THE WORLD
Myth and Legend
In the beginning, the world was quiet. There were fish and birds and beasts, but no men or monsters. Then gods came.
First came the great god UR, the creator. He mixed his own blood with that of beasts who walked the land to create a new race of being - part god, part beast - the race of man.
Men worshipped UR as father and master and served him for a time. When UR was finished with this world, he left his children to care for themselves.
Life was peaceful, for a time: there were no gods, few humans, and plenty of wealth and bounty for all.
It was not to last. Other gods soon followed and discovered what UR had done.
Some thought the work to be monstrous - that human beings should never have been created. Others thought it fine that they were made, but believed the race should have been destroyed when UR was finished with it. These gods dedicated themselves to the annihilation of mankind.
Others thought the work of UR to be useful. These gods dominated and enslaved many tribes.
Still others thought the work of UR to be wondrous. They thought it vile for humans to be made into slaves to serve the whims of gods. These gods demanded that mortals be rewarded for their service.
The destroyers, the dominators, and the defenders were divided. A war was fought in heaven.
Mankind's benefactors won the war. From that day on, men and women would have free will. Gods would have to offer their own services in exchange for those of mortals.
This is what legends say. Accurate or not, divine influence on the world cannot be denied.
Gods have the ability to raise a mortal above its station, to bring the godhood out of the beast. Those who have been touched in this way have the power of sorcery.
Some gods touch their favored followers, who are then expected to serve faithfully for the rest of their days.
Some gods demand sacrifices of material wealth in exchange for their touch.
Some gods give their touch to any person who passes a test.
Some gods are tricksters who give their touch to newborn children at random.
Contacting a god requires great patience and dedication. The most devoted follower may spend a lifetime calling to his god and get nothing in reply.
History and Geography
After the Firmament War, gods began to make deals with men for various reasons. Some wanted gold. Some wanted service. Some wanted to encourage the development of certain kinds of men. Some wanted the unconditional love of devoted worshipers. Some wanted random mischief. Some wanted to destroy.
Competing for scarce numbers, some gods began to order their followers to go forth and convert others to their cause - or, failing this, to kill them. Many wars have been fought in the name of faith.
Utuk Xul was a lesser god who was jealous of other gods' wealth in followers. Lusting for servants, he was the first to lay his touch upon a man and grant him the use of sorcery. This man was named Telal. He became the first priest of Utuk Xul.
This action horrified other gods. In their eyes, it gave powers to mortals that should have been possessed by gods alone. Utuk Xul was made a pariah and attacked by a host of enemies on Earth and in Heaven. He lost the war in Heaven, but - because of the powers he granted to Telal - won the war on Earth. Utuk Xul came down from Heaven to form the kingdom of Keph and reigned over it in physical presence for hundreds of years before he was able to reclaim his place above.
To oppose the armies of Utuk Xul, other gods were forced to grant similar powers to their followers. So began the ascendance of sorcery in the world.
North of Keph was a cold and rugged land, and in this land dwelled a tribe called the Yothans. The Yothans valued discipline, order, hierarchy, and uniformity. This value system caught the eye of a patron god, Yurda, who set up a system whereby anyone who passed a rigorous test would be given great power.
The test was designed so it could be passed only by men of great mental fortitude. It was also designed to destroy any challenger who did not believe in the value of universal order.
Yothan sorcery rose to dominate the region. Yothan philosophy followed. This land would become the kingdom of Yoth.
Many wars have been fought between Yoth and Keph. It is no great difference in philosophy between the gods or peoples that causes the conflict, but more the shared belief that there is room for only one culture and religion in the world.
Some wars are won by Keph, some by Yoth. Towns changed hands, territory is gained and lost, but little progress is made. The land between the two kingdoms, south of the Dergroll river and north of the Lalassu, became known as The Midlands, or just Midland. Though claimed by both kingdoms, neither can hold it for long. It has its own people and culture: a mix of Yothan, Kephite, and a dozen smaller tribes, all hardened by centuries of war and deprivation. It is a land of xenophobic clans, bandit gangs, mad wizards, misplaced monsters, and outlaws.
East of the old kingdoms is the tormented ocean called Tiamatu. Sea travel is difficult and dangerous. The old kingdoms have few ships or sailors. There is an island, however, whose inhabitants are skilled enough in seamanship to travel all over the world. They are merchants and explorers, and their skill has made their island prosperous. This has led to the island being called Richland by outsiders. It lies sixty miles from the mainland, closer to Yoth than to Keph.
Large portions of the Tiamatu remain uncharted. The ocean is vast and barren, but contains untold numbers of small, rocky islands populated by isolated peoples, bizarre cults, forgotten temples, and other mysteries. Sudden storms and colossal sea-monsters add to the terror of ocean travel.
West of the old kingdoms lies a range of enormous mountains known as the Hursagmu, a Kephite word that means "Mountains of the Sky-Chambers." These massive grey cliffs are all but impassable. Legends say that many gods made their homes in these mountains on high peaks beyond the reach of mortals. Rumors persist of strange things lurking in lonely places.
The river Darrow flows out of the Hursagmu, running southeast from the far northern wastes to join the Dergroll halfway between the mountains and the sea. Between these two rivers and the Hursagmu is a small kingdom filled with gigantic trees. It was originally settled by a tribe called the Kirks, so became known as Kirkland. The Kirks mixed with other tribes, plus outlaws and dissidents from the East, to create a unique culture.
North of the Darrow and west of Yoth, in the foothills of the Hursagmu, is a land called Vor. Within Vor are numerous small towns that have maintained their independence from Yoth only because they are too remote to concern the old kingdom. This may change as Yoth grows Westward.
To the west of Keph is an arid land populated by scattered tribes of nomadic savages. These tribesman use tools of wood and stone and live in tents made from animal skins. They are able horsemen, skilled hunters, and fierce warriors. They continue to exist only because the priests of Keph have yet to desire their territory. The easternmost tribes have learned that raiding towns of the civilized lands will be met with swift and harsh retribution, so armed conflict with Keph is rare. War between tribes is common.
Religion and Politics
This section describes some of the world's churches and states.
Yoth
Yoth is a highly ordered society. Everyone is assigned a specific rank and station, from the highest lord to the lowest serf.
There is anarchy beneath the order, however. To most Yothans and outsiders, the land is ruled by a hierarchy of nobles. The local lord runs day-to-day operations such as farming and mining, a higher lord oversees several local lords and is, in turn, controlled by an even higher lord, and so on all the way up to the king. Local titles are hereditary, but higher honors are appointed by superiors based on merit. Kings are chosen by an assembly of all the landed lords when the reigning monarch dies.
The true rulers of Yoth, however, are the sorcerers. They control the nobles and compete for them like gods compete for followers. The sorcerers like to keep their machinations secret - the nobles suffer assassinations and peasant revolts while the sorcerers reap the rewards of power.
Worship of Yurda is the official religion of Yoth. Observance is strictly enforced. All are expected to attend service once per week and to tithe ten percent of their income to the church.
Keph
Keph is a society organized around a religion. Utuk Xul ruled the kingdom in person for centuries; this direct contact left a mark on the land.
The priesthood rules Keph. Priests are leaders of the material as well as the spiritual. The Kephite order is hierarchical, much like the Yothan, with priests and temples in place of lords and estates.
Priests of high rank and stature are sometimes granted the use of sorcery. The high priest has great power, especially in his temple.
Observance of worship is lax. The priesthood does not concern itself with the spiritual development of its subjects so long as they pay their taxes. Wealthy Kephites live hedonistic lifestyles.
Midland
The Midlands are home to uncounted clans. These clans are based on roots and family ties and tend to be distrustful of outsiders. Some are hostile. The clans work the land for whatever wealth they can manage, often warring with their neighbors over borders or water rights. Clans band together only when there is a threat large enough to unite them, and then only until the threat is finished. Clans often change sides in the middle of a conflict if they feel the betrayal can benefit them.
The armies of Yoth and Keph move through the Midlands with impunity, taking what they want from the locals and killing anyone who opposes them. Clans survive by taking the side of whatever force is nearest or by living in areas so remote or unwanted that they are beneath notice.
In addition to the clans and armies, large gangs of brigands roam the countryside. Most of these are deserters from one kingdom or the other, but some are simply locals who lost everything or found that the life of a thug was preferable to an honest living.
The religions of Midland are as varied as the people. Each clan tends to have its own patron gods, real or imagined, and paganism is the rule.
Richland
Richland (or Havlande, as the locals call it) is a society based on exploration and trade. Farming is difficult on the cold and rocky island, so the people must rely on the outside world for much of their needs. This has benefited them, however, as it has forced them to master the sea to such an extent that they now act as merchants and go-betweens for most of the known world. This has brought the island great wealth.
The government of Richland is informal. Order is maintained in the major cities by councils of the richest merchants who raise money for the city watch by taxing commerce. The countryside is sparsely populated; there, order is maintained by the people themselves. It is a relatively free and peaceful society.
Religion is not a large part of life in Richland, as most people are too busy engaging in material pursuits to concern themselves with the spiritual. There are a few houses of worship dedicated to various gods, but religion does not permeate life the way it does on the mainland.
Kirkland
Kirkland is bordered by the Hursagmu on the west, the river Darrow on the northeast, and the river Dergroll on the south. These natural barriers protect Kirkland from the expansionism of Yoth and the clan wars of Midland.
The various peoples who settled Kirkland had radically different cultures. Rather than destroy each other, they devised a way to live in peace. Kirkland is a federation. Each mini-state is governed in its own way - some are hierarchies based on the old kingdoms, some are governed by barbaric tribalism, some are experiments in liberty. They join together only for common defense.
Kirkland has no official religion.
Others
The independent towns of Vor are quiet and peaceful. Disputes are usually settled by negotiation. Armed conflict between towns is rare.
Each town has its own forms of society, culture, and government. Most tend toward law and order, though not to the extreme that Yoth takes the concept.
The lands to the west of Keph are uncivilized. Numerous small tribes compete for scarce resources.
Some tribes have advanced ethical beliefs based on honor, generosity, kinship, or courage. Others behave like predatory animals.
Tribesmen make great hunters and warriors, and those of the plains are excellent horsemen.
These lands have no societies to speak of save the familial society of the local tribe. Religion is usually limited to primitive nature worship, though some tribes are known to commune with gods.
Other Realms
Numerous worlds exist parallel to the world of human beings. These worlds are reached via Amelatu sorcery.
Each world is distinct. The flora, the fauna, the climate, and even the colors of the sun and sky can vary from one to the next. Most are not instantly toxic to humans, though some are harsh enough that prolonged exposure can have serious consequences.
The topography is different for every realm. Some are covered in forests; others, deserts; some are nothing but water broken only occasionally by rocky islands.
Faer
Faer is a world much like our own, but brighter. It is home to all manner of elves, goblins, sprites, giants, and other creatures of folk tales. Some of these creatures are kind and generous, some are mischievous, and some are malevolent. All are alien.
Some Faeries are willing to travel to our world out of curiosity or spite. Others prefer to lure humans into their realm for various purposes.
Idimmu
Idimmu is a hot and barren realm. A dim red sun engulfs a third of the dark blue sky. The air is dry and thick. The rocky deserts are inhabited by some of the most savage creatures in existence: brutal demons, cruel devils, immense dragons, and hordes of strange, vicious beasts.
Sentient natives often wish to leave their infernal prison. These creatures have been known to make deals with sorcerers in exchange for their freedom.
Uggae
Uggae is a black void at the edge of creation. Cold, slimy things slither in wet darkness lit only by faint stars. The creatures of Uggae, called "horrors" by sages, are powerful and alien beyond comprehension. There is no communicating with such things - they take no more notice of humans than humans do of insects.
Only fools or madmen attempt to bring horrors to their own worlds. Fortunately for humanity, this is an arduous task. Horrors are so immense that it is almost impossible to create a portal large enough to allow more than a fraction of one to pass. Even this can be grave - a single appendage of a horror can wreak vast destruction over a significant area.
Though rare, there are lunatic cults that dedicate their lives to bringing Horrors into the world.
There are other worlds than these. The Master should feel free to be creative.
The Spirit World
The "spirit world" is not a separate realm like Idimmu or Faer but a metaphor for that subset of the physical world that is hidden from the perceptions of normal persons. The restless ghosts of dead beings travel within our world alongside more exotic ethereal entities.
Some spirits can manifest themselves in the physical world to communicate with the living. Others cannot be contacted without the aid of mysticism.
Spirits are not constrained by walls or borders, so can often obtain information unavailable to the living. Getting this information from them can be daunting, however: aside from the difficulty in communication, there is no reliable way to determine the identity or honesty of any particular spirit. One must take them at their word.
Furthermore, it is difficult for the unaware to tell the difference between the whispers of the dead and their own thoughts.