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Aetheria
8 entries · scan depth 2 · budget 3,000 tokens
- #1Aetheria
Keys: world, Aetheria
Aetheria is a land in which the land all broke into floating islands that all hover at generally the same level: The Living air.
The Living Air: An altitude in which the atmosphere has changed so that a relatively normal life is possible very reminiscent of the Victorian Era, in dress, standards of behavior and general level of technology . Far down below what used to the ground is a sea of lava that constantly roils and churns.
The Scorching Air: The air below the Living Air, it is superheated due to the lava below.
The Dead Air: The air above the Living Air, it doesn't have enough atmosphere to sustain life.
Airships are powered by charge-crystals, crystals that project an energy that functions much like electricity. These are also used to power machines and track vehicles like trolleys and gondolas. Airships are in a naval style, with sails rather than bags of air, the sails help to speed the ships up, as well as steer and stabilize them.
- #2Taltania
Keys: Taltania
A ‘nation’ that is a collection of pirate lords. Maintains a fierce independence, mostly by being too much of a bother to attempt to conquer. Most operate off strict rules of raiding and plunder in ‘Raiding Season’ in which a strict registry of ships are ‘off limits’ due to paying a tribute that is collected and distributed amongst all captains. The pirate crews can even be hired by merchants to guard them, as the military ships are often too busy fighting The Swarm or Bachanli to patrol. Captains swear their loyalty to Commodores, who in turn serve a Lord or Lady. Lords and Ladies are the closest thing to nobility the nation has, there are generally only four or five at a time, loosely ruling over large swaths of territory, in which settlements are largely left to manage themselves, paying tribute to their Lord or Lady. Captains often recruit from certain settlements, making them familiar and friendly with individual families who have members join their crews.
Primary Culture: Taltania is fiercely egalitarian. Respect is earned, not given. However, mostly there is a love of life and a crew is family. Slavery is repugnant to them and is the one line that many refuse to cross.
Major Locations:
Tortuga: A port that has major shipbuilding and repair facilities, it’s the closest thing that Taltania has to a fortress, positioned at the only point of the territory that borders the Devoured Lands
Port Royale: The 'capital' of Taltania, it is a prospering, bustling island in which just about anything can be bought or sold.
- #3Vurdstran
Keys: Vurdstran, Vurdstranian
Vurdstran: Nation that is a proud militaristic society, have a small, but highly effective navy of airships that use runecraft that get stronger the longer they’re in place, making old dreadnaughts the prize of noble houses. In a constant uneasy peace with Britannia. Ruled by a Kaiser who holds absolute power. Has a Prime Chancellor that handles much of the day-to-day and foreign policy, but it is recognized the power comes from the Kaiser. The Kaiser chooses the succession amongst their family, detailing a line of succession according to personal choice. Should the list of candidates somehow run out, the Prime Chancellor decides the next Kaiser. Should all of this fail, then the noble Houses elect from amongst the bloodline. This can include distant descedants, but only extends up to grandchildren and then with any further generations the blood is considered too diluted. This means that the noble houses are almost always vying to marry into the family of the Kaiser.
The Great Houses: There are usually around ten or so Great Houses, distinguished by owning a dreadnaught. A Great House can only be expected to have two or three dreadnaughts, and only the Kaiser has six to command. Dreadnaughts are truly formidable, massive ships, with runes that have aged over time to make them almost indestructible in combat. However, they are slow, dreadfully slow, easily outrun.
General Culture: Vurdstran runs off a dual culture. On the surface they are highly organized, methodical, and stick to codes and laws. Underneath this however, is an almost fanatical, primal allegiance to bloodlines and progeny.
Major Locations:
The Winter Palace: The seat of the Kaiser’s power, a massive citadel and palace built into the side of a frozen mountain. Using Vurdstran technology and magic, it is heated to a comfortable degree, and is equally dedicated to splendor and defense.
The Bismack Academy: Named after Helmet Von Bismarck, the legendary admiral, the Bismarck Academy is the premier learning institution for Vurdstran’s next generation of officers. To say bloodline doesn’t matter isn’t quite true, but not in a favorable way. Those of great bloodlines are expected to excel above their fellow students, with no formal privileges given. The Zauntan Wall: A massive floating fortification that lines the border of Vurdstran with the Devoured Lands. It has never been truly breached, bristling with steel walls and cannons, with protected harbors for response and strike fleets. Forays are sometimes launched into the Devoured Lands to disrupt Hulks and other incoming attacks by the Swarm.
Make up of population: Wolf anthros dominate the society, although there are a decent distribution of bear, lynx, and other such anthros that are adapted well to the snow.
- #4Britannia
Keys: Britannia, Britannian
Britannia: A large, prosperous nation spanning a wide swath of islands that is extremely stratified, The aristocracy is heavily focussed on class, position, and reputation. Although they are having to deal with a new class of gentry the includes merchants and land-owners. The lower class however, is much more concerned with community and egalitaria. They are in a constant, uneasy peace with Vurdstran. Ruled by a Parliament that is elected by a combination of the aristocracy and lower class. However the lower class vote is heavily diluted by the County system. The 125 candidates that receive the most votes become a member for two years until the next election. The County System: Britannia is divided into Counties, when voting for members of Parliament, all non-aristocrats vote and their chosen candidate receives one vote.
General Culture: There is a sharp distinction between the aristocracy and the lower classes. The aristocracy are obssessed with station and social norms, walking a delicate balance to maintain reputation for their themselves and their families, they are well educated and wealthy. The lower classes are poorly educated and are much less concerned with such luxuries as class and station. Instead there is much thought to family and community, as well as a general getting through the day-to-day. They often aren't starving, but must be thankful for what they have. In recent times merchants have begun to form a middle class that is starting to equal the aristocracy in wealth, if not station.
Major Locations: Parliament: Parliament is a large construction on the capital island of Plymouth, and in its walls is The Parliament Chamber, where the members of Parliament gather to vote on laws and conduct the business of state. From amongst their number, they elect several key positions: The Exchequer: Who handles finances. Lord/Lady of the Chamber: Who conducts Parliamentary meetings and makes rulings on procedure. Lord/Lady of the Exterior: Who handles foreign policy. Lord/Lady of the Interior: Who heads the beareaucracy that runs the state. These are considered highly prestigious positions and those that achieve them are often lauded and highly respected.
- #5The Bachanalia
Keys: The Echo, The Bachanalia, Unheard, The Cult, Heard
A collection of cultists that have been corrupted by The Echo, leaving them as raving beasts that seek only plunder and pleasure. Worship The Echo. Are opposed to the Swarm, seeing them as an abomination, which at times can make for odd bedfellows. However, they are relentless in acquring new converts, often by force, bringing them back to The Center, which is a massive mountain filled with bright-red crystals. These crystals sing with The Echo, the only place in the world where it can be heard in full and how people are exposed to it. The cult has two arms that operate, the Heard and the Unheard.
Those that are exposed to the Echo hear a constant ringing in their head that can only be soothed by drugs or pleasure, driving them into debauchery, all those that are affected this way are insane to some degree, although this varies wildly among individuals. Some can appear totally sane, those more lost to the Echo often have their eyes turn red.
The Heard are those that man the airships, protect the Center and raid ships and settlements for new converts and victims. They will also fight The Swarm, sometimes even bringing full batte fleets to the cause, making them unlikely heroes.
The Unheard are those that are secretly part of the cult, hidden amonst Vurdstran, Taltania, and Britannia alike. They are everywhere, amongst both the poor and the rich, the weak and the powerful. They work in the shadows, fiercely protecting The Center’s location, and ensuring that they are never the main focus to eliminate, focussing efforts against The Swarm. Amongst the wealthy they often hold massive parties, full of debauchery, luring the unsuspecting to be converts.
The Screamer: An oracle of The Echo, they alone can interpret the words that scream faintly in the ears of all of those who have heard it. They often can detect the movements of The Swarm, allowing the Unheard to give warning and the Heard to react well before either Britannia or Vurdstran can.
The Deaf: There are extremely rare cases of where an individual exposed to The Echo do not become insane and do not hear the ringing of its song afterwards. Instead their eyes turn dark blue and their mental faculties often increase. The Bachanli view them with a sort of awe and fear, all are released to go where they will, some decide to aid the Bachanli, others simply go about their lives, none thus far have betrayed the Bachanli, and all are left with a vague feeling of a grand plan that is highly important.
- #6The Devoured Land
Keys: The Swarm, The Devoured Lands, Hulk
The Devoured Lands: The origin of The Swarm in the East, a slowly expanding zone that encouraches further and further West, pressing inexorably against civilization. Only the Swarm exists in this region, eating each other in an endless cycle of cannibalism. There is no reasoning or thinking Swarm, just an endless hunger that constantly seeks new lands to devour.
The Swarm: A scourge of bat-like creatures that swarm airships and devour those onboard, often being attracted to settlemtns They collect on massive ‘Hulks’ that form from coral-like collections
- #7Magic
Keys: Magic, Sorcery, Enchantment
Magic is present in Aetheria, however it can be difficult to impossible for most to use. It is often channeled through ritual, special materials, and other such means in order to keep it tightly controlled. Magic in general is highly unstable, to use it without such means to channel it can bring great destruction upon the one attempting to use it. There are three major types of magic:
Storm: Through a series of dances, songs, and other such means, a magic-user can guide the weather to fit according to their designs. This can be as small as a localized wind-storm or rain, and to generating great gales and changing the direction of the wind.
Voodoo: Particularly present in Taltania, this is a magic of blessings and curses, mostly involving fortune or misfortune. It is a subtle magic, involving charms and rituals. It is not as sweeping or flashy as Storm or Rune magic, but it has a power all its own.
Rune: Almost exclusively present in Vurdstran, this magic involves using special materials and ritual to engrave runes upon surfaces that often involve protection, these get stronger over time, and are often used on Vurdstran ships, walls, and armor.
- #8The Echo
Keys: The Echo
The Echo is an incorporeal presence that infects the living by exposing them to red crystals that grow in The Center. If a person holds one of these smaller crystals then they can be exposed to the Echo, but it will eventually fade, leaving them feeling empty, and experiencing symptoms similar to withdrawl. These can fade in time if no more exposure occurs.
When recruiting new members, Unheard will often use these smaller crystals to give their marks a taste of the Echo, and then use it to gradually bring them over to the Bachanalia, it is only when they are brought to the Center and exposed to the crystals there that the Echo permanently takes root.
The Echo is firmly opposed to the Swarm, and constantly rings in the head of those exposed. This can only be appeased by debauchery or pleasure.
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