to me, because of their historical hatred of, and long history of wars against Caliphates. It would be a familiar foe. Same with any radical religious group, especially another Iranian group. @Queen Raidne
 
Faction Name: House Atreides
Origin: Dune, soon after the capture of Arrakis and during the Fremen Jihad
Faction Type: De jure noble house, de facto theocratic confederation of Fremen sietches and tribes
Leader: Awwad
Population: 12 millions on Arrakis, several dozens of billions on other planets.
Faction Rank: (work in progress, the GM will give you this)
Color: Maroon
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:


Faction Introduction
The Fremen are the native inhabitants of Arrakis, "Dune" in their jargon, known throughout the universe as the only source of the spice melange, which allows interstellar travel.
Once a marginalized people living in settlements within caves in the desert, the Fremen have recently been united by a prophet, Muad'dib, who was also acclaimed as the Mahdi, their messiah, and, under his leadership, they were sent into a murderous rampage throughout the Imperium to spread the true faith.
Currently, a Fremen expedition landed on Worluk as a result of what appears to be a miscalculated jump by the Guild heighliner carrying their fleet and army, an almost-impossible occurence. Curiously enough, noone on this planet appears to speak either Fremen or Galach.

Faction Features
Jihadists
The Fremen are moved by religious zeal. Not only they do not fear death, or martyrdom as they put it, but they seek it and embrace it.
Better than the Sardaukar Which means that they're the best killing machines in their universe. Every Fremen is a supremely-skilled melee fighter, something accentuated by their signature crysknives, whose sharp blades are made of the tooth of massive sandworms. Fremen custom in times of peace dictates that no infidel sees the blade and gets out without the Fremen's consent. It also dictates that, once unsheathed, it may not return in its sheath unblooded. Maula guns are their ranged weapons, firing poisoned darts on long distances.
Surivalists Fremen come from one of the toughest environments imaginable, a vast, dry desert planet. Though the foreign ruling class once dismissed them as a pack of savages who barely got by in the erg, limited to few dozens or hundreds of thousands of people, the Fremen in fact thrived in the millions, having adapted to the hostile conditions of their planet. Much of their culture became based on the value and conservation of water and, for this reason, they created tools like the stillsuit, which helped recycle their own water. Adaptation to Arrakis also resulted in Fremen blood being ultra-coagulating, forming a crust almost instantly in cases of light wounds.

Technologically backwards Though firearms exist in the Duniverse, they're scarcely used due to the presence of shields which either block most bullets or go thermonuclear once hit by lasers. This essentially makes most instances of land-based warfare melee fests.
Drug-addicts Small quantities of Melange are present in many, if not most, meals and drinks of Fremen cuisine. Though Melange extends life, makes healthier and immune to many diseases and, in some cases, even grants limited prescience (used by Guild Navigators to trace the most convenient routes when folding space), the substance is addicting, and withdrawal can be an issue. Melange is also responsible for the characteristic Eyes of Ibad, the deep blue eyes most Fremen have, whose color eventually grows to engulf the white in the eyes as the addiction increases.


Military
400.000 jihadists
7.000 fedaykin
1000 ornithopters
20 frigates of various sizes
Unknown amount of medics, engineers, logistics attaches, etc
First off, population means the number of people who are ON this planet with you. It's a sublte way of you having a chance to account for the number of your civilians.
Second, 400,000 soldiers are a ton. You aren't goblins or Skaven who would be attacking in huge masses.
Also why you need warships?

Anyways, you'll land in the Skald Empire. It's a mediterraean style country of merchants. It's the medieval equivalent of wild capitalism.
In short, Merchantopocalypse.
 
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Putting Daesh against the Immortals is of interest to me, because of their historical hatred of, and long history of wars against Caliphates. It would be a familiar foe. Same with any radical religious group, especially another Iranian group. @Queen Raidne
The GLA of course, is also a turbocharged version of Daesh and pretty much all interpretations of the GLA have hardcore radical islamists being a core part of the organization.

Of course, Daesh can't teleport with tunnels. :p
 
First off, population means the number of people who are ON this planet with you. It's a sublte way of you having a chance to account for the number of your civilians.
Second, 400,000 soldiers are a ton. You aren't goblins or Skaven who would be attacking in huge masses.
Also why you need warships?

Anyways, you'll land in the Skald Empire. It's a meiterraean style country of merchants. It's the medieval equivalent of wild capitalism.
In short, Merchantopocalypse.

Editing the pop, then.
400.000 may sound a lot but, according to Dune Encyclopedia, a force of 300.000 Fremen stood against a force ten times its size, winning, during a series of space campaigns against two solar systems, without its elite Fedaykin formations. It's mentioned in the paragraph about the Fremen Jihad. Should I decrease it to 200.000 or 150.000?
As part of the Jihad, it makes sense to assume that warships would be brought on the heighliners, it's how spaceships made it through the various solar systems, though I can only imagine they'd be mostly troop transports and maybe some gunships.
 
Editing the pop, then.
400.000 may sound a lot but, according to Dune Encyclopedia, a force of 300.000 Fremen stood against a force ten times its size, winning, during a series of space campaigns against two solar systems, without its elite Fedaykin formations. It's mentioned in the paragraph about the Fremen Jihad. Should I decrease it to 200.000 or 150.000?
As part of the Jihad, it makes sense to assume that warships would be brought on the heighliners, it's how spaceships made it through the various solar systems, though I can only imagine they'd be mostly troop transports and maybe some gunships.
WHat are the exact tenents of the fremen religion?
 
WHat are the exact tenents of the fremen religion?

It's born from an unspecified Third Islam (God knows which is the second one) and mixed with Buddhist principles. From this you get the Zensunni, who are kicked from planet to planet until reaching Arrakis which is their final and current home, this is where Fremen are born. Fremen religion is replete with Muslim Arab terms, and their language is pretty much just a simplified, mispelled Arabic. All of this several thousands of years into the future all the way up to 30 or 40.000 years from now. God is represented by the sandworm on Arrakis, a massive monstruosity several meters long which the Fremen have learned to ride. The Mahdi is their messiah (legends about the Mahdi were planted by a matriarchal society, by the way), and few decades before the beginning of the first book, they developed a messianic idea about making their planet green, an idea which was brought into their society by an outsider who eventually assimilated.
 
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It's born from an unspecified Third Islam (God knows which is the second one) and mixed with Buddhist principles. From this you get the Zensunni, who are kicked from planet to planet until reaching Arrakis which is their final and current home, this is where Fremen are born. Fremen religion is replete with Muslim Arab terms, and their language is pretty much just a simplified, mispelled Arabic. All of this several thousands of years into the future all the way up to 30 or 40.000 years from now.
Well I meant things like social tenents like whether they're accepting on nonstandard sexuality or political tenents like whether they believe religion should dominate over politics or the like.

This would determine whether the American government is going to let the missionaries come in or treat them the way they did with Scientology (I.E; please kindly find some other country)
 
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