start:setting:cultural_setting

Cultural Setting

  • The Age:
    1. Age of Life
    2. Age of Legends
    3. Age of Glory
    4. Age of Faith
  • The Month:
    1. (Spring) Growth
    2. (Spring) Proactivity
    3. (Spring) Knowledge
    4. (Summer) Liberty
    5. (Summer) Nature
    6. (Summer) Passion
    7. (Autumn) Balance
    8. (Autumn) Compassion
    9. (Autumn) Bonding
    10. (Winter) Destiny
    11. (Winter) Perfection
    12. (Winter) Serenity
  • The Week:
    • First
    • Second
    • Third
    • Fourth
    • Fifth
  • The day:
    1. Mountday
    2. Skyday
    3. Sunday
    4. Lifeday
    5. Landday
    6. Seaday

The day (12h of sunlight) is divided in the sun's two turn in the sky: first turn and second turn. Each turn being divided in four quarter-turn.

  • -∞ to ~3700 b.A.F. : Age of Life, life appeared on Kunsan and Æons with it, our species evolved and created the first empire; the age stopped at the fall of the First Empire.
  • ~3700 to 1791 b.A.F. Age of Legends, the doublers where nearly as powerful as Æons, the age stopped at the fall of the Second Empire.
  • 1992 b.A.F.: Creation of an university on Effingdurn, the Six Wise ones decided to create a place where people can learn and gather knowledge in peace and in harmony (creation of the current calendar).
  • 1791 to 0 b.A.F.: Age of Glory, the Æons unchained there wrath on the living who dared believed there equals. The monsters roamed the lands. The age stopped at the fall of the Third Empire, destroyed by the Cataclysm.
  • 456 b.A.F.: The wonders of the Master Maker, the Master Maker built the City, the Home, the Keep and the current University buildings.
  • 0 a.A.F. to today: Age of Faith, the numbers of monsters have dwindled, people have started to follow their faith (maybe a bit too much).
  • 706 a.A.F.: Creation of the Family
  • 712 a.A.F.: Creation of the Association
  • 736-749 a.A.F.: Start of the Great War, War between the Family and Association
    • 27/07/749: Assassination of ?, the heir to the County of ?.
    • 28/07/749: Start of the war.
    • 06/11/749: The Explosion in Shade Valley, both side accused the other.
    • 07/11/749: The Count Grovethrive unleashed all his might.
    • 13/11/749: The Family army is devastated, the Count died after killing the last opponent.
    • 14/11/749: the impossible Couple, Maëri and Elanor, seized the control of the Association and the Family, putting an end to the Great War.
    • 09/08/749 Maëri gave birth to the Twins, they are promised to lead the two camps: Göriador the current leader of the Family and Gwendoline the current leader of the Association.
  • 05/04/941, Today

The money is composed of metal dice with the signet if each race coined on the different faces. Each die is made of an alloy of a rare metal with magic property. There are 4 different materials for the dice:

  1. copper: detect magic
  2. silver: impervious to magic
  3. gold: store magic
  4. platinum: nullify magic

There are of course other alloys with different magic property. 60 dice of the lower metal worth one die of the upper metal.


Each Race as is own governing system:

  • Dwarf: The dwarves are gathered in clan, the Assembly of the clans presides the life under the The Mountain, their capital is the Keep.
  • Elf: The elves have a monarchical system, the King/Queen governs the Great Forest in the capital Bellmöral have absolute power.
  • Gnome: Not all the gnomes are merchant but The Merchant Council presides the life in The Swamp in the capital LotOgia.
  • Human: The humans have a constitutional monarchy, the King/Queen does not have absolute power, they reside in the City and can be deposed by the House of Count assembly. Each county is govern by the local Count/Countess.
  • Orc: There are four tribes: the Shad'alars in the blue island, the Niz'itirs in the black islands, the Torgl'ods in the green islands and the Muxv'uls in the red earth islands. Each tribe is lead by its shaman leader.
  • Troll: Each family is lead by their mother while the great-mothers must settle the conflicts between the families in the Great-Mothers gathering at the foot of the Life Pillar.

The are currently two political sides:

The Association: the research, craft and sell of new technologies, with a majority of Human, Dwarf and Gnome, also called the City side.

Moto: The future is onward.

A famous proverb says: Put a Human, a Dwarf and a Gnome in the same room for one minute, and next thing you know, you can buy a pair of flying shoes.

The Family: the understanding of each other, of the fauna, of the flora and of all the nature of the land, also called the Home side. It is mostly composed of elves, trolls and orcs.

Moto: Understand before you act.

  • Squad (9-10 soldiers, sergeant)
  • Platoon (16-44 soldiers, 2-4 squads, lieutenant)
  • Company (62-190 soldiers, 3-4 platoons, captain)
  • Battalion (300-1,000 soldiers, 4-6 companies, knight)
  • Brigade/Regiment/Group (3,000-5,000 soldiers, 2-5 battalions, commander)
  • Division (10,000-15,000 soldiers, 3 brigades, commander general)
  • Corps (20,000-45,000 soldiers, 2-5 divisions, Marshal)
  • Army (50,000+ soldiers, 2+ corps, Marshal general)
  • start/setting/cultural_setting.txt
  • Last modified: 2021/07/31 19:07
  • by aretis