the Aristocracy
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Kingdom of the Riverlands
Comprised of the two major cities Riverton and Switchllyn, the Riverlands have stood united longer than any other faction. An agrarian, feudal trade society, the Riverlands produce enough food for the whole of the known continent. As a commercial polestar, the Riverlands is the geographical heart of Exteria and draws beasts from distant lands. The deified, mythical leader, the ancient King Bartholomew, whom the good and simple people of the faction revere, is famed to have brought these two major cities together. Kept alive well beyond any normal beast's lifespan, Bartholomew persists through a combination of magic and devotion to the high standards and ideals he set forth for his people. However, corruption and greed have begun to replace the good heart of this kingdom. In a poetic allegory of this growing wickedness, an illness has begun to take the lives of those living in the overpopulated cities. Drawn naturally to the large population centers of Riverton and Switchllyn and exacerbated by the number of foreigners passing through the cities on a daily basis, this sickness has created tension between those seeking to leave the cities and the pastoral dwellers. Yet more disturbing than the threat of the spreading infection are the rumors of those who have died refusing to remain in their lifeless state. The Rails Seeking to establish a reliable means of transport and communication with the East, the Houses of Kwontoshi not only excavated but revived the ancient railway built by ancient beings centuries ago. The rails provide unparalleled transportation between the Riverlands, Kwontoshi, and Highlonsome, which has resulted in greater geographic mobility, economic trade, and interfactional communication. Any can ride the rail, as long as a ticket can be procured, and the rails are said to be controlled by some sort of being born of both magic and machinery. Though the books kept are private, profits from the rails likely fill the House coffers. However, it is the rails alone that allow places such as Varsity-upon-Norgate and the prison at Highlonsome to thrive. The City of Varsity-upon-Norgate Although in its own right a small, humble town at the edge of the Riverlands, Norgate houses what could be considered the heart of all Exterian intellectual thought. Because it sits outside of the Kingdom's direct control and thus exists in a state free of most factional influence, the University is able to stand as a bastion of cooperative, interfactional academic efforts. Here academics, engineers, and mages from around the continent converge to push the intellective envelope of the known world. Situated at the intersection of the Northern Railway, the Northbound Seeded Path, and the Tobian River, University is anything but inaccessible by travel. There are many topics discussed and researched at the University, but the most prevalent inquiry stands at the heart of this institution: what was at the nascence of our world--that is, what caused the Awakening? |
the Breakers
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Concavum League
Begun as a loose confederation of city states, united to stand against ancient Riverland aggression and foreign raiding parties, the Concavum League has come to be known for their reverence of power. Those who are skilled in their respective fields quickly rise to prominence within the inter-city congressional body. The most obvious manifestation of power here comes in the form of the Warmage Legion, the highly trained military arm of the League. Developed from historical necessity, the Legion protects the existing powers and bonds offensive casters with powerful warriors. In recent years, turmoil has taken stead. A society madly devoted to excellence is torn by civil war. Following Clovis of Chaticum's death and the passing of power to August of Ontaria, the Warmage general July has rallied the Southernmost cities in open rebellion. Forsaking the traditional title of Princeps, July dons the title of Calefactor and the icon of the phoenix. Standing against the perceived corruption of politicians, orators, and others who would try to control the power of the League, July wages his war. |
the Denizens |
Sacar
Sacar is a land of ruins and desert. Located between God's Jaw and the Western coast, few beasts live in the sparsely populated region. Those who do refer to the area simply as the Waste; those unfamiliar with the harsh life provided in this land know it as Sacar. Here, more than anywhere else relics of the past are visible, preserved in the arid climate. These denizens live among them, giving little thought to the ancient beings who left the relics behind. Instead these relics, like everything, are viewed with an impartial, utilitarian eye. The Sacar can be uncanny and inexplicable. Here, the fundamental rules of the universe seem to not apply. Many report distance and time, once standards, fluctuate. More than this, strange creatures and spirits, seen nowhere else, often wander into the populated areas of Silvercity and Highlonsome. The deeper one goes into the Waste, the stranger scenes there are to be seen. The City of Highlonsome The Order of Paladins and the city of Highlonsome, in which they reside, is the sole bastion of order within the lawless Waste. At its innermost, Highlonsome holds many threats to Exteria in a prison known simply as Aix. For a price, the Order of Paladins will confine any wretched prisoner unfortunate enough to have made powerful, if not wealthy, enemies. The city sits at the edge of the Sacar and the Jaw, and is connected to the rest of the continent by rails; this controlled isolation gives would be fugitives little chance for escape. Here, many beasts disappear into the vaults of Aix, or simply turn up as corpses in the Waste. As for the Order of Paladins that maintains Aix, these beasts act as the only form of justice in the Waste. The Paladin is judge, jury, and executioner. Without the Order, civilized life in the Waste may have been impossible. The Silver City It is said Silver City is peerless in its total embodiment of the spirit of adventure. Here, dreamers and profiteers look to make a profit through any means necessary; and these grand schemes are widely known to be funded by both trade and the great houses of Kwontoshi. Relic hunters comb the Sacar for lost trinkets to be sold to House Genshu while mariners eager for work are hired by exploratory vessels seeking to capitalize likewise in the sea. These expeditions troll the depths for forgotten treasures, or run trade routes up the Undercity Strait. Rugged and expendable individuals with few personal connections are bountiful in Silver City. Wealth is bountiful but fastidious, and job security is lacking. Those unable to find legitimate work turn to other practices. No other location in Exteria can boast as unique a black market as Silver City. Exotic goods from across Taiheiyo and long forgotten relics recovered by intrepid explorers are just a few of the intriguing trinkets to be found here. Pirates, thieves, and other conspicuous individuals run rampant, checked only by the Order of Paladins. The Order, though active, worries little with the actions of such petty criminals and keeps its attention on the functioning of the city as a whole. This means making sure work is available and gold is plentiful. |
the
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The City of Kwontoshi
Kwontoshi is the most recently established city on the continent of Exteria. Originally outlanders, these immigrants followed the shoreline descending from the North to settle. Kwontoshi is delegated by a hierarchy of three related families--known as the Houses--and is dominated by the House Genshu. Bringing with them technology and riches previously unseen, these settlers quickly established themselves as a technological hub, connecting East and West across the jagged crags of God's Jaw. Immensely wealthy, these beasts are seemingly charitable to those around them. The Houses of Kwontoshi pay adventurers handsomely for any ancient technology they deem compelling for their works. This discovery of new pieces fuels their relentless study of the past as well as a drive to fuse magics with technology. Although many beasts are drawn to Kwontoshi by the promise of adventure and work, the insular Houses remain withdrawn from the daily bustle of their metropolis. In the rainy city of Kwontoshi, knowledge and image are paramount. While the Houses ostensibly share so much, one must wonder whether forthrightness can be included among their virtues. |
the Summoners |
The Seeded Paths
Like the coil of a snail's shell, the Seeded Paths twist and spiral from their center: the Grove, the epicenter of Nature's dominion. However, this once great land has reached its nadir; Nature here wilts, Her flora trod under the boot of the Awakened and Her fauna existing in a tragic dearth. Infertile strips--now scar tissue--lay as evidence of past trespasses across Nature's breast, cut by forces unknown. But here, from out of the sanctuary of the Grove, the Tribes seek to remedy these wounds through their migrations and wanderings. In shared purpose, the Tribes split the burden of healing Nature; while one tribe tends to their home, the Grove, two make pilgrimage, fostering growth on the trail. Aided by magic, the Tribes seek to regain what has been sullied and nearly lost by the arrogance and entitlement of the now-sentient Awakened. Natural trade routes flourish on these lands; the Grove connects with the Western Coast, Scar, and Varsity-upon-Norgate. As the tribal caravans pass through more populated centers, they bring with them exotic magics, foods, and celebrations. The City of Grove Created by the three tribes of Plainsbeast in reaction to the calamitous destruction of the Hive, the living city of Grove unites the extant nomadic peoples and acts as a binding hub at the center of the Seeded Paths. In perennial traditional, two tribes will make a year's long pilgrimage while the third remains in Grove, transient caretakers of their shared home. Here, the sacred tree Heartwood has its deep, aged roots at the center of the wooded city. Surrounding Heartwood is Grove's namesake: a grove of trees into which the cityscape is built. The pith of Plainsbeast society is a reverence for all things deemed natural. As such, a tear exists in their conceptualization of their own sentience; the plainsbeast sees conscious thought ersatz and, ultimately, unnatural. Not stridently anti-intellectual, they justify their existence as Nature's stewards--Nature's guardian, helpmeet, and partisan--the preeminent of all natural. |