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Showing posts with label RunehackCities. Show all posts
Showing posts with label RunehackCities. Show all posts

Thursday, April 20, 2023

Runehack: Everling

I like augmented reality. Whether it's trying to grab one's attention all over the place like in the somewhat dystopian short movie Hyper-Reality, or removing parts of your worldview like in the Black Mirror's dystopian White Christmas episode. Strange how this technology for covering up reality with lies is prominently used in dystopias, I wonder why.

Well, now imagine if absolutely everything was digitally created. You might think that that's just something akin to the real world's VRChat, or some MMORPG played from the first person, but there's a reason why I started with augmented reality. In Runehack, illusions created by the runes are by default augmented reality. They are not bound to a surface unless they are defined by one. If you have sufficient computing power, you could run a whole city like this. In fact, you could even simulate its citizens if you have the technology for it. Welcome to Everling, the definitely-not-dystopian city which has a motto that goes "Where no one deserves to die!"

This was without a doubt the most difficult city to describe yet. In the time it took me to finish this article, I managed to make even a videogame demo of my TTRPG that takes place mainly in this city. The TTRPG is difficult to write too, and the video game needs a proper tutorial, so I really hope I'll be able to finish it all soon. Until then, may you enjoy reading this article, and have a nice day!

Edit: Some of this information is outdated, and yet to be updated.


Everling

After perfecting the technology that allowed machines to scan people's brains, Lifestock made a deal with Nixly Everglade to begin a large-scale experiment. South of the city of Moorwell that links the two continents, somewhere just above the ocean's floor, hovers an illusory city of immortals. Hundreds of thousands of people who signed up for brain scans are eternally simulated here, living out their lives as digital ghosts without any physiological needs however they wish.


Geography

Everling's image is located above the Southern Ocean's floor, directly south of the city of Moorwell which connects the Old World with the New World. The location of the actual computers that run the city is kept secret, but rumors have it they are located in some cavern that's not too far away. Otherwise, due to the depth of the city's location, and due to its illusory nature, there is no noteworthy physical geography.

The city's only import of note is amber, which is supplied during the maintenance hour in great amounts to keep the city's computers running. While the city doesn't produce anything physical, its intangible exports are all worth mentioning. Great amounts of research are done in Everling nearly every single day, speeding up the scientific progress for everyone. The entertainment industry of Everling is booming, with some exceptional concepts making their way to other cities. Finally, ever since the digital ghosts have proven to be relatively safe when near tangible sentients, sometimes they are taken out of the Everling and brought to other cities, running on their own privately owned piece of hardware.


History

When Nexuspace developed its first runebots, Lifestock needed something to compete with and developed its digital ghosts. Both of these creations were run by rather simple algorithms though, lacking anything that would resemble a soul or consciousness. Once Lifestock brought the inventor Nixly Everglade to Moorwell, they exchanged their knowledge and together standardized her brain scanning machine, letting the people she would scan be compatible with most modern runetech that has Mistweb access.

After perfecting their creation but before this technology could be publicly released, Nixly suggested to the President of Moorwell starting a city full of ghosts, with several phases of slowly opening it up to the public. The President agreed, and this is how Everling came to be.

During the first phase, the ghost was restricted to existing only within the city of Everling. This has proven to be mostly safe. Some ghosts have developed the ability to alter the code that runs them from inside, which resulted in some breaches of Everling's restrictions, the most significant of which was a ghost who was simulated during the maintenance, and a ghost who managed to leave Everling's boundaries. The developers tried to patch these mistakes, but the ghosts within always found another way to crack the code. After a lot of time and resources had been sunk into this fight, the developers gave up and began lying to their higher-ups, claiming everything is going fine.

The second phase was opening up the ghosts to the public in some restricted way. The city of Wineholm has been chosen as a testing site for this phase for several reasons, the most prominent of which was the fact that most of its population was arunic and thus completely unaware of the ghosts' presence. While this event had a significant impact on the culture of Wineholm, it was eventually considered safe to proceed with the next phase.

The current phase is a broader public presence. People whose mind scans are popular enough and don't regularly break Everling's programmed rules can pay extras to let their ghost access other cities and interact with regular people outside of Everling. In some extreme cases, ghosts who are allowed access to other cities are given their own hardware that simulates them, making them independent from Everling.


Structure

Before we dive into describing Everling's districts, it's worth mentioning the space it operates within. While our reality has three pairs of directions to travel in—up and down, left and right, forward and backward—the city of Everling is a digital construct not restricted by the physical laws of our reality. With enough ingenuity from the innovative bright minds of Lifestock, the city's capacity was greatly expanded by introducing two new spatial directions: charm and strange, and ana and kata. Everything simulated within Everling uses five coordinates instead of three and rune-powered sentient beings (runebots and digital ghosts, to be specific) have two extra variables that determine the last two coordinates of the simulated objects and people that they can see. Charm and strange are used for expanding the city by creating new districts, and they stretch further than other cardinal directions do. Ana and kata, meanwhile, are used for expanding the interiors of the buildings, by adding extra "floors". Everlingers are simulated in a way that disallows them from phasing through walls or leaving the city's nonexistent outside walls, the "bubble" it's inside of.

Everling is a sphere that's split into nine district groups: one for each cardinal direction (save for ana and kata), plus one for each direction's middle. However, each intersection of these districts results in a unique mixture. For example, the upper south-eastern charmern area of Everling is a mixture of Religious, Performance, Philosophy, and Noble districts. This results in 81 unique combinations of districts. For the sake of brevity, though, the list below describes only the nine ways to group them based on their directions.

Personal Districts. These districts are made up of a great multitude of apartments that each ghost can adjust to their whims. Some ghosts simply desire their own apartments, even if they do not need them for any external reasons, such as a need for sleep. Every district that's central in any of the directions belongs to this group.

Religious Districts. All of the upper districts have some buildings and establishments that focus on theology and the practice of religion. This is mostly characterized by temples and religious communities that reside here. Most of the temples are dedicated to scorning the Pantheon of Misfortunes, but diarchy is sometimes practiced in Everling too.

Getaway Districts. If a ghost tries to find ways to escape Everling or to hack it, they have the best chances of finding ways to do that in the bottom districts.

Experiential Districts. Northern districts focus on non-interactive experiences, such as movies, literature, illustrations, musical performances, etc. This area is full of galleries and other such displays.

Performance Districts. The southern districts are where thins presented in the northern districts are shown. The artists and those who study art can be found here.

Interaction Districts. The western districts of Everling provide their citizens with various forms of interactive entertainment.

Philosophy Districts. Most of Everling's scientists and thinkers reside. in its eastern districts. Laboratories, debate chambers, and forums can be found here.

Weird Districts. The most dangerous and bizarre districts of Everling are found in the strangern areas. The further strangewards you go, the more odd people, glitches, and visible inconsistencies one can find.

Noble Districts. The districts located in the charmern parts of the city are the most elegant, organized, elaborate, and uniform. By traveling further charmwards, you may encounter stricter, steadier, more stable ghosts, with more and more rules of conduct to follow.


Culture

Digital ghosts' capabilities differ radically from those of organic beings. They can create and customize an avatar that's perceived by others (sight, sound, and other sensations). Due to this, they are assigned IDs for identification. The digital ghosts can communicate with each other nearly instantly using text-based communication that's within their minds. Since their appearance is completely illusory, they are intangible to the ordinary world, which means that phasing through solid walls is commonplace for them. To be able to use solid objects, they'd have to invest some of their simulation time into telekinetic powers.

The entire city of Everling and all its citizens, usually called Everlingers, are simulated by the hidden computers that run the city. But like any computer, they too have their limitations. While the computers have enough computing power to run all the citizens and the entire city at any given moment, a demand for higher fidelity arose among the citizens, leading to the restructuring of the system. Since some people would forgo being simulated all day long for being simulated at a higher quality, the city now runs on a processing power distribution scheme.

Each hour of simulation is nicknamed "hyre" in Everling, labeled with the time at which this hour ends. For example, hyre 14 is a period of time between 13:00 and 14:00 (or 01:00 and 02:00 in the afternoon). The city goes under regular maintenance during the last hour before midnight (23:00-00:00), in which it corrects any corruption and assigns all the citizens their hyres for the next day. During this hour, the ghosts are simulated at their minimal level, during which they get to only use their instant text-based communication to talk with each other and to organize their hyres for the next day.

A citizen of Everling is assigned 24 hyres. The first 12 hyres are randomly assigned to each person, so that no person gets the same hyre twice, and all the sums of hyres for the same periods of times assigned this way are equal. Afterward, each citizen gets to pick the rest of their 12 hyres, going in the order of their popularity. due to the fact that nothing is simulated at that time, this process takes an exceedingly small amount of time, despite it being done by hundreds of thousands of ghosts. However, since the city can only support so many people at any given time, there are upper limits on how many hyres can be given out for every hour. This combined with the fact that one can give their hyres to others results in a hierarchy, in which the latter hyres have a greater value. This is because an earlier hyre, such as hyre 4, is used up before a latter one, like hyre 22. Once a hyre starts being used, it can't be traded away, so on an ordinary day, higher hyres will run out of stock first before the less popular people get their turn to schedule their times.

What can one do in a city that has no use for money? The citizens of Everling sooner or later came up with three answers: Seeking new experiences through leisurely activities like games or media consumption; learning more about the world through examination, studying all and any areas of science; or performing for others through the exhibition, creating art to be preserved in others' memories forever. Some might find pursuits beyond these, but most of Everling's population falls into at least one of these three philosophies.

If there's something beyond IDs that makes the Everlingers distinct from one another, it's their Popularity. Popularity in Everling stands for a leaderboard that displays the order in which all ghosts are rated by each other, as well as the city's ruling AI. The Popularity is a whole number unique to each ghost. Popularity is updated at the end of Maintenance by asking the ghosts to rate up to 5 random Everlingers they've meaningfully interacted with on the previous day.


In Everling, phrases like those below can be heard, and traditions such as the following tend to be practiced:

  • Everlingers have plenty of nicknames for the non-digital people of Runehack. Those who believe the digital ghosts to be superior use terms like "mortals", "temps", "craves", and "bygons". Those who would see them as equals would instead use terms like "souls", "antzes", and even "reals".
  • Ghosts use the nickname "sorx" for those whose minds were scanned to create digital ghosts. Its pronunciation is identical to the word it was derived from—source. It came to be because of a temporary glitch that imposed a character limit on ghosts' messages for almost a week.
  • Everling is a silent city. Most of the citizens use text-based chat for communication, since it's much faster and doesn't require spending hyres on sound-based illusions. Those who would make sounds in Everling are usually either performers, trying to get the attention of others, or unusual in some different way.
  • An avatar of higher quality shows that a ghost has gotten their hands on many hyres to spend all at once. Most of the ghosts put on their high-quality avatars either when they have nothing better to spend their hyres on, or when they really want to impress someone else who's special to them. High-quality avatars appear less polygonal and more complex in their form. This is why many use words derived from "arch" such as arching, arched, or even archon to describe high-quality avatars.
  • The slogan of Everling is "Because you don't deserve to die!".
  • The ability to hack the city of Everling is referred to as asterism. Ghosts who can hack the city are based on this called asterists. Asterists can hack Everling to change it in a myriad of ways, including teleportation, corrupting other ghosts, accessing forbidden information, overcoming the city's filters, or even getting an avatar simulated during the maintenance time. Once the news of this has spread outside of the city, these terms have been used occasionally for non-ghost hackers who aren't necessarily hacking Everling too.
  • Organizing performances (concerts for short) is complicated in Everling. The performer or performers (artist, for the sake of brevity) first determines the time in which they plan to perform. Usually, the artist has a group of 5-10 benefactors who are popular enough to snatch many of these hyres early for a minimum quality of the concert during the maintenance. Once the day begins, the artist announces their concert and hyre(s) during which it will take place. The ghosts who want to attend it must be able to contribute at least one hyre to the artist while keeping at least one for themselves for an avatar to attend the concert with. A concert can take anywhere from 1 to 4 hyres of time, though usually, it's just a single hyre since more than that can be very difficult to organize without lots of benefactors.


Subculture Showcase: Hoverboarders

Note: This section is not meant to imply that the presented subculture is in any way unique to or most represented within this city. It is just a subculture I chose to present because it felt most thematically fitting and it wasn't introduced yet.


Art Curiosities: Legally, all hovering vehicles are required to have glowing undersides. Shoes with glowing soles, such as those worn by the woman in the illustration above, represent the free spirit that allows them to metaphorically "fly". The elegance of geometric lines combined with torn clothes is characteristic of this subculture. Some extend the geometric lines to their body in the form of tattoos. Those who have long hair usually wear a bandana that lets them tie up their hair quickly before a ride. Their outfits usually take on the "flying colors"—yellow for the sun, blue for the day's sky, and white for the clouds. The "boarder jacket" is an iconic article of clothing that's been adapted from the hoverboarder subculture into casual wear over the decades. The woman is wearing a crop variant of the boarder jacket, and the man is wearing one tied around his waist. Gloves are must-have, protective elements like knee pads not so much. The armbands worn by both of the characters represent the specific group they belong to, and they can come in a variety of colors.
This artwork was kindly created by my wonderful girlfriend Arell.


Volerite is a material that revolutionized Runehack's modes of transportation thanks to its unique property of falling upward. This process took a long time though because people needed to develop a way to reliably gather it, as well as runetech that would apply sufficient telekinetic force depending on the number of passengers that the vehicle carries. Once humanity has achieved these two feats of ingenuity, the sky was the limit for them. Literally.

The first hovering vehicle prototypes were hoverboards, occasionally also called voleboards. Since they were usually used by a single person, they were calibrated specifically for this person's weight. While modern hoverboards have changed significantly since then, this early invention has set the foundation for the subculture of hoverboarders that has remained for decades ever since.

At first sight, the hoverboarder values appear contradictory. They believe one should be independent and free, yet loyal to their group, providing support to those they value. Truth is, they seek the balance between these things, for one can't ride a hoverboard long and well without keeping their balance. Hoverboarding isn't an easy feat, especially not when you go up to heights illegal for the sentients to fly at. The higher you fly, the harder you'll fall if an accident occurs. Learning how to hoverboard, and how to do it well, requires a group, but riding a hoverboard has to be done alone. Other boarders will applaud a well-executed stunt and encourage those who fail or fall to try again. However, mocking those who stop boarding is frowned upon within the community.

A group will only accept self-sufficient members who can keep up with the rest. To test the skill of those who wish to join a group, a race is organized. In this race, the newcomer must race the rest of the group, arriving at the finish line in a high enough place (traditionally 4th or better). Each group has its own quirks to this race that characterize its overall personality and/or goals. For example, if this group is interested in illegal activities, the race tests the newcomer's willingness to break the law by flying above the legal height limit, and sometimes even within private city zones. Groups that are made up of thrill-seekers tend to have a segment of the race that takes place outside of the city walls. If a newcomer manages to win this race and joins a group that's made up of ambitious hoverboarders, the newcomer takes the place of the group's slowest member, who is forced to leave the group. Many other specifics exist for the various groups.

Some phrases and expressions that came to be thanks to the hoverboarder subculture include:

  • "Berjuice" is a slang that stands for the fuel that runetech devices require, derived from 'amber' since that is the substance's main ingredient, and 'juice' due to the color it tends to have.
  • "Flying colors" describes the color scheme of yellow, blue, and white. Sometimes, it is accentuated by black or brown.
  • "Off-boarder" is a stunt, in which the rider launches off the board, runs a distance while losing sight of the board due to the board flying underneath a surface, such as a bridge, and finished when the rider jumps back on the board.
  • "Slick" is a slang adjective or adverb used for well-executed stunts. The term has found its way outside of the boarder subculture too, generally describing a job well done. It's generally considered awkward when public speakers or workers in an office environment use it.
  • "Turv up" is a verb used to describe the moment when an inexperienced hoverboarder ends up upside down. It's difficult to recover from this state without a specialized board, and thus the turved up rider is forced to stop their flight to correct themselves. Riders do not assist turved up riders, unless it is a group's leader (or someone close to that position in groups without an explicit leader) who sees potential in the turved up rider.
  • "Waller" or "wallie" is a stunt, in which the rider flies vertically up on a board, parallel to a tall wall, such as the side of a building, or a city wall. While it sounds easy in theory, it actually requires a specialized hoverboard that can telekinetically hold up the rider in this vertical position. Without one, the rider who attempts to execute this trick will most likely turv up, unless they have huge amounts of skill.


Relations

The three major cities Everling has relations to are Wineholm, Moorwell, and the rest of Lifestock-owned city-states.

The first appearance of Everlingers in Wineholm has caused a great cultural shift there. The isolated culture there is largely incapable of interacting with the digital ghosts. The few people who can, called mediums by the locals, serve as the mediators between the illusory tourists and the locals.

Moorwell is the city that conceived of Everling as it is, and it is the city that remotely manages it to this day. However, this management has to be discussed with RXLNC. While Lifestock is responsible for Everling's maintenance and it still technically owns it, RXLNC tries to propose her own suggestions as to how the city should be updated. If it had the tools to do so, she would make the city independent of outside influences.

All cities owned by Lifestock are possible tourist destinations for the Everlingers nowadays, and they welcome this opportunity. Other cities welcome with open arms the strange creations created by the digital ghosts who have all the time in the world just to be creative or enjoy their lives.


Curiosities

Everling might be illusory in its nature, but that doesn't mean it has no points of interest. Some of them include:

  • The Bazaar of Oddities is a marketplace found in the bottom stranger areas of Everling (Getaway and Weird districts' overlap). In it, Everlingers pretend to be selling illusory keepsakes of things from the world living above the ocean's surface. However, it's more often a place where one can seek information regarding matters illegal within the city, such as asterism or escaping Everling.
  • The Coralside is one of the few beautiful natural sights of Everling. It's a natural coral reef growing on the ocean floor in the bottom north-eastern districts (Getaway, Experiential, and Philosophy districts' overlap). Usually, it would be too dark down there, but thanks to Everling's illusory nature, the Everlingers who look upon it see a myriad of colors this coral possesses.
  • Death's Auditorium is a massive temple in the upper parts of Everling (Religious district), stretching from the charm to strange (Noble to Weird district). This is the world's greatest temple dedicated to scorning the deity of death.
  • Escapist's Tower is found in the Getaway-Interaction district on the bottom west of Everling. It's a challenging experience, in which ghosts are tasked with leaving the tower before their time runs out. (Think sort of like if an escape room was an MMORPG.)
  • The Grandhall is a building in which the biggest performances are traditionally held. It's apparently capable of housing one hundred thousand people without being crowded thanks to the four-dimensional seating system. This theatre is located in the Noble, Getaway, and Experiential districts' overlap, in the bottom north-charmern areas of Everling.
  • The Kolloseum is a massive battle arena in the overlap of Experiential and Weird districts' overlap (north-strangern Everling). Its participants emulate battles with each other through the weapons that are made to specifically corrupt the ghosts struck with them.
  • The Lucky Gem is a casino in the central Interaction district on the west of the city. It's the largest gambling house visited by many ghosts on a daily basis to win or lose numerous hyres, both by spending them there, but also by betting them in hopes of winning better ones.
  • Sunken Repository of Sciences is a library in the Philosophy Noble district, in the east-charmern side of Everling. While this place is usually called a library, it's actually closer to a museum—proper books would be extremely complicated for ghosts to simulate, so instead the information retained in this building is displayed on the walls of various rooms. Every empty room of this building is akin to a book, and ghosts flip its pages by traveling anawards and katawards.
  • The Workshop Deluge is named after the organization that owns it. This is a "company" that produces video games and sells them outside of Everling. All of its proceeds go to RXLNC, which is used for keeping Everling afloat, financially speaking. Thanks to its staff being digital, they produce high-quality games at a stunning speed. It's located in the north of Everling (Experiential district), despite the fact one would expect it to be located in the Interaction district on the west.
The first depiction of Everling as seen above was commissioned from Katechaste nearly two years ago. This was before I knew about its districts, extra dimensions, hyres, or many other details I introduced in this article. The whale isn't a permanent part of it, it's just swimming through the illusion.

Important People

A few examples of the important people from Everling:

  • 4T5R (Fortifier), ghost, male; seeks and reports exploits, glitches, and hacks to RXLNC, and once they are fixed he creates content for the public to lampshade them. Other ghosts find the tales of his exploits entertaining.
  • 9DC8 (Naindy), ghost, female; scientist researching the history of Runehack before the era of monsters began.
  • Mister 0FIR (Ofir, originally Nullifier), ghost, male; the master asterist. He's known for making offers that are difficult to turn down.
  • RXLNC (Our Excellency), ghost, female; the ruler of Everling.
  • Shark1 (Shark Anne), ghost, either; a performer who usually flies around the city in the evening hyres, taking shape of a giant snake-like lizard with tiny legs, a catfish-like mustache, and big expressive eyes.
  • X8R (Excitor), ghost, either; one of the most well-known ghost artists who's keeping up several illusory art pieces in Wineholm's capital city.

Friday, April 1, 2022

Runehack: Helethon

If decades worth of movies and nearly one century of comic books tell us anything, it's one thing: people love their superheroes. And I want people to love my world So maybe I should put some superheroes into it. Probably focused in one place so that they don't alter my world too much.


Helethon

Deep in the Hidden Valley found in one of New World's numerous forests stands the majestic city-state of Helethon. What seems to be an ordinary modern city owned by a corporation surprisingly disconnected from both Nexuspace and Lifestock turns out to be a system corrupt to its core. As soon as the sun goes down, the crime rate grows tenfold. However, the valley this city exists in is a zone overflowing with anomalies. It is a valley of superstitions and myths come true, of deities walking among the mortals, of scientific experiments gone wrong in an amazing way, and of real magic. If you believe just hard enough, you too might gain the capabilities to change this city for the better... or worse. All of this has led to many vigilantes seeking ways of curing the city, only to get tangled in its web of corruption.


Geography

Helethon is found in the Hidden Valley that's supposedly found someplace in the continent of the New World. Its precise locations are kept secret from others for a reason that's unclear to most, if not all. A legend says that whoever will wander into the wilderness and follow their heart will stumble upon this place within a season. The city's walls encompass a fairly large lake, as well as a small mountain.

Whatever people need, Helethon can provide. An abundance of meat from chicken and sheeplets, as well as rare cows, pigs, and goats, are raised on multiple farms found within this city's walls. Many fish are caught in the lake, which also provides plenty of other resources. All sorts of vegetables, and many fruits, are also grown here. Silver, amber, gold, iron, and many other minerals and metals can be mined in the mountain that the city of Helethon protects. This mountain also provided the city with plenty of wood, and its powerful warriors are known to protect the woodcutters doing their work outside of the city walls by fighting off the morphers. Strangely, however, this state is unwilling to export or import any of these goods.


History

The Hidden Valley was left untouched until 52 years ago, when a collective of wandering humans, elves, and dwarves entered it. Due to unknown powers influencing the valley, some of these people have gained supernatural powers. Within years, they’ve gathered enough materials to build up a city, with more and more people moving in. The city remains independent from both Nexuspace and Lifestock to this day.


Structure

Helethon's districts are extremely straightforward, named after colors that dominate them. While residences tend to be brown in color on the inside, outsides of the houses of each district are mostly monochromatic, using various shades of their district's titular color. Vigilant and villainous lairs are hidden in each of the districts.

Blue District. The lake, as well as all ports, are part of this district found in the northern parts of the city. It borders the Green, Red, and Yellow Districts.

Gray District. The mountain, along with all its mines, makes up this district. It's found in the southern part of the city. It borders the Green, Red, and Yellow Districts.

Green District. The district dedicated to the variety of people who grow plants for a living can be found on the western edge of the city. Contained within this district is even a small forest, grown by the local vigilante Dryadica. The Green District is on the west of Helethon and borders the Blue, Gray, and Yellow Districts.

Red District. This formerly residential district on the east has been turned into the nest of most lowly criminals, which has led the Helethon’s governing body towards training guards and sending them to this area. This is where most villains’ henchmen usually come from, as well as where most trained non-vigilante soldiers reside. The Red District borders the Blue, Yellow, and Gray Districts.

Yellow District. If you wish to visit a bank or someone in a corporate position of power, you should visit the central district of the city. It borders all other districts.


Culture

For the most part, living in Helethon is like living in most other city-states owned by corporations, such as New Prista. However, all the differences come from the fact, that people can seemingly develop powers out of nowhere due to the secretive influences of the Hidden Valley. And civilians have largely adjusted to these.

If there is a fight between a vigilante and a villain that can’t be observed safely, civilians of Helethon struggle internally with a choice between two opposing forces. Either give in to the curiosity and approach the struggle to watch how it will end, or rush as far as one can to safety. Observing dangerous combat can be risky for those who lack special abilities that would let them survive it easier, and yet many do it in order to watch the spectacle, or sometimes to try and help the vigilante. News of such fights spread faster than a wildfire thanks to technology. 

Due to the possibility of the city getting destroyed, people of this city try to minimize assets that they own which could be put at risk when two or more superpowered individuals face off. Ownership of cars or other vehicles that are hard to hide in case of trouble is rare since most civilians prefer to use public transportation. Owning a big house or multiple buildings, personal vehicles that aren’t used for work, and expensive fragile possessions is a display of either courage, riches, or both since it translates to a higher chance of getting damaged in dangerous combat between vigilantes and villains. The damages tend to be repaid by the villain if possible, or in uncommon cases the vigilante if they were proven to act recklessly enough, or the villain can’t be proven to be guilty.

Beyond managing their villains and their personal problems, the vigilantes have one more thing to look out forpublic relations. If people love the vigilante, they are seen as an idol, celebrated by others whenever witnessed personally. However, not all vigilantes do or can manage their public relations so well. Whether it’s negligence, arrogance, incompetence, or a different reason, vigilantes like these actively hide from the public eye to avoid hostility from the civilians. Of course, companies capable of fixing one’s public relations for the right price are commonplace in Helethon.

On the 10th day of the summer, fans of vigilantes (and occasionally even villains) gather together for the VIVICON, a meeting of people rooting for the superpowered masked individuals. Many people bring their costumes here, in order to appreciate these individuals for their contributions and efforts to society. Panels with the vigilantes are held, where they tend to talk about themselves, what they do, and how they do it. Most of all, thoughit is the one day of the year when villains are not judged by the public unless they decide to commit a crime on that day. As it has been proven in the past, sometimes a villain needs only a kind heart, an open ear, and some comforting words in order to turn back to the side of good. Actual vigilantes and villains mingle with the crowd, blending in and interacting with people even in their alternate personas because they belong. Ever since VIVICON has been organized on the Blue District’s beach once, it has been the preferred location for everyone involved.

The following are some phrases and slang words used in this city:

  • “Battleground” is, simply put, an area in which a violent fight between a villain and a vigilante is currently going on.
  • “Curio” is a nickname for a person that always rushes toward a battleground to witness the fight.
  • “Daft” is used as a verb describing the transformation of a vigilante into a villain, be it because of a reputation that goes way too low, broadening the scope of means through which one is willing to achieve their goals or another reason.
  • "Rolling uphill" is what happens to the vigilantes and villains drawn to other, way more famous vigilantes and villains, with hopes of challenging them and usurping their fame. It can also be used as a description of what someone is doing, for example, "rolling uphill to defeat Reaal".
  • "Skyfolk", "seafolk" and "groundfolk" are all nicknames used for bizarre alien invaders who lived in the sky, sea, or earth respectively, and try to overtake the city or the world.
  • "To wick" is when a vigilante kills a villain. Vigilante who does so is sometimes called "wicker", and villain who dies due to this is posthumously called "wickee". It tends to be one of the signs of a vigilante who's about to daft into a villain themselves. Wicking is followed by a punishment equivalent to murder if possible.


Subculture Showcase: Vigilantes and Villains

Note: This time, this section definitely implies that the presented subculture is unique to this city.

Vigilantes and villains of Helethon prefer tight form-fitting clothes since those tend to be ideal for fighting and moving around a lot. This art was kindly created by my amazing girlfriend Arell.

Art Curiosities: Depicted here are two of Helethon's many vigilantes: ML8R on the left, and Long Joanna on the right. Showing their superpowers was rather difficult to figure out, especially in Joanna's case, but I'd say that this art turned out great.

Duty resides in power. There are four types of people in this city: those who commit crimes, those who try to stop the criminals legally, those who take the matter of stopping the criminals into their own hands, and those who do nothing about it. The difference between a vigilante and a villain is that vigilantes step outside of the bounds of law in order to stop the villains who do the same.

To a villain, ends justify the means. These are people so driven to achieve their goals, that they will do anything for them, even if it means paying lowly criminals to do their bidding. What ends are they trying to achieve depends from villain to villain. Riches, power, chaos, death, or some weird contorted form of justice are usual suspects. Sometimes they unite their forces into organizations, but for the most part, they operate without the assistance of other villains. That being said, rumors say that most of the villains in the Helethon serve the Cabal of Five, a secretive group of five unknown figures who supposedly pull all of the strings behind their actions. Plenty of villains claim that their actions are independent of any greater force, but it’s generally unknown if this is true if there are five of these figures, who they are, and what powers do they hold.

The vigilantes are people with supernatural abilities who oppose villains in fulfilling their plans. While their methods of doing so tend to vary, usually it ends in some form of violence. What unites vigilantes overall is their desire to avoid unnecessary murder. The villains are sent to the Forgiving Penitentiary for a hopeful reformation and change for the better. The vast majority of the prisoners held there however manage to escape the facility, leading them back to wreaking havoc upon the world once again. The henchmen usually get away with a mild slap on their wrist due to how little importance they have in the overall crime when compared to the villain. While vigilantes start working on their own, it's normal for them to join not one, not two, but a whole lot of vigilant organizations that mirror the villainous ones.

The two sides are united by the fact that their superpowered persona is merely an alter-ego to their actual identity. Its name, outfit, and supernatural abilities are all hidden from the public in order to let these people experience an ordinary life too, free of judgment. It is frowned upon by both sides when a vigilante or a villain has their secret identity exposed, and it is seen as a brave move for someone to expose it themselves (such as Long Joanna).


Relations

All other countries are aware of Helethon, but none of them knows where the Hidden Valley is. Thus, if anyone travels anywhere, it’s usually Helethon’s denizens traveling to and from other cities temporarily.


Curiosities

Much like the Hidden Valley, Helethon too holds a multitude of curiosities, such as:

  • Cairn Manor is located on the edge of the Yellow and Blue District. It is the home of lonesome millionaire triplets who have inherited the ownership of several city banks when their parents died. Gossips around the city claim that at least one of them is secretly a vigilante, despite the fact neither of them seems to have any extraordinary powers.
  • Esqape is a name of a nightclub frequented by both vigilantes and villains. All enmities vanish in this place of true neutrality, letting anyone who wishes to reveal some personal aspects and opinions of themselves while relaxing here.
  • Forgiving Penitentiary is the prison dedicated to reforming all captured villains. It's found on the bordering point between the Gray, the Red, and the Yellow Districts. Rumors claim it's a former factory building repurposed to serve as a prison, and that over the years many secret tunnels have been built into the walls of the building without its guards becoming aware of it.
  • Justice Hall is home to a court, in which vigilantes can serve as judges side-by-side with non-superpowered judges. It has been established because oftentimes it has been proven that issues regarding the villains need the perspective of both vigilantes fighting them off, but also civilians who are affected by the collateral damage.
  • Memorial of the Thousand Burdens is a massive stone statue in the port area of a man holding a gigantic boulder on his back, representing the duties so many of the superpowered people in this city hold. It is a frequent target of attempted attacks by the villains trying to convince the vigilantes that they are not obliged to fight.
  • The Sentinel University is an educational institution dedicated to training those who have developed supernatural powers and wish to become vigilantes. It’s located in the Blue District, where it can be easily found thanks to its golden tower. There are still many vigilantes who are self-taught in their powers, not seeking any guidance on the use of their abilities and instead choosing to learn on their own.
  • The Violet Tower is a tower covered by violet velvet fabric that can’t get wet, created by the Pink Genius. This vigilante has lost her life when Reaal tried to kill half of Helethon’s population by detonating a massive runic bomb. Nowadays, her tower remains unvisited by anyone except for the vilest of villains and teenagers who have no respect for her or what the tower came to representthe sacrifices that the vigilantes have to make sometimes in order to save others.
  • .


Important People

Helethon is a home of many vigilantes and villains, which is why each of these characters will have its nickname listed in front of its actual name.

  • “Achoe”, Snozz Lozz, goblin, male; a minor villain with the ability to make any person or group of people sneeze with a snap of his fingers. Generally viewed as a harmless nuisance. Tends to get annoying when he has a song stuck in his head that he can’t help but snap to.
  • “The BubbleBot”, no other name given, runebot, female; a vigilante who traps the villains she fights in psychic spherical force fields. She is enthusiastic about the prospect of fighting the villains, and oftentimes seeks ways of making people’s days generally better.
  • “Dryadica”, Lesann Woods, elf, female; vigilante who embodies the soul of the forests. She can grow plants, flowers, trees, and vines as she wills, and seems to be partially made out of wood herself.
  • "Emulator" also known as "ML8R", Hed Lived, human, male; vigilante who was brought back to life by an unknown being from another world that also granted him shapeshifting powers. Many citizens dislike him despite helping them out because they think he is a very intelligent monster that has infiltrated the city and is trying to gain people's trust. Curiously, the silver is his weaknesswhen touching it, his muscles strain and lock, causing him paralysis everywhere except for his face.
  • “Meatball Moon”, no other name given, unknown, unknown; a sentient villain that was a shapeshifter equivalent of a rat king. This ball of flesh has hurled years ago towards the Helethon city without any other city noticing. It has been dispatched by the combined forces of several vigilantes, and now it is gone.
  • “Mr. Kat”, Marquis Katoward Felmund Starfur XVII. of Amberwatch Lineage, cat, male; an orange-furred villain who’s extremely wealthy, influential in the society, and possesses an army of custom-made runebots with cat heads. All of the tools he uses are cat-themed, and he speaks through a runetech-powered translator. His superpower is to access all of the memories of his ancestors named Marquis Katoward Felmund Starfur, but he can’t do so on the first day of a season. On such days, he goes on a wrath-filled rampage, knocking down any objects placed on top of other objects. His only weakness that’s a well-kept secret is his love for layered pasta meatcakes, which are capable of incapacitating him until he’s done eating them.
  • “Runegirl”, Amber Drawn, dwarf, female; a vigilante with the ability to manifest the effects of runes out of nowhere. Her powers also allow her to access the Mistweb intuitively through unknown means, which is why she uses plenty of Mistweb slang and analogies. She likes to browse encyclopedic articles in her free time.
  • "Traveler", Long Joanna, human, female; vigilante with a supernatural speed (roughly twice as fast as a trained runner), and an ability to teleport anywhere she can see. Her vigilante nickname has eventually been used less and less in the actual stories. She loves teas that she makes on her own at home.
  • "Æp", Tarisha Greenblossom, fairy, female; vigilante with a magical ability to forbid people from taking some actions (or to take this restriction away), as long as she can touch them and speak. In her personal life, she serves as a judge giving out life sentences, and she battles the temptation to use her powers every day.
  • "Reaal", Joh K'eeng, orc, male; villain with the power of commanding people to take certain courses of action. The main opponent of Æp, and one of the few people with willpower strong enough to resist her powers.
  • "Fowls", Bay DeVeil, goblin, male; a villainous farmer with the power of transforming into and controlling game such as chicken, ducks, geese, and pheasants. Strangely, his powers also cover games played with cards, dice, boards, and balls. His main enemy is Mr. Kat.
I would like to suggest you read out loud to yourself the nicknames of the last three superheroes in quick succession before you continue.

Wednesday, February 2, 2022

Runehack: Wineholm

Worlds should have a variety of places. In a world like Runehack that can be a little difficult, but even then, I firmly believe that it's possible to make up cities that stand out here. It might actually even be easier here, seeing how I have an excuse for the cities to be isolated. I hope you'll enjoy this article, and have a beautiful day!


Wineholm

Centuries before the morphers overwhelmed the wilderness, there was an ancient kingdom that prohibited the usage of runes. Within it, a small island was populated solely by people who were arunic. Once this island has established its independence from the kingdom, it has surrounded itself by walls. What could have been a truly preserved landmark of the old era before the age of monsters has been turned into something entirely different when The Spiritual Advent occurred.


Geography

The Antediluvia Jungle hides within it many wonders. The kingdom of Bedenblume is one of them, and it encompasses the Gray Sea within it. Wineholm is an island found in this inland sea. Its beaches are surrounded by walls, and a portion of it goes into the sea, framing a ship gateway.

Due to the Wineholm being an island, it has some space for the safe wilderness. This means that people can hunt for their meat in the forests, gather fruits there, grow them in their own fields, and find other kinds of resources too. While amber and silver are scarce on the island, it's rich in iron, wood, and other natural resources. Fortunately, it doesn't need silver, since it is surrounded by a kingdom that's protecting them from the morphers.


History

Centuries ago, the kingdom of Bedenblume has spread all around the Gray Sea. The royals who ruled the Bedenblume began their kingdom based on the prohibition of the runic magic. Over time, they noticed that some of the people were completely unaware of the runes' effects. Seeing these as the blessed people, they decided to gift them an island of their own, Wineholm.

Eventually, the people of Wineholm have forgotten what the rulers of Bedenblume have done for them, and demanded independence. When the larger kingdom refused the offer, Wineholm started to a revolution. Shortly before their success, the era of monsters began, and this has weakened Bedenblume enough to force them into giving up on Wineholm's island. Several kinds of rulership have been tried in Wineholm since then until it has settled into rulership by a trinity.

Years after the era of monsters began, a handful of denizens of Wineholm found out that they can see ghosts. Eventually, it was found that an elven woman living in the city was to blame. They exiled the necromancer to live in a tower. The problem kept getting worse, until the day when she vanished mysteriously. Those who could see the ghosts, labeled mediums, reported that the ghosts have started to vanish one by one, as the necromancer's magic was fading after her supposed death. Several years later, the island has gone through what's referred to as The Spiritual Advent. Mediums describe that the island has been submerged in a dozen of ghosts, who constructed ethereal structures around it and spoke many wondrous things of the outside world, beyond Bedenblume.


Structure

Wineholm is an island, surrounded on all sides by a wall. Within these walls are a sizable forest, a singular hill, several small hamlets, and a settlement built on the hillside. The round capital of the island nation, most often called Wineholm just the same as the island, is surrounded on the outside by the farming fields. It lacks a dedicated residential district, and on the inside, it's split into the following seven districts:

Alliance District. The southwestern district of the city is primarily focused on relations with the outside world. While Wineholm borders only with the kingdom of Bedenblume, the kingdom is populated by a large variety of smaller groups of people to keep relations with. It borders the Guild District, the Military District, and the Trinitial District.

Artisan District. Most of the artists and plenty of shops can be found in the northwestern part of the city. It borders the Alliance District, the North District, and the Trinitial District.

Guild District. The craftsmen are mostly concentrated in the Guild District, which makes up the southern part of Wineholm's biggest city. This part also includes the port that serves as an entrance into the Gray Sea. This district shares borders with the Alliance District, the Scribe District, and the Trinitial District.

Military District. The military of Wineholm came to be all the way back in the beginning when the city had to defend itself from the wilderness that surrounds it on the island. Quickly, the northeastern district became the focal point of training and housing soldiers of this nation. It borders the Alliance District, the North District, and the Trinitial District.

North District. Found in the northern part of the city, the North district mostly concentrates on the religious aspects of people's lives. A vast amount of temples and priests can be found here. It borders the Artisan District, the Military District, and the Trinintial District.

Scribe District. Science is an area that's rather new to Wineholm. Its district is populated by researchers and inventors, trying their best to collectively or individually understand the world. Libraries are for the most part found in this section of the city. It borders the Guild District, the Military District, and the Trinitial District.

Trinitial District. Trinitial district is home to most of the governmental bodies of Wineholm, most importantly the trinity. It borders all six of the remaining districts, located in the center of the city.


Culture

Traditional outfits worn in the older times featured legwear that reaches up to one's knees, scarves that were tightened up in the case of windy weather, and long sleeves that could be rolled up while working. I don't know what kind of material would they use for these, I'm not that knowledgeable in history of fashion.
All art featured in this article was kindly created by my wonderful girlfriend Arell.

The population of Wineholm is mostly made up of humans and dwarves, with a very small minority of elves and fairies present on the island. Goblins and orcs are unheard of on the island itself, so it is an oddity to them when some make it to the island or sail the seas. The first assumption of Wineholm's denizens was that orcs and goblins are humans and dwarves respectively, corrupted by the upper class of Bedenblume through some unknown magic. While the tension between Wineholm and members of those species still persists, currently they recognize orcs and goblins as living sentient beings, independent from other species in their origin.

Wineholm lacks knowledge that's common in the majority of the civilizations in the world due to their isolation. The runes are a secret art, only practiced by the mediums since they have near to no usefulness for others. Runetech is something that the mediums only hear about from the ghosts present on the island. While the existence of morphers as a general global issue is unfamiliar to the denizens of Wineholm, it's a common fact that the ruler of Bedenblume can shapeshift, and so can some of her soldiers. On the other hand, thanks to their abundance of animals and flowers found on the island, they possess a greater awareness of the natural world and its inner workings. While it's not as in-depth as sciences taught in the Avurai University, it is broader and taught in a way useful to common people.

Dichoarchy is a religion that's widespread in most parts of the world, ever since an expedition has reached the North Pole. However, it has developed during the Wineholm's fight for independence, after which the era of monsters began, which is why it hadn't reached this solitary kingdom. Due to this fact, this island is the only place in the world where the most ancient religion is still worshiped, with very few alterations. Simply called Faith, its followers believe in a single omnipotent deity that created the world and all the life in it. As its story of the world's origin goes, all life began egocentric and selfish, caring only for oneself and not for others. Until some of the beings realized that they do not like being treated as such, but to not be treated in that way, they must change first. The core belief of the Faith is that all things born into this world are evil, and they must learn how to become good during their lives in order to get into a good afterlife. Ever since the Spiritual Advent, the religion has adapted itself, and the priests claim that those who do not learn how to be good are doomed to remain in the spirit realm among us, only permitted to converse with the mediums, until they are ready to leave for good. The ghosts of the spirit realm are less about unfinished business and more about an afterlife that has to be earned.

To see the ghosts and the spirit realm in the first place is considered a blessing. Mediums are born with such blessings and are always encouraged to become priests. At the same time, the believers in Faith discourage mediums from having children due to a superstition that a medium gives birth to a vessel, which can be possessed by any of the ghosts present. Elves and fairies are subject to same opinions, which has lead to tension and founding of a hidden hamlet that's far away from the Wineholm's capital city. Currently, the number of fairies and elves in capital city is fewer than 5.

Some of the phrases used in this region, and traditions practiced here include:

  • People of Wineholm consider the first day of spring to be the beginning of a new year. The local belief is that plucking a bloomed flower on this day brings you good fortune for the rest of the year. This is why people of Wineholm sometimes refer to a beginning of something as "spring".
  • Every year during the winter, plenty of hummingbirds visit Wineholm, flying there from the north. This is why followers of the Faith say that hummingbirds are holy birds, bringing goodness from the north and reminding us at the end of the winter what we should strive for.
  • "Elflike" is an adjective that came to mean "introverted, reserved, mysterious". "Fairylike" is synonymous, but it implies that the person hides their intentions or thoughts on purpose.
  • The Spirits Festival is celebrated during the 7th and 8th week of autumn. In this time, people remember those who have passed away by drinking to their memory and using special dyes mixed with phosphorus that glow in the dark to imitate the visions of spirit realm that the mediums share with others.
  • One common format of a joke in Wineholm is "A researcher, a priest, and a socialite enter a tavern", with the order of the three profession varying depending on which of them will be the punchline of the joke.


Subculture Showcase: Dichoarchy

Note: This section is not meant to imply that the presented subculture is in any way unique to or most represented within this city. It is just a subculture I chose to present because it felt most thematically fitting and it wasn't introduced yet.

Art Curiosities: I have yet to figure out whether the mask markings have some deeper meaning. Originally, the purple colors on the green outfits were an accident made while recoloring, but I think I'll keep it. I like the symbolic contrast between the starry sky and a pink-flowered meadow.

While the religion is not present in the Wineholm, most of the world outside of it is at least familiar with it. It came to be as an explanation of people's findings in the North Pole. For the longest time, people debated whether it's the star or the Mount Boreal drawing them to the north. Once the first successful expedition there found out it's both the ground beneath, but also the Still Star above, the Faith had to adjust to accommodate for this fact, evolving into the Dichoarchy.

All believers of Dichoarchy divide themselves into two groups, depending on which they personally believe to be the greater good. Those who believe in the Sky God believe that what matters the most in judging the morality of one's actions are its consequences and results. Making the world a better place is worth it if the benefits outweigh the costs. They wear blue colors with golden details that represent the stars. The believers of the Earth God claim that the most important facet of an action when judging its goodness are the intentions. Even if your action (or inaction) resulted in something terrible, you did well as long as your intentions were good. Their color of choice is green, with purple or pink highlights sometimes included in the designs.

Even if they both believe their definition of what is good to be superior, plenty also recognize that both are equally necessary. However, not everyone throughout the history thought the other side is necessary, leading to conflicts between the groups. This has resulted in the development of a secretive tradition, in which each believer of this religion keeps their preference of the deity a secret to protect themselves outside of temples.


Relations

Wineholm is clueless about the world beyond the kingdom of Bedenblume. Currently, its relation to that kingdom is neutral, as the tensions have cooled down over the years. What people of Wineholm are not fully aware of is that they have a connection to the city of Everling, which is sending its tourists into the city digitally. When the Everling discovered and started to visit Wineholm, the locals called it Spiritual Advent, wrongly believing it's a supernatural bridging of the realm of spirits with theirs.


Curiosities

The island of Wineholm holds many curiosities, some of which include:

  • Cathedral of the Faith is found in the North District of Wineholm, and it is the greatest Faith temple in the world. It's rotund in shape, and its main chandelier is shaped like an arrow, always pointing to the north. Legends say that it has been forged from a starmetal, gathered from a fallen star.
  • Hidden Elven Village is a village located somewhere on the Wineholm island, in which majority of island's elven and fairy populations reside. Some mediums claim they have found it, but none of them is willing to share its location with those who do not possess the sight of the spirit realm.
  • The Invisible Runestone that stands in the middle of the Trinitial District's main square is an illusion of a great monolith of impossible geometrical regularity. It has the instructions for scribing the runes written on it, and it has been created by one of the ghosts who linger in the city, X8R. Only mediums can perceive it.
  • The Tree of Peace is a massive tree grown in the Guild District's port by the former ruler of Bedenblume. It's a sign of truce between the two nations that has been planted there when Wineholm became independent.
  • Tresethes is the palace in which lives the trinity that rules Wineholm, located in the Trinitial District.

Nixly Everglade

Nixly has been born in Wineholm shortly before the era of monsters began. She was one of the few citizens of Wineholm who could be influenced by the sacrilegious runes, so she spent her life researching two things that fascinated her the most: the runes, and overcoming the death. Once she managed to combine the two and perfected her art, she's been exiled from Wineholm by people who labeled her 'the necromancer', forever forced to live in her tower alone. That is until people from beyond the Wineholm came to her rescue on a strange hovering construction. The only thing she left behind was her legacy, and half a dozen undead, who roam the land to this day.

Nixly has thus been taken to a whole another city, filled with wondrous creations. It turns out Wineholm was unique—most of the world's population can be influenced by the runes. In fact, most of the cities have constructed marvelous devices using these runes, and they wanted to incorporate her creations into them. With their assistance, her creations have taken on a new form—scans of people's minds could either emulate digital ghosts or enter special runebot bodies for them to animate at their whim. The genius of Nixly Everglade has forever changed the look of the modern world.

Wineholm never understood her genius.


Important People

A few examples of the important people from Wineholm:

  • Abaron Sevenshield, human, male; the head diplomat of the current triumvirate.
  • Belixta Treesap, human, female; the head researcher of the current triumvirate.
  • Caldiffer Starsteel, dwarf, female; the head priest of the current triumvirate.
  • Jeribel Freestone, elf, female; the founder of Wineholm who started the fight for its independence.
  • Nixly Everglade, elf, female; the dreaded necromancer whose invention started the development of runebots and digital ghosts.
  • Ricford Allwill, human, male; a fierce soldier who fought in the war for Wineholm's independence.
  • X8R, ghost, either; one of the most well known ghosts in the Wineholm who has created many illusory markings in the capital city.

Thursday, September 30, 2021

Runehack: Timberhaven

Ever since I started to work on Runehack, I knew that I wanted fairies to play an important role in this world. If there were humanoids roughly six times smaller than we are in our worlds, maybe minimizing the technology would have gone a lot faster. Looking for inspiration made me realize, that fairies are usually associates with freedom and nature. And the latter is a hard thing to do in a world like Runehack, seeing how the wilderness here is dominated by the massive monsters looking for prey at all times. Not to say, fairies would be even more vulnerable to such creatures than a regular human. In order to survive out there, they’d need a protective figure, a guardian. So, keep reading to see how I tried to mix the natural aesthetic of fairies with a cyberpunk world populated by monsters that prowl in the wilds. Enjoy, and have a grand day!


Timberhaven

In the deep woods of the Old World stands a city populated by fairies, found inside of the tallest tree in the forest that happens to be shaped like a woman in a dress. While most cities have "fairy towns", which are districts smaller than the regular ones so that fairies can live in them comfortably, Timberhaven is primarily built for the fairies.

"I will always be here to take care of you, my little ones."
All of the art featured in this article was kindly provided by Arell, a friend of mine


Geography

Somewhere in the eastern Old World Timberhaven, surrounded by the Antediluvia Jungle. There are no rivers going through the city, but there are some water springs found underneath the city through mining.

Eating meat is rare in this city since animal herding is rather difficult for the fairies. Fortunately, the barks of Timberhaven are very fertile, allowing them to grow all kinds of fruits and vegetables, sometimes even without access to the sunlight. Underneath the city is a plentiful reserve of amber for their use in the technology they create.


History

There is an ancient fairy legend of the wild mother, a woman taller than all trees, who was overgrown with bark and created the first fairies. She wandered the wilderness, growing throughout her life and carrying the first settlement of the fairies with her. But one day, she had to pass away. Instead of rotting like most do, though, she has supposedly rooted herself, in order to keep growing and blooming every year.

The only piece of evidence that supports this legend being true is the fact that Timberhaven is shaped like a tall woman in a long dress, lined at its bottom hems with silver to protect the city from the monsters. The world's most leading academics in cravenlore suggest that the tree has been shaped through the use of shaping molds developed by an early civilization before the foundation of the earliest kingdoms. The city of Timberhaven is found on the inside of the tree's trunk, underneath the "skirt" and inside of the "body" of the tree, up to and including the head.

Over the last few decades, Timberhaven has been experiencing some internal struggles due to a small group of fairies who wish to end its monarchy. One attempt at a revolution was made 19 years ago, but it did not succeed.


Structure

Timberhaven is a vertical city, with most of its districts determined by their relative altitude when compared to the other districts. Only two out of these six districts are exceptions, neighboring multiple other districts due to their heights.

Lower Circle. The lowest district of the city is used for the mines and many other forms of manual labor, as well as crafting workshops.

Middle Circle. This is a mixture of a residential district, the cultural center of the city, and workplaces for non-manual labor. It's taller than the Lower Circle, High Circle, and Crown District combined. Most of the non-prestigious schools are found here.

High Circle. Mostly mirroring the Middle Circle, High Circle is a mixture of a residential district with some establishment for respectable jobs, entertainment, and higher education.

Crown District. The highest-located district is used for farming due to its greater access to the natural forms of sunlight. The moss growing at the highest parts of the city is surprisingly fertile, providing plenty of nutrients for the crops grown on it.

Outskirts. This district is on the outside of the city. The only buildings located here are the watch shelters and gateways for the intercity forms of transportation.

Tram's Quarters. Due to her massive relative size, Tramona's room is a district of its own, neighboring the Lower, and Middle Circle on the south. While the room doesn't take that much space up, it's big enough to keep Tramona comfortably inside even while she rests.


Culture

For many years, Timberhaven has been a place of freedom, a cultural notion that persists even after the city has been connected to the Mistweb. There were very few unwritten laws to follow, and they shared most of their belongings so that everyone would get what they needed.

Isolated from the rest of the world thanks to the mother-tree's protection, the fairies have grown both judgemental of the outsiders, but also curious of the lives they lead. While the tall ones were strong, hairy, and grounded due to their lack of wings, the little folk were fascinated by their culture and over time started to imitate it. The big ones seem to have these "Kings" and "Queens" who establish rules for others and represent them? The fairies figured they should find someone like that too. The big folk seems to keep animals around, so the fairies have tried it too a couple of times. They like to write things down, so fairies started to do the same. This imitation game has stopped when the monsters have appeared, and the fairies had to isolate themselves. Though, that didn't last too long.

When the first flying machines visited Timberhaven, the big folk have for the first time entered Timberhaven and found the fairies within. Sure some of the fairies have moved out of the city to live in the bigger cities, but plenty of them remain within the tree. While nowadays the Timberhaven fairies recognize the need for laws, they still put great emphasis on the freedom of everyone. Their thoughts of the big folk have grown less judgmental and offensive, as their exposure to them became a lot more direct thanks to the runetech they have provided and keep providing them with.

Some of the phrases and traditions that originated here include:

  • "Snatched by a fairy" is a comical descriptor for anything that's lost.
  • "Living in a tree" is used to describe people who are clueless about what's happening in the current times. It's seen as somewhat offensive by the fairies who don't live in Timberhaven, while those that do usually laugh at it.
  • During the last 7 days of the last month of winter, the denizens of Timberhaven have a tradition, in which they give gifts to each other by hiding them someplace where the receiver of a gift will sooner or later find it. It's advised to inform the receiver where any unfound gifts are before the summer starts, but some people forget or prefer to not tell the person at all, leading to small unexpected gifts found once in a while.
  • "Wingless" is a metaphorical nickname for someone who is not free, either because of being enslaved, in prison, or in a complicated social situation that feels inescapable. In the old times when the first laws came to be, the only punishment comparable to execution was tearing off one's wings.
  • On the last evening of summer, the fairies share plenty of sweet meals out of various berries with each other. This tradition doesn't seem to have a name or a specific historical origin.


Fairies

I don't know when I'll get around to writing a separate article on all of the races, so now's probably the best time to talk about how fairies of Runehack function.

All the races of fairies in Runehack. Going from left to right: Barrens, Meadow, Oceanic, Mountain, and Tundral. The banana is there for scale, and so is a runecard. The fairies wear outfits that are all mixes of various Runehack subcultures.


Fairies are winged humanoids recognizable for their very small size, a pair of wings sprouting from between the shoulder blades on the back, and long downwards-pointing ears, that can rise up when they experience great excitement or pay close attention to something. The skin tones of fairies range from the beige and brown skin tones typical to humans to light and dark green skin tones. Uniquely, their hair can be naturally of any color. Their wings are for the most part monochromatic gossamer wings, but occasionally a fairy with butterfly or multi-colored wings can be born. Their eyes are monochromatic, and glow very lightly.

Fairies are capable of flying at about the speed of a slow-walking human. There are no historical nor present records of a male fairy ever existing, making the fairy species all-female. Their average lifespan is 200 years, and their height ranges from 6 to 17 centimetres tall (2.3 to 6.7 inches) with no proven correlation between the various races of fairies. An average fairy is capable of digesting meat, but it is not required for their survival. (Note: They reproduce asexually, but so far I don't know how exactly so I'm omitting that for now.)

There are five basic races of fairies that people of this world distinguish. Understandably, plenty of fairies nowadays are mixtures of these, but they tend to recognize themselves as one of these, or a combination of two.

  • Meadow. Meadow fairies originated in the midlands. Their skin tends to be pale green, and their hair is usually some shade of brown or blonde. 
  • Barrens. Barrens fairies originated in the desert. Their skin tends to be dark brown or reddish-brown, and their hair is of any vibrant color. 
  • Tundral. Tundral fairies originated in the arctic environments. Their skin tone tends to be pale beige, and their hair usually takes on hues of cold colors such as blue, purple, or rarely green. 
  • Oceanic. Oceanic fairies originated in or near the seas. Their skin tends to be dark green, and their hair bright, usually green, blue, or yellow. 
  • Mountain. Mountain fairies originated in the hills and mountains. Their skin tone is usually a saturated green skin tone, and their hair is of some dark color. 


Subculture Showcase: Wilderpunk

Note: This section is not meant to imply that the presented subculture is in any way unique to or most represented within this city. It is just a subculture I chose to present because it felt most thematically fitting and it wasn't introduced yet.

So many times are fairies dressed up in leaves and flowers and other natural clothes, I figured it would only be fair to put a subculture that's like that into my world too. Pun intended.


Art Curiosities: Drawing toes is hard, and these are just models for outfits anyway, so please don't judge. Also, these two are not fairies.

Traditionally, the natural world outside of city walls is viewed with an acquiescence. People are aware of the monsters out there that can take on any form they wish, which is a major concern for anyone who wishes to move between the cities. But where some see tricks and danger, others see beauty and freedom.

Wilderpunk is about rebelling against civilization by embracing that which they fear the most—the natural world. The most visible way in which they show this is in their outfits, which commonly use leaves and petals (or cloth that’s made to resemble them), and more unusually bark, vines, furs and scales, or sometimes even imitations of wings. Elves, fairies, and goblins make up a disproportionate majority of the various Wilderpunk communities.

Folks who would consider themselves part of the Wilderpunk subculture live their lives with little to no concerns. Ideally, they’d prefer to move out of the cities to live in the country, creating their own food and managing on their own without all this fancy runetech. But the silence of those few who tried this is a lesson for any who would actually wish to attempt this. In fact, it feels like the megacorporations are making citizens of their cities more dependent on them with each passing day. It’s why most of these punks prefer to move into the Independent Kingdoms, hoping that not all of them will succumb to the two biggest movers and shakers of the worldwide society.

The punks who remain in the city-states have one goal that they share: to bring independence back to the city. Whether it’s through attempts of reaching the government level to change the local laws, educating the public, or by protesting loud and clear, wilderpunks do what they can to change the world. The means by which they wish to change it divide the community into smaller ones, mixing them with Acumen, Loyalists, and sometimes even with the corporations.


Relations

Timberhaven is the closest ally to the Amberwatch, as well as independent kingdoms generally. Avurai University knows of Timberhaven and usually picks up personal assistants there. Currently, the city has also good relationships with Nexuspace, meaning if it were to lose its independence, it would most likely be purchased by that company.


Curiosities

Several points of interest are in the Timberhaven, including but not limited to:

  • Rooted Mines are mines found beneath the Lower Circle, where the hollowed-out roots of the tree have grown. These mines are surprisingly rich in amber.
  • The Heart is a wooden statue found in the High Circle district. Its shape is closest to an elven heart, but some differences are present there. It's assumed to be a creation of a long-forgotten artist, and it's found slightly lower than it would be in an elf scaled up to the size of Timberhaven.
  • Candyrock Spa is an establishment built in one of the mines currently unused due to a water spring. It is a fairy bathhouse that also contains a confectionery store.
  • Firefly Season is the name of two annual periods of time. First starts in the middle of spring and lasts until the first days of autumn. The second period lasts for the entirety of winter. At this time, fireflies enter Timberhaven to reside there, either safe from the jungle's summer wildlife, or for protection from the cold. Fairies used to bring fireflies with them as a portable hands-free light source before runetech, and some still do to this day.
  • The Empty Portal is a structure located in the Middle Circle. It's a ring shaped out of natural branches, standing on one of the few city streets. It was created by a long gone fairy artist, inspired by the ancient myths from the nearby kingdoms of witches and wizards who could create portals that allowed for instantaneous travel between distant places.
  • Fairy Tunnels are entrances to and exits from Timberhaven, hidden well to be unseen by naked eye from the outside.
  • Glowing Orchard is a mossy garden in the Middle and High Circle. All of the moss here is bioluminescent, glowing in the dark well enough to illuminate the immediate surroundings.

Tramona Towers

Years before the monsters have appeared, Tramona Towers was born in the city of (city name). She was a nice child, and a good climber, but she was shy due to other kids in the school making fun of her for her small height. For many nights, she wished to grow taller so that the kids wouldn't make fun of her anymore. And once she reached puberty, she got her wish in a way she never would have expected. She grew quickly, and in a matter of months, she has become the tallest female elf in the whole world, at a height of 240 centimeters. Taller than even average height orcs, however, she has once again become a target of judgments and jokes, this time due to her extreme height. Frustrated, she left the city and went into the world to find a place for herself.

Over her travels, she has stumbled upon Timberhaven, the city of fairies. They were rather small, and while they recognized she's taller than average, they welcomed her with open arms. Over her time spent in the city, which was massive even for someone as big as her, she helped fairies by carrying them to the various heights of their city to let their wings rest. This has lead to the fairies gifting her with an outfit equipped with plenty of pockets and standing platforms, employing her as a mode of mass transport within Timberhaven. Tramona, nowadays also nicknamed "Trammy", has become an instant celebrity when the Mistweb found out about her years later, inspiring many of the children worldwide who thought like they don't fit with her life story. One entire district is dedicated to serving as a room just for her. Once every year, she takes a three weeks long vacation, spending two of these weeks at its unstopping festival to meet up with her fans. One thing is for sure—since elves live for a long time, Tramona will be helpful to the Timberhaven for many years to come.

Trammy, surprised by her small friends bringing her an ice-cream of her favorite flavor (cookie).


Important People

A few examples of the important people from the Timberhaven:

  • Jenissa Sevenleaf, fairy, female; the current queen of Timberhaven.
  • Tramona Towers, elf, female; the carrier of Timberhaven's fairies.
  • Sallice Redleaf, fairy, female; influencer, internationally popular singer, actress originally born in New Prista.
  • Imma Freshblade, fairy, female; doctor who has graduated the Avurai University.
  • Lanessa Freestone, fairy, female; representative of Nexuspace who's waiting for her opportunity to buy this city.

Saturday, July 31, 2021

Runehack: Jewelstake

I have spent plenty of time thinking about a desert-based city and how to make it interesting. Whether it's Ancient Egypt in general, Las Vegas, Agrabah, Jerusalem, or any of the other desert-based cities, it's a fascinating thing to me to consider. After plenty of thought, I found a way to make my desert city that's interesting—a pillar of natural glass. Turns out that's all I needed to create what's Runehack's version of Las Vegas, which is rather lovely for a cyberpunk world to have. While the exact physics behind something like this aren't explained, there's enough hints dropped in this article to suggest how this pillar of glass came to be. I'm excited to have created something that sounds plausible when explained, but supernatural when it's not, because things like these have lead to myths and legends in our past.

A significant part of this article to me is the magicore, a magician subculture. I have been into magic tricks for years, so it's something that means a lot to me. I'm glad to have found a way, in which this premise could fit into the Jewelstake, and you can expect to see some references to real life things within that section.

With all this said, I hope you'll enjoy reading about another of my cities, and I wish you an awesome day!

Edit: After redeeming a sketch from the awesome Densetsu_VII, I'm adding it into the article with his permission.


Jewelstake

When an ancient tribe of orcs and goblins finds a pillar of gem-like crystalline material in the desert near a river, it's reasonable to assume they would build a village nearby. When they find out over the years that the stake is actually growing, they start to place bets. And once the news began spreading, people from all over the world gathered there to keep placing bets. This of course draws the attention of Lifestock, and the business starts to ponder: what if we made a couple of businesses around this city for people who like to make bets?

A historical sketch of the Jewelstake's early origins, sometime after the orc and goblin clans found out that the stake is indeed growing. I really like the idea of skull motifs in the Ironskulls' architecture, as well as the orange hues in the green stake of natural glass.
Art kindly provided by Densetsu_VII.


Geography

Jewelstake is located in the White desert that's found in southwestern New World. Since the city was built around it, the Lively river flows through it, splitting it into two halves. One of the ways in which the river is unique is its riverbed of small vibrant natural glass pebbles.

Majority of the foods that Jewelstake produces are poultry, as well as fruits and vegetables that do well in this temperate climate. Cotton is something that also fares well in this region. While this place is very poor when it comes to the natural reserves of amber, it has plenty of gold, silver, iron, and oil. One of its biggest sources of income though is tourism and gambling.


History

One of the nomadic tribes of orcs mixed with goblins has wandered the world in search for a place they could call homeland for years before they stumbled upon this sight. A pillar of natural glass rising from the ground is indeed a peculiar natural phenomenon, one could say it's unique within this world to this very spot.

Some of the goblins have made a bet that the orcs soon joined in on. "Which way will the stake fall" is something they have pondered for decades. At first, the bets started with small goods, which decayed and rotted years ago. So they looked for a substitute that wouldn't spoil, and found the pebbles of natural glass in the river. They figured these pebbles would be a good representation of goods, so they used those. Some historians speculate that this was the first instance of a fiat currency in the world.

The pillar's growth was slow, and so it turned out that the bet will likely not come to fruition within the lifetimes of the original settlers. Some of them left the village, wishing they had nothing to do with it. Rest in turn reacted by raising the stakes to entice each other to stay in the bet for generations. Eventually, they formulated a law, by which everyone invested in the bet has to add more into the bet, or leave it on the summer equinox of each year. After several attempts to knock the pillar over, another law was formulated, stating that whoever breaks the stake will be executed.

When the money grew large enough, the village attracted travelers from the entire continent, and over years grew into a city. The bets keep increasing, and with that more and more people run out of money. So, they start to bet things that grew in value over years, such as expensive imported wines, cheese, and eventually even plots of land.

The age of monsters began, and the city has surrounded itself with walls for protection. When Lifestock grew large enough to buy cities, they bought Jewelstake and inspired by its ongoing bet, came up with the gambling dens—establishments where people get to gamble in various ways with a promise of a small chance to get a lot more.

The bet is yet to be resolved. Scientists estimate that the tower could collapse at any moment, with the greatest estimate for the tower's maximum height being 530 meters. Due to the bet taking so long, many betters have sold their spots in the wager to others, and over time a market revolving only around the sale of the spots within this contest has been established.


Structure

Jewelstake is divided into 7 districts, 4 of which are now held by the major betters in the Jewelstake’s bet, and will belong to its winner. Thus, to discuss these districts properly, we need to discuss the four major players in the historical bet.

  • Lifestock. As soon as they bought the city, they started to convince people to sell them their wagers, offering them money in return that would be valued more than everything they’ve bet up until the moment. Plenty of people fell for it, which is why now Lifestock owns the greatest percentage of the bets, 30%.
  • Pagachi. The bet began when the Marlin Pagachi claimed that the Jewel Stake will fall northwards. The man was confident about it, making his children promise to him on his deathbed that they will insist on this fact. When others started to sell the bets, the family started to buy out anything next to the north, until it reached precisely 25% of the possible ways the stake could collapse.
  • Ironskull. The orkish woman of the Ironskull clan disagreed with Marlin, and said that it will fall to the south. While her family wasn’t as busy with buying out the bets, by now they own 15% of the possible bets.
  • Vilfae Rehar. The dwarven billionaire came to this city only after Lifestock bought it, seeking the opportunity of a lifetime as the newest competitor. She bought most of the remaining bets, paying generously for them. Nowadays, she owns 25% of the bets.

The remaining 5% is distributed among the commoners of the city. Parts of the bets of all parties except the Pagachi family are what the stock market around the bets is based upon. The seven districts of Jewelstake are as follows:

Pagachi Street. The oldest district of the city is populated majorly by the goblins of various clans, with the epynomous Pagachi family owning all the gambling dens and bars in it. It occupies the southern parts of the city, bordering The Wall, the Central District, the Steel District, and the Wheels District.

Steel District. Orcs of the Ironskull clan have settled in the western part of the city. Several farms can be found there, along with some inns, and a few entrances to the mines. The Steel District's neighbours are The Wall, the Central District, the Green District, and the Pagachi Street.

Central District. This part of the city is where all the corporations brought to Jewelstake by the Lifestock can be found. It borders all the districts with the exception of The Wall.

Rehar Town. The district placed into the bet by the dwarven billionaire contains majority of the mines, plenty of hotels, and a handful of gambling houses. The district is filled with various copies of world’s wonders, attracting many tourists regularly. This district borders The Wall, the Central District, the Green District, and the Wheels District.

Wheels District. The Wheels District is one of the newer parts of Jewelstake, and fortunately first of the districts to not be placed into the great bet. It’s named after the plethora of casinos, which all use wheel motifs inspired by the stake itself to place bets onto. Several small companies, as well as many residential buildings, are also found here. The Wheels District is bordered by The Wall, the Central District, the Rehar Town, and the Pagachi Street.

Green District. All the vertical farms can be found along the coastline of the Lively river in the northernmost district of Jewelstake. Green District borders The Wall, the Central District, the Steel District, and the Rehar Town.

The Wall. While it’s not a proper district per se, it keeps growing in size due to newcomers who decide this district is the best for them. It has been agreed to be a neutral ground that cannot be placed into the bet for the safety of all within it, which is why many of the people who move into Jewelstake will be drawn to choose this district over any of the ones involved in the bet. The Wall borders all districts with the exception of the Central one.


Culture

The clothes billow upon movement on purpose to keep their wearer cool by providing breeze. While common clothes are normal in the desert too ever since the cooling/warming fabrics have been invented, these outfits are still a regular sight in the Jewelstake.
Art kindly provided by Arell, a friend of mine.


It would take a daring nature to live in the desert for generations, just to see if you're right about a pillar of natural glass falling one way or another. Citizens of Jewelstake tend to be rather daring, loving competition and wagers. While some show such tendencies in physical ways, such as traversing the city over the flat rooftops by jumping the great gaps between them, others prefer to dare with their expressionbe it their outfit, their speech, or their art.

However, it takes two to compete or make a bet. And while their courage is seen as normal within the city, outsiders might find it a little off-putting. Jewelstakers have thus developed a culture of hospitality towards those new to the city. It takes three days to fully welcome someone within the city, if all the traditional rites were to be performed. Each of these three days consists of five meals that consist of the best thing that those who are welcoming the outsiders can afford, and showing the city. While these rites are today a rarity, local elders still insist on doing them even for people who they wouldn't approve of.

People of Jewelstake look down on the criminals and cheaters, but everyone deserves two chances. In order for a wager to work as it should, both sides must play by the rules, which include paying the price upon losing. A century ago, it was normal for the punishment of the criminals and cheaters to be loss of an eye. It was a mark for life, and a mark that anyone who would look them in the eyes could see immediately, branding them as a swindler. Great part of the culture has thus become focus on the eyes of people when talking to others. Attempts to cover the eyes in any way seem to the local as a sign of dishonesty and potential ulterior motives.


Subculture Showcase: Magicore

Note: This section is not meant to imply that the presented subculture is in any way unique to or most represented within this city. It is just a subculture I chose to present because it felt most thematically fitting and it wasn't introduced yet.

Magician outfits serve two purposes: to draw the attention to the magician, and to draw the attention away from the magician.
Art kindly provided by Arell, a friend of mine.

Art Curiosities: The cultural significance of witch hats that both of the performers depicted wear have been shifting over the history between a sign of scientific prowess and the knowledge of supernatural. The magicore uses brushes as implements of "magic" for their performance, because the early runes have been considered a form of magic in the era before the monsters came, and runes used to be painted with the brushes. Dark clothes can help them with hiding fish lines that could be used for tricks, in which they make it seem like they can levitate a thing wherever they wish without using runes, and red color serves to draw attention to them.

Magicore is focused on making the extraordinary seem to be real. While most forms of cheating are unacceptable here, magicians are seen as acceptable for the wonder they spark whenever they perform. There are three core tenets that the magicians must follow to keep calling themselves a magician, although as you'll see, over the years exceptions have surfaced.

  1. Keep it real. You shall never reveal nor admit your tricks. To keep your magic real, you must say it is real.
  2. Once per show. You shall never perform the same trick twice on a show. The more you show it, the more likely it is they'll find it out.
  3. Never after reveal. If someone uncovers your trick, you cannot perform it ever again, for magic known to the commonfolk is never again wondrous.

With these tenets in mind, every show is a dare. If someone was to find out how one's trick is done, the magician is never supposed to perform it again. After the advent of Mistweb, this has lead to a culture, in which the tricks are revealed only by those who wish to be rude. Some magicians ignore this tenet, while others outright violate it themselves.

Repeats are usually not entertaining, but people who are curious enough about a trick will sooner or later ask for that same trick to be performed again. The magicore community has discussed over the years what exactly does the trick stand for here. Is it the mechanism in which the secret is performed? Is it the exact act that's performed? Is part of a trick a trick? If a magician performs a trick, in which they shuffle three cards around, making it seem like they are all the same card, is this all one trick being repeatedly performed, or is this whole performance a trick?

Finally, there have been some magicians who have donned a mask and started to reveal their own tricks online. Most famous of these has nicknamed herself "Null", and her identity is to this day unknown. Revealing one's own tricks is seem somewhat okay, but Null goes one step beyond and deconstructs the tricks of other magicians too. There are some guesses about who Null truly is, but for now most of these have no evidence that couldn't be pure coincidences.

A schism within the magicore community is whether usage of the real runes and runetech is acceptable, and whether it should be counted as part of first tenet, or even get its own. The issue with runes in a performance is that people have come to expect them, which is why some mages have accepted runes as a commonality, thus using them in their performances. The opposite end of this spectrum refuses to use runes of any kind in a performance, relying on far more traditional methods. Vast majority of mages though doesn't hesitate to use runes only to enhance the performance with extra sensations like glitters and fanfares without the runes being the real secret to a trick.

Due to all of the above, there's a minority of performers within the magicore community who have labeled themselves as "true mages". These performers take pride in following all the tenets, including no usage of runetech on their shows. These make some of the most famous magicians in the whole world, with their shows being rather costly to attend.


Relations

Jewelstake belongs to the family of city-states owned by the Lifestock. Despite the fact that Lifestock's ownership of Jewelstake is up in the air, the corporation still owns some parts of Jewelstake that are not involved in the bet.

There are two surprising partners that Jewelstake has in the other cities. One is New Prista, which is the origin of plethora of tourists who visit Jewelstake for a night or two. The other partner is Wondermire due to Jewelstake being its source of various performers.


Curiosities

Among the various points of interest that can be found in Jewelstake are the following:

  • The Jewel Stake, a pillar of natural glass that grows out of the ground on the borders of the Pagachi Street, Steel District, and Central District.
  • Fortunate Hall, a complex of buildings found in the Central District that's characteristic for its rentable hoverrooms, allowing its most paying customers to travel between the buildings without having to go outdoors.
  • Headtemple of Boredom, a temple dedicated to scorning the deity of Boredom, that has turned into a casino over time. Regular scornages are still held once a week.
  • The Vibrant Woman, a sculpture of a female humanoid without a face in the Green District that has been grown there by an unknown elf over decades. The woman is idealistic, reaching for the Sun with both hands.
  • Lively Port, a port built on the Lively river. It's known all over the city for its mixed choir that has existed for nearly a century.


Important People

A few examples of the important people from the Jewelstake:

  • Cataly Pagachi, goblin, female; the current elder of the Pagachi clan.
  • Thalegh Ironskull, orc, male; the current elder of the Ironskull clan.
  • Vilfae Rehar, dwarf, female; the billionaire who helped in the development of the Jewelstake with her investments.
  • Waltward Wilmund Westford, human, male; the current President of Jewelstake.
  • Jonrick Ironskull, orc, male; a famous artist and actor.
  • Null, unknown, female; the masked Mistwebber who's a self-claimed magician revealing other magicians' tricks.
  • Bernara "The Great" Blossomwell, fairy, female; a performer, actress, and the world's last true mage who's a fairy.