Professional Documents
Culture Documents
The Borderlands
- ancient monuments
- The Walls
- abundant resources
- some are the only sources of those resources
- wyld hunts
- the ancients
religions
- kinda canala
--- Order is meaningless without chaos. Chaos is meaningless without order. Balance is
meaningless without either. If any are missing, the others are indefinable. (common mystio-sophical
refrain / mantra)
--- Exact meaning is unclear and probably deliberately so. Are any of order, chaos or balance more
important than the others? If so, why? What is the nature of the difference between meaninglessness
and indefinability? Is there one and is it important? Is the last sentence just a repeat of those before
it, in order to reinforce the concept?
--- this gives you a pretty good idea of the sorts of thinking and puzzles/questions that go on.
--- nature of the gods: are the houses just one god spoken about in different ways (1 per house
exists), all of them are different existent entities collected together in houses around common
interest, focus or aims/goals (7 per house exist) or all the houses are one god but their sub or ‘lower’
aspects are individual and distinct (a bit in the middle, explains why the gods can be changeable,
vague and/or contradictory)
The Watchers
The Watchers are a group of agents and spies that are said to be separate from The Empire. They
protect the realm against the predations of The Wyld, mainly The Elder Beings. They are seen as
heroes and are a common subject of Bards songs and plays. Their sense of romanticism is increased
by their separation from The Empire and their (supposed) willingness to help independent states and
the common man. They are not against The Empire, however, and have been know to work
alongside them closely when it would benefit the realm. The Watchers are associated with positive
forces and commonly seen as a ‘good’ institution.
7 Deadly Sins
‘The Sins’ are probably the most famous criminal organisation on Phyralia. They have a reach that
is realm wide and are one of the richest groups in existence. They have a finger in every pie they
can get their hands on but have particular control over drugs, protection and ‘hits’. They are run
on a mainly local, cell basis and the group’s ultimate leader is unknown. Every major city in the
realm will have a Seven Deadly Sins presence and they are rumoured to have a strong presence in
the Corinth district of Phiralia. They are also thought to have influence of various politicians/
political entities. Their name is a deliberate device to poke fun at the Canalan pantheon and
generally accepted power structures.
Society of Friends
The institution know as The Society of Friends is a bizarre and byzantine collection of groups and
associations. They come together to exchange knowledge and information in a series of ranks of
initiation that few outside the society have any verifiable information about. They are also thought
to exchange goods and services amongst each other as well as being able to exert some political
influence. This makes them a potentially very powerful networking group. Depending on who’s
talking about them, they could be seen as either a positive or negative force.
Rapture Houses
The ‘rapture houses’ are not a combined institution of any sort but are a common sight across
Phyralia and all much a like. They might be independent or owned by some of the groups described
above. They are essentially a vice house; they can have booze, drugs, gambling and prostitution all
on one site. They may also have rooms available to stay in. They are believed to have been
established as it was easier to control all vice activities if they were in one place. This approach
didn’t necessarily work, let alone limit them to rapture houses. Various districts within the city of
Phiralia and states outside it make the majority of their income from ‘rapture tourism’.
-- Common recreational drugs: Spice (upper/haluc.), Petal (marijuana), Shroom (haluc.), Phoria
Much of this fear comes from the Wyld Incursions and Raids that will almost continually plague the
realm in at least one place or another. A Wyld Incursion is a process where the Wyld seems to
‘spill’ in to the ordered spaces of Phyralia, piercing the very fabric of its existence, and creates a
Wyld realm within its borders. This is the majority of the people’s most serious fear. It seems to be
capable of happening anywhere at any time, although it is more frequent the further you travel from
the Imperial Mountain. These incursions can last for generations (the Wychwood has lasted for
thousands of years, at least) and can be a base for the launching of Wyld Raids. The multitudinous
denizens of the Wyld, in maddening variety, march forth to harry the ordered world. If you’re lucky
it will just be roving bands of orcs and goblins. These raids can be beaten back. The only known
way to finally defeat them is to enter the Wyld incursion and kill or destroy the place or being that
seems to be acting as the focus and gate, the thing that keeps it as a consistent reality within the
ordered material realm. These things are usually known as Wyld Manifestations, a being or object
of considerable power, potentially up to and including a being equivalent (theoretically) to a god. If
ever one of The Elder Beings or a disinclined Old God were able to be the centre of an incursion, it
is debatable if anyone truly know what could be done about it.
It is believed that there are some ‘consistent’ realms within the Wyld itself, however if consistent is
the correct term is highly debatable. The two most famous are Estrella and Grindin. Estrella is the
home of the Fey Court; a place where the Spring Queen, the Summer King, the Green Man, the
Knave, the Lady of Change and the Cold Princess hold sway. They are understood to be the greatest
of the Old Gods, constantly celebrating and competing with each, usually at the same time. It is
home to every kind of fey being, living in impossibly shaped and intricate structures and systems.
Their champions are great warriors, artists, tricksters and lovers, depending on the needs and wishes
of their patrons. Sometimes all of the above. These champions are not to be trifled with and, at
times, they have been some of the most serious threats to Phyralia over it’s long history. The other
infamous realm is Grindin, The Abyssal City, home to all kinds of horrors and fiends. It is ruled by
The Elder Beings, malicious entities who’s only intent is to control and use in a constant
unquenchable quest to further their own power. It is a huge city, rumoured to be as large as the city
of Phiralia, made of looming fortresses and places of obsidian and basalt. The Elder Beings,
demonic royalty, bend in to their will at a whim whilst encouraging machiavellian games fought
among their subjects for the faintest whiff of acknowledgement. It is used to scare adult and child
alike with tales of torture and damnation, reminding everyone of the price that is paid for
indiscretion and bad behaviour. It is the citizens of Grindin that the people of Phyralia most fear,
should they every hold sway over this our realm, all would be doomed.