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The Realms at a Glance.

Posted by The CreatorFor group 0
The Creator
GM, 2 posts
Tue 4 Oct 2011
at 19:13
  • msg #1

The Realms at a Glance

The realms are a series of great continents and many smaller Islands endlessly circling the great forge burning at the center of the realms. They are orginized by Shells and reaches each Shell containing the major landmsses seperated by reaches on either side.
  the Landmasses tend to drift( or orbit ) around the equator of the realms. Leaving vast areas toward the poles lightly dotted with islands and debris, and largely open and free from settlement.
   There is little real darkness, usually only deep twilight, within the realms only during heavy storms that coincide with a higher landmass eclipsing the forge. These "Dark days" are seen as poor omens and most people do not venture out when full darkness falls.
     shells are usually on hundred to five hundred miles thick with islands and continents scattered about all circling in one direction. each shell has it's own climate and tendencies as well as rotation speed and slightly different angle of drift.
   Reaches are usually a thousand miles across. doted with stray Islands, reefs, and drifts of vegetation sometimes large enough to be islands proper. reaches are notoriously dangerous to navigate requiring sturdy craft and seasoned crews. smaller "Drifter Craft" seldom cross the reaches but skim the uper and lower regions in search of fishing or hunting larger beasts.

The realms are divided into upper and lower by the encircling sea which stretches fro pole to pole in most places with huge gulfs and openings allowing ship masters to pass through the great sea and into the lower realms.
      this has become more common in recent years as barges and scows bearing trash and rubble fro upper realms venture into the region to dump their cargo in regions it will not affect the upper realms. Another common "dumping" practice is to deport criminals and undesirables to the lower realms leaving them to their fate rather than feeding and sheltering them for the length of thier sentence.



Land masses of the realms:

Continent : the largest of the great lands span for thousands of miles, holding great mountains, forests , lakes and inland seas.  Rich in arterials and wildlife the Six continents are home to the most powerful kingdoms of the Realm.

Islands: a large inhabitable and stable portion of land large enough to support several large town or a smal city. Islands are by far the most numerous of the lands in the realms and support numerous small cities states or colonies of the Kingdoms.

Drifts: smallest of the inhabitable lands Drifts are seldom larger than needed to support a small town or village and are often under the protection of a larger nation or kingdom. Numerous independent drifts exist but they are often troubled by raiders and pirates leading to the inhabitants being clannish and suspicious of strangers.

Shard: Shards are large mountain sized fragments able to house a strongholds, mines, or camps but seldom are these settlement self sufficient and depend on outside sources of food and goods.

Shatter: a large group of shards drifting n close proximity. Seldom settled a few have been exploited for minerals or as naval bases forges, or prisons by larger kingdoms., pirates and raiders.



In order the shells and reaches are arranged in this manner,

The Forge and the Spires

The High reach ( Open skies)largest and most open of the reaches, seperates the realms from the heat of the forge.

Aracadia   Ashanto   Ja Rhoon ( Iron League ) warm and temperate with fair  weather

The Mid Reach ( Open Skies )stormy and treacherous large debris fields

Avalon (High kingdom Of Ruthae)     Bersulia (Protectorate Of Ruthae)    Mekto ( Metahnii Empire ) cool Stormy and rainy, with harsh winters and short summers.

The Low Reach( Open Skies) stormy and windy, open but frequent large storms.

Arboria Subtropical and rainy frequent mists and storms.

Mist Reach very foggy and misty, frequent storms and ever present roots from the Arboreal trees.

The Encircling Sea.  foggy, rainy, storm tossed in summers, prone to typhoons.

The Shadow Reach( Open Skies)Cold dry and dark, first region where actual darkness is encountered.

The Shatters Dry, hot, dusty, filled with shattered islands and drifting debris.

The Ghost reach ( Debris Zone) hot, filled with acrid vapors, dry and extremely dark. frequent lightening and wind storms, and many violent predators.

The Out lands: chilly, dark, and storm ravaged, frequent lightening and many vortex storms.

The Abyssal Reach: hot, vaporous, debris strewn, frequent storms of every description and many large and voracious predators.....poorly mapped or explored.

The Pale: Demonic lands, volcanic, acrid vapors, acid rains, and almost constant storms. Unexplored and deadly.
This message was last edited by the GM at 09:14, Mon 10 Oct 2011.
The Creator
GM, 3 posts
Tue 4 Oct 2011
at 19:16
  • msg #2

Weather and Environment

The environment Of the realms:

Due to the unusual nature of the realms the “laws of nature” are slightly altered. Some differences are slight but others cause a major change in the way people live and act.

Day and Night. Since the islands and continents always face the Forge day and night are not as fixed as a normal world. Night occurs only when one of the large continent eclips the forge, and this happens irregularly.
                The terms night and day are not regularly used. Instead they refer to portions of the days as watches. Each watch is six hours log and is usually marked by tracking the position of spins projecting from the spires. Which are distinct enough to be easily recognized.

Watches of the Day:
            First watch ( Kessla’s Watch) usually accepted as the first watch of the day this is usually a time of worship, household chores, and preparation of the first meal.
             Second Watch ( Brohla’s Watch) this is the watch of the work day, workers go to the factories and fields. Children attend chores or take classes and the home keeper attends to the families domestic needs such as laundry, mending or fashioning clothes, or preparation of foodstuffs.
              Third Watch ( Jeago’s watch) this is the period of the day when family meals are eaten, social events are planned and attended or regular religious services are held.  Friends and family gather for music, singing, gossip and drinks at the Alehouse, pub or guild hall before retiring to the home for the evening.
               Fourth Watch ( Jestrahn’s Watch) usually this is the watch when people sleep or rest, few business are open other than inn’s pubs, and Night Halls. Usually being abroad during the fourth watch is traditionally a sign that the person is up to no good, and the guard is typically more suspicious of these folk.

Darkness In the realms
          In the realms the degree of darkness is far less than a normal night.  Full darkness is very rare., instead a period of twilight falls across the lands.  This is not enough to require night vision to be well adapted so most creatures see poorly in ful darkness, and Most people are not comfortable in the darkness of large buildings and mines. Only creatures living in deep forests, underground or in the lower realms where the light of the forge is blocked by the layers of land and deep waters of the encircling Sea ever develop low light vision or dark vision.
          Darkness is considered a curse to most, the Phrase “Darkness be on you” is a serious insult or curse. Not given lightly and signals a persons extreme dislike or anger with the target of the curse.
          Long periods of darkness during the ebbing of the forge are seen as ill omens folk tend to stay indoors, ships and factories either close or post religious wards and observe special rituals to ward off misfortune and the guard and military are on high alert for denizens of the lower realms who might be empted to raid the upper realms.
          In the depths of Arboria, and the lower realms darkness is almost the normal state, seldom does the bright light of the forge pierce into the lower realms and those folk are both accustomed to and comfortable in it. They suffer from the glare and heat of the Forge light and often wear protective lenses when venturing into the upper realms.


GRAVITY and FALLING
      The realms are a tricky place to fall down. Gravity seems to follow two sets of rules, one set is in force when near an island drift or continent another when navigating the open skies.

   Near Land masses gravity seems to follow normal patterns we are used to if you trip you fall, if you throw a rock up it falls down at a accelerating rate till it reaches terminal velocity. All objects are drow toward a plane along the central plane of the mass, objects on the upper portion are drown down objects on the underside are weakly drawn upward toward the upper region holding them in place. As an object travels away from the land mass gravity holds for a distance then suddenly drops off to much weaker force found in the open skies.

          In the open skies gravity is much weaker and pulls objects toward the barrier and the barren lands of the Great Pale which lines it. Object fall slowly reaching a velocity of only twenty or thirty miles per hour no matter how far the object falls.  Ships and craft have a much weaker gravity to over come in the open skies needing les fuel to maintain their altitude and allowing them to fall slowly to a lower level with little energy expended in the trip. This has led many captains using lighter craft to ferry cargos to their ships as they hover outside the domain of a landmass. Saving fuel and protecting the ship from unplanned landfall due to mechanical failure.

             Caution should always be observed when moving massive objects even in lighter gravity. Two falling object striking one another still maintain their full mass and inertia. Collisions between airships can be as destructive as a broadside no matter how heavy or light they are.
     Falling from ship is dangerous however, but it is more likely to die of exposure before, encountering a land mass, than it is to enter a landmasses Domain and suddenly find yourself hurtling toward the unfriendly ground rushing up to meet you.

WEATHER and CLIMATE
          Weather weather is dynamic and violent in the realms the open skies are turbulent and unpredictable, strong storms can rage for weeks or months before reaching a landmass gathering hurricane force winds and carrying heavy rains.
            Added to the hazards of natural weather eddies of power and warps in creation can spawn truly devastating storms charged with energies that can warp and twist the land and creatures unleashing horrors in the lands.
            The seasons occur in a predictable cycles as landmasses move closer to the forge and the workings of the great spires which seem to play a great part in the seasons.
        Each shell has a different weather pattern and seasons var remarkably for regions separated only by an expanse of open sky.
        The inner most shell where the Ashanto continent resides is harsh hot, dry and windy, the heat of the forge is unmitigated by any force ad the heat often exceeds one hundred degrees for any days. The lack of any twilight hours and the arid conditions cause many travelers to quickly depart once their business is complete. Raging sand storms and powerful lightening storms are common and dangerous. The power unleashed in the Last great war leaves the region wracked by hell storms and unpredictable warps that result in many twisted ad outsiders wandering the bleached landscape.

             The next shell is home o the Ja-rhoon and Arcadian continents, it is mild and rainy with short winters and warm rainy summers. Snow fall is common in the winter s but the temperatures seldom fall to dangerous levels, and the summers are menaced only by Drift storms and powerful storms arising in the open skies and sky reaches.
             The third shell is shared by Avalon and Mekot, here the weather is cooler and less stable, clouds, heavy rain, and cold biting winters are fairly common with heavy snow fall and shorter cooler growing seasons. Both continents are plagued y heavy mists and low lying clouds made even more problematic by the proximity of the sky reach separating it from the higher shell and the frequent storms spawned in it’s turbulent gray and foreboding clouds.

        A broad sky reach separates the upper realms from the middle realms, Home to the shatters and Arboria. This region s darker, and more frequently plagued by storms generated in the air over the encircling sea. Typhoons and hurricanes are a common menace and the winters are short and muggy, offering little respite from the thunder storms and drift storms that occur with regularity.
           To add to the dangers of the weather strong hell Storms and warps occur regularly in the shatters a result of the cataclysmic power unleashed on the forgotten folk during their war with the Ashanti.

     Below the middle realms is the encircling sea shaded by the masses of the Higher realms it is divided into two regions the dark and turbulent Meridian and the sun drenched Lateral Ocean., which is largely exposed to the heat of the forge by the orbits of the higher realms. The result is storms and hurricanes that roll endlessly along the Sea Of storms, a wide band separating the darker regions and the sunlight areas. These storms often rise off the seas, gathering power from the thermals and rotations of the seas, climbing up to reach even the inner most regions.

   Below the encircling sea in the lower realms weather is difficult to predict the spires do not regulate the patterns as strongly as in the upper realms heat from the volcanoes and fire lakes of the pale cause turbulent updrafts, and sometimes acidic rains to fall. hell storms are a constant threat due to the weaker effects of the forge and the rippling instabilities can trigger truly horrifying weather to form in mere moments.
      The outermost level The great pale is shrouded in darkness, heavy acrid fogs, and acidic rains, the frequency of hell storms warps and random portals leaves many regions blasted and hostile to any but the most resilient beasts. The weather is so unpredictable and violent it claims as many lives as the beasts, demons and degenerates who live in it’s stygian depths.

Unique weather patterns:

Black rain, not common in the middle and Upper realms Black rain is a toxic miasma of acids and pollutants drawn up on thermals from the great pale until they fall back in a soaking foul drizzle that can burn and scar men, or erode both stone and metal after long exposure. Even a short black rain can kill crops, contaminate water and sicken or kill livestock, the sight of te sickly greenish clouds and smell of sulfur and oil on the air gives enough warning so that most folk can seek shelter and try to protect their wells and livestock against the Black rain.


        Drift storms: Powerful storms that form in the open skies between continents and are directed by winds around the larger landmasses can channel powerful winds and storms into gaps between large masses increasing the storms powers greatly. A drift storm hits without any warning sometimes powerful enough to level buildings and force folk into their shelters.

          Hell Storms: fueled by powerful eddies of arcane and dimensional energies Hell Storms sweep in out of the lower realms and travel along lines of power unleashing powerful lightening and walls of fire that can sweep across the lands. Random portals and warps can for with creatures from the abyss and other worlds coming out of thin air and raging across unprepared towns and sometimes cities.
        Hell Storms may be preceded by shifting aurora and displays of unnatural light, these displays may come days before a coming storm and allow enough time to ready defenses and protections providing some protection from the effects. In reality only heavy stone walls, metal shielding, and storm cellars with heavy stone lining are the only real protection from the warping energies of the Hell Storms.


          Sand falls: the vast deserts of the Ashanto deserts sometimes blow out into the open skies, these heavy deluges of fine gritty sand can fall across a wide area and cause problems with airships or craft due to the sand chocking intakes and filling the air with a strong charge of static electricity disrupting arcane devices and injuring engineers who come into contact with charged devices.

           Static Veils: charged by disturbances in the arcane energies filling the realms static veils sweep across and area discharging electrical jolts and lightening strikes. Metal items may become charged to painful or dangerous levels while lightening strikes trees, and buildings. Livestock can be killed machines damaged, and fires started by severe veils and at the least a ship blundering into a veil may suffer damage when it’s instruments and engines are disrupted. A powerful arc could ignite flammable material and set off any fuels or powders not properly stored.

          Stone Falls: if small shards, boulders, or occasional small drifts, collide they can break up and fall out of their orbits causing rocks ranging from fine gravel to house sized boulders to enter a domain and falling over populated areas. These can be dangerous to anyone caught outside, and livestock and potentially destroy even heavy structures if large stones strike them.

         Trash Fall: similar to a stone fall, a trash fall is caused by the dumping of trash from a ship or overhead landmass. This can be a result of carelessness, or an unscrupulous barge operator dumping his load in midair rather than carrying it to a dumpsite or down to the Shatters to save time and fuel. This can resulting a filthy rain of rotten garbage and scrap plummeting out of the sky, if no one is injured the trash must be removed and there is the danger of contamination of water and crops by the trash dumped on them.

            Vortex: an uncontrolled rift to the outer reaches of the abyss or an elemental plane can create a powerful vacuum drawing in air and anything nearby creating a massive vortex that can sweep away people,, animals and even small craft and light structures.  A vortex is brief but cataclysmic to anything nearby. An unfortunate village or ship caught in it’s winds can be destroyed with few things drawn into it’s spinning maw ever being seen again.

         Warp: a warp forms when the controlling power of the forge eddies or fades in an area. Space twists and material twists into unrecognizable forms. In the most sever warps time changes slowing or accelerating or in the most sever cases ceasing to exist at all. Anyone caught in a warp can be mutated, aged, or have their age turned back to infancy and beyond.  In rare cases a creature can be trapped for ages inside a warp, ageless and unaffected by any force till the warp fades or some means to free them is found. These long lasting timeless warps are sometimes called an Amber Trap, after the insects sometimes founding hardened tree sap.
This message was last edited by the GM at 20:04, Tue 04 Oct 2011.
The Creator
GM, 4 posts
Tue 4 Oct 2011
at 19:38
  • msg #3

Unique Locations:

            The Forge: at the center of the realms rests the Forge of creation , or the forge, it gives light and heat to the realms and holds the demons of the great abyss at bay. Used by the creator to order and shape the chaos of the Abyss into  ordered realm the forge is the source of all magic and the seat of the creators lingering presence.
            All life is bound to the forge by an unknown power and all creation depends on the constant flow of power from the forge to hold it in an ordered form. The demons of the abyss seek constantly to extinguish the forge and regain their dominion over the lesser folk protected by it’s eternal light.
            Night never truly falls in the realms only when the frge dims and becomes an angry red cinder does full darkness fall on any portion of the realms. The forge dims each winter till it reaches it’s lowest intensity at midwinter. During this Dimming the powers of the Abyss are strong enough to endure the dim light of the forge and attacks against the people become more frequent. At it’s strongest point the forges light is strong enough to kill any creature of the abyss who venture above the encircling sea driving even the most powerful fiend back to the depths of the outland and lesser creatures fleeing to the pale.
          Once a century at midwinter the fires of the forge dim until the great machine at it’s core is visible and bold explorers can venture close to it in hopes of finding some treasure among the great labyrinths of machines and devices at it’s core. This dimming seldom lasts more than a single day and anyone in the depths of the forge are incinerated or trapped for another century when the fires rekindle.

          The Spires: above and below the forge extend the spires.. The axis which the realms rotate around. Great machines of unknown magic the spires focus and channel the raw untamed power of the Forge and maintain the barriers that seal the realms. Few have visited the spires and they report only endless corridors galleries and deices of gargantuan size and power attended by faceless servitors and guarded by the Archons of the creator. A few have whispered of glimpsing a vast city in the core of the spires with empty streets and vast palaces left empty eons ago by some unknown people. Any who venture into the core find themselves confronted by powerful mechanical and arcane guardians who quickly overpower even the most powerful of mages, warriors, and technomancers and force the to flee for their lives

         The Black towers: rising form the ruins of Ashanto towers of black obsidian stand silent witness to the power and knowledge of the ancient beings who once lied in the long dead cities buried under millennia of dust and sand in the great deserts. No magic or machine has ever penetrated the black crystal to reveal the manner or purpose of the towers construction.

     The Encircling Sea: an expanse of oceans surrounding the inner reaches often so deep that light des not penetrate their depths. Fish, beasts and floating mats of kelp and reeds often large enough to support a floating forest are found on the surface of the Sea.  Large openings in the sea allow craft to pass through the are to the lower reaches and are often patrolled by warships to discourage lower reaches inhabitants from venturing into the upper reaches.
        Numerous towns ports and cities are built on floating rafts or reed beds to support the fisherman and sailors who make their living on the Encircling sea although often they are wracked by powerful storms or attacked by creatures living in the depths of the sea.
        Below the surface of the Encircling Sea large free floating coral reefs are found making navigation treacherous when a reef drifts near the surface especially during storms. Reef dwelling creatures are often aggressive and dangerous but many are highly sought after for skin, shells, or as delicacies by Upper realms folk.


            The Reaches: between each shell of the realms lay an expanse of open sky filled with clouds mist and storms that make transit dangerous for any but the sturdiest ships and most skilled navigators. Inhabited by all manner of flying beast which live on the floating mountains and abandoned cities the Sky reaches are not a place to be visited by any bout the bold, skilled or foolish.
              Dragons and Sky Whales rule the Sky Reaches and are a hazard to any ship in their domain. A few bands of Nomads wander the region aboard ancient ships built by their ancestors and maintained by an order of hooded and robed men who guard the secrets of the great ships to the death.
This message was last edited by the GM at 19:39, Tue 04 Oct 2011.
The Creator
GM, 5 posts
Tue 4 Oct 2011
at 19:53
  • msg #4

Lands Of the Realms: a quick Guide

              Avalon:
.
Avalon: a cluster of small to medium sized Islands Avalon is dominated by rolling hills low mountains and large forested plains In the midlands. And wide open plains in the south. Desolate low mountains and boggy plains are most common in the north.
         Avalon’s resources have been exhausted after thousands of years of continuous settlement reaching back to the days just after the fall of the Ashanti.  A strong feudal culture has slowly given way to a constitutional monarch as the Kings of the smaller kingdoms sore fealty to the High King of Ruthae. Allowing the lands to recover from decades of war. Wild beasts and forests are returning to the country side after long years of blight and heavy deforestation. Only a fe isolated great forests still stand and those were mostly held as private reserves by the various royal families.
Size : equivalent to low countries.
Government:  High Kingdom Of Ruthae ( Monarchy)
City sizes :  village to Metropolis
Industry: Trading, Heavy industry,

Bersulia:  moderate sized island sharing the same orbit as Avalon. It is rural region with three major cities and numerous smaller cities and towns centered around a flourishing farming economy. rich and fertile the hills and forests of the Kingdom produce the bulk of grain and fruit in the realms.
     Simple hard work, loyalty to kingdom and friends and honor are the way of Avalon while used and respected neither magic or mechanics hold undue sway in Bersulia. Simple tools, draft animals, and hedge magic are preferred over the great machines and wizardry of the other kingdoms
Size : similar size to Avalon.
Government: Local feudal Lords
City sizes :  village to large city
Industry: farming and livestock.

                Arcadia: wild and untamed the denizens of arcadia are versed in nature lore and old magicks.  Foremost among the inhabitants of Arcadia are the druids. Plant and animal obey their will and the great bests stand in their defense. Old Magicks tame the fiercest storms and frequent tremors that shake the lands. Allowing the druids to build great cities among the towering trees that cover the expanse of the continent.
             The wild folk of Arcadia are seldom seen beyond their lands, the beasts they tame and nurture give them the strength to hold their lands against any invader who wanders too close to the deep forests and dark jungles of their lands. When they do venture beyond the Wyldes the people of the Kingdom sail elegant long ships that glide on winds controlled by their druids and are formed from living wood.

Arcadia
Size :
equivalent to sub Sahara Africa.
Government:  tribal bands,
City sizes :  village to small city.
Industry: agriculture rare animals, and Druid bred animals and mounts..

Ja_Rhoon: A rich an prosperous land o open plains and towering Mountains along it’s southern perimeter Ja-rhoon was for many decades the sight of colonial conflicts between many of the nation states that now make up the empires of Avalon And Mekto. Ja’roons divers origins and landscapes lead to a mixture of communities living by agriculture, mining, and Industry.  Now dominated by the Northern League the lands were scarred in recent years by a violent struggle between the larger border nations and the Iron League which ended with the capitulation and annexation of several of the hostile parties into the Iron League insuring a peaceful and harmonious future for the beleaguered League cities.

 Ja-Rhoon:
Size : equivalent to Europe
Government:  Iron League  (Oligarchic republic)
City sizes : village to Metropolis
Industry:  agriculture, trading, lumber, grain, metals and industrial goods.


              Mekot: Mekot is a mountainous region rich in minerals and gems made rich by their wealth the people of Mekot refined and cosmopolitan living in large trading cities supported by their mining towns and camps. Dependant on mechanics to excavate their mines and refine metals and minerals into useful forms the Mekot have shunned magic n favor of science and mechanics.
             Unseen by most visitors to the gleaming towers and sprawling towns of Mekotii cities vast dark mines and smoking factories fill the interior of the continent producing the vast bulk of manufactured goods, weapons and ships used throughout the realms. A strong class structure, Imperial bureaucracy and military keep the kingdom well ordered and efficient.  While  powerful fleet of mechanized warships patrol their airspace and keep raiders, malcontents, criminals, and smugglers in check.

Size: Equivalent to Australia
Government: Metahnii Empire ( Imperial Bureaucracy )
City sizes :  village to Metropolis
Industry:  Heavy industry, mining mechanical manufacture, trading, Shipbuilding.

             Ashanto: Closest to the heat of the forge Ashanto is a vast parched  dust choked desert. Ashanto is among the most inhospitable places in the realms Inhabited only by fierce nomads Djin and beasts the lands have little to offer but the ruins of long dead cities and vast stretches of salt, and borax, which is the only goods of use produced by a handful of hardy settlers from other realms.
             The largest and most feared of the beasts inhabiting the continent are the Dohl or "Scale Wyrms" . Burrowing deep into the sands and rocky soil of the land these creatures ambush anything wandering within their reach and fiercely defend their territories against small roaming wyrms who stalk the loose sands as the constantly hunt for their next meal.
              Legends tell that before memory a great kingdom ruled the upper reachs fro the vast cities of Ashanto. With powers to rival the gods these arrogant and harsh masters used magicks and machines unknown to any living soul to force their dominion over the other Lands. When The lost kingdom of the shatters grew strong enough to rebel and defy the god Kings of the Ashanto, the god Kings shattered their lands destroying all who opposed their rule. The Ashanto perished in the destruction their own power had become so great that it could not be controlled burning all life from their lands and casting the realms into a long era of darkness and ignorance that ended only with the emergence of the Modern people millennia after the Great war.
                 Travelers to the barren lands of Ashanto tell of angry spirits and powerful creature that haunt the ruins and deserts hungry for life and preying on any they find. These foul things occasionally find their ay to the lower lands and the dark powers of Ashanto’s long dead God Kings still raise up the Undead to terrorize the living.


              Arboria One of the most exotic lands of the realms Arboria  is made up of massive trees that rise on great roots high above the encircling sea to sail suspended freely above it. The folk of the Arboreal Lands live in small communities often carving their homes into the trunks and limbs of the behemoth trees themselves. The fruits animals birds and resins found among the trees are highly sought after in the higher kingdoms  feeding a strong trade in such goods.
               The folk of Arboria shun both magic and mechanics instead shaping all they need from the trees and breeding beasts to assist them in their daily lives, even domesticating the giant Sky Whales to serve them as ships and transport between shells

Size: Equivalent: to China and India
Government: Local Chieftains
City sizes : village to small town,
Industry: Resin, live animals, and agricultural goods.


The Shatters: between Arboria and the upper realms lay a vast expanse of broken stone ranging from dust and gravel to mountain sized boulders. .  This desolate realm is the remains of a continent destroyed in some great ancient war that is believed to have reduced Ashanto to it’s lifeless state as well. Ruins, debris and trash dumped from upper realms litter the larger islands and lawless outlaw cities have been carved into the shattered islands by raiders, pirates and criminals.  A steady stream of scows descend from the upper realms to dump their unwanted trash and waste among the inhospitable remains of the great continent and deport criminals to the lawless lands as punishment for crimes committed against their people.
         A small salvage industry has arisen among the more industrious inhabitants picking though the discarded goods for items that can be repaired or used in construction of useful items by the locals.  Their shabby piecemeal towns echo with the sound of cutters and hammers as they labor to support themselves on the leavings of richer Kingdoms.
Size: equivalent to North America  severely shattered and scattered few large landmasses)
Government: Local chieftain, warlord, council ( Anarchic )
City sizes : Stronghold Small towns
Industry: Salvage


Lesser Kingdoms:

          Sehrun: carved into a great mountain drifting deep in the Sky realms Sehrun is the seat of arcane studies in the realms. Mages, sorcerers, and necromancers of all creeds and allegiances hail fro the floating city and spread the power and prestige of the small kingdom while keeping their fierce independence intact.
         The High college is centered in Sehrun with smaller Branches in many realms here the greatest mages and Sorcerers come to learn and perfect their craft and study in the Grand Archive which hold copies of books written in the lost ages before the current age.
Government: Sage Circle ( Oligarchy)
City sizes : Single Metropolis
Industry: Education, Arcane Manufacture, Information

          Athuhl: the spiritual counterpart to Sehrun the High Hierarchs set in Athuhl training clergy healers and priests to spread the greater beliefs to the rest of the realms. The central bowl of the large island state is a crater lake holding, at it’s center is the Great shrine to the Creator where his guidance is sought and criminals found guilty of crimes against creation are brought to face their judgment by the council of Hierarchs.
Government: Hierarch Council ( Theocracy)
City sizes : Single Metropolis
Industry: Education, Medicines, Herbs


            Nex: a bandit kingdom formed by outcasts from Mekot deep in the Shatters. Here weapons and pirate craft are forged for any who have the coin to purchase them. Stolen goods, black technology and forbidden magicks trade hands under the  gaze of the Enforcers of the Brotherhood of Judges who settle all disputes with dispassionate brutality.  Few outside the community of thieves murderers, pirates and bandits, and the black market merchants see the streets of Nex, unless it is from the confines of the slave market as they are bought and sold s freely as the stolen goods of the market.

Government: Brotherhood of Judges ( oligarchy)
City Sizes large town, Small cities, strongholds.
Industry: Smuggling, Arms manufacture,, shipbuilding ,Slavery.


            The outlands: Beyond the encircling seas cloaked in eternal twilight a multitude of islands splinters and shards drift though the depths of the lower reaches. No single power claims rule over the lawless and violent peoples of the Outlands, demons dangerous beasts foul Necromancers and mad technologists hide in the outlands each serving only his own agenda and dealing with strangers in ways best left untold.
Government: Local Chieftains and Warlords
City Sizes: small village to large town or stronghold.
Industries: None of note

              The Pale: far beyond the light of the forge a realm encircles and encloses the Upper realms sealing it off fro the great abyss. Here smoking lands. lit by the fires of volcanoes, and sulfurous pits is infested by every sort of demon and fiend. Only the most vile of peoples tread these burning nightmare lands in service to some foul power, or in search of some forbidden secret, that draws them from the upper realms into the pits of the Pale.  Few explorers are foolhardy enough to venture this far fro the light of the forge and even fewer return to tell the horrific tales of what they have seen.
Government: Local Strong men
City sizes strongholds, fortresses armed camps.
Industries: None of note
The Creator
GM, 6 posts
Thu 6 Oct 2011
at 23:44
  • msg #5

Kingdoms: High Kingdom of Ruthae

High Kingdom Of Ruthae
Leader: High Queen Artemisia Sidra
The only child of King Dimisia Artemisia ascended to the throne on the untimely death of her father six years ago, still a Young untested woman she has overcame significant unrest in the wake of her fathers murder to solidify the council of Barons and the quarreling Kings and restore order in the Kingdom. Still suffering from the cloud over her fathers death the young woman has won over the hearts of her subjects with her stoic endurance of criticism and Fiery temperament.  With a stable nation once again under the leadership of a stong ruler the empire enjoys a  resurgence of trade and industry after a long and difficult period under a series of lesser Kings who allowed the Kingdom to fall into Disarray and stagnation leading to the loss of it’s colonies in Ja-Rhoon, and a long simmering period of antagonism with the growing Metahnii Empire.

          Formed by High King Daedran nearly 200 years ago the High Kingdom is a union of lesser kingdoms unified by a series of brilliant conquests. The Practice of Allowing a Kingdom to retain it’s ruling family and social order eased the annexation of smaller kingdoms and created a varied and strong nation Under the High Kings rule. Numerous colonies and settlements on distant Islands and the continents allowed Ruthae to become a great power and for generations control trade in the far-flung Skies of every notable realm.
        While a nation of strong tradition and orderly commerce centered around the numerous farms and holdings in the country side, the Kingdom has seen more than it share of bloody unrest frequent rebellions after the death of the first High King resulted in generational resentment between Kings and the diverse peoples of the Kingdom. After several strong Kings solidified the bonds between nations the resentment has faded to a point where usually the difficulties are a simple occasional grumble or cool but cicvil exchanges according to a strong protocol developed to assure that trade negotiations and chamber meetings did not end in sword play.

          Council of Barons. The Baronies making up the bulk of the kingdoms area Is the arbiter of internal disputes, regulator of commerce and Keeper of the civil and criminal laws of the land. Each baron sends a representative to the Chamber and he speaks on behalf of the Barony. The Council appoints judges, marshals and rites civil laws and trade regulations as well as collects the taxes and administers the large bureaucracy required to administrate a large civil government.
        The Baronial courts are a orderly and proper body proceedings controlled by a formal protocol and overseen by magistrates who try lesser charges, Judges who sit and hear more serious crimes and  Knight Judges who sit over capital cases. Sentences are stiff and handed down without leniency on those who threaten the good order and safety of the land. Imprisonment is resurved for only the most serious cases, forced labor, conscription into the army and deportation being the most likely sentence handed out to criminal offenders.
     The Baronial Ministers over see the departments of trade, Public safety, Agriculture and state. These life long professionals form the lower and middle rungs of the baronial governments and serve the Kingdom tirelessly behaving always to the strict and formal rules of conduct and behavior expected of an agent of the Kingdoms.
       The Ducal Court: acting as advisors to the High King the Ducal court oversees the administration of foreign colonies through their royal governors and assures the steady and free trade between the Empire and other Nations. Descended from long lines of noble blood the Dukes are the right hand of the Empire in matters of military, trade and Politics. The presence of A Duke, Governor General, Or ducal agent is a sure sign that the parties involved have the full attention of the Kingdom and that matters should be handled in a proper and civil manner.
          Matters of insurrection, treason, and crimes against the Crowns are handled by a devoted section of the Ducal court who deal harshly and swiftly with challenges to crowns Authority, and or threats to the security and good order of the Kingdoms. The dark, dismal, depths of Hellsgate Towers await any unfortunate soul spared the mercy of the gallows, and sent to it’s depths to serve out his sentence as a lesson to those who might dare the justice of the Crowns.

          The Admiralty: the admiralty governs all matters of navigation and shipping, all ships, craft and command of those vessels Is administered through either the Merchant Admirals Or the Lord Admirals Of the military fleet.  Few men meet the exacting requirement of a naval captain and fewer still rise to the ranks to command the fleets of the Crowns. A commodore or admiral must at all times exhibit both courage, devotion to duty and Proper Upbringing to rise to the command of even the smallest squadron of ships.

        The Lord General: Supreme command of all ground forces is the Lord generals. The responsibility for securing the distant holdings of the crown from interlopers, raiders and foreign powers is a daunting task requiring the Lord general to have extraordinary powers over the deployment of troops. While the ground forces are of less importance to the navy in planning the ground forces are vital to maintaining the safety and order of foreign holdings requiring a large strongly disciplined force led By gentleman who are well versed in matters both political and Military. Many officers assigned to foreign lands are from prominent families and have a traditional upbringing as a future officer allowing them to draw on generations of experience and protocol to assure the smooth conduct of military matters.
       The army is sometimes viewed with distaste by Higher Classes, but they well understand the necessity of professional officers and strong experienced NCOs who oversee the vast number of conscripts and poorly educated lower ranks, and Foreign Provisional soldiers, that make up the bulk of the army.

Day to day Life:
       Cities: the cities of Ruthae are bustling and industrious the day begins for most before the bells sound first watch and they are off to the shops and factories. While factory workers are employed by anyone of hundreds of independent firms that manufacture and process the goods and resources of the land, their lives tend to revolve around numerous unions and guilds, and political clubs, which have become the focus of much of urban life.
         It is common or both men and women to work in the textile mills and clothing shops of larger cities. While men and boy predominantly work in the foundries and factories.  The day often begins early with the housekeeper of the family preparing a simple meal for the family and tending to the domestic needs of the house before departing to work in a shop or factory.
         The wage earner often leaves at first watch and does not return till near the end of third watch, a full shift in a shop or factory may be ten hours six days a week, with an hour or two spent at his favorite public house, guild/union hall, or political club. He returns to the house, eats a simple evening meal and retires to bed.
          Children wake early and tend to various household chores before departing to school, or the shops if they do not attend a school. They return at noon, and spend the rest of the day at some small tasks or left to entertain themselves.
 Country Life:  In the country life is remarkably the same as it has been for generations small farms, estates and shops are the main source of employment and income with each family operating it’s own concern usually under the auspices of a landowner or trading house that organizes and markets their goods in the cities in return for a percentage of the proceeds of the sales.  Larger estates may actually have a number of farms and shops run directly by the landowner or minor noble with a stipend, housing, upkeep,  supplied to the tenants in return for their work.
          In areas where mining and or logging are common it is usually a single mine owner or forester who founds a small town around his operations to house waged employees and draw city dwellers to work for hi in exchange for free company housing and access to the company stores. As these company towns are not crown chartered the owner/operator must provide all law enforcement, utilities, and common schools for the inhabitants in addition to collecting any property or Poll taxes as required by the crown. ( Often employers will also pay these taxes as an incentive to skilled or valued employees.)

Education:
          Education in the cities is seen to by first common schools, which teach basics of writing and mathematics, and are usually attended by all children for four years. A secondary or trade school is then attended four another four years by those children whose families consider it advantageous.
          Craft schools (which have largely replaced apprenticeships) teach simple skills such as weaving, tailoring, shoemaking or other trades under the supervision of senior tradesmen. Often the schools produce goods for sale which pays the tuition and expenses of the school allowing it to be free or relatively inexpensive.
          Secondary schools offer a more in depth education for those seeking to enter a more skilled profession or attend university. Such subjects as history, the sciences, intermediate mathematics and accounting, and geography  become available to a secondary student and the curriculum is demanding and disciplined. Most secondary schools are private schools charging a nominal tuition and sometimes requiring the student to reside on campus to eliminate outside distractions.   In addition to a Secondary school some youths attend a military or vocational school after or in place of a secondary school.
            Military schools are favored by the upper gentry, land owners and minor nobles as a means of ensuring their suns have a career as a junior officer in the army or navy. They are taught the basics of military drill, discipline, traditions and tactics as well as the sciences and humanities required to ensure a junior officer has the well grounded education to be both thoughtful and capable of understanding the delicate matters of politics and military doctrine in order to fully carry out the duties assigned to them by senior officers.
           Trade Schools, for those wishing to continue their education in a skilled trade such as management, accounting, or the bureaucracy trade schools provide a well founded practical education in logic, politics, and the sciences of social interaction and trade.  While the humanities are not stressed there is a basic education in those arts to give a tradesman some refinement and knowledge of the larger world.
           After secondary education some students will continue on to a vocational scool or attend universities vocational schools are intended for those who wish to enter upper management or become senior bureaucrats these disciplined and demanding schools pride themselves of staffing many legal firms, counting houses, and companies with the most professional and tradition minded men and omen who are available. Each school is highly competitive and only the most capable graduate with full honors and are granted permission to ear a special emblem in addition to the schools pin.
        Universities do not offer a set curriculum instead they offer diverse classes to educate those men and women who seek the most advanced educations, becoming physician, arcanist, scientist, engineers, poets, philosophers, and scholars in their own right.  The strong ethical and moral education, and demanding academic programs of most universities ensure that, by simply displaying a school pin or tie, doors normally closed to many people will be quickly opened to them.



          Class and Social Standing:
Important to all Ruthae is class and or social standing.

Standing:
Each profession and social circle has it’s own system of standing, the more reputable and respected a family within a class or profession is the easier it is for them to do business secure financing and education for their children Low social standing is a serious impediment as normally open doors slam shut in a persons face, business opportunities vanish and social function invitations end abruptly. Scandal, criminal activity  or accusation of such) and immoral acts by any family member is sufficient to affect social standing drastically.

Class:
Key to the social structure of Ruthae is the idea of class, more than a measure of wealth and popularity class is almost a formalized system of profession, heredity, and breeding. Lower class families, no matter how wealthy or influential they become will never rise to a higher class without some incredible circumstance or direct intervention of the divine.
           Normally attending the proper functions, friends of the correct circle and attending certain schools is part of maintaining class status however in some cases more than simple socializing may be required.



Appearance: Ruthae are a divers cultural group but most are physically close in resemblance ith each barony or region having a slight bit of difference in their dress and manners. Most Ruthae are of medium height and build with light skin and hair colors ranging from black to light brown. Northern regions will often have reddish hair, and green or blue eyes,  while western regions will have dark hair pale skin and tend to be taller and leaner than most.
          Dress is usually a simple short, vest and light trousers for men, and a blouse corset or bodice for women worn over a light skirt and under skirt for women. In workplaces a pair of light trousers worn under a short open sided skirt is considered acceptable for women and in more progressive regions omen will wear trousers in sports or enjoying leisure time.

Dress
  Children will wear a pair of knee length shorts and long sleeved shirt until the age of seven when boys will often add a jacket or cap, and girls will often begin to wear a dress or jacket and wide brimmed hat.
    Young men switch to long pants, low cut shoes, and a jacket around twelve. As they grow older a cap, and or slouch hat becomes common. Often wearing a vest or heavy apron with many pockets and pouches, while working young men's clothes become more rugged and practical as they advance in their education and vocation.
     At fourteen most girls will switch over to a full dress and bonnet with more adventurous girls retaining their trousers and jacket until they are married. Few married women wear trousers in public and  in higher social circles the sight of a mature woman in trousers is nearly a scandal.
    Adult women will usually dress in a long dress, Blouse and bodice or vest. While colorful garb is viewed with a raised eyebrow intricate embroidery, and stitching is common. Jewelry is usually only worn when attending social occasions and consists of a circlet or tiara, ear rings, and necklaces. ring are only worn if they are gifts, rewards for service, or a single wedding band worn on the left hand.
    Nobles, aristocrats and Gentry tend to wear more colorful garb, often closely tailored and decorated with Embroidery and decorative gens and stones.  Higher class Men will were a half length jacket, long flaring sleeves and ruffles at the neck and down the front. They tend to wear a wide brimmed hat with a stiff rim and plume or buckle on one side and the brim tipped up and pinned to the hat.
    Higher class women wear a similar outfit of half length jacket cloak or cape, with a long layered skirt and a decorative mantle or shawl across their shoulders indoors. Hats are often wide brimmed and droop slightly to cover the face easily if the lady wishes to avoid eye contact or obscure their identity.



Military: the navy and marines of the Crowns Military are regimented and disciplined NCOs perform the bulk of day to day management and training directed by gentlemen officers. The battle line forms the main formation a number of battleships and cruisers form into a line or all and position themselves in a position to fire onto thebe or stern of an enemy force.  Maneuver is limited and coordinated by the Line captain under the direction of the commodore or Admiral in command of the battle line.
            Destroyers, frigates and corvettes form a sphere around the battle line and fire on any small craft approaching the battle line and execute torpedo attacks on larger enemy ships, hen they attempt to close to gun range with the battle line. While squadrons spread out to harass supply lines, secure merchant shipping and ensure the presence of the crowns flag over the colonial territories.
          The fleet is not fond of it roles in bombardment or fire support, as a result of this policy bombardment craft and gunships are a low priority, these second class formations are commanded by Junior officers and senior NCOs. The small ships are scattered widely in small squadrons that rove across the skies free from direct admiralty control. They form the bulk of the Fleet squadrons providing support and transport for the Infantry and Marines.
            The Queens Marines: the far reaching power of the Queen under the direct control of the Imperial Ministry of war the marines rangge far and strike with the overwhelming support of the navy. The crimson Dragon and Propeller insignia of the Marines  is a sight that raiders, rebels, and criminals flee from in panic.
   Operating in companies instead of regiments Marines are trained to fight without the numbers and heavy warships that the Army uses. They are ferocious fighters and fearless when they strke where and when the enemy least expect them.
The Creator
GM, 7 posts
Fri 7 Oct 2011
at 02:09
  • msg #6

Kingdoms: Metahnii Empire

Metahnii Empire :
Leader: Emperor Joesk Hulthaen III:
Fourth son of the previous emperor And former field Marshal of the Imperial Army, rising through the ranks during the disastrous campaigns against renegade colonies On the continent of Jo-Rhoon. He assume total command of all army and Naval forces  during the last Unification War. Emperor Joesk the third has sat on the throne of Metahnii for 27 years, and has set about reversing the fortunes of the empire in the Colonial regions with a brilliant series of campaigns that has once again brought small, nations and unclaimed territories under the banner of the empire.

Once a conglomeration of semi independent states led By the Graffmen the empire solidified it’s position of dominance on Mekot by bloodlessly bringing the loosely allied states under the leadership of a powerful bureaucracy transforming the Nations into internally autonomous “Ministries”.
     While each Ministry maintains a strong Internal army the Military Leader sip of the combined Fleets and armies of the empire is firmly under the control of the Imperial War Ministry and it’s High command that answers only to the Emperor.
       While some internal rivalries and struggles for economic dominance do exist. The empire is stable and maintains a strong sense of law and order among it’s peoples through careful administration and a strong police force which is sufficient to quell internal malcontents and keep cities from spiraling out of control into lawless slums.
   Cities and regions are Administered By Ministry appointed mayors and governors who provide day to day management and assure that citizen disputes and grievances are heard and addressed in a timely and impartial manner.


The Imperial Ministries
    The Imperial Ministries see to the economic and industrial administration of the many competing trading houses companies and concerns spread through the Empire. Standards of quality, banking, trade, Import /export,  labor disputes and Manufacturing Priorities are overseen by a legion of well educated and professional administrators under the close watch of the Minister of State.

Chamber of Ministers:
        Overseeing the legal and legislative duties of the government the High Minister of each Autonomous region sends a representative to the chamber (selected by various means including limited elections) every six years a Chancellor is elected by the people to rule over the chamber and answer to the emperor on matters of importance.

Chamber Of Graffmen:
      Led by the arch Duke of Metahnii,, and Representing the old Military aristocracy of the member nations the Graffmen assist the Imperial war Ministry in matters of military concern. Overseeing the financing and Supply of the Imperial armies they also serve as field commanders of the various Guards and Militia Units within the Member Ministries.  While they have no official Political power their opinion and positions are widely held in high regard by the Imperial Ministries and chamber of ministers.

Chamber Of Governors: the La enforcement and civil police arm of the Empire the Governor General sees that the last of the empire and Ministries are obeyed and handles the day to day administration of prisons and courts that deal with civil and criminal matters within the Empire.
    At the local level Burghers and constables deal with local disputes and handle misdemeanors though a local court of magistrates that give out fines and labor sentences for minor crimes. While Magistrate Generals deal with serious and capital crimes, and forward political and military offenders to the Graff, or Imperial courts


Day to day Life:
         Cities: cities are the heart of the empire. Large factories numerous trading houses and a multi-tude of shops produce the vast amount of industrial and consumer goods that are exported across the reals. The day to day life of a worker or tradesmen revolves around the factory and guld hall where he works and meets with his fellow workers or men of his trade to deal with minor issues, settle internal disputes and seek to improve the quality and productivity of the  city in general.
     While welcome in the work force and in general hold positions of prestige and power in local guilds and councils women of Metahnii are most commonly in the home, hospitals or family shops. The are renowned for being practical, chaste and devoted he welfare of their family and social circle..
       The average day begins with the wage earner leaving before first watch while the housekeeper prepares the children for school, university, and athletics, tends to domestic affairs and prepares the evening meal which family life revolves around. Few excuses are accepted for missing the evening meal which is usually simple hardy and abundant.
   The wage earner spends his day first at his place of employment, and the guild hall after the evening meal where he relaxes, enjoys a drink and pipe with his fellows and discusses matters of local importance. Or occasionally matters vital to the Empire at large.

      In smaller towns and In the country side life is more relaxed most affairs are based around small family shops and farms or Larger farms ran by the local Aristocracy. A few local guilds may administer the day to day book keeping and standards of the smaller industries but in many ways it is an proudly independent sense of pride that insures that the products of local shops meet the demanding standards set by the Minster of trade.
   Unlike the cities the noon meal is the center of the family when the children return from school and the wage earner returns from the fields mines or shops, and the family shares the news of the day. The evening is usually reserved for study, chores, or socializing in the local beer halls.

          Military: the strength of the empire is seen as it’s professional and well organized Military, the army air corps and Navy are largely manned by families that have descended form the old noble families that once produced generals, Knights and soldiers for the Graffmen. Discipline and pride keep order in the ranks. And a sense of duty ensures that officers are of the highest quality and most professional demeanor. Malcontents and shirkers are seldom tolerated and military discipline is swift and harsh.
        Armed with modern rifles, artillery and body armor Metahnii soldiers are experts at deploying quickly and in good order. The frontal assault is the hallmark of Metahnii tactics overwhelming fire support from airships and ground based artillery precede a heavy shock attack by the heavily armed Infantry or naval rifles units. Few militaries can survive in the face of grenades, and explosive shells hurled at them in the minutes preceding the arrival of troops trained in close combat and the used of their bayonets and heavy rifles.
         Metahnii air units are heavily armed and armored relying on their guns and fearless assaults to overwhelm the lighter units they face when supporting the naval forces. Ground attack bombers and gunships streak in to lay down fire in support of the advancing all of infantry or sweep aside the reconnaissance aircraft directing enemy guns.
        The navy is the crushing fist of the Military. Gunships cruisers and dreadnaughts provide massive bomb and artillery support to ground forces while their heavy battle lines engage and destroy the enemy with the powerful main guns of the battle line. Few fleets can mass the firepower needed to overcome the heavy armor and guns of a Metahnii battle group, and so far no fleet has dared to challenge the massed steel and fire of the Grand fleet in the open skies.

Appearance:
   Metahnii come from a variety of stocks, but the popular and most common image is of a hardy, muscular man and a generously proportioned tall woman. Hair colors range from dark brown to a light reddish blonde with facial hair of the men being heavy and of similar color.
      Young men and women are expected to be fit and toned with older men and women becoming a bit stockier and gaining a healthy plumpness as they age.
          Military men and Graff families often are of superior breeding, taller more muscular and not gaining the plumpness of common stock as they age. Scars, especially facial dueling scars and battle scars are common and almost expected as part of the image of a determined and fearless example of Metahnii military tradition.

Culture and fashion: the Metahnii are a reserved and frugal lot. Gross extravagance, and gaudy fashion are seen as aristocratic folly.  While generosity and good taste are lauded there is a line between a generous host and  blatant showoff.
    children often wear a simple shirt and short skirt or kilt with leggings and soft shoes. Pants and trousers are worn by older bows while girls wear their short skirts and leggings until they marry. A waist length tunic and vest are worn by both young men and women. a short jacket cloak and cap are worn in colder weather with high topped boots the norm for both girls and boys.
    adult women wear a long skirt and low topped shoes with knit tights while and add a light leather or woolen vest or bodice with intricate embroidery and stitching. hats and caps are worn usually with a narrow brim, or only a light veil over the upper face to keep the sun off their skin. feathers fur, and small simple bead work is acceptable as decoration on women's caps and hats, their dresses and jackets are usually only adorned with a simple pin or broach
    Adult men wear a long tunic with an embroidered collar and a high collared jacket. their pants are usually knee length worn buttoned jut above the their tall sturdy boots.
  Music, song and dance are combined in many forms in public shows usually discretely sponsored by a wealthy patron. And Most Metahnii are boisterous if not particularly talented singers. Guild sings, community Beer fests and festivals are preferred to many other forms of entertainment with the newer cinemas and recorded music accepted as a convenient if low brow form of entertainment.
     In larger cities the low key approach to fashion and entertainment has slowly given way to clubs, dining gowns and suits and elaborate jewelry and accessories often far more flattering and revealing than is common among the country folk.
This message was last edited by the GM at 02:10, Fri 07 Oct 2011.
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