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Mercurius James
Captain

PostPosted: Mon Mar 31, 2008 3:41 pm


Preface: Wow, this is long. smile Don't worry about reading through everything in one sitting. It's best to take this in small bites or, if you prefer, skim through it for now and come back later when you're in the mood for a nice long read through a very rich setting.

HISTORY
The Endless
Once upon a time, there was nothing in the place of what today is called creation. There was only emptiness and the all encompassing force known now as Mana. Mana is a ubiquitous, impersonal, and universal force that binds all life and existence together from the mightiest king to the lowest peasant. Even the gods are a part of Mana and therefore subject to its ebb and flow. Without Mana there is nothing but emptiness. In its absence, life fades and dies, crumbling to ash and blowing away. Mana is the primary force not only behind life, but is binds and permeates the very fabric of reality, manipulating even the powers of destiny. Magic is created by subtly influencing Mana’s grip on the universe, making it the singular river mouth from which all enchantments flow. Today, Mana can be found flowing through all creation. But in the countless ages of the gods before time began, Mana’s only (and most profound) expression was through The Pantheon of the gods.
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Before the universe was, the gods are. They are eternal and endless beings of vast and unimaginable power. Some surmise that the gods sprung up spontaneously from Mana as expressions of the force’s multi-faceted spirit…but even if this is true, the gods do not remember (or care to remember) such origins. They live in a realm far above the place where mortals dwell. This place is called The Heavens. Many lesser spirits existing on the mortal plane claim to be made of the same stuff as the gods (these creatures are called Little or Petty gods). Though they are beings of great power, to compare them to members of The Pantheon would be like arguing that mice are on the same footing as men. The great gods responsible for all of creation reside within The Pantheon, far removed in both mind and power from anything terrestrial. First among them is Kibs, the king of the gods. Beneath him (in no particular order of importance) are Kibs’ wife Helena, the goddess of compassion and mercy, and Malice, the lord of darkness and Kibs’ vile twin brother. Miranda, most beautiful among the gods, is the goddess of love and beauty. The wizened Aldus is god over art and inspiration, Marduke is the crippled god of war, and then there is Festus; jester, trickster, and god of laughter. The two-faced Lemurion, with its male and female aspects is the dual god/goddess of death and life, respectively. Huorm is the rugged god of stone and craftsmanship, Wendel is the queer god of dreams, and Anton is the god of law, judge of the White Court, and keeper of the gods’ vast library. Kibs’ brother Merton is the fair, but temperamental god of the seas, Naibun the reticent goddess of mysteries and secrets, and Epiphanes, advisor to Kibs, is the god of wisdom. These 14 gods make up the inner circle of The Pantheon. Beneath the inner circle, there are a host of lesser gods, spirits, and supernatural creatures. These beings either have a specific purpose (such as the Four Winds, who serve as the gods’ liaisons to the Sphere) or are simply divine beings with station and power beneath those of the inner circle. These many spirits and demigods participate in the revelries and interpersonal politics of the gods, but do not claim lofty titles or hold much prestige within the Pantheon.

In creation, there are a vast many spirits who were never a part of The Divine Court, but were directly created by the gods or other members of the Pantheon. These “Little gods” as they are called, were charged with the upkeep of certain natural structures or phenomenon such as rivers, storms, forests, floods, and mountains. Their own nature reflects the character of that which they hold influence over. River gods are aquatic and beautiful, whereas mountain gods are rugged and strong, and so on. In most places, Little gods have grown either arrogant or mad in the absence of the great gods, demanding worship, graven images, and sacrifices from local communities by intimidating the populace with minor displays of power. The Little gods dwelling in creation are, after all, subject only to the disinterested rule of The Pantheon, so many do as they please without fear of divine retribution. In theory, they are not obligated to obey The Four Winds or the keepers of the worlds (called Watchers). In practice, they obey (grudgingly) when the aforementioned parties threaten them with power much greater than their own. Most of the time, however, Little gods do as they please as both the Watchers and The Four Winds are far too busy with more important matters to bother punishing the selfish actions of deviant minor gods.

The Elder Gods
There are entities of unknowable mind and unfathomable power that slumber at the edges of the universe. These beings are called The Elder gods and they are as far removed in thought and power from the Pantheon as the Pantheon is from men. They are terrible, primal horrors that are so far beyond the scope of time and morality that they cannot comprehend such infinitesimal notions. The Elder gods have always been. They were, are, and always will be eternal, infinite, and endless, with no beginning and no foreseeable end. For as long as they have existed, the Elder gods have slept deeply at the ends of the cosmos, dreaming dark dreams. Mana is the result of their dreaming. Indeed, though Mana and the rest of reality is not the dream of the Elder gods, it is, in fact, produced by their combined dreaming, much in the way that heat is the product of fire. Since before time began, the Elder gods have slept without stirring, dreaming and by doing so, creating Mana. Mana, in turn, gave rise to the gods who used its power to create The Sphere and all its Many creatures. Ultimately, the source of all creation and life is the Elder gods and the benign force originating from their profound slumber.
The one desire of the Elder gods is to awaken from their sleep. If they were ever to wake, it would spell the end of the universe as Mana would cease to be and all things would come undone. However, in their unconscious state, the Elder gods are unable to rouse themselves. The only way they can wake is if a great enough cataclysm in reality sounds a proverbial bell in their collective ear. Therefore, they have subconsciously created agents in the universe who work on their behalf to create such a catastrophic event that its ripples will be felt at the edge of the universe and wake the sleeping deities. The Raksha, as these agents are called, are hellish demons with all the cunning and power of a god. These fiends are the physical incarnation of a single thought in an Elder god’s infinite mind; vessels small enough to fit inside the universe. Though their power varies from demon to demon, each has their part to play as a leader, follower, or rogue agent in the battle against reality. To an outsider, it may appear that the Raksha are divided amongst themselves, constantly making and breaking alliances, betraying and undermining one another, and working to usurp their brethren. Yet in some incomprehensible way, the seemingly divisive actions of the Raksha are working together to achieve the Elder god’s will; the thoughts of the Elder gods are ordered and careful, after all. In places of darkness, the Raksha work to cause an apocalypse great enough to rouse their masters from unfathomable sleep.

The Creation
When Kibs first dipped his hand into Mana and shaped the raw, quivering mass into the first created thing, he did so out of a vague urge even he did not fully understand at the time; an urge to create. Until he had completed forming the first Man, Kibs did not understand his strange compulsion. But it was in that moment that Kibs realized the joy and sense of satisfaction such an act brought. If one was to look upon the first Man, they would find that he did not resemble any familiar form. Indeed, Man is not a body or flesh, but an idea; a spirit; a consciousness. Flesh is secondary-the result of Man’s environment and the character of the world upon which his spirit is placed. What Kibs created from Mana that day was a soul that would one day take the shape of Humans, Elves, Dwarves, and all the other dominant inhabitants of The Sphere.

However, after the conception of the first Man, Kibs realized that his act of creation was not yet complete. Being a thing consciously created by another, Man was unlike the gods and unlike the other entities dwelling in the Pantheon. As a created thing, the mind of Man was incapable of comprehending and living among the divine. If Man was to live and prosper, he would need a world of his own. The other gods, having seen Kibs’ act of creation, asked for the opportunity to create as well, as they too had felt the same unexplainable urge that had gripped Kibs when he made Man. Kibs, in a moment of cunning inspiration, decided that all The Pantheon would help him finish his act of creation. They would design the geography, the flora, the fauna, and all the adornments of the world Man was to inhabit. Squabbling soon arose as each god had different ideas for the world. And so Kibs proclaimed that this would not be a cooperative effort…but rather, a contest; a glorious competition, the winner of which would receive eternal prestige as the designer of creation. The gods, always looking to one-up one another, gladly entered into the contest and for the next millennia their activities all centered around one thing; creating the best world possible.

If anything can be said about the gods, it is that they are petty, crafty, and treacherous- fickle beings full of pride, deceit, and jealousy. Throughout the course of the competition, they betrayed, intimidated, and threatened one another, struggling to get ahead of their rivals by any available means. Instead of the noble challenge of creativity and skill that Kibs had envisioned, his contest became a source of strife. When the day of judging came, the gods submitted their completed worlds…and much to their collective dismay, Kibs declared the outcome to be a draw. His reasons for doing so were two-fold; first, to prevent hostilities from escalating further than they already had and second, some part of him wished to punish those who had been so petty as to ruin the spirit of the competition. And so, the contest was a draw…and though everyone had lost, they also had won; for all the worlds that were submitted would become the home of Man and all the collective creatures, flora, and fauna that had been created for Man’s pleasure would come into existence at once.

Kibs took a portion of the darkness below Heaven and made from it a blank space upon which to place the worlds, calling it The Sphere. Man and every other living creature was brought into being and placed on his respective disc-shaped world, which was then carefully set upon The Sphere. In order to preserve the unique identity of each world, they were separated by an impassible sea of pure darkness called The Void; for it was Kibs fervent desire that each world have its own identity apart from the influence of the others. The formless souls of Men were then placed on each Disc, taking on flesh in a shape most relevant to the character of each world. At the close of creation, the sense of satisfaction and accomplishment was palpable across The Pantheon as the gods saw ages of labor finally come to fruition. All were pleased with the act of creation and the part they had played in it…all except for one.

Malice, the god of darkness, had planned from the moment he first laid eyes on Man that he would destroy that which his hated twin brother had made and loved. He had always hated his sibling, considering himself the rightful ruler of Heaven since his own power far exceeded Kibs’. Though he and his followers had conspired and rebelled against Kibs and his loyal Pantheon on several occasions, Kibs always showed mercy to his brother, hoping that he would change. But the hatred and jealousy only grew in Malice’s heart. During the ages that spanned the contest, when the gods all worked and schemed towards a self-serving victory, Malice burned the candle at both ends, working on a Disc to keep up pretenses and, in secret, perverting Mana into far more sinister forms. Monsters, demons, and all Manner of twisted abominations were created in his secret foundries.

Soon after The Sphere was born, Malice unleashed his abyssal horde on all of creation. His most powerful demons (said to be shaped from pieces of his own black heart), the Titans, led the charge. The Sphere was swallowed by their shadow and became corrupted with the taint of evil only a few moments after its birth. Kibs was furious and declared that his patience with Malice’s schemes had run out. Kibs chained his half-brother in unbreakable bonds and cast him into the Bottomless Pit. Though Malice had not succeeded in destroying creation, he had succeeded in destroying the gods’ relationship with it. Because they were immaculate, they could not stand to be in the presence of corruption such as the Sphere now knew. The gods would have to depart creation forever. Kibs, in his last act as father of creation, appointed four of his most trusted servants to watch and guard creation. The Four Winds, as he called them, would each watch over a cardinal direction of the Sphere, appointing other celestial guardians and governors as they saw fit. He offered the governance of creation to the capable spirits and departed. The Winds met together and decided that they would appoint a singular shepherd over every Disc. These Watchers, as they were called, were chosen from both spirit and mortal stock and exalted with agelessness and the divine powers of their office. As The Four Winds concerned themselves with the affairs of their realms, their Watchers would guide and protect the Disc to which they were appointed.

The First Age: Genesis
After the Four Winds were charged with protecting The Sphere and Watchers were appointed as the protectors of individual Discs, the divinities decided to leave Man’s history in his own free hands. Though life was easier on some worlds than it was on others, early Man struggled to build a society from the raw potential of his virgin world. Development was anything but uniform. On harsh worlds with unforgiving climates and dangerous wildlife such as Ishtar, Helios, and Lockheed, development was slow as Man's primary goal from day to day was to stay alive. On more benevolent worlds with abundant natural resources such as Arcadia and Zu, Man's priorities shifted to the development of culture after his basic needs were easily met. In the long first years of life, each world took its first steps down the path that would lead to its current cultural identity.
In these early days, the Four Winds stepped back and observed. The Watchers made themselves known to their mortal charges, built their towers of glass and ivory, and protected budding civilization as they saw fit from the children of Malice. They taught mankind the basic principles of magic, setting him on a course of understanding and controlling Mana to his advantage. They gave to Man religious tomes that contained guidelines to moral living and a description of life after death. Each text was written by that Disc’s Watcher and though they differed greatly in tone and wording, each contained valuable lessons; that all creatures are a part of a greater whole called Mana, and that it is from Mana that all life is given and to Mana that all life returns in an unending cycle of birth, life, death, and reincarnation. Because of this, the texts told men to respect and value life, to treasure freedom and love, and to preserve the balance of their world. However, Man failed to truly understand such a noble message as he was a creature corrupted by his own material nature; full of vice, selfishness, sin, and unable to truly live by the lofty truths set forth in the ancient, immaculate texts.

Several centuries passed. On the bitter worlds, culture and technology developed at a snail's pace. Conversely, the fertile, placid worlds built wondrous cities of magic and technology, their skies teeming with airships and their tables overflowing with bounty. Each world developed on its own without the influence of others; for it was always Kibs’ intention that each Disc be an island unto itself, living and dying without ever knowing the truth about the other lands…and so none were aware that across the impassible Void at the edge of their Disc lay other worlds, developing alongside them. Though Man had been given reason and law as a birthright, crime, poverty, and darkness from within and without constantly harried him. Though he had been given religion by The Watchers, none had ever heard the voices or seen the faces of their creators. Though he had no notion of worlds apart from his own, from time to time, looking up at the night sky or looking across The Void at far the end of his world, Man would begin to wonder...

The Second Age: Rise and Fall
In Heaven above, all of the gods (except perhaps Kibs) had forgotten about Malice and The Sphere, lost in their drunken revelries and divine amusements. Centuries passed with Malice chained in the Bottomless Pit while civilization thrived despite the opposition his children and the corruption of The Sphere had presented. It was at this time that the Raksha approached Malice and offered him both freedom and power to war against the gods. It was the Raksha’s belief that Malice’s hatred for the Pantheon and for Man would cause him to produce a catastrophe in both Heaven and creation great enough to awaken the Elder gods. Malice, in no position to argue, accepted their offer and was freed from the Bottomless Pit. With his newfound power and freedom, he set in motion plans he had devised during the countless years spent in the darkness of the Pit…
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Using the secret craft of the Raksha, Malice built portals that would later be called the Promethean Gates throughout creation, in both open and secret places alike. These Gates served to connect the Discs to one another, acting as portals between the many, many worlds of The Sphere. Though any could pass through a Gate as easily as walking through a door, the Promethean Gates could not be destroyed by any craft known by Man or god. Malice worked for many years in secret, making sure each world had multiple portals to every last Disc. When finally he came in disguise as a friend to Man, the Watchers did not know him (for they had never been told the history of Heaven that necessitated the creation of their office) and the Four Winds did not recognize him, so changed was he by his imprisonment and the transforming power of the Raksha.

Malice took on the moniker of Prometheus and came to the Men of each world as an apparition of glorious radiance (though certainly less glorious than his actual appearance, which mortal minds would be unable to comprehend), claiming to be a messenger from Heaven and offering his Gates to them as a gift. The Four Winds, who no longer had any contact with the Pantheon, were deceived into believing that “Prometheus” was an envoy from on high, fulfilling Kibs’ new wish for the worlds to be united now that their societies had developed to a suitable level. All were mislead by the Evil One, and events were set in motion that would eventually end in unspeakable tragedy.

The achievements of each Disc’s First Age were shared with all the others as a great era of cultural exchange and inter-Disc trade took place. The Second Age was a remarkable and exciting time when new races and cultures interacted with one another for the first time in history. New goods, foods, technologies, arts, and philosophies were exchanged between the inhabitants of the Discs. Different races began living among one another and soon, it wasn’t uncommon to see an Elf living among the Dwarves of Midgard or a Human dwelling with the Nubians of Nod. For the first few centuries, the Second Age was a time when wonders abounded throughout The Sphere and all creatures enjoyed a time of prosperity and progress.

Inevitably, there were more than a few skirmishes between races or cultures whose beliefs, needs, and ways of living clashed with one another…and more than one would-be empire attempted to subject other lands to their rule or religion. Holy crusades, arms races, disputes over resources, and senseless warfare grew increasingly common in the latter days of the Second Age. Though Man’s own corrupted nature was partly to blame, Malice and the Raksha played nations and races against one another, goading what started as little more than inevitable strife into full-blown war. Throughout this ordeal, the Watchers were absent from their towers and unable to prevent the coming storm as they had done in days passed. Unbeknownst to all, Malice’s most powerful servants, the Titans, came to their master’s call and secretly began assassinating the Watchers. To preserve their own existence, many went into hiding. Those who did not were struck down. With no protectors to stem the coming tide of war, Malice was free to press the nations into battle against one another.

None can recall the exact moment that it happened, but before long, the last days of the Second Age found the entire Sphere at war with itself in a horrible conflict that would come to be known as the Disc Wars. Armies marched through Promethean Gates onto enemy settlements, salting the land as they went. Disease ran rampant as corpses of the nameless dead were piled high with none to mourn or bury them. Magical weapons of mass destruction destroyed cities and obliterated nations. It was a time of unprecedented destruction where billions died and counted themselves among the fortunate; for those who survived the Disc Wars were brought low by a catastrophe greater still.

When the Disc Wars were at their height, Malice saw his opportunity to make his assault against his hated twin and the rest of the Pantheon. With the Raksha at his side, a host of wicked Petty gods gathered from all corners of The Sphere, and his still-loyal followers in Heaven, Malice shed the guise of Prometheus and revealed his true identity. He led the charge against Heaven, causing a battle to erupt in the Pantheon between his forces of chaos and evil and Kibs’ armies of order and light. Turning from their efforts to return peace to The Sphere, the Four Winds returned to the Heavens to aid in the fight against Malice. The upheaval in Heaven and the rampant destruction in creation was just what the Raksha had anticipated. At last, their plans had come to fruition…for somewhere past the ends of the universe, The Elder gods stirred.

The Third Age: Apocalypse
Though they had not yet fully awoken, the stirring of the Elder gods was enough to send shockwaves through the very fabric of reality. The Disc Wars came to an abrupt end as Mana’s power began to wane and darkness came over the face of The Sphere. Entire races perished in a moment. Worlds imploded in on themselves. Continents sunk below the surface of a raging sea. Mountains belched fire and ash, the ground shook and cracked, the oceans turned to blood, meteors fell from the sky, and the dead rose and walked among the living. With the light and warmth of every sun blotted out by darkness, an ice age descended on The Sphere. Civilization perished in fire, blood, and pain as crops failed, natural disasters destroyed cities, and roaming bands of monsters, demons, and the damned laid waste to all that was once good and green.

On The Sphere, the Third Age was a brutal time of barbarism and ruin where the very geography of the lands changed, the old cities were cast down into ruinous shadows of their former glory, and only the strong and ruthless survived. The old world perished in fire and blood and all records of its existence were buried beneath the ruble and snow. The few Watchers who had managed to survive the Titan’s scourge remained in hiding, their towers cast down and their powers waning. Even if they were once able to withstand the assault of their hunters, none were now capable of guiding Man back to civility. And so they buried themselves in dark places and despaired at the loss of all that had been.

In Heaven, the battle between good and evil dragged on throughout the countless centuries that comprised the Third Age. The Elder gods had begun to stir, and the Raksha were confident that if the war lingered on, their dark masters would fully awaken. As savagery claimed the Sphere below, epic battle after battle raged in the Heavens above. The course of the war claimed the lives of many on both sides, with many gods and Raksha being struck from existence or thrown into darkness. Eventually, the war came to a head when Malice and Kibs finally confronted one another in one-on-one combat at the top of heaven’s highest peak, Mount Horeb. Kibs was gravely wounded, unable to match his twin’s prowess in battle. But the dark power of the Raksha had taken its toll on Malice’s body and sanity. Kibs was able to exploit his weakness and at the end of a long and bloody fight, destroyed his twin brother. This was enough to turn the tide of the war in favor of the divinities. The Raksha and their legions of monsters and wicked gods were cast into the Bottomless Pit that had once held Malice in chains. The handful that managed to escape fled into the dark corners of creation to lick their wounds and plot revenge. Victory for the Pantheon was two-edged however; on the one hand, they had defeated Malice and his invading forces. On the other hand, their lord, Kibs, was mortally wounded in the fight and perished soon after. The gods revelries ceased and Kibs’ wife Helena took over as Queen.

Kibs’ life passed with the Third Age as the Elder gods slowly receded back into their endless sleep. The ice age gradually came to an end as Mana’s power grew and the Four Winds returned from war. The Watchers were able to rebuild their ruined stations and the dark children of Malice retreated back into shadow once more. New Watchers were exalted by the Winds to replace those who had fallen and though the Promethean Gates could not be destroyed or sealed shut, the Watchers kept a close eye on them, ready to challenge any force intending to start another inter-Disc war.

The Fourth Age: Renaissance
The official setting for Sphere is about halfway through the Fourth Age (1,000+ years after the end of the Apocalyps): a time when civilization has been rebuilt from the ruins of the Disc Wars and the Apocalypse. Though nowhere near the technological, cultural, and industrial level of the wondrous First or Second Ages, the Fourth Age is a marked improvement over the bloody, merciless Third Age. The face of the land has changed since the early days due to the calamities associated with the Apocalypse. Ruins of First Age temples and cities dot the face of The Sphere.

Historians, adventurers, and treasure-hunters search these skeletal remains (many of which are buried under mountains or lie at the bottom of the sea), encountering dark creatures who dwell there, tortured souls, traps, and wondrous magic, advanced technology, and priceless tomes of history from the First Age. The demonic Raksha who have either managed to escape from the Bottomless Pit or evaded capture at the end of Heaven’s war work in secret throughout creation, creating disaster and sewing discord in hopes of awakening their dark masters. The remaining Titans cause senseless destruction in wild places like the thrashing body of a snake without a head. They are now hunted by the Watchers (funny how fate turns around), who recruit the most stalwart of heroes for errands, both great and small.

Politics are being rethought as cities and townships are built from the ground up, some right on top of the ruins of First Age metropoli. Religion is also being rediscovered as the old faiths were either lost completely or have evolved into entirely new belief systems through the years. The same can be said for culture which, on each world, remains as varied as the people who inhabit them. Wars between nations have begun to flare up again, though this time, they are goaded by selfish opportunism, cultural differences, or needless aggression rather than by dark forces (though that’s not to say that said forces aren’t the subtle guidance behind many of these conflicts). All in all, the Fourth Age is a developmental period where Man is recovering from a series of calamities that nearly destroyed him, finding what he lost long ago, and leaving his childhood behind to truly come into his own. It is an exciting Age of heroism and depravity where boundless adventure, glory, and fame wait for those brave enough to venture forth and claim them.
PostPosted: Mon Mar 31, 2008 3:49 pm


GEOGRAPHY
The Sphere is nothing but a round portion of dark space upon which the many worlds (called Discs) rest. Its measure encompasses the entire universe; nothing exists beyond the Sphere but the Heavens, where the gods are, and the Outer Reaches; the dark corners of quasi-existence, where the Elder gods sleep. Though The Sphere is finite, none but the gods and the Four Winds know just how vast it is. To compare The Sphere to the real world’s universe would be a mistake. Where our universe is seemingly infinite and ever expanding, The Sphere is finite and fixed. Round planets dot the expanse of our galaxies, rotating around suns. On the Sphere, flat Disc-shaped worlds slowly drift like glaciers atop a strange sea (yet never collide with one another due to the influence of divine powers). They are all self-contained worlds with their nights and days coming and going as dictated by the magical laws that govern each individual world. Our universe is based on immovable, unchangeable physical laws. The Sphere, while guided by many of the same principles (like gravity and force), is primarily ruled by the power of Mana.

The Sphere is divided into four Hemispheres; North, South, East, and West. Each realm is governed by one of the Four Winds; the cold and mysterious Boreas (North), the friendly, altruistic Auster (South), the strong and noble Eurus (East), and the hot-headed Zephyr (West). These divine beings are charged with the upkeep of The Sphere and the management of all the Discs that drift into their realm. The Four Winds’ duties include making sure that day, night, and the rotation of the seasons occurs as it should on each world, writing the fates of individuals (as dictated by Mana) on the stars of the night sky, preventing the Discs from crashing into one another, monitoring the Watchers of each world and a host of other unknowable duties. The Four Winds are far too busy to have any meaningful relationship with the residents of their realms, preferring instead to allow the Watchers and Mankind to sort out the details of all but the most cataclysmic events. Their limited involvement in the early part of the Disc Wars is evidence of this fact.

Watchers, on the other hand, are the more personal guardians of each world’s inhabitants. They were chosen and deified ages ago from among the greatest of native mortals and spirits from each world to fulfill the duties of their station. The Watchers all have different personalities, flaws, and personal politics, but were chosen because they ultimately embody the spirit of their world. They often disagree with one another, but truly do have the ultimate well-being of their people at the helm of their goals. The only issue is that each of them has different ideas as to what is best for their people, and the political/cultural climates of their worlds are a testament to this. Some, such as Lord Imodre, believe in peace, pacifism, and civility and his Disc of Zu reflects this. Others, such as Lord Bahm of Helios believe that man only grows stronger through conflict, and man must be strong in order to get the most from life. As a result, Helios is an endless battlefield.

Each Watcher observes his world from a tower fortress. The exact location, design, and nature of this tower depends on the Watcher in question…a warmonger might have an impenetrable iron fortress, for example. There, the Watcher uses various magical means to monitor events on his Disc; crystal balls, networks of spies, and even hidden surveillance cameras are all means Watchers use depending on the magical and technological resources available to them. In addition to a small, elite guard of semi-magical beings (such as golems, angels, demons, etc.), each Watcher keeps a trusted companion called an Archon. This Archon is either a powerful mortal or a cooperative Little god who serves as the Watcher’s messenger, assistant, and ally.

As the weakest and lowest ranking of the greater divinities, Watchers do not have the power and resources to deal with the many dangers that threaten their Discs at any given time. As a result, they have recruited brave mortals throughout the years to fight their battles, rewarding them with fame, honor, and golden treasures. Many tales are told in taverns and around campfires of mortal heroes called by Watchers to fight the dark children of Malice and make the lands safe for common folk. Of course, these tales grow in the telling. The honest truth behind many of them undermines the legend of how heroic their protagonists really were. Many were braggarts, drunks, murderers and polygamists who grew fat on their own legends and truly believed themselves untouchable. Regardless of their methods or the fault of their heroes, the Watchers stand guard above the Discs in their white towers of stone and ivory, protecting the blissfully ignorant populace from the horde of threats that hide just beyond the scope of vision.

Flat worlds (literally the magnitude of Earth-sized planets, only flattened out) called Discs rest upon The Sphere in constantly changing positions, like floating islands on a restless sea. Despite their apparently chaotic orbits, the worlds never collide with one another – a sanction attributed to the Four Winds’ guidance. These Discs house the many inhabitants of creation and each one is unique in its geography, culture, and ecosystem. Discs are separated from one another by an impassible sea of darkness called The Void. The Void appears as an endless, inky black ocean, constantly shrouded in grey mist. If a mortal were ever able to draw near to the Disc’s edge, he would find the ground there wracked by cataclysms, storms crackling through the skies above, and all the colors faded to black and white. At land’s end, the world simply ends abruptly, with steep cliffs dropping down into the well of foggy darkness. There are no stars or any lights whatsoever coming from The Void, no watermarks, and no way to traverse the misty waters. The most buoyant of objects sink like stones when placed in The Void. It is completely impassible.

In the skies above, one can see a sun (or in some worlds, multiple suns) which gives light and heat, and observe atmospheric conditions like rain, snow, storms, and other meteorological phenomenon (there are even unique weather patterns intrinsic only to certain worlds). The night sky is filled with glittering stars and a moon (and many worlds also have more than one moon), which many astrologers read as omens. Even if such technology existed, it would be impossible to travel starward beyond the scope of the Disc’s creation; a ship could literally fly in one direction for hundreds of years only to find itself at the same altitude it was at when it first reached the dark ends of the atmosphere.

The only means of travel between Discs is through Promethean Gates; those wondrous (and ultimately evil) portals given by Malice to enable transport of people, goods, culture, and ultimately war between worlds. Each Gate is a monolithic structure made from some unknown material. They are indestructible and their magic is too great to be affected by the craft of Man or even the gods. At the top of each portal is an inscription in the old tongue of the Disc (many of which have been lost for good) noting that Gate’s destination. Looking through the Gate, one can see the other side where they will appear, as though looking through a window connected to somewhere else. Anyone can walk through a Gate and be instantly transported to that Gate’s destination- no magical prowess is required. These Gates are sprinkled throughout creation and at least one doorway to every Disc exists somewhere on every world. Though it is believed that Second Age Men once knew the locations of all these Gates, much of this knowledge has been lost to the ravages of time and the ruin of the Apocalypse. Further complicating matters is the fact that the land changed during the Apocalypse, making the old tomes that detail the locations of certain Promethean Gates completely inaccurate in modern times…not to mention the fact that many Gates lay at the bottom of a sea or in some ruinous cavern, no doubt swallowed by the geographic upheavals of the Third Age.

This game focuses on 11 “core Discs”, all of which have been able to reconnect with one another since the sundering of the Apocalypse. 11 Discs is a far cry from the hundreds of worlds that traded between one another at the height of the Second Age. Though constant efforts are being made to uncover Promethean Gates that are either buried beneath scourged land or hidden in the far corners of a world, it can be surmised that the 12 core Discs are not the only ones who have managed to find the Promethean Gates; there may be other sets of “core Discs” interconnected with each other, waiting to be discovered.

Arcadia
The green expanse of trees and undergrowth stretches as far as the eye can see. Rays of bright sunshine filter down through the tops of the trees, lighting the quaint path that leads through the thick wood. The air is fresh and clean, filled with the scent of flowers, trees, and earth. Life is everywhere in this eternal forest; from the robins singing in the treetops to the spiders spinning their hidden webs to the deer, the foxes, and the mice. And though everything in sight is vibrant and new in the morning, something about this forest is also very ancient. A voice whispers, just beyond the edge of hearing, giggles…and disappears. A gentle breeze sways the tops of the trees in response and the rustle of the leaves against one another almost seems to form audible words. In the corner of the eye, something flits and vanishes…no more than a blur.

There is more at work in this sea of trees than just the complex cycle of life. Powerful magic permeates the living wood and Arcadia is home to many species who keenly feel the effects of this magic; Humans, Elves, and countless other species take residence among the branches of Yew and Oak, tending to the needs of the wood as it tends to theirs. Yet this idyllic place holds more than its share of dangers. There are dark parts of the wood where sinister evil holds sway, polluting the soil and trees. There are lakes, bottomless and treacherous where strange, alien creatures wait to pull the unwary into a cold, watery grave. And not all the inhabitants of Arcadia live in peace with their world. Some are treacherous and disdainful of those outside their small community. Others seek nothing less than dominion over the whole of the Disc. For the most part, however, Arcadia is a beautiful and magical world where ancient, wise trees grow tall, tended by the Elves and fairies. It has a rich culture of art and history filled with romance, triumph, and tragedy alike.

Helios
The color of blood stains the plains and skies of Helios. Armies of brigands march against one another, tearing what they can from the bleeding fingers of the war-torn world. As a Disc with few resources, the people of Helios are locked in an eternal struggle for survival. Everyone on Helios must be a fierce, cynical, violent opportunist. Those who are not are dead. The strong survive and the weak die off. Life on the Disc of Blood is as simple as that. Few settlements are permanent and any who stay in one place for too long are bound to be raided. Small parties of nomads make their living hunting and gathering (in other words, stealing) what they can as they wander across the red plains of grass and thorns. On this forsaken world, the forbidden magic of Necromancy is commonplace. Dark wizards vie with one another for control of certain territories more out of spite for one another than actual desire to control these wastelands. Many consider this practice for the wars they will wage against the rest of The Sphere some day. Because of constant war, Helios is inconceivably unstable. There is no sense of culture or community as every individual is out for his own survival. There is no art, science, education, or magic beyond that which is useful in war...for the ply and trade of Helios is in blood alone.

Those who reside on Helios are desperate to leave now that travel between Discs is once again possible. While some wish only for new worlds to plunder, most want to leave the hellish living conditions their Disc offers. However, few worlds are willing to take in these refugees, as they are (understandably) cautious of Hellions overtly criminal natures. Even those who would be considered kindly and generous by Helios’ standards are judged to be thuggish anywhere else. Most who wish to leave do not have the resources to do so anyway...not to mention the courage needed to cross the open plains where the Promethean Gates may be found. Helios is a poor world with little to offer. The land bears no fruit, water is scarce, and ranchers frequently lose herds to both human and inhuman predators.

Ishtar
The endless sand dunes cast long, round shadows as the twin suns set in the eastern sky, silhouetting the barely perceptible shape of a majestic city. As the starry host glimmers overhead, a chill wind blows across the desert in stark contrast to the blistering heat of the day. A falling star streaks across the velvet expanse as the silver moon hangs silent in the still night air. Miles away, the city of Melphina stands proud and unwavering. Its golden domes sit atop round stone walls, washed white by ages of blasting by the sand and the sun. Windows, cornices, and doorways intricately articulated with colored tile garnish the buildings that line the tight streets of the city…and this city, steeped in intrigue, tradition, and mystery does not sleep this night nor any other. It is as awake and alive now as it was by day. And all across the vast desert this scene repeats itself with the setting of the twin suns, Cassinero and Khandis. When day returns to Ishtar, it will bring with it the relentless, searing heat that defines this world of day and night, life and death, beginnings and endings.

Lockheed
As twilight descends across a grey haze that covers vast, nondescript miles of frozen tundra, the only sound that hangs in the cold air is the baying of wolves in the far distance. On the horizon a star twinkles once…twice…before shrinking back into the darkness, covered once again by a sea of shadowed clouds. Far ahead, the speckled electric lights of a town promise shelter from the deep cold of the oncoming night and respite from the despair of this land of wind and ghosts.

This is the Disc of Lockheed, a frozen wasteland, barely inhabited by a hard-minded populace. Most believe there is little to be found across the cold miles of unforgiving terrain, but ever so rarely, a wondrous thing will raise its head from the gloom like a beam of sunlight through a cloudy day. There are secrets and great sadness buried beneath the snow of this world. And there are marvels to be found for those with the eyes to see them.

So why would anyone want to live in such a world? The population consists of fugitives, exiles, escaped criminals, and stubborn laborers with nowhere else to go. Many live here because they have no choice…and others live here because it’s the only home they’ve ever known. A remote Disc like Lockheed is the only place that fugitives can hide from the unfriendly eyes that seek them, and once there the social and economic conditions prevent most from acquiring enough wealth to cross the frozen plains and leave…so many who come to Lockheed have no choice but to remain for the rest of their lives.
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Lyonesse
If the world-creating contest Kibs held at the dawn of the creation had not become an issue of pride, a game of treachery, and ultimately a divine debacle, then he would have undoubtedly chosen Lyonesse as his favored world. But as it stands Lyonesse is one of many worlds Man calls home. Lyonesse was created by Aldus, the god of art and inspiration. Hence, it’s no surprise that some of the most subtle and startlingly beautiful creatures and locales exist in the untamed corners of this emerald world.

Although humans are the Disc’s native inhabitants, many other races have come to call Lyonesse home as well; Elves, Dwarves, Gnomes, Kindre, and Orcs have all made lives for themselves and some have even built cities of their own. Racial and cultural tensions are relatively tame; the bulk of discord on Lyonesse is in the conflict between man and wicked monsters; the children of corruption that taint the world and strike at Mankind from the shadows . While Lyonessians may have some degree of technology, and magic on their side, the denizens of darkness have numbers…and oh, how they have numbers. Throughout Lyonesse’s long history, there has been battle after battle between the hosts of Hell and the armies of Man.

Not only does Man struggle against his obviously evil enemies, but he also struggles against himself. Lyonesse is divided into 9 Kingdoms that have all warred with one another at one time or another. Though the outright fighting has ceased for the time being, there are still great tensions between states and many feel that a time is not far when the slightest spark will once again ignite the fires of war. Lyonesse also holds the honor (along with Zu, Arcadia, and Nod) of being one of the most magically inclined Discs. It seems that the currents of Mana flow especially strong on Lyonesse and many a powerful Mage roams the land. There are also wondrous artifacts both buried in the old ruins and sold on street corners; it seems that even commoners own a simple trinket or two. Magical academies exist in several locations throughout the 9 Kingdoms as scholars believe that Lyonesse is an ideal place to study the ebb and flow of Mana. As a center for magical study, a land of political turbulence, a host to many dungeons and treasure-laden ruins, and the home of both dangerous and wonderful beasts, Lyonesse is an adventurer’s dream come true. Armed with sword and wits, a brave man can go far in this half-tamed land of gold and glory…and he doesn’t have to go far to get there.

Marabolous
A heavy rain falls through the thick canopy of clouds. Wild animals take shelter from the deluge in trees and burrows, cringing as a flash of lighting tears through the clouds followed by a piercing peel of thunder. High winds whip through the tallest branches of the jungle, pounding powerlessly against stout, petulant mountains. The wet ground below turns soft and muddy within a few minutes and just as quickly as it started, the flash of rain is over. Slowly the clouds break, giving in to the sunlight behind their grey walls. Colorful birds of paradise take to the skies once more, flying over the tops of trees toward the hills. The dense jungle is once again filled with the sounds of life at the passing of the mid-day storm. Unlike so many others, this world barely knows the touch of man. The land is pure, wild, and virgin, inhabited only by exotic animals, feral gods, and a handful of fearless settlers. Though signs of an ancient civilization can be found deep within the jungle, these ruins are reluctant to give up their secrets so easily. The dangers of the jungle combined with the elaborate traps in and around such sites have prevented modern Man from learning the history of this striking world called Marabolous.

Marabolous is the “newest” Disc, having been discovered most recently by explorers through recently uncovered Promethean Gates. Though there is no way to be certain, many scholars belive that Marabalous had not yet been discovered at the time of the Disc Wars. Untouched by war, Marabolous undoubtedly underwent the same ice age the rest of The Sphere did…but civilization has yet to spring once more from its fertile womb. However, since its discovery about a hundred years ago, Marabolous has seen numerous settlers establish permanent colonies in the name of their home world. This has, unfortunately, led to more than a few conflicts over borders and resources in recent years. Marabolous may be the site of another great battle for dominance as worlds collide upon its (until previously) untainted surface.

Midgard
The light of Midgard’s twin moons, Volsteim and Yubra, filters through the thick pines, spilling onto the dirt of the shadowy mountain forest. A wolf howls in the distance as a crisp wind blows. In the distance lights and smoke from a town whisper through the quiet night, pleasing in their own way. As the dawn slowly rises, the darkness flees back into the caves and tops of the pines. Across the rugged plains of rock and stout grass, through the evergreen forests, and over the surface of cold, blue lakes the dawn finds mountains; glorious, tall, ancient mountains that stand against the winds and the ages like gods of the land. These titans cover the whole of Midgard, providing home and haven to those who call this Disc their own. Some of the greatest warriors and craftsmen on the entire Sphere come from this stony world. The Dwarves, Trolls, Orcs, and Humans of Midgard are all sturdy folk who build their cities on Midgard’s plains, in her forests and in the tunnels beneath her snow capped peaks. Their way of life is as hard as the land on which they dwell, having gone without change for centuries. Just as its people are set in their ways, Midgard is unmoving and unchanging. The Disc was born old and with such age comes great wisdom and many secrets.

Moribund
White veils of ghostly mist hang over the fallow fields. Clouds, like a velvet curtain, shut out the pale moonlight as they drift mournfully across the starless sky. The baying of dogs lingers in the air of a small hamlet that marks its borders with wooden crosses, garlic, charms, and all sorts of superstitious wards. Far from the town, across the shadowed fields and woods, a black iron tower rises from the cancerous earth, twisting its gnarled fingers upwards. Anemic lights shiver in the windows of the spire, their glow uninviting and cold. All across the world, the scene repeats itself; a small village or city, couched in fear, living in the shadow of a dark tower.

Moribund is a dark and terrible world where humans are subjugated beneath the rule of the Vampiir. Cities and towns rest some distance from the fortress of a ruling Vampiric family that governs its people with an iron rod. Their court is served by demons and Were-creatures known as Neguila (neh-gee-luh). The Vampiir demand tribute from their people in taxes of money, slaves, and blood, sending their dark servants to fetch it from the impoverished peasantry. In the wild places where Vampiir do not rule, conditions are even worse; bestial fiends claim rule over the open country, devouring any who dare trespass into their territory. For the most part however, the rule of the Vampiir upon Moribund is absolute. Their forces are powerful and their spies are many...crows, bats, trees, and even the wind itself serve the interests of the Disc’s dark lords.
Needless to say, this evil place is the brainchild of Malice, the former god of darkness. He mocked the contest by making his Disc a place where humans would live a blighted existence beneath the thumb of his world’s own twisted version of man, the Vampiir. Though his Disc was little more than a spiteful joke to keep up pretenses and to distract from his true intentions, Malice was perversely delighted that Moribund was created alongside all the earnest entries when the contest was declared a draw. Moribund is an eternal reminder of the dark god's hate for mankind and often serves as the last bastion of evil creatures with no where else to hide.

Nod
During childhood, everything was magical. A stick could become a sword, a dog, a dragon, and the chairs beneath the kitchen table, a labyrinth full of peril. During our youth, we saw shapes in the clouds, lying on our backs some summer noon. A walk down paths, now well worn, was once upon a time an epic adventure where everything changed with each new passing. In those days, we believed in dreams- in the reality of any fantasy our uncaged minds could imagine. Elves, chimera, gnomes, and phantasms bloomed like wildflowers within this garden we grew in daily.
And then something changed. Something stole away our sense of wonder. For whatever reason, we stopped believing in happy endings- in the stuff that magic is made of. We traded our elves, chimera, gnomes, and fantastic phantasms for doubts, worries, fears, and imagined complexities in a life we once found to be so simple. Our delight turned to melancholy as maturity dawned and, in each of us, that garden has grown wild, abandoned, and dark.

But what if there was a world where these things could never die- for they would be the very foundation of the world itself? A world where the dream would never end…where the fantasies of our youths are as real as you or I? What if there was a place where the sun never rose on a peaceful night’s dream- where the man in the moon simply smiled down upon each dreamer and sang his strange song, night after long, beautiful night? Behold, Nod; the land of dreams, where reveries, nightmares, and nursery rhyme clichés walk abroad, weaving a wonderful tapestry of story, song, and timeless metaphor below the dark sea of smiling stars on this Disc of Never-Ending Night. Nod was designed and engineered by Wendel, the god of dreams. He wanted to create a world where Men’s fantasies walked beside them instead of only when he lay claimed by sleep. His Disc was mocked by the other gods (though it still won by default), for they believed that Men would go mad when confronted by strange visions both day and night. To a certain extent, they were right.

Tortuga
Though the name Tortuga is synonymous with pirates, brigands, rogues, scoundrels, thugs, and all sorts of ne’er-do-wells, there is a strange sort of charm and a subtle draw to the Disc of Tides. Dramatic sunsets across endless plains of water, battles between noble soldiers and despicable pirates on the high seas, violent storms, buried treasure, and unexplored chains of islands…it’s easy to see why Tortuga draws travelers across it’s warm oceans into lives of endless adventure.

Tortuga has always been something of a work in progress. Their technology facilitates only so much as survival demands and while there aren’t many wars (the astronomical cost of moving armies across the vast distances sees to keeping the dogs of war at bay), there has always been an intense struggle between order and chaos. Because governments have such a difficult time controlling and patrolling their territories, because life is so difficult, and because the economy is relatively unstable in most places, lawlessness has become rampant as the plague. All manner of low-life scum walk the shores and sail the seas of Tortuga, living a life free of obligation to any government’s law. These pirates attack sailors and poorly guarded port-towns to make their way, looting and stealing what they can and leaving the rest to burn. While most of these seamen are merely criminals, some are free-spirited adventurers who refuse to settle down and live the boring life. Theirs is a world of danger, drama, and exploration. While the bandits search for treasure in other’s pockets, these noble few hunt for treasures claimed by the sea and righting wrongs wherever they find them. Unfortunately, it’s often difficult to distinguish one type of pirate from the other…and governments relentlessly hunt and mercilessly punish any pirates they come across. All in all, life on Tortuga is exciting, dangerous and if you’re not quick on your feet, all too short.

Zu
Above a blasted wasteland filled with mutant horrors, criminals and outcasts, the idyllic islands of Laputa float high in the skies. Emerald hills, crystal lakes, and golden cities shine upon these drifting treasures in stark contrast to the pale, flat plains below. Colorful, exotic birds fly through clear blue skies, migrating from island to island. Unpolluted rivers flow down from tall, snow-capped mountains, feeding the green countryside. Irrigation tunnels draw water from these rivers towards tall, immaculate cities that brim with magic and technology. This beautiful chain of fifty-two island nations is home to a great, advanced civilization. Magic, science, philosophy, technology, and government on Laputa are far more advanced than anywhere else. The Laputan’s world offers them little resistance and abundant resources, so it is no wonder that their society has managed to come so far in the time they have.

Below the floating islands of Laputa, Zu is an empty, grey wasteland called the Geanolan Heights. This flat plain is home to a population of criminals and outcasts exiled from idyllic Laputa for their heinous deeds. These people, called the Jur-Al, scavenge the best life they can from the harsh plains, but most are unable to survive for lack of resources and the ceaseless attacks of the Geanolan Heights’s secondary citizens; twisted mutations who roam the plains, ravaging any living thing they come across. And so Zu is a world divided against itself; the islands of light and progress contrasted against the wasted ground of darkness below.

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Mon Mar 31, 2008 3:53 pm


MANA
There is a force called Mana flowing through all of creation which binds and connects all life. At birth, a creature’s life energy springs from Mana and at death, these energies return to Mana. Man’s soul is composed of Mana. The grass, the sky, the seas, and all the creatures and spirits therein are connected to this mysterious force of life, death and rebirth. Mana is what sustains everything on The Sphere and without it, everything in existence would perish into darkness. This alone is enough to make it the most important universal force as far as life is concerned; for Mana is life and life is Mana. It is a ubiquitous, amoral, impersonal, non-sentient, and (normally) invisible force that philosophers believe to be responsible not only for life and death, but for each person’s individual destiny. Mana can be harnessed and shaped by those who know how. Mana that is refined, processed, or otherwise altered from its natural state is called Magic…and those capable of wielding this force are called Mages. Mages with the proper training can create strange and wonderful effects using their arcane arts. Magic can be imbued into objects, cast as spells, and even occurs naturally in places where Mana’s flow is especially strong. Such recourse takes a certain amount of energy from a Mage’s own Mana pool and though this energy can be renewed through meditation, overuse of magic can be fatal if all life energy is drained from the spell caster.
The ebb and flow of Mana is not random. The life-force swirls along predictable currents called Ley Lines. These patterns run throughout creation, connecting locations and creating strange, fascinating places where several Ley Lines converge. Just as there are “rivers” of Mana that flow through creation in set patterns, so Mana also flows through the body in a similar fashion.
Mana flow is centered at the core of the body, from whence it flows along “veins” of energy that feed through every major organ, muscle, gland, and artery. These lines overlap in several places and if one of these intersections is somehow blocked, the result can be either catastrophic or cathartic depending on how and when the blockage occurs. This knowledge is used offensively in many martial arts and in a mystical branch of medicine called Acupuncture where illness and injury are treated by blocking and opening up key Ley Lines in the body.
Of course, the flow of all this energy through the body must have some outward effect. An invisible field of energy called an Aura burns steadily around all living things. Typically, the stronger one’s connection to Mana, the brighter the Aura (some even cause their Aura to become visible as they tap into their personal Mana pool). No two Auras are the same and some can sense or even see them, which allows these sensitives to recognize people and emotions based on the color and/or feel of an Aura.
While it is true that Mana naturally flows through all things, some living creatures are born with a stronger connection to this force than others. Their conection manifests itself as an extension of that person’s desires, abilities, and personality. Someone who is a naturally gifted swordsman will be even better than he would otherwise be due to the influence of Mana on his aptitude. He will be able to perform feats of strength and skill that others-even highly trained others-simply cannot. These people are born seemingly at random; parents with such gifts do not always give birth to children that possess this bond. Usually such a connection to Mana also comes with a great destiny. As a result, many of these individuals become epic heroes or villains as their Mana-augmented prowess places them on a playing field above mundane mortals. All player characters (unless otherwise desired) are considered such people; individuals that, for whatever reason, are born with a stronger connection to Mana and therefore, a greater destiny. This is what gives them their unique Gifts, spells, and allows them to participate in the epic story being told.
On a side note, it is possible for Mana to become dark and polluted. No one is quite sure exactly what causes this to happen, but many suspect it is due to some grievous wound the Evil One inflicted on creation in the beginning. The blighted, dead areas in creation are unmistakable…and they are growing. These areas are called Plague Lands and, for the most part, comprise only a very small fraction of The Sphere. As a Plague Land grows (ever so slowly, but steadily), its taint spreads to the earth and trees, twisting them into dark expressions of pain and anger. Beasts of the field and birds of the air who do not flee are eventually stripped of their sanity, mutating into horrible perversions of themselves whose only desire is to kill. Plague Lands have the same effect on men who live there, polluting their very essence and turning them into its cunning and vile servants. It is a fact that Plague Lands are steadily growing. This worries many naturalists and philosophers who surmise that eventually, all of creation will be polluted by this evil and fall into ruin…and Malice will have finally won.
PostPosted: Mon Mar 31, 2008 3:56 pm


FAITH, RELIGION, & THE AFTERLIFE
Before they left The Sphere to its own devices, it is said that the gods wrote upon two great tablets many guidelines for moral living and a description of the afterlife. They gave these tablets to The Four Winds, who charged The Watchers with tailoring the message into religions appropriate for the nations and people of their worlds. In the early days, the faith of people in such religions was strong but as time progressed, men began to doubt the stories told about gods they never personally knew. In this vein of thought, many new religions and philosophies came about and the teachings of the old religions grew more convoluted as time went on as scriptures were added to, taken out of, and misinterpreted from the original texts. The great loss of knowledge and culture from the First Age due to the Apocalypse has led to wide variations in religion across the Sphere, though most stem from a common origin. Obviously, all the religions of all the people in all nations across the entire Sphere would take far too long to list. What follows instead is a brief summary of the most widespread religions and the actual reality behind death.
Adventism
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Also known as the “Old Religion”, Adventism is the religion closest to the old teachings given by the gods. It teaches that man is fundamentally flawed and dies in varying degrees of imperfection depending on how moral and devout he was in life.

His sins are cleansed by a punishing fire in purgatory after death and upon reaching a state of perfection, he is reincarnated. Adventism has a great many laws and traditions that must be upheld if one is to be considered righteous (though all will be punished to some degree for their sins) including baptism, a ceremony performed on infants and new converts to wash away sin. They denounce ancestor worship and the exaltation of Little gods, claiming such acts are heresy.

Followers are taught that reincarnation is desirable and the natural order of things. Ghosts who linger do so because of their shallow character and there are a many temptations in the Underworld that can cause the unfaithful to stray from the path towards glorious reincarnation. The righteous are those who can find their way through these snares to reach Purgatory and join the living once again in a new body. Adventist funerals are important affairs where gifts of flowers, incense and even material riches are offered to the body to appease its angry Po (the lower spirit which is said to remain with the body) and two coins are placed on his eyes as payment for the boatman who bears him on to Purgatory and reincarnation. It is believed that offering prayers and money to the church or performing good deeds on behalf of the deceased will speed them on the path to reincarnation. During life (preferably during infancy), Adventists are expected to be baptized by either sprinkling or immersion in water which represents purification of sin. They are taught to do good deeds, help those less fortunate, attend church gatherings, confess their sins to the priest (who can grant them forgiveness), and offer daily prayers and meditations to the gods.

Adventist churches became widespread just before and during the Disc Wars as religious crusades were launched to convert “heathen” nations. It is currently the most widespread and wealthy religion across The Sphere. Though most followers of Adventism are good-hearted people, many of its leaders use their wealth and power for selfish gain, leading to schisms in the church which have created a number of alternate Adventist denominations. A follower of Adventism is called an Adventist.

Atheism
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The modern age has seen a great rise in atheism as a viable philosophy, especially on culturally advanced worlds like Zu. Atheism claims that there are no gods.

The old stories told about creation are just that; stories. These stories were created to cope with a world primitive men couldn’t understand. Though theories as to mankind’s origin vary, most atheists believe that The Sphere simply popped into existence for no particular reason and that all forms of life evolved from single celled organisms over billions of years. Little gods and ghosts are nothing more than conscious collections of Mana. Magic is a natural phenomenon that man can understand and harness. There is no true meaning to life and there is nothing after death. This pessimistic philosophy finds more followers among the educated, the wealthy and the hedonistic. A follower of atheism is called an Atheist.

Kabos
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Kabos was started by the enslaved Men of Ishtar who rebelled against their masters at the end of that Disc’s Third Age. It replaced Oskibar as the official religion of Ishtar and was influenced greatly by memories of Adventism during the Disc Wars. A recent schism in the religion has violently divided extremists who adhere to an older version of Kabos (Orthodox Kabos) from liberals who hold to the new, more widespread version (Reformed Kabos).

Kabos is a quasi-mystical religion that strongly influences the culture of Ishtar. The caste system is derived from its teachings (Kabos states that those who belong to a higher caste have naturally purer souls than those of a lower caste) as are Ishtar’s beliefs concerning women, the rights of foreigners, and how crime should be punished. Kabos does not preach a doctrine of mercy, but of judgment. Its creed is strict and those who break these commandments are harshly punished. This is not done out of a desire to do evil, but out of a desire to spare them an even worse punishment in the purgatory of the afterlife. The reasoning is that, if sin is punished and atoned for during life, there is no need to do so after death.
In this same doctrinal vain, Kabalists believe in the practice of a Holy War against unrighteousness. Orthodox Kabos believe that this Holy War means that those who do not follow the teachings of Kabos should be converted by force. Reformed Kabalists believe that this Holy War refers to the evil within oneself that one must always be fighting against.

Orthodox Kabos engages in a great deal of ancestor worship, whereas such practices are considered heresy by Reformed believers. Obviously, these differences of belief cause a great amount of tension and fighting between Orthodox and Reform Kabalists. Other differences include the Reformed Kabos practice of baptism and religious gatherings on the 7th rather than the 6th day of the week.

After death, it is Kabalist tradition to burn the bodies of the dead on a funeral pyre in order to prevent them from rising as Po. Coins are placed over the eyes of the deceased and the dead are honored in a ceremony prior to the burning and after the pyre is lit, the family and guests of the funeral all join in a feast to celebrate the life of the loved one who has passed. Like Adventists, Kabalists believe that reincarnation is the way of the righteous dead, but to linger in the underworld or as a ghost is to bring shame to one’s memory and family. A follower of Kabos is a Kabalist.

Oskibar
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A religion that dominated Ishtar during the Third Age and practiced grizzly death worship and Necromancy. It is officially a (pardon the pun) dead religion, but some still follow its teachings and practice its rituals in secret. Oskibalts believe that death is not something to be feared, but to be embraced. Death is simply change and all organisms must undergo death in order to transcend to a higher plane of existence. This philosophy set forth by the early founders grew from seeking to intimately understand death into a religion that both worshipped and sought to control the process of death. Naturally, this led many of its practitioners down a very dark road. Religious rituals included torture, human sacrifice, defiling tombs, and acts of necrophilia. Most practiced necromancy and kept small coteries of undead as servants.

Historically, Oskibar is an important historical advent on Ishtar. In Third Age, the upheavals of the Apocalypse allowed the death priests to conquere and enslave Mankind. Their dark rites were practiced regularly on Ishtar’s people. At the dawn of the Fourth Age, Man rebelled and overthrew the cults, burning their temples, killing their priests, and replacing Oskibar with the newound Kabos. However, many of Oskibar’s leaders had learned to control death, and were able to ultimately escape their grizzly fates. These dark priests dwell now in tombs beneath the sands, spreading their religion in secret and hoping to once more plunge Ishtar back into darkness. A follower of Oskibar is called an Oskibalt.

Paganism
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A widespread and widely varied set of beliefs, Paganism is a term used to describe the many rites involved in the worship of ancestors and creation’s Little gods. Though pagan practices are discouraged by both Watchers and Adventists, the religion has always had a strong following among those who live in rural areas where these belligerent and powerful spirits demand worship and threaten punishment if offered anything less. Rites vary between Little gods but many practices such as the burning of incense, the offering of prayers and song, and animal sacrifice are common themes. Pagans also tend to practice ancestor worship, burying loved ones with all their favorite possessions and enacting Necromantic rites at funerals that trap the honored dead in Limbo. Even when these rites aren’t enacted, pagan spirits tend to linger in the afterlife rather than pass on to reincarnation. Some even stay behind on their own accord, haunting their graves and loved ones as ghosts. Sacrifices to the spirits of ancestors are made in exchange for aid during times of trouble (though actually, there isn’t much a spirit who has passed on can actually do from beyond the grave if the Narakas deny him passage to the physical world). A follower of paganism is called a pagan.

Soto
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The chief religion of Shoukai is less a true religion and more a collection of folklore and superstitions. Sotists believe not only in the gods, but in a bevy of lesser spirits as well. Its practitioners follow no set form of worship and have no written texts to describe the creed of their religion…in fact, there really is no creed. Occasionally a Little god or the ancestors will be venerated, but generally there is no such thing as a “good” or a “bad” Sotist. There is either one practices Soto or one who does not. Soto does not have a moral code for its followers to adhere to, nor is it particularly concerned with morality to begin with. It does however, offer protection from malicious spirits and details the proper ways to deal with ancestoral ghosts, Little gods, yoma and other such beings.

Sotists believe that when a person dies, one of three things happens. If they were not properly buried, their body rises as an angry Po and their spirit joins with similarly disenchanted souls to form a Yoma. If they were properly buried, but are not continually honored with gifts and prayers after death, their Po may sleep but their Hun haunts the lands as a troublesome ghost. But if their body was properly buried and their memory continues to be honored after death, they pass on to the afterlife and join the rest of the ancestors in paradise. A follower of Soto is called a Sotist.

Zaiyen
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Zaiyen originated on Zu where it was practiced by spiritualists and philosophers for many years before it gained ground with practitioners of Soto (many of whom faithfully practice both Zaiyen and Soto, integrating the teachings of both religions into a hybrid some have taken to calling Zoto) and in trendsetters tired of Adventism. Zaiyen teaches that in order to attain not only a speedy reincarnation after death, but peace during life, one must free himself of all material attachments. Zais believe that the soul is pure in its nature but matter is corrupt and since the soul is surrounded by material things (including the body), it too becomes corrupted by diffusion. Those who follow Zaiyen practice meditation, stern physical discipline, flagellation, fasting and a number of other pursuits to free themselves of attachment to the corruptible things of this world.
As far as religious rites and scriptures are concerned, Zaiyen draws its teachings from the writings of a mystic who called himself The Gujim. His teachings were little known during his lifetime, but following his martyrdom, his disciples spread his teachings and the religion grew like wildfire. The Gujim taught a doctrine of tolerance and equality, saying that all men were equals despite their social status. He fought for fair treatment of Zu’s outcasts and criminals, and it was his beliefs opposing the exile of criminals to the Geanolan Heights that eventually got him killed. His followers continue his campaign of peace and tolerance towards people of all races, backgrounds, and religions. A follower of Zaiyen is called a Zai.

The Truth
The human soul is comprised of two parts; the Higher Soul (called the Hun) and the Lower Soul (called the Po). The Hun is the part of the soul dedicated to rational thought, personality, memory, virtue and civility; the seat of logic. The Po is the less rational part of the soul where animal urges, instincts and passion comes from; the seat of emotion. Balance between both parts of the soul are necessary for a healthy life but after death, the two halves separate. The Po sleeps with the body while the Hun goes on to the afterlife.

If angered by an improper burial, the desecration of its grave, or goaded by dark magic, a Po may rise from its sleep, turning the corpse it occupies into a rampaging, undead horror. Such beings run amuck in the wild country surrounding their gravesites, killing everything they come across in their implacable anger. Nothing of who they once were remains in a Po; for the part that comprised their thinking mind, memories, and personality has gone on. Po are nothing but a seething mass of instinct and uncontrolled emotion; if the body is destroyed, so is the Po. But this is a feat that even many trained warriors are not up to. These creatures are unnaturally strong, fast, and brutal. They attack without pity, hesitation, or remorse and the best means for dealing with them is prevention. Proper burial and respect is the surest way to keep the dead buried.
Complications beyond death are not limited to Po, however.. Huns that do not move on to the next life upon leaving their bodies are called Ghosts. Deaths that are particularly sudden, traumatic, painful or violent can result in the creation of a ghost. A particularly strong will and a powerful attachment to something in the material world (be it a person, a place, a memory, a goal, etc.) can also keep a spirit bound to the land between life and death; a place of shadow and hyperbole called Limbo. Once that which anchors the spirit is resolved, destroyed, or otherwise dealt with, the Hun may move on to the afterlife. Ghosts that linger in the physical realm for too long slowly go mad. Over the years, a ghost will become consumed by its madness and lose its personality, memories and reason. These spirits are called Lost Souls or Wraiths. They are violently insane, dangerous, and disturbing to encounter at the very least.

Two final factors can also keep a spirit in the physical world; certain Necromantic burial rites (innocently practiced at Pagan funerals for the purpose of sustaining the existence of departed ancestors for the purpose of worshipping and honoring them), curses that bind the soul to the earth, and an incomplete fate. An incomplete fate implies that the ultimate destiny of the individual was not fulfilled before death and now he must satisfy fate’s requirement as a ghost. Upon fulfilling his destiny, he will move on. This is admittedly rare and most often occurs only in people with a strong connection to Mana and therefore, an epic destiny.

Occassionally, the Narakas (the rulers of the Underworld) will grant a spirit passage to the material world for a brief period of time. These leaniencies are granted ever so rarely, and often come at a high price (either in money or favors) to the spirit who returns to the land of sunshine and blue skies. Most spirits are more than willing to pay whatever the Narakas ask for just a small taste of the physical world.. These visiting ghosts are required to return to Dis after the length of their stay is completed (few visits last more than a day or so). Those who do not return are hunted down by the Naraka’s servants, the Reapers, and dragged back to the underworld for punishment…but for some spirits, just a few more moments in the world of light, even as a ghost, are worth such a price.

Very few spirits ever become ghosts. Most people lack the strength of will to hold onto something vehemently enough for it to become an anchor for their soul. The majority of spirits separate and pass into Dis (pronounced deez); the Underworld. There, the first sight they behold is Styx, the river of the dead; a churning, sickly yellow river where lost souls, eternally caught in its flow, wail, moan and reach with skeletal arms for those who come too close to the water’s edge. The hooded ferryman stands next to his boat on the shore and bears across those spirits who were baptized in life. Those who were unbaptized can still cross if they are able to pay the boatman two coins (which any spirit would have if they were properly buried; coins are traditionally placed over the eyes of the deceased, even in non-religious burial rites). The unbaptized who cannot pay are denied passage across the river and must remain at the water’s edge for eternity. A slum of sorts has gradually come into being in the dead region surrounding Styx. This city is called Sheol and is the home of the dishonored dead; those who are trapped forever in the afterlife with no hope for reincarnation. The very sight of it is depressing and passing through it is dangerous for any soul. The utter poverty, misery, and desolation of Sheol are what drives many to desperately try crossing Styx only to join the damned that drown eternally in the river’s flow. To some, even this is a better fate than spending eternity in the hellish conditions of Sheol.

The Jade Kingdom, as it has come to be called, lies on the far shore of Styx. This vast region is surrounded on all sides by steep, impenetrable mountains where horrible fire-demons make their homes. In the center of the realm a pale, glistening spire called The Seat of Judgment seemingly stretches upwards for eternity. Here, the 13 Narakas (gods of death, whose power rivals that of even the Four Winds) rule over Dis, governing the great city of Tartarus and judging the souls of the dead. It is to this tower that souls go to be judged before being sentenced to Purgatory and eventual reincarnation. Many, however elect to remain in the Jade Kingdom, living out a shadow of the life they once knew on The Sphere in Tartarus. Those buried with possessions find the lion’s share of their goods (things like money, clothes, and a favored weapon will appear on the spirit’s person) waiting for them once they reach the Jade Kingdom. Elaborate burial chambers manifest in Tartarus as palacial mansions.

Servants and wives buried with the deceased become slaves in the afterlife, inexorably drawn to their eternal master’s side. Naturally, those with great wealth would rather continue existing on the endless plains of the Jade Kingdom than go on to judgment, punishment and reincarnation. Others who fear the judgement of the Narakas and the punishment that awaits them for their sins abstain from entering the Seat of Judgement. These wretches also make their home in the slums and dark alleys of Tartarus. And so, the plains surrounding The Seat of Judgement have become the greatest necropolis in the Jade Kingdom. Tartarus is a confusing labrynth of shadowy buildings that house the dead with The Seat of Judgment at its center.

As more and more spirits make their eternal home there, the cities borders grow to accommodate them. Culture there borrows elements from every imaginable society since the beginning of time, which makes adjusting particularly difficult for newly dead souls. Trade and economy are based largely on whatever grave goods spirits bring upon their arrival to Dis. Some have only the clothes on their back, and others have palaces filled with servants, money, jewels, food, and other worldly pleasures. The problem with life in Tartarus is that it is only a shadow of life in the material world. There is no sunlight, nothing that grows, no new births, and every pleasure to be found there is hollow. Any possession (apart from servants) can disappear if it decays or is removed from the physical grave of its owner. Food has no taste, friendship has no warmth, and all good things that could be found in life serve only as a bitter reminder to the departed that they are indeed dead. Eventually, most souls decide to face Judgement for one reason or another and make their way to the tower at the city’s center.

Those souls who enter the tower are judged by one of the thirteen Narakas. The deeds of the soul are weighed against the weightless feather of perfection, and based on their deeds, the Naraka then sentences the deceased to Purgatory for so long as it takes the fires therein to cleanse the sinful stain from its soul. Once a soul has entered Purgatory, it is impossible, even for the Narakas, to remove it from that place. The lonely spirit slowly ascends through the tops of the tower as the weight of his sins (along with all his memories) are purged through tormenting flame. When he has reached perfection, he is light enough to float through the top of the tower and be spun once again in the great wheel of souls, a great ethereal device which spins the raw Mana of souls into creation where the babies inside of mothers receive a newly purified soul at conception.

It is important to know that Dis is a literal place that mortals and spirits can actually walk into. Certain remote, dark, and forbidden places in the physical world (there is at least one on each Disc) house a gateway guarded by an enormous three-headed dog or an angel with a flaming sword. This portal is connected directly to the land of the dead. The old stories say that some heroes have walked directly into the Underworld to retrieve the soul of a lost loved one or to ask a question of a departed sage. Such a journey is obviously lined with peril. Only the exceptionally brave can keep their sanity in such a place and the boatman is loathe to shuttle heavy mortal bodies across Styx on his rickety vessel. But if the mortal can cross the river of the dead, he may enter the Jade Kingdom and do what he came to such a terrible place to do.

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Aug 07, 2008 11:00 pm


Arcadia in Detail

Geography
Each continent of Arcadia is covered in a single thick forest with no apparent beginning or end. Lakes, streams, ponds, and rivers all flow in abundance and the Disc also has many sources of underground water to tap into. In many places, the forest is so dark and thick that it becomes impassible. Other regions are hilly, and even hold a few small mountains covered in tall pines. The only clearings to be found are in places where they have been made by an outside force. Large, well-paved highways (both ancient and modern) lead to major cities and landmarks and even many less important areas still have reliable roads leading to them.

Arcadia’s woods are host to almost any animal imaginable, many unique creatures, and a host of unsavory monsters that call the dark places home. Monkeys climb the trees of the southern jungles. Elk and wolves roam the thickets of the east and west. And moose and bears call the northern taiga home. Just as different animals live in different parts of the woods, species of plant grow in different regions world-wide as dictated by the climate they are capable of thriving in. The eastern and western regions are temperate and in both areas oak, hickory, beech, hemlock, maple, basswood, cottonwood, elm, willow, and flowering herbs grow. The warm southern forests grow much wilder and support orchids, vines, colorful ferns, mosses, and palms. In the north, the cold temperatures choke out less hardy plants and only weather-tolerant evergreen conifers with needle-like leaves, such as pine, fir, and spruce are able to grow. Mosses, lichens, and hardy bushes like juniper make up the undergrowth of these thin, cold, forests.

Certain areas of the Disc have become dangerous in recent years. The ground there is blasted and dead. The trees grow mad and feral. Beasts that do not flee the area become twisted, half-dead aberrations. And the mortal inhabitants that dwell in these regions slowly lose their sanity, becoming atrocious servants of chaos. These areas are called Plague Lands and are the result of Malice’s influence on the life-force of Mana. Few are foolish enough to consciously walk into the Plague Lands, let alone build a city there. There are some towns built in or near the Plague Lands; the dark and twisted parts of the woods. And like the ground upon which their cities stand, the inhabitants are warped shadows of themselves. These Plague-Touched, as they are called, thrive on destruction and launch assaults on the settlements of the civilized from time to time. Unlike the peaceful tranquility of most cities in Arcadia, these Plague-towns are hostile and the citizens constantly struggle to meet their own petty desires, killing, stealing, and betraying each other in the process until they eventually end up tearing themselves to pieces. But as Plague Lands spread, entire towns become consumed and perverted as the order of civility therein slowly turns to anarchy. In earlier days, there were only a few Plague Lands but as the years progress, they grow larger and larger. None know the source of this scourge, but some pessimistic scholars believe that eventually, the Plague Lands will consume all of Arcadia and there will be nothing left of the magical world that once was. Some believe that Plague Lands grow on their own, uncontrollably and unstoppably. Others believe that the Plague-Touched help to spread the land’s sickness. Still others argue that the Plague Lands grow with each great tragedy that happens. In truth, they are all right to some degree. Plague Lands do spread on their own, but ever so slowly; maybe an inch every hundred years. In order to spread rapidly, the darkness itself pollutes the minds of those who dwell within its borders. The Plague-Touched then create suffering and in doing so, help to spread the Plague as it feeds on the pain of Arcadia’s people.

Culture
No amount of high technology exists in Arcadia. Though they are culturally ahead of the curb in areas like art and education, Arcadia simply lacks where technology is concerned. In many towns, the most advanced device is the pump system that diverts running water from a nearby source. Though the technology of a more sophisticated age eludes them, what Arcadia does possess in abundance is magic…and the application of this resource more than makes up for a lack of technology. Just as the residents of some worlds could not imagine life without their innovations, so the inhabitants of Arcadia would find life unbearable without use of their favored spells. Their practical magic is applied to tasks like lighting a room, washing the dishes, cleaning house, or cooking a meal. Almost all homes are permanently enchanted with such amenities as self-cleaning dishes or a fireplace that shapes the glowing embers into miniature heroes that replay epic stories before spectators.

Elves are the people indigenous to Arcadia. Though many other races migrated to the warm woodland from other parts of The Sphere during the Second Age, the greenest and oldest parts of the woods belong to the Elven nations; it here that they have built large cities from the highest quality materials available, beautifully integrating their homes into the surrounding forest. They garnish their cities with elaborate decorations and all across The Sphere, the craft of the Elves is known for its strange, eldritch beauty. It is, all at once, graceful, majestic, and sad. Such highly stylized beautification extends to all aspects of Elven design; architecture, painting, music, and weaponry are the subjects of similar trends in decoration. Above all, Elven creations are known for their intricacy. Attention to detail has long been a hallmark which sets Elven craftsmen apart; one can look at the same piece of work a thousand times and find something new each time.

Elven culture is marked not only by its beauty, but by its formality. There is a great respect among the Elves for one another. While these courtesies are rarely extended to outsiders, among themselves, the Elves practice a detailed etiquette that is both regal and ancient. Even in the homes of commoners, manners are emphasized as an important virtue. Arcadian Elves that travel abroad are often disgusted at the lack of propriety (especially among their own people) in other cultures. But this may or may not be actually true, considering that the standard of etiquette is set uncommonly high by native Elves of Arcadia.

Elves divide large parts of their land into kingdoms. Each king keeps an army and defines his boundaries using landmarks such as rivers or ranges of tall hills. Elven cities are built within the margins of the kingdom but it is not uncommon for a town of other Men to be located inside those same borders. In some rare cases, more militant or evasive Elves will take action against the human town (diplomatic or otherwise). But for the most part, Elves allow others to settle on their land so long as they do not disturb the delicate balance therein and pledge fealty to the local lord. Normally this means little, but in a crisis the town will be taxed to supply soldiers and resources for the lord’s purposes. Otherwise, they govern themselves.

The Humans, Dwarves, Orcs, and other races of Arcadia, though unusually dexterous, adaptable, and resolute, are unable to dwell in the deepest or wildest parts of the woods like the Elves or the Faye. Instead, they make their homes in the less dense, safer parts of the forest, building their homes from the abundant natural materials that surround them. Their towns can grow quite large, despite the fact that they have suffered the ecological consequences for failing to reach equilibrium with their surrounding environment on several occasions. Most are mid-sized towns built in the midst of a large, man-made clearing or even in the tops of sturdy, long-branched trees. Men make their way as farmers, hunters, gatherers, and craftsmen. Life in Arcadian towns is relatively peaceful, even if it is a bit simple. Occasionally, a wild animal or a malicious wood god will attack but any town worth its salt has a decent militia that can take care of minor threats. Towns are often governed by a council led by a mayor and their borders are usually ill-defined. This has inevitably led to more than one conflict between towns who found valuable resources in the neutral territory between their respective lands.

While the Men and Elves build permanent establishments throughout the forest, the Faye live in nomadic communes of anywhere from four to four hundred individuals, moving from place to place, governed only by their whimsy. They are led by a single, unofficial leader who is often the most level-headed (for a Fairy, that is), wise, or charismatic of the group. According to traditional legend, each of these leaders is subject to the rule of a mythical Fairy Queen, a supposed goddess who lives somewhere deep in the woods. There are literally hundreds of sub-species of fairy that dwell in Arcadia’s woodlands…sprites, pixies, leprechauns, bogies, myconids, sluagh, and spriggans just to name a few. The differences between these species are mostly superficial to outsiders, but to the Faye, they are virtually non-existent. It’s as if Fairy eyes do not see the flesh of their own kin, but distinguish between one another by the contents of the soul alone. These forest spirits dwell in different environments based on their tastes. Pixies prefer the trees. Sprites live underground. And sluagh, myconids, and bogies live in dark, hidden places. Wherever they dwell, the Faye consider themselves far removed from the cares of other creatures and keep extended contact with non-animal races to a minimum. However, all Faye are mischievous and enjoy playing a prank (or three) on those who pass through their realms. Whether these tricks are harmful or benign (if annoying) depends on the fairy’s nature; Seelie (benevolent; lawful and/or good) or Unseelie (malevolent; chaotic and/or evil). In any case, small and large communities of like-minded fairies drift through Arcadia’s woods, culturally isolated from the rest of the world.

History
Miranda, goddess of love and beauty, created the Disc of Arcadia. Her beautiful reflection can be seen in every blooming flower, crystalline lake, and majestic sunset through the trees. Though all the gods desired her, she would be had by none. Malice, above all others, lusted after her and when she refused his advances, he swore revenge for the humiliation. The great amount of love and effort she put into her Disc afforded Malice the perfect opportunity. Before his imprisonment, he cursed her world with certain doom and the first of the Plague Lands, which would eventually ruin her world completely, was created. Needless to say, few enjoyed seeing Malice cast into the Bottomless Pit as much as Miranda.

The souls of Men who were placed on Arcadia took the shape of what are today called Elves or, in their own language, the Viraquendi (literally translated as “high (or superior) man”). During their First Age, the Disc’s Watcher, a spirit of indescribable beauty named Analyse, gave to the Elves a powerful gift with which to tame their world. In addition to magical abilities (which they still possess and practice to this day), she showed them a source of power placed on their world by its creator; a stone of unearthly material which held an almost infinite quantity of Mana. This power source was called the Sunstone and the great Elven city of Hibernia was built around it. Hibernia was a great, and magical metropolis with the sprawling Imperial Palace at its center. The Sunstone was kept in a chamber below the Palace, under the watch and guard of the Luminian Order, a group of priestly warriors dedicated to studying and protecting the stone. The Sunstone gave magic and power to Hibernia. Though bits of the stone were broken off and given to smaller settlements built in other parts of the wood, no city in Arcadia’s history ever rivaled the greatness of Hibernia.

At the dawn of the Second Age, Malice had slowly but surely perverted the Elves’ respect for the natural world into a fear of outsiders who might corrupt their home. He gradually moved them from using their magical powers in moderation to using their powers for selfish gain, which led to a growing lust for more power. Analyse, who could have kept them from this change, was nowhere to be found; she had disappeared from her tower without a trace…no doubt taken by the Titans. Early visitors to Arcadia were met with hostility and arrogance. The Elves readily used their magical might to subject other nations outside Arcadia to their own rule as emperors and kings, desiring only to expand their own power. This led the Elves to a great many battles with other races and culminated with the horrors of the Disc Wars. The Sunstone, which had originally been intended as a gift from their creator, became a weapon with which to oppress and destroy others. Its incredible power was used to fuel weapons which destroyed entire cities and wiped out regiments of enemy soldiers in an instant. However, the Elves’ lust for power eventually got the better of them. They taxed the Sunstone beyond its limits, which resulted in a catastrophic explosion that leveled the great city of Hibernia, destroying all life within. Though the location of this once great city has been lost to time, it is believed that the ruins (at the center of which, the Sunstone surely still lies in one form or another) are now a great Plague Land filled with undead horrors and the ghosts of those killed in the calamity that destroyed Hibernia and crippled the Elven nations.

The Apocalypse came soon after Hibernia’s destruction. Many Arcadian historians still believe that the explosion of the Sunstone and the subsequent destruction of Hibernia was what caused the Apocalypse to come. Arcadia’s Apocalypse wasn’t much different than it was elsewhere. All the trees died and the forests became brittle, white skeletons covered in snow and full of barbaric tribes, malicious fairies, and horrible, plague-touched aberrations. For an entire age, the Elven nations lay in ruins, their kingdoms eventually shattering with the ruin of Hibernia and the constant assaults of barbarism, famine, and disease. Though the shards of the Sunstone still retained their power, these invaluable artifacts were either plundered when the cities were sacked, ferreted away to unknown places by the few remaining Luminian priests, or still lay buried somewhere beneath the ancient ruins.

With the conclusion of Heaven’s war, Arcadia slowly came out of darkness and began to rebuild under the Watch of their new guardian, Lord Oberon and his wife Titania. The ruined cities that had not been claimed by ages of darkness or by the rapid growth of the forest were rebuilt, the new architecture butting up against the old. A new Hibernia was built as the center of a new Elven culture...though it does not have the same reach and influence it once did. For unlike First Age Arcadia, the world is now divided into many different nations instead of one great kingdom and its many colonies. Nonetheless, rumor has it that a shard of the original Sunstone lies at the heart of the significantly smaller New Hibernia. Those who came over to Arcadia from other worlds before or during the Disc Wars (as slaves or refugees) now live alongside the Elves, whose acceptance of other people is far from ideal, but a marked improvement from the Second Age.

Divinity
Arcadia has hundreds of Little gods that claim dominion over certain areas or aspects of the forest. Some claim to be lord over a certain type of animal (and take the shape of a very large or exaggerated version of that animal) or tree. Some of the more powerful Little gods claim entire rivers or sections of the wild forest. Both human and Elven communities pay some respect to local gods. After all, ignoring them only makes life more difficult. If their demands are reasonable, town leaders won’t hesitate to meet them rather than spend resources and lives defending themselves from the wrath of an angered god. It is interesting to note that the Plague-lands are powerful enough to corrupt and taint even Little gods. Those polluted as it spreads become frightful demons and are perhaps the Plague’s most powerful agents in its war against the good and the beautiful.
Arcadia’s Watcher is a deeply thoughtful being who calculates every possible move before making one. His name is Oberon and his magical prowess is without equal. The spread of the Plague across Arcadia troubles him deeply. Rumor has it that he has foreseen the ultimate outcome of these events but even if he has, he certainly isn’t talking. He is served by his Archon and wife, Titania, a former Elven queen who is as powerful as she is fair. The two of them reside in Spirit Tower, an enormous, hollow redwood tree that houses Oberon’s fairy spies and subservient, bestial Little gods.

Quote:
Pronunciation: Ar-cay-dee-uh
Major Cities
New Hibernia
Thornberry
Vale
Shady Glenn
Long Leaf
Windsong
Language(s):
Quendi: Most widely spoken dialect of Elven. Used by nearly all humans, Elven plebeians and other “commoners”.
Faella: A more sing-song and formal dialect of Elven. Used by nobles and the upper class.
Currency: Roe: Small glass stones of varying colors. Different colors denote the value of each gemstone.
Native Race: Elves
A Person From Arcadia is Called an: Arcadian (Ar-kay-dee-an)
PostPosted: Thu Aug 07, 2008 11:06 pm


Helios in Detail

Geography
Helios is, for the most part, a parched wasteland of jagged hills, volcanic mountains, and dry river beds. There are a few stagnant ponds that are viciously guarded by powerful clans of nomads and some parched rivers that run by the few cities. The plains of Helios are covered with either its trademark red dust or red grass. Legends say that the god of war, Marduke, stained the land and sky with the color of his blood during its creation.

Long chains of volcanic mountain ranges span the Disc, erupting daily. It is not uncommon to come across active lava flows when traveling the plains. Thermal vents that spew gases hot enough to melt the skin off a man dot the ground in the more dangerous areas and earthquakes are commonplace across the Disc. This high amount of violent geological activity underground seems an ironic parallel to the constant strife above ground.

There are no oceans on Helios and the few sparse forests grow in remote areas, as easily accessible wood is covetously harvested by those who can get their hands on it. Since there is little water and few nutrients in the ground, trees and plants grow slowly. Only hard-bodied, bristly plants grow commonly across the fields and these are often harvested to fuel bonfires for heat during the bitter nights and winters. All manner of carrion birds thrive in the aftermath of battle. Other than the occasional flock of vultures, wildlife on Helios is rather limited. Half-starved, ragged wolves roam the steppes, disease carrying rats haunt the cellars of the cities, and a number of highly venomous snakes make their homes in holes across the wastelands.

Culture
What culture? On this Disc of unending strife, there is but one purpose for progress; to fuel the war effort. Technology, art, magic, science, and all the other accoutrements of culture are useful only insofar as they can be used to kill others. Outside of that one function, Hellions have little use for them. Science is applied to the task of providing new siege engines. The only songs sung are battle marches or epic songs that celebrate a great victory. The highest function of logic is to provide adequate strategies for an extended campaign. Stories are told and passed down through oral tradition since books are never written for lack of time, libraries to house them, and widespread illiteracy. This one-sided culture therefore, has little to offer The Sphere as a whole. It is no wonder that nearly everyone’s mental image of Helios is a blasted wasteland with no redeeming qualities. For the most part, they are right.

There are three divisions of people on Helios; the scattered bands of nomads, the city folk, and the Necromancers. Nomads are by far the largest group. They wander Helios’ stricken plains, hunting whatever bony animal’s trail they come across and scavenging what they can from the land and anyone (dead or alive) they find in the process. A group boasts anywhere from ten to a hundred individuals (though few come across enough resources to sustain this many members) and are always led by the strongest, meanest b*****d in the group. Most bands of nomads are malnourished, untrained, and ill-equipped…their only advantage is that they have nothing to lose.

City folk are the next largest social group. Like all things on Helios, only the strong survive. This applies not only to individuals, but to socio-economic systems as well. As ill-equipped settlements fall to raiders, the impenetrable fortress cities stand unwavering siege after siege. Smart bands of nomads know better than to attack a city, but every now and then a desperate group will make their last stand at the unbreakable gates. But Helios does not have the resources with which to feed its many mouths and though cities are well-fortified, they are also very small. Citizens are all branded at birth and passage through the city gates is denied to those who were not born inside. Crime is punished swiftly and harshly. Committing even a minor crime is considered a valid reason to remove someone from the community; exile and execution are the only two outcomes of any trial. After all, fewer citizens to consume resources means more to go around.

Necromancers make up the final social echelon on Helios. They are by far the smallest, most powerful, and most depraved of all Hellions. Their ranks include not only the thirteen Death Lords, but a great many living consorts, students, underlings, and slaves kept in the courts of the Death Lords. The armies of undead are the only force the gates of the cities shudder at the thought of. Nomads who come across a troop of undead soldiers will flee in terror, having heard stories around the campfire about groups abducted by Necromancers who performed twisted experiments on their very souls. The Death Lords war constantly against each other, fighting for control of worthless territories. To most, this is merely a game; practice for a war that they soon plan to wage on a grander scale. Almost everyone on Helios has a great desire to leave and Necromancers are no exception…only their plans for leaving involve turning every world into a dead wasteland over which they hold absolute sway.

History
Marduke, the crippled god of war, created his Disc as an obvious reflection of his character. He had always been a thick, competitive, and intolerant brute but the fact that he not only expected to be the victor of Kibs’ competition, but half dared the king to choose otherwise was true proof of his undeniable gall. None would point out to Marduke the obvious flaws in his design as his world lacked sufficient resources, desirable climate, and wildlife among many other things that Men needed to make their world a home. As with all Discs, Marduke’s character was inadvertently poured into the very fabric of his world’s reality. Just as those on Arcadia were given a portion of Miranda’s beauty, the people of Helios would have a portion of their creator’s aggressive nature.

The flesh formed around the souls sent to Helios became the Orcs, a war-like race of brutes and savages. Almost immediately after Helios was created, the inhabitants began fighting amongst themselves. They split into like-minded tribes, families, and other loose affiliations determined by geography, race, or simple fate. These clans warred against one another for resources from the dawn of their Disc up until the beginning of the Disc Wars. Nothing truly significant happened in the days before the Great War….only the establishment of a few small cities, most of which later fell anyway. When the Promethean Gates first opened, it was a short matter of time before trade arose between them…and true to their barbaric natures, small raiding parties from Helios used the Gates to acquire the wealth their own world would never give them. It was only a short matter of time before Gates leading to Helios were put under guard to prevent anyone from going in or coming out of the world commonly referred to as Hell.

Several years before the Disc Wars began, an unforeseen benefit to Malice’s plan occurred on Helios. As the Discs had opened to one another, many Necromancers (persecuted on their home worlds for their macabre and perverse practices) fled to less civilized worlds where their dark arts were less likely to be interrupted either due to disinterest or the inhabitant’s lack of power to oppose them. Helios saw its great influx of Necromancers in that time and gained an even worse reputation than it had previously enjoyed. The first Death Lord rose to power, uniting many of the nomadic tribes under one banner. Others eventually rose as well, their number stopping at 13 Death Lords.

When news of the Disc Wars reached their ears, the collective might of the assembled nomads, undead armies, and city militias made Helios a major antagonist in the struggle. With their armies much more adapted to war-time conditions, Hellion forces had a distinct edge in battle. Most of the people living in Helios today came to their current homes not by choice, but are the descendents of those taken as slaves or prisoners during the Disc Wars. Despite the Hellion tribe’s prowess for battle, their efforts as a Disc were sporadic and frenzied at best. Some nomad tribes whored their services out as disposable mercenaries to wealthy worlds. Others fought under the banner of the Death Lords, whose terrifying forces not only fought for gains on civil worlds, but maintained their rivalries with one another throughout the course of the war. For the most part Helios was a world divided against itself and just as many battles were fought over the spoils of war as were fought to obtain said spoils. Many wrongly considered Helios a minor threat at best and concentrated their forces elsewhere only to be ravaged by skeletal armies or hordes of rampaging Orcs. Those who sought to campaign against Helios directly met with unfortunate ends as their inability to perform an extended assault on the barren wasteland led many to death on the red sands. As the war escalated, all the Discs suffered great damages…but not Helios. After all, what was there to damage? The few small cities that were destroyed by starved, frightened invaders took more effort to burn than they were worth…and the only ones who missed them were the handful of city folk that lived there. At the close of the Disc Wars, Helios walked away with minor cuts as the rest of The Sphere bled openly. Many significant gains were made by the Death Lords. Their armies had swelled with the ranks of the dead and valuable plunder from off-world gave them great wealth amongst the damned of that Disc. Life on the whole had not improved for Hellions in the wake of the Disc Wars as some had hoped. Then again, it hadn’t gotten any worse. Other than the reshaping of the land, a change in the climate, and the utter destruction of any remaining cities (and more than a few Necromantic lord’s unholy kingdoms), not much changed on Helios after the Apocalypse. In fact, many tribes continued raiding through the Gates, forcing other Discs to quickly succumb to the darkness and savagery Helios had known since birth. The return of the Watchers saw the entrance of far fewer Hellion raiders on civilized Discs and things on Helios returned to the way they had been for centuries.

Divinity
Many Little gods claim the volcanoes, steam vents, chasms, plains, and stagnant ponds of Helios. Nomads are highly superstitious and reverent of these minor deities, as they subsist off of what sparse provisions the wilderness can offer. While they have little to sacrifice, they perform various (often bloody) rites to win the favor of these bitter, fickle beings. More often than not, their prayers go unanswered as the Little gods of Helios prefer to concern themselves more with punishing mortals who offend them rather than blessing those who honor them.

Helios is watched by a being named Lord Bahm. Lord Bahm is antagonistic, headstrong, and quite rough around the edges, which makes him more enemies than friends among the other Watchers. Of course, this concerns him little- he enjoys a good fight. Lord Bahm believes that man (or any creature for that matter) grows stronger and wiser as it struggles. Pain and experience are the best teachers and the more damage a trial does, the better it ultimately is for those involved. Hence, he truly believes he is doing a service to his people- nay, the entire Sphere- by allowing the Death Lords to reside on Helios as they do. He believes the Disc Wars were a necessity and if it were up to him, mortals would still be warring with themselves. This grim philosophy has given rise to jokes among people across The Sphere, such as when one child hits another and says, “Lord Bahm is helping you!”

Lord Bahm is unique among Watchers in that he does not have an Archon. Ever distrustful, he believes that using a lackey is a sign of weakness. If there is anything that needs to be done, Lord Bahm will see to it himself (though in his eyes, few matters truly require his attention). He is no fool, however. He knows his limits and is aware of the need to defend his tower against nomadic raiders and over-ambitious Death Lords. An army of fire demons fortifies his stronghold and frightening rumors abound as to what happens to those who cross Lord Bahm.

Quote:
Pronunciation: Hee-lee-ohs
Major Cities
Spine Gate
Fang
Rampart
Sigil
Scythe
Two Rivers
Language(s):
Buindr: Almost everyone speaks “the dark tongue”, as it is known elsewhere. Some towns speak esoteric dialects to further alienate outsiders.
Cryptic: The language of the dead, spoken exclusively by Necromancers, their many subordinates, and by the restless dead.
Currency: Each city uses a different currency, but these bits of glass, metal, and bone are often less valuable than the goods they are traded for. Across the world, a primitive barter system serves the basic needs of commerce.
Native Race: Orcs
A Person From Helios is Called a: Hellion (Hel-yuhn)

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Aug 07, 2008 11:14 pm


Ishtar in Detail

Geography
Almost year round, the climate is dry and arid. However, for one month a year it rains constantly- especially in the south. During this time, regions of the desert blossom in vibrant beauty rarely seen elsewhere. This change of scenery lasts only for so long before the harsh desert reclaims the blooming lands. During the rainy season, the men of Ishtar fill their cisterns and pots with water, storing the precious resource up to last through the next year.

Occasionally, the rains are withheld to devastating consequence. These droughts are a source of panic as they can easily lead to the death of thousands. Generally however, the rainy season comes and goes during the same month each year. The people of Ishtar use these rains to mark the passing of another year and the bounty brought on by the rains gives cause to the New Year’s celebrations.

The primary geographical features that define Ishtar are vast deserts, bleak, bare mountains, rocky valleys, and canyons like deep scars in the landscape. In comparison to the seemingly endless waste, settlements (of man or otherwise) only account for about 7% of the total land on Ishtar. The deserts are featureless expanses of sand that rises in tall dunes. Harsh winds blow across these plains and bring with them powerful sandstorms that can tear the skin right off a man. The oppressive heat has dehydrated more than one traveler during the day while the cold nights have frozen the unwary into an eternal sleep. There are pitfalls, mirages, giant scorpions, and a hundred other dangers out on the dunes. The mountains and canyons, while less oppressive than the deserts, are no less dangerous. The shallow caverns are prone to cave-ins and it is a well-known fact that bandits and monsters call the shadowy canyons home. Needless to say, traveling across Ishtar is a miserable and dangerous affair at best.

There are large tracts of land (in addition to oases) where short, robust grasses grow and the uninviting crags take on a more docile shape. These steppes are scattered islands in a sandy desert, primarily appearing in patches towards the center of the Disc. Yak, camels, goats, and llamas mostly comprise the wildlife of these regions. Elsewhere, giant scorpions, tigers, jackals, elephants, lions, and various species of bird inhabit the deserts, mountains, and savannahs.

Culture
The lack of arable land and significant rainfall makes farming on Ishtar an unrealistic prospect. Small towns seated in the savannahs band together to raise what they can from the land, and all the townsfolk work together in the fields. Ranches are also a common site across the Disc. Chickens, goats, yak, camels, and even (admittedly scrawny) cattle are kept as herds. Though travel across the desert is a hazardous affair, it is a necessary evil when food and livestock must be moved from the steppes into the cities, whose citizens pay handsomely for such commodities. Large caravans of traders make their living simply by moving food and other supplies between the cities and the farms.

Though there are more farms than cities, most of Ishtar’s inhabitants live in urban areas built on or around large oases. Those who do not either work as farmers in a small village or they do not live at all. No one lives by themselves in the desert. The world is simply too harsh for anyone to make it on their own. The few madmen or outcastes who are forced from the cities soon die of exposure or on the claws of some giant predator.

Cities on Ishtar are foreign and beautiful. Their architecture is curving and unique. Square buildings with golden domes, narrow, deeply-recessed windows, and heavy wooden doors crowd each other out for space. The narrow streets and alleys are filled with people at all times of day and night, buying and selling their wares in the open market places. Simple artistic patterns that form intricate designs, vivid blues, purples, and yellows, and pleasing geometric tessellations tease and delight the eyes. Smells of piquant foods cooking, fragrant spices, and human life fills the nostrils. The city is constantly noisy, especially in markets which are filled with the sounds of atonal, droning music, conversation in many dialects, and the unmistakable sound of people buying and selling. The cities are lively, exotic places brimming with life and because they are so few in number, they are all quite densely populated.

The people on Ishtar are divided into social classes called castes. A man is born into his caste and cannot rise above his station no matter what he does in life. At the very top, there are the Shutti; the kings, priests, nobles, and wise men. Though the smallest number of people comprises this caste, they are undoubtedly the wealthiest and most influential members of society. Below the Shutti are the Varna; the city police, caravan guardsmen, generals and soldiers of the military. Those brave enough to fight against the damned creations of Malice that haunt the desert comprise the Varna and are esteemed greatly for their services. Only Shutti and Varna may hold public office, and even then, only if they are a man. The Makati comprise the next echelon of society which consists of merchants and land-owners. These people, while not nearly as wealthy as the Shutti, are still worthy of some respect as they are the backbone of the economy. The Bihndu are the class the majority of the population belongs to. The poorest of the poor to the common laborer make up this class and though they are given little respect by the other castes, they are not the lowest of classes. Beneath the Bihndu are the Phushu; the outcastes, leapers, and madmen who are spit on and treated as less than animals. Their property is often seized by members of higher classes and they can even be murdered without much recourse. While there are laws against such behavior, action is rarely taken when a member of a higher caste abuses a member of a lower caste.

Women are treated with little respect and do not have the same rights as a man. In public, it is considered improper for a woman of the Varna or Shutti to not have her face veiled. Women of other classes, though not required to wear veils, often do because it is customary. They may not hold public office, may not own land, and must be subservient to their husbands in all things. A woman who is not married upon reaching adulthood is considered a disgrace to her family. The social stigma regarding gender and caste applies almost exclusively to the cities, however. In the unprotected wilderness of the ranches and farms, those who can prove themselves worthy are given respect regardless of their gender or parentage.

The children of Ishtar play a popular game called Skada. In this game, a long plank is laid across nine holes. Each hole is smaller than the last and is assigned a certain point value and the smaller the hole, the higher the point value. Players roll a ball down the plank and gain an amount of points based on which hole the ball falls into. If the ball rolls all the way across the plank without falling into a hole, it’s considered a foul. Three fouls and a player is out of the game. The player with the most points at the end of 12 rounds wins.

Ishtar has a rich tradition of storytelling. Every native inhabitant has heard more than his share of stories about heroes, genies, thieves, hidden treasure, and magic from their grandfathers. While most are nothing more than stories for children, some contain a grain of truth. Ishtar does hide many secrets beneath its sandy surface…secrets that the inhabitants of the Disc are sensible enough to leave buried. Magic surrounds these stories and pervades these places…and as such, the commoners stay away out of fear and reverence for the unknowable forces of the universe. Science and sorcery on Ishtar have always been fairly advanced. Magic on Ishtar takes on a slightly different shape than elsewhere on The Sphere; on Ishtar, Mana’s influence has a more mystical and less tangible quality. People regard magicians as wise men and those who study magic do not focus their studies solely on the arcane. They are also politicians, royal viziers, seers, and astronomers; learned men worthy of the respect they are given (as such, they are often members of the Shutti caste).

History
Long, long ago, Ishtar was created by Lemurion, the two-faced god of life and death. It is said that the two aspects of Lemurion worked both for and against each other to create the unique world where life and death vie for control upon the shifting sands. Civilization on Ishtar grew out of necessity. As many died each day in the harsh wilderness, it became very clear very quickly that men would have to band together in order to survive. The early years of Ishtar were unimaginably difficult. The Ishtari eventually learned to live off of the barely arable land of the savannahs and domesticated several useful animals for labor and food. Eventually a civilization rose from the dunes and a pattern of life was established. But despite man’s defiance, the dangers of Ishtar never diminished one iota and the world remains as perilous today as it was yesterday.

When Malice came to the people of Ishtar, he came as a god of the desert, offering to the mystics and scholars Gates to new worlds. The Ishtari were intrigued and eagerly opened the Promethean Gates to find new places, unlike anything they had ever known. It is impossible to describe the sense of wonder that Men who lived their entire lives in the desert experienced upon seeing the endless oceans of Tortuga or the towering redwoods of Arcadia. The early days of the Second Age renaissance were good in every way imaginable to both Ishtar and the worlds that profited from her culture. Ishtari cities grew fat on foreign wealth as their spices, unique foods, and culture were all shipped off world. In exchange, many new races moved to Ishtar, packing into the expanding cities and settling down to experience a new way of life among the riches of the desert oases.

However, it was not greed or racism that prompted Ishtar to action against foreign powers. No, Malice was more diabolical in his approach to the Disc of Sand. He used the iron-clad tenants of Ishtar’s ancient and culturally penetrating religion to turn them against the rest of the Sphere. The one who could have stopped this from happening, Ishtar’s Watcher (referred to in ancient texts only as “Maru”, which means “the mouth (or proclaimer) of truths”) was one of the many Watchers assassinated by Malice’s Titans in those days. The foreigners they had once called friends and associates, they came to call pagans and sinners. It was through a desire to convert the heathens by force that Ishtar was turned against the Sphere. In turn, Ishtar’s newfound enemies needed no more convincing to sack her wealthiest cities. The Disc Wars waged bitterly across the sands with no side willing to relent. As though life on Ishtar had not been hard enough, their cities, magic, farms, achievements, resources, and people were claimed as casualties of war. It was when the few remaining Ishtari thought things couldn’t get any worse that the sun turned black.

The Apocalypse on Ishtar saw the coming of many plagues; frogs fell from the sky, water turned to blood, earthquakes shook the foundation of the world and cracked mountains, and disease spread like wildfire through the congested cities. The last of these plagues did not relent until the final days of the Third Age; darkness covered the sun and the entire Disc fell into a bitter, cold, endless night. It was at this time that fringe cults living in the desert came forth, practicing their dark arts on the corpses of the dead. They created horrid armies and made their assault against whatever good still clung to life. Their religion came to be called Oskibar which translates to “God is dead” in Arbuut.

During the dark ages, the Oskibar cults enslaved and oppressed the once free people of Ishtar. Their terrible religion advocated child sacrifice, necrophilia, and other practices too horrible to mention. During their reign of terror, the enslaved were forced to build great temple complexes above and under ground. Vast, sprawling manses/tombs were built for the religions leaders and the grand, ancient cities of Ishtar were eventually buried beneath the sands. When the sun finally pierced through the supernatural darkness that had covered Ishtar for an entire age, her children threw off the shackles of oppression. A great rebellion, led by heroes (now immortalized in song, legend, and enormous statues) took place and the Oskibar priests were mercilessly hunted down and killed. New cities were built and a new Watcher named Sim-San rose to protect Ishtar. Though Oskibar is officially a dead religion, many fear that somewhere in the Valley of Tombs, the cult is still alive and licking its wounds, waiting for a time when it might rise and kill once more.

Divinity
The sands of Ishtar are home to a bevy of Little gods who claim a stretch of wasteland, a mountain, canyon, savannah, or oasis as their own. While those in the cities refuse to pay heed to these Little gods and go so far as to make outright war on them, those who dwell in the under-populated savannahs bring small sacrifices of grain or young livestock to appease the local gods. This practice is frowned upon by city officials but with no one from the city willing to actually force the savannahs to comply (and provide protection from the resulting angry local deity) the practice continues.

Sim-San, Ishtar’s Watcher, guards his Disc jealously from atop a sandstone tower located in a harsh mountain range to the south. It is he who unleashes or withholds the annual rains across the Disc depending heavily on the sin and decadence of society at the time. Stories abound of his encounters with mortals who begged him to bring rain to their city in exchange for a heroic deed or the promise of repentance. He believes strongly in righteousness and the capability of man to overcome any obstacle. He does not believe any punishment against man’s self-indulgence to be too great; sin must be purged at all costs. And man is a strong creature; for if the Disc Wars did not kill him, a simple drought will not be enough to wipe mankind from the face of Ishtar. According to some legends, Sin-San is the hero who started and led the revolt against Oskibar and was exalted to the position of Watcher at the rebellion’s end. He has appointed Adina as his watcher, a masked Drow woman he rescued from the ravages of the desert. None know what she looks like exactly as she moves secretly about the Disc, serving as Sim-San’s eyes, ears, and voice.

Quote:
Pronunciation: Ish-tar
Major Cities
Melphina
Hassam
Bahgalavit
Saralai
Maja
Ephrates
Khavad
Mugambe
Language(s):
Arbuut: (pronounced “ar-boot”) is the official language of five of the eight great cities, and so is the most widely spoken language on the Disc. It finds its roots in Tzec, the old language of the Oskibar cults.
Shalde: Is spoken by the other three cities. Many linguists believe Shalde is the closest (phonetically) to the language of old Ishtar.
Tzec:The language of the Oskibar. None now remember how it is spoken, though many scholars can read it as its inscriptions are prevalent among the Third Age ruins of the desert and cities built upon old slave settlements.
Currency: Though most merchants will freely barter with anyone, small golden bean-shaped stones called shaped stones called Zeni are the official currency used by every major city in Ishtar. There is no variation in the value of Zeni; each bit is of the exact same size and worth. Outside the cities, Zeni are of little value and those dwelling in the savannahs and steppes would rather barter for goods.
Native Race: Misrahi
A Person from Ishtar is Called an: Ishtari (ish-tar-ee)
PostPosted: Thu Aug 07, 2008 11:23 pm


Lockheed in Detail

Geography
Half of Lockheed’s land mass consists of frozen tundra and the other half is made up of impassible mountains. These mountains serve as the backbone of Lockheed’s rich mining economy. More iron, gold, gems, Mythril, and other precious materials can be found on Lockheed than on any other world. Many fortunes have been won and many lives have been lost digging into the cold earth, searching for precious ore. Because of the economic benefits, most major cities are located near the mountains. However, due to the difficulty of extracting and refining ore from the rock, not to mention the cost of maintaining the technology that keeps each town alive, production is relatively low and wages are poor. Another issue the mountains face is over-mining. Though the veins of ore are incredibly rich, those which are actually accessible to the available technology are beginning to run dry. Cities are fast becoming ghost towns as citizens are forced to pick up and move to new mines with nothing more than a feint hope of literally striking gold there.

A great icy sea divides Lockheed’s three continents. Because of the dangers associated with navigating the iceberg-filled waters, there is little travel between the three continents. In fact, most people spend their entire lives in one town. It is far too dangerous (not to mention difficult) to travel across the frozen plains. Steam and coal-based technology manage to sustain people inside the relatively safe haven of the town borders but without these technological marvels salvaged from the wreckage of the Second Age, life on Lockheed would be impossible. People live in the cities or they don’t live at all. The wastes are far too harsh for any normal person to survive on their own; freezing snowstorms blow constantly across the tundra. Packs of wolves stalk field and fen. Even the rare avalanche comes down from the hills, burying all in its path.

The plains are populated by white wolves, snow rabbits, polar bears, frost worms, hawks, owls, mice, moose, and other arctic creatures. The coasts are inhabited by seals and penguins on the ground and whales, orca, sharks, and dolphins in the ocean. Unique species of animal, found nowhere else on The Sphere, call the frozen lands and seas of Lockheed home. The larger animals are hunted for their meat which is eaten, blubber which is used as oil in cooking, lamps, and fires, and for their furs which are worn for warmth.

Culture
It snows constantly on Lockheed. Blizzards are a daily affair out on the plains and the occasional snowstorm can knock a town’s power out for days. During these times of crisis, the townsfolk must band together to fix the broken lines or freeze during the ensuing nights. Even during the warmer summer and planting seasons when some of the snow melts from the ground, the air is still cold enough to turn any rain into light flurries. Come harvest time, the few townsfolk that tend small gardens are able to pull hardy vegetables like potatoes and turnips from the cold ground.

Some other villagers raise goats, pigs, chickens, or a creature unique to Lockheed called a churdu (which looks like an elk with muted red and white fur and two straight, long horns coming from the top of its head). Sometimes a particular food source is not abundant enough to feed an entire village and meals can become very expensive due to their rarity. Others who don’t grow their own food resort to hunting it. The land provides a great deal of game from elk to salmon. Men on Lockheed spend their free time hunting for sport or sustenance. Those who cannot afford or catch natural foods often eat a nutrient broth produced by machines. The goulash is made from trace amounts of oats, herbs, eggs, and a generous helping of parts left over from the butcher’s. This chunky, runny soup (called hobash) is the cheapest and most commonly consumed food on Lockheed and despite its bland taste, some townsfolk have actually come to prefer it.

People on Lockheed believe that any problem can be overcome through hard work and perseverance. While they are not optimistic by any stretch, they do believe in Man’s ability to surmount adversity on guts alone. This principle has been applied to all aspects of life from pulling a living from the very mountains to finding a way across the tundra. Since it is too hazardous and difficult to traverse the plains on foot, Man found another way. Over the course of many long, difficult years, a railway was built connecting major cities. Trains called Steam Lines now run between these stations, through mountains, and into the larger mining sites. At least one railway runs between the major cities on each continent.

Settlements are generally small, consisting of under 1500 people on average. They are governed by a mayor who appoints capable and trustworthy citizens to a town police force of sorts. These police are responsible for enforcing laws, defending the town from danger, putting out fires, and helping other citizens in any way they are able. Laws in Lockheed towns are not particularly strict and it takes a lot to actually get arrested. Public drunkenness, brawling, and other rowdy activities are mostly overlooked. Theft, on the other hand, is a very serious crime second only to murder. Since people are poor and only own what they need to survive, stealing from another person is a very serious offense. The mayor himself presides over every criminal trial as judge and jury and trials are only held for serious crimes. For other infractions, the police hold the offender(s) in prison for as many days as they like until they feel the punishment has fit the crime or the accused has become repentant.

Ancient steam and coal technologies provide the towns with heat and electricity. Generators send smoke into the air on street corners and alleys and every building is outfitted with a stove, and a network of gears and vents in the basement. The few men who innately possess the knowledge of how to maintain and repair these delicate instruments are called Gadgeteers and are a valued commodity, often living in the biggest houses in town. Many regard them as even more important than the mayor. History does not remember the origin of this technology- as far as anyone knows, it has always been around and there have always been a select few who instinctively knew enough about these machines to maintain them. Not only do Gadgeteers instinctually possess knowledge of how to fix these devices, they seem to somehow resonate and empathize with the machines like a tamer with a beast. Knowledge of how to sustain these machines cannot be taught to another. Only Gadgeteers possess “the touch”, as it is called, to maintain the machines. As mystics are revered in some societies, so those with the engineer’s gift are admired by Lodjans. Especially respected are those who keep the trains in good repair. While someone with enough skill in Technology (6+) can temporarily fix them, only those with the Gadgeteer’s touch can permanently fix a problem with one of Lockheed’s mysterious machines.

History
None living on Lockheed remember the history of their First or Second Ages. No known records, no old ruins, and no memory recalls the old days. Ever since the Apocalypse, Lockheed has been a frozen wasteland…but the existence of the machines and the Gadgeteers who maintain them seems to indicate that somewhere in Lockheed’s distant past, it was a land of technological marvels. It is unfortunate then, that none can recall these days and bring an end to the long ice age that the rest of the Sphere stepped out of a thousand years ago.

Once upon a time, Lockheed was a beautiful, green world full of life and light. It was a proverbial paradise, created by some unknown god as an earnest entry into Kibs’ contest. Its Watcher was benevolent and protected Man from the evils of Malice’s children. In time, Lockheed became a hub of social, magical, and technological development. It was a peaceful utopia characterized by a hybrid of magic and technology found nowhere else. These wondrous machines performed a variety of functions from creating food to healing the most grievous of injuries completely. When Malice came to the Lodjans with his Promethean Gates, he offered them a chance to bring peace and prosperity to other, less fortunate lands. Unable to refuse the philanthropic offer, the idealists of Lockheed opened their doors of culture and technology.

Their technology and philosophies spread rapidly and many worlds began to experience a much higher standard of living almost overnight. However, Malice turned these worlds against their benefactors and sowed seeds of greed and envy in their hearts. When the Disc Wars erupted, Lockheed found itself assaulted on all fronts by those they had once been naïve enough to help. Though the war was not kind to the wonderful world, what came next was far worse. When the war in Heaven broke out and the Elder gods stirred, Lockheed was thrown into a maelstrom of violent earthquakes and cataclysms. The ground rose up, its bowels coming to the surface and forming great, jagged mountains across the once pristine landscape. The once solid landmass split into three fractured continents and all that once was a great, advanced society was destroyed in floods, earthquakes, and fires. All that was left living perished as the ice age came, covering the land in snow and blistering cold.

And so the Third Age on Lockheed began. The harsh, unforgiving climes made short work of the weak-hearted and fearful. Only those with guts and determination survived that first winter and went on to re-populate the world. Society developed slowly as civilization centered mainly on keeping warm, finding food, and maintaining the remnants of ancient technology. As time went on, Man began to discover he could make useful tools from the ore easily taken from the mountains. Life improved after mining and blacksmithing took root on Lockheed. It was in this time that Steam Lines crossed the bleak oceans of snow between cities and the first mariners crossed the oceans, discovering new lands and the people who lived there.

For some reason, the long winter of the Apocalypse did not end with the passing of the Third Age. Though they once again have a Watcher and society has come to the fore in place of barbarism, something has permanently broken in the essence of the Disc. Now, instead of the ideal paradise it once was, Lockheed remains a frozen, empty ghost of its former self. Those who live there fail to remember the days when life was remarkable, instead suffering to surrender each day to monotony and the deep cold of dark despair. The only echoes of the Golden Age are found in the ancient machines, whose original function has been lost to clumsy misuse by untrained Gadgeteers, who know them only in feint memories that hide in their spirits. Because none truly understand the machines, these delicate devices are often unintentionally abused and pushed beyond their limits. Pieces are removed and grafted onto existing technology (such actions often lead to the creation of new technology, as was the case with the Steam Lines). Repairs are often haphazard at best and each mend leads to further complications which bring the machine closer and closer to death.

Divinity
The North Wind, Boreas, appointed a stern being called Uniqette as Lockheed’s watcher during the First Age. But Uniqette was betrayed and killed by her own Archon when the Disc Wars first broke out. This shocked and surprised the other Watchers who then began to watch their own backs more than their Discs. Upon further investigation of Uniqette’s death it was discovered that the Watchers were being hunted by the forces of darkness. Afterwards, a cold, distant woman with a heart of ice named Marzana was appointed to watch over Lockheed. She put her powers of intellect to use and helped Lockheed get back on its feet as best she could. Through the years, she has been a kind, but disconnected ruler who only intervenes when absolutely necessary. She believes that if people do not learn to take care of themselves, they will forever be handicapped. The strong should be the ones who earn the gift of life while the weak die out. That is the way of the world. She is served by an Archon with a similar disposition called Viez, the unenchanted. Viez is a strong warrior, while Marzana is a powerful user of magic. Viez earned his title, the unenchanted, because he refuses to use magic to gain the advantage even when fighting the most powerful foes.

Quote:
Pronunciation: Lawk-heed
Major Cities
Steamtown
Baldeau
Elloise
Port Absence
Xanth
Fisher
Language(s):
Lodjar: Though this is the official tongue of most civilized areas on the Disc, many people prefer to speak the languages that stuck during the Second Age; Zud, Quendi, and Common. Truth be known, Lodjar is actually a mish-mash of these three tongues.
Currency: Bits: Small coins made from common composite materials. Bits have either a round, square, or hexagonal hole in the middle (each shape denotes increasing value) are barely worth the metal they’re made of on the inter-Disc market.
Native Race: No one knows who the original inhabitants of Lockheed were. A mix of various races who immigrated during the Second Age comprise its current inhabitants and the largest population of Drow on the Sphere reside on Lockheed.
A Person from Lockheed is Called a: Lodjan (Loe-djan)

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Aug 07, 2008 11:31 pm


Lyonesse in Detail

Geography and Culture

Lyonesse is a world of five continents, each with scattered lakes, forests, mountains, and varied topography. Nearly all land types are featured at one point or another…swamp, plains, deserts, and an arctic north. About 60% of the population lives in small farming communities that dot the rural landscape. Typically, larger cities are walled and boast a castle where the lord or governing body leads the people. Yet every city also has outlying districts where the citizens of the country farm or raise livestock. However, there is great danger associated with living out too far from the protection of a lord and his army or from the guard of the village militia, so people in every kingdom tend to stick together for both protection and company.

The Disc of Lyonesse is divided into 9 Kingdoms on 5 continents. The borders of these kingdoms often coincide with distinct geographical features like mountains, rivers, and oceans. These 9 Kingdoms occupy the bulk of the land on Lyonesse. A quasi-mystical 10th Kingdom occupies a small island at the very center of the Disc. This island, called Avalon, is a sacred site, shrouded in mist and difficult to find during certain seasons. Because of its elusive location, some superstitions say that only the worthy can find Avalon. Whatever its status politically or mystically, the island is home to a several important religious shrines, including the Tree of Life, the Golden Cathedral, and the Watcher’s Tower.

The 9 Kingdom’s borders have expanded and contracted through the years and what is represented on the map now is only a very general idea of where borders actually lay. Though a river or set of hills may act as a physical boundary or part of a kingdom’s borders, none can say for sure where, for instance, the exact border between Ruon and Tidus lies. There is, however, a great distinction between the cultural identities of the kingdoms and the people that live there.

Ruon; The Kingdom of Gold
Ruon is one of the peaceful kingdoms of the middle continent known as Ys (pronounced like the word “eyes”) and features a wide range of landscape from forests to mountains and a moderate climate. It is governed by the Delegate of 12; a body of wise-men elected by the people for their exceptional qualities. These 12 men pay homage to a king (King Matthias III currently) in every sense but politically. The king has no real power but is both an authoritative personality and a strong symbol in the mind of Ruon’s people. In that respect, he has a great deal of power. Through the power of his office, he has the ability to incite change with little more effort than a rousing speech requires. The king inherits Ruon’s throne by succession, not by election, and though he may not be the man responsible for making decisions, he takes the heat when times are bad.

Culturally, Ruon’s people have a strong sense of individuality and a respect for achievement- especially when the odds are against someone, yet they still achieve much. They believe in freedom and in a person’s right to make their own decisions in life. A Ruon man is born free…only by his own actions can he become a slave or prisoner. People there believe man is ultimately responsible for his own actions and is therefore in full control of his destiny. They are an idealistic and arrogant people…but more great heroes have come from Ruon than anywhere else on Lyonesse.
Major Cities: Gibrael, Noca Davi (a primarily Elven settlement), Exordia
Primary Language: Anglish (a dialect of Common that is widely spoken throughout Lyonesse).

Tidus; The Kingdom of Counties
East of Ruon, on the continent of Ys is the Kingdom of Tidus. Idealistically, they share many common beliefs with Ruon…however, they differ greatly politically. The land is carved up into a great many districts and counties, each governed locally by a man holding the title of Baron, Count, Duke, Seneschal or some similar title of importance. Some of these lords acquire their power by succession, some by election, and some by political maneuvering. Whatever his means of acquiring power, a baron answers to no one…not even the other barons (unless they happen to have a bigger army). Throughout Tidus’s history, there have been a host of efforts to unite the baronies into a single kingdom…sadly, all these campaigns have ended in miserable failure.

Though they are not a united “true” kingdom by any stretch, they are greatly influenced by Ruon’s ideals culturally, which serves to provide some measure of unity to the otherwise disparate kingdom. Since Tidus’ people believe in freedom and equality, the majority of barons find it in their best interest to buy into these ideals as well and generally govern their people with at least some degree of fairness and dignity. They follow this trend not out of respect for the ideals of freedom, but because there is always the threat of rebellion. Many barons have learned the hard way that they are not as untouchable as they feel; all the wealth and power in their county is no match for the strength of the people upon whose back their fortunes are built. Still, this does not keep the occasional prideful ruler from self-serving governance and militaristic attempts to conquer his neighbors.
Major cities: Willowdale, Clover, Baqleau
Primary Language: Anglish, though those in the deep country speak dialects of older tongues with barbaric origins.

Helvania; The Kingdom of Smoke
The forever long plains of Helvania have long played host to a number of historical campaigns. Armies have marched across them towards conquest and towards liberating the conquered at the conqueror’s front gates. The nation occupies the southern end of Ys and is separated from the Kingdom of Ruon by an almost impassible mountain barrier that has been appropriately named The Devil’s Wall. Despite Helvania’s history, there is little to be seen when crossing its open country. A small farming hamlet here…a withered patch of trees there…the site of an old battle over there…its easy to get bored or depressed. Once, Helvania was a powerful military Kingdom with industry in South Town and many farms across its plains that fed the war effort. They made war against Ruon and Longinos countless times, but failed to conquer either of these Kingdoms. In an attempt to weaken their enemies (which proved to be their ultimate undoing), they secretly recruited powerful Necromancers into their borders to raise up armies of the dead with their forbidden magic. However, the unclean armies turned against their benefactors before attacking Helvania’s enemies. The ensuing campaign to rid Lyonesse of her newfound Dark Lords unseated Helvania from their delusions of grandeur.

These days, Helvania still harbors hatred against Ruon and Longinos…and does indeed desire greatly to become the power it once was. For the time being, however, they must lick their wounds and wait for the day they are whole enough to fight again. The region is currently divided into a number of city/states ruled by petty warlords. For the most part, Helvanians believe conformity is the key to a civilization’s success; an individual is only important when he contributes to the whole. The life of one-or even one hundred-is insignificant compared with the well being of the entire Kingdom. Helvanians lack even basic trust for one another, which is understandable when you know your neighbor would turn on you in a second if they believed it was for the good of the Kingdom. All in all, Helvania is a skeleton of a once great kingdom; the rotting ruins of ambition lost to time and entropy. There is talk now of a new ruler who has begun making strategic alliances and taking all the right steps in restoring Helvania to prominence. Time will tell if this self-proclaimed Kaiser will be able to lead the Kingdom of Smoke back into a roaring flame of industry, prosperity, and war.
Major Cities: Victoria, South Town, Lenshir
Primary Language: Dietche, a distinct and guttural language

Camheed; The Kingdom of Leaves
Historically, Camheed has long been an enemy of Ofelia, its neighbor to the west. Bloody struggles for supremacy have erupted from the Ofelian’s desire to dominate the entire continent of Faukland (pronounced “fow-land”) and the two Kingdoms nurse an ancient grudge against one another to this day…though Camheed seems to hold it more enthusiastically than Ofelia. Rain falls more easily and more frequently in Camheed than elsewhere on Lyonesse due to the kingdom’s position between the coast’s prevailing winds and high mountains which hinder the flow of air westward. Thick fog rolls across the hills on most mornings, followed by an afternoon rain. Luscious forests and fields of corn and grain dot the landscape and their cities, hills, forests and plains all seem to hold some veiled trace melancholy mixed with dignity. It is because of Camheed’s ecological resources that Ofelia has so earnestly desired conquest of their fertile territories for centuries.

A king who attains the throne through succession governs Camheed. Though he has various officials and bureaucrats running smaller and smaller departments within departments, the king is the ultimate head atop the bureaucratic beast. The people of Camheed are consistently snobbish and distrustful of outsiders- even those who come from countries like Ruon or Longinos that are considered friendly. There is a strange sort of persecuted pride that the people of this kingdom purvey; they keep their chins up and their upper lips stiff even as they feel the world sneering around them. They are tidy, well mannered, and easily offended.
Major Cities: Crowley, Pig’s Landing, Jephries, Kettawan
Primary Language: A dialect of the Common tongue called Callic. Callic accents are very distinct and easily recognized by foreigners. Some even see a Callic accent as a sign of intelligence.

Ofelia; The Kingdom of Snakes
The Kingdom of Snakes, as it was once called, began in the olden days as nothing but random tribes of barbarians roaming the planes, conquering and killing one another. At the beginning of the Fourth Age, it was a well-known fact that civilized people did not dwell beyond the mountainous western borders of Camheed. When a great man named Ofel united many of the great tribes through conquest, he crowned himself king of the wild kingdom and named the realm after himself, calling it Ofel-Land (which eventually evolved to Ofeliand, then just Ofelia). His ambition and the ambition of his descendants did not end there. As technology and magical understanding grew and civilization spread through Lyonesse, the line of Ofel continued to reign in the Kingdom of Snakes. Eventually they sought to expand their borders despite the wishes of their neighbor, Camheed. At the height of their conquest, nearly all of Camheed was under Ofelian control. Eventually, Camheed (assisted by the armies of Ruon, Longinos, and, to some extent, Tidus) threw off the shackles of oppression, eventually defeating Ofelia in a decisive victory.

The people of Camheed, Ruon, Tidus, and Longinos all bear a great distrust for the large, powerfully built Ofelians. In truth, Ofelia does not currently have the power to launch another focused attack on their neighbors, nor will she for quite some time (though many of the wild tribes who still roam the wilderness occasionally launch raids against settlements on Camheed’s far border). The kingdom was shattered in their defeat; politics and government were fractured and the remaining towns that were still able to govern themselves did so to the best of their ability as a sort of natural selection occurred among their leaders. The only cities that remain across Ofelia’s expanse are the strongest, most capable ones…and the rest of the kingdom is little more than a vast wilderness occupied by various barbaric nomads. Her people are very much a product of their environment. There is a defeated look in the average Ofelian’s eyes (which still shine a vibrant blue, a testament to his barbarian heritage) where once there was fierce pride
Major Cities: Arkabad
Primary Language: Owzan; a harsh language refined from a combination of several barbarian tongues.

Asher; The Kingdom of Dwarves
On the southern end of Morstheim, the continent of the far north, there is a mountainous kingdom known as Asher. For the longest time, it was believed to be largely uninhabited as only those fugitives or exiles with nowhere else to go would attempt to eek out a living in the rugged wilderness. But as towns grew around the profitable lumber and mining industries emerging in Asher, people began to discover that the country had long been inhabited by various Dwarven clans who were none too keen to find new neighbors squatting on their land. The Dwarves launched a campaign to drive off the “invaders”, achieving landslide victories against the rather small and unguarded foreign settlements. Eventually, those seeking to colonize Asher either fled or were killed by native Dwarves who remain hostile towards outsiders to this day.

Dwelling in the enormous mountain range known as The Spine (the Dwarves call it Khabda Zuluk, which can be translated to mean “the root of the world”), there are at least seven great Dwarven clans that call Asher home. Though five of the clans live in various cities underground or carved into the face of the mountain, two live in the wilderness and woods, subsisting off hunting, fishing, farming, and lumberjacking. Each clan is led by a chieftain who is either the eldest, wisest, or strongest member of the clan. Other than the territories they control, there are no real significant differences between Dwarven clans and they will cooperate with one another for the good of the kingdom when necessary…though another clan mining or logging on another’s land is cause enough for war. Though they are distrustful of outsiders in their kingdoms, their greed is more than enough to persuade them to trade valuable ore, wood, and manufactured goods with the other kingdoms; Dwarven-made items are coveted across Lyonesse for their high quality, durability, and craftsmanship. Trade with foreign nations has led to a degree of cultural exchange and many Dwarves from Asher have left their homes to seek their fortunes in the other Kingdoms. In similar fashion, there have been a few nations the Dwarves have begun to take a liking to (Longinos in particular) and tentative talks of treaties and human settlements in certain regions of Asher have begun between friendly nations and clans.
Major Cities: Kir-Diram, Hurod’s Ruin, The Mines of Uvolo
Primary Language: Several Dwarven dialects, including Khudz and Rochspel.

Frostalfe; The Kingdom of Stone
Frostalfe is only a Kingdom by default. In reality, it is simply bleak, barren land north of Asher that no one else wants. The few settlements govern themselves on a city-by-city basis and each is run by either an unofficial council of elders or a single ruler…which doesn’t make much difference one way or another as the few people who actually live in these towns care little for law and order to begin with. Both Asher and Frostalfe are host to the vast expanse of mountains known as The Spine. However, Asher’s borders mark the end of the places Dwarves are willing to go. There are unnamed horrors that reside within the deep, dark places of The Spine; Raksha and Titans who sleep deeply, nursing ancient grudges and healing old wounds. The greatest depths of the Spine that extend into Frostalfe are where these primordial evils reside and those who dwell under the mountain know that north of the borders of Asher, nothing good can come from the earth.

No one goes to Frostalfe…at least not anyone of worth. The kingdom is well known as a hiding place for fugitives who can’t live anywhere else. In the few small towns they inhabit, Frostalfe’s people are dodgy at best and murderous cutthroats at worst. They are selfish survivalists, looking out only for themselves. Many are convicts, fugitives, or simply buffoons who can’t seem to find their place anywhere else in the world. They are as bitter as the northern wind that blows down from the mountains, biting everything in its path. They live fruitless, spiteful lives, harboring hatred in their hearts for any sign of life they come across. Frostalfe has never really contributed anything of much worth to the world (except for North Town, whose sole function is that of a warm bed and a last meal before some fool trudges into the mountains never to be seen again). Cities rule themselves independently…because the idea of anyone of kingly make being found in Frostalfe is completely laughable.

The majority of Frostalfe is an uninhabited wilderness filled with monstrous ogres and barbaric giants. The days are cold and the nights are bitter. Aside from the limited niche one can find in mining and hunting, there is little of worth to be found in Frostalfe.
Major Cities: North Town
Primary Language: Since the inhabitants of Frostalfe are all misanthropes or exiles, Common is the only language that most inhabitants speak some degree of.

Longinos; The Kingdom of Spears
In the south, on the small tropical continent of Imflas, stands unfaltering Longinos; the Kingdom of Spears. A strict central government rules over the region out of Abjorne (the nation’s capital city) with an elected ruler known as the Grand Chancellor appointing various senators to law making/enforcing positions and governors over the many provinces. The weak and incompetent are quickly weeded out of the political arena as only the capable find themselves appointed to a second term (or avoid being killed in office). The entire continent of Imflas is under some degree of Longinian control and strict police patrol the main highways, keeping them free of undesirables or those without the proper authorization to travel. Long ago, the barbaric tribes were subjugated beneath the rule of the newly risen Longinian state. Using remnants of old magic and technology, the Emperor of that day (Longinos no longer has an Emperor due to political changes of the last century) made sure to eliminate competing tribes and conquer worthy settlements to secure his power at the dawn of the Fourth Age. Of all the Kingdoms of Lyonesse, Longinos boasts the longest history of civility. Though the war engines first used to see to Longinos rise to power have since fallen into ruin, the strength of its people is more than enough to secure its place as one of the more powerful (if militant) Kingdoms.

As a policy, Longinos is distrustful of foreigners and believes their own way of life to be superior and more civilized than that of any outsider. Longinians are very stubborn and very proud. They are not hesitant to speak their minds and are always right…regardless of whether they actually are or not. They respect strength and despise weakness. These people will not shrink from a fight. If threatened, they will bow up and dare their assailant to attack for all they’re worth. Some even seem to thrive on conflict and aggressively ask for a confrontation. The upside is that, when turned on to a cause, they have the ability to turn the tide of a war almost single-handedly. Their military is truly a force to be reckoned with and it is said that warriors from Longinos are among the greatest on Lyonesse.
Major Cities: Abjorne, Verbidus, Cerelai,
Primary Language: Anglish (the dialect actually started on Longinos and was exported elsewhere over the years)

Krakatos; The Dark Continent
In the far southwest corner of the Disc lies a mass of land called Krakatos; the Dark Continent. Untouched by civilization, this land is covered in lush, green rainforests and populated by monsters, wild animals, and savage tribes of humanoids. Few explorers and settlers dare to traverse the dangers of the sea to uncover what lies at the heart of this dark place. Legends and rumors abound as to what may be hidden on the continent, but few who have made the journey there have ever returned with their minds and bodies intact.

History
Old texts say that Lyonesse was once a land of magical and technological marvels; a single continent with a great inland sea, at the center of which was the Watcher’s Tower and the Tree of Life. It seems that though the Apocalypse of the Third Age saw to the sundering of the continent, Avalon remains now much as it once was, apparently rooted somehow to the center of the world. Regardless, historians have been able to gather information confirming theories that a single empire once dominated the Disc, governing all the world from a central city that has been called Domina. Though the ruins of Domina have yet to be discovered, many reputable researchers believe that it lies buried somewhere beneath the rocky crags of The Spine in Frostalfe. Many scouting parties and bands of adventurers have journeyed underground to uncover the wonders of this lost age, but few have been fortunate enough to return with their lives. Those who return claim either to have found nothing or mutter incoherently about horrible abominations buried deep in the shadow of the mountains.

Whatever Domina was like, historians are sure that it and all the other ancient cities (whose ruins can be found scattered across Lyonesse) of the Dominian Empire were destroyed before or during the long ice age that characterized the Third Age of the Sphere. The 9 Kingdoms are a convention born from the dawn of a new Fourth Age, and a new Watcher to replace the one who was lost at the end of the First Age. As the kingdoms began forming, a threat to civilization came to bear in form of Helvania’s mad quest for world domination. Capitalizing on the forbidden powers of Necromancy, they brought many under their control until a combined effort by Ruon and Longinos saw to their ruin. Though the Dark Lords were defeated, they were not dead; merely scattered. Today, it is believed that they thrive in the remote lands of Krakos, the Dark Continent.

Divinity
Eurus (the Wind who rules the quadrant in which Lyonesse was first located) appointed a being named Thomas, the Sun-Watcher as Lyonesse’s Watcher at the beginning of things. After a series of trials, Thomas appointed a mortal named Lord Gilbert, as his Archon. Thomas fell defending Lyonesse against one of the most powerful Titans ever to exist; a being known simply as The Destroyer. After the two great forces had ended one another’s existence, Lord Gilbert stepped into the role of Watcher and appointed a powerful and cooperative little god named Eswyn as his Archon. He escaped the assassination attempts made on all the Watchers during the Second Era and returned to power at the end of the Ice Age. He is one of few Watchers who has been around since the ancient times.

Lord Gilbert appears to be in his early 40s and walks with a slight limp (an old injury he sustained from the trials imposed on him by Thomas when he became Archon). Despite all appearances to the contrary, he is a fierce warrior and possesses great magical aptitude. He watches Lyonesse from the top of an impossibly tall white tower that stretches far, far into the heavens at the center of the 10th kingdom; the island of Avalon. Like all Watchers, he will gather the greatest heroes on the Disc at times when life on Lyonesse is threatened by evil. These heroes are set loose upon the threat to (hopefully) defeat it. His Archon, Eswyn, is a shape shifter who favors the form of a young, blue-skinned woman. She is often silent, but very wise and patient, seeming to radiate an aura of divinity that far surpasses her station as Archon.

Quote:
Pronunciation: Lee-oh-nes
Major Cities
Gibrael
Victoria
Arkabad
Crowley
Kir-Diram
Abjorne
Language(s):
Common: Though each kingdom speaks its own language, the Common tongue originated on Lyonesse and is spoken by all Kingdoms, regardless of their official language.
Currency: Gold Coins: The Society of Craftsmen And Merchants (SCAM) originated on Lyonesse and their widespread Gold currency not only serves as a standard of money across the Sphere, but across Lyonesse as well.
Native Race: Humans
A Person from Lyonesse is Called a: Lyonessian (Lie-oh-neez-ee-un)
PostPosted: Thu Aug 07, 2008 11:37 pm


Marabolous in Detail

Geography
Much about Marabolous remains speculation, but from what survey teams have been able to gather thus far, the large Disc consists of at least 3 continents and several thousand smaller islands. A great sea covers the whole of the Disc, separating the continents and islands from one another. Many speculate that as many as five continents may exist on the surface of the world. There is great variation in vegetation and local wildlife between these land masses. The climate also seems to grow more and more tropical as one travels closer to the center of the Disc and become more temperate the further one goes north or south. Purple mountain ranges rise up from the midst of the jungle and more than one active volcano can be counted in their number. Throughout the jungles and plains, a number of lakes and watering holes (occupied by several species aquatic creatures) span for miles in all directions. Powerful, surging rivers (complete with waterfalls) flow down from the mountaintops, feeding the local flora and fauna with life-giving water.

Though tropical jungles cover a great portion of the Disc, there are also nondescript savannahs where herd animals and predators roam. Further north and south are deciduous and coniferous forests, hills, and plains to accompany the more moderate weather patterns. Human settlements are often located in these regions or on open savannahs, their citizens living behind strong walls armed with soldiers and guns to keep wild animals and hostile neighbors at bay. From these settlements explorers continue to dive into the depths of Marabolous, hoping to discover more about their wild world… not to mention the treasure of the scattered jungle ruins.
In the nooks of mountains, in the dark parts of the jungles, in the middle of the plains, and even at the bottom of some lakes there are hidden temples, shrines, tombs, and the remains of cities from a bygone era.

Explorers have only gone so far into these structures before being stopped by deadly traps, ancient guardians, and the threat of supernatural curses. It is surmised by many that only a small fraction of ruins such as these have even been discovered (let alone explored) and many more remain hidden in the thick of the Marabolan landscape. These places offer not only knowledge concerning this world’s distant past and the achievements of the ancient cultures, but also glittering treasures buried with that world’s princes…and this alone is more than enough to lure the foolhardy into certain death. As a result, many frontier cities prohibit unauthorized exploration of nearby ruins both because of the inherent danger and the rampant looting of priceless artifacts by grave robbers.

Culture
Human settlements are small at best and even the largest towns only consist of a few hundred brave individuals. Though acquiring food is not terribly difficult on the lush world, fending off disease, animal attacks, and other problems associated with frontier life are very real issues. Towns that have been around for any significant amount of time have one thing in common; a strong wall. The citizens are all a part of the local militia and everyone is expected to take up arms in defense of the city if there is ever a crisis. Because of this, everyone in town has some degree of military training. The towns are all spaced pretty far apart from one another (at least a day or two’s walk), so there is little cooperation and communication between them. As a result, the people of Marabolous have a very individualistic mindset. They believe that you should rely on yourself and no one else for help because help isn’t coming. They are also optimistic about the future, believing that Man makes his own destiny and that, in order to get the most out of life, you must pull yourself up by your own bootstraps and get what you want through hard work.

People from the same town all share a tight bond with one another and are untrusting of outsiders unless they prove themselves by pitching in and becoming part of the community. Everyone in town knows everyone else’s business and no secret is safe for long. Crime in such townships is simply not tolerated. Those who break the few, simple laws a town sets (such as laws against theft, murder, and assault) are either exiled from the community to die in the wilderness or hanged in the town square. Judges are notoriously quick to dole out harsh punishment for even minor infractions. In most cases, this keeps even the very thought of crime to a minimum.

Settlements are governed differently between towns. The model of government will most often be based on the paradigm set by the townspeople’s home world. Some radical towns have even begun writing their own constitutions, holding their own traditions, and forging a unique way of life separate from what their home culture dictates. As a result, culture and government across Marabolous are something of a hodgepodge that varies from region to region. Recently, strife has begun to emerge between some of the more populous colonies. Those from a town founded in the name of one Disc dispute borders and resources with those from a town founded in the name of another Disc. Though no one expects outright war to erupt any time soon, tensions are certainly present and grow worse each day.

History
Recent history is all civilized Marabolous really has. While it is known that a civilization of some sort existed on the Disc before its discovery by the rest of The Sphere, the clues and records offered by plentiful ruins are written in forgotten languages that no scholar has yet been able to translate…it seems that the jungle keeps its secrets well. Marabolous played no part in the Disc Wars either, due to the fact that it was only discovered within the past fifty years by way of previously undiscovered Gates…for whatever reason, Malice was unable or unwilling to pull this Disc into the conflict that engulfed most of the Sphere. Interestingly enough, the discovery of Marabolous poses the question of whether other Discs beyond the “core worlds” (those outlined in this chapter) exist and if so, why weren’t they drawn into the Disc Wars? Regardless of these curiosities, Marabolous is currently writing its own history and as tensions grow between settlements, people pray that Marabolous does not go wrong in her first hours.

Divinity
Contrary to popular belief, Marabolous does have a Watcher. No one living there now has ever heard of him or seen his tower, but Marabolous does have a Guide sleeping deeply beneath the dense foliage. His name is lost to the ages and it is probable that he doesn’t even remember it. He has no Archon, no treasure, and no cadre of mystical servants. He once watched over the ancient society that made Marabolous home, but following their extinction, he locked himself away in darkness and grieved until unending sleep took him. His mind grows feral with age, his features twist in the darkness into a bestial shape…when and if he emerges, it is anyone’s guess just how he will perform the duties of his station or if he will even retain any semblance of sanity at all.

There are hosts of Little gods living in the wild places, enlisting animals as servants and striving against one another for rule of the jungles. The monkey gods war with the bird gods in the tree tops. The boar gods strive against the puma gods in the thick of the jungle. The lion gods battle the wildebeest gods on the plains…and so on. As the inhabitants of old Marabolous worshiped these Little gods, sacrificed to them, and built them homes, shrines, and temples, they grew in power and importance. The Little gods of Marabolous are generally more powerful, more numerous, and more willful than elsewhere on The Sphere. Many of the structures that have been discovered are the remains of shrines, temples, and manses where these gods dwell to this day…which has only served to strengthen the gods anger against mortals who would dare trespass into their domains without sacrifice. The humans of new Marabolous also refuse to offer worship to these gods. They tread through the jungle like they are its masters and build their cities with no regard for the world around them. These, and many other offenses, have led the Little gods to lead their armies of trees, wild spirits, animals, and even elementals against the bastions of Man, making life even more difficult in this harsh land with each night’s assault.

Quote:
Pronunciation: Mare-ruh-boe-lus
Major Cities
Advent
Godhand
Onda
Anesune
Language/Curency: Many languages and currencies are used across the Disc…it all depends on what city you’re in and which Disc’s explorers founded that city.
Native Race: None
A Person from Marabolous is Called a: Marabolan (Mare-ruh-boe-lan)

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Aug 07, 2008 11:44 pm


Midgard in Detail

Geography
Midgard consists of a single great continent of plains, rivers, lakes, evergreen forests, and of course, mountains. The highest concentration of mountains is in the northwest, where the great Jormungand mountain range is located. This series of peaks and valleys stretches an amazing 7,000 miles from coast to coast and is, at its widest point, 2,500 miles in breadth. The tallest mountains are Mount Elmdridge (18,000 feet), Mouth Kirken (14,000 feet), and Mount Hudir (11,000 feet). The Jormungand Mountains house vast Dwarven cities and mines where gold, iron, precious gems, and other valuable ores such as Mythril and Orichalcum are harvested. Orcs have also established settlements in the Jormungand Mountains, though their cities do not reach as far underground. Bosek and Humans stick to the southern and eastern parts of the Disc where plains are the more dominant geographical feature. In the far north, the continent breaks up into cold glaciers. Hidden icebergs and ice flows make travel to these islands difficult and the climate there is far too harsh to house any form of civilized life. For the most part, the inhabitants of Midgard avoid the islands in the far north as there is little of value to be gained from going there.

Generally speaking, the northern and western portions of the Disc are primarily defined by the jagged, tall mountains. Pine forests grow up the sides of the peaks to a certain point. Fjords water small towns of Humans, Bosek, and Orcs who reside in the occasional fertile basin. Most cities in the northwestern Jormungand Mountain Range, however, were built by Dwarves. These cities were constructed beneath the mountains so that the Dwarves could be closer to their beloved mines. While it is not uncommon for other races to dwell in these cities, the stout Dwarven people are more comfortable there than other races who would rather live among fresh air and sunshine.

The north grows progressively colder the further one travels until, at the furthest northern point on the continent (called Land’s End) travelers can look out and see glaciers and drifting islands of ice floating out on the grey sea. There are thousands of small, icy isles scattered across the northern sea, but none are inhabited as the climate of this region is too harsh to accommodate life. On the western side of the Disc, plains, rolling hills, and smaller, rounded mountains house farms, ranches, and many rural settlements which extend as far as the less frozen parts of the north. There are a great many evergreen forests surrounding clear, cold lakes sprinkled throughout the region.

Wildlife consists of hawks, eagles (and various other birds of prey), foxes, llamas, wolves, elk, geese, rabbits, bears, goats, beavers, moose, and buffalo to name a few. These creatures inhabit the pine forests, sparse plains, mountains, and even parts of the frozen far north. Hunters make a living tracking and killing these animals for food, sport, and clothing. Livestock such as chickens, goats, cattle, and yak are raised on ranches as well. Less savory creatures also make the mountain caves, canyons, and dark woods home. These creatures are also hunted by Midgard’s brave warriors who know no fear when faced with such a challenge.

The vast majority of Midgard is pristine wilderness (particularly in the south and east); virgin forests, placid lakes, and rocky hills inhabited only by various species of plant and animal. Even the most industrious and modern of Midgard’s people hold a deep respect for the natural beauty of their lands. Many of the most wild and beautiful places are intentionally left undeveloped and are even considered sacred religious sites to some. Though it is not uncommon to see a lone log cabin deep in an ancient wood, one will never see a bustling metropolis of urbane folk when trekking through the vast reaches of unspoiled wilderness beyond the borders of civilization.

On average, Midgard is much colder than other Discs. Of course, its inhabitants barely notice as they have lived with such weather for ages. But to outsiders, the warmest parts of the Disc are as cold as late autumn and the far northern reaches are absolutely unbearable. Most of the year, temperatures range from 30-60°F and during the two months of summer, the lands grow to a slightly warmer 40-70°F. Winter is harsh and unforgiving. Though the heart of it lasts but two months out of Midgard’s 14 month year, average temperatures can get as low as -40°F.

Culture
The people of northern Midgard are very proud and stepped in their traditions. They are individualists in their thinking and believe that men are born free and made a slave through their own weakness or corruption. Midgardians believe that the strong do survive, but to be truly strong is to help the weak become strong; after all, a group is only as strong as its weakest link and in order for a community to survive, everyone must pitch in and do their part. Most hold to some sort of honor code, be it religious, a family tradition, or a simple set of personal values.

Honor is very important as is giving and receiving respect from those who are considered honorable. To lose one’s honor is worse than death for some and suicide or self-imposed exile is seen as the only way to cope with such a profound loss. People from Midgard do not ask for help. If they are struggling or otherwise unable to help themselves, they would rather suffer whatever consequences may come than shame themselves by showing weakness…for nothing is worse than to be in debt to another. They are strong, proud, noble, and incredibly stubborn.

Those who dwell in the west have a more laid-back stance on honor and morality. Those who dwell in the city-states of the plains are often more interested in the development of new ideas than in keeping the traditions of their forefathers. They tend to be more forward thinking and relaxed in their views of right and wrong. For those living on the fringes of western society, Paganism is perhaps the strongest cultural cornerstone; their lands border and creep into the untamed areas of the south and east, making friendly relations with native gods and spirits essential to survival. In the central west, however, religion plays a more secondary role. While religion holds a strong place in the lives of northerners, western Midgardians either relegate religion to a more lax position in their priorities or do away with it all together.

The population of the west subsists on farming in the fertile valleys, ranching on the plains, and logging and hunting in the tall forests. Northern Midgard’s primary economy is craft and mining, which is fueled by the rich ore deposits and vast forges of the great mountain cities. A great deal of trade occurs between these two sects of Midgardians as food, spices, and wood is shipped from the west and tools, weapons, and materials are shipped from the north. Several prominent highways have been built along primary trade routes. These “Golden Roads” are patrolled by companies of guards maintained by the nations through which each road passes…so naturally, some parts of the road are safer than others as some kingdoms have more ability and willingness to protect travelers than others. On the inter-Disc market, Midgard is renowned across The Sphere for the quality of goods that comes from it. Dwarven craftsmen are counted among the best and an abundance of natural resources are available on hand underneath the mountains. Dwarven cities built on veins of rich minerals have grown quite wealthy from their exports, causing their sizes to swell and racial diversity to increase as off-worlders move to Midgard to seek their fortunes under the mountain.

War has long been a standing tradition on Midgard. Truth be told, most Midgardians love nothing more than a good fight. Arenas big and small can be found in major cities throughout the world where battles or man versus beast, man versus monster, gladiator matches (normally fought until one party surrenders, but battles to the death are not unheard of), and reenactments of historic battles are fought for sport or honor. Unfortunately, fights aren’t always confined the arenas. Since Midgard’s folk are so proud, unyielding, and quick to draw swords, even a minor faux pas can evolve into a feud between cities. Orcs against Humans, Dwarves against Trolls, Orcs against Orcs, and Trolls against Humans…the conflicts seem endless. Though such quarrels are usually settled in one or two campaigns, the fighting on Midgard is constant…and if it’s not fighting, then it’s the tension before a fight breaks out. The current political climate on Midgard is fairly unstable in every kingdom and city-state, despite a series of peace accords that have been signed by the feuding inhabitants.

Midgard is relatively unadvanced in most respects. Barbarism still characterizes many parts of the world, especially in few settlements of the south and east. Though technology has gradually crept in via inter-Disc trade, the traditionalism of many people has led to a widespread rejection of new ideas. Technology is most prevalent in the west where most cities also have running water, the occasional electrified building, and water or wind powered mills for grinding grain. In the north, such modern ideas are regarded with caution or outright rejection. Even in Dwarven mines, advancement extends only so far as industry requests; large billows, small factories for metallurgy (vented through shafts in the mountains), running water, and electricity to power the machines are the order of the day. But in day to day living, traditionalism holds strong and most would rather get their own hands dirty than let technology complicate their lives.

History
Huorm, the mighty god of crafts such as ironwork and stone carving created his Disc from those materials he was most familiar with; stone and iron. His work, though strong, sturdy and basic, was beautiful in its own unique way; in the antlers of an elk, the color and smell of a pine forest, the soft glow of a sunset against the amber hills…the true beauty of Midgard was in its details- something a good craftsman would notice immediately. Needless to say, Huorm was greatly upset when the contest was called a draw. He had put a great deal of effort into his world to gain the honor that came with winning such a prestigious competition only for all his effort wasted.

Midgard was settled on the sturdy shoulders of the Dwarves; those stout souls of Men that came to dwell on Midgard. They plowed the rocky land, domesticated the wild animals, and grabbed the mountains by their roots, shaking from them their wealth. Life was and has always been difficult on this Disc. Nothing comes easily and the early Dwarves of Midgard knew this better than most. There was no great cooperation between cities to build up a unified society; no great compact of friendship. There were simply the strong, exceptional individuals who, through sheer strength of will, built a large homestead for themselves to which others flocked and submitted themselves to the rule of the house’s master. Nearly all early cities began in this way with very few exceptions.

For the entirety of the First Age, Midgardians lived a simple way of life; farming, mining, building, hunting, and fighting with one another for honor or territory. The Dwarves had their mines and petty materialism, and the Trolls their nomadic cities and primitive way of life. These people lived in relative peace with one another, separated culturally by their beliefs and geography. This changed with the coming of the Second Age. When Midgard was “discovered”, the rest of The Sphere quickly sought to make trade deals with the artisans of this world, rich in resources and clever in craft. Those were good and prosperous days for the whole Disc…but things quickly turned black and terrible as free trade turned to conquest throughout The Sphere. Midgard was very much a gem highly desired by greedy warlords, who made constant war against her.

Midgard, however, has always been renowned for her resilience and the great strength of her people. Not only that, but Midgard had made many strides in engineering due to the exchanges of culture, populations, and technology of the Second Age. They had constructed wondrous weapons of war; Feats of engineering which have not yet been duplicated in their sheer simplicity and effectiveness. Using this technology, the great cities fended off attack for several years and many eventually acquired enough strength to launch counter campaigns of their own. The large population of Orcs on Midgard (second only to Helios) is due to many Dwarven campaigns to capture and press Orcs into service (either military or industrial) through enslavement, strategic alliances, or the hiring of mercenaries from Helios. Throughout the course of the war, Midgard as a whole remained largely unconquered; a Feat that few other worlds matched. However, the close of the war saw a calamity much worse come to pass; the Apocalypse. The mountains shook to their roots, the ground cracked, and the shadows grew. The quakes destroyed many great mines and underground cities. What the shaking of the earth didn’t destroy, the vast sheets of ice that covered the land did.

Midgard underwent an ice age where terrible barbarism overtook what was left of civility. Though the land had always been somewhat wild, Third Age Midgard was an unparalleled study in senseless violence, corruption, and terror. Eventually, those dark times passed and a measure of civility prevailed, thanks to the return of a Watcher to Midgard. Like all those Discs coming out of the ice age, Midgard rebuilt their cities, found the Promethean Gates once more, and began acquiring wealth through the use of their craft and precious resources. Though much slower to develop than at the dawn of the Second Age, Midgard is quickly re-establishing itself as a strong world where hard-working people thrive and weakness simply is not tolerated.

Divinity
A great number of Little gods are honored throughout the mountains and forests of Midgard. The denizens of this Disc pay tribute to helpful Little gods in return for favors and send their heroes to vanquish belligerent or destructive deities. This has always been the tradition on Midgard and thus the lesser divinities and the Midgardians have come to a mutual understanding and respect for one another. When the gods desire worship or sacrifice, they provide aid to the Midgardians. When the Midgardians need something, they go to the Little gods and pay what they ask. This is especially true in the semi-wild lands where the western plains meet the eastern and southern wilderness, though there are also a great number of mountain gods and dark spirits under the earth of the north. There are many stories the old ones tell that start with a hero going to a little god with a request and adventure soon follows. The people of Midgard have learned that ignoring the Little gods brings unnecessary wrath and Little gods have learned that abusing the people invites death.

Midgard calls a mighty giant of a man named Lord Siegfried its Watcher. Lord Siegfried was a celebrated hero in the days of the Disc Wars. Before him, the Disc was watched by a being named Ragnar. Ragnar, though he was valiant, was swallowed by a Titan; a great wolf named Fenrir during the Disc Wars, when the Watchers were hunted by Malice’s most powerful demons. Siegfried was posthumously exalted in the aftermath of the Apocalypse, being brought back to life in order to guide his world back to the light. A great many legends surround his exploits and he is loved by the people of Midgard as a great, immortal hero. He leads an army of the righteous dead; the wholesome spirits of heroes who fell nobly in combat.

It is said that his shield maiden messengers, the Valkyrie, fly to the underworld and barter with the Narakas (the gods of death) for possession of these heroes’ spirits. The Valkyrie then lead them to Lord Siegfried’s great halls, where they are enlisted into his service. Because of the Valkyrie and Lord Siegfried’s cadre of ghostly warriors, many of the great fighters of Midgard look forward to the day of their death when they might join their lord and fight by his side against the evils that plague Midgard. His Archon, a beautiful warrior-maiden named Elsa, is captain of these Valkyrie.

Quote:
Pronunciation: Mid-gard
Major Cities
Nibleheim
Mount Horn
Soren
Ballaherst
Sutherby
Norfly
Rockwell
Nobert
Kithgarde
Language(s):
Rochspel; a thick and guttural speech spoken by the majority of city-states
Currency: Miters: Iron, bronze, and gold coins emblazoned with the hammer and axe symbol are the currency used by most kingdoms. Though all have their own currency, no civilized town refuses to trade in Miters, though many outside the towns prefer a more useful barter system.
Native Races: Dwarves and Bosek
A Person from Midgard is Called a: Midgardian (Mid-gard-ee-un)
PostPosted: Thu Aug 07, 2008 11:51 pm


Moribund in Detail

Geography
Geographically, Moribund varies little across its expanse of flat plains, gloomy swamps, dark forests, and small lakes. Small mountains occasionally raise their jagged spines across miles of hill country, but they are rarely tall, and serve better to make unofficial borders between baronies than act as obstacles of any significance. Beneath these mountains, great winding cave structures act as the homes of those who hide from the light of day. Some of these caves run so far and so deep, local legends speculate that the whole of Moribund is somehow connected by underground tunnels. Small settlements dot the countryside with communities of farms and ranches banding together for protection. Large cities are extremely rare as the ruling Vampiir prefer to keep Mankind scattered and disorganized in order to discourage open rebellion. And so Mourners reside in small, rural hamlets, living off their harvests and livestock as best as Moribund's harsh winters and cold summers allow.

Moribund has few stars, and those are barely visible, even on a clear night. There are, however, three moons and a single, dim sun. It is these celestial bodies that astrologers on Moribund use to venture their cryptic prophecies. The three moons are named Kagnus, Nimrod, and Timon. Kagnus is the smallest of the moons and shines a chilling blue color. Timon is only slightly smaller than Kagnus and is a sickly yellow hue. Nimrod is, by far, the largest of the three moons and often appears a giant crimson red across a quarter of the night sky (though on some nights, it is more a shade of pink which many astrologers view as an ill omen). Nimrod is also unique in that, the visible craters and gullies on its face mimic a human skull. Nights on Moribund last 36 hours, so the moons are prominent most of the time. When day finally arrives, it is a depressing affair. The dim sun illuminates the world with all the brilliance of dusk and the hazy light is often choked out by thick storm clouds. Day lasts a mere 12 hours, and after the sun quickly sets, another long night begins. One great ocean (called The Depths) divides the eastern continent of Lombarda from the western continent of Marsaille. Marsaille is the smaller of the two with about two-thirds as much land-mass as Lombarda. Though culture between these continents varies greatly, the continents are much the same geographically.

Culture
There are two primary continents on Moribund and two dominant ways of thinking. Though this obviously does not apply to all individuals, the following stereotypes are mostly true regarding inhabitants of one continent or the other. Those living on the eastern continent of Lombarda have a traditional, old-minded way of thinking. They believe in stability over progress and hold fast to the way of life that has been handed down for generations. The courts of the Lombardi Vampiir are regal and treacherous, practicing ancient forms of etiquette and doing things as they have been done for hundreds of years. The Elder Vampiir of the Lombardi courts are honored for their wisdom and allowed to rule after centuries of growing in power and insight. The impetuous younger Vampiir heed to their inflexible, stubborn, and time-honored ways.

The courts of the Marsaille Vampiir are much more liberal…at least by Vampiir standards. They are adaptable and change with the times, growing bored of the old ways within a few centuries. Where rulers of Lombardi territories tend to be Elder Vampiir, the rulers of the Marsaille territories are, on average, much younger. In Marsaille thinking, those who are strong earn the right to rule-and only for as long as they can continue to demonstrate this strength. While the courts of the Marsaille are no more treacherous than those of the Lombardi, they are much more lethal…assassinations are quite common as it is believed that those who cannot defend their right to rule should not be allowed to rule. Marsaille Vampiir are fierce, opportunistic, and forward-thinking.

In the south of Lombarda, well beyond the seat of the Lombardi lord’s power, a new clan has begun rising in power. The House of Xerxes has cast aside all illusions of humanity and civility that the other two Vampiric clans hold to. They are vicious, bestial, and savage, giving free reign to the demon within their dark souls. They embrace their darkest, most carnal urges, giving in to wanton slaughter, hedonistic orgies, and an unrestrained, insane pursuit of power. Showing no sense of civility, they have bridled the wild spirits and monstrous barbarian hordes of the wilderness and begun claiming territories for themselves that the Lombardi once held loose sway over. Though this is of particular concern for the Lombardi Vampiir, the Marsaille are not immune from worry. The House of Xerxes has amassed in a short time the resources and man-power necessary to pose a significant threat to both houses. If allowed to continue growing, who’s to say that House Xerxes will not gain enough momentum to claim Moribund entirely?

Though Vampiric society varies widely between continents, there is a basic structure to their way of life that has always been. Vampiir are not undead, as many of the fearfully misinformed believe. They are living creatures that perform all the functions that any organic does. They breathe. They sleep. They feed. They reproduce. Unlike most societies, the children of Vampiir families are not raised by their biological parents, but rather by the family Matriarch; the oldest living relative. The reasoning behind this is that the Matriarch is, as the eldest Vampiir in the family, more capable of raising the family’s children than their biological parents, having centuries of knowledge and power to pass on to her young charges. Biological parents are honored just as much as any other adult Vampiir should be (which varies according to their station). The Matriarch, however, receives a special degree of devotion from her many children (especially in Lombardi culture). At maturity, a child is sent off to tour the world and gain some practical experience. When she returns, she is a full-fledged member of the family, entitled to all the rights and privileges therein.

Both Lombardi and Marsaille (and to some degree, House Xerxes) courts are comprised of several hundred Vampiiric families. Each family is headed by the Matriarch, who sets the precedent and rule for each and every branch of the family tree. Those who find favor with the Matriarch find themselves in possession of influence, lands, and even a castle and domain to rule over. Those sons and daughters the Matriarch chooses to shun are relegated to menial tasks within the house or may even become cannon fodder on the field of battle. The Matriarchs convene at least once a year (multiple times a year in days of crisis or war) to discuss the future of the court and discuss whether branch families have grown large and disparate enough from a tree to be considered a new clan of their own.
These Vampiric families divide Moribund up into thousands of duchies and baronies, and each realm is sure to include several small towns (which the Vampiir refer to as herds) within their borders. Vampiir constantly wage a passive war with one another, both internally and externally. Internally, families fight and argue amongst themselves for rule, prestige, or special privileges. Externally, they war with opposing clans for control over border territories. It is in their nature as callous, wicked creatures to despise, yet desire everything. Pacts are made and broken, battles are won and lost, and many are swept up as pawns in each Vampiir’s struggle to make themselves the most powerful being on Moribund.

Moribund is not terribly developed scientifically. Most settlements only have the very basic tenements of technology…running water, electricity from a bulky generator at the center of town, and a heavy iron stove in most homes. The occasional wealthy man may own one or two bulky luxuries such as a Victrola or an old automobile. But Men on Moribund are simple creatures. For the most part, the Vampiir are the ones who catalyze the progression of science, art, and magic. Their homes are collections of ornate (if old or impractical) appliances, baroque artwork, and vast libraries filled with tomes of lore and magic no one could ever finish reading in a hundred lifetimes. Though Vampiir understand and develop all manner of technology, they only share their findings within the clan (lest rivals get ahead of them). The spread of ideas occurs only through espionage (which often involves sabotage) or theft, so scientific development on Moribund, even in the Vampiir community, moves rather slowly.

Nearly all people on Moribund are subsistence farmers, living in small rural communities. Even small cities are rare on Moribund as the ruling Vampiir make a concerted efforts to keep settlements small, culling the herd in fear that too many Men living together could start a rebellion. The Vampiric Lords purposely send their henchmen into town nightly to keep the humans scattered, scared, and stupid.

Literacy and education are squashed to keep Mankind in check lest he grow wise, organized, and able to overthrow his oppressors. A town usually consists of small, scattered buildings and several large fields and ranches where the people collectively grow crops and raise livestock. These simple folk show no signs of development (or a desire to develop) in the less practical pursuits of art, music, science, and magic. They are (and rightly so) highly superstitious folk, and all towns are surrounded on every side by wards; garlic, crosses, and other holy symbols designed to keep the Vampiir and their unholy minions at bay. These totems not only line the borders of the towns, but are even integrated into the architecture of every structure. Priests, exorcists, holy men, healers, and witch hunters make a lucrative (if dangerous) living off this practical superstition. In some rare cases, the totems actually do serve to keep wild spirits and Neguila at bay. But the Vampiir make sure that enough misinformation permeates the local lore in order to keep the locals from exploiting any secret weakness the clan might secretly possess.

History
Like every Disc, the character of Moribund gave flesh and form to the soul of Man. And like so many Discs, these souls became humans. However, some of these souls were perverted and twisted by the land into an innately evil predator; the Vampiir. The Vampiir were stronger and more cunning than humans and quickly established themselves as the dominant species of Moribund. Even from Moribund’s earliest history, man has been subject to the whip and bridle of the Vampiir. The Vampiir were eventually able to bring the wild were-beasts, the Neguila, under their dominance much like other early societies learned to domesticate wild animals. These monstrosities worked as royal body guards and as cannon fodder in Vampiric armies while humans served as food and disposable labor as the Vampiir brought the dark world under their control, eventually allowing humans to build cities of their own within the sight of a lord’s tower.

In this time, there were four great Vampiric courts; Najave (which later became Marsaille), Beratrux, Poveaull (which evolved into Lombarda), and the greatest of all; Kainan. It is said that the founder of house Kainan was the very first Vampiir and his children grew to found the other three houses. The modern day houses of Marsaille and Lombarda are the obscure off-shoots of two of these original houses, having formed from the ruins of the Apocalypse. House Xerxes claims to be the eldest and only “true” clan remaining, asserting that they are directly descended from Kainan’s lost son, Xerxes. Though the validity of these claims is questionable despite (possibly forged) documentation from First Age ruins, none can disagree that the modern day Vampiric houses pale in prestige, power, and purity when compared to those houses of the First Age.

The First Age ended when Malice, in the guise of Prometheus, came to the courts of Lombarda and Marsaille. Knowing how best to approach his treacherous creations, he carefully hinted at the locations of the Gates to prestigious Vampiir lords, knowing that they wouldn’t miss out on a chance to gain power for themselves and undermine their competition. Little did they know, Malice had leaked this information to every lord of note, resulting in all of Moribund’s unwitting participation in the renaissance of the Second Age. During this time, few civil Discs wanted anything to do with Moribund. The Vampiric lords weren’t interested in trading goods or culture with “lesser” creatures (unless doing so would give them an edge over their competitors). Their primary goal was conquest and subjugation. Armies from Moribund were notorious for attacking and enslaving villages unprovoked and hellish monsters from Moribund regularly made their way through the Gates to terrorize the unsuspecting populace. The non-human population of Moribund is mostly descended from slaves captured during these raids. As a result, fortifications were built around those Gates leading from Moribund. For the most part, Moribund was a leech on the underbelly of the Second Age, taking whatever magic and technology it could from those who were brave or foolish enough to trade with them and giving nothing but strife in return. When Malice began his subtle campaign of pitting the worlds against one another, none needed much provocation to attack the fifes and baronies of Moribund and the Vampiric lords needed no reason to hold back from fighting back with all their might.

If the Apocalypse was bad elsewhere, it was brutal on Moribund. The entire world was already dark, but day never came in those long, cold years. Bitter winter crept over the face of the land, claiming the lives of Men and Vampiir alike. The shape of the land changed as geological disasters ripped mountains and seas apart at the Apocalypse’s onset. The continent split into two great land masses, petty baronies and dukedoms fell and the lords who once held a tight grip over their lands either perished as nightmares more horrible than themselves rose from the cracks of the bleeding land or became iron despots, unconcerned with the games of aristocracy; less Man and more monster. The four great houses fell into obscurity and no house today can accurately trace their lineage beyond the Third Age. Despair continued this way throughout the Third Age and many humans who survived the onset of the Apocalypse remembered the days of their oppressive enslavement like one would remember an idyllic night in paradise.

Finally, day broke and the Fourth Age came around. Lord D’Cabre returned to power in his tower and restored the Vampiric order. The Moribund of today is not the world of Victorian delights, powerful ancient magic, and zeppelins floating across the skull-faced moons. Remnants of ancient technologies and tomes of magic are heavily sought after by Vampiir wishing to make themselves more powerful or create a link to one of the original great houses to prove the purity (and therefore the right to rule) of their family…and a helpful bi-product of this struggle is the fact that the old world, while unable to be fully rebuilt, is rapidly being rediscovered by Vampiir who are just as treacherous, evil, and vicious as ever.

Divinity
Little gods on Moribund only hold power in the scattered areas where no standing Vampiir clan rules. These areas are few and far between and usually confined to intractable wilderness where no sensible clan would want to rule anyway. The gods of these lands are dangerous and crazed since there are practically no human settlements to offer them tribute. These beast-like gods of water, wood, and stone oftentimes the unwitting pawns or unwilling slaves of powerful Vampiir who are able to capture them and reign in their feral energies. Recently, House Xerxes has come to fill this role, recruiting (by force or by negotiation) many of the most powerful and insane petty gods on Moribund. They have assembled an army of these gods and their spirit courts, creating a force for both the houses of Lombarda and Marsaille to reckon with.

In the far, far east, on an island several miles off the coast of Lombarda stands the Well of Sorrow; tower of the Disc’s Watcher, Lord D’Cabre. D’Cabre is a being without remorse that fears no one- not even The Four Winds to whom he is pledged. His features are much akin to the Vampiir, though he is much more ancient than even the oldest living Matriarch. D’Cabre has been Watcher of Moribund since the First Age, having managed to escape the Titans during their bloody crusade. Though some speculate that D’Cabre actually made a deal with the Titans to spare his own life, no evidence for such accusations exists. A mighty blue-skinned demon bound in chains and blinded by rags named Shiki serves at D’Cabre’s right hand as his Archon. When D’Cabre needs anything done, it is Shiki he calls to lead his gruesome force of ghosts, walking corpses, and beastmen. D’Cabre has called heroes to his aid only a few times throughout the years as heroes on Moribund are a rare thing indeed. The Vampiir are too self-centered and untrustworthy and the Men of Moribund are too weak and stupid. Therefore, D’Cabre entrusts Shiki and his army of unfeeling soldiers with his affairs. His cynical approach has earned him the nickname, The Iron Hand.

Quote:
Pronunciation: Mor-ih-bund
Major Cities

Lamonte
Belfast
Hamlin
Jupiter’s Lament
Official Language(s):
Labrete: an ancient Vampiiric language which is only legal for Vampiir to speak.
Cretan: a less formal dialect of Labrete spoken by commoners
Official Currency: Lucre: Small white-gold coins of varying sizes and worth. These are accepted as currency with both Lombardi and Marsaille houses. House Xerxes rejects Lucre and prefers bartering for goods directly, though they have recently adopted their own system of currency called Nu-Lucre.
Native Races: Vampiir and Humans
A Person from Moribund is Called an: Mourner (morn-er)

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Aug 07, 2008 11:55 pm


Nod in Detail

Geography
Ever since its genesis, Nod has been divided into two halves; the gentle, grassy hills of the northern continent (known as the Dreamscape) and the twisting forests and shadowy swamps of the southern continent (known as the Netherscape). Though the shape of the land has changed since the First Age, the character and geography of Nod remains distinctly split into two disparate halves; dreams and nightmares. Nod is perhaps the smallest of all the core Discs (though it is difficult in this day and age to measure such things) and these two land masses account for roughly 80% of the Disc’s surface- the other 20% of the Disc is comprised of a great sea called the Sea of Somnolence which separates the two lands from one another. There are three mountain ranges of higher elevations that contain a few tall peaks, but the Disc is primarily characterized by its geographical oddities and extreme, often implausible features like heavy rocks balanced in improbably ways or molded by the elements into absurd natural formations, entire forests made from candy-canes or lollipops, fields of talking plants, and tiny villages that grow as one approaches (in actuality, the traveler is shrinking as he draws near).

The Disc is constantly swallowed in an eternal state of night. It has no day cycle. In the sky above, the multitude of stars shines bright enough to give light to those who seek it…and the moon is their lord. The jovial, semi-sentient moon (commonly called The Man in the Moon) has a face that it shows on some nights each month. Many believe that this is the face of Wendel, looking down on his world and his people and smiling. Needless to say, Nod is counted as one of the most magical Discs on the Sphere for the atmosphere of the world if nothing else. Visitors immediately recognize the magic that pervades everything on Nod- even what natural born citizens would consider to be the very mundane.

A stable landscape of gentle hills, grassy plains, and lush forests characterizes the north. These areas are characterized by peaceful, quaint, or down-right bizarre features. The land of the Dreamscape is completely benign, if a little strange to look at. In the Netherscape, dark forests of brambles and evil-looking trees, swamps, fens, and barren hills dot the landscape. The Dreamscape is a land of infantile wonders and its cities, twinkling like stars on the dark landscape, are the most heavily populated on Nod. Across the dark Sea of Somnolence is the southern half-the Netherscape. This crooked land of dead, twisted forests, shadowy hillocks, and haunted graveyards is home to Nod’s darker denizens.

There is a much more sinister and uneasy feel to the place though the landscape is, by nature, no more evil than any inanimate object can be. Like the land, those who live in the southern half are not at all wicked (those who are not creatures of Malice anyway). They can be as good-natured (though mischievous) as anyone ever was. Despite this, there is a great deal of conflict between the dreamers and the nightmares and strange wars have been fought for unrealistic threats both sides believed the other to represent.

Culture
On Nod, all things are exaggerated in a way that is enchanting, delightful, and utterly confusing. Some most find Nod to be an interesting, fantastical place, others find Nod’s whimsy to be grating on the nerves. Often, these individuals are those who find no delight in what they deem frivolous and flighty. They are not the sort given over to pleasure and rarely smile if they can help it. These dour sorts generally dwell in the Netherscape by themselves, though some can be found north of the Midnight Sea. For the most part however, Nod’s people are a joy and an inspiration to be around. Even the unenchanted races who make Nod their home are described as optimistic and friendly…though admittedly a bit off.

The largest and oldest cities are all governed by a Mayor; a being that runs the town’s affairs and always personifies the spirit of that city. Mayors of this sort are not elected but are actually a part of the town…this merits some explanation. You see, many cities on Nod were not built by the hands of man but rather were built by the god Wendel when he created the Disc. The towns are as much a part of the world as a mountain and the Mayor of each town was also created especially by Wendel as the personification of that city. In this way, Mayors are very much akin to Little gods, though they are less desirous of worship and far less petty. These Mayors often appoint a cabinet of like-minded individuals to help run things inside the city. There is little corruption in politics, vying for power, or political betrayals (though such things are not unheard of); Nobody’s see their town as something natural and organic that no one has much control over. They tend to accept the world as it is rather than how they would like it to be. Some towns have large police forces, but none have an actual army that could be used to wage war on another town (though it would not be difficult to amass the numbers for such a force, it might be difficult convincing the Nobodies of an actual need to fight their neighbors with deadly force). Regions are defined by whatever city is at their center. The customs, attitudes and laws of people in these regions are influenced by the atmosphere of their “capital” city (there are no states as borders are defined only in the cultures of the people in varying regions). Other man-made settlements in the area tend to reflect the same architecture physically, socially, and ethically as their “capital” city.

There is a degree of unique technology prevalent across Nod. Of course, everything is subject to whimsy and hyperbole so things like a locomotive or a steamboat take on a more idealized, humorous, and ultimately impractical (though still functional) version than would be found elsewhere. The Disc has several factories that refine raw materials and mass produce goods, trains that connect major cities and steamboats that run up and down the starlit rivers. There is running water in cities (though most still have a well in the town square for social purposes if nothing else), homes are heated by black iron stoves that send dark wisps of ashy smoke into the sky, and electricity flows into decorative iron lamp posts or paper lanterns strung overhead that shed ghostly light on the dark cobblestone streets. Technology seems to be primarily driven by coal and steam power. Devices all have a few things in common; they are all large, unwieldy and highly stylized.

People on Nod make a living doing most anything you can think of. Some work as farmers out in the country. Some work a mundane factory job, screwing the caps onto toothpaste bottles and the like. Some are policemen or firemen. Most are artists, poets, craftsmen, or musicians after a sort. Some sweep chimneys. However, the backbone of Nod’s economy is its dreams. As silly as it sounds, this is a viable industry on Nod since there are a vast number of individuals across the Sphere willing to pay for a subscription to their favorite dreams. This probably merits quite a bit of explaining as well. Though dreams occur naturally in the sleeping brain, the dreams a mind produces on its own are quite random, strange, and often senseless. There are studios on Nod where creative Humans, Nubians and others produce elaborate dream shows and broadcast the product into the minds of their subscribers as they sleep via a special, magical wavelength appropriately named The Dreaming.

Though most studios are located in the Dreamscape, there are some who enjoy a scary show from time to time and the studios that specialize in this are, of course, located in the Netherscape. This “dream theatre” as it has come to be called was immensely popular during the Second Age and has fallen back in vogue with the rediscovery of the First Age devices which allow the broadcasting of dreams. Once again the dream industry of Nod is seeing a boom as writers, actors, musicians and all the other sorts of artists it takes to create a dream are running the dream studios and broadcasting their product across The Sphere into the brains of those who pay a small monthly fee to enjoy the show each night.

History
When the soul of Man traveled to Nod, he took on a strange and beautiful shape that would come to be named the Nubian. Some took on the flamboyant and confusing nature of dreams…others took the comically terrifying form of a strange nightmare. Life on Nod was never too difficult during the First Age. Aside from the obvious challenges presented by Malice’s children, resources were abundant and there was barely any want for food. The foundations of the greatest cities had already been laid by Wendel, so Man’s need for shelter was easily met. As populations in these cities grew, so did the natural, quasi-organic city grow with the needs of the population. In addition to the old cities whose foundations had already been laid, Man also built his own settlements, and these cities eventually grew and grew and became large centers of civilization during the First and Second Ages. The personality of Nod shaped culture’s growth and everything that was created on Nod developed an air of child-like whimsy.

After centuries of gleeful existence, Nod lost its innocence. At first, the citizens of Nod welcomed newcomers with open arms. Elsewhere on The Sphere, Nod was regarded as a strange, alluring place that was fine to hear about, but you wouldn’t want to actually go there. However strange it may have been, Nod was a cultural hub of drama, music, art and other forms of entertainment. It was valued for providing services such as Dream Theatre, which served as a vehicle through which culture was broadcast across The Sphere. For a great many years, people throughout the Discs delighted in the dreams of the dreamers. Even at the beginning of the Disc Wars, many were reluctant to involve Nod in the struggle, just as a hardened veteran might hesitate before killing in front of a child. However, this sentiment was lost on the less civil participants of the war, who Malice easily goaded into attacking the Disc of Dreams. Nod lost its innocence the day the army of a Hellion Necromancer marched against the once bright and beautiful city of Honeybuck.

Nod fought back fiercely and put up a better war effort than most expected. It was aided by other worlds who only sought to conquer it in a more subtle manner. Many of Nod’s brightest young stars faded from the night forever. Its greatest cities and oldest centers of unique culture were blown to bits by cannons as armies marched across the once peaceful hills to war. Devastation shook the world of dreams and nightmares fiercely and when the dust settled, little remained. Something precious was lost during the terrible years of that war…something that could never again be reclaimed. The people of Nod, for the first time in ages, knew what it was to have nothing; to want. Their farms were burned so there was no food. The cities had fallen so there was no shelter. And most of the people were dead, so there was no friendly company to be found.

The war continued on Nod right up until the day of the Apocalypse. The gleaming, warm nights gave way to a cold, dim dawn that blotted the stars from the face of the sky. A hazy, dreary, and dreadfully chill day covered the entire land as the sun rose on an age of wickedness, hatred, confusion, and sadness. Unlike many other worlds, however, something about Nod’s nature prevented them from falling headlong into savagery. Even the nightmares of the Netherscape kept their wits about them. Instead, the people of Nod did their best to survive, huddled in the ruins of their ancient cities, stricken with poverty and affliction, but not without hope. They kept records of these days and remembered what their world was like before the coming of the dark day. And when their Watcher, Zum-Gali-Gali came out of hiding, he helped them rebuild the old world that once was.

Nod has done a fine job since the opening of the Fourth Age to rebuild the ancient cities that Wendel himself made. Though unable to replicate these cities in their entirety, Nod’s people have done what they can and built modern structures on the ruins of the old cities, leading to the intriguing combination of old and new styles seen in many Nobody cities today. Once again, Dream Theatre is broadcast throughout The Sphere and Nod is quickly becoming a center for culture and the arts.

Divinity
Nod’s one Watcher throughout the long years has been a being created by Wendell himself and appointed by Eurus, the magical East Wind, to guide and to guard Nod through all its troubles. This being is named Zum-Gali-Gali. Zum-Gali-Gali is a powerful magic user and is accompanied by three strange shape-shifting spirits at all times (their names are Thought, Time, and Memory). These three spirits do his bidding and never stray far from their master. Zum-Gali-Gali himself is a very strange creature to be around. Not only does he appear as a short, round being with a fat face and sallow eyes, but he is childish, yet wise…naïve, yet ever discerning. He seems to be a bundle of odd contradictions who says things that, at the time, seem inappropriate, but upon later reflection reveal their secret wisdom. He seems constantly distracted and absorbed in his own word, but is actually a very capable leader and protector of the Disc he has been charged with keeping watch over.

When the need for heroes arises, Zum-Gali-Gali gathers an unlikely bunch of misfits who somehow manage to band together and defeat their foe. Unlike the other Watchers who call together the greatest heroes imaginable, Zum-Gali-Gali sees the hero not for who he is now, but who he may yet be. He is served by an archon he calls Jum-Juma. Jum-Juma is a very tall, very well built creature. He resembles a large, blue lion standing upright with large muscles bulging beneath his fur. He is quiet, serious-minded, but patient and good-humored; a fine counterpoint to Zum-Gali-Gali’s eccentric personality.

The Little gods of Nod are, like all things on Nod, characterized by overstatement. They are just as belligerent and willful here as elsewhere, demanding undue worship and sacrifice. Both city-dwellers and country folk in the Dream and Netherscapes have next to no regard for these Petty gods, which serves to anger such headstrong beings greatly. However, most gods have a literal or imagined Geas (an obligation) placed upon them, such as a requirement to defeat a mortal in a riddle contest before harm can befall him or an inability to cross running water. This has led to a great many stories (both true and exaggerated) of mortals who tricked a little god into granting them wishes instead of eating them and their families.

Quote:
Pronunciation: Nawd
Major Cities
Charring Cross (Dreamscape)
Daubery Town (Netherscape)
Nightmare Town (Netherscape)
Lumina (Dreamscape)
Piccadilly (Dreamscape)
Gloucester (Netherscape)
Language(s):

Dreamspeak; a language that sounds like gibberish to an outsider. Common has also taken quite a strong root since the influx of tourists and immigrants during the Second Age.
Currency: Obi: Shiny, black, oval shaped coins that can be broken in up to seven pieces (and magically joined back together to form a whole or partial Obi again). One Obi is worth quite a bit and each Obi is measured in 7ths.
Native Race: Nubians
A Person from Nod is Called a: Nobody (Noe-bawd-ee)
PostPosted: Fri Aug 08, 2008 12:00 am


Tortuga in Detail

Geography
Tortuga is a vast, vast ocean with small island chains sprinkled throughout the Disc. Many of these archipelagoes are unexplored, undiscovered, and uncharted. It’s not uncommon for ships to happen upon small deserted islands less than half a mile in diameter during their journeys. Many scholars (well…few scholars actually inhabit Tortuga, but most of those who do) believe that only 60% of the land on Tortuga is inhabited by “civilized folk”, let alone discovered. Barbaric tribes commonly referred to as the “Dark Folk” (or Korkanu, they call themselves) inhabit the wild, unexplored islands. These islanders fear and despise the intrusions of modern Tortugans and many have fortified their territories with a variety of traps and other hazards to keep outsiders at bay. While there are “civilized” tribes that are willing to (begrudgingly) trade with and carry on diplomatic relations with Tortugans, these tribes are few and far between and most islanders would just as soon attack an explorer as look at them (and the feeling is more than mutual).

There is a dark force thrives within the waters of Tortuga, polluting streams, patches of ocean, and even entire isles. It is known as Dark Water and it is a maddening, corrupting force similar to the Plague Lands of Arcadia. Those who drink the water or live in a blighted area for long slowly become mad servants of the creeping malice. Dark Water exists in seemingly random places across the world, in remote sections of ocean full of whirlpools and storms, in once tropical islands the force has twisted into barren, rocky, skull-shaped graveyards, and in tainted, black waters that pollute wells and corrupt the souls of all who drink. The Korkanu are the descendants of those Men who came to Tortuga through the Promethean Gates during the Second Age. They are those who fought in the Disc Wars and survived those terrible sea battles only to be corrupted by Dark Water. They are the original inhabitants of the stone cities, now cast down into ruin or claimed by the jungle. These unfortunate people were driven mad by Dark Water, a malicious force created from the horrors of the Apocalypse. Those who were affected by this water became shamanistic cannibals, passing these depraved traditions on to their twisted offspring.

Frontier cities are very large and well fortified in order to withstand the dangers of the wild lands upon which they are built. The citizens of these towns are well equipped to defend themselves, doubling as soldiers and laborers. On the colonized islands, geography rarely varies. Either sandy beaches with crystal clear water or sheer cliffs adorn the shores along with thick vegetation leading all the way to the center of the isles. Many of the larger islands boast small mountains and canyons towards their center and elevation generally increases the closer to the center one travels. Dense vegetation covers the islands, even where man has staked his claim with cities. Between smaller towns, the countryside is still wild and dense, making the small roads difficult to travel. Larger towns have better maintained highways, but the dense jungle may still lie to either side with large open fields being a rare sight, even on the bigger islands.

Beneath the sea, however, a whole new world of mountains, plains, cliffs, trenches, forests of seaweed, and other unique geographical features abound. Tortuga’s creator was Merton, the god of the sea, and his creativity was truly unleashed when developing the wonders of this aquatic realm. While most creatures, unaided by magic or technology of some kind, are unable to experience these splendors, Tortuga’s native people, the Atlanteans, make this place their home. It is in the vast kelp plains, the coral reefs, and the majesty of the undersea mountain ranges that the Atlanteans maintain their civilization.

Yet even under the sea, there are uncolonized and uncivilized areas. Like the surface, only a small portion of the underwater world is charted, let alone colonized. Atlanteans are less proactive about exploring and charting their world than the men who live on dry land, so many more dangers abound in the wild waters. Titans take on the form of sea monsters, living in the darkest trenches, and the brutal, warped Deltans (the Atlantean equivalent of the Dark Folk) all call the hidden reefs and unexplored depths their own. As a result of the great dangers facing exploration, most Atlantean settlements never extend more than a few miles beyond the center of the city where the majority of resources and the safety of numbers are prevalent.

Overall, the bulk of Tortuga (both above and below the waters) is uncolonized with the wild lands being home to twisted, savage tribes, hidden dangers, and buried treasure. But even with the colonized islands and sequestered Atlantean cities, it is towards the high sea that explorers, merchants, traders, settlers, and robbers all must turn at some point; for on this Disc of ocean and island, it is the sea that both connects and divides all, acting as a highway and the gateway to great adventure.

Culture
In the dry world, culture and society have begun to emerge with the exploration and colonization of Tortuga at the start of the Fourth Age. Over the past few centuries, Man has perfected the art of sea-faring on this Disc, which is quite a bit more complicated than on any other world due to the vast stretches of ocean, strange sea formations, and unusual phenomenon that occur on the open seas of this world. Settlements have been established and, on the large islands, self-proclaimed nations hold sway over the civilized areas and war against the Dark Folk who still hold out in the remote corners of the jungle. Two city-states stand apart from the thousands of smaller towns and cities that occupy the Disc’s many island chains; Dalton and Adjoa. These two city-states claim dominion over the two largest islands on the Disc’s surface as well as several surrounding island chains. Additionally, the two nations actively patrol the waters of their territories, hunting pirates, warring against Dark Folk, and attempting to impose some sort of order on the profoundly chaotic world. Dalton and Adjoa also maintain an uneasy rivalry with one another, serving to further complicate efforts to bring peace and civility to Tortuga.

To pirates, it matters little whether a navy is from Dalton or Adjoa; all symbols of authority are enemies. These gangs of sea-faring outlaws make their living raiding small coastal towns, looting merchant vessels, and (ironically) turning one another in for the bounties offered by Adjoan and Daltan governments. Though many groups consist of a single ship and crew, the larger more successful gangs can constitute an entire fleet of vessels. Most dreaded among these pirates are the Nine Warlords; nine captains of nine pirate crews who each claim a certain area of the great ocean as their territory. Though their control is far from absolute or official, all other pirates are expected pay some degree of fealty to them, fearfully offering up booty, supplies, crewmen, or dibs on a kill to a Warlord if they encounter one…and the consequences are quite severe for those who fail to show proper fear and respect before the incomparable might of a Warlord.

Though most pirates are scum, some are less brigand and more free-spirited adventurers who simply prefer to live outside the letter of society’s law. Though they may not be above looting and stealing, they find no glamour in senseless murder or destruction. To them, the high seas offer a chance for exploration, adventure, and buried treasure. Many will fight for justice where they find wrong-doing, and defend those who cannot help themselves…and many expect some kind of compensation for their good will. In any case, these bravados often get lumped in with the bad apples on the high seas, resulting in their constant need to hide from authority despite their mostly benign shenanigans. Though they are technically considered pirates, the term “treasure hunter” might be more appropriate.

History
On the world of water and sparse islands, the souls of Man grew gills and fins to suit their environment, becoming the Atlantean people who built cities from coral and pearl beneath the waves. They were guided by the gentle hand of Delphine, their Watcher, who gave to them knowledge, magic, and truths from the mouths of the gods. The Atlanteans built a great civilization during the First Age and, unlike other Discs, refused Malice’s gift of the Promethean Gates. This was not only due to the fact that they feared and loathed the Dry World above, but unlike so many other races, their inner wisdom allowed them to see through his disguise to the darkness that hid within his pleasing form.

However, this did not stop Malice from building Gates above ground on the chains of islands above the Atlantean’s world. Men from all over The Sphere came to dwell on what they thought was an empty world of vast oceans. Though few were eager to settle down on a world dominated by seas and tiny islands, those who ultimately did were of great pioneering spirit and they built their new homes with sweat and blood, beating back the wild jungles and engineering cities from the ground up. When word of these newcomers reached the Atlanteans, it was too late for them to attempt to drive back the “invaders”. Nonetheless, hostilities between the unwanted guests and the “demons of the deep” were high from day one and continued to escalate until fighting broke out and no harbor was safe from Atlantean attacks. Second Age Tortuga found itself mired in a guerilla war against a foe it had no chance of besting on the open waters. However, resources on land were abundant and Tortugans were able to trade exotic goods and knowledge of shipbuilding for off-world wealth and the means to resist their underwater enemies.

Of course, the strife between the wet and dry worlds played right into Malice’s hand and would-be-conquerors off-world saw the islands of Tortuga as easy prey. Tortuga was drawn into the Disc Wars and the Atlanteans struck out against both invaders and born-and-bred Tortugans alike. There were many losses on all sides, but when the horrors of the Third Age erupted on Tortuga, it was enough to drive its original inhabitants insane. In addition to the tumultuous earthquakes and fires from the ground, many of the waters became tainted. Those Atlanteans who dwelt there became crazed and their forms were perverted into the aberrations known now as Deltans. Men who drank from polluted streams or sailed in those dark waters became the wild tribesmen who now call themselves Korkanu. These wicked beings are servants of an unseen madness that haunts the ether of Tortuga to this day, striking against civilization in the name of pure and random chaos. They are like the Plague-Touched of Arcadia; slaves to the darkness that created them. They seek to cause pain and suffering so that the entire world will become engulfed in the dark water that they serve.

Tortuga’s original Watcher, Delphine, was swallowed by a Titan from the dark trenches. At the close of Heaven’s war, she was replaced by another aquatic benefactor named Salome. From a tower of coral deep beneath the sea, Salome guided Tortuga back to a measure of civility, cleansing a great deal of the dark waters and driving Deltans and Korkanu back to the wild lands. The Atlanteans and the Men of Tortuga reached a truce and even began working together to rebuild their world which had been broken by war, calamity, and violence. A city called Saint’s Harbor was even built to celebrate the newfound unity of the wet and dry worlds; above ground, the island city contains a harbor with a glass elevator shaft that travels down to a dry part of an Atlantean city below. Likewise, glass tubes filled with water connect aquatic tanks where Atlanteans may exist in the dry world above. Despite the idealism the city was built on, tensions still run high between cautious Atlanteans and corruptible surface-dwellers. On the open seas, piracy and brutal wickedness still abounds. Modern-day Tortuga is a very dangerous place with a poor reputation where many on The Sphere refuse to go.

Divinity
The aquatic Salome (pronounced saw-loe-may) is the appointed Watcher for this Disc and performs her task from a tower of coral beneath the sea at the very center of the Disc. Using a large magical pearl that sits in a black oyster and only opens at the sound of her voice, she is able to see whatever she wishes to see on her Disc…and in dangerous times, it alerts her to powerful threats that may unhinge the delicate balance of the ocean world. Salome has appointed a sea god named Daav as her Archon. This good natured, giant alligator walks upright like a man, speaks many languages, dresses like a commoner, and smiles often. Daav serves as Salome’s messenger, bodyguard, and servant. In the larger cities (both above and beneath the waves) it is not uncommon to see him meeting with city leaders on his mistress’s behalf.

There are many Little gods on Tortuga’s islands and in its seas. Those who dwell on the land find the worship they desire from the barbarous Korkanu who perform dark rites before these gods. Whenever civil folk encroach on their territories or are forced to defend against their attacks, they often find themselves fighting both the tribesmen and the supernatural forces levied by that tribe’s patron deity. On the oceans, gods take on the shape of storm clouds or giant sharks and threaten to destroy vessels unless someone is thrown overboard to appease them. Save for these encounters on the open sea, Man has little voluntary interaction with Little gods as they are seen as a part of the barbaric world of the Dark Folk that Mankind has struggled so hard to rise above.

Quote:
Pronunciation: Tor-too-guh
Major Cities
Dirkmouth
Saint’s Harbor
Oyster Bay
Port Pearl
North Wall
Fair Havens
Language(s):
Cantos: the most widely spoken language among the island colonies. There are both proper and vulgar accents/dialects spoken by townsfolk, nobles and pirates.
S’kine: a language spoken by Korkanu and Deltans. Those who are not corrupted by the taint of Dark Water that pollutes the minds cannot speak or understand it as it sounds like nothing more than the shrill, tortured cries of a madman.
Welsene: a flowing, graceful language spoken by the Atlanteans. It is written in pictographic symbols and spoken in a graceful, pleasing, sing-song manner. Though audible on land, many words can only be properly pronounced underwater, an unfortunate obstacle that has led to many misunderstandings on land.

Currency: Dukes: Large gold coins with the Crests of either Dalton or Adjoa emblazoned on the front. Dukes are valid currency in any civilized territory, though they are particularly valuable within the borders of Dalton or Adjoa.
Native Race: Atlanteans
A Person from Tortuga is Called a: Tortugan (Tor-too-gun)

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Fri Aug 08, 2008 12:06 am


Zu in Detail

Geography
Zu is divided into two parts; the blessed islands of Laputa and the ghastly plains of the Geanolan Heights. A cold ocean surrounds the one central continent where the islands float and the plains stagnate. The sea is separated from the continent by a tall, treacherous mountain range that surrounds all but a small portion of the continent in the deep south. Many Jur-Al have attempted to make their way to this break in the impenetrable mountains as stories have been circulating for quite some time that a paradise can be found there. This is, of course, nothing but hearsay to ease the pain of living in the horrible wasteland…or is it?

Above the otherwise uninviting world, the islands of Laputa thrive. Warmed by the sun and cheered by blue skies, green fields, and an abundance of natural resources, Laputans live in a world of relative ease and high magic fused with technology. Laputan islands are paradise in every sense of the word. There are dense, beautiful forests with distinctive vegetation and a delicate ecosystem where magnificent, colorful, and unique animals flourish. There are tall, majestic mountains capped with snow from which flow crisp, cool rivers. These rivers turn into gorgeous crystal lakes or are diverted to quench the thirst of the cities, with their stately architecture and varied citizenry.

As Laputa basks in the sun above, their shadows fall onto the dark world of the Geanolan Heights below. This world is almost completely flat and surrounded on all sides by mountains jutting up from the earth like crooked teeth in the mouth of some creature devouring the world in its hunger. Fiends of all sorts roam these plains...but unlike other species of monster on The Sphere, these are not the typical children of Malice. Rather, these twisted aberrations are the result of Zu’s Apocalypse, which is also responsible for the separation between Laputa and the Heights. Unfortunately, it is not the Laputans who suffer the presence of these mutants, but the accursed Jur-Al who must live among them, huddled together in filthy encampments for protection.

Culture
Laputans do not believe in the death penalty. Those found guilty of serious crimes such as murder, rape or treason are sentenced to a punishment far worse than death; exile. Those convicted of such serious crimes are stripped of their citizenship and all rights therein. They are no longer called Laputans, but receive a new title; Jur-Al. In the old Zu tongue, Jur-Al is the worst possible curse. It literally means “forever without light” and it denotes one who was once enlightened, having obtained salvation but fell so far as to be lost forever to darkness. Even the most idealistic Laputan does not view the treatment of Jur-Al as cruel.

All who dwell on Zu are taught that the Jur-Al are sub-human. They were once creatures with rights who deserved fair treatment, but upon committing their crimes, they exchanged their rights for madness; their humanity for monstrosity. They view Zu as a world divided in two between darkness and light, wisdom and ignorance, good and evil. While Laputa and its enlightened people represent the good, the Geanolan Heights with its mutants and Jur-Al are the wicked and dark things of the world. Exiles are sent off in a special rite where they are ceremonially stripped of their possessions (even the clothes on their backs) and sent to the land below, sealed inside a small coffin-like craft that glides down through the thick, grey clouds…never to see the blue sky again.

The Geanolan Heights are barren, cold and haunted by voracious mutants. Lone exiles do not last long. The only chance an exile has of surviving for more than a few days is to find others like him. Encampments of exiles exist, living on cast-offs from the islands above. Encampments in the Geanolan Heights are regulated by a solitary leader. Among the more criminal groups, the leader is the one who can prove himself most capable. In groups that consist of more civil outcasts, he is the wisest or the one who held the highest station back on Laputa. His responsibilities include keeping the tribe safe and relegating responsibilities to ensure survival. This task alone is much more difficult that it seems. The average lifespan of a person exiled to the Geanolan heights is six years. Most children often do not live more than a few years as they are easy targets for wandering mutants. Yet despite obvious setbacks, the population of this desolate place continues to rise, fueled by breeding and new criminals cast down by blessed Laputa.

The fifty-two floating isles of Laputa are each separate nations with their own similar form of government. Laputa is less like several nations and more like several states of the same nation. Leaders are elected from one of six political parties in bi-annual elections. This leader (called the Satrap, Seneschal, Sultan, or Shah depending on the nation) appoints a mayor over each city on his island and mayors are responsible for the upkeep of their cities, from the police to the fire brigade. Though elections are held every two years, more often than not, satraps are elected (on average) three terms before losing favor with their constituency. Mayors serve for as long as they remain in the good graces of the ruling body.

The fifty-two satraps come together at least once a month to discuss matters and laws which affect all of Laputa. This assembly is called the Great Council or the Council of Elders and their interests comprise the bulk of the power in the administrative branch of government. The judicial branch of government consists of courthouse judges and police officers who enforce the laws made by the Council. If a law is ever up for debate, it is presented to the Council, who decides how the law should be interpreted. While it may seem that a lot of power is given to a single ruling body, the power of the Council of Elders is checked against itself. Majority rules in the proceedings and members of the Council all come from many backgrounds. If people don’t like their council, they can simply elect a new satrap within two years and petition that certain rulings be repealed.

There are as many styles of art as there are people on Laputa. From the impressionistic to the abstract, painting, architecture, sculpture, music, and craft are all influenced from a variety of sources from all over The Sphere. Each genre is distinct and unique. Everyone has their favorite and everyone considers themselves to be an art, philosophy, music, or culture buff after a sort. For the most part, people on Laputa are literate and educated since public education is provided to all citizens until young adulthood. Continuing education can be obtained through one of the many prestigious universities. It is well known throughout The Sphere that Laputan colleges not only offer the best education money can buy, but are also prodigious centers of research themselves. These colleges have been responsible for many breakthroughs in magic, science, and the arts. Basic education includes not only tutelage in the fields of academia, but also in basic magic. Educated natives of Laputa all know a few useful spells and understand the basic tenants of sorcery.

History
Zu was not always a split world with a veritable Hell below and Heaven above. Though very little evidence remains to support such theories, many scholars believe that it was once a single great land mass where ancient cities grew tall. Man’s soul became the wise and noble Zu on this Disc, which they named after themselves. The ease with which their needs were met by the placid world, combined with their hunger for knowledge led to the rapid development of an advanced civilization. The only formidable obstacle to Zu’s progress was the abundance of Little gods who demanded worship and brought disaster when their petty demands were denied. To the Zu, they represented backwards, barbarous ways of thinking…a way of thinking that the Zu felt they were better than. A movement called The Impurgium took place just before the end of the First Age where the greatest warriors and magicians came together and nearly swept Laputa clean of errant Little gods, monsters, and all other manner of impurity. Those who didn’t flee to the dark corners of creation or hide deep in the mountains were destroyed. Though Zu’s Watcher was initially skeptical of this movement, he eventually lent his full support and helped wipe the world clean of indigenous, belligerent spirits.

As the old cliché goes, however, the greatest evil lies within. Though they were highly advanced in the ways of technology and magic, the Zu became arrogant. When Malice approached them in the guise of Prometheus, offering them access to other worlds, they failed to see his schemes for what they were and arrogantly accepted his gift with the intention of enlightening and exploiting whatever worlds waited through the Gates. The great renaissance that The Sphere underwent during the Second Age can be accredited mostly to Zu. They shared their innovations and philosophies with the rest of The Sphere, which led the nations of other worlds to make great strides in their progress. Many off-worlders made their homes on Zu and even some Zu who were less successful in their homeland found a niche elsewhere on The Sphere. However, Malice was able to play on the pride of the Zu to turn them against the worlds they were already taking advantage of. Likewise, Malice pitted these worlds against Zu by pointing out the unfair trade arrangements set in place and the contempt with which the Zu dealt with “lesser” people.

During the Disc Wars, Zu was a powerful, almost unstoppable force. Their intelligent soldiers, advanced tactics, superior technology, and powerful magic made them quite possibly the most powerful army during the war. They were only defeated a handful of times and those battles proved to be only minor losses. However, their victories were short-lived as ultimate defeat for all nations and peoples came in the form of the Apocalypse. Zu’s powerful connection to Mana proved to be less of a boon and more a curse when the stirring of the Elder gods shook the foundations of Mana. Their world was split in twain with all the good, fertile ground, blue skies, trees, and water floating on islands into the sky. A dark cloud covered the blasted ground that was left behind and the tormented spirits of those gods and monsters that were slain during The Impurgium returned to Zu in greater numbers and in more hideous forms than they had ever known in life. Their minds were gone, replaced with rage and hunger. In those days, the separation between the floating (and uninhabited) islands of Laputa and the accursed Geanolan Heights came to pass, and Zu’s people lived the blighted existence that the modern day Jur-Al endure.

According to legend, Zu’s nameless Watcher returned to his tower at the close of Heaven’s war and sent a host of Griffons to bear Zu’s people up to the floating islands in the sky, where they began to reclaim all that had been lost. The Laputans rebuilt their society on the foundations of the old. Though many of the records and accomplishments of those times are buried in ruins (found both in Laputa and in the Geanolan Heights), most are lost forever. Fourth Age Zu is a land completely different from First Age Zu, with its own beliefs and innovations in magic and technology. Though there are marked differences between the two periods in history, the Zu like to believe that they are making a better world than they knew even in the prosperous early days.

Divinity
There are very few Little gods living on Laputa. Those who managed to escape The Impurgium an age ago were those wise enough to keep quiet. These survivors are quite mad, but sequestered so far away from any semblance of Laputan society, they cannot cause any trouble. Down on the Geanolan Heights, though, a number of Little gods who fled The Impurgium reside in rocks and hollows, garnering worship from camps of fearful Jur-Al in exchange for protection from roving bands of mutants; the shadows of old gods and monsters destroyed during The Impurgium who roam the land as a result of the Apocalypse, full of madness, rage, and hunger.

Up in Laputa, no mortals inhabit the fifty-second island. As smallest among the floating isles, it is the home Zu’s Watcher, a nameless hermit who is either extremely wise or extremely insane. Here, there is only a stone tower that stretches high into the sky where the Watcher of Zu sits, far removed from the events of the other fifty-one islands. He is served by a bevy of quaint mechanical messengers, servants, spies, and soldiers as well as an Archon named Carmichael. Zu’s shepherd is a quiet, thoughtful man who cares little for the problems of the Jur-Al and much less for the “enlightened” ponderings of the Laputans. His real concern is the growing mutant problem in the Geanolan Heights and what this means for the balance of Mana on Zu. Unbeknownst to the inhabitants of Zu, he has sabotaged a great many experiments that would result in environmental problems, the creation of Plague Lands in the Geanolan Heights, and further hubris on the part of Laputa. It seems that the most beneficial thing Zu’s Watcher does for his people is hold them back from their own self-destructive ambition.

Quote:
Pronunciations:
Zoo
Lah-pyoo-tuh
the Jee-uh-no-lan heights
Major Cities
Luminara
Paxum
Marzonia
Geolith
Leodre
Constantine
Language(s):
Zud; this complex, ancient language is spoken by everyone on Zu.
Currency: Creditsz; a thin, translucent card which is magically imprinted with so many units of currency. Everyone on Zu carries at least one of these cards with a certain amount of credits on it. Cards are read by magitech devices and once a card runs out of currency, it crumbles into greenish blue dust and blows away.
Native Race: Zu
A Person from Zu is Called a: Laputan (Lah-pyoo-tan) if they live on the floating islands, or a Jur-Al (Joor-Ahl) if they live in the wastelands. Zuvian (zoo-vee-un) is a generic term for someone from Zu.
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