Post by Deimian Kyrikk on May 23, 2019 13:44:34 GMT -8
Region
Aedria is split into three parts: Aaru, Ardahn, and Du’Aht.
Aaru
Aaru (Egyptian mythology Heaven) is a series of floating islands connected by bridges of golden light, activated by simple spells that can only be cast by standing on seals. This region of Aedria can only be entered (or left without dying) via double stone doors summoned only by the Hari or Royalty. Their surfaces are ~2000 feet above Seudohn, with their bottoms being at lowest ~1400 feet above Seudohn. The islands themselves are in three regions: Jeseráh (from the pronunciation of Jisr, Arabic for bridge, because it is the bridge between commoner and royalty), the Shaziyas (Arabic for fragment), and Almah (from the Arabic word for “The Temple”).
Jeseráh is the land first entered after walking through the summoned doors; it's where rich and commoner alike shop and commute. It's filled with markets and a large fountain in the center. Any citizen of Aedria can enter this land (a seal on their left eye shows the Hari their citizenship). This is also where the Hari’Sama lives; just beside the Seudohn is a hut with smoke constantly floating out from it.
The Shaziyas are several smaller islands (23 of them to be exact), where the Aaruans live. Only Aaruans can enter the Shaziyas. To travel from island to island, an Aaruan must know how to cast a bridge. An enchanted stone circle at each closest point to the next island enhances the mage’s ability to cast one (less energy is expelled, bridge is sturdy, etc.). Bridges typically look like they’re made of light, sometimes blue, gold, green, purple, etc.
Almah is the land where the Meneshu's temple sits. It is slightly higher than the rest, and instead of a normal bridge, a golden stairway is summoned to reach it (but can only be summoned by royalty or designated members of the Jaish, Khadim, and the Qatal). A giant statue representing Shu is walked under when entering the temple. Aside from the land behind the temple, most of the island is water.
Ardhan
Ardahn (from the Arabic word for land ‘ard) is the mainland at the foot of Aaru. The land is filled with tall evergreen trees everywhere. This is where simple mages, non-magic users, and simply those not interested in magic live. Life here is happy and simple. At the top of the tallest peak (Mount Mitchell irl) is the Seudohn, the circle of stone (name comes from the pronunciation of the Arabic word for “ascent, ascension”).
A concrete path leads up to a stone platform, where the Aedrian inscription is carved into the ground. It is here that the Hari summons the double doors that lead to Aaru. Beside the beginning of the stone path is one of dirt, its borders set by stakes in the ground. This path leads to Ammit, the gate to Du’Aht (Ammit comes from the name of the alligator, whose jaws the dead fell into if they were evil). Past this gate, guarded heavily, is a stone path that leads down into the dark rocky wasteland. A few yards away from both of these paths is the humble cabin where the Hari lives.
Du’Aht
History
Egyptian mythology was a hobby for some, and a career field for others. For orphaned Alexander Williams, however, it was a passion, a world he had an addiction to. Unfortunately, pursuing this passion innocently was rather difficult without a degree. At 17, he tried being the assistant to assistants to archaeologists, but it teased him more than satisfied him. So he went independent; he...borrowed… some tools from the archaeologists he worked with and went off to find his own artifacts at the age of 19. And that he did; him and his wife, Cara, who he met in Egypt, went off exploring tombs, caves, and deserts, finding Egyptian jars, jewelry, coins, and, most astoundingly, tombs. They kept what they wanted and sold the rest, living off of that money. All along, one mystery remained to Alexander: How were the pyramids built? Through meticulous study and sleepless nights, Alexander finally pieced it together: It had to do with the Ankh. There had to be something about the Ankh that vitalized the pyramid builders. By the age of 28, he began searching desperately for it. Cara begged him to stop; that they had enough to return to the States and settle down. He promised her that once he found the Ankh, he would move back with her and have a child.
It took years, and several fake pieces, but by the time he was 34, he had finally found it. He kept his promise; they moved back to the states. After they moved, Alexander discovered the power the artifact held; it was able to change the size of an object, and make it float weightlessly. The symbol was associated with life, because, to the Egyptians, it gave life to lifeless objects. Then, everything changed; they learned that the world collapsed. It was here that the Williams had to make the hardest decision of their lives: to separate. In the post-apocalyptic world, they were going to need to protect themselves from those with Qi. They needed something just as powerful as Qi. The only abilities they had were simple spells that they had learned from a couple spell books they had come across in their adventures. Thus, Alexander decided it would be best to find more. He, however, needed to stay where he was to build their castle in the sky using the power of the Ankh. They heard of a high school of people with abilities, and decided if Cara could go there, she could either learn how to develop abilities, or find spellbooks that gave her abilities. So they split, her taking their newborn son, Aedrius, with her.
As Cara and Aedrius traveled the country, gathering spell books and other items, Cara told her son bedtime stories of the castle in the sky that awaited them on the other side of the country. She also taught him the Arabic she learned while in Egypt, and together they learned Spanish through books they found as well. Eventually, Cara located her older brother, Finley, who went to college for history prior to the collapse of everything. He brought his friend Karuso, a Renaissance-festival enthusiast. The band of four together hunted down spell books, and learned swordfighting from Karuso.
After a couple decades, Aedrius became quite the warrior. He become a proficient mage, a swift fighter, and a silent spy for the group. Along the way they lost Karuso in a fight, but they continued strong. By the time Aedrius was 28, he was fluent in English, Arabic, Spanish, Latin, and French. (Latin he took on at the age of 20, and French at 24). He had also met his wife, Karolyn, in Aurora, who was already a master swordswoman. Unbeknownst to Aedrius, however, Cara had lost her love for Alexander, which kept her from returning. She had all she needed; family, protection, and power.
Slowly, Cara began to get sick, and they settled in the mountains of Colorado. Her dying words to Aedrius were to find their castle in the sky to the east. So after her burial and funeral, Aedrius took his wife and uncle and traveled east, off to fulfill his mother's dying wish.
By the time Aedrius was thirty, he had finally reached the place of his bedtime stories. It was at the tallest peak of the mountains that were once called the Appalachians. There he found his father as the king of a floating temple surrounded by walls, which had developed and gained hundreds of citizens. But upon hearing the news of his wife, gone forever, Alexander crumpled mentally, and in his spirit, and his physical state reflected it. Within weeks, he passed away. But Aedrius was determined to continue the rule of his father, and set up a new government, teaching the people magic and everything else he knew. He changed his last name to the name of his father's favorite Pharaoh, and gave his wife a new name as well. His uncle adopted a new name also, though he left his last name remained the same. He developed the floating island, which his father had named Aedria, along with the land at the foot of it and below. He lifted up more islands, and cast a spell on each of them that held them in place, (including the main island the temple sat upon), calling the islands Aaru. Aedrius declared the land at the foot of the islands to be Ardahn, and the land beneath Aaru, a valley from where the land had been taken out of, Du'Aht. From his father he also inherited an important decision that faced the fallen king only a month before Aedrius's arrival; to join with a Leading Territory. His father refused to sign it, but, as the new leader, Aedrius decided it best to sign it. A territory must be decided upon; Aedrius gathered his three most trusted friends (his wife, his uncle, and his new found and rather cryptic friend Draumen), and decided Territory #14, otherwise known as Zukunft. Their peaceful and royal ways drew many parallels to Aedria’s, making them the most likely choice. Upon signing the accord, Aedrius destroyed the walls as a sign of welcoming and peace. He then spent the next two decades recruiting and raising important members to his kingdom, growing it exponentially.
Factions
The Khadim
As servants to the Meneshu, the Khadim (Arabic for servant) are peaceful and kind. Their attire is usually flowy and colorful. They practice all sorts of alchemy, chemistry, and magic (aside from dark magic). They are in charge of keeping the Temple clean and welcoming visitors. They also serve as teachers in the Al'Akadimia (Arabic for academy). They live in the Al’Akadimia to the right of Shu’s statue, which holds most of the spellbooks in Aaru.
The Jaish
The Jaish (from the Arabic word for army) is Aedria's military and police force. They typically wear a mixture of metal armor and cloth (sometimes enchanted). Somewhere on their armor or cloth is typically their family’s coat of arms. They can design their own armor, so long as it is a mixture of armor and cloth, and the armor covers all vital areas (head as an exception). They are proficient with weapons, expert fighters, and courageous warriors. The magic they use is mostly for combat; ranging from flame casting, to weapon summoning, to creature conjuring. Their usual spells cast include shields and cages, because their orders are first to obtain, not kill. Lethal measures should only be employed when the threat level is critical. The Members of the Jaish reside and train on Aaru.
The Qatal
The Qatal (from the Arabic word for assassin) are Aedria's spies and assassins. They are intimidating interrogators, silent killers, and stealthy eavesdroppers. They can infiltrate any building the want, and have the map of Aedria memorized. They use illusionary magic to create shadows and clones of themselves as distractions. They also use spells that silence footsteps, pick locks, and move them swiftly. They typically wear very light armor, and dark clothing. Some have lighter colors, but this is only when their cloaking skills are proficient. Unlike the Jaish, they are not aloud to wear anything that could identify them. Also unlike the Jaish, the Qatal are allowed to kill on sight, should they deem it necessary. The Qatal primarily live underneath the waterfall in Aaru, but also live in secret caves and buildings here and there around all of Aedria.
The Zabal
The Zabal (from the Arabic word for scavengers) are scavengers that search the territories for items that Aedria can use. If the territory they enter is not established, they take. If it is, they buy. They are also responsible for spreading the word about Aedria, and bringing new citizens to the territory. They go out accompanied by one member of the Jaish and one member of the Qatal. They themselves know lock-picking spells, spells that can shrink objects, and cloaking spells. They're also almost never seen without a backpack of some sort. This is the smallest faction, with only 4 members (one for each direction).
As servants to the Meneshu, the Khadim (Arabic for servant) are peaceful and kind. Their attire is usually flowy and colorful. They practice all sorts of alchemy, chemistry, and magic (aside from dark magic). They are in charge of keeping the Temple clean and welcoming visitors. They also serve as teachers in the Al'Akadimia (Arabic for academy). They live in the Al’Akadimia to the right of Shu’s statue, which holds most of the spellbooks in Aaru.
The Jaish
The Jaish (from the Arabic word for army) is Aedria's military and police force. They typically wear a mixture of metal armor and cloth (sometimes enchanted). Somewhere on their armor or cloth is typically their family’s coat of arms. They can design their own armor, so long as it is a mixture of armor and cloth, and the armor covers all vital areas (head as an exception). They are proficient with weapons, expert fighters, and courageous warriors. The magic they use is mostly for combat; ranging from flame casting, to weapon summoning, to creature conjuring. Their usual spells cast include shields and cages, because their orders are first to obtain, not kill. Lethal measures should only be employed when the threat level is critical. The Members of the Jaish reside and train on Aaru.
The Qatal
The Qatal (from the Arabic word for assassin) are Aedria's spies and assassins. They are intimidating interrogators, silent killers, and stealthy eavesdroppers. They can infiltrate any building the want, and have the map of Aedria memorized. They use illusionary magic to create shadows and clones of themselves as distractions. They also use spells that silence footsteps, pick locks, and move them swiftly. They typically wear very light armor, and dark clothing. Some have lighter colors, but this is only when their cloaking skills are proficient. Unlike the Jaish, they are not aloud to wear anything that could identify them. Also unlike the Jaish, the Qatal are allowed to kill on sight, should they deem it necessary. The Qatal primarily live underneath the waterfall in Aaru, but also live in secret caves and buildings here and there around all of Aedria.
The Zabal
The Zabal (from the Arabic word for scavengers) are scavengers that search the territories for items that Aedria can use. If the territory they enter is not established, they take. If it is, they buy. They are also responsible for spreading the word about Aedria, and bringing new citizens to the territory. They go out accompanied by one member of the Jaish and one member of the Qatal. They themselves know lock-picking spells, spells that can shrink objects, and cloaking spells. They're also almost never seen without a backpack of some sort. This is the smallest faction, with only 4 members (one for each direction).
People Groups
The Aaruans
Houses: Designed however they want, usually with vivid colors and stone
Jobs: Construction workers, doctors, teachers
Clothes: Vivid colors, long, silky
Priority: Magic
Views: Typically see Ardhanians as the lower social class that they are, but don't act like it. They usually treat their fellow Aedrians with kindness
Bad apples: See Ardhanians as slaves and treat them as such
The Ardhanians
Houses: Comfortable, but nothing grandiose. Made of wood, clay, scavenged scraps.
Jobs: (in order of number) Hunters, smiths, tailors, farmers, lumberjacks, other
Clothes: Sometimes ragged, other times plain, occasionally fancy
Priority: Family
Views: Are content with life and happy. Enjoy getting to see Aaruans from time to time (like celebrities)
Bad Apples: See Aaruans as privileged and condescending couch potatoes.
The Majrim (name comes from Arabic meaning Criminal)
Houses: shacks, caves, or prison cells
Jobs: For those deemed safe, miners
Clothes: Whatever they can find or make
Priority: Escape, survival
Views: Aaruans are scum, the Royalty are disgusting, Ardahnians are ignorant at best
Exceptions: There are some that have turned from their ways and live a peaceful life in Du’Aht, just trying to stay alive.
For more info/details, DM account.
Houses: Designed however they want, usually with vivid colors and stone
Jobs: Construction workers, doctors, teachers
Clothes: Vivid colors, long, silky
Priority: Magic
Views: Typically see Ardhanians as the lower social class that they are, but don't act like it. They usually treat their fellow Aedrians with kindness
Bad apples: See Ardhanians as slaves and treat them as such
The Ardhanians
Houses: Comfortable, but nothing grandiose. Made of wood, clay, scavenged scraps.
Jobs: (in order of number) Hunters, smiths, tailors, farmers, lumberjacks, other
Clothes: Sometimes ragged, other times plain, occasionally fancy
Priority: Family
Views: Are content with life and happy. Enjoy getting to see Aaruans from time to time (like celebrities)
Bad Apples: See Aaruans as privileged and condescending couch potatoes.
The Majrim (name comes from Arabic meaning Criminal)
Houses: shacks, caves, or prison cells
Jobs: For those deemed safe, miners
Clothes: Whatever they can find or make
Priority: Escape, survival
Views: Aaruans are scum, the Royalty are disgusting, Ardahnians are ignorant at best
Exceptions: There are some that have turned from their ways and live a peaceful life in Du’Aht, just trying to stay alive.
Answers to Important Questions
How did the people band together during the war?
During the war, Alexander lifted up walls, and they did nothing but defended themselves
After the war, how did the Accords affect life inside the territory?
Originally, the accords were rejected, but once Aedrius can to power, he signed them and destroyed the walls and wanted to join the territories in being a city of peace and open arms.
How do the people deal with daily life?
In the Ardahn region, they are mostly farmers, hunters, and miners. In Aaru, they spend their days studying spells, and using them to further Aedria; construction, healing, etc. In Du'Aht, criminals fight each other, find food, and attempt to escape.
Do they have problems with other territories?
Not at all!
How do they view the Academies?
Aedrians know the Academies are quite beneficial for those with Qi, but see the Al'Akadimia as the most prestigious.
How do they view Qi users?
Qi is like a inherited magic skill, so Qi users are just as welcomed as mages! However, those with a darker Qi may be looked at and watched carefully.
How does their leadership work?
The Meneshu (or king) makes decisions, and the decisions must be approved by the 3 other faction heads. Once approved by the leaders, a vote is taken amongst Aaruans, and if they approve, the decision is out into place.
Do they have an Academy, or a military?
Both!
What is some common knowledge about the territory?
Very magic focused, peaceful, with a very Egyptian-based government. Primary job is farming, secondary hunting, and finally mining. Others may study the many spellbooks around the territory. The territory is held up by the power of the Ankh.
During the war, Alexander lifted up walls, and they did nothing but defended themselves
After the war, how did the Accords affect life inside the territory?
Originally, the accords were rejected, but once Aedrius can to power, he signed them and destroyed the walls and wanted to join the territories in being a city of peace and open arms.
How do the people deal with daily life?
In the Ardahn region, they are mostly farmers, hunters, and miners. In Aaru, they spend their days studying spells, and using them to further Aedria; construction, healing, etc. In Du'Aht, criminals fight each other, find food, and attempt to escape.
Do they have problems with other territories?
Not at all!
How do they view the Academies?
Aedrians know the Academies are quite beneficial for those with Qi, but see the Al'Akadimia as the most prestigious.
How do they view Qi users?
Qi is like a inherited magic skill, so Qi users are just as welcomed as mages! However, those with a darker Qi may be looked at and watched carefully.
How does their leadership work?
The Meneshu (or king) makes decisions, and the decisions must be approved by the 3 other faction heads. Once approved by the leaders, a vote is taken amongst Aaruans, and if they approve, the decision is out into place.
Do they have an Academy, or a military?
Both!
What is some common knowledge about the territory?
Very magic focused, peaceful, with a very Egyptian-based government. Primary job is farming, secondary hunting, and finally mining. Others may study the many spellbooks around the territory. The territory is held up by the power of the Ankh.
For more info/details, DM account.