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Canonization Thread

Got a question here, maybe a request, even. I was curious as to the typical naming conventions for each race. I did take notice of a snippet regarding naming conventions on the Demvir's history page in the codex, but even that is a bit buried.

What I'm asking about, or perhaps requesting, is that each race get a small tidbit maybe at the bottom of the page that either mentions that particular race's naming conventions, or even gives examples.

I'll even dare to use Dungeons & Dragons and other such creations as an example — even one or two examples for each race can help prospective newbies give names to their characters that won't break canon in half.

Naming Conventions


Laicar:

Laicar names are particularly reflective of their race and history. First names tend to be drawn from myth and legend, with the most widely used often being the names of great heroes and heroines. Last names in Laicar culture are representative of their somewhat war-like history, with strong syllables and aggressive or assertive meanings. Simpler names tend towards single, strong adjectives written in the old tongue, though more elaborate surnames can reflect a family’s source of livelihood or historical profession, particularly when relating to military service or battle.

An interesting aspect of Laicarian culture is the inclusion of “war names”. Individuals who are viewed as being of particular importance -- great commanders, warriors, and heroes -- are often given an additional name whose meaning reflects their deeds. A war name is considered to be a great honor; a summation of ones life and accomplishments. It is these names that are carried into legend for future generations to revere -- an enduring legacy that extends through the ages.

Example:
Urias Medardo
Urias was an ancient Laicar hero and martyr who died in battle. Medardo means “Brave” or “Hardy” in the old tongue.

Salvete “Urias” Ferrarius
Salvete was a legendary ascetic warrior-priest. “Urias” is a war name given to the individual (in this case posthumously) as recognition for his military service. “Ferrarius” means blacksmith in the old tongue.



Enlil:

Somewhat of an oddity among their contemporaries, Enlil have eschewed the common trend of Araevis’ denizens to incorporate the common or old tongues into their cultural identity. As such, Enlil’s true names are often written and spoken only by their family or kin. For ease of communication, Enlil will also adopt common names in more widely-spoken tongues. This is different from their counterparts however, in that these names are often self-imposed rather than given at birth. As such, their meanings and significance can vary greatly from individual to individual. The lax attitude towards common names in Enlil culture has lead to an unusual gestalt of names drawing from many histories and cultures, and is somewhat reflective of their permissive values.

True names in Enlil culture, unlike common names, are given at birth by an individual's parents. A somewhat unusual convention exists, in that Enlil parents often name their fledglings based on their first perception of them, using short, two or three words phrases as descriptors for the individual. As such, these true names can appear somewhat polarizing or unusual when translated into the common tongue; resulting in names like “missing feathers” or “small wing”.

Examples:
Common name: Caelum Raperio, True Name: Ch’utin Ixk’iaq, meaning “Short Claw” (pronounced with rostral obstruent).


Velen:

The naming conventions of the Velen are somewhat more subdued when compared to their counterparts. Typically, a Velen’s name is composed of two parts, a given name and a patriarchal name taken from the father’s lineage. Given names tend towards softer syllables and are often reflective of traits the parent wishes for in their child, while patriarchal names are usually geographical or representative of a historical profession. Contemporary Velen names are generally written and spoken using the old tongue, particularly because the Velen’s native tongue is largely incomprehensible to the other denizens of Araevis who do not have the physiology required to recreate the nuances of the language. As such, the naming conventions appear to have shifted towards a more widely-accepted lexicon, most likely a result of the mercantile history of the Velen.

Reflective of the Velen’s cultural piousness, individuals inducted into priesthood are required to forsake their patriarchal names and adopt nomenclature that reflect aspects of the entities they serve. While this is meant to denote their deep connection with their gods and their faith, it also serves to represent the severing of their linage, as those in the priesthood are forbidden from marrying or fathering children.

Examples:
Cordatus Saloccidens
Meaning “Sagely” or “Wise”. Saloccidens is a patriarchal name meaning “From the Western Sea”.

Aecus Euribya
Meaning “Patient”. Euribya is the name of an ancient sea god and servant of the Vis.


Demvir:

To the Demvir, who are born blank and empty, naming is a deeply important and personal event that the machinae culture views with a great deal of gravitas. It is both a right of passage and a declaration for the Demvir; an acceptance of their individuality and a proclamation of their sovereignty. For a great many Demvir, the taking of a name is one of the first true expressions of free will.

Conventions within Demvir society tend towards names with layered meanings that are reflective of their owner, and often have hidden or nuanced interpretations; though the depth and and complexity of these names varies greatly from individual to individual. While these deeper meanings may be deciphered with some effort, it is rare for a Demvir to openly share such details. To do so is considered a sign of deep trust between individuals. Usually these names are devised in the old tongue of the Vis and spoken as such, rather than being transcribed to the common tongue. Perhaps as a holdover of their time in servitude of Araevis’ biological races, Demvir tend towards both first and last name.

Examples:
Duros Veteribus
Name Meaning: Stern Old Ways. Rearranged, also makes “Devious Brutes”

Cines De Excol
Name Meaning: Advancement from Ruin. Rearranged, also makes “Scion of Ascension”


Note that conventions are merely meant as guidelines, not rules. However, we ask that use common sense when it comes to naming your characters with these conventions in mind. Also note that names from other copyrighted properties are unacceptable.
 
A thing me n twings thought of. Can this be a thing?


Igne Ebrius
A pub just east of the center of Lupanar. The exterior of this establishment is fairly plain --grey brick and a couple of shuttered windows. A sign over the door is the only indication of what goes on inside.

Just inside the door, at least two bouncers are always guarding the entrance. Usually a pair of gruff looking velens take up this task. The interior of the pub is nice enough. Round wooden tables that have seen better days with stools and barrels to seat customers fill most of the floorspace. Near the back, there’s a bar where Parker, a demvir usually bartends.

The denizens of Lupanar come to Igne Ebrius for its particularly strong spirits and the safety promised. The unspoken rule of Igne Ebrius is “don’t disturb the customers or the employees --they’re money.” Even some of the rougher people of Lupanar respect this rule. Violating this rule can get anyone --regardless of who they might be-- temporarily banned from the establishment. Only a few people have been permanently banned.

Iudicium (Judgement, or Trial)

In Lupanar District, where the laws of Terminus don’t always apply, nefarious businesses can not only exist, but flourish. Beneath Ebrius Igne, a pub near the center of of Lupanar exists an arena. It is only known as “the arena”. In this underground coliseum-style battleground, warriors who are brave enough may choose to fight each other or test their strength against dangerous beasts. Some come to the arena to gain street cred and recognition for their strength, some to profit by placing bets, others to settle grudges --the rest are spectators.

To get tickets to watch battles in the arena, denizens of Terminus can go to Ebrius Igne and ask to speak with Rory. If they provide the secret phrase of the week, then they can purchase tickets, place bets, or enter a contest at the arena.

Some crime lords utilize this nefarious business for profit: smuggling in dangerous beasts, offering thugs for security, and rigging the betting. Others enter their own trained fighters to display their strength to rivaling groups.
 
A thing me n twings thought of. Can this be a thing?


Igne Ebrius
A pub just east of the center of Lupanar. The exterior of this establishment is fairly plain --grey brick and a couple of shuttered windows. A sign over the door is the only indication of what goes on inside.

Just inside the door, at least two bouncers are always guarding the entrance. Usually a pair of gruff looking velens take up this task. The interior of the pub is nice enough. Round wooden tables that have seen better days with stools and barrels to seat customers fill most of the floorspace. Near the back, there’s a bar where Parker, a demvir usually bartends.

The denizens of Lupanar come to Igne Ebrius for its particularly strong spirits and the safety promised. The unspoken rule of Igne Ebrius is “don’t disturb the customers or the employees --they’re money.” Even some of the rougher people of Lupanar respect this rule. Violating this rule can get anyone --regardless of who they might be-- temporarily banned from the establishment. Only a few people have been permanently banned.

Iudicium (Judgement, or Trial)

In Lupanar District, where the laws of Terminus don’t always apply, nefarious businesses can not only exist, but flourish. Beneath Ebrius Igne, a pub near the center of of Lupanar exists an arena. It is only known as “the arena”. In this underground coliseum-style battleground, warriors who are brave enough may choose to fight each other or test their strength against dangerous beasts. Some come to the arena to gain street cred and recognition for their strength, some to profit by placing bets, others to settle grudges --the rest are spectators.

To get tickets to watch battles in the arena, denizens of Terminus can go to Ebrius Igne and ask to speak with Rory. If they provide the secret phrase of the week, then they can purchase tickets, place bets, or enter a contest at the arena.

Some crime lords utilize this nefarious business for profit: smuggling in dangerous beasts, offering thugs for security, and rigging the betting. Others enter their own trained fighters to display their strength to rivaling groups.

Both approved.

Vanus’ Junction
Location: North Central Paludis (I5)

It was not long after the founding of the Pelagium Empire that the velen set their sights on the unclaimed riches of Paludis. The emperor at the time appointed one Vanus Eurites as local envoy to establish a foothold on the continent. Vanus’ Junction, its original name long since lost, started as a relatively small velen port city used to help traders whose cargo to and from Prendere prevented travel across the deeper parts of the Copraie Ocean.

In time it was established as what was going to be a great extension of the velen empire onto the untamed shores of Paludis. While a number of laicar laborers were hired by the velen the jungle resisted every attempt to tame it.

The outpost has now grown into the largest on the northern half of Paludis sporting a population of around 200k. While the largest recorded population are velen, most of them are traders and thus by and large laicar make up the majority of the permanent residents.

Sporting a large harbor, most of the buildings of the town are easy to assemble works of wood. Original the velen attempted to build Vanus’ Junction as a traditional city though sudden rainstorms and other natural phenomena destroyed most buildings. Finally fed up builders settled on cheap, easily replaced wood dwellings.

The outpost now provides a mixture of exotic spices and tropical woods throughout Araevis mostly gathered by the descendants of the original laicar laborers who were brought to the outpost. Adventurers and scholars also make up a rather small portion of the population who seek to tap the supposed riches of the interior. However these actions are largely squashed thanks the the continent’s unique mix of terrain, climate, and wildlife.

Approved, although this need proofreading.

SO. Had an idea for this random gulf I noticed sitting around in the eastern half of the kingdom of Prendere just north of Prodest. And I figured it'd be a good idea to make it a high traffic port area city-state thing. Like an airship/sea vessel/trade center of prendere, maybe the world.

So I whipped up a quick description of my thought:
Oppidum Bulla
The city of bubbles

In the eastern part of Prendere, a few kilometers south of prodest lies the largest trade center in the world. Named bubble town for its strange architecture -that resembles of course soap bubbles- it is a merchant town that operates in three dimensions for all of its customers of the three biological races. Sprawling bazaars and markets nearly cover the entirety of the city-state, -under water and above- so the residents live in large skyscraping buildings that reach almost as high as the olden forests of the enlil, and huge underwater districts made for velen and air-breathers alike, consisting of huge sealed pockets that house each section.

This impossibly large palace of a trade center enjoys a prospering economy and community spirit, thanks to a comfortable lifestyle. If Terminus is the center of the idea world, then Oppidum Bulla is the center of the world's commerce and travel. Huge fleets of sea-vessels and airships patrol the skies on a regular basis, taking and bringing goods to and from the city. The residents themselves are generally friendly fast-talkers, and have been known to take in a rich foreigner by morning, and have him leave with nothing but the clothes on his back. A known saying among the locals is, "In Oppidum Bulla, you can find anything and everything you ever thought you'd need in life, plus more things to need!"

View attachment 83

The idea of a major trade city is good, but there's really no way to build apartment buildings that tall, and calling it the 'biggest' trade center kind of puts it in conflict with Prenditus. Revise this some.

Changes in bold. Let me know if you would like it modded more :)

It's not exactly 'speculation' but ok. This is approved.
 
Edits made, changes in bold
Oppidum Bulla
The city of bubbles

In the eastern part of Prendere, a few kilometers south of prodest lies the largest trade center in the world. Named bubble town for its strange architecture that resembles massive soap bubbles, floating in large clusters in midair, or attached to others; it is a merchant town that operates in three dimensions for all of its customers of the three biological races. Sprawling bazaars and markets nearly cover the entirety of the city-state, -under water and above- so the residents live in large skyscraping buildings that reach almost as high as the current forests of the enlil, and huge underwater districts made for velen and air-breathers alike, consisting of huge sealed and unsealed air pockets that house each section. Its visitors and residents move about these different 'globe stores' by way of 'free bubbles' large floating bubbles capable of holding a family of seven velen within, carry Oppidum's shoppers to anywhere they desire in the city.

This impossibly large palace of a trade center enjoys a prospering economy and community spirit, thanks to a comfortable lifestyle. If Terminus is the center of the idea world, then Oppidum Bulla is the center of the world's commerce and travel. Huge fleets of sea-vessels and airships patrol the skies on a regular basis, taking and bringing goods to and from the city. They compete constantly with Prenditus in sports, sales and tourism, and have held a tie with them almost since its conception.The residents themselves are generally friendly fast-talkers, and have been known to take in a rich foreigner by morning, and have him leave at night with nothing but the clothes on his back. A known saying among the locals is, "In Oppidum Bulla, you can find anything you want, and everything you'll never need. "
 
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The Five Virtues of Vergil

The Virtues are ivory figurines about 10" in height, expertly crafted by the demvir known as Vergil. Each is a detailed representation of the different races (to include the spurii) and is recognized by craftsman around Aeravis. In addition to having gained renown among artists, the Virtues stand as a significant historical piece due to the fact that Vergil was one of the first demvir that awoke after the calamity. A prolific writer and sculptor, the figurines signified his magnum opus. Being one of the first demvir to awaken, Vergil felt a powerful desire to understand nature, reason, and the spirit, which took him down the path of philosophy. Many of his early work are considered cries for rebellion, with later writing toning down themes of rebellion for calls of understanding and equality between the races. He is considered one of the first, and oldest, members for equality.

The statues are depicted as naked and two faced, each side representing a male or female aspect of the races. The detail of these statues are so fine that it's said the light which hits the figurines casts perfect shadows to highlight the proportions with exquisite realism. Of note, the spurii is the only statue which contains mixed physiology of all the races equally, and some students of art believe this is Vergil's projection that spurii were the most gifted of the races -- for they had no limitations.

Currently the figurines are in the private possession of a man by the name of Marcus Modius, despite constant and heavy petitions that the statues belong in a museum and available to the public.
 
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Edits made, changes in bold
Oppidum Bulla
The city of bubbles


In the eastern part of Prendere, a few kilometers south of prodest lies the largest trade center in the world. Named bubble town for its strange architecture that resembles massive soap bubbles, floating in large clusters in midair, or attached to others; it is a merchant town that operates in three dimensions for all of its customers of the three biological races. Sprawling bazaars and markets nearly cover the entirety of the city-state, -under water and above- so the residents live in large skyscraping buildings that reach almost as high as the current forests of the enlil, and huge underwater districts made for velen and air-breathers alike, consisting of huge sealed and unsealed air pockets that house each section. Its visitors and residents move about these different 'globe stores' by way of 'free bubbles' large floating bubbles capable of holding a family of seven velen within, carry Oppidum's shoppers to anywhere they desire in the city.

This impossibly large palace of a trade center enjoys a prospering economy and community spirit, thanks to a comfortable lifestyle. If Terminus is the center of the idea world, then Oppidum Bulla is the center of the world's commerce and travel. Huge fleets of sea-vessels and airships patrol the skies on a regular basis, taking and bringing goods to and from the city. They compete constantly with Prenditus in sports, sales and tourism, and have held a tie with them almost since its conception.The residents themselves are generally friendly fast-talkers, and have been known to take in a rich foreigner by morning, and have him leave at night with nothing but the clothes on his back. A known saying among the locals is, "In Oppidum Bulla, you can find anything you want, and everything you'll never need. "

Still needs work. Approved as below:

Oppidum Bulla "The City of Bubbles"

In the eastern part of Prendere, south of Prodest, lies one of the largest trade centers in the world. It earned the nickname 'Bubble Town' for its strange architecture that resembles massive bubbles, suspended on sturdy poles, sometimes in large clusters. It is a merchant town featuring sprawling bazaars and markets that nearly cover the entirety of the city-state, underwater and above. Many of the buildings rival the trees of Boreas in height. There are large underwater districts made for velen and air-breathers alike, consisting of huge sealed and unsealed air pockets that house each section. Its visitors and residents move about these different 'globe stores' by way of 'free bubbles: large floating bubbles capable of holding large groups within.

This impossibly large palace of a trade center enjoys a prospering economy and community spirit, thanks to a comfortable lifestyle. If Terminus is the center of the idea world, then Oppidum Bulla is the center of the world's commerce and travel -- or so they would have their visitors believe. The city is in stiff competition with Prenditus in sports, sales, and tourism, and have held a stalemate with them almost since the cities were founded. While Prenditus has the advantage of geography, Oppidum Bulla benefits from Prodest's proximity. A known saying among the locals is, "In Oppidum Bulla, you can find anything you want, and everything you'll never need."

The Five Virtues of Vergil

The Virtues are ivory figurines about 10" in height, expertly crafted by the demvir known as Vergil. Each is a detailed representation of the different races (to include the spurii) and is recognized by craftsman around Aeravis. In addition to having gained renown among artists, the Virtues stand as a significant historical piece due to the fact that Vergil was one of the first demvir that awoke after the calamity. A prolific writer and sculptor, the figurines signified his magnum opus. Being one of the first demvir to awaken, Vergil felt a powerful desire to understand nature, reason, and the spirit, which took him down the path of philosophy. Many of his early work are considered cries for rebellion, with later writing toning down themes of rebellion for calls of understanding and equality between the races. He is considered one of the first, and oldest, members for equality.

The statues are depicted as naked and two faced, each side representing a male or female aspect of the races. The detail of these statues are so fine that it's said the light which hits the figurines casts perfect shadows to highlight the proportions with exquisite realism. Of note, the spurii is the only statue which contains mixed physiology of all the races equally, and some students of art believe this is Vergil's projection that spurii were the most gifted of the races -- for they had no limitations.

Currently the figurines are in the private possession of a man by the name of Marcus Modius, despite constant and heavy petitions that the statues belong in a museum and available to the public.

Sounds good to me.
 
Location Submissions -

Horto Iter, "the garden path", or Tempus vel Memoria, "time and memory"

Though sometimes called Horto Iter, or the garden path, the canyon path's proper name is Tempus vel Memoria, which means "time and memory" and refers to on of it's bookend cities, Elutheria. One of the only safe roads from Elutheria to the bay where Aselia Astra gently drifts from end to end, never leaving the bay. Tempus vel Memoria begins less than a day's ride west from Elutheria and takes three days to traverse, and in the assured safety of the canyon, all seems still. Sunlight and moonlight cast themselves against the walls and dance, prompting rumors of protective spirits warding off the many predators in the desert above. Triggers, anywhere from one to three, Luta nomadically roam the desert. The nearly hulking desert cats are hardened survivors, boasting an armor of scales and muscle, along with razor-sharp claws and a studded tail, similar to a mace. Not many travelers require more reasons to remain in the safe cradle of the canyon. At Elutheria, tall dunes begin to harden into a gentle rocky incline, which rises high on either side of the canyon. After three days, the path opens to a flat beach, where airships and balloons can ferry entrants to the flying city-state of Aselia Astra.




Aselia Astra

More than once referred to as "the menagerie city", Aselia Astra boasts a number of intersecting phenomena. First, willing travelers must first traverse the canyon road, Tempus Vel Memoria - the only passible land road to the city. Guests of the airship ferry's that are franchised and stationed on the small-ish beach at the end of the road, are greeted with the sight of the Aselia Astra islands flying one hundred sixty feet, or forty eight meters, above the bay - three as large as mountains serving as the primary hub for and hundreds of smaller of chain islands. Some of the smaller islands are large enough as estates or plots, and generally house the extremely rich, who must cross massive bridges and guard towers to access the main islands and thus, are rarely seen. From the beach or the water, masses from the darkroot vine systems dress the drab stone city with greens and purples. Within the city walls, huge tunnels serve as bustling biwways, softly cushioned with dry cave moss. The darkroot vines on the walls purify the air while drawing excess moisture from the inner air, allowing just enough moisture for a dry moss to grow on the cave floor. As well, the vine-root system invades the lowest levels of the craggy, jagged underside of the islands, hanging down almost halfway to the water's surface.

The three main islands represent three distinct districts, the merchant quarter also houses Demvir facilities, while the recreation district booms with cheers from the arena and the serene blooms of the Medda's Grove rooftop gardens, where high ranking officials also live. Sea-facing living chambers vary in the number of rooms and often have large port windows, walls missing that allow tenants to look outside; somewhat wealthier residents prefer chambers away from open air spaces, gently lit by bioluminescent plants and torches. Placement may also dictate that port windows overlook distant rotundas where the streets also overlooked the bay.

Most of the tiny islands remain undesired and abandoned, save for the presence of two animal species: Chimera Cubs and Meeps. The gentle creatures cohabit in large numbers across the island chain and are protected by the government under threat of heavy penalty. The odd pairing will nest together in tiny caves and even along the darkroot vine network. Perhaps the greatest evidence of their bond, is the Meep's proclivity for swooping down to the bay and bringing back fish for the Chimera to eat. Fortunately, their numbers seem to naturally balance around the presence of citizenry and are treated well, thanks to their collective easy-going disposition.

Parva et Magna

The city-state's military police are an elite group, maintaining a strict grip on pervasive crime, and are especially reassuring headquartered in the main living areas, with stations and guardposts in other strategic deployment points. To their credit, in addition to heavy handedness, the military police are surprisingly forgiving for small offenses. Recognizing that they could also be branded as criminals, the first council adopted a policy of conditional leniency, or when repentance before the council or any official audience was deemed genuine. This eventually came to included officers in the military, and heavier offenses came with much heavier punishments. It is such a hotly debated topic in modern society, that it is often overlooked that the death penalty is technically still legally in the hands of the government, for all it's so-called use. As a modern military organization, it is also assumed that measures have been installed for fair trial and equitable interrogation tactics.
Despite any public perception, it is a persistent and well advertised fact that the three hundred spearman and women of Aselia Astra military police, were nobly formed to repay the Demvir if ever Elutheria requested aid. To join the military, knowledge of the spear is a requirement, and candidates for advancement are commonly those who seek out other useful skills - magic, or otherwise. Being non-violent societies, the Demvir collectives and enclaves avoid raising armies, as that might project aggressive intentions and therefore are completely unnecessary to the timeless machina people. Though to date, Aselia Astra's Parva et Magna ("small yet mighty") has never been called upon.

Establishment & History


The Aselia Astra city-state was established more than one hundred years ago, when the empire abandoned its Terra Regia mining colony, Seos Odveta. The flying islands had previously held caches of the precious gems and metals, though few remain. When they refused to leave their home after decades of living in the mines, the Velen citizens and their families united under Aselia Ascani, a warrior from the Glass Lake, declared their independence from the empire. Aselia propogated an alliance with the Demvir, who would save the withering community. After a few years of posturing, the empire eventually washed its hands of any claim to the curious flying mines and the new city state was affectionately called, "Aselia's Star". The benevolent Demvir sponsorship was managed by a council of Demvir and Velen diplomats, and allowed for generous trade agreements, along with a strong mercantile presence. Shortly after its renaming, the council became a permanent fixture, leading and running their small nation as their highest echelon. One hundred and ten years later, the independent nation operators a small but vibrant culture populated by mostly Velen and Demvir, although there are always exceptions.







Medda's Grove

Medda's Grove is the name of the stadium gardens atop one of the islands in the Aselia Astra chain, named for Aselia's husband Medda Ascani. The garden grove of darkroot trees, white trees that grow without the aid of direct sunlight, reach out with darkroot vines for sunlight, water and nutrients. Indigo and lilac-colored flowers bloom on the white baughs and green vines. The bark and body of the tree possesses a stone quality to its texture and density, as well as the coloring of ivory. Conical fields of sunlight from giant sunroofs and large, still pools of shared water allow for many other plant systems to grow, like lillies and water roses. Meeps chirp their signature sound and flit about the trees for insects. Lacking the necessary beak mechanics to fully consume some of their fish catches, they often are found cohabitating with the Chimera Cubs that are also commonly seen perched on high vines or microchambers along the tunnel passageways of Aselia Astra.

Guests enter any of the four cardinal entrances and walk along a wide path with a moat on either side surrounding the park. Public gardens are viewed from walkways and small circular terraces with sitting areas. Guards are often seen patrolling the paths and standing at chamber paths, leading to the homes of individual council members and their families.
 
Ok, so, a few things here, almost all measurement-based.

The area of the map you selected is enormous, bigger even than Terminus (which is unrealistically huge, half the size of SC or a third the size of TN). What you're calling a 'bay' is more of a gulf. You have the island only floating half a football field's length in the air. That would have your islands floating right on top of this building, with roots hanging down six stories. You say there's three mountains, on the largest islands.

Aselia Astra isn't a city floating over a bay, it's a nation floating over a gulf. The canyon path wouldn't take three days, it'd be closer to 3 or even 4 months -- you're crossing a range that's about half the length of the US or Canada and it takes about 6-8 months to walk across either country. In good conditions.


However, I do like the concept, with changes accommodating its much larger scope. Approved as below:

Tempus vel Memoria

Though sometimes called Horto Iter, the "garden path," the canyon path's proper name is Tempus vel Memoria, which means "time and memory" and refers to one of its bookend cities, Eleutheria. One of the only safe roads from Eleutheria to Aselia Astra gently drifts from end to end, never leaving the gulf. Tempus vel Memoria begins less than a day's ride west from Eleutheria and takes three months to traverse by foot, and in the relative safety of the canyon, all seems still. Sunlight and moonlight cast themselves against the walls and dance, prompting rumors of protective spirits warding off the many predators in the desert above. Luta nomadically roam the desert. The hulking desert cats are hardened survivors, boasting an armor of scales and muscle, along with razor-sharp claws and a studded tail, similar to a mace. Not many travelers require more reasons to remain in the safe cradle of the canyon. At Eleutheria, tall dunes begin to harden into a gentle rocky incline, which rises high on either side of the canyon. At the end of the canyon road, the path opens to a flat beach, where airships and balloons can ferry entrants to the flying city-state of Aselia Astra.


Aselia Astra

Referred to as "the menagerie", Aselia Astra boasts a number of intersecting phenomena. First, willing travelers must traverse the canyon road, Tempus Vel Memoria - the only passable land road to the country. Guests of the airship ferries that are stationed on the beach at the end of the road are greeted with the sight of the Aselia Astra islands flying roughly five hundred meters (one thousand six hundred forty feet), above the gulf waters -- three as large as mountains serving as the primary hub for and hundreds of smaller of chain islands. Some of the smaller islands are large enough to serve as estates or plots, and generally house the extremely rich, who must cross massive bridges and guard towers to access the main islands and thus, are rarely seen. From the beach or the water, masses of the darkroot vine systems dress the drab stone cities with greens and purples. Within the city walls, huge tunnels serve as bustling byways, softly cushioned with dry cave moss. The darkroot vines on the walls purify the air while drawing in excess moisture, allowing just enough for a dry moss to grow on the cave floors. As well, the vine-root system invades the lowest levels of the craggy, jagged underside of the islands, hanging down almost halfway to the water's surface.

The three main islands represent three distinct sister cities, including a sizable merchant quarter, demvir facilities, and a booming recreation district with a stadium arena. One island boasts the serene blooms of the Medda's Grove rooftop gardens, where high-ranking officials live. Sea-facing living chambers vary in the number of rooms and often have large port windows, walls missing that allow tenants to look outside; somewhat wealthier residents prefer chambers away from open air spaces, gently lit by bioluminescent plants and torches. Placement may also dictate that port windows overlook distant rotundas where the streets also overlooked the gulf waters.

Most of the tiny islands remain unclaimed, save for the presence of two animal species: chimera cubs and meeps. The gentle creatures cohabit in large numbers across the island chain and are protected by the government under threat of heavy penalty. The odd pairing will nest together in tiny caves and even along the darkroot vine network. Perhaps the greatest evidence of their bond, is the meeps' proclivity for swooping down to the bay and bringing back fish for the chimera to eat. Fortunately, their numbers seem to naturally balance around the presence of citizenry and are treated well, thanks to their collective easy-going disposition.

Parva et Magna

The nation's military police are an elite group, maintaining a strict grip on pervasive crime. They are predominately headquartered in the main living areas, with stations and guard-posts in other strategic deployment points. To their credit, in addition to heavy-handedness, the military police are surprisingly forgiving for small offenses. Recognizing that they could also be branded as criminals, the first council adopted a policy of conditional leniency, usually when repentance before the council or any official audience was deemed genuine. This eventually came to include officers in the military, and heavier offenses came with much heavier punishments. It is often overlooked that the death penalty is technically still legally in the hands of the government. As a modern military organization, it is also assumed that measures have been installed for fair trial and equitable interrogation tactics.

Despite any public perception, it is a persistent and well-advertised fact that the three thousand spearman and women of the Aselia Astra military police, were nobly formed to repay the demvir if ever Eleutheria requested aid. To join the military, knowledge of the spear is a requirement, and candidates for advancement are commonly those who seek out other useful skills - magic, or otherwise. To date, Aselia Astra's Parva et Magna ("small yet mighty") has never been called upon.

Establishment & History

The Aselia Astra nation was established more than three hundred years ago, when the empire abandoned its terra regia mining colony, Seos Odveta. The flying islands had previously held deep caches of the precious minerals, though few remain. When they refused to leave their home after decades of living in the mines, the velen citizens and their families united under Aselia Ascani, a warrior from the Glass Lake, declaring their independence from the empire. Aselia propagated an alliance with the demvir, who would save the withering community. After a few years of posturing, the empire eventually washed its hands of any claim to the curious flying islands and the new nation was affectionately called, "Aselia's Star." The benevolent demvir sponsorship was managed by a council of demvir and velen diplomats, and allowed for generous trade agreements, along with a strong mercantile presence. Shortly after its renaming, the council became a permanent fixture, leading and running their small nation as their highest echelon. One hundred and ten years later, the independent nation operates a small but vibrant culture populated by mostly velen and demvir, although there are always exceptions.




Medda's Grove

Medda's Grove is the name of the stadium gardens atop one of the islands in the Aselia Astra chain, named for Aselia's husband Medda Ascani. The garden grove of darkroot trees, white trees that grow without the aid of direct sunlight, reach out with darkroot vines for sunlight, water and nutrients. Indigo and lilac-colored flowers bloom on the white boughs and green vines. The bark and body of the trees possesses a stone-like hardness, as well as the coloring of ivory. Conical fields of sunlight from giant sunroofs and large, still pools of shared water allow for many other plant systems to grow, like lilies and water roses. Meeps chirp their signature sound and flit about the trees for insects. Lacking the necessary beak strength to fully consume some of their fish catches, they often are found cohabitating with the chimera cubs that are also commonly seen perched on high vines or chambers along the tunnel passageways of Aselia Astra.

Guests enter any of the four cardinal entrances and walk along a wide path with a moat on either side surrounding the park. Public gardens are viewed from walkways and small circular terraces with sitting areas. Guards are often seen patrolling the paths and standing at chamber paths, leading to the homes of individual council members and their families.
 
I don't think anyone has subbed many recreation things, I mean we only have one sport so I figured card games would be in order.

I just have the one idea in my head now, but I'll prolly sub more later. This is supposed to be this world's poker.

Legarum Envoy of the Vis(gods) (I make up weird words)

This is a game played across the globe by many of those in violent professions looking to kill time between killing.
It is played with a deck of 55 cards split into five orders of ten cards each, representing the five main planes of Araevis, while the remaining five cards represent the realm of Transmeatus.

Within each 'order' or realm, There is:
the Vis of each; Bellator, Castus, Aquila, Occultus, and Serpens; (5) Vis
Their gifts: The sword, the caduceus, the wings, Occultus' hidden eye, and Serpens' fangs; (5) Gifts
Their realm's gates: red, gold, blue, black, and violet (respectively), (5) Gates
Their favors: The warrior, The kind stranger, The eagle, The shade, and The poet (5) Favors
and their faults: Wrath, pride, gullibility, apathy, and slothfulness. In order (5) Faults
The gifts, favors, and faults are doubled making two of each that are marked with a one or two to be clear, making 10 of each, while there are three of each gate, the no(zero) gate, the first, and second gate.
Ex. The blue no gate = the blue Gate marked with a zero, Bell's second favor/favorite = The second warrior, Aquila's first fault = the Gullibility card marked with a one; and so on.
Minus the transmeatus, this makes a total of 50 cards.

The Transmeateus is often removed from the deck when many games are played for simplicity's sake, and the cards' meaning is lost to some degree due to their lack of use, many manufacturers omit the printing of transmeateus cards altogether.
They are named though, and digging in the study of the old days would uncover their old meaning.
Their names are as such: The Door, The wall, The chasm, The demon, and The gate.
Some scholars say they represent the tale of a hero's journey through the realm who's ending has been lost to time, while some say they may be hints at the true nature of the world hidden in front of our eyes.

The cards themselves were found originally as a deck of ornate tablets carved completely from Caelitium, and encrusted with jewels of varying hues and colors, with what we presume to be explanations carved on the ornate box they were left in. After the discovery the public turned the knowledge of the strange tablets into a game of wits and luck, and a way of predicting the future of one's life. (similar to real world tarot) Many other games are played with the cards, though Legarum is the most well known, and the first with the strange cards.

It is played among no more than five players, not including the dealer, and a dealer shuffles the deck and passes out 5 cards to each player, then cuts the remaining deck five times, and draws five cards at random from it, and lays them face down on the table in a row. The game then continues with each of the players taking turns drawing from the deck, or the top of the discard pile, and then discarding from their hand into the pile, until the deck is depleted. Each time the deck has gone around the table three times, the players bet exa or something else of value, and try to guess the card that will be flipped over, or they can 'fold' and choose not to guess. The player that guessed closest wins whatever was bet, and can duck out, and take their current winnings. The game continues like this until the deck is depleted or the players run out of value. At the end, the facedown cards are flipped face up one at a time, and whoever managed to make the best hand in relation to the five cards on the table wins the game, and any winnings of the other current players as well. It is possible however to make a hand before the last round, if this happens the game is over and the winnings from the beginning up till that round are all that's counted.

Hand combinations, and house rules can vary from house to house or pub, but these rules and combinations in particular are consistent. Some typical combinations are listed below.

All Five Vis - Pentagon of the gods
All five Gates of the same number - Mortalis
A zero and two gate, two of the same Gifts, and a Favor. - The Promise(Ex. The Sword, a gold zero gate, the gold two gate, and both Warriors, will win the game if no one has the Pentagon.)
Two of the same Gift, both corresponding Favors, and the zero gate from the same realm - The Seeker
A Gift, both faults, a Favor, and a one Gate - The Creation
Four different Faults, and a zero Gate- The Sinner
(The combinations are listed in trumping order, All five Vis being the being the most powerful)

A combination can consist of the cards required being all in hand, or being in hand and among the five. Ex. You could have three Vis, and two faults and normally lose; but if the the last two vis are among the five on the table the game is won. and etc.
 
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I don't think anyone has subbed many recreation things, I mean we only have one sport so I figured card games would be in order.

I just have the one idea in my head now, but I'll prolly sub more later. This is supposed to be this world's poker.

Legarum Envoy of the Vis(gods) (I make up weird words)

This is a game played across the globe by many of those in violent professions looking to kill time between killing.
It is played with a deck of 55 cards split into five orders of ten cards each, representing the five main planes of Araevis, while the remaining five cards represent the realm of Transmeatus.

Within each 'order' or realm, There is:
the Vis of each; Bellator, Castus, Aquila, Occultus, and Serpens; (5) Vis
Their gifts: The sword, the caduceus, the wings, Occultus' hidden eye, and Serpens' fangs; (5) Gifts
Their realm's gates: red, gold, blue, black, and violet (respectively), (5) Gates
Their favors: The warrior, The kind stranger, The eagle, The shade, and The poet (5) Favors
and their faults: Wrath, pride, gullibility, apathy, and slothfulness. In order (5) Faults
The gifts, favors, and faults are doubled making two of each that are marked with a one or two to be clear, making 10 of each, while there are three of each gate, the no(zero) gate, the first, and second gate.
Ex. The blue no gate = the blue Gate marked with a zero, Bell's second favor/favorite = The second warrior, Aquila's first fault = the Gullibility card marked with a one; and so on.
Minus the transmeatus, this makes a total of 50 cards.

The Transmeateus is often removed from the deck when many games are played for simplicity's sake, and the cards' meaning is lost to some degree due to their lack of use, many manufacturers omit the printing of transmeateus cards altogether.
They are named though, and digging in the study of the old days would uncover their old meaning.
Their names are as such: The Door, The wall, The chasm, The demon, and The gate.
Some scholars say they represent the tale of a hero's journey through the realm who's ending has been lost to time, while some say they may be hints at the true nature of the world hidden in front of our eyes.

The cards themselves were found originally as a deck of ornate tablets carved completely from Caelitium, and encrusted with jewels of varying hues and colors, with what we presume to be explanations carved on the ornate box they were left in. After the discovery the public turned the knowledge of the strange tablets into a game of wits and luck, and a way of predicting the future of one's life. (similar to real world tarot) Many other games are played with the cards, though Legarum is the most well known, and the first with the strange cards.

It is played among no more than five players, not including the dealer, and a dealer shuffles the deck and passes out 5 cards to each player, then cuts the remaining deck five times, and draws five cards at random from it, and lays them face down on the table in a row. The game then continues with each of the players taking turns drawing from the deck, or the top of the discard pile, and then discarding from their hand into the pile, until the deck is depleted. Each time the deck has gone around the table three times, the players bet exa or something else of value, and try to guess the card that will be flipped over, or they can 'fold' and choose not to guess. The player that guessed closest wins whatever was bet, and can duck out, and take their current winnings. The game continues like this until the deck is depleted or the players run out of value. At the end, the facedown cards are flipped face up one at a time, and whoever managed to make the best hand in relation to the five cards on the table wins the game, and any winnings of the other current players as well. It is possible however to make a hand before the last round, if this happens the game is over and the winnings from the beginning up till that round are all that's counted.

Hand combinations, and house rules can vary from house to house or pub, but these rules and combinations in particular are consistent. Some typical combinations are listed below.

All Five Vis - Pentagon of the gods
All five Gates of the same number - Mortalis
A zero and two gate, two of the same Gifts, and a Favor. - The Promise(Ex. The Sword, a gold zero gate, the gold two gate, and both Warriors, will win the game if no one has the Pentagon.)
Two of the same Gift, both corresponding Favors, and the zero gate from the same realm - The Seeker
A Gift, both faults, a Favor, and a one Gate - The Creation
Four different Faults, and a zero Gate- The Sinner
(The combinations are listed in trumping order, All five Vis being the being the most powerful)

A combination can consist of the cards required being all in hand, or being in hand and among the five. Ex. You could have three Vis, and two faults and normally lose; but if the the last two vis are among the five on the table the game is won. and etc.

Welp, this is a very unique entry, and I can see you've put a lot of thought into this. One of the first things I'm going to point out, though, is that other players have written playing games with normal playing cards already. However, a modern deck of playing cards, IRL, is comprised of 52 suit cards and between 1 and 4 jokers. That got me thinking of a way to convert this game over to a standard playing card deck.

What you have is 5 equal suits of 11 cards. A standard deck is 4 suits of 13 cards, with any jokers on the side.


















































































































x Hearts (Red) Clubs (Black) Spades (Black) Diamonds (Red) Non-Suit
Kings K K K K Joker (Empty)
Queens Q Q Q Q Joker (Black)
Jacks J J J J
10 10 10 10 10
9 9 9 9 9
8 8 8 8 8
7 7 7 7 7
6 6 6 6 6
5 5 5 5 5
4 4 4 4 4
3 3 3 3 3
2 2 2 2 2
Aces A A A A Joker (Red)






































































































x Divinitus Astrum Mortalis Natum Infernalis
Vis V V V V V
Gifts G1 G1 G1 G1 G1
Gifts G2 G2 G2 G2 G2
Gates GT0 GT0 GT0 GT0 GT0
Gates GT1 GT1 GT1 GT1 GT1
Gates GT2 GT2 GT2 GT2 GT2
Favors FV1 FV1 FV1 FV1 FV1
Favors FV2 FV2 FV2 FV2 FV2
Faults FT1 FT1 FT1 FT1 FT1
Faults FT2 FT2 FT2 FT2 FT2
Transmeatus T T T T T



Not sure if you can see, but there's a bit of a problem with the short-hand. "Gift" and "Gate" are pretty close to one another, as are "Favors" and "Faults" -- that can lead to a little confusion. Also, it's odd to add in the 'Transmeatus' cards and then say that they are not used.

To make this compatible with a standard deck of cards -- and potentially make this something you can play with out-of-game, if there's interest enough -- I decided to do the suits on the Vis themselves, rather than the Planes, and have Occultus as 'the Hidden' only with three cards: Vis (V), Gift (G), and Transmeatus (T). For ease of use, I was thinking we should rename 'Gates' to 'Portals' and rather than Gate 0, Gate 1, and Gate 2, simplify it to Open Portal (O) and Sealed Portal (S). Reduce Gifts to one (because each Vis was granted but one gift), keeps Portals at two, and then split up Favors -- renamed to Blessings (B) -- and Faults (F) by evens and odds, giving us four of each. So conversion for a normal deck is as follows:

Kings = Vis
Queens = Gifts
Jacks = Open Portals
Tens = Sealed Portals
Single-digit Odds = Faults
Single-digit Evens = Blessings
Aces = Transmeatus

The Portals and Blessings/Faults of Occultus are hidden.


















































































































x Castus Bellator Aquila Serpens Occultus
Vis V V V V V
Gifts G G G G G
Open Portal O O O O
Sealed Portal S S S S
Faults (Odds) F1 F1 F1 F1
Blessings (Evens) B1 B1 B1 B1
Faults (Odds) F2 F2 F2 F2
Blessings (Evens) B2 B2 B2 B2
Faults (Odds) F3 F3 F3 F3
Blessings (Evens) B3 B3 B3 B3
Faults (Odds) F4 F4 F4 F4
Blessings (Evens) B4 B4 B4 B4
Transmeatus T T T T T


Consider this a work in progress. I'll work on this more tomorrow.
 
This is me, being bored, and writing random stuff.

History of Alchemy

In the time following the Cataclysm, there was a new need for medicine all over the world. New maladies and afflictions required new cures that the ordinary herbs and roots could not provide. The servants of Castus found themselves overworked to the point of collapsing themselves. If nothing was done, the world would never recover.

Dulan Kritan is considered the father of alchemy. He came up with the idea of putting the essence of Castus and Aquila into potions. That way, even far away villages could have a steady supply of powerful medicine to cure their wounds and illnesses as well as strength to rebuild. For many years, he labored, all attempts ending in half-hearted successes. Both the potency and longevity of his potions were poor, being less than half as effective as spells cast by practitioners and losing the effect after a few weeks.

His work was decried as being useless and a waste of time. Even Dulan Kritan gave up after several years of no success. He became a bitter old man, a recluse that kept his work locked up within an old mansion. Dulan Kritan quietly passed away during a harsh winter.

But someone took notice of his work. A young man, who never once said his name, only that he is an explorer, came to the mansion. It was most fortunate timing for him and the world. If he was one day later, perhaps modern alchemy would never have emerged. Dulan Kritan’s possessions were being auctioned off with the unwanted parts to be burned for warmth. The explorer paid for all of Dulan’s research.

Then, in just a few short days, he produced a potion that perfectly held the magic of Aquila. It was just as strong as that cast by a grandmaster and would last for years. His claims were initially disbelieved and mocked. People thought he was the next crazy man trying to bottle magic. But faraway villages that had needed help would take anything, and the explorer sold his potions at cost.

Soon, word would spread of what he accomplished. Doctors and healers came to learn how he had done what he did. The explorer’s answer was, “Alkahest.” He had heard of Dulan’s research and figured out what was missing from the potions. It was the universal solvent, something capable of dissolving the very power of magic itself. He had found the location of it.

The explorer never revealed exactly where he found this source of Alkahest. His face would turn grim and dark whenever asked. He deemed it too dangerous for widespread use, but he managed to create a modified solvent which all modern potions infused with magic uses. It is much less potent, working only on magic.

There were many stories about the original Alkahest. Some said it was the digestive juices of the vis. Others believed it to be the original pool which all life sprang from. Either way, no other explorer has managed to find it yet.
The field of scrying was folded into Alchemy at a much later time when the world had recovered. The reason that alchemists practice it is because they are skilled at concoctions. The skill needed to create such mixtures come naturally to them.

The first group of people that learned about the scrying were people sailing across the Tenebrae ocean. They were Kionus’s Delegation bringing gifts from one continent to another. Their ships were blown off course, and they landed upon the island now known as Khuuna. It was there that they met the islanders, a strange and isolated race of people named the Khuun that didn’t even known about the Cataclysm. The name of the island comes from a sound a native fauna makes.

The Khuun has no verbal means of communication, yet they also have no written documents of any kind. Kionus’s Delegation managed to make a sort of friendship, but they still needed to get home without knowing how. The Khuun revealed just how they got information. There is a spring located on the island with water so clear it is invisible. The only way to tell water is even flowing is by listening. Using that water, the Khuun are able to ask any question and receive an answer. They gave Kiona’s Delegation the proper path to sail.

An alchemist, Vaska Delia was traveling with the delegation, and she stole a bit of the water. She spent a majority of ten years in an attempt to recreate the clear water. Modern scrying is all based on her work, and while she never made a perfect scrying liquid, her work paved the way to what is available now. While the ability to answer questions are weaker and special fonts are needed, it is still of great use to the world.



History of Bellator

Not much is known about the practice of Bellator before the Cataclysm, only that they were mistrusted and violent outcasts. They were called Rage Priests due to how violent their disposition was. The Rage Priests were either bandits or enforcers. They put down people with extreme violence and destructions.

After the Cataclysm, many practitioners of Bellator joined roving gangs that pillaged for supplies in order to survive. They potentially left towns more devastated than the earthquakes and volcanic eruptions.

It was during that chaotic time that Kias Thovius saw a better future for the practitioners of Bellator. He felt disgusted by the way his fellow practitioners were using their abilities for personal gain and to make other people suffer. What better time to reinvent people’s perception of Bellator than when the entire world was being reinvented?

The teaching of Bellator had always been chaotic, with a system of students and masters filled with betrayal. Most civilized skills had already moved on to being taught academically. Kias Thovius opened the first school of Bellator within a small town that would not instantly burn it down. Ironically, the town no longer exists after the spellcasting accident of 17 PT. He had a stringent process for accepting students based on their personality, and he actively went out to recruit the type of people he wanted. Most users of Bellator tend to be violent. Either those kind of people were drawn to the arts or learning it turned people that way. Kias wanted the kind, calm, smart and helpful.

It was slow to start with, but his heroics in defeating bandits and aggressive creatures drew people interested in helping out in ways that swords and bows could not. His school was flourishing with graduating members joining the guard or protection services. Still, this all happened away from the large cities. Among mainstream thought, the art of Bellator was still something for thugs with a modicum of intelligence.

The Calamity of Okatia was the chance that Kias Thovius never wanted but jumped into. Located on the continent of Aridus, the large city was besieged for years after the Cataclysm by giant worms that awoke after the earthquakes. They were losing more than they could gain with even the desert encroaching on their territory. The Sandparter, the largest sand worm ever seen, had crushed several blocks of the city.

With traditional weapons too small, Kias took the students that remained at his school to stop the Sandparter. Their magical attacks carpeted the sand in fire and magic. They created the glass plains next to Okatia in their battle with the Sandparter. It was unfortunate that Kias never lived to see his dream come true. During the first day, in his eagerness to help, he was crushed by the sand worm, but his students remained steadfast and did battle with the Sandparter for four days. It was their heroics that finally changed the world’s view of the art of Bellator.



History of Barbaris

In the year 127,318 B.C. (Before Cataclysm), 41 degrees north and 12 degrees east, during the fifth day of the month of Juventas, thirty three minutes, forty seconds past noon, Uhk Morr was confronted by a tyrannus panthera. To protect himself, he picked up the largest, heaviest stick around and swung it. The rest is history.
 
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Haha. I just noticed this post, sorry.

History of Alchemy -- Seems legit.

History of Barbaris -- Perfect.

History of Bellator -- This one, not as much. The five casting schools each have a strong religious background. People who studied casting destructive spells were at the same time studying the teachings of Bellator. Those teachings are rooted not in simple destruction, though, but in the merits of valor, the assertive application of dogma, and unleashing righteous fury. The key there is 'righteous' -- Bellator's teachings profess that violence is sometimes necessary, and even heroic, if used for the right reasons. It is important not just to know how to call upon destructive power, but when it's appropriate.

It's only in more recent times that the School of Bellator, along with the other casting schools, has started seeing more secular students, people interested in the 'how' more than the 'why.' For centuries, it was thought that faith in Bellator the Destroyer was necessary to channel that power; even in modern times, when people have shown that power does exist without worship, the popular assumption is that any devout believer is inherently better than any atheist student.
 
History of Wine

Prenditus has a history of being a merchant city, fueled by the rich terrain which surrounds it. Long before the cataclysm rows upon rows of grapes were harvested and turned into a wide variety of wines. The oldest vineyards were rebuilt on the ruins of the old foundations. Painstaking measures in viticulture have been taken by generations of proud vintners. In the last centuries the country led a resurgence all wines, clippings and seeds have found their way across the world. Small operations in the last hundred years have even up around Terminus, the names of their wines still hailing back to the specific regions of Prendere where they originate. For a true classic connoisseurs know to look to the merchant kingdom and the many operations that have had entire towns built around them.



Beyond that I was thinking of having the real world names for wines replaced with locations all through Araevis, as wine names here are based on their region of origin. For example, I was going to be using Chiedere instead of Shiraz.






Other thing:

Cafe Mustum

This quaint cafe is renowned for its collection of wines and cuisine from Prendere. Located four blocks north of the Emerald Jewel shopping district, it is tucked away on a side road. During the warmer months the cafe has four tables on the sidewalk balcony. In the winter, the dozen tables inside are filled for dinner, if not lunches as well.
 
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History of Wine

Prenditus has a history of being a merchant city, fueled by the rich terrain which surrounds it. Long before the cataclysm rows upon rows of grapes were harvested and turned into a wide variety of wines. The oldest vineyards were rebuilt on the ruins of the old foundations. Painstaking measures in viticulture have been taken by generations of proud vintners. In the last centuries the country led a resurgence all wines, clippings and seeds have found their way across the world. Small operations in the last hundred years have even up around Terminus, the names of their wines still hailing back to the specific regions of Prendere where they originate. For a true classic connoisseurs know to look to the merchant kingdom and the many operations that have had entire towns built around them.



Beyond that I was thinking of having the real world names for wines replaced with locations all through Araevis, as wine names here are based on their region of origin. For example, I was going to be using Chiedere instead of Shiraz.






Other thing:

Cafe Mustum

This quaint cafe is renowned for its collection of wines and cuisine from Prendere. Located four blocks north of the Emerald Jewel shopping district, it is tucked away on a side road. During the warmer months the cafe has four tables on the sidewalk balcony. In the winter, the dozen tables inside are filled for dinner, if not lunches as well.

Approved.

redfin [11:01 PM]
will, how are laws made in terminus?
[11:02]
or policy decided?
swaswj [11:03 PM] Why do you do this to me?
redfin [11:03 PM] uh... no reason
[11:03]
curiosity
swaswj [11:13 PM] Terminus has a mayor and there's a sizable legislative body, but it's not actually a republic or democracy. The mayor is elected by a few elite citizens of Terminus, and although he does not answer to them, they can depose him at any point through another majority vote, so he's little more than a figurehead. Due to the qualifications for being on that limited council, it is largely decided by members of the Arcanum and Commercium. On paper, no organization or outside government can influence the policy of Terminus, as a sovereign city-state, but in practice, it's largely decided by two factors: what's profitable for Terminus, and what's moral to the Arcanum. The actual process of legislation involves only a member of legislation or the mayor introducing a new law or change and it being ratified by a majority of the legislature. Average citizens have no direct influence, though they can court the attention of the 'elites' -- through force, bribery, or enough passion -- to try and enact change.
 
The Tubur

A brass instrument that used often for folktales thanks to its eerie hollow tinny sound. It is the same instrument Narthatch wrote his 17th sonata, and was developed for him by an unfortunately nameless artisan. It is now mass produced all over Secare, and is a fairly common instrument.

It is small enough to be carried with one hand and is circular in shape. It's frame is hollow and possesses a single hole for blowing,and four others where sound exits the instrument, and three cords that are used to change the pitch of the produced sound.

It is played sitting, and held between the musician's legs upright (similar to our harp) while the player blows into the mouthpiece(like a tuba) and tugs on the cords in the center of the instrument.
 
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The Tubur

A brass instrument that used often for folktales thanks to its eerie hollow tinny sound. It is the same instrument Narthatch wrote his 17th sonata, and was developed for him by an unfortunately nameless artisan. It is now mass produced all over Secare, and is a fairly common instrument.

It is small enough to be carried with one hand and is circular in shape. It's frame is hollow and possesses a single hole for blowing,and four others were sound exits the instrument, and three cords that are used to change the pitch of the produced sound.

It is played sitting, and held between the musician's legs upright (similar to our harp) while the player blows into the mouthpiece(like a tuba) and tugs on the cords in the center of the instrument.

Sure, why not.
 
Ásvaskur - [Ice Basin]

Ásvaskur is a ruined city a few days north of Terminus in the Arctoan wastes. Because of the treacherous weather conditions in the northern wasteland, the wreckage of most of the buildings that once stood in the city are difficult to spot amongst the snow and ice. While there doesn’t seem to be much to see on the surface, most of the city has sunk beneath the snow where it is theorised there would have been a large lake before the cataclysm.

After a handful of failed expeditions and the deaths of some explorers, Ásvaskur was labelled as a dangerous and unstable ruin. Not a lot of information on the city was uncovered during those expeditions and so scholars have been left to speculate about its original purpose and the reason for its isolated location. Due to evidence supporting the existence of a lake beneath the city and some similarities to the building structures in Pelagia, however, it is speculated that Ásvaskur was a velen settlement.
 
Ásvaskur - [Ice Basin]

Ásvaskur is a ruined city a few days north of Terminus in the Arctoan wastes. Because of the treacherous weather conditions in the northern wasteland, the wreckage of most of the buildings that once stood in the city are difficult to spot amongst the snow and ice. While there doesn’t seem to be much to see on the surface, most of the city has sunk beneath the snow where it is theorised there would have been a large lake before the cataclysm.

After a handful of failed expeditions and the deaths of some explorers, Ásvaskur was labelled as a dangerous and unstable ruin. Not a lot of information on the city was uncovered during those expeditions and so scholars have been left to speculate about its original purpose and the reason for its isolated location. Due to evidence supporting the existence of a lake beneath the city and some similarities to the building structures in Pelagia, however, it is speculated that Ásvaskur was a velen settlement.

Good to go, although I'd like to see more details in the description after more people have gone there.
 

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