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Messages - Ghost

#1
The Iid-horrors of the Cantari Void

 [ic=Oppza Ikret, Siciian Fishing Captain]'˜Blast! Aryn, if you weren't my niece, you'd have been food for Iid by now.'[/ic]

Among navies and private fishing companies, tales of misadventures along the troubled equator abound. Besides the Maelstrom of the Saints or the foreboding Acw Peaks, one of the most common topics is of the Cantari Void.

The Cantari Void is a band, centered along the equator, which stretches for nearly five hundred miles. It is known for its thick and unstable magics, and is almost never traversed on purpose. One of the most feared things about the Cantari Void is the terrifying creatures that lurk within, and they are known to venture out a hundred miles or more.

They are known as the Iid-horrors, named for the biggest specimen observed yet. Iid itself is a six-legged monstrosity, composed of dozens of ancient and rusting battleships melding into tough, scarred scales. It is named after the ship that makes up the forward half of its head, which was recognized as the ancient flagship '˜Iid', only because the markings have mysteriously remained intact after more than 10,000 years.

There are an innumerable number of smaller creatures, a majority of which are theorized to be no bigger than 10 feet in height, and echo Iid's magical fusion of animal and metal. These smaller creatures are composed of the many parts of the ancient battleships, aircraft and weapons platforms, and right down to the seating arrangements of eating halls on board the larger ships.

Reports by ship crews show that the creatures are uniformly short-tempered, and vicious when fighting in defense, or over food. They typically fight each other for the fish and other sea creatures that wander into the Void, and a good many will eat other Horrors. Some have become accustomed to consuming metal, and most ships traveling nearby are tantalizing targets.

Pirate bands are rife throughout Ifpherion, and the area south of the Cantari Void is no exception. A few enterprising bands from the nearest nations have begun to try to exploit the Iid-horrors, especially the bigger ones, or the specimens whose weapons have not yet rusted away. However, due to the natural magical instability and short temper of the creatures, all they have succeeded in doing is expanding the range of the Iid-horrors.

History

More than 10,000 years ago, Ifpherion was embroiled in a global war, in which steel and chemicals were pitted against magic, fragile idealism against draconian authoritative regimes. This war, now called the '˜Great Descension', lasted for nearly three centuries, and produced a lot of physical and magical instability in several regions, one of which as the equatorial belt, where a majority of the battles took place. It is the detritus of this war that makes up the food and components of most of the Iid-horrors.

Over time, most of the turbulence has calmed along the equator, except for a region known as the Cantari Void. It has been a place to avoid for nearly six millennia, when most of the equator opened up. Right from the beginning, there were observations of '˜terrible creatures made of the nightmares of eons past', or so the historical logs mention.

Adaptations

While Ifpherion has an advanced state of technology, the Iid-horrors can be adapted to lower levels of tech. For example, they may haunt an old and/or busy port, inhabiting and fusing with the sunken ships and smaller items; old and rusted timepieces would make perfect bodies for clockwork horror-inspired Iid-horrors.

The Iid-horrors are also not limited to metal or other advanced materials. Due to the unstable magics in the area, they could feed on and fuse with wood just as well.

Meta-Relation to It's Parent Setting

Ifpherion is a very advanced and metropolitan world, where settlements are growing even on other planets. I'm putting this in the setting to show players and readers that there are still places of untamed wildness and danger, right on the surface of the planet.

#2
This looks like a very interesting contest. I've been inspired to add to my setting because of it, and I'm working on an entry, but cannot guarantee I'll be finished by the 26th.

The entries already there looked quite interesting.

Edit: I have a few questions.

Does it need to only have the potential for danger? or can it be dangerous right off the bat?

Also, I'm not sure what it means when it says 'purpose' under the guidelines.
#3
Homebrews (Archived) / Tera Discussion thread
April 20, 2008, 01:10:21 AM
(I apologize if you did not want further discussion on an old thread, but I did not see a disclaimer.)

So far, I am liking what you've done. I'm not personally a fan of using so many real-world deities, but it looks like it could fit well here.

The on major incongruity that I have found concerns the Teran Empire. 'Adventurers' are described as a significant export, but then there is very little exploration being done.

Similarly, there is no description of the level of ship or aircraft technology almost anywhere. How do the Teran people get around - horse (or other animal) and carriage, boat on a river, blimp, winged animals, magic, or just by walking?

I will be reading it through again to get to understand it better. But, from what I have read, it has some definite potential.
#4
(I haven't read through everybody else's replies yet, but will soon...so I might add to or change this.)

Do you use multiple races, and if so, why did you choose to include them?

Yes. With Ifpherion, I wanted to combine aspects of different genres, namely SF and D&D-esque Fantasy, and having multiple evolutionary branches of Humanity living on the same world seemed to express, at some level, a commonality found in both genres - the Albiz, limber and sharp-sighted, evolved from plains-dwelling Human settlers, and the Ducters, short, quick and dextrous, evolved from a consistent working class. Of course, I also included non-Human origin species, as well as the Dragons, who are very different than any other Dragons I've read.

Do races serve a function in your work, to support or highlight a particular theme?
No, not really. At least, not when it comes to Ifpherion. In fact, the only thing in particular I wanted to show a lot when it comes to the races is that they can be as diverse as Humans (in fact, Humans are a minority in this setting).

Do you get the sense that many people write in multiple races as a matter of habit, or just because it's often expected in the genre? If so, do you think that's a problem?
Hmm. I think that the same common races are used because they've been used before, and thus are more interesting for the authors. I mean, hobbits - dwarves/halflings/etc. - are a common type, so there's a good chance readers know what that race is, and the author is free to explore personality and other expressions.

However, I'm not a fan of personality being defined by race. I do want to see the occasional cowardly or forest-loving dwarf, or an intelligent, urbane orc.

I also would like to see more fantasy works that use more very obviously non-humanoid species. Though, I recognize that that might be not as light or as fast a read. So far, Ifpherion has one quadrupedal insect-like species, a non-corporeal species, and a small, three-legged race of robots.
#5
[Sorry for the absence. I've finally started to break a bit of a writer's block I came down with.
Anyways, I realized that one of the things this world needs is a bit of flavor to connect all the dryer facts. I'll be posting a few vignettes, scenes, and maybe even short stories in this post. I'll try to cover as many viewpoints as possible  - from Presidents to Sanitation workers.]

 [ic=A conversation at Havh's Prosperity, one of the many pubs in Lvuga]'˜I have a 5-6, a 2-10, and a 40-75. What do y'have?'

'˜Heh, well if that ain't the thing'¦7-5, 4-9, and 30-44. You win again.' Heghun dug a coin up from his coat pockets. He flicked it at his friend, who deftly snatched it out of the air in front of his face.

'˜Why you gotta keep playing Jekto if you're so bad ad it, Heghun? You're nearly broke already,' Heghun's opponent said, dropping the coin into a metallic case partially full of similar coins.

'˜You know what it is, Jedess. It's Lord Caslade and his so-called '˜competitive measures'. Got the mercenary business all scared away from this part of town. I was spared, but he got me onto petty jobs '" maintenance, hygiene, occasionally security up at his compound in '"'˜

'˜-in Kehloss, I know. I can see that monitoring mark on your forehead.' The bar was fairly empty; a rare sight in Lvuga, even before Firstrise.

'˜He only lets me come out to Spireview every so often. More like, whenever he has important guests. That reminds me '" where is everybody? I know some people sleep, but still.'

'˜It's Saint Loap Day, remember? Lord, you've been cooped up at that Caslade place long enough to forget what day it is.'
[/ic]

[ic=The Beszeron Airship Receiving Complex signage] 'Welcome to Beszeron, the City of Ice. Please feel free to enjoy all that our city has to offer, including the Drobeniy Caves, the Grand Museum of Genabi, or the wondrous Exsasun Monument. Alternately, there is ample opportunity for ski and ice sports just outide the city walls. For maximum enjoyment, please be advised to stay within the designated areas when venturing outside, for there is little regular monitoring of the higher valleys and mountainsides.'[/ic]

[ic=Echawn 'Night Hand' Lssokar, Riflemage and unassociated mercenary] Echawn swept his viewscope across the valley, monitoring for the convoy he knew would be coming. The Source was never late.

After a moment, he spotted a vehicle rising over the ridge, followed by a second, smaller craft. Noisily, they sped just above the floor of the valley. Echawn had to fire soon, before they passed over the next ridge.

He concentrated, focusing on firing right where the midpoint between the two cargo vehicles would be, and pressed the trigger rune. With a soft click, a charge was fired at very fast speed - any untrained person would not have been able to track it. It landed perfectly, and exploded with a crackling multicolored cloud of electrified plasma. The two craft swerved out of control, and crashed into the grass, leaving only piles of mangled metal.

Echawn smiled as he clambered down the hill. His Cimran clients would be pleased.[/ic]

[ic=Recent alert issued by the authorities of the town of Oczolob, Altax] The Yosshar Memorial Rehabilitation Facility has suffered a riot and break-out by several inmates, including Houss 'Bloodrust' Joakkan, Olmin Venda, Blenal Veth, and the Olru Brothers - they are all considered dangerous and highly unstable. Please stay out of the impoverished districts and unmonitored gambling halls for the time being. We repeat, stay out of the unmonitored districts and gambling halls until further notice.[/ic]
#6
Homebrews (Archived) / Xiluh
January 15, 2008, 09:47:54 PM
I'm liking this setting quite a bit, especially the timeline and the creation tale.

However, I have a few questions, stemming from the content provided in the original post:

What is the general size of each race? I'd be guessing not very big, given the level of technology and the fact that they all live on one continent, but it sounds like there are a lot less of the Dwarves than any other race. It sounds like all the Dwarves (at least, all of them on this continent) live in a single mountain.

I'd also want to find out more about how the different races interact with each other. You said that there is little racial arrogance; but how much does it swing the other way? Are there any Human-Elven, Human-Halfling, or Halfling-Dwarf villages, or do the races keep to themselves in their own homelands?

To add to the usefulness of this post, there are a few things I can suggest to add to your setting:
-the placement of a few volcanoes, at least extinct or dormant ones, on your map. That obsidian needs to come from somewhere. Active volcanoes could make fitting sacrificial grounds to the god Sun.
-If you ever go into detail about the weaponry, you could make something similar to the macahuitl, if you haven't already, or if it isn't already covered in a book I haven't read (i haven't really read any RPGs based on mesoamerican culture).

Keep up the good work!
#7
Quote from: LordVreegDon't have much to say so far except that I have read through this, and will continue to do so.  I like the kingdom of the forgotten, and the individuality/permutation effect of magic caught my eye.  There should be some spell success % rules somewhere in what you do, or so I would expect. Keep up the good work.

Thanks! As soon as I find a suitable system, I'll be sure to include that.

In the meantime, here's some general info about the planet's moons, as well as the stars and other planets. Later tonight I'll also upload a few more nations.

[spoiler=Moons, Suns, Other Planets and Time]

The Stars in the Sky

 [ic=Altaxian parent]'˜Look, child, at the many stars above. While they may look like tiny pinpoints, they are all like our own Ibs, and some have worlds, maybe just like our own Ifpherion. Why, there may just be another you up there!'[/ic]

Ifpherion orbits two stars; Ib Besalta and Ib Drasego. '˜Ib' is an ancient Catofran word that has been adapted into Commontongue, and translates as '˜sun'; many modern words connected with the two suns, such as the terms for '˜day', '˜bright', '˜star' and '˜fireball' are based on this term '" '˜Ibri', '˜Iby', '˜Mib', and '˜Mahgib', respectively.

Ib Besalta is the larger, older and dimmer of the two. A rusty, orange sphere, it is depicted in many myths and folk tales as an elderly figure, such as a matriarch of the gods, or a mother in other cases, including being the creator of the universe. Though it is and has been worshipped almost equally as Ib Drasego, it is the object of many more traditions and schools of magic. Many appreciate the star's mythical status as the more durable, disciplined and humbler sibling as something to idealize.

The 4 Moons

Each of Ifpherion's four moons has had much significance over the eons. While they have only been explored a few times previously, they have always been a source of mystery, a focus for passion, or even a symbol of death.

Starbridge

Starbridge '" sometimes called by its older name, '˜Iyanet' '" is the largest of the 4 moons, with a radius almost a fifth that of Ifpherion. It also has an atmosphere quite similar to that of Ifpherion. Though there are many ice plains and several lakes, nothing besides vegetation and large mammalian herbivores has been found to grow there naturally.

Due to its atmosphere, Starbridge is seen as a mottled white and brown circle from the surface of Ifpherion. At many times during the many civilizations that have arisen on Ifpherion, Starbridge has been seen as a symbol of disease, of famine, of drought and flooding. However, no such beliefs are held by those living in the cities currently; however, remote tribes, especially Jalarhi tribes, might have kept such traditions alive.

Currently, several colonies have been established on Starbridge in an attempt to cultivate its resources. The moon is known to have two large veins of Gravetite, as well as large deposits of iron and coal. It is also seen as the main base to launch AG Aetherships from; pilots have come to appreciate Starbridge's supply of water, and rank as third-furthest moon.

Viertaug

Viertaug is the smallest of the four, at only 150 kilometers in diameter. It is completely covered in ice, and has a very sparse atmosphere, made chiefly of nitrogen and sulfur wisps escaping from the mantle.

However, even this barren world is home to some forms of life; modern explorers have found new strains of bacteria and microscopic iceworms, as well as examples of a mysterious race of magically-powered beings that resemble tentacled campfires that seem to absorb all necessary proteins from the ice.

Viertaug has played few major parts in Ifpherionian history, as it is the furthest moon. However, it is still seen as brighter than most stars, and it has often been appointed as an assistant or offspring of a larger power, such as the goddess Nafjuen of the ancient Jikeenan faith, daughter of the goddess Jikeena, or the demon Gashuh, whose eternal service was won by the Lord Hpuria in a contest to break the Black Walls that formed the boundary of the universe in the Purian system.

Tatchit

Tatchit is the second biggest of Ifpherion's moons, measuring 7,000 kilometers in diameter. It is a green world, with an atmosphere made of nearly-equal parts nitrogen, oxygen, and carbon. While explorers from Ifpherion cannot survive without breathing equipment, many plants and other vegetation have flourished here. However, only a few mammals have been seen here.

Tatchit is also notable for the many veins of Gravetite that lie within its crust. There is enough there to give the moon an erratic orbit; it can range from within 200,000 kilometers out to almost two million kilometers. Several bases have so far been established on Tachit to exploit these veins.

Tatchit, due to is erratic orbit, has been seen throughout history as '˜blinking'. It was the '˜blinking eye of judgement' of the Lord Hpuria, who apparently became bigger as he was displeased, and smaller as the mortals obeyed the divine wills. It went by the name of Hearthfire in lands where the Jikeenan faith was popular, as it represented the Goddess Jikeena's flickering fire.


Selne Abbel

Selne Abbel translates to '˜Lashed One' in the Albizian language. Many rings of rocks and gas closely surround this moon, torn apart in some ancient catastrophe. Close exploration is impossible, though it has been observed up close through autonomous craft. Volcanic activity is occasionally sighted on the surface through the orbiting rings, and it is accepted by many astronomers that these contribute to the continual formation of new belt objects.

Selne Abbel is widely thought to have sparse atmosphere, with what little gas there is being formed of toxic ingredients such as sulfur, nitrogen, carbon, arsenic, and chlorine.


Keeping Time

A year on Ifpherion is usually measured by the time it takes for the planet to circle the pair of stars. By this method, a full year is 412.78 days.  

A day on Ifpherion is measured likewise. It is usually marked by the rising of Ib Besalta to the setting of Ib Drasego. This period is measured as a neat 28 hours.

There are four seasons on Ifpherion:

'¢   The Blackening, which is the last and first 70 days of the year. Temperatures are much colder during this period, and precipitation is more common.
'¢   The Greening, which lasts for 100 days after Blackening ends. The Greening is marked by the gradual warming of temperatures, as well as blooming of flowers and fruits.
'¢   The Reddening is the 72-day period after the Greening, where temperatures are at their warmest.
'¢   The Graying comes after the Reddening, and is the season where the temperatures start to gradually decline and leaves fall off trees.

Days are numbered not by weeks, but simply by the number of the day within the season. For example, when asked their birthdate, an Ifpherionian would say something like '˜40th of Greening, 10958.'


Other Planets

Beyond Ifpherion lies four other planets. These have not been visited as much as the closer moons, though many governments and merchants see many possibilities in them. There are also numerous comet groups inhabiting the system, coming from the large, yet sparse cloud surrounding the system. A few of these groups are used as refueling stations by exploratory missions.


Ohlan

Ohlan is a rocky, barren planet. Observations do indicate the presence of water, but it is uniformly tainted with the sulfuric dust that is very common on the planet's surface. Few signs of life have been observed, except for hardy mosses and Hasheroi, cacti-like plants that soak up the sparse water on the planet.

Ohlan has one moon, named Geshuracec by the Tallisian/Neatonite mission that first landed there a century ago, is a small, icy body, barely bigger than Viertaug. Unlike that Ifpherionian moon, no life at all has been observed here.

Elaret

[Information forthcoming]

Dako
[Information forthcoming]

Revvtcec
[Information forthcoming]


Beyond the Solar System[/i]

[Information forthcoming]

[/spoiler]
#8
Before I start on the next continent, I wanted to upload a few less-detailed but significant parts, like Magic.

 [ic=On Magic]'˜What is a law, but something to be broken? Such is the nature of the laws we used to believe as ineffable. When we fond the gate in the Severus system, we tried to explain it as a technology using wormholes artificial bridges. But we found none in the area.

Eventually, we came to the inevitable: the universe is similar to what we once called '˜Swiss cheese'. In some spots, the universe was weakened. The threshold to manipulate reality was much, much lower. In fact, intense thought seemed to be enough '" though it was mostly limited to intelligent species.

It was the same on the other side. Georda, the chief communications officer, found that, after several hours of meditation, he could establish a telepathic link to people on the ship stationed outside the other side of the gate. The shuttle on the reconnaissance flights performed better than expected, merely because I constantly wished it to be so.

Yet, it must be said, the weakened laws are just as dangerous as they are beneficial. Maximilian, our lead external mechanic, nearly blew a hole in the side of the ship as he grew frustrated with the dust particles that were sticking to the solar panels. We have developed several mental training programs for the whole crew, with me included, to use in controlling their power.

Not everybody needs them, though. It seems that some people cannot exploit the flaws at all. The calm and intelligent Cola Brakan, one of the best computer experts on Mars, is becoming frustrated and depressed every time he tries his hand at it. Despite our many theories, no one really understands why some people cannot do this as well as others.

One day, however, I believe we will learn about and use these newfound strengths, and this planet will become the new center of Humanity.'

     -General Dosha Amarna, aboard the Colony Gate Ship Akha Djamun
      Recorded June 4, 2920 CE


On Ifpherion, and in the surrounding space, the common laws of the universe can be bent, sometimes even broken. The specific mechanics of how this happens are not well understood, but many know how to control how they go about this. A mage is not a rare person; any being of intelligence may find themselves with such powers. The ways these strengths are generated and used differ widely; some give up their own strength, others their sanity, and a lucky few only sleep for most of their days. What is certain is that something must be used up to produce any '˜magical' effects. Whether this affects the initiator to a high or low degree is the varying factor.

Only the Dragons can scratch the surface of how this came to be, or really how it is. Yet, the people of Ifpherion have come quite a long way on their own efforts. One of the innovations that have more or less remained constant throughout the history of Ifpherionian civilization is the eventual combination of magic and technology.

The reasoning is often this: producing Permutations can be done quickly, but takes a lot of personal resources, whereas technology is sometimes slower to make, but requires only external resources, and is far more reliable. To illustrate, the Maatsenite priests do not need to summon an entire train to get from one corner of the country to another. They only have to initiate the spell that animates the train, giving it the legs of a crimsonbuck. The train itself is forged and shaped elsewhere, most likely by those who possess little or no magical ability.

Similarly, the Bioscholars of Altax do not need to give up half their lifespan in order to learn everything there is to know about an animal or plant; they first study it with only their eyes, ears and hands, then resort to magic '" costing only a few weeks at a time '" to learn details they cannot normally acquire.


Individuality

Individuality is a major aspect of all Permutations. Each spell, each technique, is formulated and produced by a single source, and thus has unique properties. Even the same technique, will be different across several uses.

Of course, like-minded individuals can produce Permutations with quite similar results. Priests and rural shamans pass on techniques to acolytes, and professors instruct students in an academy. In many places, parents will often pass on basic Permutations they know in order to expose the child to Permutations '" both their advantages and their dangers.

Ultimately, though two Permutations are never exactly alike, the individual is the one who decides how similar they will be. With effort, a Permutation can be made to seem like a perfect copy.

Regularity

On Ifpherion, and throughout the surrounding systems, anything that produces energy creates very slight Permutations '" warps in the tapestry of the universe.  However, most unintelligent beings and objects cannot modify, or even sense, their own '" or any, for that matter '" Permutations. It is the complexity of a Permutation that manifests any significant events.

It is largely only the intelligent beings that are able to sense and manipulate Permutations. Even then, the only known factor in the appearance of that ability is that a clear majority has been given it; it is still unknown who will be born with that ability, and to what degree.

Every person who is capable of manipulating their Permutations does so by creating an amount of energy '" the amount necessary determined by how the person produces the energy, and their mental faculties concerning the modification.

[/ic]  

 [ic=A Side Note: On The Two Faces of Death]When a living object dies on Ifpherion, nothing much happens. Any slight Permutations it produced during its life are calmed within a matter of minutes, and the natural processes of decomposition and decay take over.

Afterimages

However, if that living being produced a significant amount of Permutations during their lifespan, and stayed in one small area for a very long time, they may leave a slight imprint of their actions '" their presence, really '" that is only visible by highly-trained people who can use and observe Permutations. Depending on the strength of a beings afterimage, untrained magic-users can sense these afterimages, but only as at-first inexplicable sensations, such as the feeling of being watched when alone, or a gust of wind on a calm and sunny day.

However, if one is well-trained in seeing and observing these afterimages, more details can be discerned - like height, speed, tool use, or stronger feelings they had. The veterans of this field are known to be able to learn the race and sometimes the kind of Permutations used by the being who left the afterimage. These afterimages never contain sound or fine details, like writing or circuitry, as the afterimages usually manifest to a seer's eyes as a hazy, electrically-charged shape.

All but a few specially-trained members of this field prefer to work in smaller cities and villages, where there is less density, and more room to work. In the bigger or older cities, there are simply far too many afterimages to pick out details, or sometimes even a particular being.

Reanimation

The practice of '˜Necromancy', as it is currently called, consists on Ifpherion of Permutations that do a variety of tasks; summon new blood, get the blood in a body pumping again, renew dead cells and reverse tissue decay, or simply move a corpse. This last type of Permutation can be used for similar movement of many objects '" a mannequin, a fresh corpse, a skeleton, a sleeping person, or even a fully awake individual, provided the person controlling the movement can overcome the Permutations that the subject will undoubtedly initiate.

In most countries of Ifpherion, most Necromancy-type Permutations is outlawed*. The punishment for Necromancy can vary; in some countries, one may be severely fined or have possessions forfeited to the government for being an accomplice to Necromancy, while one may be summarily jailed for the same crime, or executed if one was the mastermind. However, criminal-run communities, or small rural villages prove attractive havens for Necromancers, as patrols rarely reach into those places. Deathport is just such a place; it got its name not only for the significant chance of death one faces there, but also for the almost equally-significant chance one faces of being reawakened in the servitude of a gang lord, or amongst the ranks of the Harvesters.


* - There are a few exceptions to this. Certain certified professional medics are allowed to use Permutations that modify blood flow, in the case of a clog or wound in a vein or artery. Minor, crude versions of the forced walking Permutations are used by entertainers to move wooden puppets or mannequins in stage or broadcast plays; again, these entertainers are still closely monitored by their governments.
[/ic]
#9
Meta (Archived) / current setting status
January 12, 2008, 11:45:43 PM
1) For my setting, it'd be the Nations. I've had the most fun detailing them.

2) I haven't had the opportunity to use it in a game yet, but I imagine it would be best for 2-5 PCs, but no more. As well, I'd think my setting produces more opportunities for diplomacy, intrigue, subterfuge, and possibly long-range combat than out-and-out smash and grabs or monster battles; depending on where one goes, everybody has some kind of security system, and almost every creature has been recorded and cataloged, along with ways to tame it/ward it off.

3) I'd imagine that one of the many large metropolises of Ifpherion would produce the widest array of options when starting out. There are so many people in the cities, producing very many different paths to take.

4) One of the areas Ifpherion is dearly lacking is more support for the playing angle, especially the rule system. As well, I want to incorporate a bigger, more detailed bestiary, as not too many of the creatures from the Monster Manuals can be imported.
#10
As promised, here's another upload of information. I'll detail each continent in its own post, as the nations have so far been the source of my most thorough descriptions.

[spoiler=The Volle]

'˜I've been all over this continent, and amazingly, I've only died once.'

   -Vielut the Remade, Kobaloi mercenary


The Volle is the largest continent on Ifpherion, and is home to a wide variety of climates. There are parched tundras in the far north, while the south is battered every Reddening by typhoons and droughts. Naturally, this has produced a wide variety of wildlife, and different types of societies. The Volle has been one of the most active continents in regards to political and social flux, and has been the home of hundreds of civilizations over the course of history.

The Volle is named for an ancient Albizian word, '˜Evallen', which translates as '˜homeland', or '˜land of the plains'. The Albizian subspecies evolved from humans living on the fertile grasslands east of the Weltdorn range, but the name has been adopted uniformly across the planet to refer to the continent.

[spoiler=Altax]
Capital: Dyrrachon
Population: 95,005,000 (79% Albizian, 8% Human, 11% Kobaloi, 2% Other)
Exports: Salt, dairy, gems (magical & mundane), Gravetite
Languages: Albizian (the Altaxian dialect), Commontongue,

Altax has long been the homeland of the Albizian species; they have lived east of the Weltdorn range since their ancestors migrated there following the Great Descension. The Altaxians are proud of this heritage, but never to the point of excluding others.

Part of this heritage is the early mastery of Gravetite by the Albizian peoples before the others. This allowed them to build craft that could transport them to many more remote places than is possible by foot or wagon. Their cities are spread out across wide areas of the central region of the continent, and there are ruins of older cities along the eastern coast. However, getting across the monolithic Weltdorn Range has only been possible in the last few millennia, due to improvements in the engines that manipulate the Gravetite.

4 thousand years ago, there was a group of six eminent leaders and philosophers, all very smart, and very compassionate. The leader of the six, Brun Alta, was the public image of the group, and was the most revered by the people. Though each specialized in a different field, they were able to unite the splintered miasma of city-states and tribes that the once-powerful Verdant Empire had become. The new nation was named Altax, after the group's leader. The Six, as they were to be known, became the center of a religion based around them. A few years later, the Six mysteriously disappeared, but not before leaving a specific set of laws that are still followed to this day.

Industries

Due to their affinity towards ease of work, very few actually have to do regular work. Instead, spells have been concocted that do most of the work without a humanoid eye. Factories are still used, to ensure that the few overseers can make sure everything is operating as planned. Sometimes, Metalworkers are employed, especially in places where a sentient eye is needed, such as in mining.

The few people that are experienced or talented enough to work as overseers for these operations are usually highly respected individuals. They often end up working for the government in some way, either through direct contracts, or by being sponsored by a Directorial hopeful.

Society

The Altaxian lifestyle is dominated by the pursuit of luxury; the easier one's life is, the better it is. Both magic and technology have been developed quite highly in this cause. Individual houses have largely disappeared from the cities, and monstrous, though elegant, living towers dominate the streets. These towers contain not only people, but workshops, taverns, eateries, and stores. Each of the towers usually hold about 180,000 people, are between 1 and 3 miles high, and up to 5 miles wide. One or two of these towers usually have facilities on the top levels acting as a port for landing AG Ships.

Culturally, Altax is mainly seperated into those living in cities and towns on the North Coast (of the Mitte Lago) and the South Coast. The people of the north coast, including those living in Portal Peak, Iriye and Nedao, dress more conservatively, and often in multiple layers, due to the colder temperatures. The people of the north coast also prefer less flashy colours and jewelry, instead using uniform matte colors and tattoos instead of jewelry.

The Altaxians of the South Coast and Bleaklands regions, however, tend to dress in skimpier outfits, because of the often-warmer temperatures. Their attire is almost always done in vibrant colors and patterns; some may wear enchanted vests or leggings that display a changing variety of colors.

Government

Altax is ruled by a democratically-elected Sre ('King').The Sre (the post is not limited to a specific gender or race, though a non-Albizian Sre has only come about once before) shares authority with 3 councils, each governing a specific area of Altaxian life. The councils are:

    the Svit Ndistri ('Council of Industry') '" composed of the brightest Engineers in Altax, union leaders, and some of the spellcasters that construct and maintain the factory spells.
    the Svit Lus ('Council of Luxury') '" made of the assorted Directors, as well as many eminent wizards and masters of the fine arts.
    the Svit Noxzen ('Council of Faith') '" made up of Sifiixian leaders, as well as a few leaders of sects and faiths with branches in the Altaxian cities.

The councils not only advise the king, but pass most of the laws. The individual councils try not to conflict with each other, but conflict and corruption still erupts from time to time.

Each city and town is also governed by a Director, the mayor of the city. Each Director is appointed by the Sre, with consultation by the previous Director and the citizens of the city.

Religion

For most of their recorded history, the Albizian societies have had few religions. The ones that they did have were focused around a particular lifestyle or philosophy, rather than strict dogma.

However, two thousand years ago, around 9135, there emerged a group of preeminent leaders and scientists who became highly respected, and elevated nearly to the status of Sres. However, they mysteriously disappeared a few months afterword. Nobody could find out where they had gone. After a few decades, their disappearance began to take on mythic proportions, and they themselves became saint-like figures. A few centuries on, a coherent religion began to form around them, one which is as strong as ever today. These people are known as the Six, and are virtual gods to the more dedicated church members. You can see more about them in the section entitled The Six, below.

However, one the main tenets of the Sifiixian faith (Sifiix is the Albizian word for Six) is that of acceptance, and of learning. Emphasis is placed on exploring other cultures, and indulging in their activities. The Sifiixian church has also placed a moratorium on all necromancy, though this is not because of the teachings of the Six, but because of more recent trade with the Grand Barony.

Major Towns
    Dyrrachon - the capitol and residence of the Sre. Dyrrachon is located along the banks of the river Tyenoi (which drains into the Mitte Lago), allowing for easy access to water-borne ships. It is the second-biggest city of Altax, at 15 million citizens.
    Neum '" a sprawling metropolis of more than 25 million inhabitants. The city sits atop the Vochiium Plateau, and makes use of the hydrothermal springs rising up through the rock of the plateau.
    Nedao '" Located in the north, only 45 kilometers from the border of the Kobaloi territory of Kondz, Nedao is a city famous for its ethnic populations, as well as gold, coal, and diamonds that are traded by the Kobaloi.
    Habic's Dock '" located on the opposite shore from Dyrrachon, Habic's Dock is supported both by agriculture and aquaculture, and lays between the river Feiif and the Bailu's Causeway, both of which eventually empty into the Blackwave Sea. Habician ridged salmon is prized throughout the Central region for it's high water content;
hedara is a delicacy in the city, made from squeezing the blood and water from the fish into a glass and seasoning it.[/list]
    Iriye '" Like most of the large cities near the southern border, Iriye is comprised of very large spheres, each one functioning similar to the more cubical designs of the central and Weltland regions. They are also guarded by force-fields that protect from the sandstorms that happen during the Greening and Reddening.
    Portal Peak - [description forthcoming]

Important Figures
    Director Descoi Decizye - Director Decizye is the mayor of Dyrrachon, and has been for the last 10 years. A wizened man, Decizye certainly is, but he still holds many powers from his extensive wizardly training; he spent 10 years under the careful eyes of Scion Emariye. He holds as strong a lawful bent as any Altaxian, and can sometimes be strict in his enforcement.
    Sansa Mody, once a well-known surgeon and medic from the city of Stari, has recently become both a fledgling necromancer and exemplar of the Abstractionist philosophies. He has reputedly come to conduct terrible experiments on all kinds of creatures, the most famous being his chimeras - 'undead' made up of body parts of various creatures and individuals, which often require extensive re-working of blood vessels and nerve bundles, and sometimes even magic. While he was born early in the last century, he has managed to prolong his life considerably by implanting his brain into a specially-constructed chimera. Most of his chimeras are inscribed with stylistic runes, or have had skin dyed a multitude of colors, due to his favor of Abstractionist thinking.

Special Organizations

The Nemtian Legion
-A radical sect within the Sifiixian faith. Like the others, they beleive in a life of utter peace, harmony, and luxury - described as the ultimate goal of all Ifpherion-dwelling sentients by some of the Six. To them, verbal speech produces chaos, and so delays the arrival of this paradise. Members of the Legion train to develop their telepathic powers, and also learn to supplement them with hand signals.

The Ordo Albiz'et Sifiixius Rut (the Red Order of the Albizian Faith)
-An extremist organization that desired no less than the eradication of all non-Albizian sentients, in the name of their intepretation of the 12 Precepts. Their tactics often went against the peaceful nature of the Altaxians, and even stooped to taking hostages. The group was wiped out by government agents in 10230, but the specter of such violence and racism still haunts the upper echelons of the Sifiixian faith to this day.

The Arbiters Canix (The Arcane Arbiters)
-This group's main goal is the continual enforcement of magical laws and regulations. They have become quite large in recent years, though the numbers of members, or their identities, are never released. They are still shunned by the government, as their strict and mysterious tactics are things the Councils do not want to affiliate themselves with. Though most members stay hidden, it is known that the Arbiters are seperated into chapters, one for each city and town. Each chapter is led by a mysterious and powerful figure known as a Scion.

-Altaxian Sathanum Worker's Movement
Metalwalkers are imported occasionally by merchants needing manual labor. 400 years ago, this union was formed by freed Metalwalkers to ensure that the Metalwalkers are treated fairly. Chief among their concerns is making sure that any Metalwalker is able to be discharged after a set amount of time, should they be wish to be discharged from service. They have a policy of no formal connection to the Sathani Arcade, but it does not prevent its members from joining it.

The Children of Gamayze
-Gamayze is the subject of the enigmatic tome Epic of the Gold. This book contains an ancient legend about a wise and giant owl, which, as the volume describes, would prophesize the future if the questioner could prove they could understand what it might impart. It is upon this book that the Children have based their rigorous mental training on, in the hopes of one day finding Gamayze. To this end, they will also hire anybody who will aid them in finding the fabled Silver Nest that Gamayze reportedly fled to in the book, after the ancient god Arthtir nearly killed it due to an unfavorable prophecy.



Typical Altaxian Names (Meanings in brackets):

Altaxians typically give their children two names. The first is the primary identifier, and often has a secondary meaning; though, this is somewhat different than the Albizian word that is strictly used to denote that meaning. The second is a family or clan name.

-First: Descoi ('Decisive/Bold'), Soltye, Vuni ('Fiery/Strong'), Verun, Cabail, Jseni ('Soft'), Jsenly ('Open Minded'), Belku, Gatiry, Ksenzlu, Sifiix'zen ('Six-blessed', often used by families of religious teachers and scholars), Etsrezen ('Kingly/Lordly'), Veburus, Knaiivus, Thes, Ghoriius ('Leaf-palmed'), Swerath ('Sword-bearer'), Ano ('˜Sharp-minded'), Saradin

-Last (Family): Nemanja, Cleian, Vesrecus, Bithenarus, Caven, Lepinar, Dnepsiar, Lekhostia, Ignatia, Thantsep, Psweros, Zen'calius (Literally, '˜Blessed of Saint Calius'), Zen'ghar, Zen'jhul, Felrety, Byetinex, Padalin, Asubres, Dornante, Traeni
[/spoiler]

[spoiler=The Grand Barony]
Capital: Lvuga
Population: 397,445,000 (70% Human, 15% Albizian, 7% Ductish, 5% Jalarhi, 2% Other [Offworlders, Kobaloi, Dragons, & Emancipated])
Exports: Salt, Dairy, Precious Gems (magical & mundane), Gravetite, Wine, Beer, Figs
Languages: Baronial, Commontongue, Albizian, Tradespeak, Utali Cademe
National Currency: Drae

The Grand Barony lies on the western coast of the Volle. It enjoys mild temperatures, and long summers, though the winters are often harsh. Most of the Grand Barony is vast stretches of lush and rolling hills, interrupted only by the odd copse of trees. To the east, however, is a long mountain range, called the Weltdorn ('Spine of the World'). This range bisects the continent, and makes trade difficult from the Grand Barony to elsewhere, though not at all impossible. The Grand Barony shares its eastern border with the nation of Altax.

History

There have been human settlements west of the Weltdorn Range for about 6000 years, ever since immigrants came from elsewhere. Naturally, during the previous 5,000 years, many different nations, empires, and tribes formed from the human population. Nearly the entire spectrum of political entities is recorded as being in use at one time or another. But nearly 1000 years ago, a wise dragon by the name of Balythrax (see Notable Figures below) united the human lands into one nation. That nation has become the modern-day Grand Barony.

Government
The Grand Barony is effectively only a Barony in name. The Baron, who sits in the capitol buildings in Luga (See Notable Places, below), is elected every 10 years, and acts as a Prime Minister would. The Baron is advised by 7 different Assemblies, each representing a different region of the Barony. The Assemblies initiate laws pertaining to their own region, but even these must get a stamp of approval from the Baron.

The Grand Barony has a large population, exceeding 150 million. A good portion of it is human, though elves, Ducters, and kobolds have a notable minority. Population density is becoming a problem in the cities, though it has not become serious as of yet.

Religion

The Grand Barony has long maintained a secular stance, at least for it's government positions. But all religions are tolerated in the Barony, except for ones that make knowing use of necromancy. Temples can be found to almost every religion and god on the planet, no matter how old or obscure.


Notable Sites
'¢   Of all the port towns along the coast of the Verdant, only one is known to be involved in illicit trading and other criminal activity. Deathport, located on the southern coast in the Borderlands region, is that haven for pirates, slave merchants, and necromancers. In addition to the many water-borne craft it deals with, it has also become a facility for AG ships; the Boundless Dominion docks here frequently to trade their captured goods. The Borderlands Assembly and the Betchanari Council of Electors know quite well the negative influence of Deathport, and dearly wish to cleanse it, but they realize that chasing the pirates out of Deathport would only force them elsewhere, such as the nearby towns of Hog Bay or Dreiburg. Deathport is also known for the Saint Baoius Statue '" a very large carving, emerging from a seaside cliff, of a human, with well-defined muscles, a sword, and a skeletal head. The statue dates back to the time of the nation of Siben Kurust, and wears clothing typical of the era.
'¢   The Baronial capitol, Lvuga, is also known as the City of Ale. Vineyards and wheat fields infest the surrounding countryside, and drinking is a common pastime in the city. The city is built on both sides of the river Canyon, as well as in the middle of it; the Baronial Palace lies on the top of Canyonspire Island.
'¢   The city of Zwergestadt, on the Plain of Zagar in the southern district of Walrem, is home to the Baronial Aethership Fleet. This is where most of the ships designed for interplanetary travel are launched. Though, only the moons of Ifpherions have had any real development. Zwergestadt is also known for the Bolg Chebain, an ancient palace with rooms that seem to go on forever.
'¢   While the town of Silbhoz, the primary base for all those arriving on the moon Starbridge, is not officially a Baronial colony, most of the scientists, diplomats, and workers there are originally from the Grand Barony, or have parents that were. Silbhoz is named for the silver communications tower that dominates the skyline.
'¢   The city of Deltavosk, which straddles the river Gelarh in the north, is known as the 'City of Bridges'. Bridges can be found connecting virtually every building and group of buildings. Deltavosk is otherwise known for the Vosak gold mine, which is about 40 miles away.
'¢   The Maenwide is deep glacial chasm, in the Gahev mountain range in the far north of the Volle, just outside the Baronial border. Its spectacular ice formations and caverns lined with hoar frost are an attraction to some, but more come for the Maenwide's status as a font of healing magic. It is said that anybody who suffers from a serious injury (including a broken bone, and anything more serious than that) will be healed within minutes. However, the longer one stays within the Maenwide, the more effects it has. In an hour, one actually gets better, as their body feels re-energized, or their mind becomes sharper. But after two hours, things start to go bad; it erases all memories that produce negative emotions, and starts to erode all weapons. Many careless individuals have been lost this way: particularly chaotic explorers have come out of the Maenwide having no memories at all, and some haven't come out at all, due to their brains being emptied of all instincts and thoughts.
    Esheban/Orbithaven - This unique colony - the first orbital one - is in the process of being built. It's planner and primary owner, a very rich Baronial merchant, who 'in the interests of security' remains nameless at large, has said in many written declarations that it is to be a '˜shining beacon of the ingenuity, creativity and strength of the Grand Barony'. It is said to be an enclosed community, with facilities for producing breathable air, plants, water, and everything else one has on the surface. The owner oddly calls it '˜Orbithaven', while most others, including statements on the publicly-released blueprints, use the name Esheban.

    It is widely known that the powerful and expansive
Goegath Enterprises is the major investor in Esheban, though their connection to the owner is not certain. Goegath specializes in food production and delivery in the Barony, but has branched out to other continental nations, as well as other businesses, including data interfaces, rice wine and ale, frenzybean sales, and it has even gotten into the mercenary business.[/list]

Notable People
'¢   Baron Dur Vili the Senior is the current Baron. He is an eccentric man, with a weakness for lager and figs (both of which Luga has in abundance). A former pirate, sailor, and navy commander, Dur Vili knows what it's like to live in desperation. He has negotiated several ceasefire agreements with the Realm of Pirut and other notable rogue organizations.
'¢   Dur Vili Baronson, first son of the current Baron, has become a celebrity, not just because of his heritage, but also because of his involvement with Lady Dorge and her Knights of the Spoiled Fig mercenary group.
'¢   Joren Bluchen is the current Chair of the Borderlands Assembly. Joren is a half-elf originally from the city of Veldburg. Joren, on his visits to the capitol, is often accompanied by several strong Jalarhi bodyguards, and will not leave his lodgings unless necessary.
'¢   Balythrax is the founder of the modern-day Barony. Despite being an abnormally-short silver dragon, her leadership, diplomacy and tactic skills were second to none. She was able to unite the warring human lands (including Siben Kurust, Shawaze Kraan, and the Righteous Survey of Gir; for more on them see History)
'¢   Count Negraf Holon, mayor of New Kontir, capitol of the district of Scattercoast, is a flamboyant character, whose casual attitude accompanies him wherever he goes. The Holon family is locally renowned for their excellence in plays and playwriting. However, the Count is not a master of military knowledge, and such hires out experts to rid the Scattercoast of the water and air elementals that ravage the countryside every few months.

Notable Organizations
    The Guild of Enforcement is the organization responsible for enforcing laws within the capitol city of Lvuga. Like the other guilds of the city, it is watched over by the city's Mayoral Office. Enforcement is not only responsible for the enforcement and upkeep of social and technological laws; enforcement of fair practices of magic makes up a big part of the Guild.
    The Realm of Pirut is a tight clan of pirates and renegade pilots, all dedicated to waging war on the Barony due to some perceived slight or another. They live aboard a very large ship, the Cloudscraper, which has expanded over the centuries as materials have been scavenged from raids on other AG ships and port cities. The clan tends to teach children on board, keeping the population within the ship. However, loyalty requirements are quite strict, and some members are killed or sent out every year. The inhabitants of the Cloudscraper proclaim themselves a nation, but no other country has recognized them as such.

Typical Names

An individual born in the Grand Barony will usually have 3 different names. The first is usually chosen by the parents, and is the primary identifier. The second is usually a group or place the individual is associated with, though the use of this second name is starting to fade as AG ships proliferate and more places are within reach. The last name is almost always a family name, or in the case of orphans, a name chosen by a caregiver.

First Names:
-Joren, Coerd, Hase, Aachor, Sigimerund, Ehrethar, Ayros, Bezelin, Negraf, Sür, Raina, Zelen, Harugh, Drach, Emzegod, Lahn, Schacus, Theule, Kabrach

[/spoiler]

[spoiler=The Westenray Collective]
Capital: Naoveron
Population: 11,040,660 (25% Human, 35% Albizian, 15% Jalarhi, 24% Ductish, 1% Guran/Kobaloi)
Exports: Wheat, Rice, Figs, Fish, Gravetite
Languages: Baronial, Commontongue, Albizian, Tradespeak, Utali Cademe

The Westenray Collective covers a large portion of the land south of the Grand Barony, and stretches all the way down to the Blackwave Sea. This vast territory is separated into 24 different provinces, each ruled over by a Governor. These governors serve under a Sre, who is chosen based on excellence in all areas (making Westenray one of the few meritocracies on Ifpherion).
Culture

The population is mostly Ductish and Albizian, though Jalarhi are more common in the rural communities and mining towns.  The Collective is notable for having the largest concentration of Humans, after the Barony. Mining makes up a large part of the Collective's economy, as well as some agriculture and fishing (the Westenray Federation controls most of the western coast of the peninsula, which borders the Blackwave Sea). Farming was much more important thousands of years ago, before the development of efficient Gravetite engines - the Collective was founded by 2 dozen farming communities to aid each other co-operatively. The agricultural industries have not at all disappeared from the mind of the people, however; farmers, wine growers, and any related professions are amongst the most respected and sought jobs in the country.

The people of the Collective realize quite well that not everybody can be a farmer, orchard worker, or fig grower; there are dozens of cities in the Collective, and hundreds of smaller towns where farmers can come to exchange or sell goods, and where the miners can rest. The capitol, and the largest city, Naoveron, is a quite busy place, with more than 3 million inhabitants.

Religion

While the Collective is officially secular, it has freedom-of-religion laws that allow any religion of any size to practice in the cities, as long as they do not break any other laws. This has made Collective cities havens for cults that would be expelled from elsewhere, such as necromancy cults that cannot find sanctuary in the Grand Barony (Collective laws state that as long as they are not used to commit crimes, unclaimed or donated corpses that have been dead longer than 6 months may be raised).

Government

The collective is divided into 24 provinces, each with a Governor and the necessary bureaucracy he requires, including a Council of Electors, which the Governor leads. The Governors typically are quite eager to stay popular with the common people, and can be seen almost daily visiting various farmers, business leaders, and occasionally the random field worker.
In the capitol, Naoveron, there is one authority all the governors answer to '" the Board of Community. Headed by the Sre, the Board of Community insures standardization and fair agreement of the decisions made by the Governors; they have the authority to pass nation-wide laws to this end. They are also responsible for the enforcement of Boechal's Wisdoms. The Sre has little other duties; the individual Governors hold much of the power. However, the Sre is also there to aid or fill in for a Governor, should there be an emergency and the office cannot be filled quickly enough.

Important Figures

    Ertanta Boechal was a famous Collective philosopher, diviner, farmer, and political analyst who lived several centuries ago. He espoused a severe slimming down of the bureaucracies that the Governors lead at the time, which had become large, inefficient, and distant from the people. Once he gained the title of Sre, he helped to pass laws reducing the total staff of each governor's offices and departments from 2000 to 700. These reforms are known today as Boechal's Wisdoms. He also helped to streamline and ease the immigration processing of Jalarhi and Metalwalker immigrant workers.
    Bandea Coltan, the current Sre of the Collective, tries her best to reflect some of the greatness of Ertanta. She is not shy about her varied past; she has gone on record detailing her exploits as a miner in the Deadhills deposits, her time in the Collective military fighting off attacks by the Boundless Dominion, and her attendance of several prestigious Altaxian colleges of the arts. So far, her time as Sre has been uneventful, except for the formation of an official advisory council on the stalemate between Gelraemoniy and Fosw, as well as the growing tension in United Pherias.
    Ashan Gohren Ebez, the Governor of Gohren-Rayport province, is a master swordsman. He used to head the renowned Pennaburg (the second-biggest city in Gohren-Rayport) Academy of Steel, and is always available to accept a fair duel.
    Caepritz Nahri is a mysterious man. He is rumored to be the real man governing the Deadhills province, but he is rarely seen in public '" both Bandea and the official Governor, Kozar Buraat Volden, have only acknowledged him as an acquaintance. Even they profess no knowledge of his background or place of origin '" only that he meets with various government officials frequently, on '˜scholarly and friendly terms'.

Notable Organizations

    House of the Metalsmiths '" all engineering, mining, and labour involving metal is connected in some way to the House, whether through direct ownership, common executive loyalty, or money-driven partnerships. It has no political affiliations, but the House can be quite influential in who it supports. The House is lead by the Dragon Svaraela, a jet-black dragon with many mysterious implants and grafts.
    Agricultural Research Assembly '" Founded by the young prodigy Fehlmun Indata, a Human of only sixteen years at the time, the Assembly aims to discover and catalog the best agricultural, botanical and aerological techniques and spells. It is partially funded by the government, and partly by the sales of it's techniques to other nations and organizations.
    Fist of Death '" The town of Giz, on the forested eastern boundary of the Hainam province, is peaceful and unassuming to most. However, it is also home to a vicious, cruel, and cunning gang known as the Fist of Death. More than mere necromancers or thugs, they seek only one thing '" domination over all living things by the dead. Most of its members are accomplished necromancers, and it is customary for the elite to be re-animated by their peers. They have the militia and political office of Giz subjugated, keeping any higher authorities from learning about them. It is common knowledge in the town that the increasingly frequent murders and kidnappings of innocents are due to them, but most civilians are afraid to tell anyone outside the area. Reanimated animals and trees are sent to patrol the immediate area of the town and the organization's base, providing another way to prevent discovery.


Typical Names

Names in the collective are used similarly to the way they are in the Grand Barony '" the first name serves as a primary identifier, the second as a reminder of one's birthplace, and the last as a family name. However, in the Collective, the middle name is commonly named after the province, not an individual town or village.

First Names:
Tshaii, Dzunari, Bandaea, Vucalla, Vaisi, Paela, Andren, Kalocec, Lkooshar, Heriatan, Iimeriy

Examples of Family Names:
Betran, Cashell, Blackhill, Vreill-jun ('˜fork in the railway'), Grevakalan ('˜Essence of the Gravetite'), Banlagii ('˜Court Banker'), Latraci, Vocenfai, Napaseti, Benokalan ('˜Soul of the stars' '" also translated as '˜Sungazer'), Kalekalan ('˜Soulgazer'),

[/spoiler]

[spoiler=Genim]
Capital: Scaput Eliai
Population: 8,040,660 (19% Human, 45% Albizian, 12% Jalarhi, 14% Ductish, 5% Guran)
Exports: Wheat, Figs, Fish, Fruit (Blackseed, Gemfruit), other agriculture
Languages: Commontongue, Albizian, Tradespeak, Utali Cademe, Kzan Togr

Genim is located just south of the Collective. With a climate very much like our Mediterranean regions, Genim has always been a prosperous nation due to it's uniquely fertile mountains and valleys; the coastal sections are prime lands for growing figs, grapes, blackseeds, and other fruits. The Albiz, who have lived there for many thousands of years, have developed a familiarity with the land, as well as a loyalty to it. The people have resisted invasions, absorbed new cultures with little difficulty, and dealt with climate changes. Along the coastal sections, fishing is still a vital industry; the Sawazun fish use the area as feeding grounds during the warm seasons.

Government

The history of Genim has been connected with that of the Westenray Collective for many centuries. Some say Jal Westenray himself was born in Vosiheim, a small Genim town. Debates have flared in the past over this issue, though the two countries have always had cordial relations, as they both recognize their common origins.

Genim is ruled by a Sre, who is elected every 9 years by everybody but the staff of the palace court. The staff of the court does cast votes as to who may be a candidate, though. The capitol, a large coastal city named Scaput Eliai, is the site of the primary Palatial Offices.

Contrary to many other nations, the lower class citizens and the farmers are given a higher percentage of the votes than the mayors and other senior officials. The people of Genim have long recognized the integrity and value of the labourers, farmers and orchard workers.

Culture

The people of Genim tend to wear loose, many-pocketed vests, shirts, and pants of twilled kauttaun. Since the climate can be quite warm throughout the summer, spring, and fall, heavy clothing is not usually worn unless it is necessary.

The people of Genim do not drink as much alcohol as many other nations, and sometimes they are proud of it. While there is certainly no prohibiting law or custom, it, whether in ricewine, rice lager, eshu, or ulemet, is seen as something produced and exported, not as something common to be consumed here.

Religion

As in the Collective, the Genim government has declared itself officially secular. However, the people are free to worship as they choose. One of the more popular faiths is that of the Srontheim cult, named after the town in which it originated.

The Srontheim faith has, in essence, taken the agricultural, druidic, and social traditions of the Collective and of Genim and elevated them to be the words of gods. However, over time, the Srontheim cult has gained a growing trend of male dominance, with the male gods taking higher positions than the female divinities. This is opposite to the equality most Genimese strive for, and the cult has recently seen a reduction in its ranks.

Important Figures

    Rexhaon Tennecec was a Human of renowned strength and knowledge of politics in the formative years of the Kingdom, just after it was formed in 8775. Rexhaon was the second Sre, and is remembered for a wise reign and his eagerness to continually improve and display his strength. A marble statue of Rexhaon resides the Military Ministry in Moreza, the second-largest city in Genim.
    Bato Beleaa Calad is the current Sre of Genim. A distant relative of the current Baron of the Grand Barony, Bato knows that good relations with the Barony are vital. Despite being blind, and having a short temper, Bato has managed to improve diplomatic relations with most nations of the Volle. He recently made an unprecedented move by adopting a young exiled Jalarhi noble.


[/spoiler]

[spoiler=Voldot, Haven of the Blessed]
Capital: Voldot
Population: 40,660 (10% Human, 70% Albizian, 0.5% Jalarhi, 19% Ductish, 0.5% Other)
Exports: Agriculture (Blackharvest Wheat, Canisweed, Rice, Gemfruit)
Languages: Commontongue, Albizian, Ductish, Kzan Togr

Voldot is an enclave within the Kingdom of Genim. Voldot is an agrarian society, with many druidic, religious, and pastoral traditions. The theocratic government is made up of the 'Chosen Havenites', who follow a mutated version of the Srontheim cult's dogma. Their teachings encourage long and hard work in the fields, in order to gain spiritual wealth - 'become one of the Chosen'. However, in reality, it is very hard to rise to the ranks of the Chosen; most of the time, you only do so when other Chosen want you to.

The only city, named Voldot, is based around the Grain Palace, a grand building reaching high into the sky. It's ivory and bronze sidings can be seen for miles around. However, the residences of the workers and minor officials are in squalid conditions most of the time.

The rule of the Chosen in Voldot is severe. Field workers who do not meet their quotas are branded with the Mark of Impiety, and are shunned by coworkers and relegated to the bottom of society. Lower rank officials, who attempted to bring in living spells, automatons, or Metalwalkers to help in the work, disappeared overnight. This is causing quite some concern among the residents of Voldot, who stay only because of the inspirational religious gatherings that happen every 9 days.

The Genimese government constantly monitors the borders of Voldot for any obvious hostile acts or cruel treatment of residents, but nothing more than the many stories of exiles from Voldot has come forward. The Genimese Sre knows that he cannot act until visual confirmation of mistreatment has been recorded.
[/spoiler]

[spoiler=Jecha Free City]
Capital: Jecha
Population: 90,800 Permanent citizens (10% Human, 55% Albizian, 5% Jalarhi, 31% Ductish, 9% Guran)
Exports:
Languages: Commontongue, Albizian, Ductish, Kzan Togr, Utali Cademe, Tradespeak,
Unit of Currency: Tenat (converts to 2.5 Drae)

Jecha is a city-state located in the wide crater of Ghozol, an extinct volcano lying along the coast of the Blackwave Sea. Jecha used to be part of Altax, but in response to the only-recently changed tendency for Altax to put matters of public education as lower priority, the city declared independence in 9930, and has remained free ever since. However, it has kept positive relations with many other nations, including the Grand Barony and Altax.

Government

Jecha is ruled over by a Director, who is advised by a Council of Delegates, representing the different wards of the city. Jecha is a city geared towards freedom of learning and research; many different colleges, academies, and monasteries can be found in the city. As well, the laboratories of thousands of wizards, engineers, alchemists, and biologists can be found here, unencumbered by government laws. Jecha also imposes fewer taxes than most other entities, attracting many businesses to the city.

However, Jecha currently makes up for this freedom by imposing a selection of severe social regulations, such as curfews and noise limits, which are punished with very high fines - as much as 40,000 Tenats (the Jechanian unit of currency) for the 4th violation of the same law. Sometimes, the patrols are sympathetic to the event, and let it continue; this attitude varies between each patrol squad.

Culture

A good portion of Jecha's residents are temporary '" students attending the many academies or monasteries populating the city from other nations. This has led to cultural influences from all across Ifpherion. But much of these cultures are suppressed due to the severe social laws. The Togrian Rite of Wisdom, an important celebration in many Togrian Jalarhi's lives, commemorating a completion of any kind of training regimen or period, almost always involves a feast and display of any magical or artistic talent the Jalarhi acquired. This type of activity would not be permissible under Jechanian laws.

Religion

Almost all religions are free to practice within Jecha, as long as they do not break the social laws. This can prove to be quite a problem, as noted above. Especially religious people, if they know about Jecha's laws, avoid going here if at all possible.

Important Figures

    Arol Valius Cadezen, the current Director of Jecha, inherited the post from his father, and is eager to uphold what he sees as a righteous rule. Though Arol is a quite-thin Albizian, his temper is very short, and his words are the strongest part of him.
    Alezen Gathax, '˜The Merchant Hero', is one of the wealthiest merchants who have set up shop in Jecha, catering primarily to tourists, students, and adventurers. He is one of the last influential figures to hold on the economical philosophers of the Merchant Reformers, as well as a fervent Acolyte. He has become a good friend of Arol, and thus is able to escape the Pherian assassins who occasionally come his way.
[/spoiler]

[spoiler=The Kingdom of the Forgotten]
Capital: Monolith
Population: 9,960,800 (15% Human, 40% Albizian, 10% Jalarhi, 24% Ductish, 11% Other)
Exports: Bsekava
Languages: Commontongue, Albizian, Ductish, Forkedspeak,
Unit of Currency: Tenat, Drae, Nightshadean Leafs, Bsekava doses

There exist many different hallucinogenic flowers and chemicals on Ifpherion, but the most powerful is Bsekava, a powdered drug made by grinding and boiling seeds of the Nightmare Blossom. The Nightmare Blossom only grows in the south-eastern portion of the Volle, and so this region has been the subject of wars and fierce competition as long as susceptible beings have lived here. Indeed, it is because of the drug, which leaves the user physically and mentally damaged after only 3 years of use, that so many iterations of wars, ambushes and murders have gone on in the region.

The one area that could be called a city, Monolith, lies on a bay on the southeast coast, and is the only area to incorporate metal or sparkcrete scraps in the construction of the addicts' shacks. In the center of the '˜city', an army of addicts work day in and day out on a mysterious, and quite sophisticated edifice, the purpose of which is uncertain. Scouting craft from the Genabi Principalities have reported that is a vast building, made entirely of jade and simple concrete, and incorporates a ring of elegant supporting columns, though the inside of the building cannot be seen.

Government

Currently, no formal state exists here; the unafflicted people from the last stable state fled centuries ago. Those left addicted to Bsekava live in shabby treehouses, who work in uncanny unison harvesting, grinding, and boiling the seeds, even though their only uniting cause is their addiction. The drug largely suppresses their appetite and thirst, but during the harsh times when the drug's effect lessens, they subsist on what they can trade excess seeds for with the merchants who sell the seeds (most of the time, illegally) in other nations.

Few of them can be considered a leader, but the most powerful (and most potentially dangerous) of them is Tpena Skava, a former Kobaloi who, after overdosing on Bsekava, left a very strong imprint of herself, virtually turning into a ghost, yet still retained her sorcerous powers, and her connection to the area. She is not currently among the Strong, but has enough knowledge about the drug, the land, and how best to distribute it that most of the addicts respect her. It is rumored, outside of the region, that Tpena has either forged a pact with, or has become a leading part of, the hive mind that the drug creates as it gains more hosts.

Most of the people here are addicts, and have their lives built around access to crops of the Nightmare Blossom. Many of them work for the Strong, a local term for those addicts or outsiders who are able to own land and organize workers to plant, maintain and harvest the crop. The Strong are also usually the ones who send excess amounts to dealers in other nations, though they have to compete with unregulated harvesters who pick from the wild Nightmare Blossoms. The Strong fiercely compete with each other, and the only authority they may or may not listen to is that of Tpena Skava.

Religion

There is no official religion or cult in the Forgotten Kingdom. The drug addiction and comparative poverty of the region precludes many from taking part in the practices of many faiths.

Some organizations send missionaries or emissaries into the region for conversional purposes, or for charitable work. These trips have had little impact upon the society within the Kingdom, but communities on the borders have benefited much more, due to repeated visits.

Important Figures

    Tpena Skava '" this female Kobaloi was once one of the rare few Kobaloi who turned to a life of exploration and adventuring. She was able to develop her magical powers to strong levels, and traveled far and wide across the Volle. However, when she entered the Forgotten Kingdom, Tpena became hooked on Bsekava, and was forced to stay in the area to feed her addiction. During her time, she managed to resist the stronger pulls of the drug, becoming one of the Strong. She rose through the ranks quickly, and became one of the most influential Strong in the Kingdom. But she could not resist the drug forever; she overdosed in 10980, and the Kingdom went into chaos for a few decades. However, she was able to prepare powerful magics ahead of time, and she remains in a virtual ghost form after her death; she wanders about the country to this day.
    Hol Buram '" a former Acolyte missionary, Hol Buram stayed in the border town of Zostrum, becoming its mayor. Hol Buram has been careful to cast spells on himself in order to resist the intoxicating taste of the Nightmare Blossom, and has initiated many movements to clear the surrounding area of the Blossom, resorting to burning when advanced druids are not available to transmute the Blossom into another type of plant.
[/spoiler]

[spoiler=The Genabi Principalities]
Capital: Venjutchy
Population: 19,170,800 (25% Human, 40% Albizian, 13% Jalarhi, 14% Ductish, 8% Guran/Kobaloi)
Exports: Lumber, Cattle, Wheat, Rice, Fish,
Languages: Commontongue, Albizian, Ductish, Kzan Tanavelsk
Unit of Currency: Genabian Drae (equal to 1.5 Baronial Drae)

Once part of the Taor Empire (the direct predecessor of the Kingdom of the Forgotten), these nine cities, along with dozens of smaller nearby towns, managed to gain independence just as the empire began to descend into chaos. They formed a league in order to share resources and co-ordinate defences. While each city is independent, they all share common forms of government. The name Genabi comes from Pnekis Genabi, the Albiz diplomat who predicted the Taor Empire's downfall and initiated the process of forming a seperate nation.


    Tzaziy is a heavily fortified city, and is composed of 4 large fortresses, covered by a grid of smaller housing units, factories and shops. This city was once the capitol city of Tzaz Sopa, a nation that never had a good relation with it's southern neighbor Taor, and nearly won a very destructive war against the expanding nation, until Taorian agents infiltrated the Tzaz army headquarters and transported it off the planet. As a result, Tzaziy has had many problems during it's duration as a part of the Taor Empire; it was one of the last major cities of the area to join the Principalities. The culture of Tzaziy is quite different from all other Principalites; unlike the nearest one, Cold Lake, Tzaziyans are aggressive, efficient, and militaristic '" it's Prince, Esal Jaktas, embodies this whenever he appears in public.

    Petron lies across the river Gehelm from the ruins of Volnas, the former capitol of the Taor Empire. Its coastal location makes it a prime location for fishing, traveling, shipping, and vacationing. However, Petron's population is low, as people have been reluctant to stay near the site of so much ruin; the bronze and gold rubble of Volnas still glitters at midday, attracting only looters '" souls desperate enough to brave the near-blinding light.

    Zeilusk

    Cold Lake lies at the northeastern edge of the Principalities, only a few hundred miles from the Nightshade Kingdom. The city surrounds its namesake lake, which is known to be cooled by the magical spirits residing deep within the water (reportedly, this includes a high-ranking member of the Vilim).

    Hepnarburg stands supported by thousands of wooden and metal stilts in the center of the large Garron Bog. The only way to reach the city is through the rough Beggar's Trail, a rocky projection into the swamp. Why the city was founded in such a remote place is forgotten; most people come only to tour the area. A few rice fields are scattered around Hepnarburg, but the local economy mostly relies on the catching and selling of the Fenfish that swim the narrow and often muddy or vine-choked channels of the swamp. Hepnarburg is also the headquarters of the Chloronexus, an organization of wizards and sorcerers that seek to join with the plants and trees that they worship.

    Venjutchy is the nominal capitol of the Principalities; it is the place where the various Princes of each city come to meet once every year to co-ordinate national policies and programs. It lies on a flat plain, with a mountain range 100 miles to the east, and a lake 20 miles north. Due to this stable geography, Venjutchy produces the most agricultural produce out of all the Principalities. Its Prince, Valis Ioan, is a friendly and tolerant Kobaloi wizard, and one of the few adventuring Kobaloi to gain significant power in foreign nations. Venjutchy is also one of the most populous of the Principalities, standing at more than 12 million inhabitants.

    Beszeron stands at the base of the Unbes Glacier, high in the Ayot Range east of the Bleaklands. Built on the foundations of an old Laharran keep, and as rumours have it, an ancient Ductish city, Beszeron has a strong tradition of mining and stoneworking.

The city lies at the edge of the glacier, where it rises up the side of the Ayot Minor valley. Many habited tunnels lead underground, as well as into the ice, where the tunnels are lined with stones or stability runes, and lit with electric strips. Most of the shops and stores lay on the surface, however, to allow for caravan access from elsewhere in the Principalities. Beszeron has the least of the Major Principalities; it only counts 45 thousand year-round citizens.[/list]

    Bleakguard stands at the edge of the dangerous Bleaklands. It is a centre for salt trading, and also hosts many workers who venture into the Bleaklands to mine the salt plains and soda lakes.

    Scorpion's Keep lies at the southern border with Altax. It is the premier centre for trade to Altax, and is influenced much more by Altaxian traditions and customs more than any other of the Principalities. The mayor Tennaray Jolchis is a female Kobaloi (one of the two Kobaloi of any power in the Principalities) who rules the city from the Ebony Hexagon in the center of the city.

There are also 22 smaller towns, most surrounding one of the bigger cities. These towns are called Minor Principalities, and usually fall under the authority of the nearest Major principality. The Genabi Principalities also controls two small semi-autonomous territories in the Blackwave Sea; Tali Kuran, a tropical island won after conflicts with the Kingdom of Genim several centuries ago, and the Areval Archipelago, off the coast of the Kingdom of the Forgotten. Tali Kuran has become a vacation destination for many Genabians, and Arreval is home to a small, conservative tribe of Humans who petitioned to join the Principalities after their main trading partner, the Taor Empire, collapsed.

Most of the Major Principalities are on good terms with each other, though the odd rivalry between leaders may pop up once in a while. As for relations with other nations, the Principalities are on good terms with most countries, except for the Kingdom of the Forgotten, Cimri (the Genabi Principalities are one of the declared enemies of the Source), Bujan Nrut (as Albiz make up a significant portion of the Principalities, they are opposed to Emperor Jahul's rabid tirades against all Albiz), and the Fosw Hegemony (they are allied with Gelraemoniy, Fosw's main enemy).

The culture varies greatly between each Principality; the people of Bleakguard dress in as little layers as possible, with bright-colored clothing, similar to the prevalent custom of the South Coast region of Altax, while those in Cold Lake prefer the leathers and furs similar to those used in the Nightshade Kingdom. Some, like Beszeron and Petron, are quite isolated from the rest of the Volle, and have largely developed unique cultures. However, the Principalities are united in their shunning, and even banning, of all addictive substances. They are quite afraid of Bsekava and the effects it has on people; they do not want such events happening again.
[/spoiler]

[spoiler=Narzagon]
Capital: Aghara
Population: 92,289,800 (5% Human, 10% Albizian, 2% Jalarhi, 79% Ductish, 4% Other)
Exports: Lumber, Cattle, Wheat, Rice, Fish,
Languages: Commontongue, Ductish, Albizian, Baronial, Tradespeak, Kzan Togr
Unit of Currency: Naran Gear Key (equal to 2 Baronial Drae)

Narzagon is an island off the western coast of the Westenray Collective. It is populated by an long-lived culture of Ducters, the Nar. Nar society is largely peaceful, though like every other, there are troublemakers. Narzagon is a largely urbanized nation, due to the inquisitive and technical natures of the Ducters. Their cities, especially Aghara, the capital, are vast swathes of both ramshackle and grand metal and sparkcrete buildings that have changed over the centuries, and continue to be patched up today; demolishing old buildings to make way for new ones is virtually unheard of.

Government

Narzagon is ruled over by a Sre, who is appointed every 7 years by the Council of Heroes, a group of Ducters who have excelled in a particular area or through a special demonstration of excellence. The potential Sre is held to even tougher standards than are necessary to gain a seat on the Council.

The Sre, along with the Council, oversees all social and international regulations and problems. The laws in Narzagon on the subject of mechanical and magical engineering, manufacturing, and internal trade are noticeably lax, in keeping with the Ductish tradition of privacy in regards to one's creations. However, the one exception to this is the laws that define personal property.

Culture

The people of Narzagon value creative expertise above many other qualifications. The free-thinkers, dreamers, and other creative-types are seen as the real innovators and progressive figures. Consequently, much of Nar society is dominated by expressions of creativity in one form or another '" there are hundreds of art academies, art galleries, public discussion forums, and technical gatherings every week. Buildings will display a very wide variety of styles and materials, as architects like to keep a distinct style '" a legacy of their own. However, the Nar are rarely militant about it, and certainly do not value citizens by their art; they recognize the value of practical contributions, and in fact, the inventions or designs that incorporate both aesthetic and practical qualities well are the most celebrated.

Social movements among more than a particular city are rare, but there are thousands of different clubs, leagues and guilds affiliated with different sports, professions, musical & visual styles, and more.

Most Nar cities employ a Zevel transit system. It is named after its inventor, Etfro Zevel, and is, at its essence, a high-speed train system. However, it is designed for the maximum amount of stops, the fastest speed, and an almost-chaotic physical placement of stops '" some stops may be high up amongst the tallest buildings, or underground, allowing access to shops and homes that may not otherwise be accessible. Permutations, always proprietary to the building company, but always based on Etfro's research, are involved in the train's stability at high speeds.

Religion

Narzagon does not have a state religion. In fact, it has allowed freedom of worship for the several past millennia. Almost all religions of Ifpherion can be found here, though their membership in each city rarely grows to more than a few hundred, due to the highly individualistic nature of Naran society.

Important Figures

    Ologne Saizera, current Sre of Narzagon '" Ologne Saizera is a powerfully-built Ducter, and tends to dress in purple-and-green clothing, colors that the Nar have long associated with nature; because of this, he is sometimes called '˜half-Jalarhi'. His rule has been a good one; he was able to keep the economy running at a surplus for the last 8 years, and together with Ibesan diplomats, aided in temporarily defusing the tensions between Gelraemoniy and Fosw. Ologne is currently in good standing with most neighbor countries '" he counts the Baron and
Giapolo Asubres, the current Altaxian Sre, as close friends '" except for Valis Ioan, which, Ologne admits, is only because of lingering racial bias and animosity, something which Ologne publicly tries to combat whenever possible.[/list]

[/spoiler]

[spoiler=The Isle of Void]
Capital: (No capitol)
Population: (Unknown)
Exports: (None)
Languages: (None)
Unit of Currency: (None)

While not a nation, this island is quite large, and is usually avoided by everyone who knows about it. It has begun to replace traditional underworlds of punishment in modern language; 'Ah, to the Isle of Void with you!' is a commonly heard remark in Lvuga, the capitol of the Grand Barony.

History

More than 11,000 years ago, during the Great Descension, this large island in the middle of the Blackwave Sea was the scene of many fierce battles. Armies from both sides fought here, though modern researchers have not yet uncovered why.

Environment

The entire surface of the island has been turned into an irradiated wasteland, and toxic ash still lies dormant in some unexposed areas. Areas of the island have become warped and hellish, due to strong, long-lasting Permutations '" some of these areas will change their composition seemingly at random; one day, they might burn everything within their boundaries to embers, and the next they might be converting it all into lush vegetation.

The waters around the Isle of Void are still poisonous, and occasionally vent toxic gases. This has made the nearby waters impossible to navigate, and so there is a system of levitating beacons around the island, warning boats and AG ships to move away.

However, the toxicity of the mainland is beginning to ease; probes dropped onto the island have reported lower levels of spatial warping, as well as a lower density of airborne toxins, compared to the measurements of millennia past.

Inhabitants

Every year, a few desperate peoples, mostly mercenaries or Bsekava addicts, sneak onto the island, due to cruel rumors that valuable relics from the Great Descension remain there. These types of rumors are really only used in the lower-class hovels and pits of the western Volle, where competition can be rife.

These desperate souls never leave the island, however. They are most often killed through radiation poisoning, though observers from the Altaxian research vessels that arrive every few months have postulated that they may also succumb to the wild Permutations; their bodies may have been turned to plant form, or into gold, or any number of painful states.

[/spoiler]
[/spoiler]
#11
I'll start off with...

 [spoiler=The Major Peoples of Ifpherion]
[spoiler=Humans]

'˜Primary observations suggest presence of Species A5, Humans. This is only the fifth reported occurrence of their colonization in this galaxy. Once again, as on other worlds, they have begun to evolve into different adaptations.'                                                          

                                             -The Hierarch, Archmind of Uzara Sector Research Outpost


Humans were one of the first sentient races to appear on Ifpherion. Some researchers claim they came through the portals, but they are dismissed by the rest of society, who prefer the official stance of the Dragons '" they evolved naturally on the planet.

Few Humans exist today '" or at least, in the form they are commonly believed to have held when they arrived on Ifpherion. Their descendents have become Albiz, Ducters, Jalarhi, or are descended from the Shaper tribes. Humans are more common in the large, old cities, where the various races may have interbred for millennia. It is still rare to see them in the countryside or in younger cities.

Humans integrate quite easily into most communities, save for those populated almost exclusively by Kobaloi, as they look the most different there. They are not given any special treatment or respect by most people, though there is a tendency for them to feel isolated. A significant number of Humans take up criminal, mercenary, or military careers, especially if it allows them to take on missions of exploration.[/spoiler]

[spoiler=Albiz]

'˜As you do not strike your mother for birthing you, we should not bear a grudge against the Humans for preceding us.'
                                                                 -Brun Alta


It is widely known that the Albiz evolved from humans about 50,000 years before the present date, from the humans living in the flat plains and low, rolling hills of the western Volle. The Albiz developed long, strong legs to help hunt fast-moving prey better, as well as wider, longer ears to aid in sensing game. However, these features remained after most Albiz integrated with the many agrarian or urban human societies that have formed over the millennia.

Albizian nature tends toward an encouragement of peace and a respect for community. This extends to almost all Albiz, though there are some notable exceptions to this (see Hwarp Nethrol, the Rupturer under Historical Figures, pg. ??). They harbor no special affinity toward nature, though the Albizians are more likely to gain an understanding of it, because of their longer lifespan.

Albizians are known to have the shortest lifespan of any sentient race on Ifpherion, after the Dragons. While they usually live up to 80 years out in rural towns or villages, where they might need to do physical work, the relatively weak frame of most Albiz limit their lifespan while in big cities or jungles. Albiz can procreate with any other Albiz, as well as Jalarhi, Ducters, or Humans. They are the only ones who can mate with Guran, though this is only possible in Albiz who have close Guran ancestry. Some families or clans of Albizians still see choosing a Guran mate as a shameful act '" this is especially prevalent in regions that have long been Albizian territory, such as the western half of the modern nation of Altax. However, in the larger cities and coastal villages, most of them do not share this attitude.

They commonly speak either Commontongue or Albizian, and can adapt to learn almost any other Open language. Due to their longer legs, most Albiz can run 10-20 feet faster than Ducters or Humans. They also have an ingrained ability to see better than Humans in darkness, though this ability is matched by most Ducters. Albiz have no favored class or occupation.

[/spoiler]

[spoiler=Ducters]

'˜Ay! Get offa my land, Nitzaye. That's right; you dealers are nothin' but trouble. Now, leave, before I set you on fire.'
                                                     -Charwel Herai, Elder Hero of Toledran


There have been many times throughout Ifpherion's history where a distinct worker class emerged, trained to work in small spaces, high places and with complex machinery. After the emergence of the Catofran civilization, one of the major players in the conflicts that sparked the Great Descension, there was along period of relative stability for this worker class. Eventually, they started to diverge, becoming a distinct species just before the Great Descension, 12,000 years ago.
For most of their history, the Ducters preferred to integrate themselves into Human or Albizian communities, rarely forming villages of their own. However, after the Bali'oai Incursions, where the large cities were targeted, the Ducter population hit an all-time low. They thought it best to carve out a homeland of their own, so that they could remain uninvolved in the conflicts of other nations. They have lived on the island of Narzagon (as well as a few in Ibesa) ever since.

The Ducters of Ifpherion are smaller than most Albiz and Humans; they never reach more than three and a half feet in height. While they are more dexterous than Humans, they lack their speed and strength. Due to their working class origins, they have gained a genetic ability to see in low-light conditions. Most Ducters are also taught from a very young age to recognize basic tools.

The Ducters tend to join occupations or classes that benefit from their comparatively high dexterity, such as mechanic, engineer, assassin, mountain climber, construction worker, and even thief. Of course, in societies where Ducters make up the majority, they can be found in every position. However, Ducters rarely appreciate wide-open natural spaces as much as Albiz, Jalarhi, or even Humans do; they prefer places like mountain passes, or jungle forests. Though, Ducters can certainly adapt to open spaces better than Kobaloi.

Every Ducter is taught the local language, and in most cases, Commontongue; more traditional families try to keep the ancient Ducter language alive, though the language has been out of common use since 7500. They can easily adapt to any other Open language. However, they prefer not to learn Forkedspeak or any of its derivatives, since it is the language of the Kobaloi, who (according to popular opinion) embody what the Ducters are not known for '" intolerance, laziness, and exclusivity.
[/spoiler]

[spoiler=Jalarhi]
'˜The impatient Jalarhi is not a true one.'

                                                         -Jalarhi saying


The Jalarhi, as they call themselves, are a one f the older evolutionary branches of humanity, having appeared within the last 30,000 years. They originated in the sub-arctic and temperate hills of Harsland but have since spread across the planet; the empires of Harsland still have a significant population of Jalarhi. They have evolved a thick skin and a large muscular capacity, in order to help move tree trunks, and to survive in the cold winters. Jalarhi descended from the forest tribes have a slight green coloration to their skin.

They are a mostly peaceful species. They typically start out, when migrating to another nation, as physical laborers or woodcutters, but they enjoy this kind of work, as it is easy for them. However, they relish the chance to choose their own path in life - Jalarhi can be found in many different positions that can use their sense of tribal wisdom.

The Jalarhi have the longest lifespans of any humanoid species. Their bodies have adapted to their environments well enough that they often live past 150 Ifpherion years. This influences their attitudes toward the other races; often, a Jalarhi sees other races as foolhardy, impatient, and too disconnected from nature. The only real exceptions to this are the Straibogs, Metalwalkers, and Dragons. To the Jalarhi, the Straibogs are respected, and venerated in some places, as they are seen as representation of Tagadh, the Jalarhi god of rivers and lakes. The Jalarhi do not like to associate with Dragons, nor would they ever think of employing Metalwalkers; while they are not impatient, those races represent the extremes of artificiality.

[/spoiler]

[spoiler=Kobaloi]
'˜Our race iss the favored of Halcanir, and we ssshall be embraced by her warm hand while the outsssiderss will freeze under the crusshing fissst of Gloftranir.'

                                        -Excerpt from a speech by Baya Kimayoi, General of Fortress


Like the Guran, the Kobaloi are evolutionary branches of the Lizardfolk. However, the Kobaloi result from pairings of Ducters and Lizardfolk; the two were previously thought to be infertile, due to quite different body structures. The Kobaloi are quite young; they emerged just as the Lizardfolk species was dying out, 11,000 years ago, during the Great Descension. It is recorded that during the war, high-profile leaders of all races and factions mysteriously disappeared, including a full regiment of Lizardfolk soldiers guarding the Maenwide. A few centuries after the war ended, several new species emerged in the world, including the Kobaloi and Guran.

While small, they are still intelligent and cunning beings, though definitely more violence-prone and narrow-minded than the gnomes. They have been known to clash with dwarves for certain caves and tunnels. They are a highly xenophobic race, hating all other races, except for the Guran, whom they barely tolerate.

They almost always live in encampments at the foot of a mountain, or in cave systems inside of mountains. This comes from the relatively recent gnomish tendency towards caution and protective placement of communities, as well as a long history of employment as miners by human or Albizian nobles.

The Kobaloi are not highly religious. However, some choose to worship Halcanir, the ancient Kobaloi god of rocks and darkness. Most of these adherents also believe in an opposite deity, Gloftranir, the god of the suns and of wind, who works against Halcanir and the Kobaloi race in general.

Physically, the Kobaloi have about the same strength range of that of Humans. However, when compared to the Humans, the Kobaloi have thicker skin, often due to spending a large part of their lives working with the caverns they build their cities in. The Kobaloi are also somewhat more dexterous, as they are often called on the climb rock walls or slopes. Even more, the Kobaloi have a far better sense of navigation and direction within confined spaces than the Humans do; this is helped along by the dim light, and sometimes total darkness, that Kobaloi eyes have become adjusted to.

Conversely, the Kobaloi do not function well in wide open areas. The light can often be too much for them, and the Kobaloi cannot navigate as well, especially on flat plains or rolling hills. [/spoiler]

[spoiler=Guran]
'˜'˜A Guran oath is the best one there is', the old saying went. But now, I don't trust a one of them. Not after what they did to my house.'

-Sala Paacoi, Westenraynian orchard worker


The Lizardfolk were a species to appear around the coast of the Mitte Lago; many of the tribes of Albiz and Humans living in the area came to venerate the animals and other elements of nature, believing in a god ruling over each. Whether through their own magics, or from a natural warping of reality, some of these tribes took on the aspect of creatures or natural phenomenon they most often paid respects to; some gained features of ferrets, Bloodbeak eagles, or the Diamondhead crocodiles that inhabit the southern tributaries - one tribe is even rumored to have become the first Straibogs.

However, it was the Lizardfolk - those of the tribe that venerated the Diamondhead crocodiles - that grew in power, and eventually subjugated a good portion of the other tribes surrounding the Mitte Lago. They forbade worship of other gods, depriving the others of their gifts, and created a monotheistic religion, where the creator god had the natural form of a crocodile. After a few centuries, the people began to rebel, and as the empire fractured, the practice of animal veneration was forgotten by all except for a few loyalists.

It is these loyalists from which the Guran are descended. The Guran share the intelligence and agility of the Albiz, along with the muscular stamina and scales of the Lizardfolk. In most nations, they live peacefully alongside Albiz and humans; the Guran often take jobs as bodyguards, servants, and soldiers, owing to a racial heritage of strict courtesy, diplomacy and even obedience. However, in the last few millennia, some groups of Guran, mostly formed of disillusioned youths, have formed to rebel quite strongly against this tradition, and have been responsible for arsons, assassinations, vandalism, and other crimes. A few of these groups have gone on to become pirate bands, but most disband as the individual Guran age.

Yet, this sense of displacement continues to weigh on the minds of most Guran. They have no nation to call their own, and attempts to claim a new homeland have failed, due to intolerance and even open hostilities from other races. While the mature Guran may not want to form a gang or militia, it is likely that they will shy away from many other races, and prefer the company of their own kind.
[/spoiler]

[/spoiler]

[spoiler=The Minor Peoples of Ifpherion]
(Information forthcoming...)

Straibogs

Metalwalkers

Dragons

Offworlders

    The
Sentam are a group of about 5000 who fled their homeworld, Sen, as it was being attacked by another race, the reportedly vicious and overwhelming 'Veilers'. The Sentam - a large, six-limbed race who prefer to live amongst trees - come from the opposite side of the galaxy, and though they came through more than a century ago, are still adjusting to the comparatively high level of magic and technology.

Their own development, at least before the Veilers arrived, had been slanted towards technology, with only minor Permutations being produced, or even acknowledged to exist. The largest concentration of Sentam remains at Hv Opp, their camp-city stationed just outside the Portal Peak site; it provides an ideal point to retain a sense of societal identity that was lost during their conflict with the Veilers. Some of them are there because they are eager to aid the Dragons in monitoring the portal for Veiler forces. A few have moved to rural Altaxian or Genabi towns, where they fit in more readily.

[ic=Vevv'lei ul lei Weilq, Sentam Nightshadean Forest Warden, to Johso, young human student]I wish of you to avoid the riverbanks for the next few miles, young one. The Bucktrain's schedule is erratic, as is it's guidance. Please take the Hiocycec Trail south, and that should get you home to Resee.[/ic]
[/list]

    Reshiim

    While the
Osokan are the most numerous of the Offworlders, they are the least visible. The Osokan are one of the most advanced species known to the Ifpherionian public - their powers almost comparable to that of the Dragons. For many millennia before they became brave enough to travel through the Portal, their culture heavily relied upon Permutations to do almost everything, and by now find the culture of material-bound races mystifying. Most of the time, when traveling, they like to speed along in the invisible currents in the universe left by others. If they need to, they can usually manifest as anything they wish to, but do not materialize when socializing with other Osokan. However, the Osokan are severely hampered (if an Osokan lingers long enough without taking any measures, they may disintegrate completely) by objects or areas that are resistant to Permutations - they usually stay far away from such areas, and prefer to remain within their own communities, most of which are located near the Portals, or within a large city. Most authorities believe that there are between 9 and 10,000 Osokan on Ifpherion.

While the Osokan are not traditionally religious, they do fervently worship and respect one thing - Permutations, especially their own ability to create them. This is usually the only source of conflict between them and the normally tolerant Dragons.

The Osokan have very little formal organization, for it is very rare for more than 2 to gather at the same place. There is no concept of a leader within the Osokan culture, nor of outcasts or classes. Individuality is focused upon, as most Osokan have similar potential powers; it is the custom for each Osokan to have a unique name - even names of long dead Osokan are not used. There is no concept of genders for the Osokan; they have little desire or need for reproduction, and genders would also run against the individualism that they hold dear.

 [ic=Os Calcaa, to the Ductish mercenary Liskal]"I can do many things for you, matterling Liskal. But what could I be given in return? I do not eat, drink, or breathe. I have little use for your worldly possessions."[/ic] [/list]


[/spoiler]
#12
Ifpherion has been my pet setting for more than a year now, and though I haven't really had the chance to run it as an rpg, I've been adding to it and redesigning it on and off since its conception. However, I've found that I've run out of new ideas for it. So, I remembered the fine folks at the CBG, and I thought I could show it to them. I'm ready for whatever critique and other comments you have. If you have ideas for additional items/places/details to be expanded on/creatures or whatever, I'll do my best to incorporate it.

As I've been working on this for more than a year, I have a good amount of text already typed. It will take a little while to get everything I have up on this forum, but I'm going to do my best to upload some more information every day. I'll be posting info in additional posts, but feel free to reply in the thread.

Keep in mind, I have not settled upon a rule system yet, as it seems there are quite a few unique properties that do not fit with an established ruleset. if you have any suggestions of a rule system, I would enjoy reading your comments.

One more thing: if you have been on this site for a while, and have read my earlier attempts, this version will be quite a bit different, and (hopefully) better. Eventually, I'll import the old badge, since I don't believe making a new one will be necessary.
#13
Meta (Archived) / Dragons!
December 29, 2007, 12:16:20 AM
In Ifpherion: AoE, I took a more SF view for Dragons. They were initially engineered to be able to eat any solid matter and convert it into energy, and to survive a wide variety of environments, though their first use was in the landfills of Earth, Mars, and Europa. Eventually, they were taken everywhere Humans went. It wasn't until the discovery of the Permeable Zones that they gained the mastery of knowledge they are known for today. Until about 4000 AD, they were no smarter than a human. They have become driven to record knowledge, and to generate things to learn about. The Dragons were the first ones to consistently use the unique properties of the Permeable Zones to improve upon technology, and by now they have begun to probe the areas long held not to be possible, such as time travel, divinity, cross-universe travel and Permutations not limited by the input energy.

Of course, they still meddle in the affairs of sentient races, including Humanity and its divergent successor species. Specifically, on Ifpherion, they've assumed the role of enigmatic, mostly harmless oracles, secluded in remote or difficult terrain.

Oh...Permutations...I think I've just found a possible replacement for the name 'magic' in my setting...

Anyway, this is partly based on my own view - that what the most impressive thing about any Dragon is its mind, and to a lesser extent, its magical power [which is often tied to its intelligence].
#14
In the universe I'm working on, there's a mineral that will usually float when exposed to oxygen. This, along with manipulation of just how much it floats by specialized engineers, has allowed for the development of large ships, just by mixing this mineral into the hull.

At the moment, the most common type of transport is large, almost cruise ship-sized flying ships that are usually used to fly a lot of people from city to city, but have the capability to fly from one continent to another. The governments, and a few pirate corporations, have ships modified to travel to the planet's moons and beyond, though there aren't as many of those. As well, a few governments are experimenting with small aircraft designed especially for combat.

Of course, what many people do, if they can do it at all, day-to-day is simply use a technique to allow themselves to fly.

There aren't really any floating continents, as this mineral would be concentrated in veins. There might just be flying castles though - it'd probably be limited by the size of the building; it takes a lot more manpower and/or personal resources to float a fortress than it does for a shack.
#15
On Ifpherion, there are four moons and two suns, all with regular, but unique cycles, so I can't really use an Earth-like system. I had the idea to tie the most popular calendar to the seasons, but upon consideration, that seems like a quite troublesome system. Hmm...I'm going to have to think about it some more.

As to how the notion is represented...

Well, in the common tongue of the world, it would be 'Kelndray'. Which is similar to 'Kaondray' (destiny), and 'Kuladron' (contract). I wanted it to be slightly obvious that the world was settled by Human colonists, and a tiny little bit of their language has survived, even after 100,000 years.