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ничему жизнь не учит а

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1

совсем ничему

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2

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
держи
https://ru.pinterest.com/valtyr_official/

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
и шоб у них был девиз «Мы пришли не с миром»

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
не мир, но меч (с)

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
кросевое
мне снова вайбует дисайплзами, откуда собсна и мой дроч на эльфов

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
ИМЕННО
просто другая вариация

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
а то эльфы обычно помудрее везде на форумках
а тут именно ебать кровавый пиздец

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
шоб ваще не подходили к лесу нахуй

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
и они еще иногда бля захватывали

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
ченить

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
иди антуражку делай

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
не знаю хто ето, но догадываюсь по вайбам ахах

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
оно
https://ru.wikipedia.org/wiki/Disciples … _the_Elves

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
ХТОНЬ КОТОРАЯ СЖИРАЕТ ТВОИ КИШКИ ПОКА ТЫ ДУМАЕШЬ ЧТО ИДЕШЬ ЗА ФЕЙСКИМИ СОКРОВИЩАМИ
люблю такое хдд

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
МУАХАХАХАХАХА

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
ахаххаха швейцарские наемники только эльфийские!!
…блин концепт секси я согласна

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
короче в этом дополнении они сидели тухли в лесах, потому что их бог Галлеан погиб, и они его оплакивали, а потом вдруг оракул начала слышать его голос, и он приказал им... ну идти в народ, в общем
в итоге они вышли из лесов, напали на половину своих бывших союзников, устроили неебейшую кровавую резню по воле Галлеана, а оракул к концу сюжета начала подозревать, что их бог безумен, и они выполняют приказы безумного бога, ну ты понимаешь какая красота

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
я прям почувствовала недостаток Сапковского в организме
и игр, боже, какой культурный пласт мимо проходит!!

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
оооо даааа
мне очень нравился там сюжет
а еще у них была богиня Солониэль, которая как Идзанами почти себя уничтожила, погибла и возродилась уже богиней Мортис, то есть богиней смерти и всякого такого, и она все это сделала, чтобы возродить своего мужа Галлеана, а он увидел ее обезображенную и гниющую и ушел от нее (и кажется тогда и обезумел)

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
КОРОЧЕ МЫ ПРИШЛИ НЕ С МИРОМ

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
ну и еще мне было вкусненько, что у них есть разделение сильное на диких эльфов и благородных эльфов, и у них регулярно на этой почве терки, то есть там явно прям политические партии и сложный вопрос поддержания равновесия между ними

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
и политика, и социалочка, и религия, и все в одном флаконе

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
а потом Мортис на Галлеана обиделась и решила ему жосско отомстить и перебить его любимых эльфов
у них был сын Лакла'ан, эльфийский пророк, и она решила его убить, но ее чутка определили, и она оживила его труп, и он ходил и резал бывших сородичей, а потом вызвал папу и высказал ему в лицо, что тот слабый и ничтожный бог, и тот воплотился в Зверя и разорвал его
Галлеан, испытав ярость и ненависть, несвойственные его светлой природе, воплотил свой гнев в чудовищного Зверя, чего и добивалась Мортис. Орды убили Зверя, но трупный яд отравил ближайшие земли, став причиной гибели многих эльфов.

Потом Галлеан плакал, и его слёзы дождём омывали Невендаар долгие недели. Богу эльфов был преподан жестокий урок — он узнал, что и сам может быть таким же ужасным, как и преданная им супруга. Месть Мортис свершилась.
такие дела

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
эх

Хтонический Пасечник (Саверио), [23/12/2025 7:08 AM]
ля это красиво
я бы даже сказала в этом есть что-то почти ветхозаветное!
ТАК И НАДО ЭТИМ ПОДЛЫМ МУЖИКАМ х)))0

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3

Важное принцессье сообщение

https://i.pinimg.com/736x/fe/95/0f/fe950f06af8091b764cf2b527553d17e.jpg

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4

Общие вайбы соу фар:
- религиозная фича с несогласием (католики-гугеноты)
- не мрачное средневековье, скорее итальянский ренессанс и Терри Пратчетт
- прогресс и развитие vs the opposite of that
- какое-то водное сообщение? (а-ля торговля с соседями в анно 1880)
- остальные страны на заднем плане фоном эпохи
- сократить основное действие до одного города? Типа Флоренция при Медичи, автономность, и вообще Анк-Морпорк
- ориентироваться на Италию 15 века и прочий ассассинс крид
- человеческая магия vs эльфийская магия (люди создали/развили имеющееся своё?) Какие-то ключевые источники магии, топливо (драконьи останки?)
- мини-драконы
- дикие условно интегрировавшиеся в общество ши/эльфы, у которых свои земли и свои тёрки
- эльфийская магия у людей от эльфов,
- люди-маги платят домам дань
- эльфы - церковь + мафия (маги могут как-то избавиться от задолженности)
- социальные распри среди эльфийских кланов/домов
- без манча в некромантии

upd 1.0

- вместо отдельной магии для людей и эльфов - одна магия на всех через драконьи останки
- останки на эльфийских территориях; элфы поделились ими за деньги, дав людям магов
- прогресс и displacement -> люди сами нашли и разработали магию через кости, и эльфы им теперь не нужны
- конфликт - война за сырьё
- к моменту начала игры люди умеют юзать кости примерно лет 200 (или даже меньше?)
- экономика страны более-менее держится на драконовых карьерах (типа нефть) -> богатейшие люди страны (драконо-энерго-магнаты)
- какое-то движение против использования драконовой энергии (из-за конечности ресурсов? Или движение спонсируется эльфами, чтобы иметь человеческую базу должников?)
- экономика - дракононефть и гильдии

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5

Краткий rundown ирл Италии 15 века:

- ранний Ренессанс, гуманизм, возвращение к античности, прогресс в анатомии, математике, инженерии
- искусство уходит от средневековой символики есуса к реализму, но всё равно есуса; живопись, архитектура, скульптура - демонстрация статуса
- ещё не индустриальная эпоха, но на медленных подходах к: часы, навигация, водяные мельницы, каналы, краны. Из админ-дел - банки, бухгалтерия, страхование, торговые компании
- города-государства живут за счёт торговли, ремёсел и финансовых фокусов (вместо сельского феодализма, но всё равно зависят от ферм и тэдэ)
- рыцарство как концепт ещё условно есть, но решающую роль теперь играют наёмники. Пики, алебарды, арбалеты. Огнестрел делает первы шаги. Война как контракт
- теория четырёх жидкостей в медицине, хирургия лечит переломы и ампутации, перевязки, прижигания, травяные препараты. Эпидемии по-прежнему пздц, но города вводят карантины, лазареты, и санитарные меры
- гуманистический сдвиг в образовании, от одного только есуса переходим к ещё к  грамматике, риторике, истории, поэзии, философии. Университеты - право, медицина, философия (на латыни)

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6

Merchant state so wealth = power.

Human state operats off trade logistics population and adaptability

Legitimacy of power is wealth equals usefulness equal authority - the rule of guilds. Example: 5 (?) major guilds and hundreds of smaller, less wealth therefore less influential guilds.

Arcelogical Guild occupying a niche section of not powerful or wealthy but it is where the bones would come from so needed. Does not have enough money as to become the only Guild that would have bones. Other guilds would be enchanter and alchemical guilds to experiment with the bones? And logistical shipping and or caravanning guilds using porters and such. Banking guilds having a major influence, mercenary guilds?

Wealth coming from dragon bone reserves wealth influence and such. Assassination would be rare. Economical ruin the more likely target, remove threat of opposition by economical sabotage.

Human strength: fast innovative decisions fund anything if profits or bones are involved. Mercenaries, spies, forbidden areas. Happily sell information to enemies for a profit or leverage, bring innovation to a magic system that is stagnant. Humans don't care so much as to how it works but that it does.

Human weakness: no unified ideology as loyalty is rented. Progress can be halted through sabotage.
Long term gain forgone for short term gain.

Humans' thoughts on elves: Arrogant hoarders squatting on resources. Believe elves are inefficient with dragon bones we can do it faster and better. Secretly want to break elven monopoly through innovation or theft.

Elves operate off lineage rules. Great houses, so power is influenced by age bloodline and inherited titles. Legitimacy is we were here first vibe.

Great houses come from old powerful families dragon slayers maybe? Idk maybe a guy who looked after a dragon boneyard or made a friend of a dragon. Maybe a pact was made in the past?

Power is slow moving and hereditary. Houses could control grave sites ancient bone vaults where all the good looking bones are kept. Maybe ancient magical elves areas or sites of power lay lines? Or maybe a council or conclaves could be the ruling government. Decisions taking years to happen. A slower decline making process. Traditional.

Elves strength: Deeper understanding of magic and a long term mind set for planning centries not years in the future. Strong loyalty within house but distrust of other houses. Cultural unity to some degree. We are better then human and are the custodians of the world.

Elves weakness: inflexible and rigid, resistant to change and innovation, world weary. Younger elves could resent the older elves for being to traditional and rigid but can't oppose them fully. Slow to respond to sudden threats as they would weigh the pros and cons of the far future results.

Elves view of humans: children playing with relics they don’t understand. Believe humans will destroy magic through overuse or misuse. Deeply offended by humans selling dragon bones or missing them. Sacrilege.

Cultural flashpoint or something like that:
Dragon bones are finite. Necessary for high-tier magic, slowly degrading over time

Humans grind, refine, repurpose use bone dust, marrow, fragments. Mass-produce lesser magic items or magics-drain bones until they crumble.

Elven use: preserve whole bones. Ritual-based magic, reuse the same bones over centuries, believe bones retain memory or are to be revered and must be respected. Maybe they recharge over centuries but humans don't live long enough to notice that.

Flashpoint again: Humans accuse elves of wasting potential and Elves accuse humans of spiritual destruction desecrating.

Underming each other. Cold war phase?

Humans could smuggle bones from elven lands or funding rival houses. I like this idea creating synthetic or unstable magic. Low cost and plentiful but unstable, buying disgraced or low lvl bones turns public opinion towards hating the elves as they hoard the magics and watch the world burn.

Elven tactics:
Sabotaging trade rules magically. Cursing Guild leaders lands or some such subtly bringing about land misfortune and other things. Withholding magical know-how.
Engineering famines or misfortunes that human can't fix or cost large amounts of money.  Supporting traditional human views as to halt progress and innovation.

Humans have the numbers, mercenary guilds, ndustry and a willingness to use the bones to get what they want. Elves have elitism, magical power, and terrain knowledge.

Humans conflicts: Guilds accuse each other of profiteering from the war, Black markets thrive. Some humans want peace because bones are running out but thers want to wipe elves out and seize everything.

Elven conflicts: Younger elves question ancestral superiority. Radical Houses want extermination of humans, others believe cooperation is the only way to save magic. Fear if humans learn too much, elven reign ends.

Okay but I have a whole other thing on dragons.

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7

I added a few thoughts and attempted to systemize this a bit more:

WORLD OVERVIEW
Core Premise

This world undergoes an early form of industrialization (roughly Renaissance-era technology accelerated by magical resources), triggered by the discovery of dragon fossils. These fossils function as a literal fossil fuel, powering magic rather than machines alone.

Magic has existed for over 2,000 years, but its true source—the dragon bones—was long concealed by the elves. The human discovery of this source removes elves as the sole gatekeepers of magic, destabilizing ancient power structures and igniting economic, political, and cultural conflict.

MAGIC AND DRAGON FOSSILS

Source of Magic

- All magic originates from dragon bones buried underground.

- Dragon fossils are finite and slowly degrade when used.

- High-tier magic requires dragon bone access.

Pre-Discovery Era

- Elves discovered dragon bones thousands of years ago.

- Elves shared methods of magic with humans, not the source.

- Humans wishing to practice magic paid tribute to elven clans.

- Elves presented magic as their own innate or exclusive ability.

Post-Discovery Era

Humans independently discover dragon fossils.

Elves lose their monopoly as magical middlemen.

Human magic increasingly merges:

Dragon fossil energy

Human engineering, logistics, and mass production

Not all humans can become full wizards, but skilled magicians can now work directly with fossil-powered systems.

HUMAN SOCIETY
Political Structure

- Merchant city-state, not a kingdom.

- Power is held by wealthy merchants and guilds.

Legitimacy of authority:

- Wealth = usefulness = power

- Oligarchic rule through guild dominance.


Guild System

-Approximately 5 major guilds, plus hundreds of smaller ones.

-Influence correlates directly with wealth.

Notable Guild Types

Archaeological Guild

Controls excavation and discovery of dragon bones.

Politically weak and underfunded. [TO DISCUSS: Why underfunded? Wouldn't all the richest people want to invest in archeology, fund expeditions to discover new deposits or excavate recrntly found ones?.. ]

Cannot monopolize bone supply.

Enchanter / Alchemical Guilds

Experiment with bones and bone derivatives.

Logistics / Shipping / Caravan Guilds

Transport bones and bone-based goods.

Banking Guilds

Major political influence.

Mercenary Guilds

Military power rented for profit.

Economy and Conflict

- Dragon bone reserves = wealth and political leverage.

- Violence (assassination) is rare.

- Preferred tactic: economic sabotage:

Ruin rivals financially, disrupt trade and logistics.

Human Strengths

- Rapid innovation and adaptability.

- Will fund anything tied to profit or bone access.

- Willing to:

Use mercenaries, spy, enter forbidden areas, sell information to enemies

- Pragmatic approach to magic:
It doesn’t matter how it works, only that it works.

Human Weaknesses

- No unified ideology.
- Loyalty is transactional and rented.
- Progress vulnerable to sabotage.
- Long-term stability often sacrificed for short-term gain.

Human View of Elves

See elves as:
Arrogant
Resource-hoarding
Inefficient
Believe elves squander dragon bone potential.

Desire to break elven control through:

Innovation
Theft
Circumvention

[ADDED] Classic supestition:
- Elves take away children and leave changelings instead (people believe to be changelings generally do Not have a Great Time, if it's anything like deep autism, going non-verbal etc, they are AT BEST sent to monasteries, rich people might keep their 'changeling' relatives away from public, AT WORST such people are put into asylums or event driven out of the human society under the pretense 'go live with your own long-eared kind'. Parents are known to leave children they perceive to be changelings in orphanages or to die. Some elves societies might actually have some organisations / their own asylums for such children / people. A lot of mental illness in human society is associated with the 'changeling' myth, elves actively blamed though modern science might be trying to change this.
TO DISCUSS: do elves actually have the option to do so, are there historical cases of elves doing that, taking a human a leaving a 'replica' in its stead? It might be possible but prohibited by Elven Geneva Convention or whatever, idk, might be fun.

-Other superstitions eg: never give an elf your full name, it grants them power over you; never eat elven food lest you forget your own world; living near elves one should either appease them with milk or fresh produce or small gifts OR another school of more religious thought - elves should be placated/scared away using the Bible, iron, lucky horsheshoes etc.

[MANDATORY OBVIOUS ADDENDUM: humans are not a hive mind and there a factions that differ in opinion, several schools of thought, parts of society and/or individuals with unique approach to the whole thing, however, the above summary might describe the 'official line' of the government of the City and the main dogmas of major local religion(s). The rich and powerful have a large influence over public opinion, but individual ideas might still vary.]

ELVEN SOCIETY
Political Structure

- Power based on lineage, age, and bloodline. [TO DISCUSS & SETTLE: Elven lifespan, how long are we giving them, 1000 healthy years from birth to death? Less, more?]

- Organized into Great Houses. [TO DISCUSS: The classic thing with elven courts? Winter court, autumn court etc, all that jazz, do we want that as an aesthetic or come up with our own? I don't mind either way]

- Legitimacy rooted in antiquity, “We were here first” ideology

- Governance may involve councils or conclaves.

- Decision-making is slow and traditional.

Great Houses
Old, powerful families.

Possible origins (unresolved/speculative within lore):

- Dragon slayers
- Dragon wardens
- Pacts with dragons
- Guardians of ancient bone vaults or grave sites
- Control sacred hills, forests, and dragon bone sites.
[IDEA NOTE: If dragons were eradicated (and fossilized) by a climate event, much like dinosaurs, either the 'big cold' or the 'big warm' (probably cold being worse for reptilians? idk, our own ice age with our own squirrels), elves might have been there are the time and survived the event. We could go full anthropology nerd and speculate that humans co-existed with dragons and elves thousands of years ago, possibly being more closer related to elves at the time. Then Ice Age happens, dragons and humans are wiped out, elves survived because (insert plausible reason), and actually watched the evolution happen again and humans evolve once more from apes because evolution has a sense of humor and is a persistent bitch. IN TURN!! It might be elven lore that the 'old humans' or elves themselves of all kinds had evolved from angels, or some 'higher being', so seeing humans 2.0 evolve from apes looks really ridiculous to them. ALSO I DO REALIZE we do not need any of this in the actual матчасть unless someone wants to play a REALLY racist anti-darwinist elf.  BUT WHO KNOWS RIGHT]

[ADDED 15 MINUTES AND A SHOT OF BAILEYS LATER: ELVES SOCIETY MIGHT HAVE THEIR OWN RACE SCIENCE + ANTHROPOLOGY + SYMPOSIUMS WHERE THEY TRY TO FIGURE OUT THE EVOLUTION OF ALL RACES AND VIOLENTLY DISAGREE WITH EACH OTHER, EG CREATIONISM VS DARWINISM; CONTROVERSIAL ELVEN TEXT 'DID WE ALSO EVOLVE FROM APES??? SHOCKING PROOF, READ FURTHER IN THE NEXT SCROLL' I'm basically saying they are also not a hivemind and there might be different schoold of thought on humans etc]

Cultural Foundations

- Elven magic and dragon bones are sacred.
- Dragon bones are revered, not consumed.

[ADDED]D Strong indoctrination / elven religion:
- Children taught never to reveal magic’s source.

- Closed society with strict rules and traditions.

Elven Strengths

- Deep, foundational understanding of magic.
- Long-term planning (centuries, not years).
- Strong loyalty within individual Houses.
- Cultural cohesion and shared worldview.
- Belief that elves are custodians of the world.

Elven Weaknesses

- Rigid, inflexible, resistant to innovation. [Note: more like, it's not that they are resistant to change per se, they see a bit of a bigger picture and have more context on why things are the way they are and what are the dangers or rapid overconsumption]
- Slow response to sudden threats.

Internal generational tension:

- Younger elves resent elder rigidity.
- Cannot openly oppose entrenched power.
- Distrust between rival Houses.

Elven View of Humans

Humans seen as:
- Children playing with relics they don’t understand
- Reckless and spiritually careless

Believe humans will destroy magic through misuse.

Deeply offended by:

- Sale of dragon bones
- Grinding or fragmenting bones
- View human practices as sacrilege.

[ADDED: Elves are the ones actually concerned about sustainability, nature cycle, ecology, ozone layer, plastic straws etc - this part is a joke]

DRAGON BONE USE: CULTURAL FLASHPOINT
Human Use

- Grind, refine, and repurpose bones.
- Use bone dust, marrow, fragments.
- Mass-produce:
   Lesser magic items
   Industrial-scale magical effects
-Bones are drained until they crumble.

Elven Use

- Preserve bones whole.
- Ritual-based magic.
- Reuse the same bones over centuries.

Believe bones:

- Retain memory
- Are sacred [NOTE TO DISCUSS: have elves deified the dragons mayhaps?..]
- Possibly believe bones can recharge over centuries (humans live too briefly to observe this).

Mutual Accusations

Humans: elves waste potential.

Elves: humans spiritually destroy magic / are overusing a finite resource

CONFLICT DYNAMICS
Current State

- Cold-war–like tension.
- Undermining rather than open warfare.
[ADDED: possibility of future resource wars once more dragon bones are discovered in neighboring regions. We're going to invade fantasy Iraq for their fossils and say that we're bringing them democracy or whatever]

Human Tactics

- Smuggling bones from elven lands.
- Funding rival elven Houses.
- Creating:
   Synthetic magic
   Unstable, low-cost alternatives
   Use disgraced or low-grade bones.

- Shape public opinion against elves:
  Portray elves as hoarders
  Frame them as letting the world suffer
[NOTE: GOOD PLACE TO BRING IN RELIGION HERE]

Elven Tactics

- Enforcement of their hills and forests being sacred, constant debates over territories and borders.
- Magical sabotage of trade routes and agreements.
- Subtle curses:
   Guild leaders
   Lands
[ADDED IDEA: increase the 'toll' on existing magicians? Those agreements must have been signed ages ago and still legally binding, that grants us another niche of magicians employing lawyers to try and break those agreements]
- Withhold magical knowledge.
-Engineer:
   Famines
   Misfortunes
-Support conservative human factions to stall progress.

INTERNAL CONFLICTS
Human Internal Conflicts

- Guilds accuse each other of war profiteering.
- Black markets thrive.

Divisions:
- Peace advocates (bones running out, balance of nature, danger or war with elves, uncapped expansion will lead to conflict with neighboring regions)
- Extremists (wipe out elves, seize resources, go to magic Iraq for more fossils)
- Just Some Guys who are trying to get by, society is still divided, largest chunk of it being lower class: peasants and workers. For a rich landlord, it might be cheaper to underpay a peasant working your field than buy a Magic Field Working Machine (+magicians might consider it beneath them to waster magic on menial tasks). There are few labor rights, human resource still valuable, it still takes an entire village and several fields to feed one rich family. Commoners have limited to no access to fossil fuel technology, or even medical care, so livespans are not great.
(However, the City is still rapidly expanding since that's where all the jobs are, massive immigration and urbanisation).

Elven Internal Conflicts

- Younger elves question ancestral superiority.
- Radical Houses advocate human extermination.
- Other Houses argue cooperation is necessary to preserve magic.
- Fear that if humans learn too much:
    Elven dominance ends
    Elven relevance collapses
[ADDED IDEA: Elves are concerned if bones are over-mined the entire concept of magic will disappear, and nobody knows what this will do to the land/nature in general]

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And a bit of aesthetics for the visual learners in the crowd:

I think the closest word we already have is Clockpunk.

Key Characteristics

    Era: Renaissance, Baroque (14th-17th centuries).
    Technology: Clockwork, intricate gears, springs, levers, automatons, wind-up mechanisms.
    Aesthetics: Ornate, detailed, often featuring brass, copper, and elaborate clock towers.
    Themes: Focus on precision, time, mechanical ingenuity, sometimes incorporating magic or alchemy.
    Contrast to Steampunk: While related, Clockpunk uses earlier, more precise clockwork, whereas Steampunk relies on 19th-century steam power.

Examples in Media

    Books: The Rithmatist (Brandon Sanderson), The Watchmaker of Filigree Street (Natasha Pulley), works by Jay Lake.
    Games: Elements in Assassin's Creed Brotherhood, Dwemer ruins in Skyrim, Brothers: A Tale of Two Sons, Dishonored franchise

https://i.ibb.co/FLWqvTHf/Dragon-Bones-Aesthetic.png

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I had some scattered thoughts on further topics and I will be honest, I used AI to structure them for me, you can spank me for that.

CITY GOVERNMENT
(based on Medici-era Florence, merchant oligarchy, nominal monarchy)
Even if a King exists in the background, the city can be near-fully autonomous.

De jure:
The city is technically part of a larger kingdom or empire.
The king holds: the right to coinage approval; the right to declare war in theory.
(A ceremonial governor or “royal observer” might be stationed in the city and relentlessly bribed).

De facto:
The city enjoys autonomy because it controls
- Dragon-bone trade and refinement
- Banking and credit
- Logistics and mercenary supply

In practice:
- The crown is deeply indebted to city banks.
- The king relies on city-backed mercenary companies.
Cutting the city loose would crash the wider economy or magic supply.

This mirrors Florence’s relationship with emperors and popes: technically subordinate, practically indispensable.

Structure of Government

1. Executive Council with a fancy name
About 9 members chosen from the wealthiest and most influential guilds.
Terms are short (6–12 months), but re-election is common via influence.
One member acts as First Speaker (not officially a ruler, might be turn based? Idk).

Function:
- Day-to-day governance
- Foreign diplomacy
- Emergency powers

2. The Grand Council
150–300 members drawn from:
- Major guild representatives
- Banking families
- Old merchant houses

Function:
- Legitimacy
- Public debate
- Diffusing blame
- Mostly rubber-stamps decisions
- Can block extreme actions if unified (which almost never happens)

3. The Guild Compact

Not a council, but a binding legal framework.
Guilds are recognized as semi-sovereign entities.

Each guild:
- Polices its own members (and NON-members, eg Pottery Guild will chase out or fine any non-member potters found to be selling their products within city limits)
- Maintains internal courts
- Collects dues and enforces contracts

Major guilds (≈5):

- Banking
- Logistics / Shipping
- Enchanting / Alchemy
- Mercenary
- Manufacturing / Craft
Minor guilds: hundreds.

4. Informal Power: The Inner Circle/Shadow government

~12–20 individuals, not an official body, just the jeff bezoses and elon musks of our world (major bankers, bone magnates, guild masters) staying in touch. Decisions made here before councils ever meet and STRONGLY SUGGESTING their opinions.

POPULATION + CLASS STRUCTURE

Approximate Population:

City proper: 250,000–400,000
With surrounding districts and workers: 500,000+

Class Breakdown (VERY ROUGH):

- Elite oligarchs: ~0.5%
- Upper merchant / guild elite: ~5%
- Skilled artisans & clerks: ~15–20%
- Laborers, porters, dockhands: ~40%
- Urban poor, migrants, unregistered workers: ~20–25%

High immigration + industrial expansion = constant social tension.

I know barely anyone will want to play laborers + lowest class, but we have enough elite this way for everyone.

MY FAVOUTIRE QUESTION EVER:
How does the City eat?

Historical comparisons:

- Rome at its peak (~1 million): depended on imperial grain fleets.
- Renaissance Florence (~60–90k): relied heavily on Tuscan countryside.
- Constantinople: survived on state-managed imports.

THREE PILLARS OF SUPPLY
PILLAR 1. Surrounding Farmland

What it provides:
- Grain
- Vegetables
- Meat (limited)
- Dairy
- Timber
- Charcoal

Who controls it:
- Merchant-backed estates
- Church lands
- Semi-autonomous rural towns
- Leased farmlands owned by guild families

IMPORTANT:
The City does not rule the countryside directly like a feudal lord.
Instead:
- It owns debt.
- It owns storage.
- It owns transport.

Peasants farm.
The City controls who buys the harvest and at what price.

PILLAR 2. Imports

Imports include:
- Bulk grain (from river valleys or overseas breadbaskets)
- Salt
- Soap fats and oils
- Candles (tallow, wax)
- Wool, cotton, flax
- Metals
- Exotic foods and luxuries

NOTE:
Dragon-fossil–powered logistics:
- Faster ships
- Weather-resistant navigation
- Magically stabilized storage
- Banking system funds massive grain speculation.
If one region fails, another is tapped.

Vulnerability:
Disruption of trade routes = catastrophe; lucrative for elven sabotage.

PILLAR 3. Urban production (fossil-powered in part)

Dragon fossil power does not create raw materials, but it reshapes processing.
Produced or refined in-city:
- Soap (from imported fats)
- Candles (from imported tallow/wax)
- Preserved foods
- Textile processing
- Brewing, distilling
- Bone-derived fertilizers or alchemical additives

NOTE:
Because the fossil power might allow this production to happen faster than purely artisanal methods, the City can produce enough for itself + for export.

ADDENDUM:
The City survives because it does not trust a single source.

Grain Policy:
- Public grain reserves
- Merchant-owned silos
- Price controls during shortages
- Speculation during good years
- Grain riots are a known risk

ADDITIONAL CONFLICT:
The City is actively expanding = encroaching on Elven territories (constant border disputes).

Elven lands are:
- Forested
- Fertile
- Lightly populated
- Magically stabilized ecosystems

Humans suspect:
- Untapped farmland
- Untapped fossil reserves
- Untapped trade routes

The City doesn’t just want bones, it wants secure supply corridors.

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Magic has existed for over 2,000 years,

Magic probably existed always, elves just didn't bloody share until 2k years ago (which for them was yesterday)

- High-tier magic requires dragon bone access.

High-tier only or all magic?

Elves discovered dragon bones thousands of years ago.

Here I was thinking, what if elves didn't discover the bones? What if they were buds with the big lizards, who had much more powerful magic, while elves had mostly vibes, and ones the dragons dies, elves were like it's free real estate

Politically weak and underfunded. [TO DISCUSS: Why underfunded? Wouldn't all the richest people want to invest in archeology, fund expeditions to discover new deposits or excavate recrntly found ones?.. ]

Literally doesn't have to be underfunded. We can make it the strongest, and the one elves have the most beef with

TO DISCUSS: do elves actually have the option to do so, are there historical cases of elves doing that, taking a human a leaving a 'replica' in its stead? It might be possible but prohibited by Elven Geneva Convention or whatever, idk, might be fun.

I mean we can always turn Geneva Convention into Geneva Suggestion. I'd say elves were always down to clown, their ethics and morals are on a whole other autism spectrum. I don't think it's worth writing it into the lore tbh, if someone asks, we'll consider.

-Other superstitions eg: never give an elf your full name, it grants them power over you; never eat elven food lest you forget your own world; living near elves one should either appease them with milk or fresh produce or small gifts OR another school of more religious thought - elves should be placated/scared away using the Bible, iron, lucky horsheshoes etc.

Plus cold iron and other superstitions. I find it interesting that in our world the elves are not going to be a spooky thing in the forest, it's a spooky thing that's Right Here, and is dangerous, powerful, and unpredictable.
So usually I reckon people would try to placate them or just get the hell out of dodge. I think the official rhetoric might be something along the lines of 'don't start none @ won't be none'

[TO DISCUSS & SETTLE: Elven lifespan, how long are we giving them, 1000 healthy years from birth to death? Less, more?]

I reckon yeah, 1k sounds good. They don't quite grow old, they just go whelp It's Time and check out.

[TO DISCUSS: The classic thing with elven courts? Winter court, autumn court etc, all that jazz, do we want that as an aesthetic or come up with our own? I don't mind either way]

I kinda want an elven family mafia houses ngl

[IDEA NOTE: If dragons were eradicated (and fossilized) by a climate event, much like dinosaurs, either the 'big cold' or the 'big warm' (probably cold being worse for reptilians? idk, our own ice age with our own squirrels), elves might have been there are the time and survived the event. We could go full anthropology nerd and speculate that humans co-existed with dragons and elves thousands of years ago, possibly being more closer related to elves at the time. Then Ice Age happens, dragons and humans are wiped out, elves survived because (insert plausible reason), and actually watched the evolution happen again and humans evolve once more from apes because evolution has a sense of humor and is a persistent bitch. IN TURN!! It might be elven lore that the 'old humans' or elves themselves of all kinds had evolved from angels, or some 'higher being', so seeing humans 2.0 evolve from apes looks really ridiculous to them. ALSO I DO REALIZE we do not need any of this in the actual матчасть unless someone wants to play a REALLY racist anti-darwinist elf.  BUT WHO KNOWS RIGHT]

Yeah this adds to my thought that dragons and elves could've been buds. Maybe humans were almost wiped and elves thought geez finally, but then they re-emerged. However, now elves were the top dawgs, not dragons, so elves could quickly table the turns and be in control. Maybe elves even influenced the evolution in humans and like bred out magic out of them.
Also I maintain that humans and elves are separate species so while there may be fuckin' (everyone to horny jail), here ain't gonna be no babies.

[ADDED 15 MINUTES AND A SHOT OF BAILEYS LATER: ELVES SOCIETY MIGHT HAVE THEIR OWN RACE SCIENCE + ANTHROPOLOGY + SYMPOSIUMS WHERE THEY TRY TO FIGURE OUT THE EVOLUTION OF ALL RACES AND VIOLENTLY DISAGREE WITH EACH OTHER, EG CREATIONISM VS DARWINISM; CONTROVERSIAL ELVEN TEXT 'DID WE ALSO EVOLVE FROM APES??? SHOCKING PROOF, READ FURTHER IN THE NEXT SCROLL' I'm basically saying they are also not a hivemind and there might be different schoold of thought on humans etc]

Fo sho son, do more baileys about it

[ADDED: Elves are the ones actually concerned about sustainability, nature cycle, ecology, ozone layer, plastic straws etc - this part is a joke]

That's right, we vote green in this household.
Also I reckon while being violently racist and isolationist, elves themselves couldn't give a flying fuck about human social constructs. Gender roles, gender in general, sexuality, all that jazz, is kinda meaningless. Also no nuclear families, instead communal living, and other free love hippie bullshit included in your package

[NOTE TO DISCUSS: have elves deified the dragons mayhaps?..]

Deified/had beef with/were frens/another option. There was definitely some sort of a connection and relationship

[ADDED: possibility of future resource wars once more dragon bones are discovered in neighboring regions. We're going to invade fantasy Iraq for their fossils and say that we're bringing them democracy or whatever]

No more baileys for you

[NOTE: GOOD PLACE TO BRING IN RELIGION HERE]

Oh mate I've been thinking about it, I have a couple of thoughts

[ADDED IDEA: increase the 'toll' on existing magicians? Those agreements must have been signed ages ago and still legally binding, that grants us another niche of magicians employing lawyers to try and break those agreements]

Elves will definitely try to grab more each passing century

[ADDED IDEA: Elves are concerned if bones are over-mined the entire concept of magic will disappear, and nobody knows what this will do to the land/nature in general]

It's easier to wipe humans out than to teach them to recycle tbh

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6 hrs of driving and yapping and me writing notes on my phone:

Dragons:
- There are still dragons but they're kinda like chickens to dinosaurs; dog-like small things that are just vibing. Probably different breeds, different sizes, doing different jobs. Should they have magic bones too? 
- They can cat-fall and chicken-fly
- Lil dragon breeding guild (like dogs) 
- Black bone market 
- Let's have a harbour so we can have exotic trades goods 
- Dragon meat? 
- Ground dragon scales as aphrodisiac (was husband's idea and I told him he'd fit right tf in with y'all in horny jail)

Magic:
- Elves have some of their own innate magic but it's not as powerful as dragon bones magic (like not even remotely). Not even magic actually, more like innate fae bullshit
- Rechargeable bones? But takes forever to recharge which is not an issue for elves but it is for humans, so humans tend to use up the entire resource at once while elves wait 
- Elves gave humans magic because humans became too widespread and threatening so elves needed to have a bargaining chip 
- Some dragon bones have more power than others 
- All magic comes from dragons' abilities (elemental magic - flying - body conditions (strength, agility, regeneration, armour) - longer life - life/death magic? - mind magic (telepathy etc) - communication), need to elaborate wtf does it actually look like for elves and humans

Religion:
Human religion 
- old relgion: polytheism, roman gods
- new religion: the first human mage (magic Jesus)

Elves:
- non-human forest-dwelling entities with no concepts of gender and sex but with concept of beef
- live about 1k years, then kinda wither like flowers, go into the forest to die and become trees
- also are 'grown' not born, cabbage patch kids basically
- look really weird and feral on their own turf, assume human-like appearance outside of it. Can still be clocked as non-humans because of some uncanny valley bullshit, plus they're a bit taller and slimmer. Maybe also still-pointy ears, vertical pupils, or some such
- some live in human lands full-time and assimilate pretty well, others wish to nuke all human towns
- live in houses/clans, each clan has its own perception of humans and magic (eg clan A has 1000 human mages in debt, clan B has 1, clan C told everyone to take a hike)
- are not above eating a human. Kinda like eating dogs, probably not but will do in a pinch

Title:
Where the Bones Lie 
The Bone Schism 
Where ones were dragons 
Bones Beneath 
The Boneyard 
Unearthed/Unearthing
The bone Cage
The bone Deal
What Remains/Remains
Buried 

Also bonus options after hour six:
Bones R Us 
Boning the game 
Dragin deez bones 
Bone Management 
The Bones of Disco(rd)
Discobones 

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Simon Ferocious написал(а):

Bones R Us

That's the winner, everyone pack up and go home.

On a serious note, when it comes to title, it probably needs to some something that's also pronouncable transliterated to Russian. Personally, I like Bones Beneath very much, and Buried and Remains.

Simon Ferocious написал(а):

Magic probably existed always, elves just didn't bloody share until 2k years ago (which for them was yesterday)

Simon Ferocious написал(а):

ones the dragons dies, elves were like it's free real estate

Also possibly they themselves as a race / civilization took some time to get to the point where they figured it out about the bones. If they coexisted with the massive dragons, who knows how this cooperation worked back then and what was magic like back then and who had access to what. Then dragons got ice aged, elves (and humans) are left to themselves. Elves have a bit, maybe even humans had some genetic remains but it didn't survive, whatever. Humans live mostly above ground, elves enjoy those hills and the underworld, so it makes sense elves found the dragon bones first, and figured out about them first and better, given their lifespan. We're talking this process took them those 1000s of years that humans took to figure out the wheel and bronze and so on. And then the elves made a decision not to share it or only sparingly.
I mean, more elves probably had first person living memory of the big dragons than humans did, so yeah, they didn't 'disover' then per se, they might have had better records (even if just in songs) of what happened.

Simon Ferocious написал(а):

High-tier only or all magic?

Simon Ferocious написал(а):

There are still dragons but they're kinda like chickens to dinosaurs; dog-like small things that are just vibing. Probably different breeds, different sizes, doing different jobs. Should they have magic bones too?

Here I was kind of thinking that if magic exists in the world in the first place, there's probably some slight traces even in the air (like microplastics), it just can't do very much. And especially if we're doing polytheism + a lot of superstitions = that's literally what it can be, that most or all superstitions actually work, and that's the traces of magic.
Then, with the little dragon bones, novice wizards or even laymen can probably do a little bit of magic, but not nearly enough to impress someone. Like, if you want an airship to go brr, you need the big dragon bones. But tiny dragon bones, like, will make you maybe dream a nice dream (I'm describing a drug I think........) or something, very minor. Or alternatively, they are just used as part of pharmacology or medicine, ground up as ingredients into things. But exactly as you said, what chicken bones are to fossil fuels. Bone borth is great and some people tell fortunes from poultry bones, but you can't really power a car with that.

Which still leaves us re: where are we placing witchcraft in our world. Are we using terms wizard/mage/warlock/witch/sorcerer/sorceress etc interchangeably, kind of leaving it to the public to decide what do they identify with and why, OR do we want to go through the trouble of creating a rigid system?
We were talking about witchcraft being more amateur, for people to be really into crystals, amulets, goth fashion etc, but why would anyone really do that if magic is real and one can learn to practice it at least to some extent professionally?

Also, in the end, is magic ability genetic (somehow granted by elves, maybe that's what the changeling thing is REALLY about - they can change something inside a human, but not in the way humans think) or is it a learned trade + skill? The question we want to answer purely for the mechanics of the game, because if anyone can become a wizard if it's a trade - why don't they? Sure, maybe not everyone 'wants to' because not everyone wants to me a baker or archeologist, but it would be a terribly lucrative career. Or is it very difficult, like brain surgery, so not a lot of people can just go and become a wizard?

On the other hand, if it's genetic, then we need to settle on how does this gene enters a human body from elves (NO HORNY JAIL FOR ME, I DID NOT MEAN IT THAT WAY, I meant elves perform some sort of 'ritual' which costs a lot of money and creates this 'debt' which we are talking about, so a human family might go through a couple of generations setting money aside just to pay to have their own wizard). Also, if humans can then produce more wizards on their own. Eg if it's genetic, will mage's offspring also carry it, and what happens if mage+human OR mage+mage have children. Does procreating with non-wizards weaken bloodline + max possible abilities?..

If it's genetic and only elves can change that gene (as far as we know for the present of the game) - then it still keeps humans dependant on elves for magic.
If it's a trade one can learn with access to high-magic substance aquired from dragon bones - that is a reason to challenge all existing debts to elves and and fully removes them as any sort of middlemen. Magic becomes science, entry to it might only be barred by money (unless a wizard is willing to teach for free) and just basic capacity / desire to learn brain surgery.

Simon Ferocious написал(а):

I kinda want an elven family mafia houses ngl

Yeah that's fair. It will kind of mirror human society, but the elven mafias (which is centuries old) will think the humans with their few decades are very cute playing mafia as well.

Simon Ferocious написал(а):

Maybe elves even influenced the evolution in humans and like bred out magic out of them.

Kinky

Simon Ferocious написал(а):

Also I maintain that humans and elves are separate species so while there may be fuckin' (everyone to horny jail), here ain't gonna be no babies.

Kinky [2]. No need for condoms then, neat. (We absolutely need a curable STD though that makes any human doctor go like: 'You've been fucking elves, haven't you?.. ')
YOU'VE HEARD OF SYPHILIS NOW GET READY FOR ELFYLIS

Simon Ferocious написал(а):

No more baileys for you

D:

Simon Ferocious написал(а):

Elves will definitely try to grab more each passing century

Blame it on inflation

Simon Ferocious написал(а):

- There are still dragons but they're kinda like chickens to dinosaurs; dog-like small things that are just vibing. Probably different breeds, different sizes, doing different jobs.

Exactly. Some are fancy pets, some Have Jobs like maybe they can sniff out contraband or illegal drugs, or evern basic pest control, whatever, but their max size is like a maine coon cat.
But yeah they are part of everyday life. Crazy Dragon Ladies keep about 13 at a time.

Simon Ferocious написал(а):

Not even magic actually, more like innate fae bullshit

Agreed but I would probably want to specify their abilities because that is sure to come up. Also sort out the changeling thing, can they actually do it and what does it actually do to humans.
Plus the fae food, fairy mushrooms rings etc.

Simon Ferocious написал(а):

Elves gave humans magic because humans became too widespread and threatening so elves needed to have a bargaining chip

Also possibly because humans were coming closer to their hills with the bones. Elves needed to come up with a strategy to keep humans away from digging into their territories. So they influence them to believe the fairy hills / fairy trees / fairy forests are sacred, and if any humans are too persistent - they can be then bribed with magic. 'Hurr durr leave our hill alone and we'll make you a wizard but if you ever bring others here's we'll fucking kill you'. So humans got SERIOUS about fairy hills (some still are in real life! there was that case in Ireland where they re-routed a highway to avoid tearing out the fairy tree).
Until they figured out about the bones, or at least some of them did.

Simon Ferocious написал(а):

Some dragon bones have more power than others
- All magic comes from dragons' abilities (elemental magic - flying - body conditions (strength, agility, regeneration, armour) - longer life - life/death magic? - mind magic (telepathy etc) - communication), need to elaborate wtf does it actually look like for elves and humans

MAYBE some bones have more power, but maybe that's also the bit where elven science has only partly figured it out, and humans even less so. So maybe some bones even have different power, depending on what powers that particular dragon had?.. I mean if we go back and assume dragons are also not hemogenous, there are varieties within the species that evolved for different purposes / ecological niches + only some species evolved traits like telepathy. So we can agree that dragons found in our vaguely European setting had the standard wings + telepathy, then if we ever expand our storyline to the point that dragon bones have been discovered in another region, our City buys as sample and discover they have different properties, because those dragons are from the mountains / deserts / rainforest, whatever, and at some point someone unearths a dragon skeleton from under the sea and discovers it had no wings, but probably those bones can grant the ability to either breathe underwater or survive the water pressure of the depths, or both.
We can still agree that some abilities or properties of the bones are standars, eg any ground up fossil bone can make airship fly.

Simon Ferocious написал(а):

Human religion
- old relgion: polytheism, roman gods
- new religion: the first human mage (magic Jesus)

Oh that's delicious, I was thinking polytheism too. The City would probably then have an official cult worshipping a specific god (or 2-3), but the overall pantheon can be as big as Greek/Roman, but if I remember correctly, it was common for a city to focus on a select few. Like Athens obviously has Athena as their main girl.

The new religion is rapidly gaining followers, probably already has had a couple of proper churches/temples built, has a seat in the council even (maybe?). The new religion might base their dogmas on the principle 'see, humans can do magic without elves as middleman, so let's ostracize the elves, who needs them anyway, they've been gatekeeping magic this whole time'.
While the old polytheism is the one that was ages ago influenced by elves = more friendly to them.
It might be interesting for the main plot once we're at it to have one of the richer/influential families in the city have recently have converted and acticaly promoting this new monotheist religion if it also pushes the idea that humans should seize the source of magic.

Отредактировано princess (2025-12-26 21:57:50)

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Another point I want to plan out at least somewhat is the nobility status. If we have a King somewhere in the background (whatever royal family), if The City is part of The Kingdom, then we need to sort out the aristocracy, also because people will want to play princes (AND PRINCESSES) and dukes and counts and barons and whatnot.

NOBILITY / ARISTOCRACY

In The City, nobility has not vanished but was fundamentally reshaped by commerce. Old court nobles still cling to titles, ceremony, and royal favor, they are often land-rich but cash-poor, while resenting their dependence on merchant wealth. Alongside them stand hybrid noble families: lesser lords, younger branches, and pragmatic houses, who quietly invest in trade, marry into guild dynasties, and wield influence through proxies while maintaining the fiction that they remain above commerce. Third, a new commercial aristocracy has emerged: ennobled merchants and bankers whose wealth rivals or surpasses that of ancient houses, buying land, titles, and legitimacy as readily as others buy grain. The crown tolerates and empowers this balance out of necessity, granting the City wide autonomy in exchange for credit, logistics, and magical resources, leaving nobility within the City divided, adaptive, and inseparable from the mercantile order that now truly governs it.

I'm not sure if we're anywhere close the stage where we have too much lore or have made this too difficult for the layman, but I'm not entirely sure I care.

Also, to summarize we have several conflict for several major plot arches:

1. Racial conflict: humans vs elves. Rights to magic, access to bones, purely materialistic rivalry (with both humans and elves making efforts to gloss over the material reasons with their respective religions, 'elves are from the devil and want to deprive humans of their divine right to magic' VS 'humans are parasites, vermin that overconsumes the sacred resource which only we can properly steward and protect').
This gives us plot points like:
- Redrawing borders with the elves
- Attempts at diplomacy
- Possibly, disguised elves trying to make way into human power structure
- Humans attempting to get to elven hills to confirm if they are hiding more bones in there
Kind of sub-conflict:
- Wizards vs elves - old debts, gatekeeping etc; maybe even to some extent wizards vs humans if we want to add fanatic wizards intending to rule the plebs and eradicate elves as well. Could be a faction or secret society or something.

2. Religious conflict: old polytheism, patron gods, beliefs influenced by elves 2k years ago is still strong in tradition (calendar, national holidays, rituals, verbal expressions etc) but rapidly losing followers among merchants VS new monotheism, the religion of Human Magic worshipping the first mage as well as human access to magic as a resource and all resources in general, human inherits the earth, man is the king of all animals etc; actively hostile to elves as gatekeepers of magic and (in part) nature through hills and forests.
Plot points:
- Several influential families in The City have converted to Monotheism, it's almost becoming a trend
- Traditionalists insisting this new religion is a sect or a phase, the old religion positions humans as part of the greater nature where everything is governed by various gods, society will anger them if stops worshipping properly.
- Religious extremists on both sides, possible terror attacks
- If we accept the idea of large immigration, we might consider adding 3-4 'foreign' religions, this might include the elf religion, that everyone would consider weird.

3. Social conflict: rich merchants vs nobility. Ancient nobility want respect and money, but consider themselves above the trade, new nobility dives into trade, merchants buy titles, crown in debt to City, some guilds explicitly disallow titled members + guild membership actually presumes one either does the trade of the guild or owns the means of production.
  - Influence wars between ennobled merchants and ancient idebted nobility
  - Nobles clinging to the ceremonial offices in the City (governor, master of seals, marshal of gates etc etc)
  - Commoners hating BOTH merchants and nobility, sometimes see them interchangeably, both are distant elites. Early brewing of labor rights unrest (few people are likely to want to play as commoners, but can be used for quests)
  - Typical overpopulation, mixing of cultures, high rents, low pay etc.

4. (background) International conflict: immigrants in The City possibly treated poorly, trade in general, City's Archeological Guild sending out scouts to find bones in foreign lands, if we position the City (if not the whole country) so that's it on the crossroads of cultures, just a bit of additional tension and it will allow more variety in characters. NB! Point of 'allowing' foreigners into guilds, City government etc.

OPTIONAL and DIABOLICAL plot point: the Crown wants to move the capital to the City (which it currently isn't).
The announcement of this decision might be the kick-off to our plot, tbh. The City is already dealing with all of the above conflicts, but several are sort of balanced out and ok, like 'WE'RE MANAGING, we're keeping it together, IT'S FINE', and now the Crown is like [obi wan 'hello there' sound]. Sort of like Rome -> Constantinople or even Moscow -> St Petersburg. Elves will see it as outright expansion and precursor to open war. Some ancient nobility elsewhere in the country will fell forgotten, potential plotting of cout d'etat. Some merchants will like it, others will oppose it because the Crown = oversight = higher taxation. The City is already tightly packed and now will require even more expansion, building of royal palaces and administrative buldings etc. On the other hand, that's more job, and the elite status of the Capital.

This grants us a reason for Royals to be closer to the plot while being a plotpoint by themselves.
We can also consider leaving it up to the players/quests - if this move is succesfull, ie if the Crown is convinced Not to Come - we should have some drafts for that turn of events, or if the Crown actually does come over and settles - we can have a set of drafts for that as well. Unless we want to make the executive decision which way this will go (PROVIDED we ever open and get players who care about any of this).

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Found some art

https://i.pinimg.com/736x/c0/48/d3/c048d352f0c9b6fe215bab6e341e580d.jpg
Link to pin

Made some art

https://i.ibb.co/wF6y4mGx/bones-collage.png

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Вроде все учтено в магии и эльфах

"Тогда это отвечает на еще некоторые открыте вопросы и кое-то упрощает:
1. Если у людей магия это скилл, а не врождения, то когда они сосуществовали с драконами и эльфами, то тоже могли у кого-то из них учиться, и у эльфов не было нужды вытравливать магию из людей через скрещивание. Просто грянул катаклизм, который убил драконов, видимо существенно нарушил цивилизации как людей, так и эльфов, какие бы они ни были на тот момент. А эльфы с их пристрастием жить под холмами + долгим сроком жизни просто первыми наткнулись на кости и разобрались, что с ними делать раньше, чем человеки.

2. Если 2тыщи лет назад маги получили у эльфов не генетику, а просто кости и умение обращаться, то это лучше оправдывает задолженность эльфам. Можно даже тут допустить, что эльфы прятали куски костей, например, в посохах или амулетах или еще там где, и требовали за это много денег. Получается, если посох или амулет или кусок кости волшебник потерял или сломал - ну ппц, надо идти за новым, снова платить. Если маг хочет передать посох в наследство ученику или отпрыску, то это может продолжаться 2-3 поколения макс, потому что после этого кость "разряжается", а о том, что ее можно "зарядить" снова знают только эльфы - твоя теория о том, что при их продолжительности жизни им это заметнее и они умеют бережно обращаться. И это дает нам "наследственных" волшебников, у которых в руках все вдруг перестает работать, а праотцы их научили, что со всеми вопросами - к эльфам. И эти маги несут свои обломки костей эльфам, те их или заряжают, или колупают им новые обломки, не бесплатно конечно. То есть это хороший метод, как сохранить привязанность магов к эльфам и тем больнее эту привязанность сломает обнаружение костей людьми. Маги как только просекут, что все это время эльфы тоже торговали с ними костями, могут пойти бить остроухие морды.

3. Если волшебство это скилл, а для того чтобы отколупать себе для работы кусок кости надо много денег - это немного упрощает доступ к магии, но не делает ее слишком доступной, как минимум нужны деньги на кость и ума палата чтобы ею пользоваться. И там, может каждая богатая фамилия захочет теперь своего мага (как было принято, что один сын наследует титул и земли, один идет в духовенство, один на военную службу, вот теперь еще один - в магию, или даже модно дочерей туда отправлять, вай бы нот). То есть резкий прирост волшебников, им понадобится учебное заведение наверное, но у всех основной недостаток - они уже забили на эльфов и если/когда кость в их руках закончится, они не будут знать, что ее можно зарядить. Но если это богатые семьи, то они скорее всего тупо пойдут за новой."

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Расширено, расписано, перенесено

Мысли про религию
Новая вера

Инноченца Элардо была первым человеком, которому дол Айне объяснил магию (Dolores Dei, anyone?). Она взяла несколько учеников ещё до запрета дол Айне на обучение, и стала фактически мэджик джизус 200 лет назад.

Она же уговорила другие эльфийские дома тоже дать своим избранным доступ к магии драконьих костей: Кассиопея Вотта стала человеком от дол Сирах, и Адриана ди Сильвестро - от дол Куэртанн.

Инноченца была в итоге убита завистниками и теми, кто желал проверить, будут ли её кости тоже магическими. Кассиопея и Адриана в ответ основали церковь Инноченцы.

Все три семьи (Элардо, Вотта, ди Сильвестро) остались ключевыми фигурами, где магия передаётся из поколения в поколение.

По поверию, магия была дана Инноченце потому что она была чистой и искренней, типа настоящим сосудом для магии. На самом деле, она и её семья прижали дол Айне, когда семья Элардо нашли способ пересечь границу чар прям в эльйияские земли. Элардо согласились никому ничего не говорить в обмен на горстку секретов, главным из которых было использование драконьих костей.

Некоторые полагают, что и смерть Инноченцы была заказана долом Айне, чтоб неповадно было.

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Переведено, перенесено, имена выбраны

Здесь: будущие разделы "история" и "религия". Мне проще на английском оформить и вычитать, и потом перевести уже когда мы все одобрим и подпишем. И решим с именами.

Wikipedia entry for 'The City'

HISTORY

Pre-industrial era
Founded in the long aftermath of the great climate catastrophe that ended the age of dragons roughly 10,000 years ago, the City began as a modest coastal settlement clustered around a natural harbor. Early human and elven survivors alike lived in scattered communities, rebuilding agriculture, navigation, and trade amid a reshaped world. By the late Bronze and early Iron eras, the settlement had grown into a regional trade hub, benefiting from sea routes, river access inland, and relative insulation from continental wars. Over centuries, it passed nominally between larger kingdoms, empires, and dynasties, but its wealth made direct rule impractical; conquerors found it more profitable to tax than to govern. Periodic famines, plagues, and maritime wars punctuated its growth, including at least two devastating epidemics that halved the population and reshaped urban planning. Throughout the last two millennia, the City cultivated a reputation for skilled artisans, banking, and mercenary contracting, while hosting a small but influential class of human wizards trained under elven supervision. By the late medieval period, merchant guilds had eclipsed feudal lords in power, and the City functioned as a largely autonomous mercantile republic in all but name. Two centuries ago, the discovery and exploitation of dragon bones beneath and beyond its hinterlands triggered a transformation without precedent, propelling the City into an age of magical industry and making it the most economically and politically significant urban center in the region.

Industrialization and the Bone Age
The modern history of the City is generally dated from the Discovery of Deep Dragon Remains (Bones Beneath), approximately two centuries before Present Day. While small-scale magical craft had existed for millennia, the systematic excavation, refinement, and application of dragon bone fragments marked a decisive break from earlier economic and social patterns.

Early discoveries were initially dismissed as isolated curiosities, but improvements in mining techniques, metallurgy, and mechanical design, often inspired by existing magical theory, soon allowed for large-scale extraction. The convergence of magic and machinery triggered a period of rapid development now referred to by historians as the Bone Age.

Economic Transformation
The City’s mercantile economy proved uniquely suited to capitalize on this discovery. Guilds quickly reorganized to incorporate new industries, while older trades adapted or were displaced.
Key developments included:
- Bone-powered lifting engines and pumps
- Clockwork devices enhanced by magical charge
- Expansion of shipyards and overland logistics
- The emergence of airship travel

Dragon bone rapidly became the City’s most valuable commodity, surpassing traditional trade goods such as grain, textiles, and precious metals. Wealth concentrated further among guild leaders, financiers, and early investors, reinforcing the City’s oligarchic structure. Banking houses played a crucial role, providing credit for risky excavations and experimental workshops. Failures were frequent, but successes were spectacular.

Demographic Expansion
Industrialization coincided with unprecedented population growth. The City drew migrants from across the region and beyond: laborers, artisans, scholars, mages, mercenaries, and opportunists of every origin.

Within a century:
- Entire new districts were constructed
- Informal settlements spread beyond the old walls
- Class divisions became more pronounced
While wealth increased overall, inequality widened. Skilled mages, engineers, and guild members prospered, while unskilled laborers faced hazardous working conditions and unstable employment.

Relations with the Elves
The expansion of excavation brought the City into increasing conflict with neighboring elven territories. Elves maintained that many of the City’s mining operations encroached upon sacred hills and ancient sites, while City authorities insisted on legal ownership and economic necessity.

Diplomatic efforts alternated with periods of tension:
- Trade restrictions and magical embargoes
- Accusations of sabotage and cursecraft
- Allegations of smuggling and illicit excavation
Although open war was avoided, relations steadily deteriorated, with mutual distrust hardening into a prolonged cold conflict.

Religious Shifts
The Bone Age coincided with the rise of Innocentism, which gained prominence among merchants, mages, and political elites. The Church of Innocenza presented magic as humanity’s rightful inheritance and positioned industrial expansion as both moral and inevitable.
While the Ancient Faith retained strong cultural and civic presence, its influence increasingly competed with Innocentist institutions, particularly in matters of education, magical ethics, and public ritual.
Religious tensions occasionally erupted into unrest, though outright persecution remained rare.

Political Consequences
As the City’s wealth grew, so did its autonomy. The Crown, increasingly reliant on City loans, magical infrastructure, and logistical support, granted expanded privileges in taxation, self-governance, and military organization.

Over time:
- Royal officials became ceremonial
- Guild councils assumed de facto authority
- Noble families adapted or declined
The City came to function as a state within a state, formally loyal yet practically independent.

Environmental and Magical Concerns

By the second century of industrialization, concerns emerged regarding the sustainability of dragon bone extraction. Reports of depleted sites, weakened artifacts, and unstable magical phenomena prompted debate among scholars and clergy. Elven warnings regarding finite resources and long-term consequences were widely circulated but often dismissed as obstructionist or self-serving. No comprehensive restrictions were enacted.

Recent Developments

In the decades leading up to Present Day, the City has reached the height of its influence:
- Airships dominate regional trade routes
- Guild wealth rivals that of entire kingdoms
- Cultural output flourishes alongside unrest
Amid this prosperity, rumors intensified that the Crown was considering relocating the royal capital to the City, a move that would formalize its centrality while threatening to destabilize existing balances of power.

City name ideas:

Port Aurelia
Castellune
Ravennor
Altamaris
Glyvos
Salarín
Noreia
Есть внезапный вариант назвать город "Фауст"

Country name ideas:
(also applicable to neighbor countries)

Damaria
Riolona
Oubria
Larruva
Orizalva
Fabrene

[LATE DISCLAIMER: I'M TERRIBLE AT NAMES, PLEASE DON'T MAKE ME DO THIS, I DON'T WANT TO USE AI]

Wikipedia entry for 'Religion in The City' - The Ancient Faith

THE ANCIENT FAITH

The religious life of the City has historically been shaped by a diverse and decentralized system of beliefs and practices commonly referred to by modern scholars as the Ancient Faith. Rather than a single organized religion, the Ancient Faith encompasses a broad network of cults, household rites, civic ceremonies, and regional traditions centered on the veneration of multiple gods, spirits, and natural forces. These practices predate recorded history and are believed to descend from beliefs that emerged in the centuries following the great climate disaster that ended the age of dragons.

The Ancient Faith does not possess a unified scripture, central authority, or formal creed. Religious observance is understood primarily as a matter of correct practice: honoring the gods through offerings, festivals, vows, and maintenance of sacred spaces, rather than adherence to a defined doctrine. Participation is communal and pragmatic, embedded in daily life, trade, governance, and family tradition.

In the City, religious practice has long been shaped by its role as a maritime and commercial hub. Public temples are dedicated to major civic deities, while smaller shrines, roadside altars, and household sanctuaries are widespread. Merchant families, guilds, and neighborhoods often favor particular gods associated with their profession or history, and it is common for individuals to offer prayers to different deities depending on circumstance rather than exclusive devotion to one.

The City traditionally recognizes a patron deity associated with travel, exchange, and communication, whose cult has enjoyed particular prominence since the early growth of maritime trade. Major civic rituals, such as the blessing of fleets, the opening of markets, and the ratification of trade accords, have historically included invocations to this deity, alongside others connected to prosperity, stability, and protection.

The Ancient Faith also emphasizes the presence of lesser spirits tied to specific places: rivers, hills, harbors, crossroads, and ancient trees. Neglect or mistreatment of these sites is widely believed to invite misfortune. This outlook, which frames humanity as one participant within a broader living world, has influenced legal customs, land use traditions, and early attitudes toward magic, particularly during periods of close contact with elven cultures.

Despite periods of political upheaval, famine, disease, and foreign rule, the Ancient Faith has shown remarkable continuity in the City. While individual cults have risen and declined in prominence over the centuries, the underlying religious framework has remained a defining feature of urban life, adapting to social change without consolidating into a centralized institution.

MAIN GODS:
Widely recognized deities of the Old Faith
(Names and domains as commonly recorded; local epithets and interpretations vary.)
[EVERYTHING IS OPTIONAL I WAS STRUGGLING]

1. Vermior — God of roads, trade, messengers, contracts, and chance encounters
Patron deity of the City; protector of merchants, travelers, and negotiators.

2. Calethra — Goddess of the sea, tides, harbors, and safe passage
Invoked by sailors, dockworkers, and coastal settlements.

3. Ordanus — God of law, oaths, civic order, and measured justice
Associated with courts, councils, and public assemblies.

4. Ferros — God of craft, metal, labor, and endurance
Favored by artisans, builders, engineers and guild workshops.

5. Lunelia — Goddess of cycles, time, fertility, and renewal
Closely tied to agriculture, childbirth, and seasonal rites.

6. Aurelion — God of light, clarity, and sanctioned authority
Often honored in state ceremonies and by magistrates.

7. Nerai — Goddess of fortune, uncertainty, and hidden outcomes
Appealed to in times of risk, investment, and travel.

8. Selvans — God of forests, wild places, and the balance of nature
Associated with sacred groves and ancient boundaries.

9. Virexa — Goddess of health, disease, and recovery
Her shrines commonly appear near hospitals and quarantine zones.

10. Mortivar — God of death, remembrance, and the proper passing of souls
Concerned not with judgment, but with continuity and ancestral honor, most commonly invoked around funerals.

11. Aristien — God of magic, creation and dragons
Was woshipped even before wizards, but after the passing of the magic from elves became the main deity for many mage communities.

LINGUISTICS & BEHAVIOR DETAILS:
The followers of the Ancient Faith do not think of themselves as practicing a single, exclusive religion. Instead, they participate in a network of cults, rites, and obligations centered on different gods, spirits, places, and social functions.
You didn’t “believe” in the gods (or not), instead, you honore them correctly (or not).

Different cities, families, professions, and regions emphasized different gods.
This is not a conflict of religion, it is normal to honor different deities in different circumstances day to day and in different stages of one's life.
Local and regional variation is expected.

No exclusive worship: worshipping one god does not exclude worshipping others, in fact, exclusive devotion might be considered suspicious. This is part of why Innocentians are seen as dangerous: refusal to honor other gods breaks social order.

Language
Examples of how people describe their faith:

“I follow the old ways”
“I honor the sea gods”
“Our house keeps the rites”

There is no single church, no prophet, no universal scripture.

Only later, when the Monotheist Religion emerges, does it become useful (or even necessary) to label the older practices as a single thing (the Ancient Faith. That labeling itself can be polemical: “Your scattered superstitions vs our One Truth.”

Wikipedia entry for 'Religion in The City' - Innocentism

INNOCENTISM
Linguistics:
Religion: Innocentism / Религия: Инноченцизм
Adjective: Innocentist / Прилагательное: инноченцкий/ая/ое итд
Follower: Innocentist / Последователь: инноченец/инноченка
Institution: The Church of Innocenza / Институт: Церковь Инночензы

Использование в предложении:
"Я принял инноченцизм в годы обучения."
"Ее воспитывали в инноченской семье."
"Инноченская доктрина учит, что магия по праву принадлежит людям."
"Инноченское духовенство возражает против переговоров с эльфами."

Definition
Innocentism is a monotheistic religious movement centered on the life, teachings, and martyrdom of Innocenza Elardo (c. 200 years before Present Day), traditionally regarded as the first human to fully receive and transmit true magical knowledge. The faith emerged during the early decades of human industrialization and has since grown into one of the dominant religious, cultural, and political forces within the City and its surrounding territories.
Innocentism teaches that magic is a divine gift granted to humanity through Innocenza, who is revered as the Chosen Vessel and First Illuminated. Unlike the Ancient Faith, which emphasizes humanity’s place within a broader cosmic order, Innocentism affirms humanity’s unique authority over the world and its resources.

Origins
According to Innocentist tradition, Innocenza Elardo was granted knowledge of magic through divine favor, owing to her exceptional purity of spirit, sincerity of purpose, and unwavering devotion to the betterment of humankind. Through her, humanity was released from ignorance and dependence, gaining rightful access to magical power previously withheld or obscured.
Innocenza is said to have taken a small number of disciples during her lifetime, among them Cassiopaea Votta and Adriana di Silvestro, who later became central figures in preserving and spreading her teachings. These early followers are collectively referred to as the First Bearers.
Following Innocenza’s death, traditionally described as a martyrdom at the hands of the fearful and the envious, her disciples formally established the Church of Innocenza to safeguard her legacy and ensure that her revelation would not be lost or suppressed.

Teachings and Doctrine

Core Innocentist beliefs include:

- The Doctrine of Inheritance: Magic is humanity’s birthright, not a privilege granted by external powers.
- The Vessel Principle: Innocenza did not create magic but revealed humanity’s capacity to wield it.
- The Mandate of Use: Knowledge and power exist to be exercised for human advancement.
- The Unity of Truth: Fragmented worship and competing gods obscure divine will; truth is singular and revealed.

While Innocentism reveres Innocenza uniquely, worship is directed toward a single, transcendent divine principle often referred to as The Source or The First Will.

Relationship to Magic
Innocentism maintains a close institutional relationship with magical practice. The Church historically supported the training of mages, the dissemination of magical knowledge, and the ethical use of arcane power for civic and industrial development.
Many early magical academies and bone-refinement workshops operated under Church patronage, and Innocentist rites are commonly performed during the consecration of magical tools, laboratories, and airships.

Organization
The Church of Innocenza is hierarchical but comparatively young and adaptable.

[OPTIONAL, named can and maybe should be changed, I'm out of my league] Core structure:

1. The Luminary Pontiff – Supreme spiritual authority, interpreter of Innocenza’s will
2. The Synod of Bearers – Senior clerics, often drawn from founding lineages
3. High Prelates – Regional leaders overseeing doctrine and institutions
4. Ordained Clergy – Priests, confessors, and ritual officiants
5. Lay Orders – Scholars, healers, and administrators affiliated with the Church

The families Elardo, Votta, and di Silvestro retain ceremonial prominence, regarded as living witnesses to Innocenza’s legacy, though official doctrine denies any hereditary claim to sanctity.

Role in the City
Over the past two centuries, Innocentism has become closely associated with the City’s mercantile elite, magical professions, and emerging political institutions. Major temples, including the recently completed Great Basilica of Innocenza, stand as symbols of the faith’s influence and wealth.
The Church maintains that its rise reflects humanity’s natural spiritual maturation, though critics argue that its expansion has been accelerated by industrial interests and political patronage.

Controversies
Scholars and adherents of the Ancient Faith have long disputed Innocentist claims, particularly regarding the origins of magical knowledge and the circumstances of Innocenza’s death. While the Church acknowledges historical uncertainties, it rejects accusations of political manipulation or historical revisionism as heretical distortions.

Current Status
Today, Innocentism is one of the most widely practiced religions in the City, with growing influence beyond its walls. Ongoing debates concerning doctrine, authority, and relations with non-human cultures continue to shape its development.

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princess написал(а):

Port Aurelia

+1

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Написать в магию про долговых волшебников и в эльфийский лор про суеверия

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https://watabou.itch.io/medieval-fantasy-city-generator
https://azgaar.github.io/Fantasy-Map-Generator/

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Расписать:

- университет
- королевская семья
- гильдии + лица
- география города
- наука + медицина
- социальный уклад

- Написать в магию про долговых волшебников и в эльфийский лор про суеверия

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Перенесено в расширенной версии

Одно из главных достопримечательностей Порта Аврелии - Универитет им. Августа Алхимика. Университет тесно связан с промышленностью, медициной, и магической безопасностью города, и стажировка в лабораториях или на производстве является обязательной для выпуска. Обучение доступно всем вне зависимости от пола и возраста, единственная преграда - стоимость. Университетское образование дорогое, и доступно только высшим слоям общества и особо талантливым студентам, которых спонсирует корона/гильдии.

Администрация:
Ректор - контролирует все факультеты, назначает деканов, взаимодействует с гильдиями и городским советом.
Деканы факультетов - руководят преподавателями и лабораториями, распределяют проекты и бюджеты.
Преподаватели и проч рисёрч супервайзеры  - проводят лекции и курируют исследования.

Факультеты

Факультет магии и алхимии
Что изучают: свойства драконьей кости, её очистка и использование, создание магических зелий и эликсиров, разработка артефактов, история магии.
Кого готовят: магов, алхимиков, исследователей магической энергии.
Длительность обучения: 10-12 лет.

Факультет медицины
Что изучают: теория и практика медицины, травничество, алхимия, магическая терапия.
Кого готовят: врачей, аптекарей, учёных.
Длительность обучения: 7-9 лет.

Факультет инженерии и техники
Что изучают: создание механизмов на драконьей энергии, транспортных средств (включая дирижабли), боевых машин; работа в кузницах, механических и навигационных мастерских.
Кого готовят: инженеров, изобретателей, мастеров по механике и строительству машин.
Длительность обучения: 5-6 лет.

Факультет права
Что изучают: дипломатия, законы гильдий и города, гражданское право.
Кого готовят: юристов, нотариусов, чиновников, дипломатов.
Длительность обучения: 4–5 лет.

Факультет искусств
Что изучают: грамматика, риторика, логика, философия, литература, астрономия, музыка.
Кого готовят: учёных широкого профиля, преподавателей, мыслителей, культурных деятелей.
Длительность обучения: 3–4 года.

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Расширено и вписано куда надо

Снова кратко и сумбурно про нпс

Королевская семья

Gianmarco Bastiano Petronio Gianetti | Жанмарко Бастиано Петронио Жанетти - король
Rossana Donatella Irene Fonzi | Россана Донателла Ирене Фонзи - королева
Eberardo | Эберардо и Ignazio | Игнацио - принцы
Godeberta | Годеберта и Annamaria | Аннамария - принцессы

Гильдии

Banking and financing guild (The Gold Goose Consortium)
Контролирует кредиты, инвестиции и торговлю драконьей костью.
Глава - Latifa Kerem | Латифа Керем

Engineering and mechanical guild (The Cog & Chain Guild)
Cтроит машины, транспортные устройства и дирижабли на драконьей энергии.
Глава - Sabrina Storti | Сабрина Сторти

Mercenary and security guild (The Iron Fang Company)
Управляет военными компаниями, телохранителями и частными армиями.
Глава - Luis Torres | Луис Торрес

Magic and alchemy guild (The Bone & Essence Circle)
Разрабатывает магические артефакты, зелья и исследует драконью кость.
Глава - Yamima Catena | Ямима Катена

Craft and manufacture guild (The Hammer & Quill Fellowship)
Контролирует производство товаров, текстиля, оружия, утвари, а также ремесленные мастерские.
Глава - Rishu Devarukhkar | Ришу Деварукхкар

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24

Не расписано до конца

ДРАКОНЫ

В мире всё ещё есть драконы, но они относятся к старой цивилизации как куры к динозаврам - и  размером не больше собак.

Магия есть в костях и маленьких драконов, но их мощность, по сравневнию с древними останками, ничтожно мала. Несмотря на это, на чёрном рынке есть ниша и для таких костей.

Драконье мясо иногда используется в еде, а чешуя некоторых видов — как афродизиак.

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25

Комментарии Саверио к матчасти

1. Порт Аврелия — фактически город-государство (ведь да?) Тогда получается, что эльфы не их какой-то субъект, и у них скорее всего (еще дойду) своя государственность, а значит, это уже все причины для реальных военных конфликтов, если кто-то раз за разом пересекает границу и пиздит полезные ископаемые

Расписано в эльфийском лоре

2. ГДЕ ВОЙНЫ

To do

3. "На фоне процветания усилились слухи о том, что корона рассматривает перенос столицы в Порт Аврелию — шаг, который формально закрепил бы его центральную роль, но мог бы опасно нарушить существующий баланс сил."
имхо очень смелый шаг, когда город очевидно не слишком лоялен королевской семье, и при этом инструментов принуждения у королевской семьи давно нет, и фактически они сам город потеряли, а на его захват и удержание власти им денежек никогда не хватит, потому что сам город вонючим сапогом кондотьера отпиздит и плясать заставит. ваще как будто бы сильно щас не хватает общей информации по миру для понимания картины

To do

4. Исполнительный совет ≠ Внутренний круг? или они входят в круг? или шо или как

To do

5. а кстати, раз на бумажке город все-таки входит в какое-то государство, то входят ли в него эльфы?
ебаные люди, и тут захватили
хотя тут вопрос, а как их нахуй контролировали, даже если когда-то захватили

Расписано у эльфов

6. Дол Куэртанн -  а не кажется, что вторые могли бы быть полностью против сотрудничества с людьми и ничего им не давать? людям и так палец протяни, так они руку отхватят

Поправлено

7. "Эльфы не кланяются, тем более перед людьми - любая форма явного подчинения считается унизительной."
Людям или вообще?

Выкинуто вообще, это не важно

8. "Помимо отравления, самый верный способ убить эльфа - холодное железо, которое не только уничтожит цель, но и будет неистово жечь в процессе.
Эльфийское оружие это продолжение леса: луки из живой древесины, выращенной под конкретного владельца; стрелы с наконечниками из кости, обсидиана, закалённого смоляного камня; копья и серпы, одинаково пригодные для боя и ритуала. Холодное железо не используют принципиально; трофейное хранят запечатанным как проклятие."

ребята, нам пизда, и удивительно, что не пару сотен лет назад
очевидно костяное оружие сильно проигрывает железному, но есть же еще бронза и (ауч) серебро, а то иначе далеко не ускачем и нахуй не отвоюемся, сидим как африканские аборигены против огнестрела

To do
Подробнее расписать оружие

9. "Внутри дома нет понятия семьи в человеческом смысле: все эльфы одного дома - родственники, выращенные одной землёй. Иерархия существует, но она не формализована: влияние определяется возрастом, навыками, участием в ключевых событиях, и способностью отстаивать интересы дома. Старшие эльфы домов - не правители, а скорее учителя и хранители памяти. Их слушают, потому что они помнят, кто и кому что должен уже шестьсот лет. Решения принимаются либо через долгие обсуждения, часто сопровождаемые ритуалами, либо через быстрое и кровавое насилие. Эльфы не боятся внутренних конфликтов: стычки между домами или внутри них не крайняя мера, а обычное развитие событий.
ну короче понятно, почему перед лицом людей нам пизда"

1) анархия и отсутствие внятной иерархии, а значит, тех, кто объединит и придаст ускорение в нужную сторону
2) ЕЩЕ И ПИЗДИТЬСЯ УСПЕВАЕМ, КОГДА НАС ТУТ И ТАК ПОЛТОРА КОСТЕКОПА

ну получается, что при врожденной магии все равно нужно условно каждого или какими-нибудь корнями дерева придушить, или лично подобраться в тенях и шею свернуть
перемрем ребята ПЕРЕМРЕМ
если серьезно, то нужны механизмы борьбы с человеками, у которых не просто численное преимущество, а охуеть какое численное преимущество, и они такими темпами уже имели все шансы раздавить числом

To do
Расписано слегка в плане магии, но нужно больше

10. "Изгнанники могут попытаться примкнуть к другому дому, создать свою общину, или жить в одиночестве."
нам нужны малые дома из когда-то изгнанных и вырастивших своих хд

Расписано у эльфов

11. "Эльфы верят, что всё, что происходит, оставляет след: в почве, корнях, воде, в телах и душах. Нарушить хрупкий природный баланс значит навлечь долг, который обязательно будет взыскан, пусть даже через столетия."
ПОЭТОМУ ДАВАЙТЕ ДРУГ ДРУГА РЕЗАТЬ ЭТО НЕ НАРУШИТ БАЛАНС

To do
Уточнить этот момент

12. "Эльфийские праздники не привязаны к календарю людей и часто не имеют фиксированной даты. Они связаны с природными циклами, такими как "рождение" новых эльфов, первые дожди после засухи, и окончание старой вражды."
ну то есть по факту просто свой календарь, свое летоисчисление и свои памятные даты?

Прописано

13. "телесные практики - шрамы, окраска кожи соками растений, временные изменения формы"
И БОДИМОДИФИКАЦИИ

И это

14. "Хирургии нет; раны либо затягиваются регенерацией, либо лечатся компрессами из соков, спор и мицелия."
смотрите, теперь с моей легкой руки есть

И это

15. "Алхимия воспринимается как опасная дисциплина людей."
а кстати пащиму
по сути это сюда же все зелья на магически усиленных свойствах трав

Исправлено

16. я кстати не совсем догоняю, а за счет чего новая религия стала такой популярной
она фактически очень магоцентристская, а простым людям ну приятно, конечно, что человечество имеет право на все, даже на небо, даже на Аллаха, но фактически они с этого ничего не получают

To do

17. "Люди и эльфы маскируют материальные интересы религиозной риторикой"
хз насколько эльфы как раса обладают достаточно крепкой религиозной доктриной для того чтобы не то что участвовать в религиозной риторике, а хотя бы проявить интерес к религиозной риторике
они сейчас весьма нечеловечны (не как минус, а как факт), и по матчасти не производят впечатления, что им вопросы религии так же важны: у них это не религия, а экосистема, да и вообще они-то знают, че с ними будет после смерти, и где причины всех чудес х)

To do

18. КОРОЧЕ
очень тяжело щас какие-то вещи комментировать, потому что нет комплексного восприятия мира и неясно, как он работает: что за государство вокруг, какое положение дел за пределами Порта Аврелии, кто у нас соседи, ну и опять же положение эльфов
и встает вопрос, а есть ли где-то еще по миру другие эльфы, или это последний оплот

Добавлено у эльфов
To do - человеческие земли Порта Аврелии

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26

Innocentism 2.0

[NOTE: AS USUAL, ALL NAMES AND TERMS CAN BE CHANGED]

Innocentism
Innocentism is a monotheistic religious tradition centered on the life, teachings, and martyrdom of Innocenza Elardo, venerated as the Pure Vessel and Bearer of the Common Gift. The faith emerged during a period of profound social disruption marked by famine, disease, and war, and rose to prominence alongside the early decades of dragon-bone extraction and industrial development.
[NOTE: I THINK WE NEED TO ADD A PERIOD OF BAD HARVESTS, A PLAGUE OR TWO, A DISASTROUS WAR JUST BEFORE THE BONE AGE (mirroring the dark ages and black death before Actual rela worl renaissance)]
Innocentism teaches that moral purity, compassion, and restraint — not birth, wealth, or talent — are the true measures of human worth. While acknowledging the existence of magic, it frames its use as a moral responsibility rather than a privilege, asserting that power withheld from the suffering is a form of corruption.

Theology

Innocentist theology centers on belief in a single transcendent divine principle known as the Source, understood as the origin of moral order, purpose, and meaning. Unlike the gods of the Ancient Faith, which govern aspects of nature and place, the Source is believed to stand beyond the material world, judging actions rather than rituals.
Innocentism holds that while other gods and spirits may exist, they are limited beings whose authority does not extend to salvation or ultimate judgment.

Historical Background
The origins of Innocentism are traditionally dated to the Years of Withering, a generation marked by repeated crop failures, urban overcrowding, and widespread disease. These crises coincided with the first verified discoveries of dragon remains beyond elven-controlled lands, a development that promised renewal but also deepened social inequality.
As wealth and opportunity concentrated rapidly among merchants, guild leaders, and trained mages, large portions of the population experienced worsening conditions. Contemporary sources describe rising resentment toward both the old civic cults, seen as ineffective, and traditional elites, perceived as distant and unaccountable.
It was in this climate that the teachings attributed to Innocenza Elardo began to circulate.

Innocenza Elardo
According to Innocentist tradition, Innocenza Elardo was born to an undistinguished family and lived a life of deliberate humility. She is said to have preached that magic, like knowledge or healing, existed for the benefit of all and that hoarding power while others suffered was a moral failing.
Innocenza’s understanding of magic is presented not as technical mastery but as spiritual clarity: she is described as a vessel, capable of wielding power safely because of her purity of intent. Her refusal to profit from her abilities and her insistence on teaching and service brought her both followers and enemies.
Innocenza Elardo is revered as the first human to receive clear revelation from the Source. Innocentist tradition teaches that her understanding of magic revealed to her its corrupting potential, prompting the Source to entrust her with a moral mandate rather than dominion.
She is venerated as an exemplar of virtue and sacrifice but is not herself worshipped as divine.
She was killed under disputed circumstances, widely remembered as a martyrdom. Innocentist tradition holds that her death revealed the corruption of the world and confirmed the truth of her message.

Afterlife and Judgment
Innocentism teaches that all souls face judgment by the Source after death. Salvation is granted based on virtue, compassion, and responsible use of power, rather than wealth, lineage, or ritual observance.
This doctrine contrasts sharply with the varied and localized afterlife beliefs of the Ancient Faith.

Core Beliefs
Innocentist doctrine is summarized through several widely taught principles:

- The Common Gift: All power exists for the benefit of humanity as a whole.
- The Measure of Virtue: Moral worth is determined by compassion, restraint, and service.
- The Burden of Power: Those who possess knowledge or ability are obligated to use it for others.
- The Fallen World: Suffering persists because power is misused and virtue neglected.

Magic is neither condemned nor celebrated outright. Instead, it is treated as a tool whose ethical use defines the moral character of the user.

[NOTE: Here I'm trying to mirror how on the surface christianity preaches that people with means and/or talent, like doctors, should use their means for the common good and for free if needed and that turning away the masses - like the poor and the marginalized is a moral failure. This throws shade on people AND elves who hoard magic, but also touches on basic financial greed and even old religion: under Ancient Faith the richer you are = the better you can serve god = the better is your afterlife, while under Innocentism, the purer you are morally, regardless of wealth and talent for magic, the better chance you have for cushy afterlife, something like that. So I'm trying to play Innocenza being able to do magic similar to how Jesus was able to do healing (and magic lol) - it doesn't mean christianity was only interesting to healers. But the promise was that poor deserve decency and have sort of a right to it, and those who deny it are Bad = we're getting commoners interested in Innocentism. For rich non-mages, even though the mindset is SUPPOSED to be 'the more you have either money or talent - the more you should give' but in reality it works out 'if you perform charity well enough you can hoard without limits' - PLEASE EXPLICITLY LET ME KNOW IF THIS MAKES SENSE AND ANSWERS BARTS CONCERNS]

Practice and Worship

Innocentist practice emphasizes simplicity and accessibility.
Common elements include:
- Daily prayer and confession
- Communal gatherings focused on instruction rather than sacrifice
- Acts of charity as religious duty
- Moral accountability within congregations

Unlike the Ancient Faith, Innocentism does not require offerings to multiple deities or adherence to local cult traditions. Worship is uniform across regions, contributing to its rapid spread.

Innocentist worship is directed primarily toward the Source. Innocenza is invoked as an intercessor and model, her life serving as the clearest example of righteous conduct.

Prayer emphasizes confession, moral reflection, and commitment to charitable action.

Charity and Social Role

Charity occupies a central place in Innocentist life. The Church maintains healing houses, poor kitchens, burial societies, and relief funds, particularly in urban centers affected by industrial growth.
Supporters argue that Innocentism provides:
- Practical aid during crises
- Dignity to the poor
- Moral guidance in times of rapid change

Critics note that while charity is encouraged, structural inequalities remain largely unchallenged.

Appeal Across Social Classes

Among the Poor and Non-Mages
Innocentism offers:
- Moral equality before a single divine will
- Recognition of suffering as meaningful rather than deserved
- Access to community support regardless of status
- For many, it represents dignity without power.

Among Elites and Non-Mage Patrons

For wealthy adherents, Innocentism provides:
- A moral framework that sanctifies charity
- Public recognition of virtue through patronage
- Spiritual legitimacy without relinquishing wealth

Large donations to Innocentist institutions are widely regarded as signs of moral purity and civic responsibility.
[basically selling indulgences]

Institutional Development

Within decades of Innocenza’s death, her followers established the Church of Innocenza to preserve her teachings and coordinate charitable efforts. Over time, the Church developed a hierarchical structure capable of managing property, doctrine, and education.
[NOTE: So the belief has existed since about Innocenza's death about 3000 years ago but as early christianity, at first it was treated more like a local cult, not taken very differently or seriously, but every time disaster happened and poor people needed support - Innocentism grew, slowly gathering power, until around Industrialization it emerged as a fully separate Church standing on its own on the base of 'the old gods have abandoned us, all hail Innocenza and the Source']

The Church’s growth was supported by:
- Urban migration
- Industrial patronage
- The need for moral authority amid change

Relationship to the Ancient Faith

Innocentism does not deny the existence of other gods but asserts that devotion to them obscures a higher moral truth. While open conflict has been rare, theological disagreement remains sharp.
The Ancient Faith continues to dominate civic ritual, while Innocentism increasingly shapes personal morality and social conduct.

Contemporary Status
Today, Innocentism is among the most widely practiced religions in the City and continues to expand beyond it. Its influence is especially visible in education, charity, and public discourse on ethical responsibility.
Debates persist regarding the balance between moral teaching and economic reality, but the faith remains deeply embedded in urban life.

Historical Interpretation

Modern historians generally agree that Innocentism arose not solely from spiritual revelation but from the convergence of crisis, inequality, and transformation. Whether viewed as reformist faith, moral movement, or institutional power, its impact on the City’s development is undisputed.

IN PRACTICE

The Monotheist God: The Source [NOTE: WE CAN CHANGE THE NAME, WE CAN ALSO JUST CALL IT 'GOD', idc, just in case we want something distinct, I called it that to give us OPTIONS]

Innocentists believe in a single, transcendent divine principle commonly called:
The Source / The First Will / The Unbroken Light /whatever your option

The Source is not a god of nature, storms, or harvests.
It is the origin of moral order itself.

Relationship to polytheist gods (difference from Ancient Faith)
Innocentism teaches:
- The gods of the Ancient Faith are real, but limited
- They are expressions, distortions, or echoes of the Source
- They govern nature, place, and habit, not truth or salvation

Innocentist phrasing often says:

"Old gods rule the world as it is"
"The Source judges the world as it should be"

This allows:
- Converts to retain cultural memory
- Clergy to condemn excess without denying lived experience
- A gradual replacement rather than violent suppression (NOTE: since we are playing the age of 2 religions co-existing and competing).

Innocenza's role

Innocenza is not the god.

She is:
- The Pure Vessel
- The First Witness
- The First Listener
- The Messiah

Doctrine holds that after encountering magic — and recognizing its danger — Innocenza received revelation from the Source.

This revelation taught her:
- That power without virtue corrupts
- That magic magnifies moral flaws
- That humanity is meant to share, not hoard [NOTE: like elves do AND obsessive wizards and rich people]
She is revered, not worshipped.

Who Do Innocentists Pray To?

In practice:

Prayer is directed to the Source

Innocenza is invoked as intercessor, exemplar, and guide

Common formulations:

"By the purity of Innocenza, hear us"
"As Innocenza endured, grant us strength"
"Source of All, judge us as she taught"

Afterlife + mass appeal

Ancient Faith Afterlife (as seen by Innocentists)

Ancient Faith teaches:
- Souls pass on
- Some are remembered, some linger
- Fate varies by ritual and favor
- Gods favor those who have the mean to serve them better (the rich, the talented, the famous)
- Gods clearly have their own personalities known through mythologies and their favorites, including the afterlife god(s) so it's very possible to be Generally Ok as a Person but Disliked by a certain god that will wreck you fate and/or afterlife because Reasons

From an Innocentist perspective:
- This is uncertain
- Impersonal
- Unequal
- Easily influenced by wealth and offerings

Innocentist Afterlife Doctrine
Innocentism promises something new and better:

- A single judgment (from a less personified being like the God or the Source)
- Based on virtue, not status

A moral accounting of:
- compassion
- restraint
- charity
- responsibility
- intent

The righteous are promised:
- Restoration
- Clarity
- Release from suffering
- Reunion in a perfected order often called The Unbroken State / Virtuous World / Eternal life
- Equality with the rich if character is pure, intents are virtuous etc

The corrupt face:
- Dissolution
- Exile
- Eternal separation from the Source (anathema)

This is vastly more appealing to the poor who now don't have to worry about fancy offerings to one or more gods but are told they can just Be Nice and that will make them equal with the Elites in the afterlife.

Why Innocentists feel compelled to be virtuous and actually might be

Because:
- The Source sees intent
- Power increases moral responsibility
- Wealth increases moral scrutiny

Innocentist teaching explicitly states:
"Those given more are judged more."

This is why:
- Rich patrons perform charity
- Mages might publicly serve / work for the church / provide magic in times of crises or to the poor in need (even if only occasional and performative)
- Elites sponsor institutions
Virtue becomes visible behavior, not private belief.

BELLS AND WHISTLES
THE BIBLE

Sacred Texts of Innocentism

The central sacred text of Innocentism is known as The Testament of Innocenza.
It is not presented as a single authored book, but as a compiled canon, assembled within the first century after her death.

Structure of the Testament

The Testament is traditionally divided into four parts:

I. The Witness

A narrative account of Innocenza’s life, teachings, trials, and death. Written in a semi-hagiographic style, it emphasizes her humility, refusal of wealth, and moral clarity rather than magical feats.

II. The Sayings

A collection of aphorisms, parables, and moral instructions attributed to Innocenza. These are the most commonly quoted passages in sermons and public discourse.

"Power given but not shared is power stolen."
"Virtue is the only vessel that does not crack."

III. The Letters

Correspondence attributed to early followers, addressing issues of charity, authority, suffering, and proper use of power. These texts are especially important for Church governance.

IV. The Reckoning

A prophetic and symbolic section describing judgment, restoration, and the Unbroken State. Interpreted metaphorically by most modern Innocentists.

Secondary Texts

- The Codex of Witnesses – Early accounts of Innocentist communities
- The Book of Measure – Moral guidelines for power, wealth, and magic
- The Lives of the Bearers – Hagiographies of early leaders
These are authoritative but not equal to the Testament.

Revised Church Structure

The Church of Innocenza is hierarchical but ideologically grounded in moral authority rather than lineage or gender.
Women may hold any clerical position.

Supreme Authority = The First Witness
The highest spiritual authority, charged with interpreting doctrine and safeguarding the Testament.
- Elected by senior clergy
- Serves for life
- Can be male or female

The Conclave
A governing body of senior clerics responsible for:
- Canon law
- Doctrinal disputes
- Oversight of charity institutions
- Members are drawn from different regions and backgrounds.

High Stewards
Regional leaders overseeing:
- Temples
- Charity networks
- Clerical discipline
Often the public face of the Church in major cities.

Ordained Clergy - fathers and mothers [surname]
Includes:
- Confessors
- Preachers
- Instructors
- Ritual officiants
Marriage is permitted but regulated. [NOTE: do we want innocentists to be homophobic for whatever reason?.. Don't have to, I just didn't put anything else here]

Lay Orders
Non-ordained members devoted to service:
- Healers
- Educators
- Record-keepers
- Relief coordinators

Gender and Innocentism (cultural effect)

Because Innocenza herself is the central exemplar:
- Women’s moral authority is theologically unquestioned
- Female leadership is normalized
- Accusations of impurity are harder to weaponize
This doesn’t eliminate sexism, but it limits its religious justification, which is historically significant.

Переведено и добавлено в тему Религии, но не целиком, потому што много и есть повторения. Для организации церкви предлагаю сделать отдельный пост и вообще, по необходимости, если будет интерес.

то, что не вошло в отредактированный инноченцизм

Семьи Элардо, Вотта и ди Сильвестро сохраняют церемониальное значение и считаются живыми свидетелями наследия Инноченцы, хотя официальная доктрина отрицает любое наследственное право на святость.

Роль в Порте Аврелии
За последние два столетия инноченцизм тесно связался с торговой элитой Порта Аврелии, магическими профессиями и формирующимися политическими институтами. Крупные храмы, включая недавно завершённую Великую Базилику Инноченцы, служат символами влияния и богатства веры. Церковь утверждает, что её возвышение отражает естественное духовное взросление человечества; критики же считают, что экспансия была ускорена промышленными интересами и политическим покровительством.

Споры
Учёные и приверженцы Древней Веры давно оспаривают инноченские утверждения, особенно в части происхождения магического знания и обстоятельств смерти Инноченцы. Церковь признаёт исторические неопределённости, но отвергает обвинения в политических манипуляциях или пересмотре истории как еретические искажения.

Текущее положение
Сегодня инноченцизм — одна из самых распространённых религий в Порте Аврелии, с растущим влиянием за его пределами. Продолжающиеся споры о доктрине, власти и отношениях с нечеловеческими культурами продолжают формировать его развитие

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Расписать

[  ] Равенна - общее устройство, климат, культура, армия и военная служба, порядки/традиции + соседи
[  ] Карта мира, страны, и города
[  ] Университет + гильдии магов
[  ] Гильдии (устройство, иерархия, законы, ключевое для игры)
[  ] Добавить инфы по религиям (устройство, обряды, положения)
[  ] Важные НПС
[  ] Эльфийское оружие и как они вообще выживали соу фа
[  ] Что там было между эльфами и драконами
[  ] Человеяеские суеверия связанные с эльфами
[  ] Понятнее про долговых волшебников
[  ] Хронология

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Simon Ferocious написал(а):

[  ] Добавить инфы по религиям (устройство, обряды, положения)

С учетом обновленного инночентизма - норм, или еще добавить?
Древней вере накидаю еще обрядов и жертвоприношений и тд
И кстати календарь же нужен. Возможно даже два, если инночентисты будут свой вводить. Прикинь как можно все запутать двумя календарями. >:}

Но я думаю начнем с одного, привязанного к древней религии, а если будут вообще желающие играть религиозную линию, можно предложить им вводить новый календарь.

Simon Ferocious написал(а):

[  ] Эльфийское оружие и как они вообще выживали соу фа
[  ] Что там было между эльфами и драконами
[  ] Человеяеские суеверия связанные с эльфами
[  ] Понятнее про долговых волшебников

Можно я эльфов и магов снова оставлю тебе, спасибо-пожалуйста.

Отредактировано princess (2026-01-04 15:14:29)

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Дополнено и перенесено в "общество и социальный уклад"

Уровень обучения в гильдиях
Гильдии дают прикладное, профессиональное образование полного цикла: от базовой грамотности и счёта до узкой, высокоспециализированной экспертизы. Выпускник гильдии — готовый специалист, умеющий работать с реальными контрактами, рисками и ответственностью. Обучение жёстко иерархично, строится на ученичестве, повторении, допуске к тайнам мастерства по мере лояльности и полезности. Теория даётся ровно в том объёме, который необходим для практики.

Главное отличие от университета
Университет даёт общее и теоретическое образование: философию, историю, право, естественные науки, абстрактную магию. Его выпускник знает почему вещи работают, но не обязательно умеет их делать. Гильдия учит как делать и за что ты отвечаешь. Университет формирует свободных интеллектуалов без обязательств; гильдия формирует связанных контрактами специалистов, чья карьера, защита и статус существуют  внутри системы гильдии.

Гильдийское образование можео совмещать с университетским.

Иерархия везде одинакова: Подмастерья → Мастера → Старшие мастера → Глава.
Каждая гильдия регулярно придумывает своим ступеням мастерства хитрые названия, в которых сама же и путается; новые главы гильдий имеют раздражающую всех привычку перетряхивать названия и должности, не меняя, по сути, ничего, кроме наименований.

Банковско-финансовая гильдия — Консорциум «Золотой Гусь»
HQ: массивный палаццо у портовых каналов Порта Аврелии; нижние этажи — хранилища и сейфы, верхние — залы контрактов.
Форма: тёмно-зелёные и чёрные одежды, золотая вышивка гуся, костяные перстни-печати.
Вступление: с 14 лет
Обучение: 5 лет (счёт, право, магические гарантии, долговые клятвы).
Выпуск: принесение клятвы + имя заносится в реестр.

Инженерно-механическая гильдия — Гильдия «Цепь и Шестерня»
HQ: индустриальный комплекс с башнями якорей дирижаблей.
Форма: кожаные куртки, латунные пряжки, эмблема шестерни с цепью.
Вступление: с 14 лет
Обучение: 6 лет (механика, костяные ядра, безопасность).
Выпуск: самостоятельное создание и успешный запуск машины под надзором мастеров.

Наёмная и охранная гильдия — Компания «Железный Клык»
HQ: укреплённый комплекс с казармами и тренировочными аренами на северо-востоке города.
Форма: короткие тёмно-красные плащи, железный клык на груди.
Вступление: с 16 лет
Обучение: 4 года (бой, дисциплина, контрактное право).
Выпуск: выживание в полевом контракте.

Магико-алхимическая гильдия — Круг «Кость и Эссенция»
HQ: преимущественно подземные лаборатории под старым храмовым кварталом.
Форма: серо-белые мантии.
Вступление: с 14 лет
Обучение: 6 лет (алхимия, теория магии, контроль утечек).
Выпуск: создание стабильного артефакта или эликсира.

Ремесленно-производственная гильдия — Братство «Сталь и Молот»
HQ: огромный квартал разношёрстных цехов и складов.
Форма: рабочие куртки с нашивками молота и пера, цвет зависит от ремесла.
Вступление: с 12 лет
Обучение: 4 года
Выпуск: создание изделия, принятого рынком.

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Я не нашла ту-ду лист

@vengeful_bedtime @madeleine_mad слушайте, а найдите в скриптах всплывашки того, кто пролайкал сообщение, а то чет внезапно их не хватает
ну и вообще посмотрите, может вам там еще что-то пригодится
быстрый перенос сообщений, все дела :D

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