Been working on an idea for a while, an original one at that, though not entirely my own. I am getting close to having enough done to get started. Figured I would share some excerpts and see what interest I can generate. A list of races, as well as magic and the luck manipulation. This is a very high fantasy world, with some steampunk elements in it. I first got the idea when a friend said something about the fictional universe as a whole. He had been watching a lot of stuff where against all odds Man prevailed. It was almost like there was something tangible that humanity is tapping into, something like luck. He went on to speculate about the possibility of mastering that luck to effect outcomes. I took the idea and ran with it. [b]EDIT - Added the map, places & organizations in Orbis.[/b] [hider=Races] [u][b]Races[/b][/u] There are eight races known to the inhabitants of Orbis. The last of which has not been seen for hundreds of years. [b]Chi'tan the Hive Folk(Bug people)[/b] [i]“Long ago the Chi'tan was one collective consciousness, a consciousness that nearly overwhelmed the whole world. Upon reaching maturity, the Primal Colony spread out, engulfing everything in its path, attempting to bend it to their will. Nothing could stop their insurmountable numbers and all the other races succumbed until the God Folk interfered. They used their power to divide the Primal Colony. Now most stay deep beneath the surface in the catacombs, in an unbending hierarchy. Only those licensed may leave to see the world above. With no loyalty to themselves or each other, these people only exist to further the progress of their species, in hopes of one day returning to the Primal Colony.”[/i] [b]Therians the Fur Folk(Mammal people)[/b] [i]“They came from the ground, beneath the plains, bursting up and into the sky. Below them lie the open plains, full of the primitive Therians. These were the first to fall to the Primal Colony. It marked them, scarring their souls with a hatred and fear of all the other races. After the god folk interfered, they banded together in the absence of the colony. Pooling strengths and resources, the Therians built an enormous fortress. Allowing no outsiders into the fortress itself, they created a small town for trade a few hundred feet from the giant gates. The town was destined for greatness until the arrival of the cunning humans, whose networked trade system would lead it to ruin.”[/i] [b]Saurlien the Scale Folk(Lizard people)[/b] [i]“When the Primal Colony entered the desert, south of the plains, it found an army of Saurliens ready and waiting. Believing the little ones incapable of penetrating their hardened scales, they stood strong. Then came the screams, something uncommonly heard in the desert. Those in the front turned to watch their leaders, which were being devoured from the inside out. With their leaders dead, the Saurliens relinquished the fight. Losing that fight destroyed their civilization. Without that civilization, most Saurliens are lost and purposeless, turning the desert into a dark place. Coming together at night in the ruins, they tolerate each other only for the warmth they can share.”[/i] [b]Pe'inni the Feather Folk(Bird people)[/b] [i]“Unable to burrow through the sturdy stone of the mountain in the North, which the Pe'inni called home, the Primal Colony scaled its side. However, the feather folk were not caught unaware. From their vantage point they had seen the enemy. When the Primal Colony arrived, they found the peak of the mountain no longer attached. Instead, it floated a hundred feet into the air, turned upside down. Even so, that would not stop them, from the Colony all of the fliers ascended. As the sky battle took place, the god folk made their decision. Before the Primal Colony could do enough damage to leave scars on the Pe'inni as well, it was split. Dazed and confused, they left the mountain peak. Though their lives were altered, the Pe'inni were adaptive. Upon the upturned peak, they built a city that would become the center of knowledge for the world.”[/i] [b]Agna the Sea Folk(Fish people and the like)[/b] [i]“The only living race not touched by the Primal Colony, the Agna sat beneath the waves in their coral castle. Nothing had ever bothered them, nothing could break the strict order they followed. Nothing that is until one of them discovered the land without water. He returned with tales of a land fiercer than the sea, plagued by a great demon. This demon was made of a million specks of darkness that devoured its enemies. So the Agna prepared, waiting for the day when the darkness would come.”[/i] [b]Man the Skin Folk[/b] [i]“Man, as one of the younger races, was not present for the rise and fall of the Primal Colony. They came years later. Their heritage made them hated by most races. It did not help that most races blamed them for the disappearances of their gods. They found friendship in the inquiring minds of the Pe'inni, which found the human's lack of magic fascinating. In exchange for the right to study the humans, the feathered ones freely shared their knowledge. From the many magic machines of the Pe'inni, the first human technology was derived. It was this technology that led to the rise of the humans. They did not conquer with force, though their martial arts are a force to be reckoned with, but with trade. Soon enough, the humans had built villages all along the outside of the plains, as they dare not go too near to the Therian's Fortress.”[/i] [b]Dra'Si the Bark Folk(Tree people)[/b] [i]“Over the last few years, a strange new people have been roaming the land, walking trees. From the forest in the West they came, knowing nothing of this world. Those that have ventured into the settlements of Man find themselves capable of learning the basics of language fairly quickly but have great trouble learning difficult concepts Still, most of the Dra'si chose to stay hidden from the rest of the world, content to live simple lives in the forest that birthed them.”[/i] [b]Pri'uli the God Folk[/b] [i]“When the Old Ones first came to this world, they laid eyes upon its wasted lands, boiling seas and writhing skies. To them it seemed a world in pain, a sad and lonely thing. Some decided they could not leave such a place in its despair. These became the Pri'uli, the ones our ancestors called gods. They cooled the seas, calmed the skies, made the land fertile and filled the planet with life. This was known as the Age of Order, a time without conflict. Then one of them changed everything... None of them have been seen since shortly after the creation of Man. They disappeared with the thunder and stars fighting in the sky.” [/i] [/hider] [hider=Magic] All throughout the world flows an energy source called the aether, it is the most basic type of energy in the universe and also the most abundant. There are four other types of energy accepted by the scholars of Orbis as elemental energies; Fire, Water, Earth and Air. These correspond with the four main states of matter, plasma, liquid, solid and gas. When someone casts a spell, they pull this aether into themselves and begin to change it into one of the forms of elemental energy. Complex spells will weave these elemental energies together to create new effects. In this world, there are no schools of magic that everyone rigidly clings too. Instead, practitioners are broken up into classes by the area of influence that the caster could affect. There are only six regularly accepted classes; Self, Touch, Party, Unit, Village, and City. Each of these classes has three levels; Minor, Moderate, and Greater. [/hider] [hider=Luck Manipulation] Humans have always been a very opportunistic race, creating technology and martial arts to give them an advantage against those who have natural ones. While it is true that humans are incapable of using magic, some of them have been given the ability to influence the luck of themselves and those around them. It works in a similar manner to magic, being broken down into the same area of influence classes of Self, Touch, Party, Unit, Village and City. Most of these classes are even broken down into the same levels of Minor, Moderate, and Greater. The temple even teaches that Luck is a mystical force or energy that flows throughout the universe, but only humans can access it. However, the early years of learning this power are different. When the youngest mages are simply learning to feel and draw in the aether, those learning this power are inflicting minuscule negative outcomes upon themselves. Few make it past those first lessons, especially with much of the lessons being focused on why the use of such power is wrong. [/hider] [hider=Technology] [b]MageTech [/b] The technology started and most masterfully crafted by the Pe'inni. A whole host of odd technology exists, from starting fires with rare crystals to flying machines. The problem with MageTech is that it is hard to produce on a large scale. The user must also be capable of manipulating the aether. While a very minute number of humans and most of everyone in the other races can use some of these devices, the majority of technology in the world is actually ManTech. [b]ManTech[/b] When the first man laid eyes on MageTech, his brain had already begun to wonder how its effect might be replicated without magic. It took only a number of weeks to come up with a similar invention. From there the craft of engineering took off. Most humans carry some technology on them, a compass or perhaps a sparker. Those not trained in the martial arts often carry one of the fine human weapons, be it one of the fairly new guns or the time-tested melee weapons. Technologies prevalent in human communities include metal and woodworking, glass blowing, blasting powder, and steam power. [/hider] [hider=The Map of Orbis] [img]http://i271.photobucket.com/albums/jj156/thess-sob/Orbis.jpg[/img] [hider=Places in Orbis] Places in Orbis 1. Inve'col – Bird Beak Peak “A hundred feet above the largest growth of earth in Orbis floats an upturned peak engulfed in a city of stone buildings. Home to the Pe'inni, flying feathered people derived from birds, it is widely regarded as the city of knowledge. Very few guests are allowed in the upper city but anyone is welcome on the underside of the peak. Still sunless days to not hinder those who seek what the Pe'inni know. Many flock to Inve'col for its endless shelves in the libraries or the countless number of pioneer fields of magic and MageTech. While Inve'col does do some trading with the outside world, most of its trade is taken care of by the city at the foot of the mountain, Caustu.” 2. Vellrra – Fur Fortress “Towering above the flat grasslands of the plains stands a wooden fortress. Over two hundred feet high, it is the birthplace of nearly all the furred ones currently living in Orbis. Many are fiercely loyal to it, considering their Lord General's word to be absolute. Outside the great wall of the fortress is the remnants of a dead town, a trade center that dried up with the rise of the humans. Now they find themselves trading within the great receiving room on the first floor of their home. Allowing none to traverse the upper floors of Vellrra, the militant Therians are like an exclusive club.” 3. Caustu – Human Mountain City “When humans first came down from the mountains, after we had learned much about Orbis from the feathered Ones, we saw a great wide open world. We could see rivers, mountains, the forest and the great big grassy plains. It was so full of possibility. So, we setup shop. What started as one little trading station at the foot of the mountain, has now grown into the largest city that Orbis has ever seen. A sprawling center of commerce, we also hold the Order of Balance. A temple with the mystic monks. They practice a power no one else in the world has..the power to decide destiny!” 4. Lacivi – Human Lake Village “A quaint little town full of happy and friendly people. I would never want to live there. It's a really beautiful place, but so awfully boring. Lovely stop, but I don't think I could live there. Its people are more bed and breakfast types than the innovative thinkers back home in Caustu. It does provide most of the traded human crops in Orbis though.” 5. Eybriasti - Human Desert City “Now that's a place I like to visit. Very rough. Well, during the day I guess it is nice enough, great little stop before entering the desert or continuing on along its edge. But I would watch my pockets and most wouldn't like the night life. Humans enjoy the daytime in Eybriasti, but the Saurliens enjoy the night. They come wandering in just before sundown and take over the taverns. Furs don't like any other races as a rule, but the scaly people, they don't like anyone other than themselves.” 6. Pauleybri – Human Desert Village 1 “After you leave Eybriasti, the next village is a little ways off and you have to cross the river at least once. Still, it is just more of the same, friendly day crowd and mean night crowd. The name literally means little drunk, so a most have a good time.” 7. Opagus – Human Desert Village 2 “Boring. A bunch of uptight prudes. They spend all day working endlessly. No one rests, no one takes the time to play. I don't know how they did it, but they even have a number of Saurliens working their forges all night long for them. They work in very particular shifts to mass produce some of the more useful and reliable ManTech. It is a big village with nothing to do but work. One can make a living there and never really live. ” 8. Arbidum – Human Forest Village 1 “This town is the smallest one in Orbis, but it has been growing in recent years with all the bark covered ones coming out of the forest. They are a very helpful lot. It was little more than a few stalls, a tavern and the trading post. Oh, it did have a toy maker though, he was known for his metal-craft skills.” 9. Braltus – Human Forest Village 2 “A foresting town, they tend the edge of the forest, planting trees and cutting the down. Baltus provides the finest wood-crafted items in Orbis. People come from all over to learn from the masters here. The Dra'si are not too fond of the place, though most have accepted its necessity. Though, every once in a while, you get a wild one or a protester. They have to be dealt with carefully, I have seen one tear a man right in half.” 10. Ventramis – Saurlien Communal House 1 “Out on the edge of the land, Southeast of Eybriasti, this large pyramid is home to humans and Saurliens alike. At night the humans cast their nets into the Sea and the scaled ones hunt for Sand Worms. Big nasty things that are hard to kill, but that is what makes them worth so much money. It is the number one meat of the desert and Ventramis catches them like no other. Opagus has Saurlien working with humans in their forges, but Ventramis has the lat place in Orbis where Saurliens work together as a single unit.” 11. Quiess – Saurlien Communal House 2 “Many venture into the desert searching for the ruins and treasures of the ancient Saurliens, and Quiess is a common stop for those that do. A single box-shaped building with several levels, it holds a market full of goodies on the lower level. The upper levels are used as open sleeping quarters. It is a very relaxing place. Even the Saurliens here are not so uptight, they still keep to themselves but they don't fight with each other so much. It is a nice little oasis in the middle of the desert.” 12. Relictas – Saurlien Communal House 3 “This stone building, in desperate need of repair, is mostly buried in the sand and abandoned by any civilized being. A home to rogues, thieves and cutthroats, only the brave or stupid dare to traverse these ruin. Still there are those few merchants surly enough to visit and retrieve some rare finds from the hands of this uncouth place.” 13. Speculapis – Saurlien Communal House 4 “While Caustu, Inve'col and Opagus all have those that can work with glass, it is Speculapis that hold the title for best of show. They have created a glass so fine, it is said to warn of pollutants by changing color. Glass-crafters stay in the upper levels, while Saurliens spend their nights below, banned from the workshops above. Outside the stone building in stalls stand venders eager to peddle the city's wares.” 14. The Forest Lake “A serene lake that many Dra'Si call home, spending their days enjoying the gentle solitude. I visited it only once, but I can still remember feeling magic in the air. It was so weird. While I was there I swear I saw a great big sea creature beneath the surface, but then it was just gone.” 15. Unatus – Dra'Si Birth Land “Tucked into the mountains is a small grove full of the largest trees that I have ever seen. Rising above all of the others is one that splits right out of the mountainside, its roots burrowing deep into the stone. This is where all of those with skin made of bark are born. I have been welcomed into this sacred land of the Dra'Si on a couple of occasions, but even I know not it's exact location.” 16. Undarx – Castle Coral “I met a strange old man once that told me the story of an even stranger creature he claimed to have met. It was a fish man, some have speculated they could exist, but most claim we would have met them by now. I can only imagine what they must live like in the Sea. Underground caves like the Hive, or maybe a large Coral Castle like the fortress in the plains. Maybe they live inside an underwater volcano!” 17. Unalvus – Hive 1 “A notorious hive hidden in catacombs deep beneath the forest lake. It is home to the mages within the ranks of the Chi'tan. While some are sent away to expand the magical knowledge of the hive, the rest stay behind studying the magic the hives know and the magic that filters down from the lake. I don't think anyone has ever been there, but if you ask any of Chi'tan they will see no reason not to tell you.” 18. Dualvus – Hive 2 “This hive lies underneath the plains somewhere between Caustu and Vellrra, no one knows for sure. We know its purpose though, to study technology. They mass produce a lot of knock off technology, some have said nearly half of the items being sold as ManTech are actually Chi'tan replicas. Most of their stuff works just as well, so nobody seems to care too much. I hear they use the fires of Orbis itself to forge their metal.” 19. Tribalvus – Hive 3 “While hive learn about the powers in our world, the third hive studies the people of Orbis, trying to understand the new dynamics in this world. I have heard it is south of Eybriasti. It is full of hive misfits, which include the darkest part of the Chi'tan, the Order of Life. Contrary to the sound of its name, the Order of Life is a guild of highly skilled assassins.” 20. Qualvus – Hive 4 “This is the true hive, no one has any real idea where it is. Still, I have heard it is the hive closest to the Primal Colony. A hive where the knowledge of the other hives is reviewed and decisions for the whle of the Chi'tan are made. If I were to guess its location, I would say it is somewhere beneath the desert.” [/hider] [hider=Organizations in Orbis] Organizations in Orbis 1. Inve'col Congress The body of this congress is made up of every available Pe'inni when it is held. Any may come and all of their votes are counted. They decide how all of Inve'col is handled, down to the day to day, and set the agreements between Inve'col and Caustu. It is also this body that must be addressed to receive permission to enter the upper city of Inve'col. The upper city has no city guard or formal military, but young Pe'inni in Inve'col receive combat training in case they ever need. The lower city is policed by Caustu's city guard, as it is now more of a part of Caustu. 1. MageTech Industries Housed in the largest building on Inve'col, though not the tallest, this organization oversees Pe'inni MageTech as a whole. Joining is voluntary, but doing so grants a member access to all of the facility's resources. Such resources include mills, forges and much more. Membership is free, but this organization receives a cut of any profit from inventions designed in the facility. 2. Vellrra Military Currently led by the Lord General Ganesh, a hulking elephant type Therian, this is the ruling body of the wooden fortress. The Lord General decides all through a group of advisers, which hold the rank of General, that oversee the minor details. A theme in Vellrra is the cannibalization of the weak to make the strong even stronger. While crafters, engineers, farmers and other civilians are not entirely uncommon in Vellrra, they scurry before even the lowest member of the military. Much like the Pe'inni, young Therians receive combat training and those that show promise are taken in by the military. The military provides from them and brainwashes them into almost fanatical servants of the Lord General. The rest try to figure out to do with their lives, becoming apprentices to other civilians. 3. Council of Caustu The council of Caustu is the closest that Man has to a government. They set all of the laws that govern the human settlements. This council also oversees all the workings of Caustu and has deep connections with Inve'col. They even decide who is granted passage to the lower city in Inve'col. It is made up of eleven individuals, two from Caustu, one from each of the other settlements, plus Ventramis, Speculapis and Quiess, A twelfth seat is held as an advisory seat and has no voting power, a disciple of Caerus always sits here, if he himself is not there. They also over see the Caustu Guard. 3. The Trading Association Engineers and crafters of every sort that wish to have their creations traded throughout the world join this organization. It is governed by the Caustu's Council, but typically the head of this association holds a position on the council. Even though they are a human organization, they have ties with every race save the Agna. Their goal is to unite the races through trade and they have done much to soothe some of the tension between the races. While they officially mint coins for the whole of Orbis, these coins are most often used in Caustu. They do charge a small annual fee for membership. 3. Caustu Guard The Caustu Guard maintains order for all of the settlements governed by the council, save Eybriasti. They accept volunteers of any age, and often prove to be a home for young orphans. The guards are all well taken care of, getting provisions from whichever settlement they are stationed. Guards are only stationed for half a year at a time, getting the other half of the year off to rest. The only time this changes is when the humans go to war and everyone is called to battle. While most of the guard is human, other races are welcome to join if they have been of proven character. They highly value order and virtue. 3. The Temple While there are many places to learn skills in Caustu, none are as well known as The Temple. Here people flock to learn as much as they are allowed. The Temple even has more martial arts students than any of the schools in Caustu or Eybriasti. The older schools find themselves dwindling. Still, few learn more than martial arts and wisdom from the temple. However, those that do, through rigorous training find themselves able to influence Destiny itself. 5. Eybriasti Militia Few perks draw in those wishing to join the militia like free drinks while off duty. While as a majority Eybriasti follows the laws set forth by Caustu, there is a lot that can be gotten away with in the darker alleys of the city. Many of those that join the militia are actually upstanding citizens, but the militia is not too picky. It holds quite a few Saurliens in high rank due to their combat prowess and experience. A fairly ragtag group, the formal training soldiers receive is entirely dependent upon which squad they are assigned. The militia has never fought in any of Caustu's wars. 7. Worker's Guild in Opagus Opagus' desire to hold only the best craftsman, engineers and workers has led to the creation of this organization. While they are beholden to Caustu's laws, as the third largest settlement they are the governing body. They set such things as shift lengths and oversees who may use the Made in Opagus seal. The Guild is ruled by the richest merchant in all of Orbis, a business man through and through. 9. Woodcutter's Commision For a long time, Braltus had no organizations in the settlement, living only by the laws set for by Caustu. That changed twenty-five years ago with the attack of a lone Dra'Si. The citizens of Braltus realized that they were not as safe in the forest as their forefathers. Before this, people were free to cut and plant as they see fit, but now the Commision determines where and how to do these things. Even though they have no true authority over the Caustu Guard, those stationed in Braltus often find themselves taking orders from the Woodcutter's Commision. 10. Sand Hunters of Ventramis A very loose organization, it is led by each of the many Lead Hunters. They collaborate with each other to determine which group is hunting where. They decide this through games of dice, with no else allowed in the room. They hold no real power beyond this decision, but the most Saurliens consider their Lead Hunter a sort of chief. 11. The Family This organization is seated in Relictas but has agents just about everywhere. It is a collection of rogues and assassins that have pledged loyalty to an old Saurlien named Dein. Claiming to be the last of the Emperor Alcorse's bloodline, Dein rose to power in Relictas. He favors results over anything, ruthless and vicious. Those that completes the contracts he gives them are well rewarded, those that fail are severely punished. They have some ties with the Order of Life. 15. Dra'Si Community A small tight knit community hidden deep in the forest, it is a very tribal thing. There are two elders, the first to awaken and the first to explore the outside world. These two advise the nearly awakened and younger Dra'Si, but make no decisions for them. 16. Undarx the Castle Coral Only the Agna know of Undarx, though some of the world has speculated its existence. The King Altum leads his people under the sea. Down there they have a whole world of their own, different from anything else. While they have devised some technology, they rely much more on magic. Since learning of the Chi'tan, the one they call the Demon, the whole of Undarx has been training and preparing for their arrival. Very militant and orderly, the King determines at birth what a child is destined to do though a particular spell. They are even more militant than the Vellrra, but believe that no job is useless. They also believe that weakness, so long as it does not interfere with survival, can be valuable. 19. Order of Life This Chi'tan organization lies beneath the desert and is filled with assassins. Named the Order of Life, because they believe they have a right to decide who lives or dies. Young colonies are raised inside the order, where they are taught magic and skills to kill their targets. Expert killers, they believe anyone better that spares their life is owed a life debt, even if it means protecting a target from another of their order. 20. The Hive Often referred to as just The Hive, this is the ruling body of the Chi'tan, it is made up of over half the entire populace. In Qualvus they buzz, trying desperately to form themselves into one single colony. So connected are they, that the buzzing is no longer used to communicate, just to fill the silence. They have found a way to strengthen their bonds so that they may use the magic that allows them to speak to themselves to speak to each other. Most Chi'tan that enter The Hive never wish to leave it, but there are a few that find losing what makes them different something unsettling. [/hider] [/hider]