Editing Shardworld/Summary

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Good vs. Evil: While there are certainly plenty of unambiguously wicked forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The four Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes, simply that the world is designed in an attempt to portray realistic implications of high fantasy tropes and human nature. There's plenty of room for heroes, but it's likely impossible that a hero would arise whose ideologies align with everyone.
 
Good vs. Evil: While there are certainly plenty of unambiguously wicked forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The four Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes, simply that the world is designed in an attempt to portray realistic implications of high fantasy tropes and human nature. There's plenty of room for heroes, but it's likely impossible that a hero would arise whose ideologies align with everyone.
  
As to the alignment of the icons, they're divided between order, neutrality, and chaos instead of the heroic/ambiguous/villainous division in the default 13th age setting. The four icons of order(The Divine Synod, The Locus, The Golden Emperor and The Lord Artificer) primarily seek to strengthen civilization, although their methods and views on what a strong civilization is differ. The chaotic* icons(The Great Khan, The Slumbering Ones, The Revenant, and the Hellmote) long to bring their own dooms upon the world. And the neutral icons(The Storm Rider, the Kraken Tamer, the Voice of the Wild and The Codex of Whispers) have their own motivations, separate from the struggle between order and chaos.
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As to the alignment of the icons, they're divided between order, neutrality, and chaos instead of the heroic/ambiguous/villainous division in the default 13th age setting. The four icons of order(The Divine Synod, The Locus, The Golden Emperor and The Lord Artificer) primarily seek to strengthen civilization, although their methods and views on what a strong civilization is differ. The chaotic icons(The Great Khan, The Slumbering Ones, The Revenant, and the Hellmote) are not "chaotic" in the classic D&D sense - think more havoc, ruin, and upheaval. And the neutral icons(The Storm Rider, the Kraken Tamer, the Voice of the Wild and The Codex of Whispers) have their own motivations, separate from the struggle between order and chaos.
  
*Not chaotic in the classic sense of opposing law, but in the sense of bringing violence, havoc, and upheaval.
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"Medieval Stasis": When it comes to politics, economies, and technology, Shardworld most closely aligns to a post-medieval, early modern/renaissance period. The High King did his best to progress civilization in his 200 year reign, and the world has moved past the decentralized feudal kingdoms of old. Politically, the nations of the Continent all exhibit some form of monarchy or central government with a singular leader. The Shining Empire is organized into principalities, allowed a degree of independence and a say in affairs that relate to them but required to pay fealty and tribute to the Golden Emperor in goods, coin, or soldiers. Athon is likewise organized into several provinces that each send a representative to the Lord Artificer's court, but he has the final say among his council. The Kraken Dominion is the second-most decentralized nation, organized into many demesnes and its peoples divided by rigid castes. While the Kraken Tamer ostensibly holds absolute power, those who hold the title generally see fit to keep to a hands-off approach, as long as each demesne pays taxes. The Orindi is vast, inhospitable, and its people value self-sufficiency and freedom - this is reflected in the large amount of independecne the Storm Rider allows; order is instead maintained by a social hierarchy with room for mobility. Economically, mercantilism prevails, with trade in coin prevailing over the exchange of goods and advents in magically-aided communication technology promoting national unity. In poorer, isolated areas, barter still thrives, and power is held by land-owners beyond the eyes of the cities, or held by independent villages small enough to be mostly ignored. "Magitech", while certainly not ubiquitous, is a thriving field and grows more by the day. Approximately 1 in 100 people possess some degree of magical ability. While maybe 1 in 100 of those possess enough power to become true spellcasters, the remainder are those with strange knacks, aetherborn with some ability for elemental manipulation, and those who can learn a few simple spells. Many of the last population become spellsmiths, craftsmen who use their magical talent to create, either innately magical trinkets or mundane goods of consistent and exceptional quality. Their work can be seen across the Continet: the main streets of cities are lit by lightglobes, not torches, and guardsmen and travelers are beginning to substitute lightrods for torches. Nearly every noble house and affluent merchant has an Athonese sending-circle, which can communicate with anyone who possesses one themselves; the sending-circles are also very popular among military officers. Spellsmiths of less than sterling morals make skeleton keys which shape themselves to fit any lock. And the tinkers of Athon have created a new weapon, handheld cannons made functional by magic and alchemy called runegonnes. Every nation has some means to mystically bolster harvests, whether arcane, divine, or druidic, enough to increase the effective population by about a quarter-again of what it would be without.  
 
 
"Medieval Stasis": When it comes to politics, economies, and technology, Shardworld most closely aligns to a post-medieval, early modern/renaissance period. The High King did his best to progress civilization in his 200 year reign, and the world has moved past the decentralized feudal kingdoms of old. Politically, the nations of the Continent all exhibit some form of monarchy or central government with a singular leader. The Shining Empire is organized into principalities, allowed a degree of independence and a say in affairs that relate to them but required to pay fealty and tribute to the Golden Emperor in goods, coin, or soldiers. Athon is likewise organized into several provinces that each send a representative to the Lord Artificer's court, but he has the final say among his council. The Kraken Dominion is the second-most decentralized nation, organized into many demesnes and its peoples divided by rigid castes. While the Kraken Tamer ostensibly holds absolute power, those who hold the title generally see fit to keep to a hands-off approach, as long as each demesne pays taxes. The Orindi is vast, inhospitable, and its people value self-sufficiency and freedom - this is reflected in the large amount of independence the Storm Rider allows; order is instead maintained by a social hierarchy with room for mobility. Economically, mercantilism prevails, with trade in coin prevailing over the exchange of goods and advents in magically-aided communication technology promoting national unity. In poorer, isolated areas, barter still thrives, and power is held by land-owners beyond the eyes of the cities, or held by independent villages small enough to be mostly ignored. Every nation has some means to mystically bolster harvests, whether arcane, divine, or druidic, enough to increase the effective population by about a quarter-again of what it would be without. Spellsmiths, craftsmen with minor learned or innate magic, use their abilities to produce arcane trinkets and mundane goods of exceptional quality. Their work can be seen across the Continent: the main streets of cities are lit by lightglobes, not torches, and guardsmen and travelers are beginning to substitute lightrods for torches. Nearly every noble house and affluent merchant has an Athonese sending-circle, which can communicate with anyone who possesses one themselves; the sending-circles are also very popular among military officers. Spellsmiths of less than sterling morals make skeleton keys which shape themselves to fit any lock. And the spellsmiths of Athon have created a new class of weapon, fearsome devices that use enchantment, runes, alchemy, or some combination of all three to propel elemental energy long distances. Officially named thaumic energy projectors, most just call them gun and cannon*.
 
 
 
*You could call them mageguns or spellguns or whatever if you decide your version of Shardworld has gunpowder too. Mine doesn't.
 
  
 
Resurrection: If resurrection was common, the kingdoms of man wouldn't still be in disarray from the death of the High King that heralded the end of the 6th Age. There's no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn't to say that many of those that command the forces of magic haven't tried to bring someone back. This generally almost always ends badly, but knowing this hasn't stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.
 
Resurrection: If resurrection was common, the kingdoms of man wouldn't still be in disarray from the death of the High King that heralded the end of the 6th Age. There's no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn't to say that many of those that command the forces of magic haven't tried to bring someone back. This generally almost always ends badly, but knowing this hasn't stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.

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