Age of Crossing


A s the years went on, more and more humanoids had learned to navigate the treacherous Gods's Wall, Shard Crest, and Hell's Gorge. Though the journeys were still dangerous and many were lost to the wilderness, the crossings became routine. Technologies and philosophies could be exchanged, along with exotic foods and crafts. Suuntar supplied and traded the finest magic arms and Clockwork assistants. Azikier provided training and spiritual enlightenment. Those from Hokate knew how to produce medicine and create electricity. The people of each sphere endeavored to work together, at first for research and then for the huge profits that could be reaped.

The Flow of Gold

The newly established trade routes have allowed goods to be transported across the world. Crossing Spheres is still no easy task, but now after a hundred years, strangers are common place in major ports and trading posts. Trading has lead to the rise of extremely powerful merchant guilds. Each has a vested interest in making lots of gold. Mercenary guilds also have become more common place, and skirmishes between guilds is a common occurrence.

The crossing routes are still very dangerous, and many ships and caravans are lost to the environment, monsters, or pirates. Guard posts have been established along the trade routes to help stave off attacks, but often it's the guards themselves that extort the caravans. Loyal men-at-arms are always in need to escort the precious cargo, and so merchant's guilds have become ripe with fighters. Many of these guilds will also patron monasteries and houses of worship in an effort to enlist even more help. This can lead to all sorts of strange political relationships, and often the Incian senators are the very same guild leaders.

Status of the Terres Incian

The Terres Incia, have built a well established nation. It radiates from the center of the continent where the capital city of Terrecore is located. Like an octopus' tentacles, the roads sprawl out in all directions. The country is called The Republic of Altrinaer, and it is broken into twelve regional provinces, each governed by ten senators. The country is ruled by Emperor Dur Kon Trillias. The constitution states that the King makes law but his rule can be overturned by the provinces. The King makes up six votes, and each province makes up one vote. The senate council of each province votes on majority, and if the provinces band together they can overturn the King's rule. Each governor rules their province as appointed by the King.

Each province pays tribute to the King, and they can also request funds for defense or public works projects. The King's city-state, Terrecore, is run by the King and uses the taxes from the provinces to functional civilly. Each province has a capital city where the governor and senate council reside. Relations with the Silpen Kai and Hammer Dir are not usually strained and each grants a general free range to each other's citizens with a few exceptions. Most goods are moved, at least in part, by ship. Once the goods reach landfall they follow well established trade routes.

Status of the Silpen Kai

The Silpen Kai have always been a tightknit and unusual group of people. The Silpen territory has no major governmental structure. It is ruled by 8 Silpen Elders called Reverents. They rule by wisdom and the will of the people in general by voting and agreeing amongst themselves. Each Reverent has an outlined duty or appointment. One watches over the army and its leadership. Another tracks education and welfare. A third is the keeper of knowledge and works closely with another who is responsible for understanding and studying magic. The fifth is tasked with diplomacy to other nations. The sixth and seventh are responsible for regulating goods coming into and out of the nations along with general merchant affairs. The eighth is responsible for overseeing the Reverents and tracks the affairs of the Silpen nobles and general courtly affairs. There is little civil unrest and almost no hunger by Silpen on Silpen territory.

The Hammer Dir hold an ever present grudge against the Silpen that must constantly attended to. Silpen trade mostly overland, but have a few ports populated by elegant, sturdy, and swift ships. Courtly affairs have become increasingly more involved with foreign activity and led the older Reverents to worry about the future of the Silpen. Nobles vie for power and votes so they or their children can attain Reverent status. Nobles are tasked with maintaining order over specific areas. There are about three thousand Silpen nobles of various rank. It is the Reverents duty to ensure these nobles are ruling fairly. Silpen penalty come swift and severe. It's hard to hold the truth from an Elder though many have tried. This is something that perhaps only Tellur Shift could accomplish.

Status of the Hammer Dir

The Hammer have an established nation known as Krall Lun. About half the nation's population is located underground to the East of the Windswept hills and inside the Gods' Wall. The rest remains on the surface mainly to trade or oversee political affairs with the rest of Incia.

The Hammer also have control over the Breach which is the most widely used of any of the passages on Terres to travel between Spheres. It is technically open to any free humanoid to pass through, though the Hammer have been known to apply restrictions to certain people from time to time. Qinspur was built specifically to maintain the integrity of the Breach. It must maintain the flow of goods as well as protect all of Incia from invasion. Needless to say it is the most fortified city in the world housing about one-third of the Hammer Kitus. Surrounding cities can muster troops in less than a week.

The empire is ruled by a king who is a direct decadent of the famous Gruss Cutterspurn. Killon Cutterspurn is his name and he rules on high. About 300 Hammer nobles have the blood right to rules certain parts of the empire along with certain mineral rights as well. Most of the Engineering Companies are owned by nobles with a few freelance companies operating for profit. This can make Hammer political affairs extremely complex as a bloodlines run in convoluted paths across the empire. A noble in a port city can have rights to minerals in mines a thousand miles away that are being dug by a company owned by another noble.

The Hammer have two tenuous relationships. One is with the Silpen who "stole" the rewards of warfare and the other is with the Ker Keth who control the other half of the Breach. This means that the majority of contact with the East is conducted with representatives of the Ker Keth.

Status of the Guun Inci

Goblin are infused across the Incian sphere in small pockets or family groups. In general they have a strong drive to go onward and populate. They can even be found in cities performing menial chores and are often employed to do the most dangerous mining or engineering jobs.

Most that live near humans live on or near the coast or in the wilderness. They travel into town to trade and sell food goods or wooden and leather crafts. In general they are tolerated but are usually not welcomed with open arms. Guun without focus tend to lean toward crime. In large groups, for some unknown psychological reason, they often take up arms and revolt. This usually means that as a group of goblin increase in size the chances of them being driven off also increase.

Most Guun inhabit the North Eastern regions of the sphere. The terrain is rocky and generally not suited for agricultural purposes. They will fiercely defend this area as it is the only true place where they are safe. Orkis do raid into this area but do not hold much interest in it. Recently diplomats from the Republic of Altrinaer have been regularly dispatched to communicate with the Guun with mixed results. The main human interest is that if the Orkis push to invade they want the Guun to ally and attack.

Status of the Orkis

Orkis mainly inhabit the Northern territories across the sea. Only the Rugg'le Clan as attempted settlement on the claimed lands of the Republic of Altrinaer and the Silpen Kai. In fact incursions were so frequent that the Silpen build a series of watchtowers along their coastal lands. Their flotilla is heavily defended and acts as a bridge to supply the invading legions.

Success in expansion through the South has been extremely limited. The forests are dense and hostile with large and ancient beasts lurking about and often they are attacked by enemy forces before proper permanent housing can be established. The Orkis, for the moment, are looking to expand not start a war, which will most likely happen if they can increase their numbers in the South.

Those remaining look West to expand into new islands and lands. The West Incian Ocean is vast and most who venture outward never return. Some Orkis have taken to the Compass Sea and turned to piracy. They have a large and established flotilla that serves as a mother ship for raiding caravels. They are also known to stage elaborate traps in the seas painting themselves white while floating with their boat adrift. When rescuers arrive the capsized boat rights and starts firing and those in the water kill their would be rescuers and board the ship.

Luckily for those living in the South the Orkis remain disjointed and clan warfare is common place. This general disorganization keeps the Orkis from being able to focus their might. Recently the Orkis have employed a new warfare tactic of empressement and capturing slaves. This is very unsettling for the families of the taken and the armies of the Republic often search out those missing in Orkis territory.

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