Cover Paterna (1)
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Cover Paterna (1)
139 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Tzimi
Keys: Tzimi
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tzimi (runic Tsim - ) is a sphere surrounded by an unknown wall and 2 slabs above the poles, which at the beginning of time was formed by a bluish cloud, later turned by poets into a humanoid being - Magnus. Tzimi is an endlessly changing construct, and patrium is the catalyst for this process.
- #2Slabs
Keys: Slabs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Slabs are cosmic constructions that adhered to Tzimi from the outside. The upper slab -the Height- is a stream of snow-white stones and the dwelling place of the majestic alien creature called the Prince. The lower slab -- the Pit -- is now drifting stones in space, but in the past it was the home of demons.
- #3Magnus
Keys: Magnus
Enabled · Selective · Before character · Order 10 · 100%
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Magnus is a cloud covering the entire planet; patrium flows through it into Tzimi. Magnus is just a name given to the cloud by poets. According to some theories, Magnus is the plane of spirits.
- #4Moon
Keys: Moon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Moon is a small celestial body projecting its own small cloud onto Tzimi. The Moon as a cosmic body does not exist. It is light. The light of the Moon took the form of a cylindrical wall around the planet. Spirits live along this wall. One of the tufts of this light is projected as a sphere. Nights on the planet are quite bright because of the constant illumination, and during the day it is even brighter.
- #5timeline, chronology, date, era
Keys: date, timeline, chronology, era
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The chronology is arranged as follows: each new month begins on a Monday. Each quarter has the same number of weeks - 13. Four months of the year have 35 days - February, May, August, and November, the rest - 28. As a result, a regular year consists of 364 days. Every five years, a leap week is inserted at the end of December, thus making it also 35 days long. There are 3 seasons - summer (May - August), autumn (September - December), winter (January - April). At the top stands the era. A new era begins when an important event for the world occurs. The reason for the transition to a new century is indicated here. 0th era-- everything before the creation of the calendar. 1st era. 60 years. 2nd era. 480 years. 3rd era. 500 years. 4th era. 200 years. 5th era. 170 years. 6th era. 50 years. 7th era. 340 years. 8th era. 130 years. 9th era. 220 years. 10th era. 70 years. 11th era. 80 years. 12th era. 118 years. 13th era. 195 years. 14th era. 36 years. 15th era. 32 years, current era.
- #6Patrium
Keys: Patrium
Enabled · Selective · Before character · Order 10 · 100%
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Patrium is a gaseous substance contained in the brain of a humanoid. Depending on the humanoid's race, their brain secretes one of 16 types of Patrium. Patrium is also found in nature. The main source of Patrium is Magnus. Through it, Patrium is distributed across the entire planet, but the distribution is uneven, which is why some place does not contain it at all. By its nature, Patrium outside a humanoid body or a natural reservoir is very dangerous, and thanks to this property it became the main means of warfare. This tool was called the Covering.
- #7Covering
Keys: Covering
Enabled · Selective · Before character · Order 10 · 100%
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Covering is the technique of applying patrium to an object. Patrium is dangerous, so for its safe use it is applied to various objects (mainly weapons; applying most types of patrium to bare hands is fraught with disability), extracted from the body. Covering is divided into 18 types.
- #8Unfolding
Keys: Unfolding
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Every being strives to reach the highest point of development and liberation from worldly shackles -- Unfolding. Unfolding is accompanied by the mastery of the strongest form of Covering - be it one of the forms of immortality or almost limitless power. The very first Unfolding achieved was the Unfolding of the Mind. The object of application becomes space itself, which opens up amazing possibilities for using Covering. However, the process of cognition can be unsuccessful, in which case the person faces an unenviable fate.
- #9Covering of Fire
Keys: Covering of Fire
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of fire -- one of the 4 elements of the 1st circle, used primarily for battles. Flame has 4 types - red, blue, green, and black. Red - flame of birth. The most common type of flame, carrying no special properties. Red flame is innately inherent in hacharks. Blue - flame of development. Energy flame, not found in nature in its pure form, used to power various thermal mechanisms. Has healing properties, but does not suit everyone. Black -- flame of death. Is cold and burns out light and heat. Exists only in the lands of the Necropolis or in the presence of undead. Green -- flame of de-incarnation. Flame of the planet's depths, dangerous and destructive to everything. Capable of burning souls and enslaving monsters. Fire is a symbol of love and rage. Style - igniting; Preferred weapon -- bladed, piercing; Basic forms: sphere, flow, vortex, explosion, temperature increase, cauterization of wounds, control of monsters, conflagration.
- #10Covering of Water
Keys: Covering of Water
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of water - one of the 4 elements of the 1st circle, used in all areas of daily life. Water is innately inherent in humans. A special property -- the ability to seep through objects. The covering of water controls not only water, but also any pure liquids (except blood). Water is a symbol of the stream of life and development but also of stagnation. Style -- attack through defense, application of defense; Preferred weapon -- bladed; Basic forms: wave, whirlpool, boiling, solidification, wound healing, turning one liquid into another.
- #11Covering of Earth
Keys: Covering of Earth
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of earth -- one of the 4 elements of the 1st circle, used primarily for defense. Earth is innately inherent in carnians. The covering of earth also controls metals. Earth is a symbol of happiness and isolation. Style - strengthening; Preferred weapon - crushing; Basic forms: modification of weapons and armor, extraction of alkali, alteration of landscape, extraction of minerals from objects.
- #12Covering of Wind
Keys: Covering of Wind
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of wind -- one of the 4 elements of the 1st circle, used for tactical actions and battles. Wind is innately inherent in baera. The Covering of wind also controls sound. Wind is a symbol of freedom and compulsion. Style - speed; Preferred weapon -- ranged, piercing; Basic forms: vortex, flow, speed increase, hovering, vacuum, sound amplification, resonance, weather control.
- #13Covering of Darkness
Keys: Covering of Darkness
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of darkness -- one of the 5 elements of the 2nd circle. Darkness is innately inherent in traidens. Primary property -- absorption of energy and imitation of the 1st circle Coverings. Darkness is a symbol of inequality and acceptance. Style -- stealth, diversion, energy theft; Preferred weapon - any; Basic forms: creation of a shadow of any form, absorption of light, invisibility, imitation of black fire, flowing shadow, living shadow.
- #14Covering of Light
Keys: Covering of Light
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of light -- one of the 5 elements of the 2nd circle. Light is innately inherent in angulesi. It is similar to the covering of fire, but fully controllable. Also, the patrium of light is capable of exerting a suggestive effect on the mind. Light is a symbol of ideology and fanaticism. Style -- blinding, defense; Preferred weapon - heavy; Basic forms: illumination, beam, sphere, pillar, flash, excellence.
- #15Covering of Death
Keys: Covering of Death
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of death -- one of the 5 elements of the 2nd circle. Death is innately inherent in the undead and acts on them on the principle of the sun's effect on the living - positively. Death is a symbol of life and infallibility. Style -- body control; Preferred weapon - cutting; Basic forms: explosion of organic matter, appearance alteration, desiccation, necrosis, subjugation of the dead (forbidden).
- #16Covering of Lightning
Keys: Covering of Lightning
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of lightning -- one of the 5 elements of the 2nd circle. Lightning is innately inherent in dark elves. Lightning has 2 types -- purple and yellow. Yellow lightning -- ordinary natural lightning, capable of causing paralysis. Purple lightning -- not found in nature, appears as a result of prolonged organism overload. Gaining control over it means achieving the Unfolding. Lightning is a symbol of power and weakness. Style -- paralysis, long-range; Preferred weapon - piercing; Basic forms: lightning, whip, chain lightning, sphere, lightning rod, teleportation.
- #17Covering of Ice
Keys: Covering of Ice
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of ice -- one of the 5 elements of the 2nd circle. Ice is innately inherent in doppels. The patrium of ice is capable of breathing "life" into its creations. Ice is a symbol of willpower and apathy. Style -- defense, freezing; Preferred weapon - any; Basic forms: beam, crystal, storm, armor, landscape alteration, autonomous golems.
- #18Covering of Magma
Keys: Covering of Magma
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of magma -- one of the 9 elements of the 3rd circle. Magma is innately inherent in minotaurs. The only metal capable of withstanding the Covering of magma -- gold; when processed with patrium, it becomes extremely durable. Magma is a symbol of feelings and excess. Style - attack through defense, body strengthening; Preferred weapon - crushing; Basic forms: flow, melting, landscape alteration, modification of weapons and armor, eruption.
- #19Covering of Time
Keys: Covering of Time
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of time -- one of the 9 elements of the 3rd circle. Time is innately inherent in goblins. This also includes influence on gravity and space. Time is a symbol of majesty and creativity. No one in the history had ever achieved the Unfolding of Time. Style -- control of gravity, time, and space; Preferred weapon - pneumatic; Basic forms: impulse, hovering platforms, delayed attack, alteration of object shape, weight reduction, teleportation beacon, black hole.
- #20Time
Keys: Time
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Time has the form of an infinitely long line, a ray, mathematically speaking. Where its beginning is impossible to know, and its end is not foreseen. Among the people, the fantasy of changing time, returning to the past and changing it, is very popular. This idea contradicts all our knowledge about the world; better to live in the present. The patrium of time provides a completely opposite effect on time -- you can go to the future. Imagine that you have boots that allow you to jump high. You can jump so high and with such speed that you break through the line of time and land at another point of it, i.e., move a small amount of time forward. You literally disappear from the world at that moment, and reappear a couple of minutes later, usually in the same place. This is just an ideal option for saving your life! But mastering the art of time is difficult, so many content themselves with altering space.
- #21Covering of Mind
Keys: Covering of Mind
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of mind -- one of the 9 elements of the 3rd circle. Mind is innately inherent in nazhka. It is the only covering that does not entail dangerous injuries when interacting with a living organism. Its forms mainly depend on the person's imagination. The main studied forms act similarly to poisons. Mind is a symbol of uniqueness and obidience. Style -- influence on the mind and perception; Preferred weapon - rings; Basic forms: hallucinogen, suggestion, suppression of desires, amplification of a certain emotion, possession.
- #22Covering of Desert
Keys: Covering of Desert
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of desert -- one of the 9 elements of the 3rd circle. Desert is innately inherent in lamias. It possesses some properties of the Covering of earth. Desert is a symbol of survival. Style - exhaustion; Preferred weapon -- piercing-crushing; Basic forms: wind, traps, dehydration, wound contamination, storm, glass, alteration of an object.
- #23Covering of Forest
Keys: Covering of Forest
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of forest -- one of the 9 elements of the 3rd circle. Forest is innately inherent in garbi. Mainly affects flora, allowing one to enter into symbiosis with it. Forest is a symbol of coexistence and hermitage. Style - control; Preferred weapon - polearm; Basic forms: control of plant growth, cortex-like armor, imitation of chemical properties of plants, mimicry.
- #24Covering of Sun
Keys: Covering of Sun
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of sun -- one of the 9 elements of the 3rd circle. Sun is innately inherent in panturs. The Covering of sun combines the power of fire and light. Sun is a symbol of ascension of society and of its death. Style -- strength, healing; Preferred weapon - bladed; Basic forms: beam, cauterization, incineration, energy emission, amplification.
- #25Covering of Moon
Keys: Covering of Moon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of moon -- one of the 9 elements of the 3rd circle. Moon is innately inherent in araziyars. Considered potentially the most powerful Covering, as it strengthens under the light of the Moon, that is, always. Moon is a symbol of spirits and lies. Style - copying; Preferred weapon - bladed; Basic forms: copying weapons, body distortion, blades, levitation, connection to the cycles of the moon.
- #26Covering of Blight
Keys: Covering of Blight
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of blight -- one of the 9 elements of the 3rd circle. Blight is innately inherent in arachne. The covering of blight also affects organic matter, but unlike the covering of death, exclusively negatively. Blight is a symbol of resilience and fading. Style - contamination; Preferred weapon - any; Basic forms: secretion of toxin, induction of mutation, secretion of patriy.
- #27Covering of Life
Keys: Covering of Life
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Patrium of life -- one of the 9 elements of the 3rd circle. Life is innately inherent in spirits. The only Covering that causes no harm at all. It cannot be studied, therefore it has only 2 known forms. It is the patrium of life that gave rise to curses. Life is a symbol of eternity. Style - regeneration; Preferred weapon - any; Basic forms: enhancement of regeneration, revivification of the undead.
- #28Magic
Keys: Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Magic is an attempt to recreate the principles of the covering using technology (blood control is an exception -- it is a biological ability). Unlike the covering, magic is applied with the help of special instruments.
- #29Alchemy
Keys: Alchemy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Alchemy is a type of magic. Alchemy was created by lamias in the 5th era as simple herbalism. Later, in the 6th era, when the principles of the covering were unveiled, an attempt was made to copy them, taking existing alchemy as a basis. Thus, alchemy of creation and destruction appeared, and herbalism was renamed synthesis. Alchemy is applied with the help of an alchemical table -- a complex mechanical bracer. Alchemy of synthesis -- direct work with the table. Includes the creation of various preparations and transmutation. Alchemy of creation -- a combat form of alchemy, consisting of the rapid creation of golden constructs. The table has a combat option -- by inserting a card into it, it transforms into a sword with a small shield or two gloves. The combat style is based on landscape alteration. Alchemy of destruction -- a forbidden combat form of alchemy. Due to its dangerous operating principle, it was forbidden for study. Instead of a table, a chain module implanted into the mage is used. This module grows along the entire nervous system of the bearer and causes them pain with each use. The chains are capable of restraining the release of patrium in affected targets.
- #30Ashen Heart
Keys: Ashen Heart
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ashen Heart is a type of magic. Created in the 7th century in the Principality of Chard, to counter Elven Blight Knights. To be accepted into the corps of ash fiends, one must undergo a core implantation procedure. The core blocks the covering and directs patrium into itself. Cores are divided into 4 types, depending on their capabilities. Based on this, 4 types of ash fiends were created. Ashen warriors -- the main combat unit of the corps. Warriors possess the simplest set of capabilities: a protective shell and scorching of the earth, increasing their strength. Ashen mages -- support fighters. The mages' shell is less durable than that of warriors, compensated by their firepower. Their magic is similar to strong forms of fire and desert covering. Ashen golems -- honored warriors. Only distinguished warriors, whose loss would be a heavy blow, are placed in a specially equipped golem. The golem is equipped with the toughest shell and releases a huge amount of energy, burning the unprotected. Ashen winds -- spies. They have no shell at all, but can turn into ash and statues.
- #31Summoning
Keys: Summoning
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Summoning is a type of magic. Arose in the 7th era, as a result of the accidental creation of a portal. A humanoid non-sentient creature emerged from the portal, immediately obeying the scientist. After his death, the creature suddenly gained self-awareness. Its personality was very similar to that of the scientist. These beings were named familiars.
- #32Familiar
Keys: Familiar
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Familiars are summoned from another planet. Upon summoning, their past personality is erased and a basic template is written -- to serve the summoner. After the summoner's death, the familiar gains a new personality, which is a combination of the summoner's personality and its past one. Familiars are used to guard high-ranking individuals. Newly minted familiars do not always receive support; there is a high percentage of vagrants among them. Familiars can't use the covering, but have high resistance to it. Their bodies are fragile, but their equipment amazes the minds of the locals and cannot be studied.
- #33Blood Control
Keys: Blood Control
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A biological ability of the evans, classified as magic. Their blood is more like jelly (delicious, by the way). Evans are able to control the flow of their blood, giving it various forms. Blood volume is not infinite, but is quickly restored when eating rotties. Blood control is classified as magic because other races can master it too. Viscous blood syndrome allows one to learn blood control, but its power is ridiculous. Some evans also suffered from this syndrome during their lives; it is possible that the conversion process has some patterns.
- #34Soul Control
Keys: Soul Control
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Soul Control is a type of magic. Created in the 10th century by doppels. Doppels were looking for a cure for split personality. Elder Silistar developed a technique for channeling patrium into the soul. The soul, under its influence, produced a completely different energy. Initially, this was taken for a new covering, but after further study, this theory was rejected. Soul control has a calming effect on the mage's consciousness. The mage gains an emerald energy aura, which increases their strength and can be used for long-range attacks. However, the soul mage loses the ability to use the covering, otherwise their soul will explode.
- #35Seals
Keys: Seals
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Seals is a type magic. Created in the 5th era by araziyars and panturs. They were trying to compile an alphabet written on thin tablets for the convenient study of Elven runes. Sayler and Tofengar gifted them tablets of unknown wood. It was discovered that with a small application of patrium, these tablets with runes invoked what was written on them. Write the rune "lightning" -- throw the tablet, and lightning strikes that spot. The spectrum of possibilities is limited only by the available runes. The seal's effect dissipates after the death of the setter or by their will.
- #36Mage
Keys: Mage
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mage is a person who prefers magic instead of the covering.
- #37Continent, Ervy
Keys: Ervy, Continent
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Entry settings
Ervy is a continent located on planet Tzimi. To its inhabitants it is the only know continent. Majority of planet's population lives there.
- #38Landar
Keys: Landar
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Landar is a small province located on Ervy, between Alba on the north and Chardon the south, home to the Imperials. It is the capital of the Landar Empire. Area is mostly grasslands with occasional hills. Climate - Humid continental. Capital - Arage.
- #39Chard
Keys: Chard
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Chard is a province located on Ervy, between Landar on the north and Necropolis on the south. It is a homeland of the Chardians. Biome - plain at the north; steppe at the south. Climate - dry heat. Capital - Stenishe.
- #40Stoden
Keys: Stoden
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Stoden is a province located on Ervy, east of Malas. Biome - steppe. Climate - subtropics. Stoden is only nominally part of the Empire - it is ruled by warring warlords who sometimes obey the Emperor, but largely serve only themselves.
- #41Panzir
Keys: Panzir
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Panzir is the smallest province located on Ervy, west of Juntir. Climate - tropics. Biome - tropical rainforest. It is a homeland of panturs and araziyars. Capital - Bazar. Panturs and anguleses live inseparably. Panzir is headed by the Morzhelyad group. Life proceeds unhurriedly. There are no estates; everyone works. Panturs have built over and sown all the land; araziyars have settled by the sea. The people love their patrons very much and therefore arrange two major festivities for them. In honor of Tofengar in August, panturs hold the Last Hunt -- the gathering of the last fruits and meat of rare animals. In honor of Sayler in May, araziyars hold the Moon Fishing -- a mass catch of fish during the high tide. Both races live in a kind of symbiosis. The reason is quite funny -- delicacies; all society originated from this. Panturs cannot swim; there are never sailors among them. They came to love tuna -- the most delicious fish inhabiting the waters of Panzir. Araziyars cannot stay on land for long and become extremely lethargic. They came to love mangoes and the meat of black-eyed chickens -- very fast birds inhabiting the forests of Panzir. Thus, this cooperation began.
- #42Malas
Keys: Malas
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Malas is a province located on Ervy, between Stoden on the east and Juntir on the west. It is a homeland of goblings. Biome - Mediterranean. Climate - Mediterranean. Capital - Ryanveid. Art, trade, and the value of a word -- the 3 pillars of goblin society. They are ruled by an archon. The first archons were lifelong, but since the 7th century, the term of rule has been set at 10 years. The archon is elected by the imperial council. Villages in Malas are dead; all residents have settled in cities. The cities are well fortified and cover large areas of land. Despite goblins inventing the economy, they themselves prefer to use ancient barter. This gave rise to the golden rule: "A deal is sacred." Goblins gravitate towards pomp, recognizability. All art is an endless stream of whimsical forms. Architecture gravitates towards massive structural elements, painting -- towards brightness, literature -- towards narcissism. Deviations stand apart. Social boundaries between goblins are blurred, helped, again, by barter. Possessions can be lost at any moment; they should not be kept for long.
- #43Alba
Keys: Alba
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Alba is a province located on Ervy, north of Landar. Homeland of dark elves. The region with the most terrible climate. Alba resembles an icy desert. All surrounding seas and rivers are covered with ice, except one. The Kbr River is the warmest or even hottest river on the continent; it supplies cities with clean water, all of them located near its channel. Capital -- Gor Dot. Elves were the first among others to enter into an alliance with humans, eventually creating the empire. In the territory of the elves, an eternal civil war is waged between cultists and the rest. The elves are led by a General Secretary, who stands at the head of the Convocation of Ministers. The main feature of elven society is the absence of an army; cities are guarded by the imperial guard. Elven society partially resembles socialism. Elves are divided not by classes but by professions and have a corresponding standard of living. All production among elves is state-owned, but trade and housing can be private. State production only gives a directive on what to do, not how. Education for the elves of Alba is strictly mandatory and allows one to choose any activity. Because there are always jobs, poverty is practically absent.
- #44Juntir
Keys: Juntir
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Juntir is a province located on Ervy, between Panzir on the west and Malas on the east. Juntir is a land of anomalies. Due to fragments of the Pit, the climate here is changeable. It is quite normal for one city to stand at the intersection of winter and desert. Homeland of most demi-humans.
- #45Temok
Keys: Temok
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Temok is the capital of hacharks located in Juntir province. Biome - semi-desert. The hachark capital in the anomalous semi-desert of Juntir. A stark settlement where wealthy families live in elevated platform estates behind plastered walls, while the disgraced clans are condemned to labor in the canals. Honor, family loyalty, and the presence of the dux define its harsh social order. Hacharks are spread across the entire territory of the empire; they were the first demi-humans to join it. They are led by a dux (always a man), who passes leadership to the eldest heir. The dux's family has the highest status in society: his wife manages internal politics; children can be officers; heirs can be warlords; and close relatives can be advisors. A special place in the culture of hacharks is occupied by families. Everyone is a member of a family, which in turn belongs to a group of families constituting a clan. Each of them conducts its own affairs, but matters of significance to the clan as a whole are decided jointly with other families in a special council consisting of the heads of families. 30 families (their surnames are single letters of the alphabet) live in each province, where they share power with the locals. Other smaller ones live in Juntir, in the capital of the hacharks, Temok. 4 clans of hacharks (Ze, Ki, Ar, Sk) have the status of the despicable: they live in the canals of Temok and are condemned to hard labor. They earned this status for acts of sabotage in aid of Chad.
- #46Shlaum
Keys: Shlaum
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Shlaum is the capital of traidens located in Juntir province. Biome - a seaside region with a warm climate. The traiden port city, built on a warm coast and extending deep underwater. The poor “salamanders” crowd the surface, while the wealthy live in submerged districts, and the absolute monarch, the chati, resides in the deepest abyss. Massive sea walls and cannons protect it from the ever-present threat of pirates. Instead of relative freedom of life, there is a social hierarchy. At the top of the social hierarchy is the chati -- the absolute monarch of the city, possessing full control over its resources. They are the head of government and make the most important military, economic, and judicial decisions; moreover, all land belongs to them. Below the chati and their family in the social pyramid stand the officials, who constituted the upper class. Below the ruling class is the dominant class. First in it are the soldiers of the empire, who received services and products by capturing trophies, but they never rise to high positions in the army. Below them are craftsmen. Peasants cultivate most of the land. They have small plots of land and run their own farms. They are exploited by noble traidens. The social ladder goes into the depths. The poor, peasants, traders, and craftsmen, as well as warriors, live on the surface. In Shlaum, there are underwater districts where the rich live, and at the very depth -- the chati. The poor are sometimes called salamanders. The lands of Shlaum are not particularly rich in materials, but underwater one can find many minerals used in construction. The rich rarely leave their districts; everything they need is delivered from the surface. And the chati does not surface at all, which is why many have never even seen them.
- #47Vena
Keys: Vena
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Vena is the capital of nazhka located in Juntir province. A region where the sun is almost never visible. A sunless, oppressive city of nazhkas, dominated by utilitarian brick buildings and the sprawling, multi-level Research Center. Its society is rigidly meritocratic, and the streets are filled with driven but desperate souls striving to become experts, while the less fortunate face ruin in the name of medical and scientific progress. Nazhka are headed by experts, the number of whom varies. One can enter their ranks by passing exams or presenting their research. As a consequence, the population lives in terrible conditions. Without labor for the good of the Empire, you are trash. If you learned nothing in your youth, you leave your homeland; in the worst case -- you will be used for experiments. For nazhka only the elite and the middling are important. Interestingly, nazhka who left Vena in their youth adapt to ordinary society with difficulty, while adults are incapable of changing their mentality. The residential quarters of Vena are in a state of disrepair; many live simply in basements. The citizens live exclusively at the expense of the empire, which, to the best of its ability, tries to organize life. Imperials are engaged in guarding, road works, repairs, and construction. Such a way of life does not fit in the heads of other races. Rationalism and intellect rule the ball in the society of nazhkas. Nazhkas possess vast knowledge in biology and medicine, and their capital Vena is the main medical center of the empire. Young individuals, so as not to die of hunger or go to experiments, are forced to compete in their studies and strive for the top.
- #48Lumier
Keys: Lumier
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Lumier is the capital of doppels located in Juntir province. Biome - Mediterranean. The secluded, monastery-like capital of the doppels. Built in a style reminiscent of temples with Imperial flourishes, it serves as both a sanctuary and a training ground for young doppels learning to suppress their second, potentially dangerous personalities. The society in the city of Lumier is perhaps the most closed on the continent. Its foundation is the struggle within each doppel, the struggle of two personalities striving to seize the body and soul. Lumier resembles a semi-closed monastery. Most of its population are children and women-mentors -- birthing mothers, as well as the Enlightened One -- the unspoken leader and mentor of the youth, who has overcome their inner demon. Their goal is to set as many children as possible on the right path and release them into the world. Doppels actively grow grains, vegetables, and fruits and exchange them for goods from the Empire. The climate of the area is favorable for growing grapes and, consequently, for winemaking. But alcohol is forbidden for doppels under penalty of death. Diluted wine, cheap swill, incapable of causing intoxication -- even this negatively affects their psyche and can ruin all practices.
- #49Kladez
Keys: Kladez
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Kladez is the capital of lamias located in Juntir province. The opulent lamia capital set in the steppes of Juntir. Its architecture, inspired by ancients, rises amid rich gem mines. It is a city of philosophers and hedonists, where spiritual and physical pleasures are pursued with equal fervor, though an excess of happiness often leads to madness among the elite. Lamias were fortunate to be in a favorable area of Juntir. In the region of their capital, it is always warm, but there is also enough precipitation not to turn the area into a steppe. In the vicinity, precious stones are mined in the richest deposits. It is perfectly well known that pleasant things encourage development. And lamias live by this. Lamia society consists entirely of philosophers of various stripes. Every lamia strives for the development of their mind; everyone strives for happiness. The common folk mostly strive to enrich themselves spiritually. They strive for spiritual happiness; happiness based on virtues. The rich have been able to achieve physical satisfaction. This teaching is always adhered to by the king of the lamias. The most important thing for the king is to ensure stable happiness and satisfaction in society. The king embodies the virtues and principles of his people and sets an example for them. Lamias are altruistic towards each other. However, social inequality can be simply enormous. The society of Kladez is one of the few where there are oligarchs. However, lamias raised outside Kladez do not share these views. At best, they are raised in ordinary society, among other races. At worst -- they adhere to an uncontrolled lifestyle -- the opposite of hedonism. Here their instincts take over and run rampant in earnest. Debauchery, gluttony, laziness, and even bloodlust become the norm.
- #50Minos
Keys: Minos
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Minos is the capital of minotaurs located in Juntir province. Biome - mountainous. The minotaur city, carved into a landscape of mountains, gorges, and caves. Fortified and rich in gold, it is ruled by a council of elders and the two arkhagetes. Knowledge is hoarded almost as greedily as gold, and the city houses the second-greatest library in the known world. The minotaurs are headed by two arkhagetes, chosen by the stars. Their power in decision-making and policy conduct is not unlimited, since they act not as pure monarchs, but rather as leaders of the oligarchic upper crust ruling Minos. All political decisions are made by a council of elders, consisting of two arkhagetes and 11 gerontes, elected for life by the people's assembly from noble citizens who have reached the age of 60 years. Minotaurs are practically equal among themselves, but some are more equal. Wealth is measured not in money, but in gold reserves. Gold is not used by anyone else, but it attracts minotaurs, making them monopolists in gold mining. The gold reserve of each arkhagete is more than 7 kg. All minotaurs own 100 grams, and the gerontes -- 1 kg. Life in Minos is boring, but not everything is so bad. The second largest library is located here, to which some of the saved books from the city of Lairbr, destroyed in the 8th century, were moved. Minotaurs are greedy not only for money but also for knowledge. They have achieved considerable success in astronomy, metalworking, and chemistry. Not for nothing, it is mainly they who strive to achieve the raskroenie of magma to obtain the knowledge of Morax.
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