LORE/ETC
General Information: Some in and out of character things to consider.
Gameplay: While there are several plots, gameplay will be kept ergodic and random to a large degree. As a GM I value player choice over plot but I'll certainly inject a shot of plot here and there if things pan out that way. I also try to avoid the meta-game as much as humanly possible on my part; Character death is possible, it's not my hopes you die, unless it is a darn good reason. Multi-posting a week is fine. Be able to post at least once about every three days at the low average?
Character Creation: All the basics like name, height, etc. Keep in mind game world logic. I would prefer no premade characters but a character motif you use is fine. If you have any questions about anything I'll do my best to explain things further if something is not defined or hazy (lots of avenues I left kind of blank to expand on). For backstory I think the ideal approach is a length depending on your characters history/role. There are a lot of possible character creation methods you could use here so feel free to find something that works for you and matches the RP.
The Great Chain: The name given to the massive chain that runs through the planet. It runs through the inaccessible Rynthia. The planet rotates around the chain but not along it to create day and night. As the rotation occurs it producing a large shadow from the chain around local noon for major cities along the chain's path. This shadow is called Mid-tide.
Mid-tide: The shadow cast by the great chain. The shadows that don't occur during the day cycle don't effect a locations climate, more so when it makes the day shorter. It can't make the nights shorter (just fyi).
Du'Anah: What is referred to as the known world, Du'Anah. Only a small amount of the planet has been explored by the Anaish people or what could be called the backside of the planet.
Technology/Magic/Etc: Very little magic exists in the known world, and it comes more in the form of sorcery per se. Plenty of Myth includes magic in this world, but again rarely seen. In an attempt to replicate magical effect to enhance industry the technology level is of a general steam-punk quality. Flight has not been fully mastered but sea travel and rail are complex systems. Education has peaked in the last few hundred years but advancements tend to be refined in scope, but tackled from multiple angles. The Anaish people love the fantastic and the whimsical but also value the efficient. Some supernatural and magical things are certainly possible, but they are usually the exception not the rule beyond the already strange nature of the world.
Topography of Rivvet:
Rivvet is a large city contained within the decaying walls of an ancient massive fortress, with its flat side against a massive cliff and it's convex within the Naux. Within the walls, the city is separated into five distinct areas. Slums<The Bay<Mid-Town<The Dia,l with the Grott(sewers) running underneath about 90% of the city. While these areas can be further divided, The Dial contains two unique locations, HARP and the Library. The HARP sits atop the Library at its top most curvature, the stinger on the tail so to say. Because the cliff face separating the settled lands of Mira'det and the Naux is so massive the only logical mode into the city is by train, and even that is no easy task. Since the winds are so fierce along the rock faces, and the incline needed so steep, a fully stationary track isn’t possible. Travel to Rivvet is conducted in several steps: First the train loses all unnecessary cargo and passengers at Remie, next the train follows a natural incline to the suspension tracks where it hits the hydraulic plate where it then comes to rest for about two hours before it hits the aero tube (aerodynamic tunnel suspend above ground) and waits for another half an hour(depending of the wind status) for the next plate to lower, and after another hour up the tracks meet the intake tunnel for another hourish ride to the Bay. Of the three engines that hit Rivvet, only 1/4 is reserved for passengers.
Slums: Once the hub of Rivvet, now a dilapidated paradise for the poor, sick, and lost. Handmade ghettos choke the crammed alleys where collapsing warehousing and apartment complexes have given way to time. Most of the cities run off finds its way into the canals of the slums, causing sickness and mutation, along with disturbing means of transportation (a noxious Venice). While not at all safe, the walls are still patrolled high above and hold fast, although any appropriate means up via the slums was done away with decades ago. Surprisingly, the slums make up for just over a quarter of Rivvet's total area, hugging the wall like a giant cockroach.
The Bay: The bay is where 90% of Rivvet's production occurs, as well as the only way into or out of the city itself (excluding entering Naux). A sea of smoke stacks, short-rail transportation, and clean angles make up the bay. Businesses are constantly vying for more space, more goods, more production, and more manpower. Construction is constant. While not as obviously dangerous as the slums, more deaths occur in the bay than anywhere else in Rivvet. It is the only place in Rivvet that does not require an additional check-point. Corporate security more or less holds law here.
Mid-Town: Within Mid-Town there are three primary sectors: Business, Housing, Civil. The majority of Rivvet's legal citizens reside and conduct business in Mid-Town. It is also home to Rivvet's police force and civil system. Sectors are divided into layers and blocks. Civil sectors contain small guild areas.
The Dial: Almost flush with the exterior wall facing Mira'det, this area is home to the richer names of the city, as well as the majority of entertainment. The dial is the only area of Rivvet that does not connect with the cliff wall (A cushion of Mid-town is between them). Because of its placement it is a prime area for cultivation, meaning most homes have fresh produce of some type.
Library: Library is the name given to the tower that springs from the dial, the only original structure present, aside the walls, before Rivvet was claimed. The library is just that, except it was full of books long before anyone arrived and taking any books is a serious offense, if you can even get in.
HARP: At the top curvature of the Library is small pod that acts as watch post over the city and out into the Naux. Admittance is strictly forbidden except by authorized persons. It is speculated that the HARP may be a weapon or control of some kind.
Grott: While modified over the centuries, the city's sewer system is anything but that. Primarily the system works to pump waste into the slums waterways where it recycles into the Naux, except that no longer proves effective. Backflow was diverted under the city but recent construction to accompany sewage increase revealed an ancient system of tunnels lying under Rivvet, the Grott. It is home to many unpleasant things, and several accounts of ghoul sightings have been confirmed. While the top layers of the Grott are usually safe, anything deeper requires equipment and a capable weapon.
Topography of Mira'Det/Naux:
Naux: Sprawling red-brown dirt in a patch work of fog that sprawls for miles. No foliage, no fauna, not even a strong breeze. Hedgies, large balloon bodied constructs caged in light reflective metal harnesses, their long tube mouths dragging along the ground in silence without any real direction are the only signs of life. At night they blink like overactive stars of greens, golds, and azures. They never land, they just float, and never too close to Rivvet. Beyond that, no one could really tell you. It might be where the Paraxian's lived, it might be where they still wait, or it might just be a northern waste.
Mira'det: The lands of Mira'det spread far, on the Celestial Map it occupies the eastern sphere of the known world, with the Naux beyond it. Of the four nation-states, Mira'det is the most populated and industrious, adhering tight to civil and guild law, especially the COG. Mainly grass plains, light forests, foot hills, and shallow valley, Mira'det is both resource rich and moderate in climate. While about a third of the populous here still relies on mainly local goods, the numbers steadily decline. When asking for directions in the land of Mira'det all locations are based off of false north, where north is the city Rivvet. Anywhere that's anywhere in Mira'det lies along the main rail system connected to Remie, or the hub city. Honna lies to the west, Viggs to the east, and Midlire to the south. Several loops connect smaller towns to their counterparts, such as the Viggs lumber offshoot that passes through at least a dozen towns alone.
Viggs: Viggs is a lumber city with excellent relaxation opportunities. Without any major guilds, Viggs is mainly a peaceful place politically. Wildlife and game are abundant, as well as herbs and rare flora. The woods around Viggs are gold and white, and are sought for art material to common construction for local establishments—Viggs wood in Viggs is dirt cheap, it's just getting it somewhere else that’s costly. To stop poaching and smuggling efforts it is rumored a group known as the WhiteWood, lumberjacks by day, rangers by night.
Midlire: A port city. Most foreign goods come through Midlire. While it's not a tourist attraction, it sports excellent weather for cash crops and shady dealings. While the city is brim full of trade and craft guilds, they all operate under Banner Merchant law, which is costly but provides excellent benefits if you're a member.
Honna: Technically Mira'det's largest northern establishment, Honna is the last major stop before the rail end in the Mims. Home to frozen dust storms in winter, and overripe poison fruit in the summer, the northern lands are absurdly thick with mineral deposits, rare game, and death around every corner. For weeks out of the year Honna is draped in the darkness from Naux and Mid-tide. Oddly enough, Honna and its surrounding areas is a cultural hub for the arts, as well as a foci for the rail industry as they would like to blow up parts of the Mims to extend the rail to someplace beyond the Yah'hie people that still roam them.
Mims: Frozen mountain wasteland with tropical pockets full of deadly creatures and fauna. Home to the Yah'hie people.
Yah'hie People: Sub-race of the Anahish people. More sturdy, less educated. Not quite barbarians but tribe based. Excellent metal workers.
Remie: The hub city, and one of two ways to Rivvet. Remie is ran by the Rickett's Rail, the guild in charge of all rail planning and the masterpiece connecting Rivvet to Mira'det (Aside from the ruins that lead there). The city has spread its girth over the area, eating up farm land in favor of industry. The COG has large holdings here, including a major observatory. It is the melting pot of Mira'det.
The Hobble: The name given to the decomposing stair way/machined tunnel up to Rivvet. It hasn't been used in centuries, but is still home to some strange events and celebration. It is terribly unsafe and a several day climb for in shape explorer on foot. In recent years it has started to emit strange smells, which people blame on Rivvet's waste.
Detta: Detta, or more often called the Old Capitol lies smack in the middle of the triangle of city centers, and has the oldest buildings of all Mira'det. It was where the COG was formed, where the government sat breifly, where royalty had broken into a system of checks and examination. When the government was formed, Detta became more a holy place than anything, being the only land suitable for the Seers and Oracle to operate (Shaddians). It is a white washed labyrinth of a place, the old ways maintained in pristine form. In the city center, there is a great lens set into the earth, a great observatory like no other. Unlike most of Mira'det, there are no rails here, and it always seems to rain at night. (Many who oppose the COG suspect they came from Rynthia because of their secrecy with non-guild members as well as their architectural similarities).
LORE
Mira'Det's ways of the land:
Detta and Rivvet contain special laws of the land when compared to the rest of Mira'det. As a rule of thumb a primary guild oversees the optimization of a city or area, or multiple cities/areas. This results in very little exclusivity, except for the Rail guild and COG. COG tends to be everywhere but concentrated in Detta. Rail guild is everywhere except Detta. Any disputes go to the related guild before the primary local guild. Depending on the dispute, government intervention will come into play or may be in play immediately (case by case). If no resolve is met it is deferred to the COG. Over the centuries government has trumped the use of COG, as has the related guild before the local primary guild(s). In Detta, COG word is final. In Rivvet, there is basically zero guild control, zero COG presence. While the government has steadily moved their seat to Rivvet, Company authority is at an equal influence.
Guilds: Some of the largest guilds in Mira'det are: Rickett's Rail. Celestial Observation Guild (COG). Banner Merchants. Guilds come and go, and one might belong to a number of guilds, or none at all. Some offer perks, some incur penalties, while others just sound dapper. Primarily, outside of COG, guilds offer a way to insure you're getting paid, have work, and include some type of social status.
Rickett's Rail: If you meet a guild member off the train or away from the tracks, you've probably messed up. Generally nice people members of RR are usually neutral in matters that don't directly involve the guild or their members.
Celestial Observation Guild: The COG is as close to a church as they come. Some are born COG, some train and never are. The COG reads the stars, always have, and lead Mira'det with their musings. Seers enforce COG law after finishing their studies, roaming abroad by horseback, taking orders directly from the Oracle. Others merely study, take residence in Detta away from the modern world, or just claim affiliation with the guild. By reading the stars the Oracle of the COG is supposed to be able to understand the will of universe. The Oracle resides in Detta, and never leaves, they are born into it (Shaddians).
Banner Merchants: Mainly dealing with import-export, association with the guild is costly but its members stick together and are pretty fair for the price of admission. Some halls have shown up inland in recent years, pushing out old local trading guilds. They are not fond of dealing with the wick people.
Governance:
Mira'det was once the Kingdom of Mira'det. A monarch ruled with the COG at its side for hundreds of years. It is recorded that the COG predicted a foreign visitor and the fall of the monarchy, and that's exactly what happened. With little bloodshed the monarchy was replaced with the 'Civil' Governance of Mira'det, which allowed the COG to continue operation in Detta while a semi-democracy spread to the major cities, and later even to Rivvet. The semi-democracy allows an election from officials who are trained in the subjects of ruler ship for some time before being put on a ballot. The elected official acts as a type of lord over the city and immediate areas, and holds council with guild members along with public meetings to solve any disputes. These individuals are not trained in the sport of winning or defeating, but rather succeeding and progressing the betterment of Mira'det—they are not warriors, they are thinkers. If corruption in the governance is detected, guild interference can be instigated should it be dire to the nation.
The People:
There is an endless variety of people in the lands of Du'Anah. The way of the land usually falls into a general self-identification. Certain establishments might value heritage, educational status, etc. But any native to Mira'det could easily identify as Gyian. That being said, "nationality" is more an expression of identification not expectation or reality. Everyone, after all, is Du'Anahish (or Anahish for short), working together more than apart. Major identification nationalities are Dettish, Gyian, Bronick, and Fini (Inhabitants of The Loops or Afin Sea). In terms of the concept of race, again, most everyone is genetically Anahish. There are some exceptions and speculations to this concept as follows: Mythical races, such as the gnomes of Gyia, are not considered Anahish, but it does not necessarily mean they are not biologically compatible (The speculation of the Clown people being Anahish is just that, although physically they do not resemble the people of today they might have been Anahish ancestors). Generally monstrous creatures are not biologically compatible, even in terms of abomination/perversion. In Du'Anah, however, there are several "non-Anahish" races worth mentioning that are not only biologically compatible, but also are common, non-monstrous types.
Non-Mythic Humanoids of Du'Anah:
Ghouls: Primarily non-intelligent creatures, it has been recorded over time that several ghouls have been human enough in manner and appearance to pass freely above ground and breed. Because the ghoul genetics tend to be recessive, offspring usually had no complications, and 2nd generations showed zero physical traits. In very rare cases a royal ghoul would be brought about in this way. A royal ghoul was a marvel speculated to be fully ghoul, nearly human, tenfold better in every way except life expectancy. While not officially documented, it is believed that royal ghouls are sterile. Like their kin, they are said to be drawn to the humid undergrounds of the world, particularly Mira'det.
Hassat: Tall, bulky, stronger than the strongest Anahish man. Hassat aren’t many in number these days, and prefer work over social interaction or sleep. While not purposely a nuisance, some Hassat's work ethics get them into trouble, especially with freight captains who can't stand literally being talked down to, and very very slowly to boot. And while an emotional Hassat is a rare find, you could almost bet they have a partner, likely human, and are probably up to their knees in cash. Hassat art at auction could cost a man his home. Hassat have no native language, but are excellent body readers.
Shaddians: Shaddians are said to descend from a special line of people, the Shadda. The shadda have long life spans, even when compared to other humanoids. Other than their fragility to disease, more defined features, and perfumed nature, shaddians are basically Anahish. When a shaddian gives birth to a second child, the mother always passes. Shaddians always have one boy and one girl, but not in any set order. When shaddian girls are born, they are inspected for the Cogature, or mark of the muse. If a shaddian gives birth to the new muse, the father will die after child birth in place of the mother. Only females can be muses, and there can only be one muse at any given time. Muses are gifted with unique abilities, primarily the gift to read the stars, and as such have been at the head of the COG since its formation. If a muse leaves the holy ground, she will die. A muse has no reproductive capacity. Muses cannot speak, they are telepathic. Because shaddian woman can only give birth twice, more men seek non-shaddian partners than women. There is an old shaddian joke, "If I happen to die, it's because my wife is luckier than I am."
Wick People: The wick people, or people of wick, or the people from wick, are hard to categorize. They are Anahish who are no longer Anahish, they have traded their being in exchange for the wick. The wick is said to be somewhere beyond the loops, the way only known by its people. Primarily traders in the exotic, they also place a high value on exotic meat. While not all wick people look the same, they all have had their Badges 'sewn' and they all sport pasty flaky skin just short of death, along with outrageous dress and hair. Most alarming of all are their Rose Boxes and modified teeth. To become one of the wick there are numerous steps, but you need only to ask another wick, and something could be arranged. The wick are rarely seen in Gyia, and particularly loath the rail system and Banner Merchants. Not vampires per se, meat, blood, offal, and other exotic foods are always on the menu. Some rumors speculate that the wick have been cursed or plagued by the people of Rynthia, the Naux, or come from some place beyond the known lands of Du'Anah altogether.