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Toul ([personal profile] bendthekey) wrote2034-04-02 11:55 am
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[OOC] Time, Setting, World Information

Keys of Gaia
Setting

Year: 1712 AS (After Shift)
Planet: Gaia
Continent: Paltaysea
Country: Tusseri
Capital: Lavara City
Toul’s Native Village: Riverasted
Galin’s Town: Silzayra

Basic World History and Culture:
The world of Gaia is filled with magic and phenomena that not many can or will attempt to explain. There is a cultural atmosphere of acceptance of the unexplainable with people often acknowledging that their world is far too mystic and mysterious for them to understand everything about it. Still, in the past few centuries it has become more common for people to push for more hard logic and scientific reasoning how their world functions. Some seek to learn all that they can in hopes of discovering the secrets their world holds and this has led to great strides in some countries in the scientific and technological fields. Majority of the people consider miraculous acts and the extreme natural disasters to be the work of their gods and goddesses, the most common group of those worshipped being known as the Daiad of Daeties.

The people vary greatly from region to region and sometimes even within one country alone. Due to the magic of Gaia and the wills of the Gods, people are not entirely homogenous in having one “Ancestral Species” they all derived from. As the legends tell, the Gods looked upon Gaia and saw that many animals had beings among them who were strong, clever, cunning and remarkably intelligent for the beasts that they were. As a gift to them, the Gods granted these animals a higher status than their brethren, allowing them and their progeny to evolve beyond beasts that could not speak amongst other species, could not walk on their hind legs or even use their hands to build great things. And thus, humans have evolved from a large variety of animals, from felines to canines to reptiles to sea creatures.

There are indeed many countries in which these differences cause dissent and some are discriminated against due to being considered “lower beings” should they have obvious characteristics that show their ancestry. The more “animal-like” a person is, the lesser some humans consider them to be, for they believe that looking more like an animal makes you more like one than those who look more “evolved.” But most allow the people to live in harmony with one another as the “personhood” is more defined by your intelligence and ability to think and verbalize comprehendible thoughts than about whether you are a Felinus (Feline-ancestored) or a Hominus (Primate-ancestored).

The world has progressed in its usage of magic and mixing it with technology to create what some consider an advanced society, but due to the disparity between classes, it is only the large, industrial cities that have benefited from this where most small towns and villages or less economically powerful countries remain simple and with only basic forms of power and plumbing, and are rooted in agricultural economies. Countries like Illesia and Ramnstad have completely pushed for full industrialization, but while Illesia is a Mage and Engineer dominated country, Ramnstad is a Military State that focuses on preparing for war and finding smaller nations beyond their coast to imperialize.

1712 years ago a great earthquake shook the continent of Paltaysea. It was so destructive that the city-states of Mera, Zannovia and Vessal, Yakaria both broke away from their coasts 5000 marches (a march being equivalent to a mile) apart and sank into the sea. Much of the great technology of these two great cities held was taken with them and never recovered. A canyon was ripped open in the center of Tusseri right in the center of the large trading city of Argo. It almost completely split the country in two and completely swallowed the village above it. Now it is known as the Rift of Argo. Argo itself was a city filled with strife, debauchery, and racial discontent. A law had recently been passed that would force all people with visible Ancestral characteristics (such as having the ears of a rabbit or the tail of a dog) to be removed from the city or forced into a caste system of lower class citizens. Not even a day before the law was set to be enacted, the earthquake happened, after many of the people who were being persecuted had fled. The people of Tusseri saw it as a sign from the Daeties that if they allowed the disharmony of their people to worsen, they would all suffer grave consequences, which is why Tusseri is considered now the “Heart of Unity” by many and the different people live together more peacefully than anywhere else.

This is not to say that Tusseri is without its flaws, as there is still a system of servitude that is enforced and held to as a tradition of the Old World. Should one be incapable of paying a monetary debt owed to either the State or another person that was high enough to be considered an “Outstanding Debt” (a hundred gold marks or more) than the person could be forced into Debtor Servitude (a polite way of saying they became slaves) and the cost of the sale would be considered “paying the debt in full.” If the person dies before being able to pay off their debt to their lenders, their estate is sold off to do so and any children they have are considered property of the State to send into Debtor Servitude to pay off the debt. If they have no children, then the State may seek to extract the debt from their nearest living relative with a claim to their estate.

Debtor Servants are not cheap, but their purchase never truly pays the full debt owed, so whoever was the “Plaintiff” is in such a case would usually get little more than two-thirds of what they were owed. The common idea of slavery as conquering other countries and taking their people into forced servitude is considered barbaric by Tusserians (although is not unheard of in places such as Ramnstad or Arkadia). Debtor Servitude is instead a means of reaping payment for debts or a punishment by the State. Debtor Servants do have the ability to earn money on their own and can buy their freedom back if they petition the courts, but only if they were capable of finding means in which to earn the money without their Masters knowing or have their Masters’ consent. The State itself does not care either way because its primary concern is receiving the money it considers owed to it. A Debtor Servant can also be relieved of their Servitude at any time that their current Master chooses, but the Master must be willing to pay a fee to the State monetarily equal to the time that was left on the person’s “service.” Doing this negates the rest of the “debt” before the allotted time the person was required to be a Servant and they are a Free Citizen again.

Debtor Servants (also called “Indebted”) are branded magically, not physically with the ancient symbol for “Servitude” on their breast, although some Masters do also adorn their Servants with jewelry that cannot be removed as a means of proof of their status. Should the Courts decide that a Servant can buy their freedom from their Master, an Officer of the Court will oversee the removal of the symbol by the Master. Should the Master choose to remove it themselves, they must pay the fee to the local Courts equal to the rest of the time on the Servant’s “service” and then will be told the special “code” to remove the seal (which is different for every Servant). With those few simple words and a drop of their blood, the brand is removed.

The normal time expected of someone who is considered an Indebted Servant to remain in Servitude is ten years unless the debt is extremely substantial. Some Masters have attempted to circumvent this to keep their Servants by lying, but the paperwork on an Indebted Servant is extensive and must be kept perfectly up to date by the State Courts. Many an average person wouldn’t consider it worth the trouble, but within more affluent circles, owning a Debtor Servant is a sign of stature and wealth to their peers. The only other option for someone than becoming a Debtor Servant is to go to a Work House where you work up to fourteen hours a day in questionable conditions doing whatever jobs are hired out to the House and give two-thirds of your wages a month to the State to pay off the debt. It is considered kinder to make a child who is paying off their parents’ debt become a Debtor Servant as it is assumed they will be treated better by their wealthy Master than they would within one of the Work Houses.


Religion and Mythology:
There is a variety of religions scattered across the continent, some that are polytheistic and others that are monotheistic, but the primary religion is called Orthodox Daeism based on the Scrolls of Xerusetos. The scrolls were found eight centuries ago hidden in a collapsed cave that had been dug into the wall of the Rift of Argo some 1000 years previous. In these scrolls the prophet and scribe Xerusetos details how Gaia was saved with the arrival of the all powerful Daeties from their own spiritual plane. They came searching for life and a world on which to create a utopia like that of their own home Daeon on only to find that Gaia was a wasteland near complete destruction. Instead of moving on to another less dire planet, they remained and it was with their power and benevolence that they worked to heal the world and turn it into the bountiful planet it has become. They repopulated the planet with flora and fauna and even eventually granted some animals the ability to evolve into humans.

Daeism is not the oldest religion on Paltaysea by far, but it has swept across the continent with fervor since the discovery of the Scrolls. It is believed that some of the Daeties still come to visit Gaia on occasion and they are the ones that gave humans the ability to use the Mystic Arts. While it is generally accepted amongst Daeists that Daeon is a vast paradise on the spiritual plane that they will eventually transcend to after death or upon True Enlightenment, it is believed that only some of the beings from that plane have actually contributed to the progress and prosperity of humans and of their Mystic Abilities and continue to return to Gaia on occasion. That is why not all Daeties are considered Gods and Goddess uniformly across the continent and in some areas certain ones are worshipped more so than others. There are ten that are considered the Daiad, or primary Gods and Goddesses among them, by Orthodox Daeism: Enthu, Saesté, Morain, Olil, Chiaiot, Ysia, Ilassa, Dilevaos, Ksaethel, and Aelasti.

Enthu: God of Weather, considered the life giver of the Daeties because it was he who first brought rain to Gaia when they found it as a near barren desert. He is kind to those who worship well and sees all life on Gaia as worthy of care, but has a turbulent temper that can be easily riled by disrespect and oath-breaking. He is the Patron God of Air Mages.

Saesté: Goddess of the Dead. She is Leader of the Guides (called Death Gods among some denominations), spiritual beings that lead humans who die to the purgatory of Exaelius or to an Enlightened Afterlife in Daeon after being judged by her brother, Ksaethel. She is a kind, serene goddess and truly believes that most humans are good of heart, if misguided. If one is sentenced by Ksaethel to remain in Exaelius, then she is kind to them and tries to heal whatever burdens they have on their souls that keep them from full Enlightenment. Still, she is one whose ire is dangerous when raised and those who do so will be banished to the Zvouros, the Pits of Anguish, for 100 years.


Morain: Sunbeam Weaver, Goddess of Fire and Light. It is she that is said to have tamed the light and heat of the sun so that life could grow on Gaia again, unlocking the potential of the world hidden within the wastelands so that her fellow Daeties could recreate the world. Patron Goddess of Keymasters and Fire Mages. She is said to be a strict Goddess who abhors liars. One cannot tell a lie when standing at a place of worship towards her, lest they be cursed with ill-favored luck.

Olil: God of the Seas. He cultivated the creatures of the oceans and works to temper the storms that Enthu sends down to keep from destroying the lands guarded by Ilassa…when he wants to. He is a temperamental God and known to be as mercurial as the seas he governs. It is said he travels in the form of a dolphin and has raised an army of sea monsters to strike against sailors who mistreat the seas or disrespect him. He is the Patron God of Water Mages.

Chiaiot: The All-Knowing, Goddess of Knowledge, Wisdom and Time. It is she who first looked down upon the beasts of Gaia and saw that some animals had minds of intelligence and curiosity to learn more. She petitioned the other gods to give these animals the Gift of Humanity. Tributes are paid to her by those who are in need of guidance. She is the patron Goddess of Learning, all Academies and Universities in Tusseri have alters or a shrine to her on their campuses. It is said she knows all that has been, all that is, and all that will ever be.

Ysia: Goddess of Harmony. Daughter of Ilassa and Enthu. She sings The Song of Eternity, keeping the harmony of reality from drifting off key. It is because of her that all of the different animals that were given the Gift were able to learn to speak to one another. She is The Conductor who keeps the song playing. It is this song that weaves itself into the world and keeps everything in relative unity. It is believed that all souls are connected through this song and it keeps them bound to Gaia. Death comes when a person’s song has been cut. She is the patron Goddess of Bards.

Ilassa: Goddess of the Earth and the Gentle Huntress. She is the patron Goddess of Earth Mages and Hunters alike, for it is she who cares for the beasts of the planes, forests, and deserts while also giving good fortune to the harvests of the fields that humans till. The very dirt beneath one’s feet speaks to her. But just as she cares for the flora and fauna, she also understands that life is a cycle of beginnings and endings. Ensuring this balance is respected is her duty.

Ksaethel: God of Judgment, brother of Saesté, and Guardian the Gates of the Veil. It is he who decides whether a person’s soul is worthy of moving on to Daeon or if they must pay further penance to cleanse their soul by spending time in Exaelius. He and Dilevaos are the creators of the Tragodien (Death Repearers), who are considered by a myth to most people. He is one who does not have as much love for humans as many of his brethren but he judges them fairly and impartially. It is he who the other Gods go to when they have a dispute that needs settling without biased decisions.

Dilevaos: The Chaotic Constant. God of Entropy. He brings with him change and destruction, but only so that the world can be remade anew. If Dilevaos has come to you, then little will remain the same. From the destruction comes the force of change. The strong and Enlightened survive and the weak and stagnant perish. It was he who caused the great Earthquake that created the Rift of Argo. Where Ksaethel judges everything on the spiritual plane, it is Dilevaos that judges the living. But whereas Ksaethel judges based on fact, Dilevaos needs no true reason. He is the only other person who can hear the Song of the Eternity as Ysia can. Most revere him as much as they fear what he may bring with him. He and Ksaethel created the Death Reapers. For while Ksaethel created their physical forms, it was Dilevaos who gave them something akin to souls from pieces of his own.

Aelasti: God of Darkness and Shadow. “Shadow” is the preferred term because Daeists believe that Darkness implies more of a separation from Light instead of an Element that complements it. They do not see Darkness as the opposite of light, but more the twin of it. Aelasti guards over humans in the night when the sun rests. It is he who sees into the darkest parts of a person’s soul and takes that darkness into himself. He is the bearer of Sin. Locked inside his chest is the worst that humanity could possibly become, the lust for destruction and ruin. It is only the strength of his own soul that keeps it from breaking free to wreak havoc and bring Gaia back to the level of devastation it once knew. He is the Patron God of Shadow Mages.


Miscellaneous:
  • Gaia has 1 sun (Sara) and two moons: Namála, the smaller is tiny enough to fit into the Zelarian Ocean, but Filla is much larger (about 1/10 the size of the planet).
  • There are 4 continents in total on Gaia (Paltaysea, Yael, Riuopa, and Carpacia), but the one furthest to the south, Carpacia, is considered a No Man's Land that no human should ever travel to. This does not stop adventurers and entrepreneurs from doing so anyway.
  • The Gaian Day is 36 hours long and they keep time in two sets of 18-hour periods or by a 36-hour period by the military.
  • Gaian Year is 305 days long with 12 months (as listed by the Kielen Calendar used by most of Paltaysea). All 12 months are 25 days long, and then there are 5 festival days celebrating the end of the Winter and beginning of Spring and turn of the new Year. They are called the “Risenmarc,” also called the “Festival of the Days of Rebirth” in Tusseri. These five days are also when it is said the Mystical Energies of Gaia are at their peak.
  • The months in order are: (1) Temeraen, (2) Laeraen, (3) Juelraen, (4) Vivemar, (5) Daromar, (6)Avaemar, (7) Kielenbar, (8) Etenbar, (9) Xienbar, (10) Quevaen, (11) Yuevaen (12) Frossvaen and then the Risenmarc
  • Languages vary between country, region, and with dialects of some that are so different they may as well be considered new languages.
  • Most of the countries on Paltaysea use a language known as the Common Tongue (true name: Lavarese due to it originating in Lavara, a country that once existed in the center of the continent but as since been broken into smaller countries such as Tusseri and its neighbor to the west, Kismat) for trade and communicating across country borders, but the dialects vary.
  • There are ten that are considered the Daiad, or primary Gods and Goddesses among them, by Orthodox Daeism: Enthu, Saesté, Morain, Olil, Chiaiot, Ysia, Ilassa, Dilevaos, Ksathel, and Aelasti.
  • The city-state of Mera managed to survive sinking into the ocean through Shield Mages erecting a barrier around the city to protect it. Many of the people have since then evolved and magically altered themselves to fit the aquatic life, but the barrier keeping the air inside the city clean and viable for all air-breathers remains and keeps the city from being over taken by the ocean surrounding it. It is a great honor to become a Shield Mage in Mera as they are needed to maintain the strength and fluidity of the barrier surrounding the city.
  • Precious jewels and metals (gold, silver, copper) are common currency on Paltaysea but their value differs depending on which country you are in. Many of the larger countries also use their own form of money.
  • Tusseri Currency: All coins that are differing in size with a magical brand of the Royal Seal. Counting money can be called “tallymarking.”
    • Tally = small bronze coin (equivalent to a U.S. dollar coin); no slang term
    • Ten-Tally = smallest metal coin made of scrap metals melted together. Colors vary. Slang: tally-bit
    • Copper Mark = Copper coin, larger than the Tally. Slang: copper
    • Silver Mark = Silver coin, same size as the Copper Coin, but heavier. Slang: sil
    • Gold Mark = Largest coin and heaviest, most valuable. Slang: gold, baggage, weights
    • 10 Tally-bit = 1 Tally
      5 Tallies = 1 Copper Mark,
      10 Copper Marks = 1 Silver Mark,
      10 Silver Marks = 1 Gold Mark


The Mystic Arts and its Classes
There are seven Classes within the Mystic Arts (art of using Mystical Energy, “Magic” being a slang term some use for it), some more magically focused that others. The Mystic Arts are the ways in which the people of Paltaysea use not only magic, but spiritual energies within themselves and nature. What people of Gaia are not aware of is that the Mystic Arts exist in part due to the energy transferring back and forth across the two sides of the “Veil” the barrier between the Living Realm and the Realm Beyond, Exaelius, governed by the Goddess of Death, Saesté. Humans of Gaia use their spiritual energy to reach out and manipulate the energy around them and in nature, this energy being that which keeps the Living Realm and the Realm Beyond separate. This energy is abundant, but the more people who learn to use it, the more the Veil begins to wear against it. In the future this may even lead to bleeding between the two sides.

Most practitioners of the Mystic Arts undergo some training or education in the Arts. Older school-age children are given very basic courses on them and how they are used. It is those who choose to further their studies that either join the military or take on an Apprenticeship. Mages, Keymasters, and Engineers all require Apprenticeship status before moving on and should they pass their Apprenticeship they will be officially recognized by the state as certified Masters of their Art. If an Apprentice is let go by their Master before completing their years of study or their Master dies before they can complete them, they can choose to become an “Aimless Apprentice” meaning one who is in search of a new Master to finish their years of tutorship.

1. Mage: Mages are those who study magic and learn how to use it, offensive, defensively, and domestically by exerting force and manipulating the world around them. Due to the ways in which Mages commune with Magic, they often are bound to one or two of the Mystic Elements: Air, Fire, Water, Earth, Ice, Light, and Shadow. Ice is considered a specialized form of Water Mage magic by many instead of one in its own right, but it is practiced with a Code of Silence by only a few remote villages within the mountains of Arkadia and thus has not ever been truly studied (in truth Ice Magistry is manipulation of temperature rather than the manipulation of hydrogen, so the name is something of a misnomer). Mages are fairly common as learning one Element is not as difficult as learning three would be, but when categorized by Element, the numbers are not as great for each individually. It is not required for a Mage to bind themselves to one of the Elements, but using other forms of Mageism (such as Necromancy) takes years and decades of study and training to accomplish.

2. Keymaster: A Keymaster has the ability to "unlock the doors of reality." They can unlock doors, safes, barriers, memories, and a lot more. It is considered a neutral Art, due to the fact it is not inherently offensive or defensive. In comparison to Mages in Paltaysea, Keymasters are 1:500, given that the years of apprenticeship are short, but the training itself is rigorous. Few make it passed the first two years. They are a lot fewer and very few of THOSE ever reach the level of Supreme Keymaster (most apprentices are not even trained by Supreme Masters, but by 15th Level Masters or above). Just as they can unlock reality, Keymasters can lock it away, but this comes at a higher price for it is easier to open a “door” than to shut one. To be a Keymaster, a person must have a high mystical compatibility as Keymasters do not have an affinity to just one or two Mystical Elements, but to none of them and all of them at the same time because of their ability to manipulate their own energy. Keymastering is not about manipulating “nature” but syncing their energy in order to manipulate the Veil itself and how it influences the reality of the world. That is why Keymasters are capable of opening “doors” or “windows” to transport themselves from across distances almost instantly without the use of a special stone (called “anchor stones”) or seal marked in the other location in which to focus on.

3. Shield: This is a purely defensive form of the Mystic Arts, but is much harder to learn than one would expect. Shields must be capable of perfect timing, foresight into their opponent’s movements, and be completely devoid of extreme emotions—or at least capable of suppressing their emotions enough that they cannot influence the person’s energy. The more their emotions take control, the less they can create shields, barriers, or the “spirit armor" that is much like a second skin that prevents all attacks from harming them. They must be completely calm and focused. Shield Mages can collectively use their energy to create immensely large shields and strengthen them to the point that should one Mage tire another can be substituted after a period of time without the barrier weakening. This is very effective in protecting major cities from attacks by invading forces. The city-states of Mera and Vessal have used Shield Mages to keep their cities protected beneath the oceans after the Great Quake caused both to sink.

4. Weaponmasters:: Weaponmasters are often looked down upon by other users of Mystic Arts due to the singularly offensive nature of their Art and how little finesse in the Magic is involved. A Weaponmaster uses Magic to enhance their physical capabilities (speed, strength, senses) and durability while also “bonding” to their weapon. They make it an extension of their Mystic energies. A Swordsmaster is thus capable of transforming their blade through metal-shifting and cutting through solid stone with ease. An Archer manipulates the lethal nature of their arrows and can make them capable of breaking through lower level barriers. Some Archers can even manipulate probability so that their arrows always fly true (although only few have reached that level). This form of using the Mystic Arts is one of the most common, especially in the military, as it requires little training to manage the basic skill of bonding your energy to your weapon, but most that practice have never had formal training and are far less skilled that those who actually know how do it properly (such as those with military training or who apprenticed themselves to a true Weaponmaster). Because so many call themselves Weaponmasters without actual training in the field, it is seen as an Art tainted by frauds.

5. Bards: Bards are considered simple, easy-going revelers by most, although in some countries they are also known for being manipulators and traveling swindlers. Much like Keymasters they have the ability to bend reality, but only through the use of their voice or an instrument they have bonded their Mystic Energy to. Bards are often entertainers as their abilities allow them to draw in great crowds and receive high acclaim for their work. They can manipulate emotions to make people feel happy and take them away from their troubles for a few hours. Lesser known skills include being able to create illusions that seem real to the human senses, and even alter thoughts and memories of those who hear their songs (although this is only possible by higher level Bards).

6. Bonders: Bonders are those who combine spells with anchors (such as blood, herbs, metals) to strengthen them and keep them in place until someone with the authority to can release them. Bonders can use the Mystic Arts for legal and government-related capacities (such as spells used on Debtor Servants) or they can use them to create simple good luck charms to sell in the market. Anyone with Mystic Energy can be a Bonder and it takes relatively little educated skill and more personal practice, but rather than be mocked for that, it is considered the Common Human's Class of Art. Because anyone can do it and it is used widely across all country’s civilians, basic Bonding can even be taken in public schools instead of in private ones or through private tutoring.

7. Engineers: Engineers are those who use find ways of mixing Magic with Technology, primarily steel, iron, and other metals. Engineering is a very broad Class, because it can be supplemented in a variety of ways and new innovations for it are being discovered all of the time in the Industrial states across the continent. Many believe that those highest in the class are also Metal Mages, capable of controlling all metals and bending them to their will, hence their great advances in this field. (Metal Mages is not a real subclass of Mage, but merely a colloquial term for skilled Engineers as metal is not considered one of the Mystic Elements).


Death Reapers
What most people do not realize is that they are not the only sentient and intelligent beings created by the Gods that have influence over Gaia and its development. Ksaethel, brother of Saesté, is known as the God of Judgment, who watches over the Gates to Exaelius and Daeon, judging those who die and sending them on to whichever plane he finds them most deserving of. Those who are true of Spirit, just in action, and Enlightened by their communing with the Mystic Arts are granted safe passage to Daeon, while those who are not are then sent on to one of the Five Lands of Exaelius where they may pay penance until Saesté finds them worthy to move on to Daeon and grants them pardon. But that is not Ksathel’s only duty. He is also in charge of managing the balance of Souls that exist on the two sides of the Veil. If this balance is disturbed, he must act to fix it. And for this purpose he and Dilevaos created the Tragodien, the Death Reapers.

Death Reapers should not be confused with "Death Gods," although many cultures on Gaia also believe in those as the ones who find souls and lead them to the Gates for Judgment by Ksaethel. Death Reapers on the other hand, are often thought to be a myth, something that could not possibly exist as their purpose is too dark for even most Mystic Historians to look upon them as fact despite evidence to it. A Death Reaper is a servant of the Daiad, designed with one purpose: to maintain the natural order of life and death, a balance of how many souls exist on each side of the Veil. If the balance is too far tipped toward the Living, a Death Reaper awakens and seeks out a master to direct them on how to even that balance.

A Reaper has the right to Test the one they see as a potential Master and then decide if they are worthy or not. If they are, the Death Reaper becomes subservient to the will of their Master and how they believe the Reaper should go about achieving their goal. If they are deemed unworthy, their Soul is forfeit to the Reaper. They are beings of Upheaval and Change, and once their goal is achieved, they return to their cages to sleep until the next time they are awakened. All Reapers have a psychic connection to each other, to the point that the awakening of one Reaper will create a ripple effect of the others. There are 12 Death Reapers in all.

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