The History of the World
Anathema and the rise of the Dragon Blooded
Our history begins in a very dark place, both in that it was a time of evil and a time from which we know few hard facts. Most of the knowledge of the Old Realm was lost to the Contagion and the years afterward, and we find ourselves relying on folklore to compensate for lacunae in the ancient records. The understanding we arrive at when we look at these two sources is that the world we now inhabit was originally infested with great malevolent spirits or demons and their insidious thralls, whom we have come to call the Anathema.
The Anathema, it is said, used bizarre and unnatural rituals to steal power from the spirits of the sky – sun, moon and stars – as a means of proving their worth to their hideous maters. Once the inversion of the natural order took place, the Five Great Elemental Dragons realised that the loathsome elder gods and their powerful servants must be overcome if any progress or good were to come of this world. They regarded the nascent species called humanity, sought out the noblest warriors among them and breathed into them power over the elements. In that way were the Dragon-Blooded born. While we may take them for granted it is important to remember that the Dragon-Blooded are our benefactors, our guides and our defenders.
With the powers of the Dragons, the first exalted met the servants of the old gods in battle. One by one, the Solar Anathema fell before the power of the Dragon-Blooded. Seeing their warrior’s fall, those Anathemas who had stolen power from the moon and stars scattered and were largely destroyed. Once their servants were vanquished, the demons themselves became the targets of the Dragon-Blooded. These, too, soon gave way to the elemental onslaught, and the Terrestrials made the world safe for the creation of the old realm.
With the riddance of the demons and the banishment of their servants, the Dragon-Blooded turned their attention to nurturing the young civilization. The Dragon-Blooded established a society that would protect the common man and foster mankind’s higher nature. Farmers thrived when their crops were protected from wild beasts, merchants thrived when their trade routes were patrolled by the soldiers of the Realm, and under the aegis of the Dragon-Blooded, civilization expanded to cover the face of the world.
Sadly, the Realm, led then by the predecessor to the Scarlet Dynasty, was not aggressive enough in its pursuit of the Anathema sorcerers who fled to the Wyld and to the Threshold. The Dynasty was yet young and had little notion of the ramifications that would follow from allowing the Anathema to survive.
The weird night-magicians, finding protection in the bizarre Wyld lands, continued to hound the distant colonies of the Realm with sorcerous incursions and guerrilla tactics. This approach gained them nothing. However, their worship of malevolent spirits and constant disturbance of the spirit world eventually called down the rage of Heaven. The Realm was held accountable by Heaven for its lax approach in dealing with the subversive Anathema. Heaven’s punishment took the form of the Great Contagion.
The Great Contagion
The Great Contagion was a virulent disease that killed over 90 percent of the population of the Realm. Whole cities were wiped out to a man, particularly those in the outlying lands. The Dragon-Blooded suspect that some of the beast sorcerers may have worsened the Contagion by sending vermin to spread it more effectively.
At the end of Heaven’s sentence, when all those who would die had done so, the Great Contagion ended. There was to be no peace for the survivors. The maw of the Wyld opened wide and swallowed entire provinces. Swarms of barbarians flooded into the Threshold and the mainland provinces, wiping out many small pockets of humanity that had managed to survive the plague. Great cities of old disappeared, destroyed by sorcerers and monsters, and only the timely intervention of the Empress saved the Realm.
Of those glorious cities, only ruins remain – most are overgrown, covered with woods or jungle, and still infested with the weird creatures of the Wyld. The years that followed the Contagion were spent fortifying the Realm and consolidating the citizens from outlying provinces into the relatively strong bulwarks of civilization on the Blessed Isle.
The Scarlet Empress
The Dynasty of the Scarlet Empress grew powerful, both politically and magically, and it was she who prevented the forces of the Wyld from encroaching on the Blessed Isle. With her great elemental magic, the Scarlet Empress was able to defend the island and protect the citizens of the Realm, even as pirates and barbarians tried to launch incursions on the Realm island itself. From her Manse in the Imperial City, the Scarlet Empress was able to push the Fair Folk back to the madlands where they belonged.
But while the civilization on the Blessed Isle grew strong, the magic of the Empress could not reach across the ocean to defend the far provinces, many of which came under the control of barbarians and Wyld savages of all description. Those beyond the reach of the Dynasty developed powerful criminal undergrounds, which used their influence to turn the people against the Dynasty.
Though these Threshold areas were once part of the Realm, most of their cultures are too debased to merit direct imperial rule. Instead, their own princes and potentates, who rule with the advice of the Realm and pay tribute to the coffers of the Scarlet Empress, govern them. In return the Realm protects them and allows them to bask in the glory of flying the flag of the Realm higher than their own.
The Geography
At the centre of the world lies the Blessed Isle, and at the centre of the Blessed Isle lies the Elemental Pole of Earth, the axis of creation and the stable centre of reality. The Isle is the stronghold of the Realm, the decadent empire whose rulers, the Dynasty, have held the world in their thrall for almost seven centuries.
Around the Blessed Isle is the Inland Sea. A peaceful and shallow ocean, it is a week’s good sailing from the Realm to the sea’s outer shores. The countless city-states and petty kingdoms here subsist on agriculture and mining and are loyal tributaries – one is even governed by a refugee minor house of the Realm.
To the uttermost north lies the Elemental Pole of Air, alleged to be a precipice beyond which there is naught but air and snow. The land grows progressively colder as one travels closer to the pole. It is so cold that all but the southern reaches of the White Sea are forever locked beneath a sheet of ice. The far North is a land of ice and blizzards, peopled only by the icewalker tribes and the stolid people of the Haslanti League.
In the uttermost east lies the Elemental Pole of Wood, said to be a great cathedral of trees stretching as far up and down as the eye can see. The forest grows progressively denser as one travels closer to the pole, until it is a maze of deadfalls and undergrowth. In the Far East dwell only savage tribesmen, who live from the fruits of the forest.
The southern Threshold is a scorching land, where snow never falls. Even on the shores of the Inland Sea, the temperature drops below freezing only rarely. Near the coast, the land produces an abundance of foodstuffs, but beyond the shore, rain becomes increasingly rare.
In the uttermost south is the Elemental Pole of Fire, a precipice beyond which there is naught but colourless, smokeless flame. As one travels closer to the pole, the land becomes less arable, and Mediterranean hills give way to dry, sandy desert. The cities of the South are great, teeming metropolis, whose wealth is matched only by their decadence. These kingdoms guard their harbours with great brass cannons that use the elemental powder called firedust to hurl stone balls as far as a mile.
The western Threshold is a land of water. The Inland Sea gives way to the Western Ocean, and the plane of the water is broken only by strings of islands. Few are large enough to support much cultivation – those who dwell in this region subsist primarily on the bounty of the sea. Some of the West’s inhabitants are stolid traders and merchants, while others are fierce pirates. Regardless, almost all who live here take their livelihood from the waves.
In the farthest west list the Elemental Pole of Water, where the sky becomes the same colour as the sea and no more islands disturb the water’s grace. Those who have travelled in this region report that the water is so still that the sun seems to rise in both directions from the horizon, and to meet itself at sunset. These travellers say it is almost impossible to tell if one sails atop the face of the waters or beneath it.
Some hopeful individuals say that beyond the uttermost west lie the Far Shores, where the spirits of those that were just and peaceful recline in harmonious repose. Most educated people put no stock in this myth, however. Those with any learning know that beyond the edges of the world lies the unformed madness from whence the Fair Folk spring.
Religion
The Immaculate Philosophy
Within the Realm the main religion is embodied in the teachings of the Immaculate Philosophy. The Dragon-Blooded ensure that these are followed throughout the regions under their control.
Although the intricacies of the Immaculate Philosophy are debated within the orders and the Dynasty and individual Immaculates have different understandings of the philosophy based on the Dragon they choose to emulate, a few fundamental tenets exist. While ignorant of many of the details, citizens and peasants understand these tenets as the core of the philosophy:
- Every soul walks enlightenment’s road. A soul dies and is reborn many times, reaching a new state of enlightenment with each incarnation, unless it strays from the road. Whether the journey ends in Ultimate Exaltation or continues forever, only the most enlightened Dragon-Blooded know.
- To advance towards enlightenment, one mast harness Essence – the more essence one wields the farther down the road one has travelled. The Dragons of the Elements controlled infinite Essence.
- The Five Immaculate Dragons were the mortal incarnations of the Dragons of the Elements. From these five, the first Dragon-Blooded learned their charms.
- The Dragons of the Elements were perfect beings, as enlightened as can be. Those who emulate their Immaculate incarnations follow the surest road to enlightenment.
- The birth of a Dragon-Blooded is not an accident but the sign of a soul that has almost achieved the perfection experienced by the Dragons of the Elements. The Dragon-Blooded sit atop the Perfected Hierarchy so that they may guide others down enlightenment’s road.
- The Dragon-Blooded have reached Exaltation and must be respected. Lesser beings must always heed the Dragon-Blooded, for the Terrestrials cannot divert a soul from enlightenment’s road.
- Spirits exist, but one must not worship them as gods. Likewise, individuals of low spiritual status must not pay them homage. Those who act in worshipful fashion towards spirits or pay homage to them must spend time in the Underworld to prepare them for a more auspicious return in their next life. Only the Dragon-Blooded are advanced enough to deal with them and pay them homage.
- The Anathema who survived the Contagion dwell in the Threshold and the Wyld and seek to divert souls to heresy. The Realm must conquer these lands in order to purge them of the Anathema’s heathen influence. All souls must be given the chance to return to Enlightenment’s road.
- Heresy must be suppressed wherever it arises.
The Five Immaculate Dragons
The Order of the Immaculates recognizes five ancient Dragon-Bloods as the mortal incarnations of the Five Dragons of the Elements. Each of these Immaculate Dragons epitomizes one aspect of the Elements – Air, Earth, Fire, Water and Wood.
Daana’d, Arbiter of the Immaculate Complaint
The Immaculate Texts portray Daana’d, the Immaculate of Water, as capricious and rebellious youth from the Far West. Anathema saw her power and tried to lure her into their thrall, but Daana’d refused these seductions. After the Dragon-Blooded destroyed the Anathema, she swam down to the bottom of the deepest sea to lock the gate to the Underworld, to ensure that the Anathema would never again return to trouble the world of man. Daana’d taught men to follow the road of enlightenment and escape the cycle of life and death.
Younger Immaculates on Daana’d’s path engage in all manner of spiritual athletics to develop the ultimate mastery of their own Essences. They often leave the order for many years and endure every hardship they can experience. The Antithesis of Daana’d is the "Unmanly Babbler", who whines that he cannot solve his problems when the true answer lies in his own Essence.
Hesiesh, Reciter of Loud Hymns and Efficacious Prayers
Hesiesh was an Exalted of great powers who used his powers only once in his life. Hesiesh saved up his Essence, stored it away and released it all at once to burn away the corpses of the fallen Anathema so that they would not rise as hungry ghosts. Because he reserved his powers for the time when they were most needed, he succeeded during the one moment that his life truly mattered.
Followers of Hesiesh are the most involved in the order’s catechism. They see tradition as the hallowed ways that generations past used to save time and energy. These traditional methods became traditional because they worked. The Antithesis of Hesiesh is the "Illiberal Churl", who observes traditions because that is what is expected of him, thereby missing the Essence at the heart of the hallowed ways.
Sextes Jylis, He who Strewn Much Grass
After the war against the Anathema, the Immaculate of Wood walked the lands and restored the Realm. He rebuilt toppled mountains and set fallen trees aright. Over razed fields, he sowed grass so that the fields might grow again. Sextes Jylis, the wanderer, exemplifies the responsible use of Exalted gifts.
Those who emulate the Dragon of Wood travel the Realm, repairing the damage caused by war and natural disaster, while, at the same time, seeking out heretics and ministering to small villages. The antithesis of Sextes Jylis is the "Inconsiderate Horseman". As he travels the road of life, he neglects to protect against easily preventable damage.
Mela, Petitioner of the Clouds Accordant to the Call of Battle
The Dragon of Air was the eldest in the legends of the Five Immaculates, the first soul to ever reach Ultimate Exaltation. She taught humans strong in spirit and body the use of Essence, and when the Dragon-Blooded marched to war against the Anathema, she used her power to blow the fires away form the Chosen, so that they would not be burned.
Mela represents perfection, and those who emulate her seek to make themselves the best at everything. Those who follow the Immaculate of Air are the most accomplished warriors in the Realm, and Mela’s name is often invoked in times of war. The Antithesis of Mela is the "Sickly Whore", who, although she posses great beauty, wastes her gifts on the degradation of herself and others.
Pasiap, He Who Illuminates Both Worlds with Majesty and Power
The Dragon of Earth was born into the human incarnation of Pasiap just at the end of the wars against the Anathema. Where the other Dragons returned to the Celestial sphere, Pasiap stayed behind to teach humanity the way to control the Essence of the Earth. He also showed the Dragon-Blooded how to use their Charms to construct the great temples and awe-inspiring towers.
Followers of Pasiap are great architects and builders. Few Manses have been built without the advice of an Immaculate who follows the Dragon Pasiap. The Antithesis of Pasiap is the "Ostentatious Peasant", who lives far beyond his means, even though his possessions are worthless next to the true wealth of enlightenment.
The Hundred Gods
The Hundred Gods isn’t one faith, but a collective term for the cults in the Realm that worship the Spirits that pervade the land. These cults usually base themselves on the older pagan religions common the ancient past or in remote regions near the Threshold or Wyld. While the Order of the Immaculate Dragons recognises the existence of these spirits, it considers them to be spiritual functionaries, who are distracted from their duties by worship and prayer. Members of the orders give ritual thanks to the spirits on the appropriate holidays, and this, which is no more and no less than the Dragons decreed proper, is what they should be given.
Every city and many of the villages of the Realm have cults devoted to some local deity. Sometimes, entire communities display the trappings of Immaculate faith but, in reality, worship older gods. In the Threshold matters are different. While all tributaries pay lip service to the imperial cult, the degree to which the inhabitants of a given kingdom actually honour the faith varies wildly. In some places belief is sincere; while in others people merely smile and nod until the missionaries and magistrates depart.
The Threshold
There is a great deal of world between the roiling chaos of the Wyld and the urbane sophistication of the Realm. Though the scions of the Dynasty condemn the outlying lands as barbaric and keep some of them as tributaries, they are, in truth, vibrant and dynamic. Unfettered from the convoluted politics and corruption of the Dynasty, the Threshold embodies possibilities and new solutions, innovation and a vibrant determination to succeed against the odds.
Government within the Threshold
The Government of Threshold states are greatly varied. The Empire cares little how its tributary states are ruled, provided the tributes remain steady. A Dragon-Blooded advisor or ambassador is typically provided to the state to assist where necessary. The involvement of these appointees varies greatly. Some dabble in local affairs and are rulers in all but name. Others spend their time in the pursuit of entertainment until they can once again return to the Blessed Isle.
Any can, in theory at least, appeal to the Empress’s justice. The local Advisor tries such cases. This tradition acts as a safety net for the Realms citizens. Those not originating from the Realm should have a watertight case. If not, their sentence is often far harsher than they would have otherwise received.
The Spaces Between the Cities
There are quite a few large cities within the world – great metropolis with populations of almost a million lie scattered across the Threshold. The area around these cities is densely settled, for all seek to shelter themselves behind the city’s walls or behind its armies. War and siege are everyday events and the importance of a fortified retreat is immense. This density of settlement and bounteous harvests provided by well-appeased local gods mean that most cities are fed by land within a week’s travel of their walls.
The land between these oases of safety is sparsely inhabited. All settlements are built with an eye to defence, either walled or with a defensible central structure the community can retreat to if attacked. The walls and Charms protect against barbarians, bandits, Fair Folk, hungry ghosts and raids by enemy troops. People stick close to their homes – being caught outside the walls at night can lead to death, madness or worse.
Between these great cities and walled settlements lie great swatches of untamed wilderness, crossed by the trade routes of the Guild. Only armies and the massive convoys of the Guild can cross these areas with relative safety. Others who travel must rely on their wits or steel to protect them from the countless perils of the wilderness, from elementals and the fey to simple human robbers.