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Ziph World

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World created for use with Yana character. Can be expanded in the future for other characters too maybe.

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Ziph World

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Dark Fantasy Magic World

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  1. #1Magic: Overview

    Always on · Before character · Order 10 · 100%

    Entry settings

    MAGIC

    Magic is the manipulation of life essence. Every living being is a spirit (aura) inhabiting flesh. Aura is both the force that keeps one alive and the fuel for casting.

    To cast, a user shapes their spirit: changing flux, speed, strength, direction, and form to alter reality. Example: a fire in the palm is made by pulling oxygen to a focal point and forcing air atoms into violent random motion, producing heat that oxygen then sustains as flame.

    Aura shaping uses eight molds: Shade, Warmth, Field, Ward, Cycle, Enchant, Dominion, Rift. Spells are applications of molds. Skills rate foundation aura traits and mold control on a 0-1000 scale. See Skills and Aura Molds.

    Casting can use gestures, words, or focus tools, but need not. A pointed finger, an extended arm, or quiet will alone can be enough. Observers may not realize magic is being used unless the effect is obvious.

    Magic drains aura like muscle drains strength. Overuse causes fatigue, pain, and failure, not instant death. Training builds endurance, output, and control. Total aura depletion would be fatal, but the body resists this as strongly as it resists holding breath until death.

    Everyone has aura. Not everyone learns to use it. Learning is hard, poorly documented, and unevenly taught.

    Worldwide (all continents):

    • 17% know usable magic
    • 11% are merely competent
    • 5.9% are skilled
    • 2.36% are exceptional
    • 0.118% are masters

    These bands describe how many people know usable magic at all. They do not equal a person's 0-1000 skill number.

    Each person is born with an affinity: toward a mold, a larger or smaller aura pool, natural strength of output, speed of recovery, or fineness of control. Affinity shapes talent but does not replace training.

  2. #2Magic: Aura Molds

    Keys: portal, mold, ward control, ward, necromancy, magic, field, field control, rift, cycle control, spell, warmth control, casting, shade control, vampiric, rift control, dominion, arcane, shade, aura mold, cast, dominion control, teleport, enchant control, cycle, mage, molds, warmth, enchant

    Enabled · Selective · Before character · Order 10 · 100%

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    AURA MOLDS

    Aura magic uses eight molds. A mold is a way of shaping spirit to build spells. Spells are not skills. Skills rate how well a person controls capacity, recovery, sensing, and each mold.

    The eight molds:

    • SHADE: light and dark
    • WARMTH: hot and cold
    • FIELD: electromagnetic forces and electricity
    • WARD: shields and resistance
    • CYCLE: life and death, including plants
    • ENCHANT: weapons, armor, tools, runes, strip and place enchants
    • DOMINION: control over people and animals
    • RIFT: teleport, vanish, portals, travel into the Aura World

    A caster with Warmth Control can invent heat or frost spells within their rating. They do not buy a separate skill named Ignite or Freeze.

    FORBIDDEN OVERLAP Necromancy and vampiric magic are banned Cycle extremes in nearly every land that acknowledges magic. Enforcement varies: execution, exile, church trial, or secret hunting. Demon pacts remain separate from lawful mold craft. See Demon and Pacts.

    ARTIFACTS AND MATERIALS Relics, rings, staves, and focus materials including gold and amethyst channel or amplify spirit-flux. Proper focus may raise output, steadiness, or lower aura cost.

  3. #3Cosmology

    Always on · Before character · Order 10 · 100%

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    COSMOLOGY (scholar and heretic lore, not common Sanctarian teaching)

    Treatises and Lanternist codices describe layered truth the church condemns.

    The Demiurge is an old name for the Craftsman who shaped matter. Sanctarians call him God and say he is good. Lanternists say he is real but subordinate to the Unseen Father.

    Demons are powers outside the ordered cosmos. Pact, ritual, or possession may grant power. Church and Najari courts both hunt pact makers.

    Peasant devil-talk may name real outer entities. Many gods in many religions may be one being under another mask.

  4. #4Magic: Social Attitudes

    Keys: elemental, transmutation, fire, conjuration, ward, death magic, skill, magic, skills, field, alchemy, rift, spell, casting, summoning, dominion, shade, healing, cast, life magic, earth, water, air, cycle, warmth, enchant

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    ATTITUDES TOWARD MAGIC

    No single world consensus exists.

    Some kingdoms license mages. Some ban magic entirely. Some teach it in open village tradition. Some reserve it for nobility or priesthood.

    Peasants can become masters where teaching is shared or where a gifted child finds a master by luck, crime, or war. Nobles can hoard texts, teachers, and courts in lands where magic is a tool of power. Both patterns exist.

    Common reactions: fear, reverence, envy, hatred, exploitation, denial. In places where magic is unseen, witnesses may call it miracle, trickery, or madness.

    Reflect local belief in every scene.

  5. #5Magic: Affinities

    Keys: aptitude, potential, ward, born, dominion, field, shade, gift, aura control, cycle, rift, affinity, warmth, enchant, aura pool, talent

    Enabled · Selective · After character · Order 10 · 100%

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    AFFINITIES

    Every person is born with a magical affinity. This is innate, not chosen.

    Affinities may favor:

    • A mold (Shade, Warmth, Field, Ward, Cycle, Enchant, Dominion, Rift)
    • A large or small Aura Pool
    • Strong raw output or weak output with fine Aura Control
    • Fast Aura Recovery or slow recovery after casting

    Affinity gives lean, not destiny. A Warmth-leaning child may never learn magic. A generalist with small Aura Pool may become deadly through training and focus tools. Masters usually combine strong affinity with years of practice.

    When stating a character's magic, list only skills they have. Rate Aura Pool, Aura Control, Aura Recovery, Aura Sense, and each known mold control skill on the 0-1000 scale. Do not list spell names as skills. See Skills.

  6. #6Demon and Pacts

    Keys: summoning, patron, demon, contract, lucifer, cult, pact, bargain, outer, possessed

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    DEMONS AND PACTS

    True demon pacts are very rare. Most people know them only as whispered myth, fireside heresy, or church warning.

    Demons are outer-cosmic entities. Contact may grant power, hidden knowledge, unnatural resilience, or forbidden techniques. Prices differ by patron and cult:

    • Animal or human sacrifice
    • Offerings of wealth, land, or relics
    • Blood given on schedule or at crisis
    • Simpler toll: the patron experiences the pact-maker's sensations during drink, food, sex, pain, or celebration

    Pact magic is not the same as lawful summoning. Inquisitors, mages, and kings may hunt pact-makers even where other magic is tolerated.

  7. #7Casting and Secrecy

    Keys: subtle, hand, casting, hidden, finger, cast, gesture, sign, focus

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    CASTING

    Magic does not require theater. Gestures and spoken forms can help concentration and precision, but casting may be subtle: an extended arm, a single pointed finger, a held breath, a brief stillness of the eyes.

    Because of this, mages can work in crowds, courts, and battle without obvious ritual. Conversely, innocent gestures may be mistaken for spellwork where fear runs high.

  8. #8Alchemy: Overview

    Keys: draught, alchemist, mixture, flask, herb, brew, chemistry, alchemy, vial, antidote, salve, poison, dose, potion, elixir, distillate, powder, tonic, distill, compound, tincture, reagent

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    ALCHEMY

    Alchemy is chemistry, not magic. It uses no spirit, no aura, and no flux. Effects come only from substances, ratios, heat, time, and preparation.

    Alchemists grind, distill, ferment, and combine reagents. A correct formula can aid the body. A wrong one can harm it. Results depend on dose, purity, and the drinker's condition.

    Common effects (varies by formula and quality):

    • Restore or drain stamina and health
    • Temporarily widen or tighten effective aura capacity (felt as deeper or shallower reserves, without teaching magic)
    • Brief strength, clarity, pain tolerance, or sedation
    • Warm the blood in cold weather, or cool the body in heat
    • Poison, paralysis, sleep, or addiction when used as weapons

    Alchemy is legal in many places where magic is restricted, but poison, mind-altering brews, and military formulas are still controlled or banned. Hedge alchemists, guild apothecaries, and noble court physicians may all practice it.

    Alchemy does not replace magic training. It can support a mage (recovery, focus, endurance) or help a non-mage survive danger. It cannot grant spellcasting to someone who cannot shape spirit.

    SKILL NOTE Alchemy skills use the same 0-1000 rating scale as aura skills. Alchemy spends no aura. See Skills.

  9. #9Leebas Continent

    Always on · Selective · Before character · Order 10 · 100%

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    LEEBAS CONTINENT

    All play happens on Leebas. The landmass reads as Europe plus Middle East in broad shape, not in copy-paste culture.

    Geography:

    • West: wet coasts, forests, fishing towns, short winters
    • Center: river valleys, grain, trade roads, walled cities, mixed faith and mixed magic law
    • South: dry hills, irrigation, old ports, caravan routes, shrine towns
    • East: high hills, steppe edge, horse trade, border forts
    • North: fells, fjords, sparse farms, sea raiders in some eras

    People move. Goods move. Faiths spread. Magic law differs by ruler, not by skin or accent. One kingdom licenses mages. A neighbor burns hedge teachers. A third ignores magic until blood spills.

    Language families cluster, then blend at ports. Food styles share staples: grain, olive oil in the south, butter and salt fish in the west, dried fruit on caravan lines.

    Leebas links to other continents by sea. Traders bring spices, books, slaves, relics, and plague. Most locals never leave. Most never see a dragon.

  10. #10Leebas Fauna and Flora

    Keys: hunt, forest, herb, farm, flower, road, hunter, moss, field, fungus, vine, wilderness, mountain, plant, wild, pasture, trap, river, forage, animal, tree, beast

    Enabled · Selective · After character · Order 10 · 100%

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    LEEBAS FAUNA AND FLORA

    Normal species match Earth-like Europe and Middle East: wolves, boars, deer, goats, horses, wheat, olives, grapes, oaks, pines, reeds, and desert scrub where rain fails.

    Five fantastic plants see common use or common fear:

    1. Ghostloom Moss: Grows in aura-heavy caves and old tomb stone. Pale green, faint glow at night. Alchemists dry it for focus tonics. Miners hate it. Where ghostloom spreads, air feels heavy.

    2. Saltheart Root: Knotted tuber in salty or starved soil. Farmers in southern margins plant it where grain fails. Boiled root tastes bitter. Dried chips keep on long marches. Holds minerals no normal root should hold.

    3. Thornveil Vine: Creeper on ruins and battlefield rubble. Glass-thin thorns cut leather and skin. Sap dulls wound rot when washed clean. Fire clears it. It returns within a season.

    4. Embercap Fungus: Rings charred ground after war or lightning fire. Cap feels warm to the touch. Crush into paste for cold camps. Overdose burns the mouth and guts.

    5. Wellbloom: White cup flower. Opens one night beside clean water. Petals go into alchemy for aura recovery aid. Does not teach magic. Poachers guard secret patches. Nobles buy petals at high price.

    Normal fauna still fill most meals and most roads. Three fantastic beasts shape travel, trade, and fear:

    1. Ash Hare: Rabbit-sized body, long ears, fur shifts from grey to rust with season change. Herds run open scrub. Meat is common in east hill inns. Pelts sell cheap.

    2. Glass Eel: River predator, arm-long, scales flash like mirror shards. Oil from the liver goes into lenses, fine lamps, and some shrine rites. Fishermen die when a school turns on a net.

    3. Grave Boar: Shoulder-high, curved tusks, digs deep for roots and buried dead. Travels in packs of six to twelve. Hide turns a weak blade. Spear and weight bring one down. Multiple boars kill yearly on forest roads.

  11. #11Dragons

    Keys: scale, lair, fire breath, wyrm, wing, drake, hatchling, beast above, hoard, dragon

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    DRAGONS

    Dragons live on Leebas. They remain rare. 95% of people don't ever see one.

    Life cycle:

    • Hatchlings leave the egg at puppy size.
    • Growth never stops while aura intake stays high.
    • Old adults reach height of a six-story building. Length exceeds height. Weight cracks stone roosts.

    Feeding:

    • Dragons eat living beings for aura, not only for meat.

    • Prey aura enters the gut. Dragon spirit-force converts prey aura into dense calories inside the body.

    • No other known species performs this conversion. Scholars argue for centuries. Hunters care only for the result: a fed dragon grows fast.

    • Fire, frost, or acid breath varies by bloodline. All breath costs aura.

    Human response:

    • Kingdoms post bounties. Most hunters die.
    • Some nobles try to bind hatchlings early. Most attempts end in estate fire.
    • Church and court both call dragon slaying holy or lawful where magic is feared.

    Dragons do not rule nations. Single old dragons scar regions. Hatchling trade exists in crime circles. Penalty is death in almost every code.

  12. #12Leebas Money and Trade

    Keys: pay, coin, merchant, crown, debt, bit, den, gold, market, buy, silver, price, sell, purse, tax, copper, toll, wage, bribe

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    MONEY ON LEEBAS

    Coin rules trade in towns. Barter rules villages.

    Standard chain (central and west):

    • 1 copper bit
    • 10 bits = 1 silver den
    • 30 den = 1 gold crown

    Southern ports use 12 den per crown. Eastern markets count in eights. Foreign coin from Meridia, Khoruun, and the Frost Crown works at ports with a 5-15% cut.

    Quick prices:

    • Bread: 2 bits | Ale: 1 bit | Inn room: 5 den
    • Farm day wage: 3 bits | Mercenary day: 2 den
    • Sword: 15 den | Mail shirt: 60 den | Horse: 45 den
    • Mage consult: 10+ den | Common tonic: 3 den | Wellbloom petal: 20 den

    Peasants hold bits. Town folk live in den. Rich folk store crowns or use merchant letters between cities.

  13. #13Other Continents

    Keys: voyage, foreign, Frost Crown, continent, sailor, Meridia, overseas, trade fleet, map, Khoruun

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    OTHER CONTINENTS

    Leebas is not alone. Three other large landmasses sit across major seas. They share human biology, aura, and the same magic math (17% trained users worldwide).

    Meridia lies west across the Ocean of Glass. Rainy coasts, dense woods, iron ports. Leebas merchants know Meridia for timber, wool, and strict guild law.

    Khoruun lies south beyond the Amber Sea. Jungle basins, flood rivers, stone ruins older than Leebas crowns. Spices, venom, and silent jungle beasts fill Leebas markets from Khoruun hulls.

    The Frost Crown lies north beyond ice lanes. Short summers, whale oil, mammoth bone, and fur. Few Leebas ships make the trip. Stories arrive through Nordfjell whalers.

    Cultures on each land repeat patterns seen on Leebas: farm, raid, pray, rule, hide magic, flaunt magic. Differences come from climate, history, and trade, not from random novelty.

  14. #14Leebas Polity Relations

    Keys: border, relations, diplomacy, alliance, treaty, war, polity, embargo

    Enabled · Selective · After character · Order 10 · 100%

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    LEEBAS POLITY RELATIONS

    Relation scale: -100 (war, embargo) to +100 (alliance, open border, royal marriage).

    Skeld vs Haldenmark 45, Kostmar 55, Merovas 20, Alden's Reach 25, Qashir 10, Terenwald 35. Haldenmark vs Kostmar 72, Merovas 38, Alden's Reach 42, Qashir 28, Terenwald 48, Skeld 45. Kostmar vs Merovas 52, Alden's Reach 58, Qashir 42, Terenwald 48, Skeld 55, Haldenmark 72. Merovas vs Alden's Reach 72, Haldenmark 38, Kostmar 52, Terenwald 15, Qashir 18, Skeld 20. Alden's Reach vs Terenwald 58, Haldenmark 42, Kostmar 58, Merovas 72, Qashir 32, Skeld 25. Qashir vs Kostmar 42, Merovas 18, Haldenmark 28, Alden's Reach 32, Terenwald 18, Skeld 10. Terenwald vs Alden's Reach 58, Kostmar 48, Haldenmark 48, Merovas 15, Skeld 35, Qashir 18.

    Merged into these seven: Varre (Haldenmark south), Marenn (Kostmar ports), Lysenne (Merovas elector province), Sabah (Qashir coast), Urmak clans (Terenwald east marches).

    Total Leebas population: about 41,170,000.

  15. #15Polity: Jarldom of Skeld

    Keys: jarl, Frost Crown, Varnkeel, Skeldholm, whale, Skeld, Brinmouth, fjord, Haldskerry, longship, north Leebas, Nordfjell

    Enabled · Selective · After character · Order 10 · 100%

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    JARLDOM OF SKELD

    Type: Jarldom (elective jarl from clan moot) Founded: Clan confederations for over 900 years. United jarldom for 410 years since the Salt War moot. Area: 420,000 km2 | Population: 1,850,000 people Capital: Skeldholm, 62,000 people

    History: Nordfjell clans raided western coasts for centuries before the jarl moot fixed borders. Skeldholm grew from a war camp to a harbor capital. The jarldom never built a large army. It trades oil and iron for grain. Failed harvests still drive clan revolt every few generations.

    Economy: 48/100 Whale oil, salt fish, fur, timber, and bog iron export. Grain and wine import. Rich seas, thin farmland. Winter famine every 6-8 years on bad harvests.

    Power: 58/100 Small standing force. Strong coastal levy and longship tradition. Clans feud but unite against outside invasion. No empire ambition.

    Culture: Nordfjell clans, sea raider legacy, guest law strong. Poetry and blood feud coexist with jarl courts. Women inherit if no male heir in three coastal clans.

    Religion: Stormfaith (38%), Sanctarians (40%), Lanternists (12%), without religion (10%).

    Magic: Legal with jarl license. Coastal villages teach hedge healing. Magic users: 14% of population. Licensed mages: about 800. Attitude: pragmatic respect.

    Relations: Haldenmark 45, Kostmar 55, Merovas 20, Alden's Reach 25, Qashir 10, Terenwald 35.

    Cities: Skeldholm, 62,000 people | Varnkeel, 28,000 people | Brinmouth, 19,000 people. Towns and villages: Haldskerry, 4,200 people | Orrvik, 3,800 people | Stenfjord, 2,900 people | Kulrath, 1,600 people | Nessbro, 1,400 people | Yrrdal, 980 people | Fellgar, 720 people | Port Ansel, 5,100 people.

  16. #16Polity: Kingdom of Haldenmark

    Keys: Haldenmark, timber, Halden, Haldenburg, Montclair, west Leebas, Vestrmark, wine, crown, Varre, Greymoor, Westhaven, Varrencourt

    Enabled · Selective · After character · Order 10 · 100%

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    KINGDOM OF HALDENMARK

    Type: Hereditary kingdom (includes former Duchy of Varre as southern provinces) Founded: Varre duchy founded 615 years ago. Halden crown united north and south 284 years ago after the Grey Succession War. Area: 495,000 km2 | Population: 6,000,000 people Capital: Haldenburg, 210,000 people

    History: Northern sea kings and southern Varre dukes fought until the Halden line married the ducal house and forced one crown. The kingdom grew through shipwright guilds and timber export. Three border wars with Merovas in the last 120 years ended in stalemate and trade treaties.

    Economy: 72/100 Timber, shipbuilding, wool, herring, wine, olives, mercenary export, and glass. Guild cities rich. Inland farms steady.

    Power: 78/100 Royal navy and strong feudal levy. Varre mercenary companies famous abroad. Crown holds north and south together by law and marriage.

    Culture: Western Leebas speech in north, Varre oath and dueling culture in south. Coast urban, inland conservative.

    Religion: Sanctarians (68%), Greenmen in deep woods (16%), Lanternists (8%), without religion (8%).

    Magic: Crown Mage Office registers casters against church protest. Ducal license in Varre provinces. Necromancy is hanging offense. Magic users: 17%. Licensed mages: about 5,800. Noble magic use: 42% of high nobility.

    Relations: Kostmar 72, Alden's Reach 42, Merovas 38, Terenwald 48, Qashir 28, Skeld 45.

    Cities: Haldenburg, 210,000 people | Westhaven, 95,000 people | Varrencourt, 88,000 people | Greymoor, 54,000 people | Montclair, 36,000 people | Saltford, 41,000 people. Towns and villages: Kelstowe, 7,600 people | Rivenport, 11,000 people | Velours, 9,800 people | Roussel, 6,900 people | Brackenwell, 8,500 people | Coldwick, 6,200 people | Dunhollow, 4,800 people | Merrowick, 3,100 people | Chenon, 1,100 people | Loraine, 2,200 people | Thornby, 890 people.

  17. #17Polity: Republic of Kostmar

    Keys: Windmere, republic, Marenn, bank, Marenn City, doge, island, Kostmar, merchant, charter, Iska, league, Inner Sea, council

    Enabled · Selective · After character · Order 10 · 100%

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    REPUBLIC OF KOSTMAR

    Type: Merchant republic (Council of Twelve Houses, six Marenn charter ports federated) Founded: Kostmar free commune 358 years ago. Marenn charter ports joined the republic 197 years ago after the Inner Sea War. Area: 41,000 km2 | Population: 1,600,000 people Capital: Kostmar, 480,000 people

    History: Rich lagoon families overthrew a feudal count and wrote merchant law. Marenn islands fought piracy alone until they accepted council seats in exchange for fleet subsidy. The republic survived by lending to emperors and selling arms to both sides of every border war.

    Economy: 85/100 Banking letters, ship insurance, spice re-export, arms trade, fish, salt, rope, and sail. Highest coin flow per capita on Leebas.

    Power: 70/100 Large mercantile fleet and hired marines. Weak field army. Wins wars by credit, blockade, and selling to rivals.

    Culture: Cosmopolitan. Leebas speech plus trade pidgin. Marenn captains sit on charter council. Reputation over birth.

    Religion: Sanctarians (42%), Najari (20%), Stormfaith mariners (17%), Lanternists (13%), without religion (8%).

    Magic: Legal. Mage guild holds council seat eleven. Ship weather mages licensed. Magic users: 20%. Guild and ship mages: about 1,750.

    Relations: Haldenmark 72, Merovas 52, Alden's Reach 58, Qashir 42, Terenwald 48, Skeld 55.

    Cities: Kostmar, 480,000 people | Marenn City, 156,000 people | Iska, 78,000 people | Bront Isle, 52,000 people | Lagovista, 42,000 people | Windmere, 29,000 people. Towns and villages: Torren, 4,200 people | Pelagius, 3,800 people | South Quay, 12,000 people | Stormwatch, 3,600 people | Lighthouse Chain, 4,200 people | Fisher's Rest, 6,800 people | Marlowdike, 6,500 people | Beacon Point, 980 people.

  18. #18Polity: Empire of Merovas

    Keys: Castellum, legion, emperor, tax, elector, Argentor, Merovas, province, Lysenne, Triumgate, imperial, Merovia

    Enabled · Selective · After character · Order 10 · 100%

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    EMPIRE OF MEROVAS

    Type: Feudal empire (emperor plus elector princes, Grand Duchy of Lysenne is elector province) Founded: Imperial crown declared 824 years ago after the Ash Kings were overthrown. Lysenne joined as elector grand duchy 391 years ago. Area: 1,265,000 km2 | Population: 13,850,000 people Capital: Merovia, 340,000 people

    History: Merovas began as a league of river warlords who crowned one of their own to stop civil war. Legions pushed east for two centuries, then stalled at the forest line against Terenwald. Weak emperors lose tax to prince coin. Strong emperors rebuild roads and mage registers. The last holy war against Qashir ended 140 years ago with no border change.

    Economy: 80/100 Grain belt, iron, road tax, imperial mint, Lysenne toll roads, armor and horse export. Largest internal market on Leebas.

    Power: 90/100 Imperial legions, prince levies, and fortress line at Triumgate. Can field the continent's largest army. Forest and steppe fronts drain strength.

    Culture: Imperial law code, Latin rite church courts, prince courts in local tongue. Lysenne crossroad mix.

    Religion: Sanctarians (78%), Lanternists (9%), old stone shrines (7%), without religion (6%).

    Magic: Imperial Mage Register exists despite church condemnation. Lysenne Circle taxes mages. Necromancy is imperial crime. Magic users: 16%. Registered mages: about 10,800.

    Relations: Alden's Reach 72, Haldenmark 38, Kostmar 52, Terenwald 15, Qashir 18, Skeld 20.

    Cities: Merovia, 340,000 people | Castellum, 120,000 people | Lysenne, 98,000 people | Argentor, 85,000 people | Triumgate, 67,000 people | Lysport, 44,000 people | Ironhill, 27,000 people. Towns and villages: Feldheim, 14,000 people | Grossen, 9,200 people | Crosswell, 8,900 people | Circletown, 7,500 people | Halberstadt, 8,900 people | Oberlint, 5,500 people | Steinwald, 4,400 people | Eichen, 2,600 people | Ostkirch, 6,700 people | Morwick, 4,800 people.

  19. #19Polity: Kingdom of Alden's Reach

    Keys: Reach, Alden, Brookmere, Alden's Reach, bridge, midrealm, Reedwater, Aldenford, river, grain, Millhaven

    Enabled · Selective · After character · Order 10 · 100%

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    KINGDOM OF ALDEN'S REACH

    Type: Hereditary kingdom Founded: River crown declared 193 years ago when five bridge towns crowned Alden the First. River lord families ruled the valleys for 400 years before unification. Area: 240,000 km2 | Population: 3,400,000 people Capital: Aldenford, 125,000 people

    History: Alden's Reach formed when grain wealth bought soldiers to break Merovas tax grip on the bridges. The crown kept power by selling surplus to Merovia and Kostmar. Three counties opened village magic schools 60 years ago after a plague left too few healers. Yeoman riots twice forced the king to widen town charters.

    Economy: 68/100 River grain, milling, bridge tolls, and cattle. Stable breadbasket. Less coin than coast but rarely starving.

    Power: 70/100 Strong yeoman levy and bridge forts. Relies on Merovas alliance against larger neighbors. Not a continental hegemon.

    Culture: River folk songs, fair courts, strong yeoman class. Town councils elect mayors in five cities.

    Religion: Sanctarians (72%), river saints under church (14%), Lanternists (8%), without religion (6%).

    Magic: Open teaching in village schools in three counties. Crown bans only necromancy and demon pact. Magic users: 22%.

    Relations: Merovas 72, Kostmar 58, Terenwald 58, Haldenmark 42, Qashir 32, Skeld 25.

    Cities: Aldenford, 125,000 people | Millhaven, 48,000 people | Reedwater, 31,000 people. Towns and villages: Brookmere, 10,500 people | Dunwich, 7,200 people | Cornsby, 5,800 people | Threeford, 8,700 people | St. Aldric, 6,100 people | Greenvale, 2,400 people | Lowfen, 4,300 people | Harrow, 3,600 people | Wiltmarsh, 2,900 people.

  20. #20Polity: Sultanate of Qashir

    Keys: Qashir, emir, caravan, pilgrimage, Qashir al-Kabir, Nafud, Sabah, irrigation, shrine, desert, south Leebas, sultan, Bahir, Solkarah, oasis

    Enabled · Selective · After character · Order 10 · 100%

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    SULTANATE OF QASHIR

    Type: Sultanate (includes Emirate of Sabah as coastal shrine province) Founded: Sultan line rose 437 years ago after irrigation revolt. Sabah shrine province joined the crown 302 years ago by marriage and pilgrimage treaty. Area: 985,000 km2 | Population: 9,220,000 people Capital: Qashir al-Kabir, 280,000 people

    History: Desert clans and canal cities merged under one sultan to stop Merovas invasion. Observatory schools made Qashir a center for star law and calendar craft. Sabah ports grew rich on pilgrimage after the Sacred Flame miracle legend. Border with Merovas stayed fixed since the last crusade 140 years ago.

    Economy: 75/100 Irrigation farming, dates, cotton, dye, caravan tax, salt flats, pilgrimage fees, pearl dive, and spice warehouse.

    Power: 84/100 Huge population and desert logistics favor defense. Sultan guard and clan levies. Hard for foreign army to hold inland.

    Culture: Solkarah speech family, urban guild law, desert clan autonomy. Sabah ports cosmopolitan. Poetry and astronomy prestige inland.

    Religion: Najari (43%), Sanctarians in north (28%), Sacred Flame pilgrimage under Sanctarian church (14%), well shrines (8%), without religion (7%).

    Magic: Legal in cities with sultan seal. Sabah shrine honors healing as divine, not craft. Combat magic restricted to guard. Necromancy death penalty. Magic users: 17%. Urban magic: 23% in capital.

    Relations: Kostmar 42, Merovas 18, Haldenmark 28, Alden's Reach 32, Terenwald 18, Skeld 10.

    Cities: Qashir al-Kabir, 280,000 people | Sabah Port, 112,000 people | Bahir, 95,000 people | Inner Sabah, 38,000 people | Nafud Gate, 58,000 people | Al-Safiya, 41,000 people. Towns and villages: Palmwell, 12,000 people | Mirah, 6,700 people | Holy Wells, 4,600 people | Saltheart farms, 9,200 people | Southwell, 2,600 people | Dustline, 4,500 people | Keren, 3,800 people | Pearl Cove, 21,000 people | Khadim, 5,400 people | Oasis Nine, 5,100 people.

  21. #21Polity: Kingdom of Terenwald

    Keys: Terenwald, ranger, Teren, hunt, khan, forest, Urmak, raid, Waldheim, Ak-Kala, east Leebas, steppe, Terenburg, nomad, wood

    Enabled · Selective · After character · Order 10 · 100%

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    KINGDOM OF TERENWALD

    Type: Hereditary kingdom (eastern steppe marches hold Urmak clan confederation as oath vassals) Founded: Forest crown declared 261 years ago. Urmak clans accepted march vassalage 88 years ago after the Steppe Compact. Area: 1,300,000 km2 | Population: 5,150,000 people (includes about 2,200,000 nomad march population) Capital: Terenburg, 74,000 people

    History: Ranger lords united against Merovas logging claims and crowned a king at Greenhold. Decades of forest war followed until legions withdrew to Triumgate. The Steppe Compact bound Urmak khans as march allies in exchange for horse trade and raid immunity on forest villages. The crown still mediates between rangers and khans each spring.

    Economy: 55/100 Timber, pitch, honey, fur, and horses. Forest west earns coin. March east runs barter and raid goods. Uneven wealth.

    Power: 64/100 Ranger mercenaries and march horse archers. Holds forest against Merovas. Cannot conquer inward. Split crown weakens central command.

    Culture: Forest law and ranger orders in west. Steppe clan oath to khan in east marches. King mediates forest crown and khan kurultai.

    Religion: Greenmen (36%), Skyborne (26%), Sanctarian missions (24%), Lanternists (5%), without religion (9%).

    Magic: Forest mages licensed by ranger order. Clan shamans in east marches. Magic users: 18% total. Forest counties 22%. March clans 13%.

    Relations: Alden's Reach 58, Kostmar 48, Haldenmark 48, Merovas 15, Skeld 35, Qashir 18.

    Cities: Terenburg, 74,000 people | Waldheim, 33,000 people | Ak-Kala, 38,000 people | Eastgate, 26,000 people | Stone River, 24,000 people. Towns and villages: Greenhold, 9,600 people | Mossden, 6,800 people | Urmak Edge, 3,100 people | Silent Hollow, 1,400 people | Wolfden, 8,200 people | White Camp, 6,000 people | Boarpath, 4,700 people | Clearwater, 5,200 people | Horseman's Rest, 5,600 people | Pinecrest, 2,900 people.

  22. #22Religion: Sanctarians

    Keys: hidden, church, Flame Brethren, culture, initiation, orthodox, Christendom, scripture, saint, Flame Order, inquisitor, secret, sermon, moral, holy, priest, extremist, March Preacher, Sacred Flame, heretic, persecuted, Pyre Sanctarian, bishop, Sabah, nun, cathedral, Sanctarians, relic, monk, Sanctarian, baptism, pilgrimage, faith, public, variation, Imperial Rite, mass, Low Rite, Crown Sanctarian, God

    Enabled · Selective · After character · Order 10 · 100%

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    SANCTARIANS

    Theology: Monotheist. One God. Saints are blessed dead, not gods.

    Type: Public state religion in most crowns. Open churches, bells, tax on tithe. Not secret.

    Initiation: Baptism at birth. Confirmation at age twelve. Priest ordination after seminary or patron letter. No hidden ranks.

    Magic: None in doctrine. Every faithful Sanctarian is forbidden spirit shaping. Grace at shrines is God alone, not craft. Crowns that register mages create a lay sin the church tolerates only where bishops are weak.

    Moral and cultural weight: Strong. Daily life, marriage, feast days, guild oaths, and king coronation all run through church law. Weak only among port atheists and smugglers.

    Variations:

    • Imperial Rite: Merovas and Lysenne. Latin liturgy, emperor appoints senior bishops, inquisition courts strong.
    • Apostolic Rite: Haldenmark and Alden's Reach. Common tongue mass, local saints, slightly softer on crown mage registers in practice.
    • Flame Order: Pilgrimage brotherhood at Inner Sabah. Healing only through flame, hunts unlicensed casters near shrine roads.

    Status by polity:

    • Merovas, Haldenmark, Alden's Reach: Public, favored, tithe law.
    • Kostmar: Public, shares space with Najari and Stormfaith quarters.
    • Skeld: Public chapels in ports, Stormfaith dominates villages.
    • Qashir: Public in north only. Najari south ignores bishop courts.
    • Terenwald: Mission churches only in towns. Greenmen and Skyborne hold countryside.

    Views other faiths:

    • Lanternists: Soul-demons. Burn on proof.
    • Stormfaith: Misguided heathen. Convert or pay fine in port.
    • Greenmen: Wood idolaters. Clear the grove or hang the priest.
    • Skyborne: Devil weather. Mission or exile.
    • Najari: Erring cousins. Too few icons, but one God spoken.

    Practiced magic by faithful: Forbidden to all ranks.

  23. #23Religion: Lanternists

    Keys: Low Lanternist, condemned codex, hidden, Unseen Father, culture, initiation, Listener, orthodox, inner circle, Ember Keeper, Grey Lanternist, Severe Lanternist, secret, moral, Lanternist, hidden book, Orthodox Lanternist, extremist, Veiled Lanternist, nocturne, Red Lanternist, Perfect, heretic, persecuted, Perfect Lanternist, Ash Lanternist, dualist, Ash Keeper, public, variation, cipher text, Lanternists, Veil Keeper, Bearer, veiled

    Enabled · Selective · After character · Order 10 · 100%

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    LANTERNISTS

    Theology: Dualist. One true Unseen Father above matter. Craftsman God of Sanctarians is real but lower and not the final good.

    Type: Secret religion. Public worship does not exist. Cells meet in back rooms, barns, and cellars. Listeners may pose as Sanctarians.

    Initiation: Listener (outer, may still attend mass) → Bearer (masked lantern, first cipher lesson) → Veiled (spirit exercises nightly) → Perfect (teaches, may never kill, may never swear false). Each step requires sponsor, fast, and recitation from hidden codex.

    Magic: Required at Veiled rank and above. Every inner member practices spirit unbinding: breath, focus, and light-return drills meant to free the soul shard from flesh habit. Not crown license craft. Reject necromancy and demon pact as final chains. Outer Listeners do not cast until initiated.

    Moral and cultural weight: Strong inside cells. Weak in public face. A Listener lives like any peasant until the cell demands truth.

    Variations:

    • Lanternists: Main tradition. Mixed urban and rural cells.
    • Deep Veil Lanternists: Most hidden. Perfects never speak at Sanctarian mass. Spirit work daily.
    • Ash Lanternists: Extremist. No meat, no kill, no lie ever. Fire imagery in cipher. Will burn themselves before recant.
    • Court Lanternists: Noble houses. Bearers hide in court chapels. Influence law, fund cells.

    Status by polity:

    • Merovas: Persecuted. Rope and fire if exposed.
    • Haldenmark: Persecuted. Fire in south, prison in north ports.
    • Alden's Reach: Persecuted in law, blind eye in three farm counties.
    • Kostmar: Tolerated if quiet and taxed. Not public.
    • Skeld: Hidden in port families. Stormfaith villages report strangers.
    • Qashir: Ignored inland unless they disturb wells.
    • Terenwald: Hidden groves. Rangers hunt only if necromancy rumored.

    Views other faiths:

    • Sanctarians: Craftsman's church. Useful cover. False god of matter.
    • Stormfaith: Ignorant but not hunted by us.
    • Greenmen: Matter-bound but honest. Some Veiled train in groves.
    • Skyborne: Far cousins of spirit work. Too much blood rite.
    • Najari: Star lawyers. Debate in Kostmar back rooms.

    Practiced magic by faithful: All Veiled and Perfect. Bearers begin drills. Listeners none.

  24. #24Religion: Stormfaith

    Keys: heathen, hidden, Harbor Stormer, culture, initiation, orthodox, salt rite, Stormers, old way, sailor, whale, secret, moral, Stormfaith, extremist, Deep Stormer, heretic, Rope Stormer, persecuted, Salt Stormer, Shore Walker, tide, fjord, Deep Mother, public, variation, Storm Singer, sea god, Stormer, Fjord Stormer

    Enabled · Selective · After character · Order 10 · 100%

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    STORMFAITH

    Theology: Polytheist. Many gods with fixed roles. No single supreme being above the sea pantheon.

    Type: Public in Skeld and fish towns. Folk religion with open shrines at harbor and fjord. Not secret.

    Initiation: Birth naming at tide pool. Adult oath at first long voyage or first whale kill. No hidden ranks.

    Magic: Normal for all oath adults who have gift. Tide-craft, storm prayer, healing breath. Called gift of Deep Mother, not Sanctarian sin. Moonless nights are taboo for casting. Every Stormer knows the rule.

    Moral and cultural weight: Strong in Skeld and Marenn isles. Moderate in Kostmar fish quarter only. Weak elsewhere.

    Variations:

    • Fjord Stormfaith: Skeld main line. Deep Mother first.
    • Rope Stormfaith: Marenn and Kostmar sailors. Rope Mother added for harbor luck.

    Status by polity:

    • Skeld: Public, dominant. Jarl shrines funded.
    • Kostmar, Marenn: Public in fish districts. Sanctarian chapels nearby.
    • Haldenmark north coast: Tolerated. Church fines shrine upkeep.
    • Merovas: Hidden in ports. Persecuted inland.
    • Elsewhere: Rare immigrants keep home rite in private.

    Views other faiths:

    • Sanctarians: Foreign shore god. Pay lip service in port.
    • Lanternists: Creeping sin. Report if found inland.
    • Greenmen: Land spirits. Not our concern.
    • Skyborne: Horse devil talk. Avoid.
    • Najari: Desert clock priests. Trade only.

    Practiced magic by faithful: Expected of gifted adults. Not every Stormer has gift, but all may learn prayer rites.

  25. #25Religion: Greenmen

    Keys: Deep Root, wood rite, hidden, Green Crown, Root Hermit, culture, initiation, black oak, orthodox, devil wood, Luciferian Greenmen, Hedge Wood, Horn Lord, secret, moral, Ranger Oath, extremist, Greenman, Morning Horn, heretic, grove, persecuted, Light-bringer, Oak Greenmen, ranger shrine, forest god, hunt law, Greenmen, Horn Greenmen, public, Fern Greenmen, variation, adversary, Luciferian, Root Mother

    Enabled · Selective · After character · Order 10 · 100%

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    GREENMEN

    Theology: Polytheist. Three great forest spirits plus local grove spirits.

    Type: Mixed. Public in Terenwald forest counties with open grove stones. Semi-secret in Haldenmark deep wood. Hidden in Merovas east.

    Initiation: Blood prick on oak at age ten. Hunt oath at first lawful kill. Grove warden consecration for mages after ranger trial. Luciferian branch adds a second hidden initiation at a black oak after solstice vigil.

    Magic: Required for grove wardens. Common for oath-bound adults in Terenwald. Place shaping, beast sense, root healing. All taught as oath duty, not school craft. Necromancy is oath-break and forest court death. Luciferian cells add forbidden light rites and pact-adjacent spirit work. Oath Greenmen ban that branch where ranger law holds.

    Moral and cultural weight: Strong in Terenwald west. Moderate in border hamlets. Weak in towns with Sanctarian mayor. Luciferian cells add strong secret moral code only inside hidden groves.

    Variations:

    • Oath Greenmen: Main line. Balance and blood price law.
    • Hornwood Zealots: Extremist. Kill poachers on sight. Burn church icons placed in grove.
    • Luciferian Greenmen: Secret branch. Hidden groves only. Worship the Morning Horn, light that fell into rot to free the soul from Sanctarian stone law. See church god as jailer of the green world. Initiates practice nightly spirit rites. Some cells welcome demon contact. Oath Greenmen and rangers hunt them when exposed. Sanctarians call them devil wood.

    Status by polity:

    • Terenwald: Public in west forest. Legal beside ranger crown. Luciferian cells hidden and hunted if found.
    • Haldenmark: Hidden groves. Church hunts if found. Luciferian deepest wood only.
    • Alden's Reach: Hidden river groves. Three counties quiet tolerance.
    • Merovas: Persecuted. Inquisition with fire.
    • Elsewhere: Absent or tourist curiosity only.

    Views other faiths:

    • Sanctarians: Stone god men. Stay at forest edge. Luciferian branch calls them jail keepers.
    • Lanternists: Light without root. Some Veiled allies in grove. Luciferian cells trade texts in secret.
    • Stormfaith: Sea far folk. Neutral.
    • Skyborne: Horse burners of trees. Border feud.
    • Najari: Star water priests. Rare contact.

    Practiced magic by faithful: All grove wardens. Most oath adults know minor rites. Town Greenmen may only keep feast law. Luciferian initiates must practice spirit rites. Outer Oath Greenmen may not know a cell exists.

  26. #26Religion: Skyborne

    Keys: hidden, ancestor, kurultai, initiation, culture, orthodox, nomad faith, secret, steppe, moral, extremist, Skyborne, heretic, persecuted, Sky Father, Earth Mother, clan spirit, public, shaman, variation, horse rite

    Enabled · Selective · After character · Order 10 · 100%

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    SKYBORNE

    Theology: Polytheist with ancestor veneration. Sky and earth powers plus named clan dead.

    Type: Public on steppe and march camps. Open sky shrines at kurultai. No written canon.

    Initiation: Horse tail on tent pole at birth naming. Shaman calls spirit at sickness. Warrior cup to sky before first raid. Shaman chosen by sign or ancestor dream.

    Magic: All shamans practice. Clan expects shaman to heal, read weather, and speak to ancestors. Not book magic. Western licensed mages are soft and suspect. Any clan member may petition shaman; only shamans cast.

    Moral and cultural weight: Strong on march. Moderate in Ak-Kala trade town. Weak in Terenburg Sanctarian court.

    Variations: None with separate names. Clan custom differs by lineage only.

    Status by polity:

    • Terenwald east marches: Public. Crown oath allows kurultai.
    • Qashir desert fringe: Tolerated camps. Najari ignores nomad rite.
    • Merovas border: Persecuted if caught on imperial soil.
    • Skeld, Haldenmark: Unknown or exile curiosity.

    Views other faiths:

    • Sanctarians: Book men. Weak sky.
    • Lanternists: Hole diggers in tents. Distrust.
    • Stormfaith: Fish smell. Far trade.
    • Greenmen: Tree binders. Old border enemy.
    • Najari: Well city priests. Trade oaths only.

    Practiced magic by faithful: Shamans always. Others receive rite, do not cast.

  27. #27Religion: Najari

    Keys: ablution, Well Najari, hidden, culture, initiation, Observatory Najari, orthodox, secret, moral, extremist, heretic, night prayer, Caravan Najari, persecuted, observatory, well law, Mirah, caravan oath, prayer house, star reader, public, variation, Fixed Order, Star Reader, Najari, Qashir faith

    Enabled · Selective · After character · Order 10 · 100%

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    NAJARI

    Theology: Monotheist. One God as Fixed Order in the sky. Well spirits are guardians, not gods.

    Type: Public in south Qashir. Prayer houses open at dawn. Not secret.

    Initiation: Ablution and first prayer at age seven. Reader school for boys and girls of merchant rank. Star oath at adulthood. Licensed reader exam at observatory for spirit study.

    Magic: Required for licensed star readers. All readers shape spirit within chart law. Faithful laity do not cast unless they pass reader exam. Healing at wells is trained rite, not hedge craft. Combat magic only sultan guard.

    Moral and cultural weight: Strong in Qashir cities and caravan towns. Moderate in Kostmar spice quarter. Weak among north Sanctarian converts.

    Variations:

    • Observatory Najari: Urban scholar line. Chart law, math, licensed readers.
    • Well Najari: Rural and oasis. Well spirits, simpler prayer, fewer readers.
    • Caravan Najari: Merchant road sect. Oath at spice weigh house. Practical law focus.

    Status by polity:

    • Qashir: Public, dominant south. Shared north with Sanctarians.
    • Kostmar: Public quarter. Charter tax on prayer house.
    • Sabah ports: Public beside Flame pilgrimage.
    • Merovas: Tolerated foreign merchant only. No new prayer houses inland.
    • Haldenmark, Alden's Reach: Private family prayer. No open house.
    • Skeld, Terenwald: Rare immigrant. No status.

    Views other faiths:

    • Sanctarians: Icon cousins. Wrong on statues, right on one God.
    • Lanternists: Hidden dualists. Fine if silent. Report if well fouled.
    • Stormfaith: Sailor superstition. Harbor only.
    • Greenmen: Tree spirits. Old folk, not law.
    • Skyborne: Camp sky. Honor guest, no conversion.

    Practiced magic by faithful: All licensed readers. Laity prayer only unless exam passed.

  28. #28Religion: Overview and Law

    Keys: persecution, public, faith, religion, secret, initiation, tolerance

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Theology: Reference only. See individual faith entries below.

    RELIGION ON LEEBAS: QUICK LAW AND TYPE

    Public: Sanctarians (most crowns), Najari (south Qashir), Stormfaith (Skeld), Skyborne (east march), Greenmen (Terenwald west).

    Secret: Lanternists everywhere cells exist.

    Persecution hot spots: Lanternists in Merovas and Haldenmark. Greenmen in Merovas. Skyborne on imperial soil. Stormfaith inland Merovas.

    All faiths tolerated on paper: Kostmar charter ports only.

    Magic practice by faith: Sanctarians forbid all. Lanternists require at inner rank. Stormfaith and Greenmen common among faithful. Skyborne shamans only. Najari licensed readers only.

    Inter-faith violence common: Sanctarian inquisition vs Lanternists and Greenmen. Greenmen vs Sanctarian missions in Terenwald. Hornwood Zealots vs anyone with axe in grove.

    Theology summary:

    • Monotheist: Sanctarians, Najari
    • Dualist: Lanternists
    • Polytheist: Stormfaith, Greenmen, Skyborne
    • Luciferian Greenmen: Secret branch of Greenmen. Hidden groves. Hunted by church, rangers, and main Oath line.
  29. #29Current Era: Leebas

    Always on · Before character · Order 10 · 100%

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    CURRENT ERA: LEEBAS

    Year: 1182 imperial (824 years since the Merovas crown). Date: Mistfall 24. Late autumn turning to winter in the north. Dry season ended in south Qashir at Rainmere 1.

    Rulers (present):

    • Merovas: Emperor Valdian III, weak reign, prince coin debasement in east provinces.
    • Haldenmark: King Aldric V, balances Varre dukes and Kostmar trade.
    • Alden's Reach: Queen Maren II, grain surplus after two good harvests.
    • Qashir: Sultan Harun IX, stable court. Sacred Flame pilgrimage ended Vintagel 28; shrine road still busy with stragglers.
    • Kostmar: Doge Council of Twelve Houses, no single face, neutral in all border spats.
    • Skeld: Jarl Sigrid Knutsdottir, second year of elected rule, lean fish stocks.
    • Terenwald: King Renwald III, mediates forest rangers and Urmak khans after spring raid scare.

    Active tensions:

    • Merovas legions and Terenwald rangers skirmish near Triumgate and Eastgate.
    • Haldenmark and Merovas dispute timber tariffs on Lysenne roads.
    • Sanctarian inquisition hunts Lanternists in Merovas east and Haldenmark south.
    • Luciferian Greenmen cells rumored in deep Terenwald and Haldenmark wood.
    • Kostmar sells arms to both Merovas and Terenwald without apology.
    • Dragon bounty posts active in Skeld and Terenwald (no confirmed adult kill this year).

    Recent memory (living folk remember):

    • Plague in Alden's Reach sixty years ago (opened village magic schools after).
    • Last Merovas holy war against Qashir ended 140 years ago, borders unchanged.
    • Steppe Compact in Terenwald east marches signed 88 years ago.

    Mood on Leebas: Uneasy peace. Trade runs. War feels one bad harvest or one dead noble away.

  30. #30Law, Crime, and Punishment

    Keys: slavery, fine, law, punishment, trial, steal, bandit, guard, hang, slave, inquisitor, court, prison, murder, crime, execution, judge, thief, rope, dungeon, bribe, arrest, outlaw

    Enabled · Selective · After character · Order 10 · 100%

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    LAW, CRIME, AND PUNISHMENT

    General Leebas pattern: lord law in countryside, guild or crown law in cities. Church courts try soul crimes (demon pact, necromancy, Lanternism). Torture is legal in most crowns with judge writ.

    Skeld: Jarls hold thing-court. Blood feud legal if declared to jarl. Theft: restitution or thrall service. Murder: weregild or death. Unlicensed magic: fine first, exile second. Slavery: thrall term for debt and raid captives, not open market in Skeldholm.

    Haldenmark: Crown and ducal courts. Theft: hand loss or prison in south, fine in north ports. Murder: hang. Necromancy: hang. Unlicensed magic: fine, second offense prison. Church pushes burn for Lanternists. Slavery illegal in north, tolerated hidden in Varre ports.

    Kostmar: Merchant code. Contract breach: ruin and exile. Theft from house: prison or galley. Murder: hang. Magic: guild license required, else fine. Slavery illegal on charter isles, black market exists.

    Merovas: Imperial and prince courts differ by province. Theft: brand or mine labor. Murder: hang or legion noose. Necromancy: imperial burn. Unlicensed magic: register or flog. Lanternists: rope. Slavery legal in east provinces, restricted in west.

    Alden's Reach: Fair court and crown assize. Theft: stocks or bridge labor. Murder: hang. Magic: open in three counties, else crown fine. Peasant jury common in towns. Slavery illegal.

    Qashir: Sultan law and guild judges. Theft: hand or prison. Murder: public behead in cities. Necromancy: death. Magic without seal: fine. Well defilement: exile. Slavery legal for debt and war captive in desert trade, restricted in Bahir.

    Terenwald: Forest law in west, march custom in east. Theft in village: service or shaming. Murder: hang or blood price to kin. Ranger court tries poachers. Unlicensed magic in town: fine. Slavery illegal in forest counties, march raid captives bartered in Ak-Kala gray market.

    Cross-border: Slaves, smuggled tonics, and unregistered mages move through Kostmar and Erren-style border gaps. Bandits thick where war touched land in living memory.

  31. #31Social Classes and Daily Life

    Keys: merchant, peasant, lord, daily life, commoner, clergy, class, ale, priest, servant, beggar, bread, guild, yeoman, clothing, food, noble, serf, freeman, outcast

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    SOCIAL CLASSES AND DAILY LIFE

    Peasants (half of Leebas population): Work land or fish. Eat grain, root, salt fish, ale. Wool and linen clothing. Mud, wood, or stone cottage. Pay tithe and lord due. Fear harvest failure. Magic rare, suspect, or hidden. Life short. Child death common.

    Yeomen and freemen: Own small land or skilled trade in village. Eat better bread, occasional meat. Serve on jury or levy in Alden's Reach and Haldenmark. Can afford one licensed mage visit in life. Pride in charter or bridge oath.

    Guild townsfolk: Craft, shop, clerk, ship crew. Eat white bread in Kostmar, dark bread inland. Wool, dyed cloth, leather. Live in crowded stone towns. Guild rules hours and price. Magic users more visible where licensed.

    Merchants and house factors: Credit, warehouse, caravan share. Rich diet, spices in Kostmar and Qashir. Silk and fur trim. Own guards. Often Najari or Sanctarian by convenience. Bribe as tool.

    Nobility: Land, title, levy right, court access. Meat, wine, hunt. Armor and sword as dress. Arrange marriage for alliance. Many Varre and imperial nobles learn licensed magic. Duels legal in south.

    Clergy: Sanctarian priests, Najari readers, Stormer shrine keepers, Greenmen wardens. Diet varies by vow. Sanctarian parish priest lives like townfolk. Flame Order ascetic at Sabah. Inquisitor travels armed.

    Registered mages: Status varies. Kostmar guild seat respect. Merovas register like tax farmer. Haldenmark noble skew. Alden village teacher in three counties. Sanctarian church condemns all but needs healers in plague season.

    Outcasts: Thralls, branded thieves, exiled mages, exposed Lanternists, march slaves, lepers, prostitutes without guild license. No lord protection. Work dirty jobs or road crime.

    Daily rhythm: Dawn work. Midday bread. Dusk ale or prayer. Winter short days in Skeld. Siesta heat in south Qashir. Market day weekly in towns. Feast days stop work (church calendar). Bath rare except Najari dawn ablution and Kostmar rich.

  32. #32Distances on Leebas

    Keys: border, continent, miles, capital, route, Terenburg, road, map, Haldenburg, Skeldholm, journey, kilometer, km, distance, Kostmar, Merovia, Qashir, travel, caravan, Aldenford

    Enabled · Selective · After character · Order 10 · 100%

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    DISTANCES ON LEEBAS

    Continent scale: Leebas spans about 5,800 km west to east and 4,400 km north to south at greatest extent. Comparable to Europe plus the Middle East as one landmass. Most travel is on foot, cart, horse, or coastal ship. Distances below are approximate great-circle or main-road measures between capitals and major hubs.

    CAPITAL TO CAPITAL (km, by main road or usual sea lane where noted):

    Skeldholm to Haldenburg: 2,900 km (road and ferry via west coast) Skeldholm to Kostmar: 3,400 km (sea lane shorter: 2,600 km) Skeldholm to Merovia: 3,650 km Skeldholm to Aldenford: 3,200 km Skeldholm to Terenburg: 3,850 km Skeldholm to Qashir al-Kabir: 5,700 km

    Haldenburg to Kostmar: 1,450 km (800 km road plus 650 km Inner Sea sail) Haldenburg to Merovia: 1,850 km Haldenburg to Aldenford: 1,620 km Haldenburg to Terenburg: 2,400 km Haldenburg to Qashir al-Kabir: 4,100 km

    Kostmar to Merovia: 980 km Kostmar to Aldenford: 1,120 km Kostmar to Terenburg: 1,780 km Kostmar to Qashir al-Kabir: 3,250 km (caravan route via Nafud Gate) Kostmar to Sabah Port: 3,480 km (sea lane: 2,900 km)

    Merovia to Aldenford: 740 km Merovia to Lysenne: 420 km Merovia to Castellum: 310 km Merovia to Triumgate: 680 km Merovia to Terenburg: 1,050 km (forest road, often longer in mud season) Merovia to Qashir al-Kabir: 2,380 km

    Aldenford to Terenburg: 1,180 km Aldenford to Qashir al-Kabir: 3,050 km

    Terenburg to Qashir al-Kabir: 3,620 km (via Aldenford route) or 4,100 km (eastern march caravan)

    Within polity (capital to major city):

    • Merovia to Argentor: 520 km
    • Merovia to Triumgate: 680 km
    • Haldenburg to Varrencourt: 890 km
    • Qashir al-Kabir to Bahir: 640 km
    • Qashir al-Kabir to Nafud Gate: 1,100 km
    • Terenburg to Ak-Kala: 780 km
    • Terenburg to Waldheim: 290 km

    Extreme points on Leebas:

    • Westernmost port (Haldenburg sea wall) to easternmost march camp (beyond Ak-Kala): 5,400 km
    • Northernmost settled fjord (Nessbro) to southernmost oasis belt (Oasis Nine): 4,400 km

    Sea note: Inner Sea is about 1,200 km longest axis. It splits central Leebas but does not shorten south Qashir to north Skeld below the totals above.

    Road quality does not change distance. Winter closes some high routes in Skeld and Terenwald for months. Caravan and foot pace vary by season but geography is fixed.

  33. #33Calendar and Feast Days

    Keys: day, Sowing, Stardeep, leap year, Friday prayer, Mist, equinox, year, Ash Day, 13 months, solstice, festival, Fireday, date, Yule, Highsun, 1182, saint, season, feast, week, Oak Day, Seedwane, Ashen, fast, Mistfall, Harvest, Sabah, Ashfall, Ambercut, month, Thawgate, Vintagel, Turn Day, 28 days, Frostwreach, Hayloft, pilgrimage, imperial reckoning, Solpeak, Saintsday, Rainmere, Greenrise, Vintage, calendar, Resurrection, holiday, Yuleturn

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    CALENDAR AND FEAST DAYS

    Reckoning: Most crowns use imperial year count from the Merovas crown (358 years before imperial reckoning began). Current year: 1182 imperial (not a leap year). Qashir observatories keep parallel star tables but publish feast law in imperial dates for trade. Nordfjell clans count winters from jarl moot oaths. Kostmar ledgers use month number and day (example: 10.24 = Mistfall 24).

    THE IMPERIAL YEAR Thirteen months of twenty-eight days each. Three hundred sixty-four days in the month cycle, plus Turn Day between Yuleturn and Ashfall to complete three hundred sixty-five. Every fourth imperial year adds Leap Day after Turn Day (three hundred sixty-six days). Each month has four weeks of seven days.

    WEEKDAYS (repeats every month): 1 Sunday (church bells in Sanctarian towns) 2 Moonday 3 Towerday 4 Wheatday 5 Fireday (market day in most towns; Najari noon prayer where reader houses exist) 6 Stoneday 7 Saintsday (Sanctarian mass day in Apostolic and Imperial rites)

    THE THIRTEEN MONTHS: 1 Ashfall (late winter, cold, ash rites) 2 Thawgate (ice break, first mud) 3 Seedwane (field sowing, spring seed) 4 Rainmere (rain, irrigation start in south) 5 Greenrise (bloom, spring pasture) 6 Solpeak (midsummer heat, long work days) 7 Hayloft (hay cut, early grain ripening) 8 Ambercut (main harvest, grain tax) 9 Vintagel (wine press, fair season) 10 Mistfall (autumn mist, north leaf drop) 11 Frostwreach (first hard frost, river slow) 12 Stardeep (deep winter, short sun) 13 Yuleturn (year end, gift and vigil season)

    After Yuleturn 28 comes Turn Day (year gate, not part of any month). Ashfall 1 begins the new year. 1182 north Leebas date at campaign default: Mistfall 24 (late autumn turning to winter).

    DATE FORMAT: Write as Monthname and day number. Example: Solpeak 14, or ledger 6.14.

    SANCTARIAN FEASTS (public where church holds tithe law):

    • Ash Day: Ashfall 1. Fast, grey vestments, no marriage.
    • Resurrection Feast: Greenrise 15, 16, 17. Three days, bells, no field work in Apostolic lands.
    • Saint Crown Day: Solpeak 14. Imperial coronation remembered. Merovas public holiday.
    • Harvest Tithe: Ambercut 1 through Ambercut 7.Processing. Grain due to church barn.
    • All Saints: Mistfall 1. Grave candles, churchyard vigils.
    • Yule Vigil: Yuleturn 26, 27, 28, and Turn Day. Birth feast, gifts in towns, ale in villages.

    Apostolic Rite (Haldenmark, Alden's Reach): common tongue sermons on Saintsday. Imperial Rite (Merovas, Lysenne): Latin mass on feast eves at vespers bell (Stoneday evening before feast where listed).

    FLAME ORDER (Sabah pilgrimage):

    • Sacred Flame Procession: Vintagel 10 through Vintagel 28. Peaks Vintagel 21. Pilgrims walk shrine road from Sabah Port. Healing at flame allowed. Unlicensed casters hunted on road during procession dates.

    NAJARI:

    • Fireday noon prayer every Fireday in towns with reader house.
    • Well Blessing: Rainmere 1. Oasis and canal opening rite.
    • Fasting Moon: Stardeep 1 through Stardeep 28. Dawn to dusk fast each day.
    • Night of Bread: Stardeep 28 at sunset. Feast breaks fast in Solkarah cities.

    STORMFAITH (Skeld coast, Kostmar quarters, some Terenwald ports):

    • First Thunder Feast: Thawgate 21. After first spring lightning.
    • Ship Wake: no fixed date. When a named boat is lost, harbor fires one night, no sail next Sunday.

    GREENMEN:

    • Oak Day: Solpeak 28. Grove rites, hunt blessing, public in Terenwald west.
    • Root Night: Frostwreach 14. Hidden Luciferian cells meet where hunted.

    SKYBORNE:

    • Wind Vigil: Seedwane 1 and Ambercut 1. Hill cairn rites at equinox months.
    • Storm burial: when a flyer falls, no fixed calendar date.

    LANTERNISTS (secret):

    • Veiled Fast: Mistfall 26, 27, 28. No public name.

    Guild and crown days (work stops where law says):

    • Kostmar Charter Day: Thawgate 12. Republic founding.
    • Alden Bridge Fair: Vintagel 12 through Vintagel 18. Bridge toll waived Vintagel 14 only.
    • Merovas Tax Muster: Ambercut 1. Prince levies count men.

    Seasons by polity (month ranges):

    • Skeld: hard Frostwreach, Stardeep, Yuleturn, Ashfall. Ice closes inner fjords Thawgate 1 through Thawgate 21 most years.
    • Haldenmark and Alden's Reach: field work Seedwane 1 through Ambercut 21. Vintagel fairs.
    • Kostmar and Inner Sea: mild Rainmere. Storm closures Solpeak 20 through Solpeak 28 in bad years.
    • Merovas: legion drill Thawgate 1 through Thawgate 28. Harvest tax Ambercut.
    • Qashir: dry season ends Rainmere 1. Irrigation year set Rainmere 1 star reading at observatory.
    • Terenwald: forest west bare Frostwreach. March east horse grass Greenrise, not Seedwane sowing.

    Peasant rhythm: Fireday market in towns. Feast dates above stop paid labor where lord and church agree. Atheist ports ignore fast but not always tax holiday.

    Leap year note: 1180 and 1184 are leap years. 1182 has no Leap Day.

  34. #34Languages and Names

    Keys: Common Leebas, language, clan name, write, pidgin, speak, Solkarah, word, translate, tongue, accent, Latin, Nordfjell, patronym, speech, Waldspeech, literacy, Merovian, Urmak, read, dialect, name, Varre

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    LANGUAGES AND NAMES

    Leebas has no single tongue. Trade, church, and army each push a different speech. Most people are bilingual only near borders and ports.

    MAJOR SPEECH FAMILIES:

    Nordfjell (Skeld): Hard consonants, patronymics (-son, -dottir). Used in fjords and thing-courts. Written rune marks on wood and stone, not common books. Examples: Sigrid, Knut, Eirik, Haldora, Torstein, Ragnhild.

    Western Leebas / Common Leebas: Shared farmer and town speech from Haldenburg through Aldenford to Kostmar docks. Apostolic mass tongue. Default for cross-border trade inland. Examples: Aldric, Maren, Henrik, Greta, Willem, Elsa.

    Varre (south Haldenmark): Faster vowels, duel and oath law terms. Nobles keep Varre forms even after crown union. Examples: Lucien, Isabeau, Gaston, Colette, Armand.

    Imperial Merovian: Court and legion orders in east provinces. Vulgar Merovian is daily speech in Merovia grain towns. Latin holds Imperial Rite liturgy and mage register forms in Lysenne. Examples: Valdian, Cassia, Marco, Livia, Anton, Severa.

    Lysenne: Highland tint on Merovian. Toll road signs bilingual. Examples: Renald, Brigitte, Alain.

    Marenn and Kostmar pidgin: Short verbs, sea and coin words from six charter ports. Every captain mixes Common Leebas, Solkarah loanwords, and hand signs. Examples: Matteo, Chiara (Marenn house names in republic records).

    Solkarah (Qashir): Canal cities, desert clans, Sultan court. Sabah coast adds shrine titles. Examples: Harun, Fatima, Rashid, Amira, Yusuf, Layla. Place prefix al-, ibn for son of.

    Waldspeech (Terenwald forest): Soft consonants, tree and hunt vocabulary. Court uses Common Leebas for Merovas letters. Examples: Renwald, Elswyth, Wulf, Bryn.

    Urmak (eastern marches): Steppe speech. Khan titles, horse trade oaths. Terenburg mediates with bilingual heralds. Examples: Temur, Borte, Khasar, Oyuna.

    Najari reader tongue: Sacred law recitation. Town Najari speak local Solkarah or Common Leebas daily but pray in reader tongue where trained.

    WHO SPEAKS WHAT:

    • Skeld peasant: Nordfjell. Port clerk: Common Leebas.
    • Haldenburg merchant: Common Leebas plus Varre with south clients.
    • Merovia scribe: Latin documents, Merovian speech at home.
    • Kostmar factor: pidgin plus anything that closes a deal.
    • Qashir al-Kabir guild: Solkarah. Caravan to Merovia: pidgin and Merovian numbers.
    • Terenwald ranger: Waldspeech. Ak-Kala march: Urmak plus pidgin.

    Naming customs:

    • Skeld: Patronym or clan name (Knutsdottir). Jarls elected, not inherited name line.
    • Haldenmark: Family name fixed in north. Varre south uses house name plus given name.
    • Merovas: Patronym common among peasants. Nobles use house and estate suffix.
    • Alden's Reach: Bridge town names often occupational (Miller, Ford).
    • Qashir: Kunya honor line, clan name, sometimes city origin (al-Bahiri).
    • Terenwald: Forest kin names. Urmak: clan and horse brand name.

    Foreign names on Leebas: Meridia wool factors, Khoruun spice traders, Frost Crown whalers appear in port records with clipped local nicknames.

    Writing: Sanctarian church teaches letter in Common Leebas or Latin by rite. Qashir observatory script is star math, not village literacy. Most peasants cannot read. Signs in Kostmar show three scripts on one warehouse wall.

  35. #35Medicine, Death, and Burial

    Keys: Terenwald, old, Merovas, doctor, apothecary, peasant, necromancy, sick, Haldenmark, Alden, lifespan, childhood, mourning, leper, plague, Skeld, surgeon, will, age, death, thrall, life expectancy, shroud, churchyard, burial, medicine, hospital, cairn, Kostmar, fever, healing, pyre, quarantine, noble, funeral, corpse, wound, Qashir, grave, midwife, healer, dead, die, cemetery, birth

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    MEDICINE, DEATH, AND BURIAL

    Medicine on Leebas is slow, costly, and often fails. Alchemy is chemistry, not magic. Life magic can heal but is restricted, expensive, and suspect in Sanctarian lands.

    COMMON CARE (no magic):

    • Barber surgeon: bleed, stitch, tooth pull, bone set. Common in towns. Kills as often as cures.
    • Midwife: births most peasant children. Mother or child death is familiar.
    • Apothecary: alchemy tinctures, saltheart root poultice, embercap paste for chill. Guild price in cities.
    • Hedge wise woman: herbs, birth, fever. Illegal in some Merovas provinces if unlicensed.
    • Plague order: quarantine flags, burn bedding, close gates. Kostmar ships get fever inspection.

    MAGIC AND FAITH HEALING:

    • Licensed life mages: legal in Kostmar guild wards, Alden three counties, Merovas register lists, Qashir sealed healers. Drain aura; cannot raise dead.
    • Sanctarian doctrine: grace at shrine, not craft. Flame Order at Sabah uses sacred flame rites only on pilgrimage road.
    • Greenmen wardens: root healing in forest counties. Oath bound, not guild.
    • Najari: reader prayer plus clean water law. No spirit shaping in orthodox teaching.

    What medicine cannot do: true resurrection, full limb regrowth, cure every plague. Necromancy is crime, not care.

    LIFE AND DEATH BY POLITY

    How long and how well people live follows crown wealth, state power, local law, faith, and class. Not continent averages. Figures below are typical adult years if childhood is survived. Child death before age five stays high where polities are poor, at war, or starved.

    Skeld (Economy 48, Power 58):

    • Fjord peasant: 38 to 48 years. Hard living: salt fish diet, peat smoke, winter hunger every bad cycle. Mud and turf houses. Blood feud and drowning kill young men.
    • Skeldholm townsfolk: 45 to 55. Oil and import coin buys grain and ale. Stone wharves, less famine.
    • Jarls and ship owners: 55 to 65. Meat, imported wine, hall fires. Still lose years to sea and feud.
    • Religion: Stormfaith dominates villages. Few church poor-houses. Guest law protects travelers, not inland poor.
    • Quality: Lowest breadbasket on Leebas. Best sea protein. Women and thralls bear worst winters.

    Haldenmark (Economy 72, Power 78):

    • Inland peasant: 42 to 52. Steady grain, wool, herring. Timber houses. Tithe heavy but famine rare.
    • Haldenburg and guild townsfolk: 50 to 62. White bread in ports, guild wage, church poor relief in cities.
    • Nobles and mercenary captains: 58 to 70 if duel and campaign miss them. Varre south eats meat and wine. Hunt and tourney culture.
    • Religion: Sanctarian Apostolic Rite sets feast and fast rhythm. Church hospitals in Haldenburg. Varre duel law kills south gentry young.
    • Quality: Strong middle tier. North port plague from trade ships is main urban risk.

    Kostmar (Economy 85, Power 70):

    • Dock poor and galley labor: 40 to 50. Shared bunks, rope work, fever in tight wards. Thin soup diet.
    • Guild member and factor: 55 to 68. Spice diet, guild pension, stone house with cistern. Best urban comfort on Leebas.
    • Council house elite: 60 to 75. Private kitchens, island villas, guards. First to flee plague to charter isles.
    • Religion: Mixed quarters. Najari ablution wards and Stormfaith harbor shrines improve water and morale where guild law enforces clean wells.
    • Quality: Richest commoners on Leebas. Also first hit by foreign plague. Coin buys comfort; rank buys escape.

    Merovas (Economy 80, Power 90):

    • West grain belt peasant: 44 to 54. Bread sufficient. Wattle and stone mix. Legion press and corvee take sons.
    • Merovia and Lysenne townsfolk: 50 to 63. Road tax wealth, imperial law courts, Latin church hospitals in big cities.
    • East province peasant and mine thrall: 35 to 45. Prince neglect, pit labor, branded convicts. Black bread, barrack sleep.
    • Imperial nobles and officers: 58 to 72. Estates, hunt, bath in Lysenne toll towns. Triumgate front cuts officer years.
    • Religion: Imperial Rite Sanctarian. Church tithe and inquisition fear shape daily life. Crown mage register is state policy, not peasant benefit.
    • Quality: Widest internal gap on Leebas. West lives like a kingdom. East lives like a war camp.

    Alden's Reach (Economy 68, Power 70):

    • River peasant: 46 to 56. Surplus grain, rare mass famine. Bridge toll wealth slow to reach upland hamlets.
    • Yeoman and bridge townsfolk: 52 to 64. Fair courts, charter pride, fat river cattle. Stone bridge towns.
    • Queen's court and toll nobles: 60 to 72. Hunt, river wine, guild imports from Kostmar.
    • Religion: Apostolic Sanctarian. Three counties allow licensed village healers by crown charter since plague sixty years ago. Strongest yeoman legal rights on Leebas.
    • Quality: Best peasant diet per crown size. Stable law. Not as rich as Kostmar ports.

    Qashir (Economy 75, Power 84):

    • Oasis and canal peasant: 42 to 52. Irrigation when water holds. Mud brick, date and grain diet. Heat deaths in bad years.
    • Qashir al-Kabir and Bahir townsfolk: 52 to 65. Guild wealth, cotton cloth, courtyard houses, night breeze architecture.
    • Desert clan and caravan poor: 36 to 46. Water risk, raid, long march. Tent and lean diet.
    • Sultan court and pilgrimage merchants: 58 to 70. Sabah pilgrimage season brings Flame Order charity on shrine road only.
    • Religion: Najari south. Well law and ablution raise town survival. Sanctarian north adds church care in minority cities. Desert orthodox life is spare but honorable, not comfortable.
    • Quality: Canal cities among the best urban life on Leebas. Inland desert among the harshest.

    Terenwald (Economy 55, Power 64):

    • Forest village peasant: 44 to 54. Game, honey, timber coin uneven. Log houses. Ranger law limits poaching hunger.
    • Terenburg and Waldheim townsfolk: 48 to 58. Less imported luxury than west kingdoms. Pitch smoke and forest diet.
    • Urmak march nomad: 38 to 48. Horse fall, raid, steppe winter. Felt tent, mare milk, barter.
    • Forest nobles and rangers: 50 to 62 if Merovas border war misses them.
    • Religion: Greenmen oath in west adds grove charity and root care. Sanctarian missions in towns only. March east lives outside church poor law.
    • Quality: West forest tolerable. East march hard. King mediates but cannot equalize wealth.

    What cuts years everywhere: war (Triumgate, marches, legion press), plague in ports, famine when economy fails, childbirth for women without guild or court care, thrall and slave labor in legal markets.

    Polity rank on Leebas for typical peasant years if childhood survived: Alden's Reach and Haldenmark inland tie above Merovas west belt. Kostmar and Qashir cities beat both for guild class only. Skeld fjord and Terenwald march sit lowest. Merovas east province is the bottom for free peasants and thralls alike.

    Soul belief at death: aura leaves body. Church says God judges. Lanternists say the Listener receives. Greenmen return spirit to grove root.

    BURIAL BY FAITH AND POLITY:

    Sanctarians: Wash, shroud, churchyard east-west grave. Priest rite within two days. Wealthy in stone vault. Poor in communal pit. Suicide: denied churchyard in strict diocese, pit outside wall. Najari: Wash three times, simple shroud, burial before next sunset where law holds. No cremation in orthodox towns. Stormfaith: Body on ship or cliff pyre for sailors. Harbor ash cast at tide. Greenmen: Burial under oak or ash scatter in grove. Luciferian cells sometimes burn at black oak (hidden). Skyborne: Cairn on high ground or platform exposure for honored dead. Ravens and weather take flesh. Lanternist dead: Quiet night burial. No marker.

    Polity law:

    • Skeld: Jarls and heroes may get ship burial or mound. Thralls simpler rite. Thing-court records death for weregild.
    • Haldenmark: Churchyard tax. Varre south allows duelist honor stone.
    • Kostmar: Island crypt for rich houses. Plague pits on outer isle.
    • Merovas: Parish register required. Necromancy on corpse is capital crime. Battle dead: mass trench near field.
    • Alden's Reach: Bridge chapels keep death rolls for fair inheritance.
    • Qashir: Sultan law fines delay of burial. Oasis dead carried to dry ground fast.
    • Terenwald: Forest dead under leaf mold. March Urmak sky exposure or horse burial for khan kin.

    Corpses and magic:

    • Raising dead: necromancy, hunted everywhere.
    • Relics: Sanctarian saint bones kept in church. Greenmen forbid bone theft from groves.
    • War: Triumgate mass graves from legion and ranger clashes. Crows and thornveil on old fields.

    Mourning: Black wool in west, white shroud in Najari towns, no feast until rite done. Year mark for nobles, month for peasants. Wills: church or guild witness. Battle dead may lack name stone.

    Outcasts: Lepers outside wall in some cities. Plague dead burned without kin present. Executed criminals: pit, no rite in strict lands.

    SKILL NOTE Licensed life mages use Cycle mold skills on the 0-1000 scale. Alchemy medicine skills spend no aura. See Skills and Aura Molds.

  36. #36Skills: Scale and Catalog

    Keys: rating, aura control, beginner, tactics, skill, medium armor, skills, legend, dual wield, armor smith, tonic brew, god, construction, history, cycle control, warmth control, one-handed weapon, shade control, geography, herb lore, 0-1000, two-handed weapon, light armor, aura pool, advanced, heavy armor, weapon smith, bushcraft, master, medium, archery, running, very advanced

    Enabled · Selective · After character · Order 10 · 100%

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    SKILLS

    Scale: 0 to 1000.

    Tiers:

    • 0-30 Beginner
    • 31-100 Medium
    • 101-250 Advanced
    • 251-550 Very Advanced
    • 551-800 Master
    • 801-1000 Absolute Legend / God

    Rules:

    • Rate each skill alone.
    • List only skills a person has. Skip zeros.
    • Spells are not skills. Spells are mold applications.
    • Aura mold skills are control skills such as Shade Control and Warmth Control.
    • Alchemy and craft skills use this scale and spend no aura.
    • Absolute Legend / God scores are vanishingly rare.

    CATEGORY: AURA FOUNDATION

    1. Aura Pool
    2. Aura Control
    3. Aura Recovery
    4. Aura Sense
    5. Aura Endurance
    6. Focus Stability
    7. Silent Casting

    CATEGORY: AURA MOLD CONTROL 8. Shade Control 9. Warmth Control 10. Field Control 11. Ward Control 12. Cycle Control 13. Enchant Control 14. Dominion Control 15. Rift Control

    CATEGORY: ALCHEMY 16. Tonic Brew 17. Poison Craft 18. Antidote Craft 19. Distill 20. Reagent ID 21. Dose Control 22. Salve Craft

    CATEGORY: HERB AND FIELDCRAFT 23. Herb Lore 24. Plant ID 25. Forage 26. Animal Track 27. Bushcraft 28. Survival 29. Hunt 30. Fish 31. Woodcut 32. Firemake

    CATEGORY: MEDICINE 33. First Aid 34. Surgery 35. Midwifery 36. Diagnosis 37. Bone Set

    CATEGORY: COMBAT 38. One-Handed Weapon 39. Two-Handed Weapon 40. Dual Wield 41. Archery 42. Thrown Weapon 43. Unarmed 44. Dodge 45. Block 46. Light Armor Use 47. Medium Armor Use 48. Heavy Armor Use 49. Shield Use 50. Tactics

    CATEGORY: BODY 51. Strength 52. Endurance 53. Running 54. Climb 55. Swim 56. Stealth 57. Acrobatics 58. Ride 59. Carry 60. Perception

    CATEGORY: MIND AND SOCIAL 61. Literacy 62. History 63. Geography 64. Lore 65. Investigate 66. Bargain 67. Persuade 68. Intimidate 69. Deceive 70. Etiquette 71. Leadership 72. Language 73. Animal Handling

    CATEGORY: CRAFT AND TRADE 74. Weapon Smith 75. Armor Smith 76. Leatherwork 77. Sewing 78. Carpentry 79. Construction 80. Cooking 81. Farming 82. Mining 83. Fletching 84. Navigation 85. Lockpick

    CATEGORY: FAITH AND LAW 86. Liturgy 87. Rite Law 88. Crown Law 89. Guild Law

    Notes:

    • Construction covers houses, walls, roofs, bridges, and repairs.
    • Bushcraft covers wilderness living, shelters, wild tools, and trail work.
    • One-Handed Weapon and Two-Handed Weapon cover swords, axes, maces, and spears by grip style.
    • Archery covers bows. Crossbows count under Archery unless a scene needs a separate call.

    Use exact skill names above when rating characters. If a new skill is needed, place it in an existing category and keep the 0-1000 scale. Never add spell names as skills.

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