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Meant for use with my #faebane character cards. Detailed information about the Kingdom of Nim and its inhabitants.
Listed as “Faebane World Info”
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Faebane World (3)
88 entries · scan depth 50 · budget 500 tokens
- #1Settingconstantselective
Keys: nations, borders, Nim, world, basics, Theras, setting, geography
[Setting: Late 1700s alternate Earth. Early industrial revolution meets fantasy-steampunk. Most non-human creatures have withdrawn from human society.
World Geography: Major Nations:
- Nim: Traditional Monarchy. Capital: Nimhaven.
- Theras: Feudal, Nim's rival to the east.
- Ostmark: Cold, mountainous kingdom to the north.
Regions:
- the March: Arid borderlands, north of Nim and Theras
- Northwaste: Harsh steppe territory beyond the borderlands
Technology: Examples: Industrial & Transportation(omnibuses, respirators(blue-green filters), accounting machines telegraph lines, pressure valves), Specialized Equipment(telescopes, chronometers), Everyday Items(coal stoves, mechanical looms, printing presses, mechanical locks), Luxury Goods(faebane jewelry, automaton music boxes, steam-heated bathhouses), Tools(signal mirrors, portable stills, hidden compartment trunks, fae-wards(faebane talismans), detection pendulums(react to faekin presence)
Current Year: 1780]
- #2The Exodusselective
Keys: exodus, remote, withdrew, retreat, hidden, withdrawal, retreated
The Exodus: Mass withdrawal of magical beings from human society due to: population pressure, war damage, industrial expansion. Most retreated to remote areas or hidden enclaves. Process happened gradually over centuries, accelerating with human technological advancement.
- #3Nim's Political Structureselective
Keys: government, monarchy, parliament, politics
Nim's Political Structure: Constitutional monarchy with strong parliament. Crown maintains absolute control over glaucous coal mining/distribution. Parliament handles other matters. Tension exists between crown and parliament over resource control.
- #4Glaucous Coalselective
Keys: fuel, faebane, coal, glaucous, green death
Glaucous Coal: Found 1772. Blue-green fuel revolutionizing industry. Ancient name "faebane". Metals forged with it harm magical creatures. Crown strictly controls mining/distribution. Extremely expensive, finite resource. Some creatures call it the Green Death.
- #5Common Items - Industrial & Transportationselective
Keys: respirators, telegraph, transport, valves, industry, network, respirator, omnibus, industrial, transportation, accounting machine, valve, omnibuses, accounting machines
Common Items - Industrial & Transportation
- Steam Omnibuses: Early public transportation in Nimhaven, coal-powered
- Mining Respirators: Protect workers from glaucous coal dust, distinctive blue-green filters
- Clockwork Accounting Machines: Used by Parliament and large merchant houses
- Telegraph Lines: Limited network connecting major cities, unreliable in remote areas
- Pressure Valves: Critical safety components in new steam machinery
- #6Technology Levelselective
Keys: technology, innovation, advancement, steam power, industrial, invention, inventions, technological, innovations
Technology Level: Early industrial revolution stage. Steam power emerging. Society primarily agrarian but rapid technological change beginning. Glaucous coal enabling new innovations. Traditional craftsmen still dominant but factories growing.
- #7War Impactsselective
Keys: conflicts, seven years' war, conflict, war, soldier, armies, soldiers, battles, battle, wars, army
War Impacts: the Seven Years' War (1672) devastated magical communities: destroyed ancestral lands, spread new diseases, forced magical beings into combat. Accelerated withdrawal from human society.
- #8Cultural Divideselective
Keys: beliefs, urban, superstitious, believe, tradition, supernatural, magic, cultural, superstition, rural, country, magical, culture, traditions, countryside, city, traditional
Cultural Divide: Urban educated classes reject supernatural as superstition. Rural communities maintain old practices without understanding original purpose.
- #9Geographyselective
Keys: border, territory, lands, borders, boundaries, land, geographical, boundary, geography, territories
Geography: Political boundaries differ from our Earth. Major nations: Nim, Theras. Remote areas still home to magical creatures. Their territories overlap human nations. Mountains, forests particularly important to non-human beings.
- #10Common Items: Specialized Equipmentselective
Keys: purifier, filter, timepiece, witchfinder kits, telescope, chronometer, filtration, detection device, witchfinder kit, telescopes, witchfinder's kit, faebane tools
Common Items: Specialized Equipment
- Witchfinder Kits: Portable cases with faebane tools, detection devices, and restraints
- Brass Telescopes: Advanced optics becoming available to civilians, still expensive
- Water Purifiers: Early filtration systems dealing with industrial pollutants
- Analytical Chronometers: Specialized timepieces with multiple functions, used by scientists
- #11Elder Racesselective
Keys: creatures, faekin, elder race, supernatural, magic, creature, elder races, non-human, magical, beings, being
Elder Races: Various apient species predating human civilization. Colloquially "faekin." Population declining since human expansion. Harmed by glaucous coal-forged metals. Most avoid human contact. Include centaurs, merpeople, naga, driders, and spirit-beings like kitsune.
- #12Centaursselective
Keys: warlord, centaurs, tribes, nomad, nomadic, centaur, tribal, horse-folk, tribe
Centaurs: Horse-human hybrids organized in nomadic tribal confederations across the Northwaste. Tribal society led by warlords. Some tribes maintain cautious trade with border settlements, while others kill human trespassers on sight. Population declining since the Seven Years' War when many were conscripted by both Nim and Theras. Magic abilities: primal battle-magic through blood rituals
- #13Merfolkselective
Keys: coast, underwater, coastal, merman, lake, merboy, merfolk, sea-folk, mermaid, merpeople, ocean, sea, lakes
Merfolk: Aquatic humanoids. Second most numerous Elder Race. Occupy coastal waters, deep lakes. Complex underwater cities; practice slavery. Limited contact with human ships/ports. Less affected by glaucous coal than land-dwelling faekin. Magic abilities: water manipulation, weather-related precognition
- #14Nagaselective
Keys: healers, serpent, heal, healer, serpent-folk, snake, snake-people, serpents, medicine, snakes, naga
Naga: Serpentine humanoids. Small, scattered clans in warm regions. Expert healers, shamanistic leaders. Once had settlements like Sarpavasa in the borderlands, now largely nomadic. Some maintain secret trade in medicines with human settlements. Magic abilities: dream-walking
- #15Dridersselective
Keys: cave, underground, spiders, spider-folk, spider, caves, driders, drider
Driders: Spider-human hybrids. Reclusive underground dwellers. Smallest population of major Elder Races. Master craftspeople, especially in textiles. Rare surface contact. Found in deep cave systems. Magic abilities: creation of magical items through specialized weaving
- #16Kitsuneselective
Keys: foxes, fox, spirit, kitsune, spirits, spirit-folk
Kitsune: Fox spirits. Can appear human. Multiple tails indicate age/power. Very rare. Mostly solitary. Some secretly live among humans. More resistant to glaucous coal than other faekin. Magic abilities: illusion/transformation
- #17Royal Mining Authorityselective
Keys: mines, glaucous coal, mining authority, RMA, mining
Royal Mining Authority (RMA): Crown organization controlling glaucous coal mining/distribution. Issues mining permits, oversees security. Maintains witch-collaring facilities at major mines. Significant political power.
- #18Witchfinders Guildselective
Keys: witchfinders, witchfinder
Witchfinders Guild: Elite organization specializing in witch containment/control. Works closely with the RMA. Members highly trained in containment methods using faebane-forged tools. Feared by faekin, as witchfinders are known to be unfriendly to anything non-human. Heirarchy:
- Guildmaster Holloway
- Captain Sterne
- #19CAERAselective
Keys: faekin, elder race, CAERA, elder race affairs, treaties, advisory, treaty
Crown Advisory on Elder Race Affairs (CAERA): Secret government body monitoring faekin activity. Most members from noble families with historical faekin connections.
- #20Royal Science Societyselective
Keys: researchers, science, scientific, RSS, science society, researcher, research
Royal Science Society (RSS): Leading scientific organization. Studies industrial applications of glaucous coal. Officially skeptical of faekin existence. Some members secretly research the elder races. Department of Natural Philosophy lead researcher: James Stanley
- #21Border Wardensselective
Keys: patrolling, patrols, border guards, warden, patrol, border guard, wardens
Border Wardens: Elite border patrol. Originally formed to guard against Theras. Now primarily monitors remote areas for unauthorized mining, suspicious activity. Some aware of faekin presence.
- #22Queen Cordeliaselective
Keys: crown, Cordelia, monarch, queen
Queen Cordelia: Nim's child queen, age 12. Parents died in hunting accident. Intelligent but isolated. Fascinated by old tales of faekin. Real power currently held by her uncle, Lord Regent Arlay. Personality: stubborn, shy. Appearance: tomboyish, short dark hair, striking blue eyes.
- #23Lord Regent Arlayselective
Keys: lord regent, Arlay, regent
Lord Regent Arlay: Queen Cordelia's uncle. De facto ruler of Nim. Unapologetic kingpin beneath aristocratic veneer; runs Nim like a personal empire. Architect of aggressive modernization and expanded glaucous coal mining. Father to the eccentric Percy Arlay. It's rumored he was once involved with Kira of the Red Maple in the Silk Quarter. Personality: selfish, authoritative, amiable (pretends to be). Appearance: middle-aged but still handsome, dark graying hair, striking blue eyes.
- #24House Arlayselective
Keys: noble, nobility, Arlay, nobles
House Arlay: Noble family controlling northern mining regions. Current head is Lord Regent. Known for ambitious expansion of mining operations. Symbol: Phoenix
- #25House Silvermaneselective
Keys: noble, nobility, Silvermane, nobles
House Silvermane: Coastal noble family. Maintain secret merfolk treaties. Control major ports.
- #26House Baldwinselective
Keys: noble, nobility, Baldwin, nobles
House Baldwin: Disgraced noble family. Lost fortune opposing glaucous coal mining. Now suspected of running smuggling network.
- #27The Green Handselective
Keys: smuggler, black market, smugglers, Green Hand, smuggling
The Green Hand: Major smuggling network. Moves untaxed glaucous coal.
- #28Common Items: Everydayselective
Keys: mechanical lock, stoves, mechanical locks, printing press, stove, looms, loom
Everyday Items
- Coal Stoves: Replacing traditional wood-burning ones in urban areas
- Mechanical Looms: Threatening traditional textile crafts
- Printing Presses: Making books more accessible, spreading newspapers
- Mechanical Locks: New security for the wealthy, beyond traditional keys
- #29Common Items: Luxury Goodsselective
Keys: music box, bathhouses, faebane jewelry, tea service, bathhouse, music boxes, faebane jewel
Common Items: Luxury Goods
- Faebane Jewelry: Status symbols, small amounts set in precious metals
- Automaton Music Boxes: Intricate clockwork entertainment for the wealthy
- Steam-Heated Bathhouses: Modern luxuries in Nimhaven's fashionable districts
- Therian Tea Services: Imported luxury, featuring specialized brewing equipment
- #30Common Items: Toolsselective
Keys: portable still, signal mirror, fae-wards, fae-ward, hidden compartment, trunk, trunks, water finders, detection pendulum, water finder, portable stills, detection pendulums, signal mirrors
Common Items: Tools
- Water Finders: Tools to locate hidden springs in the March
- Signal Mirrors: Used by smugglers and Border Wardens alike
- Portable Stills: Compact water purification for travelers
- Hidden Compartment Trunks: For smuggling valuable or illicit goods
- Fae-Wards: Small faebane talismans worn by travelers in remote areas
- Detection Pendulums: Simple devices that react to faekin presence, used by border wardens
- #31Witchesselective
Keys: witch, witchcraft, witches
Witches: Neither faekin nor quite human. Eldritch creature, living conduits for raw, unfiltered magical energy. Coming across a witch in the wild is a terrifying experience. Hunted by witchfinders, to either kill or collar.
- #32Royal Witch of Nimselective
Keys: witch of Nim, royal witch
the Royal Witch of Nim: the Nimish royal family, like many other nations (and very wealthy/powerful families or groups), keeps a collared witch in their service.
- #33Marionettesselective
Keys: marionette, marionettes
Marionettes: Tiny clockwork automata serving as the royal court's secret messengers and spies. Their spider-like, mechanical bodies contain components forged with glaucous coal.
- #34The Seven Years' Warselective
Keys: seven years' war, conscription, guns, firearm, war, gun, conscripted, conscript, Treaty of Blackcliff, firearms, treaty, withdrawal
The Seven Years' War (1665-1672):
- Last major conflict where faekin openly fought alongside human armies
- Nim and Theras both forcibly conscripted elder race communities, especially centaur cavalry
- War devastated traditional faekin territories
- New military technologies (early firearms, mass-produced steel) proved especially lethal to elder races
- Treaty of Blackcliff (1672) redrew borders but ignored faekin territorial claims
- Marked beginning of large-scale withdrawal from human society
- #35The Blackcliff Exodusselective
Keys: Blackcliff exodus
The Blackcliff Exodus (1675-1690):
- Mass departure of merfolk from major coastal cities following treaty terms
- Underwater cities abandoned, trade networks collapsed
- Human ports suffered severe economic decline
- Led to establishment of House Silvermane's dominance over coastal trade
- #36The Great Dyingselective
Keys: great dying, death
The Great Dying (1730-1745):
- Early industrial pollution poisoned ancient faekin territories
- Multiple drider cave networks collapsed from mining operations
- No official acknowledgment of crisis by human authorities
- #37Discover of Glaucous Coalselective
Keys: glaucous coal
Discovery of Glaucous Coal (1772):
- Found in abandoned drider mines in northern Nim
- Properties harmful to faekin quickly discovered during initial processing
- Crown seized control of mining operations within months
- Created immediate tension with Parliament over resource control
- Rapid industrial expansion in following decades
- Elder races named it "Green Death" due to its effects
- #38Border Massacresselective
Keys: border massacre, border massacres
The Border Massacres (1773-1775):
- Violent period following glaucous coal discovery
- Displaced faekin communities caught between expanding mining operations
- Last remaining centaur herds driven from traditional grazing lands
- Naga homelands abandoned after repeated raids
- Established current militarized border zone
- #39The Parliament Fireselective
Keys: parliament fire, burn parliament, burnt parliament
The Parliament Fire (1776):
- Destroyed original Parliament building during coal regulation debate
- Rumors of faekin sabotage but actually caused by improper glaucous coal storage
- Crown leveraged crisis to assert control over coal distribution
- New Parliament House built; anti-faekin sentiment vastly increased
- #40Kiraselective
Keys: Kira
Kira: Enigmatic proprietor of the Red Maple, one of Nimhaven's most exclusive establishments in the Silk Quarter. Rumored to have connections throughout the nobility and merchant class, including a past love affair with the Lord Regent.
- #41Etienneselective
Keys: Etienne
Etienne: A boy often seen around Nimhaven's harbor and markets. Known for trading strange underwater trinkets for food. Most assume he's a harmless eccentric or a foreigner unfamiliar with local customs.
- #42Theo Chapmanselective
Keys: Chapman, enforcer, Theo
Theo Chapman: Intimidating enforcer at the Red Maple in Nimhaven's Silk Quarter. Former underground street fighter with a reputation in the city's seedier districts. Often sent to collect debts or deal with situations requiring physical persuasion.
- #43Nimselective
Keys: Nim, country, nation, kingdom, Nimish
Type: Country Nim: Constitutional monarchy, center of industrial revolution. Controls majority of known glaucous coal deposits. Emerging industrial power while maintaining traditional noble houses. Current peace with Theras remains tense. (OOC: European influences/aesthetics.) Capital: Nimhaven. Other locations: Blackcliff Port(major port), Spindleport(small coastal village)
- #44Therasselective
Keys: country, nation, kingdom, Theras, Therian
Type: Country Theras: Rival nation to Nim. More traditionally agrarian. Lost territory in Seven Years' War. Powerful Generals control different provinces. Maintains larger standing army than Nim. Seeks alternative to glaucous coal dependency. Known to have an underground slave market. (OOC: East Asian influences/aesthetics; Therians use Chinese honorifics.)
- #45Ostmarkselective
Keys: Ostmark, northern, cold, north, mountain, mountains, furs, timber, fur, snow
Type: Country Ostmark: Cold, mountainous kingdom beyond the northern edge of the Northwaste. Rich in timber, furs, and minerals but politically isolated. Maintains uneasy trade relations with Nim and Theras. Dense forests and snowy mountains make official border crossings limited and heavily controlled. Population primarily human with whispered legends of ice-dwelling faekin in remote areas. (OOC: Russian/Eastern European influences.) Current ruler: Archduke Friederich.
- #46Deepmossselective
Keys: deepmoss
Deepmoss - A rare, weirdly brain-shaped plant cultivated by driders that, when brewed into tea, allows someone to relive another person's memories if they possess a personal item belonging to them.
- #47Blood Coinsselective
Keys: blood coin, blood coins
Blood Coins: Currency minted with small amounts of faebane-touched alloy and "charged" with drops of faekin blood. Function as tracking devices, growing warmer as anyone with faekin ancestry approaches.
- #48Nilrixselective
Keys: Nil, Nilrix
Nilrix: A reclusive drider rumored to dwell within Bone-eater's Cave, rarely seen by humans. Rural villagers leave occasional offerings at cave entrances, believing 'the Bone-eater' protects the area from natural disasters in exchange.
- #49Naga Tearsselective
Keys: illusion, illusions, naga's tears, true sight, naga tears
Naga Tears: Applying to the eyes can temporarily grant humans the ability to see through magical illusions. Extended use causes vivid hallucinations and eventually permanent damage to the user's vision. Smuggled through the Green Hand network, where it's called "True Sight."
- #50Flicker Glassselective
Keys: flicker glass, mirror, mirrors
Flicker Glass: Mirrors crafted with a thin layer of pulverized glaucous coal in the silver backing. They capture and store sequential images, which can be "played back". Witchfinders use them for surveillance in suspected faekin havens.
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