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- Idas: An Overview
- The Waygods
- The Siphons
- Magic and the Riftsea
- Peoples and Races
- Guilds and Organizations
- Coming Soon
- It is said that Idas, in the Waygod tongue, means "Betwixt," so named due to our realm's place within the channels of the Riftsea. Of course, not everyone calls the world by this name; many other languages and peoples have their own names for this land, but within the common tongue and its derivatives, Idas is the name by which most know home.
It is a place of great variation, in no small part due to the Riftsea, the magics of which have spilled upon and shaped the land in countless ways. Not all has been explored, let alone settled, yet the promise of the unknown does little to dull the beauty of its civilized lands--from rolling dunes to frosted mountains, there is wonder to be found throughout the mapped world. Yet, just as the Riftsea's energies have changed the world, so too has it changed its flora and fauna; without the ingenuity and intelligence of the Upright Races, granted, it is told, by the Waygods who favor them, there is no doubt that the world as a whole would be one of monsters--considering that much of the world remains wild, there is indeed still something to be said for the strength of Idas's creatures.
Long ago, when the Riftsea first opened upon the world, there came those we now know as Waygods. With the help of the energies which flowed forth from the Riftsea itself, the Waygods spread life throughout the formerly barren world--or, at least, so it is said. Yet, with the closing of the Riftsea, their powers were severed, rendering many of them little more than minor spirits. They were stripped of their corporeality and ability to influence the world; many dissipated, unable to hold their true shapes, while others found ways to bind themselves to objects to ensure their survival.
They are many in number, yet few of great power; those who are known and cared for lightly pull away at the souls and magic of those who devote themselves to them. In return for this sustenance, they, in times of need, bestow their pooled energy upon those of great ability, those who have proved themselves to be in line with the concepts and ideals held dear to them.
There are those among them who wish to open the Riftsea again, though for what reason, men cannot say. What is known, however, is that those who wish to keep the Riftsea sealed point to one great threat: the Siphons.
The influence of most Waygods is regional; it is not uncommon for specific regions, or even towns, to have local gods to whom they pray. Others may have influence in--or spread their blessings to--the denizens of an entire nation. Temples to major Waygods can be found in great cities, and simple standing stones to Waygods of regional harvests can be found in the middle of villages. In some instances, especially where famous or renowned Waygods are concerned, the most trusted amongst those in good standing are trusted with ensuring the safety of a Waygod's Phylactery--their object of possession--in which their essence, sometimes referred to as Ashes, are contained. In smaller communities, Waygods often go without such protection, whether that be due to a lack of manpower, a lack of need, or the fact that the vessel's location remains known only to those in the village.
Due to their incorporeal, mana-based nature, Waygods vary greatly in terms of shape and form. Some take forms that are easy for them to hold, while others take forms based on the expectations held of them by their worshipers, or forms that they find to be personally important to them. A rare few--those that are either too weak to properly manifest, or those that simply wish not to for a variety of reasons--show no forms at all, and communicate with their worshipers from within their Phylactery.
Whereas Waygods, despite their potential power, are simple beings, Siphons are things of great complexity, feeding ravenously upon the Riftsea to sate their twisted forms. It is unknown what they look like, how they operate, or even whether or not they exist; they are said to be unknowable, confusing entities, with unintelligible designs. What little is known comes from the Waygods, yet evidently some care not for the potential risks they may pose.
Magic flows and pools into the world via the Riftsea, a space between spaces believed to be comprised almost entirely of energy. When ways to the Riftsea are open, magic flows freely through the world, saturating it with energy; when it is closed, however, only that which is present within the world can be used by mages.
Many, many years ago, the Riftsea was open; magic flowed freely, and the world's Waygods were at the pinnacle of their power. With the sealing of the Riftsea, however, magic flowed to a trickle, and eventually stopped. The world's schools of magic changed and adapted, changing their ways so as to ensure their magic was cyclical in nature. Yet, there were some forms of magic that proved incapable of change. Transmutation, Creation, and dreaded Voidspells--all, through the process of their evocation, casted magic away into the Riftsea, never to be seen again. And so, they were banned, with tomes teaching the art burned throughout the many magic colleges of the early world.
In the modern era, mages seeks to manipulate the world around them without converting or dissipating the magic that remains. That is not to say that all play by such rules, however; though it is no easy feat to reopen the pathways to the Riftsea, there are those who would willingly cast wasteful spells all the same; only Witch-hunters, those with the necessary training to deal with dangerous mages, are capable of removing such blights.
The first gateway to the Riftsea is believed to have opened in the great, circular lake known as Inareth's Well, which would, if true, make it the largest gateway in the world, as well as the only naturally-occurring one; all others, seemingly, have been created either by mages of the ancient past, or the Waygods themselves.
The Upright Races
The Upright Races, as they are often called, form the vast majority of the civilized corners of Idas. Many a kingdom has risen and fallen on the choices of the Upright Races, and though they have their quarrels and their differences, they are nonetheless bound by history more tightly than perhaps any other group in all of Idas.
Despite these common ties, just how close their origins may have been remains unclear; though Elves, Rhagakin, and Humans can intermix with one another (though occurrences of such are considered rare), there is no true consensus as to whether they may have shared a common ancestor. Even so, their vast similarities have puzzled many a doctor, and perhaps a few philosophers as well.
The Higher RacesHumans are not the strongest creatures of Idas, nor are they the fastest, or, though they may wish to think it, the most clever. Yet, even so, they have managed to spread throughout the world to an unrivaled degree, touching just about every portion of the world--even those deemed to be incredibly dangerous. Their cultures are as varied as their appearances, built in manners specific to their respective homelands and using whatever materials lay around them. Ruins and shattered testaments to fallen human societies sometimes seem as common as living nations themselves, serving as further markers of their inventive natures and stubborn wills. They are a social people through and through, thriving on connection and trade; even isolationist nations maintain and often encourage relations between their citizens.
Even so, humans--even when the reputations of the Upright Races as a whole are considered--are notorious for starting conflicts amongst themselves, and can be seen as oddly quick to drag allies and others into their disputes, even those they may hold previous grudges against, all for the sake of victory. Some say that this is the key to their success as a people, yet many others argue that it has proven just as readily to be the downfall of many a civilization.
Legends of how humans came to be vary from region to region, and there is no agreement on just where they came from; though timelines beginning with the settling of current regions have been slowly constructed by the Delvers' Guild over time, they, and indeed no known historian, has been able to trace humans all the way to their initial origins.Though slimmer and more attractive on average when compared to your usual human, elves are similar to men in many ways, with many going so far as to break tradition and live in--and in some cases ally themselves with--the many nations of man.
In times past, and even today, the elves have been fiercely insular; writings from past ages in fact question whether elves would ever be able to fit into human societies at all, let alone the extent to which many have today. Elven kingdoms, frequently built in the farthest, most hidden reaches of the world, often go many ages without making contact with the worlds of men, and the discovery of new such kingdoms are often greeted with great fanfare and a rush of trade by other nations hoping to secure exclusive rights to their unique and priceless crafts and goods. Due to their greatly lengthened lifespans, elven artisans have perfected their crafts to a high degree, and their isolated cultures lead to a great amount of variance from object to object. Even those who know very little about elven works are able to tell the differences between cultures based on the appearances of their exports, even if they do not know each realm by name.
It is unknown to the other Upright Races why the elves hide themselves away; indeed, many elves do not know why themselves, and some even protest the notion. What is known, however, is that each kingdom possesses what they call a Shalaren, or a Holy Duty, passed to the first leader of each elven kingdom by the same Waygod in a meeting known as the Pact of the Dying Embers. The rites outlined by each Holy Duty are carried out by high elven priests and kings to this day, though only those needed to perform these duties are ever told of what they entail, or where they happen.
There is a layer of contention between traditional elves and elves referred to as Gan'sela, or "City Elves," a derogatory term for those who have left their kingdoms to dwell in the lands of men. Though elves are rarer than the other Upright Races, half-elves, quarter-elves, or other lineages with some amount of elven blood, are reasonably common on the fringes of elf lands due to the desires of many so-called City Elves to start their own families.Perhaps the most puzzling and visually varied of the Upright Races, the Rhagakin take on a great deal of appearances from mammals, particularly carnivorous ones. Seeing one's first Rhagakin often comes as a surprise for the other Upright Races, and it is not uncommon for unaware children--and often adults--to misidentify male Rhagakin as rogue monsters if they know nothing of their kind. They aren't without good reason, however; many males are best described as little more than large, humanoid animals.
Though male Rhagakin tend to be far more bestial than females, who often sport little more than ears, tails, claws, and rogue patches of fur that correspond to their sub-type, the inverse, though rarer, is also possible; female Rhagakin with more animalistic traits--full coats, maws, and digitigrade legs--have been seen, as have males who seem to be little more than humans with odd ears and tails. It is unknown why the Rhagakin have developed in such a fashion, or why they have so much variance amongst themselves; giant, cat-like Rhagakin can sport hulking, seven-foot frames, while vulpine Rhagakin remain smaller and slimmer than most humans.
Rhaga, it is said, is a term meaning "beast" in the Rhagakin's now-dead language; linguistic mishaps caused by the first meetings with early humans resulted in the word being used widely to refer to their kind. It is unknown when the suffix "kin" came into play, with some historians arguing that humans used it since the start of repeated contact, while others maintain that the addition was put into place later on by the Rhagakin themselves so as to push back against a name they considered somewhat derogatory.
As the second most common of the Upright Races, Rhagakin have integrated more thoroughly into human societies than even the elves, and can be found in every corner of Idas. Though their appearance may on occasion frighten those unused to them, in the many metropoles of the world, Rhagakin can be found in just about every station in life, from beggars, to workers, to store owners, to holders of high office. Even so, there are many that stick to traditional ways, living in small villages or wandering in the form of nomadic clans. A rare few, such as the Turr-Raga-Nuevo, have built settlements that can be considered small nations or territories in their own rights, though such is generally considered to be something of a modern development.
Outside of the realms of human influence lie the isolated realms of those generally referred to as the Higher Races, those whose states and natures are, at least in part, a mystery. Not quite legend, yet not quite frequently seen, the Higher Races are unknown in number, and maintain their secrecy to a greater degree than even the Elves. For a time, Waygods were also considered to be a kind of Higher Race, until repeated contact with worldly civilizations brought them into a league of their own.
The most common of the Higher Races are Those Beyond, sometimes referred to as Fae-Folk or Bush Dwellers. They dwell in the nooks and crannies of the world, only revealing themselves to those they believe to be truly special--or, perhaps more often, easily tricked. Those Beyond are equal parts helpful and not-so, and it can be difficult for all except those with the greatest possible rapport with them to predict what moves they may make. Though accounts on what they look like differ greatly, it is still clear that the vast majority of them are very small, making them very hard to find. It is unknown how long they live, but it is clear to all that they know a great deal, likely far more than they are willing to let on to even the most worthy of the Upright Races.
Though the idea of "guilds" is not something particularly pervasive throughout all the world's cultures, among civilizations that trade regularly with one another, there is enough of a common understanding for guild-like entities to develop, and, in the cases of those with more widespread appeal, to spread their influence to a far greater degree, either through new chapters or through simple word of mouth. It is not uncommon for such collectives to offer benefits to surrounding laymen, for the practice of doing so has proven to be an extremely useful method of encouraging the spread of any given group.
For as long as history has been recorded, each and every nation has had their own cabals of craftsmen, sometimes working with each other, and sometimes working against each other. Indeed, from time to time, there were even wide-ranging networks of cooperation between creators and merchants, though that which now reigns dominant stands not on the shoulders of the efforts of man, but the efforts of elf.
The Artificers' Haven began as a small traveling caravan comprised of elven craftsmen from two recently discovered kingdoms who hoped to find greater fortune in the lands of man. It is said that at the time, humans knew little of the craftsmanship of elf kind, and were astonished by the wares they brought to each city and settlement. As word grew, other craftsmen began to travel with their small caravan, sometimes hoping to sell alongside them to bolster their own success, sometimes hoping to learn their arts for the sake of furthering their craft, and oftentimes some combination of both. As time went on, and the caravan grew, some found success in specific lands that took well to their crafts, settling and starting local businesses whilst always remaining loyal to those they had traveled with over time. To members of the caravan, the stores of their former comrades became safe havens, stopping points on the long and winding road where they could find shelter, rest, and handmade food. A code arose, stating that all which was needed for a meal and a warm hearth was a single item from each merchant, no matter how large or how small.
The great variety of goods left behind often bolstered these small stores, and their connections with merchants of all stores oft transformed them into great businesses of their own, sometimes expanding into markets or great warehouses that spread their influence among their former companions. Some invested in tools, tanneries and forges, becoming places to create as well as sell. Their rapid correspondences and long, unwritten codes of honor were eventually codified to solidify their influence, and what began as a simple caravan of travelers eventually became a network known as the Artificiers' Haven.
Today, though the Haven accepts all kinds--so long as they can prove the quality of their goods, or at the very least, their willingness to learn--it is primarily comprised of humans and City-Elves; rarely do elven traditionalists visit the Haven, but it is nonetheless rumored that those who do are often so amazed by what results from the collaboration of many that they refuse to return to their roots.
The Great Delver Library, known in the Komun'jete tongue as Jekala Da'sobu'mante (lit. "The Written Inner-Reason of Those Who Go To Deep Places"), is often erroneously referred to as the "Delvers' Guild" by those outside of the Yulu'soba deserts. This confusion is not unwarranted, for though many artifacts and written works rest within the central hall of the library, the Delvers themselves are prone to thinking of the Library as "a village within a village." Indeed, it is more like a complex or a large monastery, sitting atop one of the large bluffs that ring the edges of the city of Bente'tolo, Within its many halls, delvers--and those who wish to be--collect, debate, and record their findings. It goes without saying that the Great Delver Library is perhaps the preeminent collection of knowledge pertaining to the ancient past in all of Idas, a distinguishment hard-won off of the backs of the many brave delvers who slog through the depths for promises of lost knowledge.
Unlike other guilds, the Delvers do not particularly care who enters through their halls, and indeed share knowledge and tales of their exploits quite freely; if you are willing to abide by their busy schedules, an attendant will even tour you through the library halls and relic rooms. Mages and fighters alike comprise their ranks, and the skills they teach are more universal than they may appear; classes on history, archaeology, relic-hunting, puzzle-solving, and beast-slaying are available to all willing to listen. Smaller groups of delvers have spread out throughout the world, forming their own camps and houses of knowledge from which they base their operations. Nearly all claim some level of affiliation to the Library, and the Library is happy to associate with them in turn--so long as their findings and their stories are housed within its halls for all to view forevermore.
Much to the dismay of the Spellweavers, their guild, though perhaps the largest, is not the only mages' guild in all of Idas. Indeed, depending on who you ask, they are not even the best; such whisperings have caused them to develop a long-standing dislike for the mages of Ascalon, oft seen as far more selective, insular, and knowledgeable than the great network of the Spellweavers.
What they may lack in prestige, however, they often boast they make up for in variety. The Spellweavers have made a habit of bringing as many smaller groups of practitioners into their fold as they can, bolstering their expansive library of spells. Indeed, though they may not have tomes in their fold that echo the power of more secretive texts in the hands of other groups, they proudly tout spells from every possible corner of Idas, including a few of the more open-minded elven lands. Their methods and the vast extent of their reach can be credited for the spreading of magic throughout Idas across many ages, and the preservation of much of the world's general magical knowledge in times of crisis.
Weaver Towers, the telltale signs of their presence, can be found throughout the world's towns and cities, often different in design, yet unmistakable all the same. It is said that each, at least to some extent, reflects the taste of the chapter-masters who built them. This has in turn led many to question whether most mages can be said to have good taste in architecture.
-- Factions and Organizations
-- Magitek
-- Bestiary
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