In a realm of magic, war rages. Will the continent be consumed by strife, or will the people unite against the greater danger?
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This topic is an Out Of Character part of the roleplay, ?Spelheim: The First Magewar?. Anything posted here will also show up there.Topic Tags:
Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.Spelheim, the Citylands
Landscape
The landscape of Spelheim is one of gentle hills and meandering rivers. The mud roads are well kept, connecting one village to the next. Much of the land surrounding the capital was deforested and made into farmland, but a few deciduous woods remain in the more southern areas.
Aside from the capital, a number of other places of interest exist. An academy for military magic exists on a small western island, a little out of the western coast. Only students that have been tested for devotion and loyalty to the City are accepted here ? others remain at the general academy, locked within the City walls. A second island can be seen to the south-east of Spelheim. The murderous sea prevents reaching it, but when the Veil was still intact, it originated (or ended) in an ominous tower on this isle. Additionally, mysterious dolmen sites are spread throughout the Citylands.
People
The people of Spelheim are colloquially referred to as Citians, even those that have never set a foot inside the City. They possess brown or red hair, and spend their days farming, crafting, or hunting. Magic is almost thing of myth to most ? any discovered magician will be immediately relocated into the City.
A second group of people exists within Spelheim ? a group of nomads-turned-traders known as the Socharev. They travel between the two kingdoms, trading wares and stories. These nomads are not an ethnic group per se - anyone is free to join their caravans. However, their appearance breeds true, and offspring between Citian and Socharev tend to have the latter?s characteristic black hair. Lately, they have been submit to heavier discrimination than before, as the Apostate was born from these people.
Government and politics
A village may only call itself a Town after reaching a sufficient level of civilization. When the City Council bestows a Township, that Town is appointed a City noble as its regent. In effect, most towns are governed by representatives of nobility, as it is considered a shame upon one?s house to reside outside of the capital. Towns manage the taxes and laws of the surrounding area, and possess administrative offices and communication post that act as the City?s eyes and ears. Any Town in Spelheim has a stable with horses that may reach the City in less than one day and night.
Technology
Though the City raises prodigious builders and architects, due to an over-reliance on its mages, Spelheim?s non-magical technology has certain gaps. Due to the overwhelming offensive capabilities of magic, gunpowder has not yet been weaponized to the extent it has in Id-Heren. Armour craft, on the other hand, is highly advanced, and often comes with specialized structures for reinforcing Earth magic to latch on to.
Religion
For those living outside of the walls, the entirety of the City is a holy place, a target for pilgrimage. The monopoly on magic is considered proof that the supreme god ? the Maker ? has a special place in its heart for Spelheim and its people. Every settlement must own a church dedicated to the Maker?s glory to be eligible for Township.
The Socharev are a primarily spiritual people, believing instead in a number of guardian animals, which are worshipped through decorative woodwork - primarily on their wagons, but also on jewelry. Officially, the Socharev have all been forcibly to converted to the Church of the Maker, but the sincerity with which this is practiced varies wildly.
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