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Mikeno'Sedhr sits in the middle of an area of close islands called the Noc, surrounded by the kingdoms of Grethmar, Mur, Throndir, and Margot.
The Noc itself is composed of the Outer and Inner Islands, also called the Nameless Islands. The Outer Islands are Saith and Haith, Ur-Hedroh, Beor, Mersoon, Elsoodra, Kir, Eive, Bizurn, and Smir'farsad.
Saturday, March 24, 2007
Saturday, March 10, 2007
All That is Known of the Present (Slightly Abridged)
Mikeno'Sedhr, known in the common tongue as Truce, is an island city-state preeminent in the world, a giant mixer for not only the races which walk the earth, but also the gods whom they worship. It is governed by two councils, representing the split between those of the Ten Thousand who followed Vadeh and those who chose Flandir: the Noon and Midnight Councils.
The Noon Council is composed of the followers of Vadeh. These followers span many different races and nations, but are predominately elves (the Sistri), humans, catfolk (the Mur), illumians, and halflings. The Midnight Council, on the other hand, counts many sea elves (the Mistri), dwarves, half orcs (the Flunir), and gnomes amongst its members, and follows the ways of Flandir. The councils each hold sway for half of the day, with the Noon Council ruling from sunrise to sunset and the Midnight council ruling the dark hours.
In the event of a dispute between the councils, the Year-King is the arbiter and tie-breaker. He or she is not a member of either council but, rather, is selected through a yearly contest overseen by them. A grand tournament is held, with the mightiest warriors from around the world competing against one another until one rises to the top. The Year-King is then ritually maimed, having the Achilles tendon of one foot cut, and faces the aspirant warrior in the Grove of Seasons on the evening of the summer solstice. Whomever emerges in the morning is declared the new Year-King. Traditionally this results in the Year-King from the previous year being slain, but the current Year-King is an exception to this rule.
Mirosh, son of the current Great Elder of the Mur, Draizen, has lived through seven visits to the Grove of Seasons, each time somehow besting his challengers. He is the most powerful Year-King in memory, maintaining a sizable personal army called the Mirosh'ar, all of whom are also catfolk. He has absorbed many duties once the charge of the Noon and Midnight councils, overseeing trade and the bureaucracies necessary to keep it flowing.
The only faction to present any serious contest to Mirosh's rise to preeminence are a group of rebels known as the Duar. Their ranks are composed of many Mistri, but Flunir and even some Mur have swelled their numbers in recent years. Notably, they are led by Mirosh's brother, Dervaish. The origins of the conflict between the brothers are unclear, although rumors swirl in the streets.
Rivaling the Year-King in several ways is the Order of Namers. Founded five-hundred years ago, the Namers are a group dedicated to the discovery of the true names of everything in the Autrech. They believe that by discovering the names actually given by the Ten Thousand to the objects and people of the world that they can determine the future, and sway the present. Their ultimate aims are not clear to outsiders, however, and they have kept them well-secreted for as long as they have existed. What is known by all is that a Namer, suitable equipped with the true name of something, can exercise almost absolute power over it. For this reason many in the city keep their given name secret and assume an alias, although it is not known whether the practice of this superstition truly deters a Namer from learning one's true name. The Namers are primarily composed of Sistri.
Geographically the city sits at the hub of the trade routes of the known world, sitting amidst the Flunir kingdom of Grethmar, the catfolks' arid land of Mur, the dwarven reaches of Throndir, and humanity's federated city states of Margot. The routes nearest Truce would hardly be navigable were it not for the skill and experience of the Mistri natives of the region, whose pilots make transit through the rough water of the Elvina possible. The various kingdoms of the Autrech all heavily depend on the ability to sell and buy goods in Truce, and this, perhaps more than anything, keeps the city safe from incursion.
The gods of Mikeno'Sedhr are too numerous to count, or, in the words of the great philosopher Mirrandr there is, “a god on every street's corner, hawking his wares.” However, there are some gods known to all:
Recent years have seen the rise of the worshipers of Beeshoon, often depicted as a large jade spider, and their Jade Cult. Most Cult members do not openly identify themselves as such, preferring anonymity. Their philosophy can best be described as nihilism, since they believe that Flandir will ultimately free himself from the Prison of Thought created by Vadeh and destroy the Autrech. Although this is common knowledge, their long-term ambitions are closely-held.
It is the year 20517 as reckoned since the founding of Truce.
The Noon Council is composed of the followers of Vadeh. These followers span many different races and nations, but are predominately elves (the Sistri), humans, catfolk (the Mur), illumians, and halflings. The Midnight Council, on the other hand, counts many sea elves (the Mistri), dwarves, half orcs (the Flunir), and gnomes amongst its members, and follows the ways of Flandir. The councils each hold sway for half of the day, with the Noon Council ruling from sunrise to sunset and the Midnight council ruling the dark hours.
In the event of a dispute between the councils, the Year-King is the arbiter and tie-breaker. He or she is not a member of either council but, rather, is selected through a yearly contest overseen by them. A grand tournament is held, with the mightiest warriors from around the world competing against one another until one rises to the top. The Year-King is then ritually maimed, having the Achilles tendon of one foot cut, and faces the aspirant warrior in the Grove of Seasons on the evening of the summer solstice. Whomever emerges in the morning is declared the new Year-King. Traditionally this results in the Year-King from the previous year being slain, but the current Year-King is an exception to this rule.
Mirosh, son of the current Great Elder of the Mur, Draizen, has lived through seven visits to the Grove of Seasons, each time somehow besting his challengers. He is the most powerful Year-King in memory, maintaining a sizable personal army called the Mirosh'ar, all of whom are also catfolk. He has absorbed many duties once the charge of the Noon and Midnight councils, overseeing trade and the bureaucracies necessary to keep it flowing.
The only faction to present any serious contest to Mirosh's rise to preeminence are a group of rebels known as the Duar. Their ranks are composed of many Mistri, but Flunir and even some Mur have swelled their numbers in recent years. Notably, they are led by Mirosh's brother, Dervaish. The origins of the conflict between the brothers are unclear, although rumors swirl in the streets.
Rivaling the Year-King in several ways is the Order of Namers. Founded five-hundred years ago, the Namers are a group dedicated to the discovery of the true names of everything in the Autrech. They believe that by discovering the names actually given by the Ten Thousand to the objects and people of the world that they can determine the future, and sway the present. Their ultimate aims are not clear to outsiders, however, and they have kept them well-secreted for as long as they have existed. What is known by all is that a Namer, suitable equipped with the true name of something, can exercise almost absolute power over it. For this reason many in the city keep their given name secret and assume an alias, although it is not known whether the practice of this superstition truly deters a Namer from learning one's true name. The Namers are primarily composed of Sistri.
Geographically the city sits at the hub of the trade routes of the known world, sitting amidst the Flunir kingdom of Grethmar, the catfolks' arid land of Mur, the dwarven reaches of Throndir, and humanity's federated city states of Margot. The routes nearest Truce would hardly be navigable were it not for the skill and experience of the Mistri natives of the region, whose pilots make transit through the rough water of the Elvina possible. The various kingdoms of the Autrech all heavily depend on the ability to sell and buy goods in Truce, and this, perhaps more than anything, keeps the city safe from incursion.
The gods of Mikeno'Sedhr are too numerous to count, or, in the words of the great philosopher Mirrandr there is, “a god on every street's corner, hawking his wares.” However, there are some gods known to all:
- Vawdir, said to be Vadeh's close kin among the Ten Thousand, is worshiped mainly by the Sistri as a god of light and healing.
- Mykel, worshiped predominantly by humans as a god of bounty and goodness.
- Kythros, worshiped by many races as a god of war and dominance.
- Beeshoon, worshiped by the Flunir as a god of shadows and protection.
- Northmorn, god of the dwarves, dark places, and ways out.
- Recitir, god of the Mistri, worshiped for his watch over travel.
- Eindon, worshiped by halflings and other thieves as a protector and savior.
Recent years have seen the rise of the worshipers of Beeshoon, often depicted as a large jade spider, and their Jade Cult. Most Cult members do not openly identify themselves as such, preferring anonymity. Their philosophy can best be described as nihilism, since they believe that Flandir will ultimately free himself from the Prison of Thought created by Vadeh and destroy the Autrech. Although this is common knowledge, their long-term ambitions are closely-held.
It is the year 20517 as reckoned since the founding of Truce.
Wednesday, March 7, 2007
Everything That Has Happened Until Now (Abridged)
“The city of Mikeno'Sedhr, 'great truce' formed after Vadeh, first and wisest among the Ten Thousand, sacrificed himself in the battle of Ur-Hedroh against Flandir, sits at the center of the worlds of Art, Commerce, and Civilisation, without peer among the kingdoms of the Autrech and the most just society known. In the words of the Mistri natives she truly is, 'heart, eye, and mind.'”The world once was a wider place when the Ten Thousand danced harmoniously, before a shadow or imperfection had marred the crystal plane of the world. In that age there was no sea nor air, no wind or sky, nothing except the shining expanse of the world, reflecting brilliantly upon the Dance of the Ten Thousand, floating in the sea of Nothing above. But the Ten Thousand desired adornments for their dance, desired accompaniment, and two of them decided to make this urge manifest.–Vadrech's Guidebook to Mikeno'Sedhr
Vadeh was first among the two to act, and without breaking the rhythm of the Ten Thousand he took hold of the flatness of the world and bent it upon itself, forming a globe. He named it Autrech.
Flandir acted next in the rhythm of the dance and, overjoyed at the shape of his brother's making, cried in wonder upon the empty earth. Thus was the sea formed and given name by Flandir.
Vadeh smiled at Flandir's act, and danced gloriously upon the sea. And where his steps fell upon the face of the waters, land sprang from the froth. This he called Land.
Not to be outdone, Flandir grabbed a mass of the land and shaped it into three balls which he sent spinning about the earth, cold orbs of silver adorning the empty sky. He named each moon in turn: Florvir, Igriminir, and Trestev. Flandir smiled a challenge at Vadeh.
Vadeh too grabbed a hold of a piece of the land, much more than his brother had, and molded it into a ball with his hands while warming it with his breath. When he was finished he set it spinning about the bare sketch of a world and as it spun it began to glow. Thus was the Sun named and the first sunrise seen.
Flandir took a great breath, and then blew out into the world, creating the Wind. His brother also drew breath and with his exhalation the Sky was created.
But he did not stop at one breath. Vadeh drew in breath once more, and this time when he emptied his lungs the world was filled with life, and all the animals, plants, and races of the world were created and given names.
The Ten Thousand rejoiced at Vadeh's breath, spiraling their dance closer to the world, and began to act upon the new creation, adding detail, shade, hue, and names.
But Flandir was dismayed and embarrassed. He deemed the final step of creation flawed and unworthy of the Ten Thousand, and so determined to undo it. Thus did Flandir break the Great Dance and enter into the world, determined to eliminate the erratic creation of life. In doing so he threw the Ten Thousand into chaos and conflict. After a millennia of discord two groups arose: those who continued to move in stride with Vadeh, and those who broke off to follow Flandir. This situation might have persisted, were it not for Flandir's will to erase the already-wrought elements of beast and man, his will to seek the annihilation of all.
Vadeh yet remained apart, still in the Dance, but the Ten Thousand who remained at his side besought him to intervene and, after much deliberation, he agreed. The ensuing battle of gods razed the better part of all that existed until the final battle was met at Ur-Hedroh. There Vadeh trapped Flandir in a continuous breath of creation, a storm of thought, but was forced to sacrifice his very existence in order to sustain the winds of the prison.
With Vadeh and Flandir gone, the other Ten Thousand fell once more into disarray, each seeking dominance over the others in order to form creation to their will. The earth was thrown into the grief of war caused by their strivings, with entire continents and populations disappearing. This situation lasted for thousands of years until the Ten Thousand were, themselves, bereft of energy to continue the conflict. The Ten Thousand decided to meet in order to reach a compromise.
After fractious years of debate, a decision was reached: each of the gods would be allowed their battle and strivings for power, but in a more limited context. This context was a new city, named in honor of Vadeh's sacrifice, Mikeno'Sedhr, or, “Vadeh's Truce.” All power would rest in the city, and those who controlled the city would control the world.
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