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Crystalstar

Started by sparkletwist, October 08, 2009, 05:51:14 PM

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sparkletwist

CRYSTALSTAR
Good shall always prevail over evil. Of course, history is written by the winners.
[spoiler=Map of Vyea]
[/spoiler]
Within the energy and light that pulses inside of each glittering crystal, there lies an ancient, cosmic power. This power has brought enlightenment, comfort, and peace to so many. It has corrupted and slain so many others. Without crystals, and the arcane, technomagical arts employed by the artificers who work them, the wonders and terrors of civilization could simply not exist. Fueled by the power of crystals, a multitude of city-states have risen: Hardy, insatiable Agahza towers over the Great Desert, every part of it from its soaring towers to its bustling canals infused with a spirit of progress. Mysterious, ancient Varrdyen looms in the Central Basin, holding secrets that perhaps only the inscrutable, ever-present gods can comprehend. To the east, Cha Vakt, Kroefko, and more. There are others, as well, so many others-- all trying to make their way in this changing and tumultuous world.

[ic=Plan B]Walaq leaned back comfortably in his rickety chair, at least as far back as he thought it could go without spontaneously self-destructing. He would've tried to find a new chair, but every chair in this tavern seemed to be in about the same condition. At least the food was good and the drinks were cold. When the waitress brought him another tall glass of the local brew, he thanked her with a grin, which was met by a scowl in return. He wasn't sure if she was scowling because he ordered alcohol, which was not regarded too highly around these parts, or if it was because he had ordered a lot of alcohol (which was regarded even less highly), or if it was because his eyes couldn't help but wander over her fetching form, hidden as it was in the modest yet sheer attire that was typical of an Agahzan woman. Admiring female beauty was also, at least to some, not regarded too highly around these parts.

After a long drink, he turned to his compatriot, Thafal. "I suppose our contact will be here soon," he said, breaking the long silence.

Thafal just shrugged, frowning a bit. "Can I see it? One last time?"

Walaq nodded. He reached into his pack, withdrawing a bundle of rags. When he was sure there were no curious eyes pointed his way, he unwrapped the bundle, revealing an elegantly made octagonal artifact of gold and copper, with crystals of almost every hue inlaid in intricate patterns.

"It's old, isn't it? Old and valuable," Thafal said bitterly.

"It's from the Chromatic Oligarchy, I'm pretty sure," Walaq replied. "And yes, valuable. Who knows what the technology in here is worth... provided someone can reverse-engineer it, anyway."

"And we're really just going to give it to them? After what we went through to get it..." Thafal said, shaking his head.

"We've been through worse," Walaq replied with a chuckle. They had been through worse, really. Fighting their way out of the crypt-city Borutar, a shootout with deranged cultists in the mad Greenwood, out-cheating a pair of dice cheats in a Kroefko gambling-house, and a run-in with the Queen of Succubi herself came to mind off-hand-- not to mention the clash with the Agahzan Sultana's own Royal Guard that got them into this situation in the first place. "It's either hand it over or stay wanted men."

"You say that like staying wanted men is such a bad thing. Or something unusual for us. I know you don't want to just hand it over any more than I do, Walaq."

Just then, a voice called to them from the other side of the room. A man in a long, elegant black coat approached, the royal seal emblazoned on the lapel. "Gentlemen," he said, with the kind of sneer that suggested his polite manner of address was merely following custom, "I believe you have something that belongs to me."

Walaq took one look at this condescending bastard, and he knew instantly any attempt to play it straight wasn't going to end well. He turned to Thafal, smiling wryly at his oldest friend. Thafal saw it too. "Plan B, then?"

"Yeah," Thafal replied quickly, softly, his hand drifting toward the ornate wooden handle of his gun. "Plan B."
[/ic]

[note]I have had Crystalstar on the wiki for a while now, but I think that the way the information is presented is somewhat dry, and difficult for someone new to the setting to get into. In addition, writing up setting information in what is essentially encyclopedic fashion isn't always the most interesting for me, either, and I'd like to try a different kind of writing. Organizing information more prosaically, with a narrative flow and in-character snippets and other asides, and without having to be comprehensive on the topic, is something that I think will work well, and it is something I believe a thread can do better than a wiki. So, this thread is my attempt to present Crystalstar in a way that is more easily perused casually, invite more discussion, and may be more entertaining to simply read.[/note]Inspirations and Themes
Though a good modern genre classification for Crystalstar may be "Sci-Fantasy," a good deal of inspiration for comes from the venerable "Sword and Planet" genre, swashbuckling tales of adventure on far-off alien worlds originating from the early 20th century. This was an era before fantasy and science fiction had separated terribly much, and I incorporated my take on that merging. Almost everything in Crystalstar is based on "crystalline technomagic," an arcane technique equal parts art and science. Rather than to try to separate magic and technology, instead, there is no difference: technology is magic, magic is technology. The traditional S&P depictions of Venus and Mars also play their part, inspiring the the Central Basin and the Great Desert, respectively. More modern influences include: Frank Herbert's Dune, John Norman's Gor, Gene Wolfe's Book of the New Sun, Stargate (especially the movie, but also SG-1 and Atlantis), Indiana Jones, 10000 BC, Apocalypto, Predator, various Japanese RPG video games (especially Phantasy Star), and Warhammer 40000.

The setting is humans only, at least for player characters, and human-centric in all cases. The human race, alone, is capable of great diversity, as our own world demonstrates. I'm not sure if I could differentiate any other race enough to be any more than a stereotype, nor do I think I could come up with any original races that would add enough to the mix. Humanity alone is quite capable of a great many wonders and terrors, so I am not really taking any of the unique character away from the setting. That said, there are gods, spirits, pixies, demons, and the like on the loose, but even these beings are (by design) rather anthropomorphic, and I have left their true nature open to speculation. The gods are vastly wise and powerful, but they are not omniscient or omnipotent. Ancient pantheons, such as that of the Greeks, are the main inspiration here.

Geography
Crystalstar takes place, mainly, on a planet called Vyea. However, the word "Vyea" translates, roughly, to the concept of "the known world" and thus refers both to the planet and the main continent. When it is necessary to contrast the continent, people call it simply "Civilization," in contrast with the other continents, the so-called Savage Land, Barren Land, and Dead Land. The Vyean equator lies a bit south of Varrdyen. This means the area has a generally hot climate, with no real winter to speak of. Still, average global temperatures are not that high, so many days are nonetheless quite pleasant, even in the humid Central Basin. This also means that the habitability of the planet rapidly declines as one travels to the poles. North of the Northern Plains is sparsely populated tundra, and still north of that, nearly uninhabitable frozen wasteland. South of the Sea of Storms is the Savage Land, east is the Barren Land, and west is the Dead Land. It is assumed a similar situations present themselves there, but the areas remain largely unexplored.

The City-States of Vyea
    *
Agahza, a thriving metropolis at the center of the world
*Varrdyen, the eternal abode of the gods, deep within the Central Basin
*Harqia, a bustling oasis of trade and industry
*Nihtsep, a new city of dreams and hardships rising from the desert sands
*Kires, on the fringes of the mad Greenwood
*Khenst, an isolated, militaristic, and xenophobic fortress-city
*Borutar, a crypt-city rotted by the sinister ambitions of its Lich-mind overlords
*Cha Vakt, a mountain stronghold built around an ancient tower
*Thavbul, a grim warning to all to respect the power of crystals
*Traekzin, a proud warrior settlement at the edge of civilization
*Lepsae, a curious fusion of Central Basin and Desert cultures
*Tikkhe, a timeless, serene, mysterious coastal village
*Raussol, a remnant of a forgotten empire from the distant past
*Malyin, an ancient, decaying city of temples and tombs
*Sronua, a city of luxury and slavery
*Anjeujelo, a utopia gone awry  
*Pyasnerat, a lively seaside town full of both innovation and dark secrets
*Kroefko, a distant, corrupt den of vice, thieves and gamblers
[/list]

[ic=Outpost]"What do you suppose it is?" asked Rana, peering carefully over an old stone barrier, currently keeping him out of sight of the guards of a squat, dilapidated stone building in the midst of some other ruins. He clutched his ornate Agahzan firearm, nervously loading small glass-and-metal capsules of crystalline dust ammunition into the elegant weapon in between glances over the weathered wall. He wanted to be ready, in case something happened.

"Some sort of Black Guild outpost, most likely," Prasivatya replied, a small crystalbeamer in one of her hands, and one of Varrdyen's distinctive telescoping double-ended spears, a Duhao, in the other. She, too, was ready.

"The Black Guild. Let's just get out of here," Rana said. "I've seen the kind of stuff they do, and... " He trailed off, shuddering a little to himself.

"No, I've come too far. I've done too much. I've given up too much," Prasivatya protested. Indeed, if she had told herself a year ago that she would be traipsing around the Bushveld in search of lost treasure from Malyin's glory days, she would have laughed. That laughter would have turned to shock and disbelief when she added that her closest associate in this little adventure would be an Agahzan, and, after careful deliberation, she had determined that they aren't really so bad after all.

"Eh... I guess you're right. Lead on," Rana said, with some resignation. That was the other thing she liked about Rana. Unlike most Agahzan men, he had no problem taking orders from a woman, particularly when she was right.

The very instant Rana found his resolve was when he needed it most. Somehow, the guard noticed them, and called out in a raspy, inhuman voice. An old bell clanged dissonantly, and from all around, skeletal forms started to converge on their position, forming into a disorderly line, shambling toward them. Necromata.

The first bolt of plasma energy from Rana's gun smashed into the lead necromaton's skull, sending sparks, bits of bone, and burnt fragments of the strange black sinews that enveloped the creatures flying in all directions. The foul thing itself collapsed backward, but then continued to advance, oblivious that its head was blown apart. Another advanced past it, and took the second shot, its upper portion exploding with a clattering of bone as the shot collided solidly with its shoulder. A third then advanced, along with the one missing most of its head, making their way through the smouldering remnants of the second.

Prasivatya leaped over the wall, her own crystalbeamer firing variegated energy beams at the advancing necromata. Some of them caught on fire, but still they shambled forward, apparently oblivious. As the first wave neared, she tossed her weapon to Rana, taking her spear in both hands and cutting down the horde, while Rana continued to fire both weapons, the beams of energy also taking their toll, however gradual, on the advancing necromata.

She swung the spear in a wide arc, neatly slicing the head off one of them, whirling it around to stab another trying to flank her squarely through one of its sightless eye sockets. That didn't seem to bother it all that much, though it did show considerably more distress when the end of the spear expanded into a hook, shattering the thing's skull from the inside. Prasivatya pulled her spear back close to herself, adopting a defensive stance, ready for the next attack, but a few shots from Rana ensured that she remained safe.

The battle could not have lasted more than a quarter of an hour, realistically, but the fighting was intense and (to Rana at least) it felt like it had taken all day. Still, when all was said and done, he and his Varrdyeni companion were standing tall over the shattered remains of at least a dozen necromata, some of their bones or tenebrous tendrils still twitching. "I guess that wasn't so bad," Rana said, reloading his own gun and handing Prasivatya's back to her.

"Oh, that was just the beginning. Wait until you see what they have inside," Prasivatya responded, twirling her spear and grinning devilishly.[/ic]


sparkletwist

[ic=Nawal Azadzé, Sultana of Agahza]In some realms, I imagine, the gods are aloof, out there-- open to interpretation whether or not they even exist. We have no such luck.[/ic]
The Tripartite Divinity
Traditional concepts of the gods divide them into three groups. First are the creators, the Circle of Origins, associated with creation, reproduction, progress, and green crystal. They are the ones who first gave form to reality. Second are the preservers, the Eternal Bureaucracy, associated with stability, conformity, and blue crystal. They maintain the order of things. Third are the destroyers, the Apocalyptic Covenant, associated with destruction, transformation, and red crystal. They bring about the inevitable end of everything, so that the cycle can begin anew.

[spoiler=Circle of Origins]Known as "The Creators," the Circle of Origins were the first gods to rise up, and begin to arrange the tortured, insubstantial madness of Chaos' universe into reality as we now know it. They delight in the act of crafting pattern from madness, but are rarely so orderly themselves, and move from task to task in a somewhat random manner. Above all, they prize novelty.

Miss Star-Moon
Miss Star-Moon typically appears as a young, vivacious, dark-skinned girl with very long hair, and magic shimmering from her fingertips. Her form somewhat resembles a pixie. Like most in the Circle of Origins, she is brilliant but disorganized, and tends to enjoy creating beautiful yet inscrutable works of art. She is known to have quite a temper, and those who cross her may find themselves transformed, temporarily anyhow.

Viridia
Viridia appears as a plump woman with curly hair and a loud voice. She is quite boisterous, but friendly, if a bit flighty like all members of the Circle. It is her duty to ensure that each new generation of green plants begins to grow.

Jade
Jade is the queen and the most powerful of the succubi, mischievous demonesses who sexually tempt mortals. Because sexuality is essential to reproduction, Jade's role in the Circle of Origins is also essential, but her relationship with many in the Circle is strained. [/spoiler]
[spoiler=Eternal Bureaucracy]Known as "The Preservers," the Eternal Bureaucracy records the creations of the Circle in meticulous detail, ensuring that each has its place in the grand scheme of the universe, and maintaining them after the capricious Creators have gone on to fashion something else. Above all, they prize serenity.

Wise Mother
Wise Mother typically appears as a tall, beautiful woman with light tan skin, brown eyes, and elaborately arranged long dark brown hair. She is one of the most respected of gods. Her primary sphere is that of knowledge and progress. Though she is not omniscient, she typically demonstrates a vast knowledge of the past and the future, as well as a greater understanding of crafting crystalline devices than any mere mortal. However, she is a pacifist, and will not assist in matters of war.

Cerulea
Cerulea appears as a young woman with bright blue eyes and short black hair. Unlike many of her austere comrades, she is known to be quite emotional. Though she is often quite cheerful, and carries out her duties well, she is prone to moody fits. Unlike many of the more aloof gods, though, she frequently enjoys the company of mortals as well, and will actually attend at least one feast in her honor a year, if not more. She is generally a protector of the downtrodden, and Varrdyeni priestesses who devote themselves to Cerulea must renounce most of the worldly riches that characterize the priestesshood.

Choir of Ten Thousand
The Choir of Ten Thousand is the rank and file of the Bureaucracy. Others might call it a massive, faceless mass. Ten thousand is used as a figuratively large number, for its exact membership is not known to mere mortals, and is probably even more than that. Each member is tasked with tracking a specific aspect of creation, and ensuring the intricate plans of the upper echelons of the Bureaucracy (whatever those are) proceed smoothly.

Nabi
Nabi most typically appears as a dark-skinned male, middle-aged, with a look of quiet confidence. He is a philosopher, but also a great warrior and is also known as "Lord of Light" or "The Master of the Desert." He is the prophet-god of the Great Desert and founder of the religious doctrine of Neodoxy. As such, he is revered greatly in the Desert states (like Agahza), but is considered only a member of the Choir of Ten Thousand in among Satya adherents.
[/spoiler]
[spoiler=Apocalyptic Covenant]Known as "The Destroyers," the Apocalyptic Covenant is responsible for destruction, decay, and renewal. They destroy the wicked and the unworthy, casting them back into the insubstantial madness so that the Circle can begin anew, but they also seek to transform the flawed into a higher form through repeated iterations of creation and destruction. Above all, they prize efficiency.

Vermilion Adjudicatrix
Feared by man and god alike, the Vermilion Adjudicatrix is the punisher of the wicked and last line of defense for the righteous. Her true form is said to burn with the light of a thousand suns, and her righteous purification can burn through any substance crafted by god or mortal. It is said she must never be summoned, for her wrath is nearly infinite, and will surely not end when her appointed task is complete. Some, mortal and god alike, believe it is ultimately her that will bring about the end of time. It is for this reason that her true form has never been invoked, even during the time of the Horde of the Damned. Instead, a small portion of her soul is locked into a human avatar, who fights with ferocity but has the capacity for temperance and mercy.

The Lord of Plagues
The Lord of Plagues invariably appears as partially decomposed corpse. It is believed the other gods have cursed him into always appearing this way. Though he is fearfully worshiped by mortals in hopes of staving off plague and disease, he is most often characterized as not having a great amount of power in the divine pantheon. This gives many hope that the divine plan includes the triumph of hope over adversity, and the defeat of those like him who bring suffering.[/spoiler]
The Overmind
The Overmind is the force of supreme enlightenment, in contrast to Chaos. It is not any one specific entity, but rather, it is the nexus of all of the life force in the universe. The Eastern school of Satya believes that the "true forms" of the gods are simply lesser manifestations of the Overmind, in the same way that the physical forms of gods that humans perceive are lesser manifestations of their true selves, whereas most other religious scholars instead believe that the gods (like all things) are guided by the will of the Overmind (and are closer to it than most mortal beings), but not actually a manifestation of it. At the highest stage of enlightenment, mortal souls shed all bounds of individuality and join the Overmind.

Life and Death
Satya teaches that the life cycle of one's soul is a passage through a series of five phases, during which important lessons are learned and one's enlightenment grows. Memories and experiences, as part of a coherent soul, remain intact throughout the phases. However, most souls tend to forget earlier phases as they progress, just as one can forget details of earlier times in any one life.

The first phase is a realm of suffering and madness. It is a remnant of the tormented universe created by the primordial being, Chaos. New souls emerge in blackness, but are soon surrounded by blinding light and subjected to extremes of temperature, as well as the screeching of inhuman creatures. No rational thought is possible here for most, but it is one's reaction to this low realm that determines one's caste in the second phase: those that stoically endure it become Sidra, those that seek to escape become Waysa, those that fight against it become Iksatrya, and those that in spite of adversity form a hint of rational thought become Bramiya.

The second phase is the human world and life as Vyeans understand it. Here, morality and ethics also become important aspects, as every action has its effect on the soul. It should be noted that in the second through fourth phases, it is possible to renounce evil ways, but it becomes progressively harder to do so in each, so Satya teaches that virtue should be found in this life, as it will be even harder to find in the next.

In the third phase, one is reborn on a higher plane of existence. It is here that one first begins to become aware of the greater cosmic reality, whose light is gratifying to the virtuous and terrifying to the wicked. This phase also thus acts as a reward or punishment for one's actions in the second phase. Unlike in the second phase, where one can only see the physical manifestations of the gods, in the third phase, those who continue to seek enlightenment can begin to understand their true forms. During this lifetime, most of the unworthy and the repentantly wicked eventually learn to give up their sins and vices and look toward the light.

In the fourth phase, the true nature of the Overmind first becomes apparent. The realm of the fourth phase is idyllic and calm, but one must be careful to not be overcome with sloth or avarice by its material pleasures. For most beings, this is a time of rest for one's soul as one prepares for the fifth phase, but, in an enhancement of the previous phase, the unrepentantly wicked burn constantly in the light of the Overmind. The evil they would not voluntarily renounce is forcibly burned off of them, slowly and painfully.

In the fifth and final phase, those who have achieved enlightenment lose all sense of their petty, mortal selves and join the Overmind. Those who have utterly failed are instead wiped of all of their memories of their evil deeds, retaining only a small bit of guilt for their actions, and sent back to the first phase in hopes they will learn the lessons of life better.

The Holy Retinues
One of the greatest honors for followers of all religions alike (except the heretical Antitheists) is to be invited to join the Holy Retinue of a god. These people renounce their loyalties to any Vyean city-state, and instead vow to serve only the gods, directly. They are sworn to strict secrecy as to where exactly they go and what they do, much to the chargin of scientists and scholars who would love a closer look at the machinations of their gods. The Holy Retinues were traditionally made up of Varrdyeni Priestesses, but, especially recently, some Vaktis and Agahzans are joining their ranks.

Antitheism
Antitheism is the state relgion of Khenst and the United Coalition. It holds that the "gods" are nothing more than charismatic extraplanar charlatans that have involved humanity in their petty politics to humanity's detriment, and the best solution is to expel and/or destroy them through the use of technology. It seeks natural, scientific explanations for all things. Crystals, being almost inseparably connected with the gods, are also strongly distrusted.

sparkletwist

Ask any proud resident or enthralled visitor and they will tell you, Agahza is the center of the world. From the tops of soaring minarets, massive ziggurats, ornate domed buildings, or more pragmatically built residential buildings, one can see masses of people moving about in every direction in the twisting, turning streets. Energetic music played on bongos and tablas rises from the markets, along with the calls of peddlers offering everything under the desert sun. Wafting up from every busy street is the piquant scent of exotic spices, as well as other less savory fragrances. Surrounding the city, canals bring water, without which the city could not live; and trade, without which the city could not function. All sorts of means of conveyance ply the streets, while gliders and more exotic air vessels from parts eastward and beyond soar through the skies above, landing on rooftops or mooring on towers. There is an unrestrained chaos to the place that causes one to question how it can possibly work, and yet, a surging vitality that shows it must. The city never rests, never halts.

People come to Agahza for a wide variety of reasons. Some simply to say they've been, of course. Others to take in the spectacle that is Agahzan Theatre. Still others come to study in the Grand Library. And, of course, they come to trade. Trade caravans from Harqia and parts eastward encounter merchants from Lepsae and Kires, and even Varrdyen. The result is that nearly anything and everything can be, and is, bought and sold in the shops and bazaars of Agahza. Produce, garments, spices, alcoholic drink, bronzeware, ceramics, luxuries, and of course crystals are only the half of it. Varrdyeni weapons, black crystals, Plague Stone, slaves and any number of other black-market goods also flow freely through Agahza, if a bit more quietly.

[ic=Opening Night]The city of Agahza moved and pulsed. Cars zoomed by, clockwork clattering with crystalline energy, while animals brayed and pedestrians shouted, trying not to get hit. Hawkers announced their wares and hecklers denounced them, while a street corner band drummed out a beat to the dissonant melody.

The only melody on Thadzal's mind, though, was the song she would be singing later that night. Though she had done more than a few shows on the Agahzan stage, she was always nervous the first night she was in a new show. It was perhaps one of the most challenging pieces she had done so far, a duet with the handsome lead Khaga Vanqú. It involved a good bit of dancing as well as singing, and she had to take care not to be out of breath when it was her big moment. It was only the audience she wanted to leave breathless.

The actual story of the play, Thadzal would be the first to admit, was not exactly anything that hadn't been seen before: star-crossed lovers, love triangles, bold and pure-hearted heroes and heroines, diabolical but ultimately impotent villains, dramatic twists of fate, and a happy ending. However, it was not the plot, but the experience that was important. The boisterous songs and dances are what kept the people coming back for more, and come back they did. Thadzal wouldn't boast about it, but she had done very well for herself in the Agahzan Theatre.

Such success didn't come without its price, of course, such as when she was recognized. One recognition was all it took, because then, other fans would hear the first's initial, excited shout, and they'd all be on her, asking for autographs, begging her to sing a bit, and whatnot. She tried to oblige them, as best she could, but there were plenty of times she just wanted to get on with her day.

Fortunately, on this day, there would be no interruption, no throng of fans. She slipped into the back door of the theatre, heading backstage. She still had wardrobe, makeup, and maybe she would be able to get in just a little more rehearsing....
[/ic]
Neodoxy
Neodoxy is the most significant religion in Agahza, Harqia, and Nihtsep. Neodoxists believe in reason and simple morality. Neodoxists shun castes and the complex religious hierarchies and baroque social institutions of Varrdyen and its Satya religion. Instead, Neodoxy speaks of a simple (but strict) morality, through which all people could excel. In many ways, this new way of thinking was responsible for the Crystalline Revolution. Temperance regarding sex, drugs, and other pursuits are at the core of Neodoxist thought as well. In addition, regardless of how evolved it is, Neodoxists also find Central Basin slavery distasteful.

Politics
The city is currently ruled by the Sultana of Agahza, Her Majesty Nawal Azadzé, of the House of Azadza. She is the first female to rule Agahza (in her own name, anyway), and as such has attracted a good deal of attention. Much of the negative attention comes from conservative sects such as the Holy Scimitar, though moderates and pragmatists are generally pleased with her rule. In addition, having a female ruler makes dealings with Varrdyen proceed far more smoothly.

The Agahzan military is currently a professional body, with vestiges of an old feudal organization. Overall command of the military is held by the Sultana, but most operational decisions are made by the Council of Warlords. The Council is the direct descendant of the body of nobility that used to control the military, and, indeed, many of Agahza's most wealthy and powerful have a seat on the Council of Warlords. Since Nawal's accession, the Council's power has expanded still further, as many in the military resent taking orders from a woman.

Tribes
There is a much higher degree of political unity in the Great Desert these days, and Neodoxy has done away with the caste system, but people still remember their ancient tribal loyalties, and it has more influence on day-to-day dealings than many progressives would like to admit.
[spoiler=The Tribes of the Desert] [note]Though I've kept this a human-only setting, I think that the category of "race," from a gaming standpoint, can be very useful. It provides an easy way to draw a rough sketch of your character, and form a picture of "people who might be like me," or, for those interested in playing a more rebellious sort, something to oppose. Tribes (for Great Desert people) and Castes (for those in the Central Basin) serve much the same purpose. [/note]Gahz, the Pure-Blooded
The Pure-Blooded are historically the dominant tribe of the desert, at least since the rise of Neodoxy, for they were the first to give themselves over to Malwa. They are the rulers, artisans, and landowners, and form the backbone of the society, or so they would believe. All of the noble houses of Agahza belong to this tribe as well, and even the name Agahza derives from the tribal name. They are seen as the lords and masters, the most morally upright of all the desert peoples, but also the most haughty.

Lawq, the River-Dwellers
If the Pure-Blooded are the masters, then the River-Dwellers are the servants. They were a peaceful, practical tribe that is essential in the well-oiled machine of a modern Great Desert city-state, becoming the teachers, scientists, healers, and merchants. They are seen as intelligent and pragmatic, but a bit bland and submissive. Formerly, many River-Dwellers revered the Eternal Bureaucracy, and Wise Mother in particular, seeing their intelligence and calm serenity as a worthy goal. Others placed more value in the creative energy of the Circle of Origins and tried to connect with nature. A few took it to extremes; it was among the River-Dwellers that the Greenwood Cults first originated. Nowadays, most are good Neodoxists, though they attempt to blend the old religion with the new. Wise Mother, in particular, is still quite revered, though they always ensure she is held as secondary to Malwa.

Tyenn, the Mountain-Folk
The Mountain-Folk are the most reclusive and insular of the tribes. Traditionally, they lived in the mountains around Agahza and had little contact with outsiders. Even the urbanized Mountain-Folk (many of them live in Harqia) resist intermarriage and too much cultural mingling, preferring to keep to themselves. Most prefer their traditional home or, at the very least, in their own neighborhoods in the city. Those that go into business prefer to keep a low profile, and are financiers or silent partners. Most organized crime is also controlled by Mountain-Folk. Formerly, some worshiped the Eternal Bureaucracy, seeing its secretive machinations as matching their own, while others took a more fatalistic view and instead revered the Apocalyptic Covenant. Even now, there are strong substrates of these old beliefs in their practice of Neodoxy, and fundamentalists like the Holy Scimitar would argue that most Mountain-Folk are Neodoxists in name only.

Khang, the Plains-Hunters
The Plains-Hunters are, on the one hand, the most savage and warlike of the tribes, but, on the other hand, they are the most noble. Much of the military, all the way up to the Council of Warlords, is Plains-Hunters. They once lived in the vast plains south of Agahza, but they suffered greatly when the scourge-city of Borutar rose and took their land, and have been somewhat forced into city life. Formerly, they worshiped the Circle of Origins and the Apocalyptic Covenant, seeing the duality in creation and destruction as matching their own natures. However, their simple but strict moral code made the transition to Malwa's Neodoxy easy for many. Others did not give up the old ways so easily.

Suan, the Dune-Wanderers
Lowest among the tribes are the Dune-Wanderers, former nomads who still do not fully fit into urban society. They have a reputation of being grifters at very least, and often thieves and assassins, though many are simple rural farmers as well. They also have the reputation of being distrustful and untrustworthy, but the harsh conditions of wandering the deserts mean that most will show unquestioning loyalty to those who have proven their worth.[/spoiler]

[ic=Crisis]The Sultana Nawal Azadzé turned abruptly from her meal when she felt a hand on her bare shoulder. It was highly unusual for someone to touch the Sultana directly, and she was ready to demand an explanation, but the messenger pulled away immediately, bowing. "Apologies, Sultana. But there has been a launch, from Cha Vakt."

"A launch? You mean..." she asked. The various advisors and generals who were dining with her, upon hearing the news, immediately started getting up and talking amongst themselves. "Are you sure it's not just some Air Knights out for a joyride? Those Cha Vakt jet jockeys, they think they own the skies everywhere."

"No, these are definitely bombers, and definitely headed directly for us." He cleared his throat. "Your Highness, you really should come with us." It was difficult to phrase it, having to give the Sultana an order and all, but Nawal knew she didn't really have any choice in the matter. It was for her own safety, anyhow. They'd spirit her away off to some bunker, so she'd be safe. Of course, with what would be left, perhaps those who didn't make it to safety would be the lucky ones.

"Your Highness, we must strike back while we still can. We must fire our missiles!" General Amir interjected.

"Let's make sure this is the real thing before we destroy the world," Nawal answered.

"I'm not sure what else needs to be confirmed. They are bombers, and they are indeed..." the General started, but Nawal raised a finger and gave him a look. Enough was enough, at least for now.

She moved quickly with her entourage out into the hall of the palace, where other various officials, advisors, attendants, and ambassadors were making their own arrangements for their safety. "Your Highness, shall we sound the air raid sirens?"

"Let's make sure this is the real thing before we cause a state of panic, as well," Nawal replied.

"Every minute lost is a minute those bombers get closer, and time that people could be using to..." General Amir started to chime in again.

Nawal cut him off once more. "The common people of our city live in comfortable but simple residences that cannot withstand any of the terrors of a thermocrystalline detonation. One minute or one hour or whatever, I hate to say it, but it doesn't really matter. I also hate to say that if this turns out to be an actual attack, those that perish will be have gotten the better of it."

The general looked like he wanted to say something else, but Nawal was in something of a hurry, and she didn't stop to listen. She hurried even more when she saw the Varrdyeni ambassador on her way to her own bunker. "Isyodrea, do you know anything about this?"

"Absolutely not," Isyodrea replied with a shake of her head.

General Amir glared at her. "You'd best not be lying, Varrdyeni."

"General, I would be the first to admit that even while in the Sultana's court I still serve the interests of my own city-state, but that is, after all, the duty of an ambassador. I can also say with confidence, however, that the total destruction of Agahza would be of no benefit to Varrdyen. In fact, it would benefit no one."

"That will be enough, General," Nawal said, waving Isyodrea on her way and continuing.

"With all due respect..." General Amir started to reply as he hurried to catch up with the Sultana.

"You have not shown me due respect since I came to power and I do not believe you have any intention of starting now. Kindly keep your further thoughts to yourself. I will inform you if and when I decide upon a military response. In the meantime, I suggest you hurry to the secured bunker." With that, Nawal turned and continued on her way, leaving the General looking incredulous.

She and her entourage had made their way to the basement of the palace, and were on their way through the double-reinforced metal doors of the Sultana's bunker, when another messenger came charging down the hall. "Sultana, everything is all right! They dropped their bombs and are returning to Cha Vakt!"

Nawal gave General Amir a glare before turning to the messenger. "Dropped their bombs? What was their target, then, if they weren't coming here?"

"Brigands in the desert," the messenger replied.

"They sent a full wing of bombers, to deal with some brigands?" She couldn't help but laugh a bit to herself, if only from the profound sense of relief. "They were never known to be subtle, were they?"
[/ic]

sparkletwist

The city of Varrdyen was founded some time after the Great Holy War, an era almost completely removed from anything resembling modernity; the city was old even in ancient times. It is timeless. Yet, it lacks the austere, unmoving stone and dead feeling of other ancient places. The entire city could be seen as a living organism, always growing and changing. Sections that have fallen into disrepair are reclaimed by the jungle only to be later slashed, burned, and rebuilt into splendor, and then decay once more as the city expands in a different direction.

The typical architectural style features wide, broad step pyramids, elaborate trapezoidal temples, and opulent palaces lush with indoor waterfalls and hanging gardens. They build to impress, and frequently make use of dramatic, soaring structures made out of huge stone blocks in order to impress and humble anyone who looks upon the structure. Commoners do not, of course, live in such luxury; dwelling instead in simple bungalows built in the shadows of the great temples and palaces.

Due to a genetic anomaly, the vast majority of births among the Varrdyeni are females. Naturally, the Varrdyeni social order is matriarchal, though it is patrilineal. Wealthy women will typically have a husband of their own; commoners live in harem-like family groups. Males are forbidden from the priesthood, most artificer orders, as well as many other careers. Commoner males will assist mothers with their children as well as do heavy work around the family home, while wealthy males tend to exist as entertainment for their female associates.

[ic=Shopping]"Central Market, please," Kaderei said to the operator pixie as she entered the Telelink station, stepping up onto the frosted glass pad. The pixie nodded and manipulated a few crystals with a wave of her hands, in ways only pixies could. "Thank you," she then said. She knew that some would regard her as odd for speaking politely to service pixies, as they didn't care that much about human manners, but she also knew that the types who mocked her didn't usually speak politely to members of lower castes, either, and she was quite sure that they appreciated it. Even though she was always mindful of her status in society, she saw no reason to hold it over others. If that was not the true mark of high breeding, she didn't know what was.

She herself was a Bramiya, the highest caste of priestesses and nobles, made obvious by every aspect of her attire and mannerisms. It was only natural that people would show politeness to her. Yet, she also felt it her place to show them some politeness back, and she always felt a bit uncomfortable if they showed too much deference to her.

In a flash of blue and white light, the space where she stood and the space in a pad at the Central Market Station were exchanged, a little gust of wind blowing through her hair as the air pressures equalized. The Central Market Station was one of the busiest, with pads constantly flashing and transporting people and goods throughout Varrdyen, and beyond, for those with the right authorization. It was quite drafty, as well, with each transit bringing about a shift in air pressure, a breeze blowing this way or that from one pad to the next.

The drafts were welcome compared to the heat of the sun outside. In the Central Market proper, the sun, lack of shade, and masses of people combined to make conditions feel just a little oppressive. Kaderei felt herself sweating a bit as she made her way through the throng, passing vendors selling every sort of vegetable and spice imaginable. At least the smells of all of the spices blocked out any unpleasant smells that might result from having so many people in such concentration. The ginger smelled particularly good; she would definitely have to pick some of that up on the way back.

Around a corner from the vegetable sellers' row was were the carnisynth shops, where succulent meat devoid of mind grew on synthetic bones in enzyme vats, ready to be cooked or feasted upon raw. Here, too, the various social classes of Varrdyen divided themselves, as lower income laborers who could not afford any other sort of meat formed the vast majority of the customer base of these sorts of shops. Kaderei herself, like many other Varrdyeni, preferred to sidestep the entire issue and simply be a vegetarian. She found the carnisynths and their swirling sanguine vats to smell a bit too much like carrion for her liking anyway.

As she continued, she arrived at the bathhouses, her ultimate destination. In this area, perhaps because everyone was shedding their clothes anyway, was a concentration of various massage parlors, salons, and also those sorts of businesses catering to those who had a craving for flesh in a different way entirely. She paid little attention to those, continuing instead toward the main building housing the baths proper.

She had a bathhouse or two closer to her own home, but it just wasn't as vibrant or bustling as the one here, and didn't have half of the ambience or gossip. The notion of an aloof aristocracy that has absolutely nothing to do with the lower classes simply does not exist in Varrdyen, and that meant anyone could and did show up to mingle in the marketplaces and soak in the bathhouses. You just never knew whom you would see, and the chances of spotting someone famous (or infamous) were just that much better at the busy Central Market. In fact, as she went in, she was quite sure she made eye contact with none other than Yasuyakta, one of the High Priestess-Queen's own inner circle of advisors. There was nothing to do but go over and introduce herself, of course. [/ic]

Satya
The dominant religion of Varrdyen (and, indeed, Vyea as a whole) is called simply Satya ("Truth"), held by its followers to be the original and true faith, handed down by the gods themselves. It is practiced throughout the Central Basin, as well as in Tikkhe, Lepsae, and as far away as Pyasnerat and Cha Vakt.

When the gods have actually been seen and spoken to, there is little doubt about the veracity of one's beliefs. At least to a point, anyway. It is of course true that the common people can never be quite sure which words are from the mouth of a god and which are merely the desires of a priestess, as the gods still do show a certain aloofness from the mundane matters of mortal affairs. However, the fact that the gods are entities that can actually be observed (for the initiated or the lucky, anyhow) also gives the Varrdyeni a certain pragmatism about their faith. They do not believe in omniscient, omnipotent gods, as they have clearly seen otherwise. They do, however, believe quite clearly in the power and presence of their gods.

The religion pervades all aspects of Varrdyeni life to such a degree that there is no longer a clear distinction between one's religious life and the rest of one's life. The caste system of Satya beliefs forms the framework around which the entire social structure of Varrdyeni society is built, for example.
[spoiler=Sacrifices]Sacrifices of crystal are common in Varrdyeni practice. The crystal is placed on a special altar in the Great Temple, or one of the other large Varrdyeni temples, and an important priestess performs a special ceremony. If the offering is accepted, the crystal disappears in a flash of white light.

Human sacrifices in Satya are rare, but not unknown. They are always done in response to the command of a deity, and those to be sacrificed typically see it as an honor, though perhaps a somewhat dubious one. They are not killed, instead, like sacrificed crystals, they simply vanish in a flash of white light, never to be seen again. Though it is not really clear what happens to them, the gods of Vyea (with the exception of some members of the Apocalpytic Covenant) would not simply take life for the sake of doing so, and there must be some greater purpose. Most believe their souls are taken to a special place reserved only for those who have given their lives in this honored ritual.[/spoiler]

Caste
Varrdyeni society is divided into four main castes. In addition, there is a fifth social class, the lowest, for all that are considered "outsiders." Those from outside the Central Basin will be most likely to be considered "outsiders," though people from other areas that follow Satya, like Cha Vakt, will be accepted more readily, even though the castes found there are somewhat different.
[spoiler=Castes of Satya]
Sidra - Laborers and Peasants
Laborers are, as to be expected, lowest on the social ladder. Most Sidra are generally farmers, servants, unskilled laborers, or other sorts of commoners. They typically cannot afford jewelry or more expensive fabrics and a commoner will most often wear a simple knee-length skirt or pair of loose slacks and a pair of sandals. Her chest is generally left bared, or, in times of activity when some degree of support is needed, wrapped in a simple, tight band of cloth. Body paint is the way by which commoners typically expresses themselves, adorning themselves in bright colors and patterns. Those that are able to read will advertise this fact by writing words. However, there are a few Sidra who are employed in the personal servitude of wealthy aristocrats, and live far better than many of much better social standing. In addition, Sidra are the caste most often employed as negotiators, spies, and thieves, and they wield power many in the "higher" castes would envy, though they are rarely overt about it.

Waysa - Artisans and Merchants
Artisans and merchants are the third-highest rung on the ladder socially, though some upwardly mobile Waysa have managed to acquire as much wealth and power as any member of the religious order. In addition, only the Waysa are allowed to own land, save for official fiefdoms belonging to the priesthood or the military, and members of the secretive and powerful Artificer Orders are all Waysa. This means they are in sole possession of many of the secrets of working with crystal, also giving them great influence. Waysa love to flaunt their wealth, building sprawling residences that use crystals to grant all sorts of conveniences. They have no dress code as such, and typically adorn themselves as brightly and elaborately as they can afford. Necklaces, bracelets, bangles, rings, anklets and so on are also quite popular. The only sorts of attire they are specifically denied is the regalia of the upper two castes, for example, any sort of weapons more advanced than a single bladed spear or dagger, or the elaborate headdresses worn by the priestesses. They often style their hair into exotic, ornate configurations in an attempt to emulate the look, however.

Iksatrya - Warriors and Generals
Warriors, generals, assassins, and guardians wield a great deal of power and influence, executing the will of the religious order without mercy. Honor and loyalty are the Iksatrya's core virtues, and their devotion to Satya is absolute. They are without a doubt as to the divinity of the gods and to the superiority of the priestesses. Due to their immense strength and power, it is only this piety that keeps their ambition in check, as, otherwise, the military caste could easily overthrow the society. Being bound by a militaristic ethic, generally eschew the elaborate and conspicuous adornments of the Waysa and prefer a simple yet striking depiction of their power. An Iksatrya does not dress all that differently from peasants, though she does wear some small bits of jewelry, as well as a simple but distinctive choker around her neck showing the particular warrior cadre to which she belongs, and her rank in it. Of course, she carries the Varrdyeni's distinctive weapons as well. During times of war or ceremony, Iksatrya will generally paint themselves with elaborate and ritualistic patterns, to appeal to the war spirits.

Bramiya - Priestesses and Nobles
The clergy of the Varrdyeni, they are the ultimate authority in a tribe that is based around religious power. They are often in possession of the most powerful crystalline artifacts, and it is only members of the Bramiya caste who can have direct contact with the gods. It is likely that some priestesses suspect their gods are otherworldly visitors, not gods, but typically revere them just the same for their power and wisdom. They also recognize that the current social structure is of great benefit to them. Those of the Bramiya caste who are not full priestesses will often become acolytes, scribes, healers, teachers, or other less overtly powerful but still respected positions. As befits their place atop society, the Bramiya have the most elaborate and the most formalized dress code. They typically wear a long, flowing silk robe, inscribed with holy symbols. Much like the Waysa, as signs of their wealth and status, most priestesses wear elaborate jewelry, and even scribes and other lesser Bramiya will still be far more adorned than a commoner. During religious ceremonies, priestesses wear ornate feathered headdresses; it is a crime for a commoner to wear one of these. Aside from a bit of simple eye color, though, the Bramiya generally eschew body paint, considering it the tool of the simpler, lower classes.

Atsitya - Outcastes and Foreigners
Lowest on the social scale, regardless of wealth or power, are the outsiders, the Atsitya. Though foreign ambassadors and such will of course be treated with courtesy, in general, the Central Basin is not welcoming of outsiders. While a common Sidra peasant may be looked upon with some derision by the upper classes, if she has fallen on truly hard times no one will hesitate to give her a bit of charity. An outsider, however, will often be received with contempt. While it is true Varrdyen is becoming more cosmopolitan, it is happening ever so slowly, like all change in the ancient city. Outsiders have the most strict and yet the most simple social and dress code: they are not to do anything that would make them appear to be anything but an outsider. Only a priestess can grant an outsider membership in the social order of Satya, and it is an honor not given lightly.
[/spoiler]
Politics
As there is no concept of the "separation of church and state" in Varrdyeni culture, the political leadership is unified with the ecclesiastical, and members of the high Bramiya caste rule over both aspects of life.

The undisputed leader, of course, of both church and state is the High Priestess-Queen of the Holy Tribes, Kosarya. Beneath her are the five Holy Matriarchs, who govern most of Varrdyen's secular affairs: the Mistress of Grains (agriculture), the Mistress of Crystals (technology and education), the Mistress of Gold (finance), the Mistress of Spears (defense), and the Mistress of Pottery (domestic matters).

Parallel to the Holy Matriarchs (their exact power relationship varying depending upon the situation in Varrdyeni politics) are the three High Ambassador Priestesses, who speak to the gods and handle Varrdyen's religious affairs. Each High Ambassador Priestess dedicates herself to one of the three great factions of the Tripartite Divinity. They manage the department of Ambassador Priestesses, whose numbers vary depending on how inclined the gods are to show themselves at a given time. It is the Ambassador Priestesses who are most likely to have spoken to a deity in person, though they also frequently deal with the the gods' human underlings, the Holy Retinues. Since the decline of the Chromatic Oligarchy, when the need to actually have foreign policy has manifested itself, the Ambassador Priestesses also handle Varrdyen's diplomacy.

[ic=Temptation]Lyatasrai stood at the entrance to an alley, waiting patiently, watching the city of Agahza proceed past her. Most were oblivious to her, too concerned with their own business to pay her any heed. Some would stop and look, and she would smile politely. Some would stare, but even they would be on their way soon enough. She supposed she was something to stare at to them; her skirt was low on her hips, her top left most of her midriff bare, and considerable portions of her arms and legs were also exposed. It was perhaps the minimum that an Agahzan woman could get away with wearing and be regarded as anything even resembling proper. Of course, she was not Agahzan, but in their city, she did not want to attract too much attention. As it stood, most who passed likely took her for a prostitute, albeit a well-off one. A closer look at the many gold rings on her fingers, though, would show that whoever she was, she was no mere prostitute, even a well-off one.

Like a prostitute, her main goal is to attract men and engage in a lust-inspired business transaction with them. Her price is higher, but her rewards are greater, too. She is more choosy about those she invites into her sensual world, as well, for it was they who would ultimately be offering themselves up. Her task, to be more blunt, is to tempt attractive young men into coming back to Varrdyen with her, to be the consorts or playthings of the wealthy and powerful. In this repressed desert city, she had merely to speak of a prosperous tropical paradise filled with nubile, wanton women. Usually, by then, she had them enthralled, ready to sign anything.

For this, she and her kind are disparagingly called "Black Widows," and Agahzan authorities are always on the hunt for them. Unfairly, at least in her own opinion. She may somewhat understate the xenophobia or the sexism of their destination, but those she takes in do have well-connected women to protect and support them every step of the way. She might also neglect to mention that their first destination is probably a slave auction, but that's such a misleading term anyway. It's not as though Varrdyeni "slavery" has much in common with the disgusting chattel slavery that primitive societies practiced. These young men get better opportunities in Varrdyen than they could ever get in their backwards homelands. And as for her, well, she is well-compensated for her services.

A tall, well-built youth walked by, his shirt unbuttoned, revealing a smooth, well-toned chest, snapping her out of her reverie. It was time to work. She got his attention and flashed him a sultry smile, which he returned. His steps slowed, appearing torn as to whether to approach. She slowly licked her lips, drawing him in. It was in that moment, as their eyes met, she knew the deal was sealed. The rest was just a formality.[/ic]

sparkletwist


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sparkletwist

[ooc]I've reserved enough posts, I think. Go ahead and post any comments right in this thread.[/ooc]

Matt Larkin (author)

Quote from: SparkleI think I could do a little more to highlight the salient points of the setting, too. This is where you could help a lot, actually. What stands out? What is relevant? Is it giving the kind of impression that the Meta page suggests it should be giving?
Most of the adventuring will likely take place in the Great Desert, the grasslands and scrub lands surrounding it, or the tropical jungles of the Central Basin, instead of the typical Western European-style environments and climates featured in some more "standard" settings. The people, too, tend to be darker-skinned, fitting the setting's tropical locale, as opposed to the white European-looking people that seem to be more common in fantasy. [/quote]somewhere[/i].

I might feel there were other salient points once I read more of the setting.

Edit: Fixed typo.
Latest Release: Echoes of Angels

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Steerpike

I hadn't read much Crystalstar before, but now I'm getting very intrigued.  One very early suggestion, in the story "Crisis" (very well written, by the way):
QuoteI also hate to say that if this turns out to be for real, those that perish will be have gotten the better of it.
The phrase "if this turns out to be for real," sounds anachronistic here.  The character seems to speak mostly like Queen Victoria (sort of Queen Victoria meets Richard Nixon or something).  I might suggest changing "if this turns out to be for real," to "if the threat turns out to be genuine, or something similar.

XXsiriusXX

First, I would just like to say that I love your map.  After reading your posts I deiced to jump over to the wiki and read that.  I found a lot of it very interesting, especially the crystal section. Now I am wondering is there a limit to want can be created with crystals?