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=Game Concepts and Notes= World: Raksir. Tech level: 1700's Polynesian in the Isles. 1800's Persia for the Big Island Population: Roughly a billion over all. System: One sun, one planet with two moons. A massive cluster of glowing crystal that simulate stars from the planets surface. Magics: While High and Low order magics work here the natives have no tradition of using them. If there are magic users in evidence they came from somewhere else. Time Ratio: 20 in Racsir to 1 in Amber Main Cities: Big Island: Crasatans. A more industrial city of over 100,000 people living semi-nomadic lives involved in industry producing metal items, glass,and pottery. Dead Water: The Handle. A collection of sailing ships tied together around the gigantic Handle's circumference. Mostly a retirement settlement. The Isles: Zadalaz. A sprawling disorganized collection of island people on a collection of unusually tightly packed islands. A casual observer might think it a giant island with many rives and inlets but the fact is that it is a collection of islands spanned by bridges, rope walkways, and interconnected ships tied together and turned into walkways. Northern Sea: Husho. Only barely a city but in the north its large. Over 20,000 people living in the blazing heat of the air and the waters. The city is dug into earth under waves. Races: Predominantly humanoid of diverse coloration and descriptions. Those raised in the north are able to survive incredible heat, and many breath water like Rebmans. There are a variety of racial anomalies that might be explained by inbreeding with Salitors traveling in from other shadows. The Northern Sea people almost certainly have off world heritages. The Big Island natives can see in the dark which suggests off world inbreeding as well. Game Possibilities: Marauders: The instinct to psychotic behavior could be investigated. A marauder group of different sizes could be encountered. Salitors: Salitors are pirates. Hunting them down would be quite an adventure. Finding out where the Salitors come from and how they shadow-walk would be interesting to discover. Players might join the Salitors, voluntarily or involuntarily. Monstrous Fish: Fishing for giant tuna could be challenge to an Amberite angler. Defending people from a swarm of giant crabs could be dangerous. It might be interesting to find out why some things suddenly become gigantic? Perhaps there is something magical in the depth of the ocean. Norther Polar Sea: There are no surface cities and maybe players would seek out the underwater cities in the hot waters of the North Pole. Isles: Players might find living among the people calming or relaxing. The Handle: The Handle has a huge community around it that might have many hidden secrets. Marauders often are found at the Handle. The Salitors have been known to dock her as well. Big Island: A trip to see the Southern Spire might prove revealing. It might be a magical experience. The desert has many secrets as well. Magical Effects: The people and animals here are fairly distracted and forgetful. Players might investigate what causes the people here to be incomplete and find some dark Chosian artifact someplace. ==Places on Raksir== === Caesea Row === [[File:Caesea Row-Racsir.jpg]] Ceasea Row is a large number of craft in a massive marina. Many boats are seasonal rentals. Others are domiciles.
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