World of Discarded World

The Discarded

All Characters in the Discarded World ended up there one of two ways. A) They were born there to someone who was already in the world. Somewhere in previous generations their ancestor still ended up in Discarded world by -B) Being Discarded from another World. Those born into the Discarded World are called Naturalized species, citizens, residents, ect, but never “Native.” There are no natives to the Discarded World, all are Discarded. Those who were born in another world and woke up in the Discarded World are called many things but most often Immigrants, or Unwilling Immigrants. Fallen, New-Comer, New Resident, Fresh Meat and Traveler are also common terms.

Shooting Stars
A Shooting Star marks where a new immigrant arrives in the Discarded World and adventurers go to rescue them if they are out of towns. An immigrant may come into the Discarded World in many ways, they may not even remember exactly how they ended up here. Some of the most common transitions are caused by large explosions, implosions, magic gone wrong, Science gone wrong, tangling with gods, portals, black holes, worm holes and a strong desire to live beyond death. Where an immigrant arrives is slightly based on where they were. An immigrant from an Earth world in India tends to end up in Solum. Their appearance in Discarded World is kind of random but based in how they transitioned. A magic explosion may come with a bang. They could just suddenly -be,- they could phase in, they could open a door and be in the wrong place, they could fall from height, or burst out of the soil. There does seem to be a tendency for Immigrants to be attracted to Namestones, since most end up in towns, but if they don’t, adventurers generally come rescue them.

The Mists
Many new residents experience what locals call “The Mists.” It is a loss of some pieces of who they were in the transition between realms. Some creatures may lose bits of memory (although not usually all of it,) especially their last few moments before they ended up lost. Other creatures experience a loss of skills, talents or knowledge they had in their previous life. Sometimes these things are regained, sometimes they are not. All new residents begin play as a Level One character however, they may decide that their character was say, an experienced archer in their previous life. While they may not immediately be a sharpshooter, they still remember when they were and may be driven to reclaim that or leave it in the Mists and embark on a new path.

Core
Core is a physically crystalized point of Soul. It appears as a clear crystal with red streaks inside. It is said that if you stare deeply enough into depths that you can see memories of the creature it was before. That being said, the temptation is great. When a creature dies in the Discarded World, if it returns through the Graveyard, it does so with one less Core Point. This wears away a soul, that only has so many chances, but if you had someone else’s Core, you could trade that for a life instead

The Innominatam

Also called the Nameless and Boogie men. They come in a variety of forms but generally are dark in appearance and have stark white bones exposed on their bodies, often times, their face. They slip into the ether around the Discarded world and back in again with ease, existing between the world of the living and the dead. They are not Living, Dead or even Undead. These creatures hunt every being in the Discarded World to steal and consume their Core and it is said that if a creature loses all of its Core, it becomes an Innominatam as well. Some Nameless have shown cunning, but most are considered mindless monsters, only driven to feed. They can sense Core, following those with it unerringly. To a lesser degree, they can also sense magic and are attracted to it. They have been known to attack and consume mystic’s focis, disarming them. They are always trying to eat the Cores of every being and so every City is constantly under siege.

Other Dangers, Monsters
Sentient creatures aren’t the only thing that falls into the Discarded World. Monsters do too. From many different worlds, they are hard to summarize, other than that they are generally hostile to any creature they meet and are generally considered not to be sentient; some exceptions may apply. Storyteller may employ familiar dungeon crawl monsters, or entirely unique ones at a whim (Actually, a lot of planning.)

Advena, Those who live Outside
Largely criminals, anarchists and those with something to hide, those who live outside the safety of city walls are almost always looked upon with suspicion, distain or outright fear. Many of these people band into bandit camps and raid settlements and the Caravan, taking lives and disrupting travel and trade.

The Empire

Name Stones
Almost all permanent settlements gather around a large crystal referred to as a Name Stone. Some of the largest settlements may even have more than one. These stones come in a wide range of colors and sizes, but all have a single word craved into their surface, which is generally considered to be the Stone’s name. While pretty, the main attraction to these Stones is the protection it provides against the Innominatam who cannot come within a certain distance of them. The distance varies from Name Stone to Name Stone, but most settlements mark the outermost reach in some way. Innominatam come to a full stop rather than touch the protection of a Name Stone, and if forced to touch it, they seem to experience maddening pain and flee immediately into the ether they come from. It is considered good luck to name a child born in the Discarded World after the Name Stone they were nearest to when they were born. Those who live outside of the Name Stone’s protection are looked on with suspicion. Exile is a punishment for lawbreakers and life in the wilds is dangerous. Conversely those who must work “Out of the Ring” for the community’s good are looked upon with reverence. This includes farmers and the Guardians, especially those who protect the Rattan Caravan that carries travelers and trade through the wilds from town to town in a scheduled route.

Rattan Caravan
Armored and Guarded by Guardians, it is a band of wagons, carts, cars, and other vehicles differing form city to city and region to region. It is the life blood of the Empire as it transports people, goods, letters and news from city to city. It must cross through vast distances of wilds. The road itself is maintained by the Guardians who also have Watchtowers and rest stops along its route. Even the most remote of towns will be visited by a caravan at least once a month, although large cities may have dozens arriving and leaving through every gate every day. Passage is free, but only guarantees a place to sit. Better passage needs to be paid for, as dos shipping things, although letters are free.

The Empress
Her name has been lost to time. It is said she has lived thousands of years and cannot die as long as there is still magic in the Discarded World. She resides on the Centrum Isle, an island or small continent in the center of the central sea, at the center of all the other Regions. She appears to be a woman in her 30s with copper to brown skin and seems to be human except for a pearlescent tint to her skin and her pale lavender hair. Those who have been close to her say her blue eyes have flecks of purple within. She dresses in ornate and flowing gowns of opals and deep purples accented in silver and precious gemstones. She is a very powerful mystic and currently controls the political world of Discarded World. She is said to be kind and benevolent, but stern and firm. She is responsible for some of the most powerful spells in Discarded World such as the Name Stones that prevent the Nameless from Entering and the Graveyards that allows Residents to return to the physical world after being killed and the Citizen’s Call which is capable of contacting every sentient creature of the Discarded World.

The Guardians
Also Called the Empress’s Guardians, these are the citizens who have taken up arms to defend other citizens from all that would harm them. To become a Guardian, the citizen must first pass the Omphalos test and the First Trial. The Trials are designed to test and sharpen a citizen into a sword and shield for the Empire. The First Trial lasts at least a month and is considered the most physically grueling thing most citizens could ever do. Within the Guardians, in order to advance in in rank, the Guardian must gain enough accolades to advance in rank, then they must complete a new trial. Each one more difficult than the last.  Each Guardian answers only to their Chain of Command. They are responsible for keeping peace, enforcing laws, defending against the Innominatam and in general making sure that everyone is safe. Engineers within the Guardians are responsible for building such things as roads, walls, weapons of war and defense. There are several awards given that may influence rank but are given separately. A Shield emblem is given to a Guardian who put themselves in harm’s way to defend others, a Sword emblem is given to a Guardian who has killed an Innominatam, and a Saw or Tool emblem is given to a Guardian who had built something to protect others.

Different Ranks of Guardians

Magic

At some point in the distant past, some Realm lost their magic, and when they did, it fell into the Discarded World. As such, the residents of the Discarded World have access to that magic. Many have purposed ideas as to the exact nature of the magic, but as of yet, no one has any concreate answers. The entire system is based on Seven Elements. It is part of everyday life to the point that it influences the calenderer, the government, celebrations, how cities are set up, everything. It is considered the default magic system and it is accessible to everyone. It is the only fully approved magic, deemed safe by the Empire.


See more in the link below.

Elemental Magic

Blood Magic

Generally the magic of vampires, but others may learn through dedicated study. There are many interesting and strange effects of Blood Magic. Some require enslaving someone your your blood, called a Thrall, which can only be done by a vampire. The Empire does not approve of the use of Blood magic, but neither is it fully illegal. Thralling however, if fully illegal and punishable by death.

See more in the link below.

Alchemy

Alchemy is a magic system based on the inherent magic in objects and substances. By mixing things together in different ways, the Alchemist may create formulas with different effects. It is however, an unstable magic, and formulas may go wrong. Anyone can learn Alchemy with study. The Empire does not approve of the use of Alchemy, but neither is it fully illegal. There are some Epiphanies that study Alchemy.

See more in the link below.

Fae Magic

Based on creativity and dreams, Fae magic is ephemeral as morning dew, but also capable of great things. Creations made of moonbeams, or based on promises. Technically anything that dreams can learn to use Fae Magic, but some things make it easier than others. The Empire does not approve of the use of Fae Magic, but neither is it fully illegal. It is most commonly practiced in the Fae Courts, outside the Empire.


See more in the link below.

Arcane Magic

Technically Arcane magic is any type of magic that does not fall into any of the other categories. Most commonly found are Artifacts Discarded from other worlds that still keep their magic. Sometimes other things are found. There are also a handful of types of magic that have several spells, but are not considered a full magic system due to how few spells are known, such as Draconic magic.


See more in the link below.

Dark Magic

Dark magic is highly illegal. It is the magic of Dark Mages and the Innominatam. Inquisitors from the Empire search out and Destroy those who would be willing to stoop to such lows. Furthermore the magic itself is dangerous as the Darkness of the Innominatam’s void realm slowly consumes the dark mage until there is nothing left.

See more in the link below.

The Epiphanies

Often called Research and Development, the Epiphanies are highly respecting scholars in fields of Science, Mystic and Research that are given appointments and grants by the Empress. These bright minds search for anything that could make lives better for Citizens of the Discarded World. They are each unique, so generalizations are hard, however, common goals are furthering Healing knowledge, increasing defenses against the Innominatam, making daily life easier and expanding mystic knowledge. They answer directly to the Empress.

Technology
What level of technology an area has access to varies wildly from town to town and city to city depending on local capability and knowledge. Residents moving from one place to another is one of the hardest/most dangerous things in Discarded World, because there are miles and miles of unprotected monster and Innominatam filled wilderness between settlements. As such, spreading information is difficult. That being said, there are almost no areas of technology that would be less advanced than approximately Renaissance era Europe. Many areas are in fact quite a bit more advanced, especially in areas where things from earth that have not been stunted by major setbacks such as society collapses, plagues and natural disasters. There are also areas where technology from the far future has come through. The largest hurdle is always spreading any knowledge. As such many communities rely on magic along with a Hodge podge of technologies in the local area. The Empress and the Epiphanies encourage the spread of useful technologies whenever possible.

Constellations

Many have searched for their home world’s constellations in the Discarded Sky, but as of yet, no one has managed to find any of their stars from home. The Epiphanies theorize that all of the stars that can be seen were also lost from other worlds; a graveyard of stars from other worlds.

There are however several groupings of prominent, bright stars that have been recognized as constellations. Three of the most prominent are seen in late summer, they are called the Arrow, the Sword and the Bowl. They are associated with a story of the Empress outsmarting several foes during the Wild Ages.

The vast majority of all settlements in all Regions are technically owned by the Empress. There are some independent settlements, but as they don’t have Name Stones readily available, they don’t tend to last very long and are often filled with criminals. Only the Empress is known to be able to create Name Stones which serve as the foundation for her cities. This is just one of the many ways she exerts control over the Empire. She is the head of all offices. All government offices are paid, although some of that payment is room and board however it is very unlikely for any government official to become wealthy from their position as they do not receive personal incomes from their position or Taxes and Tithings collected. It is generally prestige and renown that they gain instead.

Seven Regions
The Land masses of Discarded World are divided into 7 Regions that are ruled over by the Seven Elements. In roughly the center of each Region is the center of that Element’s Power, called the Elemental Throne. In times long ago, the peoples of the Regions placed physical Thrones upon the Elemental Throne and Monarchs ruled from them in generational monarchies. The physical thrones still remain, cracked and empty upon the Elemental Thrones. These places house the governing councils of each Region now, but they are also a center of activity for Mystics of that element. Many Mystic Academies are built in the complex of buildings surrounding an Elemental Throne. Mystics using spells of that Element near its Elemental Throne get an extra Spell level to apply to one Spell a day.

 The World at Large

Calendar and Elements

The Calendar of Discarded World is divided into 7 months, measured by the Lunar cycle. The Full Moon marks the first day of each month which is then divided 7 weeks of 7 days, or 49 days. Making 343 Days in each year. Each Month is named for the Element retains power over the world during that time. Nilihles, or the Day of Darkness, is a day outside of this system Between the last day of Ferro and the first day of Vita, the New Year. In order they are Vita, Caelum, Orcus, Solum, Unda, Ignis and Ferro. Each Element’s festival is held on the first day of their month. Months can be abbreviated by their first letter. The Date is written Day-Month- Year. So the Abbreviation for the first day of the year would be 1-L and then the year.

Years are divided on 1,000-year cycles, called Ages. There for, the first 1,000 years was called the “first age.” The Thousands place is dropped from general date keeping unless somehow relevant, then it is referred to by its Age. A year might be listed as 634 of the 3rd Age. It is generally accepted that the beginning of the first Age was the day that the Empress took the throne. The time before that is known as the “Wild Ages,” but not much is known about it. Discarded World is currently 903 years into its 6th Age. There seems to be something mystical that made it harder for those who lived through the Wild Ages to remember them afterward. It is said that the Elements went Wild, hints the name "wild ages" and ATE the Monarchs. It is also said that the Elemental magic run wild released a plague across all the Discarded World and almost devoured everyone. But through some magical means, the Empress was able to stop the plague, the chaos and unite Discarded World as One World, One Empire of Seven Regions.

Lost Birthday

Those discarded often find themselves in a land where the calendar doesn’t line up with the one of their old world or they completely don’t remember when their birthday was. These are the people the Lost Birthday is for! It is the 13th Day of Orcus and celebrated with birthday cake, presents and birthday games!

On the final day of the yearly cycle, although it is not counted as a day, or in the total number of days, is the dreaded day Nihilles, the Black Day.
When the sun should rise on the 1st day of Life the sky deepens to an unnatural pitch black. The moon and stars cannot be seen through the thick black. Flames, electric and other natural light sources cut into the darkness mere inches. More terrifying, no magic can be cast. Already cast magic, such as potions or long-term effects remain in place. But new magic cannot be cast. Only one thing can cut through the darkness and that is the light of the Summa Tree.
The Summa Tree grows seven branches from a main trunk, but otherwise seems to be a rather unremarkable tree most of the year. On the first day of Quadestelles, in time with the dawn, the dormant tree burst into delicate blooms in a wide range of colors that last only a few hours. The blooms each have seven petals and a ring of stamins. But on Nihilles, the tree does something remarkable. Minutes after the Dark has settled, the trunk begins to glow with light from within, as if its core is on fire. This light pierces the darkness of the Black Day until the sun rises on the 1st day of Life at which time, the magical glow extinguishes just as quickly as it lit.

Residents of the Discarded World gather around the light of Summa Trees on the Black day and hold a loud raucous celebration. Much feasting, drinking and revelry is had. Residents wear colorful and creative masks and spend all Nihilles trying to guess who each other is in the darkness.

Nihilles, and the Summa Tree

Many say that all this revelry is just to ward off the fear of the unnatural black just outside the light of the Summa Tree. The Party continues throughthe 1st of Life, thanking the Summas for their light.

Summa Blossoms have become an important symbol of hope, rebirth and starting over. The Empress’s Seal bares a Summa blossom. A summa seed, which bears a mark that looks remarkably like the blossom, or a summa sapling are often given to newlyweds, since they are starting a new life. Summa blossoms that have been enchanted to never fade, are often tucked into newborn’s blankets and beds for good luck. Residents often wear them when they are hoping for a new love, a new job or other life change. Cutting down a Summa tree or using its wood is absolutely forbidden and there are stories of those who didn’t heed the warnings and died as if burning from the inside.

City Government

Seneschal
Appointed by the Region’s Council, a Seneschal is in charge of the entire City they are appointed too. These citizens must also pass the Empress Challenge of the Omphalos test to be selected. The Seneschal is responsible for the entire city’s resources and applying the Empress and Council’s laws to their city. They are aided by a committee of seven citizens, with the top scores on the Omphalos Test with aptitudes necessary for their position. The Seneschal and their committee may be removed by a vote of the Citizens of the City. The Seneschal is also supported by the Defender, but also answers to them in times of attack. They are responsible for collecting Taxes and Tithings of their City and using their share of those funds to maintain the City and its Public. The Collection of Taxes and Tithings is processed through a Spell from the Empress on the Tax and Tithings Stone displayed in the town Square. This displays who has paid, how much and what it pays for. Many citizens take great pride in knowing the exact project they paid for.

Defender Guardian

Each City is protected by a Defender. This Guardian sits with the City Council, but answers to the Seneschal, Protector and the Empress. If they should fall, then the Warden of the Highest Accolades becomes the Defender. The Defender is responsible for the safety of everyone in their city. They have command over every Guardian in their City, referred to as a League.

Grand Champion
Reporting to Defenders of their city but rarely responsible for ordering Wardens or Companies are Grand Champions. These Guardians have distinguished themselves through great acts of service, bravery, heroism or special skills. Champions often have as many accolades as Defenders but have less interest in leading and more interest in serving the community through their acts. Grand Champions are such powerful warriors, that they can take on whole armies by themselves. Grand Champions are generally left to manage themselves as to their daily activities, although many choose to continue in their duties among their Company. In large cities Grand Champion Squad may form when there are a surplus of highly skilled and specialized warriors. These Squads function much like a solitary Grand Champion but on a larger scale. They may also be lead by a Grand Champion who is followed by Champions.

Warden
Operating under the Defender are many Wardens. They are responsible for actually carrying out all the orders of the Defender and commanding Companies in their neighborhoods. All the Companies and Champions in a neighborhood, under the command of one Warden is referred to as a Muster.

Champion
Reporting to the Wardens and Defenders, but not always responsible for ordering Companies are Champions. These Guardians have distinguished themselves through acts of service, bravery, heroism or special skills. Champions often have as many accolades as Wardens but have less interest in leading and more interest in serving the community through their acts. Champions are often such powerful warriors, that one showing up to a battle may turn then entire tide. Champions are generally left to manage themselves as to their daily activities, although many choose to continue in their duties among their Company. In large cities Champion Bands may form when there are a surplus of highly skilled and specialized warriors. These Bands function much like a solitary Champion but on a larger scale. They may also be lead by a Champion who is followed by Captains.

Captain
Reporting to the Warden of their Muster, a Captain is a leader of the basic unit of Guardian forces, the Company. The Captain is responsible for following the orders of their Warden and assisting Champions if asked, but also the care and control of their Company. A Company is generally seven Knights and a single Captain.

Knight
The Knight is the first Rank of Guardians who has passed the First Trial. Before their trial, they are referred to as Recruits. Knights carry the weight of the Empire, outnumbering all the upper ranks 10-1. These are the actual foot soldiers, guards and builders that carry out the orders of their Superiors. Most Guardians never rise above this Rank, organizing into chains of command by seniority and accolades.

Adventure Class
There are many dangers in the Discarded World and many unusual jobs. For those, the answer is often Adventurers. Those who take on monsters, deliver things through dangerous territory and retrieve valuable goods, component and treasures for a fee. Many adventurers become absurdly wealthy, and many never come back. Usually these citizens have rejected a traditional type of career for excitement and glory. They are well respected for their bravery, but often watched closely for their destructive tendencies. Often times they have a strong desire to serve the community and save lives, but no desire to take orders from higher Guardians.

Life in the Empire

Citizen and City
The Empress owns all the Cities with Name Stones. So how does a Citizen live? Quite well actually. Through the City’s Seneschal everyone is provided a Home, and provisions, their health is cared for and their Education provided. At the very most basic level, everyone within a city is guaranteed a roof over their head and their needs covered. This system assures that no matter if one is a Newcomer, sick, injured, disabled, young, disadvantaged or anything else, that they will survive. In return for this, as well as the protection of the city, every citizen must pay a Tithing every year. This is a minimal fee and can be paid in many ways. There is an ever-changing list of things the Empress accepts as Tithing, some examples include hours of service on City projects, goods, money and resources. The Seneschal tries to make sure there is something on the list that everyone can do. Tithings can also be paid by others. Those who donate Tithings for those outside their family receive a Summa Blossom Emblem in thanks. Most Guardians and government officials donate Tithings.

Should a citizen desire more, they can work for more, start a business, or contribute further services. To build a new building, no matter business or home, the citizen must request a permit from the Seneschal and pay a small tax yearly. Sales are also taxed at a small rate. Generally, people are content with this as the Empress provides with so much. Businesses are required to pay wages that meet or exceed minimum requirements as set by the Empress. The Seneschal also always has a long listing of things that they need workers for. Working for the City is well respected and encouraged.

Education
The Empress holds Education as a high priority. All children born within Discarded World are required to attend school at least 4 hours a day for 4 days a week once they have reached an age appropriate for their species or until they have completed the minimum requirements. The public schools are open generally 8-12 hours 5-7 days a week, more if there is a need for more classes, or a nocturnal population. Parents may choose the schedule that best fits their life but are generally expected to keep to it. Curriculums are tailored to each student and their strengths, weaknesses, obstacles and goals, but must include the basics of history, art and crafts, music, math, science, health and medicine, reading and writing and self-defense. Self-defense is particularly stressed as Discarded World is dangerous. Any citizen may return to school at any time to refresh their knowledge or learn new things. There are private school and tutors but most of their students are training for something very specific or are unable to attend a regular school for some reason.

Health Care
Every city has at least one hospital, although large Cities often has many more then that. Everyone is always treated to the best of their care, no matter who they are or even if they are a citizen. It is appreciated if after being cared for, those with the means offer some sort of compensation to help the hospital acquire more supplies. The Healers are compensated directly by the Empress and extremely well respected. There is a test from the Empress to determine skill and to set a standard of care. There are different positions for different skills but there are often more Healers than there are patients, of course this isn’t a problem when there is an attack.

There are also Private Clinics that offer services for prices. These are usually specialized in certain kinds of care, such as long-term care for elderly or disabled, beautification, relaxation or pain treatment.

Equality
Citizens within the Discarded World are all considered equal under the law. There are those that have issues with this, especially coming from other Worlds, but they are generally isolated voices. Anyone can end up in Discarded World, anyone can save any other, anyone could be anything they choose to be. In a world where anything can show up from any world, so vastly different than any world anyone else has ever seen, it is illogical to hold onto to old ideals of discrimination. The survival of the Empire depends on every individual. Those found to be discriminating against anyone for any reason other than personal merit will be met with opposition and punishment due to the circumstances. The Seneschal and the Guardians enforce this if necessary, but generally the community ostracizing the discriminating citizen is enough.

Clans

Many in Discarded World have no family. Some are Newcomers, others the sole survivor of their family. Most sentient creatures have a strong drive for family, community and belonging. This has driven the creation of Clans. These groups consider themselves family by oath but are generally not physically related. Children born to the Clan are showered with affection and are considered part of the Clan, even though they are not official until they take the oath as well. When Newcomers arrive in Discarded World, there is often a competition between local Clans to attract the Newcomer into their ranks. Newcomers often have useful skills, or a valuable secrets. Because of the selection process and Oath, Clans are often very like-minded.

Guilds

A Guild is a group of individuals with similar talents that have banded together under a set of codes and rules. As such, the community at large trusts each guild to provide consistent results and behave a certain way. In return the individual gets access to teachers in their profession, a source of steady jobs and prestige as well as camaraderie and agreed upon expectations from clients. Guilds have formed for most of the common trades and crafts among the Empire. As guilds are based on Trade rather than family ties one can be a member of a Clan and a Guild. Guilds charge a small fee for membership. Magic Academies, various crafting guilds and Discarded World Guardians all count as Guilds.

Cross Continental Company
A Merchant and Trading Guild well known for moving goods and services from all Continents. Their symbol is a Bee with wings open, often carrying something. Their Motto is "Sicut apes ad mel," "Like Bees to Honey." They generally have a guild house in almost every large city. They are well known for vey good quality goods and services, often leaning to the higher end goods.

Ghosts

Sometimes when a creature ends up in the Discarded World, they don’t bring their body with them. They awaken as ghosts. While all Newcomers awaken at least slightly incorporeal, it generally clears moments to days after their awakening. These ghosts are different. They will never naturally reform a physical body. Many believe that the world these Shell-less came from is simply too different from the Discarded world and therefore they are in their natural state. Some of these Shell-less become extremely emotional, depressed, or outraged at their state. Others become driven to help others, either by teaching all that they can, or doing tasks that only someone incorporeal could. Many others seek out a Shell Maker.

Shell Makers
Using a combination of Secret Death Magic and artistry, the few Shell Makers create false, unliving bodies for Ghosts to inhabit. While considered macabre and somewhat frightening it is fairly well universally accepted that these Shells are works of art. Some Shell Makers have many empty Shells that they display in a museum like gallery. Shells are not cheap. The components and materials alone are very expensive. As such, many Ghosts must first be adopted into a Clan or somehow attract a Sponsor to help cover the cost. Some Sponsors donate their money out of Compassion, but others desire the skills or secrets the Ghost may know. While the Shell is semi-immortal, since it will not age and cannot catch disease, it can be destroyed just as easily as flesh. However, the largest drawback for most Ghosts is that the Shell is permanently Sterile. In most other ways the Shell is mortal. It must eat, drink and sleep as normal for its species.

Crime and Punishment

Citizens have rights to their privacy and freedom and therefor Warrants for arrest and search must be granted by the Seneschal. Guardians must take care not to damage property, or risk other citizens in the process as well. Guardians who are reckless may face their own trials. Magic is allowed in investigations and trials, such as Speak with the Death Potion, and Fae Justice Card. But is only approved to be used without consent on a suspect or witness by the Circle of Seven when they believe there is no other choice. However, it is considered evidence in and of itself if a Suspect is unwilling to prove they are being truthful. There are some local differences in laws, however these are generally only things that only pertain to a certain area, such as setting a dangerous area as unlawful to enter. Almost all laws are otherwise fairly uniform across the Empire.

Most offenses are handled locally. Criminals are caught and held by the Guardians and then Tried by the Circle of Seven. The Seneschal generally acts as Defendant's lawyer, though both the Defendant and their lawyer are expected to argue against the prosecutor who is generally a high ranked Guardian, but could also be someone appointed by the Defender Guardian. The prosecution must convince the Circle of Seven without any doubt that they have the right person and that they committed the crime. Rehabilitation and re-education are always the first priority. All trials require a medical and psychological evaluation. If it is found that the crime was committed because of a core need not being met such as theft due to poverty, then the Circle of Seven are also tasked with solving that problem so that it doesn't happen again. Punishments are almost always some version of community service and or reparations. Imprisonment is generally only for rehabilitation or reeducation. For example, if someone committed a crime because they have a drug addition, the punishment could be forced rehab. On the small town local level, their prisons are generally in the barracks or hospital with usually only 2 or so cells. The Cells are spacious and contain many comforts as the goal is not to punish, but to contain during healing. Large city Prisons are usually basically a castle, with high walls, spacious rooms for the patients and a permanent staff of healers (many are psychiatrists) and educators. Emphasis is on healing what caused the criminal behavior.

Crimes that put the public in danger and prove to be a continuing and willful threat, are generally punished with Exile from all Cities. This does require approval of the Empress, but once the sentence is carried out, the Name Stone of a City will reject the Criminal and they will physically not be able to enter any City. For most, this is a death sentence as few can survive the wilds, monsters and Innominatam outside the city walls alone for long. There are however, whole cities of outlaws and those that live outside the Empire by banding together for defense.

The most grievous of crimes, such as rape, murder and treason are punished by Death. This punishment must also be approved by the Empress. The Circle of Seven has to Convince the Empress's Table and the Empress that the suspect is the right person, guilty and that rehabilitation is not possible. If approved, the Empress herself carries out the Execution through a powerful spell unique to her. This spell Disintegrates the Criminal from within, with a few hints of purple flames almost instantaneously. Within moments nothing remains, not even ash. It is said that even the Core is destroyed, as No one has ever come back from this Execution. It is thought of as a humane execution, as it seems that the Criminal doesn’t suffer at all. They simple cease to be.

Crimes of Dark Magic are investigated, tried and executed by a special group of Guardians called the Inquisitors. These Guardians have shown exceptional traits and are hand picked by the Empress. On the Empress’s Orders, they outrank all other Guardians and Positions within the Empire other than the Empress’s Own Table and may exact judgement on anyone they find guilty of Dark Magic. They carry the Empress’s blessing through her Fire as well, and Execute Dark Mages with it.

Sports

Competitions and friendly rivalries are generally encouraged as long as they don’t cause problems. There is a focus on Constructive competitions or those that practice a useful skill. Guardians have lots of competitions to practice their martial prowess that are fan favorites. Tournaments of sword fighting, wrestling and archery are common spectacles. These tournaments are often considered part of Guardian Training.

Cookie competitions
The Early Winter is celebrated on the 1st of Air with Hundreds of cookie competitions. It is theorized that this tradition started with a desire to use ovens and fires to warm homes from the chill of winter. Many types of goods are cooked and baked during this festival, but Cookies really are the stars. Cookies are given as gifts as well during this time. The rest of the year cookie competitions are common events. Some of the most serious bakers do nothing all year but prepare for these competitions. There are also often eating competitions alongside these cookie competitions!

Housebuilding competitions
The Lenten is celebrated on the 1st of Earth with a race to complete the building of a House before sunset. Lenten is considered a very lucky time to build a house, as such it evolved into a project for the Festival and then into a competition. Guardian Companies and teams of builders each try to build a house for their City from the foundation up in one day. Houses completed on this day are said to be blessed with good luck. Teams that complete a house in a day get bragging rights all year, are generally always invited into the house to join the family that moves in and are awarded a Saw Emblem, even if they are not a Guardian. The fastest team receive a trophy from the Seneschal. Teams may be no more than 10 citizens.

Labyrinth of Trials
By far the highlight of the year is the Labyrinth of Trails. Held on the 1st of Steel, a Stone maze is erected through magic in a stadium, with seating suspended high enough above the walls to give the spectators a view within. Then groups of Adventurers, Companies of Guardians and Champions try to find their way through the maze, avoiding traps, solving puzzles and fighting foes. Death is on the line, but there is a Portable Graveyard nearby. A Death in the group disqualifies the rest of that group. Participants may concede defeat at anytime by voice or by knocking on the ground three times, which releases them from the Labyrinth. Depending on the number of Participants, either the first one to the goal or the fastest time to the goal is the winner. Winning carries a large reward, a trophy and a lot of celebrity. Most Cities hold smaller versions of the Labyrinth on a regular basis for entertainment and often for money.

Gods

They say there are no Gods in Discarded World.

There certainly are none who can be credibly proven, at least. There are stories of broken gods, stripped of all power who have fallen into the Discarded World, but none that are truly gods anymore. That does not stop belief. There are plenty of stories of personal interactions with gods; claims that their god still answers or walks among them. There are many who have seen the in-between Life and Death that exists on the way between being felled in the field and the Graveyard where they might rise again and the dark creatures that stalk those grounds searching for souls to eat. This place and its lack of comforts often causes more anxieties about what death may hold. Many citizens sit and debate what their beliefs mean compared to the beliefs of other worlds, or what no gods in Discarded World means for their previous belief. Many have a crisis; some lose their faith, others view it as a test of faith. There are sometimes congregations of citizens that hold the same beliefs, or close enough to count. Usually these are fairly small and isolated. There are exceptions.

Children of the Divine

This religious group is largely nomadic, travelling from place to place to share their “good word.” They are generally pleasant pacifists who are eager to help in every community they come to. They share everything among their community and preach that love and acceptance will rid the world of the Innominatam. They Worship a God they refer to as the Discarded God beyond the sky, who they believe created the Discarded World of bits of floating Discarded Land. They do seem to be largely immune to Nameless attacks, although, not things like bandits.

Anodyne Fellowship

This religious congregation is widespread and highly organized. They have representatives or Houses of worship in almost every major city. They claim that their goddess, Na’eta, the Graceful Lady, Bountiful Lady or Wonderous Lady, is the only one who answers in the Discarded World. They claim that she is the source of magic in the Discarded World and that she alone holds the secrets to everything. And although no outsider has ever seen proof, the Anodyne Fellowship claims that their goddess walks among them, giving them secret knowledge. Overall, their message seems to be one of unity and compassion. There are many rumors about them from outsiders, but little is substantiated. Their members often wear simple clothes in white and grays and almost always wear their symbol or at least a simple eye.

They have many levels of secret mysteries, each marked by another initiation, each said to be harder than the last. At the most basic level, they hold “Sermons of the Street” which are literally held on a city street, or at crossroads but preferably on a platform outside the grand door of their Fellowship House. These Sermons are generally warm and welcoming and tell their version of the basics of how the world works. They also usually contain messages of compassion, helping your neighbor, supporting your community, and fighting against the darkness.

“Sermons of the House” are the next level of initiation. At the first of each week, the Fellowship House is open to the Congregation. In order to join this Sermon, the initiate must simply ask to be let inside, although there is a ritual wording to it. Once inside, the new member of the Anodyne Fellowship is brought to a wall that has a tree displayed on it. Upon its roots, at its heart is Na’eta their goddess, its trunk is the founder or builder of the current Fellowship House and its branches and leaves are all the members. The new Member is added to the “family” and referred to by other members by the appropriate family tie that their placement upon the tree would bestow upon them. Family members are expected to lend a helping hand to whatever project that the Fellowship is doing to serve the community by whatever means they can, attend Sermons each week as long as they are able and to lead lives filled with compassion and joy. The Sermons inside focus on duties to others and messages of compassion alongside tales of service that the Fellowship has performed and some tales of how the Bountiful Lady has blessed them all.

From here on, little is known about the secret teachings beyond the Sermons of the House, referred to as the “Sermons of the Mysteries.” It is known that in order to be initiated into the Mysteries as an Acolyte, one must be invited by a Keeper- someone initiated into the deeper Mysteries. Keepers generally lead secluded lives inside the Fellowship walls. It is said that there are Seven Mysteries and a Master of them all who is the leader of the Fellowship House. The leader of the Fellowship House is not referred to by any special title, other than their placement on the family tree, often “grand” or “great grandparent.” However, they are fairly easy to spot, as they lead the majority of Sermons, a position called the Voice of the Lady and are treated with extreme reverence by the other Members. Rumor has it that some of the other initiations include fasting, being plunged into darkness, being submerged in water, and keeping a fire lit, each for a month or a season, depending on the one telling the rumor.

The Voice

No one knows where they came from or how long they have been here and questioning them often leaves more questions than answers. They just seem to have always been. They are neither male nor female and have no physical form. They can perceive vision, sound and scent but taste and touch are foreign to them. They do not need sustenance nor rest. These days, they greet every new resident to the Discarded World and even offers information and advice but seems to be a diehard curmudgeon. They are often sarcastic and over dramatic and while everyone seems to be able to hear and speak with them, individuals often describe experiences with them wildly differently. The Voice seems to take orders from no one and seems to have no reason to aid the residents of the Discarded World but for unknown reasons they seem to be aiding the citizens against the Innominatam. Only time will tell what their motives truly are. Or maybe not even then. Perhaps they’re just bored.

The Voice is played by all Storytellers to impart in game information that would otherwise have to be explained out of game. A simple “Great weather we’re having. I love cold rain,” can add more flavor than the Storyteller simply telling the Characters that it is raining. Storytellers will wear long hooded black robes, or a black hooded cowl to show that they are Invisible, but they ARE In Game. However, most of the time Storytellers will be playing NPCs.

Consisting of the Empress, the Seven Region Advisors, the Field Advisors, the Advocate and the Protector, this table is the center of all the government of the Discarded World. While the Empress has final say in all manors, she does listen to those at the Table and often relies on their expertise to make decisions.

The Advisers
The Empress is aided in her rule over all the Regions by the Adviser Council. These Advisers have passed the most extensive version of the Omphalos Test, the Empress Challenge with the highest marks in the world. Having passed this, each Adviser is Interviewed and tested privately by the Empress. The Empress then selects the best candidates for her Advisers. There is an Adviser who is Responsible for speaking for each Region as well as one who is an expert in every field that is pertinent to the operation of the Empire. These positions are held as long as the Empress believes that the Adviser is the best for the job. However, if the Region Councilors are unhappy with an Advisor, they can vote to remove an Advisor with a Majority Vote. This can only be overturned by a direct order from the Empress. As such, the number of Advisers is somewhat flexible. Their main purpose is to bring the Empress all the information she requires and then implement her decisions.

The Empress’s Table

The Advocate
Although they are technically an Advisor, they can not be removed from their position by Vote. They are often called the Devil’s Advocate. Their sole responsibility is to point out all legitimate flaws with anything the other Advisors pose. They may also suggest corrections to those flaws. The Advocate is supposed to protect the citizens and are sometimes called the Shield against Tyranny. Legend has it that the Advocate was the first position the Empress created when the Empire first stood.

Protector Guardian
This is the highest position within the Guardians of the Discarded World, the military under the control of the Empress. The Protector answers directly to the Empress, and the Empress alone. They sit at the Advisers Table and offer their insight on matters of the Innominatam and protecting the citizens of the Discarded World. As the Highest office of the Guardians, the Protector must have passed each of the Ranking Trials, as well as the Omphalos test, but their final appointment to this seat may only be done by the Empress herself. Therefor there are often several Guardians that have enough rank, honor and accolades to reach this Rank, however, there is only One Protector. The Protector always picks a second in Command, called the Six to step into their place, should the Protector fall until a new Protector may be selected. The Protector may technically choose anyone to be their Six, however, it is generally another Guardian who could be the Protector.

Region Councils

Each Region is then governed by a Council of Seven, one for each Element. These Councilors have also passed the most extensive version of the Omphalos Test, the Empress Challenge with high marks. However, these Councilors are selected from the pool of those who have passed the Empress Challenge by the people of the Regions by Vote. Vote is conducted by the Empress using a powerful spell called the Citizen’s Call that is unique to her. The Citizen’s Call can contact every sentient creature of the Discarded World for their vote. The Vote is one for one. The Protentional Councilor with the highest number of votes from a Region is selected for that Region’s Council. There is also a Disputer appointed by the Advocate to each Region and a Sentinel Guardian.

Sentinel Guardian
Each Region is protected by a Sentinel. This Guardian sits with the Region Council, but answers to the Protector and the Empress. They each also pick a Six to take their place should they fall.

The Omphalos test
In order to hold an office in the Empire, one must first take the Omphalos Test. The test examines many different skills and abilities as well as personality traits, mental health and capabilities as well as moral character. This test, put in place by the Empress ensures that every position is held by the best person for the job, rather than any other biased method of selection. The test is open to every single citizen of the Discarded World and protected by a powerful and unknown spell, suspected to have been placed by the Empress herself. Cheaters find parts of their bodies catching fire during their crime. There is a general placement version of this test used in the Empress’s Education System to help make sure that students have the tools needed for their future careers. Newcomers are strongly encouraged to take at least the placement test to improve their job prospects.