Post by Gravedust on Jan 4, 2023 13:55:13 GMT -8
[THE PEOPLES OF AILIA] ====================================================================================
There was and is no single mold that People were created in; and even today their exact shapes, sizes and colorations are always in flux due to mixing blood and the subtle twistings of territorial magics. ((In short, be whatever you want, so long as it roughly fits the setting. Just be aware that any special features you give your character won't effect gameplay in any way, though hopefully you can express your character's attributes through in-game choices.))
In this part of the world, People of the Human mold are most common by a slim margin, but there are other Peoples that one may see regularly in the region:
+ Dranac: -----------------------------------------------------
Draconic humanoids originating from the nearby Dragon Kingdoms. In their homeland most belong to a worker and soldier caste beneath the aristocratic Naga. Those found in the Empire are usually free citizens with their strings to the Dragon Kingdoms cut. They have thin, flexible scales covering their bodies and snakelike features, but otherwise a mostly humanoid form save for vestigial wings which are normally kept folded, but can be used to intimidate or express intense emotions. Some are tailless, while others have tails of anywhere between a few inches and two or three feet in length. Unlike Naga they are warm-blooded, and fare decently well in the winters of the northwest.
+ Tuur: ------------------------------------------------------
Large, shaggy-haired humanoids that average around 6'6" tall, not counting their ox-like horns. Endowed with prodigious strength and endurance, they are commonly seen as wagonhaulers, porters, tradesmen and soldiers. Before the advent of motors they were the primary workforce of construction, industry, and travel. Widely spread throughout the empire, though their homeland is far to the southeast.
+ Rootkith: -------------------------------------------------------
Unusual creatures with seemingly more in common with plants than animals. They come in a wide variety of forms, but all share dark, barklike skin, and glistening green eyes. They have leaves and vines in place of hair and speak in soft, dry, creaking voices. They seemingly have little need for food but must drink water regularly, and for a day or two of the month will seek out specific areas of land and root themselves into them. They seemingly do not require direct exposure to the sun to survive, but are much less energetic at night or in dim conditions.
+ Tuk: ---------------------------------------------------------------
Diminutive creatures with unusually long lifespans, at times in excess of several hundred years. Tuk have pinched, somewhat rodentlike faces with dark eyes and pointed teeth. They are born smooth skinned, but grow fur that increases in length as they age. Tuk seldom grow taller than four feet standing straight, and their normally hunched posture tends to make them seem even smaller. Their long lives and accumulated experience lend their People a reputation for wisdom and intelligence, though young Tuk are as impetuous as any other species.
+ Calleian -----------------------------------------------------------
A rare and seldom-seen People, prevalent in Barrican only because it borders their homeland. Rumored to be the descendants of Old Yltriya, Calleians are known for their marble-white skin and hair, and their long lives. An inquisitive and adventurous people, Calleians have become enmeshed in many historical events, despite their relative rarity.
[OUTRIDERS]=================================================================================================================
An Outrider is part assistant, part mercenary, part diplomat, part courier, part explorer; whatever the situation demands. The only thing all Outriders have in common is the willingness to leave the safety of civilization and normal life behind, and venture into the world supported only by their own wits and strength. It is a large family, and not one that is above turning on it's own at times.
[THE BASICS OF MAGIC] ==========================================================================================================
Magic is a power native to Ailia and an animating force that exists within all living creatures, though it can also imbue nonliving objects, and even locations. Tapping directly into magical forces is only achievable by godlike beings, however carefully researched and constructed Rotes can enable those sufficiently trained to carefully channel magic into paths they understand and control,resulting in a designed effect. Some creatures can perform similar feats of controlled magic through instinct.
Of note: Some Rotes, especially ones designed to maim and kill, can tarnish and corrupt the inmost spirit of the wielder. These and other forbidden magics, as well as any magic of significant power, can also damage the Weft, a lattice that protect Ailia from outside forces, and binds Magic itself in a more stable and controllable form.
((NOTE: The terms Magic, Rote, and Spells can be used interchangeably, as they basically mean the same thing, with some small nuances.))
[THE BASICS OF ALCHEMY] ==========================================================================================================
Alchemy is an ancient art that releases and utilizes the ambient magics contained within natural substances, usually plants.
An esoteric and secret art, alchemy is taught and practiced only within small, insular groups that hold tight to their mysteries and often pass knowledge exclusively down their bloodlines. Some of their secrets have been let slip over the years, however.
While many alchemical potions are harmless, others corrupt the body of the imbiber, and overindulgence can have disastrous consequences.
[THE BASICS OF MECHANICS] ==========================================================================================================
Mechanics (which some consider an Art comparable to Magic or Alchemy, other not) is the use of knowledge and exploitation of the nonmagical forces and properties of the world to create useful devices with no reliance on magic whatsoever. The advancement of Mechanics comes in response to the inevitable link between powerful magic and hellion breaches; and is seen by some as the method by which goals unachievable via magic can finally be realized, though some worry at it's increasing adaptation to deadly purposes.
[HELLIONS]
Hellion breaches brought on by the abuse of magic laid waste to the oldest of Ailian civilizations in ancient times, and remain a threat in the modern day. Soltowers protect cities and their surrounding lands from Hellion breaches, but areas outside the reach of these protective structures remain vulnerable. Helhunters form bands to protect outlying settlements, and the Helknights of various kingdoms stand ready to fend off major breaches.
[THE GODS]===============================================================================
There is only one thing that people agree on about the Gods; At some point they were broken. In one night every divine monument shattered, every Avatar and Demigod fell dead, and every Godly voice dwindled into incoherency. It has been thousands of years since this Dissolution. Some think the Gods still live. Others think they are banished and lost forever, or shattered so badly they can never return. Some believe they never existed at all. Whatever the truth is, shreds of an immense power exist, and can be grasped by those called to shape their soul in the image of a divine being.
The gods can be separated into 3 broad categories. Virtues, which promote or embody positive actions or concepts, Vices, which promote or embody mostly negative actions or concepts, and Elementals, which embody primal forces of life and nature.
Some people believe that the purpose of godly pursuit is to so fully embody the image of their patron that they become them, becoming the vessel of resurrection for their god and allowing them to return.
There was and is no single mold that People were created in; and even today their exact shapes, sizes and colorations are always in flux due to mixing blood and the subtle twistings of territorial magics. ((In short, be whatever you want, so long as it roughly fits the setting. Just be aware that any special features you give your character won't effect gameplay in any way, though hopefully you can express your character's attributes through in-game choices.))
In this part of the world, People of the Human mold are most common by a slim margin, but there are other Peoples that one may see regularly in the region:
+ Dranac: -----------------------------------------------------
Draconic humanoids originating from the nearby Dragon Kingdoms. In their homeland most belong to a worker and soldier caste beneath the aristocratic Naga. Those found in the Empire are usually free citizens with their strings to the Dragon Kingdoms cut. They have thin, flexible scales covering their bodies and snakelike features, but otherwise a mostly humanoid form save for vestigial wings which are normally kept folded, but can be used to intimidate or express intense emotions. Some are tailless, while others have tails of anywhere between a few inches and two or three feet in length. Unlike Naga they are warm-blooded, and fare decently well in the winters of the northwest.
+ Tuur: ------------------------------------------------------
Large, shaggy-haired humanoids that average around 6'6" tall, not counting their ox-like horns. Endowed with prodigious strength and endurance, they are commonly seen as wagonhaulers, porters, tradesmen and soldiers. Before the advent of motors they were the primary workforce of construction, industry, and travel. Widely spread throughout the empire, though their homeland is far to the southeast.
+ Rootkith: -------------------------------------------------------
Unusual creatures with seemingly more in common with plants than animals. They come in a wide variety of forms, but all share dark, barklike skin, and glistening green eyes. They have leaves and vines in place of hair and speak in soft, dry, creaking voices. They seemingly have little need for food but must drink water regularly, and for a day or two of the month will seek out specific areas of land and root themselves into them. They seemingly do not require direct exposure to the sun to survive, but are much less energetic at night or in dim conditions.
+ Tuk: ---------------------------------------------------------------
Diminutive creatures with unusually long lifespans, at times in excess of several hundred years. Tuk have pinched, somewhat rodentlike faces with dark eyes and pointed teeth. They are born smooth skinned, but grow fur that increases in length as they age. Tuk seldom grow taller than four feet standing straight, and their normally hunched posture tends to make them seem even smaller. Their long lives and accumulated experience lend their People a reputation for wisdom and intelligence, though young Tuk are as impetuous as any other species.
+ Calleian -----------------------------------------------------------
A rare and seldom-seen People, prevalent in Barrican only because it borders their homeland. Rumored to be the descendants of Old Yltriya, Calleians are known for their marble-white skin and hair, and their long lives. An inquisitive and adventurous people, Calleians have become enmeshed in many historical events, despite their relative rarity.
+ Rareblood -------------------------------------------------------------
A catch-all term for Peoples who may number in the hundreds, or dozens, or perhaps even fewer than that. These are often the results of incidences of natural magics, unusual pairings, or myriad other factors. These people may be descendants of a better-established People with a few unusual traits, or wholly unique as creatures.
A catch-all term for Peoples who may number in the hundreds, or dozens, or perhaps even fewer than that. These are often the results of incidences of natural magics, unusual pairings, or myriad other factors. These people may be descendants of a better-established People with a few unusual traits, or wholly unique as creatures.
[OUTRIDERS]=================================================================================================================
An Outrider is part assistant, part mercenary, part diplomat, part courier, part explorer; whatever the situation demands. The only thing all Outriders have in common is the willingness to leave the safety of civilization and normal life behind, and venture into the world supported only by their own wits and strength. It is a large family, and not one that is above turning on it's own at times.
[THE BASICS OF MAGIC] ==========================================================================================================
Magic is a power native to Ailia and an animating force that exists within all living creatures, though it can also imbue nonliving objects, and even locations. Tapping directly into magical forces is only achievable by godlike beings, however carefully researched and constructed Rotes can enable those sufficiently trained to carefully channel magic into paths they understand and control,resulting in a designed effect. Some creatures can perform similar feats of controlled magic through instinct.
Of note: Some Rotes, especially ones designed to maim and kill, can tarnish and corrupt the inmost spirit of the wielder. These and other forbidden magics, as well as any magic of significant power, can also damage the Weft, a lattice that protect Ailia from outside forces, and binds Magic itself in a more stable and controllable form.
((NOTE: The terms Magic, Rote, and Spells can be used interchangeably, as they basically mean the same thing, with some small nuances.))
[THE BASICS OF ALCHEMY] ==========================================================================================================
Alchemy is an ancient art that releases and utilizes the ambient magics contained within natural substances, usually plants.
An esoteric and secret art, alchemy is taught and practiced only within small, insular groups that hold tight to their mysteries and often pass knowledge exclusively down their bloodlines. Some of their secrets have been let slip over the years, however.
While many alchemical potions are harmless, others corrupt the body of the imbiber, and overindulgence can have disastrous consequences.
[THE BASICS OF MECHANICS] ==========================================================================================================
Mechanics (which some consider an Art comparable to Magic or Alchemy, other not) is the use of knowledge and exploitation of the nonmagical forces and properties of the world to create useful devices with no reliance on magic whatsoever. The advancement of Mechanics comes in response to the inevitable link between powerful magic and hellion breaches; and is seen by some as the method by which goals unachievable via magic can finally be realized, though some worry at it's increasing adaptation to deadly purposes.
[HELLIONS]
=======================================================================================
Creatures from outside the bounds of Ailia, crept in through holes in the Weft. Monstrous, destructive, and powerful. Often mindless. But not always.Hellion breaches brought on by the abuse of magic laid waste to the oldest of Ailian civilizations in ancient times, and remain a threat in the modern day. Soltowers protect cities and their surrounding lands from Hellion breaches, but areas outside the reach of these protective structures remain vulnerable. Helhunters form bands to protect outlying settlements, and the Helknights of various kingdoms stand ready to fend off major breaches.
[THE GODS]===============================================================================
There is only one thing that people agree on about the Gods; At some point they were broken. In one night every divine monument shattered, every Avatar and Demigod fell dead, and every Godly voice dwindled into incoherency. It has been thousands of years since this Dissolution. Some think the Gods still live. Others think they are banished and lost forever, or shattered so badly they can never return. Some believe they never existed at all. Whatever the truth is, shreds of an immense power exist, and can be grasped by those called to shape their soul in the image of a divine being.
The gods can be separated into 3 broad categories. Virtues, which promote or embody positive actions or concepts, Vices, which promote or embody mostly negative actions or concepts, and Elementals, which embody primal forces of life and nature.
Some people believe that the purpose of godly pursuit is to so fully embody the image of their patron that they become them, becoming the vessel of resurrection for their god and allowing them to return.
Partial list of the most commonly worshipped gods.
---- Elementals -----
Iridiri: Elemental Goddess of Life
Nauvuan: Elemental God of Water
Temmet: Elemental God of Earth
Adarada: Elemental Goddess of Fire
Sirocoris: Elemental Goddess of Air
Viliv: Elemental God of Light
---- Virtues -----
Sollos: Virtue God of Protection
Intavatni: Virtue Goddess of Knowledge
Aulua: Virtue Goddess of Charity
----- Vices -----
Niahain: Vice God of Violence
Lyiriyl: Vice God/Goddess of Trickery
Urvavru: Vice God of Madness
---- Elementals -----
Iridiri: Elemental Goddess of Life
Nauvuan: Elemental God of Water
Temmet: Elemental God of Earth
Adarada: Elemental Goddess of Fire
Sirocoris: Elemental Goddess of Air
Viliv: Elemental God of Light
---- Virtues -----
Sollos: Virtue God of Protection
Intavatni: Virtue Goddess of Knowledge
Aulua: Virtue Goddess of Charity
----- Vices -----
Niahain: Vice God of Violence
Lyiriyl: Vice God/Goddess of Trickery
Urvavru: Vice God of Madness
+ THE EMPIRE ==============================================================================
A monolithic nation that includes a conglomeration of conquered Vassal Kingdoms united under it's rule.
+ BARRICAN ================================================================================
For now, your home. Capital of a Kingdom of the same name, largest city of the region and last major bastion of civilization on the west margin of the Empire, bordering the western Wildlands. Since its' founding it has grown large on the strength of its laborers, the wisdom of its leaders and the prowess of its soldiers. Thousands make their home behind the safety of Barrican's walls.
+ WILDLANDS ======================================================================================================
A vast territory to the west of Barrican, across the The Gap and outside the grasp of the Empire. Partially unexplored, largely uncontrolled and home to a number of free people and tribes.
+ THE SILVER CIRCLE ==========================================================================================
An organization dedicated to teaching and regulating magic. It seeks to preserve the utility and benefits of magic, but not let it devolve into the harnessing of powers like those that brought on the end of the Age of Magic. The Circle has many teaching Archives, including one in Barrican.
A monolithic nation that includes a conglomeration of conquered Vassal Kingdoms united under it's rule.
+ BARRICAN ================================================================================
For now, your home. Capital of a Kingdom of the same name, largest city of the region and last major bastion of civilization on the west margin of the Empire, bordering the western Wildlands. Since its' founding it has grown large on the strength of its laborers, the wisdom of its leaders and the prowess of its soldiers. Thousands make their home behind the safety of Barrican's walls.
+ WILDLANDS ======================================================================================================
A vast territory to the west of Barrican, across the The Gap and outside the grasp of the Empire. Partially unexplored, largely uncontrolled and home to a number of free people and tribes.
+ THE SILVER CIRCLE ==========================================================================================
An organization dedicated to teaching and regulating magic. It seeks to preserve the utility and benefits of magic, but not let it devolve into the harnessing of powers like those that brought on the end of the Age of Magic. The Circle has many teaching Archives, including one in Barrican.