001 City and Design:
It is in the practice of the Muhirian people to set aside certain areas of land for both city and temple creation, an area must meet a set criteria and should it fall short both a Clergy and a Geomancer are summoned to the plot of land.
Belief rests in the mana rich soil that is natural to Muhir. It is claimed that the Goddess Tellus Mater has vanquished the forces of evil to the center of terra and through their will they will someday find cracks in the ground and sweep out across the land. In an attempt to prevent this Clergy must come and bless the land, while the Geomancer gets in tune with the land and makes topographical adjustments where the Clergy senses ‘evil’ slipping out.
It is also the task of the Geomancer to define the shape, and the materials used in the construction of the home, they are claimed to have an insight into what is Tellus Mater wishes; placed against a hill (where applicable) and facing towards the south for maximum sunlight—the homes are built in a way to reflect the natural wealth of the region they are within.
002 Magical Structure Chapter:
The glory of such a city as Aeliyr has been evolved from the ancient scriptures of lore. The understanding of rune casting, magical circles, and alchemy has ascended the knowledge of the world known. The wondrous advancements in healing as well as military prowess from the study of magic has made Muhir one of the most powerful continents known. Sages from all around the world come to study within the spiritual realm of Muhirian constitution.
Touching Muhirian soil, a physical body becomes more in tune with their ethereal presence; naturally amplifying their magical prowess and connection. This enables even the most unskilled denizens to understand and utilize rudimentary magic to their advantage. However, the drawbacks of such a sense of magical self would also make beings more susceptible to magical attacks.
The amplified ethereal presence could also lead one to fits of delusion, removal of their rational faculties, lapses in common sense judgment. The presence of rich unadulterated mana flowing through the very fabric of Muhir is only kept in check by several common place magic sigils, or spell circles found throughout the city. Normally found on lamp posts, illuminated by the city lights, or magnificently crafted into the city's natural landscape-- market squares, intricate streets that weave through the city to act as large magic circles.
The Muhirian area is indeed well within the boundaries of the omniverse. It has realms extending beyond the boundaries of the physical plane, stretching into planes unknown by most of the denizens. With the lack of a specific deity for worshipping, there are little differences within the Outer or Celestial realms existing in this multiverse. The strongest presence in the coterminous material plane or the perception of the physical world of Muhir is the Ethereal Realm. Revealing a greater understanding of one's soul or 'ether'. However, there are several planes and areas of pocket space within Muhir that may be different in terms of perception due to the naturally heightened presence of several extraplanar sites and the absence of others.
003 Coin and Commerce Chapter:
Muhir standing as such an advanced civilization has developed a merit system for trade and work compensation. Several coins differentiated by their size, composition, and color are used to determine the face value of items or labor. The bonds of these coins are tied to the social surroundings of Muhir and are honored on the surrounding continents; most notable-- Stratholme.
Pents: the least valuable coin known to Muhirian trade. Small and round in shape with a square notch missing from the bronzing center. Worth roughly a foot of fabric, or items of equivalent size and value.
Quintz: Smaller than a pents, but worth ten times in value. This coin is composed of nickel and silver, with a triangular notch missing from the center.
Senhtz: Larger than a pents, and worth ten times a quintz in value. This is the most common coin currency known to the Muhirian world, composed entirely of silver with a diamond shaped notch missing from it's center.
Parchment: Agreed upon contracts written in blood, these are used for labor and work compensation. The specifics of any job needed, or fulfilled are written out in full detail with the blood seal signatures of each party participating in the pact. These are of the most holy contracts written in Muhir.
004 Military Chapter:
Well trained, the Muhirian Discipline is one that teaches a redefine Art of War, the do’s and don’ts of combat. It is this prowess that expands into many different art forms, subdivisions within that Military circuit that make it arguably one of the strongest forces upon the lands. The population of seven hundred and fifty thousand, and it is one third of population that has been pooled for the branches of the Military.
Further: x
005 Technology and the World Chapter:
The world of Muhir is considered technologically under developed, the research of scientific notation and creation of machines has been shifted to the study of magic and cosmology. Although the world of Muhir does contain simple machines such as rudimentary guns or steam engines that propel trains or ships, they pale in comparison to the advanced knowledge of mana and it's manipulation. However, there are certain areas of the world of Muhir that have devoted their existence to mechanical and technological advancements for the betterment of the world, frowning upon the abuse of magic, these mechanics and scientists believe that God's will is for man to create a self-sustaining world of their own.
Most projectile weaponry are created by simple means to fire pellets through the propulsion of gun powder, the trajectory and power of these weapons are hardly worth noting. Since these weapons do not use bullets or shell casings, reloading time is no less than seventy seconds between firing rounds. The use of more precise weaponry such as throwing daggers, swords, projectile arrow's, or even magic would be enough to steer those 'gunslingers' away from their aforementioned forte.
006 The Communication Era:
In an art as old as the Ancients of Muhir can recall communication with those of friend clans, families and other factions has done in many ways. The most obvious one is the meeting of persons face to face so they may speak verbally, often times this is the way it s done. This is the easiest and most sought after way of communication across the many cities of Muhir.
However, there are other ways to communicate for the long distances that might appear, between the cities and/or the many Muhirian Nations. In times when situations prevent the meeting of faces: old age, needing to be within a place at a given time, or just plain in convince, an old art has been dived into that allows for communications over the lands with little effort.
Upon a mount, either composed of stone or marble riddled with the Muhirian Glyphs, rests that of sphere. It is typically composed of the same material, as it is base; however, that is only a temporal image of the true nature of the sphere. Upon activation, via touch, the sphere first projects around you a shield, the protection from the world around you whilst your thoughts are pulled elsewhere.
It the safety of the shield you are sent an image, an illusion into the mind that pulls you into a simple room -- usually all white with the appearance that spans indefinitely in all directions. Within this room you 'stand' with complete range of movement and the ability to 'talk' with those whom are also in the same room as you. Within this area you are unable to harm or be harmed by those you are communicating with, the projections of your mind are free of harm, powers that you may possess upon the 'outside' are removed, you nothing but a watered down illusion of yourself.
On the outside, you are covered with that of the shield; however the shield may protect you it is wise to have people around you who may aid, in case the shield is somehow taken down. Questions arise as to how you may convey the message you wish to contact someone from afar, it is when you active the sphere does the one in which you are wishing to get in touch with glows, a low hum is pressed outward to trigger an alert. From there you need only luck to be on your side.
Other:
-- Three people are allowed per sphere.
-- The sphere and its mount are not stationary; they can be transported.
-- It is also impossible for people to 'see' into the room, only those inside have any idea of the events that happened.
Extra: Original Content by Daniel and Andrew.



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