Radix


Geography

Radix has a frozen arctic equator. It has several continents, with diverse climates and weather conditions. Much of the land mass is cool and temperate, but, there are also large tropical areas near the poles.

Most of the Anthrosaurs who live on Radix are colonists from Monopolis. Most of these colonies are in the cool temperate regions, which have crags, tundras, thick forests, glaciers, and mountains, that Monopolis colonists are better equipped to survive in than the native cultures that have been there longer.

People

Of the three familiar worlds connected to Monopolis, Radix is the most frequently visited. Radix has several colonies founded by different groups at different times. Those Radix colonies with Monopolis heritage are made up of some of the more educated races: Gremlins, Harpies, Trolls, and Ogres.

Many of the colonies of Radix are quite independent, sometimes even hostile toward the Monopolis Corporation. They range from farmer communities to organized townships and even full-blown states and confederacies of states.

There is a harpy colony which has grown into a small confederation of states. This traditionally ultra-religious colony is where the best harpy translators come from. It has an independent university. (Although there is some Monopolis influence, particularly for recruiting purposes.) This “Puritan” colony's education system focuses on language skills, but also teaches theology, philosophy and other subjects. It is relatively homogeneous - one major race (harpies) with similar culture, religion and language throughout (not that language is a big barrier for these harpies.)

Other Radix colonies are dependent on, influenced by or outright owned by the Corporation. This is true of many of the university-centered colonies on Radix, where Monopolis educates some of their elite. These colonies are often protected by high walls and other fortifications.

There are also "indigenous" cultures on Radix which do not come from Monopolis, or at least do not have any recent connection with that world. Their culture is utterly different, and not particularly compatible with Monopolis. There are several of these indigenous cultures, and they are as different from one another as they are from the Monopolis cultures. None of the indigenous cultures have anything approaching heavy industry, or technology that resembles Monopolis. Their population is not particularly dense. Some of them do have their own farming technology, walled cities, and other primitive manufacture.

There are a large number of so-called “aboriginal” Basilisks in the tropical regions. They share a very similar religion to the zealots of the Trydeen overworld. They are the largest population of anthrosaurs on Radix, besides the Monopolis colonies.

There are also some tribes Manticores settled the tropical regions. These Manticores identify much more strongly with their aboriginal neighbors than they do with the Monopolis colonies. A typical village of these Manticores is composed of a complex series of domes and corridors. The economy is usually focused on specialized labor and communal living.

Sophisticated Vampire settlements exist on Radix. These Vampires are able to thrive without being constantly hunted by the Monopolis corporation. They tend to build spooky fortresses in hard to reach cliffs and crags.

Primarily in the arctic equator regions, there are nomadic tribes of Orcs. These Orcs engage in trade frequently with other races. They are often hostile to perceived threats. Trade does occasionally bring these tribes into the tropical areas of Radix.

Conflict centers around the clash between the Monopolis corporation and colonies, the Monopolis corporation and natives, natives and colonies, and between the universities and students. It sometimes involves the creation of new colonies, or the collapse of old (or new) colonies. Problems result from the soulless authoritarian mechanization of Monopolis culture, the fanatical zeal of colonial harpy puritanism, the strange and forbidden arts of the aboriginals, the bizarre workings of university bureaucracies, and the mad schemes of overly educated and clever (not to mention occasionally insane) people.

Things

There is some sea travel, but airships are a faster alternative, and can more easily navigate the arctic region that divides the planet in two. Sea ships are used mainly for short journeys, fishing, and sea dragon hunting.

Technology wise, Radix is derivative of Monopolis, though it has its own unique inventors and inventions, and it has a different style of agriculture. The technology of the aboriginal cultures of Radix is very different, and although generally simple, it sometimes includes some of the exotic technologies of Trydeen.

The Universities are notorious for having complex systems of abandoned tunnels underneath them, where socially questionable activities take place. The tunnels are also sometimes home to underground revolutionary movements, and sanctuaries for persecuted religious sects.


Copyright © 1997 - 2003 Seth Galbraith and Benjamin Galbraith