Monday, November 16, 2015

The following account is a brief history of our realm written by David Keller a famed author from Tri-City known for his thrilling crime dramas inspired by the city. This is his first attempt at non-fiction and it holds up as a good overview of the realm.

Steel and Sorcery 
-The Realm of Arcana and Machina- 
by David Keller

Forward:

Steel and Sorcery is my account of the world as we know it with information sourced from works and interviews around the realm. I freely admit there is a bias of mine as a writer from Tri-City and I hope you can forgive that bias. I endeavor to give a brief overview of our realm so as to let everyone know a bit about it all without going into overwhelming depth in any one area. I hope you enjoy. 
-David

A Brief History of the Realm:

History Age of Old: (0-5000 before new age, 0-5000 elven calendar) The world was run by warlords ruling their own fiefdoms warring with each other over power, land and resources. Few kingdoms existed and even fewer survived the constant warfare. The most barbaric war bands were typically ruled by the monster races (Orc, goblin, Minotaur, giant, etc.) though they’re still many run by men, elves and dwarves. This time was unruly with minimal laws other than pay tribute to your warlord and fight if called upon. This was the way of the realm for many thousands of years from the dawn of recorded history to the Age of the Enforcers.

Age of the Enforcers: (0-264 new age, 5000-5264 elven calendar) On what would be called the Dawn of the New Age magical beings started appearing known only as The Enforcers. Powerful spell casters that descended from the heavens and could out class even the mightiest spell caster of the realm. They had a message that would change the world, stop warring and establish order. While obvious these days back at the start of the Age of the Enforcers it was not as obvious and many warlords resisted. Though they were an intimidating force The Enforcers never used force against those not directly opposing them. Even those who did oppose them were not outright killed but it was later discovered they were imprisoned in the Guamlee desert. Year by year order was established, laws created, kingdoms and empires forged on the basis of law and order. Conflict between these was rare and if it came to pass the Enforcers came to reestablish order. While most of the civilized people followed the new way most of the monster races did not, in order to fight the Enforcers they created blood magic. The blood magic allowed them to slay Enforcers a feat never known to happen before. In response The Enforcers created constructs (we now know them as the Warforged) to combat the monster races. They were without mercy and utterly destroyed the monster races whose survivors went deep into the harshest environments of the realm to escape them. For another 200 years The Enforcers stayed to ensure the smooth transition of order. As quickly as they came the enforcers left the realm ending the Age of the Enforcers.

The Age of Order: (264-1034 new age, 5264-6034 elven calendar) The Age of Order represented the time following the departure of The Enforcers but before the modern age. Many of our laws, political and religious institutions were created during this time. With stability comes progress and many of the great magical inventions saw their birth during this time. The age of order also saw the return of the monster races in a brief but devastating war called Bellum Monstrum (399-405) at which conclusion the majority of the monster races were either mostly civilized (Orcs and giants), went into hiding (goblins), or were out right killed (Minotaur). This war also was the last time a dragon was recorded seen in the realm. It is speculated that The Enforcers may have done something to these ancient creatures since there appearances lessened during the age of the enforcers. In the years since the Bellum Monstrum (the war of the monsters) many changes happened in the lands of the civilized people. The gnomes built their first flying city Pola, the Dwarves became less and less common outside of their own cities. It is rumored that The Dwarves may also be nearing extinction since no official contact with a Dwerven government has happened since 942. While there are a few pockets of dwarves on the surface many believe these are all that are left of the once numerous and proud race. After the Bellum Monstrum the elves left the major cities of the other races to live in their old cities of days gone bye and the countryside to become farmers. Many speculate why the elves decided to leave the city; become more in tune with nature, to escape the control of non elves, for protection from monsters, but no one really knows aside from the elves themselves who are either not interested in sharing of do not know themselves. This has led to great advances in food production, for having a highly magical race farming a good portion of the land tends to produce more food faster. Humans continue to be the largest group in the realm sitting over the most land and holding the most leadership roles in the land. Most political reforms came from this age too. Democratic republics replaced many monarchies, autonomous collectives started popping up in the countryside and monarchy's were reformed to establish a system where nobility and common folk alike had access to make policy. These advances gave rise to the modern age which many historians argue was ushered in with the advent of the magic drive engine.

Modern Age: (1034-today 6034-today eleven calendar) The magic drive engine (see technology entry) revolutionized the world as we know it not only did it allow for faster sea ship but it led to two brand new modes of travel the magerail and the fritz (horseless carriages). While the magerail brought speed to covering vast distances of land the fritz brought the conveyance of a horseless carriage to more people than could afford to actually the cost of a carriage and full crew. Owning a fritz was not for only the super wealthy but even those of moderate wealth could afford one. With more and more people on the move it became prudent to change the way money was available. Paper currency makes up the larger denominations, Gold Pages come in increments of $1, $2 $5 $10 $25 $50 $75 and $99 Platinum pages come in $100 $200 $500 $750 and $1000. Some of the money traditions of old have been preserved, copper pieces still represent $.01 and silver prices are representative of $.25. The different nations of the world have developed their own currencies though in accordance with the "standard monetary treaty" they all use the same denominations. Many nations chose to use various historical figures or current political leaders to indicate it is there money. While war is something that has been mostly scarce since the end of the Bellum Monstrum there have been minor conflicts most of which come from strained relationships between neighboring nations. The most well known of recent history was between Vack and The Hito Region where both sides attempted to take control of The Gem Fields, the conflict lasted 16 months and it ended with Vack ceding all claims to the Gem Fields. The Gem War sparked renewed investments in peace keeping technologies and weapons in case the peace failed. In recent years the largest threat to order has been the rise of organized crime throughout the realm. Many in the local authorities have tried to curb this rise with little or no impact.

Nations of the Realm:

The Regency of The Departed: The Regency of The Departed is a land where the people are devote followers of The Enforcer Code (see religions). This code is very rigidly followed, with infractions even very minor ending up with the perpetrator imprisoned, reeducated or banished. The law is enforced by "The Hands of Might" (see organizations) the law enforcers made up entirely of war-forged. It is estimated 9 of 10 war-forged live in The Regency of The Departed due to the lands rigid following of the enforcer code which the war-forged treat as a religion. The Regency is led by the current King, King Gail Nordik (a human) who is the longest reigning king who’s reign has lasted for the last 84 years. Many believe that he is not the true leader but merely a figurehead for the court advisers and their will. The king rules over a diverse people including humans, the largest concentration of Warforged in the realm, some Orcs, Halflings, gnomes and a few dwarves. Most of the people who live in the Regency live near large mines with few living as farmers and fishers. The land is rich in minerals and trilop (tri-lop) crystals (see technology) (the most potent storage and conversion device known for magical drives). In recent years the land has received a massive influx of people looking to make it big in the newly discovered trilop deposit. This has strained the enforcement of the rigid code over all the new comers.

The States of Hornd (Horn-ed): The States of Hornd is a nation comprised of 17 states each one sending representatives to the nations capitol every other month to pass laws and allocate taxes. There is also an elected council of 5 who lead the country through implementation of the laws passed by the states representatives as well as running the day-to-day operation of the government. There is a large impetus on the government to provide for the people, which has led to heavy taxes. Inhabitants are treated to many free services but they also pay from 25% to 85% of their income to the government to pay for them. The nation has no official religion but the majority of the people are Tatikcar (see religions) followers, which are seen in many elements of the culture. The country is seen as one of the wealthiest in the realm right behind the Regency of The Departed. The wealth of The States of Hornd comes from technologies developed and sold to the rest of the realm; nearly all-major innovations in the last 1,000 years have come from the states. The states are not per say pacifists but more isolationists. That being said, some of the most powerful weapons of war have come from The States of Hornd, in the hopes of never being used, though many speculate that the states are stockpiling weapons in case they are ever attacked.

Belypho (Bell-ee-foe): The city-state of Belypho is one of the most mysterious nations of the realm with most of the knowledge (which is very limited) of the area predating the arrival of The Enforcers. Ever since the arrival of The Enforcers the entire territory has been isolated via a magical dome extending over around and seemingly under the land. In recent years an ancient text before was found and scholars who have been working on translating it have come up with a few answers. The parts that have been translated indicate that a warrior class that did whatever it could to expand its territory until the entire island ruled the land. In addition the warrior class ruled over the rest of the classes and people.

Vack (Vah-k): An elected vampire council rules the country of Vack. Every 5 years the people of age in the country vote for their leaders. If a leader is elected who not a vampire their predecessor will turn them into one. The leaders work as an elected body to create laws and lead the army in times of war. The transition of power from one council member to another typically goes smoothly with the leaving member turning the new member in to a full-fledged vampire. Those vampires voted out of office will often serve as advisors for the government. It should be noted that there was a brief time (right before the Gem Fields conflict where a council member turned his replacement into a thrall and through him started the conflict. Once this treachery was exposed the vampire was executed. The country itself is rather arid with little rain through the year. The primary good of the country is a rare compound known as levastal (lev-a-STALL) (see technology), which allows for flying machines. The gnomes quite often trade with Vack to build more or repair existing flying machines.

Salem: The nation of Salem is the only land in the realm ruled by witches. The entire government, its officials and armed forces are made up of witches and their allies. The witches of Salem are made up of the women and men that show the most promising magic or are easily controlled. All non-witches are by law considered second-class citizens, to follow the law and obey the witches. The witches rule the land harshly and there are few liberties given to the second-class especially those without magical abilities. Being the southernmost inhabited part of the realm Salem is a frigged wasteland where the only thing going for it is its disproportionate amount of magic users a phenomena that many attribute to some unseen force there. The witches have been known to use their child scent to sniff out promising and strong magic users to grow their ranks.

Er-Zi Island: Er-Zi Island is a rather large island off the coast of the Brell protectorate. It's only know inhabitants are children under the age of 17. From what traders with the island have found out on the 17th birthday of an islander they are exiled and sent through a portal never to be seen again. The inhabitants know that their comrades arrive in Brell near the top the realms tallest peak. Not much is known about the culture other than that there is no one over the age of 17 that permanently lives there. Those who trade with the island are always met by the islands guard and are told to leave right after their business has been concluded.

Brell Protectorate: The Brell Protectorate (Bre-ll) is a large region just south of the Wan Shi mountains and the wild lands that lie north of them. Most of Brell is desert with little rain. Though life is still very abundant, cacti, palm trees, coyotes and other desert critters make up the countryside. In the few towns there are hustle and bustle life styles mixed with slow and go desert lifestyles depending on the time of year and day. Winter sees the most activity with temperatures in the mid 60's to low 70's and rains being more common place. The summer can reach as high as 135 degrees with no escape from the heat outside. The coast is the most popular area for living since the sea wind cools the land and the people have access to many exotic fish. The people here are migratory working and living in their desert homes in winter, mining for gems and precious metals. The people bring what they mine back to their coastal homes in the summer to avoid the hot desert climate. Few civilized people live in the desert year around. The Grathmount Orc tribe lives deep in the Guamlee desert (near where the Enforcers detained the warlords in the Age of the Enforcers) are the largest group of permanent residents. There are a few small towns but they are few and far between. With no one to contest it in the desert the Brell Protectorate expanded to the very edges of the Guamlee desert. While there are few roads that go through the desert those that exist are considered very dangerous with reports of some of the monstrous races attacking traders.

Welgot: Welgot (Well-got) is the community founded by those expelled from Er-Zi Island deep within the Brell Protectorate and is comprised nearly exclusively of humans with a few wayward gnomes and the largest known community of dwarves. Being on the surface near the peak of the Mountain of the Ascended (highest point in the known realm) the inhabitants make a good living despite being near the peak of a mountain in the middle of a desert. Money is made off of all sorts of pilgrims heading up the mountain and off of the rare magical components that are only found on the mountain. If you ask the humans about their lives on Er-Zi Island all they can say about living there is was a nice place. A curious oddity of the town is that there are not any human children nor have there seemed to have ever been any.

Gnomish Flying Cities: the Gnomish Flying Cities are one of the realms most spectacular technological achievements and a truly phenomenal site to behold. Built from an earthen base these cities typically fly several hundred feet above the ground. They are able to through use of levastal, which is also used, in their smaller flying machines. A fifty-foot high invisible magical barrier surrounds each city, in order to prevent accidental falls off the city. The edge of the cities are always the smallest buildings no more than three stories. The center of the city houses the tall structures that can reach 80 stories. Each city is led by the most powerful mages who use their powers to maintain and grow the magical power of the city. The cities are powerful in magic and its citizens are happy. There are currently 5 flying cities Alacore (All-a-core), Marbeck (Mar-beck), Drash (Dr-ash), Helki (Hell-key), and the Capitol of the gnome confederacy Pola (Pole-a). Each city has a primary dock in the land where it can land for special events, really rough weather, or to interact with those on the ground. There are numerous secondary docks that any city can use. These docks are large holes in the ground with extending bridges for the major roads (where the magic barrier will be temporally disengaged). The gnomes typically do not involve themselves in the politics of the land dwellers but the gnomes have been known to aid those on the ground.

Elven Cities: When the elves decided to move away from the cities of the other races they mostly went to their remote cities and the farms nearby to be one with nature again. There are 4 known elves cities and several smaller communities near by each. The cities (Gladefall (glade-fall), Cactibark (cati-bark) Willowwisp (willow-wisp), and Frostrose(frost-rose)) are located in vastly different parts of the world. Gladefall is in a temperate forest and is home to many elves and the largest population of half-elves in the realm. Gladefall also has the most non-elves of all the elves cities and the largest non-gnome made gnome dock. Cactibark is a city in the Guamlee desert right on the edge of the Brell Protectorate. Here the elves battle heat, bandits and monsters but the largest cactus forest in the realm protects the city, with the cacti being so dense near the middle that walls for the city have been deemed unnecessary. The city is built around a spring that provides the city with water as well as the surrounding forest. Every three months the spring erupts into a geyser causing it to "rain" for several days. Willowwisp is located in a deep dark forest where there is no sunlight that penetrates the canopy. The city is home to mostly Drow but also a few dwarves and humans. The city is a favored spot for those who do not wish to be found for most do not wish to venture into the woods around it. Frostrose is right outside of Salem and is home to frost elves (elves, half-elves, and Drow who have all adapted to the cold). The city is known for its Festival of Lights every winter and being bitter cold.

Hito Region: the Hito Region is one of the largest regions in the realm with the largest portion of the world’s people living there. The region is home to mountains, deserts, marshes, jungle and plains. The people live under various low leaders known as bosses, who lead small areas of land. The bosses report to dukes who report to the king. The system has existed for many years (since before the Age of Enforcers) and has worked very well. Some speculate that the Hito regions governmental system of law and order was the inspiration for The Enforces to apply their order through the entire realm. The region is known for its large government bureaucracy and numerous law enforcement agencies. The military of Hito is the largest but one of the least advanced in the world, which has led to some interesting training exercises with the automatous city in its boarders, Tri City (the most advanced military). The current ruler is Iraras (Ira-es) a Halfling ruler who is pushing to fully modernize the country. He has led to the increase of Magerail transit, roadways for all the new modes of transportation including bikes and walking and lastly military advancement for a more modern force. This has been a long process but it is running smoothly. The largest struggle the country has had has been getting the people to urbanize moving from the rural parts of the region to the cities. With the elven farmers in the area helping to rapidly increase food production less hands are needed in the fields to feed the country.

Tri City: Tri City is and autonomous city in the Hito Region located between 3 rivers (Cho, Trill, PiƱa) that run through the city to the ocean. The rivers have made the city a focal point of trade, which has made it very wealthy. There are 8 districts in the city; financial, art, Orc, elf, seaport, gnome docks, Arcana, and Machina. Each district has its own unique feel and population. The high-class citizens live in and around the financial and art district while the less well to do citizens live in the Orc and seaport districts. The city itself is wealthy but there is still a fair amount of poverty and recently gang activity as well as organized crime. Teahouses dot the city as well as their respective gardens, which are some of the most tranquil areas in all of the Hito Region. There are numerous martial arts schools through out the city including a giant statue of the greatest of them all Grand Master Bruce Leon. The art district houses the cities multiple theaters, art galleries and concert halls. Tri City is also home to the "Technological Fair of the Realm" a showcase of technology and cultures from all around the world held every 2 to 3 years. The city is connected with a massive rail system that transports its inhabitants around from one district to another, with sub rail systems through each district. The city is home to every advanced form of transportation so much so that the law enforcement use them to patrol the city and uphold the law.

Poise Island: Poise Island is an island south of the Hito Region it is home to the religious group known as The Balance. The members of The Balance believe in living in peace with their natural surroundings and therefore have built only humble structures and keep their population to a small size. Their primary community is in the heart of the island though there are other small communities around the island that gather or trade goods and foods with the central community. As a very spiritual people they invite others seeking betterment of themselves through nature or through the divine to visit one of there many humble retreat centers. They share the island with a small group of monks that were invited by the followers of The Balance to set up a monastery near the top of the islands dormant volcano.

The Zelk Nation: The Zelk Nation is island nations made up of the island chain known as the tears of Won, named by the ancient inhabitants of them. The ancient structures on the island predate recorded history and appear to be eleven in design. A common theory is that there was once a culture of elves that were sea faring but are long dead. The island is a lose confederacy amongst various states made up of each island. They have a highly efficient shipping industry and boats are used daily for commerce between the states and with other nations. With Belypho so close a lot of mages visit to inspect the dome. In the years of old the inhabitants of the Zelk islands were worried about invasion from Belypho and built various defensive structures, after The Age of Enforcers and the threat from Belypho subsided the defenses fell into disrepair. The Zelk Nation is mostly made of humans but it is also home to a fair number of gnomes. The area is very hurricane and typhoon prone and its people have adapted to it accordingly. The president of the confederacy a human woman named Fawn Atwers (At-wears) a shrewd political leader who has worked to create a political climate where elections of each states officials is done in a fair and efficant manner.

Woswal: Woswal (Wos-wall) is a group of islands off the cost of the Hito region ruled by the Dwerven Lord named Hodmolin (Hod-mo-lin) Barbedtoe (Barbed-toe), which is rare since there are very few Dwerven rulers. Barbedtoe rules the land with an iron fist keeping the rich in control and enslaved the lower class. The slave population of Woswal outnumbers the slave holders some 10 to 1 but the slave holders are able to maintain control through the use of hired guns typically The Mercury Men to keep the slaves in line. The slaves and Mercury Men are used frequently to attack goblins and other monster races believed to have caused the loss of the Dwerven people. Slaves are typically captured through combat, raids in monster lands, or bought from Salem. Gnoll’s make up most of the slave army as they frequently targeted the governments of Vack and Hito and detained before they are shipped out of country. The country itself is fairly poor with so much of its resources tied up in trying to kill the goblins. The non fighting slaves are responsible for the food production and weapon creation.

Races of the Realm:

Author Note: This is a brief overview of the races I have encountered and the information I have gathered on them is from interviews, texts and first hand accounts.

Elves: The elves long ago retreated from the large cities and large communities that were not primarily home to their kind. They are now mostly in their own secluded cities, communities, or in the farmlands. Elves are rarely seen in cities but when they do live there they live near parks of small communities.

Gnomes: Most gnomes live in their flying cities that have docks near most major human cities. The gnomes are true masters of magic and use this to automate their cities and technology. Gnomes are reclusive but once you find them and are welcomed amongst them they are very welcoming.

Orcs: Orcs have been mostly civilized and typically live in or near human cities. Their population is no where as high as they are typically in tight quartered areas. While they are considered civilized they are still prone to violence and are often in scuffs with other races and the law.

Giants: Giants have become very civilized and are known as pillars in the community. Though they are very rarely in major cities they are typically called in to help with large construction projects. Giants tend to live in mountain towns with humans.

Dwarves: Dwarves are not seen much these days, while there are those who live in communities with humans and other races the vast majority of them lived in their great halls. Regular contact with the halls was lost gradually over time and it is not known if any major Dwarf city is still around. It is rumored that at the end of the Bellum Monstrum the fleeing monsters retreated into these halls and killed the inhabitants, others speculate that they have simply become extreme isolationists.

Humans: Humans are the majority population of the lands. They tend to live in cities and towns with a few living in remote areas it with other races. They are wildly varied people with generally good relations with one another and other races.

Halflings: Halflings are known to live in any community, they are very versatile and are known as quick thinkers. They have a well-known and mostly deserved reputation as tricksters and thieves. 

Drow: Drow once lived under ground but moved up to the surface when the monsters were driven underground. They mostly live with the elves and occasionally with humans. They are still seen as the cruel and cunning brothers of the elves but this reputation has been mostly unfounded since they came to the surface, whether through necessity or simply hiding their misdeeds.

Warforged: The Warforged started as simple tools of the Enforcers’ will to combat the monster races and their blood magic. It is not known whether or not they are of this realm of from the home of the Enforcers. It is believed that the Warforged are immune to blood magic, which is why they were chosen to combat the monsters. Since the departure of The Enforcers the Warforged have mostly stayed to the Regency of The Departed though they have been seen time to time outside of the Regency.

Dragons: Dragons were never the most common of the realm’s creatures but they now very well may be extinct. They came in metallic and chromatic colors each one having special powers. The last dragon was seen in the Bellum Monstrum killed by the monster races.

Minotaur: The last Minotaur was seen in the year 403 when he was killed in one of the battles of the Bellum Monstrum. They were once known as master labyrinth runners and skilled in hunting down prey in them. They were less adept to combat on the field of battle.

Vampires: Vampires live by sucking the blood out of victims. This can be done in a way that turns the victim in to a vampire, kills the victim or simply leaves them with a bit less blood. Most vampires get a bad rash when going out in direct sunlight but it has rarely been fatal. As a member of the undead the only way to kill a vampire is to put a steak through its heart and decapitate it. They are big fans of garlic, using it in many of their recipes. The nation of Vack houses most of the world’s vampires.

Samsarans: Samsarans are a race of humanoids that reincarnate after their death in a continuous cycle of life, death, and rebirth. Different Samsarans have different religious beliefs as to how and why this happens and what exactly to do about it. They are rare, but can be born to any humanoid specie which can scare the parents of they don't know what a Samsaran is. They are found wherever humanoids are found.

Languages:

The languages of the realm are broken in to two main groups the old languages and new languages. The old languages are made up of the "uncivilized" races languages. The new languages were developed over the years because of the interaction between the different races.

Dwerven is more or less extinct the few dwarves left on the surface speak Trilock (Tri-lock).

Trilock: is a language made up of the former languages of Halfling and under-common. The language was developed in the Hito region. There is a hint of common in it too.

Gork (Gor-k): Derived from when the Orcs, goblins and Gnolls were driven to the mountains and other uncivilized lands during the Age of the Enforcers. Gork is a combination of these three former languages and is unrecognized from their root languages.

Terauran (Tera-auran): a combination of Auran and Terrian it is a tonal language where mono-syllabic words are combined into poly(usually bi)syllabic words to create a new word/meaning. There is no known written language.

Drelven (Dr-elven): A combination of Drow and eleven created when the Drow moved to the surface with the elves. The language has a root words (nouns) that then add descriptors to it.

Draconic: Was the language of dragons that is rarely heard these days. It is typically used by religious orders and cults (depending on the color dragon their forefathers learned from) during their day-to-day lives but they typically use the language of the area when conducting trade.

Koreush (Kore-ush), Fisnith (Fis-ninth), Caresg (Cares-g), Zarese (Zar-ese) and Omleic (Om-lick) are all the forms of common that are found in different region of the realm, different languages with a similar root language of what was once known as common.

Modes of Transportation: 

Magerail: Is a steal carriage that runs on a track powered by magic drive engines. They are typically used for long distance but some large cities have their own local magerails. Top speed of magerail is 170,000 feet per hour.

Skider: A two wheeled bike with a small magic drive engine very popular in Hito. Top speed 528,000 feet per hour.

Fritiz: A horseless carriage powered by a magic drive that is similar to a coach enclosed and can hold 5 human sized people comfortably. Top speed 237,600 feet per hour.

Gnome Flying Devices: The Gnomes have three popular flying variants that make up the majority of their flying fleet. The blimp, triplane, and the gnomocopter. Blimp top speed 132,000 feet per hour, triplane top speed 253,400 feet per hour, gnomocopter top speed 145,000 feet per hour.

Average human speed is 18,000 feet per hour

Horse top speed 116,560 feet per hour

Arcana and Machina Blood Magic: 

Blood Magic is created when a caster spills his or her own blood so as to be the components of their spells. The more powerful spell the more blood that is required. If more than one Blood Magic user were to share their blood it could be used to make a very potent spell. While blood magic is forbidden by most civilized peoples it is very potent and lures civilized people and monsters alike to shed their blood in order to get power.

Magic Drive: is an engine that is used to fuel many technological inventions taking raw magic and converting it in to the fuel for the devices. They were first used magerail travel to fuel the trains channel the magic to propel the train. Given the amount of magic they is used in a given trip the crystal used burns out once all the magic stored in it has been expended when that happens new magic infused crystals are needed to drive the engine. A smaller engine was created to drive fritz engines. The engines are commonplace amongst the tech of the wealthy. Most people don't have devices that use drives but those that do love the speed and reliability that they bring.

Levastal (lev-a-STALL): Is a component needed to make flight possible throughout the realm. Used in the spells and applied to the engines of flying devices levastal helps give the caster the ability to break the pull of gravity and achieve flight.

Trilop (tri-lop) crystals: Trilop crystals are used it store raw magic, typically used in magic drives to hold magic while the drive converts it to power for the engine. The crystals themselves are most commonly found in Vack.

Religion:

Author note: This is designed to be an overview of the realms major religions it is not all of them and I will miss elements of what they have. I apologize in advance. 

Tatikcar (Tact-a-car): Tatikcar (path with many ways) is an ancient religion which is the last known practiced polytheistic religion. There are many gods worshiped in Tatikcar each with their own nuances. The chief God is Telimack who leads all of the other gods and is the god of the night sky. He is seen as the good of the past and the future, for as the night sky was there for our ancestors and will be there for our children. Horta is the goddess of the moon and she is the lover of Telimack, a sweet caring god she provides the realm with its tides, it is said she created the tides in order to keep balance between Darnis (god of the waters) and Won (god of earth), so that for 12 hours a day the earth would grow and for the other 12 the water would grow. Darnis is the god of the waters (ocean, lakes, rain, rivers) and everything in them. Darnis has a competitive relationship with Won both try to expand their power over the other but neither gains much ground. Won is the god of earth (rocks, sand, mountains, islands), Won is also considered to be one of the most unstable God since he is seen as responsible for shifts in the earth the "father of earthquakes". While modern science has discovered what causes earthquakes Won devotes believe that he causes these changes. Trent is the god of the harvest whose flirts with Darnis every winter, if this flirtation is welcomed Darnis will provide rains for the crops, if it is spurned then it will be a dry year, lastly if it is done too well than there may be flooding. Ranack is the god of the wind and is the byproduct of one of Darnis' and Trent's courtships. Ranack is seen as an ever present god. Lastly there is Mornath the goddess of death, who came into being when a group of orcs refused to eat harvest food of their gnome friends and instead ate the gnomes with such a betrayal she was summoned into existence. The followers of Tatikcar believe that all of the gods have their place and each has value but they tend to only conduct worship around the one that they need at that time. They also believe all other gods are either long lost children of Telimack and occasionally give them status over various things.

Church of the Life Between Among: In the small race of the Samsarans many have found there home in the religions of the world. A few, however, have founded their own Mystery Church, based entirely on their experience as Samsarans and the mysterious phenomenon known as the "Sutando." Extremely secretive, few details are known about their faith. What is known is the central tenant that rather than birth, life, death, and immediate rebirth, the initiate-priests of the Church of the Life Between believe that there is a life between death and rebirth, and that this life is meant to be utilized by the initiate-priests. These beings, known as Sutandos, grow in concert with the initiate-priests, being used for combat and other dealings. Only one Sutando appears for each initiate-priest, and that Sutando stays with them for the rest of the initiate-priests life. Little else is known. The Church of the Life Between is seen among the Samsaran as an evil, occult Church, as they do not recognize that the Sutando are Samsarans in another state of being. Instead, they believe the initiate-priests are controlling (and are being controlled by) some kind of demonic force.

The Mythos of Balance: The god of balance is known as Elizabeth with two halves a male half Elisha and a female half Beth. Elizabeth use to be one entity which lived in heavens when it came to being. Elizabeth started genderless with all the characteristics of all sentient beings, because of this conflict Elizabeth split itself in half into equal but distinct beings. The two beings (essentially siblings) mated with one another to give birth to all the sapient races and created the world to support them. The gendering of all beings with knowledge (sapience) is preordained any attempt to cross the line would lead to chaos. Early in the history of balance the followers became so violent they eventually had in fighting until they created a theology that explained that violence was against the natural order because it leads to chaos and unbalance. Violence is only used in ends of justified the means situations, a lot needs to be done to justify violence, for example if people were destroying the Ecosystem and negotiations were refused violence would be needed to restore the natural order. Gender roles of balance are very rigid women are seen as natural protectors, (scribes, priests) record keepers, and debate council members. Men proselytize and fight. Men see over spreading Balance, initiating new members and warriors of Balance women see over and protect it. A council of 6, 3 men 3 woman leads the followers of Balance. The religion is anti-money and believes it creates corruption (presuming if money corrupts soul and against natural order) and therefore the followers are a hunter gather culture very communal working to better themselves and everyone around them. The followers believe they are directly descended from the union of Elisha and Beth. There is a very harsh judicial system, if one is caught being against natural order they are brought before the judges, 1st offense warning, 2nd bonded labor so as to meditate and preform service to restore order, 3rd executed (severe crimes can be brought straight to step 3). Judges are appointees of the elders each is appointed by the council of 6. Chores and child rearing are done by both sexes. The only known community of Balance lives on isolated island where they are insulated from the rest of the world. While they do interact with others it is not frequent. The community currently lives on Poise Island.

The Two Churches of the Great One, "The Church of Our Being" and "The Reformed Church of the Great One" Long ago was a prophet by the name of Melzid. Melzid was said to have spoken not from his experience of the Divine, which he called the Great One, but instead as the direct mouthpiece of the Great One. It is said that when Melzid raised his arms high and looked up into the sky, he was speaking the words of the Great One. Melzid's disciples religiously wrote down everything that was spoken, and the written word became the scripture of the Church of the Great One. It was called "Sayings of the Great One through the Perfect Prophet Melzid." Melzid is referred to as the "perfect prophet" because in the scriptures the Great One said, "Do not doubt that my words are true! I am perfect, and my words are perfect! They are not corrupted, nor have they been misheard by my perfect prophet." In the beginning the Church which sprang from the teachings of Melzid was a single united Church, The Church of the Great One. But later into its history controversy arouse surrounding a particular passage in the scriptures. The scriptures said the following, "What a joy it is to be loved by Me. Do you know what I do? By my love, I make you as I am, I make you like the Great One. Indeed, my love is so great I make you the Great One." A prolific, and later controversial, theologian priest by the name of Theocys began a series of sermons, later adapted into a systematic treatise, on the process of the believer being "made like the Great One." His work was very well received as it detailed the life of virtue and how the soul of the believer drew closer to the Great One. His work was highly controversial, however, when he made the claim that this process, when seen to its conclusion, made the soul the same as the Great One. This position, known as the ontological position, caused so much controversy that the Church of the Great One essentially split into two, the Church which embraced the teaching of Theocys became known as the Church of Our Being, as the whole of their theology and liturgical life became centered around the idea that through a life of holiness and virtue they become the Great One. The Reformed Church of the Great One teaches that the passage on becoming the Great One is a metaphor for becoming holy and therefore becoming Good like the Great One is Good, and that to say a creature can become the Great One is beyond heresy, it is a blasphemy of the highest order. Their Church is known as the "Reformed" Church because they believe that because Theocys was a valid priest of the Church of the Great One, and that so many followed his blasphemy, that there was a need for those who had not fallen into heresy to 'reform' the Church and teach the true way of the Great One and the perfect prophet.

The Enforcers Code: The Enforcers Code is a religious movement that believes the true gods of the realm are The Enforcers and the best way to follow them is through their rules they gave to the mortal races while they were on the realm. A devotee spends their days following the code and addressing violations of the code though imprisonment, reeducation or in rare cases execution. The code has 7 main tenants and 368 sub tenants. The main tenants are 1: do not hurt the just, 2 do not endanger the just, 3 do help those less well off than you, 4 do assist law enforcement when it is asked of you, 5 do not tolerate corruption, 6 whenever possible find and preserve artifacts of The Enforcers, 7 do not spare those who would harm The Enforcers. The 368 sub tenants help guide through the main tenants. Most of the followers of The Enforcers Code live in The Regency of The Departed making the land a more or less a theocracy. The followers of the code see other religions as false but so as long as they are not in conflict with the code they do not have issue with them.

Groups:

Authors Note: The following are some major non-political or religious organizations of the realm.

"The Hammer" is a group of dwarves working to reestablish the forgotten great dwarf society. They live around the world but meet to work on large assignments to retake their once great lands. They see the savage races as a force to be destroyed and the civilized races as obstacles to be overcome. Many believe that the society is mostly harmless with no known conflicts with any civilized race. There are those who believe otherwise and work to disrupt the hammers activities. The members are identified by runes with a small hammer embedded in a gem stone on it. While the group is made mostly of dwarves a few other races have joined too.

"The Coven" is a secret group of witches in Salem, being the elite of society and letting everyone know it seems to be The Covens goal. They have ridged membership requirements, dress codes and etiquette rules. Breaking them seems to be fatal since no known member who has broken the requirements has lived more than 24 hours after breaking them. While numerous investigations have been conducted nothing has been found connecting the coven to anything. Right now the entire leadership group of Salem are members of the coven, high ranking members of its military, business leaders and diplomats.

"The Old Guard" is a group of philanthropic men and women who dress like the knights of old. Wearing plate armor, helmets, swords, shields and the like. They raise money for orphans that live at their "homes for children without parents". They can be seen in most major cities around the world though they are rarely seen in Salem. Their largest fundraising event is known as the Knights Dual where they dual one another like the Knights would do to gain favor with the king.

" The Hands of Might" is the law enforcement force of The Regency of The Departed, which acts as a political and religious law enforcement agency. They are made up of nearly exclusively of Warforged who, as part of their initiation, have their dominant hand painted silver (if not Warforged tattoos) as a symbol of their devotion to The Enforcers Code. They do not venture out of The Regency of The Departed except on very rare missions of justice typically perusing a fugitive. Encounters with members of The Hands of Might can be lethal if the crime warrants it and efficiently fast if not.

"Bad Blood Brothers" are a gang based in Tri City with members around Hito, Worsal, and the states of Hornd. Made up of primarily of Orcs they are known to shake down stores for protection money and are known to steal and resell Skidder's and Fritz's.

"Tri City Triads" are a gang in Tri City focused mostly on extortion, gambling and prostitution. They are also known to make people "disappear" under new identities. They typically mostly compete with the Bad Blood Brothers for control of elements of Tri City.

"The Mercury Men" are a group of mercenaries (being male is not a requirement) that are "guns for hire" to anyone that can pay. Countries, companies and private citizens have all been known to hire them. They work outside most law systems so they can be very dangerous if their contract calls them to be.

“The Sisterhood of the Rose” is a syndicate of all female operatives that operates throughout the realm. It is not known where their main base is if it exists at all but if so many suspect that it would be located in Salem. The sisterhood is known to be involved in money laundering, theft, assassination, prostitution and possibly slaving. What makes them so dangerous is the apparent lack or organizational hierarchy so there can be multiple groups competing over a single block with other gangs and citizens caught in the way.

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