[center][h3][ [color=8493ca]T H E W O R L D[/color] ][/h3][hr] [indent]Below is a comprehensive codex of all the lore currently developed in the known world, within the Ring of Thunder. There are many, many hiders here: it's kind of like a wikipedia page all condensed into one post, with all the hyperlinks being replaced by hiders. It's great. NOTE: [i]I am still looking to add lore to these Isles. It is a full-fledged world inside the storms, with political issues and conflicting nations of various ethnicities and viewpoints. Feel free to add to the information below, just inform me of your intentions so I can try and add it to the codex here.[/i][/indent][/center] [hr] [hider=The United Isles] [center][ [color=a187be]T H E U N I T E D I S L E S[/color] ][/center] [indent]The United Isles is a collective term for all of the floating landmasses currently encircled by the Ring of Thunder. It is actually a quite massive gathering of land, being only marginally smaller than the United States of America in our world. Of course, this total area is broken up into five separate isles, as well as numerous smaller islands which are officially claimed by one nation or another, but not physically part of their geography. The islands, in order of size, are Maru, Dover, Ventui, Argos, and Leigr. [hider=Maru] [center][u]M A R U[/u][/center] [center][img]http://i.imgur.com/dXcDWbe.png[/img] [i]Maru at night. A beautiful example of the strange patterns of the sunrise and sunset when floating above sea-level.[/i][/center] [indent]Maru is the largest of the five isles. It is so massive, in fact, that it contains five separate sovereign nations. It is on Maru where the United Isles meets to discuss policy and pass laws. It is also the island on which a new lift to sea-level is being constructed, known as the Samson Outreach Center. The SOC is currently in the middling stages of construction, and no one without strict clearance is allowed near the zone. The five nations of Maru are: [list][*]Ilyistav [*]Avalia [*][i][unnamed][/i] - home of the Rallamachers [*][i][unnamed][/i] [*][i][unnamed][/i] [/list] One Maruvian nation actually contains a full-sized mountain range known as The Rallamachers. This mountain range is a famous and popular tourist destination for all the isles, and it is said that at the highest point of the range, you can even see over the Ring of Thunder. Few have made that particular climb, and those that have are tight-lipped about what they saw. It is one of the United Isles' many mysteries. [/indent] [hider=Ilyistav] [center][u]Ilyistav[/u][/center] [indent]Ilyistav is one of five Maruvian nations, and is well known for its beautiful weather. With sunny skies, fluffy white clouds, and gorgeous weather for half of the year, the nation, and the enclosed Lake Marum, does a roaring trade in tourism while the weather lasts. Spring and Fall in Ilyistav are considered the true paradise of the United Isles. Of course, Ilyistav is not always a paradise: the other months of the year find the country hit with windstorms during the winter and torrents from the Ring of Thunder, and severe sunshine and fiendish heat during the summer. Although no snow falls in Ilyistav, the extreme weather fluctuations puts a damper on anyone's idea of spending the rest of their life in endless paradise. Because of the dangerous summer and winter, Ilyistav contains a disproportionately large number of government-sponsored and private business dedicated to desalination, insurance, disaster response, and disaster repair. Even the Ilyistavi Armed Forces are trained in disaster survival and assistance, with a part of the military's duties including evacuation and safekeeping of the country's residents. Ilyistav is more or less an Absolute Monarchy, with the King or Queen holding sole executive power. Recently, however, the Ilyistavi King Ulebahn has described an addition to the governance of Ilyistav which allows the King's council of fifteen advisors to block any decree the Monarch makes with a three-quarters majority. This is ideally to help prevent mad monarchs from making stupid decisions. [hider=Lake Marum] [center][u]Lake Marum[/u][/center] [indent]Lake Marum is another popular tourist destination, famed for its consistently warm weather and fair skies. It is big enough to fade into the distance, and is the location of many vacation homes and luxury yachts. During school breaks, high school and college students from all the isles flock to Lake Marum, and a large number of wealthy individuals vacation here as well, during the spring and fall months of the Isle.[/indent] [/hider] [hider=King Ulebahn] [center][u]King Ulebahn[/u][/center] [indent]King Emrar Ulebahn VI is the current monarch of Ilyistav, and the first king in the country's history to give the king's Advisory Council the ability to block the monarch's ruling decision. It is the king's response to a growing voice among the people of Ilyistav to have a more republican representation.[/indent] [/hider] [/indent] [/hider] [hider=Avalia] [h3]The Greater Republic of Avalia[/h3] [img]http://i.imgur.com/0pYP189.png[/img] [hider=Government and Economy] [b]Type of Government:[/b] The Greater Republic of Avalia is an indirect representative democracy, lead by the Chancellor of Avalia. The Chancellor is elected by the Avalian Senate every 5 years. The Chancellor is the head of both the government and military, and generally makes most of the major decisions of the nation. However, the Chancellor does not have the power to propose laws, only to approve of them. For that, the Chancellor must gain support of 5 or more Senate members if the Chancellor wants to push any sort of legislation through. As for the Senate, each member represents a region of the nation and holds office for 7 years and may be reelected. [u]Head of Government:[/u] Chancellor of Avalia: Helena Vortzeria [b]Economy:[/b] Internally, The Republic has a Mixed Economy with various areas being either Market or Traditional economies. The Government does regulate various areas of the market, but ultimately it is a free market. The nation tries to create a "Balanced Trade" which goes by the motto "Do what you do best, buy the rest". Thus Avalian exports usually focus around the aviation industry, ranging from selling commercial airships, airship components, and most importantly, refined helium and hydrogen. While the substance hydrogen is widespread in the world, Avalia's refining techniques have made it much cheaper to buy , usually giving nations more options to focus on other aspects of their economy while receiving cheap hydrogen to float their airships. [/hider] [hider=History, Demographics and Culture] Culture: Avalians present themselves as proud, optimistic people, with much faith in a better future. This is due to their relative prosperity in recent years and fast advancements in their technologies. However, they may also come off as arrogant, especially towards those of faith. With religious worship practically illegal due to social norms, they can be very harsh towards any god worshiping individual. Religious and Other Beliefs: Heavily Secular. While the government does not outlaw the worshiping of religion outright, the combination of their history as well as the social norms usually means those who have faith do not make it far in this nation. History: WIP[/hider] [/hider] [/hider] [hider=Dover] [center][u]D O V E R[/u][/center] [center][img]http://i.imgur.com/AsParZl.png[/img] [i]A picture of Dover and Leigr, with Dover on the right. In the background is Ventui.[/i][/center] [indent]Dover is the second largest isle, made up of two nations, Canth and Ghersland. Ghersland is somewhat smaller than Canth, and the two have an alliance of sorts which helps to avoid squabbles which could negatively impact Dover as a cohesive Isle. After a long debate within the U.I. council rooms, Canth was selected as the nation on which the DOC would be built, with other Outreach Centers coming later to other nations. Dover is located closest to the Ring of Thunder out of all the nations, so it sees the most rainfall and unpredictable weather. This also leads to Dover having the lushest vegetation, with plenty of rain and plenty of sunshine giving the plant life there the incentive to grow thick and wild. An impressive portion of Dover is still covered in greenery, with both nations of the Isle working diligently to blend humanity and nature. Another Doveran point of interest is the island of Ysmir. Although small, and generally not known by the average Doveran inhabitant, Ysmir is known in certain circles for the large number of high quality guns, precious metals, and skilled mercenaries which are provided therein. They are somewhat behind the times in terms of civility. [/indent] [hider=Canth] [center][u]Canth[/u][/center] [indent]Canth is the larger of the two Doveran nations, and maintains a sort of "big brother" mentality with Ghersland. The two nations consider themselves to be one nation for U.I. purposes, but within their own Isle borders there is some friction between the two. Canthican nationalists believe that Ghersland should merge with what they call the "motherland". Some advocate for a forceful takeover. Some prefer peace how it is now.[/indent] [/hider] [hider=Ghersland] [center][u]Ghersland[/u][/center] [indent]Gherish engineers are regarded as some of the most down-to-earth, hard-working, methodical people in the industry. Products from Gherland are famed for being precisely constructed and extremely durable. There is a large faction of Gherish representatives who are pushing for a more official break with Canth. As it stands, they are somewhat beholden to the larger nation through mercantile reasons, with Canthican sales markets being used to sell Gherish products. A Gherish point of interest is the city of Highwall, considered both a historic landmark and a functioning city by Ghersland's overarching government. [hider=Highwall] [center][u]Highwall[/u][/center] [indent]Highwall was established long ago: although the exact date of the city's construction is unknown, it is roughly estimated to be at least five centuries old, and many historians claim the city to be twice that old. The city was likely named for a circular wall which surrounds the inner, original portion of the city. At one point, it would have been a grand and imposing thing, with massive slabs of marble protecting the city from any attackers. Now however, the wall is more of a short fence, worn down by weather, time, and multiple sieges. However old the city is, it is well established by both Canth and Ghersland to be a historical landmark which must not be torn down or remodeled. This has led to an interesting situation: the city of Highwall is very much alive and humming with activity, but most of the original buildings have fallen into disrepair. The destitution grows worse the closer to the center of the city you travel. The very center of the city is named Beggar's Row, where survival is only for the exceedingly lucky, threatening, or ruthless individuals. Traveling outward from Beggar's Row, the run-down buildings slowly become less and less decrepit, and after passing the old wall of the city, brand new, multistory buildings leap into existence, as if to hide the dirty center of the city from view. Highwall is ruled through a combination of federal oversight and traditions dating back hundreds of years. While most Gherish cities are ruled by a mayor, Highwall is ruled by the city's Koniarch. These three people run all parts of the city, from commerce to peacekeeping to repair and upkeep. They generally employ a private military corporation known colloquially as "the greencloaks" in place of standard police, as it is cheaper, more effective, and not entirely illegal. [hider=Koniarch] [center][u]Koniarch[/u][/center] [indent]The Koniarch is Highwall's traditional method of governance: for hundreds of years, three of the city's most powerful and wealthy individuals have lead the city, controlling all manner of the city's progress, from commerce to transportation to education. Because they are far cheaper than maintaining an actual police force, the Koniarch hire contractors from the Stanley Greene Military Company to maintain order within the city, granting them roughly the same powers as officers of the law. [/indent] [/hider] [hider=Greencloaks] [center][u]Greencloaks[/u][/center] [indent]The Greencloaks is a colloquial term for the Stanley Greene Defense Company, a group of mercenaries well known in certain parts of Ghersland for always getting the job done which they are hired to do. At one point, the Greencloaks wore actual green capes, but after a disastrous occurrence involving a cape and an airplane rotor, the private military corporation quickly reduced the required garment to a small, green pauldron on one shoulder, made of cloth. They are primarily employed by the Koniarch in keeping peace within the city of Highwall, but they have been spotted in other areas around Ghersland. [/indent] [/hider] [/indent] [/hider][/indent] [/hider] [hider=Ysmir] [i]Lore By Lexicon[/i] [indent] [hider=A Scholar's Account of Ysmir] [indent] "Dearest Caitlin, Greetings, oh flower of my life, from the grim Island of the Stormborn! I miss you more than words can possibly say, but fear not, my fragile bird of Maru, because I intend to leave Ysmir before week's end. The thought is not an unpleasant one, I must confess, because the Ysmirod are a gloomy lot. At first, I was afraid they wouldn't assist me with my research, but my fears turned out to be unfounded. A few days after my arrival at the Red Diamond airfield, I persuaded one of the eldri, which I believe means "leader" in the stormborn's guttural tongue, to talk to me about the island's history. Eldri Ulfric Skovald said he'd be delighted to, and he seemed surprised that a helgus, an Ysmirod word for "outsider," would be interested in such things. By the by, and I found this quite funny, the tongue spoken by the stormborn is called Ysmirod. Now, there are two types of people living on the island. Stormborn is the name given to those men and women whose ancestors survived an event know as the Hundred Year Harrowing. Ysmirod, on the other hand, is a general term meaning anyone living on Ysmir, including people that originally come from somewhere else. So, the Ysmirod speak Ysmirod. How entertaining! Tomfoolery aside, it turns out dear Professor Dunwich was right when he hypothesized that Ysmir was originally part of primordial Ghersland before it rose into the sky. Remarkable, isn't it? During my brief stay among the Ysmirod, I’ve noticed many of their customs and behaviors were similar to those of the mainland Gherish, though there are numerous differences as well. For instance, due to the island's fearful proximity to the Ring of Thunder, the stormborn spend most of their time indoors, which lends them an unusually pale cast. I now understand why soldiers facing Ysmirod mercenaries in battle call them "ghosts." Obviously, the stormborn have a language of their own, and I've already managed to pick up a few phrases. For instance, "Jeg nyder ost!" means "I enjoy cheese!" The men and women of Ysmirod may not have the newest automobiles or overcoats available, but their sense of humor is quite perverse. Delightfully so, I assure you, fair Caitlin. According to Eldri Skovald, the stormborn that invited me into his home so we could discuss Ysmir's history, a dreadful period known as the Hundred Year Harrowing followed Ysmir's ascension and separation from Ghersland. You see, my ripe pomegranate, most of this island is covered by the towering peaks of the Utgaard Mountains, and the only habitable region consists of rocky flatlands on the isle's southern tip. I believe the eldri mentioned a swamp of some kind as well, but you get the idea. To make matters worse, the soil is quite poor here, so the early stormborn were forced to rapidly adjust following their impromptu trip into the clouds. Perhaps the most noteworthy example I can think of, oh radiant lady of my heart, is they eat rock lichen here. Far too much rock lichen, in this dashing scholar's opinion. You have to give them credit where it's due, however, because they've come up with an overwhelming number of ways to hide the plant's awful taste. Eldri Skovald even gave me a cup of lichen beer before we sat down to begin our conversation. It tasted like cold piss, but I suppose it's the thought that counts. In any event, the Hundred Year Harrowing was the name given to an event that lasted, well, a hundred years. During this time, the stormborn had no contact with Dover whatsoever. Cut off from essential life-giving resources, every man, woman, and child born on Ysmir was expected to contribute to the survival of their people. This attitude has persisted among the stormborn to this day. Whether they're miners, factory workers, or members of the legendary valarjar, everyone must do their part to ensure the stormborn way of life continues. Furthermore, the first inhabitants of Ysmir had to contend with the vicious beasts living in the Utgaard Mountains, which included sabercats and something called a vhargulf. My stormborn companion refused to tell me what sort of creature it was, but he sounded terrified when he spoke of it. In order to survive those harsh, bloody days, the people of Ysmir learned how to defend themselves without the aid of firearms, and even their children were taught how to fight with knives and swords. The eldri took pains to tell me that no stormborn child that hasn't endured the Three Trials has ever been allowed to touch a gun. He ignored all my questions about what the Three Trials were and instead began to talk about the end of the Hundred Year Harrowing. Gherish explorers, led by a man named Wilcott Fisk, arrived on Ysmir and established contact with the stormborn, though they quickly discovered something that would change the island's fate forever. Vast mother lodes of gold, iron, and copper ore were scattered throughout the Utgaard Mountains, and Wilcott was savvy enough to know he'd just made his fortune. Employing the stormborn as miners and builders, Wilcott built the Fisk Industries factory at the base of Ulfrang Peak before sending messages to his financiers back home. There weren't many stormborn left after the Hundred Year Harrowing, and they needed the money Wilcott was offering to start importing goods from Dover, so they allowed this to happen. Less than five years later, numerous mining companies, such as the Three Picks Mining Company and Red Diamond Excavations, established a presence on Ysmir, though they often came into conflict with the stormborn. Unlike Wilcott, who'd spent time amongst the natives, the soldiers protecting company assets didn't know or care about local customs. The fighting was on the verge of degenerating into all-out war when Sorthar the Wise, a shrewd and respected stormborn, convinced the two groups to form a ruling body that represented both their interests. Thus, the Moot of Ysmir was born, composed of eight stormborn and the owners of the four most prominent businesses on the island. Eldri Skovald's expression darkened when he told me this part, and I got the distinct impression he disapproved of his ancestors’ decision. "But," he growled, his voice as hard and uncompromising as the granite floor of his house, "they did what was best for Ysmir. That is all that matters." I'm not sure whether the gray-haired eldri was trying to convince me or himself, but he moved on to what resulted from this union between the helgus and the stormborn. With the Moot arbitrating disputes and ensuring stormborn traditions were honored, Ysmir began to trade with Ghersland and Canth in exchange for food, clean drinking water, and other supplies. It was a time of unparalleled prosperity for the otherwise forgettable chunk of rock. And then Corwin Fisk, the late Wilcott Fisk's son and newly appointed owner of Fisk Industries, brought an idea before the Moot. He proposed that both the mining companies and the stormborn should turn their attention towards something more valuable than metal chairs, tables, and ornaments. "The nations of Canth and Ghersland are constantly fighting each other," he said as he stood before the Moot with a smile on his face, "and we have the finest warriors in the United Isles. The valarjar, the "golden warriors," were once used to hunt beasts in the Utgaard Mountains. Now, they can be used to hunt the enemies of anyone with enough money to hire them. Of course, all of us would get a cut of their earnings, but the people of this island stand to make a great deal of money. We could even manufacture and equip our soldiers with guns made from the ore they're still finding in the mountains." The Moot unanimously agreed. That's how the golden warriors of Ysmir became the most renowned fighters in the United Isles. And that's the way life has been on the Island of the Stormborn for the last thousand years or so, my love. Can you believe it? Oh sure, the eldri mentioned a group of stormborn, calling themselves the Defiant or something like that, eventually deciding they could no longer stand living alongside corporations intent on pillaging their home. Allegedly, they haunt the foothills of the Utgaard Mountains and occasionally launch fruitless raids on company-controlled land, but they're considered a nuisance at worst. Life on Ysmir is better than it has ever been. The mining companies have become influential corporations, producing both peerless metal goods and weapons almost as formidable as those made in Dover. They've even managed to ensure the Island of the Stormborn remains neutral in the ongoing skirmishes between Canth and Ghersland. Even though they sell weapons to both nations. Still, the combined military forces of Dover could easily destroy Ysmir so the Ysmirod know better than to get too greedy. The stormborn would undoubtedly kill many people, but they're vastly outnumbered by their mainland counterparts. On that uplifting note, Eldri Skovald declared that he'd told me everything he knew about his homeland's past. He was apparently due to start his shift at the local Red Diamond mine so he had to leave soon. I thanked him, of course, and handed him my mostly untouched cup of lichen beer. One thought I couldn't shake as I walked back to my apartment was how strange this place was. A place where crumbling statues of valarjar fighting sabercats stood next to shops selling the latest metal gewgaws and furniture. Curious, isn't it? Regardless, love of my life and sun of my sky, I shall return home soon and we can discuss this in more detail. I hope this letter wasn't too long, but I've attached it to a lovely Ysmirod-style dress that I purchased from one of the local tailors. I hope it fits. I look forward to seeing you soon, Caitlin, and be well! Love beyond measure, Simon Garret [i]This letter was found on the corpse of a Maruvian scholar named Simon Garret. His body was discovered outside the Red Diamond Excavation and Armaments airfield, with the words 'The Storm Remembers' carved into his chest.[/i] [/indent] [/hider] [hider=A Glossary of Ysmirod Terminology] [indent]-[i]Stormborn[/i]: The people descended from the ancient Gherish that survived the Hundred Year Harrowing. They have a reputation as a grim, blunt, and reclusive people willing to go to absurd lengths to protect their island home and ensure its prosperity. Recently, a group of stormborn called the Defiants have risen up against the corporations flourishing on Ysmir. Most consider the Defiants to be little more than a nuisance, but many stormborn believe these rebels are right. The stormborn need to cast the [i]helgus[/i] out and reclaim their homeland. -[i]Ysmirod[/i]: 1.) The language spoken by the people living on the island of Ysmir. 2.) A general term used to describe anyone living on Ysmir, including those born on other islands. -[i]Avallach[/i]: An Ysmirod word meaning "homecoming offering" or "homecoming gift." Any stormborn banished from Ysmir has the opportunity to seek out a valuable item or important piece of information to present to the twelve [i]eldri[/i] of the Moot. If the [i]avallach[/i] is deemed worthy then the exiled stormborn is welcomed back to the island. If the offering is denied, however, the [i]avallach[/i] is taken by the Moot, and the stormborn is whipped before being returned to the United Isles. -[i]Vrykul[/i]: An Ysmirod word meaning "outcast" or "exiled one." If any stormborn man, woman, or child commits a serious crime, they are brought before the Moot to await judgment. Major offenses such as murder or rape often result in the [i]eldri[/i] declaring the individual [i]vrykul[/i], effectively banishing them from Ysmir for the rest of their lives. They are also given a spiral-shaped brand on their forehead, a mark of shame for all to see. It's the duty of all stormborn to slay any [i]vrykul[/i] they see on sight. The only way an exiled one can redeem himself or herself is to bring a proper [i]avallach[/i] to the Moot. Only then will they be allowed to return to the Island of the Stormborn. -[i]Valarjar[/i]: An Ysmirod word meaning "golden warrior." In the earliest days of the stormborn, the [i]valarjar[/i] were the best fighters the island had to offer. Their most important duty was to protect their kinsmen from the bloodthirsty creatures wandering the Utgaard Mountains, and they often led expeditions called [i]skalds[/i] to thin the beasts' ranks. Over time, however, they've become the most notorious and feared mercenaries in the United Isles. Their numbers are few, but the ferocity and dedication of the [i]valarjar[/i] is known from Dover to Maru. Only the wealthiest and most influential people can afford to hire these talented killers. In addition, half of everything a [i]valarjar[/i] earns while completing a contract is sent back to Ysmir. Failing to do this almost always results in the offending [i]valarjar[/i] being declared [i]vrykul[/i]. -[i]Eldri[/i]: An Ysmirod word meaning "leader" or "master." This can be used to show respect for one's superiors, though it's most common usage is as a formal title for the twelve men comprising the Moot. Eight of the [i]eldri[/i] are stormborn, but the other four are owners of the wealthiest corporations on Ysmir. Currently, those businesses are Fisk Industries, Red Diamond Excavations and Armaments (RDEA), the Three Picks Corporation, and Coyne and Sons Industries. The Moot of Ysmir is the ultimate authority on the Island of the Stormborn, and their power and influence is considerable. -[i]Helgus[/i]: An Ysmirod word meaning "outsider." This word is considered by most to be a slur, a derogatory way of referring to anyone visiting Ysmir to take advantage of its thriving economy. It's also used to describe those men and women living on the isle that weren't born there. -[i]Vhargulf[/i]: An Ysmirod word that means "greatest foe" or "nemesis." It's normally used to talk about a legendary beast that evidently lived in the Utgaard Mountains thousands of years ago. This word can also be applied to someone an Ysmirod views as a dangerous or worthy opponent. [/indent] [/hider] [/indent] [/hider] [/hider] [hider=Ventui] [center][u]V E N T U I[/u][/center] [center][img]http://i.imgur.com/LIUHXwN.png[/img] [i]An excellent view of Ventui, taken from Dover.[/i][/center] [indent]Ventui is considered to be both an Isle and a sovereign nation. It is the location of the Morrison Outreach Center, which is currently undergoing testing to make sure the completed construction is fully safe and operational. A Ventuian company by the name of FirstSky Flight Systems is considered the largest developer and manufacturer of aircraft in the five Isles, although they face stiff competition from a number of other companies. To that end, a hefty portion of Ventuian ground-space is taken up by an airfield, shared between FFS and the Markson National Airport. Most shipping runs between the Isles go through this airport, a government-funded complex which takes a small tariff from each flight, thus helping to fund Ventui overall. The Morrison Outreach Center is attached to Markson. Some Ventuians dislike the amount of noise the airfield brings, but most of the Isle's populace is located either in Edgenook, or far enough away from the noise that there have been no pushes to change operational policies. [hider=Morrison Outreach Center] [center][u]Morrison Outreach Center[/u][/center] [indent]The MOC is more or less a carbon copy of the currently operational Doherty Outreach Center, currently in the final stages of construction: months of testing to ensure that the lift isn't going to break, or that the drop isn't going to kill anyone, etc. [/indent] [/hider] [hider=FirstSky Flight Systems] [center][u]FirstSky Flight Systems[/u][/center] [indent]Currently the largest producer of aircraft, it was FFS that pioneered the invention of the helicopter ten years ago. There were two ways to get between Isles at the time: very long, dangerous bridges, or airplanes. Now helicopters are improving in technology, and can even ferry people between sea-level and the Isles. All thanks to FFS. Despite their prominence in society, the company is coming under fire for some unethical hiring of children, and other aircraft developers are hot on the company's heels. [/indent] [/hider] [hider=Markson National Airport] [center][u]Markson National Airport[/u][/center] [indent]The biggest airport in the U.I, hands down. Everyone and everything passes through Markson if they fly. It's just unavoidable. With the longest runway in the Isles as well, FFS provided some of the capital in Markson's construction, and now the company and the government share the use of the airfield. [/indent] [/hider] [hider=Edgenook] [center][u]Edgenook[/u][/center] [indent]Easily the largest city in the U.I. What was originally a small farming village near the edge of Ventui exploded with the invention of the aeroplane. Suddenly there was a huge airport on the Isle, and businesses of all kinds were booming nearby. Over the course of a century or so, people flocked to the little area until it was practically big enough to be a country all its own, although a strict twelve-story limit is imposed on all buildings so that aircraft don't have to worry about accidentally crashing into anything too tall. Thus expansion of the city has been outward, not upward. Edgenook is divided into multiple boroughs for ease of mail-delivery and navigation. [/indent] [/hider] [/indent] [/hider] [hider=Argos] [center][u]A R G O S[/u][/center] [center][img]http://i.imgur.com/8Rc2rYp.png[/img] [i]A picture of Argos taken from within, on one of the country's center-most islands.[/i][/center] [indent]Argos is considered to be both an Isle and a sovereign nation, though it is more a collection of smaller islands in close proximity to one another. Despite the more modern times, the most effective method of rule for this area has proven to be feudal-republic in nature: a 'king' is chosen from among all the island lords every five years, who oversees all international affairs, with guidance/input from the other lords. Each island big enough to house a population is considered a separate entity from the others, with an island lord presiding over each. Forced labor is prohibited by Argan law, but the area is famed for hiding secretive treasures within its mines, and growing fancy delicacies of food, alcohol, and luxury products. Thus the demand to work in such an area is rare, an it boasts a strong economy of workers. Furthermore, Argos is a popular vacation destination, with many Maruvians who have lived all their lives surrounded by land coming to feel like they truly fly. Tourism and luxuries is the tentpole of Argos's economy. [hider=Island Lord] [indent]More of a colloquial term, the Island Lord of each island is considered its governing unit. The governor has full control over the passage of laws, but can be challenged at any time by another permanent resident of the island, so it is in the best interest of the Island Lord to keep the people happy with good policy. Furthermore, in the even of a grossly unpopular law being effected, the people of the islands can call for a referendum to overturn the law. [/indent] [/hider] [/indent] [/hider] [hider=Leigr] [center][u]L E I G R[/u][/center] [center][img]http://i.imgur.com/AsParZl.png[/img] [i]A picture of Dover and Leigr, with Leigr on the left. Far in the background is Ventui.[/i][/center] [indent]Leigr is a fairly isolated country in terms of foreign policy, but the other nations remain on good terms with the smallest of the United Isles for several reasons. First and foremost is the supply of fossil fuels which come from Leigr. The Isle may be smaller than the rest, but it surprisingly packed with coal, oil, and natural gas. Economists theorize that the vast reserves have yet to be even scratched by the constant consumption of the five Isles. Secondly, the Leigri people are spiritual keepers of the Obelisk, which is located on Leigr. All nations have a fear and respect of the ancient object, and do not wish to anger the people who know the most about it. Leigri government is primarily theocratic, with spiritual leaders having the most power over the laws of the people living there. Anyone can be trained to be a priest, and in that sense anyone can attain some power through the training, but Leigri priest training is so intensely pious and grueling, that only those with a strong desire to succeed or a powerful faith stand a chance of finishing. There is a faction of atheistic Leigri who wish to transition from theocracy to democracy, but their voices are currently drowned out by the many supporters of the Leigri faith (Lethkism). Of all the Nations, Leigri is likely the least technologically advanced in terms of mechanical technology, but many incredibly useful biological and agricultural techniques come from Leigr. [hider=Leigri Priests (Lagar Prast, in Leigri)] [center][u]The Leigri Priesthood[/u][/center] [indent]The Leigri Priesthood is the ruling class of Leigr, and the Oberprast is the spiritual leader of the entire country, who sits on the U.I. council with the rest of the national leaders. Anyone who is interested can become a Leigri Priest, but they must have lived in Leigr for the past decade, and pass a test of knowledge of Leigri gods and the Leigri language. Training involves days of fasting, physical exercise, abstinence from various substances which dull the mind, community services, and sleep deprivation. The training is not cruel, but it is intense, as the Leigri Priesthood maintain that faith must come before all worldly requirements, no matter the burden on oneself. The Oberprast is chosen by his successor, trained over many years to be worthy of the role. [/indent] [/hider] [/indent] [/hider] [/indent] [/hider] [hider=The Ring of Thunder] [center][ [color=fff79a]T H E R I N G O F T H U N D E R[/color] ][/center] [indent]The Ring of Thunder is the colloquial name for the circle of Geralt Storms which keep the U.I. cut off from the rest of the world. The Ring of Thunder is very tall, and only dissipates a scant 100 feet from the sea. No aircraft yet has been able to dive that low and pull out without being destroyed. Furthermore, the Ring of Thunder extends high into the sky, and no one has yet successfully flown over the top of the storms, either. The Ring provides much of the water for the floating isles: portions of the Ring frequently break from the mass, passing over the islands and showering them with water. Without the Ring of Thunder, much of the U.I.'s water supply would have drained to the ocean below, and humanity would have died off long ago. [hider=Geralt Storms] [center][u]Geralt Storm, originally "Living Storm"[/u][/center] [indent]Originally known as a Living Storm, they were renamed after the tragedy of Joseph Geralt's final flight. This type of storm disobeys the commonly accepted laws of physics for meteorology. They never seem to end, constantly surrounding the U.I. with an impenetrable wall of swirling clouds. They seem to attack any and all things which enter their midst, displaying an almost life-like viciousness, hence their original name. Although meteorologists cannot explain [i]why[/i] the storms formed or stabilized, they have been able to find some information as to what the storms do. First and foremost, they prevent any aircraft from traveling through, either striking them with lightning or confusing their navigation systems to send the aircraft back the way it came. Furthermore, Geralt Storms rain heavily within the storm boundaries, and buffet all foreign objects with incredibly powerful blasts of wind. Passage through the storms does not seem possible by mechanical means, and if anyone has ever made it through the storms, they never returned to tell the tale. The storms do no seem inherently malicious--that is, they do not consistently attack and destroy human territory--but they are an impassable wall nonetheless. [hider=Joseph Geralt] [center][u]Joseph Geralt[/u][/center] [indent]A scientist and explorer who spent his life attempting to learn the mysteries of the mysterious storms surrounding the U.I. He decided to fly a cutting edge aircraft into the storms, in an attempt to gain data on the internal workings of the storms. Unfortunately, he did not return from his flight, most likely struck down by lighting within the clouds. The storm ring was renamed in his honor, with his experimentation and exploration of the clouds giving the U.I. a more cohesive understanding of the makeup of the storms. May he rest in peace.[/indent][/hider][/indent][/hider][/indent] [/hider] [hider=The Obelisk] [center][ [color=darkgray]T H E O B E L I S K ][/color][/center] [indent]Located on Leigr, this obelisk is a massive construct of ancient history, constantly thrumming with power. Certain parts of the obelisk float away from the rest, rotating slowly over the course of the year. It is these floating parts which have led to hypotheses that the obelisk is responsible for the island's levitation. While this idea is widely accepted by the scientific community, no one has been able to provide a workable theory as to exactly how they are related. It was the obelisk which has instilled in man the desire to explore beyond the storms. The obelisk also inspired the religion of Lethkism. Very recently, another obelisk has been discovered on an island beyond the Ring. This island is not floating, and the Obelisk is not humming, nor are any of its components floating. This discovery led further credence to the theory described previously, and instilled in almost many U.I. inhabitants a desire to explore. There might be some answers as to what had happened to their islands, and so UNIC was given more money than it had had since its founding, in order to construct new lifts to sea level, construct more exploration vehicles, and send more people out to see what the world has to offer. [hider=Lethkism] [center][u]Lethkism[/u][/center] [indent]A religion inspired by the obelisk, Lethkism maintains that the obelisk is a physical proof of a deity which sent mankind into the sky to teach them humility, and bring them closer to their maker. The ancient story of creation speaks of a mankind who grew too arrogant in their ways, and so God sent them into the sky and trapped them within the storms, to remind mankind of the deity's infinite power. This religion has a massive following in Leigr and is popular in all the Isles, being the most dominant religion. Religion, however, is not the most dominant belief system, with a great deal of atheism also being found in the U.I. Lethkism does not preach any particular morality, appealing instead to mankind's will for goodness and acceptance of his fellow man. The religion also preaches allowing others to follow their own path, though some zealots take it upon themselves to convert as many people as possible. [/indent][/hider][/indent] [/hider] [hider=United Isles Naval Coalition (UINC)] [center][ [color=f7976a]T H E U N I T E D I S L E S N A V A L C O A L I T I O N[/color] ][/center] The United Isles Naval Coalition is a conglomeration of the United Isles desire to explore outside the Ring of Thunder. It is not under the command of any one nation, instead getting funding and instruction from the U.I. The UINC was responsible for the construction of the Doherty Outreach Center (the DOC), and is currently responsible for the construction of Morrison Outreach Center, Rahlei Outreach Center, and Samson Outreach Center. Each center is named after one of the infamous Devil Divers. The UINC is also responsible for chartering each U.I. sanctioned exploration mission, as well as keeping track of all commercial or personal expeditions as well. Anyone can take The Drop and set out to explore, but before they are allowed into the DOC, the must log their ship details, intended direction, and expected length of departure with the UINC. This allows for a comprehensive compendium of what paths have already been explored, and if a ship does not return, the UINC will know roughly where that ship has been lost. [hider=Devil Divers] [center][u]Devil Divers[/u][/center] A historic group of thrill seekers, consisting of Michael Doherty, Theodore Morrison, Cameron Janet Rahlei, Howard Samson, James Holloway, and Dan Becker. These six individuals leapt from one of the islands of Argos almost a hundred years ago, parachuting down to the water with only a raft and two weeks of supplies. They were never heard from again, but their bravery--or foolishness, depending on who you ask--set a precedent for exploration, and now the UINC, in the age of engines and fossil fuels, is making sure those first few explorers are not forgotten. [b]Addendum[/b]: the Devil Divers may be considered the first few explorers, but they definitely were not the first Floaters to get to Sea Level. The United Isles have been floating for two thousand years (See the History of the United Isles if you're curious for more). I'm sure that some ancient culture had a habit of throwing traitors/dissenters over the edge. What is key here is that the Devil Divers were the first people to choose to jump down, and to have a plan for survival: they jumped down with very rough and tumble parachutes, half expecting not to survive. They had dropped down supplies for two weeks, and somehow they got a raft down to Sea Level as well. No one officially knows what happened after that. Some of the Devil Divers had family on the floating isles before they jumped. Said family was not super pleased to be abandoned. Some were glad: the Devil Divers were not really the most noble and/or good folk. Howard Samson, for example, was a heavy alcoholic, and his wife and children were quite afraid of him. Cameron Janet Rahlei had a big gambling problem, and was very badly in debt when she made the jump. James Holloway was quite the womanizer, and several of his old flames were coming to him for aid and to claim he had given them a child. The others were not so prominently flawed, but most likely contained flaws all the same. Some of the Devil Divers were just thrill seekers, but many of them were running from problems they didn't want to face. NOTE: Although the Devil Divers were not great people, their crazy-ass cliff-jumping endeavor made them legends to everyone on the floating isles, leading to their immortalization through the construction of the Outreach Centers. [/hider] [/hider] [hider=Doherty Outreach Center] [center][ [color=c4df9b]T H E D O H E R T Y O U T R E A C H C E N T E R[/color] ][/center] [center][img]http://i.imgur.com/yKydGk4.png[/img][/center] The Doherty Outreach Center is the first Outreach Center commissioned, constructed, and completed by the UINC. It consists of a lift between the isles and sea level, a faster method of traveling downward called the Drop, a shipyard, a barracks, two office complexes, and a loading zone. Without the DOC, travel between sea-level and the U.I. would be nearly impossible. Below is a more in-depth description of each segment of the DOC, if you are interested. [hider=DOC Architecture] [u]The Lift: DOC-L[/u] [indent]The Lift is a very large elevator which connects the top half of the DOC (Loading Zone and Office Complex One) with the bottom half (Shipyard, Barracks, Office Complex Two). The Lift uses state of the art traction and hydraulics elevator technology to raise and lower the 100 square-meter floor space up and down along the massive distance to sea level and back, carrying a maximum of ten metric tons with each trip. Although slow going, the Lift is well built, and can run almost continuously, all day, every day. While it takes a long while to get the materials down to the ocean to construct exploration ships, it is possible, and combined with the patience of the UINC, the ships get built. Over the course of the thirty years since the DOC was completed, the UINC has finished construction on twenty mid-sized exploration vessels.[/indent] [u]The Drop: DOC-D[/u] [indent]The Drop is the DOC's alternative to the Lift, for less fragile cargo, or late personnel. It is a series of seats and smaller cargo containers located around the outside of the Lift. When the release button is pushed, the selected Dropseat enters freefall, plummeting toward the ocean as fast as gravity and drag will allow. Near the bottom of the fall, pneumatic pressure within the Lift brings the Dropseat to a smooth halt, but not a gentle one. Those who wish to use the Drop are required to fill out a waiver and wear an emergency parachute. At the distances they are falling, a parachute wouldn't help in the slightest, but the UINC likes to cover all its bases.[/indent] [u]The Shipyard: DOC-S[/u] [indent]The Shipyard is where all of the UINC expedition ships are constructed. Located at the bottom of the DOC, supplies are sent down through the Lift and the Drop, and the construction of the ships, as well as their maintenance and refueling, takes place in the shipyard below. When a ship is ready to head out, it is lowered into the water and sent on its way to DOC-z, where the ship is loaded, prepped for launch, and then sent on its merry way.[/indent] [u]The Barracks: DOC-B[/u] [indent]Simply put, there are a series of small rooms near the shipyard where individuals going on expeditions can spent their time while waiting for a mission to be prepared. Most of the time, each room of the barracks is occupied for only a day or three at a time.[/indent] [u]Office Complexes: DOC-O1 and DOC-O2[/u] [indent]Pretty much what it says, the Office complexes handle the day-to-day paperwork and bureaucracy of the DOC. Those who use the DOC to travel pass through both offices on the way to the Lift, filling out paperwork and leaving behind any important possessions until they return.[/indent] [u]The Loading Zone: DOC-Z[/u] [indent]The Loading Zone is essentially where the human-element of each expedition goes to board their ship. It's an outdoor platform which is basically a glorified dock. Not much more to say.[/indent] [/hider][/hider] [hider=UIS Ships] [center][ U I S N A V A L S H I P S ][/center] [hider=UIS Garrloch] [center][ [color=7bcdc8]T H E U I S G A R R L O C H[/color] ][/center] [center][img]http://i.imgur.com/ASPKTUk.png[/img][/center] [indent]The UIS Garrloch is roughly average in size in terms of UINC vessels, but it is unique in that it was designed to carry a prototype model of a "VTOL Plane", a wonderful flying machine which can take off vertically, and opens up a whole new world of potential exploration outside the Ring of Thunder. The Garrloch is 125 meters long and 45 meters wide at it's widest point. It carries a respectable amount of firepower, but nothing which anyone in their right mind would call excessive. It, like all other UI ships, has been designed to carry as much fuel as possible, and carries only a small amount of weaponry for self defense. It isn't a warship, by any means.[/indent] [/hider] [hider=UIS Ryder] The UIS Ryder was the ship which discovered the second obelisk near the border of Red Sector and Primo Sector, and is responsible for the surge in public interest in the exploration of Sea-Level. [/hider] [/hider] [hider=Sea-Level] [center][ [color=00a99d]S E A - L E V E L[/color] ][/center] [hider=A Rough Map of Sea-Level][img]http://i.imgur.com/mbCP8XH.png[/img][/hider] Here we have the eight different regions of Sea Level. Originally called North, South, Northwest, West, etc, each sector has been renamed over the course of the UINC's operation to other names. Red Sector is the sector which the Garrloch will be exploring currently, and it is really the only one that I'm going to explain in detail for now. Primo Sector was the first sector to be explored, hence the name. [hider=Red Sector] The Red Sector is the least explored sector of Sea-Level, and it has only recently come into the public interest with the announcement of another obelisk discovered very near the center of the map, where the gold dot represents the Ring of Thunder. The Obelisk was discovered a short ways from the border of Red Sector and Primo Sector. The ship which discovered it, the UIS Ryder, has continued on in that direction, so the UIS Garrloch will be traveling more along the center of Red Sector. [/hider] [/hider] [hr][center][h3][ [color=8493ca]N O T E S[/color] ][/h3][hr][/center] [INDENT]I've decided that we are going to use the normal week, and the normal Gregorian Calendar. Although both of these things are very much a construct of our real world, I feel like there's enough new stuff to figure out, without trying to also figure out new days of the week or new months. For that matter, we're also going to assume that the year of this world is the same length as the year on Earth.[/indent] [Center][u]Glossary of U.I. Curses[/u][/center] [hider=The Glossary]Plummet! - An expression of anger, similar to any swear word uttered in frustration. Originated from wishing someone or something would fall over the edge of the isles and never return.[/hider] [center][u]Glossary of Ghalari Words/Phrases[/u][/center] [hider=Ghalari]Collin, traolo athan-le conturol immedaeo! Collin, you will find your self immediately! Imroham-get, turol thoclan kliaevu tem cheldera! Guardian Imroham, they tried to kill those children! [female]-oum Miss [female] [female]-moum Mrs./Madam [female] [male]-sha Mr./Sir [male] Wae gottem I see/I understand Pithrova Daya om ye-Kambha'le The Presenting Day of the Gods of the Faces ye-Orlah The Scales ye-la'spiekr The Gods' Tower [/hider] [hider=Geralt Description] Centered in the middle of the gaping hole, a tale, elderly looking man stood, his hands clasped behind his back. He turned as they approached, and Edward gasped involuntarily. It [i]was[/i] Geralt! He recognized the man from a portrait that had been in the Edgenook Metropolitan Art Museum. The same sharp jaw, the same hefty widow's peak hairline. There was no doubt about it. Joseph Geralt was still handsome, despite his advanced age, and looked quite sturdy as well. Edwrad wasn't sure what he'd been expecting, but it hadn't been this.[/hider]