Hey there, if I pinged you that is because you had expressed interest in play-testing Realm of Bastions (TTRPG). If you are interested and want to make a character go for it, I'll be capping the amount of people in a single play by post campaign to 4 so if there is more interest I'll run more than one.

Included in the post and subsequent comments will be a game description, lore description, mechanic description, character generation process, and relevant materials for that.

As always if you have interest in reading the whole (250) page .pdf please message me and I'll give the download link.

The Realm of Bastions core rule-set will always be pay what you can as it is important to provide this to anyone who is interested in playing.

Realm of Bastions is a classless & race-less table top role-playing game that promotes shared story-telling. The world that it is based on explores many conflicts in society that are relevant even today, and the encounters may bring up a range of emotions. The Realm of Bastions is aesthetically inspired by Western, Science Fiction, and Fantasy genres exploring some conflicts present in those genres.

The Realm of Bastions is similar yet distinct from the modern world, and will contain themes relating to Technology vs. Magic, tradition vs. innovation, oppressors vs. oppressed, urban vs. rural, among others.

Each Encounter can be designed collectively as an entire group, a single person, or any number in between. The game is designed so that every part of the table top role playing experience can be done so through the Encounter building tools.

The intent of the game is to build friendship through the experiencing of challenging, gritty Encounters while role-playing characters that are capable yet vulnerable. Each player will make difficult choices with their character both in a narrative sense as well as within the mechanics of the game itself.

The game uses a large amount of options to create Actors and then Encounters for which to role-play these characters. The group of players then weave these Actors and Encounters together to create a shared narrative while progressing the Abilities of the Actors.

In the Play by post I will be creating the encounters, I will use another post as the "play by comment" post, this one is where I would like your character to be posted.

In the format of:

Name:

Statistics

Body:

Mind:

Spirit:

Current/Max Stamina: /

Life Paths Experienced:

Active Ability Pool:

Physical Inventory:

Mental Inventory:

Faction Limit:

Faction Points:

Dosh:

Equipment/Items:

Abilities:

Background

For each Life Path experienced please include one to two sentences describing the way the Life Path contributed to the development of the character. In addition please include a physical description of the character.

I'll provide a sample character to help make this more clear.

This is one of the first few times I have run this with others so please be patient and ask as many questions as you can they help me!

  • quartz242 [she/her]
    hexagon
    ·
    3 years ago
    Settings

    Inner Bastion

    Considered a marvel of the Realm, Inner Bastion City is a mixture of human effort combined with magic and technology. The wealth of Inner Bastion City manifests as polished stone streets, dense, extravagantly decorated noble estates, the monumental radiance of the God-king’s tower & the Church of Bastion. Most buildings within Inner Bastion have steam powered lighting (when specialized mineral filaments mined in Tou’Ka are exposed to hot steam it glows a bright white light), temperature control through steam and hydraulic technologies, and even a sanitation system utilizing a large network of steam/water pipes under the streets which intersect with the sewer network that radiates out to Middle Bastion. The amenities within Inner Bastion are the pinnacle of the Realm, at least according to those that dwell here. In the center of Inner Bastion is the God-King’s tower, with the Inner Walls separating Inner Bastion from Middle Bastion. Compared to Middle Bastion it is clean, open, and opulent in design with Luxury Goods used as decorations all over the place. In the Northwest Sector of Inner Bastion is the Temple of Bastion, in the Northern Sector are the Daro Estates, the Northeastern Sector is where the Guard Hall is located, the Western & Southwestern Sectors are Merchant’s Row, while the Eastern to Southeastern sectors are the Shadoon Estates.

    The God-King’s Tower

      A large stone tower in the center of Inner Bastion, the entry is a fortified covered courtyard with elite royal guard sentries. To access the tower itself one must first pass through a large stone doorway.  From there one must pass through more sentries and locked doors before they find themselves upon a magical stone spiral staircase in the center of the tower with rooms radiating out from the stairs. The stairs ascend upwards as well as descend into subterranean storehouses, some Workers even whisper of hidden underground passages that lead into the sewer network or to the cliff-side fisheries. In addition to the other obstacles within the tower some of the Workers there have told tales of being trapped in a magical staircase for lengthy periods of time unable to find a doorway.  The top is the god-kings chambers with the floor below serving as the audience chambers.  Within the God-King’s Tower are many rooms for storage, servants quarters, guards barracks, the Doshery, vaults, libraries, and ritual rooms for priests.
    

    Temple of Bastion

      The Temple of Bastion is a large trapezoidal shaped stone building in the north west of Inner Bastion. It has an open air loft on top where the high priestess of Inner Bastion resides. A large archway serves as the primary entrance & exit to the bulk of the space within the Temple which is taken up by libraries, prayer spaces, and offices used for the administration of the licensed magic users in Bastion City.  Behind the Temple is the graveyard for Inner Bastion, reserved for Nobility with the favor of the Church.  Underneath a massive statue of the God-King on the ground floor of the temple lies the heart of Inner Bastion, The Crucible. The Crucible is a magically powered steam power plant that utilizes the fire magic of the Scorched Ones in combination with rare minerals from Tou’Ka to create large amounts of energy used to boil a reservoir of water creating magically empowered steam.  The pipes that channel this steam are maintained by earth mages, while water mages maintain the water supply together they are able to provide the amenities of Inner Bastion.  The Crucible itself is maintained by the Templar, who watch over the imprisoned fire mages that have become nearly incinerated resulting in their name, the Scorched Ones.
    

    Merchant’s Row

      An area of paved streets in the western to southwestern districts of Inner Bastion. Merchant’s Row are wide, spacious, and well-paved streets from the Western and Southern Inners/Middle Gates to the God-King’s Tower. Merchant’s Row is usually packed with people, hand carts, stalls, crates, sacks, jugs, barrels, baskets containing the wares they vend & barter.  The goods range from Material to Luxury and are brought in from all over the Realm. The three main methods by which the Merchants of Merchants Row acquire their goods are from the Northern Train, the Air-ship Docks and from merchant caravans that travel to the most remote civilizations. Within Merchant’s Row are the access points for airships tall towers spaced out at within Merchant’s Row where the Air-ships can anchor to the top. Tech empowered dock-workers there use cables, pulleys and ladders to load & unload the wares so the myriad stalls of Merchant’s Row can vend them.  Merchant’s Row is essential to the profiteering members of Nobility and Dosh is crucial to the market as a whole.  Dosh is tightly controlled by the Cleric of Coins within the Doshery of the God-King’s Tower.
    

    Ka’mel’s Saddle

      A tavern in northeastern Inner Bastion the Ka’mel’s Saddle is a one story building with a  clay shingled roof and wood & stone exterior. The building is slightly raised up & there is a short staircase leading up to the front entrance a large imposing door made from dark color wood from northern Tou’Ka.  Behind the Ka’mel’s saddle is the Carto Brewery which supplies the tavern with majority of it’s alcohol.  The interior is a U shaped tavern floor with a large bar in the middle, the owner & bartender Rhys Carto doesn’t cook preferring to provide a relaxed drinking environment for his primary patrons, the Bastion Guard.  The interior decor is a combination of jousting memorabilia and hunting trophies like skin rugs and taxidermy critter heads.  At all times of the day one can find off-duty sentries relaxing after a shift or gregarious swordsmen loudly proclaiming their triumphs over rebellious Midlings.  In addition to the other decor there are a few relics of previous wars usually the armaments of fallen soldiers or some grisly battle trophy from ‘Ka-folk.  Primarily serving the current type of Carto Tassalroot Ale Rhys does carry a few aged bottles of Salu Spirits for the wealthier Investigators to partake in after solving a particularly challenging or high-profile case.
    

    Daro Estates

      West of the Ka’mel’s Saddle & Carto Brewery and East of the Temple of Bastion lies the gated community owned by Pisq Daro, Tsarius’ brother.  The Daro Family House is at the center of the neighborhood a three story building that rises above the rest, the top floor is a terraced auction floor which is invite only to the nobility of Inner Bastion. Considered the best real estate within Inner Bastion the streets are patrolled nearly constantly by hand picked members of the Guard that also station at the three entrances to the estates, the Northern Inner/Middle Gate house and two others.  Due to the proximity to the northern gates the Daro Estates is the funnel for the goods that arrive on the Train route between Bastion City and Tou’Ka, any Nobles out of favor with Daro Group must port any goods arriving by train around to the Western entrance into Inner Bastion risking travel through the Dusties.  The houses within the Estates are even more opulent than the other buildings within Inner Bastion their abundance of rich fabrics and iridescent metals on the exterior of the mansions are stark contrast to the austere walls of the Church of Bastion and the God-King’s Tower.
    

    Wandering Star

      The Wandering Star is in the Southwest sector of Inner Bastion, a tall one story building that has bright colored banners that are striking against the white stone bricks used to construct the building.  Most of the building is large stone archways and windows of a glass & metal mixture that blocks majority of the light passing into or out of the Wandering Star.  The only visible entrance is the the relatively smallish front door which leads into a small dimly lit bar, with a quiet, stern bartender. Within this front section are a couple of booths and a large communal style wooden table in addition to a small bar on the left side of the room.  Beyond that bar there is a hidden entrance to the spacious back room. A large open lounge area, decorated with beautiful & exquisite tapestries, rugs, pillows, couches, ornate tables, water pipes, and magically sustained plants.  The owner Orin Salu is often there partaking in smoking tassel root, and sipping one of his family’s fine spirits.  Within this secret lounge one can indulge in almost any delicacy to be found within the Realm.  In addition the Star Consortium uses this space to plan their anti Daro Group actions.  For the average visitor not only is this the premiere place within Bastion City to enjoy a rare meal or drink but also a place to indulge in almost any carnal pleasure.
    
    • quartz242 [she/her]
      hexagon
      ·
      3 years ago
      Setting pt.2

      Bastion Guard Hall & Jail

        In the Northeastern section of Bastion city, east of the Ka’mel’s Saddle, is the large three story sandstone and wood beam fortified building that serves as the Barracks, Training Hall, and Administration building for the Bastion Guard. Underneath is the Jail of Inner Bastion which is relatively small as most accused of crime are quickly exiled while the most heinous criminals are housed in the Jail until they are publicly executed. The building’s only entrance is through a massive wooden gate attached to chain & pulley.  A corridor extends inward from this gate splitting left and right, to the right are the stairs downward to Inner Bastion Jail, while the left opens up into a large training hall. Past the training hall are stairs upward to two floors of barracks, with the rooftop serving as a terrace for the court of Bastion as well as the site of executions.  While most of the Guard choose to reside within their homes in Middle or Inner Bastion depending upon their families social standing, some dedicated members of the Guard will live in the Barracks in pursuit of military advancement.
      

      Inners/Middles Guard Tower

      • The Inners/Middles Guard Towers are a stone fortified gate tower with a metal gate separating Inner Bastion from the Middle Bastion.  There are usually 3 to 4 guards on sentry there with a captain of the guard commanding.  The towers themselves are connected to a single room barracks for the sentries to be able to rotate between guarding, and resting.  The gates are open during the daytime but close at night, opened for special circumstances only. The Inners side of the Guard Tower is considered the premiere Sentry location as very little danger occurs beyond the pickpocket or shop thief, the vast majority of the violent & unrest occurs on the Middles side of the Guard Towers.  Located at the Western, Eastern, Southern, and Northern sides of Inner Bastion each one has varying levels of activity.  The Western Guard Tower is the most active due to the proximity of Merchant Row’s air-ship docks, while the southern and eastern guard towers are the least active as they are adjacent to the Noble Housing districts.  The Northern Guard Tower however is the most prestigious as only Guards approved by Daro Group are allowed to be stationed there as the Tower itself is within the walls of the Daro Estates.
      

      Shadoon Estates

      • In the south eastern corner of Inner Bastion are the Shadoon Estates built with wooden frame and a earthen facade. Most of the houses were designed by the Shadoon Noble Family and built by Workers, which maintain the homes in conjunction with the Church. Majority of the Nobles of Inner Bastion reside here owning the homes. There are some houses also owned by groups of Workers that use them as flophouses in between work shifts.  While guards occasionally patrol this area these homes primarily rely on neighborhood watch and as a result after dark this area is often the site of crime in Inner Bastion.  While the Estates are exquisite in comparison to the housing of Middle Bastion the Nobles that reside in these Estates spend countless hours and untold fortunes in attempts of decorating the exterior and interior of their homes to feel superior to their neighbors.
      

      Salu Distillery & Charto Brewery

      • On the Western edge of Shadoon Estates and East of the Wandering Star is the small unassuming white painted wooden building with blue trim and copper canisters outside the building of which the many varieties of Salu’s Special Spirits fermenting, aging, and distilling. Within is a dizzying array of scents and ingredients all in glass jars or being mixed by the few workers allowed within.  In the Northern sector adjacent to the Ka’mel’s Saddle is the Charto Brewery that utilizes the chaff from sifted Tassalroot flour to create a range of fermented alcohol.  The beverages from these two Settings are ubiquitous within Bastion City from the disheveled, chaotic Silver Wolf to the subdued, classy Wandering Star. The prosperity from the consumption of these popular potables is funneled to the Salu and Charto Noble families. As a result the exterior is the austere and the bare minimum required from neighborhood’s facade requirements. 
      

      Middle Bastion

      Between the Outer Walls and the Inner Walls is the vast region known as Middle Bastion. About three times the size of Inner Bastion there are three sectors radiating out from the Inner Walls to the Outer Walls. The first sector closest to Inner Bastion is comprised of the Factories and Warehouses, the second sector is known as the Dusties as the combined air pollution from the Factories and the tilling of the Farmlands results in a haze. The last sector is also the largest and is dedicated to the Farmlands, large swaths of earth tended to by magic and expertise. Finally the large Guard Towers of the Outer Walls allow access to large bridges over the rivers that surround Bastion City, this is where the Cliff-side Fisheries are, in many sections of river surrounding Bastion City the water has carved deep into the earth creating chasms of fast moving water where the best fish in the Realm can be caught. While Inner Bastion is an almost dizzying array of Luxury Goods displayed in whatever artisanal way is in trend Middle Bastion is utilitarian oriented. Built from scavenged supplies, and Material Goods passed over by the Noble Families the buildings of Middle Bastion are cheap, shoddy, unreliable, and in many instances quite dangerous.

      Farmlands

        The Third Sector is primarily comprised of Farmlands, vast regions that are actually greater than the entirety of Inner Bastion.  There are small sheds for rest and work animals as well as storage for the tools used in the farming, but housing of the Workers is within the Middle Sector.  The primary crop grown is Tassalroot a large tuber used in various ways as the primary form of sustenance for the people of Bastion, especially Middle Bastion.  The flowers are dried and used as a smoked intoxicant while the leaves are twined together to create strands for clothing or other textiles. The use of Magic is essential here as the lack of rainfall in the Realm of Bastions means that Water Magic or fetching water through bucket pulleys anchored to the Outer Walls is the only means by which to sustain. Some Noble Families pay to have small sections of Farmland worked especially for their needs, usually a rare plant from Outer ‘Ka.  
      
      • quartz242 [she/her]
        hexagon
        ·
        3 years ago
        Setting pt.3

        Inners/Middles Guard Towers

          Outside of the Guard Towers are the outskirts of the Dusties, there are rarely any guard members patrolling away from the tower, preferring to hold their fortified position against any threat, their primary concern protecting Inner Bastion.  However if there is a large scale threat such as a fire they will send courier’s for backup from the Guard and Temple. Due to the vigilance of the Outers Guards the Inner Towers used to be quite calm but recently there has been more unrest from Middle Bastion.  There is an attached barracks for resting allowing a rotation of Sentries to constantly guard the Towers. 
        

        Middles/Outers Guard Towers and Bridges

          The first defense of Bastion City these Guard Towers are at the end of massive bridges extending over the chasm made by the three rivers. A large archway with a retractable gate is the only means by which one can access Bastion City by ground, and must pass through these Towers.  Standing on each side of the large archway between the walls separating Outer Bastion and Middle Bastion are huge Pneumatic & Hydraulic powered automatons, maintained by the Daro Group’s engineers at the behest of the God-King. In the past the battles against the ‘Ka meant that these Guard towers would face near constant battles but the past 20 years have been very quiet. Outside of the Northern bridge is the train station to Tou’ka maintained by the workers & the watch it is the busiest of all the bridges.
        

        Silver Wolf Tavern

          The Silver Wolf Tavern is a rough stone & wood building in South West Middle Sector, there is a small loft inside which is the site of a popular Middle Bastion past-time, wrestling.  Rass Tin the owner is a welcoming and friendly lady.  She runs a bakery out of the tavern, and always serves a perpetual Tassalroot stew with bread & Charto Ales on tap.  The inside is unassuming in its decor, with family portraits on the walls and worn Tassalroot woven rugs on the floor.  There is a mounted bottle of aged Salu Special Spirit on the wall above where Rass Tin bar-tends, a gift from someone very important.  The clientele range from Factory Workers, Farm Workers, Warehouse Workers, to those just passing through Middle Bastion.  Usually fairly calm any trouble raised by patrons is directed to the second story wrestling area.  The goal of which is to bring the opponent to the ground the most in 5 Rounds. During such events the Tavern becomes quite raucous.
        

        High Priestess Hokaine’s Missionary

          In the northeast part of the Second Sector of Middle Bastion Hokaine has a small house outside of which she performs magic in aid of the denizens of middle bastion underneath a gigantic statue of the God-King.   She preaches the teachings of the God-King in particular the verses about respect for the church, guard, and of course God-King as well as verses pertaining to hard work, and cleanliness. It is rumored that there is a hidden underground area beneath Hokaine’s house that connects to the Church past the walls within Inner Bastion, however most brush this off as words from those jealous of Hokaine’s popularity.  She is a talented user of Magic that assists in the myriad of medical needs of Middle Bastion folk.  In addition this is where the Acolytes & Clerics that operate in Middle Bastion are administrated from, however due to Hokaine’s preference to be hands-on this duty falls to the wayside.  Many opportunistic parties use this to their advantage buying off Acolytes and Clerics for tasks of their own.
        

        Warehouse & Factory District

          Sector 1 of Middle Bastion is comprised of the Warehouses & Factories owned by various Nobles of Inner Bastion where Material Goods are processed or stores, often tech empowered workers tend to these warehouses & factories and are paid a bit more than the farm workers. Most of the warehouses tend to be shoddily build from wood and earth, with wealthier nobles paying for a full wooden warehouse. The factories on the other hand utilize Stone, Metal and Glass in a completely utilitarian purpose, requiring materials that withstand the heat generated by the Cind-Furnace used to make the manufactured goods.
        

        The Dusties

          The Second Sector of Middle Bastion mostly consists of The Dusties. The term for the densely packed residential areas in Middle Bastion, simple buildings made of earth and Tassalroot swaths of fabric. On the edge near the farmlands one often hears the sounds of folk songs from nearby farm laborers, or children playing during the day while the night tends to be quiet except near the Ka’mel Ring or the Silver Wolf. The edge near the factories on the other hand are quite noisy during all hours of the day in addition to the pollution as a result of proximity to the Factories.
        

        Salu’s Ka’mel Jousting Ring and Bazaar

          In Northern Middle Bastion a large encirclement where the Ka’mel Jousting occurs on specific evenings, outside of the ring are a couple food & drink shacks, each one specializing in a particular food or drink.  Also there are a couple of gambling booths to wager on the outcome of the Ka’mel Jousts. Surrounding the ring are the various pens for the Jousters, equipment areas, and training rings.  Densely packed the proximity to their rivals results in frequent outside the ring interference & sabotage.  The spectacle of the Jousting Ring is the highlight for many people who reside within Middle Bastion City.
        

        Cliff-side Fisheries

          Coveted yet dangerous fishing spots that are accessed by long ladders just outside of the walls of Middle Bastion, or done over the large bridges leading to Outer Bastion. The fishers labor in hopes of catching enough to sustain  themselves and make extra Dosh. Many fishers sit in their spots using extremely long fishing lines to catch what they can from the massive lake formed by the convergence of rivers. They use complex pulley lines to haul their catches up to the surface. They are cleaned before selling fillets to Inner Bastion nobility while the refuse are used to make food for the fishers.  Resulting in a near constant amount of bustling activity outside of Bastion City.
        

        The sewers

          With many access points across Middle Bastion the vast sewer network shaped from earth and maintained by earth Acolytes from the temple of Bastion.  Primarily used to deal with the refuse & waste from the concentration of people within Bastion City.  As a result of the Sewers extending deep into the earth and intersecting with the Worm Trail there is a constant source of Critters.  This deep, complex network of tunnels is also used as a hiding place for some of Bastion City’s underworld groups, ‘Ka Infiltrators or those who wish to live outside the laws of Bastion City. The fisher-folk and those who frequent the Sewers tell tales of hidden entrances to the Sewers within Inner Bastion.  Navigating it takes a good bit of knowledge of Humanoid, Geography, and Critters but the rewards can be quite good.
        
        • quartz242 [she/her]
          hexagon
          ·
          3 years ago
          setting pt.4

          Outer Bastion

          The largest region of the Realm by far, the terrain of Outer Bastion is varied and fantastic. The Northern most region consists of the vast Dragon Mountains that start at the Dragon’s Maw Volcano in the Northeast territory of Zeu’Ka. The highest peaks are in the Northern Permafrost known as the Dragon’s Spine. Some of the most fertile lands are in the Tou’Ka Lowlands just south of the Dragon’s Spine. In the Northwest the Dragon’s Tail section of the Dragon Mountains curves around the Sand-Dunes of Zol’Ka becoming the Western Foothills by combining with the hills of the Mirage Mountains. The Mirage Mountains border the Southern Region of Outer Bastion, the highest peaks of the Mirage Mountains are in the Southeast by Phen’Ka. The snow-pack of these peaks feed the Trickle of the Fens of Madness. As the Mirage Mountains trend westward they quickly diminish in size in the Southern region before jutting upwards in the Southwest creating the Red Pillars before getting rapidly diminishing in size to become the Western Foothills just past Lake Den’Ka. Some ‘Ka explorers tell tales of traversing the Dragon Mountains and finding themselves in the Mirage Mountains as well as the inverse.

          Northwestern Sand-dunes

             Northwest dunes are a low desert up to the foothill of the Dragon’s Tail mountain range where the elevation quickly rises.  The Nat'Ka village is based around an oasis deep in the dunes the rapidly shifting nature of the deep sands makes mapping the exact location difficult. The oasis itself is a very large spring fed lake that is quite shallow, coming up to the waist on most people. The Nat’Ka utilize this oasis as a water source and an agricultural source.  The difficulty mapping this region combined with the environmental hazards makes traversing this region of Outer Bastion quite dangerous. The chance of finding a powerful earth spell-caster, valuable gemstones, or a delicious cactus flower tempt many explorers.  Beware the many critters in this region as they have had to develop a myriad of attributes to survive in the harsh sand dunes and take advantage of any opportunity to feed.  Those that have been to the Nat’Ka and back tell stories of a prosperous, peaceful village that is welcoming of visitors.  Bandit King Aloxes is said to have made camp on the Southeastern Edge of the Sand-Dunes in sight of the train running between Bastion City and Tou’Ka. This region is where the terrain becomes arid rolling hills that contain the sand in conjunction with intense wind-storms.
          

          Northern Lowlands

             North of Bastion City are the Dragon Spine Lowlands, named because of undulating hills and valleys that extends south from the northern Dragon Spine mountain range. Interspersed with the hills and valleys are a wide plateaus however most of the Tou’Ka clans are established in the central valley.  The most established land trade route at this time is the Train between the Tou’Ka and Bastion City. The Tou’Ka towns are widespread and dispersed, governed by various clans. There is no centralized power structure and the traders of Bastion City often spend weeks going from barterer to barterer to find the best deal.  Majority of Tou’Ka is at an altitude where the lowlands are most prosperous however the current leader of Tou’Ka is from the northern region. Where the lowlands start to turn into tundra and has some degree of permafrost most of the year. During the Thawing Season, most of trade in the northern regions is suspended as swarms of predatory insects awake from their permafrost induced hibernation to feed upon anything that moves. Despite the peril of these Critters the concentrated fluids from these critters are used in the strongest herbalism and pharmacology recipes. The myriad of edible flora and fauna of the region is an important source of trade for this village but the primary export is the gunpowder mined here & firearms produced in this region a specialty that is steeped in the traditions of the Tou’Ka. Most Families in Tou’Ka pass down their ancestral firearms to the young members of  their family when they come of age. Very few brave adventurers have traversed north through the Permafrost and through the Dragon Spine, the handful that survive report coming out on on the Southern part of Outer Bastion at the foothills of the Mirage Mountain near the ruins of Zol’Ka
          

          Northeastern Volcanic Region

             Northeast of Bastion City the huge smoldering volcano known as the Dragon’s Maw dominates the horizon easily twice the size of the rest of the Dragon Mountain Range, the Volcano has been tended to by the Zeu’Ka for as long as the ‘Ka have existed.  The great Firebird itself roosts in the Maw and the descendants of that great beast still inhabit this region of the the Dragon Mountains, making air travel extremely dangerous.  The Zeu’Ka are masters of fire spell-casting and have utilized it to channel the Maw’s lava-flow downward rather than erupting,  At the base of the Dragon’s Maw lies a massive lake, the third largest in Outer Bastion.  The hills of the Dragon Spine as well as the northern most foothills of the Mirage Mountains channel water into this like, while the extreme geothermic activity of Zeu’Ka channeling of the Dragon’s Maw results in the lake being heated. A huge swath of the surrounding foothills have been are desolate as a result of the ash clouds from the Maw.  The boiling mud pots, sulfur vents, and scalding geysers are plentiful, around the lake, which feeds the aptly named Boiling River which flows to the southwest.  The unique materials of this region draw many explorers as well the many poisonous plants and fish have developed from this unique ecosystem.  One unique plant has the ability to slowly alter a person’s appearance from masculine to feminine or feminine to masculine depending on how it is compounded.
          

          Skyward Monolith

             East of Bastion City nestled in shale hills and in a rare spot lacking geothermic activity the Skyward Monolith juts upward, a testament to the ingenuity, genius, and ability of the famed Inventor Cian.  In exchange for the Technology of the Inventor, Bastion City with the help of Zol’Ka & Tou’Ka invaded Phen’Ka and Zeu’Ka during the Third Desert War to secure the land on which to build the Skyward Monolith.  One of the pioneers of modern Pneumatics and Hydraulics, Cian is also an expert in Mechanical Knowledge.  Over the years the Monolith has become a major trade outpost for air based trade, a close second to the Ot’Ka airship routes. Before the Skyward Monolith air trade was impossible in this region, the Monolith changed this in part because the Skyward Monolith’s defenses are one of the few things that can keep the Ferrochs from overtaking an airship.  The exterior of the tower appears to be made of intricate interlocking gears, pneumatic tubes, and hydraulic piping that extend from the top of the monolith to below the ground entrance.  Many types of Automatons attend to the maintenance of the Monolith as well as defending it.  The minority inhabitants, humans, tend to be older and all are trained in technology from one type or another, and as such the primary export of this trading outposts are materials related to that.
          

          Fens of Madness

             South east of Bastion City are the Fens of Madness, a swampland made from the Trickle a network of streams from the constant run off from the highest peaks of the Mirage Mountains. Within the waters are a unique material that creates the illusions which are visible as the water flows downward from the Mountains. The verdant combination of rich soil and mineral water has resulted in a diverse ecosystem.  The many poisonous plants create plumes of noxious gas, most of which is hallucinogenic. Throughout of the Fens are the villages of Phen’Ka who use boats to travel through the deeper parts of the Fens.  The denizens of Phen’Ka are renowned for their knowledge and application of Healing, Pharmacology, and Water magic.  The flora and fauna of the Fens of Madness are valued not only for their drug-like properties but also for their health benefit,. The only way to access the tallest peak of the Mirage Mountains where the Living Cloud is said the reside is through the Phen’Ka. The Living Cloud is rumored to be that which gave the ‘Ka their first breath according to ‘Ka creation beliefs.  The Phen’Ka is a loose collection of wooden decking in various stages of decay and simple earthen houses, in a cluster around the trade roads are large warehouses that extend back into the marsh. Since the Phen’Ka are able to thrive were others may be intoxicated the attempts to aggress upon them have failed.  While the Phen’Ka have no official warriors or guardians one Clan has taken it upon themselves to defend the Phen'Ka right to steward their homeland.  The Western edge of the Fens terminate in the Winding Wood before the southern deserts begin, and on the Northern Edge the Fens terminate at the Foothills where the Skyward Monolith stands upon stolen land.
          
          • quartz242 [she/her]
            hexagon
            ·
            3 years ago
            Setting pt.5

            Ruins of Zol’Ka

               South of Bastion City rising out of a vast flat sandy desert surrounded by imposing sand dunes are the ruins of the great city of Zol’Ka. Built from deposits of marble and sandstone from deep beneath the city the proximity to the foothills of the Mirage Mountains and dunes act as a wall. The terrain around is rugged in stark contrast to the flat lands around Zol’Ka, the perfect environment for herds of Ka’mel.  The smooth city is especially magnificent surrounded by the rough and jagged lines of the Mirage Mountains to the south and the Red Pillars to the west. Zol’Ka is a wonder greater than Bastion City, Den’Ka, Skyward Monolith, or Ot’Ka in sheer scale and quality of architecture. However Zol’Ka is almost completely abandoned, and there are many stories of Explorers that have found vast hordes of treasures in hidden rooms in Zol’Ka.  However there are are many more stories of Explorer’s sinking into the walls or floor never to be seen again or ambushed by the large quadruped critters that stalk the flat and quiet sands and foothills that surround Zol’Ka. It is rumored that the Great Worm devoured the people of Zol’Ka for their insolence and disrespect to the avatar of Earth.  However the truth is that a powerful magical ritual resulted in the Earth Ascendant taking control of Zol’Ka and forced the surviving people of Zol’Ka underground to be subjugated or to flee Zol’Ka as refugees.
            

            Red Pillars

               Southwest of Bastion City are a series of valleys and plateaus that marks the end of the Mirage Mountains, the variation in altitude is unpredictable but usually quite minimal except for the massive Red Pillars that tower over the region.  Sprawling atop these red pillars is the jewel of the ‘Ka, Ot’Ka, organized as a hub and spoke the Council of Ot’Ka has their governing chambers in the center of the massive Bazaar a dense cluster of vendor stalls, eateries, and homes this center pillar has the only staircase etched into the Red Pillar, which is rarely used as there are massive suspension bridges to each of the pillars encircling the Hub. Two air-ship docks in Ot’Ka are the oldest in the Realm and are the busiest as traders from across the realm have docking permits for airships. Porters ready to unload the cargo and take it down the wide streets to deliver to the merchants in the Bazaar, aside from the docks the remainder of the space is used for dense housing for the inhabitants of Ot’Ka.  The fiercest river in the Realm, Totch’asu (The Wailing), winds between the Pillars and as a result it is quite difficult to live or forage beneath Ot’Ka, however fishing these rivers is a vital source of food for Ot’Ka in addition to Tassalroot flour imported from Bastion City.  Masters of Air Magic and Pneumatics the Ot’Ka people are said to have been blessed by the Living Cloud and were taught how to fly. They have bartered their flying devices to the rest of Bastion and are the most established and longest running airship bartering route.  The Ot’Ka wind-riders are masters of flight and pneumatic weaponry and are known to be able to procure anything or anyone that can be found in Outer Bastion, for a price.  Beneath the Ot’Ka beyond the river are the red rock & shale hills. Within this region there are few flora and fauna that have adapted to survive. Only experienced Explorers have survived this harsh region finding calm spots on the river to get water & foraging edible plants, especially nuts and berries found only in this area.
            

            Lake Den’Ka

               West of Bastion City where the foothills of the Dragon’s Tail and Mirage Mountains meet is the second largest body of water in Bastion, Lake Den’Ka.  Floating atop this lake is the city of Den’Ka, with a bridge connecting to the east and west. The trading road heading east, winds up into the mountains following the creek that feeds Lake Den’Ka before turning North towards Nat’Ka. The trading road East splits towards Tou’Ka and Bastion City, the road heading North towards Tou’Ka runs parallel to the Train tracks and is a frequent place for Bandit attack. At the center of the floating city a singular airship dock rises from the dense buildings and winding narrow walking paths weave throughout the city.  Once the primary trading partner with Bastion City, after the Third Desert War and the surprise attack there has been a general trade embargo. The plentiful resources, experts of Hydarulics, and powerful water spell-casters make Den’Ka a destinations for many types of Explorers.  The Lake exists in a gigantic caldera with the western most edge being where the foothills of the end of the Dragon Tail meet the foothills of the Mirage Mountains.
            

            The Worm Trail

               The name given to a vast, deep network of tunnels & caves underneath the western half of Bastion, from the Northern Lowlands, south to Zol'Ka and west to Den’Ka.  Legend is that the avatar of earth the Deep Worm bore the tunnels upward so that the ‘Ka could learn the magic of Earth from the wise being.  The Tunnels & Caves themselves are mostly flooded to some degree or another 80% have 1-2 meters of water in them, 10% are dry, and the remaining 10% are completely flooded, mostly those near the lake under Bastion City, the Steam Lake to the Northeast, and the lake of Den’Ka.  Throughout the tunnels there is a diverse ecosystem of critters, moss, lichen, and other fungi.  There are a few rare venomous predators that are the source of many a rumor or cautionary tale of expeditions into the Worm Trail.  Despite the danger the range of materials both organic and inorganic make exploration lucrative.  Some important sections of the Worm Trail are the regions beneath Zol’Ka as well as the Nat'Ka World Tablet. 
            

            The Skies of Bastion

            The skyway of Bastion flows in a fairly predictable path from Inner Bastion to either the 	Skyward Monolith or the Ot’Ka, there are many small flying critters that interact with the 	smaller airships but steer clear of the larger ones.  The only large flying critters are the Ferroch 		in northeast by the Dragon’s Maw.  The danger from sky pirates or a rogue Wind-rider seeking 	quick cash are greater than any critter, usually.  The conditions for flying are usually calm due 	to the Arrest of the Clouds but there are occasionally wind currents that can quickly destabilize 	even the largest sky-ships. After years of study a pattern for these currents has been discerned 	resulting in the creation of the air-ship timetable laying out the most and least desirable safe fly 	times.  Obtaining a favorable space on this timetable is the source of many conflicts among 	the Nobles of Bastion City.