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Astalia (The Borderland Empire)

Started by Wensleydale, September 07, 2006, 09:56:44 AM

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Wensleydale

"You know, my children, here in the heart of our empire we are safe. Safe from the twisted, from the dwarves, from the animalistic evils of their creations. But the bravest, the greatest of all men are those of the Borderlands, for they are the warriors of our people."
- Loremaster Harish as-Mihal in a lecture to the Children of the Stars

Astalia is a rich country, and a powerful one. Stretching from the Shining Sea in the East to the Gavoren-Alem in the South, with the Mountains of the Nine Moons bordering it to Allasi in the North and the Empire of the Stars stretching over all. In modern ages, mages can rip the very world in two to transport a man thousands of miles in a second, heal the most dangerous of wounds... but cannot harm an enemy at all.

This is part of the reason for the Borderlands' existence. A huge, thick stone wall stretches along it, still being constructed after hundreds of years. Keeps filled with armed men stand ready against the Twisted, creatures of the cities and ruins beyond. Once, that city was the heart, the capital, of Alhim-Du-Athur, the Empire Before The World, but all that remains protected from the creatures that now lurk within it is the easternmost bastion, Ashar Gonomt, the Misty City. On the other side of that wall lie the Twisted Marches, melted by a long-forgotten war between dwarves and the other races, the cause of the difficulty in using magic. The dwarves still lurk there, with their Twisted allies and animalistic creations.
It is here, in the Empire of the Stars, that players will hack out their fortunes.

 Astalia as a Setting

Astalia isn't a low-magic setting, although neither is it high magic. Almost all the damaging spells are stripped from the lists, there are no base spellcasting classes, and there are no elves, gnomes, halflings, or half-orcs. Orcs exist, although heavily modified, and changelings do also (although they are a separate nation from Astalia and few are likely to be seen in the course of a normal campaign), whilst humans are most commonly seen. Players could be mercenaries fighting in the borderlands. They could be soldiers, quelling a rebellion in the Northern Jungles. They could be nobles, carefully manipulating their way through the dangerous courts of Alim-Ak, or they may even attempt to negotiate a truce with the dwarves. Almost anything is possible, and in a setting where magic is difficult to obtain and damage spells are accessible only to those who perform terrible rituals, PCs may find themselves tangled in a web of intrigue before ever fighting the Twisted.

Wensleydale

A Brief History of Astalia

About 800 years ago, the warriors of the Tuh-Cha-Hi tribe, led by Ahala, were visited by the Spirit and told that they would rule the Empire. They knew not of what this 'Empire' was, but the instructions were clear; kill and destroy any who will not join you. The tribe went forth and killed and collected in their hundreds, and it is said that every warrior beneath their banner gained the power of immortality. Whether true or not, the Tuh-Cha-Hi took over almost all of the known world over the next two-hundred years, across in all directions, far past the borderlands and even the Northern Mountains, controlling an empire that soon became as prosperous as it is possible to be, and as powerful. It is said that mages could fly on wings of air, become as light as a feather, and turn a man into nothing with a look. Then came the war.

The Dwarves, the Duergam, the far-off Eastern Peoples came from their island chain in their thousands. They cut through the Tuh-Cha-Hi with magic beyond even the empire's strength... that is, until they reached the capital, the largest city the world has ever known. The mages there reacted with such fury that the world moved for them, rising up in great waves, destroying the dwarves as they charged. But the dwarves struck back. Pillars of flame struck from above, incinerating mages where they stood. The world rippled, crushing men into tiny spheres in an instant. The capital shook, siege towers of pure energy lancing against its walls, dwarves leaping impossible distances to the walls, but the dwarven army too was suffering, ripping apart. Finally, the greatest of the human mages performed a spell he thought would save them all... he cut the entire world off from the Wells of Magic.

Siege towers collapsed, men went insane instantly, flesh twisted, screams rent the night. Spontaneous combustion, implosion, and madness occurred in all the once-mages, and the caster of the spell himself died. The city was a ruin, destroyed by war and magic alike and twisted into a sickening form, whilst the dwarves - those who were left - retreated. Billions of innocents and warriors who had fought against the dwarves were twisted beyond recognition in both mind and body, turning on those who were not. The Not-Dead, or Twisted, were born.

The world went through a turbulent time. The Empire collapsed, new ones sprang up in its wake and declined swiftly. Twisted and dwarves struck at them from the Borderlands, making it difficult to truely rebuild. For three-hundred years this occurred, until an event known as the Rebirth. Suddenly, people were being born again who could sense magic. Not use it, not yet, but sense it. More and more individuals with the capability were born, but yet, none could use it beyond a few lesser tricks. It was as if there was an invisible barrier walling them off from magic, from allowing them to draw upon their own spiritual energy. It was Mil-Amila that first discovered how to break that barrier, and she began training others... and the Rebirth was complete. Hundreds of years passed, and the full effect of the mage's spell was lessening. A new nation sprung up, and another, and then Lord Cha-Zau, a noble, united them all under his banner through force and diplomacy. The Star Empire began, and the construction of the wall and recruitment of the Imperial Army began.

Wensleydale

Magic

 "Magic is a tool. A powerful one, yes, but a tool all the same."
- Al-Ih-Ha, Court Mage to the Lord of the Stars.

Magic is no longer a destructive force, not since long before the Rebirth. It is a tool in a craftsman's hand... perhaps said craftsman could make a rope strangle an enemy, or ram a magical torch into an enemy's stomach, but it is impossible to directly harm a creature's body with magic. Unless of course, you are a warlock, but warlocks are a discussion for different times.

 The Laws of Magic

(Note: These are the flavour applications. The mechanical applications of these rules will be discussed in the Mechanics thread.)

 1. The Law of Creation: It is impossible to create with magic. You can change, copy, transfer or move things through space, but you cannot create them. Lesser casters often require that some of the substance needed for creation is on hand, and thus often carry spare waterskins, candles, vials full of earth, rocks, gems etc.

 2. The Law of Resistance: Due to the effects of the ancient spell, direct connections to the Wells of Magic are barred by the Six Breakable Walls. These barriers require strength of will to break and even greater strength of will to withstand when first broken as the powerful wave of magic breaks through. Only a small amount of the population can sense the Wells, and an even smaller amount has the ability to touch them by breaking barriers. Holding the barrier open is always difficult, and whilst weak it is almost impossible to gain any measure of power.

 3. The Law of the Body: By using too much magic, a mage can burn themselves out (permanently damage their physical self) easily. The body only has so much it can take, which is weakened or increased by how strong physically a caster is.

Animancy, Negatomancy, Viveromancy

Animancy, Negatomancy and Viveromancy are the three most common terms for manipulating the three forms of magical energy, Animus, Negato and Vivere. Animancy controls things. It can make a stone levitate, tie a rope in a knot, or turn a book's page, it can make a statue appear to walk, make a wooden snake appear to live or bend light to make things seem as they are not. Negatomancy is the ending force. It can age things swiftly, bring things to an end more swiftly than they should, and even destroy things instantly. Vivere is the power that animates all living beings, a living version of Animus. It can accelerate healing, monitor the body and perform other life-influencing functions. Using these three singularly or as some combination of the three can produce hundreds of effects.

Talents

There are several talents in which mages may or may not have prowess (basically classes. See the mechanics thread.), and the most common of these follow:

Jumping or Transportation, which involves using a combination of Animancy and Negatomancy creating holes in time and space from one location to another.

Healing or Mending, which envolves using Viveromancy to heal, cure and maintain the health of individuals (and is the most common talent to a lesser degree).

Shaping or Creation, which involves using Animancy and Viveromancy to shape the world around and seemingly conjure things out of thin air. (Note: this isn't really creation, but copying and/or transferring).

Deathpulling or Necromancy, which involves using Negatomancy and Viveromancy to turn yourself, and in some case others, into deathless creatures. Large armies of so-called Sunbound Soldiers practice this art, as do many Warlocks, although the former is harmless, self-improving magic and the latter is dangerous and powerful.

Painmaking or Animus Necromancy, which is the only known talent to use all three arts. Animancy is used to make the enemy bend to your will, Negatomancy to induce pain and Viveromancy to overmend enemies. More like several talents than one, Animus Necromancy is the path of the Warlock, impossible to any other because of ancient binds.




Wensleydale

Cities

There are many important cities in Astalia, but the three most famed and feared (or both) are described here (more will be added).

 Alim-Ak, The Tradeheart

 "Look, human, you want to buy thisss or not?" - Lizardfolk Uiha Vendor.

The Capital of the Empire in all but name, Alim-Ak is a bustling city where orcs, lizardfolk and even changelings are common sights and almost everything can be bought. Situated near the edge of the Northern Jungles, it is said that the citizens of the city never sleep.
Alim-Ak is the trade hub of the Empire for two reasons. One is that it is built around - and over - the famed Ahuisu river, which carries a constant stream of changeling boats travelling to more Southerly lands. This alone grants it rich fields and a steady supply of exotic goods. The second is that anyone wanting to travel to or from the amazingly rich gold mines in the Mountains of the Nine Moons safely must pass through Alim-Ak, because the Ahuisu river is the route which the coach road follows for almost all of the way. Thus, Alim-Ak is rich.

Imports: Alim-Ak imports nothing officially. It gains everything from trade, and thus its money is in the hands of traders. However, Lord Kosha, Governor of Alim-Ak, makes sure all of the traders, at least, pay their taxes, even if no-one else does.

Exports: Again, Alim-Ak exports nothing officially. Money just passes through it and goes other places.

Populace: Orcs, lizardfolk, medusa and humans are the main population of Alim-Ak, although there are some Hssa (troglodyte) there as well, travelling from the jungles. Only the medusa, humans and orcs tend to live there permanently, however, as the lizardfolk and hssa frequently travel back out to the jungles. An estimate places the population at about 80,000, although it is likely much higher than that.

Languages: Alim-Ak has its own provincial language, Alim, and of course most speak Startongue. The lizardfolk, medusa and hssa also have their own primal language, which they are all born speaking, and there are several tribal languages too. As if to add to that, the orcs and changelings banter in Athagar and Allasia. To banter easily with all in Alim-Ak requires quite a few years of linguistic training.

Politics: Alim-Ak is ruled by Lord Kosha (and thus by extension HOUSE Kosha), a wily, manipulative and cunning man that has controlled the Houses for several years. The other Houses, of course, are constantly vying for power beneath him, and beneath them the tradeguilds, and beneath THEM the tribes. He is now crippled due to an assassination attempt, but although old and unhealthy his mind is as quick as it ever was.

Religion: The primary religion of Alim-Ak is Spiritualism, although there's also a hodgepodge of tribal lizardfolk and human religions as well as the religion of changelings and orcs, Aiamel Animism. This last involves the consumption of an extremely pungent and powerful hallucinogenic drug known as Uiha, gathered in the jungles nearby. Uiha has been formally banned in the city, but that hasn't stopped the extremely lucrative trade that goes on.

 Dvim-Ha, Gateway City

 "The Gateway? It is the heart of the Wall. Attacks there fail." - Haiam Utal, Soldier.

Also known as the City of Engineers, Dvim-Ha is part of the Wall. Basically just a colossal fortress and camp, the inhabitants are all soldiers, workers, refugees or prisoners, as it also serves as a prison camp. It has walls that stand another 40ft above the height of the Wall itself, and the majority of its accomodations are either barracks or temporary houses built outside the keep itself. In fact, a large section of the city is built outside of the keep's walls, and many of the craftsmen reside here. Set into the keep is the only gate (except for the Misty City) in the entire Wall, an enormous thing protected by hundreds of magical traps, lesser gates and armed men and opened by waterpower.

Imports: Dvim-Ha imports gold, manpower, supplies and materials. Without those things, it cannot survive.

Exports: Dvim-Ha exports few things, in fact none at all.

Populace: Dvim-Ha has a majority population of orcs and humans, with a minority of refugee gnolls from the Borderlands. They allow few of these creatures in. Dwarves are killed on sight, as are twisted.

Languages: The people of Dvim-Ha are almost all from other provinces, and so the only common language between them all is Startongue. Provincial languages are obviously common, and the tongues of dwarf (from the gnolls) and orc are frequently heard too.

Politics: Dvim-Ha is ruled over by Commander Amaua, an old veteran of many a war, but the man with all the administrative power is probably Lord Athai, a politician from Aguo. Amaua isn't in a happy mood with this, but he accepts it... for now.

Religion: Only Spiritualism is allowed within the walls of Dvim-Ha, but in the outer city, many different practices continue.

 The Misty City (Asha Gonomt)

 "Misty City... avoid going there if you can. The spirits there are restless." -
Ahu-Amat-Idag, Priest.

Asha Gonomt is one of the most disturbing places in the Borderlands. Known as the Misty City for good reason, the people there often seem subdued and depressed. Few people smile, and though it is a crucial fortification point and home fortress, commanders avoid being posted there. Mist and cold winds blow through the remains of one bastion of the ancient capital, and even soldiers fear to tread there.

Imports: The Misty City imports all the things that other Borderlands forts import; food, wine and building supplies, as well as manpower.

Exports: None.

Populace: Human, orc, and the occasional changeling. There is said to be one dwarf living in the ruins of the city itself, but none have seen him. The ruins are said to be haunted, also.

Languages: Provincial tongues from the entire empire can be heard in the Misty City, and the orc tongue is common. Surprisingly Duerth, the dwarven tongue, is also heard (although corrupted). As in all Imperial cities, Startongue is used commonly.

Politics: Commanders of the Misty City Fortress tend to meet grisly fates, often committing suicide by just forgetting to eat or drink or even wandering off the Wall one night. The present commander is Aluim Damu, although he may be gone soon.

Religion: Spiritualism is the main faith in the Misty City, the odd atmosphere and depression often making converts out of other faiths in moments. Almost no other religions, except Gnoll ancestor worship, are practiced.

 Asimha, Capital of the Stars

 "Greatest city in the known world." - Loremaster Hadu-Ata-Imu, commenting on Asimha.

An enormous, walled city on the Shining Coast, Asimha is famed for its enormous astronomer's tower with its pure diamond roof. Steel is forged here, boats travel out into the sea and fishing is a common trade. Rich because of its silver trade and its vineyards, Asimha is second only to Alim-Ak in riches.

Imports: Gold (from the mountains), marble (from various places) and cotton (from the Changeling Lands.

Exports: Silver and alcohol.

Populace: Asimha has a population of 120,000+, with a 3% population of changelings, an 18% population of orcs and a 79% human population.

Languages: Orc and changeling tongues are common here, as well as some provincial tongues, but Startongue is the provincial language of Asimha and thus that is most common.

Politics: The Children of the Stars rule the city; that is, the princes and princesses. The Star Emperor controls both they and the city-state personally, and his word is absolute. Together, they have utter domination over the entire city and city-state, which itself has domination over the entire empire.
The High Noble Houses, Dusa, Iha and Cara-Ita vie for the Emperor's ear and, in the females' cases, his bed (he is now unmarried, a widower) to gain more power, whilst beneath them the Greater Houses vie to become High Houses themselves. The Houses beneath them all vie to rise higher up the power chain themselves, and beneath them the Guilds vie to become houses too. All in all, almost everyone in Asimha is battling to get higher up the social ladder.

 Religion: Unsurprisingly, Spiritualism is the only legal religion in Asimha. No other languages are spoken.



Wensleydale

Races: Dwarves

The Dwarves are a dark and malicious race of powerful mages and dangerous warriors. Hailing from a volcanic island chain in the Far East, their skin is the colour of ash and their eyes the colour of molten rock. They are the reason for the powerful block on magic, the reason for the Twisted, and the reason behind the continuing wars to this day.

Appearance: Dwarves stand around 4'7, with no facial or bodily hair to speak of, slim bodies and catlike eyes. Their skin is dark-grey in hue, their eyes from amber to a dark, mottled red. They are muscular, but not particularly so, and are otherwise alike to humans in all respects.

Organisation: Dwarves live under a feudal system, with Lords leading groups of sworn warriors, who in turn own spellcasters and other slaves... and so on. Spellcasters are bombarded with mental energy by Compulsors - mages who use no magic known to man and are thus above the 'mages are slaves' rule - until totally docile and controllable.
The dwarves as a whole are led by a Shogun, in this case Shogun Hamaya.

<Work in progress>