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===Monstary=== | ===Monstary=== | ||
* Fennebeast - One of the intelligent monsters, this tribe has increasingly vanished into more and more remote forests, and are masters of mana and qi. Their power can be measured by the count of their tails. Fennebeast evolve into Kitsune. | * Fennebeast - One of the intelligent monsters, this tribe has increasingly vanished into more and more remote forests, and are masters of mana and qi. Their power can be measured by the count of their tails. Fennebeast evolve into Kitsune. | ||
* Kitsune - An evolved form of fennebeast, these are considered B-rank threats at minimum. Masters of Spiritual and Illusionist magic, some nations revere kitsune as sages, and there's even a few guilds that require getting a kitsune to teach you something successfully and without violence on either side as a measure of mastery of the Mystical Arts. | |||
* Snowagara - Think a FFXIV Mandragora but snow. Not very smart, but usually quite passive unless they are angered or sense prey. | * Snowagara - Think a FFXIV Mandragora but snow. Not very smart, but usually quite passive unless they are angered or sense prey. | ||
Revision as of 00:38, 30 December 2023
The Land of Keria comprises of two continents and several large islands. It is a land of magic, both from the universe, and innate, from the soul.
Many races dominate Keria, but the three leading races, the elves, humans, dwarves, deem all others to be Monsters. Whether or not this is true, of course, none can truly say.
With the increase of polities claiming Monster tribal land in the most recent crusade, the world trembles once again. A Hero is needed, to lead the changing of the era, and to protect those who could not protect themselves.
Organizations
The Order of the White Hawk
"In the Year 100 of The Peace of Tair, a movement arose to bring equality in treatment of any race with intelligence. This was started by the Master Magi Alcriah, a Magi from the Principality of Lactovalia. In the next fifty years, it spread across the land. While vested interests, as well as the desire of many greedy rulers to seize land controlled by the various Monster tribes, kept it suppressed, in some places they achieved more results, such as the first Fennebeast Baron, in the Grand Duchy of Molia in the Year 190. In some places, the rising tension began to disperse, as efforts were made to achieve balance between all the races. Ultimately, though, the fire would start in the Year 217..." [i]Scribe Kariani, The Histories of the Last Years of the Peace of Tair.[/i]
The Order of the White Hawk, and it's political society, Equality for All, are societies dedicated to equality. They are banned in the Principality of Yang and Moncolisian Empire. They have only had minor success officially, but many areas are unofficially friendly to them, seeing the local tribes as partners and friends across Keria.
Guilds
Most nations use the Adventurers Guild systems, with a council of national heads meeting to coordinate policy. This goes as good as you might think on some of the more fractious issues.
They use the following broad classes and ranks- Ranks are D to X.
- D - Generic. Anyone in here is the lowest rank, and may not be treated as full adventurers in some locals
- C - Slightly skilled. Able to generally act as stand in soliders in many regions, and in some remote locations, are paid to be part time soldiers for various needs.
- B - Skilled.
- A - Highly Skilled. A class adventurers often act as elite forces against monsters, dungeons, or other worries.
- S - Extremely Skilled. These are often contracted to ruling forces, as they are too capable of toppling nations.
- X - X class adventurers are often once in a century adventurers, and are your Heroes, your Demon Kings, etc.
Classes:
- Celebrant - Worshippers of the Divine. Specializes into Acolytes.
- Fighter- Your generic fighter. Specializes into Samurai, Knight, Archer, etc.
- Ranger - Someone who specializes in dealing with nature and monsters. Specializes into Druid.
- Magi - Magi specialize in the use of external mana. They can specialize into Sorcerers, who augment this with internal qi, Wizards, who specialize in mana usage, and Bards/Songstresses/etc. who use music to amplify mana. (Once you manipulate mana as a thing, you cannot go to internal qi.)
- Adepts - Technical experts, jacks of all trades. Specializes into Experts, which can do a lot of things well even if they do not excel at combat, and Rogues, who specialize in dungeonneering and other things.
- Meditants - These specialize in the cultivation of their inner energy, and the manipulation of it. Specializes into Monks. Can also specialize into Sorcerers.
Pantheon
This Pantheon has no over-deity. Many act only through their worshippers, and most are not considered major.
Major:
- Senian - God of Merciful Justice. Sigil: Scales.
- Tari - God of Order. Sigil: Sword and Pen
- Tarini - Goddess of Love. Sigil: A Harp and Red Silk Ribbon
- Tarizeih - Goddess of Knowledge and Magic. Sigil: A quill and book.
- Kahria - Goddess of Night and Travelers. Sigil: A blue wagon under a star.
- Tdzai- God of the Protectors. Sigil: A shield with a sword embedded.
Calendar
Most nations use the calendar of the Church of the Manifold Divine, as it's a very common religion. They date eras from the last Great Hero. The current era is the Peace of Tair, the Twelfth Great Hero since antiquity.
This calendar is based on the ancient Macedonian calendar. It is a calendar of 360 days, requiring a festival month every 9 years to re-sync it with the calendar. (this month is 14 days.)
Number | Month | Earth Equiv (approx) |
1 | Dios | October |
2 | Apellaiios | November |
3 | Audunaios | December |
4 | Peritios | Janurary |
5 | Dystros | Feburary |
6 | Xandikos | March |
7 | Artemisios | April |
[FESTIVAL] | Artemisios Embolimos | Special 14 day month. |
8 | Daisios | May-ish |
9 | Panemos | June |
10 | Loios | July |
11 | Gorpiaios | August |
12 | Hyperberetaios | September |
Monstary
- Fennebeast - One of the intelligent monsters, this tribe has increasingly vanished into more and more remote forests, and are masters of mana and qi. Their power can be measured by the count of their tails. Fennebeast evolve into Kitsune.
- Kitsune - An evolved form of fennebeast, these are considered B-rank threats at minimum. Masters of Spiritual and Illusionist magic, some nations revere kitsune as sages, and there's even a few guilds that require getting a kitsune to teach you something successfully and without violence on either side as a measure of mastery of the Mystical Arts.
- Snowagara - Think a FFXIV Mandragora but snow. Not very smart, but usually quite passive unless they are angered or sense prey.
Currency
There are hundreds of currencies. Adventurers use a common currency that can generally be exchanged almost everywhere. They used to be other metals, but gold and platinum are generally too valuable to use for coins. Prism coins are actually a stamped crystal prism.
- 10 copper coins = 1 silver coin
- 10 silver coins = 1 titanium coin
- 10 titanium coin = 1 prism coins.
The average wages of a worker in most countries are 2 country coins a day.
Notable People
Locations
Teriah
- Coordinates: 2.43S, 25.39E
- Elevation: 14728 ft.
- Location: Gamerley Region, Principality of Yang, Tariet Continent.
A high mountain town laying in the Tundra in the Principality of Yang, this town exists for five reasons.
- There's a gold mine nearby.
- Crystals high in mana potential can be mined from the nearby glacier.
- To keep the territory, the Baron of the region has to keep so many towns and inhabitants in all of his regions
- The mayor wants to become the Baron one day, and needs to keep a town to look good in
- Certain kinds of rituals are possible only in this area.
Teriah has a population of 807, an average temperature of -3.9C (25 F), and is at a height of 14728 ft above sea level. (4489 meters.). It gets extremely little rainfall (<100 nm per year), but is on the headwaters of one of the great rivers of the region. Laying in the tropical zone of Keria, it has a very moderate climate for an alpine climate.
On average, temps stay within the -10C to 4.45C region. (14 F to 40 F)