• Welcome to The Campaign Builder's Guild.
 

Celtricia, World of Factions-Setting Information V2.0

Started by LordVreeg, October 11, 2007, 02:20:28 PM

Previous topic - Next topic

LordVreeg

New posts from the wiki.  Trying to flesh out a lot more terminology.  

----------------------------------------------
Age of Legends.  The Beginning of the Waking Dream.
--------------------------------------------------------------------------------


The Age of Legends is the First Age in Celtricia.  Shadowy, ancient, steeped in magic and half-remembered fragments, it marks the thousands of years from the Founding of the Music and the Song of Creation to the resolution of the Accords of Presence.  There are no living beings that remember these times that dwell upon the Waking Dream.

Once Anthraxus the Decayed was thrown down and the vaults of the Cairnhold were torn open, the last of the Celestial Planars removed themselves from the Douh'is (or Douwis) were they had lived and taught, and left Celtricia for the homes they had made on the planar stations.


Once the Accords became formalized, the Celestial Planars could only work through their agents, and the Age of Heroes began.   In terms of the common calender, the Age of Legends ended  in -5994 RON.


Omwo~ born during this time could live up to a millenia, and were closer to the Planar power sources than today's Omwo~, who consider themselves a shadow of their former people.  These earlier, less tainted Omwo~ flocked around the Douh'is of the Planars, learned form the directly, and were stunned by their leavetaking.  Some say they changed after this, that the Planars left the Omwo~ behind in frustration.  Today's Omwo~ generally live 200-300 years, though some a bit longer.


Another grim facet of the Age of Legends was Anthraxus' use of Necromancy, his interruption and perversion of the Migration of the Soul, and his first Night of the Undead.




The White City

-----------------------------------------------------------------------------------------
The Age Of Heroes
-------------------------------------------------------------------------------------------

The Age of Heroes is the second major epoch in the history of the Waking Dream.  It folllowed the mythic and disputed 'Age of Legends', and gained it's name from the emergence of mortal agents as the prime movers.  It also marks an era of written records become more common, especially towards the end, whereas most old written records dealing with the Age of Legends were actually written in the Age of Heroes, sometimes by Omwo~ eye witnesses, but more often they are examples of scholars putting down the words of an oral tradition.  

The Age of Heroes is generally assumed to have begun as the last of the Celestial Planars left the Waking Dream, due to the Accords of Presence, right after the legends describe the overthrowing of the Cairnhold.  This is placed at five thousand, nine hundred and ninety six years/cycles (-5996) before the beginning of Reckoning of Nebler calendar began.  The current time is year 895 in the Reckoning of Nebler.  The Age of Heroes is generally considered to have ended about fifteen hundred years before year zero, which means that it is generally considered to have lasted about 4500 years/cycles.

The beginning of the Age of Heroes also marks the coming of the other races into the Waking Dream.  Humans, called Pablar's Toys, were first sighted in recorded history about thirty years after the beginning of the Age.  Soon after this, the secong generation of the Sauroids was born, and then within a Hundred years of that the Stunatu (the working folk) came into the Waking Dream.  The Age of Heroes is considered the age where the other major arces developed.


Much of the following decades (indeed, centuries) involved the integration of the new races (and their small, but growing populations) into the already ancient civilizations of the Omwo~ peoples (Silverwood, the White Deeps, the Diurnal Deeps, etc).  in -5100 RON, the first of the Ogrillite peoples showed up, the new servants of Anthraxus, and a less than a hundred years later, Verkonen Vreeg founded the integrated Ambretton confederacy.

 

The Vicorian Confederacy started about -4200, and this was the first country to grow quickly and flower, entering into a full-scale renaissance within three hundred years/cycles.  While this was transpiring, Verkonnen Vreeg was born in the White City, the ancient Omwo~ citadel, and a little after -3760, the Temple complex of Winterlou was really coming into it's being, which would grow into the large city of Winterlou, the City State of Winter, and eventually Stenron, Capital of the Grey March.  The Age of Heroes is considered the Age where populations banded together, and the first Nation States really developed.  But it is important to understand that these Nation states were created, championed, and often destroyed by mortal heroes.


The Sauroid civilization was also a thing of the Age of Heroes.   In the Early part of this Age, the first clutches of Sauroid eggs hatched, and by -5100, the Sauroid population had grown to almost 300, in the northen settlement of Heret (Shells,  white Omwo~).  However, there was much fractiousness, and constant bickering made for a number of colonies elsewhere, including the Vernidalian Serpent Queen settlement on the Steel Isle.

 

But despite over four thousand years/cycles of growth and change, there is little contention that the theme of this large section of history is one of the mortal agents of the Planars.  This was there time.  And of these, none shine as brightly, in valor and villainy, in hopeless heroism and valiant despair, as the many-threaded tale of the Bard Himself and his fratricidal Brother, the arch-lich Arbor.  Many of the events that mark the Age of Heroes, the fall of Dragonhome Heret, the renaissance and destruction of Vicoria, the second Night of the Cairn, Vreeg's Damned Choice (still a heroic dirge sung by scholarly bards today), and many more are tied up in this epic tragedy.

Following the Age of Heroes is the Age of Statehood, manifested and demarked by the growth of the importance of Nationhood.




VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The Government of and in Igbar

More and more added.
--------------------------------------------------------------------------------

Trabler is a constitutional monarchy, but until 3 years previously, was still ruled by Trabler Aptor, the man who carved this kingdom out of the old Argussian Marches. So it recently came to a bit of a standstill, and was almost retaken by the Argussians, when Trabler Aptor went missing. The old king was nearly replaced with the Horn Minister of Governance, until other members of the House of the Unicorn discovered that minister was actually in the pay of Heliopolis, Assassin king of Coom Isle, an ally of the Empire of Argus. A coup was attempted, but a counter insurgency, led by Julian Sempre Lerianolies of the Order of Stenron, recaptured the governance of Igbar and thus Trabler. Julian was then rewarded by the Houses of the Unicorn with the title of '˜Steward to the King'. So currently, Julian is acting constitutional Monarch, until the unlikely appearance of Trabler Aptor


Below the King/Steward, there is the Upper and Lower House of the Unicorn.  The Upper House governs the whole country and Igbar, while the Lower House's influence is Igbar and the surrounding territory.  The members of the Upper House are called 'ministers', as you see above.  Note that Horn Ministers of other towns (the ruling position in other towns) are considered members of the Upper House of the Unicorn in abstentia, and do have voting rights if they are in town personally.

Politically, there are a few different movements afoot.

 

 

There is a sentiment afoot that the rest of the Stenronian Alliance has used Trabler poorly, rather as a shield, and while this group is not against the war, they are looking for some reparation if the war ends.  This faction is refered to as the 'Castellots', and many of the working class guilds adhere to this group.

There are 2 opposed groups that argue the legitimacy of the ascension of Julian to the 'Steward' position by the combined House of the Unicorn.  Those that support it go by the name 'Defenders', and those who are against it term themselves the 'Monarchists'.

There is also an underground movement called 'Marchers' that ascribe to the belief that Trabler's break from the Empire of Argus should never have happenned.  Some few old families lean this way, though none admit it openly.  This is called 'Marchism'.

The burgeoning power of the Trading syndicates and Merchant Guilds have created a little backlash, egged on by the older families.  There is no name for it, but it is a sentiment that hearkens back to a time before every egg and wagon was owned or paying tithe to a merchant group.

The 'Free-Thinkers' are another politcal group, one that considers themselves forward thinking, though the policies they back are little more than slightly higher taxes on the wealthy merchant guilds and more distribution to education and the poor.  Understandably, some of the older and wealthier guilds consider them agitators.

 

The country is in pretty sound economic shape right now, due to the way power has been shared with the trading guilds.  Like most of the North-western celtrician cradle, the range between poor and wealthy, and between wealthy and rich is gigantic.  Property, deeded property, is still the coveted goal for 90% of the population.  Igbar, again similar to most of the area, is on the Electrum standard. A day's unskilled labor is normally worth an electrum goodwife, though what money can buy (and the conversion rate) runs from copper strips to gold horn.

While there is more money in Igbar than in much of the rest of Trabler, there is still a very large underclasss, some three quarters of the population survive on that electrum Goodwife a day, or less.  There is at least a tenth of the population that has been sentenced to labor by the Unicorn Courts, and they work much as slaves would, these prisoners and outcasts.

Igbar is a trading hub.  In times of peace, it is a logical port for the trade routes that run from the Bright Lands Plutocracy in the north, down to Coom isle and Argus, and down to Zent and Tobernity.  Igbar's rapid growth has been partially fueled by their exports, and while they cannot compare with Hobyt Inn, they are becoming an economic power.  While not a mining or logging area, the Tiche Plains to the east are fertile and are heavily farmed (and therefor, heavily patrolled, or they were until the war).  But Igbar's main unusual export are herbs from the Fabled Herb Lands.  Though insanly dangerous, life and limb are risked by brave consortiums to collect the rarest and most potent plants in the known world there.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Celtrician Religion


--------------------------------------------------------------------------------

 

The Accords of Presence

In the Elder Days, in the Age of Legend, the Celestial Planars walked the same earth we walk on today. They saw the same suns rise, and breathed the same air.

In those days, the Omwo~ built Temples in the Vale of Silence actually housed the Gods, and daily, Keith and the slowly multiplying Omwo~ and Sauroids went about the Douh'is, learning from the Planars and making speech and sport with them.


And as the Sauroid and Omwo~ races grew, they became the object of the attentions of the Planars . At first, it was the younger gods who made plain their interest, and yet still, though the Omwo~ of the Age of Legend were Burnished steel next to the gaudy brass of the Omwo~ of today, still the least Planar was far stronger than the hardiest Omwo~, and even the sauroids learned to fear the jealous controversies of the Planars.  From the outset, any Omwo~ or Sauroid who found themselves in between the attentions of more than one Planar shrank from the horrible choice that were put on them.

And as some of the Great Planars began to take part in the contesting for the attention of the Sauroid and Omwo~, it eventually  erupted into violence.  Zeldar and Wakikchon thrashed sweet Arlieng of Direction, and the eruptions of godly power made waste of the hills they were in.

 

Then the Great God Anthraxus, the decayed, Lord of the wasting death and of the Feeding, stole Tiamat, queen of the Sauroids, and took her to his dwelling, the Cairnhold.

None saw this in the aftermath of the battling, and thought her missing.

In the following day, there were words of sorrow, and acts of contrition. It seemed the black rain that had fallen in the sun-filled times of the Douh'is, and the peace of the Valley of Silence was at an end.  And yet it was not long before Amerer and Asmodeus, the Scales of Balance and the Ruler, saw once again the sidelong glances from their fellows, and saw fear again in the eyes of their children. And these two, both seers, saw more varied children being brought forth, of brilliant, beautiful variety. And they both wept, for they knew that these children would become pawns. Not loving subjects, as Asmodeus argued for at first, but thralls of fear, placemarkers on a board.

So they gathered the other Great Celestial Planars, and drew up the Accords of Presence, of which all the gods must ascribe to or meet the judgment of the rest. The Celestial Planars needed to withdraw from the World of Waking, and would need to seek out dwellings near the Wells of power in the Void.  And while many of the great ones rejected this plan at first, eventually all but Anthraxus agreed.

And thus came the Battles of the First Necromantic night.  Of that, ballads and books aplenty have been written.  Enough here to say that eventually, The Cairnhold of Anthraxus was thrown open and he was wrested from his place of power.

And the Omwo~ and the Sauroids were afraid, miserable without the hands that had guided and steadied them in their first steps.


 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Hewecar, Demon Lord of Blood

Baronesia of the Eighth House, Bonesmasher,

Lord of Liquids and Alchemists.


 

The Worship of Hewecar, Entropic Planar of Blood, begins back in Ancient Venolvia and the Venos Pirates of the Steel Isle.  Before that, his worship had been minor, relegated to some shrines and medicinal sects.  It was later, when he was added (by the high ruling body of priests, mind you)  into the worship of the Entropic Overlords, that his star finally rose.

The Venolvians of Steel Isle originally worshipped Vernidale, the Serpent Queen, honoring the sauroids and Histak on the Isle;  and following that, the Church of Direction, or Amerer, the Grey Patron of Balance.  They were also the first culture of the Age of Statehood to Worship Thanatos, The Uncreator and Final End.

Around -100 RON,the primarily Amererian Steel Isle was introduced to the Church of the Entropic Overlords, popular on Coom Isle.  The Entropic Overlords becasme a much stronger worship base in the height of the Power of the Venolvians, and bled into some of the other churches, most notably the Cult of ST. Arbor (which also originated on Coom Isle).

Hewecar is often portrayed as a vassal to Orcus, Guardian of the Passage and of the Undead.  His position on the Eight House, like most, changes often.  He is stronger than an common demon, though a few Balor might give him pause.  His value has been in his lust and obsession for the Blood of worshipers and sacrifices made on the "Waking Dream", and the Power he has been able to derive from it.  Though Hewecar has never reached tremendous heights of power, of the greater entropic Lords, he has been classified as a Demon Lord a few times in the past, and he lusts and schemes to return to that status.  The fall from grace and popular worship of the Entropic Overlords was the end of his greatest power, and it afffected him for more than the other pantheonists, due to his reliance on worship and blood sacrifice.

Today, Hewecar is seeing a modest return.  The budding commercial/industrial revolution in Artificariums is bringing some worship to his aspect as Lord of Potioners and mixers.  Three minor churches have sprung up in the last few decades which feature him as a patron of Blood and healing.  And there is a return to the Entropic Overlords budding on Steel Isle and in other tribal areas, such as the southern Zyjmanese.

His Major weapon is a Trident, and indeeed, his main symbol is a thin, barbed Trident of three tines.   Many of his priests prefer this weapon as well, with extra barbs and rivulets to catch blood in.  His other symbol is a silver triangle, which is often hidden or disguised in designs.

Obviously, as a non-feature deity in many faiths, the different rituals and writings that are inspired by him are varied and disparate.  Humanoid alchemist/priests of Hewecar, wielding blood magic are fearsome humanoid foes.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Quote from: LordVreeg
Quote from: Steerpike[blockquote=Crow]Hey, Vreeg, have you ever created some kind of introduction or overview for the setting? Whenever i try to read it I'm always assaulted by the massive amount of information[/blockquote]Heh, this is sort of like asking someone from our world to introduce the earth to an alien being.  Not to say its a stupid question, Crow, or anything like that, but just from what I've seen of Celtrica it exemplifies the divset style of world, and resists the ethocentric style fairly resolutely; its hard to boil it down, in the way that you might be able to boil CE or In Gloria or Broken Verge down to a constellation of core themes.
Speaking of this...I'm thinking about changing up the Igbar page to shrink it down.  With some '...read more here' links for every section....That page keeps growing, and PBworks is starting to bitch about the size of it for editing purposes.  Do we think that would work?




Ok, I've done this.  Almost every section is now cut down with a link at the end of the section to read more there.  
Igbar, again,
Not saying this makes it great, just better and not quite so huge...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Working on the transport page for the Cradle area of Celtrica
Transport in Celtricia

Here is the bulk of it.

[ooc]
Transport in Celtricia

As a world of mercantile influence and travel, where magic has replaced technology, Magic aids travel in many cases in Celtricia.

However, as in many cases, this is still only the case for the wealthy.  Armies still mainly travel on foot and horse, and the donkey, the horse, and the pony are still used by most of the population.

 

Minor magics that enhance travel, such as the animist '˜Beast of Burden' spells are somewhat easily to come by, as well as the air summonning  spells that bring aid to becalmed ships.  Between Ograk rowers and summoned elementals from the Third Station, as much trasport as possible is down by sea, though the magics have retarded the changes in sail and ship design.   The last century has seen major changes in dsign, where even 2 centuries before maercgants still favored the Triremes that had been in favor since the Age of Heroes.   Today, the use of sail has increased, especially with the introduction of the Delvan people to the Cradle area, bringing their advancement in sail design[1].

 

Lesser spells like 'Weight of Silver' are used to avoid counterfeit, and other mercantile spells aid commerce, which in turn, aids travel.   This mercantile demand sometimes brings faster, but more expensice means of transport into the fray.  Dragonriders, as well as other air mounts are used in almost every major population center, mainly for defence and by members of very powerful guilds.  In Igbar,  Hippogryphs and a few gryphons are used by the Scarlet Pilums and the Hunters of the Shade.  Argussian Wyvernriders are looked down on by some real dragonriders, but few who have faced them in combat would  cast aspersion.  The rare but well-known margical carpets are too valuable and hard to create to waste fo most mercantile use, but they are seen on occasion as well.
 

This is critical, in a world of open spaces, rampant humanoid tribes, dangerous beasts and unchecked undead.  Overland, caravan travel is the most common by far, as safety in numbers is the only way to move across the trackless areas.  Whole guilds of caravan guards make their careers keeping these trains safe, which in turn illustrates the importance of the caravan routes.

 

Legends, fed by scraps found in ancient books, recorfds of fourth-hand accounts, hint at earlier cultures having more immediate transport systems, and scholars point to Ambretton, Vicorian and even some Venolvian ruins that point to permanent versions of the "Recall" spells.  The Daemartificers Guild and the Collegium Arcana both find the idea somewhat infeasible, however.  


Footnotes

1.We'd see this as moving into the Caravel class. –²


[/ooc]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Ghostman

Quote from: LordVreegMinor magics that enhance travel, such as the animist '˜Beast of Burden' spells are somewhat easily to come by, as well as the air summonning  spells that bring aid to becalmed ships.  Between Ograk rowers and summoned elementals from the Third Station, as much trasport as possible is down by sea, though the magics have retarded the changes in sail and ship design.   The last century has seen major changes in dsign, where even 2 centuries before maercgants still favored the Triremes that had been in favor since the Age of Heroes.   Today, the use of sail has increased, especially with the introduction of the Delvan people to the Cradle area, bringing their advancement in sail design[1].

...

1.We'd see this as moving into the Caravel class. –²

How powerful is that wind controlling magic? If they can ensure that you'll have favourable wind most of the time, then sails and rigging wouldn't be following the same developments as happened in our world. When sailing in favourable wind, you'll want your sails to be square-rigged and as large as possible. The only people who would need different sails would be those who cannot afford the magical aids... fishermen and the like.

Can the magic be used to protect ships from rough seas/storm? If so, they would also influence hull designs: hulls would be optimized for carrying capacity (merchants) or speed (warships), no need to make them structurally stronger.

Quote from: LordVreegLesser spells like 'Weight of Silver' are used to avoid counterfeit, and other mercantile spells aid commerce, which in turn, aids travel.   This mercantile demand sometimes brings faster, but more expensice means of transport into the fray.  Dragonriders, as well as other air mounts are used in almost every major population center, mainly for defence and by members of very powerful guilds.  In Igbar,  Hippogryphs and a few gryphons are used by the Scarlet Pilums and the Hunters of the Shade.  Argussian Wyvernriders are looked down on by some real dragonriders, but few who have faced them in combat would  cast aspersion.  The rare but well-known margical carpets are too valuable and hard to create to waste fo most mercantile use, but they are seen on occasion as well.
These big intelligent (trainable) flying animals could provide a way to cross mountains that are too impassable for overland travel and too difficult or dangerous to tunnel through. The biggest problem would be the expense of feeding the beasts and the fact that they probably can't lift a heavy cargo.

The presense of air magics would make hot air balloons extremely useful (if only someone were to invent them!), for obvious reasons.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

LordVreeg

Quote from: Ghostman
Quote from: LordVreegMinor magics that enhance travel, such as the animist '˜Beast of Burden' spells are somewhat easily to come by, as well as the air summonning  spells that bring aid to becalmed ships.  Between Ograk rowers and summoned elementals from the Third Station, as much trasport as possible is down by sea, though the magics have retarded the changes in sail and ship design.   The last century has seen major changes in dsign, where even 2 centuries before maercgants still favored the Triremes that had been in favor since the Age of Heroes.   Today, the use of sail has increased, especially with the introduction of the Delvan people to the Cradle area, bringing their advancement in sail design[1].

...

1.We'd see this as moving into the Caravel class. –²

How powerful is that wind controlling magic? If they can ensure that you'll have favourable wind most of the time, then sails and rigging wouldn't be following the same developments as happened in our world. When sailing in favourable wind, you'll want your sails to be square-rigged and as large as possible. The only people who would need different sails would be those who cannot afford the magical aids... fishermen and the like.

Can the magic be used to protect ships from rough seas/storm? If so, they would also influence hull designs: hulls would be optimized for carrying capacity (merchants) or speed (warships), no need to make them structurally stronger.

Quote from: LordVreegLesser spells like 'Weight of Silver' are used to avoid counterfeit, and other mercantile spells aid commerce, which in turn, aids travel.   This mercantile demand sometimes brings faster, but more expensice means of transport into the fray.  Dragonriders, as well as other air mounts are used in almost every major population center, mainly for defence and by members of very powerful guilds.  In Igbar,  Hippogryphs and a few gryphons are used by the Scarlet Pilums and the Hunters of the Shade.  Argussian Wyvernriders are looked down on by some real dragonriders, but few who have faced them in combat would  cast aspersion.  The rare but well-known margical carpets are too valuable and hard to create to waste fo most mercantile use, but they are seen on occasion as well.
These big intelligent (trainable) flying animals could provide a way to cross mountains that are too impassable for overland travel and too difficult or dangerous to tunnel through. The biggest problem would be the expense of feeding the beasts and the fact that they probably can't lift a heavy cargo.

The presense of air magics would make hot air balloons extremely useful (if only someone were to invent them!), for obvious reasons.


This was a great response, Ghostman.  Really a pleasure to get.

1) the winds are almost never permanent, since each type of spell is limited by time ( I'd link them, but I'm answering this on my mini, so later for that), the magic (and the limited but real availability of air travel at the very high end)  has had a retarding effect on the technology of sail and hull (millenia of biremes followed by 2000k years of triremes???  Really retarded.), but much of the basics still hold true.  Summoning elementals from the House of Water or the Third Station (Air) is difficult and limited in time scope.  Hence the physics-related development, albeit slow.  Though you make me think they'd keep one big square sail, no matter what.

2) You are dead on about the flying beasts.  Some of the most ancient cities were only reachable that way (the White City, for example).  Magical air travel is very rare, so it dose not affect the equation so much, but Gryphons, Hippogryphs, The Souther Giant Owls, and to a lesser extend Wyvern and Sauroids do exist and are bred at a level to make them a factor.
I think the least expensive was the Hippogryph at around 6000 goodwives, trained (750 goodwives for a hyppogryph egg...if you were wondering), so the wealthier merchant guilds and families do have access to them.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

TheMeanestGuest

How much is a giant owl? Max must have one.

Also, are they nocturnal? One would think that would make them less useful. And, as a southern giant owl, does that mean they are southern in the sense of being found where Vox is commonly spoken, or southern in the sense that there is a *more* northerly species that is not tamable? I suppose I could just ask if they are common in the cradle area.
Let the scholar be dragged by the hook.

LordVreeg

Quote from: TheMeanestGuestHow much is a giant owl? Max must have one.

Also, are they nocturnal? One would think that would make them less useful. And, as a southern giant owl, does that mean they are southern in the sense of being found where Vox is commonly spoken, or southern in the sense that there is a *more* northerly species that is not tamable? I suppose I could just ask if they are common in the cradle area.
The cost of a giant owl depends on the size, but rideable ones are 1200 goodwives and up.  

They only are found south of Argus (Ambrell, Om, etc), but can adopt to northern climes but not breed there.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg



The Machmen

Still use as Bogey-men in bedtime stories, the Machmen represent an ancient masterpiece of Artifice. The methods used by the Arch-lich Arbor and his servants to blend magic of the Bane and Artifice are still debated in scholarly circles, but their effects are uniformly called terrifying.  Though created back in the Age of Heroes specifically to combat the Bard Numansongs and his followers, dark stories still tell of explorers running afoul of a machmen deep in a Vicorian or Atlantian ruin site.  

Machmen are slightly larger than humans, steel and bone constructs with a grey flesh over it.  Invariably, they were dressed in a long, brown leather jacket, buttoned on both sides and cinched, wearing a strange wide brimmed hat of the same material, and often boots as well.   Their eyeless visage was considered the most terrifying aspect,  The Machmen can appear unarmed, but can call a medium sized, thick hafted scythe from somewhere at will.  
As a side note, these scythes are, in themselves, horrible weapons, permanently charged with rotting spells, reaving ability and vampiric drain.  

A Machmen's man-like appearance and chameleon spells allowed them to make their way into communities after dark, as ancient stories of horror will attest.  An implacably powerful assassin, the Machmen were as likely to kidnap as destroy their victims.  In combat, the infernal speed and precision of their scythe attacks made them a match for almost any group of warriors.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Historical notes on a legendary figure of the Venolvians.
(from here.)


[ooc]Korang Jerupizer was born just before the Founding of the Theocracy of Nebler.  Historically, his name is in what would be considered the pantheon of historical wizards,  known from strange legends to the common folk and his deeds marvelled at by the sages.   While not remembered for pure power or scholarly wisdom, his reknown stems from his tinkering with differfent species in his laboratory.  Owlbears, Minatours, Hyppogryphs, and FratreCanis area few of the succesful crossed species he brought into the waking dream.  His more esoteric works are still being researched in most guilds of Artifice

He was born on the Steel Isle, in the middle period of the Venolvain Empire.  While Gnome/Human halfbreeds were not terribly common, he was a charasmatic if somewhat aloof figure, one that moved up quickly in the Vexchian School of magic.  Within a few decades, he was vying for the position of Archmage of this guild, though the Vexchian Mages Guild was one of the most advanced of it's time.


Korang's Fame grew as his power and the power of the guild increased.  After Vexchian created their own mage colony, his work really began.  He created the Minatours to serve the Venolvians for brute labor and as soldiers, and the Fratrecanis to be their household servants.  
Actually, the Fratrecanis was more his own servants that ended up being used by many of the upper class, with strong pack instincts they bonded to family groups.

Korang also was one of the foremost  artificers of his time, his signature items bonding animist spells to items.  He aslo created armors that enhanced the personal magetism of the wearer.

Korang's end came at the end of a very long (some would say extended) life.  Nearing his one hundred fifteenth year, Korang fell victim to a jealous student's poisoning.
[/ooc]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The Index of the Celtrician Campaign is slowly taking shape. Slowly.  There is a long way to go, but especially on the full Index on the bottom, things are coming along.

People often mention getting lost; I am going to reboot probably one more time referring to the Index more often.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The Country of the Bright Lands
Another piece of the puzzle.  For you Steel Isle guys, you can see the Steel Isle on the map on this page.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Adding another school/guild to SIT.
The Lyre's Way, a bardic group that is very active in building an information network behind their smiling, sociable faces.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg