Post by zandyne on Nov 17, 2009 10:44:51 GMT -5
This wall of text is the collected "true" data of Aierslgen up to the RPs current point. This can be used as an abridged reference for most if not all of the events in the RP up to this time (11/17/09).
Disclaimer: Grammar/spelling errors (I'll edit this over time). LOTS OF TEXT. I'll try to organize it better as time goes on. Some of the information present here would not be known to the characters IN the RP, nothing RP-breaking but some of these details would otherwise not arise in typical conversation or 20-questions-esque posting.
Otherwise feel free to comment, critique or ask any questions!
ABRIDGED HISTORY
The king is beloved by all of his kingdom. War and crimes in general are a very alien concept to most of the people in the kingdom. However with the “new ones” arriving, conflict among the people seem to have gotten more frequent. The original citizens of the kingdom worry for their king and often ponder what is going on in the castle.
The kingdom is cursed with eternal frost and its people now look like icy ghosts of their former selves. The people have various colored eyes and have developed different “city” colors respectively. It is unknown if either of these existed prior to the kingdom being cursed.
Another aspect of the curse is that memories are forgotten faster than usual. Locals comment that while they are sleeping or particularly focused on a task they seem to forget more often. Giving new things for someone to remember seems to help them remember more in general. Those who forget too much become solid before becoming dust.
Outsiders/"new ones" will notice a special handicap on themselves in that they cannot teleport or do any other form of dimension hopping nor shape-shifting/matter manipulation that would break the conventional rules of conservation.
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LOCAL SUPERSTITIONS
Mirrors are considered very lucky and valuable. Most shops and public building have one on display behind their main operations. Typically this mirror is enshrined by a coat of arms of the respective owner’s family. Mirrors are considered to be a sign of allegiance to the king. The more/grander mirrors on an establishment there are the luckier it is.
*Mirrors break whenever a “new one” arrives. However there is a saying “When a Norn breaks something, she’ll return it later.”
Animals with blue claws are considered bad luck. There is some weight to this claim as typically almost all animals with blue claws are hardier and more aggressive than other animals.
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ENTITIES
Almost all of the entities are unanimously female when being referred to. According to rumor, males do exist but they are very rare and limited to only the Disir and Weavers/Diviners.
Norns - Spirits of all luck/fortune. They deal out as much good luck as they do bad luck. It is said you can attract Norns with mirrors or other reflective materials. Their name can be used interchangeably with luck. They can be prayed to specifically by throwing special coins into running fountains, however if they want to grant that wish or not is entirely up to them. They are revered most by those who are less educated and can overturn any of their sisters decisions if they so desire, but this occurs on a “miracle” frequency. On the Wheel of Balance they are called “The Spokes of Fate.” They are the highest ranking of the entities.
Moire - The dealers of death. Regardless of how people may view them and their constant presence in the kingdom, they carry out their duties loyally. Sometimes a Moire can be convinced to have mercy by her sister entities, however this is very rare. After taking the life of someone, they take that soul to the otherworld. On the Wheel of Balance they are called “The Stakes of Order.” They are the second highest ranking of the entities. The slang term for the head Moire is “The Unquenchable One.”
Parcae - The granters of health and illness. They can be asked to bless someone with health or inflict someone with sickness. People are warned that if they ask too much (even jokingly), they will be met with ill results. Parcae never kill anyone, they can only make people, animals and plants suffer; they can also be warded off by a Matres or Sigdrifa respectively, however it isn’t a guarantee. Oddly enough when receiving a meal, locals thank Parcae for it. On the Wheel of Balance they are called “The Roots of Karma.” They are the third highest ranking of the entities. The slang term for the head Parcae is “The Endless One.”
Sigrdrifa - The protectors of adults and travelers. They are often asked by adults for protection whenever they leave their hometowns. There is a superstition that if you forget to ask for protection before setting out, one will have a swift meeting with a Moire. They can sometimes be beseeched to save someone from sickness or death, however success with such requests is far between, but not enough to deter the effort. Most commonly, aside from being asked for protection, Sigrdrifa can be asked for justice or a curse to be dealt to a wrongdoer; however this type of request is highly subjective. On the Wheel of Balance they are called “The Swords of Preservation.” They are the fourth highest ranking of the entities.
Matres - The guardians of children and harvest. They are often asked to ensure that children grow up as healthy as they do right as well as with the crops. They sometimes miss some children along the way as they do with crops, but they are rarely faulted with such failings as they can only do so much. They are typically considered the kindest of the deities. On the Wheel of Balance they are called “The Pillars of Growth.” They are the fifth highest ranking of the entities.
Disir - Universally feared and hated by the kingdom, they are the tricksters, manipulators and most malicious of the entities. Often known for driving people mad with visions of things that never were and the closest to being “demons” in the kingdom, their presence can only be dispelled by Diviners/Weavers. It has been said that the Disir can grant wishes, however they are considered to be so evil that such claims have little merit to them. On the Wheel of Balance they are called “The Tangle of Misery.” They are the lowest ranking of the entities.
Weavers/Diviners - While technically not entities, they are specialists who can release people from the grip of the Disir. They are supposedly Disir who have chosen a more benevolent path, however these are currently rumors at best. Those who have formal training in medicine or the higher arts call them Weavers, and more common people call them Diviners.
Despite the near-universal (kingdom-wise) belief in these entities, they are not worshiped like gods or deities, but instead, are respected as aspects of life. Many of the mannerisms and rituals derived from observing the existence of these entities are from a personalized basis by the locals. There is also no church or clergy to speak of.
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OBJECT/REFERENCE DETAILS (Listed in order of encounter)
Time is measured by the moon and its position in the sky. The moon dominates the ‘entire’ day and night, outsiders will no doubt have trouble distinguishing night and day, but the locals seem to be able to do so with ease. Given how frigid the land is, this isn’t surprising. While some citizens know what the sun is, they cannot remember what it looks like or what it felt like.
Map Discs are crystals engraved with various geological details. Despite their compact size, they can project a highly readable image on nearly any surface. Their common use entails holding it away from the ground and viewing the image from above. Due to the nature of travel, it wasn’t uncommon for people to travel in groups of two or more, so this seemingly cumbersome feature was vastly appreciated by their typical users. Another feature is that because it isn’t made of paper, it isn’t as fragile nor affected by the constant ice present in the kingdom.
Aurora Lamps do not produce any heat, yet otherwise behavior just like fire in terms of light. They shine blue and white, and once again despite conventional knowledge, are the only two colors they ‘burn’ at. They can remain lit for interminable amounts of time and are supposedly collected from the “light that crosses the sky.” They can be turned off with a close whisper of breath (but strangely enough not the wind) and turned by metal striking the frame.
Finer cloths are made from the thread of dust-dwellers, the equal of spiders in the kingdom. The cloth is much like silk if not lighter and more airy. Large amounts of formally spun material are hard to come by, but the webs of dust-dwellers is very common otherwise.
Rod-lures are often used to direct working or herded animals. The owner of the rod-lure must make a special lure for their own animals (much like a ranch makes a brand for their animals) in order to avoid spreading confusion with other animals in the market. After making an approved design of rod-lure, it is often given a minor enchantment to that allows the user to hypnotize certain animals. If someone uses a lure-rod to steal other’s animals, it is punishable by jail-time and being banned from the marketplace.
Many roads are marked by a simple pictorial system, often it will state what season the threats are present and what the threats are. Each sign is composed of three to five parts, the first is timeframe, the second of insects/plants and the third of beasts/terrain. It is not uncommon for these signs to have lantern-lenders present. Lantern-lenders are birds that have been trained to retrieve a specific set of lamps from whatever area they are in front of. Local rangers ensure that there are always lanterns and lantern-lenders at the openings and endings of specific trails.
Due to increases in disturbances, large cities such as Mavere have taken measures to have checkpoints to inspect people who are new to the city. Often they will confiscate what they deem contraband and hand out countermeasures to those who insist on bringing weapons into the city. There are very few instances where one can skip inspection.
The Library is the organization and the name of the building which tracks and records major activities by those who live in and/or enter the city (the activities they track are when people enter/exit buildings/areas and what time). These records are for official use only and not released to the public unless the king or other upstanding official requires it for business. Even then there is a lengthy process to obtain such information. The only “fast” way to reference this information is for diplomatic and judicial purposes. Those found to be trying to obtain information from the Library is one of the few high offenses which can end in execution.
Oath Proofs are unique signatures which are thumb-prints created from the “signer’s” blood. Typically anything involving property or legal affairs involve Oath Proofs. As such they are very rare and near impossible to forge as it is not the print that certifies it, but the blood of someone. Even then it must be signed in the company of witnesses, so if the Proof is not presented in the correct manner, it is considered null and void. Oath Proofs are used primarily in large cities as identification. The Library facilitates this near-invisible and wide-reaching system within each respectable city. There is an underlying network which connects each city Library to the next when it comes to Oath Proof data.
Sader-Guards are animated suits of armor that act as the guardians and police of Mavere. They come in a variety of armor-styles and are equipped with varying weapons. Despite how intimidating they seem, they are instructed with detaining or disabling possible criminals as well as capable of basic combat. However, privately owned Sader-Guards go beyond merely being guards with limits. They are also capable of guiding people as well as identifying individuals, however they must be supplied with an Oath Proof in the latter case. While not impossible to disable a Sader-Guard, it takes reasonable skill to do so. Simply dismantling the armor will not stop a Sader-Guard either.
Civil Seals are not unique to Mavere, but the city is notable for its usage of it. Civil Seals form a binding contract and permit issued by officials of the city to grant permission to enter the city with a weapon, and for most circumstances not be allowed to use it. Should a weapon with a Civil Seal be unsheathed, it will whistle once, but loudly enough to catch the attention of Sader-Guards. If it draws blood or otherwise pierces flesh it will shriek or make other loud noises until the Sader-Guards have confiscated it (as in it is in their possession). The seal is considered to be partially void on training areas (with a dulled blade), and when it leaves the respective city it will dispel by itself.
The Goldblood Servants are a highly respected and revered family of healers and medicine-makers. They are often considered to have the knowledge of the Parcae as well as their blessings. According to the fountain watcher they have the power to change any substance into a cure if they ask the Parcae to do so. Some consider it an insult to ask for the blood of a Goldblood Servant.
The Matres Festival is an annual celebration of the great harvest as well as coming of age for those who are old enough. Everyone also dresses up as the spirits of harvest to celebrate as well as drink, eat and play games. Typically the very elderly or those not eager to celebrate the now week-long festivity do not participate in this beyond the very first day.
“Joined the weaver’s canvas” is a formal way of saying someone has died; this isn’t the only expression but it is the most common one.
Pior and Sol were a discontinued ‘universal’ currency primarily used for paying inn-keepers. The reason why it was initially created was so that the inn-keepers would not be ripped off due to the economy individually inclusive to most cities. This system was originally discarded due to lack of use. For a time, Pior and Sol were commemorative currency or used as gifts. In smaller towns, they had only heard of the currency, but never seen it as they functioned just fine with the bartering/community system. Recently however, the currency has been reinstated due to the “new ones.” Pior are a silver and copper coin and branded with the a six-star wheel. Sol are made of copper and tin and have a flower insignia as well as a hole in the center of the coin. The authenticity in the coins come from the intricacy in how well separated the two metals are in their respective mint designs.
The New Moon Sickness is a yearly illness that grips the town that the fountain watcher used to live in. Every year Ashbar Maguir would cure it all the same. However, when the New Moon Sickness came around again after Ashbar's death, no one but the fountain watcher survived. The symptoms of the sickness itself is the inability to quench thirst or hunger; in addition, those afflicted grow darker in color. Those who have died from it are nothing but blackened, withered and relatively flat corpses. It is unknown what caused such a sickness or how it was spread.
Despite the line between humans and entities being clearly drawn, things such as spirits still exist. And while a spirit is not as influential as an entity, they are still troublesome and sometimes deadly. Despite this difference, some people, due to dialect, refer to the entities as spirits and vice-versa interchangeably.
Various plants can be used as small charms to ward off evil. Plants with the word “clover” in them can ward off young Norns, and those with “leaf” in its name can keep Sigrdrifa curses away. The plant must be on someone's person for it to take effect.
Lullabies are traditionally sung as charms against what may creep in the night. Typically they evoke the collective blessings of all the entities, but in very small amounts. As long as it is being sung, it has small magical properties. However there are some that can amplify this magic into something nearly palpable levels to those who are magic-sensitive.
“Argue with the Reaper” is a children’s game that involves logic and deduction and also functions as a betting game. Akin to I “dare you” but by using facts the friends know about each other or a certain topic. The terms for winning is to come up with the “next verbal one up” relative to the first statement. This can range from being a play on words to a creative elaboration on a story (what happens next). Whoever is unable to match a statement has to do what the other person says, this can range from chores to a simple favor. It originally started out as a game conducted in the intellectual fields to encourage speech, critical thinking and interaction with others.
“Hawk and Sparrow” was a game originally intended for training aspiring knights. The “Sparrows” would fight the “Hawk” in a tagging match. Both teams are given marking sticks to indicate where they have tagged. The Hawk only needs to tag the Sparrows anywhere on their main body (chest, back or arms) for them to be “killed,” the Sparrows however, must tag the Hawk on both arms and chest at least once a piece or twice on the Hawk’s back to count at a kill. The game would typically end if the Hawk and Sparrows had no means of tagging each other or if the overseer of the game halted it. Some variations of the game state that tags to the hands and feet do not count as kill points but instead “disable” that limb for the duration of a game.
Books in Aieslgen have a conventional hard cover and “pages” made out of ornate thread-essence. The art of preserving information was learned from the entities and requires string and aurora flame instead of pen and paper like other worlds require.
Sader helpers are tiny, harmless sader-guards who assist those who are looking for books or specific information in the reference center.
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CONSUMABLES/NON-CONSUMABLES
Frost Meal - A common food that is a powdery and sticky rice-like substance.
Glacia Rolls - A common food, that is gelatinous and filled with vaguely mint liquid. Oddly enough when it is consumed by normal humans, they are filled with a warm sensation similar to that found in mild alcohols.
Melcho Liquor - A common liquor. Often purple in color it has a rich, syrupy taste, its alcohol level is dependent on the maker. Typically the thicker it is the more alcoholic. The beverage is made from a blending of species of berry similar to blue-berries and black-berries.
Glory Nectar - A common drink. Often clear in color, it is very sweet and usually reserved for morning consumption as it has an kick to it much like caffeine. It is made out of the nectar of a fat flower that leeches off of typically inedible rock-fruit.
Melcho Berries - A common fruit notable for its dark juices and availability nearly everywhere outside of towns/cities. Often poisonous when directly consumed, however it isn’t fatal, it merely makes the devourer stomach-sick for a few days. It must be fermented in order to be digestible by local and human standards.
Eclipse Lily- A rarer flower found in the Bone Forest. They seem to bloom in areas that are untouched by the moon. It seems to be unaffected by the curse of the kingdom. Aside from its white color is that it attracts fireflies and moths and produces small, glowing pearl-seeds.
Anthos - A highly poisonous and noxious plant. When burned in small amounts it can serve as a repellent. However, if a clove of it is consumed, it results in death.
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LOCATIONS
Aierslgen - Name of the cursed kingdom.
Honsvensel - Name of the western province of the kingdom.
The Blue Jay - A small, family inn owned by Mechio and his mother, whom he has forgotten the name of.
The Eternal Wall - A strange length of tall and thick ivory wall that encloses the entire kingdom. Even those who can fly cannot cross it for some reason. The wall is also practically indestructible. Local citizens do not know when or where this wall came from.
Shard Chasm - Located near The Blue Jay, as the name implies it is a giant chasm full of crystal shards. It reaches deep into the ground and has several bits of junk from other worlds littering it.
“Town Square” - Located near The Blue Jay. Devoid of any people save for the fountain watcher. Has a dried up fountain in it. All the people allegedly died of a sickness that ran through it.
Bone Forest/Wood - As the name implies, a bleached and fairly dead wood that warps, according to locals, due to a Sigrdrifa being tricked into cursing it. Apparently, time is distorted and stolen from those who travel through it.
Skeleton Lake - A vast basin flanking the Bone Forest, it is most known for its treacherous footing. It has rumors of a beast’s vengeful spirit dwelling within it.
Mavere - An artisan city closer to the center of the kingdom. It operates highly on the Oath Proof system, so there is a lack of keys and locks for most locations, instead it relies on pressing a thumb to a door and being permitted by the owner to enter. Most business buildings forgo this, and almost all inns maintain the old key and lock system for the rooms they lend out.
District of Peace-Keeping Affairs - Every major city has one of these. Local law-enforcement area as well as location of the weapon-smith and training grounds for aspiring knights. This is where the courts and cells are as well.
Reference Center/Record Building - A center where various records are made available to the public. The information found within them is, and not limited to, local rituals, recipes for food, basic remedies, history, the records of the deceased and stories, fiction and fictional of note as well as songs and poems. It isn’t uncommon for larger reference centers to have sader helpers who assist in finding books.
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CITIZENS OF THE KINGDOM (In order of meeting)
Inn-Keeper - Owner of The Blue Jay. Has green eyes and is obsessed with cleaning things and making things perfect. Her memory is strained at best and she has been show to act in near-robotic fashion. She seems to have a borderline psychotic side when it comes to keeping things in order. She was left behind because of this.
@current: At the Inn, cleaning?
Mechio (Blue Feather Keepers) - Son of the owner of The Blue Jay. Not the most intelligent or highly educated, but knows basic manners and means well from a cut-and-dry perspective. Missing an eye his mother gouged out some time ago; according to him it was because he used to have one blue and brown eye, now he has two blue eyes (one is fake). The world outside of the kingdom interests him greatly and he likes collecting various otherworld trinkets. Armed with only a kukri, he left with the newcomers to see the king. Initially he is repulsed by the fountain watcher and his sickness, but after hearing that his name is Ashbar Maguir of the Goldblood Servants, seems to be willing to reevaluate him.
After going out to restock, he has yet to return.
@current: Missing
Tabrin - Mechio’s horse. She is mostly used for transporting goods to and from the market and lives a very easy life. Not much of her training is known except that she’s very even tempered and Mechio uses a rod-lure with a bell to direct her. According to Mechio she’s a gift from a traveler.
@current: Sleeping in a stable
The Fountain Watcher - The lone soul in a town square near The Blue Jay. Was found by one of the newcomers to be sobbing by the town’s fountain, yearning for his lost wish. Is darker colored compared to others, has red eyes and a strange growth on his right arm. When he isn't covered by the various layers of his cloak, his skin appears to be stained with old blood, probably because his skin breaks very easily. He is also afflicted with something that, as far as everyone knows is incurable. He was originally an apprentice to a medicine-maker but because of his illness, wants to become a knight. Was turned away from becoming a knight because he was too young and unsurprisingly, sickly, when he originally asked. His only weapon is a spatha and he is currently learning to become a knight from the newcomers. Despite this, he doesn’t seem to have made much progress…
While in the Bone Forest, he demonstrated that he is more learned than Mechio. At the gate of Mavere he claimed to be Ashbar Maguir of the Goldblood Servants. He later revealed that that is not his name, but rather the name of his dead teacher. He blames his sickness for why he killed and ate his teacher. Later that night, a child claiming to be Ashbar taunted and nearly emotionally destroyed the fountain watcher. With the help of his new teacher, the ghost of Ashbar was sent back. It was revealed that the fountain watcher’s original name was Innia Ignus, however he has discarded that name and insists he will gain a new one upon achieving knighthood. In the conflict with the after image of Ashbar, the fountain watcher broke his arm, according to the aftermath however, it will heal up soon enough. It is implied it is due to his sickness that he can do this.
After helping subdue the girl who was seeking vengeance for Ashbar’s death, they have gone to the city’s reference center. The fountain watcher has been vague on precisely what he is looking for.
@current: Looking through books in the Reference Center
Lorelei - Approached one of the newcomers as a gypsy from the festival. Even after being rejected several times, has decided she will now haunt Rensik in particular. She hasn’t stated her objectives directly and has only hinted that she will ‘polish’ him so that she may collect from him. She offers much to Rensik, however it is heavily implied the cost will be terrible. She has no qualms against annoying him or mocking him at any and every moment. She comes and goes as she pleases and her interactions with him in front of other people make it clear that she is a Disir.
She has marked Rensik with a bracelet that only she and him can see. She insists that it is a sample of what she can do and that it is “free of charge.” It is unclear what higher power she works for. Interestingly enough, she doesn’t seem to be affected by the curse whenever she appears before Rensik.
@current:
Old Man - Owner of the inn that the group is staying at in Mavere. Can be seen as either very mean or a stickler for business. Fascinated by intricate designs and carving dream-catchers. Has joints that are well-worn with time and age. Knows not to stick his nose in other’s businesses, but will protect the privacy of his guests, no questions asked.
@current: Frozen solid in his own inn by an unknown person
Ashbar Maguir (Goldblood Servants) - A medicine maker from a town constantly afflicted by the New Moon Sickness every year. Was killed and eaten by the fountain watcher. Had somehow come back from the dead as a small child to torment the fountain watcher. However he was beaten at his own game of “Argue with the Reaper” and is dead once again. During the bout he revealed the fountain watcher’s old name as well as more details of his crime. According to Salice, they were engaged.
@current: Dead again?
Salice - A young, purple-eyed child who first appeared and accompanied the ghost of Ashbar when he was attacking the fountain watcher. In revenge she sought out a game from ‘Mother’ to take down Rensik. The game she chose was “Sparrows and Hawk,” but with blades. The game ended when Rensik deprived her of her use of a blade. Since that was a “draw” move she was not killed as per typical rules of the game. She is known to have a sharply bipolar nature in that she is either extremely emotional or extremely apathetic. She has demonstrated that she possesses magic that is tied with feathers.
Despite losing her game and being in the company of “enemies” she is obediently going along with them, or has at least agreed to an unspoken truce with them. She has promised to take them to Mechio and ‘mother’ later. She has also made a deal with Rensik that if he breaks Mechio’s “happiness” she’ll break Rensik’s Identity to compensate.
@current: At the reference center with the fountain watcher.
Disclaimer: Grammar/spelling errors (I'll edit this over time). LOTS OF TEXT. I'll try to organize it better as time goes on. Some of the information present here would not be known to the characters IN the RP, nothing RP-breaking but some of these details would otherwise not arise in typical conversation or 20-questions-esque posting.
Otherwise feel free to comment, critique or ask any questions!
ABRIDGED HISTORY
The king is beloved by all of his kingdom. War and crimes in general are a very alien concept to most of the people in the kingdom. However with the “new ones” arriving, conflict among the people seem to have gotten more frequent. The original citizens of the kingdom worry for their king and often ponder what is going on in the castle.
The kingdom is cursed with eternal frost and its people now look like icy ghosts of their former selves. The people have various colored eyes and have developed different “city” colors respectively. It is unknown if either of these existed prior to the kingdom being cursed.
Another aspect of the curse is that memories are forgotten faster than usual. Locals comment that while they are sleeping or particularly focused on a task they seem to forget more often. Giving new things for someone to remember seems to help them remember more in general. Those who forget too much become solid before becoming dust.
Outsiders/"new ones" will notice a special handicap on themselves in that they cannot teleport or do any other form of dimension hopping nor shape-shifting/matter manipulation that would break the conventional rules of conservation.
*******************************
LOCAL SUPERSTITIONS
Mirrors are considered very lucky and valuable. Most shops and public building have one on display behind their main operations. Typically this mirror is enshrined by a coat of arms of the respective owner’s family. Mirrors are considered to be a sign of allegiance to the king. The more/grander mirrors on an establishment there are the luckier it is.
*Mirrors break whenever a “new one” arrives. However there is a saying “When a Norn breaks something, she’ll return it later.”
Animals with blue claws are considered bad luck. There is some weight to this claim as typically almost all animals with blue claws are hardier and more aggressive than other animals.
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ENTITIES
Almost all of the entities are unanimously female when being referred to. According to rumor, males do exist but they are very rare and limited to only the Disir and Weavers/Diviners.
Norns - Spirits of all luck/fortune. They deal out as much good luck as they do bad luck. It is said you can attract Norns with mirrors or other reflective materials. Their name can be used interchangeably with luck. They can be prayed to specifically by throwing special coins into running fountains, however if they want to grant that wish or not is entirely up to them. They are revered most by those who are less educated and can overturn any of their sisters decisions if they so desire, but this occurs on a “miracle” frequency. On the Wheel of Balance they are called “The Spokes of Fate.” They are the highest ranking of the entities.
Moire - The dealers of death. Regardless of how people may view them and their constant presence in the kingdom, they carry out their duties loyally. Sometimes a Moire can be convinced to have mercy by her sister entities, however this is very rare. After taking the life of someone, they take that soul to the otherworld. On the Wheel of Balance they are called “The Stakes of Order.” They are the second highest ranking of the entities. The slang term for the head Moire is “The Unquenchable One.”
Parcae - The granters of health and illness. They can be asked to bless someone with health or inflict someone with sickness. People are warned that if they ask too much (even jokingly), they will be met with ill results. Parcae never kill anyone, they can only make people, animals and plants suffer; they can also be warded off by a Matres or Sigdrifa respectively, however it isn’t a guarantee. Oddly enough when receiving a meal, locals thank Parcae for it. On the Wheel of Balance they are called “The Roots of Karma.” They are the third highest ranking of the entities. The slang term for the head Parcae is “The Endless One.”
Sigrdrifa - The protectors of adults and travelers. They are often asked by adults for protection whenever they leave their hometowns. There is a superstition that if you forget to ask for protection before setting out, one will have a swift meeting with a Moire. They can sometimes be beseeched to save someone from sickness or death, however success with such requests is far between, but not enough to deter the effort. Most commonly, aside from being asked for protection, Sigrdrifa can be asked for justice or a curse to be dealt to a wrongdoer; however this type of request is highly subjective. On the Wheel of Balance they are called “The Swords of Preservation.” They are the fourth highest ranking of the entities.
Matres - The guardians of children and harvest. They are often asked to ensure that children grow up as healthy as they do right as well as with the crops. They sometimes miss some children along the way as they do with crops, but they are rarely faulted with such failings as they can only do so much. They are typically considered the kindest of the deities. On the Wheel of Balance they are called “The Pillars of Growth.” They are the fifth highest ranking of the entities.
Disir - Universally feared and hated by the kingdom, they are the tricksters, manipulators and most malicious of the entities. Often known for driving people mad with visions of things that never were and the closest to being “demons” in the kingdom, their presence can only be dispelled by Diviners/Weavers. It has been said that the Disir can grant wishes, however they are considered to be so evil that such claims have little merit to them. On the Wheel of Balance they are called “The Tangle of Misery.” They are the lowest ranking of the entities.
Weavers/Diviners - While technically not entities, they are specialists who can release people from the grip of the Disir. They are supposedly Disir who have chosen a more benevolent path, however these are currently rumors at best. Those who have formal training in medicine or the higher arts call them Weavers, and more common people call them Diviners.
Despite the near-universal (kingdom-wise) belief in these entities, they are not worshiped like gods or deities, but instead, are respected as aspects of life. Many of the mannerisms and rituals derived from observing the existence of these entities are from a personalized basis by the locals. There is also no church or clergy to speak of.
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OBJECT/REFERENCE DETAILS (Listed in order of encounter)
Time is measured by the moon and its position in the sky. The moon dominates the ‘entire’ day and night, outsiders will no doubt have trouble distinguishing night and day, but the locals seem to be able to do so with ease. Given how frigid the land is, this isn’t surprising. While some citizens know what the sun is, they cannot remember what it looks like or what it felt like.
Map Discs are crystals engraved with various geological details. Despite their compact size, they can project a highly readable image on nearly any surface. Their common use entails holding it away from the ground and viewing the image from above. Due to the nature of travel, it wasn’t uncommon for people to travel in groups of two or more, so this seemingly cumbersome feature was vastly appreciated by their typical users. Another feature is that because it isn’t made of paper, it isn’t as fragile nor affected by the constant ice present in the kingdom.
Aurora Lamps do not produce any heat, yet otherwise behavior just like fire in terms of light. They shine blue and white, and once again despite conventional knowledge, are the only two colors they ‘burn’ at. They can remain lit for interminable amounts of time and are supposedly collected from the “light that crosses the sky.” They can be turned off with a close whisper of breath (but strangely enough not the wind) and turned by metal striking the frame.
Finer cloths are made from the thread of dust-dwellers, the equal of spiders in the kingdom. The cloth is much like silk if not lighter and more airy. Large amounts of formally spun material are hard to come by, but the webs of dust-dwellers is very common otherwise.
Rod-lures are often used to direct working or herded animals. The owner of the rod-lure must make a special lure for their own animals (much like a ranch makes a brand for their animals) in order to avoid spreading confusion with other animals in the market. After making an approved design of rod-lure, it is often given a minor enchantment to that allows the user to hypnotize certain animals. If someone uses a lure-rod to steal other’s animals, it is punishable by jail-time and being banned from the marketplace.
Many roads are marked by a simple pictorial system, often it will state what season the threats are present and what the threats are. Each sign is composed of three to five parts, the first is timeframe, the second of insects/plants and the third of beasts/terrain. It is not uncommon for these signs to have lantern-lenders present. Lantern-lenders are birds that have been trained to retrieve a specific set of lamps from whatever area they are in front of. Local rangers ensure that there are always lanterns and lantern-lenders at the openings and endings of specific trails.
Due to increases in disturbances, large cities such as Mavere have taken measures to have checkpoints to inspect people who are new to the city. Often they will confiscate what they deem contraband and hand out countermeasures to those who insist on bringing weapons into the city. There are very few instances where one can skip inspection.
The Library is the organization and the name of the building which tracks and records major activities by those who live in and/or enter the city (the activities they track are when people enter/exit buildings/areas and what time). These records are for official use only and not released to the public unless the king or other upstanding official requires it for business. Even then there is a lengthy process to obtain such information. The only “fast” way to reference this information is for diplomatic and judicial purposes. Those found to be trying to obtain information from the Library is one of the few high offenses which can end in execution.
Oath Proofs are unique signatures which are thumb-prints created from the “signer’s” blood. Typically anything involving property or legal affairs involve Oath Proofs. As such they are very rare and near impossible to forge as it is not the print that certifies it, but the blood of someone. Even then it must be signed in the company of witnesses, so if the Proof is not presented in the correct manner, it is considered null and void. Oath Proofs are used primarily in large cities as identification. The Library facilitates this near-invisible and wide-reaching system within each respectable city. There is an underlying network which connects each city Library to the next when it comes to Oath Proof data.
Sader-Guards are animated suits of armor that act as the guardians and police of Mavere. They come in a variety of armor-styles and are equipped with varying weapons. Despite how intimidating they seem, they are instructed with detaining or disabling possible criminals as well as capable of basic combat. However, privately owned Sader-Guards go beyond merely being guards with limits. They are also capable of guiding people as well as identifying individuals, however they must be supplied with an Oath Proof in the latter case. While not impossible to disable a Sader-Guard, it takes reasonable skill to do so. Simply dismantling the armor will not stop a Sader-Guard either.
Civil Seals are not unique to Mavere, but the city is notable for its usage of it. Civil Seals form a binding contract and permit issued by officials of the city to grant permission to enter the city with a weapon, and for most circumstances not be allowed to use it. Should a weapon with a Civil Seal be unsheathed, it will whistle once, but loudly enough to catch the attention of Sader-Guards. If it draws blood or otherwise pierces flesh it will shriek or make other loud noises until the Sader-Guards have confiscated it (as in it is in their possession). The seal is considered to be partially void on training areas (with a dulled blade), and when it leaves the respective city it will dispel by itself.
The Goldblood Servants are a highly respected and revered family of healers and medicine-makers. They are often considered to have the knowledge of the Parcae as well as their blessings. According to the fountain watcher they have the power to change any substance into a cure if they ask the Parcae to do so. Some consider it an insult to ask for the blood of a Goldblood Servant.
The Matres Festival is an annual celebration of the great harvest as well as coming of age for those who are old enough. Everyone also dresses up as the spirits of harvest to celebrate as well as drink, eat and play games. Typically the very elderly or those not eager to celebrate the now week-long festivity do not participate in this beyond the very first day.
“Joined the weaver’s canvas” is a formal way of saying someone has died; this isn’t the only expression but it is the most common one.
Pior and Sol were a discontinued ‘universal’ currency primarily used for paying inn-keepers. The reason why it was initially created was so that the inn-keepers would not be ripped off due to the economy individually inclusive to most cities. This system was originally discarded due to lack of use. For a time, Pior and Sol were commemorative currency or used as gifts. In smaller towns, they had only heard of the currency, but never seen it as they functioned just fine with the bartering/community system. Recently however, the currency has been reinstated due to the “new ones.” Pior are a silver and copper coin and branded with the a six-star wheel. Sol are made of copper and tin and have a flower insignia as well as a hole in the center of the coin. The authenticity in the coins come from the intricacy in how well separated the two metals are in their respective mint designs.
The New Moon Sickness is a yearly illness that grips the town that the fountain watcher used to live in. Every year Ashbar Maguir would cure it all the same. However, when the New Moon Sickness came around again after Ashbar's death, no one but the fountain watcher survived. The symptoms of the sickness itself is the inability to quench thirst or hunger; in addition, those afflicted grow darker in color. Those who have died from it are nothing but blackened, withered and relatively flat corpses. It is unknown what caused such a sickness or how it was spread.
Despite the line between humans and entities being clearly drawn, things such as spirits still exist. And while a spirit is not as influential as an entity, they are still troublesome and sometimes deadly. Despite this difference, some people, due to dialect, refer to the entities as spirits and vice-versa interchangeably.
Various plants can be used as small charms to ward off evil. Plants with the word “clover” in them can ward off young Norns, and those with “leaf” in its name can keep Sigrdrifa curses away. The plant must be on someone's person for it to take effect.
Lullabies are traditionally sung as charms against what may creep in the night. Typically they evoke the collective blessings of all the entities, but in very small amounts. As long as it is being sung, it has small magical properties. However there are some that can amplify this magic into something nearly palpable levels to those who are magic-sensitive.
“Argue with the Reaper” is a children’s game that involves logic and deduction and also functions as a betting game. Akin to I “dare you” but by using facts the friends know about each other or a certain topic. The terms for winning is to come up with the “next verbal one up” relative to the first statement. This can range from being a play on words to a creative elaboration on a story (what happens next). Whoever is unable to match a statement has to do what the other person says, this can range from chores to a simple favor. It originally started out as a game conducted in the intellectual fields to encourage speech, critical thinking and interaction with others.
“Hawk and Sparrow” was a game originally intended for training aspiring knights. The “Sparrows” would fight the “Hawk” in a tagging match. Both teams are given marking sticks to indicate where they have tagged. The Hawk only needs to tag the Sparrows anywhere on their main body (chest, back or arms) for them to be “killed,” the Sparrows however, must tag the Hawk on both arms and chest at least once a piece or twice on the Hawk’s back to count at a kill. The game would typically end if the Hawk and Sparrows had no means of tagging each other or if the overseer of the game halted it. Some variations of the game state that tags to the hands and feet do not count as kill points but instead “disable” that limb for the duration of a game.
Books in Aieslgen have a conventional hard cover and “pages” made out of ornate thread-essence. The art of preserving information was learned from the entities and requires string and aurora flame instead of pen and paper like other worlds require.
Sader helpers are tiny, harmless sader-guards who assist those who are looking for books or specific information in the reference center.
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CONSUMABLES/NON-CONSUMABLES
Frost Meal - A common food that is a powdery and sticky rice-like substance.
Glacia Rolls - A common food, that is gelatinous and filled with vaguely mint liquid. Oddly enough when it is consumed by normal humans, they are filled with a warm sensation similar to that found in mild alcohols.
Melcho Liquor - A common liquor. Often purple in color it has a rich, syrupy taste, its alcohol level is dependent on the maker. Typically the thicker it is the more alcoholic. The beverage is made from a blending of species of berry similar to blue-berries and black-berries.
Glory Nectar - A common drink. Often clear in color, it is very sweet and usually reserved for morning consumption as it has an kick to it much like caffeine. It is made out of the nectar of a fat flower that leeches off of typically inedible rock-fruit.
Melcho Berries - A common fruit notable for its dark juices and availability nearly everywhere outside of towns/cities. Often poisonous when directly consumed, however it isn’t fatal, it merely makes the devourer stomach-sick for a few days. It must be fermented in order to be digestible by local and human standards.
Eclipse Lily- A rarer flower found in the Bone Forest. They seem to bloom in areas that are untouched by the moon. It seems to be unaffected by the curse of the kingdom. Aside from its white color is that it attracts fireflies and moths and produces small, glowing pearl-seeds.
Anthos - A highly poisonous and noxious plant. When burned in small amounts it can serve as a repellent. However, if a clove of it is consumed, it results in death.
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LOCATIONS
Aierslgen - Name of the cursed kingdom.
Honsvensel - Name of the western province of the kingdom.
The Blue Jay - A small, family inn owned by Mechio and his mother, whom he has forgotten the name of.
The Eternal Wall - A strange length of tall and thick ivory wall that encloses the entire kingdom. Even those who can fly cannot cross it for some reason. The wall is also practically indestructible. Local citizens do not know when or where this wall came from.
Shard Chasm - Located near The Blue Jay, as the name implies it is a giant chasm full of crystal shards. It reaches deep into the ground and has several bits of junk from other worlds littering it.
“Town Square” - Located near The Blue Jay. Devoid of any people save for the fountain watcher. Has a dried up fountain in it. All the people allegedly died of a sickness that ran through it.
Bone Forest/Wood - As the name implies, a bleached and fairly dead wood that warps, according to locals, due to a Sigrdrifa being tricked into cursing it. Apparently, time is distorted and stolen from those who travel through it.
Skeleton Lake - A vast basin flanking the Bone Forest, it is most known for its treacherous footing. It has rumors of a beast’s vengeful spirit dwelling within it.
Mavere - An artisan city closer to the center of the kingdom. It operates highly on the Oath Proof system, so there is a lack of keys and locks for most locations, instead it relies on pressing a thumb to a door and being permitted by the owner to enter. Most business buildings forgo this, and almost all inns maintain the old key and lock system for the rooms they lend out.
District of Peace-Keeping Affairs - Every major city has one of these. Local law-enforcement area as well as location of the weapon-smith and training grounds for aspiring knights. This is where the courts and cells are as well.
Reference Center/Record Building - A center where various records are made available to the public. The information found within them is, and not limited to, local rituals, recipes for food, basic remedies, history, the records of the deceased and stories, fiction and fictional of note as well as songs and poems. It isn’t uncommon for larger reference centers to have sader helpers who assist in finding books.
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CITIZENS OF THE KINGDOM (In order of meeting)
Inn-Keeper - Owner of The Blue Jay. Has green eyes and is obsessed with cleaning things and making things perfect. Her memory is strained at best and she has been show to act in near-robotic fashion. She seems to have a borderline psychotic side when it comes to keeping things in order. She was left behind because of this.
@current: At the Inn, cleaning?
Mechio (Blue Feather Keepers) - Son of the owner of The Blue Jay. Not the most intelligent or highly educated, but knows basic manners and means well from a cut-and-dry perspective. Missing an eye his mother gouged out some time ago; according to him it was because he used to have one blue and brown eye, now he has two blue eyes (one is fake). The world outside of the kingdom interests him greatly and he likes collecting various otherworld trinkets. Armed with only a kukri, he left with the newcomers to see the king. Initially he is repulsed by the fountain watcher and his sickness, but after hearing that his name is Ashbar Maguir of the Goldblood Servants, seems to be willing to reevaluate him.
After going out to restock, he has yet to return.
@current: Missing
Tabrin - Mechio’s horse. She is mostly used for transporting goods to and from the market and lives a very easy life. Not much of her training is known except that she’s very even tempered and Mechio uses a rod-lure with a bell to direct her. According to Mechio she’s a gift from a traveler.
@current: Sleeping in a stable
The Fountain Watcher - The lone soul in a town square near The Blue Jay. Was found by one of the newcomers to be sobbing by the town’s fountain, yearning for his lost wish. Is darker colored compared to others, has red eyes and a strange growth on his right arm. When he isn't covered by the various layers of his cloak, his skin appears to be stained with old blood, probably because his skin breaks very easily. He is also afflicted with something that, as far as everyone knows is incurable. He was originally an apprentice to a medicine-maker but because of his illness, wants to become a knight. Was turned away from becoming a knight because he was too young and unsurprisingly, sickly, when he originally asked. His only weapon is a spatha and he is currently learning to become a knight from the newcomers. Despite this, he doesn’t seem to have made much progress…
While in the Bone Forest, he demonstrated that he is more learned than Mechio. At the gate of Mavere he claimed to be Ashbar Maguir of the Goldblood Servants. He later revealed that that is not his name, but rather the name of his dead teacher. He blames his sickness for why he killed and ate his teacher. Later that night, a child claiming to be Ashbar taunted and nearly emotionally destroyed the fountain watcher. With the help of his new teacher, the ghost of Ashbar was sent back. It was revealed that the fountain watcher’s original name was Innia Ignus, however he has discarded that name and insists he will gain a new one upon achieving knighthood. In the conflict with the after image of Ashbar, the fountain watcher broke his arm, according to the aftermath however, it will heal up soon enough. It is implied it is due to his sickness that he can do this.
After helping subdue the girl who was seeking vengeance for Ashbar’s death, they have gone to the city’s reference center. The fountain watcher has been vague on precisely what he is looking for.
@current: Looking through books in the Reference Center
Lorelei - Approached one of the newcomers as a gypsy from the festival. Even after being rejected several times, has decided she will now haunt Rensik in particular. She hasn’t stated her objectives directly and has only hinted that she will ‘polish’ him so that she may collect from him. She offers much to Rensik, however it is heavily implied the cost will be terrible. She has no qualms against annoying him or mocking him at any and every moment. She comes and goes as she pleases and her interactions with him in front of other people make it clear that she is a Disir.
She has marked Rensik with a bracelet that only she and him can see. She insists that it is a sample of what she can do and that it is “free of charge.” It is unclear what higher power she works for. Interestingly enough, she doesn’t seem to be affected by the curse whenever she appears before Rensik.
@current:
Old Man - Owner of the inn that the group is staying at in Mavere. Can be seen as either very mean or a stickler for business. Fascinated by intricate designs and carving dream-catchers. Has joints that are well-worn with time and age. Knows not to stick his nose in other’s businesses, but will protect the privacy of his guests, no questions asked.
@current: Frozen solid in his own inn by an unknown person
Ashbar Maguir (Goldblood Servants) - A medicine maker from a town constantly afflicted by the New Moon Sickness every year. Was killed and eaten by the fountain watcher. Had somehow come back from the dead as a small child to torment the fountain watcher. However he was beaten at his own game of “Argue with the Reaper” and is dead once again. During the bout he revealed the fountain watcher’s old name as well as more details of his crime. According to Salice, they were engaged.
@current: Dead again?
Salice - A young, purple-eyed child who first appeared and accompanied the ghost of Ashbar when he was attacking the fountain watcher. In revenge she sought out a game from ‘Mother’ to take down Rensik. The game she chose was “Sparrows and Hawk,” but with blades. The game ended when Rensik deprived her of her use of a blade. Since that was a “draw” move she was not killed as per typical rules of the game. She is known to have a sharply bipolar nature in that she is either extremely emotional or extremely apathetic. She has demonstrated that she possesses magic that is tied with feathers.
Despite losing her game and being in the company of “enemies” she is obediently going along with them, or has at least agreed to an unspoken truce with them. She has promised to take them to Mechio and ‘mother’ later. She has also made a deal with Rensik that if he breaks Mechio’s “happiness” she’ll break Rensik’s Identity to compensate.
@current: At the reference center with the fountain watcher.