Monday, June 15, 2015

Population Center: Dunklestadt:

Dunklestadt was formed by wealthy investors in Tesaria's future who had helped found Oak Hill, but found themselves wanting a more...  Unusual locale for their own residences.  Crossing the waters between Oak Hill and another landmass to the East, the investors landed on the shrouded shores between The Twilight Woods and The Ghost Grove swamp.  Some decided to head North into The Twilight Woods, becoming hermits primarily, and some forming The Dusk Sanctuary.  Others, undaunted by the difficulties of building in the swamp or the spectral creatures that resided there, went South, forming the Shade Road, which would extend from their landing down to where Dunklestadt would be formed.

The city of Dunklestadt is one in constant battle against evil, prejudice and corruption.  As many of its founders had been besieged by spectral creatures and visions of monstrous terrors in the deep dark of the ocean further to the east, some went mad, their designs for the city helping to draw wild magic closer from the nearest leyline intersection.  As some managed to resist, they prevented a terrible devastation from sweeping across Tesaria, but many became warped by the release of wild magic which created atavistic mutations, accentuated magical affinity in certain bloodlines, and caused a genetic hybridization of many with the spectral creatures living in the area, among other consequences.  Those that survived and helped Dunklestadt become strong embraced the changes, inviting those infected with or born to lineages infected with the Vilru and Luniis viruses, Ghouls and other outcasts to join with them and build a society that would fully accept them.

Many from across the planet came to Dunklestadt, and as the city government grew it reexamined many of the forbidden religions, sciences, magics and other unusual areas of study forbidden by the cultures their citizens had left, in some cases upholding strict regulation or outright banning certain studies outside of governmental defense against their fruition, but in many cases either having moderate regulation or allowing unrestricted practice.  As a result, Dunklestadt has had much criticism and negative propaganda put forth by many other countries, but Tesaria has stood firm in defending its right to govern as it does, so long as it guards its borders to ensure those practices not yet approved for Tesaria as a whole are done in a contained and regulated area.  The government of Dunklestadt has been more than happy to accept this conditional support, and have indeed managed to convince other cities and the over-arching government of Tesaria to reconsider studies and permit their widespread practice.  By and large, this has been due to residents of Dunklestadt itself making allies in other regions, but Kestrel Alras and her allies had also been of great influence after they learned certain knowledge and skills they needed in order to help win the Tesarian War for Independence.

While Dunklestadt's citizens do not largely group according to their species, there are some exceptions with those of Vilru of Luniis infection typically grouping together simply to help manage their condition more effectively.  The Southern edge of Dunklestadt is known as The Hage, and it is  constantly expanding out onto the ocean with the pier stretching out along its Eastern border.  There many who study the aquatic life native to Tesaria in general and The Ghost Grove's ocean shelf reside and work, though they are oft under supervision when their studies take them further off to the East where the deep dark terrors slumber.  The Western edge of Dunklestadt is known as The Boar's Bay, and it stretches from The Hage up to The Glade of Secrets.  There most study agriculture, magical mutations and attempt to gain knowledge from the specters that roam The Glade of Secrets.  The rest of Dunklestadt is called The Foldarre, and every single block is filled with a myriad of different studies underway, as well as the many cemeteries and catacombs built into the swampland, the multitude of citizens living ordinary lives, and those who make their living off of the occasional tourist and sometimes skirting the edge of the law in order to survive and thrive.

Saturday, June 13, 2015

Population Center: Oak Hill:

Oak Hill was the second successful large settlement on Tesaria, built East of the ruins of Old Hollowstone.  Originally named for the massive oak forest within which the city was constructed, Oak Hill was literally built onto the trees.  As there had been many dangerous predatory animals spotted in the area when it was settled, the city architect was given the task of designing the settlement in a way that would protect the most frail of its citizens with ease.  Seeing as the elevation of the forest canopy kept all but a handful of these predators from reaching climbing prey, the city was build with a tiered design that took into consideration the needs of its citizens.

Constructed primarily out of oaken wood, every grid of nine blocks has one block with stone structures in the center with the purpose of allowing any conceivable use of fire to be accomplished in a contained nature, with redundant aqueducts used to put out any potential spread of fire to the trees and wooden buildings.  While Oak Hill may have been modest in its original design, as it has steadily grew taller and broader, new oak trees have been planted and guided along to support the weight of newer tiers, with a great many scientific and arcane achievements accomplished in order to ensure that the city's support structure can handle all the weight.

Oak Hill had originally been started primarily by Felinae immigrants, but its population has widely diversified and bred with one another to the point that there are few pure bloodlines in the city that are not recent immigrants to it.  In fact, its diversification led to vast knowledge from the different cultures in its population being shared, which helped increase the efficiency of most industries which the city occupies itself with, the most prevalent being accelerated tree growth and harvest.  Over time, many wealthy investors from Oak Hill desired to find newer land to claim, most going East to The Ghost Grove and after much hardship forming Dunklestadt.

...

Friday, June 5, 2015

Population Center: Dagger Crest:

After the initial failure of Old Hollowstone, many other colonies were attempted, but the first success was Dagger Crest, its mostly stone buildings nestled atop a plateau in the middle of the Tesarian Badlands.  Heavily fortified, it is nevertheless run with manipulation more than force.  Formed by a multitude of emigrants from Adslein, many were criminals according to the old continent's laws, and sought to escape to a place where they may not be judged for what seemed minor to them...  Or simply to avoid sentencing for those who did not regret either the laws or breaking them, but rather that they had been or were close to being caught.  While Pixies and Naiads are more rare in Dagger Crest due to the region itself being more arid than most prefer, there are many who work to make the city more hospitable to their sensibilities, and they are gladly welcomed for their efforts...  So long as they don't forget to ask permission first.  The other species are likewise very welcome and there does not seem to be any centralization of any species to a specific area.  Dagger Crest is separated out into different Quarters each named after a historical figure of the city which was famous in the region.

The Raddik Quarter is home to most of the weapon-smiths, The Assassin's Guild, The Dagger Crest Enforcers (who are paid well enough that money is rarely useful in trying to bribe them), The Cuts and Guts Weapon Shop among many others, and The Knifetip.  It was named after Sorril Raddik, felinae assassin and one of the founders of Dagger Crest.  She devised most of the various laws and punishments in Dagger Crest which still allow more freedom than most cities on Lenida, while at the same time establishing punishments such as The Knifetip.  Public executions for those who have committed the most heinous crimes to the citizens of Dagger Crest are carried out there on The Knifetip, an extended protrusion in the plateau.  Those sentenced to walk its length are blindfolded and their hands bound, prodded with sticks and thrown stones to encourage them to keep going to the end.  There, if they have not fallen already or died from injuries, they may clasp one of many knifes embedded into a post at the tip.  Should they be able to find one of the few white hilts amongst the others, they are permitted to be unchained and have their blindfold removed so that they may fight their primary accuser on The Knifetip.  If they survive, the crimes they were accused of are considered paid, and the life of their accuser is theirs to utilize, barter, sell or end.  As a result of the stiff penalty for heinous crimes and the likelihood of one trying to exact punishment in private to prevent such a possible reversal of judgement, most do not commit serious crimes within the boundaries of the city and its watch.  Asylum, however, is given for those who commit crimes elsewhere, if the leaders of the various guilds present come to a majority agreement.  Such asylum though, always comes with a price.

The Brodan Quarter is home to most of the archaeologists, geologists, The Miners Guild, The Builder's Guild, and also a great many of the oldest taverns and inns in the city, such as The Shaking Scabbard Inn.  It was named after Brehn Brodan, the gargoyle architect that designed most of Dagger Crest out of large formations present atop the plateau before they were reshaped to form the outer walls and many of the guild halls.  It is also home to Mog, the oldest known Ogre Ghoul on Lenida.  A cunning and violent foe, Mog retired to Dagger Crest forty years ago and has easily dispatched those who have disrespected his abilities and intelligence.  Mostly preferring to be left alone, he tends to his multitude of underground fungi gardens from which he sells some of the best cultivated shrooms on Tesaria, as well as writing to various newspapers across the globe on various mathematical, philosophical, psychological and scientific subjects, as well as riddle and puzzle submissions, and supposedly a few novels over the years.

The Shabah Quarter is home to the many legal prostitution businesses, many of the wine, beer and ale companies, the assorted more unusual perception-altering item businesses, many warehouses, as well as The Mercantile Guild and The Thieves Guild.  It was named after the midicubi Ilyava Shabah, whose business of ill-repute had followed them to Tesaria when driven out of Adslein.  Having been previously connected to so many different businesses and government officials, Ilyava was able to help found the beginning economy of Dagger Crest and ensure that it prospered for all of the quarters, not just the one which would later be named after them.  It is also home to a few specialty shops which trade in goods not common to the region, such as The Best Slice, a butcher shop which serves many delicacies, and supposedly even more which are not on the menu due to the owner's determination that such rarities as dragonmeat be saved either for special occasions or those who have in some way earned their respect.

The Olja Quarter is home to most of the crop and animal farms, animal tamers, The Agriculture Guild, The Dagger Crest Watch, and many of the residences for those who do not themselves own a business.  It was named after Unba Olja, the naiad engineer who designed many of the city's systems which keep it self-sustained despite the low precipitation in the region, as well as ensuring most of its waste was recycled and put to use in a way that directly benefited the citizens of Dagger Crest.  While it may seem less glamorous to tourists, The Olja Quarter is home to many a retired warrior who enjoys working on the various farms or otherwise leading a simpler, more peaceful life...  But few are more fervent than they in defense of the city from outside and internal threats.

Thursday, May 28, 2015

The Last Station: Navigating The Expanse:

While The Somnium Bleed may be a bridge between possibilities as the realm of dreams and nightmares, it has only a fractional portion of each of many universes, as it necessitates a connection being formed between those dreaming and a possible time and space within the multiverse.  Each universe is different in the multiverse as no two are completely alike, even if they may seem greatly similar, and not all parts of a universe may have an individual dreaming about it until an individual has encountered it to be able to dream about it, even if later individuals link to that possibility without themselves having visited it.  The Expanse, on the other hand, is the sum total of all universes in the multiverse, and the space between them.  The Expanse may be seen as an undulating wave in an infinite ocean, as universes change states, expand, contract, merge, shred, and otherwise interact with one another, the wave being the burgeoning and cascading realities as seen from a distance.  For every possible waveform along its multidimensional surface, a reality is mapped out, a host of new universes formed, stretching out into infinity and back in unfathomable variance.  Those most similar tend to be closest to one another, but as the fabric of The Expanse ripples occasionally others stranger and more bizarre come close enough for the unthinkable distance to be traversed, or for the two realities to even bleed into one another.  A waveform shifted into place on The Expanse and a single hyper-dense atom exploded, expanding into space and time, forming the universe at the same time as a myriad of others were formed.  The multiple dimensions all bound into one another spread out, some becoming smaller, others expanding to the state of the universe as it became known...  Some claim The Expanse is a place without any direction, mere iterations of possibility happening because they could, while others claim The Expanse is manipulated by one or more supreme beings even more powerful than the deities known to the universe currently...

Every universe starts out in The Expanse as an extremely dense atom of matter, which may encounter another dense atom, a fast-moving particle, or other fragments of another universe's destruction that causes it to rapidly expand and form its own universe.  Each possibly universe remains inert until it is forced to expand, but each has two possibilities of its end.  First, a universe may expand until it has no more inertia and it fades with a big freeze, a loss of even the most fundamental of energies, and its remnants expand in The Expanse as other possible universes draw them close enough to collide and form a new universe.  Second, a universe may expand until its core's gravity causes it to form a big crunch, forcing the universe back into an incredibly dense atom which will await stimulus to expand again.  The heat of its fusion back into an extremely dense atom causes stray particles to be emitted which may be absorbed by itself and cause it to expand again if said stray particles have escaped far enough that their inertia can cause a reaction.  Another possibility is that they do not escape far enough and the universe will remain a dead one until outside stimulus interacts with it.  Finally, these stray particles may also escape their original universe's dense atom state and collide with another  possible universe and cause that one to expand instead.  Every possible universe may slowly grow or shrink in size from universe gravity and stray particles in The Expanse or cause universes to collide and bruise, merge or shred each other apart, but all these possible interactions between universes happens in the infinitely expanding scope of The Expanse, as each possible universe interaction that causes parts to expand outward from other pre-exiting universes causes The Expanse to spread further out, and even possible lifeless universes continue this interaction throughout all possible iterations of possibility, with time in The Expanse being simultaneously infinite and non-existant to sentient perspective, as time is one of the many dimensions a universe gains as it changes from dense atom state to active universe state.

While few beings can survive in The Expanse without shielding from a multitude of particles, massive gravity and magnetism and more, there is evidence in the ancient history of the humans arrival on Lenida that they arrived from a place they called The Last Station, whose systems kept record of its travels through the last ten universes its creators had seen fit for its memory banks to recall in order to study The Expanse and all its universes.  Fragmentary files appear to imply that it has traveled through far more than the ten, but regardless of the number, the long-forgotten race's technological remnants saved humanity and many other species, helping them to survive the end of the last universe and to spread out and colonize the current one.  One of the oldest of the high ordered beings know as the Adacrea was a species known as The Lim, and their might and access to some of The Last Station's systems allowed them to leave it before humanity or the Pragur, and claimed The White Void as their home, before spawning many other species of Adacrea who would then combat the Pragur as they too left The Last Station and joined the universe.  Humanity and several of the other species aboard The Last Station awaiting its systems to find them their new homes watched in abject wonder and horror as time did not age them while they watched the Adacrea and Pragur combat one another as well as form the first Fey, Celestial and Infernal species before each was sealed off or sealed itself off from the rest of the universe for a time.  Deming that The Last Station had found suitable homes for the populations aboard it, its systems then entered the new universe and sent out massive vessels to seed planets before colonization ships were sent out.  And as The Last Station sent them away, its drones gathered up supplies to repair and refuel itself, as well as to prepare for its next journey, sending each colonization vessel into a slipstream to its new planet while wiping out its own location from their systems.  Now it continues its preparations for the end of this universe, hidden away, waiting to serve its purpose as ark and cataloger of this universe's history while its sensors record every detail within it.  Those species that find it at the end of this universe will find its systems ready just as the last had, ready to aid them in surviving travel to, and colonizing the universe to follow.

Saturday, May 23, 2015

Index Page:

As was made quite clear from a few individuals, the dev blog should have an index page, just like the books themselves will have, only with links instead of page numbers (the digital copy of the book will also have links within the book for platforms where they will function).  Unfortunately, blogger will not let me have it set as its own unique page, so I'll link to it whenever anyone wants to check it for something, but otherwise it appears like any other post.  I will, however, update it when new posts go live.  Rather than solely alphabetically, this index has things grouped by categories, as seen in it below.


Index (last updated 09/10/2016)
---------------------------------------------

Playtests
---------------
Anelokah: Season 1 [The Rise of the Chimeric Dominon]: Episode 1, Episode 2, Episode 3,
Anelokah: Extras: Anelokah,


Abilities
---------------
   Abilities Creation: Ability Creation, Ability Creation Process Visualization, Ability Creation Update, Ability Creation Update 2 (Latest!)  Ability Modifiers, Ability Modifiers In Action, Domain Infection,
   Sample Starting Abilities: Early Sample, Low-Level Common Abilities, Low-Level Elemental Self Abilities, Low-Level Elemental Touch Abilities, Low-Level Nimble Touch Abilities, Low-Level Physical Touch Abilities, Low-Level Psionic Touch Abilities,

Assorted System Mechanics
--------------------------------------------------
   Alchemy: Alchemical Essences, Alchemy, Elixirs, Potions,
   Combat: Attack Land Locations, Combat, Size and Range
   Death Mechanics: Press X to Revive
   Deterministic and Random: Deterministic and Random, Luck Points Revisited (old), Chance, Luck and Desperation (newest),
   Domains: Ability Creation Process Visualization, Ability Creation Update, Domain Infection,  Elements and Starter Species, Physics and Forces,
   Environmental: Environmental Dangers, Environmental Features, Exotic Terrain, Exploration and Encounters, Respiration, Strategic Positioning,
   Game Transfer Mechanics: The Somnium Bleed
   General Concept: Introduction
   Skill Checks: Skill Checks, 
   Sustenance: Sustenance, Sustenance For Species, Sustenance (Updated) and Diet, -
   Technology, Magic and Pollution: Balancing Mechanic, Leech Magic, Magic, Matter and The Known Cosmology, Soul Power Favor,
   Time Mechanics: Temporal Adventure, Time Management,

Character Creation
----------------------------------
   Allies, Mercenaries and Companions: Allies, Mercenaries and Companions
   Character Building (Current): Character Design
   Character Building (Old Process): Yara Kren Draft 1 (Part 1), Yara Kren Draft 1 (Part 2), Yara Kren Draft 1 (Part 3), Yara Kren Draft 1 (Part 4), Yara Kren Draft 1 (Part 5)
   Character Sheets: Rough Draft 1, 
   Titles: Training Titles,
   New Traits: Affinities, Zodiac and Moon Phase,
   Old Traits: Class Traits, Emotional Traits, Hobbies, Humor and Sexuality, Mental and Emotional Disorders, Motivator Traits, Religion and Spirituality, Social Traits, Quirks, Upbringing
   Renown: What About Alignment?
   Size and Range: Size and Range
   Starter Classes: Bard, Initial (Acolyte, Burdener, Beserker, Huntsman, Psion, Rogue, Sorcerer, Tinkerer, Wizard), Tumbler, Warlock,
   Statistics and Attributes: Statistics and Attributes, Studying, Training and Leveling, Leveling Revisited, Threat Levels and Tiered XP, Leveling Update, -

Companions
-----------------------
   Allies, Mercenaries and Companions: Allies, Mercenaries and Companions, Pacts and Bindings,
   Adecrea: Quantum Sphere,
   Amphibian: Glutinous Toad,
   Arachnid: Mykra Spider
   Avian: Greedy Raven, Honorable Falcon, Nosey Parrot
   Celestial: Winged Illumination
   Charming and Taming: Charming and Taming
   Infernal: Eager Maw
   Insects: Delicate Butterfly, Quoma Pax
   Living Organs: Brain in a Jar, Floating Eye, Heart in a Jar, Restless Hand, Skull of Secrets,
   Mammals: Curious Chimp, Shifty Rat, Stealthy Cat, Swift Bat, Trusty Hound,
   Material Golems: Clay Golem, Stone Golem,
   Mechanical (Clockwork): Clockwork Monkey Golem, Clockwork Tin Soldier Golem, Copper Clockwork Turtle Golem
   Mechanical (Non-Clockwork): The EnigmaCube,
   Pragur: Hungry Distortion
   Reptilian: Infant Dragon,
   Specters: Bound Phantom, Empty Armor Servant

Creatures
-----------------
   Insects: Quoma,
   Mammals: Jackalope,
   Mutants: Mutant Sub-Species, 

Cultural
---------------
   Languages: Effective Communication,
   Non-Religious Secret Societies: The Phoenix Society
   Religion: Religious Types, The Church of Fracture, The Church of Ink Baptismal, The Church of The Emerald Nautilus, The Church of The Eternal Flame, The Church of The Eternal Word, The Church of The Forgotten, The Church of The Golden Apple, The Church of The Iron Maiden, The Church of The Sacred Dagger, The Church of The Sacred Oasis, The Cult of Dissolution, The Cult of Electric Vanity, The Cult of Lost Treasures, The Cult of The Broken, The Cult of The Chasm, The Cult of The Crow King, The Cult of The Crystal Skulls, The Cult of The Eternal Meld, The Cult of The Fear-Mongers, The Cult of The Sacred Rot, The Cult of The Shattering, The Cult of The Silver Spoon, The Cult of The Sphinx's Dream, The Cult of The Wailing Bones, The Fraternity of the Fop, The Order of Fang and Claw, The Order of The Broken Gear, The Order of The Crimson Blade, The Order of The Frozen Tear, The Order of The Golden Lute, The Order of The Ruby Butterfly, The Order of Silent Reflection, The Sacred Order of The Wandering,
   Quest and Side-Quest Ideas: Birthday Events

Diseases and Status Effects
-------------------------------------------------
   Status Effects:  Domain Infection, Status Effects, Status Effects: Diseases,
   Luniis Infection: Lunemires and The Lunar Conspiracy, Vilru and Luniis Infections,
   The Vilru Virus: The Vilru and Vampiric Scourge, Vilru and Luniis Infections,
   Zombification: Zombies Ate My Party,  

Economics and Government
---------------------------------------------------
   Economics and Government: Borrowing and Lending, Death and Taxes, Domicile Value, Government and Taxes, Law Types, Market Value, Varying Economics,
   Gambling: Gambling, Triskago,
   Item Appraisal: Market Value, Appraisal Part 1, Part 2, Part 3,
   Professions: Crop Farmer, Guide, Landlord, Professions, Pest Control, Prankster, Shop Keeper, Trapper

Higher Powers
---------------------------
   Adecrea: Temporal Adventures 
   Numina: Gaining Favor, Higher Powered Beings,
   Pragur: The Forgotten Prison of Pral

Items and Equipment
--------------------------------------
   Adecrea Icons: Prismatic Tesseract
   Alchemical Items: Alchemy, Elixirs, Potions,
   Apparel: Disguising Hood, Elementalismans, Invisibility Cloak, Spectral Goggles, Red Breastplate of Beastly Forms,  Ring of Spectral Phasing, Tinfoil Psionic Amplification Hat,
   Crafting Items: Item Parts and Crafting, Item Recipes,
   Decor: Spectral Painting,
   Drugs, Health and Beauty: Bottle of Ghostly Vapor, Bottle of Ectoplasm, Coal-Puffs, Health and Beauty, Syndak,
   Fauna Related: Bokeno, Food and Drink, Hides, Fabrics and Threads, Ilkarji Silk, Lykonhide, Tioneb Goo,
   Flora/Fungal Related: Albacon, Amber, Baelfire Tree, Baneyell Tree, Boom-Shroom, Coal-Puffs, Corpsebloom, Food and Drink, Gorgust Powder, Green Blessing, Gretho Lichen, Krinklewyne, Ley-Teeth, Onyew Nectar, Silverleaf Tree, Sitansard Tree,  Tearful Violet, Whisperleaf, -
   Golem Construction: Golem Cores, Sample Golem Cores, 
   Instruments: Crimson Guitaxe of Furious Fingers,
   Inventory: Equipped Inventory, Food and Drink, Starter Pre-Build Inventory Suggestions,
   Item Listing: Building Materials, Enigmatic Materials, Hazardous Materials, Health and Beauty, Hides, Fabrics and Threads, Item Appraisal Part 1, Part 2, Part 3, Item Listings, Items Revisited (Latest!), Item Nature Properties, Market Value, Metals and Alloys, Modifying Mundane Items,
   Metals and Alloys: Barobenell, Cavorite, Celzial, Cold Iron, Darkholm, Enhontros, Gold, Helkarne, Kukoju,  Metals and Alloys, Oronakl, Rojihal, Sildak, Silver, Starelle, Orichalcum, -
   Minerals and Stones: Bobh-Bon Crystals, Blotstone, Deafstone, Dreamsand, Focus Crystals, Fraglith Crystals,  Frightstone,  Glimmerstone, Harglesplerk Crystals, Jilcuskon, Memory Crytsals, Moonstone, Munzotan, Nala'Jun Beads, Novana Crytsals, Shatterstrom, Sunderstone, Sunstone, Time Crystal, Vennerkun, Warpstone, Wudgan Marble, Wyrdstone, Xhunfo Sand,
   Numina Icons: Atim's Tome, Bobh's Fez, Byn's Hand-Mirror and Chabel's Golden Lute, Dyndar's Charred Coins, Ehnkilli's Dagger, Fuldor's Sacred Seeds, and Guraye's Jar, Hexen's Rainbow Shell, Inthdu's Porcelain Skull, Jandur's Dagger, and Jannae's Inkwell Candlestick, Kaesot's Electric Gears, Lukarr's Slime Tea, Maemyer's Eternal Shield, and Munnatir's Blank Scroll, Najon's Ancient Puzzles, Nysisa's Bleeding Sword, Oroyas's Sculpted Ice Statuettes, and Prenn's Fungus-Covered Cheesewheels, Qualo's Empty Glasses, Ryim's Eternal Coal, Saja's Dancer's Veil, and The Shrouded One's Shroud, Tarne's Tainted Heart, Turosh's Primal Mask, Unate's Shimmering Cube, and Urgendur's Featherlight Apple, Ves's Scythe, The Weeping Woman's Necklace, Wenba's Cracked Crystal Ball, and Xyib's Battle-Axe, Yull's Curious Chained Cage and Zhen's Burning Skull
   Pragur Icons: Bewildering Eye Amulet
   Unclassified: Controlled Mutation Stand and Controls, Dark Essence, Emotional Baggage, Endata Cubes, Gorgust Powder, Purification Cup, Temporal Stasis Jars, White Matter, Sporestone,
   Weapons: Dawnblade the Shortsword, The Heartstealer,

Legendary Figures
----------------------------------
   Athka Rinn, Felinae Explorer, Rediscovered Tesaria: Tesaria: Map
   Brehn Brodan, Gargoyle Architect, Founder of Dagger Crest: Dagger Crest
   Coalnose, Young Dragon Who Befriended Krogar: The Dragonthief
   C. W. Shell, Author: Dekan City
   Furious Fingers, Legendary Bard: Crimson Guitaxe of Furious Fingers,
   Garesh Kone, Auduron Draconis Dragon-Kin Explorer, Athka Rinn's Successor: Tesaria: Map
   Harglesplerk, Gitwerg whose rite-of-passage name translates to 'Lucky Stumbling Bastard': Harglesplerk
   Ilyava Shabah, Midicubi "Matron", Founder of Dagger Crest: Dagger Crest
   Kestrel Alras, Android, Grand Mage, Revolutionary Tesarian War for Independence Heroine, Founder of Gear Rise: Tesaria: Map
   Krogar, Young human Who Befriended Coalnose: The Dragonthief
   Mab Mistleaf, Queen Mab, Mab The Mad, Sprite Queen: The Death of the Pixie Mab Mistleaf
   Myra Sholeencraft Wyllesolt, Mortician: Hadgre City
   Quinn Xhen, Reynix Colonist, Founder of New Hollowstone: Tesaria: Map,
   Renée S. Finch, Null Mage, Master Alchemist and Artificer, Revolutionary Tesarian War for Independence Heroine: New Hollowstone,
   Rick 'Flatscan' Harper, Private Detective: Rogue Disassembler
   Sorril Raddik, Felinae Assassin, Founder of Dagger Crest: Dagger Crest
   Syrad Deacon, Supposed Time Traveler: Temporal Adventures
   Tioneb Troblednam, Mathamatician, Former Explorer of The White Void: Tioneb Troblednam
   Unja Olja, Naiad Engineer, Founder of Dagger Crest: Dagger Crest 
   Xil Nu Kanthe, Research Scientist, Zombie Specialist: Basic Zombies

Primary Realm Locations
----------------------------------------------
   Planet Lenida: Adslein Continent: Adslein: Map, Ashencry, Billuta, Crestfall, Dekan City, Fallenguard, Gadje Village, Hadgre City, Haversham, Lythane, Kunkar Colony, Obana Village: Map, Obana Village: The Blue Hen Tavern and Inn, Pabu, Sanctarrei, The Capital: Rekande, The Sinister Swamp, The Temple of The Night, Ulnae Colony,
   Planet Lenida: Atlova Continent: Atlova: Map, The Temple of Terror, Solvilla,
   Planet Lenida: Cubi Flotillas: Yul'Ghen,
   Planet Lenida: Hokare Continent: Feldurre, Hokare: Map, Mellstova, Molnstad, Saursand, The Temple of Strength,
   Planet Lenida: Lucorene Continent: Blind Brook, The Doll House, Glasbaile, Gormthair, Lucorene: Map, The Rose Door, Scarlet Acres, Tauceann,
   Planet Lenida: Tesaria Continent: Askarr Colony, The Badlands, The Bahnen Hills, The Blight Woods, The Citadel of Memory, Dagger Crest, Despolis, Dunklestadt, The Ghost Grove, The Hole of Secrets, The Jurak Desert, The Mysterious Rocks, New Hollowstone, The Northern Wastes, Oak Hill, Ran'Lifon, Tesaria: Map, Thosisi, The Twilight Woods,
   Planet Lenida: Rhydarcus Continent: The Crystal Dunes, The Deep Stones, Dulda, The Entropy Drifts, The Great Rhydarcus Desert, Karnuk, Perkam, Rhin, Rhydarcus Lava Mines,  Rhydarcus: Map, Scaragau, Shesham,The Silent Knot Basin,
   Planet Reanas: General: The Birth of The First Kushmall Empire,
   Travel: Mounts and Vehicles, Travel Between Realms, The Last Station: Navigating The Expanse,

Realms and Their Lands
--------------------------------------------
   The Known Cosmology: Magic, Matter and The Known Cosmology
   The Ascended Isles of Serseki: The Ascended Isles of Serseki
   The Barren Wastes of Thelatos: The Barren Wastes of Thelatos
   The Endless Labyrinth of Mazek: The Endless Labyrinth of Mazek
   Feluk, The Crystal Slumber: The Crystal Slumber
   The Forgotten Prison of Pral: The Forgotten Prison of Pral 
   The Glens of Tirae: The Glens of Tirae
   The Hollowed Mists of Ragsendi: The Hollowed Mists of Ragsendi
   The Primary Realm: The Planet Lenida,
   The Shifting Sands of Jahneer: The Shifting Sands of Jahneer
   The Silicon Fields: The Silicon Fields
   The Somnium Bleed: The Somnium Bleed
   The Stary Oceans of Quantil: The Stary Oceans of Quantil
   Travel: Mounts and Vehicles, Travel Between Realms, The Last Station: Navigating The Expanse,
   The White Void: Temporal Adventures 

Species
--------------
   Cubi: Cubi
   Draconis Dragon-Kin: Draconis Dragon-Kin
   Elemental Associations: Elements and Starter Species
   Felinae: Felinae
   Gargoyles: Gargoyles
   Gitwerg: Gitwerg
   Goblins: Goblins
   Gnomes: Gnomes
   Kenthri: Kenthri
   Humans: Humans
   Naiads: Naiads
   Pixies: Pixies
   Reynix: Reynix
   Species Sustenance: Sustenance For Initial Species, Gargoyles, Gnomes, Reynix

Terrors
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   Adecrea: Living Pentachoron
   Ghouls: Ghouls
   The Lunemires: Lunemires and The Lunar Conspiracy
   Mechanical Terrors: Rogue Disassembler
   Mutated Creatures: Mutrant
   Mammals: Anthropophagi, Unatte,
   Pragur: Lykons
   Sarok: Sarok Bayerga, Sarok Gorna, Sarok Hasora, Sarok Meynas, Sarok Sitera
   Specters: Elemental Specters, Ghost and Phantom Specters, Gibbering Echo, Haunted Weapon, Lurking Apparition,
   Unclassified: Mimic
   The Vilru: The Vilru and Vampiric Scourge
   Zombies: Banshee Zombies, Basic Zombies, Brute Zombies, Frost Zombies,

Tuesday, May 19, 2015

Population Center: New Hollowstone:

Capital of the continent and nation of Tesaria, New Hollowstone was built atop the ruins of Old Hollowstone quite literally. Old Hollowstone was largely built where it was due to its strategic position, but unbeknownst to the founders of the failed colony, there had once been a human colony deep underground.  Due to the ancient human colony utilizing staggering space efficiency in design and a multitude of methods to reduce tectonic and floodwater damage, it had gone largely undiscovered at the time because few of the tunnels leading down to it were still intact, and even those were largely found in caverns beneath the earth. When its population became too small to maintain those systems, much of it sunk into the ground, built too solidly to be completely crushed by those forces even after the millennia hence, but devastated and broken nonetheless. When colonists of Tesaria found its ruins, few entered them, with even fewer coming back out to speak of the wonders underground.  As the colony faced more and more dangers coming up from those ruins, they collapsed the tunnels they had discovered and much of the colony itself was rubble at the time to likewise be discovered later.

Danger still lurks in its ancient halls, but amongst the living terrors are also technologies and marvels worth hazarding the journey. As such, sector by sector it is slowly being reclaimed and secured, though only three of its five-mile diameter uppermost levels being fully explored and the dangers removed, and an unknown number of levels below. Atop these three levels skyscrapers have been erected in the last hundred years to replace the buildings constructed during New Hollowstone's formation, though some still exist and are kept preserved for posterity and cultural reasons. Amongst these older buildings is The Singing Stone Tavern and Inn, whose Reynix owners have a lineage tracing back to some of the original founders of New Hollowstone, including the famous Quinn Xhen.

Also amongst the older buildings is the Watchtower Gulden, whose magical design was designed by one of Kestrel Alras' staunchest allies, Renée S. Finch.  A null-mage, master alchemist and artificer, she and a crew of two hundred hurriedly constructed it in defense of the capitol during The Tesarian War for Independence.  To this day it has been greatly studied in the hope of replicating its design, as Renée had cyphered all of her plans as well as doling out instructions piecemeal while rotating groups of her crew to ensure none could pass on what they learned to other nations.  After burning her notes when it was finished, many had implored her to construct more, but like Kestrel herself, Renée not only disappeared from the public eye but seemingly from history altogether.  The only remnants of her last journals that have been deciphered so far seem to imply she was trying to construct an artifact that would use magic, alchemy and science for an unknown purpose which would wield temporal might.  If ever she did finish this artifact, it either has never been found, or its greater purpose has not been discovered.

Being the multicultural center of Tesarian government, New Hollowstone was not founded with segregation of any species in its design.  Still, due to the Tesarian War for Independence mostly being fought against The Great Suarn Empire, the Draconis Dragon-Kin population has mostly settled in The Rookery, a slum neighborhood on the Southeastern edge of the capitol where it begins to ascend Mount Athka, so named after to explorer.  The dense design of their neighborhood was initially widespread and lofty, but as more and more felt the need for defensive foresight, it was expanded inward as well as up the mountain in order to prevent any mob force from rising to attack.  Few individuals have made the attempt and between the government and the population of The Rookery they have been dealt with great ease.  However, there are many prejudiced individuals in The Rookery who feel Tesaria should still belong to The Great Suarn Empire, and there are rumors that there may also be those who feel likewise for the Auduron Empire's scant failed colonies on Tesaria, and may be providing state secrets to each empire.

As Tesaria is inland many miles, few Naiads and Cubi feel comfortable living there for prolonged periods of time, but the Gitwerg, Goblins and Gnomes find great joy and honor in joining with the exploratory efforts to reclaim portions of Old Hollowstone, and the human ruins beneath it, as well as expanding the mining operations around the city.  There is still animosity between the three species, but by and large it has decreased significantly as fewer and fewer of their population in the capitol have considered themselves citizens of the distant governments of their birthright and more citizens of Tesaria and New Hollowstone.  As such, there are many hybrid offspring of these and other species that reside in New Hollowstone, and the utilization of ancient techniques from each culture present have been studied and melded together as New Hollowstone has developed.

While the Magus Ludus Academy of the Arts itself was lost during The Tesarian War for Independence, many of its surviving staff and student body during and after the war settled in Gear Rise and New Hollowstone, and New Hollowstone has since formed The Skorr University for Spellcraft.  While not as revered as many more ancient schools of magic or Magus Ludus itself, Skorr University has fostered creativity with its students and many great modern mages have graduated from its programs.

Wednesday, May 13, 2015

Tesaria Continent: City Locations:




Many millennia before the the formation of The Great Suarn Empire humanity had first arrived to colonize the planet when chancing upon Lenida fortuitously as the remnants of their peoples spread out into this universe from the one prior as it died.  Spread out so vastly amongst the stars, the humans on Lenida would not know their cousins managed to find other worlds to settle, and even their own technological mastery was largely forgotten as few remained with the knowledge and tools needed to be able to pass down their history accurately.  As a bastion of human progress amidst the rather barbaric cultures that formed in those dark times, the continent of Tesaria was settled amongst the first, though the learned knowledge of magic to aid them with their decreasing technological prowess would soon lead to the downfall of a great civilization.  Many had begun spreading out to distant lands due to political reasons, but none could foresee that dissenters remaining on Tesaria would enact a doom upon the land.

Drawing forth wild magic in concentration along the leylines in Tesaria, the dissenters had sought to devastate their hated foes in one fell swoop.  Miscomprehended the multiplied force of such an act, they brought forth a surge of magic that destroyed all but the most simplistic or shielded of technologies, as well as causing ruptures in the Kish Tectonic Plate that spewed out toxins, radiation, mutagenic banes and caused a two-thousand year storm across the entire continent, which gradually shrunk until it now covers only The Northern Wastes.  Those that survived did what they could to rectify the disaster, but  most attempts were failures that drove the population to flee, leaving the land to nature and time.

Five hundred-seventy-two years ago, the Felinae explorer Athka Rinn was driven by a terrible storm toward Tesaria despite attempts by her crew to keep them from that ancient, fabled land of woe.  Thankfully for their vessel, The Savage Serpent was only driven aground and not torn apart by the storm they expected to still remain around Tesaria.  As they needed to gather supplies to repair their ship, Athka took a few of her bravest sailors to travel far from the shore to determine if they had indeed arrived safely on Tesaria and how.  Due to the scant few tales of Tesaria mentioning great landmarks that they were able to identify, the group verified their location, but were still astonished to find the continent habitable for the most part.  While the storm had not fully vanished, it had been greatly reduced due to the land reabsorbing many of the magics that had kept it going, allowing nature to reclaim the continent, albeit with many species that had evolved differently within the storm and the mutagenic banes that warped their being.

When The Savage Serpent brought news of their journey back to The Great Suarn Empire, the emperor at the time dismissed the doubt of his aides and funded a larger exploration to be run by Athka.  It ran for five years across the continent before Athka's death, with her successor, the Auduron Draconis Dragon-Kin Garesh Kone, continuing it for a further four years before the survivors returned with journals, samples and far more.  This all persuaded even the doubtful aides to see their ignorance, and pushed the emperor to start colonization of the lost continent.

The plans for colonization were met with hardship, the first true settlement, Hollowstone, being abandoned twelve years after its formation.  Other settlements cropped up and failed, but it was not until Dagger Crest was formed in The Badlands that a stable city began to flourish.  Following this achievement, the Reynix Quinn Xhen managed to gather enough small camps together to reclaim the ruin of Hollowstone and turn it into New Hollowstone, which would become the capital of the then Tesaria Colonies of The Great Suarn Empire.  Oak Hill, which had been formed not long before New Hollowstone, started to grow more prosperous and some wealthy investors moved further East to Dunklestadt amidst The Ghost Grove, and some from Dagger Crest moved North to form Thosisi.  Four hundred thirty one years after it was rediscovered, however, a great change would occur that would forever alter the political climate of Lenida.

As The Great Suarn Empire laid claim to much of Tesaria, other empires and nations still attempted to carve portions for themselves as well, and tried to stir unrest amongst the population.  For the most part this was largely handled with great ease, though wariness of what had caused Tesaria to be uninhabitable for so long kept most from escalating skirmishes into true war.  However, as the numina are wont to do, they had selected champions of their own amongst the planet's population.  Unlike many times prior, the Odarne Pantheon had taken particular interest in those who either currently lived in Tesaria or would be subtly manipulated into arriving there.  The Arbiter Dyndar chose one in particular which sparked consternation within the pantheon: The android Kestrel Alras.

Given a soul and the gift of magic by Dyndar, he offered scant guidance as she became a great mage at the Magus Ludus academy of the arts, as well working with her allies to defeat many great foes that were both champions selected by the other numina and those whose fates were unexplicably tied with Kestrel's own despite no intention by the numina.  As her renown grew, the small retreat she and her allies had built expanded to become the city of Gear Rise, and many who sought freedom for the colonial cities encouraged her at great length to confront The Great Suarn Empire and demand independence.  Driven by a sense of justice but also reverence for all that the empire had accomplished, she and some of her allies left Tesaria to speak with the emperor's court.  Meeting failure despite the emperor's mutual respect, she sought to show the Tesarian people's resolve, sharing vast numbers of spells and technological designs with the lowliest of individuals who would receive them, before bringing her army to each of the outposts of The Guard that The Great Suarn Empire had left to protect the colonies and enforce their subjugation to the distant throne.  It took a mere eight months to drive those that survived and did not accede off the continent.  The Great Suarn Empire was humbled in this, but neither it nor the other forces vying for control of Tesaria gave up easily.  It would take another four years of combat with many rotating alliances both aiding and betraying the Tesarian people before finally the various empires and nations had enough public criticism of the war that Tesaria was finally granted its independence.

Kestrel Alras and many of her allies left the public eye after that, not wishing to become ruling figures of the government they had won the people the right to form.  It became a loose participatory democracy, with several small villages not electing to join but still protected by the nation as a whole.  Some claim that Kestrel herself founded Despolis in The Northern Wastes amidst the ancient human ruins when she sought answers to a grand question, and that after it was formed she left to the storm-wracked landscape in the East to continue her search.  With the government in place there were still some skirmishes here and there, but for the most part Tesaria was allowed to grow into its own identity, gaining allies in many of its former foes and oppressors.  However, even with the hundred and thirty years after it gained its independence, there are still some parts of the continent not fully explored due to the dangerous flora, fauna and puissant vestiges of the ancient human civilization that once resided on the continent...