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Fantasy Ninth Winter -- Lore References

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The Human Senescence
Belar was once beautiful, before the Mortalis, before the Ninth Winter.

Where delicate flowers once lined the spring valleys of Rytomi, only a rime waste remains. The pristine rivers of Hektar’e, now frozen over with a sluice of ichor, filth, and rot trapped beneath. The Forest Grand, once green and abound, now stands only a wall of spears in the biting cold and snow. Belar was once beautiful, before it was devoured by death and ice.

Only a decade ago, the first Monolith was found. In the grassy foothills, a massive ochre crystal erupted from soil, piercing the heart of Belar. The peculiar crystal was brittle, crumbling at the slightest pick’s fall, and resonated with inhuman frequency. Before the first samples of the Monolith could be studied by royal scholars, yet another crystal rose from the depths at the edge of the Forest Grand, then another below the docks of Syramie. Every week thereafter, a new Monolith would emerge. The same, strange, old power emanated from every fragment, from every Monolith.

It did not take long for the resonance of the Monoliths to be harvested by man. Talismans were created from fragments small and large, a simple conduit to harvest the bountiful potential each crystal contained. First, torches and candles were replaced by the gentle glow of talismans. Then, furnaces, carriages, and plows. Soon, whole towns were powered by ethereal resonance. Mankind had made technological and industrial bounds because of resonance power. However, no golden age was ever meant to last.

Nine winters after the coming of the Monoliths, a new anomaly arrived: the one Mortalis -- strange creatures, small and large, with beating crystalline hearts much like the talismans man had harvested. Alien compared to the fauna of Belar, the Mortalis have but one purpose, to feast upon the crystals. At first, mankind was more than capable of fending off the monstrous fiends, but it was soon clear that the Mortalis had brought something else with them: a winter eternal.

Spring days came, but the snow upon the ground remained, lakes were yet frozen coffins, and the soil still unworkable. Colder, and colder the days became as summer arrived. Starvation and panic gripped all of Belar, and through prayers and pleas to forgotten gods, the blizzards still continued. Winter came again, and only silence remained. In but one long year, Belar had become a grave. The howling winds of the Ninth Winter was the herald of the end times.

Belar’s own Sovereign and remaining pockets of survivors fled north into the Barrier Mountains to escape the growing Mortalis threat. Underground greenhouses and shelter cities were constructed out of desperation. They are the last, precious cradle of humanity -- hanging by a thread.

Lost at Sea
The isle of Cask is but a mere thirty leagues from the Belarian mainland. Cask was a port thriving in the midst of its own golden age before it was cut down by the Ninth Winter. Once, it was common to see many dozens of fishing vessels and freighters coming and going between the harborage and the open water. Now, the sea has frozen and locked the isle in an icy siege. Fishermen, freighters, shipbuilders, merchants, travelers -- all trapped on a prison in the middle of a frozen sea. After three years of famine and frost, Cask is one more winter away from becoming nothing more than a grave. Hundreds of linen-wrapped bodies lay in many neat rows on the ice just beyond the docks. The mummified dead of Cask on the ice account for three years worth at-sea burials that simply could not be. Only a fraction of the isle's inhabitants have survived until now.

Many of those that have survived live on hollowed and stripped ships locked in sea ice, while the luckier few live in slightly less cramped shelters on the island proper. Preciously rationed resonant crystals that once catapulted mankind into a new age, now power dim auxiliary lights and life-saving flameless heaters that not only keep Cask's survivors alive, but also the handful of hardy root vegetables grown in a few scrap greenhouses. With preserved food long gone, these crops and the occasional haul of gaunt fish pulled from underneath the stubborn ice are the last sources of food for the people of Cask. As resources dwindle into critical levels once again, desperation grips the isle. Over a dozen expeditions have been sent out onto the unforgiving ice fields, but with over a hundred miles to cover on foot, to venture is practically suicide. Only a single reconnaissance team has returned to date.

Last summer, when the blizzards were mildest, a trio of Cask's best departed from the isle and ventured into the bleak ice fields where so many of their colleagues had fallen before them. They, along with so many more, were certain that the key to Cask's salvation lay just beyond the sea. The thought of Belar's growing industrial cities collapsing under the weight of the cold was unthinkable, impossible even. Surely someone, somewhere on the mainland could save Cask.

Two long months passed before the people of Cask had their answer. The expedition had returned with empty hands, and not a scrap of hope. They were frostbitten and haggard, and brought with them one grim message to report: Belar has fallen.

The settlements the expedition had come across were coffins. Dead from the cold, starvation, or infighting. Sometimes, all three. Nearly all of the wild game were driven to extinction, and not a living thing was growing underneath the unforgiving frost. All that remained were the echoes of the long dead.

Still, hope is not easily extinguished on Cask. Where some would describe coffins, others see an opportunity at salvage. Supplies like excess wood and iron were long depleted, and Cask will simply not survive another winter on the remaining resonant crystals powering their reserve generators. In a final act of desperation, a single freighter was freed from the ice and modified with an icebreaker bow made from several smaller ships' hulls cobbled together. With the begrudging approval of the acting mayor, the new icebreaker Ophelia was given enough resonance fuel to make a one way trek to the mainland in search of salvage. On the mainland, it would be the duty of the salvage team to locate enough fuel to power the ship's return voyage on top of the loot that the isle desperately needed.

The mission is suicide, but volunteers are aplenty. Among their ranks: laborers, sailors, scientists, cartographers, and even Sentinels -- the hand of the elite in Belarian hierarchy. Now more than ever, Cask needs saviors. Cask needs a miracle.

Discord
 
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Belar, the Resonant Age, the Fall
Belar was once a land of pilgrims -- an untapped sanctuary across vast oceans of blinding black. Belar was a refuge from the Old Lands, where Pale Riders brought death, corruption, and despair. The people of the Old Lands fled many leagues and the Pale Riders cursed them from the shores. But the pilgrims held strong until they made landfall, starving, and desperate. What they found, they named Belar, their word for salvation. Rumor soon spread back to the Old Lands of this haven, and soon, new nations were born as untold numbers also sailed with hope filling their sails.

Though the Pale Riders' did not follow, their ways of malevolence did. Belar fell into decades of war, and old swords were drawn. When it seemed that all hope had been lost, the Sovereign emerged. He, in his brilliance, united the clans and nations by dialogue or domination. He alone brought forth the salvation of Belar, birthing a new dominion where peace and order flourished. Under his rule he urged the people of Belar to follow him forward, leaving the memory of the Old Lands in their boot prints. So they did.

Foundations were built, and seeds were planted. Generations of struggle had at last paid off, and Belar soon would provide its greatest boon. The Monoliths and the power of resonance that they brought to the people was unprecedented. Inefficient, bulky, and rudimentary machines of steam were lacking, even for their genius design. Resonance crystals, however, transformed machining and industry forever. The new source of power shattered the chrysalis of the dark ages and thrust the people of Belar into a new age. This new age, the Resonance Age, was marked by a new calendar -- Post Discovery; PD.

Each passing year saw the exponential growth of powerful new advancements. Year after year Belar flourished, until the Winter of 9 PD, the Ninth Winter. It was the year that Spring never returned, and paradise simply vanished in the snow. Brutal blizzards drowned the land in snow and ice, smothering once bountiful fields. Worse yet, the Mortalis, strange beings hungry for resonance, sprouted from the earth and ravaged entire cities leaving them bare of crystals. Starvation and desperation had once again returned to Belar, and eyes fell upon the blessed Sovereign to once more deliver them from peril. He wordlessly turned his back and vanished into the Barrier Mountains with his closest retinue, never to be seen again.

For the first time, the Sovereign at last seemed human. He too, could be a coward. So, the people of Belar were left to fend for themselves. Shelter-cities were constructed from great sheets of metal and walls of wood to keep not only the Mortalis, but the cold out. Resonance was converted from luxury and industry into survival and heat. The fragmented survivors of Belar were now lead by warlords and cliques that rose in the great vacuum that the Coward Lord left behind. Somehow, the ways of the Old Lands and the death that the Pale Riders wished had returned to Belar.
 
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Resonance
Resonance technology is decidedly inhuman and unnatural. Its utilization by humankind is only understood on a basic level: where circuits in machines require power, resonance can fill that role. Its efficiency is hundreds of times greater than burning coal and steam, and even thousands of times greater than manpower alone. In the short time of just shy a decade that mankind had resonance to utilize, they created great manufactories and wondrous machines that revolutionized society itself.

That, however, is not the extent of the power of resonance. It can warp causal understanding. Not only can machines harness the power of resonance, but mankind's own ontology can as well. With resonance coursing through the veins of a man, he can control powers once thought only to be supernatural. Wounds bind and close within seconds, lightning can be called from the fingertips, and even the weather can be altered, if only temporarily. This type of paracausal disruption known synonymously as "magic" is a dying art within the people of Belar. Only the brightest of mind and clearest of heads are capable of harnessing this kind of power, and only at a great cost of resonance. Perhaps that is why the Mortalis feed on resonance so ravenously.
 
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Technology
In the Resonance Age, the use of machined and interchangeable parts became widespread among the land. Since the great foundries and manufactories of Belar have long since gone dark, these parts are becoming rarer by the day. Handmade tools are once again becoming the norm as advanced tooling dwindles. The following lists are examples of specific pieces of technology and their rarity in the Ninth Winter age.
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  • These pieces of equipment are plentiful and can be acquired easily and for cheap. However, that doesn't undermine their value in day to day use.

    Furs
    Clothing made from the pelt of a furry animal, made mostly to protect from the elements, not from blades. Sets of fur clothes are often bound together by other cloth and linens.

    Padded Cloth
    Jerkin, chaps and other pieces of clothing made of several layers of protective cloth. Only offers basic protection from scrapes, cuts, and bruises.

    Hunting Knife
    A small, single-edged blade that is meant for carving meat from bone. Simple cutting device.

    Spear
    A simple polearm with a sharp, pointy end. Smaller ones can be hurled with some practice.

    Club
    A simple club. Made of wood, can be reinforced with various materials.

    Hunting Bow
    A shortbow and quiver of simple arrows meant for hunting small and medium game, if there's anything even out there.

    Sling
    A simple leather pouch and rope to throw small rocks with. If some elastic is found, it can be made into a slingshot which is marginally easier to use.

    Rope
    Braiding reinforces soft materials to create a stronger whole. Rope is easily made, readily accessible, and has endless uses.

    Canteen Set
    Simple set of stamped sheet metal bowls and cups. Especially useful when boiling snow and ice for water.

    Bedroll
    Uncomfortable, but better than sleeping on the cold, hard ground.
 
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Factions -- Cask
There are many factions on Cask, all with diverse and overlapping goals and agendas. Despite sometimes differing opinions, the people of Cask must all work together to some extent to ensure the survival of their people.
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  • Sentinels are considered the final bulwark of humanity. They are foremost protectors of the blessed Sovereign and the subjects He lords above. Theirs is a pledge of unfaltering duty and unending purpose, more so during the Ninth Winter than ever before. The impossible task to ensure the survival of humanity itself is on the vigil of the Sentinels.

    The Sentinels were born from the collective elite that remained after the Sovereign's unification campaign. Many Sentinel covenants were created, but three stand out as the most prolific and influential: the Order of the Wolf, fierce, proud, warriors that lead the charge; the Creed of the Fox, sly, cunning, opportunists that survey from the shadows; and the Circle of the Owl, intuitive, tactful, scholars that study Resonance, among other things.

    Sentinels are warriors, scholars, spies, peacekeepers, and more that serve the Sovereign, Belar, and its people. They are generally well-respected, as their purpose is righteous and membership into Sentinel covenants often involves difficult trials. In the Resonant Age, the Sentinels were the best and brightest Belar had to offer. However, with the disappearance of the Sovereign, the reputation of the Sentinels became muddy. With the Sovereign resigning to cowardice, some saw the Sentinels as suitable scapegoats.

    In the Ninth Winter, it is not uncommon for some Sentinels to abandon their creed. One such band of traitors find themselves sheltered aboard a slum-freighter on Cask. Though they have renounced their allegiance to the coward Sovereign and their covenants, they have reformed their own order under new leadership as the Grey Lodge. Their purpose still remains to protect the people of Cask and Belar, but without the shackles of tradition and without the leash of an absent overlord. They are seen as exiles by loyal Sentinels, but as true defenders of the common people by others.

    The Grey Lodge and loyalist Sentinels have temporarily set aside their differences and have joined forces to assist with the Ophelia's reckless journey to the mainland.

 

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