World Ierm -- A World in Exile

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World Ierm -- A World in Exile

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"Iniox retri Om deletox

(To act against the Soul is to sin)

Sa'at Om lov'yi nihha Sa'ov ret Ierm

(Of the Soul there is nothing of it from this World)

Trin Ierm-Jad ustros yi ustros delet

(Thus, our Worldliness is our sin)

Kit aka sem-wex vereme ret shiok fet saz

(For magic cannot be viewed from within a bottle)

Ustro wex guimor ustros tar, ged ret'ov ustro loj nihhaj sakkor EL

(We can build our tower, but from it we will never see God)

Trin salvox ustrot ustro loj fume shahi fe nihha untun ustrot

(Thus, to save us we will be made pariahs with nothing between us)

Kit Om yi kome he Ierm, Om nuvor tri-psiji veg Nihha

(For the Soul is poisoned by the world, the soul shines brightest among nothing)


- Khadonmatta Octavia Etra: Coryphaeus of the Sable Choir from her deathbed, 3 days before The Exile




LmpwZw

Cosmology



Firstly, let us draw a distinction. There is the Aurm: Which is everything. Then there is Ierm: Which is everything that is. That is, the Aurm is the sphere of creation. Ideas, concepts, creation itself. It is Reality and Unreality in the same word. Everything that exists is within it, and everything that does not or no longer exists also is within it. the Aurm is the universe as an idea. Existing like a sphere within another sphere, is the Ierm, which exists within the Aurm. The difference being that the Ierm is the cosmos, the physical world. Everything that you can see and hear and touch and interact with. It is the Sphere of soil and wine and people and things that are. The Ierm is also the Sphere of Stories.




The Exile


Zw


Long, Long ago, the Ierm was whole. You could walk to the lands of Dragons and sail to the homes of the Gods, and nothing would stop you. It was not to last. The Ierm was shattered in an event that has been immortalized as The Exile. Effectively, rifts of Aurmic Nothing-Space separated the world into countless isolated entities known as "Asylums", a process that can be compared to dropping a Crystal Ball on the ground, causing great cracks to form across it's surface. This was not a gradual event, if you blinked while the world was made a Pariah, you would have missed it. Additionally, this happened on a date, and when that is known down to the Hour. Exactly 1183 years ago, which forms the current date--1183 A.E. (After Exile). Why The Exile happened is a matter of fierce debate, and has been for over a millennia. It is the belief of some that it was a man-made event, whether a deliberate atrocity or an unfortunate result of the Hubris of Mortals, somehow our actions broke the Ierm. Others believe that The Exile was effectively a natural disaster. A Tragic but unavoidable confluence of cosmic forces beyond the ken of mortals. There are, of course, evidences for both of these theories, but neither side of the debate really has any way to test the validity of their beliefs, so it is most likely that there will be no definitive answer to this question soon.

These rifts themselves are perceivable, if not exactly visible. Eventually when you make your way to the end of an Asylum, the world will simply end. Not like there is a wall or a drop-off, nor even a bleak darkness that breaks off the world. It ends in the same way a Dream ends, simply withdrawing from reality both in substance and in thought, and with no perceivable transition. When you look out unto a rift, you will find that everything that exists here, does not there.

For the longest time--811 years to be exact--these Rifts were utterly impossible to traverse. Afterall, it was a conundrum as to how one would even traverse them. The Aurmic rifts between Asylums are nothing-spaces, not in the sense that they are empty, quite the opposite in-fact. They are absolutely full of nothing. Concepts like Space or Travel or physicality simply have no place there. The Ierm is the sphere of things that are, the Aurm is the sphere of abstractions. However; that all changed when the Silence Engine was introduced, and the discipline of Nihilnautics that it spawned. That, though, is something that will be elaborated upon later.




Theogyny & Magic



Religion is an extremely important, inseparable aspect of the Iermic world. To understand this, we must first understand deities and their place in the Ierm. For one things, the Gods--Also kown as the Ayttyati (Singular: Ayttya) are the Gods of the Ierm, and this is an important distinction. For most people draw a distinction between "The Gods" and GOD--Or EL, as it is also known. While the Ayttyati are personal, Anthropomorphic beings, EL is not, EL is an impersonal, Aurmic deity, in fact, if anything else, you could refer to EL, as the God of the Aurm. EL is considered to be the abstract summation of forces beyond the ken of mortals. To this extent, EL is not a god that people pray to, or build temples for. Simply being could be considered suitable veneration of the God of the Aurm.


On the other hand, the Ayttyati are much more personal gods. They are anthropomorphic deities, and ones directly associated with Iermic concepts. Retier: God of Commerce, Eustus: God of Grain, Ordizia: Goddess of War--just a very small collection of various deities that are worshipped in the Ierm. These gods are worshipped in temples, and people offer prayers to them at night. The Ayttyati are extraordinarily powerful beings, to the point of near-omnipotence to the aspect to which they are bound. That raises the question of why the Ayttyati seem to be so reclusive, why don't they take a more active role in the world? That, has to do with the Lex Gratiae. The concept of the Lex Gratiae is best explained through example. If the Ayttya of Justice constantly interfered in Ierm, ensuring that all wrongs are righted and ridding the world of Injustice, then what actually separates that Ayttya from the concept of justice itself? At that point, there is no defining line between the Ayttya as a personal being and as a Natural Force--Thus, they would cease being an Iermic entity and simply become part of EL. This phenomenon is known as Reunion, and for the Ayttyati, it's effectively Death. Thus, strict adherence to the Lex Gratiae is necessary.

But, there is a third type of God. Syp: The Self God. Effectively, the Syp are people that believe that the true divinities of the Ierm are the mortals of the Ierm. This belief is situated in the idea that it is ultimately mortals who can enact real change within the Ierm. The Ayttyati can only act within the Ierm in a heavily limited manner, and thus it is Mortals who are the true Gods. This position has much more Philosophical Weight than Metaphysical Weight, but despite this, it does have measurable effects. Mortals who subscribe to the idea of the Syp have a tendency to become higly prosperous in whatever they are occupied in, though once again; it is unknown if this effect is Psychological or Metaphysical. It is also curious how many of the most powerful Akanti (Mages) are Syp adherents...

Regardless though, whether it is a passive appreciation of EL, faithful worship of the Ayttyati, or the Egoist philosophy of Syp, everyone has to have some respect for at least the concept of Divinity. Doing otherwise is effectively magical suicide, a denial of the Aurmic self. Which is of extreme spiritual harm, considering the Soul is an Aurmic entity.

Speaking of Magic, though...

Aka, or Magic, is a part of Iermic existence as sure as Gravity, or the wind, or Hunger. All mortals are capable of Magic, by far the most common type being Meka-Aka, Faith Magic. Effectively, if enough fervent prayers and veneration of a deity is offered, that Deity's powers can be Iermically manifested. Offer enough prayer to the God of the Sea, and you might find your nets overflowing the next day. Anything can be magical. Faith, War, Commerce, Sex, Song, Wine--Magic is at it's core the Aurmic evolution of an Iermic concept. Magic happens when you take an Iermic--That is, a Physical--Concept and turn it into an Aurmic--That is, Abstract--Concept; and still have it make sense to you. This is easier said than done, and the overwhelming majority of Akanti requIire a teacher just to get their foot in the door. Individual spells are taught to Initiates as a way of centering them--They are learning tools, effectively. Powerful masters of Aka do not require rote spells to unleash their power, but they are extremely useful developmental agents. In terms of Progress as an Akanti, there is no real agreed upon hiearchy, and that really depends on the society and culture the Akanti is immersed in. Regardless, a general spectrum is used to represent the general level of progress an Akanti has made.

Initiate
Neophyte
Illuminated
Enlightened
Awakened
AEON

Initiates and Neophytes are both Akanti who are still getting the ropes of their respective Aki, typically under the tutelage of a senior Akanti. Illuminated and Enlightened are Independent, studied Akanti who are no longer under the tutleage of their Master. They can take pupils of their own and research and study independently. The vast majority of Akanti never advance past this stage. Awakened are Akanti who have studied pretty much everything they can know about their Aka. The only development they have left is Personal development. This is nearly universally the ending point for Akanti.

Before Aeons are discussed, a fact about Aka must be made clear. The more familiar you grow with your Aka, the more you become your Aka: Physically and Mentally. Netta-Akanti (Fire Mages) become hot-headed and tempermental, and flames wisp from their body. Yunit-Akanti (Wild Mages) become in-tune with nature mentally, and might develop vegetal or bestial features. Ero-Akanti (Sex Mages) become... well...

The point is, this fact makes Aeons exceptionally rare. As in, less than 100 probably exist within the Ierm kind of rare. Aeons ARE their Aka. A Netta-Akanti Aeon IS Fire, Mentally and Physically. However; they are effectively omnipotent within the realms of their respective Aka. Becoming an Aeon is not just a measure of seeking out forbidden and esoteric knowledge, it's a complete actualization of the Aurmic Self. Most who attempt to become Aeons simply lose their minds in the process. Aeons are reclusive beings, retreating from public life. This is because since they are effectively omnipotent in their respective Aka, if they act without restraint there is nothing separating them from their Aka--Aeons must follow the Lex Gratiae, and for many of them, Reunion is the only thing that can really threaten them anymore.


NIHILNAUTICS





For over 800 years the Aurmic Rifts that rent the Ierm during The Exile made travel between Asylums completely impossible. For these centuries, the term Pariah Worlds was literal. The myriad Asylums that made up the Ierm were completely Isolated from one another. As The Exile moved out of living memory and the numbing anodyne of time slowly set in, many completely abandoned the idea of ever traveling to other Asylums. That was, until, something was created that would completely reinspire the mortal birthright to Ierm.

The Silence Engine

The Silence Engine is an ingenious and extremely valuable piece of technology. The device itself is massive, typically around the size of a single floor building. Every process of it's construction must be overseen by a Akanti, who imbue every rivet and bolt of the construction of the engine with Aurmic abstractions. Every inch of the brass and steel of it's construction are chiseled with the maddening philosophies of Illuminated Akanti, so that with every revolution of it's towering machinatons the engine screams and howls with the delirious beliefs of the Akanti who built it. The heart of the engine is ironically much less absurd than the rest of the machine, but no less extravagant. To power the machine the heart must produce a great deal of energy for the rest of the Engine. Vast Organs (Sometimes literal: disturbing flesh creations are occasionally hooked into the heart of the Engine) of Fire and Lightning are crafted by Akanti to fuel the machine.

The actual operation of the machine is thus. A Nihilnaut (A person who makes their wage traveling between Asylums) enters a set of Iermic coordinates into an apparatus connected to engine. What this apparatus appears as depends on the Engine, as no two are similar. Sometimes it appears as a Church Organ, other times a lyre or a bowl of sand that must have a specific pattern drawn in it. Whatever the case; when these coordinates are set the Engine activates, and it takes around 10 minutes for it to complete its job. When the Engine is activated, the Nihilnauts present come to understand why it's called the silence engine.

Immediately when it activates, Iermic concepts begin to vanish. At first it's minor things, complex recipes for cuisine the Nihilnaut isn't particularly attached to. Advanced mathematical formulae. Trivial things. Then things a bit more important. Childhood memories, skills necessary for the Nihilnaut's trade. As the minutes go by, even more things begin to vanish. Ideas like Nations, Culture and Civilization fade away, and after that, The Silence truly comes. First one loses their sense of taste, then smell, then hearing (Eponymously), sight goes and then touch goes soon after. Finally, even the most crucial aspects of the Nihilnaut's Identity fade away, leaving just their soul and whatever maddening abstractions they believe in--stripping all Iermic aspects of their existence so that only the Aurmic exists, allowing the Nihilnaut to travel across the Aurmic Rifts between Asylums.

Once all Iermic concepts have been removed the process of travelling between Asylums is instantaneous. Or, at least it feels that way. Afterall; the concept of time is removed during the process. The Nihilnauts all come out on the otherside Healthy and Hale and exactly as they were before the process began. The Silence Engine comes with them as well, actively creating a copy of itself within the other Asylum, so the Nihilnauts can leave by simply repeating the process from before.

It is not lost on anyone that the process of travelling using The Silence Engine is a good analogue for the experience of rapidly losing your mind and dying. This can very easily traumatize new Nihilnauts, and even the most veteran members of their ranks aren't used to it. It's really not something one can get used to.

It should also be mentioned that the effective range of The Silence Engine is anyone who can sense it. This usually is limited to Sight and Hearing. This might lead to the belief that Silence Engines could be used as Weapons of Mass Displacement, but they really aren't for two main reasons. For one, it's not very practical. One would have to build the Engine, drag it to the intended area--Which might be an apt moment to provide a reminder for how massive these machines are--activate it, and hope that nobody damages the engine in the process, and they're far from indestructible. The Second reason is of course the retaliatory effect. If one person starts using their Silence Engines as weapons then their enemies will certainly do the same. Even third parties might 'see the writing on the wall' and start bringing their engines to bear as well. Frankly, it's a gambit that no-one really wants to play.

The Silence Engine has it's limitations though. It can only move in orders of latitude, never longitude. This probably seems like a completely baseless arbitration and that's because it is. So is the concept of Iermic coordinates. However; they are functional arbitrations. Fact of the matter is, there are certain Asylums The Silence Engine cannot reach, and this cartographic explanation is really as good as any. Just because The Silence Engine cannot reach these Asylums, does not mean they are inaccessible however.

Nihil-Aka: Nothing Magic

Nothing mages are perhaps some of the most enigmatic mages there are. Their esoteric pursuit of the concept of nothingness sets them aside from other Akanti as being particularly odd. However; they have the very potent ability to traverse the Aurmic rifts without the use of a Silence Engine. They can traverse themselves as early on as the Neophyte stage, but Illuminated and Enlightened can move groups of people through the Aurmic rifts. Not only this, they can move to any Asylum they wish, Including those that cannot be accessed by A Silence Engine. This makes them very sought after by people who seek to access the longitudinal asylums (Though most just call them Forbidden Asylums. It has a better gravity to it.). However; Nihil-Akanti are rare. Truth be told, It's not a popular Aka. Once again, the more you grow in your Aka, the more you become your Aka. Nihil-Akanti gradually become nothing. It is effectively the same as the Silence Engine effect--but permanent. All Aka change their Akanti, but that's exactly it. They change them. They either add new aspects to their Identity or change existing ones. Nihil-Aka removes--destroys the identity of it's Akanti. Most people find the idea of this horrifying, and thus avoid the Nihil-Aka. Of course, an Akanti can have more than one Aka. An Akanti can have as many Aka as he can reconcile with his personal philosophy. This of course leads to a "Jack of All Trades; Master of None" situation wherein an Akanti has proficiency in many Aka but no deep competency in any of them. With that in mind, it could be argued that an Akanti could in theory just achieve Neophyte status in the Nihil-Aka and then cease their studies--but there's a problem there. Some Aka are harder to reconcile with others. A Wine Mage typically won't struggle to adopt Grain Magic, but a Wild Mage might be hard-pressed to adopt Artifice Magic. Few things are more difficult than reconciling an Aka with the Nihil-Aka. Afterall; it is difficult to reconcile something with nothing. Just achieving Neophyte status might bar the Akanti from ever learning a different Aka without first abandoning the Nihil-Aka. Oh, and you can abandon an Aka anytime you like, but the effects the Aka had on you are permanent without drastic intervention. Finally, most Nihil-Akanti are self-taught. It is hard to find a Nihil-Akanti that is whole enough to be an effective teacher. Self-teaching an Aka makes learning said Aka much more difficult.

The point of all this is that Akanti are rare, and this makes them all the more valuable. Having one as part of your personal retinue is often a goal of most gentry in the Ierm, and there's never a shortage of people who are fascinated with the Forbidden Asylums.

It should also be mentioned that Awakened Nihil-Akanti are effectively unheard of. Effectively is only used because it is technically possible for one to exist. Sure, no-one's ever met one, but it's possible. The same can not be said for a Nihil-Akanti Aeon. They just don't exist. Hell, they couldn't exist. An Aeon of the Nihil-Aka would just become nothing. Best case scenario they enter the Aurm and become part of EL, Worst case scenario they simply cease to exist in entirety. Perhaps you could justify the idea in an Aurmic sort of way, but frankly, most Akanti aren't interested in unraveling such a bizarre psychology.​



Angarameyu

"In the Darkness be by Fear Consumed; Hearts turn cold where naught ever Blooms!"




The World was unified before The Exile. Unified under a single banner. The Samrajya Aemillium--The Aemillic Empire. Named for it's founder, one Sudarsha Aemillianus Umbra. During the reign of the Empire, it was a common Aphorism that "A hundred suns swear fealty to the Samraj, but his people still greet the moon." The Aemillic Empire stretched most of the Ierm, and it is believed that at it's greatest extent it covered 70% of the Iermic sphere (Though there's no actual way to verify this). Many polities of the Ierm can claim themselves to be descended from the Samrajya, whether being descendants literally, or being former clients of the empire. However; now only one sun swears fealty to the Samraj, and his throne has been empty for over a millennia.

The Empire lasted less than a century after The Exile. The Samrajya was already in decline years before The Exile, unable to walk under the force of it's own weight. Still, The Empire was far from dead, if The Exile had never happened the Samrajya would have endured, just in a significantly reduced form. However; that world was not to be. When The Exile happened the empire immediately began collapsing. Virtually all of the Frontier provinces would immediately split off from the empire, as the Samrajya really had no way of stopping it. Many of the established provinces of the empire began to fall as well, as the subjugated populations realized that they could rebel against the Samraj with no real consequence. Before a week had passed, The Empire had already lost over half of it's territory. This would be only the beginning of their problems.

The Samraj at the time--Asadhi Aemillianus Volusia--was in the provinces the day of The Exile. His fate is unknown, but prospects are dim. This led to an immediate war of succession that was grueling and aggravated the existing problems of the Samrajya. Additionally, The Empire was cut off from most of it's major breadbaskets, which for the overpopulated and highly urbanized population of the heartland provinces, meant immediate famine, which led to radicalization and rebellion from what was supposed to be the Samrajya's most loyal demographics. Famine, Rebellion, and blatant Sedition--If the Samrajya was maimed within a week, it was dead within a year.

Then there is the topic that has been strategically danced around: The Imperial Capital of Angarameyu. When The Exile happened, the city and it's locales were cordoned off in it's own Asylum. Not only this, but their own sun betrayed them. Though the sun hung in the sky, perfectly visible, it did not shed any light. Thus, Angarameyu became known as The Sable City. Under a sun that shed only shadow. Because of this lack of natural light, most of the staple crops from the hamlets around the city would not take root. While the Capital and it's immediate locales were all required to have at least 2 years of grain in storage in case of a siege, panic still set in. The Imperial Guard, the Garuda Arcanii, tried to put the former Samraj's closest relative that was still on the city at the throne, a young man named Tandin Aemillianus Jania. However; the mob cornered them in the temple to the god Sajiti, their Ayttya of Conquest. The guards put up a valiant fight, but they were overwhelmed. They were slaughtered and their cadavers thrown into the Dhumravarna river.

This was not a random act of mob violence however; this was agitated by the actual faction that would come to power in The Sable City. The Dharma Umbra. The Dharma Umbra was--and is--a highly mysterious esoteric order. They do not seem to follow a specific Aka or even set of Aki, and when asked if they venerate an Ayttya they simply respond with some form of "All Ayttyati are equal". All the uninitiated know about them is that they were responsible for Auguries, Haruspicy, Consecration and Blessings during the Samrajya. They wear completely black coverings over their entire body, not allowing a single inch of skin to be seen. They speak exclusively Hyaryarti to eachother, which is the language from which we get words like EL, or Ayttya, or Aka, or Aurm or Ierm. It was not the spoke language of the Samrajya, that was Iccha. According to them, Hyayarti as a language outdates the Samrajya itself. They have been notoriously tight-lipped on the details. They were also the ones who first developed The Silence Engine.

Additionally; though they do not belong to any specific Aka, they do certainly use magic. They can teach this magic to others, always for a price though. The magic they teach is extraordinarily odd. Most Aka have a concept of Foundation, or rather the simple fact that an Akanti who cannot light a candle certainly can not make fire rain from the sky. The Dharma Umbra seems to ignore this entirely. Once during a trade, they taught a man who had absolutely no Aurmic training the spell Damnatio in Memoriae, a spell that completely destroys the physical memory of a person who has died. Statues crumble, paintings are bleached, parchments go up in flame--Never will this person's memory be committed to stone or paper or canvas, relegating their legacy purely to Oral Tradition. This man was able to use this spell despite having absolutely no Aurmic training. This has led some Akanti to believe that the Dharma Umbra are masters of super-specific Aki, collectively called "Xeno-Aka" (Strange Magic). This is mostly conjecture; however.

Their motivations are unclear. They have made it known in public that they have no intention of trying to reform the Samrajya. During a meeting with the Etna of the I.A.M.C. (Imperium Aurelianum et Mayuranum Carmicii -- Karmic Aurelian and Mayuran Empire) a member of the Dharma Umbra offered their assurances that "Our city has survived one Apocalypse. We have no want to cause another" and that "Our priority Is, has been, and always will be the Safety, Sovereignty, and Prosperity of the Free City of Angarameyu." Frankly, with an organization that secretive they can't be planning anything Good. The question is whether or not what they're planning is as bad as people think it might be.

One final detail. For some reason, their city moves. It's constantly moving around the Ierm and that makes it effectively impossible to enter the City without getting the coordinates from a member of the Dharma Umbra, and they always want something in return. Even the Nihil-Akanti seem to have trouble getting into the city, only the more experienced mages of Nothing can track down and successfully enter the city.

ASYLUM OF LUSITANYAR



I.A.M.C.
Imperium Aurelianum et Mayuranum Carmicii
Karmic Aurelian and Mayuran Empire

"Love is the Closest thing to Hate. So, what do you do when Hate isn't working out for you?"



The Karmic Aurelian and Mayuran Empire--Or the I.A.M.C. In the native Sutrika (Never write out the Acronym as K.A.M.E. or C.A.M.E.; They have no sense of humor about these things) was originally two different polities entirely that were the most bitter of Rivals. They exist on the Asylum of Lusitanyar, what was once upon a time the Heartlands of the Samrajya Aemillium. Both polities inhabited the Southern territories of the first of Lusitanyar's two continents--Lucretia and Candala. The First, the Imperium Aurelianum--Or the Aurelian Empire, was an offshoot of the Samrajya Aemillium that was created during the succession war, by the Institution of the Legiones Rajarha (Royal Legions), specifically by the Legatus Senadhyaksa (General Legate) whom was the foremost general Of the Samraj--One Ea-Nasu Aurelianus Pius. He saw the writing on the wall, and knowing that he could not even so much as reach the Capital, much less reconquer the Empire, declared himself Dominate of the Imperium Aurelianum, and immediately restructured society around Hyper-Militaristic and expansionist values, even to the point of replacing Iccha with Sutrika as the National Tongue--Sutrika was a language developed by the officers of the Royal Legions to alienate civilians from military affairs. He established a new capital at Aquila Aurea, an old Castrum (Fort) that was being massively developed into an Urban Center.

Their neighbors to the East were originally their allies. The Kamsya Mercatores were a timocracy created by the Vanigjana Aediles--The Merchants of the Public--The institution created to oversee Public Development and Commerce within the Samrajya Aemillium. When Aurelian first established the Dominate, he approached the Kamsya Mercatores with a straightforward proposal. They provide the logistics for the Military Campaigns of the Aurelian Empire, and they received preferential treatment when it was time to divide the War Booty--Especially when it came to rewards of private land and territory, especially lands and territories around mines and harbors. This agreement worked great for around 30 years, until one day shipments of grain, gold and arms stopped flowing in from the Kamsya Mercatores. When Aurelian heard the news from his Speculatores (Spies) he was mortified. The Kamsya Mercatores no longer existed. They had been usurped.

The Dharma Mayura was a religious order that had existed within the Samrajya Aemillium for 300 years. They were strictly a Anti-Materialist order that believed that the only path to Salvation was through relieving oneself of all Iermic influence, eschewing the physical for the embrace of the abstractness of the Aurm. They additionally believed that The Exile was caused specifically by the Samrajya Aemillium's Greed and Avarice--That The Exile was nothing more than an Immune response from the Aurm in response to a profligate Empire that was dominating and exploiting the Ierm. They usurped the Kamsya Mercatores under the guidance of their leader. Their Etna that was believed to be the reincarnation of the founder of the Dharma Mayura, Nilavarna Papirianus Junia. The reincarnate takes the name Nilavarna Papirianus Mayura Etna. Papirian was a woman, therefore only women could be reincarnates of her. This makes the Dharma Mayura effectively Matriarchal, an Ironic contrast to the Imperium Aurelianum who draw their Emperors from the Male line of Aurelian.

Usurpation of the Kamsya Mercatores was inevitable once the Dharma Mayura gained enough power, they would never allow a polity dominated by exploitative, rich land-owners to exist on the same continent as them. With the breadbasket they were relying on to feed their soldiers placed in jeopardy, they immediately began a campaign to reclaim the territories of South-East Lucretia that the Kamsya Mercatores once occupied. However; Aurelian was old and Ill by this point, and he gave up the ghost a little over a year into the campaign, succeeded by his adoptive son--Varcas Aurelianus Decia. While perfectly competent in his own right, Aurelian Pius chose Aurelian Decia as his successor intending him to be a Public Servant who would develop conquered territories, not as a general to claim new ones. He was not of the same military caliber of his Father, and a blunder here, a folly there, the war against the Dharma Mayura would turn into a violent and brutal stalemate.

A state-mate that would last for 700 years.

Both the Dharma Mayura and the Aurelian Empire were completely unable to conquer one another, being locked in a brutal stalemate with no end in site. Year after Decade after Century new generations would ask themselves Why Fight? Well, because the other is a threat to your existence. One is a brutal expansionist empire and the other is a theocratic isolationist state. Dreams of overtaking the barbarians to the North were ground into dust, they could scarcely protect their own borders--much less conquer new land. Every week they would ride into Aurelian or Mayuran territory and pillage and raid and--

Maybe... they weren't so different afterall?

The people of the two nations began to dream. A Monastic order of Warrior-Scholars guiding the fates of it's citizens, imprinting them with moral and spiritual values. While they were protected by legions of loyal soldiers honed through generations of armed conflict to show no mercy to the degenerate barbarians to the North, to bring the whole of Lucretia--No, the whole of the Asylum of Lusitanyar under the banner of their Empire, but not an exploitative, profligate empire, not like the Samrajya, no... a Karmic empire. Subjugating these people of other nations until they could be taught how to free themselves FROM themselves.

You know what they say--Hate is the closest thing to Love.

Over the course of the next year, the Dharma Mayura and the Aurelian Empire would merge to form the Karmic Aurelian and Mayuran Empire, the seat of Emperor now being an office with two heads, the Etna and the Dominate. Now marching hand-in-hand, they liberated the lands of the barbarians, liberated them from themselves, they pushed the barbarians back to the Dzedzo river, chasing them into the Northern Lowlands. They pushed the barbarians back to the inhospitable Ezkutu mountains.

Their conscience was clear, they had long since divorced themselves as simple descendants of the Samrajya, they were no longer carrion birds picking at the entrails of a dead empire--They were Crusaders on a Holy War, they fought not to expand their borders but to expand peace and prosperity. They brought arms into foreign lands not out of violence but out of compassion and humility.

They bound their covenant by gathering the most powerful Akanti in the realm and having them cast a spell of massive proportions to take the capitals of their new nations and merge them together in a new location, creating the new capital of "Mandala Aurea"

In the current year of 1183 A.E., a woman named Amalaja Fonteianus Gallia was determined to be Etna after the death of the last incarnate. Manas Aurelianus Gegania II serves as Dominate.

They have work to do.​



THE 19 BANNERS

"You will only ford the Dzedzo upon the bodies of your own men. You will only cross the Ezkutu on a rampart made from the skulls of your Legionaries."



For every descendant of the Samrajya who seeks to carry on the legacy of the fallen empire, there are 10 who want absolutely nothing to do with it. It can not be understated that the Samrajya made their conquests their subjects. For centuries, children would be born, grow old, and die without ever knowing a time when their people were free. An Aemellic legionary would walk into homes or stables, take what they wanted--Food, Money, Horses, People... and there was nothing they could do about it. They were subject to the will of the Samrajya, and when you are a subject, you should expect to be subjugated. Vae Victus.

So, when The Exile came and the Imperial Yoke was thrown off, most of the former subjects of the Samrajya wanted absolutely nothing to do with the Dead Empire. Let their names fade into history and not haunt our dreams any longer. Of course, things were never quite that easy. Remnants of the Samrajya still existed, whether they be distant relatives of nobility trying to reclaim a long empty throne, despotic generals using the collapse of the empire as an excuse for their warmongering, or even something as seemingly benign as a greying magistrate copying summations down to parchment. Any remnant of Imperial authority needed to be wiped out.

That's why the polities of Lucretia made it a habit to raid Aurelian and Mayuran lands. Honestly, It wasn't like they were trying to hide what they were. As far as they were concerned, the difference between the Aurelian Empire and the Samrajya was the difference between cutting a flatworm in half--You just end up with two worms, or in this case, two empires. The Aurelian Empire was a blatantly expansionist force and the moment Aurelian took power he began to march on the former subjects of the Samrajya. The Dharma Mayura wasn't much better, in fact they were arguably worse. Unpredictable, violent zealots with bizarre beliefs. They talked a lot of talk about Licentiousness and Profligates while they kill enough of their commoners to drown the continent in blood. Afterall; It's not excessive so long as it's not being done by a barbarian.

Barbarian--An odd term, and one that the polities of Lucretia had gotten used to hearing. It didn't mean anything, not really. The crime of not having been born Aemellic. They knew why the term existed, though. The Samrajya needed to turn them into dogs. When you're fighting a person, you might just stop and think about what you're doing--but fighting a barbarian? you'll cut him down before you can even get the word out. The former subjects of the Samrajya didn't need any special epithet to invigorate them against their enemies, though. Just knowing their enemy was an Imperial was enough.

For a while, it was enough. They were content to allow the severed extremities of the Samrajya bleed eachother to death over the course of centuries, launching a raid here or there just to ensure that they didn't get any ideas. But, not everything is meant to last. The Aurelian Empire and the Dharma Mayura joined each-other. They acted like it was due to some great philosophical, rapturous reason, but everyone knew the truth. It's because it had to be worth something. Hundreds of Thousands of Sons & Daughters buried in mass graves over the centuries, it had to be worth something. There had to be a higher reason. So--they made one up. Then they pushed into lands that were not theirs to take. Over the course of a few years, subjects who had been free for centuries were once again under the Imperial Yoke, being dragged back as slaves--Oh, and they did take slaves. They didn't call it that, but the idea was that profligates could karmically redeem themselves through years of hard labor for the noble warriors of the I.A.M.C. After having known freedom... no-one was willing to be a slave again. 14 polities on Lucretia and 5 on Candala united in an alliance to resist the Imperial menace at any cost. These 19 polities--referred to as the 19 banners--had very little in common besides a mutual refusal to be made an Imperial subject once more. There were Kingdoms, Republics, Timocracies and loose tribal federations among the 19 banners, but they had all the unity they needed in the struggle against the empire.

Of these 19 banners, only 4 actually share a land border with the Empire--these banners are referred to as the Vanguard, and the other 15 banners as the rearguard. The division of responsibility was simple, the Vanguard held the line against the Empire and the rearguard supplied their efforts, with food, money, arms, and even on occasion soldiers. This is especially appreciated when they sent an Akanti. It is especially appreciated when these Akanti take soldiers from the Vanguard under their tutelage.

Of the 4 banners of the Vanguard...

Kingdom of Borroka: The Kingdom of Borroka shares a land border with the Empire in the form of the Sudurra penisula. A very large peninsula on the eastern side of the continent that due to it's location was mostly ignored for conquest. The Borroka people live behind the Ezkutu mountains, a mountain range that is drowned in snow during the winter, mud in the spring & summer, and spears during the autumn. The Borroka inhabit the highlands of the Peninsula behind the Ezkutu, unlike many of the pastoral tribes and petty kingdoms that inhabit the lowlands. They did, at least, until the empire came and swallowed up the entire peninsula right up to Borroka's doorstep. This failure to protect the lowland Sudarrans has been a source of shame for the Borroka. They always viewed themselves as the noble war-born knights of the peninsula, with the holy task of defending the lowland Sudurrans. They have failed, and this is made worse by the fact that the Amphitheatre of Ordizia--an extremely important religious site for the Borroka--is under Imperial occupation as well. As a result, the situation on the peninsula is that of bloody guerilla warfare and brutal alpine combat, as the Knights of Borroka are utterly implacable when defending their mountain home. Politically; the Kingdom of Borroka is a Feudal Monarchy, headed by a single Monarch who delegates land and responsibilities to their subordinates. As of 1183 A.E., the reigning Monarch is Erregina Katerin Zaldibar; long may she live.

Uryz Paddzahad: The western steppe that slowly grows out from the desert is inhabited by the Uryz Paddzahad. Their kingdom is a long stretch of hills and green, open terrain. The Dzedzo river marks the boundary between the Paddzahad and Imperial territory. Though the Uryz did not have a great deal of affection for the peoples lifving south of the Dzedzo, they would much rather prefer having them at their borders than the Imperials. The Uryz are masters with the horse, in contention for the best horsemen on the continent--and certainly greater horsemen than the Imperials, whom the Aurelians only teach their wealthy to ride, and the Mayurans have no equestrian culture at all. A soldier who cannot ride a horse is considered to be no soldier at all among the Uryz, and from a very young age they train with the Falx and with the Self-Bow. Their society is ruled by the Arazyn, a soldier of the Uryz who is chosen to lead by their subordinates. Normally due to a combination of material wealth (Especially in the form of Horses) and an impressive track record of Military Victories. After this, the aspirant Arazyn travels to the holy site of Baya'Ai, Ayttya of Horses for judgement by the Moladzan, the high priest of Baya'Ai. If the aspirant is judged worthy (and assuming there is no current Arazyn) the High Priest names them Arazyn of the Uryz Paddzahad. The current Arazyn is a woman named Dzerasa Byasova.

Ahur'ri Republic: The Ahur'ri reside in the Western Desert hinterlands of the continent of Lucretia, between the steppe and the Ezkutu mountains. Owing to the region's particular geographical position the climate in the area is extremely arid, resulting in a large desert. There are some pockets of fertility on the banks of the Qurub--The massive Estuary and river that cut central Lucretia (That being, the area between the Western Steppe and the Ezkutu mountains) in 'twain. These pockets of fertility are where the major population centers of the Ahur'ri are, but a great deal of the Ahur'ri people are nomadic, making their living trading with the Borroka and the Uryz. The former was no long possible, as it involved moving through Imperial territory, but the historically opportunistic relationship between the Ahur'ri and the Uryz had honestly deepened into a fraternal appreciation for one another. The Ahur'ri have a particular vulnerability to Imperial Assualt--Afterall, all they would have to do is ford the Qurub to attack their major cities, so constant vigilance is required. In the worst-case scenario, though, the Ahur'ri are very much prepared to lead the Imperials on a chase through the desert that will not end well for them. Politically, the Ahur'ri are a republic. Their body of government consists of 103 senators known as Arinti, who are voted in by the public. Anyone who goes through compulsory Military training and religious education can vote. The Arinti as a whole make governmental decisions for the Republic--This includes electing from the senate an "Arrayes", a sort of public face for the Ahur'ri republic. The current Arrayes is a man named Chedir Mitri.

Shyr Satrapy: The Shyr Satrapy is the northernmost member of the Vanguard. They are the banner who is furthest away yet still within striking distance of the Empire. The Satrapy is a diverse land, containing a mixture of wetlands, semi-arid lowlands, raised hilly terrain and hectares of forested land within the Shyr Satrapy provide a beautiful and bounteous land for it's people--a land that the empire certainly covets. That does put the Satrapy in a specific position, where the Empire specifically wants their land. Make no mistake, the Empire wants all of Lucretia, but mostly as a manner of principle. They specifically want the lands of the Satrapy. Thus, some of the most brutal combat takes place within the Satrapy. The Satrapy however; have no interest in hunkering down against the besieging Imperials--They take a very proactive approach to the Imperial Problem, raiding up and down the Qurub. While they generally avoid harming civilians, their possessions are a different story, and the Shyr get rich off of gold stolen from the Imperial Gentry. This very much has to do with the government of the Shyr--The Satrapy is ruled by a series of landed nobles known eponymously as satraps--This is separate from a regular feudal monarchy, as these satrapies are not strictly hereditary--all land within the Satrapy can be bought and sold, and the accumulation of the most money and the most land is at the heart of the Shyr political machine. The Satrap who has overall the most profitable earnings from their land is known as the Satrap Tala, and is something of a "First-Among-Equals" with some special privileges. The current Satrap Tala is a man named Saeed Zarqan.

These Four Banners make up the Vanguard of the 19 Banners, and are it's most important members--though that doesn't make the rest any less indispensable. If one of them falls, the entire system falls apart like a house made of sand. If the Borroka falls the Empire is free to run amok in the Satrapy, and vice-versa. The same can be said about the Uryz and the Ahur'ri. Constant vigilance is required, and this has taken a toll on the societies of the Vanguard nations. Generations have been born and have died for no other purpose than to be more bodies to be thrown in front of the Imperial war machine, in many hamlets across the Vanguard Banners you can find geriatric men and women working the fields, as all of their children had been sent to the front. Not to mention, it is at the point where a time before the 19 Banners is no longer within the living memory of most people. Some don't see the point, the Imperials are cruel but they aren't genocial, certainly iwould be a lesser loss of life to just capitulate? These seditious thoughts need to be stomped out, but they need to be done so gently--No matter what, they can never become the Empire. Not in the literal sense of becoming an actual empire, but to adopt the mindset of the other. To harbor a hatred of the Imperials for what they've done is normal, but only when it is tempered with the knowledge that they are still people. No matter what, they can never allow themselves to become the marauding barbarians the Imperials think they are

The opposite problem is also true. Many of the Rearguard banners haven't had to taste the same sorrow that the Vanguard have, and while their commitment to the cause isn't in question, some of them lack a certain Zeal. Afterall; the Vanguard seem to be going fine, certainly they can live without an extra barge full of grain--They've been killing Imperials galore, so there's really no need to send them so much weapons and armor--They had just been sent an Akanti last month! Certainly there's no need for another? The Vanguard just have to simply stand their ground and make their displeasure known at this, but they can never take what they want from the Rearguard anyways. Ignoring the political backlash of such an action, it would just be emulating the Imperials--Taking what they want from people who they were supposed to protect simply because they wanted to.

Constant Vigilance on the battlefield is required. Both the battlefield of the Shield and Spear and in the Battlefield of the Mind and Soul.

MISCELLANY


DRAGONS


What needs to be understood immediately about the Dragons is that they are intensely magical beings, much more so than the average mortal. This means they are also intensely more Aurmic than the average individual, and this shows in their demeanor. First off; Dragons are never born. If someone sells you a Dragon Egg, it's a scam. Apologies. Dragons simply are, they always have been, even if a new Dragon comes into being, it does so fully grown (Though one could ask what even is 'Fully Grown' among a species with no Nascency.) and carries itself with a demeanor that comes across as if the Dragon had been alive for a thousand years. Learning, Growing--These things just aren't concerning to the Dragons. They come into existence fully prepared. Dragons also don't really have names like we do, they have no need for them. They might pick out a name for the sake of convenience, but that's about all you're going to get.

Dragons are not created in any of the Normal Asylums--They are from Thema, a Forbidden Asylum that's home to Dragonkind. As a result of this, we do not have much experience with Thema besides what Dragons have told us. Nihil-Akanti who try to enter Thema without a dragon's permission... well, they don't always like what's waiting for them on the other side.

Let's get into the rough of it. Dragons are conceptual beings, each of them is bound to a different concept. Fire, Law, Justice, Faith, Death, Sorrow, Plague, the list goes on. This concept they are bound to is represented in their physical appearance, their personality and in their capabilities. Dragons literally breathe the concept they're bound to--One could be forgiven for saying that a dragon is bound to an Aka and not just a concept, this isn't technically wrong but it rubs some scholastic types the wrong way--A dragon bound to fire will literally breathe fire, but a Dragon bound to the concept of justice might breathe a torrent of vibrant light, and anyone touched by it might find themselves temporarily becoming extremely conscientious.

Back to that earlier point, Akanti don't like to say that Dragons are bound to an Aka because they aren't Akanti. An Akanti has full control over their Aka within their means. Dragons can only do very specific things with the concept they are bound to, some of them have a few capabilities besides just being able to breathe their associated concept but they are incredibly regimented--A Fire Dragon would be unable to put a pot of soup on the boil, one of the most rudimentary implementations of the Aka there is. If anything, some Akanti speculate that if a Dragon learns some new function of their associated concept, it's probably because an Akanti taught them it. Furthermore and Finally; Dragons themselves do not consider themselves to be Akanti.

Dragons have to exit Thema once in a while and travel to a Normal Asylum--meaning, they have to do this. The relationship between a Dragon and their associated concept is inherently parasitic, the Dragon needs to feed on it or it will grow weak, and if it does not attend to these needs for long enough it will die. So Far, this is the only known way a Dragon can die besides being killed by another Dragon. Also, the measure by which Dragons cross the Aurmic Rifts is not known. Some Akanti believe that dragons simply turn off their associated concept, and since that is the lynchpin of their Iermic selves, it's enough for them to be able to travel the Rift. This is just conjecture, though, no-one actually knows how Dragons do it. Additionally, this is a good time to point out that all Dragons have the ability to assume a human form--or at least a form close to one.

Dragons need to come down to the Mortal Asylums every once in a while to feed off their associated concept. A Dragon bound to Death needs to experience Death, a Dragon bound to Fire needs to experience Fire. They also need to actively witness their concept. A Dragon bound to fire just can't stare into the embers of a smoldering campfire just as a Dragon bound to Death can't take up a career in Grave-digging. They need to truly experience their Concept in action. This is typically how we get Marauding Dragons--Let's say a Dragon of Plague comes down from Thema to experience Plague just to discover that, at best, all they're going to get is a few uncomfortable cases of eczema. Well, that Dragon might be in a position where they have to create the Plague. This is horrific, but it's not unprecedented. Of course, some Dragons are just malevolent and will start terrorizing an Asylum at will. Other Dragons don't take kindly to this though--Dragon Society views descending from Thema into a Mortal Asylum to be a... vacation. A vacation to a foreign locale, tourism. As always, the first rule of tourism should be to not terrorize the locals. Also, Dragons do have a society all on their own, more on that later, but we also don't know much about it.

A Dragon rapidly becomes weaker in a Mortal Asylum at an accelerated rate, faster than the wasting they experience in Thema. It's not so fast that the Dragon is forced to take drastic actions, but fast enough that the Dragon should focus on getting their "fix" before they start taking in the sights. Dragons cannot die from lack of exposure to their associated concept while in a Mortal Asylum. There's enough of the concept in the ambient gestalt of the Mortal Asylum to keep them alive. What this will do is render them unconscious. While asleep this way the Dragon will slowly be drip-fed it's associated concept in it's dreams, slowly nursing them back to the point where they can wake up and return to Thema. However; this process takes a century at the very least. This is where we get slumbering Dragons from. They will realize they are not going to be able to absorb enough of their associated concept in time and will find a secure place to wait out the "Long Dream" as they call it. Dragons are also effectively defenseless while they sleep in this way.


Killing a Dragon in a Mortal Asylum does not actually truly kill them. Their physical body will remain in the Mortal Asylum but their spirit will return to Thema. Dragons find this process to be utterly humiliating, however. We don't know much about Dragon Society, but we do know is that Dragons place a lot of stock in the delegation of responsibilities to competent individuals. To this extent, Dragons who have been killed in the Mortal Asylum are entrusted with no duties in Dragon Society--A Dragon who cannot even keep itself alive has no purpose being in Public Office.

Additionally; dying in the Mortal Asylum places the Dragon in a precarious spot. It cannot regain a physical body and descend to a Mortal Asylum until something happens in the Ierm that is related to their concept. A Plague Dragon would need a plague that brought a nation to it's Knees, a Fire Dragon would need a blazing Inferno that burns down a holy cathedral where Emperors had been crowned. A Time Dragon... just needs to wait a while. The chances of a Dragon wasting away before a significant event occurs to allow them to return to a Mortal Asylum are pretty insignificant, but it still makes Dragons rather uncomfortable.

Finally--Dragons have a propensity for hoarding treasure. They are tourists after-all, and tourists love nothing more than collecting shiny baubles from the places they visit.​


THE AFTERLIFE QUESTION

So, the existential question everyone asks themselves at least once. What happens when we die? Truth is, it's not really known for certain. It can be observed that the soul exists, which implies the existence of a Supernatural Self--Not to mention such a concept being crucial to virtually all Aka. The Existence of The Silence Engine more-or-less disproves the concept that Souls simply disincorporate upon the death of the physical body that it is attached to.

Taking a religious or cultural view of the problem only makes things more confusing. No two cultures or religions can agree on what happens to a soul once it leaves the body, and accounts of the afterlife are all conflicting. Then there is the Resurrection issue--It is possible to resurrect people, and possible to talk to the spirits of the dead. The problem here is that there's nothing to actually prove you're bringing back that person and not just a very convincing simulacrum.

The current theory is thus. Souls are an Aurmic entity, just as your body and mind are your Iermic self, your soul is your Aurmic self. Therefore, when you die your soul returns to the Aurm. This is a satisfactory answer for most Scholars. Souls return to the Aurm, and from there people can believe in whatever Afterlife they so choose.

AUTHOR'S SECTION


So, this is the section where I'll address problems and concerns and all that fun stuff. Really just a place for me to clarify some things.

The Race (Or Species; whatever term you prefer) Problem: In all of this massive setting primer I have not made mention of a race of beings besides humans--asides from fantastical beasts of course. This is not to say that they do not exist, quite the opposite. I tend to go very overboard with these kind of details, and I want to leave space for other people to add onto it. This is the reason why the actual setting information only concerns one Asylum out of the entirety of the Ierm, I want to give other people space to work with. This is also the reason why I did not mention any other races. I could say that "Oh we have Elves & Dwarves & Tieflings & ETC.", but I would actually be removing agency from my partner by doing so. Instead, I simply allow people who want to play within the setting full opportunity to introduce those things completely of their own accord as part of the natural brainstorming process before the start of an RP. So, long story short, This is not a human-only setting.

Finally, I will be continuing to post to this thread with more lore and updates, and will probably be posting a character sheet soonTM​. I want this to be a launching pad for an collaboratively written setting, so if me and a partner come up with a story or some lore that we both really enjoy, It is very likely I'll include it here (With Permission) and make this sort of a living Omnibus for the setting as it grows.

Thank you all for reading, and I hope to write with you soon.



 
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