• Lore • [Viden] Lore

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[Viden] Lore: Immortals & Mortalborns

Liaisons with Living Immortals
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Aelig:


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Aeva (Positive): Aeva is revered so much in the city that the citizens went as far as to ask her to open the Institute of Technology and Engineering, when it was created. Aeva's talents and interests are well-admired within the city and none would be judged for prayers to her.
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Ashan:


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Audrae (Negative): Audrae's ultimate betrayal of Treid secured the hatred between the two. This bled quickly into the emotions of the citizens of the city (humans, ellune and eídisi alike). Above all others, she is despised. People have been cursed by Yvithia for far lass heinous crimes.
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Cassion (Positive):


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Chamadarst:


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Chien:


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Delroth:


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Edasha:


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Faldrun:


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Famula (Positive):


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Ilaren:


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Karem:


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Kata (Neutral):


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Lisarra (Negative):


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Mastes (Neutral):


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Moseke:


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Pier & Pre:


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Qylios:


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Raskalarn:


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Ralaith:


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Sintra:


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Syroa (Negative):


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Thetros:


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U'frek (Positive): Viden is self-sufficient... however they must trade for luxury goods. Given the harsh terrain of the Tundra, much trade is brought in via cargo. The citizens of Viden themselves do not generally worship U'frek specifically, but they won't turn their noses up at the chance to thank him.
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Vhalar (Positive):


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Vri (Positive):


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Xiur (Positive): When Cylus comes, shrouding the lands in 30 trials of darkness, and the skies become void of sunlight, it is Treid's stars which illuminate the ground and shine forth like beacons of hope to the citizens of Viden. It is a sign that Rebirth is underway, and the weather will thaw, if only ever so slightly.
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Ymiden (Positive):


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Yvithia (Positive): Their leader...


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Zanik:


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Ziell (Positive): The Immortal of Winter is always welcome within the cold citadel of Viden as he travels through on his journey to deliver ice and snow across the lands of Idalos. At the end of each Cold Cycle, citizens gather in the citadel to congratulate him on a successful winter.

Liaisons with Mortal Borns
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Ethelm:


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Jesine:


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Kielik:


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Labrae:


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Leviana:


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Tiatha:


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Valtharn (Positive): Valtharn is a bit of a dichotomy... Yvithia has a very positive working relationship with the Mortalborn... but the vast majority of citizens are not aware of this. They do not share Yvithia's trust of the MB; it is lucky they do not know of her true purpose when she visits...

Liaisons with the Deceased and Missing
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Anox:


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Ati'el:


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Brelt'ek:


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Cierel:


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Daia:



Delana:


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Fei:


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Luesco:


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Piren:


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Treid (Positive): The incapacitated Immortal is not known by any mortal now living in Viden... not personally at least. However there are thousands of citizens of Viden with ellune culture and heritage, thus legend has spread of the benevolent Immortal. Yvithia's own love of Treid only secures his place in the hearts of all citizens.

word count: 446
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[Viden] Lore: Views on Arcana

Practices
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Alchemy : With both magical and non-magical applications, alchemy is a highly versatile practice and a useful one. While an alchemist cannot produce items of the same quality as those made using Dustforge, they are still greatly respected and they are individuals in high demand in Viden, especially for the production of elemental wards. The fact that alchemy can be an expensive practice is of little consequence in the icy city as there are plenty of individuals with deep pockets who are willing customers.

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Ensorcelling: To be updated upon release
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Domain Magic
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Aberration : A highly dangerous magic, Aberration is banned in the city. Anyone suspected of practising this magic will usually find themselves reported to the Intelligence Authority. The FRA has a theoretical interest in Aberration but haven't found a reliable method for controlling and removing such mages for the purpose of experimenting on them. If discovered, an Aberrant is likely to be permanently uninvited from Viden.

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Abrogation : This magic is greatly respected within the city. Practitioners are viewed as having a broad understanding of multiple magical disciplines, usually having an excellent understanding of ether and how magical matters work. It is also viewed as a passive magic, used for defence and deconstruction against other disciplines and as such, it is seen as a very scholarly magic. The city employs a number of them in the Academy, the FRA and the various military forces of Viden. Those who practice this magic are likely to be met with interest and warmth - from a Videnese perspective - and will not be feared. Other registered mages may be a little wary, worried that their magic might be negated.

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Attunement : Attuners seek to understand, exploring the Ether around them to gain knowledge about their environment and as such, they are greatly respected within Viden, especially by the Academy. While arcane teaching is largely theoretical within the Academy, those who are trusted with a spark will often be offered an Attunement one as it is considered a cornerstone magic. This might be because of the influence of the Seekers who in days past considered proficiency in Attunement necessary before a student could receive more sparks. There are a number of Attuners employed in investigative branches of the Intelligence Authority as they can often unpick events that have occurred; Attuners are also considered capable spies. Those who must journey into the Tundra consider an Attuner to be immensely valuable in order to keep track of predators and ensure that an expedition is safe.

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Becoming : Given that a good Becomer requires a good knowledge of various fauna, it makes sense that there is scholarly interest in this particular magic. However, while there is some interest and some respect for those who study this arcana, Becomers are still viewed with some wariness. Those who throw themselves into this magic are viewed as abnormal, progressively blurring the lines between animal and man. There are some ideas about Becomers and why they frequently gravitate to positions as hunters and Rangers. Such individuals are typically seen as too odd for typical society, especially Videnese society, as they are more concerned with the physical than the mental. While Becomers are respected in a way and permitted to do their own thing, many will form certain judgements of them upon learning what magic they utilise. Some will choose to snub these individuals who they see as oddballs, whereas others will treat them in a patronising way, indulging them as if they're children who don't know any better.

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Defiance : Defiance is essential to the maintenance of the city. A number of the Tienite Reavers are capable of manipulating ice, which helps them to repair and reinforce the city's frozen infrastructure. Ice defiers are highly versed in the magic but those with a more basic knowledge who can only manipulate one element at a time are also considered quite valuable. Fire defiers are necessary but are viewed with some caution as they could bring about the city's downfall through melting and burning; they are particularly sought after among the Rangers who find fire a very useful thing to be able to control out in the frozen wastes of the Tundra. Overall, Viden has a very positive attitude towards all Defiers regardless of the elements they can harness.

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Dustforge : To be updated upon release.
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Empathy : This magic is viewed as a valuable and scholarly magic because Empaths understand the full range of emotions and examine them on a regular basis The Videnese are typically viewed as unemotional, as cold as the frozen landscape they reside in, but in truth, they are usually schooled to control their emotions. Empaths are considered the most adept at emotional self-control, understanding how to
restrict their own strong emotions better than the average citizen, something which is lauded among the general populace. The fact that Empaths can stimulate emotion is viewed with some wariness and discomfort although the average denizen can see the applications if trouble was to break out in the city. The Intelligence Authority is home to many of the city's Empaths as their skills are considered vital in all manner of assignments from police patrols to surveillance and interrogation. Although openly welcome in the city, those who reveal that they hold this magic will likely find people uneasy and perhaps a little paranoid that they'll be made to feel things against their will.
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Graft : Viden considers Graft to be its magic, plain and simple. While there are people and places outside of the icy city that use it, the Videnese consider it to be its greatest users and its best practitioners. Their way of thinking isn't entirely incorrect as there are many Grafters to be found in the city, particularly in the Infirmary where their services are indispensable with many healers and nurses trained both medically and magically. However, while the denizens of the city consider Grafters to be fantastic, many of them are rather disturbed by such mages, especially those at higher proficiencies as their Awakenings can be quite disturbing and off-putting. It wouldn't be uncommon for higher level Grafters to hide themselves away from normal society to avoid seeing the extreme discomfort of others.

Unbeknownst to most citizens, the FRA contains many Grafters most notably those who use their magic for malign purposes. Experimentation between Grafters and Necromancers certainly isn't unheard of and often in such collaborations, the subjects of research are often those unfortunates who fail in various magical initiations. It would be rare for a mage to attempt a second initiation of a Mortise and so those who are not successfully initiated into Graft typically end up in the FRA to live out their final trials.

Viden considers Graft initiation to be a serious business. Initiates must be willing and have the risks explained to them. Those mages who conduct those initiations are told that if they create a Mortise, the failure will be removed and where it ends up will not typically be talked about. A single initiation typically involves multiple Graft mages and healthcare professionals so that if anything goes awry between the mage and the initiate, there is help if it is needed.

Grafters make up a high proportion of mages in Viden.
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Hone : Hone is seen as essentially employing magical writing. Many Videnese understand the potential value in a word or a symbol so in theory they view Hone favourably. In practice, a Hone mage is not a common sight in the city of ice, possibly because those initiated in such a magic find their Spark driving them to places where they can do more, either harm or good. Most citizens have not encountered a Runewright to their knowledge and in the Academy, it is taught on a theoretical basis although there are some mages who have Hone as a secondary or even tertiary magic. From an academic standpoint, it is viewed as intellectually intriguing but few would consider the risks of initiation as being worth the payoff. While interesting, the general consensus is that Hone is a bit useless although that view is held less among those in the military forces where a Runewright is useful to have - just in case.
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Mirage : To be updated upon release.
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Necromancy : This magic is banned in the city, a necromancer's ability to manipulate the dead hardly considered savoury. While in theory access to dead bodies of any race should be nigh on impossible to obtain because the Videnese cremate their dead, those areas of the Academy that deal with the medical fields do keep a store of cadavers for study purposes. Additionally, there is a brief window of opportunity between death and the corpse's burning, which means that for those in the right place at the right time, necromancy is possible - and it is an idea that horrifies many of the city's denizens. Although necromancers are banned from the city and presumed to be dealt with severely if discovered, it is perhaps unsurprising that many in the city are willing to keep vigil on their deceased family and friends until they're consigned to the flames albeit such things are typically private and secretive, something like shame hanging around such rituals as if those who conduct them will be accused of undue paranoia and superstition.

While the official line is that necromancers are banned due to unsavoury interference with once sentient beings, the FRA does actually have a few of these mages. The facility is not against any and all avenues that will progress its store of knowledge and it has its own private store of cadavers from those inmates who die. Additionally, it's considered good practice to have some necromancers in the event that Viden deals with an attack or a war; it's a good idea to be able to raise an army from the corpses of your own men and women and those of your enemies.
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Pact : To be updated upon release.
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Rupturing : On the surface, Rupturing could be seen as a potentially useful magic for the city and therefore beneficial to Viden as a whole. However, Rupturers have a reputation for being flighty and difficult to pin down, unreliable, lacking loyalty and overemotional. It is said that a Rupturer would rather slip through a portal to avoid responsibilities instead of dealing with them head on. There are few of these mages in the city, perhaps due to their tendency to move from place to place, the ice-bound nature of Viden for many seasons hampering movement, even for those who can utilise portals.

This magic is largely associated with merchants, hunters and military forces, particularly the Rangers so these individuals are considered oddities, not fitting into the city's often cerebral motivations. That being said, the magic is a focus of scholarly interest as it might provide excellent insight into magical or mundane inventions that could enable easier and speedier travel, especially over large distances.
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Schism : To be updated upon release.
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Sovereign : To be updated upon release.
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Transmutation : Considered a highly practical magic, Transmuters are highly sought after by the citizens of Viden. The fact that they can add qualities to objects is of great import, for example, adding the heat of the flame to clothing to add warmth while out in the Frozen Wastes or to objects that you want to keep free of ice and snow in the sub-arctic environment. Transmuters are greatly respected by the average citizen for the practical services that they can provide but also by those with an interest in magic. It is considered an intellectual discipline and for those in the Academy, those who hold both a Transmutation and an Attunement spark are considered the highest authorities on magic as they both allow great insight and understanding of the world around the mage.
Credit to Banshee
word count: 1980
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Whisper
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[Viden] Lore: Subjugation

Experimentation
Experimentation on sentient beings from all across Idalos forms the bulk of what the Immortal of Intelligence focuses her time on. All races, including her own, may be subjected to tests, physical or psychological, painful or lethal or harmless. Despite this overwhelming focus that Yvithia has, it is most definitely not the focus of the city. On the contrary - less than 10% of the permanent population of Viden even know that such experimentation is taking place. Most are eídisi, though a few might be humans, trusted by the Directorate and Yvithia.

The facility itself, named The Facility for Retrospective Analysis (FRA), is situated entirely below the surface of the city proper, with entrances found throughout the extensive libraries and rooms of Viden, thus it remains easily hidden to those who know nothing of its existence. Of those who do… the majority are kept in cages, as they are the subjects. Given the ultimate goal of the experimentation, the majority are human, though thee are also found persons from all races. There are a number of restrictions on who might be brought down to the Facility (whether as a researcher or as a subject), all of which are listed in the specific location post.
Slavery
Those restricted to experimentation in the Facility for Retrospective Analysis can easily be considered to be slaves, as that is what, effectively, they are. Indeed, many slave traders come to the city and the slaves bought are taken directly down to the FRA. Otherwise, there are many forms that slavery visibly takes in the city. The wealthier families own a number of personal slaves for any and all whims of their owner(s). Other slaves might be attached to a particular building, such as a library, or a faction, in which cases they will perform menial, impersonal tasks.

Any race can be considered a slave within Viden, except for the eídisi, who are immune to traditional slavery. On occasion, one of them might work for free in order to pay of debts to the state or an individual person, but it will only ever be a temporary agreement and they will always maintain the full rights that all freeborn in the city have. True slaves can exercise no rights within Viden, though all can expect to be treated with an element of kindness, for the citizens of Viden are not barbaric, and they understand that their slaves are just as sentient as they.


OOC Note: All slaves, whether NPC or PC, must have monies exchanged for their complete value. If you do not pay for the slave, Prophets reserve the right to penalise PCs of money in awards, until payment has been made.

Being a slave comes with some OOC perks (the biggest one being that they do not have to pay for expenses. However, it is the strong belief of the Prophets that there should be a penalty for this perk that slaves have. And we believe this penalty is a fair one. History shows us that slaves are property, thus they cannot own property. Idalos should be no different, therefore slaves in this world are not entitled to own any property of significant value (other than clothing or small trinkets). They must also have just cause to have any monies in their ledger. OOC and IC reasoning must add up.

All slaves/Masters must follow certain rules in Idalos:
  • -PCs with NPC slaves must pay for their slave's expenses.
    -PCs with PC slaves must pay for their slave's expenses.
    -PCs with NPC Masters must have said NPCs approved by a Prophet or through Narrator Support. If a player is active in any given season, they must write at least one 'job' thread so show their servitude in order to earn their keep.
    -PC slaves upon starting will not start with any amount of money in their ledger.
    -Unless under special circumstances, PC slaves who are captured post-creation will also lose money.
    -Any items of high value (ie other than clothes/trinkets) will also be lost upon slavery.
    -It is at a Master's discretion whether 'pocket-money' is granted to a slave.
    -For ease, any items bought for a slave may be listed in a slave PC's CS, but it belongs to the Master officially and the Master/Prophet reserves the right to remove said item.
    -Items purchased for a slave by an NPC Master must be agreed upon by a Prophet.
    -Any wages earned by a PC slave will be given immediately to a PC Master (as normal, this must be discussed with a Prophet first).
    -Some PC slaves (who meet certain criteria) are entitled to retain half of their wages for their ledgers.
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