The Duine

The terms “Duine” and “Dying Races” refer to all mortal races on the planet of Baeg Tobar: the lij, the marii, the shuen, the eashue, the mah’saiid, the rilk, and the azh’rei, and possibly other races yet unknown. The lifespans of these races tend encompass hundreds of years or less. Most of these races evolved naturally, though some have received significant assistance from the Aiemer.

A Brief History of the Duine
Baeg Tobar, at four times the geographical size of the earth, has much more history than just the history of the Pilean continent. However, as this continent is the “known world” for the purposes of the Baeg Tobar project, its history is the most important. The ensuing synopsis provides a general ancient history, followed by a short chronicle of each of the currently populated regions.

From the Dawn of Recorded History Through the Present (793 D.O., according to the Yuinite Calendar; 8034, The Year of the Red Dragon Rising, according to the shuen calendar)

The first known civilization on the Pilean continent was founded ten thousand years ago by the mah’saiid, members of the Fae race who were poisoned by the Aiemer (the spiritual essence of Baeg Tobar) and deposited in the southwestern part of the continent. Very few are aware of the exact circumstances of this civilization’s genesis, and the mah’saiid guard this secret from those who would exploit their magic and technology.This small settlement slowly grew into a wondrous nation that spanned the entire length and width of the continent. mah’saiid law spread peace and prosperity among all the peoples living within their influence. Vast road systems connected one end of the continent to the other, and incredible miracles of magic and science allowed for even quicker means of transit, making it possible to travel from one tip of the continent to the other in under a day’s time. Other advances in technology and social reform were said to have made everyday life a dream.

According to ancient writings – none of which came directly from the long dead civilization – a series of disastrous natural phenomenon sunk and consumed the capital in the marshy jungles of what is now central Nefazo. The exact location of the sunken city is unknown, although some believe that the city lies beneath the surface of Kivid’s Rest, a large fresh-water lake that lies at the end of Kivid’s Path. Other texts claim that the city never actually succumbed to the calamities that befell the rest of the continent,suggesting instead that the inhabitants used their magic and technology to lift the great city from its earthy home and fly the entire metropolis to a new paradise where the inhabitants live to this day. Regardless of the source, however, the one thing that remains constant in all legends regarding the ancient mah’saiid is that their wondrous civilization fell prey to a terrible cataclysm, the likes of which had never been seen before or since.

The widespread peace that had existed amongst the continent’s various peoples was shattered. In the wake of this devastation, chaos and bloodshed reigned for many years. Some scholars are convinced that the cataclysm was a natural disaster, such as a storm, earthquake, or “falling star.” Other learned men take an opposing position, claiming that the destructive pride of the culture – as evidenced by their amazing technological and magical creations – ultimately proved their undoing.

For ease in creating a common reference to bridge the difference of opinions, historians have taken to calling the calamitous event a plague.Not much is known about this plague outside of a few loose references to the term “Purahd,” or Wall. What is known is that the Purahd consumed everything in its path, sweeping through the continent in a very short amount of time. It wreaked havoc among the ancients – destroying cities, consuming crops, and eventually inciting wars that decimated the people.

One translated text outlines the social climate fifty years after the fall of the capital as the power hungry sought to take advantage of the devastation. These opportunists and would-be emperors started the first wars that had been seen on the continent in centuries, turning the land into little more than a killing field. The death toll was truly catastrophic. The dead were collected in small mountains of flesh, bringing with them new plagues that feasted on the carrion and infected the living. The great civilization, whose marvels were greater than anything that had ever before been seen, was finally broken, reduced to merely a shadow of its former glory.

In the wake of the Purahd’s passing, chaos reigned as the survivors struggled to maintain a meager existence. Many communities lost their ability to create or even use much of their once magnificent technologies. Many of those who had pioneered the more advanced sciences and magics died in the Purahd or in the lawless aftermath of the cataclysm, and the sum of their knowledge was lost to the next generation. As anarchy reigned, the survivors were scattered, forsaking their established settlements for the comparative safety of the wilderness. Eventually they regressed to a more survivalist mindset, becoming hunter/gatherers and nomads in order to eke out a living from the land. Some of them were said to have left the continent in search of other mah’saiid settlements that were rumored to have been established in the west.

The various corners of the empire, now disconnected from each other by the destruction of their transportation systems, responded to the Purahd in different ways. In the northland, most of the mah’saiid who survived the devastation settled in small communities around Ururo Bay. These communities have since fallen to the ravages of time, leaving only the ruins of their homes and their miraculous towers to mark their passing. Small groups in the central region abandoned their larger cities for the peace and isolation of the wild Shoro. In the south, entire cities remain intact, acting as silent testimonies to the ingenuity and craft of this once great civilization.

An unknown period of time lapsed between the fall of the ancient civilization and the migration of the lij (the human races) to the continent from the north and south. However, it is collectively accepted that the threat of the Purahd had long since passed into memory by the time the lij had even begun to lay the foundations of their nations.

Since then, the continent has seen the rise and fall of many small civilizations. In the northern hemisphere, the lij quickly migrated south from the colder and less hospitable areas in favor of settling in a more temperate climate. These first tribes settled among what is now called Brailee’s Steps, growing in numbers and strength until at last they moved across the sea to the mainland. They mixed with the remnants of the mah’saiid, bolstering the dying culture of the area with new life at the cost of diluting the purity of the mah’saiid bloodlines.

In the central regions, the remnants of the fallen civilization fought with the encroaching tribes of the more nomadic lij for the best feeding grounds until they had all but destroyed each other. The mah’saiid who do remain have retreated and keep to themselves as much as possible.

Some of the lij continued their migration, crossing over the Monahdraichean and the Suricles. The resident mah’saiid saw the pilgrims as invaders and greeted them with mistrust and hostility rather than peace. Most of these pure-blooded settlements have since died out or left in search of other mah’saiid communities.

Those lij in search of an even morestable environment moved beyond the lakelands and the southern savannahs, opting to travel further south and east to escape the dangers of the nomadic lifestyle. The few who made it over what is now known as the Maunua Kuini immediately found themselves in dense jungles and thick rain forests. Those who survived the first seasons in the new and unpredictable environment eventually settled in small communities along the coast and river valleys. These small settlements in what is now known as The Kleas enjoy a rich and profitable lifestyle with the aid of the weidt and a tenuous truce with the local shuen.

Racial Diversity
The following is a census listing each race’s percentage of the total population of the continent. It includes the subterranean rilk settlements as well as the floating communities of the shuen that maintain holdings in the waters surrounding the continent.
Azh’Rei: 5%
Mah’Saiid: 5%
Lij: 45%
Marii: 15%
Rilk: 5%
Shuen: 20%
Other: 5% (includes the People, eashue, weidt, Fae, and other as yet unknown races)

North
The lij are the dominant race in the north, but they are not the only force to be reckoned with. The shuen are both loved and hated by the citizenry of the northern nations. The seafaring race is embraced almost lovingly by the merchant guilds for the breadth and scope of their shipping lanes. Their dealings with the nations of the north are generally covert – but lucrative – ventures. The general populace, especially those who live in communities along the coast, reacts to the shuen with nothing less than open loathing for their constant raids and tyrannical attitudes toward the landlocked races. The shuen are not accepted as citizens in any of the northern nations.

On the opposite end of the spectrum, the general populace embraces the marii with love and openness. They are seen as a benevolent race and are praised as friends due to their peaceful philosophy and passive life-styles. The marii have settlements in all of the northern nations except Ommany, whose lack of forested areas do not offer the Children of Song hospitable environs in which to build their homes. The urban marii often serve as entertainers, wilderness scouts, or guides for merchant companies.

In every nation save Ud, the marii are considered second-class citizens. In Pileaus, however, many of the nobility do not even recognize them as citizens at all, but as a type of glorified pet rather than a sentient race.

The azh’rei, the rilk, and the mah’saiid are accepted as legend, and nothing more. The small clusters of azh’rei and mah’saiid that do make their homes in the nations of the north prefer to disguise themselves in order to avoid persecution from the superstitious Yuinites. The rilk, being so far removed from the eyes of civilization, are seen as myths and bedtime tales brought back to civilization by miners and other laborers working in the remote mountainous regions.

The weidt are worshipped as God Spirits by the aboriginal tribes that inhabit the more rural areas of the northern countryside. They do not actively make themselves known to the people who worship them, save on special occasions or in dire circumstances. To those of the civilized lands, the weidt are little more than oversized beasts.

Central
Note: From a reader’s standpoint, the central region of the continent has yet to undergo a true census, and therefore there is no real way to judge the influence and racial demographics associated with the region. The following is for your information as authors and artists.

The lij have yet to tame the wilds of the Lakelands and southern savannahs, often falling prey to the natural guardians of the land. The largest concentrations of activity can be found along the mountainous periphery of the region. Along the interior, only small groups of nomadic tribes roam the countryside and live along the shores of the great lakes. Though they had numerous conflicts with other races throughout the region in the distant past, they currently keep to themselves and rarely interact with the others. The shuen do not have a presence within the region due to its landlocked state.

The eashue, disavowed shuen, have established a solid presence alongside the marii within the forests east of Kivid’s Path and west of the Valley of Munier. This partnership has changed the eashue drastically, helping the outcast group to adapt and evolve into a unique culture. Other disavowed shuen have created small water-based clans within the lake known as Kivid’s Rest.

There are many tribes of the marii scattered throughout the region. Most can be found in the unspoiled forests that flank the Lakelands region. Some of these marii have adapted their lifestyles to the surrounding environments, opting to build their homes outside of the treetops they usually inhabit. Some have developed an amphibious life along the coasts of the great lakes, while others have adopted the open savannah as their home. Regardless of their environments, the Song remains the center of the marii culture.

The rilk and azh’rei do not have a major presence in the area, but there are a number of rilk conclaves in the mountain ranges that border the region.

The group with the largest influence within in the region is the mah’saiid. The mah’saiid have a number of small communities that dot the countryside, secreted away in blind valleys and hard to reach locales. This sense of separatism comes from long memories of past conflicts and a desire to live lives uncomplicated by heavy social interaction with the other races. Few outsiders are allowed into mah’saiid communities. The hidden city of Guil Ghemmal acts as their unofficial capital, but there are a number of smaller communities reaching throughout the northeastern portion of the region. Due to their small numbers and isolationist attitudes, it is unlikely that they would be casually encountered by travelers or explorers. The mah’saiid do maintain a solid, friendly relationship with the marii and the eashue. Dealings with the weidt of the region tend to be reserved at best due to past misunderstandings. These closely guarded relationships are built on mutual trust and respect.

While the weidt have a great deal in common with the mah’saiid, they do not embrace the trappings of society like the rest of the races within the region. They do not recognize established borders among the other races. They do, however, recognize the territories claimed by other weidt.

South
The southern reaches are literally a melting pot of racial diversity. It is not uncommon to see members of every racial group represented in some form or fashion among the nations of the south. Though the lij remain the dominant race, the openness of the Mana’Olai and Nefazo invites a sense of acceptance unheard of in the north.

The shuen, while not welcomed by the Mana’Olai, do enjoy lucrative trade with the Nefazo and the coastal tribes of the Kleas. The wealth and prosperity afforded the shuen by the Nefazo goes a long way in tempering the traditional conflicts that the other land-born races endure at the hands of the seaborn. The local shuen prize this trading relationship, and they afford the Nefazo a great deal of latitude when it comes to traveling the oceans. This freedom allows the Nefazo to send ships along the coasts to trade with the other nations of Pileaus, while the other nations must pay heavy tribute or risk shuen piracy in order to deliver their goods to other ports.

Where the Nefazo have found a profitable relationship with the shuen, the Mana’Olai have recently established a similar friendship with the eashue. The advent of airships has allowed the eashue as much freedom and economic leverage as their shuen cousins, but their sincere and tolerant attitudes towards other races have also brought them great financial success – especially considering their openness in allowing non-eashue to share the skies with them aboard their airships. This selfless attitude has cemented their relationship with the Mana’Olai, creating both a strong market for eashue services and a potential ally should the eashue ever require assistance defending themselves.

The details of these relationships are not publicly known because the eashue prefer to remain anonymous for the time being. They generally travel in their airships only at night and do not do business with the Nefazo unless it is through a Mana’Olai merchant house or benefactor. However, the reputation of their established shipping companies has grown a great deal in the last year or so, placing them well above their shuen cousins in price, reliability, and timeliness. The eashue hope to reveal themselves to the rest of the continent in due time, but until that happens they content themselves to work through friendly front companies and intermediaries among the Mana’Olai and certain nations of the north (specifically Ud and Thila). While their current relationships center on economics, the eashue and the Mana’Olai are exploring other areas of cultural interaction (Aiemer sailing, music, art, etc.)

The marii have long been friends of the southern nations. They have aided all the races of the south, with the exception of the shuen and the rilk, to grow and thrive at one time or another. They aided the Nefazo in adapting to their new marshy home. They taught the Mana’Olai which foods to gather and plant, and their almost symbiotic relationships with the mah’saiid and the eashue have made them an integral part of the south. It is not uncommon to see the marii living side by side with the other races. Unlike their northern brethren, they are a helpful and energetic folk who enjoy the company of others.

It has been only in the last five to ten years that the rilk have surfaced as a power in the south. These subterranean beings were “discovered” by Fedi’Omana explorers from Easlinder, and a fledgling trade relationship has since grown from the contact. The Yuinite Easlinders are uncertain of the budding relationship but cannot deny the mineral wealth that is currently flowing from the rilk warrens. The carefully laid treatise between the two peoples centers on the needs of both races – the rilk enjoy certain foods such as corn, milled wheat, and fresh fruits, while the Easlinders need resources to sell and trade.

The rilk and the Easlinders are working together on the construction of several mountain settlements. These fortified hamlets serve many purposes, becoming anything from trade towns to staging grounds for expeditions. These settlements promise great wealth for the rilk and their Easlinder neighbors as more and more interest turns north to the Shoro. The rilk, excited to have friends on the surface, have agreed to live among the Easlinders so long as they and all who pass through their joint trade communities honor the rilk and their traditions.

The azh’rei, while not gathered together in a recognized community, have greater numbers among the southern region because the Mana’Olai and those who live within the Kleas are closer to the “Spirit Races.” The azh’rei hold a special place of honor among these people as living symbols of the blessings or warnings from the Spirit World. An azh’rei of either Fae or mah’saiid descent is certain to find work and acceptance among the eashue due to their affinity for reading the Aiemer – the principle means of travel for the eashue airships.

The attitudes of the mah’saiid do not change a great deal the further south one travels. They still prefer to remain aloof from the other races, but when the Mana’Olai began to settle the Old Cities, small groups left the central regions in favor of watching these fledgling communities grow. Their intent was to ensure that the dormant magic and technology of their ancestors would not be abused. After a time the mah’saiid revealed themselves to the leaders of the Mana’Olai and were received as wandering gods. Rather than offend the Mana’Olai, the visiting mah’saiid accepted their reception with grace and humility and even went so far as to instruct the refugees in the use of some of their ancient technology. Every once in a while, the mah’saiid return to the Old Cities to mark the progress of the Mana’Olai. Some even elect to stay for extended periods of time, taking spouses and joining existing families to share in the warmth that the refugees offer. This does not happen frequently, but the openness and vitality of the Mana’Olai is very attractive to those mah’saiid who tire of the secluded life.

In the Kleas, the weidt rule from the shadows of the steamy rain forests. Their subtle influence is seen in every society in the forms of totems, idols, and tribal patrons. In these societies, it is a great honor to see a member of the weidt, and an even greater honor to be chosen as a voice for the tribal patron. It is not uncommon for tribes to give the first born of a new generation to their living gods, and many of the weidt accept the gifts of these children with reverence. The children are raised outside of the tribe with the promise that they would some day return to lead their people. The weidt do not have casual contact with any of the other races, though they do have occasional contact with the marii and the mah’saiid.

Languages
Each country has its own national language or dialect based off the root dialect of the ancient civilization destroyed during the Purahd. The only exceptions to this rule are the people who brought their languages with them from other lands, including the Mana’Olai nation, and the following races: the marii, rilk, Fae, shuen, and weidt. The populations of these races are generally small enough to be without any real influence in the north or the south. However, the weidt and the marii have a number of settlements within the Valley of Munier and the jungles of the Kleas.

Most educated people are considered to be literate in their national language. Persons of noble birth, or those educated in the schools of Mana’Olai, are required to learn at the very least two separate languages. Those educated in the Duchy of Ud generally learn the unified Pilean dialect as well as the merchant tongue.

Dead Languages
There are many languages that have been absorbed or forgotten over the years. When Emperor Pileaus conquers a region, he outlaws the native language, and as such a number of languages in the north are slowly being forgotten. Most dead and dying languages have at least some remnant recorded (mostly written) somewhere, and thus are still studied by scholars hoping to unravel the past. The most commonly seen dead language can be found in the southern climes, carved into the stone cities of the ancients. This language has been studied by scholars in depth, but most of those who study the language cannot agree on the meanings of the complex symbology of the written language, nor the phonetic structure, despite the similarities to a number of other languages that have evolved from this core root. The only beings truly able to decipher the ancient scripts are the Fae, the mah’saiid, and in some rare cases the marii, but those races have very little interest in living in the past when the present is so much more interesting. The Khaiamus, the main Bardic society of Pileaus, has uncovered rudiments of the ancient language, while other groups and individuals have been able to decipher small portions of it. This knowledge is a highly guarded secret, worth a great deal to those seeking to uncover the mysteries of the long dead civilization.

Commerce and Industry
Each nation supports itself through the craft and industry of its citizenship. The trade of goods is the grease of every political power in the north, and this industry is carefully monitored by the guild houses of the Tradesmen. The Tradesmen themselves are an independent neutral party that sponsors chapters in every major city of the north. The only power they truly respect is the Pilean Empire, and only because their military is strong enough to enforce their eviction from the most profitable markets. In the south, trade is conducted on a more basic and personal level with very little interference from large organizations, in spite of Nefazo’s efforts to establish an organization similar to the Tradesmen. However, those who travel between nations do have to pay the local governments for the right to do business.

Though there is very little contact between the northern and southern nations, there is a small amount of regular trade between Nefazo and the northern nations. Due to treaties negotiated with the shuen, the Nefazo are able to travel by sea to gain news, new technologies, and materials unavailable to them in the south. The trip takes approximately six months each way, and because of the distance and the cost, such endeavors are limited only to the wealthiest merchants. They are fascinated by the Pilean railroad and are determined that, should a central route be opened through the continent, it will be by rail, and it will be designed by the Nefazo. As yet, however, they have been unable to mimic the technologies required.

Labor and Trade
The continent of Pileaus can be very unforgiving to those who do not respect the power of hard work. Idleness is an unknown concept throughout the majority of the continent. Only those wealthy enough to have others work for them escape the rigors of the day-to-day grind, but even they generally manage their own affairs and take part in their regional politics.

Most workdays are measured by the rising and setting of the sun. A commoner will rejoice in bringing home a mere handful of coins at the end of the day, but a merchant house is not satisfied unless it has gathered a chest full of gold. In some cities, work pauses in the heat of mid-day for a well-earned rest; in other cities, workers are expected to eat while they work. Each nation has its own work ethic, but there are some commonalities that exist among all the peoples of the Pilean continent.

Agriculture is divided between crop farming and raising livestock. The details and practices might be different among each nation, but the basis is the same. Farmers of all types are affected by drought and overly rainy seasons. Disease and infestation can cripple northerner and southerner alike.

Hunting and gathering, while not the main source of sustenance for the civilized nations, does have its place in rural tracks, especially in the central portion of the continent, the Lakelands, the Kleas, and the northern tribal lands south of Pileaus.

Each nation also has unique industries that they export – gold, minerals, textiles, papermaking, metalworking, services (artisans, stonemasons, miners, mercenaries, caravans, etc.), and technologies. Most of these are traded amongst the nation’s allies and its citizenry. The northern and southern nations are aware of each other and some of the goods they produce, due to contact with some of the less militant shuen, but because travel in the central part of the continent is so dangerous very few ever attempt the crossing. Those who survive the trek are richly rewarded.

There are a few less common trades worthy of mention. Along the southeastern borders of the Duchy of Ud, in the mountain range of Lud’s Teeth, a series of miners uncovered a unique, oyster-like animal called a zvi that lives in the ground and creates a valuable gem called a “Tura Egg.” These gems are very rare and beautiful, glowing with an inner radiance that is highly prized by jewelers all over the continent. Mining them takes a great deal of skill, patience, and luck. The zvi live deep in hard to reach caverns and are generally found in large colonies. The process of creating the gem leaves behind a powerful poison excreted by the zvi as a natural defense mechanism, so those who find the animal must take extreme precautions or suffer a horribly painful death. Discovering a zvi colony is a life-changing event filled with wealth, prestige, and danger. It is not uncommon to hear tales of overnight success turning into stories of tragedy as the unwise or unprepared are consumed by greed in their lust for more of these precious gems.

Much of Baeg Tobar’s animal life can be turned into a profit by the bold and resourceful. The black deer, the poulis fox, and the silver rabbi are coveted for their pelts. The cammis, indigo beetle, and brine moth are hunted for medicinal purposes. Certain animals are sought as beasts of burden – particularly the temperamental habback.

Magic users of all kinds can be helpful in many of the continent’s industries, although the cost of their expertise is prohibitive to most tradesmen. They are invaluable to those who want to enhance their businesses or their personal lives. Sorcerers, mages, and other mystics are also sought after as confidants or mentors to royalty and those of means.

Other races can also be helpful to those in industry, bringing their own unique traits that cannot be found elsewhere into the mix

Slavery
There are only two civilized nations on the continent that practice slavery: Pileaus and Ommany. Most of the other nations embrace the concepts of indentured servitude and serfdom but outlaw the practice of owning another individual as property. The Mana’Olai punish slavery with death or banishment and enforce this law fanatically when given the opportunity. This is not to say that an element of slavery doesn’t exist within the borders of Mana’Olai. There are many who profit off of the sale of orphans and drifters outside the knowledge of the government. These people, when caught, are publicly humiliated before their sentence is carried out.

In Pileaus, slaves are considered nonentities and cannot own property of any kind. A slave’s clothing, tools, and housing are all considered the property of his or her owners. In Ommany, slaves are treated as the lowest caste of commoner and are forced to do those jobs that are too dangerous or too unclean for the rest of the populace. They may be given property, as well as the opportunity to buy themselves at triple their price, but this seldom happens.

Entertainment and Relaxation
The average commoner will spend what little free time they have socializing or celebrating at festivals. There are holidays and feast days to celebrate children, heroes, royalty, and military victories. Pileaus is especially known for its vices and artistic offerings.

Entertainment varies from culture to culture, from organized venues to street corner performers, but the most highly recognized and celebrated entertainers follow the bardic tradition. Those who follow the path of this highly esteemed vocation are few and far between, but well appreciated in the rural and smaller cosmopolitan areas. The main bardic troupe of Pileaus is the Khaiamus, although other smaller groups throughout the continent have broken off from the main troupe. Bards are the one group of people who seem to be able to travel freely between the northern and southern nations, but no one knows how.

Relaxation, apart from the national days of celebration, is not something that the people partake in often. The rigors of life do not allow for the common man to be idle.

Technology
The technology of Baeg Tobar is mainly lij driven. Since there are a wide variety of magical and other influences from different sources, technology has advanced somewhat curiously. Automated machinery and assembly line factories are almost non-existent. The most advanced lij nations are exploring and learning about what the world around them has to offer. There are instances of steam-powered and early gunpowder weapon technologies emerging, but these are still rather new, expensive and unpredictable. Running water can be found in larger cities equipped with aqueducts, but most towns and hamlets still rely on water wheels and good old-fashioned wells. Craftsmen produce unique goods that are durable and lovingly made.

The majority of the represented civilizations have yet to truly explore the sciences. Most are too busy living an agrarian life to embrace a renaissance of any kind. For the most part, technology is in a late medieval or pre-renaissance state. In some communities, magic has replaced scientific advancement. In these rare societies, many needs are provided by highly specialized wizards, mages, and sorcerers, including (but not limited to): food preparation, transportation, medicine, and fashion.

The greatest advancements in recent history have come in the area of transportation. The eashue and the marii have recently discovered a process by which they can create flying ships. The eashue are very protective of this technology since it is their key to racial freedom, so other advances in aeronautical technology are almost nonexistent. The ships are flown mostly at night, but occasional sightings have fueled the rumors of this new technology among the other races.

The magic of Baeg Tobar has held off technology for many years. Magic has provided much for many of the races, and explains why some advanced technology, like steam power and gunpowder, have appeared in an advanced stage while others have been neglected all together. The Yuinite religion has put pressure on the abolishment of magic that does not come from Yuin, and this has forced technology further forward in recent years as well. As long as the Aiemer continues to flow through the world, the mixture of tasks accomplished by technology and by magic will always be an odd sort. It is possible that in the future one will overshadow the other, or that magic and technology will combine in machines strange and powerful.

Technology has not reached all areas of the Pilean continent. The Duchy of Ud and Easlinder are both home to simple civilizations where things like horse-drawn carts, waterwheels, and plows are considered state-of-the-art. Those living in the Kleas and the wilds of the Shoro have no utilize only the simple tools they need to survive.

Of the non-lij races, few have any scientific technology. Most of the races are skilled in magic and use that power as a substitute for advanced technology, the only exception being the eashue and their airships.

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