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Herein lies LATS and Lore

Lore Creation



Player Accountability



Tiers



Setting



The rest of this thread shall be dedicated to the documentation of A Patchwork World's lore.
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Bayera



Continents

Nymia


Vaemia

Often called the Fortress in the clouds or the Airborne Citadel, Vaemia is the largest capital city on Nymia and it, quite literally, reigns from on high, looking down upon the world from just beneath the peak of the Crooked Mountain. Vaemia, unlike your common city, is located hanging in the air, supported by a mixture of magical and technological means--though it favors the latter. It is a technological marvel, considered one of the world's great wonders. The city, while possible to reach via airship or flying mount, is otherwise inaccessible, often locking the poor or disadvantaged upon the ground ever to stare in wonder at the glittering construct.

While looked up to literally and figuratively by those who dwell upon the earth as a shining beacon of progress, the city is in fact a dangerous place plagued by the worst sorts of criminals. Murderers, dangerous technopaths, and prolific hackers abound, creating an underground that one could only describe as unnaturally healthy. While magic does exist within its bounds, its citizens often look down on those of a magical persuasion in favor of their tools and trinkets. As such there is something of a harsh rivalry between two factions.

The Technocytes and Magisters rule each their own half of the city and while their rivalry is a serious one, they both know that should either forsake their duties the city would truly fall into chaos--something neither side can allow despite the enmity between them. While trade is important to Vaemia as a city it is more a place of manufacturing than it is of trade.

That is, unless you consider its blackmarket....

Koir


Olias

A port city in an optimal location for international trade, Olias is a place of duplicity. While by day it appears lively and rife with activity, its nature changes drastically as night falls. While Olias may not possess a blackmarket like Vaemia it is nonetheless a place of disappearance and mystery where the veil is thick and the line between opposites thin. Its people are wary of strangers, though most put on a front during the day, inviting tourists and foreigners alike.

Nonetheless, of the three biggest capitals Olias is surely the most mysterious, possessing monuments of old gods, a largely unexplored system of catacombs that go deeper than most might think and a history lost to time. It is the oldest city in Koir and even its founder has been lost to time. Why it is even called Olias, or what the name might mean, is similarly lost. This is of course not at all assisted by the fact that most advanced technology ceases to work within Olias' bounds, the reason for which is yet to be uncovered. On the other hand, magic is far more potent, though this too has its disadvantages as what may have before lit a candle, might set fire to a house.

It is a power that one must learn to control...should they survive long enough to do so, they will be quite lucky. Though should they go looking in Olias, they may not find that their luck holds as those who seek, are often found and if they are not...then what they find is just as likely to be their downfall.

As such, Olias has long been known as the City of the Lost to those who know its true nature. To others it appears just another port city, though perhaps a large one. Regardless, with exotic wares arriving every day and people disappearing almost every night, who knows what one might find in the Lost City.

Vostira


Calivast

A city nestled in the mainland of Vostira, Calivast is the proud capital of Isira, a bustling nation brimming with culture and trade. A unity of states more than a single government is the defining point of Isira as well as the trade and small conflicts between each of its regions. Calivast is very much the central hub of this trade as everything that moves through Vostira must at some point pass through it. With sprawling plains laid about its form, its center 'pon a hill, and surroundings crisscrossed by canals, the city is a constant buzz of activity regardless of the season.

From far and wide traders, travelers, and troublemakers come to find their way in the world be it through honest ends or not. While the ruling party in Calivast is in fact human, the country to which it is capital is very much a melting pot of races, humanoid and otherwise. All kinds are considered equal within the city's bounds even if such is often not the place throughout the rest of Isira.

While not immediately apparent, Calivast is very much a well-to-do city as while on the surface its architecture is wizened and old, beneath its surface brims the technology of the new age. Its river is divied into waterways and artificial sailing canals; its buildings are reinforced with steel and repaired by nanites; and here and there one may find that its people sport not so mundane items.

Truly it is not a place to take things at face value. In fact, doing so is rather ill advised. Why this is however, is a thing one discovers for themselves.
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The Divine Equation

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Mana and Magic


Brought into being by the Primordial Embryo, Mana is a conscious energy, which suffuses reality and acts as the driving force for all living things regardless of their alignment or place in the world. It is this energy, which acts as the medium for all works, be they the mortal practice of mages or the workings of the divine. Alive in its own right, each particle of mana possesses its own simple mind without alignment and thus impressionable in its nature. This makes mana malleable to those of greater will, of which there are many, thus coloring the energy with Karmic “Right,” or “Wrong,” depending on how it is used and to what end.

It is this energy that allows living beings to weave magic by way of aligning their internal mana with the energy which surrounds them and bending it to their will. Thus magic is a working requiring the mastery of self and environment both lest one gain greater sway over the other and bring ruin to the caster, or perhaps those around them.

As an energy of impressionable nature whose essence infuses the world and its inhabitants it holds that workings of magic alter it, often influencing the people and places that dwell in its vicinity. In this way a twofold truth is revealed, as mana is tinged not only by the will and focused intentions of mages, but also from where it is drawn and to what ends it is used. Essentially, when mana is bent to the will of man or mer it is changed taking on the “Right,” or “Wrong,” of the mage's actions. While the mage and those around them may benefit or suffer from this, it is not only the targets who are changed by the workings of magic, but the places it is used in and the inhabitants therein.

Thus it stands to reason that mana, through magic, influences the environments it dwells in, perhaps blessing or cursing places in which it is often used. Greater workings of magic may even alter a place in its very essence, twisting it into a horrible rendition of “Wrong,” or shifting it into a masterpiece of “Right.” The same is true for man, mer, flora, and fauna as magic changes not only the mage, but also those who live in the places they do magic. Conversely many smaller workings of magic may have the same effect.

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Notable Figures


Below is a list, each with explanation, of notable historical figures and present NPCs/people who are not player characters, but may nonetheless be important in some manner or another.

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The Races of Bayera


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