Empire of Tyrs - Mystic Realms
Transcription
Empire of Tyrs - Mystic Realms
A Guide to the Empire of Tyrs A Chronicle of the Realm of Meredia Mystic Realms ® The Empire of Tyrs Play Test Version 2009-03-20 A Chronicle of the Realm of Meredia Written by Anton Kukal MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. REALM OF MEREDIA and all M ystic Realms characters, character names, and the distinctive likenesses thereof are trademarks of M ystic Realms, Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Copyright 2006 Mystic Realms, Ltd. All rights reserved. Printed in the USA. Mystic Realms, Ltd. Table of Contents Introduction. . . . . . . . . . . . . . . . . . . . . . . 1 History of the Empire. . . . . . . . . . . . . . . . Epoch of Human Slavery. . . . . . . . . Epoch of Freedom Fighting .. . . . . . Epoch of the Republic. . . . . . . . . . . Epoch of Woe and War. . . . . . . . . . Epoch of the Empire . . . . . . . . . . . . 3 3 3 4 4 5 People of the Empire. . . . . . . . . . . . . . . . Social Status. . . . . . . . . . . . . . . . . . . Citizenship. . . . . . . . . . . . . . . . Appointee . . . . . . . . . . . . . . . . Denizens. . . . . . . . . . . . . . . . . . Malefactors. . . . . . . . . . . . . . . . Non-Human Agent. . . . . . . . . . Non-Human Visitor. . . . . . . . . Political Factions. . . . . . . . . . . . . . . Abolitionist . . . . . . . . . . . . . . . Anarchist. . . . . . . . . . . . . . . . . Individualist. . . . . . . . . . . . . . . Imperialist . . . . . . . . . . . . . . . . Purists. . . . . . . . . . . . . . . . . . . . Secessionist. . . . . . . . . . . . . . . Senatist. . . . . . . . . . . . . . . . . . . Unaligned. . . . . . . . . . . . . . . . . Cultures. . . . . . . . . . . . . . . . . . . . . . Imperial City.. . . . . . . . . . . . . . Provinces. . . . . . . . . . . . . . . . . 6 6 6 6 6 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 Occupations. . . . . . . . . . . . . . . . . . . . . . Acolyte . . . . . . . . . . . . . . . . . Ambassador. . . . . . . . . . . . . . Animator.. . . . . . . . . . . . . . . . Apothecary. . . . . . . . . . . . . . . Apostle. . . . . . . . . . . . . . . . . . Archer.. . . . . . . . . . . . . . . . . . Assassin. . . . . . . . . . . . . . . . . Barrister. . . . . . . . . . . . . . . . . Beggar. . . . . . . . . . . . . . . . . . Bounty Hunter. . . . . . . . . . . . Brigand . . . . . . . . . . . . . . . . . Burglar .. . . . . . . . . . . . . . . . . Cabalogist.. . . . . . . . . . . . . . . Captain. . . . . . . . . . . . . . . . . . Commander. . . . . . . . . . . . . . Constable . . . . . . . . . . . . . . . . Destroyer. . . . . . . . . . . . . . . . Duellist . . . . . . . . . . . . . . . . . Elementalist. . . . . . . . . . . . . . Enchanter. . . . . . . . . . . . . . . . Explorer. . . . . . . . . . . . . . . . . Forger. . . . . . . . . . . . . . . . . . . Gladiator . . . . . . . . . . . . . . . . Granger . . . . . . . . . . . . . . . . . 11 11 11 11 11 12 12 12 12 13 13 13 13 13 14 14 14 14 15 15 15 15 15 16 16 Knight.. . . . . . . . . . . . . . . . . . Mechanator.. . . . . . . . . . . . . . Merchant . . . . . . . . . . . . . . . . Mortician. . . . . . . . . . . . . . . . Musketeer. . . . . . . . . . . . . . . . Naturalist. . . . . . . . . . . . . . . . Obliterator. . . . . . . . . . . . . . . Physician . . . . . . . . . . . . . . . . Prostitute. . . . . . . . . . . . . . . . Rat Catcher. . . . . . . . . . . . . . . Sailor. . . . . . . . . . . . . . . . . . . Scrivener.. . . . . . . . . . . . . . . . Scholar. . . . . . . . . . . . . . . . . . Scout.. . . . . . . . . . . . . . . . . . . Seer.. . . . . . . . . . . . . . . . . . . . Soldier . . . . . . . . . . . . . . . . . . Spy .. . . . . . . . . . . . . . . . . . . . Terrorist. . . . . . . . . . . . . . . . . Thug. . . . . . . . . . . . . . . . . . . . Tomb Raider . . . . . . . . . . . . . Troubadour. . . . . . . . . . . . . . . 16 16 17 17 17 17 17 18 18 18 18 19 19 19 19 20 20 20 20 20 21 Occupation Skills. . . . . . . . . . . . . . . . . . Common Skills List. . . . . . . . . . . . Esoteric Lore. . . . . . . . . . . . . . . . . Advanced Skills (Bows). . . . . Advanced Skills (Chopping). Advanced Skills (Crushing). . Advanced Skills (Cutting). . . Advanced Skills (Guns). . . . . Advanced Skills (Thrown). . . Anti Automaton Magic.. . . . . Anti Elemental Magic.. . . . . . Anti Undead Magic. . . . . . . . Athletics Skills. . . . . . . . . . . . Assassination Skills. . . . . . . . Automaton Assimilation.. . . . Beast Aversion SP&Ps. . . . . . Beast Commanding SP&Ps. . Beast Rituals.. . . . . . . . . . . . . Body & Spirit SP&Ps. . . . . . . Compound Skills. . . . . . . . . . Compounds Alchemical. . . . . Compounds Medical.. . . . . . . Compounds Subversive. . . . . Depletion SP&Ps. . . . . . . . . . Divination Magics. . . . . . . . . Elemental Assembly Magic. . Enchantments of the Body. . . Enchantments of Combat. . . . Enchantments of Items. . . . . . Enscrolling SP&Ps. . . . . . . . . Healing Magics.. . . . . . . . . . . Immobilization SP&Ps. . . . . . Injuring SP&Ps.. . . . . . . . . . . Item Affecting SP&Ps. . . . . . 22 22 22 22 22 23 23 23 23 23 23 23 24 24 24 24 24 24 24 24 25 25 25 25 25 25 25 25 26 26 26 26 26 26 Mana Enhancing Feats. . . . . . Mana Opposition Feats.. . . . . Mana SP&Ps. . . . . . . . . . . . . Mending Magics.. . . . . . . . . . Mental Magics. . . . . . . . . . . . Military Skills.. . . . . . . . . . . . Non-Lethal Combat Skills. . . Spirit Searing Magic.. . . . . . . Stealth Skills.. . . . . . . . . . . . . Religion Skills (Holy).. . . . . . Religion Skills (Profane). . . . Song & Sound Magics. . . . . . Traps.. . . . . . . . . . . . . . . . . . . Unarmed Combat Skills. . . . . Undead Animation Magics. . . Writing Skills. . . . . . . . . . . . . 26 26 26 26 27 27 27 27 27 27 27 28 28 28 28 28 Non-Humans . . . . . . . . . . . . . . . . . . . . . Airadin .. . . . . . . . . . . . . . . . . Aquarian . . . . . . . . . . . . . . . . Canarrin . . . . . . . . . . . . . . . . . Decidiun . . . . . . . . . . . . . . . . Elf . . . . . . . . . . . . . . . . . . . . . Ghoul. . . . . . . . . . . . . . . . . . . Klacton. . . . . . . . . . . . . . . . . . Minotaur . . . . . . . . . . . . . . . . Orc .. . . . . . . . . . . . . . . . . . . . Pythian .. . . . . . . . . . . . . . . . . Rakarrin . . . . . . . . . . . . . . . . . Satyr . . . . . . . . . . . . . . . . . . . Weetle . . . . . . . . . . . . . . . . . . 29 29 29 29 29 29 30 30 30 30 31 31 31 31 Supernatural Beings . . . . . . . . . . . . . . . Cultist. . . . . . . . . . . . . . . . . . . Pagan. . . . . . . . . . . . . . . . . . . Vampyre. . . . . . . . . . . . . . . . . Wyre-Beast. . . . . . . . . . . . . . . 32 32 32 33 33 Life in the Empire.. . . . . . . . . . . . . . . . . Governing the Empire . . . . . . . . . . Imperial Government. . . . . . . Provincial Governments . . . . Colonial Governments . . . . . . Town Governments. . . . . . . . Camp Governments. . . . . . . . Law and the Empire .. . . . . . . . . . . Imperial Law.. . . . . . . . . . . . . Local Laws. . . . . . . . . . . . . . . Religion in the Empire . . . . . . . . . General Beliefs. . . . . . . . . . . . Imperial Faiths. . . . . . . . . . . . Non-Traditional Faiths. . . . . . Cults. . . . . . . . . . . . . . . . . . . . Animal Worship. . . . . . . . . . . Pagan Faiths. . . . . . . . . . . . . . Imperial Military. . . . . . . . . . . . . . 34 34 34 34 35 35 36 36 36 37 38 38 38 40 41 42 42 43 Knightly Orders. . . . . . . . . . . . . . . 44 Realm of Meredia.. . . . . . . . . . . . . . . . . General Information. . . . . . . . . . . . Magic. . . . . . . . . . . . . . . . . . . Nodes. . . . . . . . . . . . . . . . . . . Spirits. . . . . . . . . . . . . . . . . . . Base Substances .. . . . . . . . . . Gunpowder. . . . . . . . . . . . . . . Portals.. . . . . . . . . . . . . . . . . . Air Ships.. . . . . . . . . . . . . . . . 45 45 45 46 46 46 46 47 47 Demons . . . . . . . . . . . . . . . . . Necromancy. . . . . . . . . . . . . . Piracy. . . . . . . . . . . . . . . . . . . Plagues. . . . . . . . . . . . . . . . . . Storms . . . . . . . . . . . . . . . . . . Lesser Beings. . . . . . . . . . . . . . . . . Ergann . . . . . . . . . . . . . . . . . . Marynn . . . . . . . . . . . . . . . . . Troll. . . . . . . . . . . . . . . . . . . . Beasts . . . . . . . . . . . . . . . . . . . . . . Carnivorous Crawlers. . . . . . . 47 47 48 48 48 49 49 49 49 50 50 Crystalteem . . . . . . . . . . . . . . Dragon. . . . . . . . . . . . . . . . . . Mantid . . . . . . . . . . . . . . . . . . Rat. . . . . . . . . . . . . . . . . . . . . Reanimant.. . . . . . . . . . . . . . . Wolves. . . . . . . . . . . . . . . . . . 50 50 50 51 51 51 Coins & Equipment.. . . . . . . . . . . . . . . 53 Conclusion. . . . . . . . . . . . . . . . . . . . . . . 55 Introduction Some say the history of the Empire of Tyrs should be written in blood, but for this document I will settle for ink. The Empire was born of humanity’s hope, but the violent world of Meredia could twist even the noblest of dreams. With dark magic flowing between blighted nodes of magic and corruption spreading across the land, there is little peace and too much war. Meredia is a realm where demons sow seeds of destruction, hordes of undead spontaneously rise, ghosts haunt lonely ruins and vampyres hunt the night. Shape-shifters and magic-using beasts lurk in the wild areas. Fierce mana-driven storms can destroy whole swathes of civilization. And above it all hangs the Father and the Mother giving life to the realm. . . and the Dead One, the pock-marked lifeless twin of our world that shines in the night, sending its dark energy to wash over the realm and poison everything good. Humanity was once a race of slaves and barbarians, but we fought for our freedom to become a leading force in the world. Under the Protection of the Emperor and Government of the elected members of the Senate , the Empire of Tyrs now controls the central continent and has established colonies all over the realm. As an Imperial Appointee you bear the weighty responsibility of protecting humanity and defending the Empire against attack from without and within. Many in this world desire the destruction of humanity. We are not a sinless people, and kindness is not in the doctrine of the Empire. I will not deny that our history has been written in blood, but we have always acted in our defense. The Empire fights a constant war against the world, a war humanity is forced to wage by the non-humans. We only hold territories and establish colonies on other continents in an effort to secure our borders from encroachment. In our history, there has never been a generation without an invasion of some part of the Empire. There is no peace for humanity! Our society is not perfect and some argue we have reached the apex of our glory and are falling fast into anarchy. Despite efforts of the law and righteous citizens, some decadent people turn to heretical cults and demon worship, practicing human sacrifice, cannibalism, ritualistic sadism and other heinous rites to gain strange abilities. Pirates scour the lawless seas in search of easy prey, and brigands and burglars abound wherever the law is lax. The Empire is a melting pot of diverse human cultures. The untamed tribes of the frozen north, the rustic hamlets of the agricultural south and the sprawling cities in between are vastly different. The people in each Imperial Province have their own styles of dress, 1 mannerism, patterns of speech and their own unique ideology. But each cultural group is woven together into the complex fabric of the Empire and bound together by the will of the Eternal Emperor. The laws of the Empire may seem inequitable to some and various policies may even be untenable to certain individuals, but the common weal requires that we support the status quo. The survival of humanity depends on the stability of our government and the unity of our society. The Emperor controls the military might stationed throughout the Empire, while the Senate controls the civilian infrastructure; together, in theory, the Emperor and the Senate provide the checks and balances necessary to allow the Empire to exist without fragmentation. The Empire of Tyrs is the greatest national power in this realm, and possibly the greatest in its history. Ironically, though our economy drives the world market and our soldiers are stationed around the globe, the Empire has never been weaker than it is today. We have grown too secure in our power and divisive in our politics. Various factions struggle within the Empire to further their own personal agendas weakening the foundations of our society. It seems these days that everyone has a secret. People look the other way when crimes are committed because they do not want to draw attention to themselves and their own questionable dealings. Bribery is commonplace and justice is hard to find. Where is the glory of the Empire today? The non-humans move against us, the dead rise, demons spawn and natural catastrophes occur with alarming frequency! The survival of humanity lies in the cooperation of our race. The strength of the Empire has always come from the people. From the lofty Citizen to the rabble of society all have their part to play. Supporters of the Emperor, senate supporters, rebellious revolutionaries, non-human agents and even criminals heed my words or it will be too late. We must lay aside our personal differences and join together once again in the common defense for the Epoch of Decline is upon us. Barthelmey Brunt Minister of History 2000 2 History of the Empire The history of the Empire of Tyrs is the chronicle of human triumph against constant adversity. Humanity rose from a people of slaves to be the most powerful nation in the realm of Meredia, but their position of power is challenged from every corner of the realm and from those discontents within its own borders. There has never been a decade without an invasion of some part of the Empire or a war between internal political divisions. world and all the races of Meredia paid them tribute. They were masters of magic and created many strange and wondrous inventions. The Cerebrans possessed a vast army (composed mostly of human slaves) and terrible machines of war. No other nation dared challenge them. Since the dawn of recorded history, the Cerebrans supported their society by enslaving humans captured from the north. They worked as domestics, toiled in the fields and served as soldiers. As internal strife threatens to tear the Empire apart, the non-human races of the realm, jealous of human success, are moving against human civilization. Their machinations have been subtle, but political, economic and military movements can only mean that another great war is coming. Epoch of Freedom Fighting While serving as slaves, a few humans learned to manipulate mana by stealing the knowledge from their Cerebran masters. They formed a secret society of humans and planned a rebellion. Agents of this society traveled north into the wild lands where human barbarians still roamed free and recruited them to the rebellion. Epoch of Human Slavery Three thousand years ago bands of nomadic humans roamed the northern parts of the central continent. They were a simple hunter-gatherer people. They were not capable of working iron and used implements of fire-hardened wood and bone. They lived in huts made with wooden frames covered with hides or wooden long houses with thatched roofs. The human slaves revolted against their Cerebran masters and the free humans of the north swept down in support. Terrible battles were fought. Atrocities were committed on both sides. The Cerebran sent magical plagues upon the humans. The humans responded by slaughtering whole cities of Cerebran. In the southern part of the central continent the Cerebrans dwelled in spectacular cities connected by a series of roads. Cerebrans are similar in appearance to humans, but they have large bald heads covered with various colored veins. High walls surrounded their cities with towers that reached the sky and immense arched gates. As the years passed, the conflict became a war of attrition that the Cerebrans were destined to lose. Other nations supported the human’s rebellion eager to see the end of the Cerebran’s world dominance. Hereditary leaders ruled each of the great cities. These families were strong in magic and excelled in trade and diplomacy. The Cerebran civilization was the dominate civilization in the world. Elves, minotaurs, orcs and pythians sent armies to the central continent to aid humanity. The Ghouls, who were hated by Cerebran and hunted to near extinction rose up to take revenge against the Cerebrans. Cerebran homes were sprawling estates of polished stone gilded with gold. They had tall tower adorned with beautiful statues and luxurious gardens with trellises and stone benches along cobblestone walks. Despite the Cerebran' magical ability and terrible machines of war, the humans and their allies were many times more numerous. One by one the wondrous cities fell. The Cerebrans were the most powerful civilization in the The last battle took place on a plain northwest of the 3 Cerebran First City. It was constructed five thousand years before and was all that remained unconquered of the mighty Cerebran civilization. Here the remnants of the Cerebran military made their final stand, knowing their cause was doomed. The humans sacked the First City, knocking down every stone and carrying them away to build their own cities. The provinces were forced to continually aid one another. In time the ties between these Provinces grew closer and the leaders created the Republic of Humanity where each of the Provinces sent representatives to a ruling body called the Senate. The Republic proved an effective government allowing humanity to prosper despite constant attacks against them. In victory, humanity was cruel. They hunted down the surviving Cerebrans and murdered them. The humans of the time called it retribution. As the republic grew stronger it began to push out the nonhuman settlements. The non-humans grew jealous of human success. They watched as the human republic gained control of the central continent with its vast mineral wealth, fertile lands and mild climate. Ghouls long hidden in crevices, caves and wild places came out to help the human hunt down Cerebrans. The Cerebrans had tried to extinguish the ghoul race and now the ghouls paid them back. It was genocide. They ghouls knew all the hiding places in the realm. They feasted on the Cerebans who tried to hide. In time the non-humans began to see humans as usurpers who sought to replace the Cerebran as the leaders of the realm. Epoch of Woe and War The ruins of the Cerebrans’ wondrous civilization can be f o un d throughout t h e southern portion of the continent. Occasionally adventurers still stumble on secret caches of Cerebran inventions, treasure troves and long forgotten tombs. The klactons and the orcs were the first to attack the humans; they had entered into a secret treaty known as the Butchers Accord. They planned to defeat the humans and divide the Central Continent between them. They landed huge armies on the central continent and both armies were in a race to reach the heart of the Republic and Consul City. Epoch of the Republic Humanity, freed from the shackles of slavery, entered a period of rapid growth and expansion. The great heros of the revolution united their followers into a loose confederation of Provinces. Seeing the success of the orcs and klactons, and not wanting those races to gain control of the entire central continent the rakarrins, canarrin and weetles entered into their own agreement and landed an army on the western part of the central continent. The elves, minotaurs, orcs, pythians did not wish to reqlnguish land gained on the central continent. Other non-human races sent armies seeking to gain their own footholds in the rich and fertile lands of the central continent. The Republic of Humanity was hard pressed to defend its borders. The human army, though well trained and disciplined, was not large. Most humans did not choose 4 to enter military service and only ended up there as a result of criminal activity or debt. Assaulted from all sides the lands of humanity were falling fast. The leaders of the Republic began conscripting soldiers throughout the land. Tyrs’ use of necromantic magic horrified the world. Necromancy was the forbidden dark art - a magic having a corruptive essence. To the world Tyrs was an aberration, to humanity he was their savior. Tyrs researched the ancient Cerebran inventions and applied them to war. Tyrs turned jets of flame used to boil water on enemy soldiers. He used gunpowder in cannons and shot fist sized balls of iron into the massed troop formations of his enemies. Epoch of the Empire His name was Tyrs. He was born in the north and conscripted as a child into the legions. He rose to the rank of centurion and proved himself a very capable soldier. Tyrs the Terrible the world called him. After the non-humans were driven from the continent, Tyrs took the battle across the seas and established colonies in the territories of the non-humans. Tyrs used these lands as a buffer to protect the main continent. The generals defending Republic City panicked on the field of Cambrous twenty miles south of the capital causing the legions to begin a full rout. Centurion Tyrs appeared on a black horse leading his century forward into the retreat. His soldiers marched in perfect time singing the Battle Hymn of Humanity. Their armor shone in the sun; their gideons flapped in the wind. The Senate proclaimed Tyrs Emperor for life in year 1 of the Imperial Calendar. All those who fought in the defense of the Republic were granted citizenship in the Empire of Tyrs. Citizenship was a reward to those who defended humanity and they were afforded many privileges not available to those who did not serve. Citizens can vote, hold public office and pay no taxes anywhere in the Empire. The army rallied around Tyrs and his legion. He led them to ambush the Klactons as they attempted to ford the river Avarice. The Klactons were caught unprepared. Tyrs slaughtered the Klacton host refusing to accept their surrender. He placed the Klacton heads on stakes along the river Avarice. The Government was divided into the Civilian Sector which was controlled by the Senate and the Military Sector which was controlled by Emperor Tyrs and the Pretorian Command composed of nine generals and nine admirals who command the army and navy in the name of Tyrs. This division was to ensure that bureaucratic process never again threatened the safety of the Empire. After the triumph by the river, the soldiers demanded that Tyrs be made the general of the army and the leaders of the Republic were forced to confirm his appointment. Victory after victory drove the Klactons back into the Southern Sea and made Tyrs the hero of the Empire. As other non-human armies continued to plunder human lands and threaten the capital city, the Senate invested all military authority in Tyrs. When Tyrs did not die rumors grew. Was he a powerful undead? Was he a Divine Avatar of Humanity? In truth, no one knows. His place as been closed for ninehundred years. Imperial dogma teaches the Empire will endure for as long as Tyrs exists and should he be destroyed so shall humanity. Tyrs took up this mantel in his cold calculating manner. He would accept no surrender from the non-humans whose armies had plundered humanity. When he defeated them he slaughtered them and ordered his animators to raise the corpses into undead. 5 People of the Empire The Empire of Tyrs is a government driven by political diversity. The Empire is a melting pot of beliefs, cultures and ideologies. Geographically, the wild lands of the north are home to the nomadic barbarian tribes who barely acknowledge the Empire. The southern parts of the Empire are dotted with fortified small towns governed by local leaders pay allegiance of the Empire only for its protection. The great heartland of the Empire contains the sprawling industrialized cities of humanity. extraordinary feats, perform rituals and procedures, mix compounds, brew poisons, fashion items, scribe runes, draw glyphs and set traps. They can also cast spells, prayers and powers or learn much of the knowledge available to the world. An Appointment is the only way to become a citizen. Most Appointees live in Imperial towns where they perform services to the community. Civilian Appointees are directly responsible to the closest democratic body that governs the area in which they reside. The locale ruling body has authority to require Civilian Appointees to perform any service to the community they deem necessary for the betterment of the community. Social Status The people of the Empire can also be divided into various groups according to their social status within the Empire. According to their social status Imperials live very different life styles. The Citizen has earned a place of power and respect, but is required to participate in the political machines that governs the Empire. The Appointee lives a life of service to the Empire, knowing that at the end of service there will be the reward of citizenship. The Denizen is a free person who is his or her own master who does not have the weighty responsibilities of Appointment and Citizenship. Some Appointees serve in the military. Military Appointees support the Emperor and generally follow the orders of the Governor or local Generals, but they may be on assignment for other military purpose and therefore outside of local command. Most military appointees understand the need for discipline and realize the fragmentation of the Empire means doom for the human race. Citizenship Citizens are humans who have served the Empire and are afforded a number of benefits, such as participation in the government and freedom from taxes. Appointees follow the instructions of the leading citizens in the community. These are citizens who support the Senate and the local democratic governing body. They are part of the bureaucratic infrastructure that allows the Empire to function. Citizenship is an honor reserved for those who swear an oath to serve the empire. All persons seeking citizenship must complete their Imperial Appointment. Appointees must fulfill their full term of service. Desertion is considered one of the worst crimes and Appointees found guilty without mitigating circumstances are generally obliterated. After performing this duty, the Imperial Appointee’s citizenship is confirmed and he may at any time thereafter retire from service. After becoming a citizen the person must participate in the government of their local community. They are required to attend all posted meetings of citizens. Denizens Denizens are freemen who choose not to serve the Empire as Imperial Appointees or who are unable to serve because they are not arcane. Not every person can meet the requirements of citizenship, but they can lead very successful and prosperous lives within the Empire. Appointee Appointees are humans who are serving the Empire through their Appointments. Imperial Appointees can do 6 A denizen is every other human who lives and works in the Empire who is not a citizen or a Appointee. Most denizens follow an occupation. Occupations allow people to perform ordinary feats, set traps and learn the knowledge commonly available to the world. Under Imperial Law, denizens are not allowed to manipulate mana. some hold them very strongly. Most average people just have an idealistic leaning, but those who seeking to impact the world will have a greater attachment and be willing to act on their ideologies. Politically the people of the Empire are grouped int two main political factions: the Imperialists And Senatists. Diametrically opposed both groups maneuver against each other for power and prestige. Other political factions such as the Abolitionists, Anarchists, Individualist, Purists, and Secessionists increase the complexity of government. Denizens are not allowed to learn or practice arcane skills even if they are capable (because they are arcane). Learning and practicing arcane skills illegally is called Malefaction. Denizens may learn Malefaction illegally. Non-citizens found knowing Malefaction have their skills purged from their bodies. All Political Factions have secret societies that support them. These societies are often run by powerful citizens who secretly recruit member and solicit funds. Members of Political Factions will receive political missions from local secret societies. Completing these missions will gain the member addition status. Malefactors Malefactors are humans who have illegally learned esoteric skills. Malefaction (the act of learning or using skills) is punishable by purgation. Repeat offenders are generally obliterated. Abolitionist Abolitionists want to free all of the non-human slaves within the Empire. They preach peace and equality between the races of Meredia. They blame the Emperor for continued hostilities with the rest of the world. Non-Human Agent Non-human Agents of the Empire who have sworn to serve the Empire and expand Imperial policies within their homelands. They understand that when their nation is conquered by the Empire they will be given citizenship in the Empire and rule their nation. Anarchist Anarchists want to destroy all world governments. They have allies throughout all of the races. Their goal is to undermine the central government of every nation so that the people can live with each other in peace. They blame the leaders of the national governments for the ills of the world. Non-humans Agents still face prejudice, but most humans respect their willingness to serve the Empire. Non-humans generally despise Agents and see them as traitors and turncoats. Non-Human Visitor Individualist Non-human visitors to the Empire often face discrimination and prejudice by the humans of the Empire. They must have traveling papers. Most nonhuman visitors are in the Empire to further their governmental ends. Many are terrorists and brigands who seek to undermine the foundations of the Empire from within. Individualists believe that intrusive governmental policies should be avoided at all costs. They are not against the Emperor or the Senate and see the necessity of both, however, they speak out against laws that limit individual freedom. They generally do not like conscription of non-criminals, limits on land use, seizure of personal property or the use of taxes to support people who can’t support themselves. Political Factions The Empire of Tyrs has become divided by various political ideologies. Almost every member of society has an opinion on which point of view is correct and Imperialist Imperialists advocate the destruction of the Senate. They argue that the democratic body acts to harm the unity of 7 the Empire. They blames much of the corruption and the inability to stop cults and Malefactors on the bureaucracies created by the Senate. The unaligned have no allegiance apolitical faction. The cannot earn status by completing missions for political action groups or secrete societies. Purists Cultures Purists demand the extermination of all non-human races. They see non-humans as less than human and argue that humanity will never be safe as long as these jealous beings are allowed to walk the realm. They were the prime movers behind the genocide of the Cerebrans. The Imperial City has developed its own unique culture. Each of the Nine Imperial Provinces has their own unique culture. The colonies are a melting pot of different cultures and people dwelling there trace their routes back to the Nine Provinces. Imperial City The Imperial City is a vast expanse of white marble buildings with great columns and coliseums. The people dwelling here live a life of peaceful luxury. The common clothing is togas and long robes with wide sleeves. Provinces The culure of the provinces along with their styles of dress can traces their heritage back to the time when humans were slaves of the Cerebrans. Alder To the east of the Imperial city is the densely populated Province of Alder. This is an area of affluence and wealth. Secessionist Secessionists want to withdraw their city, province or colony from the Empire. They believe that taxes, tariffs, military conscriptions and other laws or policies inequitably impact on various areas within the empire. They argue that these areas would be better off standing alone and seeking their own peace with various nonhuman races. Most secessionists actively seek alliances with non-humans to support their secession. The people of Alder wear velvet and satin. The men commonly wear doublets and breeches. The woman wear fancy gowns on formal occasions, but for traveling their wear breeches and waist length jackets. Exton The province of Exton is located just to the west of the Imperial City. It is the industrial heart of the Empire. Great factorie sand founders are found throughout Exton. The massive brick structures are soot blackened. Senatist Senatists advocate restoring the Republic. They believe many of the Emperor’s policies are outdated and prevent peace accords with the non-humans. They argue that non-humans would cease their hostilities if humanity became less of a militaristic threat. Some suggest relegating the Emperor to a more religious or spiritual role and assigning control of the military back to Senate; others demand the Emperors death at secret rallies. The people who dwell here wear dark clothing to hide the stains of soot and dirt. Breaches and jackets are common. Hosten The province of Hosten is located on the richest Unaligned 8 farmland in all of the Empire. Understandably, the people of Hosten are mostly farmers and herdsmen. Most of the realm’s agricultural food products come from Hosten as well as its supplies of meat and poultry. with overlapping fronts tied at the waist with a belt or held together by cloth frogs. The colors are often bright with much embroidery often displaying dragons, military scenes or floral patterns. Men and women traditionally wear light colored earth toned shirts and breeches. Narrow belts and light colored hooded capes are common. Sennay The plains and forests of Sennay are home to a tough nomadic people who dwell in pointed, conical tents supported by lengths of wood. Castles are very common in Hosten. They were built using the stones of the Cerebran civilization the heart of which existed in Hosten. Their clothing is made from animal skins, primarily mountain sheep and deer. Their clothing consists of a shirt, leggings, breechcloth and moccasins. Ornamentation of the body and clothing is common. Jewelry comprises of fringe pendants, ribbon trim, porcupine quills, bear claw necklaces and earrings, shell earrings and drops and body paint derived from animals, soils, plants and minerals. Iristan The people of the Iristan Province are bedouins. The clothing of the Bedouins reflect the harsh climate of the desert province. Men and women typically wear long gowns, which are either open down the front, or split to the waist and again at the ankles for mobility. This is ornamented with braid, and worn over a tunic and wide pantaloons. Men usually cover their heads with either with a turban, or a scarf and headband. Women usually wear a veil on their head, and attach gold and silver dowry coins to the front to frame the face. Forneare The coastal province of Forneare is a wild land of craggy coastlines with shallow bays and tall oak forests. They are a sea-faring people. Men and women wear heavy thigh length jackets with long sleeves and wide cuffs. They wear tri-corner hats, turned down boots, wide belts and puffy long sleeves shirts. Kelluck The mountainous province of Kelluck is home to proud independent people who raise sheep and goats and who to drink and to dance. Wildar The province of Wildar encompasses the wild plains of the north a broad expanse of grass-covered, rolling hills where the winds always blow and the sky is blue and large. In this inhospitable landscape, dwell the Wild People, an ancient culture with a proud heritage and timeworn traditions. Traditionally, men and women dress very similarly. Both sexes wear kilts, which are pleated "skirts" made from a tartan or plaid pattern. However, men's kilts reach to their knees, whereas women's skirts were lower. On top, men and women usually wear a light-colored tunic, often with puffy sleeves. The kilt is made from wool, and the tunic from linen. Lyrea The people of the coastal province of Lyrea are steeped in traditions of honor and family lineage. The province has many rainforests and is very damp, the primary crop is rice. The Wild People were never subjugated by the Cerebran. They value their freedom and acknowledge the power of the Emperor and understand the benefit of a unified Humanity. They pay their taxes, perform their civic duties and generally follow Imperial law when dealing with outsiders, but the Wild People have never surrendered their sovereignty of their clan leaders. They live by their own codes of honor, justice and hospitality. The people of Lyrea generally dress in pants and shirts The wild people dress in furs to ward of the icy winds 9 that blow down from the north. They are viewed by many as uncivilized barbarians. They travel by horseback and most are nomadic in nature. Their cities are great log forts built on high hills. 10 Occupations There are many ways for people to make their way in the Empire of Tyrs, but most people choose an occupation. likely face purgation or obliteration. For example, a Denizen who is a rat catcher that learns the skill kill crush has broken the law. Occupations allow people access to Esoteric Lore. Esoteric Lore are powerful skills that represent advanced of specialty training in the occupation. Once a person learns all the basic skills of the occupation they may begin to learn any of the esoteric lore allowed to the occupation. Non-humans may pursue any of the listed occupations and learn any of the esoteric lore attached to each. Their legal status in the Empire is not determined by their skills. The following listed Occupations are the only occupations in the world of Meredia that allow the learning of Esoteric Lore. People do not need to follow an occupation. Persons who do not follow these occupations may still learn common skills listed in the next chapter, but they cannot learn any Esoteric Skills. Acolytes are religious leaders. They run temples and handle the day to day affairs of their religions. Religious tolerance is one of the hallmarks of the Empire and so long as the faith does not encourage the violation of Imperial laws the faith will be allowed. Acolyte Imperial Acolyte Appointees are responsible for managing temples of the Imperial faiths. Imperial Acolytes are allowed to create their own faiths in the Empire. Imperial Acolytes following Dark Faiths must be careful. They often suffer prejudice and commonly are declared cults so their enemies can seize their assets. People can learn multiple occupations. They can declare a second (or third) occupation, but they must learn all the basic skills of the occupation, before they may begin to learn the esoteric lore of the additional occupation(s). It is easier to switch between similar occupations because the basic skills are similar. When the occupations are dissimilar (for example a gladiator becoming an apostle) the basic skills are very different requiring a larger expenditure of status in order to learn all the required basic skills. Basic Skills Feat: willpower I Knowledge: astronomy, bandage, biology, chemistry, embalm, fatal finish, geology, literature, occult, psychology, resuscitate, splint, theology, weapon All of these Occupations allow for an Imperial Appointment. The Empire needs dedicated rat catchers, burglars and prostitutes. Each entry describes the duties of a non-imperial or Denizen, but also describes the duties of an official Imperial Appointee. Esoteric Lore Athletics, magical opposition feats, non-lethal combat skills, religion skills (holy), religion skills (profane), unarmed combat Thus, if humans want to legally learn Esoteric Lore they must have an Imperial Appointments in the occupation. Imperial Appointments are recorded with the Empire and all Imperial Appointees are expected to act for the protection of humanity. For examples, an Imperial Appointee Rat Catcher can legally learn the Esoteric Lore permitted by his occupation. Ambassador An ambassador is a diplomat sent by one of the nations of Meredia to represent its interests in a foreign country. Imperial Ambassador Appointees travel the realm promoting Imperial policy. Basic Skills Feat: willpower I, willpower II Knowledge: bandage, fine arts, history, literature, If a human without an Imperial Appointment learns Esoteric Lore he or she is a malefactor and if caught will 11 Esoteric Lore Compound skills, compounds alchemical, compounds medical, compounds subversive, healing, mana enhancing skills occult, politics, psychology, theology, weapon Esoteric Lore Mana enhancing feats, mana sp&ps, mental magic, unarmed combat skills Apostle Animator Apostles spread their faith around the world. They are travelers who convince others to join. Animators raise the dead. They are hated by most races of the realm, because necromantic energies warp the heart and mind. All animator struggle against the terrible side effect of their magic, many succumb to insanity. Imperial Apostle Appointees are responsible for spreading Imperial faiths throughout the realm. Apostles are allowed to create their own faiths in the Empire. Religious tolerance is one of the hallmarks of the Empire and so long as the faith does not encourage the violation of Imperial laws the faith will be allowed. Those following Dark Faiths must be careful. They often suffer prejudice and commonly are declared cults so their enemies can seize their assets. In the Empire, the raising of corpses by anyone other than an Animator in military service is prohibited by law and carries a sentence of purgation or obliteration. Imperial Animator Appointees serve in the Imperial military where they raise the dead to reinforce the army. Animators are not allowed to become citizens. When they retire from military service they are given an estate to manage. Sometimes Animators will go renegade especially after they have spent a few years in the boredom of retirement. Basic Skills Feats: willpower I Knowledge: astronomy, bandage, biology, climb I, geology, history, literature, psychology, politics, resuscitate, rumors, splint, theology, weapon Basic Skills Knowledge: bandage, biology, chemistry, law, military, occult, resuscitate, splint, weapon Esoteric Lore Body & spirit sp&ps, healing, immobilizing sp&ps, mana enhancing feats, mana sp&ps, religion skills (holy), religion skills (profane) Esoteric Lore Depletion sp&ps, injuring sp&ps, mana enhancing feats, military, unarmed combat skills Archer Apothecary Archers specialize in using bows. They are commonly found in the military of civilian defense forces. Apothecaries mix and brew magical compounds. Their knowledge of the interaction of chemicals on body processes is astounding. They can manipulate forces in the body to heal and to deplete the body energies. Imperial Archer Appointees train the rank and file archers of the Empire. Veteran archers are some of the best shots in the world. Basic Skills Feats: critical ranged attack I, critical ranged attack II, dodge I Knowledge: bandage, climb I, military, repair, swim I, weapon Imperial Apothecary Appointees serve governmental leaders and other important persons within the Empire. Basic Skills Feats: critical ranged attack I Knowledge: bandage, biology, chemistry, forensics, geology, mathematics, medicine, physics, resuscitate, splint, surgery, weapon Esoteric Lore Advanced weapon skills (bows), athletics, enhancements of combat 12 They travel the underbelly of society searching out malefactors, revolutionaries and criminals. Assassin Assassins kill for a variety of reasons including for money, ideologies and sport. Basic Skills Feat: dodge I Knowledge: bandage, climb I, crime, fatal finish, politics, rumors, weapon Imperial Assassin Appointees murder in support of the Empire. They are clandestine operatives trained to operate under a variety of conditions. Basic Skills Feats: dodge I, parry I, surprise strike I Knowledge: bandage, climb I, crime, law, politics, rumors, swim I, weapon, wear armor I Esoteric Lore Advanced weapon skills (thrown), athletics, stealth, unarmed combat Esoteric Lore Advanced weapon assassination, stealth Bounty Hunters apprehend fugitives. Bounty Hunter skills (thrown), athletics, Imperial Bounty hunters Appointees go after criminals that flee the Imperial Courts. They are paid when they bring the accused in for trial. Bounty Hunters follow their own code of conduct within Imperial Law. Barrister Barristers are courtroom advocates who prosecute and defend accused criminals or represent clients in noncriminal matters. They are the lawyers of Meredia. Feats: dodge I, parry I, stun I Knowledge: bandage, climb I, crime, disarm traps, fatal finish, forensics, law, repair, rumors, swim I, weapon In the Empire, trained Barristers are the only persons allowed to interpret Imperial Law and serve in judicial positions or represent clients in the Imperial Court. Interpreting laws by non-barristers is a crime. Esoteric Lore Advanced weapon skills (cutting), athletics, stealth, traps Imperial Barrister Appointees serve within the Imperial Court system. They train Barristers and serve as Judges. Brigand Feats: negate I, willpower I, willpower II Knowledge: bandage, climb I, crime, fine arts, law, literature, politics, swim I, weapon Brigands rob travelers along the highways. Most brigands form into bands and follow a brigand leader. In the wilder areas of the world some of these bands can have three or four score members. Esoteric Lore Enscrolling sp&ps, mana enhancing feats, mana sp&ps, mental magic Bridgands are more common in the rustic provinces of the Empire. Many of the large groups of brigands are supported by non-human governments. Often an Imperial Legion needs to be dispatched to destroy the band of brigands Beggar Beggers survive by asking others for money, food and shelter. They are arguably the lowest class of person in the realm. Imperial Brigand Appointees travel to foreign countries where they operate clandestinely as highway robbers in an effort to disrupt civil affairs within that nation. Begging is allowed throughout the Empire, but some localities establish beg-free areas of the city. Basic Skills Feats: critical melee attack I, dodge I, parry I, surprise strike I Imperial Beggar Appointees are clandestine operators. 13 Esoteric Lore Anti-elemental magic, anti-undead magic, healing, mana opposition feats, mana sp&ps Knowledge: bandage, climb I, crime, repair, rumors, swim I, weapon Esoteric Lore Advanced weapon skills (chopping), advanced weapon skills (crushing), advanced weapon skills (thrown), unarmed combat Captain Captains are military leaders trained to sail ships on the sea or in the sky. Burglar Imperial Captain Appointees are the military officers of the Imperial Navy. They command a ships complement of sailors and various other supporting Appointees. All captains are part of the Imperial Navy and have complete control over their ship. Captains will design specific symbols and uniforms for their units. Ships can be raised by the Empire or the Senate. Burglars break into homes and businesses intending to steal. The gulf between the rich and the poor is great and getting larger every year. Crime in all of the Imperial Cities is on the rise. Imperial Burglar Appointees use their skills to control crime in the Empire, ensuring that criminal codes are adhered to and that violence does not spill over into upstanding communities. They also steal from foreign countries and those who stand against the Empire. They are sent to rob precious artifacts, scientific documents, pieces of art, magical items and other things of value. Basic Skills Feats: critical ranged attack I, dodge I, parry I Knowledge: bandage, climb I, law, military, navigation, swim I, vehicle I, weapon, wear armor I Esoteric Lore Advanced weapon skills (bows), advanced weapon skills (crushing), advanced weapon skills (cutting), advanced weapon skills (guns), advanced weapon skills (thrown), military Basic Skills Feats: dodge I Knowledge: bandage, climb I, crime, disarm traps, pick locks, rumors, weapon Esoteric Lore Advanced weapon skills (crushing), athletics, stealth, traps Commander The military commander leads soldiers into battle. Every nation of Meredia has vast armies. Cabalogist Imperial Commander Appointment is the military officer of the Empire. The lowest level of Commander is called a Centurion and they small lead units which are composed of Appointees and soldiers. Cabalogists study the tides of dark magic that flow through the realm. The Imperial Cabalogist Appointee protects the Empire by hunting cultists, harmful secret societies and creatures spawned by the dark energies of the Dead One. Their goal to prevent the corruption of the world and maintain the natural order. Cabalogists sometimes specialize in the hunting and destruction of one form of undead or demon. Centurions will design specific symbols and uniforms for their units. Military units can be raised by the Empire or the Senate. Basic Skills Feats: critical melee attack I, dodge I, parry I Knowledge: bandage, climb I, law, military, navigation, swim I, weapon, wear armor I Basic Skills Feats: negate I, willpower I Knowledge: astronomy, bandage, climb I, disarm traps, history, navigation, occult, rumors, swim I, weapon Esoteric Lore Advanced weapon skills (bows), advanced weapon skills 14 (chopping), advanced weapon skills (crushing), advanced weapon skills (cutting), advanced weapon skills (guns), military few who survivor their appointment the right to become citizens. Basic Skills Feats: dodge I, disarm I, parry I, stun I, Knowledge: bandage, climb I, fatal finish, history, politics, splint, swim I, weapon Constable Constables enforce laws and keep the peace throughout the empire. Esoteric Lore Advanced weapon skills enchantments of combat Imperial Constable Appointees are the leader of civilian police forces. Basic Skills Feats: critical melee attack I, dodge I, parry I Knowledge: bandage, climb I, crime, disarm traps, law, military, pick locks, swim I, weapon (cutting), athletics, Elementalist Elementalists are mages that specialize in manipulating the four worldly elements of fire, water, air and earth. They create and control elementals. Elements are animated by four elemental powers: earth, air, water and fire. Denizens of the Empire cannot legally follow the occupation of destroyer. Esoteric Lore Advanced weapon skills (crushing), non-lethal combat skills, stealth, unarmed combat skills Imperial Elementalist Appointees are often used to support the army or civilian defense forces or in construction projects. Destroyer Destroyers are battle mages who specialize in magic that causes damage, injury and death. Denizens in the empire cannot legally follow the occupation of destroyer. Basic Skills Feats: dodge I, negate I Knowledge: astronomy, bandage, chemistry, climb I, geology, mechanics, occult, physics, swim I, weapon Imperial Destroyer Appointees are often found in military units or assisting civic authorities. Basic Skills Feats: dodge I, negate I, parry I Knowledge: astronomy, bandage, climb I, law, military, occult, swim I, weapon Esoteric Lore Anti elemental magic, elemental assembly magic, healing, immobilizing sp&ps, mana enhancing feats, mana sp&ps Enchanter Esoteric Lore Depletion, injuring sp&ps, mana enhancing feats, mana sp&ps The enchanter is a mage that specializes in enchanting people and objects. Denizens in the empire cannot legally follow the occupation of destroyer. Duellist Imperial Enchanter Appointees are often found in military units or assisting civic authorities. Duellists are professional fighters hired by wealthy persons to settle matters of honor or questions of legality. The results of a duel be used as proof in legal proceedings. Basic Skills Fashioning: fashioning I Feats: willpower I Knowledge: astronomy, bandage, chemistry, climb I, law, occult, repair, rumors, swim I, weapon In the Empire the best Duelists gain an Imperial Appointment and are used to settle matters of honor and law between citizens so that the citizens themselves are not injured. This important societal function earns the 15 Esoteric Lore Enchantments of the body, enchantments of combat, enchantments of items, fashioning, item affecting sp&ps, mana enhancing feats, mana sp&ps bequest of chanting crowds. A few great fighters have become known throughout the Empire, but most meet tragic ends in the pursuit of glory. Basic Skills Feats: critical melee attack I, dodge I, parry I Knowledge: bandage, climb I, fatal finish, forensics, rumors, splint, swim I, weapon Explorer Explorers press civilization into the deep wilderness and unchartered areas of the world. They seek out new mineral wealth, undiscovered fertile lands and old ruins. They lead settlers into these areas and help to establish colonies for the Empire. Esoteric Lore Advanced weapon skills (chopping), advanced weapon skills (crushing), advanced weapon skills (cutting), athletics, unarmed combat skills Imperial Explorer Appointees are in charge of finding the best areas of historical or economic interest. Granger Basic Skills Feats: dodge I, parry I Knowledge: bandage, climb I, disarm traps, fine arts, geology, history, law, navigation, repair, rumors, survival, swim I, weapon Grangers are farmers or herders that earn their living through agriculture. A large majority of non-citizens practice this occupation. Most work communal properties or the properties of a wealthy citizen, but there are a fair number of old money families that own vast estates with hundreds slaves. Esoteric Lore Advanced weapon skills (cutting), athletics, stealth Imperial Granger Appointees come from the wealthiest land owners. Forger Basic Skills Knowledge: animal handling, astronomy, bandage, biology, climb I, geology, resuscitate, splint, survival, swim I, tracking, weapon Forgers are the builders and engineers of the Empire. They fashion weapons, armor and shields for the soldiers by using the force of mana. Imperial Forger Appointees manager the vast factories of the Empire. They preside over the massive foundries with their thousands of laborers. Esoteric Lore Beast aversion sp&ps, beast commanding sp&ps, beast magics, mana enhancing feats Basic Skills Fashioning: fashioning I Knowledge: bandage, climb I, fine arts, geology, mathematics, physics, repair, swim I, weapon Knight Knights compete in the tournament circuit, which starts as soon as the spring rains end and lasts until the harvest. The tournaments are gala affairs in which the knights compete in jousting, archery and grand melees. Some knights outfit themselves, but many are supported by wealthy patrons. Knightly tournaments are the entertainment of the wealthy. Esoteric Lore Anti automaton, enchantment of items, fashioning, item affecting sp&ps, mana enhancing feats, mending Gladiator The most famous knights found Knightly Orders. These are military units that dress in fancy uniforms and adorn themselves with heraldry. Some knights go on quests and these are called questing knights. Gladiators fight in local games for the entertainment of the common people. They are often cruel, bloody spectacles, where non-humans are fed to arcane beasts as pre-shows and men and women fight to the death at the 16 In the Empire all of the best tournaments are only open to the Imperial Knight Appointee. Only an Imperial Knight Appointee can found an Imperial Knightly Order which is recognized by the Empire. empire. The establish and manage the trade routes that link the provinces. Basic Skills Feats: willpower I, willpower II Knowledge: bandage, crime, fine arts, forgery, history, law, navigation, rumors, weapon Basic Skills Feats: dodge I, parry I, will power I Knowledge: bandage, climb I, fine arts, history, law, military, navigation, politics, repair, swim I, weapon, wear armor I Esoteric Lore Enchantments of items, fashioning, mana enhancing feats, mana sp&ps, mental magics Esoteric Lore Advanced weapon skills (crushing), advanced weapon skills (cutting), athletics, enchantments of combat, military, non-lethal combat Mortician The mortician cares for the dead and in a world where the dead rise spontaneously this job is extremely important. The mortician embalms the body to ensure the dead does not rise. They also cosmetically prepares bodies to be displayed for funerals. Mechanator The mechanator specializes in the creation and control of machines. These mechanical constructs are powered by the arcane mechanical principles empowered by the forces of physical order. Imperial Morticians Appointees are commonly assigned to blights areas were the dead need to be entombed properly to prevent their rising and where undead need to be laid to rest again. Imperial Mechanator Appointees specialize in the animation of corpses through mechanical processes. They are primarily used a a cheap labor force, but have been proven effective in military engagements. Basic Skills Fashioning: fashioning I Feats: dodge I, negate I, parry I Knowledge: bandage, electronics, mathematics, mechanics, repair, weapon Basic Skills Knowledge: bandage, biology, chemistry, embalm, fatal finish, forensics, history, occult, theology, weapon geology, Esoteric Lore Anti-undead, body & spirit sp&ps, healing, injuring sp&ps, mana enhancing feats Esoteric Lore Anti automaton, automaton assimilation magic, depletion sp&ps, fashioning, mana enhancing feats, mending Musketeers train with firearms. The guns of Meredia are operated with black powder. Humans use guns extensively, but many other races do not. Merchant Imperial Musketeer Appointees train the rank and file sailors of the Empire. Veteran musketeers are some of the most accurate marksmen in the world. Musketeer Merchants earn their living through trade. Some own stores where customers purchase their wares, but other merchants travel in caravans from town to town selling items. As lawlessness becomes more common in the Empire of Tyrs the life of a merchant is increasingly risky. Merchants have to learn how to defend themselves. Basic Skills Feats: critical ranged attack I, dodge I, parry I Knowledge: bandage, climb I, law, military, swim I, weapon Esoteric Lore Imperial Merchant Appointees supervise trade within the 17 Esoteric Lore Body & spirit sp&ps, spirit searing magics Advanced weapon skills (guns), athletics, enhancements of combat Naturalist Physician Naturalists are those who seek to understand the wild world. Physician care for the sick using mundane medicine and surgical practices. There are not many hospitals and clinics in the Empire as healers generally control the practice of medicine in the large cities. Most doctors are country physicians practicing medicine in small towns. They often have to travel to remote places to treat the sick and injured. Imperial Natralist Appointees travel the Empire and the fringes of human civilization protecting threatened communities and attempting to command nature when it rampages out of control. Basic Skills Feats: dodge I, parry I Knowledge: animal handling, bandage, biology, climb I, navigation, swim I, survival, weapon Imperial Physician Appointees supervise the great hospitals of the Empire. Basic Skills Feats: willpower I Knowledge: bandage, biology, chemistry, climb I, fatal finish, literature, medicine, resuscitate, splint, surgery, weapon Esoteric Lore Advanced weapon skills (chopping), beast commanding sp&ps, beast magics, mana sp&ps Esoteric Lore Body & spirit sp&ps, compounds medical, healing magics, injuring sp&ps, mana enhancing feats, mana sp&ps Obliterator An obliterator has the power to send a persons soul into the void. It is universally agreed, by humans and nonhumans alike, that the skills of obliteration and purgation should only be learned by governmental officials. All national governments will purgate individuals who have those skills. Prostitute Prostitutes ply the oldest trade known to the realm; they give love for money. From the poorest street-walker to the most exclusive escort the prostitute can always find ready work. Imperial Obliterator Appointees work for the Imperial Court. Their sole task is to destroy the spirits of criminals punished by the Imperial Court. They commonly purge malefactors of their skills. They often travel with Barristers. In the Empire prostitution is not against the law and prostitute do not get arrested or prosecuted by government officials, but the majority of the people in the Empire find prostitution immoral and hence its listed under the unlawful occupations. Obliterator Appointees are the only persons allowed to know obliteration and pergation. They can only perform obliteration or purgations with a Writ of Authorization from the Emperor. The best prostitutes can earn an Imperial Prostitute Appointment where they act as consorts to citizens and other high governmental officials. Basic Skills Feats: willpower I, willpower II Knowledge: astronomy, bandage, biology, climb I, crime, history, law, literature, mathematics, medicine, physics, occult, physics, resuscitate, splint, swim I, theology, weapon Basic Skills Feats: dodge I, willpower I, willpower II Knowledge: bindings, climb I, crime, fatal finish, psychology, rumors, weapon 18 Esoteric Lore Athletics, enchantments of the body, mana opposition feats, stealth enchantments of combat Scrivener Scriveners are found where ever documents need to be copied. In some parts of the world scriveners set printing presses, but in others all documents are copied by hand. Rat Catcher Rat catchers patrol the streets and sewers of cities and larger towns hunting the rats and other vermin that infest the realm of Meredia. Rats of all sizes are a major problem. They carry all sorts of disease, and some can be as big as a man. Keeping the rat population down to a manageable level is a constant struggle for the rat catcher. Imperial Scrivener Appointees write and copy imperial documents. They specialize in scripting runes of protection and drawing powerful glyphs. The Imperial Rat Catcher Appointee is an expert rat catcher who supervises the rat catching of the city. Basic Skills Feats: will power I Knowledge: bandage, chemistry, climb I, fine arts, forgery, law, literature, swim I, weapon Basic Skills Feats: dodge I, parry I Knowledge: animal handling, bandage, biology, climb I, crime, fatal finish, swim I, survival, vermin handling, weapons Esoteric Lore Enscrolling sp&ps, mana opposition feats, mana sp&ps, writing Esoteric Lore Advanced weapon skills (crushing), advanced weapon skills (thrown), athletics, stealth Scholars are the keepers of the knowledge in the world of Meredia. They write and read books to preserve and pass on the wisdom of the ages. Sailor Imperial Scholar Appointees are the caretakers of the Imperial Libraries, the researchers and the writers of history. Scholar Sailors serve on ships. Sea sailors are often recruited by impressment from coastal towns. The Imperial Navy has airships and Imperial sky sailors are chosen from the best recruits in the Imperial Navy. Basic Skills Feats: willpower I, willpower II Knowledge: astronomy, bandage, biology, chemistry, enigmas, fine arts, history, literature, mathematics, mechanics, occult, theology Imperial Sailor Appointees are often called Marines. They train the rank and file sailors of the Empire. Veteran marines are some of the most powerful fighting men and women in the world. Esoteric Lore Enscrolling sp&ps, immobilizing sp&ps, opposition feats, mana sp&ps, mental magics Basic Skills Feats: critical melee attack I, critical ranged attack I, dodge I, parry I Knowledge: bandage, climb I, crime, law, military, swim I, weapon mana Scout Scouts perform reconnaissance duties. They range out from the main body of a group to gather information about the route ahead. Esoteric Lore Advanced weapon skills (bows), advanced weapon skills (crushing), advanced weapon skills (cutting), advanced weapon skills (guns), advanced weapon skills (thrown), Imperial Scout Appointee are often assigned to a military unit or merchant caravan. 19 Basic Skills Feats: critical melee attack I, dodge I, parry I Knowledge: bandage, climb I, military, navigation, rumors, swim I, weapon (chopping), advanced weapon skills (crushing), advanced weapon skills (cutting), advanced weapon skills (guns), enchantments of combat Esoteric Lore Advanced weapon skills (cutting), advanced weapons skills (throwing), athletics, beast magics enchantments of combat, unarmed combat Seer Spies are paid informants. They are generally household servants, military personnel or government administrators, but occasionally a flamboyant figure becomes an unlikely spy. Spies need to learn a unique set of athletic skills, how to climb up walls to listen at windows or to sneak across moats. Seers specialize in divination and scrying. They are often consulted before any important decision can be made. Imperial Spy Appointees conduct clandestine operations to further the goals of the Empire. Spy Basic Skills Feats: surprise strike I, willpower I Knowledge: bandage, climb I, fatal finish, forgery, rumors, pick locks, swim I, weapon Imperial Seer Appointees serve military or civilian leaders as advisors. Basic Skills Feats: willpower I Knowledge: astronomy, bandage, climb I, law, occult, rumors, swim I, weapon Esoteric Lore Athletics, mental magics, stealth Terrorist Esoteric Lore divination magic, enscrolling sp&ps, mana opposition feats, mana sp&ps Soldier Terrorists use acts of violence to compel people to acquiesce to their desires. They often have a political, cultural or religious beliefs as their motivations. Terrorist are becoming more popular in Meredia. Every nation of Meridia has soldiers who serve in their armies. The soldiers of the imperial legions are often conscripted and placed into centuries befitting their character and ability. Imperial Terrorist Appointees conduct terrorist attacks against the populations of non-human nations in an effort to disrupt their governments. Basic Skills Feats: critical melee attack I, dodge I, parry I Knowledge: bandage, climb I, crime, demolitions, fatal finish, politics, psychology, rumors, swim I, weapon The best soldiers in the Empire become Imperial Soldier Appointees, often called Legionnaires. They serve in the Imperial army and train the rank and file soldiers. Veteran legionaries are some of the most powerful fighting men and women in the world. Esoteric Lore Athletics, compounds subversive, stealth, traps Basic Skills Feats: critical melee attack I, critical melee attack II, dodge I, parry I Knowledge: bandage, climb I, crime, law, military, swim I, weapon Thug The thug acts as a bodyguards for important persons or leaders. They are often called on to coerce people to their bosses pint of view. Thugs in the underworld run protection rackets, intimidate other criminals and generally serve as muscle. Esoteric Lore Advanced weapon skills (bows), advanced weapon skills 20 Imperial Thug Appointees serve as intimidating personal body guards for Imperial governmental officials. opposition feats, stealth Troubadour Basic Skills Feats: critical melee attack I, deflect I, dodge I, parry I Knowledge: bandage, climb I, crime, fatal finish, gambling, rumors, weapon Troubadours are entertainers. They are proficient jugglers and acrobats who are trained in songs and oral histories of the world. Imperial Troubadour Appointees are specialized entertainers of the Empire. Esoteric Lore Advanced weapon skills (chopping), advanced weapon skills (crushing), advanced weapon skills (cutting), nonlethal combat skills, unarmed combat skills Basic Skills Feats: dodge I, willpower I Knowledge: bandage, climb I, fine arts, history, politics, psychology, swim I, weapon Tomb Raider Tomb raiders make their living by stealing from tombs, graves and mausoleum. The wealthiest tombs have the most dangerous defenses. Tomb raiders survive by athletic grace, uncanny stealth and cunning wit. Esoteric Lore Mana opposition feats, song and sound magics Robbing tombs is a very dangerous, but often lucrative occupation. There are countless tombs located all across the continent in inaccessible valleys, dark swamps, forgotten moors, high mountains and even deep underneath human cities. They are almost always trapped and cursed their tombs with their powerful magic. Imperial Tomb Robber Appointees travel to far off lands and steal the treasures from the tombs of the most revered non-human heros. These items are eagerly purchased by wealthy citizens. Basic Skills Feats: dodge I, parry I Knowledge: bandage, climb I, disarm trap, fatal finish, history, occult, rumors, theology, swim I, weapon Esoteric Lore Advanced weapon skills (cutting), athletics, mana 21 Occupation Skills People in the Empire practice various occupations. They learn these occupations in Imperial schools or through their parents or community. Every person in the Empire above the age of ten has an occupation. Those without occupations have no skills. 1, mutilation - 1, navigation - 1, occult - 1, physics - 1, pick locks - 3, politics - 1, psychology - 1, regain feat socially (activity cultural) - 2, region lore <location> - 1, repair - 1, resuscitate - 2, rumors - 1, sense I - 1, sense II - 3, sense III - 2, splint - 1, surgery - 4, survival - 1, swim I - 1, teach I - 1, teach II - 1, theology - 1, tracking - 2, vehicles I - 2, vehicles II - 2, vehicles III - 2, vermin handling - 3, wealth I - 2, wealth II - 2, wealth III - 2, weapon chopping I - 1, weapon chopping II - 1, weapon chopping III - 1, weapon crushing I - 1, weapon crushing II - 1, weapon crushing III - 1, weapon cutting I - 1, weapon cutting II - 1, weapon cutting III - 1, weapon body combat I - 2, weapon bows I - 2, weapon bow II - 2, weapon bows III - 2, weapon bows IV - 1, weapon bows V - 1, weapon guns I - 2, weapon guns II - 2, weapon guns III - 2, weapon guns IV - 1, weapon guns V - 1, weapon throw I - 1, weapon throw II - 1, weapon throw III - 2, wear armor I - 3, wear armor II - 3, wear armor III - 3, wear armor IV - 3, wear armor V - 3 The skills listed under the occupation represent the “core” of the occupation that all members must know. For example, a soldier must initially learn critical melee attack I-II, parry I, military knowledge. People practicing an occupation are not limited to only these skills and once hey learn the core skills they may learn off the general skills list. Common Skills List These skills are common to all people. They are nonmagical in nature. All persons may learn skills of this list at anytime, even characters without occupations. Esoteric Lore Fashioning Rank I - 3 Certain occupation prepare people to learn certain groups of esoteric skills. Before a person may learn from these lists they must have learned all of the basic skills listed under their occupation. Feats critical melee attack I - 2, critical melee attack II - 2, critical ranged attack I - 2, critical ranged atack II - 2, disarm I - 2, dodge I - 2, fend I - 2, knockback I - 2, knockback II - 2, limb chop I - 2, limb crush I - 2, limb cut I - 2, limb pierce I - 2, limb shot I - 2, limb throw I 2, negate sp&p I - 4, parry I - 2, pursue I - 2, quick aim I - 2, quick load I - 2, rage I - 2, strength I - 1, stun I - 2, stun II - 2, surprise strike I - 2, surprise strike II - 2, willpower I - 2, willpower II - 4 A break in the chain of required perquisite skills will prevent a character from learning a skill. Only citizens and appointees may legally learn esoteric skills. Denizen humans may not legally learn esoteric skills. Non-human agents and visitors, traveling in the Empire, must declare their esoteric skills as part of their traveling papers. Knowledge animal handling - 1, astronomy - 1, bandage - 1, bindings - 1, biology - 1, chemistry - 1, climb I - 1, compound combat - 4, compound handling - 2, coordinate - 2, crime - 1, demolition - 2, disarm trap - 2, embalm - 1, enigmas - 1, extrasensory perceptions - 2, fatal finish - 1, fine arts - 1, forensics - 1, forgery - 2, gambling - 2, gaming - 2, geology - 1, history - 1, hypnosis - 4, imaging - 1, interrogation - 4, law - 1, literature - 1, maintenance - 4, mathematics - 1, mechanics - 1, medicine - 2, military - Advanced Skills (Bows) Feats critical ranged attack III - 2, critical ranged attack IV - 4, distance drop I - 4, dodge II - 4, eye pierce - 6, kill pierce - 6, limb pierce II - 4, quick aim II - 2, quick aim III - 2, quick load II - 2, quick load III - 2, vocal pierce - 4 Advanced Skills (Chopping) 22 dome (permeable acid) - 1, dome (permeable electric) 1, enclosure (damaging acid) - 2, enclosure (damaging electric) - 2, return - 2, summon construct (simulacrum) - 2, visage (mechanical) - 2, wall (permeable acid) - 1, wall (permeable electric) - 1, ward (machine) - 4 Feats bash I - 2, critical melee attack III - 2, critical melee attack IV - 4, deflect I - 2, disarm II - 2, eye chop - 6, feint I - 2, fend II - 2, kill chop - 6, limb chop II - 4, parry II - 4, strength II - 1, stun III - 2, vocal chop - 4 Spells, Prayers & Powers avert all machines - 4, blast (acid blast) - 2, blast (electric blast) - 2, disrupt machine - 2, enhance weapon (acid) 2, enhance weapon (electric) - 2, pacify machine - 4, pass harm - 2, rebuke machine - 2, slow machine - 4, speaking machine - 2, stop machine - 3 Advanced Skills (Crushing) Feats bash I - 2, critical melee attack III - 2, critical melee attack IV - 4, deflect I - 2, disarm II - 2, eye crush - 6, feint I - 2, fend II - 2, kill crush - 6, limb crush II - 4, parry II - 4, strength II - 1, stun III - 2, vocal crush - 4 Anti Elemental Magic Rituals & Procedures dome (permeable earth) - 1, dome (permeable heat) - 1, dome (permeable water) - 1, dome (permeable wind) - 1, enclosure (damaging earth) - 2, enclosure (damaging heat) - 2, enclosure (damaging water) - 2, enclosure (damaging wind) - 2, return - 2, visage (elemental) - 2, wall (permeable earth) - 1, wall (permeable heat) - 1, wall (permeable water) - 1, wall (permeable wind) - 1, ward (conjuration) - 3 Advanced Skills (Cutting) Feats bash I - 2, critical melee attack III - 2, critical melee attack IV - 4, deflect I 2, disarm II - 2, eye cut - 6, feint I - 2, fend II - 2, kill cut - 6, limb cut II - 4, parry II - 4, strength II - 1, stun III - 2, vocal cut - 4 Advanced Skills (Guns) Feats critical ranged attack III - 2, critical ranged attack IV - 4, distance drop I 4, dodge II - 4, eye shot - 6, kill shot 6, limb shot II - 4, quick aim II - 2, quick aim III - 2, quick load II - 2, quick load III - 2, vocal shot - 4 Spells, Prayers & Powers avert all conjurations - 4, blast (earth blast) - 2, blast (heat blast) - 2, blast (water blast) - 2, blast (wind blast) - 2, destroy conjuration <base> - 2, enhance weapon (earth) - 2, enhance weapon (heat) - 2, enhance weapon (water) - 2, enhance weapon (wind) - 2, pacify conjuration - 4, pass harm - 2, rebuke conjuration - 2, slow conjuration - 4, speaking element - 2, stop conjuration - 3 Advanced Skills (Thrown) Feats critical ranged attack III - 2, critical ranged attack IV - 4, distance drop I - 4, dodge II - 4, eye throw - 6, kill throw - 6, limb throw II - 4, quick aim II - 2, quick aim III - 2, quick load II - 2, quick load III - 2, vocal throw - 4 Anti Undead Magic Rituals & Procedures conjure haunting - 2, dome (permeable holy) - 1, enclosure (damaging holy) - 2, return - 2, visage (undead) - 2, wall (permeable holy) - 1, ward (undead) 4 Anti Automaton Magic Rituals & Procedures 23 Spells, Prayers & Powers avert all undead - 4, blast (holy blast) - 2, destroy undead - 2, enhance weapon (holy) - 2, pacify undead - 4, pass harm - 2, rebuke undead - 2, slow undead - 4, speaking corpse - 2 Spells, Prayers & Powers avert all beasts - 4, blast (earth blast) - 2, blast (heat blast) - 2, blast (water blast) - 2, blast (wind blast) - 2, call all beasts - 4, destroy beast <base> - 2, enhance weapon (earth) - 2, enhance weapon (heat) - 2, enhance weapon (water) - 2, enhance weapon (wind) - 2, pacify beast - 4, pass harm - 2, rebuke beast - 2, slow beast - 4, speaking beast - 2, stop beast - 3 Athletics Skills Feats dodge II - 4, pursue II - 4, strength II - 1, strength III - 2, tough I - 4 Beast Commanding SP&Ps Spells, Prayers & Powers blast (earth blast) - 2, blast (heat blast) - 2, blast (water blast) - 2, blast (wind blast) - 2, command beast (<amphibian, fish and reptile>) - 2, command beast (<arachnid, insect and worm>) - 2, command beast (<avian>) - 2, command beast (<fungi, mold and plant>) - 4, command beast (<mammal>) - 2, enhance weapon (earth) - 2, enhance weapon (heat) - 2, enhance weapon (water) - 2, enhance weapon (wind) - 2, pass harm - 2, speaking beast - 2 Knowledge balance - 2, blindfight - 2, catch - 4, climb II - 2, escape - 2, leap - 3, pratfalls - 3, swim II - 2 Assassination Skills Feats assassinate - 8, pursue II - 4, strength II - 1, stun I - 2, stun II - 2, surprise strike III - 2, surprise strike IV - 4, waylay I - 4, waylay II - 4 Beast Rituals Knowledge blindfight - 2, sleight-of-hand I - 3, sleight-of-hand II - 3 Rituals & Procedures beast skin - 2, call familiar - 2, call vermin - 3, claws - 2, conjure guide - 2, dome (permeable earth) - 1, dome (permeable heat) - 1, dome (permeable water) - 1, dome (permeable wind) - 1, earthworks - 4, empower beast - 1, enclosure (damaging earth) - 2, enclosure (damaging heat) - 2, enclosure (damaging water) - 2, enclosure (damaging wind) - 2, enclosure (natural) - 3, heightened senses - 2, morph avian - 3, morph mammal - 3, morph reptile - 3, wall (permeable earth) - 1, wall (permeable heat) - 1, wall (permeable water) - 1, wall (permeable wind) - 1 Automaton Assimilation Rituals & Procedures assimilate automaton I - 3, assimilate automaton II - 1, death awareness - 2, dome (permeable acid) - 1, dome (permeable electric) - 1, enclosure (damaging acid) - 2, enclosure (damaging electric) - 2, enclosure (mechanical) - 3, node (raising) - 6, protection - 1, return - 2, summon construct (simulacrum) - 2, visage (mechanical) - 2, wall (permeable acid) - 1, wall (permeable electric) - 1 Body & Spirit SP&Ps Spells, Prayers & Powers assimilate corpse - 4, assimilate automaton I - 6, assimilate automaton II - 4, assimilate automaton III - 2, blast (acid blast) - 2, blast (electric blast) - 2, control machine - 4, enhance weapon (acid) - 2, enhance weapon (electric) - 2, master mechanical creation - 3, machinate - 4, speaking machine - 2, stop undead - 3 Spells, Prayers & Powers anchor spirit - 2, blast (toxic blast) - 2, damnation - 4, enhance weapon (toxic) - 2, injure body <base> - 4, injure mana <base> - 2, purify food and drink - 1, sever soul - 2 Beast Aversion SP&Ps Compound Skills 24 - 2, talisman - 1, voices - 1 Knowledge sleight-of-hand I - 3, sleight-of-hand II - 3 Elemental Assembly Magic Rituals & Procedures dome (permeable acid) - 1, dome (permeable cold) - 1, dome (permeable electric) - 1, dome (permeable heat) 1, enclosure (damaging acid) - 2, enclosure (damaging cold) - 2, enclosure (damaging electric) - 2, enclosure (damaging heat) - 2, enclosure (gaseous) - 4, laboratory - 2, preservation - 1, purify blood - 4, restoration - 3, return - 2, wall (permeable acid) - 1, wall (permeable cold) - 1, wall (permeable electric) - 1, wall (permeable heat) - 1 Rituals & Procedures assemble elemental I - 3, assemble elemental II - 1, death awareness - 2, dome (permeable earth) - 1, dome (permeable heat) - 1, dome (permeable water) - 1, dome (permeable wind) - 1, enclosure (damaging earth) - 2, enclosure (damaging heat) - 2, enclosure (damaging water) - 2, enclosure (damaging wind) - 2, enclosure (elemental) - 3, node (raising) - 6, protection - 1, return - 2, visage (elemental) - 2, wall (permeable earth) - 1, wall (permeable heat) - 1, wall (permeable water) - 1, wall (permeable wind) - 1 Compounds Alchemical Spells, Prayers & Powers assemble corpse - 4, assemble elemental I - 6, assemble elemental II - 4, assemble elemental III - 2, blast (earth blast) - 2, blast (heat blast) - 2, blast (water blast) - 2, blast (wind blast) - 2, control conjuration - 4, enhance weapon (earth) - 2, enhance weapon (heat) - 2, enhance weapon (water) - 2, enhance weapon (wind) - 2, master conjured creation - 2, speaking element - 2 Compounds Disabler - 5, Enabler - 5, Hazard - 3 Compounds Medical Compounds Curative - 5, Infection - 3, Narcotic - 3 Enchantments of the Body Compounds Subversive Rituals & Procedures alertness - 2, alter auras - 2, bestow body - 2, bestow mana - 2, breathe water - 2, call familiar - 2, claws - 2, conjure spiritual attendants - 2, death awareness - 2, deform - 3, dispel - 1, electroshock - 2, firm grip - 1, glib voice - 3, heightened senses - 2, invulnerable limb - 4, protection - 1, regain feat ritually - 2, spatial location - 2, summon construct (homunculus) - 2, summon spirit strengthener (laborer) - 1 Compounds Intoxicant - 3, Poison - 5 Depletion SP&Ps Rituals & Procedures dome (permeable withering) - 1, enclosure (damaging withering) - 2, wall (permeable withering) - 1 Spells, Prayers & Powers blast (wither blast) - 2, death - 2, disorient - 2, enhance weapon (wither) - 2, enfeeble - 2, exhaust - 2, fatigue - 2, incapacitate - 3, weakness - 2, weary - 2 Enchantments of Combat Rituals & Procedures alertness - 2, armor arms - 1, armor hat - 1, armor legs 1, bridge - 2, death awareness - 2, dispel - 1, firm grip 1, invulnerable limb - 4, polishing rag - 2, regain feat ritually - 2, reinforce shield - 2, reinforce weapon - 2, replenish ammunition - 2, summon spirit strengthener (recruit) - 1 Divination Magics Rituals & Procedures ascertain - 2, curse - 2, dispel - 1, dream sending - 1, enclosure (tranquil) - 3, locate - 2, seance I - 4, seance II 25 Enchantments of Items Injuring SP&Ps Rituals & Procedures bottomless bag - 3, bridge - 2, buoyant item - 1, dispel 1, dome (permeable electric) - 1, enclosure (damaging electric) - 2, healing location (<types>) - 4, lock - 2, mana storing (<types>) I - 2, mana storing (<types>) II - 2, recover item - 2, smuggle - 2, spirit adornement (<types>) - 1, summon spirit strengthener (laborer) - 1, talisman (<types>) - 1, theft protection - 1, time reducer (<types>) - 2, transmutation - 2, weight - 2, workbench -2 Spells, Prayers & Powers blind - 2, deafen - 2, disintegrate - 5, dull senses - 2, hemorrhage - 4, hobble <left or right> leg - 4, maim <left or right> arm - 4, mute - 4, snuff - 2 Item Affecting SP&Ps Spells, Prayers & Powers disable item - 2, disenchant <item> - 2, find items - 2, form <tool> - 2, form <melee weapon> - 2, form <shield> - 2, fragment item <base> - 4, open lock <base> - 2, weight decrease - 2, weight increase - 4 Enscrolling SP&Ps Knowledge read sp&p I - 4, read sp&p II - 2, read sp&p III - 2, read sp&p IV - 1, read sp&p V - 1 Mana Enhancing Feats Feats augment sp&p I - 2, augment sp&p II - 2, breaking sp&p I - 2, breaking sp&p II - 2, bursting sp&p I - 4, conceal sp&p I - 2, conceal sp&p II - 2, double sp&p I - 2, double sp&p II - 4, impacting sp&p I - 2, impacting sp&p II - 2, negate sp&p II - 4, quick cast sp&p I - 2, quick cast sp&p II - 2, recover I - 2, recover II - 2 Rituals & Procedures dispel - 1, enscroll sp&p - 2 Fashioning Fashioning Rank II - 3, Rank III - 3, Rank IV - 3, Rank V - 3 Mana Opposition Feats Healing Magics Feats deplete I - 2, deplete II - 4, deplete III - 4, negate sp&p II - 4, negate sp&p III - 6, repulse sp&p I - 4, repulse sp&p II - 6 Rituals & Procedures healing location (<types>) - 4, node (healing) - 2, purify blood - 4, restoration - 3, return - 2, spiritquest - 4, summon construct (golem) - 2 Mana SP&Ps Spells, Prayers & Powers heal - 4, purify food and drink - 1 Spells, Prayers & Powers attenuate - 1, disorient - 2, drain mana - 2, energy - 5, fortitude - 4, heal - 4, mass moving force - 6, mete mana <base> - 2, pass harm - 2, purify food and drink - 1, repelling force - 2, seal source - 1, shell - 5, squelch - 2 Immobilization SP&Ps Spells, Prayers & Powers attach - 2, immobilize arms - 3, immobilize body - 3, immobilize legs - 3, immobilize vocals - 3, kill - 2, lethargy - 2, restrain <left or right> arm - 3, tangle - 3 Mending Magics Rituals & Procedures buffing - 2, preservation - 1, recover item - 2, restore 26 item - 2 Rituals & Procedures afflict I - 1, afflict II - 2, afflict III - 2, afflict IV - 2, dreamsending - 1, obliteration - 6, purgation - 6, voices -1 Spells, Prayers & Powers mend <base> - 6 Mental Magics Stealth Skills Rituals & Procedures dome (permeable psi) - 1, electroshock - 2, enclosure (damaging psi) - 2, subservience I - 6, subservience II 2, subservience III - 2, telepathy - 5, wall (permeable psi) -1 Feats elude shadows I - 2, elude shadows II - 4, elude woodlands I - 2, elude woodlands II - 4, pursue I - 2, strength II - 1 Spells, Prayers & Powers aggression - 4, amnesia - 2, awaken - 2, bewilder - 2, blast (psi blast) - 2, confuse being - 4, dazzle - 2, dominate being - 6, emotions - 2, enhance weapon (psi) - 2, enhance weapon (wind) - 2, fugue - 2, laughter - 2, pacify being - 4, screaming - 2, sleep - 5, spook - 2, terror -2 Knowledge resist interrogation - 2, sleight-of-hand I - 3, sleight-of-hand II - 3 Rituals & Procedures astray - 4, conjure guide - 2, disguise - 4, dispel - 1, invisibility - 4, locate - 2, node (raising) - 6, return - 2, smuggle - 2, spatial location - 2, stealth - 3, theft protection - 1, transpose - 3 Military Skills Religion Skills (Holy) Feats hero stand - 6 Rituals & Procedures ascertain - 2, conjure devout - 2, curse - 2, divine alligience - 2, divine altar - 3, divine avatar - 4, divine benovelence - 1, divine body - 3, divine bond - 2, divine homage - 1, divine mana - 3, divine mark - 2, divine prayers - 2, divine reliquary - 3, divine shrine - 2, divine symbol - 2, divine vestment - 3, dome (permeable holy) - 1, dreamsending - 1, enclosure (damaging holy) - 2, enclosure (pious) - 3, enclosure (tranquil) - 4, eulogy - 1, requiem - 4, seance I - 4, seance II - 2, summon spirit strengthener (ecclesiastic) - 1, voices - 1, wall (permeable holy) - 1 Knowledge resist interrogation - 2 Rituals & Procedures earthworks - 4, military alligience - 2, military armory 3, military barrack - 3, military body - 2, military code 2, military mana - 2, military memorial - 2, military retreat - 1, military shield - 2, military standard - 2, summon spirit strengthener (recruit) - 1 Non-Lethal Combat Skills Spells, Prayers & Powers blast (holy blast) - 2, enhance weapon (holy) - 2 Feats deflect I - 2, deflect II - 4, disarm II - 2, disarm III - 4, dodge II - 4, feint I - 2, fend II - 2, fend III - 4, knockback III - 2, knockback IV - 2, knock out II - 4, knock out II 4, parry II - 4, parry III - 4, strength II - 1, strength III - 2, strength IV - 2, stun III - 2, stun IV - 2 Religion Skills (Profane) Rituals & Procedures ascertain - 2, conjure devout - 2, curse - 2, divine alligience - 2, divine altar - 3, divine avatar - 4, divine benovelence - 1, divine body - 3, divine bond - 2, divine Spirit Searing Magic 27 homage - 1, divine mana - 3, divine mark - 2, divine prayers - 2, divine reliquary - 3, divine shrine - 2, divine symbol - 2, divine vestment - 3, dome (permeable profane) - 1, dreamsending - 1, enclosure (damaging profane) - 2, enclosure (darkness) - 3, enclosure (pious) - 3, eulogy - 1, requiem - 4, seance I - 4, seance II - 2, summon spirit strengthener (ecclesiastic) - 1, voices - 1, wall (permeable profane) - 1 Feats dodge II - 4, dodge III - 4, parry II - 4, parry III - 4, strength II - 1, strength III - 2, strength IV - 2, tough I - 4, tough II - 4 Spells, Prayers & Powers blast (profane blast) - 2, enhance weapon (profane) - 2 Undead Animation Magics Knowledge blindfight - 2, catch - 4, weapon body combat II - 2, weapon body combat III - 2 Rituals & Procedures animate undead I - 3, animate undead II - 1, conjure haunting - 2, death awareness - 2, dome (permeable profane) - 1, enclosure (damaging profane) - 2, enclosure (undead) - 3, node (raising) - 6, protection - 1, return - 2, visage (undead) - 2, wall (permeable profane) - 1 Song & Sound Magics Ballads absorption - 1, anchor spirit - 1, awareness - 1, body healing - 1, bolster will - 1, corpse call - 1, heightened senses - 1, hover - 1, injuries - 1, item fixing - 1, life - 1, miss shots - 1, miss strikes - 1, pass harm - 1, poison pausing - 1, resist <specific> damage - 1, restfulness - 1, spatial location - 1, stay healthy - 1, stop bleeding - 1, strength - 1, truth song - 1 Spells, Prayers & Powers animate corpse - 4, animate undead I - 6, animate undead II - 4, animate undead III - 2, beckon corpses - 2, blast (profane blast) - 2, control undead - 4, enhance weapon (profane) - 2, enhance weapon (wither) - 2, feign death - 2, master undead creation - 4, speaking corpse - 2 Knowledge read ballad I - 4, read ballad III - 2, read ballad III - 2, read ballad IV - 1, read ballad V - 1 Writing Skills Rituals & Procedures compose ballad - 4, conjure celestine - 1, dance - 2, dirge - 1, dome (permeable sound) - 1, enclosure (damaging sound) - 2, enscroll ballad - 2, glib voice - 3, summon spirit strengthener (muse) - 1, voices - 1, wall (permeable sound) - 1 Glyphs rank I - 2, rank II - 2, rank III - 2 Spells, Prayers & Powers blast (sound blast) - 2, enhance weapon (sound) - 2 Rituals & Procedures education - 2, enclosure (tranquil) - 4, engraved shield 2, engraved weapon - 2, enscroll rune, script, sigil - 2, talisman (<types>) - 1, tracing tune, script & sigil - 4 Knowledge read rune I - 4, read rune II - 2, read rune III - 2, read rune IV - 1, read rune V - 1 Traps Traps box traps - 2, door traps - 2, hanger traps - 3, obstacle traps - 4, pressure plate traps - 3, snare traps - 3 Runes, Scripts & Sigels rank I - 3, rank II - 3, rank III - 3, rank IV - 3, rank V - 3 Unarmed Combat Skills 28 Non-Humans The realm of Meredia is populated by numerous different Beings. The Empire of the Tyrs is just one of the many governments of the world. ocean shelf on which the bulk of the aquarian civilization was built. Their ancient city of cyclopean edifices and towering monoliths collapsed into the deeper parts of the ocean trench. The loss of life was staggering and it has taken two thousand years for the aquarian civilization to recover, but they have and they are eager for revenge. Non-humans in the Empire of Tyrs must have Identification Papers issued by the Emperor. These papers allow them to travel around the Empire using main roads and staying in Imperial Inns. They must have a City Pass to enter any town or city that is issued by the local magistrate or his agents for a fee. Non-humans who do not have passes are subject to imprisonment, enslavement or deportation. Canarrin Canarrins are dog humanoids. They are covered in fur, the colors and patterns depend on their culture. Canarrin faces appear more dog-like than human. Canarrins typically organize themselves into a strict hierarchy. Airadin The canarrins dwell with the weetles and the rakkarins. They invaded the Empire of Tyrs during the time of the Republic, but have not attacked since. Airadins appear similar to humans in physical shape, but in place of human hair they have small feathers. Airadins are thought to be wise, but are sometimes described as aloof. While they may take a long time to make friends, they have a reputation for being fiercely loyal. Airadins have wings and can learn to fly. Decidiun Decidiun are plant-like humanoids with deciduous leaves, instead of body hair. As a race, they are generally seen as solitary and reserved, preferring to live in the remotest wilderness areas. Their knowledge of the natural world is often astounding. Airadins dwell to the west of the Empire of Tyrs. They lost a large portion of their kingdom to Emperor Tyrs one thousand years ago when the Emperor discovered that there were large sulfur deposits in the Airadin mountains. The Empire established a colony in the Airadin mountains and the colony has grown to a prosperous Province from the manufacture of gunpowder. They dwelled peacefully on a beautiful tree-covered, mist-shrouded island in the south sea. Their island home was taken over by the klactons when they were on the way to invade the Republic of Humanity. After Emperor Tyres drove the Klactons off the central continent he landed a force on the Decidiun Isle and defeated the Klactons there. Instead of returning the isle to the Decidiun Emperor Tyrs established the first human colony which later grew into the first Province not on the central continent. Aquarian Aquarians are a water dwelling race. They have humanoid forms and facial features. However, their bodies are light blue in skin tone and covered with fine scales. Their hair is a complementary shade of green. Decidiuns are the most common non-humans found in the Empire. After the human colony was settled decidiuns were taken from their homeland and used as slaves throughout the Empire. Their homeland is in an ocean crevice between the central continent and the eastern continent. The aquarians once charged tariffs to cross the eastern sea, but after the coronation of Emperor Tyrs his first act as Emperor was to declare war on the aquarian for their refusal to revoke the crossing toll. Elf Elves look very much like normal humans, but with pointed ears. Elven society is full of ancient heritage and traditions. They value their past, reliving it in the form of stories, dances, games and other social activities. Emperor Tyrs used large casks of gunpowder with slow burning fuses as depth charges. This attack collapsed the 29 Their customs pass from one generation to the next with great reverence, and remain unchanged for hundreds of years. Elves value learning and education. Though their culture is rooted in the past, their minds are quick to grasp new concepts. hive. Most klacton larvae grow into a lesser form of klacton that have specialized duties in the hive. These do not have independent thought and perform their hive duties instinctually as part of the hive mentality. However, some larvae can grow into an independent form of klacton, known as evolved klactons. The elves hate humans as bringers of war and perpetrators of genocide. The elves were the second most powerful race when the Cerebrans ruled the realm. Both races coexisted and complemented the other. When the Cerebrans fell the orcs and the pythians both took the opportunity to seize Elven lands. The Elven holdings shrunk and they saw their glorious civilization toppled as their allies were destroyed. Evolved klactons are warm-blooded insect-appearing humanoids with four limbs, two arms and two legs. Their insect-like head has mandibles, antenna and two large round eyes. A chiton shell covers their torso and long bones and short fur often appears on their joints. Their exact look depends on their particular hive. Evolved klactons are intelligent and autonomous; however, they remain emotionally tied to the hive mind, and long periods of separation from the hive may cause feelings of loss, guilt and homesickness. Evolved klactons who operate away from the hive for extended periods of time must learn to overcome these feelings. If enough time passes, evolved klactons will become more independent in thought and can separate completely from the hive mind. The elves blame the humans for the state of the world. They accuse the humans of causing the conditions that allow the formation of demons and spontaneous rising undead. Ghoul Ghouls are true undead. They are reproduced by the union of a male ghoul and female ghoul and born from the female ghoul. Their life energy is a negative, necromantic essence, but they are alive in all other ways. Minotaur Minotaurs have human facial features, brown skin-tones and two sturdy horns growing from either side of their forehead. Generally the males have larger horns than the females. Minotaurs have sturdy physiques and make powerful fighters. They also have a thick hide that provides additional protection from injury. Ghouls have no never had a homeland. They live in dark recesses (such as sewers and catacombs) and lonely wild places living off the scraps of civilization. All races look down on the unliving ghoul and treat them as abominations. Ghouls generally travel in packs of ghouls with groups of families traveling together. The men hunt and the woman care for the children. They generally live nomadic existences. The minotaurs paid gravely for their invasion of the Republic. Emperor Tyrs took one third of their nation and carried the minotaurs who dwelled there into slavery. The human province that exists on the territory is a place of constant war. Humanities best legions are honed to excellence on the Minotaur Isles. On the central continent, ghouls were hunted to almost to extinction by the Cerebrans. When Tyrs gained control of the empire he used the Ghouls to hunt down an destroy the last of the Cerebrans. Thus in the Empire ghouls are tolerate. The battle lines have stagnated. The Emperor has not pushed further into minotaur lands, because the Senate has been divided on their support of such an action for many centuries. The minotaurs continue to fight against the occupation of a portion of their traditional homeland. Klacton Klacton are an insect-like hive-oriented society living on the frozen wastes of the southern continent. The hives are ruled by fertile queens, who lay eggs to populate the Orc Orcs are green-skinned humanoids. They are often seen 30 as a barbaric people, quick to anger and ferocious in their capacity for violence. But beneath these casual observations, one can discern a rich culture filled with stories of heroism and honor. Orcs believe that the strong survive to lead and the weak survive to serve, if they survive at all. The humans invaded the western portion of the orc kingdom and seized valuable gold mines. The humans have held onto mines and established a Province there. Pythian Despite their lizard-like appearance, pythians are warm-blooded humanoids that walk upright. Their well-muscled bodies are covered with greenish scales and a fin that crests their heads. Pythians have a great respect for the elders of their people. They value wisdom and rarely act rashly. Many pythians are deeply religious. Province. The borders are very clear and both sides have experienced peace for nearly five hundred years Satyr Satyrs are humanoids with short, nubby horns on their heads and furry goat-like legs. They are seen as light-hearted people who enjoy feasting, dancing and have a passion for storytelling and songs. The humans are constantly launching campaigns into pythian territory to mine diamonds and other precious stones. There is talk amongst the Senate that the Emperor may send a large expeditionary force to establish a series of colonies along the coast, but rumors such as these have circulated for centuries. Satyrs never want to fight. They have nothing valuable in their lands, but certain humans capture satyrs and force them into slavery as entertainers or lovers. Rakarrin Weetle Rakarrins are cat humanoids, whose bodies are covered in fur with colors and patterns reflecting their pride. Rakarrins typically live a nomadic life style and tend to be excellent hunters. They value family and social status, and are well known for their grace and athletic ability. Weetles are nimble and dexterous humanoids, with shiny black noses and whiskers on an otherwise human-looking face. Extending from their lumbar region is a long vestigial tail. Weetles are inquisitive collectors of items of intellectual interest such as books, maps, writing and tools. Weetles are also well known for their fondness for shiny items, which is more of an instinctual attraction than a real desire for wealth. Rather than fight the Rakarrins allowed a few colonies along the coast. These colonies grew into an Imperial 31 Supernatural Beings Supernaturals are people (humans and non-humans) who have gained additional abilities and skills because of a permanent physical change to their true form. human sacrifice, especially the sacrifice of innocent infants, children and virgins, is prevalent in many cults. Cannibalism is sometimes found, as well as sexual deviance. All beings have a certain set of abilities that they can perform which are innate to their physical form. For example, humans can breath air, walk on two legs, manipulate their environment with their hands. These are the abilities of a “normal” human. When people somehow go beyond what they can normally do they are called “supernatural.” For example, if a human gains the ability to fly he is called supernatural. Supernaturals in the world of Meredia include cultists or pagans who have learned abilities and people who have changed into vampyres and wyre-beasts. Cult members have no limit to the number of abilities that their dark practices can offer them. For each ability they gain, they will gain one immoral practice or physical deformity. Cult members who pursue power through abilities degenerate into crippled, insane persons. Imperial Appointees often search for cultists by testing for abilities by such methods as “swimming the suspect” or “branding the suspect.” Research by Imperial scholars have determined that supernaturals have additional abilities because of subtle changes to their physical form. These changes can occur through various processes, including a necromantic changes, religious worship and biological mutations. These changes are generally permanent, but in some cases they have been removed. Abilities (Choose at least one positive ability and one counter balancing need or deformity): Bound, danger sense, deformity (visible physical deformity (must have one for each ability purchased)), imbue (profane), increase body I, increase mana I, invulnerability (one type), need (inhuman practice (must have one for each ability purchased)), respiration II (water), stealth. Most supernatural beings are hunted in the Empire. Supernaturals that can prove they bear no animosity to the Empire are allowed to exist, but they must register themselves in the Empire in a fashion similar to nonhumans. They are not allowed to be Imperial Appointees, nor can they become citizens. Registers supernaturals may learn estoteric skills, provided the skills they know are listed on their traveling paper. Pagan Pagans follow the ancient religions that were closely connected to the prehistorical times. Though the practices are primitive in nature, many pagans in the Empire today secretly practice in civilized areas. Pagan religions can become invulnerable to a certain types of damage or gain one level of increase body, mana or rests for as long as they actively practice their pagan faith and retain their pagan marks. All supernaturals must possess the negative abilities listed under their descriptions. However, the supernaturals must develop the listed positive abilities like normal people learn skills. The negative abilities are listed in italics and must be taken. Celestial Spire Ability: Invulnerability (profane), deformity (at least 5 five inch or larger spiral tattoos over torso and limbs) Cultist Disciples of the Dead One Ability: Invulnerability (enervation), deformity (phases of the Dead One tattooed on forehead) Cultists serve dark powers and demons. Cultists can gain abilities from their inhuman practices, such as 32 Classicifaction: undead Abilities (Additional): debility (sunlight), feeding, increase body I-II, increase mana I-II, need (blood), unaging, vulnerability (holy). Sect of the Suns Ability: Invulnerability (fire), deformity (burns on body, face and hands) Vampyre Wyre-Beast Vampyres are undead supernatural beings that consume the blood of the living. They have pointed canine teeth and dress in the clothing style popular during their life. Wyre-beasts have gained the ability to shift into the form of certain beasts by worshiping a totem beast. They are closely connected to nature and generally do not live happily in civilized areas. Some wyre-beasts can shift to multiple forms. Vampyres are outlawed throughout most of the Empire and hunted by specialized Necrologists. While there is no Imperial Decree demanding their destruction, most provinces have passed laws requiring the destruction of Vampyres. The few who do not prohibit Vampyrism require registration. Most Vampyres who register end up destroyed. The nature of a wyre-beast is a blending of intelligent being and instinctual beast. Both become one mind sharing a singular connection and bleeding into each other. The freedom of running wild and the power of the hunt, competes with the capacity to appreciate reason, art and philosophy. Much has been written about the Vampyres of Meredia. Our history is replete with tales of terror regarding their unquenchable thirst for blood and their mad rampages through the countryside. It is because of these tales that so many of the Provinces have outlawed Vampyrism. Wyre-beasts always carry the pelt of the beast which they use to effectuate their transformation. Whole tribes of wyre-beasts once populated the wild lands of Meredia, but they resisted the civilization of the Empire of Tyrs and became enemies. In the early years of the Empire there were terrible battles, but the legions of the Empire could not be beaten. With their power broken wyre-beasts were hunted in the Empire for sport. Now there are only a few wyre-beasts left and they wander the wild lands of the Empire a broken people. This is a great tragedy, because of all the necromantic creatures, vampyres tend to retain most of their humanity. There is a deeply romantic side to the Vampyre. They dwell on the fringes of living society experiencing a desire for life, called the Yearning. Most vampyres hate what they have become and yearn to live again. A Vampyres feelings are heightened as well as his physical prowess. Being a wyre-beast is no longer a death sentence. The practice of Animal Worship is still looker on with disdain but the wars were long ago and wyre-beasts are no longer held to be a threat. The Emperor repealed laws demanding their immediate obliteration and allows wyre-beasts to register themselves in the Empire in a fashion similar to non-humans. Many citizens explore the worship of animal totems. Vampyres are subconsciously rooted to their past and revere the age in which they lived. They cling to the memories of their life by retaining their dress, behaviors, mannerisms and beliefs. Many try to hold onto morality and struggle against their dark, necromantic nature. A vampyre only becomes a danger when their yearning for life is replaced by an emptiness of the heart. In this condition the vampyre becomes disconnected from the memories of his life and experiences perdition. Perdition is the opposite state of the Yearning where vampyres have no regard for life. Vampyres in Perdition become the vicious killers well known in the folklore of the Empire. Classification: Beast Abilities (Additional): increase body I, skin I-II(<totem beast>). 33 Life in the Empire Life in the main provinces of the Empire is fairly stable. Life in the outer provinces is difficult and sometimes lawless. Life in the colonies is hard and fraught with danger. The truth is that the Empire needs both to survive. The Senate maintains society, but the Emperor protects the people. Both sides know that an interruption of the status quo would mean destruction for humanity. Both Governing the Empire The Empire is composed of the Imperial City, the original Provinces, a number of additional Provinces added in the years after the Empire was founded and an ever changing number of colonies as the Empire works to expand its reach. Many colonies are destroyed by the enemies of Humanity, but some fail for economic or social reasons. Imperial Government The Empire is ruled by the Eternal Emperor and an elected body called the Senate who meet in the great Imperial City located near the center of the continent. The Eternal Emperor has ruled the empire for over two thousand years. Most of the day-to-day governance is managed by the Pretorian Command. A group of nine high military leaders control the armies and the navies of the Empire. The Senate is an elected body of distinguished confirmed citizens. Each province sends three to nine Senators to the Senate. Each colony sends one to three Senators. It is customary for colonial Senators to vote on issues by proxy or absentee ballot. sides maneuver against each other, but neither can gain the upper hand because there are enough people to realize the truth. The relationship between the Emperor and the Senate is tenuous at best. The Emperor controls the Imperial Military. The Senate controls the government and its infrastructure. They are responsible for taxes, funding, road building, entertainment, construction and so forth. Provincial Governments Each Province is ruled by an Imperial Governor who is supported by the council of esteemed citizens called a Provincial Council. Members of the Provincial Council, known as Provincial Councilors, are elected by residents of the Province and serve for three year terms. The Senate and Emperor have been at odds many times. There have been cases where the Senators have conspired to overthrow the Emperor and there have been times when the Emperor has openly slaughtered Senators who were suspected of conspiring to undermine his authority, but the Emperor never destroys the Senate. Provincial Councilors may only be selected from confirmed citizens. The Provincial Council is presided over by the Senators of the Province. Senators represent the Provincial Council in the Imperial 34 Senate. Senators must be confirmed citizens and are elected for three year terms by the residents of the Province. Each province has three to nine Senators depending on the population of the Province. The Senators select from their numbers the Council Chairperson for that meeting. Colonial Councilors (unlike Provincial Councilors) do not have to be confirmed citizens, but they must be at least Imperial Appointees. Denizens are not allowed to serve as Councilors, nor are non-humans. A colony has one to three Senators who govern the Colonial Council. Senators must be confirmed citizens and are elected by the residents of the Colony. They have a one-year term. Colonial Governments Imperial Colonies are found all around the world of Meredia. They are usually located on the coastlines and serve as a foothold for future expansion into non-human territory. A Imperial Colony is composed of at least one major cities and many smaller cities and towns. There is always a strong military presence in the colonies. Colonial Senators also represent the colony in the Imperial Senate, but because of the distance most Colonial Senators vote by proxy or absentee ballot. Elections of Senators and Councilors are by popular vote of all residents in the colony as determined by the yearly census. All ballots must contain the name of individual and their vote. The votes are counted by a designee of the Governor. Each colony operates under guidelines stated in an Imperial Charter issued by the Emperor and ratified by the Senate. Most colonies start as a small town in a wild area of the world that is not on the central continent. Town Governments The colony is administered by a Governor who is supported by a council of esteemed persons called Colonial Council. There are many towns in the empire and every town must have the following positions filled: Mayor (runs the town), Magistrate (tries legal cases), Pr o s e c u t o r ( p r e s e n t s evidence against criminals), Sheriff (hunts down criminals), Executioner (carries out sentences of the colonial court) Recorder (publishes newspaper for colony) and Tavern Keep (supplies the food), Torturer (finds out the truth). Every town must have its own volunteer militia led by a Warlord. The government of a colony is very similar to that of a Province. The Imperial Governor is appointed by the Senate and serves a one year term. The governor must be a confirmed citizen. Every Colony has a Colonial Council that supports the Governor and provides representation in the Imperial Senate. The Colonial Council is composed of a specified number of elected persons, generally twelve. Its members are called Colonial Councilors and they are elected by residents of the colony each November and serve for one calendar year unless they are removed. Every town has a Town Council composed of local Citizens and Appointees. The Town Council supervises the general elections for town officials. Citizens of the Empire are encouraged to found their 35 own colonial towns. A colonial towns is organized in the wild un-colonized areas of the realm of Meredia. Many colonial towns are located on islands or continents controlled by non-humans. Many do not survive for more than a few seasons. Law and the Empire Law in the Empire is a complicated system of conflicting and competing laws, codes and practices. In general there are two kinds of law affecting persons: Imperial Law and Local Laws. The latter tends to cause the complication to the system. Founding a colonial town requires a citizen to apply to the Empire for a charter on a suitable location. If approved the Empire will grant the charter and divert Imperial Resources (military and otherwise) to protecting the town and its residents. Imperial Law The Empire like any other government that exists for a period of time has amassed a large amount of law. Laws are found in the Edicts of the Empire, statutes passed by the Senate and in the precedent established by preceding decisions of Imperial Judges. Colonial towns can grow into full Imperial Colonies if they become large enough. Edicts of the Emperor On the day that Tyrs became Emperor he issued a long list of edicts that he would enforce through his Imperial Appointees and the Court. These are four of the many Imperial Edicts. Camp Governments Imperial camps are the loosest form of government. They are nothing more than wild boom towns that grow in areas of economic or technological interest. Camps form quickly on the discovery of ancient ruins, mineral deposits, precious metals, and so forth. Anything that can create instant wealth, fame or power draws people from around the world to these camps. From Henceforth all persons will have to earn their Citizenship through Appoints in the Empire. Wealth and family name will no longer guarantee citizenship. All must earn the right to govern by humble service to the greater good. Camp governments are not well organized governments; they are a product of the wild lawless lands where they form. Groups of Imperials will seek to establish alliances that will allow the accomplishment of their mission. Survival and success almost always depends on a person’s ability to politic. From henceforth only Citizens of the Empire and those Appointees seeking to become Citizens shall be permitted to learn magic. All persons who pursue magic shall be called Malefactors. Malefaction will be punished with Purgation. Many times the remote nature of these camps also draws large contingent of non-humans who are also interested in recovering the resources for their own nation. It is not uncommon for these boom-town camps to degenerate into wholesale mayhem and death. The Republic’s policy against Necromantic, Enervation and Unholy magic is henceforth modified to allow the use of these negative energies by the Imperial Military in the defense of the Empire. Cultists and revolutionaries are also drawn to these camps where they blend in with honest folk in an attempt to undermine the fabric of camp society. From henceforth it shall be unlawful for non-citizens to practice the following immoral cults, demon worship, Vampyrism, shape shifting and all similar supernatural ascensions without registration with the Empire. It is unlawful for Citizens and Appointees to become supernatural beings, and discovery will result in Purgation or Obliteration. Law may eventually come to the Imperial Camp. Many times Imperial Camps will grow into Colonial towns and then into established Colonies, but this process takes many years and more often then the boom bursts and everyone moves on to the next discovery. From Henceforth all non-citizens of the Empire shall pay a tax as determined by the local council governing the 36 area. This tax shall be collected by that council and used for the betterment of the community. Citizens shall not be taxed. Appointees may be taxed at the discretion of the council. criminals. Justicons derive their power directly from the Emperor and the Senate. Their commands on legal matters supercede all authority possessed by governors, democratic councils, consuls and military leaders. Only they have the power to convey complete authority over a territory and this power can only be canceled by direct action of the Emperor or the Imperial Senate. General Laws Imperial Laws prohibits violent crimes (murder, robbery and assault), non-violent theft (burglary and fraudulent or deceptive practices) and inchoate crimes (conspiracy or attempted crimes). Imperial law also out laws bribery of government officials. Imperial Courts are not generally corrupt. Judges and Justicons cannot normally be bribed or blackmailed. They are for the most part honest and well-intentioned; however, they zealously prosecute the laws of the Empire and not lenient in their sentencing. The Empire outlaws the learning, teaching and use of magic by all human denizens within its boundaries. This crime is called Malefaction, the offenders are called Malefactors and it is punishable by purgation or obliteration. Most people prefer to bring their cases to local courts and deal with the corruption rather than risk examination by an Imperial torturer. Sedition or treasonous acts against the Empire is punishable by purgation or obliteration. A Barrister is allowed to use all of his skills to the advantage of his client. The practice of necromancy or the creation and control of undead by anyone other than an Animator serving in the military is punishable by purgation or obliteration . Local Laws The provinces have very structured legal systems modeled after the Imperial Code and all Potential Towns follow the Imperial Laws. However, Imperial law is much more pliable in Colonial town. In Imperial Camps the law is almost non-existent. All non-humans must carry with them an Imperial Decree allowing them within the Empire. These decrees can be obtained in the capital city or from military governors on the frontiers. The decree states their reason for visiting the Empire and the duration of their stay. All non-humans may have and use arcane lore, but al of their skills must be stated and they may not teach non-citizens of the Empire. All Imperial Laws are valid throughout the Empire and must be enforced by all local authorities. Imperial Laws prohibiting criminal activity (murder, theft, bribery), malefaction, sedition, necromancy and non-human registration are universal. Magistrates who fail to enforce these laws can be censored by the Empire. Enforcement The Empire establishes an Imperial Courthouse in every Province and Colony of the Empire. More remote areas are serviced by traveling judges called Justicons. They are always senior barristers with years of judicial experience. They are always accompanied by one or more obliterators. Many towns have locale laws. These laws are permitted so long as they do not conflict with the Imperial Code. Local laws and punishments vary greatly are rarely published in proper form. They are sometimes word of mouth and sometimes even change according to the magistrate that interprets them. They are often extremely corrupt. Justicons travel with their entire court, including a host of bailiffs, torturers, goalers, informants, executioners, clerks and so forth. Justicons are never happy about being summoned to a far off area to decide some piece of obscure legal doctrine or to pass sentence on petty Enforcement All towns have a magistrate, prosecutor, sheriff, torturer 37 and executioner. These positions may be held by any resident of the town. A magistrate and prosecutor do not have to be barristers, but they must have studied law. and draw dark energies to them. The Dead One exudes a negative energy that can be easily harnessed to facilitate evil. Her power waxes and wanes, but when she is at her full the world suffers the most; undead spontaneously rise from their graves, arcane beasts become more viscous and can rampage even in civilized areas, the power of hauntings increase and demons spawn from the immoral thoughts and actions more easily. Cultists always hold their dark rites when Malidia is fully facing the realm. Local laws may not prohibit an accused from hiring a barrister to help in his defense. During a trial a Barrister is allowed to use all of his skills to the advantage of his client. Religion in the Empire Most religions in the Empire are based on a set of common beliefs, descended from the religious beliefs of the Humans who had fought the Cerebran in ancient times. Over the last 2000 years, these beliefs have given rise to a number of interpretations. In the past 100 years many new religions have developed. Its almost as if the population of the Empire is seeking something they cannot find in the physical world. Malidia’s energy is not evil, she cannot help her nature. Some say she is responsible for having corrupted the world, but this is not true. Malidia only provides the energy to bring evil into being, it is the immoral actions and thoughts of people in the world who give form to the things that result. If all people were good, Malidia’s energies would wash harmlessly over the world. Legal Religions: All religions contributing to the stability of the Empire are allowed. Those who lead each religion are called Reverends. Under Imperial Law no religion can be practiced unless it is registered with the Empire. Once registered the faith is entitled to land grants for temple complexes and other benefits once it has a sufficient number of followers. The duty of laying these Evils to rest falls to the Imperial Appointee. The Unaging Emperor The Emperor appeared among Humans as a sign from the heavens that they are blessed and saved. The blessing they received, has given humanity the mighty Empire and the right to rule the realm. This right carries a weighty responsibility to the world. They must unite all the peoples of the world under one banner to oppose and destroy forever the horrors of the Dead One. General Beliefs Whether they practice a religion or not most people of the Empire believe the following to be a true description of their world. Imperial Faiths Creation Story The Father and Mother are responsible for the creation of life. The realm of Meredia and the realm of Malidia were born from her womb. Meredia was full of life, but Malidia was born dead. Her lifeless body hangs in the night sky above Meredia. Rain is the mother’s weeping; she mourns the death of her child in eternal anguish. There are seven major religions among the people of the Empire. Each has ideas about the major issues of Imperial government and each is favored by a different element of Imperial society. Despite the Emperor's statements condemning the practice, the different religions have become rallying points for various political factions that contend for power within the Empire. Their political differences have become entwined with their doctrinal differences resulting in a deepening rift between factions. Malidia’s birth name is never spoken, instead she is referred to in whispers as the “The Dead One.” People may whisper, “When the Dead One rises we had best be indoors” or “The Dead One will be full tonight is the militia ready to stand guard.” It is said in the Empire that only Malfactors and madmen will invoke the birth name of Malidia, because doing so cane hex the person Worshiping traditional Imperial faiths will not grant abilities. 38 Bearers of Light and Love The Lightbringers, as they call themselves, preach that the Mother and Father provide day to end the night. They give illumination to remove ignorance and love to end heartache. the Father and Mother. Harvestors of the Imperium The Harvestors are an agriculturally based religion. They preach that all life on Meredia is born from the elements and must be nourished and cared for or it will grow wild. The Lightbringers believe their purpose is to cleanse Evil and bring love and learning. The Lightbringers will not hesitate to arrive with their burning torches and condemn someone for immorality or Malefaction. Harvestors are concerned with morality and right, but are not overly fond of laws or intrusive governmental policies. As a general rule they prize self-reliance and individual freedom. The followers of this faith range from simple people to highly educated persons. All are trained in the use of weapons and military tactics. Typical followers are elementalists, farmers, herders and others who labor to produce food, clothing and products derived from plants or animals. They often use slaves to harvests their corps or produce their wares. Emperor: The divine defender of morality and right. Senate: The wealthy that are often corrupted by power. Slavery: An acceptable means of punishment for those doing Evil. Non-humans: They must be converted to the Light or burned in the Pyres of Absolution. Undead: The creation of undead is wrong. Demons: A symbol of moral decline within the world that must be rectified. Emperor: The divine guardian and defender of humanity. Senate: The voice of the people to be heeded by the Emperor. Slavery: An acceptable necessity for the survival of the Empire. Non-humans: Their lands could provide valuable resources to the Empire. Undead: Terrible, but no threat to the prepared. Demons: Horrors spawned by vice and depravity. Conventional Ways of the Orthodox Followers of the Conventional Ways, called Orthodox, see human society as intimately connected to traditional values and morals. Industrialists of the Imperium The Industrialists believe in industry. Massive foundries and factories belching black smoke and consuming vast amounts of natural resources produce machines to serve the empire. Members of this faith see the Empire as one large family. They believe the Mother and Father created humanity to guide the world in a positive direction. This faith is typically followed by lower and middle class working people of the Empire. They are generally conservative persons who have high morals and place great importance on the family unit. They predict in time in the future when filament globes will end all darkness and that brass, man-like, mechanical clock-work machines will free people from all work. Emperor: A father figure who protects the Empire. Senate: The senate mothers the Empire. Slavery: A way to punish crime and the enemies of humanity. Non-humans: They could become part of the family. Undead: A divine judgment on those who ignore tradition. Demons: The embodiment of people's lack of faith in Typical followers include forgers and mechantors. Emperor: The architect of industry Senate: Benefactors of the machine. Slavery: A very cheap factory worker. Non-humans: Backward superstitious, but technology will show them the benefits of the Empire. 39 Undead: Wayward magic to be ceased. Demons: Horrors spawned by a world overly reliant on magic. Slavery: A sad condition, but one from which we can gain spiritual strength. Non-humans: Vast populations of potential converts. Undead: A result of violence in the world. Demons: Corruptions of the soul and enemies to peace. Masters of Meredia The Masters preach a militaristic world domination. They believe in manifest destiny and that humanity will eventually dominate the entire realm. Suns of the Coin Since gold is the metal of the Father and the Mother, those who collect the most of it could be considered the most divine. The Masters base their claims in on ancient grievances when the Cerebran and their Elven allies kept humanity in chains. They argue that when humanity broke those chains humans became a force of righteousness in the world. The Suns of the Coin have long tried to establish trade agreements with non-humans. It is rumored that the Brotherhood of Pirates will not attack ships owned by the Suns of the Coin. The typical followers of this faith are high-ranking military leaders and government officials. Typical followers of this faith are wealthy merchants, powerful Citizens and members of the upper class. Emperor: The salvation of the world, whose word must be obeyed. Senate: The Emperor's best servants, who have a duty to make his plans happen. Slavery: A way to make violent non-humans suitable servants of the Emperor. Non-humans: Fit to obey the Emperor, until they prove themselves otherwise. Undead: Undead should be used exclusively by the Imperial Military. Demons: Their energy should be exploited when possible. Emperor: He should keep the trade routes safer. Senate: They should pass more laws favoring trade. Slavery: Their use lowers the cost to produce goods. Non-humans: Potential costumers. Undead: Causes interruptions to trade and commerce. Demons: Distract people from spending money. Peaceful Heart of Humanity The Peacemakers favor peaceful solutions rather than advocating the use of violence. They preach that individuals should be given the afforded to opportunity to accept peace. Peacemakers try to establish missionaries in non-human lands. They often end up murdered or as hostages needing rescue by Imperial Servants. Typical followers of the Peaceful Heart are generally highly educated persons especially Civilian Appointees. Non-Traditional Faiths Into this grouping falls the countless religions that do not have large congregations through the Empire or that have been created in the past hundred years. Many of these faiths are practiced locally and have only a few followers. Emperor: Forced to do terrible things to save his people. Senate: Overly concerned with simple material matters. 40 Cannibal Cults Members of cannibal cults eat the flesh of other human and non-human beings. They often believe that consuming the flesh will give them the power of the person they are eating. Some non-traditional faiths have become very popular in the Empire. They are created by Apostles who use their divine energies to bestow blessing on their followers. Worshiping non-traditional faiths will not grant abilities. There are far too many non-traditional faiths to list. Cannibal cults are very social and have a secluded gathering place that is usually a dark cave, remote ruins or even a basement. They decorate their gathering place with the bones of their victims. Cults There is a fine line between legitimate religion and a cult. Generally, the religious leaders of a legitimate faith empower their followers to better themselves, while cults tend to empower only the religious leaders and often at the expense of the cult followers. Legitimate religions support the moral underpinnings of their society, while cults encourage immoral or anti-social activity. Members of the Cannibal Cults gain their abilities from eating flesh. The needs to subsist on a continued diet of flesh from human or non-human beings. They cannot maintain their powers. Cult members with multiple abilities must eat from multiple victims each day. Death Cults Members of death cults relish in killing their victims. The slower the death the better. They often use suffocation to kill their victims. The like to cause extraordinary amounts of pain to their victims before they grant the release of death. Cults in the Empire practice heinous immoral rites which gain them certain abilities. Human sacrifice, especially the sacrifice of innocent infants, children and virgins, is prevalent in many cults. Cannibalism is sometimes found, as well as sexual deviance. Members of death cults need to kill specific beasts or beings everyday . If they do not satisfy their need for this senseless killing they will not be able to use their abilities. Cult members with multiple abilities must kill multiple victims each day. Mass suicides are common ways to turn cult leaders into Avatars. The cult leaders convince their follows of some impending doom and use their belief to become immortal deities while their congregations goes into the Void. Demon Cults These are by far the most common cults. Demons form from immoral thoughts and grant their followers all kinds abilities provided they act in the service of the Demon. Demon Cults require the cultist to have a permanent visible deformity or immoral need that must be fulfilled every day or they may not use their abilities. The worship of cults is illegal in the Empire, but sometimes cults masquerade as legitimate religious hiding their decadence from view. It’s often hard to distinguish between the two, but since cultist gain abilities form their heinous practices Imperial Appointees often search for cultists by testing for abilities. Doom Cults The cults preach that the end of the world or some other great catastrophe is coming. Their cult practice generally revolves around preparation for this event. For example, many cultists gain the ability to breath water. Appointees will “swim a cultist” by holding them underwater until they die. If the accused breathes water then they are proven to be a cultist. Similarly, invulnerability to fire is a common cult ability so appointees often burn suspected cultists to see if they are injured. Some doom cults are mere shams where the cult leader is trying to trick his followers into committing mass suicide to steal their life energy so he may ascend to become an avatar. 41 Animal Worship Crow: Prophet of death, guide to spirits and the seer of one’s fate, the crow is a dark and foreboding bird. Pagan humans once worshiped beasts drawing from them certain attributes and skills they needed to survive in the world. These primitive people danced around bonfires to the beat of ceremonial drums, drank the blood of beasts and wore on their bodies the pelt of the totem beasts. A some point during this heathen ceremony the spirit of the totem animal would enter their bodies and the pagan would gain the ability to wear the skin of that beast. Eagle: Proud, majestic, with sharp eyes, the Eagle embodies decisive leadership. Hound: Loyal and protective of loved ones, the hound guards and defends. Hyena: Ever the part of the team, the Hyaena lives closely with his pack mates teaching cohesion and unity. The traditional pagan mythology of shape-shifting beings tells that eighteen totem beasts came to the people of Meredia and offered to merge spirits. Shape-shifters of various races do tend to share a common ground, but this is often not enough to make peace. Monkey: Graceful, nimble and quick, the monkey is an agile provider. Lion: A natural, charismatic and courageous leader, the lion inspires action. Bosks The beasts were worshiped in magical groves located within a forest or other wooded area, called a bosk. The trees of ancient bosks had faces on them and contained spirits that could speak to the shamans who lead the ceremonies. Owl: Adviser to the leaders, mediator between the beasts and ambassador to all outside the forest, the owl is the voice of nature. Panther: The silent, stealthy, remorseless killer, the panther is secret death hidden in the shadows Every bock contains a totem pole that represents all the wyre-beasts in the local area. When all fifteen beasts are represented in the bosk their circle of the bosk is said to be complete. All aspects of survival will be offered. Rat: Plague bearer, spy, thief, the rat is adept at many things, but master of none. Raven: At home in the tempest, a bird of battle and death, the raven is will fight on long after the cause is lost. Beasts of the Bosk The following eighteen beasts have offered their totem spirits to beings who seek to become wyre-beasts. Tiger: Strong bones, powerful muscles and sharp teeth and claws, make the tiger an opponent to be feared. Bat: The nocturnal scout, hearing rather than seeing, the bat is a guide through the darkest times. Vulture: A scavenger, a survivor against all odds, the vulture has no shame. Bear: Honorable, proud and capable to inspire, the bear is known for his thoughtful guidance. Wolf: Stealthy, cunning, with a sharp mind, the wolf is a pack hunter who respects those above his station, but always seeks to rise to the top. Boar: Powerful in short bursts, the boar is known for his unbridled ferocity. Pagan Faiths Cheetah: Fastest of the animals, the cheetah knows when to run, but also when to fight. Into this grouping falls the old faiths practiced by humans in times before they were enslaved by the Cerebrans. Some of these faiths were how the Cerebrans justified their enslavement of Humanity. Coyote: The cunning trickster who always finds a way, the coyote is the ultimate scavenger. 42 Sadly, all of these faiths are still practiced in secret places throughout the Empire. Most people think they are regulated to the wild lands, but Imperial Servants know they are alive and well in civilized areas. There is a great power in these pagan religions and each can grant abilities to the worshiper. Dead One, a circular black disk, in placed in the center and two waxing and waning faces proceed to either side. They worship in a large stone circle that is oriented to the seasonal movements of the Dead One. The Disciples’ holiest days are when the Dead One fully faces the realm. During their ceremonies they often wear white robes with silver trim and use as silver disk as their symbol. Celestial Spiral Sect The Celestial Spiral Sect worships the movement of mana energy through the world. They were extremely skilled astronomers and knew about cosmology and portal use. Sect of the Suns Members of the Sun Sect worship the two the suns at the center of the solar system. They were highly skilled astronomers and understood galaxy. They see the suns as life-giving balls of fire. They teach that all beings and all realms are interconnected though the force of magic. Long time practitioners of the Celestial Spire gain the ability to increase the mana held in their body. The revere fire above all and practice ritual sacrifice by burning as well as self mutilation of their flesh of their body, face and hands by branding. Long time worshipers of the sun gain the ability to avoid harm from fire. Members of the Sect mark their entire bodies with spiraling tattoos. Massive towering monoliths of stone with a large spiral chiseled into the stone mark locations of ancient power. They worship in a large stone circle that is oriented to the seasonal movements of the Suns. Their holiest days are when the suns shine the longest on Meredia and when the two suns can be seen as separate entities. During their ceremonies they often wear yellow robes with golden fringe and use two golden disks attached as one as their symbol. Disciples of the Dead One The disciples are said to control the power of Maladia the dead twin of the world. They are able to channel its negative energies into positive use for the world. The Disciples had a complicated religion using necromancy and enervation magic for beneficial uses. This ran afoul of the Republic’s civilized beliefs against the use of necromancy for any reason and the Disciples were destroyed. Much of their faith was lost. Imperial Military The Imperial Military is organized into legions. Legions are lead by Legion Commanders who are appointed by local governors or the Emperor. Each Province maintains a number of legions for its defense. The Emperor has ten Legions directly under his control stationed in the Imperial City. Old legends claim the care taking ways of the Disciples kept the dark power of the Dead One from overwhelming the world. When their faith was destroyed the negative energies of the Dead One slowly perverted the world. Each legion is composed of ten centuries and each century has up to 100 mundane soldiers and a group of Arcanes who provide leadership and support. A centurion is in over command, while legionaries lead units within the century. In addition to the centurion and legionnaires the century has various other military appointees to performing healing, scouting, religious services, repairs to equipment and other functions for the century. In essence every century is a self-contained unit. Some scholars believe if the true practices of the Disciples could be regained the world could be protected again form the energies of the Dead One. This is belief is reinforced by the knowledge that long time Disciples gain the ability to avoid harm from enervation magic. Disciples of the Dead One tattoo the phases of the Dead One’s facing across their forehead. The full face of the 43 Centuries augment their fighting capacity by becoming miliary Orders. Their enchanted uniforms provide extra armor, their banners protect them from magics that will disrupt their formations and their physical capacities are increased. In the Empire of Tyrs there are many Orders of Knighthood, but not all of them value chivalry and honor. There are knights that follow honorable codes, but there also are knights who are little better than mercenaries. The smallest unit called a Century. A Century is generally composed of 100 soldiers, led by a Centurion who is the highest ranking Appointee in the Century. The Century is supported by a host of other Appointees. All members of the Century report directly to their Centurion. Knightly Orders are primarily military organizations, but they also represent the social standing of the knight. A Knight with a large group of retainers is much more valuable to his liege. The goal of every knight is to induct members into his Order. These are the forces that he will command on the battlefield. The orders are maintained by the Centurions who command them. A centurion is expected to start an Order when he is given command of a century within the Imperial legion. When a person joins an Order, they must be inducted into the Order. These members must memorize the codes tenets and wear the surcoat and the symbol of the Order. They are then trained in military procedure and planning and learn to fight as part of the Order. They may then gain the benefits of being a member of the Knightly Order. Knightly Orders Knights will often found Knightly Orders. A knight can use the military rituals to provide augmentations to the members of his Order. Knightly order will often hire out to Senators and wealthy citizens where they serve as household guards and fight for the honor of the house in Tournaments and such. Knightly Orders are always lead by a Knight. The “First Knight” is the leader of the Order and he is supported by “Knight Commanders.” 44 Realm of Meredia The Empire of Tyrs is located on the second largest continent of Meredia. The other continents are controlled by various non-human races. There are vast portions of the world that remain unexplored. Mana comes from the sky, sun, moon, stars and also from within the earth. Mana flows through the universe and across the surface of the earth and within every single living thing. But much of the increased mana activity on Meredia can be related to the presence of the two highly magically charged stars that mark the center of the Meridian solar system. The suns are so close together that they almost always appear as one star. General Information I would be remise if I did not at least briefly explain the various circumstances affecting the world of Meredia. Traditional world religions worship the suns. The larger is Father and the smaller is Mother. The world of Meredia is said to be born of their union. The moon is Meredia's twin that died in the womb. Magic Meredia is permeated with magic; invisible currents of mana flow over the realm in ever changing patterns. These magic flows cause all sorts of supernatural manifestations. Citizens capable of sensing magic can determine the presence of mana flows. The presence of two suns affect the mana flows washing over the world. The gravitational pulls and exuded forces cause great natural catastrophes to occur at irregular intervals. Astronomy can be used to detect these stellar mana tides and to predict the possibility of catastrophes. Life on Meredia has been heavily influenced by magic. At least 50% of its general population is born arcane. The natural world is filled with dangerous beasts with arcane powers that stalk the wild lands with no fear of civilization. 45 Traditional teaching identifies stars in the sky as other realms, but otherworldly contacts are infrequent because Meredia is generally inaccessible by interstellar portal travel except in rare moments. Cosmology is used to predict portal openings. leave the world and go to a place between the realms. The place were spirits go after death is called the Void by most cultures in Meredia. Almost every culture has religious practices for removing the spirit from the body. This process is called embalming. No one wants a body with a spirit lying around that’s not going to be restored to life. It’s too easy in some places (especially near blighted nodes) for the spark of necromancy to enter the body and spontaneously raise the corpse as an undead. Nodes The force of mana permeates all things running like unseen rivers through the landscape. Mana collects in certain areas saturating the plants, beasts, soil, minerals and ore. These points of collection are called Nodes. Sometimes when a person is killed in tragic circumstances or dies with a task undone the spirit becomes trapped in this world. These spirits can become ghosts or other forms of quasi-corporeal undead. Nodes exude a neutral energy when they form, but the nature of the energy will change with their environment. Nodes surrounded by good, wholesome activities will develop a positive demeanor, whereas nodes that are exposed to dark thoughts or violence develop negative energies. Base Substances Mana inbued base substances are plentiful in the realm of Meredia. The base substances form when flows of mana settle in various minerals and plants, after these materials are moved the mana begins to seep out of them leaving behind mundane material. Hallows Positive nodes are called hallows. These nodes exude a tranquil, restorative energy that makes the world around them seem to sparkle. People entering hallows feel a peaceful reverence. Hallows are often used for religious buildings and cemeteries, hence the term hallowed ground. The number of hallows in the realm of Meredia is decreasing at a rapid rate. All base substances can be found more easily in the wild areas of the world. They are extremely common in the unexplored areas of Meredia. Blights Negative nodes are called blights. These nodes exude a spooky, pernicious energy that makes the world seem a dark and dreadful place. The light in a blight is never bright enough and mists often collect around plants that have withered and died. Necromancy and harmful hauntings are common in blighted areas. Gunpowder Gunpowder was one of the Cerebran inventions that humanity sole when they rebelled against the Cerebrans. When their civilization was destroyed by the humans the surviving Cerebrans carried the knowledge of gunpowder into the realm, but most races did not adopt its use. The principle ingredient of gunpowder is not very common in the realm of Meredia and because of the expense in its manufacture, gunpowder is generally only used in cannons and expensive collector sidearms. Blights are very common in the realm of Meredia, especially in the Empire of Tyrs. Humanity’s violent struggle to gain their independence and the wars fought to stay free has seriously harmed the landscape. Nonhuman invasion and inner turmoil has tipped the scale towards destruction. Humans use gunpowder the most of all races. Wealthy humans carry flintlock weapons as a badge of social position and the military makes extensive use of cannons, especially on ships. Orcs make use of large gunpowder cannons, but most other races do not use gunpowder because of the expense. Weetles will use small pistols; Elves and Decidiuns generally despise its use. Spirits All living things have spirits. A spirit gives form to the physical body. Spirits need a body to anchor them to this world and when the physical body dies most spirits will 46 Gunpowder sees its greatest use among the Brotherhood of the Pirates who use its power in their cannons to cripple ships. The pirate’s wealth allows them to purchase gunpowder and use it to increase their wealth. balloons support sleek wooden ships their rails lined with cannon or ballista. Human air ships float on air super-heated by the use of mana imbued ore. Great bellows fan red-hot flames that push the hot air up exhaust pipes into the massive balloons. Portals Since ritual powder is very plentiful its economically possible to send small groups around the realm via portals. The skill to open portals is a closely guarded Air ships are moved forward by large propellers on the rear of the ship. The shafts of the propellers are driven by steam engines also heated by the mana imbued ore. Air ships are very rare and only used by elite forces of the Imperial Military or by extremely wealthy Citizens. Demons Demons are so common in Meredia that the Empire has special persons trained to hunt them. The demons of Meredia are manifestations of evil malevolence that seek to cause death and destruction. They are drawn to blights and the corruption caused by the dark mana energies. Demons have varied appearances. Some demons are little more than deleterious clouds of reeking sin, others have red skin, bat-like wigs and walk on hoofed feet and some can even appear just like a normal person. secret and known only to a secret society within the Empire. The members society are fanatically loyal to Emperor Tyrs. The Cerebrans developed the magic to open portals and refused to give it to any others. When the humans took over their society much of Cerebran learning was lost, but that which was retained was kept in the Great Library. When Tyrs took over the army he seized the library and its contents. Cabalogists hunt down and destroy demons. They often enlist the aid of local citizens and other imperial appointees as demons can become extremely powerful. No one knows how demons form and the goals of every demon is different. Knowledge of portal control, like the composition of gunpowder, was one of the things which Emperor Tyrs decided to keep secret. There is a society of adepts within the Empire who open all portals. They are the only ones capable in the world and they are chosen for their loyalty to the Empire and their commitment to keep portal opening a secret. They will go into the Void before disclosing any information on portal use. Necromancy is a perversion of the natural cycle of death and life. Those who cast necromantic magic will eventually suffer mental and physical effects such as insanity and crippling illnesses. The presence of blighted mana flows in the realm amplifies these conditions so that they often become very obvious. Necromancy Spontaneously rising undead are common in the realm of Meredia, due to the prevalence of blighted nodes. Many who die under tragic circumstances are apt to come back as ghosts or even more powerful accursed undead. Battles are a dangerous place even for the victors as the Air Ships Another one of the Cerebran inventions which the human stole when they rose up in rebellion. Huge oblong 47 dead rise to attack all around them. Even animals have come back from the dead! Cemeteries are abodes of terror where no one goes after sunset. For nearly two hundred years a fleet of ghostly pirate ships have been the scourge of the western seas. Every year the fleet seems to grow larger and the Empire seems powerless to stop its growth. The spontaneous manifestation of undead is becoming increasingly common and many people believe the world is heading to some form of necromantic Armageddon where bodies will rise from the earth wholesale to slaughter the living! The Imperial Navy has tried to destroy the fleet, but efforts to locate its base have been met with failure and when the ships of the Ghost Fleet are encountered the Imperial Navy usually ends up on the losing side. Cabalogists spend their lives researching the dark powers and trying to find a way to prevent the spontaneous arising of undead. Each day more nodes turning into blights and they are powerless to stem the tide. Their findings lend credence to the concerns over Armageddon. There is too much violence in the world; the cycle of hate is corrupting the mana flows. The Ghost Fleet is protected by a large bank of necromantic energy and obscured by a billowing fog bank. The nighttime attacks of the Ghost Fleet are preceded by the eery fog and glowing red eyes. The few survivors report skeletal pirates in rotting cloth. Costal villages and merchant ships are the undead pirates usual prey. Piracy The Ghost Fleet is believed to be under the command of a single pirate captain who is a powerful undead. He is rumored to be a dues paying member of the Brotherhood of the Pirates. (Though there is talk in the brotherhood that the Ghost Fleet is getting too large and dangerous). The high seas are fraught with peril. Pirates and privateers abound. The shallow waters and rock shores of the obsidian isles make for perfect pirate hideouts. Brotherhood of Pirate The brotherhood of the pirates is a multi-racial organization devoted to personal gain through acts of piracy. Members of the brotherhood forsake their own race and swear allegiance to brotherhood. Plagues Terrible plagues appear throughout the realm. People die of pestilence and flesh consuming disease, but there are other sicknesses that cause true terror. Lycanthropy infections change people into rampaging beasts and reanimating viruses transform the infected into shambling brain eating corpses. The brotherhood lives by a democratic code whereby captains are elected and shares are divided according to rank on board the ship. Their symbol, the skull and crossbones, marks them as predators of merchant ships and undefended coastal towns. Every pirate has this symbol placed on their body as proof of allegiance. Storms The wild flows of mana traveling unseen and undetected through the world give increased power to weather phenomena. Meredia experiences tremendously powerful rain and snow storms and have a fair number of tidal waves, earthquakes, droughts, whirlpools, tornados and other spontaneous weather conditions on good days. The tidal washes of mana exuded by the twin suns at irregular intervals contribute to these phenomena. These storms make sea travel very dangerous and the wealthy prefer to travel by using portals. The brotherhood of pirates strike their own coins which bear the symbol of the brotherhood to us in their own commerce. By agreement between thieves, these coins are not shaved or counterfeited and can be trusted as holding their full value and as a result honest folk will gladly take these coins. On the few occasions when persons did break trust and try to alter the coins the brother handled the situation in a manner that deterred similar acts. Lesser Beings The Ghost Fleet 48 There are a variety of other beings that populate the realm of Meredia. They do not have powerful civilization and live in relatively small communities. dominated on one side by a large temple complex and on the other three sides by government and military buildings. Broad avenues radiate from the central square and contain the private residences of the community. Outside the city edge, which is usually marked by a low wall, are broad fields of sea plants grown for food. Ergann Erganns have mottled pale-white skin. They have round, broad faces with sloping foreheads and bushy eyebrows. Their mouths are filled with thick flat teeth and their bald heads have sharply pointed ears. Erganns have one normal hand with five fingers, but the opposite arm ends in a large digging claw. The claws vary in shape, ranging from a hand with longer nails, to a lobster-like claw, to a shovel-like appendage. Stereotypical Marynn culture revolves around the religious worship of a city deity. These pious people gather each morning and evening in the square to pray as a community. Daily life revolves around pleasing their god and performing the various duties necessary to run the city and feed its populace. Tasks are assigned by religious leaders, work loads are shared and all property is communal. Erganns dwell deep underground in subterranean labyrinths. Their diet consists of moss, phosphorescent lichens and cave fish. They train ferrivores, stone beasts and other underground beasts using them for various chores, including construction and defense. There are Marynns who do not dwell in the cities and are considered by their religious brethren as "godless ones." Many have been banished from the cities, because of criminal activity or religious differences, but some end up as outcastes due to the accident of birth. These Marynn exist as nomadic hunter-gathers and are generally lead by a charismatic leader who organizes the group as needed. Rarely these groups can become large enough found their own city or to take control of an existing one through military means. These cities often begin as dictatorships, but over-time they may move to a religious theocracy which is the cultural norm. Ergann society is divided in castes. The main castes are the priestly and soldier castes. The castes are generally determined by physical characteristics. The size and shape of the claw is important to their society. The closer the claw is to a normal hand, the more likely the ergann is to be accepted into the priestly class; while those with sharp or serrated claws are more likely to become soldiers. Erganns are found on every continent in the realm of Meredia. Imperial laws places Erganns in the same category as beasts, but human miners and citizens in far flung colonies will often enter into trade relationships with them. Troll Trolls are muscular beings with reddish brown skin. They are extremely strong and exceptionally resilient to injury. As a result of their physical prowess, young trolls are often captured and trained as bodyguards. They remain fiercely loyal if treated properly. Trolls that are dominated or controlled will always leave their physical form, if ordered against their masters. Marynn Marynns are deep-water dwelling lesser beings. They have dark-blue skin tone with thick knobby scales. Their hands and feet are webbed. Their heads are narrow with large round fish eyes. They have sturdy jaws with many rows of sharp teeth. They have a natural sonar which allows them to sense their environment through emitting sounds. Trolls living in the wild form into extended family groupings. They prefer to live in caves or other stone structures. They are sometimes found living under bridges or in cellars. They were once very common on the central continent, but the humans have enslaved most of them, now only a few wild bands remain in the North. Enslaved trolls are Their vast civilizations are built on the ocean floor and are primarily agricultural. Their cities are generally constructed of stone and include a vast central square 49 mostly found as body guards, construction laborers, gladiatorial combatants and used by the military as special expendable units. Crystalteems are motivated by a desire to reach the surface where they bask in the rays of the sun. The light reflecting through their crystal structure is believed to be extremely pleasurable. After a few weeks on the surface the crystalteem begins to dry out and flake apart. Eventually only the gem stones and a fine white powder remain. Trolls are hard workers who enjoy building with their hands, and as a result they are used as laborers. They do not possess the intelligence necessary to design elaborate structures, and they need supervision to perform complicated tasks, such as leveling, arch building and other more precise forms of construction. These nonthreatening life forms are hunted throughout Meredia for their gem-encrusted forms. When attacked their crystal structure can produce harmful harmonics as well as causing injury when it is struck. Beasts The wild lands of Meredia are full of strange beasts that have developed magical powers. There are far to many to list here, but the following in a small sampling of the kinds of creatures that populate the Empire and terrorize its inhabitants. Dragon There is no word that evokes more terror in the common person of Meredia than that the word “Dragon!” Dragons are large reptilian creatures that live in the wild lands. While there does not seem to be as many dragons as there once were the dragons that remain are some of the most powerful. Carnivorous Crawlers Carnivorous crawlers are vicious man-eating worms that burrow just beneath the surface of the soil. They never live lower than ten feet from the surface. Their lairs are often small hollows just underground. They prefer to live in rich agricultural soil and prey on farm laborers. Whole legions are often dispatched to drive off a dragon when one is sighted in the settled areas. While the goal is to kill the dragon, most often the dragon is merely driven back into the wild areas. The footsteps of land-dwelling beings cause vibrations that can be sensed by the worms. The worms follow the vibrations and dig themselves out a short distance away. They attack aggressively, but if their prey is not dispatched quickly they will retreat beneath the surface to recuperate before launching another attack. The four common varieties of dragons can breath fire, ice, earth or electrical damage. These are called elemental dragons. Down through the years there have been rumors of other kinds of dragons. There are also stories extremely powerful skeletal dragons that exude withering auras and suck the life from persons. None of these have been seen in recent years. Crystalteem Crystalteems are animated masses of precious and semi-precious gems connected by articulated crystalline structures, organs formed with rubbery membranes and internal fluids composed of silicon oils. They form deep under the surface in areas of extremely high pressure and heat where they siphon energy needed to survive from their environment. Mantid The Mantid is a common are arcane insect in the world of Meredia. Mantids are narrow bodied, green-colored insects with triangular faces and powerful fore claws. They are sometimes called praying mantis because the insect usually holds its front legs as if it were praying. Most mantids live in tropical or warm climates, but can survive in cooler climates. It is not uncommon to find these giant insects in civilized areas. Crystalteems do not eat, breath or reproduce. They do not speak or reason at a high level. They have simple intelligence and a limited awareness. They understand pleasure and pain, but not much else. They are non-aggressive and peaceful until harmed. 50 Mantids prey on other insects, including other mantids. Man-sized mantids will attack anything smaller than itself, including animals and people. Mantids generally blend into the vegetation in which they hunt. A mantid uses its arm-like forelegs to grasp and capture its prey. The forelegs have sharp spines and hooks that hold captives. after death. They are not intelligent and do not remember their past lives. Reanimants moan constantly and can only speak short phrases. They are driven by an instinctual desire to consume living cranial tissue which contains the neurotransmitters they need to survive. Reanimant bodies continue to rot and, as time passes, appear more corpse-like and have less motor coordination. Older reanimants have mottled skin, shadowed eyes and blueish lips. Reanimants with constant food supplies can survive for up to one month, but eventually they will cease to function. A female mantid will sometimes devour her own mate, but the male is able to continue mating with the female even after his head and brain have been eaten. Female mantids lay their eggs in masses. The eggs can be found attached to trees and shrubs during the winter when leaves no longer hide them. The eggs are light brown and ribbed. Rat Rodents are a plague on the world of Meredia. Imperial cities and larger towns are filled with all sizes of rats ranging from small vermin to man-sized brutes. In the country farmers fear rat swarms that descend on their crops. Cadaver rats live in graveyards, morgues and mausoleums, where they eat dead human flesh. This diet makes them extremely aggressive and causes them to mass into hordes. They are identified by the reddish cast to their eyes. Wolves The wolves of Meredia are very aggressive and have no fear of civilization. They will hunt any kind of beast or being. Wolves group into large packs and they communicate by howling as they track their prey. Day or night, wolf packs have been known to descend on travelers with unrelenting ferocity. Plague rats are the harbingers of disease. They live in slums, refuse piles and sewers. They are vicious beasts and will not hesitate to attack anyone approaching their lairs. Plague rats are marked by their swollen eyes that drip a yellowish puss. They will transmit a variety of diseases. Arcane wolves, such as dire or winter wolves, will sometimes join with normal wolves as the alpha of their pack and the whole pack will rage through settled areas. These wild wolf packs are known to enter homes and pull victims from their beds. Water rats dwell along the edges of moving water. They are found on river banks and in sewers. They have blueish membrane which glide down over their eyes and allows them to swim in dirty, moving water with their eyes open. Reanimant Dire wolves are distinguished by the dark black color of the fur on top of their heads around the eyes and ears. Winter wolves are distinguished by the white color of the The waves of dark energy exuded by the Dead One can cause the reanimation of dead flesh. Reanimants are corpses that are animated by a necromantic infection, which activates the body’s muscles and nervous system fur on the top of their heads around the eyes and ears. The primary coin of the Empire is called the Imperial which is struck in solid gold. The prices of the C o i n s & E q u ip m e n t 51 Box equipment listed below is the average cost in the Empire in Imperials. Prices in remote areas may be higher and many small towns use a barter system. Box, Normal Box, Sturdy Camping Equipment To make change people commonly break the Imperial into halves and quarters. Imperfect breaks, coin shaving and striking impure coins are a large problem in the Empire. Many a murders have been caused by trying to swindle another with inferior coins. To help combat the breaking and shaving each province and many colonies have their own smaller gold and silver coins; some even print paper money. The value of these coins depends on their composition when compared to Imperials, paper money is not usually accepted outside the issuing area. Fishing Tackle Fire Starting Kit Tent Thick-wall Tent Climbing Equipment Climbing Rope Climbing Rope, Sturdy Descender Grappling Hook Pitons Ascender Rappel Harness The non-human nations have various monetary systems, a collection of coins, gems and trinkets. General Gear Boots Coat, winter Shirt, dress Shirt, work Shoes Skirt Spectacles Trouser Backpack Blanket roll Candle Canteen Case, Map Lantern Lantern Oil (per gallon) Pick Shovel Door Door, Normal Door, Sturdy Locks basic lock mechanical lock Medical Equipment bandages crutches and canes poultice splints syringe surgical kit Navigation Equipment compass map sextent Ammunition arrows powder and shot Observation Equipment Armor spyglass telescope time piece Breast plate Back plate Bracers Greaves Helmet Restraining Devices Ball and Chain 52 Gag Manacles, Arm Manacles, Leg Stockade bow military short catapult (M) crossbow hand military pulley repeater 1hnd repeater 2hnd slingshot military pulley Riding Gear Harness Saddle Tools Bar Battering Ram Block and Tackle Chisel Crowbar Hammer Lock Picking Tool Kit Music Box Repair Kit Rope Rope, Sturdy Scale Shears Trap Disarming Kit Torch Weapons, Ranged (Guns) blow gun burst gun (black powder blunderbuss - 1 shot) cannon, solid (M) (black powder - 1 shot) cannon, burst (M) (black powder - 1shot) dart gun handgun (black powder pistol - 1 shot) military gun (black powder musket - 1 shot spray gun (M) (kerosine fire - 10 shots) Weapons, Ranged (Throwing) bal. throwing weapon, large bal. throwing weapon, small compound container javelin net rock, large rock, small sling Weapons, Melee axes axe-blunt combo weapons clubs flexible weapons (chain, flail whip only) hammers mace polearms staffs & spears swords Mana-Imbued Supplies (These may only be purchase with genuine, unbroken, unshaven, pure-cast, Imperial Coins.) shield I (buckler) shield II (kite) shield II (round) catalysts (compounds) inks (glyphs, runes) materials (fashioning, traps) powders (rituals and procedures) Weapons, Ranged (Bows) ballista (M) 53 Conclusion The history of the Empire is the story of humanity's struggle to survive against outside forces and themselves. The tale is full of betrayal, murder and assassination, but also great nobility, sacrifice and devotion. As the greatest achievement of humanity, the Empire of Tyrs is both the best and the worst of humanity. May the glory of the Empire remain! 54