by El Magnifico! » Wed Mar 31, 2010 1:34 am
The Setting
Given a choice, Syrdis is not a fantasy country that many would choose to live in. It represents one fifth of the Dyloran empire, a power that covered the entire world long ago. When Dylora weakened, it split to pieces, and those pieces eventually solidified into kingdoms. The northern provinces were eventually united as the kingdom of Syrdis.
Syrdis is a land of contrasts. On one hand, the current king, Raltmere III, is incredibly lenient in terms of enterprise, allowing the formation of guilds and keeping the nobles from becoming regional tyrants, most of the time. On the other hand, Syrdis was a home to several other races, none of which are treated very well. Dwarves, Elves, and gnomes are forced to live in horrible, run down ghetto's, and the elusive Yanos are killed upon discovery. This poor treatment has many causes, such as the Chorus declaring non-humans "perversions", the learned racism of generations of habit, and the need to have someone to blame. This poor treatment has lead to the founding of the Paeltyrme, or phantoms, a non-human resistance.
Magic is also treated with suspicion, if not with the same hatred as non humans, as it is dangerous. The nobility, the merchants, the commonfolk - history has proven that magic could overthrow them all. In Syrdis, when one is born with the Gift, one has three options. The first is forced upon those of weak power. They are sent to the Chorus, where their power is trained for healing and such. If one has high power, one is trained at one of several academies until age seventeen, and then sent to Warlock's Rest, the mighty stronghold of the mages. Both of these options, however, are prisons, as once one becomes either a mage or a healer, they are watched for the rest of their lives, lest they become a threat to the world. Some fight the system, and hide out in the wild, but the Rest Witch Hunters are VERY good at their jobs. Yanos, of course, are not trained at all, just killed.
Religion rules life for the peasants of Syrdis. The religion is often the Chorus, an incredibly organized faith in devotion to great hero's from the old empire's founding to the birth of Syrdis itself. Like many mighty institutions, it has fallen to corruption, it's priests using their offices to further their own gains. Churches of the Chorus are grand, extended complexes filled with stained glass. Non-humans, considered damned, are not aloud inside. The Chorus also supports the Knights Divine, a knightly order devoted to rooting out evil.
Non-humans:
Elves: When one walks through a non-human district, one will notice that elves seem to be fitting in poorly. Even as second class citizens, many elves still hold themselves with a sense of poise and dignity. It is not surprising, then, that the elves are the most numerous in the phantoms. They are tall and lithe, with pointed ears and narrow eyes. They have the potential for magic.
Dwarves: Stocky, smelly beasts, or so their racist neighbors would have you believe. Dwarves are, in fact, the most tolerant of the elder races. They have a patient nature, and this allows them to tolerate the barbs and stings of human abuse much more easily. Dwarves are known as master craftsmen, and most non-human districts boast their city's best blacksmiths. All dwarves can grow beards, but it is considered very old fashioned for a woman to have a beard. Dwarves have the potential for magic.
Gnomes: Gnomes are a bit of a mystery. There are very few of them left, and most keep to themselves. They look as human, but stand two feet tall. Gnomes have no ability for magic, legends claim that they traded it to learn the secrets of the universe. Gnomes work instead in alchemy and clockwork, and while both are declared heretical, many nobles and merchants will go out of their way to achieve these rare items.
Yanos: Mostly, a Yanos looks like a human, betrayed only by a pair of short horns protruding from their heads. They have their own magic, the "earth magic" as they call it. They are called demons and hunted across the world. Most either live in the wild, or try to blend with sociaty.
Next post: character sheet, expanded magic, and starting location.