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REALMS: Sha’mem

The most amazing thing about this world is that most of its cities are in the sky. The inhabitants of Sha’men have used their mastery of gravitational magic (Force) to fully utilize every ounce of space this realm has to offer. Travel is done high above the surface of the ground in aircrafts, creating a since of technological advancement that seems to seep itself into the culture. The land remains untouched and it’s rumored that ancient ruins dot the landscape from cites far older than memory. Sha’mem is a realm of diverse cultures and modern conveniences, and while it’s never seen all out war, the biggest concern among most people are the dreaded Asar; sky pirates that plague the transportation lanes high above the clouds.

ASAR

The Asar, the dreaded Sky Pirates of Sha’mem, are feared by everyone - even each other. If at any point they wished to take over the realm, they could - But it’s said their own greed keeps them attacking each other as much as others. Each Asaring ship considers itself a tribe, each with their own customs and goals. Slavery in most realms is frowned upon or simply illegal, but with Psionics existing in the Realms primary magic (Cosmic), it makes sense that Psionics and the simple practice of subjugation over the centuries created a different dynamic of ‘Master’ and ‘Slave’. The slave trade is why the Asar are masters of Psionics, coupled with their ability to ‘trade information’ from the minds of the captives they claim. As much as they are feared, they are notoriously good at what they do. As such, they are often hired as mercenaries for various tasks by wealthy families all over the realm. It’s been said that some Asar some have moved on to other realms, taking their airships with them, seeking their own glory and adventure.

SEMAL

Power, ferocity, and beauty: these are just some of the attributes of the infamous and incredibly wealthy Semal House. Sha’memians have a saying among the cities “No one can choose to be a Semal - they choose you.” That is, if you are a woman. If you are a male, then they buy you. Very few men can claim to be a ‘Semal’, as its a female organization that specializes in the protection and entertainment of others. They tend to own two types of businesses; personal security and the ‘night life’. They excel in music, theatre, dance and art and as such, the Semal women don’t often go out in public without their ‘combat slaves’ (Remember the men that were purchased?). They prefer to trade for their resources instead of buy them, and are found in many realms taking their talents and exotic nature to fill their coffers.

UMAR SHAKEER

The Umar Shakeer are considered to outsiders as the only the ‘Merchant Lords of the Realm of Sha’mem’, but this doesn’t bother this clan. It’s true - most people would think that they are just trade specialists, but this would be a gross underestimation of the Umar Shakeer’s skills and goals. While it’s true that they pride themselves on finding the ‘good deal’, they also do all the other jobs in trade. They are the ‘muscle’ on the transports, the ‘research and design departments’ to come out with the newer-better product, and the ‘gears that keep the machine of the realm running’. The most powerful control the marketplaces, but as a whole, ther eis no telling how far their reach into Sha’memian society can go.

RATH HASSIM

The tribe of the Rath Hassim are the only tribe to not move into the sky cites. They continue to live ‘in the olds ways’, moving between Oasis in the southern region of the Realm. The Rath Hassim do have some areas that have built structures, and as a group, they travel to these three locations once every year. Augury magic has a heavy influence on their culture, with is why it’s rumored that each location is said to represent the past, present and future. It’s also said that the Rath Hassim ‘do nothing unless the fates will it’. As such, it is not uncommon to see Rath Hassim in other realms and when asked they they are so far from home, they may say simply “Masar Masir” or ‘Fates’ Path’.

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REALMS: Quan’Jin

From rituals as ancient as the earth that they walk on, to speeding hover cars flying overhead, Quan-Jin is a medley of culture with one central competent: Honor. The Dynasties that rule here exercise a code of ethics that focuses on family, regardless of whether their homes are nestled deep in the oceans or high above the clouds. Visitors agree that Quan-Jin is certainly the most dynamic of all of the realms, and with their ability to create golems and magical items, their armies are vast and endlessly obedient. It’s for this reason, it’s rumored that if all of the Dynasties of this realm ever banned together, no one could muster the defenses to stop their might.

QUAN’JIN DYNASTIES

Zai’chen (Chi-Chin)

All of the largest merchant houses are Zai’chen, and while they are located all over the realm and very widely known, what isn’t known is the location of their actual city, Yincang de Chengshi. With the Dynasty known for it’s mastering of Quantum Thaumaturgy, the house’s ability to teleport has made them infamous in their ability

to not only find the rarest goods, but they are uniquely suited to be able to transport goods long distances in small amounts of time. The Zai’chen are delvers and explorers, always seeking new locations to add to their ‘service area’, and representatives of the Zai’chen can be found in every major city in every realm. It’s for this reason (and their Thaumaturgical affiliation) that they don’t seem to have an issue traveling back and forth to their home city any time of the year.

Kwong-Chong-Min

The Kwong-Chong-Min Dynasty sits in the middle of the largest, most technologically advanced city in any realm. It’s layered from the ocean to the sky, with vehicles that move 360 degrees up massive skyscrapers. This Dynasty believes in technological advances for the sake of advancement, and while they love to show off all of their amazing creations, they tend to be secretive about sharing how it works or how it is created. It’s not uncommon to see stocks traded among massive corporations owned by cunning Kwong-Chong-Min or their buildings protected by the feared Nakasarii.

Trinh

This Dynasty is considered more ‘traditional’. As a family, they tend to shy away from the technology that they feel has almost taken over their world. This is why they prefer their rustic homes deep within the jungles of the Jiyoon mountains. They have no major cities, only scattered villages throughout, and are often times sought out to ‘create’ rare and unusual items and resources. The Trinh only barter their services, as no currency exists among them, and their people are often times known to be proficient Alchemists, making the most of every resource that comes their way. It’s rumored that there is a faction among them that delves deep into the elemental amalgamations that borders on a dedication so fierce that it is almost religious.

Nakasarii

The Nakasarii are the most feared of all of the Dynasties people of their combat prowess and military might. It’s for this reason that the Nakasarii are infamous throughout the realms. Though they have no Thaumaturgical affiliation, it is rumored that the Dynasty has Masters who are proficient in more than one Thaumaturgical Pyramid, giving the Nakasarii access to many different types of magic. They run a military academy called the Sha Gardeen that all Nakasarii are expected to attend at some point in their lives. It’s here where students are expected to pick a path: the path of the Ootaka (Warrior) or the path of the Asashin (Assassin).

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REALMS: Ellislandia

INTRODUCTION

Ellislandia is the largest and most influential of all the realms for one important reason; the Telluric Catalyst. Some call them ‘portals’ or ‘gateways’; others call them ‘ripples’. Regardless of their names, an opening appears throughout the year to different realms. People come and go through these ‘doorways’, giving Ellislandia unique access to other worlds they wouldn’t normally be able to interact with. This culturehas been centered around these catalysts, making the realm the convergence of all trade between the different worlds.

Politically, the realm is controlled by a ruling ‘Dual Monarchy’, the houses Athamos and Lyntagoes inter-marrying and trading off the title and power from one to the other throughout the centuries. The people have divided themselves in to castes known as ‘Stratums’, and they usually don’t break out of their station as is common with many caste like cultural systems.

THE ARISTOCRAT STRATUM

The Aristocrats are the wealthiest and most power hungry of the Ellislandian cultural Stratums, almost always seeking to raise their political status and increase their fortunes. Due to their ownership of the land that everyone lives on, and their protection with the Military Stratum, Aristocrats spend their time not on the battlefields, but in the boardrooms and VIP areas of prominent places. They frequent affluent parties and make friends with people in power, helping to create political and military alliances from behind the scenes with a wealth of knowledge gained about their ‘friends and enemies’ through rumors. There is a saying among the Stratums: How do you know when to trust an Aristocrat? When the deal benefits them.

THE MILITARY STRATUM

Ellislandia, unlike the other realms, has more ‘ancient ruins’ and ‘dark dungeons’ than other realms, making it ideal for Knights to quest for valuable items. Knights of the Military Stratum seek these objects for both themselves and the Houses they serve. In addition to seeking out these valuables, they provide protection to the house they have sworn loyalty to. These warriors may also seen completing in combat competitions throughout the year culminating in ‘The Tourney’, a massive display of talent used to name the ‘Champion of the Realm’. This contest of skill happens annually, and a new Champion is named every year.

THE SECTARIAN STRATUM

Known affectionately as the ‘Scribes’, the Sectarian Stratum are the lawmakers, judges, bankers, accountants, librarians, and scholars of Ellislandia. Most of them are employed by their respective Houses, but others are educators and have chosen to establish and teach at Universities to further their knowledge. The Sectarians have created the only accredited system of learning, hold the most infamous libraries, have collected vast volumes of information, and have studied the cultures of the realms far more that any group of people anywhere. While the aristocrats ‘rule’ the realm of Ellislandia, is commonly known that the Sectarians run the day to day of most operations in the realm.

THE MERCHANT STRATUM

The Merchant Stratum run the Guilds of Ellislandia. These people are the workers that create and trade for goods. They are Blacksmiths, Carpenters, Masons, and Quartermasters. Those that don’t make the goods that are being sold, assist in the flow of materials, helping to get them where they need to go for the right profit on all sides. It’s commonly known that those that wish to practice their chosen trade inside the lands of Ellislandia are expected,legally, to own a trade workers card gained only through their respective guild belonging to that skill.

THE PEASANT STRATUM

The Peasants are the backbone of the Ellislandia economy and are the workers of the realm. They plow the fields, serve as the maids in the manor houses of the elite, cook the dinners of their employers, and serve beer in the taverns. They are the hunters, fisherman, and stable boys; the unnamed cogs that keep the economy going.

THE WASTELANDS

A strange desert area known for ‘namaric artifacts’ that is situated on the edge of the Duchy of Cha’bon. This desolate spot is popular with the Knights of Ellislandia - and any adventurer looking for rare and ‘forbidden’ items.

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REALMS: Valdroon

INTRODUCTION

It is said that a hundred years ago a war broke out between Clan Xaphamel and Clan VonNorell. It was then the Balmoren Clan split allegiances and a war waged for five decades, years with neither side gaining any territory. Devastation was apparent upon the realm. Stories said that a group of Druids summoned a creature known as ‘the Epitherian’ to bring balance back to the realm; to set right the sides of ‘Light’ and ‘Darkness’.

Elders say that the Epitherian met in what is now called ‘the wastelands’ - the two armies lining up on either side of the battlefield. But instead of the peace the Druids expected, the Epitherian demanded fealty - from everyone in Valroon - that day. History dictates that those that gave it were spared, rewarded with positions of leadership among the clans. Those that didn’t give their loyalty died there in the wastelands that day.

Even today, tensions are still high as the war is now a war of assassins and small skirmishes. Both sides know that if their armies take to the field, no side would be a victor and that the Eptherian would come again.

THE REGION OF DRAEKINNOR

More coming soon!

THE BALMOREN FOREST

Deep in the Balmoren Forest, it’s said that a an old oak, massive at it’s base, sits in the center. Those that have seen it say it’s alive, moving and breathing like any other being, with one side bathed in light and the other in the darkness. It’s said that this is the reason that the forest of the Balmoren is split into two courts; one lead by the Seelie King and the other lead by the Unseelie Queen.

THE REGION OF XAIPHUS

Xaiphus, or more commonly known as ‘the Golden Coast’, is home to an island people. Xaiphians have made their home on on rocky shores and islands, making them a seafaring culture with buildings held aloft with tall columns and romanesque pillars built in to their architecture. While it’s said that Vitality originated in Xaiphus, some say the people that come from this region tend to be more blood thirsty and determined than it’s darker opposite. Perhaps that’s true - After all, for Clan Xathimael that makes their home here, the war is far from over.

THE BARRENS

Aptly named, the Barrens, are where the majority of the war in Valroon happened. Most of it is desolate and uninhabitable, but there are oasis like pockets of life throughout the crags and ruins. Many adventurers go to there to seek treasures from the days of fallen men. It is there that they encounter The Unbound: a group of superstitious humans said to be in service to the Epitherian. The Unbound believe that they have been charged with protecting the Barrens and can be reclusive towards the other Clans in Valdroon. They have been known to be seen in other realms, claiming they are on a mission for the Epitherian, while others claim they are awaiting orders.

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