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In The Beginning... (nMage Fantasy; prepare for wonk) [Forum] [Dice]

Alright, another chapter! I was feeling particularly inspired.

Welcome to the Frokhdar Archipelago; the midwife to the Ice Winds, where the Giants of the Deep set their bones, and birthplace of the Huskar.


Seated at the far North-West of the known lands, Frokhdar is a chain of islands whose southernmost tip marks a narrow seaway and the western border of the known lands and what the Huskar call the spine of the world. The northernmost edge of the island's curving edge, meanwhile, sits at the very edge of what can be called habitable, with short summers and long, dark winters.


The Huskar have many stories of the origin of their lands and their people; some tell of a great, icy plain at the beginning of the world, which the Sun melted allowed to melt and night refroze, and into which flowed the milk of a great celestial cow (the trail of which can still be seen sprayed into the night sky), freezing and forming the first human; others say that Mankind were once as maggots, gnawing at the bones of the Giants of the Deep, until they ate of the flesh of those cunning ancients and became wise; and others still speak of the love of Mother Ocean and Father Sky, whose passions created the land and then threatened to crush it, so their tallest children - the mountains - set them apart and thus the world was born. These are a sample; there are many others, with similarities and differences to other cosmogenic tales found throughout.


For their part, the Huskar as a rule do not particularly care about where the world came from; the world is here, they will make use of it. As long as the story is good, the truth of it is largely irrelevant. This is why the Huskar consider the words historian, storyteller, and liar to be largely synonymous.


---


For centuries upon centuries, life on Frokhdar has been harsh, violent, and often short. The Huskar were suckled at the cold bossom of the ocean, and history has long seen the people of the archipelago turn to raiding - either those who live on the coasts to the south or each other, depending on how large and well-armed the raiding band was - to ensure their survival. In this harsh environment, one could not afford any more risks than one was born with, and so a culture flourished that emphasized a high value on kinship, honour, and oaths. Anyone who could not be trusted to keep and hold their word, or whose family would not stand beside them, was as good as dead; food for sharks and little more.


Today, this high emphasis on the sworn word and social bonds has led to a dramatic reshaping of the Huskar people. Over time, an inevitable conglomeration has occurred and, though it has taken centuries to reach fruition, the Huskar are perhaps one of the largest true democracies in existence in the world today. As families sought to solve feuds and ensure protection from raids, family groups swore pacts that bound them into tribes; tribes, in turn, formed pacts with other tribes to become bands for much the same reason; bands became alliances; and, eventually, these alliances became the Huskar.


The united peoples have stood together for over a century now, and it has not been an easy transition. The democracy of the Huskar was not planned but rather an organic contrivance, and so it is riddled with oddities and inefficiencies. Though time and well-intentioned attempts to smooth out some of the creases have worked away some of these problems, the hierarchy of loyalties still runs from the local to the distant, and so few alliances, bands, tribes, or families are willing to relinquish control or their capacity to run according to traditional lines (or change their minds whenever they feel like, should tradition no longer suit) to the nation purely for the sake of unity.


Still, for whatever it is worth, the Huskar have managed thus far. Traditionally, it is an ascending representative hierarchy, with each family having one vote in their tribe, each tribe having a vote in their band, each band having a vote in their alliance, and each alliance having a vote in the Grand Moot. Many have taken to electing chieftains or similar representatives, who are elected for a term or for life, and who hold the power to wield their (family/tribe/band/alliance)'s vote without consultation for the duration of this period. This has created a new political class within the Huskar; the career politician. This term is also synonymous for liar.


---


The transition from warring clans to democratic alliance has had a dramatic impact on the culture of the Huskar, first and foremost being the formation of a true economy. With the stability offered by no longer needing to fear one's lands being set ablaze and one's family slaughtered each winter, the Huskar have made prodigious use of their great talents in shipcraft, navigation, and warfare. The passages west of their islands and trade along the coast have come under their "protection", with heavy tariffs extracted in exchange for putting a halt to raiding. The Huskar have, despite the coercive nature of this bargain for many, been strikingly true to their word; those who fly the pennant of a Huskar clan are treated as family, and those who harm them are responded to accordingly. Similar is the treatment for those who fly the pennant without paying the tax.


Without needing fear being murdered on sight for their goods, traders and merchants have also started to make journeys to the archipelago, and Huskar tradesmen have started venturing out in kind. Though trading missions might occasionally become raids, these are largely legitimate, and the Huskar are building a reputation for being some of the best caravans to travel with when going through dangerous lands. Some have even become full-time transporters of goods, with everyone knowing that the oath of a Huskar sailor to make a delivery is about as solid a contract as one can get.


For many, these changes to more legitimate business are viewed as a good thing; the Huskar are growing wealthier and more well-fed without needing risk their necks nearly so often. At the same time, many view these days of trading and peace with suspicion; they sing the sagas and stories of great heroes who slew sea-monsters and razed castles with naught but their teeth and a very angry disposition. Easy life does not sit well with a people who are used to hardship and are fully aware of their strength. Even now, Huskar law resembles their history, with most disputes solved by duel and most crimes punished by a hefy fine or death. A fine might seem light for some but, to the Huskar, a cold death in winter because you cannot afford food or the strength to chop firewood makes an axe to the neck seem like a considerably lighter penalty.


Nowhere is the difference more noticeable than in what many Huskar consider a sacred institution: Theatre. To the Huskar, storytelling is a sacred art, with a story being important deemed vastly more important than any factuality. Yet, at the same time, they appreciate the idea of a story being true, even if they are well aware that it might not be. A claymore said to belong to your great-great-grandfather who wielded it against a storm demon is infinitely more impressive than simply telling the same story with the admission that it was made up.


Hence, the Huskar hold the performing arts as a kind of ritual worship, where ancestors and great heroes are made holy by the recitation of their tales. Every Huskar child knows at least a few favourite stories from start to finish and all the parts and roles in them. In the modern era, however, the import of trade brings with it the import of foreign ideas, foreign fashions, foreign sensibilities, and foreign stories; stories of a dramatic nature, rather than a mythical one; stories where the protagonists are ostensibly portrayed as heroic for performing acts that many Huskar find horrific, such as abandoning one's family to be with a lover or breaking a promise.


This has created a significant class division and a whole new class of citizen; those who live off their own wealth and are independently capable of surviving, shunning ties to family, tribe, or clan. These people are viewed as intrinsically untrustworthy, as their word means nothing to most Huskar; without the social ties that bind to keep them on the up-and-up, these people are effectively unpredictable. How can they be expected to be virtuous without threat of reprisal? By the same token, these independents offer that only they truly can be virtuous, by dint of choosing virtue instead of having it forced upon them.


Whomever is right in this argument, much blood has been spilled over it already. That the independents are often wealthy and, hence, often able to push political agendas by playing to the interests of various groups certainly doesn't help matters.


---


Every Huskar man and woman knows how to sing. It is born to them; the winds teach them when they are young and those who go to sea and at night and hear the wailing of the Giants of the Deep never forget such lessons. With life often requiring much hard work and pulling together, singing in unity is a good way to pass the time and learning work-songs is an excellent way to get everyone working to the same pace.


Most Huskar spend half their life on the water; their civilization exists on an archipelago, and so, even if they are intelligentsia whose hands are smooth and uncalloused, they must still travel by boat to get from place to place. Most Huskar, though, grow up working the land and fishing, no matter their station in life.


The general attitude of the Huskar towards magic is one of wariness, a fact that goes double for those who can call down the truly mighty arcane workings: Someone who wields sorcery is far, far less reliant on their fellows for survival and intrinsically has far more power over them. Thus, it is tradition for any sorcerer amongst the Huskar to cut off a finger as a symbol of their dedication to their people; the more valuable the finger, the more trustworthy the sorcerer is said to be (with index fingers and thumbs showing remarkable dedication, while a little finger is considered to be a token gesture, albeit a sizeable one). "A sorcerer's finger" is slang in Frokhdar for a gesture by someone powerful to show unity with those considerably less so, such as when a ship's captain lets his sailors have the first drinks from a fresh tankard.


Sorcerer's who cut off two or more fingers, it should be noted, are considered to just be trying to curry favour in a particularly stupid manner. One is sufficient.


Huskar clothing is usually practical in nature and typically involves many layers of sewn animal furs, but woven cloth is increasingly becoming a part of Huskar fashion. Someone who wears clothing primarily made of woven material is typically assumed (often correctly) to be a foreigner or independent and treated accordingly. Many Huskar keep dogs and wolves as pets, as well, but more exotic animals are treated the same as exotic clothing; snakes, particularly, have gained fame with politicians and sorcerers who do not engage with their clans, and so have a particularly vile reputation.


---


Merit: Thicker Than Water ● (Only available at character creation)


You are a witch or wizard of the Huskar and you wear the mark of your dedication proudly. What is a finger compared to the love of one's family? A crippled hand holding the hand of one's neighbour is better than a whole one alone. You made the choice between self and loved ones. This sacrifice has a powerful resonance. Now, whenever you cast any spell to aid someone, such as a healing spell or a buff, on someone other than yourself, you gain a +1 to the roll.


Drawback: You are missing a finger. Hope you don't like wearing untailored gloves without looking goofy.


Edit: Apologies to Grey. Swamp is next.
 
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I really am liking this. I started thinking up of a time during Atlantis for a game when the MtAw 1.5 comes out. This really interests me, and if you run a game here, I would totally play it.
 
Hi. I've done some mage, finished GMing a game a few months back, and am interested pending details on timing/method of communication, if you'll have me.
 
Also, have you looked at the Circle of Degrees system in Mage Chronicler's Guide? It discusses removing paths and allowing players to choose 2 ruling and 1 inferior arcana of their choice. Neat system, might work well for what you want.


Is far as charicter, If i get in to this frankly amazing piece, I'd like to do a Thyrsus w/Mind, looking at the similarities/differences/overlap between the Astral, Material, and Shadow
 
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Whoops, my finger slipped!


I mean... This is a map of the known world, as would be found in the Free States, depicting not so much national boundaries (though it does depict that) as zones of influence. Sophial and Dak'ah dominate, with Daedal, Hus', and the Free States (guess what they think of Sophial) as lesser competitors.


And, @Grey, see that little blob between Daedal and the Free States? There be swamp lands!
 
[QUOTE="Unbridled Originality]I'm...not sure how I missed this, seeing as it's everything I like. There wouldn't happen to be any room, would there?

[/QUOTE]
Recruiting hasn't really started. The rest of us are just hanging around, chillin', and sacrificing goats to the dark and silent gods of gaming so this thing starts.
 
Well, here's the next batch, hot off the presses!

"There must be a Law."


This is the truth learned by every Sophialite from the moment they are born; it does not matter if the law is just, or kind, or good, but simply that it is. So long as a law exists, good can come of it; so long as the law exists, justice can come of it; so long as the law exists, it can be kind. In absence of law, there can be no goodness, justice, or kindness.


In absence of law, there is only chaos. Chaos is to be abhored.


---


The official account of the Illustrious Celestial Bureau of Faith on the creation of the world is that the luminous Weiyong, the First Flame, called his fellow luminous wanderers together and bade them scorch away the darkness with their luminous natures and the world was what was left in their wake. After creating the world, Weiyong chose to remain and burns in the sky during the day, his passing there to mark Man's hours, with the lesser lights bowing their heads and not revealing themselves until he is out of their presence. The only ones that dare remain close are his sleepy consort, the elegant and silvery Huise'wei, and the wandering stars known as the Guiding Lights, who are the brightest lights in the sky after Weiyong and his consort.


What's most important to note here, however, is not the story but the word "official". This word is considerably more important to the life of the average Sophialite than whether Weiyong burned away the darkness.


---


Covering considerably more land than any other empire, with its edges stretching out into the Western Unknowns, Sophial is by far the most populous single nation-state in the known world. This fact is further enhanced by the fact that, unlike the Dak'ah lands to the south-east, most of it is arable and, therefore, sustains extremely large populations. The food surplus these lands generate, especially along its two greatest river valleys, allows the maintenance of a very large craftsman caste in its society, as well as an extensive and powerful government and military that has allowed the empire to stay intact for longer than any other around today. Sophial, indeed, is so old that no-one actually knows how old it is; it is the empire that has simply always been.


Tracing its origins back to a single founder from whom the nation takes its name, the Priest-Emperor Soph, it is said that the nation's founder received a divine mandate when he discovered a fragment of Weiyong's own sacred fire, still burning, inextinguishable, in the middle of a desert. Upon receiving a vision of the gods and their celestial imperator, Soph was granted the power to turn the lands green. This miracle caused many to flock to his banner, and he led his armies to create a place where the righteous might live. His armies marched uner the banner of the First Flame, and carved out much of Sophial's modern borders. The nation took the name of its ruler and, when Soph passed, he left behind the sacred fire in the highest tower of the City Celestial, along with a great many of the secrets the gods had taught him, passed to his acolytes.


It was through Soph that Sophial was born, and with it a government and religion that would outlast their creator by millennia.


---


Soph's religion took its name from the Old Tongue, and his acolytes named themselves the Ag-Key Sh'elh Ka Rah, or (Followers of) The Path of Fire. Today, they are the Huoyan Zhi Lu, but most know them as the Flamebearers, Priests of the First Fire, Censors, Keepers of the Flame, or simply Keepers.


On their master's death, the Keepers carried on his sacred duty, passing on the imperial crown to his son, who took the throne name of Soph II, but also asserting their role in maintaining the good order of the country Soph I had founded. The universe was not orderless; a cosmic order had been created by the Heavenly Fire, who had banished darkness and created all that was good. When the world ran according to the order set to the world by the First Flame, there was no evil or unhappiness, for everyone and everything performed the role given to them by the great cosmic plan. Evil and disharmony were the result when people struggled against their natural role. It did not matter if one was personally unhappy in one's role or if others did not obey theirs; all that mattered was that one played one's own part. The rest would come naturally, for such was the will of Heaven.


However, as anyone who has reached adulthood can tell you, life does not work as one might wish it, and people do not act with due benevolence at all times. Indeed, even after conquest by the annointed priest-emperor, whose divine guarantee was said to be obvious, people still continued to worship all manner of gods in ways that were different from the method gifted to Soph's followers by the priest-emperor himself. This obvious disconnect called for a resolution, and thus was formed what is now the Illustrious Celestial Bureau of Faith.


The Illustrious Celestial Bureau of Faith is now what it was at the empire's formation; the militant and political arm of the Flamebearers. So powerful were Soph's acolytes at their formation that they were able to impose onto his heir and into the foundational legal principles of their new nation that even the emperor must be subject to the law. Legalism became the reigning philosophy of the day, and, in exchange for having a preeminent say in the laws of the land through the doctrines of faith, the Flamebearers agreed to become the enforcers of the imperial will; so long as the emperor agreed with them, his word would be law.


This bargain between the emperor and the high priests proved necessary for the empire's survival. One of Soph's acolytes, whose name is lost to history but who earned the title of Sacred Ren, instituted a policy to ensure the unity of the empire's disparate cultures. For, after all, was it not clear that Soph was divinely chosen? Yet numerous cultures barely altered or even kept outright their faiths after his conquest. Sacred Ren argued that, as Soph had not seen fit to correct these people, the mortal mind must not be entirely capable of understanding perfect and true divine revelation. Therefore, though their names may differ, every culture must be seeing aspects of the true divinities. Thus, it did not matter if they called him Weiyong or Ignis or the Celestial Bull; all that mattered is that they knew the daystar was their progenitor and was owed their worship. So long as they maintained proper worship and respectfulness, and their accounts were not overtly opposed to the official accounts recorded by the Flamebearers, their faiths were considered complimentary to the True Faith; their gods' names were recorded in a Role of Divinities, kept by the Celestial Bureau, explaining to which official deity they were analagous. Over time, the maintenance and absorption of local traditions was sufficient to ensure that the empire grew enough of a resemblance to its people to seem familiar and friendly.


Today, the Keepers remain. They ensure the worship of the sacred fire is maintained, crush apostasy, and protect the empire from the monsters that patrol its borders. Their devotion to their gods and their people make them feared and beloved both wherever they walk.


---


The average person in Sophial has their destiny decided from the moment they are born. The caste one is born into, the stars overhead at one's birth, and the various omens that occur at the same time are all considered important features in determining one's life. One's sex, where one was born, and one's parentage are also considered of critical importance. The Sophialite's governmental bureaucracy is expansive, and provides many opportunities for its people, but many doors are closed to those born of the wrong sex or under the wrong sign. Though women are accepted as war-witches and sometimes even courtly advisors or administrators, few ever become generals or soldiers, and fewer still are accepted as priests to any male gods. Those born in the river valleys are accepted as artists and workers of high esteem, but few ever work in the higher echelons of government.


In addition to these restrictions on the directions one might take in life, Sophial is also riddled with taboos. These range from the relatively slight and local (such as a village shunning those who wear red on certain days) to the extreme and national (death as punishment for refusing to recant apostasy; exile for refusing to participate in sacred rituals). While these can often seem harsh and superstitious to outsiders, Sophial has long managed to absorb useful rituals developed from local cultures and integrate those that serve a proper purpose into their culture. This, combined with roving exorcists and a national force of trained sorcerers, ensures that Sophial is perhaps the safest place to live when it comes to dealings with the supernatural; most threats that would freely wander into other nation-states consider its lands not worth the trouble. Even when locally spawned, most Sophialites either know enough arcane knowledge to try and alleviate the situation (such as creating wards against ghosts) or can contact someone who does.


The most common style of dress in Sophial is a result predominantly of these two factors: People dress according to their station and in keeping with whatever local taboos are in order. Regional fashions develop from a combination of these and the weather. The colour yellow is reserved for the emperor, his family, and anyone to whom he grants the privilege (a rare honour, but one traditionally granted to the high priest of the City Celestial on the accession of a new emperor). Blue is reserved for provincial administrators, while orange is kept for priests, sorcerers, and members of the imperial court. Red is the province of generals and officiates, with red accents used in the uniforms of soldiers. Grey, brown, green, and white are the colours of commoners, with the latter reserved typically for special occasions. Black is for slaves and criminals.


---


Merit: In Service to the Gods ● (Only available at character creation)


Pre-req: Awakened


You grew up bowing at the altars and participating in sacred rituals over, and over, and over. Now that you've scraped the truth of magic, you can see just why they worked if you squint hard enough; see the way the mass rituals reshape the world in what you might call a little spell. You gain a +2 on all Occult rolls related to examining occult ceremonies to determine their effect from years and years of internalizing the various practices your culture worked into you.


I'm afraid it's not swamps yet. I think I may be doing it just to annoy @Grey at this point...
 
It might not be intentional, but I see a lot of Exalted influences in that last one. I like them.


Please O Heaven's Son, let this game start!
 
What is a man?


A miserable pile of secrets. In Daedal, those secrets are thrown into the light.


To hear the Daedalians tell it, Daedal is the pinacle of humanity's achievements; the magnum opus of all works ever to be forged on the Mundus. It is a place where the truth-seeking soul can find safe harbour in a world that spurns the curious; where those brave enough to speak of the world as it actually is need never fear the censor's lash; where those grand enough to dream of building towers unto the Sun can do so, and catch the fire of Creation in their hands.


To hear anyone else tell it, Daedal is a place of great knowledge, but also insufferable arrogance and cruelty. In Daedal, power - magical, first and foremost, but also financial, political, martial; whatever form it takes - is the guiding hand of politics. It is the chief obsession of its inhabitants, who refuse to pay homage to any gods but the ones they make of themselves.


Whatever the truth of the place may be, everyone knows of its capital, the city which is also the territory, and its most famous architecture. For this reason, Daedal is known as the City of Brass Towers, and the breathing, fetid, vapour-exuding mouth of the magical world.


---


There are no gods in Daedal. There are no shrines, no offering tables, no temples, no churches, no sanctuaries. This is the way it has been since its founding, when the Six Noble Founders fled Sophial with their attendees, devotees, followers, retinues, and other assorted hangers-on. The names of all but two of these founders have been lost, one being the most-honoured and illustrious Daed and the other being the rather less famous Howd, but all of them are said to be honoured for their contributions to the city's history.


The Six Noble Founders were all once great sorcerers in Daedal's southern provinces; powerful officials in its government, who were ordained by the Flamebearers to explore the deepest avenues of the Great Art and uncover new means of working magic; to delve into the most well-hidden secrets of the cosmos. To that end, nearly limitless resources were put at their disposal, and the Founders sequestered themselves in palacial castles, where they indulged their curiosity and desires without restraint.


At first, the Founders' efforts were an overwhelming success. Treatises on various magical topics, ranging from better methods to secure summoning circles to miracles of artifice heretofore unheard of, poured from their estates and greatly enhanced the status of sorcery in Sophial almost overnight. Their advisories on how best to organize sorcerers for maximizing their effectiveness of service to the state were considered so astonishing as to still be a major part of Sophial's methods today, albeit published without the names of the authors.


However, inevitably, the Founders reached the limits of what their work could investigate with any significant speed. The investments in their research were expensive, however, and their masters demanded results, so they turned to a much easier avenue of exploring regions of study that were rarely explored, regardless of the particular reasons why they weren't explored. Disregarding all expression of ethics without care, the Founders turned to exploring the most taboo of subjects; demonology, the limits of what harm can be caused with magic, and the nature of the soul. Numberless slaves were marched into their citadels, to have their minds and souls abused to study the effects; to be test subjects for spells that turned blood to acid or boiled vitreous fluids in the eyes; to be bartered as playthings for demons. Once more, the Founders produced results with awesome alacracity, and the world prospered.


Despite their prodigious productive powers, however, the Founders were not acting with the sanction of the state in their darker dealings. However Sophial's leaders may have enjoyed the benefits of their dark-hearted savants' research, the Founders knew their masters would not approve the means they used to secure it. As such, they used connections to the upper echelons of government to bribe and blackmail as much silence as money and threats could buy. In the end, though, their time came up, and evidence of their atrocities finally found its way to the Huoyan Zhi Lu. The Censors marched an army on the doorsteps of the six great sorcerers, led by the famed general Zhihui Guan and backed by a legion of willworkers, and demanded they surrender themselves to answer for their crimes. What ensued was a battle that became legend.


The survivors of that day were especially few in number. In magically warded citadels built of alchemically transmuted stone, capped with towers of glittering orichalcum and fixed moonsilver, the Founders and their acolytes made their stand, unleashing every terrible, agonizing sorcery that they had developed in their years of research. They tore the skies asunder and called down lightning; broke the earth and called up its molten blood. They sang winds that turned men to glass and spoke typhoons that ground everything they washed over into sea foam. Demons screeched across the skies, and the hideous offspring of captive slaves and unholy beasts slathered as they picked the battlefield clean of stragglers. Sorcerers took thousands of impossible forms and unleashed dooms that have been mercifully lost to history. Daed himself was said to join the fight by blasphemously transfiguring himself into a dragon the size of a mountainside and consuming a whole cohorts of troops.


And yet, it is testament to the dedication of Sophial's armies and the tenacity of its generals and spellworkers that the ones to retreat that day were the founders. Zhihui Guan's likeness stands cast in bronze before many of Sophial's most prestigious military academies and sorcerous academies. When the siege ended, the Six Noble Founders were in full flight, away from Sophial, to find a land that would accept them at last.


---


Supposedly, it was Daed who proposed the notion of founding their own nation; always said to be the most charismatic and leaderly of the Founders, it was he who led them in war and in retreat. There was nowhere in the world that would accept them for what they were; great men and women, who would strive ceaselessly for enlightenment. Everywhere in the world as it was would be afraid of them. As such, tongue dripping silver as he spoke, he argued persuasively that if no place existed that would accept them, they merely needed to make it themselves. One by one, he persuaded the other members of the sextad, and they agreed that they would carve out a new nation for themselves. Thus, they moved on, further and further south, until they found a place they deemed to settle.


It was no problem to Daedal's founders that the area was already settled. They had all stared at the cosmos long and hard, and come to rationalize away any evil they did as good. One of the Founders said that she had seen nature's ancient past, and found the notion of individuals as valuable meaningless given the staggering expanse of lives that had come and gone; another said that, as they wished to explore and uncover the nature of the cosmos, they could do no wrong, for any act they performed pushed the cosmic truth closer to the light of the seeker and, thus, objectively improved life for everyone. Daed said this: That magic is the cosmos, and thus his primacy in it proved his mastery of the cosmos and his right to rule.


Whatever the justification, the results were the same. An ultimatum was delivered to a river people, living in sheltered valleys above the swamplands; bow to the Founders (and Daed in particular) or be driven from their lands. Those who refused to bend their knees, putting their trust in their patron spirits, were driven from their lands and into the swamps below, often with the very gods they worshiped hounding them every step of the way, bound by the Founders' sorceries; an abject lesson in the power of the Enlightened Will. In monument of their victory and to mark the founding of their new land, each of the founders moved to an auspicious point in a circle along the valley's strongest leys, and erected with their magic a brass edifice that rose up to the firmaments of the heavens.


Thus was born the City of Brass Towers.


---


Centuries on, the six original brass towers still stand proudly erect, thrust upwards towards the heavens. These enormous fingers remain powerful symbols of the Founders' challenge to the world that they would uncover its secrets.


The culture of Daedal still very much bears the stamp of its creators. With no official government to speak of, Daedal was founded as something of an enormous cult of personality. The Founders had no cares about the day to day lives of peasants; they weren't officiants or bureaucrats. They founded a nation free of law so that none would have any ground to accuse them of violating it, nor any means of challenging them beyond a declaration of might against might; a challenge they were always sure to win. Despite this, however, the Founders were not alone in their arrival in the region, and others had significantly more interest in ordering day-to-day life and building a working society... Preferably one that obeyed them.


With the virtually god-like Founders squatting over the city, it was inevitable that its shape was drawn from them and in emulation of them. The Enlightened Will was enshrined as sacred, bearing no equals to itself. While nominal respect for other sentient beings was recommended, one's own desires came first and foremost, and established doctrine was never to be accepted as fiat. Ambition was the highest virtue in Daedal then, and it remains so today.


As the years drew by, the Founders grew even less concerned with the outside world, pursuing higher mysteries and exploring outre planes of existence. One by one, they isolated themselves away from the world, disappearing into their towers and sealing their gates forever. Only two Founders did not quite disappear this way; one was Howd and one was Daed.


Howd and Daed did not get along well, by all accounts, to degrees that went beyond mere "academic differences". Daed was always the more charismatic, the more persuasive, and thus the one whose voice more often shaped the politics of the Founders' inner circle, and those more devoted to Daed's school of magic claim Howd was simply jealous. Others, typically those more aligned with Howd's school of magic, say that Howd disagreed with Daed's might-makes-right egoism and, to whatever extent, actually believed that their explorations should work to aid others. His compassionate views on magic were less popular with the Founders' acolytes, however, who often had to be very self-interested and/or dispassionate to do what was required of them. As Howd saw his former friends and allies disappear, he sealed his own tower from the outside, and left the city-state to destinations unknown, leaving any secrets he may have known to his most trusted acolytes before vanishing forever.


Daed, on the other hand, enjoyed his power and its exercise; he was not merely interested in knowing but also using. He never shut himself off from the world and continued to work and engage with his people until his dying day. Many claim that he did not actually die, but, rather, ascended to another plane of existence. No tomb exists for Daed, no publicly known one anyway. He, like Howd, simply disappeared. What makes Daed special was the long legacy he left behind, and that his tower was never sealed. The inhabitants of the city took his name, becoming the People of Daed; the Daedal.


---


Daedal today exists around the six brass towers. Streets criss-cross between them and extend from them, as they are landmarks that can be seen for miles. In emulation of the Founders, it is traditional - if not formally so - for sorcerers who achieve a certain extent of power to raise their own brass tower. Great networks of brass monoliths, thus, dot the inside and outside of the circle of the original six, though none rival the originals in magnitude and greatness.


To an outsider, the City of Brass Towers is likely received as one might perceive a Merchant Republic; a great many incestuous clans and guilds divying up power, ruthlessly and persistently at war with one another, both subtly and overtly. The city's favourite tool of communication is the knife in the back; its favourite drink a cup of poison. Charismatic sorcerer-savants inevitably accumulate power in this place, for they simply must; those who do not quickly end up dead or enslaved. Whole sections of the city live in thrall to some cabal or powerful magocratic ruler, who rules by might and turns all at his or her command into a furnace by which they might forge and temper their command of the Art.


Yet despite this, Daedalians have reason to perceive their culture and their city as a great achievement. The constant competition their city breeds may grind the smaller and weaker inhabitants into the curb, but those who emerge from it without breaking are stronger for the effort. The constant need to run as fast as they can simply to stay in place has made the region into something of a crucible, out of which pours purified and refined precipitates. Daedal produces more advancements in magical and mundane study than perhaps anywhere else in the known lands, at least where comparable size is concerned. There is no magical academy that can call it complete without at least a handful of texts from Daedal, and a great many magical conveniences that exist in some cities are only possible because of Daedalian thaumaturgical sweatshops.


Situated in sheltered valleys above a swamp, Daedal has a perpetually hot and muggy climate. In summer, disease outbreaks see many of the destitute laying in the streets, struggling to breathe. Inevitably, many of them disappear into laboratories and necromantic factories, as materials for study or use.


The typical fashions in Daedal favour somewhat loose and baggy clothing that can be worn in layers, but most Daedalian fashions include ropes and drawstrings that allow the clothes to be drawn tight to the frame, to prevent easy grabbing by thieves or in a fight. Colours vary widely, since the region's prime cause of high temperatures is not direct sunlight but persistent humidity.


Daedalians are a mix of ethnicities; the original inhabitants of the region were dark in complexion, whereas the invaders were typically paler (though not as pale as, say, the Huskar). However, with successive waves of immigrants and an endless degree of magical experimentation, Daedal rivals the City of Idols for its variety. Inhuman features aren't tremendously uncommon, and at least one patrician is said to have what is charitably referred to as a particularly wolfish disposition.


---


Merit: Never The Weakest Link ●



In Daedal, even the idiots must be smart to survive. A character with this merit is always literate, and gains the Academics (Research) Specialty, and never counts as untrained in using the skill, even if they lack any dots in Academics.


And... That's that! Phew. With this post, all the major nations of the Mundus have been summed up.


There's a great deal I haven't covered, in part deliberately. The Istvarii, the Deadlands, the Eastern and Western Unknowns, the Northern Boreas that lay beyond the Krakendeep... That's all stuff we'll be exploring and hopefully filling in together.


For now, though, this is the final addition to the list. With apologies to Grey, I don't think I have the energy at present to cover the swamp folk, though I did include a mention of their origin here, and why they favour ghosts over spirits for their veneration.


I look forward to hearing what everyone thinks of the Daedalians. Soon enough, I'll be finalizing my rules rewrite, tossing up that, and then officially opening recruiting! Woo!
 
Daedal is fuckin' awesome. If I'm not playing a swamp person, I'll be playing a Daedalian.


I prefer not to contemplate what that might say about me. I think I'm in Howd's camp.
 
What's not to love about Treaty-Port-esque cities ruled by magocratic syndicates?


Howd's camp is definitely the most compassionate of those of the Six Noble Founders, though it's still very much long-term, big-picture compassionate; "Sacrifice millions to save billions"-type stuff. Daed, meanwhile, held that, as the sorcerer's Will moves the cosmos and changes the cosmos, Gnosis is synonymous with the cosmos and hence the one who evolves their inner being enough to command the cosmos to the greatest degree, therefore, defines morality and everything else.


Solipsism is a pretty common idea amongst Daed's followers. Some even say that a sufficiently powerful sorcerer becomes a solipsist; a being that defines and creates their own reality. Whether they do so by reshaping this cosmos or vanish from this one into their own is anyone's guess. Those who follow this notion tend to view Daed as something akin to a Bodhisattva; an enlightened soul who delayed his own ascension to show the path to others, but, if Daed did so, it's because something about ascension necessitated it. After all, the guy was a self-interested prick; not really the type to engage much in charity.


His followers tend to carry on that particular tradition quite well.
 

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