Tuesday, April 23, 2013

The Realm of Kyria - Six Worlds

Realm Primer - Kyria
Aspects: Proud, Protective, Worshipers of a dead god, a kingdom recovering from war.

At the start of the campaign, the characters will be in the capitol city of Illondria. This once magnificent capitol is also known as the City of Spires and is beloved by the people even after it’s near destruction at the hands of the Vorshans. Illondria has weathered history and disaster and still remains a beacon of hope throughtout Kyria.

Overview:
Illondria is a large and populated city with massive defensive walls. The Thales River flows though the center of the city from north to south. Ancient walls enclose the Old City, which includes the Palace, the Temple of the dead God Keshna, Royal Square and the mysterious abandoned magical college of the Magisterium. The New City surrounds the inner core of the Old City.

Illondria has been the seat of the Kyrian Empire for over a thousand years. It is currently ruled by King Endar Valorian, son of King Haldane Valorian who fell during the Gate Wars. The young King is protective of his people and mistrusts the Navigators. He inspires the people and tries to live up to the name of his father. The other powerful faction is the Merchants Guild. They are groups of noble families who hold a tight rein on the economic situation of the kingdom. These wealthy families are highly political and focused on maintaining the wealth of the kingdom. Currently they are at odds with the young King over the opening of the Gates by the Navigators.

There are other factions that hold power as well. Even though Keshna is dead, the God of Creation/Destruction still holds sway over the populations of the Six Worlds. Keshna has both female (creation) and male (destruction) aspects. Most statues depict the God in whichever form is appropriate. Even though Khai’tan the Demon Lord turned God now holds the power over the realm of destruction, there are still dribbles of power from Keshna since the six swords of creation anchor the Six Worlds in place. Priests of Keshna draw power from the swords. Scriptures tell that if the six swords were ever united, it could herald the return of Keshna from the Void.

There are a few factions that have lesser power in Kyria that are worth mentioning. There is the Order of the Eye, a group who uses the magical power of the Sight, who act as spies and seekers for the King. Also there is the College of the Magisterium. This faction fell from power during the Gate War when nearly all the Wizards fell during the battle protecting the city and more importantly the College. Powerful wards and sigils were placed on the college to protect it from its secrets falling to the Vorshans. It remains locked and unclaimed since the Gate War five years ago. Some whisper that it is haunted; others believe the Mages have imprisoned some ancient evil from the Void within the College walls.

Areas of Note in Illondria:
The Royal Square – This is the heart of the city where the palace resides. The original palace was nearly destroyed and has been rebuilt since the Gate War. It is still under partial construction. Originally it was built to inspire awe with fantastic works of art, it now is much more functional with designs on defense. Surrounding the palace is the Royal Square. Here one can see merchants, knights and promenading nobles. The Merchant Guild house holds a place next to the palace. Four towers surround the square. Here were placed the original Mage Stones that protected the palace. The Mage Stones have all been destroyed. All that remains are the towers themselves. One of the towers was utterly destroyed in the conflict. Lastly, the Temple of Keshna holds a place in the Royal Square. The once spectacular temple remains partially defaced since the Gate War. Unlike the Palace, the Temple escaped the worse of the devastation. Still, statues of the revered Keshna remain defaced and desecrated in Khai’tan’s name. Statues with missing heads and vandalized faces are commonplace. Flowers and other offerings hang on the statues. Many priests died in the war and the remaining clergy have begun to repair the remaining damage.

The Reconstruction - This large portion of the city is currently in various stages of being fully rebuilt. This is originally where a majority of the battle against the Vorshans happened. A hive of industry and ordered chaos, some areas have been completely torn down and rebuilt while others utilize existing pre-war structures. Newfound machines and whimsical devices can be seen at work in this area. There are areas still in ruins that need to be cleared. Unsavory types frequent these abandoned areas for shading dealings.

Low Town – The area surrounds the reconstruction. This area is where the lower class inhabitants live. Mostly laborers and other everyman citizens live here. The law is lax here and patrols are less frequent. Beggars and homeless are more visible in this area. The war left many families devastated and without husbands to provide for them. Run down and grey, this area is not the place to find oneself wandering at night. Prostitution is commonplace as is being held up by local thieves. Proceed with caution especially after sunset.

Refugee Quarter – Not only were Kyrians affected by the Gate War five years ago, many travelers from one of the other Six Worlds have become trapped in Kyria. Unable to return home after the Gates were sealed, this area is a mixing pot of other cultures and races from other realms. The most predominant culture here is the Arbarians. The Refugee Quarter is one of the most colorful areas in the city. Many of the refugees have made a home for themselves in Illondria. Now that the Gates will be opened, many are readying themselves to return to their homes. The fate of the other realms is unknown. This area radiates hope and trepidation of the Gate openings.

Navigator Obelisk and Destroyed Gate to Vorsh - The Navigator Obelisks are a common site in most cities in the Six Worlds. Illondria's Navigator Obelisk sits tucked away behind the Royal Square. Currently there is a regiment of guards who watch the Obelisk 24/7. No one can touch or use the Obelisk in the city without permission from the King or his Royal Guard. With the Gates being opened, the guard has stepped up its presence. The destroyed Gate to Vorsh is outside of the city and it's ruin stands as a monument to those who fell in the Gate Wars.

Technology Level:
Melee weapons, such as swords, polearms and spears remain commonplace. Owning weapons is not illegal since the King believes that everyone should be able to protect the realm at a moment’s notice. Carrying weapons openly is frowned upon in the Old City/Royal Square area. Armored guards patrol the city. The tech is definitely medieval yet there are advances in technology through engineering. Powder weapons are just being experimented with. Cannons are a recent technology. DaVincci-like technology is being deployed to help the reconstruction. King Endar is interested in how this new technology can protect the realm. Since the decline of the Magisterium, the nobles are looking to technology to fill the gap. Technology is viewed by most of the population as just another form of magic.

Fashion – Typical medieval clothing one would think of in a normal fantasy setting is commonplace. There are however more modern medieval trench coat styles that are sported by the local population.  The weather is standard ranging from the 50’s-80’s in the spring and early summer. Warming up in late summer to over 90 and chilling in the winter to below freezing, one can encounter many different styles of clothing. Belts, ties and buttons hold the clothing together. Leathers are the most common armors. Chain and plate can be found among the military and Knights. Colors are muted and low key. In the Refugee Quarter more cultural fashions can be found.