Showing posts with label Lore. Show all posts
Showing posts with label Lore. Show all posts

Friday, March 28, 2014

The Eye in the Waste

There lie seven deserts beyond Bodrahan, which is the city of the caravans' end. None goeth beyond. In the first desert lie the tracks of mighty travellers outward from Bodrahan, and some returning. And in the second lie only outward tracks, and none return.

The third is a desert untrodden by the feet of men.

The fourth is the desert of sand, and the fifth is the desert of dust, and the sixth is the desert of stones, and the seventh is the Desert of Deserts.

In the midst of the last of the deserts that lie beyond Bodrahan, in the centre of the Desert of Deserts, standeth the image that hath been hewn of old out of the living hill whose name is Ranorada—the eye in the waste.

About the base of Ranorada is carved in mystic letters that are vaster than the beds of streams these words:

To the god who knows.

Now, beyond the second desert are no tracks, and there is no water in all the seven deserts that lie beyond Bodrahan. Therefore came no man thither to hew that statue from the living hills, and Ranorada was wrought by the hands of gods. Men tell in Bodrahan, where the caravans end and all the drivers of the camels rest, how once the gods hewed Ranorada from the living hill, hammering all night long beyond the deserts. Moreover, they say that Ranorada is carved in the likeness of the god Hoodrazai, who hath found the secret of MANA-YOOD-SUSHAI, and knoweth the wherefore of the making of the gods.

They say that Hoodrazai stands all alone in Pegana and speaks to none because he knows what is hidden from the gods.

Therefore the gods have made his image in a lonely land as one who thinks and is silent—the eye in the waste.

They say that Hoodrazai had heard the murmers of MANA-YOOD-SUSHAI as he muttered to himself, and gleaned the meaning, and knew; and that he was the god of mirth and of abundant joy, but became from the moment of his knowing a mirthless god, even as his image, which regards the deserts beyond the track of man.

But the camel drivers, as they sit and listen to the tales of the old men in the market-place of Bodrahan, at evening, while the camels rest, say:

"If Hoodrazai is so very wise and yet is sad, let us drink wine, and banish wisdom to the wastes that lie beyond Bodrahan." Therefore is there feasting and laughter all night long in the city where the caravans end.

All this the camel drivers tell when the caravans come in from Bodrahan; but who shall credit tales that camel drivers have heard from aged men in so remote a city?

Wednesday, October 23, 2013

The Reckoning of Years and the Seasons of the Yann

In the lands far to the west of Ember, in domains once claimed by the Second Empire (and the surrounding lands), the years are counted based on the date of the founding of the Second Empire. Thus, in those lands, the current year is 118, the one-hundred and eighteenth year since the Empire was founded. The fact that the Empire collapsed decades ago and lasted under a century is, of course, irrelevant.

In Ember, the years are counted from a different starting point: the original beginning of civilization, when Kilooloogung first taught agriculture to the fishermen and hunter-gatherers who lived along the banks of the Yann, and founded the first ever village (or so the story goes). The truthfulness of this story and the identity of that first village are lost, although every major city along the Yann has, at some point, claimed to be the original settlement. Regardless, though it is the year 118 in the Second Empire, it is the year 3488 in Ember.

The climate around the Yann is quite different from other parts of the world, and the seasons are dominated by the flooding and receding of the mighty river. There are only three seasons, which are the Flood Season, the Planting Season, and the Harvest Season.

The Flood Season is when the waters of the Yann are at their highest. The fields are flooded and agriculture cannot be performed, so instead this is a season of travel, trade, and war, as the width of the Yann allows the fastest and sturdiest ships to sail. It occupies the months of September to December.

The Planting Season follows the Flood Season, and last from January to April. In this season, trade is at its lowest point, as the farmers return to their fields to plant the year's crops, and traders and travellers return to their home cities. The lower waters of the Yann make travel along the river more difficult.

Finally, the Harvest Season lasts from May to August. In this season, crops are harvested and stored away for the rest of the year, local trade increases as farmers come into market, and merchants and travellers lay their plans for the coming flood season. In times of war, the farmers and craftsmen are called to train and prepare, for when the Flood Season returns, mighty war galleons will sail down the Yann once more.

Sunday, October 20, 2013

Districts of Viskha



The Docks

The docks are the only district of Viskha that is actually outside of the city's walls. As the name implies, the docks are a warren of wharves, warehouses, and taverns that cater to the many travelers and traders who visit the city.

Although the main thoroughfares are well patrolled, the docks are known to be the most dangerous section of Viskha as soon as one steps off the beaten path, even more so than the lower-class slums inside the city's walls. However, they are also the most lively and varied district as well.

The water level of the Yann increases drastically during flood season. Viskha's docks are built to accommodate the flood season, which is when the most travel and trade occurs. During the off-season, temporary docks and facilities are set up lower down the riverbank.

Palace District

The Palace District encompasses the Royal Palace of Viskha, but it also functions as the overall upper-class district of Viskha. Most of the nobles, rich merchants, and other powerful individuals of the city live in this district. Its streets are lined with luxurious manors and well-tended parks.

Apart from the Royal Palace itself, the other major landmark of the Palace District is the Grand Temple of Slid, the only temple afforded a place in the district. Other temples are generally found in Yahn's Market or the Yannreach.

The Palace District is lavishly decorated and strictly patrolled; order is well-kept here. Additionally, this district is not open to commoners. Only residents of the district, those with explicit invitations from residents, or people who work within the district are allowed in.

The Yannreach

The Yannreach actually consists of two separate districts: North Yannreach and South Yannreach. What these two districts have in common is that they are the slums of the city, where the poorest inhabitants of Viskha live.

The Yannreach also once included a third district, called West Yannreach. However, this district was re-purposed by Queen Ilthai in order to create the Barracks District. Because of this, the two districts of the Yannreach are even more overcrowded than a typical slum.

The standards of order are much more lax in these districts, and crime and poverty are much more common here. While officially, the Thieves' Guild of Viskha was destroyed over a decade ago, shortly after Queen Ilthai came to power, rumours persist that the Guild, or a new Guild (stories vary) thrives still in the Yannreach.

Barracks District

Once called the West Yannreach District, this district was cleared out and essentially rebuilt by order of Queen Ilthai, in order to be re-purposed for military use. The aptly-named Barracks District houses Viskha's large professional army, as well as the various support and upkeep staff that it requires.

Like the Palace District, entry into the Barracks District is restricted, although less so. In general, anyone who can get into the Palace District can get into the Barracks District, along with any member of the military and anyone on official military business.

The Barracks District was once connected to the two Yannreach District via gates, but when the district was re-purposed, the gates were torn down and closed off.

Yahn's Market

Named after the God of Wealth, Yahn's Market is both the commercial district and the overall hub of Viskha. It is the only district from which all other districts are available, and it is the busiest district of the city, rivaled only by the docks. Because of this, Yahn's Market sees a great variety of people, from rich merchants and noblemen making large purchases to peasants coming in to sell their goods.

Yahn's market is home to traders, craftsmen, and merchants of all sorts, as well as most of the city's temples, guilds, and other services. In terms of law and order, it is better than the docks or the Yannreach, but worse than the palace or the barracks.

Sunday, July 7, 2013

Gods of Ember

Based on "The Gods of Pegana" and related works, by Lord Dunsany (http://www.gutenberg.org/cache/epub/8395/pg8395.html). Still a work in progress.

Kib - Creator of Men and Beasts, Crafter of the World

Kib is called the Creator of Men and Beasts and Crafter of the World for indeed, He was the creator of all these things. Kib created the world by uplifting His hand and drawing together the rocks scattered across the cosmos, and He created living creatures upon it as playthings to amuse Himself.

The priests of Kib attempt to keep the world as Kib has intended it. They oppose the expansion of Men into the realms of Beasts, but similarly those oppose the intrusion of Beasts into the realms of Men. Some cities are declared as belonging to the realm of Men in the holy scriptures of Kib. These cities are to be preserved and defended. Those that are not listed, are to be destroyed.

Sometimes Kib comes to favour an individual Man or Beast, one that particularly amuses or interests him. Thus, the priests of Kib pray for Kib's favour.

Mung - Lord of All Deaths

Mung is the God of Death, who is responsible for ending the lives of Men and Beasts. It is said that Mung was jealous of the playthings of Kib, and fearful that one day they might discover the Secret of the Gods, and so He created Death and sent it out among the Men and Beasts.

The main duty of Mung's priests is to make the Sign of Mung against those who are foretold to die. The priests are never wrong - those who have the sign made against them invariably die within the month. The priests of Mung do this to warn those for whom death is approaching, so that they may spend well their final days. Secondarily, the priests of Mung offer prayers, chants, and sacrifies to Mung so that He might grant respite against death.

Individuals who have been resurrected are an abomination against Mung, and must be hunted down and destroyed in order to appease Him.


Sish - Destroyer of Hours, God of Time

Time is the Hound of Sish; He has mastered it and He sends it to devour the hours and days, and to propel the spheres through the Heavens. Never has Sish stepped backward and never has He tarried, but it is said that one day, Time will turn against its master and seek to devour Him.

Although one of the most important Gods, Sish is not greatly worshipped by Men. He has few worshippers and priests because his work is so inexorable. Sish does not heed the prayers of Men and there is naught that can be done to halt or divert the flow of Time, so there is little for priests of Sish to do.

Those priests of Sish that do exist serve mostly as chroniclers, archivists, and historians, who seek to track and record Sish's work so that others in the future might appreciate it.

Dorozhand - Whose Eyes Regard the End, God of Destiny

Dorozhand is a mystery, even amongst the other Gods. It is said that He has beheld the End of all things, and that he knows how all things must come about, although not why. His influence is subtle; the goals that He works towards and the actions that He takes are inscrutable to those who have not seen the End.

Dorozhand sometimes sends knowledge to Men on the Earth, for reasons that none know or understand. This knowledge manifests itself as fragmentary visions detailing how things will occur, but not why. They are usually vague and difficult to interpret.

The priests of Dorozhand seek out and aid these seers and prophets, in order to ensure that things progress as they must towards the End.

Slid - Whose Soul is the Sea, Lord of All Waters
Slid

The soul of Slid rests in the sea, but He is the God of all the waters, from the rivers that carve through the Earth, to the rain that falls upon the hills. His moods and emotions are reflected across the waters; when Slid is calm, the rivers and seas are clam; when Slid is angry or excited, the rivers and seas are angry or excited.

Especially in the vicinity of the Yann, the priests of Slid are extremely important, due to the river's vast important as a source of water, farmable land, and transportation. Priests of Slid pray to Him in order to ensure plentiful floodings and rains, resulting in a bountiful harvest. While travelling by boat, they pray for Slid's favour in order to ensure a swift and safe journey. Most sailors will refuse to sail without a priest of Slid onboard.

Because of Slid's importance, the priests of Slid tends more towards corruption and concern for wordly affairs than the priests of other Gods. High ranking priests of Slid are among the most important individuals around.

Limpang-Tung - God of Mirth and Melodious Minstrels

Limpang-Tung is a minor God, one who does not understand the schemes of greater Gods such as Kib, Sish, and Mung. He doesn't understand why Men and Beasts must grow old and die, why this cycle must repeat itself ceaselessly, and why mortal creatures must endure so much suffering throughout their lives. Feeling pity for the Men and Beasts who are trapped within the cycle, He sends mirth and happiness so that they may enjoy what time they have. But when Men and Beasts grow old, He withdraws from them, for death and age, He does not understand.

The priests of Limpang-Tung carry out His desires by spreading joy and celebration in order to help others forget their worries. They organize festivals and holidays.

Limpang-Tung is also the God of the Sky, for every day He sends marvelous blues to paint the skies, for Men and Beasts to enjoy.

Yoharneth-Lahai - God of Little Dreams and Fancies

Roon - God of Going, Lord of Charms

Sirami - Lord of All Forgettings

There are certain memories and certain pieces of knowledge that are best forgotten. Sirami, the Lord of All Forgettings, is the God that causes memories to be forgotten. Primarily, He relieves the dead of their memories before they pass on to the afterlife; He also relieves dreamers of their memories when they awake. Sometimes, when He feels merciful, He relieves the living of those memories that are too painful to bear.

Sirami has very few priests; those that do exist worship Him as a keeper of secrets and reliever of painful memories. He is also worshipped by some as a God of wine and spirits, which cause Men to forget their troubles, if only temporarily.

Priests of Sirami often preside over funerals, where they ritually seal the deceased's eyes shut with wax, representing Sirami relieving the departed soul of its earthly cares.

Wohoon - Lord of Noises in the Night

Hish - Lord of Silence

Jabim - Lord of Broken Things

Kilooloogung - Lord of Arising Smoke, Keeper of Ritual

In the holy scriptures, Kilooloogung is described as the lord of the smoke that rises from the hearth. From this humble duty, He has become, to His worshipers, the God of the Home, and therefore the God of City, and therefore the God of Civilization. From His rule over the natural laws that determine the shape and pattern of the rising smoke, He has become worshiped as the God of Law as well.

The priests of Kilooloogung are steadfast defenders of Law and Civilization. They fiercely defend the cities of Men against any who would threaten them from without, and uphold the law in order defend the cities against any who would threaten them from within.

The priests of Kilooloogung are generally very traditional and conservative.

Inzana - Dawnchild, Goddess of the Sun
Inzana and Umborodom

Umborodom - Whose Hound was the Thunder

Umborodom is the grim and relentless God of divine judgement and justice. His Hound is the Thunder, and it can often be heard echoing across the land as He hunts down those who have violated the laws of the Gods.

The priests of Umborodom perform the same service among Men as Umborodom Himself performs among the Gods - they uphold justice and bring retribution to those who have earned it. They often work with the other priesthoods, as well as with secular law enforcement agencies.

Temples of Umborodom are often used as courtrooms, where judgment is pronounced against the guilty, and often the priests of Umborodom are the executioners.

Yahn - Usurer of the Gods, God of Wealth

Agrodaun - The Mountain Standing Alone

Unlike the other deities listed here, Agrodaun is not an abstract, distant God, but rather a mountain that is worshipped as a God. Agrodaun can be found in the northeast corner of Ember (http://fgofe.blogspot.ca/2013/06/map-of-ember.html); It is a vast, black mountain that stands at the border of the sea.

It is said that Agrodaun halted the advance of the sea by splitting it in two as it raced across the Earth, preventing it from covering all the land. For this reason, Agrodaun is worshipped as a God of steadfastness, resilience and protection.

The priests of Agrodaun tend to the city of Nen, founded at the base of Agrodaun. They protect the sacred mountain, and spread their teachings to those who come to visit the sacred mountain.

Sunday, June 30, 2013

A Mysterious Post

As suggested by Tess, I'm putting up this post as a spot where you guys can discuss any 'mysteries' that come up during the game. This way, when the time comes for me to explain things, you'll actually remember what you wanted to ask about!

Saturday, June 29, 2013

Cities of Ember

Viskha – The largest city of Ember, Viskha is home to over 25,000 people. It is an ancient city, said to be thousands of years old, and during its history it has experienced many ups and downs. Currently, it is on the up – under the rulership of Althai, the Warrior-Queen, it has captured all of the territory along the Yann up to (but not including) Cappadarnia. These subjugated cities bring in tribute and taxes, which enriches the city of Viskha.

Golnuz – Sometimes called the “City of the Gods”, Golnuz is so known because of its many temples and monastaries. All religions are tolerated in Golnuz, so long as they obey the laws of the city and do not unduly harass the other temples, so although the main Gods of Ember still hold sway among the populace, a great number of lesser cults and sects can be found within Golnuz. Golnuz has a population of about 8000, with a disproportionate number of priests, monks, and other holy men and women.

Haz – Haz is a small town that is largely populated by halflings. It is particularly known for its excellent fishing, and much of its prosperity comes from selling its fish to the hungry metropolis of Viskha. The halflings of Haz are extremely friendly and congenial to travelers, but extremely hostile to non-halflings settling down in their territory – they are very protective of their fishing business. About 1500 people live in Haz.

Narl – Narl is a mid-sized settlement of about 3000 inhabitants, which would be mostly unremarkable were it not for an ancient trade contract that a previous ruler once signed with the elves of the eastern desert. This contract, though ancient in human terms, is still relatively recent to the elves, and so Narl is still their favoured trading spot. Thus, the inhabitants of Narl make a good living by selling elven goods to the other cities, and selling goods from the other cities to the elves.

Gondara – Gondara is the sister city of Golzunda – the two cities are directly across the Yann from each other – and its people are largely defined by their rivalry with the inhabitants of Golzunda. Gondara is smaller, with about 3000 inhabitants, and is well known as a center of learning. The Library of Gondara is the largest such edifice in Ember and attracts scholars and wizards from all over; Gondara also boasts the only significant temple of Sish in Ember. Gondarans view Golzundans as uneducated and materialistic.

Golzunda – Golzunda is slightly larger than Gondara, with a population of about 5000. More importantly, it has a much more favourable natural harbour, which means that it is visited by more traders and is consequently richer. Golzundans are shrewd businessmen and are notoriously miserly. They view Gondarans as poor, impractical, and out of touch with the real world.

Imaut – Originally a fairly large and prosperous town that thrived on trade from Cappadarnia, Imaut has suffered greatly due to the conflict between Viskha and Cappadarnia. From its apex of 5000 or more inhabitants, it has dropped to 3000 in the last decade, due to casualties of war as well as emigration. Currently controlled by Viskha, it has become a fortified fortress-town, serving as the first line of defense against Cappadarnia. It changes hands between Viskha and Cappadarnia every few years.

Cappadarnia – The second largest city of Ember, Cappadarnia is currently embroiled in a decade-long conflict against Viskha. Its proximity to the dwarves of Irusian mountains means it has a healthy trade in metals and dwarven goods with the cities downriver – or at least, it did before the war with Viskha began. Its main source of trade now cut off, Cappadarnia has resorted increasingly to borrowing money from Perdondaris to fund its defense. Cappadarnia is in a very difficult position, because even if it does eventually fend off the Viskhans, it will find itself deeply indebted to Perdondaris.

Blut – Blut is essentially an overgrown trading post of Mlo. The town of 1800 people is ruled by Mlo, and its main industry is trade of dwarven goods with the cities further downriver. Its main trading partner is Cappadarnia, which due to the war has a great need of dwarven weapons and armor. Ironically, the same war that is rapidly bankrupting Cappadarnia is rapidly enriching nearby Blut (and therefore, Mlo). Of course, were Cappadarnia to fall to Viskha, Blut would fall very quickly after it.

Mlo – Nestled within the Irusian Mountains, Mlo is unique in that it is half above-ground and half below-ground. The above-ground half is inhabited by humans, while the below-ground half is inhabited by dwarves. The two races jointly rule the city, and their peaceful coexistence allows each race to benefit from the other race's skills. The human part of the city is inhabited by about 5000 people. Many believe that the inhabitants of Mlo have some dwarven blood in their ancestry; indeed, the people of Mlo (and its outposts, Blut and Pen-Hai) tend to be short, stocky, and gruff.

Pen-Hai – Pen-Hai is, like Blut, essentially a trading post ruled over by Mlo. It is slightly smaller, with a population of 1400, and rather than focusing on downriver trade, it focuses on upriver trade. Because of this upriver focus, its fortunes have generally not been affected by the war between Viskha and Cappadarnia; demand for dwarven goods in Perdondaris and further cities is about the same as it's ever been..

Yethlyreom – Ruled by a cabal of necromancers, Yethlyreom is mystery to most inhabitants of Ember, despite its sizeable population of 8000. This is due to the law of the city which states that all who die within its walls become fodder for the necromancers to raise, which rather effectively scares travellers off. The Great Temple of Mung is located within Yethlyreom. Its black-robed necromancers are occasionally seen outside of the city; they are always greatly feared, wherever they go.

Perdondaris – Perdondaris is the third most populous city of Ember, with 17,000 inhabitants. The most prominent citizens of Perdondaris are the Seven Merchants, who represent the seven mercantile families that hold most of the real power in the city. Perdondaris serves as the gateway between the northern cities near the mouth the Yann, and the southern cities further upriver. It is sometimes known as the “City of Wonders” due its sizeable gnomish population, and the many fantastic contraptions that they tend to invent.

Astahahn – Astahahn is a strange, unchanging city of about 6000 people, where all its people are bound to strict habits and rituals which they never deviate from. The people of Astahahn claim to have bound and fettered Time itself; by keeping their city eternally unchanging, they prevent Time from escaping and devouring the Gods. Most people believe the inhabitants of Astahahn to be mad, but it is true that the holy scriptures do claim that, one day, Time will turn against the Gods and destroy them - so perhaps there is more than madness to Astahahn.

Mandaroon – Another mysterious and strange city, the 2000 inhabitants of Mandaroon are bound to eternal slumber. Stories tell that the people of Mandaroon must never be awakened, for the day that they awake is the day that the Gods will die. The truthfulness of this statement has never been tested, for those who are mad enough to try to wake the city are inevitably stopped by the fanatical guardsmen, who preserve its people's slumber.

Pir – Little is known of distant Pir. Stories brought by traders and merchants describe it as a relatively unremarkable town of about 2000, part of a small country ruled by Migris.

Kyph – Like Pir, Kyph is distant and unknown. It is slightly larger, with 3000 inhabitants.

Migris – Migris is a city of not inconsiderable size, with 12,000 inhabitants - less than half that of Viskha, but still enough to make it the fourth-largest city in Ember. Migris is the capital of a small country, which includes the cities of Pir, Kyph, and Marn. It is said that, this far south, the climate is much milder than that of the burning deserts to the north.

Marn – Marn is the final city ruled over by Migris; it is a small town of 1900 inhabitants.

Map of Ember

This map represents information that the average inhabitant of Ember would most likely know. I reserve the right to change things around basically whenever I feel like it. Names and general ideas gleefully stolen from "Idle Days on the Yann" by Lord Dunsany (http://www.gutenberg.org/cache/epub/8129/pg8129.html).