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Post by Bixir on Feb 8, 2024 6:42:07 GMT
Here you will find a brief synopsis of the Galt Imperium and the many places, people, and systems within it. The Imperium is a big place, and is rife with complexity that can be intimidating at first blush. Please use this guide as a living resource for creating and developing your characters as you become familiar with the world of Myth. Be sure to check this guide often, as developments in the roleplay may reveal new locations and figures of importance that will be posted here. Behold: the four Writs of Galt.
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Post by Bixir on Mar 27, 2024 22:13:14 GMT
Wain
What is Galt? It is four things, but here is the first: a sign of things to come. A dawning not for others, but for us. Galt is the Wain upon which all things will inevitably turn, dragging the meek and feeble into our perfect Imperium. You need only look to the capital to know this to be true.
The Imperium of Galt is incredibly vast. Many disparate fiefdoms, duchies, and even assimilated kingdoms make up the scope of the setting. Major locations, big or small, will be recorded here as the heroes (and villains) of our story realize the world that they are acting upon. This is only the beginning.
Galt The crown jewel is usually referred to simply as "the capital". If it had a name once upon a time, it was synonymous with the Emperor. Galt is an iron monument to the world, presenting a macabre vanity that is as impressive as it is ugly to look upon. It is the heart of everything that Galt stands for. As such, it is one of the most dangerous places one can be.
Bloxham A major port on the coast that is more garrison than city. All commerce to and from Galt by sea passes through its dreary docks. Whether Bloxham's government favors the law of the Imperium or the law of the syndicates on a given day is often determined by the flip of a coin. More often than not, it is not called Bloxham at all. Flotsam is a dash more appropriate for a place that has made the sea its mistress.
Värgen The reclusive headquarters of the Pages, and ostensibly, the Inquisitors. It is a cold, haunted place, swimming in Wyrd energies. Värgen is more prison fortress than university, home only to mages and those who keep them in check. Its exact whereabouts are a closely kept secret.
The Farthings Where the cold reach of the Imperium's authority is felt least. Deep woods, treacherous mountains, and barren wilds hold - for the moment - dwindling interest to Galt's agenda. Those seeking refuge from the justice of the state may indeed find it - just as well that one may succumb to what keeps the Imperium away from these territories in the first place.
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Post by Bixir on Mar 27, 2024 22:24:57 GMT
WillCommit this visage to memory. You are in the presence of true strength. Words from these lips are that of the Emperor. Do you understand? We absolve ourselves of our meager forms to become closer to the supreme Will. There is no higher honor.The figures of authority, tyranny, and intrigue throughout the Imperium are far too many to count at face value. Those listed here are those who are reasonably known by most or all people, to one extent or another. As more persons of interest introduce themselves in Myth, they will be added to this log so that everyone may know the players on the stage. The EmperorThe Emperor is a figure referred to with the utmost reverence. He is more than beyond reproach; he is the very spirit upon which the Imperium was founded. No one has seen his face, and yet they know his authority when it rears its ugly head. The Emperor's personal agents are faceless specters, enveloped in ceremonial masks - supposedly made in the Emperor's myriad image - and regalia that remove any traces of their human identity. When one such face is seen, ill omens are not far behind. The InquisitionThe Imperium hosts many clandestine enforcers, diplomats, assassins and aught else to carry out the Emperor's agenda. Chief among these groups is the Inquisition, an order of Wyrd hunters devoted to containing and regulating the presence of magic throughout the Imperium. A single Inquisitor is a terror, capable of engaging a Wyrd in combat on equal footing without using so much as a single drop of their own Wyrd. How Inquisitors are trained, or where they come from, are some of the deepest secrets in the Imperium. Most believe that the most loyal Pages are selected to join the Inquisition, as they are the best equipped to subjugate their own. Those who dare to find out... don't.
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Post by Bixir on Mar 27, 2024 22:33:58 GMT
Wyrd
They call it the Art. It is nothing so vain. The Wyrd is a tool. Nothing more. To claim this cosmic errata as anything else is to court ruin. You are not ruin. You are Galt. Never forget this.
In Galt, there are two concepts of magic - "Wyrds", who channel the wild energy of the universe innately, and "Pages", learned scholars who wield arcane power through willful discipline. The energy itself is referred to as Wyrd, so named for reasons that are known only to the bygone Fair Folk. Any who are bold enough to take the plunge may weave this power, though few seldom are. Even for the latter group, Wyrd is not something that can be sorted into laymen's terms for how it may be used. It is an all-encompassing force, which can be shaped to perform feats that are limited only by the user's will. Provided that one is willing to pay the cost, someone who can wield the chaotic energy of the beyond are often among the deadliest individuals in Myth.
Pages play the part of servants, advisors, and even military agents to the men and women of power. Though rare, non-humans may also walk the path to Page, so long as they pledge themselves to Galt above their own kin. These supplicants are pitted against any mages that do not submit to the law of the land; most would rather kill a mage than risk sparing their life. Wyrds are among the most wanted fugitives, in Galt and abroad. Mages who do not submit to the institutions of the Pages suffer from a strange sickness that worsens over time. This sickness stems from their inability to control their magic, and usually results in an explosion of disastrous magical energy. The Pages mark this sickness as a curse upon those who do not accept their ordered techniques of controlling one's inner power. Whatever the case may be, the agents of the state are quick to condemn and contain anyone that they can identify to tap into the Wyrd. Worse still are those who follow a different interpretation of Wyrd entirely. These are few and far between, and all but absent in Galt, though such ways exist elsewhere in Myth.
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Post by Bixir on Mar 27, 2024 22:37:25 GMT
WonderThe Imperium is home to many walks of life. These paths are defined thusly: by profession, aptitude, grit. But none so important as blood. We are a human nation, and greater for that lineage. That power cannot be shared with those not of our kin, yet they are here just the same. Know them, so that you may subdue them. Such is the Wonder of your birthright.Galt is a realm dictated by humans and human laws, but no measure of imperial hubris has managed to expunge the long history of other races in these lands for the centuries that Galt has been here. These lands are home to a wide variety of people, evn the humans themselves diverse in culture and livelihood, much to the bitter chagrin of the state. The demographics of these five distinct races varies throughout the Imperium, though they can be found everywhere in Galt, in one way or another. HumansHumans have had the most profound effect on the world over any other race, industrializing the idea of conquest and carving out great swathes of land for themselves. While humans civilization only began to flourish recently relative to the rest of the realms, they breed like rats and spread like wildfire. Humans can be found in every corner of the globe, and have created great kingdoms on every continent. These vary in tolerance to other races, ranging from those who work in harmony with people and nature around them, to imperium capitols like that of Galt, who actively seek to push what they perceive as “lesser races” to the fringes of their world. Humans as a species are adaptable and quick-witted. They are underdogs, born into a hostile world with nothing to defend themselves except their ability to adapt and survive. Their cultures are colourful and varied depending on what kingdom they originally hail from. Humans can be solitary or in huge groups, which are called Colonies. Fair FolkThe Elden people were once spread across the world, harnessing the power of nature and living in harmony with all creatures. The spread of humankind and their industrialisation has meant a lot of their natural habitats, the ancient woods and forests brimming with magic, have shrunk and been pushed back into the wilds. Galt, for example, has culled nearly 80% of its woodlands, what remains being forgotten pockets of dark forest. The Fair Folk are made up of many other races, but are all now part of folklore and local legends. The only races that are seen within human kingdoms are willowy elves, small gnomes and ragged goblins, all of which have found their own niche amongst the densely human populated kingdoms. Even in Galt, which prides itself on a rigidly human-dominant culture, these three species, as well as other, rarer Elden people, have found small niches around the less populated towns and villages. Fair Folk mingle together in the old forests of the world in varying sizes, and groups of Fair Folk are often called a Lamentation. Elves are long-lived and wise, nature loving and proud. They are warriors and poets, and keep to themselves. Many elves that live within Galt reside in the Greysmoke Tower, where magic is ruled over by the Pages, and act as both students and advisors in the use of arcane power. They are beautiful creatures to look upon, graceful in their movements and elegant in everything they do. Their culture revolves around the natural order of the world, and they find harmony with plants and animals, as well as the ecosystems that require precise balance in order to sustain life. They live in loose communities, which are called Convocations, of up to a hundred of individuals that aren’t necessarily related by blood. Gnomes are equally long-lived, but their skills lie with tinkering, mending and creating. They have honed and focused minds when it comes to mechanical objects and interesting artifacts, and are often found solo on hunts for such treasures. Gnomes live alongside humans in smaller villages around Galt, found as cobblers or tailors, their nimble hands crafting exquisite items of clothing, or making exquisite jewelry. Gnomes live to create and tinker, their hands always busy. No gnome is happy unless they have something to do, and boredom for them is a fate worse than death. Gnomes are fairly solitary beings, either found on their own or as a close pair who connect and stay together for life. These partnerships are called Charms. Goblins live a short life, but they are known for putting everything into a task. They make good labourers, as they have no concept of money and live in large groups called Troublings. A Troubling of Goblins can make a home comfortably in a tiny space, all squeezing in and generating incredible warmth with their tiny bodies. For this reason, many towns and even the larger cities hire them as a source of free, decent labour. This isn’t to say that Goblins are treated well, however. They are still treated as lesser animals by many humans of the Galt cities. Their lives revolve around work, and they are always active with something. Goblins are happy as a family group, and individuals can suffer from loneliness, depression and fierce psychological problems. DwarvesDwarves are seldom found above ground, making their homes deep within mountains, or under hills, or in weaving tunnels that spread for hundreds of miles beneath the ground. Dwarf cities rival the size of human civilizations, made up of thousands of individuals that spreads across (or underneath) entire continents, connected by advanced methods of communication. Individual pockets of dwarf towns and cities, which can be as small as half a dozen to several hundred, are described as a Warren of Dwarves. They are a race who are in tune with the earth itself, feeling every vibration and sensing deep veins of precious metals and gems. They are hardy folk, and there are many dwarves that will live their entire lives in the deep dark, not ever seeing the sun or stars above. They are traders and crafters, and many of the imported ores, metals and gems that enter human kingdoms come from dwarven mining. It is not uncommon to see the more adventurous merchants in cities and towns. Even in kingdoms like Galt, they are not unknown, though the major capital still refuses them entry, and their trading is permitted outside only. Dwarves are an immensely proud folk, and have immense memories which mean they are seldom likely to forget a good deed, and far less likely to forget an insult. They are short, stocky folk, on average around 5 feet tall but weighing as much as a full grown human, if not more. Most dwarves sport beards, whether they be male or female, but a growing number of young folk can be found entirely clean shaven. OrnOrn are massive nomadic humanoids, one of the rarest races to find in a human town or city. They travel in packs, which are often called Clouds of Orn, and are found across the plains and steppes, riding on the back of giant beasts and herding livestock across grazing pastures. Orn are monstrous in appearance, even excluding their incredible height and muscular body. While their appearances can vary as dramatically as humankind, they always have a similar theme of features. Horns, cloven feet, thick hides, blunt teeth and shaggy fur, Orn can almost be said to be like bovine or giant herbivores in appearance, or perhaps closer to monsters of the world. Some Orn can pass as simply giant humans, perhaps with hidden leathery skin or a single strange feature, while others are easy to mistake as a beast from dark folklore tales. Orn have no evidence of civilization, but are well-known to the other races as a violent and warring race. Unlike humans, however, their history never saw them looking to claim land or power, instead taking slaves, crops and livestock for their own. Larger Clouds of Orn can be made up of hundreds of individuals, while the smallest can count only a half dozen. Individual Orn may leave their Clouds in order to make their own way in the world, using their immense strength and combat prowess to find work among other races. In Galt, they are rarely found among humans, though the occasional individual might show up in a remote town or village, acting as a hired mercenary, or as a labourer. ShilohShiloh are a race that confuse many scholars, as they have no written history, no civilisation to speak of, and are generally a solitary folk. Shiloh are a brazen, inquisitive people who are close to humans in shape and size. They have more animal features compared to the monstrous Orn, and take on a lot of skills and reflexes from the animals that they resemble. A cat-like Shiloh, for example, might have a long tail or ears, and hold feline reflexes, claws or an enhanced sense of smell. Shiloh live solitary lives, and any groups tend to devolve into in-fighting. They do, however, get along very well with all the other races. Even among humans of Galt, who are fiercely opposed as a culture to other races, Shiloh can be found in the fringe towns and villages where the feeling of racial superiority are much less than the capital, as foster children, or as friendly vagrants, or working for more welcoming humans. They have been found in the forests among the Fair Folk, seen traveling with dwarven merchant bands and even spotted amongs the Orn nomads around the edges of civilisation. They are a conundrum of a race, and some speculate that they might not be entirely natural.
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