The Gre'and Alliance

Homeworld: Cyros

This (basically) socialist alliance of dozens of worlds, none with FTL space technology, was founded on a world with hundreds of native races and access to a very special technology -- The Maric Gates. These upright hexagonal blocks of what appear to be carved rock were created long ago by a race no one knows about anymore. A race so far removed from the worlds they left the Maric Gates on that they are not even legend anymore. Despite the time, the system the developed to travel between worlds -- even into different galaxies -- still works flawlessly unless someone has taken it apart in some way, or a natural disaster has somehow buried it.

While the majority of worlds they control are empty ones they have colonized, some are worlds where the local populations have joined them.

So far they have not encountered another civilization of significant size or technology to threaten their expansion. Officially, they respect all native life and people are people. Reality isn't so pretty, though most do try to avoid slaughter.

Their process of investigating and acquiring or abandoning a world is well developed by trial and error over several generations.

Their PEF -- Planetary Expeditionary Force -- are well-trained, well-organized and skilled at their jobs. The first PEF to arrive after the small army of recognizance drones that deems the world of interest numbers approximately 500 divided between military defenders, special forces, scientists and support staff. Most PEFs will include both avian, aquatic and digging races with the predominant terrestrial ones.

They come with equipment and supplies enough to secure the area around the Maric Gate with a base of operations for the world. While they will normally receive supplies and reinforcements when they need them, PEFs pride themselves on being able to do their job in preparing the world for colonization with minimal assistance from off-world.

Canines are frequently leaders, and they are responsible (along with the less-acknowledged Lions, communal rodents and herd herbivores) for much of the civilization and organization that happens in the Gre'and Alliance.

Felines, primarily the more solitary ones, are frequently special ops and force-multipliers. It's a well-accepted 'fact' that one Puma, left to their own devices, is worth a sore of infantry.

Most races retain the core of the culture they had before the Alliance formed a world government. The full spectrum you find in nature, you will find among the Gre'and. Free love and monogamous-one-mate-for-life, amazons, matriarchies, patriarchies, egalitarian ... it's all there and more.

While average lifespan varies greatly by race, most races can expect to see their 70's, and an age of 100 is race but not unknown.

Size varies just as much. The smallest rodents and birds stand less than two feet tall. The largest bears can top 13 feet tall.

Wolf Names: The pack name comes first, then the personal name. Most will keep the pack name they are born with, but those who head out on their own or join a new pack may drop, change or take a new pack name.

Lion Names: The pride name, like their land, belongs to the females. A boy will have the pride name until he is considered an adult (which varies by family, but generally the mid-teens), when he will drop it and use only his first name for the rest of his life.

Sugar Glider Names: The last name is a combination of Gre (for girls) or An' (for boys) and their mother's first name. Vail GreRay's mother was Ray GreSunia, and her son is Jarin An'Vail.

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Report on Planet A3H-9KM-29C (Ayrth):

Nickname: Dremala

Atmosphere: High-nitrogen, oxygen, CO2 content. Trace elements include methane, hydrogen, helium, and others. Within tolerance of most Alliance species.

Available Terrain: Aquatic dominant (76% of surface area), all terrain types currently within Alliance space represented. Inhabited areas largely dominated by forested regions near the equatorial zone of the planet. Gate located in harsh arctic terrain near the magnetic north pole - vehicles and base resources should be adapted for arctic conditions on arrival.

Pollution levels: Background radiation levels vary planetwide, but tend towards upper level of habitable ranges for most Alliance species. Several low-radiation areas identified, many occupied by native species. High-radiation areas also often occupied; species likely evolved to resist radiation, most appear potentially hazardous. Other pollution minimal.

Dominant Species: Several unknown species. One species appears to possess intelligence and early, largely pre-industrial civilization. Presence of large number of ruined and overgrown buildings suggests that planet once hosted much more advanced civilization (Alliance standard) that had not discovered the Maric Gate. Fate of previous civilization: Unknown.

Transmissions detected: Low levels of psionic activity detected near large settlements. Radio transmissions detected from isolated locations within high-radiation areas; translation indicates likely WIP (Waste Isolation Project) sites. Few transmissions within standard Alliance bandwidths detected - drones sent to investigate disabled. Suspect isolated settlements of highly advanced intelligences that do not wish to be identified. Magical energies not detected.

Resources: Ruined cities display occasional artifacts in good condition at or beyond typical Alliance technology. Petrochemical resources available, much depleted from apparent maximum capacity. Unknown species of plants and animals may have medical uses, appear to be edible. Largest low-radiation areas have low-quality soil but sustain vast stretches of plant life - local plants may be able to be cultivated for use in terraforming projects. Mineral wealth of planet appears largely concentrated; considering conditions, seems likely that previous civilization harvested prior to collapse, but main depositories were not looted. Large quantities of gold, silver, and various gems available with ease if the depositories can be safely reached - tend to be located in high-radiation zones.

Water potable, much of it contains large concentrations of sodium chloride. Aquatic life appears unintelligent, edible.

Tech Level: TL 4 in active use. TL 7-8 available for salvage.

Recommendation: Colonize for resources. Locals may have knowledge of locations of old ruins. Avoid regions where drones lost until we are established.

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In the skies above Ayrth, a red sun burns brightly through the hazy skies. Large portions of the land are choked with twisted growths, the cursed plains thick with evil spirits that want to sicken and kill the living... or worse, twist them into one of the dreaded Knucklers who haunt the people of Ayrth.

But this world isn't without hope. Civilization has reached the point where it has begun to expand. The shamen and mages of the cities have begun to find ways to bind the spirits to their will, and use them to help, instead of hurt. They have even found ways to reclaim some of the Cursed Lands and begin to settle within them.

Explorers have begun to go out, risking their lives in the Cursed Lands, and in the Wilds, searching for the magic of the ancients, trying to find proof of the legends.

Dorad, the City of Gold.
Atlavatic, the City under the Sea.
Nu'Ark, the City of Steel.
Laveg, the City of Light.
Avadon, the Island of Mists.

These places do exist, in the hearts and legends of Ayrth's people. And the stories of the treasures that wait there, the comforts and luxuries, will make even sane men brave any risks.

But those who brave the risks of the Cursed Lands also risk finding legends of what they fear. The dragons and demons of legend remain buried in the graveyards of legend ... and if people think that the Knucklers are the only things buried beneath the ancient mountains of the Cursed Lands, they will be sorely, sorely mistaken....

The True History:

No prizes for guessing that Ayrth is really Earth, millions of years in the future. In future centuries, cybernetic and genetic sciences will progress to the point where, rather than fighting wars with traditional forces or so-called strategic weapons, the world's superpowers will use "cyber-genetic (C-G) soldiers" against each other. Nobody is entirely sure how the conflict started, but the best records indicate that it started when the NSCR (New Soviet Chinese Republic) sent its armies into the EU. The EU, and their US allies, responded with their own militaries. As during the Cold War, and many conflicts before and since, it was largely a war between numerous, cheaply-produced weapons (the NSCR's "Demon Troops") and the masterful, but less numerous, weapons of a more quality-oriented society (the NATO-backed "Dragons.")

As was often the case, the two forces proved evenly matched, but attrition finally began to take its toll on NATO forces. The war would have ended with NSCR dominion of the Eastern (and most of the Western) hemisphere, if not for the decision of nations in the Middle East to finally unleash their own doomsday weapons - while they hadn't developed C-G weapons anywhere near able to stand up to the Dragons *or* Demons (most considered the "Djinn" to be jokes, seriously), they *did* still have their nuclear arsenals. Sending out their Djinn with nuclear warheads, they struck out at both sides... who proceeded to respond with their own strategic weapons, their C-G weaponry tied up fighting each other. By the time it was done, much of the world was reduced to a nuclear wasteland, except for isolated pockets of civilization that had managed to survive through a mix of luck and advanced defenses.

The population left, that wasn't horribly mutated, either died or toughened up... and civilization was reduced to the stone age, left to develop all over again in a new, harsh world. Ancient legends of the great cities remain, often blending with even older legends of lost settlements and civilizations. These are what the Explorers are searching for... perhaps unfortunately, since each of the Ancient Cities is still very much inhabited.

Dorad (which used to be NORAD's base at Cheyenne Mountain, and was blended with El Dorado in myth and legend) has become the ancestral home of the Kucklers. Once they were refugees from the war who forced their way into the military base. They eked out a living, until the ancient reactors and nuclear facilities began to leak radiation. But, rather than dying, the people of Cheyenne Mountain adapted. Now, they are horribly inbred mutants, twisted by the radiation they've been exposed to for generations. They've managed to dig a network of tunnels and settlements that stretch out through most of the world, and they have their own legends of the Ancient Gods, the Dragons, and the Demons... and of older, more horrifying creatures that even the Knucklers hesitate to speak of.

Atlavatic (which used to be Vatican City, and blended with Altantis in myth and legend) was sunk in the course of the War, along with most of Italy and large portions of Switzerland. There are some survivors though, people who had used C-G surgery to make themselves amphibious before the world went to Hell... and unearthly creatures unleashed during the sinking of CERN, when the LHC's controls ruptured and the uncontrolled reactions opened a rift between our dimension and another one. Now, Altavatic is ruled over by the Black Pope, a C-G enhanced mortal who takes his commands from the new Gods. One day, they hope to return to the surface, and reclaim it in the name of Ayrth's rightful masters.

Nu'Ark (which used to be New York) is probably the most accessible of the ancient Cities of Legend. Protected from nuclear devastation by the sacrifice of its Dragon troops, Nu'Ark remains largely undamaged. The great buildings have been overgrown, but they remain standing, cared for by the hyper-evolved Ancients who live there. Taller, slimmer, with large eyes and a deep connection to the strange ecology of Nu'Ark, the People of the Sky remain the best hope for ancient civilization. But they are often besieged by the Knucklers, who found their way into the Undercity of Nu'Ark, and occasionally break past the guard patrols and their specially trained guard-beasts to wreak havoc in the streets of the walled city.

If Nu'Ark is the most accessible of the ancient Cities, then Laveg (formerly Las Vegas) is one of the least. Isolated in the middle of the desert, surrounded by Cursed Lands, Laveg remains filled with astounding architectural wonders, maintained by its own survivors, hooded people of the deserts who have become one with their inhospitable surroundings, and who revere their wondrous buildings as ancient temples and churches to the wonders of their ancestors.

Finally, Avadone (formerly London, mixed with Avalon of Arthurian legend) has suffered its own breakdowns. While many of its buildings have survived, the people of Avadone have been twisted and warped throughout time. Their civilization has regressed to the days of steam and coal, and Avadone is now filled with throwbacks to a time when Brittania ruled the world... and who plan to see that it does again, as soon as they complete their armada of steam-powered airships, capable of traveling safely above the Cursed Lands to carry armies to the poor, unenlightened lands around them.

There may be other Cities that remain (some people still tell legends of the Island of Nekotyo, where strange people with huge eyes and cat-like ears and tails use wondrous magical devices, fighting a secret war against the Demons and the creatures that rule Atlavatic, but most have discounted these stories as utterly ridiculous), but that's up to the specific GM.

Magic: Magic on Ayrth comes in one of three forms. Ancient technology, recovered from the ruins that remain of the pre-War world. Mutant abilities granted by exposure to the "spirits" (radiation). And, finally, the ability to manipulate the "spirits" to cause specific effects (the True Sorcery gift).

There are 11 stories in A Wild New World.


A Wild New World 1: The First Steps
With a colonization mission on the horizon, some of the Gre'and Alliance's Planetary Expedition Force relax and enjoy their favorite company.

NC-17 for M/M, M/F sex
Het Level is MediumHet Smut Level is Medium
Slash Level is MediumSlash Smut Level is Medium
Femslash Level is None
Herm Level is None

27 KB, Story is Complete, Series is in Progress
Written December 13, 2008 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Maned Wolf, Puma, Wolf
Contents: Furry. Het (M/F). Slash (M/M). All Original Characters, Relationship (Cross Species), Relationship (Established), Romance, Sci-Fi
Pairings: Carmidin Sul/Jaysa Tumrin (M Puma/M Maned Wolf), Silvercrest Garend/Silvercrest Talia (M Wolf/F Wolf)

A Wild New World 2: Demon Advances
Shortly after the first set of contact teams leave Maric Fort to meet with the locals of Ayrth, a communications attempt by a society at least as advanced as they are sets things into overdrive.

PG for Gen
28 KB, Story is Complete, Series is in Progress
Written December 12, 2008 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Contents: Furry. Gen.
Pairings: None

A Wild New World 3: The Builders
Jaysa and Carmidin lead the first PEF team to make contact with an indigenous group on Ayrth. At least at first look, the Builders seem to be good allies.

NC 17 for M/M, M/F sex
Het Level is HighHet Smut Level is High
Slash Level is LowSlash Smut Level is Very Low
Femslash Level is None
Herm Level is None

80 KB, Story is Complete, Series is in Progress
Written December 19, 2008 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Canine, Feline, Human, Maned Wolf, Panther, Puma, Wah (Red Panda)
Contents: Furry. Het (M/F). Slash (M/M). All Original Characters, Prostitution, Relationship (Cross Species), Relationship (Established), Romance, Romance, Sex (First Time), Sex (Public), Steamtech
Pairings: Carmidin Sul/Jaysa Tumrin (M Puma/M Maned Wolf), Xyanre Ko'Pa/Reina Gold (M Red Panda/F Human), Thomas Carbrin/female (M Panther/F Human), Thomas Carbrin/male (M Panther/M Human)

A Wild New World 4: An Act of War
On their first morning in the Builder city of Aecra's Bluff, the team awakes to find one of their members missing.

NC-17 for M/F, M/M/F sex
Het Level is HighHet Smut Level is High
Slash Level is LowSlash Smut Level is Medium
Femslash Level is None
Herm Level is None

98 KB, Story is Complete, Series is in Progress
Written December 30, 2008 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Bear, Canine, Feline, Human, Mutant, Puma, Tazmanian Devil, Wolf
Contents: Furry. Het (M/F). Slash (M/M). Abuse, All Original Characters, Crossover, Foreplay, General Unpleasantness, Non-Con (M on F), Relationship (Cross Species), Relationship (Established), Sci-Fi, Sex (First Time), Violence
Pairings: Carmidin Sul/Jaysa Tumrin/Selia (M Puma/M Maned Wolf/F Human), Xyanre Ko'Pa/Reina Gold (M Red Panda/F Human), Tanya Serenko/Knuckler (F Polar Bear/M mutant Human)

A Wild New World 5: Magic and Flight
A local threat, the Azma, pick a particularly bad day to commit a raid.

PG-13
Het Level is Low
Slash Level is Low
Femslash Level is None
Herm Level is None

69 KB, Story is Complete, Series is in Progress
Written January 3, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Avian, Human, Maned Wolf, Puma
Contents: Furry. Het (M/F). Slash (M/M). All Original Characters, Crossover, Magic, Relationship (Cross Species), Relationship (Established), Sci-Fi, Slavery (Legal), Steamtech, Violence
Pairings: Carmidin Sul/Jaysa Tumrin/Selia (M Puma/M Maned Wolf/F Human)

A Wild New World 6: Mapping Knuckler Turf
The Builders are far too excited by the mapping of Knuckler caves for Carmidin's tastes, but he humors them anyway.

PG-13
22 KB, Story is Complete, Series is in Progress
Written January 14, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Fox, Human, Panther, Puma
Contents: Furry. Gen. All Original Characters, Crossover, Genocide

A Wild New World 7: The Price of Fun
Thomas's distaste for condoms and indulgent nature bite him in a very sensitive place.

PG-13
Het Level is NoneHet Smut Level is Very Low
Slash Level is NoneSlash Smut Level is Very Low
Femslash Level is None
Herm Level is None

20 KB, Story is Complete, Series is in Progress
Written January 19, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Human, Panther, Ring-Tailed Lemur
Contents: Furry. Het (M/F). Slash (M/M). All Original Characters, Crossover, STD

A Wild New World 8: Trade Fair
With positive relations with the Builders of Aecra's Bluff well-set, the Alliance sends a group of traders there along with a permanent embassy.

NC-17 for M/F, M/M/F sex
Het Level is HighHet Smut Level is High
Slash Level is LowSlash Smut Level is Low
Femslash Level is None
Herm Level is None

73 KB, Story is Complete, Series is in Progress
Written February 4, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Human, Maned Wolf, Puma, Reptile, Wolf
Contents: Furry. Het (M/F). Slash (M/M). All Original Characters, Crossover, Master/Slave (Consensual), Relationship (Cross Species), Slavery (Legal)
Pairings: Carmidin Sul/Jaysa Tumrin/Selia (M Puma/M Maned Wolf/F Human), Kweti/Mairie (M Croc/F Human)

A Wild New World 9: Planning the Next Move
Mairie spends her first morning getting quite an education about Alliances races and the relationships between the five diplomats.

NC-17 for M/F
Het Level is MediumHet Smut Level is Low
Slash Level is None
Femslash Level is None
Herm Level is None

38 KB, Story is Complete, Series is in Progress
Written February 9, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Bat, Human, Reptile, Wolf
Contents: Furry. Het (M/F). All Original Characters, Crossover
Pairings: Kweti/Mairie (M Croc/F Human), Windancer/Mairie (M Bat/F Human)

A Wild New World 9.99: The Wild Hunt
Keldina Longstriker leads the two ranking Wolfpacks of Fort Maric on a hunt for a beast that is feared throughout the region. It is as much an education for her as it is fun for them.

PG-13 for Violence
Het Level is Low
Slash Level is Low
Femslash Level is Low
Herm Level is None

11 KB, Story is Complete, Series is in Progress
Written February 21, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Human, Wolf
Contents: Furry. Het (M/F). Slash (M/M). Femslash (F/F). All Original Characters, Crossover, Violence (Graphic)

A Wild New World 9.99: Nazca
Carmidin and Jaysa lead the males of their unit and the Sancros pack to investigate an area where many artifacts have been recovered.

PG-13
27 KB, Story is Complete, Series is in Progress
Written February 15, 2009 by Rauhnee Ranshanka and Karl Wolfemann
Setting: Ayrth, Gre'and Alliance
Primary Races: Human, Maned Wolf, Puma, Wolf
Contents: Furry. Gen. Femslash (F/F). All Original Characters, Crossover, Genocide, Magic, Sci-Fi

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