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Are you
ready?
First, you
take a seat in the Wave Chair. Seconds, after the Tech hooks you
up and gets the chair on-line, its time to take a ride.
As the system
powers up, an electro-magnetic pulse is produced by the chair
and washes over you like a wave of warm sunlight on a summer
morning. Your eyes are closed, and as the wave of warmth flows
over you, colors explode across your visual cortex and you are
transported into a new world of amazing sensations. What has
happened is that your consciousness is basically copied and
pasted into the matrix of your mech, as your body remains safe
in the Wave Chair. This process is referred to as “riding the
wave,” or “the ride.”
You open your
eyes and you are now a 3-meter tall (give or take a meter or
two), mechanized warrior. Your arms are the arms of the mech,
your legs are the legs of the mech, and all the power of the
many tactical systems of your mech are now extensions of your
own consciousness and are no longer separated from you by wires,
computer chips or mechanical connections of any kind. The Wave
Chair creates the ultimate interface between warrior and machine
– you are one, but without the looming threat of annihilation. If your mech goes down, your consciousness is swept back to your
body – unharmed. There have only ever been a few cases where a
consciousness was lost before it could get swept back.
That is how
the warriors of War World mount up. War World’s primary outlet
for mech on mech combat (for sport and for training), is the ACN
(the Arena Combat Network). There are ACN arenas located
throughout War World – mostly inside the protected confines of
the seven city-states. However, there are many arenas that are
not protected by the laws of the city-states, where a much
fiercer and deadlier form of mech combat takes place; sometimes
for sport, sometimes for punishment and sometimes for conflict
resolution. |
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The
planet is basically one massive war zone with several designated
“neutral” regions. War World is roughly 2 and one half times the
surface area of the Earth (a small planet in the western spiral
arm of the Milky Way Galaxy – it just seems like a good point of
comparison). The gravity is slightly higher, and the rotation of
the sun in the War World system (where it is the second planet),
gives you a 31.3-hour day – which is just called a “day.” The
day was broken into 30 components that approximate an hour, and
for our purposes translate just fine into hours.
The neutral
regions of War World have been designated into city-states, and
there are 7 of them across the planet. These neutral areas are
vital to the on-going functioning of War World as a commercial
enterprise, and provide the planet with the ability to
participate in commercial trade with other worlds.
More than 200
years ago, the current system of neutral city-states did not
exist, and for anyone venturing to War World, it was a pretty
rough place to go if you didn’t have an army. Since most
potential visitors did not have armies, it was deemed an
inhospitable place to visit. Several of the more powerful and
organized groups of people inhabiting War World, at the time,
decided that progress would be a good thing for all considered
and that even though their differences were not going to be
settled anytime soon (since they all disagreed as to who owned
what piece of the world and who should be in charge) that they
could still come to some understanding as to how to move forward
as a whole. Thus, the neutral city-states were born. They were
geographically centralized so as to evenly cover the
three-quarters of the surface that were accessible.
The seven
city-states were allowed to grow and develop on their own, with
contributions from each of the groups interested in
participating in this new form of commercial stabilization. Each group decided how much money, resources and man-power they
were going to invest in this new project, and then based on a
valuation of the total investment, each group was allowed to
have a percentage of each city-state, assigned to them as their
fraction of the overall government and the individual
governments.
Each
city-state is independent, as there is no real centralized
government. The truth is that outside the city-states, it is an
on-going and all-out war between anyone and everyone that lives
on War World. At the time the city-states were founded, there
were 177 different, distinct groups that called War World home. Of those 177 groups, 39 of them participated in the development
of the city-states, and those 39 groups each had a
representative in Gol, the Gathering of Leaders (GOL) – a
counsel that was designed to ensure the city-states were
providing for War World exactly what it was they were designed
to provide: an interface between the planet’s vast resources,
technologies and industries and the rest of the Universe, so
that War World could evolve from a planet bathed in war to a
planet commercially dedicated to the business of war (while the
rest of the warring territories could still be bathed in war).
Nothing
changed outside of the city-states. War was still the way of
life for most every inhabitant, but there was now a secondary
function for the world that allowed for economic, social,
spiritual, scientific and technological growth. Also, the
city-states provided a haven for those inhabitants that wanted
to be separated from the constant conflict and destruction of
the warring territories (that is, everything else).
Gol meets
once every year for a week, to make sure that the city-states
remain neutral and uninvolved with the warring territories, and
that War World is allowed to grow and to actually listen to the
voices of its inhabitants. Groups come and go. Civilizations
even rise and fall through the passage of time on War World. It
is unlike any place else, in that War and Peace live
side-by-side in and out of the neutral city-states. Mechanisms
have even been put in place so that when a faction is near
extinction, it may request admission to a city-state so that it
may be allowed to survive. However, upon admission, those
members of that faction are no longer allowed to fight under the colors of their original faction and they must become
mercenaries. Once, there was a faction that was admitted to a
city-state, and used the opportunity to rebuild and restructure
so that they could return to the warring territories to seek
their revenge on their enemies. Word of this spread to several
members of Gol, and the remaining members of the newly healed
faction were allowed to continue with their plans (which they
thought were secret), until they had assembled to launch their
retaliation – with overwhelming numbers of more than 500 to 1, a
combined force of several of the most powerful factions laid
waste to the upstart group – completely. The field of battle,
or really, the field of total destruction was left as a reminder
of the rules that Gol had agreed upon, and a monument was
constructed with the charter of Gol and the city-states carved
into it (and some copies available to be taken by passers-by). From that point on, it was understood by all those inhabiting
War World that the rules which were formed to foster growth for
everyone would never again be questioned or broken by anyone. The monument left behind, known as the Consequence stands today
and is the one landmark on War World that every inhabitant is
familiar with.
So, Gol is
now (in the year 4010) made up of 19 representatives from the 19
most powerful groups in the world. Of the 39 originally
represented groups, 7 of them no longer exist and the other 13
were absorbed into the remaining 19. There are still a few
dozen unrepresented factions, but they agree to live by the code
of the neutral city-states as Gol first laid it out. Those 19
factions share in the control, ownership and profits of the 7
city-states. For example, based on the original investment by
F-Tek, they control 30% of 2 of the city-states, 10% of 3 of the
city-states and 0% of the other two city-states. Once it was
calculated what everyone had invested, Gol then allocated an
overall percentage of the 7 city-states that each group could
individually claim. The percentages listed above were the
breakdown that F-Tek (originally called the Thrall) decided
upon. They did not want any ownership of the city-state
farthest from their territory, and wanted to concentrate their
interests in the two closest to their region. Now, F-Tek has
land holdings across a large portion of War World, and they have
done several deals over the years to consolidate their holdings,
pulling out entirely of the other city-state located the next
farthest from their home region. Each of the other 18 factions
represented in the Gol has their own scheme for allocating their
ownership interests. Any group is allowed to join Gol, and at any time can
make an offer to one of the other groups to buy into their
interest in any of the city-states.
Because of
this amazing agreement to leave the city-states free from
conflict, and the monument that stands to show what happens to
those who do not abide by the charter of the city-states, War
World has been able to flourish.
The
city-states now offer to the universe at large the most
expansive and exhaustive market for weapons buying, selling and
trading, weapons technology, combat training, and mercenaries
that has ever been. The entire universe, known and sometimes
unknown, journeys to War World to take advantage of the markets,
resources and industries which are there.
One of the
most popular elements of the entire world is the Arena Combat
Network (ACN). Mechanized warriors battle for money, glory, to
showcase their skills as warriors and to master the art,
strategies and tactics of Mech combat. The ACN is so popular
that certain matches are actually transmitted from War World and
televised on more than a thousand other worlds throughout the
known universe. These Mech pilots represent every aspect of the
cutting edge of combat, and the Mechs themselves are the
ultimate armored warriors. Interests from around the universe
travel to War World in hopes of being able to find and enlist
the services of the greatest Mech pilots alive to help them wage
war, defend homes, journey into the most dangerous corners of
creation and fight for money and power.
There is much
that remains a mystery about War World itself and its long
history. The most mysterious link to the past is the Watcher. The Watcher is a space-born satellite that stays in a
geo-synchronous orbit over the 1/4 of the plant’s surface that
is not accessible. This area is seemingly perfectly habitable,
but the Watcher prevents any and all from journeying there. The
last time that a group attempted to access the region below the
Watcher, or approach the Watcher itself, the consequences were
immediate and devastating. It took place before the city-states
were formed, and due to the passage of time the details of the
story are unclear. However, what is perfectly clear in the
minds of all those who live on or journey to War World, is that
nobody approaches the Watcher or the corresponding surface area
of the planet underneath the Watcher – approach equals
destruction, and that is just the way it is. Although, it is
still believed by many that the faction which can one day
control the Watcher will rule War World and become the most
powerful force in the Universe. Luckily, this is a theory that
never gets tested.
The Watcher
is in fact one of three satellites which hover above the
planet. There are two other satellites which are completely
inactive. They are perfect spheres, roughly 800 meters in
diameter, and completely impenetrable. Many have tried to board
them, tow them, destroy them, enter them, cut them open, etc.
Suffice it to say that there has never been any form of success
when it comes to doing anything other than ramming the sphere –
which results in significant damage to the rammer and absolutely
no discernable damage to the rammee. It is a widely held belief
that there must have been four satellites at some point –
symmetry would suggest it. However, upon review of the failed
attempts at doing everything with respect to the two dead
satellites and even approaching the one active satellite, it is
hard to imagine how the fourth satellite was ever removed –
unless it was removed by those that created it. That brings
this tale to the greatest mystery of all: who built the
satellites in the first place. The second greatest mystery, and
probably the most speculated about though is what were they
built for. Strangely, the whole question of “what’s located on
the 1/4 of the planet’s surface which is completely
inaccessible” seems not to be of as much interest as who built
the satellites and what they are for. It seems that if the
question of what is under the Watcher is ever answered, that
some light would probably get shed on what the satellites are
for and who built them. Who knows. |
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On War World,
those who have descended from what is thought to be the original
inhabitants (although it is practically impossible to determine)
have a very fascinating religious belief system. There are two
sides to this system. The first side (which is represented by
almost 99% of the descendants) believes fundamentally that their
God is located in the core of their world. This is not to say
that the world is God, but that there is an all-powerful being
that actually exists (physically) and who is responsible for
looking out for all the inhabitants. Unlike a classic belief of
a supreme-being who is “everywhere,” or who “exists,” the
descendants of War World’s past believe as plainly as they
believe in the existence of each other, that this God is real,
is located inside the world, and that they need him. Over the
years, this belief has decreased in intensity, such that it is
just a feeling that everyone lives with, rather than something
that controls their lives. Now, the flip-side to this belongs
to the less than 1% of the descendants who have a very different
take on things. They believe that this feeling they all have is
actually because they are somehow supposed to be making sure
that this being never leaves their world. The vast majority see
this sense as meaning that the being is there to protect them,
and that there continued existence is predicated on their God
being present on or in their world. Whereas, the minority
believe that this so-called God is actually quite evil, and it
is somehow their responsibility to make sure that it never
leaves. Oddly, both sides do actually agree that this being
needs to stay on War World, and that it is an absolutely
unquestioned belief. Both sides sense this truth with every fiber of their being and subsequently do not ever question
either its existence or its validity. There is very little real
conflict over these beliefs, as most of the descendants of War
World have moved to the city-states and live under the rules
that conflict and aggression are not allowed in the city-states
with the exception of the ACN and other similar outlets for the
natural tendencies of War World’s inhabitants. There are a few,
isolated sects in the warring territories that hold to more
radical and pagan practices with regard to the God that they
worship – just like every other religion known (and probably
unknown)…there are always fanatics who don’t speak for the
whole. But, who you’d like to stuff in a hole.
There are
plenty of other religious beliefs present on War World that have
been brought there from the far reaches of creation, but none
are felt by anyone quite the way that the descendants of War
World’s past feel this religion. The majority call it Vouse – a
form of an ancient word meaning protector; as in, “I am a
follower of Vouse.” The minority call it Tenneth – a form of an
ancient word meaning bringer of destruction; as in “I am a
believer in Tenneth.”
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