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Almanac
=> Up a Level
As a part of world-building, I decided to write some random tidbits of information and post them on Twitter under the #FedranAlmanac[1] or #Fedran[2] hash. Some of these are plots I'm intending to work on, others are just fleshing out the world. I suspect some of them may change as I figure everything out but the ideas are still there.
=> 1: https://twitter.com/search?q=%23FedranAlmanac&src=typd | 2: https://twitter.com/search?q=%23Fedran&src=typd
Eventually, these will be disseminated across the rest of the pages on this site, but that may take while to write them up formally.
Entries
- At weddings, don't sit Vomen at the same table. The telepaths talk to each other from a distance and listen well to others.
- Build everything as if your grandchildren will be fighting for lives on it.
- Haleblossoms in snow means a summer of woe.
- There are countless stars in the sky, except in the desert where there are only 107.
- Green eyes are the sign of desert breeding, as distasteful as it seems.
- If it is abandoned and older than you, it's probably cursed.
- Only one in ten thousand have the necessary skills to become a mage.
- Followers of the Divine Couple believe that man and woman are incomparable equals.
- The Shimusògo’s clashball games are five miles long because of their speed and throwing powers.
- The country of Gepaul was founded on the tenant that individuals drove society, not families.
- Plant hawkthorne on the northern fields to avoid frozen crops.
- Nothing good comes from desert storms.
- Most of the population has simple elemental or reactional powers.
- Driving a steam-powered vehicle is still a Felony Resonance 2 in most cities.
- The Mifuno Desert is the greatest of the Kyōti spirits but does not interact directly with anyone.
- Technology was only possible because of Farimon’s obsession with preventing resonance.
- Zoetrop Knives, a two-hundred year tradition in excellence.
- Never stand upon the mountains on a moonless night, for you may be blinded by the darkness forever.
- The four horses of Tachìra are given to the chosen of the sun spirit.
- Destroying a city with a giant robot has been classified as a Felony Rampaging 1.
- Evidence gathered by magic is inadmissible in court.
- A murder of crows will eat anything that grows.
- Beware the blue-eyed Vomen, for they will steal your thoughts while you sleep.
- A dog born on the same day as a child will protect that child with their lives.
- These so-called steam engines are nothing but explosions waiting to happen.
- To speak for Mifúno is to invite a painfully short life.
- To have one of Tachìra's horse running the sands means a great battle is inevitable.
- The third annual Glorious Saber Race was the first, but not last, to have no winner.
- Building giant mechanical robots is now a Felony Device 2.
- Only animals can see the creatures that steal the breath of children.
- Resonance binds groups together tighter than families.
- Because Vomen are so short, they frequently ride dogs or wolves controlled by their telepathy.
- Pacifists have no place in the desert.
- A Mage-Knight is a knight with a talent for combat magic.
- The Crystal Spheres technique of magic focuses on ten aspects of magic from the mundane to the divine.
- The Lutier Divergence is a religious offshoot that focused on the masculine aspects of the Divine Couple.
- Desert warriors have significant power, but lose the ability to ever have children.
- Each star in the desert is the physical manifestation of Mifúno's other children.
- In the Crystal Sphere Techniques[3], there are thirty-two grades of magical skill ranging from Grade 0 to 31.
=> 3: /crystal-sphere-techniques/
- In combat, metal knights are terrifying because their weapons can pass through most shields.
- The ctino tcadu, or shadow cities, are the hidden, interconnected alleys of a city that are used for crime.
- Kormar has two monarchs, a twin sister and brother who haven't talked in twenty years.
- The Puzzle King is the former ruler of Kormar. When he died, his will was never found.
- Most farmers still believe in the Small Gods, the tiny spirits that watch over the minutia of farming life.
- The desert stars are faded because they hide from the sun and moon in fear of slaughter.
- A stone wall is no barrier to an adept of the earth.
- Organized crime is frequently a family affair, except when two families join by marriage.
- The second of the Crystal Spheres is Pirmafbolci, the illusion of magic.
- Kormar's Golden Queen is a conservative ruler more interested in fiscal responsibility.
- The Puzzle King was named after the clockwork castle that he built in his final century.
- Midwinter celebrations last a week and end in a day of solemn respect for those who lost their lives that year.
- The marches where the desert stars fade from the night are called the Shadowfears.
- The most common of the reactionals are fire, electricity, cold, and light.
- Rare are the combat spells that do not require a direct line of attack.
- A child conceived in summer is a sign of parents without hard-working jobs.
- The system of bounties and rewards is a well-established path to fame and fortune.
- The Silver King is Kormar's progressive monarch who seeks to improve all of humanity, regardless of the cost.
- The Puzzle King's castle is a tightly-locked death trap ever since the king's death.
- Tepcrida: the last day of fall when children go out and pretend to be monsters for the day with little consequences.
- There is a point where exactly 108 stars are visible in the sky. The last is named Chyobinofúmi, The Miscarried Rock.
- The most common of the elementals are earth, water, and air.
- There is rarely more than one mage in a given panosonci, a ten-men squad of warriors.
- Most countries have a shadow court and a criminal code of conduct that mirrors the public one.
- It is up to the Bronze Council to coordinate Kormar's frequently disagreeing monarchs.
- The Puzzle King's castle doors are only opened two weeks a year. That's when dungeon runners charge in to loot.
- The first day of spring is when rural communities celebrate surviving the winter.
- Dalpre are hybrids of human and animal originally created as a slave race.
- A child of a dalpre will always be another dalpre.
- Most dalpre only have a few physical traits of their animal heritage such as ears or a tail.
- Dalpre frequently have the personality traits of their animal heritage.
- Almost every mammal has been created into a dalpre, including monkeys and rats.
- The fight for dalpre rights took a turn for the worse at the Bitch Massacre in 1818.
- In 1836, a pair of feline dalpre lost their lives preventing a bombing of the Gepaul Senate.
- Before their freedom, many dalpre were sold as materials, either a 20-something slave or as family units.
- It wasn't until 1837 when Tarsan, Gepaul, and Kormar declared dalpre to be free people.
- Over half of the dalpre weren't even aware of their freedom until 1841 due to poor communication and aggressive resistance.
- In 1844, the country of Lankerni released a portion of their land to form Turfuno, a country for freed dalpre.
- Turfuno was established in a rocky desert with poor water access and almost no farmland.
- Many dalpre died trying to migrate to Turfuno. Most deaths were exposure, disease, and murder.
- After centuries of slavery, most dalpre weren't prepared for harsh desert living in their “new” country.
- In the first fifty years, Turfuno went through many leaders and many names with frequent coups.
- The dalpre country finally settled on a name, Sun-Over-Sands, in 1953. It would keep the name for 271 years.
- Kyōti, the ad hoc country of desert clans, refused to use dalpre as a slave.
- It wasn't until 1856, as part of a treaty, that the dalpre were allowed to enter the desert.
- Dalpre can and use their claws and teeth in fights, but are encouraged to fight as civilized humans.
- Dalpre frequently keep pets, even ones of the same type of creature they are hybrids of.
- Because of their breeding as slaves, many dalpre are vulnerable to mind control.
- All dalpre have magic, like humans, but they are rarely given training to have anything beyond raw talent.
- One of the most powerful dalpre known, Meris Germudrir, is an archmage and a Mage Knight.
- It is illegal for non-dalpre to own property or business in Turfuno.
- Turfuno is land-locked except for a one mile stretch in the Solistoin Bay.
- Even with a small ocean presence, piracy was rampant among the sea-faring dalpre.
- Military units in dalpre were originally grouped by species of the dalpre.
- In 1926, dalpre military units became integrated due to political pressure from inside the country.
- The death penalty in Turfuno is implemented as a hunt in the desert.
- Like the desert clans, many dalpre children are raised by a village or pack instead of individuals.
- Most dalpre remained illiterate until the 1900s.
- It remained illegal to marry a dalpre in Tarsan until 1995.
- There has never been a dalpre head of family in Tarsan.
- Feedback is the destructive interaction between two magical fields and their resonance.
- The more powerful the magic, the stronger the feedback response and its damage.
- Feedback can kill another mage due to internal hemorrhaging.
- In the 1820s, a community of experimental mages sprung up in Tarsan pushing the limits of known magic.
- Artifacts retain the resonance of the mage who created it.
- Because of their living bodies, mages recover from feedback over time.
- Artifacts are susceptible to the damaging feedback. They explode when affected by too much feedback.
- In 1832, Farimon found that metal shielded artifacts from feedback.
- Artifacts were designed to be used and didn't function inside Farimon's static shielding.
- In 1840, Farimon perfected the use of a fire rune inside a shield that boiled water in a steam boiler.
- The first mechanical device Farimon used with his steam engine killed three nobles when it exploded.
- In 1841, Farimon created a wheeled device, the Auto-Driven Steam Mobility, that traveled three leagues before breaking.
- Farimon was granted a knightship in 1843 for is work with the auto-drivens.
- Auto-Driven Steam Mobilities were soon known as autodrives or automobiles.
- In the late 1800s, Auto Mobilities became a popular way of traveling among the rich and powerful.
- There were many riffs on the automobiles, including ones modeled after creatures and insects.
- In Kyōti, most auto-drives were shaped after the clan's spirits. The scorpion mechanicals quickly became popular.
- The Kosòbyo Automobiles were giant mechanical snakes armed with fire and poison cannons.
- Kosòbyo kept massive snake tanks inside guard buildings to defend the city against high powered magic.
- As mechanical devices became more popular, the magical power of the general populace grew weaker.
- It was believed that Farimon's devices were disrupting magic.
- Farimon's knightship was revoked in 1901, two days before his death.
- Even with his machines vilified, the advantages of the devices kept them in popular use.
- Automobiles were banned in Tarsan and Gepaul in 1901 on pains of treason.
- Some of the lesser families turned to the automobile black-market during the Automobile Prohibition.
- Gepaul abandoned the Automobile Prohibition in 1903 as part of the Golden Wall Treaty with Kormar.
- Many historians feel that Tarsan lost its influence over the world during the Automobile Prohibition.
- The Tarsan Automobile Prohibition was lifted in 1914 in an attempt to regain influence.
- Tarsan never recovered its worldwide control after the Automobile Prohibition was revoked.
- The crime families retained power well after the Automobile Prohibition.
- Tarsan natives have three names: their given name, their primary family, and the secondary family.
- In Tarsan, a child has only a single primary family which is identified as “kia” (Lily kia Kasin).
- The primary family of a marriage is determined by which family is married into.
- The primary family of a married person is “de” for the husband's family, “da” for the wife's, or “dea” for both.
- The secondary family is distinguished by “ne,” “na”, or “nea” based on husband's, wife's, or neither.
- It is almost impossible to become a Tarsan citizen without marrying into a family.
- Every Tarsan is also identified by their marriageability, which is prefixed as a title.
- Tarsan marriageability are “mo-” for children, “be-” for unmarried, “ta-” for married, and “ku-” for unmarriable.
- Tarsan marriageability are attached to “dame” for female and “sire” for males. For example, “modame” for a girl child.
- In the 1800s, Tarsan prefixes fell out of favor among the lower classes in favor of simply “dame” or “sire.”
- Even in the 1900s, Tarsan High Society insisted on the full name in public.
- Military ranks are frequently substituted for the marriageability prefix.
- In Tarsan, military ranks are almost exclusively given to men. Only one in thirty thousand are female.
- The head of one of the original seven great families has title of “banli turni” or “baltru”.
- The head of a secondary family has a title of “turni” or “tru”. “trusire” is also frequently used.
- Secondary families also dropped out of common usage among the lower and middle classes.
- Though Gepaul has many traditions of Tarsan, one of the first was removing family indicators and prefixes.
- Gepaul names are typically hyphenated primary and secondary families.
- The cultural gap between Tarsan High Society and the middles class broadened significantly in the 1700s.
- By the 1800s, it was considered scandalous to be in the Tarsan upper class and employed.
- There was no stigma for owning businesses while being one of the upper classes in Tarsan.
- Tarsan High Society discouraged day-to-day management of owned businesses by men.
- In Tarsan, high society women were considered better day-to-day management of businesses.
- Women's “lesser skills” were considered ideal for managing businesses.
- In 1918, the first Women's Influence group was founded.
- In 1919, many of the Women's Influence groups joined forces as the Women's Rights Party.
- In 1921, three women were executed for treason because of their leadership in the Women's Rights Party.
- After the Women's Rights executions, riots sprung up in almost every major city of Tarsan.
- The violence of the Women's Rights Party and it's backlash poured into Gepaul, setting off riots there.
- In 1921, over twenty thousand women were arrested for protesting for the right to become a head of family.
- In 1923, the first Tarsan High Society woman, Jinit da Pilnok ne Golid was publicly arrested for being in the WRP.
- Jinit da Pilnok ne Golid's husband was exiled for allowing his wife to join the Women's Rights Party.
- After a closed-door trial, Jinit da Pilnok ne Golid was sentenced to life for her crimes in 1923.
- Jinit da Pilnok ne Golid was murdered in prison in 1924 by her guards, no charges were brought against them.
- In 1925, a more radical branch of the Women's Rights Party split off as the Jinim Collective.
- From 1925 to 1927, the Women's Rights Party lost much of its momentum fighting against the Jinim Collective.
- In 1928, three villages affiliated with the Jinim Collective were slaughters. Over eight thousand people died.
- The 1947 economic crash in Tarsan was directly attributed to a three month strike of female workers.
- Rumors point to the Women's Rights Party being the instigator of what would become known as the Jinim's Night Massacres.
- In 1959, the first woman became a head of a family.
- In 2091, Falir dea Rinfir becomes the first head of a great family.
- The United Hidanork Tribes is a large country in the northern part of the continent.
- The Hidanork lands are mostly tundra and steppes with few mountain ranges or forests.
- Hidanork lands are poor for farming since they are in the northern part of the continent.
- Calling someone a “Hork” is a racial slur against a Hiden, a native of the United Hidanork Tribes.
- Like Kyōti, United Hidanork Tribes is a collection of many tribes banded together as a country.
- Unlike Kyōti, the United Hidanork Tribes have a single centralized government instead being a de-facto country.
- Two thirds of the tribes in the UHT are nomadic, traveling every few weeks or months to a new location.
- Sedentary Hidanork tribes are gathered along the country's borders leaving the central regions for the nomadic ones.
- A nomadic Hidanork tribe is called a “ca solidar dac asu misado” which translates to “wind-blown rocks.”
- The central government of Hidanork is located in the river city of Gilidam fy Kiso.
- There are six formal sessions where any Hidanork tribe can request a vote that affects the country.
- Larger Hidanork tribes keep a representative in Gilidam fy Kiso all year around.
- Smaller Hidanork tribes can afford to only keep a representative during one or two sessions of the year.
- Every tribe is expected to have a representative during the winter session for critical votes.
- Any Hidanork tribe can sent a representative to Gilidam fy Kiso and request a vote.
- Many Hidanork tribes will band together and send only a single representative for the year.
- Hidanork magic is based on the land. A specific area will produce a specific effect.
- Living in the same area “taps” the energy of the land, which is why most Hidanork travel constantly.
- Building permanent constructions and buildings disrupts the energy flow of land.
- Previously, Hidanork tribes fought violently for their lands but later evolved a system of land claims.
- Two Hidanork tribes will share a land claim but will only visit at opposite ends of the year.
- Land claims are shared among tribes as they meet with each other and eventually registered in Gilidam fy Kiso.
- There are frequently fights over land claims, but most tribes attempt to resolve them by themselves.
- Land claims that must be arbitrated by the government are subject to the “river fine” for the resolution.
- Untouched lands are more powerful for Hidanork magic than heavily-traveled ones.
- The blood lands (kasinador nic alies shik) are abandoned except in times of battle.
- The Hidanork fear automobiles and rapid forms of transformation because it will increase land usage.
- Most elder Hidanork can sense the invisible energy links between powerful areas of land.
- Hidanork tribes are typically 10-20 adults and a like number of children.
- Nomadic Hidanork tribes travel as lightly as possible and only have 2-4 rigid tents for sleeping.
- Children are kept in a single tent, which is flanked by the others to prevent anyone from wandering off.
- Hidanork discourage privacy and isolation, even at night or when suffering depression.
- Children are raised by the entire Hidanork tribe, with no association with the biological parents.
- Hidanork have no concept of marriage or life-bonding. Lovers are chosen among the tribe and can change frequently.
- Among the Hidanork tribes, there is little social pressure to remain monogamous or polygamous.
- Many Hidanork adults are bisexual and there is almost no cultural homophobia or hetrophobia.
- The worst vices in Hidanork are selfishness and independence.
- The native language of Hidanork is Hissian. Hissian has thousands of accents but few dialects.
- Like most languages in Fedran, Hissian does not have capital letters.
- Most Hidanork names follow the pattern “of the tribe, given name.”
- Hidanork tribes are named after significant landmarks of lands they have a claim for.
- Hidanork tribes can also be named after battles, significant natural occurrences, and magical events.
- Until their mid-twenties, youth of both genders are allowed to willingly leave for another tribe.
- It is rare, but not unheard of, for someone in their thirties to leave their tribe.
- When decisions must be made, Hidanork tribes typically require a two-thirds majority.
- In times of emergencies, one member is given authority over the entire tribe.
- Emergency authority over a Hidanork tribe rarely lasts more than a few days.
- The typical Hidanork is short, muscular, with reddish skin from walking in the sun.
- Scars are considered a sign of life experiences and beauty among the Hidanork.
- In Kormar, there are four branches of the government: Royalty, Coin, Swords, and Land.
- Decisions that affect Kormar as a whole (war, treaties, laws) require majority vote.
- If the vote becomes stalemated (two for and two against), 139 random citizens are chosen for majority vote.
- The process of gathering the 139 citizens to break Kormar stalemates is called the Shadow Court.
- Most of the Shadow Court jurors are kidnapped in the middle of the night and secreted away until a decision is made.
- Being in the Shadow Court is a terrifying experience for most families because no one will tell why someone disappeared.
- Most Shadow Court decisions are made within a few days.
- An effort is made to have an even selection across all of Kormar, but logistics dictate that most jurors come from cities.
- Almost every folding mage works for the Shadow Court because of their ability to teleport.
- Folding magic is one of the rarest forms of magic, on part with true healing magic.
- The Kormar Royalty currently consists of the Golden Queen, the Silver Queen, and the Bronze Council.
- Previously, the Kormar Royalty was only the Puzzle King, but after his death and the civil war, it was split into three parts.
- Royalty only gets one vote, which means if the Silver King and Golden Queen disagree, the Bronze Council finds the compromise.
- If either the Kormar King or Queen dies or abdicates, the Bronze Council would be dissolved.
- Most people feel that much of the King's and Queen's continued disagreements are exasperated by the Bronze Council.
- The Kormar Coins are the thousand merchant guilds of the country.
- Each guild master has a single vote on all Kormar Coin matters.
- Majority or two-thirds majority is required for Kormar Coin decisions depending on the severity of the vote.
- Most Kormar Coin votes are done over a month of negotiation. Emergency votes are done over three days.
- Establishment of a new Kormar guild requires a majority vote from all four branches of the government.
- Each Kormar guild comes up with its own rules of identifying the guild master who votes.
- Kormar guild votes are usually done over a network of communication mages called the Listening Winds.
- The lands branch of Kormar government comes from land ownership.
- The smallest piece of land is the estate (pretuha), which doesn't allow participation in the government.
- The next larger, the tcatuha (city, region, OOW: barony) is the smallest size capable of participating.
- There are just over thirty-five thousand tcatuhas in Kormar, each one is a single vote in land matters.
- Tcatuhas are grouped into just over three thousand jectuhas (OOW: counties).
- Jectuhas are further grouped into twenty-seven baljectuhas (OOW: states) which make the actual decisions for land matters.
- Formally a tcatuha nobli is tcadu tumla nobli or noble of a city land.
- Tcatuha nobli can also be shortened to tcanohi (city noble).
- The name tumnohi refers to all nobles of lands (prenohis, tcanohis, jecnohis, and baljecnohis).
- OOW: Like many languages in Fedran, Lorban (Kormar's language) doesn't have a plural. They use a count.
- OOW: Tcanohi refers to 1+ barons. But “all of the barons” (ro tcanohi) and “many barons” (sor tcanohi) are plurals.
- OOW: Because these are in English, plurals are written with English rules (tcanohis verses many tcanohi).
- The jectuhas nobli (OOW: count) is chosen among the tcatuha nobli (OOW: barons) within the jectuhas.
- Decisions on which tcatuha nobli becomes the count are made every ten years during midsummer.
- The decision for the jecnohi is made among the tcanohi that make up the jectuhas.
- Previously, tcatuhas would be renamed when a new nobli had been chosen, but that stopped in 1814.
- Now, tcatuhas keep the name of the family in charge for over three generations or are given a descriptive name.
- In the midwinter following the jecnohi decision, a baljecnohi is chosen among the jecnohi.
- In 2000, over eight hundred of the jectuhas still retained a family name.
- Tcatuhas that border another jectuhas may petition to move to that jectuhas during the decade vote.
- In Kormar matters, the conclave of baljecnohis (or their representatives) decide on their vote.
- The fourth branch of Kormar is the swords or military branches.
- There are seven enlisted, eleven officer, and four mage ranks in the Kormar military.
- The Kormar military has a double vote on war and treaties, but a half vote for everything else.
- Both the Kormar royalty and military can take charge of the country in times of emergency.
- There is always a reckoning and sanctions when the Kormar royalty or military takes over.
- The longest time the military took control of Kormar was seven years at the end the Puzzles Civil War.
- All four branches of the Kormar government have their own justice system.
- The justice and enforcement for each branch is typically arranged along the jectuhas and baljectuhas.
- Royalty is responsible for crimes over freedom, such as kidnapping and slavery and family matters.
- Royalty is also responsible for the well-being of the citizens and includes education.
- Military justice is responsible for crimes of life and death, such as murder.
- Land justice deals with crimes related to the land and buildings: stealing of land, arson, and land disputes.
- Coin justice focuses on property and contract laws. This includes robbery and stealing.
- It is possible to have ranks in two branches of the government (many tcanohi have military ranks).
- The Silver King is royalty, a guild master (of the Artisan's Guild), and is a jecnohi.
- The Golden Queen is a baljecnohi unlike her brother who is only a jecnohi.
- The Golden Queen became the head of the military in 1831, giving her rank in three branches of Kormar government.
- Feedback from magic causes a great deal of difficulty with most criminal investigations.
- Clairvoyance or any form of temporal magic is not acceptable in any court of law.
- Using clairvoyance to identify a criminal is also not acceptable to law.
- In the 1700s, a group of archmages called the Order of the Sights provided binding evidence in Gepaul courts.
- The Order of the Sights were all archmages with temporal and telepathic abilities.
- Each archmage in the Order of the Sights was bound to provide unbiased information to the courts.
- In most cases, the Order of the Sights “read” a crime scene and provided a telepathic image to the court recorders.
- In 1767, a relatively unimportant case (Ramer v. Ramer) resulted in the downfall of the Order of the Sights.
- Ramer v. Ramer was a child custody case between Haron Ramer and Junin Ramer over their three children.
- Misanar Ramer was the eldest of the Ramer children, but she had a promising career as a singer and dancer.
- Both Haron and Junin Ramer fought over Misanar's management and custodial guardianship.
- In the case that spanned almost three years, neither sides of Ramer v. Ramer used the Order of the Sights.
- Both sides of Ramer v. Ramer spent over ten million marks in their case, escalating accusations constantly.
- In 1770, Ramer v. Ramer came to a head when the judge ordered all evidence to be provided up front.
- Both sides submitted events from a single party, both provided by independent Order of the Sights readings.
- All three of the Ramer v. Ramer contradicted each other and it was impossible to reconcile them.
- The grand master of the Order of the Sights pulled strings to have the irreconcilable readers purged from records.
- An independent investigator was sent to reconcile the three conflicting readings in violation of a sudden law.
- Ramer v. Ramer ended with Misanar's suicide at the end of 1770, but the investigation in the Order continued.
- Further investigation on the Order of the Sights brought Inspector Signor across three countries.
- There were five assassination attempts on Inspector Signor but she survived all of them.
- Inspector Signor lost her right arm in the fourth assassination attempt of the Order.
- Inspector Signor's investigation brought her to the Oathbinders Society and their mountain fortress.
- The Order of the Sights archmages were bound by the Oathbinders Society and their geases.
- For centuries, the Oathbinders Society geases were considered unbreakable.
- However, the Order of the Sights had found a loophole that allowed them to lie to serve their order.
- The Order of the Sights had been selling their readings to high-value customers.
- For 318 years, the Order of the Sights managed their archmages to ensure there was never a conflict.
- The speed that the Ramer v. Ramer needed to answer the judge meant they got three archmages aware of each other.
- The sixth assassination attempt on Inspector Signor was successful, but her report returned to the Gepaul courts.
- News of Inspector Signor's report spread rapidly to the civilized country in a matter of weeks.
- Within three months of Inspector Signor's report, almost every Order of the Sights archmage was assassinated.
- The Oathbinders Society fortress was destroyed in 1771. Not a single man, woman, or child survived.
- No one had ever stepped forward to claim the destruction of the Oathbinders Society.
- Since 1771, no mage is allowed to prove any magical service to a court of law in any country.
- Of all the civilized countries, Kormar is the most accepting toward LGBT. But, there are limits.
- With each generation in the cities, acceptance of LGBT has steadily increased.
- Among the older generations and outlying tcatuhas, LGBT folks are still vilified.
- In 1801, lesbian domestic relationships were formally permitted in Kormar. In 1818, gay relationships were.
- The reason lesbian relationships were accepted earlier was the belief that females had closer relationships.
- In 1848, the distinction between domestic relationships and marriage were consolidated in Kormar.
- The 1848 Kormar law was called the Coordination of Martial Relationships (CORM).
- In 1794, Kormar transgendered could legally declare their preferred gender.
- It wasn't until 1850 that two Kormar transgendered could marry each other.
- Society shifted in Kormar in the late 1800s to allow transgendered not to choose a single outward gender.
- Techniques for magically changing physical gender have been available since the 1500s.
- The process of changing physical genders with magic has been viewed with disgust until well into the 1700s.
- Tarsan, as a patriarch, was remarkably accepting of transgendered since the 1600s.
- However, in Tarsan, transgendered must choose their final gender before they are presented to society.
- Most Tarsan transgendered make their choice around their eighth or ninth birthday.
- Transgendered in Tarsan are expected to “act their sex” at all times, including outfits and attitudes.
- A male-to-female transgendered in Tarsan can never be the head of a family.
- By 1901, there had been only seven female-to-male transgendered heads of family.
- The Lutiers are barely accepting of female-to-male transgendereds but do not allow male-to-female.
- The masculine focus of the Lutiers makes them unaccepting of anyone wishing to be female.
- Gepaul's policies toward LGBT are an imperfect blending of many cultures.
- Like many of Gepaul's policies, the official treatment LGBT changes with almost every election.
- Because the cultures of Kyōti are focused on survival, non-breeding relationships are highly discouraged.
- Being publicly outed as gay or lesbian in Kyōti is a death sentence.
- There are a number of LGBT among Kyōti's banyosiōu since they are already outside of cultural norms.
- Even a LGBT among the Kyōti's banyosiōu will be executed if caught.
- Members of the Divine Couple accept LGBT relationships, but only if they conform to the one man, one woman arrangement.
- The Divine Couple's view of LGBT definitely influences Tarsan and Gepaul politics.
- For most of the 1600s and 1700s, it was believed that mental manipulation could prevent someone from being LGBT.
- It is almost difficult to create long-term changes to someone's mental state, including sexuality.
- The belief that everyone has a physical, mental, and social sexuality was first presented in Tarsan 1773.
- While it was frequently reviled, the “Three Pillars of Sexuality” became the foundation of CORM.
- It wasn't uncommon for Kormar natives to explore their sexuality during their state-mandated Journey.
- Some of the Kyōti natives would practice non-heterosexual activities far away from the cities.
- The biggest limitation on magical power is the inability for most mages to work together.
- The only known way of creating compatible resonance is years or decades of enforced closeness until the patterns change.
- Attempts to categorize resonance has been an unsolvable puzzle for most mages.
- Having foreknowledge if two people or artifacts were compatible would save thousands of hours and avoid property destruction.
- Having compatible resonance would also allow mages to work together easier, to create more powerful spells and artifacts.
- The distance and strength of resonance is well-known, called the paladin stride after Paladin Grestor.
- The paladin stride categorizes resonance strength into various circles, with PS 0 being a non-magical or person item.
- The paladin stride was formally established in 981 after thirty years of debate and arguments.
- Paladin Grestor was assassinated in 952 because his hypothesis conflicted with teachings from the Divine Couple.
- Over half of Paladin Grestor's peers were assassinated in the thirty year debate over the paladin stride.
- The Paladin Stride was heavily scorned for fifty years, eventually earning the name blood stride and (mortal) coil length.
- Each step of the paladin stride represents an increase of power but only increased the area of influence by a foot.
- In 1604, the “foot” measurement was redefined as the distance of resonance between two ores from the Gonlin Mountains.
- The Crystal Spheres technique measures the “circle of power” as six paladin strides beyond the initial 16.5 feet.
- The threshold of the Crystal Spheres was the basis for the rod, a unit of measurement.
- Tarsan uses the formal name of paladin stride. Kormar calls it coil length. Gepaul scholars use aura radius.
- While distance is well-known, the interaction is not. No one has created a universal system of categorizing compatibility.
- Every few years, there is a “new” system of resonance categorization that is supposedly more accurate and reliable.
- Each system of resonance categorization typically focused on one aspect of resonance interaction.
- A popular system is the Durnig Scale with uses blue, green, red to identify compatibility.
- The Durnig Scale only appears to be reliable for southern Tarsan and parts of south-west Gepaul.
- The Durnig Scale uses three colors with a number between 0 and 119 to identify resonance.
- To be measured with a Durnig Scale requires traveling into the wild for at least thirty leagues.
- The scale uses three large glasses filled with a water and 119 bobbers filled with different types of reactive liquids.
- The Durnig Scale is read by looking for the lowest numbered bobber in the top of each tube after eight hours of not moving.
- It is hypothesized that the Durnig Scale only works for certain ancestries or people growing up in certain regions.
- A northern Kormar can have different Durnig Scale rating but still be compatible with a south Tarsan.
- Two southern Tarsan with different Durnig Scales will react reliability.
- But, a Kormar native with parents from south Tarsan will have more reliable Durnig Scale ratings.
- The Two Crystals rating is similar but only seems to be reliable with those who were born within three miles of the coast.
- No one has discovered by geographical and ancestry affects the various attempts to categorize resonance.
- The most reliable way of identify compatibility is to physical test it in a controlled environment.
- With the heavy use of magic and “background resonance” of most cities, compatibility can only be tested in the wild.
- Growth of cities has made the travel time and distance for “the wild” to increase steadily over the years.
- In Tarsan, it requires over a hundred mile trip to find a magically neutral land or twenty miles into the ocean.
- The ocean is a better place to find a magically neutral area because even some natural animals have resonance.
- Most natural creatures have a paladin stride of only 0.1 ps, but there are some in the 5-9 ps range.
- A “dragon” in an immortal force that is capable of transferring its mind and power into the body of another being.
- No human has survived more than a year with a dragon soul (for a better word) inside it.
- Dragons typically take over the body of simple creatures: squirrels, snakes, bats, etc.
- The body of a small creature increases as the dragon soul settles into the corporeal form.
- Most dragon-souled creatures end up somewhere between fifty and a hundred feet tall.
- Dragons are the most powerful of non-human beings known in Fedran, with resonance over a thousand paladin strides.
- In 1272, the dragon known as Damagar had been measured with a resonance of 2,013 ps before he disappeared.
- The dragon soul that powers the Puzzle King's palace has a resonance of 3,395 ps.
- The dragon soul in the Puzzle King's palace is capable of killing most people within a hundred feet of it.
- In 1107 TSC, Gepaul was founded by the Derobin family after they split from the Tarsan.
- The Gepaul government was established by four brothers and one sisters of the Derobin family.
- Learning from the older countries mistakes in government, the five Derobins tried to create a balanced system.
- The Derobins purposefully felt that the family-based leadership of Tarsan lead to a stagnant society.
- The Derobins also decided that Kormar's government was too complex to function effectively.
- Equal number of votes would create either stable systems or stalemates, the Derobins created five branches of government.
- Three of the Gepaul branches are active in lawmaking: Senate, Commons, and President.
- The Senate consists of one senator and one demi-senator for each of the forty-three states in Gepaul.
- Gepaul senators have five year terms with the elections arranged so roughly one fifth are up for votes every year.
- The Gepaul Commons has a variable number of representatives which are gathered purely on popular vote.
- Every midsummer, every Gepaul adult citizen is allowed to choose or change their representatives.
- The Gepaul elections are now a grand festival across the entire country. It is also a national holiday.
- Each Gepaul chooses a senator and demi-senator for the country and state level.
- Anyone can be a representative and there are many singular or small group representatives in Gepaul.
- Gepaul representatives can either go to the representative capitol, The Coliseum, or remain at home.
- Most Gepaul representatives remain in their local area and vote remotely.
- A magical communication network, The Web of All Souls, allows dissemination of information and gathering of votes.
- Because of the Web, many representatives also become communication hubs for their local communities.
- Representatives of larger groups frequently require help coordinating and relaying information to their constitutes.
- Some of the more popular representatives create newspapers to help communicate key information.
- These newspapers frequently are biased to skew information toward the result the representative is looking for.
- Conflicting newspapers and town criers frequently occur when there are multiple popular representatives in an area.
- The voting record of representatives are available to everyone and is frequently referenced during the midsummer elections.
- The Gepaul president is an individual who speaks for the entire nation.
- Gepaul presidents are capable of creating laws themselves.
- Laws in Gepaul have the weight based on the number of branches which voted for them.
- In Gepaul, a three-law has agreement from all three branches and overrides all other laws.
- In Gepaul, a two-law only two branches in agreement and the third abstaining or not making a decision.
- A one-law in Gepaul is a law that only one branch voted on and the other two have not made a decision.
- A negative vote against a law reduces it's enforcability. So, a two-law with a negative vote becomes a one-law.
- A zero-law is any law that has more votes against it than for it. They are not enforced.
- In Gepaul, higher laws supersede lower ones. For example, a three-law will trump a one-law no matter how specific.
- There are two reactive branches of the Gepaul government: Justice and Enforcement.
- Gepaul Justice has the capability of reducing or negating any law.
- The Justice branch is organized into two courts, one for each state and a country-level one.
- Each Gepaul justice court is capable of lowering the enforcability of a law by one level.
- State courts decisions only affect their respective state.
- If both the state and country courts disagree with a law, the enforcability is lowered by two.
- Gepaul's enforcement branch consists of all military and police organizations.
- Gepaul's enforcement branch also consists of public services such as fire and hospitals.
- They are responsible for enforcing the laws but are incapable of changing the laws themselves.
- While the Gepaul enforcement branch isn't officially able to change laws, they can choose not to prosecute.
- Both the justice and enforcement branches of Gepaul government are positions for life.
- There are nine country judges who weigh in on any opinion needed.
- It requires a two-law to kick out as state-level judge.
- It requires a three-law to force a country-level judge to step down.
- Judges are appointed with one-law (for state) and two-law (for country) during the midwinter sessions.
- All Gepaul laws are required to have a sunset date which can be no more than fifteen years later.
- Gepaul enforcement judges are typically fifteen year terms.
- By law, a Gepaul cannot serve in a branch if they have a third cousin currently serving in another branch.
- In addition, no Derobin can serve in any branch of the goverment until 1500 TSC.
- Gepaul presidents are elected for a single fifteen year term.
- Gepaul presidental terms begin at midwinter of the following year to allow for time to switch administrations.
- Impeachment of a Gepaul president requires a three-law plus agreement from the country courts.
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