Magic and Technology
Terath is a world in which magic and technology have developed
side by side. In general, it has a much more `medieval' flavor
than a technological one, however. Since magic is generally
looked to to perform most of the functions that technology
performs in our society, such as household "power", long-distance
communication and transport, technology has never been taken very
seriously. "Straight" or non-magically aided technology is
pretty well limited to utilitarian applications like agricultural
machines and cargo transport, using steam engines. Some
factories do exist to produce mass-market items like wooden
furniture, metal and stone building supplies, and some food
products that require lengthy processing (such as flour), but the
majority of consumable products are either handcrafted
individually or produced by one of the Merchant Guilds or Houses.
The role of the Guilds and the Greathouses is discussed later in
the Background.
Magic is used to perform a number of functions. Almost all major
medicine and healing is done magically, except for minor
medicine, which is handled by the local alchemist or herbalist.
Although the principles of electricity have been discovered,
magic has just about made it obsolete. Wealthy houses are
usually lit by a spelled glow-globe; middle-class houses by a
blown glass "lamp" that uses a magically charged crystal to
generate electricity; poor houses by candles. All long-distance
communication is done by magical means. Magic is also used to a
fair extent in the judicial system, although the majority of the
City Guard or similar "police" force would be strictly physical
in most cities. Magic would primarily be invoked to scry out
wrongdoers and detect lies in a subject under interrogation.
The Role of Magic in War
The majority of the offensive and defensive technology is purely
physical, and has not progressed beyond the sword and bow. The
reason for this is that it has been eternally easier to hire a
magic-user to cast a few fireballs than it is to spend time
tinkering with the technology that might have led to firearms.
Gunpowder and some explosive bomb-type devices do exist, but they
are fairly crude at this point, and tend to be dangerous to the
wielder. A typical conflict, whether between the City Guard and
a rioting mob, two opposing cities, or a city and a raider horde
would involve mostly physical troops (a good percentage of them
from one of the Mercenary Guilds) and a few mages casting their
various offensive spells. Mages hired from the single,
centralized Mage's Guild will refuse to cast spells on one
another, instead concentrating on the body of the opposing
troops. Magic items, except for very minor and practical-use
ones, are NOT tremendously common on Terath, and few of them will
be found anywhere at any price. Those who do have them, hoard
them.
Technology
Straight technology has progressed in most areas to a rough
equivalent of Europe in the seventeenth or eighteenth century.
Steam engines powered mostly by coal do exist and are used in
mass cargo transport, factories, and agricultural development.
Personal transport is still generally by horse, kysk or cart.
Most of the Merchant Greathouses, as well as several of the
larger Guilds, own one or more steam engine powered cargo ships.
Electricity is used mostly in conjunction with magic, and is
considered more of an occasionally useful curiosity than a
necessity. Some large Guildhouses (notably, the Mage's
Guildhouses and the Thieves' Guild of Reshor) have magic-aided
electric generators and are powered largely by electricity, but
this is a rarity. Many middle-class homes have a kind of
electric lamp that runs on an inexpensive magical "battery". In
general, fire in the form of lamps, candles and fireplaces is
still used to heat and light most houses.
The few factories that do exist are fairly small. The largest of
them is the Llurd-based factory of the Vis Appella Guild, which
renders blocks of limestone and other materials purchased from
the Miner's Guild into cement for building, which is exported
primarily by the Merchants' Guild. Several smaller factories
spread across the continents of Terath and Aamon do basically the
same thing. There also exist smaller factories for the
production of other basic materials, such as timber and steel.
Steel is a fairly rare and expensive commodity on Terath,
somewhat less rare on nearby Aamon, and extremely rare on the
desert continent of Revan. The majority of the steel produced
goes to weaponsmiths rather than builders, because of its high
cost. A few small factories exist to smelt other metals, but in
general, a large proportion of smelting and metal production has
been monopolized by several of the craft families in the Merchant
House Viridis, located in the city of Viridian on Aamon.
Magic aided technology is somewhat more common, and has
progressed to an astounding level. In Ilmeth and its sister city
Llurd, which are more industrially oriented than most cities on
Terath, magic-aided hovercraft are fairly common, if quite
expensive.
Economy
Food
Food production is handled primarily by the Merchant Guilds. The
major Merchant Guild in any given city will own about 60% - 80%
of the arable land outside the city, and will produce a good
percentage of the city's food. Typical foods include grains, a
wide range of starchy and flavorful roots, nutritious greens, and
meat. Domesticated animals include the typical cattle, horses,
sheep, goats and chickens, as well as other creatures. Many of
the larger cities breed kysk, huge six-legged lizards, for their
many uses. They can be tamed to riding or to dray duty, and any
Merchant House larger than a single family or gens will have at
least one kysk-drawn dray cart. Several other species of kysk,
including a version no bigger than a domestic dog, are widely
used for their meat and their tough, leathery gray hide. Cities
with enough enclosed forest area often maintain herds of cybuck,
an unusual species of deer with a single enlarged eye in the
center of their foreheads. There is a fair-sized market for
exotic furs and variety meats in most cities, enough so that the
profession of hunter/trapper is a fairly common one. Semi-
domesticated animals, which are maintained on land protected by
the city, include chevral, a type of wild goat, and harnbuck, an
huge, black-pelted member of the deer family. Only hunters and
trappers licensed by the city to sell their furs and meats are
allowed to hunt in the protected forests.
About 70% - 80% of a typical citizen's diet comes from Merchant
Guild produce. The rest is purchased either from individuals
such as professional hunters, smaller Merchant Houses, and even
smaller dealers on the street "convenience" markets, small
produce stands that usually supplement their income by offering
cooked food. Many citizens, especially peasant types, maintain
small gardens or several meat and dairy animals.
Crafts and Commerce
The majority of the goods in a typical home are handcrafted.
Almost all household ceramic and pottery goods are either
produced by a small Merchant House or even a single family, in a
small town. White clay is available in abundance around most
rivers, and a fair number of poorer folk simply make their own
baked dishes and crockery. Eating prongs and sups are either
carved of wood or made of beaten copper or silver. Furniture,
generally made of wood, is commonly mass-produced. Factory-made
furniture is most popular in the middle class, as both poor and
rich families will have hand-carved furniture.
Glass is quite a luxury item, and is produced by the Temesius
Guild. Due to the high temperatures needed to produce good
glass, the production is usually though not always magic-aided.
In the case of the Temesius Guild, located primarily in Ilmeth,
they have captured and chained a red dragon to their furnaces, or
so they claim. The translucent scales of the lampfish, an
armored, deep-sea creature, usually serve for windows in place of
the more expensive glass. These scales are distributed mainly by
the Merchant Houses, most notably House Wyrm and House Hawkwood.
The Guild of Vis Appella controls the manufacture and
distribution of ceramic piping and cement, for both agricultural
irrigation and plumbing. They also supply the Builders' Guild
with cement for building foundations. Most houses, except the
very poorest, will have plumbing. The wealthier houses will have
copper piping, and the poorer houses might have to rely on crude
ditches. All major cities and towns will have cement irrigation
canals. The Guild of Vis Appella deals regularly with the
Miner's Guild for their supply of clay and stone for powdering.
They have branches in almost all major cities, but their Founding
Branch is in Llurd.
The Karmac Guild produces cloth and clothing. They purchase the
raw produce of cotton, temgrass, weaveleaf, spidersilk, and other
materials from the Merchants' Guild, who generally either
produces it directly or purchases it from individual farmers.
They produce mostly bolts of cloth, with some finished clothing
as well. They have branches in several major cities (Ilmeth,
Llurd, and Midland, as well as Tharquan and Derleth on the
continent of Aamon), but no Founding Branch. This Guild grew out
of an alliance of a number of clothworking Merchant Houses. The
Merchants' Guild generally handles their distribution.
The Guilds and Houses
The socioeconomic structure of Terath is based on the Guilds and
Houses. The Guilds are generally specific to a craft or
profession. They produce neccesary goods and services. The
Merchant Houses take Guild-produced items and distribute them,
selling them across the three major continents. The largest
Guilds are, in order, the single Mages' Guild, the Builder's
Guild, the several Thieves' Guilds, and the various Mercenaries'
Guilds. The other Guilds are mostly craft and production
oriented, and range in membership from 100 or so to several
thousand at the largest. The largest guilds count from several
thousand to fifty thousand among their membership.
The primary reason that the Mage's Guild is organized into a
single body continent-wide is that they are the only group to
have reliable long-distance communication. A few of the larger
Merchant Houses have simple two-way communication globes that
function between their branches on Aamon and Terath, but no other
groups are known to have any form of long-distance communication
at all, making the consolidation of leadership impossible.
The two major Houses are House Wyrm and House Hawkwood. They
purchase and distribute goods all over the three continents.
They have established the largest and most efficient trade routes
by land and sea, and control a large portion of the world's
economy. They are headed respectively by the Humans Karl
Verminuus and Thorn Hawkwood, who are bitter rivals in the
cutthroat merchant trade.
Races and Cultures
Several thousand years ago, the dominant culture on Terath was
Elvish. While the Humans were still swinging in the trees, the
Elves were an ancient and established culture. For several
hundred years, just after Humans reached semi-civilized status,
the Elves were the guiding force in Human culture. They guided
and taught the Humans in the ways of magic and lore, but the
Humans soon grew apart from them because of their essential
divergence of culture. Humans believed in "having and holding"
property, especially prime agricultural land, while Elves did not
believe that anyone could possibly own the Mother Earth. Humans
preferred close city dwelling, while Elves liked the open forest.
For a long time, the Humans followed the dominant religion of the
Elves, that of Ashara and Aene (later known as Aeneor). The
basic premise of the religion was that of an infinitely
benevolent Earth Mother (Ashara) and an all-wise Sky Father
(Aene). Because of its Elvish roots, much of the Human magic
lore is still based on this tradition.
At one point, bloody war erupted between Humans and Elves over
disputed land rights. The Land Wars, or the Eli'ya Nhar (Tears
of the Trees) as the Elves have always called them, lasted for
twenty years. Numerous battles and skirmishes took place between
the Elves and Humans on Aamon, resulting in heavy losses and
lasting prejudice on both sides. Finally arbitrated by Sihaya
Hawkwood, the Hawkwood clan matriarch, the wars ended in an
uneasy peace in 1693 Founding. It took several hundred years for
the hatred to die down and for Elves and Humans to be able to
live in relative peace with one another.
Other peoples include Orcs, hobbits, kender, dwarves, gnomes,
trolls, goblins, and a number of other more or less humanoid
races. Humans by far outnumber most of the other races, with
Elves a distant second.
A new race created by the Mages' Guild in the 1800's is the
'Morphs. They are crossbreeds created through the genetic
engineering of human and animal genes. The First Breed, the
original results of the magical genetic tinering, proved
surprisingly adaptable. Not only did they breed true 'Morphs,
but they were frequently much stronger, smarter and faster than
any human or animal, and they occasionally had unpredictable
magical powers. The Guild was delighted; the general public was
terrified; and the Breed themselves were resentful of their
status as slaves. Predictably, the situation blew up about two
hundred years later when the 'Morphs revolted. By that time,
there were a lot more of them. Not only had the Guild been
producing them in quantity, they had bred rapidly. The 'Morphs
actually outnumbered the Guild at that point, and were naturally
resentful of their status as "half-animals" and property. The
bloody and hard-fought 'Morph Wars lasted two years and spanned
three continents. The famed 'Morph general Lhiani, also known as
the Prosthetic Fox for her numerous battle injuries and
replacements, finally forced capitulation and terms on the Mages'
Guild in 2036. 'Morphs were no longer automatically considered
slaves, except for newly created First Breed. The Guild
voluntarily restricted the creation of First Breed to a
combination of the mage's own genes and that of an unaltered
animal, to avoid creating any further Frankensteins that might
turn against them. The 'Morphs organized themselves into Clans,
by their genetic type. The most common 'Morph breeds, in order,
are foxmorphs known as Vul, wolfmorphs, known as the Lup,
catmorphs, known as Fel, and the bearmorphs, the Urs. Other
'Morphs include reptile 'Morphs, the usually less than successful
bird 'Morphs, the occasional deer or horse 'Morph, and creatures
of mixed genes. 'Morph statistics range in the extremes, from
weak to incredibly strong, from unintelligent to genius level.
Many 'Morphs have crossbred with other 'Morphs or with Humans to
create some interesting species. In general, even if two 'Morphs
of the same species cross for several generations, the succeeding
generations will tend to look more and more human.
Needless to say, there is a great deal of strong prejudice
against 'Morphs, mainly because of the unrestricted terrorism and
bloody atrocities many of them committed during the Wars. Also,
there is no way to tell a First Breed from any other 'Morph by
sight, which makes the general public tend to be somewhat afraid
of all 'Morphs.
Geography
There are three major continents on the world of Terath, at least
that are currently explored: Revan, Aamon and Terath (also known
as Harn). Terath is a twin sun/twin moon system, with
consequently odd weather and tides.
Revan
Revan is a primarily desert continent. Like Aamon and Terath, it
is dominated mostly by Humans. The people are known as the
Revani, and are divided into three distinct groups: the desert
nomads, the city dwellers, and the nomad-raiders. The two nomad
groups are organized into distinct tribes and clans, while the
city dwellers are organized in Houses, much like the Merchant
Houses of Aamon and Harn.
Revan is also the home of the famed Schools of SwordDancing.
SwordDancing is a spectacular form of martial art that raises
swordfighting to an art form. It incorporates acrobatic and
gymnastic maneuvers, and was originally taught to Humans by the
Mekkt, a naturally evolved felinoid race that inhabits the deep
deserts of Revan.
All three cultures have subtly different codes of honor.
SwordDancers tend to be city dwellers, and their codes have
influenced the culture of the cities. They believe it is
dishonorable to hide behind a shield or heavy armor, and certain
schools (Sh'Kai only) do not use ranged weapons. They go armed
at all times. City dwellers have a strong sense of property and
territory.
Desert nomads have no sense of land ownership at all. They take
their camels and other beasts to graze anywhere they want,
although they usually pay peacefully any toll or tax requested
for the privilege. They scorn city dwellers.
Desert raiders are the gypsies of the desert. They are strongly
amoral, and have no sense of personal property at all. A common
saying in raider culture is El Owfik El Sharmik, which translates
roughly to, "If it is there, it is mine." Bands of them fight to
see who will control the valuable grazing lands and the even more
lucrative caravan trails, to exact the appropriate tolls from
nomads or travelling merchants.
Revan produces three products of note: tharsh, kava, and
mastersmithed weapons. Tharsh is a sweet, fermented beverage
distilled from the fruit of the tharsi palm, a tree that thrives
under remarkably harsh desert conditions. The fruit is small,
brown and wrinkled, and is said to be the ugliest edible in the
known world. The pulp as well as the seed of this ubiquitous
plant is highly nutritions. Kava is a low-growing shrub that
also thrives under hot, dry conditions. Its berries are highly
toxic, but when properly roasted and aged, they yield a
stimulating beverage that is a profitable export item, as it is
pleasant and mildly addictive. Raw kava berries are also an
ingredient in hype and sweat salt, two popular and dangerous
stimulatory drugs. Consequently, it is illegal to export kava
that has not been roasted and processed by licensed houses. Due
to the unstable political climate of Revan, however, quite a bit
of raw kava gets through anyways. Although Revan is metal-poor,
there are several legendary Craft families who have passed down
their secrets of forging for centuries. The most famous of the
Revan blades are those forged of sky-iron, from a huge meteorite
that fell in the deep desert hundreds of years ago. There are
very few of these in existence, and those that come to light
command insanely high prices.
There are two nonhuman cultures on Revan, the Mekkt and the
Desert Elves. The Mekkt are a race of desert-adapted felinoids
whose culture is based on a strict code of honor and hunting
prowess. They are the original SwordDancers, incredibly strong
and agile. They are not actively hostile towards Humans, but
they do tend to overreact when a Human does or says something
that they might consider insulting to their honor. The Mekkt
range from 6'5" to 8' tall, mass about three to seven hundred
pounds, and come in shades from pale beige to almost black.
Mekkt cubs have complete manes, but upon reaching adulthood, the
mane is cut into a distinct crest and dyed scarlet, blue, or some
other vivid color. The purpose of this is to remove their
natural advantage of camoflauge and put them on a more even
footing with their prey. This is considered more honorable and
"sporting."
Not much is known about the desert tribes of Elves. They look
pretty much like other Elves, although they have somewhat darker,
greyish complexions and tend to be smaller. They do enter the
Human cities to trade their crafted and mined goods fairly often.
Being desert-adapted, they can easily travel and mine the rare
iron ore deposits in the deep desert, and some of their
weaponsmiths are justifiably famous as far as Aamon and Harn.
The major cities on Revan are El Jhazeer and Haral, the port
cities, and
Koppa, the largest inland city. The majority of Revan is not
settled, or at least not regularly settled, as it is dry and
inhospitable. There are numerouns nomad camps and even small
settlements around the various oases of Revan, however.
Politics
Revan is basically feudal, and in a constant state of war.
Bandit chieftains often seize territory or even an entire city,
to be deposed a few years later by a bigger and stronger bunch of
bandits. A few cities are run by a Merchant Congress; the rest
are held by force of arms.
Aamon
Aamon and Harn are two large continents connected by a land
bridge. Aamon is the Northern land mass. It is much like
America in climate, being fairly temperate with some extremes in
a few areas. It is almost entirely Human dominated, but there is
a very large population of Elves in the indigenous forests. A
full gamut of other races and species also occurrs on Aamon.
The main cities on Aamon are Tharquan, Reshor, and Derleth, all
Human cities. The majority of Aamon is developed, except for a
large section of plainsland to the North, which is said to be the
home of several different tribes of barbarians.
Politics
Mostly administered by Merchant Councils made up of
representatives from the Great Houses. There is very little in
the way of government, the reigning bodies mostly being concerned
with proper tax collection so that they can pay the City Guard.
The police force and the standing army are one and the same; and
the pay is good enough that there are plenty of volunteers for
the Guard ranks. They mostly punish murder and theft by
enslavement for a short or long term, and use mages to scry out
major wrongdoers. There is a (sort of) centralized government on
Aamon, which mostly works out the details of merchant trade and
tariffs. It is located in Viridian.
Terath
Terath is the Southern continent. Its climate is generally more
tropical, and it has jungles as well as plains and forest
terrain. Many unique and bizzare races inhabit Terath,
including sentient eagles, lizardmen, and 'Morphs. There are a
number of cities on Terath, but there is a fair amount of
uninhabited jungle as well. There are many islands off the coast
of Terath, some of the inhabited, some of them empty. The major
cities of Terath are Ilmeth and Llurd.
Politics
Terath was feudal for a long time, and still retains some trace
of that form of government. However, since about 1500, Terath
has been to governed more and more by Merchant Council, since it
has opened up its regular trade routes to Aamon. Terath, also
known as Harn, has no centralized government at all. Individual
cities are either administered by their local Merchant Council or
by a benevolent dictatorship.
Money
Terath is a metal-poor world. Copper and silver are probably the
most common metals, with iron being fairly rare and gold
extremely so. Terath and Aamon have standardized the irii, orii,
and aurii, which are pieces of copper, silver, and gold
respectively. One copper irii has about the buying power of one
dollar in American culture. Ten irii equals one orii or silver
piece. Ten orii makes one aurii or gold piece. The uncommon
steel piece is worth about eight to ten copper irii. In modern
equivalents, the copper irii can buy one loaf of bread or one
drink in a tavern, and is worth about $1. The silver orii can
buy lodging in a cheap inn or a good meal in a tavern, and is the
equivalent of $10. The gold aurii will buy adventurer's supplies
for a large party, a poor to average quality horse, or a good
steel knife, and is worth $100.
On Revan, the standard of currency is a gold crescent which can
be divided into ten parts. The crescent is roughly equivalent to
the aurii (it is actually worth about 9 silver) and each tenth
part is roughly equivalent to a silver orii.
The price of an average sword is about ten gold. A used one
might be bought for three or four, and a good one might go for
about twenty. A master crafter sword would sell for thirty to
several hundred gold. Good blades are expensive!
A typical peasant might earn between ten and twenty gold a year,
living mostly off of his own crops. A low-class merchant or
street vendor might take home about twenty to fifty gold a year.
A middle-class merchant would make from a hundred to three
hundred gold a year, and an upper-class merchant might make from
three hundred to a thousand gold a year. In other words, gold
does not flow like water on Terath. A typical adventurer should
be grateful to find a ten or twenty gold pieces in a treasure,
after fighting a fairly high level critter to get it. Think of a
gold piece as being worth the equivalent of about a hundred
bucks, and imagine how happy you'd be to find ten or twenty
hundred dollar bills lying around. An adventurer should be
pretty happy if he or she drags home a hundred gold or so on an
expedition. That's $10,000, after all.
The Greater Guilds
The Mages Guild
Central Guildhouse: Llurd (Harn)
Other Guildhouses: Most large cities
Products/Services: Aid in administration, government, law
enforcement, civil disputes. Guild-sanctioned enchantments and
magicks are sold directly by the Guild, at Guild-monopoly prices,
and woe betide the mage who sets up shop on his own.
Membership: All mages are encouraged (though not forced) to join.
The Guild gives its members access to arcane lore through Guild
teachers and the collective Guild Library, a powerful incentive
for membership. It is estimated that the Mages' Guild has
several hundred thousand sigil-carrying members, some more or
less active in the Guild than others.
The Merchants Guild
Central Guildhouse: None, but Derleth is the largest.
Others: All cities
Products/Services: Takes raw goods (cotton, cloth, wood, steel,
agricultural produce) and processes them to a certain extent
before sale to further producers (other Guilds), other merchants
(the Merchant Houses), or to end users (the consumer public).
Standardizes prices, units of currency. Serves as administrative
aid or even as government itself in many cities, which are
administered by a central Merchant Council.
Membership: Actual Guild members number about fifty thousand,
though most of the Merchant Houses are allied with the Merchants'
Guild.
The Builders Guild
Central Guildhouse: Llurd (Harn)
Others: Ilmeth, Midland, Derleth
Products/Services: Contracts work gangs for construction of
houses and building. Buys products from Vis Appella, Temesius,
and the Merchants' Guild. Does some mining and quarrying with
Vis Appella. The Midland Guildhouse specializes in wood and
furniture, and employs woodwitches and other specialized mages
and craftspeople to construct its goods.
Membership: Each Guildhouse handles from 2 to 7,000 workers.
Unlike many Guilds, they do not maintain quarters for their
members. Total membership is approximately 20,000.
The Mercenaries Guild
Central Guildhouse: None
Others: Many diverse houses in all major cities.
Products/Services: Rather than maintaining a standing army, many
cities contract with their local Mercenaries' Guild for defense
and guard work. Most Guilds are also available for hire in
warfare.
Membership: Career mercenaries, whether fighters, mages, or
stealth types tend to hold membership in one or more of the
Mercenary Guilds. Although there is no centralized
administration among the dozens of Guilds, there is a general
brother and sisterhood among career mercenaries, as well as a
formal agreement known as the Codex Bellicarum between the
Guilds.