The Ninth World
A collection of five kingdoms that are united under one alliance referred to as The Republic. Their unity is currently tenuous at best.
A city was founded named Haven as a place for all cultures to exist equally. In Haven sits The Nove, a council of racial representatives headed by an elected figure meant to break ties known as The Advocate.
The new races came about through experiments done by the Progenitors. They have diverged in language and culture since their conception. Although there is a peace amongst them, each peoples rather tend to their own. Despite this assertion of their own cultural traditions, many still struggle with the question of why they were made and whether their future is within their own control.
- Dwarven Clans. (Krytocracy) Clan leaders are known as Judges. Usually located near mountainous areas. Militaristic and technology focused. They were one of the first experiments by the Progenitors as they tried to see the limits of the human genome. Their original purpose was to be labourers, builders, and meat shields. Some magic was used in their creation, mostly that which was found inherently in crystals and minerals.
- Elven Assemblage. (Monarchy) Located in heavily forested areas. Since these areas aren’t as common as they were before, many of them have become very territorial and protective of these glades. Astronomically interested with a history in the stars. Venerates the sun, moon, and stars. They were another early experiment done by the progenitors to act as ambassadors and agile strike teams, when necessary. As part of their creation, Elves were infused with an refined type of magic which existed in dreams and song.
- Halflings. (Demarchy) A later Progen experiment where they wanted to utilized attributes of native fauna to create a smaller, more agile maintenance personnel. They also increased their intelligence and capacity to work as units. A type of folklorish magic played a role in their development by the Progenitors. The result were small, dexterous engineers that tenaciously worked together. Some had remnants of the fauna used in their genome (furry ears, light fur on the body, small vestigial tails, etc.). After their liberation, the Halflings broke into two groups:
- Gnomes who maintain their heritage of craftsmanship and uncanny talents for magical machinations .
- Hobbits that have removed themselves from city life and settled into provincial communities. They would prefer to live peacefully in their communities, although some are inspired to explore the world with a wanderlust that is impossible to shake.
- The Saurian Hegemony. Alongside the earlier experiments with the Halflings, the Progens were creating their antithesis: the Saurian. These creatures were brutal warriors and took many of their attributes from contemporary lizards as well as from ancient dinosaurs. The result was an army that would either intimidate their opponent into submission or thoroughly destroy them. The Saurian remain as a harsh race with a savage culture that still allows for slavery. Although not every Saurian subscribes to all their ideals. The magic used to fuel their creation stemmed from deeply savage barbarism found in remains of mythic reptilian hunters.
- The Freemen. (Various) This is the banner that most humans fly under. They can be found anywhere from large cities to remote areas around the world. Their professions also follow a similar spectrum from simple farmers to highly influential politicians and scientists. Unfortunately for some, the name is a goal rather than a reality. A subgroup of humans early in their heritage remained as slaves. The experimentation done by the Progens were continued by the Elves and Saurian which resulted in a race of slaves known as Tieflings. Due to the unrefined methods of experimentation, the magics used in their creation were corrupted and drew from dark corners of the world. These terrible experiments have long ceased, but Tieflings remain as slaves by birth. Some have escaped or been freed, while others have chosen to remain.