Thursday, June 23, 2016

ADDITIONAL NOTES: Atman (Part 2)

Yesterday I went over some basic, broad strokes concepts for my homebrew fantasy setting, Atman. Today, I'mgoing to dive into some of the cultures of Atman, and their places in it. Starting off the list is...

The Jagdean Panarchy

Sometimes known as simply Jagdea or the Panarchy, this country is a recent addition to the world, having just recently won their independence from the Divine Supremacy. They rejected that divine rule and reinstated some of their culture's old beliefs from many centuries ago. The people vote on candidates, which are then placed into pools to be selected randomly to serve as leaders in the seven ministries. The seven ministries and the titles held by their heads are as follows:

The Ministry of Diplomacy (Chancellor)
The Ministry of Security (Marshal)
The Ministry of Technology (Director)
The Ministry of Thaumaturgy (Prelate)
The Ministry of Finance (Scrivener)
The Ministry of Agriculture (Attendant)
The Ministry of Artistry (Curator)

The heads of state have equal authority and make decisions based on votes and debate. Every year, one head is replaced via sortition according to a set rotation. One term lasts six years, and it is not possible to serve multiple consecutive terms.

Jagdea is tonally and aesthetically inspired in great part by the Weimar Republic, albeit mixed with some ancient Greece. They have the most advanced technology outside of the Supremacy, with firearms and trains being somewhat commonplace--or at least, not out of the ordinary. In the setting as written, they've just recently discovered electricity, but they have only barely started to realize its applications.


The Petrans

These mountain folk are not quite as well developed as Jagdea, but are a crucial part of the setting. Inspired by the classic D&D race called Goliaths, these huge men and women keep themselves completely free of hair and cover their bodies in magic tattoos. These tattoos contain orichalcum, a mineral made entirely of solidified magical energy, and they use that power to shape stone as they see fit. They are master craftsmen, despite their nearly tribal appearance to the rest of the world. They have often been severely underestimated by outsiders because of that aesthetic, in fact.


Commerce

Commerce is a port city on the border of Jagdea and its insular southern neighbor, Froll. It used to be under Frollan jurisdiction, but a bloodless coup fixed that right up, and the city is now an independent city-state. It is the only port that ships from Cyril land at. The most prominent thing about Cyril's diverse population is the goblin immigrants. Goblins are one of the two non-human races in the setting, and they come into the world through this port. Most of them are either nomadic merchant princes of the ocean or refugees from their ancestral homeland across the sea seeking refuge. Their influx is the source of more than a little tension as things back home seem to be getting worse. Also, they aren't tiny. I was tired of tiny goblins, so they're human sized green people. But then they would be orcs, so instead of big and brutish, they're thinner and...sharp looking? Lots of angles to their features. Somewhere between githyanki and green elves, I guess.



I'll have more to talk about tomorrow, including the opulent Cyril, xenophobic Froll, and mysterious Divine Supremacy. I'd write more, but I had to work an extra half a shift today and am pretty tuckered out. Stay tuned. Or don't. You do you.

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