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[[Pyromancer: Main Page]] -> [[Pyromancer: The Shining Domain]]
 
 
 
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The sixteen cities of the ''Domain'' are the strongholds of human civilisation, literally points of light in the darkness. They are scattered across the ''Domain'', but the majority of them (ten out of sixteen) are on the Southern Coast, where industry can dispose of its waste into ''the Black'', and where the cities' Guild-run processing plants can reclaim water for survival. Each city has a single Cathedral acting simultaneously as the seat of Holy Government and source of light for the city, and by law limiting the height of the surrounding city to two thirds of its own height. Habitation towers cluster around the Cathedral, stretching towards it as growing plants might stretch towards sunshine, and the highest levels of any given tower will always house only the wealthiest and highest in status. For the majority, of course, these same towers cast their shadow over the lower levels, forcing most to live in relative darkness, paying exorbitant bills for the privelege of "dirty light" from smaller Guild Pyros orbs.
 
The sixteen cities of the ''Domain'' are the strongholds of human civilisation, literally points of light in the darkness. They are scattered across the ''Domain'', but the majority of them (ten out of sixteen) are on the Southern Coast, where industry can dispose of its waste into ''the Black'', and where the cities' Guild-run processing plants can reclaim water for survival. Each city has a single Cathedral acting simultaneously as the seat of Holy Government and source of light for the city, and by law limiting the height of the surrounding city to two thirds of its own height. Habitation towers cluster around the Cathedral, stretching towards it as growing plants might stretch towards sunshine, and the highest levels of any given tower will always house only the wealthiest and highest in status. For the majority, of course, these same towers cast their shadow over the lower levels, forcing most to live in relative darkness, paying exorbitant bills for the privelege of "dirty light" from smaller Guild Pyros orbs.
  
The Guilds themselves are national organisations, each with a presence across the majority of cities, and also maintaining smaller working settlements outside of the cities. There are literally hundreds of Guilds, but a mere half dozen of them have a controlling interest over 99% of industry, while the rest scrape by on their leavings. Historically, the Guilds were once associated with certain industries (from which they still retain their names) but for as long as any can remember every major Guild has diversified its portfolio to cover every aspect of industry and commerce - the ''Weavers Guild'', for example, has no more interest in cloth-making than any other Guild, and is as involved in Pyros-channelling, heavy manufacture, retail and commerce as any other Guild.
 
 
Of the sixteen cities, the greatest three are undoubtedly ''Port Ashfall'', ''The Highspire'' and ''Fortress Dominion''. These are detailed below:
 
  
*[[Pyromancer: Port Ashfall|Port Ashfall]]
 
*[[Pyromancer: The Highspire|The Highspire]]
 
*[[Pyromancer: Fortress Dominion|Fortress Dominion]]
 
  
 
==How Things Came To Be==
 
==How Things Came To Be==
 
The Church controls the recording of history, and has been in power for many centuries, so records of how things were before they created the ''Domain'' must be learnt from their versions of the truth.
 
 
The way they tell things, almost a millenium ago humans came to ''The Domain'' in ocean-faring ''Arks'' that travelled across ''The Black'' from another land, fleeing a natural disaster that had destroyed their island homeland. They say that they found the ''Domain'' and recognised it as their new homeland, but that it was inhabited at that time by the demonic forces of ''Skar''.
 
 
The ''Templars'' led a great crusade, using the power of ''Holy Pyros'', and driven by righteous zeal and determination, and over the course of a century carved out the land we now call ''The Domain''. The ''Church of the Holy Flame'' swore they would govern and protect this land, and under their proud leadership, the ''Shining Domain'' has flourished to its current position of strength.
 
 
This cosy and sanitised version of history is, however, almost certainly false.
 
 
Archaeologists frequently find evidence that human civilisation has existed in the Domain for thousands of years, long before the ascent of the Church. Biologists looking at fossil records show that the land was once, in the distant past, teeming with life. Academics examining the evidence have found that things just don't add up.
 
 
Of course, the general population is unaware of even these small signs of the truth breaking through. The Church and the Guilds are interested in preserving the status quo, and have no interest in allowing the established mythology to be challenged. Any who question history are liable to be arrested and secretly eliminated, and their works destroyed by the painstakingly thorough ''Templars of Truth''.
 
 
This, of course, is just one aspect of the oppression of the Domain's people: denial of information.
 
 
  
 
==The Way We Are Now==
 
==The Way We Are Now==
 
For those at the top of society, the status quo is pretty good. There may not be much in the way of civil liberties, but the wealthy and influential make their own rules and enjoy the luxuries created by industry and society. Technology has advanced in leaps and bounds in the last year, and a combination of tailored narcotics, pyros-engineered foodstuffs and cheap servant labour means that those that live in the clean white light of the upper spires can enjoy a life of privilege and luxury.
 
 
For everyone else, life is grim. The wealth divide between the richest and poorest is extreme, and there is no concept of social justice or equality. Healthcare, education and legal protection are privelges to be paid for. If you want light, heat and the necessities of survival you have little choice but to work for the Guilds, and as the Guilds are regulated by no-one but themselves (so long as they pay taxes to the heriditary nobility of the Church) they have little interest in worker wellbeing. An average wage-slave can expect to work a sixteen hour day six days a week, then have eighty percent of his income confiscated to pay for the living costs of being in a Guild-controlled habitation. He'll have barely enough to spend on the smallest of luxuries, and even then those luxuries will have to be bought from Guild Traders from his own guild or an affiliated one. The Guilds aren't so much about the creation of wealth for society as they are about control and maintaining the status quo. With control over light, heat, food and water, the Guilds effectively hold a knife to the throat of the average man. Work, or die. Obey, or die.
 
 
To rebel, one must become a criminal, and the Guild has resources aplenty to combat crime. The organised crime syndicates of the ''Hadar'' have strong links to the authorities themselves, so working with them is little better than working for the Guilds themselves. Any free agent needs either extreme luck or especial talent to survive on his own...
 
 
  
 
[[Category:Pyromancer|Main page]]
 
[[Category:Pyromancer|Main page]]

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