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+ | ====== The Post-Cataclysm World ====== | ||
+ | ===== Footnotes for Play ===== | ||
+ | Baltia has much in common with other settings, but there are a number of features that are worthy of highlighting, | ||
+ | |||
+ | This chapter provides a high-level overview of the most impactful differences between Baltia and other settings, to allow players to better jump into the world and play. | ||
+ | |||
+ | ==== The Cataclysm ==== | ||
+ | The world of Baltia has been shaped by an event known as the Cataclysm, in which a being known as the Forgotten Chorus attempted to destroy the world. A group known as the Heroes of the Cataclysm were able to stop the Chorus, trapping it forever, though its rampage had left the world forever changed. | ||
+ | |||
+ | This event marks the most important event in Baltian history. It was during this time when the gods that used to rule the world were slain, and the ecology of the world was altered as continents shifted and collided. | ||
+ | |||
+ | This would not be the last time an entity from outside the world attempted to destroy it, and many in Baltia fear that there may be another such event in their lifetime. | ||
+ | |||
+ | ==== Bathed in Light and Darkness ==== | ||
+ | The world of Baltia rests on an Axis that leaves it almost tidally locked, with the sun resting over the aptly-named Solarian continent. This leaves the southern continent of Umbria almost totally dark, and the island nations of the Belt in a semi-perpetual twilight. This has, naturally, shaped the cultures and mindsets of the occupants of each region. | ||
+ | |||
+ | Though it took significant time to get used to the heat of the constant sunlight, Solaria now reaps the rewards of the abundant light in the form of a land full of flora and fauna. While the citizens have known times of famine, such deficits are more rare. | ||
+ | |||
+ | Meanwhile, resources in Umbria are far more scarce. The only plants are those that need no sunlight, which are far fewer in number, and animal populations are similarly small. As a result, most life on this continent has struggled to survive, including settlements in the early days of colonization. | ||
+ | |||
+ | ==== Modern Inventions==== | ||
+ | Baltia has benefited from rapid technological progress over the last several centuries, and many modern luxuries exist for the occupants lucky enough to afford them. Airships and firearms exist, powered by magical devices known as Dryanni Chambers, and are used to great effect by the nations of the world. | ||
+ | |||
+ | These are generally more common the farther south one goes, with Umbria embracing new technologies in order to remain competitive with other nations despite smaller populations. | ||
+ | |||
+ | ==== Potensium ==== | ||
+ | A mysterious and powerful substance known as Potensium powers many of the world' | ||
+ | |||
+ | Potensium is a silvery substance that resembles Mercury at a glance, though it is non-toxic and has a consistency not unlike that of tree sap. It naturally builds up along the stone ceilings of the Underdark, and it's primarily mined from the uppermost levels of these underground tunnels, where the greatest threats the Underdark has to offer are less frequently found. | ||
+ | |||
+ | These uppermost regions of the Underdark are known as the Mercury Road, forming an intricate web of shimmering tunnels that spans the globe, with each nation laying claim to the territories of the road that reside below their borders. | ||
+ | |||
+ | While of little use in its normal form, Potensium can be refined into a number of powerful substances. The most common of these is used as fuel for both vehicles and spells, though Potensium can also be made into a number of exotic materials: | ||
+ | |||
+ | **Mithril**, | ||
+ | |||
+ | **Adamantine** is forged similarly, though the Potensium used in the forging is instead cooled well below freezing temperatures. The result is an extremely dense material that is nearly impossible to damage. While it resembles steel, it is darker in color, and features a wavy pattern. | ||
+ | |||
+ | **Cold Iron** is forged by manipulating the magical properties of Potensium to remove its latent energy, forming a substance that soaks up energy before dissipating it harmlessly. This gives the material the ability to affect spellcasting, | ||
+ | |||
+ | ==== Uneven Rotation ==== | ||
+ | The equator of the world, a region of island nations known as the Belt, rotates twice as quickly as the rest of the world. How this occurs is still the subject of debate among world scholars, but its effects are undeniable. Enormous whirlpools liter the ocean between the Belt and the world' | ||
+ | |||
+ | In the time since Umbria and the Belt have been discovered, plenty of individuals have found ways to deal with the turbulent seas and winds, and it poses little barrier to modern travel so long as an experienced captain and crew are present. However, novices can quite easily underestimate the challenge and find their vessel destroyed. | ||
+ | |||
+ | The more capable captains have also learned to use the rotation to shorten trips significantly. Those with the experience can time their journeys between regions to minimize the distance to their destinations. | ||
+ | |||
+ | ==== The Old and New Gods ==== | ||
+ | Two main pantheons exist within the world, with most individuals in the world worshipping some combination of both. In most cases, an individual worships a single New God as their primary deity, worshiping the Old Gods as a whole (with potentially some exclusions) to a secondary degree. | ||
+ | |||
+ | Some of the Heroes of the Cataclysm ascended to Godhood, becoming the pantheon known as the Old Gods. These deities grant success in battle or trade, ensure souls reach the afterlife, or control the seas. Most people worship the pantheon as a whole, viewing such as necessary for the continued operation of the world, though sometimes focus on specific deities in times of need or if they resonate with one in particular. | ||
+ | |||
+ | The New Gods, however, are more philosophical and have gained significant traction in recent centuries. They represent more vague ideas, and more directly lean into the battles of Good vs Evil and Law vs Chaos. | ||
+ | |||
+ | ==== Favored Souls ==== | ||
+ | The Gods of Baltia may each select an individual within the world of mortals to act as their champion, granting them significant power in exchange for their obedience. Such individuals are referred to as Favored Souls, and gain far more access to the powers of their god than any other cleric. | ||
+ | |||
+ | This can be a double-edged sword however, as an individual remains a Favored Soul until the time of their death, and a god may only have a single Favored Soul at a time. A god cannot simply revoke the title from a mortal, and should a Favored Soul no longer wish to serve the god that chose them, the relationship can become quite contentious. | ||
+ | |||
+ | While extremely rare, there have been times where a Favored Soul has turned against their god, using the power granted to them against the interests of their former patron. Gods with disloyal favored souls will typically do anything they can to kill the offending mortal. | ||
+ | |||
+ | ==== Modified Magics ==== | ||
+ | Some spells and magical abilities operate differently in Baltia compared to other campaign settings, making them slightly less potent. The most notable changes are to spells that bring the dead back to life, and those which allow for long-distance teleportation. | ||
+ | |||
+ | The Spells section of this book contains more details on the spells available and unavailable to players, as well as versions of existing spells specific to the world of Baltia. | ||
+ | |||
+ | === Teleportation === | ||
+ | In Baltia, teleportation is far more difficult. This is primarily because teleportation isn't quite instantaneous, | ||
+ | |||
+ | Teleportation magic functionally " | ||
+ | |||
+ | However, longer distances are more difficult, as one then has to both calculate the teleportation perfectly as well as cast the spell at the exact correct time for those calculations. The slightest error may result in the caster finding the planet has moved on without them, or they may find that their spell has caused them to fatally attempt to occupy the same location as an object near their destination. | ||
+ | |||
+ | The risk of error is so high, in fact, that unilateral teleportation has yet to be accomplished. Instead, teleportation is successful only with willing spellcasters at both the origin and destination. | ||
+ | |||
+ | To teleport safely, an individual casts the Teleportation Circle spell and identifies a permanent teleportation circle elsewhere in the world to act as the destination. If another spellcaster capable of the spell is present at the destination, | ||
+ | |||
+ | Most cities contain teleportation hubs, allowing anyone of wealth to quickly travel there. Likewise, many larger organizations have teleportation circles reserved for their personal use. This makes it quite easy to get to major population centers through teleportation, | ||
+ | |||
+ | === Resurrection === | ||
+ | Resurrection is more within the realm of possibility, | ||
+ | |||
+ | This is because the flesh and soul of a creature are interwoven together while the creature lives, like the strands of fabric of a piece of clothing, but begin to rapidly untangle and separate upon death. Once they have become sufficiently separated, the magic required to link them back together is no longer possible for most. | ||
+ | |||
+ | Once the soul of a person has become unwoven from their body, very few people can return them to life. Typically, these are the Favored Souls of specific deities, such as the Merchant or the Gambler. | ||
+ | |||
+ | ==== Reincarnation and Service ==== | ||
+ | It is well understood that most beings will be reincarnated sometime after their death. While the journey of a mortal soul is far from easy or straightforward, | ||
+ | |||
+ | Each life a person lives is believed to strengthen their soul significantly, | ||
+ | |||
+ | ==== Fewer Standard Planes ==== | ||
+ | Within Baltia, there are fewer major planes of existence than those present in other D&D settings. Other than the mortal world, where most adventures will take place, there are only the following additional planes: the Afterworld, the Void, and the Outside (analogous to the Far Realm). The Afterworld is the primary " | ||
+ | |||
+ | The Void and the Outside are, contrarily, more abstract and outright hostile to life. The world is influenced tangibly by them, but they are mysterious places where conventional rules and logic do not necessarily apply. | ||
+ | |||
+ | However, there are countless demiplanes within both the mortal world and the afterworld. These may exhibit any number of strange or unique properties depending upon the power of the group or individual responsible for creating them. Some may simply be creations of convenience, | ||
+ | |||
+ | ==== The Void Lords and the Magnates ==== | ||
+ | The Void, despite its hostile and alien nature, is not unoccupied. It's known that at least twelve beings reside here, and they' | ||
+ | |||
+ | Much as the gods have Favored Souls, the Void Lords have Magnates. While the rules that govern them are far less understood, they are similar in that a single individual is granted unique power by their patron for the remainder of their life. However, that is where the similarities end. | ||
+ | |||
+ | The Magnates claim that they receive no instructions or guidance from their respective Void Lords, gaining their power with no tangible strings attached. Their abilities are often far less versatile than other spellcasters, | ||
+ | |||
+ | The Magnates can allow others to use their abilities, typically granting them access in exchange for service. Those who serve a Magnate in exchange for access to the Magnate' | ||
+ | |||
+ | ===== World History ===== | ||
+ | Written history is only truly reliable from the time of the Cataclysm and beyond, as many written records were destroyed as a result of that horrific event. Some scraps of lore have surfaced thanks to the work of brave archeologists and historians such as myself, but even still we find our knowledge of the old world lacking. | ||
+ | |||
+ | What is known of the world before the Cataclysm was that it was a world of cycles. Empires rose and fell, and wars were constantly waged that were equal parts bloody and pointless. It was during the last of these cyclical wars that the Forgotten Chorus emerged, and attempted to lay waste to all things. | ||
+ | |||
+ | A group now known as the Heroes of the Cataclysm rose to meet its challenge. Originally unified in their opposition to an aggressive empire, the Heroes managed to face the threat of the Chorus head-on. In a protracted battle against the creature and its forces, the heroes managed to lock the invader in a prison forged of its own power, where it remains to this day. | ||
+ | |||
+ | With the gods of the time slain by the Chorus, some of the Heroes of the Cataclysm rose to replace them, forming the pantheon known as the Old Gods. Others chose to remain behind to guide the mortals that remained as the world around them was radically changed. The most significant of those who remained was Fredrick Hermes, a former bard who would become the first Emperor of Solaria. | ||
+ | |||
+ | ==== The Song of Cataclysm ==== | ||
+ | //1AC to 200AC// | ||
+ | |||
+ | Under Fredrick' | ||
+ | |||
+ | Most actions taken by Fredrick and his successors were simply to ensure stability for the people in a world that had radically changed. Meanwhile, the Old Gods began to establish and discuss the rules by which they would conduct themselves, such as limiting their intervention in the mortal world. | ||
+ | |||
+ | ==== The Song of Settling==== | ||
+ | //201AC to 400AC// | ||
+ | |||
+ | As the Empire of Solaria became more stable and its people enjoyed comfortable lives, the rulers of the nation began to push its borders at a breakneck pace. With no other settlements on the continent than those already under the crown, the challenge was one of unprecedented logistics rather than diplomacy or warfare. | ||
+ | |||
+ | To assist in the managing of the ballooning empire, land was granted to the nobility to manage. The noble families of Solaria, all individuals related by blood to the Heroes of the Cataclysm, found their power expand dramatically during this time. It was here that many took on the nobiliary particle " | ||
+ | |||
+ | ==== The Song of Twilight==== | ||
+ | //401AC to 600AC// | ||
+ | |||
+ | As the continent of Solaria was fully mapped and settled, many of those who had previously explored its unknown regions found themselves drawn to the sea to its south. By this point, it was common knowledge that a sea of whirlpools lurked far from the coast, but many explorers attempted to navigate the waters to claim fame and fortune. The first of these to be successful was an expedition led by Valvet Honione, which made landfall and finally allowed individuals to teleport into the Belt. | ||
+ | |||
+ | Shortly thereafter, with a significant amount of land now open for claiming, a number of political entities that chafed under Solarian rule saw their opportunity for flight. In particular, the nations of Thraven and Entrine were formed early on by those seeking greater independence from the Imperial Crown. With few options for transporting and supplying large numbers of soldiers for protracted campaigns, the Empire of Solaria had little choice but to allow these nations to be born. | ||
+ | |||
+ | ==== The Song of Rage ==== | ||
+ | //6011AC to 800AC// | ||
+ | |||
+ | As nations were formed by settlers in the Belt, emboldened by the successes of other independent factions, a discovery was made. Ancient texts detailing a deity known as Idakor were found, and they found widespread appeal within Solaria. A being of ultimate good and kindness, Idakor resonated with a population that had hereto known only the petty natures of the formerly mortal Old Gods. As if summoned by the will of the people, Idakor then appeared. | ||
+ | |||
+ | It was then that the First Prophet began to spread Idakor' | ||
+ | |||
+ | A god of pure evil emerged shortly after, and much like the Chorus before it, this God threatened all life. A war was waged in the domains of the gods between the two deities, with each creating three lesser gods to lead their forces. The situation seemed bleak for the forces of good until the Old Gods began to intervene: the Old God known as the Capitalist began to aid the Nameless One, prompting the remaining Old Gods to side with Idakor. | ||
+ | |||
+ | The Nameless One was defeated as the Old Gods convinced its subordinates to turn on him, and the dark being was split into thirds. Each portion of the malevolent god was granted to his creations, his power sealed away and guarded by his traitorous minions. | ||
+ | |||
+ | ==== The Song of Reclamation ==== | ||
+ | //8011AC to 1000AC// | ||
+ | |||
+ | As little land remained unclaimed in the Belt by this time, many nations focused their exploration inward. Searching their lands with a fine-toothed comb for any missed opportunity or un-plundered ruin, these efforts would lead to a discovery that would usher in the modern world: the Dryanni Chamber. Originally invented by a Hero of the Cataclysm named Arthur Dryanni, the magical device saw some use during the events of the Cataclysm itself. | ||
+ | |||
+ | While the devices were of limited use at the time, and none were known to survive the turmoil, the schematics for the devices were rediscovered and sold. As knowledge of how to create the Dryanni Chamber spread, the idea to use the device with a processed form of Potensium was born, and the capabilities of the device with this fuel were immense. | ||
+ | |||
+ | Many new inventions were created, most of them of admittedly little consequence. However, during this time, both airships and guns were born, revolutionizing travel and war for the entire world. The former invention allowed further exploration to the south as well, as explorers had found the combination of ice and whirlpools to the south impossible to overcome. While the air currents above the ice were treacherous as well, they were more able to be safely crossed. | ||
+ | |||
+ | ==== The Song of Exploration ==== | ||
+ | //1001AC to 1200AC// | ||
+ | |||
+ | Solaria found itself most able to exploit the rise of the airship with its vast resources, and it was determined not to repeat the mistake it made with the Belt. It quickly claimed the land south of the Belt, and its military might left few of the nations of the Belt interested in opposing this claim. The Holy Solarian Empire quickly sent colonists to the newly-discovered continent, now known as Umbria, who found the environment quite harsh and unforgiving. | ||
+ | |||
+ | With fewer and fewer settlers interested in traveling to this new and hostile land, the decision was made to convert Umbria into a penal colony. This territory would be formed into the Dark Kingdom, which would gradually grow in population over the next century until eventually declaring itself independent from Solaria. After an unsuccessful attempt to reign in their rebellious colony, Solaria would find the benefits of maintaining control over Umbria not to be worth the cost. | ||
+ | |||
+ | With Solarian power over the continent no longer a factor, settlers from other nations were more able to emigrate to Umbria, and new nations began to be founded once again. | ||
+ | |||
+ | ==== The Song of Innovation==== | ||
+ | //1201AC to 1400AC// | ||
+ | |||
+ | Finally, those who made their livings traveling the world found themselves at the end, the Umbrian continent forming the south pole of the world. They set their sights once again on exploring lands already mapped to uncover old secrets, while others sought instead to create their own advances. It is during this time that magic began to become far more commonplace, | ||
+ | |||
+ | Simple enchantments exploded in simplicity and popularity: devices that could modify the temperatures of rooms, carts powered by arcane energy, and devices that contained artificial souls began to spread. All of these devices were powered with Potensium, and national efforts to control the substance increased dramatically. | ||
+ | |||
+ | ==== The Song Yet Sung ==== | ||
+ | //1401AC to Present Day// | ||
+ | |||
+ | This desire to control the supply of Potensium would lead to tensions in the Mercury Road, which would eventually result in conflict. In an event known as the [[Mercury Road War]], a coalition of the Umbrian nations fought the nations of the Belt in the underground tunnels of the Mercury Road in an attempt to expand their mining territories. | ||
+ | |||
+ | Though they were initially successful in their underground march, the Empire of Solaria would join the war against the Umbrian nations, and the dark continent would eventually be defeated. However, the death toll in the war left massive psychological scars on both the people and governments of the world. | ||
+ | |||
+ | This tension has exploded once again in recent years, as another Umbrian coalition has declared war on the Kingdom of Maelstrom, and the nations of the Belt have unified again against what they perceive as another round of Umbrian aggression. However, both the Kingdom of Gebalam in Umbria and the Holy Empire of Solaria face civil wars, which could decide the outcome of the larger war. | ||
+ | |||
+ | |||
+ | ===== Cultures and Standards ===== | ||
+ | <WRAP column right centeralign > | ||
+ | **Days of the Week** | ||
+ | ^ Day | ||
+ | | 1 | Odmera | | ||
+ | | 2 | Dvamera | | ||
+ | | 3 | Trimera | | ||
+ | | 4 | Chetmera | | ||
+ | | 5 | Pyatmera | | ||
+ | | 6 | Shaymera | | ||
+ | |||
+ | **Months of the Year** | ||
+ | ^ Shorthand | ||
+ | | 1 | Enamin | 30 Days | | ||
+ | | 2 | Dyomin | 30 Days | | ||
+ | | 3 | Trimin | 30 Days | | ||
+ | | H | Height of Life | 1 Day | | ||
+ | | 4 | Tessmin | 30 Days | | ||
+ | | 5 | Pentmin | 30 Days | | ||
+ | | 6 | Eximin | 30 Days | | ||
+ | | B | Bleak Watching | 1 Day | | ||
+ | | 7 | Eptamin | 30 Days | | ||
+ | | 8 | Oktomin | 30 Days | | ||
+ | | 9 | Neamin | 30 Days | | ||
+ | | S | Day of the Soul | 1 Day | | ||
+ | | 10 | Dekamin | 30 Days | | ||
+ | | 11 | Entemin | 30 Days | | ||
+ | | 12 | Dodkmin | 30 Days | | ||
+ | | R | The Reawakening | 2 Days | | ||
+ | </ | ||
+ | |||
+ | Most cultures of Baltia can be traced back to the Solarian Empire in some way, and have some similarities resulting from this common heritage. Differences remain however, either as purposeful attempts to strike a new and distinct path or from some other influence. | ||
+ | |||
+ | ==== Calendar ==== | ||
+ | |||
+ | As all nations of the world ultimately stem from Solaria, the Solarian Imperial Calendar is used throughout the world. While some nations have attempted to introduce new calendars, the economic and logistical impacts of the change have proven to not be worth the advantages. This calendar tracks the years since the foundation of the Empire of Solaria and the end of the Cataclysm. | ||
+ | |||
+ | An Imperial Year is 365 days long, broken up into 12 months of 5 weeks each. All months contain exactly 30 days, with each week being composed of six days. The five remaining days are Great Holidays, which occur every three months and are not considered to be " | ||
+ | |||
+ | === Holidays === | ||
+ | |||
+ | The Great Holidays are celebrated across the world, though most countries have additional holidays that fall on days within the normal calendar. | ||
+ | |||
+ | **Height of Life** is a celebration of plenitude, as this is typically when yearly harvests are reaped and hunts are most fruitful. Feats are common both in the cities and the countryside, | ||
+ | |||
+ | **Bleak Watching** is a holiday to celebrate those who have passed to the afterlife within the past year, but who live on in the memories of those who are left behind. Shrines to the recently deceased are established both in homes and in the street, and participants hold small gatherings to remember those they' | ||
+ | |||
+ | **Day of the Soul** is a day set aside to prepare for personal growth. On this day, individuals set goals for themselves for the year ahead, and review the goals of previous years to see their growth. | ||
+ | |||
+ | **The Reawakening** celebrates the return of Idakor to the world, typically through song and the exchanging of gifts. Within the nations that don't worship Idakor, celebrations are still plentiful, but the significance is instead on one's family rather than the gods. The second day of The Reawakening is typically seen as the last day of the year. | ||
+ | |||
+ | ==== Currencies ==== | ||
+ | There are five major currencies used throughout the world, with their typically being confined to certain countries that accept them. The most prominent currency is the Solar, which is accepted in most nations due to the intrinsic value of each coin. | ||
+ | |||
+ | === Solars (*P) === | ||
+ | The currency of Solaria utilizes coins minted of precious metal of different rarities, ranging from Copper to Platinum. These circular coins come in different diameters, but all feature the same general design. On one side is a profile of the Emperor or Empress of Solaria at the time the coin is minted, with the other featuring the family crest of the Noble Family that manages the mint that created it. | ||
+ | |||
+ | Denominations of the currency are typically referred to by the metal used to produce it, such as "One Platinum" | ||
+ | |||
+ | === Federal Dollar (Ð) === | ||
+ | Created by the nation of Metropolis, the Dollar is a currency created with the intention to one day be used by all nations of the Belt. The larger denominations of this currency are Dollars, a currency made of paper that has been enchanted to increase its durability, while the smaller denominations are known as Scales and are minted from nonprecious metals. The nations that mint each coin or bill must meet certain standards of design, but they are able to adapt certain features to reflect their local culture. | ||
+ | |||
+ | Due to the fact that the economies of the belt nations differ, and certain bills may be more useful than others for the common people in each nation, the Federal Dollar is known for the highest variety of currency denominations. | ||
+ | |||
+ | === Confederate Ducat (D or d) === | ||
+ | Ducats are the currency minted by the nation of Entrine, which have found the most use among nations that frequently trade. These thin and lightweight coins have a hole in the center that allows string or thin chain to be fed through them, making safekeeping of the coinage easier. This also allows for quicker transactions, | ||
+ | |||
+ | The coins are mostly simple in appearance, with the denomination on one side and " | ||
+ | |||
+ | === Thravenite Dagger (†) === | ||
+ | The most terrifying of the currencies, Dagger is minted in Thraven using the bones of fiends who have been permanently slain within its borders. The coins of this currency are all simple, with the value of the coin written in Abyssal on one side and Infernal on the other, and their shapes tend to be extremely irregular. However, each has been infused with a modicum of dark magic, which makes them notoriously difficulty to damage or counterfeit. | ||
+ | |||
+ | === Umbrian Moon (•) === | ||
+ | Originally minted under the Dark Kingdom, the Umbrian Moon is still the main currency of the continent to this day. Warglass resides in the middle of an obsidian coin, with a band of precious metal covering the outer edge of the black rock. The metal used in this band, as well as the coloration of the translucent center, vary by denomination. | ||
+ | |||
+ | The Warglass in the center is dyed blue for the lowest denomination and red for the highest, with the denominations in between being partially died black to resemble the phases of the moon. Similarly, the band of precious metal ranges from Copper to Platinum with the value of the coin. | ||
+ | |||
+ | **Currency Values and Denominations** | ||
+ | ^ Value ^ Solar ^ Dollar | ||
+ | | 100.00 | ||
+ | | 50.00 | | Fifty Dollars | ||
+ | | 10.00 | Platinum | ||
+ | | 5.00 | | Five Dollars | ||
+ | | 1.00 | Gold | Dollar | ||
+ | | 0.50 | Electrum | ||
+ | | 0.10 | Silver | ||
+ | | 0.05 | | Five Scale | | Five Dagger | ||
+ | | 0.01 | Copper | ||
+ | | Abb. | *P | Ð | D or d | † | • | | ||
+ | |||
+ | ==== A Modern World ==== | ||
+ | While technology has expanded significantly beyond what our ancestors may have once imagined, the world is far from homogeneous. Some nations have taken more readily to the innovations of the present day than others. | ||
+ | |||
+ | === Solaria' | ||
+ | The Holy Empire of Solaria has been the slowest to change, primarily attributed due to the logistics of controlling such a massive amount of territory. While the initial expansion of the nation was greatly helped by empowering the nobility, these esteemed families may now be holding it back. | ||
+ | |||
+ | With limited ability to directly govern the nation, the Imperial Crown has always struggled to standardize. It has typically been left to the nobility to address the needs of their population, and while these rulers have been happy to personally enjoy the benefits of the modern world, most see little reason to bring it to their populace. | ||
+ | |||
+ | As a result, only the cities have seen much direct change, as the flow of traders through them has made it easy for the more wealthy occupants to import luxuries. However, for the citizens in the countryside far removed from civilization, | ||
+ | |||
+ | === Variance in the Belt === | ||
+ | The Belt, meanwhile, has adopted the technology to varying degrees between nations. All have seen the benefits new technologies can bring, and their smaller and more agile governments have allowed them to embrace these innovations easily. However, with smaller pools of natural resources to pull from, these nations must prioritize certain benefits over others, as they lack the ability to invest in all technologies at once. | ||
+ | |||
+ | === Umbrian Revolution === | ||
+ | The nations in Umbria, however, have spearheaded the most recent technological developments. The harsh environment of the Southern continent has required the nations and their people to adopt new means of doing things constantly to survive. Coupled with the large swaths of resources the continent holds, and the nations of Umbria have become the image of progress. | ||
+ | |||
+ | However, this has been a double-edged sword, and ultimately led to the Mercury Road War. These nations began to grow concerned when their supplies of Potensium began to be outpaced by its consumption, | ||
+ | |||
the_post-cataclysm_world