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fractured_planes [2021/05/15 13:48] admin |
fractured_planes [2021/05/15 22:16] (current) admin [The Free City, Myst (Gaia)] |
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| ====== Overview ====== | ====== Overview ====== | ||
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| + | ====== History ====== | ||
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| + | The histories below apply equally to most of the inhabited worlds as the gates allowed for easy travel and communication between worlds. | ||
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| + | * Age of Gods - The Creator creates " | ||
| + | * Age of Chaos - Now bereft of their creators, the remaining mortals were left with a vacuum of meaning and fell into violence. | ||
| + | * Age of Rebirth - Eventually stories of the pantheons, the children of the Old Gods, returned a sense of purpose and quieted the chaos. | ||
| + | * Age of Magic - Magic, the tools of the gods, were eventually picked up by mortals. | ||
| + | * Age of Kingdoms (in Gaia) - After the fall of magic, centralized governments grew to replace the mage-ocracy. | ||
| + | * Modern Age (in Gaia) - While arguably not an age in its own rights, the modern age is characterized by the rise in trade and the technology that enables it. Notable among the kingdoms is a loose collection of city states (the Free Cities) that are governed by committees of wealthy merchant families. | ||
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| + | ====== The worlds ====== | ||
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| + | The Gods didn't create just one world, they created many. Across these worlds, they created many plants, beasts and eventually mortals. | ||
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| + | As time progressed, the Gods periodically fought, and one consequence of this, weak points between the worlds were created. | ||
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| + | After the Gods disappeared however, the weak points continued to tear into chaotic gates. | ||
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| + | ====== The Unbalancing ====== | ||
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| + | After the Gods left the worlds, the worlds very slowly began to stop working correctly. | ||
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| + | Worse than this, when one world became " | ||
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| + | The Elders, the 1st race of the Gods, took on countering the unbalancing as their race's mission and began dedicating all of their resources to stopping. | ||
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| + | The Gatekeepers (see faction info below for more detail) grew to believe that allowing travel between an unlabanced world to a balanced world was contributing to the spread of the unbalancing. | ||
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| + | Gaia, one of the remaining stable worlds, was cutoff from the remaining worlds by the Gatekeepers around the time of the end of Age of Magic. | ||
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| + | ====== Magic ====== | ||
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| + | Most religions/ | ||
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| + | Despite this, the practice of magic continues throughout the world albeit mostly in secret. | ||
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| + | * True magic users - Every mortal is believed to be able to practice magic should they learn in a " | ||
| + | * Wild magic - Many people stumble into magic accidentally at a young age (less frequently later in life). | ||
| + | * Divine magic - Magical scholars (those who are allowed to continue their work) secretly consider divine magic to be a subdiscipline of true magic, but because most religions vehemently denounce true magic, it is very dangerous to speak these ideas aloud. | ||
| + | * Artificers - Somewhat recently, the art of artificery (binding magic to physical items to perform specific tasks) has become partially accepted, particularly in the Free Cities where they see the benefits of it for commerce. | ||
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| ====== Countries/ | ====== Countries/ | ||
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| + | This setting has multiple levels. | ||
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| * 5 eastern nations - Forests, grasslands, hills, coastal. | * 5 eastern nations - Forests, grasslands, hills, coastal. | ||
| * Northern expanse - Untamed lands. | * Northern expanse - Untamed lands. | ||
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| * Free cities - Notable river, arid plains, rocky terrain. | * Free cities - Notable river, arid plains, rocky terrain. | ||
| * Farwestern kingdoms - Far to the west of the Free cities, across a large desert, are several exotic kingdoms. | * Farwestern kingdoms - Far to the west of the Free cities, across a large desert, are several exotic kingdoms. | ||
| - | * Southern empire - Very large kingdom spanning many different climates/ | + | * Southern empire - Very large kingdom spanning many different climates/ |
| * The barrens - A great desert spanning between the free cities and the farwestern kingdoms. | * The barrens - A great desert spanning between the free cities and the farwestern kingdoms. | ||
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| - | ====== Religions ====== | + | ====== Religions |
| - Church of the Flame | - Church of the Flame | ||
| * Holds 5 kingdoms together enough to resist raiders from the northern expanse and minor Southern empire incursions | * Holds 5 kingdoms together enough to resist raiders from the northern expanse and minor Southern empire incursions | ||
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| * Beliefs focus on a divine god of flame who scoured the world free of evil with its flame | * Beliefs focus on a divine god of flame who scoured the world free of evil with its flame | ||
| * The sun god (need name) spends half of its time in the mortal world protecting its followers from evil (day time) and half its time (doing something else) (night time) | * The sun god (need name) spends half of its time in the mortal world protecting its followers from evil (day time) and half its time (doing something else) (night time) | ||
| - | * Promotes purifying pagans with fire | + | * Promotes purifying pagans with fire (but not often practised) |
| * Human-centric | * Human-centric | ||
| * Strongly antimagic | * Strongly antimagic | ||
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| * Largely fallen out of practice. | * Largely fallen out of practice. | ||
| - Misc. pantheons | - Misc. pantheons | ||
| - | * Each race has its own pantheon that it worships. | + | * Each race has its own pantheon that it worships. |
| - The Elements | - The Elements | ||
| * Dominant religion (belief) in the Southern empire | * Dominant religion (belief) in the Southern empire | ||
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| * Water - Exploration. | * Water - Exploration. | ||
| * and more... | * and more... | ||
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| + | ====== Notable factions (Gaia) ====== | ||
| + | * Church of the Flame (Gaia only)- see Religions above | ||
| + | * Sweepers (Gaia only) - " | ||
| + | * Artificer' | ||
| + | * The Council of _ ("The Council" | ||
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| + | ====== Notable factions (throughout the worlds) ====== | ||
| + | * The Elders - The existence of the Elders is known by only a few. The first race of peoples created by the Old Gods. Also called the people of the 1st world. | ||
| + | * The Immortals - The existence of the Immortals are not widely known and often believed to be a myth. The prominent theory of their existence among scholars is that the immortals were first created by the Old Gods because each time the Gods approached the mortals, many generations of mortals had passed and the nuances of speaking with the Gods were lost. Therefore, the Gods arranged it so that very infrequently, | ||
| + | * Gatekeepers - | ||
| + | * Previously unknown in Gaia until their recent actions. | ||
| + | * Some time ago (coincidentally coinciding with the Age of Magic on Gaia), the Gatekeeper leadership decided that the Unbalancing was spread between worlds not by the existance of doors between worlds, but by active travel between worlds. | ||
| + | * The gatekeepers tenants now are 1) Prevent all travel (excluding officially sanctioned) to and from worlds that are considered stable 2) allow refugees to freely travel between unstable worlds but not to stable worlds, 3) keeping chaotic factions from freely moving between worlds and spreading their influence, 4) closing the gates to failing worlds ** well before ** each fails to prevent possible chain reactions, and 5) keep the existence of gates a secret in stable worlds to prevent exploitation and travel to/from unbalanced worlds. | ||
| + | * Some 40 years ago, the new gates in Gaia opened by chance along a small way post on the trade route across the Barrens. | ||
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| + | ====== Foes (everywhere) ====== | ||
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| + | There are many factions that will move against our protagonists. | ||
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| + | **Non-sentient** | ||
| + | * The unbalancing (see above) - Destroys worlds and causes refugee crises. | ||
| + | * War/ | ||
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| + | ** Sentient ** | ||
| + | * Necromancers - As many worlds are destroyed and become uninhabitable, | ||
| + | * The Imprisoned One - One of the old Gods was left behind when the others disappeared. | ||
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| + | ====== The Free Cities (Gaia) ====== | ||
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| + | {{ : | ||
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| + | Geography: The southern reaches is an arhipelogo covered by swamps. | ||
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| + | History: Long before the Free Cities, this land was a true wildlands, occupied by beasts and wild races. The land was poorly suited for agriculture, | ||
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| + | Until Myst, there were four primary city states in the Free Cities. | ||
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| + | The southern most city of Clusas was the least prominent of the four. While the closest port to the human lands, it was probably the most poorly chosen location. | ||
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| + | Farther north, the City of Veritas was also built on a series of 4 rocky islands among the swamps. | ||
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| + | The third city was Pragos. | ||
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| + | The fourth city was Lophia. | ||
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| + | The fifth and by far more recent city is Myst (see below for more detail). | ||
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| + | ====== The Free City, Myst (Gaia) ====== | ||
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| + | ** History ** | ||
| + | About 40 years ago, a minor trading outpost near the Free City of Lophia experienced a violent earthquake. All structures, wood and tent alike, collapsed, and animals scattered. | ||
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| + | During the first few days, several of the locals would climb down into the fissure and into the mist. After a few safe forays, the locals who ventured in stopped returning. | ||
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| + | Later, a team of daring and more prepared explorers defied the mayors edicts and ventured again into the fissure. | ||
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| + | As more and more tails and treasures emerged, the merchant families of the Free Cities took notice and deployed teams to investigate. | ||
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| + | As tensions rose while more treasure spilled forth from the fissure, a mysterious company of 150 soldiers wearing unrecognizable armor and speaking in foreign accents. | ||
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| + | After this the surprising appearance of these mystery soldiers, the families unified and rapidly brought forth their lawyers to establish a new city state to manage both the wealth and defense. | ||
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| + | Some months later, a full regiment of the now identified Gatekeepers appeared at the doorsteps of Myst only to be apposed by a fortified town garrisoned by a force that was easily the match of the Gatekeepers. | ||
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| + | ====== Ryft (Gaia) ====== | ||
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