Saturday, July 25, 2015

Bone Dwarves

Bone Dwarves
The Bone Dwarves are native to the Corpse Continent. According to their own history they were created by Aeon the Shaper.  Who or what they were created from remains unknown and the Bone Dwarves do not speak of it. 
Bone Dwarf Culture is insular, pragmatic and egalitarian. They tend to keep to themselves, avoiding contact with other Cultures.  There is little trade with the Bone Dwarves as they can produce everything they need from their environment.
Bone Dwarves possess a unique digestive system. They can eat almost anything and survive. Their diet is largely carnivorous, and although they prefer fresh meat, they can also survive quite well on carrion.  It is a widely known fact that Bone Dwarves eat their dead as part of the funeral ritual. This gives talk of 'Grandmother's Soup' a very different connotation in Bone Dwarf society.
Their apperance is fearsome. All Bone Dwarves have chalk white skin, and both sexes are hairless. In adolescence, as part of their adulthood rites, Bone Dwarves undergo a ceremony where their teeth are ritually filed to points.
The Culture subsists by mining into the Corpse Continent and partaking of the dead flesh for sustenance.  Everything they use comes from the land or each other. Occasionally a peddler or merchant will trade with the Bone Dwarves for manufactured goods, often exchanging exquisite bone carvings that fetch a high price in the urban marketplaces.
Very few Bone Dwarves leave their tribes. Those that do are considered unusual and, usually, have a violent background. As a result, it is the image of these Bone Dwarves that travel to other lands, working as mercenaries or assassins, that has helped to enhance the Culture's frightening reputation.

Thursday, July 9, 2015

E.F.K.A.S.

E.F.K.A.S.
There are a number of strange regions in the World, but very few of them can compare to E.F.K.A.S., the Empire Formerly Known as Shu.  Located on the continent of Orric, EFKAS was once a great power. Over time, however, the country's leadership, a traditional monarchy, became corrupt and inbred, producing a number of shockingly mad Emperors and Empresses. Not even the Droyish Empire, on Hezeq, produced as many mad royals as the Empire Formerly Known as Shu.  That madness reached its apex centuries ago when Emperor Tenic VI decared war upon Astropolis and attacked the floating city with ancient ray projectors.  Astropolis responded by redirecting the ray barrage back at Shu.  The entire country was decimated in less than three hours.
Most of the surviving commoners abandoned Shu.  Within a month, the land was almost empty.  Into this void, strode a distaff branch of the royal family. They assumed power and began the lengthy reconstruction of the capital city, Lacada.
Today, Lacada is the single populated area in the region.  The city has a population of approximately 13,000 people. Most are employed, in some fashion or another, by the ruling family. 
The current ruler of the Empire Formerly Known as Shu, is Her Divine Majesty, Xillian the First. No one is quite certain if Empress Xillian is mad, brilliant or, most likely, a bit of both.  Some of her royal decrees are definitely odd, such as the one making possession of a timepiece of any sort a death penalty offense.  Others seem to be merely eccentric, such as requiring every citizen to wear purple on the second day of the month.
It is Xillian who has ordered the country's name officially changed from Shu, to the Empire Formerly Known as Shu.  She has also ordered the ancient ray projectors be repaired, if possible, and begun to actively recruit arcanists to the imperial army.
These last two commands have attracted the attention of neighboring states as well as the Intelligence of Astropolis. They remain uncertain if her peculiar orders are some sort of smoke screen, to hide a darker purpose, such as war. 
Adventurers and explorers are generally welcome in E.F.K.A.S. The region around Lacada is littered with ruins and peculiar artefacts.  One of Xillian's more unusual orders was to turn her country into a dumping ground for the rest of Orric.  All sorts of odd things have made their way to E.F.K.A.S. Most are harmless, but some are useful and a few could be quite dangerous in the right hands.
Travelers with business in E.F.K.A.S. are advised not to linger. Ignorance of the local laws is no protection and trespassers may find themselves punished severely for breaking some strange, local taboo. Punishments tend to be bizarre and disproportionate, such as execution for wearing a watch to being forced to wear stripes and plaids if you kill someone in the middle of the week.
A popular saying in the surrounding regions is, "You don't need to be mad to live in E.F.K.A.S., but it certainly doesn't hurt."

Tuesday, July 7, 2015

The Dreadsands

The Dreadsands
The Dreadsands are a region in the southeast section of the Corpse Continent. The region is infamous for the number of strange and inexplicable events that occur within its borders. Strange lights have been seen within the Dreadsands and many people have reported periods of 'lost time' and a uncomfortable sensation of being watched.  Others claim to have been abducted by mysterious figures and subjected to strange and arcane experiments. A handful of people have emerged from the Dreadsands, bearing odd scars and markings on their bodies.  Caravans skirt the borders of the Dreadsands, which are marked by a series of tall, spiral bone-like spurs.  Some adventurers venture into the Dreadsands in search of fame and fortune; most simply find death.  Many disappear, never to be heard from again.

Expeth Gadd

Expeth Gadd
Expeth Gadd was born and raised in Fayne, the beloved only child of a rich merchant.  After her mother passed away, Expath's father remarried. According to surviving letters and communiques, Expeth and her stepmother did not get along. When Expeth's father died, under suspicious circumstances a few months later, her stepmother forcibly expelled her from the household. Expeth took refuge with friends. A few days later, her ancestral home caught fire in the middle of the night and burned down, killing everyone inside.  After local authorities investigated, they deemed the incident an accident. Expeth inherited her father's estate, immediately liquidated all of her assets and left Fayne, never to return. 
She became an adventuress of some renown, traveling the length and breadth of Orric.  She only left the continent once, to travel to Hezeq for a wedding; apparently, her experience on the Green Continent did not enamor her to non-Orrican Cultures. She never left Orric again.
Expeth is best known for her discovery of the Glass Wife, an arcane artifact from the Old World, that she turned over to the University of Nornhold for safekeeping. She was a contemporary of the Scoundrel Lady and crossed wits with her more than once, leading to a deep and bitter rivalry between them.
Eventually, Expeth Gadd retired from adventuring. She settled in the city of Nornhold, where she became a prominent member of the city's social set and the subject of numerous thrilling scandals. Eventually, Expeth started a family, giving birth to three daughters and two sons.  After her death, it was discovered that Expeth had been a prolific writer; her diaries and copies of her personal correspondence were donated to the University of Nornhold.
Ironically, a statue of Expeth Gadd was erected in Fayne, which claimed the adventuress as a favored daughter. This was despite Expeth Gadd's blunt disdain for the city of her birth.  The statue vanished along with the rest of Fayne.
A painting of Expeth Gadd hangs in the library at the University of Narnhold, done by her son, Jance Gadd, and there is a small shrine to the woman outside the town of Brinx on the South Coast.

Saturday, July 4, 2015

The Towers of Skarn

The Towers of Skarn
The Towers of Skarn occupy an area in the northern section of Orric.  The Towers are ruins from the Old World. Some of the Towers stand over a hundred stories tall. Others have collapsed or partially collapsed. There are reports that the Towers extend down, into the earth, just as deeply as they rise into the air.  There are also reports that some of the Towers are apparently self-repairing and this explains why some of them are still standing, over five thousand years since the Godfall.
The Towers attract explorers and treasure-hunters from all across the World, however very few adventurers make it out of the Towers alive.  Mechs from the area will not approach the Towers, and will try to actively dissuade any one else from doing so.  Adventurers who do make it out of the Towers may find themselves confronted by angry Mechs, demanding that they relinquish anything they may have taken from the Towers.

Friday, July 3, 2015

The Orrican League

The Flag of the Orrican League
 
The Orrican League
The Orrican League is a loose alliance of independent states along the western coast or Orric.  Although the concept of the League was proposed in 5005, the League did not formally exist until 5012 when the first League Assembly was convened in the city-state of Obbac.
The League exists, primarily, to promote mutual trade and defense among its member-states.  Each of its members retains their own autonomy and fiercely defends it.  In the eighty-eight years that the League has formally existed, its membership has shrunken.  Originally, twelve states belonged to the League, but today only seven remain.  Zalna and Athell withdrew from the Orrican League in 5048 to form the Triune Alliance with the Mech Nation-State of Uxbrut.   Oqiana and Ynton went to war with each other in 5050 and were expelled from the League.  The City-State of Fayn simply vanished in 5079.
Today, the Orrican League is showing further signs of collapse.  There is a movement in the region to restore the Tarwellian Directorship, which is causing extreme friction between the League's member-states.  There are also significant cultural differences between some League members, which is adding further strain to the alliance.  More recently, the Triune Alliance has made a very public overture to Ghir, to leave the League and join the Alliance.
Only time will tell if the Orrican League survives.

Thursday, July 2, 2015

Nyron Ceret, Father of the Orrican League

Thought-Image of Lord Nyron Ceret

Nyron Ceret
Born in 4977 to a family of wealthy tech-merchants, Nyron Cerret threw his hat into the political arena when he was only 20 years old.  He won a position on the Secondary Council of the City-State of Obbac.  Five years later, having survived the Tarwellian Purges, Ceret was chosen to represent Obbac at the Restoration Congress.  Ceret is credited with forging the alliance of independent City-States that would become the Orrican League.  Sadly, Ceret would not live to see the fruits of his labors; he was killed by a Nartholemite assassin in 5008.  He was 31 years old at the time of his death.
Historical records describe Ceret as a quiet, careful man possessed of 'a poise beyond his years.'  He traveled extensively in his youth and left a candid record of his private thoughts and feelings that remains popular in Orric to this day.  Following his death, Ceret was posthumously awarded the title of 'lord' by the Orrican League.

Monday, June 29, 2015

The Gate of Tears

Nighttime image of the Gate of Tears
 
 
The Gate of Tears
The Gate of Tears is an artifact found in the southeast corner of the continent of Hezeq. The Gate is comprised of two large stone-like foundations. Above these foundations are six teardrop-shaped objects made of an unknown metal.  The teardrops are suspended above the stone foundations in an unknown manner, and rotate vertically.
No one knows who constructed the Gate or why. 
A popular legend recounts how the Droyish Empress, Vosphine I, sought to expand her empire. She led her armies south. When they reached the Gate of Tears, Vosphine drew her blade and shouted to those around her, "As these Gates fall, so falls the South!"  She struck one of the foundations with her sword; her sword shattered, a splinter flying through Vosphine's eye, killing her instantly.  Her army returned to the capital and, days later, the Droyish Empire exploded into civil war.
Travelers are warned not to attempt to tamper with the Gate in any way.  The locals are very protective of them and anyone attempting to tamper with or deface the Gate will face swift reprisals.

Fate & Fortune

Fate & Fortune
It is said that there are as many philosophies in the World as there are Cultures, however there is very little faith. The majority of the World does not believe in deities. Instead, the populace has embraced the idea of Fate and Fortune, two natural forces usually moving in opposition to one another.
Fate is believed to be masculine, reactive and ordered.  Fortune is viewed as feminine, active and chaotic.
Over time, the two concepts have been anthropomorphized by the populace.  Fate is usually depicted as an Orrican nobleman, dressed all in black.  Fortune, on the other hand, is usually shown as an exotic, enigmatic Hezeqian woman wearing bright blue.
Fate and Fortune are very rarely depicted together, but when they are, they are it is usually as either lovers or enemies.

Friday, June 26, 2015

Aon the Shaper

Artist Rendition of Aon the Shaper
 
Aon the Shaper
Aon the Shaper is a historic figure credited with various mythic incidents.
Historically, the first recorded reference to the Shaper is in the works of the Dwoyish historian, Olvan. According to Olvan, the Shaper "came from the South, from the lands beyond the Gate of Tears." The Shaper entered the Dwoyish Court of Empress Arwel VI as a 'magician and wonderworker' but quickly became one of the Empress's most trusted advisors and confidantes. The Shaper served the Dwoyish Empress from 3378 to 3394 AF. After Arwel VI's death, Yvano the First ascended the throne.  A devout Nartholemite, Yvano ordered Dwoy purged of all 'foreign and arcane influences.'  The Shaper was forced to flee.
Legend states the Shaper fled north, creating the Hungry Jungle to dissuade any pursuers.  In Northern Hezeq, the Shaper found refuge among the primitive peoples of Lant and Arx.
The Green Dwarfs of Idrisfell state that, during this time, the Shaper was responsible for their genesis. Even today, they revere the Shaper as a kind of quasi-religious figure.
The next historical account of the Shaper occurs in Orric. The mech historian, XanB, records the Shaper's arrival on the continent during the Thousand-Year War and subsequent departure for the Corpse Continent.  The year was 3573 AF.
Historical records from the Corpselands, at the time, are scant to nonexistant.  According to local legends, the Shaper's powers seemed to expand considerably on the continent.  The Shaper is credited with the creation of many of the Corpselands' more unusual lifeforms, animal and vegetable. The Bone Dwarfs claim their genesis was the Shaper's final act before dying.
Today, among most Cultures, the Shaper is viewed as a mythic figure of various importance. Arcanist Cultures revere the Shaper as a saint-like figure, while Purist Cultures view the Shaper as a demonic influence.  Historians consider the Shaper to be the first arcanist of truly significant power and influence to appear, predating the Ilkish Kings by almost a thousand years. In the Eptanic faith, the Shaper is considered the patron of arcanists, mutants and bodysculptors.



Ring

Ring
Ring is a city on the northern edge of the Empyrean Wastes.  Built on the ruins of an Old World city, Ring was a thriving center of commerce.  Before the Clock Wars, the city had an estimated population of 50,000 people.  During the war, Ring remained neutral, but its neutrality did not save it, or its people, from the final battle that created the Empyrean Wastes. The fallout from the battle devastated the city, prompting a mass exodus.
Today, Ring has a population of about 4,000 people.  Its position in the Empyrean Wastes makes it difficult to reach.  The city sits at the center of a snarl of chronal anomalies.  Land routes are the only way to reach Ring safely, and that is with the aid of a local guide.  Despite the difficulties, Ring receives a steady stream of visitors.  Most come to use the Moongate.

Thought-image of the Moongate
 
The Moongate lies at the center of Ring. In fact, the city was built around the gate.  It is described as an arcane technical artefact, since it is assumed to be the product of Old World science and not a purely arcane creation. 
The Moongate acts as a bridge between the World and the Open Moons.  Once a day, when the moons are in the proper allignment with the gate, a spatial bridge forms between the Moongate and its lunar counterparts.  This allows travelers to literally walk to the moons by simply stepping through the gate.
The Moongate trade plays an essential role in Ring's economy and survival. The city charges a modest fee to travelers using the gate. Most local industries provide services and materials to Moongate travelers, or serve as distributors for products and materials coming from the moons.
Ring is led by the Stilwynns, an aristocratic, mercantile family with connections all over the World and beyond. The head of the family, Lord Ceret Stilwynn, is a shrewd businessman and a formidable arcanist.
The Culture in Ring is mercantile, egalitarian and welcoming.  Everyone is welcome in Ring, so long as they do not break the peace.  Criminals, if convicted in the local court, are ejected from the city and barred from returning. Serious offenders can find themselves thrust into one of the chronal anomalies surrounding the city.

Thursday, June 25, 2015

The Empyrean Wastes

Image of the Empyrean Wastes
 
 
The Empyrean Wastes
The Empyrean Wastes are the legacy of the Clock Wars.  When the city-states of Salfrey and Karos went to war, both sides employed weapons apparently powered by the passage of time itself.  The Clock Wars ended when both cities launched simultaneous attacks; apparently, the strange energies of their weapons collided, producing a devastating explosion.  Both Salfrey and Karos were destroyed, and a blasted wasteland covering over seven hundred square miles was created: the Empyrean Wastes.
Today, the Empyrean Wastes are one of the most dangerous areas in the World. The landscape radiates a weird light, the result of hypersaturation by empyrean particles.  The particles gather, sometimes, in wild storms of flashing light that are known as time storms.  Anything caught within these storms rapidly ages to dust.  Just as dangerous are the pockets of still-time that dot the landscape, areas where time has slowed to a crawl.  Occasionally, a wanderer will get trapped in one of these pockets.  He will appear as a frozen figure, unaware that he has been putting his right foot down for years.  Sometimes decades.
Obviously, traversing the Empyrean Wastes is dangerous. Most travelers go around them. However, for those people in a hurry, local guides are available.
 
A Seer of the Empyrean Wastes
 
The explosion that created the Empyrean Wastes had a profound impact on the peoples of the region. Although no one in Salfrey or Karos survived, some individuals on the edge of the blast did. Although most moved away from the area, some stayed, settling on the fringes.  Over time, the longterm exposure to the Empyrean particles had a mutative effect on the locals. Most developed minor ESP abilities; some used these newfound abilities to act as guides through the Wastes, relying on their psychic abilities to avoid time storms and still points.  However, there was a tradeoff. As these Seers developed their psychic abilities, most lost the use of their eyes.  Successive generations were born without eyes at all.
The main reason anyone hires a Seer to navigate the Wastes is the city of Ring.  At the time of the Clock Wars, Ring was a small, neutral city-state.  Although it survived the initial devastation, most of its populace fled.  Today, Ring lies just within the Empyrean Wastes, and is home to a small, hardy population that exists, predominantly, to look after the Moongate and the people who use it.


The Phan

The Phan
The Phan is a region in the southwest section of Hezeq.  Its cities are some of the most technically advanced in the World. There is a fairly uniform Culture in the region that can be characterized as mercantile, technically sophisticated and somewhat xenophobic.  The Cities of the Phan built themselves from the ruins of the Old World, and are not welcoming to either arcanists or Corpselanders. 
Although the Phan is best known for their advanced cities, large portions of the region remain undeveloped.  There are many Old World ruins in the area as well as the ruins of newer cities built and abandoned since the Godfall.  Because of this, the Phan is popular with treasure-hunters, explorers and adventurers. 
Rural communities dot the landscape. These small towns and villages are predominantly agrarian in nature and insular.  However, like their urban cousins, if a traveler has money to spend, she can expect a warmer welcome.
The Cities of the Phan are connected by a web of well-maintained, mostly secure roads.  Beyond the metropolitan regions, however, surface travel can become difficult. LTA craft are the most common means of traveling beyond the cities and some of the larger towns have dedicated airfields.  The Phan is one of the few regions to have rejected a Luminal Road.
The Cities of the Phan are united by a common language and Culture, but are not politically unified. Each City operates as an independent state.  Most have agreements regarding trade and law enforcement with each other, but not all.

A Glimpse

The brainstorm pulsed and flashed outside the sheltering walls of the tower. Galli could feel the storm, buzzing in the back of her head, even though Auntie Doc had given her a shot.

"It will just put your inner ear to sleep," Auntie Doc had told her. "Just for a little while. Just until the storm is over."

The shot had not hurt. They never did. Afterward, Auntie Doc gave Galli a pat on the head and sent her to Auntie Cook to get a sweet treat.

The treat was long gone now and the brainstorm showed no signs of ending. All the aunties had gathered in the big, central room where Grandmother sat.

Grandmother frightened Galli. Old was too pallid and bloodless a word to describe Grandmother. Her face looked like a wizened apple, left out in the sun for far too long. She had tiny, raisin-like eyes and a puckered, thin-lipped mouth. Whatever fat the old woman had possessed had dissipated over the long years, until she was a skeletal figure wrapped in leathery skin and buried beneath layers of fine, black silk.

She smelt weird. Galli suspected the odor had something to do with the tubes concealed beneath Grandmother’s robes. They ran from the old woman’s body, through the floor, to Auntie Doc’s surgery, which was right below the central room. Sometimes, in the dark, Galli thought she could see the mixtures Auntie Doc pumped into Grandmother; they glowed radioactive greens and blues and, sometimes, very rarely, red or orange.

The Aunties were restive, sitting in a semicircle around Grandmother. They had all had the same shot as Galli, so they could not partake of the thoughtweb and what amusements it might have offered. Instead, they sat and read or knit or meditated. Some stared, uneasily, at their visitor.

The visitor was an outsider. She was not from Laquna; she was not an Auntie or a Sister or a Mother. Her presence intrigued and frightened Galli, hinting at a world beyond the tower, a world that she knew nothing about.

The woman did not sit, but leaned against a wall. She was tall and broad-shouldered, dressed all in silver. Her red hair was secured in a bun, at the back of her neck. She was as pale as any of the Aunties, but her face was round and she had a constellation of freckles across her nose. Her bright blue eyes sparkled with pleasure and her mouth seemed given to friendly grins and warm smiles.

In the silver fingers of her left hand, the stranger held a sphere. It was the kind of plastic trash the lowbrains from the valley left as offerings on the tower steps. Most of it wound up in the garbage. Very rarely, Auntie Machine would lay claim to something interesting.

The sphere in the woman’s hand flickered with purple and green color. Galli peered at it, curious, even though she had been warned to stay away from the stranger.

The Aunties had thought things like ‘Arcanist’ and ‘adventuress’ before the shots silenced their inner tongues. Galli would have asked Auntie Book what an ‘arcanist’ was, but she doubted the old woman would have told her. Auntie Book parceled out her learning like gold, but she often forgot to mute her inner voice and Galli knew there was a chance she could have gleaned something about their visitor.

The tower had never had a visitor before now. Oh, there had been the Sisters, of course, and the occasional Mother. However, none of them had been outsiders. The stranger was the first outsider that the Aunties had welcomed into the tower, at least in Galli’s lifetime.

She couldn’t help being curious.

As if sensing Galli’s eyes upon her, the stranger glanced up from the sphere. Her blue eyes met Galli’s brown ones, and the woman flashed her a grin and gave a little wave. Galli was heartened by the gesture and drifted over to the stranger.

"Hello," said the woman, speaking softly. "I’m VeAnn. What’s your name?"

Movement caught Galli’s eye and she turned to see Auntie Rule walking toward them. She dipped her head and shrank back at the woman’s approach.

"Galli, don’t bother our guest," chided Auntie Rule, but her disapproving squint was aimed squarely at VeAnn.

VeAnn didn’t seem to notice. She smiled a broad smile. "Oh, she wasn’t bothering me, ma’am. I think she was just curious about my scrying ball."

She held up her sphere, clear now and quiet. There was no sign of flickering color or movement on its surface or inside it.

"Nevertheless," said Auntie Rule, "we wouldn’t want the child to be a bother."

"A few questions wouldn’t bother me," said the stranger. She grinned at Galli. "Actually, they might help pass the time."

Auntie Rule took a breath, but before she could say anything, she was interrupted.

"Rule."

The voice was ancient and worn, tinged by weariness and humor. The Aunties stirred and looked from Grandmother to Auntie Rule.

"The little one has to find out about the World at some point. Leave them be."

Auntie Rule looked stung. Her cheeks bloomed red with embarrassment; she bobbed her head at the stranger and returned to her seat, where the other Aunties pretended that nothing had happened.

The strange woman arched her eyebrows, then shrugged and knelt. She moved gracefully in spite of her armor.

"So, your name is Galli."

Galli nodded.

"Would you like to see my ball?"

Unable to think of anything else to do, Galli nodded. VeAnn grinned and proffered her the ball.

Galli touched it. The moment her fingertips hit the warm plastic sphere, colors bloomed within the ball. She peered at them and saw.

A distant shore where the sky was filled with hundreds, maybe thousands, of shrieking gray-winged bird-things. They wheeled above fetid waters and fought for purchase on the grayish green cliffsides, where they gorged themselves on rotting meat. . . .


A courtyard. The sun beats down, hot and bright. Sweat trickling down her neck, slicking her hair. Before her, a dwarf with skin the color of chalk, moving through the complicated steps of some esoteric martial art. The long staff he held was a blur of motion and when he grinned and leaped toward her, she could see his teeth, whiter than snow and filed to sharp points. . . .

Twilight in a garden. Dew-slick grass beneath her bare feet. The scent of flowers in her nose. Overhead, the moons beginning their promenade. Behind her, music and laughter, the clink of crystal glasses. . . .
"Well, that was unexpected."

Galli blinked, realized that she had lost all track of time. The scrying ball was throbbing inside with a soft pinkish green glow. VeAnn retrieved the ball and twisted her hand, somehow making it vanish.

"What . . . what was all that?" asked Galli.

Her voice was rough and broken. She had not spoken in a long time. Doing so now, she felt like a lowbrain, like an animal.

"Bits and pieces of my past," said VeAnn. "More than you should have been able to see."

She gave Galli a thoughtful look.

"How do you feel?"

Galli shrugged. "Okay. Why?"

"It doesn’t matter," said VeAnn.

Galli did not need her inner ear to know that the stranger was lying. She realized that the storm had abated; the constant buzz in the back of her skull had changed from a swarm of bees to a single, solitary insect.

"The brainstorm’s almost over," she said.

"Good," said VeAnn. She leaned against the wall and peered into the air. "It’ll be good to be on the road again."

"Where are you going?" asked Galli. She thought of the things she had seen in the sphere, coast and courtyard and garden.

"To Ring," said VeAnn. "Through the Empyrean Wastes and from there to Bennux."

Galli stared. "You’re going to the Fog Moon?"

"I am."

"I’ve never been outside the tower," said Galli. "What’s it like? Traveling?"

"Sometimes it’s fun," said VeAnn. "Other times? Not so much. It can be dangerous."

"Do you ever get scared?"

"Sometimes," said VeAnn. "But you can’t let fear stop you. My daddy taught me that."

"I didn’t have a daddy," said Galli. "Just a Mother."

A soft chime sounded and Galli yawned. She smiled at the stranger.

"I have to go to bed now," she said. "Thank you for showing me your ball."

"You’re welcome," said VeAnn. "Sweet dreams."

* * * * *

At the chime, the Aunties had risen as one and begun to drift away from the central chamber. Only Auntie Doc and Auntie Rule lingered, standing close to Grandmother. VeAnn approached them, a wry grin on her face.

"I suppose you think you’re subtle," she said, addressing the Grandmother.

The old woman’s wizened mouth creaked into a smile. For an instant, VeAnn thought of desiccated mummies she had seen.

"This is Laquna," chortled the old woman. "There are very few accidents here, child."

VeAnn let that statement pass. Instead, she cocked her head and peered at the three women standing in front of her.

"How long have you suspected?"

"Not long," said Auntie Doc.

"Is it true?" asked Auntie Rule. "Is the child tainted?"

VeAnn’s blue eyes flashed. "Tainted? I wasn’t aware that the Whispering Towers had become a Purist Culture."

"We have not," said Grandmother, sharply. She shifted on her chair, glowered at Auntie Rule. "But we have our precepts, Lady VeAnn. Is the child Arcane?"

VeAnn crossed her arms, met the old woman’s gaze. "I believe so. She should be tested, to make sure."

"Can you test her?" asked Auntie Doc.

"The only test I could give would kill her if she failed," said VeAnn. "What will you do?"

"She cannot remain among us," said Grandmother. She pinned VeAnn with a dark glare. "You know the reasons why as well as we do, child."

"There’s an Arcanist Union in Zythic," said VeAnn. "Send for them. They can test Galli and, if necessary, they can apprentice her."

"That is not an ideal solution," said Auntie Rule. "Galli is precocious. Her inner senses are strong and sharp. If. . . ."

"There is no other choice," said Grandmother. "We will do as you have recommended, Lady VeAnn. Thank you for your counsel."

VeAnn inclined her head. "I wish. . . ."

Grandmother sighed. "We know, child. We know."

"It’s late," said Auntie Rule. "We should all get some rest. I suspect that tomorrow will be a trying day."

* * * * *

VeAnn left the tower early the next morning. The moons had vanished behind a screen of gray clouds, and the sun had not breached the horizon. She trudged down the long stone steps, carved from the tower to the base of the hill. At the bottom, she found a smattering of objects left there during the night: a wooden idol, a data pad that did not work, a bowl of some purple-skinned fruit VeAnn did not recognize.

She lingered there for a moment, looking at the offerings, then raising her gaze to peer at the hilltop tower. For a moment, VeAnn thought she saw a small figure, waving at her from one of the tower’s high windows.

She flexed her fingers and called her scrying ball into being. Briefly, she touched her lips to the sphere’s warm surface, then placed it among the offerings.

"May the Fates be kind," she murmured, then turned and resumed the long trek to Ring.

Tuesday, June 23, 2015

Orion Phan

Image of Orion Phan courtesy of Phipan City Public Security
 
Orion Phan
In the cut-throat world of freelance operatives, there is one name that stands out from the crowd: Orion Phan.
His past has been carefully erased. There are no records of Orion Phan anywhere in the World prior to his appearance ten years ago in Caste.  His body has been altered so many times that there is some debate as to whether Phan was actually born male. He routinely alters his biometrics, replacing his finger and retina prints every few months. Even his genetics are routinely masked via arcane means, so that the only positive way to identify Phan is by kirlian imprint.
His birth-Culture is unknown. His family is unknown.  His only close associate is a Mech called Red Jakk, who sometimes accompanies Phan on missions.
Although his origins may be cloaked in secrecy, Phan's history is well known.  He has brought down governments.  He has started and ended wars.  He has assassinated popular religious leaders and rescued corporate executives from kidnappers.  Phan is one of a handful of people to have challenged the Broken Ri Organization and survived.  He has worked for the Luminal Engineers and Astropolis, as well as a number of ultracorps.
Phan has been the subject of two books, an avant-garde musical, and even a pornographic vidcast. There are active warrants for his arrest and/or execution in thirteen polities and he has been blacklisted from ever returning to the Empire Formerly Known as Shu.
 

Monday, June 22, 2015

Lawdogs

Lawdogs of various Cultures and Lifetypes.

Lawdogs
Almost every civilization in the World has them, those people who serve the law and hunt down those who violate it.  Officially, they may be referred to as police men or detectives or peacekeepers, but in general they are known as lawdogs.
Lawdogs are not mercenaries. They do not sell their services and most have a strong moral code; they are tenacious, loyal and territorial.  They prefer to operate in their own jurisdictions, but when needs must, most will pursue a criminal into other jurisdictions. When this occurs, they try to work with local authorities; sometimes this works, sometimes it doesn't.
Lawdogs run the gamut of Cultures and life-types, ranging from pre-industrial psychics and autonomous, self-aware Mechs to World-weary post-industrial detectives and enigmatic arcanists.

Astropolis

Astropolis
In all the World there is no other place like Astropolis.  No one knows who built the Floating City, when they built it or even why.  Some people believe Astropolis is a fragment of the Old World that survived the Godfall.  Others believe it was constructed by the Mechanicals that maintain it for some mysterious purpose of their own.
For centuries, no one knew Astropolis existed.  Then, one day, the Floating City was there, drifting miles above the Icacian Ocean, broadcasting a general welcome message on various comm-frequencies.
The first people to set foot upon Astropolis were adventurers, explorers and opportunists.  Most of these initial encounters ended badly; usually with the offending adventurer jettisoned from the city's underbelly. 
The first person invited to permanently reside in the Floating City was an itinerant sage named Nerice Grimshaw.  She was eventually awarded the title, First Mediator, and acted as an intermediary between the city and its growing population.
Today, Astropolis is home to thousands of people. Most are visiting students, attending the city's famed universities, but there are several hundred permanent residents.  The city drifts above the World, unimpeded and inviolate. Some nation-states and Cultures have attempted to claim it for themselves, but all hostile actions directed against Astropolis earn swift and deadly reprisals. When the Emperor of Shu declared open war on Astropolis, attacking the city with ancient ray projectors, Astropolis's response was to wipe the Empire of Shu off the map.  It did it in less than three hours.
Life on Astropolis is safe, idyllic and cerebral. The city teems with scholars and philosophers. There are museums and universities gallore, but a dearth of religious institutions or more visceral amusements. The essential needs of the city's residents are taken care of by Astropolis and its Mechs. No one in Astropolis ever goes hungry and illness is very rare.  Short-term visitors are welcome and the city has become a major transport hub, especially for travel to the Open Moons.  Long term residency is granted upon successful completion of an intense academic examination. Permanent residency is extended by the city itself to a select few and is considered a great honor.
Visitors and residents to Astropolis alike must submit to a painless injection that allows the city to monitor their whereabouts and control their access to metropolitan areas.  No exceptions are made.
Law and order are maintained by Mech drones controlled by the city intelligence itself. Minor offenses are punishable by fines and removal from the city. Those who commit major crimes find themselves being ejected from the underside of the city, to fall to their death.
Adventurers seldom come to Astropolis, but often find themselves employed as agents of the city or its residents via intermediaries.  The Floating City has a voracious appetite for new information and technologies and often hires individuals to acquire both.

Addersea

Map of the Addersea and Surrounding Region
 
Addersea
The Addersea is a large body of salt water in the central region of Orric as well as the name of the community that makes its home on the sea's surface.
The city of Addersea is home to 46,000 people. The city itself is a remnant of the Old World; it rests on a large platform of metal and synthstone, which is surrounded by a large, circular defensive wall also made of synthstone.  The dominant Culture is egalitarian and mercantile; trade is Addersea's lifeblood and the locals welcome merchants from all across the World and beyond.
Addersea's principal exports are medicines derived from the unique plant life found in the sea. Because of this, Plague Doctors and other exotic medical professionals are a common site in the city. Most can be spotted on the Street of Glyphs, an avenue of shops and stores where the city's medical traders show their latest discoveries. 
The city is governed by an elected council which meets, in public, in Pavilion Square.  The council is forbidden by law and tradition from meeting behind closed doors.
Addersea has a fairly advanced local technology, particularly in the areas of medicine, chemistry, bio-engineering and aquaculture. 
The city is civilized with rule of law enforced by dedicated police. Criminals are dealt with swiftly and harshly.  Criminals are often turned over to one of the city's research firms to be used in medical experiments.  Travelers are advised to be wary of breaking the law in Addersea.
The city is defended from external threats by a Militia which includes a strong naval presence. Addersea claims formal dominion over the sea and patrols it routinely.
The region around the sea is somewhat hazardous. Travelers are advised to avoid the regions west and south of Addersea.  The northwest region is fairly safe, at least along the surface road that connects Breathport with the Luminal Road to the north. The northeast, however, is plagued by bandit groups that prey upon anyon who enters their territory.  East of the sea, the region is infested by fields of razorflowers and leechblooms. 
There are Old World ruins north and south of the sea which attracts adventurers and explorers. To the south, a small community called Fools Goal has sprung up to service these people. In the north, adventurers can find lodging and accommodations in Breathport, on the north shore of the sea, and at a Respite along the commercial road.

Sunday, June 21, 2015

The Plague Doctor

A Plague Doctor making his way along the Street of Glyphs in Addersea

Saturday, June 20, 2015

Iodini Svarthein

A thought-portrait of the Scoundrel Lady
 
Iodini Svarthein
Better known in most quarters as the Scoundrel Lady, Iodini Svarthein claims to have grown up in the Southern Wastes of Orric. However, everything she says must be assumed to be a deception. What is known as fact is that Iodini Svarthein arrived in Caste as a young woman.  She proceeded to inveigle her way into polite society where she proceeded to seduce and rob a number of wealthy and influential gentlemen.  By the time she fled Caste, with lawdogs and mercenaries at her back, Svarthein had amassed a huge fortune.  She fled to Gwar, where she fell in with legendary adventurer, Anathon Desperey.  They had a whirlwind love affair that culminated with them robbing the Baron Marshstep of a fortune in esoteric gemstones.  Afterwards, the Scoundrel Lady betrayed Desperey to the lawdogs to cover her tracks, and fled to Astropolis.  She lived there for several decades, enjoying a prolonged youth thanks to her fortune.  Eventually, she returned to the World and resumed her wicked ways, stealing from the mega-rich and vanishing into the night.  The Scoundrel Lady vanished during the early days of the Clock Wars. Her current whereabouts and activities are unknown.

Idrisfell

Idrisfell
Idrisfell, the City of the Green Dwarves, located in the northwest corner of the continent of Hezeq.  South and east of Irdrisfell is the Hungry Jungle.  To the west and north is the Icacian Ocean and three thousand miles across the ocean is the Corpse Continent.

Friday, June 19, 2015

Ysoma

Ysoma
Ysoma is one of the Twelve Moons of the World.  It is one of the Open Moons and is often referred to as the Green Moon of Memory.  Travel to Ysoma is difficult; direct terrestrial access can only be granted from the Moongate in the city of Ring.  Many travelers prefer the safer, but costlier method, of buying passage on a moonbound craft from Astropolis.
The surface of Ysoma is covered by a green lichenous growth, quite thick in some places.  It is this lichen that gives the moon its distinct color and is believed to play a part in producing its breathable atmosphere.  However, prolonged inhalation of the lichen spores is dangerous and can lead to an illness known as Green Moon Fever.  Green Moon Fever is characterized by hallucinations, an increased sense of paranoia, increased agression, nausea, vomiting and, sometimes, convulsions.
Because of Green Moon Fever no one can remain on Ysoma for longer than 24 days without succumbing.
Littering the surface of Ysoma are structures known as memory castles.



It is speculated that in the Old World, Ysoma was used as an archival site.  These memory castles are vast data storage devices, containing a multitude of valuable information.  They attract hundreds of people to Ysoma, hoping to access their secrets and walk away with some valuable slice of data. Successfully penetrating a memory castle and attempting to access its secrets is extremely dangerous. The internal layout of the structures can change, trapping a party in an everchanging maze or, worse, crushing someone to death between moving walls.  There is an entire specialist trade built around penetrating the memory castles. These people are generally referred to as memory breakers.

There is only one quasi-permanent settlement on Ysoma.


Green Moon Village was established by the first wave of colonists, before anyone knew about green moon fever.  After their first month on Ysoma, the village descended into madness and violence. Only a handful of the original colonists survived and most of them never returned to Ysoma.
Today, Green Moon Village acts as a base for memory breakers, sightseers and other travelers to Ysoma.  The only permanent residents are a handful of mechanicals, who manage most of the business establishments.

Thursday, June 18, 2015

The Corpse Continent


Early scan of the Corpse Continent from high orbit.

The Corpse Continent
The Corpse Continent is not a landmass that resembles a dead man, but the actual corpse of a figure of titanic proportions.  Over 6000 miles from head to toe and approximately 4000 miles wide at the waist, the Corpse covers an astounding twenty-four million square miles.  
The Corpse is not native to the World.  It arrived millennia ago in an event that has become known as the Godfall.  Its arrival devastated the World, destroying the previous World-Culture, killing billions and leaving the World a very different place.
Today, the Corpse Continent dominates the Southern Hemisphere of the World. It is inhabited by thousands of Cultures and has a unique ecology.  The Corpse itself is a prominent figure in many World-faiths.  Many believe it is the corpse of an actual deity.  One group, the Resurrectionists, is dedicated to reviving the Corpse as an undead weapon.  They are opposed by several other groups, including the Preservationist Society, which seeks to halt any decomposition of the enormous body.
There are several doomsday-like cults that espouse the idea that the Corpse is not actually dead at all, merely stunned for its fall, and that when it recovers, it will rise and destroy the World.

Wednesday, June 17, 2015

Harrowgates

Harrowgates
Harrowgates are gateways that can transport an individual from one side of the World to the next in the blink of an eye.  Exactly how they work and who constructed them are unknown.  They are one of the fastest means of travel in the World, but are seldom employed because of the psychological toll they take.  When an individual steps through a harrowgate, they are forced to relive a traumatic incident from their past.  Harrowgates apparently amplify the emotional impact of the memory experience, so that many people emerge from the gateway in a traumatized state.  It has been speculated that the harrowgates are powered by emotional negative energy, which could explain why they will not work for mechanical entities.
Harrowgates are dedicated site-to-site artifacts and are found across the World.  Whole communities have sprung up around them, offering a variety of services to travelers desperate or courageous enough to use them.
Some Cultures have gone so far as to ban the use of harrowgates, but most adopt a laissez fair attitude toward their use.  Infants, juveniles, individuals who are pregnant or suffering from various mental illnesses are not advised to use harrowgates.

The Luminal Roads

The Luminal Roads
The Luminal Roads run all across the World of Twelve Moons.  They were constructed by the Luminal Engineers, who build things out of solid light.  The Roads were completed centuries ago, but the various cultures that they run through are still paying the Luminal Engineers for them.  The Roads provide safe, quick travel routes across the World.  Many of the Cultures they traverse cannot exist without them.  This gives the Luminal Engineers a great deal of influence.  If a Culture fails to make its payment, the Luminal Road that run through their territory is shut down.  This can have a devastating effect on local commerce and travel.

Amberhulk


Amberhulk
Amberhulk is a city near the Carrion Coast of the Cadaver Continent.  It's amber-hued dome is actually a solid energy shield that protects Amberhulk from most attacks.  Besides its protective dome, Amberhulk is best known as the site of the Annual Harrowing Games.