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Fantasy Shake Your Chains [Open World RPG] Lore

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...

Please Note:

You by no means need to read any of this to join in the roleplay. However, if you are going to roleplay in one of the main cities, or in Spring, it may be useful to have an idea of what those cultures are typically like in terms of law, infrastructure, and commonly held beliefs. You can skim read, find the bits that are relevant to you, or browse at your leisure. If you have any problems with reading this, let me know, and I shall find a way to make it more accessible to people.

Most importantly, within every court there is an enormous variety of culture and practices, skills and beliefs. What is described below is a general overview of how the courts are perceived as a whole. Variations within are more than welcome and are encouraged to prevent a reductive monolith. You are welcome to create your own cultures, species, beliefs, and magic systems, and are welcome to use those created by other players (however, please make sure you discuss with them if you are altering the canon for that in some way, unless they say otherwise).


The Story So Far...
The Story So Far...

316 AT, Spring: Winter are due to visit the Summer Court for a grand ball, as well as a renegotiation and confirmation of the current peace treaty. Recent squabbles over Midlands territory (especially Port Neptus) have left tensions running high, but I'm sure it will all be fine...

Additionally, the Spring Isle's peoples are travelling to congregate an participate in D'aah, to elect their leaders for the coming year. The threat of increasing immigration and interest from Summer/Winter forces has left everyone on guard.
Spring
Spring
Tribal Democracy: Every year, the tribes of the Spring Isles congregate at the base of the mountains for a religious festival known as 'D'aah'. Ritual dance, recreational drug use, and drinking is followed by two days of fasting. After the fast is broken on the morning of the fourth day, each tribe's leader casts a vote for which tribe to elect as the governing body for the year.

The ruling tribe will make political decisions for all, and will settle disputes within the other tribes that they cannot settle themselves. They are in charge of negotiations with other courts, and additionally, they have the final say on action the tribes will take as a collective e.g. going to war, migration, etc.

Land: Spring Isles
The Spring Isles is 90% covered in coniferous forest where there are not mountains. A few tribes dwell upon the mountains, however most of those who eek out an existence on those infertile lands are nomadic and unaffiliated with Spring. There is heavy rainfall here for 8 of the twelve months, and the land is rich and fertile.

Architecture: Spring tribes generally construct their buildings within, around, and sometimes inside of trees (which can grow up to the size of a moderate hill). They rarely use stone for construction, and tend towards resources gathered from the forest.

Items: Everything Spring tribes use tend to be from animals, using as many parts of their kills as possible. For species that chose to wear clothes, they tend towards practicality, whilst jewellery forms their decorative elements. Spring is known for its exceedingly advanced craftsmanship, and tools, along with wood and animal pelts are their main exports to the mainland.

Gender Roles: Though there are several species in spring that do not conform to two binary genders, those that do have historically allocated women to the role of warriors, hunter gatherers, diplomats and the raisers/teachers of children. Men have played the role of craftsmen, knowledge keepers, and spiritual guides. Women tend to be the elected leaders. However, these roles vary massively between tribes and are rarely rigid.

In most tribes there is also a third gender, who play the role of caring for children outside of hunting and teaching, or who fill the role of mystics/herbalists.

Sexuality and gender are considered fluid, and the idea of identifying yourself as a particular sexuality is uncommon.

Religion: Throughout all the tribes, there is a an overarching religion, but for every tribe there is a dozen variations, and each tribe tends to incorporate their own local/historical myth, deities, and folklore into the 'basic bones' of the religion. Religious discrimination is rare.

Connecting themes between most tribes' religions are: a reverence for nature; the treatment of nature and all life (plant and animal) as sacred; panthestic. Less common elements but recurring themes are: A lack of belief in an afterlife, but rather the idea of spirit/energy returning into a cycle to later become something else; Ritual eating of the dead.

Language: Not all of Springs' common species are capable of hearing, thus most tribes share a language of gestures/movements/expressions to communicate common sentiments/messages, though dialects can vary between tribes.

There is no one unified spoken language, and there are few written ones. Oral tradition is a large part of their culture, and many tribes have someone who's occupation is that of 'storyteller', and is highly respected.

Philosophies: Generally pacifists, though in the face of danger they believe there is nothing immoral about a violent response. Typically fairly self-isolated and wary of strangers, though more and more they are allowing people from the mainland to immigrate, though there are difficulties with the culture clashes. Similarly, more and more are moving to the mainland, though this is a current issue of debate amongst many tribes.

Respect is important and taught in many tribes.

The community is valued above the individual, and selfishness is typically shamed and critiqued, especially in folklore.

Common Races: Elves (all denominations), Ents, Selkie, Kelpies, Merfolk, Sirens, Mythic Birds, Trolls
Summer
Summer
Imperial Dynasty: Only males can inherit the throne, and is passed from father to eldest son (or, lacking an heir, closest male relative). Kings typically take a Queen Consort, in addition to a harem (which can be mixed gender).

Land: The Summer Lands
Typically comprised of grasslands and deserts, though several areas are well irrigated by their advanced aqueduct systems and underground reservoirs. Fertile lands surround the citadel of Romas and its neighboring river. To the North, the ancient ruins of The Great Library and its abandoned town provide a rebuilding port for those who sail to Dragon's Rock to bring back hatchlings for trade. Rainfall varies throughout the Lands, but typically is sparse save for three months of storm season.

Architecture: The most advanced technically and mathematically of the courts, Summer's architecture tends towards white buildings to keep them cool, large structures, and highly ornate engravings, sculpture, and decoration where wealth allows it. Brightly colored fabrics are used where stone cannot be afforded/supported.

Items: Summer excels in metalwork, glasswork, dying, and spices. They are also innovative in the arts and philosophy, and goods pertaining to such things are common. About half of the population is literate in some form, and printed texts are available.

Gender Roles: Summer has the strictest Gender Roles of the four courts. Men are trained to be warriors, craftsmen, and laborers, whilst women tend to fill the roles of diplomats, house-keepers, and academics/intellectuals. Women are also considered closer to the spiritual and mystic, and thus fill the role of priestesses and sages in court matters. Men are typically viewed as the 'superior' sex, whilst women are viewed as 'guides' for them (this is why Kings have a harem).

Whilst people taking same sex lovers is considered normal, people are expected to partner with the opposite sex and produce offspring. Transgender individuals are not typically accepted by society and in many places (though not Romus) it is punishable by arrest.

Religion: There is complete religious freedom within the Summer Lands, and religious persecution/discrimination is outlawed. As different cultures/court members/species are encouraged to intermingle, respect between cultures and religions and so forth is highly prioritized by the state.

The Court's religion is that of Neptus, and is the 'official' religion practiced at state affairs, though this can vary depending on local customs.

Language: As with religion, there is just as much a variety of languages. As such, translation is a popular area of study and employment. Certain areas, particular rural ones, tend to have a dominant tongue.

Philosophies:

The epitome of capitalism, they believe in survival of the fittest intellectually. There is a lot of social mobility thanks to the prosperity of trade and merchants within the Lands, especially Romus and the Library Ruins. Their politics are Machiavellian in nature, and even within Summer there is a lot of rivalry and plotting. There have been over three separate lineages to rule in the past century alone.

Wealth and appearing wealthy are considered very important, and it is common to display this in as many ways as possible, both through physical appearance and material possessions. As such, fashions, trends, and so forth are important and often changing.

Summer considers itself the epitome of the civilized world, and tends to view all others are barbarians and primitive (especially Spring). Commerce is at the center of their values, along with intellectual prowess and accomplishments. The individual is valued over the community.

Common Races: Humans, Angels, Furies, Ghouls, Sphinx, Werefolk, Minotaur, Incubi/Sucubi.

Autumn
Autumn
Nomadic: Autumn was never so much a 'court' as it was a collective of groups, tribes, nomads, and locally governed bodies who briefly united to try and prevent the Summer (and later the Winter) Court from taking over the Midlands. They achieved this to moderate success in that neither Winter nor Summer have complete control over the Midlands - however, during the Summer-Winter war, most of Autumn's population was exterminated, viewed as enemies to both sides who sought to claim more territory.

Now, those remaining have separated once more and typically travel as disconnected, unrelated groups. They are extremely insular and self-isolating, due to past conflict, and avoid Summer and Winter civilizations, though some still visit for trade purposes.

Land: Typically inhabit the Midlands, as well as Dragon's Rock, which many fled to during the war in ships. The Midlands is fertile, beautiful lands, and Lake Lapis is the most densely populated area by Autumn, but the North and South are hotly dominated by Summer and Winter. Port Neptus is the city you are most likely to find them in.

Architecture: Most can carry their homes on their backs. Some do form secluded settlements, however, which vary entirely in style due to the diversity of this court. Since they tend to minimize trade, however, they will typically only consist of what they can craft and harvest themselves. The same is true of items.

Gender Roles: Completely dependent on each group, ranging from non-existent to violent and extreme enforcement of both patriarchies and matriarchies. Lake Lapis is prominently run by a matriarchal group of fae, where men are at serious risk of being eaten/hypnotised.

Religion: Whilst this varies wildly by sect, Autumn is known as a whole for being the most radically and strongly spiritual and religious of the courts. Groups tend to have deep, elaborate mythologies and their lives and travelling tends to revolve around their beliefs. They are known for their aptitude for magic, and thus are often sought out for their magical aid.

In Dragon's Rock, there is a prominent Draconic religion worshiping dragons as sacred, particular among the Dragon Riders.

Language: Tends to be very insular and only spoken within the group. Most groups have an understanding of a more commonly spoken tongue, however, in order to facilitate trade.

Common Races: Fae, Witches, Pixies, Sprites, Goblins, Orcs, Catfolk, Dragonkin.

Winter
Winter
Imperial Dynasty:
Inheritance disregards gender - the next ruler is hand-picked by their predecessor. The dyanasty has a strong presence throughout the land and law enforcement is strong, along with a heavy military presence in all major cities.

People of all species and genders are conscripted to fight for five years minimum once they come of age.

Land: The Winter Court dominates, without competition, the polar desert of the south-east. These lands are cruel and harsh, and have made them hardy people. They typically focus on livestock as opposed to agriculture as a result. Expansion into the Midlands during the Summer-Winter war opened up new possibilities, but they still neglect trade. The winter court recently came of interest to Summer, however, when it came to light its wealth of precious jewels and minerals.

Architecture: Gothic, heavy, and rich in stone, Winter architecture is characterized by castled and tightly packed housing. Winter has little sunlight so there are few windows and every room typically houses a fireplace. Castles and watchtowers are in every major city, and all cities are walled. Construction focuses on defense and the ability to keep out invaders.

Items: Stonework, minerals, and precious jewels are in ample supply in winter, but their focus is on weaponry and ammunition. They are the only court to employ the use of canons, but their weapons rely on the magical just as much as they do the physical. They specialize in alchemy, the arcane, and the occult, and their magic is typically viewed as 'evil' by Summer propaganda.

Gender Roles: With many species not confirming to two binary genders, there are little to no gender roles in the Winter Court. All genders are expected to train to become warriors, and only there after serving their five years of service are they typically permitted to pursue other interests. Sexuality and gender are considered unimportant, and here, citizens may do as they please. They typically have very liberal views around sex, and open marriage, polyamory, and being unmarried are common and accepted.

Religion: One religion is practiced and enforced, that of Varakos, one that revers the ruler as a deity incarnate. To be be caught practicing another religion is punishable by whipping, or in some cases, execution (typically burning). This has less effect in rural areas and in among the criminal populations.

Language: Due to their insular nature, one language is widely spoken throughout Winter. Reading and writing is considered essential for communication in warfare, and thus <90% of the population is literate. Other languages are typically regarded as 'lesser'

Philosophies:

There is a strong sense of nationalism upheld and preached by Winter's governing bodies and religious bodies. They view themselves as superior, and their culture as the 'correct' way. Summer they view as corrupt, lazy, and materialistic, Spring as ignorant and weak, and Autumn they view as defeated. However, the population as a whole holds a less extreme sense of this, and migration to the Midlands has caused more cultural mixing and a softening of this stance among some, whilst intensifying it among others (in particular, the military).

The community is placed above the individual, with the individual being considered as having no worth beyond that which they can contribute to the court.

Common Races: Wraiths, Nagas, Wendigos, Dwarves, Vampires, Undead, Demons, Dark Elves
Species
Species
N.B. You can make up any species you like, providing it isn't taken from a closed Religion/Culture. Species listed here are just suggestions, along with a couple with Lore attached to them.

Sand Seers: Undead creatures who used to rule the desert, and are now believed to be extinct. They were a highly advanced race and the constructors of The Great Library (now in ruins) and built the ruins Romas is now built upon. They were believed to be able to control and manipulate sand, as well as have precognitive abilities.

The Fae: The Fae are a race of immortal tricksters. Their magic is as incomprehensible as they are; They have no offensive magic, and cannot pelt you with fireballs or freeze you with snow, but their power lies in that of the spoken word. All fae magic revolves around trickery. This can be in the form of riddles, puzzles, promises, or requests. Promise them nothing. If you do, you may end up theirs for life. With the power of illusions at their beck and call, they may pose as a humble beggar, a lost child, or your best friend, or perhaps your ideal love; They will try to entreat you back into their world, to cross into a Fae Circle to slip you into their strange dimension - The Fae do not seem to be quite of this world, often flitting between this one and an alternate plane that other species know none of. Never eat anything they offer you, for once you do, you are bound to them and their kind forever.

With their word play, perhaps you stand a chance of gaining something of worth. The Fae both despise and admire those who can keep up with their wit and games, and if you indulge them in their play and best them, they will owe you in return. How you choose to use this debt is up to you, but is it worth the risk?

Once you have lost to the fae, you become a kind of undead, known to The Fae as a Kynn, and too all others as a Hollow. Kynn live forever, but are no longer capable of feeling pleasure. They are bound to live out their eternal existence as slaves to The Fae, numbed, deadened ghosts of their former selves. It is also in this state that you discover their singing, which to all potential victims sounds so sweet and lovely, is more akin to a grating shriek than birdsong, once disguised by magic and now revealed.

The Fae are not kind masters.

Dragons: Once a race of wise, intellectual beasts that lived for many ages and posed as beacons of knowledge, Dragons nowadays are shells of their former selves. Hunted, poached, and exterminated for centuries, they have become like the animals they were treated as. No longer capable of verbal speech, the only humanoids they can communicate with are Dragon Riders. Their calm has given way to primitive instincts, closer to dogs than the sages they once were.

Dragon Riders: Less a species, more a talent, Dragon Riders are those capable of communing with dragons.


The Undead: Vampires, Zombies, Draugr, Ghosts, Possessed Corpses, Poltergeist, Banshee, Wight, Black Dog.

Werefolk: Creatures half humanoid, half bestial, who can shift between their two forms, though often possessing features of their other form when in one.

Animalia: Animals/Beasts capable of speech or alternative complex forms of communication.

Humanoids: Elves (Denominations: Dark, Wood, High), Humans, Fae, Witches, Dwarves, Hags, some Demons, Goblins, Orcs, Catfolk (half some type of cat), Dragonkin (half dragon)

Spirits/Incorporeal: Sprites, Will-o-the-wisp, Cursed Individuals, Possessed Objects, Boggarts

Beasts: Dragons, Salamanders, Giant Toads, Direwolves, Phoenix, Unicorn

Giants and Orcs: (See SirDerpingtonIV SirDerpingtonIV 's character sheets for information)



Geography
Geography
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(Map to be updated shortly)
In Order from North to South

Dragon's Rock: A sparse, mountainous land previously deemed uninhabitable by most species save Dragons, Mudmen, and exiles. During the Summer-Winter war, many of the Autumn court migrated here in search of peace, only to find a land riddled with infertility, curses, and magic unknown to them.

Here, Dragons, hatch-lings, and their eggs are hunted for trade by travelers from the Summer Court, although the assistance of Autumn natives is often required. Most resent this, and frequent attacks occur on ships from Dragon Riders.

Library Ruins: Once The Great Library of the Sand Seers, their elimination over two millennia ago led to it falling into disrepair, their language lost to time. In recent decades, however, it has been repopulated and in part rebuilt as a trade center for the Dragon trade, as well as the beginnings of a more direct trade route with Spring (one more safely isolated from the interests of Winter).

Romas: The Capitol of Summer, Romas is the wealthiest city in Solus. Decadence and luxury is available in every imaginable form to the nobility, and merchants are well of as well if not as respected. There is an enormous wealth gap, however, and the poverty in the city is unavoidable. Public baths, orphanages, and poorhouses do exist to an extent, but are often poorly maintained or taken over by private businesses. Prostitution flourishes here, along with the drug trade linked to Spring. Practitioners of the arts (art, writing, theatre, etc) flock here where there is a wealth of patronage from those who wish to showcase their fortune.

Sunset Canyon: An enormous canyon that runs from the west of the coast inland. It is a realm of lawlessness, where government has failed numerous times, and is populated by gangs, tribes, and cults that control the passing. However, it is also one of the key sources of sunstone, and thus has several cities and settlement areas that do trade with Romas.

August: A prominent town north of the Libavrekk mountain range, governed by Summer but with a diverse population, known for its agriculture and hot springs.

The Libavrekk Mountain Range: The biggest mountain range in Solus, the 'Liba' mountains are what made the Summer-Winter war so difficult, and why Autumn got so caught up in the middle. They are most settled by Winters' people, due to their being accustomed to surviving in harder conditions. They have since irrigated a large portion of the mountainsides, and it is one of Winters' main sources of agriculture production. Home to the Orcs.

Port Neptus: A trading hub and the main dock for traders with Spring, Port Neptus is ruled by Summer and one of their major sources of income. However, Winter also holds a presence here, and thus Summer are looking to relocate trade power to the Library Ruins.

Nyx Mountain Range: Near impossible to cross on foot, the Nyx mountains have a pass worked through them by the dwarven people who populate the area allowing better access to the Midlands and Port Neptus. These underground mines are a major source of precious stones and minerals, along with ore and sub-terrainian agriculture. They also have a large Giant population - they keep to themselves and have their own religion (a great source of tension between themselves and the Winter Court) but are considered useful 'tanks' in warfare, and thus are tolerated in return for their military service.

Vidask: Capitol of the Winter Court. Vidask is dominated by its castle, second only to the enormous cathedral that sits by the western ocean. Military training occurs here and to the western forest, and some naval forces, along with nautical trading, occurs from here.

Spring Isles: Aside from the mountainous West (known as the Na'juul Mountain range) the island is 90% covered in forest. Lands are fertile, and there is an diverse, thriving population of flora and fauna. The bay - Saav Bay - in the center of the island is considered sacred by many tribes.

History
History
Timescale: BT = Before Treaty, AT = After Treaty

Year at start of RP: 316 AT

***

2000(ish) BT = Rapid extinction of Sand Seers (a species dominating the land, highly advanced, creators of The Great Library), leading to the increase in all other species populations.

1200-1000BT = Formation of the Spring Tribe's Democratic system

800BT = Division of Summer and Winter into courts, and all others being labelled 'Autumn'.

750BT = First Summer-Winter wars

500BT = Remission of warfare due to plague

300BT = Second Era of Summer-Winter wars began. From here until the treaty, Autumn was systematically wiped from the Midlands and what are now the Summer and Winter territories in order to claim space and colonise.

200BT = Dragons Isle began to become a point of refuge for fleeing Autumn folk.

100BT = Port Neptus captured by Summer and renamed from Port Aask.

50BT = Another plague threatened to wipe out life from Solus

0BT = Winter and Summer declared peace in the form of a treaty. Summer and Winter were both assigned territories, and the Midlands were considered a 'neutral zone'.

0BT onwards = Disputes over land, governing, trade, and mining continued within the Midlands, and have led to several minor Winter-Summer conflicts, though they were resolved on their own locally (i.e. whoever won, won the thing being contested over)

Autumn populations have only continued to dwindle and become increasingly isolated, or move to one of the other courts and become affiliated with them. Some still remain independent in Port Neptus, but having a court allegiance tends to help with trade and business.

Magic
Magic
General
Some magic wielders manipulate the elements, or are able to bend time and space through willpower. Others brew potions, or have rituals and chants to create cataclysmic effects. Some see the future in flashes, some read it in mirrors. You can buy curses to put on your friends, or may enact one upon yourself by touching the wrong object. Magic is as varied and intricate as culture in Solus, and each practitioner has their own way of using and focusing their magical potential. Below are some examples.


Kor
Practiced by believes of Varakos, (i.e. Winter Court), Kor is the art of channeling divine energy into magic. It is achieved through a perfect balance of rage and serenity. Meditation and rigorous combat training are considered the keys to mastery. Fire, Lightning, Shadow, and Ice have the best affinity with this technique.


The Rock Eaters:
Believed to have originated in Dragon's Rock, and still most common there, 'Rock Eating' is a system of magic utilised by those in barren locals. This is a system of magic that is typically inherited, but can be trained over time, where a person ingests a quantity of rock. Their body is able to metabolise rock in a way that produces raw magical energy, which can be used to transmute, shift, sculpt, and levitate other rock. It is transmutable into any other material (theoretically) however the simpler the structure, the easier it is to produce (i.e. mud, soil, water and other similar rock forms are simple. Metals and organic life are advanced, and gem stones near impossible.)

This method allows some to survive in Dragon's Rock. However, it has drawbacks; though the body is able to metabolise the rock, it does so slowly. Large quantities must be eaten to produce difficult/large-scale effects, be it transmutation or for fast-paced combat. This leaves deposit in the liver (or species equivalent) and causes premature deaths. This is least experienced by mudmen, gremlins, and similar species that have evolved in such environments.

Organic Commune
Common in Spring, Communers are those naturally in tune with the energies of all organic life. They are able to send empathic messages through networks of vegetation, able to read signals through touch with plantlife, and what the plant they are touching is affected by, they can sense. This makes them excellent hunters, and readily alerted to danger.

Animal Communers are rarer, but still frequent. Through touch, they are able to communicate basic sentiments and emotions with animals, and sense similar patterns in them. This does not work so well on beasts such as dragons and unicorns.

Solar Celestials

Particular to the Summer Court, especially to priestesses, Solar Celestials are those who naturally gather and store magical energy from sunlight. They are then able to transform this energy into whatever form pleases them, though easiest are light, fire, and healing. The further it is from being sunlight, the harder it is to produce. Solar Celestials tend to have a natural, subtle luminescence about them.

Arcane Artefacts (And their Crafters)

Arcane artefacts are tools/items/etc that are powered or enchanted in somewhere by the user's own magic - typically, it requires a lot less magical talent and energy to produce the same effect when using an artefact, as energy is channelled and pre-purposed by the enchantment. Whatever is imaginable is possible. Common items include protective amulets, prosthetic limbs, long range weapons, and glowing crystals. Artefact Crafters are highly sought after, especially the skilled ones.

Religion
Religion
Neptus - Summer Lands Dominant
In which the Sun God (Septus) and Sea Goddess (Neptune) are revered as the dual creators of the world, and omnipresent in all things. The King is said to embody Septus, and priestesses of Neptus are embodiments of Neptune.
Septus is considered all powerful, and Neptune all wise. The sacred spirits that populate the lore of this religion and are loyal to Septus are known as Embers.

Varakos - Winter
In Varakos, it is believed the people of winter were born of primordial energy and were the first peoples. All others are seen as a corruption. The ruler of winter is 'Varakos' incarnate, divine energy made flesh. Magic, knowledge, and strength are all believed to be a channeling of Varakos. The art of channeling this energy for magical purposes is known as 'Kor'.

Faith of The Stone

(created by SirDerpingtonIV SirDerpingtonIV )
Held by the Giants of the Nyx religion, they believe a being named The Stone Father created all life from rock, specifically, the mountains (albeit 'softer' races are made of softer material, such as dirt and excrement). They believe that one day the King Giant must be awakened once more to guide them through times of chaos, a quest guided by an ancient verse.

Religion of the A'Chasag
(created by Dalamus Ulom Dalamus Ulom )
The religion of the the A'Chasag is both simple and in many ways complicated. They do not believe in an actual after life, believing that immortality is brought on through being remembered as a legend among your people. Because of this, the people of the tribe often do daring acts in order to obtain said immortality through remembrance. defeating a certain amount of enemies with leaving a scarring wound on them, making an enemy become an ally, or any other noteworthy act will usually work, as long as you were the first to do it, or did it the best. Besides this, the tribe would always follow a preordained path through their territory which is called a "Spiritual Route". This Spiritual Route is decided by many factors, the main ones being how many enemies they shall encounter, the number of heroic feats capable on said trail, and more, which is almost always decided upon the the Tribes Chief and Spiritual Head. Finally, though they do not believe that there is a true after life, they do believe that spirits are able to come back to the mortal plain and cause trouble unless abated by avenging them. They believe that spirits only come back if, in mortal life, they were murdered or killed unjustly, and always huger for revenge.


S O L U S

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Summer Lands - City/Key Locations


Snatchers Sprawl
: The slums constructed in the ruins of the old Sand Seers' city, neighboring The Great Library. It is from this port that hunters frequent Dragon's Rock in order to capture dragons and their eggs. Dragon Pit is, as the name rather implies, the caged pit in which 'stock' is left before it is to be shipped to Romas or Sanc Au Lucretia (or sailed out again to travel to Port Neptus, though transporting Dragons nautically is tricky logistically speaking). The area is nearly entirely encircled on one side by sand dunes, and is ravaged by frequent and brutal sandstorms. Crime thrives here, but get caught, and you're likely to get murdered by whomever's property you were pinching.

Romas: Ah Romas, the city of sun, sex, and sand. No where else are luxury goods and services more abundant, nor poverty and filth in such high proportion. It is a city of the poor, the merchants, and the obscenely wealthy, with little in between. It is at once the wealthiest city of Solus, and home to the poorest, with next to no labor laws and a bustling slave trade.

If you have the coin, anything you think of can be yours, from prostitutes to drugs, to dragons. Just try not to get your pockets picked, yes? The Bastet Thieves are a guild onto themselves in everything but name, and are tolerated for their immense wealth - assassins, thieves, and petty thugs can all be hired here, as easily as any bought lover.

But as much as it is a city of debauchery and poverty, it is equally a city of the arts. The rich compete for power and public adoration in commission of masterful architecture, from chapels to bathhouses to amphitheaters. Sensational writing and erotica flourishes among the literate, and circulates the slums in hushed whispers, whilst poets line the opium dens in droves.

Judas Watch: Once the domain of a sect of Neptus, no one has heard or seen anything from the tower in several years, the bottom flights barricaded, the stairs caved in. Folklore blames a dragon attack. No attempts have been made by Adrius VI to breach and reclaim it.

River au Tactus: Named for one of Summer's original Tsars, the river is responsible for the thriving cities of Romas, Sanc au Lucretia, and the Kebhut Citadel. With irrigation techniques and the natural annual flooding of the surrounding flat lands, the river provides lush, fertile ground for prosperous agriculture, as well as easy access between the three major river-ports.

Sanc au Lucretia: Whilst half the city was burned to the ground three centuries ago for disobedience (and collusion with a coup, if you believe rumors), Sanc au Lucretia is perhaps Romas's biggest competitor in both trade and corruption. Closely tied to the Canyon Towns, SaL operates a steady stream of fencing, criminal trade, and funneling for the criminal classes that thrive around the canyon. They provide a legitimate stream of access to trade routes, with ships set for Romas and Port Neptus alike, all whilst attracting the wealthy upperclassmen and merchants that the Canyon Towns fail to appeal to.

Victra: A Canyon Town characterized best by its ruthlessness. It tends to attract more mercenaries than it knows what to do with, which results in a multitude of street brawls and conflict between various guilds competing for work. It was once a well-governed military fortress city, but the outbreak of the first Winter-Summer wars rendered it depleted, the population swiftly replaced by the less disciplined. Abandoned by a lot of laborers and working class citizens, the city is in a state of half-decay, part grand feat of defensive architecture, part slum.

It does have nice ale though.

Maat: Best know for its religious zeal, Ma'at is alive and teaming with all sorts, dominated by a cult that governs the place in a perversion of democracy - religious leaders are elected, but are possibly even more corrupt than your local organ harvesters. Magic and sorcery thrive here, and the catacombs running under the city offer another unusual breed of folk; recluses, hermits, and the homeless all hovel together in the dark down here. Along with the slaaversnakes. Tread carefully.

Castle Crag: It is a castle in name only. In reality Castle Crag is a fortified goblin city sculpted into the canyon's northern face. It has dozens of cave entrances, each one defended by an iron portcullis and a pack of clan warriors. Many of the entrance caves are connected by chaotic by wood and rope scaffolding—aka catwalks. Inside the city its tunnels and caverns loop, crisscross, and stretch for miles. If one could break Castle Crag in two parts to better view its insides, its guts would look similar to an ant colony.

The goblins themselves are a predatory and remorseless people. They clawed, murdered, and threatened their way to one of the canyon's most dominant positions. So while the Seasonal Courts remain unconcerned with Clan Mudspray, the canyon folk are very much concerned. Many of them live under the Clan's thumb, and are forced to pay tribute to the their goblin overlords.

Bandits' Pass: A cavern system running from the valley of the canyon out to the Northern Desert. As the name suggests, passage is controlled by, you guessed it, bandits. You are unlikely to pass without paying a toll, and probably surrendering some of you gear if you forget to stash it wisely beforehand.

Khnum Keep: Werefolk, once ousted from the Northern city (now in ruins) of Lykos, now take refuge here. Khnum Keep is a tightly-run, well kept fortress where crime within its walls has a zero tolerance policy in almost all matters, and there is a general focus on peace and protection of their own. They will do trade with bandits and murderers alike, but do wrong within their walls and you'll be thrown to the wolves, quite literally.

Lokos: Less criminal, more just plain poor, Lokos consists of largely laborers and craftsmen employed by Summer (or less salubrious types) in quarries or mines, gathering construction materials or sunstone where it has not been staked out by bandits. More often than not, they end up working for bandits, or surrendering most of their profits to raiders. It is not a cheerful place to live.

Servo: Summer's main outpost for their military forces keeping watch over the Midlands. It has in recent years of peace become more lax, focusing on trade and craft and music. It is perfect for enduring a siege, with five layers of ringed walls, and an underground passage that feeds out to the tower south of it. Most of the military stationed there are friendly, welcoming, and more likely to take you to a good bar or brothel than search you. Outsiders welcome.

August: Frequented often by those from Servo, but also almost all travelers, August is an unlikely but charming prosperous village that is famous for its local food and hot springs. The nobility enjoy hunting game in the neighboring forests, and with the orcs having been so quiet since their numbers were felled, it is considered a safe and gentle place. Governed by Summer.

Liad Oasis: Less haunted by fae than Lake Lapis, the Liad Oasis is where the nobility go on vacation - it is their country house, so to speak (I'd say it's where they Summer, darling, but in this context that feels a little silly). Servants and slaves tend it in the out of season months.

Kebhut Citadel: Home to the Vincetti Bank, of the Vincetti family, Kebhut is where the wealth is counted, kept, protected, and extorted. The stricter cousin of Romas, it has the same problem of poverty, but little of the colourful diversions. Here, the wealthy do not dapple in distractions. Science and mathematics are practiced in tandem with beatings and debt collection. The Vincetti's are perhaps even wealthier than Summer's royalty, and hold their own private military. They are far more cautious of outsiders. Though officially governed by Summer, you answer to the Vincetti family once you set foot within its walls.

Helios Nest: The modern place of learning, Helios Nest is at once both a chapel and a library. Healers and scholars alike come here to study, and a softer breed of magic than that of Maat thrives here. It is highly revered throughout Solus, and was the birthplace of the art of Arcane Artifact Crafting. Here is the cutting edge of magical technology and theory, set against the backdrop of lush forestry and the ocean.
 
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Winter Court - Locations

Lethe Valley: A farm town oft forgotten when it comes to Winter - perhaps because it is one of the rare few that escape the near constant snow - Lethe Valley is quiet, secluded, with only the peaceful Giants for neighbors. Supposedly, the old windmill is haunted.

Phlege Bleaks: Barren and desolate, Phlege Bleaks is abandoned even by the sturdy folks of Winter. Snow storms rage their near constantly, accompanied by sleet from the coast, and the land is too barren for even Winter's farmers to cultivate it. With some of the lowest temperatures of the continent, it is home to little besides frost wraiths and a handful of the undead.

Kor Barracks: Where most if not all promising Kor practitioners go to train and hone their craft, Kor Barracks is solely for the purpose of raising and ensuring the strongest, deadliest of troops. A third of recruits do not survive the process, their bodies dumped in the mass grave trench dug out back. Those caught trying to flee back to Vidask across the river, if they do not freeze to death, are executed as deserters.

River Archeron: Freezing over in parts in the dead of winter, this is not the river for swimming. Even if you survived the cold, local folklore warns of carnivorous sea life quick to snap at heels, eels as large as ancient oaks, and those are just the ones they catch to eat.

Vidask: Winter's Capitol is as harsh and bleak as its weather, and as sturdy and stubborn as its people. Deemed impenetrable, the inner city is encased by high walls that have stood for centuries, it and the surrounding constructions build to endure a thousand winters. Dominated by the castle at the crest of a hill, it is a world of Gothic architecture, sparse vegetation, and above all, war.

None, not even the fine craftsmen that flock to Romas, stand to rival the blacksmiths of Vidask, nor those who dedicate their lives beyond the battlefield to inventing and constructing devices of war. Arcane crafting is put to use here with unrelenting destructive results, and their secrets closely guarded.

Krasezh Fort Ruins: Once a mighty military outpost, the Krasezh fort was abandoned when plague struck and infected every shadow, or so it seemed. The plague never seemed to leave, locals convinced the place was cursed, for all who crossed did die within a year (or so the stories say). Destroyed in later wars, the legends and fears surrounding it have been enough to relegate it to neglect and decay, slowly facing the fate of consumption by the forest.

Arkust Castle: If getting your blood sucked for money is how you wish to live your life, Arkust is the perfect tourist destination for you. Notorious for its Vampire nobility, Arkust is the secluded, somewhat reserved retreat of those who have lived far too long, and seen too much. Immortals, the undead, and so forth tend come to reside here and in the neighboring village, along with those who might make their living simply by being 'kept' to be fed on. It is a slow-paced, quiet location despite its vastness and enormity, renowned for its natural beauty, but also the omnipresent sense of disquiet.

This rather distant, languishing lifestyle is tolerated by the Empire due to their talent for capturing and producing beasts for war, be it warhounds, wraiths and lesser demons bound by arcane collars, or even fresh frenzy-prone bloodsuckers. They are a mixed breed when it comes to warfare, some bored of 'mortal squabbles', others far more becoming to the idea; Especially when warfare poses the chance for so much bloodshed. Not to mention all their years alive can make them fearsome warriors.

Alvl: A small mining town, populated by those Dwarves who do not in the mountain dwell. Key in the trade of precious stones and ore.

Angelsk Tower: Yet another tower home to a cult (all the best ones have them, don't you know), Angelsk is Winter's counterpart to Helios Nest. This being Winter, it is half military, half religious faction, studying with great zeal magical lore, in addition to internal affairs within the kingdom. Despite their dedication to Varakos and Vidask, they tend to be viewed as a little strange and are avoided by most. No one beyond its walls is entirely certain what goes on here.

Tovabinsk: The closest rival to Vidask in size, Tovabinsk enjoys milder climes, more fertile grounds, and a laxer military presence. It is largely populated by laborers and workers of the land, as well as craftsmen. It is here that Winter's impressive naval forces are constructed, and woodwork of all sorts is mastered here. Intellectuals with no concern of politics tend towards here, developing warcraft and tools without the same pressures as Vidask. If you were to get away with not practicing Varakos anywhere in Winter, it is most likely that you should achieve that here. However, it is not unknown for military visits to stop here, and frequent checks are made on the running of things.

Volgrad:
 
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Midlands: Eastern Locations
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Lake Lapis: One of the most enchanting natural beauties of Solus, Lake Lapis is the aquamarine, crystal clear, picturesque haven any weary traveller could dream of, with fresh, drinkable water, shelter, and lots of cute fluffy critters in the surrounding trees to hunt for food. The best part? The Merfolk who will grab you as you drink and drag you down to devour you. Or perhaps it's the flesh-eating eels, or I suppose it could be the Nocks (a species of amphibious rabbit like creatures that are known for eating out people's eyes and livers).
No, you're right. It's definitely The Fae.

Forest of The Fae: If there is one place you do not want to wander haplessly, it is the Forest of The Fae. Even the lake is less dangerous than here, for as the name suggests, it is home to The Fae. The lake will kill you quickly, but the Fae will make you theirs for all eternity. Of course, if you can avoid their traps, the forest boasts not only riches, but the chance to best The Fae and reap the rewards. Just remember to always be on your guard, and never, ever, eat the apples.

Wirt Marshes: Not a pleasant land, and not one either Summer nor Winter holds interest in colonising, for good reason. Foreign plant life mysteriously rots here, and the animals are feral and vicious. Those trees and plants that do grow? They seem to whisper, to one another, to those strange beings that live among them.

Ellyllon Bog: The dwelling of The Bog King, a kind of renegade Fae if you will. He holds less interest in tricking and capturing people, more in keeping strangers out. The creatures of this land, and trees it seems, answer to his whims and bidding. Whatever magic he possesses, it is little understood, for few have entered the bog and emerged with their minds still intact.

Aos Eyre: A physics-defying, impossibly tall winding tower with architecture that should not be possible, the Aos Eyre is home to a particularly prosperous Arch-coven of witches. Their proximity to The Fae is largely what helped them survive the Summer-Winter slaughters, and they are perhaps some of the only individuals who can navigate the faelands safely. The Aos Witches worship a nature-centric pantheon, and preform both their own and commissioned rituals, for both locals and rulers. The effects of their magic is not entirely known or certain, but it is said they can bend the strands of fate to their will- it is rumoured that it is they that saved Autumn from complete extinction.

Bwbachod Pool: A sacred body of water to several local religions, Bwbachod Pool is renowned even among practitioners of Varakos and Neptus. It is said to be blessed with the ability to heal ailments, sooth old wounds, and bestow prophetic visions upon those with the sight.

Lubbre Barracks: Winter's closest Midlands outpost, offering a much kinder form to training than its Nyx-adjacent cousin. Protected from The Fae by the River Bwab, it is a relatively peaceful place, despite being charged with putting pressure on Summer's hold of the Midlands.

Tylwyth: One of the only large Autumn settlements, Tylwyth grew up from settlers and farmers that boasted fertile lands and the shelter of the forests. In times of peace, they attracted swarms of both Summer and Winter citizens immigrating out to the Midlands in hope of something better, and thus now the town is an intertwining of all the courts - Spring migrants are often drawn here also.

Wymn Forest: Home to all manner of beasts, from the gentle elk to the predatory Wendigo. A popular hunting ground, so long as you do not venture too deep into the blackness, and risk falling into the sway of the ancient witch-queen said to reside there.


Midlands: Western Locations
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