Nestled amidst a cloudtop mountain range, the republic of Emineo is home to a host of residents imbued with an immense aptitude for magic. Down below on the surface level, the Dark Elves wage war against each other in an ongoing conflict for supremacy and Dwarves rule the interiors of the mountains. Word is that the Dark Elves forces might soon infringe on the highland republic to empty its mines for gem deposits to fuel their internal struggle. The Eminean people are bracing for the distinct possibility of being brought into a state of war while also facing the Dwarven threat from below.


1. Governance

1.1 Government Hierarchy

In lieu of independent political entities per settlement, as a whole, Emineo operates under a Libertarian framework with little government intervention. These independent structures exist as fallbacks when needed, though society tends to go about their daily lives freely without governmental oppression. However, by decree of the Grand Council of Elders due to recent events, Emineo boasts a burgeoning military, in anticipation of the encroaching Dark Elf armada. As such, abrupt conscription has become a commonplace occurrence in society, where residents' daily lives are uprooted in order to support the defensive cause.

Though the republic's political structure works collectively between settlements, each also boasts a council specific to their race. In this sense, politics are both holistic, yet independent. For example, concerning matters between the whole of Eminean society, decisions would be brought before the Draconids' Grand Council of Elders, whereas an internal dispute between humans would be settled by the Table of Anthropos. Centaurs gather before The Vast Corral to discuss political matters.

1.2 Rule of Law

In general, there exists thieves, but only low-life criminals who need to steal food to survive. These types of people, if caught, are often either confined to the general area, effectively removing their magical powers (as they can't go questing for new items), or immediately conscripted into the military. They all go into a separate division, which is now known for both it's high criminal concentration, and at the same time willingness to fight a battle tooth and nail to the death. Criminal trials are local, but recently have been becoming more and more military involved, as they try to conscript even more criminals, and in general people.

1.3 Social Services

When in need of health services the Emineans turn to local healers with a specialty in whatever ails them. With such a diverse spectrum of magic available even the healers can have specific skills which they have mastered to best help their neighbors. While day to day ailments can easily be tended to by most healers, more complex injuries and diseases are cared for by specialists. These healers charge for their services but also view the many procedures and spells as a learning opportunity, some even only healing in their free time so healthcare costs remain fairly low.

Education varies from individual to individual. In the past a true formal education could be gained from the military, with their facilities and resources, military service was an opportunity fro anyone to gain magic training. Military training varies based on your skillset, some training to become stronger users of magic, while others opt to become craftsmen, creating equipment or golems for the soldiers. Of course it is still possible to become an apprentice to a master, a more personal system but far less formal. However due to the recent conscription many Emineans are being trained by the military, some even pulled away from their previous masters.

Generally, any service that can be completed without magic is left to the nulls to take care of. This includes educating, running shops, attending to the military leaders, or managing the banks and storerooms of local businesses. It is considered improper and nearly taboo for magic users to engage in non-magic businesses.

2. Wealth and Economy

Emineo is situated in a well-established area with shops, taverns, houses and markets. Daily wear is created with little effort and thus obtains little to no magical properties. There is an established trade economy centered around the few skilled individuals that can turn the raw materials others collect in their travels into useful garments. Besides those artisans, there are also apothecaries run by individuals whose magical specialty is natural manipulation where they can grow their own ingredients, taverns run by those with the innate ability to easily read other individuals and spot troublesome individuals from a mile away, and other typical shops being run by individuals whose unique skill set aligns well with their profession.

Since such an emphasis is placed on in one's ability to collect materials for magical items, there are basic exchanges for goods and services. Magical craftsmen charge a percentage of materials collected depending on their rarity and complexity to shape.

2.1 Economic Wealth

Emineo maintains a stable trade economy, in a capitalist setting where the better quality items cost more. This leaves almost everyone with enough money to put food on their table, even if it is magically enhanced centaur grown food. The economy has evolved enough to incorporate a currency of gold pieces, which are found and distributed by Dwarves who have no use for the soft, yellowish metal.

2.2 Economic Distribution

The most skilled crafters in Emineo obviously earn the most creating magical items for their gatherers. Not everyone has this ability, and this creates some natural wealth inequality. Adventurers also tend to have more wealth than Nulls, because the crafting industry drops off sharply if the adventurers stopped bringing back items to be crafted. That being said, Nulls tend to maintain a more liquid wealth in gold pieces, because they don't mind storing such objects, while adventurers wealth is often tied up in magical items that they use to gather resources when questing. Like class, wealth distribution generally increases up the mountain, with the exception of the dwarves who actually find and supply the gold.

2.3 Agriculture

A lot of agriculture is done by the centaurs in the plains, who use their magic to aid in the growth and development of fruits, vegetables, grains, etc. This creates a bountiful harvest, which is used to sustain much of the races above them. They are very good at this, and without the centaurs selling their food upwards, the other races would quickly need to find another means to sustain themselves.
Recently humans have decided to try and grow their own food without magic. They claim that this sort of food is more pure, healthier, and tastes better. They've given it the name 'organic', but given the limited amount of farm space on their Machu Pichu style slopes, and lack of agricultural magic, this food is much more expensive. Conclusive results about the benefits of organic food have yet to be released.

3. Social Relations

3.1 Class and Race

The Republic of Emineo consists of multiple races: Humans, Centaurs, and Draconids. Each race has a particular type of magic they are adept with, with different schools that people specialize in. There are two more races outside of Emineo: the Dark Elves and the Dwarves. Emineo's social hierarchy is indicated visually by the height of the residents' settlement atop the mountains. Which is to say, the higher up the settlement, the more respect for your class is lauded.

3.1.1 Draconids

Draconids populate the higher areas in Emineo. They cover many peaks, but there are still a few which have only mythically been reached by Vashepelor. That doesn't stop them from trying, and many Draconids can be found scaling cliffs at heights where the air has become too thin for them to fly. Draconids have wings, like dragons, but are unable to fly great distances. They tend to glide, which is easily done from their mountaintop homes. They are scaly, but not sharp, except in the places that it counts. The scales also range from the hardest down the spine, to quite soft in the belly, and areas like the armpits. The color of the Draconids varies, but usually you can tell what type of magic one uses from their color.

Draconids are elemental magic users. This means that they can use things like fire, air, earth, and water to channel magical energy through. Different Draconids have different specializations. The specializations can often be determined by color, but this is not always the case. In a few rare Draconids, their skills match a talent different from their scales. The Draconids who command the wind are able to fly farther and faster, and make fantastic messengers and scouts. The Draconids who control fire can use it as an attack, and make excellent military personnel. The aqua Draconids work well for creating and caring for resources, and the earth ones are good at building defense against attacks. That's only the main four groups, but different Draconids have gotten together and started specializing in other means of magic as well: ice, steam, metal, etc.

Draconids, like dragons, are attracted to treasure. This makes them good adventurers, because they can sniff out treasures hidden in the peaks of the mountains, and can spot them while gliding over the lowlands at a safe distance. Treasure hunter draconids often can make a lot of money, or collect a lot of magical power. The risks are higher as well, because a Draconid can't carry as many supplies while flying as other adventuring bands can while hiking or travelling. This means they have to move quicker, and often have to stop in the lowlands to refill a water flask, or find some dinner.

3.1.2 Humans

external image c61718de651c4ee535b882acfe7feef0.jpgThe Slopes are populated by Humans, the ambitious, politically-driven minds that often aim to monopolize what resources they can get a hold of. As such, the Humans were the first to establish the trade (artisan) economy that now permeates Eminean society, normalizing the use of gold as a means of currency. Situated alongside The Slopes are a number of shops, taverns, and trinketries readily available. Magical shops are often run by Nulls, due to their adept crafting abilities. The first Nulls were known to be Human, though there have been reports of other races having cases of newborns unable to utilize magic. The Humans, in tandem with supervision from the Grand Council of Elders, oversee theEminent Armada, the first-established Eminean military. They have been known to use the force of the military to further their own agendas. Schools of Human Magic

Humans excel at Arcane magic, a subdivision of magical disciplines that rely on the user verbally casting spells. As such, the Humans are well-read, eloquent, and known to house a number of magical texts. The housing school of Arcane Magic is such a vast discipline that it has more classifications than any housing schools of magic for any other races. It can be divided into the following subcategories:

Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. They include dispel magic and resist energy. A wizard who specializes in abjuration is known as an abjurer.

Each conjuration spell belongs to one of four subschools: calling, creation, summoning, or teleportation. Conjurations can bring manifestations of objects, creatures, or some form of energy to the caster for brief intervals (summoning), transport creatures from another plane of existence (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Conjured creatures usually (but not always) obey the caster's commands. Light conjuration is a common creation spell using within the dark environs of caves. Spells of the conjuration school include the various summon monster spells and Familiars. A wizard who specializes in conjuration is known as a conjurer.

Divination spells enable the caster to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. They include detect magic and scry. Divination is often considered the "weakest" of the schools; specialist diviners need only forsake one other school (rather than the normal two), and no other specialist can use Divination as one of their forsaken schools. A wizard who specializes in divination is known as a diviner.

Enchantment spells affect the minds of others, influencing or controlling their behavior. The subschools of enchantment are 'charm' (spells that make the target regard the caster as a friend) and 'compulsion' (spells that force the target to do something). This school includes the spells charm person and mind fog. A wizard who specializes in enchantment is known as an enchanter.

Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Many of the game's iconic offensive spells such as magic missile, fireball, and cone of cold are of the evocation school. A wizard who specializes in evocation is known as an evoker.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. They include permanent image and disguise self. Illusion magic also allows the caster to perform telekinesis on objects. A wizard who specializes in illusion is called an illusionist. Military Establishment

As per decree of the Grand Council of Elders, a formal Eminean military was established to help stave off the impending threat of Dark Elves. The military headquarters, The High Sanctum, is situated on the far Eastern reaches of The Slopes. Its numbers grow by the day, with the Humans enlisting the help of skilled adventurers and talented magic users alike.

3.1.3 Centaurs

external image 513cd2ee3380931e100dcd79ea9cab90.jpgMost commonly found in the Lowlands, the Centaurs are Emineo's first defense against the Dark Elves. These half horse-half human people, once focused mainly on healing, have been applying their knowledge and magic to fight against the Dark Elves. They are adept at archery and resource transportation, and have also taken quite a liking to spears. They tend to not stay in one place for long, often rotating where they live to not only meet new people, but to spread their talents and learn from other Centaurs.

Nature magic is a strong force in everyday life for the Centaurs. Some are very druidic, communicating with animals in the forest and calling upon them for aid, while others are focused on tree manipulation and growth, vines and roots, and manipulation of the light woodlands around them. Some Centaurs even choose to deal with herbology and alchemy, creating tonics, potions, and poisons of all types. A good number of Centaurs even focus their abilities solely on healing magic. Their items are generally crafted with a heavy use of wood, although stone from the mountains isn't too uncommon.

The Centaurs are a strong, proud race, though they are often looked down upon by the Humans and Draconids higher up in the mountains. They lose the most when the Dark Elves raid, and tensions are growing between them and the other races. The Centaurs continue to request aid, but the other races don't send nearly as much as they'd like them to.

3.1.4 Dark Elves

While once a prosperous mecca housing the population overflow of Emineo, the lowlands are but a shadow of their former self. The time of flowing plains and lush wild lands are long forgotten by the people of Emineo, while the sour taste of losing these parts is still a wound fresh on the regions facade. Decades ago, the beginning waves of dark elf attacks brought the first changes to the plains. The thick fog the area is now know for rolled in after the last of the elves retreated. But this first breach was far from the last. The fog, a tool of the elves shielded their intentions, protecting them from vision, and turning the woods into a soupy deathtrap for wanderers and adventurers alike.

While the races of Emineo have learned to sew magic into that which they collect and create, the dark elves learned a much more devious way of connecting with objects. By methodically stalking and killing their prey, the dark elves can create bonds with the objects their targets wear. There is no honor to a dark elf in finding and silently killing someone in the night, the longer they follow, and the more brilliant the battle, the more they can connect with their prize. By coveting that which they do not have, the elves can make themselves stronger, and can steal the latent magic others have created. While they still attack Emineo with the hopes of stealing valuable gems and other resources, the elves mainly sustain themselves from the equipment farmed from their enemies.

For years the behaviors of the dark elves was confusing to the Emineans. At first glance, the dark elves looked like a thoughtless war inspired race, not above fighting each other in their boredom. But as the people of Emineo began to see more glimpses of their enemy, some strange truths emerged. They realized that the warlike nature of the elves was in fact the way that they harvested magic, and it was in fact extraordinarily thought through. Which left them with the question of why they would fight themselves. It became apparent, after careful investigation, that their was likely 2 distinct tribes of the dark elves locked in some long standing war with one another. While it is still not known why the fight, from time to time small skirmishes between the elves can be seen or heard from the peaks of Emineo.

In the past 15 years however the dark elves have taken up a shaking new past time. While golems are a common sight within Emineo's walls, the elves had never had much luck stealing them from their victims. However the elves have learned how to raise the dead to fight along side of them. At first the citizens of Emineo were stunned and at a loss for answers. Over time though they began to find connections. The elves had started taking prisoners, and only those taken as prisoners had returned as corpses to serve their fog dwelling masters. The Emineans realized that they were creating their own twisted form of golems. By imprisoning and then torturing their prey, they could essentially put more time into the acquisition of their prizes, and when finally putting the poor soul out of their misery, could have the corpse reanimate itself as a grizzly form of golem to serve the needs of the elves. Disgusted with this new turn of events, the people of Emineo made corpse reanimation a crime worthy of death and vowed to stop the elves from further desecrating the remains of their fallen brethren.

While the exact social structure and culture of the elves aren't known to Emineans, their intentions are frighteningly clear and pave the way for a century long struggle for power over the mountain they love so dearly. The elves are a mysterious enemy, but when they come knocking, all Emineans know what must be done to protect their lands.

3.1.5 Dwarves

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The mountains under Emineo are home to an ancient and twisted species of Dwarves. Their domain inside the mountains consists of a grand network of tunnels that span many miles below the surface and extend far beyond the territory of Emineo. Due to the scarcity of nutritional resources within the caverns, the Dwarves have taken it upon themselves to subside off of fishing within the natural underground lakes, or harvesting the mushrooms that cling to the walls in moist areas. Their social structure is purely tribal. The biggest and baddest Dwarf takes the role of deciding where to tunnel next and receives the lion's share of any food he or she finds. While normally a placid and quiet race, any intruders found within their tunnels are instantly considered a threat, and they never leave the mountains unless they've been physically removed by a more powerful force. Dwarves are magical beings and draw their magical energy from the tunnels they work within. From a young age, all Dwarves work to contribute to the massive network of tunnels, and their contributions and hard work within the tunnels allow them to draw magical energy from anywhere within the maze of twisting dark passages. While their tunnels are unlit, the Dwarves aren't blind, but their sight is useless in the dark, they chose instead to navigate by sensing vibrations in the rock, listening to sounds around them, and smelling the wind currents that flow through the chasms.

As a race, the Dwarves are particularly adept at lithomancy (the manipulation of earth, rock and natural ores) and are capable of mining, constructing minor objects like bowls and utensils out of clay, and extracting ores without tools. Any major task like refining metals, collapsing tunnels, or moving more than a few pounds of rock would take a number of Dwarves working in harmony. While their combat effectiveness is limited when directly faced with a threat, the Dwarves have been known to lay traps for outsiders venturing into the caves and often use golems to patrol the tunnels for outsiders. The Dwarves have a vast depth of knowledge of rocks and geology. which they keep to themselves, but has allowed them to develop complex natural substrates like gunpowder and excel at forging weapons in the natural lava floes near the bottom of their tunnel network.

3.2 Gender, Family, and Sexual Identity

Gender is not considered to be a limiting factor in any aspect of life. Individual abilities are not determined by gender, but by the strength of the one who wields them.

Sexual identity is open for all. Individuals who find a connection will travel with their love into the mountains paths to find a gem node to mine together. The gems will be imbued with each other's soul, and exchanged at their marriage, where they are bound by their magical connection for all eternity. Nulls follow a similar practice, but with non-magic stones.

4. Social Influences

4.1 Religion and Spirituality

In Eminean legend, Vashepelor is the sky dragon that created the world. She flew around the world in the sky, until she grew tired and saw a place close to the sky where she might rest. When she laid down among the Eminean peaks, a mountain tip gouged her side, and the first Draconids came out. Vashepelor was amazed, and loved them as children. She taught them the magic of the sky and the weather and the elements of the earth known only to the dragons in the sky that lived beyond the reaches of the earth. The Draconids longed for their own servants and companions, and so Vashepelor used her fiery breath on a lump of rock and clay. The fire was so hot that it melted the clay, and the first humans were born. The Draconids taught the humans all about the elements and how to harness them. Though they were never as adept as the Draconids, the humans could perform magic with the elements. However, the humans longed for more power, and the secrets of the sky dragons. In secret, they began to create their own magics, of deception and conjuration. When they tried to use their magic to trick Vashepelor, she was badly wounded and could no longer remain in Emineo, instead returning to the skies beyond the clouds for the rest of eternity. As a final punishment, the humans could no longer harness the elements, and had to resort to their conjuring magics.

The creation of centaurs came about when Hrassef, a human mage, wandered out into the forest, and came upon the most beautiful mare he had ever seen. He bewitched it with his magic and out of their union the first centaurs were born, attuned from the life of the plants and earth around them. At first, the humans and Draconids saw them as a monstrosity, and Hrassef was put to death for his meddling. However, the centaurs, capable of intelligent thought and speech, fought for their right to be recognized as their own race. After proving themselves in their life-giving abilities, the humans and the Draconids begrudgingly accepted them, though they were banished to the foothills. The centaurs do not worship Vashepelor, but instead worship and give thanks to life itself. They believe that all living things are to be respected, and that all have a chance to live life to its greatest potential. The Dark Elves are their greatest enemy, since they disrespect and make a mockery of life with their necromancy.

The dark dragon, Kystafar, winds his way through the earth, hiding in the shadows with his oily black scales. He was jealous of the bounty that Vashepelor had brought forth, and wanted to make his own servants in return. He bashed himself against the walls of the earth, causing earthquakes for days. From the rends in his sides came the dark elves. In defiance of Vashepelor’s life-giving and nurturing magic, he taught them instead how to create their own life. He also taught them his hatred for Vashepelor’s creatures, and desire for dominion over Emineo. The Dark Elves discovered that they could not create beings out of nothing, instead forming, horrible misshapen creatures of darkness. They drove them out of their lands and into the mountains, and thus the dwarves were created. Kystafar put a curse on all of Vashepelor’s creation, but the humans and Draconids were able to block it, though not entirely. Many are doomed to never receive the gift of Vashepelor’s magic, and are thus born as Nulls.

worship the sky dragon. higher up on the mountain, closer to the sky dragon. draconids are the "chosen" people because they look like the sky dragon. every once in a while it flies by. like ho-oh. communal practice.

4.2 Military

Any citizen who is adept at both adventuring and crafting is a high priority target for conscription. They find it easy to climb the ranks of the military and within only a few months can be found leading resource-gathering expeditions. These expeditions are funded and mandated by the military to give its soldiers the opportunity to collect the materials and raw resources they need to have their magical wardrobe created. Exploring teams will scout ahead for any area rich in minerals, useful fibers, or packs of animals to skin and bring the rest of the raiding party along. Once they've arrived at the site, the entirety of the military division will split the tasks of collecting resources (leaving the biggest and best gems to the military leaders) or hunting and killing the animals for furs and skins. Once their resources have been gathered, they return to Emineo and deliver the raw materials to their crafting division, full of Nulls and others adept at crafting to create the garments and equipment for the soldiers.

4.3 Magic & Technology

The majority of Emineans have equal access to magic, and many have the ability to wield great magical power. However, an estimated 25% of the population cannot use magic at all. These people, called Nulls, are generally pushed to focus their time on crafting or other professions that contribute to Emineo’s magic-based culture. For those with an innate magical power, training and experience will help hone their skills in different schools of magic, in much the same way that a null who often works with fabric will be able to make more complicated patterns.

4.3.1 Nulls

About a quarter of the population across all races is born without the ability to use magic. They are called "Nulls", people who can only channel magic through their bodies without actually being able to use it. Nulls have a natural ability to craft magical items, acting as a sort of conductor to better fuse the connection between magical materials and item. Nulls are thought of as a lesser race in society, and are looked down upon due to their inability to use magic to complete simple tasks in their everyday lives.

4.3.2 Magic-imbued Items

Magic in Emineo is drawn from objects that each magic-user carries. Any item of great personal value, a piece of clothing created with materials collected by the owner, or crafted items can hold varying amounts magical power. These items degrade when magic is drawn from them; clothes will become torn and worn, jewels will fall out of necklaces, and staffs will begin to splinter and spoil. Crafted items have high amounts of magic stored in them, and are tied to the crafter and collector of the materials. An adventurer might go through trials to get together rare materials for a crafter to make them items, which they can then draw power from. Crafters also have the ability to draw power from anything they put time into, but often contracts are struck up making this illegal if they receive ample pay (or if they are a Null, who cannot use the magic at all).. The most powerful magical artifacts are made by those who both collect the materials and then put the time into crafting them as well, which means that generally adventurer-crafters hold some of the greatest magic (or at least items that hold a large amount of it). Most adventurer-crafters are found in the military. Generally, those with magic power prefer to collect materials, while Nulls focus their efforts on turning those materials into beautiful jewelry, clothing, and equipment.

The more time gets put into collecting ingredients and crafting an item, the more magic it holds. More powerful spells drain items quicker than lesser spells. In addition to this, any item that an individual spent a great deal of time creating (carving an intricate wooden staff, using a handloom to spin spider's silk into usable fiber and weaving that into cloth, or tanning and curing leather without mass-production techniques to create tailored armor) will also give the wearer a boon to their magical ability.

Buried deep in the mountains are the greatest powerful materials, gems. Adventurers travel into the dark depths of the lost tunnels in order to find great magical artifacts. Using these gems in crafting can increase the power of spells or amount of magic an item holds.

4.3.3 Golems

In lieu of clothing, jewlery or equipment, some particularly dedicated individuals can create golems, artificial facsimiles of animals and creatures that experience a strong loyalty to their creator. They will follow their creator around, fight for them, and in dire situations, the creator can draw upon the life force of their familiar to cast spells. To create a golem, an individual must first choose a natural material like stone, gem, or wood, and carve the shape of an animal into it. The more detailed, intricate and lifelike the carving, the more magical power the golem will be imbued with. Once their creation is complete, they must kill the animal or creature it resembles and place the heart in the hollow interior of the golem to bring it to life. A completed golem will experience fierce camaraderie with their creator and is the closest thing to family outside of biological connections. Outside of battle, a golem will help collect resources, hunt for their creator and can serve as a mount if the golem is large enough. Some golem creators use them the great power source that they are over companionship, and will draw from them to power massive spells. These golems do not last long, and the creators only turn to this method for very large, important spells, as it can be emotionally taxing to use a golem in this way.

4.3.4 Technology

Because a lot of time has to be spent adventuring for items in order to maintain or improve one's magical power, there have not been any great technological advancements. Most of the technology available revolves around fighting, due to the need for protection in the low lands. A lot of new inventions come from the Nulls, as they both don't have access to the easier life that magic provides everyone else, and they don't have to spend any time adventuring for magical materials. Nulls craft so often that there have been a few new inventions, such as the loom, that aid in the manufacture of items. The downfalls of these inventions is that the lower effort required to craft clothes and such with technology results in a lower overall magical output. For this reason, technology is available, but not widely used.
The tech that is widely used, again, is the fighting tech that has been developed. Crossbows, bow and arrows, swords, shields, spears, etc. Gunpowder was found long ago by the dwarves, but given their reclusive nature, and hostility towards outsiders, is solely used by them in the mining and construction of their mines and caverns.

4.4 Arts & Culture

Arts and culture play a huge role in the Emineo society. The connection between better quality craft, and more powerful magic means that everyone desires artists and crafters with skill. Unfortunately not everyone can afford them, so there is a percentage of more average arts and crafters, who pay just enough attention to stay in business. The most skilled Nulls are admired and sought after for their ability to squeeze the most magic out of the resources retrieved, but the people who can both adventure for materials, and then create objects of the highest quality have the greatest magical connection to their objects, and therefore greater power. Because using an objects magic degrades it's quality to nothing, Objects and art are mainly viewed temporarily, until being used up in the field. This evolves artistic preferences rapidly, and the field is an ever changing conglomeration of ideas.
The greatest artists are those who can take payment materials, and create the highest quality crafts with them to be displayed, but never used. Items such as these are rare, given the difficulty of acquiring enough payment materials to create something worth saving, but a few exist throughout the mountain.

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Government Involvement
Rule of Law

Social Services


Economy wealth

Economic distribution



Class Relations

Race Relations

Gender Politics

Sexual Identity Politics


Religious influence

Military influence

Magic influence

Magic Distribution

Arts & Culture

Inspiration Texts: Skyrim, Dragon Age, The Witcher, Dungeons & Dragons
Size: Established cities
Geography: Mountainous
Season: Summer

Jackie: Fawven Cloak, Military-Grade Pendant, The Holy Font of Vashepelor, Grand Council Chamber, Olthar Brandwen, Filip Theodran
Cathy: Craftsman's Tools, Holy Water, The Watering Hole, Emineo Tattoo Guildhall, Crassus Burton, Galil Fulnost
Jeremiah: Light Javelin, Imbued Wagon, The Dwarven Tunnels, Krania Sparring Grounds, Ferdma Kosh, Matrus Gavrhi
Stephen: Leather Gauntlets, Magic Iron Skillet, Community Work Space, Halfway Tavern, Lyssia Lao, Jon
Gabe: Sapphire Ring, Drakopie, Healer's Guild, Combat Consumables, Gillia Hayber, Marie Florette
Doug: Draught of Swiftness, Idol of Vashepelor, The High Sanctum, The Myriad Grove, Andrese Helven, Tyla Galwin